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PRIMA’S OFFICIAL STRATEGY GUIDE

This game has received the


following rating from the ESRB

primagames.com®
Prima Games
A Division of Random House, Inc.
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1-800-733-3000
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

Various game secrets in


Pandora's Box depend on
completing the game at a
certain difficulty mode. If you
want to unlock the maximum
Welcome to the Panzer Dragoon number of secrets, play through
Orta flight academy! Here we take You can play through the game the game on Hard.
Three tutorial missions are avail-
you through the elements of basic on one of three difficulty settings: able to you. Basic covers initial
and advanced flying and show CONTINUE
Easy, Normal, or Hard. After you flight maneuvering. Glide details
you how and when to shoot both begin a game, you must either techniques for increasing and
lasers and manually aimed shots. complete all 10 episodes at this decreasing speed. Form
We also cover tactical dodging, difficulty setting or start again. Change has tips for morphing
changing direction, Berserk between your dragon's three
attacks, points multipliers, possible wing types. The relevant
ranking, and various cunning information is contained in the
hints to allow you to achieve "S" Flight School section.
rank perfection in your dragon- You can continue a game you have OPTIONS
taming quest! already started from the end of the
We've also prepared charts of previous episode. You can't use
the game entities and characters, Continue before you start your first
and supplied a detailed The differences in gameplay are new game or before you start a
flythrough of the entire game. noticeable. The number of new game after finishing a game.
Finally, we reveal all the secrets enemies you encounter is the
same, but as difficulty rises, the PANDORA'S BOX
of the infamous Pandora's Box!
enemies cause more damage,
THE MAIN MENU take longer to dispatch, and
This is an important area for
sometimes attack with a greater
tweaking your game style.
number of projectiles. Our
Up/Down shifts your Y-Axis,
flythrough is done in Hard mode.
Vibration lets you turn controller
vibration off and on. Button
Config allows you to fiddle with
This feature takes you into a your controls. The default set-up
strange world of rotating Orbs is user-friendly and is referred to
Press 9 at the Title screen to and hundreds of gameplay throughout this guide.
reach the Main Menu screen. secrets, extras, and other BGM, SE, and Voice volume
This offers you five choices: begin amazing elements. When you're control changes the music, sound
a new game; continue a game ready to explore, check the back effects, and character chatter in
Yondo-Worms attack your
already in progress; inspect the section of this guide for all the game. Instrument mode lets
dragon. In Easy and Normal
wonders of Pandora's Box; learn related information. you add information to the screen
modes, the Yondo-Worms don't
the ropes in a Tutorial; or change as you play, and Video Settings let
fire as many projectiles. In Hard
options. Select the Tutorial first. you change the brightness and
mode, the projectiles are more
contrast. High-definition visuals
numerous and more damaging.
and Dolby Surround 5.1 sound
setups are detected automatically.

4
Flight School: Training
LOCK-ON 5

Familiarize yourself the


Up/Down and Instrument mode
tweaks. If you have your
Up/Down set at Normal, press
T to rise and B to fall. Set it to
Reverse, and press B to rise The tutorial asks you to target In this example, Orta cuts
and T to fall. Experiment with and destroy some airships, using through a barrage of missiles,
both options—this adds
Press the Shot button (1) to leaving a gap for her dragon to
the lock-on. Remember to keep
immensely to your dexterity! change your target from green to fly through; she ignores the other
holding 1 as you target. Try to
You can change this option in- red (Base and Heavy Wing only). missiles. Missiles and fired
defeat all enemies with 18
game, at the Pause screen. This engages Lock-on mode. ordnance do not count toward
seconds still on the clock.
The Instrument mode is also your enemy takedown totals.
extremely important. At MANUAL SHOT
Normal, no additional infor-
mation is shown. At Full, any
points you receive from enemy
takedowns, your time
defeating a boss, routes you
take, and points multipliers
are shown. This is invaluable
in learning route locations, Lock-on to enemies by moving
how fast to tackle a boss, your targeting crosshairs over Dodge an enemy or a missile by
partly hidden enemy locations, them. Your crosshairs must be The manual, or normal shot, is a waiting until it nears, then flying to
and where pathways split. red. You can lock-on to enemies hand-weapon attack. Press 1 to the extremes of the screen. If you
Switch to Full to learn your until your dragon's laser reaches fire energy bullets from your gun. strike an enemy or a missile, you
episodes more easily. maximum capacity. For the Base Pressing 1 once fires six bullets lose health. If your Life Gauge (or
Wing, this is eight (on Level 1). (in Base Wing). Press the button health bar) disappears, you lose a
FLYING BASICS For Heavy Wing, it is three (Level once per second for a steady
stream of bullets.
life. Some enemy gunfire cannot be
shot down and must be avoided.
DRAGON CONTROL 1). Glide Wing does not have a
lock-on attack. KNOW YOUR ENEMY'S
WEAPONS!

As your dragon gains experience,


the number of target lock-ons
increases.

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

Energy blasts cannot be targeted


or shot manually—avoid them!
The Dragoon Platoon section has
a complete list of enemy attacks
that you can shoot down.
Invincible weaponry is shown in Using g to control movement is Enemies also attack from above
the flythrough. The circular positioning device in useful when attacking a moving and below. Your radar is two-
the screen's top right corner is target that starts off behind you dimensional. If you see a red dot
the radar. You are always in the and slowly moves to your side in your triangular vision range-
center, and enemies are shown and then in front. Manipulate g finder but can't see an object in
as red dots. Use 7 and 8 to to keep your adversary in view. front of you, look up or down.
switch left and right and view the Then look out!
area around you.

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

The thumbstick (g) permits a Look left, right, or behind you to


more subtle and less jolting combat enemies. To avoid obsta-
change of view. Move it in any cles, you must face
direction to slowly view your forward. If you know an
targeted area. If movement obstacle is ahead, look
stops, use 7 or 8. forward and use g to
Try shooting down the three dodge it.
The cyan-colored gauge at the
Nayak enemies. With your bottom left of your screen is your
enemy targeted, fire both lock-on Berserk meter. Each time you hit
and manual shots and hold 1 an enemy with a manual or lock-
just as the laser hits. Try to do it on shot, your Berserk meter
in 18 seconds. gains a point. It fills up at 512
points and starts pulsing.

6
Flight School: Training
USING GLIDE 7

When it pulses, press 6 or 5 to


GLIDE WING BERSERK:
release a Berserk attack. Attacks Gliding (boosting) is also useful for
WINGED REGENERATION
last between three and six avoiding obstacles or bullets you
seconds, depending on your can't destroy. Either boost ahead
dragon level, after which the of the obstacle (3) or slow down
gauge drops to zero. You are and let it pass in front of you (2).
invulnerable during your Berserk
attack. In the tutorial, try to finish
both Berserk strikes with 18 Boosting uses up a segment of
seconds left. your Glide bar. Base Wing has
BASE WING BERSERK: Winged Regeneration creates a two segments. Glide Wing has
WHITE DEATH swarm of ethereal dragon three segments. Heavy Wing
serpents that writhe around an cannot boost at all. This bar is
enemy, damaging strong foes and replenished as you continue. The
destroying weak ones. It also bar is also used when you In front view, you can move your
refills your health bar. Use it change Base or Glide Wing form. dragon around the screen for extra
when you are low on energy. The Glide Wing bar refills faster. dodging maneuverability. This only
happens when facing front.
INCREASING AND TACTICAL POSITIONING
White Death creates a stream of
DECREASING SPEED DURING BOSS BATTLES
incredible laser power that oblit- GLIDING
erates swarms of weak enemies.
Use this when you're swamped.
HEAVY WING BERSERK: LASER
Boost and ram for an exceptional
JUGGERNAUT
attack. When enemies are near,
press 3 to ram and destroy them.
This is your Glide Attack. Use it Learn to position yourself near
Increase your speed by Gliding, on close enemies or clusters of the sensitive part of the boss
Glide boosting, or simply tightly packed enemies. you're trying to take down. The
boosting. Press 3 to accelerate. radar display indicates when this
Press 2 to slow down. is possible. Boost or slow down
to the point shown by the arrows.
Laser Juggernaut creates a laser
stream of immense focus and
power. It severely damages a
single enemy and must be aimed.
Use this against larger foes.
Although you shouldn't boost too
far from a foe, you will be
Boosting can be used while surprised at how far you can boost
facing in any direction, but you and destroy an enemy. Learn this
can only boost forward. distance to help you accelerate
into enemies earlier. And beat that
tutorial boosting with eight
seconds left on the clock!
CHANGING YOUR BASE WING GLIDE WING
DRAGON'S FORM
MORPHING

Accelerate once to fly to the


boss's side. Boost again to fly to Base Wing is the standard dragon Glide Wing has exceptional
the front. Slow down once to form. It has the most lock-on mobility and defense. Your boost
return to the side, and again to ability—eight targets at Level 1. bar increases from two to three
drop to the area behind the boss. You can boost twice in quick and replenishes faster than the
Use 4 to morph to a different
Sometimes you can control succession. Use this form until you Base Wing's bar. You have only a
dragon form. Press it once to
which side of a boss you land, so familiarize yourself with the game. hand weapon, however. Press 1
change from your Base Wing to
move in your preferred direction. for 10 shots; hold 1 for rapid fire.
the larger Heavy Wing. Press 4 HEAVY WING
again to change to the smaller
Glide Wing. Press 4 again to
return to Base Wing.

Your boost power diminishes


In this example, an Els-Enora each time you transform, so
fires shards of sharp crystals at Heavy Wing is an offensive- Your target reticule is huge,
boost into position before
your dragon. Boost forward to minded dragon. It fires damaging allowing you to target an enemy
switching to the preferred
the side of the creature and dragon form. lock-on attacks, but only three at quickly. As you fire at it, the shots
avoid the attack. a time initially. Its manual shots continue, even if your target isn't
are less effective, it's terrible at over the enemy. This means you
taking out lots of weaker can look around while still firing
enemies, and it cannot boost. Use at a foe.
Heavy Wing for larger foes,
bosses, and slow-moving entities.

You can morph only in the order


Flashing X marks appear on some shown above. To change from
bosses, revealing their vulnerable Base Wing to Glide Wing, for
spots. Target this area without example, press 4 twice. However, you continue firing at
delay, using your Heavy Wing.
your original enemy when others
Boost and circle a boss until you
In tight quarters, don't stay in stray into your target, unless you
find these marks.
Heavy Wing form. It's difficult to stop firing and press 1 again.
dodge in this form, and if you're Remember this! Glide Wing is
being attacked by missiles, you're exceptional for taking out or
easier to hit. When the tutorial swerving to avoid enemy
asks you to use your Berserk missiles. Its lack of a lock-on
attacks on enemies, lock-on laser makes it ineffective for
during replenishment phases to distant or tough enemies. When
hasten the enemy's defeat. attacking with your Berserk, fire
manually as well.

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.

Glide Wing dodges faster and


has a wider target area for
manual fire.
MANUAL WEAPONRY: BERSERK BUILD-UP: BASE LEVELING-UP ADVICE
GLIDE WING WING LASERS

The chart below shows what addi-


The Glide Wing hand weapon has To rebuild a Berserk gauge, the
tional benefits (aside from a health
no delay and shoots 10 bullets Heavy Wing's lasers give you five
bar increase) you receive when
each time you fire it. The Heavy points per shot. The Base Wing
your dragon gains levels. It also
Wing only manages four, and the only gives you 2.5. But if eight
shows the increasingly impressive
Base Wing six. You get hit when Base Wing shots hit, that's 24
forms your dragon takes during its
using your hand weapon in points. If all three Heavy Wing
genetic transformation.
Heavy Wing form. Choose Glide lasers hit, that's 15 points.
Wing instead. Either builds Berserk energy
faster than the Glide Wing, which
adds 10 points if all 10 of its hand
weapon shots hit. The Berserk
gauge is filled at 512 points. Base
Wing fills it fastest, provided you
have enough enemies to fire at.
Otherwise, choose Heavy Wing.

DRAGON LEVEL-UP TRANSFORMATION


Dragon Type Lock-on Targets Shots Fired per Burst (manual) Berserk Attack Time (seconds) Boost Attack Damage
Base Wing Level 1 8 6 3 Low
Base Wing Level 2 9 6 4 Low
Base Wing Level 3 10 6 5 Medium
Base Wing Level 4 11 6 6 High
Base Wing Level 5 12 6 6 Very High
Heavy Wing Level 1 3 4 3 —
Heavy Wing Level 2 3 4 4 —
Heavy Wing Level 3 4 4 5 —
Heavy Wing Level 4 4 4 6 —
Heavy Wing Level 5 5 4 6 —
Glide Wing Level 1 — 10 3 Low
Glide Wing Level 2 — 11 4 Low
Glide Wing Level 3 — 12 5 Medium
Glide Wing Level 4 — 13 6 High
Glide Wing Level 5 — 14 6 Very High

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

You need two Gene Bases to


reach Level 2, four to reach Level
3, six for Level 4, and eight for
Level 5. It takes 20 Gene Bases to
take a dragon form from Level 1
to 5. For all three wing types, you
need 60 Gene Bases.
STAY ON TARGET
Gene Bases only increase the
BASE, HEAVY, GLIDE: THE power of the dragon that absorbs
ORDER OF GENES them. If you're flying a dragon
already at Level 5 and spot a
Gene Base floating your way,
morph quickly to a form that
needs leveling up, or you will
waste the Gene Base. The final enemies are those that
are damaged only by hand Move the targeting reticule to an
WINGED DEATH: weapons. These are usually part enemy as soon as possible. In
of the scenery, and are difficult to
ADVANCED locate. On the Full instrument
any wing type, increase the
Build up your Base Wing to Level speed by double-tapping F or H
2 or 3, then catch up with your
STRATEGIES setting, the point value of each (or your D-pad). Your target
Heavy Wing, followed by your enemy is visible, giving away its crosshairs move quicker than
Glide Wing. Halfway through the location, after you hit them. normal until you stop or reach
game, alternate until your Base FLEETING MEMORIES the edge of the screen. Practice!
and Heavy Wings are at Level 5, THE IN-GAME PAUSE
then give any remaining Gene
Bases to your Glide Wing.
GENE BASE DROPPING
The tutorials teach you the basics
of dragon combat, but to really
survive and thrive in the game,
you need cunning plans to make
the most of your winged mount. Most enemies attack you, but some
These are discussed below. appear briefly and zoom off. Or they When you complete an episode
move into your distant view, then and the next one starts, choose
ENEMY TYPES vanish. Check the flythrough for the Save & End Game option in the
Gene Bases fall from bosses, these entities and their locations. Pause menu. You can then start
Carriers, and military aircraft of a THE BARREL ROLL your game from the start of the
different hue, usually gold. next stage without completing it.
Save after every level, so you don't
lose scores from previous levels.
LOCK AND LOAD
Enemies fall into three categories.
The first comprises enemies that
can be shot by either lasers or hand
weapons. Taking down these foes To execute a barrel roll, in Glide
is straightforward. Wing, press F, then F again (or
Bosses fall into the second cate- H, then H again) and hold the
gory. If they appear at the end of the button on the second press. This
episode, you're graded on how long allows you to dodge incoming When attacking a large creature,
it takes you to defeat them. If they enemy fire and look cool! you should (especially in Heavy
appear earlier, you are not under Wing) lock-one or two of the trio
any time pressure. of shots on to your target, and fire.
ROUTES AND PATHWAYS

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

ENEMY INCURSION PARCHMENT: UNEARTHED


To rack up a high score, lock-on
Troop Type Points Awarded Troop Type Points Awarded Troop Type Points Awarded to all the airships at once, then
Anti-Aircraft Missiles 5 Coolia N/A Remote Missile Mines N/A launch the attack. The x4 point
Assault Carrier Vermana 9,000 Dragonmare N/A Seekers N/A multiplier gives you 160 points
Battleship Bhout 40 Hovertank Dahra 100 Seeker Anti-Aircraft Cannons N/A per airship instead of 40!
Carrier Bhout 100 Imperial Soldiers N/A Seeker Searchlight 50

MISSION OVERVIEW LET'S RIDE!


BRANCHING OUT
There are no branching
pathways to locate
during this episode.

Lock-on to the Dragonmare flying


DEBRIEFING alongside the airships (9 o'clock-
INFORMATION on your radar) and you get a x5
For most of this ride through the multiplier. You don't destroy the
When you take control of your
underbelly of the ancient city, Dragonmare, but you get 200
dragon, you're facing behind as
deep within the catacombs, points per airship—a total of
two Dragonmares swoop to the
waves of Empire battleships (a.k.a. 1,600 for the initial waves.
left side of your radar. Don't try to
airships) attack you (usually from
defeat the Dragonmares—they
behind). Dragonmares are more of
are too powerful at the moment.
A quintet of Dragonmares pursues an annoyance than a threat.
a girl atop her dragon mount. Only on a couple of occasions
Desperate to escape the Empire do the airships present a signifi-
army's terrible new flyers, the girl cant threat.
and dragon descend into the The Assault Carrier Vermana
bowels of the armed city's under- has massive hull strength, but is
ground filtration plant. From his no threat as long as you can As the Dragonmares continue to
Dragonmare mount, Captain Evren shoot down missiles and boost swoop, your radar indicates four
is surprised to spot the beast in away from missile mines.
Instead, lock-on and fire at the more airships descending from the
her sector and orders all available
quartet of airships, downing all left and assuming attack formation
units to attack. Empire airships
four. Four more airships almost behind you. Destroy these and
hover behind the dragon, while
immediately descend from the keep looking behind you.
the Dragonmares pursue and
devastate the subterranean left side (right if you're looking
structures. behind).

Another wave of four airships—


the fourth and final attack wave
from this direction—swoops
down over the top of your mount.
Ignore the Dragonmares in front,
and look to the left.
The underground metropolis is a
maze of domed earthen build-
ings. Searchlights stab through
the darkness and dozens of
soldiers and Seekers mill about.
Blast these structures and Use the Base (Glide) Wing to
enemies with your hand weapon, boost at each Hovertank, causing
and some (including the search- massive damage and earning
lights) are worth extra points. multiplied points. Avoid the
Individual enemies and items
Hovertanks' missiles and boost
such as the searchlights are
usually off to the side or below just before you hit the first to ram
you. Target them only if you both at once.
wish to defeat more enemies
than necessary to complete your
mission.

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.

Annihilate the tanks before four


more airships descend, three In the murky distance, there are
directly behind and one dropping three Hovertanks and three
in above you. Target the three airships attempting to locate your
After you send these airships behind, then swing around dragon. Target them from
spiraling to earth, face behind quickly to complete the lock-on extreme range. Hit the wayward
you and ready yourself (in Base with the one in front, and down missiles they spit out.
Swing to the front, concentrating Wing form) to destroy two them all at once.
your fire on the Hovertank airships directly behind you.
Dahras on the ledge ahead. Lock-
on and fire, or wait for a moment.

If you missed an airship, spin


Continue to lock-on to the attack around and deal with it, then turn
Six Hovertanks trundle in, three craft, even if they're fleeing the around and continue into a wider,
from the left and three from the combat zone. All these points flatter canyon area. Don't be
right, to stalk you. As soon as you help! Now pass a domed struc- distracted by the searchlights
down the two airships, target and and buildings on either side—
22 destroy three of the Hovertanks.
ture on your left.
keep looking straight ahead.
Episode 1: City in the Storm
23

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!

As the Dragonmare pursues the


Immediately afterward, more The Dragonmare sweeps down- lone dragon rider, a fierce elec-
airships fly in behind you, three ward, staying ahead, and another If you can manage to lock-on to trical storm rages. The dragon
from the left and three from the passes you on your left. Ignore all eight, so much the better. dives into an ancient pillared
right. Keep facing forward, target the scaly beasts and target eight Then aim ahead at the final eight structure while the gigantic
all six with one lock-on shot, and airships zooming in on you. Try to airships, locking on to each and Assault Carrier Vermana drifts
demolish all. tag them all with a lock-on before demolishing them all at once. through the upper clouds. Hurtling
they pass. Your regular rapid bullets through a narrow gap, the dragon
should mop up any stragglers loses the larger Dragonmare.
and their missiles.

Clean up any missiles your adver-


saries launched. Choose your As soon as you attack and
preferred wing type and let dispose of all eight, slow down
Regain control of your ride, look
another Gene Base meld with and prepare for a fracas. Four The two Dragonmares accelerate
behind you, and prepare for five
your dragon form. Keep your airships ambush you from behind. away from you after destroying a
airships charging in from the
viewpoint straight ahead. Shoot the missiles they spit out. settlement building on your
passage behind you. Lock-on to
left. Target them if you wish. As
them all, and shoot them out
you fly around a narrow gorge
of the sky before they launch
into an open expanse, one
their missiles.
Dragonmare turns.

The four airships swoop from left


to right in a broad, circular path,
joined by four more airships.
Meanwhile, four more airships
approach, heading from right to
left slightly under your dragon.
Peer into the blackness behind Directly ahead on the left wall is Target them, then face forward Aim at the reinforced missile
you, and wait for three more a second cog. Shoot out its teeth, as you finish locking-on to them, towers atop the craft's main plat-
airships to zoom in on an attack dive to the bottom right of the and let it rip! You can demolish form. Two are on either side
run. Switch to your Glide Wing to screen and pass it (boost if you them in seconds. Boost straight of the carrier's central bulkhead.
fire at extreme range. wish), and follow the path as it ahead. Shoot out the teeth of two Launch a trio of heavy blasts into
bends left. cogs far above you, if you wish. the two left-side towers.

