Thursday, December 25, 2025

PrinceWatercress plays Dragon Fighter - Part 1 of 6


I've seen this game a couple of times, and now I've gotten the chance to play through it myself. Looks like a game that would feature on Nick Arcade, although it actually didn't.

Next | End

Eons before, when the elders were still children, the fabled land of Baljing was home to a cheerful and trusting race. The Baljing people were generous and looked after each other throughout their lives. Everyone prospered, and hunger and homelessness were unknown. The great Dragon Spirit that protected and nurtured this land was so pleased with this enlightened attitude that it presented them with a splendid dragon statue for their town square. The word of the wondrous statue, and rumors of its magical properties, spread to other kingdoms, and its fame soon established it as the very symbol of Baljing.

Now to the north of Baljing, high atop Mount Gia, there lived an envious and malicious warlock named Zabbaong. And it came to pass that Zabbaong was jealous of the thriving community, since he governed only the monsters and worthless wretches who inhabited Mount Gia and its surrounding area. Nothing but evil reigned in Zabbaong's domain.

Spurred on by his jealous hatred and malevolent passion, Zabbaong and his monstrous armies attacked Baljing and set the city ablaze. Many lives were lost and the land was left in ruin. All hope was gone, and despair settled upon the inhabitants of Baljing. Enraged by Zabbaong's attack, the Dragon Spirit filled the skies with dark and foreboding storm clouds.

Through the thick, black clouds, the Dragon Spirit sent a gigantic lightning bolt to strike the legendary statue in the town square. Wondrously, the statue was transformed into a great warrior who began to strike back at Zabbaong's murderous hordes. In response, the warlock's armies retreated fearfully back to Mt. Gia with the warrior in hot pursuit, determined to vanquish all its evil forces. YOU are that valiant warrior, and your mission is to defeat Zabbaong's sinister crew, stop his reign of terror, and return Baljing to the protection of the great Dragon Spirit.

Stage 1


Left and Right moves left and right, Down ducks, A jumps and B attacks. If you hold B, you'll be able to charge up a fireball that you can then toss at enemies, but you'll have to hold the button down for a few seconds before you can let the fireball loose.

There are two gauges in the upper-left corner. The top one is your health, and it's pretty small (for now). The bottom one is your Dragon Energy. You'll need to find blue jars to fill up your health whenever you get hit. As for the Dragon Energy, you'll fill it up as you defeat enemies. 

There are two enemies prevalent in this stage. There are the green beasts that will run around, jump around and throw the occasional snowball at you. Sometimes they will take one hit, while other times, they will take two. There are also the snowballs that come down from the top of the screen and slowly home in on you in a stop-start fashion. While the green beasts will fill up the Dragon Energy meter, the snowflakes do not.

Your best bet to go through this stage without dying is to rely more on your sword and only attack with the fireball from far-range. You only have three continues to beat the game with, and when you lose them all, it's back to the beginning for you.

The boss is a white creature similiar to the green ones that you've faced the entire stage. He will spawn green enemies, jump high in the air and roll into a snowball while creating projectiles that get knocked upwards into the air that you'll also want to avoid. If you press Select when your Dragon Energy gauge is flashing, you'll turn into a dragon, and your Dragon Energy will slowly decrease. While in dragon form, you can fly in any direction with the D-Pad while shooting out projectiles with B, and you'll want to hammer the boss with a ton of projectiles to take him and his minions down. Charging up your attack also gives you a more powerful attack, and in this face, you'll shoot out a three-way shot.

Usually, while in dragon form, the game turns from a platformer into a shooter, and you'll move to the right automatically, but if you're fighting the boss, the screen doesn't move at all, as you've reached the end of the area. As a result, I usually save the Dragon Energy for the end.

When you beat a boss, they will drop a sorcerer's staff. Picking it up will increase your health, making it easier to survive...if you can fight the enemy!

Wednesday, December 24, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 33 of 33


...and now, the finale. We rescue the Princess, we defeat the Thirstquencher Empire, and we find everything that the game has to offer.


In the next section, you'll see Capricciola on an elevator with Princess Fillet. Go up the spiral stairway. Thankfully there are not enemies in this area. When you reach the end, you'll come across a huge purple tower and you'll immediately start floating as if you were using the Sky Scroll. Turns out the Sky Scroll activated itself, and you'll keep floating during this entire battle.

Crest Guardian

Tower of Death


Hold X to ascend, and release it to descend. You'll need to fly around and stay away from the walls as you look for the flashing green eye. When you find it, approach it, face the eye and hit it with Lumina before it closes. Each eye on the tower will only flash once, and once you hit it, it will never flash again. You will have to hit every eye in order to beat the Tower of Death.

After you hit a few eyes, the walls will start producing electric force fields that alternate between the top and bottom of the tower. You'll want to steer clear of those.

When the Tower of Death is down to half health, the walls will retract and some of the eyes will open up to fire lasers at you. You'll want to stay away from the lasers and keep a good elevation while looking for the glowing green eye. After this, the rows on the tower of death will spin in the opposite directions.

You'll then deal with one last attack where all the eyes open and pay attention to your location. Keep flying around, and when the eyes close, you'll want to look for a safe spot where some of the eyes don't re-open. The ones that do will fire some sort of red laser that you can't avoid unless you're in the safe zone.

When you beat the Tower of Death, you'll liberate the Sky Scroll and find the Sky Crest in the base of the Tower.

When you step on the Sky Scroll, you'll encounter Fuhrer Flatski, Princess Fillet and Capriciolla. When Flatski tells Capriciolla to take Lumina, Capriciolla turns on Flatski. Turns out it's Jon, and he was in disguise the whole time. Turns out Jon is the Prince and true heir of the Thirstquencher Empire, and that Flatski murdered his parents, who were the King and Queen. When Jon tries to shoot him, Rootrick shows up from behind and shoots him. Yes, Rootrick is somehow still alive from being knocked off the edge of a cliff (or being squashed by a boulder, depending on how you beat him last time). Also, Rootrick is Flatski's son.

Musashi surrenders Lumina to Flatski, and Flatski pushes Princess Fillet. When Flatski uses Lumina on the Sky Crest, instead of getting special powers or taking over the world, Flatski unleashes a large demon. This is Dark Lumina, the Wizard of Darkness. When Flatski commands Dark Lumina to kill the Princess, Musashi and Jon, Flatski is instantly flattened by Dark Lumina's foot.

A fatally wounded Jon explains that Dark Lumina was not sealed by Lumina, but within it, which explains why the Musashi of legend had Crest Guardians protect the Scrolls. Jon tells Musashi to take care of Leno before he is crushed and killed by Dark Lumina, and Musashi and Princess Fillet escapes. Before Musashi can high-tail it out of there, the sword Lumina returns to him. Musashi is bewildered by the whole thing.

The Wizard of Darkness

Dark Lumina


You'll be in control as soon as you start escaping. Head to the left and don't get caught on the bridge segments or platforms when they're dropping down. When you make it to the end, you'll meet Kojiro, who's kidnapped the Princess again and is more preoccupied with a duel than the current situation at hand. Dark Lumina catches up and absorbs Kojiro, and the Princess is knocked into the sky to land somewhere far away. Dark Lumina then transforms into a deadlier green, lizard-like form.

You'll be doing some more bridge and platform hopping, and this time it'll be in 3D. You'll then be jumping from one platform to the next on the side of the tower, and you'll want to be careful when you double jump from one platform to another, as it can be all too easy to slide off the edge and fall to your death. You'll also want to be fast too, as Dark Lumina will try to smash himself into the side of the tower and destroy the platforms that are around him. If you see a light green shadow, you know he's coming.

At the end, you'll find Princess Fillet. She's fine, and Musashi heads onto a block platform for the final battle.

