Showing posts with label part 15. Show all posts
Showing posts with label part 15. Show all posts

Friday, January 30, 2026

PrinceWatercress plays Super Mario Odyssey - Part 15 of 92


...and with that, that's another kingdom made safe. Of course, our search for Bowser and Peach rolls on.

First | Previous | Next | End

As soon as you drop down into the Secret Flower Field, you'll face a boss.

To beat the boss, you'll need to take control of an Uproot and raise its head into the dome on the underside. When you hit the underside enough times, you'll launch it into the air. You'll then start the battle with Torkdrift.

From here, you'll need to get underneath all of the cubes made out of bricks and raise yourself into them to break through them and destroy the satellites. When you do this, you'll destroy Torkdrift's protective barrier, and you can raise yourself into the dome and damage Torkdrift a second time.

After this, Torkdrift will create red lasers. Stretch yourself upwards in order to jump over them, especially when you see multiple rings stacked on top of one on another. After you damage all of the satellites and hit Torkdrift from underneath a third time, you'll need to go through this one more time to defeat Torkdrift for good. For defeating Torkdrift, you'll earn Power Moon #4.

Now that we've completed all of the storyline objectives, we can now explore the Wooded Kingdom at our leisure and look for more Power Moons, or we can head to the next kingdom. Obviously, we're going to do the former.

At the Iron Mountain Path, Station 8 checkpoint, there is a P Switch you can jump on. Jump on all the platforms before time runs out to reach the Observation Deck. Hit the checkpoint here and get the four Regional Coins, then throw your hat at the Glydon to start gliding around the level.

Near the Secret Flower Field entrance, you can get a seed. Hit the P Switch to open up the platforms leading to the Observation Deck, then throw the seed into the planter and climb the vine to find a bunch of coins, including three Regional Coins.

4. Defend the Secret Flower Field - Get to the Secret Flower Field and defeat Torkdrift (see above).

7. Rolling Rock in the Woods - There is a rock flashing multiple colors near the Odyssey. If you keep hitting this rock and eventually break it, you'll find a Power Moon.

12. Over the Cliff's Edge - Near the Summit Path checkpoint as well as the rock wall you need to destroy with the Sherms to make a path, there are some platforms to the side. This not only leads to three Regional Coins, but also some bars to hang on and jump off of to reach a Power Moon trapped in a nut.

18. The Nut that Grew on the Tall Fence - There is an iron wall near a cage containing a Power Moon that we won't get until later. On one of the nearby walls is a nut. Break it to get this Power Moon. You can also easily get this one with the Glydon from the Observation Deck.

20. Hey Out There, Captain Toad! - You can easily glide to Captain Toad with Glydon from the Observation Deck. Talk to Captain Toad for a Power Moon.

22. Inside a Rock in the Forest - There is a rock near the Odyssey that you can destroy with a Sherm to find a Power Moon inside. You'll need to get a Sherm from the Summit Path area and drop it down to the starting area to get this one.

26. Spinning-Platforms Treasure - While you can easily get down here and cross on the spinning platforms to get to this Power Moon, it is easier to get here with Glydon from the Observation Deck...so that's what I do.

27. Make the Secret Flower Field Bloom - Head back to the Secret Flower Field after you defeat Torkdrift. There will be three circular sets of seedlings, and if you can get them all to sprout with your hat before any of them turn back into seedlings, you'll get a Power Moon for your efforts.

37. Wooded Kingdom Timer Challenge 1 - At the Iron Road: Halfway Point checkpoint, there is another scarecrow to throw your hat on. Swing from rod to rod and snag the Power Moon at the top before time runs out.

38. Wooded Kingdom Timer Challenge 2 - At the Forest Charging Station, there will be a Scarecrow to throw your hat at once you complete all the storyline missions. Once you do this, jump up all the platforms to get this Power Moon.

47. Walking on Clouds - In the area from where you climbed up the vine from the Observation Deck, you'll see this Power Moon just before the platform path's end. You'll need to possess the Uproot in this area to reach it.

48. Above the Clouds - In the area from where you climbed up the vine from the Observation Deck, you'll see the shadow of a Power Moon at the red and green platform blocks. Make sure you've possessed the Uproot in this area to get everything, including this Power Moon and the three Regional Coins that came before it.

Regional Coins


Saturday, December 6, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 15 of 33


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


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

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

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

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

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

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

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

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

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

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

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

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

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

The exit is at the bottom center.

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

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

Tuesday, November 4, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 15 of 28


In this entry, we learn to imbue the Soul Reaver with the powers of fire, and we also get a new glyph.


0:45 - As soon as you drop into the water, you won't wither away and be sent back to the spiritual realm. The game will also tell you to press X to swim. Pressing the button will allow you to do the breast stroke, while holding X will allow to do a sort of kick stroke. The former allows you to speed up, while the latter allows you to have more control, much like in Super Mario 64. At least you don't have an oxygen meter.

1:28 - Our next objective is to go after Dumah, and we will need to find an underwater tunnel to reach him.

2:24 - You can hold L1 and jump at the surface of the water to do a high jump out of the surface. If you perform this command inside the water, you'll perform a speed burst, which predates Banjo-Tooie by about a year. 

3:18 - There is a stained glass window you can break here now. Break it and go down the stairs, then break the next stained glass window that you see. You'll then learn how to imbue the Soul Reaver with the power of fire, giving you a fire sword in case you find an open flame. (There were supposed to be more elements besides fire that the Soul Reaver could absorb, but this was the only one that made the cut for the game, with the others not showing up until Soul Reaver 2.) Just press Square in front of the flame, and you'll get the ability. You'll need to have the Soul Reaver to use this ability, and you will lose it if you lose the Soul Reaver, if you go underwater, or if you phase back to the spiritual realm.

