Showing posts with label part 3. Show all posts
Showing posts with label part 3. Show all posts

Sunday, January 18, 2026

PrinceWatercress plays Super Mario Odyssey - Part 3 of 92


This entry took almost two hours to type.


Sand Kingdom


The village of Tostarena will be across from where you start. Make sure you trigger the checkpoint in the village when you get there. When you talk to the villagers, they will tell you that everything started freezing all of a sudden ever since Bowser and Peach showed up and headed towards the ruins in the distance. As you move about, you'll notice that some things and people are frozen solid. You won't be able to interact with any of them until you unfreeze the desert.

One of the villagers will tell you that you can open with map with the Minus button. This is good, because you'll be using the map to see where you are in the kingdom as well as see any Power Moons you've picked up in the current kingdom as well as other kingdoms. If you've activated any checkpoints, you can select it with the left analog stick and press A to warp to that checkpoint. This will make it easier to get a lot of Power Moons, so take advantage of it. You'll also see where you need to go for the current story mission, should you have one. It will be the red X with the finger pointing to it. Other landmarks, such as Talkatoo the Parrot, Koopa Trace-Walking and the Crazy Cap store will also be marked on the map. While you cannot warp to them, the markers still mark where you will find these things accurately.

The Crazy Cap shop is where you can buy items such as Power Moons, Life Up Hearts and even some hats and outfits to customize Mario's look with. Some of the outfits will cost a lot of coins, so be ready to save. Also, there will be items for the Odyssey such as stickers and souvenirs that you can only purchase with the current kingdom's Regional Coins, and you'll always have enough coins in the kingdom to buy everything that the current kingdom's store has to offer on that front. There is also a closet to change outfit parts with, so you won't have to throw your hat at the door to the Odyssey, go inside and then enter the closet there to change.

There is a Power Moon behind the counter, which only happens at this Crazy Cap store and none of the others. As it turns out, there is an area where you can crouch, hold ZL or ZR, and then crouch walk into to get behind the counter and get the Power Moon.


There are red flowers that are closed up throughout the game. Open them up by throwing your hat at them, then jump on them to get launched into the air. Use ZL to speed up your descent.

To enter a pipe in the ground, stand on it and press ZL or ZR.

If you find a padlocked door, you won't be able to enter it until you wear whatever the person nearby says you should wear. While they will not tell you outright what you should be wearing, you'll get a good hint as to what it is supposed to be.

Talaktoo is a parrot that you can talk to for a hint for a Power Moon. The hint will be the name for that moon, and that is all you will get. You'll be on your own from there.

Sometimes, you will find an odd, cube-shaped stone in certain points in each kingdom. You won't be able to do anything with them...yet.

If you see a bird flying around with light around it, it will be carrying a Power Moon. You'll see this phenomena in several kingdoms, and thankfully I'll be able to explain how to get them all.

The small cacti will give you coins if you throw your hat at them. Interestingly enough, it is possible to send a cactus flying into other cacti, and if you can get enough of a chain reaction going, you can get even more coins than you normally would.


Sometimes, you will find a lone Koopa minding his own business. Sometimes he will be standing near a floating monitor for the Koopa Races, while other times it will be just be him. This is one of the latter Koopas, and by talking to him, you can do some Trace-Walking. All you have to do is run in the direction that the arrows tell you and run in a circle. The closer you are to the path that the game gives you, the more points you will get, and if you can meet or beat a certain points threshold, you will be able to get a Power Moon. It's not that easy, as while you will be given the path, it will disappear after a few seconds. Memorize the path a little bit before trying it, so you can maintain accuracy. Thankfully, you have infinite tries at getting these kinds of Power Moons, so keep at it until you beat the challenge. 

The purple ooze will instantly kill you and cost you ten coins if you fall into it...so don't.

When performing the long jump (ZL or ZR + B while running), you want to press ZL/ZR just before you jump so you can ensure that you perform the move; otherwise, you'll accidentally do a regular jump.

If you want to do a roll, crouch while running, then press Y or shaking the Pro Controller. You'll be able to roll continuously - and more easily - that way if you keep shaking the Pro Controller. You can also continue to hold the Z button that you used for the long jump after the jump to roll.

There is another seed here in the area around the ruins. I take it to the flower pots in the village and throw it in one of them. Remember this for later. Keep in mind that while you can jump while carrying an object, you can't do a long jump.

Around the perimeter of the ruins, you will find a Sphynx, who will be a constant presence throughout the game. He will ask you what Bowser desires from this land (the answer: Ring), and if you answer correctly, he will move out of the way, and you will be able to go inside the opening he reveals. If you talk to him again, however, you'll get more riddles. Keep answering riddles correctly and keep talking to the Sphynx to get them all. Here are the answers:

The one who gallops across the sand...how many gold coins are required to get on its back? 30

The foreign visitor, traveling by car - what stopped his journey? Ice

Atop the Inverted Pyramid, how many statues of the sand gallopers are there? 5

What is my name? Sphynx


If you see any bulges in the ground, ground pound them. You may find coins...or something more...

After about 45 minutes or so, I finally enter the ruins and get some things started. This is where you'll be introduced to the Bullet Bills proper if you haven't been in the Bullet Bill Maze in the northwest corner. You'll move forward constantly, but you can easily steer to the side, and you can hold Y to accelerate. If you start flashing red and getting an audio cue, that is your cue to hit something or bail while above someplace safe by de-possessing the Bullet Bill.

Power Moons


5. Overlooking the Desert Town - Overlooking the Desert Town - For this Power Moon, you'll need to use the red flower near where the flower pots are, then make your way up the rooftops. You'll find this inside a more closed dome of a rooftop.

7. On the Leaning Pillar - In the same area where you can find "Inside a Block Is a Hard Place," (see #20 below) you can possess a Bullet Bill to get a Power Moon on a nearby pillar.

17. Top of a Dune - West of Tostarena is a sand dune. If you can pound a specific spot on the top of the dune, you can find a Power Moon. Use the controller's rumble feature to find it, and don't be afraid to pound the ground everywhere, either.

18. Lost in the Luggage - Near the Sphynx, you'll find the Taxi Driver. His Taxi will be stuck in an ice crystal. Nearby is a bunch of debris as well as a glowing light. If you ground pound the glowing light, you will get a Power Moon.

20. Inside a Block Is a Hard Place - Soon after entering the ruins, you'll find a box with a glowing light in it. Having a Bullet Bill hit that block, regardless of whether you possess a Bullet Bill to do it or not, will reveal a Power Moon.

