Saturday, July 31, 2021

PrinceWatercress plays Batman: Return of the Joker - Stage 7 of 7


It's time for the final battle with The Joker!

Stage 7-1

Password: GPZT

Every so often, you'll see a bunch of flying robots come out of the ground and fly over your head in a semi-circle before going back down. Go slow through this stage so they don't get a jump on you. After enough trial and error, you'll know exactly when they'll show up and where you need to stand (and sometimes duck) when that happens. You'll need to duck at the first two torches, then jump back at the third. Between the fourth and fifth, you'll need to duck. Also, the snipers will jump back when you get near them, even if they're someplace high up where you can't reach them, so take them out on sight.

The second section (complete with a shaking computer-board style background, which is amazing considering the NES system specifications) will test your patience to the max. The first part is simple compared to the second part, where you'll jumping on platforms and ducking under spikes.

You'll also have to watch out with some part of the ceiling, especially at the last jump of the stage. Bubbles will come out every few seconds, and they will damage you if you touch them. Take out as many as you can before moving on.

On the last bit, duck under the spikes on the first platform, jump to the second platform, jump to the right immediately, jump to the third platform and then jump to the right before you fall into the pit. 

Stage 7-2

It's Batman vs. Joker, round two! This time around, it's going to be somewhat more difficult.

The first fight is really, really easy if you have the Cross Bow. Walk up to the right wall, duck down and keep firing at the wall. The Cross Bow weapon's shrapnel will ricochet right into the Joker's machine's weak spot, which happens to be where the control panel is. You'll take damage, but Joker's health meter will go down really quickly as long as you keep mashing the fire button.

If you don't have the Cross Bow, you'll have to slide around a whole lot and avoid the center, then shoot down the orbs before shooting down the head. If you can be in the air when the orbs fire at you, that's great.

I go the hard way for the second part, though. I stand off center, then slide towards The Joker just before The Joker shoots down the fireballs. When he he has his hands up in the air, the fireballs are about to come down. As for the twin shurikens, I jump over one of them when they come down towards me, then go back to the center without getting hit. I could have kept to the side and 

Once you beat the Joker here, that's it. There's no second form. You've done it. Enjoy your ending.

PrinceWatercress plays Batman: Return of the Joker - Stage 6 of 7


I did so well with this boss with and without the Crossbow that I ended up posting both battles here. Cool thing, as this game isn't getting any easier.

Stage 6-1

Password: FFHG

For the first section, you'll be dealing with conveyor belts and well-animated rotating spikes, and be ready to shoot down enemies. This is easy compared to the second section. For the red beams, wait for them to hit the bottom of the beam field before sliding past them (which is something I don't do here, because they never gave me trouble). You'll soon three of these beams next to each other. You'll have to move slowly and careful to get past them in one piece. The platforms you'll see shortly after that will turn red and fall when you stand on them, so you'd better be able to make it to the right without having much time to think.

When you enter the third section, the music stops. The tank in the background will rev up and start moving. This is the build-up for the next level.

Stage 6-2

Password: CKQG

Here, you'll be keeping up with the tank in a slow auto-scrolling segment. As it moves to the right, stay next to the tank near the "329" to avoid the firebombs, and jump over any of the spiked balls that hit the ground. If some guy pops his head out of the tank and starts throwing bombs at you, look up and take him out.

Don't be too far to the right as the tank moves to the left through this section, as the ground behind the tank will fall.

If the guy in the tank hits a low ceiling as his head is exposed, he'll take a hit.

Stage 6-3

This is the first fight with the Joker. Oh my gosh, he's so detailed along with most of this game that this could have been ported to the Super Nintendo instead of the Genesis/Mega Drive (where it was titled "Revenge of the Joker" and released by another developer, Ringler Studios). Actually, a Super Nintendo version was in development - and completed - but was been released. Thankfully, somebody found the ROM and it's easily available.

Avoid the bubbles he shoots out from the sides, as they can take you out with just a few hits. Stay on one side of the screen and nail him from there by jumping and firing. That's it, really. When you beat him, Joker flies away on a mini-copter strapped to his back.

Enjoy the two boss battles: one with the crossbow, and one with the default shot. Good luck trying to do that second one; that's gonna hurt your hand!

PrinceWatercress plays NFL Quarterback Club (Game Boy; easy difficulty) - Part 2 of 2


There's nothing new to explain here, so I'm just going to copy and paste what was in Part 1; hope you don't mind.


Unlike the other games in the series - or any other football video game, for that matter - you've got a series of four mini-games. Master them all, and you can master this game.

You can also play as one of twelve of the best quarterbacks that the NFL had in 1993: 

  • Jeff Hostetler (Los Angeles Raiders)
  • Phil Simms (New York Giants)
  • Steve Young (San Francisco 49ers)
  • Mark Rypien (Washington Redskins)
  • Boomer Esiason (New York Jets)
  • Bernie Kosar (Cleveland Browns)
  • John Elway (Denver Broncos)
  • Warren Moon (Houston Oilers)
  • Jim Everett (Los Angeles Rams)
  • Randall Cunningham (Philadelphia Eagles)
  • Jim Harbaugh (Chicago Bears)
  • Troy Aikman (Dallas Cowboys)
  • Jim Kelly (Buffalo Bills)

Accuracy Competition

There is a gauge on the lower-right corner of the screen. Every vertical line after the first indicates certain distances. The very first vertical line is for your accuracy.

Hold A and let go when the marker moves to the right and is on top of the line that you want. If you can clearly see the number on the target, you'll want to let go of A on the second line. If it's very far away, you'll want to let go on the last line before the end. When you let go of A, a second marker will move to the left from where you stopped. You will want to press A when the second marker is right on top of the first vertical line on the gauge. If you can get the markers right on the lines that you want to stop on, you'll have the most accurate throw and you'll get a bulls-eye every time; otherwise, you'll be a bit off from dead center depending on where you stopped.

Don't worry about the targets moving; just focus on the gauge. The game will take care of the rest and you will get that bulls-eye.

Sometimes, you may be in a shoot-out with another player. Once you're used to playing these games, you'll win the shoot-out every time.

Also, the distance lines for each shot are as follows: first, second, second, third, third and fourth.

Speed and Mobility

For this one, hold Right and duck under the bar with the B button as late as possible. Run up and around the cone, then go down and around the stand-in of the football player. If you can take a sharp 90-degree turn without running into the stand-in, so much the better. Leap over the low hurdle with the B button, then get ready to throw with the A button. Make sure the marker is in the line in the center of the gauge in the lower-right corner so you can hit a bullseye.

Make sure you don't run into the obstacles, or else that'll be a time penalty...and that will really cost you.

The trick is to move up and down and little as possible. Because of this, this is the hardest of the four mini-games to master in the game.