The little girl on the dragon's


Swing ahead quickly and target
Deal with a right-side cog and back ascends from the cata-
two more airships ahead of you. Unleash the Berserk power of
another on your left. The tunnel combs and heads straight into
As soon as these are destroyed, your Heavy Wing dragon! Aim
ends, and you fly into another the huge searchlight of the
continue in Glide Wing to the shuddering pink energy wave
narrow but deep catacomb Assault Carrier Vermana. Captain
decrease your surface area and at the two towers on the right
system. As you pass a torch Evren orders her troops to deploy
head into a short tunnel. side and take them out instantly,
on your right, focus your atten- more airships to deal with this
tion ahead. troublesome fly. The Vermana's before the power fades. Now
weapons systems are armed. return to the left towers.

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.

This battle can be drawn out or


end quickly, depending upon
Aim for the teeth at the bottom
your skill with the Heavy Wing If you used your Berserk to
of the cog. This cog is turning
counterclockwise, so any teeth
form of the dragon. Change to eliminate the right towers, you
you don't shoot out move higher that form if you want to take should only have to deal with
around the cog edge. Gauge down the Empire's latest in missiles from the left towers.
where the cog teeth will move, Instead, wait for them to pass airborne destroyers in an impres- Lock-on and fire, blasting away
and shoot out enough to create a overhead, lock-on to all three, sive fashion. with your hand weapon. Keep this
gap for you to pass through. You and take them out. As they fall, up, and you only face about two
24 needn't shoot every tooth. three more airships approach rounds of missiles.
from behind on your right. Swing
around immediately.
Episode 1: City in the Storm
25

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.

Swing your camera right, still


As you descend, swing the looking up, and tap out some
camera left and look up and left hand-weapon shots at the under-
at the support strut area of the side of the hull. A second later,
craft, beneath the platform you swing around to look behind and Facing right, target the high
just attacked. You must destroy target the shutters on the oppo- control tower and the back end
the bay shutters on this side of site side of the craft. of the craft. The captain orders
the craft. Lock-on and launch If the missiles connect with you the launch of remote mines—
trios of heavy shots. and threaten to knock you from powerful killing ordnance that
the sky, change to Glide form, should worry you. But not yet.
which lets you easily take the Continue locking on!
missiles out. Time is critical,
however. Learn to dispatch
missiles in the Heavy Wing form!

You can launch about three lock-


on triple shots before the craft's
You must launch three lock-on two front support struts obscure
shots a second. After suffering your view. As your dragon flaps Five huge missilelike mines
about nine bombardments from away from the carrier, moving launch from the central area of
your dragon, the carrier emits directly in front of it, ignore the the craft, ascending straight up.
three airships. Take these gun emplacements at the end of They rotate to face you and boost
airships down, continuing to each strut. in your direction. They cannot be
lock-on and fire at the shutters.
blasted out of the sky in time!
It's futile to blast the mines. As the far left mine nears, trans- You need to repeat the tactic of You appear in front of the carrier
Launch your Heavy Wing Berserk form into Glide Wing and switching to Glide Wing and for the final rapid-fire destruc-
as the initial mine approaches instantly boost forward. If you boosting away from the mines tion! Aim at the bulkhead, blast
and target the back end of the timed the boost carefully, the four times. If you keep up the the missiles coming from either
carrier. The mines won't harm mine passes harmlessly behind lock-on barrage in the meantime, turret, and launch a Berserk if
you for a couple of seconds, if you. If not, you're struck repeat- the captain gets a damage report you have one prepped. The
you time this right. edly, and that means doom. that the carrier's hull is critical. gargantuan craft crashes to
the ground.

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 RANKING PARCHMENT: UNEARTHED


SHOT-DOWN RATIO (96 ENEMIES)
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 95–100% 90–94% 80–89% 60–79% 0–59%

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+

BOSS CLEAR TIME


Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0:00.00–1:30.00 1:30.01–2:00.00 2:00.01–2:30.00 2:30.01–3:00.00 3:00.01+
Hard 0:00.00–3:00.00 3:00.01–3:30.00 3:30.01–4:00.00 4:00.01–4:30.00 4:30.01+
26
Episode 2: Altered Genos 27

ENEMY INCURSION PARCHMENT: UNEARTHED


Troop Type Points Awarded Troop Type Points Awarded Troop Type Points Awarded
Acid Balls 5 Ikrakav 8,000 Sham 50
Baturn 100 Morli 500 Yarva 40
Bubuk N/A Purnam 30 Yondo-Morli 1,000
Carrier Yarva 1,000 Rokpur 20 Yondo-Worm 3,000 The instant you blast these nine from
Goleg 60 their perch, aim your dragon over
the tree branch. Boost at the same
time, in your Base Wing form. You
BRANCHING OUT MISSION OVERVIEW LET'S RIDE! ram through another nine Purnams
as they try to escape.

Using your boost is essential for


two reasons. First, you demolish
There is one branching more Purnams by boosting than
pathway. To the left is This mission introduces some of the Choose your preferred wing type by aiming or locking-on.
Route B; to the right is prolific and constantly mutating and begin the journey downstream. Second, the points multiplier is
Route A. Use your radar to look for a group of exceptional. With a ram, you
plant and animal life that exists in
red blips ahead. These are large, can earn up to 25x the regular
the huge river far from the city score! Lock-on and demolish
smog. Dozens of startling flapping leaflike enemies called Purnams.
ROUTE VARIATION CHART any Purnams you miss.
Variation Route # of Enemies beasts attack Orta. You must use all
available lock-ons, plus your
1 A 220
dragon's boosting capabilities.
2 B 207
There's also a choice of paths and
a plummet through a crevasse
where split-second timing, ramming,
DEBRIEFING and shooting is needed. A lengthy
INFORMATION battle with two giant Worms Lock-on and hit all eight with one
follows—bring out your Heavy Wing barrage just as you pass under the Boost just after you fly over the tree
and learn to precisely hit the acid first archway. Fire as the Purnams archway to catch another flock of
balls that spit from these beings. descend from their perch— Purnams flapping away just as the
Then you drift along a rocky over- another archway. Pass under this river turns to the right. Another 18
hang where a constant barrage of and aim ahead. are here, and your boost can catch
acid appears from a giant floating at least 14 of them.
Morli, and finally a boss battle with a
After eluding the Empire, Orta and
floating plant island with a throbbing
her dragon fly toward the serene
flower, protected by a cage on three
valleys, away from the city's
of its four sides. Conserve your
industrial blight. Orta and her
Berserk, learn to anticipate enemy
mount have lost the Drone on the
appearances, and don't give up!
great white dragon. They head
into a giant riverbed near the old A mass of Purnams, startled by
forest. As she flies down the river your gunfire, ascend from tree
bank, she's joined by three Finish any remnants of the
archways ahead of you. As you
strange fellows searching for Purnam swarm, because
pass under the second, target
something…. they damage your dragon if they
all the Purnams on the tree
connect with you and you aren't
archway ahead and fire. You
boosting. Lock-on, face behind you,
should bag nine.
and destroy the final Purnams.
To secure the maximum points, A second later, six more Yarvas
turn around as you ram the swoop in from behind, each
Purnams and target any you releasing an acid ball, and attempt
missed with your lock-on and to fly out of harm's way. Lock-on
ramming. The Base Wing is to them, fire, then deal with their
favored. When you dispatch all of ordnance.
them, turn to face forward.

If you're playing exceptionally The instant you destroy the Golegs,


well, you're more than a quarter of four blue-winged beings known as
the way to earning an "S" ranking Yarvas swoop down from behind
for your score—20,000+ toward a you and pass you, two on each Shortly after you take out the
target of 75,000 (hard) or 80,000 side. Target all four before they Before you pass beneath the Yarvas, you pass under another
(easy/normal). As you fly to the pass, or as many as you can after grassy archway, target and strike archway. More Golegs dangle
bend in the river, swing around to you spin to face forward. four Golegs dangling from it. As here. Sweep from right to left,
face forward. you pass, target and strike them locking-on to the eight on the
again as soon as possible. archway and the ninth on the
wall side.

The battle has disturbed more


Emerging from the left riverbank swarms of Purnams. They begin to
are eight large, plantlike bulbs flutter from the left and right sides They fire more acid balls at you.
with vicious temperaments. These of the river rocks. Target the first Fire your hand weapon at the acid Fire, then repeat the lock-on on all
are Golegs, and you must dispatch eight, fire, and target another eight. balls. Target six Yarvas flying nine and finish off the Golegs
each, no matter its size. Lock-on down from above, still behind you. before dealing with their acid fire.
to all eight, turning to the left to Lock-on and take down all six, Meanwhile, a gigantic and fero-
complete the targeting. blasting the acid they spit. cious Yondo-Worm bursts from the
water, with the two strange
fellows you met in hot pursuit!

Fire at the second set of targets


and then, just as you're about to
hit your first Purnam, execute a
Blast all eight with your Base boosting charge. You destroy most Target two groups of three Golegs
Wing. As you pass them, target of the remaining creatures, taking hanging from a second archway
them all again—you must dispatch at least 15 with your ram. and fire at them. Then swing across
them with two hits—and then look with another lock-on, and take
behind you. Ignore the harmless them out just as they fire their acid.
28 green globules they release.
Episode 2: Altered Genos
29
TRAVERSING ROUTE A

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.

To get the most points, don't


destroy the second set of four
blue Yarvas until you destroy the
Carrier Yarva. That way you get
At the junction in the river, Mobo Launch your Base Wing's Berserk the points multiplier.
and his pals head left. You can On the second leap, the left attack on the herd. Check to make
ignore him and fly to the right path Rokpur is almost impossible to sure all 25 Baturns are taken out.
(Route A), or follow the hunting target. Once they're all locked-on You can try firing at them with
party (Route B). Route A offers to your mount's lasers, dispatch lasers or using more Berserks, but
more point potential. them. They can be defeated the Berserk attack is the only
underwater. Then your mount guaranteed way to dispose of
ascends high above the river. them all.

A Gene Base floats from the


remains of the Carrier Yarva. You
can select any of
your three dragon forms
to receive it. For the forth-
coming combat, use the
Heavy Wing. It should be at Level
2 after this pick-up.
Swoop down toward the splashing After you finish bombarding the This gives you enough time to Zoom right around a rock, and
sounds. Mobo and his two friends Yondo-Worm's hide for extra target and fire at three more prepare for another three Yarvas
appear from rocky terrain above Berserk energy and the beast Yarvas before they release their swooping in from the top left. After
and on your right and join you. Fire disappears ahead of you, fly missiles. Swoop under the moss you target and dispatch this trio,
at the Yondo-Worm, getting off as beneath a mossy bridge ahead of archway ahead (use the Base or swerve left to avoid the rock and
many lock-on strikes as possible as you. Avoid hitting it. Glide Wing, although it is possible target another three swooping in
the Worm rises from the river. with the Heavy Wing), and aim up from the top left.
Route A has ended! and to the left.

TRAVERSING ROUTE B

As you emerge from under the


arch, lock-on to three Yarvas Stay in the center or right of the
swooping down from the left in As you round a corner in the river, screen to avoid the corner rock,
front of you. Target them immedi- three more Yarvas swoop down. then move up and left to avoid a
When you reach the T-junction in
ately, using your Base Wing, and They speed off ahead of you, jutting rock. When you pass it,
the river, with the Yondo-Worm
deal with all three before they fire giving you ample time to take care deliver a trio of lock-on pain to a
splashing through the water either
acid balls at you. of their missiles. Stay to the right final three Yarvas dropping in from
behind or in front of you, turn left.
as you lock-on and demolish all the top left.
three, zooming past a large rock
on your left.

Face forward for this entire


route. There is no need to look
to the sides or behind.

If they release acid, blast the


three globules with your hand Swerve up and to the right to fly
weapon. Fly over an arched bridge around another jutting rock. You
directly head. Face ahead but aim Almost immediately, three more see the Yondo-Worm appear from
slightly right. Yarvas descend from above and to the river depths, heading straight
the left. Use three lock-on shots ahead. Target it with Base Wing
and swerve left to avoid a rock on lock-on shots, but fire them only
You also turn left if you remain your right. Repeat with three more when the beast writhes up out of
stationary in the middle of the Yarvas descending from above the water, or the shots miss.
screen and elect neither branch and to the left.
as the path forks. Mobo and his
brethren head right while you
follow the Yondo-Worm along a
narrow river course.

30
Episode 2: Altered Genos
31

Time this boost correctly, and you


have enough momentum to
destroy a second set of four
Yarvas farther down. Any Yarvas
you fail to hit will pester you when
the Sham hives need your atten-
tion, so don't miss any Yarvas!

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.

The Yondo-Worm should turn into


a side channel of the river, giving As you begin your dive, you see
you three more chances to power You have less than a second to four Yarvas circling below. Wait
up your Berserk meter as it leaps target a second set of two Shams until you're about to pass through
from the water. Change to your and their hives. lock-on and blast the hole in their center, then
Base or Glide Wing as the Yondo- them. You then begin a terrifying execute a boosting ram, which
Worm enters a giant tunnel. freefall down a gaping chasm. As instantly takes out the four Yarvas.
your mount turns into the dive,
boost forward.
Orta and her mount fly through an
opening in the far chasm wall and
Mobo turns tail and flies from the You can tag the Worms with Ten more acid balls fly from the
into a tree-lined, tangled, and
combat as the two Yondo-Worms another two trios of lock-on shots Yondo-Worms' bodies. Blast the
marshy river tunnel. The strange
close. Target them for another trio as they retreat and then charge balls immediately, then spin
Mobo and his two helpers arrive
of Heavy Wing lock-ons, fire, then you. As they near you and fly out around to look behind you. The
to spot two huge Yondo-Worms
quickly shoot down the 10 acid of the water, change to your Glide Worms have retreated to the same
rearing out of the water. These
balls (five from each Worm). Lock- Wing and boost forward. distance they were at when
beasts don't look happy!
on and fire again. combat began. Start a lock-on!
BOSS BATTLE:
YONDO-WORMS (2)

Use Base or Heavy Wing for most


of the battle. The Heavy Wing is
for professionals only, because
the acid balls are more difficult
to hit in this form, and you must If you don't, the Worms' heads hit
boost to avoid the Worms when you as they dive toward the water. Repeat the battle tactics listed
they dive at your mount. Change back to Heavy Wing above as the Yondo-Worms attack
and launch another three sets of a second time in exactly the
trio lock-ons. The beasts should same manner as the first: They
be missing about a quarter of dive and fly toward you and
their health. launch acid balls. They retreat,
When shooting acid balls, keep dive, and fly again.
your target in the center of the
screen. Check where the first
ball is coming from, blast it with
You can use any wing form to your hand weapon, then flick
attack these fearsome Worms, but left and right near your mount
the Heavy Wing is preferred until all balls are destroyed.
because your attacks inflict
much more damage. Lock-on and
fire while continuing to face The Worms continue to move
behind you. toward you, but you don't need to Then they charge and dive at your
boost—they're flying above you. mount (boost away from this
You've still time to release another attack), fly toward you again, and
couple of lock-on trios. As the release acid. Then they retreat, fly
beasts pass overhead, face and dive over your mount (turn
Although these two gigantic and face forward), then release
The Worms disappear underwater forward.
Worms have large health bars
acid, and retreat again.
and take multiple hits, they are and retreat, appearing in the
not counted as the end-of-level distance. Lock-on and fire a trio
boss. Take as long as you wish of volleys, then another two
to dispatch them both. (assuming you're using the Heavy
Wing) as the Yondo-Worms close
in. Then blast another 10 acid balls.

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!

Use your Berserk at the beginning The Yondo-Worms retreat to their


of the battle so your gauge is original distance, so face behind
replenished in time for the next you and begin combat again. The
part of this outing. Once the battle repeats the beginning of the If you're running low on health,
fight. Watch for acid balls when You can't aim at the Morli when use your Glide Wing's Berserk
Yondo-Worms have flown over you
the Worms close, and boost away you're passing a waterfall, so attack to steal health from the
a second time, they wiggle
from the dive. lock-on before the waterfall Yarvas. Face left, and continue to
through the air and separate.
partly obscures your view. You can fly along the huge rock overhang.
launch laser shots through water, You can target six more Yarvas
however. flying in from above the lip in the
cliff roof.

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

As you retreat behind the Ikrakav,


another sac explodes; this one
releases a half-dozen Yarvas. They
circle the Ikrakav once, then fly
straight at you. Take them out with
your hand weapon.

You can blast the Ikrakav with


your Beserk power at any stage
during the battle, but generally
do it just after the Ikrakav
exposes its flower after turning.
Keep this up without fear of retri- While Mobo prattles on about the The Heavy Wing provides good
bution. But remember that the white flower, continue your volleys concentrated power, but the
Ikrakav's dense outer structure of shots into it, mindful of the Base Wing can destroy any
means you can attack only from Ikrakav's huge, bulging sac on Yarvas later in the battle. Fire your Heavy Wing lock-on
this opening. After about five your right side. Around three volleys until the Ikrakav turns
volleys from your laser, the Ikrakav volleys later, this explodes, again (another sac explodes, so
takes to the sky! sending acid balls your way! watch for the acid balls). Now
boost forward twice so you're in
If you're low on health, launch front of the beast. Watch for the
your Glide Wing's Berserk just as exploding sac!
you're being attacked by Yarvas
or by an exploding sac. This
provides temporary invulnera-
bility and increases your health.

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

SHOT DOWN RATIO


Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 95–100% 90–94% 80–89% 60–79% 0–59%

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+

BOSS CLEAR TIME (IKRAKAV)


Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0:00.00–1:30.00 1:30.01–1:50.00 1:50.01–2:30.00 2:30.01–4:00.00 4:00.01+
Hard 0:00.00–2:30.00 2:30.01–3:00.00 3:00.01–3:30.00 3:30.01–5:00.00 5:00.01+

Episode 3: The Fallen Ground


ENEMY INCURSION PARCHMENT: UNEARTHED
Troop Type Points Awarded Troop Type Points Awarded Troop Type Points Awarded
Acid Ball (purple) 5 Electro Scythe (green) 5 Ramjanaki 200
Carrier Seba 80 Energy Ball (green) 5 Seba 80
Catharp 1,000x6 + 8,000 Kurbek N/A Smoke Bomb 5
Churmachum 600 Kuru 30 Wormriders 4,000

BRANCHING OUT DEBRIEFING MISSION OVERVIEW


There is one pathway INFORMATION
branch: left is Route B,
and right is Route A.
Access A by boosting
to the right just before you attack the
set of six Seba. No action is needed
to access B; if you do nothing, you
take that route by default.
Orta's constant chase of Abadd that these are the Dark Ages. Here This mission's branching path is
ROUTE VARIATION CHART interesting. Route B yields more
leads her to a gray and foreboding you encounter the Wormriders
Variation Route # of Enemies land, an old battlefield littered with and many organic weapons from points and easier Gene Bases
1 A 102 remains of weapons dating back long ago, and Mobo the Brave than route A. After you attempt to
2 B 133 to the Old Century. This extensive, joins you in your quest. blast far too many Seba, Mobo
barren land is a constant reminder accosts you.
36
Episode 3: The Fallen Ground
Expert locking-on with your 37
Heavy Wing weaponry and profes-
sional shooting of incoming
ordnance wins you passage into a
winding chasm where you perfect
your ramming and locking-on skills.
Then comes a series of Seba,
which you must destroy before Fire, target again, and finish them.
their weapons strike you, followed Lose no time. Four more Seba pop
by a branching path and a return out in front of you, and another
to a huge plateau where giant dozen or so Seba are in the back-
Churmachums leave no room for ground. Target each twice, using
firing delays. Finally, you must all your lock-on targets. If this
remove the mask of a giant, tactic isn't working, use the Heavy
ancient trap monster known as the Wing's targeting.
Catharp and blast its exposed As the last Seba falls to earth,
head until it yields. Then you head Mobo and his trio of Wormriders
The Wormriders fly counterclock-
for Mobo's home and a startling swoop down from behind. The
wise around your mount. Aim
proposal! tribesman has challenged you to
three lock-on volleys and immedi-
battle, and it begins now!
ately three more. Unless stated
LET'S RIDE! BOSS BATTLE: otherwise, use this technique
MOBO AND WORMRIDERS throughout the battle.
(4 TOTAL ENEMIES)
Four more Seba burrow from the
ground and hover in front of you.
Lock-on and fire, then finish them
with hand weapon shots. Quickly
aim at any remaining Sebas, using
As your mount swoops over the radar to find them. Some may be
deserted landscape, a swarm of behind you.
Seba burrows up from the ground As the Wormriders fly around your
and floats ahead of you. Sweep dragon, follow them with your
your Base Wing's lock-on to target rather than shift the camera.
target all 12 and fire. This only If you're fast, you can hit them with
wounds the Seba. This area has 30 Seba, and all nine trios of lock-on shots before
require two lock-on shots to Although the tribesmen riding
they complete a circle.
dispatch. You need Level 2 or Baldors have large health bars,
higher attacks and perfect aiming and it takes multiple hits to halt
to strike the smaller groups of their menacing attack, they are
Seba in front of you before they not the end-of-level bosses.
fire their energy bolts. Take as long as you wish to
dispose of them.
You built up your Berserk
power after the battle with the
Ikrakav at the end of Mission 2.
You need two shots to destroy Use the Base Wing's incredible
each Seba. Sweep across from power to dispatch every Seba— When your foes' health is down
right to left, target as many of the catch all of them! about one-eighth, Mobo informs
12 as possible, and ground them. his cohort that he's about to use a
There are three more Seba in front Smoke Bomb. Get off another
of you. Target all three at once. three trios of lock-on shots as you
follow the group until they fly to a
Attack the Wormriders using any spot ahead of you.
Wing type. For a quick and profes-
sional fracas, try the Heavy Wing.
Look left as combat begins, and you
can lock-on to three of them. Fire!
Mobo's finally realizes you're no
Imperial scumbag. Change to
Here, they unleash six Smoke You've less time to react, so slow The confused Wormriders fly Base Wing. Mobo introduces
Bombs. Destroy these at range, down in Glide Wing and blast the around you twice in a large coun- himself and apologizes for his
because they are faster than the bombs before they harm you—not terclockwise circle. Pepper them hasty reaction. He tells you to
acid balls you're used to and are an easy task. Then face behind with trios of lock-on shots (around follow him down into a huge
difficult to avoid. If your Heavy you and blast the quartet of 11 sets). When they drop to quarter crevasse—a shortcut.
Wing skill is limited, switch to Wormriders with four more trios of health, they stop behind you.
the Glide Wing and retarget lock-on shots.
each bomb.