5:12 - From here, you'll need to go back up one flight of spiral stairs. You'll need to find some sunlight where you will find another underwater tunnel. Go upwards when you're able to, then go upwards and to the left. Go into the tunnel with the dark brown opening, then surface and use the high jump. Look for a door and go through it.

7:30 - Defeat the enemies here, then turn the crank that you find here. This opens a door, but it will close again just as soon as it opens. Phase into the spiritual realm to stop time and keep the door open, then go through.

8:24 - In the next area, you'll need to turn the crank to open another door. This door stays open, so you won't have to take the long way ever again. From here, take the slope downward, and in the next area, you'll find an area with a chasm and a bunch of pillars.

10:09 - In this area, you'll need to switch between the spiritual and physical realms to get to the fire at the other end. Imbue the Soul Reaver with fire, then glide your way back and climb up the wall to get out of here. Go back up the passage, then head back to the other room. Head to the offering bowl statue in the room you came out of the water from and swing the fire-imbued Soul Reaver at the offering bowl to get the Fire Glyph. This will allow you to set all on-screen enemies on fire at the cost of eight magic points. By getting this glyph, you'll also get more magic points.

15:08 - Go back underwater and follow the stairs you missed earlier. You'll be back in an earlier area from the beginning of the game. You can get your fire sword powers here, and you can also warp back to the Pool of the Dead. As for the fire sword powers, doing a killing strike with it will set the enemy on fire.

Friday, September 12, 2025

PrinceWatercress plays Woody Woodpecker in Crazy Castle 5 - Part 15 of 18


...and you thought the squid boss was nasty.


Fire Stage 6


The boss here is a dragon that also looks like a unicorn. The unicorn will fly around and spit a three-way fireball shot at you. If you have any of the plunger guns that you can get in this level, have it out at all times. 

Believe it or not, you can climb the ropes that are behind the lava waterfalls. You can also fall into the lava itself, so you'll want to keep an eye out for the boss at all times.

If you get the fairy power-up, use it. You'll want to be able to stun the boss long enough to get away from it.

There is a regular heart and a big heart that serve as your only health replenishments, and they are both near the top of the stage.

At the top of the stage, the metal plates in the background are clues as to where to drop down for door keys.

When you beat the Fire Stage, you'll unlock Fairy World, which is the toughest world yet.

Thursday, June 12, 2025

PrinceWatercress plays Math Rescue - Part 15 of 19


The lava is back, and so is all of the platforming that comes with it.


Level 5: Blueberry Boardwalk


You'll need to leap through the wall next to the exit to find the second set of numbers. Thankfully, the whole first set is there in the way towards the exit from the start.

Watch for openings in the walls if you need to find a way to continue.

Level 6: Caramel City


Just below the start, you can leap into the wall at the far-left and be taken into a secret area.

Also, how dare they put the 7 before the 6. Why.

Level 7: Lava Land


The numbers are all over the place here, so keep that in mind in case you're getting that number sequence bonus.

There are two warps, both in the lower corners, and they lead to various items.

Wednesday, May 21, 2025

PrinceWatercress plays The Grinch (PS1) - Part 15 of 22


In this entry, we finally take a look at the fourth and last level of the game.


Your missions in Wholake are as follows: putting thistles in ten pairs of shorts, sabotaging ten tents, drilling holes in ten canoes, modifying the Marine Mobile (which you'll need to unlock to even do), hooking The Mayor's bed to the motorboat, and squashing all the giftboxes.

As soon as you enter Wholake, be ready to sneak out of the cave you start out of, as bats will swoop down at you.

If you jump into the lake, it is instant death before you get re-spawned back at the beginning of the stage.

You can climb the wall near the start with the Octopus Climbing Device. If you shoot the beehive near the sleeping beast, you can get the beast away from the tents.

To sabotage the tents, all you have to do is pancake them.

Shoot at the scouts with the Rotten Egg Launcher to get them out of the way and get their giftboxes.

The Porc-Who-Pines - which look like echidnas with braids - drop thistles when shot. You can collect the thistles, then shoot them at the shorts on the clotheslines. Thankfully, the Porc-Who-Pines come back when out of camera shot.

You won't be able to cross the bridge to North Shore unless you have a Scoutmaster's outfit. You'll need to cross the bridge near the cave at the start, jump up the branches, then Rocket Spring to the roof of the hut at the top and drop down the chimney. You'll see a guy stuffing his face; hit him with the bad breath attack to make him mad and start a boss battle.

The Scoutmaster will shoot at you with a slingshot three times. Run in a circle to avoid the shots. After the third shot, hit him with the bad breath attack as he reloads. You'll get the hat. You'll then have to deal with this attack three times again, then breathe on him a second time with the bad breath attack to knock him down. Pancake him as he is down on the ground to get the shirt. After this, he charges at you. You'll need to run up to the moose heads near the entrance, then jump out of the way so he crashes into the wall. When you do this with both moose heads, a moose head will fall on him, and you'll take his shorts. Now the uniform is complete!

When you have the Scoutmaster's outfit, you can enter the North Shore area. Just get in the nearby changing booth, which looks like an outhouse, and change clothes inside. The controls are the same as with the phone booths and the Who Cloak in Downtown Whoville. When you enter, watch out for the crows, and run away when they dive at you.














Tuesday, April 15, 2025

PrinceWatercress plays Kid Icarus - Part 15 of 15


...and with this video, the Let's Play comes to a close.


Here it is! The best ending! We've finally gotten it!

World 4-1



This stage plays differently compared to the others. B shoots, while the D-Pad moves you in all directions. You'll also have a shield in front of you, too.

The green enemies (Totem drop down in groups, while the flying enemies (Moilas) will come in from both sides of the screen and will come Pit. You'll definitely want to watch the flying enemies.

