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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