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Casual Archipelago (Complete)

Doom 1
E4M4 Unruly Evil Pt. 1


We received coordinates for the temple of Unruly Evil, found by Eevee in Paradox Cave. Even though we didn't have its skull key, we still managed to find every item on this map, and cleared out most of the demons here. This got us a Heart Container for Alex's LttP Link, and the Sun's Song for the other Link in Ocarina of Time. We also found Optical Flares for our Medics, though we can't build any Medics yet to make use of them.

We have not yet completed the level, since the exit is behind the locked door, but the southern two thirds of the base are completely secure now.
 
Starcraft 2
Mission 2/83: Domination


Since our last failed attempt to clear this mission, Devalue funded us with the resources we need to create Zerg Aberrations, our first Zerg unit. We still don't have any anti-air Zerg aside from base defenses, but for this mission, that won't matter. We also managed to get the Hyperion's orbital bombardment cannons back online with a little help from one of Arcaneum's chao, which got us the Solar Bombardment calldown ability. (Note: Because the Spear of Adun was last game's flagship and is now part of our enemy's fleet, I'll refer to all Spear of Adun abilities as Hyperion abilities.)

We built up as many Aberrations as we could, collected all the eggs to stop Zagara from spawning too many Banelings and wiping us out again, and destroyed both Infested Command Centers, which got us a Heart Vessel for Castlevania and an Orrachea Armlet for FF12. We then wiped out Zagara's base with the Aberrations and our Baneling army, forced her to retreat, and she dropped her Amber Armlet which we gave to the FF12 party as well.
 
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Well, I picked up every item I could (I got lucky finding my own running shoes and getting an early stick and toy shovel, which saved me a few !hint usages).

The tracker still shows a few checks as available, but I either don't have the coins or the golden feathers to do them yet. Everything else is collected.
Here's the locations of some key items I need. No rush of course.
View attachment 167374

Just nabbed your Motorboat Key! Will let you know when I can pick up that fishing rod.
 
Starcraft 2
Mission 3/83: Belly of the Beast


With Zagara now on the run in the caverns beneath Char, we sent a team of four Terran assassins led by Jim Raynor himself, with Egon Stetmann providing healing, Rory Swann and his Flaming Betty turrets for defense, and Matt Horner* with a chaingun and advanced Punisher Grenades for area-of-effect damage.

*filling in for the deceased Tychus Findlay's hero unit

The four of them planted a pair of nuclear bombs in the caverns to blast open the way to Zagara, rescuing groups of rebel Terran Medics, Marines, and Firebats in the process. These got us a Sakura-saezuri sword for FF12, some more starting minerals for us, and most importantly the Hammers that Mario and Luigi desparately needed. The party then killed Zagara, sending a Covenant Stone to Dracula's Castle, detonated a third nuke to cover their tracks, and fled the rising lava to escape the caverns. All of our original heroes survived, but of the rebels, only a single Firebat made it out of the caverns alive. Raynor's Raiders have now taken down a major Zerg leader and won a great victory for the rebellion.
 
Starcraft 2
Mission 4/83: The Growing Shadow


With Zagara slain, her brood on Aiur is now feral and uncoordinated. We took our Protoss, still on Aiur and heavily reinforced, and hit them while their guard was down. We have a lot of Protoss units now. Apart from the ones I already listed, we have Instigators now, which were gifted to us with funds from Devalue's amusement park. Claire recruited some Phoenixes, High Templars, and Signifiers hiding out in Hawk Peak Provincial Park, and Eevee found ancient Protoss Colossi hidden beneath Thieves Town.

Of these, I primarily used Instigators backed up by Signifiers, plus the three Stalkers I had available, and easily demolished both Zerg hive clusters. Our initial Nexus, abandoned by the Federation, had a Small Key for the Red Magician, but the Void Pylons just held consumables and money. After beating the Zerg, we fought some Khalai Protoss working for the Federation, and found out there was a small key for Misery Mire hidden in the north. Matriarch Vorazun*, the leader of our Protoss army, decided to take to the battlefield herself alongside a few of our Stalkers, and they encountered some inter-Federation fighting between the Ara and Akilae tribes over who should be the Federation's most important collaborators. Of course, when we attacked the Ara Tribe, the Akilae decided to join them in fighting us, but they both still lost and we got the key for Alex's LttP.

*Since Zeratul died on Shakuras last Archipelago, Vorazun is filling in for all his hero unit appearances.
 
