Monday, February 29, 2016

Kikoskia plays Mighty Morphin Power Rangers: The Movie (Game Gear) - Part 1 of 3


Yep, it's this movie. Again. This time, it's a fighting game. On Game Gear.

Believe it or not, you will get your butt kicked on this game rather easily, as the enemies have some AI. Hell, even the Putties will give you a bit of trouble.

Anyway, pick your character as you laugh your head off at what looks like Alpha 5 giving the Rangers head, then it's off to battle.

Stage 1
Beam Caster


The first few levels are based on the TV series, and you'll be fighting some monsters from them in addition to some Putty Patrollers.

The moves in the game are typical fighting game fare. It should be noted that pressing both 1 and 2 also performs another move.

The Putty Patrollers will refill a little bit of your health when you defeat them...provided they don't give you trouble.

When you beat the Putties, Beam Caster will come back. Beam Caster is pretty fast, so be ready to block his attacks at a moment's notice.

When you beat Beam Caster as a Ranger, you'll have to beat him again as the Thunder Megazord. Funny, even if you play as the White Ranger, you're stuck with the Thunder Megazord. The same strategies you used against Beam Caster the first time still apply. The special moves for the Thunder Megazord aren't as impressive, but you do have more powerful attacks as well as a longer range, which is really useful.

Stage 2
Goldar


Wow, Lord Zedd's not even playing around.

Anyway, you'll start fighting the Putties right from the start. They'll eventually start teleporting in, and when that happens, you'll want to keep a good eye out for Goldar, as he'll be really cheap and try to slash at you with his sword and then run away so the Putties can continue to have fun with you.

He'll eventually come out and actually play for once, and when that happens, be ready to use your special moves. He's cheap, but he's easy in this installment (he's even easier in MMPR: The Fighting Edition, to be honest).

The intro really IS like this.


Look at Hugo moonwalk in place and get down with his bad self!

Sunday, February 28, 2016

takarifreak plays Hugo's House of Horrors - Part 3 of 3


This was even quicker.

The ending, already?

All maps by Will Mallia.


Now that you're past the mummy, it's time to take a boat ride. Plug the hole in the boat with the rubber bung and get in, then cut the rope with the penknife. Then, push the boat. When you make it to the other side, you'll be asked a series of questions. They're pretty easy.

What was the name of the hero in "The Hobbit"? Bilbo

Where did Aslan live? (Hint: Not in a wardrobe) Narnia

Who invented Count Dracula? Bram Stoker

What should you do with a pan-galactic gargle blaster? C. Drink it (You can just type the letter C. Also, this is a reference to The Hitch-Hiker's Guide to the Galaxy.)

What's the name of the only mammal that can't fly that can fly? Man

What was the name of Roy Rogers' dog? Bullet

Did you register this shareware? Yes

From there, you'll meet a large man blocking your path. Give him your treasure, and you'll give him a single coin. He'll get out of your way. Go north, and you'll rescue Penelope and beat the game.

Yeah, it's that short, it's that easy to both beat and get all the points in, and it's all made by one person. Still worth making a guide for, since you could be stuck on those questions forever. Eh, whatever.


takarifreak plays Hugo's House of Horrors - Part 2 of 3


Well, this was quick.

All maps by Will Mallia.



From the kitchen, going north takes you outside to the path to the shed. The combination is 333, so enter that when the game asks for it and then take the oilcan.

Go back to the kitchen. If you go east from here, you'll be eaten by the dog. To avoid this, throw the chop at the dog before he can reach you. You'll toss it to the corner of the room, and the dog will follow it. Move the rug to find a trapdoor, and use the oilcan on the bolts. This will allow you to open the trapdoor. This will take you to a dungeon, and if you look in the door you'll see Penelope.

Notice the two large stones to the left of the door. Go inbetween them to enter another room. This is the underground segment. Blow the whistle to keep the vampire bats from biting you and ultimately killing you.

To get past the mummy, you'll have to move around so that the mummy will get stuck on the rocks. Take the treasure, then enter the opening in the mummy's crypt.

Saturday, February 27, 2016

takarifreak plays Hugo's House of Horrors - Part 1 of 3


Oh, hey...an adventure game that's not from Sierra.

All maps by Will Mallia.


The plot is dead simple: get in the house, free Penelope and get out.

To get inside the house, pick up the pumpkin, then drop it. You'll get a key that unlocks the front door. Take it.

Once you're in, you'll see some guy walk into the door on the right to the second floor. Take the candle off the table. Look in the hole in the side of the stairwell to find a penknife and a whistle. Take them. DO NOT BLOW THE WHISTLE. YOU WILL DIE.

The first room upstairs is a bedroom. Open the closet door and take the mask. The second room is the bathroom. Note the "333" written on the mirror. The third room has that guy that we just saw walking around. When you enter this room, the radiation will cause you to drop the mask. He'll ask you to get in the box so he and Igor can do the experiment. Igor will press the wrong button and you'll be half your usual size. Use this as an opportunity to get behind the glass door and take the rubber bung off the table behind it. From there, tell Igor to press the red button. He'll press the yellow one. You'll be dizzy. Go back in and tell Igor to press the yellow one. He'll press the green one, and you'll be partly invisible (I guess). Tell him to press the green button after you go back in and he'll press the blue button. You'll be your normal self again. Leave the door and pick your mask back up.

Put the mask on, then go downstairs and enter the door on the right. You'll end up in a dinner party where all the guests are monsters. When the butler asks you if you care for a chop, type in "Yes." Be careful not to press Enter immediately after he asks you the question. You'll get a pork chop.

The room north of the one you just came in here takes you to the kitchen.

Ben "Yahtzee" Croshaw's rundown of the seventh gen consoles


Here's Ben "Yahtzee" Croshaw - creator of the Trilby/Chzo Mythos series - with a rundown on the seventh generation consoles, because why not?

Friday, February 26, 2016

DeceasedCrab plays Trilby: The Art of Theft - Part 8 of 8


Well, here it is. The ending. Enjoy.


Well, turns out she did kill her husband after all...and became a full agent of the Company. Then, she was chosen to lure Trilby in and make him part of the Company as well, since Threnody's photographic operation failed. Whaddya know?!?

Trilby then leaves the XJ Unit on a flagpole and leaves Elizabeth high and dry. If you beat the game with the Trilby hat rank, you'll find out he left America and headed back to England.

Anyway, you get a bonus heist - all seven heists in the game, all in one sitting, and you only get seven tasers and seven alarms before you're forced to abort the whole thing and start it all over. Give it a try.

DeceasedCrab plays Trilby: The Art of Theft - Part 7 of 8


It's time to do some damage to The Company...

Heist 7
The Company Headquarters

Larry can't stop leaving notes about how to get past security. Moron.

Push the third brick to the left of the second outlet pipe to access the underground base.

The security guard in the cell only thinks he's a security guard. Also, cut the red and green wire in the electrics box for the second area. Just remember to cut the green wire before cutting the red one, because that guard will alert everyone else to your presence and sound an alarm.

The third area has a sphere in the background and is covered will vertical lasers that will definitely spot you unless you hide behind the boxes. The first two digits for the security code (260) are in the last area, while the final digit is near the start of this one.

