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Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court
Roseville, CA 95661
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www.primagames.com
The Prima Games logo is a registered trade- CONTENTS
mark of Random House, Inc., registered in
the United States and other countries. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Primagames.com is a registered trademark
of Random House, Inc., registered in the
United States. Flight School—The Training of Orta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
© 2003-2004 by Prima Games. All rights reserved. No part of
this book may be reproduced or transmitted in any form or Dragoon Platoon—Characters and Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
by any means, electronic or mechanical, including photo-
copying, recording, or by any information storage or Flythrough—Main Episodes 1-10 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
retrieval system without written permission from Prima
Games. Prima Games is a division of Random House, Inc.
Associate Product Manager: Jill Hinckley Episode 1: City in the Storm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Project Editor: Teli Hernandez
Episode 2: Altered Genos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Editorial Assistant: Carrie Ponseti
Sega is registered in the U.S. Patent and Trademark Office.
Sega, the Sega logo, Panzer Dragoon, and Panzer Dragoon Episode 3: The Fallen Ground . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
ORTA are either registered trademarks or trademarks of
Sega Corporation. Original game © SEGA CORPORATION, Episode 4: Gigantic Fleet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
1994, 2002. Panzer Dragoon ORTA © SMILEBIT CORPORA-
TION/SEGA CORPORATION 2003. www.sega.com/panzer
Microsoft, Xbox and the Xbox logos are either registered- Episode 5: Eternal Glacies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
trademarks or trademarks of Microsoft Corporation in the
U.S. and/or in other countries and are used under license Episode 6: Legacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
from Microsoft.
All products and characters mentioned in this book are Episode 7: Forbidden Memories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
trademarks of their respective companies.
Please be advised that the ESRB rating icons, "EC", "K-A", "E", Episode 8: Imperial City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83
"T", "M", "AO" and "RP" are copyrighted works and certifica-
tion marks owned by the Interactive Digital Software
Association and may only be used with their permission and Episode 9: Showdown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
authority. Under no circumstances may the rating icons be
self applied or used in connection with any product that has Last Episode: The End of Destiny . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
not been rated by the ESRB. For information regarding
whether a product that has no been rated by the ESRB,
please call the ESRB at 1-800-771-3772 or visit Opening Pandora’s Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
www.esrb.org. For information regarding licensing issues,
please call IDSA at (212)223-8936. Please note that ESRB Orb 1: Flight Records . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
ratings only apply to the content of the game itself and does
NOT apply to the content of this book.
Important:
Orb 2: Sub-Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
Prima Games has made every effort to determine that the
information contained in this book is accurate. However, the Orb 3: Box Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
publisher makes no warranty, either expressed or implied,
as to the accuracy, effectiveness, or completeness of the Orb 4: Encyclopedia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
material in this book; nor does the publisher assume liability
for damages, either incidental or consequential, that may
result from using the information in this book. The publisher Orb 5: Appendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123
cannot provide information regarding game play, hints and
strategies, or problems with hardware or software. Pandora's Box Revelation Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136
Questions should be directed to the support numbers
provided by the game and device manufacturers in their
documentation. Some game tricks require precise timing
and may require repeated attempts before the desired result
is achieved.
ISBN: 0-7615-4010-5 The author would like to thank: My darling and loving wife Melanie; Mum, Dad, Ian; Bryn; Jennifer, Jill,
Library of Congress Catalog Card Number: 2002116518 Teli, and Carrie from Prima for their help and frivolity; and the letter "B", for Basil, assaulted by bears.
Special Sega of America Thanks: This guide would not have been possible without the help and
support from the following people: Klayton Vorlick, Shawn Dobbins, and Rich Briggs.
3
Introduction
The wondrous civilization of the Ancients had long since passed. The remaining human population was scattered into a thou-
sand tribes seeking a marginal existence on the barren land.
One tribe discovered an ancient ruin containing powerful weapons created by ancient sciences. Using these weapons, the
tribe began to reclaim the land from the bioengineered creatures that had hunted them for so many years. An Empire was
formed. It revived the Ancients' flying machines and exterminated all opposing tribes. Soon the whole world became
dependent on the Empire's technology to protect it.
The Empire's greed grew, and their desire for power led them to uncover the ultimate weapons: the Towers, which held the
promise of absolute world dominance. But the discovery of the Towers awakened the legendary Dragon of Destruction, which
appeared to stop the Tower's activation.
Three times this horned dragon appeared, and each time it bore upon its back a rider carrying an ancient gun. Soon after, a
fourth dragon appeared—a black dragon ridden by a young girl named Azel.
The black dragon's appearance marked the beginning of the dragon's final battle, which led to the destruction of the Towers
and the near-destruction of the Empire. With the Towers gone, so, too, were the last of the dragons.
Gone, that is, until the Empire rose again and awakened dragons of its own….
Flight School: Training
NEW GAME TUTORIAL
4
Flight School: Training
LOCK-ON 5
Control your dragon mount with Manual shots are used primarily
g. Green crosshairs appear in to destroy incoming missiles or
front of your dragon. This is used acid balls, because lock-on Missiles come in various types.
to target enemies and also indi- lasers cannot target this All can be destroyed for a few
cates which direction your ordnance. Sometimes too many extra points (5, usually, but some-
dragon's head is pointing. missiles are incoming to handle times 10).
with manual fire. Shoot down
only the ones that threaten you,
To fire, release 1, and your and dodge or ignore the rest.
dragon's homing lasers unleash a
barrage at the targeted enemies.
Some enemies require multiple hits
to down (bosses require dozens or
hundreds). Also remember than
your Heavy Wing fires stronger Acid balls come from mutated
lasers, but not as many. monsters rather than machinery.
All can be destroyed, for 5
points each.
DIRECTION CHANGE
In the tutorial, try shooting down Enemies turn from red to white
all incoming missiles without when you lock-on with a laser
dodging. It is possible! target. Friendly craft are light
blue. Larger entities show up
MANUAL SHOOTING orange or as huge red circles.
Press 7 and 8 together, and
you spin 180 degrees. This is
Press 7 or 8 once to rotate useful for quickly fending off a
your view 90 degrees. This is vital surprise attack behind you. It is
for attacking enemies to the easy to flick one of the triggers
sides. Keep pressing 7 and you too lightly, however, or not press
look left, back, right, and front. them at exactly the same time. If
Keep pressing 8 and you look you have trouble, quickly press
At close range, double your fire- right, back, left, and front. 7 or 8 twice in succession.
power by launching laser lock-on This flips your view just as fast. Test your directional attacks in
attacks, then peppering your foe the tutorial. Remember that
with manual shots as the laser enemies swoop down from
travels to its mark. Hold 1 until above and below. Can you finish
you get a lock-on. Release 1, this challenge with 15 seconds
then tap 1 for the dual attack. on the clock?
Repeat until the enemy is dead.
BERSERK ATTACK
6
Flight School: Training
USING GLIDE 7
8
Flight School: Training
RAISING YOUR 9
DRAGON LEVEL DRAGON ABILITY
Classification Details Base Wing Heavy Wing Glide Wing
Basic Ability 1–20 (1=Worst, 20=Best) 10–20 10–20 10–20
Collision Radius (in meters) 1.5 1.5 1.5
Movement Glide Damage (0=worst, 400=best) 100–400 — 100–400
Movement Boost Replenish Speed Average — Quick
Movement Horizontal Movement Average Low High
Movement Maximum Boost Gauge 2 — 3
Laser Ability Lock-on Maximum 8–12 3–5 —
Some enemies release glowing Laser Ability Lock-on Time (1/60th of a second) 2 4 —
circular objects called Gene Laser Ability Time until lock-on fires (1/60th of a second) 2 20 —
Laser Ability Time until laser reaches target 60 60 —
Bases. Collect enough of these
(1/60th of a second)
and you gain a level, increasing Laser Ability Damage (1=Weak, 10=Strong) 2 7 —
your energy and lock-on attacks. Manual Weaponry Speed (meters per second) 2,000 1,000 1,500
Each of the three dragon forms Manual Weaponry Shot delay (1/60th of a second) 30 30 —
needs its own Gene Bases. Manual Weaponry Number fired per button press 6 4 10–14
Manual Weaponry Damage rating Average Average Average
Manual Weaponry Shot Distance (meters) 1,000 1,000 1,000
Berserk Attack Attack Time (seconds) 3–6 3–6 3–6
Berserk Attack Amount Gauge increases 1.0 1.0 1.0
(per gun shot, out of 512)
Berserk Attack Amount Gauge increases 2.5 5.0 —
(per laser shot, out of 512)
When you pick up a Gene Base, GLIDE DAMAGE: LOCK-ON TIME AND STRENGTH: MANUAL WEAPONRY SPEED:
a Growth Gauge appears. USE GLIDE WING BASE AND HEAVY WING BASE WING
Consuming the Gene Base fills a
slot in the gauge. When all slots
are filled, the dragon advances a
level, transforming into a more
impressive-looking beast. Use
the Pause menu to see your
dragon types' levels.
To boost into an enemy, use the It takes twice as long to target an The Base Wing's hand weapon
THE WAY OF THE Glide Wing. It offers the same enemy with the Heavy Wing than hits an enemy twice as fast as
DRAGON damage rating as the Base Wing, the Base Wing, but the Heavy the Heavy Wing, and one and a
The following table shows the but has an extra boost bar and Wing does more than three times half times as fast as the Glide
characteristics of each wing recovers energy faster. the damage. Weigh your combat Wing. To manually fire at an
form in detail. Check the nuances options, and follow the advice in escaping enemy, choose the
of each creature before you HORIZONTAL MOVEMENT:
the flythrough. Base Wing.
decide how to use them. Notes USE GLIDE WING
on when to use which mount
follow the table.
Base Wing Level 1 Base Wing Level 2 Base Wing Level 3 Base Wing Level 4 Base Wing Level 5 Heavy Wing Level 1 Heavy Wing Level 2 Heavy Wing Level 3
Heavy Wing Level 4 Heavy Wing Level 5 Glide Wing Level 1 Glide Wing Level 2 Glide Wing Level 3 Glide Wing Level 4 Glide Wing Level 5
10
Flight School: Training
GENE GENIE 11
Immediately lock-on and fire The four elements required for Enter the Flight Records part of
another couple of shots. You hit The flythrough gives you all the grading are Shot Down Ratio, Pandora's Box to view your
your enemy once a second, which information you need about Score, Hits Taken, and Boss ranking. You only have one
is better than manually moving branching routes, which are not Clear Time. The exact numbers chance to get a good ranking.
your target and waiting until every included in all episodes. You're needed for each episode and When you finish an episode, you
lock-on is achieved. You can likely to find more Gene Bases if difficulty setting are listed at the cannot retry it unless you start
shave a third off your time. you choose Route A. end of each episode in the your game again and return to
flythrough. that episode.
RADAR LOVE AND
MEMORIZATION If you're aiming for an "S" rank
on every episode, look at the
charts at the end of each
flythrough, and pause and restart
the game if you fail any criteria.
You don't need an "S" rank on
every episode to unlock any
Routes show up on your Full elements in Pandora's Box,
instrument setting. You must Shot Down Ratio, expressed as a
although some require an "S"
Radar is vital. So is memory. Look make a choice when a path percentage, indicates the
rank in at least three episodes.
constantly at your radar and splits. Usually this means moving number of enemies you hit. Score
swing to face your enemies when to one side of the screen, or is how many points you accumu- SHOT DOWN RATIO AND
they appear as red blips. As you boosting beforehand. Later in the lated during play. Hits Taken is HITS TAKEN: GETTING
repeat episodes, remember game, routes are determined by how many times an enemy struck THE "S" RANK
where enemies appear. This is the enemies defeated or locks that you (gunfire, special attacks, or
key to a high ranking. If you turn you successfully shoot. running into them). Boss Clear
to view where a foe will appear, Time is how quickly you defeated
before it even appears, you're TOP RANKING: the end-of-level boss (mid-level
bosses are not counted). The
never overrun or outmatched! PROFESSIONAL scores all contribute to your
Practice, practice, practice! GAME COMPLETION overall rank.
SAVING THE BERSERK
Two parts of the ranking quartet
require you to follow the
flythrough exactly. It shows all
A high rank is useful to unlock
the foes, and you must take out
Pandora’s Box elements. These
are listed later in this guide.
at least 95 percent—extremely
difficult. Look at your radar often.
To stay under the Hits Taken limit,
Your score after completing each avoid enemy fire and attacks, and
Don't finish off bosses with a episode is very important. When dodge any enemies that might hit
Berserk attack, or use it without you defeat the final enemy, you you. Practice and layout knowl-
forethought. Sometimes you need receive a rank of "S," "A," "B," "C," edge are key.
a full Berserk gauge at the begin- or "D," depending on your gaming
ning of the next episode to prowess. "S" Rank is the highest.
destroy all the enemies. "D" is the lowest.
Remember this when you're
tempted to needlessly use a
Berserk attack.
12
Flight School: Training
SCORE: GETTING THE BOSS CLEAR TIME: 13
WELCOME TO THE
"S" RANK GETTING THE "S" RANK WORLD OF PANZER
DRAGOON ORTA!
It's time to take off, but be aware
of one point. The flythrough refers
to enemies "in front," "behind," to
the "left," and to the "right." These
Example: You target four airships descriptions refer to where
and a Dragonmare with one laser enemies appear on the radar
The best way to get an incredible lock-on spread. Fire. All four Learn the patterns of the boss screen, and may differ from
score is to shoot every enemy. airships go down, but not the battles at the end of each where enemies appear on screen.
The flythrough and Dragoon Dragonmare. episode. Read the flythrough and This is usually the case only
Platoon sections of this guide Five lock-on targets gives a practice. Hard work pays off! when your dragon viewpoint is
show the points totals for every multiplier of X5. Airships are worth behind. Enemies pass to your right
AN IMPERFECT "S"
enemy. You must shoot over 90 100 points each. Multiplied by 5, as you face them, for example,
percent! that's 500. Four of them, at 500 but the guide shows them on the
points each, yields a score of left because that's how they
2,000. If you destroyed the airships appear on your radar screen.
one at a time, your total would
have been 100 X 4, or 400—a
difference of 1,600 points! Imagine
targeting eight foes at once!
You don't need a perfect score to
gain an "S" ranking. Two of your
The most important aspect of the subrankings can be "A" and you
scoring system is the points can still hit an "S" if you're lucky.
multiplier. Shoot down a foe with If you're keeping mental notes of In this example, the Dragonmares
your hand weapon and your your ranking, remember you have are passing to the left of your loca-
multiplier is X1. A foe worth 100 some leeway. tion (based on radar), but they
points stays at 100. appear to be on your right if you've
The Base Wing, with its multiple
A PERFECT "S"
turned around to look at them.
lock-on target ability, is key to
achieving a high points multiplier
throughout your game. Boosting
at enemies also works, however,
sometimes even better! Boost and
slam into a swarm of enemies and
the multiplier becomes X10 or
Target two foes with your laser even X25! You see the points on
lock-on, destroy at least one of Unless you're completing the last
your screen if you use the Full episode, a perfect "S" is almost
them, and your multiplier is X2 for instrument setting.
each enemy you dispatch. Target impossible! Getting it means
seven foes with your laser lock- blasting every enemy, scoring
on, and destroy one or more, and over the required "S" total, not
the multiplier is X7 for any enemy being hit once, and taking down
you dispatch. a boss in a super-fast time.
It's not impossible to
complete this
task—but it's highly
improbable. You succeeded?
Good for you! Now do it on
Hard. For all 10 episodes….
Dragoon Platoon: Characters
and Entities
This section introduces the main MOBO THE WORMRIDER ABADD Abadd's Mare
players in Orta's adventure and The Empire dug the genetically Category: Others
details all the entities in the engineered Drone, Abadd, from Length: 25.0
game's main episodic adventure. an ancient ruin. He is approxi- Height: 5.0
The flythrough has battle tactics mately two meters tall and looks Width: 20.0
for each enemy. like a giant skeleton. He had Abadd's Dragonmare. This Dragonmare
Creatures and troops are listed been hibernating within the ruins is probably missing from the Imperial
in the order you encounter them. for several thousand years when Research Institution. A white protective
shell covers its body, presumably
the Empire awakened him. added by Abadd. Possibly Abadd made
The Wormrider encounters Orta
THE MAIN PLAYERS in the Borderlands. The purpose
The Empire put Abadd to work other modifications. This Dragonmare
far surpasses other Dragonmares in
ORTA as the Cradle's main operator. combat capabilities.
of the helmet that he wears to
Through him, the Empire was
hunt is unclear. Mobo is about 15
able to create the ultimate Abadd
years old. Although young, he is
biological weapons: the Category: Drone
the leader of the Wormriders'
Dragonmares. Length: Unknown
hunting group.
Shortly after the prototypes Height: Unknown
He may, on the surface, seem a
were finished, while the main Width: Unknown
little shallow, but he is a deep
Dragonmare forces were still in Points (Form I): 500, 1,000 x 2, 9,000
and caring person who would put
an embryonic stage, Abadd Points (Form II): 10,000
Orta is a strange young girl with a friend's life before his own.
deserted the Empire. His where- Points (Form III): 10,000
white hair, trapped in a stone How will Mobo help Orta achieve
abouts are unknown. Without a Points (Form IV): 10,000
tower near the Seeker city in the her destiny?
Drone, the Cradle is useless, so
Yelico Valley. She is around 13 or CAPTAIN EVREN the Empire is frantically Interception
14, but her actual age is searching for Abadd. Program Beta: 10
unknown, even to her. The three
sages of the city ordered her In the Ancient Age, Drones
locked in the tower when she were created for many
purposes—soldiers, machine Crimson Shard: 5
was still a child. She was never
told the reason, nor was she told operators, etc. Most of the lower-
who she is. level Drones were created
without the capacity for emotion.
When the Empire attacked with Magenta
But a few were created with Death Shard: 100
their Dragonmares, a winged Captain of the Imperial Dragon-
mare squad and the Empire's most vastly advanced artificial intelli-
dragon appeared from the ether gence that allowed them to learn
capable pilot, she rides the only Episode: 7, 9, 10
and saved Orta. She climbed on as humans do and to feel and
deep red Dragonmare. It is said
the dragon's back and they flew
off, freeing her from her prison.
that she earned her rank through display emotion. ENTITIES: FOES,
her prowess in battle, but she is
They were destined together to also the daughter of a highly
These types were far superior FIENDS, AND
to humans in every aspect.
face new threats, uncover ancient ranked official within the Empire. Abadd is a Drone of the latter
FRIENDS
secrets, and meet new friends. She was strong before, but type. Most Drones that have Tamtiti
What awaits them at the end of after her father's death, she been dug up from the ruins have Category: Mutated monsters
their travels? became even more determined to either been nonfunctional or Length: 20.0
become the Empire's greatest irreparably damaged. But Abadd
Height: 1.2
warrior. She abandoned her Width: 5.7
was perfectly intact. Points: N/A
widowed mother to devote Episode: N/A
herself to her martial training. Why this was so after so many
A flying creature found near the
She is passionate in life thousands of years remains a Borderlands. These creatures are
and battle and is feared by all mystery. He is a being of the mutated-type biogenetic creatures, but
who encounter her … even her Ancient Age, and his thoughts never attack humans. Many tribes use
these creatures as beasts of burden.
comrades. Her gruff vocal styling are beyond the comprehension
14 belies her femininity. of humans.
Dragoon Platoon: Characters and Entities
15
Name: Peela Dragonmare Anti-Aircraft Missiles Remote Missile Mines
Category: Mutated monsters Category: Imperial Army Category: Seeker Category: Imperial Army
Length: 6.0 Length: 25.0 Length: 1.0 Length: 11.0
Height: 0.3 Height: 5.0 Height: 1.0 Height: 4.0
Width: 2.5 Width: 20.0 Width: 1.0 Width: 4.0
Points: N/A Points: N/A (Episode 1), Points: 5 Points: N/A
Episode: N/A 2,000 (Episode 4) Episode: 1 Episode: 1, 8
Episode: 1, 4
A winged bioengineered creature, the The shells fired by the Seekers' anti- Guided missiles have four times the
Peela has ultra-sensory powers and can A dragon type engineered by Imperial airship cannons. The Seekers put extra offensive power of normal Imperial
read faint changes in wind patterns. Academy scientists. Its combat capabili- explosives around each shell to increase shells. The remote missiles were devel-
This allows it to ride on currents of air, ties far exceed other Imperial weapons. each missile's damage capabilities. oped to incapacitate reinforced install-
using its wings as a parachute. The Dragonmare has a regenerating ments and batteries within armored
fortresses. The homing missile can take
The Peela feed upon ore, metallic exoskeleton, hot mucus balls shot from Coolia out entire ships in a single hit. It is also
dusts, and bioengineered organisms the mouth, and a tail used as a whip. Category: Mutated monsters often used as an anti-aircraft missile,
whose exoskeletons contain high Length: 3.5 with one missile taking down several
metallic contents. These dusts are
poisonous to humans. Human travelers Imperial Soldier Height: 2.5 tightly clustered ships.
Width: 1.1
know that nearby Peela indicate the Category: Imperial Army Points: N/A
presence of these toxic dusts and will Length: 0.30 Episode: 1
Sham
head in the opposite direction. Height: 1.75 Category: Mutated monsters
Width: 0.40 Domesticated beasts of burden that Length: 9.0
Points: N/A originated in the Continent's south-
Battleship Bhout Episode: 1, 8 western regions, Coolias also are excel-
Height: 3.0
Width: 10.0
Category: Imperial Army lent mounts for ground travel. They are Points: 50
Length: 10.0 Most Imperial Army soldiers work on gentle in nature, with strong constitu-
carriers or other flagships. Soldiers Episode: 2
Height: 8.0 tions to easily cross vast deserts.
Width: 10.8 represent a wide variety of back- An aerial creature that nests within
Points: 40 grounds within the Empire. Many are rivers, lakes, and deltas. They are
Episode: 1, 4, 8 often called upon to perform the most Seeker Searchlight aggressive when approached by
dangerous and menial tasks, making Category: Seeker intruders, and charge with a disregard
A single-man airship, mounted with a them the Empire's unsung heroes.
revolving cannon. This ship is the main Length: 11.97 for their own safety.
constituent of the Imperial forces, Height: 13.09 The Shams have a hard
used in general attacks and aerial The Seekers Width: 10.42 exoskeleton, protecting them from
intercept missions. Points: 50 harsh environments and most conven-
Category: Seeker
Episode: 1 tional weapons. Shams are incapable
Length: 0.30
Height: 1.70 Searchlights light up the night sky if of independent thought, but as a group,
Hovertank Dahra Width: 0.35 there's a night raid. They are placed they can work as a single unit.
Points: N/A strategically throughout the Seeker city
Category: Imperial Army
Episode: 1 in Yelico Valley. The searchlight lenses Purnam
Length: 13.0
are made from the eyes of various
Height: 13.5 Seekers are a secretive intelligence bioengineered creatures and focus Category: Mutated monsters
Width: 8.0 organization stationed deep within intense beams of light generated Length: 3.0
Points: 100 Yelico Valley. They are independent through large oil lamps. Height: 3.0
Episode: 1, 8 from any major political power and train Width: 8.0
heavily to survive harsh environments. Points: 30
A heavily armored weapons platform They have perfected their guerrilla Assault Carrier Vermana
equipped with a Float Engine and four Episode: 2
fighting tactics and can defeat armed Category: Imperial Army
hydraulic legs for landing. The Float soldiers with only primitive weapons. A bioengineered creature that looks
Engine allows the ship to hover over Length: 230.0 like a large leaf. These creatures have
The Empire considers them a threat. Height: 108.0
the ground—it can then move as a symbiotic relationship with the rock-
rapidly as airborne units. It transports Width: 148.0 dwelling Golegs—sharing senses and
ground troops or acts as mobile turrets Seeker Anti-Aircraft Cannons Points: 9,000 (Episode 1), warning each other of approaching
for ground support. 5,000 (Episode 8) predators and prey.