Dark Lumina

Part Two


Jump over Dark Lumina when he spins around and swipes his tail, and jump straight up to avoid his grab attack. If Dark Lumina grabs you, he'll toss you away and he may toss you off the top of the tower. Use a jumping Lumina slash or Rumparoni-SP to hit the orb on Dark Lumina's head until it turns red. When that happens, step back a bit from him and stay away from the fireballs. After a few fireballs, Dark Lumina will be tired. Whack the orb on his head with Lumina in order to damage Dark Lumina.

Dark Lumina has another attack where he will stomp the ground and produce shockwaves. Double-jump over them to avoid being knocked off the edge of the tower. In case you do fall off, it's not instant death, but you will take some damage.

When you beat Dark Lumina, a bright white core will be in his place, sucking away everything except Musashi. Lumina will then be a fluorescent white being with two red eyes and a red jewel on his forehead.

Dark Lumina

Finale


Dark Lumina's attacks in his final form are based on the Scrolls. He'll glow a certain color depending on which attack he's using. Red will be fire.

Whenever Dark Lumina becomes white again after performing an attack, he'll return to the center and stand still for a few seconds. When that happens, Assimilate him and fill up the Lumina gauge. When you fully Assimilate him, Dark Lumina will turn into a white core for a brief amount of time. You'll want to hit him with Lumina while he is a core in order to deal damage. Once you hit him, he will try to suck you towards him. Keep running away from him so he doesn't get you, and he'll turn back into his humanoid form after a few seconds.

Here's all of Dark Lumina's attacks, and they always occur in this order:

When Dark Lumina glows red and the screen turns red with him, he will send a red starburst into the air. Stay on the move so that the fireballs don't hit you.

When Dark Lumina glows pink, you'll want to move around him in a circle and stay a fair distance away so that the two projectiles - the trail of fire and the flying wave - don't hit you. That also keeps you from being slashed by Dark Lumina's sword arm.

When Dark Lumina glows green, equip the Wind Scroll and use it to keep yourself from being blown off the side of the tower.

When Dark Lumina glows light blue, he'll make five copies of himself. Stay on the move so they don't all damage you. 

When Dark Lumina glows yellow, jump over the shockwaves that he creates.

When Dark Lumina glows dark blue and the screen turns blue with him, stay on the move so the water droplets don't hit you. It's the same as the red screen fire attack, except the water doesn't stay on the ground.

When you beat Dark Lumina, you'll beat him for real this time. Dark Lumina is sealed within Lumina again, Princess Fillet will be safe, and the new legend of Brave Fencer Musashi must be told if Dark Lumina is never to be freed again.

You'll finally meet Princess Fillet's parents, King and Queen Allucaneet. Fillet and Ribson hide the fact that the Thirstquencher Empire tried to take over the world away from them. We also see Musashi speak one last time at the end, and this time we see his mouth move with the speech very, very well for a PS1 game. After that, the credit finally roll, complete with hand-drawn art of certain parts of the game. You'll also see Musashi return Lumina to Spiral Tower before being teleported back home.

After the credits roll, you can save the game again. Do so, as you'll be able to start the game again with all your stats and everything you had, minus the Sky Scroll, which you'll have to earn again. Use this as your opportunity to get all the things you missed...which is what we're going to do here.

Here is how to get all of the Special action figures:

Fillet - You'll need to rescue everyone on the rescue list who has been trapped in Binchotite. You can get this one as early as Chapter 5 if you're on the ball with everything.

Jon&Leno - For this one, you'll need to open every treasure box containing an item in the game. This includes all of the treasure chests that contain items that must be appraised by and sold to Conners, all of the (surprisingly few) chests in the game that contain free money, and all of the chests that contain healing items in Soda Fountain. Memory Boxes do not count towards this; you can leave those alone and using them is totally optional. This is the hardest one to get, and amazingly, this one was the hardest one to figure out for ages, 

MomMinku - Beat the Mother Minku in the Meandering Forest once you've found and caught all thirteen Minku.

Kojiro - Knock on Farmer Lacter's door and talk to Farmer Lacter in the village in Chapter 6. This is hinted at in Chapter 5 if you talk to the villagers or if you talk to Farmer Lacter then.

DLumina1 - Beat the game.

DLumina2 - Beat the game at no less than Level 28 and have all five pieces of the Legendary Armor. It does not matter what you chose between the Legendary Quilt or the Legendary Gloves; both count towards the action figure. 

DLumina3 - Unlock all of the other Special action figures to unlock this one. Once you buy the first six, leave the item purchase menu, come back, and this will be available.

Tuesday, December 23, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 32 of 33


For the third section of Soda Fountain, we're going to have to fight our way through if we want to get any closer to the Princess.


I get Ed and Ben confused at the start of the video, because of course I do.

In the third section of Soda Fountain, you'll be aboveground. The brown robots will shoot homing missiles, and the blue one's shoot three-way shots. You can Assimilate their respective abilities and use them whenever necessary.

The Homing ability from the brown armored soldiers will make quick work of the helicopters here. The blue soldiers give you 3-Way, which is a three-way shot that can be blasted at enemies like a machine gun.

The Fuhrer Flatski statues will give you health replenishments if you destroy them. They can shoot lasers at you that are similar to the laser cannons you'll meet fairly soon.

The green robots will drop bombs that will do quite a bit of damage if you step on them. If you assimilate them, you'll get Grenade, which allows you to throw Grenades forward at 50 BP a pop, compared to the 10 BP from Homing or the 3 BP per shot from 3-Way. It's nice, but I'd rather have 3-Way.

Use Homing on the laser cannons at the gates to get rid of them if you need to. From there, keep attacking the gate doors and you'll bust it open. Just step out of the way when the laser guns home in on your position. Destroying the doors first will get rid of the laser turrets next to them. 3-Way is best for destroying the doors as quickly as possible.

The red walkers will shoot a closer-range flamethrower if you're in front of them. Walk circles on them and keep attacking from the side or behind in order to finish them off.

You'll want to be very careful in this section, as there are few opportunities to heal yourself.

You'll then enter a maze. The red robots here have swords. Make quick work of them with the Shish Kebab attack. When you do enough damage to them, they'll drop their sword, allowing you to go after them rather easily due to the fact that they'll run back to their sword and pick it up when disarmed. The bad news about them (and the rest of the robots here) is that they respawn when killed. 

Assimilating the red sword robots give you Fence, which allows you to shoot a crescent beam out of Fusion at 8 BP a pop. It's not very powerful, but it allows you to fight from a distance, at the very least. 

Despite the size of the maze, it is pretty easy to find your way through this maze and just as easy to memorize the twists and turns to the finish as well as where the power-ups are. There is a chest in this maze that you'll want to open that contains an EX-Drink if you want one of the action figures. 

Once you make it out of the maze, the sun will be setting and you'll be meeting the same enemies that you did at the beginning of the section. There's a nice twist here: some of the bushes open up and turn into laser cannons much like the ones near the gates.

The laser generators that move up and down the walls can be destroyed easily, causing the laser that can hurt you to be deactivated.

Believe it or not, you can destroy the fountains if you want. The fountain at the top of the next section will turn into an elevator which sends some blue walkers at you. They're basically the same as the red ones, but they can shoot fire slightly further.

When you're done with the enemies at the end of the garden, take the elevator down. You'll enter the inside of Soda Fountain. Watch out for the steam coming out of the platform when crossing the pit here.

The door at the other end shoots a 7-way shot that moves towards and spreads out. Attack the panels where the cannons are to get some health and BP pick-ups and continue on. Just like the gates from earlier, you can easily lay waste to them with 3-Way.

Destroy the green cryonic tubes to find some power-ups as well as a few enemies. Destroy the computer mainframes if you need even more. After that, you'll be climbing up some stairs taking on flamethrower soldiers and walkers. After that, you'll deal with another door with laser turrets.

The missile silo will shoot at you with lasers and missiles. Jump over the laser when it spins around three times, and watch the shadows to see where the missiles will land. They usually land in a square-shaped formation. Attack the small visor with the eye that the laser comes out of to damage it and ultimately destroy it. Once again, 3-Way saves the day here.

You'll then take a ride on an escalator platform. Watch out for the walker and smash one of the legs in order to destroy them.

