Sunday, October 31, 2021

HCBailly plays Final Fantasy II AGAIN - Part 33 of 65


Our adventures in the Cave of Deist continue with a couple of new monsters and items.



The Revenants are the nastiest undead creatures you'll meet at this point in the game. With 240 HP, it'll take a little bit of work to take them down. A powerful Fire attack on all of them at once does help, though, as does a well-powered Life spell. Just don't let them strike you, as they'll leech HP out of you.

The chest with the Mage's Staff in it contains Green Souls (G. Soul). All these guys do is cast Cure 6 on you. Weird. I guess it helps if you've somehow managed to survive taking down two HillGigases at one time. They are Rank 4, and considered Magic Best and Spellcaster-type enemies.

Anyway, the Mage's Staff is the most powerful Cane weapon you'll find yet, and it can cast Thunder 5 when used as an Item in battle. It also has a smaller Magic Penalty than the WereBuster, which is pretty nice.

There is a bug in the Famicom version where if your entire party gets hit with a multi-targeting spell, it counts as Firion casting a White magic spell and counts towards Spirit rather than Magic Resistance.

The MthMirror casts the Wall spell on your party when used as an item. It can block Black magic all the way up to the level that the Wall spell is at; however, there is a bug where it only works on the party member who used it on down. If anyone other than the party leader uses it, they don't get covered by the Wall spell; also, if the third person in the party uses it, only they and the fourth person in the party are covered.

If you see a small gap in the bridge and you walk into it, you'll fall down to the level below. However, if you use the Warp spell, you can go back up and continue on as if nothing happened.

The chest with the Knights Armor spawns a battle with multiple Adamantoises. Get your magic ready and be sure to Curse them before they can do some real damage in!

HCBailly plays Final Fantasy II AGAIN - Part 32 of 65


This is actually the second version of the video that is here, as the first one is deleted due to HCBailly accidentally selling the UnicornHorn. As a result, I will mention things mentioned in the second video, but also the first one.



When you reach the room with the Black Mask, you'll face BigHorn, the BlackMask's guardian.

If you've powered up Toad or Mini (which you probably will have if you go here when you're told to come back for the BlackMask), use it on BigHorn. You'll have a good sporting chance of taking him out in an instant. If not, just get your best equipment on and pound him with spells. He's not really that hard if you know what you're doing. BigHorn only has physical attacks, but BigHorn isn't tough despite being a Rank 4 enemy.

When you beat Big Horn, you'll be able to get the BlackMask. You'll then be able to teleport out of the cave in the back of the room. From here, HCBailly goes back to Bafsk, sells some stuff, buys some Ethers and goes to the inn before heading back.

The Bucaneers (Buccaneers) can be fought if you're on the ship in the ocean near the Cave of Deist. They are Rank 2, and there is nothing particularly interesting about these enemies.

The HillGigas can show up here as a regular enemy.

If a character reaches 99% Evasion, they will have around a 10% chance of gaining a point of agility from any battle.

The Y. Souls (Yellow Souls) are Rank 4 Magic Beast and Spellcaster-type enemies (making the Wing Sword and the Demon Spear very effective weapons against them) and can cast Fire on your entire party. They can also absorb your elemental spells. They do not have a lot of HP, however. Think of them as a weaker version of the Red Souls.

PrinceWatercress plays Sly 3: Honor Among Thieves - Part 2 of 42


In this entry, the game finally begins. We get a refresher course on how to get around in this game, then we start the first episode.

Hazard Room

Before we can start the first episode of the game, you'll head to the Hazard Room, where you'll learn the basic controls for the game. Press Circle at a switch and you'll start one of the training modules.

The left module teaches navigation. Use the right analog stick to look around the Hazard Room and find the Cooper Gang marker, and press L3 (press the left analog stick) to ping a waypoint. Go to the waypoint, and you'll be able to put what you've learned with the L3 and right analog stick together.

You'll also learn how to jump and double jump with the X button to get up to rooftops for the best view of things. After that, you'll put everything you've learned together and complete the navigation training.

Once you complete a training module, you cannot do it again. This stinks, especially if you take a break from the game and forget how to do things.

The right module teaches the spire jump and crawl moves. To jump from one of the small points with the blue sparkles to the next, jump towards them and press the Circle button to perform the spire jump. From there, you'll stand on the point, and you can jump to where you need to go.

Whatever you do, don't land in the red energy field below. It will take you to the start of the training session.

To crawl through tight spaces, hold Circle at the opening, then move around with the D-Pad or left analog stick.

When you complete both training modules, go to the exit door and press Circle.

Episode 1: An Opera of Fear

At the start of the episode, Sly Cooper finds out about the Cooper Vault, and it becomes clear to both Sly and Bentley that they need Murray back. When Bentley was excruciatingly injured at the end of the second game, Murray blamed himself for not acting faster and left the team to find his spiritual center in the Australian outback, where he met a Guru and underwent spiritual training around the world. This spiritual quest has led Murray to Venice, Italy, but why he is there is not known.

Meanwhile, in Venice, the local mob boss Octavio is running around like he owns the place. Octavio was once an opera star on the rise, but when rock music took over popular tastes, that left him without an audience or a career, and this led an embittered Octavio to join the mob, who still loved his music. Now Sly's mission is two-fold: get Murray back and stop Octavio from ruining Venice.

At the start of the episode, you'll only be playing as Sly, and you won't play as Bentley until a little bit later.

You have a health bar in the upper-left corner. When it runs out, you'll be taken back to the safehouse. You have infinite lives in this game, just like in the last one. This health bar also acts as your radar, and circles will move from the inside of it when you are near enemies. If the health bar glows red, that means that an enemy or enemies have spotted you, and that you need to get away from them quickly. Once it stops glowing red, the enemies will give up and go back to their usual routes. Thankfully, you can refill health by getting red crosses that you have a chance of getting from enemies alongside any money you may get from them, as well as from destroying objects some of the time.

Just like in the second game, you can go to the ThiefNet computer to buy gadgets and abilities. Right now, you can only buy the Alarm Clock (which is now one of Bentley's abilities and not Sly's) and the Smoke Bomb (which returns from the second game and does what it did then). You'll need money to buy the abilities, and you'll need to break stuff, defeat enemies and even steal from enemies when they least expect it to get that money. This will be harder to do than it was in the second game, as the big ticket items on the podium are now gone, making it harder to get more expensive gadgets and abilities later in the game.

From here, I spend the video looking for 400 coins. By going up to enemies from behind and pressing Circle, you can steal from enemies and steal coins and even slightly more expensive treasures from enemies' pockets such as jewels, rings and gems. If you get anything that is worth plenty of coins, it will automatically be tabulated into your coin total; you no longer have to go to the safe house to sell it on.

The guys with the masks will throw dynamite at you, while the pigeons will also try to attack you with projectiles. Be quiet and be careful near enemies; if you run into them or make noise near them, you will get their attention. If your health

There are also traps you can activate by pressing Circle at certain mechanisms. Here, you can press a button near a boot that is suspended high up in the air and drop it on enemies.

You can still knock enemies into the air from behind with Sly with the Triangle button and then slam them down with Square, but you must be in combat mode to do it. Also, this attack attracts nearby enemies, so be careful.

