Wednesday, January 31, 2018

Dilandau3000 plays The Colonel's Bequest - Part 9 of 20


We talk to Wilbur again, then find a couple more ways to die!

All maps by Will Mallia.



Act 3


Look at Wilbur, then tell him about Gertie. He'll tell you she's not there, just like all the rest.

Ask Wilbur about the estate. He'll tell you it's not so bad and you get used to it after a while.

Ask Wilbur about Henri. He still think there's a few more years left in him.

Ask Wilbur about Lillian. He thinks she's doesn't like him, and feels she's rather protective of Henri.

Ask Wilbur about Ethel. He doesn't know her very well.

Ask Wilbur about Ethel and Gloria. He'll tell you Henri has had quite the time with them both.

Ask Wilbur about Gloria. He helped her with a certain problem, but he'd rather not mention it.

Ask Wilbur about Rudy. Rudy seems to have it out for him.

Ask Wilbur about Gloria and Rudy. He feels Gloria is too tied to her brother and mother. 

Ask Wilbur about Clarence. He doesn't consider him to be such a bad guy, though he does get into spots.

Ask Wilbur about Gloria and Clarence. He'd rather not talk about them.

Ask Wilbur about Gertie. He doesn't know much about her.

Ask Wilbur about Clarence and Gertie. Clarence doesn't seem to like her at all.

Ask Wilbur about Jeeves. He doesn't pay much attention to him.

Ask Wilbur about Fifi. He considers her to be a very attractive woman.

Ask Wilbur about Henri and Fifi. If he were Henri, he'd go for her, too.

Ask Wilbur about Rudy and Fifi. He doesn't approve of Rudy, but he can't blame him for making a move on Fifi.

Ask Wilbur about Celie. He considers her the best cook in the whole South.

Ask Wilbur about Celie and Lillian. He's heard that they're rather close.

Ask Wilbur about Beauregard. He won't talk about him, either.

Show Wilbur the hanky. He'll tell you to ask Ethel about it.

Head back to the lower floor and push the mirror next to the parlor door. You'll find an old cane in the secret passage. Take it. Open the door to the room to the south. Ethel won't be there anymore.

Give another cracker to Polly. She'll say "She's after me! So afraid." Hmmmm...

Head out of the room and go back to the back of the lower floor. Push the clock to the left, then open the north panel. Wilbur is no longer at the library, a chair is pushed over, and a fireplace poker is on the floor. There are also small pink feathers on the floor. Take both of these items. Look at the feathers, too, as you'll find out they may have come from a feather boa. Gloria wears one. Did she attack Wilbur?

Look at the magazine on the table. You'll find on the open page that there is a picture of a racehorse named "Sunny Boy," with the name circled in red. Was this the racehorse Clarence and Wilbur was involved with?

Head to the study to the west, then head out the door. Head west one screen and you'll find a playhouse. Look at everything, including the playhouse, the puddles, the swing. If you open the playhouse door, you'll find out it can be entered and that Lillian is in there, reading children's books to the old toys. It should be 9:15 at this point. If you talk to Lillian a couple of times, you'll find out she's more interested in reading books to those dolls.

There's nothing else to do here, so head back outside. You can sit in the swing. Do that, and you'll break it. After that, you'll see Ethel again...and she's drunk as a skunk. If you talk to her, you'll find out she's superbly sloshed. She'll keep showing up as long as you're outside.

Further west is an old stable with a dilapidated corral. You can enter the stable, and if you do, you'll meet the Colonel's old horse, Blaze. There is a saddle and a bridle on the wall that you can look at. If you try to bridle the horse, the game will tell you this is not King's Quest IV.

If you open the gate and head towards Blaze, the horse will kill you. So don't do it. There is a lantern in the stall, but you won't be able to get it until later.

South takes you to the southwest edge of the ladder. Do not step in the water or else you will die. You can look at the owl and the fireflies.

Nearby is a run-down carriage house that you can approach. You can look at the crates, but you can't open them. Opening the door will take you inside. You'll see the Minnow as well as an old carriage that hasn't been used in a while. You can look at the boat, the anchor, the life preserver, and the table. 

There is an oilcan on the table. Take it. There is also a crowbar that you can find if you look inside the carriage. Laura will take it.

Dilandau3000 plays The Colonel's Bequest - Part 8 of 20


This time around, we get to talk to Rudy...

All maps by Will Mallia.




Before you leave, show Lillian the hanky. She'll say it looks familiar.

From the kitchen, head outside. You'll see the doghouse. Old Beauregard will be in it. You can pet Beauregard if you want.

Throw the bone. Beauregard will go after the bone and kneel down to enjoy it. Look inside the doghouse, now that Beauregard isn't in it. You'll find a necklace of small amethyst and quartz stones. You'll take it.

If you open the cellar door, you'll find the butler's room. Look at Jeeves, as well as the brick wall, the sink, and the toilet.

You can talk to Jeeves, but you're not going to get anything out of him. You can't ask him anything, either.

Look at the dresser. You'll find a box of crackers. Jeeves will let you take seven crackers. You can eat one of them, but why would you want to?

Head back indoors. Show Celie the necklace. She'll tell you it's hers and takes it.

Head back to where Ethel is. If you look at her drink, you'll find out she's drinking a strong alcoholic drink.

Give a cracker to Polly. She'll tell you about the racehorse scam that Clarence and Wilbur mentioned earlier. You can give Polly a cracker once every act to get a snippet of dialogue.

Head back upstairs to the guest room that's right next to yours. You'll catch Rudy trying to make a move on Fifi only to get slapped. Fifi runs away and Rudy sits down. If you look at his glass, you'll be able to make it out as being filled with bourbon.

If you talk to Rudy, he'll say you're a very attractive girl. If you keep talking to him, he'll want you to have a drink with him, but Laura knows to stay well away from him.

You can also ask Rudy about stuff, too.

Ask Rudy about the estate. He'll tell you he hates the place and can't wait to leave.

Ask Rudy about Henri. He'll tell you they don't see eye to eye on how to live.

Ask Rudy about Lillian. He'll tell you he's a bit leery of her.

Ask Rudy about Ethel. He considers her an embarrassment to the family.

Ask Rudy about Ethel and Lillian. He calls Ethel a lousy drunk who's never helped Lillian.

Ask Rudy about Gloria. He considers her a swell gal, and doesn't want anyone to say otherwise.

Ask Rudy about Clarence. He wishes Uncle Henri would just get rid of him.

Ask Rudy about Gloria and Clarence. He tells you to stay out of her sister's affairs.

Ask Rudy about Wilbur. He tells you that you don't want to go near that old lech.

Ask Rudy about Wilbur and Clarence. He doesn't know why his Uncle Henri trusts them.

Ask Rudy about Gertie. He's sure she's just resting in her room.

Ask Rudy about Clarence and Gertie. He says Gertie can take care of herself.

Ask Rudy about Jeeves. Just like everyone else, he considers Jeeves to be fairly quiet.

Ask Rudy about Fifi. He thinks she's after something and knows what it is.