Distance Competition

For this one, you'll need to alternate between pressing A and B as quickly as possible. One marker - the round one - will move to the right, and you'll need to mash those two buttons to get your marker - the flat one - all the way to the right as much as possible. I find myself pressing both buttons simultaneously just to make this easier. This is easier with a controller in case you're using the Super Game Boy, but if you're not, put the Game Boy flat on a table or something, and go from there.

The maximum distance you can get is 80. If you can get that on both tries, you'll have no problem placing first.

Not surprisingly, this is the easiest of the four mini-games.

Read and Recognition

Once you've mastered Accuracy Competition, you'll be able to do this one, as this has the exact same controls. There will be four targets, and two of them will flash: one at the front, one at the back. Focus on the ones at the back. If it's the furthest one away, aim for the fourth line; otherwise, aim for the third.

The shoot-out for Read and Recognition is the same as Accuracy Competition.

Friday, July 30, 2021

PrinceWatercress plays Batman: Return of the Joker - Stage 5 of 7




The top video is the old upload; the bottom video is the fixed upload with the correct audio levels.

Stage 5-1

Password: QGVN

Enemies will jump out of the water at the bottom of the screen when you least expect it, and mines will drop from the water running from the pipes at the top. You'll also have water acting as conveyor belts here, making it almost like like there are threats on all sides. Just be patient here and pay attention to your surroundings.

Thankfully, the waterfalls are the only parts of the running water that do not push you around.

Stage 5-2

Password: WBZT

Believe it or not, this stage is just like 2-2, even down to the enemies. This one is pretty fast paced, and if you knew what you were doing in 2-2, you'll know what you're doing in this stage. Once again, avoid the missiles that come out of the bikes in sets of three, since they're just as annoying as last time.

For best results, get the S weapon and fire away. You'll be able to tear though this 

Also, just like 2-2, there isn't a boss here. Rejoice!

[YTP] - Paula loves swensed milk and dickles (by YT Pewp)


There's still nothing like a bowl of myself; there's just something that flilf my swiws

PrinceWatercress plays NFL Quarterback Club (Game Boy; easy difficulty) - Part 1 of 2


Oh, hey, it's American hand egg! And mini-games! It's American hand egg mini-games!


Unlike the other games in the series - or any other football video game, for that matter - you've got a series of four mini-games. Master them all, and you can master this game.

You can also play as one of twelve of the best quarterbacks that the NFL had in 1993: 

  • Jeff Hostetler (Los Angeles Raiders)
  • Phil Simms (New York Giants)
  • Steve Young (San Francisco 49ers)
  • Mark Rypien (Washington Redskins)
  • Boomer Esiason (New York Jets)
  • Bernie Kosar (Cleveland Browns)
  • John Elway (Denver Broncos)
  • Warren Moon (Houston Oilers)
  • Jim Everett (Los Angeles Rams)
  • Randall Cunningham (Philadelphia Eagles)
  • Jim Harbaugh (Chicago Bears)
  • Troy Aikman (Dallas Cowboys)
  • Jim Kelly (Buffalo Bills)

Accuracy Competition

There is a gauge on the lower-right corner of the screen. Every vertical line after the first indicates certain distances. The very first vertical line is for your accuracy.

Hold A and let go when the marker moves to the right and is on top of the line that you want. If you can clearly see the number on the target, you'll want to let go of A on the second line. If it's very far away, you'll want to let go on the last line before the end. When you let go of A, a second marker will move to the left from where you stopped. You will want to press A when the second marker is right on top of the first vertical line on the gauge. If you can get the markers right on the lines that you want to stop on, you'll have the most accurate throw and you'll get a bulls-eye every time; otherwise, you'll be a bit off from dead center depending on where you stopped.

Don't worry about the targets moving; just focus on the gauge. The game will take care of the rest and you will get that bulls-eye.

Sometimes, you may be in a shoot-out with another player. Once you're used to playing these games, you'll win the shoot-out every time.

Speed and Mobility

For this one, hold Right and duck under the bar with the B button as late as possible. Run up and around the cone, then go down and around the stand-in of the football player. If you can take a sharp 90-degree turn without running into the stand-in, so much the better. Leap over the low hurdle with the B button, then get ready to throw with the A button. Make sure the marker is in the line in the center of the gauge in the lower-right corner so you can hit a bullseye.

Make sure you don't run into the obstacles, or else that'll be a time penalty...and that will really cost you.

The trick is to move up and down and little as possible. Because of this, this is the hardest of the four mini-games to master in the game.

Distance Competition

For this one, you'll need to alternate between pressing A and B as quickly as possible. One marker - the round one - will move to the right, and you'll need to mash those two buttons to get your marker - the flat one - all the way to the right as much as possible. I find myself pressing both buttons simultaneously just to make this easier. This is easier with a controller in case you're using the Super Game Boy, but if you're not, put the Game Boy flat on a table or something, and go from there.

The maximum distance you can get is 80. If you can get that on both tries, you'll have no problem placing first.

Not surprisingly, this is the easiest of the four mini-games.

Read and Recognition

Once you've mastered Accuracy Competition, you'll be able to do this one, as this has the exact same controls. There will be four targets, and two of them will flash: one at the front, one at the back. Focus on the ones at the back. If it's the furthest one away, aim for the fourth line; otherwise, aim for the third.

The shoot-out for Read and Recognition is the same as Accuracy Competition.

Thursday, July 29, 2021

PrinceWatercress plays Batman: Return of the Joker - Stage 4 of 7


We've got some more auto-scrolling action, and this time, conveyor belts are involved. As least the boss is easy if your weapon is powered-up.

Stage 4-1

Password: GNXF

Another auto-scrolling level!

This time around, however, you'll be on the top of a train. Aside from the jetpack guys at the beginning, you'll also fight off what look like lizardmen in the coal bins. Whenever the lizardmen duck down, they're indestructible, so wait for them to stop crouching and them before they breath fire.

Stage 4-2

Password: KHCN

In the first section, you'll be dealing with conveyor belts and more guys that throw barrels. Slide to avoid the knives from the knife throwing guy.

The second section will be an elevator. Shoot up at the battle copter that tries to kill you with its machine gun, and avoid the fire from the moving turrets on the walls. Thankfully, the shrapnel from the crossbow shot makes it easier to defeat it. There are also two conveyor belts on this elevator. The left one pushes you left while the right one pushes you right.

The third section is easy, but the fourth section is another elevator, and it's anything but easy, especially when most of the elevator's floor is one big conveyor belt pushing you to the left and the wall turrets move in more complex patterns. You'll also have a few When you make it to the top, the stage ends.

Stage 4-3

The boss here is the Master . Shoot at the big cannon in the center, and don't let the gauge above it fill up unless you want to get hit with a screen-clearing blast.

Besides the two smaller cannons at the side that fire downwards at 45-degree angles, you'll also have robots spanning the floor every so often. Charging up the Cross Bow and firing at the ceiling will get rid of everything, and even though you'll take damage, the boss will fall before you do. Heck, even not charging it up can help, as the diagonal shrapnel will keep the laser cannon in the center. Just make sure the smaller cannons don't hit you.