Unlike the first two games, the clue bottles are gone, which means that all abilities will have to be purchased through ThiefNet. That means that unlike what I say late in the video, the vaults from the second game that contained the really good abilities are also gone in the third.

The Smoke Bomb allows sly to distract any enemies charging at him for a few seconds, making it easier to get away from crowds of enemies or to deter any unwanted attention. When you have an ability equipped, there will be a yellow gauge at the bottom of the health bar. This is you special energy meters, and while some abilities do not consume this energy, others will. Thankfully, by grabbing health pick-ups, you will also refill this meter as well.

Controls:

D-Pad/left analog stick: Move
X: jump/double jump
Square: attack
Circle: use to interact with blue sparkles, steal from enemies (from behind; with Sly)
Triangle: charge up cane, knock enemies into the air (from behind; with Sly, use Square afterwards to slam enemy down)

Select: access Gadget Grid
  • D-Pad/Left analog stick: select gadget/ability
  • L1, L2, and R2 buttons: assign gadget to button pressed; gadget can then be used with that button

Start: Pause/unpause
  • D-Pad/left analog stick: choose options
  • X: confirm choice
  • Triangle: back out of choice

L3: bring up waypoint

R1: run (hold down)

Right analog stick: move camera

Saturday, October 30, 2021

HCBailly plays Final Fantasy II AGAIN - Part 31 of 65


It's time for more new enemies in the Cave of Deist!



The WildHorn is a Rank 5 enemy. For best results, Curse them to decrease their attack and defense, even though they are not terribly tough. 

The Changers are Rank 3 can cast the Swap spell, swapping your HP and MP with theirs. (You cannot exceed your max HP and MP if that happens, however.) They are considered Werebeast-type enemies, for some reason, and are weak to Mind elemental spells.

The Gaia Drum deals non-elemental damage to all enemies.

The Death Idol casts Level 10 Fear on all enemies, making them more likely to run away.

HCBailly plays Final Fantasy II AGAIN - Part 30 of 65


In this entry, we find some new items in the Cave of Deist, and we also get our hands on some good armor.



SpidrSilk casts Slow on all enemies, but there is a bug with the Slow spell in the Famicom version of the game. The spell reduces the target's hit count so that it is equal to the number of levels of the Slow spell. However, it is possible to underflow the hit count and have the enemy instantly kill you in one hit.

SlpGrass puts enemies to sleep, of course.

The Poison Toads can Envenom you with their physical attacks. They are also weak to Ice. Aside from that, they're not really that difficult.

There is a stairway that leads into a forest. One of the men in the masks is a merchant. The Demon Spear and Demon Axe are good if you're using spears or axes, respectively. The Ruby Cuirass is a very good piece of armor. HCBailly ends up buying three. Keep this spot in mind for later, as the game tells you to come here later on. Some of the rest of the NPC's will tell you to stay away from the Black Mask at the bottom of the cave.

PrinceWatercress plays Sly 3: Honor Among Thieves - Part 1 of 42


Are you ready for round three? Clockwerk is gone, but Sly Cooper is looking for his family riches and a new enemy stands in the way.


Episode 0: Beginning of the End

The game starts not at the beginning, but at the end. You just don't know it yet.

Your task is to head to the vault at the top of the mountain. As Bentley explains to Sly Cooper (that's you) what is going on, you'll hear some people, but you won't be able to see their faces. You'll find out who is helping you as you go through the game.

From here, you can use the Control Pad or left analog stick to move. The right analog stick lets you move the camera. X lets you jump, and pressing X in mid-air lets you double jump. Square lets you attack, and Triangle allows you to charge up your cane when you're not in combat mode. If you press Square while charged up, you'll do a spin attack.

If you see anything with blue sparkles, such as a tightrope, you can walk on it. Press Circle while above a tightrope, and Sly Cooper will stand on the tightrope. To get off the tightrope, just jump. You can then use the Control Pad or left analog stick to move around. There are also some rails that you can slide on if you get on them like you would a tightrope.

You'll see a remote control plane take care of some enemies. Afterwards, move forward and wait for the radio tower to topple. Walk on it like you did the rope: jump towards it with X and press Circle to land on it and walk off, then jump to get back on land.

Use the Square button to break the vines and other things in your way in the underground path, and jump over the electric barriers. Wait for the barriers in the next part to be wiped out, then get on the elevator. You'll see some guy talking to one of his goons, who soon dies via poisoning because of his own incompetence. You'll find out that security system up ahead has the combination of 123, and that the goon died because he didn't set the code.

If you see the blue sparkles on a narrow edge, hold down Circle and use the Control Pad or left analog stick to move across the edge. Let go of Circle once you're on the other side. Use the trampoline to jump up, then run across the tightropes to get to the vault, as you'll be spotted once you get up there. Press Circle at the security system to input the code. Use Up and Down to change an individual number, and use Left and Right to switch to the number you want to change. Set the combination to 123, and you'll deactivate the security system.

Sly will open up the vault, but he will be stopped by the guy from earlier before he can go in. Bentley will hit him with a dart, then it'll be time to escape. Get back to the elevator, and don't worry about the lasers on the way down; you'll avoid every single one of them.

Hold R1 to run as you can escape. Before you can make it to the boat, you will be stopped by a giant monster that kidnaps Bentley. Sly saves Bentley, but soon gets nabbed regardless of how well you fight this thing. The screen then fades to white.

In the ensuing cutscene, Sly starts flashing back to how the series began, what happened in the first two games, and the beginning of the mission that has led him to him about ready to be devoured.

As it turns out, the mission begins with Sly Cooper learning about the Cooper Family Vault from one of his father's colleagues, a walrus named Jim McSweeney. This vault contains all of the riches that the Cooper clan has collected over the years from their thievery. When Sly went ot the vault, he found out that Dr. M - the mad scientist that we just met - had built a fortress around the island in multiple futile attempts to open the vault. This led to Sly getting the Cooper Gang back together and seeking additional teammates to get around Dr. M's security.

Controls:

D-Pad/left analog stick: Move
X: jump/double jump
Square: attack
Circle: use to interact with blue sparkles
Triangle: charge up cane

R1: run (hold down)

Right analog stick: move camera

Friday, October 29, 2021

HCBailly plays Final Fantasy II AGAIN - Part 29 of 65


It's enemy fights aplenty as we explore the Cave of Deist.



Cave of Deist


The R. Mousse (Red Mousse) have a high physical defense. Try to Curse them, and remember that they are strong against Ice and Poison, but weak against Thunder. They can also Envenom you, too.

The Y. Jelly (Yellow Jelly) is weak to Fire and Ice.

The Souls are even weaker than the Red Souls. They're really easy to kill.

DualHead can be seen as early as the Snow Cavern and can be a bit powerful, while DualDead is much more powerful and are Undead-type enemies. DualDead is also weak to fire.

HCBailly plays Final Fantasy II AGAIN - Part 28 of 65


In this entry, we find out that the Dragoons and the Hiryuu have been nearly wiped out by the Empire and go looking for a pendant in order to understand the last Hiryuu.