Category: Seeker Episode: 1, 8
Length: 10.68
Carrier Bhout Height: 5.07
A Dragonmare squadron transport ship Goleg
Width: 6.17
Category: Imperial Army Points: N/A
that is equipped with the latest defense Category: Mutated monsters
Length: 10.0 Episode: 1
technologies and is manned by top Length: 40.0
Height: 8.0 pilots and engineers from the Imperial Height: 10.0
Width: 10.8 Seekers use anti-airship cannons that Academy. The airship features a series Width: 20.0
Points: 100 (Gene Base) are capable of rapid fire. These of anti-missile weaponry, missile turrets, Points: 60
Episode: 1 cannons have little penetration power, and two forward-facing auto-cannons. Episode: 2
however, and are used primarily to This ship is a formidable force.
The Carrier Bhout airship collects intercept light armored airships and A plantlike creature that matches the
defeated bioengineered creatures or unarmored flying creatures. colors of its environment. It paralyzes
newly discovered weapons and brings prey and predators with blobs of toxic
them back to the Imperial Academy, chemicals. It gains nutrients from the
keeping the Empire outfitted with the carcasses of dead animals the Purham
latest in warfare technology. leave behind.
Yarva Rokpur Ikrakav Ramjanaki
Category: Mutated monsters Category: Mutated monsters Category: Mutated monsters Category: Pure-type monsters
Length: 7.0 Length: 3.5 Length: 65.0 Length: 20.0
Height: 1.0 Height: 3.5 Height: 60.0 Height: 12.0
Width: 8.0 Width: 0.7 Width: 50.0 Width: 12.0
Points: 40 Points: 20 Points: 8,000 (Gene Base) Points: 200
Episode: 2 Episode: 2 Episode: 2 Episode: 3
A bioengineered creature found near An organism found near moving water, This plantlike bioengineered monstrosity A bioengineered creature that projects
large bodies of fresh water. Researchers the Rokpur eats waterborne microor- floats along rivers and near lakes. Its a protective force field. The shield
believe that they mutated from a ganisms. Rokpur are sometimes hunted sweet scent attracts insects, which then greatly distorts light polarization,
different creature and soon became the for their wings, which consist of fine stick to the Ikrakav's sticky surface. It rendering optical weapons such as
dominant species. Seasoned travelers bones covered in a thin film of beauti- then devours the trapped prey. This lasers useless. These operated as
know that nearby Yarva indicate a close fully patterned flesh. creature has a putrid smell when it rots. front-line units, providing cover for
body of drinkable water. An Imperial warship nearly crashed creatures with ranged attacks.
when its crew lost consciousness from
Baturn the Ikrakav's foul smell … and the ship
Carrier Yarva Category: Mutated monsters was at an altitude of 2,000 leens! Churmachum
Category: Mutated monsters Length: 20.0 Category: Pure-type monsters
Length: 21.0 Height: 15.0 Length: 180.0
Height: 3.0 Width: 9.0 Viscous Ball of Acid (Acid Ball) Height: 30.0
Width: 24.0 Points: 100 Category: Mutated monsters Width: 30.0
Points: 1,000 (Gene Base) Episode: 2 Length: Unknown Points: 600 (Gene Base)
Episode: 2 Height: Unknown Episode: 3
A bipedal bioengineered creature,
A rare bacteria strain infected these Baturn inhabit grassy plains. They are Width: Unknown This creature floats slowly through the
creatures, polluting their genetic the same subspecies as the Coolia, but Points: 5 air, dragging its tentacles behind it. Its
structure and inducing mutations. domestication attempts have failed. Episode: 2, 3, 5 reaction time is slow for a pure-type
Bioengineered creatures adjust to Imperial officers often decorate their Most mutated monsters, when bioengineered creature, but its energy
their surroundings, but bacteria and homes with trophies taken from Baturn provoked, excrete balls of phlegm, beam is devastating when attacked,
other organisms can influence their hunting trips. mucus, and waste matter that contain and it remains in attack mode
genetic makeup. traces of many heavy metals that until all enemies are dispatched.
Yondo-Worm pollute the landscape. The ball's color Churmachum were designed as mobile
indicates climatic moisture. turrets, meant to engage enemies auto-
Morli Category: Mutated monsters matically upon attack.
Category: Mutated monsters Length: 110.0
Length: 30.0 Height: 18.0 Seba
Height: 14.0 Width: 25.0 Category: Pure-type monsters
Carrier Seba
Width: 40.0 Points: 3,000 (Gene Base) Length: 12.0 Category: Pure-type monsters
Points: 500 Episode: 2 Height: 11.0 Length: 12.0
Episode: 2 Amphibious worms that live in contami- Width: 14.0 Height: 11.0
Enormous finlike appendages allow nated waters and marshlike areas in Points: 80 Width: 14.0
Morli to float through the air. Morli were the Li Vis region. They can digest and Episode: 3 Points: 80 (Gene Base)
created to control smaller, lesser crea- absorb mercury from the polluted Episode: 3
These pure-type bioengineered crea-
tures from a central point. However, waters. The Yondo-Worm possibly acts tures can open and close their Pure-type monsters contaminated by
they evolved beyond their initial as a living filter, making polluted waters exoskeletons to change speed. They mutation-triggering gene basics. In a
purpose. Morli have six prehensile tails drinkable. are extremely mobile, capable of case of pure-type monsters, ones
with which they catch their prey. reaching a target in seconds, and have that have gene basics that trigger
Bubuk high firepower. They are highly effec- mutation appear first, which stimulates
Yondo-Morli tive seek-and-destroy units. others into starting mutation.
Category: Mutated monsters Sometimes mutated monsters are found
Category: Mutated monsters Length: Unknown torn to pieces. This indicates that the
Length: 68.0 Height: Unknown Kuru same genus widely shares mutation-
Height: 30.0 Width: Unknown triggering gene basics.
Category: Pure-type monsters
Width: 90.0 Points: N/A
Length: 4.5
Points: 1,000 (Gene Base) Episode: 2
Height: 9.0
Episode: 2 Colonies of insectlike creatures that Width: 11.0 Kurbek
The Yondo-Morli is gigantic compared feed on bacteria from bioengineered Points: 30 Category: Guardian
to its Morli cousin and live near large creatures' exoskeletons. Bubuks spread Episode: 3 Length: 7.0
bodies of water. It is more complacent this bacteria as they travel, which is A creature bioengineered for defensive Height: 12.0
than its cousin, which probably reflects partly responsible for the rapid rate of purposes, Kuru are harmless until an Width: 2.0
its lack of natural predators. evolution among bioengineered crea- intruder wanders near. It then emits a Points: N/A
tures. Much research effort is devoted field of high-voltage electricity capable Episode: 3
to the bacteria and their genetic effects of killing most biological creatures and
on bioengineered creatures. This defensive trap, a pair of floating
temporarily paralyzing others. These diodes, emits a high-voltage electric
creatures were created as living land current. These fixtures are nearly
mines to neutralize flying enemies. impossible to destroy, and the electric
current can shut off the victim's
nervous system, causing instant death.
Listen for the crackling sound it emits
as it charges up to avoid getting caught
in its traps.
16
Dragoon Platoon: Characters and Entities
17
Wormriders Electro Scythe (green) Homing Airship Ajati Missile (Warship)
Category: Others Category: Pure-type monsters Category: Imperial Army Category: Imperial Army
Length: 12.8 Length: Unknown Length: 146.0 Length: 5.3
Height: 3.2 Height: Unknown Height: 61.0 Height: 1.0
Width: 2.0 Width: Unknown Width: 143.0 Width: 1.0
Points: 4,000 Points: 5 Points: 2,000 (Gene Base) Points: 5
Episode: 3 Episode: 3 Episode: 4 Episode: 4
A primitive tribe of people domesticated The Catharp's many ordnance capabili- These ships are equipped with Used for the experimental missile
these bioengineered creatures. The ties include a series of circular scythelike powerful tractor beams that capture launcher. These shells self-adjust their
Baldors' wormlike appearance earned energy bolts that emit from its carapace. larger bioengineered creatures. They trajectory and are more accurate than
their riders the nicknames "Wormriders" have low mobility and are not used in previous homing missiles, but they lack
or "Bug Herders." Scientists don't combat very often. equivalent firepower. A new explosive
understand how these creatures, Airship Kartha is being developed to give these
designed to instinctively target humans, Category: Imperial Army missiles extra destructive power.
were domesticated. Some think the Length: 10.0 Shielded Warship Shaiha
humans don't control these creatures. Height: 3.0 Category: Imperial Army
Rather, the creatures control their Width: 9.0 Length: 30.0
Airship Kartha Prototype
riders by emitting a pheromone. Points: 50 Height: 30.0 Category: Imperial Army
Episode: 4, 8 Width: 25.0 Length: 10.0
Points: 1,000 Height: 3.0
Smoke Bomb Imperial airships designed to intercept Episode: 4 Width: 9.0
anti-airships. It trails long, flaglike Points: 50 (Gene Base)
Category: Others objects used to visually communicate Medium-sized assault ships equipped
Length: Unknown Episode: 4
with other units. These airships are with reflective shields that reflect light-
Height: Unknown collapsible and can be stored in small based Ancient weaponry. They are Experimental airships with engines
Width: Unknown areas. Giant fleets are easy to transport. used in large numbers in defensive based on Ancient technologies and
Points: 5 formations, set to capture large genetic manipulation. The only
Episode: 3 bioengineered creatures. improvement in the upgrade, however,
Used by hunters in Mobo's tribe to inca- Homing Missiles (airships) is slightly better durability.
pacitate their prey, this purple rattle- Category: Imperial Army Ceremonial Turrets
shaped object emits a powerful toxin. Length: 2.75
Height: 1.10 Category: Imperial Army Floating Mine Mardai
Width: 1.10 Length: 50.1 Category: Imperial Army
Energy Ball (green) Points: 5 Height: 11.0 Length: 2.5
Category: Pure-type monsters Episode: 4, 8 Width: 5.8 Height: 3.8
Length: Unknown Points: 30 Width: 2.5
Height: Unknown
Used as standard ordnance by Imperial Episode: 4 Points: 100
Width: Unknown
airships against both ground and air Episode: 4, 8
targets. Only a limited number of missiles Their specifications are similar to the
Points: 5 standard turrets on most Imperial These single-man airships are floating
Episode: 3
can be equipped at a time. This forces
gunners to choose their targets well. airships and are used in salute when bombs; they sacrifice themselves to
Some Carrier Seba have evolved a the Imperial family visits. destroy enemy airships and are conse-
complex attacking system involving quently given minimal fuel and self-
waste matter fused with internally Assault Hovership Taishak Missile Launcher (Arm) defense armaments. They ram into
generated energy. It’s fashioned into Category: Imperial Army large enemy ships and cause immense
a ball-shaped projectile that's fast Category: Imperial Army amounts of damage. Because of their
Length: 112.0
and damaging. Length: 4.8 battle success, more pilots have
Height: 95.0
Height: 12.8 come forth to give their lives for their
Width: 48.0
Width: 4.4 Empire. The Empire has also forced
Points: 500
Catharp Episode: 4
Points: 20 captured enemy soldiers to pilot these
Episode: 4 flying tombs.
Category: Pure-type monsters
Length: 65.0
Leading battleships of the Imperial Uses newly developed jet-propulsion
Height: 25.0
Armored Fleet, Taishak can store up to technology and rapidly fires small
Width: 40.0
six smaller airships in their rear shells, but the design is flawed and Imperial Family
Points: 1,000 x 6, 8,000
hatches. Six interceptors are mounted unpredictable. Hovertank Dahra
(Gene Base)
in each rear hatch. Each Taishak is Category: Imperial Army
Episode: 3, 8
capable of handling many opponents Length: 13.0
but is more deadly when it deploys the Height: 13.5
The Catharp has outstanding offensive smaller airships. Width: 8.0
capabilities. They are highly adaptive, Points: N/A
switching modes to fit the situation. Episode: 4
Catharp run on all four limbs when
speed is necessary, but can also rise This unique hovertank is custom-
on their hind limbs, using the front designed for the Imperial Family. It is
limbs in combat. Imperial Academy identical in terms of combat abilities,
researchers have captured a live spec- but is plated in copper.
imen and are studying it closely.
Imperial Elite Madidar Vont-Morli Crystallized Spear Shard
Category: Imperial Army Category: Mutated monsters Category: Mutated monsters Category: Mutated monsters
Length: 0.30 Length: 14.0 Length: 68.0 Length: Unknown
Height: 1.80 Height: 18.0 Height: 33.0 Height: Unknown
Width: 0.45 Width: 5.0 Width: 90.0 Width: Unknown
Points: N/A Points: 80 Points: 800 Points: 5
Episode: 4, 8 Episode: 5 Episode: 5 Episode: 5
Personal retainers to the Imperial A Didar relative that hibernates in An aerial-type bioengineered creature, The Els-Enora is harmed as it fires off
Family, most Imperial Elite are not extremely cold climates. This the Vont-Morli is a member of the Morli sinewy shards of sharp crystal that
combat personnel; instead, they assist subspecies has evolved under more species. The Vont-Morli feeds on Didar explode into heat-seeking needles.
the Emperor and play important roles in moderate climates. excrement, which then undergoes a They should be destroyed before they
the Empire’s everyday operations. chemical change during digestion. The separate.
resulting feces are highly volatile and
Yarva-Raum explode on contact with moisture.
Guardian of Imperial Warship Category: Mutated monsters White Shard
Foom-Barcli Length: 7.0
Pussa Bubo Category: Mutated monsters
Category: Imperial Army Height: 1.0 Length: Unknown
Width: 8.0 Category: Mutated monsters Height: Unknown
Length: 40.0
Points: 30 Length: 80.0 Width: Unknown
Height: 55.0
Episode: 5 Height: 100.0 Points: 5
Width: 80.0
Width: 90.0 Episode: 5
Points: 5,000 (Gene Base) A Yarva subspecies found in colder Points: 2,000
Episode: 4 climates. The Yarva-Raum changes its Els-Enora use the white shard when in
Episode: 5
The current Emperor commissioned this body coloration to match its level of great danger. It spins its sharp carapace
guardian statue as a tribute to the activity and the density of surrounding The giant Pussa Bubo leaps up and skin off its body, creating thousands of
previous Emperor—a godlike figure to snow. The Yarva-Raum evolved from a crushes its enemies with its massive airborne shards to rip its attacker apart.
the people. The flames shooting from the sophisticated pure-type bioengineered weight. Many who have ventured
creature. through the frozen northern wastelands
statue's arm represents the power that
reported seeing entire "mountains" Churook
the Empire has brought to the people.
moving—most likely a Pussa Bubo. Category: Pure-type monsters
Urimasan Length: 6.1
Flaming Bolt Category: Mutated monsters
Excretion Ball Height: 16.5
Length: 9.5 Width: 4.1
Category: Imperial Army Category: Mutated monsters Points: 60
Height: 10.0
Length: Unknown Length: Unknown Episode: 6
Width: 14.0
Height: Unknown Height: Unknown
Points: 50 A turret that automatically engages
Width: Unknown Width: Unknown
Episode: 5 targets when they draw near. These
Points: 5 Points: 5
Episode: 4, 9 This creature lurks beneath the snow, are found within Ancient Age ruins,
Episode: 5
bursting out to catch unwary prey. This where they meld into the walls in which
These four flaming bolts of compressed behavior originated from combat These giant rocklike waste balls collect they operate.
matter appear from the Dragonmare’s tactics for which the Urimasan was in the Pussa Bubo's bowel sac and are
maw, hurtle toward their foe, and originally designed. used as an offensive weapon. They
explode on contact. blast out of the vertical posterior of the Degla
Pussa Bubo in groups of about 10. Category: Pure-type monsters
Didar Erkist Length: 6.1
Height: 4.0
Category: Mutated monsters Category: Mutated monsters Els-Enora Width: 11.0
Length: 14.0 Length: 13.0
Height: 4.5 Category:Mutated monsters Points: 50
Height: 18.0 Length:127.0 Episode: 6
Width: 5.0 Width: 10.0
Points: 100 Height:23.0
Points: 50 and 80 These creatures maintain the aerial
Episode: 5 Width:130.0
Episode: 5 defense within the ruins. They initially
Points:4,500, 100 x 8,
A Goraias subspecies found near the engage intruders at high speeds and
A bipedal bioengineered creature 6,000
Imperial Meccania district’s southern then drop destructive bombs. Degla are
found in colder climates, the Didar is Episode: 5
regions. The Erkist is capable of proficient at hit-and-run tactics.
covered in thick fur. The Didar’s respi-
ratory system is directly connected to chasing an enemy at extremely high The Els-Enora is the queen of the mutant
and activated by its legs, so it must speeds. Even without food, the Erkist is types. It lives in the turbulent skies of Gat War & Kot-War
walk or run at all times. It attacks capable of surviving for decades by colder climates, but can be seen Category: Pure-type monsters
enemies with body fluid projectiles, but absorbing energy from sunlight. hovering near ground level during mating Length: 12.0
it can also cause immense damage season. Larger Els-Enoras are often Height: 13.0
with its massive legs. thousands of years old. Its body is Width: 12.0
covered in a furlike substance similar to Points: 1,000 (Gene Base)
mica, which protects it from cold temper- Episode: 6
atures and enemy attacks. Moreover, it
ejects crystallized spears of body fluids, Seek-and-destroy units that operate in
sharp enough to penetrate the hulls of trios. These pure-type creatures
even heavily armored airships. surround their target and emit intense
fields of electricity. Attacking the blue
units triggers a self-defense mecha-
nism that makes them discharge even
more electricity.
18
Dragoon Platoon: Characters and Entities
19
Nayak Ceremonial Lock Sealance Image (blue) Ofnir Error File
Category: Pure-type monsters Category: Unknown Category: Countermeasure Category: Countermeasure
Length: 30.0 Length: Unknown Length: Unknown Length: Unknown
Height: 25.0 Height: Unknown Height: Unknown Height: Unknown
Width: 20.0 Width: Unknown Width: Unknown Width: Unknown
Points: 200 Points: 600 (blue) Points: 20 Points: 5
Episode: 6 Episode: 6 Episode: 7 Episode: 7
A medium-sized pure-type creature Part of a gigantic series of corridors An intrusion countermeasure devel- A row of low-level, partly satiated
with a laser attached to its posterior and traps, ceremonial locks allow safe oped in the Ancient Age to protect processing files with specific built-in
that rotates in all directions. This crea- passage to many locations, but only against foreign bodies in the network. It dismantling programming. They are
ture is nicknamed the Horn. after the lock turns blue. strongly resemblance bioengineered sent to swarm and destroy unautho-
creatures called Sealances that were rized entrants.
first seen during the Shelcoof incident.
Carrier Nayak Interception Program Ver. 1.00
Category: Pure-type monsters Category: Countermeasure Ofnir Error Cluster
Length: 38.0 Length: Unknown Carrier Sealance (red) Category: Countermeasure
Height: 37.0 Height: Unknown Category: Countermeasure Length: Unknown
Width: 60.0 Width: Unknown Length: Unknown Height: Unknown
Points: 200 (Gene Base) Points: 30 Height: Unknown Width: Unknown
Episode: 6 Episode: 7 Width: Unknown Points: 5
A Horn variation. The Horn has achieved Points: 20 (Gene Base) Episode: 7
An intrusion countermeasure devel-
multiple variations, an unusual feat for oped in the Ancient Age to protect Episode: 7 Similar to the Ofnir Error File but more
pure-type bioengineered creatures. Each against foreign bodies within the An intrusion countermeasure devel- powerful.
variation begins from a single modified network. It is released into the network oped in the Ancient Age to protect
unit in an evolution-like process. stream, and after a set period of time, against foreign bodies within the
an antibody routine is executed, and network. It is a Sealance subspecies. Data Coil
the intrusion countermeasure is The network constantly monitors Category: Countermeasure
Atish removed from the system. surface activity and stores information Length: Unknown
Category: Pure-type monsters in vast memory cells. The surface Height: Unknown
Length: 130.0 world is the network’s testing ground. Width: Unknown
Height: 40.0 Interception Program Ver. 1.50 Points: N/A
Width: 40.0 Category: Countermeasure Episode: 7
Points: 4,000 Length: Unknown Diodopure Lv1
Episode: 6 Category: Countermeasure
Computer programs send out packets
Height: Unknown
Length: Unknown
of information throughout the Gateway.
This building-like creature selectively Width: Unknown
Height: Unknown
These coil structures are sonic ampli-
filters out intruders. It is a fixed part of Points: 50
Width: Unknown
fiers that can listen to thoughts from
the ruins and launches explosive projec- Episode: 7
Points: 1,500 (Gene Base)
eons away.
tiles, instantly destroying most intruders. A more advanced version of the
It also has a laser defense system. Episode: 7
Interception Program 1.00, it seems
to have been developed by the An intrusion countermeasure program Airship Vahra
Atish Rocket system itself. that prevents intruders from countering Category: Imperial Army
other programs. Its mirage function Length: 12.5
Category: Pure-type monsters renders the intruders' attack capabili- Height: 10.5
Length: Unknown Interception Program Ver. 2.00 ties useless. Width: 16.5
Height: Unknown Category: Countermeasure Points: 500
Width: Unknown Length: Unknown Episode: 8
Points: 60 Height: Unknown Diodopure Lv2
Episode: 6 Category: Countermeasure
A patrol unit used to defend the Capitol
Width: Unknown
Length: Unknown
and underground excavation sites, it is
One of Atish’s major offensive capabili- Points: 500
Height: Unknown
equipped with the most recent techno-
ties, these cyan-colored rockets jet out Episode: 7
Width: Unknown
logical advances. With its hardened,
of external pods, skim along pipe walls, This intrusion countermeasure, a yet yet light, armor and compact engine
and explode when they near their victim. Points: 2,000 (Gene Base)
more advanced version of the Episode: 7
design, this unit combines combat
Interception Program, is typically prowess and mobility.
Ocular Sensor surrounded by support programs. A more advanced version of the
previous Diodopure.
Category: Pure-type monsters Transport Tank Emden
Length: Unknown Interception Program Ver. 2.60 Category:Imperial Army
Height: Unknown
Category: Countermeasure
Central Data Unit Ofnir Length:62.0
Width: Unknown Height:42.0
Length: Unknown Category: Countermeasure
Points: 20 Width:27.0
Height: Unknown Length: ∞
Episode: 6 Points:500 (tank),
Width: Unknown Height: Unknown
An early warning and visual system for Points: 600 Width: Unknown 100 (carriage)
a Gateway mainframe from the Ancient Episode: 7 Points: 2,500 Episode: 8
Age, these mysterious eyes monitor the Episode: 7
progress of infiltrators and summon This intrusion countermeasure devel- Using the Hanser as a base, these
oped in the Ancient Age releases A biological database that lives within mobile platforms have tractor beams
offensive units. the ancient network. It closely resem-
unavoidable antibodies when it and are used to transport equipment to
appears. It is a support program to the bles a Baldor and acquires data from excavation sites. They have more
Interception Program Ver. 2.00. subjects by devouring them and artillery power, for use as defensive
analyzing their genetic structures. posts in emergencies.
