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*
Castlevania: Legacy of Darkness
*
*
FAQ/Walkthrough
*
*
By Super Nova
*
*
supernova54321@hotmail.com
*
*
Version 1.0, last updated 13/7/03
*
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
==============================================================================
=
>>>>> T A B L E O F C O N T E N T S <<<<<
==============================================================================
=
---------------------------------------------------------------------------If you want to go directly to one of these sections, highlight the ID of the
one you want (e.g. if you want II. Introduction then highlight #B) and do
Find
(Ctrl + F). I used roman numerals for no particular reason other than because
they suit the style of the game (dark, medieval) better than normal numbers.
----------------------------------------------------------------------------I. Version History................................................
II. Introduction..................................................
III. Story........................................................
IV. Basics........................................................
i. Controls.....................................................
ii. Characters..................................................
iii. Items......................................................
iv. Enemies.....................................................
v. Status.......................................................
vi. Time System.................................................
V. Walkthrough....................................................

#A
#B
#C
#D
#D1
#D2
#D3
#D4
#D5
#D6
#E

i. Foggy Lake...................................................
ii. Forest of Silence...........................................
iii. Castle Wall................................................
iv. Villa.......................................................
v. Outer Wall...................................................
vi. Tunnel......................................................
vii. Waterway...................................................
viii. Art Tower.................................................
ix. Tower of Ruins..............................................
x. Castle Center................................................
xi. Tower of Science............................................
xii. Duel Tower.................................................
xiii. Tower of Execution........................................
xiv. Tower of Sorcery...........................................
xv. Room of Clocks..............................................
xvi. Clock Tower................................................
xvii. Castle Keep...............................................
VI. Secrets.......................................................
i. Endings......................................................
ii. Story-related Secrets.......................................
iii. Henry's Rewards............................................
VII. Bosses.......................................................
VIII. Email Me....................................................
IX. Legal Disclaimer..............................................
X. Credits........................................................

#E1
#E2
#E3
#E4
#E5
#E6
#E7
#E8
#E9
#E10
#E11
#E12
#E13
#E14
#E15
#E16
#E17
#F
#F1
#F2
#F3
#G
#H
#I
#J

==============================================================================
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O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
|
I. Version History
|
O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
Section ID: #A
Version 1.1 (Completed 13/7/03)
First update
I've added all the stuff that was missing last update:
-Endings section complete.
Version 1.0 (Completed 12/7/03)
Initial release
The guide is basically complete, with only a couple of things needing adding,
namely the game endings. The following can be found within the FAQ:
-Walkthrough for all four characters (complete).
-Basics section (complete).
-The usual guide stuff (email, etc).
-Secrets and bosses covered (except for game endings).
O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
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II. Introduction
|

O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
Section ID: #B
Despite much criticism targeted at this game, I love the only 3D Castlevania
game more than any other (Castlevania 64 is basically the same as this, but
with fewer options so it doesn't count, and I like all the other Castlevanias
almost as much). I've always wanted to FAQ it, and now I have. Please note
that
this guide contains many spoilers, so if you've yet to play the game and want
to know the story as you play only read what you need to.
O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
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III. Story
|
O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
Section ID: #C
Cornell's Story:
Cornell, a.k.a. Blue Crescent Moon
Through magic of the ancients, this
man-beast warrior obtained a physical
body of near immortality, and a power
that surpasses that of a wild beast.
The man-beasts, choosing to live
harmoniously with humans, sealed away
their enourmous magical powers to prevent
them from being used.
However, through severe ascetic training,
Cornell acquired the art for releasing
the sealed man-wolf power.
After a year of travelling and ascetic
training, Cornell rushed back to his
village, only to find that evil spirits
had set the village on fire, engulfing the
village in a lotus flower of flames.
His only living blood relative, his sister
Ada, was carried away by the evil spirits.
Now he must save her.
Cornell uses the man-wolf's acute sense of
smell to track the scent of his sister's blood.
Reinhardt Schneider
Carrie Fernandez

We go back eight years in time before the


period in which these two young warriors
risked their lives battling against the devil.
Now the truth that has been shrouded in the gloom
of darkness will be revealed.
Henry's Story:
Transylvania, in the mid 19th century. The
Province of Wallachia.
In this time of peace and plenty, no one foresees
the return of ancient horrors...
But the old legends live, and soon the
land will again be plunged into darkness.
The people have returned to the path of
wickedness, and the bonds that seal
their evil ruler's spirit are weakening.
Deep in his castle, he stirs from a century
of enforced sleep...
Count Dracula awakes!
The year was 1852.
As Reinhardt Schneider and Carrie Fernandez were
locked in a battle to the death with Dracula, the
church began a rescue mission...
Henry was sent to save the children in the castle.
Will Henry be able to rescue all 6 children
within 7 days?
Reinhardt's Story:
Transylvania, in the mid 19th century. The
Province of Wallachia.
In this time of peace and plenty, no one foresees
the return of ancient horrors...
But the old legends live, and soon the
land will again be plunged into darkness.
The people have returned to the path of
wickedness, and the bonds that seal
their evil ruler's spirit are weakening.
Deep in his castle, he stirs from a century
of enforced sleep...
Count Dracula awakes!

Reinhardt Schneider...
Heir to the ancient Belmont clan of
vampire hunters, his blood dooms him
to oppose the might of Count Dracula.
Wielding the holy whip of his ancestors,
the young vampire killer begins his quest!!
Carrie's Story:
Transylvania, in the mid 19th century. The
Province of Wallachia.
In this time of peace and plenty, no one foresees
the return of ancient horrors...
But the old legends live, and soon the
land will again be plunged into darkness.
The people have returned to the path of
wickedness, and the bonds that seal
their evil ruler's spirit are weakening.
Deep in his castle, he stirs from a century
of enforced sleep...
Count Dracula awakes!
Carrie Fernandez...
A young girl gifted with great magical powers.
Sensing Dracula's return, she sets
off alone to the dark castle.
Now she must wield her inherited power
in the fight against evil...
O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
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IV. Basics
|
O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
Section ID: #D
Within this section is everything you'll need to know about the game.
O----------------------------------------------------------------------------O
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i. Controls
|
O----------------------------------------------------------------------------O

Section ID: #D1


These are the default game controls (set A). There is also set B & C if the
default ones don't suit you, but I won't list those - that would just be
filler.
Control Stick - Move in the direction the stick is tilted in.
A Button - Jump
B Button - Attack (Primary Weapon)
C-Up Button - Change view (Action or Battle)
C-Left Button - Attack (Secondary Weapon)
C-Down Button - Attack (Throwing Weapon)
C-Right Button - Interact (Open door, pick item up etc.)
Z Button - Crouch/Slide while running
D-Pad - Move camera around in any one direction.
R Shoulder Button - Lock on/center camera
L Shoulder Button - Transform into man-beast (Cornell only)
O----------------------------------------------------------------------------O
|
ii. Characters
|
O----------------------------------------------------------------------------O
Section ID: #D2
~~~~~~
Heroes
~~~~~~
Name: Cornell Crescent
Description: The only person selectable at first. He is the best character in
my opinion, so it's lucky that he introduces the game to you. Cornell is a
man-beast, a member of a race capable of changing into another form. Cornell
uses a flying scythe and his claws, and makes a very annoying sound when he
attacks. His power is great, but drains red jewel like there's no tomorrow.
Main attack: Scythe
No Powerup - Blue Scythe
Powerup level 1 - Purple Scythe
Powerup level 2 - Red Scythe
Secondary attack: Claw
Attributes: Cornell is fast, has good jump and decent power. Cornell also has
a
special ability not available to any other character - the ability to
transform into a super werewolf-man. In this form he is much faster and more
powerful. He can also attack while running (he usually has to stop). Press L
to transform, but be warned - as you spend time as a werewolf your red jewels
will decrease. You also cannot change back.
Name: Reinhardt Schneider
Description: The worst character, by a long chalk. Reinhardt and Carrie were
both in the original Castlevania 64, and while Carrie improved Reinhardt
stayed bad. He is the heir to the traditional Castlevania family - the
Belmont
clan. He therefore has the usual whip, but rather than just changing colour

with each Powerup as the other characters weapons do, the whip becomes first

morning star then a streak of lightning. Cool. As a side note, he was


originally going to be called Schneider Belmont.
Main attack: Whip
No Powerup - Whip
Powerup level 1 - Morning Star
Powerup level 2 - Laser Whip
Secondary attack: Short Sword
Attributes: Reinhardt is slow, and has a weak jump. He also has the worst
range, but at least his whip is powerful.
Name: Carrie Fernandez
Description: The heir to a family of magicians, Carrie is the same twelve-year
old girl that we knew from Castlevania 64. She has the best storyline in my
opinion, but her clothes (both costumes) look dreadful. She has a powerful
and
easy-to-use weapon, the homing orbs that she charges up. They change colour
when you use Powerups. They don't home in as well as on the N64 original
though.
Main attack: Homing Orbs
No Powerup - Blue Orbs
Powerup level 1 - Orange Orbs
Powerup level 2 - Green Orbs
Secondary attack: Ring Attack
Attributes: Carrie is by far the quickest character, and she is also light.
This gives her an outstanding jump, better than Cornell's. However, her
attacks are weak, and it takes a long time to charge up a decent powered orb.
You'll find yourself using throwing weapons a lot with her.
Name: Henry Oldrey
Description: Henry is a young boy when you play as Cornell, but he grows up
and
you can play his refreshingly different quest involving the rescue of several
children from the clutches of Dracula. He has a pistol (use lock-on) with six
shots before he needs to reload. Other than that, Henry has very similar
abilities to Reinhardt - even down to the same secondary weapon.
Main attack: Pistol
No Powerup - Pistol
Powerup level 1 - Pistol Fires 2 Shells
Powerup level 2 - Pistol Fires 3 Shells
Secondary attack: Short Sword
Attributes: Henry is the joint slowest character, and his jump suffers.
However, his pistol is very powerful, and has the added bonus of long range.
~~~~~~~~~~~~~~~
Good Characters
~~~~~~~~~~~~~~~
Ada: This is Cornell's adopted sister, the girl who he sets out to save.
Mary Oldrey: Henry's mother, who inhabits the Castle annex. She sacrifices
herself to save her son.
Rosa: If you get Reinhardt's "good" ending then Rosa becomes the woman she
once

