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Cave of Lost Pride Complete guide.
Forum Index - Sunken Ghost Ship - Old Contests & Events - An SMWC Production - Cave of Lost Pride Complete guide.
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Well, I’m tired of everyone saying it's difficult, long maybe, but difficult? Really, People complain about linear levels because they are boring, and when they have one full of secrets and hidden passageways, they complain because it's confusing and difficult. If you don't have patience to slow down and decide what to do in these kind of levels, and just rush from one side to the another you simple are going to die and die. So I’m making a deep and complex guild for this level, try and replay the level reading this, you will see that it will be easier.


Part 1 -
First off, don't try to make any miracles, this level is about concentration and patience, so don't rush or do something plain stupid please.
If you can bring two fire flowers to this level, it will be a lot easier.
Well, from where you start it's simple, just follow the coins and kill the koopa, then you will reach the first narrow place of the level.

Part 2 - Narrow passageway.
You will see that a disco shell will come after you, just spin jump him and go on, you will notice 2 green koopas and a goomba, jump on the first koopa and kick the shell, simply go forth and when the other shell got kick, just jump and the two shells will crash. Now kill the blue koopa.
You will see some munchers by now, simply use the goomba to jump over, or try and jump without it, both will work. There are 2 more goombas, kill then. But pick up the third one and keep it.

Part 3 - The Living fossil.
In the original level, the palette and size of the fossils where more visible, so this will make this harder to notice. Use the goomba you have and kill the next one, go down and hit the question blocks, pick the power up and hit the goomba, get him and get past the living fossils. Run and kick the goomba in the chuck, and kill the koopa. Keep in mind that a shell can work as a defensive item, so don't just kick it away, it is very helpful, keep going on, keep in mind that the moles can pop out from a small portion of dirty, so just wait and keep going.

Part 4 - Two ways.
Hit and pick the goomba, kick him in the next koopa, now you have two alternatives, if you are big you can attempt to go down the yellow blocks, if not, pick the P-switch and go up.

Part 4-a - Up.
Keep going and killing the enemies until you reach a spike ball, this jump is difficult, sorry for this one, jump to the slope and then jump to get the coin. This part is really simple, regardless of what it looks, a koopa will kick a shell at you, but if you just backtrack a bit and take cover, the shell won't will hit you. Forward, kill the blue koopa and keep going. To avoid this one, you can backtrack until the cement block, or jus jump over the shell, just avoid it and keep going. Now just run until you fall into a hole, use the P-switch and wait. Use the Mega Mole to pass the munchers that are ahead, if it got trapped, just go forward a little and then go back, it should appear.
Just keep going, jump a small obstacle and you are done.

Part 4-b - Down. Need a power up:
Pick the P-Switch, kill the mini Pacheco, and then just go down, Sorry for the lack of coins there, I don't remember why I removed those, but there is a hole down here, just go left or right, and you're done, to the left there is one 1Up, if you want it, put the p-Switch in a safe place and wait for the best moment to kill the koopa, get the 1 up and go back. Wait the goomba to jump in the pit and keep going forward. Use the vine to go on and wait the koopa to go back, and so are you. Now there is a trick EVERYONE is forgetting, observe that there is a small portion of land, KICK THE DAMN SWITCH THERE, so it would be easy to go forward.

Kill the koopa and go to the area where you kicked the P-switch, pick the springboard, and use the switch, go forward, you will reach a small hidden cave in the end, where done with this part.

Part 5 -
Caution with the spike ball, spin jump the two koopas, or kill them with a fire flower, Now, do not kill the disco shell, go forward and take care about the moles, kill the koopas and keep going. In the end, the disco shell will hit a block to reveal a p-switch, press it and go to the open spot, in the end, you will have a fire flower and a 1up, go back and fall the pit. Now, if you have a springboard, you can go up to a bonus game, if not, you will continue the level.