After another turret door, it's time to face Topo. Unlike the other two Leader's Force, this is a dance-off. Topo will dance. Watch with buttons she leaps on, then wait for her to start dancing again. You'll have to tap the same buttons to the beat and keep up with her. If you go too early after the example or if you mess up, you'll be knocked to the back of the room into a force field and take damage. After three successful sequences, you'll beat Topo.

When you beat Topo, you'll find out Leader's Force led you on to getting the Five Scrolls so they could their hands on Lumina for Colonel Cappricciola without facing the Crest Guardians. Topo will tell you the Sky Crest is right here in Soda Fountain.

Get on the stage and you'll be able to get out of here. After this, you'll find out that Topo broke her legs after the battle. How this part makes any sense is beyond me.

If you need healing items (and one of the Special action figures) there are two C-Drinks in the next room. You'll be able to save at this point.

Monday, December 22, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 31 of 33


...and now it's time for the Soda Fountain maze.


You'll be in what looks like an empty room. After heading to the right, the screen will flash. The Fire Scroll symbol will be on the other side of the door. Go through it.

From here, you'll see multiple doors. The Calendar will tell you what the order you're supposed to go through this.

Go right. Skip the first door, then enter the second. Equip the Earth Scroll, then use it to hit the switch and create a bridge across the water. At the wall, hit the column that has the top that looks like the switch that triggered the switch. After lowering that column four times, the wall to the right opens up. Enter the door there.

Go right, use the Sky Scroll to float over the spikes, skip the first door, then float over the spikes until they disappear. Enter the door in front of you.

Swing up the poles to get to the next door.

Light the torches to the right with the Fire Scroll, then hop onto the top of the crusher and head left. Enter the door in front of you.

Use the Water Scroll to extinguish the torches to your left. Use the Water Scroll to land on top of the water below, then go right and enter the next door.

Go left, then enter the next door. Equip the Wind Scroll, activate it, and jump the pit while you're spinning to get to the final door.

Get to the platform below you, then use the Sky Scroll to go right and float over both the spikes and the water. Head to the left and you'll face Ed of Leader's Force. Ed tells you [b]he's[/b] the leader before you fight.

Walk around in a counter-clockwise pattern to avoid the fire blast that Ed shoots out, double jumping over it when you need to. You can also walk left and right, and double-jump over the blast when it comes towards you. When he gets tired, whack him!

Ed will then teleport. The orange balls will split into giant fireballs that go in eight directions. The purple ones let him teleport. If you can hit him before he can teleport again, it will make this battle a bit faster.

After beating Ed, take the elevator. You'll be able to save your game at this point.

Sunday, December 21, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 30 of 33


We're now at endgame, and with that, it's time to head to Soda Fountain and stop the Thirstquencher Empire once and for all.


Level 30 takes you to Hero, which is the final rank. At Level 30, all of your stats will have blue bars and will be at maximum. From here, you won't be able to build Musashi up any further.

Farmer McRice is the guy with the tall hat, the scythe, the green shirt, the brown pants and the sandals. Talking to him will give you a clue: there is a part of the forest where it only rains on Skyday. Hmmmm...

Head to the part of the forest where all those pipes were. There is a climbable wall you made with the Earth Scroll that takes you a Wind Crest. Climb up that wall and head to the Wind Crest. At 7:00 on Skyday, use the Wind Scroll on the Wind Crest.

No turning back now.

You'll be at a beautiful sky fortress of sorts. This is the Tower of Sky. The water that drops down from the fountain at the bottom explains why it rains (maybe). Equip the Earth Scroll, then use it to hit the four Earth Scroll switches. You'll have to jump back to the spinning platform in order to reach all four of them.

After hitting all four Earth Scholl Switches, you'll open a door at the base. Use the Water Scroll to get into the door, then equip the Fire Scroll and light up the bases with the Fire Scroll symbol. At the top, you'll find the Sky Scroll, which allows you to fly in the air for a limited amount of time. (In Musashi's Book of the Five Rings, this was Air.)

After getting the Sky Scroll, you'll reach the Thirstquencher Empire's Soda Fountain. A pipe will latch on to the Tower of Sky, and you'll be greeted by Colonel Capricciola. The Colonel wants Lumina, but Musashi refuses to give it to him. Capricciola asks him if he'd rather lose either Lumina or Princess Fillet. He leaves as Musashi tries to go after him, and the pipe that latched on to the Tower of Sky sucks the Binchotite out of it, causing it to completely lose power and crash land in the forest. Musashi travels along the pipe to enter the inner workings of Soda Fountain.

Once you enter Soda Fountain, equip the Sky Scroll. The chest at the beginning is a Memory Box. Charge up the Sky Scroll, then press and hold X to float. You have until the charge meter runs out to get to the next piece of dry land before falling and hitting the electrified water below. For best results, you'll want to tap the direction you want to fly towards instead of holding the direction, as holding the direction will cause you to go too far into one direction and makes it a lot easier to slam into the electrified walls. 

It won't be long until you have to avoid rotating spiked walls and electrified walls. You'll have to be quick as well as accurate to avoid taking damage and being knocked out of the air and make it to land.

The chests here only contain healing items. Even if you don't want or need the items, you're still going to need to open them and take the items inside to get credit for one of the Special action figures. 

The next section is a rotating tunnel with spikes. The chest at the beginning contains a W-Gel. The first part isn't that hard, but it isn't until you meet the helicopter enemies and the spiked walls. Use the Sky Scroll when you need to, and make sure you don't get shot down.

You'll then meet Ben, one of the two bell thieves from earlier, who says that he is the leader of Leader's Force. Ben will fly around with the helicopter blade strapped to his back and throw bombs. There are a few safe spots, but you can also use the Sky Scroll or stay on the southern end of the room. Not only do the bombs land in the same place, you also get the same safe spots and the bombs explode in the same order every time.

After the bombs explode, he'll drop to the ground and throw shurikens and axes at you before going in for a dashing sword slash. Use your advanced techniques on him to do more damage, as Ben will be vulnerable when he is on the ground. Or you can just use Rumparoni-SP to do as much damage as possible in the least amount of time. That works, too. Get in a few hits, then back away and stay on the move to avoid each attack, then get one or two hits in with Lumina. When he returns to the air, his attack pattern will repeat.

Once you beat Ben, you'll be able to continue and save your game.

Saturday, December 20, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 29 of 33


In this video, we liberate the Wind Crest. Our adventure is coming to an end...


There is a chest in the area with all the poison mushrooms, and you'll need to jump to some platforms off to the side at the start to get it. It contains the LrgTool, which is really a Pickaxe. Sell it to Conners.

From here, head back to the area after the dead ant at the start of the mine. Go all the way to the bottom and head right to enter another area. You'll find a chest on the way; this contains the OddBone, which is really a Baton that should be sold to Conners. (I forgot to get this, and I end up heading back here post-game to get it for one of the action figures.)

From here, keep heading to the right. There will be a light, and it will be green. Had you not turned the fan on earlier; this light would not be on and you would not be able to use the mine cart, but now, you can. In order to continue with this area, you'll have to ride the mine cart.

Use the D-Pad to swing left or right to avoid obstacles. The cart will break after four hits, so try not to run into any ants or rocks. At least you'll hear the ants coming. The steel grates will take you by surprise if you're not paying attention, as will the rocks (though those are less likely to do so as you can still see those coming), so pay attention to the on-screen action! If your hand-eye coordination isn't the best, this will definitely take a few tries.

There are two checkpoints marked with the numbers "2" and "3" on the decorations on the walls. When you reach these areas, you'll go back to these points rather than the beginning of this section if your mine cart gets completely wrecked.

When you make it to end, you'll find a bunch of health pick-ups as well as a Memory Box. Use the Wind Scroll on the broken earth here to take on the fourth and final Crest Guardian...the Queen Ant.

