Wednesday, May 31, 2017

CGR Undertow reviews Mega Man III for Game Boy for Nintendo 3DS


Believe it or not, the third Mega Man game for Game Boy received a port to the Nintendo 3DS. Still the same awesome game as ever!

newfiebangaa plays Mega Man III for Game Boy - Part 3 of 6


We didn't find Wily, but we did find four more Robot Masters...

Dust Man (continued)


Be careful with the crushing ceilings. Use fully-charged Mega Buster shots to break the blocks that are in your path.

The gumball machine robots fire mortar shots that will go straight for your current location. Hit these things with both regular and charged Mega Buster shots.

You'll have to use Rush Coil to get past the spike pit that's five spikes wide. Leap towards the center, use Rush Coil and then move back to the right to get Rush to show up in the middle. You should then be able to make it to the other side. Use it one more time to reach the next ladder.

Dust Man will jump around. If he sucks you towards him, just keep moving away from him. Jump straight up when he fires his Dust Crusher. so the four breakaway shots don't hit you. Hit him with fully-charged Mega Buster shots when he's not using his vacuum.

Beating Dust Man gives you the Dust Crusher, which breaks into four diagonal shots when it hits an enemy. You'll also get Rush Jet, which lets you fly on top of Rush.

Skull Man


The cannons shoot balls that bounce off walls, floors and ceilings. Both the cannons and balls can be destroyed with fully-charged shots.

The Skull Joes are also easily dismantled with fully charged shots. Ditto for the bats, worms and flying cylinder robots.

The domed guns with the faces shoot at you much like the gumball machine robots.

The backgrounds starts flashing at the end.

Tuesday, May 30, 2017

newfiebangaa plays Mega Man III for Game Boy - Part 2 of 6


We finish off the first four Robot Masters and hunt for Dr. Wily!

Snake Man


You'll have to jump off the very edge of a ladder to get the Energy Tank near the end.

The clampers will move up and down a ladder, and stop to close itself in an attempt to crush you in their spiky grip.

The hopping robots will make two or three low hops before making a very high one.

Snake Man will walk back and forth shooting Search Snakes at you. Hit him with the Spark Shot, and try not to die. Use an Energy Tank if you need to.

Beating Search Snake will give you the Search Snake and the Rush Coil. The Search Snake will crawl over floors and walls, while the Rush Coil will let you reach very high platforms.

Gemini Man


The dragonflies will try to lower themselves down at you before flying to the right. The penguins will shoot egg bombs at you was they jump.

The bubbles will create ghosts that you'll have to destroy whenever you shoot them down to clear the way. If you use a fully-charged Mega Buster shot, you won't have to deal with the ghosts. Unless, of course, if you want the power-ups, go ahead.

Shoot at the spinning cranks on the top of the big penguin robots to get rid of them.

After some precision platforming across a long spike pit, you'll finally face Gemini Man. Shoot at him and his clone with the Search Snake, and time it so that you do it in mid-air and can manage to avoid both Gemini Men. After enough damage, the real one will just walk and jump back and forth. Finish him off with more Search Snake.

Beating Gemini Man gives you the Gemini Laser, which can bounce off walls.

Dr. Wily Stage


Beating the first four Robot Masters will give you access to the first Dr. Wily Stage.

As soon as you start this level, you'll have to deal with the dreaded disappearing platforms. Get the simple timing of these platforms down. The larger platforms will separate and dump you downwards if you don't jump off of them as soon as you get on.

Once you get past the three slightly difficult pits, you'll take on a large robot that looks similiar to the cross-shaped robots that moved back and forth in the first Mega Man game for both NES and Game Boy. This guy will move across the walls, ceiling and floor, and can also make jumping motions at times. Avoid making contact with it as you attack it with Spark Shock.

Once you beat it, enter the teleporter. You'll face four more Robot Masters: Dive Man, Skull Man, Drill Man and Dust Man.

Dust Man


Yep, the Mettaurs are back. Some of these guys will pop out of their hard hats, jump at you and fire a three-way shot. Others just spin around and shoot forwards. Attack them when they're not hiding in their hard hats.

The robots that pop out of the pits are rather nasty. Hit them with a fully-charged Mega Buster shot as soon as you see them and quickly jump over the pit.

The shield robots that fly back and forth can only be attacked from behind.

The crusher robots will try to leap towards you, sometimes making a leap high enough for you to slide or move under them. If you can't get by one, plug away at it with Shadow Blades.

newfiebangaa plays Mega Man III for Game Boy - Part 1 of 6


We got Robot Masters from Mega Man 3 and 4! Let's do this!

Dr. Wily's at it again. Predictable. At least the third Game Boy game is actually playable, unlike the second one.

Don't forget, you can use the charge shot this time around.

The first four Robot Masters are Shadow Man, Snake Man, Gemini Man and Spark Man.

Shadow Man


The music here is actually better than the NES version.

The bombs, as always, count down when you stand on them. You'll want to step off before they explode.

The frog robots that leap around will always move towards you. The jackhammer robots will move back and forth, and stop every second or so before moving again.

The parachute guys will drop down, then move side to side as they float to the bottom. Hit them with fully charged Mega Buster shots to make getting rid of them easier.

Shadow Man is quite possibly the easiest of the first four Robot Masters to beat with the Mega Buster. To make matters better is the casual re-reminder that you can charge the Mega Buster. After every third jump, Shadow Man will either slide or throw Shadow Blades at you. Just keep your distance and hit this guy will fully-charged Mega Buster shots. This is easy.

Beating Shadow Man will award you the Shadow Blade. It's a shuriken that can be thrown forward with limited range, but can also be tossed upwards.

Spark Man


Yep, those barriers that toggle off and on every few seconds are back. They're still annoying.

Be very careful with the metal cubes that come out of the chutes. They can't crush you and cause instant death, but they can take out a good chunk of your health. The best course of action is to slide past when you destroy one, so another one doesn't show up and hit you.

The flying robot with the plug arms will shoot an eight-direction shot every few seconds, but it won't happen if you hit it with a fully-charged Mega Buster shot as soon as you see it.

Hit the guy that throws the ball and chain when he opens his eye, and when he's still in his throwing poses. Those are the only times he is vulnerable.

The E can is back! Get the Energy Tank and you'll have a health refill that you can use when you pause the game, as always.

The platforms with the arrows pointing upwards on them will slowly rise you towards the spikes, so you'll want to jump off to the next platform at the right time to proceed.

