Wednesday, October 11, 2023

PrinceWatercress plays Beard Blade - Part 2 of 13


In this video, our adventures on this strange island continue with some more beach combing as well as some cave exploration.


If you need an easy way to switch from day to night (or vice versa), enter a level, pause the game with the Start button, then select "Exit Level." This works regardless of whether you've played through either version of the level once.

Caraway Bay 1 (Night)


If you keep holding the jump button on the surface on the water, you'll keep leaping in and out of the water's surface, which can prove useful.

You'll need to leap from palm tree to palm tree to get the first Smuglin coin.

You'll take an alternate path in the nighttime version of the stage. The water with the wavy lines travelling in a certain direction has a current travelling in that direction, and you'll need to jump out from the water's surface at the right time to get Card #2: Bastion. You'll also have to dive into the right-most side of the water to get the second big coin.

You can duck to get underneath low ceilings when on a moving platforms.

The flying shell enemies spit projectiles downward at an angle after they stop and before they turn around.

By dropping away from the currents later in the nighttime section, you can get to the blue chest. The blue chests contain ancient treasures, and the one here contains the Old Map.

To open the locked door, you'll need to find the key. You'll have to fight some crabs again in order to get to that key as well as the third big coin. Once you get the key at the end, you can open the door and fight for one of your sheep.

Caraway Bay 2 (Day)


For this area, you'll have to go into the water. The orange fish will just bump you around, and you cannot attack them.

You'll need to find air pockets in the underwater cavern in order to stay alive. Remember that you can swim in eight directions with the D-Pad or left stick.

You won't be able to attack underwater...yet.

The first big/Smuglin coin will be in the upper-right corner of the area, and you'll have to swim upwards to get to it.

The sea urchins are stationary, but they can still hurt.

Just like on dry land, be wary of currents in the water. If you know what you're doing and you can move to the side quickly enough, you can brave the currents that push you back up to get the second Smuglin coin just before hitting the checkpoint.

If you hold Left on the D-Pad after getting back in the water after the checkpoint, you'll find an enemy card, but you won't be able to break the blocks in your way. You'll have to come back later.

There is a rather large air pocket to the left on the way down to the exit. If you enter it, you'll find the third big coin. Just watch out for the slime-spitting enemies above. Further down past that, you'll find another big air pocket where you can find the red treasure chest that contains Track 2.

Caraway Bay 2 (Night)


This time, you'll be heading further to the right on dry land and climbing your way up.

To get the first big coin at the start, you'll need to break the crate that is all the way to the right at the start. From there, you can go right and drop down, then go to the left to get the coin.

Remember that you can stand in front of trees and hold Up to climb on them, even in mid-air.

The little guys that run around are easy to deal with.

To get the blue chest, just climb up to the red button to the left of it and strike the blue button with your attack. You can then go down and open the blue chest to get the Rare Whistle.

To get the second big/Smuglin coin, just get on the rope platform above it, then drop down. You can then grab the coin and break the nearby block to get out.

There are two platforms below the third big coin. Just quickly jump up them to get to the coin.

If you climb up at the exit, you'll get Card #4: Rotelle.

Kencur Caverns 1 (Day)


You'll take the upper entrance at the start.

Watch out for falling rocks at the triangular "!" signs. If you see a little bit of rubble above, a big boulder is about to drop. Wait for it to drop before moving on. This is especially true when you're jumping on one of the numerous fallaway platforms in this level situated near one of these signs.

You'll need to get on a moving platform and watch for a falling boulder on the way to getting to the first big coin. As for the nearby red treasure chest, you won't be able to break the crates to get it...yet.

The doorway soon after the checkpoint leads to a room where you can ride on platforms and get coins. Once again, watch for coins, then get the second big coin on the other side. To get back, jump into the nearby bubble, press Up, and you'll be whisked through the pipe in the ceiling back to the entrance.

Not long after that doorway, you'll find a crate on a low platform. Break the crate to get Card #5: Spatzle.

The third big coin is near the end, and you'll have to jump from fallaway platform to fallaway platform and get it while you do. If you do fall into the bottomless pit after getting this, you won't have to worry about collecting it again. Once a collectable is collected, it stays collected. You can also pause and exit a level after getting a collectible and not lose it, either.

Kencur Caverns 1 (Night)


You're taking the lower entrance this time.

Attack the moles before they attack you. They will throw rocks at you if given enough time. Thankfully, your attack can also break those rocks.

By double-tapping A in front of the columns with the beige gears on the top, you can turn the gears and open the doors. Once the door is open, get to the other side before the door closes on you. Make sure you're also holding A when you spin to fully open the doors.

There is a fake wall to the left underneath the first door. The chest on the other side contains coins.

You'll see the first big coin below you. There is a fake wall with some holes in it to the right. Pass through it, then drop down and take out the mole Smuglins. To the left, you'll be able to get the coin.

There is another fake wall above and to the left. It leads to Card #6: Squintstone.

You won't be able to reach the blue chest...yet. You won't be able to break the crates above it for the time being, and going down and to the left leads to a one-way path.

The second big coin is behind a mole Smuglin.

In the second section, the beige gears will raise up the platforms. When the platforms shake, they will drop down and become unusable unless you can get to a gear and keep it up for longer. The third big coin will be in a series of this type of platforms near the end.

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