Immediately, they start moving Get ready for some precision


clockwise, fly to your front, drop six flying and locking-on! Giant
The Wormriders fly close, then
You can also avoid the bombs by more Smoke Bombs, then retreat stationary Kuru release damaging
back off and coax their mounts
entering Glide or Base Wing and behind you. Slow down, blast the electrical charges, and you must
into releasing 20 purple acid balls.
slowing down as bombs are bombs, swing the camera around, destroy each one, ideally without
These are highly damaging.
released. If you've already spotted and hit them again. They repeat being hit by their electrical orbs.
Unless you're exceptionally skilled
them tumbling at you, it's too late! at Heavy Wing piloting, switch to this run once more.
Slowing down gives you extra time your Glide Wing.
to maneuver up, down, or around
them and let them pass by. This
isn't a wise plan, however. The
bombs are difficult to dodge.

Target the first Kuru, then the one


Finally, they take formation and try above you, and finally the one
to coax more acid balls from their below. Lock-on to all three. Now
Blast all 20 acid balls out of the
mounts (this battle flight-and-fight fire! At the same time, drift left as
sky with your hand weapon. Then
path repeats continuously), but you you head into a tight left corner to
switch to your Heavy Wing, target
should have crippled them suffi- avoid being struck by the middle
the Wormriders as they fly over
ciently. The Wormriders back off. Kuru. Aim for the high Kuru early,
your head, and begin another
Switch back to Heavy Wing and or you miss your chance!
barrage of lock-on trios of laser
face behind you. Let off four sets of shots. Your enemy should be at
lock-on trio shots as the around half health.
Wormriders move clockwise to the
front of your flight path again. They
launch six more Smoke Bombs!

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.

Boost through these creatures. Emerging from the chasm, you


The Base Wing's lock-on isn't appear along a dusty desert
After another quick right turn, you quick enough to tag the Kuru floor. Mobo insists you keep
You turn a right corner, leading to see that the Seba released a Gene before one strikes you. You begin moving. Change to your Heavy
a gargantuan series of vertical Base. You've little time to change a long dive through the vertical Wing, and prepare to lock-on to a
and horizontal beams. At the far dragon forms. Pick your type columns of the gigantic cave. trio of targets.
end, a Kuru expands into three. quickly and let the Gene Base
Lock-on to each, fire, and dive merge with your mount just as you
under them to avoid being struck begin a fast dive downward.
by the orb.

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.

Swing the camera to the right,


pointing upward and then behind Another three Seba drop in from
you, keeping a constant aim on the left. Use a hasty trio of lock-on
the five Kuru. When you target all hits. Farther down the path, three
five, release your lasers and take Seba drop in from the right and
them all out at once. three more from the left.
The left ones come and stop in a The Kurbek can't be harmed. Fly to …or you can boost in Base or Stay to the right and pass a hori-
formation above the right ones. All the left of the first pair, right of the Glide Wing and ram them. There zontal pair of Kurbek. Mobo tells
six join to make a single formation. second, over the third, under the are two tunnels ahead: If you you that "timing is everything."
When they begin to form in front of fourth, and left of the fifth. Use your boost and move your dragon to He's referring to the 14 Kurbek
you, lock-on to the top three. Fire, Glide or Base Wing to avoid being the right, you defeat the Seba and ahead, which are activating an
then repeat for the bottom three. electrocuted. The tunnel ends. head to Route A. electrical trap. Fly toward it.
Alternatively, change to your Glide
or Base Wing before the Seba
arrive and boost through them,
ramming all six.

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!

The Carrier Seba is still on your


Pieces of the Churmachum's tail. Fire your hand weapon at its
plated hide begin to fall off. Keep three energy ball attacks. As your Dispose of the next three Seba
pummeling it, and it releases a dragon swings around horizon-
Follow Mobo into a chasm with (again, use a Heavy Wing lock-on
minor, harmless energy star. After tally, switch to Heavy Wing and
crisscrossing beams, like the one for each). As you emerge from the
eight hits, it boosts forward. Keep target the carrier. You have
you traversed earlier. Before tunnel, another three Seba drop
blasting it with lock-on shots until another six chances.
Mobo mentions it, swing around down from another roof hole.
you shoot it down.
and target the Carrier Seba with Target and dispatch them as the
your Heavy Wing lock-on. Fire! tunnel ends.

One of these strikes will blast it


The beast releases a red laser from the sky. As it falls, take the
beam that congeals into a tremen- Base Gene and exit through a
dous, damaging blast. When this As your mount flies through the Now look right, and you spot a
dust-filled opening. Enter a huge
happens, release your last chasm maze, try to blast the friendly Wormrider with Mobo and
plateau area, where you must
barrage, change to Glide Wing, Carrier Seba about five times. three Seba swooping in. Lock-on
dispatch two more Churmachums.
and boost to the right. Ignore its energy ball attacks, and quickly blast the Seba before
which strike the jutting stonework they reach attack position.
of the chasm. Follow the Carrier
Seba overhead.
If you fail to blast the Seba, they Look left and you see two more This Seba delivers a Gene Base, In a matter of seconds, your
won't drop a Base Gene (which Seba. If you wait for Mobo to tell but don't look for it. Instead, face mount passes through a large
should be given to your Heavy you this, the Seba will have forward and prepare for a nasty tunnel entrance. Mobo bids you
Wing), and the Seba attack already arrived. Aim to dispatch onslaught from three Ramjanaki. farewell, but he's back in a
Mobo, changing his opinion of the Seba as Mobo speaks. Blast each with a laser shot, then moment. Stay in Heavy Wing form.
you. You have some time to eliminate their energy ball attack. You emerge at a huge gray
destroy these Seba. Boost forward. plateau. Route B has rejoined the
main path.

A second later, two more Seba


drop in, then two more—just as
If you dispatch the Seba, you have before. Take them out in pairs. Face They zoom away from you and
five seconds of quiet flying, during left until you've blasted all four, head behind you. Turn around and Once you're away from this
which time Mobo insists that you then prepare to take out a final target them again with another plateau, Mobo says you're
love him. If he's under attack, Seba that appears only briefly. two sets of three lock-ons. That almost at his settlement. Continue
however, he protests instead. finishes them, but three more to face forward until another
When Mobo tells you that the Ramjanaki are incoming. Churmachun appears in front of
enemy isn't letting up, face right. you. Lock-on now!

As the final two Seba fall, move


your target to the right and slightly
up, focusing on the background of Target, lock-on, and fire. Repeat,
A moment later, two Seba drop in the valley's left side. A single Seba and blast the three energy balls If you took Route B, you didn't
from the right. Blast them before rises, then drops. You have with your hand weapon. Target need your Berserk, so it's fully
they even stop to hover and fire at a second to dispatch it. Don't them a final time as they pass charged. This is a fine time to aim
you. A second later, two more forget it! underneath you and do it your Heavy Wing's full strength at
Seba drop in, followed by two quickly, before Mobo takes one a cone-shaped Churmachum, and
more. Target them in groups of out. If he does, you don't get the it's the only way to dispatch all the
two, lock-on, and blast. kill and the points. enemies in time.

42
Episode 3: The Fallen Ground
43

Mobo and Orta fly through the


rain-filled skies. Mobo proclaims
Mobo informs you that straight surprise that Orta has met the
ahead is the ruins of an Elder war. Drone, Abadd. Drones are
Don't turn around to look. Continue monsters created by the Ancients,
to face back, because 24 Seba Mobo informs her. Mobo's tribe
swarm in from behind in a moment. has lost many friends to the
Change to your Base Wing. Empire's Dragonmares.

The Churmachum moves slowly, You're in the path of the


allowing you to fly past it. Switch Churmachum's tentacle laser
your camera left, then behind you. blast. Don't let it connect! When
Lock-on and deliver three Heavy the laser begins to form, boost and It seems that the Empire is after
Wing shots. Continue to blast. move to the side, avoiding the You can fire off your Base Wing's Abadd to force him to make more
Pieces of the beast begin to fall off. blast completely. Berserk attack or, in the style of a Dragonmares for them! Orta and
true professional, fire at the first Mobo enter a ruined series of
10 Seba you can target. Repeat, massive stone structures; Mobo's
and repeat again. Gradually you den is on the other side of this
knock down the swarm. desert. But watch yourself. The
area is full of ancient traps—and
one has activated!

BOSS BATTLE: CATHARP


The beast releases a series of After another four sets of lock-on
minor, star-shaped energy blasts, blasts, the Churmachum explodes.
then boosts forward. Turn to face Mobo expresses his captivation
left, then forward, continuously with your beauty, but there's no
locking-on and launching Heavy time for small talk. A second You must be extremely fast and
Wing blasts. Mobo shouts for help! Churmachum flies into view. Look lock-on to the remaining Seba
forward and right as the beast before the cutscene starts. This is
slows down. possible, but you're likely to have
four to six stragglers to take care
of before you exit this plateau.

Glance to your left and take care


of two Seba disrupting Mobo's
flight pattern. They drop a Gene The Catharp is a monstrous giant
This Churmachum is on your right,
Base. Switch back to face with a carapace of thick plates.
but the usual battle tactics apply.
forward. The Churmachum You must break all these plates off
The beast slowly sheds armor as
releases a faint red laser beam its galloping form. Start with the
you hit it, then boosts ahead for a
straight at you. Change to your mask. Look to the rear and use
laser attack before finally yielding
Base or Glide Wing. Heavy Wing lock-on shots.
to your 12th set of three Heavy
lock-on shots.
The creature leaps again, landing After you boost around the
in front of you. Spin around to Catharp about nine times and hit
view the Catharp. When it lands, the eye and head area each time,
transform into the Glide Wing, and the beast loses its main armor and
boost to the side to avoid its lopes forward on all fours. When it
electro scythes. Boost in front of sheds its armor, turn to face back-
it, change to Heavy Wing, and ward.
begin the process again.

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 charges and leaps Once in front of the Catharp,


over you. When this happens, wait switch to Heavy Wing and blast
for the beast to land and switch to the creature with as many
your Glide Wing. When the barrages of three lock-on shots as
Catharp launches greenish-blue possible. Keep knocking down
electro scythes, boost forward electro scythes with regular
44 along its left flank. gunfire before they hit you.
Episode 3: The Fallen Ground
45

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.

Don't wait around in this position


for it to launch a deadly barrage.
Boost again so you're in front of it, As it lands, blast it two more times The only difference is that after
look backward, and train all your with Heavy Wing volleys. It leaps you avoid its first leap, it takes the Finally the Catharp falls. It shakes
Heavy Wing lock-on ordnance again, flies over your head, and Catharp longer to run away from its head, rises on its hindquarters,
straight at that eye. lands in front of you. Target and combat. Keep up the Heavy Wing and staggers for a second as
blast it again to build up your lock-on barrage, even if the orange sparks shudder through its
Berserk power. Catharp lands behind you. You can system. Then it topples with a
take out the beast now. crunching thud. Congratulations!
Your mission is complete.

SCORE RANKING PARCHMENT: UNEARTHED


SHOT DOWN RATIO
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 95–100% 90–94% 80–89% 60–79% 0–59%
SCORE
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 65,000+ 50,000–64,999 40,000–49,999 30,000–39,999 0–29,999
Hard 50,000+ 40,000–49,999 30,000–39,999 20,000–29,999 0–19,999
HITS TAKEN
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 0–3 4–10 11–25 26–40 41+
BOSS CLEAR TIME
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0:00.00–1:30.00 1:30.01–2:30.00 2:30.01–4:00.00 4:00.01–6:00.00 6:00.01+
Hard 0:00.00–3:00.00 3:00.01–4:00.00 4:00.01–6:00.00 6:00.01–8:00.00 8:00.01+
Episode 4: Gigantic Fleet
ENEMY INCURSION PARCHMENT: UNEARTHED
Troop Type Points Awarded Troop Type Points Awarded Troop Type Points Awarded
Airship Kartha 50 Flaming Bolt 5 Imperial Family Hovertank Dahra N/A
Airship Kartha Prototype N/A Floating Mine Mardai 100 Missile Launcher Arm 20
Assault Hovership Taishak 500 Guardian of Imperial 5,000 Shielded Warship Shaiha 1,000
Battleship Bhout 40 Homing Airship Ajati 2,000 Warship Missile 5 Concentrate on the middle ship for
Ceremonial Turrets 30 Homing Missile 5 Warship Foom-Barcli N/A about two seconds, then move the
Dragonmare 2,000 (per beast) Imperial Elite N/A energy beam left to the far ship.
Then move it right, to the third
hovership. This knocks one or two
BRANCHING OUT MISSION OVERVIEW LET'S RIDE! of the ships out of the sky and
This episode has no weakens the remaining ships.
branching pathways.

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.

Each hovership takes four sets of


three lock-on shots to destroy.
Keep a mental note of how many
barrages each ship has taken.
You can deliver two sets of Heavy After you deliver the fourth set,
lock-on trios before you must blast move to the next ship. Don't wait
eight missiles it fires at you. Then to see if the ship you shot
Then blast the leftmost hovership
aim up and left to take out a second explodes. Speed is the key to There's just time to target and fire with one or two salvos from your
downing all your adversaries. another salvo at the middle two
volley of eight missiles, then a third. Heavy Wing. Previous damage
Now aim up at the far ship. hoverships. Then target and blast weakened it to about half-
four battleships coming in from the strength. As it falls, shoot down
right. Immediately afterward, three incoming missiles.
launch a second salvo at the four
battleships incoming from the left.

As you demolish the last hover-


You damage but not destroy these ship, Mobo instructs his men and
three ships. As they accelerate you to dive. Change to your Base
past you, lock-on and follow them Wing and face forward. As you
with your target. Aim for the far begin your dive, target the two
ship, at the top, then the one at middle hoverships below you.
your screen’s top right. Then move
to the center ship.
Now face left. The hovership at This floating weapons platform is Keep pummeling the platform with Just after you receive the Gene
the far right has flown behind you, extremely dangerous. Continuously Heavy Wing ordnance. Ten or so Base from the destroyed Homing
meaning that both remaining craft blast it with Heavy Wing laser barrages destroys the three Airship Ajati, six smaller Airship
are on your left side. lock-ons, three at a time. Maximize nearest corners. Aim behind Karthas—three on the left, three
your triple lock-ons by moving the the nearest corner at the on the right—zoom in and stop
target quickly left to right and back remaining targets. above you. Target all six. For extra
again. Aim between the middle point multipliers, use your
and outer turret. remaining lock-ons to target the
hoverships.

Launch four sets of three lock-on


shots at the nearest hovership. If
you neglect these craft, they launch Mobo orders you to ascend verti-
missiles just as you attack the plat- cally. There's still time to take out
form ahead, so deal with them first. Do this for one side, then the the airship before you change
Down one, then repeat the firing to other. Make at least one of your direction. Downing this ship takes Another six airships zoom in. If
down the final hovership. lock-ons hit one of the airship's 12 sets of Heavy Wing trio lock- any survive, they drop homing fire-
four large ceremonial turrets. ons. You can explode it just as balls at you that you cannot shoot
After you launch about six trios of you're about to ascend. down. Avoid these. Two strategies
lock-on shots, the turrets fire. are available for the second set of
airships.

Count the number of shots each


hovership takes (a total of 12 Heavy
Wing lock-ons destroys it). Turn When you change direction, you
and face the Homing Airship Ajati. If you destroy at least two turrets, have Mobo's Wormriders to your
you won't have to dodge the right and four huge hoverships First, you can lock-on with your
turrets' green electrical bolts. If above you in the distance. Change Base Wing and shoot them down,
they hit you, you lose health. to your Base Wing and for a reasonable point score.
It's easier to dodge the quickly launch a 10-hit lock-on Alternatively, boost into the six
bolts in Base Wing. strike at the hoverships. airships and ram them. Whichever
method you choose, it's imperative
that you also launch your Base
Wing's Berserk attack.

48
Episode 4: Gigantic Fleet
49

Mobo and Orta jointly assault the


Imperial warship. A squadron of
Launch the attack just as the
battleships approaches Mobo's
second Airship Kartha's fireballs
Baldor from behind and blasts it
are about to hit you. The fireballs
with missiles. Mobo tumbles from
miss you, and your Berserk attack
the sky—he's out!
demolishes all four hoverships!

Almost immediately, two more Immediately after blasting the


An Airship Kartha in the second The Imperial warship officer informs
airships zoom to your right side. airships, look up and lock-on (in
wave drops a valuable Gene Base. his superiors that one of the targets
Target both and blast them. If either Base or Heavy Wing form)
As the Berserk attack continues, has been eliminated. Has Mobo
you eliminated the hoverships to another Homing Airship Ajati.
fly through the middle of the four really been defeated? You must
earlier, you won't need to blast 30 You can achieve an impressive
hoverships. Look behind and see assault the Imperial warship alone.
missiles at this point. Fly on, number of lock-ons if you look up
the hoverships exploding. Change to Base Wing.
looking to the right. and target its underside.

When the action subsides, Mobo Aim at the three overhanging


A couple of seconds later, two When you can no longer target
instructs you to concentrate on ledges ahead, swinging your
more airships appear. Blast them the underside, switch to Heavy
the mothership—the Imperial target back and forth on the two
while looking right, then look up Wing and attack the ceremonial
Warship Foom-Barcli. The Imperial black slots above the middle
while facing right and target the turrets on each corner before they
warship hasn't been spotted yet, ledge. Two missile-launcher arms
final two airships. Do this quickly, fire their electrical bolts.
so face right, target two airships, extend from these slots. Target
before they fire a missile.
and demolish them. their six turrets.

If you didn't destroy all the


hoverships in the previous
ascent, you fly around the hover-
ships instead of flying around the As pieces of the Ajati fall away, you
sky in a long circular path. You The airships speed off if you miss spot dozens of stationary hover-
must deal with 30 missiles from them, but you can still target them ships. Ignore them, especially while
the hoverships as well as pairs you're taking apart the Airship Ajati.
and lock-on at range. This is
of airships. In this case, ignore
particularly important for the final Your mount now heads for the
the larger hoverships and
concentrate on the airship duos. two airships. The one with the gigantic Imperial warship.
gold ribbon holds a Gene Base.
Fire, then retarget and fire again. If you miss any turrets, look right At another ledge, two more There are 16 missile-launcher
All the turrets explode. Use your and blast them as you pass. missile-launcher arms rumble out. arms in four rows of four. Target
hand weapon to pick off the Then lock-on to a single troop They appear just as you pass. the bottom eight and fire, then
missiles on your flight path. Now deployment arm that has a metal Look right, lock-on to all six, and repeat. You have just enough time
face forward and fly alongside the spike protruding down. It counts fire with your Base Wing. Turn, to execute this plan before you
Imperial warship. as an enemy. Blast it twice look behind, and lock-on again. must aim up and left.
and it explodes.

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.

Face front and wait for four battle-


Target the two battleships and the Target the three battleships first, ships to pass overhead and join
six turrets in one lock-on series. then the airships. Try to demolish formation with a Shielded Warship
Fire, then lock-on to the six turrets A second later, change to Glide or them all in one lock-on strike. After Shaiha (the cubelike object). Two
again. Fire to demolish them Base Wing form. Take care of a you deal with three missiles fired more battleships join the formation
before their 30 missiles streak couple of missiles that are headed by the battleships, train your Base and, as you dive to a lower deck,
toward you. your way, then turn and make sure or Glide Wing up at the side of the four Airship Karthas.
all the missile turrets are Imperial warship. The airships
destroyed. Now face forward. shouldn't leave their scaffold!

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.

Eight Airship Karthas lift off from a


roof mounting and dive straight
down in front of you. Dive after As you continue along the side of Four more shielded warships
Launch your Base Wing's Berserk. them, targeting as many as the Imperial warship, five more appear ahead of you. Boost imme-
It tears through all 18 missile- possible. Blast them all as you mines appear. Blast them with diately and knock out two of them,
launcher arms and the airships. level out and fly forward again. gunfire or lock-on shots. Do the then turn and blast the others—
When the Berserk finishes, blast same for yet another set of five. one on each side—with your Glide
the missiles homing in on you, Look ahead and aim slightly to the Wing's hand weapon. Do this
using your hand weapon. right to deal with them. before the cutscene starts.
Amid a constant, steady stream of
missile and weapons fire, Orta
The next laser sweep comes To defeat the Guardian, use the Back in front of her, blast that
spies a weakened door in the
straight down the middle. Move to boost and the Heavy Wing lock- chest cavity with around six sets
vessel's interior and blasts it.
the left or right when it on, and use precise timing. As of lock-on shots. Execute this
Entering, she sees a giant
approaches. As you fly up the combat begins, switch to the move as quickly as possible. The
Dragonmare hatchery, with beasts
huge ceremonial steps to the Heavy Wing and lock-on to the Guardian moves her left arm.
still in the embryonic state. With a
Guardian's rooftop vantage, more exposed chest cavity.
screeching roar, the dragon flies
lasers pass harmlessly by.
out again.