Ask Rudy about Henri and Fifi. He thinks Fifi won't get away with getting Henri's riches.

Ask Rudy about Celie. He says she gives him the creeps.

Ask Rudy about Celie and Lillian. He says Celie has to calm Lillian when she has one of her rages.

Ask Rudy about Beauregard. He doesn't have anything useful to say about the dog.

If you tell Rudy about Gertie. Even he has to check on what's going on. He'll tell you there's nothing there. Even he doesn't believe what's going on.

Show Rudy the hanky. It just looks like a hanky to him.

Leave the room and head back downstairs to the library. Wilbur will be there. At this point, Act 3 will start. It's 9 PM.

Tuesday, January 30, 2018

Dilandau3000 plays The Colonel's Bequest - Part 7 of 20


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All maps by Will Mallia.



Head east and you'll see Clarence and Wilbur conversing. At this point, the clock should be 8:15 PM. You won't be able to figure out what they're talking about, though. If you follow them into the house, you'll eventually find out the're heading to the dining room.

Push the mirror on the right wall, go in and look through the portrait on the south wall. Turns out Clarence and Wilbur took $100,000 from Henri to buy into a racehorse that broke its leg, and Wilbur finds it rather outrageous that Clarence has a plan to replace it. Clarence says that he knows people, and that he can pull it off. Wilbur tells Clarence that he'd better, or else he's confessing to Henri. Clarence tells him he'll handle it, and instructs him not to say anything about it.

Also, at this point in the game, you should exercise caution as you can be grabbed by a mysterious figure. Yes, this mystery guy will kill you if he grabs you. So be careful.

Look through the eyes on the south portrait again. Ethel will be talking to Polly the parrot, and of course, she'll be drinking again. She doesn't like the idea of Gertie and Gloria getting any monies from Henri.

Head back to the room you just peered into. You'll see Ethel talking drunkenly to Polly. You won't be able to talk to Ethel as she's too preoccupied with Polly.

Head back to the parlor. I should be 8:30 at this point. You'll see Gloria and Clarence playing a game of billiards. You won't be able to talk to either of them.

Head to the back of the lower floor, push the clock to the left and spy through the portrait on the south wall. You'll witness Gloria break up with Clarence. Clarence thinks this is a joke, but Gloria tells him about her new director beau. Clarence says he has to think about it, then leaves.

Head out of the secret compartment and back to the parlor. Tell Gloria about Gertie, and she'll go out to look around only to find out there's nothing there. Head back outside through the door to the west, and you'll find out Gertie's corpse is gone.

Head to the kitchen. It should be 8:45. Jeeves the butler will be heading outside. Celie will be talking to Lillian, telling her everything will be all right. Lillian still feels that something isn't right, however. You won't be able to spy on this conversation due to the lack of a portrait with spaced out eyes. If you talk to Lillian, you'll see that she's more interested in talking to Celie. Tell her about Gertie, and she'll check and see. When she returns, she'll just say you're imagining things. Telling Celie will give you the same response.

Ask Lillian about the estate. She'll ask you to do some exploring in this interesting old place.

Ask Lillian about Henri. She'll say she thinks something is wrong with Henri.

Ask Lillian about Ethel. She'll say her mom is somewhere in the house, drunk as usual.

Ask Lillian about Gloria. You'll learn Gloria was involved in a scandal in Hollywood, and will never be able to work there again.

Ask Lillian about Rudy. She'll say he gambles a lot and owes a lot of money to some shady people.

Ask Lillian about Gloria and Rudy. She'll say they're deep in debt and would like to get all of Henri's money if they could.

Ask Lillian about Clarence. She thinks he's trying to fool people.

Ask Lillian about Gloria and Clarence. She'll say they deserve each other.

Ask Lillian about Wilbur. She can't stand him, and consider him in the same league as Clarence.

Ask Lillian about Wilbur and Clarence. She thinks they're up to something.

Ask Lillian about Gertie. She couldn't care less about her.

Ask Lillian about Clarence and Gertie. She considers them a perfect people as they're both sour and disagreeable.

Ask Lillian about Jeeves. She'll tell you he's been making eyes at Fifi the maid. She wonders if Uncle Henri knows about Fifi.

Ask Lillian about Fifi. She says she's leading Henri on.

Ask Lillian about Colonel and Fifi. She thinks Fifi is the reason her Uncle Henri has changed.

Ask Lillian about Beauregard. She considers him a great old dog.

Dilandau3000 plays The Colonel's Bequest - Part 6 of 20


After some more exploring, we find out that someone is now dead...


All maps by Will Mallia.




Head back to the back of the lower floor. Push the mirror on the right-hand wall and look through the picture to the south. Clarence wants Ethel's swampland property for some reason, and will go through anything to get it. When Gertie wants more details on what he wants to do with the land, Clarence says she'll just blab to Ethel about it. Meanwhile, Clarence has done some rather devious things of his own, such as a racehorse scam, and Gertie plans to use it against him. An upset Gertie, who doesn't see what Gloria sees in him, will head to her room.

The panel to the north leads to the dining room that you were in before you finally got control of the game. Look at everything here: the dining table, the small table, the urn on the small table, the mirror, the chandelier, the cabinet, and the painting with the ever-present vacant eyes that are holes. 

Behind the wall light is another door. You can open it, but it's another chute that should not be entered.

Right of the dining room is the kitchen. Here, you'll meet Celie, the Colonel's cook. You'll also see Beauregard. Be sure to look at both of them.

If you talk to Celie, she'll tell you she's busy. If you ask her about anything, she won't say anything.

Be sure to look at the table, the dishes, the butter churn, the icebox and the stove. You can also pet Beauregard if you so choose. You can talk to him, but you can't interrogate him about anything.

Open the icebox. You'll find a soup bone. Laura will automatically take it.

You could give the soup bone to Beauregard, but that will keep you from getting the full score.

You must use the panels from the secret passage side before you can use them from the rooms themselves.

Go back upstairs and head to Gertie's room. It should be 8 PM now, and the start of Act 2.

Act 2


Since Gertie is asleep, you'll walk slowly. You won't be able to do anything here, really.

When you head back out of the room, you'll find a white handkerchief on the floor. Take it.

Go back into Gertie's room. Gertie will be gone, you'll smell cigar smoke and the window will be open. Close the window.

When you leave the room, you'll see someone walking outside on the second story veranda. Head back downstairs. You'll get a hint from Laura's dad:

"One important tool a good detective uses besides asking questions of people is to selectively reveal information to THEM and listen to their response. If you "tell Gloria about Fifi," you may receive additional information about Fifi, or at least what Gloria THINKS of her.

"Honey, if you've found any items you're confused about, or would like more information about, try "showing" it to the others. They may reveal more information about it to you."

Head back to the billiard room downstairs. Gloria will be in a sad mood, listening to music. You won't be able to talk to her. Open the window and you'll be able to go outside. Yes, you can finally go outside here.