Castle Deist


When you enter the castle, you'll be hounded by a kid. As you talk to him, he'll run away. You'll meet the kid and his mom. The kid now knows you're the good guys, and the husband of the family has been killed by the Empire. They're the only survivors. To make matters worse, the last Hiryuu is here, but they can't understand what it's saying unless they had the man's pendant, which is in a cave north of here.

Mention the Dragoons to them. You'll find out the Empire poisoned the water of the Hiryuu and killed all but one. (Thankfully, you can Learn "Wyvern" and "Dragoon" here if you didn't learn them from Gordon.) The Hiryuu have to be alive to keep the Dragoons from dying out. The last Hiryuu will be behind the door next to them.

The Phx. Dn (Phoenix Down) is used to revive fallen party members, and they can be expensive to buy.

The SageWisdm can only be used during battle, and it increases your Intellect to 99 until the end of the battle. The St.Spirit does the same thing, except it works on your Spirit.

If you're needing a sword, the Wing Sword is for you. It is a lot stronger than the other swords we've seen so far, and is a lot more accurate. It is also strong against Magic Beast-type enemies.

The Cross cures the Curse Status, much like EchoScn cures Mute, EyeDrop cures Blind and Antidote works on Poison.

Stun does the same as Stop, which paralyzes enemies. The only difference between them is that they have different elemental bases, so if one doesn't work, use the other. You can also find Curse, which allows you to inflict the Curse status on enemies without the Ancient Sword. That's good, as this will be more accurate if the Intelligence of the person casting it is high.

The UnicrnHrn will cast Level 16 Basuna on all party members when used, and can cure anything, including Confusion. Hold onto it for later on.

The pendant won't be anywhere in the castle, so you'll have to go into the cave up north.

Cave of Dist


This cave isn't too long, but you can run into some Gigases if you're not fortunate enough. If you can't inflict Curse on them, you're screwed. Even worse, you might have to fight two at once.

The Pendant is really easy to find. Go all the way to the right at the start, take the stairs down and press A at the pile of bones.

Time to head back to the castle.

Castle Dist

Talk to the Hiryuu again. You'll find out that the poison has spread quickly, and he won't live much longer. Mention the Dragoons. You'll learn about the Dragoon known as Ricard, who went on a journey to find the ultimate magic, Ultima. Mention the Wyvern and he'll give you a Wyvern Egg, and tell you to submerge it in the Life Spring in the cave to the north. (The mother here will also tell you about the Life Spring.)

PrinceWatercress plays Franklin's Great Adventures - Part 6 of 6


In this entry, we finally tie up all the loose ends with the mini-games and we complete the last level of the game before celebrating Franklin's birthday!


When you talk to Franklin's dad, you'll find out that today is Franklin's birthday and that his friends have a surprise for him. He will then tell you to look for Bear outside of the schoolhouse. Find Bear to the northwest and talk to him. You'll find out that everyone is going canoeing, and that you and Bear can catch up with them by walking through the woods. There will be a big red number to the west. Touch it to enter the final level of the game.

Level 8

A canoe race is taking place near Woodland. Go through the forest with Bear to get to the race. Also, get the last 120 fruits.

Make sure that both characters are on the same side of a log when Bear pushes it; otherwise, the game will treat the character who is not behind you like a solid object and you won't be able to push the log until they are out of the way.

For the first puzzle, go up the ladder with Bear and take him to the right. Hit the red button so you can get Franklin over the brambles.

For the second puzzle, keep Bear on the green button to the left. This will allow you to get the fruit to the left with Franklin. For the green button to the right, push the log onto that switch with Bear, then get Bear on the left button. This will allow Franklin to go up and to the right (get the log off the right button for those three fruits) and press the green button to lower the nearby leaf platform. Use the log to get Bear on that platform, then get off the green button you just stood on with Franklin. From here, you can get to the next checkpoint.

For the third puzzle, get Franklin up with the ball. Get Bear on the leaf platform to the right and hit the blue button with Franklin. Get Bear up to the tree platforms. Meanwhile, you'll need to get Bear on the blue switch and Franklin to the bottom area. Get the leaf platform back to the bottom with Bear, get Franklin to the leaf platform, hit the blue button with Bear to get Franklin to the other side and crawl to a red button, hit that red button and get to the tree platform. Through all this time, you'll see two red buttons next to each other. You can now get Franklin and Bear on them to bring a leaf platform to you, which will take you to the next checkpoint.

For the fourth puzzle, get Franklin all the way to the right, and climb down the ladder. With Bear, head to the right and hit the blue button, then take him to the right and hit the red button next to the leaf platform you just lowered. This breaks the rock wall to the right. Switch to Franklin and bring him down to where Bear is. 

Jump over the spiders to get past them, and duck under the bees to be safe. You'll need to do this with both characters.

Afterwards, get Bear up the ladder. If you go to the left and crawl into the wall that you see, you'll find some hidden fruit. (You'll need to get Franklin up here to do this, I believe. I end up showing this off individually, because I didn't think there'd be a secret wall there. The game sure showed me!) Take Bear to the right and push the log to the right and to the ground. Get the log and Bear on the two green buttons to open a bridge for Franklin to get to the other side with, then push the log to the right so that Franklin can access the platform with the ball. Bounce him up to the red button above and hit it to open a bridge to the end of the level.

The Canoe Race

Go down the river on the canoe and make sure you avoid the obstacles. Press the L and R buttons to paddle and move left and right. To go straight ahead, switch between the L and R buttons quickly.

The shoulder buttons are your only means of moving forward, so keep alternating between them! Also, make sure you touch as few walls as possible, as hitting walls and obstacles will cost you time if you do it way too much.

After you complete the mini-game, you'll need to talk to Franklin's mom. Before we do that, though, Fox is nearby. Talk to Fox with 280 fruits for the last mini-game you'll need to pay fruits for. This will give you the Knights mini-game.

Franklin the Knight

Hit all the targets that appear in front of you. Choose a target with the Control Pad and hit it with the A button.

All you have to do is hold the Control Pad in the direction of the bag you want to slash, then press A to slash it. Be ready to move and slash quickly, because the bags show up pretty quickly. By completing this, you'll fill up Fox's friendship gauge.

When you talk to Franklin's mom, she'll tell you to head to the town square to go to you birthday party. Touch the balloons to end the game. You can't do anything at the birthday party, so once you see everyone in the game on-screen at once, press A and you'll go back to the main menu.

But wait, we forgot a mini-game! On the way to Mr. Marmot, we saw Goose. I thought we talked to Goose after getting the Seashells. I didn't. Doing so opens up one more mini-game, assuming you found all ten seashells in Level 5.

The Sand Castle

Careful! The crabs want to take the shells decorating the castle. Stop the crabs by blocking them with Franklin's rake. Move the rake right and left with the Control Pad.

There are twenty seashells to save. Some crabs are slow, while others are fast. Thankfully, you don't need to have the rake dead center in front of the crabs to turn them away. Also, as long as you have one shell, you'll complete this mini-game. That's good, because these crabs can be relentless and quite a few of them can slip by you.

By completing this mini-game, we fill up Goose's friendship gauge! We've helped everyone out and we've done everything in the game!

