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Make a Memory: Let's Play Wild Arms 3

gogglebob

The Goggles Do Nothing
(he/him)
Like mighty Atlas, I shoulder this LP forum on November 15, Flea Market Day. Sidewalk vendors are to flea markets as red chickens are to sidewalk vendors. When I asked a vendor how they made the chickens red, he told me, 'They're reincarnations of bloody Drifters.' He's just kidding, right?

Chapter 33: The Twin Snakes

Previously on Wild Arms 3:
Asgard was sent to another time/place/dimension/whatever. With Filgaia’s least favorite/only robot out of the way, Janus taunted the team and invited them to join him at Yggdrasil. Guess we have to get on that!

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So we’re at Baskar Colony right now, chiefly because it has a free inn.

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Now we are supposed to find “Nidhogg”, and make our way to Yggdrasil. As you can see, there is a whole lot of unexplored world out there, and Nidhogg could be practically anywhere.

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However, there have been books and NPCs that talked about two giants that went to fight Nidhogg, and there has also been mention of two different giant statues out in the world. Let’s look into that.

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We already found one statue
while we were on our way to Infinitum.

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It was on an inconspicuous island that we had to pass, so it would be harder to not notice that statue.

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Boot Hill had a population that was particularly chatty about Nidhogg, so let’s head back home.

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I seem to remember…

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Yes, this guy. To the cape!

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Right past the station…

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This looks good.

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Sweet.

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Welp, there’s our answer. Looks like we are heading way the heck north.

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Going to be a long trip….

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Roadtrip! Or… Sandtrip!

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Sometimes I forget how this map works… So one Nidhogg Pass entrance is practically a stone’s throw away from Boot Hill, as its associated beach is accessible from the outer sea (“sea”).

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See that white dot in the top left? This is about how we traveled.

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Pokémon-ass looking plants in these parts. Or maybe Monster Rancher…

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Hey, it’s a teeny, tiny forest. Big trees usually do have smaller trees around them…

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Hooray! We found Nidhogg Pass.

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Please enjoy the Wild Arms 3 save icon as a placeholder for your character when hiding in a forest.

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Nidhogg Pass! I wonder if the whole Nidhogg thing is a metaphor or…

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Hm?

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Ah. Literal. Starting off this dungeon with a fight with Nidhogg.

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Does this mean those statues were literally made in the image of two dudes that got eaten by this thing?

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Nidhogg is weak to light and dark (one would assume due to its dual nature). Unfortunately, at this point in Wild Arms 3, it is impossible to have an actual dark-based spell…

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Nidhogg is one of those fights that is either going to go easy or hard depending on how your party resists status effects. Niddy loves confusing your buds.

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And stomping around like he owns the place.

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The other big status effect is downhearted, which will limit a character’s FP options while they feel ways about stuff. This can be quite annoying if it nails one of your healers.

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Other than that, Nidhogg isn’t all that difficult, and the fact that you can easily scoot out of the dungeon and level up/heal means you are unlikely to even remember this hydra exists in a few minutes.

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Just have Gallows or Virginia use light magic, and everybody else can fill it full of lead.

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See ya.

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Now! Back to Nidhogg Pass.

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This is… a cave. A lot of rocks around? Some water? I’m sure you have heard of these things.

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A switch on a lowerlevel means banking the ol’ boomerang around.

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Never get tired of hitting switches.

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Dum de dum.

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There are treasure chests all over this dungeon. Guess this is where the Prophets stow their stash.

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And their skeletons.

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The skeleton army is not friendly to the living.

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Just blast the undead with light magic the minute they appear.

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And move along.

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Oh! This looks neat.

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First we will hit that duplicator door, which contains treasure that may or may not try to kill you.

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Three mimics. Remember when these things were threatening?

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… Maybe the fact that our reward is a tiny flower is Wild Arms 3’s way of agreeing mimics are no longer relevant.

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Back to the puzzle at hand: stand at different levels on these stairs, and light all the torches.

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Pretty easy if you have the tiniest concept of depth perception.

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And we reach a giant wall next to a switch.

