Tag Archives: Kate & Amy

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 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…

Wild Arms 2 Part 28: The Planet is in Peril (Again)

Previously on Wild Arms 2: Ashley fought his way back from the darkness with the help of Marina. And just Marina. To be absolutely clear: nobody else helped. At all.

I don’t think we get a distinct timeframe for Ashley’s absence, but let’s assume that it’s been a while since Irving said that.

Nope! Moving on.

“We will be transforming the chateau into a hotdog stand. Kanon, you are now responsible for relish deliveries.”

“We’re out of napkins.”

“What’d I miss? What’d I miss?”

Irving loves his dramatic tension…

Wild Arms 2 Part 12: Down Below and Way Up High

Previously on Wild Arms: In a shocking turn of events, Liz & Ard betrayed ARMS. Fortunately, our heroes persisted, and they acquired half of their daily required magical rocks.

Now it’s time to beat feet back to the teleporter to find an all new chunk of granite.

What’s yours is mine.

Quick bop around the world…

And here we are at the Ruins Mine Teleporation Station. If it seems convenient that the ancient teleporters just happen to coincide with the locations we need to rob, recall that we are heisting ancient materials, and, what, Filgaiains of yesteryear were just supposed to walk to their magic rocks?

Unlike the path to the Raline Observatory, this spot is a small island, and it’s nearly impossible to get lost.

And here’s our destination…