Showing posts with label part 10. Show all posts
Showing posts with label part 10. Show all posts

Sunday, January 25, 2026

PrinceWatercress plays Super Mario Odyssey - Part 10 of 92


We're not quite done in the Sand Kingdom yet...

First | Previous | Next | End

There is an alternate means of getting Power Moon #21 (Bird Traveling the Desert). Warp to the top of the Desert Tower, use the power lines to go to the Inverted Pyramid, then use the power lines there to head to the top of the building in the northwest corner of the Kingdom and wait while keeping an eye on the tower. It will be a bit of wait, but you'll eventually see the bird coming your way and you can jump up and throw your hat at it to get the Moon.

Every once in a while, you can find a dog. You can find a dog in this kingdom near the Crazy Cap shop. The dog can help you find hidden items like coins and even hearts, but you can come across a Power Moon every once in a while. Not surprisingly, the dog can help you find Power Moon #17 (Top of a Dune) if the dog follows you to the tallest sand dune in the kingdom.

Power Moons


8. Hidden Room in the Flowing Sands - Near the three sand pillars, there is a gap in the bottom of one of the walls. Sink into it, then repeatedly jump so you can enter the chamber on the other side. Inside the chamber is a Power Moon.

9. Secret of the Mural - Before exiting the 8-Bit area of the Desert Tower, there is a gap in the wall to the left of the stone platform. Go through it to find an easy-to-miss Power Moon.

14. On the Statue's Tail - One of the Jaxi statues at the top of the Inverted Pyramid has a flashing tail. Throw your hat at the tail and hold the throw button down to reveal this Power Moon.

22. Bird Traveling the Wastes - There is another flashing bird that travels around the poisonous lava. Throw your hat at the bird to knock the Power Moon out of the bird, then get the Moon.

27. Desert Gardening: Seed on the Cliff - This was found here in the previous video. Now that we've waited long enough, we can get this one.

28. Sand Kingdom Timer Challenge 1 - For this Power Moon, you'll want to get to the top of the building in the northwest corner (warping to the top of the Desert Tower, power lining to the Inverted Pyramid and then power lining again to this building works best), then throw your hat at the scarecrow and roll and wall jump your way to the Power Moon before time runs out.

29. Sand Kingdom Timer Challenge 2 - There is a P-Switch to step on near the poisonous lava in the Moe-Eye Habitat. Take control of a Moe-Eye, hit the P-Switch, and use your ability to see hidden platforms get to the key and then get to the key square on the floor before time runs out. You'll need to switch between having the shades on and off in order to easily balance knowing where you are and getting to the key and the Power Moon as quickly as you can.

31. Found in the Sand! Good Dog! - Near the Crazy Cap shop, there is a dog wearing a tiny Sombrero. If you approach it, will dig up a glowing light. Ground Pound the glowing light to get a Power Moon.

37. You're Quite a Catch, Captain Toad! - There is a spot full of sand where you can take Lakitu and fish something out of the sand. If you can get what looks like the fish that is bigger than all the others, you'll catch Captain Toad instead. 

40. Wandering Cactus - Near where you found Captain Toad, there is a cactus with a green "?" icon on top. Throw your hat at the icon to take control of the cactus and move it around with the left stick. You'll uncover a flashing light. Ground Pound that light to find a Power Moon.

Monday, December 1, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 10 of 33


In this video, we take on our first Crest Guardian and take our first step towards getting all of the Five Scrolls, but once we do, things start getting worse at the village.


Head back to Hell's Valley. It's the path to the right after you enter the road to Twinpeak Mountain. Use the Earth Scroll to roll the boulders into the spike pit to continue on. You'll also be able to rescue Knitter Lunchetta (Knitter). She'll tell you about the Legendary Cloth, which has magical powers. If you talk to her at the castle, she will want you to get it for her.

Once the door to Hell's Valley is opened, you'll enter the arena and face the Skullpion. Avoid the stomp by running away from the Skullpion when it jumps at you, the charge attack by running away from it, and the earth breath attack by moving around in a circle while staying near its tail. Your four helpers will put things in a basket, such as bombs and rocks. When the basket is directly above Skullpion, you'll want to use the Earth Scroll to bring the objects down and hurt Skullpion.

After enough of this, the Skullpion will be stunned and you can hit the blue sphere in its mouth with Lumina. You'll need to be fast at doing this which each phase of the battle, as Skullpion recovers faster after the first two hits than it does before.

If Skullpion spins around and then climbs the walls, use the Earth Scroll to knock him back down to the ground or else he'll hit one of your helpers. If any of your helpers are hit, they'll be temporarily stunned, and you won't be able to get bombs and rocks in the basket unless everyone affected recovers.

If Skullpion smacks its tail on the ground, it is going to hit you with a spin attack. Be ready to jump over the tail.

Sometimes Skullpion will spin its tail around and dig into the ground with it. If its tail hits you, you'll be poisoned, as indicated by Musashi's face turning grey and purple in the lower-left. Use an Antidote to cure Poison. If you don't have one, you can use one of the herbs that your helpers will put in the basket from time to time. To avoid it, run around the arena in a circle so the tail doesn't hit you.

After enough damage to Skullpion's core (which takes three strikes to the core with Lumina), Skullpion will be defeat. You'll get Skullpion's core, liberate the Earth Crest, increase your stat limit level, increase your BP by 25 and restore all of your health.

After the battle, the Thirstquencher Empire will be irritated that you've liberated the Earth Crest. Fuhrer Flatski is irritated with Rootrick, but Bubbles tells him that Mission Vambee will not fail. Her sister Gingerelle teases her, but Flatski is in with the plan and hopes that Bubbles and Colonel Cappriciola will not let him down.