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As is good and proper, the switch lowers the wall.

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But leads us to a dead end. There are some nice gems here, but we cannot seem to make any further progress.

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A locked door, one panel alit, one panel dark.

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Do you suppose…

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Yep! All that talk of “twin” giants and nidhoggs was a clue to the gimmick of this dungeon: to complete this area, you must conquer two dungeons.

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And, yes, whichever dungeon you do first, you have to walk backwards out of the place like a sucker. Puzzles all remain solved, but enjoy those random encounters.

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Ah, these jerks.

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In one universe, my Level 100 party has ridiculous evasion. Over in the “real” playthrough, Amduscias has an instant death attack that can be a real pain. You just earned an instant death-resistant ability from the last Guardian… but that only protects one character.

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Apparently these wannabe unicorns are steel-type thanks to their armor, so immediately immolate on sight.

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And for our third beastie of the area, we’ve got a lizard.

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Welcome to the ice age, dinosaur.

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Since you must leave to start the other dungeon, it is a good idea to rest and heal your VIT back at an inn. This is particularly true if someone got dead’ed by a reverse centaur.

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Also, if I may play at being a FAQ for a moment, before hitting Nidhogg Pass #2, you are absolutely going to want to stop at a shop to pick up some status remedies. Cures for poison and confusion are a good idea. Oh! And hit your garden to grab as many heal berries as possible. Once Part 2 gets underway, returning to the world at large becomes a little more difficult…

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You can just about see Nidhogg Pass #2 from #1. It’s that green area across the canyon.

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Unfortunately, you cannot get there without heading back to the boat.

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Pass #2 is only accessible by sailing around the inner section of that circular area in the northeast of the map. It makes for a much longer trip (though you can easily land at Baskar if you need to refuel).

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You will know you are in the right place when you start seeing the same monsters again.

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Here we are. Once again, that green area on the horizon is where we just were for one dungeon…

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And now it is time for part 2.

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It is technically the same dungeon, so we get the same name related to that thing we killed forever.

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Or…

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Maybe not.

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There are two Nidhoggs. They are both exactly the same, and equally ineffectual.

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In Norse mythology, it is the Níðhöggr dragon that gnaws at the roots of the World Tree Yggdrasil. This is an appropriate leadup to the Yggdrasil base that has been teased for the last few hours of the game. Though the fact that we do not get to see the divine squirrel Ratatoskr is disappointing…

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Niddy has got some junk in the trunk.

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Anywho, exact same fight, except now we know precisely what to expect. Nothing to write home about.

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There! The last Nidhogg is in Niflheim, the galaxy is at peace.

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Now for some dungeoning.

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I think the Prophets learned to teleport entirely to avoid this musty cave commute.

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It is not in great shape.

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See? Falling apart.

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You have to use the sneak command to make it across this bridge… though you will want to fall a little to find a “hidden” duplicator door.

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Always good to find one of those. Also conveniently near the entrance if you lose track of it and need to come back later.

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And a book for Clive’s daughter! Book 4 of 11 is probably where the story gets going.

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Exactly same monsters across both dungeons.

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The treasure room deposits us right past the bridge, though you will have to double back if you want that one treasure chest over the lake.

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And we need all the treasure we can get.

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Come to Gallows.

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Now we can leave.

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This side gets a little more “industrial” toward the end.

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Remember Clive’s power gloves? You’re going to need to.

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Bridges are made from blocks.

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And that’s that. Another switch for another movable door.

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And now that both sides have been conquered, the large, middle door finally opens.

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And guess what! There is even more dungeon ahead! This was just the prelude to the real Nidhogg Pass! So let’s save that for next time. I can only dungeon so hard for so long…

Next time on Wild Arms: We finally murder the most hated character in the game.
 

SpoonyBard

A Bard Named SPOONY
(He/Him)
The wasteland doesn't look like it could support a shrub, let alone a World Tree, so I don't know what the party expects to find. They should prepare for disappointment.
 

gogglebob

The Goggles Do Nothing
(he/him)
Wake up, Wild Arm-erinos, it's November 22, Jellyfish Day. Every time Jellyfish Day comes around, I recall the time I fell into the sea. The next thing I knew, I was floating inside a giant jellyfish. I felt like jelly... So today, I fell jellified.

