Showing posts with label part 5. Show all posts
Showing posts with label part 5. Show all posts

Tuesday, January 20, 2026

PrinceWatercress plays Super Mario Odyssey - Part 5 of 92


In this video, we take care of the goings on in the Sand Kingdom for good. 


The Hole in the Desert


You'll need to head back to where the Inverted Pyramid was, which is the northeastern corner of the kingdom. There will be a hole there, and you'll need to go down it. This will take you to the Underground Temple. Be ready to create energy rings with those devices from earlier in the kingdom to break some blocks that are in your way. 

By taking control of a Goomba, you will not be able to slip on the ice, even when you are holding the Y button to move faster. Also, by jumping on top of a Goomba with another Goomba, you can create a Goomba stack. This can allow you to reach higher areas when you de-possess the stack, assuming the stack is high enough to reach them.

You'll eventually have to de-possess the Goomba stack in order to ride a Bullet Bill to the end. Just watch out for the moving columns as you might the flight across and you should be okay. This will take you to the Deepest Underground. Possess a Bullet Bill to head towards the sandy arena where you will face Knucklotec. Remember that glass pyramid looking deal that we saw in the desert with the Multi-Moon? That was his head. Knucklotec will think that you took the Binding Band from the podium across from where you entered, then fight you.

You'll need to avoid the fists as they smash the ground. If the hands hit one of the many diamonds on the ground, they will get smashed. Possess the hand, then hold Y and avoid the diamonds that the other hand tosses as you run right into Knucklotec's face. It can be a little difficult, as the free hand can sometimes change positions to block you with a projectile attack, but if you move wildly enough, you can make it to the face quickly enough.

Any diamonds with Hearts in them can be smashed by the hands to release the hearts if you need the health. Just stand there and move out of the way before the hand hits the ground.

After each hit, Knucklotec will create some diamonds that will land on the ground and become buried in the sand. Avoid those diamonds, and repeat the process. After the second hit, you'll need to avoid the fists when Knucklotec launches them at you from far away. When he has his hands up, open and to the sides, move up and down as you move around the arena so you don't get clapped. You'll soon be able to defeat Knucklotec on the third hit and get Power Moon #4 (see below).

After getting this Multi-Moon, the ice crystals will be gone and the weather will be back to normal. As a result, some things that were frozen before will be thawed out, and more of the kingdom will be opened up. From here, you can finally throw your hat into the globe on the Odyssey and cash in your Power Moons. However, we will spend some more time here in order to get some more Power Moons, which I will mention on the list below. 

Power Moons


4. The Hole in the Desert - Defeat Knucklotec after going into the hole underneath the Inverted Pyramid and following the path. 

16. Where the Birds Gather - There is a small mount of sand with some birds on it in the Desert Oasis in the southeast corner of the kingdom. Ground pounding it will get you this Power Moon.

32. Taking Notes: Jump on the Palm - At the Desert Oasis in the southeast corner of the map, there is a rainbow colored treble clef. Climb up the tree and grab it, then grab all six notes before they disappear to get this Power Moon.

34. Fishing in the Oasis - By possessing the Lakitu, you can go fishing. You'll want to press Y to raise and lower the line, and you'll want to press Y right when the big fish-shaped shadow starts getting super close to the hook. Getting the timing on this will take some trial and error, as you can see. If you time it right, you'll see Lakitu from a different angle, and you'll be told to reel the line in with the left stick or by shaking the controller. I recommend shaking your Pro Controller and/or Joycons to do this. The small fish give you Hearts, but the big one gives you a Power Moon.

47. Underground Treasure Chest - By possessing a Bullet Bill here and taking it to the right, you can find a path leading to a bunch of coins. There is another path on a narrow walkway with some invisible blocks to hit at the end. Hit those, then go upwards to find a chest containing a Power Moon.

48. Goomba Tower Assembly - In the Underground Temple, the first stack of Goombas you can possess with your cap will be able to reach this Power Moon. Just stand under it, then press ZL or ZR to get Mario to come out and grab the Power Moon in the process.

Regional Coins


Monday, January 12, 2026

PrinceWatercress plays Metal Force - Part 5 of 7


The game goes back to being relatively easier to get through after Mission 4. It's still fun, though.


Mission 5: Planet No. XIV


There's a plane enemy carrying a health pick-up that you can shoot down at the beginning of the stage. Be sure to do so.

The dragonfly enemy will fly towards you if you get close enough to it. 

The 1-Up in this stage is in plain view in the second section; just climb up and go left at the start of it.

You'll be dealing with an upper path and a lower path, and you'll need to chose between them at the end of the second section. Regardless of which path you choose, you'll have to deal with the waterfalls that will drag you off to the side and off the platform that they land on. They're much like the waterfalls from Toad Man's stage in Mega Man IV, and it's pretty awesome that the developers were able to replicate them.