PrinceWatercress plays Batman: Return of the Joker - Stage 3 of 7


This is where the difficulty in the game picks up, due to the odd ice physics and everything falling out of the sky. You'll want to be careful here.

Stage 3-1

Password: LGZQ

Go slow as you progress through this stage, as small pink missiles will fall out of the sky from out of nowhere. Also, enemies will pop up out of nowhere as soon as you make it over a pit. You may have to charge your weapon up before leaping over a pit if you know an enemy is going to be there (which is something I forgot you can do).

Remember to jump over the gaps in the wooden bridges, as the snow is there for show and show only.

The green kimono guys that throw tornadoes can be picked off from far away. Also, their tornadoes will arc upward shortly after being thrown.

You can walk on the frozen waterfalls, believe it or not. You might want to jump before moving so that you can actually move. Otherwise, you'll move in place for a step before Batman gets going.

Stage 3-2

Password: GPTW

Besides the obvious revolving blades, you'll also have rocks that will fall down from the ceiling when you get close enough as well as men that throw explosive barrels at you. The barrel throwers have a predictable pattern, but the explosion has some good coverage. You'll want to get back a bit before hitting them if you can.

When you get on the first moving platform, jump straight up so the guy on the other side doesn't hit you with a knife. As for the guy behind the crate, destroy the crate, jump back to the left to off-screen the power-up and make it disappear, then jump back to the right and destroy him.

For the second section, move slowly and duck whenever the spikes come down. Duck down so you can shoot the spiders. Make short hops across the pits.

The boss here - some flying robot called the Minedroid - is really easy. Wait for it to fly around, and stay next to the edge to the right near the lowest part of the ground. He will land to the right of you. Back up, then hit him. When he flies left, go all the way left. Jump over him when he lands, then shoot at him. If you get hit, especially with the lasers it fires after touching the ground again, get behind it and shoot.

PrinceWatercress plays Fester's Quest (PAL Version) - Part 4 of 4


Time to destroy the UFO for a third time. All in a day's work!





After the lass overworld boss, you'll be to the upper left of the building you were just in. The only way to go from here is north. You'll take an enemy-free path down the sewers to the island in the center of the overworld. Walk up to the tombstone in the center of this island and you'll instantly be whisked into the UFO.

The pink aliens with one eye will jump over your shots like no tomorrow, so use your gun or hit them with a Noose. The whip will not work.

The green spiked monsters are just like the slimes.

The brown monsters with the green orb on their heads (which look a lot like bird's nests with a green egg in them) shoot a three-way bubble shot at you. Hit them with a Level 4 whip, so you can take them out in two hits.

The floating eye with the three brown things rotating around them shoot three green projectiles in a triangular pattern in addition to the three-way bubble shot. A Noose is the best way to get past them.

If you need to, use a Noose to get out of tight spots. They don't work against bosses, so feel free to use one when necessary.

The green monsters that swing their arms around can be easily destroyed with a Level 4 whip.

The boss here is some sort of evil robotic thing. I can't even tell what it is. Use your Invisibility potions and destroy the turret in the center with the Level 4 whip, then stand a bit south of the center of the right side of the screen. If the brown balls it shoots at you don't touch you at all, you're standing in the right spot. From these, pound the boss itself with missiles (if the target isn't locking on to either part of the turret you destroyed, you're doing it right).

When you beat the boss, you did it! Gomez is safe, and so is the rest of the city! Enjoy your ending!

Items

All items except for Light Bulb, Keys and Money will replenish after you beat a boss.

Money: Equip and use them at Hot Dog Stands to refill a unit of health, at five Money units for each one.

Gun Upgrades: Blue ones power-up your gun, while pink ones downgrade.

Whip Upgrades: These work the same way as the Gun Upgrades, they just say "Whip" instead of "Gun."

Light Bulbs: These light your way through the sewers. Equip one and you'll have light until you go back aboveground.

Keys: Used to open doors aboveground. Enter the locked houses to get more power-ups.

TNT: Equip them, then lay one on the ground and wait for it to explode. Anything near it will be taken out.

Vice Grips: Some enemies will slow down Fester considerably with their attacks. When that happens, equip and use a Vice Grip. You'll be at regular speed in no time!

Potions: These will fully replenish your health when you use one.

Invisible Potions: Use these to temporarily turn Fester invincible. Not "invisible." Invincible.

Missiles: With the Missiles, you can lock onto any enemy you want and hit them from anywhere. This will send out a couple of missiles that will fly around and eventually hit the enemy. You can even lock on through walls and grab stuff you want with the Whip.

Nooses: Enemies hounding you? Use a noose and blow away all the enemies currently on the screen. These do not work on bosses.

Wednesday, July 28, 2021

PrinceWatercress plays Batman: Return of the Joker - Stage 2 of 7


After some more platforming - which the game really loves to do, if you couldn't already tell - we get to fly around and shoot things.

Stage 2-1

Password: NMLL

The platforms are pretty fast, so be careful. This is especially true when you're trying to jump onto the next platform and take care of an enemy at the same time.

The gray platform at the end of the first section sinks when you land on it, so get on and leap to the right quickly.

As you make your way through this stage, you'll be seeing electric barriers along the floor as well as in the most inconvenient places. They get even nastier in the second section as they act like pits of death. The platforms get worse, too, as they move around in a loop and sometimes have enemies riding on them. Duck, then jump to get past the last platform.

Sometimes, enemies will drop power-ups, so be ready to get one when that happens.

For a game with short levels and stages, these levels can be pretty unforgiving unless you know what you're doing.

Stage 2-2

Password: NWKL

Now you're flying, and you can move anywhere you want with the Control Pad.

Watch out for the human enemies. If they're not on jetpacks and shooting a laser gun at you, they're on a hoverbike and shooting series of missiles at you. To take out the guy on the motorbike, bring the B power-up with you, stay on the upper-right corner of the screen and keep shooting.

The blue things with the flashing lights underneath hold the power-ups, in case you're wondering.

Your shots will bounce off the spiked balls, so don't even bother.

PrinceWatercress plays Batman: Return of the Joker - Stage 1 of 7


Fun fact: the game was known as Dynamite Batman in Japan.


The story in seven words: The Joker returns. Batman whups his ass.

Anyway, you shoot at stuff with a wrist projector instead of punching this time around. Weird. Isn't Batman known for primarily punching people?

Stage 1-1

Password: LPRZ

The box at the beginning has a weapon power-up, and you can shoot at it to choose from four different weapons. To the manual!

C - Cross Bow
Blasts out a powerful arrow. When this hits the enemy it will explode.

B - Batarang
Standard boomerang-style weapon which automatically chases the enemy.

N - Sonic Neutralizer
Shoots two sets of Batarangs in a criss-cross pattern.

S - Shield Star
Throws a star-shaped dart in three directions.