Chapter 34: Zoom Meeting

Previously on Wild Arms 3:
We found Nidhogg Pass. Twice. Now we are about halfway through a double-stuffed dungeon.

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Okay! Off into the unknown!

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You may recall that the Yggdrasil/Council of Seven system is something that, according to lore we have discovered, a “public good” project spearheaded by men and women that wanted to save the world from its gradual environmental decline for the last hundred years.

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And I am noting this because it looks like Filgaia might be failing as a planet because its best and brightest minds had a hell of a commute into the office for a solid century.

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Maybe they used to have a work-from-home program to avoid all this nonsense?

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Or maybe they had magical flying powers.

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Virginia gets
her second tool (and is finally the last party member to get one). The Galecrest lets Virginia “zoom” forward. Enemy encounters do not occur while zooming along, nor do traps impact your HP. And, extra special bonus, you can bypass spaces that are one “block” large. If a gap is any larger than that, though, you drop like a rock.

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The Galecrest is very similar to Rudy’s Skates in Wild Arms (1), and Kanon’s Rad Blades in Wild Arms 2 (note also that Tim had the Air Ballet in Wild Arms 2, but that was more of a projectile item). However, both of those tools did not have the ability to jump holes. But like with those previous two tools/games, dungeons from here on out are going contain suspiciously few straight hallways where a Galecrest skate would bypass the room.

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The Galecrest will be the focus of the remainder of this dungeon, but the monsters are still exactly the same as what you saw closer to the entrance(s).

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Many of the puzzles here will be focused on creating makeshift bridges to keep your Galecrest active.

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Pulling this switch will move a block into place…

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But there is a hidden (“hidden” as in “hard to see depending on your camera positioning”) floor panel that will reset the block to its original, useless position.

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So you have to zoom over the panel, as apparently using the Galecrest means you are not actually touching the ground. This is a cool way of teaching this Galecrest functionality… that I believe is never seen again.

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Now we can zoom along to the other door. Unfortunately, since you cannot manually stop while using the Galecrest, you cannot access the middle platforms…

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More blocks, more places to be.

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Going to want to unlock the door first…

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And then use Clive’s Mighty Gloves to make a new bridge.

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Two blocks to walk across, and then a shot of Galecrest to fill the final gap. Note that if you try to use the Galecrest to hop over to the first, middle platform, you will fly off the edge.

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Remember the collapsing bridge back at the entrance?

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Going to have to deal with structural issues again.

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Once again, Link, the solution is to use that tool you just found.

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Fish out some treasure, too. This is our second amulet, and it protects against status ailments while defending. It could come in handy for some upcoming bosses…

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This room has three branches containing a switch, a door, and some treasure. Be sure to check all three (since two are mandatory).

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And then leave.

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Hey! Now we’re in the middle of that one room from earlier! Don’t fall off! It would be annoying to have to do any part of this dungeon again.

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Away we go!

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Feels like it has been so long since we last saw a hallway with no puzzles.

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And they’re back.

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There are three different blocks here. The lightest block is the “ice block” that will slide continuously until it hits another object…

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The middle block is the push block, which you can effectively move anywhere without any restrictions…

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And that last one must be lifted, so you can always only move it one block length away from its previous position.

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Obviously, you need to make a bridge out of these three blocks. There are a couple ways to do it, and, with that middle block having the ability to go anywhere, you can game the other two blocks to go exactly where you want (it doesn’t matter that the ice block is so unwieldly when you can use another block to make an immediate “stop”).

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You can also use the corner wall to prevent falling while zooming.

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Next room!

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First we zoom over to this area…

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For treasure!

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A full carrot will immediately max your FP to 100 while in battle. They are terribly rare, though, so you would need some kind of… I don’t know… carrot garden to grow a reasonable supply.

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Now back to that puzzle we passed.