For the fourth and last area, go to the T section and loot it to get the Trilby file. From there, ransack the C section for a file on the Company and E for Elizabeth Perota's file. Now get the hell out of there.

If you check the Y section, you'll get a file for Ben "Yahtzee" Croshaw, who created the whole Trilby series.

Of course, when you try to get out, some guy will activate the Battlesphere from inside. Yeah, that sphere in the background that had all those lasers around it earlier. Hit the loose wiring that comes out of the sphere with your taser, and try not to either touch the fireballs or get roasted by the grey block that flies around. If you lose all 100 hit points, you're dead. When you hit all the pieces of loose wiring that come out, you'll destroy the Battlesphere.

You now have one minute to get out of here. Just make it back to the beginning, pick the lock (again), and then get the crap out of there.

Thursday, February 25, 2016

DeceasedCrab plays Trilby: The Art of Theft - Part 6 of 8


asdf

Heist 6
Davenport Farmstead

The three notes at the beginning add up to a random number when you read them all.

When you enter the basement of this house, you'll find a bottle. Pulling it will reveal a hidden keypad. Enter the random number. This reveals a full light area, and a lot of this heist will be full of them, so you'll definitely need to know what you're doing. Cut the blue wire on the electrics box.

For the next area, avoid the guards and cut the red wire on the electrics box. This cuts a tremendous amount of the light in this area out.

For the third area, cut the red wire. Be careful near the lasers, as they'll just malfunction as opposed to stop working altogether.

At the lower-left corner of the third area, you'll find the XJ unit. Grab it, then get the crap out of there once you have $700 in loot.

DeceasedCrab plays Trilby: The Art of Theft - Part 5 of 8


Ha, ha. Stupid rich people.

Heist 5
Kroner Avenue

Ha, ha. Kroner.

Anyway, it's time to rock the residential districts and steal stuff from the residents of a wealthy neighborhood.

Another toilet with loot in it. "What is this? The new trend in home security?" certainly says it best.

Sidle by the sleeping people so they won't wake up. If you haven't bought the Sidle technique from the newspaper stand at the Workshop yet, you'll definitely want to do that before this mission.

There's a note that says to pull the lever at the end of Act 3...and that there's real diamonds on the Star of Beauty. You'll have to cut the red wire on the electrics box, head down, all the way to the right, down again, and to the left to get the Star of Beauty before the spotlight turns back on.

Another note hints at a safe. The safe code is in two halves, and they're both hidden in books. The first half is hidden in "The Hitchhiker's Guide to C++." 83. The name of the other book - "Passion's Awakening" - is behind Toby's washing machine. 5. 835 is the safe code for the door to the safe in the lower-left corner of the left screen.

Don't forget to get on the rooftop and yank the bag. That has more loot and more Reputation.

Loot the fridge for caviar, fine wine and a really hilarious message.

The note near the sleeping person has a rather hilarious message on it as well.

The Classics section of the bookstore has a original gold leaf copy of "The Amateur Cracksman." Pick it up for more loot and Reputation.

The right screen is your ticket out. The blue wire cuts the security monitor.

Go down the fire escape at the right end of the right screen. You'll meet the woman who killed Dominic Perota. It's his wife, Elizabeth, and not only did she not kill Dominic, she was also the one discovered the body. She also knows about the Company and wants to help you. She also tells you that the Company killed him for lack of usefulness as well as to get to you.

Elizabeth then hands you a file containing the location of a secret Company research facility. It also contains details of a small, lighweight object known as the XJ Unit. Trilby goes along with the plan and tells Elizabeth to meet him somewhere in three nights...and be there.

Wednesday, February 24, 2016

Vandenberg Launch Compilation


Ahhhh, zat makes my nipples hahd.

DeceasedCrab plays Trilby: The Art of Theft - Part 4 of 8


Yeah, this wasn't a good idea.


Heist 4
Unknown Building

In this abandoned building, you'll meet up with this mysterious group of people and figure out what's going on. Or rather, they'll grab you and taze you before tying you up in a chair. 

You'll find out that these people are known as the Company, and that they're pretty much like the Mafia and control all of Chapow City from the underground.

There are two letters below the screen that says "Submit": Z and X. Repeatedly tap the one that's flashing red to resist submitting. If the picture of Trilby turns into a skeleton, you're pretty much dead.

Once you're free, you'll be able to escape with the emergency lockpick that the Company failed to take off your hands.

Cutting the green wire in the electrics box in the center of the first screen allows you to cut off the security cameras. In the second one, it's the blue wire.

Despite the fact that you have unlimited taser use, you still want to go for a zero-taser use run here to get a higher rank as well as more Reputation Points.

Workshop

When you return to the Workshop and read the newspaper, you'll be framed for the murder of Dominic Perota. Uh, oh.

Tuesday, February 23, 2016

DeceasedCrab plays Trilby: The Art of Theft - Part 3 of 8


Yeah, I'll just steal from these people and OH CRAP WHAT DID I JUST WITNESS

Heist 3
Golden Waters Health Resort

Well, if it's any indication, Perota's in on the sudden drop someone got on you. At the same time, people are about to get their luggage robbed. This is going to be fun.

There are two screens to this hotel: the left half and the right half.

The toilet in the bathroom in the left half contains treasure. I kid you not. While we're at it, there are other things to steal, such as the bag of laundry in the laundry room and the paintings on the wall.

One of the rooms in the right half contains a pair of pants on a table. Search it for a Rolex and Reputation Points. Who leaves their Rolex in a pants pocket, anyway?

There's a room in the lower-left corner of the left half that you have to take the long way to reach, but it contains a note that shows who is in what room and whether they're either in or out. Rooms 1 and 3 have people, as do Rooms 4 and 5. Rooms 2 and 6 are empty, so be ready to loot those rooms like no tomorrow. Dominic Perota and his wife are in Room 5.

When you enter Room 5 to meet with Dominic Perota, you'll see a woman stabbing him. What's going on? Is this woman his wife, or some random person? Why did Dominic get stabbed and killed?

Workshop

When you check the newspaper, it'll say that Dominic Perota has been murdered.

Also, you may have used your Reputation Points to increase your skills after the last two points, but the third heist is a treasure trove for them! 

DeceasedCrab plays Trilby: The Art of Theft - Part 2 of 8


"Oh, Dominic, you dark horse."

Heist 1
Protocorp Secure Records Facility

Dominic Perota, CEO of Protocorp, is not only amoral and very wealthy and successful, he's also got a records facility that's ripe for the picking.

The upper-left corner of the screen shows how many alarms (the red ! icon) and tazers (the yellow lightning bolt icon) you can take in the current mission. If you fail to meet these requirement, the mission's over. So watch it.

Don't forget to press the Tab button if you need to double-check your stats.

Open the filing cabinets to find stuff and increase your score. You'll find out that Protocorp has not only been in arms with bikini girls, but they're also in bed with the government...literally.

I'm loving this game already.

You can disable security cameras the same way you can cut the wires on the electrics control boxes. Cut the red wire on the only security camera in the level.

