Panzer Dragoon Saga Disc 3 Secrets
The third disc includes a side quest where you can save a hunter boy from the Meccania disease, a hidden enemy in the tunnels of Uru Underground Ruins, and tips on how to barter a better deal with Quitor.
- Dragon Booster
- Tobitama Rock Side Quest - Step One
- B?F and B??F
- D Unit 08
- Tobitama Rock Side Quest - Step Two
- Large Gun Side Quest - Step One
- Items in the Liberal District
- Free Dual Blast Chip from Aldo
- Items in the Holy District
- Free Money from Quitor
- Cheap Zaal Nuts from Quitor
- Sell a Macran Jewel to Quitor
- Free Zaal Nuts from Rhoda
- Aronak Unit
- Bible 1
- Dragon Book 2 Side Quest - Step Two
- Dragon Book 3 Side Quest - Step One
- Dragon Book 2 Side Quest - Step Three
- Tower Report 1
- Cheap Tri-Burst from Jephthah
- Dragon Book 3 Side Quest - Step Two
- Large Gun Side Quest - Step Two
- Base Manual
- Battlecruiser and Warship
- Free Money From Vaiman
- Dragon Report
- Paet’s Report
- Dragon Crest and Dragon Pup
- Destroy Shelcoof
- D Unit 05
- Letter 2
By the beginning of disc 3 your dragon will have evolved into the Panzer Wing form, and it’ll have a laser rank of #3. If you return to Georgius at this stage, you’ll be able to Access three of the four pyramid relics that surround Shelcoof, and this’ll cause the first three sets of locked doors inside the vessel to open. The entrance to Shelcoof is at its rear, and deep within the ship’s main corridor you’ll be able to reach a Blast Chip and the Dragon Booster item.
Although this guide used to imply that the Dragon Booster has no function, it turns out that this isn’t the case after all. If you press the
R button to perform a roll when you’re flying around (with the Dragon Booster in your possession), and you then press
C to activate your lock-on cursor during the roll, your dragon will automatically lock-on to every Break target in sight. (Thanks go to Rushifel for this info.)
Obtaining the dragon booster.
Tobitama Rock Side Quest - Step One
A tobitama's nest.
If your return to Uru’s Sunken Southern Ruins at the beginning of disc 3, you’ll find a small flying creature directly north of where you enter the area. Access it and you’ll discover that it is a tobitama, which you should guide back to its nest in the northwest of the area. There are another two tobitamas to be found, although you can only guide one of them to the nest at a time: one of them is in the west, and one is in the northeast near the cliffs. When they’re all reunited with their mother, these strange creatures will fly away, leaving a Tobitama Rock behind in their nest which you can collect.
Kolbas are a hidden enemy that only appear when you return to Uru during disc 3 or disc 4. They’ll also only appear at daytime; whenever you go to Uru a random time of day will be chosen, so leave and return to the area until you do arrive during the day. Kolbas will ambush you over a group of rocks in the northwest of the area, which are marked on the map below; you can tell if you’re in the right place because your radar should change from blue to yellow (assuming that you’re carrying a Telepathy Shard).
The location of the kolbas.
Fighting the kolbas.
As with the hidden sand mite enemies, an “Excellent” grade against kolbas will give you a relatively large amount of experience points (at least, it will if you come here to fight the kolbas as soon as possible). It might be a good idea to stay here fighting kolbas for a while, at least until you stop going up a whole Level after each battle. Remember that if the ambush spot goes blue and the kolbas stop attacking though, you can leave Uru and return to make them reappear.
B?F and B??F
During disc 3, it might be worth returning to the Underground Ruins of Uru, which you can once again enter through the black ruins in Uru’s Deep North. When you’re inside, you’ll only be able to exit the ruins through the large door that you entered them by, as the elevator was destroyed on your previous visit.
Fly through the underground ruins until you reach the hole near the prototype dragon chamber on B2F East, at the far north of the floor. This hole previously took you down to B3F East, but - strangely enough - it now leads to a hidden floor called B?F. You’ll have to Access and ride the Floater in B?F’s first room in order to proceed though, as your dragon won’t be allowed through the door.
A purple glow illuminates the passage.
Hidden items necessary for 100% completion.
B?F is similar to B4F, which you’ll have seen on your previous visit: it’s a series of forking corridors on a steep downward slope, which means that you’ll be unable to turn back once you’ve chosen a path to follow. Each path that splits from the main route leads to an item box and a hole, which will bring you out at B3F East. The hole at the end of the left path at the final fork (a hole with no item box before it) leads to another hidden floor, named B??F. This very small area contains some more items, and its exit hole also leads out to B3F East. You should probably go down each path and collect all of the items before continuing with your quest.