was. She is the only kind vampire, and at first Reinhardt has to fight her
but,
if she doesn't die she repents.
Malus: A young boy found by both Reinhardt and Carrie. Judging from Cornell's
ending, I would guess that he is Cornell and Ada's son (not sure about that
one
though). He is possessed by Dracula, but when you defeat the king of evil he
is
released.
Charlie Vincent: You first meet this guy as Carrie or Reinhardt in the villa.
He is a vampire slayer, and if you are too slow in finishing the game then he
will be turned into a vampire by Dracula and you'll have to fight him.
~~~~~~~~~~~~~~~
Evil Characters
~~~~~~~~~~~~~~~
Lord Oldrey: Henry's father was once a good man but has become a vampire. You
soon deal with him when he tries to kill you in his villa.
Ortega: Once Cornell's friend-but-rival, Ortega becomes the main antagonist
when he sells his soul to the devil and gives him Ada as a sacrifices. He
commits suicide when he realises what a fool he's been.
Actrise: One of the trio who form Dracula's entourage, Actrise is the most
charismatic villain(ess) of the game. She threatens both Cornell and Carrie.
She is so evil that she sacrificed 100 children to obtain immortality.
Death: Another of Dracula's servants, the Grim Reaper himself will appear to
harass you. He specialises in performing sacrifices on Dracula's altar.
Gilles de Rais: A powerful vampire serving as an underling for his dark
master.
Only Cornell has any contact with him.
Dracula: The Dark Lord himself, Dracula has many forms. The climax for all
three characters (not including Henry) is his death.
O----------------------------------------------------------------------------O
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iii. Items
|
O----------------------------------------------------------------------------O
Section ID: #D3
This does not list the various keys etc. in the game. They will be mentioned
only in the appropriate part of the walkthrough. Most of these are available
from Renon - summon him with the scrolls you find in levels from the villa
onwards. I recommend stocking up on healing kits when you can afford them they're very useful, especially for bosses (Dracula in particular).
Small Red Jewel: Gives you five red jewel points (maximum of 99).

Large Red Jewel: Gives you ten red jewel points (maximum of 99).
White Jewel: Acts as a save point.
Roast Chicken: Refills 50% of your health. Costs 2000 G.
Roast Beef: Refills 80% of your health. Costs 3000 G.
Healing Kit: Refills your health fully. Costs 4000 G.
Cure Ampoule: Cures you from poison (POISON) status. Costs 200 G.
Purifying: Cures you from vampire (VAMP) status. Costs 200 G.
Sun Card: Fast forwards time until dawn, 6:00 a.m. Costs 500 G.
Moon Card: Fast forwards time until dusk, 6:00 p.m. Costs 500 G.
Powerup: Collect up to two to increase the power of your primary weapon.
Scroll: Pick this up to invoke Renon and purchase items.
Knife: A throwing weapon. Uses 1 Red Jewel point. Collect up to three to do
more damage.
Axe: A throwing weapon. More powerful than knife. Uses 2 Red Jewel points.
Collect up to three to do more damage.
Holy Water: A throwing weapon which splashes holy fire on the ground (good for
multiple enemies bunched together). Uses 3 Red Jewel points. Collect up to
three to do more damage.
Cross: A throwing weapon. Uses 4 Red Jewel points. Collect up to three to do
more damage.
O----------------------------------------------------------------------------O
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iv. Enemies
|
O----------------------------------------------------------------------------O
Section ID: #D4
Here is the list of all the enemies of the game, with a very brief description
of each one.
Fishman: A humanoid with the head of a fish. Attacks with tridents and clubs.
Skeleton: A dead body that tends to rise from the ground. Weak but strong in
numbers.
Exploding Skeleton: Like a skeleton, but blue. It will explode when it comes
in
contact with you, or if you attack it.
Motorcycle Skeleton: A skeleton on a motorbike (!) who tries to run you down.

Lizard Man: Like a fishman, only with a lizard's head. It carries an axe and a
shield.
Wolfman: A mini-boss you fight many times, especially in Duel Tower. It has a
HP bar at the bottom of the screen.
Snake: Small thing which latches onto you and sucks your health. The weakest
attack will kill it.
Ghost: A spectre that floats about, attacking occasionally. Very easy to kill.
Hound
Zombie: An undead corpse which follows you blindly. Even after it's head has
been knocked off it can carry on walking.
Crawling Zombie: Like a zombie, but without legs. It emerges from the floor
and
crawls about.
Goblin: A tiny green imp which hops about. It is very weak.
Skull Head: A floating skull which hurts if it hits you.
Blood Skeleton: A more powerful version of the skeleton, these one never dies.
Luckily it is extremely rare.
Medusa Head: This floats around in a group with other Medusa Heads, trying to
hurt you by colliding with you.
Frankenstein Gardener: An invincible gardener with a chainsaw. He is 100%
invincible and will get up every time you "kill" him. You have to simply run
away, or knock him down to buy you some time.
Spider Woman: A spider's body with a woman's torso. This revolting creature
inhabits the tunnel beneath Dracula's castle. It spits poison too.
Bloodborn: Wherever there is blood this shape will appear, spitting the red
liquid at you.
Machine Gun Guard: In the Tower of Science resides this gun (and many others).
It shoots laser beams at you.
Knight: Statues you see on walls come to life as you go past. The knight does
a
lot of damage, and has decent health.
Hell Knight: Like a knight, but looks better and does more damage.
Cerberus: A vicious guard dog with three heads.
Flame Cerberus: A 3-headed dog which also spits fire.
Hell Cerberus: Only one of these appear in the game. It makes the world go
dark, and can make itself invisible for short periods of time.
Mudman: A small figure that spawns in several levels. It lacks attack power,

luckily.
Pillar of Bones: A skeleton animal head that spits fire at you. It's close
range attack is better than its long range one.
Bone Head: Several Pillars of Bones, stacked on top of each other.
Minor Vampires: Vampires who have the same abilities as boss vampires but have
less health.
Vampire Bat: A weak bat.
Stain-Glass Knight: Knights who spawn from stained glass windows.
Crystal Shard: An ice crystal which shoots ice at you.
Ice Monster: A monster which throws ice shards. Tower of Sorcery only.
O----------------------------------------------------------------------------O
|
v. Status
|
O----------------------------------------------------------------------------O
Section ID: #D5
This is a short section to briefly describe the three status afflictions your
character can have.
Name: GOOD
Effect: Your character is normal in terms of ability and HP, and does not
suffer any negative effects.
Cause: N/A
Cure: N/A
Name: VAMP
Effect: You are very weak, cannot use your primary weapon and become a vampire
after a certain amount of time.
Cause: Being bitten by any of the game's vampires.
Cure: Purifying
Name: POISON
Effect: Your health gradually decreases until you die.
Cause: Being spat at by certain enemies.
Cure: Cure Ampoule
O----------------------------------------------------------------------------O
|
vi. Time System
|
O----------------------------------------------------------------------------O
Section ID: #D6
In the top left hand corner of the screen is a clock, with two hands, which

tells you the time of day on the game. If it is night, you will see a small
moon, and if it is day you will see a sun. Several events in the game are
determined by what time it is, so learn to tell the time. The clock works like
real ones, only time passes much faster on the game. At 6:00 a.m. it is dawn,
and the moon becomes a sun. At 6:00 p.m. it is night, and the sun becomes a
moon. Remember that using a sun or moon card will not cause time to move to
dawn/dusk, but just after. So events like meeting Rosa won't occur if you use
a
sun card - you have to wait through night, and just as the transition to dawn
begins the event will trigger.
O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
|
V. Walkthrough
|
O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
Section ID: #E
Each character takes a slightly different path through the levels. Below is a
diagram illustrating the route taken by each.
Cornell's Path:
Foggy Lake->Forest of Silence->Castle Wall->Villa->Outer Wall->Art Tower->
Tower of Ruins->Tower of Science->Duel Tower->Tower of Execution->
Tower of Sorcery->Room of Clocks->Clock Tower->Castle Keep
Henry's Path:
Tunnel
/
Forest of Silence->Castle Wall->Villa->Waterway
\
Outer Wall
Reinhardt's Path:
Foggy Lake->Forest of Silence->Castle Wall->Villa->Tunnel->Castle Center->
Duel Tower->Tower of Execution->Room of Clocks->Clock Tower->Castle Keep
Carrie's Path:
Foggy Lake->Forest of Silence->Castle Wall->Villa->Waterway->Castle Center->
Tower of Science->Tower of Sorcery->Room of Clocks->Clock Tower->Castle Keep
Please note that while this walkthrough will provide a comprehensive, step by
step guide to finishing the levels, it will not tell you the contents of every
torch. I'll point out important items, and those that are particularly
helpful,
but no others (otherwise I'd be pointing out red jewels every five seconds).
Also, in certain levels I will indicate the location of a child. This is only
relevant for Henry, whose quest involves the rescue of six children. While
with
the other characters you must beat each level and reach the end, with Henry
you