The highest rank you can get in a level is the Trilby Hat, which works like an S rank. You'll have to be pretty good and pretty fast to get this.

Workshop

Check the newspaper when you get back. Oh, how Protocorp has been exposed.

Heist 2
Chapow City Art Museum

Well, Dominic's got all his money accounted for. All of it. He even uses some of it to buy some fine art. The museum's displaying his collection, and they've recently beefed up the museum's budget - and security - to protect it all. The harder it is to get, the better it is.

This game is getting better. I'm not even being sarcastic.

The guards wear ID badges so that the lasers won't recognize them as intruders. Well, at least the game explains something that no other game does. Then again, I guess lasers were good enough to read bar codes on badges as far back as 1991. You can also shut down the lasers from the top floor security office.

The note in the upper-right room says the security code is 384.

Belive it or not, you can drop down from the electrics box room and stand on the chandelier below. Nice.

When you beat the level, you get tripped by a mysterious man who gets a picture of your true face. He and some mysterious others will know everything about you in 24 hours. If you don't come to a certain address within a week, the authorities will bust you. Oh, boy.

Workshop

Check the newspaper again. They know Trilby's at it again in America.

Also, Level 2 and Level 3 Locksmithing are the best skills to earn at this point, and the faster, the better. This way, you can replay the earlier levels to lockpick the doors you couldn't and get higher scores.

Monday, February 22, 2016

DeceasedCrab plays Trilby: The Art of Theft - Part 1 of 8


Well, since the Chzo Mythos is all wrapped up, it's time to check out a slightly stand-alone game where instead of dealing with an evil pain elemental and other macabre things, we go back to 1991 - a few years before the Chzo Mythos series - and see Trilby in his real element.

Workshop

The two icons on the upper-right are the ones you'll need to understand and understand quickly. When the light bulb is on, you're in full light. When it's dark, you're in either medium light or in low light. This is where the eye icon comes in. If it's red, you can still be seen. If it's green, congratulations. You're in low light and invisible to any cameras and guards.

The computer on the lower-right end of the tutorial level will tell you if you're doing it right. Just press X to hug the wall, and press X again to stop hugging it.

Cameras can see you in full light even if you hug a wall.

Press the Space Bar when you're under a thin platform to use the umbrella as a grappling hook, and launch yourself up a level. Hold Down on the Arrow Keys and press Space to go down.

Press up in front of an electric control box and you'll be able to open it up. Use the Arrow Keys to choose which wire to cut, and press either X or the Space Bar to cut it. Cut the green wire here, and remember - if you cut the wrong wire, you'll set off an alarm.

Hold Down and press X to crouch. From here, you can crawl underneath the fluctuating laser beam.

All vertical beams and most horizontal beams can be avoided by hugging against the wall, with some exceptions.

Press Z to hit someone with a taser if you need to. This will temporarily stun enemies.

Press Up on the Arrow Keys in front of a safe, and press X or the Space Bar to insert the lockpick when the gap is in the center. You'll have to do this twice to open the safe. Cracking safes gives you cash and Reputation Points. You can use the latter to buy upgrades and increase your skills.

To pick locks on doors, use Left and Right to maneuver the lockpick, and press X or the Space Bar to insert it when you're under the gap.

If you see a note on a wall, press Up while in front of it to read it. Here, you'll just get the names of the game testers.

Press Up in front of the desk to save and load games. The wardrobe next to the desk contains other wardrobes that you can wear, but you'll have to unlock them first.

The newspaper stand allows you to see how many Reputation Points you have, and also allows you to upgrade your skills. It also allows you to read your deeds.

Walk into the car to take off. You can also revisit old levels if you want.

Mega Man 4 - The OST

Here's all the music from Mega Man 4! Go for it!

Sunday, February 21, 2016

NintendoCapriSun plays Mega Man 4 - Part 10 of 10


This is it...the final battle. For the fourth time.


Dr. Wily 3

After you beat the Robot Masters a second time, you'll face Dr. Wily again. Just stand right next to the area where Dr. Wily's ship is going to be, and jump and shoot a fully charged Mega Buster shot when it's not spitting out huge purple fireballs.

The second form is difficult as anything. You have to hit the flashing light under Dr. Wily with fully charged Mega Buster shots, and the fireballs that his second form shoots out make this anything but easy. Using energy cans is going to be a big must here.

Dr. Wily 4

The only way you're going to be able to refill your stuff now is to fight off the worms that come out of the ceiling before the boss door. Just keep walking back and forth after that huge jump down and you should be able to get everything you need - especially for the Pharaoh Shot and the Ring Boomerang. You'll know why in the next paragraph.

When you enter the boss door, the whole room will be dark. There's going to be one attack, and it's a bunch of light-blue fireballs coming together to make one big one...and it homes in directly at you regardless of where you are. When the fireball comes at you, Dr. Wily will show up for a brief instance. There is where the Pharaoh Shot and Ring Boomerang are going to come in. You need to remember where he popped up and shoot the weapon in that direction to hit Dr. Wily. It's easier with Pharaoh Shot, since you can just touch him with the fully charged projectile when necessary so you can damage him without wasting much needed weapon energy for it. If you need to fire it at him, do so. What have you got to lose? If you somehow lose all the energy for that, stick to Ring Boomerang.

When you take down Dr. Wily, you've done it! Enjoy your ending!


NintendoCapriSun plays Mega Man 4 - Part 9 of 10


Before I did this entry, I had no idea how many times I got the "a" and "o" in the end of "Pharaoh" transposed. I'm usually perfect when it comes to spelling anything.


Dr. Wily 2
(continued)

To beat the boss here, just use your Arm Cannon. Avoid both the fireballs and the big red balls that act as bombs that have quite the explosion. The big red balls are easier said than done, so stay on the left of the two conveyor belts to give yourself more time to avoid them, and be sure to jump and control yourself in the air to avoid them if you need to do so. If you have any energy cans, this is a good boss to save them for.

The weak point is the blinking green light on the boss's forehead. Use fully charged Mega Buster shots whenever you shoot at the boss so you can finish it off in less time.

Dr. Wily 3

The music here is really good. Too bad you don't get to hear it often.

Anyway, the teleporters are (in counter-clockwise order): Drill Man, Bright Man, Skull Man, Dive Man, Toad Man, Dust Man, Ring Man, and Pharaoh Man.

Saturday, February 20, 2016

NintendoCapriSun plays Mega Man 4 - Part 8 of 10


We enter Dr. Wily's lair, and we find out the entrance is a toilet. Seriously, the wall is a bunch of forest green bathroom tiles and there are pipes all around the walls.

Dr. Wily 1

The beginning of the stage is full of Mettaurs. Some of them actually spin around, unwittingly exposing themselves to attack longer than usual because of it. Ha, ha.

You'll also be dealing with some underwater bits as well as...the disappearing platforms. Again. Goddammit, Capcom.

There's another easily obtainable Energy Can near the boss.

The boss here is a giant Mettaur. This one leaps around the room in an attempt to squash you, and when its eyes bounce around, four Mettaurs will come down from the ceiling. This is pretty easy to beat with the Mega Buster for the most part, but you can also use the Ring Boomerang. Just watch out for all those Mettaurs, which usually land where you are at the time of the stomp.

