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+-----------------------------------------------------------------------------+ |
1F NORTH |
+-----------------------------------------------------------------------------+ |
You start out at the bottom of the Tower, in 1F's north passage. You cannot go |
back down the elevator you came from. |
>>> Equip your SNIPER <<< |
PROCEED TO THE BOTTOM FLOORS' CENTRAL AREA |
========================================== |
Go through the door ahead of you to reach the central passage that connects the |
lower floors of the Tower. |
+-----------------------------------------------------------------------------+ |
BOTTOM FLOORS |
+-----------------------------------------------------------------------------+ |
The Tower is an absolute labyrinth of passages, which make up the fifteen |
floors between you and the summit. These floors are connected together by |
vertical areas like this one, which run like a core down the centre of the |
Tower, one vertical shaft on top of the other. Fortunately you are not expected |
to explore much of the Tower on this first visit, and only the shortest, |
simplest route is open to you. |
ANCIENT RECORDING DEVICE |
------------------------ |
A save point will greet you outside the door from 1F North. |
NOTE: 1F WEST / 1F EAST AND THE CLOSED ELEVATOR GATE |
---------------------------------------------------- |
The other door on the same level as the save point goes to 1F West, which is |
actually misnamed as "1F East". You will be unable to go very far in that |
direction at the moment, however, due to a closed Elevator Gate. You can open |
this later on in the game. |
PROCEED TO 4F |
============= |
No other doors will be open except the one at the top of the passage; this |
leads to 4F. |
+-----------------------------------------------------------------------------+ |
4F |
+-----------------------------------------------------------------------------+ |
NOTE: DEACTIVATED SWITCHES |
-------------------------- |
Most of the Tower is currently inactive. If you Access the switches and devices |
on this and other floors, they will not do anything. |
------------------------------------------------------------------------------- |
TOWER BATTLE SEQUENCE #1 |
------------------------------------------------------------------------------- |
A few sequences of Imperial ships will ambush you as you ascend through the |
Tower. You will not have encountered any of them before, so tactics for each |
new kind of battle follow. |
------------------------------------------------------------------------------- |
1: SKIFF PATROL GROUP [Pyro x 4, Skiff x 1] |
------------------------------------------------------------------------------- |
These groups are relatively simple to defeat. It is a good idea to use the |
"Carry Two Gauges Over" tactic here, (see Section 3.03,) in preparation for the |
next battle of this sequence. |
The safe zones will keep changing as the Pyros follow your movements, but two |
zones will always be safe, so keep to them while you charge any gauges you |
need. As is often the case, the radar's zones will change to red before you are</pre><pre id="faqspan-6"> |
actually in danger. Watching the Pyros themselves is a better way of judging |
when you need to move. |
When you want to end the battle, just move to the group's front when you get a |
good opportunity. If you Sniper the Skiff's weak point once from there, you |
will destroy it instantly. The Pyros will then retreat, leaving you with an |
easy victory. |
------------------------------------------------------------------------------- |
2: INFERNOS [Pyro x 6] |
------------------------------------------------------------------------------- |
Note that the Pyros you will encounter throughout the Tower are all misnamed |
on-screen as "Infernos". Infernos were actually the version from Craymen's |
Fleet. |
Basically, the safest way to win this battle is to use the Holy Sphere berserk |
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