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This is another puzzle that seems kind of finicky for solutions.

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Like, those crates are there to encourage you to stick your blocks over the edge there… but you can pick up the crates from “below” the ledge, and just toss ‘em out of the way. Is it supposed to work like that?

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And that is finally it for this damned contemptable dungeon. The annoying part of it all? If you want to find everything in Wild Arms 3, you’re going to have to do all of that again at least once more…

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But that problem is for another day. Right now we have a prophet to deal with.

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Oh man. I just realized Leehalt would absolutely start peddling bitcoin given the slightest chance.

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Virginia correctly asserts that “evolution” is not “genocide”. Well, I mean, if you’re not a jerk about it…

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Shrug.

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Bro, knock it off with the “I’m smarter than you” shtick. Do you know how many block puzzles we solved to get here?

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We’re finally fighting Leehalt!

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We have battled Melody and Malik already, and this is the final prophet we have to pummel. Unfortunately, it will not be the final prophet fight...

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Nothing to write home about here.

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In fact, Leehalt does nothing.

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But if you decide to do something…

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He counters for exactly the same damage.

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Asgard had much the same shtick during their clock fight, but the exact damage ratio is the difference here. If your Virginia is only plinking off 50 HP, you may as well have her fight. But if your Clive is doing thousands of HP damage, you want your healers at the ready.

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The other trick available is that Leehalt only full-counters the last hit in a sequence. So using Gatling, which can hit repeatedly, will mean that you only take approximately a quarter of the damage you dish out. This is particularly fun with Clive, who can run out of bullets fast enough that his final hit is the dramatically less impactful “unarmed” attack.

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But you probably don’t have to worry about all that, as there is very little tension in this fight. If things are looking bad, just take a round off and heal. Leehalt will wait patiently in the meanwhile.

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Yeah, maybe you would be more effective if you weren’t so reactive.

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Yes, thank you for asking.

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Geez, you shoot a guy a couple of times, and he has a complete breakdown.

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Leehalt is going supernova! Or something!

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Virginia dutifully leads her boys.

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And gets shot. Or… something. It is kind of unclear what hit her, but it is definitely something.

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And it hurt. She is lying there twitching. I tried making it a GIF, but I found it vaguely disturbing…

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“Dude! Dick move!”

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Things are not going well here.

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“We get shot all the time and we’re just fine!”

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“I screwed her up good, didn’t I?

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In a weird way, it makes perfect sense that three super scientists would have some nasty ways to scar their opponents. Kind of funny that the best they’ve been able to muster so far is, like, a confusion attack.

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“If you start hollering about evolution again…”

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What’s the ransom here? Are you going to heal Virginia? Make her worse? Hit the rest of the party with this nonsense? Actually, why don’t you just wreak havoc on the whole party, and not even worry about this whole disarming step…

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Decisions, decisions…

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Yep, not getting better…

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But what’s this!? Werner comes out of nowhere, quickly does something or other to help Virginia, and then…

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Unlike Melody, Leehalt immediately recognizes Virginia’s dad.

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“I told you he was a ghost!”
“I think he’s being metaphorical.”

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“Where have you been? We need to go grab a beer at Gunner’s Heaven!”

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So has he been following the party that closely, or did his Virginia alarm go off?

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Fugging most “enlightened” scientists on the planet never thought to check their opponent’s last name. What’s hilarious here is that this will not be the last time that lack of oversight will be a significant plot point.

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“And you are super evil. You know that, right?”

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“Nobody in history have ever observed demons as being good, Leehalt.”

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“We’re never getting the band back together.”

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“You used to be cool, Werner. Then you had a kid!”

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“Yes, Leehalt, I still get your stupid newsletter. I know what you’re about.”

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“That’s just because I wanted to look more like a smurf. Perfectly normal.”

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Leehalt tries for another magical (or something) whammy, but Werner outdraws him.

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Just taking a frame here to remind you who taught Virginia.

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Leehalt runs away, but he left his buddy behind.

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His terrible, terrible buddy.