have a time limit of seven days and you must find the children located in the
forest, castle wall, villa, outer wall, waterway and tunnel. Just follow the
walkthrough for the other characters, remembering to collect the children as
indicated.
Just before we start, bear in mind that I write in Standard English for the
United Kingdom. Rest assured that my guide has been thoroughly spell checked,
and that if you see a "mistake" it is that I have written a word with the
English spelling (e.g. "colour", "centre") not the American spelling (e.g.
"color", "center"). Thank you for your understanding.
O----------------------------------------------------------------------------O
|
i. Foggy Lake
|
O----------------------------------------------------------------------------O
Section ID: #E1
Playable With: Cornell, Reinhardt, Carrie.
You start off at the end of a large ship. Get the contents of the two torches
on the left and right then head onto deck. The other side of the mast are
several barrels. Stock up on red jewels and money here. A fishman will jump
out
of the sea and attack you when you reach the middle of the boat. Kill it by
standing a good distance away then attacking with your scythe. When the first
fishman is dead you see a block appear at one end of the boat. More fishmen
will appear, and there are infinite so just ignore them and head up to the
next
section of deck using the block.
There are more barrels up here, plus a white jewel. Save your game and head
over to the mast in the middle of the deck. Go up to the right hand side of
the
square mast and activate the lever. (If you wanted the Powerup on one of the
high boxes, climb onto the mast and collect it before rotating it). The will
rotate to face the direction you came from. Jump up to the long plank and head
over to another mast. At this point there will be ghosts flitting about - just
ignore them.
You'll see another lever in the mast. Ignore it for now and head over to the
other side, on some netting. At the end is a torch with some roast beef in it.
Now rotate the mast using the lever and pull yourself up to the next platform.
Head in the direction you started the level in (not the other way yet) and
keep
running past the end of the plank. You'll realise you are on an invisible
surface that you can stand on. Keep going to the mast opposite.
Destroy the torch on the left. It contains a vital healing kit. Collect the
axe
in the other torch and let yourself drop to the horizontal platform below
(walk
off the edge while holding A to hold on to it, so you can check that you'll
land in the right place). Get the roast chicken in the torch then head back to
the mast near the roast beef.

This time go in the opposite direction off the platform and jump to the crow's
nest. Collect the deck key found in the torch then jump down to the large
middle section of the deck. Open the door to the left of the block you used
earlier. This takes you below the ship's deck. A skeleton comes up on an
elevator when you arrive. Kill it with a couple of swift attacks then save at
the jewel on the right.
Ride the elevator down to the floor below and face the door opposite where you
emerge. There are skeletons who jump out of crates on the left and right, and
a
fishman at the end of the corridor. Four skeletons appear in total, so stand
on
the elevator and kill them as they run to you. When they die deal with the
fishman, keeping out of spitting range. Attack it a few times then enter the
next room.
There are four fishmen in here, one who spits poison, so you can put your
fighting skills to test. Avoid the spitting one and head right. Use your claws
to attack the ones who come near you. The claw attack is weak, but knocks the
enemies over, preventing them from attacking. Kill them in this manner. Then
head over to the last one, keeping a safe distance. Kill it and you'll see a
video of a hand piercing the deck and causing the water level to rise.
Relax about the water - the level never increases above what it starts off as.
However, infinite fishmen appear from here on, so don't hang around on the
floor. Jump onto the floating crate and pull yourself up to the beams. Head
forward and left to the swinging torch and wait until it is far from the
middle
then jump across the gap. There are barrels on crates a jump away from the
beam, if you feel you need another weapon or more jewels. Otherwise head along
the beam to the exit (you see light pouring in from it, so you know where to
look).
After the FMV with the floating ship save your game at the jewel. Jump along
the crates here and collect the items (roast beef, red jewel, axe) you find on
the stone platform. Jump across to the final strip and suddenly a boss will
appear.
-----------------------------------------------------------------------------BOSS: Water Dragon
ATTACKS: Spits green goo that traps you, hits you with its hand, throws you
into the air and hits you with water, grabs you and throws you down.
STRATEGY: A classic boss from several earlier Castlevania games (often called
Leviathan), the Water Dragon is fortunately easy to defeat since it is only
the
first boss. When it jumps out of the water, run up to it and begin to attack
until it moves then jump out of the way (with Carrie just run around while you
charge your magic bullets then aim them at it). Repeat this process,
remembering that when it raises its arm it will hit you, and when it raises
its
head it will spit at you. Every once in a while it submerges itself, but it
comes out again a few minutes later.

-----------------------------------------------------------------------------When it dies you can open the door to finish the level (which replenishes your
health). Check the statues on either side of the door for roast beef first
though.
O----------------------------------------------------------------------------O
|
ii. Forest of Silence
|
O----------------------------------------------------------------------------O
Section ID: #E2
Playable With: Cornell, Reinhardt, Carrie, Henry.
Save your game at the white jewel then head across the bridge. The goblins
should not cause you much trouble, since they are weak. There is also a red
jewel and some gold. At the other end you can climb up to the top of the cliff
using the stone platforms. Stand beneath the edge of the ledge you want to
jump
up to then press and hold A and haul yourself up.
At the top follow the path with cobbles on the floor. Watch out at the first
tree, as it gets struck by lightning and falls over. You get to a gate with a
large seal in front. Jump up and hack at it a couple of times to break it and
open the doors. Behind it is a large skeleton.
-----------------------------------------------------------------------------BOSS: Giant Ape Skeleton
ATTACKS: Summons skeletons, hits you with club.
STRATEGY: This is a very easy boss who should cause you no trouble at all. The
main threat is the skeletons he summons. Try to ignore them if you can, and
concentrate on attacking him. After you do a certain amount of damage he runs
a
few metres elsewhere, during which time you cannot attack him. When he stops,
repeat the process. He soon jumps away into the water, leaving you victorious.
-----------------------------------------------------------------------------Go across the bridge that appears when he departs and save at the white jewel
the other side. Head over to the statue in the middle of this square and
attack
the top part. It reveals a sage pointing with his left hand. This is to tell
you take the left path when you go that way later on. Take the left path from
where you came from and jump across the gap to the platform. Jump from there
to
the small ledge and activate the lever. You'll notice that this opens a gate.
A
large tigerman appears, but he's slow and you can kill him before he even gets
a swipe at you if you're quick. Get the spoils he leaves you then jump back to
the square with the statue in it. Save your game.

Head through the newly opened gate and follow the path. There is an axe in the
first torch you come to. You'll soon materialise in an area with a large pit
on
one side and two shrine type things on the left. Go to the far shrine and head
out onto the stone ledge in the cliff. Use these platforms to get as low as
you
can down the cliff-face. You'll notice a section of wall here. Attack it and
it
collapses to reveal a tunnel leading to a torch and some zombies and
skeletons.
Get the roast beef then head back up (if you wish you can go to the other
side, and pull a lever which opens the last gate. This cuts a lot of the level
out, so if you want more fun I recommend heading back up).
-----------------------------------------------------------------------------CHILD: Anthony
LOCATION: On the other side of the tunnel mentioned above.
REWARD: Hard mode.
-----------------------------------------------------------------------------Pull the lever in the shrine found immediately where you arrive, then run to
the other one and pull the lever there. When you've done that head round the
edge of the pit to the columns that have risen out of the ground and use them
to jump to the other side of the pit (you have to be quite quick, as they sink
into the ground again pretty fast). Once on the other side head across the
river using the two platforms in the middle. Head over to the two torches at
the end of the path then save your game.
Pull the lever near the white jewel. This opens the other gate near the first
square. Several skeletons appear. Destroy the blue one first then kill the
others. Head to the cliff edge and use the ledges to descend to the bottom.
Jump from the lowest ledge to the platform, and kill any fishmen that appear.
Jump across to the other platform, then over to the stone ledges the other
side
of the river. More fishmen may attack you, so fend the last couple off and use
the ledges to climb to the top of the cliff. At the top run through the pit,
along the path and over the cliff back to the square with the sage statue.
You'll notice that the plate under the statue reads "The Sage Points the to
Right Path". This is a hint; the sage is in fact pointing to the left, as the
right of the two bridges leading to the next gate collapses under you. Take
the
left path and head through it. Go to the save point the opposite side and
record your progress. Jump into the right of the two house and destroy the
coffins. Two contain red skeletons - avoid them. The other has roast beef and
a
cross. Kill all the floating skulls and the skeletons become normal, so you
can
kill them. You can then leave by the door. Repeat this with the second house,
which contains... nothing. On second thoughts, leave the other house and save.
Head down the left path and you'll notice a dead body. Don't be put off (as if

you would) and continue to the pit. Drop in and walk to the other side to make
a wolfman appear. To kill him first attack, run a little back then attack
again. He'll leave some money and chicken, so collect that and head up the
ramp
that appeared when he died. There are impaled bodies (a traditional symbol of
Dracula) up here. One contains a roast beef. Save your game at the crystal on
the far right, by the closed gate.
Head over to the river and descend using the ledges. Activate the lever to
open
the last gate then head back up again using the same ledges (watch out for
fishmen). Save again at the white jewel and head through into the large open
space. The nasty boss appears, the same skeleton as earlier.
-----------------------------------------------------------------------------BOSS: Giant Ape Skeleton
ATTACKS: Summons skeletons (including motorbike skeletons), swings club, jumps
to create damaging earthquake, breathes damaging putrid breath on you.
STRATEGY: The ape skeleton is back again, and this time he puts up a bit more
of a fight. At the beginning you should concentrate on defeating the motorbike
skeletons then move onto the actual boss (again, try to avoid bothering with
the regular skeletons if you can). The boss does the same trick of running
somewhere else after a certain amount of damage is dealt, only this time he
also punctuates this with an aggressive attack, one of those listed above.
Luckily, after each certain amount of damage he loses a piece of his body his
hand, his arm and finally his legs. At this point he can only swing at you,
and
can barely move, making the battle much easier. Eventually he comes completely
apart, with all the different body parts everywhere, at which point you win.
-----------------------------------------------------------------------------Collect the roast chicken in his decapitated head then walk up to the edge of
the river and you'll be treated to a nice video of your hero walking into the
castle wall.
O----------------------------------------------------------------------------O
|
iii. Castle Wall
|
O----------------------------------------------------------------------------O
Section ID: #E3
Playable With: Cornell, Reinhardt, Carrie, Henry.
Cornell gets a cool FMV involving Ortega. You find stuff out about him and
your
sister - instrumental to the plot. Depending on whether it is night or day,
head through whatever door you can (left at night, right in the day). I
recommend waiting until day if it is night, then going through the day door.
The next paragraph describes what to do during the day.