21. Bird Traveling the Desert - There is a bird that flies around the entire map of the Kingdom, and if you can throw your hat at it, you can get a Power Moon from it.

25. Desert Gardening: Plaza Seed - There is a seed near the three flower pots in the village. If you throw the seed into one of the pots and wait long enough (it's 30 minutes, apparently), the plant will grow into a flower, and you can throw your hat at the bloom to open it and get a Power Moon.

33. Herding Sheep in the Dunes - Near the Sphynx and the luggage Power Moon, there is a white stone circle. The man inside of it will mention that he lost his three sheep if you talk to him. You'll need to guide the three sheep by staying behind them so that you can slowly guide them, running at them to chase them to where you want to go, and throwing your hat at them to launch them a good distance. There are three sheep, and you'll find them in the following areas:

1. Near the small white circular area

2. Near the debris on the ground where you got Power Moon #18 (see above)


Send them all back to this small, white circular area to get a Power Moon.

Interestingly, the game keeps track of all the sheep you've collected as long as you stay in the kingdom and you don't turn the game off in any way.

41. Sand Quiz: Wonderful! - Around the perimeter of the ruins, you will find a Sphynx, who will be a constant presence throughout the game. He will ask you what Bowser desires from this land (the answer: Ring), and if you answer correctly, he will move out of the way, and you will be able to go inside the opening he reveals. If you talk to him again, however, you'll get more riddles. Keep answering riddles correctly and keep talking to the Sphynx to get them all. Here are the answers:

The one who gallops across the sand...how many gold coins are required to get on its back? 30

The foreign visitor, traveling by car - what stopped his journey? Ice

Atop the Inverted Pyramid, how many statues of the sand gallopers are there? 5

What is my name? Sphynx

42. Shopping in Tostarena - Purchase a Power Moon in the Crazy Cap store for 100 gold coins.

43. Employees Only - There is an alcove where you can crouch down and then duck walk by moving while holding the ZL or ZR button where the Crazy Cap store is. If you can duck walk into there and go through the alcove, you can get behind the counter for a Power Moon.

44. Sand Kingdom Slots - There is a slot machine game in the village. Pay your ten gold coins, then throw your hat at each individual image when you see a Power Moon. Remember that the Power Moon shows up after the Heart on every individual reel.

45. Walking the Desert! - Talk to the Koopa in the east side of the desert to do the Koopa Trace-Walking challenge, and follow the path as best as you can to score 80 points or more. Beating the challenge nets you a Power Moon.

51. Sphynx's Treasure Vault - Go inside the opening that the Sphynx reveals after you correctly answer his first question. Throw your hat at the chest to open it to get a Power Moon. Don't forget to grab all those coins!

52. A Rumble from the Sandy Floor - Close to where you found "Overlooking the Desert Town," there is a pipe you can enter. Use the controller's rumble feature to find the Power Moon, which is in the upper-left corner, and stomp the ground with a ground pound where the rumble is strongest to find the Moon. Or you could just refer to this part of the video. That works, too.

54. The Invisible Maze - There is a Hat Door you can enter in this chasm at the edge, and it takes you to a small labyrinth. By throwing your hat at the Moe-Eye, you can see where the platforms are with the Y button. You won't be able to take the Moe-Eye with you, so you'll need to de-possess him in order to cross the invisible platforms, assuming you can remember where they are, as you go from room to room. In the third room, you'll find a Power Moon in the corner.

56. The Bullet Bill Maze: Break Through! - In the northwest corner of the kingdom, there is a lone building you can enter by throwing your hat at the Hat Door. Throw your hat at the Bullet Bill and control it in order to get through the holes in the wall and through the paths that you'll see afterwards. Take care not to hit a wall while in Bullet Bill form. If you start flashing red, find a safe spot to land so you don't fall into lava and become forced to start over. 

57. The Bullet Bill Maze: Side Path - While in the Bullet Bill maze, there is a side path near the rotating walls to the southwest that you can take. This leads to a dead end, but the dead end also has a Power Moon. Thankfully, you can get out by possessing another Bullet Bill.

Regional Coins


Saturday, January 10, 2026

PrinceWatercress plays Metal Force - Part 3 of 7


Lava, falling platforms and indestructible spike cylinders will make things a little difficult here.


Mission 3: Factory


All of the enemies from Mission 1 are back here.

You won't be able to walk through the bottom of the stairs at the start, so you'll need to go around them.

The big turret shoots out a three-way shot.

The lava will take off half of a full health bar, just like the spikes, so don't drop into it. Also, because lava exists, the falling platforms are back, and you'll need to get your jumps down pat and make progress without hesitation.

At one point, the circles in the wall spell out the word Open, a reference to the developers.

This level is the debut of the conveyor belts. Thankfully, you can easily tell which direction they are going by seeing which direction everything on them is rotating in.

The boss here is a cyborg enemy that can take multiple hits. He will walk back and forth for a bit before jumping up, shooting a projectile at your current location, and rocketing to the other side of the room like a fireball. He will also perform it if you attack him. You'll want to stay to one side, hit him, then get to the other side while avoiding both the boss' attacks, including the fireball. It is possible to hit him as he drops down, but getting that greedy for an extra hit is not exactly advised. After enough damage, it's on to Mission 4.

Friday, January 2, 2026

PrinceWatercress plays Power Strike II (Master System) - Part 3 of 8


This game isn't getting any easier.


Stage 3


The tower-like mortar shooters at the beginning are prime targets for being lined up with and shot at. As for the gold ships with the white dome-like openings at the front, they are only vulnerable then they open up.

Watch out for cracks forming in the ground! Turrets will pop out of them, and you'll want to take those turrets out as quickly as possible. Launchers that shoot out spiked blue balls will also come out of the cracks, but you can only shoot down the blue balls and not the launchers.

The stone robots with the spinning heads will shoot out an eight-way shots, and the yellow turrets that you'll see near them will be in groups of five or six. You'll definitely want to take out those turrets as you take out the robots, as clearing the area out while make defeating the robots easier.

The blue helicopters near the end can take a beating, but if you can line yourself up with them, they will go down easily.

