Tag Archives: dungeon theory

Wild Arms 2 Part 41: Post-Mission Debriefing

Previously on Wild Arms 2: Everything. Every damn thing. It’s over now, but thanks to an Eskimo’s dying curse (I was unaware he would react so poorly to a hot cup of coffee), I am forced to spit out a few more words on the subject of Wild Arms 2. So let’s get to it.

Upon completing the game, Wild Arms 2 allows for the creation of a game clear file. This was fairly common in the Playstation 1 days… or at least it happened with Saga Frontier. I… can’t think of any other games that did that. Probably Chrono Cross? Hm…

This extra file is not a “playable” save file, though. This would likely make it first on the chopping block on your precious PS Memory Card that can only contain 15 save files.

The clear file is a way to “review” your final game data, and maybe rewatch a few cutscenes. Let me tell you: rewatching anime cutscenes was all we had back in the earliest 21st Century. Why, I remember when Lunar

Here are the final stats on Ashley. And, incidentally, I’m going to use it an excuse to talk about Wild Arms 2’s Battle System.

Short answer: it’s not great…

Wild Arms 2 Part 39: Down into the Muck

Previously on this Wild Arms 2 Let’s Play: I distinctly noted in the FAQ that “This isn’t a walk through, and I’m not going to hit every single sidequest, because I want this thing to end before the heat death of the universe” And then I finished every single sidequest. Dammit. May as well beat the game now.

Nothing left to do now but board my metal dragon and… Wait, where were we going, again? Better check with Kate and/or Amy.

Spiral Tower, I guess! Not that that was ever mentioned in the note Irving left for us.

Dammit! I really wanted to take my airship monster out for one last spin.

So Spiral Tower is pretty close to home, but it’s on a peninsula that pulls the old JRPG trope of requiring a little overworld walking to get there.

There are no “puzzles” on the Filgaia overworld, so this is mostly just an excuse for a few extra random encounters. Here’s some friendly smoke monster we found on the way…

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…