The one-eyed wizards (Erinuses) shoot fireballs, and they split into three when shot. You'll have to watch for those parts, as they will come at you as you try to shoot the parts down to get rid of them for good.

The flying enemies with the wings (Syrens) will move up and down as they fly at Pit.

The green plants (Daphnes) will move up from the bottom of the screen, float for a while, then come back down.

The ghosts (Zurees) just move up and down from the top of the screen to the bottom. That's it.

When the music changes, you'll face Medusa. In order to do that, you must defeat a lot of enemies. If you haven't enough enemies, the stage will loop until you do. Watch out for the green worm (Tanatos; which is a misspelling of "Thanatos") that bounces up and down, and use the shield to block the beams. There is a spot in the middle all the way to the left that allows you to continuously fire at Medusa's eye while avoiding all the attacks (while destroying the green worm at times if your arrow hits the head). After enough shots, Medusa's eye will be gone, Medusa will die and you will rescue Palutena. From here, Pit's appearance will change depending on how well you did (the tall, muscular Pit with the angels around the screen and Palutena kissing Pit is the best ending, and was added for the Western version), and the credits roll before the game loops with only the heart, points, strength upgrades weapons that you've gotten in your playthrough carrying over, even in the password that you get at this point. You'll have to earn back the barrel, any feathers you had and any Waters of Life that you had. 

This time around, I finally get the best ending where Palutena moves in for the kiss! And with that, we've beaten Kid Icarus!

Wednesday, February 12, 2025

PrinceWatercress plays Wario Land II - Part 15 of 51


Let's get out of the woods...but before we do that, we need to defeat a giant bee!


Chapter 3: Maze Woods

Story 5: Defeat the giant bee!



The wasps are back. Get ready to float to higher areas and get a ton of coins. If you crouch walk with the diagonal directions on the D-Pad, you can avoid being stung.

If you high jump off the Spear Goons to the side on the way to the boss entrance, you can get some more coins.

The treasure room is hidden in the door above the one leading to the boss entrance, and you'll have to move into some hidden pits in the floor to get to the room...and more coins. You'll win some bananas for winning the treasure mini-game.

To beat the giant bee, stay away from it, and don't stand underneath it. When it drops down to crush you, jump on its head. When the tiny wasps show up, you'll want to tackle or avoid them. You're better off defeating them, as you won't have to deal with them alongside the boss if you do. If you get stung, you'll be sent back to the top of the room, and you'll be forced to go back to the boss room and start the whole battle over. After jumping on the giant bee's head three times, you'll beat the giant bee and move on to the city, where Captain Syrup and her goons flee to after getting out of Maze Woods.

Saturday, November 23, 2024

PrinceWatercress plays Great Greed - Part 15 of 28


In this entry, we finally find out who attacked the resistance base, then head to the nation of Escargot.


From the resistance base forest, head back to Pasta Village, then head west and enter the valley. Keep heading west, and you'll meet Shrimp, who will show his true colors. You'll then have to fight him.

Shrimp has 1400 HP and is weak against Bolt magic, but can cast Power to increase his offense and Heal 1 to heal himself. Keep using strong physical attacks as well as Bolt 2 to take him down. If your health is hovering around 100 HP or less, use Heal 3 to heal yourself. He will give 1300 Experience and 2000 Gold when defeated, and he also has a chance of dropping a Med 3-10 scroll.

After Shrimp is defeated, an earthquake will occur, and Citrus will shove you out of the way and toss her ring over to you as she hangs off the precipice. She then tells you to head west towards the land of Escargot and head to Burger, and that she will be okay. Do it.

When you enter the land of Escargot, head west and go straight to town. One of the first enemies you'll meet is Turnover, who can be pretty tough and can pack a punch. Turnover is weak to Bolt magic, however. The battle will net you 94 Gold and 228 Experience.

At the Armory, buy the Ceramic Helmet and the Iron Armor (assuming you don't have the Chrome Helmet and you don't have the Iron Armor already), then equip them. At the Magic Shop, you can get Bolt 3, which is more power . Slow can reduce enemies' speed and slow them down at just 5 MP, and Block deflects enemy elemental spells (such as Flame, Freeze and Bolt) for 8 MP. 

At the village, you'll find out that you are in Fly Port, and that there have been a lot of suspicious people around as of late. The earthquake from earlier will also be mentioned, as it destroyed all but one ship in the harbor, and you'll need that ship to get to Burger. You'll also find out that a man was chanting a spell at the cape in the west before the earthquake struck.

At the house in the southeast corner, you'll learn about the desert town of Torte Village, and you'll also learn about a sword in the canyon at the border. The chest inside the house will contain a Cutter, which is more powerful than even the BigCut, so equip it.

At the house near the center of the village, you'll find out that you must have protection in the form of the Cool Mint leaves growing on the western cape for shade when you head to the desert to the north, as the desert is too hot.

The other new enemy you can find around the village of Fly Port is Matalov. They can cast Stun, Poison 2, Wrap and Silence, but they are weak to Flame magic. They give 119 Gold and 295 Experience when defeated, and have a chance of dropping some Alloy armor. If you get it, equip it, as it also increases your strength by five and is more powerful than what you'll find on the continent.

The Dragon will also make a return appearance around here, but we've fought the Dragon already.

Friday, September 13, 2024

PrinceWatercress plays Chrono Trigger (Super NES) - Part 15 of 70


In this entry, we have to help the Kingdom of Guardia hold back the Mystics if we want to continue our adventure.



Now that we have four more portals to access at The End of Time, we need to head to go back to 600 A.D. The pillar of light in the upper-left will take you back to Truce Canyon.