(As Carrie/Reinhardt the door on the left is locked, so you must first go
right
- use the walkthrough below, but ignore the parts about the lever. Then get
the
key in a torch in the part that is blocked off currently. Follow the
walkthrough for that section and pull the lever to open the way to the villa.
As Henry all is done for you, but there is a child to rescue. Take the left
door and follow the walkthrough detailed further below for that section of the
level).
Head up along the steps and kill the pillar of bones. Keep going over the gap
in the floor and stop before the guillotine. When it's safe to continue head
up
the next steps and cross the gap by jumping along the blocks. Climb the next
steps and kill the pillar of bones you come to. Head under the guillotine and
across the next gap using the green blocks. Head up some more steps and
destroy
another skull. Again jump the gap with the blocks, and watch the slicer on the
other side. Up some more steps to another gap is where you should go, crossing
it with the (only one this time) block. Dodge the last guillotine and save
when
you get to the save point (there is chicken in the torch too). Inside is a
boss.
-----------------------------------------------------------------------------BOSS: Guardian Skeledragon
ATTACKS: Breathes small puffs of flame, breathes large and powerful flame.
STRATEGY: A nice strategy that works with everyone, regardless. Stand behind
the little cabin that you came out of, and the boss will not be able to access
you. It will breathe fire at you while you charge up/get ready to attack. When
it is not attacking, turn the corner and let rip with a couple of attacks.
Back
behind the corner again. There are two heads, one of which dies before the
other. Don't be lured out of hiding by all the treasures left behind when the
first one dies, as the second becomes more aggressive at this point.
-----------------------------------------------------------------------------When it dies look at the winch lever holder. There's no lever - you can't pull
it yet if you are playing as Cornell. (With Carrie or Reinhardt you should
pull
it). Drop to the platform below and save your game at the white jewel.
If you wish you can hack the little stump for red jewels, or stand around
killing skeletons (there is an infinite supply) for stuff. Drop to the floor
below (not right to the bottom) and collect the moon card and gold. Now go
down
again and head over to the area with a shelf covered with sacks. Jump up and
get the winch lever (with Carrie or Reinhardt there is a Powerup) then drop
through the little hole in the corner of the room to get back to the beginning
of the level. Save.
With Reinhardt and Carrie, you'll want to go through the other door, so skip

down to the walkthrough for that section. The key to open it is in the newly
opened area on the ground floor, in the middle torch. With Cornell you need to
go back up again through the same door, this time pulling the lever. Drop down
again and follow the walkthrough as normal from here.
By now it will be night, so head through the door with the moon symbol. This
is
a similar room to the first one, except there is a large pit instead of a
floor, so death is almost certain if you fall. Jump across the blocks of stone
and up the first flight of steps. The stone floor that is level collapses
under
your feet, so run and jump over the middle. Go up more steps (watch for the
guillotines) and use small jumps to cross the stone platforms (drop down for a
sun card). Up some more steps are some platforms that turn over in sequence to
reveal deadly spikes on the other side. When the first platform turns over to
the safe side, walk onto it, and do so for the next three until you reach the
other side.
-----------------------------------------------------------------------------CHILD: Bess
LOCATION: On a platform jutting out from the central pillar on the right of
the
turning spiked platforms. Tricky to spot, but even trickier to access. As soon
as the central platforms turn safe side up jump to one then quickly turn and
face the pillar. Jump across to the stone platform where the girl is standing.
REWARD: Reinhardt Schneider.
-----------------------------------------------------------------------------You could also try your luck at jumping into the middle then jumping again to
safety. When you're across, head up the steps (watch for the gap in the
middle). Here there are only two platforms which turn over to reveal spikes.
When the nearest one turns safe side up jump across and from there jump to the
other side. The steps here collapse beneath your feet, so run up and jump the
last few feet to safety. You'll encounter a pillar of bones at the top. Use a
throwing weapon to destroy it then jump to the other side. From here it's just
a straight run to the door at the top (which is a moon door with
Carrie/Reinhardt).
In this room there is some roast chicken on top of the cabin you came from and
another lever. Pull it to open both doors, thus clearing your path to the end.
Drop down gently to the initial room, collect the purifying you can now access
and exit the level.
O----------------------------------------------------------------------------O
|
iv. Villa
|
O----------------------------------------------------------------------------O
Section ID: #E4
Playable With: Cornell, Reinhardt, Carrie, Henry.

Because this level is so different depending on who you play as, I will write
a
separate walkthrough for Cornell and Carrie/Reinhardt. With Henry most stuff
is
done for you (you only have to fight Cerberus and the vampire in the villa
entrance), just look in either walkthrough for the CHILD section to find out
where to get this child. Afterwards, look at the bottom of this Villa section
for information on how to proceed from here on when playing as Henry.
~~~~~~~~~~~~~~~~~~~~~
Cornell's Walkthrough
~~~~~~~~~~~~~~~~~~~~~
You see a video of Cornell entering the villa grounds and looking around. Then
the screen darkens, and you hear a snarl. Run, as three Cerberus(es) have just
appeared. Run around until you see one following you. When there is a
significant distance between the two of you turn around and attack it. If one
gets too close, use your quick secondary attack. Repeat this until all three
are dead. At this point two more will spawn, and this time they can breathe
fire at you. Use the same tactics, but be ready to dodge. Afterwards there is
one final Cerberus to confront, this time with the added ability to disappear.
When you can see it, attack like hell. Then collect the roast beef and go
through the gate that opens.
You now have access to a small courtyard with a fountain in the middle, and
several items. Head over to the left and save your game then prepare to do a
small puzzle. Normally you'd have to look in the Archives (later in the level)
to find this information, but you can access the top of the fountain now.
Examine the gravestone behind the white jewel and press the switch on Lord
Oldrey's grave. Run across the courtyard to the middle of the three smaller
gravestones (Mary's) and press the switch. Go to the slab to the right of that
(Henry's) and activate that switch. Finally, go to the left of the three
gravestones and activate the switch there. This causes a column in the
fountain
to rise. Collect the items and descend again and destroy the cross-shaped
gravestone near where you entered for a Powerup. Save again then enter the
villa.
Once inside walk up the steps in front of you. You will see a short video in
which a vampire jumps over to you. This is your first encounter with a vampire
- familiarise yourself with how they attack, as you will meet several more on
your travels. Run away, and it will follow while trying to hit you with an
attack in which it whirls it's fists around like a turbo-charged karate
master.
If it gets too close it will grab you and suck your blood, which will almost
certainly afflict you with VAMP status (you will have to use a purifying).
Just
run away then turn and attack and repeat. When it dies (with a satisfying wail
and a puff of purple smoke) collect its goods and get any stuff you want from
the candles in here. Then take the small door on the right, collect the roast
chicken in the candle and save your game.
Go through the other door which leads to the exterior then open the gate in
front of you. A skeleton on a motorbike charges at you - destroy it and run
down the path. There are torches on the left and right, and a further two
motorbikes and a sidecar (with a machine gun! Beware!) on the way down. Go

through the door on the left, go forwards and take a left. Follow the path to
a
large tower. Climb up the steps and hack the torch to get Crest Half B. From
the bottom of the steps go right and follow the path down to some railings.
-----------------------------------------------------------------------------CHILD: Clark
LOCATION: In the little niche in the side of the hedge in the passage between
the gates surrounding the Thorn Key and one the tower with crest part B.
REWARD: Reinhardt's alternate costume.
-----------------------------------------------------------------------------Circumnavigate the fence and go right at the fork. Go left at the first
opportunity and left again to the niche with a torch containing the Rose
Garden
Key. Now retrace your steps to the villa side door (right, right, right,
right,
left, right and through the door, down the path and through the large gates).
Save your game.
Re-enter the main entrance and climb up the steps this time. Go to the pot on
the left on the landing and break it to find the Archives key. The other
contains a red jewel. Then head over to the left and through the door. Go down
the hallway and open the door that was previously locked. You appear in a
garden of white roses. Go to the only other door in the room, which leads to
the bottom of some stairs. Go up and enter the first door on the landing (on
the left). You get a short cutscene involving Lord Oldrey, after which he
becomes a vampire.
-----------------------------------------------------------------------------BOSS: Lord Oldrey
ATTACKS: Hacks at you, sucks your blood.
STRATEGY: Lord Oldrey is the same as any vampire, but he is still a boss. In
this enclosed space you must be careful to keep your distance - a mistake can
cause you to become a vampire. Hack away then run. Rinse, lather and repeat.
The bat that he turns into upon death drops 300 Gold for each time you hack
it.
-----------------------------------------------------------------------------Enter the door you saw Oldrey banging on and collect the Garden key. Speak to
Lord Oldrey's wife and she will ask you to help her son Henry to escape. She
promises to give you the Copper key in return, which allows you to leave the
villa. Take 500 Gold from inside the table and leave. Return to the passage.
The first door on the left is locked. Take the second door instead, looking
out
for stained glass knights on your way. Inside the long room hack the vase
immediately on the right for the key to the locked room. Just before you exit,
climb onto the mantlepiece on the left and take the roast beef from the lion's