There is a vertical drop where the walls are lined with spikes, but it's really easy and the only hazard even worth mentioning there are the bomb platforms from Shadow Man's stage.

Spark Man is weak to the Shadow Blade, and just like in the third NES game, you still have the uneven terrain where the floor gets higher as you get closer to the center of the room. Fire the Shadow Blade through walls, and remember that you can fire it straight up when necessary.

Beating Spark Man will net you the Spark Shock. This is a powerful electric spark that can damage tougher enemies.

Snake Man


The snake heads will fire at your current location. A fully-charged Mega Buster shot will easily finish them off.

Just like in the third NES game, you'll be dealing with the giant snakes. The body will be as unstable and wavy as ever, but the weak point is still the same: fully-charged shots to the mouth will win the day.

The flying bell-shaped robots will drop a bomb when you get close enough to them.

The robot that runs straight towards you will jump over you when you get close enough. Be ready to hit him when he lands behind you, so you can get some shots in before he hops towards you.

Eddie will pop up in the middle of levels to give you a power-up. If he gives you something you don't want, don't pick it up. Instead, go back before it disappears, then return. Eddie will be back onscreen, hopefully with something you need.

Sunday, May 28, 2017

PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 15 of 16


It's the end of the game! Let's defeat Captain Syrup once and for all!


Syrup Castle

Course No. 39


In the third section, use the Bull Wario power-up to break the bricks above the springboard, then use it to go up. Continue to the door, then enter it and get the key in the upper-right corner of the room. Go to the lower-right to become Dragon Wario, then use your flame to break the bricks blocking the keyhole in the upper-left. Treasure O is a ring, and with that he have all fifteen treasures in the game!

Skull platforms! Yay! Just remember that they re-appear when they reach the ceiling or the lava below, depending on which direction they're going - up or down.

Course No. 40


In the first section, you'll be seeing a lot of springboard blocks. If you mess up on one jump, it's instant death. Near the end of this section, you'll be getting a lot of coins. Don't be surprised if you have more than 100 by the end of this part.

To beat the knight, just tackle him in the back three times. Amazingly, you can still beat him as Small Wario by throwing 10 Coins at him.

After one more vertical section...it's Captain Syrup! She's the leader of the Pirate Gang, and she has a little surprise for you since you're trying to get all of her riches...

To beat the boss here, you'll have to grab the magic lamp and throw it so it turns right-side up. A cloud will come out of it when this happens. Jump on it, and use it as your means of jumping on the genie's head! The cloud will turn into a miniature genie which keeps shooting fireballs, and he can be defeated with a bop on the head.

The big genie sends fireballs that come at you when they hit the ground, and he'll only shoot those at you when he reaches either side of the screen. He just flies around back and forth, and he's basically one of the easiest final bosses (if not the easiest) I've ever seen.

After jumping on his head six times, the game is over! You'll get another 300 coins, and the genie is now yours. Captain Syrup will try to blow up the castle (with you in it), but Wario escapes and the castle turns into a statue of Princess Peach...which Mario collects with his trusty helicopter. (Jerk.) With the treasures in your collection and all the coins that you've picked up, you'll get one of five different houses: a birdhouse, a log cabin, a Japanese temple, a castle, and finally...an entire planet. You'll need to get a total of 99,999 coins and all fifteen treasures to do this, but it's worth it to get the best ending!

PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 14 of 16


We're getting close to the end of the game, because we've just reached Syrup Castle.

Parsely Woods

Course No. 36


This is a pretty quick level. Duck in the hole after the door containing the continue point to avoid the first spiked ball.

To beat the ghost boss, just jump on the small ghosts he spawns and toss them back at him. Whatever you do, do not let him touch you. You'll be stunned for a few seconds.

The coins he throws turn into the ghosts, and the coins can still damage you if they touch you, so keep that in mind.

Also, the grave looks like a 10 Coin. I think it looks that way on purpose, since the ghost is carrying a purse. Oh, Nintendo...

Syrup Castle

Course No. 37


The key is close to the door leading to the exit. From there, grab the key and keep going right from underneath the block. You'll find a secret part of the level that leads you straight to the keyhole. Treasure N is a Golden Whale, and it's now yours!

Course No. 38


The first section is self-explanatory. Hit the ! Switch to get to the ladder. If you want the power-ups before the ladder, just hit the ! Switch again. Don't worry, they'll still be there.

The third section has you using ladders for platforms and avoiding the fireballs that come out of the eagle statue heads (which you saw near the exit for the last course) as well as those stupid birds.

The rest of the course is pretty straightforward.

Saturday, May 27, 2017

PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 13 of 16


Gotta love that misspelling of "parsley" as "parsely."

Parsely Woods

Course No. 31


Now that the water is drained, we'll be able to do stuff. The spiked balls and ghosts are gone, replaced by penguin pirates with spiked maces. Shortly after the start of the course, there will be a ladder where the water once was. Go down and you'll be able to find two blocks, one of which has the key. You'll have to look where the water was near the end of the level to find the key door. Treasure L is a golden Frankenstein's Monster head, and it's now yours.

Course No. 34


To get the treasure here, make your way up to the top of the tree and enter the door. swim to the top and enter the door. Make your way up, ignore the first door and enter the second at the top. Keep swimming and go left at the three-way intersection and enter the door, then climb all the way up and hit the block next to the goal to get the key.

Go back to the three-way intersection and go right, enter the door, climb upwards up the platforms to the next door, climb up the ladder, and Treasure M will be yours. You now have a golden baseball mitt.

Course No. 35


The second and last train level. Yes, there's still auto-scrolling, but this one is noticeably easier than the first one. Unlike the first one, however, this one goes from left to right instead of right to left.

PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 12 of 16


The train levels are back! Too bad the two that are here are the last.

Parsley Woods

Course No. 31


The main enemies you'll be looking out for are giant spiked balls and ghosts. Other than that, this is basically a quick and easy level.

Course No. 32


This level is pretty easy. You're just jumping from one mine cart to the other as you make your way to the door on the other side. From there, just enter the door, swim to the other side and hit the giant ! Switch. This will drain the pond in Parsley Woods, allowing you to not only go back to SS Tea Cup and the earlier world as necessary, but also go back to Course No. 31 and pick up another treasure.

Course No. 33


Oh, snap! Happy music!

Once you get into the train, the screen will start to shake, as if the train is in motion. (Yes, it is indeed in motion.)

Uh, oh.

Uh, oh!

Train is in motion!