Chapter 3: Mission Vambee


At the start of the chapter, Musashi has a bad feeling that something is wrong with the village. If you head to the village, you'll advance the plot

If you go back to where you fought the Skullpion at night, you'll be able to catch a Minku for another Longevity Berry.

If you go back to the top of the mountain, the raft will be gone, and it will stay gone for the rest of the game. If you want to get the chest in Hell's Valley that involves getting back to the top of the cliff near the entrance that involves getting to the other side of the raft ride, you'll have to wait until later when you have another means to do so.

For this next part, it will need to be daytime. Head back to the village and talk to the Mayor near the water fountain. He and Hotelo will tell you that Tim has been bitten by a Vambee, and he doesn't have long until he turns into one. The only way to save him is to make Remedy, which uses the herbs Misteria and Aqualin. Aqualin is found at the top of Twinpeak Mountain, while Misteria is found in the mine. Hotelo will have to get the former, while Musashi has to get the latter.

A man named Wid lives in the windmill, and you'll have to get the key to the mine from him. Ask him about the flower. Hotelo will tell you to talk to him during the night or in the early hours of the morning, as Wid sleeps throughout the day. The Windmill is on the edge of town.

If you head to the Grocery at this point in the game, Hilda will be upset, saying it's all her fault for locking him out for staying past his curfew.

Thursday, October 30, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 10 of 28


I'm making this look like it's something easy to figure out, even if my commentary states otherwise.


0:39 - I go back to close one of the lids to destroy the fourth and last globe. Now we can make some more progress.

2:31 - By operating all of these switches, steam comes out nearby. By gliding and holding R1, you'll fly into the air. You'll need to push some pipes forward in order to complete some pipe pathways and make getting around a little easier.

4:24 - Time to make our way upwards. I twist these switches while getting my head handed to me because fighting enemies without a second, throwable staff weapon is a pain. From here, we can make our way upwards and enter the next area. 

7:35 - Turn the middle crank in the next area to get some more steam going. From here, I have to go through another gate, walk up some piping, and make my way to a block that I need to move to the side to create a makeshift see-saw. Afterwards, we need to push it towards another wheel, which we need to turn for - you guessed it - more steam.

11:50 - The see-saw is more of a platform than anything, and by leaping our way up from it, we find some pipes to push and a wheel to turn. We need to carefully make our way up the pipes, push what's in the way and turn the wheel to get even more steam going.

18:05 - I make my way back to the "bell room" to get some health, then make our way back to where he moved the walls. All the pipes in this area now have steam, and if we glide while holding R1, we'll be at the top of this room. Look around for the teleporter room; you'll want to activate the teleporter, because getting through here is a pain.

Sunday, September 7, 2025

PrinceWatercress plays Woody Woodpecker in Crazy Castle 5 - Part 10 of 18


Just one stage this time. Man, figuring out how to use that machine in the center of the stage took forever.


Water Stage 4


Be ready to play with levers in this level. One of them is at the top shortly to the right of the start, and if you flip it, you'll play with the nearby lights. This dictates which pipe you can enter and go through when you enter the pipe at the bottom of this big yellow contraption, and there are four different routes to open up in all. When one route is opened, the other three are closed, so play with this lever carefully. As for the pipe, you want to make sure you are not in motion before positioning yourself below it and pressing Up to enter.

Also, pressing the L button while in map mode allows you to see which doors you have yet to open.

Even though there are metal blocks here, the item that lets you pass through them is not in this level.

Saturday, June 7, 2025

PrinceWatercress plays Math Rescue - Part 10 of 19


Our new volcanic adventures take us to Mars...and Episode 2 is nearing completion.


Level 9: Living By the Volcano


You'll need to hit all three warps in order to find all the secrets here. At least getting all of the numbers here isn't that hard.

Level 10: Dangerous Terrain


Well, they weren't lying about the level name. It's also very maze-like over here, and you'll be looking around if you want to get all the numbers in order. One of the warps takes you to a platform with a "Danger" sign. If you find that area, don't drop down; nothing good will come of it.

Also, you only have one set of numbers to collect here for the key. 

Level 11: Mars


The first four trucks to hit are near the start, while the last two are below the first four.

You'll need to fall to the right through the big wall to the right of the start for a secret area.

Friday, May 16, 2025

PrinceWatercress plays The Grinch (PS1) - Part 10 of 22


In this entry, we head to the dump and shave the dump guardian, then build the Octopus Climbing Device.


It's time to enter the dump.

The ground with all of the blast marks is a minefield, basically making the floor lava. If you land on the ground full of blast marks, you'll be sent all the way back to the entrance.

You'll need the Rotten Egg Launcher, the Rocket Spring and the Slime Shooter for this part. The Rotten Egg Launcher will be used to shoot down all the mattresses that are suspended in mid-air so you can bring them down and use them as platforms. The Slime Shooter is used to disable the sentry robot at the entrance to the dump temporarily, allowing you to enter the dump proper. You'll have 60 seconds to get to the other side of the dump.

Once you've got access, however, you can't simply waltz in there. This is where the Rocket Spring comes in. You'll need to launch yourself from one platform to another with the Rocket Spring, and if you land on the ground with the blast marks at any point, you'll be forced to start over from the entrance, and you'll also have to re-slime the sentry robot. There are Rotten Egg plants near the entrance that you can refill with is, and there are a few in the dump itself for just in case.