The UFO enemy will give you a 1-Up if you shoot it down.

The boss here is a robot panther that runs back and forth. Shoot it, then jump back to the left where the door is and avoid the rocks that come down from the top of the screen when it headbutts the wall. 

Sunday, January 4, 2026

PrinceWatercress plays Power Strike II (Master System) - Part 5 of 8


The stage is harder than the boss, even if you have the weapon for the job.


Stage 5


There are a lot of things to shoot in this stage. While there are plenty of turrets, the mine carts are the worst, due to the shots being a little harder to see due to how the colors are and also due to some of them being faster than others.

If you need to switch weapons for any reason, you'll have more than enough opportunities to do so, as there are a lot of weapon pick-ups here.

There is a screen-clearing bomb just before the mini-boss; be sure to use it. As for the mini-boss, you'll want to set off the super shot and focus the firepower on as many of the seven turrets as you can while also clearing out the center of the turrets.

The long, slim ships will always show up in groups of three, and if you line yourself up with them and center your firepower on them, they're easy to take out. You do not want those ships to linger around at the bottom and fire at you The cylinder shaped enemies will only be vulnerable when they open up, but if you're lined up with one and you've got plenty of weapon power, these enemies will go down virtually instantly. At least their projectiles are easy to destroy.

Watch out for the blue spiked balls near the end.

The boss here is easy to take out if you have Weapon 4. With that weapon, you can avoid the boss and its homing shots while continuously firing to take out all of the missiles and the homing shots that get sent at you, and if you use the super shot on the boss, it will go down even faster.

Monday, December 29, 2025

PrinceWatercress plays Dragon Fighter - Part 5 of 6


I spend more time in this stage than any other, but it's worth it.


Stage 5


The skeletons popping out of the ground will be your biggest nuisance in this stage, and you'll want to make sure they don't pop up from under you. While they are easy to destroy, they can get annoying.

That is left to the skeletal hands, feet and other parts that you'll see throughout the stage. You'll want to take them out from a distance, especially when you can jump over or run under the stomping feet as they bounce around and the hands will stay back and fire towards you in one of eight directions. Some of the early ones will be more open hands that shoot fireballs every so often, but the later ones will stay in the air and fire in one of eight directions, and you'll have to attack them in some sort of off-center way to get rid of them.

Because of the skeleton part enemies that are scattered across the stage, you'll want to carefully inch forward as you play through this stage. If you see a part of a skeleton, stop what you're doing and fight it before moving forward, as you don't want to get surrounded here.

The flying skulls will fly back and forth along the top of the stage and drop down to spit a fireball at you. Charge attacks will work wonders on these flying monstrosities. Stay on the move to avoid the fireballs, which will stop following you completely after a full loop-around in the air.

If you see a pair of skeleton feet, take out the one on the right first. The one on the right will bounce high while the left one will bounce low, and you can easily jump over the left one.

The boss is a culimination of the skeleton parts that you've been facing with a heart in the center. The boss' heart is the weak point, and it can be really easy to decimate with the dragon if you have the homing shot and know where yo position yourself. The feet will move the boss around while the feet will launch themselves at you. If you go back to human form, be ready to throw charge attacks at the heart while avoiding the feet and the hands. 

There is one more wizard's staff to collect after this, but it will only heal you and will not give you more health. The next stage is the final one...

Wednesday, November 26, 2025

PrinceWatercress plays Brave Fencer Musashi - Part 5 of 33


In this entry, we find some Minku, rescue a dog and help the man in the stocks. We're well on our way to adventure now...


If you go off to the side from the slope leading down to the village in the early evening, you'll notice a pink pile of...something. If you press Square near it, Musashi will note that this is a pile of animal droppings and that something is nearby. If you go back to where the droppings were at 22:00, a white creature will be moving around. If you can run up to it and catch it with Square, it will give you a Longevity berry, which will increase your maximum HP by 25 points. The latest you can find a Minku in the places where you can find them is 4:45, after which they will disappear and force you to wait until the next night to look for them again. There are thirteen Minku in the game, and you'll get something for finding all of them.

Lumina Rotation is really good against the mushroom enemies, as you don't have to be so close to hit them. The mushroom enemies will spray powder if you hit them, and the powder will cause you to go to sleep until the mushroom enemies hit you to wake you up.

There is a path to another Minku just past the first set of thorns, and it will be hidden in the trees to the northwest. Going through it late at night will take you to another Minku. Catch it and get your second Longevity Berry. There will be another Minku nearby, but we won't be able to get to it until later in the game.

Believe it or not, jumping around lets you move around faster than running continuously. I take advantage of this at certain points in the game.

