Showing posts with label Beard Blade. Show all posts
Showing posts with label Beard Blade. Show all posts

Sunday, October 22, 2023

PrinceWatercress plays Beard Blade - Part 13 of 13


...and now...the final battle.


Fortress Tower


When you get here, the Smuglin with the sheep has been defeated and the sheep kidnapped. When you launch yourself up the tower, you'll see Forbeau pulling the last orb out of the sheep. He will take the rest of the orbs from you, then mentions that the orbs contain his memories, powers and real name that the Smuglins took from him. By reuniting the orbs, he can return to his true form: Wrazaar, the most powerful wizard to ever exist. He then reveals that to fully restore his power, he must take the power of the beard blade that he gave Branson out of him by taking his soul, as it is essentially bound to him.

You will have to jump on one of his fists when he is not attacking, then jump to his face and attack it.

Wrazaar has three attacks. If you see Wrazaar making a "scissors cutting" motion with one of his hands and the magical scissors coming down, move back and forth to avoid them. When he summons the portal that shoots out fireballs in the center, get behind the sheep on the right side of the screen and duck. If he moves up and makes both of his hands flat, get between them and keep moving to avoid being zapped. You'll get an opportunity to hit Wrazaar between attacks.

Once you beat Wrazaar, Wrazaar will be no more. Mora will take you back home on her boat, and the game ends. You've just beaten Beard Blade!

Saturday, October 21, 2023

PrinceWatercress plays Beard Blade - Part 12 of 13


In this entry, we get the last of the collectibles before the final battle.


You can jump off the chair and onto the top of the blackboard in Forbeau's Barbershop, but there's not much point.

Smuglin Industries 2 (Night)


This place is a maze of pipes, but it's also a lot more linear than the daytime stage.

To get the first big coin, just enter the pipe below it.

At the set of three pipes, take the middle one to continue on.

After the checkpoint, go right first for coins and health, then go back and go down. When you reach the big blue guy, take him out, then go all the way to the right to get Enemy Card #39 - Orzo - before entering the next pipe. It's hidden behind the pipe and can be easy to miss. After this, drop down, then enter the pipe to the right to get the second big coin. After going back, going left and dropping down and avoiding the buzzsaws, jump into the pipe on the left to get the third big coin.

At the end, jump to the right and avoid the crushers to get to a blue chest, which contains the Doom Glove. For best results, wait for the right buzzsaw in the pair of buzzsaws to be all the way up before jumping to the chest. If you miss a jump, you'll have to go all the way through the level again to get another stab at getting this.

Orzo's Oasis


This stage is daytime only.

You can use the ground move near the Smuglins with the swords and shields to take them down.

The flower platforms that take you for a wild ride from the Annatto Forest levels make a return here.

To get to the blue chest, get on the flower platform you see immediately after it, then jump to the left when the flower platform takes you upwards. You'll get the Beast Fossil.

There's also more to do with the platforms here, too. Get to the third flower platform in the series. It will take you left, so quickly jump to the right onto the next platform and then jump right again, then jump on the training dummy to get the first big coin. If you want to get this after getting the blue chest, you'll need to drop down and hang around in the spikes underwater until you get sent back to the start. The anchor enemies (the Angkers) underwater just move up and down and can be easily avoided.

In the second section, you'll have to deal with the cannons that shoot out the spiked cannonballs again. Watch where you go carefully, and keep in mind that the chandeliers can be used as platforms. The second big coin is underwater, but there is a patch of land where you can drop down to in order to get it.

In the third section, go up where the spiked cannonballs drop at the start, then push the block to the left and jump left off of it. The flower platform will take you to the red chest and Track 19, the last unlockable music track in the game.

At the bottomless pit, if you float to the right at the first flower platform you'll see, you'll get to another one. This will take you to the third big coin; just jump to the right on that other platform to get to it. You can then get back to the start of this area.

From here, make your way up, then go left on the left flower platform. Land on the floor after the spikes, then drop down and float to the right. Get on the flower platform that you see and ride it to the right, then jump onto the flower platform that is above another flower platform, jump off, then get on the one below it. From here, jump from one flower platform to another to get to the exit.

Orzo's Fortress


This stage is daytime only.

There are three areas to choose from: a path where you have to watch the blocks and jump on them before they light up, a block destruction maze, and a room full of floating platforms and beard clamp rods. I take the one in the middle because it's the easiest, but all three areas are rather short and they all lead to the first checkpoint. You won't be looking for collectibles until after you get to the first checkpoint.

After the checkpoint, you'll have to ride a platform, avoid spiked cannonballs, break blocks, take out the floating balloon enemies from Shallot Shipyard and get the coins. The first big coin is above three blocks; just take out two to get it. The second big coin involves using some blocks like a staircase and then trying to get back on the platform.

In the third section, you'll be riding platforms and using the beard clamp to latch onto the undersides of some platforms. Compared to the optional section from the beginning of the level, this part is easier. There is one area where three small Smuglins are running back and forth; if you can launch yourself past them with the Beard Clamp, you can get the third big coin. Watch out for the spinning spiked rods near the end.

After this, you'll get a chance to hit another checkpoint and heal up, as you'll be fighting Orzo here at long last. You'll also find the last blue chest of the game, which contains the Gold Crown, here.

You'll then meet Orzo, who will tell you that you are interfering with something you do not comprehend and that he has the last orb, and that the orbs contain a dangerous power. He also mentions that your alliance with the sorcerer puts you at odds with him. You'll then fight Orzo.

Jump over the energy waves that Orzo launches when he stomps his feet, then get under him as he stomps to the other side of the room and shoots out the energy waves again. He will always do two short hops followed by a big one. After he does this, he will roll into a ball and roll across the room. Jump over him as he rolls at you, and watch for the red line with the yellow chevrons so he does not land on you. When he hits the floor, jump over the energy waves and keep hitting him. If you have at least two Beard Vitamins, you can take him down right there.

