Tag Archives: Vinsfeld Rhadamanthus

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 25: The Fall and Rise of Odessa

Previously on Wild Arms 2: ARMS is on a pretty solid murder rampage. Not only have they banished the entirety of Cocytus, but they also killed a ghost! Or a geist. Sorry, I don’t mean to offend any of my spectral friends.

But no time to be ectoplasmically sensitive now, we’ve got a Death Star to raid!

First rule of storming the enemy base is that you can always leave if you want to. This… probably won’t happen, because the enemy encounter rate for this area is low, and the only boss is behind a point of no return, but it’s nice to have options.

And we’re off!

I guess Vinsfeld set up a bunch of black lights? Some villains know how to decorate.

Here’s the signature puzzle of this dungeon: there are many doors, and they’re all color coded. Our choices are red, blue, and green. There aren’t any green doors around here, but red appears to be locked, and blue is open. Let’s go check out that blue door.

Switch time!

And now red and blue are unlocked, but green is barricaded. You can see where this is going…

Wild Arms 2 Part 22: The Final Battle! Liz and Ard and Some Other Guy Return!

Previously on Wild Arms 2: Kanon finally decided to stop trying to kill Ashley, and joined ARMS with the express purpose of eventually killing Ashley. But he’s cool with it! See? He can accept Kanon for who she is.

And now we’re investigating The Coffin of 100 Eyes, which is supposed to be a power source for Odessa’s latest scheme, but Ashley ain’t buyin’ it.

Uh-oh, looks like someone hasn’t been monitoring Lilka’s sugar intake.

I choose to believe Lilka’s previous outburst echoed down giant, empty halls for like an hour.


“One of their little traps.” Yes, Kanon, like one of those traps you used on the rest of ARMS. Twice. At least once yesterday.

“Meh, a dungeon is a dungeon. Let’s go for it…

Wild Arms 2 Part 20: I Choo-Choo-Choose Death

Previously on Wild Arms: This update is posted in memory of Brad Evans, who died as he lived: silently meditating the nature of heroism while actively blowing stuff up. Donations in his honor may be sent to the Slayheim Liberation War Orphans Fund.

Our last update ended with the party back at Valeria Chateau. This is actually the first time the plot has chilled while we’re inside the chateau since the thing got rocket boosters, so let’s take a quick tour of the extra floors.

There are a few crewmen wandering about offering reasons to not use the flying castle. You want to keep your job, private?

And we can… pretend to be Irving at the helm? You there! Go fetch me magical rocks!

The Valeria Chateau main deck is Floor 4, but we now also have B1 and B2 available. We’ve technically been to these floors, but only during cutscenes.

B1 hides this dude that can be pretty useful…