Patrol Airship Vayu Pump Mini Homing Missiles Dragonmare Embryo
Category: Imperial Army Category: Imperial Army Category: Imperial Army Category:Others
Length: 78.0 Length: 40.0 Length: 2.4 Length:25.0
Height: 52.0 Height: 30.0 Height: 1.2 Height:5.0
Width: 20.0 Width: 10.0 Width: 1.2 Width:20.0
Points: 200 Points: N/A Points: 5 Points:300 (Episode 8),
Episode: 8 Episode: 8 Episode: 8 500 (Episode 9),
2,000 (Episode 9)
A communication ship, it flies around A pump deployed by the Imperial Army. The smallest homing missile used by
Episode: 8, 9
excavation sites informing workers It pumps potable water and air from the Imperial forces. Generally used by
about the status of other sites. It is also surface, removes sewage from the infantry, either in the field or aboard tanks. These Dragonmares are in a develop-
sometimes used to transport supplies. underground site, and extinguishes fires. ment stage and still need their control
cores implanted into their backs. After
Reinforced Homing Missiles the initial five prototypes proved to be
Artificial Sun Imperial Defense Unit Category: Imperial Army battle-worthy, the Empire put the
Category: Imperial Army Bacharsuha Length: 4.0 Armament Production Facility into top
Length: 19.4 Category: Imperial Army Height: 2.0 gear, producing Dragonmares by the
Height: 27.5 Length: 86.7 Width: 2.0 dozen. While the new Dragonmares
Width: 15.4 Height: 157.3 Points: 5 were still in mid-development, however,
Points: N/A Width: 135.0 Episode: 8 the main operator of the facility, a
Episode: 8 Points: 7,000, 500 x ∞ Drone, disappeared, leaving the Empire
Episode: 8 An upgraded version of the medium-sized with half-finished dragons.
A mobile unit that generates intense homing missile, with greater destructive
light, it illuminates the deeper areas of The ultimate defensive weapon created power. Used in larger armaments.
excavation sites. The machine supplies using the most advanced Imperial tech- Pod
a limitless supply of light, and to the nology. Patterned after the human body,
workers, it is the most appreciated it comprises three battleships—the Civilians Category: Imperial Army
Length: 2.25
machine that the Empire has developed. torso, which contains the bridge and the Category: Others Height: 1.60
weapon's firepower core, and the right Length: 0.4 Width: 1.00
and left arms. The weapon's construc- Height: 1.7
Crane tion was driven by the Imperial Elite to Width: 0.4
Points: N/A
Episode: Epeisodion 1-7
Category: Imperial Army protect the Capitol and Imperial Family. Points: N/A
Length: 26.0 Episode: 8 A single-pilot airship, this aerial transport
Height: 15.0 was created by the Imperial Arms
Width: 8.0 Homing Missiles (Hovertanks) As archeological excavations expand Development Group. It is extremely effec-
Points: N/A in scale, the sites attract civilians and tive for traversing dangerous and
Category: Imperial Army
Episode: 8 merchants who cater to the site unstable landscapes. It's very durable
Length: 2.70
workers’ needs. The site under the and is the premium tool for soldiers on
A crane used by workers at the under- Height: 1.05
Capitol attracted a large number of the field. It's also used by the Imperial
ground excavation site. It lifts and trans- Width: 1.05
people, some of whom set up perma- Military School for battle training classes.
ports exhumed relics and equipment. Points: 5
nent dwellings. The growing settlement
Episode: 8
is now faced with a slew of sanitation
A homing missile equipped by Imperial and public safety problems.
tanks. The basic specifications are
similar to those for the missiles used
aboard airships.
20
Episode 1: City in the Storm 21
Keep your viewpoint behind and The last of the airships should
target two more airships that fly have dropped a second Gene
in from the front, swing left, and Base. Change to the wing type you
swoop into attack formation. Go wish to upgrade (Base is recom-
As a Dragonmare lights up two back and finish off the remaining mended), and continue. Your Base
nearby structures, face forward, three Hovertanks. Wing transforms to Level 2 if you
then target the four airships collected both Gene Bases.
From a gap in the chasm through swooping in from the right. Use
which you're flying, another your rapid fire to take care of the
quartet of airships hoves into view. missiles before they hit you.
Target and destroy them. The ship
flying in the front left drops a Gene
Base when it explodes.
You see a group ahead of you, You pass a couple of campfires If that weren't enough, another He fires some ineffectual green
just radar blips until they swoop along a plateau at right, then spot four airships move in from the left energy bolts, speeds by to your
down to the right slightly in front a Dragonmare swooping in from and sweep around to fly directly left, and disappears. Flip around
of you. Target them as they fly the right side of your radar. Ignore ahead of you. This gives you 16 to face behind and target the
into your visual field, demolishing him. Look into the distance and up airships to tear apart after the other Dragonmare. This action
all as quickly as possible. into the right sky. initial wave of eight. Target the builds up your Berserk power, so
eight heading right. keep firing!
BOSS BATTLE:
ASSAULT SHIP VERMANA
It's best to take out the right
towers first. Intact towers pump
out three missiles every five
A giant cog partly blocks your seconds. The missiles from the
path. Move your dragon to the Three airships pass above you left towers are easier to spot and
lower left part of the screen to from behind, zoom to the end of avoid than those from the right.
avoid the cog's grinding teeth. the straight part of the passage,
Alternatively, fire your large then turn and zoom past you on
target weapon at the cog and your left. Don't swing behind and
dislodge its teeth. blast them; they're moving too fast.
Instead, aim all your lock-on Wait until the right moment to
shots at the front of the main use your Berserk power.
bulkhead. Keep up the barrage. Continue with trios of heavy lock-
After about seven triple shots, on shots until the carrier is just
the exasperated captain yells over half-strength. Your dragon
that all the ship's systems have begins to slow.
malfunctioned. It manages,
however, to launch missiles.
The dragon flies over the central After another four or five lock-on
bulkhead. Fire your hand-weapon barrages, the entire shutter
at the bulkhead while locking on section bursts into flame. The
to the three ammunition barrels captain shrieks that airships
on the right side of the forward cannot be deployed. Your dragon
turret strut. The dragon falls moves up and under the back The dragon moves to the left of
away to the right side. Make sure end of the carrier. the carrier. As it slows, quickly
all three barrels are down. launch continuous bursts of shots
Emplacements at the front end of
each support strut launch 12 into the hull and near-side shutter
missiles each. Blast them with area of the craft. You knocked out
your hand weapon, strafing from about half its energy.
left to right. Then return to the
three-shot barrage.
The other way to avoid the mines Make sure your boost is strong, In Heavy Wing, aim everything at
is to keep firing at the craft, using then release it. Retreat to your the ship's bulkhead, switching to
your Heavy Wing until the very previous position, and the front view as you pass over it.
last moment. The mines attack remaining mines miss you. As Use your hand weapon as well.
from left to right, so it's likely you you retreat, switch to Heavy Switch view to watch from
won't see the first one coming. Wing and continue the lock-on behind, and keep up the blasting.
Learn their trajectory pattern! barrage.
SCORE
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 35,000+ 30,000–34,999 20,000–29,999 11,000–19,999 0–10,999
HITS TAKEN
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0–3 4–8 9–12 13–16 17+
Hard 0–5 6–10 11–15 16–18 19+
As the Yondo-Worm passes on Two sets of beings simultaneously Moments later, look up and left
your right, followed by your odd invade your radar. The first is a while facing right, and you spot a
As you reach the T-junction in the
hunter friends, change to your Carrier Yarva, a big, red, flapping load of acid balls floating your
river, move your mount to the right
Heavy Wing, and wait for the being that flies over your head and way from the Carrier and regular
path. Choose your Base Wing for
floating Gene Base to arrive from maintains a threatening flight Yarvas. Blast the balls with your
this section, and prepare to show
the previous successful combat. pattern ahead and on your right. hand weapon. Transform into your
off your fancy shooting!
Now turn to face forward. It's followed by a quartet of Yarvas. Heavy Wing if you wish.
The leader is known as Mobo, and Just as you turn, four small
aquatic beings leap from the On the ground, a herd of 25 Baturns You can lock-on to five different
he's instructing his brethren to get
water. These are Rokpurs, and this trundle out of a wooded area and areas of the Carrier Yarva (or three
in front of the Yondo-Worm. The
is your only chance to hunt them! keep pace with you below and to with the Heavy Wing). The Carrier
Worm only harms you if it strikes
Target all as they leap, aiming your right. Swing to face right. Keep Yarva explodes after five lock-ons.
you when it leaps from the water, so
from left to right. They leap a using your Base Wing. You must also deal with four more
stay either behind or in front of it.
second time. regular Yarvas and the acid.
TRAVERSING ROUTE B
30
Episode 2: Altered Genos
31
Swerve to the bottom left to dodge You begin a narrow, swooping The boost rams your mount into
the final jutting rock. Continue to descent through a series of four flapping Yarvas, dispatching
improve your Berserk power level precarious rocky cliffs as the them for an excellent points multi-
by rattling more lock-on shots at water gives way to a series of plier. At the bottom of the crevasse,
the Yondo-Worm as it leaps from crevasses. Hold down your target your mount calms down, and you Change quickly to Glide Wing to
the water and turns to the left- in preparation as you emerge from enter another winding crevasse receive another Gene Base from
hand river path. the tunnel. heading horizontally. the last quartet of Yarvas. Still in
Glide form, prepare for another
Sham hive destruction ahead.
Mobo and his two friends join you As soon as possible, target the left Quickly target four Shams and four
here from Route A and begin to ledge on the left rock wall ahead hives in front of you with eight
fire at the Yondo-Worm. Get off as of you. Two Shams fly from their lock-ons, and blast them as you You have enough boost power to
many lock-on strikes as you can hives. Target both the Shams and pass. Don't delay doing this or you blast through the four hives and
as the Worm rises from the river. their hives and destroy all. hit a Sham! Just as the blasts Shams on the left ledge as well as
Route B is completed. Immediately swing your target (not connect, your mount dives again. two Shams and hives on the right
your viewpoint) to the right.
ledge. Ramming is much easier
than attempting to lock-on or fire a
hand weapon, and it gives you
extra points.
32
Episode 2: Altered Genos
33
Ahead of you is a long and massive After you fire your first trio of
rock overhang, with twisted tree shots into the Morli, look left and
roots clinging to the stone and aim another barrage. Shortly after
waterfalls cascading down the left this, eight Yarvas come from a
side. Switch to Heavy Wing, and crack in the rock fissure below
look for a large, green flapping and appear ahead on your left.
creature in the distance.
Lock-on and fire volleys whenever Track one of the Worms (ideally
possible, except when boosting the left one) and target it as it
away from their dive attack or breaks out of the trees and
blasting the acid balls. You can crosses over the river in front of
also launch a Berserk attack you. You can target a trio of shots
(Base or Heavy Wing Berserk for this Worm, then the same for Target all of them with your Base
It's a Morli. Launch a barrage of Wing's laser weapon and fire, elim-
attacks are preferred). This the other, which is flying above it
heavy lock-on blasts into it. Each inating them all. Then flick back to
knocks a segment off one Worm. in the opposite direction.
Morli you see requires three trios your Heavy Wing and finish off the
of lock-on shots to defeat, so your Morli. The Morli fires a volley of five
attacks must be both extremely acid balls. Blast them.
quick and deadly!
One crashes through the left wall After another 10 or so volleys from
of trees; the other goes through your Heavy Wing laser, the Yondo-
the right tree wall. Before they Worms yield, flying off into the
break through and fly on either tree-lined tunnel. You have safe
side of you, you can let off five passage out of this place and into
trios of lock-on shots. As the a vast primordial valley.
Worms pass you, face forward.
BOSS BATTLE: IKRAKAV
Target and blast the six Yarvas, The third Morli, below and slightly The only way to dispose of every
then face forward, look ahead at behind the one you just tagged, Morli, including the big one, is to
the fissure below you, and target launches its acid balls. Shoot them fire off your Heavy Wing Berserk
six more Yarvas as they pop out of down (in Heavy Wing form) and attack just as the Yondo-Morli
the ground. Alternatively, you can target the Morli with two trios of appears, then quickly target the
wait until all 12 appear and target lock-on shots—one before and remaining Morli. A second later,
them all at once for more points. one after dealing with the acid. you move from this combat area.
Or you can use your Glide Wing's
Berserk instead, for a larger
health bonus. The Ikrakav is a monstrous and
vicious foe possessed of a lethal
combination of snapping tendrils,
huge sacs of acid, and portable
Yarva incubation chambers from
Swooping down from the over-
which it releases Yarvas during
hang rock onto the river again,
Move your target left instantly and the fight. First, find its weak spot!
Orta sees an odd floating island
blast a stream of acid balls coming
with tendrils snapped from its
from the rear Morli, then the one
mossy mass. This is the Ikrakav,
You now spot five Morli flying lower and slightly in front of it. The
and Mobo's men are attempting to
alongside your mount, all intent on Morli ahead of that one fires. Try to
secure it for dinner!
inflicting major hurt. Fire off all the demolish the back two Morli with
Heavy Wing volleys you can (trios Heavy Wing lock-on targets.
of shots at a time), and eliminate
the lone Morli at the back.
Follow the hint on your radar. From
your starting position, slow down
and move to the beast's side. Then
Dodging a snapping tentacle, slow down again so you're behind
Mobo slows his craft and spots the Ikrakav. When you're behind it,
Orta. Puzzled, he mentions that change to your Heavy Wing.
You must be fast, because a he's not seen her before, but
massive Yondo-Morli swoops requests her help in defeating this
down to the front of the pack and fearsome and bizarre mutated
Then swing your target to the right
releases a constant stream of monster. Orta is happy to oblige.
(still looking left), and target the
Morli in the upper right. Between attacks. It takes six sets of Heavy
waterfalls, fire and take him out as Wing lock-on shots to eliminate,
he attacks you with five acid balls. and it drops a Gene Base.
Then aim down.
Stay away from its thrashing tail
and launch trios of lock-on lasers
into its central bud stem—the
white flowerlike object that opens
and closes and has a flashing
target. Mobo remarks that the
tactic is working!
34
Episode 2: Altered Genos
35
Your dragon follows behind it. Shoot down all the balls. If you
When you regain control, fire off feel timid, change to your Glide
three sets of trio lock-on volleys at Wing and aim your target at the
the Ikrakav. Ignore the purple acid sac just as it bursts. Or slow down Again, target the circling Yarvas
balls Mobo fires—they are harm- as the sac explodes, move to the and blast them with your hand
less to you. side of the beast and let the acid weapon before they charge and
pass you. explode into you. Then attend to
Keep on targeting and blasting the the flower. The Ikrakav turns once
flower, dodge or use your hand more. Slow twice, watch for
weapon against a second exploding another acid ball-filled sac, and
sac of acid balls, and keep fire at the flower.
Don't overuse the boost-and-
slowdown tactic to avoid pummeling the Ikrakav until it turns
exploding sacs, because you around again. Now switch to your
need to build up power to Glide Wing, and slow down twice.
The Ikrakav turns to face you. If perform these maneuvers again.
you stay in this position, its Remember that transforming
tendrils belt you, so change to also costs power, so stay in
Glide Wing form when moving.
your Glide Wing and boost
forward, moving to the beast's
side. Boost again so you're in front
of it.
SCORE RANKING PARCHMENT: UNEARTHED
SCORE
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 80,000+ 60,000–79,999 55,000–59,999 50,000–54,999 0–49,999
Hard 75,000+ 68,000–74,999 60,000–67,999 50,000–59,999 0–49,999
HITS TAKEN
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0–2 3–5 6–9 10–15 16+
Hard 0–3 4–7 8–12 13–17 18+
38
Episode 3: The Fallen Ground
39
You can use the Glide Wing, but its Ahead are three more Kuru, plus a
lack of lock-on capabilities makes stationary Seba that's difficult to
aiming slightly more difficult. spot, hiding above a jutting stone.
When you round the left corner, Target all four immediately, fly
use your hand weapon on the over or boost through the Kuru,
three incoming Kuru, or simply and release your four lasers,
boost through all of them for taking out all four enemies.
maximum points.
Ahead and below you are three Keep looking forward and lock-on
more vertical Kuru. Boost through to three Seba that pop into view.
them or lock-on with your Base Fire as soon as you target the third
You dive down, swoop right, and Wing and fire. You must be quick! Seba, or you won't have time to
After another sharp right turn, zoom along a lower ledge area Position your dragon to the left of demolish them before they fire at
continue to face forward and dive that opens into a huge, cathedral- a set of five Kuru farther down. you. Then move your target to the
between the sets of jutting blocks. like chamber. Change to your Glide left (still facing forward).
You just have time to lock-on to Wing. Ahead are three vertically
three more Kuru and dive under positioned Kuru.
them. Look ahead.
Outside the tunnel, a familiar If you wait too long, don't boost, or You can't dodge the trap. You need
series of enemies greets you. As move to the left, you automatically to gauge when the Kurbek will
Mobo finishes telling you about choose Route B, which is slightly stop their electrical discharge,
the security system, three Seba easier than A, but both have chal- then fly through. Electricity stops
You may find you can only target drop in from the right. Use the lenging enemies to face. Below and starts in two-second intervals.
five of the six Seba. An additional Heavy Wing's lock-on targeting to are tactics for each route. When you get close to the trap,
lone Seba sits atop the mouth of a deal with them. More appear to slow down.
giant tunnel in front of you. Lock- the left. TRAVERSING ROUTE A
on to that Seba and destroy it,
either after ramming through the
others, or when you enter this
area—you can target it when you
see the tunnel entrance.
Upon entering the right tunnel, Wait for the electricity to stop,
Deal with the second wave and then boost through into a long,
change to the Glide Wing form.
watch for six Seba that drop in deserted rocky pathway that
Dodge right around the first pair
from the right as you face forward. stretches into the distance.
of Kurbek. Stay to the right and
You now have a Change to your Heavy Wing and
pass another. The tunnel
choice: You can prepare your Berserk attack. Look
bends to the right.
This lone Seba drops a Gene aim at all six with your ahead as a being floats down.
Base. Choose a Wing type to Heavy Wing targeting (two sets
receive it (Heavy Wing is of three shots)…
preferred), then enter the tunnel.
Mobo informs you that the elec-
trical creatures known as Kurbek
are remnants of an ancient secu-
rity system.
40
Episode 3: The Fallen Ground
41
TRAVERSING ROUTE B
This strange beast with tentacles After three more Heavy Wing Swing around while changing to
is a Churmachum. Launch your barrages, the first Churmachum your Glide form. When the carrier
Heavy Berserk energy beam at it. disintegrates. Apply the same is in front of you and extremely When you enter the left tunnel
A second Churmachum floats in combat strategy to the second close, boost and ram it. You only entrance, turn around in Heavy
on your right. Ignore it for the Churmachum, now flying in front have a split second. At the corner, Wing form and target each of the
moment and launch barrages of and above you. You won't defeat look behind. three Seba pursuing you. Blast
lock-on shots at the left beast. both in time unless you use the them out of the sky. Three more
Berserk, have Heavy Wing power Seba drop from a hole in the
levels of 2 or above, and can aim tunnel roof.
consistently and fast. Be proficient!
42
Episode 3: The Fallen Ground
43
The Catharp spits out two sets of Execute another boost to get in
four electro scythes from each of front of the Catharp. Don't boost in
its shoulder-mounted depositories. Base Wing. You run out of power
Launch your trio of lock-on shots, and get stuck here. The Catharp
then quickly blast the incoming launches a barrage of eight
Scythes with your hand weapon— electro scythes. Pump as many targeted lock-on
Repeat this strategy—boost, turn shots into the head as possible.
they can't be targeted and
around, fire Heavy Wing salvos, The Catharp leaps over you, lands
blasted.
watch the creature leap over you, in front of you, and gallops off into
boost again—for another minute the distance. Mobo is worried that
or so. If you use Berserk, do it as the Catharp will eventually find his
early as possible—you must have tribal den and wreak havoc there.
a full Berserk attack for the begin-
ning of the next mission.
Remember this!
Boost again to avoid them. If you
can't boost, either shoot them or
You knock the mask off the giant's fly lower or higher to avoid them.
head—aim at the spot throughout If you stay where you are, the
the rest of the combat, concen- Catharp begins to form a giant orb
trating your fire on that uncovered of devastating orange energy.
Boost forward to escape! Unload as many shots as possible
central eye.
into the fleeing Catharp. You don't
cause it any more harm, but you
Gradually you whittle pieces of the increase your Berserk meter. Don't
carapace from the creature's legs forget: The Berserk isn't to be used
and body. You enter about three until the next mission. Follow Mobo
bone-shaped scaffold tunnels, too. down a desert corridor.
The structure won't harm you.
The Catharp stops and begins to You can launch four triple lock-on The Catharp scampers off again. If you didn't quite manage to
form a bipedal structure. Fire at its shots at the Catharp. It leaps at Fly down the rocky desert floor. As dispose of the Catharp with the
limbs when you close in, but first you. The moment it leaves the you turn a corner, it's waiting for last barrage, it runs off a third time
change to your Glide Wing and ground, change to your Glide you again. Wait until it starts to and waits for you on top of a rocky
boost to the side of it. The creature Wing. Wait a half-second, then walk forward, then boost forward mountain ahead. When you spot it,
stares at you with its huge eye. boost forward to avoid the Catharp twice in Glide Wing form, switch unleash a Heavy Wing barrage at
as it tries to land on you. If you to Heavy Wing, look behind you, its eye. When it drops, boost to
don't boost away, it succeeds. and begin firing again. avoid being landed on, and begin
the attack strategy again.
DEBRIEFING
INFORMATION
Orta and Mobo ascend into the
skies through thousands of
Going up against the full might of bullet streams from assembling
the Imperial fleet might seem a Assault Hovership Taishaks. Aim a trio of Heavy lock-on shots
little foolhardy, especially consid- In the upper altitudes, Orta, at the ship on the right and launch
ering that your back-up is an flanked by Wormriders, halts her it as your Berserk power dies. This
amorous green man sitting on a dragon by three hoverships. The knocks the right hovership out of
Mobo's people are threatened, worm, but do not underestimate combat begins! commission. Use your head
and Orta's cold heart melts a little. your power. weapon on the stream of 10
She decides to help her new Use your Berserk power effec- missiles the ship launches at you.
friend and destroys dozens of the tively and at the correct time. If
hated Empire's crack troop vehi- you manage this, and perfect the
cles. The action is not without blasting pattern, the initial section
potential cost—furious is a breeze. Alongside the Imperial
Dragonmares intend to devour her warship, matters take a turn for
after she exhausts herself the chaotic, but don't let your
defeating an Imperial Warship. radar fool you into looking in every Change to your Heavy Wing form.
Captain Evren rears her ugly head direction—focus on looking ahead Look right, directly at the hover-
and informs her of her real reason and to the right. ships, and release your Heavy Mobo says that you two must
for being….
Bring out your boost for the Wing's Berserk attack. You keep the Empire busy so the
cubelike shielded warships. powered this up at the end of the villagers can escape. Face right as
Finally, learn the attack pattern of previous mission's battle with the three more hoverships arrive from
the Guardian boss, and don't Catharp. behind, drift your target left and
throw Berserk shots at her. Save destroy the far left hovership.
them for the second part of the
fight, in which you must stop five
Dragonmares with a combination
of careful lock-on aiming and
quick blasting.
46
Episode 4: Gigantic Fleet
47
Hit them with one wave of lock-on Use your hand weapon to deal
shots as three Battleship Bhouts with the missiles each set of
cross from right to left and three battleships deploys. As you halt
more from left to right. If you're in your dive and begin to follow the
the midst of firing at the hover- four hoverships, change to your
ships, you're less likely to target Heavy Wing.
the battleships.
Three more hoverships take their Destroying each ship requires four
places. Destroy the first hovership, sets of trio lock-ons. Aim at the far
lock-on to the second farthest ship first, because it disappears
hovership, then lock-on to the from your radar first if you miss it. While the Wormriders deliver pot
middle one with a trio of blasts. With the remaining few seconds, Aim carefully at the two trios of shots, target the right of the two
Finally, aim down and right at the launch trios of lock-on shots at the battleships. They pass in an middle hoverships (right of the two
lowest ship. nearest craft before it disappears instant, and there's no time to you can see). If you pummeled it
into the clouds. Destroy all three. follow them. Shoot down all six, during your dive, you destroy it
then blast the missile each one with two trios of lock-on fire.
launches as it flies under you.