When you head outside, you'll notice Gertie lying near the steps. She's dead. Examine her. You'll find out she died of a broken neck, but no clues as to how this happened.

Monday, January 29, 2018

Another Promotion Blog - One Credit Classics


I've got no ideas for intermissions at this point, and I'm running out of Kevin Owens videos, so I might as well go ahead and plug some more channels again.

You probably already know the deal about One Credit Classics, but in case you don't, I'll go ahead and fill you in: what we have here is a bunch of classic video games from the 1980s and 1990s being played through very masterfully, all without continuing or game overs. Some of the classics are here, such as Kung Fu (mentioned in December) as well as Super Ghouls 'n Ghosts (which gets a hell of a clear here and has proven to be a popular video), but there are some obscure ones such as Super Aleste and Dragon: The Bruce Lee Story thrown in as well as for good measure.

There are more one-credit clears forthcoming; Season 4 started almost two weeks ago as of this writing and thirteen more episodes are on the way in the coming weeks.

Dilandau3000 plays The Colonel's Bequest - Part 5 of 20


It's time to talk to Dr. Feels as well as Clarence and Gertie...

All maps by Will Mallia.


Talk to Dr. Feels. At least he's not as bad as the othersOH WAIT HE COMES OFF TO LAURA AS CREEPY.

Ask him about the estate. He says it grows on you after a time.

Ask him about Henri. He says he's got more life in him than he even knows.

Ask him about Lillian. He hasn't seen her in quite some time, but knows she had problems a while back.

Ask him about Ethel. She and Henri were never close, hence why he didn't see her much.

Ask him about both Lillian and Ethel. Ethel's had quite a time with Lillian, even though most of it was her fault.

Ask him about Gloria. He hasn't seen her, even as a patient, in quite some time, even though we've just seen them in the last video.

Ask him about Rudy. He doesn't really seem to like him.

Ask him about both Rudy and Gloria. He says Gloria shouldn't listen to Rudy so much.

Ask him about Jeeves. He doesn't think much of him.

Ask him about Fifi. He thinks she's wonderful.

Ask him about his back. He'll tell you to stay out of it.

Examine the fireplace, the mirror, and the mantle.

The picture we can't see (but can look at) is Henri's bloodhound Beauregard. Once again, the eyes are lifeless.

The room to the left. You'll find Fifi here. You can look at her, but you won't be able to talk to her or ask her about anything.

The glass case on the desk contains a small, silver derringer.

You can look at the rhino in this room, as well as the globe. You can spin the globe, though it doesn't lead to much of anything.

The glass cabinet in the upper left, if you peer inside (which you should), contains part of the Colonel's weapon collection. Inside is an Australian boomerang, a steel cutlass, a pearl-handled dagger, a mace and an antique crossbow.

The glass cabinet in the upper right contains the Colonel's rifle collection.

Head back to the room where Dr. Feels is. Jeeves will offer him a drink, but he declines.

Head to the lower part of the downstairs floor and enter the room on the right. (Don't walk onto the bottom center of the rug, lest the chandelier fall on you.) You'll be in the parlor. It should be 7:45 now.

You'll meet Clarence and Gertie. Look at both of them. Clarence is the Colonel's attorney, while Gertrude "Gertie" Dijon is the mother of Rudy and Gloria.

Look at the statue, the horse, the parrot, the bar and the decanter of cognac, as well as Clarence's glass and cigar. The painting has a hollow look to them as ever. You can get the parrot to talk.

Talking to them won't get you much other than indignation, so interrogate them instead.

Ask them about the estate. Gertie hates it. Clarence says nothing.

Ask them about Henri. Gertie doesn't believe he's giving his money to anyone. Clarence doesn't say much ere.

Ask them about Lillian. Gertie blames Ethel for her problems. Clarence says they're a good pair.

Ask them about Ethel. Gertie can't stand the fact that she's a drunk. Clarence doesn't like her either.

Ask them about Ethel and Lillian together. Gertie gets along with Gloria better than Ethel does to Lillian. As for Clarence, "Like mother, like daughter."

Ask them about Gloria. Gertie is proud of her. Clarence thinks you're getting too personal, being her boyfriend and all.

Ask them about Rudy. Gertie says he has a very good head for business, and also handsome to boot. Clarence won't discuss him.

Ask them about Rudy and Gloria together. She's never had problems with them, unlike Ethel with Lillian. You'll get nothing from Clarence.

Ask Gertie about Clarence, and she says she's just having a discussion with him.

Ask Clarence about Gertie. He'll say she's right here.

Ask them about Wilbur. Gloria considers her a charlatan. Clarence asks if you're sick.

Ask them about Wilbur's bag. Gloria has no idea what's in there. Clarence won't say anything much at all.

Ask them about Jeeves. Gloria doesn't care much for him, being the butler and all. Clarence doesn't bother with the servants.

Ask them about Fifi. Gloria is very suspicious of her. Clarence tells you to ask Henri.

Ask them about Fifi and Henri together. Gloria knows Fifi's after Henri and his gold. Clarence thinks Fifi is taking advantage of Henri.

Sunday, January 28, 2018

Dilandau3000 plays The Colonel's Bequest - Part 4 of 20


It is now time to explore the rest of the house and start talking to other people...

All maps by Will Mallia.



When you head towards the stairs, watch out when you approach the guardrail. Some parts are broken, and if you walk into the broken parts, you're dead. You don't even get a warning, you're freakin' dead.

There is a door to the left, but it's just an empty closet. Sometimes, it's empty, but other times it's death, especially later in the game.

Walking down stairs is automatic compared to the King's Quest games, thankfully.

There is a suit of armor that you can get a close-up view of. It'll be useful later on.

There are two doors, one on each side, near the stairs. The left leads to the billiard room. Inside you'll meet Gloria Swansong and Rudy Dijon, who are brother and sister. Henri and Rudy are Henri's niece and nephew. Be sure to look at both of them. Rudy won't be in much of the mood to talk, and Gloria isn't either, but at least she isn't as much of a jerk about it.

It should be 7:30 by the time you enter the room.

Ask them about the estate. Rudy doesn't think much of it. Gloria thinks it's frightful.

Ask them about Henri. Rudy and Henri don't have much of a relationship. Gloria thinks he's an old grouch.

Ask them about Lillian. Rudy says that she over-reacts to a lot of things. Gloria pities her for her share of problems.

Ask them about Ethel. Rudy says she's always drunk. Same with Gloria, who thinks she contributed to her husband's death.

Ask them about Ethel and Lillian together. He likes Lillian better than Ethel. Gloria says "I guess all families have their black sheep."

Ask them about Jeeves. Rudy doesn't think much about him. Neither does Gloria.

Ask them about Fifi. Rudy considers her untrustworthy. Gloria thinks she's a cheap trollop.

If you play the piano in the room, you'll find a winding mechanism. You can turn it with Gloria and Rudy in the room, but they'll just comment about how rude you are.

Yes, the painting here has that hollow look.

