Thursday, June 30, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 10 of 23


In this entry, we run away from a giant sea serpent known only as "The Beast" and we a fight a zillion ghosts to get two more Treasure Keys. 


A Grave Undertaking

There is a trampoline leading up to a rope. Use the Decoy to lure the enemy at the top closer, then smack him so you can enter this level.

Smash your way through the branches, and smack the ghost. If you see any gravestones spawning ghosts enemies that will float into you, destroy them.

Wait for the flames on the torches to go out before jumping onto them with the spire jump technique. After the part with the three gravestones, go right at the trampoline where the extra life is to continue with the level. Watch out for the lasers moving around the columns. When you destroy the alarm system, you can go in the other direction and get some clue bottles that are easy to miss.

Be sure to look around before the second set of torches; you may miss a clue bottle here or there.

On the platforms that are connected to one another, take out the ghosts and the generating gravestone first before going for everything on the platforms.

The vault is behind the branches near the trees, and the last four clue bottles will be near it. The combination is 1-2-8. Inside is Bruce O'Coop's computer hacking technique, which gives you the duty roster information for all the enemies in all of the world, which you can use if you look at an enemy with your Binocucom.

The Lair Of The Beast

There is another trampoline that leads to a vine you can slide across. It will take you to this area.

You'll need to run up a few vines, swing around and strike some candles to get past the gate, but look around for clue bottles first.

After that, you'll soon be doing a lot of jumping and swinging around. There is a platform you can jump to just before you reach the beast. Get there for clue bottles.

As for the beast itself, you'll be running with the camera facing the front of Sly. Keep moving, watch where you're going and keep swinging so you can get all those clue bottles. Eventually, the beast will leave you alone. The vault will be near the treasure key; use the rail walk to get there. Inside the vault - the combination of which is 4-4-4 - is the blueprints for the third chapters of the game, which will help you get everything in Mz. Ruby's hideout.

Wednesday, June 29, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 9 of 23


In this entry, we beat Muggshot once and for all, then head for the swamps of Haiti for the third part of the Thievius Raccoonus.


Last Call

By unlocking all the locks, you can strike the nearby lever with an attack to open up the mouth of the big dog face door to face Muggshot.

If you die enough times during the boss, you'll start the boss battle over with a silver charm, and if you keep dying, you'll keep getting gold charms when you go back to the beginning.

For the first few phases, you'll need to strike the mirrors with your staff to send the light towards the crystals situated all over the room. Doing this with all the crystals will zap Muggshot with some concentrated sunlight and destroy his guns, and you'll have to face him at a higher level. The first layout is pretty simple, but you will have to double back on the second layout. If Muggshot is able to line up with you, he will shoot at you; thankfully, you can hear him grown before he fires at you, so you'll know when you need to jump over the bullets.

At the top, you'll have to spire jump from one point to another to reach the mirrors. Muggshot will fire at regular intervals at this rate, and you'll want to wait behind a mirror for him to fire before turning the mirror over with your staff. Once you do that, you'll want to wait in front of another mirror. If a mirror is turned over when Muggshot shoots it, the mirror will turn back around and you'll have to move it back into position. After you zap Muggshot one more time, it's on to the third chapter of the game, where you'll have to head to Haiti and face Mizz Ruby. You'll also learn "Tennessee Kid" Cooper's rail walk and rail slide from Muggshot's share of the Thievius Raccoonus, and that will come into play in the next world.

Vicious Voodoo

The next stop is the middle of Haiti, where Mizz Ruby runs her criminal empire. She was born into a family of mystics, and she learned to raise the undead for the few friends that she had as people feared her. As an adult, she decided to punish the world for fearing her by using her voodoo powers for criminal gain, and she became the chief mystic of The Fiendish Five. Her last known location was the Haitian jungle. 

The Dread Swamp Path

To use the rail walk and rail slide, just press Circle on any vine or root that looks like a rail or slide and you'll be able to walk or slide on it.

The giant mosquitos will try to suck your blood, but if you can smack them, that won't be happening any time soon.

The drums act as trampolines if you jump on them. Use them to get to higher places and continue with the stage.

Spiders will come down, but you can swat them out of the way.

The giant rock monsters will split into two parts - the head and the body - after one strike. One more strike to both parts will finish them off for good. After the wood platform, you'll need to make a leap of faith over to the next area in the distance.

The enemy with the flashlights will move their light in and out, and you'll need to time your movements to get past them.

At the end, you'll need to destroy the candles that are located around the exit to finish the stage. There will also be enemies with flashlights, and you'll need to finish them from behind to get them out of your way. Once you destroy all the candles, you'll be able to get the treasure key and exit.

The vault will also be near the exit on an island separate from the final area of the stage. The combination is 5-8-8. Inside is Kelle McCooper's notes on how to harness the electromagnetic filed generated by a rolling raccoon. To use it, press L2 and R2 until "Roll" is shown, then press Triangle to damage enemies with the Roll. You must have the Roll ability in order to use this.

The Swamp's Dark Center


You'll need to find a way into the nearby skull temple to get to Mz. Ruby.

Tuesday, June 28, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 8 of 23


It's time to get the last two Treasure Keys on Muggshot's turf. Next time, we face Muggshot himself.


At The Dog Track

Remember the ramp near the casino? Well, guess what? It leads to this level.

For this level, you'll be playing as Murray in the Cooper Gang van. Hold the Left Analog Stick forward to accelerate, and hold left and right with it to turn. If you collect a red cylinder, press Square to use the nitro boost that you just got.

There are two driving stages in this game, and the key to both of them is maintaining complete control. You want to handle all the turns on the inside and make them as short as possible, and you don't want to be sliding around everywhere or rolling over, either. Another thing worth doing is taking advantage of the other racer's mistakes, and using the Nitro to boost past them whenever you can.

Back Alley Heist

You'll need to go back into the building for this one. You'll need to climb up the rope on a downed chandelier in order to jump your way to this stage.

For this stage, you'll be walking on balconies, bouncing off awnings and breaking signs in order to progress through here. Be careful with the AC units hanging off the buildings, as they break after you bounce off of them once. This will make it harder to get some of the clue bottles near the end.

There is nothing besides coins in the grassy area in the middle of the stage.

You'll need to bounce off the awnings and strike to hit the clue bottles moving along the rope. As for the air conditioner units, they only last one time, so you'd better be ready to hit the clue bottles among them.

The vault is near the end of the stage, and inside is Sir Andrew Cooper's Thief Replica Technique. The combination is 5-6-5. To use it, press L2 and R2 until "Decoy" is selected, then press Triangle to throw a decoy out. If any enemies are nearby, they will attack it instead of you. Beware; once it breaks, you may be next.

Monday, June 27, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 7 of 23


In this entry, we climb up one of the buildings near the casino, and we run into Carmelita again.


When you throw the keys into the locks holding the red car back, you'll be able to hit the lever and back the car into the wooden boards blocking the casino, allowing you to enter the building.

You'll need all seven treasure keys to open up the huge Muggshot face and enter Muggshot's penthouse so you can face the man himself and take back his share of the Thievius Raccoonus.

Straight To The Top

Inside the building you just opened, jump onto the mattress and spire jump from the dollar sign chandeliers to get in here.

I always liked this stage, for some reason. Part of it has to do with the fact that I used it to do a lot of OBS setting testing while making the first iteration of this Let's Play, but the other has to do with all the jumping and latching on to neon lights as you progress through the stage.