Thursday, October 28, 2021

HCBailly plays Final Fantasy II AGAIN - Part 27 of 65


In this entry, we get our hands on a pirate ship on our way to find the Dragoons.



Altair


Talk around. You'll find out Deist is on a distant island east of the snow plains. All you need to do is take a ship from Paloom and sail south.

Talk to Gordon in the throne room to Learn a new keyword: Dragoon. Ask him about Dragoons, and he'll tell you that they are the only ones to understand the language of the Wyverns. Learn "Wyvern." A Wyvern might still exist.

It'll take a while to head down to Deist, since you can't walk to it. Head to Paloom.

Be sure to get a few Antidotes and a Cottage before you leave.

Paloom


When you head to Paloom, you'll see a girl near the entrance. Talk to her. This is Leila, and her ship is about to head over there. She'll wait outside the town for you.

Leave Palm and head to the ship that's directly east of the town. In the middle of your voyage, she tells you to give her all your stuff and she'll spare you. She then sics her entire crew on you. The Pirates are really, really easy. When you beat them all, she gives up and asks you to kill her quickly. Your party has other ideas, and asks her to join your party. She agrees.

The GoldPin Leila has equipped is really useful, so put it in your inventory if you actually want to power her up. It increases the wearer's Agility by 10, has a light weight and has no Magic Penalty.

Equip weapons into Leila's left hand in case you give her a shield, so her attack power doesn't seriously suffer. If you have the Trident, equip it on her. She also has a Bolt spell that will come into play against a few creatures.

Salamand


The isle of Deist is just east of Bafsk, but before you go there, head to Salamand and buy a Warp tome.

The Helldivers can be met on the Dreadnought, but you can meet them on the way to Deist. They are Magic Beast-type enemies, and the Wing Sword will do a lot of damage against them.

The KillrFish (KillerFish) have around 100 HP each, and you can easily kill them with lightning spells.

The SeaSnake is a Rank 4 enemy with 300 HP. It is weak to lightning-based spells.

Bafsk


Be sure to use Bafsk as a quick place to heal and take care of stuff for this point in the game. Also, the villagers say new stuff if you've destroyed the Dreadnought.

Footage of Square's developers working on Final Fantasy II


Notice the Sharp Twin Famicoms on the developers' desks. Nice.

PrinceWatercress plays Franklin's Great Adventures - Part 5 of 6


In this entry, Franklin plays hide-and-seek with his friends, but Bear goes missing in the mountains. It's up to Franklin and Beaver to find him.


North of where Geese is (which is also north of Franklin's house) is Mr. Marmot. For 220 fruits, you can play the orchard mini-game.

Mr. Marmot's Vegetable Garden

Pick the ripe vegetables from Mr. Marmot's garden! Select a vegetable with the Control Pad, then pick it with the A button. Make sure you don't pick any green ones!

The vegetables are huge, and so is your cursor. Just move it to those big red tomatoes and click as many as you can. This game does get faster the more you pick, so focus on the ones you know you can get later on. By completing this, you'll fill up Mr. Marmot's friendship gauge.

Head to Beaver in the town square. Just follow the arrow in the compass in the lower-right corner to find her. When she asks if you want to play hide-and-seek, pick yes.

Playing Hide-and-Seek

Find all your friends who are hiding in Woodland. Move Franklin with the Control Pad so he can find his friends. 

Here is where everyone is hiding (and it is the same people in the same places every time):

Beaver: north of the trees in the lower-right corner of the map
Fox: behind a tree in the east end of the map near the white picket fence and the bench
Badger: the southeast corner of the map behind a tree
Goose: behind a tree east of the schoolhouse (near where Mr. Roy Owl was earlier, at the entrance to Level 5)
Rabbit: behind the houses in the north end of the town square

When you complete the mini-game, head east of the town square and talk to Beaver. You'll find out that Bear is still missing, and that he went into the mountains to hide and may have gotten lost. Head to the cave - and the number seven - near the cave that is next to you to enter Level 7 with Beaver.

Level 7

Bear is lost in the cave! Quick, go look for him with Beaver. While you do this, you'll need to collect 110 fruits.

Since you have Beaver and the ability to swim and push rafts again, look high and low for both fruits and buttons to press to help Franklin across the dry land areas of this area.

The big horizontal crystals can be used as platforms. The first time you see them, you'll need Franklin to jump his way up. For the part with two bees and spider, crawl under everything, because you cannot jump over the second bee. From there, drop down, hit the red button and you can now get the rock wall broken. From here, get back to the blue button with Franklin and get Beaver on the leaf platform that moves, then press the blue button with Franklin take Beaver to the right for five fruit. These can be easy to miss.

For the crystal platforms above the water, get Franklin to go up top and hit the red button to break the rock wall. From there, get Beaver on the green button and get Franklin on the leaf platform that moves. That allows you to reach the two-person switch. Get Franklin to the left and Beaver to the right.

After this, get Franklin on the high road with the ball and stay on the low road with Beaver. Hit the red buttons to reunite both Franklin and Bear. Have Franklin crawl down the narrow path below and hit the red button to open up the wall in the next underwater area for Beaver.

Find Rabbit!

But we're finding Bear, game.

Find Bear, who is lost in the cave. Don't waste any time - it's getting darker and darker! Move Franklin with the Control Pad.

At the start, head to the southeast corner of the maze. At the fork in the road, go north, not east. At the paths above the cliffs, stick to the east side of the maze. From there, head west when you can't go north anymore, then take the path at the north end of the maze and follow it east. The rest of the path leads easily to Bear. As time passes, the screen will get darker and darker. Don't take too much time here.

When you save Bear, his friendship gauge will be fully filled. You did it! From here, head back to Franklin's house and find Franklin's dad.

Wednesday, October 27, 2021

PrinceWatercress plays Postman Pat and the Greendale Rocket - Longplay


Since I had no idea that there was no blog series for this Let's Play until now, this longplay is getting another blog entry, and this time, there's stuff for every level in the game. Enjoy.


In case you've never heard of this, it's a UK children's show involving a postman named Pat, a black and white cat named Jess and delivering mail through Greendale.

The old Greendale train station is in a bad state and the Greendale Rocket isn't working. The people of Greendale want to repair both, and Postman Pat is all too eager to help.

Level 1-A: Find Mrs. Goggins!

You can move left and right with Left and Right on the Control Pad and jump with the A button. You can also look up and down with Up and Down.

You'll be collecting stamps, letters and parcels through out the game, so find them all if you can.

The red mailbox acts as a checkpoint. Should something happen to you, you'll return to the last one you touched, yellow flag and all.

You'll have to jump on the inflatable tubes to get over the pool.

Jump to get on top of the moving platform.

After the second checkpoint, you'll come across a black and white cat. This is Pat's cat, Jess. Use Jess to climb up the drainpipe, go to the right and jump onto the platform so Pat can continue.

The pad on the windowsill opens up a bridge over the next pool of water.

You'll soon meet Mrs. Goggins. Walk up to her and you'll finish the level.

Level 1-B: Sort the objects to find the six parcels!

