Tag Archives: Tim Rhymeless

Wild Arms 3 Part 04: Gallows Humor

or
Staring at the Rude Boy

This is initially being posted on May 16, Fortune Telling Day. “Read people’s minds and tell them what they want to hear.” Those are the words of a famous fortune teller… Sounds like a scam to me.

Previously on Wild Arms 3:
Clive protected a town against an avian enemy that was filled with poison. Please don’t lick its corpse, kiddies!


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And now we have our final character, a suspicious intruder. Note that you will wind up back at this “character select” screen after completing the other three introductory stories… even though you literally cannot select anything but your final choice.


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The Wild Arms franchise has a tendency to either go with “real” Western names (like Rudy, Brad, or Virginia), or names that evoke weapons (Kanon) or both (Ashley Winchester). Gallows is a legitimate last name (that has fallen out of favor for some reason), but it is going to be a first name here, because I think it is supposed to sound “foreign” (think Tina/Terra here).


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Almost… there…


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I appreciate how the average age of our heroes in Wild Arms 3 is at least old enough to get out of high school. Not that Jet would have passed…


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Gallows Carradine, age twenty-four. He has turned his back on his lineage and destiny, and recently took to the wasteland as a Drifter. Yearning to escape his fate, he harnesses his inherent strength, so that he may live freely. However, he has yet to realize the true meaning of his actions. Little does he know that it is his very lineage and destiny that gives him such strength…

Yes yes, we’ve all heard of the hero’s journey. He’s at the point where he tells Obi Wan he’s just a farm boy. Got it.


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Who cares about Gallows, someone please tell me this is all in English in the original Japanese. Let’s crowd to the wilderness…

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 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…