Crest Guardian

Queen Ant


Jump over the claw swipes. When the queen leans forward, strike her in the face with Lumina. Once she is stunned long enough, use the Wind Scroll to destroy the crystal that appears within the poison-tipped tail. Keep moving towards the queen so that you don't get blown off the edge and take damage, taking you back to the queen's body.

Destroy the larva, and avoid the spikes and the poison cloud at the tip of the proboscis. When segments of the queen shake a little bit, jump off of them so that you don't get hit by the spikes.

Stand between the four fireballs that come down when the green fireballs show up. Avoid the non-scythe arms when they try to grab you by double-jumping over them or away from them when they close in on you. If they grab you, you'll be dragged into the spiky cavity in the Queen's chest.

Some of the larva will carry herbs that you can pick up if you're Poisoned. These can be used to cure you of the Poison status ailment in case you suffer from it during the battle.

As you do more damage to the core of the Queen Ant whenever it pops up, the faster the spike attacks will launch out from the Queen's body.

After three Wind Scroll strikes to the core, you've won. Use the Wind Scroll on the Wind Crest to head out of the mine. This starts the final chapter.

You'll reach the rank of Brave Fencer at Level 28.

Chapter 6: The Sword of Luminescence


You'll be outside of the mine and in the forest after this. Leno (remember Leno?) will wake you up, and you'll meet Jon for the first time in a while. Jon will give you clues on how to find the Sky Scroll: a pillar of wind...day of the sky...tears of God fall on the forest...prodigious tree.

Now that Jon has done his job, he says goodbye. He warns you that once you get the Sky Scroll, there's no turning back. Keep this in mind, because he's not kidding. Musashi notices something about Jon as he leaves.

If you knock on Farmer Lacter's door at this point in the game, you'll get the Kojiro action figure.

The Princess Fillet action figure is available if you rescue everyone trapped in the Bincho Fields.

The MomMinku action figure is available when you beat the Mother Minku, which happened in the last video.

We got the RiceBall and NeatBall earlier, and they are now available in the grocery store. Both restore HP and BP by 150 and 300, respectively.

Friday, December 19, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 28 of 33


Now that we've found all thirteen Minkus, let's take care of some business outside of the mine.


From here, climb up the wall with the fan, then strike the switch with Lumina. Go to the left as the fan blows you upwards.

Continuing to the left leads to more ants. You can assimilate their abilities, but their abilities are harmful. The blue ants are particularly nasty, as they shoot acid bubbles from their posteriors for some nasty damage. You'll need to kill at least one in order to get the action figure for it in the toy store, much like with all the other enemies you'll have figures for, but it can be pretty easy to forget that you need to do this. If you can make it far enough to the left, you can rescue Conductor Scores. Talking to him adds strings to the castle theme.

As you continue to the left, you'll have to swing from pole to pole while avoiding the ants. Use your double jump if you need to.

When you make it to the cavern at the other side, you'll find Knight Rumparoni. He's the last person you'll have to rescue. Go see him at the castle (talk to KnightD) to learn a new technique: Rumparoni-SP. Double jump, then press Triangle. You'll perform a dive forward with both Fusion and Lumina in front of you. If you hit an enemy with it, you'll bounce off, but not before doing a lot of damage. 

If you talk to Cook Chiffonade (CookB), you'll unlock the Neatballs for Hilda's Grocery Stores. 

Break the cracked ground here with the Wind Scroll. You'll be back near the elevators, and this time they'll be running. 

With all thirteen Minkus found, leave the mine and head back to the Meandering Forest (y'know, the forest maze) after finding all thirteen Minkus and you'll meet a huge Minku. This is the Mother Minku, and she'll start the battle by...running away like all the other Minkus. Keep attacking her with Lumina, and she'll eventually go nuts and try to run you over until you die. Stay on the move and keep hitting her, and she'll eventually shrink down and run away...but not without dropping a whole bunch of money, Bincho Crystals and health pick-ups!

If you talk to Kurt at the toy store in this point in the game, he will tell you that Mrs. Lacter bought her grandson an action figure. In other words, she has an action figure for you if you can talk to her. If you go to Farmer Lacter's house and knock on the door, however, he will tell you that something has happened to her, and you'll have to check back at the beginning of Chapter 6.

If you talk to Farmer McRice, he will tell you that it rains every morning on Skyday in Steamwood Forest, but only at that particular time on that particular day. Remember that for later.

Thursday, December 18, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 27 of 33


In this entry, we save the village - again - and find out that there's more to the mines than we thought.


Now that you have the Fire Scroll, head down to that cavern in that dried-out part near where the Water Crest was. Travel to the end and use the Fire Scroll on the Fire Crest. This will blast a hole in the ceiling, allowing you to climb out of here by using the L-Brace on the nearby wall.

You'll pop out in a new area. If it's 10 PM, you'll find a Minku near the hole.

Climb up the nearby wall with the L-Brace and you'll be able to get the Wind Scroll. This Scroll allows you to create cyclones, spin slash at enemies and dig holes in certain places.

Since you won't be able to go back down the way you came, use the Wind Scroll on the floor. You'll drop down to the floor...and fall unconscious before overhearing Bubbles and Gingerelle. When they try to take Lumina, Musashi wakes up and startles them. Bubbles accidentally shoots Musashi with a Bincho gun, and they teleport out when Bubbles threatens to tell on Gingerelle to Fuhrer Flatski. They have you captured, but since it's difficult for the Empire to break Bincho Fields, they don't even bother taking you to the Empire themselves. That's competence for you.

Press Triangle to break out when they leave. Your maximum BP will go up by 50. Now that Musashi is aware of the Thirstquencher Empire's desire for Lumina, it's time to continue on. Head south to leave. You'll be back in front of the entrance to the forest maze, so assimilate Hop from the nearby flower enemy to leap over the spikes.

When you head to the village, you'll find out that the music has changed.

When you look around, you'll find out that the two kids in the village are jumping up and down near the diner. When you talk to them, you're going to find out that there is a giant ant trying to attack the Gondola office to eat the pea soup and syrup. If it stays there, the gondola won't be able to come down. Musashi has an idea, and it involves heading back to the castle.

Do it. Head back to the castle and take the gondola. The gondola will strike the giant ant, causing it to break a hole in the top of the metal grate above the office. You'll have to climb up to it and go down the hole.

When you drop down, you'll find out the ant is dead and that the path to the right has some poisonous purple clouds. If you go to the left, you'll approach a dead end. If you head down here late at night, you'll find another Minku.

Now that you're done with the Minku, it's time for that poison gas. Walking into it obviously poisons you, so you'll want to charge up the Wind Scroll and blow that gas away with your spin slash.

You'll soon head to a fork in the road, with the left path containing the blue mushroom enemies from the mine. Take that path so you can rescue Cook Chiffonade. Talk to him at the castle, and you'll be able to get Rice Balls at the store.

The path to the right contains the Rip-off enemies from the mine. You'll also see a spike pit you won't be able to jump across. There is, however, a bunch of boulders in the background near the pit. Use the Earth Scroll to break the background walls and make a bridge out of the boulders.

Grab the narrow wooden rods on the weights to continue. Watch for the enemies that drop down the gaps.

The next area has a bunch of halted elevators. You'll want to avoid touching the black parts where the elevator platforms are supposed to come out of, but also the liquid bincho pit at the very bottom.

You'll want to head to the top and head to the right.  Use the Wind Scroll to get past the wind, and assimilate the Hop ability from the flower to climb the slopes and cross the spikes. The next room has a Minku, and you can also get the Antidote ability from the worm enemies here.

Congratulations! You have now found all thirteen Minkus and reached the maximum HP value of 500!

Wednesday, December 17, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 26 of 33


If you thought the first time in Steamwood was bad, just wait until you see the second.


Climb up and take the shortcut to Steamwood. Fores is down. Talk to him and he'll give you Handle #0 and tell you he locked the Princess in Steamwood. She ordered him to take her to Steamwood, then beat him up. As revenge, he locked her in. Now Steamwood's gone berserk, and as soon as you stop taking to him, you have a 24-hour timer.