Password: Jess, Pat, Pink Flower, Pink Flower

This one's easy. Put the food in the bag on the left with Left and A, put the parcels in the bag in the middle with Down and A, and the metal cans in the bag on the right with Right and A. Once you get all six parcels in the middle bag, you'll beat the level.

Level 1-C: Find Ajay!

Password: Present, Pat, Present, Present

You have 45 seconds to stay on the road, avoid all the cones and make it to the end of the level, where you'll find Ajay.

Ajay and his train conductor's hat are one of the five mystery items that we need...but what are the other four?

Level 2-A: Find Charlie Pringle!

Password: Mailbag, Parcel, Pat, Parcel

Jump up the tree branches to find all the collectibles! You'll be looking high and low 

The pools will now have moving platforms this time around in the form of tree branches and lily pads.

The bale of hay can be pushed by walking into it, and you can jump onto it to get to a higher area that your jump cannot reach with just your jump alone.

Move into the bale of hay to move it to the right and continue on.

When you meet Jess, have her climb up the electric pole, go left for a parcel, then walk on the wires. When you drop down, go to the left and hit the button so Pat can continue on.

To reach the button on the roof, you'll need to go further to the right and jump up some tree branches. You'll be able to go left and continue to the end.

Level 2-B: Make the kite fly!

Password: Jess, Parcel, Pink Flower, Jess

For this one, press A as much as you can, and continue to tap the button to keep the kite up so youca grab the letters. You'll have to collect 10 letters to complete the level. Let go of the button when you need to lower the kite to grab the low-flying ones, but don't let the kite hit the ground or you'll have to start the level over.

Level 2-C: Catch the kite!

Password: Jess, Pat, Pat, Jess

Now you have to catch the kite? Well, this is hilarious.

Once again, you have to drive as quickly as possible to the end of the level before time runs out, avoiding the cones as you speed from Point A to Point B. Beating this level will give you another mystery item, which appears to be a lump of coal. This one is a little trickier, due to the stage being a more narrow country road, but it is doable.

Level 3-A: Find Reverend Timms!

Password: Mailbag, Present, Jess, Parcel

Go left at the beginning. You'll find eight collectible items that are easy to miss.

Some of the pool platforms will slowly move back and forth at this point.

You'll come across Jess early in the level. Jess will be able to enter the underground passage and press a button to activate the floating platform.

You'll be doing this again shortly afterwards to get a few parcels in the tunnel to the left, then you'll have to climb the drainpipe to hit another button on the roof to...you guessed it...activate another floating platform.

Use the green bin to grab the nearby letter, then push it to the right to reach another area. You'll be using Jess yet again to climb up a drainpipe, ride on some floating platforms and hit another platform to get an inner tube in a pool to move back and forth, letting Pat continue. Before you take control of Jess for a second time, however, go left first for some easy-to-miss collectibles.

All the buttons you've hit so far have been blue. The red ones, though, take more effort. You'll have to push something onto it in order to keep whatever it activates going. In this case, it lowers a platform above a pool.

You'll meet Reverend Timms soon after, ending the level.

Level 3-B: Catch the drops!

Password: Present, Pat, Pink Flower, Jess

Uh-oh. The roof of Reverend Timms' church is leaking. You'll have to catch 50 drops of water in the bucket before time runs out with Left and Right on the Control Pad. Some of the drops are faster than others. As long as you don't miss one, you should have a few seconds left when you catch them all.

Level 3-C: Catch PC Arthur Selby!

Password: Parcel, Present, Jess, Present

PC means "Police Constable." This is a British television show, after all.

Yep, another van driving stage. The puddles will slow Postman Pat down, as will the barriers blocking the open manholes.

When you meet Police Constable Selby, you'll get the third mystery item: a police whistle.

Level 4-A: Find Dorothy and Alf Thompson!

Password: Pat, Present, Mailbag, Pink Flower

Turn left at the beginning to find some easy-to-miss collectibles. Be sure to look all around when you play this level, because it can be easy to miss anything.

You'll find Jess after a bit of a drop. Jump over the button on the other side of the narrows passageway to collect some more stuff.

After using a bale of hay to reach a platform, you'll be able to climb up a pole with Jess, collect some letters and hit another button to activate a floating platform. From there, there's another red button to push a hay bale on, and you're done.

Level 4-B: Catch the butterflies!

Password: Mailbag, Pink Flower, Pink Flower, Present

You play as Jess this time around. It's an auto-scrolling stage in which you have to collect 80 butterflies...and you can't miss one, since there's exactly 80 of them in the stage. At least there's no timer here.

Level 4-C: Find Ted!

Password: Pat, Jess, Mailbag, Present

Time to find the mechanic. Strangely, the set-up of the obstacles here is the most linear of the racing levels.

The fourth mystery item is the wrench. Judging that we need to fix the train, this is a good mystery item.

Level 5-A: Find Mrs Goggins!

Password: Jess, Parcel, Jess, Pat

Yep, we have to find Mrs. Goggins again.

You'll have to jump up to the roof again to reach a button and get an inner tube moving.

You'll meet Jess afterwards. Enter the narrow passageway to get some parcels and hit a button. Watch for the water, as the platforms are just big enough for Jess to stand on.

Watch out with the platforms in this level, as they can be a bit out of sync and you'll have to wait a little while.

Use the bin to reach the now-activated floating platform, and you'll be able to cross the now-activated bridge. After a drop-off, you'll meet Jess again. Enter the narrow passageway and jump over the button to find a secret passage, more collectibles and a second button that moves a platform up and down much like the first button would have done.

To reach Jess on the roof, push the bin to the nearby red button to the right. You'll activate another platform and you'll be able to go down and enter another narrow passageway. Jump over the button again to find some more stuff. After hitting the button here, you can (carefully) jump to another button to get the inner tube below up and moving.

There's Mrs. Goggins...and the end of the level.

Level 5-B: Stamp the parcels and letters!

Password: Present, Parcel, Present, Parcel

Stamp the parcels and letters, but not the presents. If you stamp the presents, you won't be able to stamp anything for a few seconds.

It gets faster, especially before you run out of time. Thankfully, there is more than enough time and the parcels and letters are grouped together pretty closely at times.

If everything gets too fast for you, press A repeatedly while moving the stamp across the letters and parcels, and stop pressing it when you get near a cluster of presents.

Level 5-C: Find the Greendale Rocket!

Password: Pink Flower, Jess, Pat, Parcel

The water is now oil, but still has the same effect.

Go down on the fork in the road, otherwise you'll run into big oil patches that are tough to avoid.

This one is a pretty long one, but it can be done.

The last mystery item is a sack of mail.

The Greendale Rocket is repaired and moving around now! Yay! You won!



HCBailly plays Final Fantasy II AGAIN - Part 26 of 65


In this entry, we destroy the Dreadnought, then go on a journey to find the Dragoons and get their help against the Empire.




The maze leads you to the engine room, and it is crawling with soldiers that you do not want to interact with. Use the Sunfire on the engine to throw it in and the Dark Knight will show up. Maria will notice that he sounds like her brother before you escape back to Altair.

Altair


If you go to Hilda's bedroom, you'll find out that Hilda is hysterical.

