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.