On the way down the canyon, you'll fight the Imp Ace. They just fly into you to do damage and they're not that special, especially given the level you're probably at now.

In town, everyone will mention that the hero has come and will help defeat Magus' fortresses at Zenan Bridge.

If you go to Zenan Bridge, you'll find out that Guardia's knights are lying in wait to fight Magus' fortress should they approach Guardia. Talking to the Knight Captain will reveal that the troops are running out of rations and are awaiting more from the castle. You'll want to head there.


In the forest, there will be fewer battles you can run into compared to your previous visit to 600 A.D. You can still get the Shelter out of the bush, though.


When you return to the castle in the Middle Ages, the soldiers won't almost recognize you at first.

If you try to rest downstairs in the west wing, the beds will all be taken. You also won't be able to get a bite to eat in the kitchen, either.

Speaking of the kitchen, you'll want to talk to the chef. When you do, he will find out that the troops need more food, and it will also be obvious that he is a bit frazzled and rather frustrated. You don't have to do this, but if you talk to the people around the chef, you'll find out that the chef and the Knight Captain are trying to make up with each other. Leave the kitchen and dining area and head towards the entrance to the castle, and the chef will eventually catch up to you. He will give you some Jerky to hand to the Knight Captain as well as a Power Tab for your party. He also tells you to tell the Knight Captain to come back alive.

If you talk to the people around the throne room, you'll find out that the King has been injured in battle and is recuperating in bed in his quarters. If you talk to him, you will find out he believes Guardia's sole hope rests on the boy who has "the hero medal" and is searching the southern continent for the sword that can defeat Magus.

Head back to Zenan Bridge. Talk to the Knight Captain. When he asks if the Jerky is for him and his troops, say yes. The Knight Captain will thank you, and will tell you to thank his brother - the chef - in case he does not come back alive. Afterwards, you'll find out that Magus' troops are approaching Guardia right now. Once you have control of your party, talk to the Knight Captain again. When he asks if you will help, say yes. You'll get a Gold Helm, which is better than any headgear any of your characters have right now. You might as well take it.

When you advance across the bridge, you'll meet Ozzie, one of Magus' henchmen. He will summon some skeletal enemies known as the Deceased to attack you. Hit them with Fire or Ice magic to kill them. Don't use Shadow magic like Laser Spin or Antipode, as it will heal them. Physical attacks will not work on the Deceased, only magic.

You can also attack Ozzie multiple times, and if you do that, the spell on the Deceased will be broken and you can get rid of them instantly. You'll get the same amount of experience and tech points either way. You'll have to fight the Deceased a few times before you can reach the end of the bridge.

When you make it to the southern continent, Ozzie will summon Zombor, a giant skeleton. Zombor is a boss of two halfs - a top half and a bottom half - and you'll need to deal with both to defeat Zombor. The top half is subsceptible to Ice, while the bottom half is weak to fire. Keep that in mind as you do damage to Zombor, and don't mix them up or else you'll be healing Zombor. Zombor has a few attacks, such as the ability to spit a laser beam at the entire party and suck in one party member to shred them from within its body, but if you're hitting both parts of Zombor with the appropriate Dual Techs (Ice Sword for the top, Fire Sword for the bottom) and keeping your party's health high, you should be able to beat it. Just watch out for the MP Buster that Zombor does as a last-ditch maneuver upon death, as it will absorb all the MP of one party member and force you to replenish it. Thankfully, you can use a Shelter once you make it to the southern continent. At this point, you'll be able to cross the bridge at your leisure.

Friday, June 7, 2024

PrinceWatercress plays Ratchet and Clank: Going Commando - Part 15 of 54


Almost done with the crystal hunting! Just one more video!

First | Previous | Next | End

11:59 - The Miniturret Glove turns into the Megaturret Glove. Now instead of solving your problems with lasers, you get to solve them with rockets.

18:16 - The Platinum Bolt in the desert, which is the third and last in Tabora.

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)

Thursday, May 16, 2024

DeceasedCrab plays Earthbound - Part 15 of 53


In this entry, we suit up for the zombies, then start kicking butt.



If you head to the circus tent near the "Welcome to the Circus" sign and the hotel, you'll find out that the people inside are trying to figure out how to get rid of the zombies.

If you talk to the guy standing behind the pizza parlor, you can buy a toy air gun for Jeff. Buy that, as it's more powerful than what Bloke has right now. Also, buy some Bottle Rockets for Bloke if you can. Also, be sure to buy the Hard Hat for Jeff.

Also, call Escargot Express and get rid of the Pak of Bubble Gum and the Bad Key Machine. You won't need them ever again.

The messy-looking guy near the tents will tell you that he is on the zombies' side for his own protection and that their leader likes eating Fly Honey. He mentions that he has some Fly Honey stored away in a tent to the south. You'll know you've approached the right one when a face suddenly pops up on it.

The Boogey Tent is vulnerable to Fire, so hit it with that. The Boogey Tent can also debuff your party, which won't really affect your party all that much at this point in the game, but it can also cast Flash, which can make party members cry and mess up their physical attacks.

When you beat the tent, it disappears. The zombies will run away from the trash can that you'll see in its place. Examine the trash can to get the Fly Honey.

If you walk to the upper-left corner of the tree near the "Welcome to the Circus" sign with the Receiver Phone after beating up the Boogey Tent, you'll get a call from Apple Kid. He will tell you that he has finished a pretty unique invention called Zombie Paper, which can be used to trap zombies if you lay them all over the floor of a tent. The Mach Pizza delivery man will deliver the paper to you, so just walk around the town until he shows up so you can get it.

If you talk to the people in the tent near the hotel after this, some of the people's dialogue there will change. From here, use the Zombie Paper in the tent to lay it around. You'll then need to rest at the hotel. The zombies will show up and travel from the graveyard to the circus tent only to be trapped by the Zombie Paper.

