CastleMania: Difference between revisions
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== Gameplay & Walkthrough == | == Gameplay & Walkthrough == | ||
'''Warning: If you want to try out the level yourself, consider this a Spoiler.''' | '''Warning: If you want to try out the level yourself, consider this a Spoiler.''' | ||
W.I.P | |||
'''Forest (Serponge) -''' This is where you start off in the level. While playing it normally, you will push a skull to a button that lowers the bridge to the Main Hall. By doing a precise jump from the short stump in the beginning, you can go through the log, which has a mini-portal inside of it. While mini, you can jump on the skulls, and lightning will strike the tall gravestone, making it easier to jump on it by making a jump on the 2nd skull. Doing this will cause the bridge to go up instead, letting you fall into a pit which leads to the Sinking Sewers. | '''Forest (Serponge) -''' This is where you start off in the level. While playing it normally, you will push a skull to a button that lowers the bridge to the Main Hall. By doing a precise jump from the short stump in the beginning, you can go through the log, which has a mini-portal inside of it. While mini, you can jump on the skulls, and lightning will strike the tall gravestone, making it easier to jump on it by making a jump on the 2nd skull. Doing this will cause the bridge to go up instead, letting you fall into a pit which leads to the Sinking Sewers. | ||
Revision as of 12:37, 10 November 2020
“quote~ originator
CastleMania is a Medium Demon made by Serponge, and 27 others. It is very complicated, and has several different routes. It also has a small gimmick where there are several keys and doors scattered around, and any regular key can work. The Coins are collected by going through paths. The difficulty varies depending on which route you take. This level has been in the works for over a year.
Gameplay & Walkthrough
Warning: If you want to try out the level yourself, consider this a Spoiler.
W.I.P
Forest (Serponge) - This is where you start off in the level. While playing it normally, you will push a skull to a button that lowers the bridge to the Main Hall. By doing a precise jump from the short stump in the beginning, you can go through the log, which has a mini-portal inside of it. While mini, you can jump on the skulls, and lightning will strike the tall gravestone, making it easier to jump on it by making a jump on the 2nd skull. Doing this will cause the bridge to go up instead, letting you fall into a pit which leads to the Sinking Sewers.
Main Hall P1 (FerdeFunky & Lumpy) - Going through the Castle from the Forest, this will be the first room you get into. There is a door key to the right of a staircase leading to the Prison. With a precise jump, you can get the key, since the ceiling has H blocks on it. A bit later, you will find several blocks. You can actually jump on them & go up to get to the White Church. Continuing forward, you will find a large pit with spread-out blocks you have to jump to. Falling down the pit will take you to the Prison. Falling down from the second row of blocks will grant you a door key. Continuing forward, you will find a ball part, which uses staircases as slopes. There is a Dash Orb after, which you can take while in gravity or not. Doing so, you will go through a short cube section, then to the second part of the Main Hall, which starts at the UFO. Again, you can choose if you can do this part with gravity or not, as something different will happen.
Sinking Sewers (DavJT) - By referring to the technique explained in The Forest with the mini portal, you can get here earlier. Doing so will grant you access to a door key, which you can get by falling from the first box to hit an invisible blue orb in the water. Getting the key will take you back down. More importantly, you get a Lantern, which is used to unlock a section. There will be a Dash Orb that leads to the Prison. Continuing forward, you will get to the Crystal Caves.
Prison (Subwoofer) - There are several ways to get to here, most of which are listed above. If you have the Lantern (see Forest & Sinking Sewers for more details), you will get to a new section of the Prison. If you go to this section without the Lantern, the screen will go black for a few seconds, and you will be teleported to the Main Hall’s ball part. However, you are a Cube when this happens, so you have to use the Dash Orb while in normal gravity. Anyway, in the section, there are 3 cores you can collect; a green one, a red one, and a blue one. To get the Green Core, you need to go to the mini-portal, use the Dash Orb to go up, and make a precise jump from the highest platform you can land on. To get the Red one, simply skip the Green Orb when taking the Blue Jump Pad during the end of the section. There is a mini-boss you have to fight called Ossgus - Dead Guard. During the fight, you will find the Blue core close to the spikes. His patterns are rather simple, and easy to memorize. This bossfight is completely optional, and isn’t required for any of the Endings. When defeated, there will be a room. If you have collected all of the Cores, you will have access to the Abandoned Cells. If you haven’t, you’ll be sent to the Garden.
Abandoned Cells (TheDevon) - Defeating Ossgus is required to access this part. Most of it is straight-fly. After that, there will be 2 paths you can take, one which takes you to the Catacombs, while the other is a dead end.
Crystal Caves (iISpaceDustIi) - This part goes on for a pretty long time. This section does not have many routes you can take. Most of the gameplay here is a bit more precise than usual. Later in the section, there will be a lava & a mine part, which is slightly easier. At the end of the section, using the red orb at the top won’t do anything, while continuing forward will take you to the Catacombs.
Catacombs (Zepher) - This part is pretty short, and is more of a bridge section. This section does not have anything branching routes, and only takes you to the Deepest Depths. There is another route you can take by using the spider to teleport to the ceiling with the portal particles to unlock a harder route. As for the gameplay, it is straight-forward and easy, but a tiny bit dark to see.
Deepest Depths (Sminx) - Again, a very short section with no branching routes. The normal route has simple gameplay and a free fly section, in which you have to go up to continue. The harder route (see Catacombs to learn how to access it) won’t give you anything when doing it, so it’s practically useless. Completing this section will take you to a Xender Game boss known as Altus - Fallen Prince. The fight itself is straightforward. Altus will summon small minions who shoot lasers, and he can shoot lasers as well. He will shoot skulls to the player too. Defeating him will complete the Deep Path, and give you a Coin.
White Church (Serponge & Subwoofer) -
Dark Church (Alfred PK) -
Attic (N R G, Pan & Disp) -
Battlement (Lumpy) -
Main Hall P2 (Floppy, Nemphis, Pan, Thomartin & Raoiation) -
Hidden Pipeways (Zepher) -
Garden (Tob, KingTony & Subwoofer) -
Towers (Serponge) -
Haunted Hall (Serponge) -
Clocktower (Kips) -
Exterior (Rafer) -
The Library (Thomartin) -
Painting Alley (Reunomi) -
Trivia