You'll then take on the second phase of the battle. As you both fall, you will see parts of the floor falling down with you. You will need to send them into Orzo with your attack as you move around the screen with the D-Pad. You'll need to hit him with these pieces of the floor in his head or feet, as he will punch them back at you and do damage with them if you send them into the middle and you are unable to avoid them. It is possible to get health in this phase if you wait long enough and you can avoid Orzo long enough.

After this, the third phase is much like the first, but the foot stomping is faster and so are the energy waves that he produces. If you know what to do in the first phase, you know what to do here.

Once you beat Orzo, you'll meet Forbeau. He will tell you that the Smuglins have made their way to the top of the chamber with the last orb and that the both of you must go after them. Grab the Life Up and the Enemy Card, which is Enemy Card #40 - Wrazaar - then Beard Clamp and launch your way out.

If you read Wrazaar's card at this point, you'll get a massive spoiler.

Friday, October 20, 2023

PrinceWatercress plays Beard Blade - Part 11 of 13


I really, really hate that maze.


Smuglin Industries 1 (Day)


You can use the beard projectile to attack the cones. If you knock them down, they're empty; if you don't, there's an enemy inside and you'll have to take it down with the normal attack.

The red conveyor belts travel to the left; the blue conveyor belts travel to the right. The buzzsaws will obviously hurt you if you touch them.

The rod that you can clamp onto with the beard clamp move at the first set of blue conveyor belts will lead you to the first big coin if you launch yourself upwards on it. Watch out for the buzzsaws!

After the first checkpoint, there is a platform that will move up when you stand on it. If you can bring it up just a bit, walk off the right edge and get underneath where the platform started, you'll find the red chest and Track 17. On the elevator, you'll find the second big coin; you'll need to jump to get the elevator platform to drop down and make it easier to get this. Just watch out for the buzzsaws.

To the right after that elevator platform, use the beard projectile to destroy the block above the springboard, then crawl to the springboard to get Enemy Card #36: Angker.

After the second checkpoint and the sign warning you of the bottomless pit, vault yourself up with the beard clamp move and head to the left to get the third big coin. Watch out for the electrical barriers in the area as you make your way further up on the way to the end.

Smuglin Industries 1 (Night)


The nighttime version of this level is a maze, and one that I am not particularly found of, as it is chockful of currents that will move you everywhere.

To get the first big coin, take the wave currents up at the start of the maze.

To get the second big coin, you'll need to use the currents to keep going left at the room with the heart after you drop down for the second maze section. You'll soon be able to reach the coin.

After the room with the heart, you'll need to head to the right. At the next loop, go down, then left. Take the upper path at the fork, and you can get the blue chest and the Vintage Toy. After this, take the lower path and stay low so you can continue to the left and get to the checkpoint.

From the checkpoint, keep going up and right. When you see the area outside of the currents where you can surface for air, keep going down and right. You'll get the third big coin. After the coin, go down and left to get Enemy Card #37: Igato. The path to the exit is below where you found the enemy card.

Smuglin Industries 2 (Day)


Before you enter, get the Rolling Beard Wash. This allows you to roll by holding Down on the D-Pad and pressing X (on the XBox 360 controller).

The guys with the hard hats will throw boulders, but they only toss them in the direction they are looking and you can take them down with the beard clamp move.

When you reach the wide-open area with the boulder throwers, get on the upper level and head left, then beard clamp on the beam that you see and launch yourself upwards for the first big coin.

The Smuglins in the forklifts are indestructible, and they will throw you upwards if you stand on the metal prongs.

At the start of the second section, get carried up by the first two forklift Smuglins, then head left. Watch out for the blue crushers as you drop down to get Enemy Card #38: Udon.

After the checkpoint in the second section, get carried upwards by the forklift Smuglins before the nearby lava pit, then head left to the tar pit. Hold Down and press X to use the roll and roll your way to the left across the tar. At the end is the red chest and Track 18; to stop rolling, press Up.

The second big coin is shortly after that section where you can get the music track. Get carried up, then leap up the platforms and get to the top, then head to the right and grab the coin. The electric barrier at the ceiling is instant death.

After the long drop that you have to take near the end, go all the way to the right and be carried upwards by the forklift Smuglin. You can then head to the left, watch out for the crushers, and get the third big coin.

Thursday, October 19, 2023

PrinceWatercress plays Beard Blade - Part 10 of 13


In this entry, we complete Michi's game of hide and seek and finally take on Michi himself.


Michi's Basement (Night)


There is a springboard you can jump to get to the chest from earlier. 

To get Enemy Card #32, Megnut, you'll need to jump on top of a vase that can barely be seen in the background, then jump to the right. To get to the blue chest, you'll need to jump onto the top of the picture frame that can barely be seen, then go right and open the chest for a Pet Sprite. You can then break the block nearby to get out.

When you're at the stool in front of the television set, press Up to enter it.

In this area, you'll be in an 8-bit graveyard area. You can only perform a single jump and the normal attack; you can't use any of your abilities while here.

The ghosts with the haloes will follow you around, and you cannot hurt them. They disappear eventually, however.

To get the first big coin, you'll have to take a short hop over the pit to get it. To get the second big coin, you'll need to jump up to the upper level, destroy the brown crates (which are destructible, unlike the blue ones) and jump your way to the left to get it. The platform before the coin will fall, as will all the mid-air platforms here.

Just keep jumping from platform to platform to get past the spiders at the end of the first section.

The second section is a vertical section that has you jumping across gaps in stairs and jumping off springboards. The third big coin is in plain sight; just watch out for the ghosts.

The mini-boss here is the Acks Bros. Stay close to them, but not too close, and keep hitting them so you can avoid their axes, which are only thrown at high angles. Focus on one, then take out the other. Once you beat this stage, you'll rescue one of your kids and get a sheep once you're out of the TV.

