Tag Archives: Ptolomea

Wild Arms 2 Part 23: Pillars That Take an Eternity

Previously on Wild Arms 2: ARMS fought through a dungeon that told them about their next four dungeons. I guess they were pre-dungeoning? Oh, and Brad is back, too. That’s super!

But now we’re searching for the four Diablo Pillars. Where are those, again?

Amy? A little help?

I was considering doing a poll regarding “which Diablo pillar should we hit first?” but the truth is that I don’t know where we’re supposed to be going. This isn’t like the “choose an adventure” at the start, we have to suss out the locations of each Diablo Pillar.

And one of ‘em barely has directions at all.

No matter, let’s hit Baskar first, as it’s been a while since we’ve checked in with our favorite runner-up medium.

‘Atta girl…

Wild Arms 2 Part 15: A Varukisas Before Dying

Previously on Wild Arms 2: Tim was nearly sacrificed, and Ashley was nearly exploded, but it all wound up working out in the end. Now ARMS has a pair of pretty significant victories under its belt. Odessa is running scared!

And the king noticed! The king!

King credits Irving, Irving credits ARMS. Remember that Tim was a penniless street urchin, like, yesterday.

King of Meria Boule list of accomplishments making him worthy of position of king: was born.

Down to business: how can we get our own rad plane?

Answer: world peace…

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…

Wild Arms 2 Part 08: Reach Out and Threaten Someone

Previously on Wild Arms 2: ARMS averted a cave-in! Or… they at least cleaned up after one. What’s important is that ARMS accomplished something. That might not happen again for a while.

Oh, we also got a hot tip about some mysterious gang approaching Telepath Tower, so let’s dive on in.

Well this is certainly odd: a trio of glowing cubes are hanging around the entrance.

And, not coincidentally, there are a few chuckable boxes lying around, too.

But all doors leading forward are locked. Can yoooou solve the mystery?