Once you make it back outside, you'll be in an automatic scrolling section. Don't land on the rails at the bottom as you take a mine cart and jump over all the blocks. Be sure you have enough room to the left as you get on the mine carts so you can more easily see and dodge obstacles between sets of train cars.

This is a easy, yet fun level. This won't be the last time you'll be in such a stage, either.

Friday, May 26, 2017

PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 11 of 16


We're finally in the S.S. Tea Cup. Time to do some damage.

S.S. Tea Cup

Course No. 29


Well, once you make your way into the ship and climb all the way up the first ladder, you'll find the treasure room? But where's the key?

In the next room, climb up the ladder one floor, and head right to the other ladder at the end. Climb it up another floor and enter the door further to the right. Head all the way down the bottom of the next ladder, go left until you reach another ladder. Go up, then go left past another door and up the third ladder. Enter the door on the other side. Go right and up the ladder to the next floor. Enter the second door you see. You'll find two blocks and a Thwomp. The left block has the Key.

To head back, just head to the previous room, go left and down the ladder, then left again and through the door. Make your way down the ladder on the next screen and enter the first door you see. Then, head left to the ladder and climb up. You're back at the beginning of the course. Treasure J - the axe - is now yours.

Course No. 30


To get the key here, enter the first door you come across. Follow the path to the other door and enter it, then continue to the other side and enter the door. Head right, go up the ladder, then left, up the next ladder and through the door. From there, stay on the bottom level and make your way to the other side. Climb up the ladder to the next floor, then climb the ladders above you to find two blocks, one of which has the key.

You passed the Key Door on the way here. Thankfully, it's not too hard to backtrack your way there. You now have Treasure K - a golden football. (Golden egg? I dunno.)

The bugs that climb up and down the ladders aren't really that hard. You can just jump on them to get rid of them.

To beat the giant bird, stay close as it flaps its wings quickly (it blows you back when it does this). Jump off the birds it spits out and onto the giant bird's head. It's over after a mere three hits.

You'll be shot up to Parsley Woods, but you'll have to go forwards to go back...

PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 10 of 16


We've made some progress now, and it is now time to head to the S.S. Tea Cup.

S.S. Tea Cup

Course No. 26


In the second section, jump on the block on the right side of the room and jump left. Hit your head on the X in the background and you'll uncover a hidden block. Jump on top of it and jump to the right. The screen will scroll up to reveal a ladder. Climb up it and follow the path. (Watch out for the giant berry boulder!) Go into the next door. You'll see the keyhole in the middle of the room, and the door will be hidden at the right side of this room behind some half-broken bricks. Go in the door, go to the right, and enter the next room and hit the ! Switch. Leave the room to find that the place is flooded with water. Swim upwards and enter the room you see, then hit the block next to the ! Switch to find the key. Go back down to the keyhole. Simple as that. (If you want to make this faster, hit the ! Switch in that last room first, so you can simply drop back down.) Treasure I is a knife, and it's finally yours to collect!

The third section has some new enemies. You may remember the flies from SML2; they make a return appearance here. If you can't destroy the crocodiles, remember that the quicker you jump over them, the less likely you are to get bitten. Being Jet Wario really helps with both of these issues.

Course No. 27


Swim time!

The seals with the harpoon guns come back with a vengeance. Thankfully, you can touch the tops of their heads to do away with them.

If you're Bull Wario, it's your lucky day when it comes to an in-level secret. Climb up the ladder, then stick to the bottom of the conveyor belt by holding Up during your jump. Keep holding Up and you'll be dragged to the left by the conveyor belt. The door on the other side contains a Dragon Wario hat as well as a giant coin worth 100 coins.

If you're Dragon Wario near the end, you can use your flame to get a Starman and power your way to the exit.

Course No. 28


Once again, if you're Dragon Wario (or Bull Wario), you can break the half-broken bricks between the two posts to enter a hidden door. Go inside and hit the ! Switch, and you'll be able to trigger a ladder that makes it easier to go to the other side. At least you won't have to swim with this.

There's also another block - this one with 10 hearts - inside a platform. 

Thursday, May 25, 2017

PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 9 of 16


The stages are still short, but at least they're getting more interesting.

Stove Canyon (continued)

Course No. 23


It's mine cart madness! This is my favorite level in the game, and that's probably because I have the level design memorized down-pat in addition to having clear memories of paying this inches away from a lamp while sitting on a couch as a kid.

The mine carts get you through the level faster. Thankfully, you can defeat the bats by jumping on top of them. Don't worry about dying if you land on the rails. Apparently, these are wooden mine carts, so there aren't any live wires involved. (Finally, an exception to the rule involving mine cart rail lines in a game!)

The blocks with the smiley faces in the ground are springs. Whenever you walk on top of one, you'll get launched into the sky.

Anyway, the last mine cart takes you to another one. Wait for it to come close to falling into the lava, then make your way to the lower road. Jump onto the spring block, and you'll be launched upwards to the secret exit. If you miss it, you'll just run into the normal exit nearby.

Course No. 24


Once again, the keyhole to Treasure H is at the very beginning. To open it up, enter the second section and climb the ladder. Keep going to the right and climb up another ladder, then hit the ! Switch. Enter the door to the left of it and the room will have a pool of water inside. Swim to the right, and you'll find two blocks. The one on the right contains the key. From there, you can easily head back to the beginning and get another chalice.

Now you can go right past the ladder and finish the level off normally.

Course No. 25


Be careful in the first section. There are a lot of moving platforms, falling bridge segments and Podaboos here.

To beat the boss, wait for that big rock face to twitch his nose. He'll shoot a boulder out of it. Toss it at his nose to hit him. After three hits, he'll go down. As he moves from one side to the other and back again, he'll try to break a portion of the rock bridge you're standing on with his tongue. If a portion gets hit by his tongue twice, it's gone. Thankfully, you can wait for him to do this to get a good shot at him with the boulder. After another coin rush, we'll finally be heading off to the S.S. Tea Cup!

Classic Game Room reviews Wario Land: Super Mario Land 3


It's review time!

Wednesday, May 24, 2017

PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 8 of 16


Finally! We're done with Sherbet Land! Now for Stone Canyon...

[title][center]Sherbet Land[/center][/title]
[quote][center]Course No. 19[/center][/quote]

The first two sections are pretty simple, but the third section has more evil logs! And it's not the suspension bridge kind, either. Instead, you'll have to deal with logs sharpened on one side that move back and forth and block your path.

Forgot how to take care of the snowmen: avoid the snowballs they spit out and take them out like you would a regular enemy. That's it, really.