head. Then leave and go back to the locked room (the Store room). Search the
statue for a purifying and get the roast beef and chicken. Save your game.
If you wish, you can now head for the Archives (although it's not necessary,
since you already solved the puzzle earlier). Head for the last door where the
passage turns right and you'll enter some sort of dining room. Search the
roses
for a purifying and enter the small golden hallway. Use your key to open the
next door, which leads to the archives. There you can read Lord Oldrey's
diary.
When you're done, head out again, and back into the long room where you got
the
Store room key (first door on the right). Go through the double-doors on the
right and descend the stairs. This will initiate a video in which Renon
explains what his contracts do. Save your game and go through the doubledoors.
Once outside, head straight for the gates in front of you. Run forward and
take
the first left. Run across the bridge and through the arch. Watch the video
with Henry. Afterwards you will need to lead Henry to safety. Use C-up to see
from his eyes, and watch his health - you are not allowed to let him die. As
you run around, you will be pursued by the Frankenstein gardener. Hack
continuously at Frankenstein, who falls and usually leaves a roast chicken.
However, he soon get up again, so run while the going's good. (You can get
infinite Roast Chicken if you wish!) Run straight to the T-junction and take a
left to the tower. Frankenstein will have caught up by now - floor him again.
Go straight to the other side of the clearing and down the long corridor to
the
door. Open it when Henry is near enough (don't turn right) and you'll be by
the
second tower. Frankenstein somehow got here before you, so kill him and go
right. Go right again, and across the clearing to the last door. You will
automatically see a video in which Henry is saved.
Now go down the path to the villa's side entrance. Save your game and head for
the Rose garden. If it isn't already night, use a moon card. Now wait around
here until it is dawn (you may want to read a book or something while you
wait). Eventually the Thorn key appears in the central pillar of Roses. Use
another moon card to make it night again. Go outside the way you just came in,
down the path, left, right at the tower clearing and straight to the area with
railings. Open the gates and hack the torches for red jewels and a Rose
Brooch.
Go back to the Villa (again!) and go out of the main entrance to the little
graveyard where you solved the puzzle. Climb up the pillar and on to the top
level of the fountain. Fit the Rose Brooch into the engraving and you get the
second Crest Half (finally!) Now go back into the villa and go upstairs,
through the Rose Garden and up to the room with Lord Oldrey's wife. Speak to
her and she gives you the copper key.
Head back to the side entrance and back down the path, through the door and
left to the clearing with the tower. Go left and through the door to the other
tower. Go left and open the door requiring the Copper key. You come to a
stream; wade through it, past and over the bridge, until you get to a platform
on the right. Hack the torch for some Roast Beef. Go back to the bridge and
through to the entrance of the crypt. Save your game and put the two crest
halves together to open the door. Go down the steps and a short video will

play. You now come face-to-face with Gilles de Rais.


-----------------------------------------------------------------------------BOSS: Gilles de Rais
ATTACKS: Breathes flames, hacks at you, sucks your blood.
STRATEGY: Gilles de Rais is more than your average vampire. He has an extra
attack up his sleeve, he does more damage and he has more energy. However, he
is much slower than Cornell. Run a while, turn around and attack then run some
more. There is stuff in the torches if you need it (in Hard mode it's a good
idea to become a Werewolf). Gilles eventually falls, initiating a video.
-----------------------------------------------------------------------------After the FMV sequence ends, head over to the coffin. Hack the lid and it
opens, inviting you to drop in. You are now in the Outer Wall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Carrie/Reinhardt Walkthrough
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As with Cornell, you are attacked by Cerberus guard dogs. Run around until you
see one following you. When there is a significant distance between the two of
you turn around and attack it. If one gets too close, use your quick secondary
attack. Repeat this until all three are dead. At this point two more will
spawn, and this time they can breathe fire at you. Use the same tactics, but
be
ready to dodge. Afterwards there is one final Cerberus to confront, this time
with the added ability to disappear. When you can see it, attack like hell.
Holy water works well. Then collect the roast beef and go through the gate
that
opens.
In the courtyard with a fountain there are now several zombies and skeletons.
The cross-shaped grave still contains a Powerup, but there is now no easy way
to get up to the items on the fountain (since there is no longer anything
essential there). The only way to get up is to wait until 12 p.m., at which
point the pillar rises for one gaming hour. When you're ready, enter the main
building.
As usual, the vampire appears when you take a couple of steps up the stairs.
Run away, and it will follow while trying to hit you with an attack in which
it
whirls it's fists around like a turbo-charged karate master. If it gets too
close it will grab you and suck your blood, which will almost certainly
afflict
you with VAMP status (you will have to use a purifying). Just run away then
turn and attack and repeat. When it dies (with a satisfying wail and a puff of
purple smoke) collect its goods and get any stuff you want from the candles in
here. Head up the stairs and collect the content of the two jars then go
through the door on the left. Go down the passage to the double-doors and into
the Rose Garden. Enter it and go out through the other door.
Go up the stairs and left into the first room on the left. Go to the door at
the far end and open it to initiate a scene with Charlie Vincent the vampire

slayer. He patronizes you, and if you speak to him after the short scene he
gives you some valuable information. Apparently a young woman can be seen in
the Rose Garden at dawn... Collect anything you want from the items in these
two rooms then leave and go downstairs again and back into the Rose Garden.
If it isn't already night, use a moon card. Now wait in here for twelve gaming
hours until dawn. At this point Rosa will come in, and water the Roses. When
the short video ends, you will know that you must find the key to the
Archives,
taken by a previous adventurer. If you are playing as Reinhardt, remember
Rosa's face; she will play a large part in the story. Leave by the door that
leads upstairs and go onto the landing.
Leave and skip the first two doors, going instead into the second one on the
left from where the landing turns a corner. Hack the first vase on the left
for
the Store Room key then leave and go back to the door you just ignored. Unlock
it and collect the meat on the floor and the purifying in the statue. Save
your
game. Head back into the room with Charlie Vincent and speak to him to receive
the archives key. Now exit to the landing and go right down to the door at the
far end, around the other corner. Look out for stained glass knights who might
attack you on the way. Go through the door to initiate a short video in which
a
villager becomes a vampire (in case you didn't realise, Reinhardt/Carrie knew
who it was because s/he didn't see the villager's reflection in the mirror).
Use the usual tactics for vampire slaying - run, turn and attack then repeat.
It can be slightly trickier in here as it is a very enclosed space, so there's
not much room to run. When it dies head into the short golden passage and down
to the archives door which you can open with your newly acquired key.
Once inside, go to the far end of the room near the large bookcase to get the
Garden Key, which allows you to leave the villa. Exit back to the landing and
go into the first door on the right, which leads into the long room where you
got the Store Room key. Go down to the far end and climb onto the mantlepiece
then search in the lion's head for some Roast Chicken. Head back to the
opposite end of the room to the double doors there and go downstairs from
here.
After the short video with Renon you can buy something if you wish the save
your game. Go outside and through the gates into the garden maze with your new
key.
Run forwards and take the first left. Keep going straight and under the arch
to
trigger a video with Malus. He runs away afterwards, and the Frankenstein
gardener and two stone dogs you saw at the entrance come running after you.
Follow Malus, and if the dogs get too close use a quick secondary attack to
knock them away for a while. Keep away from Frankenstein at all costs, as his
chainsaw really hurts. Just keep moving and don't bother attacking him. Malus
goes across the bridge and left, then through the door. He takes a left at the
fork, but you must go right as you cannot fit through the hole in the hedge.
Go
under the arch and round the corner on the left. The dogs will come to harass
you again, so knock them out and rejoin Malus at the next fork (go right). Use
Roast Chicken if you need and go left at the next junction. Circumnavigate the
fence, turn to brush off the dogs, and take the first left. Round the next
corner is the tower - go left here, and then right. Walk up to the door and

both Malus and you will be safe.


After the video in which Malus leaves, turn and run up the path. There are two
torches on either side of the path. The only one you have to hack is the first
on the left, as it contains the copper key. Keep going to reach the gates, and
go inside to reach a small room with a white jewel and Roast Chicken. Save
your
game then go through the other side to unlock the door from the villa side (it
was locked beforehand). Leave by the way you just came in and go back down the
path.
Go left through the door you and Malus just escaped through and left then
right
to reach the tower. At the top is an axe, if you want it. Head for the door on
the left then run up to the other tower. Go left again here and open the door
with your Copper key. Run along the stream and over the bridge and collect the
Roast Beef in the torch on the right. Go back to the bridge and go right under
the arch. Collect the purifying in the torch and save your game. Open the door
to the crypt and go down the steps. Go up to the coffin, attack it and you'll
get a nasty surprise video in which a vampire attacks you...
-----------------------------------------------------------------------------BOSS: Vampire & Victim
ATTACKS: (Vampire) Jumps at you, uses karate-chop-type attack, sucks your
blood
(Victim) Summons bats, disappears, jumps at you, hits out at you, sucks your
blood.
STRATEGY: First you have to kill the original vampire who's victim is lying on
the floor. As soon as the video ends he rushes at you, so jump out of the way
and begin using your standard vampire killing techniques (running, jumping,
turning to attack). There's plenty of room, so you should be able to keep your
distance enough to avoid ever having your blood sucked (which preserves your
health and Purifyings). When the vampire dies his victim gets up. She is much
more powerful, boasting the same moves as her killer as well as the ability to
summon bats to attack you and to vanish for a while. Use the same techniques,
but you'll need to be a little more adventurous about approaching her, as she
disappears on a regular basis and if you don't get near enough you'll never
get
an attack in. The only advantage here is that the woman takes fewer hits than
the vampire to die. When both are dead you can go back to the coffin in
safety.
-----------------------------------------------------------------------------Get anything you need from the torches (including red jewels and Roast
Chicken)
then jump into the coffin to proceed to the next level.
~~~~~~~~~~~~~~~~~
Henry Explanation
~~~~~~~~~~~~~~~~~
With Henry the crypt is empty, and you can jump straight into the coffin. It
will take you randomly to either the Outer Wall, Waterway or Tunnel. If the

time between 12:01 a.m. and 8:00 a.m., you go


4:00 p.m. you go to the Waterway and if it is
to
the Outer Wall. After you finish a level, you
coffin again. When you rescue the sixth child

to Tunnel, if it is 8:01 a.m. to


4:01 p.m. to 12:00 p.m. you go
will be teleported back to the
the game ends.