The grandfather is in the upper half of the lower hall. It'll tell you what time it is if you look at it. There are also numerous scratch marks on the floor near the clock if you look at the floor. If you open the clock, you'll find another secret room. Look through the picture to the south to spy on Gloria and Rudy. Rudy really wants the cash, and both Gloria and Rudy despise the fact that both Henri is a miser and Fifi has him wrapped around her finger. You'll also find out Clarence is Gloria's boyfriend, and Gloria is about to dump him for a director. Rudy tells Gloria that Clarence will not like it if she breaks the relationship off. She also has a medical problem that, if Wilbur blabs about it, will ruin her career.

Look through the north painting, and you'll find Dr. Wilbur Feels reading a magazine. Head into the room. This is the library. You'll see Gloria in there, as well as Dr. Feels. Gloria will tell Wilbur to keep quiet about her medical problem, then walk away. Look at the magazine when you are close enough to him, and you'll find out it's about racehorses.

Dilandau3000 plays The Colonel's Bequest - Part 3 of 20


It's time to talk to the Colonel himself...

All maps by Will Mallia.


There are two old armoires against the side walls. There is nothing in them, but there is something on the floor near the left one. If you look there, you'll notice these are scuff marks. If you pull the armoire to the right, you'll find a secret passage. Not surprisingly, there is a painting with eye holes, and you can look through them to spy on people.

Look through the eyes to the north and you'll overheat Ethel and Lillian. Ethel feels Gertie isn't deserving of the money due to the fact that she isn't a blood relative.

The nearby door can't be opened if the room can't be occupied. While you can't enter your guest room, you can enter Rudy and Clarence's with it for the time being. That room is indicated by a tear in the wall. Be careful if you get close to it, because sometimes you can get killed in this area from a pair of arms pulling you away.

Head back to where the armoires are. The upper door to the left leads to Colonel Henri Dijon's room. You'll walk in on Fifi getting her lipstick on Henri's face as she cleans the room. It will turn 7:15 at this point.

Look at Henri twice, then Fifi. Look at the picture here. (Yes, there's a picture.) The picture of the little boy in the room also has that strange, vacant look to them.

Go back to the hallway and pull the left armoire. Go in and look through the picture to the north. You'll find out that Fifi is indeed having a fling with Henri, who apparently wants to keep this on the hush-hush.

If you type "smell" while in the secret passages, you can smell the faint aroma of perfume.

The room to the south is Gloria and Gertie's guest room, which is currently unoccupied. You can leave through the door, indicated by the tear in the wall.

Obviously, the picture of the horse has the vacant stare, but you already knew that. There is nothing of interest in the room at this time.

Return to the Colonel's room. Fifi has obviously left. Talking to him leads to him wanting to not want to reply back, but you can ask him about stuff. Ask about the estate, Lillian, Ethel, Jeeves, Fifi or Lillian and Ethel at the same time, and you'll get nothing. He will tell you Ethel is his sister, though.

Be sure to look at everything, such as the fireplace, the mirror, the bed, the cannon on top of the fireplace, and the elevator. No, you can't use the elevator right now.

You can look in the mirror behind Henri, if you want. You can also "look at Laura" to get a description of her.

The room to the left is a barely used room that is also the guest room of Dr. Wilbur C. Feels. There's not much you can do here.

Saturday, January 27, 2018

Dilandau3000 plays The Colonel's Bequest - Part 2 of 20


Time for more exploring...and dying.

All maps by Will Mallia.


The room to the right is a nursery converted into a guest room. The old woman sitting in a chair is Ethel Prune, Lillian's mother. She's obviously drinking. Talk to her, and she'll ask you where Lillian is. Ask her about the estate. She'll tell you that it's too far away from New Orleans, and she can't stand the isolation. Ask her about Henri, and you'll find out she has some sort of ill will against him for being cheap and isolating her from other people. Ask her about Lillian, and you'll get a "we've had our ups and downs" response. Ask about Jeeves (the butler). She's got her suspicions about Jeeves, not knowing what he's doing and all. Ask about Fifi, and you'll see she can't stand her, saying Fifi had better watch out.

Be sure to look at people twice. This will make it easier to obtain the full score.

Head back to the guest room and head to the left. The door in the back is the bathroom door, and there are two Greek statues on the pedestals on either side of the door. One is a cat, the other is a vase. Open the door, and you'll meet Lillian. She'll tell you she'll be done in a bit. Keep watching her freshen up. You'll notice that she puts on the perfume after washing her face. This detail will come in handy later. Wash your hands in the sink after she leaves.

If you take a shower in the bathroom, Laura will actually take a shower. Yes, you actually see her get naked. However, if you do this, somebody will murder Laura, and you will die. "Didn't Alfred teach you anything?!" is a reference to Alfred Hitchcock.

Ironically, you can use the toilet, but it doesn't show her sitting on the can. The game then cuts to the hallway outside and the door closes, and the game tells you "Well! Did you think this was Leisure Suit Larry?!"

Head out of the bathroom and return to the guest room. Lillian will be talking with her mother Ethel when Laura unintentionally interrupts them. Talk to Lillian a few times until she says "See ya around." Talk to Ethel about four times, then ask Lillian about the estate. You'll find out this was a plantation. Ask her about Henri, and she'll tell you they're really close. Ask about Ethel, and she won't say much. Ask about Jeeves, and she'll tell you she thinks he's having a fling with Fifi the Maid. Ask her about Fifi, and she says she doesn't know what Henri sees in her.

Go to the south and enter the room to the right. This is Rudy and Clarence's guest room. Look at the painting, and you'll notice that this one too has a strange, faraway look in the eyes of the subjects, just like the one in your guest room.

Sometimes, you'll see a chandelier in the southern part of the upper floor. It shakes when it's on the screen and it makes a shaking, wind chime-like noise when it does. It also swings around a little bit.

Dilandau3000 plays The Colonel's Bequest - Part 1 of 20


The curtain is about to go up. Please be seated.

All maps by Will Mallia.

Welcome to a Sierra On-Line graphic adventure written to look like a play, and manages to make use of the traditional "whodunnit" mystery-solving genre. This is the first of the two games in the short-lived Laura Bow series written by Roberta Williams.

The time is 1925. Tulane University. New Orleans, Louisiana. Our hero, Laura Bow, is sitting down reading a book. Her friend Lillian asks her if she wants to come to a family reunion at her Uncle Henri 's estate. Notice that "family reunion" is in quotations. This can't be good. After convincing her that the place is creepy enough to be interesting, Laura decides to join in.

Two nights later, Laura and Lillian head down to the estate by boat. They are greeted by the butler, and find out that everyone else has arrived and that they're in time for dinner.

At dinner, Fifi the maid wheels in Colonel Henri Dijon. His time is near, and is giving his money away to his family equally. If anyone dies before he does, their share will be divided equally between the surviving parties. This can't be good, either, and not just because this causes quarrels and speculation among everyone not named Laura and Lillian, who get up before this all gets out of hand.

Act 1



It's 7 PM, as dictated by the clock. If you see it in game, you either missed something or something is about to happen. Prepare for a ton of trial of error, as things happen on a timer...unless of course, you're reading this blog.