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Starcraft 2
Mission 5/83: Lab Rat


We smuggled a Zerg Drone into a top-secret Federation research facility on Earth itself, where it morphed into a Hatchery, which made more drones to gather resources, then spawned dozens of Aberrations while the scientists weren't watching it. Then, the Aberrations burst through and destroyed all the sentry bots, also freeing Zergling test subjects along the way and collecting a Heart Container for Eevee and a new Card for the Defect. Unfortunately, after destroying the Eradicator, the Federation's Hive Mind Emulators mind controlled our army, and they destroyed our base and sent the Zerglings back to their cells.

Evidently, we should not fight their Zerg with our own Zerg or the same thing will happen again, except for their outposts on Zerus that house Primal Zerg which do not have a hivemind. I assume this is a new technique, since they haven't used it during our attacks against Zagara. I'd still like to get a look at that lab, but it'll be quite a while until I get the chance now that their security is heightened.
 
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Doom 1
E4M1: Hell Beneath, Pt. 2


We received a skull key for a locked room in the martian base of Hell Beneath, which housed a Garnet for Castlevania. However, when we took it, we found out that it was a trap. All of the base's remaining demons teleported into the room, including four Barons of Hell, who massacred ten Doom Marines in the warp-in zone. We eventually cleared the map through brute force, and there are no demons left here at all, but there is one more locked gate we need a key for to clear the level completely. There are no checks behind it, so all it's for is clearing my goal for this game.
 
Open RCT2 (Part 2)

Forgot to mention how to beat Open RCT2. Goals: 1000 guests, $200000 Park Value, 5 roller coasters, 800 park rating, and no outstanding loan. Also needs one of each of the following rides: Junior Roller Coaster, River Rafts, Dodgems (got it), Monorail Cycles, and Giga Coaster.

Wallowed in unprofitable trash rides previously. Finally got better stuff: Wooden Wild Mouse from Setsuna and Steel Wild Mouse from Arcaneum. Focuses on spinning and tight turns more than your standard drop-focused roller coaster. Rather enjoyed building these. Creates a small ride, space-wise. Also loops in and under itself easily. Boosted these further in the randomizer. Received roughly a x1.2 multiplier to excitement on both, meaning +20% ticket prices. Ended up being above 8 excitement on both.

[PokeCommunity.com] Casual Archipelago (Complete)

Also realized a mistake that is not well-communicated in-game: park entry fees versus ride ticket fees. Pays way less for rides if there is any entry fee. Likely contributed to the slow profits.

Really started raking in cash, between the new rides and the progressive speed from Explorer of Time. Went into a pattern of making a ride, dumping cash into checks, building another ride while the cash flowed in, dump more cash into checks, and so on. Finally cleared all the easy ones. Occasionally sacrifices guests to the Elder Gods for checks too. Got at least one of those Doom keycards that way.

Also feels nice to get the first Drink Stall from Alex_Among_Foxes. Previously only had Food Stalls. Still needs Toilets. (Well...kind of. Managed plenty of success without them. Just wants guests to be a little happier.)

Whines at how annoying some later checks are. Hoped the settings would stop that. Seemingly not. Adds ride requirements to some checks, on top of cash. Demanded 10 gentle rides for one and 10 thrill rides for another. Only has three rides in each category. Spammed out a bunch of dumb rides for those. Might use a skip on the one that wants 7 Steeplechases or 5 Air Powered Vertical Coasters.

Currently walled for the time being. For more checks: build 1 Compact Inverted Coaster, 7 Steeplechases, 5 Air Powered Vertical Coasters, 2 Boat Hires, or 2 Mini Roller Coasters. (Note: May find these rides multiple times. Only needs one to build an unlimited number of them. Unlocks more vehicle types for any extras.) Accomplished all the goals except for four specific rides, also.


Eevee to the Past (Part 2)

Gladly took that Hookshot above and Titan's Mitts to explore pretty much all of Death Mountain, light and dark. Popped into Tower of Hera. No Big Key for that, though. Checked Ganon's Tower's entry requirement as well. Needs 2 Crystals to enter. Not terrible.

Received the Book of Mudora too, which meant access to Desert Palace. Fortunately placed the small key in a chest, rather than on the torch (that needs Pegasus Boots). (Technically could have save-scummed stuff, but eh.)