You could exit this level normally through the door, but to beat the penguin, all you have to do is jump on its head. It will drop down into the water and come back with a spiked helmet on its head. Tackle it from behind to knock the helmet off, then jump on its head like normal. Everytime you jump on its head, it will move around faster than last time. When you jump on its head three times, you'll get some giant hearts that give you three 1-Ups each, giving you a lot of extra lives. You'll get this instead of coins, though the hidden room with all the coins give you more than enough reason to come back here and farm for the necessities when necessary.

Unlike the other bosses, you can fight the penguin over and over again! You can farm lives pretty quickly with this stage!

We're finally done with Sherbet Land! Now for Stove Canyon...

Stove Canyon

Course No. 20


For the first section, break through the bricks quickly as you try to outrun the flow of lava that comes towards you from the left. Be fast, so you can get the key for the treasure door for this course.

When you get the key, take the top route. Don't take the bottom route, unless you have a death wish.

Once you go through the door, go up the ladder instead of down, and you'll find the keyhole. Treasure G is a crystal ball, and it's now yours. Now you can go down and finish the level.

Course No. 21


Be careful with some of the platforms in the first section. The smaller ones move up and down, and when they move down they go into the lava.

Fireballs leap in and out of the lava, much like the Podaboos of Mario fame. Also, damage-based invincibility does not keep the lava from killing you, much like the spikes in Mega Man 1...didn't know that. Then again, I never really test the waters with lava in a game, anyway.

Oh, and the music here is nice, too.

Course No. 22


Holy crap, the nice-looking bridges here are rather hardy. I mean, there's lava under them. How do they survive being pounded by that lava? We'll never know.

Anyway, it should be noted that the enemies can be killed whenever they land in the lava. Nice touch, game.

There are tiny rock platforms in the background, and you can use them to get to higher ground whenever you need to.

PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 7 of 16


Took a while to get Treasure F, but I eventually got it.

Sherbet Land

Course No. 16


The key is in the first block of the level. Take it to the right to the second set of half-broken bricks. Leave the key nearby and break through them to open up a door. Get the key again and take it through the door. Make your way across the set of platforms (be careful not to slip up on the ice) and take the key to the keyhole. Throw it in and you'll get Treasure D: a shield.

The lone coin at the beginning of the second section hints at a hidden block. Try to get it from underneath, and you'll uncover this block. From there, you can stand on the block to get the coin and jump into the ceiling. Go right, and you'll eventually drop into a hidden room where you can get even more coins. You'll see a door that takes you to the secret exit.

The path to the left at the beginning of the second section leads to the third section, where you'll find the normal exit. To reach it, go all the way to the right, go through the door and hit the switch. You'll open a path above where you came in, which allows you to reach the normal exit.

Course No. 17


You won't be able to destroy the cloud that flies around and shoots lightning bolts at you, so head to the right and stay out of that thing's way. Once you make it to the first door, the cloud will stop following you.

If you go into this door and make it to the door at the top of the ladder, you'll be able to find the key for this level. Head back to where you entered this area from and head further down to the right, and enter the third door. Get on the carriers and ride it up to the door. The bell is all yours, finally giving you Treasure E.

The seal with the harpoon gun at the end is pretty easy to avoid.

Course No. 18


There's a keyhole at the very beginning of the level, but how are you going to open it? 
Well, it's pretty simple. Take the platforms over the first spike pit, enter the door, and hit the ! Switch. Instead of going through the door below it, though, go back through the door that you entered this room from. You'll find that a ladder has appeared next to it. Climb up the ladder and go right to find another door. The middle block in the set of three blocks in the next room contains the key.

To get it takes a little bit of work, but not too much. Keep going right, enter the door, and go down until you reach the next one. There, you'll find the ! Switch. Hit it and leave the room, and you'll be able to head back up to the key and get it. Take it back to the keyhole, and you'll get Treasure F, the magic lamp.

Tuesday, May 23, 2017

PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 6 of 16


Ah, Sherbet Land. It's considered an optional area, but you will have to go through here to get all the treasures as well as credit for beating all the stages in the game.

Rice Beach


Course No. 06


You'll be able to turn into Bull Wario at the end of the first room. Do it.

Use the Ground Pound to uncover the crabs, and tackle them to take the coins they carry.

This level is dead simple. Hey, at least you can farm on coins and hearts here. Look for the gaps between where the coins in mid-air are and you'll find hidden blocks containing hearts.

Sherbet Land

Course No. 14


After beating Mt. Teapot's boss, you'll be able to enter Stove Canyon. But since we've unlocked Sherbet Land, let's go there first.

Remember that segments of the bridge can still fall off when you stand on them. Of course, if those don't get you, the birds, the Spear Goons and the columns that act as much smaller platforms will.

You can jump on the snowman at the end once to stun him and then throw him into the spikes if you need to.

Course No. 15


The hedgehogs can only be attacked from the front. I wouldn't want to get near them from behind unless you want to get damaged by their spikes.

You've probably already seen the penguin guy before at the beginning of the game, but here he is as an enemy. He throws a spiked ball at you if he sees you, but it only has a limited range.

The enemies frozen in the ice throughout the stage are a rather interesting graphical touch.

You'll have to hit a switch at what appears to be the end of the course to access both exits. The regular one is in plain sight, but if you go further left from it, you'll eventually find the path to the secret exit thanks to some newly uncovered steps. You'll have to hit another switch near the secret exit in order to enter it, but thankfully, that's not so hard.

PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 5 of 16


We're doing some backtracking to get a treasure we missed in this entry.

Mt. Teapot


Course No. 12


If you throw an enemy onto the top of one of the owls, you'll be able to get three 10 Coins from it.

You'll have to be Bull Wario to get some of the coins in the second sections. Just jump so your head touches the bottom of the coveyor belts and hold Up on the Control Pad as you collect the coins. Be careful, as you don't want to accidentally let go of Up and fall straight into the abyss.

The third and last section has duck pirates that throw boomerangs. Thankfully, the boomerangs don't have much range, yet they seem that way here since you're jumping from platform to platform.

The big ! block at the end closes the lid on the top of Mt. Teapot. This will change Course No. 10 into Course No. 13. This is the boss level.

Course No. 13


This is like Course No. 10, but the geography of it has changed somewhat. The water isn't as high, and there is now ground where there wasn't ground before.

Remember that trail of coins that took us to that pool of water? Well, you'll have to go there again to finish the level. This time around, there will be a door. Avoid the Thwomps and get as many coins as you can while making your way to the door on the other side.