A jumps, B shoots, Left and Right move, Down ducks and Up lets you aim upwards when firing.

The power-up with the heart on it is an energy capsule. Collect eight of them to turn Batman gold. When Batman is gold, he's temporarily invincible, and you'll be able to destroy everything on the screen by holding down the Fire button.

You can pick up multiple copies of a weapon to ensure that you keep it, if you wish.

The Cross Bow is considered the best weapon power-up in the game due to its immense power and angled shots that can be performed when you hold the B button down.

You can also slide by holding Down on the D-Pad and pressing A. This makes you move faster and get past certain traps, such as the ball and chains that will try to drop down onto you at the beginning. (You can also wait on them, if you choose.) However, only certain enemies can be attacked with this move, so be careful.

Don't jump into the undersides of the platforms on the way up; you will hurt yourself. Watch out with the platforms near the end of the tower, as they slowly sink as you stand on them. You'll have to keep them high in order to reach the exit here. You'll also be dealing with men who crouch down and throw knives.

You can charge up your shots by holding B if you have the Cross Bow weapon. This makes quick work of the gargoyle statues, which will shoot beams at the floor at whatever's in front of it. (I forgot all about this when I finally played the game.) If you're right in front of the statue, the beam won't hurt you.

You'll then see a blimp.

Stage 1-2

Password: MDRR

The blimp at the top of the screen has cannons that will fire at you. Watch the skies so the cannonballs don't get you. You'll have to be slightly right of center in order to avoid most of the shots. Just watch out for enemies.

The screen will also be auto-scrolling, which makes this one of the hardest beginnings to a game that I've ever seen.

You'll see men with guns who shoot at you every so often. Take them out, because they will follow you around.

When the cannons go nuts near the end, stay to the left side.

Stage 1-3

There is where the game gets different, but not too different. The controls are the same, but it's more of a fighting game where you have to bring the boss's health meter to 0 before he does the same to you.

The boss here is pretty easy. When he shoots straight ahead, just keep on shooting. Be careful not to jump when he shoots into the air. When he holds up a walkie-talkie and speaks into it, he'll send out some flying robots that you'll have to destroy. Sometimes he'll destroy them himself when he fires into the air.

When the boss jumps around, slide under him to get out of the way.

This boss isn't too difficult. Just be careful not to slide while he's shooting at you.

PrinceWatercress plays Fester's Quest (PAL Version) - Part 3 of 4


Compared to the American/NTSC version, I had a grand time with this version of the game! With this video, all the bosses are dead! For a third time!




When you go aboveground at the end of this sewer path, you'll find a hole in the dock. This leads to another sewer path.

Be careful with this next path, as the munch spheres will be coming out in full force. They'll even keep spawning if you stand in certain parts of the path.

If you haven't gotten your weapons fully powered up yet, now would be a good time to do so.


You'll come across another building when you get out. Here's another map from ReyVGM to light the way!

The boss here is some dinosaur-like creature with both a shield and a gun. You could use your missiles here, but you're going to be taking a lot of damage, so use your Invisibility potions and smack him around with the whip if you've got it fully powered-up. If you're forced to use the gun because the whip isn't powered up, be sure you're firing into his gun hand so you can do some damage, as he never lowers the shield and the gun will have no effect against it. If you run out of Invisibility potions, use your Missiles.

You'll get another Clue, but you'll find out there's still one more Clue to find...and another boss to kill off. Go ahead and enter the sewer entrance near the exit you just came out of and get over there already!

You'll get a huge yet straightforward path at the other side of the sewer path. The house you'll see here finally has Mama (Ah, so that's her name!), who will give you Nooses. These items are screen-clearing bombs, and they can come in handy if you're in a bit of a spot. Even funnier, you get a really nice picture of Lurch (he finally shows up) before everything gets destroyed. That picture actually looks really nice for any NES game. Just remember that you can't use the Nooses to destroy bosses.

You'll see the Addams Family Mansion on this path. You'll have to stand above the house (or behind it, depending on how you're viewing the top-down perspective) and walk into the bushes near the upper-left corner of the house. When you can't go west any further, go south. You're there.

Enter the house, and you'll get a monochrome brown-colored picture of the Addams Family (minus Thing and including Gomez, strangely, along with a moose whose antlers wave back and forth). Leave the screen, and you'll have your second and last health upgrade. Now you can take the path as normal and enter the sewers.

Note: It has come to my attention that Gomez was never kidnapped in-game after all. He was at home with the rest of the family to protect them from the aliens, according to the instruction manual. So you're just rescuing the kidnapped citizens.

The sewer path here is more of a maze than the others, but it's not that hard. At least it's easier to identify on the sewer map I placed in these entries compared to the rest of the path, due to the dirt brown floor that you'll be seeing in it.


The next sewer path isn't any harder, and it'll send you to one more building. Here's the last map from ReyVGM on that matter.

The boss here is yet another dinosaur. Aside from another gun that does a three way shot, it also spits fireballs out of its mouth that go straight forward. He's really hard to dodge, so use your fully-powered up whip and keep using your Invisibility potions. He'll go down in no time.

When you check your Clues, you'll find out that the kidnapped people are on a UFO! 

Items

All items except for Light Bulb, Keys and Money will replenish after you beat a boss.

Money: Equip and use them at Hot Dog Stands to refill a unit of health, at five Money units for each one.

Gun Upgrades: Blue ones power-up your gun, while pink ones downgrade.

Whip Upgrades: These work the same way as the Gun Upgrades, they just say "Whip" instead of "Gun."

Light Bulbs: These light your way through the sewers. Equip one and you'll have light until you go back aboveground.

Keys: Used to open doors aboveground. Enter the locked houses to get more power-ups.

TNT: Equip them, then lay one on the ground and wait for it to explode. Anything near it will be taken out.

Vice Grips: Some enemies will slow down Fester considerably with their attacks. When that happens, equip and use a Vice Grip. You'll be at regular speed in no time!

Potions: These will fully replenish your health when you use one.

Invisible Potions: Use these to temporarily turn Fester invincible. Not "invisible." Invincible.

Missiles: With the Missiles, you can lock onto any enemy you want and hit them from anywhere. This will send out a couple of missiles that will fly around and eventually hit the enemy. You can even lock on through walls and grab stuff you want with the Whip.

Nooses: Enemies hounding you? Use a noose and blow away all the enemies currently on the screen. These do not work on bosses.

Tuesday, July 27, 2021

[YTP] Paula Deen wants a Kid Dead (by Biscuit Crab)


"Every grain of rice is actually poison"

PrinceWatercress plays Bio Menace - Part 37 of 37


It's time for the final battle! Protip: don't even go for the power-ups and just go straight for the shoot-out.

Master Cain

Shoot down the furry guys, then head forward. You'll soon meet Master Cain. After his evil laugh, back away and keep a fair distance between you and Master Cain so you can react to his shooting. If he ducks down, be ready to jump; otherwise, duck the shots. Keep shooting him while you're not avoiding his projectiles, and keep him on screen so you can him and what he is about to do.