You are now in the guest room with Lillian. As Lillian freshens up in the bathroom, Laura thinks to herself that everyone is acting very strangely. She thinks of what her father would do.

"Honey, if things don't feel right, they probably AREN'T. Observe the situation closely, yet be unobtrusive. Explore your surroundings quietly and carefully. Try to question the others without raising suspicion. Notice small details. Take lots of notes. And above all, be careful."

These things couldn't possibly be any more important than now.

Laura will take the notebook and pencil from her suitcase automatically. You'll be using these throughout the game. You won't be able to read the notes that you take throughout the game until you've beaten the game, strangely enough.

If you read the About text in the pause menu, you'll find out there isn't really a quest, but an interactive story in which you have to interact with the characters, know the story, and of course, survive. The more you put into the game, the more the game will give back. You'll have to notice subtleties and be very observant, as well as interact with everyone, look at everything and explore things, but it will definitely pay off.

Whenever you enter a room, you'll automatically get a description of the room as if you used the "look" command.

You can open your suitcase, but save for the clothes for the weekend, there's nothing useful inside it.

Look at the painting s in the guest room. You'll notice the picture of the girl on the opposite wall (which you can't see), and you'll notice the girl's eye have a strange, hollow look to them.

You'll also notice there's a small door below the three pictures that you can see. You can open it, and you'll find out it's a chute of some kind. If you look inside, you'll see a narrow chute going into complete darkness. If you enter the chute, you will die. Go close the chute.

Yes, I'm using bold again to tell you that you'll die. Deal with it.

Friday, January 26, 2018

Mega Man X5 in 0:58:11 [GCN] by sneakytdkninja #SGDQ 2013


Enjoy!

ClementJ64 plays Mega Man X5 - Part 15 of 15


Believe it or not, there is a training stage you can play before going into the main game.

Training Stage



Training stage map by X GOD & rmexesaito for the RockMan Memorial Hall.

The training mode just shows off what you can do in the game as well as how to do it. All the enemies here are from the last game. You'll start with the Fourth Armor (the X4 armor) if you play as X, and you'll get the respective character's theme for the intro level based on who you choose.

When you reach the end, you'll face Magma Dragoon! He fights just like he does in the fourth game, but he has a much smaller health bar and you can duck under his high Hadokens now.


Wednesday, January 24, 2018

ClementJ64 plays Mega Man X5 - Part 12 of 15


It's time to finish off Sigma yet again...

Sigma's not done yet. This time around, you'll fight a much bigger Sigma. He'll tell you he has recruited a new partner, who has created a new body for you that he's using right now. That new partner is never mentioned, but is hinted at when you play as Zero, whom Sigma tells is the same guy he's met in his dreams.

Sigma's weak spot will be the gem in his forehead. If this reminds you of the battle with Gamma at the end of Mega Man 3, give yourself a pat on the back. Avoid the fists that fly at you and use them as platforms when necessary to shoot at that gem with Spike Ball if you're playing as X. Use Twin Dream and Crescent Slash if you're Zero, and make sure you're far enough away from Sigma's weak point so your hologram hits the Jewel.

When Sigma is in wire frame mode, you can't damage him. He has to be in his full-color corporeal mode in order to take damage. 

The energy balls that he fires onto the ground will then home in on you. They will all home in on you, and they can be difficult to dodge at times. The hand will track you from above and try to fire lightning bolts at you, and these lightning bolts cover a good section of the room as they move.

Every once in a while, Sigma will attack you with purple block that combine to form one big one. The first one is impossible to dodge, but the rest can be dodged rather easily. He doesn't pull it out that often. As a matter of fact, he may not pull it out at all. 

When you beat Sigma, depending on who you play as, and assuming he'll try to take the other character down with him as he explodes. There is nothing you can do as Sigma dies (assumingly for the last time).

There are two endings for X and one for Zero.

In X's ending,(automatically assuming Zero did not turn Maverick, as you wouldn't have him if he did), you'll see a nearly-destroyed Zero lying on the ground, with X looking over him. X tries to pick him up when he hears a voice from a skull-like face with a "W" symbol on its forehead behind him. The skull face shoots a laser that goes through both X and Zero, and as they fall back to the ground, Zero blasts the skull face. Zero then mutters that X's optimism led to his own demise, and that X should live. Zero then remembers things from the past, such as Iris from X4 and the "old man" that has been mentioned through the game. He now realizes that he was the one created to destroy Reploids. Zero realizes he needs to die for there to be peace. 

You'll then see a beaten up X. A hologram Dr. Light shows up, tells him not to die just yet, and instructs him to relax. After that, the game cuts to three years later. What happens next depends on whether or Zero went Maverick. If Zero did turn Maverick, the game cuts to a week later. You'll find out X's memories of Zero are somehow erased by a mysterious figure who rescued him (most possibly the Dr. Light hologram), and that he was returned to the Hunters already fully repaired. X also says he wants to create "Elysium," a paradise where humans and Reploids can peacefully coexist. If Zero did not turn Maverick, Zero sacrifices himself. He still remembers him, and carries Zero's Z-saber wherever he goes so he always feels close to him.

In Zero's ending, Zero reflects on his life before dying. He remembers things from the past, such as Iris from X4 and "that old man" before he realizes he must die in order for there to be peace and kicks the bucket. You never find out what happens to X in that ending, which is a bit disappointing. 

ClementJ64 plays Mega Man X5 - Part 11 of 15


The endgame is now.

All Virus maps by X GOD, No. 11 & rmexesaito for the RockMan Memorial Hall.

Virus Stage 4




Regardless of who you play as, Sigma shows up and Zero tries to save a downed X. Sigma is foiled and retreats...for now.

The beginning of the stage is like a water-free version of the spike-heavy part of Bubble Man's stage from Mega Man 2. Once you get halfway through, though, the spikes are on the floor. At least there are platforms above them.

If you dash jump over the pit that leads to the Boss Rush, you'll find a large health pick-up and an Extra Life. They're easy to get, so why not take them?

The teleporters, from left to right, are: Mattrex, Dark Dizzy, Izzy Glow, Squid Adler, Duff McWhalen, Grizzy Slash, Axle the Red and The Skiver. Same strategies apply...almost. The enemies have much bigger health bars this time around. You're gonna be in for longer fights if you're playing on Normal or Extreme. You're better off coming here as Ultimate Armor X and abusing that air dash attack to high heaven. It's your best bet here. Except for Duff McWhalen. Use the same strategies there as last time.

When you beat all eight Mavericks, you'll find a gold teleporter in the center. This takes you to the second area, where the triangles home in on you and the balls slowly move towards you. Take them all out as you make your way to the final area, which has the outlines of X and Zero recessed into the background. Guess what? The reappearing blocks show up right before you can get there. It's like the game is just trolling you now. We didn't have to deal with them the rest of the game, so why now?

