Tag Archives: Ashley Winchester

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 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 32: Inexplicable Halloween Special

Previously on Wild Arms:

So we’ve got our “airship” now, and that grants us access to the whole of the world. As a result, this update is going to be entirely optional content… though the first two items are arguably optional content that is more important than some of the mandatory stuff we’ll get to later.

So let’s explore this random castle in the middle of nowhere…