The boss here has two phases. For the first phase, the boss will move around in a semi-circle. Unless you have Weapon 4, you're going to be doing a lot of moving around to avoid both the boss and its projectiles; otherwise, you can just fire on it from the top of the screen. For the second phase, the boss will be surrounded by satellites and will bounce around the screen. You'll need to anticipate where the boss will go while continuously firing so you can take out the satellites - which will eventually re-spawn - and get an opening to shoot at the boss with. If you have the super shot, this phase is the time to let it loose. Eventually, the boss will go down it's on to Stage 4.

Saturday, December 27, 2025

PrinceWatercress plays Dragon Fighter - Part 3 of 6


This is where the game gets just a little bit tougher.


Stage 3


The pink flying enemies will show up from the sides every so often and will always try to fly into you.

The pink fish will move back and forth, and they will jump up and spit projectiles when you get close enough to them.

There are plenty of floors with waterfalls above them, and these waterfalls will act as conveyor belts that will push you in the direction of the water. Keep that in mind as you move forward through the level.

The pink bouncy enemies will bounce less and less the more you hit them. They go super high at first, but they will soon stay very low to the ground just before death.

At this rate, you'll start seeing the big health pots. The small ones recover two units of health, but the big ones give back eight, so grab one if you see it.

The bubbles that rise up from the bottom of the screen are part of the background; they won't actually hurt you.

The yellow orb enemies will open up and shoot rings around itself when you get close enough. Get rid of the enemy, and you'll get rid of the rings.

The merman soldiers will poke at you with a trident if they get close enough to do it. If they get stuck behind a wall, they will push themselves back with their tridents, then jump forward to clear the wall.

Sometimes enemies will drop a magic ring. The magic ring instantly destroys all on-screen enemies.

The yellow bouncy enemies will turn into a different enemy altogether that sticks to the ceiling and fire at you if you get close enough to them. Hit them from a distance with the charge attack to avoid that. When you start seeing them, watch the top and bottom of the screen for the yellow orb enemies.

The boss is a serpent enemy. Switch to dragon form, and get close to the left side of the center head and fire at it when it stops moving. The ring projectiles from the other snake heads are easy enough to avoid, but the multiple three-way shots after the center head moves back up can be a bit tricky, as the shots home in your current position when fired. Thankfully, it is a lot easier to defeat this boss in dragon form.

Monday, November 24, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 3 of 33


In this entry, we explore the village for the first time.


When you head to the village, you'll get an interesting cutscene of Musashi zipping down to Grillin' Village.

Now that the main game has finally begun, you'll notice the day and time under the money and ability that you have. There are day and night cycles in the game, and as time passes, the game will transition from morning to afternoon to evening to night as you play. Since you're in a simple village, the stores are obviously going to close in the later hours. The time cycles are not real-time, as they pass every few seconds in fifteen minute intervals.

As time progresses, you'll get tired. At 70% tired, you'll start moving more slowly, and at 90%, Musashi can barely keep his head up. Unless you can press Select to switch between Lumina and the moon in the lower-left corner and then power up the assimilation gauge to full with R1 to sleep in the wild, sleep at your room in the castle, or sleep at the inn, you will eventually fall asleep. To wake up, press Square. Your HP will slowly refill, but your BP will slowly decrease, unlike the full heal at the castle and the inn, so be careful while doing this and always keep your BP high.

If a store has closed, you can always press Square on the door to see what the hours are. They all have different hours, and some stores will be closed on different days.

The seven days are Sunday, Monday, Tuesday, Wednesday, Thursday, Skyday and Saturday.

If you need to move the camera around in the overhead view, use L2 and R2.

There are signs for all of these stores located above the entrance that shows what services they provide. The bed indicates the inn. Unlike the other shops in town, the inn will always be open even in the middle of the night if you need to heal.

The door with the jar and the cone above it is the grocery. Here, you can buy healing items that can replenish your HP as well as cure status ailments. The best items to get are the expensive S-Revive (which revives you if you die) and the Cheese, which does better at healing you the longer you keep it in your inventory and is a very good 

The building with the dragon head breathing fire is the toy store. Here, you can buy toys based on the enemies that you fight. Defeating an enemy will usually unlock its action figure, if it has one.

The inn with the bed above the door is the inn, which is always open. This is the only place where you can save your game, and the other place you can rest at safely other than the castle. It will cost you some money, however, and the more you pay, the more perks you can get such as healing status ailments and getting a meal to go along with the room. There's also a room where you can nap for three hours, and there are also some rooms where you can talk to the occupants, but that won't come into play until later.

The door with the bread above it is the bakery. The various breads here will replenish your Bincho Points (BP). Your BP will slowly dissipate by the hour (in game time) and when it's down to zero, your health will go down. I'm guessing that Steward Ribson was right in saying that you have a temporary Bincho field surrounding you since you were summoned. Be careful with the items that are here, however, as the milk can spoil after a few days and the bread products can soon get moldy. When that happens, these items become far less effective to the point that they're absolutely useless.

The door with the magnifying glass and the treasure chest is the appraiser. The appraiser will be able to identify the strange items you'll find in treasure chests in the game for a fee.

The church is the place of worship in the town. You can talk to Father White to be cured of posion for free at any time. Father White will tell you to drink the water from the well if you feel ill, which will come into play a little later. 

The restaurant is open at night, and while the food is expensive, it can help heal you. You can also chat with the people, including Macho, who you can play cards with. With him, you can bet money to see if the next card is high or low, and it's always double or nothing. It's tempting as a means of getting money, especially early in the game, but it's pretty easy to fight enemies and farm money in this game.

If a door is not open, you can knock on it with Square. During the daytime, you can knock on doors to talk to more townspeople and get some more information.

You can talk to people by walking up to them and pressing Square. You'll be able to meet with the kid Tim and Mint and get hints as to what to do next, even though you can find out what you need to do by pressing Start and seeing what Musashi says. There are also other people you can talk to such as farmers, villagers and even the town gossips next to the well.

The town is split in two halves. The cobblestone half is where the stores will be, while all of the villagers will live in the dirt path half. The dirt path half leads to all of the villagers' homes.

One of the homes has an awning next to the entrance as well as a weathercock on the roof. This is the mayor's house. When you talk to him, he'll figure out who you are pretty quickly. He'll ask you to find the neighborhood dog, and if you bring him back, you'll be made a citizen of the town and you'll get some information on the Five Scrolls. Accept the task. You'll find out the dog is in Twinpeak Mountain, but access is forbidden and even he can't let you in.

Leading out of the village is a series of entrances to the Somnolent Forest. One of the paths lead to a dead end. Here, you'll find Hawker Steakwood, who will tell you about the Longevity Berries, which will increase your HP. He will tell you to meet him at the castle to learn more, then he leaves. If you do, he will tell you to find a Minku in the middle of the night and catch it to take the berry that it has.