When you get to the other side, you'll want to get to the orange hut to the side. You'll find another blueprint piece for the Octopus Climbing Device on the outside as well as the scissors on the inside. You'll need the scissors to shave the dump guardian. 

At the big orange house, you can find another Octopus Climbing Device Blueprint piece as well as one of the four Hearts of Stone that the game has. When you enter the house, you'll want to sneak at all times, as you don't want to wake up the dump guardian. Be sure to look around the stairs for the last blueprint piece for the Octopus Climbing Device, then sneak up the stairs to get up to the dump guardian without getting caught. Sneak up to the dump guardian with the scissors to give him the shaving of his life and complete the shaving mission. Getting this done not only gets rid of the dump guardian, but it also gets rid of the sentry robot at the beginning of the area, so you'll never have to deal with them again.

If you want to check your work quickly and easily, summon Max with Select and have him run around. He can pick up collectibles and Rotten Eggs, so if you missed something, you can still grab it. The mines also don't hurt him. You're done in the dump, so step on the mines for a shortcut back.

With the Octopus Climbing Device, you can climb on certain walls by jumping into them and pressing Circle when the device is equipped. If the device activates, you can climb on it. From there, you can control The Grinch with the D-Pad, and you can pull yourself up a ledge by holding Up on the D-Pad and pressing Circle. If you press Circle while anywhere else on the wall, you will drop down. The device will constantly use rotten eggs the more time you spend on the wall, so you'll want to know where you're going and get there quickly.

With 750 giftboxes destroyed, you can play the Spin' n Win mini-game. There are three difficulties, and you have sixty seconds to swing from one end of the area to the other. If you get to the end, you don't win anything. This mini-game - and the other two you can unlock - are just for fun. If you fall at any point, it's back to the start. 



Thursday, April 10, 2025

PrinceWatercress plays Kid Icarus - Part 10 of 15


Man, we're having a much easier time on the second loop than on the first, huh?


Compared to my first trip through here, I've got a much better idea of what I'm doing now to the point that I can do the second loop of the game in seven videos instead of eight. I even blast my way through Twinbellows in record time. Now to ensure that I have 999 hearts when I beat the game...

World 1-3



The red water is lava, and it will hurt if you land in it.

Halfway up the level, you'll be dealing with the Shemums and the Commylooses at the same time. If you can find a spot where you can somehow shoot down a good amount of enemies and avoid getting hit a lot, you can get a lot of points and hearts here.

You'll also see brown spikes coming out of the sides of the green platforms and walls. Touching those will hurt you.

Near the end, you'll find a training room. In the training room, you'll have to shoot down tiles (known as Monoliths) as they fly around. If you stand left of the center of the room, most of the tiles won't hit you, and if any do, it will be from the side. If you get the "Well Done" message, you'll be able to choose between one of three items: the Fire, which gives you flaming arrows that do more damage; the Sacred Bow, which increases the speed and range of your arrows; and the Protective Crystal, which spawns two crystals revolve that around Pit and destroy enemies while also acting like a shield. You'll need a certain amount of health in order to get these powers to work, or else they won't work.

If you can reach 56,600 points, you'll get a third unit of health for the health bar.

World 1-4



The fourth level in every world is a labyrinth, and these will play differently from the first three levels. Here, you'll be going in a bit of a maze. On the lower-left corner, you'll have your current weapon and the amount of soldiers that you currently have free. In the bottom center, you'll have your hearts and current health. On the lower-right, you'll have the current level that you're on and the amount of hit points that the boss has left.

The one-eyed white skulls (Ganewmedes) that fly around will go around the room. Shoot them down for hearts. The ones with the bluish hue will drop five hearts each, while the ones with the reddish hue drop ten hearts each.

The one-eyed bugs (Kobils) slowly move back and forth, and the blue ones drop one heart each and the red ones drop five. The red upside-down vases will drop down the Shemums, which you can grind hearts off of as they drop down. They drop down indefinitely, so you can get as many as you need if you have the time and patience.

The gray statues of the statues with the spears are soldiers, or Centurions, that you can free. If you have any mallets, you can switch between those and the arrow with the Select button, then hit a statue with a mallet to free the soldier inside. The soldiers will then help you with the boss, but they will go down in one hit.

The blue, one-eyed men with the white capes and the staffs are the Eggplant Wizards. They will throw Eggplants up towards you at an arc, and if an eggplant hits you, you will be turned into an eggplant with human legs. When in eggplant form, you cannot attack, and all you can do is move around and try not to get hit a lot. Stay low and close so that the eggplant projectiles don't hit you. If you do get hit with an eggplant, you'll have to find the hospital inside the dungeon and go inside to get cured and turned back to your normal self. The hospital is an all-white room with red crosses in the upper corners.

The gray T-shaped pipes shoot spikes out. Watch them carefully so the spikes don't hit you as you get around in the current room.

The pool of orange water is a hot spring. If you find it, jump in and stay in there to slowly refill your health.

There are also stores in the dungeon, if you can find them. Use them to stock up on stuff you need before you fight the guardian of the labyrinth, because once you enter that boss battle, you can't back out and you'll have to fight your way out.

The fortress also have their own stores containing their own items. While you'll have to find the map somewhere in the dungeon, you'll have to buy the torch and the pencil. The torch lets you see your current position on the map, while the pencil lets you see which rooms you've visited (which will be in green) and which ones you haven't. If you draw your own maps while playing, or if you're using one off the Internet, however, it's pretty pointless.

The boss is Twinbellows. Twinbellows will slowly move from one side of the room to the other while shooting their fireballs in an upward arc. When you shoot and hit Twinbellows, he will go up slightly, and if you can time it right, you can avoid being hit by the low fireball that way. Having any soldiers accompanying to the fight can help, as they can do a little bit more damage and make the battle go slightly quicker, even if they go down in one hit. When you beat Twinbellows, you'll get the first sacred treasure.