These hidden enemies are a variation on absorboras, and to fight them you’ll need to return to the Underground Ruins of Uru while on disc 3 or disc 4; they can be found on B3F East, in the sloping corridor marked on the map below. To return to B3F East you’ll have to go down the large hole at the north of B2F East, which will take you through B?F (see above) in the process.
The location of the Absorborac.
A group of Absorborac.
D Unit 08
A row of item containers.
While you’re in the Underground Ruins of Uru, remember to revisit B4F. In the long chamber near the elevator from B3F West, there’s a line of item boxes that were too tough for the Floater’s lasers to Break on your first visit; your dragon’s lasers should be able to open them all easily, though. Inside you’ll find another D Unit, and quite a few other useful items.
Tobitama Rock Side Quest - Step Two
If you return to the Caravan at the beginning of disc 3, you’ll find that Enkak (the young boy) has been taken ill. The only thing that can save him is a Tobitama Rock, which his father An’jou has gone in search of. An’jou will not actually be able to find a Tobitama Rock though, so Enkak can only be saved if you find one yourself (see above) and bring it here.
Edge arrives back at the Caravan...
...and gives Baicah the Tobitama Rock.
If you show the Tobitama Rock to Baicah (the Caravan’s shopkeeper), he’ll buy it from you for 2,000 dynes, and he’ll also give you five Speed Chips. Baicah will make an antidote from the rock that will ultimately save Enkak’s life, which will also make a difference later on.
Large Gun Side Quest - Step One
After you’ve met Paet at your campsite and talked to him about Mel-Kava, return to the Excavation Site area (the place where Edge can walk around on foot). There you’ll discover the lifeless body of Radgam, the hunter from Zoah; apparently he was out hunting, and he was unfortunately killed by a monster. If you examine him, you’ll find an unloaded gun.
Items in the Liberal District
If you go to Radgam’s house at any time after the beginning of Disc 3, you’ll find it deserted. The toolbox in the back room, which was out of your reach until now, will be left open on the floor; inside it you’ll find two Recovers.
Edge loots the late Radgam's house.
Edge finds some oil left in Aldo's lamp.
After you find out about Mel-Kava from Paet, you’ll notice that the Empire has arrived in Zoah. After this, a couple more free items can be found discarded in Aldo’s house; there will be a Shield Chip under a blanket in the main room, and you can also find some Lamp Oil if you examine the lamp on the floor.
Free Dual Blast Chip from Aldo
Aldo tells Edge of his past.
Aldo’s house will be in total disarray after the Empire’s arrival, and you’ll be able to reach a secret back room where he is hiding. After talking to him, try examining the tools spilled on the floor; Aldo will let you take a Dual Blast Chip from among them. If you talk to him again after this, he’ll tell you about his past as a hunter, then ask you if he did the right thing by giving up that way of life. If you answer “no”, he’ll argue with you and apparently throw you out. If you go back in afterwards though, Edge will apologise, and things will be the same; it ultimately makes no difference which answer you give.
Items in the Holy District
When you reach the Holy District, be sure to search around the first courtyard area for a few free items. If you examine the hanging fruits by the doors from the Liberal District, you’ll find a Zoah Harvest; it may be useless, but you can sell it for 1000 dynes. Another Zoah Harvest can be found in the stockpile to the right of the grain storehouse, and if you examine the trees to the left of the storehouse you’ll pick up a Recover.
Taking a portion of the Zoah harvest.
A Recover item can be found in the trees.
Free Money from Quitor
When you’re in the Holy District during the day, go to the area behind the church and look for Quitor, the grain seller from the Liberal District; he’ll be dressed in white and green. Quitor will give you 200 dynes straight off, to persuade you not to tell anyone about his activities.
Cheap Zaal Nuts from Quitor
Quitor giving Edge some nuts.
If you keep talking Quitor again after he gives you the 200 dynes, he’ll eventually offer to sell you some Zaal Nuts. He’ll only ask 500 dynes for them, and considering that you can sell them at a shop for 1,500 dynes, this is a pretty good deal. Bartering with him is a mistake here, so don’t try it; if you do, he’ll take offence and decide not to do business with you.
Sell a Macran Jewel to Quitor
If you repeatedly talk to Quitor after the Zaal Nuts deal, he’ll eventually offer to buy a Macran Jewel from you for 9,000 dynes; you’ll probably have one by now, but if you don’t he’ll ask you to find one for him. 9,000 dynes for one of these items is actually a very good deal, as a shop would only give you 1,300 dynes for one. However, if you choose the “Do not sell” option, Quitor will actually raise his price to 10,000 dynes; it’s best to accept this offer though, as if you refuse again he’ll decide to not buy it at all.