Head back up to the gondola and talk to Guard Lumpwood. You'll be able to enter Twinpeak Mountain.

When you enter, you'll get some pretty epic music and the sound of a waterfall. When you see the sign, go left. Break the Bincho Field you see to free Soldier Lardwick. He'll ask you to free his brother, Knight Lardwick, who is located somewhere else on the mountain. He will also tell you this if you talk to him back at the castle.

You'll see the dog on a small island, but a white blob with teeth blocks your path. Find one of those ghost enemies and assimilate his powers to get Shrink. Use it on this blob, then walk on it to flatten him and get it out of the way. Thankfully, it doesn't respawn once you beat it.

To rescue the dog, hold the Control Pad towards the dog and press Square or Triangle to pick him up. You'll have to throw the dog over the river in order to keep the dog from getting wet and respawning back at the island. You can't fight enemies while you're carrying him. If he falls into the river, he'll return to the island where the bone is and start chewing on the bone again.

Once you head back to the gondola area, the dog will instantly head back to the village. Mission accomplished!

Now that you've rescued the dog, go back to the mayor's house. He'll tell you about a man near the exits to the forest, and tells you to go to him for more information about the Five Scrolls, since the mayor doesn't really know much about them after all.

There is a man in the stocks near the forest entrances, but you can only talk to him at night after you talk to the Mayor. If you haven't rescued Leno yet when you first talk to him, he will ask you to free him, and that to free him, you'll need to find his dog, Leno, as Leno knows where the key to the stocks is. 

Since we now have, he'll thank you for saving his dog, and ask you to bring some bread and water. Thankfully, you can find some bread in the bakery. As for the water, press Square at the well next to the church. (If you bring him one item but not the other, you'll hear his thoughts if you talk to him.) You'll need to wait for the gossipping ladies to leave the well at 16:00 in order to get the water, but if you do talk to them at this point, they will have new dialogue now that you've rescued Leno.

Once you have both items, talk to the man in the stocks again. He'll tell you his name is Jon, and that he's a treasure hunter. Musashi comes to the conclusion that he's a thief, but Jon tells him that he has a secret...but only if he sets him free. You'll have to find the key first, but he tells you that the key is hidden in a grave in Meandering Forest. There's a spell cast on Meandering Forest, so he tells you to take his dog Leno - the dog you just saved - with you. He got lost trying to find the key before and ended up in Meandering Forest, but this time hopefully won't be a repeat. Just go in the direction he barks and don't let him get hurt so he doesn't run away.

Head back to the forest, and head to the area after the mushrooms. There will be some thorns in the path to the northwest; use Hop to get past those. You'll see Leno on the other side of the thorns. Go in the direction he barks and you'll find the cemetery. Be sure to clear out the enemies as soon as they appear. When you get to the cemetery, Leno will lead you to the grave where the key is hidden. Just walk up to it and you'll get Jon's key. Leave the cemetery and you'll be back in Meandering Forest.

The level limit for Chapter 1 is Level 8. This means that Level 8 is the strongest that you can get for the entire chapter. In order to get past this limit, you'll need to complete the chapter.

Head back to Jon. He'll tell you to come back after midnight to free him so somebody won't see. When you talk to Jon at 0:00, you'll be able to free Jon. He'll tell you to meet him at the top of Twinpeak Mountain...and to cut down four trees on the way up. He doesn't tell you why, as he sees someone coming and quickly leaves.

Saturday, October 25, 2025

PrinceWatercress plays Legacy of Kain: Soul Reaver - Part 5 of 28


In this entry, we finally face off with Kain...but our adventure is just beginning.


From the gate, you'll be able to get out of this place. Be sure to switch back to the material realm, then take the path that was originally blocked off.

2:11 - The Elder God tells us where to go next. We need to head back to the Lake of the Dead. Thankfully, we have teleporters activated 

2:48 - Go to the spirit realm near this body of water. There are two gates you can phase through, and the nearby one will lead to a strange chamber. Push the columns so they land on the symbol below, and you'll get the Force Glyph. By using it in the spell menu, you can throw enemies around with telekinetic energy at the cost of two magic points. Thankfully, beating enemies will net you a random spell point drop.

6:07 - These yellow wedges increase your health bar if you collect five of them.

10:17 - By phasing through this gate, we'll be able to carry on with the plot. Don't forget to get the yellow energy wedge and get closer to more health.

When you reach the bridge, you'll be able to return to the material realm on the other side. Throw the two enemies here into the lake to open the door, then go back into the spiritual realm. You'll have to phase through a few more gates, anyway.

The doors you need to go through will lead to another portal where you can phase between the realms. Enter the door, and you'll meet Kain.

13:04 - You'll finally catch up with Kain, and you'll find out that Kain has massacred Raziel's entire clan. You'll also notice the Pillars of Nosgoth, where the events of the game began, then Kain draws the Soul Reaver.