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

As the Guardian's hull structure


crumbles, Orta is shocked when
If you deliver enough damage, You can close about half the bays. Dodge the laser, the arm's swing, the army officer calls her "drone."
the Guardian's anti-laser system A series of 10 missiles emerges and the boulder attack. Continue Is she nothing more than a
bursts into life and the chest cavity from the top of the Guardian's to pummel the chest. When the weapon, like Abadd? Captain
disappears. The Guardian flashes head. Even in Heavy Wing mode, Guardian is down to one-half to Evren and four other Dragonmare
white for a second. Boost forward they are easy to stop. Or you can one-third health, boost above riders close in after Orta critically
immediately. slow down and drop to the side to her as the anti-laser system acti- wounds five Dragonmares. Evren
avoid them. vates again. Defeat it just as you is intent on tearing her limb from
did before. limb for destroying the main
Imperial warship!
If the Guardian begins to move BOSS BATTLE:
her right hand, make sure you're CAPTAIN EVREN AND
on the screen's right side—the Boost or slow down when the
Imperial soldier tells his team
THE DRAGONMARES
arm intends to backhand your
dragon. This attack usually that the missile system is
misses, but slow down if it gets working or offline. If you wait
too close. Continue to fire at the Blast the remaining bays with lock- around, or delay changing your
chest cavity. on Heavy Wing shots. You may speed, you may run into or be
need to deal with another round of swatted by the Guardian's arms.
missiles. When the Guardian
flashes white, you know you've
done enough damage to cause the
anti-laser system to malfunction.
Slow down, in Glide form.

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.

Follow it as it leaves a rainbow


trail, dodging above the train so
you aren't hit by the trail. This
happens a couple of times, then
the Dragonmares come together,
in front of and close to you.
Launch numerous lock-on strikes
during this period.

SCORE RANKING PARCHMENT: UNEARTHED


SHOT DOWN RATIO (176 ENEMIES)
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 95–100% 90–94% 80–89% 60–79% 0–59%
SCORE
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 120,000+ 90,000–119,999 70,000–89,999 50,000–69,999 0–49,999
HITS TAKEN
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0–5 6–10 11–15 16–20 21+
Hard 0–10 11–15 16–20 21–40 41+
BOSS CLEAR TIME
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0:00.00–3:00.00 3:00.01–3:30.00 3:30.01–4:00.00 4:00.01–5:00.00 5:00.01+
Hard 0:00.00–4:30.00 4:30.01–5:00.00 5:00.01–5:30.00 5:30.01–6:00.00 6:00.01+
Episode 5: Eternal Glacies LET'S RIDE!
ENEMY INCURSION PARCHMENT: UNEARTHED
Troop Type Points Awarded Troop Type Points Awarded Troop Type Points Awarded
Acid Ball (green) 5 Els-Enora 4,500 (first battle) Pussa Bubo 2,000
Acid Ball (purple) 5 Els-Enora 6,000 (second battle, initial targets)
Crystallized Spear Shard 5 (end of second battle) Urimasan 50
Didar 50 Erkist 100 Vont-Morli 800
Didar (large) 80 Excretion Ball 5 White Shard 5 With only a Base Wing dragon
Els-Enora 100x8 Madidar 80 Yarva-Raum 30 available, no flying ability, and no
Berserk power, you must rely
exclusively on your lock-on skills
BRANCHING OUT DEBRIEFING MISSION OVERVIEW and hand weapons. As your
INFORMATION mount gallops over the ice, aim
straight ahead.

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.

Don't worry if you can't lock-on


with all eight shots. Time is of
the essence. Firing six or seven
shots, then targeting again, is
much better than waiting for
your last target to lock-on. If you
wait, you won't destroy this
56 creature!
Episode 5: Eternal Glacies
57

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.

Route A is a little more difficult


than B. Keep this in mind during
your first attempt to complete
this episode.
The Pussa Bubo goes down as a It may launch 10 excrement balls
couple of red radar blips appear Bring down a final Didar as it at you. When you see them TRAVERSING ROUTE A
behind you. Swing around and attempts to disappear over the hill appear, aim up and blast them
look down. You see 12 Didar loping to your left. As you aim at it, you with your hand weapon. The
toward you. also catch another Pussa Bubo in Pussa Bubo then bounces into the
the distance with some of your sky, speeding ahead of you. Keep
lock-ons. Focus on this beast. locking on.

As you pass to the right of the


ruined temple entrance, face
ahead and lock-on to a bouncing
After you spot three or four, target Pussa Bubo. It leaps to the left,
and fire at any you see. It takes and a second Pussa Bubo follows.
four shots to destroy a Didar. You Keep pummeling the first one you
Lock everything on the Pussa The beast is destroyed as it lands
can strafe across and aim at up to aimed at.
Bubo ahead. Lock-on and shoot it near the ruins of an ancient
eight with one lock-on, or you can repeatedly until it deflates. A temple entrance. When you near
bring down two at a time. second Pussa Bubo bounces in. this temple, four Urimasan poke
out of the ground to greet you.

These fiends overrun you! Keep


facing forward. Two more Pussa
Bubo appear from your left. Keep
The newly arrived Pussa Bubo
Take out four Didar before they focusing on the first Pussa Bubo,
begins to bounce away. Fire at it
run across the hillside to your left. aiming any extra lock-on shots at
while facing right. On your second
Target them, destroying about the one on the right.
volley, a third Pussa Bubo moves
eight acid balls they fire as they
into the foreground. Aim at both,
begin to overtake you.
but keep tracking the second
Pussa Bubo.
You can increase your points
multiplier in this Pussa Bubo
battle by making sure your final
strike on a dying Pussa Bubo
also targets other Pussa Bubo in
the area. You get 8,000 points for Your dragon runs deep into the Concentrate on these and dispose You can't lock-on to these crea-
the first Pussa Bubo you take glaciers of this eerie region. of them. Aim at the leading Didar tures quickly enough to launch a
down, instead of 2,000, if you Ahead and to your right is a large as the group turns the corner. If shot before they strike. Shoot
simultaneously target the three mountain range. Look to your right, you haven't been proficient, look down the second, then the one on
others. This is extremely difficult!
but aim halfway up the mountain behind you and continue to target the left. Now turn and face front,
to your left. them until the last possible even though three enemy blips
moment, until they clamber up the appear behind you on your radar.
hillside and are out of view.

After one Pussa Bubo goes down,


aim at the next. Fend off a barrage A herd of Didar appears from a
of excrement balls with your hand narrow ledge that runs around the These are three more Erkists. They
weapon. Continue to target the mountain. Take them down two at After the last Didar-dispatching "swim" under your path to an area
nearest Pussa Bubo on your left, a time, always aiming at the Didar moment, an Erkist leaps out of the in front of you just as you enter a
(the majority are on the right and leading the pack. They turn the snow behind you and tries to ram narrow gorge. Aim slightly right
eventually move left) until all move corner and continue to run. you. You can destroy the Erkist and blast the first, second, and
to the left side. with your hand weapon. third. Be accurate, or the third one
hits you.

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.

Now destroy both the middle and


left Pussa Bubo as they disappear
behind a snow bank. If you blast
until the last second, you can take
58 out both.
Episode 5: Eternal Glacies
59

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

Five Didar leap from right to left


Continue your barrage. Ignore the across the top of the gorge. There's Look right and behind you and spot
first three acid balls that pass over a group of three, then a group of the surviving Didar and Madidar
your head, but shoot the second two. They leap right to left, then left scaling a cliff wall in an attempt to As you pass the ruins on your
three as you emerge from the to right. They never land and you escape. This is your last chance to right, face forward. On a snow
gorge. As you spot the valley must expertly target them. finish them off. In the future, take bank ahead and right, eight
ahead, shoot and destroy another care of them in the gorge! Urimasan appear from the ground.
three acid balls. Only one or two When they appear, lock-on to all
Madidar remain. eight and demolish them!

Target and take down at least three


of them by the time four Madidar When you finish the Didar, face
approach. There are only five Didar forward. Five final Erkist beasts
The final Madidar attempts to run and Madidar total. Keep aiming! swim underfoot, and all have Afterward, target another eight
left. Aim and fire. Each of these moved directly in front of you. Urimasan on a ridge ahead and
critters takes about 12 lock-on Ready your hand weapon and fire, left—these appear when you take
shots to destroy. Look left and starting on the right. out the first set. Target them all
pummel the last Madidar until it and fire. After blowing up the
falls. Then look ahead. Urimasan, shoot the acid balls
they launch at you.

Launch a full lock-on salvo as the


four Madidar leap left to right.
Shoot down the three acid balls,
immediately aiming at them again,
because they leap right to left in
the distance. Defeat the two Didar
that leap across the gorge twice
in the distance.
Target another eight Urimasan These balls pass over your head;
popping out of the ground. Launch concentrate on the final few. As
the salvo at them, then shoot down the last four Yarva-Maum try to
their acid balls. Look right to escape across to the right, lock-on
accomplish this, then face forward. and destroy them. Now turn and
look right.

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 aim upward while facing


Your mount runs down the moun- forward, and blast a second Vont- Turn and look left. Six Didar gallop
tains and into the ruins of an old Face forward and look up. A giant Morli. Do it again as four more around the left side of some stone
temple. Face forward and aim Vont-Morli descends from the sky, Didar fall to earth, and again as columns, firing acid balls. Shoot
slightly left. A group of red blips acting as a troop carrier for four the Vont-Morli tries to escape. all the acid balls down, and lock-
coming in from the left appear on Didar. Aim a volley of shots at it. Then quickly shoot the acid balls on as the Didar gallop back in
the radar. from the four Didar. front of you.

As it passes behind a stone


Twenty Yarva-Maum flap into your column, aim and lock-on for a third Target two Didar at a time and Take three down before they pass,
lock-on sights. Target the first time as the Didar drop from the pummel them with lock-on shots. then swing right and target the
eight and fire. As they cross from Vont-Morli's back. You defeat the You may have to turn around and remaining three as they disappear
left to right in front of you, target Vont-Morli, allowing you to focus target the final Didar, but do behind a pillar and then a ruined
another eight and fire. They on the four Didar in front of you. this quickly before the next Vont- building. You have two gaps to try
launch acid balls. Morli arrives. Turn and look left, a final volley before they're
aiming up. hidden.
60
Episode 5: Eternal Glacies
61

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.

The crystallized shards split into


three shards each and dart toward
That Madidar falls just as a second you. Look for the green flashes of The Els-Enora launches four
Madidar appears in front of you. As your dragon gallops across light and aim your hand weapon at ribbons of red crystallized shards
Target it and fire. Four Urimasan this bridge, look out! In the this area. Blast the middle shard, from its interior. Strafe these
pop out of the ground ahead of distance, a huge Els-Enora rises then move to the next green flash. shards from left to right horizon-
you. Boost and ram them. Lock-on from behind the bridge—you are tally, using your hand weapon.
to the three Madidar. encroaching on its territory. Get Then aim at a second, third, and
ready for a fight! fourth wave of shards. Ignore the
main body of the beast while
BOSS BATTLE: you're defending yourself.
ELS-ENORA

You can lock-on with all eight


targets four more times as the Els-
Lock-on from left to right. Lock-on Enora flies forward, stops in the
to each Madidar with four shots, distance, then slows slightly and
then another until your targets turn moves to the right. As you look
red. Continue this lock-on pattern forward, switch to your hand The Els-Enora flies to your right
as you emerge from the ruined weapon and take out the five sets side. Follow it, launch another
temple area. When only one of shards when they emit the barrage, then switch to your hand
Madidar remains, prepare to ram! green light. weapon. Strafe left to right and
take out six shards, then another
The battle against this foe is split
into two sections. If you die in six. Now target and lock-on to the
battle during the first section, you beast as it descends.
must repeat the entire episode. If
you die during the second
section, you can retry from the
start of the second section.
BOSS BATTLE:
ELS-ENORA II

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.

You now have all your previous


You can target the Els-Enora
abilities (three wing types and
without confronting the shard
weapons) to take out this Els- attacks. When the second battle
Target and lock-on to it with two Enora's secondary attacks. begins, boost in Base Wing form,
sets of shots, then use your bullets Remain in Base Wing form and accelerating to an area under-
as the beast soars to the left of target the lock-on spots on your neath the beast's right wing.
you and releases another two sets Repeat the attack strategy until adversary's back.
of six shards. Strafe left to right to the Els-Enora loses around one-
dispatch them. Then lock-on to the third of its total health. It begins to
Els-Enora again. fall out of the sky and sweeps
around underneath the bridge.

As you target, the creature Now lock-on to the beast's back


releases 10 shard attacks, one at and wings and the four flashing
a time. Each flashes green and targets on the underside of the
As the beast flies low to the sea, it right wing. These are your primary
Blast it with laser fire 10 times splits into three more shards.
blasts at the bridge supports, targets for the second part of this
(about 80 lock-on shots) as the Locate each green flash and blast
using a gigantic energy pulse. battle. Look to your left, aim up,
Els-Enora flies ahead of you. Then it, then move to the next.
After it destroys three supports, and target all four spots.
it slows down and repeats its part of the bridge collapses. Orta's
initial attack pattern. mount regains its strength and
takes to the sky.

If you continue to trail the crea-


ture and pummel the targets on its Your Heavy Wing isn't quick
back and wings, it releases a enough to deal with the beast's
more impressive shard display. acid ball attacks, and the Glide
These four shards explode in Wing doesn't damage it fast
green light, but also release a enough. Stay in Base Wing and
circle of 12 shards, plus three in fire two lock-on salvos.
the center!
62
Episode 5: Eternal Glacies
63

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.

Fire at it again, then manually blast


15 newly released acid balls. After Move to the left side of the Els- Just before you hit your first It launches yet another white
three to four sets of lock-on hits, Enora and lock-on to its other shard, boost and point your Glide shard attack. Avoid the attack,
the creature slows down. Spin to wing. Target the wing, manually Wing downward. You zoom down then move back under its
face behind him. Note: You can still shoot the acid balls, and slow to the right side of the Els-Enora. remaining wing. Keep locking on
lock-on to those targets now. down when the creature slows to From here, boost again and wait and blasting until you cripple the
bite you. for it to rear up to bite. Slow down, beast's wing. Immediately change
hover at its left side, and begin to to your Glide Wing form!
whittle down its wing again.

Don't simply boost out of the


shards and wait behind the Els-
The creature is ready to charge Enora, or it launches dozens
straight at you and bite. As it rears After about five hits on the four more spear shards at you. Don't
up and moves, slow down—don't wing targets, the Els-Enora speeds waste time shooting them— The Els-Enora goes into spasms,
accidentally speed up, lest you boost quickly to the Els-Enora's launching countless shards. These
ahead, leaving you behind. It then
suffer severe damage. Park your- side. If you wait for the shards' rip through the creature itself, and
boosts vertically, releasing release to boost, you move
self under the wing. Shoot it again. hundreds of white shards. When it slowly succumbs to its own
directly to the remaining wing.
this happens, start firing in your weaponry. Wait out the destruction.
Glide Wing form.

After another two sets of 15 acid


balls, the creature slows and
attempts again to bite you. Launch
your Berserk power-up at the
beast, especially since you're just
about to fire at the acid balls.
Wait on the creature's right side.
In your Glide Wing form, launch
manual shots at the two sets of
shards, looking for the green
explosions for an aiming point.
Continue this defensive firing until
the Els-Enora falls.

SCORE RANKING PARCHMENT: UNEARTHED


SHOT DOWN RATIO
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 95–100% 90–94% 80–89% 60–79% 0–59%

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+

BOSS CLEAR TIME


Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0:00.00–4:10.00 4:10.01–4:40.00 4:40.01–5:10.00 5:10.01–5:40.00 5:40.01+
Hard 0:00.00–5:10.00 5:10.01–5:40.00 5:40.01–6:10.00 6:10.01–6:40.00 6:40.01+

64
65
Episode 6: Legacy
MISSION OVERVIEW

ENEMY INCURSION PARCHMENT: UNEARTHED Your second pathway depends on the


color of the first and second locks.
Troop Type Points Awarded Troop Type Points Awarded Your third pathway depends on the
Atish 4,000 Degla 50 color of the third and fourth lock. In
Atish Rocket 60 Gat-War and Kot-War 1,000 general, turn all locks blue for the A
Carrier Nayak 200 Nayak 200 routes and to any color except blue for
Ceremonial Lock (turned blue) 600 Ocular Sensor 20 the C routes. For the B routes, change
Churook 60 the first or third lock to blue, and leave the second or fourth lock any other
color, as shown in the table below.
ROUTE COLOR TABLE
BRANCHING OUT Route Desired Lock 1 Color Lock 2 Color Lock 3 Color Lock 4 Color
This episode has three branching (Pathway 2, 3)
pathways. The first branch choice AA Blue Blue Blue Blue
appears when you follow Abadd AB Blue Blue Blue Not Blue
down a circular chute. To the left is AC Blue Blue Not Blue Not Blue
Route B. Straight ahead is Route A. BA Blue Not Blue Blue Blue
Do nothing, and you access Route B. BB Blue Not Blue Blue Not Blue
Access Route A by following Abadd BC Blue Not Blue Not Blue Not Blue
CA Not Blue Not Blue Blue Not Blue
down the side passage. CB Not Blue Not Blue Not Blue Blue
CC Not Blue Not Blue Not Blue Not Blue
The second choice presents itself
ROUTE VARIATION CHART
deep within the central computer, at
Variation Route 1 Route 2 Route 3 # of Enemies
the first security lock. This area has
four identical locks, one after the 1 A A A* 188
other. They are red, but the color 2 A A B 194
3 A A C 198
changes when they're shot. The
4 A B A 192
color of each lock determines which 5 A B B 198
of the two remaining routes you take. 6 A B C 202
7 A C A 196
8 A C B 202
9 A C C 206
COLOR LOCK CHART 10 B A A* 202
Lock Color Action 11 B A B 208
12 B A C 212
13 B B A 206
14 B B B 212
Red Initial color (do not fire)
15 B B C 216
16 B C A 210
17 B C B 216
18 B C C 220
Orange First color (fire one set of shots)
* To get 100 percent in every category for all enemies dispatched in this episode, take the
AAA route or the BAA route.

Yellow Second color (fire two sets of shots) DEBRIEFING INFORMATION


Orta and her mount, following the
path of Abadd the Drone, enter the
ruins of a massive machine built in
Green Third color (fire three sets of shots) the Old Century. This mysterious
place is filled with machinery from
past eons that churned out organic
tools for long-ago wars. The chase
Blue Fourth color (fire four sets of shots) here is frantic. Orta discovers that this is her birth place. But to fully
comprehend this—and the secrets of her creation—she must access the
huge Old Century network.
There are 18 pathway variations This buildinglike entity has an This simple demolition strategy Continue the lock-on pummeling
for this place, but for now concen- intruder-filtering program and comes with a caveat about the after the rockets stop. Stay in
trate on the A routes for the intends to use it on you. Switch to Atish's defense mechanism. After Heavy Wing form and blast the
second and third route branches. Heavy Wing and lock-on and fire about three volleys, it launches a rockets throughout the fight, but
That's the only pathway to a streams of laser fire at the creature. single rocket along the wall transform to Glide Wing if the
perfect rating, collecting Gene tracks. This rocket flies toward rockets are constantly rocking you.
Bases as you go. you and explodes with highly
This also is the only episode with damaging consequences.
no boss at the end. Instead, one
Demolish the Atish in record
appears at the beginning. As time by consistently targeting its
enemies get progressively more central maw, locking on two
bizarre, it is important to learn shots, firing, then locking on
which dragon form is best to use again. This results in a more
against each enemy. constant stream of fire than
locking all your targets, and The nonmorphing rule has one
Finally, use your slowing boost for
reduces your foe's strength exception. At the end of the first
extra time to turn the four locks faster. Hold the 1 button once a The Atish fires its rockets from a entrance duct, both you and the
blue. And learn how to fly in tight second, release, and hold again. random pod. Look for a cyan- Atish fall into a larger link
spaces—stay in the middle!
colored flash, which indicates the chamber with large columns. The
rocket is launched. Stop locking Atish then picks up speed and
LET'S RIDE! on and switch to your hand attempts to ram you.
BOSS BATTLE: ATISH weapon. Target the area just in
front of the rocket's nose cone.

You can also fire at the Atish's four


rocket bays—one at each corner
of its body—as it hurtles through
the entrance duct. The rest of this Continue the Heavy Wing barrage
battle is straightforward. of lock-on shots, but at the last
Continually blast the Atish in these The Atish fires seven or eight instant, switch to your Glide Wing
locations until it explodes. rockets. Sometimes they don't and boost forward, away from this
This giant interception device reach you and explode along the
has a large health bar and
gaping maw and into a second
wall, but don't count on it. Hover duct. Switch back to Heavy Wing,
takes multiple hits to destroy, your manual target over the
but it isn't counted as an end- and continue the lock-ons.
Atish's release bays and blast the
of-level boss. So take your time
blasting it—until it emerges rockets when they're far away—
from this duct! and a lot easier to hit.

66
Episode 6: Legacy
67

Inside the duct, Orta sees the


flailing Atish hurtling downward,
straight at her. At the last second, This metallic blob houses a Gat-
she flies into a side chamber. War and Kot-War. The Gat-War is
The Atish continues to fall, a red creature inside a ball of elec-
malfunctioning as it plummets. tricity; Kot-War are two blue crea-
Looking forward, Orta is surprised tures that link to the Gat-War. Face
to see Abadd! forward, in Heavy Wing form.