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You know some people have the temerity to compare this creature to Wild Arms 2’s Liz? It doesn’t even talk! That’s like saying a character is supposed to represent Aquaman, but they can’t even have sex with fish.

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Balazs has previously been revealed as the shape-changing creature that has been spying on Janus and the party alike since practically the beginning. Neither its stealth nor shapeshifting will be utilized in this bout.

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However, its seemingly alien nature will be a factor.

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Outer World halves your current HP (ouch), and then makes Balazs invincible for the rest of the round. And when we say “invincible”, we mean impervious to literally everything, whether that be physical attacks, magic, or status debuffs.

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Given Balazs’s speed, this means only Virginia or Jet have a hope of doing some damage.

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Clive’s rock-like speed means he doesn’t have a chance.

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So Balazs’s pattern is that he will use Outer World for two turns, effectively cut your HP down to 25%, and then go for an all-out assault on round 3. Then he’ll repeat. This means that the “real” way to win is to have Gallows and Clive on healing duty for two turns, and then let everyone fight back on that third round. However, Balazs seems to have HP balanced for directly fighting Jet and Virginia, and even on my "normal" level run, Balazs went balls up before he got to the assault round. Bro has all the endurance of a hedgehog.

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And that’s it for that creature. Incidentally, the name Balazs is Hungarian, and can be traced back to a Latin word that basically means “stammerer”. Maybe this jerk was supposed to be more talkative at some point…

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Note that Virginia didn’t seem to show any symptoms during the battle, but she apparently has a status effect that is represented by a red chess piece. Given “death” gets a white pawn icon…

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But no time to think about that now. The daddy train is leaving the station!

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“For all sorts of reasons this time!”

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Oh. Leehalt inflicted Virginia with corporeal inner-child syndrome.

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“Again: all sorts of reasons associated with that ‘why’.”

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“A couple times…”

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“Got somewhere better to be?”

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“Just got some bad vibes off you, kid.”

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Virginia, I have seen the size of your home. Dad definitely had something shady going on.

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“I am telling you he is secretly a robot.”
“Clive! Not the time!”

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BEHOLD THE ANTI-DADDY.

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Wow. That really broke him up.

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Unfortunately, that outburst knocks out Virginia.

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“I will thank you to not call my daughter hot.”

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Nanomachines! Always gotta be with the nanomachines…

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“There's a lodge that I use up ahead. I can't guarantee its effects, but I can prepare an anti-nanomachine. Right now, that's our only hope....Please help carry my daughter there.”

Oh boy! We’re going to check out daddy’s bachelor pad! We’ll give you a week to clean up the place ahead of time, Werner, but no longer than that!

Next time on Wild Arms: Wait… were we supposed to find a specific tree? Did not expect there to be choices…
 

gogglebob

The Goggles Do Nothing
(he/him)
Appropriately enough, today is November 29, Tree Day. It's the day the tree of Agastia and the tree of Sephiroth fought over who's the greatest tree. After a long discussion, the two decided that the tree with the most mushrooms to lure Drifters wins. But since the trees couldn't find edible mushrooms, it ended in a tie.

Chapter 35: Going Green

Previously on Wild Arms 3
: The team raced through Nidhogg Pass, but Leehalt nailed Virginia a nanomachine virus at the finish line. Virginia was in dire straits, but her daddy came to the rescue. The whole team then retreated to Werner Maxwell’s home.

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But before we get there, it is time for a check-in with the bad guys.

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Melody really liked Asgard, and is more than a little suspicious about how Asgard hasn’t been around ever since they went on a fieldtrip with Janus.

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… Was that racist?

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You “heard”? From, like, who? Granny?

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Bosses gonna
get Musk-y all up in here.

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“Remember that bomb in your head? The one that can dole out random amounts of pain? Have you been accounting for that at all, Janus?”

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Looks like a no.

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“And you need your body to live!”

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“Hey guys, what’s up? Barbecuing Janus for some reason?”

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Yeah, things are not going good for the bad guys.

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“They found the shitty cave! They made it past our shitty block puzzles!”

