Part 28: Obligatory Trask Appearance
Last time, Captain Bartholomew had a straight string of bad luck. First he gets used as the test pilot for the prototype of the Protowing (Protoprotowing?), and crashes it nearly killing himself. Then he gets roped into dragging Jane and Magdalen to who knows where in order to find one of the Gemini Circuits, only to have his ship attacked by a giant stone stingray and sink with the ship...while carrying the Gemini Circuit. He will be missed.
![:smith:](../Smilies/emot-smith.gif)
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Over the next several updates I'm going to just try to shove as many Music the Best remixes/arrangements as I can, but the Feeling Wind ones are the most challenging because they are so quiet and meditative. This one I feel sets the mood pretty well. (The original song that played is Ordinary Day, which originally played at the Chow Mein Uprising. Totally Busy is a song that played at a similar meal scene in Wild ARMs 4.)
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Bah, no one really cared about Bartholomew anyway.
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This is because Rudy is awesome. The Captain was just a reason for us to have a ship.
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Emma, Jane and Magdalen all leave. I really have no idea what Emma is saying there, although I think her line was supposed to be something more to the effect of "come with me" rather than "coming with you." For now though, we're given control, with no clear goal.
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I finally hand over one of the models to Tom so he can be finished with it five dungeons from now. That's about how long it's taking me, despite the fact these are supposed to be done in a few battles. I think it has to be random encounters you deliberately enter, and actually finish without using Strategic Evac.
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There are chaff and grain together on the beach.
Since we still have the Protowing, I take a trip to Ship Graveyard because...
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I can totally get this chest now. This box stopped us from getting across. Under the box is a pole for the Wire Hook to grapple across, and then you jump down to reach the chest which contains a PS Surprise Guard.
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Oh, and there's also a body out here we can drag back to shore with the Wire Hook as well.
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He carried out his duty to the very end.
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Rudy and Cecilia both glare at Jack for that one.
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Obtained Event Item [Gemini Part]!
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So much for Emma being an "Aunt" figure....
Polsy posted:
Well, at least they didn't go with a more literal translation. She says, 'Come with your older sister (age 39). I'll show you something good.'
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To the Emma-Cave!
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It starts playing an instrumental version of Windward Birds again. I'm surprised how often this song has popped up, and wasn't included in the OST; only the "true" version which I'm very obviously holding back on playing. The Feeling Wind song here has a similar effect, though; it's the Wild ARMs 2 theme.
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Matthew: We are six sons unworthy of their father.
Lulu: Emma called us all of a sudden. But we knew nothing of the aviation device.
Norman: ...We should have known... This is one of our master's dreams.
Tokanaku: It was such short notice. But then again, it is Emma. We should have expected it.
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These five are the ARM Meisters throughout Filgaia. There are actually two others, Abbot (whom claims Emma studies under, BAH!) is at Adlehyde and Douglas
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It fades to black, then fades back to...what I'm going to assume is a sunrise. Could be a sunset. Still gorgeous though. Seriously, that looks like a freaking painting.
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it! Gullwing!!! Start the engine and go!!!
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We get another take-off sequence (and I get a new wallpaper!), although instead of the plane exiting out of a hole in a cave...it gets brought up to the outdoor surface by an elevator. Just how complex is Emma's secret base anyway?
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See, game, this is where you would want to put your phoenix metaphor!
Anyway, all the tutorial text is saying is that now we can use the Gullwing to fly over mountains. Before we could stop and kinda get stuck on them a bit, but now we can raise our altitude high enough to soar over them. I didn't mention this before, but while you're flying, you can raise or lower your altitude at will (and if you collide with something, you'll just automatically go high enough so you're above it) and it's actually kinda fun to finally be able to soar wherever you want on Filgaia with nothing stopping you. Good grief, I'm starting to sound like Virginia.
Anyway, no dicking around this time. Only a quick pit stop to forget Mirror Mirror (one of those spells I want in case I need, but never need it) and instead learn
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They've told us several several times where Pandemonium is this entire game, and now we're finally going in! They really built this place up to be rather important...
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Welp, that was fast!
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Welcome back Turask! Turask, or more often known as Trask, has appeared in EVERY Wild ARMs game at some point. I'm not going to call a Fuck Up on his name, because I think it's supposed to actually be "Tarasque" but it's been misspelled so many times even in English, so this is fine.
Even though Turask has appeared in every Wild ARMs game, he's probably most well known in Wild ARMs 2 because that's when Ashley starts Access, and the scene is pretty awesome. As of such, I'm playing Rocking Heart's remix of the battle theme from Wild ARMs 2.