Had the Desert Big Key and both fire sources, so boss time. Encountered Kholdstare there, rather inappropriately. Could, in theory, beat this boss. Died a few times before calling it quits for now. Only has 7 hearts, green mail, a Hammer, no sword, a Fire Rod, and no bottles. Takes 4 hearts of damage from running into a puff, which is very easy with the Hammer's trash hitbox. Hated re-attempting the fight too, due to needing a full magic refill for every attempt.

Picked up the Eastern Big Key at the desert ledge, so why not try that boss instead? Met Helmasaur King there, who is usually in Palace of Darkness. Broke the mask without issue. Realized a glaring problem: hitting Helmasaur after breaking the mask. Cannot hit Helmasaur without taking damage. Does not have a bow yet either.

Plan C: Fake Flippering to Ice Palace. Eyed the Sphere Tracker earlier. Listed Flippers stuff as Sphere 32. Beat the previous Archipelago seed at Sphere 26, for reference. Likely means no progress stuff will be there. Also probably means both Ice and Swamp are the blue and red pendants (due to both requiring Flippers). Might still find useful items in there, though.

Shattered that theory quickly. Picked up the Big Keys to Mire and Thieves Town. Already knows Palace of Darkness is the green pendant. Needs 6 crystals of 7 to beat the game. Absolutely needs Flippers to beat the game, logically-speaking. Yiiiikes.

Struggled through Ice Palace. Still had no health and no defense. Takes a lot of damage from Freezors (4 hearts) and Hinox (3 hearts). Conserved magic in case of the boss being dumb. Was not pleased to see an anti-fairy bouncing around the room before the boss.

Dropped into the boss arena. Faced Armos Knights (the usual Eastern Palace boss). Okay! A doable boss! Considers Hammer a less than ideal weapon to kill with, however. Managed to take down 5/6 before pulling out the Cane of Byrna from Explorer of Time to finish off the last. Probably would have lost without it. (Might have been able to ace the whole fight with Byrna alone. Waited as long as possible to use it, just in case.) Got...the Blue Pendant. Sighs.

Hit up Thieves Town, as the last non-awful place. Battled Lanmolas (the usual Desert boss), one of the easier bosses. Still kind of fared poorly because of the Hammer's awful hitbox. Swears on being robbed for a few hits. Won with the Cane of Byrna, once again. Got good mileage from that weapon.

Found some hints in-game that were pretty solid.

@Setsuna: Sword at Howling Grotto Seal Windy Saws and Balls in Setsuna's Messenger (or something like that).
@Pumpkin Spiced Memes: Sword at Feynwood Walk of Dancing Shadow Chest 4 in Arcaneum's FF12 and Bottle at Balfonheim Hunt 32 Pylraster Reward 1 in Arcaneum's FF12


Slay the Spire (Part 2

Received some relics, normal card draws, and one of the rare card draws since last time. Included the +1 dexterity relic, +more hitpoints from resting relic, and +7 max hitpoints. Nothing overwhelmingly good, but still welcome. Hoped for Echo Form or Creative AI in the rare card draw. Settled for Amplify and hoped for the best.

Tried out a different Neow option: exchange your starting relic for a random boss relic. Got the boss relic that gives you +1 energy (great), at the cost of not getting any money (awful). Sinks the best avenue of getting good cards. Thought about abandoning and going with something else. Stuck with it.

Was let down by Amplify. Found very few Powers, and none of the particularly good ones. Pulled out good powers from potions, but nothing permanent to rely on. Tried to build around Frost orbs with maybe Dark orbs as an option. Failed at everything instead. Still lacks enough card draws to gather momentum.

Defeated the second boss (the Collector), despite the bad deck. Delved into the final act, only to be stopped by the Giant Head elite. Can nowhere close to the required damage.

Discovered something interesting. Knew about getting different card draws from monsters by doing something different. Affects card draws from other players too. Got...Claw x2 (3 damage and +2 damage to all Claw cards for the rest of the fight) and Scan. Do not judge the Claw deck. Bought Scrape at the shop over dropping a Regret curse (take damage equal to the remaining cards in your hand), which ought to contextualize the level of desperation to have anything going.

Died before the second boss with that deck. Played a little riskier and went for a Forge instead of Resting. Oh well. Was not confident about beating the second boss.

Awaits more items, particularly the two boss relics. Always needs more cards and normal relics too.
 
