Tag Archives: alby the dog

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 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…

Wild Arms 2 Part 17: Past, Present, and Lizards

Previously on Wild Arms 2: ARMS was bogged down by their colossal inventory, got lost in the snow, and was never seen again. But in another, more narratively tight dimension, ARMS made it to Sielje, and got to embarrass Lilka for a solid day or so. Now we’re off to chase Odessa and the stolen (reclaimed?) data tablets.

Our first stop today is the Gate Bridge. It’s a bridge. Pretty exciting stuff. Should be a quick walk over to where we’re going, nothing to…

Oh, screen is shaking for the ten billionth time.

That’s a really weird way to phrase… anything. That reminds me of…

Our old friends Liz and Ard! They’re back! And exploding stuff!

And whatever Ard said!

Teen Lizard Squad is go!