48
Episode 4: Gigantic Fleet
49
In the far distance, two Battleship Destroy any missiles coming in Aim at the 18 warship missiles
Bhouts fly near the Imperial Face forward. Your mount flies your direction, then face forward. targeted at your dragon. Shoot
warship. Target them just as white down to another ledge with two Ahead of you is an Airship Kartha them all down. Turn right, target
smoke appears from the side of the more missile-launcher arms. Use unloading scaffold. Three the upper eight missile-launcher
Imperial warship. Two more your Heavy Wing to blast the Battleship Bhouts and six airships arms twice and demolish them.
missile-launcher scaffolds pop out. first three, dodging under a launch from this area.
hail of missiles. Then tag the
second three.
50
Episode 4: Gigantic Fleet
51
Use all your Base Wing's lock-ons With your camera pointing to the One ship holds a Gene Base, so Your dragon picks up its pace.
on the battleships and airships. front, you see a missile-launcher shoot it early! A moment later, a Ahead are two Shielded Warship
When only the shielded warship is arm protruding from the Imperial Shielded Warship Shaiha shoots Shaihas. When you spot them,
left, boost straight into it before it warship, and another underneath up from below. Your dragon boost into them, preferably in
can peel off to the left. If this isn't it. As you pass between the arms, follows it. Boost while climbing, Glide form, knocking one or both
possible, fire Heavy Wing shots at six airships roll out to intercept and ram it. The blast destroys the out of the sky. If one remains,
it until it yields. Boost when you you. Swing your camera around as shielded warship and four airships pepper it with hand weapon fire
see the shielded warship, ideally you pass. flying near it. until it falls.
through the other enemies, just
after the dive to the lower level.
Lock-on to the six airships atop Flying horizontally, polish off any Two more shielded warships
the first scaffold and four more remaining airships. Look ahead appear ahead of you. Boost and
An airship yields another Gene from the second scaffold, and and slightly to your right as a side ram these as well, constantly
Base to add to your power. You launch a salvo. Mop up with more vent expels six Floating Mine using your hand weapon (this
now have enough energy to lock-on barrages. Quickly turn and Mardais. Immediately lock-on and does light damage and builds your
release a Berserk strike. Four look forward. dispatch all six with your Base Berserk meter). Just as you strike,
airships fly in from the left, toward Wing, or use your Glide Wing's turn and aim for the center of the
a second set of 18 missile- blasting attack. Imperial warship for added points.
launcher arms.
As you boost toward the Guardian, Continue to lock-on and fire as the
you see the full extent of this Fire off three salvos. The Guardian arm points at your dragon. It pours
mechanical being. Stop near an shoots out a faint pink laser. A out 15 massive boulders in a
Your dragon appears on the roof of
exposed chest plate, and an officer moment before the laser congeals straight line. Boost forward to
the Imperial warship, in the main
shouts that no mercy is needed. into a damaging blast, change to avoid them. Do this at the very
ceremonial chamber. Ahead is the
The Guardian attacks with full your Glide form and boost forward. last second (dodge left, then boost
Guardian of this structure. The
ordnance! You move to the side of the as the third boulder is about to
Imperial army is intent on using its
Guardian. strike you).
power to destroy you! Flanking the
cobblestone street below are BOSS BATTLE:
Imperial Family Hovertank Dahras. GUARDIAN OF IMPERIAL
WARSHIP FOOM-BARCLI
Wait until the Guardian fires off When the final boulder pops out of
her first laser, then another. Then the Guardian's palm, slow down
slow down, moving back to face and get into your regular position.
You hear the Imperial army's radio To inflict more damage, you can
chatter. The Guardian uses her her just as her third laser is
released. Don't move back too slow down early,
pink laser to cut the dragon down. before the final two
Stay in the middle as the laser soon, or her second and third
lasers catch you. boulders emerge.
passes through the left phalanx of This is the first part of a double
hovertanks, destroying them all. boss battle! After you defeat the
They can't target you effectively. Guardian, five Dragonmares
attack you. Your times for
defeating each boss are added to
produce a total boss clear time.
Save a Berserk and some energy
for the second fight!
52
Episode 4: Gigantic Fleet
53
When the Guardian has lost about Combat continues until either you
one-third of her energy, she or the Guardian runs out of health. Captain Evren instructs her men to
powers up her anti-laser system. Don't waste Berserk power on the fire on the dragon and retrieve the
Boost again. Guardian unless you must rebuild girl later. Lock-on with your Heavy
your health. Save it for the next Wing as Dragonmares close in
Slow down again, and begin your battle. When you deliver a final
assault on the now-open chest behind you. They stop in a mass,
blow to the chest cavity, the making them easy to target with
cavity. After three lock-on rounds, Guardian sags to one side.
the Guardian produces the pink lock-ons.
laser again and repeats her tactics.
After your second boost, you stop If you're low on health, attack
high above the Guardian, looking the Guardian using the Glide
Wing only and build up your
down at her anti-laser battery.
health using Berserk attacks.
Use your Heavy Wing targeting to You can do this three times
lock-on to the nine circular bays during combat. It helps immea-
that have opened on the surably in the next confrontation,
Guardian's base. but your boss clear time will be
horrendous.
You get off about five Heavy Wing The Dragonmares launch five sets
lock-on barrages before the of flaming bolts at close range.
Dragonmares each fire a quartet The extra target of your Glide
of flaming bolts. Switch to Glide Wing is much needed! Then they
Wing and blast all the bolts before move past you and release some
they reach you. Experts might spinning discs—even more
want to try this with the Heavy harmful than the bolts.
Wing hand weapon.
Dispose of all the bolts before The Dragonmares boost behind you,
turning to the right. Look up and getting dangerously close. When
target as many Dragonmares as they let out a screech, they charge
possible. Wait until the flaming you one by one. The first two miss.
bolts are about to strike you, and As the third Dragonmare is about to
blast them out of the sky. Change strike you, boost forward, and all
back to lock-on weapons. miss their charge. Do this too soon,
and you're still struck. The discs miss you if you slow
In Heavy Wing, lock-on again, down as they head toward you.
switch your viewpoint to the right, Continue to blast Dragonmares
and follow the swirling with lock-on shots as they launch
Dragonmares to the left. Look several volleys of these discs.
down and slightly behind you Dodge to the left and right, slow
while facing left. The down again (in Base Wing), and
Dragonmares stop below and fire keep blasting the Dragonmares.
more flaming bolts. As you blast the Dragonmares,
three beasts flying ahead of the The Dragonmares fly about, form
back two drop more flaming bolts. up behind you, then fly over your
Destroy them while continuing to head and stop in front of you.
lock-on (preferably using the Heavy Keep striking them with lock-on
Wing). At this point, a Berserk from shots. Blast the bolts that the far
your Heavy or Base Wing can right Dragonmare releases.
whittle down the energy.
The spinning disc release is a
Blast all 20 bolts out of the sky, great time to launch a Berserk
using any hand weapon you want attack, because you don't have to
(Glide is the easiest). Then lock-on worry about the discs hitting you
a couple of times and blast (using a small dragon form is
another 20 bolts. The helpful). After launching five
Dragonmares move forward rounds of discs, the Dragonmares
slightly, then speed off and up, The Dragonmare at far left follows boost downward.
high above your right side. The back two Dragonmares suit. After this, you get a couple of
release their bolts. After you deal prime seconds of lock-on fire as
with those bolts, all five the Dragonmares drop down, slow
Dragonmares retreat behind you. down, then ascend above you.
Spin the camera around, lock-on a Change to the Glide form as they
couple of times, then deal with pass overhead.
another 20 flaming bolts. These
54 Dragonmares don't let up!
Episode 4: Gigantic Fleet
55
Face forward and wait for the The Dragonmares slow down and A short while later, another begins Three Dragonmares remain when
Dragonmares to come back up. As regroup behind you, and the entire to smoke. Target one of the weak- their health is down to one-
usual, they launch flaming bolts at battle begins again. Repeat the ened enemies, and you eventually quarter. Just before they run out of
you. Then they split up. Look tactics from the previous bout, and destroy your first Dragonmare. health, two are left. Continue your
forward, then shift to the left or continue the lock-on strikes. Fire everything you can at one of barrage until the last one falls
right and target a specific When the Dragonmares' health is the smoking Dragonmares. After from the sky.
Dragonmare. reduced by half, one Dragonmare you destroy it, target the second
starts to smoke. smoking Dragonmare.
There is one
branching pathway. For most of this episode, you don't
Exhausted by the confrontation
To the left is Route B. have to think about different
with the Dragonmare quintet,
To the right is Route A. Take Route weaponry types, Berserk attacks, or
Orta's once-mighty mount is Look right of the sun as you head
A by moving to the right of the even flying. Your dragon is too weak
reduced to running until its over a hill to see a gigantic Pussa
path before you target the to provide anything except Base
strength returns. It recovers Bubo. Target its "head" and
Urimasan. Otherwise, you auto- Wing attacks from the ground.
steadily as it races across the upper sac, and fire. You run across
matically take Route B. landscape. Beasts native to this This serves to sharpen your a dip and temporarily lose sight of
habitat don't take kindly to incur- aiming skills—and earn you an the beast.
ROUTE VARIATION CHART incredible ranking if you cull all
sions. They gallop, bounce, or
Variation Route # of Enemies swim to intercept Orta and her the native fauna! Remember to
1 A 88 mount. The majestic Els-Enora charge at a couple of opportune
2 B 112 must be sacrificed to teach Orta moments.
the meaning of mortality. It is then The battle with the Els-Enora is
that Abadd the Drone appears, fought in two waves. You can't
offering answers to the girl's continue fighting the boss if you
confused questions. die, unless your dragon starts to
fly. That's when all your wing When you see the entire Pussa
forms are again pressed into Bubo, target it with all eight shots.
service. The boost also becomes Fire as it begins to leap. Race
invaluable. toward it and target it as many
times as possible.
It takes four to five sets of lock-ons Switch to front view and bring The second Pussa Bubo almost Target all four and fire, then blast
to burst this huge Pussa Bubo. Just down the Didar from behind. disappears behind a hill. Blast it away their four acid balls. If you're
before you defeat it, it spits out 10 Whittle the number to one or two until it yields. Then focus on the far enough from the temple ruins,
excrement balls in an arcing trajec- as they run for a gap between two final Pussa Bubo. Swing your you can take Route A to the path's
tory aimed straight at you. Blast hills, heading to the right. Blast target slightly left and catch its right. If you keep left or don't
them with your hand weapon. another three acid balls as you upper body as you pass it. choose a side, you automatically
give chase. head for Route B.
Targeting a single Pussa Bubo Shoot down their acid balls and
lock-on to at least four at a time. If Blast a second Erkist out of the air
takes too long. Lock-on to any This next section is a straightfor-
you succeed, your points multiply and look behind. Three more Erkist
available Pussa Bubo until you've ward lock-on barrage festival.
when you defeat them. After are "swimming" through the snow
locked on to the maximum, then Four Didar—two from each side—
another short volley of acid balls behind you. As the first one leaps
fire. Keep pummeling the right side drop from the top of the gorge
(use the hand weapon), four Didar out to ram you, aim right (while
Bubo until it pops. above you. Aim at them until you
drop behind you. facing behind).
have eight lock-ons, then fire. Aim
again as they land.
Six more Didar leap down in front Three radar blips appear behind Take care of the final four All five leap, one after the other.
of you. Concentrate on this half- and to your left. These are three Madidars as they try a final left- Keep a constant spray of bullets,
dozen, sweeping from left to right, more Erkists, which attack when to-right leap. If there are still right to left, and you soon take
taking them down one or two at a they're in front of you. Enter creatures at left (right, on your care of them all. A second later,
time. A few seconds later, three another gorge, and blast each of radar), look right as you emerge your mount glides over a cliff
dark-blue Madidar—stronger them as you did earlier. from the gorge. Ignore the five ledge, heading for an ancient
hybrids—join the Didar. new radar blips. ocean bridge.
TRAVERSING ROUTE B
Lock-on and take down the Didar A final Vont-Morli sweeps through
two at a time, blasting their acid the sky to your left. Launch a lock-
Four final Urimasan appear balls as soon as they are on salvo when you see him. Ignore
directly in front of you. These pop A second later, eight more Yarva- launched. Check the radar to the six Didar that the Vont-Morli
up too quickly for you to target. Maum appear. Target them all and make sure all have fallen and you drops, locking on and destroying
You take damage if you don't fire as they cross into the middle don't have one chasing you. the Vont-Morli before it departs.
boost and ram them to pieces. of your pathway. This is an easy
multiple takedown.
Now face left and target the dark A final four Urimasan appear from Whittle down the Els-Enora's The Els-Enora boosts forward,
blue Madidar, a tougher version of the snow in front of you. Boost energy to around half. Lock-on to then slows down and passes over
the Didar. Target it with four lock- and ram them, then target any the eight targets on the Els-Enora, your head. All the while, target
ons, then fire. Do it again, fire, remaining Madidar before they fire, and repeat. Five red, ribbon- and lock-on with your main
then shoot the acid balls it run over the snow bank to your like shards fly from its form. weapon, continuing to fire. When
launches. Target it once more and left. A second later, your mount you outdistance that enemy, more
it falls. glides over a cliff ledge, heading shards appear.
for an ancient ocean bridge.
It is hiding behind the bridge Repeat the strategy above as the You only need to aim for the
you're on. Look right and behind Els-Enora launches more shards, middle shards because the others
you, keeping the radar blip in your flies to the right, and launches a pass around you. The creature
field of vision. The Els-Enora soon few more shards. It then boosts stops and begins its shard attacks
rises up from behind the bridge. ahead of you, slows and flies over again. This is repeated until you
your head, then launches four destroy all eight targets on its
waves of shards again. Repeat the back and wings.
strategy above.
Now blast the 15 purple acid balls Hit each of the four targets on the You can't shoot down all the After another 15 seconds of wing-
the creature releases from its wing 10 times, using your Base shards, so aim at the ones ahead attacking, the beast accelerates
wing. Be quick, with sharp left-to- Wing. The wing then flops down, and below you. After around and releases more white shards.
right strafing, and avoid getting hit. useless. Change to your Glide three seconds of shooting, the Repeat the previous strategy and
As you strike the final acid ball, Wing and boost in front of it. shards float at you. Tearing move counterclockwise around
lock-on to the wing again. When the creature tries a through them creates dangerous the beast in Glide Wing to reach
charging bite, slow down. dragon damage. the remaining wing.
SCORE
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 60,000+ 45,000–59,999 35,000–44,999 30,000–34,999 0–29,999
HITS TAKEN
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0–3 4–8 9–12 13–16 17+
Hard 0–5 6–10 11–15 16–20 21+
64
65
Episode 6: Legacy
MISSION OVERVIEW
66
Episode 6: Legacy
67
The Atish is at half health or lower You enter a short duct and pull out
as you enter the second duct. to one side. The Atish zooms out
Continue pummeling the beast of this duct and passes you.
with lock-ons until it launches Execute another three or four Abadd, riding a white dragon, tells
more missiles. This time, it lock-ons as it zips by. You should her that this is where she was Look down and to your left, and
launches eight missiles in much have destroyed the Atish before it created. Orta is coming home! Her lock-on to three targets, following
quicker intervals. moved ahead of you. mount lets out an ear-piercing the red Gat-War clockwise. After
screech, and Orta slowly flies two sets of lock-ons, the Gat-War
down a tunnel designed to explodes, destroying the entire
bewilder and entice. trio. Switch to your Glide Wing!
Bring out the Glide Wing. Look for Face forward and follow the
the initial rocket that appears from Atish's whipping tail as it floats
the lower right pod, and demolish down a larger duct, releasing
them all. If you fire fast enough, white balls of light. Throw every- You drift into a central chamber,
If you use the Base Wing or Glide
you have a Berserk power ready. thing you have at the Atish before but you can transform to Glide
Wing, you won't destroy the Gat-
Use it to finish off the Atish before this happens. Destroy it now! Wing to speed up your journey.
War in time to deal with secondary
the first rocket hits. You must, however, change to
enemies lurking ahead. Use the
your Heavy Wing as you reach the
Heavy Wing's lock-on attack. Don't
shimmering green blob.
aim at the blue Kot-Wars or the
electricity increases and harms
you severely!
The computer closes the security Target and fire at three more
When you hear another Gat-War walls. The first moves from left to Nayak behind this door (boost and
and Kot-War, change to your Quickly switch to your Glide Wing, right, so fly right, boost into the ram through them if you wish,
Heavy Wing and face front. Lock- look forward, and attend to six next area, and target two Nayak heading left), then zoom around
on to the red Gat-War, fire, and more Ocular Sensors left and right on the right wall, then two along the left side of another door
switch your camera to follow it of a lattice-shaped side wall area the left wall. Fire and take them closing right to left. Then change
around to the right. It does a ahead. When you destroy the third down in a single attack. to Base Wing.
complete circle before the beasts Gat-War and Kot-War, you get a
envelope you. Gene Base.
68
Episode 6: Legacy
69
Or, you could simply boost into To access Route A, continue down Target the remaining two, then the Target and defeat all in one strike,
them as you scoot underneath the the corridor, boosting if you wish. six following you from above. Do then wait for five more Degla to
final security door, which drops Abadd turns and flies down a side this quickly, before they drop past ascend from your left side.
from above—use the boost what- entrance to your left. To access your viewing point. Destroy these Destroy them all. Now prepare for
ever happens, or you hit the door Route B, move your mount to the with one salvo and keep looking up. an invasion of Degla—50 are
as it closes. Abadd meets you at left of the rotating corridor, and incoming!
the end of this corridor. you turn and follow Abadd. Route
B is the easier of the two.
TRAVERSING ROUTE A:
FIRST PATHWAY
Nine Degla ascend from your left
in a single-line pattern that loops They drop down the hole from
Abadd and his mighty dragon fly above you and then drops to your which you dropped. Target them
down the mass of tunnels, right. Target them all in one lock- all by lining up the lock-on target
informing you about the essence on attack and fire. If you miss any, at this area. Lock-on until your
of life and how Drones should they shoot you from underneath. target turns red, and repeat four
pass on their essence. This can times as a deluge of Degla falls
never be when Drones are kept as Route A isn't recommended if you toward you.
slaves. Mysteriously, Abadd says want an exceptional score. It's
there is one exception…. harder to shoot all the enemies in
this substructure. Fly into a pinkish
chamber, change to your Base
Wing, turn to the right, and look up.
You see the burrowing shadows of Aim left, through the organic pillar, Deal with the Churook using the
five Churook ahead. They move in to lock-on to another five. Then same tactics as before. Aim up and
from behind, then pop out in a swing right, aiming at another five down the left wall for five, swing to
As you enter a white corridor,
horizontal line from the center of on the right wall. For vertical lock- the right wall for another five, then
segments of the wall undulate and
the ground in front of you. Strafe ons, sweep your target up and strafe left to right for five along the
close behind you. Fly through this
left to right, lock-on to all five, and down until you target all five. ground. Keep looking behind!
section, with Degla in pursuit.
destroy them.
Face forward as you regain
control of your mount.
Follow Abadd to the next chamber, You have one more quintet of
If you're too slow, the Churook fire where the walls also close in. Churook to blast on the left, and
a damaging electrical beam. Be Another six Degla zoom in from again on the right, before this
Six hit-and-run Degla zoom in from quick on the lock-ons, moving to room is clear. Now you move into
behind and pass you. When you behind. Wait for them to fly in front
one side to avoid the electrical of you, then ram them. your final moving-wall corridor.
see them all on the screen, boost beam. Five more Churook appear Keep looking behind you.
through and ram them. Alterna- from the left wall in front of you.
tively, lock-on and target them.
Dodge to one side to avoid their
energy bolts if you're too slow in
dispatching them.
70
Episode 6: Legacy
71
Ten Nayak emerge from a corridor From a duct above come four
ahead, and all emit a blast of Degla. Use your Heavy Wing to
green energy. Stay put and it destroy three (or four if you're
misses you. At the earliest junc- powerful enough), then take out
ture, lock-on to the Nayak with the final one. Follow these Degla.
your Base Wing's targets and fire. If you miss them, they drop an
energy bomb that's highly
damaging in this confined space.
Turn the corner and prepare for Another four Carrier Nayak wait
combat with Carrier Nayak. During for you in a narrow corridor.
this battle, the computer tells you Change to your Heavy Wing and
that the security wall is either dispatch them all, while keeping
sealed (Route C) or has opened your camera fixed front. You have
(Route A and B). If you travel the time to aim and fire at them.
Routes B or C, the wall remains
When the lock is your chosen extremely narrow.
color, blast three or four of the Ahead is Lock 3. Change it to blue
Degla approaching from behind. to unlock Route A or B. Make it any
The most important point to
Then blast the final one before color except blue to unlock Route
remember is that if you move
switching back to forward view. through Route A, two of the C. Shoot it from your Heavy Wing's
You fly above the lock. Carrier Nayak drop a Gene Base. lock-on. Change when you see the
This does not happen in Routes device and fire immediately!
B or C. Pick up the Gene Base
and change to your Glide Wing.
Swing down and right. On Routes These drop in front of you and The camera shifts to the side in Your third route is complete! You
A and B, the computer opens a carpet-bomb the ground, creating the final section. Blast the six slow down while a computer
security wall and the area is less a wave of energy that's difficult to Degla that head toward you from confirms your Gene Base code as
narrow. This is important right avoid. If you aren't quick enough, above, swoop down, then accel- 12. "Welcome home Master," the
now, because six Degla approach. use a Berserk in Glide Wing. It erate away and drop their energy computer intones. The Data
works great if you're almost dead! waves. Deal with them using two Transformation Gateway opens.
sets of Heavy Wing targeting.
Target them with your Heavy Orta and her dragon enter the
Wing, and the other three as they After the second wave, change to center of the computer, which holds
drop down, before they drop their Glide Wing, and head over and Immediately target six final Degla the secret of her birth. She flies to
energy wave attacks. Blast them under a series of horizontal that swoop in from above. If you the middle of the chamber and
before they jet away. Then aim at beams. Blast four Degla that enter don't, they blast a huge wave that releases the Data Transformation
another six Degla in formation. from behind, just as before. covers the entire passageway. Gateway. In a shower of blue and
Change to Heavy Wing. white light, she teleports to the
Sestren data circuit.
SCORE
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 82,000+ 75,000–81,999 68,000–74,999 60,000–67,999 0–59,999
Hard 80,000+ 73,000–79,999 66,000–72,999 58,000–65,999 0–57,999
HITS TAKEN
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0–3 4–7 8–12 13–20 21+
Hard 0–5 6–10 11–15 16–20 21+
Episode 7: Forbidden Memories
ENEMY INCURSION PARCHMENT: UNEARTHED
Troop Type Points Awarded Troop Type Points Awarded Troop Type Points Awarded
Abadd, Form I (Head Wound) 500 Data Coil N/A Interception Program Ver. 2.00 500
Abadd, Form I (Almost Destroyed)1,000x2 Diodupure Lv1 1,500 Interception Program Ver. 2.60 600
Abadd, Form I (Destroyed) 9,000 Diodupure Lv2 2,000 Ofnir Error File 5
Carrier Sealance (red) 20 Interception Program Ver. 1.00 30 Ofnir Error Cluster 5 Target four Interception Programs
Central Data Unit Ofnir 2,500 Interception Program Ver. 1.50 50 Sealance Image (blue) 20 Ver. 1.00 in a diamond pattern
ahead of you. You can destroy
them with a single hit, so use
BRANCHING OUT DEBRIEFING The main part consists of two
either Base or Heavy Wing (if it
arena-like zones where you must
INFORMATION destroy a guardian worm and
can target four enemies).
dozens of computerized creatures.
Choose the two A routes. They're
the easiest to complete and the
most fun.