When you enter that door, you'll meet the second boss of the game: a Brahma Bull. This guy is really easy: all you have to do is jump into him from underneath, pick him up and throw him into the lava. You only have to do this one time, and once you do it, he's done. From there, pick up all the coins, and you're done with Mt. Teapot!

Rice Beach


Now that you've completed Rice Beach, it's underwater. (You can do this before you even go to Mt. Teapot, but I go ahead and complete Mt. Teapot, anyway, because why not?) 

Course No. 01


Now that the tide has come in, the music here has changed and the area is waterlogged. 

The area with the chomping plants can now be traversed due to all the water from the high tide. Swim all the way to the other side and you'll find a door containing a huge block that will give you a 3-Up. 

Course No. 03


Head back to Course No. 03. The quicksand is replaced with water, and the music is different. You'll find some blocks that weren't there before, and one of them has a key. Grab the key and take it back to the huge skull door with the giant keyhole. Tackle the treasure chest inside to get your first treasure: an ancient chalice. It will go into slot A.

You'll also be able to go past the normal exit, now that the room it's in is flooded. This takes you to the alternate exit, which takes you to Course No. 06.

Monday, May 22, 2017

PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 4 of 16


It's time to find more treasure as we continue up Mt. Teapot!


Mt. Teapot (continued)

Course No. 09


This course is almost mazelike, and I actually kinda like it. The background music loops every few seconds, but it's more like ambient music. Even if you can't use your imagination and picture it like it would sound on more powerful hardware, it's not as annoying as you would expect.

Near the end of the level, there is a lone brick that's halfway broken. Break the brick, then get the key to the right. Go back to where the brick was and press Up. This is a hidden door. You'll find the keyhole door there.

Don't forget to hit the huge block in the area, as it conains a huge coin that is worth 100 coins.

Tackle the treasure box to get Treasure B: a harp. Don't forget that you have to be at least Big Wario to tackle the chest in order to open it; if you're Small Wario, you won't be able to open it until you power up. Also, if you lose all of your lives and have at least one treasure, the game will take one of the treasures away, and you'll have to go back to where you got it to get it back.

Watch out for the flying bomb enemies. Don't let them touch you; otherwise, they will stick to you and explode, causing damage that you will not be able to avoid.

Course No. 10


There really isn't much to this level, to be honest. This stage is really, really short. There are, of course, some areas you can go to to pick up a whole bunch of coins on the way.

There are some coral spikes on the lower road containing all those coins, but they're really easy to avoid.

Course No. 11


After dodging a zillion Spear Goons, you'll be able to get Treasure C, which is a crown. Hit the block at the bottom to get Jet Wario, then use the boost to make your way to the top. The key will be on the left and the keyhole door will be on the right.

The Starman lets you gain 10 hearts everytime you walk into an enemy. You won't see it that often in the game, but when you do see it, grab it. You'll be able to farm hearts until the music stops.

The flying creatures with the arrows below their faces can be changed by jumping on them until the desired direction is shown. You can then ride them in that direction. It's right, up, left, down, then back to right where the pattern repeats itself, in case you want to know what direction you get as you jump on them.

Watch out on the bridges at the end, as parts of it can break away when you stand on them.

PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 3 of 16


We get our first treasure and explore more of Rice Beach before exploring Mt. Teapot!

Mt. Teapot


Course No. 07


Finally! Our first (real) swimming level!

The little balls with the craters on them are bombs. Throw them into an enemy, and when they flash, they're about to explode. The explosion can hurt you, but it can also hurt other enemies if they touch it.

Unless you're Dragon Wario, you won't be able to directly attack enemies underwater.

Also, the seahorses are really annoying on the first playthrough. Whenever you get close enough to them, they stop and roll around back and forth, damaging you if you run into them.

Finding the door underwater will lead you to another area above the water when you can get the Jet Wario hat. Take it with you into the water, and you'll be able to find another door located inside another set of broken blocks. Inside is a big heart that will give you three extra lives.

Course No. 08


You may have noticed it at the end of Course No. 07, but the water at the beginning of Course No. 08 pushes you back.

The pelicans spit bombs at you, while the sea urchins with the spike on their heads move up and down, trying to stab you.

The second to last section has that same moving water at the beginning, but the water moves different directions in different places. Pay attention so that you're not thrown right into a moving sea urchin, and use Jet Wario to make getting around a little easier.

There are two exits in the last section. The normal exit is dead ahead, while the secret exit is above it. You can either use Jet Wario, jump high and rocket into the wall to the right, or you can do a high jump off an enemy to reach it. The secret exit will take you to Sherbet Land, which we won't explore until later. 

Sunday, May 21, 2017

PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 2 of 16


We conclude our adventures in Rice Beach!

Rice Beach (continued)


Course No. 03


Unlike the first two courses, the icon for Course No. 03 is a circle inside a circle. That means there's an alternate exit. You won't be able to reach it yet.

The spiked crabs can only be tackled when they're hiding in their shells. Of course, being Dragon Wario or throwing another enemy into them also gets rid of them.

If you already have the current helmet power-up you're using, collecting it again gives you ten hearts.

You'll have to mash the A button to get through the quicksand.

Course No. 04


Run away from the Thwomp! It's full of spikes and it'll kill you!

When you make it to the lava, wait for the Thwomp to show up, then take a ride on its head. Watch out for the bats! You'll be able to jump on some of them, but others you may have to avoid if necessary.

If a Thwomp crushes an enemy, it'll turn it into a 10 Coin, which can help with coin collecting.

Course No. 05


The pirate rats have to be stunned before you can tackle them into oblivion.

The Pencoons shoot the spiked ball out of their stomachs and kick them at you. If you can either hit them from behind or hit them while stunned, you can take them out of the picture.

The ! block acts as a switch. Jump into it from underneath like you would the regular blocks.

To beat the boss, avoid him as he spins around and either hold Up to hit him in the underside on his way back up (as Bull Wario) or jump on him on his way back down into the sand. After three hits, he's history! Collect as many coins as you can!

PrinceWatercress plays Wario Land: Super Mario Land 3 - Part 1 of 16


About time I played this one.

Unlike the other Super Mario Land games, you play as Wario, the "villain" from the second game. Unlike the other Wario Land games, you have lives and you can die here. Apparently, innovation hadn't really caught up with Game Boy games yet.

Nevertheless, this was one of the first games for Game Boy that I both played and beat, and I still pop this sucker in every once in a while!