You can only shoot the boss when his face is exposed, and that stomp of yours will freeze you, making it easy for the small Mettaurs to hit you unless you somehow jump before he hits the ground.

Dr. Wily 2

You'll be dealing with a ton of spikes placed in the most unforgiving spots, followed by a jump that requires Rush Jet to get to.

Slide to Eddy to get whatever he has, then take the right ladder (the left one leads to that buzzsaw robot and takes you back down after you take damage from something you couldn't possibly avoid).

The majority of the enemies here are from Pharaoh Man's stage.

NintendoCapriSun plays Mega Man 4 - Part 7 of 10


We fight Dr. Cossack, but we find out it's not over yet!

Dr. Cossack 2
(continued)

The boss here is a miniature room in a room that has three segments. The top and bottom go to the right while the middle goes to the left. Slide under the bottom segment as it passes. It makes three passes at you, and each successful pass is slower than the last. When it goes slow enough for you to get in (read: when it passes around a third time), slide into the miniature room as it comes together, then get on one of the two platforms and hit the red circle at the top with Dust Crusher and try not to get shot at yourself. Switching between platforms isn't as efficient as staying on one, but the laser from the red circle will miss every single time. The circle fires three lasers before the miniature room comes apart again. When the miniature room comes apart, get out of there. From there, wait until it's slowed down considerably and try your luck at damaging the miniature room again.

Dr. Cossack 3

The music here is even better than the last two stages.

This part is auto-scrolling, and there are a ton of onion-domed roofs in the background, too. Watch out for the red circles that revolve around some of the platforms, as they cover the perimeter of the platforms they patrol in seconds and are impossible to destroy.

Well, boy howdy! The saws that act as the so-called "indestructible enemy that prowls the floor and speeds up when you're at their level" can be destroyed with the Dive Missile!

Climb up the second ladder, and boom...more auto-scrolling. If you couldn't tell already, you'll be dealing with enemies from Ring Man's stage around here. Keep the Dive Missile equipped so you can destroy all the enemies here with ease.

The gold platforms that show up with a glint in the corner are interesting. When you stand on them, they start sinking. When you jump off, they quickly rise up. Use this to your advantage to make some of the jumps from one platform to another, as you won't be able to make some of these jumps otherwise.

You can get the Energy Can at the end with the Balloon Adapter. Yeah, I was stumped, too.

The boss here is really easy. These robots either shoot one bullet down or two bullets diagonally. Believe it or not, the Pharaoh Shot actually goes in eight directions, and you can charge it up to finish this entire battle in seconds. The first one just moves back and forth on the ceiling, but the second one moves all over the walls and ceilings and has a four-way shot, making fully-charge Pharaoh Shots immeasurably useful.

Dr. Cossack 4

Use the Drill Bomb to get the Energy Can at the beginning.

For the first time in a Mega Man game, the path branches off. Take the path that takes you down and left (which is reachable with either Rush Coil or the Balloon Adapter and is blocked by a wall that can be destroyed with the Drill Bomb), as you can score a second Energy Can. Also, the Drill Bomb is uber powerful against the crusher robots as well as anything else that's dumb enough to take you on. Also, this path is easier, believe it or not.

The boss here is Dr. Cossack himself. He has a triple shot as well as a claw that can grab you for immense damage. The Dust Crusher is the best weapon to use here. Just watch out where you're jumping and always slide when you're trying to move underneath Dr. Cossack. The uneven ground may be a problem, but if you stay on the move and keep sliding under Dr. Cossack, you'll be fine.

When you get Dr. Cossack down to one bar, Proto Man shows up with Dr. Cossack's daughter Kalinka. She tells you that Dr. Cossack is being used as an unwitting figurehead in Dr. Wily's plans...

Friday, February 19, 2016

NintendoCapriSun plays Mega Man 4 - Part 6 of 10


After seven minutes of fail that involves the end of the first Cossack section, I actually get to type something for once.

Dr. Cossack 2

This time around, you'll be inside a building, so don't worry about any ice physics.

Use the Rush Jet to get over the pit, and use Up and Down on the Control Pad to get higher and lower whenever necessary.

The small square platforms have spikes that change from being horizontal to being vertical and back again every few seconds. Use Rush Jet for the first set. You'll have to be patient with the second set.

CyberMoonStudios does it again.

Yep, he made another one. Click the link for the Robot Master weaknesses for this game.

Thursday, February 18, 2016

NintendoCapriSun plays Mega Man 4 - Part 5 of 10


asdf

Ring Man
(continued)

Once you beat the second hippo, the rainbow platforms now have a completely different look. As a matter of fact, they don't look like rainbows at all. They'll all disappear from right to left, too, so jump either on the center of it or close to the center as you can, and jump to the other end.

You'll fight another ring monster before taking on Ring Man.

Ring Man throws a Ring Boomerang, then waits for it to return to him before jumping up and throwing another one. When he hits the ground, he runs to the right and starts the attack pattern over, and he'll run to the left after the second time. He'll then alternate between running right and running left. This is yet another easy attack pattern, which adds to the haphazard "level is harder than the boss" pattern that the game seems to have. 

You can destroy him with charged-up Pharaoh Shots, but you can just as easily beat him with the Mega Buster.

Beating Ring Man gives you the Ring Boomerang.

Dr. Cossack 1

The slinky robot slowly moves towards you.

The thick snow slows you down tremendously, so jump through it to get through the level faster.

When you make it to the rooftop, you'll be dealing with the Skull Joes from Skull Man's stage as well as the little robots that come out of the pits from Dust Man's stage, and to top it off you'll also be dealing with ice floor physics.

The second vertical climb will require Rush Coil, and you'll have to time your climbs on the ladder near the end so that the crushing robots that roam up and down the ladders near the end don't close on you.

The boss in the first section is some giant moth robot thing. The fireballs fire right to where you are when the fireball is launched, so it has a tracking ability that can easily be exploited. You can stay all the way to the left and fire at the flashing light where the fireballs come from with either the Ring Boomerang or charged Mega Buster shots, but just be careful with those fireballs and jump later than usual when the boss is right next to you.

If you die against this boss, you'll start back at the rooftop section before the second vertical climb complete with all those ladders. That's horseshit.

NintendoCapriSun plays Mega Man 4 - Part 4 of 10


We're at the last Robot Master already...?

Bright Man
(continued)

Once you climb up the ladder further on the "main" path, you'll see those red and green platforms mentioned in the last entry again. This time, you'll be going from one platform to another while dealing with the projectiles from those red light bulb robots.

The only thing that Bright Man does (aside from the Flash Stopper, which freezes you in place) is jump around trying to land on you, while shooting bullets at you that goes in three directions at times. His attack pattern is a bit random. You could beat him with the Mega Buster (he's not that much trouble), but Rain Flush makes it that much easier since you can just launch it into the air and hit him regardless of where you are, which makes it easier to concentrate on dodging his attacks.

Beating Bright Man gives you the Flash Stopper.