This episode isn't difficult to
There are two complete after you figure out if
You are navigating the network
branching path- those Interception Programs are
Sestren. Time plays tricks on you.
ways. Defeat the Diodupure Lv1, attacking from the front or behind.
Orta seeks a revelation and even- In Base Wing, immediately turn
and you take the first branch of
tually decides to live in the mortal around as the central computer
Route A. If you don't defeat the
world rather than become a ruth- LET'S RIDE! attempts to identify your proper-
Diodupure Lv1, you take the first
less and efficient Drone. Orta is a ties. With a U-shaped motion,
branch of Route B.
child created by Azel, whose final lock-on and blast a set of seven
wish was that her will be passed Interception Programs Ver. 1.00.
on to a descendant. This wish
was finally granted. Abadd's
intent is also apparent—to fuse
Orta's information with his own to
mass-produce hybrids. He must
Interception Programs have been
be overcome.
Defeat the Diodupure Lv2 to dispatched to attack an unautho-
access the second branch of MISSION OVERVIEW rized presence in the system—you
Route A. If you don't destroy and your mount. You must thwart
the Diodupure Lv2, you take the the attacking programs. Continue As you drift through a lattice-
second branch of Route B. in Base Wing. shaped information tunnel, face
forward. Your radar shows four
ROUTE VARIATION CHART dots zooming at you, but they stop
Variation Route # of Enemies in front of you. Target and lock-on
to these programs.
1 AA 174
2 AB 62
3 BA 187
This section is an information pipe
4 BB 75 to an approval room, where you
enter a Memory Cell if you're
proficient enough.
74
Episode 7: Forbidden Memories
75
TRAVERSING ROUTE A:
FIRST BRANCH
Fire a continuous stream of Glide
Just as you destroy it, two
Wing bullets into the sensor, and
Interception Programs Ver. 1.00 It shoots a series of blue energy
watch the Diodupure Lv1's energy
appear. Lock-on and dispatch both. blasts at you. Slow down to
beam. This blasts out every couple
If they link with the Ver. 2.00, the avoid them. Change to the Base
of seconds, then moves either up
blast will be much more damaging, Wing, target the Diodupure Lv1's
and down or left to right.
so keep firing your lock-on! Now central body, and launch repeated
change to Glide Wing. salvos at it. As you enter Route A, you appear
inside a memory passage filled with
BOSS BATTLE: the consciousness of the omni-
DIODUPURE LV1 verse. This is Memory Cell
Level 1. Ahead and to the right
is a spinning Data Coil.
Shoot it to release a message.
Maneuver your Glide Wing to the
side the beam isn't moving to. The
beam disappears, then reappears If it launches a second wave of
in the same location a second blue energy blasts, boost forward
later, so move again. and they pass over you. Steady
pummeling in Base Wing is the
preferred way to down the
Diodupure.
The message informs you that After weaving a bright path The Ofnir dives again, then rises Keep facing backward and launch
resuscitating the ancient masters is around you, the Ofnir streams once more. Lock-on and offload! more Heavy Wing ordnance as the
impossible. Farther along on the left through the substructure behind When it turns white, follow it Ofnir emerges, flies over your
is a second Data Coil. Shoot this, you. Look behind your dragon. around and behind you. Look head, and dives into the ground
and Abadd's voice murmurs some- Choose the Heavy Wing mount. behind, and prepare for a short ahead of you. When it reappears,
thing about fulfilling a mission. This combat lasts for seconds! and effective offensive maneuver let rip with lock-on attacks.
followed by a defensive one.
The Memory Cell freezes, and When the Ofnir rises, launch as Target and fire at the Ofnir for five
you're transported to a genetic many lock-on shots as possible. The Ofnir rears up. Target it with seconds, whittling the beast's
substructure. Ahead of you is a Make sure these strike it before your Heavy Wing's full lock-on health down to around one-third of
huge, wormlike form bathed in it dives again, or your hits have and fire. Switch to your Glide its total. Its segments shrink, and it
bright light—the Central Data Unit no effect. Wing and boost forward before stays above ground. Now use a
Ofnir, which is submerged. the Ofnir descends. If you don't, Berserk if you wish.
you take damage when the Ofnir
BOSS BATTLE: CENTRAL hits you as it dives back down.
DATA UNIT OFNIR You can target the segments of
the Ofnir and fire as long as you
want (which increases your
Berserk power), but shots only
harm Ofnir when its head is out
of the ground. Otherwise, your
attacks have no effect.
The Ofnir then fires off about 20
spiraling Error Files at you. Blast
Change to your Heavy Wing as the them with your hand weapon until
Ofnir circles behind you. It rears all are gone or pass you. The Ofnir
again and descends. Lock-on and then descends into the ground.
fire, then change to Glide Wing
This biological database, intent and boost away. The Ofnir misses
on devouring your data, has a you on the way down.
sizable energy bar, but is not
counted as an end-of-level boss. The Ofnir rises, just after the first
Take as long as you wish to
dive. Lock-on and fire immediately,
defeat it.
before it disappears again. Then
wait for the Ofnir to emerge and
fly over your head, giving you a
It makes a swift turn, boosts out of
couple of lock-on opportunities.
the ground, and flies to your right.
Face forward and target it again.
You get two sets of lock-on shots
before it moves toward four
76 Interception Programs Ver. 1.00.
Episode 7: Forbidden Memories
77
Now face left, and lock-on to Turn around and target the three
three more. The computer halts locations on a second Interception
the program. The re-analyzation Program Ver. 2.00 that's chasing
was successful and you are you. Target and dispatch the two
sent to Memory Cell Level 2, a Ver. 1.50 Programs that flank it
strange passage filled with before they fire at you and then
millions of memories. disappear to the left and right.
You must target the four programs After you defeat the Ofnir, it
and destroy them before the Ofnir changes to a ghost version and
passes into the middle of them. If deposits a Gene Base. You are
you don't, the Ofnir regains its transported to a second cluster
entire health, and you must repeat corridor where you rejoin the
the combat. Use the previous main pathway.
Ahead and right is a ball-shaped A second later, two more Ver. 1.50
strategy; the attack pattern is
Data Coil. Fire at it and a computer Programs dash overhead. Face
identical. TRAVERSING ROUTE B: chatters about you. A second front and target both. The tunnel
FIRST BRANCH Data Coil appears ahead and left. dips forward at a steep angle, and
Lock-on and shoot. Unidentified another Ver. 2.00 appears. Target
voices wish your legacy to end— and fire in your Heavy Wing.
right now!
One of the 90 Sealance Images on Face right and take out two more.
the left is a final Carrier and gives Then face left and destroy two
up another Gene Base. Float into more. Face front and take out two
it, then quickly target the more. Look right and take down
remaining Sealance Images. two more. Finally, look left and
take out the final Ver. 1.50.
TRAVERSING ROUTE B:
Dispose of all 14—these are easy SECOND BRANCH
to target with your Base Wing After these 11 Sealance Images are
lock-on. The pinkish Sealance destroyed, a fleet of Sealance Smash the second Data Coil, and
Image is a Carrier Sealance, Images appears beneath the a voice utters that "he will always
which releases a Gene Base when floating rock ship ahead. Target and be with me." A moment later, you
you destroy it. blast as many as possible. Repeat. are removed from the memory
chamber and sent to an open-
topped information tunnel, deep
When you're once again inside within the system.
the re-analyzation chamber, two
Interception Programs Ver. 1.50
arrive to check you. Blast them
with your Base or Heavy Wing.
Two more appear to your left.
Continue to face forward as two Don't aim at them a third time. Then two more appear in the
sets of six Sealance Images move Fifteen Sealance Images appear same place.
in from the left and right. Target ahead and to the right. You have
six and fire, then target the other milliseconds to target them all.
six and fire. If they pass you, Fire manually to destroy the rest.
swing around and finish them off They vanish a second after they
before they disappear. pass you, so be proficient!
But Orta is the being's only
answer. As memory particles flood
In Base Wing, target five Take the Ver. 2.00, then tag two the mainframe, the being Throw out a couple more targeted
Interception Programs Ver. 1.00 in a sets of four Ver. 1.50 programs that continues: Orta was born of shots until Abadd conjures a series
horizontal line in front of you. fly above you and stop in front of human and Drone, with the power of white energy bolts and starts firing
Execute them quickly, because four your mount. Target them all at to change the world. Despite hard- them at you. You can switch to Glide
more appear, two on either side of once, then concentrate on another ships, this being will always be Wing, swerving to avoid them.
the tunnel. Lock-on and fire. Ver. 2.60 that appears in the there. Orta will always carry her
narrow tunnel. parents' spirit.
Don't boost accidentally when you Hold your fire until he releases the
should slow down, or vice versa! first block. This turns into an
Keep attacking until Abadd aggressive Termination Program
reaches half energy. A good head that floats in front of you. It fires a
attack makes him rock back, series of white bolts that appear
clutching his ethereal cranium. first in a vertical line, then in an S
shape (regular and reversed), and
finally in a circle.
Keep this barrage up for as long Aim at the stomach target, or
as possible. You can launch a vertically between the head and
Berserk attack, but you should stomach. After eight lock-ons,
save a Berserk power for the Abadd emits an explosion of color,
beginning of the next episode. and a white energy starts to build.
When Abadd boosts to your left,
boost forward.
As Abadd assumes a fetal posi-
tion, stay in front of him and tear
his stomach target apart with Stay in the middle surrounded by
lock-on strikes. If you're quick, bolts, within the curve of the S, or
you can get his health down to on either side of the vertical line,
near the yellow range. and you're unharmed. After nine
blasts, the program finishes, and
He leans toward you and strikes Abadd slows down. Check his
out. Don't let him hit you! When location.
Change back to Heavy Wing, and Abadd starts to stretch, change to
continue the lock-on pummeling Glide Wing and slow down, stop-
until Abadd swoops first down, then ping at Abadd's side. Now change
above you, and stops ahead of you. back to Heavy Wing and hit his
Look forward. A target appears in stomach from the side, or boost
the center of Abadd's body. back in front of Abadd.
Abadd attempts a strike or swat,
then moves in front of you. Then
he disappears and reappears
behind you. He boosts forward, In a moment, he boosts forward
flies toward three stone blocks and grabs another three stones
floating in the distance, and picks floating in front of him. Boost in
them up. He takes only minimal front of him and wait for him to
damage during this time. conjure up a spiky black
Fire at the target until Abadd Interception Program.
Continue this barrage of attacks, Change to your
twitches, then boost to his side. A
staying at his side until Abadd Heavy Wing.
second target appears on the
attempts a swat (Glide and boost
Drone's head. Start whittling down
forward) or a stretch (Glide and
Abadd's energy. Boost so you're
slow down). Move between
ahead of him, look behind, and
Abadd's side and front, launching
start a Heavy Wing barrage.
ordnance.
Don't move behind Abadd and
fire—he launches white bolts from
his head.
Now whittle Abadd down and The stones create another program Abadd grabs a final trio of stones Now destroy this form of Abadd.
finish him off. Ignore the rock until that fires nine sets of white bolts at and conjures the spiky ball. Boost He remains in this position until the
it launches three smaller satel- you. This time, it starts with a hori- to avoid the three smaller balls it combat ends. Switch from side to
lites. Boost in Glide Wing to avoid zontal blast, and the S shapes are launches, as you did before. front positions, dodging the swat
them. Then launch Heavy Wing reversed from the earlier attack. Abadd returns to his and stretching attack. Defeat him!
shots at Abadd. Move slightly right to stay in the languishing position,
middle of the shots. with his head and
stomach targets
exposed.
SCORE
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 40,000+ 35,000–39,999 30,000–34,999 20,000–29,999 0–19,999
HITS TAKEN
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0–15 16–30 31–40 41–50 51+
Hard 0–20 21–35 36–45 46–60 61+
Blast its missiles, then target and Your mount flies up from the base
destroy the entire tank train just area, through a vent, and up an Out of the duct, target four more
as a third Transport Tank Emden ancient ductwork into a second Battleship Bhout in the next
As you pass under another station,
passes on a track slightly above chamber. As you enter the duct- chamber and fire as you start to
target the back tank train with a
you. If possible, sweep and target work, change to your Base Wing climb vertically. As you enter
volley of lock-on shots and try to
its carriage with a set of lock-ons. and face backward. another duct, two Bhout vehicles
destroy it. Fend off a couple of
stray missiles, then concentrate chase you. Again, lock-on and fire
all your lock-on power on the at both.
remaining tank train.
84
Episode 8: Imperial City
85
You fly up into another large As you fly around and move One of the Dragonmare Embryos in One Heavy Wing blast to each
chamber. Two Battleship Bhout, down the right side of the first the first row drops a Gene Base. location finishes it off. Look right
joined by two more, chase you up row of Dragonmares, look forward Get your Heavy Wing to Level 5 as (still facing forward) and target a
the tunnel. Continue locking on in and blast Embryos ahead or look soon as possible! As you turn second airship rolling down
Base Wing and blast them. You left and target Embryos in all around and fly between the first between Rows 2 and 3. Launch
speed out into a final chamber. three rows. and second rows (Row 2 is on your another three laser shots before it
right), try to have destroyed all the homes in on you.
Embryos at the far end of Row 1.
Target the two Battleship Bhout. You fly around for another pass, so
You then move into another pipe. don't worry about missing any Spend the remaining time
Zoom out into a huge Dragonmare Dragonmares as you near the end Another Gene Base drops out of destroying as many Embryos as
incubation chamber. In Heavy of the first row. By now, you an Embryo in the first row. Blast possible. By the time you begin
Wing mode, look to your right. should have destroyed at least any Embryos you spot, flicking attacking the Embryos in Rows 2
eight Dragonmare Embryos. between the first and second rows and 3, you must have destroyed all
Release lock-on shots every until a giant robotlike entity rolls, Embryos in the first row. Turn the
second to hasten the task. trying to halt your destruction. This corner and take out any that
is a Patrol Airship Vayu. remain in the second row.
Two of the Embryos on Row 3 also As you destroy the last of the Four Airship Kartha are flying
contain Gene Bases. Grab those mines, an Airship Vahra zooms upward. Two peel off left and two
while flying down the final row. Your dragon enters another duct. past you and scoots up the duct right. You've a half-second to lock-
Change forms if your Heavy Wing A startled Imperial trooper informs ahead. It boosts up into another on to all four and fire before you
is at Level 5, and keep blasting. central command that all the chamber, then drops down leave this chamber. Dodge the
Dragonmare Embryos have been another series of tunnels, leaving fireballs they leave.
destroyed. As you fly up an empty behind firebombs to damage you.
chamber, the Captain orders all
units to open fire!
Lock-on and destroy the three As you ascend and circle, three
battleships as they fly past, then more battleships pass from left to
blast more missiles from three right. Keep facing left, but look right,
battleships that pass from right to targeting them early to avoid having
left as you continue to skirt the to take out their missiles. Now
edge of this room. Now destroy destroy the ground hovertanks.
the battleships.
You enter a large chamber, shoot The airships pass, allowing you to
upward, and have a millisecond to blast them and swerve to avoid
react to four Airship Kartha. Target their fireballs. In another chamber,
them before they split into two target four more airships, and in
groups of two, left and right of another tunnel, blast two more
you. Dodge up to avoid their fire- airships that pass you. You now You can now target the various
balls and enter the duct. rejoin the main pathway. joints on the immobilized Catharp.
Five hovertanks are at the foot of
a giant Catharp that is restrained All this does is sway the already-
by gigantic clamps. Take out as impotent giant. You're behind its
many hovertanks as possible, face mask, which has five
then destroy their missiles. Take target points at which to aim. As
out three more battleships flying you round the beast, aim only for
left to right. the head.
Two airships pass you. Face Switch to Heavy Wing and face
forward and target them, dodge left. You enter an Imperial capture
around the two fireballs they leave room, where the powers of an
behind, and enter another labora- ancient Catharp are being
tory chamber. When you point harnessed. You can destroy the
upward, target four more airships Catharp in a moment. For now,
and let rip with your lock-on shots. target the two Hovertank Dahra on Continue volleys of Heavy Wing
There's another hovertank near
the ground. the foot of the Catharp as you headshots as the head spasms.
complete a circuit of this room. You pass around the top of the
Three more battleships pour from Catharp and spot its arm tied to a
a vent opposite. Target them as laboratory restraining cable. You
they pass, then mop up any have a final chance to tear off the
remaining hovertanks. Catharp's mask. Lock-on with five
targets for 5x the multiplier. You
earn a Gene Base if you remove
Dive under or over their fireballs,
the Catharp's mask.
and demolish two more airships
Get off around three lock-on
that fly past you in the tunnel
barrages before the hovertanks'
(dodge up to avoid those fireballs).
missiles get too close to ignore.
Enter another chamber that has
Blast them with your manual
two airships behind. Wait until you
weaponry. Continue this tactic by
disappear into another duct.
taking out the three Battleship
Bhout's missiles.
BOSS BATTLE: ASSAULT
CARRIER VERMANA
(REFURBISHED)
You now emerge from the giant You emerge in another large Taking out the four hovertanks is
chamber and head into an upper chamber and shoot straight up. more taxing this time around.
duct. Change to your Base Wing. Target and demolish another four Avoid the missiles they fire and
As you hit the ramp area in the airships, enter another duct, blast throw lock-on barrages at them.
middle of the duct, you spot five two more airships as they pass, Look right as you pass over them.
Floating Mine Mardai. Boost and and dodge the fireballs that both
ram through them all. sets of enemies leave behind.
88
Episode 8: Imperial City
89
Face forward, and you see that Dodge the fireballs they deposit. If
five Airship Vahra hope to see you they're still alive, you can spin,
off. They run ahead of you and face backward and target them as
boost into a second chamber you continue up and out of the
through a short tunnel. If you're facility. One airship drops a Gene
quick enough, boost and ram them Base. Power up your remaining
into oblivion. wings with this.
Target the hull of the craft and The yellow-colored hull is the
pummel it. After crossing the prime target for the rest of this
landing area where the hover- battle. Boost up over the carrier's
tanks were, the carrier launches front and repeat the attack
five green remote missile mines at pattern. Batter the carrier hull until Switch to your Glide Wing as you
If not, target and fire at them as
you. Continue locking on to the it explodes. ascend through an exit chute.
you follow them into the chamber,
carrier's hull. Boost under a door closing from
then target them again behind
you—they drop down as you pass top to bottom. Pass a large
overhead. They follow you into chamber and dodge over another
another chamber, accelerate past door that closes bottom to top.
you through another short tunnel,
and into another large room.
The Imperial Defense Unit Bachar- A large electrical ball blasts forth They blast a continuous stream of
suha throws out 20 missiles—10 and through the area where you electrical energy, which is
from the left and 10 from the right. were. Slow down and take up a severely harmful. Repeatedly
They approach on a narrow position in your previous location, dodge under and over, continuing
trajectory, so look up while facing continuing the Heavy Wing this weaving avoidance path as
forward and demolish them with bombardment. Destroying these the arms make two complete
your hand weapon. The Glide Wing two arms gets you an extra 500 for circuits around the central body.
is optional. each arm!
SCORE
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 180,000+ 90,000–179,999 60,000–89,999 30,000–59,999 0–29,999
HITS TAKEN
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 0–10 11–15 16–20 21–40 41+
92
93
Episode 9: Showdown
ENEMY INCURSION PARCHMENT: UNEARTHED
Troop Type Points Awarded Troop Type Points Awarded Troop Type Points Awarded
Dragonmare Embryo 500 Dragonmare Embryo 2,000x10 Flaming Bolt 5
(Boss Battle)
All 10 fly ahead and hover in front The Embryos release spinning Almost immediately, rainbow
of you. Bring out the Heavy Wing discs. Two or three release three missiles begin to fall through the
The rewards are exceptional. guns and blast away at the discs each from the left and right air. Just avoid or ignore them. The
Three Gene Bases from fallen foes Embryos until the boss health bar side of the screen. While you Embryo group turns and flies over
wait for you to take them, and appears. Now swerve evasively, pummel the enemy, swerve to your head behind you.
these enemies fire nothing left or right, and slow down. avoid the discs or slow down.
damaging. Your only problem is
targeting them all in time.
BOSS BATTLE:
DRAGONMARE
EMBRYOS (HOST)
94
Episode 9: Showdown
95
SCORE
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 65,000+ 50,000–64,999 40,000–49,999 32,000–39,999 0–31,999
HITS TAKEN
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0–3 4–10 11–25 26–50 51+
Hard 0–6 7–15 16–30 31–50 51+
Circle the armored embryonic After you dispatch the Betas, fire
BRANCHING OUT form (II) and deal with its Program off as many Heavy Wing lock-on
This episode has no Betas and Crimson Shards before salvos as possible before another
branching pathways. whittling its outer shielding. Attack eight Betas appear. Shoot them in
when the white dragon appears Glide Wing, then switch back to
DEBRIEFING and change forms to avoid its Heavy Wing and continue the
INFORMATION powerful energy blasts. pounding.
Choose the Base Wing when it When the episode begins, look
attempts to cut you down with back at a giant crystalline struc-
the Magenta Death, the most ture, surrounded by bronze,
infuriating attack in the game. armored objects that revolve
Learn your adversary's attack around the structure, changing
patterns. Harmony and nature shape from balls to cubes to stars.
Gathering lightning and dark depend upon it.
clouds around its embryonic form,
You see a red, pulsing mass behind
Abadd's great white dragon LET'S RIDE! the bits you've blasted off. Change
cocoons itself and steadily gains BOSS BATTLE: ABADD
power. It generates many forms. to Glide Wing as a third series of
(FORM II) Interception Program Betas
This is the most ferocious battle
Orta has fought in her young appear—12 of them. Manually
career. But confront Abadd she blast them, then continue with the
must. Her being cannot be used by lock-on pummeling.
Fire a salvo of targeted ordnance,
the Drone for his unharmonious
then switch to your Glide Wing.
machinations.
Six Interception Program Betas
MISSION OVERVIEW soon surround the being. Bring
out your hand weapon and blast
them in a circular pattern. If you
don't, you're rocked by a focused
energy blast.
This is Abadd's second form. When you destroy the final series
The first was encountered at the of Betas, hit home with your
end of Episode 7. targeted shots until you expose
red, pulsing matter. Then boost
There is one foe left to defeat. But
around and destroy the crystalline
Abadd has three forms, each
structure from the other side.
endowed with a viciousness
beyond any you've encountered.
96
Final Episode: The End of Destiny
97
Fire only as the dragon rises. Don't Follow the white dragon. Its whip-
waste fire-launching attacks as ping tail is the only obstacle to
the dragon falls and disappears, avoid while you unload targeted
because lock-ons miss. The white ordnance. You can hit the torso or
dragon leaps and falls into the any of the seven tendril-like wings.
BOSS BATTLE: liquid five times while moving in
ABADD (FORM III) front of you, at left.
A split second later, eight purple To obtain an "S" ranking, blast all
energy beams—the Magenta Magenta Death tendrils before
Death—emerge from its body and they coalesce and strike. A red
coalesce into a massively circular script surrounding your
damaging laser blast aimed at you. dragon is another enemy target
If you haven't taken out the tips of indicator. It then retreats, flies up into the
each beam, there's no way to liquid ether of the ceiling, and
avoid this. repeats the attack upside down.
Boost again to avoid it. It reap-
pears, sinks into the ether below
you, swims under you, and
appears in front of you.
The Magenta Death is extremely
difficult to fight. You can't avoid Sparks flicker through the white
it, so blast the dragon's center dragon as it writhes and falls into
before it launches the lasers. You Expertly mark and blast eight of the ethereal wastes. "We must
also can let rip with a Berserk these strikes before they are save this doomed world," gasps
attack and use your temporary launched. It's extremely difficult. Abadd, as his final, serpentlike
invincibility to your advantage. Practice and dead-on aiming are form emerges and weaves ahead
the keys. Once the barrage ends, of Orta.
you can severely weaken the crea-
ture with Heavy Wing lock-on fire. You can target its tendril wings in
only six places, so make these
count. Swerve between the two
main fins as they pass you, or
you're hit. The beast then boosts
forward and presents its fins
again. Swerve to avoid them.