When you wake up, head to the circus tent near the hotel. People will be standing outside, and if you talk to them, you'll find out that the Zombie Paper has worked and that a ton of zombies are stuck to the floor, which you'll see if you go inside. If you talk to the zombies, you'll find out that they can speak.

With all the zombies away, it's time to find the ladder in the graveyard that was blocked by the two zombies earlier. It will be unguarded now. If you go down the ladder, you'll find an underground path that you'll have to go down, and here, you'll have to fight some more zombie enemies.

If you can get behind some enemies at this point, you can get some easy auto-victories if you're powerful enough.

There are also ghosts known as Zombie Possessors that you can fight. They can inflict you with a status effect where whoever is hit with it will be possessed by a Tiny Li'l Ghost. The Tiny Li'l Ghost will fly around the screen as you're exploring wherever it is that you are, and it will attack who it has possessed during battle unless you can somehow get rid of the status effect, and in order to do that, you'll want to find the old man with the blue hair and mustache and ask him to Purify you. Interestingly, the Tiny Li'l Ghost can also be killed if an enemy casts a Fire spell on the possessed person. 

Sunday, May 5, 2024

PrinceWatercress plays Drill Dozer - Part 15 of 28


It's time for the final battle with Croog! Compared to the rest of the second half of the game, this is mercifully easier.


Area 6-2: Croom's Doom Dozer


Compared to the last few main levels, this one is a breath of fresh air due to not being as frustrating as the last two areas we've been to. 

The level begins with Grutch and Gearmo launching Jill onto the Doom Dozer - Croog's tank of doom - before their truck crashes. Meanwhile, Detective Carrie tries to figure out how to get on the ship.

Aside from the enemies you'll have to deal with from previous stages, you'll also need to avoid the missiles that shoot out of the missile launchers. Also, see what walls you can go through, as the secret path can get you to second and third gear as soon as the level begins. Compared to the last few levels, this one is pretty straightforward.

Also, there are a lot of slime shooting and bullet shooting turrets here. 

You'll need to slide form the edge of one platform to another to face the missile tank, which we haven't seen since Area 1.

For the totems, wait for the lasers to disappear before drilling the totems in the face. The only difficult thing about destroying them is the missiles dropping from the air that interrupt your attack.

You'll eventually be able to get into the Doom Dozer itself. Start drilling the wall, shift up to third gear and keep going right. You'll eventually get the screen to turn white, topple the tower of the Doom Dozer and destroy the dozer outright.

You'll get back in the Drill Dozer, but you'll lose all three gears and the ability to use the drill. Croog mentions that as long as he has the Black Diamond, he can keep coming back. The only way to defeat him is with one well-timed punch, and when you do that, Croog loses his mask and he runs away after being revealed as some kid or something.

You'll have to avoid his attacks first. Jump over the lasers, and punch him when he gets close enough. You may have to avoid him once or twice, then hold the B button down to charge the punch up and let go when he rushes at you again. When you hit him once, you'll knock him off of his flying chair and he will retreat. The Black Diamond will break, then Croog loses his mask and runs away.

Afterwards, Grutch will mention that the Black Diamond amplified Croog's brattiness, and Gearmo will mention that the Black Diamond's power was amplified so much that is shattered into a million pieces. The Red Dozers get the Red Diamond back, the Yellow Diamond is returned to the museum vault, and the Blue and Green Diamond are taken by The Magnet Sisters, who suddenly show up and take them before Detective

A few days later, Doug is better again as the HQ is being rebuilt. Grutch considers using the Red Diamond to bring back the HQ, but Doug refuses, saying that doing it by hand is half the fun and they can always build a new one themselves. As for the trailer, the Red Dozers now have a new one. Doug declares Jill the new Big Boss of the Red Dozers, and we see the spirit of Jill's mother waving goodbye as The Red Dozers go off in search of new treasures. From there, the credits roll. Afterwards, you'll get a rank based on how many treasures you've collected, which increases when you go back through the game and get more treasures.

We're not done yet, though...we still have the secret areas and the rest of the treasures to deal with! Stay tuned!

Tuesday, March 12, 2024

PrinceWatercress plays Ka-Blooey - Part 15 of 25


Don't worry, these videos will get longer soon enough.


Level 76

Switch the medium and large bombs at the slot tiles. Take the blue guy up, left, down, then left and detonate the small bomb. Detonate the small bomb to the left and go back, then detonate the bomb to the immediate north and step back. Go to the nearby small aerial bomb, detonate it and go right. Detonate the large bomb and enter the teleporter. Detonate the small bombs.

Level 77

Detonate the small bomb at the start, then go right, right, up, left, left and then down. Move the small bomb on the slot tiles up on tile, and move the medium bomb down one tile. Hit the switch in the lower right corner. Hit the switch in the upper left corner. Go down and left, then detonate the small bomb and move up.

Level 78

Detonate the small bomb in the lower right corner. Go up twice, then detonate. Go left, then detonate. Go down twice, then detonate. Go right, up, up, then right and detonate. Go left three times and detonate. Go up twice and detonate. Detonate the middle bomb in the upper right corner and move down.

Level 79

Hit the switch at the start and avoid the ball enemy. Hit the switch to the south of the one at the start twice to eliminate the ball enemy by getting it to drop in the water. Detonate the small bomb near this second switch. Detonate the small bomb between the mine and the teleporter, then enter the teleporter. Send the red guy into the swell bomb when the swell bomb is medium. Detonate the remaining small bomb and enter the teleporter.