O----------------------------------------------------------------------------O
|
v. Outer Wall
|
O----------------------------------------------------------------------------O
Section ID: #E5
Playable With: Cornell, Henry.
After the quasi-RPG gameplay of the Villa (for Cornell), we now have a nice
simple, down-to-earth platforming level. Save your game then head out onto the
narrow walkway. Follow it left along the wall right up to the torch at the far
end. Turn and hoist yourself up to the first platform, then turn again and
jump
to the one above that. Use the platforms as stepping stones to reach the bar
at
the top. Grab this (press and hold A) and sidle along to the other side.
Follow
the narrow sidewalk and into the wall itself. Take the elevator to the floor
above. At the top, save your game.
-----------------------------------------------------------------------------CHILD: Florence
LOCATION: If you are playing as Henry, climb up the red block and use it to
jump up to the stone beam to the right. Jump across to the walkway and jump
over to the tiled roof. Turn around and jump back in the same direction to a
higher platform, and jump up to another walkway. Look down and you'll see a
semi-arch below you. Jump gently down to that, then down from there to a lower
level. The child is standing on a little ledge here.
REWARD: Cornell's alternate costume.
-----------------------------------------------------------------------------Go round the corner to a an iron door with torches on either side. Open it.
The
narrow room you find yourself in has four chainsaws rolling backwards and
forwards. Wait until the lower one nearest to you is at the far end then run
to
the gap between the two sets of two. Now repeat this with the other part, only
wait until the lower one is at the near end. Stand on the block to make a red
block outside rise up. Do exactly the same as you just did to exit safely,
then
head back to the white jewel and save.
Climb up the red block that has appeared and turn to look right. Jump over to
this beam and from there jump to the walkway. Jump up to the stone platform

protruding from the wall and use it to reach the roof. Hoist yourself up and
run to the other side of the bump. You will see a couple of beams and a ledge
with some torches on the other side. Jump across using the beams, and from the
second jump onto the platform on the right. Jump up to the next one, which
contains a Healing Kit then go down to the ledge. Collect the contents of the
torches and jump up to the ledge above the door. Climb back onto the roof then
run back to where you came from. Jump up to the higher stone ledge and make
your way up to the walkway with the torch. In the little niche on the right
round the corner is a torch containing a key. Collect the Outer Wall key then
go back to the roof and back to the door. Use the key to open it, and take the
elevator inside.
Walk out onto the ledge and carefully jump to the stone platform on the left.
Hack the torch then drop to the platform just below you. Use the stone beam to
sidle along to the other side (the torch on the platform in the middle only
contains a Moon card). Wait until the brick platform below you is fully
extended then drop onto it. From there use the ones below to jump stepwise
down
to the walkway. Run to the right hand side and through the door. The next room
is full of boulders that roll in and out of the wall. As soon as one had
rolled
off down the side on the right run into the room. When the next boulder gets
near to you dodge into a niche in one of the sides. When it goes past, come
out
again and repeat until you get past the starting point of the boulders. Take
the elevator upstairs. Run out onto the exposed ledge then save your game.
Walk onto the walkway and follow it round the corner. Climb up to the platform
above you then turn and jump up to the moving platform when it reaches the
maximum extension from the side. Jump over to the next one when it is in the
same position, then turn around and jump up to another one, from which you can
reach a walkway. Turn the corner and jump across to the next platform. When
the
spinning saw is at the top, jump across to the platform that is a little
higher
than the one you're on. Do the same for the next platform, but be careful as
the blade moves a little faster. To access the last, very high platform wait
until the blade is below you - otherwise you will get chopped down. From here
you can reach the top level, and run to the edge of the path.
Slide down the slope to the flat platform with
ledge just below with a torch containing Roast
platform (the torch contains a red jewel) then
the white jewel. Take the elevator-transporter
lower platform. You see a strange bird appear.

a cross then drop gently to the


Beef. Slide down to the next
slide to the bottom and save at
thing and jump off onto the

-----------------------------------------------------------------------------BOSS: Harpy
ATTACKS: Throws jagged feathers at you, swoops down to hit you, blows a
tornado
of wind to knock you off balance.
STRATEGY: This is the first time that you hear this particular type of boss
music, and I think that it sounds pretty cool. You're told to use Lock On in

Easy mode, and this is good advice. Use R to aim and (using throwing weapons
if
necessary - I found that max power cross made the battle incredibly easy, even
on Hard mode) attack the Harpy. Dodge when she flies away, as she's going to
chuck pointed feathers at you. When she swoops down at you, do slides but be
careful not to fall off the edge! Keep at it to knock her down, and she'll
burn
up into a pitiful pile of feathers, and the floor opens to let you down.
-----------------------------------------------------------------------------Drop down into the pit in the floor and into the chamber beneath. Go through
the one open door. Henry will return to the villa by touching the coloured
jewel.
O----------------------------------------------------------------------------O
|
vi. Tunnel
|
O----------------------------------------------------------------------------O
Section ID: #E6
Playable With: Reinhardt, Henry.
You emerge to some suitably eerie music. Run over to the conveyor belt and
jump
over the beams that fall as you reach the end. Run past the logs and do the
same for the ascending conveyor belt. Take the elevator downstairs. Run over
to
the water's edge and jump onto the rock on the right. From there jump over to
the next two rocks (don't fall into the water if you don't want to die). On
the
other side of the river bank save your game at the white jewel.
Go through the caverns and go right at the fork near the fire. Run down to the
water and onto the rock. Use the rocks as stepping stones to reach the niche
in
the wall with two torches containing Holy Water and a healing kit. Return to
the aforementioned fire and go right then right again at the fork with two
signposts. You come to the riverbank and a stone mound. Attack it until it
breaks to reveal Roast Beef, some Purifyings and some Cure Ampoules. Return to
the signposts and go straight on to the elevator. Ride it upstairs and save
your progress at the white jewel.
Several bats appear. They will be a mainstream enemy for the rest of the
level,
so get used to them. Keep going straight ahead then right to the edge of a
cliff. Drop gently down to the stone platform raised above the water and walk
gingerly to the other side and climb out. Go left to the conveyor belts
(collect the Powerup in the torch) and head for the jewel. Save and keep going
straight. A horde of bats appears - run on and onto the strange red platform
(the gondola) which spontaneously moves you away. Just stand on the gondola as
it carries you through the tunnel. Shoot any pillars of bones and Medusa heads
as you move on. When you get to the platform get off and wait. Collect the 500

Gold and amuse yourself killing bats for a while. Also jump when olivecoloured
platforms come past trying to knock you off. Eventually the blue gondola
arrives, so hop on and let it guide you to the next station (shoot any enemies
on the way). Get off and save at the white jewel on the right.
Take the elevator on the left up to the floor above. Run over to the edge of
the water-filled pit and drop onto the first platform. From there drop down to
the lower platform, on the left. Jump to the next one, and up to the next one.
Use the platforms that are aligned along this wall to get to the other side,
and collect the torch item by jumping from the other side. The last jump from
the low platform to the high one in the cliff face seems difficult, but I
promise that it's feasible. When you get out, beware of the spider women who
spit poison at you. Go straight ahead down the tunnel, and do not turn off
anywhere and you will get to a door with a picture of the sun on the front.
Save your game. If you are playing as Reinhardt, skip the next section and go
straight to the last paragraph. With Henry, do what is described below to
reach
the child you need to collect from this level.
Turn around and head back into the caverns. Take the first path that branches
off to the left into a pit. Jump from the first platform to the ones on the
right and go down to the bottom one there. Jump to the first rock and then to
the second. From there use the platforms to hoist yourself up to the narrow
strip which leads to another pit. Drop onto the left platform and jump along
all the platforms protruding from the left wall to reach the shore the other
side. Follow the path up to the fork then go left and save at the jewel. Keep
going straight and you'll reach a door with the moon engraved on the front. If
it isn't already night use a moon card then open it and you'll find a child.
-----------------------------------------------------------------------------CHILD: Diana
LOCATION: In the room you just entered.
REWARD: Carrie Fernandez.
-----------------------------------------------------------------------------Collect any other stuff you want from this room and buy from the scroll if you
wish then head back to the white jewel. Keep going in a straight line from
there, past the spade and into the pit. Jump onto the platform on the left
then
onto the rocks and over to the other side. Pull yourself up and get onto the
platform of the second pit. Jump onto the first pillar rising out of the water
then onto the platform near that. From there jump onto the final platform and
onto dry land. Go right then straight on down the tunnel to the room outside
which you saved earlier. Save again.
Now use a sun card if it isn't day and open the door. You appear in the lair
of
the evil spider woman queen.
-----------------------------------------------------------------------------BOSS: Spider Woman Queen