The name "Straight To The Top" is both a figurative and literal thing you're supposed to do here: you have to make it to the top of the building and get on the huge wrecking ball on the crane at the end to break the thick glass window that the Treasure Key for the level is encased in. Along the way, you'll send things leaning in one direction with your wait towards where you need to go on two occasions, you'll be climbing on neon lights, and you'll be looking around a lot for those clue bottles.

A few clue bottles are situated on cars hanging off the building and held only by magnets stuck to the roof; if you stand on those cars, they're going down into the pit a few seconds later, so hit the bottle quickly and get away. There is also a gold hook you need to latch onto behind where the green "MUGGSHOT" letters are; grab onto it with Circle to get a ton of clue bottles (along with the bottles you can find in the general area). Don't forget to check the tower before the second checkpoint for clue bottles as well.

The vault is just before the construction crane with the wrecking ball you need to land on to break the glass around the Treasure Key. The combination is 4-6-8. Inside is the blueprints for Mesa City, allowing you to use your Binocucom to look for things you may have missed.

Two To Tango

Hit the guy throwing the cards at the beginning so you don't get nailed making your way up.

Shortly after you start this stage, you'll meet Carmelita Fox again. Just like in the tutorial stage, she'll chase after you and shoot at you with her shock pistol. Stay on the move as you go through the stage and don't stay in one place for too long. At the same time, you'll want to take a good look around for clue bottles. Thankfully, the shock pistol blasts are not insta-kill, and the clue bottles should be easy to get to. Once you're inside the building, take care of the guys with the flashlights from out of sight to open up more of the stage and get the vault. You should have 23 clue bottles when you enter the building; the other 7 will be around the vault.

The vault here contains Suzanne Cooper's notes for water safety, and the combination is 5-3-2. From now on, you won't die or lose a charm if you fall into water. 

Eventually, you'll lose her, but she will catch up with you once she sees you inside the building. You'll have to run across gambling tables and wooden platforms and jump your way to platforms that are spinning around to keep from getting shocked once again. At the top, you'll find the jewel case with the Treasure Key inside. You'll need to smack it with your cane multiple times to get it.

If you pay attention after you lose her on the balcony, you can hear Carmelita yelling at Sly. This is a detail that I never caught the first time around, and as a result, I try to get as many Carmelita quotes from this as I can.

Sunday, June 26, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 6 of 23


In this entry, Murray goes out of his way for a Treasure Key, then we head to the casino to tear more stuff up on the inside.


Murray's Big Gamble

The subway car to the left of where you come in from will tip downward as you walk through it. This leads to Murray's Big Gamble.

For this one, Murray leaves the van in search of a Treasure Key while Sly takes care of any enemies in his path with a gun turret. Use the Left Control Stick to move the target reticle and the Square button to shoot. Keep Murray on the screen throughout the level so that if any enemies show up, you can shoot them before they can do harm to Murray. Thankfully, the reticle turns yellow when you are aimed at an enemy.

Take care not to hit Murray, or else he will take damage. Also, don't destroy the barrels of toxic waste; those will damage Murray as well.

Boneyard Casino

This one is easy to spot: it has the word "Boneyard" in neon lights above it.

Hit the switch at the beginning with the cane in order to open up the casino. From here, watch out for the flashlights; the guys carrying them have machine guns and they will get aggressive the moment they spot you. For best results, don't attack them at all unless you can get away with it.

At the desk, sneak on top of the drink display case to get past the dogs, then beat them up for the clue bottles.

The doghouse with the hook not only has quite a few easy-to-miss clue bottles nearby, but the hook will give you a ton of coins if you latch onto it.

The wooden legs swinging back and forth before the first checkpoint gives you coins if you strike them.

Once you reach the waterlogged area, you'll want to be careful. Besides the water itself, you'll also have to deal with laser traps and areas where the water will shock you if you touch it.

The end of the stage has a giant roulette wheel that moves too fast for you to jump counter-clockwise around it. Go clockwise (to the left) and use single jumps to land on the green space with the dollar signs on it, and use double jumps to avoid the laser traps.

The vault is just before the giant roulette wheel at the end. The combination is 3-3-8. Inside is B.F. Cooper's speed-up ability. To use the ability, press L2 and R2 until "Fast" is selected, then press Triangle at anytime to use it. Keep in mind that it speeds up everything else and not just you.

Saturday, June 25, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 5 of 23


In this entry, we beat our first boss in Sir Raleigh Frog, then head to the U.S.A. for the second part of the Thievius Raccoonus.


Now that you have all the Treasure Keys in Sir Raleigh's lair, it's time to take on Sir Raleigh himself. Once you unlock the cannon, jump inside to get launched into Raleigh's airship.

The Eye of the Storm

For the first few hits, you'll have to jump from platform to platform after Raleigh bloats in size. Keep Raleigh close by, and after a few bounces, he will deflate. That is when you want to him. You could jump from platform to platform, but you can keep yourself and Raleigh on the same one just by moving back and forth. This is imperative for the second hit, as you're forced to use one platform.

After two hits, the lights around the platforms will flash when Raleigh lands on them. The platforms will eventually sink, but Raleigh will deflate after about give or six bounces. If a platform does not light up when Raleigh lands on it, get back on that platform and smack Raleigh as quickly as possible.

For the fourth hit, Raleigh will land on the center of a platform, stick his tongue out and spin it around in one last attempt to hit you. Jump over his tongue with single jumps only, and when the attack stops, hit him one more time. You'll beat Raleigh and get his share of the Thievius Raccoonus, which contains Rioichi Cooper's Ninja Spire Jump technique. After Raleigh gets hauled off to prison and the Cooper Gang spend some time in the U.K., it's back home for the next case.

You'll soon be back at the hideout, where you can go on to the next world.

Sunset Snake Eyes

The next stop is Mesa City, Utah, U.S.A., home of the nefarious Muggshot, the muscle of the Fiendish Five. After growing up as the runt of the litter and the neighborhood weakling, Muggshot turned to gangster movies and slowly became a tough-as-nails gangster and criminal underworld leader in his own right.

A Rocky Start

Be sure to look around whenever possible; some of the clue bottles are easy to miss. Given that there are 40 of them here, you'll definitely be looking high and low.

To utilize the Ninja Spire Jump, jump towards a narrow spot with blue sparkles on it and press Circle to land. From here, you can jump elsewhere, including another narrow point.

The dogs can only run so far due to being tied down, but you'll still want to be careful.

Mattresses will bounce you upwards, and this won't be the only time you'll see them.

Enemies will break through fences, so be ready to strike enemies when you approach them. The guys you'll meet behind them are the usual enemies who will rush at you with clubs. Let them come to you and smack them.

The flashing lasers act much like the lasers you've seen before. If they are flashing, they will be safe to walk on, but it also means they are about to change location on the laser fields.

The guys with the ball and chains will swing at you if you get close enough; be sure to jump before attacking.

You can jump over the cards thrown by the card-throwing enemies.

The crushers will crush you if you happen to be under them when they come down.

Some of the cards hanging off edges will tumble if you tip them over while standing on them. Some of them will have important stuff on them.

The construction crane has a wire you can climb on for three easy-to-miss clue bottles.

The vault is on the cable you can climb before the construction crane; the combination is 3-1-4. Inside is Rob McCooper's Explosive Hat Technique. To use this ability, press L2 and R2 until "Mine" is selected, then press Triangle to throw a hat. Press it again to detonate the hat, but make sure you aren't nearby or else you're going to get hurt. (Where does Sly keep all those hats?)