15:25 - To beat Kain, you'll need to find him, run up to him and hit him before getting zapped, and you'll need to do this three times. If you get zapped, you'll lose all of your energy, and you'll need to fight a wraith and get your energy back in order to return to the material realm and fight Kain again. Thankfully, you're not forced to start the whole battle over if you lose, and three hits means three hits.

15:48 - When you beat Kain, Kain will smash Raziel with the Soul Reaver only for the blade to shatter and be freed from its corporeal prison. When it does, Raziel absorbs it, and Kain mentions that the two of them are one step closer to their destiny. Raziel is sent back to the spiritual realm, and when he grabs the visage of the Soul Reaver, it becomes an energy blade that becomes bound to him. Now that you have the Soul Reaver, it will show up and be usable whenever your energy is at maximum, and it will keep your energy up indefinitely. If you get hit, however, you'll need to get your energy back to maximum in order to get it back.

Raziel will then meet Ariel, who recounts the ending to Blood Omen and states that she is bound to the Pillars thanks to Kain. From here on out, you can come back to the pillars to refill your health and magic, and you can find out where you need to go next from Ariel. This spot will be much like where the Elder God is at the beginning of the game.

Sunday, October 19, 2025

PrinceWatercress plays Desert Speedtrap Starring Road Runner and Wile E. Coyote (SMS) (Normal) - Part 5 of 6


The mine levels are among some of the most interesting in the game, due to all the things you'll be dodging. It only makes the return of "Flying Wile E." make much more sense.


Level 9: Down and Under


The level design here is pretty interesting. Unlike other levels, instead of just going from left to right, you'll be going from the top to the bottom and then back again while going from left to right. The mine levels are more of a maze than what you've seen so far.

The bats act just like the buzzards; they're just smaller.

You may have seen a spring in the last level, but that one launches you into the air. The ones on the wall will bounce you back if you run into them.

There will always be mine carts at the bottom of the mine levels. You can stand on top of them, but they will hit you if they move right into you. 

If you find the first teleporter, you'll find the second! The second teleporter is to the right of the first bonus room, and you'll have to deal with Wile E. Coyote on a jetpack to get there. Yes, he's airborne again, and you'll want to duck to avoid him if you're on solid ground before making a little bit more progress, just like last time.

Fire damages you. Don't touch it.

The ice is much like the oil, but you'll spin around if you stop moving.

Level 10: Up and Under


You'll find the bonus multiplier from one of the scorpions at the start.

You'll need to be pretty fast to get all of the stars in the bonus area.

Be careful when jumping around when dealing with Wile E. Coyote, as it is pretty easy to be sent back to the beginning of that section and deal with Wile E. and all the fire again.

Monday, October 6, 2025

PrinceWatercress plays The Blues Brothers (SNES) - Part 5 of 7


The electricity has now changed from green to orange...and it's a lot more prevalent at this point in the game, too! Better be ready to avoid it!


Stage 21


Be ready to avoid the ceilings that move up and down as you jump the gaps and avoid the electricity, which you'll be doing constantly as you go lower and lower into the level. Be ready to run when the masses of electricity walls turn off. When you make it to the trampolines, get to the platforms above immediately and jump your way to the goal.

Stage 22


It's time to avoid more moving ceilings and electricity, and this time, you'll also be shooting bugs every now and then. You'll want to quickly run and jump to the right and get to the checkpoint. Thankfully, the ceilings are a tad slower once you travel left through the top of the level and shoot down the walls, and you won't have to wait too long if the ceilings get in the way of your shots. Thankfully, the level gets easier near the end.

Stage 23


You're riding the dragon again here. There's not much up or down, so just hold Right and get to the goal.

Stage 24


It's time for more chain grabbing as you run and climb through the level. If you see a checkpoint, grab it! There is invincibility left of the second checkpoint, but thankfully the rest of the stage is slow going as you only have the bear traps to deal with.

Stage 25


Grab the life as you start running to the right, and run to the right straight past the fallaway platforms. Stay on the outward edge of the swinging platforms and jump on the one in mid-air repeatedly. The narrow spike pathways are pretty easy to avoid the spikes in for the most part, but to get past the part with the swinging platforms where the spiky floors and ceilings are, you'll need to crawl from left to right on the platforms and move off the platforms (do not jump!). 

Wednesday, September 24, 2025

PrinceWatercress plays Lucky Luke: Wanted! - Part 5 of 9


Short stage, but also a difficult one.


Attack on the Pacific Express


For this stage, you'll be riding Jolly Jumper from a side-scrolling angle. Left and Right will move Jolly Jumper, B shoots and A jumps. As always, the D-Pad will allow you to aim. You're going to be doing a lot of aiming and jumping just to keep your health and ammunition high. You'll also need to pay attention to the floor so you can jump over the rock, as the game is not going to be like Mega Man 8 and tell you to jump.