Friday, February 7, 2025

PrinceWatercress plays Wario Land II - Part 10 of 51


While you could just beat the boss and end the level there, take the time to explore this level, as you can get quite a bit of coins for doing so.


Chapter 2: S.S. Tea Cup

Story 5: Defeat Bobo!



While beating the boss is easy, getting everything here can be a bit of a challenge. Holding B will all you to throw an enemy at the narrow wall that requires throwing an enemy at it to break it. You'll need to do this to get to the treasure room, where you can win a scroll.

To beat Bobo, stay all the way to the left, then hold Up when he dives down so you can jump on his head when he dives down. When he comes back, go back to the left and duck down to avoid being blown upwards, which will force you to the top of the room and force you to go back to the boss room to start the battle over. The more hits you land, the longer the updraft will last, so keep ducking until you're on the ground. For the third and fourth hits, you'll want to wait for Bobo to make a second dive so that you can more easily hit him. After four hits, Bobo goes down again.

Afterwards, Captain Syrup and her goons escape on a balloon, and they land on Maze Woods, where the chase continues.

Monday, November 18, 2024

PrinceWatercress plays Great Greed - Part 10 of 28


Our adventure takes us to the south, where we find out that the Power Water has been tainted by Bio-Haz and that fixing it will be no easy task.


From Cinnamon, you'll want to head around the lake to the south, where you will find a sign in the mountains. Interact with the sign, and select "Yes" when the game asks if you want to climb. Once you're in the mountains, talk to the guard. He will let you through, but he will tell you that in order to get across the mountain, you must do so without fighting any of the enemies, or else you will be sent back to the start and you'll have to start all over again.

The layout of the mountain is simple to get through, as you'll have to go through the same screen four times. If you encounter any Yam Bams or Strainers, keep pressing B until they run away while performing the Shove attack. This lets you get away from the enemies. When you reach the end, you'll be able to talk to the guards to enter the next village, and you'll also get 800 Experience Points.

In this mountain village, you'll find out that Ralph Vader is in the nearby office. You'll also find out that Hothot Village is down the mountain to the south, then to the south-east, and that you'll find Nutmeg Village on the way. At the armory, get the Tin Armor. At the magic shop, get Heal 2 and sell Heal 1. It will cost four MP to use instead of two, but it will restore 100 HP. 

To the north is Ralph Vader's office. You'll find out that Vader is able to read minds, and if you talk to him in the next room, he will already figure out what you're going to ask him. He will tell you to head south to Nutmeg Village, and then to Crater Lake. He will also tell you to ask the gatekeeper at the village for permission to fly directly to the foothill. When you're ready to leave, leave the village from the south, then talk to either of the guards to get teleported to the south.

You'll be on the other side of the mountain. Another village is to the east. On the way, you may meet up with the Candyman, who is weak against Flame and strong against Bolt and can cast Bolt 1 and Confuse, which can cause you to lose control of your character temporarily. It has a chance of dropping a Slasher, which is more powerful than the Foil Sword but drops your Speed by 10. The Candyman will give you 58 Experience and 202 Gold. Nochoke is strong against Freeze and cast Sleep and Flame 2, but it is incredibly weak and can be destroyed in one hit if you're strong enough. It will give you 56 Experience and 165 Gold, and has a chance of dropping the Plate Shield, which is stronger than any shield you can get in the shops at this point. The Lemonator is weak against Freeze, and gives 52 Experience and 171 Gold. It can attack, but if you're powerful enough, it won't be able to get the chance. It also has some high defense for this point in the game. Finally, the Pigninja is strong against Freeze and cast Shove, and gives 65 Experience and 214 Gold. It also has a chance of dropping an Epee, which is stronger than even the Katana, which you'll be able to get in the next shop.

As soon as you enter Nutmeg Village, an air warning siren will sound due to an approaching toxic fog, and a man named Pappu in a nearby house will take you into his home to keep you away from the fog. While you're indoors, Pappu will tell you that poisonous fog flows from Crater Lake, and that the siren warns when the fog moves towards the village. He will also tell you that Crater Lake has been polluted from Bio-Haz's agents throwing toxic waste into it, and that the fog flows out of it from time to time. As a result, the Power Water has been horribly tainted, and the only way to fix everything is with a neutralizing agent, but the effect of it is not quite powerful enough, and in order to use the neutralizing agent, it must be thrown into the lake while the wind is calm. Truffle will take the neutralizing agent and research it in order to make it more potent, and will tell Sam to go to other villages and gather information while she stays behind and gets to work on making a more powerful neutralizing agent.

When you leave the house, another person will show up and tell you that in Hothot Village, the people are having an ultrahot of high speed, then leave. You can still talk to the people while you are here, but the siren will still sound, and if you do not get into a building fast enough, you will start losing health. Once you go in a building, you can then leave to go back to whatever you were doing as soon as the siren stops. You won't be able to enter every building, as one of them will be locked with a poster saying that the person inside does not want to be here anymore. If you want to spend more time in the village without having to deal with the siren, just keep ducking in and out of buildings every so often. You'll hear it less often then.

At the armory, get the Copper Shield, the Bronze Helmet and the Katana and equip them. If you managed to get an Epee from a Pigninja outside of the building, you won't need the Katana. At the magic shop, get Power. Power will increase your physical attack power during battle, and is good to have in boss battles.