Right, so enough history, what's up with this Trask? Well, even though this game copied almost everything battle-wise from Wild ARMs 3, that strategy of freezing and burning to destroy the shell won't work. You have to deal with Trask's insane DEF stat, which gets even higher with the "Anti-physical Barrier" which just means he's got higher DEF.
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But Jack has Acute Angle which increases damage with the enemy's DEF, so I make good use of it before I cancel away all of Turask's buffs.
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However, Turask counters nearly everything with Biological Missile, which deals quite a large amount of damage. Don't use Cecilia to blast him with Magic, you need her for healing and buffing.
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Turask also LOVES poisoning people, which is another pain to deal with. I equipped some PS Moon Stones before battle, but only had 2 of Lv. 2 to equip around. Even at Lv.2, it's only a 20% drop in the chance, so it's not that great. Reduces the chance from 65% to 45% to get poison.
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Gatling Raid isn't doing too hot in this battle, once again because of his high DEF stat and I didn't realize how much it destroyed Gatling Raid's damage. I should have gotten Chop-Chop for this fight, but it ended up being alright. Just a lot of frantic healing, using Life Flame every once in a while to almost fully heal everyone and get rid of poison, and lots and lots of Gatling Raid makes it fine.
Also, did I mention that Lock-On Active forces Auto-Reload, which also generates a little FP on it's own? Combined with Newton's Wrath and Rinse & Repeat...Rudy can basically just keep firing without pause to get FP back for more Lock-On Active, and with Infinity, it's not going away.
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It's a bit of a slugfest, but Turask goes down eventually. It's only got 9000 HP, but that 350 DEF really drew out the battle. Turask drops 19000 EXP, 6000 Gella, and a Migrant Seal. Because of the length of the battle, Jack got a x2 multiplier, Rudy got x1.9 and Cec got x1.5. Everyone levels up, and Jack goes up two levels.
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Alhazad is seen floating from above, holding Elmina in it's claws. Note that she's Elmina right now, not Harken.
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However, suddenly Turask's body starts turning into poison gas.
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All three of them eventually succumb to the poison gas and fall unconscious.
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And then we return to Jack and Hanpan trapped in a prison cell, with Jack banging his arm against the wall in anger.
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Jack hits the wall again.
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Dark tear will be fallen from sky with thuneder.
That's not my typo.
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So now we get to play as Hanpan for a while! It's really not that different. Hanpan moves like normal, and can run just like everyone else and makes a cute little squeaky sound when you do so. This maze section is actually pretty linear at first, because at three different points, you'll get stopped with this message.
Riding on the wind, it sounds like somebody talking!
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Anyway, that's the first conversation. Like I said, at three different points you overhear them, but it's just a standard conversation. Their poses don't change, and the camera angle changes slightly. Not worth wasting screenshots on.
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Props to Zeikfried for realizing that psychological warfare works just as well, but there's one problem, you kinda have to kill them when they are helpless.
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Suspicious...anyway, next conversation.
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Sealed by his spear? How does that work?
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Hoo boy...I do not like what they are planning. Remember, they tempered Harken with the Darkness Tear before to help her kill Lucadia. What are they planning now?
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Not a switch, unlike the original game. This time we have to put in a password.
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It's the name of Zeikfried's spear, remember! I remember the name because it's also the weapon of a boss in Wild ARMs 5, and one the ultimate weapons for one of your characters in XF.
Bzzt!
Hmm... GRAM-Zamber?
Bzzt!
...Password?
Bzzt!
Nope...ugh. Let's poke around the maze some more to see if we can find some hints.
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Search hard enough, you can even find Rudy and Cecilia, although they are in separate cells.
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Alright, let's see if Rudy knows.
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Oh, right, Rudy can't talk. Let's go back to Jack.
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Oh right, it's Glumzamber in this game. It was also Glumzamber in the original game, so it's not quite a Fuck Up. And yes, I really did forget how to spell Glumzamber. This is what happens when inconsistent spelling between games gets really bad. At least the game is polite enough to let Jack tell you the answer.
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Indeed it was. Too bad I figured it out wrong first.
Anyway, Hanpan just warps back to Jack now. Good, I hate that maze. Cute, but annoying.
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We get control of Jack now, and learn this dungeons gimmick; the party members are separate, and you have to move them individually to solve puzzles to get through. It's exactly how it was in the original game, down to entering the Tool menu to switch between characters.
Another Music the Best, this is Fate Breaker, a dungeon theme for one of the later dungeons in Wild ARMs 3. We're getting very close to the end of the game here, so I feel it's appropriate.
