.hack//SIGN - Gestalt (Vol. 3)

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Product Description Tsukasa has been captured by the Crimson Knights! Subaru talks with him and tries to understand his plight, but the unbalanced Sora stages a jailbreak and disrupts everything! Confusion mounts within the group as Mimiru confronts BT about her betrayal. Mimiru decides to give it all up, but after a chance encounter with another player, she changes her mind. As the clues unfold, everything points to a powerful legendary item called 'The Key of the Twilight'. Could this be the source of all the trouble in ?The World?? Everyone seems to think so. Alliances are formed and plots are hatched as all eyes fall towards uncovering the whereabouts to this new item. Amazon.com Tensions between reality and the cyber-realm of the "the World" intensify as Wave Master Tsukasa remains trapped within the game, unlike the other characters who log on and off when they choose. Bear believes that Tsukasa is actually a girl in a coma whose consciousness has become divorced from her physical existence, but Tsukasa dismisses this notion. As they search for the mysterious Key of the Twilight, the characters converge on an upside-down dungeon that echoes Befuddle Hall in Winsor McCay's Little Nemo in Slumberland. Crim remembers how to reach it from earlier versions of the game; Tsukasa simply teleports there. Confronted by an aged man who "failed as a father," Tsukasa announces, "I may have found it"--only to be struck down by the Puss-in-Boots figure who has guided him. Every revelation introduces new mysteries as this intriguing adventure continues. (Rated 13 and older: violence) --Charles Solomon