In case you didn't get that last part: YOU HAVE TO DO THIS AGAIN. It's the same pressure gauge as last time, so if you remember how you did it here, you'll be able to do it again the second time around.

When you go in, you'll see the Princess talking to herself. Her voice is clearly different. When Musashi confronts her, he finds out she has a tail and pulls on it. It's Topo from Leader's Force of the Thirstquencher Empire, who was behind this all along. She teleports out, leaving a bag. Inside is the profits from the village shops.

This time around, you'll have to look around the place for some of the handles in addition to turning off the valves. After all, Valves 1, 4 and 8 are missing, and how are you going to turn the valves off if the handles aren't there?!? At least the geography of the place as well as the location of all eight valves hasn't changed.

Handle #1 will be to the right of where you start. From here, make sure you go two levels on the lift, then drop down to the level below so you can get to the first three valves. 

Handle #4 will be to the left of Valve #4. Be careful with your jumps so you can grab it and then get back to the valve.

Handle #8 will be to the right of Valve #8. Be ready to double jump past the steam blocking it from the side to get to it, then double jump your way back.

Some valves will be harder to get to than others. If you need to, use your double jump to get past some of the steam, and pay attention to any pipes that you can use as platforms. 

Once you turn all eight valves again, you will never have to deal with this Steamwood stuff ever again.

When you exit Steamwood, you'll meet the Mayor, who now knows what's going on with the whole fake Princess deal. Musashi will also give the profits back to the mayor.

The rest of this video is me doing some more things in the town as well as buying toys at the toy store and playing with them at the castle...and there's quite a few of them at this rate.

Heading back to the castle to talk to people will lead to Musashi telling Steward Ribson about what has happened.

If you talk to Mayor Govern after returning to town, you can get a reward. If you accept the reward, you'll get 600 Drans.

If you talk to Chef Julienne (Chef), he will wish he had some rice. Talk to Cook Mary-Nade at this point, and you'll be able to get Rice Balls at the Grocery. The Rice Ball is worth 320 Drans and will restore HP and BP by 150 each. Buy one, then talk to Chef Julienne to unlock some rice dishes at the grocery (which you apparently can't get).

Talking to Alchemist Leanman (Alchemist) will restore your BP by ten points via an alchemic tart, should you choose to take this recovery.

Tuesday, December 16, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 25 of 33


In this entry, we finally defeat the Ice Dragon and liberate our fourth crest...but 


The highest level you can reach in Chapter 4 is Level 22.

The treasure chest behind the frozen stairway in the next room contains T-Hanky (Topo's Hanky). Double ew.

There is a Memory Box at the top of the stairway.

Equip the Fire Scroll, then jump up and light the torches with it.

You'll enter a room with a fresco on the ceiling. Go up to the statue and strike the crystal there with Lumina. You'll drop down a trap door. Use the Fire Scroll to melt the spikes and continue. You'll eventually meet the next boss: Frost Dragon.

Crest Guardian

Frost Dragon


Whatever you do, do not let this beast touch you unless you are currently using the Fire Shield. He'll freeze you if you're not.

After some time, you'll be able to head further down the path. Use the Fire Scroll to melt the ice spikes, and double jump over them when they're low enough. You'll have to be quick so the dragon doesn't destroy the path while you're crossing it.

When the dragon comes out of the ground, avoid his face slam attack. Move around to avoid the ice breath projectiles, then run to the other side of the room to avoid the ice beam. After firing it, he'll be tired out. Use the Fire Scroll to weaken him as he lays down, and eventually he'll rise up and drop back down again with his core exposed. Whack the core with Lumina.

As long as you watch where the head goes - and faces - when it comes to the face slam and ice beam attacks, you can easily tell where the dragon is going to go, and you can move accordingly.

After two hits, he'll sweep the floor with his body and then fly up before going back down into the hole. After three, he's destroyed and the Fire Crest will be liberated. You'll teleport back to the lobby of the fortress. There's nothing more to do here, so head out of here.

When you leave the castle, you have a choice of going back in or heading back to the village. Go back to the village.

You'll get a cutscene where Colonel Capricciolla talks to Ed and Ben. Gingerelle and Bubbles are now going to deal with Musashi, and depending on how well Topo does, their plans may have to change accordingly. Also, it looks like the Colonel can't stand either of these two guys.

Chapter 5: The One That Nests Underground


When you head back to town, the music is different...again. The Mayor tells you something is away up, but to get more info you'll have to head to the shops and talk to people.

Better yet, head to the castle. Steward Ribson will tell you that the Princess has disappeared. He asks that you report back if you learn anything.

When you talk to the storekeepers, you'll find out that the Princess has stolen all their money from them as she escaped.

Head back to the castle and talk to Steward Ribson. Not only will Steward Ribson find out what's going on, but you'll also find out form him that you can take the gondola as it is now fixed. You can now select it when you're outside the castle to go straight to the village. You'll need to do this, as the game forces you to use it.

When you return to the village via gondola, you'll find out that steam is traveling around in the air again...which means Steamwood has gone berserk AGAIN. *sigh*

Monday, December 15, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 24 of 33


In this entry, we get the remainder of the Eyes. It won't be long until we're finished here.


The clone dolls carry their own little version of Fusion. They'll copy your moves like a mirror's reflection, but there's one thing they can't mimic at all: Lumina Rotation. Use that to kill them. Assimilating them will give you Clone. For 16 BP, you can press Circle to summon a decoy that will attract the enemies, and if you press Circle again, the decoy will explode.

The spikes in the next room are a bit faint, but they're there. You can melt them with the Fire Scroll. The chest in this room contains a BigStraw. Sell it to Connors.

In the next room, let the big white hulk of an enemy throw you upwards near the tall wall. You'll be able to enter the doorway there.

When you're finally up there, you'll be in an ice maze. Despite the close distance of the camera, it's easy to feel your way through and memorize your way through the area. There will be some coins and enemies that will act as landmarks.

Watch for the shadows on the floor in the maze. These indicate the locations of stone golems that will drop down and try to crush you like the Thwomps in the Mario games. If you can Assimilate them, you'll get Steel, which allows you to turn metal and destroy the spikes in this area by simply running into them.

The lower-left corner of the maze contains a Bincho Field. Break it to free Alchemist Leanman.

To beat the Musashi clones here, use Lumina Rotation. Not only will they be unable to perform the move, you'll meet the criteria of "May the unhurt have victory!" both quickly and easily. You can also use the Fire Scroll, assuming you're careful. You'll get the BlueEye for your efforts.

Now that you've got the BlueEye, it's time to make your way back through the maze. This time, however, you'll want to head to the door in the lower-left corner with the Steel ability. Use it to get past the spikes in the path. Follow the path from here and you'll be able to rescue Butcher Chops.

Head back down to the lower level and enter the right-hand door on the left side of the lower level. Use the BlueEye on the locked door here. You'll find Janitor Sloppy-Joe.

From here, double jump onto the stairs and stay on the upper level. You'll find the RedShoes, which happen to be the L-Shoes (Legendary Shoes). You can now walk on the slippery slopes here.

Head back into the right-hand door on the right side of the lower level. Now that you can walk up the slippery slope in here, you can open the chest at the other end. This contains a RedCloth which turns out to be E-Undies...Ed's undies. Ew. Give those to Connor at the pawn shop.

Head to the right from here. You'll enter another maze much like the one you had to go through earlier. If you see any discolored spots on the floor, those are the shadows of those monsters that will crush you.

There is a Bincho Field in the upper-right corner of the maze, which contains Musician Al Forte. Besides the usual benefit of an additional 5 BP, you'll add more music to the background music when you head back to the castle.

Head to the door in the lower-right corner of the maze.

There is a treasure chest in this maze, and it's B-Undies. It's Ben's Undies. Sell them to Connors.

The GreenEye door is in the lower-left corner of the maze. Head to the lower-right door to take on another Yeti. For this one, "May the clone have victory." Kill this thing with the Clone ability. It'll go down in one shot, and you'll get the treasure chest containing the GreenEye. Now you can head back to the GreenEye door and open it.