Go to the King's room. The King will make Gordon the Commander in Chief of the Rebel Army, effectively removing Gordon from the party. He'll ask Minwu to lift the seal that binds Ultima, and Minwu obliges.

The King will ask you to find the Dragoons. The Dragoons may have been claimed to be destroyed by the Empire, but there may be a few survivors. He then passes away.

PrinceWatercress plays Franklin's Great Adventures - Part 4 of 6


In this entry, we head to the forest with Bear to build a tree house. Also, we play a couple of mini-games.


Close to Bear is Rabbit. If you talk to Rabbit, you can play a mini-game where you can play a bike race mini-game. It only costs 40 fruits!

The Bike Race

Race with Rabbit on your bike and get to the finish line before he does! To pedal, press the A button quickly. That's all there is to this one. Now you've fully filled up Rabbit's friendship gauge.

North of that is Mr. Roy Owl. For 100 fruits, you can play the coloring book mini-game.

The Coloring Book

Color in the objects by looking at the model. Make sure you use the right color! Move your brush with the Control Pad, dip it into the paint pots by pressing the A button to pick the right color, and then press the A button in the area that you want to paint! You will need to mix the right colors, so remember: Blue + yellow = green, Red + yellow = orange, and Blue + red = purple.

You'll have a few seconds to look at the picture to see what parts of the picture should be what color. If you get a color right, everything that shares that color will also be colored in. If you get it wrong, the game shows you for a couple seconds.

As mentioned earlier, you can mix colors by pressing A on one and then pressing A on another. Keep this in mind for anything that isn't red, blue or yellow. By completing enough pictures, you'll fill up the friendship gauge for Mr. Owl.

Now to go back to Bear. When you talk to him, he will propose building a tree house in the forest. The number six will show up to the left. Go there to enter Level 6.

Level 6

Go to the woods with Bear to build a tree house. While you're at it, get all 120 fruits.

The blue button at the beginning will be needed to get Franklin to the upper areas at the start. This will allow you to press both red buttons at the same and activate a leaf platform. Get both Franklin and Bear on it to continue on.

For the second puzzle, Franklin takes the high road and Bear the low road. Hit the red button on the high road to break the rock wall and get Bear to the high road. From here, you can climb up and go left with the leaf platforms to lower a bridge with a red button.

For the third puzzle, Bear takes the high road. Keep Franklin on the green button, and have Bear go up and to the left to hit the red button. This breaks a rock wall below. Push the log to the right with Bear and use it to get to the red button to get a leaf platform moving back and forth across the brambles. Get Franklin to the other side, hit the red button to lower the bridge above, and get him on the high road. If Bear isn't with him, reunite him with Franklin.

For the fourth puzzle, get Bear up the ladders and avoid the spiders as you make your way to the right. Be ready to grab those ladders with Up on the Control Pad as you do this! At the last ladder, climb down to get some fruits and hit the blue button to get Franklin to Bear. Get Franklin to Bear.

For the fifth puzzle, have Franklin use the ball and have Bear climb the ladder. Hit the red button with Bear, then get Franklin on the platform and get him to the left. Have Franklin re-unite with Bear. Get Franklin on the green button to lower a leaf platform. Get Bear on that platform, then have Franklin step off the green button. Have Bear leap to the left and press the blue button to lower a platform, then push the log onto the green button. This will allow both Franklin and Bear to get to the end.

Building a Tree House

Put the board sin the box to help Bear build the tree house. To put a board into the box, press the A button as soon as the box is in front of you.

In other words, you have to press A when the box is flashing with a white outline. When you do, you'll throw a board into the box. It takes a moment to get the timing, but it can be done.

Once you're done here, you'll fill up half of Bear's friendship gauge, and Fox will be nearby. Fox will tell you that Beaver is waiting in the town square.

Tuesday, October 26, 2021

PrinceWatercress plays Postman Pat and the Greendale Rocket - Part 3 of 3


It's time to play the final chapter and get the Greendale Rocket back into commission to close out a pleasant game for the GBA.


Level 5-A: Find Mrs Goggins!

Password: Jess, Parcel, Jess, Pat

Yep, we have to find Mrs. Goggins again.

You'll have to jump up to the roof again to reach a button and get an inner tube moving.

You'll meet Jess afterwards. Enter the narrow passageway to get some parcels and hit a button. Watch for the water, as the platforms are just big enough for Jess to stand on.

Watch out with the platforms in this level, as they can be a bit out of sync and you'll have to wait a little while.

Use the bin to reach the now-activated floating platform, and you'll be able to cross the now-activated bridge. After a drop-off, you'll meet Jess again. Enter the narrow passageway and jump over the button to find a secret passage, more collectibles and a second button that moves a platform up and down much like the first button would have done.

To reach Jess on the roof, push the bin to the nearby red button to the right. You'll activate another platform and you'll be able to go down and enter another narrow passageway. Jump over the button again to find some more stuff. After hitting the button here, you can (carefully) jump to another button to get the inner tube below up and moving.

There's Mrs. Goggins...and the end of the level.

Level 5-B: Stamp the parcels and letters!

Password: Present, Parcel, Present, Parcel

Stamp the parcels and letters, but not the presents. If you stamp the presents, you won't be able to stamp anything for a few seconds.

It gets faster, especially before you run out of time. Thankfully, there is more than enough time and the parcels and letters are grouped together pretty closely at times.

If everything gets too fast for you, press A repeatedly while moving the stamp across the letters and parcels, and stop pressing it when you get near a cluster of presents.

Level 5-C: Find the Greendale Rocket!

Password: Pink Flower, Jess, Pat, Parcel

The water is now oil, but still has the same effect.

Go down on the fork in the road, otherwise you'll run into big oil patches that are tough to avoid.

This one is a pretty long one, but it can be done.

The last mystery item is a sack of mail.

The Greendale Rocket is repaired and moving around now! Yay! You won!

HCBailly plays Final Fantasy II AGAIN - Part 25 of 65


In this entry, we traverse further into the Dreadnought and take on the Hill Gigas.



Use an Ether if anybody's MP falls below 40.

The Trident is stronger than the Mythril Spear, so if you're needing a good spear weapon, here it is. HCBailly saves this for the next guest character.

The M.Gouche increases your Evade by 5% when equipped (and is the only weapon to do so), and has a low magic penalty.

The Giant Helm increases your Strength by 10 when equipped; however, it weighs quite a bit.

To beat the HillGigas inside the chest with the Ice Shield, hit him with the Ancient Sword first. If you can Curse him, you'll be able to stand a much better chance. From there, you can use Bsrk on your physical-attack based characters. Be sure to keep everybody alive!

PrinceWatercress plays Franklin's Great Adventures - Part 3 of 6


In this entry, we head to the beach with Beaver to look for seashells. Here, we solve some more puzzles, avoid sea urchins and find a hidden wall.


Northwest of Level 4 is Goose. If you talk to Goose, she will tell you that she would like to decorate her sand castle with seashells, and asks where she can find some. From here, you'll need to head northwest again.

Before doing that, I head west of Franklin's house and talk to Mr. Mole. For 180 fruits, we can play a mini-game where we catch some butterflies. Let's play it.