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Don't have Cecilia, so no Voyeur scans for a couple of these. Each character seems to have a higher chance of encountering one specific enemy of the three you can meet here. Jack tends to fight this Betelgeuse a lot, which is flying and has high evasion and reaction...not a good mix for him. Strike Buddy can almost kill it in one hit and it won't miss, but it's more reliable just to use Axle Smash.
Also, I'd like to mention that the game claims that Blade Pulse is good against flying enemies. It's not. It seems to miss more often than not against flying enemies with high evasion, and when it does hit, it doesn't do any extra damage.
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First thing Jack has to do is push down some panels with Jump Boots to lower barriers for someone else...
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Then we need to switch to Rudy, who happens to start near a save point. I think it heals everyone.
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This is the only time I ever take damage from explosive chests, because I don't have Hanpan right now. It's not a big deal though, because the save point is literally in the same room with a full heal. These have a Gimel Coin, Gella Card, and Mega Berry x3.
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Rudy has to activate more orbs with high explosives to let someone else move ahead. That's the thing about this dungeon. The characters don't solve puzzles for themselves, only for the other two. It's interesting.
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This seems to be Cecilia's enemy. These guys aren't so tough, despite the high HP. They can summon Cursed Corpses, and order them to all attack a single target. With just Cecilia, Gorun Nova handles it pretty easily.
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Hi Jack! Cecilia is blocked by the puzzles Jack and Rudy solved first, and her first puzzle lets Jack continue onward.
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Fun fact with the Flame Staff. The flame dissipates if it gets too far away from Cecilia. If you walk right after using it, you can make the flames go farther, and hit all four torches with only one use.
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I got ambushed quite often in this dungeon, but I used this picture more to show you the two chests in here, Light Gem x5 and Duplicator x3
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Also in that room, there was a bombable wall, so you encounter Rudy's enemy in that room, the Iron Maiden. They are like the Raidbusters back in Giant's Cradle, with a 25% chance of negating ARM attacks. Same attacks too: Finger Bullet and
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That's all Cecilia has to do, so she can finish now and wait for the others.
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Wire Hook this to let Rudy proceed...
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Step on a floor switch to let Jack proceed... Although it looks like you need Rudy to stay still so Jack can move on, Rudy can actually go ahead and leave, it's a one-time switch that doesn't check for constant pressure.
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There's a Duplicator chest in here containing our fifth Ex. File Key. Check the end of the update for that.
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Traveling buddies reunite!
By this point, you can get everyone through. This place isn't that complex, and it's rather nice to get to use several tools all at once. I feel like some of these tools just get flat out forgotten most of the time.
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Another thing I didn't really mention, mostly because it just came up. When you loot the post-battle chest, sometimes it'll be trapped. Most of the time the trap is avoidable, but sometime it'll activate anyway and the victory music will cut out to a creepy silence. It usually only affects the person who opened it, and most of the time it's something minor. You can also open these with a duplicator...but why would you? Most of the time it's just a Gimel Coin.
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Meanwhile, back at the room Cecilia couldn't bomb the wall to get to, there's lots of loot! Nectar, Revive Fruit x3, Potion Berry x3, Lucky Card and an Alter Part. Mostly crap, but useful crap. All the chests explode, but we have Hanpan.
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If we go through the door where the party reunited and try to proceed on, we get hit by a boss!
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Back to the standard boss theme, I think I used the Music the Best a little much this update. Meet the Demon Prophet, a very annoying boss. Every turn, he'll begin by asking you how you want to die.
1. Shattered by the roaring thunder. (Electrigger)
2. Caught by a freezing blizzard. (Flirtation)
3. Exposed to a dazzling flash. (Luminous Impact)
4. Sucked by a swirling torrent. (Maelstrom)
5. Crushed by a rough ground. (Crack Tremor)
6. Burnt by red flames. (Ash Reducer)
7. Fallen into the deep darkness. (Phantom Hazard)
8. Chopped by the slashing whirl. (Storm Blade)
Three of these will be selected by random, and you can pick one. That turn, he'll use that attack against you. And he's powerful, as these attacks will deal 400-600 damage to the party, with Cecilia taking the least and Rudy the most. I completely forgot to equip elemental Breaks before battle, so I had to deal with this. Fortunately, Cecilia has Holy Man Sorrow, which reduces all elemental damage and Hard will reduce magical damage even further to a more tolerable 130-250 damage. Shining Star + Infinity makes it stay forever.