So here's what's going on: you are Wario. You're on Kitchen Island, and you're searching for a great treasure that will grant Wario his every desire. Unfortunately, Captain Syrup and her goons have taken the island as well as the treasure, and you'll have to go through them as you explore the entire island to take it for yourself.

Rice Beach


Once we see Wario trade his normal hat for a safari hat and go through the pipe for an empty save file, we start the game. There's only one place we can go on the World Map, and that's Rice Beach.

Course No. 01


The Control Pad allows you to move around, while A will allow you to jump.

Unlike the other Mario games, you have to tackle enemies to get rid of them. The normal guys can be taken care of really easily. They can't even kill you! The guys with the spears, however, have to be taken care of from behind or while they're stunned in some way (which you can do by simply jumping on them).

You can use your tackle to break blocks and get coins, which you can also get from tackling enemies. To tackle, press the B button

The blocks with the eyes are obviously SML3's version of the ? Blocks. Some contain coins, but others may contain hearts. These hearts are used to increase the amount of extra lives you can get, and when you get 100, you'll be able to get an extra life.

You can also crawl by either holding Down with Left or Right, or by walking into something that's too low to walk through.

Whatever you do, don't become Small Wario. You'll have to get garlic to turn back into Big Wario, and you're prone to a one-hit kill. You won't be able to use a tackle, and all you can do is jump on certain enemies, pick them up by running into them and pressing the B button to throw them at other enemies. At least you're not completely defenseless.

The Bull Hat changes Big Wario into Bull Wario (or Small Wario into Big Wario). Bull Wario has a longer-ranged tackle, increased strength (bricks take one hit to break) and you can even pound the ground by holding Down on the D-Pad on your way back down after a jump, stunning all ground-based enemies onscreen. You also hold Up to get Wario to stick head-first on the ceiling, which makes for some interesting (and sometimes more accurate) jumps.

Don't forget, you can also hold Up before a jump to jump higher. This makes for longer and higher jumps.

One of the ladders leads down to a long pit with a floor full of Nipper Plants. You won't be able to access this part of the course until a little later in the game. You can climb on ladders with Up and Down on the Control Pad.

When you reach the end, you'll be able to learn how to open the exit: by throwing a giant coin into it. You'll learn how to do it in the second course (or rather, the guide will show you).

If you're Small Wario when you finish a level, you'll turn back into Big Wario. To enter a door, just press Up on the Control Pad while standing in front of a door.

When you complete a stage, you'll get a choice of two bonus games. The first one lets you double your money, and the second one lets you go for more lives.

The bonus game with the coin has two buckets. One has a bag of money inside, the other a 10 pound weight. Pull the string on the bucket and one of those two things will fall on your head. Obviously, you want the bag of money, as that doubles your end-of-course earnings. The weight cuts your earnings in half. You get three tries.

At the end of every stage, the amount of coins you have at the end of a course will be counted and carried over to your total riches. You'll also see fifteen slots to your right, one with a letter of the alphabet. Those will come into play a little later into the game...

Course No. 02


The little guys that walk on the ceiling drop down on you when you're underneath them. Luckily, if you're Bull Wario, you can knock them off the ceiling and down onto the floor, where they're both vulnerable and helpless.

The platforms that continually lighten and darken can only be stood on when they are at least partially darkened. You'll see these kinds of platforms now and then throughout the game.

The spiky guys that hop around can only be destroyed by throwing an enemy into them (or with Dragon Wario).

The skulls with the coin slot above it are continue points. Hold Up and press B to produce a 10 Coin (the coin with the "plus" symbol on it), then throw it into the slot with B (it's a no-brainer to do). This is also how you open the exit doors. You have to have 10 coins to produce a 10 Coin.

Use the A button to swim and Left and Right on the Control Pad to move around.

The dragon face turns Wario into Dragon Wario. The tackle is replaced with a flame that comes out of the dragon helmet, and it can be used to destroy both enemies and blocks in one hit.

The hat that looks somewhat like a bunny turns you into Jet Wario. With Jet Wario, you can fly in a straight line for a few seconds, making your tackle super-long. You can also tackle in the air as well as underwater. Wario also runs a lot faster, too.

The second game allows you to throw bombs. There are three difficulties, with the harder difficulties costing more coins. The more enemies you hit, the better your reward you'll be. Rewards range from extra hearts to a 1-up. Press A when the cursor hits the right end of the power meter, and make sure that the enemy at the top of the screen runs into where the explosion will be so you can get the hit. The better you are, the better the rewards.

Saturday, May 20, 2017

Final Fantasy III - The OST

Here it is: every music track from Final Fantasy III!

HCBailly plays Final Fantasy III - Part 44 of 44


Ever wanted to see the Onion Armor? Now's your chance!


Ever wanted to see the Onion Armor in action? Now you can!

There are five things: The Onion Sword, The Onion Helmet, The Onion Armor and the Onion Gloves. They're the best equipment in the game, and they can only be equipped on the Onion Kid (Bare) job class.

With this equipment, Zande can be destroyed in one round as the Onion Swords are as powerful as the Shurikens. At least you don't have to re-equip them every turn.

You still can't hit the Dark Cloud the first time around, but at least Flare Wave can only do as little as 500 HP.

The Dark Crystal bosses still vary in difficulty. The Two-Headed Dragon can still deal major damage, but even then you can finish it off very quickly with the Onion Swords.

The second and last encounter with the Dark Cloud is unbelievably easier (and faster) with the Onion Swords.

That's basically all you need to know about the Onion equipment. They're powerful, they're really hard to get (1 in 64 item drop chance) and they're worth using if you can somehow get your hands on the entire set.


Friday, May 19, 2017

HCBailly plays Final Fantasy III - Part 43 of 44


The end.

In the beginning was the Void. Then, Light and Dark were made. Everything was born then...Stars, Moon, Water, Fire and Life...

But, Life gave birth to something more. Dividing the Light and Dark, an energy called Hope...

When Light and Dark overlap and all would return to Void, four to divide them shall appear. Never forget that their power is the Hope of the people...

Time washes away all Dreams, Despair, Love. But d not be swept away. Look instead to that place...

To the Light which shines after all else is gone...Hope...

The friends you made on your journey congratulate you, and everyone goes home. As everyone celebrates, the nearby Wind Crystal returns to its rightful place.

HCBailly plays Final Fantasy III - Part 42 of 44


It's easier than you think.


Finally, the Cloud of Darkness...we get to meet it. (Does it have a gender?)