Michi's Greenhouse (Day)


The water bubbles are back, and you'll really have to use them. Press the D-Pad in the direction of where the nearby pipe is going to get moving.

The seed ball enemies will spit seeds at you if you are near them for too long. You can jump off them, but you can't defeat them. The potted plants act as platforms.

If you're outside of a glassed area, you will have an air meter above your head. You'll need to get to another area with glass walls or jump into a water bubble to refill on air.

The white toadstools just bump you around.

The first big coin is at the end of a pipe. Keep going right, then jump up the plants and into the bubble, then press Up. You'll get the coin on the other side.

The enemy card is right after the first big coin. You'll have to jump across moving platforms and on potted plants and then float to the left without getting hit by a seed to get Enemy Card #34: Geme.

Use the ground pound to get rid of the red slimes.

To get the second big coin, you'll need to rocket up to a platform, then jump to the left and go through the pipe.

You'll be able to get the third big coin when you jump left at the start of the water bubbles that are in mid-air after the second checkpoint.

The red chest is on a lead platform you can easily float to near the end. Inside is Track 16. At the end, you'll rescue the last kid.

Michi's Greenhouse (Night)


This round is an enemy gauntlet.

The bat enemies are easy enough to deal with. If you go left and hit the well-hidden crate in the left wall, you'll get the first big coin.

Use the ground pound to get rid of the skeleton enemies, then jump up near the spider to get it to come down you can defeat it.

Use the ground pound to take out the small slimes. The second big coin is in plain sight.

Use the ground pount to take out the slingshot enemies, then take out the spider.

You'll need to use the Bop Bros. Beard Oil to jump off the big blue guy to get the enemy card. This is Enemy Card #35: Bubo. You can then kill him with a ground pound to the head.

After the checkpoint and the health refill, use the ground pound to take out all the enemies and avoid the spikes that come down as you use it. The third big coin is behind the mole enemy in the upper-left corner.

If you use the ground pound on the left side of the center platform, you can take down all the big slime enemies. You can then use the ground pound again to take out all the small slimes.

Attack near the sand dunes to take out the crabs, then use the ground pound underneath the flying enemy to get rid of it.

Get to the middle, jump straight up and use the ground pound to take out the charging skeleton enemy while avoiding the falling rocks.

You'll need to bounce off the big blue guy's head to get to the platforms above and then glide to the blue chest, which contains Michi's Dairy. Take out the enemies here with the ground pound, then enter the next room, destroy the dummy for coins, then get the sheep.

Michi's Manor (Night)


Now that you've rescued all three kids, it's time to head back to where you met Michi. Michi will sic Branikin - a large wooden replica of Branson - on you, and you'll have to defeat Branikin to get Ray back as well as all your extra health.

The boss has a few attacks, and the image of the child that comes out of Branikin's mouth dictates which one is thrown out. You'll need to hit the replica of the kid while avoiding the attacks.

There is one that has sandbags falling from left to right. There is another with a robot that will drop down and run at you, which you can easily avoid. There is a third that throws three bowling pins into the air up at an angle which then drop down, and you'll also have to avoid those. If you're fast (and maybe have at least one Brawn Vitamin), you can take out Branikin quickly.

After you defeat Branikin, Michi will apologize and let Ray go, as he was afraid that you and the kids came in with the intent to trash the place like everyone else dowes.. You'll also get an extra hit point and Enemy Card #33 - Branikin. Enter the blue portal to meet the kids and get the fourth orb of the game.

If you've gotten 100% of everything at this point, you'll get Bristly Battler, the fourth and final rank of the game.

Wednesday, October 18, 2023

PrinceWatercress plays Beard Blade - Part 9 of 13


Now that Michi wants us to play his little game, we'll have to play through it if we want to get our health extensions back and save the kids.


I get the Beard Toss Shampoo. This allows you to throw projectiles from your beard with Right Trigger on the XBox 360 controller. We'll need it soon.

Michi's Cemetery (Day)


The guys with the skull heads will chase after you.

The first big coin is really easy to get.

You'll have to ground pound some blocks to get Enemy Card #29: Hont.

The black goop does not kill you, but it does hurt you.

Enemies can pass through walls with holes in them.

To break the block holding up the red chest, you'll need to hit it with the beard projectile from the Beard Toss Shampoo through the holes in the nearby wall. Inside is Track 14.

You'll need to leap off an enemy to get the second big coin near the blocked door.

The skeleton enemies with the red eyes will try to shoulder tackle you; you can defeat them with the ground pound if you're near them.

The bottle with the lightning in it is temporary invincibility, and this is the only time in the game you can get it. Any enemies you touch The third big coin is near it; you'll need to ground pound through some crates in the floor to get it. You'll also find the key to the locked door at the end.

Michi's Cemetery (Night)


The mausoleums with the word "Michi" on it is the start of a game of "red light, green light." A ghost will show up in the top center. Whenever it flashes the green sign with the arrow, it means you can keep moving. If it shows the red, octagonal stop sign, you need to come to a stop on dry land. Interestingly, any enemies in the vicinity will come to a stop until the sign is gone.

Going left after jumping on the springboard at the start of the second section takes you to the first big coin. To get the second big coin immediately afterwards, you'll need to jump on the left-most springboard. It will take you directly to the coin.

After the ghost section in the second section, launch yourself up with the beard clamp beam and bounce off the enemies in the spike pit while getting them to go right. At the end is the blue chest and the Lost Soul.

The Bop Bros. Beard Oil allows you to jump off an enemy if you press the jump button as soon as you jump and land on. It takes some timing, but it can be done.

To collect the third big coin, just crawl through the wall when you see it. You'll be launched back up when you grab the coin.

If you can jump across the platforms on the way to the exit, you'll get Enemy Card #30: Acks Bros.