ATTACKS: (1st form) Pulls you with a web and sucks you to death in one go,
throws small webbed creatures that you can kill at you (2nd form) wraps you in
web and spins you around then throws you, hits you with hands, spits poison at
you.
STRATEGY: Henry has an easier time than Reinhardt at first, as he can keep his
distance. With Reinhardt have a throwing weapon ready and either way keep
moving from left to right, attacking the queen when you can. Soon she leaves
her Spider skin and starts moving. She can now longer kill you in one attack,
but she is much more mobile. Try not to get caught in the web she spits at
you,
and be sure to avoid her poisonous saliva. Run around her in circles and
again,
chance an attack when she's facing elsewhere. Soon she will succumb to your
aggressiveness, leaving some nice items behind and opening the door for you to
move on (it must be daytime, so use a sun card if necessary).
-----------------------------------------------------------------------------Enter through the door and you will get to the small chamber, as with Cornell.
Reinhardt gets a video, and of course Henry returns to the villa through the
jewel.
O----------------------------------------------------------------------------O
|
vii. Waterway
|
O----------------------------------------------------------------------------O
Section ID: #E7
Playable With: Carrie, Henry.
You drop into a passageway of some sort. Turn the corner and get ready to jump
- the floor collapses beneath your feet. Jump across to the beam and sidle
along to the waterway. Go right along the sidewalk then left to the other side
of the water. You see a short video in which some lizard men rise from the
water. They are easy to deal with - keep moving, and be sure not to get
poisoned. Go left around the corner and press the switch to turn off the
waterfall (not necessary with Henry). Go right, under the arch and across to
the other side again. Keep going straight to the end of the tunnel and save
your game.
Turn around and some lizard men attack you now. They are easy to deal with keep moving, and be sure not to get poisoned. Go left into the tunnel and jump
as the ground collapses under your feet. Turn the corner and do a running-jump
over the gap in the bridge.
-----------------------------------------------------------------------------CHILD: Edward
LOCATION: On the other side of the bridge is a ledge on the left. Jump up to
it, and the one behind that (with a candle on the wall next to it). Jump
towards the wall from that platform and you fall into a niche containing the

child.
REWARD: Carrie's alternate costume.
-----------------------------------------------------------------------------Jump again on the other side over the collapsing floor, and watch out for the
lizard man that runs to greet you. There are two holes in all, and you can
easily get the enemy to fall in one. Run down the steps to the waterway and go
left round the corner. Look left and you will see a brick wall with a hole at
the bottom which only Carrie can fit through (so if you're playing as Henry
skip to the next paragraph). On the other side jump over the hole and into the
suspended arch then onto the other side. Watch out for lizard men and run to
the end of the corridor. Round the corner is a candle with Roast Beef. The
other branch-off point to the left leads to some exploding skeletons and a
moon
card. Return to the main path the other side of the hole.
Follow the sidewalk until there is a path to the left. Take it and go up the
stairs and round the corner. Save at the jewel then collect the Powerup in the
candle. When you leave look out for a couple of lizard men who have climbed up
to attack you. Go out onto the main path to the left and gently make your way
across the thin part. Go left at the fork in the path then (while dodging
attacks from lizard men on all sides) jump onto the platform sticking out of
the water on the right (CARRIE ONLY - THE NEXT PART IS ALREADY DONE FOR HENRY.
If you are playing as Henry, skip to the last paragraph). Jump up to the
higher
one, then diagonally across to the next one (if you want to play it safe you
can use the lower one in between). Watch out for Medusa heads, and jump down
to
the last platform then onto the sidewalk. Use the ledges on the right in the
tunnel opposite to get across the hole then tread on the switch. Head back to
the sidewalk and go right. Use the beam to sidle to the other side of the
water
if you want to use the scroll located down a tunnel there. Otherwise head back
across the platforms to the thin sidewalk.
Go left down the thin path and back to the thicker strip. Go left up it and
right round the corner and up the steps. From the bridge kill the lizard man
in
the middle strip then jump across. There are two pits on the other side with
crushers that fall down. For both of them wait until the crusher has just
fallen and jump over. Go through the doorway and round the corner to tread on
the switch. Now make the return journey to the thin bit of walkway leading to
the platforms (described in the paragraph above).
Go left to the wall and cross the pit left by the waterfall that was here.
Again, look out for lizard men who could knock you into the water. There are
also skeletons and bats in this area. Save at the white jewel at the end of
the
corridor and open the door (it must be day - use a sun card if necessary).
-----------------------------------------------------------------------------BOSS: Medusa
ATTACKS: Throws many snakes at you, hits you with bow, petrifies you with

glare(turns you into stone until she hits you), hits you with tail.
STRATEGY: The ancient Greek Gorgon and long-time Castlevania boss makes a
return. She's easier than the Queen Spider, as there is a simple strategy to
defeat her. Both Henry and Carrie have long range weapons, so keep your
distance and ignore the snakes as much as possible - if one latches onto you
use a secondary attack to shake it off. Medusa will follow you trying to hit
you with her tail. Keep running and jumping, and turning to let loose an
attack
when possible. Soon Medusa gets her sword and shield, at which point she
becomes more of a threat. She will try to petrify you, so keep moving at all
costs. Medusa also defends with her shield, so fewer of your attacks will hit
the mark. Persevere and never stay still and she will soon die. You can make
her drop her shield as well.
-----------------------------------------------------------------------------When Medusa falls she leaves some nice stuff for you and the door that allows
you to continue is now accessible. Again, it must be day. Carrie now gets a
video, while Henry can return to the villa. With Carrie you should then go
through the door to reach the Castle Center.
O----------------------------------------------------------------------------O
|
viii. Art Tower
|
O----------------------------------------------------------------------------O
Section ID: #E8
Playable With: Cornell.
As you enter the tower you are greeted by a gentle tune that emanates culture
and sophistication. Go up to the white jewel straight ahead and save. Remember
that the door from which you came is open, so if at any time you need to
refill
you energy don't waste any healing items - just walk through the door to fill
up you health bar. There is a door on the left which requires it to be day and
one on the right which needs night. Whatever time it is, go through the
appropriate door - it doesn't matter which order you do this in. The paragraph
below describes how to do the left (sun) door section, and the one below
explains the right (moon) door section.
The room you enter has four doors, one on each side, and two knights. Kill
them
(careful - they take a lot of hits) and collect the sun/moon cards they drop.
You'll need many of these for this level. Go through the other sun door for
500
Gold and a scroll (if you want to summon Renon). Go out again, and kill the
knights, then use a moon card to make it night. The left moon door contains a
moon card and Holy Water, but it is the right one you're interested in. Go
through it and look up towards the far end of the room. Soon a wagon comes
rolling down the ramp and crashes into the wall near you. After that happens
jump onto the ramp and run up it. To avoid being run over by more wagons you
need to jump onto each platform on the left and right until they roll past
(the

platforms have items in torches behind them, if you need them). It can be
tricky, but you'll eventually reach the top. Use a sun card to make it day
then
go through the door. Collect the key on the raised platform then save your
game. Collect the purifying in the torch then go back down to the lower floor
(this time it's easy - as soon as you see a wagon starting to go down, run
down
the ramp after it then jump up on the other side. Be careful not to be hit by
the exploding wagon though!) Once back downstairs, use a moon card to go into
the square room then a sun card to get back into the first room.
Through the moon door is a similar room to the one behind the sun door. There
are two nights, and four doors. The other moon door leads to a scroll and a
Powerup. Use a sun card and open the sun door opposite the (second) moon door
for 500 Gold and a sun card. Go through the last sun door to a room with a
thin
ramp down which platforms go at regular intervals. Jump onto the first that
arrives then jump at the lion's head - it shoots fire at you. On the left and
right are platforms with items (mostly red jewels), but I suggest staying on
your platform. Before the next lion head go to the left side of your platform
and crouch to avoid the flames that shoot past. Do the same for the next one,
but crouch on the right, then jump over the last flames. Jump off at the other
end of the room and walk onto the switch to reverse the direction in which the
platforms go (so you can leave again). Use a moon card then go through the
door
and collect the second key. Save your game, collect the moon card from the
torch then leave. Jump onto the next platform that comes and repeat the
procedure you used for going down, but in reverse order. It is now much easier
to dodge the flames - you can simply stay crouched in the middle of the
platform. Jump off to the right at the top then use a sun card to go through
the door. Use a moon card and exit to the main chamber.
By now you should have both Art Tower keys. Beware upon exiting the last room,
as two vampires have now appeared. Kill them both using the usual techniques
then save. Refill your health using the method described in the first
paragraph
of the level walkthrough then go up to the large double-doors at the other end
of the room. In the next room is one visible knight and several weapons on the
walls. As you walk forwards these become invisible knights. Keep moving (the
knights are very slow) and kill all the enemies in the room. Use your second
Art Tower key to open the other door and proceed to the next room.
This room takes the shape of a large circle. Go to the left, hack the torches
for a purifying and a red jewel then climb onto the low wooden platform.
Ascend
to the next one, and the ones above that until you reach a square ledge. To
the
right is a very thin rope that you must cross. The swinging chandeliers will
knock you down, so stop and wait until they are far enough away to allow you
to
get past unharmed. If you don't mind repeating the process of climbing up you
can jump down to the pillars below for a cross and Roast Beef. On the other
side, jump down to the balcony on the left and run over to the white jewel.
Save, pick up the cross if you wish and go round through the doorway.
The next room has a long ramp with a flaming wagon and two pillars of bones on