You'll finally meet Sigma. You'll find out that all that's transpired has happened because Sigma wants to purify Zero, and awaken Zero from his "false self." He also confesses that most of the Hunters have become Mavericks. If you're playing as Zero, Sigma will tell you he met an old man that knew a lot about Zero.

Sigma's first form will perform wall jumps and throw electric balls, some of which in a double helix pattern. Wall jump with him and hit him from a distance, then drop down and avoid him as necessary. For the double helix balls, dash under them when they converge in the middle of their trajectory, and duck under the single balls. It's always fired in a single-single-double pattern. Use X's Tri-Thunder and Zero's Electric Blade. If you're playing as Zero, be sure to use Grizzly Slash during the wall jump part as necessary. When Sigma flashes blue, stay at the opposite end of the room and dodge the waves when necessary. You'll either have to duck, wall jump or stick to the middle of the wall, as the last of the three patterns use two of those energy waves instead of one.

Tuesday, January 23, 2018

Mega Man X5 - The OST

This blog series isn't finished yet, but here's every song from Mega Man X5, regardless.

ClementJ64 plays Mega Man X5 - Part 10 of 15


Remember in X3's ending, where the ending text says that X has to fight Zero? Well, it finally happens.

All Virus maps by X GOD, No. 11 & rmexesaito for the RockMan Memorial Hall.

Virus Stage 2



The final room here has the Sigma logo in the background.

The boss here is the Wall Boss from Mega Man X re-imagined. This time, there are no spikes, the eyes have different attacks. There's a laser that goes to the top and bottom of the room (the red eye), a bunch of projectiles that shoot at your current position (the green eye), and just ramming straight into you (the blue eye).

When you do enough damage, the walls will close in just like in the battle with the first game and you'll have to destroy the sun symbol at the bottom as soon as possible, which tries to home into you just like last time. Here, you'll want to stay on the walls and avoid touching the spikes that pop up on the bottom. You'll have to use Crescent Shot (with X) and Crescent Slash (with Zero) to destroy it as fast as possible or else spikes will pop out of the walls...and those are instant death, too. 

When you destroy all three eyes and the sun symbol, the battle's over.

Virus Stage 3



Finally, an original part of the final stage.

You'll want to come in here as either Zero or just plain X. Not X4 (Fourth) Armor X, not Falcon Armor X, not Gaea Armor X. Just plain X.

Watch out with some of the platforms that don't have a green arrow on them, as those will break down and collapse after you stand on them for a second.

When you reach the end of the platform and spike gauntlet after the rope section, drop down the pit and hug the right wall. You'll find a ninth capsule. Enter it and you'll get the Ultimate Armor. This armor is like the X4 (or Fourth) Armor, but allows X to use the Giga Crush infinite times. You must either complete the level or lose all your lives and continue in order to get credit for finding it.

Believe it or not, you can access this capsule with Zero. Instead of getting the Ultimate Armor, however, you will get the Black Zero armor. This increases Zero's defense and enhances his Saber. Also, Zero's hair will be platinum blond.

The boss room has the Wily "W" symbol in the background. The boss is different depending on who you bring to the end. If you're Zero, you'll fight X. If you're X, you'll fight Zero. Either way, the opponent will use attacks that aren't even possible when they're playable. Either way, Zero is here trying to find clues about his origins and X has to bring him back to base to figure out why the Sigma Virus isn't affecting him...or the Zero Virus, for that matter.

Zero will shoot two charged arm cannon shots followed by a projectile from the Z-Saber that travels to your current position at the time the sword is swung. He'll also try to dash into you and also repeatedly perform a room-wide attack that involves hitting the floor and causing numerous fireballs to travel up the screen. When he does this, get near him, hover over his head and return to your previous position, and hit him with your X-Buster. (Special weapons will not work in this battle if you're playing as X.) When you beat Zero, you'll find out that Zero used Soul Body (an X4 weapon!) on X, and that X is losing consciousness.

When Zero is Maverick, the fight will be the same as if he wasn't. The only difference is that he his charged arm cannon shots turn into saw blade-like projectiles that can home in on you after they hit the wall. After the battle, Zero will sacrifice himself to save X from Sigma.

If you face X, you'll see him and two Lifesavers. X is still concerned that Zero might be a Maverick. After the conversation, X switches to his Ultimate Armor. X's attacks are even stranger, as he not only jumps around and just shoots charged shots with the X-Buster, but he shoots out charged versions of the weapons from the fourth game! (Why couldn't we have those?) There's Split Mushroom's Soul Body, which sends out multiple X clones flying towards Zero and homes in on him as he moves, and also a charged version of Frost Walrus's attack, which sends out huge icicles down from the top of the room, just to name a few. X spends most of his time charging his attacks, however, making this battle easier than it should be and allows you to defeat him rather easily. The battle ends the same way after you beat X: Zero falls into unconsciousness from X using Soul Body on him.

Monday, January 22, 2018

ClementJ64 plays Mega Man X5 - Part 9 of 15


The Virus Stages copy level layouts from past Mega Man games. Yes, you read this right. It would actually have meant something if CAPCOM LISTENED TO KEIJI INAFUNE AND NOT MADE X6

This new entity with the same reading as Zero is christened the Zero Virus, and it has appeared at a specific location. The Maverick Hunters must destroy it once and for all.

But first...

Izzy Glow



Izzy Glow map by X GOD, No. 11 & TK31 for the RockMan Memorial Hall.

Come here as X with the Gaea Armor equipped. After the wall you have to knock down at the beginning, go down instead of straight ahead. You'll find a spike pit, a hostage and a Heart Tank.

You may have noticed a wooden roof in the castle. Destroy it with a charged-up Ground Fire, then climb up there to find a hostage and an EX-Tank. The EX-Tank allows you to start the game with four lives instead of three whenever you load up your save file or continue after a game over.

Axle The Red



Axle the Red map by X GOD, No. 11 & TK31 for the RockMan Memorial Hall.

You may have noticed at the beginning of the part with all the rope that one of the walls has two black blocks with a gold "V" on them. Dash into them with X's Gaea Armor. You can also destroy them with a fully-charged X-Buster shot if necessary. You'll have to push one towards the edge of a cliff in order to dash jump to a Heart Tank, and reaching that can be a bit of a stretch unless you can dash jump right off the edge of the block and onto the platform. Use the Gaea Armor to reach it so in case you somehow reach the left side of the platform where the Heart Tank is at, you won't accidentally slide off.

Grizzly Slash



Grizzly Slash maps by X GOD, No. 11 & TK31 for the RockMan Memorial Hall.

Remember the maze near the end? Equip X's Gaea Armor and climb up that rather tall wall. There are spikes at the top, so you wouldn't have been able to really do anything here until now. Head to the right and you'll find another Heart Tank.

Squid Adler (continued)



Squid Adler maps by X GOD & TK31 for the RockMan Memorial Hall.

You'll need X's Gaea Armor yet again. Climb up the ladder near the end, but go left instead of right. Open up the yellow gate and go up. Push the blocks, open the gate, and you'll get yet another Heart Tank.

