Sunday, June 22, 2025

PrinceWatercress plays Young Merlin - Part 2 of 8


...and this is where some people understandably get frustrated and turn the game off. I made this part look a lot easier than it actually was.



With the bubble blower in hand, head back to where you fought the Meanies after getting the yellow gem. When you see the Meanies, use the bubble blower near the Meanies to get them to scatter. Behind them is the fairy's trapped shadow. Head back to the lake where the fairy was and use the cube to give the fairy her shadow back. The fairy will heal you, then you'll find out that you need to go to Pinedale, where the girl that you tried to rescue earlier, whose name is Melody, is safe and sound and back at home. You'll also get another password.


Head to Pinedale. The house just south of where you entered is the girl's home, but if you pick up the wrench at the front door, you'll find out that she lives with Sterm, her overprotective father, after Merlin somehow hides behind the tree. Sterm somehow sees Merlin and warns him just for waving back when Melody waves at him.

Past Sterm's house is a covered bridge, and north of the other end is a teleporter of some sort that we can't use yet. West of that is a tree stump with a heart-shaped slot. Northwest of here is Casolari, an old wizard who has locked himself out of his house. He's lost his key in the maze to the north, and you'll need to help him find it.

When you enter the maze, go as far to the right as you can, then head north. Take out the hedge monsters as you go by freezing and blasting them. When you see the bench, head south for the key. Don't leave just yet. Head back to the bench, then go west of the benches. You'll soon be able to get to an open area with a fountain where you can get some life-replenishing water as well as a red flower. Pick the flower up.

From here, get to the northeast corner of the maze. There will be a health extension; go through the wall left of this pick-up to get it. After picking it up, head west. There will be a secret wall leading into the area with the bottle; you'll need to walk through it to get the third and last bottle. From here, head all the way west, then head all the way south. From here, you can head all the way east, then south again to get out of the maze. Use the key on Casolari. He will re-enter his house and hand you a goldfish bowl, which we will need to put a goldfish in.


Head back to the entrance to the mine and use the wrench near the mine cart to remove the wheel. (If you move into the wheel beforehand, Merlin will mention needing a wrench.) Get the wheel, then head back into the mine. Get to the northwest corner to get to the mine cart, then use the wheel on it. Merlin will ride the mine cart like a skateboard...and this is where the frustration with the game kicks in. You'll need to turn towards the curves in the tracks before you take them, or else you're running into walls and starting all over. The fact that you cannot pause while doing this to make things easier really stinks. Thankfully, I've used the map from earlier and did some MS Paint Magic™ to work backwards and chart a route.


Hold Down on the D-Pad to turn immediately to the south, then take the jump and hold Right. Hold Down before the second intersection, then turn Right at the second junction. Hold Down near the end to turn, then hold Left after the first junction to turn left. Hold Up to turn as soon as you are able, then hold Right at the next junction. Hold Down to turn at the end of this part, then hold Right after that. Keep going to take the health extension here and take the jump, then hold Up after the jump to turn. You'll need to loop back around to where you got the health extension, then keep going back to the left where you turned to get to the health extension in the first place.

From there, hold Up at the third intersection on the way to the left to get back on track, then hold Left to turn again, then hold Down as soon as you're able to turn in that direction. Hold Right to turn when you reach the corner, then keep going to the right. Be ready to hold Up after the jump to turn one more time, and after the jump, you'll be at your destination: a flooded cavern. 

Since you cannot pause the game each turn to make things easier and you'll have to practice the crap out of this, this part can be pretty hard, and it can take several attempts to get this done. And before you ask, yes, you have to use the mine cart. You can't avoid it.

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