The four Dark Warriors sacrifice themselves, but you'll be able to fight the Dark Cloud this time.

Equip the Shurikens on the Ninjas, and have the Sages cast Haste on the Ninjas. Keep on equipping Shurikens and attack the Dark Clouds with them and have the Sages continue to cast Cure 4. The Dark Cloud has only 45000 HP, but if you're powered up enough at this point, you should be able to win with this set-up. After a couple of rounds, use the Bahamut summon with one of the Sages and hit Dark Cloud with Megaflare. Finally, this boss battle is made easy.

Dark Cloud will keep attacking with Flare Wave, but if you keep your HP high with Cure4 castings from both Sages, you should be good. Also, if you have Safe - which functions like a combination of Protect and Shell - use it. It does stack, so casting it on your party a couple of times will really help with both physical and magical defense.

Thursday, May 18, 2017

HCBailly plays Final Fantasy III - Part 41 of 44


We take on the other Dark Crystals in preparation for the final boss!


The Dark Water Crystal will spawn an Echidna. Unfortunately, it's the Greco-Roman mother of all monsters and not the spiny anteater. I'm disappointed.

If you have a lot of Shurikens, use them and cast Haste on your Ninjas to do some "quad-nine" hits. The fabled 9999 hit strike is a reality here.

The Shurikens have to be equipped on at least one hand on every turn. When you use them, you'll have to remember to equip them again in order to use them.

The Dark Earth Crystal will summon Ahriman. Fight this guy much like you did Echidna, and keep your health high so that Meteo doesn't kill off your party. Be sure to equip Ribbons on everybody.

For the Dark Fire Crystal, you'll face the Two-Headed Dragon. Put your Ninjas in the back row and equip the Shurikens. Also, wear the Crystal Helmets as all of this boss's attacks are non-elemental.

Once you've beaten the four Dark Crystal bosses, you'll finally be able to go up the stairs across from the entrance and head to the final chamber.

HCBailly plays Final Fantasy III - Part 40 of 44


We're at the end...now it's time to finish this once and for all.

Once you're caught in the curse, you'll face Dorga. Dorga tells you the only thing that can break the curse of the Demon Dragons is the five hearts of Light. He has to find them, while you try to endure the curse.

Dorga contacts people you've helped in the game previously. He recurits Princess Sara, Cid...and Desh?!? Yep, Desh didn't die when he threw himself into the fire of the Tower of Owen, as he pulls himself right back out and agrees to help Dorga without any hesitation. He also recruits Prince Allus and...the four old men from earlier?!? Well, one of them anyway. They appear magically, and you'll be able to reach the next room, which is the portal to the Dark World.

You'll finally meet Zande...and you'll have to fight him. Hammer pants and all.

Zande can easily be defeated with the Megaflare from the Bahamut summon and Shurikens. This can save you from the really nasty spells he has, such as Meteo.

When you beat Zande, you'll meet the Dark Cloud, who plans to bring everything back into the Void. There's nothing you can do in this battle, so you're just going to be annihilated. Everyone summoned for the Dark Dragon curse crisis shows up, alongside Dorga and Unne, whose spirits show up to tell you to get a move on so the world doesn't get destroyed thanks to Zande's handiwork and the Dark Cloud.


The enemies here are nothing special.

The four chests here contain Ribbons. These chests also contain Zande Clones, which are just easier versions of Zande with only 10000 HP. You can even use Toad and Brak2 on them.

With each section of the Dark World, there is a Dark Crystal for each of the four elements. They'll send bosses after you when you approach them. The Cerberus, which just casts Thunder repeatedly, is spawned from the Dark Wind Crystal and is rather weak.

When you beat one of the Dark Crystal bosses, approach the Crystal and you'll free one of the Dark Warriors. Now you know what happened to them...they were trapped in the Crystal.

Wednesday, May 17, 2017

HCBailly plays Final Fantasy III - Part 39 of 44


A preview of what's to come...

HCBailly plays Final Fantasy III - Part 38 of 44


We explore the last of the Sylx Tower in this entry!


As soon as you hit the fifth floor, you're going to be dealing with dragons. They have thousands of HP and you can steal Elixirs from them with the Thief. There is a 1 in 64 chance of them dropping a piece of the Onion equipment, which is the most powerful armor set in the game.

On the last floor, you'll have to walk in the water to reach the Crystal Shield and Crystal Helmet.

The door at the last floor leads to the Dark World. Once you go through this door, you won't be able to go back.

In the next room, there are five dragons and a mirror. Walk towards the mirror. Anyone reflected in the mirror will be trapped by the Five Dragon Demons' curse.

Tuesday, May 16, 2017

HCBailly plays Final Fantasy III - Part 37 of 44


It's finally time to explore the Sylx Tower and stop Zande once and for all!


The Summons are going to save your hide here.

If you haven't done so already, change your physical attackers to Ninjas and your magic users to Sages. This will allow your party to be very, very versatile.

Qumqums must be Muted immediately, or you'll be dealing with high-level spells such as Fire3, Bolt3 and even Death.

The FlameDevils will attack your party with Flame and cut your HP to ribbons. Heal up after you fight these guys.

Platinals can cast Brak2 if you're not careful.

WhiteScent just casts Holy once. That's it.

Use the Sylx Key to open up the door leading to the second floor.

Strangely, there is another Eldest Cane in a chest early in the dungeon. Why you get a second one here when you had to fight tooth and nail for one originally, I wouldn't know.

HCBailly plays Final Fantasy III - Part 36 of 44


Our adventures in Eureka continue with some special boss fights!


When you approach the Masamune, you'll fight the Kunoichi so it can see if you're worthy. Treat her like you did all of the other ninja enemies you've seen in the game, but be very cautious. Watch out for her MindBlast attack, which can potentially Paralyze all of your party members. And of course, you'll get the Masamune when you beat the Kunoichi. Give it to the Mystic Knight so he can do some immense damage along with the FullMoon.

Interacting with the Excalibur will trigger a fight with the General. He's not easy, either, but at least he's not as bad as the Kunoichi. Beating the General will award you with the Excalibur, which you should definitely give to the Knight for some extreme damage.

The broken bridges aren't really broken. Rather, they're a combination of bridge and secret passage. When you reach the area south of the entrance of the bridge room, go north through the center wall to another room with two more treasures.

The sword is the Ragnarok, which gives you a fight with the Guardian. Hit him with everything you've got, but keep your HP high as he can caste Quake on your entire party. At 12000 HP, you're in for a fight.

