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Xenoblade Chronicles Guide- Walkthrough Part 47: Juju and the Defence Forcers

Now that you’ve defeated the two huge Armus- at this size they’re called ‘Ardun’, apparently- the scene skips back to the buggy, where Shulk is putting the finishing touches on his repairs.  The boy who has been rescued, meanwhile, is thanking the two, and explains that he was out for a drive when his buggy short-circuited.  Shulk replies that the circuit is fixed- but the buggy isn’t completely back into shape yet.  The ether has supposedly leaked out, leaving the vehicle in need of a cylinder change.

Reyn, not inclined to staying quiet for all too long, pipes up that it’s time for the three to introduce themselves to one another.

The boy introduces himself as ‘Juju’, and offers to lead the two to ‘our camp’.  He indicates that this camp can be found nearby- apparently this is where he is living, at least for now.

After a brief discussion, Shulk and Reyn agree to go to the camp.  They’re both of the opinion that a camp out here on the Leg is odd, but it’s possible they can get some much-needed info about the state of Colony 6 while there.  Shulk asks Juju how one gets to the camp- the boy indicates that the large stone post near the oasis where he was rescued is the landmark, and that the camp is in the forest just South of there, down a path through the woods.

He then joins you as your first guest.  Guests are characters who are traveling with your party, but are not part of your combats- either because they cannot fight alongside you, or because they cannot fight alongside you for now.  Expect to have a number of people traveling with you, individually or en masse- there’s a reason this section of the party indicator screen uses small portraits.

At this point you’re free to wander around again.   If you’re really inclined, you can start work on those quests you recieved from the traders, but you’re going to pick up a lot more of them from the camp, so it’s generally better to head in that direction first instead.

The plains here work on a primarily East-West axis, and most of the points of interest are either along the North edge or on the South side.  If you wander a lot, expect to find a lot of things you shouldn’t be going near- level 70-85 creatures can be found here, particularly around the more interesting landscape features at night.  This makes the area supremely dangerous in some unexpected ways- for instance, the inoffensive Flamii near the water on the North edge of the plains are replaced by aggressive level 70 birds at night, and tromping blindly into the large packs of Armus can wind you up with a level 77 Leg Ardun trampling you into the floor.  To say nothing of the giant foxgorilla that slowly tromps the upper riversides.

Fortunately, most of the dangerous things are either nightbound or especially large and hard to miss seeing, so a bit of fiddling with the clock and just generally keeping your eyes open will do as you head up to Juju’s mysterious camp.