After clearing this level, you'll rescue one of the kids in addition to a sheep. 

Michi's Basement (Day)


If you ground pound at the start, you'll reveal a chest, but you won't be able to get to it in the daytime version of the stage.

Here, you'll be riding on a platform with spikes above. You'll need to maneuver yourself so that you don't get trapped and the spiked ceiling crushes you.

You'll need to break a block to head left and get the first big coin shortly after the start.

Ground pound the ground underneath the Enemy Card to break a crate and get Enemy Card #31: Spearwig.

Now you'll have a spiked floor chasing you down. If you take the right path at the start, you can easily get the second big coin.

To get the third big coin, you'll need to jump for it after the series of platforms that move left and right. After that, you'll want to jump off the springboard and head left as you do so to get to the red chest and Track 15. If you miss this chest, you'll have to play through the whole level again to get to it.

Michi's Basement (Night)


This part is for the treasures only.

There is a springboard you can jump to get to the chest from earlier. 

To get Enemy Card #32, Megnut, you'll need to jump on top of a vase that can barely be seen in the background, then jump to the right. To get to the blue chest, you'll need to jump onto the top of the picture frame that can barely be seen, then go right and open the chest for a Pet Sprite. You can then break the block nearby to get out.

Tuesday, October 17, 2023

PrinceWatercress plays Beard Blade - Part 8 of 13


After beating our third boss, we come across the biggest challenge of the game thus far.


Shallot Shipyard 4 (Night)


The wooden platforms here will go up and down at regular intervals on their own. Also, the rain will tell you where you can stand most of the time.

To get the first big coin, you'll need to jump and then glide around to the springboard above where the coin is. Once you jump on the springboard, the coin is yours.

You'll have to jump and glide off the chain at the right height. This card is Enemy Card #27, Phanta.

You can drop down with Down and A to get the second big coin.

The third big coin is after the second checkpoint. You'll need to keep an eye on the timing of the platforms when they go in and out. You can also fall into the pit below as you grab the coin to ensure that you get it and go back. That works, too.

The blue chest - and the Kero Cake - is right after the third big coin. Climb up the chains and attack the crates to get it.

Piri Piri Cliffs


When you walk onto the bridge made out of segments of rocks, the bridge will break and you'll fall down. You'll then meet your next boss: Din.

For the first phase, Din will shoot rock creatures down, and you'll know where they are by the red lines with the yellow chevrons. Hit the rock creatures until they stop moving, then grab them with the attack button and throw them at Din's eyes. If he flashes yellow, you did it right.

After three hits, he turns into a flying eye that shoots fireballs downwards. Keep your distance from the fireballs as well as their area of effect, and hit the ground pound when he is nearby.

For the third phase, he will turn into some sort of octopus-like creature. Move away from the parts of the land that the tentacle moves to, then strike the tentacle as it strikes the ground. The ground will be destroyed, but it will eventually re-spawn. Each tentacle will get an attack in, and you'll be able to divide your time between each one and slowly chip away at all of them. The tentacles will eventually get destroyed one by one as you stay on the move, and once the last tentacle is destroyed, get the Life Up as well as Enemy Card #24 - Din - before grabbing the third orb of the game. You're done here.

Michi's Manor (Day)


When you start this level, you'll see three kids looking for a friend of theirs named Ray, who seems to have gone after an orb. 

When you drop down soon after entering the house, you'll find an area that you can only go to at night. Keep this in mind for later.

After the first checkpoint, you'll have portals. The blue portals will take you somewhere, while the red portals are an entrance back from later in the level. Enter the blue portal that you see, and avoid the red portals on the way to the right. There is, however, something hidden here. Just to the left of the second group of three red portals on the ground is a crate blocking a hard-to-see springboard. Get there, break the crate and get on the springboard to go up to a platform. Break the crate to the left to get some coins, then jump to the red portal on the right. You actually have to go this way, believe it or not.

You'll end up in another room with chandeliers. Up and to the left from the first springboard that you see is a crate blocking a hidden passage, and inside is Enemy Card #28, Gomito. From here, jump from one chandelier to another and avoid being bumped around by the ghost fish. The third chandelier has a hook for the Beard Clamp; you'll want to latch onto it and launch yourself up. By grabbing that hook, you'll also grab the second big coin. We've missed the first already, but we'll go back to it.

After the chandeliers, there are two red portals with a space between them. If you can fall down through that space, you'll find the red chest and Track 13.

From here, go through the blue portal on the right. Drop down from the side and break the crates with the ground pound attack, then drop down and to the right to get the third big coin. You'll be taken back to the top. From here, use the springboards below where the crates used to be to get the key. Go into the blue portal.

You'll be back at the start of the portal maze, but don't unlock the door all the way to the right yet. If you go back to the second part of the portal maze and go all the way to the right, you can go right past the springboards, crawl through the wall and get tossed up into the air by a hidden springboard to the first big coin.

Now you can unlock that door and rescue your sheep. Beat up the training dummy for extra coins before you go.

Michi's Manor (Night)


Remember that spot at the beginning that you couldn't go to in the daytime? You can go there now, and within all of the crates that you can break is a blue chest. Inside is the Eternal Ticket. You'll also find health here.

The only other place to go is inside a door. Here, you'll meet the kids from earlier (and some health all the way to the left), and if you keep going, you'll meet Michi. Michi will reveal that he is holding Ray hostage for a trick known as "The Transcendence," then notices Branson and the rest of the kids. Michi decides to make a game out of this by spreading the other kids across three areas before cutting Branson's health all the way down to two hit points. You'll have to play Michi's game and rescue the kids to get all your extra hits back.

Don't worry about the card; you'll get it later.

If you get just about 100% of everything up to this point, you'll get the "Wooly Warrior" rank.

Monday, October 16, 2023

PrinceWatercress plays Beard Blade - Part 7 of 13


In this entry, we complete Shallot Shipyard and have more difficulty with a foot race than we should.