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There's just one problem...this boss's gimmick isn't done yet. He's a prophet, and will predict our attacks. And by predict, he nullifies completely. Randomly when you attack, he has a chance to negate it. However, the game pops up a message saying that he blocks with one of his two scythes and he can't block three attacks. How it really works is he'll randomly block attacks up to two per turn. So if you're lucky, he'll only block the weaker two.
However, he also counter attacks with a melee attack, so attacking with Cecilia is a bad idea.
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We get around this with my typical strategy since very early in the game: Rinse & Repeat. Even if just Jack and Rudy attack, that's four hits per turn. Although Cecilia can't heal that fast so attacking every turn is a bad idea. With just two Gatling Raids, the Demon Prophet is down, giving us 22000 EXP and 7000 Gella, and a PS Windbreaker 3. It took me a while to get this set-up going because of the constant damage to everyone, so everyone got very high multiplier. Cecilia got x2.3, Jack x2.4 and Rudy x2.5. Everyone levels up again and Rudy twice. I wasn't worried about him not being able to catch up. He's the main damage dealer.
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All that's left to do, now that we've crushed the Demon Prophet, is to storm out of the basement and storming the castle.
...after I open that Duplicator door across the hallway and loot it for Force Carrot x3, Small Flower, and PS Fire Break 2.
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The way forward leads further up so look forward to lots of clim-BOOK! MUST READ!
The Tower to Malduke posted:
Malduke. The word means Universal God... It also means absolute existence, and there is nothing else like it. According to legend, a human climbed the high tower looking to find the universal and absolute power. A manmade place that shines in Filgaia's orbit. The New Moon, Malduke, is also accompanied by the highest tower ever built. The tower to Malduke is called Ka Dingel. However, no one knows where Ka Dingel is located. People say it was sealed away so that nobody could reach Malduke. The truth is, no one really knows. To many, it's like the New Moon is looking down on Filgaia and taunting us to unlock its mysteries.
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As you start going up this staircase, you hear this loud thunderous roaring as lightning creeps up the walls every once in a while and there are flashes of white light. A lot of energy is going up this place...leading up to the Darkness Tear.
Also loot: 10,000 Gella the model of the Mayor's House.
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We reach the top, and Zeikfried and Alhazad are standing there, with Harken trapped inside the giant Darkness Tear.
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...well, Hanpan already told us that Zeikfried was around with his spear...but yes, I guess this is the first time we see Zeikfried since the Gate Generator.
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This brings up an interesting point. I think the Quarter Knights might be an evil representation of the Four Gods themselves. Zeikfried's the leader as the Azure Dragon, Lady Harken for Vermillion Phoenix. Alhazad looks weird, but he's very much white, like the White Tiger. And then the Black Warrior, well Berserk,
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Alhazad floats behind, does...something, and suddenly the Darkness Tear starts shining a red light.
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Naturally they warp shortly after. No point in sticking around and you know, making sure the heroes don't ruin your plan!
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The Darkness Tear glows brighter for a second, and shoves Jack back.
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The Darkness Tear lasers start dancing on the surface of the planet...
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...turning the rock to lava.
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Jack leaps up in to the air several times to hack away at the Darkness Tear. It seems he is successful.
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Cecilia and Rudy catch him for his landing.
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And of course, she warps away too...and Jack falls to his knees.
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First the background fades away, then Rudy and Cecilia, showing only Jack kneeling in the darkness. Now it's Jack's turn to be alone in the world.
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Let's call it a wrap here.
End of update status:
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--ATK Bonus: 45 (Lv. 4)
--Bullets: 12 (Lv. 9)
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--All current Fast Draw's mastered.
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--Forgot Mirror Mirror
--Learned Hard
Gella: 21316
Migrant Seals: 11
Ex. File Keys: 5/25
Fuck-Ups: 25
Version Differences:
This game changed Bartholomew's fate a little. Before, he survived the crash but lost the box. This time both were lost.
Pandemonium seemed like a normal castle before, but it's clearly demonic in this game; I think it shows the best in the staircase to the Darkness Tear.
Demon Prophet was made several times more frustrating.
Ex. File Key:
The fifth of the Ex. File Keys we find is the Encyclopedia of Characters.
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It's pretty basic. All it lets you do is view the character battle models in the game. There are two models for Rudy (with and without Gauntlet of Improved Lock-On) and two for Magdalen (with and without his coat, since he threw it in the fight with Alhazad). And yes, there is a missing spot for a special secret character. If I can keep up with the schedule, it's identity shall be revealed on the 20th of September when I begin the post-game content...starting with getting a full party and resolving some plot holes.
A Saying A Day
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Next Time:
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Wait, so we can't summon Zephyr...but this fellow can? God dammit!!