When Master Cain floats up into the air, he will turn into a demon and fly around at 45-degree angles and continuously move towards you. Stay away from him as he flies around, but remember to keep him on screen. When he turns back into a human, be ready to fight again.

Thankfully, this is all Master Cain does...but it will be a bit of a drag-out fight. Once you deplete Master Cain's health, go to the right and carefully take out the cobras and other enemies, then touch the beacon and get everything.

If you die at any point, quit the game, boot it back up and reload your save file (hope you saved when you reached this level!). Otherwise, Master Cain will shoot you down as soon as you come back, as the messages you get from him won't show up even if you end the game and reload (they only show up once per game boot-up) and he will straight up plaster you with lightning bolts as soon as you restart the level.

Once you exit the stage, you'll find out that Master Cain is Agent Carmikle, who was unintentionally deserted by the CIA after he was supposedly killed by the KGB but was alive the whole time. His entire plot to take over the world with horrible mutants was his way of getting back at the CIA. Carmikle tries to take Snake with him with a self-destruct mechanism, but Snake gets away and dives into an embankment in the nick of time to avoid being blown to bits. Carmikle is no more, and neither are his labs. The world is safe...for now...and you just beat Bio Menace!

PrinceWatercress plays Fester's Quest (PAL Version) - Part 2 of 4


Aren't you glad these bosses are easier?




I'm going to keep posting the items list at the end, because knowing which item does what in this game is very, very essential. Just refill whenever possible and make the best use of your gear.

Anyway, it's time to go to the sewers. The sewers are much easier as you progress, but they're going to get a little more difficult from here. The spheres with the munchy mouths that move around can go through the walls as they go straight at you. When you see them, shoot them immediately, as they can be quite a pain to deal with.

You'll now be near the upper-right corner of the overworld map. Go south until you hit the pavement, then turn north when you go towards the fork in the road. (If you need energy and have the money, so south to find a Hot Dog Stand. Be careful if you go south, as there are giant spider enemies that will require TNT to take down effectively.) Go north, and you'll see a path into some forest to the east. Take it and follow the path to the next set of stairs. As you go down there, those munchy spheres will show up and try to ruin your day again. Be glad you have a powerful weapon.

For this set of sewers, you'll meet the snails again (assuming you've met them in the previous set). When you come out, you'll be near a house. Go into this house, and Morticia will finally hand you the whip. Finally! Don't use it yet, though, as it's only at power level 1 and does next to no damage right now. Power it up to the maximum (level 4) before using it.

For the whip, Level 1 is normal, Level 2 is a chain whip, Level 3 is a morning star and level 4 is a flame whip. Nice. As you power it up, the range and strength increases. You can not only attack through walls with the whip, but also get items with it. The latter ability is a double-edged sword, as you can accidentally grab a downgrade while fighting enemies.

When you're back in the overworld, go straight down. You'll find another set of stairs.

Remember, if Fester touches a power-up anywhere below head level, he's got it. Keep that in mind while avoiding weapon downgrades.


When you're aboveground again, you'll come across another building. Here's the map from ReyVGM. I'd tell you where you wish to go, but there's not much to the building and I'm not Gwonam. Just go north, turn left, go straight, turn right, enter.

You'll meet another boss who looks like an anthropomorphic Triceratops in a Speedo with a whip in each hand. Use your Invisibility potions to get in front of this guy and wail away at him with your gun. If you run out, refill your health and push this guy to the top of the screen, moving back and forth as you do so and shoot at him. When he's at the top, just move left and right and avoid the whips. He always alternates between whips, and the raised arm will indicate which whip he'll attack with, which is a very good tell if you need to know what direction not to go in to keep from get smacked.

If you have a fully-powered Whip at this point (which is amazing considering you'll need a little bit of patience to do that), you can take this boss out even faster. Enjoy your clue, which still makes it somewhat ambiguous as to where Gomez might be.

You'll be at the upper-left corner of the building, and there's another extremely short path back to the sewers.

The whip is great against the slimes when it's at Level 4. Just like the TNT, the slimes won't multiply when hit with the whip. At least the chances of stepping back and causing the slimes to respawn are cut down to zero.

When you cross the stairs at the end, you'll be at the very upper-right corner of the overworld. The house has Thing again, and he'll have Missiles. (Where's Lurch? I haven't seen him yet. Same with the grandmother, whose name escapes me at the moment.) You can now hit any of those pesky enemies from anywhere on the screen! From here, take the wooden dock and keep going south. You'll take a path back to the sewers.

You can see signs for Sunsoft and the Sun Club along the way here. Sun Club was their Japan-only magazine, which (of course) showed off their releases amongst other things. There's another one that seems to say "UTB Team," but I have no idea what that is.



The boss here is a knight demon. If you have the whip fully powered-up, you can whack away at him without having to wait for the boss to expose himself. Otherwise, you'll have to wait and whack him with the Missiles. For best results, move all the way north to move the boss all the way north, then use the missiles. This ensures that more missiles hit the boss. If you have Invisibility potions and you're out of Missiles, use those to get some good damage on him with the gun. When he lowers his defenses, he also swings his swords and shoots out a three way shot.

If you have to use the Missiles, just move back and forth across the screen. Just remember that when the boss rears the sword back, he's about to strike.

Once you beat the boss, you'll be to the right of the building, right next to another sewer entrance. You'll also get a better idea of where Gomez is.

Items

All items except for Light Bulb, Keys and Money will replenish after you beat a boss.

Money: Equip and use them at Hot Dog Stands to refill a unit of health, at five Money units for each one.

Gun Upgrades: Blue ones power-up your gun, while pink ones downgrade.

Whip Upgrades: These work the same way as the Gun Upgrades, they just say "Whip" instead of "Gun."

Light Bulbs: These light your way through the sewers. Equip one and you'll have light until you go back aboveground.

Keys: Used to open doors aboveground. Enter the locked houses to get more power-ups.

TNT: Equip them, then lay one on the ground and wait for it to explode. Anything near it will be taken out.

Vice Grips: Some enemies will slow down Fester considerably with their attacks. When that happens, equip and use a Vice Grip. You'll be at regular speed in no time!

Potions: These will fully replenish your health when you use one.

Invisible Potions: Use these to temporarily turn Fester invincible. Not "invisible." Invincible.

Missiles: With the Missiles, you can lock onto any enemy you want and hit them from anywhere. This will send out a couple of missiles that will fly around and eventually hit the enemy. You can even lock on through walls and grab stuff you want with the Whip.

Monday, July 26, 2021

PrinceWatercress plays Bio Menace - Part 36 of 37


The last regular level in the game is the hardest, and if you can get through it, you really know how to play this game.

Circle of Death

The level starts with two circle of those indestructible flying robots around a ladder who will insta-kill you upon contact. Get all the keys, stay away from the flame jets and utilize that gap in the robots to make your way up.