Pharaoh Man

Ooh, boy. Pharaoh Man is one of the better Robot Master designs in the series, in my opinion, and the music for his stage shows how far the series has come to this point. It's just amazing what leaps and bounds Capcom had made in just four years with the Nintendo Entertainment System!

The flying bugs here at the beginning fly around and shoot bullets down at you, which can be pretty easy to avoid if you're paying attention. The scorpion robots move in at you, and dive in and out of the quicksand. The quicksand will definitely drag you down, but you should still be able to move around fairly quickly if you just keep jumping.

Once you get into the pyramid, you'll start dealing with mummy robots that pop in and out of their walls and launch their heads at you as part of their attack. They can easily be dealt with with a charged shot. The energy can near the beginning of the whole pyramid area is really easy to get with Rush Coil.

The platforms that take you over the spike pits also shoot bullets in two directions, so be careful when you get close so you don't get shot at.

If you have the Flash Stopper, Pharaoh Man is easy, as he leaps around very quickly and throws the Pharaoh Shot at you constantly. He has a charged version that also goes left and right across the room, too. Just activate the Flash Stopper, then keep blasting him with the Mega Buster until he falls. Just keep pressing the B button and you'll keep activating the Flash Stopper when necessary, as it last for about five seconds.

Beating Pharaoh Man gives you the Pharaoh Shot. Remember, you can charge the Pharaoh Shot up by holding the B button, and as long as you have it held down you'll have a huge Pharaoh Shot above your head that can also damage anything that touches it, which proves to be rather interesting.

Ring Man

Not only will you have red turrets sticking to the walls tracking your every move and shooting at you, you'll also have rainbow-colored platforms that disappear from one end to the other once you step foot on them. The best thing to do with these platforms is to jump onto the middle and try to jump to the end whenever necessary, since there is no way of knowing which direction they'll start to disappear.

When the background turns black, you'll be fighting a hippo on a platform. Shoot down the column holding up the platform, then hit the hippo with everything you've got while avoiding its missiles, which have homing capabilities. The platform will start coming back up, so alternate between shooting the column and the hippo every so often.

The ring monster that blocks your path exposes its defenses when it shoots its six rings out in an asterisk-shaped pattern. Hit they eyes when they're exposed with charged Mega Buster shots. You'll then fight another hippo.

Wednesday, February 17, 2016

NintendoCapriSun plays Mega Man 4 - Part 3 of 10


We finally...FINALLY...do Toad Man.

Drill Man

The red turrets open and close every few seconds, shooting out a single shot while it's open. They're pretty easy for the most part. Just shoot at them when their cannons are open.

The wheel robots close themselves up and start spinning around when you're close enough to them, and they're indestructible while they're spinning. Wait until you can see the whites of their eyes before shooting at them, and use charged shots if you can.

The tubes with the triangles pointing down drop rocks. You can shoot them down if you need to, but you can just wait for them to stop dropping momentarily before passing them by. The robots that continuously spin just home in on you and can be destroyed in one hit. Nothing special. If they get the drop on you, they'll stick to the floor and shoot at you. They're still weak.

Hit the blue switches on the wall to trigger more of the level. Be careful, as there are pits that you can fall down if you're not careful. Just jump into the switch at the edge of the pit and keep going to the right as you fall, and you'll make it.

Drill Man's weakness is the Dive Missile. He burrows into the ground with the drill on his head, then he comes back up at a random location, so you'd better move around and keep jumping while he's underground. When he comes back out, he'll come at you and start firing explosive drills every few seconds. You're better off shooting him with the Dive Missile and jumping over all of the missiles, because this part is annoying as all get out. He'll also jump around, too. He'll switch it up between the whole jumping around, shooting and diving into the group at random, as he doesn't have a set pattern. Get your energy cans ready, folks.

Beating Drill Man gives you the Drill Bomb as well as the Rush Jet Adaptor.

Toad Man

Finally, Toad Man. I suggest starting here, since he's the easiest boss in the game (and probably the entire Original/Classic saga, depending on what you want to call it) to beat with the regular arm cannon.

The rain in this area pushes you back, so you'd better be on the very edge of a platform when you jump to another one.

The bird robots have three smaller clones behind them that home in on you when you're close enough. This is the best introduction to the charge shot in my opinion, as firing one at the big bird takes out the three behind it as well. Sheesh, this thing would have made the second and third games easy as anything.

The robots that come down on parasols can also be taken down rather easily with a charged shot. Same thing with the robot rats as well as the little bubble robots that can stick to both the floor and ceiling as they chase after you. Once again...best introduction to a new feature ever by having you finding out that using it makes the whole stage really easy except for the jumps.

The water on the ground from the waterfalls will push you around according to where they're moving. If they're moving left, you're moving left. 'Nuff said.

Shoot the snails in the eyes when they're open, and dodge the shots that it shoots at you like a catapult. Charged shots make this easier, as there's a chance that you won't even have to deal with its second attack - the snail's eyes coming right at your present location. The second snail battle has a waterfall involved, and the water lands almost dead center on the platform with a pit on both sides of it, so you'll have to be on the move constantly for the second one.

The fish are easier to avoid here than on Dive Man's stage. Just be careful with the platform directly under another one (there's only one instance here), since you can bump your head and land right into the spikes below.

Toad Man is really, really easy. You could beat him with the Drill Bomb...but screw it. Hit him when he's jumping around with regular shots. Move around and shoot him till he stops jumping and stands still. This will usually happen if you start shooting at him from a fixed point. When he stands there, he's about to do some sort of hula dance where he activates his completely unavoidable Rain Flush attack. There's a trick to make him not do it. Shoot him when he's doing the little hula thing just before the attack launches, and you'll instantly cancel it out. He's that easy, as he doesn't move until you do and he fires the weapon if you're not moving.

Beating Toad Man gives you the Rain Flush and Rush Marine Adaptor.

Bright Man

The green guys that walk around shoot out fireworks that light up the room, while the red robots with the light underneath them that fire a shot that splits into five projectiles that fan out. Destroying a red robot will darken the room, since they're red light bulb robots. Destroying a green guy afterward lights up the area again.

The totem poles just spit projectiles at you from the second totem, while the robot crickets act as platforms that help you ride across the massive spike pits. Just stand on them and they'll start moving.

The green robots that hang on the ceiling and come down at you before spinning around like a top in your direction can be easily rid of with a charged shot.

After that, go down and head to the right to get an extra life and an energy can. The red platforms fall down when they reach the end of the track, but the green ones actually go back. You'll see these a little later in the stage. Use Rush Coil if you want to keep your extra life. It's up to you.

NintendoCapriSun plays Mega Man 4 - Part 2 of 10


Well, we learn about the Wire Adapter (which I never even knew existed) and spend more time in Dive Man's stage than we should. Not that it's a problem. I fell in love with the Dive Man music on VGMusic.