Level 80

Enter the teleporter in the lower left corner. Go right two times and up three times, then detonate the bomb. Go all the way back down and hit the switches in the lower right corner. Go back to the switch near the lower left corner and hit it. Detonate the nearby small aerial bomb. Hit the switch on the right near the teleporter in the lower right corner, then enter the teleporter. Detonate the small bomb south of the start when the swell bomb is at medium and move down. Detonate the small bomb in the lower left corner. Hit the lower left switch. Enter the teleporter in the lower right corner teleporter. Go to the upper right corner and surround the lower left corner tile in the slot tiles with medium bombs. Hit the switch on the way to the upper left corner. Go back to the small aerial bomb near the lower left corner and detonate it, then hit the switch. Hit the right switch near the teleporter in the lower right corner, the enter the teleporter. Hit the switch near the lone bomb in the upper right corner. Go back to the small aerial bomb and detonate it.

Monday, December 25, 2023

KuuImpact plays Superman (NES) - Part 15 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.

After beating all those enemies, we need to head to Metropolis Park...


Once you make it to Senneville, be ready to use the X-Ray Vision, as every screen will be swarming with ghosts from here on in. From here, you'll need to head left until you see some trees. This is Battery Park. The F.B.I. agents - the B.G. Bros - will tell you that the monsters' boss may be hiding beneath Metropolis Park.

Metropolis Park is not only to the east, but on the other side of the game world, and unless you're able to fly to cover some of the distance, you're in for a bit of a run. Good thing you have a map. As you head over to the east, you'll also face the fire cat enemies from a little earlier in the game. 

Metropolis Park will be full of trees - and ghosts - when you finally get there. The dig point on the other side of the park is where you need to get to.

Sunday, October 22, 2023

Jerry Martin plays Strong Bad's Cool Game For Attractive People - Part 15 of 53


Our conquests of the lands as part of our campaign against The King of Town begins...


From here, head to Bleak House. This is where Strong Bad's house is. If you check the mailbox, you'll get the cover for the Algebros instruction manual.

There will be a box in front of the house. If you check it, you'll find a special pin from Trans-Place Airways that was awarded to Strong Bad for finish a flight without crying er, landing the plane, saving everyone on board and making out with the stewardess after the original pilot got a charlie horse that he gave him.

Go upstairs and go to Strong Sad's room. Strong Sad will have set up the constitutional monarchy of Bleak House and expects to set up a peaceful agreement with Strong Badia, but Strong Bad wants to take it over.

If you check Strong Sad's book case, you'll find the tar pit page for the Teen Girl Squad comic. If you check the box on Strong Sad's bed, you'll find the flag for Bleak House. You can also take the fake sword near the bed, then you can use the fake sword on Strong Sad to make fun of him. (You must do this before taking over Bleak House for the "Calling Strong Sad Names" trophy.)

From here, talk to Strong Sad. Click on the Strong Badia flag, and Strong Sad will say that he is the one with the documentation to form his own country and is still king. Click on it again, and Strong Sad will say his kingdom will always stand in defiance of Strong Bad. (You must do both before taking over Bleak House for the "Calling Strong Sad Names" trophy.)

Click on the Bleak House flag. Strong Bad will make fun of the flag while Strong Sad brags about creating his own country, which causes Strong Bad to make fun of him again. (You must do this before taking over Bleak House for the "Calling Strong Sad Names" trophy.)

From here, go to The Cheat and Tirerea and give the pilot wings to The Cheat so that Strong Bad can proclaim The Cheat commander of his Secret Sauce Police. In return, The Cheat will join Strong Bad and give him the lighter. The Cheat and Tirerea will now become part of Strong Badia. If you check the tire after giving the pilot wings to The Cheat, you'll get the The Cheat and Tirerea flag.

Now that you have the lighter, you can set the nearby Maps and Minions game box on fire.

Back at Bleak House, use the metal detector near the mailbox to get the Homsar three-ring binder. Then, head to Strong Bad's house and use the lighter on the smoke detector to set it on fire. If you use the lighter on the barred window near the smoke detector, you'll get the egg page for the Teen Girl Squad comic.

In Strong Bad's room, you can use the lighter on the pile of dirty laundry/bed to set it on fire.

Back in Strong Sad's room, you can set the Bleak House flag, the Bleak House Bill of Rights, and the Bleak House of Constitution on fire. By setting them on fire, Strong Bad will sic The Cheat on Strong Sad, then Strong Sad allows Bleak House to be taken over. After this, talk to Strong Sad about Strong Badia, and Strong Sad says that wherever Strong Bad goes, he will follow.

From here, Homsar Reservation will be unlocked, and you can go there. Strong Bad and Strong Sad will meet Homsar.

OUTFITS:
- Eye Patch: Inside cereal box in kitchen
- Camo Pants: Inside dryer
- Strong Badia Shirt: Use Black Metal Detector just outside Strong Badia.

CALLING STRONG SAD NAMES:
- Talk to Strong Sad (Before escaping)
- Talk to Strong Sad about fence twice (Before escaping)
- Examine Shower (Before escaping)
- Use Pillow on Strong Sad (Before using on statue)
NEW! Use the Fake Sword on Strong Sad (Before taking over Bleak House)
NEW! Talk to Strong Sad about Strong Badia (Before taking over Bleak House)
NEW! Talk to Strong Sad about Strong Badia twice (Before taking over Bleak House)
NEW! Talk to Strong Sad about Bleak House (Before taking it over)
NEW! Talk to Strong Sad about Strong Badia (after usurping Bleak House)

ALGEBROS MANUAL PAGES:
- Page 3: Under box near the fence.
NEW! Cover: Check Strong Bad's mailbox.

FLAGS:
- Concessionstan Flag: Check bush near Concession-Stantinople.
- Strong Badia Flag: Check brick wall.
NEW! Bleak House Flag: Check under box on Strong Sad's bed.
NEW! Cheat and Tirerea Flag: Check Tire after giving medal to The Cheat.