Also, I say "indestructible." Thanks to Dosgamert, I found out that you actually can destroy them, but it takes a fair amount.

Also, there's a bonus level in the ceiling below where you find RoboPal. It's a room with five extra lives. Once again, Dosgamert knows about things being in the most unintuitive of places.

You'll also start seeing clear platforms when you make it up. Go all the way to the right and open all the doors on the way there; you'll get the blue shard. From here, get the stuff around the blue shard go back to those platforms that phase in and out and insert the blue shard. Take out the robot, then go through the barrier you just deactivated, then go up and take out the robots. Leave the health just past the barrier until they take your health down to just one hit, then go back down to get it if necessary.

After the second continue beacon, wait for the platforms to start re-appearing and disappearing. Leap from one platform to the next, and you'll reach the third beacon. The cyan shard will be on the door to the left below where you need to insert it. Get the shard and make your way back to where you need to insert it. Insert the cyan shard to rescue the hostage.

Go back to the beginning and go to the right now that you have the chip from the hostage. Keep going right and take out the THREE giant robots that will try to take you out one at a time. After that, you'll need to watch the floor spikes and the flame jets so you don't get scorched or skewered. It won't be long until the final fight.

PrinceWatercress plays Bio Menace - Part 35 of 37


The randomly firing turrets are back...and this time, so are the bomb carrying mutants. You'll have to be on your toes to get through this level without a heap of trouble.

Main Control Center

It's time to go from the bottom to the top...again.

The first - and worst - obstacle you'll see are the turrets on the bottom floor. They shoot randomly, which means you're going to  get hit at random times again. Even worse, the gray guys running around the bombs ready to kamikaze run into you are back, as are the pushing robots from the junk level. Even worse, there will be turrets on higher floors, and there is no health to be found anywhere in the level. Use Page Up and Page Down to keep track of enemies on other floors, and take out the gray guys with the bombs from a distance. Stop every few steps to shoot if you need to.

You'll need to find two shards - blue and cyan - first. The blue one is harder to get, as you have to move past a turret to do it. The cyan one, not so much. Once you get the two shards inserted and get to the hostage, you'll get out of this awful area only to go to an even worse one. The hostage here will tell you that the robots in the next level will kill you even if you have invincibility.

Yes, the pushing robots will push you off a ladder while you're on it, causing you to be floating while in the climbing position. Yes, you can kill them with two grenades. When you reach the exit, which can only be approached after inserting the cyan shard in its proper place in addition to rescuing the hostage, jump to the right off the edge and keep going right to land the leap of faith.

PrinceWatercress plays Fester's Quest (PAL Version) - Part 1 of 4


Townspeople have been kidnapped by aliens! This looks like a job for...Uncle Fester?

We're playing this again...again! Unlike the North American version of this game, enemies and bosses take far less shots to take down and your gun's shots don't come to dead halt upon making contact with a wall.




You start out in the center left part of the city. Get used to how this part looks, because you'll return her every single time you die and you'll have to inch your way back to where you were.

The gun has eight levels of power. For the first two, you have the standard yellow pellet. Upgrading it makes it go faster and further, but it's still not very powerful. Next, you'll get the orange crescents. These have two levels of power and distance, but they can get caught on the walls unless you're standing in the right area.

Ditto for the next two, which are black balls that circle around as they go forward. Unlike the crescents, they're even worse with running straight into walls. 

The final weapon is a bunch of pink triangles. They cover a wide area and they travel in a double-helix pattern that's more reliable than all the other weapons, so max out your gun power as soon as possible. You can power that weapon up just one more time before you're finally maxed out, and this will turn the double helix shot into an even better triple shot that doesn't arc around at all.

You can go to the inventory screen to see what level your gun is at any given time. Same for your whip later in the game, as you'll soon find out.

In this game, you have two hits before you die. You can find two extra hits to add to your maximum health, but that's as far as the game will allow you to upgrade it. Still, the health upgrades are a big help.

The frogs jump toward you, and sometimes they can be the death of you. They can also attack you with their tongues, which have a bit of range to them. If your weapon keeps hitting the walls, either use the whip (which you won't be able to do yet) or either reposition yourself or run away. Hugging the east wall in a narrow vertical corridor or the south wall in a narrow horizontal corridor usually helps. Also, try advancing slowly so enemies like the frogs that slowly but surely jump forward will go down. That's nice, especially when the respawn rate for monsters is so instantaneous and unnecessary that it's brutal at times.

The purple things on the ground that look like grapes can be destroyed easily. Just don't be stupid enough to walk into them. They're really good for filling up on money, light bulbs, keys and weapon upgrades.

The orange heads that float in place won't bother you until you shoot them. When you shot them, flies come out. You'll have to take out both the heads and the flies to move on.

For the houses north of where you begin, Pugsley (whose name is spelled wrong) gives you TNT, while Wednesday gives you Vice Grips. Don't even bother re-entering to get more, as you automatically get the maximum you can carry for each weapon when you get them from a house.

The staircases that lead down lead to the sewers, which you'll be entering a lot. We'll be entering from the staircase just east of the house where Pugsley gives you the TNT. Use a Light Bulb to illuminate the sewers, then equip TNT in case you need to get past a slime. Unlike the NTSC version, the slimes go down in one hit when you shoot them and never multiply, and while it makes them easier to destroy, getting power-ups from them as you walk back and forth is a little more difficult. At least you get to save the TNT for tougher enemies, such as the spider enemies you may run into in the overworld. Also, in the NTSC version, you have to position yourself in a certain way so your gun's shots didn't hit a wall; here, you can stand and walk wherever you want, for the walls won't stop your shots at all.

The heads here will now travel along the ground. You'll have to shoot them down this time, even though they leave larvae that crawl around on the ground and turn into flies after a few seconds. If anything is right in front of your gun, it's going to get hit.

The rats just hug the walls and go straight in one direction until they hit a wall, before they change direction again. They're pretty easy to take out.

Use the item button to go up the ladder, and you'll finally be aboveground again. You'll now be north of the un-crossable pit just north of the start. 

The pink frogs spit three fireballs, one straight and two diagonally. The green ones will lash their tongues forward. The blue frogs and the red frogs will just lap towards you.

Go to the house in this area so Thing can give you Potions. Get as many as you can, since these will fully replenish your health, unlike the Hot Dog Stands.

The tall grey building in this area is your first first-person-shooter style segment. Of course, you won't be shooting anything in these section because there's nothing in them to hurt you. That's good.


Anyway, there's not much to this building...except. Except if you go forward, turn left, go forward, then turn left again at the first junction you see, you'll reach a dead end. Go forward at this dead end and you'll get your first health upgrade. Yay! Now you can get out of there. Don't believe me? Use this map from ReyVGM. You're welcome.