If you see any dark-colored crates, you can shoot them down for extra health and ammunition.

The guys in green throw knives, but they have a delay in their attacks. This makes them the easiest enemies to tackle in this stage.

If you hear any dynamite, look for it and stay away from it. You don't want to get hit by any explosions here.

Unlike the other stages, the bonus stage cards are not present here.

When you see the train conductor a second time, you'll reach the end of the stage and immediately enter the next one.

Tuesday, September 2, 2025

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


The Wind World stages are starting to get nastier now. Just keep using the map mode and watch for enemies and you'll get where you need to go.


Wind Stage 3


The red door with the line over the "up arrow" cannot be entered; it is part of a one-way route and you can only exit from it.

The turkeys slowly move back and forth, and they will not only slow you down, but they will also peck at you if you are in front of them. If it's not the karate ducks that constantly chase after you, it's the turkeys getting in your way. Be ready to be strategic with your item use.

You'll need the item that allows you to move through metal blocks to get to the exit.

Wind Stage 4


The brown doors lead to inside routes that take you from one level of the stage to another. Enemies thankfully cannot follow you into these areas, but you may find enemies inside these areas, especially later in the game.

You're better off running off the edge to get from one platform to another if the next platform is lower than the one you're currently on. Otherwise, you'll be forced to do some crappy backtracking just to get back to where you were.

Tuesday, July 29, 2025

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


...and now to bring this game to an end and WHAT IS GOING ON WITH THE ENDING


Tyrannosaurus


You'll have to deal with even more Compies on the way to the boss battle, which is the same as the one from the Triceratops driving section. Just keep shooting the mini-boss in the head and you'll be fine.

After a brief cutscene were you see Dr. Alan Grant run into the visitor center as other people flee, you'll start the action stage. Be ready to look around and enter a lot of doors to find your way around.

Use the rocket launcher to destroy the turrets above you as they move about and occasionally fire. If you see a metal door in the background, move slowly towards it, and when it opens, equip either the shotgun or the firebombs and prepare to duck down and attack at the raptor. 

If you see any holes in the walls, there will be big dinosaurs behind them ready to gnaw at you when you get close enough. Hit them with the firebombs to take them out, and avoid picking up the red coins, as they take a continue away from you. You can also use the shotgun, but you'll need to land three hits instead of two.

The laser shooters that shoot straight down fire in a pattern, although you can more or less blaze through that segment.

The inside of the Visitor's Center is a game of two halves, and you'll need to go between them in order to get to the lower-left corner of the center. Thankfully, it's pretty easy to keep track of where you're going as you go from the bottom center and circle your way to the lower-left, as you don't wildly change location when you go from the "brown" part of the center to the "blue" part. If you're in one location in one "half" of the center, you'll end up in that same location in the other "half" when you go through a door.

When you reach the bottom of the blue half of the Visitor's Center at the lower-left corner, only one door will take you to the Tyrannosaurus boss. The rest are one-way and will force you to start the whole trek over. The door you want to enter is the last one before the raptor and the blue medicine. Entering that one takes you straight to the boss.

To beat the Tyrannosaurus boss, you'll need to equip the rocket launcher at shoot at the boxes above to send them tumbling down. If any of them hit the Tyrannosaurus in the head, that will damage it. You'll want to avoid the boxes that come down near you when it stomps, and you'll also want to be ready to heal yourself with a first aid kit (to do that, pause the game, move the hand to the first aid kits, and press Button 2) when you get down to one or two hits point, as the bite attack when it gets close to you at the left side of the screen can be next to impossible to dodge.

When you beat the game, the ending ends up being different from how the movie ended up. Instead of the park being abandoned by Dr. Alan Grant and everyone else, the security system is fixed and everything is secured, and Jurassic Park ends up opening to the public and everything is good and peachy and nobody suffers consequences for their actions at all. But hey, we've finally beaten Jurassic Park for the Sega Master System!

Monday, July 21, 2025

PrinceWatercress plays Air-Sea Battle - Part 5 of 7


The Bomber Games are 99% the same game as the Polaris Games; you're just controlling a plane instead of a ship.


Bomber Games


In the Bomber Games - game modes 19-21 - you will be piloting a plane with the capability to bomb ground-based targets. Different targets will be worth different point values. The PT boat is worth four (4) points, the aircraft carrier is worth three (3) points, the pirate ship is worth two (2) points, and the freighter is worth one (1) point.