Free Zaal Nuts from Rhoda
Not far from where you found Quitor, you should be able to meet his daughter, a little girl called Rhoda; the first time you talk to her she’ll run away and hide, but if you then go and find her, talk to her a few more times. She’ll eventually give you three Zaal Nuts as a gift, which are worth 1,500 dynes each.
Young Rhoda looks up at Edge.
Note that you can only collect the Aronak Unit if you’ve got a Panzer Dragoon Zwei save-game file in your Saturn’s memory. If you do have one, keep talking to Rhoda after she gives you the Zaal Nuts, and she’ll eventually give you this strange item too. From this point onwards, you’ll find that the Aronak Unit is lying around at your campsite, near your tent.
If you turn the Aronak Unit on, it’ll show holograms of the dragon’s different forms from Panzer Dragoon Zwei, whilst playing music from that game. Switching it on and off will cause it to move through a sequence of holograms, while the music alternates between different themes.
This book can be found in the brown incinerator outside Vaiman’s house. It describes the creation of the world according to the religion of the Frontier.
Dragon Book 2 Side Quest - Step Two
Was it a mistake lending Abner money?
After you’ve met Vaiman and agreed to destroy the Imperial Air Force post for him, go and find Abner in the Liberal District; he’ll be walking around near the entrance to the town during the day. If you talk to him, he’ll admit that he can’t pay you back the money he owes you, but that you can come to his house (at night) to find something as repayment.
Dragon Book 3 Side Quest - Step One
Also after meeting Vaiman, try talking to Paet; during the daytime he’ll be in his yard in the Liberal District, working on his airship as usual. He’ll ask you to visit him at his house - that is, his father Vaiman’s house - at night time.
Dragon Book 2 Side Quest - Step Three
Hunter, gatherer, or obtainer of knowledge?
If you go to the gatekeepers’ house at night, you can take Abner up on his promise. When you examine the pile of junk by the door, you’ll be given a choice of what to take: “Things useful for Battle” will get you two Shield Chips, “Parts of Monsters” will get you an Olfactory Lobe, but if you choose “Books on the Dragon” you’ll receive Dragon Book 2.
Tower Report 1
After meeting Vaiman, you’ll also be able to meet a new character if you go upstairs in Juba’s bar at night. This man, Jephthah, is a member of the Seekers; he’ll identify you as one of Gash’s friends, and he’ll give you Tower Report 1.
Cheap Tri-Burst from Jephthah
Bartering with Jephthah.
If you talk to Jephthah after he gives you the Tower Report, he’ll offer to sell you a Tri-Burst gun part for 1,000 dynes. If you choose to “deal more”, he’ll actually reduce the price to 800 dynes, but if you try and “deal more” again he’ll give up and not sell it to you. 800 dynes is a good price, as you can sell this item at a shop for 3,000 dynes if you want to.
Dragon Book 3 Side Quest - Step Two
Inside Paet's bedroom.
Now that Paet has invited you to his house, you’ll have to work out how to actually get in there; the front door is locked at night, and the main stairs to Paet’s room are blocked up anyway. To enter, you’ll need to go down the alley to the left of the house at night time; if you look up at the end, you’ll find a collapsible ladder hanging from the side of the building. If you examine the ladder Paet will drop it down for you, and you can enter his room, which is cluttered with Ancient relics. Talk to Paet, and then examine the books on the shelf; he’ll let you take the final Dragon Book.
Large Gun Side Quest - Step Two
You may have noticed this already, but you’ll get a specific reaction from Aldo if you talk to him while you’re carrying Radgam’s old gun around; you’ll also get a reaction from Paet, if you go to his house at night time and chat with him. Importantly though, if you talk to Jared (Zoah’s shopkeeper), he’ll offer to buy the gun from you; not only will he give you 1,500 dynes for it, but selling this item to him will also make a difference later on, when you reach Disc 4.
The final new thing that you can do after meeting Vaiman is collect the Base Manual. If you visit the Caravan at night, you’ll find Raul (the hired hunter) sitting outside the yellow tents; talk to him and he’ll give you this document, which describes the Imperial Air Force Post.
Battlecruiser and Warship
There are two different hidden enemies at the Imperial Air Force Post: battlecruisers and warships, both of which you might recognise from episode 2 of Panzer Dragoon Zwei. Like the dracolyths that could be found at Uru, these enemies will ambush you like normal enemies as you fly around, only less frequently. Be sure to find them before you destroy the base’s control tower, as no enemies will ambush you after that point.