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!

If you don't, the light balls activate a


Defeat the Atish before you reach series of beams that tear into your
a second large link chamber so mount. If this happens more than
you don't have to engage the once, your chances of completing
beast in the next two chambers. If this mission drop sharply. But the
the Atish is still alive, boost away Atish is now incapacitated—it rams
from its second charging attack in into a duct entrance.
Glide Wing form.
Once the Gat-War and Kot-War After you dispatch these six A computer voice initiates a purge Afterward, another door closes
pop, train your manual Glide Ocular Sensors, switch to your of interlopers. That's you. You're from left to right. If your previous
weapon up and left at a trio of Heavy Wing and aim at one final attacked nonstop as you delve boost was early enough, you
dark gray Ocular Sensors bolted to Gat-War. These beasts spin clock- deeper into this system's defenses. regain enough power to dodge to
the ceiling. You cannot lock-on to wise around you at an acceler- Look behind you and fire at three the right of this door. Change to
them. Manually aim with a hand ating rate and change direction. Nayak closing in. Destroy them in Glide Wing if you're having prob-
weapon at all three, then three Fire your lock-on rounds early to one mass lock-on attack. lems in this section.
more on the right side facing you. avoid targeting them as they spin
around you.

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.

Fly with your wings vertically


oriented to decrease your
surface area when heading
around a door.

Another security door closes, right


to left. Before the door closes,
Lock-on with two sets of Heavy lock-on to three more Nayak that
As you finish the last Ocular
Wing shots and destroy the beasts appear in a vertical line behind it.
Sensor, switch to Base Wing and
just as you look right. This gives Launch the attack as you boost
face forward, staying in the middle
you time to face forward and around the left side of the door.
of the screen. Four Nayak ahead of
manually shoot down six more
you fire four streams of laser fire
Ocular Sensors, three on either
from their rears. Quickly lock-on to The next door closes from bottom
side of the passage.
the two locations of each Nayak to top, but it moves slowly enough
and fire a flurry of shots. to let you fly over it without
boosting. Swoop down and wait
for four hit-and-run Degla to
whoosh past you. Continue facing
forward, lock-on, and blast them
all in one volley.

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.

Five more Degla rise above you


from behind. Target and lock-on to
them. From your left side, five Use your Base Wing's Berserk
more zoom upward. Target them attack to take them all out—which
While you're listening to Abadd all and fire. is perfect for delivering a death
(boost past his dragon if you blow to all 50. As a bonus, you
wish), choose your first branching collect two Gene Bases when the
pathway. Fly up a rotating duct A swarm of Degla follow you. Look Degla are dispatched.
corridor and choose Route A up throughout this passageway
ahead or Route B to the left. investigation. After the cutscene
finishes, boost forward, disposing
of three Degla.

Continue to keep the viewpoint


beneath your dragon and look up.
Fly through a series of narrow
ducts and appear in an identical
pink room. Get ready to target
eight Degla that drop to your left.
Take the Gene Bases and exit this Fly through dozens of wall segments Lock-on and fire, then lock-on to As you enter a second bare
chamber, following Abadd into a closing in on you. Boost once, stay take out another five Churook that passageway, remain in Base Wing
large golden chamber. Your in the middle of the screen, and you appear on the right-hand wall. but look behind you. Five Churook
pathway rejoins the main route. pass into the next chamber, coming Take them out five at a time. Aim zoom under your dragon and pop
Keep in Base Wing as you emerge. almost to a standstill. Look forward forward and lock-on to another up behind. Strafe left to right and
in Base Wing. five that appear from the ground. hit them with one salvo.
TRAVERSING ROUTE B:
FIRST PATHWAY

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.

Now fly through the remainder of


the passage, staying in the middle.
Boost if you wish.

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.

As you accelerate, four Degla Sweep from right to left, targeting


approach from behind. This time the three on the ground, then
they stay behind, and you must sweep up along the left wall for
take out all four with one lock-on three more, and demolish the first
salvo. A second set of four Degla six. Now aim farther along the You take out three or four Nayak.
appear. Repeat the plan. If you passage at three on the ground They boost toward you, then turn
don't blast the first four, the and three on the right wall. Fire! around and prepare to release If they drop the bomb, swing right
second four don't appear. energy blasts. Target them as they to avoid the energy blast. You
turn—they're sitting ducks while come to your first lock. It is red, or
they're moving! will have changed color if you
shot it from the circular room. For
best results, change it to blue.

Aim at and blast three more on the


Fly through the closing walls (stay ground and three up the left wall.
in the middle and boost if you Finally, aim at three on the ground
want), and you appear in a and three on the right wall. After Abadd tells you that the room
deserted corridor with golden you destroy all Churook, an ancient beyond has the records of Orta's
organic structures at its end. Turn locking mechanism opens ahead of creation. Before they get to fire Shoot at it four times, as fast as
and face forward in your Base you. Route B is completed! another energy wave, demolish the possible, with your Heavy Wing's
Wing form. remnants of the 10 Nayak. Then lock-on targeting. If you're slow or
decide which pathway to follow. use another Wing type, it takes
twice as long and you can't enter
Route A. You also get extra points
for turning the lock blue.

Abadd and his dragon fly into a


A final series of Churook appear circular room of the ancients.
on the ground and walls in front of Change to Heavy Wing. From the
Beyond it is a room that contains
you, but now they emerge in two middle of this circular chamber,
the recorded history of the world.
places, in two groups of three. To target a round, colored lock before
Orta's secret lies behind this cog-
maximize your score, target all six you see it—aim through the fallen
like circuitry. Face forward, in
before firing. remains of the Atish that crashed
Base Wing form.
through the roof.
TRAVERSING ROUTE A, B, TRAVERSING ROUTE A, B,
AND C: SECOND PATHWAY AND C: THIRD PATHWAY

The A, B, and C pathways are The final A, B, and C pathways


almost identical; the important You spot four incoming Degla. Fire Ahead are a series of horizontal are almost identical. The impor-
differences are listed in the four targeted shots at them and gold beams. Move under and over tant differences are listed in the
flythrough below. You fly flythrough below. You fly
they blow up. If you miss, they fly them until you pass the last one.
exactly the same path, but the through exactly the same path,
in front of you. Face forward and Four Degla approach. Easily but the enemies are different
enemies are different and the
passage width changes from attempt to lock-on as you travel. dispatch them with your Glide and the passage width changes
route to route. Change to Glide Wing and dodge Wing's manual aim—you can even depending on your route.
Lock 1 must be blue to unlock right to avoid the blasts. keep it pointing straight ahead! Lock 3 must be turned blue to
Route A, or B. unlock Route A or B.
Lock 1 must be any color Lock 3 must be turned any color
except blue to unlock Route C. except blue to unlock Route C.
Lock 2 must be blue to enter Lock 4 must be turned blue to
Route A. enter Route A.
Lock 2 must be any color except Lock 4 must be turned any
blue to enter Route B, or C. color except blue to enter Route
B or C.

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.

If you travel Route A, the wall


opens slightly. Ahead are four
(Route C), three (Route B), or two
(Route A) Carrier Nayak. Target
them, avoid their red energy wave,
Ahead of you is a second lock. and dispatch them all. Defeat
Turn it blue to enter Route A. them, then change to your Glide Swing the camera behind you and
Leave it another color to enter Wing form. destroy four approaching Degla,
Route B (but only if Lock 1 was Swerve left and right through a then fly under the lock, down a
blue). Leave it another color to series of vertical beams, firing corridor to the fourth and final
enter Route C (but only if Lock 1 your manual weapon at four Degla lock. Switch this to blue to enter
wasn't blue). Turn around. that pass you from behind. Don't Route A (if Lock 3 is blue). If it's
turn around to fire at them or you not blue, you enter Route B (if
crash into a beam as they pass. Lock 3 is blue), or Route C (if Lock
3 isn't blue).
72
Episode 6: Legacy
73

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 RANKING PARCHMENT: UNEARTHED


SHOT DOWN RATIO
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 95–100% 90–94% 80–89% 60–79% 0–59%

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

You fight two Diodupure in this


episode. Although they have
sizable energy bars, they aren't
counted as the end-of-level
boss. Take as much time as you
Then look behind you. Six need to destroy them. As you dodge the beam, continu- If you destroy the Diodupure Lv1
programs emerge from the ether. ously blast the sensor. Re-aim if before you reach the far end of the
Target all six and fire. If you miss you miss your mark, but your cluster corridor, the computer
any, they emit energy beams that target doesn't have to be over the informs you that the analysis was
then merge and blast you. sensor. Continue the battering as successful. You receive a Gene
you pass through the first informa- Base and are transported to Level 1
tion cluster. of the Memory Cell. This is Route A.

The tunnel ends in an information


memory passage. Ahead is an
information cluster. A Diodupure
Lv1 has been dispatched to inves-
Now face forward and change to
tigate the memory block infiltra-
Heavy Wing. An Interception
tion. When it congeals into a ball,
Program Ver. 2.00 is emerging in Continue to fire at the Diodupure If you don't defeat the Diodupure
aim at the triangular sensor
front of you. It takes three sets of Lv1 until its outer bubble casing Lv1 before it reaches the gray mael-
moving about it.
lock-ons to explode it. shatters, exposing its nerve strom at the end of the corridor, the
system. The being refills its health. computer says it needs more data.
You are sent to Route B—the
re-analyzation chamber.

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!

If you don't blast the Ver. 1.00


Programs before they heal the
Inside the re-analyzation chamber,
Ofnir, this combat lasts indefinitely.
change to your Base Wing and
If you destroy them, the Ofnir
lock-on to, then destroy, three Spin around as three Ver. 1.00
regains no health and you can
Interception Programs Ver. 1.00. You are sent into a new informa- Programs fly overhead and chase
tear it apart with a final barrage of
Three more instantly appear. Turn tion tunnel. Change to your Heavy you from behind. Three Ver. 1.50
Heavy Wing ordnance.
right and down three more. Wing, because you instantly Programs immediately take their
attack an Interception Program place. Keep looking behind and
Ver. 2.00. Do this quickly, as two lock-on to these as well.
Interception Programs Ver. 1.50 fly Quickly look forward.
over your head.

If the combat repeats at least a


second time, the Ofnir also throws Turn left (double tap), and deal
out a blanket of Error Clusters, with three more groups of three.
rather than Error files, in future Target three more behind you,
combat. Blast these in Glide Wing. then move to the right side and
take out three more. Stay facing
right for three more.
A blue and red Interception Fire a continuous stream of Glide This Diodupure Lv2's unshielded If you failed to defeat the
Program Ver. 2.60 floats ahead. Wing bullets into the sensor, and form attacks like its earlier Diodupure Lv2 before it reaches
This takes four or five Heavy Wing watch the Diodupure Lv2's energy version, but instead of emitting a the end of the corridor, where the
shots to take down, so blast it beam. This blasts out every couple dispersed string of blue bolts, it colors turn to a darkening
apart with quick lock-on attacks. It of seconds, then moves either congeals its energy blast into a Sanskrit, the computer remarks
drops a Gene Base when you vertically or horizontally. long, winding strand of powerful that it requires more data. You are
reach a second cluster corridor energy. Dodge to the side and sent to the re-analyzation
and rejoin the main pathway. keep pummeling. chamber: Route B.

BOSS BATTLE: TRAVERSING ROUTE A:


DIODUPURE LV2
SECOND BRANCH

Maneuver your Glide Wing to the


side the beam isn't moving to. The
beam disappears and reappears in If it launches a second wave of
the same location, at which point blue energy blasts, dodge again
you move again. You can always and they pass to the side. Use the
stay to one side of it. Base Wing to down this adversary. You appear inside Memory Cell
Don't use your Berserk attack— Level 5. A star-shaped figure
you need it later. forms against the binary language
This is the second Diodupure
through which you're floating. A
you fight. Its energy bar may be
bosslike, but it isn't counted as voice says your mission is
the end-of-level adversary. complete and asks why you want
to remain. It tells you that your
body is mortal and fragile.

As you dodge the beam, continu-


ously blast the sensor. Re-aim if
you miss your mark; your target If you destroy the Diodupure Lv2
doesn't have to be over the before you reach the end of this
sensor. Keep up the battering as cluster corridor, the computer
you pass through the first cluster. informs you that the analysis was
This is an information cluster, and successful. You receive a Gene
the Diodupure Lv2 is here to inves- Base and are transported to the It tells you that if you continue to
tigate an infiltration. When it Deep Memory Cell: Route A. exist in the real world, your life is
congeals into a ball, aim at the more likely to end. It seems to
triangular sensor moving about it. understand, says "farewell my
other half," and asks that you
watch over your mutual friends.
You leave its sanctum.
Fire at the Diodupure Lv2 until its
outer bubble casing shatters,
exposing its nerve system. The
being refills its health.
78
Episode 7: Forbidden Memories
79

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.

You appear in a desolate, purple Face forward in your Base Wing


landscape. Change to your Base and target 11 Sealance Images You can aim and destroy more
Wing, and target four Sealance floating in ahead, to your left. The Sealance Images even after the Re-analyzation was a success.
Images. Fire, then swing your middle one is a Carrier Sealance screen freezes and you're taken to You are sent to Memory Cell
target left at six more. Then a final and releases another Gene Base. meet Abadd. That's one way to Level 4, a gray- and purple-hued
four appear, heading at you. If you're at Level 1 power, you can destroy all 90. The other is to use passage. Smash the first Data Coil.
target all 11 at once. the Base Wing's Berserk power A voice utters that purging of the
just before the group of 15 bug has been initiated!
Sealance Images appears. You are
teleported to Abadd's location,
and Route A ends.

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.

Or, you can boost forward, dodge


Soon after, another four Ver. 1.00 Orta recovers from her mother's a bolt, then boost again so you're
programs appear. Fly below them, Quickly defeat it, then target and message as an ominous pink glow ahead of Abadd. Then launch a
then spin around and target all destroy nine Ver. 1.50 programs calls to mind the central main- series of attacks that eventually
four behind you. Stay looking that appear and form a squareish frame. Abadd has appeared! Her topples him. Begin lock-on salvos.
behind as an Interception Program shape. Finally, another Ver. 2.60 mother, a Drone, and the genes of
Ver. 2.60 appears in the ether. appears. Lob as many Heavy Wing a human who entered the Gateway
Change to your Heavy Wing. lock-on shots as possible at it. You were responsible for Orta's
are teleported to Abadd's location, creation. Abadd wants Orta's form
and Route B ends. to reproduce itself indefinitely.
Abadd will not be refused.
BOSS BATTLE:
ABADD THE DRONE Abadd accelerates to your right
and attempts to swat you out of the
air with a giant hand. Switch from
Heavy Wing to Glide Wing, and
Blast the Ver. 2.60 before it fires A birdlike angelic being with a accelerate forward so that Abadd
and disappears. Keep looking female voice begins an ancient misses. Change to Heavy Wing,
behind you. As you appear out of recorded message. It asks why we look behind, and continue firing.
the tunnel and float through the were brought into this wretched
construct memory allocation world. Only our free will and
program, a Ver. 2.00 appears. Tear chosen paths will bring inner
through that with Heavy Wing peace. The being doesn't know if
ordnance. Orta will understand its plight.

Abadd boosts forward and


A half-ethereal Abadd gusts attempts to conjure more white
forward. Lock-on with your Heavy bolts. Weave left and right, boost
Wing and launch a salvo or two, near him, then boost ahead again.
then face forward. Continue When you're in front of him, look
locking on and launching. behind and repeat the Heavy
80 Wing barrage.
Episode 7: Forbidden Memories
81

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.

Repeat this twice more until the


spiky program moves back to
Abadd. Abadd boosts in front of
you, spins violently, and emits two
damaging solar waves. Slow down
in Glide form to avoid both. He
picks up another set of stones. You
can finish Abadd by this point.

SCORE RANKING PARCHMENT: UNEARTHED


SHOT DOWN RATIO
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 95–100% 90–94% 80–89% 60–79% 0–59%

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+

BOSS CLEAR TIME


Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0:00.00–4:00.00 4:00.01–5:00.00 5:00.01–6:00.00 6:00.01–8:00.00 8:00.01+
Hard 0:00.00–6:00.00 6:00.01–6:30.00 6:30.01–8:00.00 8:00.01–10:00.00 10:00.01+
82
83
Episode 8: Imperial City
LET'S RIDE!
ENEMY INCURSION PARCHMENT: UNEARTHED
Troop Type Points Awarded Troop Type Points Awarded Troop Type Points Awarded
Airship Kartha 80 Floating Mine Mardai 100 Imperial Soldier N/A
Airship Vahra 500 Homing Missiles (Airships) 5 Patrol Airship Vayu 200
Artificial Sun N/A Homing Missiles (Hovertanks) 5 Pump N/A
Assault Carrier Vermana 5,000 Hovertank Dahra 100 Remote Missile N/A
Battleship Bhout 50 Imperial Defense Unit Reinforced Homing Missiles
Catharp 5,000 Bacharsuha 7,000 (Carriage Emden) 5 As you gain control of your mount,
Civilians N/A Imperial Defense Unit Transport Carriage Emden 100 you hear a Transport Tank
Crane N/A Bacharsuha (each arm) 500x∞ Transport Tank Emden 500 Emden moving along a circular
Dragonmare Embryo 300 Imperial Elite N/A
track around the interior perimeter
of the base. Face forward, look
right slightly, and change to your
BRANCHING OUT DEBRIEFING MISSION OVERVIEW
Heavy Wing.
INFORMATION

This episode has one


A factory from the Old Century This quest, one of the most frantic
branching pathway, in From left to right, target all five
groans into the upper atmosphere. since you encountered and
the Dragonmare incu- Transport Emden vessels (the tank
The structure houses arcane destroyed the Empire's gigantic
bation chamber. Destroy all and four carriages). If your Heavy
experiments and shelters the fleet, is a slow ascent through
Dragonmare Embryos to access Wing isn't up to Level 5, just lock-
latest Dragonmare hatchlings. numerous laboratory chambers.
Route A. Fail to destroy all on to the carriages. Fire!
Orta and her mount are deter- You stay straight ahead or look
Dragonmare Embryos, and you
mined to ascend from the behind you most of the time,
take Route B.
factory's bowels to its very top, shooting airships before they peel
ROUTE VARIATION CHART where the base's most formidable away from you.
defense unit is waiting. Airship destruction is inter-
Variation Route # of Enemies
spersed with flights around huge
1 A 162
2 B 155 indoor chambers, demolishing a
disabled Catharp, a rebuilt Assault
Carrier Vermana, and 30
And repeat. Then blast two sets of
Dragonmare Embryos to scuttle
four missiles the carriages launch.
the Empire's hopes.
Change to Glide Wing. When the
Finally, remember complex missiles are downed, change to
combat patterns to demolish the Heavy Wing and target them again.
monstrous Imperial Defense Unit
Bacharsuha. Give Gene Bases to
your remaining wing types, and
remember where each enemy is
and what wing type best defeats it.
Three lock-on shots per vehicle Target the third tank train for a As you begin to ascend, you should On the way out of the first duct,
segment finishes off the tank and second sweep; if you haven't have destroyed all four tank trains. you enter a cavernous production
carriages. As an Imperial soldier already destroyed the second tank If you haven't, look right and target chamber where four Battleship
screams that Orta is heading for train, forget it. You won't have time the tank train's remaining sections Bhout launch on an intercept
the Cradle, you pass through a to destroy the third tank train below. You've time for one or two course. Three chase you, and you
train station. A second tank waits before another tank train moves more targeted volleys. Alternatively, pass a fourth as you reach an
here. Lock-on and fire at it. along a track. launch your Berserk attack, either upper exit duct. Target the first
Base or Heavy, at the third and three on the way up.
fourth tank trains.

Aim at the tank, not the


carriages, for a sure-fire way to
destroy all four tank trains
Keep looking behind as a second Launch four or five lock-on volleys without the hassle of missile
Transport Tank Emden with four at this last tank train, which combat. Launch three or four The fourth battleship, joined by
more carriages rumbles out. Lock- follows the third one, before both targeted shots into the tank. It one of the original three if you
on to all vessels, fire, then lock-on sets of carriages unleash explodes, and a chain reaction miss it, chases you up a second
again as you look down at the foe missiles—sixteen in total, two wipes out the remaining
piece of ductwork. Target your
carriages. A superb strategy!
to your right. from each carriage. Shoot all of pursuer(s) and dispatch them
them down, in either Heavy or quickly before they fire.
Glide Wing form.

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.

Your red radar shows three incu-


bation scaffolds, each with 10
Dragonmare Embryos. Destroy all
Embryos before you leave this At the end of the first row, you have
room. Get a quick start as you fly enough built-up energy to release a The Patrol Airship Vayu tries to Two of the Embryos hold Gene
up toward the scaffold. Heavy Wing Berserk attack. Target lock-on to your craft with its heavy Bases. Snag them and try to finish
specific Dragonmare Embryos and lasers. If it connects, it dishes out all remaining Embryos in Row 2.
blast away, switching entities to considerable damage. When the Then turn left and demolish as
weaken seven or eight Dragonmares airship rolls in, look left and target many in Row 3 as possible. When
or staying with the original targets to its midsection and two laser arms. you start making the left turn,
finish off four. target any remaining Row 2 foes.

With your Heavy Wing lock-on


targeting, send lasers systemati-
cally into the Embryos. These
Dragonmare babies are tough—
you need about three lock-on
volleys (each volley targets each
Embryo twice) to defeat each one.
TRAVERSING ROUTE A

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!