At this point, you should have the "Hairy Herald" rank if you have everything up to this point (you start out at "Peach Fuzz").

Shallot Shipyard 2 (Night)


The first section is one long underwater tunnel. Be ready to look for paths that lead to areas where you can surface. Having the Underwater Air Tank is recommended.

The electric eel enemies will shoot four projectiles diagonally if you don't kill it fast enough.

At one point in the tunnel, you'll go as far left as you can go before going down. There will be three paths to the right; the first leads to the first big coin. If you crawl through the wall to the right of the coin, you'll take a bit of a shortcut.

In the second section, you'll be in a cave. Get on the boat shortly after the checkpoint for the second big coin. The giant eels can be defeated after multiple hits. The triangle-shaped ceiling spikes will fall down when you get close, but they don't kill you upon impact.

To get on top of the ship with the enemy card, you'll need to leap into the wall before it and land on a hidden platform. From there, you can go right, get on the boat and get Enemy Card #22, Gams. If you miss the jump, you'll have to play through the level to get to it again.

You can jump off the edge of the platform to the right of the blue chest to get it, but you're meant to beat up the big eel, go to the left, use the jumping board and jump from platform to platform, including one hidden somewhat by a waterfall, to get it. Inside is the Giant's Tooth.

The third big coin is in the water just before the exit.

Shallot Shipyard 3 (Day)


In the daytime, you'll be in an auto-scrolling stage. Watch out for the flying enemies as you climb up the chains. You'll see the first big coin off to the side in the first section. The clouds will get you to higher enemies if you move into them.

For the second section, you'll need to get on a platform that shows up in the upper-left corner to get to the second big coin. It's hard to see, but it's there. You'll find the red chest and Track 11 shortly after this. Shortly after this, take the low road on the clouds to get the third big coin. When you see the spiked enemy running around the platform, be ready to go up and to the left for Enemy Card #23, Golemite.

If you fall into the pit, you'll have to fall the whole height of the level before you can come back. This explains why it takes so long to die when you do.

]Shallot Shipyard 3 (Night)


This time, you'll be going into the sunken ship.

The Glockjaws will shoot homing shots at you, but you can attack said shots and destroy them. You can also use the ground pound move to attack these guys from a safe distance.

When you see cannons for the first time, go up and to the left, and jump to the left on the nearby platform when it falls to get to the blue chest and the Lunar Pendant.

Below the checkpoint, jump up from the surface of the water and perform the ground pound move to destroy the blocks that are underwater. You'll get the first big coin.

Shortly after the checkpoint, you'll want to go down into the water and swim into the current that takes you to the right. At the end, you'll find Enemy Card #25, Michi.

After the enemy card, go back into the water and go to the right. Past the three slime enemies is a red jumping board and the second big coin.

After the second checkpoint, there is a straightaway with multiple Glockjaws and a bunch of crates. Ground pound near the very first crate to find the third big coin.

Shallot Shipyard 4 (Day)


There is a platform to the left at the start of the level. Ride it to get to the red chest and Track 12 as well s Enemy Card #26, Jeepers.

To the right is a race with Gams. You'll have to race him to play through the level and get one of your sheep, which Gams has decided to play "Finders Keepers" with and will make you pay all your money for if you lose the race (which you will if you do).

On the way, you'll find the first big coin on the second ship. It's in plain sight and easy to get. On the first big ship after the part where you have to zig-zag, you'll have to go back a bit for the second big coin and have Gams momentarily take the lead, but you can still get it and win. The trick is to continue so that you can get close to Gams, and when you reach the bridge made of crates, ground pound through them to get ahead. If Gams is just behind you when you do this, he'll get stuck for a second. At the final stretch, go right when you jump on the springboard to get to the third big coin. Above that is the goal.

From here, I get the Bop Bros. Beard Oil.

Sunday, October 15, 2023

PrinceWatercress plays Beard Blade - Part 6 of 13


In this video, we take on our second boss and explore the Shallot Shipyard, which has some of the best music in the game.


Annatto Forest 3 (Night)


The path to the night version is left of the start.

The flower platforms will whisk you away in any of the four cardinal directions and will travel fast, so you'd better be ready to get to where you want to go before the flower hits a floor, ceiling or wall and disappears or takes you either somewhere you don't want to go or into some brambles.

You'll have to ride two flowers near where the chest with the heart is to get the first big coin.

The second big coin is in the corner of a corridor leading straight down. When you jump, keep holding Right until you reach the wall. A mushroom trampoline will take you to the coin. You only have one shot at it, and if you miss, you'll have to play back up to that point to get it again.

At the second checkpoint, go left and break the blocks. Ride the flower platform up, then make your way to the right, drop down where the coins are to land on another flower platform, jump onto the next one, then float to the left with a double tap of the jump button. The third big coin is yours.

Jump left off the flower platform after the arrow pointing right to get to the blue chest and the Psychic Idol.

Ride the final flower platform all the way up and float to the right to get Enemy Card #18, Cousteau.

Forbeau's Barbershop


Here, I get the Underwater Air Tank as well as a Brawn Vitamin. You don't necessary need the Brawn Vitamin and you can beat the game without buying one if you know what you're doing, but it helps.

Forest Chase


Thankfully, you only have to play this once to get everything.

As you head to the right, you'll see shadows. You'll soon run into the Suit Sisters, who will take you as a member of the Smuglins. You'll need to ride on a creature and run away from them to get out of this forest.

For the first part of this, just watch where the axes go. If you're near the Suit Sister, she can throw them right over you. After five axes, head to the right and jump over the last one.

For the second part of this, you'll be moving towards the camera much like in the Moose Hunting level in Mickey Mania. Things such as rocks, logs and tree stumps will appear and will go from transparent to opaque. Once they're close to opaque, be ready to jump or dodge.