Southeast of Nutmeg Village is Hothot Village. The people will not be able to help you due to their ultrahot of high speed, and the stores will not even be open. If you can talk to the people, they will tell you that by just nibbling the Ultrahot Flower with blooms deep down in the forest, which you'll need to enter pretty soon, and one of them will give you the password of "Viva Megahot" to gain entry into the forest. 

Sunday, September 8, 2024

PrinceWatercress plays Chrono Trigger (Super NES) - Part 10 of 70


It's time to head into Arris Dome. When we do, we have to help the people get some food from underneath the building, but when we do, we get more than we expected.



Arris Dome


Now that we're done with the optional areas, it's time to head into Arris Dome.

When you make your way to the northern end, the people there will be wondering who you are and what you're doing in Arris Dome. You'll also be introduced to Doan, the descendent of the director of the dome's info center. By talking to people, you'll find out that they are hungry and that one of the people in the dome went down to the food storage area to find some food and has not returned.

There is also a store to the west end of the dome, so if you still need to buy any of the weapons and armor from Trann Dome, you can still get them here.

When you climb down the ladder, Doan will be surprised that you are going down there, then tells you to be careful and to come back alive.

Once you go down the ladder, you'll only be able to head left. You won't be able to go right until you find out how to work the console on the right end. Once you climb up the left ladder, you'll have to move across the walkways to get to the north end. Along the way, you'll find a rat, although it's really a statue.

At the north end, if you press X to get your party ready and leave the menu, you'll face two Proto 2's and two Buggers. These enemies will fire lasers at you and can also perform some shocking close-range attacks, but if you hit them hard, they won't give you much trouble. Once you head towards the opening to the north, however, crap hits the fan.

You'll be fighting the Guardian and the Bits. You'll need to destroy the two Bits first, and if you attack the Guardian before then, the Bits and the Guardian will counter-attack. If both Bits are out, your whole party will be hit with Delta Force, which does a ton of damage. If you have just one Bit out, they will just use the Amplifier attack where the Bit fires a laser to the Guardian to amplify it on one party member.

Once you take out the two Bits, wail on the Guardian. Do not use fire-based attacks on it such as Flame Toss or Fire Whirl, as they will do exactly zero damage. As you do this, the Guardian will count down from five, and when it reaches zero, the Bits will revive, and you'll have to destroy them all over again if you want to do more damage to the Guardian.

Once you defeat the Guardian, you'll be able to enter the food storage facility to the north. Unfortunately, the refrigeration system has failed quite some time ago, and the man that you find is as expired as the food. Marle, however, finds a seed, which proves to be the only available source of food. You'll also be able to find a Mid-Ether in the chest inside. If you press A on the man, you'll find a note stating that the statue that looks like a rat is not really a statue and knows the secret of the dome, and that you'll need to catch it.

Head back to the walkways to the south. The rat will be waiting for you, and you'll need to run after it by holding the B button and running perfectly across the walkways. When you get close, press A. You'll find out that by pressing A while holding the L and R buttons at the consoles near the underground ladder, you can open up the path to the right. From here, go back to the consoles, and press A while holding L and R at the right console. You'll be able to explore more of the area.

Here, you'll be fighting enemies and opening chests while making your way to the information center. The Bugs have a flying tackle, but they can also put you to sleep with their sonar attacks. The Rats will leap at you and bite you, but if any Buggers are in the battle, they will fire lasers at the Rats and have a chance of killing them. You'll find another door that will not seem to open, much like in Bangor Dome, Trann Dome and Keeper's Dome in this area.

You'll eventually reach the information center. Lucca will use her computer smarts to find out that there is a Gate in Proto Dome to the east. (How the people of this era know about Gates is anyone's guess and is never explained.) Marle presses a button, however, that reveals information about "The Day of Lavos" in 1999 A.D., when the world is wiped out. Crono, Marle and Lucca soon find out that they are in the far future where the majority of humanity has been wiped out and the world itself has been destroyed, and the three of them agree that they must change history again, this time by preventing The Day of Lavos from ever occurring.

From here, head back to the entry level of Arris Dome where all the people are. You'll hand the Seed over to Doan, and it soon becomes apparent to Doan that you are from the past and not from this time period. Doan thanks you for proving him and his people with a future and a glimmer of hope as far as food is concerned, then hands you the Bike Key, which you can use to ride the jet bike in Lab 32. From here, it's time to head on out and travel towards Lab 32.

Monday, August 19, 2024

PrinceWatercress plays Berzerk (Atari 2600) - Part 10 of 13


At this point, the game variations get a little simpler again...


Game 10 is a little different. You get an extra life every 1,000 points, but this time, the robots don't shoot at you. Also, Evil Otto is invincible instead of non-existent, breaking the pattern from the other sets of game variations and going in reverse with the Evil Otto appearances. Game 10-12 allows for players to practice with enemies without enemies shooting back.

Sunday, June 2, 2024

PrinceWatercress plays Ratchet and Clank: Going Commando - Part 10 of 54


In this entry, we explore what's left of Notak and finally get our next destination.

First | Previous | Next | End

2:27 - The Watercress video creation schedule (at the time, at least). It's been switched up now so that I cycle between the three games that don't involve the capture device every day other than Thursday.

8:00 - Now back to where we were! Look around for enemies when you land after that ledge; you'll find out where to go next with that.

9:28 - Good thing we have the Thermanator. We're going to need it in order to get through this building.

12:23 - The fish in these waters will eat you, and it's instant death. Wait for the water to go either high or low in this part of the area to get to where you need to go.

14:42 - After shelling out 6,000 bolts, we get a message from the thief and coordinates to Siberius, the thief's last known whereabouts.