Whenever you free somebody from a Bincho Field, your max BP will increase by 5 points. These will definitely add up over time, so it's best to free everybody. To do that, you'll need to hit the Bincho Field with Lumina, and you'll free whoever is trapped in the Field.

As mentioned earlier, here are four stats in the game, and these stats increase as you play through the game. They are as follows:

Body: Musashi's strength. This increases as you defeat enemies.

Mind: Reduces the amount of damage you take from enemies. This increases as you run around throughout the game, so this is obviously the easiest stat to increase.

Fusion (Fus): Fusion's attack power. This increases as you attack with Fusion.

Lumina (Lum): Lumina's attack power. This increases as you attack with Lumina.

There is a limit to the amount of levels you can power up to in every chapter, and once you reach it, you won't be able to level up anymore until you beat the current chapter. When you reach the last chapter, you'll be able to reach the maximum level of 30.

Thursday, October 23, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 3 of 28


Our adventures through Melchiah's domain continue...


0:49 - As soon as we turn around and enter the door we need to go through, we find the first of many opportunities to use the spell to return to the spectral realm. This will allow the blocks in the wall to extend out of the wall, but this also introduces us to a ghost-like creature known as a vampiric wraith, which will absorb your energy if allowed to linger around for too long. If you're carrying a weapon, it will float in mid-air, as you won't be able to use weapons from the material realm in the spectral one. Therefore, you'll need to fight the wraith with your fists, then absorb it when it turns transparent.

Once you climb upwards and teleport back into the material realm, you'll have to do some block pushing. By crouching with L1 and pressing Square in front of a block, you'll be able to flip it. You'll need this not only to get a block up a wall that is as big as the block itself, but you'll also need to flip blocks to get them in a certain position before pushing them someplace, which you'll find out later. By flipping the block, you'll be able to move it in place and open the nearby gate.

4:12 - You'll need to glide and land on the platform to the right. This lowers the platform you'll glide and land onto, while raising the other one. From here, drop down, fight the zombies (and grab the staff if you need a weapon), then go up the stairs and push the block out of its cubbyhole. Push the block off the edge down to wear the zombies are in order to get it to the other side where you can move it into place and open another gate.

7:32 - You'll need to go back through the area you just pushed blocks in again, this time in the spiritual realm. While you're in the spiritual realm, you can slowly regain your energy even if there is none nearby to absorb, so get set to heal up on the way. You'll then need to get to the left platform after the first gate, and you'll need to high jump to get onto the wooden beam above and then glide over to the platform from there. Since you're not in the material realm, the left platform will stay where it is when you land on it, and therefore, not move the one on the right up like in the material realm. From there, glide to the portal on the other side and teleport to the material realm.

9:37 - You'll need to push more blocks, and this time, you'll need to have the symbols facing you. The first block is easy to put in, but you'll need to push the second block off the first one, then flip it so that the sides with the symbol face both you and the wall before putting it in the other gap. This will open the gate.

11:34 - Beyond the gate lies another block you'll need to push off the edge. Drop off to where the block landed and enter the nearby door to activate another portal. From here, go back to where you dropped down to. There will be another block. You'll need to flip that second block onto the first block, then push the stacked box further to the right to get to another area.

13:28 - You'll have to fight your way through this area a little bit, but if you can avoid falling into the water or getting destroyed on the way here, it's worth it. At least there's usually a portal back to the material realm in case you get knocked back to the spiritual realm by the enemy. Once you go through the door, get the enemies nearby to touch the sunlight. Again, work smarter, not harder.

17:30 - You'll soon approach an elevator. Near the elevator is a wall switch, and it powers the platform that takes you further down. Take out the enemy as you make your way to the door that leads to the level above.

Friday, October 17, 2025

PrinceWatercress plays Desert Speedtrap Starring Road Runner and Wile E. Coyote (SMS) (Normal) - Part 3 of 6


The backgrounds are start to look a little nicer. Also, the difficulty starts picking up a bit here.


Level 5: Bird in the Bush


Down and to the right of the start is a teleporter. In case you haven't noticed yet, there will always be a robot enemy ready to shoot projectiles at you near all the teleporters. You'll want to go in there and nimbly jump over the carnivorous plants while grabbing all of the stars in the bonus areas.

To press buttons down, you'll need to stand in front of them and peck them. You can also jump on top of them to bring them down and activate whatever it powers nearby. This will allows you to use a platform that will take you further to the exit.

Wile E. Coyote will be on a gyrocopter for these next two levels. The best way to avoid him is to stay on land and duck down. Wait for the sound of him passing by, and he'll sail over you while coming close to hitting you, but not quite doing it. There's a bit of timing involved, but it can be done.

Level 6: Gone to Seed


There's a ton of stars to the right of where you start. Be sure to get them all before you continue. If you explore thoroughly, you'll be able to get over 100 starts easily. The teleporter area, should you get in there, will also net you a ton of stars.

Saturday, October 11, 2025

PrinceWatercress plays Tom and Jerry: Frantic Antics (Genesis) - Part 3 of 4


We're now halfway through the game, and the game is only going to get nastier from here.


Basement


Find the control panel to set the dogs free!

You're back to playing as Tom here. Now that you've been kidnapped by Dr. Applecheek, it's time to get out of here and free all the other animals on the way there.

Watch out for electrifying wall outlets and grates, as they will shock you. There will also be part of the floors that are broken, and you might just end up where you don't want to be if you fall through some of them.

The stairs are the worst, as you have to clumsily jump up them if you have to go up. 

The crowbars are the weapons, and you'll need them against the human enemies that will swipe at you. Just remember to hit them in the back.

The dogs in the cages will swipe at you, so you'll need to stay away from them at all costs. This is especially true when you have to go through the cage maze to get to the control panel, which you have to walk into before the game will let you exit. Once you touch it and get the message that tells you that the dogs are free, press Start, then drop your way down and head to the right. You'll then need to make your way upwards, and if you see spouts of water coming out of the wall, you're heading in the right direction. Go upwards without getting wet, then jump over the broken parts of the floor and jump into the open window to exit the level.

The Attic


Find Robyn's backpack and help her escape!

You're back to playing as Jerry here. You'll need to collect the gold balls to throw them at enemies, especially the windmill stars that the monkeys send at you. These stars are the worst, as they will track you and you will need to get rid of them if you don't want them chasing after you.