When you're halfway down this


row, swing slightly right, aim up, Head into another duct. In a
and target the torso and arms of Don't just target it, lock-on, and second, two more Airship Kartha
another Patrol Airship Vayu before receive a firebomb beating. You boost forward in front of you.
it locks on to you. Then flick your You fly through a long, twisting can boost straight into it, ramming Target them both and fire. Dodge
lock-on to the left and take the tunnel until you appear in another it and tearing it apart. If you upward to avoid their fireballs. You
other out between Rows 2 and 3. large chamber. As you fly up, 20 boosted through the mines, the now rejoin the main pathway.
Floating Mine Mardai hove into airship appears behind you. In that
view. Look slightly down and case, defeat it with your Glide TRAVERSING ROUTE B
target as many as possible with Wing's firepower.
your Base Wing.

Spend your final moments checking


the rows with radar for any
remaining Embryos. If no red blips Your wing gradually rises to a
appear, you succeed and enter You receive a Gene Base from this lower duct and zooms inside. An
Route A. If one or more Embryos still Fire and then target the remainder enemy. Once out of the tunnel, annoyed Imperial trooper informs
live, you enter Route B. before they swarm, destroying dart right into another duct. central command that the enemy
themselves and damaging you. If Seconds later, you're in another is in the laboratory. Defensive
you keep a sharp look-out, fire at large chamber. In your Base Wing action is called for. Change to your
least 10 shots early and then form, look up. Base Wing and begin targeting.
another 10 to target the rest, you
Think about using the Base Wing
won't need to use your Berserk.
to cull Embryos (not recom-
mended if you're playing at Hard But using it is an option.
difficulty level). You can target up
to 12 Embryos at a time at Level 5.
Each time you achieve a multiple
lock-on and destroy an Embryo,
you get a points multiplier. The
real challenge is blasting all 30
Embryos with a x12 multiplier:
86 That's 108,000 points!
Episode 8: Imperial City
87

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.

As you emerge, you have the


opportunity to briefly target the
carrier's underside. Make these As your mount ascends, keep
shots count. You then emerge from locking on and firing at these
You enter a large chamber and In the next chamber is a formation beneath the production bay and hovertanks and two more below
shoot upward, causing four of eight Floating Mine Mardai. As target the hull structure as you did you at the front of the carrier. By
Airship Kartha to peel off left and you reach the bottom two, boost in Episode 1. the time you slow down and begin
right in the same formation you up through all of them and destroy to climb, you should have
saw before. Target them all and them. Aim down slightly to run destroyed all the tanks.
dispatch them with laser fire. through them. Enter a duct and
take out two airships.
Although it bristles with killer
ordnance and has an ample
health bar, the refurbished
Assault Carrier Vermana is not
the end-of-level boss. Take your
time demolishing this force.

Switch to your Glide Wing and


Two Airship Kartha pass you dispatch the second wave of
inside another tunnel. The drill is In a final chamber, you shoot missiles (about 30 each time).
the same as before: Target each upward and into another winding Then take out the barrel-like
as it passes, destroying them all tunnel structure. The Empire is structures on the scaffold arms of
with lock-on fire, then dodge up, aware that the dragon is the carrier, near the gun emplace-
out of the way of their fireballs. approaching the airship produc- ments. You soon swoop down. Try
tion area. The base commander to remove the remaining two front
orders that the newly refurbished Face left and launch a barrage at hovertanks.
carrier Vermana be mobilized. the hovertanks resting on the
carrier's landing strip. Although
the enemies are stronger, this
battle resembles your first face-off
with this carrier. Check Episode 1
for a refresher.

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.

You and your mount leave the


Just before the first remote missile burning hulk of the Assault Carrier
strikes you, change to Glide Wing Vermana and fly up through the
and boost forward. Wait a second roof vent. While the Imperials
before boosting again, or the three attempt to contact the Captain, Swoop and dodge to your
missiles that haven't yet reached infiltrate the facility's upper level. screen's bottom left, avoiding a
you adjust their course. Revert to Face behind you. Continue blasting (or take your door that closes top to bottom and
Heavy Wing.
chances with a well-timed boost) another that closes right to left.
and you enter another room where After going through another large
the five airships (if still alive) peel chamber, head left and avoid
off. This is your last chance to another right-to-left door, pass
demolish them with Heavy or Base another large chamber, and avoid
Wing lock-on fire. a left-to-right door by dodging
right. You burst out of the facility
at extreme speed!
In Base Wing, there's time to set
You're able to target the hull and off a barrage of lock-on shots at
destroy it as your dragon dives five Battleship Bhout and an
under the ship and out the other Airship Vahra. As you fly through
side. Keep on blasting the hull as moving pumps and machinery, the
your dragon remains stationary. airship launches missiles at you.
Then target the tower in the
middle of the craft.
BOSS BATTLE:
IMPERIAL DEFENSE UNIT
BACHARSUHA

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!

Waiting for you at the top is a


gigantic structure with tremen-
dous power—the Bacharsuha. It
has numerous armlike gun
emplacements surrounding a
Aim right, targeting each arm, and
central tower device. Three laser More missiles fire from the
With both of your adversary's blast it while dodging. Stay in
silos in the foe's head area are its Bacharsuha's head area. Dispatch
arms out of commission, blast at Base Wing. When the arms finish
only weak points. them in Glide Wing, then continue
its laser bays until it rotates left. their attack, change to Heavy
This blocks your targeting, so the bombardment until the defense Wing and demolish them as they
boost forward (Glide Wing), and unit transforms. It instantly brings stack up, four on each side minus
forward again to regain your lock- down eight arm wings! any you've taken out.
on. Note the radar arrows.

Launch Heavy Wing targeted


ordnance into the three vertical
laser housings, ducking as a giant
mechanical arm swings left to When the commander screams Look up and look out for 20 more
right overhead. Then dodge "Damn you!", you know you're in incoming missiles. Shoot them
upward as a second arm misses Pile on the damaging lock-on
shots from your Heavy Wing until for it. Change to your Base Wing manually, as before. Ignore any
you going right to left. and dodge downward as the arms arms you missed and change to
the enemy has about three-quar-
ters energy. The commander roars move to your level. Target the first your Glide Wing as the arms move
that "you won't be able to dodge arm to the right. The arms move in front of the Bacharsuha's body.
this!" as the above arm wings clockwise.
power up a massive blue
energy blast. When you see them
light up, boost!

Target each arm and lock-on with


as many shots as possible to
disable both arms. Now focus on
the laser bays and pummel them
with more Heavy Wing fire.
90
Episode 8: Imperial City
91

Look up as the Bacharsuha At the top of the tower, stop and


ascends between a circle of giant hover, facing the three laser bays.
pillars. When it stops (you can still In Heavy Wing form, quickly plow
target the arms to increase your some lock-on shots into the three
Berserk power), each of its eight bays. The lasers begin to warm
arm wings lets out a giant ball of up. Ignore the faint red beams.
electricity in a clockwise pattern.

Between each boost or slowdown, If you're looking behind or left at


change to Heavy Wing, blast the the laser beams, slow down. This
laser bays, then change back to works only if the lasers are turning
Glide Wing and boost away or clockwise—boosting and slowing
As the beams congeal into a huge slow down. Just after completing down are reversed if the lasers
Fly ahead of the first ball and energy wave, change to Glide a three-quarters rotation, the move counterclockwise.
continue in a large clockwise Wing and boost forward. The three lasers stop.
circle, letting each ball fall behind lasers follow your mount clock-
where your mount was. If you wise. Change to Heavy Wing,
remain stationary or change direc- launch a quick volley, then boost
tion, you're struck. Complete three forward again in Glide Wing.
entire clockwise circles until the
arms stop.

Continue this combat until the unit


The laser bays move to face your closes up its laser housing and
mount and the harmless red lasers begins to descend. Look behind
start to form. When the third you, switch to Heavy Wing, and
appears, the massive power surge destroy any arm wings remaining
You reach the opposite side, but occurs. You can target the arm as you follow the craft down,
the rotating laser beams are still wings on the exterior of this area, facing forward on the way.
The entire unit ascends the pillars. coming! To avoid being blasted, adding points to your total.
As you follow, change to your slow down and continue in a
Heavy Wing and target as many clockwise circle. If you boost
arms as possible. Each is worth forward or stay where you are,
500 points and increases your you're hit.
Berserk attack, which you may
use on the arms.

Any remaining arms


The combat continues just as attempt to blast you
before. Avoid the laser beams by with electrical beams.
boosting or slowing down. Look at Like before, you must dodge up
your radar to see if you need to and down between them.
boost or slow down. If you're If you took them all out, don't
facing the laser beams and looking worry about this attack. Destroy
forward or right, boost forward. the remaining arms.
As before, target the laser bays, This isn't an attack, so ignore it— Take out the arm wings to avoid Combat continues at the top and
fire on them with Heavy Wing keep on pummeling the laser bays. electrical attacks below. As bottom of the pillars until you
ordnance, then switch to Glide The Defense Unit is simply before, face behind and look up, deliver the killing blow to the laser
Wing and destroy the incoming 20 repairing its eight arm wings. dodging the clockwise balls of bays. The Defense Unit shudders
missiles. After the missile attack, Afterward, the entire structure energy. Follow the enemy to the with a huge internal explosion. You
all arm wings begin to glow inside ascends up the pillars, like before. very top, taking arms out with defeated it!
a massive ball-shaped light! Heavy Wing fire as you go.

SCORE RANKING PARCHMENT: UNEARTHED


SHOT DOWN RATIO
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 95–100% 90–94% 80–89% 60–79% 0–59%

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+

BOSS CLEAR TIME


Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0:00.00–2:30.00 2:30.01–4:00.00 4:00.01–6:00.00 6:00.01–7:30.00 7:30.01+
Hard 0:00.00–3:00.00 3:00.01–5:00.00 5:00.01–6:00.00 6:00.01–7:30.00 7:30.01+

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)

BRANCHING OUT A final confrontation pits Orta


This episode has no branching against 10 Embryos bred to tear
pathways. your mount apart. This is a longer
version of the fight against
Captain Evren in Episode 4, but
with more flaming bolts and fewer
spinning discs.
DEBRIEFING Keep manually blasting the bolts
INFORMATION and delivering Heavy Wing
You must be quick to attack all 12
Embryos (the ones you missed are
Look behind you as seven more
Embryos fly over you and attack
targeted ordnance, and you
still on your radar). One Embryo from behind. This time, they
should prove victorious—but keep
drops a Gene Base; use this to release a wave of four bolts, then
a Berserk ready for the final fight!
power up your Base Wing to three more waves of bolts. Use
LET'S RIDE! maximum, then your Glide Wing. your lock-on, downing the first
Your Heavy Wing is already maxed. attacker before it disappears
below your view.
The Cradle spews forth the
Empire's bioengineered master-
piece—squadrons of deadly
Dragonmare Embryos, newly
hatched but already a formidable
force. To again confront Abadd the
Drone and cement her destiny, A Dragonmare Embryo charges
Orta must end the Empire's your location, quickly joined by six
Face left when you see a red blip
attempts to thwart her. more that pour out of the Cradle. Then either boost forward to
on your radar, and target another
Five more dive out, one at a time, for avoid or attack the Embryo
MISSION OVERVIEW seven incoming Embryos. You
a total of 12 winged creatures, all flying in your screen's top right
have one chance to target them
attempting to savage your dragon. corner before it swoops in and
as they pass, so make these
attacks count! Blast the flaming scratches you. Quickly target the
bolts that one Embryo fires, and remaining Embryos. Claim one
pick up another Gene Base. more Gene Base!

This episode, a short but furious


ride through the orange skies,
Blast apart four flaming bolts that the
is filled with Dragonmare
second Embryo fires as it passes
Embryos that quickly strike from
you, and use your Base Wing's lock-
all directions. Learn their locations
on target to tag all the Embryos as Your radar screen fills with 10 red
and retaliate quickly for Gene Look right to see five incoming
they pass. Then fire at them. You dots surrounding you! Embryos
Base prizes. Embryos. Lock-on and destroy them
won't see the Embryos fall, because attempt to devour you. Because
they're hit as they pass you. as they close. Then face behind,
the creatures drift around you, face
then left, to kill off any stragglers.
in one direction.
Another Gene Base is yours!
Target and deliver lock-on blasts Huge red dots on the screen When the Embryos finish their An Embryo on the right releases
to each one, then deliver another announce 10 Dragonmare vapor trails, they fly ahead of you. another set of flaming bolts.
blast to the one nearest you and Embryos that are almost fully Switch to your Heavy Wing and Continue your lock-on attacks and
quickly move along the enemy developed and attack as a single target them. Throw down a huge manually blast the bolts out of the
circling around you. Don't trail an fighting unit. These Embryos block Berserk attack, using the Heavy sky. The Embryos converge and fly
Embryo as it circles in the same your progress. Wing for this, too. over your head.
direction you're turning. You can't
catch up to it.

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)

Continue to target and blast the


After a couple of Embryos start to The foes slow and drop behind enemy as they fire ineffective
swerve and hit you (slow down), you. Switch to your back view, and green energy blasts that almost
all begin to crisscross the sky, target and blast all the ones in never hit. You may be able to use a
leaving a rainbow trail. This trail sight. Target the four flaming bolts second Berserk attack. Do it when
damages you if you fly into it. on your left, dealing with them flaming bolts are approaching.
Change to a smaller dragon and before they hit you.
dodge these trails.

This battle is an enhanced


version of the confrontation you
had at the end of Episode 4 with
Captain Evren and his five
Dragonmares. You can get four
lock-ons per foe. Follow the
strategy in that section, in addi-
tion to the tactics in the
flythrough.

94
Episode 9: Showdown
95

Fire at the Embryos as a mass,


rather than pick on a lone (and
smoking) foe. If you blanket-
target, you spend less time
attempting to lock-on. Switch to
Four sets of four flaming bolts Turn right, look up, and continue With another flaming-bolt quartet, your Base Wing when killing a
tumble in from your left (right as the attack. Shoot down another the Dragonmare Embryos charge specific foe for a points multi-
you look behind). After that, really eight sets of flaming bolts as the your beast (swerve left, right, or plier—as usual, target as many
lay into the Embryos for a couple dragons gradually slow down and boost forward to avoid it) and fly in enemies as possible.
of seconds as they fly about, then move behind you. Some of the front of you. Spin around and take
drop behind you on your left side Embryos begin to smoke. The care of three flaming bolt groups.
(on the right as you look back). enemy should be at around one- Keep up the lock-on devastation.
third health.

As you target the final few


Embryos, keep a Berserk filled and
ready for the next and final
You can continue your lock-on
episode as the sky darkens and
barrage, but now you also need The remaining Embryos begin to fly
the Gateway's main creation
precise manual firing. Eight about, trailing rainbows. Their
attempts to dominate Orta once
Embryos each launch four flaming combat strategy has come full
and for all.
bolts. Blast these, then follow circle. You can follow the strategy
your foes as they fly above and above for the rest of the fight. Each
to your right. time, you drop more Embryos.

SCORE RANKING PARCHMENT: UNEARTHED


SHOT DOWN RATIO (55 ENEMIES)
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 95–100% 90–94% 80–89% 60–79% 0–59%

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+

BOSS CLEAR TIME


Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0:00.00–1:50.00 1:50.01–2:10.00 2:10.01–2:40.00 2:40.01–4:00.00 4:00.01+
Hard 0:00.00–4:00.00 4:00.01–4:30.00 4:30.01–6:00.00 6:00.01–8:00.00 8:00.01+
Final Episode: The End of Destiny
ENEMY INCURSION PARCHMENT: UNEARTHED
Troop Type Points Awarded Troop Type Points Awarded Troop Type Points Awarded
Abadd (Form II) 10,000 Abadd (Form IV) 10,000 Interception Program Beta 10
Abadd (Form III) 10,000 Crimson Shard 5 Magenta Death 100

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.

Using your radar arrows to guide


you, boost around the structure, Dodge left and right to avoid the
taking care to outrun a wave of tail until you pass over the dragon.
energy blasts rocketing from the On the sixth ascension, the white Use your Berserk. Then watch
spheres that surround the crea- dragon disappears into an ethereal the dragon as it flies high above
ture. These objects shatter. pool in front and on the right. you and disappears through
Change to your Glide Wing form the ceiling.
and slow down. If you don't, a
tremendous energy beam hits you.
From a crystalline pupa, a
seething red mass forms. It shat-
ters and transforms into Abadd's
third form—the fully realized
Drone mounted on his huge white
dragon. He utters formless prose
Thirty crimson shards head upward, about the dreamless sleep of eons
shattering into daggerlike pieces. and emptiness being the true fear, It drops from the ceiling in front of
These circle the main structure, then he attacks! you and begins its most terrifying
then drop toward you. Blast them The white dragon moves right to attack. When you hear a warning
before they hit you, using the Glide left, disappears again, and sound and your mount's head
Wing's hand weapon. launches a second energy bolt. glows green, target the creature's
Boost or slow down to avoid this. body with your Base Wing.
When the dragon appears again,
target any of its 12 target areas
with more lock-on attacks.

Launch your Heavy Wing blasts


into the eight target points on the
Hover and blast the structure until white dragon. You've time for a
its health is almost zero and is no salvo before the dragon dives into
longer declining. Boost around it the liquid below you. A second
or stay where you are and wait for later, the dragon resurfaces.
more targets to appear. Then
continue the barrage until the
structure explodes.
After a second set of four energy It then appears behind you,
beams, the beast turns left slightly leaping from the ether, and
and becomes visible again behind repeats its entire attack pattern.
you, turning and dropping into the First it leaps and dives to your left,
liquid ether. It then swims up, bobs continuing its sequence of
in the ether, and attempts to leap attacks. Follow the strategy above
up and ram you. When you hear it to defeat it.
screech and see its head, boost!
BOSS BATTLE: ABADD
(FORM IV)

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 RANKING PARCHMENT: UNEARTHED


SHOT DOWN RATIO (1 ENEMY)
Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal/Hard 100% — — — —

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+

BOSS CLEAR TIME


Difficulty Requirements: "S" Requirements: "A" Requirements: "B" Requirements: "C" Requirements: "D"
Easy/Normal 0:00.00–1:50.00 1:50.01–2:10.00 2:10.01–2:40.00 2:40.01–4:00.00 4:00.01+
Hard 0:00.00–4:00.00 4:00.01–4:30.00 4:30.01–6:00.00 6:00.01–8:00.00 8:00.01+
Opening Pandora's Box
Gamers with previous Panzer Enter the Pandora's Box option At the end of this guide, a chart Read on only if you wish to learn
Dragoon experience know that to see spheres called Orbs. There lists every element to unlock, with the secrets of Pandora's Box!
completing the main episodic are five Orbs to explore, and an appropriate colors and informa- Remember: You need a great deal
adventure is only half the fun. The exit Orb that returns you to the tion, and has a checklist to use as of information—not to mention
real challenge is unlocking the Main Menu. You can also use 2 to you uncover each element. considerable gameplay—to
secrets of Pandora's Box. return to the Main Menu or exit an achieve 100 percent of the secrets.
Orb. The following chart shows Are you ready? Then let's begin….
the Orbs inside Pandora's Box.
The rest of this guide shows "Element" means item, cinema,
more than 300 unlockable games, artwork, mount, character,
dragons, artwork, movies, and clothing, mini-game, world
information about the Panzer information, simulation
Dragoon universe. The following scenario, and other assorted
sections detail what each Orb gameplay enticements.
contains in the order in which you
encounter them.

Flight Records Sub Scenario Box Game Encyclopedia Appendix Exit

SCENARIOS CREATURES PANZER


DRAGOON

MISSION 1 EMPIRE ILLUSTRATIONS


Epeisodion 1

MISSION 2 WORLD EVENTS


Epeisodion 2

MISSION 3 Back FILMS


Epeisodion 3

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.

As you reach the gap in the upper


Use your pod's "rise" (the only move, right corner of the wall ahead,
which propels you forward) in short look down with your target. Boost
Unlock Scenarios after you bursts. The top bar on the bottom before you reach the gap, so you
complete Episode 4 of Panzer left of your screen shows your miss scraping its bottom.
Dragoon Orta. Scenarios leads to thrust, and the bottom bar shows
seven Imperial Boy adventures, your craft's health. Just tap 1.
starring Iva, an Imperial soldier's That night, the boy's father is
son. These are Epeisodion 1, killed by a bioengineered creature,
Epeisodion 2, Epeisodion 3, an irony that doesn't escape the
Epeisodion 4, Epeisodion 5, boy. The boy isn't sad. A co-
Epeisodion 6, and Epeisodion 7. worker gives the boy an amulet
Also available is the Back Orb, from the boy's father. This wasn't
which returns you to the Sub- like his father. Now the boy faces Drop down, and head left to line
Scenario area. either Imperial Military School and up with a second gap in another
the army, or leaving the Empire. Aim your craft toward the upper wall. It's in the middle, at the
EPEISODION 1: DEATH OF
The boy knows he wouldn't last a right of the pipe structure ahead of bottom. Boost early, so your head
MY FATHER
day in the desert, so he enters you, where the red wall arrows are skims the roof of the gap. Fly
Unlock Epeisodion 1 after you
school and attempts the hoverpod pointing and the two spotlights are through heading left slightly, then
complete Episode 4 of Panzer
entrance exam. crossing. Boost for half a second, boost up.
Dragoon Orta and five hours of
gameplay. and wait for your craft to move.

Using 1 is easier when rising.