The Eldest Cane will give you the Ninja and Sage job classes...if you can beat Scylla. Her Flare spell is pretty powerful, but it can only hit one party member instead of all of them. The Knight and Mystic Knight, with the super-powerful weapons you've found here, will definitely make this a lot shorter and a lot easier.

The Ninja and Sage classes are very versatile. The Ninja can use all weapons, and the Sage can use all magic. Go ahead and throw in Cure4 with Brak2 and Toad if you want.

The two men in the cross-shaped room are very useful. The man on the left will give you all of the level 8 spells: Flare, Death, Meteo, WWind, Life2 and Holy. These spells are pretty powerful, and Life2 is a hell of a lot better than Life when it comes tor reviving downed party members. The man on the right sells the Odin, Leviathan and Bahamut summons if you somehow never did the side quests.

Press A at the center of the wall to the north where the two men are to open a secret passage to the east. This leads to a third guy that sells Shurikens and Crystal armor. All of the stuff here is expensive, and you should have more than 1.5 million G before you even consider buying anything from this area.

Monday, May 15, 2017

HCBailly plays Final Fantasy III - Part 35 of 44


We enter the Forbidden Land of Eureka? What exactly will we find that can help us take on Zande?




Eureka is across from the entrance. You'll want to go there first, as what you'll find here will make levelling up for the final battle easier. Use the Eureka Key to break the invisible barrier blocking your path, then go through the mirror.

None of the enemies in this area have elemental weaknesses.

Sleipnirs can cast Blind and Toad on your party.

A Ninja is in the chest containing the Ribbon. It protects against all elements and can be equipped on classes such as the Shaman.

Haokahs have Lightning attacks, but if you can Mute them, it'll be worth it as their attacks won't be able to work.

At the end, you'll find the FullMoon chakram. However, this triggers a boss battle with Amon. If you've powered up a bit, this is easy. Once you beat Amon, you'll be able to take the FullMoon chakram and give it to the Mystic Knight.

HCBailly plays Final Fantasy III - Part 34 of 44


We return to the Ancients' Labyrinth, and actually explore it this time around!

Equip the Ice and Flame Rods on the Warlock. You'll need them for later. Also, get the Shuriken back from the Fat Chocobo and keep a White Robe handy.




Leave the Floating Continent and head back to the Ancients' Labyrinth. This time around, we're actually going to be exploring it.

Equip the Crystal Armor, Crystal Helmet and the Crystal Gloves on the Knight, if you have one.

The Bone Dragon (Bone D.) is the only new enemy here with an elemental weakness: Fire. You can also use Life2 on it, as it's undead.

Thanatos can cast Brak2 on any party member to insta-kill them, but thankfully you can do the same.

The Break Sword is even more powerful than the Defender Sword, and casts Brak like the Golem Staff when you attack with it. The Ultimate Rod does the same thing.

The Hell Claw is for the Karateka, and the Holy Spear is for the Dragoon.

When you make it out of the Labyrinth, you'll be in front of the Sylx Tower.

Sunday, May 14, 2017

Japanese Final Fantasy III PSP Trailer


Not to be outdone, the Sony PlayStation Portable had its own version of Final Fantasy III a few years after it came to the Nintendo DS. Here's the Japanese trailer!

HCBailly plays Final Fantasy III - Part 33 of 44


We got not one but two Summons in this entry!




Just about all of the enemies here are weak to lightning, so feel free to finish them off instantly with Bolt2.

WhiteScent casts Holy, but it's really weak.

At the end is Leviathan. Hit him with everything you've got, and use Haste on your party. The Tsunami attack damages all party members, but not too much. Oh, and he's not weak to Lightning, by the way.

Beating Leviathan will give you the Levia summon, which lets you summon him in battle. The White effect is Petrifying all enemies, the Black effect is medium damage on all enemies, and the Summon effect is Tsunami, which lays waste to all enemies.

You're done here, so Warp out of this place and head back to the southeast corner of the Floating Continent. There, you'll find a cave in the mountains. This is the Cave of Bahamut.


This is a pretty short cave, and just about everything you've found at Lake Dol, you'll also find here. That's good if you're stocking up on things like Gods' Wines and Fenix Downs.

This is a great area to level grind if ever there was, since some monsters will show up in large groups, even though they're not too tough.

The Q.Lamias are really annoying, since they show up in groups and can Confuse your party.

When you reach the ending, you'll fight Bahamut outside. Use the Barriers on your party on the first turn to cast Reflect on everybody. This way, when he casts MegaFlare, it's going to hurt Bahamut pretty good. The Barriers work against only one magic attack, but it's better than nothing and sends some good damage back on Bahamut.

The Bahamut summon, which you get when you beat him, is pretty interesting. The White effect casts Haste on all party members, the Black effect kills one enemy, and the Summon casts MegaFlare which hits all enemies.

Saturday, May 13, 2017

HCBailly plays Final Fantasy III - Part 32 of 44


The Eureka Key is now complete. Now it's time for some side quests.




When you enter Dorga's House, step on the tiles and go through the cave. Interestingly, you'll have to fight monsters while you're here.

The treasure chests here contain a lot of Gil, which will prove useful for whatever it is that you want. You'll also find some Barriers, which cast Reflect on whomever you use it on.

When you meet Dorga and Unne, you'll have to fight them in order to make the Eureka Key complete. Since legendary weapons so powerful that even humans can't use them are sealed in Eureka, it would take a lot of power to unseal them and use them now...and that energy will come from the battle. Your party refuses to fight, but Dorga then decides to make it so that your lives are on the line. So be it!

You'll fight Dorga first. You'll want to keep your HP high, as Dorga can cast Quake and Brak2 despite having only 4500 HP.

After beating Dorga, you'll face Unne. Again, keep your HP high as she can nearly wipe out any one member at any time with WWind (Whirlwind), and she can also cast Barrier on herself to make it harder to wipe her out with Magic.

When you beat Dorga and Unne, talk to Dorga to get the Eureka Key. Their bodies will die, but their souls will not be lost. Now it's time to go to the Sylx Tower, which was protected by the four statues that you destroyed with the Claws. Unne will give you the Sylx Key if you talk to her.

You're done here, so Warp out of the cave. From here, head back to the Floating Continent with the Invincible, which is west of the mountain path entrance to Dorga's House. It's time for side quests!

At the Floating Continent, go north of the Living Forest. You'll find a lake with a large fish swimming around. This is Lake Dol, and when you swim into it with the Canoe, you'll be sucked in.