You'll need to repeatedly jump on the toy train cars in order to avoid touching the wet part of the tracks and stay on the train. 

Beds are used as trampolines here, and you'll need to make a tough jump off a few just to get to Robyn. You'll know you're at that point when you see two beds facing each other. When you get to the top, head left to reach Robyn and end the level.

There is a set of crates that are acting as a wall, but if you jump into them, you'll find out that you can move through them. You'll need to go through these crates to find Robyn's backpack.

The crane platforms move up and down when you get on them.

Saturday, October 4, 2025

PrinceWatercress plays The Blues Brothers (SNES) - Part 3 of 7


It's time for some more obstacle courses. Don't worry, the difficulty's going to ramp up pretty soon.


Stage 11


Here's another stage that you have to run through. Watch out for the bear traps and the crushing ceilings, and make sure you jump from crate to crate carefully. The walls with the yellow spots can be broken with the records that you can find throughout the stage, so blast through them and make a path.

Stage 12


Once again, you'll need to make your way to the top of the stage, then bounce off the mushrooms to the left to get to the goal. At least there aren't any enemies here.

Stage 13


A dragon (snake?) will be flying around you when you start the stage. Jump on its head, and you'll be able to fly around. The trick is to tap the direction you need to go instead of holding. Also, there are plenty of lives that you can pick up around here, and the best part about this is that if you lose a life for any reason, all the lives re-spawn, so you can pick up even more! Get as many lives as you need before getting out of here.

Also, if it lands on you, you can throw it with X. 

Stage 14


This is where the game starts getting harder. You'll want to get one of the cakes below where you start, so you can make the jumps over the electricity easier. Believe it or not, you jump higher when you're buff and you have the extra hit. As for the crate jumps, don't run. It'll make the jumps easier to pull off. At least the trampoline jumps near the end are easier to pull off than the ones at the start if you're holding the run button.

Stage 15


Take your time with your jumps at the beginning. You've got plenty of time to get through the stage, so watch where you're going as you're bouncing up and down off what look like bicycle pumps. As for the bear traps that are bouncing around, you'll need to time your record throws so that you can hit the traps and get them out of the way. Once you get to the top and reach the checkpoint, things get better. Don't forget that you can crawl on the way to the exit!

Wednesday, October 1, 2025

PrinceWatercress plays Quartet (SMS) - Part 3 of 3


This game is short, but it can be difficult.


Round 5


Grab the medicine and get past as many of the balls as you can, and make sure you grab that clock to freeze the enemies, too. You need to get to the underworld as soon as possible.

The underworld is a maze. When you enter, keep jumping in place and shooting to the left. One of the blocks will contain the final star that you need to pick up to enter Round 6.

From here, fight your way to the jetpack and make your way to the left. You'll find the boss above the exit. You'll need to shoot him in the head while avoiding not only the projectiles that the boss spits out, but also the balls that are bouncing around. Don't be surprised if you lose a life here. At least you'll have 10,000 energy points again if you die.

Once you beat the boss and get the key, you'll then have to back up a bit and make a path to the exit below. With the balls from the high road bouncing around and the rest of the enemies moving about, that's not easy. You'll have to off-screen the walls that you have to shoot through on the high road just to keep the balls from chasing you, then fight your way across the low road to get there.

Round 6


There are four statues that you'll need to destroy in order to enter the boss door on the far-left side of the underworld. The surface world has a gray wall, while the underworld has a light blue wall.

There are two statues in each world: a left statue and a right statue. You'll need to destroy these statues in the following order:

1. Underworld, right statue
2. Surface world, right statue
3. Surface world, left statue
4. Underworld, left statue

When you shoot the correct statue, the head will fly off and fly around in a figure-eight like pattern while the body shoots flame projectiles that will track you. If you shoot the body six times, the head will freeze in place and the body will stop firing briefly, and you can take the opportunity to destroy the head. With all the enemies that are flying around, this isn't easy.

When you destroy the left statue in the underworld, go through the door on the far-left side of the underworld. Grab the jetpack if you don't have it and fly up and down on the right side of the screen. You'll need to keep firing at the security system in the center while avoiding all of the projectiles that fly to your current position when fired, and you'll also want to stagger your movements to give yourself more room to maneuver as well as avoid the projectiles.

Eventually, you'll destroy all five of the turrets and destroy the security system. You'll recover the princess'  casket (even though the princess is called the queen in the manual) and beat the game. You just beat Quartet!

Monday, September 22, 2025

PrinceWatercress plays Lucky Luke: Wanted! - Part 3 of 9


Fingers the Magician seems to know something about the Daltons...and Lucky Luke figures that it is about time to have a chat with him.


The Haunted Saloon


When you start the stage, you'll meet Fingers the Magician, who threatens to pickpocket you later before disappearing. You'll see him a couple of times around the stage, so if you see him, shoot him! This will get rid of him in certain parts of the level and ensures you don't see him again until the boss fight at the end.

Below the stage is a basement full of barrels...and enemies! You can drop down from the holes in the stage to get down there, and if you drop down the middle hole, you'll get Card #1.

From here, if you head all the way to the left, you can jump up into the floor and get a shortcut back to the start. Meanwhile, if you take out the hands shooting at you in the barrels, you can get coins. This is easier said than done to the hands having weird hitboxes, and you'll need to be behind them to hit them. The coins are needed for the roulette wheel just right of the stage area. The first coin will net you Card #2, while the second coin will give you an extra life. If Fingers touches you while you have them, he will take them away, so explore a little first and take him out before you go for the coins. 

Going down further will take you to a key. You'll need the key later on. Don't let Fingers touch you if you have the key, because he will steal the key and you'll have to go get it again. While you're on the lower basement level, leap around to look for platforms. One of them will take you to Card #3.

You'll need some sheet music in order to get the piano to play.

The buffalo heads will shoot at you, but you can shoot them down yourself to stop them from attacking. Speaking of attacking, watch out for enemies behind saloon bar counters as well as broken tables.

Be ready to find and press a switch to lower a chandelier. The chandelier will swing back and forth, and if you jump into it, you can grab onto it and swing to the other side with Left and Right. Just be ready to jump. There is a second chandelier soon after the first one, and if you drop straight down the middle from where that chandelier is, you'll score another extra life.