Part 5-a- Tetris of Doom.
When it starts, run to the right if you are small, or jump over if you are big, here a powerup or two can help, but it's easier if you are small, believe me. Now the first thing you must know about this room, first, try to make the two fossils to be together, it will help a lot, and that if you stay in the left, you are safe for the time, so go left, ant wait until the score make 270, now go right and try to stay as high as possible, face the fossils and wait up, keep jumping up until the score hits 690, now it can be a bit tricky if you don't have put the two together, but if they are, you can easily manipulate them, just go to one side to another until the score hits 800, now it will be a bit hard, you need to use the bullet bills in the right time, so stay sharp, the first wall is easy, so just jump over it, but now it's the difficult part, try to make the fossils get out of your way, when you see the final block of the small block tower, wait for the bullet bill and jump there in your first opportunity. With 990 on the score, get the fossils out of the middle and go there, just wait a bit and enter the pipe.

Part 5-a2- =)
Just kick the skull in the crack and use the springboard, jump to the Final Part of the guild.

Part 5-b- The Mole puzzles.
This is the start of one mind blowing puzzle; you can do a lot of sheet if you don't pay attention about what you are doing. First, go the first tunnel and kill the koopa, go back. Press the On/OFF button and go ahead, kill the enemies and you will reach the start of the puzzle, there is a reset pipe in the case you kill the Mole. Now, you will fix yourself in the vine, a lot of persons have a problem here, and I don't know WHY they try to go the hardest way, go to the vine row of the bottom, go right until you face a muncher, and jump. THAT'S EASY. Now, press the ON/OFF again, wait for the mole, ant press the button again, when the mole fall, press again, go back and press the button and fall the pit, jump again to avoid the mole, or if you are lucky it will be at your front, now follow the mole, hit the button and keep forward, in the end, wait until the mole pass the first passable block, and then hit the button, go up in the skull and then follow the mole, Hit the ON/OFF for the last time and use the mole to enter the pipe.

Part 6 - Back to the start -
Now you will notice that there is two moles, just walk until the end, this part is easy, now pick the P-Switch, and you will go back to the start of the level. This part is easy, just kill the koopas and go forward, you will appear in the start of the level, now use the switch and then the silver one, and enter the pipe.

Final Part - We are almost there.
Now it's easy, pick the midway point, and now there is two ways to finish the level, first, use one enemy to go up in a small area with a shell, back track the way you came from, and the go up in the giant mushroom. Use the shell two times and try to keep it, it will be of great help.
You will go to an underwater segment, just keep going, in the end there will have a hidden cave, go on and you will get lots of coins, if you still have the shell, you can use it to kill the chucks above you, kill the two koopas and fall the pit, it's safe don't worry. Down here is a question block with a cape, go up again and then jump in the water, avoid the enemies and finish the level.
---------------------------------------------------------------------
I will make a savestateless run tomorrow.
Hope it is good enough, any problem please tell me.



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The reason it's difficult is because you got things that can hurt you that have the same colour as the background, and half the enemies are the 'surprise!' sort of enemies.

edit: also for some reason the midpoint is at the 5/6th mark of the level, which makes no sense.
That level wasn't even that hard, just long. I really don't see why everyone thinks it's hard.

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“The moment you declare a set of ideas to be immune from criticism, satire, derision, or contempt, freedom of thought becomes impossible.” - Salman Rushdie

i never found it hard, I just didn't like getting hurt by the spike balls that blended into the BG, other than that I got it on my first playthrough.

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Now Playing:
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I'm Outta Here


Originally posted by raocow
The reason it's difficult is because you got things that can hurt you that have the same colour as the background, and half the enemies are the 'surprise!' sort of enemies.

edit: also for some reason the midpoint is at the 5/6th mark of the level, which makes no sense.

Exactly. The Ball'n'Chains hurt you while the Thwomps don't. Monty Moles pop out of places without any notice. You get Koopa shells kicked at you without much time nor space to react to them. Flying Dry Bones heads are barely noticable, plus in such tight spaces, it's very difficult to dodge them.

Also, shouldn't it be "guide" instead of "guild"?
I uploaded a video of this level, not including the on/off switch puzzle part, but rather going the harder way and doing the tetris passage.

Search for "cave of lost pride" on youtube.
I think most of my time spent on that level was because i was going too fast, and dying repeatedly. It's still a hard level for being in world 3, but there are worse levels in the hack.