Skull Man
(continued)

Well, since we have Dust Crusher from Dust Man, we have something to kill Skull Man with. Nice. All he does is shoot at you a couple times, and it's probably at random where the shots go: either straight at you or at an upward angle. Keep hitting him with Dust Crusher. Skull Man doesn't move until you start moving, so you have an advantage at the beginning of the battle, considering you know how to use it. After he stops firing, he leaps around. He'll then use the Skull Barrier, but he'll stand still when he uses it. You won't be able to hit him with anything as he's got it set up, so don't even bother. Just wait for it to disappear so he'll walk around a bit and start his attack pattern over.

Beating Skull Man gives you the Skull Barrier.

Dive Man

We finally get to see what indestructible things crawl on the floor this time around: buzzsaws on tracks. Yeah, nice one, game.

The fish leap at you when they're close enough to you. Thankfully, you can shoot them down at the apex of their jump.

As with all Mega Man games, watch out when you're in the water. Your vertical leap is almost exponentially higher when you're submerged, and that can lead to a big tragedy when there are spikes on the ceiling, which you're definitely going to see later in the level.

The green things with the spikes on the bottom drop down on you and return to their original location before coming down again. They keep doing this over and over again after you slide under them, which is the best way to deal with more than one of these things at one time.

The Mettaurs here have snorkels. They'll swim upwards a little bit once they peep out to fire at you before coming back down to the ground, all the while exposing themselves to attack. A single shot will do them in.

Every so often, you'll be fighting a mechanical whale. These guys will spit huge torpedos at you that track you vertically. Wait for the torpedoes to come down to you before jumping, and hit the whales with charged shots. They also have an attack where they send four mines down at you while trying to suck you towards them like Dust Man. They don't even attack while they're sucking you in, so wail away at them when they do this (no pun intended).

Once you make it out of the water and past the crusher, you'll be swimming again. This time, the water's depth rises and sinks, making this next section a little more difficult as you'll be playing the waiting game with some of the jumps. Watch out for the manta rays, which will vertically track you and DO MORE DAMAGE THAN THEY SHOULD EVEN THOUGH THEY'RE RIDICULOUSLY EASY TO KILL OFF. THANKS, GAME.

After killing the whale, jump into the first pit you see and try not to get killed by the spikes. At the bottom, you'll get the Wire Adaptor. Equip it, then press Up + B to shoot it up into a ceiling and hang off of it. It can also destroy enemy robots. I never even knew this thing existed prior to watching this playthrough, and it's pretty easy to beat the entire game without it, but it's still nice to have. You'll return back to the beginning of the section where the water goes up and down.

Are we back? Yep, we're back. This next section has the water rising and sinking again, and you'll be dealing with mines that explode when you get near them as well as platforms covered with spikes that go up and down with the water. After you make it to the right side of this section, it's just a waltz to the boss room.

To beat Dive Man, stay within Skull Barrier striking distance and jump high enough to go over him and hit him with the Skull Barrier as he goes under you. If you keep it low, but just high enough, you'll be able to tag Dive Man with the Skull Barrier without getting hit and maybe get it down to an art form. Beating Dive Man awards you with the Dive Missile...which he also fires at you, by the way. The Skull Barrier takes care of that.

Tuesday, February 16, 2016

NintendoCapriSun plays Mega Man 4 - Part 1 of 10


The fourth game already? Man, I barely remember making the guide for the first game!

Anyway, in this one, you're taking on Dr. Cossack, a Russian (neo-Soviet? This was created in 1991, after all) scientist who has created eight new robots to take on Mega Man. Why is he taking on Mega Man? The introductory story never really says. He's just taking him on and Mega Man's sense of justice already kicks in.

Dust Man

For somebody who doesn't know the "proper order," NCS has a lot of balls.

The shields that fly around can only be hit in the back.

It should be noted right now that by holding the B button, you can charge up the Mega Buster. When Mega Man is glowing green (which will be other colors in the series), he'll shoot a flashing green shot that can power through some enemies that would take a few regular shots to kill off. This is the Mega Buster, which is the new and improved version of the Proto Buster that we've been using for the past three games. Guess what? It's going to start appearing a lot more often now, even in other Mega Man series such as X and Zero.

Those things that pop out of the pits when you get near? Shoot it and continue on immediately. The longer you stay in that area around the pit, the more of them that show up.

The crushers this time are a lot smaller and stay in the air longer, making it really easy to avoid them with the slide.

The mushroom head-like things with the copters detach said copters and home in on you when they get close enough. It makes them easy at times, aggravating at others.

The four blocks that combine to make one big one are platforms. Use those to get over the spike pits.

The red guy that gives you power-ups? That's Eddy, also known by many as the "Flip Top" robot. Sometimes he'll give you energy, other times weapons energy, and even other times 1-ups and Energy Cans. For some reason, he usually gives you weapons energy when you don't need it.

After Eddy, you'll get the crusher section. Destroy the blocks in your path, preferably the top two rows, so you can get through without getting crushed on the way forward. Some of them are a little lower, and some of them come [b]right[/b] before a bunch of blocks, so you'll have to fire on at least almost all of the blocks and and slide accordingly to get past that.

The red robot that shoots the red pellets at you can be taken out by both inching your way towards it (avoiding the pellets at the same time) as you fire at it. A fully charged shot also helps if you're an adept dodger.

To beat Dust Man, use the Ring Boomerang against him. Oh, wait. We don't have it. Since we're using the Mega Buster, jump straight up when the dust shots come your way so the fragments miss you when they split into four diagonally-travelling segments right where you're standing. He'll jump towards you, then try to suck you in with his vaccuum power. Keep walking away and you'll be able to avoid this, and use this attack as your opportunity to charge up the Mega Buster and let him have it. His attack pattern is that simple.

Beating Dust Man gives you the Dust Crusher.

Skull Man

The green turrets shoot out red balls that bounce off walls, floors and ceilings. It's better to use charged shots on them.

The green things with the spikes that fly around can go through walls, but that's the only special things they do.

The skeleton robots throw bones at you. I like to call them "Skull Joes" since they have that one-eye thing going on just like the Sniper Joes (that's probably what they're called, but I have no way of confirming). You could hit them with a regular shot and jump over them as they pull themselves together, but a charged shot destroys them completely.

After you see Eddy, you can take the high road and the low road. If I remember correctly, NCS is incorrect: if you fall down the pit on the higher road, you still die.

The caterpillar robots as well as the yellow turrets can be taken out effectively with a charged shot.

You'll need Rush Jet to get the Energy Tank on the high road.

DeceasedCrab plays Magician - Part 9 of 8


Here's the ending to the third playthrough. The first version is the best one, while the second version happens if you kill three or more NPCs.

Also, you can fight the NPCs, but you're going to get fucked up to hell if you even attempt it. Don't even bother, folks.

Monday, February 15, 2016

DeceasedCrab plays Magician - Part 8 of 8


We finally face off with Abadon!


Tower

When you're ready to take on Abadon, Fly up to the top of the tower and keep going.

The Final Battle

Keep hitting Abadon with Lightning 4. When the game tells you that you sense Abadon weakening, use the Ultimate Potion. There. That's it.

When you beat the game with the Magician ranking, you'll be able to play the game through a second time. This time, enemies are harder. Get Magician ranking a second time to get the third playthrough, which is supposedly nigh-impossible. If you can somehow beat that, you'll get the true ending, which is in the next entry!