Sonic Adventure 2: Update 5

While away from home, I received a couple important items for Sonic Adventure 2. First, Devalue unearthed the White Chaos Emerald while digging to construct a new roller coaster. Second, Devalue also bought us a Large Cannon for Eggman's mech, giving us access to another item in Iron Gate. Unfortunately, it was just a Blue Rupee for Ocarina of Time. I'm now walled in SA2 again, but I'm just one Emblem away from unlocking my fourth of six level sets.
 
@Setsuna: Sword at Howling Grotto Seal Windy Saws and Balls in Setsuna's Messenger (or something like that).

This is likely something I'll need my Wingsuit for, which is in Arcaneum's FF12, but I'll see if I can somehow nab this without it. I don't think it's very likely, but my tracker is basically telling me I can't get several checks that I obtained anyways because I randomized the portal locations, so anything feels like fair game. If it isn't possible, I'll be clearing out tons of stuff in Messenger and SotN once I get it, so I'll gladly pick that up along the way!
 
Opened three more checks today:
  • The Hawk Peak Race, as I need 7 Feathers to climb the main cliff up to the summit, rather than my alternative route that can be done with 2-3 feathers (but isn't viable for winning). I believe I sent a Sirloin, but that was hours ago, I forgot...
  • Returning the Headband, a necessary sub-goal, even if it only sent 10 Rings to Explorer of Time's Sonic Adventure 2
  • The Motorboat Race, which rewarded me with @PoryKid575's Peasley's Rose (which I know has to be progression, but I don't know what checks it would unlock)
If I had one more check, I could hint for an alternative Progressive Fishing Rod (I only need 1 to be set for all my money requirements, but getting both makes the process faster), though the Shovel opens the most checks for me. No rush of course, two of my sub goals require getting 4 more feathers and 13 more seashells respectively.
 
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Starcraft 2
Mission 6/83: Welcome to the Jungle


Now that we have a couple Goliath upgrades, we're finally strong enough to assault the main Shelak Tribe base on Aiur directly. I built lots of Goliaths. Lots and lots of them. So many that I completely mined out not only the starting base and expansion, but when I took the western half of the Khalai base, I had to mine that too to rebuild enough Goliaths to take the eastern half. I also mined every single Terrazine canister, but left the final seven alone to avoid prematurely ending the mission... or so I thought.

Just before destroying the last few unpowered buildings, one of my SCVs AIs glitched and travelled all the way to the other end of the mapt to end the mission while I wasn't paying attention. Very irritating, and since I had all but achieved this last very hard check anyway, I just cheated my way through the map so I didn't have to waste half an hour replaying it for something I legitimately earned the hard way in the first place.

Destroying the base with no Terrazine nodes sealed by the enemy protoss got us eight different items. Four of these were consumables, leaving a pair of B. Brand Jeans for Mario and Luigi, a Power Thistle for the Messenger, a Silver Bow for Alex's LttP, and finally a Booster for Tails in my own Sonic Adventure 2, giving me access to Hidden Base's first mission in that game and its three checks.
 
Still going through The Messenger currently, used up a hint to check for my Rope Dart and it's in @Explorer of Time's Doom II, "The Chasm (MAP24) - Red Keycard", apparently. I'm not walled off quite yet (I don't think) but this will open a bunch of options for me, whenever you're able to get it!
 
Sonic Adventure 2: Update 6

With Tails's Booster, I can now complete the first mission of Hidden Base. Once under the control of the Koprulu Federation, this base is now undergoing a pitched battle between them and the forces of Dr. Eggman, who is fighting to retake it. That being said, he's still somewhat hostile to the other non-Shadow party members, so Tails had to fight some of his robots too to get through the level. He found a Reconstruction Beam for the Hyperion guarded by some GUN mechs, and graffitied the entrance to the Egg Quarters to get 8 REP for the Bomb Rush Crew.

I am now walled in this game again, until I get another Level-Up item for someone or one more Emblem to unlock a boss gate.
 
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Starcraft 2
Mission 7/83: Amon's Reach


Aiur is now ready to rise in open revolt against the Federation. The Magistrate ordered what Zerg remained on the planet to fortify the capital city of New Talematros, but we built up a large army of Instigators and Colossi, backed up by a few Signifiers and Archons, and crushed them all! The Federation even managed to summon four massive demonic horrors from Hell*, but our Solar Bombardment was more than enough to take them down, and clear the Zerg off the whole city. The Federation is in full retreat and the Protoss collaborator oligarchs of the Second Conclave have fled the planet for their base on Xil.