Controls:

As Ratchet:

Control Pad/Left Analog Stick: move
Right analog stick: move camera

X:
  • Jump and double jump (hold button after double jump to use Heli-Pack or Thruster Pack)
  • Wall jump (near certain walls)
Square: strike with wrench
Circle: pull out/shoot currently equipped gun
Triangle: 
  • quick select (hold and use in conjunction with Control Pad or left stick to switch guns; menu can be customized in Quick Select on the pause menu
  • double tap to switch between two most recently equipped weapons/items
  • interrupt on-screen messages

Select: open map
Start: Pause menu
  • Control Pad: select option
  • X: confirm option choice

L1:
  • center camera behind Ratchet (tap button to center)
  • first-person view (hold button and use left stick or D-Pad to look around; let go of L1 to move camera back behind Ratchet)
  • Square: wrench boomerang
  • Circle: fire gun
  • R1/R2: zoom in and out (Pulse Rifle only)
L2/R2: strafe (hold while moving)
L3: see health and Bolt totals
R1/R2: crouch (hold down)
  • Square: wrench boomerang
  • X: high jump
    • long jump (hold crouch button and jump while running to perform)
R3: open map

In water:
  • Square: dive and descend
  • X: surface and ascend
  • R1: accelerate with Hydro-Pack

As Clank:

Control Pad/Left Analog Stick: move
Right analog stick: move camera

When hanging off platforms:
  • Control Pad/Left Analog Stick: move
  • Forward+X: vault up
  • Back+X: drop down

Square: punch
X: Jump (press and hold in the middle of a jump to glide with Heli-Pack)
Triangle: command menu (hold and use in conjunction with Control Pad or left analog stick to choose commands)

Monday, May 13, 2024

DeceasedCrab plays Earthbound - Part 10 of 53


In this entry, we fight the Carpainter and rescue Paula, bringing our party to two as we destroy Happy-Happyism.



When you talk to Carpainter, he will tell you he wants your help to make the world blue and change it into a happy and peaceful society. When he asks you to be his right-hand assistant, say "No." Nothing comes out of saying "yes," and you'll have to fight him eventually, anyway. He will consider you a problem for him and his religion, and he will zap you with lightning. If you don't have the Franklin Badge equipped, you'll be warped outside, and you'll have to make your way back to him. If you do have the Franklin Badge equipped, nothing happens. Either way, you'll have to face the Carpainter in battle.

All of the Carpainter's attacks are lightning-based, and if you have the Franklin Badge equipped, none of them will work; as a matter of fact, the badge will turn the damage back on him if it hits. He can heal himself with Lifeup Alpha, but if you keep attacking him with the Franklin Badge equipped, he won't be able to heal enough. He can also cast Shield Alpha to protect himself, but it won't save him from being hit with a baseball bat.

When you beat the Carpainter, he will identify the statue as a Mani Mani Statue, then say that the statue has made him do things before asking for forgiveness as he just wanted a normal life. He also gives you the key to open Paula's cell in the mountain hut. 

When you go back to where the maze was, only three blue men will be left. When you return to town, everyone will be back to normal. It will take another return visit for the colors to be normal, too. The food store will be closed. The blue cow will still be blue, but only on the first visit after defeating Carpainter (it turns back to white after that). The guy running the inn will still let you stay free of charge, but he will not be creepy anymore. If you donated any money to the strange-acting woman from earlier, she will refund it. When you leave Carpainter's home, Pokey will show up wanting to be friends again, saying that he has woken up from a nightmare, before slowly walking away and saying that he lied before running away.

When you free Paula, Paula will join your party, then mention that you'll need to return to Twoson. When you leave the hut after freeing Paula, the camera man will show up to take a picture. Fuzzy pickles.

Paula will not have anything but a Bread Roll and a Teddy Bear, and she will have the single-target PSI Freeze Alpha, which is an ice spell. You'll want to get Paula a Copper Bracelet, a Frying Pan and a Ribbon to bring her stats way up. 

From here, it's time to enter the cave east of the drug store and head towards Lilliput Step, which the NPCs will mention if you talk to them. This is your next destination.


The Mole Playing Rough will play rough if allowed to, and it can also Confuse itself for whatever reason.

Paula will learn PSI Fire Alpha at Level 4. This can hit a whole row of enemies instead of one. She will also learn PSI Shield Alpha at Level 6. At Level 8, she will learn PSI Thunder Alpha, which hits a random target. At Level 11, she will learn Freeze Beta, which can hit multiple targets. You'll definitely want to get Paula levelled up while you are here.

Mr. Batty can also confuse itself, but it's easier to defeat than the moles here.

The Great Charm protects you from paralysis attacks and also makes the wearer slightly faster.

Ness will learn Lifeup Beta at Level 20.

The Mighty Bear can hit pretty hard. Amazingly, it will not be in any hurry to join any enemy you run into. Approaching it from behind is advised. Magic such as Freeze Alpha can do a number on it.

The PSI Caramel is hard to find, and will refill PP if eaten. Save those for when you really need it.

The sparkle is the Mondo Mole, which blocks the second "Your Sanctuary" location. It is vulnerable to paralysis, so cast Paralysis Alpha so it can't move before beating it to death with physical attacks, as magic will not do a lot of good. The Mondo Mole can heal itself and can use spells that protect it from magic as well as increase its offense, but it does not have any PSI attacks of its own.

If Ness loses all motivation in battle, that is because Ness is homesick. Be sure to call Mom regularly.