You can be hit by the blast even as
you fire off your lock-on barrage. Change to Base Wing and target
You must target the head and the the serpent's head. In an attempt
The creature eventually disap- to attack the Magenta Death, eight
beams departing from the head,
pears into the ether ahead, and branches appear from its head.
and destroy them all in one
fires four damaging energy beams. Blast all eight before they elon-
second, or your lasers don't reach
When you see the tip of the first gate. Focus and fire.
their targets before they fire.
one, slow down to avoid it. Dodge
left and right in Glide Wing form to
98 miss the other three.
Final Episode: The End of Destiny
99
If you don't, you're dead. The It boosts past you, heads behind It slows in front of you, giving you The serpent drops behind you and
serpent tries to destroy you with you, then turns to launch three the best chance of defeating it. prepares more Magenta Death
this strike 10 times. Keep aiming at minor Magenta Death attacks. Your Use the Berserk attack if you attacks. By this time, it is
the head, launching early and Heavy Wing takes care of them if didn't use it earlier to avoid the defeated. Shards break from the
accurately. After this, it speeds off you aim at the head. Continue a Magenta Death. Dodge left and serpent's head, and it floats
ahead of you, giving you ample barrage of lock-on shots as the right to avoid the tail. without controlling itself.
lock-on opportunities. beast passes on your left.
SCORE
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 37,500+ 35,000–37,499 32,500–34,999 30,000–32,499 0–29,999
Hard 40,000+ 37,500–64,999 35,000–49,999 30,000–39,999 0–31,999
HITS TAKEN
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0–3 4–10 11–25 26–50 51+
Hard 0–6 7–15 16–30 31–50 51+
MISSION 4 Back
Epeisodion 4
MISSION 5
Epeisodion 5
Back
Epeisodion 6
Epeisodion 7
100
Back
101
Orb 1: Flight Records
FLIGHT RECORDS HI-SCORE
This gives you the high score for the
EXPLAINED game you are playing. The figure
increases as you progress through
the game as each episode's score
is added to the total.
BEST SHOT-DOWN RATIO
This Orb is available to explore at Inside the sub-menu, view the This allows you to look at your
the beginning of the game. Enter to rankings for each episode. The emerging hi-score total, which
view all your available play records rankings for Easy, Normal, and increases by 10 percent each time
on the Flight Records menu. Hard are Shot Down Ratio, Score, Most of the information on the you complete an episode. The
Hits Taken, Boss Clear Time, and Main Menu is self-explanatory, but number is your shot-down ratio for
Total Rank. "Best indicates the there are variations to the calcula- the level, divided by 10 and added
where you performed most tions. The following a list with to the divided shot-down ratios of
impressively." Next is "Average," remarks on each part of the menu the previous level. When you
based on the averages of all your information you can influence. complete Episode 2, this total is
combined attempts. Finally, TOTAL PLAY NUMBER out of 20 (2 of 10 episodes
"Before" indicates your ranking the This shows how many times you completed). Episodes yet to be
last time you attempted the level. have played the Episode game completed aren't counted. When
The Main Menu screen holds (on Easy, Normal, or Hard levels). you finish the game, this is your
information on your progress This records how many times grand total.
through the main game and Sub- you've played a game, not the BEST DRAGON RANK
Scenarios. It does not show infor- number of times you've tried a
These scores change only when
mation about simulated scenarios you return to a previously specific episode.
available in the Box Game. Enter completed episode. You must
this menu to check on your game complete the entire game, then
TOTAL PLAY TIME
status and to get your rank infor- start again, battle to the chosen This indicates how long you've
mation (some Pandora's Box section, and play through it. been playing the game. It totals
secrets are rank-sensitive). Then your charts are updated. the Flight Records, but does not
include the time spent navigating
the Menu screens or pausing.
Pandora's Box translates your
Note that some of Pandora's Box
rankings into a title that best suits
secrets unlock when play time
your Play Style. This changes as
exceeds 5, 10, 15, and finally 20
you gain in expertise, from Rank
hours. You can add to your time by
30 (embarrassing) to Rank 1
playing the game and the Sub-
(incredible!). The following table
Scenarios (but not the Box Game
shows the titles and how to attain
versions).
From the Flight Records Main Inside the Sub-Scenario menu, them. Gain notoriety and name
Menu, use 7 or 8 to cycle you can choose to view your TOTAL CLEARED GAME stature by playing in Hard mode
through detailed score results for attempts at any of the mini-games NUMBER without missing anything. Your
each of the episodes, Epeisodions, you've unlocked. All of these are This refers to the number of times ultimate goal is to be known as
and missions in the game. Press accessible via Pandora's Box (see you have successfully completed Winged Death.
8 to cycle in correct order (Easy, the Scenario Orb for more infor- the game (Episodes 1–10), on any
Normal, Hard, Sub-Scenarios). mation). When you select an difficulty setting. It increases by
These display all the episodes, episode (Epeisodion or mission), one every time you finish the
how many times you attempted you can view specific information main game.
each episode, the last score, the as normal, which is different for
hit ratio, and the total rank. When some mini-games (such as the
you reach a screen, hit 1 to select lack of Shot Ratio for Epeisodion
a particular episode to view. Proto). The ranking is pertinent to
the particular game.
DRAGON RANKING CHART PLAY STYLE CHART
Dragon Rank Total Hit Rate Difficulty Level Style Description Conditions
30. Pigeon — — Berserker Berserk used many times Cumulative Play Time ÷
29. Weakling 10% or better — Berserk < 2.7
28. Grunt 20% or better — Grappler Glide boost used most Glide attack x 5.5 > lock-on
27. Rookie 25% or better — often to destroy attack x 1
26. Peevish 30% or better — Gunner Manual hand weapon used Hand weapon attack x 1 >
most often to destroy lock-on attack x 3
25. Hunter 35% or better —
Specialist Dominant use of Heavy Excluding Base, use of
24. Captain 40% or better —
and Glide Wing Heavy + Glide is same or
23. Master 45% or better — more than 50%
22. Hitman 50% or better — All Rounder Use of three dragon types Use is 33% for all three
21. Assassin 55% or better — is roughly equa wing types
20. Exterminator 60% or better — Seeker High lock-on use Play Time ÷ Cumulative
19. Predator 65% or better — Number of Lock-on
18. Raider 70% or better — Attacks < 15%
17. Officer 75% or better — Undead Use of continues is high Cumulative Play Time ÷
16. General 80% or better — Continue Number < 15
15. Defender 82% or better — Fighter Play Style not in any Play Style not in any other
14. Dominator 84% or better — category other category
13. Gladiator 86% or better —
12. Destroyer 88% or better —
11. Lunatic 90% or better — PANDORA'S BOX OPEN
10. Dragoon 91% or better —
9. Weaponmaster 92% or better Normal mode or higher
8. Vanguard 93% or better Normal mode or higher
7. Sniper 94% or better Normal mode or higher
6. Dragoon Warrior 95% or better Normal mode or higher
5. Panzer Leader 96% or better Normal mode or higher
4. Dragoon Master 97% or better Hard mode or higher
3. Perfectionist 98% or better Hard mode or higher
2. Dragoon Lord 99% or better Hard mode or higher
1. Winged Death 100% Hard mode or higher The final piece of information
shows how much of Pandora's
Box you have opened. Your goal
DRAGON USE PLAY STYLE is to access 100 percent of
Pandora's Box verbalizes your Pandora's Box. How is this
wing-type choices into a title that possible? By
best suits your preferences. Other completing every
factors also influence your Play task mentioned
Style name. If your Play Style in this part of
encompasses many different the guide!
conditions, the one used most
applies. Note that your Play Style
This refers, in percentage terms, changes only after you play the
to the proportion of time during game for more than 45 minutes.
the episodes that you use the Before this, you are always
three various dragon types: B for labeled Fighter. The following
Base, H for Heavy, and G for Glide. chart shows the different Play
For example, if you just finished Style descriptions.
Episode 1, having used your Base
Wing half the time and your Heavy
and Glide equally for the rest of
the time, the percentage would
read "B–050% H–025% G–025%."
Aside from showing your favorite
wing type, this also determines
your Play Style.
102
103
Orb 2: Sub-Scenarios
The Sub-Scenario Orb is available A young boy questions his father As the hoverpod becomes maneu- Adjust your direction during the
for exploration after you complete about the Empire, calling him a verable, focus on using only your short boost, then boost again. Don't
Episode 4 of Panzer Dragoon Orta. murderer. The father sternly directional stick and 1—it makes boost too long—you hit a pipe, the
Within the Orb are six more orders the boy to be silent. The moving your pod easier. Your ceiling, or move so quickly that you
Orbs—Scenarios, Mission 1, boy's father, a researcher at the target is important, because it lose control. You begin to descend
Mission 2, Mission 3, Mission 4, Imperial Academy, is off to a shows you where you're steering until you boost again.
and Mission 5. Seeker city for materials. your pod.
The boy knows the materials are
SCENARIOS for killing people. His father asks
the boy to take his medicine, but
the boy doesn't care. If his father
leaves, the boy never wants to see
him again.
104
Orb 2: Sub-Scenarios
105
You can spin around to tag any If you miss the three Seba behind
Yarva you missed, because you're you, quickly turn and look left,
about to ascend through the mesh because they move there before
ceiling to the floor above. Iva they disappear. Your test is
remarks that his hands are going complete. You are graded on your
to be sore tomorrow. As you Shot Down Ratio only. Hit all 56
ascend, continue to face forward. entities for the "S" ranking!
EPEISODION 3:
LONELINESS
Unlock Epeisodion 3 after you
complete Epeisodion 2 and 20
hours of gameplay.
This is very much like the testing Boost up a little to avoid hitting the
in Epeisodion 2. You shoot a series floor, then target four more Seba.
of enemies within a set time Finish the fourth with regular guns,
You move upward, then swing before they disappear. The only and then spin around to face
around. Ahead is a second square difference is that your pod now forward. Ten enemy points are
mesh rock room. A single Seba comes equipped with a trio of there to be won!
speeds in from right to left. Blast it missile lock-ons. Use them!
at once. Now turn and look to your
right. Three more Seba zoom in
The boy doesn't need friends.
and stop in a triangle-shaped
Even among the students at mili-
formation.
tary school, he feels alone.
Nothing's changed since his
hermitlike upbringing. Enforced
exile because of poor health and
temperament doesn't make the Five enemies hover into view in
boy lonely. Or so he thinks. He Face forward as you gain control front of you. The two Yarva count
thinks he is strong. He thinks he of your pod, and target three of as one hit, but the Morli in the
can survive on his own. He's going the four Seba that move in front of middle counts as eight—it takes
to start by shooting more enemies you. Lock-on and fire, then blast eight shots (or bursts of gunfire) to
Blast them, then look behind you. in his pod. the remaining Seba with your destroy it. Strafe right to left.
Boost a little so you don't hit the regular gun.
ground. Three more Seba fly in
and take up an inverted triangular
position. Out with the gun!
Continue to fire into the Morli with Be swift, or the enemies fly past Resting in his pod after training,
missile lock-ons and regular you and disappear. At the same Iva is assaulted by a rogue
gunfire, or it disappears before you time, three Seba appear in front of bioengineered creature. He is
can down it. Destroy all enemies, you. Immediately, face front. Drop saved at the last moment by one
instead of avoiding the acid balls. them with a missile each, or with of the older students.
You automatically ascend. gunfire, or with both. The older student talks with Iva,
asks if he's okay, and tells Iva that Those in charge need more pilots,
he's a gifted pilot. The older and are afraid to say why. Iva's
student introduces himself as mission is to attack a nest of
Stratei Uramis. The boy says he's bioengineered creatures in the
called Iva Demilcol. Arad Desert and retrieve valuable
research material. Rumors circu-
late that the primary target of the
mission is the Dragon of
As you move to the second mesh Now turn behind you, boosting to
Destruction, and the little witch
rock chamber, look behind you. avoid the ground, and target eight
who rides it.
Stay in this position as six Yarva Seba. Target the three on the left,
(each worth a point), and another then use your gun to fire at the
Morli (again worth eight points) fly rest while the missiles launch.
into position. Sweep the six Yarva Lock-on or fire at the others. Stratei asks if Iva is related to the
from left to right. famous Academy scientist Letral
Naus Demilcol, whom he's heard
a lot about. Stratei tells Iva to call
him if he needs anything. Iva
breaks down. He misses his father The dragon is a living nightmare
and thinks he's responsible for his from the Ancient Age. Some call it
death. Stratei tells him not to be Winged Death. It soars through the
ridiculous—Iva's father was slain skies, destroying everything in its
This training exercise stops, and by a dragon! path. It is a harbinger of sorrow.
As you hit the middle of your just as in the previous episode,
sweep, lock-on to the Morli with you're graded on your Shot Down Iva must destroy the beast that
three missiles and fire. Finish the Ratio. To claim the "S" ranking, killed his father, so he sneaks
remaining Yarva, then focus all take down all 45 adversaries. aboard Stratei's airship. After star-
your attention on the Morli, tling Stratei, Iva struggles into his
EPEISODION 4: FRIENDS friend's armor, and Stratei coaxes
launching more missiles and Unlock Epeisodion 4 after you
gunfire at it until it is destroyed. him to fly!
complete Epeisodion 3 and 20
hours of gameplay.
Iva thinks the dragon is a myth,
and he doesn't believe in fairy
tales. Stratei scoffs at his skepti- Aside from moving your view-
cism. The dragon is indeed real. point, you use only your homing
What does Iva think destroyed the missile (1), which has one shot.
Imperial fleet?
106
Orb 2: Sub-Scenarios
EPEISODION 5: VILLAGE
107
OF THE SEEKERS
Unlock Epeisodion 5 after you
complete Epeisodion 4 and 20
hours of gameplay.
Iva spots the bioengineered crea- Keep your viewpoint higher than
tures. He notices that this creature usual, because some Wormriders
feels different from those he zoom in low or high, and you may
battled earlier. Stratei informs you not see them if your airship is in
of incoming Wormriders. Prepare the way. Target all enemies as
for combat—and be quick and quickly as possible. Iva hears voices talking about
accurate! killing him for being an Imperial
spy. A female voice orders such
If you miss the 21st enemy, the
nonsensical talk stopped. The
attacks stop and the adventure
dragon…Iva had never seen such
ends. A total of 24 Wormriders
power, speed, and destruction.
can attack you. Wormriders 21–24
are on purple Baldors and fire The male sounds perturbed. Iva
acid balls. has no wounds, but his
companion, Stratei, is dead. All the
After you shoot down 13
Thirteen Wormriders appear in the students are dead. Iva swears
Wormriders, Stratei remarks on
first wave. Stratei yells out the revenge on the dragon.
your incredible accuracy. Another
direction (read the text and check 11 Wormriders attack, one at a
the radar). Turn and look in the time. These appear more quickly
appropriate direction (front, right, than the first group, and accel-
rear, or left). erate from a random direction, just
as the first Wormriders did.
They are harder to hit, and must
be tagged instantly. They hide
under your craft. Attack two at
once, and the 24th Wormrider is The man is concerned about Iva
Mobo himself! Hit him with four informing the Empire about this
aimed missiles to destroy him. If building. The woman, happy that
you do, an "S" rank is yours! Iva is waking up, tells him he is in
You spot the Wormrider acceler- a Seeker's den. The woman tells
ating toward you. Lock-on and fire Target and fire when you spot Iva she is Emid. Iva acts dumb.
your missile. Stratei shouts another each Wormrider. Don't fire by Chief Damad appears. He wants
direction. The 13 directions are accident, because you can't to test Iva's worthiness to live. Iva
random each time you play. restock your missile in time to must draw water from the river
bring down a Wormrider. Be and drop it into a storage
The Dragon of Destruction container, without falling in.
aware that the 16th Wormrider
appears! It cuts a swathe through
tries to outrun the missile. It fails,
your colleague Osman and the
but it's tagged very late.
Face front after each shot. You radio operator. It blasts all the
can react to another direction airships out of the sky. The dragon
without becoming disoriented. then appears in front of Stratei, Use your rapid gun and your
and Iva's airship is hit! missile—the missile on larger
creatures.
You are judged on two factors:
how fast you complete the task
and how many enemies you shoot Quick, tiny boosts keep you from Attack the second wave of six If you're high enough, you fly over
down. Start near the water descending too quickly. As you Yarva and the Carrier Yarva. When the container and automatically
container behind you. Cross the reach the water, six more Yarva they're all destroyed, turn and drop the water. Don't fly too low
river and come back again in a and a Carrier Yarva fly low over search for a Morli floating across and crash into the container's
circle. Hover over the container to the river. Target them if you can, from the plains on the side of the side! Now make a second trip to
drop your water, and repeat. but don't worry about them for a river where you are hovering. the river.
moment.
To get an "S" rank, you must Launch a trio of missiles, Six Yarva and a Carrier Yarva
completely fill the jar of water Drop your bucket into the water. peppering the Morli until it drops descend from the sky as you fly to
dangling from your pod on the first The bucket icon at the bottom from the sky. Then spin around to the rocky river edge. Take them
and second river circuit. This is right fills. It flashes blue when it's face forward. If your bucket isn't apart before they fly off. Then wait
harder than it sounds. topped off. Fill the bucket until the full, descend to the river again. for a Morli to pass under you. Take
icon flashes or until you see a it out before you descend.
white horn in the water ahead.
First, drift left and descend into When the bucket has filled, Iva
the canyon, boosting in small remarks he's done here. Boost out You must drop fast after dealing
bursts if you drop too quickly. Face If you see a white horn, boost up of the water, avoiding that Yondo- with the Morli. When you reach the
forward and target the Carrier quickly. A moment later, a huge Worm. Target a third set of Yarva water, look out for the Yondo-Worm
Yarva and six Yarva that drop from Yondo-Worm rises out of the river and a Carrier Yarva appearing low and six Golegs that appear on the
the sky. to devour you. If he succeeds, you over the river. far riverbank. Lock-on to them.
must restart the mission.
Now spin around and look for a You die if you run into them, so
Lock-on to the Carrier Yarva, pick
Whether you have a full bucket or gigantic water purifier container take them out, fill the bucket, and
off the rest, then return and finish
not, boost upward out of the on the bank of the river where you climb. Avoid the rock wall on the
the carrier. Do this as you descend
water, looking up and slightly left. started. With missiles and gunfire, far side. Then turn and lock-on to
the rocky wall toward the river
Boost continuously until you're dispose of another six Yarva and a the remaining Goleg and another
below. Don't crash into the rocks!
high enough to avoid the rocky Carrier Yarva on the way. Morli flapping across the river.
108 bank on the other side.
Orb 2: Sub-Scenarios
109
Turn and head across the river for The Seekers hold a party to honor Emid shows Iva a picture of a As you start, you notice a couple
the last time. Drop only if you need Iva, and the crude man apologizes weapon from the Ancient Age. of new diodes and information
more water, and avoid that Yondo- for misjudging him. This is Noof. Emid's father told her it was found bars. The pointer to the left, above
Worm—you can't destroy it. As Emid offers the sweet Zarrl fruit to deep within the ruins. It looks like your boost and health, shows your
you cross the river, turn left (and Iva. Noof protests that they don't a drum. Emid thinks it is a bomb speed. Keep it just under the red.
down if you're over the riverbank). even get to eat that stuff! that can level mountains. It is Along the right side is a distance
Iva laughs, for the first time that sealed deep within the Yelico marker, indicating your position on
Emid can remember. Noof then Valley. Why is Emid telling Iva the left and the dragon's on the
tinkers with your pod, providing this? She thinks it is her destiny. right. A red arrow marks the end
you a much faster engine. of the level.
This next wall has two gaps. Move A second after you land on the
to the left, where there are teleporter, you appear at the start
enemies to take out. Boost up, of another corridor of walls. Boost
drift left, and tackle two Churook Drop down to the right quickly and upward and wait for four large
hanging from the roof of the gap. without boosting. As you near the Nayaks to appear in a diamond
Don't over-boost or you either hit ground, look to the gap in the pattern. Lock-on to the left Nayak,
Tap the boost slightly. Float over the ceiling or don't drop down the lower right-hand corner of the shoot the top one, lock-on to the
the gap atop the wall in front of other side in time. next wall. Take out three Churook, right creature, and shoot the
you. Arrows point to the location then drift left immediately, heading bottom one.
you need to fly to. Your powerful to the gap in the bottom left of the
engine has overheated, so your next wall. Blast three more
pod handles the same way it did in Churook.
Episode 1.
MISSION 1: A SHOT
IN THE DARK
112
Orb 2: Sub-Scenarios
113
Destroy two turrets to your right. In this adventure, your firing speed
Now aim ahead at six more turrets. influences the outcome. Fire as fast
When you reach a cluster of build- as possible, because your smoke
ings, aim left and destroy four bombs (the lock-on attack) can't
more turrets. Look right at a single demolish obstacles in your path.
turret in an alcove. The airships
continue forward—look ahead.
Strafe left and right to snag eight Mobo sneezes. He's half-awake in
more turrets (watch the ones on a snowfield. He finds his mount,
your left—they're partly hidden). Hamah-hamah, which has been
Aim for the two turrets on the rock injured in a vicious fight. Mobo
platform above the road. As you gently pats his beast's wounds Rely on your mount's acid ball
pass the rock fall on your left, shoot and it screams, attracting an attacks. As you begin, you see a
Strafe left to right and destroy five four more, and three on your left. Imperial soldier. Seeing the crea- counter above your beast's health.
more turrets, then turn right and ture, he runs for his life. This shows your speed. To the
take out two turrets on the raised right is the number of soldiers
ground to the right before they fire. Mobo catches the soldier, who
tells of a little girl on a dragon that you've hit, and the distance
The road narrows, then widens. remaining.
Take out four more turrets ahead. the Empire is chasing. After
punching out the soldier, Mobo and
Hamah-hamah take to the skies.
Take out another two (one from Eight airships arrive on an inter-
the left, the other from the right), cept course. Fire acid balls before
and hammer 1 to launch dozens they turn and drop missiles, then
of acid balls at the six Morli that stay in the air to avoid two more A final couple of airships attack
block your path (a seventh on the airships delivering a load of from above. Dodge those missiles,
right doesn't need to be shot). missiles. Destroy any Morlis in and scoop up the remaining Inside the ancient computer
your way. soldiers as they climb into the Gateway, World Analysis System is
warship. The warship takes off. re-booting and accessing Level 4.
Wait until it turns around. Circuit connection is established.
The Continuous Battle Simulation
Program (CBSP) begins.
Blast the next group of Morli or fly You have your main game
under them. By now, you should As five airships fly overhead in control system without Berserk.
have caught up to the fleeing formation, blast all of them. Stay in Check the Flight School section
the air to get two more dive-bomb- Now pour acid balls and smoke for more information.
soldiers. Fly near each of them to
ings from above. Scoop up more bombs into the rear of the craft. It
cause them to fly off. Watch for
soldiers before you blast through explodes, sending soldiers flying
missiles dropping in.
more Morlis. everywhere. If you don't pound on
1, you won't deliver enough
ordnance to explode it. Mobo's
fury subsides as he spots Orta.
Eight Interception Programs Ver. Below, target eight of the fifteen Switch to your Heavy Wing. Target
1.00 appear behind you. Blast Sealance Images. Then target the the top left warship and blast it
Change to your Heavy Wing. remaining seven. Target eight
away, then change to your Heavy with both gunfire and lock-on shots
Target the three Interception close together on the right, then
Wing and target the next three (try for three lock-on hits). Hit the
Programs Ver. 1.50 that appear for target those on the left. Fire
Interception Programs Ver. 1.50. top middle warship, followed by the
four seconds. Now change to regular bullets, too. one at the top right.