You will be constantly travelling from one side of the screen to the other, and wrapping around to the other side of the screen when you do. The same is true of the targets. Holding Up on the Joystick will allow you to speed up, while holding Down on the joystick will allow you to slow down. Keeping the joystick neutral lets you travel at normal speed. Pressing the fire button will fire a bomb that travels at an angle, and you'll need to time your shots in order to effectively hit ground-based targets. Not only that, but the bomb will travel at the same speed as your plane was travelling when you pressed the fire button. While a bomb is airborne, you will not be able to change speeds until the bomb hits either the water or a target, whichever happens first. Hint: if you can get directly above a target and stay above it, travel at the same speed as your target, then drop a bomb, you'll be able to hit that target.

Game Mode 19


This is the standard mode. Your bomb travels at the same speed as your plane was going when it was fired, and your plane speed cannot change until the missile hits either the water or a target, whichever happens first.

Game Mode 20


In this game, you can change your speed while your bomb is coming down, and when you change your plane's speed, you will also change your bomb's speed. This will allow you to "guide" your bomb so you can hit a target in a way you could not in Game Mode 19.

Game Mode 21


This is the standard human vs. computer mode. The bombs have the same behavior as they did in Game Mode 19. The computer will move at a steady speed and continuously fire, while the human player plays with a joystick connected to Controller Port 2 to compete against the computer-controlled plane for points.

Sunday, July 13, 2025

PrinceWatercress plays Superman (NES) - Part 5 of 8


In this entry, we reprogram the computer - by force - and beat down Jay Falk to stop Ross Webster's plans before getting ready for the fourth chapter of the game.


If you have no idea that there is a computer center, you'll be looking all over for it. Thankfully, it's easy to find, as we have passed it before: it's at the "E" in Metropolis Park on the map. When you reach it, go inside and fight the enemies as you make your way to the lowest level.

Beating all the enemies on the entry floor will net you a Super Spin extension, while clearing the first floor below that will give you a Super Flight extension. Two floors down, you'll find the computer. When you see it, avoid the lasers as you jump into the computer and punch at the core. This will reprogram the computer to act as it normally did. Make sure you defeat all the gangsters on this floor so you can get a Heat Vision extension, too. After that, make your way back up and get out of here, and watch out for the zombies and ghost cats that have taken over the building on your way out.

From here, you'll want to head to the Metro Tower, which is to the east of the Computer Center. If you need to, use the nearby phone booth to turn back into Clark Kent and get your health refilled, then turn back into Superman and enter the Metro Tower.

Once inside, take out the gangsters and enter the elevator to go down. There are no pickups on the first two floors, but there will be a Super Breath II extension on the third, an X-Ray Vision extension on the third, a Super Spin extension on the fourth, a Super Flight extension on the fifth, and a Super Breath I extension on the sixth.

Always wait on the top of a stairs and keep punching if an enemy is below you; they'll eventually jump your way and into your attacks.

When you reach the bottom-most floor, equip Heat Vision. You'll eventually face Jay Falk himself. If he jumps, run under him and hit him with Heat Vision from floor level as he makes his way down, and punch him when he gets close in case you run out. You'll eventually beat Jay Falk, and you'll complete the third chapter before being sent to the fourth, where the museum is robbed courtesy of Lex Luther, who has posed a challenge for Superman.

At the Daily Planet, Lois Lane will tell you to go to the Art Museum in McKeesport to start the chapter off.

Thursday, July 3, 2025

PrinceWatercress plays Yume Penguin Monogatari - Part 5 of 6


That was a close one.


Grab everything that you can in Stage 3. Also, get the flight power-up and hold on to it for dear life, because you'll want to get to the goal with as little difficulty as possible so you can take on Frosting Man with ease.

In Stage 4, don't run into anything! As crucial as it was in Stage 2, it is even more crucial here. If you can get the missiles early, make sure you save them, as they will help you tear through the enemies. The screen-clearing power-up really helps here, too. As for the boss, watch out for those eggs and don't get hit by him when he is big, as you don't want time to run out during the boss battle.

Wednesday, June 25, 2025

PrinceWatercress plays Young Merlin - Part 5 of 8


The Shadow King knows we're getting close now...






Welp, time to head all the way back to the guard in the Dwarven Palace, now that you have the mirror. That's right, there's even more annoying backtracking! Stand to the side and use the magic mirror. This will create a clone of yourself that you can move for a short period of time, and this clone can be moved straight past the guard to the other side.

You'll find an elf chained to the wall. Use the key to free him, and you'll get a password. You'll also see a hole. Walk into the hole and you'll land on...another mine cart skateboard. Joy.


And now for the solution! The red line is the starting path, the green line is after the first spring, the yellow line is after the second spring, and the pink line is after the last spring you need to hit. 


This time around, you'll need to move the mine cart to avoid broken pieces of track, which makes things even more of a nightmare. You'll not only have to worry about plotting a course, but also avoiding broken sections of track that will knock the mine cart/makeshift skateboard off the track if you don't lean away from them. I wouldn't be surprised if this is where a lot of players gave up.