The black monsters that look like a cross between a flea and a daddy longlegs will jump whenever you shoot at them. Just keep plugging away as they jump while moving back and forth and you'll eventually kill them.

The house north of the tall grey building in this area has Thing in it (how does he go between the two houses so fast?), and in this house he'll give you Invisible Potions. These will turn Fester invincible for a short time. Not invisible. Invincible.

You're finished here, so go back east and then turn south to hit the sewers up again. Follow the path, and enjoy the freedom of the most powerful gun power-up in the game. The frogs will go down in record time compared to the weaker gun shots.

The snails turn into slimes when shot down, but thanks to how the PAL version of the game is, they're not that much of a hassle.


When you reach the staircase at the end, you'll be west of the house where Thing gives you the Potions. Enter the house and use this map by ReyVGM to get around. At the end, you'll fight a boss.

Whenever you enter a boss room, you'll get an invincibility flash. Consider this your few-seconds-long head start to align yourself properly and shoot at the boss without impunity. Anyway, this guy will attack with his extending arms, and they have some range. He always attacks left, right, right, both with his arms, then he moves around until he can immediately hit you with the left arm before repeating the sequence. Just bait him into attacking and stay on the move, and you'll do fine against him.

When you beat the boss, you'll be in an alcove next to the upper-right corner of the building. In it will be another sewer entrance. 

When you check your inventory, you'll notice there is a white rectangle on the left side of the Clue window on the upper-left. When you get all the clues, you'll find out where Gomez and the kidnapped people are.

Items

All items except for Light Bulb, Keys and Money will replenish after you beat a boss.

Money: Equip and use them at Hot Dog Stands to refill a unit of health, at five Money units for each one.

Gun Upgrades: Blue ones power-up your gun, while pink ones downgrade.

Whip Upgrades: These work the same way as the Gun Upgrades, they just say "Whip" instead of "Gun." You won't be able to make use of these until you get the whip later in the game.

Light Bulbs: These light your way through the sewers. Equip one and you'll have light until you go back aboveground.

Keys: Used to open doors aboveground. Enter the locked houses to get more power-ups.

TNT: Equip them, then lay one on the ground and wait for it to explode. Anything near it will be taken out.

Vice Grips: Some enemies will slow down Fester considerably with their attacks. When that happens, equip and use a Vice Grip. You'll be at regular speed in no time!

Potions: These will fully replenish your health when you use one.

Invisible Potions: Use these to temporarily turn Fester invincible. Not "invisible." Invincible.

Sunday, July 25, 2021

PrinceWatercress plays Bio Menace - Part 34 of 37


...and now the game has become a little easier again. Of course, this doesn't last for long, either.

Utility Maintenance

If you see anything flashing that is green and white, you can't walk into it until you find the anti-radiation pill. If you do it before then, it's instant death. Until then, you'll have to make your way to the top, get keys, open the doors and look for the pill...which is in a door near the checkpoint beacon. Thanks for asking. 

The blue guys who are running around everywhere can be hurt with grenades or the plasma bolt only. Plasma bolts are preferred, as they're too fast for the grenades. You're better off avoiding them altogether whenever possible.

Also, there is another secret level warp gem above the exit that is super easy to miss. Here, you'll be shooting down enemies at first, then you'll be utilizing hard-to-see platforms that disappear and re-appear to get 100,000 points.

PrinceWatercress plays Bio Menace - Part 33 of 37


You thought the last level was bad enough? This one's even nastier.

Robots Attack

Get on top of the entrance and shoot down the robot above, then duck down and take down that giant robot that approaches you before it annihilates you. After that, get all the power-ups that are dead ahead, as you'll definitely need the super gun for the enemies up ahead and the grenades for the mines and leaping bombs.

Once you make it to the far right, be ready to use Page Up and Page Down to look for enemies ahead of time. Also, save the super gun for as many enemies as you can, and go back for the plasma bolts (and the health) when you need them.

Once you clear the level of enemies, the area becomes easier. Don't forget to climb up the ladder near the exit for a key. The blue shard needed for the hostage - who tells you that there is a ton of radiation in the next area - is in the door all the way to the left on the top floor.

PrinceWatercress plays Beneath A Steel Sky - Part 20 of 20


In this entry...we come face-to-face with LINC...


Now that you have the cable tied to the pipe support, climb back down using the rungs, then right-click on the cable. Robert will edge his way to the cable, grab on and swing to the door, entering the room where LINC itself is.

When you're in the room, Robert will find the room where LINC is...and his father! Mr. Overmann will tell Robert that LINC wants a replacement for his brain, as his body is old and dying, and that the only thing that will do is Robert due to his being a direct blood relative of Mr. Overmann. He will tell Robert that it sent Reich and his goons to the gap to find him and bring him to LINC, and that the copter crash when you enter the city was caused by him in an attempt to kill you while he still had his faculties so that he could spare Robert the same fate so he wouldn't have to go through the ordeal of being directly interface to LINC. He will also tell you that you should never have come here, that he is responsible for killing both Reich and Anita, the former because he threatened Robert and the latter to ensure that Robert did not come here, and that Robert has basically given LINC what it wants.

Ken will also show up just in time - minus one arm - for LINC to finally reject Mr. Overmann, and without LINC, he will die. From here, tell Ken to quickly sit in the chair. If you take too long or pick any other option, LINC will grab Robert instead, and you will see Robert get taken over by LINC.

By putting Ken in the chair, Ken will be able to interface with LINC and stop it. From here, Robert will talk to his dying father. Mr. Overmann is convinced that LINC was the greatest experiment ever devised due to its ability to tap into the unexplored depths of the human brain and the potential of the subconscious mind, but Robert is convinced that LINC is nothing more than human greed coming home to roost and megalomaniacal. Mr. Overmann says that the fusion was a success, but the computer shared access to his human failings, learned of greed and vanity, and reveled in the power it wielded, leaving him almost powerless. Robert asks who the real monster is: his father, or LINC. Mr. Overmann says that Robert was his only reason for wanting to live, then he passes on.

Afterwards, the room where LINC is located is all cleaned up and de-veined, and Hobbins is working on a monitor. Robert walks in to say goodbye to Hobbins and Ken, then gives Hobbins his wrench back before leaving. From there, Robert leaves the city by plane to head back to the gap. You've just beaten Beneath a Steel Sky!

Saturday, July 24, 2021

PrinceWatercress plays Bio Menace - Part 32 of 37


I wish I didn't lose all those lives that I lost here. Would have made getting through Episode Three easier.

Mutants Attack

Guess what? You'll have both the roly-poly furballs and the spitting cobras from City Park showing up again, as well as the South Side slimes. Also, while the land mines are good to have to take care of the slimes with, there are a few points where having the land mines does more harm than good and the cobras can get you from a good distance away. I ended up losing more lives than I wanted to, and I actually started to worry if I would get through Episode Three alive.

You'll have to watch out for spikes, both of the underground variety that pop in and out and the rolling spike bridge in the second half of the stage. The fact that there is only one health refill here does not make things any better.