When you beat the Mondo Mole, you'll be able to access Lilliput Step and get another part of the melody for the Sound Stone, and you'll get a vision of a baby in a red cap. You'll also be healed.

Tuesday, April 30, 2024

PrinceWatercress plays Drill Dozer - Part 10 of 28


Let's play a secret level before going to jail!


Area 1 Secret Area: Restricted Area



In order to access this level, you'll need to buy the Hideout Map from the shop for 300 chips. The map is unlocked when you reach Area 5.

Unlike the other levels, this one is super-short. You'll be at first gear the whole time, and you'll need to use the socket lifts to get from one end of the area to the other. This will probably be your toughest test with the socket lifts yet, as there is a big bottomless pit below, and you'll need to buckle down and really pay attention to what you're pressing so you can reach the other side.

The wrench boxes above the start will contain a lot of chips if you can get to them, as do the blocks in the upper-left corner above the exit.

When you reach the other side, you can enter the building. After fighting some Skullkers as well as some other robotic enemies you've met before, you'll get the Flavor Burst. Heading further left takes you to the exit. You're done here.

Sunday, April 14, 2024

PrinceWatercress plays Willow for NES - Part 10 of 11


In this entry, we find the entry to Nockmaar Castle, but we need a key. Once we get it, however, the end of the game is finally in sight.




Had you come in here earlier, there would have been a chest shortly after you came in that had nothing in it and was there solely to block your path. At this point in the game, the chest with nothing in it won't be blocking your path anymore.

Follow the path normally, and after the first two doorways, enter the first one you see immediately after. This leads to the Fury Shield. Be sure to equip it.

From there, you can just follow the path all the way to the end and take the exit there.

You're now at the other side of where the Healball chest was. If you hadn't already noticed, it blocked your path too. Just go north and follow the path. You'll be able to reach Nockmaar.

If you go back to the house where you learned Thunder from (which is the screen south of here), you'll find out Sorsha has the Crest of the Spirits.



Well, we've done just about everything in the game. Next up, we head towards Nockmaar.

There will be a guard near the entrance. He won't let you in, but if you use the Monster's Bone and turn into a monster, you'll be able to scare the guard away and enter Nockmaar.



The red zombies are nasty. You'll have to wait for them to shoot 16 bubbles before you can change back from the pig form.

The room in the lower-left corner of the entry area houses Abang. Since Adik has given you Abang's sword and asked you to return it, he'll be able to put his strength behind his sword. You'll need a key to get further into the castle, and that the old woman Adik rescued has it. Turns out, the old woman was on the cliff near Nockmaar castle, and you can talk to her to get the key...except she's not there anymore and you'll need to look for her elsewhere.

Check out the Wing Sword. Instead of being the weakest sword in the game, it is now the strongest. Equip it before you do anything else.



Before you head out, be sure to use the Ocarina to call Po, and teleport to Tir Asleen if you need to heal up.

Go back to Tir Asleen, and go back to the house on the path left of the castle entrance. This house is usually locked, and if you go to where you first met her, she's gone. Turns out, this is where you're supposed to meet her...and the game doesn't tell you to go over here at all. She'll give you the key to Nockmaar Castle.

All the loose ends are tied up, so you can now go to Nockmaar without having to do anything else.

Thursday, March 7, 2024

PrinceWatercress plays Ka-Blooey - Part 10 of 25


The game gave us another gimme with Level 56, so we're doing five levels again.


Level 52

Hit the switches near the start, then hit the switch that pops up. Hit the switch in the upper right corner, then detonate the small aerial bomb and go left. Hit the first switch near where you started again. Go to the switch at the south and hit it. Detonate the small bomb in the lower left corner. Detonate the small bomb in the lower right corner.

Level 53

Detonate the small bomb to the right of the start and move left, then detonate the small bomb you stop at and move down, left, up, up. Hit the switch. Detonate the small bomb in the upper left corner, then hit the switches. Make a line of bombs at the slot tiles, with a small bomb near the teleporter and the medium bomb one tile to the north of the small bomb. Detonate the small bomb and enter the teleporter. Detonate the small bomb you re-appear at. Move down. Detonate the small bomb. Move down.

Level 54

Move up and hit the switch, then move back down. Take the teleporter to the left. Go left and move the medium bomb to the lower left slot tile. Detonate the small bomb nearby and move left. Detonate the nearby small bomb here and move up. Hit the switch. Go right, detonate the small bomb and move down. Take the right teleporter. Hit the switch, then move up and then left. Detonate the small bomb and move down. Move the small bomb on the slot tiles down one tile, then detonate it and move up.

Level 55

Move three tiles to the right, then move the nearby small bomb on the slot tiles one tile left, detonate it and move left. Detonate the nearby small aerial bomb and step left. Move down, right, down, down, then detonate the small bomb and enter the nearby teleporter. Move up, detonate the swell bomb when it is small and move back down. Move back down to the large bomb and enter the nearby teleporter. Go left to the teleporter, then detonate the small bomb you re-appear at and move left. You'll enter the teleporter in that direction. When you re-appear, go down to enter the other teleporter. You'll re-appear at the large bomb. Detonate it and enter the nearby teleporter.

Level 56

Move down twice and detonate the small bomb. Move down twice again and detonate the small bomb. Go up, then right and detonate the small bomb. From here, you'll need to zig-zag your way north to the upper right corner, detonating as you go. If you detonate the small bomb before you reach the last bomb, you've done it correctly.

Saturday, December 23, 2023

KuuImpact plays Superman (NES) - Part 10 of 17


This is not meant to be a complete set of notes, nor does it show everything off. This did, however, get me in the right direction concerning this game. When I play through this myself (which I will eventually do), I'll show off a lot more.