For the third part, when the Suit Sister moves, you move away so you don't get whacked.

For the fourth part, it's back to running towards the camera as another Suit Sister throws her boomerang at you. If she throws it left, it will come at you from the left. If she throws it right, it will come at you from the right. She only throws it three times and the odds are fifty-fifty where it will go.

For the fifth part, go all the way to right and jump straight up when the mace comes your way. That's it. You're done. At the end, press X to dismount, then get the Life Up and Enemy Card #16, Suit Sisters, before grabbing the second orb.

Shallot Shipyard 1 (Day)


The seagulls move faster if you don't kill them in one shot. Either hit them with the ground pound or from somewhere where they can't get to you, as they turn around at ledges.

Dropfish will fall from the nets full of fish. These nets also double as platforms. You can use the ones at the start to backtrack to the left to get Enemy Card #19, Gluglug.

You will slide when you get on water slides, and there are times that you will have to jump to get to alternate paths and jump over sea urchins. After the first water slide, break the block below with the ground pound to move to find the red chest and Track 9.

After the set of two water slides, go left for the first big coin.

You've climbed on grates held up by cranes before in the first section to get to the Enemy Card, and you'll be doing it even more here. Backtrack to the left shortly after the start for the second big coin. The spikes below are instant death.

At the water slides near the end, you'll have to jump and float across a line of coins. At the end of that line of coins is the third big coin.

Shallot Shipyard 1 (Night)


You'll go left at the start.

Keep going left at the start to get the first big coin, which is in plain sight. Also, the platforms controlled by the wind-up gear you have to float into are back.

The fish with rotors on their head will chase after you and eventually explode after flashing red, but you can take them down in a couple of hits. Having at least one Brawn Vitamin helps here.

You'll have to go out of your way to the right and then down before the first checkpoint to get Enemy Card #20, Strutt.

Just before the second checkpoint, you'll have to float into a gear that controls one platform to the left and another platform down and to the right. If you can get to the other side to the left, you'll get the blue chest and the Secret Message. If you can get to the other side down and to the right, you'll get the second big coin.

The third is coin is to the right just after the second checkpoint. You'll be able to get to it just before the end of the level; just float and wrap around to the right to get it.

Shallot Shipyard 2 (Day)


You'll have to jump onto a boat to get further at the start of the stage. When you're on the boat, the level becomes an auto-scroller. Do not use the ground pound to deal with the green slimes; just avoid them. The first big coin will be on the wooden dock platforms you see after the start.

On the second boat, use the ground pound attack to attack the brown creatures that jump up and try to bite you. You can also use the Beard Clamp move on the cranes to launch yourself to building tops and give yourself a bit of a shortcut at times.

At the checkpoint, ground pound the block to get Enemy Card #21, Glockjaw. On the third boat, duck down to avoid the low ceiling, then jump on the cloud to the right, open the chest for coins, then jump to the right again for the second coin. From here, be ready o 

To get the third big coin, wait for it to show up, then drop down and run left across the boat, get the coin, and then Beard Clamp the crane hook and launch up to get back on the boat.

To get the red chest, just Beard Clamp and launch up once you reach the end of the stage. That's it. You'll get Track 10.

Saturday, October 14, 2023

PrinceWatercress plays Beard Blade - Part 5 of 13


In this entry, we explore more of the Annatto Forest, where the levels become more varied than previous.


Annatto Forest 1 (Night)


If you climb up the vines at the start of the nighttime level, you'll find the first big coin. Once you get it, drop down and keep going to the left. There is a log you can crawl through that is partially hidden by bushes. If you crawl through, you'll find the blue treasure chest and the Hero's Dagger.

In the second section, you'll need to stand on the left edge of the first fallaway platform and jump your way to the left to get Enemy Card #13, Blipp.

In the third section, you'll approach a statue only for the eye to fly away. When you continue, you'll have to outrun this thing. The second big coin will be in plain sight and easy to grab on the vines. For the third big coin, get on the last wooden platform to ride it upwards so you can grab it.

Annatto Forest 2 (Day)


There is health all the way to the left at the start.

Here, you'll need to hold the jump button as you bounce off the red balloons that are travelling upwards in order to keep from falling into the bottomless pits. You'll need to time your jumping off the balloons to get the first big coin, which is in plain sight.

After the chest with the coins, glide your way to the right to get Enemy Card #14, Glarevoyant. (That's the eye enemy you outran earlier.)

At the second checkpoint, grab the barrel by holding the attack button. You'll need to take it further to the right where the second big coin is and throw the barrel at the coin. If you try to grab the coin itself, it will move away from you.

The third big coin is above the fallaway platform near the end. Ride it downwards, then jump right when you grab the coin.

You'll have to do the mid-air spin to the left to get the red treasure chest and Track 8. You may have to jump off a balloon on the way down.

Annatto Forest 2 (Night)


This time around, you'll have to jump on some creature that looks like a hippo and ride it Donkey Kong Country-style. On this creature, you can jump around and you can spit berries at enemies with X (on the XBox 360 controller). To disembark, press Y. If you get hit, you will lose this creature, and you'll have to restart the level to get it back.

The blocks with the explosions on them can only be destroyed by the berry spit attack.

The platform next to the first campfire leads to the first big coin. Ride it down, then keep hopping to bring the platform back up. On the big platform to the right of that, spit a berry at the explosion block to block the big stone blocking the enemy card. You can now get Enemy Card #15, Buvett.

To get the blue treasure chest, you'll need to berry spit at the blocks below the platform to the right, then get on that platform and berry spit at the blocks to the right. This will give you access to the blue treasure chest and the Royal Ring.

The second big coin will be trapped by some explosion blocks. The berry spit will allow you to get it. The same is true of the third big coin, which you'll find after the checkpoint. Keeping the little guy you ride on here to the end has its benefits!