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“Janus? You want to get promoted? Kill those guys you only killed once.”

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Bro just wanted something to do besides getting tortured.

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Well, one of you is on their knees and literally falling apart, so I am going to go ahead and predict that Filgaia has a leg up.

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“Let’s get you to the one office chair we rescued from our old lab.”

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MEANWHILE!

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Genuinely do not know if Clive is being protective of Virginia, or he is curious about the science involved in all of this. Or maybe both?

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“Are the anti-nanomachines just nanomachines?”
“Yes.”

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Virginia will be okay! Eventually!

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“Follow up question: are you evil?”

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“Yes it is from Hyades. My freaking hat is from Hyades at this point.”

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“How did that work out for ya?”
“Shut-up.”

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“And lots of monsters. Don't forget that.”
“Shut-up.”

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“I haven’t had someone call me on my bullshit in ten years…”

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“We were enormously bad at our jobs.”

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But what is Virginia thinking about during all of this?! Let’s check in on the coma dreams.

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“It was the same day I heard a gigantic explosion off in the distance, and I saw a bunch of severed arms roll by in a tumbleweed. I think my aunt made lasagna that night.”

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Mom died of a terminal case of no one wanted to design her model.

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“We were fighting a robot in an ancient ruin at the time. Just a whole lot happening at once.”

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Is Virginia getting therapy in her coma? … Wait, are there any therapists on this planet?

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Guardians, Daddy, dust once in a while.

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“Tears left for Daddy” would be a rad band name.

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“You took the only bed.”

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“Oh Gallows, it's you!... But I did leave you, Jet. That's just the trouble. And I tried to get back for days and days… but it wasn't a dream. It was a place. And you, and you, and you… and you were there. But you couldn't have been, could you?... no, Clive, this was a real, truly, live place. And I remember that some of it wasn't very nice. But most of it was beautiful. But just the same all I kept saying to everybody was I want to go home…”

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Great, now Leehalt has a three-day lead on us because somebody needed a good nap.

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This is not true. Without Virginia, who would give the guys all those Heal Berries?

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Oh, right. Daddy.

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“I am sticking around for two days of my daughter’s coma, but after that, I am done.”

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"Guess he had somewhere to be... With the people he actually loves..."

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Yes, he left you to die. Good deduction.

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Convenient! We’ll catch up eventually.

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Virginia decides to get going… which does not go well.

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I think it is pretty clear she doesn’t, Jet.

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“My muscles only atrophied a little bit.”

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So we’re going to get some plot/gameplay synergy now. Until the end of this chapter, Virginia will be “sick” thanks to Leehalt’s attack. Excellent gameplay maneuver, but one that is going to make our lives more difficult.

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“If I’m going to die, it is going to be beating Leehalt senseless.”

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She’s up!

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Jet is being a dick like usual, but he’s not exactly wrong.

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Here is our gameplay quirk: Virginia (and only Virginia) will not have any VIT for the next dungeon. This means that you will have to manually heal her after every battle. This isn’t the end of the world, but you are definitely going to notice every battle where you forget and she starts with a meager HP total.

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Remember when I said you should bring a bunch of heal berries for these dungeons? This is why. Note that the only way to heal this condition is to advance the plot.

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There is always a free “inn” here in the shack, though. VIT is restored… for everybody else.

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“I’ve been sleeping under that table over there.”

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“What? Did I forget to reequip my Guardians or something?”

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There better not be an army of daddies out here…

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Oh. Oh, this is different.

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“Like, what’s all this green stuff under my feet?”

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“Yes, it is true. I panic-puked for ten minutes.”

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Coma over, magical world beyond imagining now available.

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Bro, you’re allowed to be flabbergasted. It is okay.

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“Yeah, the fact that he only remembered one tree is kind of pathetic now.”

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Just imagine: these four people are going to discover what grass stains are for the first time.

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“If such a world of green and blue exists on Filgaia...Then this must be the only place...”
… That we can get a decent glass of water?

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This is scenic and amazing and a complete lie. We’ll cover that in a minute or two.