From there, follow the path. You'll be at the right side of the lower floor of the entrance. Head up the frozen stairs and you'll see a huge door. Unfreeze it with the Fire Scroll, then insert the three Eyes.

Sunday, December 14, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 23 of 33


In this entry, we approach the Ice Palace, which is our toughest challenge yet...


Go to the castle library and talk to Scribe Shanky. You can learn about Allucaneet, Shogi and the Empire now, if you want.

The Gold can be moved one space in any direction, except diagonally.

The Knight can be moved two spaces up and one space right or left.

The Lance can be moved any number of spaces up.

Remember the endless forest maze that you went into with Leno earlier in the game? Well, you're heading there again in order to do this next part. You'll have to Assimilate the Hop move from that pink flower and jump over those thorns again.

If you ever get lost, go down.

The correct route is left, up, up, right, up, up, right, up, up, left, then up until you reach the hideout. If you go in the right direction, you'll start seeing rocks and eventually snow.

You'll reach the Frozen Palace. Inside you'll meet Gingerelle, but you won't get much out of the conversation. You'll be seeing her again soon, though.

You'll slide a little further when you stop due to the ice.

The hopping ice flowers will Poison you if they touch you. However, if you Assimilate one of them, you'll get the Map ability, which allows you to access a map of the place for 8 BP. This is the only area where the Map ability will work. Destroying an ice flower does give a random drop of a poison cure.

The treasure box to the right of the stairs is a Memory Box.

You won't be able to go up the stairs yet, so you'll be stuck on the first floor for a while. Stay away from any slopes, as you won't be able to go up them, only down.

There are penguin enemies around here that walk back and forth. Some of them will dive at you like, well, penguins, but others will shoot lasers at you. If you behead them, they will start shooting lasers from where their heads used to be.

In the room where the penguins push the ice cubes into the pit, jump onto the ice blocks and jump to the other side before they fall into the pit. Climb up the boxes and rescue Chef Julienne. Visit him at the castle and you'll be able to get rice balls at the grocery store in the village.

The gray guys that hop around with their eyes raised up will leap at you if you're too close. Assimilating them gives you D-Kick, which allows you to perform a drop kick for 4 BP.

Near where you found Chef Julienne is another door. Enter the area and kill off all the penguins. This will cause a chest to spawn. Open it to get the RedEye. Use it to open the locked door at the far left side of the entry room.

Saturday, December 13, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 22 of 33


In this entry, we finally face Kojiro and rescue Princess Fillet, but we still have some work to do looking for Ben and Ed.


At this point in the game, you can find Wid in Farmer Lacter's field in the daytime. If you talk to him, he will think about checking on the mines to make sure everything is all right.

Now that your temporary mayoral tenure is over, head back to the forest. There is a road with a sign and two walls near it in the field past the path full of mushroom enemies. This leads to a path blocked by a rock that looks like a slug. Use the Rocksalt on it, and you'll find out it really is a slug.

Continue down the path. You'll quickly find a Bincho Field. Break it to rescue Artisan Teebone. If you return to the Palace later, he can temper Fusion to make it stronger if you talk to him. Do it; you'll need the extra attack power. Once forged, Fusion will grow a bright yellow, and it will be a lot stronger.

If the tide is too high for you to drop down to the platforms, come back later in the day. Head back into the forest, wait a little while, then come back. Eventually, the water will be low enough for you to explore. Use the Water Scroll to walk to the Water Crest, and use it there to drain all the water. Make your way down and you'll find the Fire Crest. Strike it with your sword to get it. The Fire Scroll will let you shoot fire and melt ice, and also light some objects.

After getting the Fire Scroll, Kojiro shows up...and he's got Princess Fillet! Musashi has no choice but to duel with Kojiro to save the Princess.

The key to beating Kojiro is to hit him when he's not holding his sword in front of him. Keep running around him in circles and avoid his attacks, then run up to Kojiro and hit him. Make sure he's not facing you, or else he will block your attacks. For best results, you can just run circles around him (both figuratively and literally) to avoid his attacks, then attack him from anywhere except directly in front of him with Lumina.

After you beat Kojiro, Musashi will escort Princess Fillet home to the castle. Leave the area and you'll be back at the castle. Your journey isn't over yet, though, as you still have Ed and Ben to deal with.

Before you do, there is a chest you'll need to open. It contains 500 Drans. I forgot it existed, and I end up going back to look for it in the final video.

Go talk to to MercenA (Mercenary Potrowst), MercenB (Mercenary Stue) and MercenC (Mercenary Metloife). You'll get hints, which I'll paraphrase here:

- Meandering Forest. Four Way Path: Gold, Knight (3x), Bishop.

- Left, Right, Right, Left, Straight Ahead

- About the knight...doesn't matter which way you're facing. Just go straight up.

Potrowst will tell you the game of Shogi has something to do with this. You'll have to learn about it from Scribe Shanky.

Friday, December 12, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 21 of 33


In this video, we finally fix the Gondola, but once we do, danger strikes the village.


Carpenter Carvey (CarpentA) will tell you the Gondola Gizmo has a gold rim and looks fancy. Carpenter Cubey (CarpentB) will tell you it looks like a wheel. Carpenter Dicey (CarpentC) will tell you it has four carefully calculated holes.

So...a fancy wheel with a gold rim and four carefully calculated holes. Got it.

You can talk to Wid about the Scrap Depository, but you won't get much out of the conversation.

Head back to the Scrap Depository, which is the path to the right after dropping between the blades of that huge fan. Now that you can double jump with the Legendary Shoes, you can explore this area now.

Watch out when traversing the gondola platforms here. Some of them are containers that hold liquid Binchotite from the Binchotite pool below, and touching it will both damage and Poison you. Ditto if you fall into the pool of liquid Binchotite at the bottom. Thankfully, Assimilating the worm enemies here will allow you get the Antidote ability in case this happens.

Believe it or not, the one you're supposed to pick up is a fancy, gold-rimmed wheel with one hole in the center and the other three holes around it.

When you return the real Gondola Gizmo, Musashi will automatically rest at the castle and accidentally oversleep.

Return to the village, and you'll find out from Mrs. Govern that the village has been set on fire. Equip the Water Scroll and use it to find the eight flames. Thankfully, you don't have a time limit, so take your time in finding all the flames and extinguish them with the Water Scroll until they're completely gone.

When you get rid of all eight flames, you'll talk to Mrs. Govern, and you'll find out Ben and Ed - the same guys who tried to steal the church bell - set the village on fire.

I finally get the Legendary Gloves after putting out the fires, which means I can land more critical hits.

Now that you've put out all of the flames, head to the Mayor's house and knock on the door. Mayor Govern will be over his cold, and thanks you with a Calender. You can't get rid of it, and this will come in handy later. Mrs. Govern will also gives you the Rocksalt.

Thursday, December 11, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 20 of 33


In this entry, we become Mayor for a day, and this leads to us meeting some more shady characters as we get even more things taken care of.


Chapter 4: The Duel at Dragon Island


Finally, the town music is normal again.

At Hilda's grocery store, the C-Drinks are now replaced with EX-Drinks, which restore more HP than C-Drinks. At Jam's store, the JamBread and Biscuit will be available, and they are good at restoring HP and BP. Also, if you talk to Hilda, you'll find out that Mayor Govern has taken ill.

If you go knock on the door to the Mayor's House, Mrs. Govern will show up and tell you that Mayor Govern is sick and asks you to be mayor for a day. Go ahead and do it by picking the second option instead of the first, since you'll need to advance the plot. If you ask what you're supposed to do, it is implied that she knows about the Water Crest. 

From there, go down the well with the rope, then use the Water Scroll there. One side of the well will drain into the other, allowing you to refill the well.

When that happens, you'll meet Ben and Ed. They're part of the Thirstquencher Empire, and they're the ones that took the bell. They'll get angry with Musashi for returning the bell back to the church. You'll be seeing them again soon enough.