The Butterfly Hunt

Catch butterflies for Mr. Mole, but be careful not to catch any bumblebees! Use the Control Pad to move Franklin's net and catch the butterflies. Press the A button quickly to get rid of the bumblebees caught in the net!

This one is very simple. Just get the net squarely in front of the butterflies so the butterflies go into the net. This mini-game is rather easy to complete, and for completing it, you'll fill up the friendship gauge for Mr. Mole.

From Mr. Mole, I head northeast to Beaver. Beaver mentions that Goose is looking for seashells at the beach, which is where we need to go next. The number five will show up nearby. Let's play the fifth level.

Level 5

Go with Beaver to find some shells for Goose. You'll have 110 fruits to collect and 10 seashells to find.

Watch out for the crabs that move back and forth; they can be a little fast.

Once again, you'll be keeping Franklin out of the water while getting Beaver in the water to move around, find fruits to collect and hit some buttons to help Franklin get move ahead. The rafts can be moved back and forth to help Franklin over the water much like the stick rafts from earlier in the game. You'll need to explore every place you can go to find all the fruits and all of the seashells.

The sea urchins move up and down and can be a bit difficult to get past, especially since when Beaver swims, she strokes forward.

For the green button that controls the wall in the water, you'll need to get Franklin on the button so that you can swim past where the wall was for a seashell.

15:53 - There's a hidden wall here. This won't be the last time the game does this, either.

Once you beat Level 5, Beaver will say that the seashells will look great on Goose's sand castle, then asks Franklin what he will do, saying that Bear might want to play with him. Bear will be to the southwest.

Monday, October 25, 2021

PrinceWatercress plays Postman Pat and the Greendale Rocket - Part 2 of 3


In this entry, we get closer to getting the Greendale Rocket back on track.


Level 3-A: Find Reverend Timms!

Password: Mailbag, Present, Jess, Parcel

Go left at the beginning. You'll find eight collectible items that are easy to miss.

Some of the pool platforms will slowly move back and forth at this point.

You'll come across Jess early in the level. Jess will be able to enter the underground passage and press a button to activate the floating platform.

You'll be doing this again shortly afterwards to get a few parcels in the tunnel to the left, then you'll have to climb the drainpipe to hit another button on the roof to...you guessed it...activate another floating platform.

Use the green bin to grab the nearby letter, then push it to the right to reach another area. You'll be using Jess yet again to climb up a drainpipe, ride on some floating platforms and hit another platform to get an inner tube in a pool to move back and forth, letting Pat continue. Before you take control of Jess for a second time, however, go left first for some easy-to-miss collectibles.

All the buttons you've hit so far have been blue. The red ones, though, take more effort. You'll have to push something onto it in order to keep whatever it activates going. In this case, it lowers a platform above a pool.

You'll meet Reverend Timms soon after, ending the level.

Level 3-B: Catch the drops!

Password: Present, Pat, Pink Flower, Jess

Uh-oh. The roof of Reverend Timms' church is leaking. You'll have to catch 50 drops of water in the bucket before time runs out with Left and Right on the Control Pad. Some of the drops are faster than others. As long as you don't miss one, you should have a few seconds left when you catch them all.

Level 3-C: Catch PC Arthur Selby!

Password: Parcel, Present, Jess, Present

PC means "Police Constable." This is a British television show, after all.

Yep, another van driving stage. The puddles will slow Postman Pat down, as will the barriers blocking the open manholes.

When you meet Police Constable Selby, you'll get the third mystery item: a police whistle.

Level 4-A: Find Dorothy and Alf Thompson!

Password: Pat, Present, Mailbag, Pink Flower

Turn left at the beginning to find some easy-to-miss collectibles. Be sure to look all around when you play this level, because it can be easy to miss anything.

You'll find Jess after a bit of a drop. Jump over the button on the other side of the narrows passageway to collect some more stuff.

After using a bale of hay to reach a platform, you'll be able to climb up a pole with Jess, collect some letters and hit another button to activate a floating platform. From there, there's another red button to push a hay bale on, and you're done.

Level 4-B: Catch the butterflies!

Password: Mailbag, Pink Flower, Pink Flower, Present

You play as Jess this time around. It's an auto-scrolling stage in which you have to collect 80 butterflies...and you can't miss one, since there's exactly 80 of them in the stage. At least there's no timer here.

Level 4-C: Find Ted!

Password: Pat, Jess, Mailbag, Present

Time to find the mechanic. Strangely, the set-up of the obstacles here is the most linear of the racing levels.

The fourth mystery item is the wrench. Judging that we need to fix the train, this is a good mystery item.

HCBailly plays Final Fantasy II AGAIN - Part 24 of 65


In this entry, we rescue Cid and Hilda. From here, there's no turning back.


Dreadnought


The Werepanthers (Wrpanther) can inflict Envenom on your party, and they can be pretty strong too, so take them out as soon as possible. Keep in mind that they have some good physical defense, but that you can hit them with the Were Buster.

Once you've gotten the treasures at the start of the Dreadnought, leave and use your Cottage, as there is a "no turning back" point in the Dreadnought.

You won't be able to use the Teleport spell to get out of here.

With every point of Strength you gain in the game, your Accuracy will go up by one percent.

The Thief's Gloves have a huge magic penalty, but they are very light and also increase your Agility by 10. Give it to a party member that's more focused on physical attacks than magic.

In the Famicom version, if you have another item that increases a certain stat and one of your equipped items is already boosting that stat, you won't be able to boost it any more with that second item.

Just correspond with the bars of the prison cell like you would a person, and you'll crack straight through them. Talk to Cid, and he'll tell you to throw the Sunfire into the engine of the Dreadnought. He'll escape along with Hilda (who is wearing a pink dress now) to the Airship. Once you rescue them, you'll trigger that "no turning back" point.

The Dark Bow can inflict Blind, but it has a poor base Accuracy and is only as good as your Strength stat. You also can't hold a shield with it equipped, either.

PrinceWatercress plays Franklin's Great Adventures - Part 2 of 6


In this entry, we have some summer fun with Beaver looking for branches, then Bear makes a return appearance as we pick some flowers on the hill for Badger.


To the southwest of Mr. Badger is Beaver. She is going to the forest to look for wood. This causes a big red number three to pop up. It's time for the third level of the game.

Level 3

Go to the dead tree to help Beaver pick up wood. You have 110 fruits to pick up.

Beaver's special abilities are the ability to swim in the water and grab blocks of wood to pull across the water like a raft for Franklin. You can use the Control Pad to swim while in water, and if you jump at the surface of the water, you can jump back out and lead Beaver to dry land. Watch out for fish and other aquatic enemies! As for the stacks of wood that act as raft, go up to them with Beaver and press B. Beaver will grab it with one of her hands. Use Left or Right on the Control Pad to pull the raft in the direction you want to take it. The rafts will help Franklin get over the water; all he has to do is jump onto the raft and Beaver will be able to do the rest once you switch to her.

While you're in the water with Beaver, explore where you are as much as you can. You'll be able to find buttons that you can press with B to activate some bridges and get rid of some walls. This will come into play later in the game.