Muggshot's Turf

You're going to need three Treasure Keys to rev up a car and use it to get into the casino. Thankfully, there are quite a few things around here that you can break for coins.

Watch out for the guys with the flashlights; their flashlights have some range and their machine guns will seriously hurt.

Friday, June 24, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 4 of 23


In this entry, we get the last two Treasure Keys for the first chapter of the game. Next time, we face Sir Raleigh himself.


Now that you've got all the keys that you can, go up to the electrified piping and throw the keys into the locks surrounding the generator. You can then smash the generator for a ton of coins.

After that, you'll have a whole new area of the first chapter's overworld to play around in. Now you'll need to complete the rest of the levels for all the Treasure Keys for this chapter so you can unlock the cannon, which you'll need to shoot yourself into Sir Raleigh Frog's lair.

There are also two more extra lives in this second area that you can pick up. Get them if you need to.

Treasure In The Depths

There is a path along the water that leads to the submarine that takes you to this level. Believe it or not, you can destroy the barriers; you need not rely on the star-throwing enemy for it.

For this one, you'll be in mini-game mode! Use the left analog stick or D-Pad to move around and use the right analog stick to fire in the direction of your choice. That's right, folks, it's Robotron 2084, and it won't be the last time you'll be doing this, either.

In this game, you'll need to shoot down the many crabs in this level and shoot down the chests before the crabs can take them away. If any of the crabs take even one of the chests all the way back through any of the doors in the wall, you'll have to start the whole level over. Once you get all 40 chests, you'll get the Treasure Key.

The level starts off easy at first, but as you go through the level, the level gets more hectic, for there will soon be more chests dropping down and more crabs running after them. Keep an eye on what's going on around the Treasure Key so you can stop the crabs before they can go for the chests

Unlike other levels, you just have the Treasure Key to worry about; there is no vault or Master Thief Sprint in the mini-game levels.

The Gunboat Graveyard

There are some chimneys you can leap onto from the spiral ramp. These lead to a rooftop that takes you here.

Not only will you be leaping from platform to platform around the water, you'll also be doing it in the air. At least the water latforms don't sink under your weight. Don't forget to look for clue bottles along the way, and watch out for searchlights.

After climbing up the ropes from the second ship, you'll be jumping from derelict plane to derelict plane. Don't forget to destroy alarm systems and then go back from clue bottles. You'll then head to a submarine. Look around for coins here to see where you need to go, then head there and get onto yet another destroyed wooden ship. At this point, you should have all the clue bottles.

The vault will be at the exit. The combination is 7-1-9. Inside is Karin Coopergiwa's Coin Magnet Technique, which allows coins to fly to you without having to be super-close to them. This ability is not an equippable one; it goes into effect immediately without you having to do anything as soon as you get it.

Thursday, June 23, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 3 of 23


Now for the part where it gets interesting. The Fire Down Below is full of fire-belching furnaces we'll have to close, while A Cunning Disguise is full of dart-shooting globes that will poke you full of holes if you don't take the time to protect yourself.


The Fire Down Below

Close to the entrance to the hub is a wooden wheel that you have to run on. By running on it, you'll lower a platform. Jump onto the platform, and you'll be able to reach a higher platform you'll have to swing to and sneak on to reach this level.

The furnace doors with the fire coming out of them make a return here, but unlike the ones from a few videos, the flames go in and out on their own. Also, don't forget to look around the room where you start, as there are some clue bottles that are easy to miss. At this rate, you'll need to look around for stuff. Thankfully, if you have the blueprints from High Class Heist, you'll be able to do that more easily.

The wooden wheel you need to run on will appear again after the start. When a hook comes your way on the conveyor belt, grab on and jump off at the other side. You'll then need to climb on the spiraling metal bar and jump on the gears to continue on. Smack the furnace doors to get the flames out of your way.

You'll soon encounter another wheel you'll need to run on. Be sure to look around first for more clue bottles, and to jump away to avoid the spotlight that swings back and forth. Eventually, you'll be able to deliver a rock towards you that will break the window open, allowing you to run onto the conveyor belts nearby. Avoid the spotlights as you get the last of the clue bottles as well as the Treasure Key.

Don't forget that the vault is back at the beginning. The combination is 5-7-9. This one contains Dev Cooperinda's Slow Motion Jumps. Press L2 and R2 until "Slow" is chosen, then press Triangle while in the air to slow down time.

A Cunning Disguise

This level is close to High Class Heist. It's the red pipe you can climb up that leads to some more rooftops and to a green light.

Feel free to strike the book stacks for extra coins.

The globes act as dart shooters, and there's no way to avoid the projectiles. The only thing you can do is jump into the barrel nearby and use it to walk across the rug without getting shot. Interestingly, you can destroy the globes after you cross to the other side.

You'll need to take the barrel with you throughout the stage. Walk onto the elevator to get down. The barrel can act as camouflage against the spotlights - assuming you're not moving when they're on you - to keep you from being spotted.

There is an extra life around the first squid guard; you'll need to turn around in order to find it. As for the second guard, you'll need to climb a ladder and attack him from above.

Be sure to look around in the area with all the bookcases for clue bottles.

After some furnaces - and some more dart-shooting globes, destroy the globes, then look around for more clue bottles and get back in the barrel. Take the elevator up, and watch out for the searchlights. Also, there are a few ladders you can climb on as well as a few bookcases you can walk into and push for some easy-to-miss clue bottles. Be sure to double jump up the chandeliers near the end for the last few clue bottles.

The vault is located where the first set of moving searchlights was. The combination is 2-4-2. Inside is Chris Cooper's Dive Collection Technique, which lets you break and collect things with the Dive attack.

Wednesday, June 22, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 2 of 23


Now that we've made our way into Sir Raleigh Frog's stronghold, it's time to start taking on the levels inside. Here are two of the first ones you can get into.


Into The Machine

This level is close to the fountain where you get onto the ship from.

You can close the furnace doors with the fire coming out of them temporarily by jumping up and striking them. They will open back up eventually, however.

The platforms at the beginning will slowly rise and sink into the water. Make your move when the platforms have made their way up. After that, there will be some slowly spinning platforms. Be careful as you make your way to the wheel 

After this, you can bounce off the furnace doors to hit some clue bottles. There are two instances in the level where you have to do this, and if you miss any clue bottles during either of these instances, you'll have to play through the level again for another shot at them.

After the first instance of the furnace door bouncing, you'll have spinning, electrified fan blades. The holes in the floor where the fans have hit them indicate where the blades will be, so wait for the blades to swing by before making your move.

The fire-breathers will try to hit you from a distance. Wait for their fire breath to disappear before approaching and attacking.

After going under the fans, you'll then have to go over some more. Again, wait for the fans to swing by before making your move. You can also alternate between jumping and grabbing the metal pole to get past the electrified fan blades faster, and this is a strategy you'll need later.

The second instance of furnace door bouncing has lasers that phase in and out. Don't forgot to go in the opposite direction after dropping down for a clue bottle that is easy to miss.

The massive room afterwards has the last of the clue bottles. Break small safes for clue bottles, and remember that the way forward is right next to the checkpoint. Don't forget to look around for clue bottles, as you will have to leap up on some of the machinery for some of them. After that, you'll be grabbing onto a ring to wreck some of the works before hitting some more furnace doors en route to the treasure key.