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“… Anybody else just want to roll down this hill?”
“Yes.”

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So here we are on the map screen for this area. The minor gimmick is that we kind of can’t actually see our location amidst all the trees.

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As you can see, we are that little white dot hidden in the circular continent to the northwest. This whole area is surrounded by mountains, so that’s why no one ever got in there. Or why the one guy that did decided to start a cult.

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We can return to daddy’s Greenlodge at will.

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And why shouldn’t we? We only got to “explore” it during a cutscene.

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See? Rewards for being thorough.

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Daddy was keeping an ancient evil sealed up on the corner of his property. Remember that for when we are hunting super bosses.

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I choose to believe Werner Maxwell purchased and brought his own save doll to Greenlodge.

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Free, infinite healing if you need it. Virginia has spent too long in bed, though, so this is no time for a nap.

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Okay, off into the wild green yonder. The positioning of the camera deliberately makes this area difficult to navigate.

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Don’t think that just because this is Eden, there aren’t monsters.

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There are some real fun guys around here.

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But be careful, they cause a bit of a ruckus.

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Bad neighborhood.

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You’ll find the other side of Nidhogg Pass over by the lake. You don’t have to “discover” it, as you technically used this exit during the cutscene. If you absolutely must return to the rest of the world, this would be the (long) way out.

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Okay, so this is the deceit I was talking about earlier.

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Obviously the one patch of deforested land around here is hiding the Yggdrasil tower. And you can see how its glam shot displays an enormous tower climbing high into the heavens. So…

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(Previously on Wild Arms 3)

Why, when we look back at the panorama view of the area, could we not see the tower? We can see the patch of dirt where it is built, but, nope, no tower. This team needs glasses.

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Anywho, before we even start this dungeon, I am going to make a recommendation: do absolutely everything you can to protect against poison. A lot of monsters use that status effect here, one boss relies on it, and Virginia is not in a place where you want her losing any more health points than necessary. Even in the “normal” playthrough, I have managed to acquire 4 moonstones (which protect against poison), and the fire guardian guards against poison, too. So get on equipping that poison status ward ASAP.

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The party doesn’t know it, but the audience knows this is the right place. We’ve seen those walls before…

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“Anyone else feeling weirdly motion sick from looking at this paintjob?”

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Who would have thought the bad guys would actually try to enact their plan?

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Do it for those trees we just found out exist!

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Chapter 2 Finale Dungeon! Settle in! We’re gonna be here a while!

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First challenge: big switch.

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Additional challenge: more angry birds.

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These little golem dudes (Asgard’s progeny?) use earth attacks, and are weak to water attacks. Equip Virginia with earth defense if you want to keep her healthy.

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Drown!

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Oh you son of a treasure hunter! Kill those birds before they run off with your best items.

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Back to switch: just use some height, and you’ll be fine.

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This place has the most complicated interior decorating.

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Giant chickens are also fond of magic attacks.

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And poison! See? Look out for that poison.

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The game is being helpful with the drops, though.

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Traps are now available.

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Going to want to avoid walking in front of those duders.

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You can either toss a fire crest to finish these things from afar, or sidle on up with a bomb to get more personal.

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Just keep rotating the camera to see all these wily traps.

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Blammo.

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There are going to be a lot of “stair rooms” during this dungeon. Any of these rooms are basically an excuse for monster attacks, so keep Virginia’s HP up for cardio.

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Bah! Stupid blind corners.

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Eat fire, laser.

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Scoot on up here…

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And we can score a little treasure before proceeding.

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And speaking of proceeding, we are going to take a break here. Melody is the first of many, many boss fights we are going to encounter in Yggdrasil, and we are going to want to take a focused look at each and every one…

Next time on Wild Arms: Toxic individuals.
 

SpoonyBard

A Bard Named SPOONY
(He/Him)
Kind of weird that an inexplicably lush valley exists on a conspicuous island and no one else besides Culty McCulterson has stumbled upon it.

Ah well. I'm sure the reason why this biome exists in an otherwise dying world makes perfect sense and isn't convoluted at all.
 
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