PrinceWatercress plays Bio Menace - Part 31 of 37


The game gets a little easier here, but it's going to pick back up once you reach the next stage.

Armory

The first door in the stage has the keycard. As a matter of fact, this is the first level in Episode Three to have one and the only level to have multiple keycards. Fortunately for you, there are enough keys and keycards to go around if you want to get everything.

You'll be going up and down throughout this level, and of course, the spitting cobras and the fire demons from way back in Episode One make a return appearance here. Save the grenades for the cobra enemies in case you get blocked by one trying to jump over an electric barrier you just deactivated, and shoot down everything else.

You'll be doing quite a bit of exploration in this level, but once you get through this level with everything, you'll have some more points and (hopefully) more lives.

PrinceWatercress plays Beneath A Steel Sky - Part 19 of 20


We get even deeper...so deep, that we're practically at LINC's front door. Once we go in, there's no going back.


You can now enter the secure area. There are some things you can look at, such as the storage tank full of liquid frostbite, a console and a huge tank with tissue samples in it.

Put Anita's card in the card slot of the console. This will put the virus in the console, causing the computer program in the secure area to crash. There is a pair of tongs to the right of the tank. Take them, and use them in the huge tank to get a tissue sample. Since you've put Anita's card in the console, the tissue samples will be infected with the virus. From here, quickly put the tongs with the sample in them in the storage tank to preserve them indefinitely; otherwise, they will rot and you'll need to get another sample. From here, go east.

There are three androids here. You can open the cabinets below the console. If you examine these consoles, you'll notice that the android on the left has no R&M program or functions and cannot be used, that the android in the middle does have R&M functions and an open expansion port, and that the android on the right is fully programmed and ready to destroy you as soon as you activate it.

Open the cabinet on the middle console and use Joey's circuit board on it to insert it. From here, use the console. Press the 2 Button to download the character data, then press 3 to run the start-up program. Joey will awaken in an android body. Go through all the dialogue options. Due to his completely featureless body, Joey will renamed "Ken" after Mattel's Ken doll.

From here, head east. You'll come across a door with two hand panels to the side. If you interact with the panels, you won't be able to open the door...unless you press them both at the same time. This is where Ken comes in. Ask him to touch one of the lock sensors. As he presses one, right-click the other. You'll open the door, but Joey's hand will get stuck on the panel. If you talk to Joey, he will tell you that his hand will be melted to the panel, and you'll have to leave him behind.

Head east again. From here, walk east along the pipe support. There are some rungs, and you can climb down them. Go down the rungs by right-clicking on them, then place the tissue sample in the orifice below. This will open a doorway in the wall to the west...but you can't jump there! What to do?

Go back up and use the cable on the pipe support. Robert will tie the cable around the pipe. Once we swing to the opening, there's no going back.

Friday, July 23, 2021

PrinceWatercress plays Bio Menace - Part 30 of 37


It's now time for another boss battle, which means it's time for another short stage.

Goliath!

Hit the switch at the start, then get on the platform to the left when it drops down and get everything. Go all the way to the right and throw grenades through the platform onto the robot below. From there, you'll have to go back down and fight the super-huge robot from a distance. Don't do what I did; go all the way to the left and wait for enemies to show up, then shoot them down. Don't go face-to-face unless you absolutely have to. Once the Goliath is destroyed, you'll be able to exit.

PrinceWatercress plays Bio Menace - Part 29 of 37


There's a lot of robots here, and one of them is the type that flies around in a certain pattern and kills you on contact. Get used to seeing these robots and how annoying they are in Episode Three.

Cyborg Trouble

There is plenty to say about this level other than that it's full of cyborgs.

You'll want to make your way up at the beginning of the level. The meanest enemies you can destroy are the cyborg enemies in the camouflage pants. If they see you, they will nail you unless you duck their bullets.

The meanest enemies of all, however, are the flying robots that have electricity going through them. You cannot destroy them, and if they touch you, it is instant death. Wait for a gap between them before moving on.

The hostage will tell you not to approach the next boss right away and to find something to help you first.

PrinceWatercress plays Beneath A Steel Sky - Part 18 of 20


In this entry, we get rid of that pesky android, then explore more of LINC's inner sanctum. This is going to get rough.


Now that we know the android in that room will kill us, let's do what we're supposed to do: talk to Joey and ask him to check out the tank room. Joey will go into the tank room, and from there, you'll have to wait for him to come back. When you talk to him again, you'll be able to get a report on things in the nearby tank room. You'll find out that the room is a place for growing androids, that nourishment is provided by a tank and that the temperature is maintained by convection from an underground source. We were at that source earlier. 

If you ask about the growth tanks, you'll find out that access to the tanks is not possible. If you ask about the computer, you'll find out that access to the computer is denied. If you ask about the nutrient tank, you'll find out it contains chemicals on which the androids feed, and without these chemicals, the androids will die. You'll also learn that manual evacuation is achieved by opening a tap. If you ask about the android, you'll learn that the android is programmed to safeguard the developing androids, and can obviously pose a threat if you run into him.

By asking about the nutrient tank, you can ask Joey to open the tap on the nutrient tank. Joey will do that. Wait for him to come back, then go into the room. When the android sees the tank leakage on the floor, he will side step it and walk on the grate. If you didn't pull on the metal bar on the ceiling in the heating room, you'll still have no choice but to deal with him. If you did, however, he will fall through the grate in the floor to his doom. From here, you can explore the room.

You can go to the east near the wall where the tanks are to find more tanks. There is a doorway that you can enter, and you won't be able to go through the other two doors. The lone open door takes you to a security system as well as a LINC-Space interface.

There is also a terminal that allows you to see the status of what is going on, and if you select option 2, which is "Access to restricted area," you can open the door. From here, you can enter the door, then leave the room.

When you leave the room, you'll run into Gallagher. After all this time, he's part of this. Gallagher will tell you that Reich and Anita were both killed by LINC in order to ensure that you were taken alive. Joey will try to fight Gallagher, and while his medical droid body is broken, Joey shoots a needle right into Gallagher's stomach, killing him. Gallagher is not only an android, but a dead android at that, and if you search his body, you'll find a third ID card. Also, search Joey's body with the right mouse button to take his circuit board back. You'll need it later.

Go back to the security room and use Gallagher's red ID card on the card slot in the terminal, then use the interface. You'll have a new command called Divine Wrath, and the program information does not tell you what to do with it, though the name itself is a hint.

Go up to the Crusader program (the knight) and use Divine Wrath on it. This will crush it to death, allowing you to enter the room behind where the Crusader was. You'll enter a room with a Polywrap Crystal in it, and inside it is a helix. Disconnect from LINC-Space, then put Anita's card in the card slot and go back to the crystal. Use the Oscillator program on the crystal to shatter it. Take the helix. You now have the virus to infect LINC with! From here, disconnect again.