The bottom route after the checkpoint allows you to avoid some enemies.

Annatto Forest 3 (Day)


Once you start going down the daytime route, you can either go left or right.

If you go left, you'll need to destroy a block from the left side to find the first big coin.

If you go right, you'll have to jump right across the surface of the water to get the second big coin. The rest of the area is an underwater maze full of brambles.

Both paths will take you to the checkpoint. From here, you'll need to crawl through the wall on the right to find the red treasure chest and Track 8. After a short section where you'll have to hop to get over the brambles, you'll need to crawl through the wall on the left to find Enemy Card #17, Dropfish.

The third big coin is near the end. You'll need to jump off the edge from the left in order to get it.

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.

Thursday, October 12, 2023

PrinceWatercress plays Beard Blade - Part 3 of 13


At this point in the game, we'll be able to buy some extra abilities. We do just that today in order to get some stuff we couldn't collect earlier.


Kencur Caverns 2 (Day)


The bat enemies will wake up when you get close enough and will attack if left alone for a second.

There will be earthquakes happening at regular intervals in this cave, and if you're climbing on any of the metal grating in the level, you will be knocked back down to the ground. If you're in the air during a quake, you won't be affected. Also, holding Up and jumping lets you get up faster.

If you go opposite of where the game tells you to go around here, the game rewards with secrets and other things. Enemy Card #7, Lepa, is just to the left on the start of the way up in the second section.

If you go all the way up shortly after the start of the second section, you'll find the first big coin.

Keep running to get past the lava pool.

In the middle of the second section, there is a lower level full of the small slime enemies and an upper level with the bat enemies. At the end of the upper level is a space you can crawl through for the second big coin.

Near the end of the second section, you can climb up and go to the left past a lava pool for the red treasure chest with Track 4.

When you see the rope platform before the arrow pointing up and to the right to the exit, drop down and crawl right to get the third big coin.

Kencur Caverns 2 (Night)


Here, you'll be going through a cavern in the dark, and you'll have a limited field of vision.

The red slimes on the ceiling move! Of course, when they are split into two, the small slimes are almost the same as ever, but they have a high jump compared to the green slimes' long jump. The first big coin is above the first red slime you see.

You'll need to push a block to loop around after the start. Shortly after this, there will be a small nook with five crates. Break them to get the second big coin. Up and to the left of this is the blue chest which contains the Dark Gem.

The spiky shelled enemies in the second section are indestructible. You'll just have to move past and around them.

Shortly after the start, you'll find Enemy Card #8, Fango, as you loop around.

The third big coin is in plain sight before the exit.

[title][center]Forbeau's Barbershop

You'll find this place several times on the world map, but this is the first place where you will see it. Here, Forbeau - the hooded man who gave you your beard powers - doubles as a barber, and he has items that will you more abilities. You'll have to pay for them with the coins that you've been finding throughout the game, of course.

Life Up: Increases your maximum health by one.

Brawn Vitamin: Makes your attack stronger. If you buy a ton, you'll notice a difference not only against regular enemies, but against bosses. The more you buy, the more expensive the next Brawn Vitamin becomes.

Heavy Beard Cream: With this, you can hold Down and attack in mid-air to smash things below you. You'll need this for a couple of things that you couldn't get in past stages. This also allows you to do AOE (area of effect) damage of nearby enemies, damaging them from a short distance away.

Bop Bros. Beard Oil: With this, you can press the jump button on an enemy right when you land on it to do a somersault.

Waterproof Beard Wax: This allows you to attack underwater. This will help you break blocks and defend yourself underwater.

Magnetic Beard Balm: Attracts coins from slightly further away.

Beard Toss Shampoo: Allows you to throw projectiles at enemies with your beard with the Right Trigger (on the X-Box 360 controller).

Underwater Air Tank: Increases your air meter while swimming.

Rolling Beard Wash: Crouch and press X (on the XBox 360 controller) to send Branson rolling.

I end up buying the Heavy Beard Cream and Waterproof Beard Wax immediately.

Kencur Caverns 1 (Night)


Thanks to the Heavy Beard Cream, you can open the blue treasure chest and get the Rusty Gear.

Kencur Caverns 1 (Day)


We can also get to the treasure chest here, too, now that we have the Heavy Beard Cream. Inside the red treasure chest here is Track 3.

Caraway Bay 1 (Day)


Remember those blocks down and to the left from the checkpoint? With the Underwater Beard Oil, we can break those now, and get Enemy Card #3, Kani.

Kencur Caverns 3 (Day)


One of the higher-ups in the Smuglins will warn a Smuglin with a drilling machine that a dangerous enemy - Branson - has landed on Pimento Island, and to continue construction as planned before leaving.

Below the start is a doorway you'll need to enter. Go up to the giftbox and press Up to open it and get the Beard Clamp. With this, you can clamp onto metal poles by holding Up and pressing X (on the XBox 360 controller) in mid-air. Once you're clamped onto a metal pole, press Down to launch yourself upwards. You can hold Left or Right in conjunction with pressing Down to move to the side as you do this. This can also be used to attack enemies, although I wouldn't recommend it.

You'll be going left at the start of the day stage.

The mine-cart will take you from one side of the tracks to the other, and it will crash after hitting the walls.

Duck down to avoid spikes, and watch out for falling rocks. You'll find the first big coin hiding behind crates after the first boulder, and you'll find the second big coin soon after this as you jump from mine cart to mine cart.

Shortly after this, you'll have to jump over sea urchins on dry land. After the third sea urchin, be ready to clamp onto the metal rod above you to get Enemy Card #9, Gimlet.

Do not break the crates below the red treasure chest. Instead, leave them alone and go right to press the button past the nearby crawlspace. You'll get Track 5. You'll find the third big coin soon after this, and you'll have to spin to the left after dropping down the nearby pit to get it.

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.