DeceasedCrab plays Magician - Part 7 of 8


We have one more dangerous obstacle before the final fight...


Castle

Use the Reveal spell near the huge pendulum at the start to reveal a hidden door. You'll have to use either Fleet Foot (Mimifinast) or Slow Mo (Mimirahuna) to get to the door without suffering instant death at the hands of that pendulum. You're now two-thirds of the way through the castle.

Use Jump to get on the bridge, and Fleet Foot to run all the way across. Kill the fire demon at the other side to continue on. Lightning Lv. 4 should do it. Search the chest he drops to get the Vial of Fire. You'll be needing that along with the other three.

Enter the second door. When you try to leave, the sphinx statue in the room comes to life. Guess his name correctly (which is Tresh) so you won't die and you'll be able to make it out of here.

Tower

Use Fly to reach the first platform. This leads to the final puzzle room. It may look like you can go anywhere you want, but there are fake floors here. You'll have to make your way to the exit on the upper left to get through this. Your reward for making it through this maze is the Amulet of Tammis.

Be sure to check out every platform on your way to the tower. The third platform gives you experience for entering...just be sure to use the Iron Boots spell to reach the chest before the spikes kill you with their magical powers. The chest in the fourth room contains the Who's Who spell (Huhumihuhu), which lets you see the game credits. Nice.

After the fourth platform, enter the sixth one first. Use the four vials to create one awesome vial. Take the Ultimate Potion, then enter the room on the fifth platform. The fountain in this room restores all of your mana, so power up your shields to maximum before taking him on and use the fountain if you're low on mana.

Sunday, February 14, 2016

DeceasedCrab plays Magician - Part 6 of 8


This one is pretty straightforward, but you'll really need to take the time and explore almost all of the gates. You'll definitely be rewarded for doing this. Read on!

Dungeons

The first iron gate contains a large warrior with a club. Believe it or not, the ring (which the game calls the Ring of Hale) does a better job of killing him than the Staff of Power if you stay really close.

Be sure to open the chests around here and take whatever you can possibly get your hands on, as you'll be getting the Vials of Earth and Water from the chests. You'll need for the final area.

The second iron gate contains a pzzle room, which is much easier than the one in the cave. There's a moving platform and the rest of the room is a pit with floor tiles that come up for only a few seconds before going down again. If you can make it to the upper-left corner, you can refill some of your mana.

The third iron gate contains two knights. Kill one of them to get the chest, which contains the Amulet of Mor. Take it.

The fourth iron gate is another maze. You'll have to fool around with the teleporter pads to see which ones take you to the exit. Remember, you can teleport again if you need to at the push of a button, and you won't die of hunger or thirst in the puzzle rooms. The lower-left corner contains some gold, assuming you actually want it since there aren't any stores for the rest of the game. The chest here contains the Amulet of Sheeld, which restores your shields by 15%.

The fifth iron gate contains a battle with a rat.

The sixth iron gate has a wizard near it. He'll tell you to use "Fiolhunara" for a fountain of fire. Inside the sixth iron gate is a dragon battle.

After the sixth iron gate is a water fountain, two fire spirits and the seventh iron gate. If you need water, refill here.

The seventh iron gate is another puzzle room. You'll have to hit all the buttons on the floor and make your way past the fake walls in order to get the Ring of Ana, which instantly refills Food and Water. That's useful.

The eighth iron gate is yet another puzzle room. For this one, you'll have to take tiles on the floor over pits, and there's a specific way you'll have to go. Thankfully, DeceasedCrab gets through it very quickly. There's 2000 gold two spaces south of the exit, but why would you want it? Anyway, you'll find more money as well as a Mana Potion at the end.

After this, it's two more fountains followed by some enemies. That's it. When you hear feint chanting, use the Reveal spell to find a dungeon. You'll find a warlock on the other side. Talk to him, and you'll find out that by entering his prison, you've unlocked the door for him and rescued him! Bonus! Talk to him again and he'll give you another Vial to go with the other two you have. You'll be using these to help kill off Abadon when you've weakened him enough.

Use the Twin spell you found in the final puzzle room (Minaolna) to place a copy of yourself on the tile near the exit to keep it open. You may now leave.

DeceasedCrab plays Magician - Part 5 of 8

M
...and now, a maze. Well, it's not much of a maze.


Forest

Don't even enter the second door, there's a chance you will die even though there's treasure here.

The third door takes you to another snake. This is Fangfew, so guess that name to achieve not dying. Enter this door and you'll enter the cave.

Caverns

Welcome to Mount Vunar, where you'll need the light spell in order to freakin' see.

Use the Iron Boots spell on the broken part of the bridge to go down and continue your quest. From there, use the Fly spell to get to the chests around here and make it to the bottom of the deep shaft without breaking your legs and possibly killing yourself.

Enter the first cave and equip the Dragon Egg. Give the Dragon Egg to the baby dragon that backs away from you and it will give you a magic charm before running away.

Use the Staff of Power against the stone golem, and stay out of the short range that its rock throw attacks have.

The second cave takes you to a statue of a beautiful woman that tries to kill you. Walk all the way up to it and cast Level 4 spear on it until it is destroyed.

The peasant afterward will tell you that the Maze of Doom is rumored to hold many vital items.

The third cave takes you to a maze room. You'll have to make your way to the moon tile on the upper right first, then make your way to the door on the upper center of the room.

In mazes, time stops, so don't worry about dying of food or hunger in them.

Just two tiles left of the transporter on the upper-right is a hidden 2000 gold.

When you reach the end, treasure awaits. To exit this room (and the maze) just go down at the center of the room when you're finished.

The fourth cave is the exit. But don't go there just yet. Instead, search the skeleton near it for a ring, then keep going right.

The Maze of Doom is just a 3x5 rectangle with a 2x3 rectangle in the center. Some of the treasure is really good, especially the Potion of Refresh, which sets Food, Water and Health all the way to 100%. Be sure to talk to the wizard here to gain some experience and also regain some mana.

Get out of there and enter the fourth cave. You'll see an old woman in a rocking chair. If you get near her, your health will starting evaporating before you. Use the three Magic Charms and you'll make the woman young again. She'll give you a sealed vial of water and teleport you into Abadon's castle.

It should be noted that if you just chant random things to create an unknown spell and cast it, there a chance you will die from using that spell. You can either disappear, melt, turn to dust or turn into a skeleton. There is a slight chance that you can actually heal yourself completely if you do this, but I wouldn't recommend it.

Saturday, February 13, 2016

A brief history of Taxan

So, apparently Taxan was only around - as a game publisher - from 1989 to 1991. Taxan started out - and is still - a subsidiary of Kaga Electronics, and is now focused on the import and export of electronics as well as the production and sale of power supplies and computer peripherals. All but two games produced were for the NES, there were eleven games in all. All of the games they produced are, in order of release: Star Soldier, Fist of the North Star, the NES port of Mappy Land, Mystery Quest, 8 Eyes, Burai Fighter, Low G Fighter, Serpent (for Game Boy), Burai Fighter Deluxe (for Game Boy), G.I. Joe, and Magician. A twelfth game, Putt Master, was never released.