The vault combination is 2-2-7. This will unlock Old Sally Cooper's Raccoon Roll. Use L2 and R2 to select "Roll," then hold Triangle and move around to use it. This ability allows you to move faster and will be useful for something we'll be doing after the main game: the Master Thief Sprints, which act as the time attack mode for this game.

High Class Heist

You can press Select at any time to go back to the level hub or any level that you want, assuming you have access to it.

This level is close to the fountain and is guarded by a squid guard. The squid guard will spit at you if he sees you, and it will not miss.

There is a lot of stuff to smash in the hallways, so destroy everything and get all the coins you can.

For the lasers soon after the start, wait for an opening before making your move.

You'll need to stay on the move to avoid the lasers coming out of the eyes of the statue. If you can go without getting hit, you can leap through the last laser wall and go straight for the alarm system to save yourself some time. Also, leap around the giant statue where the eye lasers came from for easy-to-miss clue bottles, and go off to the side.

The belly-floppers will approach you before diving. When they hit the floor, hit them. Go for the extra life off to the side afterwards, then jump from lily pad to lily pad while avoiding the lasers. Sneak around the columns for clue bottles, and watch out for the spotlights.

The vault combination is 4-3-6. The vault will be to the right of where the laser walls and eye lasers were, and contains the blueprints for Sir Raleigh Frog's operation. As long as you are in this chapter, you can press R1 to use the Binocucom and not only look around in first-person, but discover once and for all what you can interact with.

Tuesday, June 21, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 1 of 23


When I first played this game, I didn't have OBS figured out. As a result, some parts come out worse than others. Now I've got the game replayed, and not only have I fixed this, but I've also played through this game A LOT better than I did the first time around.


Interpol

Here's where the game starts. The left analog stick and the D-Pad let you move around, though I recommend using the left analog stick, as a fair amount of PS2 games have you moving with the stick. The right analog stick lets you move the camera around, and clicking the right analog stick (which doubles as the R3 button), you can place the camera back directly behind you. X lets you jump. Square lets you strike with the cane.

By striking objects and enemies, we can get coins. By collecting coins, you can earn lucky charms that give you extra hits, starting with a silver charm followed by a gold charm that turns back into a silver one when you get hit. If you have a gold charm when you collect 100 coins, you'll get a 1-Up.

When you see blue sparkles, you can hold the Circle button to move where the blue sparkles are and use the left analog stick or D-Pad to sidle along narrow ledges.

When you see lasers, you'll want to avoid them. If you touch them, they will turn red, and if you touch them again while they are red, you'll get burned and take damage. To turn them off, you'll need to hit the orange alarm system on the way forward in order to deactivate them. Here, you'll want to use single jumps to follow the coins and land on the platforms. Either way, you'll need to destroy it here to continue anyway.

Now that you're inside Interpol, you'll need to make it to the door with the drawing of the fox head on it, which is Inspector Carmelita Fox's office. The door will be locked, but the windows nearby will be open. Go through the window and use your sneaking ability that you just learned to get into her office, then go to the nearby combination vault. (You can destroy everything in the room for extra coins if you want.) Bentley will automatically tell you the combination: 9-3-7. Use Up and Down on the stick or D-Pad to change the numbers and Left or Right to switch between positions on the safe. When you have the combination, you'll automatically open the safe and get what is inside. In this case, you'll get Sly's case file back.

From here, leave through the nearby window. Once you do that, Carmelita Fox will show up. After a brief conversation, she will try to shoot you with her shock pistol. You'll need to go down from balcony to balcony and stay on the move to avoid being shot, then you'll have to jump over numerous obstacles at ground level to get to the van. Once you reach the van, jump inside and Murray will speed off in the van.

If at any point, you save and quit the game during this level, Bentley will actually explain the save icon to you. This is something I did not know about the first time I played through the game, and I only found out about it on accident!

You'll then get a brief cutscene that explains the story of the game: back when Sly Cooper - who is a member of a long line of raccoon thieves - was eight years old, he was supposed to inherit the Thievius Raccoonus, a book containing information on how to steal from master criminals as written by past members of the Cooper clan. On the day he was supposed to inherit the book from his father, a group of criminals known as The Fiendish Five burst into his home, killed his father and split the contents of the Thievius Raccoonus among themselves while he hid in a closet. Broke and alone, Sly was sent to an orphanage, where he met his soon-to-be lifelong friends and partners in crime in the Cooper Gang: Murray, a purple hippo who would later serve as the getaway driver, and Bentley, the communications expert and planner of the group. The three of them, having become accomplished thieves, are now trying to get the Thievius Raccoonus back and helping Sly get revenge for his father's murder.

You'll then be in the hideout. From here, use Left and Right on the left stick or D-Pad to choose between levels, and press X to confirm. There is only one mission to go to at first, and the rest are blocked by Murray.

Tidal Trouble

The first mission takes you to an island in the Welsh Triangle where Sir Raleigh Frog lives. Sir Raleigh Frog was a bored aristocrat, but he soon decided to try piracy and got good at it. He quickly became the chief machinist of The Fiendish Five, and he has now made his hideout in the Welsh Triangle.

A Stealthy Approach

The green bottles are clue bottles. Each stage in the game has a certain amount, and once you find all the clue bottles, you'll be able to open the vault in the stage. The vaults in the stages are opened the same way you opened the vault in the tutorial. You don't have to strike them to collect them - you can just run into them to break them - but I usually strike them to hit them from slightly further away.

To climb ropes and ladders, you'll have to get close to them by any means necessary and press Circle when you are near them so that Sly can latch on. 

The brambles past the iron gate will damage you on contact, so don't touch them. Also, be careful when smacking the signs with the torches on them, as the fire will burn and hurt you if you touch it.

There is a ship shortly after the start, you'll need to go to it and hit the mast multiple times for some clue bottles. The enemy there will have a mallet; wait for him to swing the mallet, then get in close and strike.

The spotlights are just like the lasers, except they move back and forth and cover a slightly larger area. If one touches you, they will turn red, and if you touch them while they are red, they will burn you. Destroy the orange alarm system to get rid of them.

The signal repeaters are checkpoints; run into one or hit it with your cane to trigger it.

The men who throw stars at you will nail you if you don't stay on the move. Keep moving forward and be ready to jump if necessary.

Be sure to destroy the statues after the brambles; you'll get some clue bottles that way.

As you get closer to the end, you'll find Sir Raleigh's weather machine in the sky, which is keeping the weather in the area rainy 24 hours a day.

Be careful on the waterfalls; you can get pushed to the side and off the cliff. There are some clue bottles off the edge of the first one, and you can use the rocks on the second one to avoid the water.

To grab onto the hook, just jump towards it and hit Circle to grab on. Move forward and back to swing to and fro if you need to, and jump when you swing forward.

After some spinning platforms, you'll have to deal with some more spotlights before you can climb on some ropes for the last of the clue bottles.

The combination for this safe is 7-9-2. Inside the safe is a page from the Thievius Raccoonus that teaches Drake Cooper's Fast Attack Dive Technique. Press Triangle, and you'll be able to strike enemies with a slight forward lunge. L2 and R2 will you switch between moves as you unlock more moves by unlocking more vaults.

At the end is a Treasure Key in a cage. Strike the cage to get the Treasure Key, and you'll be able to take it and exit the level.

Prowling The Grounds

If you want long enough, you'll get a hint on the double jump. Pressing X, then X again in mid-air lets you perform the double jump. You may grab onto the ledge; if that happens, just jump and move forward at the same time. If it's a ledge, Sly can probably grab on to it.

