![]() Warp to the Frostfields and head east, walking past the shrine, continuing past the Frosty Faefly Hive, to some crystals. Welcome to the Into Indie Games walkthrough for The Wild at Heart.GOOSEBUMP CASKETSupplies Needed: 10 Barblings, 5-10 Shiverlings, 10-15 Spritelings This story-oriented walkthrough will guide you through completing the game’s story. The Wild at Heart is a game of exploration and adventure, so be sure to explore and use your spritelings as much as you can, wherever you can. If you’re really stuck, our walkthrough will help you out.įor more information on The Wild at Heart, check out the official website here. Heartlandsįor the third and only remaining Greenshield, we need to go south from The Grove. THE WILD AT HEART FLUTE FULLįorm up a full team of spritelings and head south. Eventually you’ll end up in the Heartlands again. ![]() Head north from the Heartlands camp, up the raised path. You should be able to move the boulder to the west here, unlocking a warp pad if you haven’t done so already. There’s a page of the book near the warp pad, and a closed flower to the further west that you can access by stepping on the wooden switch. There’s also a log near the warp pad that Kirby can squeeze through to find a hidden area. When you’re done exploring the area past the boulder, return to the Heartlands camp and go north up the raised path again. Send your spritelings to bust the ruined wall here and then head north through where it stood. Send spritelings to move the big stone block. Now you need to build the bridge to the east. To do this, send twiglings to the toxic mushroom near the stone block, and then have them carry the wooden sticks. Also have them pick up the sticks that you can now access on the raised path, thanks to positioning the stone block. When you’re done, head east past the bridge to Wispwagon. In Wispwagon, begin by going north and tossing your emberlings to attack the blazeblops. After clearing them out, proceed through the path to some dry bramble and clear it with your emberlings again. Here you can unlock a shortcut to the Heartlands by vacuuming the windmill to open up a gate, and then sending your spritelings to break down the barricade. To proceed, head southeast from the warp pad in Wispwagon, then northeast towards the raised path, and then north up the raised path. There’s an apparent puzzle on the ground here that we’ll be able to solve later.įor now, head west to the dry bramble and clear it out with your emberlings. Then, send any spritelings to move the ramp into place. Head down the ramp.ĭown the ramp you’ll find and read a paper plane. After the cutscene, stand on the wooden switch to open up a shortcut to the warp pad. Continue northwards to find the person you were looking for: the third Greenshield. Near where you found Paper Planes, you’ll find an exit from Wispwagon, which is a shortcut to the Central Deep Woods. You can leave either from this way, or you can just use the Wispwagon warp pad to return to the Grove quickly. If you go through the exit, send your spritelings to move the ramp westwards. Further west is a closed flower and a vine-path which will let you access the path in both ways.Įventually, you’ll end up near the Central Deep Woods campsite. You can use this to reach the Grove.Comment by Spitti3I farmed these for levelling up my JC at level 60, so Dire Maul was not an option. I got very good results from farming in Un'goro Crater. I did circuits through the northern and north eastern parts of the crater, killing all Tar beasts (The ones wiscalico named above) and all flower-type monsters (,, ). I got about 10 Hearts of the Wild in 30 minutes, and a bunch of other herbs to sell at the AH for some money (Fadeleaf, Gromsblood, Blindweed, Swiftthistle) plus lots of Savage Frond and Un'goro Soil that also sold out for some coin. If you're even higher level than I was and run out of mobs, there are more flowers in the west and south west parts of the crater ( )Īlso as a small note, if you're a Fire Mage or a Destruction Warlock, the Tar Beasts are very easy to aoe down in big groups, since they are extremely vulnerable to fire damage.Ĭomment by LovestarPatch 4.3, I'm averaging 20-25 per clear of Dire Maul East (Warpwood Quarter). Here is a map showing the entrance to Dire Maul: Make sure to trigger all the traps and kill every Whip Lasher (little plants in big packs) - they usually drop no loot, but they do drop Heart of the Wild (frequently). Map marking DM West, North, and East entrances.
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