A fleet of warships.
Free Money From Vaiman
After you destroy the Imperial Air Force Post, the first thing you’ll need to do is go to the church in Zoah’s Holy District, where you can report your success to Vaiman. Your next main task will be to meet Paet, who’ll give you Letter 1, but before you do that try going to Vaiman’s house. You’ll find that the politician is in a meeting with Quitor, and if you talk to him a couple of times he’ll give you 500 dynes to persuade you to leave.
Browsing Viaman's bookshelves.
Later on, after you’ve received the Temple Key from Vaiman, try talking to him further. He’ll make a rather large request of Edge, asking him to become the formal guardian of Zoah; if you refuse, Vaiman will keep trying to persuade Edge, and if you keep refusing he will attempt to blackmail him, and then end the conversation. If you talk to Vaiman again after this refusal, all he’ll do is ask if you’ve reconsidered, until you eventually do agree to become Zoah’s guardian. After you’ve agreed, you’ll finally be able to take something from Vaiman’s bookshelves; if you examine them, he’ll let you keep the Dragon Report.
Obtaining Paet's report.
The Temple Key will allow you to enter the locked room in Zoah’s church, where the artefact known as the Guardian Fire resides. If you examine it at night, Edge will experience a vision of Mel-Kava, from which he will be woken by Paet. From this point on, Paet will be studying the Guardian Fire at night; if you talk to him, he’ll give you a report that he has compiled.
Dragon Crest and Dragon Pup
After you’ve destroyed Mel-Kava and battled Atolm for the third time, your dragon will evolve into the Eye Wing form, which has a laser rank of #4. If you return to Georgius at this stage, you’ll be able to do some things that you couldn’t do previously. However, make sure that you don’t destroy Shelcoof’s engine rudders straight away. Your dragon will be able to Break them now, but when they’re gone the vessel will fall into the sea and explode; you need something from inside Shelcoof before you do this.
With your new laser rank you’ll be able to Access the fourth pyramid-shaped relic outside the vessel, and any others that you might not have Accessed so far. When this is done you should enter Shelcoof through the portal at its rear; as you travel down the vessel’s main corridor, you’ll be greeted by a spectral dragon, which you can follow all the way to the corridor’s end. There you’ll be able to enter a new area, the Genesis Chamber.
Breaking the pyramid-shaped relic.
A spectral form of the Blue Dragon.
The Genesis Chamber is apparently the massive room seen at the end of Panzer Dragoon Zwei, where Lundi found the artefact known as a Dragon Crest. The Dragon Crest is still there now, and although it’s a pretty huge object, you can collect it by Accessing it. When you do this, a small dragon pup will be released from the crest, and it’ll follow your dragon around wherever you go.
Inside the Genesis Chamber.
The pup follows Edge's dragon.
The dragon pup has quite an unusual function; while it’s with you, it’ll occasionally fly upwards and disappear off the top of the screen. If you can then find the pup and Access it - it’ll usually be nearby, and not necessarily high up - you’ll find that it has discovered a hidden item for you. If you fly too far away before finding the pup, it’ll simply fly back to you empty-handed. None of the items that the pup finds are literally important - they’re just things like elixirs and combat chips, and other items that can be sold - but you may as well collect them when the chance arises.
It’s worth pointing out that the dragon pup can find you an item called “Relic - Shoes”, which can’t be picked up anywhere else in the game. (Thanks go to Brandt for reminding me about this.)
When you’ve collected the Dragon Crest and you’re sure that you’ve done everything else you need to do at Georgius, you can set about Breaking the three engine rudders on the west side of Shelcoof. When two are destroyed, the vessel will actually try and protect itself, and it will pull you away using tractor beams. If you Break the points at which the tractor beams emerge from the ship you’ll disable them, and when they’re all gone Shelcoof will finally collapse into the sea.
D Unit 05
There’s one other new thing that you can do after your dragon evolves into the Eye Wing form. If you return to Uru’s Sunken Southern Ruins, the Eye Wing’s laser rank of #4 will enable you to open the item box that hangs near the mouth of the passage; it contains the fifth D Unit.
Collecting letters from Craymen and Zastava.
After you’ve taken on the Imperial Air Force and faced Grig Orig for the first time, return to your campsite and examine the unconscious Azel. You’ll find Letter 2, a short document with messages from Zastava and Craymen, which was presumably in the pocket of her coat. It seems that you can only collect Letter 2 now, before you go to the Tower.