The stairs past Rintincan lead to a locked door leading into the attic; use the key on that to open it. To the left from the stairs is Card #4, while all the way to the right is the sheet music. Take it back to the piano near the beginning, and you'll enter a boss battle with Fingers himself. He's just as easy to take out as he was in the rest of the level. Just shoot at him when he comes at you. After you shoot at him three times, he gives up and tells you that the Dalton Brothers headed to a mine to look for explosives.

For the bonus level, aim the target reticle with the D-Pad, then shoot with L, R or A. Reload with B, especially when the game tells you. Keep shooting down bottles, and after shooting down enough, you'll win. If Rintincan shows up with a pocket watch in his mouth, shoot him to get more time. The timer will be on the clock just right of center. For best results, keep the target reticle just above the counter. 

Thursday, September 18, 2025

PrinceWatercress plays Surround - Part 3 of 3


...and now, Video Graffiti. What can I say? For something from the early years of console gaming, it's nice.


Game Modes 13 and 14 are their own game: Video Graffiti. It's a game within the game that allows you to draw on the screen, and it's actually pretty nice. Both modes can be played with one or two players, and while Game Mode 13 does not allow for diagonal movement, Game Mode 14 does, so I stick to Game Mode 14.

Drawing is easy. Just hold down the fire button and move around with the joystick to draw. You can draw smiley faces, make letters and numbers, or whatever the blocks allow you to do. It's super simple and there's not much depth to it, but it is a nice little set of game modes.

If you make a mistake while drawing, you can just draw over the mistake to erase it. Thankfully, both game modes for Video Graffiti allow for erasing. You can also wrap around the screen and quickly move your cursor from one side of the screen to the other.

That's it for Surround. All in all, it's a nice launch game, but I wish there were more one-player game variations. It's a little easier to enjoy if you have friends to play it with. At least Video Graffiti is fun, albeit super simple, and it allows you to draw on the screen. You probably won't play this game for very long, but it is far from a horrible game and is worth picking up and playing for a least a few minutes.

Sunday, August 31, 2025

PrinceWatercress plays Woody Woodpecker in Crazy Castle 5 - Part 3 of 18


After just three videos, that's the first world finished! Onto the next one!


Sand Stage 5


Pay attention to the floor, as some parts of the floors are colored differently. If you walk on those specific parts of the floors, you'll fall down a trap door. Also, some of the sarcophagi in the background will open and release a yellow mummy that will chase after you .

This is where you'll find your first mimic chest. From here on out, watch the chests before opening them.

The football helmet gives you temporary invincibility. If you run into anybody while you are flashing red, they will go down as if you hit them with a weapon.

Be ready to use the magic carpets to get where you need to go; they are more dependable than getting around on the ground and using the ladders, as that will only get you so far in this stage.

There are doors you can enter that take you to bonus rooms with a light that spins around and lets you win whatever it lands on. Press A to spin, and press A again to stop the light. If the light stops directly on a line, you win nothing; otherwise, you'll win whatever the light lands on. You can get weapons as well as invincibility, health and even super speed. 

The red "1UP" is an extra life.

Sand Stage 6


Unlike the other games, the last stage in every world has its own boss. The boss will only hurt you when it is flashing red, so keep that in mind if the bosses catch up with you. You can take out the boss briefly with a plunger gun or dynamite, but they will eventually come back. You'll need to stay away from the boss while getting all eight keys to unlock the exit, just like in all the other stages. Thankfully, the boss cannot follow you into item rooms, just like all the other enemies, but they will still be waiting when you come out of them.

You'll need to avoid the boss here, which is a mummy that can fly around and swipe at you with his bandages. If you're close enough to him, he will charge at you instead. The bandage attack is worse, as the hitbox for it goes higher than you would think and has some intense knockback this side of the Castlevania series. Take him out temporarily if you can't avoid him, and double-tap left or right when you have the room to do so, as you want to get through these stages quickly.

When you get all eight stages, get to the locked door and open it. You'll get the Sand Elemental Key for opening the chest behind the locked door in this stage, and for finishing the Sand World, you'll be able to enter the Wind World.

Monday, August 25, 2025

PrinceWatercress plays American Gladiators (GEN/MD) - Part 3 of 3


Yeah, that's a pretty lackluster ending.

Assault


D-Pad moves. B mans the weapons station. Use the D-Pad to get to the weapon, and press C to use the weapon while aiming with the crosshairs in the upper-right corner. One point is scored for every weapon fired, five for hitting the red part of the target, and ten for hitting the white part of the target. If you don't fire all the weapons, you lose this game. If you get hit by the Gladiator, your turn is over, and that's dead easy to have happen since the computer is absolutely bloodthirsty.

Joust


D-Pad moves. If you're holding B, you'll be in offensive mode. If you're not holding B, you'll be in defensive mode, which allows you to block hits. While holding B, different directions on the D-Pad will allow for different kinds of strikes. Ten points are scored if you beat the Gladiator. Five points are awarded for lasting the full 60 seconds. If you lose or get knocked off the platform, you get no points. 

If I get half of my right foot off the platform, then hold B and Up-Right at the same time, the other guy goes down in seconds every single time. Easy ten points!

The Wall


Keep pressing B while moving with the D-Pad to climb the wall without getting grabbed by the Gladiator. If you get caught, you get no points. First place gets ten points, while second place gets five.

Be sure to roll your thumb when you reach the end of a row so you can easily climb upwards.

Atlasphere


D-Pad moves. If you can land cleanly on a landing pad, you'll score one point. Be sure to move around in a circle to maximize your scoring opportunities and get credit for landing on the pads cleanly. If you see the steam come off a pad, you've scored a point. The more points you score, the more points you get at the end of the event.

Sometimes, you'll have to be knocked off a pad by a Gladiator in either of the gray spheres in order to get off a pad, as the bump gives you enough momentum to get off the pad in the first place. Also, the game can be rather picky as to whether you score or not at times.

Powerball


Grab a ball with the D-Pad and the B button. You'll need to hold the D-Pad towards the bins where the balls are before pressing B to get one. You'll then need to do the same thing to put a ball in one of the bins in the playfield. If you can get it in the center bin, you'll get two points; the others just give you one. The more you score, the more points you get for your grand total at the end of this mini-game. If you get hit, you will lose your ball and you will have to get another one, so you'll have to be quick on the draw with this game. You'll have to alternate between both ends of the playfield in order to keep getting balls.

Eliminator


Keep mashing A and C alternately to run. This will allow you to get up the ramp. When you get on the handbike, stop pressing buttons, then start mashing A and C alternately again to get the handbike going.