After some platforming and grabbing onto some hooks, you'll get into the hideout. Along the way, you'll find your first charm, which will act as an extra hit as mentioned before. Your first mission in the hideout - which serves as the hubworld for the first chapter of the game - is to collect more Treasure Keys so that you can destroy the power generator and de-electrify the high voltage power tube that leads to more of the hideout.

Interestingly, there are some areas in the first part of the hub where you can find 1-Ups (signified by spinning Sly Cooper heads) and charms. If you have a gold charm, the charms won't be there, but you'll still be able to find the 1-Ups.

If Bentley is contacting you on the Binocucom, you can move Bentley's face around with the left analong stick and move Sly around with the right analog stick.

Monday, June 20, 2022

PrinceWatercress plays Bonkers: Wax Up! - Part 4 of 4


*Strong Bad voice* IT'S OVER!


To beat Wolfy Wolf, head left, jump on his head, then turn around to de-spawn him. Turn back around, head all the way to the right, then head left to bring Wolfy Wolf back and jump on his head. Lather, rinse, repeat.

Wax Laboratory

The spikes don't kill you, but they do hurt you.

Just like with Garages and Ghosts, be ready to look up and down a lot so you can find all the platforms that you need to get to. Also, the enemies who pop in and out to throw things are back.

Casting Factory

You'll want to avoid falling into the dark black goop, and you'll also need to be ready to jump to avoid a mine cart often.

Once you get all the pickles, you'll enter the final area. Thankfully, it won't take you long to find Madame Whosaid, the game's final boss. You'll also find Lucky being held hostage. Avoid the crusher as you keep jumping on Madame Whosaid's head. If you can do this (and avoid falling into the fire), you'll finally beat this game.

Sunday, June 19, 2022

PrinceWatercress plays Bonkers: Wax Up! - Part 3 of 4


Once I reach the Wax Up Factory, I finally have enough of the game. Amazingly, I'm near the end, and I somehow make it there. Go figure.


To beat Maggott, jump towards him as he is walking, then get to the other side of the room. Turn around and re-spawn Maggott, then jump on him again. He will leap at you like the werewolf enemies from earlier in the game, but you'll still jump on him. Keep doing this and he will eventually fall.

Coal Car Crusher

And now for a mine cart stage! Hold Left to lean back and go up slopes and hold Right to take the path that you want when you see it. Jump over the mine carts, jump on the enemies, and grab what you can to restore your health.

Witch Wax Storage

At the top, runt to the right to avoid the witch and her projectiles. The first pickle will be to the left of the first flight of stairs. From here, get further down so you don't have to deal with the witches every again.

This stage has very few health pick-ups, so you'll need to be careful as you go through it. 

The boss here is Al Vermin. You'll need to get to one side and make a running jump on his head, and hope that the ten ton weights don't fall on your head. 

Boiler Room

The beginning of this is pretty straightforward, but everything else after that is anything but. You'll have to leap onto the big fat pipes in the background as well as the some of the joints on the vertical pipe segments. You'll also have to make a few leaps of faith in order to get to some pickles. Watch out for the flames that float around in the pipe areas.

Wax Up Factory

Oh, dear. This is the hardest stage in the game, just because of how constricted the level design looks and how I'm forced to take a long, roundabout way near the end just to get the last pickle.

The rivers of wax act as slow conveyor belts, and the mice will get in tour way in narrow areas while moving with plenty of speed.

There is a glitch where you can get stuck halfway inside a wall and the only way out is to keep jumping. When you keep jumping, you'll make your way up. I could have made my way to where I wanted to go near the end with enough messing around, but that ended up making things easier. That, and I love showing glitches off, anyway.

Once you beat this stage, you'll end up in another boss area.

Saturday, June 18, 2022

PrinceWatercress plays Bonkers: Wax Up! - Part 2 of 4


In this entry, we face our first boss and start playing some harder stages.


Grand Gallery

Be careful near the beginning; it is possible to fall through the floor if you run into the first spider. Also, going down after the start leads to an extra life.

The chattering teeth bounce around and always move towards you; they take one hit to defeat.

When you get the last pickle, you'll face your first boss: Bull Dog Bully. Stay in the upper left of the boss area and leap onto his head when he stops moving, then go back up and wait for him to stop moving again just so you can jump on him again. After enough hits, you'll beat him. 

Garages and Ghosts

The kid with the striped shirt takes two hits to defeat (and has a hilarious look on his face when you jump on him once).

To use ladders, hold Up and Down on them like you did the stairs.

Be ready to look up and down when in this area, as the platforms here are pretty small.

If you end up in a bonus area, be ready to use Left and Right to switch tracks when necessary and jump to grab things and avoid spiders and mine carts.

Wacky Water Works

This is where things get irritating.

The ghosts fly back and forth, while the prisoners will track where you are and try to hit you with hammers. The piranhas in the water tanks are the worst, as you cannot hurt them and they ill damage you if you try.

When you get the last pickle, you'll face another boss.

Friday, June 17, 2022

PrinceWatercress plays Bonkers: Wax Up! - Part 1 of 4


It's now time to play a licensed game that I thought would be at least halfway decent upon trying it out and playing through some of it. As you'll soon see, it ended up souring on me.


In this game, you're playing as Bonkers, just like in the cartoon. Your friends have apparently been kidnapped, and the only lead that Bonkers has is a note telling him to go to a wax museum. From here, you'll have to find clues and go to various locales before coming face-to-face with the culprit.

When you start the game, you can choose between two difficulties: Club and Hard. Hard just has you looking for more pickles in each level. That's it.

As for the Clue Page, this tells you what you'll be doing. There will be numerous food items you can pick up to refill your health with. Some food refills more more health than others, and pizza refills all the health. The things that look like orange slices are actually pickles, which are clues. When you pick up all the pickles in the current level, you go on to the next. Shields give you bonus points, and the ones with question marks on them also provide energy sometimes. Most importantly, there are extra lives, which can be hard to find unless you know where to look in any given level.

The Museum

Once you start the game, you'll be in the museum. Left and Right let you look around, while Down lets you duck. If you hold Down, you can look down, and if you hold Up, you can look up. Up and Down also let you go up and down stairs when standing in front of them. Button 1 lets you run when held, but you can only run for so long before Bonkers eventually starts walking again with no warning. Button 2 is the jump button.

The one thing you'll be doing in just about every level is looking for those orange pickles. You could just wander around the level aimlessly, or you can press Start to pause the game. When you do, you'll pull up your current score, as well as a picture of this clock-looking thing with a number above it. This 
is a compass, and it tells you where the nearest pickle is. Be ready to do this constantly.

You have your health bar in the upper-left corner and your number of current lives in the upper right. If you lose all your health or fall down the bottomless pit at the bottom of the level, you'll lose a life. Lose all your lives and it's game over, and you're starting all the way back at the beginning...so be aware of where you're going and always look up and down when you need to. If you can't look in either direction, you're either at the very top or the very bottom of the stage. Watch your jumps!

Speaking of jumps, you'll need to move left or right for a second to get full momentum on your jumps. If you jump straight up and then try to move, you'll barely move an inch. Keep this in mind when fighting enemies.

If you jump on a chair or sofa, you'll bounce on it. Hold the jump button to jump higher. If you jump to the left or right onto one as opposed to straight up, you'll keep hopping in that direction until you're off the furniture.