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aran - Graces of Heaven
Hell, I liked the level. I could even go as far to say that it was one of my favorites. It was fun, it was different from most levels in the hack and it was detailed and well made too. Everyone is really complaining about levels that I thought weren't all that bad.
Originally posted by TheGamer
Really, People complain about linear levels because they are boring, and when they have one full of secrets and hidden passageways, they complain because it's confusing and difficult.

I've already touched upon the level in my world 3 critique in the improvements thread, but try not to take peoples' harsh judgments too seriously. I think you'll find that if you create anything that will be the subject of opinion and start getting feedback, you will never ever be able to please everyone. Try not to let it get to you, 'cause the level really is put together quite well and is very beautiful overall.
Quite honestly, if the Midpoint had been moved to right around the Mega Mole segment, I guarantee the negativity towards the level would have been lessened. That's really the biggest flaw I see with the level.

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Either that or have an additional checkpoint right at that spot; or the level just ended where the checkpoint was actually at.

While I don't have much of an issue with the length, the hazards (ambush-styled enemies and things blending in too much) hurt the level as well. Maybe I just lucked out with the level.

Originally posted by raocow
The reason it's difficult is because you got things that can hurt you that have the same colour as the background, and half the enemies are the 'surprise!' sort of enemies.

edit: also for some reason the midpoint is at the 5/6th mark of the level, which makes no sense.


I see, well, when i first showed the level everyone said it was good, and said to me to fix some things, i fixed. But those ones was not mentioned, if i was told about this problem i would have updated the level without them.

But i do agree with the midway point, i was stupid to put it there.

Originally posted by Weeabuu
Flying Dry Bones heads are barely noticable
I don't know why the graphics was changed, it was not to be like that, it was a surprise for me when i saw that.
Originally posted by Weeabuu
Also, shouldn't it be "guide" instead of "guild"?

Fixed, thatnks.

Originally posted by GN
I uploaded a video of this level, not including the on/off switch puzzle part, but rather going the harder way and doing the tetris passage.

You played well, but you didn't showed the deaths, so yeah, how much lives you lost?

Originally posted by phenolatukas
Hell, I liked the level. I could even go as far to say that it was one of my favorites. It was fun, it was different from most levels in the hack and it was detailed and well made too. Everyone is really complaining about levels that I thought weren't all that bad.

Really thanks, i'm kind of happy that there is some persons that liked my level. Thanks.

Originally posted by Mineyl
I've already touched upon the level in my world 3 critique in the improvements thread, but try not to take peoples' harsh judgments too seriously. I think you'll find that if you create anything that will be the subject of opinion and start getting feedback, you will never ever be able to please everyone. Try not to let it get to you, 'cause the level really is put together quite well and is very beautiful overall.

I am not taking it to seriously. I just don't get why people dislike linear levels because it's simple, and dislike complex ones because it's confusing. And thanks a lot because you liked the level ^^

FirePhoenix: Yeah, i don't know why i did such stupid thing. That was a serious flaw in the design.

And here is a savestateless run.
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/RLV016a1tVY?fs=1&hl=pt_BR"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/RLV016a1tVY?fs=1&hl=pt_BR" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
There is a bonus thing in the end, a trick to farm 1UPs. Sorry, it seems that the dumping f**** up, well the trick is that you use the rope and stay killing the bullet bill until you get 99 1ups, if you use fast forward you will heve it all in a minute.

I opened this thread to show a guide to help persons with this level and i got lot's of constructive criticism, i'm happy for that, i will take this in mind on my next levels. Thanks everyone.



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Originally posted by TheGamer
Originally posted by GN
I uploaded a video of this level, not including the on/off switch puzzle part, but rather going the harder way and doing the tetris passage.

You played well, but you didn't showed the deaths, so yeah, how much lives you lost?

Too many.

Three lives were lost after the midway point, which is very unbalanced, compared to the first, I think.

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aran - Graces of Heaven
This level was difficult. And why does the underwater cave feel way too easy than the "first half"? First half is way too long and the second, way too short. I made a savestateless run after more than 20 failures in the first half. I dide once at the second half in the vid, but I didn't mind.
Here's a video of mine(I must have skipped things by accident):
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/XxnxkOAjM_s?fs=1&hl=ro_RO"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/XxnxkOAjM_s?fs=1&hl=ro_RO" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
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