Tuesday, October 10, 2023

PrinceWatercress plays Beard Blade - Part 1 of 13


It's been some time since I played a more modern game, but here I am with Beard Blade. After seeing this one in action, I just had to check it out for myself.


The story begins at night on Pamperry Isle, when a couple of guys who are up to no good are digging in the ground when they find an orb. The orb flies away, then a sheep swallows it and goes towards a house. When these no-goodniks chase after the sheep, they not only find several more sheep, but they also find a man with facial heart in sleepwear barging out of a door of a house, ready to chase after them...which he does.

He ends up chasing them onto their ship, where the game begins. Welcome to the tutorial level.

The controls I mention work if you are using an XBox 360 controller, but they work with the equivalent buttons on other controllers (except PS4, which does not work on this game). Left and Right let you move around, Down ducks, and Down-Left and Down-Right crawl. A and B jump. You won't be able to attack...yet. You can jump on enemies, but you'll just bounce off of them.

Along the way, you'll not only find coins that you'll be able to spend later, but you'll also learn how to move around. There are springboards that will launch you into the air if you move onto them, and you can drop down from platforms by holding Down and pressing A.

If you die at any point, you'll just go back to an earlier point. Thankfully, you have an endless amount of lives.

Crawling will allow you to crawl through narrow passageways to areas you may not be able to get to normally.

The cannonballs from the cannons hurt. Make sure they don't hit you.

You'll eventually fall into a jail cell where a hooded man is being held captive. You'll need to press Up on the D-Pad (or left analog stick) to talk to him when the game gives you the prompt above the hooded man's head. Use the A button to go through the lines of dialogue. You'll find out that the goons on this ship are holding him hostage, and to free him, you just need to jump into him.

The hooded man will tell you that the ones who took your sheep are called the Smuglins, then mentions that he has has magic that can manifest a person's "peculiar trait," then uses the magic to...give you a sentient beard. The hooded man then mentions that the jail cell door on the right could be broken with enough force, and if you go up to the door and keep pressing X or Y (or R), you can attack the door multiple times until it breaks. From there, you're free to continue on after the hooded man goes ahead.

The barber pole is a checkpoint. If you die after touching one, you'll go back to the last barber pole that you touched instead of the very beginning of the level.

With your newfound attack powers, you can not only attack enemies and beat them up (sometimes getting random coin and health drops from it), but you can also destroy crates to get them out of your way. The bandage on the wall is a hint that you have to break the crate through the wall.

To open a chest, walk up to it and press Up to get what is inside. Sometimes there will be coins, while other times there will be hearts that refill your health. You'll start out with three hearts, but you'll be able to increase your maximum health as you progress through the game.

Eventually, you'll have your first boss battle. To defeat this guy when he jumps into his machine above, you'll need to stand above a springboard, then move out of the way when the guy shoots so the shot bounces back at him. You'll know he's about to shoot when the red light on the machine flashes. After one hit, springboards will eventually move from right to left at the bottom of the screen. After a second hit, the guy is down, but not for long. You'll need to keep hitting him when he charges at you. Eventually, he'll go down, and you'll also be able to steal his clothes and wear them for the rest of the game. You'll also find out that our hero has a name: Branson.

From here, head to the right to follow the hooded man. You'll run into Orzo and find all the sheep, but the sheep that eats the orb starts flashing a brilliant white light. All the sheep are scattered across the land as the Smuglins lose control of the ship, which runs right into a rock. You'll then land on Pimento Island, where the game truly begins.

If you press the Y button on the overworld map, you can look at the current treasures and enemy cards that you have. We don't have any...yet. We'll need to collect those as we go through the game.

In the lower-left corner is the amount of big coins - or Smuglin coins - that we have. There are usually three per stage, and each stage is split into two types - daytime (AM) and nighttime (PM). You can see what time it is by looking in the lower-right corner on the overworld map. Both versions of the level will have different places to go as well as their own secrets to collect.

Mora's House


There is a chest inside the house that refills your health (and a dog that follows you around), but there's not much else here.

Caraway Bay 1 (Day)

You can pick up coins if you go to the left.

When in water, you can move around with the D-Pad or left stick, and you can hold A to jump out of the water. You'll also have an air meter, and if that runs out, Branson will suffocate from lack of oxygen and you'll be taken back to an earlier point.

The enemies in the shells will take a few hits to defeat.

To get the first big coin, just drop down to the springboard just after the start and go left to get it.

If you see a sign with a skull on it, you're near a bottomless pit that will kill you if you fall in.

Sometimes, there are dotted line boxes with suns or moons on them. You'll be able to go through them if you're near them at the proper time; otherwise, they will be solid blocks and you won't be able to pass through them.

The first card is easy to get during the day. You can just walk up to it and get it if you take the platform down in the first section. This will give you card #1, Scaracara.

The slime enemies on the ceilings will shoot slime downwards, and when you hit them enough times, the slimes will split into two, and you'll have to destroy the mini-slimes.

You won't be able to reach the chest above the entrance to the third section until you have a certain ability later on. It just has coins.

There is a doorway just after the beginning of the third section. Press Up in front of doorways to enter them. When you approach the hills of sand, blue crabs will come out of them. Mash the attack button to defeat them as soon as possible. For defeating both crabs, you'll get a big coin.

To get the third coin, you'll need to jump to it from the lower platform to the right of it. From there, press A again to do a spin glide to the coin. To break the block with the cracks next to it, you'll need to break it from the side where the cracks are at. If the cracks are to the right, hit it from the right. If the cracks are to the left, hit it from the left.

Before you exit the level, jump to the red chest with the note on it. The red note chests will contain tracks from the game for the sound test, and you'll find Track 1 here.

At the end of every level is a green Smuglin with a bag. You'll need to chase the Smuglin around the room and hit him until he drops the bag. Once the bag is on the ground, go up to it and press Up to rescue one of your sheep.