DeceasedCrab plays Magician - Part 4 of 8


We make our way over platforms and through the forest, while we watch as some of the enemies want to tear us apart.

Lakes

You're definitely gonna need "Mirahufina" for the platforms. Press Left and Right at different times to change the distance of your jumps, because some of these jumps are going to be impossible if you don't.

When you reach the end, you'll be taking on a dragon. Use Spear 4 to take it down.

Forest

To defeat the evil toadstool spirit, equip an attack spell and move out of the way when those droplets start coming out. They all home in at your current location at the time they come out, and it's pretty easy to dodge all of them.

After this, you'll meet a wizard who tells you about "Postramist." There will also be a shop near this wizard, where you can stock up on food...but not water.

Drop the magic water into the pool to purify it. If you drink water near it now, you'll be able to refill your flask! All right!

The mage you'll meet after flying over this pool will tell you about "Mistnast." This is the Iron Boots spell, and you're going to need it. You'll then come across a fire spirit. Use a combination of the Spear spell and the Staff of Power to deal as much damage on it as quickly as possible.

You'll then come across another house. If you delivered the letter, this guy will know who you are as the letter mentioned you. (Small world.) You then pledge yourself against the misuse of magic.

Fly over the moving grass, then talk to the peasant. He'll tell you that the beggar may be poor, but he is rich in knowledge. Oh, this will come in handy later.

You'll then face two fire spirits. Like last time, use Spear and the Staff of Power to lay waste to them.

You'll then come across a tree with a sleeping face. Use Wakey Wakey on it, then use the Translate spell - "Mirahuol." This tree gives you a good bit of hints for the game:

"One door leads to glory, two to a treasure story, three will take you by..." 

"In the Maze of Doom, try north, north, east..."

The door after it will take you to the beggar. Give him a piece of food. "The first serpent is not Shome." If you keep giving him food, you'll find out his name is Venmor.

There are three doors after this. The first one contains the snake. His name is Venmor, so guess that for experience. (If you guess wrong, he kills you.) Entering the first door takes you a battle with a giant warrior with a club. Use the Staff of Power to wear him down, and stay near him at all times so he can't hit you with his club. You'll get some food and scrolls for your efforts.

Friday, February 12, 2016

DeceasedCrab plays Magician - Part 3 of 8


We get some much needed supplies, see some rather cheap deaths, and get some really important spells down.


Wilderness

"Veranamist" gives you the Venom Shield (Ven Shield), which keeps you from being poisoned. The Venom meter is the one meter you don't want at 100%, as the higher it is, the more hazardous the venom in your body is.

Use the Fly spell to fly over the bog, and be sure to take as little damage as possible from the burning flames that rise up when you're around it. Land on the platform and take out the serpent with Lightning. Use Featherlite (Mistraol) to walk on the water and equip the Key to access the chest (which you'll be doing a lot), which contains a Rune Stone that acts as a Rune of Power. You'll automatically combine it with the Walking Stick to create a Staff of Power, which is basically a way to cast Lighting Lv. 1 for free when you need to.

Lakes

Talk to the peasant at the beginning, and he'll tell you to use Pohunast to keep up your spirits...whatever that means. Be sure to search the bushes near him to find some more gold. Take a ride from the boatman, since you'll be fried by the lightning and fall into the water to your death if you use a flight spell.

Be sure to always search bodies, as you can find food off some of your fallen foes.

Refill on food in the first building, and get spells and potions in the second one if you need any.

"Firanamuna" gives you the Fire Shield, which gives you protection against fire when casted. "Mifisthura" gives you Meditate, which helps you regenerate Mana without the aid of a Potion (which you're really going to need).

There's another warrior near the fifth building that will give you gold if you talk to him. Also, go inside that building and get another cup of goat's milk. Talking to the keeper then will give you a story of an ancient warlock imprisoned by Abadon in his dungeons. Nice. Overhearing people will give you another spell: "Mirahufina." You will definitely need this, as it lets you jump over pits to reach platforms. Yeah, you need a spell to jump like in a Mario game.

DeceasedCrab gives us some more spells, so I might as well mention them here. Poranastra gives you the Power Shield (Pow Shield), which protects you well against damage. You'll need it to keep from being killed by the ghost at the beginning of the whole jumping section, which happens right after passing the guild building.

DeceasedCrab plays Magician - Part 2 of 8


Well, okay. The game seems halfway decent so far...

Serenna

Talk to the warrior and he'll give you all of his gold. Yeah, you're definitely going to need that.

Head to the shop and max out on food. You can only carry three of any kind of food. Vegetables are the cheapest, but they also heal the most as well.

One of the doors is an unmarked shop. (It's apparently the twelfth door in the town.) This is where you can buy keys, sunglasses, a walking cane and a scroll for the Fireball spell. Get the scroll. Get it now. (Also, the sunglasses thing is really to me.) Read it, and it will tell you the Fireball spell is "Fistmira." Input that in the status screen and voila...you have the fireball spell.

The number to the left of the spell is your current spell level. You can choose between four levels, and the higher the level, the more mana it's going to use. 

To the right of this is an old man who not only hands you magic water, but also wants you to mail a letter to his twin brother. Sure, why not? Just take it to the door labelled "Ye Olde Mail" and mail the letter. Done. You just gained some Mana, which you'll need to not only use spells, but also learn them at a fraction of what it costs to cast it.

The second guild has some useful hint: be wary of the Mages, and something about a wizard being turned into a statue.

The shop next to it has a bunch of scrolls. For Spear, it's "Pholmira." For Lightning, it's "Phonastrana." For Phys Shield, it's "Phranaramu." For Axor, it's "Phrast."

A warrior will attack you if you go towards the rightmost end of town. Thankfully, you now have spells and mana. Take him out.

Wilderness

You have sunglasses, don't you? Equip them! They'll keep your Water meter from going down really, really fast.

The first person you see will teach you the Light spell: Miolst.

Look inside the hollow tree to find an egg and a scroll. This contains the Reveal spell - "Minara."

The wizard will tell you about "Minastol," the Wakey Wakey spell. This can be used to wake the dead.

As you continue, you'll see an all-gray wizard standing still. Use the Wakey Wakey spell on him to unstone him, then talk to him. He'll give you a vial and a scroll.

You'll then meet two warriors who want you dead. One of them carries food that you can take from him after he's killed. Just search the bodies and you'll be able to get it.

The house near them reveals a door if you use the Reveal spell on it. Enter, and you'll be able to buy some scrolls for more spells as well as Heal and Anti-Venom potions. You should definitely get the potions, since they'll really come in handy.

You'll soon meet another warrior, but this one won't attack you. He'll give you gold if you talk to him.

You'll then meet a enemy mage. Kill him and search his body to find some more food.

If you go into the well, you'll be able to find a treasure chest. Take the stuff inside, since it provides plenty of food and water as well as some magical items such as scrolls and potions. One of the scrolls is the Fly spell, which allows you to exit the well. Just recite "Minararast" and you'll be able to use it.

You'll soon encounter a bog, which we'll cross in the next video.