Enemies in this stage include spiders that move up and down, men wrapped up to look like mummies (who end up becoming harmless after one hit), ghosts that walk towards you, and guys in hoods that peep in and out and regularly throw stuff at you when on-screen. Enemies can and will have the habit of re-spawning out of nowhere if you scroll their spawn point off the screen and get it back on, especially if you do it super quickly. This can cause some accidents as well as some frustration, especially since you have knockback when you get hit and you can get knocked down into a pit and lose a life.

Taking damage from enemies gives you the ever-familiar invincibility flash...and having the invincibility flash can also be a major pain, too, because you can't defeat other enemies (or bosses) and you can't pick up items (including pickles) while you're flashing. You'll have to wait for your invincibility to wear off before you can do the most important things again.

Banana peels make you slide. You can also slide if you double back while running, and if you run into any enemies while sliding, you'll actually defeat them.

The little guy with the nightstick doesn't hurt you; he's just there for show.

Ghosts' Gallery

The werewolves take two hits to defeat, and even though they will jump at you when you jump at them, you'll still be able to hit them.

Also, don't be surprised if you have to take a longer, roundabout way just to go in the direction of the nearest pickle. This will definitely happen in the later levels.

While I don't have this happen here, there are certain points in the levels where you can meet your friends. Sometimes they will leave food that you can refill your health with, while others can take you to a bonus area where you can just jump over mine carts and get bonus points.

Fright's Gallery

The hunchbacks take one hit to defeat, and they also throw projectiles at you. The skeletons also take one hit to defeat, and they roll their heads at you like bowling balls. The knights on tank treads also take one hit to defeat, and they crumble in hilarious fashion afterwards.

The bats just fly around; they don't hurt you.

You may notice the health bar and lives count hide behind foreground elements in the levels. This will happen in some of the levels.

Wednesday, June 15, 2022

PrinceWatercress plays Space Invaders (Atari 2600) - Part 3 of 3


In this entry, we check out the last two rule variations, then play with all four of them activated at once for fun.


Game Mode 5 activates Fast Bombs. With Fast Bombs, enemy fire is much faster than before. Meanwhile, the speed of your shots stays the same. Be ready to move, or else you are going to get annihilated. If you can get used to playing with the Fast Bombs rule variation, you can get good at this game.

Game Mode 6 combines Moving Shields and Fast Bombs.

Game Mode 7 combines Zigzagging Bombs and Fast Bombs.

Game Mode 8 combines Moving Shields, Zigzagging Bombs and Fast Bombs.

Game Mode 9 is the first to introduce Invisible Invaders. With this rule variation, the enemies are completely invisible, and you can only see their bombs. The only way to see the aliens is to successfully hit one of them, and that only lets you see where they are for a brief amount of time. With this mode, you almost might as well be playing the game blind-folded, as it can be easy to have no idea where the enemies are and they will land at the bottom before you know it.

Game Mode 10 combines Moving Shields and Invisible Enemies.

Game Mode 11 combines Zigzagging Bombs and Invisible Enemies.

Game Mode 12 combines Moving Shields, Zigzagging Bombs and Invisible Invaders.

Game Mode 13 combines Fast Bombs and Invisible Enemies.

Game Mode 14 combines Moving Shields, Fast Bombs and Invisible Enemies.

Game Mode 15 combines Zigzagging Bombs, Fast Bombs and Invisible Invaders.

Game Mode 16 combines all four rule variations of Moving Shields, Zigzagging Bombs, Fast Bombs and Invisible Invaders. Good luck playing with all four rule variations on at once!

Modes 17-32 are the same as 1-16, except you and a second player take turns in a two-player alternating mode.

Modes 33-48 are the same as 1-16, except you and a second player play at the same time. Player 1 has a blue ship; Player 2 has a red ship.

Modes 49-64 are the same as 1-16, except you and a second player control the same ship and take turns firing. If you wait too long to fire, you automatically fire and control of the ship is transferred over to the other player.

Modes 65-80 are the same as 1-16, except you and a second player control the same ship. Player 1 gets to move the cannon to the left, while Player 2 gets to move the cannon to the right. Both players can fire the cannon.

Modes 81-96 are the same as 1-16, except you and a second player control the same ship. One player gets to control the ship in either direction and fire the cannon, but when the cannon is fired, full control of the ship is transferred to the other player.

Modes 97-112 are the same as 1-16, except you and a second player control the same ship. Player 1 gets to move the cannon while Player 2 gets to fire the cannon.

The difficulty switches make the cannons narrower (in B or novice) and wider (in A or expert).

Tuesday, June 14, 2022

PrinceWatercress plays Space Invaders (Atari 2600) - Part 2 of 3


In this entry, I show off the first two rule variations: Moving Shields and Zigzagging Bombs. I end up making a third video because I do better here than I planned.


With Game Mode 2, Moving Shields are on. This causes the shields to move back and forth. While this can work to either your advantage or disadvantage and make it easier or harder to take out aliens at times, it eventually won't matter after the third wave, because at that point, the shields will be gone anyway.

With Game Mode 3, Zigzagging Bombs are on. This causes enemy shots to move to the side instead of just straight down. You'd better be ready to pay attention and watch the enemy's shots carefully, because the enemy's shots can travel pretty far to the side and yours can't.

Game Mode 4 combines Game Modes 2 and 3, giving you both Moving Shields and Zigzagging Bombs. Knowing what we know about Game Modes 2 and 3, it's easy to know what to expect in Game Mode 4 up to a certain point. Will the shields save you early on? Can you avoid enemy shots? Play this mode and find out.

Monday, June 13, 2022

PrinceWatercress plays Space Invaders (Atari 2600) - Part 1 of 3


Yep, I'm playing this one for the Atari 2600. I had a lot of fun with this one, believe it or not.


In this game, a wave of space aliens slowly move towards the planet, and you're the only line of defense. Left and Right on the joystick let you move (with the two lines on the floor indicating how far you can go) and the fire button lets you shoot. The three orange things in front of you are the shields, and these will protect you from enemy fire.

As you wipe out the aliens, the aliens will fire at you. The aliens will also get faster and faster, and the last alien in the level will become superfast. You'll have to time your shot perfectly to take it out before you go on to the next level to take on a whole new salvo of aliens. As you take down the enemies, you'll get points. The further in the back they are, the more points they are worth. The ones in the very front are worth five, and each row back gives five more points than the last one all the way up to 30 points. A whole set of aliens is worth 630 points.

Sometimes, there will be a purple UFO (sometimes called the "mystery ship") that travels from one side of the screen to the other at the top of the screen. If you can somehow shoot it down, you'll be able to score a ton of points.

If you get shot down by an alien, you'll lose one of your three lives. If you lose all three lives, the game is over. If the aliens make it far down enough, your shields will be wiped out entirely. If they reach the ground, the game is over no matter how many lives you have left.

Interestingly, the aliens will start attacking again when you're out of lives and you can still move the ship, but you won't be able to fire. If the ship gets shot down post-game, you won't be able to move it again.

And that's just Game Mode #1! There are multiple rule variations for the one-player mode, and the rule variations can also be applied to the various two-player modes that the game has! Stay tuned and I'll explain everything!

Sunday, June 12, 2022

PrinceWatercress plays Trick Shot - Pool Longplay


Let's hit some balls.

Seriously, that's it. That's the video.

Still not a bad thing, though.