Travel south, and once you turn left, be ready to turn right at the third intersection. Keep going forward, and bounce off the spring. Turn left at the fifth intersection, and keep going until you bounce off another spring.

From here, keep going forward. Turn left before you hit the spring on the right hand side (or else you're just going to keep bouncing back and forth until you do). The third intersection on the way north lets you turn left; turn there. Move past all the intersections, and be ready to turn left. Keep going until you hit another spring.

From there, you'll need to head back. That means turning right at the last turn you took, then holding Down to avoid the spring on the way back (hitting it will take you back to the . This time, you'll want to turn left at the second intersection you see as you head south. When you make the turn, move past all the other intersection and be ready to hold Down to make the turn. After a jump over a pit, you'll be at the other side. Merlin will land on the ball of ore near the ore pile and automatically grab it, so that will be in your inventory now.

Move into the path of the ore buckets to be taken back to the machine in the palace, and use the ball of ore on the processing machine to get the purple gem, which is the last one. When you leave, however, you'll have to face the Goblin King. Use the Magic Mirror to distract the three flying eyes that he sends at you so you can easily destroy them. After doing this three times, the Goblin King will put up his dukes. You actually have to run into him, get punched, and lose nearly all of your health from being knocked into the wall to get him to go away and continue on with the game.

From here, you'll need to backtrack all the way to the lake and throw the purple gem in. This nets you two items: a torch that can be used as a weapon as well as a rainbow gem. You'll also get another password to copy down just before everyone in Pinedale - Sherm, Melody and Casolari - gets kidnapped by the Shadow King by means of the Meanies. They will then use a rainbow gem much like the one you got at the portal to carry everyone into the Shadow King's realm. Looks like it's up to you to save the day.

Monday, June 2, 2025

PrinceWatercress plays Math Rescue - Part 5 of 19


We go spelunking in this entry. Also, heads up: the first episode of this ends next time.


Level 11: Cave of the Ice Worms


Compared to previous levels, everything is a lot more linear. As for that secret area leading to all those items and garbage can lids, it's directly below the start. Just go through that wall on the right hand side.

Level 12: The Crystal Cave (Where's Milo?)


Shout-out to the obvious Crystal Caves reference.

If you're looking for the secret area, it's to the right of the area with the truck at the bottom of the level.

Level 13: Phosphorescent Cave


Watch out in the lower-left corner of the level. That drop off past the small platform to the side is a bottomless pit, and the game doesn't provide a danger sign telling you that it is indeed a dangerous pit. Boo!

There's also a secret area to the left of where you start. It's the only one in the level, and it's easy to miss.

Sunday, May 11, 2025

PrinceWatercress plays The Grinch (PS1) - Part 5 of 22


In this entry, we finally have an idea of what to do next in Whoforest, then we head back downtown to take care of a few missions there.


At the start of the video, I have to go up to the upper reaches of the other area and shoot the spinning target next to the cabin at the top of the big tree you can enter the underside of by going into first-person view and shooting the spinning target with the Rotten Egg Launcher. By doing that, an elevator will lower to the bottom of the tree, and you can get on the elevator and press Triangle to ride it to the top. This will take you to some giftboxes, the last cabin and the ninth and last blueprint for the Rocket Spring. Be sure to take the elevator back down, as you'll need to use the elevator later. 

With the Rocket Spring blueprints taken care of, you can head back to Mount Crumpit and build the Rocket Spring. To switch between gadgets, hold R1 and press Left and Right. The Rocket Spring, when used, allows you to jetpack yourself to higher areas. Hold Circle to charge it, then let go to rocket yourself upwards. It takes four rotten eggs for a full charge. 

With this out of the way, it's back to Whoville, as we have things that we can do now. Believe it or not, you can now shoot rotten eggs at the windows that open and close with the Rotten Egg Launcher. If there is a green cloud coming out of the window, that means you've already hit that window.

To advance the Countdown to Christmas clock, aim at it with the Rotten Egg Launcher in first-person view, then shoot a rotten egg at it. This will advance the clock to 8 PM and open the doors to city hall. 

There are some giftboxes that you can shoot down with the Rotten Egg Launcher, but they have to be on the surface of a roof in order to be destroyed.











Sunday, April 27, 2025

PrinceWatercress plays Dungeon Explorer (Witch Class) - Part 5 of 8


In this entry, we take on Cyclopus and the Reaper of Death, and we have a fine time breezing through this part of the game.