*represented as Void Thrashers

Most of the items here were just consumables, with an Icebrand sword for FF12 being the only item of note. But more importantly, the rebellion has now liberated an entire planet, the homeworld of the Protoss no less. For the past fifteen years, we've been fighting a guerrila war against the Koprulu Federation, but now that we have a full planet of our own, we can now shift to a more conventional war strategy. Aiur has one of the largest industrial bases in known space, giving us the capacity to build and supply very large fleets. And its population, mostly Nerazim Protoss, are fiercely loyal to the rebellion due to years of mistreatment under Terran rule. In short, this is the greatest victory the Rebellion has had since the Koprulu Federation first consolidated power.

But Aiur is still only one planet. To beat the Federation for good, we will need to liberate them all.
 
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Doom 1
E2M7: Spawning Vats, Pt. 2


We received a keycard for the western locked area in the Spawning Vats, so a Doom Marine went in and chaingunned eight demons. This got us a couple consumables, and technology for the Hyperion to perform a Pylon Overcharge wherever we have a Protoss Pylon, giving the Pylon the ability to attack enemy units. This'll be helpful for Protoss base defense, but it's useless for Terrans and Zerg since they don't use Pylons. We still need two more keycards to complete this level.
 
First Pass:

Messenger's Log: Phendrana Drifts, Tallon IV, Roughly 2076 - Metroid Prime
Artifacts Unknown

A few curiosities struck my mind. Where was I really, and am I really locked in? It didn't seem like my Plasma Beam was able to melt the ice that kept me trapped in the Phendrana Drifts, but I had yet to exhaust my options. After admittedly an embarrassing time trying things and thinking things over, I was met with glee when my missiles were able to pierce the ice, leading me to my first elevator. Unfortunately, it wouldn't be a pleasant sight, or temperature. The heat of Magmoor Caverns began to melt through even my Gravity Suit, and a lack of bombs made navigating through its tunnels difficult. I'd have to turn back for now, and hope I can locate my Varia Suit and Morph Ball Bombs to continue. Until then, continued contact on Tallon IV doesn't seem likely.

Messenger's Log: Dracula's Castle, 1797 - Symphony of the Night
2/20 Bosses Defeated, 40/144 Enemysanity,

The curiosities weren't sated in Magmoor Caverns however, as there were a few things I had yet to try. An elevator I thought to have been broken was able to be moved and brought me down into a new room of the castle. Though small, smashing open a beaker on the table seemed to open a gate to somewhere, some time I'd never been before. Doom II's Tenements, apparently. Unsure of the issues that could be caused of jumping into someone else's timeline, I decided to leave the gate behind for someone else.
This brought me back to the Library, and selling some gems I had picked up on the way, I was told by the Librarian of a secret passage that allowed me into a room only mist could pass through. Entering a magical hidden trapdoor, I found an Emblem for Arcaneum's Sonic Adventure 2, and a Missile expansion for use on Tallon IV. It didn't seem like much else was open for now, but I was at least able to track down the location of my Leap Stone.

Messenger's Log: New Amsterdam, Likely 21st century - Bomb Rush Cyberfunk
3 Areas Complete

Retreading old ground was starting to bore me, so I put on my skates and took to the streets of New Amsterdam. Now a full member of the Bomb Rush Crew, our first task was taking over Versum Hill. Getting the Franks to join us and tearing down the police left us with a new lead on where to go next: Millenium Square, and eventually Brink Terminal to take on Eclipse. I couldn't help but clear out Versum Hill of all its goodies now that we've got the run of the place, though! A few items among the loot we found were some Supercharges, one for either Doom, a Dragon Shield for FF12 and a Magical Shield for the Red Magician, a Golden Feather for Vendily, Arcaneum's Requiem of Spirit and an Emblem, and a Progressive Glove I was very happy to find.
Pushing Eclipse out of Millenium Square was easy, and with new territory came a new cleaning. We nabbed a small key for Alex's Swamp Palace, a Battle Harness and Lamia's Tiara for FF12, an entire Car Ride (somehow), a Medikit for Doom 1, Centrifugal Hooks and Graduating Range for StarCraft 2, and a Missile Expansion for myself.
As Eclipse were pushed back to Brink Terminal, we continued on the attack. Bombing the terminal in our graffiti and beating Eclipse in a few score challenges was easy with Vinyl and Solace on my side, and I enjoyed the heights of one of my favourite hangout spots in New Amsterdam. Grabbing a Motorboat Key for Vendily wasn't the only thing we picked up, as we managed to find the Lens of Truth for Arcaneum, a couple boxes of bullets, a Supercharge, Extra Life, and Scourge for Explorer of Time, and my Artifact of Elder. I'm hoping to return that to the Artifact Temple as soon as I can, but taking down Eclipse seems to be our priority. They've been pushed back to their home base inside the terminal's tower, and after getting some more REP I'm sure we'll be able to take them down.

