Added: Jul 26, 2008
From: TideRuglia
Duration: 1:56
This is a solo run done in Wild ARMS 4. As the name implies, a solo run is one where you run through it with only one character. However, Wild ARMS 4 revives all your dead allies after battle and there's no way to remove them from the party permanently. As such, in the design process, Talaysen and I set up the rules as follows: - Characters other than the solo character can only Guard or Move. They are not allowed to take any other action. -Characters other than the solo character must be level 10 or under. To do this, you need to Monopoly Gourd. So in exchange for faster level up gains, you sacrifice one accessory slot and three characters. -Characters other than the solo character must use their initial equipment. No Alter Parts may be used for Jude's ARM. - No items that can be only gotten through New Game+ carry overs can be used. This last rule is to ensure you don't go into battles with Sheriff Stars equipped at the beginning of the game. It is not meant to be a "hard" rule. But you should try to follow what is reasonable for where you are in the game. To do a solo game, it has to be done in a new game+. It is the only way to have access to the Monopoly Gourd in the beginning. Using this, we keep other characters' levels in check (read: low!). Anyways, time for FIRE. Predictable? Sure. But since Erthyon has a Water weakness...well you know how well this is going to end. Exploit Weakness to the rescue! Set up: Level 63 Weapon: Mithral Edge Armor: Phantom Garb Badges: Monopoly Gourd, Tiny Flower
Channel: Games
Tags: arms arnaud erthyon solo wild
Rating: ( ratings) Views: 40 Comments: 0