From here, head back to the fork in the road with the house that was near Cherry Tower. From here, take the path on the right to the north. From here, take out the enemy generators, the purple spiders (which can drop white charges) and the dwarves (which can drop black charges) who throw maces and the barbarians (who look like the Elf) as you head east. Sometimes, the evil dwarves will drop blue potions. You will eventually find a path to the north; don't take it yet. Instead, continue east. The man in the house you find here will tell you that the nearby stairway will take you to Karma Castle; from here, you can head to Stonefield.

The purple pillbugs are even faster than the silver ones, but they still drop white charges on occasion. The green guys in the armor are also fairly fast, and they can drop black magic charges. 

The oval shaped balls that bounce off the walls come out of generators that cannot be destroyed.

You'll eventually face Cyclopus here. The boss here will chase after you and will only fire diagonally, much like Bullbeast. Get a good distance away, hit him a few times, wait for him to teleport, then keep away from him and repeat the process.

You'll end up back outside, and you'll be able to head to the nearby Karma Castle. Go into the castle. You'll meet Judas, who tells you to go underground through Rallymaze.

The glowing white balls that shoot out damaging white orbs of light cannot be destroyed, and neither can the white orbs. At this point, you should have enough agility to run through rooms very quickly; it may just save you in case you lose a lot of health. Also, the purple enemies here can drop the occasional black magic charge and the occasional blue potion.

You'll soon face the Reaper of Death. He will split into four and have himself and his clones go after you; keep your distance and take them out one at a time. They'll all fall before you know it, but one of them takes for damage than the clones. You'll need to find out which one is real, then take out two of the clones so the clones can't be brought back. and you'll soon be back at Axis Castle. From here, you can go to other areas and also go to the castle proper. The side door areas are now open, so you can skip a good amount of the game in case you have a password that takes you this far.

The side entrances of the castle lead to the multiplayer arena, where you and a bunch of friends can fight each other. Also, talk to the King. The King will tell you to go to Cursoka Village east of Karma Castle - and beware of the Splatter Slime - if you talk to him at this point. Yes, you still get the magic charges.

Tuesday, April 22, 2025

PrinceWatercress plays Pokonyan! Henpokorin Adventure - Part 5 of 5


We play through the fifth and final world as well as the final bonus level, then check out and explain the post-game grading system.


World 5-1


The big tree just after the first castle has the star above it.

There are plenty of slopes. Watch out for monsters around them. 

The warthogs are back, so don't get charged at.

There are a few pathways in the walls, so pay attention to your surroundings.

World 5-2


The star is on a cloud above the second big castle. Also, watch out for the sword and shield guys so you don't get stunned.

Holding Down and pressing R turns you into a hedgehog. I find this form the least useful of the three due to its slow speed.

World 5-3


There are plenty of places to run around here on both the ground and on the top of the castles.

The star is in the ground after the last five fruits, which are the cherries that are on the stars you can stand on. Stand above it, then hold Down and B to drop down and get it.

The blue fox boss will turn into a fireball that launches at you, a red energy ball that bounces to the other side of the screen, then changes into a sword that charges to the other side of the screen, in that order. The boss can only be damaged in fox form. The final treat is a macaroon.

Bonus World 5


6:14 - Push the upper-left block to the left, then push the block that was below it to the right. Push the upper-right block to the right, and there you go.

6:35 - You can push all of these blocks in the order that you see them. As for the two blocks on the far right, push the bottom one first.

6:56 - After pushing the middle block into the nearby gap, you'll have the five blocks afterwards. You'll need to push the other two blocks around you first. Push the right block to the right, then put the left block on top of the right block. 

Now for the set of five blocks. Push the block on the top to the left, and do the same for the middle left block. Push the middle right block to the right, the lower right block to the right, and the lower left block to the right to push the final block. Drop down and head left.

7:50 - Push the lower right block to the left. Push the lower middle block to the left. Push the upper right block all the way to the left, then push the upper left block to the left. 

8:19 - The first three blocks can be pushed to the left in the order that you see them. After pushing the middle block left, push the bottom block to the left so you can fill the rest of the game with the top block.

The bottom floor is just fruit, so just get everything and head to the exit.

After this, you'll come back home with all of the snacks, then take a nap. You'll get the credits, then you'll get a final score screen that shows how well you did.

There are five things you are scored on. From top to bottom, the first item is your final score. The second item is how many fruits you picked up in the game, with the max being 1000. The third item is how many times you were hit by enemies throughout the game. The fourth item is how many times you continued (this is my best guess, as I never continued). Below all that is your grade out of 100. Each item has a face, and the happier it is, the better you did in that category. The big open mouth with the triangular irises means that you have performed the best in that category. If you want to get a 100, you'll need to score a lot of points (defeating multiple enemies at once helps, as does jumping on multiple projectiles during the boss fights), collect all the fruits, refrain from getting hit, and refrain from continuing.

And with that, you've just beaten Pokonyan! Henpokorin Adventure!