In the Pool mode, you just keep shooting the balls into the pockets. Due to the game and hardware limitations, there is nothing to this at all. All you have to do is clear five complete racks of five pointes each and you'll win. There are no rewards for playing well and there are no punishments for playing poorly. At this rate, you're just making shots and hitting balls for the sake of it.

Had this been the two-player mode, both players would take turns and the first person to reach 15 points would win. 

Saturday, June 11, 2022

PrinceWatercress plays Trick Shot - Trick Shot Longplay


And now, all nine screen of Trick Shot Mode minus commentary. Enjoy.


1. Get the dot to the left of the cue ball and hold the fire button down for long enough to get the brown ball in the upper-left pocket.

2. Tap Left twice, then shoot the cue ball at the blue ball.

3. Aim the cue ball in this direction and hole fire for a few seconds. (Take the cue to the left, then aim it here.) The cue ball will bounce off all the balls and sink them.

4. Get the cue to the left, then tap Right on the joystick and shoot. You'll take the long way to get to the orange ball, but you'll sink both.

5. Tap left once and shoot. That's it, really.

6. Put the cue below the cue ball, then tap right four times and shoot. Once again, you have to take the long round-about way to hit both balls.

7. Aim for the orange ball. 

8. Tap right twice and shoot.

9. Get the white ball up and to the left, just above the top of the white ball. If you do it right, you'll bounce off two walls, knock the blue ball in, then sink the yellow one.

Friday, June 10, 2022

PrinceWatercress plays Trick Shot - Part 2 of 2


After getting the perfect 37 in Trick Shot Mode, I just sink a bunch of balls in Pool Mode. That's as much as there is to it if you don't have a second player.


In this mode, I play 1T mode and play through all of the screens for real. Here's all of the solutions again:

1. Get the dot to the left of the cue ball and hold the fire button down for long enough to get the brown ball in the upper-left pocket.

2. Tap Left twice, then shoot the cue ball at the blue ball.

3. Aim the cue ball in this direction and hole fire for a few seconds. (Take the cue to the left, then aim it here.) The cue ball will bounce off all the balls and sink them.

4. Get the cue to the left, then tap Right on the joystick and shoot. You'll take the long way to get to the orange ball, but you'll sink both.

5. Tap left once and shoot. That's it, really.

6. Put the cue below the cue ball, then tap right four times and shoot. Once again, you have to take the long round-about way to hit both balls.

7. Aim for the orange ball. 

8. Tap right twice and shoot.

9. Get the white ball up and to the left, just above the top of the white ball. If you do it right, you'll bounce off two walls, knock the blue ball in, then sink the yellow one.

After this, I play 1P mode. In the Pool mode, you just keep shooting the balls into the pockets. Due to the game and hardware limitations, there is nothing to this at all. All you have to do is clear five complete racks of five pointes each and you'll win. There are no rewards for playing well and there are no punishments for playing poorly. At this rate, you're just making shots and hitting balls for the sake of it.

Had this been the two-player mode, both players would take turns and the first person to reach 25 points would win.

Thursday, June 9, 2022

PrinceWatercress plays Trick Shot - Part 1 of 2


...and now, pool for one. Here, I show off how to beat all the screens in Trick Shot Mode.


In this game, you play pool with three balls, mostly due to hardware and game limitations. Despite that, the game is still fun if you're looking for simple entertainment.

Here are the game modes (which are selected with the game mode switch):

1T: One-Player Trick Shot. See if you can pull off the odd shots needed to get all the balls in the pockets
2T: Two-Player Trick Shot. Same as above, but with two players taking turns.
1P: One-Player Pool: Sink all the balls until you get 25 points.
2P: Two-Player Pool: Same as above, but with two players taking turns. This mode is more exciting, as both of you compete to see who reaches 25 points first.
2B: Two-Player English Billiards: A game of English billiards with modified rules due to hardware and game limitations. I do not play this mode.
1, 2 ... 9: Trick Shot Practice Modes. These allow you to practice all of the screens in Trick Shot Mode as long and as much as you want.

By tapping Left and Right on the joystick, you can position the cue (the dot behind the white ball) behind the white cue ball. This will dictate where you hit the white ball from. The fire button hits the ball. The longer you hold the fire button, the harder your shot. By holding Up or Down, you can control the English on the ball to make it slower or faster. If you hear a ripping sound, that's the cue rubbing against the pool table (which doesn't punish you in any way).

Here are all the solutions for all nine screens in Trick Shot Mode:

1. Get the dot to the left of the cue ball and hold the fire button down for long enough to get the brown ball in the upper-left pocket.

2. Tap Left twice, then shoot the cue ball at the blue ball.

3. Aim the cue ball in this direction and hole fire for a few seconds. (Take the cue to the left, then aim it here.) The cue ball will bounce off all the balls and sink them.

4. Get the cue to the left, then tap Right on the joystick and shoot. You'll take the long way to get to the orange ball, but you'll sink both.

5. Tap left once and shoot. That's it, really.

6. Put the cue below the cue ball, then tap right four times and shoot. Once again, you have to take the long round-about way to hit both balls.

7. Aim for the orange ball. 

8. Tap right twice and shoot.

9. Get the white ball up and to the left, just above the top of the white ball. If you do it right, you'll bounce off two walls, knock the blue ball in, then sink the yellow one.

If you can sink all of the balls, you'll get a perfect score of 37 and a trophy next to your score.

Wednesday, June 8, 2022

PrinceWatercress plays Scrapyard Dog (Lynx) - Part 7 of 7


Time to beat Mr. Big and save our dog once and for all!

Castle 1

You'll be seeing a lot of hazards from past stages such as the ghost, but you'll also see new hazards such as lava pits, flame spouts coming from said lava, spikes the pop out of the ground, stone demon heads that drop from archways, pots that fly out from the left and suits of armor that attack you with hand axes.

The chandeliers that move up and down act as platforms.

The first door has a bomb shop.

The stun gun is very useful in this area.

Castle 2

Enter the doorway to the right at the start of this area. Drop down to the door on the background wall and open it to buy some shields. You'll need 'em. From there, enter the door to the right of that. Jump up to the doorway to the right, but instead of entering it, jump onto the spike that pops out of the wall and use it to get to the top. Carefully jump to the chest to get a gun and end the level.

Castle 3

This level is a boss rush. The bosses here fight the same way as they did in earlier points in the game, but there are some differences due to the differing level design.

The fight with the tank dog is the same as it was in the Junkyard world. The middle door afterwards lets you buy shields, while the door to the left lets you continue. Taking the wrong door will make you re-do the boss battle you just did, so don't do that!

For the flying dog, watch out for the projectiles and jump straight up or duck down when needed while staying far to the left. Take the left door after the battle.

To beat the frog, just duck down and shoot the whole time and make sure the bird can't hit you. The middle door is a window minigame with a few shields and an extra life in here. The right door continues.

To beat the ghost, stand on the brick and be ready to move and jump to avoid being shot by the bullet. Take the right door afterwards.

To beat the flying raccoon, stay to the left as soon as the raccoon appears and duck behind the block. The top door continues.

To beat the yeti, stay all the way to the left as you shoot at the heart and keep jumping to the left to avoid the icicles. The bottom door lets you buy extra lives. The top door takes you to the end, where you'll get one shield.

Castle 4

You will still have the gun from the last level with you, so you'll need to watch out with all of the lava and armor suit traps.

Watch out for the spikes that fly out from the left.

