Category Archives: Wild Arms 2: What in Blazes

Wild Arms 2 Part 38: The Final Fate of Filgaia: Liz & Ard & The Pyramids of Nightmares

Previously on Wild Arms 2: Irving is an asshole. But we already knew that. Huh. Guess nothing happened. And that’s just fine! Because now it’s time for…

Wild Arms 2’s Last Remaining Sidequests

At this point, ARMS can descend to the center of Filgaia (or something), and call this whole game’s worth of missions a success. But why do that when we can…

Visit Damzen City for absolutely no reason.

Stick hidden character Marivel in the lead, and Luka, a random NPC that you would never think to revisit in a million years, will spout some unique dialogue.

Marivel is key, obviously.

Apparently Luka was referring to Marivel’s floating weapons that don’t actually appear outside of battle, that literally no one else in the game has ever directly referred to (there were a few books, though).

I feel bad for the localizers that poured minutes of their lives into this exchange’s translation.

Here we go! Not counting the final dungeon, these are directions to the last “undiscovered” dungeon in the game…

Wild Arms 2 Part 37: Wreckage of the Past & Seeds of the Future

Previously on Wild Arms 2: ARMS tried to halt and capture the encroaching parallel universe… but it didn’t work out. Irving sent the squad off to investigate some random monster sightings while he stayed home and worked on a plan B that is a horrifying version of Plan B.

So the first thing you might notice about Fiery Wreckage is that it is not, in fact, on fire. Considering the team is walking around completely unmolested, this appears to be Not Even Warm Wreckage.

Please do not jump off the Not Even Warm Wreckage, Ashley.

This area is very small, and, given the tiny space, it’s entirely likely you won’t even encounter a single random encounter.

Tools are necessary, though.

It appears there is some manner of canyon between the outside and inside areas of this “dungeon”. A good quake from Brad will at least open some doors.

And then mist cloaking with Tim will clear that canyon.

There are many doors leading into this area, and this door leads to… a familiar sword…

Wild Arms 2 Part 36: Everything Is The Worst

Previously on Wild Arms 2: The last Reypoint was activated, and now I am free from typing that word ever again. If we need to refer to those dungeons again, I’m just going to say “those spots”. We clear on that? Good. Moving on.

So Irving just gave us the word that the whaddyacallit trapped baby universe is hanging out in the Zone of Death, so let’s head over to the most deathly place we know.

Quick teleport over to the salt flats of Slayheim…

And we’re one quick dragon trip away from the Trapezohedron.

For the first time, we receive a phone call before entering the dungeon.

Long story short?

We are warned that we will not be able to leave the dungeon after entering. This is not the final dungeon, but it is kind of nice that the writers provided this feint to make you think it might be the final dungeon.

So we’re given the option of wandering off and doing literally anything else. Frankly, I’ve read ahead, and I can tell you that entering this dungeon is a mistake. Please, go. Go enjoy your life.

Uggggggh…

Wild Arms 2 Part 35: A Water Kanon

Previously on Wild Arms 2: We’ve activated three Reypoints, now it’s time for the last of ‘em.

Up to this point, the other dungeons could be completed in any order. For reasons that are lost to time, however, the final of these four Reypoints requires a little more effort.

First of all, we have to stop back at that crazy drawbridge from back when Lilka was palling around her ice town. Then, we have to have already obtained Tim’s Mist Cloak from his signature dungeon. Mist cloak through the fence we saw a thousand updates ago, and…

Oh boy! Treasure!

Blast ‘em is Ashley’s last non-hidden, easily obtained Arm. Blast ‘em hits a whole party of monsters, so it’s pretty useful for large groups of mooks you need to clear out quickly. Unfortunately, basically none of the super difficult battles in WA2 are group battles, and it’s a lot more economical to use guardian summons or magic for general monster mobs. But still! Nice to have!

But more importantly than treasure (that phrase hurts to write), we can now access the bridge control panel that Liz & Ard monkeyed (lizarded?) with earlier.

Screw local traffic, we’re leaving that bridge up forever…