Now that part of the well area is drained, you can get some stuff. You'll find the UsedBoot in a chest, and you'll finally be able to reach the Minku here. The UsedBoot will be A-Boots, which are useless and should be sold to the Appraiser for money.

The chest on the island on the side of the well you entered from contains an OldShirt. Appraising it will reveal this to be the Legendary Vest, which cuts the amount of time it takes to charge up the attack gauge in half.

There is also a cave that you couldn't enter before activating the Water Crest. Avoid being bitten by the bats as you make your way through this area. The chest in this area contains Armor. It's just a LargePot. Sell it to Connors for money. There is a Fire Crest here, but you won't be able to use it for some time. You could climb the wall, but it leads nowhere, so this won't be an exit to any place in particular just yet. Instead, just take the exit that leads through the mine back to the village.

If you return to the well after meeting Ed and Ben, the rope will no longer be there. This is because Mrs. Govern will have returned the rope to the church, and you'll find this out from talking to her again.

If you talk to Mrs. Govern before taking care of the well, you can get a piece of pie that instantly refills your HP and BP the next time you talk to her. If you did the well before talking to Mrs. Govern, you won't get it.

Remember that one part of the forest where the stream of water was running in a circle? Use the Water Scroll on the Water Crest there, and you'll finally drain the water there. Open the chest and you'll get a pair of Glasses. Take them back to the appraiser. You'll find out these are the L-Goggles (Legendary Goggles), and with these, you can identify items without Connors' help.

When you talk to Mrs. Govern again, you'll find out that your next task is getting the Gondola fixed. You'll need three Carpenters and a Gondola Gizmo. At this point, you should have all of them rescued. As for the Gondola Gizmo, you'll have to head into the Scrap Depository in the mine to find it. Mrs. Govern will ask you to ask Wid about it. For now, though, head back to the castle and you'll find out which Carpenters are there.

Wednesday, December 10, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 19 of 33


We go back to Twinpeak Mountain to rescue the castle weaver, then take on our second Crest Guardian.


Remember that super long pole you could climb near the summit of Twinpeak Mountain? Return there and double jump off the very top of it, now that you have the Legendary Shoes. You'll be able to rescue Weaver Dinneretta.

Talk to Weaver (Weaver Dinnerretta) back at the castle. You can choose between the L-Gloves and the L-Quilt. The Legendary Gloves up your critical hit rate, while the Legendary Quilt will increase the rate by which your HP and BP recover when you sleep anywhere outside of the inn, and also bring your tiredness back down to 0% if you sleep outside of the inn as well. The Gloves are a lot more useful, to be honest. If you're doing so badly that you require the services of the Legendary Quilt, you're doing something wrong. Whichever choice you make, come back in three days to get what you chose.

While in the dungeon under the restaurant, you may have noticed a door with that ever-familiar eye behind a pit that you couldn't jump over. Now that you have the Legendary Shoes, you can double jump over the pit...and now that you have the statue, you can place it in the opening in the door to open it up.

Use the Water Scroll to get over the water whenever necessary. You can also use it in the lava-infested areas so that if you accidentally fall in, you won't take damage before you get sent back to the nearest path of dry land.

The third room has a Bincho Field that you'll want to break with Lumina. You'll find it in the maze of stone cubes floating on the lava. You'll free Taster Salmonelli here.

In the fourth room, use the Water Scroll to extinguish the four flames. You'll open a door. Go inside and you'll take on the second Crest Guardian, the Relic Keeper. Despite the fact that it's hit the ceiling and has to hold it up to keep it from collapsing, he can still fight.

You'll want to use the Water Scroll to hit the fireball that flies around.

When the fireball turns into an owl shape, stay away and shoot water at it from a distance...and jump over those flames.

When the fireball turns into a sword shape. You'll want to stay as far away from it as possible, especially when it slowly swings downward. If you can't get away, use the Water Shield to keep yourself from taking damage for that one hit.

When you shoot enough water at the fireball, the Relic Keeper will duck down. Jump up and hit the core with Lumina to do some damage. You'll then go through the motions again.

In the second and third rounds, the fireball will either bounce off the walls like a ping-pong ball or jump up and down creating fire arcs from one end of the room to another. Time your position, hit it with the Water Scroll when you can and try not to get hit.

If the fireball appears in the center after the fire arcs attack, avoid the flame "arm" that pops out. Stay out of the air when it happens, and avoid the flames that drop down as well as the ones that surround the fireball itself.

In the third round, sometimes the fireball will turn blue and do a merry-go-around attack. Jump over the flames when they pass by. The flames can rotate clockwise or counter-clockwise.

After three hits, you'll win. The Relic Keeper will try to finish you off physically only to be crushed by the ceiling it was holding up. Now you have the core for this guardian and the Water Crest is liberated!

You'll then get another cutscene where Princess Fillet summons Kojiro. This turns out to be a mistake, as it's pretty obvious he only cares about fighting Musashi and getting revenge, judging by how instantly disobeys her, following Topo, another Thirstquencher enemy, instead. You'll then end up back in Grillin' Village.

Tuesday, December 9, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 18 of 33


In this video, we go off the beaten path for a few things before taking on the next boss.


There is yet another person you can rescue.

Now that you have the Water Scroll, you can cross the Water and find some stairs that lead to the area to the left of the path to Hell's Valley. There, you'll find a chest with 200 Drans.

Head back to the three poles leading to the actual mountain. Use the Water Scroll to head to the left and find another Bincho Field. Here, you'll free Doctor Tung (Doctor). He'll heal you if you meet him at the castle. If you talk to him at the Castle, he will refill your HP and BP and cure Poison, should you have it. Further to the left is another spot where you can find a Minku.

Head back to the area of the forest close to Steamwood and follow the stream of water with the Water Scroll. You'll find another Minku.

Monday, December 8, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 17 of 33


In this video, we finally defeat the Vambees once and for all, then we help out the village again by finding the missing church bell.


Appraise the UglyBelt. You'll find out it's the L-Belt, or Legendary Belt. You can now double jump by pressing X in mid-air, which is a really fun ability to have.

The Helmet is a Bedpan. Sell it. The Cloth, however, is the Legendary Cloth (L-Cloth)!

After appraising the belt, Mannick will show up and tell you that the well has suddenly gone dry, and you'll need to find a rope in the nearby church to go down there and see what's going on. Double jump over the fence and talk to the pastor. Father White will tell you that someone stole the church's bell, and he's also locked outside due to the thieves and the fact that he locked the gate. He'll tell you that strange noises have been coming out of the church late night, and he'll tell you to come to the church around 2:00. 

When you check with Father White around 2 AM, you'll hear the noises in the church. Father White lets you jump on his back and enter through where the belt used to be.

When you jump into the church, you'll meet Bubbles of the Thirstquencher Empire. She wants Lumina and has her guards shoot at you. After they fire blanks, she sends out her Vambee Soldiers.

The Vambee Soldiers will jump over the pews one at a time. Beat each one up so that they fall back in line behind the pews. Throwing them back also helps, as they start coming out faster the more time passes. You'll want to keep them at bay for as long as possible, because if enough of them surround you for too long, you're dead and you're starting this all over again.

Every once in a while, these guys will throw a bomb that puts you to sleep. It doesn't happen often, and the bombs don't do much damage, but you will be stunned if it connects.

The guard on the right is woozy at 3:00 and falls at 4:30. The one on the left can get woozy at 6:00.

If you can survive until 7:00, the light will go through the bullet holes in the walls and kill all the Vambees. When you come out of the church, Father White will give you the Rope, allowing you access into the well. He'll also ask you to get the stolen bell, so agree to find it. You'll be rewarded for bringing it back.

Now that you have the Rope, head to the well. You'll use the Rope automatically when you go down there. Just choose to go down there, and down you'll go.

Follow the path and you'll get the Water Scroll. This Scroll allows you to walk on water and shoot water bubbles that can put out flames. Switch to the Water Scroll and get the Bell. You'll have to return it by alternating between carrying and throwing the bell. The bell will sink and return to its original location if it goes into the water, so you'll have to throw it onto dry land.

