Closed Mine Shaft in a dungeon that appears in Wild Arms 2 storyline.
Wild Arms 2[]
Head north into the mine. In the second room, watch out for those bats! They start flying as you approach, so as to hit you if you just maintain your current course and speed. You can evade them by running through, or by stopping for a moment when they start flying down, then walking past before they recover.
Continue north and press down on the detonator to blow up the boulders blocking your path. Continue on, throwing crates out of the way where necessary, and blow up the next boulder in the same manner. Cross the rickety- looking wooden bridge. In the next room, cross the crooked bridge carefully. Up ahead, more bats await, this time in pairs, so run by quickly.
Now you come to a room with a long fuse attached to the detonator, which would be fine, except that there are several water leaks in the pipes around the room which will extinguish your burning fuse. Turning the wheel on each pipe turns off the water flow for just 5 seconds. So, start the fuse going, then follow it along and turn the wheels on the pipes before the spark reaches the water, but don't turn the wheel too early, either. Get it past 4 water spouts and kaboom!
In the room with the many holes in the floor, the bats will try to knock you into them. Advance carefully and let each bat go by before crossing it's path.
After the save point, you reach a room with 3 visible treasure chests. Use Pooka to reach the two side ones from afar, because the statues will collapse after the chest is opened, damaging you if you're in there. The exit is beside the W chest.
After the battle, the team returns automatically to Holst. The party takes care of Kanon, while another threat emerges.
Enemies[]
Sealed Monster[]
- Kobold King (Optional)