TEEN GIRL SQUAD CARDS:
NEW! Tar Pit: Check Strong Sad's books in Bleak House.
NEW! Egg: Use lighter on the barred window in Bleak House.

SETTING THINGS ON FIRE:
NEW! Maps & Minions Box
NEW! Smoke Detector
NEW! Strong Bad's bed 
NEW! Strong Sad's flag 
NEW! Strong Sad's bill of rights 
NEW! Strong Sad's constitution

Saturday, August 5, 2023

PrinceWatercress plays Crystal Caves - Part 15 of 16


What is up with the massive frame loss at the beginning of the video? As much as I like playing this game, recording it was a pain.


0:29 - This level (which is to the left of the one that I just finished at the end of the last video; thanks, random massive frame loss) has reverse gravity, so be prepared to be upside down most of the time.

Take care of everything on both sides of the start, then go right, get the reverse gravity, and drop down and handle everything there and hit the blue lever. From here, you can explore the left side, get the gravity power-up that was behind the blue door, then go downwards and get everything around the boxes before you're upside down again.

Wait for the hammer to be down before making your way past it.

7:11 - The switch to the left of the start turns off the nearby laser turret. As for the cobras, keep them one "block" away from the wall.

You'll need to jump, then move left to get the egg and its contents in the upper-right corner.

16:18 - You'll really want to be careful with these steel gray platforms. 

Go to the bottom at the start. At the platform to the left of the Danger sign (which falls down), you'll want the cobra to die in the middle.

You'll then have to jump your way to the top. Use the steel gray platforms to get over the poison mushrooms safely and more easily take down that one cobra. You can then pull the red lever, loop all the way back around to the red door, then pull the green lever. You can then go back to the start, grab the red mushroom and take out all the rock enemies. You'll then have to travel through the lower level one more time to get to the exit.

Saturday, June 10, 2023

PrinceWatercress plays Bugs Bunny & Taz: Timebusters - Part 15 of 23


In this entry, we free the rest of the genies and complete Sunset Alleys. All that's left is the other two areas.


0:59 - The Super Spin opens up The Taz Mahal Challenge, which you must pay twenty carrots to play. Here, you'll have to power up Taz's Super Spin and hit all the monkeys that are coming out of the vases when they appear as they appear before the Super Spin runs out. You must do this for three rooms. The first room has four vases, the second room has five, and the third room has six. Be sure to break stuff in the corners in each room. Completing each room will net you gears. 

5:05 - You guessed it...The Soccer Game is another twenty-carrot sports game. Square kicks the ball when you have it, and tackles your opponent when you don't. You'll need as much distance between you and the other two guys as possible, and you'll need a little bit of distance to kick the ball so that it goes over the goalie or bounces off of him and over.

10:06 - In the Fire Temple, use the tiptoe and helicopter spin so you don't break the cracked platforms on the way to the Water Genie. There is a shield you can pick up, but you can get to the genie and the gears rather easily. 

11:18 - The Genie Temple, the Boss Coin and the last of the gears you can get in Sunset Alleys for the moment are all nearby.

Saturday, April 8, 2023

PrinceWatercress plays Sly Cooper: Thieves In Time - Part 15 of 48


In this entry, we get some more parts back for the van, then we trail The Grizz.


Starving Starving Hippo

You'll need to play as Murray to start this job.

For this one, you'll have to get one of the parts - the gravity encabulators - from the penguins that are running around in this episode. And - shut my mouth - they DO mention the thing with him and Bob from Going Up again. They just don't do much else with it after this.

The penguins will be in a group, but will run a way. Some of them will have a red light blinking on them, confirming that they have have a part in their possession. If you can approach a penguin, you'll be on a screen where you have to keep pressing a specific button as quickly as possible to squeeze a penguin to get a gravity encabulator back. There are five in all, and you'll need to get them all back to complete this job. Don't forget to use L3 and the radar in the lower-right corner to find the penguins and get to them.

If you run into any enemies, be sure to have Fists of Flame equipped. It will get rid of them more quickly.

Ice Ice Bentley

You'll need to play as Bentley to start this job.

You'll be using the Binocucom as you go through this area to use Bentley's thermo-vision. If you see any colored footprints through the Binocucom, follow them; they will tell you where to go next. If you see any cracked walls, blow them up.

In the next room, you'll need to destroy a skeleton statue by aiming a bomb at it and blowing it up. Once you do that, you'll catch up with The Grizz. The Grizz gets away when Bentley notices something strange about his artwork. 

This artwork is a puzzle. To solve it, you'll need to look at the nearby statue and notice the three things that give out a heat signature: the apple, the gold medallion, and the penguin. You'll then have to fire darts at them on the artwork itself. Once you do, you'll open up a door.

From here, you'll need to make your way up the slope while avoiding the eggs that will roll down and crush you. You'll soon see The Grizz again, telling his cronies not to let anyone in or out. He then gives the guards some gems, and you'll need to steal the gems from the guards in order to open the door that The Grizz closed behind him on his way out.

In order to easily tell which guards have gems, look at them . The pockets that are a bright red are the ones with the gems. As tempting as it is, do not defeat any enemies after stealing from them; you will be spotted and it will count as a mission fail, and your progress will be set back. Thankfully, the same guards carry the same gems every time.

Once you get the three gems, go through the door. You'll have to dodge the eggs again, and on the way up, you'll also have to avoid being frozen by ice jets. One of the cracked ice walls lead to a shortcut, and another leads to a Sly Mask.

Ultimate Bentley gives Bentley a superhero costume if you activate it.