The Water Crest is here, but you won't be able to use it yet. There's also a Minku, which you won't be able to reach, either.

To return to town with the bell, you'll have to take it to the cave behind where the Water Scroll was. This takes you back inside the mine. Thankfully, it's pretty easy to get out and return to the village from there, so if you need to return, you'll know how to get there.

When you return to town with the bell, Father White will give a statue of an angel. Father White will tell you that the Statue is a sacred key that opens the door that leads to the Fire God.

Sunday, December 7, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 16 of 33


We take on the last area of the dungeon beneath the restaurant, then find out what all those ghouls were released for: an ugly belt.


Now for the last area, which is opposite the door we entered last time. Jump on the floating platforms and watch where they go so you don't fall into the abyss. You'll be dealing with a lot of Vambees here, too.

You'll see some puzzles where you have to move a red block. Move it to the glowing red eye to continue on. Thankfully, the eye block puzzles aren't that hard.

The white cubes will either run into you or crush you. You obviously want to avoid them.

Jump down and left on that platform that slowly rises up and down.

After that part, you'll enter a maze area. Assimilate the nearby ghost to get the temporary Sublime ability. You'll have an out-of-body experience where Musashi's soul jumps out of his body, allowing you to fly through the maze and memorize the path through this maze, because once you return back to your body (either after taking damage or after enough time has passed), the room will get dark and those dark brown squares in-between the lighter ones won't be there. When I played through this game, I didn't even know you could do this, so I just jumped from one platform to the next and hoped I landed on the other side.

After crossing the upper road in the room where you started, you'll reach another maze. The Bincho Field here contains Carpenter Cubey. The chest here contains a Bedpan, but you won't find out it's a Bedpan until you appraise the item inside. Take it and get the cash.

In the next room, you'll be dropping down in a darkened area, trying not to hit any spikes. Luckily, this part is even easier than the mazes.

You'll soon reach another maze. There is an area where you drop down. Take it and you'll save Knight Chucks, who will have another technique for you if rescue him from the Bincho Field. You'll then be able to teleport to the end of the maze after you rescue him. The chest you'll find in the maze on the way here contains a Helmet, which is going to be another useless item.

Now break the eye and get outta here!

Now that you've smashed all four eyes, you can now head to the door behind Mannick.

When you return to the eye door, you'll find out Mannick is missing. Inside the door is a treasure box, which is the reason why Mannick bought the restaurant but also let the ghouls out. When he opens the treasure box, he finds an ugly belt. After chastising Mannick for putting the village in danger and especially for putting Hilda and her son Tim through hell, Mannick promises to change his ways and hands Musashi the UglyBelt.

But first, head back to the castle. Talk to KnightB (Knight Lardwick) to learn Crosswise Cut, assuming you haven't already. Tap Triangle, then Square for a double sword attack. After you've talked to Knight Lardwick, talk to KnightC (Knight Chucks). You'll learn Desperado Attack. Press Square, Triangle, Square, and Triangle to do a devastating attack. 

Saturday, December 6, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 15 of 33


We've got two eyes down. Now it's time to go for the third.


If you talk to the Bailiff now, you can start the rice field. You won't be able to buy rice until a little later in the game.

Now that we have two eyes lit up, it's time to head to the other two doors. These doors will be in the area opposite from where Mannick and the first two doors are.

Before you do anything, though, head to that area with Bowl and use it to break the cracked wall between the two doors. Inside are three chests, which contain an OldSword, Cloth and 300 Drans. The OldSword is just a Shovel you can sell for money, but the Cloth is the L-Cloth, which you can make into either the L-Quilt (which brings tiredness down to 0% in the wild) or the L-Gloves (which increases the chance of critical hits).

If you talk to the Knitter with the L-Cloth, you'll find out that you need Weaver Dineretta to actually make what you want. You won't be able to find her until a little later, however.

If you talk to Connors at the pawn shop, he will mention that Mannick may have bought the restaurant because of the treasure that is rumoured to be hidden below it.

Enter the door to the left in this area to start off yet another area. The rotating blocks are platforms, and it's pretty obvious you should be careful when traversing them so you don't slide off the sides due to them being too steep when you're standing on the blocks. Use your shadow so you can tell where you're landing.

The second area contains a Bincho Field to break. Inside is Librarian Brisketta. If you talk to her at the castle (Librarian), you'll find out that she has translated the books that you could not read at the beginning of the game.

The cubes become rectangular prisms in the third section. Again, you'll want to be quick here.

In the fourth section, you'll want to avoid falling in the lava. As for the rotating spike walls, tread lightly and be patient. Hold R1 to move more  At least the blocks here just spin horizontally.

In the fifth section, the blocks are stationary but move in a circular pattern. You'll also meet the flying Vambee, who will keep the pressure on as he flies above you. If he lowers down, hit him with a Cross-Cutter.

In the sixth section, move past the guillotines where they're all the way to one side.

In section seven, you'll have to traverse across a maze of thin wooden platforms. At the lower-left corner of this maze is Solder Hanky-Flanky, trapped in a Bincho Field. Go free him. If you talk to him at the castle (he is SoldierB), he will try to shower Musashi with his love and devotion, but Musashi will have none of it.

There is also a chest in this maze that contains an OldPipe. Yeah, you'll definitely be appraising that. It's really a Flute. Sell it for money.

The exit is at the bottom center.

The eighth section has smaller platforms, fireballs that jump in and out of the lava and more guillotines. Time your jumps and movements carefully. You can stand between the two guillotines at the end.

The third eye is after this. Break it and take the teleporter out of here.

Friday, December 5, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 14 of 33


In this episode, we take on our second chamber within the underground dungeon.


Back at the castle, if you talk to Mercenary Stue (MercenA) or Mercenary Potrowst (MercenC), they will mention thieves. This will be important for later on.

The Shield is really a Frisbee, and the OddHat is really a PiePlate. Both are useless and should be sold for money.

Now it's time to enter the door to the right of Mannick. If you need to restore your HP and BP, just talk to him and he'll hook you up with some cake you'll eat immediately.

The first room has a ton of spikes and a bunch of moving platforms. You'll have to jump from one platform to another as they move in and out of the walls. If you drop to the bottom, you'll be forced to take the teleporter back to the top.

If you go across from the entrance, you'll be at a dead end. Instead, leap to the sides near that door to continue on.

Assimilating the Vambees gives you B.O., a powerful body odor that causes enemies to run away from you until it lasts.

Knocking or throwing the Vambees into the panels with the eye on them that are on the floor will close up the spike pits, allowing you to continue.

Don't let the Vambees get their hands on you. Otherwise, they'll bite you for a few seconds, leaving you unable to move for that time.

Going to the sides takes you to a pair of spike pits. You'll want to go to the right first. Avoid the spikes so you don't take a whole bunch of damage.

You'll want to go to the right side first. You'll be in a dark room where the blue fireball that bounces back and forth is your only source of light. Go up and right, then follow the path. Hit the Bincho Field with Lumina to rescue Bailiff Jerky. Go back to the first room and take the left path.

The path here is a mirror image of the path on the right side. The only difference is that when you follow the path to the second room, there's more spikes.

There will be two teleporters instead of a Bincho Field in the next room. You'll want to take the one on the right.

The bats with the lanterns will attack you by tossing the lanterns into the ground or ramming into you. If you Assimilate one of them when they get close, you'll get Firefly, which allows you to illuminate nearly the entire screen. You'll definitely want this power-up, even if it only last for a limited time.

The purple slimes will poison you if you touch them.

Take the left teleporter, then assimilate the Firefly technique again. Follow the path again. Take the left teleporter again. Take the left teleporter again. Enter the door nearby.

Now you're in a maze surrounded by lava! Block the arrows from the arrow shooters as you make your way down, then Assimilate one of the bats again when you reach the dark area. The chest here contains Powder, which you can take to the Appraiser.

You've found the eye! Now smash it and take the teleporter back!