Base Wing. Target eight
Interception Programs Ver. 1.00
and fire a barrage. Change back to
your Heavy Wing. Target the three
Interception Programs Ver. 1.50.
This area lets you begin your Difficulty lets you change the diffi-
Unlock Box Game after you game in one of 11 different loca- culty level to one of the three
When you unlock the elements in
complete Panzer Dragoon Orta tions. Episodes 1–10 unlock after settings: Easy, Normal, and Hard.
this Box Game menu, shift to a
in Hard mode and 15 hours of you complete the game in Hard Unlock Difficulty after you complete
second menu screen with 8 (and
gameplay. mode and 15 hours of gameplay. Panzer Dragoon Orta in Hard mode
back with 7). Use s to select the
Ending unlocks after you defeat and 15 hours of gameplay.
Enter the Orb to create simulated scenario and press 9 to play.
the final form of Abadd.
scenarios with Orta and the dragon. DRAGON
Use Box Game to fiddle with
dragon forms, to power up your
mounts, and to perfect the "real"
This game does not add data to
game. To score an "S" ranking, start your Flight Records. This play is Use the flythrough and Flight
a Box Game at Episode 1. Repeat it a simulation of Orta's quest. School sections to help you
until you learn where everything is complete the game.
and achieve an "S" rank. Then start
a "real" game and apply what Episode 1: City in the Storm
you've learned to the episodes. Episode 2: Altered Genes Dragon lets you change Orta's
Repeat this technique until you mount during the simulated game
Episode 3: The Fallen Ground
master the game. to one of seven variants. Unlock
Episode 4: Gigantic Fleet
Dragon after you complete Panzer
Episode 5: Eternal Glacies Dragoon Orta in Hard mode and 15
Episode 6: Legacy hours of gameplay.
Episode 7: Forbidden Memories
As you play through the game,
Episode 8: Imperial City you discover each mount's
Episode 9: Showdown strengths and weaknesses. We've
Episode 10: The End of Destiny condensed this information into a
Ending handy comparison chart.
DRAGON ABILITY TABLE
Classification Details Base Wing Heavy Wing Glide Wing Dragonmare Baby Wing Blue Dragon Panzer Wing Wormrider Airship
Difficulty to Clear Episode — — — — Somewhat easy Somewhat easy Easy Easy Difficult Very difficult
Basic Ability 1–20 (1=Worst, 20=Best) 10–20 10–20 10–20 20 5 8 20 10 1
Collision Radius (in meters) 1.5 1.5 1.5 1.5 1.5 1.5 1.5 1.5 1.5
Movement Glide Damage (0=worst, 400=best) 100-400 — 100-400 300 100 100 100 100 0
Movement Boost Replenish Speed Average — Quick Average Quick Average Quick Average Quick
Movement Horizontal Movement Average Low High Average Average Average Average Average Very High
Movement Maximum Boost Gauge 2 — 3 2 2 2 2 2 2
Laser Ability Lock-on Maximum 8–12 3–5 — 32 4 8 7 3 3
Laser Ability Lock-on Time (1/60th of a second) 2 4 — 2 2 2 2 4 4
Laser Ability Time until lock-on fires (1/60th of a second) 2 20 — 8 2 2 2 8 20
Laser Ability Time until laser reaches target 60 60 — 40 60 60 60 60 60+
(1/60th of a second) acceleration
Laser Ability Damage (1=Weak, 10=Strong) 2 7 — 2 2 10 7 7 7
Manual Weaponry Speed (meters per second) 2,000 1,000 1,500 3,000 2,000 2,000 2,000 1,500 3,000
Manual Weaponry Shot delay (1/60th of a second) 30 30 — 30 30 40 30 30 30
Manual Weaponry Number fired per button press 6 4 10–14 10 6 8 6 2 12
Manual Weaponry Damage rating Average Average Average Exceptional Average Average Good Average Average
Manual Weaponry Shot Distance (meters) 1,000 1,000 1,000 1,000 1,000 1,000 1,000 250 1,000
Berserk Attack Type Base Heavy Glide — Base — Base — —
Berserk Attack Attack Time (seconds) 3–6 3–6 3–6 — 3 — 12 — —
Berserk Attack Amount Gauge Increases 1.0 1.0 1.0 — 2.0 — 1.5 — —
(per gun shot, out of 512)
Berserk Attack Amount Gauge Increases 2.5 5.0 — — 12.5 — 5.0 — —
118 (per laser shot, out of 512)
Orb 3: Box Game
BASE WING WORMRIDER DRAGONMARE WHITE DRAGONMARE EMBRYO 119
Base Wing is a default form. It has Unlock Wormrider after you Unlock the Dragonmare after you To unlock the Dragonmare, select
great all-round performance, complete Mission 2 in Sub- complete the Imperial Boy it as your mount, and hold down
upgradeable weaponry, and a Scenariosn and 20 hours of game- Epeisodions at "S" rank. You get 32 5 as you press 9. If you're
good mix of power, dodging, and play. You ride the Baldor (Worm) lock-on shots at once, but weak successful, you begin on a white
boosting. as Mobo without his mask. You laser fire. Dragonmare Embryo.
can use smoke bombs and purple
HEAVY WING PANZER WING POSTERIOR POSTURING
acid ball weaponry.
BABY WING
Orb 4: Encyclopedia
CREATURES
Encyclopedia is available from The information pages list the Enter and encounter the Creature
the beginning of the game. It name, category, body length, menu with Mutated Monsters,
Unlock this illustrated Creature Pure-type Monsters, and Others.
contains three Orbs: Creatures, height, and width of each entity in
Book after you achieve a Shot
Empire, and World. the Panzer Dragoon Orta universe.
Down Ratio of 90 percent or more in
You can rotate the entity using s.
Episode 1 and 15 hours of gameplay.
Zoom in with 7. Zoom out with
8. Close the page with 3. Go
back a menu with 2. Read data on
the entity with 1.
Play through on Easy to achieve
this objective.
MUTATED MONSTERS Seba: . . . . . . . . . . . . . . . Episode 3 EMPIRE ENEMIES
Kuru: . . . . . . . . . . . . . . Episode 3 The Seekers:. . . . . . . . Episode 1
Ramjanaki: . . . . . . . . . . Episode 3 Seeker Anti-Aircraft
Churmachum:. . . . . . . . Episode 3 Cannons: . . . . . . . . . . . Episode 1
Carrier Seba: . . . . . . . . Episode 3 Anti-Aircraft
Missiles: . . . . . . . . . . . Episode 1
Kurbek: . . . . . . . . . . . . . Episode 3
Seeker Search
Catharp:. . . . . . . . . . . . . Episode 3 Light: . . . . . . . . . . . . . . Episode 1
Churook: . . . . . . . . . . . . Episode 6 Abad's Mare: . . . . . . . Episode 9
Degla: . . . . . . . . . . . . . . Episode 6 Mare-embryo:. . . . . . . Episode 9
Gat-War & Kot-War:. . Episode 6
On this menu, you can select 24 Nayak:. . . . . . . . . . . . . . Episode 6 Empire is an illustrated Imperial OTHERS
Mutated Monsters. To view Carrier Nayak:. . . . . . . Episode 6 weaponry book. There are Civilian: . . . . . . . . . . . . Episode 8
Mutated Monsters score 90 Atish: . . . . . . . . . . . . . . . Episode 6 Imperial Weapons, Enemies, and
percent or more in your Shot Others. Unlock the menus when
Down Ratio in the following you achieve a Shot Down Ratio of
episodes: 90 percent or higher in the
Coolia: . . . . . . . . . . . . . Episode 1 following episodes: Play through on Easy to achieve
Shahm:. . . . . . . . . . . . . Episode 2 Play through on Easy to achieve this objective.
this objective more easily.
IMPERIAL WEAPONS
Purnam: . . . . . . . . . . . . Episode 2 Battleship Bhout: . . . . Episode 1
Goleg: . . . . . . . . . . . . . Episode 2
OTHERS Hovertank Dahra: . . . . Episode 1 WORLD
Yarva:. . . . . . . . . . . . . . Episode 2 Carrier Bhout: . . . . . . . Episode 1
Carrier Yarva: . . . . . . . Episode 2 Dragonmare: . . . . . . . . Episode 1
Morli:. . . . . . . . . . . . . . Episode 2 Assault Carrier
Yondo-Morli:. . . . . . . . Episode 2 Vermana: . . . . . . . . . . . Episode 1
Ikrikav: . . . . . . . . . . . . Episode 2 Remote Missiles: . . . . Episode 1
Didar:. . . . . . . . . . . . . . Episode 5 Imperial Soldiers: . . . . Episode 1
Nididar: . . . . . . . . . . . . Episode 5 Airship Kartha: . . . . . . Episode 4
Madidar: . . . . . . . . . . . Episode 5 Assault Hovership
Yarva-Raum: . . . . . . . . Episode 5 Taishak: . . . . . . . . . . . . Episode 4
Homing Airship Ajati:. Episode 4 The World Orb is an illustrated
Urimasan: . . . . . . . . . . Episode 5 From this Creature menu, you can
Shielded Warship encyclopedia. You can start
Erkist: . . . . . . . . . . . . . Episode 5 explore nine other monsters types. Shaiha: . . . . . . . . . . . . . Episode 4 exploring it when you complete
Vont-Morli: . . . . . . . . . Episode 5 Others is avaiable after you Ceremonial Turrets: . . Episode 4
Pussa Bubo: . . . . . . . . Episode 5 Episode 1 in any difficulty mode.
achieve a Shot Down Ratio score Missile Launcher: . . . . Episode 4
Els-Enora: . . . . . . . . . . Episode 5 of 90 percent or better in the The first type of information is
Missiles: . . . . . . . . . . . Episode 4
Tamtiti:. . . . . . . . . . . . . Episode 9 following episodes: Airship Kartha about dragons, and you can explore
Peela: . . . . . . . . . . . . . Episode 9 Interception Prototype:. . . . . . . . . . . Episode 4 it when you clear Episode 1.
Program ver. 1.00:. . . . Episode 7 Floating Mine The second entry concerns the
PURE-TYPE MONSTERS Interception Mardai:. . . . . . . . . . . . . Episode 4
Program ver. 1.50: . . . . Episode 7 Imperial Family Empire, and becomes available
Sealance Image:. . . . . Episode 7 Hovertank Dahra: . . . . Episode 4 after Episode 4.
Interception Imperial soldiers: . . . . Episode 4 The third type is of interest to
Program ver. 2.00: . . . . Episode 7 Guardian: . . . . . . . . . . . Episode 4
Interception those researching the Ancient
Program ver. 2.60: . . . . Episode 7 Airship Vahra: . . . . . . . Mission 8 Age. It becomes accessible after
Diodpure Lv1:. . . . . . . . Episode 7 Transport Tank you complete Episode 1.
Emden: . . . . . . . . . . . . . Mission 8
Diodpure Lv2:. . . . . . . . Episode 7 Patrol Airship Vayu: . . Mission 8 The fourth area of interest deals
Carrier Sealance: . . . . Episode 7 Artificial Sun: . . . . . . . Mission 8 with the BioEngineered. Access
Unlock information about 13 Pure- Central Data Crane: . . . . . . . . . . . . . . Mission 8 this when you complete Episode 2.
Unit Ofnir: . . . . . . . . . . . Episode 7
type monster. You can access the Pump: . . . . . . . . . . . . . . Mission 8
The final section of the encyclo-
creatures in this menu after Imperial Defense
Unit Bacharsuha: . . . . Mission 8 pedia is geography. Start delving
you've achieved a Shot Down
Homing Missiles into it after you complete Episode 1.
Ratio of 90 percent or more in the (airships):. . . . . . . . . . . Episode 1
following episodes: Play through on Easy to achieve You must have 10 hours of game-
Homing Missiles
this objective more easily. (hovertanks): . . . . . . . . Episode 1 play to access this area.
Mini Homing
Missiles: . . . . . . . . . . . Episode 1
Reinforced Homing
Missiles: . . . . . . . . . . . Episode 4
122 Pod:. . . . . . . . . . . . . . . . Epeisodion 5
123
Orb 5: Appendix
INVINCIBILITY, DRAGON SEGAMAN TOMFOOLERY
AND RIDER At the Segaman introduction
7, 7, 8, 8, W, X, A, D screen, press 1 + 2 + 5 + 9 on
INFINITE CONTINUES
a 2P controller. Control on the 1P
Controller.
W, 3, D, 4, X, 5, A, 4, W, 3
SECRET EPISODE 0 FLYTHROUGH
W, W, W, X, X, X, A, D, A, D,
This Orb has five Orbs inside. You When you accept the responsi-
A, D, 7, 8
can start exploring it as soon as bility of playing through Panzer
you finish your first game and Dragoon (this is the full game!), EPISODE SELECT
save it. you're greeted with the introduc- W, W, X, X, A, D, A, D, 3,
The five Orbs are Panzer tion and the Main Menu screen. 4, 5
Dragoon, Illustrations, Events, Press 9 to reach the game menu Riding the great plains, Keil the
WIZARD MODE
Films, and the Back Orb, which screen, where you can scout sees the shadow of an
choose Easy, Normal, or Hard Game runs at twice the normal Imperial Assault Ship. His raiding
takes you back to the main
difficulty, the Y-Axis for your speed: 7, 8, 7, 8, W, X, W, party is being attacked.
Pandora's Box Orb screen.
aiming (Normal or Reverse), or Exit X, A, D
The four Orbs contain graphic Racing to a rock fall in the valley
back to the Orb. Finishing this ROLLING MODE
art. In Illustrations, you can view ahead, Keil enters an old structure
game (on Hard) unlocks more Tap any diagonal directions (Q,
six pages of hand-drawn art. and is set upon by two foes.
features in Pandora's Box and in for example) and your mount does
Events has three pages of in-game Fortunately, a boulder flattens his
Panzer Dragoon Orta. a barrel roll: W, D, X, A, W, D,
moving cinematics from adversaries, allowing Keil to
throughout the game and beyond. GAME SECRETS X, A, W, D, X, A, W, D, X, A watch a battle between a dragon
This version of Panzer Dragoon is a KEIL-ONLY MODE rider and a Dark Dragon.
Films has a page of pre-rendered
cinematics from Orta's adventure perfect clone of the original Panzer Change your boot-up language to
and previous quests in the Panzer Dragoon, right down to the cheat German. Then input 3, D, 3, X,
series. In the Panzer Dragoon Orb, codes! If you wish to play without 3, A, 3, W, 4, 3
you can explore the adventure of codes, a flythrough has been
provided. To complete the game HANDGUN CHANGE
Keil and the Blue Dragon—the full
game originally released on the quickly, play through on Hard and Changes appearance of hand
Sega Saturn in 1995! use the Invincibility code. weapons: W, 3, D, 4, X, 5, A,
4, W, 3 The dragon rider and his mount
To practice particular episodes, receive a lethal wound and land
PANZER DRAGOON unlock Episode Select. Unless DRAGON-ONLY MODE on the rocky ledge near Keil. The
stated otherwise, the codes are After inputting the Handgun rider grasps for Keil's hand, and
entered at the menu screen Change cheat, input A, A, D, images of a portentous black
where you choose your difficulty D, W, X, W, X, 7, 8 tower flicker through his mind. His
and Y-Axis. life force spent, the rider falls from
CLEAN PAUSE
his beast.
3 + 4 + 5 (during game, while
paused) He asks Keil to ride the mount
and prevent the Dark Dragon from
To get a good accuracy rating, SUICIDE
This Orb lets you re-experience the reaching the tower. With more
epic adventure of the Blue Dragon.
memorize the levels and look at 7 + 8 + 1 + 2 + 5 (during than a little trepidation, Keil clam-
the radar for yellow enemy blips game) bers on to the Blue Dragon, and
The Orb first becomes available for at every opportunity. Memorizing
exploration as soon as you VIEW THE HARD ENDING sets off across the ocean.
the enemy locations and appear-
complete the game in any mode ance points is the key to comple- W, W, X, W, D, D, A, D, X, X,
and after 5 hours of gameplay. tion. As you progress, take this W, X, A, A, D, A
one step further and change your
VIEW HARD MODE
camera in anticipation of the
CONGRATULATIONS SCREEN
enemy blip!
W, W, X, W, A, A, D, A, X, X,
W, X, D, D, A, D
EPISODE 1: OCEAN RUINS
As you pass through another When the ship rotates, move your Look for the radar blips and strafe
archway set, you're accosted by a camera so you have a clear view with manual fire. Coming from the
This is a simple mission. Unload on
couple more dragon-like entities. of it. At closer range, change from front is a series of giant gnat-like
any enemy that appears in front of
These should face the wrath of the lock-on to a combination of entities. A mixture of weapon
you. Your first rotation occurs
Keil's hand weapon, not his this and Keil's gun. When the ship types is good here.
when the second trio of winged
lasers. As you approach the moves to your left, it launches
entities enters from the right side.
ruined buildings, target all three missiles. Shoot them as they
Be ready for this intrusion.
enemies from far away. close, using your hand weapon.
124
Orb 5:Appendix
125
This targets incoming enemies as Use only your manual weapon Take out another flying ship These are tricky to destroy. Hit
they arrive without the need to when blasting the missiles the (ideally from a distance). Pass them once on the ground and
rotate as they circle you. Through dragon fires. As he boosts through an archway and take out then, after they split apart, hit
the rest of the tunnel, shoot the forward, he creates an energy the enemy turrets in front. Then them again in the air. Swerve to
enemies on the ground, then wave. Dodge it by flying above or quickly spin around and deal with avoid their barrels. Don't target
target those on the walls. Wait for below it. If he flies to one side of more burrowing enemies before the barrels by accident!
each to jump, and blast them you, blast away at both dragon switching back to your front view.
BOSS BATTLE: IMPERIAL
manually if you wish. and missiles with Keil's hand
MOBILE ASSAULT ARCHETYPE
weapon. When he takes enough
damage, the Dragon departs.
EPISODE 3: THE
BURROWS
Immediately, look right for four Look left on the ground for a Blast three more boats, then on
craft moving horizontally, and look couple of foes, then peer right for your handgun on the walker units.
left for another four. Attack two A flying fortress hovers into view, a trio of boats. After those are Attack a trio of flying serpents on
additional battleships that appear and two battleships fly in behind defeated, tackle four flying entities your right and three more to your
behind you and an oddly shaped you. Destroy the battleships first. that zoom past, and four boats on left. Take out the single unit under
craft hovering to your right. With When they're destroyed, aim at the right that are difficult to take the next bridge.
the battleships down, deliver lock- the rotating rows of crimson out. Then five more boats appear
on mayhem to the cone-topped cannons on the citadel. to the left.
pyramid until it disperses.
128
Orb 5:Appendix
PANZER DRAGOON ORTA PANZER DRAGOON ORTA ENDING 1 ENDING 5
129
"DRAGON" OFFICIAL CG "IVA" OFFICIAL ART
View after completing the game View after completing the game
in Easy mode and 20 hours of in Easy mode and 20 hours of
View after completing the game in View after completing the game
gameplay. gameplay.
Easy mode 10 hours of gameplay. in Easy mode and 10 hours of
gameplay. ENDING 2 ENDING 6
PANZER DRAGOON ORTA
"ORTA" OFFICIAL ART PANZER DRAGOON ORTA
"DRAGON" OFFICIAL ART
View after completing the game in View after completing the game
Easy mode and 20 hours of in Easy mode and 20 hours of
View after completing the game gamplay. gameplay.
in Easy mode and 10 hours of View after completing the game
in Easy mode and 10 hours of
ENDING 3 ENDING 7
gamplay.
gameplay.
PANZER DRAGOON ORTA
"MOBO" OFFICIAL CG PANZER DRAGOON ORTA
"GIRL & DRONE"
CONCEPT ART
View after completing the game View after completing the game
in Easy mode and 20 hours of in Normal mode and 20 hours of
gameplay. gameplay.
View after completing the game ENDING 4 ENDING 8
in Easy mode and 10 hours of
View after completing three
gameplay
episodes at "S" rank and 20 hours
PANZER DRAGOON ORTA of gameplay.
"ABADD" OFFICIAL ART PANZER DRAGOON ORTA
"GIRL & DRAGON"
CONCEPT ART
View after completing the game View after completing the game
in Easy mod and 20 hours of in Hard mode and 20 hours of
gameplay. gameplay.
View after completing Epeisodion View after completing Epeisodion View after completing Epeisodion
2 and 20 hours of gameplay. 4 and 20 hours of gameplay. 6 and 20 hours of gameplay.
View after completing Epeisodion
1 and 20 hours of gameplay. IMPERIAL BOY: TEARS IMPERIAL BOY: SEEKERS IMPERIAL BOY:
IMPERIAL BOY: A RETURNING TO THE
FATHER'S GIFT SEEKER'S VILLAGE
130
Orb 5:Appendix
IMPERIAL BOY: A LETTER IMPERIAL BOY: FINAL PANZER DRAGOON "KEIL
131
FROM FATHER CHANCE & DRAGON"
ADVERTISING ART
Simply start a game—it doesn't
matter if you finish it or quit out.
View after completing the game in View after completing the game in View after completing the game in View after completing the game in
Normal mode or higher and 20 Normal mode or higher and 20 Normal mode or higher and 20 Normal mode or higher and 20
hours of gameplay. hours of gameplay. hours of gameplay. hours of gameplay.
EPISODE 3 EVENT 4 EPISODE 4 EVENT 4 EPISODE 6 EVENT 3 EPISODE 8 EVENT 1
View after completing the game in View after completing the game in View after completing the game in View after completing the game in
Normal mode or higher and 20 Normal mode or higher and 20 Normal mode or higher and 20 Normal mode or higher and 20
hours of gameplay. hours of gameplay. hours of gameplay. hours of gameplay.
View after completing the game in View after completing the game in View after completing the game in View after completing the game in
Normal mode or higher and 20 Normal mode or higher and 20 Normal mode or higher and 20 Normal mode or higher and 20
hours of gameplay. hours of gameplay. hours of gameplay. hours of gameplay.
View after completing the game in View after completing the game in View after completing the game in View after completing the game in
Normal mode or higher and 20 Normal mode or higher and 20 Normal mode or higher and 20 Normal mode or higher and 20
hours of gameplay. hours of gameplay. hours of gameplay. hours of gameplay.
EPISODE 8 EVENT 4 EPILOGUE PANZER DRAGOON ORTA PANZER DRAGOON
OPENING ENDING
View after completing the game in View after completing the game in
Normal mode or higher and 20 Normal mode or higher and 20 View after you begin a game and 5 View after completing Panzer
hours of gameplay. hours of gameplay. hours of gameplay. Dragoon (original game) and 20
IMPERIAL BOY PANZER DRAGOON ORTA hours of gameplay.
EPISODE 9 EVENT 1
LAST EVENT INTERMISSION 1
PANZER DRAGOON
ZWEI DEMO
View after completing the game in
Normal mode or higher and 20 View after completing Epeisodion View after completing Episode 3
hours of gameplay. 7 and 20 hours of gameplay. and 20 hours of gameplay.
EPISODE 9 EVENT 2 FILMS PANZER DRAGOON ORTA
INTERMISSION 2
134
Orb 5:Appendix
PANZER DRAGOON ZWEI PANZER DRAGOON ZWEI PANZER DRAGOON ZWEI
135
TRAILER OPENING ENDING
View after completing Episode 3 at View after completing Episode 4 at View after completing Episode 5 at
"A" rank or higher and 20 hours "A" rank or higher and 20 hours of "A" rank or higher and 20 hours of
gameplay. gameplay. gameplay.
Pandora’s Box Revelation Chart
TIME FLAG
Available after 5 hours of play This table show all of Pandora's Box and how to unlock each element. The play time here indicates the time you are
Available after 10 hours of play actually playing the game. The play time halts when you go to the menu screen or pause the game. Unlockables of the
Available after 15 hours of play same color are available all at the same time. Unlockables without a color are unique and open one at a time.