At the platform with the blue bags that move back and forth, keep mashing A and C alternately, and make sure you don't run into the blue bags. If you get knocked down to the floor, keep mashing A and C so you can run to the end and climb up the wall.

Climb up the wall with A and C. When you get on the zip line, stop mashing buttons, and wait until you reach the red part of the line to press B and drop down. 

To jump over the hurdles, you'll need to press B. (I forget to mention this in the video, so I'm mentioning it here.) You'll need to be at the right distance so you can jump over them and not knock them down.

You'll soon see a number on the upper-left corner of your half of the split-screen. A and C cycles from 1 through 4, and press B to confirm. Three lanes are empty, while the fourth contains a Gladiator. If you run into the Gladiator, keep mashing A and C to push past him and reach the finish line.

The first person to reach the finish gets more points than the other person, so make sure you win with as much time left as possible. Make sure you do things correctly, as you will be docked points if you mess things up such as the red balance bar, the zipline or the hurdles.

Whoever has more points after the Eliminator event is the winner, and in the case of the Tournament mode, goes to the next round.

Tuesday, August 19, 2025

PrinceWatercress plays Silent Assault - Part 3 of 4


Stage 5 is easily powered through if you get a gun that goes the length of the screen and then power your way through the rest of the stage while avoiding the flying enemies and their downward shots. Once you do that, you won't be stuck in one place for more than a few seconds.


Stage 5


Watch out for the jetpack guys, as they will fly up and down as they approach you. As for the red enemies that crawl on the ground, you'll need to duck down to get rid of them.

Get the machine gun for this stage; you'll have a much longer range to work with.

As for power-ups, you'll be getting plenty of invincibility and health pick-ups. Pick up as many of both as you can, because you're going to need them to get through this stage.

To defeat the computer boss, shoot at the mouth that is blasting out the sound waves. The sound waves alternate between traveling straight to the left and traveling downwards to the left. You'll get just the latter after you do enough damage.

Stage 6


Hey, an amusement park!

Jump over the rocks as well as the guys in the background wearing pink and black. The latter enemies cannot be destroyed, and they will throw projectiles everywhere, and the rocks are easily dispatched only if you have the three-way shot.

To defeat the boss, you'll need to avoid the sound waves that move up and down as you shoot the face in the mouth. I made this battle a lot easier than it actually was.

Wednesday, August 13, 2025

PrinceWatercress plays Hydlide - Part 3 of 5


As you can see, getting prepared for Boralis is not easy.




At the start of this video, I'm at Level 5. I'm as strong as I can get from the Ropers in the maze.

Once in the maze, head north, then east. This lets you get to the chest that contains the Pot, which lets you see holes in the floor that you could not see before. This reveals a hole in the southeast corner of the maze, which you'll now need to head to.

Once you go down the hole, you'll need to open every chest until you find the Key. The Key is in a random chest every time you play. Along the way, you'll need to watch out for the gold soldiers known as the Goldams as you do this. Once you do that, you'll want to leave the maze where you came in from in order to heal up. You can heal anywhere if you stand still long enough, but it is best to do it in the light green grass, as healing speeds up on those titles as opposed to in forests or in castle-like areas.

The little brown guys running around in the forests are the Kobolds. They're weak for this point in the game.

From the maze, I head to the graveyard to the south and open the chest there now that we have the key. This lets us get the Jewel, which we will need later.

From there, go back into the maze and go through the hole on the other side. When you're back above ground, go north of where you came out from, and save and password. When you go north again, you'll see four trees moving around. One tree does not attack you when you run into it in attack mode, and if you run into that tree long enough, you'll get Fairy 2. Once again, save and password near the trees, and be prepared to load a lot.

From the trees, run west through the desert and avoid the sandworms. There will be a hole that you need to enter. Get in the hole, then save and password. While the Goldams are still powerful, the Ladyams - the pink soldiers - are a little easier to defeat. You'll need to fight them until you get the Shield, which increases your defense. From here, you'll need to heal up while still in the maze, then beat up some Goldrms until a chest appears in the southeast corner of the maze. You may have to load several times just to get enough of them to show up away from the hole on the east end of the maze. When the chest appears, open it up to get the Ring. The Ring allows you to heal twice as fast, which will work wonders with making progress in this game. Too bad the faster healing time only applies to the light green grass tiles.

Go through the hole at the east end of the maze to get back to close to where you started the game. From here, I head to the graveyard and farm experience from the zombies running around in the dirt. For best results, stay on the green grass, and attack from any direction other than in front of the zombies when they get close enough.

PBT8GJHDB3V9B2L3 - beginning of maze
Y21LLK1N78RKKMK7 - near the trees
M1XMQB2QHBL6B5DJ - Fairy 2 collected
M9NB9PNJH4Q89PL1 - Shield collected
RHMKDTRTV8WKH774 - Ring collected

Thursday, August 7, 2025

PrinceWatercress plays Mogul Maniac - Part 3 of 3


We bring our coverage of the game to the close with the last three courses of the game.


Course 7


Gates: 25
Max Speed: 30

Things slow down for this and the next course. This is a really short course, too; you can beat it in about 42 seconds. The last three courses seem to be the easiest ones, but they can be challenging despite their shorter lengths. 

Course 8


Gates: 25
Max Speed: 30

Not much to say here, as there isn't much that differentiates this from Course 7. There is that wide turn at the beginning, but that's about it.

Course 9


Gates: 25
Max Speed: 40

Here we go! It's short, but it's super fast! It's difficult to go through this one at top speed perfectly, as I always run into or miss at least one of the gates. The game saved the best for last.

And that's all nine courses for this game! We just played through Mogul Maniac!



Sunday, July 27, 2025

PrinceWatercress plays Jurassic Park (SMS) - Part 3 of 5


This is the one stage that I did not play for Try It Out Tuesday. It ended up being the easiest of the four.


Brachiosaur


The Compies will be coming at you in the driving section. If they don't land on your car, they'll land on the ground...and then they'll come for your car. Be ready to shoot them down, and if you can shoot one out of the air, that's even better. To beat the mini-boss here, you'll need to keep shooting at the head. This will keep the big dinosaur here from charging towards your car and ramming it. 

Now for the action stage. At the start, tread carefully, as enemies will pop up from out of the water and they will get you if you're not careful. If the dinos that jump out of the water are at your level, duck and shoot with the shotgun; otherwise, use the rocket launcher.