In this entry, we start the fourth and final level on the game.


Level 4

You'll be back at the Daily Planet. Lois Lane will tell you to head to the McKeesport Art Museum first. Leave the Daily Planet and get into the telephone booth to turn into Superman. From here, you'll want to head to McKeesport.

To do that, you'll want to head east until you reach a big blue building, then enter that building. This is the art museum. The FBI will be there, and you'll find out that Lex Luthor has failed to make a monster and that the monster has seemed to have turned into fire beasts. You'll then need to defeat the monster and head to the Metro Police Station, though the game does not tell you where the monster is.

Fly to Mt. Royal. Go east and use the X-Ray Vision to see the ghosts, then fight off the ghosts for a Heat Vision extension, if you haven't already. If you talk to the people where you land at Mt. Royal, you'll find out there are some weird people at Teaboro. From here, head west until you find the subway, then take it to Newton. You'll end up at the Central Post Office. Head west to another subway and take it, then go down the ladder.

In the underground area, go right, then go down the ladder. Go right and go up the ladder, then go up the ladder at the end.

Wednesday, November 1, 2023

PrinceWatercress plays Word Rescue - Part 10 of 14


We now play Part Three, which starts with a couple of haunted buildings.


Part Three

Level 1 - The Haunted House


Here, you're in a simple house. Thankfully, getting around here is pretty simple. The ghosts in the background do not hurt you. Any part with a grey background is a part of the house that you can move around in. Don't forget to check out the roof for those ? boxes!

Level 2 - The Haunted Condo


Now you're inside a three story condo. The right side of the building has a ladder you can climb. If you're playing on Hard, Gruzzles will fall down from the sky on the higher floors.

Level 3 - Secret Passages


While you have a house above ground, there is an underground maze below the exit, which you can enter through the chimney and the right hand wall on the lower floor. This is where all of the books and secret word letters will be, and there are also a few secret passages you can find in the maze if you just feel your way around.

Thursday, October 19, 2023

Jerry Martin plays Strong Bad's Cool Game For Attractive People - Part 10 of 53


In this entry, we get Homestar out of our room so we can play the Teen Girl Squad game before playing Snake Boxer 5.


Once you use the trophy on Homestar, Strong Bad will hit him with it and wake him up, and trick him into thinking he won the FCUTRER in order to play the Teen Girl Squad mini-game.

To score 5000 points, use the keys on Whats Her Face to kill her off via Italian mafia car bomb, then use the txt msg on Cheerleader. In the next scene, use the book on So And So to kill her off with Moby Dick, then use the cell phone on The Ugly One to get a rat to surround her legs. At the game, use the megaphone on Cheerleader so Medusa can turn her to stone, then use the candy bar on The Ugly One to kill her off via robot penguin, which then chokes on the candy bar and dies.

As for Snake Boxer 5, you'll need to move up and down and spit fire at the snake on the left when it is in front of you, but you'll need to make sure that the snake on the left doesn't hit you after it rears back. When the energy bar at the top for the left snake is down, the snake goes down. If the red energy bar at the bottom for your cobra goes all the way down, you're done, and you'll lose one of your lives as indicated by the red squares on the right side of the screen. Up and Down move, Right blocks and Ctrl punches. S starts, and Q quits. As you go through the game, the enemy snake changes colors and gets faster and smarter.

EASTER EGG OBSCURE TROPHY:
- Use the Rave Switch in the computer room twice.
- Examine the Videlectrix poster until Strong Bad repeats himself.
- Look in the Fridge until Strong Bad repeats himself.
- Check Strong Mad's Lunch Box until Strong Bad repeats himself.
- Examine Stick until Strong Bad repeats himself.
- Check a pile of whatsit while infiltrating the castle.
- Examine mic at track until Strong Bad repeats himself (after race)
- Talk to The King of Town after he falls into the hole.

PUBLIC NUISANCE OBSCURE TROPHY:
- Kick The Cheat into the dryer and talk to him.
- Ask Homestar about the race three times while he's prepping.
- Use the evil option on Marzipan when asking about her
- Use the evil option on Bubs when asking about him
- Use the evil option on Coach Z when asking about him

OUTFITS: 
- Beanie: Inside Strong Bad's Mailbox
- Polo Shirt: Under Box Near Photo Booth
- Old Timey Mustache: Use Microphone at Track.

STRONG SAD OBSCURE TROPHY:
- Use the evil option on Bubs twice in a row.
- Dig up the final Snake Box 5 page at Strong House and check the hole afterwards.
- Dig a hole in the first patch of dirt at Marzipan's and drop the chocolate into it.

SNAKE BOXER 5 MANUAL PAGES:
- Under box next to Bub
- Finish asking people about missing manual and get from Bub
- Use Black Metal Detector outside Castle and dig it up
- Use Black Metal Detector outside Strong House and dig it up

HEDGES OBSCURE TROPHY:
- Next To The Stick
- At The Track
- At Marzipan's
- Outside The Castle

PRANK CALLS:
- Marzipan
- Pom Pom
- Strong Bad
- Bubs
- Coach Z
- The Cheat
- Homsar

TEEN GIRL SQUAD CARDS:
- Book: Use Black Metal Detector in Strong Badia and dig it up.
- Car Keys: Use the Shovel on the car.
- Megaphone: Use the Black Metal Detector at the track, then dig it up.
- Candy Bar: Dig a hole in the first patch of dirt at Marzipan's and drop the Total Load into it.

- Beat the FCUTRER in under 16 seconds.
NEW! Score 5000 on Teen Girl Squad.

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.