At the end, you'll face Mr. Big. Stay close to him and keep ducking down and firing. If he moves forward you, use the seat of the throne to jump over him and stay behind, and keep firing in close. He can stun you with the smoke rings from his cigar and he can also leap forward and try to walk around the throne, but if you're super aggressive and you've kept firing at him with no mercy from the start of the battle, he's done.

With Mr. Big done, you'll be able to save Scraps and go home, where you'll see a picture book of all the places you've been. You've won!

Tuesday, June 7, 2022

PrinceWatercress plays Scrapyard Dog (Lynx) - Part 6 of 7


Gotta get that ice world trope in before the game ends.

Ice 1

The ice will make you slide forward if you walk on it. Also, the fish are back, and they'll be leaping out of the pools of water you'll be seeing here.

The moving platforms shortly after the beginning look like the ice shot platforms. Be careful, as they aren't very big. Also, jumping straight up on the last platform of that first set will net you temporary invincibility.

Duck down at the door to the first igloo to buy flamethrower ammo.

The left door of the igloo with three doorways is the organ mini-game.

Ducking down on the second ice block platform after the igloos will net you a red money bag.

Jump up to the note at the end for 2500 bonus points.

Ice 2

Watch out with the stalactites; they can fall down if you get close enough to them. Also, there are polar bears here.

The first cave has ice gun ammo. The second cave has the box mini-game. The third cave has a red money bag. The fourth cave lets you buy bombs at $8 each, which destroys all on-screen enemies when used.

There are platforms in the large pool of water as well as above the bottomless pit near the end. Be careful on both sets of platforms; they're not that big.

Jump up to the envelope for 2500 bonus points.

Ice 3

What is this, the North Pole?

The ice floes that move back and forth across the water will be your friend here. At least the water below doesn't outright kill you if you land in it; it only hurts you.

The first cave has extra lives at $35 a pop. I usually buy one just in case.

The ice platform with the crack in it breaks if you stand on it too long. Some platforms also have ice on them, and you'll have to slide forward on the last one that has it to jump to the platform that comes after it.

The cave with the red money bag directly above it sells stun guns.

Duck down at the note at the end for 2500 bonus points.

Ice 4

Compared to Ice 3, this is more of the same. The only difference is that there is more dry land and more birds. The chest at the end contains a gun.

Ice 5

The boss here is a giant yeti. Stay to the far left and keep shooting fireballs at the flashing heart, and when the yeti gets too close, get on the blocks to avoid the icicle blasts. Once the yeti backs up, get down and start firing again.

When you beat the yeti, you'll get an extra life and find Mr. Big's castle. You know who we're facing next...

Monday, June 6, 2022

PrinceWatercress plays Scrapyard Dog (Lynx) - Part 5 of 7


I don't really say it here, but this world is probably the most interesting one due to the ghost town and some of the random things that show up, like the gas pump, the teepees and the palm trees.


Desert 1

Most of the enemies you'll see here are the wildlife that you've seen before.

The tumbleweeds stun you, but cannot kill you. If you've been taking care of enemies as they came, this shouldn't be much of a problem. The gopher holes will hurt you if you land on them. Amazingly, the cacti don't.

If you hold Up at the stagecoach door, you can buy Tri-Lasers.

Jump up to the envelope for 2500 bonus points.

Desert 2

When the eagles reach the ground, there will be nowhere else for them to dive to.

Hold Up on the teepee entrance for $5.

Watch out for coconuts. Even if they are on the ground, they will still hurt you.

Jump straight up on the gas pump for $5.

Duck down at the note for 2500 bonus points.

Desert 3

For the first screen, you'll want to make your way to the cave in the lower-left corner. This is easier said than due to the platforming you'll have to do. I just take the quick and dirty way to do it because of that. 

For the second screen, The mine in the lower-left corner sells armor. It's the same as the shield, but more expensive at $35 a pop. No wonder the shopkeep is fed up. The opening in the upper-right corner just takes you back to the start; instead, enter the opening in the lower-right. Don't go too high up or else you might get hit by rolling boulders.

For the third screen, there will be boulders rolling around. The teepee sells stun guns. If you stand on the gravestone with black text just under the ghost town sign and jump straight up, you'll find $5. If you press down in front of the skeleton arm with the phone, you'll get 2500 bonus points.

Desert 4

The ghosts stun you, and they will move up and down in place before advancing towards you. Hope you brought the stun gun; it'll definitely come in handy here.

Duck down to avoid the huge wooden door that flies out from the left.

Jump straight up at the center of the bank windows for red money bags. The higher road is the safe road at this point. Be careful for the door that flies out from the left as you approach the jail (spelled "gaol" here). The jail sells ice gun ammo. The chest contains a gun.

Desert 5

The boss is a ghost sheriff. Stay all the way to the left, get your shots in on the ghost ahead of time as it flies around and keeps fading in and out, and always duck down when you're not firing to avoid getting shot yourself. 

After this, you'll get another extra life and head into a winter wonderland.

Sunday, June 5, 2022

PrinceWatercress plays Scrapyard Dog (Lynx) - Part 4 of 7


Now these places that we're going through just to save our dog are becoming more and more absurd. I feel bad for our protagonist Louie here.

Mountain 1

You'll need to be careful as you cross the rickety bridge. There will be fishing jumping up and down in some of the pits, and there are also wild animals like rams that want to beat you up. At least there are rocks and branches poking out of the waterfall in the background that you can use as platforms, but you won't be able to use the high road all the time.

Ducking down on the nests will give you power-ups, and ducking down on the raft will net you some temporary invincibility.

There is a cave where you can buy shields, and another with the can mini-game where you can win temporary invincibility. 

The single planks that aren't connected to any other planks fall under your weight and will take you down with them if you stand on them for more than a second. Be sure to hold Left or Right briefly so you can get momentum on your next jump.

Duck down on the letter for 2500 points.

Mountain 2

It's an even longer way down compared to the first level, as you're on the cliffs here. There are some white platforms you can stand on, as well as some cloud platforms.

The moose walk back and forth much like the rams do, and the eagles will swoop down and attack you only if you attack first.

Duck down on nests for pick-ups.

If it's a flat surface, you can probably land on it.

The Tri-Laser in the cave has a three way shot than help you take care of enemies from an angle and from a distance. I end up never using it at any point in the Let's Play.

Jump up to the letter for 2500 points.

Mountain 3

The bats will swoop down and then fly back and forth while gently lowering. This will give you some time to plan your attack against them.

The bears will rush at you, sometimes from the left side of the screen.

The first cave contains a store where you can buy guns. The cave above the moving mine carts lets you buy shields. The third gun contains a stun gun, which freezes all enemies and hazards. This may or may not help with the green platforms that move up and down. If you touch an enemy while the stun gun is in effect, they will be defeated instantly.

The box mini-game is even simpler than the can mini-game. Just pick a box and you'll get a prize.

The last green platform has a hidden red money bag for $5 that you can pick if you jump straight up as high as the platform can go.

Duck at the note for 2500 points.

Mountain 4

This time, you're flying a blimp, but the same horizontal shmup controls remain. Watch out for the clouds, as they will hurt you. Ditto for the birds and the flames that come out of the chimneys. At one point, you'll also fly over a stadium, where you will have to avoid footballs.

The chest at the end contains another shield.

Mountain 5

The boss is a raccoon on a jetpack. Just stay all the way to the left and move up or down to avoid the bombs that the raccoon shoots or drops as you keep firing. The raccoon will go down in no time.

You'll get another extra life before heading to the desert.