Boost up the left side of a third If you land on the portrait, you His father told him that without If you don't blast the creatures as
wall. Don't over-boost as you head overshoot the target and hit the the medicine, the boy would die. He they appear, they fly off in the
through the final wall gap, or you wall, failing the exam. Slow your looks at his supply. He has only same formation. The first to arrive
hit your head on the mesh ceiling descent by tapping 1 swiftly and enough for another 50 days. This is the first to leave. Don't target
and descend too quickly. As you lightly. Retries affect your grade, worries him less than his second them as they fly off, or you miss
float over the gap, look down. as does how close you came to test—a display of timed gunman- the next wave.
the middle of the target. ship and piloting, firing from the pod
against bioengineered creatures.

If you want top ranking, always


Quit and restart this episode if
You don’t need the reload (4).
you think your grade will be low.
The rapid gun fire (3) is preferred
The instructor requests that you over the regular fire (2). The next wave appears! Boost
EPEISODION 2: IMPERIAL
land on the portrait of the Emperor. MILITARY SCHOOL upward to gain height, and take
Locate the red and blue target and Unlock Epeisodion 2 after you out 20 Yarva. Strafe in an E shape,
descend. Tap the boost to control complete Epeisodion 1 and 20 starting at the top right. Strafe left,
your descent—aim your target at hours of gameplay. then down, then across to the
the portrait. right, then back to the left, down,
and across to the right.

Follow the Instructor's advice and


begin your creature takedowns.
Boost to the left and upward as
eight Yarva appear. Fire in strafing
The boy tells of his sickly physical lines, following the entrance
Aim to execute a smooth landing, nature. He was weaker than other pattern of the creatures.
boost gently to slow your descent, boys, and prone to severe fits. He The third wave arrives. Boost up a
and touch down on the red part of never went to school and rarely little and blast 21 Yarva from right
the target. You scrape along until left the house. Now he's supposed to left. Shoot from the top right,
inertia halts your progress, ideally to join the army? diagonally down and to the left,
in the middle of the target. then up–left, down–left, and
Still, his father always brought
up–left, tracing a W. Watch those
home the black medicine and
acid balls if your firing is late!
forced him to take the foul-tasting
stuff before bed.
The Yarva at the far left moves in
first, so target and fire at him first.
Then strafe from left to right in a
shallow U-shaped gunfire pattern.
Tap the boost to keep from hitting
the ground.

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!

You don't need to reload (4).


Use both the rapid gunfire (3)
and the missile (2).

Take out the two Yarva, lock-on to


You can use your regular gun on the Morli and fire. Continue left
all the foes, but it is easier to mix and take out the other two Yarva,
guns and missiles. The skill is before they fly off. Boost to avoid
useful in future episodes, too. both the ground and the acid balls,
When the four Seba are then aim another three missiles
destroyed, turn right. into the Morli.
If Iva's going to blame anyone
for his father's death, it should be
the Dragon of Destruction and its
rider! Two weeks later, the
students are sent into battle. A
real battle.

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.

Blast another set of Yarva and a


Carrier Yarva, but don't crash into
the far rocky bank. Deal with them
quickly, using a mix of missiles Outside, there's a commotion.
and gunfire. Noof runs in to tell Emid and Iva Accelerate to top speed. Boost
It looks like you'll need it. Emid
that the dragon was spotted near every three or four seconds for a
tells Iva that the Seekers are
the northern snowfields. Iva says second at a time. As you start,
nomadic, going wherever they can
he must kill the Dragon of eight Yarva appear from the right,
make a living. They are also
Destruction. Without waiting for a then eight from the left. Blast them
explorers, finding ways to make
response, Iva runs to his pod and with your gun.
the land hospitable. It's a hard life.
sets off.
Their primary den is in the Yelico
Valley. Iva is startled—that's
where the dragon killed his father!
Finally, strafe the river wall, aiming
at the six Golegs. Once these are Use your rapid gun and
destroyed, fly up to the container missile—the missile on larger
and release the water to complete creatures.
the level. Dispatch all the crea-
tures except the Yondo-Worm! Ignore any you miss. The dragon
appears in front of you. Aim and
EPEISODION 6:
boost as fast as you can. Ahead,
VENGEANCE
Emid tells how her den was three Didar appear. Lock-on to
Unlock Epeisodion 6 after you
attacked by the Empire and wiped them and fire your missiles. Drift
complete Epeisodion 5 and 20
out by Imperial Dragonmares. Iva to the right. When their acid balls
hours of gameplay.
is stupefied. What had his father fly at you, glide left.
done? The entire city was The overriding plan of action for
destroyed in minutes. Iva is this episode is to move quickly.
shocked that his father was partly Don't slow down at all. You don't
responsible for creating the need to destroy any enemies. You
beasts. Was his father really a must catch up to the dragon.
murderer?
If you are hit at any time during
this mission, you lose speed and
don't catch up to the dragon. If
that happens, notice the direc-
tions the enemy came from, and
start over. Watch out for four groups of eight These make a star shape. Blast Emid says the amulet is also a
Yarva appearing from the right, through the middle, then engage letter container used by frontier
left, right, and left. Then boost the dragon—or watch it disappear tribes, and opens it for him. Inside
toward four more Morli that move if you've been hit or haven't is a letter that tells the secret of
in to block your path. Choose one boosted consistently. If you Iva's ailment. Iva is carrying a virus
and target it. haven't caught it by the time you contracted after drinking poisoned
get through this set of enemies, water. Most victims suffer fits and
it's too late. lapse into a coma, but Iva's father
could not allow this.

Another two Yarva swarms congeal.


Blast only those in your flight path.
Ignore the rest. Three Morli and two
more Didar appear. Fire at the left
Morli for a second (use guns), then Blast it with both weapons and fly For an "S" ranking, catch up to the
lock-on to the Didar. through the space you created. dragon around two-thirds of the
Four groups of eight Yarva appear way through the level, just after
from the right, left, right, and left. negotiating the first quartet of Morli. He extracted chemicals from
Take out what you can. Iva and Orta draw their weapons, bioengineered creatures to create
but cannot fire at each other. There a medicine. It didn't kill the virus,
is something familiar about her. but it did prevent it from
Perhaps she, too, is alone? spreading. Alas, the virus devel-
EPEISODION 7: oped resistance to the remedy,
INESCAPABLE FATE and Iva's father searched for more
Swerve right to avoid the Didar Unlock Epeisodion 7 after you powerful creatures to extract
acid balls. Stay low and left, and complete Epeisodion 6 and 20 more powerful medicine. After
tear apart the left Morli, creating a hours of gameplay. numerous temporary treatments,
space to fly through. If you run he ran out of options. This drove
Two more sets of eight Yarva
into a Morli, forget about catching him to join the Dragonmare devel-
appear near the ground level. Fly
the dragon! Keep boosting. opment program.
over or blast through them. Target
the front Morli of the four that
block your path, and destroy it to
make room for your pod. Tear
through into a swarm of Yarva.

Iva returns to the Seeker den,


apologizing that he couldn't shoot
the dragon and girl. He then
The medicine Iva just swallowed
collapses, stammering about his
was extracted from Dragonmares.
medicine. Emid forces the last
His father ends the letter by telling
black pill down Iva's throat.
his son never to give up. Iva must
Iva wakens later, realizing that find the cure alone. He asks for
next time this happens, he may not forgiveness.
wake up. His medicine supply is
exhausted. He clutches his
father's amulet.
110
Orb 2: Sub-Scenarios
Suddenly, Dragonmares attack 111
the settlement. Iva flies after them.
He enters a waterfall in search of
the ancient weapon Emid told him
about, and flies far from the
Dragonmares.
Heading for the Yelico Valley, Iva
runs into Murat, Hamuz, and Boost to float over the gap and As you drift over the gap, look Once you're through here, boost
Pial—colleagues from military toward a second gap along the down. At the base of the next wall lightly up to a gap in the middle of
school. They guard the waterfall. ground. Boost as you near it so are five Churook. Use your gun to the final wall. Blast a lone Churook
Iva pleads with them to leave and you almost hit the roof of the gap destroy them and pass through, as you near, and drift over. Below
they agree. as you move through, and begin to drifting left as you go. You can is a teleporter.
climb to the next wall. quickly look left and take out the
Churook if you don't spot them
ahead of time.
Use your rapid gun as well as
your missile. Take great care
with your boost.

Drop down, taking care not to


Look up and target the gap in the under- or overshoot your mark.
middle of the wall. As you near it, Softly touch down onto the tele-
two Churook appear. Blast them Now boost upward and to the porter and drift into the very
with your gun and boost left as right. Bring your target up and center. Remember you're being
you move through the gap to demolish the Nayak with missiles graded on this! If you overshoot
This episode is difficult to another wall adjacent. and gunfire, boosting up and left in the teleporter, you die.
complete, let alone to earn an "S" delicate spurts. Stop as you near
ranking in! You're judged on how the gap, so that you drift over
closely you land to the center of slowly. Drift right to float over.
the first and second teleports, and
on the number of enemies you
shoot down.

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

With the engine destroyed, Iva


runs to the drumlike device in the
Four more appear in a square Drift forward and destroy the four middle of the chamber. He picks
formation in front of the wall Nayaks hovering on the left side of up a baton and swings it. The
ahead. Lock-on to the top right the room. They are at different entire structure starts to shake.
one, shoot the bottom right, then heights, so be careful and quick. Dragonmares are coming! As they Unlock Mission 1 after you clear
drift left and lock-on to the top left When all eight are destroyed, face approach, Iva shouts a plea for the Panzer Dragoon Orta on Hard
Nayak. Finally, shoot the bottom forward, boost up and right, and forgiveness, and strikes the drum. mode or accrue more than 20
left one. drift over the gap. Continues.

A mass of sound and light bursts


from the drum. Around the
chamber, power focusers beam
steady blasts of light. Iva is All forces are being deployed to
The Nayak you fire at and the Drift left as you emerge into the
stunned to be alive. The light the Yelico Valley. Anti-aircraft
order in which you fire is impor- final chamber, or a Carrier
cascades into the valley, and the guns have been placed in the
tant. You must be near the left side Nayak's laser hits you and you'll
Dragonmares flee. area. While the main forces strafe
of the first room to drift through have too much momentum to stop.
the wall gap, or you have to Look down as soon as you can, the area with air-to-ground
attempt a difficult sharp left drift. lock-on to the Carrier Nayak and weaponry, you're to dispose of
Use your gun on the five Churook demolish it with both weapons. terrestrial anti-aircraft weapons,
in the gap. keeping casualties to a minimum.

You may not need your reload


The weapon wasn't a weapon of (2), but turn left and right, and
mass destruction, but a sound use that shotgun!
generator to combat bioengi-
As you descend, quickly strafe left neered creatures. It also bathes
This next room has eight Nayaks. to right, taking out a semi-circle of the land in beautiful sonic light.
The first four are on the right wall. Churook that surround the final The sound stops the fighting for a
Boost a little to avoid hitting the teleporter. Then gently descend, moment. Emid keeps Iva safe as
ground, and move right slightly. land on the near edge of the tele- he sleeps. Iva realizes people are
Swing right and lock-on to two of porter, and drift to the middle to stupid and hateful, but also
the four, and shoot the rest. You complete this episode. capable of feats of wonder. Iva is
have just enough time to swing glad he came into this world.
As five airships cruise overhead,
forward again.
bring your shotgun to bear on five
anti-aircraft towers ahead. As you
reach the fire on the left, destroy
six more. Defend the three
airships by flicking to the right as
soon as possible.

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.

Shoot more than 95 percent of the


enemies for an "S" ranking, and
keep five airships intact for your Your main attack is 1, and you
other "S" rank. This means firing must press the button as rapidly
early, before the turrets fire. as possible. You are judged on the number of
In the inky distance are five more Whatever your score, the Fourth soldiers you hit and the amount of
turrets. When Seekers begin to run Squadron of the Empire suffers time the mission takes. For an "S"
beneath your feet, take out 15 heavy losses. rank get 15 soldiers and don't ram
turrets in the area ahead of you anything or slow down. When you
with the domed building and rock MISSION 2: THE FURY begin, shoot down the two
fall. Take out the single turret in the airships approaching on the left,
alcove to your right. As you pass
OF MOBO and keep low.
the domed building, aim again.

This mission is straightforward.


Avoid the Empire's ordnance and
aircraft, run into 15 soldiers who
are fleeing your wrath, then blast
a Shielded Warship Shaiha as it
plucks the remaining soldiers from
Unlock Mission 2 after you the ground.
complete Episode 4 of Panzer
Dragoon Orta on Easy mode (or
higher) and 5 hours of gameplay.
MISSION 3: ENEMY
ATTACK

About 12 airships are incoming.


Break out the smoke bombs or
hammer 1 furiously. Four Morli
and another 12 airships follow. Cut Unlock Mission 3 after you
a space through these foes—don't complete Panzer Dragoon Orta in
shoot them all. Hard mode, accrue more than 20
Continues, or have 10 hours of
gameplay.

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.

This mission has seven levels, and


you need 80 percent accuracy to
Dodge the missiles, then defeat the continue from one to the next. An
three Morli that arrive. Continue to Stay up in the air and launch shots "S" ranking requires 95 percent
fire as you head along a sloping at three airships, then three more. accuracy or better on each level.
valley, attempting to take down Blast any incoming missiles.
your seventh or eighth soldier. Dispatch another three airships.
Dispatch two Morli that appear. Scoop up any nearby soldiers,
then blast airships on a collision
114 course for Mobo.
Orb 2: Sub-Scenarios
LEVEL 1 LEVEL 3 LEVEL 4
115

Three Ramjanaki appear in front of


Shoot a Ramjanaki that appears you. Target and shoot them after a First up are eight Interception Sixteen Sealance Images appear.
behind you. It is shielded for four three-second delay. Programs Ver. 1.00. They appear Target eight adjacent Images, then
seconds, prone for two seconds, then for four seconds, fire a focused the other eight, and fire. Switch to
shielded again until it disappears. Fire beam at you, then disappear. Heavy Wing, and target the
three seconds after it appears. Target them with a lock-on Interception Programs Ver. 2.00
barrage as they spread out. Eight that appears in the middle. Fire
Interception Programs Ver. 1.00 two Heavy Wing shots at it, then
appear to your right. Target these, change to Base Wing. Then come
too, with a lock-on barrage. eight Interception Programs Ver.
1.00. Handle them with a lock-on
Shoot three more Ramjanaki with barrage.
the usual technique. Three
Ramjanaki appear high above you.
Two more Ramjanaki appear Fire three seconds after they
above. Like the first, they are appear.
shielded. Fire three seconds after
they appear. Four Ramjanaki
appear behind you. Eight Interception Programs Ver.
1.00 appear in an X shape to your
left. Destroy them. The next eight Eight Interception Programs Ver.
Interception Programs Ver.1.00 1.00 and a larger Ver. 1.00 appear.
form a backward Z formation— They appear for four seconds, fire
blast away. a focused beam at you, then
Finally, shoot six Ramjanaki that disappear. Target the perimeter
appear. Fire three seconds after Interception Programs with a lock-
they appear, as they move on barrage; fire regular bullets at
Four Ramjanaki appear under you. behind you. the center foe.
Target them and fire three
seconds after they appear. Two
groups appear above you. If you
shot 16 of the 19 enemies, enter
Level 2 or repeat Level 1. If you A final eight Interception
shot down 15 or fewer enemies, Programs Ver. 1.00 form a smaller
shoot the Retry cube. circle. Apply the usual battle
LEVEL 2 strategy. If you shot 32 or more of
If you shot 13 or more of the 16 the 40 enemies, enter Level 4 or The next eight Interception
enemies, enter Level 3 or repeat repeat Level 3. If you shot 31 or Programs Ver. 1.00 form a square
Level 2. If you shot 12 or fewer, fewer, shoot the Retry cube. behind you. Finally, eight
shoot the Retry cube. Interception Programs Ver. 1.00
and a larger Interception Program
Ver. 1.00 appear. Us the same
strategy as before. If you shot 41
or more of the 51 enemies, enter
Shoot a Ramjanaki that appears Level 5 or repeat Level 4. If you
behind you. It moves quickly shot down 40 or fewer, shoot the
around you, using your Ramjanaki- Retry cube.
destroying strategy.
LEVEL 5

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.

A final eight Interception


Programs Ver. 1.00 form a circle in More Interception Programs Ver. Shoot any incoming missiles with
front of you. Lock-on, fire, switch 1.00 appear. Target, then blast the your regular gun. Then target the
to Heavy Wing, and blast the three larger Ver. 1.00 that appears. Eight middle row and then the lower
more Interception Programs Ver. row. Lock-on to adjacent
Interception Programs Ver. 1.50. If
1.00 to your right. First blast the warships, and fire when they turn.
Eight Interception Programs Ver. you shot 47 or more of the 58
smaller Programs, then blast the
1.00 appear behind you. Dispose of enemies, enter Level 6 or repeat
larger one.
them as usual, then change to Level 5. If you shot 46 or fewer,
your Heavy Wing. Target the three shoot the Retry cube.
Interception Programs Ver. 1.50.
LEVEL 6

Each warship requires four lock-


on shots to bring it down. Shoot
If you shot 47 or more of the 58 the entire top row as they turn.
enemies, enter Level 7 or repeat Then the middle three. Then the
Level 6. If you shot 46 or fewer, bottom three. Then the top left,
The next eight Interception Turn right and target eight of the shoot the Retry cube. middle, and bottom right. Then the
Programs Ver. 1.00 form an X fifteen Sealance Images. Target LEVEL 7 bottom left, middle, and top right.
shape in front of you. Shoot them, the remaining seven. Target eight
then change to your Heavy Wing. close together at the top first, then
Target the three Interception the bottom ones. Fire regular
Programs Ver. 1.50. bullets, too. Eight Interception
Programs Ver. 1.00 form a square
behind you. Use the familiar
routine for Interception Programs
Ver 1.00.
This final level differs from the
earlier levels. In front of you are
nine Shielded Warship Shaiha.
They are invulnerable to your
attacks until they expose their
116 dark gray workings. Inflict damage
only during this time.
Orb 2: Sub-Scenarios
117
MISSION 5: QUICK
SHOOTER 2
You have your main game
control system without Berserk
or Wing transformation. Check
the Flight School section for
details.
You should have demolished most The enemies appear in clusters
of the warships. Wait for the and randomly. You also face three
remaining few to turn. If you didn't different varieties. You never face
use your Heavy Wing, you get a Unlock Mission 5 after you the same enemy twice in a row.
few more adjacent warships. To complete Mission 4 and 15 hours
get an "S" rank, have no more than of gameplay.
one Retry and a Shot Down Ratio
of 95 percent or more.

