Friday, October 13, 2023

PrinceWatercress plays Beard Blade - Part 4 of 13


In this entry, we face our first boss before exploring the rest of the island.


Kencur Caverns 3 (Night)


If you didn't get it in the Day stage, you can get the Beard Clamp move in the Night stage. You'll need to head right after the metal rod.

In the first section, you'll need to get a key to open the door. 

The first big coin is behind two wooden crates you can easily break. If you break the crate below, you'll find the blue treasure chest and the Artisan Bow. The second big coin is up and to the left of that, and you'll need to launch yourself up on the moving platform below when it is on the lower part of the track.

Once you get the key, you can jump into the bubble and press Right to get back to the door.

In the second section, you'll be running away from Gimlet, the guy with the drill machine. If he touches you, it is instant death. If any blocks are in your way, break them. Thankfully, you can easily avoid most of the enemies. The third big coin will be seen on the way to the other side; you'll need to go through a crawlspace to get it. You'll also have to backtrack just a little bit just to get Enemy Card #11, Cawful. Once you get it, be ready to run to the right again, as you'll be seeing Gimlet as soon as you get the card. It won't be long until you reach the exit.

Caraway Lighthouse


Regardless of when you come here in the day or at night, you'll get the same level every time.

The level starts with a simple trek to the lighthouse. Past the lighthouse is a cliff you can jump off of and wrap around to the left for coins and not much else.

When you enter the lighthouse, you'll use to make your way up with the Beard Clamp ability. You'll also meet Barnacle "Hook" Barley, the guy with the two hook hands from earlier. You'll also see a girl in a bag hoisted up by a rope above. Looks like you'll have to rescue here.

Jump over or avoid the barrels that Barnacle kicks at you, and when he throws a bomb, attack it to catch it, then throw it back at him. After two bombs, Barnacle will pull out a shield with spikes, and you'll need to jump over him as he charges at you while avoiding the spiked cannonballs that shoot out of the cannons in the background. Every so often, one of the cannons will fire a bomb instead, and you'll need to catch it and throw it at Barnacle.

After two more bombs, head to the right-hand side of the arena to avoid the anchor chain. When you see the red line with the arrows, duck to avoid being hit by the anchor chain. Eventually, Barnacle will drop back in, and you need to hit him as soon as he shows up to defeat him. From there, you can go up to him and keep pressing the attack button to throw him out the window and into the horizon.

You'll then save the girl, whose name is Moira. Moira will mention that the Smuglins went after her due to an orb that her grandfather gave her as an heirloom, and it turns out to be just like the one that one of Branson's sheep ate. Forbeau will also show up and mention that there are five of these orbs and that the Smuglins are looking for them, and that you must find them before the Smuglins do. Moira hands the orb to Branson for safe keeping and to ensure the Smuglins do not go after her again, and you'll have one of the five orbs in the game. From here, Moira will wait back at the lighthouse at the start of the game to give you safe passage home when you rescue your sheep, and while you can meet her there, you can't do much.

Before you grab the orb, get the Max Life Up and Enemy Card #10, Barnacle Barley. You'll then have everything in the level. If you grab the orb first, you can still fight Barnacle Barley again to get things.

Annatto Forest 1 (Day)


You can crawl through log tunnels for extra coins.

The crows, known as Cawleys, will rise up and then dive bomb when you get close enough, but you can attack them before they can attack you.

The wooden platforms will either rise up or lower down, and you can get off them and even get above or below where they were to find some things, such as coins. They will return to their original positions slowly when you get off of them.

You'll need to jump through the brown goop to get out of it.

Going up on the large platform and to the left takes you to the first big coin. The spiders will spit projectiles that can bounce off walls, floors and ceilings when they drop down.

The brown goop becomes the way to get around in the third sections. The brambles damage you, but do not kill you outright, if you land on them.

You'll need to ground pound the block above the enemy card to get Enemy Card #12, Attachnid (which is the spider enemy we just met).

The mushrooms in the third section act as trampolines.

The second big coin is to the right of the exit. It will be partially hidden by the leaves, but you can still see part of it spinning.

Use the ground pound move to break all the crates in the fourth section surrounding the red treasure chest to get Track 6.

The third big coin is hidden behind the Attachnid at the end of the level. Make sure you don't destroy the crates nearby before you get it.

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