Near the end is a crawlspace you'll have to go down with Franklin. Avoid the spiders on the way to the other side, then press B on the button to the left to open a bridge for Beaver.

Pick Up The Branches!

Use Franklin's cart to pick up the branches that fall from the tree! Move the cart under the branches with the Control Pad.

For this one, you'll just be moving the cart around with Left and Right. If a falling branch lands in the cart, you'll get it. This mini-game should not take you long.

Afterwards, you'll fill up Beaver's friendship gauge, then Beaver will tell you that Badger is waiting for you at the village square. Head west to the village square; you'll find Badger. Badger will ask you to head to the hill and pick some flowers for her. Head to the east and you'll find Bear. Bear will offer to help when you talk to him, then you'll unlock Level 4 behind Bear. Let's head to Level 4.

Level 4

Go to the hill with Bear and find some nice flowers for Badger. You'll also have 90 fruits to look for and 10 flowers to collect.

It should be noted that in case you miss stuff - which you can do, as there is a point or two that you can't go back to once you reach a certain point in the level - you can always come back and look for what you missed.

Bear can climb the rope ladders like he can other ladders. Keep that in mind.

Shortly after the start, there will be an area with two buttons near each other. If you stand on one of them, you'll notice that the B button does not show up on the screen. This is because you'll need one character on one button and the other character on the other. When you do this, you'll cause something to happen, such as making a platform show up where you are or breaking a wall that is in your path. 

Green buttons need someone or something kept on them in order to stay activated. These buttons can be used to move platforms from one place to another. Thankfully, there is a log you can push with Bear to keep weight on it.

The brambles are like spikes. Don't touch them.

Near the end, you'll have to use the blue button to get both characters on the other side. Bear will be used to push a log around to help Franklin get to places he currently normally go, while Franklin will be doing the exploration for fruits and flowers. Bear will have to stay where the button is to climb rope ladders while Franklin will use the ball on the other side to get to the top. There will be another two-button puzzle that you'll have to do to get rid of a rock ceiling and reunite Bear and Franklin.

Downhill on Skateboard

Go down the hill without hitting the obstacles. If you drop the flowers, you'll have to start again. Press the A button to jump and Down on the Control Pad to duck.

The grass will just slow you down if you move over it. Meanwhile, the rocks and bees will hurt you and cause you to lose one of your ten flowers. As long as you have one flower, you'll be able to complete it. You'll slow down a little bit when you're ducking, so keep this in mind.

As long as you're paying attention, you should be able to complete this mini-game without much of a problem.

Afterwards, Bear will mention Goose's sand castle, which will be to the northeast. Before you head over there, go back to Badger at the village square. Talk to her to play a paper airplane mini-game.

The Paper Airplane

Control the altitude of the paper airplane until you get to the end. You will lose time if you go outside the red zone. Press the A button very quickly to straighten the plane.

Be ready to press the A button quickly to keep the plane as straight as you can. If the time in the upper-right corner flashes, you're outside of the red zone and you'll start losing time twice as fast until you get back in. Once you get back in the red zone, the flashing stops. As long as you can keep the plan as straight as you can, this shouldn't be much of a problem. Just be prepared to mash the A button a lot.

Sunday, October 24, 2021

PrinceWatercress plays Postman Pat and the Greendale Rocket - Part 1 of 3


Apparently, I never made the blog entries for this Let's Play, either. Let's fix that!


In case you've never heard of this, it's a UK children's show involving a postman named Pat, a black and white cat named Jess and delivering mail through Greendale.

The old Greendale train station is in a bad state and the Greendale Rocket isn't working. The people of Greendale want to repair both, and Postman Pat is all too eager to help.

Level 1-A: Find Mrs. Goggins!

You can move left and right with Left and Right on the Control Pad and jump with the A button. You can also look up and down with Up and Down.

You'll be collecting stamps, letters and parcels through out the game, so find them all if you can.

The red mailbox acts as a checkpoint. Should something happen to you, you'll return to the last one you touched, yellow flag and all.

You'll have to jump on the inflatable tubes to get over the pool.

Jump to get on top of the moving platform.

After the second checkpoint, you'll come across a black and white cat. This is Pat's cat, Jess. Use Jess to climb up the drainpipe, go to the right and jump onto the platform so Pat can continue.

The pad on the windowsill opens up a bridge over the next pool of water.

You'll soon meet Mrs. Goggins. Walk up to her and you'll finish the level.

Level 1-B: Sort the objects to find the six parcels!

Password: Jess, Pat, Pink Flower, Pink Flower

This one's easy. Put the food in the bag on the left with Left and A, put the parcels in the bag in the middle with Down and A, and the metal cans in the bag on the right with Right and A. Once you get all six parcels in the middle bag, you'll beat the level.

Level 1-C: Find Ajay!

Password: Present, Pat, Present, Present

You have 45 seconds to stay on the road, avoid all the cones and make it to the end of the level, where you'll find Ajay.

Ajay and his train conductor's hat are one of the five mystery items that we need...but what are the other four?

Level 2-A: Find Charlie Pringle!

Password: Mailbag, Parcel, Pat, Parcel

Jump up the tree branches to find all the collectibles! You'll be looking high and low 

The pools will now have moving platforms this time around in the form of tree branches and lily pads.

The bale of hay can be pushed by walking into it, and you can jump onto it to get to a higher area that your jump cannot reach with just your jump alone.

Move into the bale of hay to move it to the right and continue on.

When you meet Jess, have her climb up the electric pole, go left for a parcel, then walk on the wires. When you drop down, go to the left and hit the button so Pat can continue on.

To reach the button on the roof, you'll need to go further to the right and jump up some tree branches. You'll be able to go left and continue to the end.

Level 2-B: Make the kite fly!

Password: Jess, Parcel, Pink Flower, Jess

For this one, press A as much as you can, and continue to tap the button to keep the kite up so youca grab the letters. You'll have to collect 10 letters to complete the level. Let go of the button when you need to lower the kite to grab the low-flying ones, but don't let the kite hit the ground or you'll have to start the level over.

Level 2-C: Catch the kite!

Password: Jess, Pat, Pat, Jess

Now you have to catch the kite? Well, this is hilarious.

Once again, you have to drive as quickly as possible to the end of the level before time runs out, avoiding the cones as you speed from Point A to Point B. Beating this level will give you another mystery item, which appears to be a lump of coal. This one is a little trickier, due to the stage being a more narrow country road, but it is doable.

HCBailly plays Final Fantasy II AGAIN - Part 23 of 65


In this entry, we enter the Dreadnought in an attempt to sabotage it



Hellfire deals a lot of Fire Damage to all enemies, and is the Fire equivalent of the Arctic Wind.

Dreadnought


Go up to the guard blocking the path from the top of the stairs and use the Pass when you talk to him. This will get him out of your way.

Don't talk to any of the other captains here, as they can still annihilate you.

The Stunners are yellow Wererat palette swaps, and they can Stun you (or Hold you, as the game calls it) with their physical attacks.

You can meet the Ghasts here.

Walk to the right through the wall to get the Crescent Sword. It is much like the Ancient Sword, but it inflicts Sleep instead of Curse.

Sergeants will now appear as regular enemies, though they are not as difficult to deal with.