Virus Stage 1


All Virus maps by X GOD, No. 11 & rmexesaito for the RockMan Memorial Hall.


As soon as you go in, some of you big-time Mega Man 2 fans will notice that this looks awfully familiar.

It's Quick Man's stage. No, seriously, it's Quick Man. Right down to the level design. There are two flying Robot Ride armors, a bunch of Sigma viruses at the midway point that look like X (I think) and extra vertical lasers near the end. Only thing is, you don't have any breaks in the action while you're dropping down and avoiding the lasers. Yes, the lasers still kill you. Yes, Dark Hold acts like Flash Stopper, and if you charge it up you'll freeze time longer than if you don't.

Then you enter the Boss Room. It's the Yellow Devil from the first and third games in the original saga. Even the music here is a remix of the Wily Boss music from Mega Man 3. Only difference is that the Yellow Devil is now black, you can duck under the lower center row of blobs when the boss teleports in the usual Yellow Devil fashion (this time from front column to back instead of utterly randomly), and the boss can sometimes change into a replica of a Wily machine.

Shoot at the eye with Tri-Thunder if you're playing as X, or use your regular attack if you're playing as Zero. 

Sometimes the teleportation will stop halfway, and the boss will attempt to crush you two blobs at a time. Stay still in the center of the room and duck and jump accordingly.

The boss also leaves a green outline when it teleports. This outline will hurt you if you touch it.

When the Black Devil is near death, it'll change into the Wily machine form from Mega Man 6 with the spikes on the bottom that tries to jump around and crush you. You may not have that tomahawk weapon, but you can still shoot the eye with Tri-Thunder when it appears.

Virus Stage 2



It's Sigma Stage 1 from the first X game. Using Zero for this part makes it easier, as you can double jump to the platform area (which doesn't have those annoying flying enemies, by the way).

There are walking cannons will follow you around and jump in addition to shooting at you, and you also have crushers on the ceiling, too.

ClementJ64 plays Mega Man X5 - Part 8 of 15


Here we are. Our last Mavericks.

Mattrex



Mattrex maps by X GOD, No. 11 & TK31 for the RockMan Memorial Hall.

To beat Mattrex, equip Wing Spiral with with X and use Wing Shredder if you're playing as Zero. Mattrex is pretty sudden with his moments, whether he's shooting at the floor, trying to stomp on you or diving at you. Nevertheless, you'll want to use the weapons you got from the Skiver and have both Sub-Tanks filled up before you come here.

Beating Mattrex will give you Ground Fire for X and Quake Blazer for Zero. Ground Fire shoots a fireball towards the ground. When it lands, fireballs will shoot out of it in random directions. Quake Blazer is a downward stab that creates an explosion which destroys any nearby enemies when Zero lands. You'll also get the Booster engine for the space shuttle.

Axle The Red



Axle the Red map by X GOD, No. 11 & TK31 for the RockMan Memorial Hall.

X's Falcon Armor will come in handy here, since you can fly through here with it. Watch out for wall spikes, the purple roses that shoot out bugs (and sometimes thorns out of the side) and robot thorns that pop out of floors and ceilings. You'll need it to find the leg program for the Gaea Armor. For this capsule, Dr. Light explains the Gaea Armor, so I'm guessing the developers intended you to go here first if you took on the second set of Mavericks.

The purple roses can only be damaged and destroyed when they open up.

Wait for the thorns on the thorn robots to disappear before shooting.

The spiked robots on the ropes spin around when you get near them. Wait for them to be on the top part of the rope so you can dash under them.

It won't be long before you meet Axle the Red. Equip Ground Fire if you're playing as X, and use Quake Blazer if you're playing as Zero. Hit him with those attacks as he hops around and makes the occasional clone. Keep an eye on him so you ensure that you hit the real one, as hitting the clone does nothing.

Beating Axle the Red gives you Spike Ball for X and Twin Dream for Zero. Spike Ball acts as a spiked ball that shoots forward. The ball will bounce around the room if it's fully charged. Twin Dream is a hologram of Zero that is positioned in from of him and mirrors his every move, dealing damage to whatever it attacks when Zero uses his sword (simply having enemies touch the hologram does nothing). You'll also get the Orbiter engine.

After beating all eight Mavericks, the Space Shuttle will be complete. Zero will pilot the space shuttle. Even though X wants to do it, Zero tells him to stay in order to protect the Earth.

What happens next is random. You'll either destroy the colony or you won't. The chances of success is based mostly on how many times you continue. Using no continues guarantees success, but it's still a bit random. You can even reload your save file to get the desired result that you want.

If Zero crashes the shuttle into the colony successfully, Alia gets a strange reading that is similar to Zero's...

If both the Enigma and the shuttle fail to destroy the Eurasia colony, Zero turns Maverick instead. You won't be able to use him anymore after this. You can also get this scenario if the timer for the shuttle crash goes all the way down to zero.

Sunday, January 21, 2018

ClementJ64 plays Mega Man X5 - Part 7 of 15


Not only does The Great Clement fight off The Skiver and Dynamo (again), he also shows off Mattrex's volcano.

The Skiver



The Skiver map by X GOD, No. 11 & TK31 for the RockMan Memorial Hall.

To beat The Skiver, equip Dark Hold. Shoot your most powerful X-Buster shots or keep smacking him with the Z-Saber. When that runs out, stay in the middle so he doesn't knock you off the edge when he runs into you. Dash and jump to avoid the divebomb attacks (which come in all directions), and dash jump over the tornadoes he makes. If you have a W-Tank, use that to refill the Dark Hold so you can use it on him again.

Beating The Skiver gives you the Wing Spiral for X and the Wing Shredder for Zero. Wing Spiral produces a tornado that grows larger as it moves. Wing Shredder gives Zero the ability to produce a holographic clone that shoots at enemies while he is dashing. You'll get

Dynamo



Dynamo maps by X GOD, No. 11 & TK31 for the RockMan Memorial Hall.

Yes, you'll fight Dynamo again after taking on six Mavericks. He has a new attack: a bunch of lasers out of nowhere coming down. Keep using the Crescent Laser or a fully-charged X-Buster and use a Sub-Tank if you need to. Once you beat him this time, you'll never have to face him again.

Mattrex



Mattrex maps by X GOD, No. 11 & TK31 for the RockMan Memorial Hall.

Be careful as you drop down, as the dragon heads can shoot fire and take off quite a bit of health. Don't touch the lava, or else you'll be vaporized. When you drop down where the lava first appears, go to the left to get a Heart Tank.

If you hide in the areas in the background are black, the lava that rushes out every so often will not be able to hurt you. This involves wall-jumping repeatedly in a corner to get walls decimated by the lava. If you see a low area, you'll have to duck to avoid an instant kill.

There are two different paths in the second area. The first uses the Robot Ride to take you through the lava below, and these Robot Ride armor have the same overhead swipe and dashing stab and exact same controls as the fourth game. Taking this path takes you the arm program for the Gaea Armor, which gives X the short-ranged but powerful Gaea Shot and the ability to break certain bricks while dashing.

