Tag Archives: Colette Mapleleaf

Wild Arms 2 Part 40: A Farewell to ARMS

Previously on Wild Arms 2: Liz & Ard only appeared in 10% of this Let’s Play. It has been an abject failure.

But now we’re in the final chamber of the final dungeon, so maybe we can turn this whole thing around.

And some dude is talking!

Oh, sweet. Guess we just have to do some punching and we’ll be home in time for Jeopardy.

Unfortunately, Irving’s brilliant plan has already hit a snag: the Kuiper Belt is too much for the vessel, so it is growing uncontrollable, physical roots.

So, anyway, new mission…

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 33: Luck, Wind, and Fire

Previously on Wild Arms 2: Man, you got me. There are 32 parts to this thing? And I ignored it for a year? Crap, I’m going to be lucky if I remember these dudes’ names.

Raypoint Wing? Is that… is that the vampire girl? Can she fly?

Oh, right, we’re at one of those reyline dungeon thingys. There are four elemental dungeons that can be completed in (kinda) any order. Here’s the first one. It’s wind themed.

Each of the dungeons also corresponds to a character and their spiritual journey. And their tools. Tim already has a wind wand, so he’s up.

Basic dungeon mechanic: wind-push platforms until they are safe to cross. Blow it until you know it…