Messenger's Log: Bamboo Creek and Catacombs, The Present - The Messenger
0 Areas complete, 1/6 Music Notes

Another interesting thing about being a Messenger is having to work your way through a timeline... backwards. There's often only so far you can go before you realize you aren't supposed to be here. But when you find a way that works and you crack your way through a hole you didn't think existed? Nothing more satisfying. I took the temporal chaos caused by the curse as a challenge and began working my way through the Bamboo Creek backwards, trying to stay in the present as much as possible. While I didn't find much interesting besides an improvement for Kerrigan's Overlords, the excitement of this possibility was more than enough. Entering the Catacombs from the end was an exciting idea, I stopped Ruxxtin's evil ways before he really had a chance to get started, ran from his spike traps as they opened, and found another Emblem for Arcaneum and a box of rockets. Autumn Hills is notorious for being really hard to navigate as a time traveler, meaning I couldn't grab much, but I'm sure once I can find my Rope Dart and Wingsuit again, they'll be easy pickings.
Unfortunately, the satisfaction of finally breaking out of what I thought was a lock and discovering progress was quickly squashed by the realization I'd have to fight the Butterfly Matriarch again. After trudging through a small section of the Riviere Turquoise and a boss fight that took way too long, I took to HQ for a rest.
 
While I didn't find much interesting besides an improvement for Kerrigan's Overlords
YES! This is an amazing item that improves my Zerg economy a lot. It's universally a great item as Zerg that's always active. Not having it doesn't wall me, but it makes thing much easier to play.

Messenger's Log: Phendrana Drifts, Tallon IV, Roughly 2076
Just so you know, I'm putting my sci-fi settings in the same time period as my StarCraft 2 game, which is set in the year 2519. If you'd like to have Tallon IV be in the same time period, that's the year you need to target.
 
YES! This is an amazing item that improves my Zerg economy a lot. It's universally a great item as Zerg that's always active. Not having it doesn't wall me, but it makes thing much easier to play.

[PokeCommunity.com] Casual Archipelago (Complete)

Woo! My knowledge of StarCraft is very limited, I only played the first game a little bit when I was younger, so my knowledge of that upgrade kinda begins and ends with knowing what Kerrigan and an Overlord look like... I'm glad I could make things easier for you!

Just so you know, I'm putting my sci-fi settings in the same time period as my StarCraft 2 game, which is set in the year 2519. If you'd like to have Tallon IV be in the same time period, that's the year you need to target.

It was sort of a pain to find the exact year Prime takes place in, but the best I could find were mentions that apparently, Zero Mission (which is before Prime) takes place in "20X5", Federation Force (which is after Prime 3) takes place in "20X6", and that Prime 4 is apparently confirmed to take place in "20X9". I saw someone throw out the idea on a fansite that Prime takes place in 2076 and they created this whole timeline that... honestly seems too cramped for my liking? But 2076 would be possible with those numbers. I'm as proficient in writing sci-fi as I am... uhhh... something I'm not good at? So I'm really under the assumption that I can throw out any date in the late-21st century and it'll at least seem okay if you don't think about it too hard lol
Really, I don't even think they've confirmed if the Prime games are even canon to the rest of the Metroid timeline. It's a (slightly?) interesting topic but I don't mean to derail this thread from the game!

The only constants in this moving timeline of mine is that time travel exists, and that I can still be a school idol in the 2010s. So anything that slots into that wide bucket is okay with me. It's a cheap catch-all but using time travel for me to connect between my games and send/receive things to/from yours is probably the best thing I can come up with. If anything, I can come 450-ish years into the future to drop off those Overlords. I appreciate that offer a lot though, that's super cool of you!
 
I've received an Emblem, and the Blue Chaos Emerald from Chucklehuck Woods Room 7, but I'm still hard-walled in SA2 because, of all the bosses, my next boss gate is King Boom Boo, the only boss with an item requirement. I will need the Shovel Claws from Arcaneum's Cannon's Core to go any further. @Arcaneum, if there's anything you can do to get to Cannon's Core faster, let me know ASAP.
 
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