Once you get into the building, things get a little more interesting. The raptors here will jump at you if you're at their level. Your best strategy is do duck down and throw the firebombs at them if they leap at you; you'll him them every time if you're right across from them. If you're really far away, you can plug away at them with the shotgun. Also, be sure to climb on all the ceilings you can, as it will allow you to grab a few first aid kits before you enter the next area.

For the third area, you'll need to fire the rocket launcher at the Brachiosaurs to keep their heads away from you as well as the Pteranodons that fly at you. Once you get on the raft, it's time for the boss battle.

To beat the Brachiosaur boss, equip the rocket launcher, and watch for the bubbles to see where it will surface. When it surfaces, jump up and fire the rocket launcher to hit it. You'll want to avoid the Brachiosaur's head when it drops down after you nail it.

Saturday, July 19, 2025

PrinceWatercress plays Air-Sea Battle - Part 3 of 7


The Shooting Gallery games are among the easiest to get into as well as among the most fun. If you know what you're doing, you can get 99 points fairly quickly.


Shooting Gallery Games


The controls for the Game Modes 13-15 - the Shooting Gallery games - are a combination of the Anti-Aircraft and Torpedo games, as you can not only move left and right, but you can also aim at three different angles. Left and Right on the joystick let you move left and right like in the Torpedo Games, while Up and Down allow you to aim at different angles just like in the Anti-Aircraft games.

In these games, you'll be shooting three types of targets: rabbits, ducks and clown faces. The rabbits are worth three (3) points, the ducks are worth two (2) points, and the clown faces are worth one (1) point. By clearing the screen of targets, a new set of targets will pop up. The targets will move either left or right, and they can change direction at any time. 

Game Mode 13


This is the standard Shooting Gallery game. Once you fire in any direction, your bullet will continue to travel in that direction.

Game Mode 14


This mode is the same as Game Mode 13, but you also have guided shots. You can control the angle of the shots with Up and Down on the joystick, much like with the guided missiles in the Anti-Aircraft games. Moving the joystick left or right will have no effect on your shot.

Game Mode 15


This is the player vs. computer mode for the Shooting Gallery games. The computer controls the gun on the left and fires endlessly, while the human player controls the gun on the right with a joystick in Controller Port 2 in order to compete against the computer-controller player.

Friday, July 11, 2025

PrinceWatercress plays Superman (NES) - Part 3 of 8


When you hit the second chapter of the game, things get a little more interesting...and a little easier.


From the Daily Planet, I head back to the Apollo Theater. Since we have enough extensions for Super Flight, I fly straight to Metropolis Park and head right to the theater from there.

This time, I head down to the bottom-most floor. Take down the gangsters, then equip Heat Vision. You'll face Zaora, who runs at you to hit you with a whip. She will also jump around a lot, so hit her with the eye beams from the Heat Vision ability whenever you're able to get a clear shot on her. If you run out of Heat Vision, punch her when she gets in close, and watch out for her jumping!

When you beat Zaora, you'll see a "Daily Planets" newspaper with the headline "Superman defeats Zod Gang." (Whoever that is.) You'll then get another headline stating that the stock market is in a panic and that prices are falling. Now Superman will have to investigate what is going on with the stock market.

Level Two


You'll be at the Daily Planet, and you'll have the subway pass in your inventory, as noted in the upper-left corner of the screen. If you talk to Jimmy Olsen, he will tell you to take the subway pass. At last, you can finally use the subway routes all over the city. If you talk to Lois Lane, she will tell you that you can learn all about stocks at the Senneville Stock Market. This looks like the first place you're going to go.

When you leave the Daily Planet and get to the phone booth, be ready to have Super Breath II equipped, as you'll need it to freeze the zombies in place and beat them up. After you beat up the zombies in front of the Daily Planet, use Super Flight to fly to Andersonville to make it easier to get to Senneville.

After landing at Andersonville, I head left until I reach a subway entrance. I also keep tapping the direction I want to go so that I'm not taken by surprise from enemies. When I reach the subway entrance halfway to Senneville, it takes me to Teaboro. When you arrive, be ready to fight a zombie, then head to the right. You'll find the "Help" alert at the Firemen's Memorial Museum. Equip Super Breath I, go in, and use the ability on the fireball enemies that you see to take them out and get a Heat Vision extension. You're done here, so take the subway back to where you originally were and keep going left to the Old City.

But first...equip Super Breath II and head to the Metropolis Bank, which is further to the west. Go inside and fight the enemies here to get to refill Super Flight if you need to, then fly to the Old City. When you land, fight the enemies on the screen, then enter the building to the right, which is the Fish Market. Defeat the enemies here and get a Super Breath I extension. When you leave, there will be NPC's who will be thanking you for saving them - and their first - from the Dragons Gang. Well, that explains all the kung fu fighters we've been facing recently! Another one will tell you that they are going to set fire to One Lexcorp Plaza in Lafayette. 

Fly to Senneville and refill on Super Flight back at the Metropolis Bank, then fly to Lafayette. When you land, fight the enemies that surround you, refill on health if you need to by going back and forth between this screen and the one to the east by fighting enemies as Clark Kent, then turn back into Superman with the phone booth and enter the building to the west, which is One Lexcorp Plaza. Go inside and equip Super Breath I to take out all the fireball enemies and get a Super Spin extension, then leave to talk to the NPC's. They will thank you before telling you that the Dragons Gang is about to rob Metropolis Bank, where we've just been. That explains the "Help" alert in the upper-right corner of the screen.

Head back to Metropolis Bank. Thankfully, you'll know where the bank will be on the map thanks to the "Help" alert. Go inside the bank and fight the gangsters. One will ask if you like Chinese noodles, while another tells you not to look for the Dragons, because it is useless. You'll also get an X-Ray Vision extension.

When you leave the bank, there will be no more enemies inside or outside of the bank briefly. The guy near the door will tell you to take the criminals you just fought to the Metro Police Station. If you go in and out of the bank, however, enemies will pop up in this area again. This is where you ended up when you took the subway to Teaboro, so take the subway that took you to Teaboro earlier and enter the nearby building, which is the police station. You'll also have a picture of a guy with a hat and sunglasses next to the subway pass in the upper-left corner, which lets you know that you have suspects in custody. 

When you enter the Metro Police Station, the criminals will be taken out of your inventory. Talk to the people there, and you'll be thanked for bringing the Dragons Gang to justice. From here, you'll need to head to Senneville and the stock market.