Available after 20 hours of play
Pandora Orb Sub Orb Sub Orb 2 Orb Interior Title Specific Mission Unlocking Conditions Time Flag
Needed to activate
❏ Flight Records Play through the entire game once or more
❏ Sub Scenarios
❏ Scenarios Episode 4 is cleared at Easy or above
❏ Epeisodion 1 Episode 4 is cleared at Easy or above
❏ Epeisodion 2 Epeisodion 1 is cleared
❏ Epeisodion 3 Epeisodion 2 is cleared
❏ Epeisodion 4 Epeisodion 3 is cleared
❏ Epeisodion 5 Epeisodion 4 is cleared
❏ Epeisodion 6 Epeisodion 5 is cleared
❏ Epeisodion 7 Epeisodion 6 is cleared
❏ Mission 1 Game cleared at Hard or Total "continues" is 20 or more
❏ Mission 2 Episode 4 is cleared at Easy or above
❏ Mission 3 Game cleared at Hard or Total "continues" is 20 or more
❏ Mission 4 Cleared at Easy or above
❏ Mission 5 Mission 4 is cleared
❏ Box Game
❏ Episode Game cleared at Hard
❏ Beginning Game cleared at Hard
❏ Episode 1 Game cleared at Hard
❏ Episode 2 Game cleared at Hard
❏ Episode 3 Game cleared at Hard
❏ Episode 4 Game cleared at Hard
❏ Episode 5 Game cleared at Hard
❏ Episode 6 Game cleared at Hard
❏ Episode 7 Game cleared at Hard
❏ Episode 8 Game cleared at Hard
❏ Episode 9 Game cleared at Hard
❏ Episode 10 Game cleared at Hard
❏ Ending Game cleared at Hard
❏ Difficulty Game cleared at Hard
❏ Easy Game cleared at Hard
❏ Normal Game cleared at Hard
❏ Hard Game cleared at Hard
❏ Dragon Game cleared at Hard
❏ Default Forms Game cleared at Hard
❏ Wormrider Mission 2 is cleared at A rank or higher
❏ Airship Mission 1 is cleared at A rank or higher
❏ Baby Wing Mission 4 is cleared at A rank or higher
136
Pandora’s Box
Pandora Orb Sub Orb Sub Orb 2 Orb Interior Title Specific Mission Unlocking Conditions Time Flag 137
Needed to activate
❏ Blue Dragon When Panzer Dragoon (original game) is cleared
❏ Dragonmare When Epeisodion 1-7 are cleared at S rank
❏ Panzer Wing All stages are cleared with 44 or less shot damage
from enemies (Easy or above)
❏ Life Game cleared at Hard
❏ Normal Game cleared at Hard
❏ X2 Game cleared at Hard
❏ X3 Game cleared at Hard
❏ X4 Game cleared at Hard
❏ Increase Game cleared at Hard
❏ Zero Game cleared at Hard
❏ Phoenix Game cleared at Hard
❏ Berserk Game cleared at Hard
❏ Normal Game cleared at Hard
❏ X2 Game cleared at Hard
❏ X3 Game cleared at Hard
❏ X4 Game cleared at Hard
❏ Zero Game cleared at Hard
❏ No Limit Game cleared at Hard
❏ Level (Base) Game cleared at Hard
❏ Growth Game cleared at Hard
❏ 1 Game cleared at Hard
❏ 2 When Base Wing reaches Level 2 in Normal game or higher
❏ 3 When Base Wing reaches Level 3 in Normal game or higher
❏ 4 When Base Wing reaches Level 4 in Normal game or higher
❏ 5 When Base Wing reaches Level 5 in Normal game or higher
❏ Level (Heavy) Game cleared at Hard
❏ Growth Game cleared at Hard
❏ 1 Game cleared at Hard
❏ 2 When Heavy Wing reaches Level 2 in Normal game or higher
❏ 3 When Heavy Wing reaches Level 3 in Normal game or higher
❏ 4 When Heavy Wing reaches Level 4 in Normal game or higher
❏ 5 When Heavy Wing reaches Level 5 in Normal game or higher
❏ Level (Glide) Game cleared at Hard
❏ Growth Game cleared at Hard
❏ 1 Game cleared at Hard
❏ 2 When Glide Wing reaches Level 2 in Normal game or higher
❏ 3 When Glide Wing reaches Level 3 in Normal game or higher
❏ 4 When Glide Wing reaches Level 4 in Normal game or higher
❏ 5 When Glide Wing reaches Level 5 in Normal game or higher
❏ Rider Game cleared at Hard
❏ Orta Game cleared at Hard
❏ Iva When Epeisodion 1-7 is cleared on Hard
❏ Dragon Only Game cleared at Hard
❏ Mobo Mission 2 is cleared at A rank or higher
❏ Azel When all stages are cleared with 44 or less shot
damage from enemies (Easy or above)
Pandora Orb Sub Orb Sub Orb 2 Orb Interior Title Specific Mission Unlocking Conditions Time Flag
Needed to activate
❏ Start Area Game cleared at Hard
❏ Normal Game cleared at Hard
❏ Boss Game cleared at Hard
❏
❏ Costume Game cleared on Hard
❏ Normal Game cleared at Hard
❏ Ending Game cleared at Hard
❏ Azel Game cleared at Hard
❏ Costume 3 Game cleared on Hard
❏ Encyclopedia
❏ Creature
❏ Mutated Monsters
❏ Coolia If shot down ratio is over 90 percent at Episode 1
❏ Shahm If shot down ratio is over 90 percent at Episode 2
❏ Purnam If shot down ratio is over 90 percent at Episode 2
❏ Goleg If shot down ratio is over 90 percent at Episode 2
❏ Yarva If shot down ratio is over 90 percent at Episode 2
❏ Carrier Yarva If shot down ratio is over 90 percent at Episode 2
❏ Morli If shot down ratio is over 90 percent at Episode 2
❏ Yondo-Morli If shot down ratio is over 90 percent at Episode 2
❏ Rokpur If shot down ratio is over 90 percent at Episode 2
❏ Baturn If shot down ratio is over 90 percent at Episode 2
❏ Yondo-Worm If shot down ratio is over 90 percent at Episode 2
❏ Ikrikav If shot down ratio is over 90 percent at Episode 2
❏ Wormrider If shot down ratio is over 90 percent at Episode 3
❏ Didar If shot down ratio is over 90 percent at Episode 5
❏ Nididar If shot down ratio is over 90 percent at Episode 5
❏ Madidar If shot down ratio is over 90 percent at Episode 5
❏ Yarva-Raum If shot down ratio is over 90 percent at Episode 5
❏ Urimasan If shot down ratio is over 90 percent at Episode 5
❏ Erkist If shot down ratio is over 90 percent at Episode 5
❏ Vont-Morli If shot down ratio is over 90 percent at Episode 5
❏ Pussa Bubo If shot down ratio is over 90 percent at Episode 5
❏ Els-Enora If shot down ratio is over 90 percent at Episode 5
❏ Tamtiti If shot down ratio is over 90 percent at Episode 9
❏ Peela If shot down ratio is over 90 percent at Episode 9
❏ Pure-Type Monsters
❏ Seba If shot down ratio is over 90 percent at Episode 3
❏ Kuru If shot down ratio is over 90 percent at Episode 3
❏ Ramjanaki If shot down ratio is over 90 percent at Episode 3
❏ Churmachum If shot down ratio is over 90 percent at Episode 3
❏ Carrier Seba If shot down ratio is over 90 percent at Episode 3
❏ Kurbek If shot down ratio is over 90 percent at Episode 3
❏ Catharp If shot down ratio is over 90 percent at Episode 3
❏ Churook If shot down ratio is over 90 percent at Episode 6
❏ Degla If shot down ratio is over 90 percent at Episode 6
❏ Gat-War & Kot-War If shot down ratio is over 90 percent at Episode 6
138
Pandora’s Box
Pandora Orb Sub Orb Sub Orb 2 Orb Interior Title Specific Mission Unlocking Conditions Time Flag 139
Needed to activate
❏ Nayak If shot down ratio is over 90 percent at Episode 6
❏ Carrier Nayak If shot down ratio is over 90 percent at Episode 6
❏ Atish If shot down ratio is over 90 percent at Episode 6
❏ Others
❏ Interception If shot down ratio is over 90 percent at Episode 7
Program ver. 1.00
❏ Interception If shot down ratio is over 90 percent at Episode 7
Program ver. 1.50
❏ Sealance Image If shot down ratio is over 90 percent at Episode 7
❏ Interception If shot down ratio is over 90 percent at Episode 7
Program ver. 2.00
❏ Interception If shot down ratio is over 90 percent at Episode 7
Program ver. 2.60
❏ Diodopure Lv1 If shot down ratio is over 90 percent at Episode 7
❏ Diodopure Lv2 If shot down ratio is over 90 percent at Episode 7
❏ Carrier Sealance If shot down ratio is over 90 percent at Episode 7
❏ Central Data If shot down ratio is over 90 percent at Episode 7
Unit Ofnir
❏ Empire
❏ Imperial Weapon
❏ Battleship Bhout 1,4,8 If shot down ratio is over 90 percent at Episode 1
❏ Hovertank Dahra 1,4,8 If shot down ratio is over 90 percent at Episode 1
❏ Carrier Bhout If shot down ratio is over 90 percent at Episode 1
❏ Dragonmare 1,4,8,9 If shot down ratio is over 90 percent at Episode 1
❏ Assault Carrier 1,8 If shot down ratio is over 90 percent at Episode 1
Vermana
❏ Remote Missiles If shot down ratio is over 90 percent at Episode 1
❏ Imperial Soldiers If shot down ratio is over 90 percent at Episode 1
❏ Airship Kartha 4,8 If shot down ratio is over 90 percent at Episode 4
❏ Assault Hovership 4,8 If shot down ratio is over 90 percent at Episode 4
Taishak
❏ Homing Airship Ajati 4,8 If shot down ratio is over 90 percent at Episode 4
❏ Shielded Warship If shot down ratio is over 90 percent at Episode 4
Shaiha
❏ Ceremonial Turrets If shot down ratio is over 90 percent at Episode 4
❏ Missile Launcher If shot down ratio is over 90 percent at Episode 4
❏ Missiles If shot down ratio is over 90 percent at Episode 4
❏ Airship Kartha If shot down ratio is over 90 percent at Episode 4
Prototype
❏ Floating Mine 4,8 If shot down ratio is over 90 percent at Episode 4
Mardai
❏ Imperial Family If shot down ratio is over 90 percent at Episode 4
Hovertank Dahra
❏ Imperial soldiers If shot down ratio is over 90 percent at Episode 4
❏ Guardian If shot down ratio is over 90 percent at Episode 4
❏ Airship Vahra If shot down ratio is over 90 percent at Mission 8
❏ Transport If shot down ratio is over 90 percent at Mission 8
Tank Emden
Pandora Orb Sub Orb Sub Orb 2 Orb Interior Title Specific Mission Unlocking Conditions Time Flag
Needed to activate
❏ Patrol Airship Vayu If shot down ratio is over 90 percent at Mission 8
❏ Artificial Sun If shot down ratio is over 90 percent at Mission 8
❏ Crane If shot down ratio is over 90 percent at Mission 8
❏ Pump If shot down ratio is over 90 percent at Mission 8
❏ Imperial Defense If shot down ratio is over 90 percent at Mission 8
Unit Bacharsuha
❏ Homing Missiles 1,4,8 If shot down ratio is over 90 percent at Episode 1
(airships)
❏ Homing Missiles 1,4,8 If shot down ratio is over 90 percent at Episode 1
(hovertanks)
❏ Mini Homing 1,4,8 If shot down ratio is over 90 percent at Episode 1
Missiles
❏ Reinforced Homing 1,4,8 If shot down ratio is over 90 percent at Episode 4
Missiles
❏ Pod Epeisodion 5 is cleared
❏ Enemies
❏ The Seekers If shot down ratio is over 90 percent at Episode 1
❏ Seeker Anti-Aircraft If shot down ratio is over 90 percent at Episode 1
Cannons
❏ Anti-Aircraft If shot down ratio is over 90 percent at Episode 1
Missiles
❏ Seeker Search Light If shot down ratio is over 90 percent at Episode 1
❏ Abad's Mare If shot down ratio is over 90 percent at Episode 9
❏ Mare-embryo If shot down ratio is over 90 percent at Episode 9
❏ Others
❏ Civilian If shot down ratio is over 90 percent at Episode 8
❏ World
❏ Dragon
❏ Dragon Episode 1 is cleared at Easy or above
❏ Dragon unit Episode 1 is cleared at Easy or above
❏ Dragonrider Episode 1 is cleared at Easy or above
❏ Bioluminary Episode 1 is cleared at Easy or above
Oscillator
❏ Berserk Episode 1 is cleared at Easy or above
❏ Glide Episode 1 is cleared at Easy or above
❏ Morphing Episode 1 is cleared at Easy or above
❏ Self-evolution Episode 1 is cleared at Easy or above
❏ Gene Episode 1 is cleared at Easy or above
❏ Blue Dragon Episode 7 is cleared at Easy or above
❏ Lagi Episode 7 is cleared at Easy or above
❏ Edge's Dragon Episode 7 is cleared at Easy or above
❏ Empire
❏ Empire Episode 4 is cleared at Easy or above
❏ Capital Episode 4 is cleared at Easy or above
❏ Southern Peoples Episode 4 is cleared at Easy or above
❏ The Great Fall Episode 4 is cleared at Easy or above
❏ Imperial Academy Episode 4 is cleared at Easy or above
❏ Imperial Army Episode 4 is cleared at Easy or above
140
Pandora’s Box
Pandora Orb Sub Orb Sub Orb 2 Orb Interior Title Specific Mission Unlocking Conditions Time Flag 141
Needed to activate
❏ Bio-Tech weaponry Episode 4 is cleared at Easy or above
❏ Imperial Elite Episode 4 is cleared at Easy or above
❏ Dragonmare Episode 4 is cleared at Easy or above
❏ Cavalry Episode 4 is cleared at Easy or above
❏ Bio-Reactor Episode 7 is cleared at Easy or above
❏ Ancient Age
❏ Ancient Age Episode 1 is cleared at Easy or above
❏ The Ruins Episode 7 is cleared at Easy or above
❏ Drones Episode 1 is cleared at Easy or above
❏ Bio-Engineered
Creatures
❏ Bio-Engineered Episode 2 is cleared at Easy or above
Creatures
❏ Pure-type Monsters Episode 3 is cleared at Easy or above
❏ Mutated Monsters Episode 2 is cleared at Easy or above
❏ Wormriders Episode 3 is cleared at Easy or above
❏ Geography
❏ Yeico Valley Episode 1 is cleared at Easy or above
❏ Forest of Mutation Episode 2 is cleared at Easy or above
❏ Glacial Plains Episode 5 is cleared at Easy or above
❏ Glacial Plains Episode 5 is cleared at Easy or above
❏ The Borderlands Episode 7 is cleared at Easy or above
❏ Former Meccania Episode 7 is cleared at Easy or above
Federation
❏ Former Li Vis Episode 7 is cleared at Easy or above
❏ Former Teed Episode 7 is cleared at Easy or above
❏ Appendix
❏ Panzer Dragoon Easy or above is cleared
❏ Events
❏ Episode 1 Event 1 Normal or above is cleared once event has
been viewed in game
❏ Episode 1 Event 2 Normal or above is cleared once event has
been viewed in game
❏ Episode 1 Event 3 Normal or above is cleared once event has
been viewed in game
❏ Episode 2 Event 1 Normal or above is cleared once event has
been viewed in game
❏ Episode 3 Event 1 Normal or above is cleared once event has
been viewed in game
❏ Episode 3 Event 2 Normal or above is cleared once event has
been viewed in game
❏ Episode 3 Event 3 Normal or above is cleared once event has
been viewed in game
❏ Episode 3 Event 4 Normal or above is cleared once event has
been viewed in game
❏ Episode 4 Event 1 Normal or above is cleared once event has
been viewed in game
❏ Episode 4 Event 2 Normal or above is cleared once event has
been viewed in game
Pandora Orb Sub Orb Sub Orb 2 Orb Interior Title Specific Mission Unlocking Conditions Time Flag
Needed to activate
❏ Episode 4 Event 3 Normal or above is cleared once event has
been viewed in game
❏ Episode 4 Event 4 Normal or above is cleared once event has
been viewed in game
❏ Episode 5 Event 1 Normal or above is cleared once event has
been viewed in game
❏ Episode 6 Event 1 Normal or above is cleared once event has
been viewed in game
❏ Episode 6 Event 2 Normal or above is cleared once event has
been viewed in game
❏ Episode 6 Event 3 Normal or above is cleared once event has
been viewed in game
❏ Episode 6 Event 4 Normal or above is cleared once event has
been viewed in game
❏ Episode 7 Event 1 Normal or above is cleared once event has
been viewed in game
❏ Episode 7 Event 2 Normal or above is cleared once event has
been viewed in game
❏ Episode 8 Event 1 Normal or above is cleared once event has
been viewed in game
❏ Episode 8 Event 2 Normal or above is cleared once event has
been viewed in game
❏ Episode 8 Event 3 Normal or above is cleared once event has
been viewed in game
❏ Episode 8 Event 4 Normal or above is cleared once event has
been viewed in game
❏ Episode 9 Event 1 Normal or above is cleared once event has
been viewed in game
❏ Episode 9 Event 2 Normal or above is cleared once event has
been viewed in game
❏ Episode 10 Event 1 Normal or above is cleared once event has
been viewed in game
❏ Epilogue Normal or above is cleared once event has
been viewed in game
❏ Imperial Boy Epeisodion 7 is cleared
❏ Illustration
❏ Panzer Dragoon Orta Easy or above is cleared
"Orta & Dragon"
Official CG
❏ Panzer Dragoon Orta Easy or above is cleared
"Orta" Official CG
❏ Panzer Dragoon Orta Easy or above is cleared
"Orta & Dragon 2"
Official CG
❏ Panzer Dragoon Orta Easy or above is cleared
"Dragon" Official CG
❏ Panzer Dragoon Orta Easy or above is cleared
"Orta" Official art
❏ Panzer Dragoon Orta Easy or above is cleared
"Morbo" Official Art
❏ Panzer Dragoon Orta Easy or above is cleared
"Abadd Official Art"
❏ Panzer Dragoon Orta Easy or above is cleared
"Iva" Official Art
142
Pandora’s Box
Pandora Orb Sub Orb Sub Orb 2 Orb Interior Title Specific Mission Unlocking Conditions Time Flag 143
Needed to activate
❏ Panzer Dragoon Orta Easy or above is cleared
"Dragon" Official Art
❏ Panzer Dragoon Orta More than or equal to 3 Episode or more are
"Girl & Drone" cleared at S rank
Concept Art
❏ Panzer Dragoon Orta More than or equal to 3 Episodes or more are
"Girl & Dragon" Concept cleared at S rank
❏ Ending 1 Easy or above is cleared
❏ Ending 2 Easy or above is cleared
❏ Ending 3 Easy or above is cleared
❏ Ending 4 Easy or above is cleared
❏ Ending 5 Easy or above is cleared
❏ Ending 6 Easy is cleared
❏ Ending 7 Normal is cleared
❏ Ending 8 Hard is cleared
❏ Ending 9 Easy or above is cleared
❏ Imperial Boy: A Boy Epeisodion 1 is cleared
Rebels Against His Father
❏ Imperial Boy: Epeisodion 1 is cleared
A Father's Gift
❏ Imperial Boy: The Epeisodion 1 is cleared
Symbol of the Empire
❏ Imperial Boy: Loneliness Epeisodion 2 is cleared
❏ Imperial Boy: Medicine Epeisodion 2 is cleared
❏ Imperial Boy: Tears Epeisodion 4 is cleared
❏ Imperial Boy: Friends Epeisodion 4 is cleared
in the Imperial
Army School
❏ Imperial Boy: Epeisodion 4 is cleared
The Dragonrider
❏ Imperial Boy: The Epeisodion 4 is cleared
Elder's Battleship
❏ Imperial Boy: Seekers Epeisodion 5 is cleared
❏ Imperial Boy: Epeisodion 5 is cleared
A Seeker Celebration
❏ Imperial Boy: Epeisodion 6 is cleared
Noof and Pod
❏ Imperial Boy: Epeisodion 6 is cleared
Emid Telling a Tale
❏ Imperial Boy: Returning Epeisodion 7 is cleared
to the Seeker's Village
❏ Imperial Boy: Emid Epeisodion 7 is cleared
Caring for Iva
❏ Imperial Boy: Epeisodion 7 is cleared
A Letter From Father
❏ Imperial Boy: Epeisodion 7 is cleared
Dragonmare's Attack
❏ Imperial Boy: Epeisodion 7 is cleared
A Reunion of Friends
❏ Imperial Boy: Epeisodion 7 is cleared
Entrance to the Ruins
❏ Imperial Boy: Epeisodion 7 is cleared
Final Chance
Pandora Orb Sub Orb Sub Orb 2 Orb Interior Title Specific Mission Unlocking Conditions Time Flag
Needed to activate
❏ Imperial Boy: Epeisodion 7 is cleared
A Long Awaited Rest
❏ Imperial Boy: Epeisodion 7 is cleared
Tree of Enlightnment
❏ Panzer Dragoon "Blue When Panzer Dragoon (Original) is launched
Dragon" Official CG
❏ Panzer Dragoon "Keil When Panzer Dragoon (Original) is launched
& Dragon" Advertising CG
❏ Panzer Dragoon When Panzer Dragoon (Original) is cleared
"Ending art"
❏ Panzer Dragoon When Panzer Dragoon (Original) is launched
"Manual art" (Japan)
❏ Panzer Dragoon "Keil When Panzer Dragoon (Original) is cleared
& Dragon" Advertisement art
❏ Panzer Dragoon Zwei When shot down ratio is over 90 percent at all
"Lundi & Lagi" - Official CG stages (Easy or above)
❏ Panzer Dragoon Zwei When shot down ratio is over 90 percent at all
"Lundi & Lagi 2" Official CG atages (Easy or above)
❏ Panzer Dragoon Zwei When shot down ratio is over 90 percent at all
"Lagi" Advertisement Art stages (Easy or above)
❏ Panzer Dragoon Zwei When shot down ratio is over 90 percent at all
"Lundi" Advertising Art stages (Easy or above)
❏ Azel Package Art (Japan) When Episode 6 is cleared at A rank or better
(Easy or above)
❏ Azel Package Art 2 (Japan) When Episode 7 is cleared at A rank or better
(Easy or above)
❏ Azel Art for Show When Episode 8 is cleared at A rank or better
(Easy or above)
❏ Azel "Azel" art When Episode 9 is cleared at A rank or better
(Easy or above)
❏ Azel "Edge" art When Episode 10 is cleared at A rank or better
(Easy or above)
❏ Azel "A girl of Drone" More than or equal to 3 stages are cleared at S rank
Concept Art
❏ Films
❏ Panzer Dragoon Play the game once or more on Easy or above
Orta Opening
❏ Panzer Dragoon When Episode 3 is cleared on Easy or above
Orta Intermission 1
❏ Panzer Dragoon When Episode 4 is cleared on Easy or above
Orta Intermission 2
❏ Panzer Dragoon When Panzer Dragoon (Original) 1 is launched
Opening
❏ Panzer Dragoon Ending When Panzer Dragoon (Original) is cleared
❏ Panzer Dragoon When Episode 1 is cleared at A rank or better
Zwei Demo (Easy or above)
❏ Panzer Dragoon When Episode 2 is cleared at A rank or better
Zwei Ending (Easy or above)
❏ Azel Trailer When Episode 3 is cleared at A rank or better
(Easy or above)
❏ Azel Opening When Episode 4 is cleared at A rank or better
(Easy or above)
❏ Azel Ending When Episode 5 is cleared at A rank or better
(Easy or above)
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