The upper path has a robot pterodactyl chasing after you but never quite reaching you. It never catches up to you, so take your time while you avoid the projectiles and destroy the walls to continue on. Attack the pterodactyl's head when it's time to fight this thing.

ClementJ64 plays Mega Man X5 - Part 6 of 15


We take down to more Mavericks, and Zero's origins finally begin to unravel...

Dark Dizzy



Dark Dizzy maps by X GOD, No. 11 & TK31 for the RockMan Memorial Hall.

The platform here moves in a fixed pattern, and you'll want to avoid the spikes along the path while fighting all the bats.

You'll have to use the Falcon Armor at the end of the first Area to get the Sub-Tank here.

In the second area, you'll be dealing with some new stuff. Besides the dragonfly robots that fly from the floor to the ceiling, you'll get teleporters that turn the room upside down whenever you enter them. This will cause blocks to fall down and spiked areas to become easier. You'll have to re-enter the teleporter you came out of once to get the Heart Tank here.

Near the end, you can jump down the pit near the exit to the Dark Dizzy battle and find a capsule. You'll have to use the Firefly chaser to break the wall here from the other side. This is easier said than done, as you have to navigate it through the narrow corridor leading to the capsule, and if you hit a wall while trying to navigate the projectile, you'll have to start all over. This may take several tries, but once you pull it off, you'll get the head program for the Gaea Armor, a heavier, bulkier armor. Sadly, the Gaea Armor does not allow you to use the special weapons, but it is very strong and allows you to reach certain areas that X has not been able to reach otherwise. It can even stick to walls (as opposed to sliding off) and handle walking on spikes! This program works the same way as the head program for the Falcon Armor.

To beat Dark Dizzy, equip the Firefly Chaser on X, or use the C-Flasher if you're playing as Zero. These weapons not only do the most damage, but they temporarily blind him as well. Firefly Chaser is a slow weapon, but it keeps him from attacking. Destroy the bats, avoid touching him, dash jump straight up and over him when he divebombs and stay from the sonar shots that he fires. Dark Dizzy can also stop time, which allows him to freeze you until he hits you. If you run out of either weapon, use your X-Buster or Z-Saber.

Beating Dark Dizzy gives you the Dark Hold for both characters, which stops time as long as you have weapon energy for it. You'll also get the Energy Cart.

When you beat your fifth Maverick, you'll get some plot in which the Sigma virus and mentioned as well as Zero wondering why it doesn't harm him. A medical Reploid named Lifesaver asks Signas to keep Zero contained due to his positive reaction to the Sigma virus, but Signas thinks it over first.

The Skiver



The Skiver map by X GOD, No. 11 & TK31 for the RockMan Memorial Hall.

The bombs explode faster when you continue to shoot at them. If you're near them when that happens, you'll take about one-fourth of a full health meter.

The guys with the guns will just shoot at whatever location you're at. The "squid" robots can be killed with ducking attacks, which let you avoid the missiles it shoots. Yes, these enemies are from the fourth game.

At the elevator that leads downward, you'll want to drop down until you reach a cracked platform. There is the W-Tank, which works like the Sub-Tanks but allows for replenishment of weapon energy, provided you can pick up some weapons power-ups while your special weapons are full. You'll want o get this before the platform is crushed by the elevator.

After the elevator, fly up with the Falcon Armor to get the body program for the Gaea Armor. This reduces the amount of damage you take while using the Gaea Armor.

You'll have to wall jump off the right side of the lift elevator to avoid the spikes after this.

On the second elevator, check out the sides for hostages and a Heart Tank. Don't worry, the elevator will wait for you. Watch out for the platforms with the spikes on the undersides.

Saturday, January 20, 2018

CGR Undertow reviews Mega Man X5


Because why not?

ClementJ64 plays Mega Man X5 - Part 5 of 15


For the sake of this Let's Play, let's make it so that the Enigma fails so that we can go kick some more Maverick butt again.

Izzy Glow



Izzy Glow map by X GOD, No. 11 & TK31 for the RockMan Memorial Hall.

Watch out for this Sigma Virus heads as you go up the stairs. You'll take on small blue robots that will produce laser-like force fields that travel towards the ground, which will damage you if you run into them. Destroy the blue robots to get rid of them.

Watch out for the bouncing spiked balls as well.

You'll soon take on laser cannons on ropes. Focus on destroying only the black cannons and avoid the fire from the purple ones, which are indestructible. X can fight them from a distance, but Zero will have to get in close.

The green cannons that shot the orange energy balls can be destroyed with either the Crescent Shot or the Crescent Sword. You'll have to wall jump up a wall and destroy one to get the arm program for the Falcon Armor, which allows for an even more powerful charged shot for the X-Buster, but not for the charging up of special weapons.

To take down Izzy Glow, equip the Tri-Thunder if you're playing as X, or use Electric Blade if you're playing as Zero. Stay just to the side below Izzy and keep using those weapons. If you're fast enough, he won't be able to get any attacks in. If he moves around, the weapon will be able to travel the ceiling and walls.

Duck under Izzy's laser when he fires it, and watch out for his sudden teleporting.

Beating Izzy Glow will give you the Firefly Laser for X and the C-Flasher for Zero. The Firefly Laser allows X to shoot out a firefly projectile that can be controlled with the D-Pad. Sadly, X is immobile while using this. (Charging it gives you the Izzy Glow laser.) C-Flasher is Zero's Giga Attack for this game. Equip it like you would a weapon and use it to destroy all 
onscreen enemies.

Once you've beaten the first four Mavericks, you'll be able to fire the now-reinforced Enigma. Your chances of success will be random: you'll either completely destroy the Eurasia space colony and go on to the final stage, or you're destroy only part of it, delay the collision and take on more Mavericks. The plot changes depending on what happens, and getting the result you want can be as simple as reloading your save file until you get the desired result.

If you fail, you'll have to send a space shuttle straight into the space colony, and you'll need to get more devices in order to get that to work.

Here are the four Mavericks you'll have to defeat in order to get those parts:

Axle The Red (Axle Rosered)...who is he? He carries a concealed Orbiter Engine, but that's all that is known. (Named after lead singer Axl Rose.)

Mattrex (Burn Dinorex) is a weapons storage guard. He owns a Booster for rockets. (Named after Matt Sorum.)

The Skiver (Spiral Pegacion) is part of the Reploid Air Force. On his forehead is the Repliforce "R" symbol. He has an Orbiter Wing. (Named after Michael "High in the Sky" Monroe, who is not a member but nevertheless played on a few tracks on Use Your Illusion I and The Spaghetti Incident.)

Dark Dizzy (Dark Necrobat) is a mysterious Maverick with a Fuel Tank. (Named after Dizzy Reed.)

Dark Dizzy



Dark Dizzy map by X GOD, No. 11 & TK31 for the RockMan Memorial Hall.

Enemies will come out of the constellations if you're under them, so watch out. The bats usually show up in packs and will fire projectiles and bombs downwards.