You'll soon catch up with The Grizz yet again, and this time, he will turn a machine with a lot of grinders on. Bentley will notice that The Grizz is planting some fake cave paintings and setting up a prehistoric art scam where he makes art in the Ice Age, goes back to the present day, and sells his own work for a fortune. From here, it's time to tag The Grizz in order to monitor his location, and the weak spot will be the tear in his pants.

You'll have a very limited time to plant three darts on The Grizz from a distance, and the ice coming out of the machine will block your shots. The Grizz also moves around every so often, which only makes things harder. You'll have to be in the center near where you start for the first shot, then you'll have to get on the platform on the left for the second. Aim square for the hole in the pants and make sure you are zoomed in, or the dart won't take. For the third dart, you'll have to get on the platform to the right for a clear shot. The less time you take to hit the first two darts, the more time you'll have for the third. Once you land the third dart, this job is complete.

Abilities:

Light As A Feather (Murray): Allows Murray to run with the R1 button while carrying an enemy or object.

Bomb Blast v2.0 (Bentley): Doubles the size of any bomb explosion. Be careful with this, as it means you'll have to be even further away to avoid bomb damage.

Confusion Ammo (Bentley): Shoots darts and throws bombs that confuses enemies and have them fight other enemies for you should they connect.

Multi-Bomb (Bentley): Allows Bentley to drop up to five bombs at one time instead of one.

Throwing Shield (Bentley): Briefly produces a shield that protects Bentley from harm while aiming. (This uses the Gadget Grid energy, so be careful.)

Achievements:

Oh Look It's Shiny: Pickpocket ten unique items.

Collectibles:

Sly Mask #28 - Climb across this ice wall to get this Sly Mask.

Sly Mask #29 - Climb up this wall for a Sly Mask.

Sly Mask #30 - In "Ice Ice Bentley," blow up this wall with Bentley's bombs on the second rolling egg section to find a Sly Mask.

Controls:

Left analog stick: move
Right analog stick: move camera
X: Jump and double jump (hold X on second jump for hover jets as Bentley)
X + Circle: climb wall (Bob)
  • left analog stick: climb
  • Left/Right + X: leap over gaps
  • R1: slide down
Square: attack
Circle: 
  • interact (usually with anything that has sparkles) (Sly)
  • steal from enemies (from behind) (Sly, Bentley, any of Sly's ancestors)
Triangle:
  • knock enemies upwards (from behind; press Square to slam enemies down for stealth slam) (Sly, any of Sly's ancestors)
    • press Circle after knocking enemy upward to perform Silent Obliteration (Sly; replaces Stealth Slam; must buy on ThiefNet)
    • press Square for Stealth Slam (any of Sly's ancestors)
  • spin attack (hold to charge) (Sly)
  • throw bombs (Bentley)
  • Thunder Flop (in mid-air) (Murray)
  • spin attack (hold to perform) (Murray)
    • control with left stick (must buy on ThiefNet)
  • Raging Inferno Flop (in air; Murray; must be bought on ThiefNet)

L1: 
  • bomb aim (Bentley)
  • smoke bomb (Sly; must buy on ThiefNet)
  • aim/strafe mode (Carmelita; must hold button down)
    • left analog stick: move
    • R1: shoot (can only shoot in strafe mode)
L2:
  • hold for costume select menu (Sly)
    • hold down to stay in menu; use D-Pad or left stick to make selection
  • hold for weapon select menu (Bentley)
    • hold down to stay in menu; use D-Pad or left stick to make selection
  • hold for fist select menu (Murray)
    • hold down to stay in menu; use D-Pad or left stick to make selection

L3: activate compass
R1: run (hold while moving to perform)
  • Paraglide (Sly; in air; must buy on ThiefNet)
  • Adrenaline Burst (Bentley; double tap to activate; must buy on ThiefNet)
  • Clothesline (Murray; double tap and steer with left stick; must buy on ThiefNet)
R2:
  • Trigger Bomb (Bentley; must have bomb on field to detonate manually; must buy on ThiefNet)
  • guttural roar (Bob)
R3: Binocucom
  • Right analog stick: move
  • Left analog stick: zoom in and out
  • R1: take picture (when applicable) (Sly, Bentley)

Start: pause menu
Select: map
  • Left analog stick: zoom in and out, switch between map and status
  • Right analog stick: move map
  • Circle: back

Friday, February 17, 2023

PrinceWatercress plays Blood Omen: Legacy of Kain - Part 15 of 41


In this entry, we get the Mist form, which makes backtracking for some secrets easier...and a lot more fun.


1:38 - By repeatedly pressing the Square button, you can easily destroy the zombies here. Also, the shots that come out of these cannons have a purple glow.

2:41 - Another beacon.

3:07 - Uschtenheim is to the west. We'll need to head there eventually. For now, get in the nearby building...

3:49 - ...to get the mist spell, which turns you into mist and allows you to walk on water. You can access this spell with the Triangle button. You can pass through the wooden bars between the doors with no problem, and you can also go through physical weapons. Magical projectiles can still hurt you.

There are attractors that can drag you towards them, but if you keep moving away from them, you'll eventually break free

6:07 - You have only one shot to do this. Walk through the cracked wall to get a blood vial and a rune triangle.

6:47 - Use the Repel spell to take out the two demons here.

8:14 - Spikes cannot harm you in mist form. Turn the mist form off to get past the attractors.

8:48 - Take out the ghosts to hit the switch and exit. Once you're back at the beginning, you're locked out, which is bad if you missed the blood vial and the rune triangle.

Secrets

23. - There is a cave you can get to in the north end of Nachtholm with Mist. Pushing the rock out of the way so you can enter the teleporter gives you another secret and a bunch of things to pick-up.

24. - Go into mist form in this corner of Vasserburne and traveling southeast down the river will take you to another secret, where you can find another rune triangle.