MISSION 4: QUICK Ahead of you, four Interception


Programs Ver. 1.00 appear. These
SHOOTER 1 are close together and easy to
target. Shoot all four within two Above is the regular Interception
seconds, or they disappear. Shoot Programs Ver. 1.00. Target eight
them all, and you score a point. A request comes from central with your Base Wing. This screen
consciousness. Memory Cell shows a single Interception
connection is requested. Memory Program Ver. 2.00. Use your Heavy
units are incoming, formed from Wing to demolish it. Below are 13
analysis data. Sealance Images in a diamond
Unlock Mission 4 after you When combat begins, note that pattern. Use your Glide Wing gun
complete Panzer Dragoon Orta on the 15 targets to be destroyed are for these.
Easy mode (or higher) and 10 sets. Each group of enemies counts
hours of gameplay. as one target. Clear all 24 target
Another quartet of Ver. 1.00 quartets to claim the "S" rank.
Programs appears. The
remaining targets appear
randomly, either in front, to the
left, right, or behind you.
You have your main game
control system without Berserk.
Check the Flight School section Switch between wing types when
for details. you face an enemy. Use the radar
An intruder has been detected in for incoming enemies. Face
the system. Target containment is forward after every takedown to
attempted. The intruder is being keep your bearings. If you shoot
recorded. 18 groups before the mission
When combat begins, the 15 stops, shoot faster! If you destroy
Use your radar to find the next all 24 groups, the "S" rank is yours.
targets to be destroyed are sets. Programs. Target them, fire, then
Each quartet of enemies counts as continue with the next. When
one target. Clear all 24 target you've destroyed 15, you have
quartets to claim the "S" rank. succeeded in your mission. If This mission is almost identical to
you wipe out all 24, you receive Mission 4, but with more
an "S" rank. numerous and varied enemies.
You face up to 24 attack waves.
The faster you shoot your foes, the
more you encounter.
EPISODE DIFFICULTY
Orb 3: Box Game

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

Select the Default Form for your


dragon. At the Load screen for your
Heavy Wing is a default form. It Unlock Azel's mount when you chosen episode (except 5), press
has exceptional combat potential complete Panzer Dragoon Orta x on the left thumbstick. Orta rides
against larger foes and poor Unlock Baby Wing after without taking more than 44 total the level sitting down, as she
multiple-hit capabilities and completing Mission 4 of the Sub- hits (for all episodes) in Easy mode normally does for Episode 5.
maneuverability. Scenarios at "A" rank or higher or higher. You get incredible
and 20 hours of gameplay. power and Base Wing Berserk.
GLIDE WING Damage rating and attack capa-
bilites are weak, although Glide
AIRSHIP
and Berserk gauges refill quickly.
BLUE DRAGON
At the Load screen for Episode 5,
press w on the left thumbstick.
Orta rides with her buttocks in
the air, as she does for the rest
Glide Wing is a default form. It of the game.
has excellent manual shooting, Unlock an Imperial Airship after
boosting, and dodging capabilities, you complete Mission 1 in Sub- LIFE
but is disappointing against Scenarios at "A" rank or higher.
larger foes. Unlock the Blue Dragon after you You are small in size and have fast
complete the original Panzer manual weaponry, but limited
Dragoon in Orb 5: Appendix. You lock-on capabilities and no deadly
get incredible laser power, eight boosting.
lock-ons, but no Berserk attack
BOX OF TRICKS
and limited health. Use the
Invulnerability codes exist, but
Invincibility cheat and only play
only in Box Game simulations. Life lets you choose one of seven
on Hard.
There are a couple of interesting health variants for Orta's mount.
and bizarre tricks to uncover. Here Unlock Life after you complete
are a couple of highlights. Panzer Dragoon Orta in Hard mode
and after 15 hours of gameplay.
Phoenix: Invincible LEVEL (BASE) Laser Level 1: Complete the game
on Hard mode.
Laser Level 6: When Glide Wing
reaches Level 6 in
Normal: Normal damage
Laser Level 2: When Heavy Wing Normal or higher
x2: Half damage, x2
health reaches Level 2 in Growth: Complete the game
Normal or higher on Hard mode
x3: One-third damage,
x3 health Laser Level 3: When Heavy Wing RIDER
reaches Level 3 in
x4: One-fourth damage, Normal or higher
x4 health
In Box Game change to one of six Laser Level 4: When Heavy Wing
Increase: Regenerate health reaches Level 4 in
after damage lock-on laser levels. Keep your
dragon form at Default Forms, or Normal or higher
Sudden Death: Death each time Laser Level 5: When Heavy Wing
there will be no effect. Unlock
enemy hits dragon reaches Level 5 in
Level (Base) after your Base Wing
BERSERK reaches Level 2, complete Panzer Normal or higher
Change your rider type to one of
Dragoon Orta on Hard mode, and Laser Level 6: When Heavy Wing
reach 15 hours of gameplay. five variants. Some dragon forms
reaches Level 6 in don't allow other riders. Unlock
Laser Level 1: Complete the game Normal or higher Rider after you complete the game
on Hard mode. Growth: Complete the game in Hard mode and 15 hours of
Laser Level 2: When Base Wing on Hard mode gameplay.
reaches Level 2 in
Normal or higher
LEVEL (GLIDE) ORTA
Choose one of six amounts of Laser Level 3: When Base Wing
Berserk energy that Orta's mount reaches Level 3 in
collects. Unlock Berserk after you Normal or higher
complete the game in Hard mode Laser Level 4: When Base Wing
and 15 hours of gameplay. reaches Level 4 in
Normal or higher
Normal: Normal Berserk energy;
60 hits to fill gauge Laser Level 5: When Base Wing Start a Box Game with Orta
In Box Game change to one of six
reaches Level 5 in after you complete the game on
x2: Twice the normal Glide Wing laser levels. Keep your
Normal or higher Hard mode.
amount; 30 hits to dragon form at Default Forms, or
fill gauge Laser Level 6: When Base Wing there will be no effect. Unlock
reaches Level 6 in IVA
x3: Three times the Level (Glide) after your Glide Wing
Normal or higher reaches Level 2, you complete the
normal amount; 20 hits
to fill gauge Growth: Complete the game game in Hard mode, and have 15
on Hard mode hours of gameplay.
x4: Four times the normal
amount; 10–15 hits to LEVEL (HEAVY) Laser Level 1: Complete the game
fill gauge on Hard mode.
Zero: No Berserk energy Laser Level 2: When Glide Wing
reaches Level 2 in
No Limit: Unlimited Berserk Start a Box Game as Iva after you
Normal or higher
energy complete the Imperial Boy
Laser Level 3: When Glide Wing Epeisodions.
reaches Level 3 in
Normal or higher
In Box Game change the Heavy Laser Level 4: When Glide Wing
Wing laser level to one of six vari- reaches Level 4 in
ants. Keep your dragon form at Normal or higher
Default Forms, or there will be no Laser Level 5: When Glide Wing
effect. Unlock Level (Heavy) after reaches Level 5 in
your Heavy Wing reaches Level 2, Normal or higher
you play the game in Hard mode,
120 and you have 15 hours of gameplay.
Orb 3: Box Game
DRAGON ONLY AZEL
121
COSTUME

Ending: Orta in a flowing brown


Start a Box Game with no rider Start a Box Game with Azel after cloak, with brown hair.
Change Orta's outfit. If Orta isn't
after you complete the Imperial completing the game without taking your default rider, nothing
Boy Epeisodions. more than 44 total hits (for all happens. Unlock Costume after
episodes) in Easy mode or higher. you complete the game in Hard
MOBO
START AREA mode and 15 hours of gameplay.

Azel: Orta wearing her mother


Azel's skin-tight outfit.

Start a Box Game with Mobo


when you complete Mission 2 Change where you begin the Normal: Orta's regular flowing
of the Sub-Scenarios at "A" rank game. You can start at the original scarf outfit.
or higher. starting point, or from the end-of-
level boss battle. Unlock Start
Area after you complete the game
in Hard mode and 15 hours of
gameplay.

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.

Inside the cave system, deal with


the floor foes first, ideally with your
As you progress through the ruined handgun. A circle of foes appears
Target the insects fluttering above Continue to batter the barge, in the next chamber. Blast them as
pillars, be aware that they can sink
the water snapdragons, keeping changing to your hand weapon they pop out of the sand, before
into the water and damage your
high or flying to the side to avoid when the ship releases a barrage they latch onto your face.
mount. Shoot them from a distance,
the plant's leaves as they shut. You of cannon shots. Finally, the
or fly over them. Be ready when
enter an ornate temple structure. battleship yields and Episode 1 is
you reach the green archways, and
Note: You can target groups of complete. You can't save midway
manually target the leaping foe in
creatures here through the walls. through the game—you're on to
front of you.
the next mission immediately.
BOSS BATTLE: IMPERIAL
BATTLESHIP EPISODE 2:
DESERT STORM

Continue along the cave passage,


blasting enemies out of the ground
(ideally with targeted lock-on
shots). Switch to the handgun if
It's not easy to tell the tendrilled you miss any. In the next room, aim
life forms from their dark gray acid at the center of the screen.
The ceiling explodes, and you're
balls. Target them all. Let none
out on the ocean. Take out the six The moment you start, swing your
pass you.
smaller airships around the viewpoint behind you and target
battleship, then lock on to the the swarming enemies. Take
barge of the battleship. down the airborne enemies first,
Optionally, destroy the soldiers on and then blast the sand worms
board with manual gunfire. with as many targeted and
manual shots as you can. You
need these beasts dead. Use your
manual weapon quickly.

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

The next section has turrets at its


Outside the cave, ignore the flut- entrance. Target them through the Wait until both parts of the boss fit
tering enemies and destroy the wall you're about to enter and together, then lock on to the body
five ground entities that pass you deal with both without rotating parts. Avoid the upper unit's
at high speed. Lock-on to them, your viewpoint. The remaining propeller blades. When it's
then aim at the sand worms, Destroy the flying ship to the right, entities are ahead, and only a damaged, it separates. Continue
shooting as rapidly as possible. along with the two smaller vessels. couple are hidden behind stones. hammering until it gains another
Change to manual targeting when Watch for a small craft to your health bar.
facing the rear, to shoot both the right that appears only briefly.
worms and their green acidic Continue battering the main ship
belchings. Face forward to dodge and blast the cannon fire.
the missiles they fire from their
hindquarters. These worms are
difficult to dispatch.
BOSS BATTLE: DARK DRAGON
ARCHETYPE Enter a circular flying zone and
destroy the turrets with some It then boosts into the air over
aiming help from the left. Blast the your head and lands behind you.
ground burrower in front of the Shoot the bullets it fires with your
Look right at a second flying ship. archway. You're now into the final hand weapon, then lock on, and
Drop it out of the sky, and dispose stretch, so target the enemy fire after swiveling to look behind
of the four sub-ships it releases airships boosting along the ground. you. Blast the bullets it fires from
shortly afterward. Then face the rear. Track it when it leaps by
forward and deliver lock-on fire to looking at its shadow.
A desert tornado announces the the burrowing foes.
arrival of the Dark Dragon
Archetype. Switch to rear view
when you see the twister, and lock
on to as many of the monster's
eight damage sections as you can.
When you're done turning, you You can destroy the energy balls
head to another hallway. Turn as the sentinel fires. Keep aiming
right, but first target the three at the arm or midsection. If his
enemies. Repeat the previous arm is destroyed, the sentinel uses
strategy with three more ships. his other appendage to launch
Dip into a tunnel for two more trios energy balls at you. Dodge as you
and a quartet. Aim carefully at the see them coming.
foursome, because they appear
only briefly.

When it lands in front of you Destroy more quartets of ships,


again, lock on to the four missiles then wait for two more to pass in
it fires before they split into front of you. Tag them. Three more
shards. Deliver continuous lock-on pairs of the same ship type try this
blows to the targeted parts of the identical move. Wait for them to When he spins around, he
ship until it yields. pass, and destroy them. launches a series of energy balls.
Take down a pair of ships boosting Rotate your dragon around them.
EPISODE 4: ANCIENT in front of you as you descend a
EXCAVATIONS Finally, he stops moving and
steep tunnel, and enter another launches a green laser beam—
passage with four pairs of rotate your dragon in a circle.
enemies. Take down the same Don't stop, or you're struck by the
number of foes dropping from beam. Fire at his torso until the
above. To negotiate doorways that battle is over.
aren't fully open, dodge through
the gaps. EPISODE 5: FOREST
At the first doorway, target two
OFFENSIVE
craft on the other side and the BOSS BATTLE: CATACOMBS
Destroy the five ships chasing you. ships that appear in this passage. SENTINEL
Flick forward and blast the four Deliver quick killing blows to more
craft ahead. Then, as you descend entities in the tunnel section (they
along a tunnel, tag three more appear from side chambers), and
ships ahead and attack four more head to another door passage.
coming from behind.

Lock on to the trio of battleships


as they peel away to different
Fly above the sentinel, then look locations: rear and left, rear and
behind as he follows you and his right, and in front. Quickly dispatch
health bar appears. When you them, and the four craft behind
attempt lock-on shots, he protects you. Then blast the four waves of
Head left and three craft appear at his torso with his arm. Either ships appearing ahead of you.
the door. Target them and blast the manually fire at the torso the
Deal with more craft ahead. As
foes in front of you. Enter another entire fight, or shoot the arm with
you fly deeper into the complex,
doorway and repeat the frontal Keil's hand weapon to weaken it.
take down two foursomes of ships.
lock-on blasting. Take out two
All your locking-on must be quick.
more entities afterward.
Shoot the two duos of ships
126 heading across from side tunnels.
Orb 5:Appendix
BOSS BATTLE: IMPERIAL 127
AIRBORNE ASSAULT CITADEL

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.

Deal with two close flying


serpents on your left and three on
Dodge the bullets these cannons Check the paving on your left for your right. Head down the flooded
There is a trio of ships ahead. fire, and tear through the rows of four enemies, then destroy all the streets and blast two quick-
Another trio appears on your right, weaponry. The citadel moves to a enemies to your rear. Face left and moving enemies at the first junc-
and six sets of craft appear from higher position, exposing a blue take out the dive-bombing craft. tion. Then take out three more
below. These ships are difficult to joint area. Use your hand weapon serpents, and another three as the
blast. Use your hand weapon. to blast this and the airborne street turns left.
Then begin another battleship mines it releases. Dodge the
takedown. mines as well.
EPISODE 6: IMPERIAL
STRONGHOLD

Launch lock-on attacks at the


larger troop carrier in front of you
and deliver killing blows to the Look right at the walker units—
walker units it drops. Kill four these take precedence over the
Don't forget the five craft to the enemies atop the third bridge, serpents you're shooting. Now
right of the battleships. Deliver as including the walker units that deal with two more sets of three
much firepower as you can. They A dozen waves of enemies are boost from the water to your left. serpents and wait for the diamond
intend to depart, and both must be incoming at the start, so this to release two airborne enemies.
destroyed. Lock on to the cone- episode is difficult to complete The next one releases four. Blast
topped pyramid and take it down, successfully. Ignore the Archetype them all!
marking and firing at the eight Dragon. You cannot harm him.
fast-moving craft it releases. Blast the missiles he fires to
Watch for two pairs of ships on prevent them from hitting you.
the left and right before the boss
confrontation.
Achieving "S" rank is difficult,
but remember you can achieve
this in Easy mode, and the
Episodes can be any you wish
(easiest are 1, 6, and 7).
Watch for three more ships on the When the dragon moves behind Turn to the sides as it closes in,
water, and the troop carrier you you, it releases latching parasites. and manually blast its missiles PANZER DRAGOON ORTA
saw earlier. Take out two boats on Fend them off with manual gunfire. while continuing lock-on shots. "ORTA & DRAGON"
your right, and the four walker Dodge beneath the dragon's tail. The attack pattern is identical to OFFICIAL CG
units the carrier drops. Dispatch the one it used in the desert. Lock
three more pairs of walker units, a on as many times as you can. It
set of three units, and finish off the reverts to energy waves before
carrier. Blast two more boats you finally defeat it.
before the Archetype Dragon
swoops in and releases its
missiles, and the episode ends.
EPISODE 7: DARK View after completing the game
DRAGON ARCHETYPE As the dragon's head emits more
in Easy mode and 10 hours of
entities, continue with the lock-on
gameplay.
attacks until the dragon's cranium Entering the Dragon Archetype's
turns green. Then flee to the ocean monolith, the Blue Dragon
farthest corner of the screen to creates an energy field that saves PANZER DRAGOON ORTA
avoid a blast of green energy glob- Keil as the entire structure "ORTA" OFFICIAL CG
ules. They cause a lot of damage. collapses. He loses consciousness
and awakens on a desert moun-
tain with only the dragon's foot-
Wait for the mammoth beast to prints to prove his adventure
pass in front of you (face wasn't all a dream.
forward), and lock on as often as
you can. Manually shoot the ILLUSTRATIONS
guardian units that fly from its
head. It releases a series of blue View after completing the game
energy balls, but ignore them The Dark Dragon Archetype fires in Easy mode and 10 hours of
while you deliver lock-on death to fast-moving parasites at you. gameplay.
the dragon's head. Shoot them manually and the PANZER DRAGOON ORTA
dragon attacks again. When you "ORTA & DRAGON 2"
destroy this form, it changes to its OFFICIAL CG
original form. Dodge to avoid the
energy wave. In this Orb, you can view six pages
of concept art pieces. To see
them, flick 7 and 8.
Explore this Orb as when you
complete the game in Easy mode
Dodge the homing energy ball or above, or complete three
blasts it releases. When you're episodes with an "S" rank. You
attacked with the energy wave, must also complete five hours of View after completing the game
move up and down to avoid it. gameplay. in Easy mode and 10 hours of
Keep moving. gameplay.

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 the game


in Easy mode and 10 hours of
gameplay. View after completing three
episodes at "S" rank and 20 hours
of gamplay.
ENDING 9 IMPERIAL BOY: IMPERIAL BOY: THE IMPERIAL BOY: NOOF
LONELINESS DRAGON AND ITS RIDER AND A POD

View after completing the game


in Easy mode and 20 hours of View after completing Epeisodion View after completing Epeisodion View after completing Epeisodion
gameplay. 2 and 20 hours of gameplay. 4 and 20 hours of gameplay. 6 and 20 hours of gameplay.
IMPERIAL BOY: A BOY IMPERIAL BOY: IMPERIAL BOY: THE IMPERIAL BOY: EMID
REBELS AGAINST HIS MEDICINE ELDER'S BATTLE AIRSHIP TELLING A TALE
FATHER

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

View after completing Epeisodion View after completing Epeisodion


4 and 20 hours of gameplay. 5 and 20 hours of gameplay.
View after completing Epeisodion View after completing Epeisodion
IMPERIAL BOY: FRIENDS IMPERIAL BOY: A SEEKER 7 and 20 hours of gameplay.
1 and 20 hours of gameplay. IN THE IMPERIAL ARMY CELEBRATION
IMPERIAL BOY: THE SCHOOL IMPERIAL BOY: EMID
SYMBOL OF THE EMPIRE CARING FOR IVA

View after completing Epeisodion


View after completing Epeisodion 5 and 20 hours of gameplay.
View after completing Epeisodion 4 and 20 hours of gameplay. View after completing Epeisodion
1 and 20 hours of gameplay. 7 and 20 hours of gameplay.

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.

PANZER DRAGOON "KEIL


& DRAGON"
ADVERTISING CG

View after completing Epeisodion View after completing Epeisodion


7 and 20 hours of gameplay. 7 and 20 hours of gameplay. View after completing Panzer
IMPERIAL BOY: A LONG- Dragoon and 20 hours of
IMPERIAL BOY:
AWAITED REST gameplay.
DRAGONMARE'S ATTACK
PANZER DRAGOON
ZWEI "LUNDI & LAGI"
View after launching Panzer OFFICIAL CG
Dragoon and 10 hours of
gameplay.
PANZER DRAGOON
ENDING ART
View after completing Epeisodion View after completing Epeisodion
7 and 20 hours of gameplay. 7 and 20 hours of gameplay.
IMPERIAL BOY: A IMPERIAL BOY. TREE OF View when you achieve a Shot
REUNION OF FRIENDS ENLIGHTENMENT Down Ratio of 90 percent or better
in all 10 episodes and 20 hours of
gameplay.
View after launching Panzer PANZER DRAGOON ZWEI
Dragoon and 10 hours of "LUNDI & LAGI 2"
gameplay. OFFICIAL CG

View after completing Epeisodion View after completing Epeisodion


7 and 20 hours of gameplay. 7 and 20 hours of gameplay.
Use the Invincibility cheat and
IMPERIAL BOY: PANZER DRAGOON "BLUE only play on Hard.
ENTRANCE TO THE RUINS DRAGON" OFFICIAL CG
PANZER DRAGOON
MANUAL ART (JAPAN)
View when you achieve a Shot
Down Ratio of 90 percent or better
in all 10 episodes and 20 hours of
gameplay.

View after completing Epeisodion View after launching Panzer


7 and 20 hours of gameplay. Dragoon and 10 hours of
gameplay. View after completing Panzer
Dragoon and 20 hours of
gameplay.
PANZER DRAGOON ZWEI AZEL "MAIN CHARACTERS" EVENTS
"LAGI" ADVERTISING ART ART FOR SHOW EPISODE 1 EVENT 3

This Orb offers three pages of in-


View when you achieve a Shot View after completing Episode 8 at game cinemas showing various View after completing the game in
Down Ratio of 90 percent or better "A" rank or higher and 20 hours of events that Orta and her dragon Normal mode or higher and 20
in all 10 episodes and 20 hours of gameplay. encounter on their adventure (28 hours of gameplay.
gameplay. art pieces total). To view them, EPISODE 2 EVENT 1
AZEL "AZEL" OFFICIAL ART
PANZER DRAGOON ZWEI flick 7 and 8.
"LUNDI" ADVERTISING ART

Simply play through the game,


choosing Normal or Hard mode.
Ranking is unimportant.

View after completing Episode 9 at View after completing the game in


EPISODE 1 EVENT 1 Normal mode or higher and 20
"A" rank or higher and 20 hours of
View when you achieve a Shot gameplay. hours of gameplay.
Down Ratio of 90 percent or better AZEL "EDGE" OFFICIAL ART EPISODE 3 EVENT 1
in all 10 episodes and 20 hours of
gameplay.
AZEL PACKAGE ART
(JAPAN)
View after completing the game in
Normal mode or higher and 20
hours of gameplay.
View after completing Episode 10 View after completing the game in
EPISODE 1 EVENT 2 Normal mode or higher and 20
at "A" rank or higher and 20 hours
of gameplay. hours of gameplay.
AZEL "A GIRL OF DRONE" EPISODE 3 EVENT 2
View after completing Episode 6 at CONCEPT ART
"A" rank or higher and 20 hours of
gameplay.
AZEL PACKAGE ART 2
(JAPAN)
View after completing the game in
Normal mode or higher and 20
hours of gameplay.
View after completing the game in
View after completing three or Normal mode or higher and 20
more episodes at "S" rank and 20 hours gameplay.
hours of gameplay.

View after completing Episode 7 at


"A" rank or higher and 20 hours of
gameplay.
132
Orb 5:Appendix
EPISODE 3 EVENT 3 EPISODE 4 EVENT 3 EPISODE 6 EVENT 2 EPISODE 7 EVENT 2
133

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.

EPISODE 4 EVENT 1 EPISODE 5 EVENT 1 EPISODE 6 EVENT 4 EPISODE 8 EVENT 2

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 4 EVENT 2 EPISODE 6 EVENT 1 EPISODE 7 EVENT 1 EPISODE 8 EVENT 3

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

Use the Invincibility cheat and


only play on Hard.

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

View after completing Episode 1 at


"A" rank or higher and 20 hours of
gameplay.
PANZER DRAGOON ZWEI
View after completing the game in This Orb offers a page of pre- ENDING
Normal mode or higher and 20 rendered cinemas showing View after completing Episode 4
hours of gameplay. various recordings of actual and 20 hours of gameplay.
EPISODE 10 EVENT 1 events in the Panzer world. To PANZER DRAGOON
view the page, flick 7 and 8. OPENING
You can start exploring this Orb
when you play the game once.

View after completing Episode 2 at


"A" rank or higher and 20 hours of
Simply start a game! You can gameplay.
View after completing the game in Quit immediately and view the
Normal mode or higher and 20 first cinema. For cinemas that View after launching Panzer
require completion of certain Dragoon (original game) and 20
hours of gameplay.
episodes, play through on Easy to
hours of gameplay.
meet the objective more easily.

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)
144

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