the right and left. When the wagon is far away walk forward, kill the pillar
of
bones on the left from the ramp then jump across to the platform it was on.
Let
the wagon come back then gather distance again then get back onto the ramp and
repeat the process for the platform on the right a little further down. When
the wagon goes past again jump to the ramp one more time and go through the
door the other end to finish the level.
O----------------------------------------------------------------------------O
|
ix. Tower of Ruins
|
O----------------------------------------------------------------------------O
Section ID: #E9
Playable With: Cornell.
Save your game at the white jewel at the foot of the stairs then open the
first
door. Run up the stairs to the next door and kill the zombie on the right in
the next room. You'll notice a map in the middle of the room; you can use this
if you are lost (although that won't happen, since you're following my
walkthrough). Go right and allow yourself to drop through the floor. In this
cellar there is a white jewel and Holy Water. Make use of both as you see fit
then go over to the door on the same side of the room as the white jewel in
relation to the gravestone. You appear in a small cave with a square block in
the middle. Walk onto the block to be transported back upstairs. From that
room
go through the door with statues on either side (the left one contains 500
Gold). Follow the passage you reach round the corner (watch out for zombies)
and follow it to the end where there is another door.
This room has spikes on the floor. Memorise where they appear and make your
way
to the door opposite. Go to the next door opposite (marked with a yellow dot)
and don't move. The floor in here collapses, but you can make it to the door
opposite running into the middle of the room and jumping immediately to the
other side. Hack the torch in the next room for a Powerup then go straight to
the door on the right (facing the two suits of armour). This is another
collapsing floor room. Use the same technique - run forward and as soon as the
floor crumbles jump to the other side. In the next room is a large urn and a
scroll (use if you wish). Jump up to the urn, pull yourself up then drop into
it. You're in a deep tunnel with zombies crawling around. Run down it,
avoiding
their grasp, and open the door the other end. Go down the steps and through
the
next door, and do the same for the next flight of steps. You find yourself in
a
corridor; follow it round the corner to a switch, and tread on the switch.
Hack the torch for a Purifying and turn around. Head back the way you came, up
the steps and through the tunnel. Use the block to get back out of the urn to
ground level.
Go out of the room by the only door there is and you'll be back in the room

with the collapsing floor. Let yourself fall down it then leave the cellar
through the usual door. Climb onto the block and hop out of the urn. This time
take the door with the red dot above it. The next room has a crumbling floor;
run and jump to the red-dot-door opposite. Go right through the
yellow-dot-door, and jump across the crumbling floor. Back in the room with
the
suits of armour, go right through the green-dot-door then right again across
the collapsing floor through the blue-dot-door. You're back in the room you
started from. Go left, then jump across to the right red-dot-door. Go left in
here, then forward in the next room through the red-dot-door. Tread on the
switch in here then collect the Powerup in the torch. Go back to the previous
room then left into the room with a map on the floor. Go left through the
statue door, up the stairs and into another map room. Kill the red ghost (to
kill all three), collect the water if you need it then go left. Walk across
the
spiked floor carefully then enter the room on the right. Tread on the switch
in
here and all passages should now be open.
Collect the gold in the torch then exit the room through the yellow-dot-door.
Allow the floor to collapse underneath you to end up back in the cellar. Enter
the main part of the cellar, save then leave by the door leading to the
elevator block. In the urn room take the door without statues on either side.
Jump straight across to the other side and take a right in the next room
(through the yellow-dot-door). Jump across the collapsing floor in the next
room, then go straight on through the door opposite where you enter in the
suits-of-armour room. Go across the spiked floor and through the statue door
then up the steps. In the next room be careful not to fall through the floor
and jump over to the left door. Collect the Holy Water or the Cross, and the
500 Gold in the right statue, then proceed through the next door. Go up both
flights of steps, through the door, up some more steps, through the door and
(finally!) up to the save point.
After saving your game, go through the final door to enter a new section of
the
level. Run forwards along the platform, and right at the fork, but be careful
over some of the tiles; they fall under your feet, so get ready for some nifty
footwork and speedy jumping. When you reach the end of the platform on the
right, jump up to the pillar on the left. From there you can reach the bridge
above. Run along to the left (the first tile collapses) and over to the small
column. Use the suspended platform to make it to the bridge against the wall,
then go down the ramp and round the corner. Jump to the small platform
(beware!
it collapses) and go round so that you are in the deep part of the little
square of walls here. When the platform ahead is fully extended jump onto it
and across to the other side. Jump from the outer tile to the other outer tile
(the inner ones collapse) then onto the platform when it extends fully. Do the
same to get to the next platform, and the next one then leap to the stationary
safety of the pillar. Jump up to the last bridge of tiles and follow it round
the corner to the white jewel (the tiles just before it collapse). Now tread
on
the switch to get lowered to ground level.
If at any point you fall down in above the lower area there is an elevator
next
to the bridge you started the area off on. The higher corner where you jumped
from the column can be re-accessed using another elevator near the bridge you

jump from at the beginning of the area. Actually, after you get lowered by the
switch you have to use the first elevator to get back up so you can continue
with the level. Follow the trail of red jewels to the far corner and stand on
the small block. Go back along the raised path, to the pillar, and up to the
higher bridge. Follow the path back to the little indented square of walls
with
a path along the side. On the right is a switch. Tread on it then turn around.
Go up and you'll see that a new bridge has appeared. Go along it, collect the
500 Gold, keep going round the U-turn (beware of collapsing blocks!) until you
are facing a line of circular platforms with a shower of stones in the gaps.
These can easily knock you down as you jump, so wait until one stone has
fallen
in front of you then jump across. Repeat for all three gaps and you will reach
the door. Go through and up the steps and save your game at the entrance to
the
last area.
To get to the top you must choose a pillar from a choice of two, then jump up
to the next pillar, choose from two possible pillars and so on. If you choose
the wrong one (the right one when the correct one was the left one, for
example), you fall to your death, so follow the walkthrough carefully. Jump
onto the first pillar straight ahead of you then onto the right of the next
two. Jump to the single pillar, then onto the right of the next two. Climb
onto
the platform above then take the left pillar. Jump up and at the next choice
take the right pillar. Jump up to the next single pillar, then choose the left
pillar. Jump up and at the next choice take the left pillar again. Now you can
just make your way to the circular dome at the top, where there is a torch
containing a moon card and another containing a sun card. When you have both
head through the door to the Tower of Science.
O----------------------------------------------------------------------------O
|
x. Castle Center
|
O----------------------------------------------------------------------------O
Section ID: #E10
Playable With: Reinhardt, Carrie.
This is by far the longest level in the game, but it's tremendous fun. It is
identical whether you play as Carrie or Reinhardt, so just follow the
walkthrough and you'll be fine either way. The music is among some of the best
in the game, so at least that won't get on your nerves as you play. You'll
also
meet a host of classic Castlevania people and enemies. Anyway, enough
background on the level - onto the walkthrough.
Run forward down the passage in front of you. A skeleton on a motorbike
charges
at you (or, in Reinhardt's case, a Cerberus does); jump out of the way at the
last minute then turn and attack it. If you don't succeed in destroying it
first try, repeat the process. The torches on the walls contain little of
interest with the exception of the torch on the left where you can turn right.
The door up ahead is locked, so go right into the corridor with a

black-and-white checked floor. Take the first door on the right. You enter a
large room with three ravenous vampires waiting to attack you. Run into the
middle and wait for them to come for you. As one approaches, attack then run.
Stop and repeat the process until all three die. Go up the stairs and open the
grated door then go right up to the next floor.
As you walk into the next room, you'll notice a large green elevator in the
middle. Unfortunately there is not enough magical power to make it work at the
moment. Hack the torches for items and check the statue on the left; a short
scene ensues in which a blood monster appears to attack you. Kill it, and keep
moving so as to dodge its attacks. Several others appear in the room, so kill
them too. There is little more for you to do at the moment than to go up the
stairs leading to the next floor.
You come out onto a landing inhabited by three zombies. Take them out then go
through the door opposite the stairs. Go straight to the other side (collect
the axe in the torch if you wish) then turn. On the left are some lizard men.
They are easily disposed of with Carrie, but Reinhardt may have trouble. Try
using throwing weapons if you wish with him. Collect the Sun and Moon cards in
here before you go then take the door on the left. In the next room, hack the
torch for a red jewel then jump up the gap in the stairs and save your game.
Climb the rest of the stairs and go through the door at the top. You come to a
small chapel. On the left are torches containing red jewels, but beware of
Stained Glass Knights who appear. Go through the door on the right when you're
done. The next room houses two vampires. Jump out of the way after entering,
and use what limited space you have to run, dodge, attack etc. There is also a
red jewel and a purifying in this room. The next corridor is blocked on both
side by two layers of fire-spitting lion heads. The trick for the slightly
higher ones is to slide underneath, while you can jump over the slightly lower
ones. To the left of the pair on the left is a Cure Ampoule. On the right is a
path leading to a cracked wall and, beyond that, some Roast Chicken guarded by
lion-heads. There is also a door on the left, which you should enter.
Inside is a torture bed and a lizard man. He won't attack you; speak to him to
discover that he is in fact an adventurer transformed into a lizard man. He
also gives you the Torture Chamber key. Take the other door (not the one you
came in through) to reach the Nitro room. Watch the scene with Malus (cool
music ahoy!) and you will realise that something weird is happening to him.
Save your game at the jewel then pick some Nitro off the shelf. Be sure to
follow the instructions given - Nitro is very dangerous! If you jump, fall any
distance or are hit by an enemy you will die. Leave the room, traverse the
area
with the lizard man and go over to the cracked wall in the corridor. Place the
Nitro here. Now all you need is a detonator; didn't the Lizard man mention
something about Mandragora...? Time to visit the Torture Chamber.
Turn around and leave the corridor. Go back to the previous white jewel, on
the
stairs (the enemies are back, but you can just avoid them - except for the
vampires, who you have to kill). Save there then go to the lizard man room,
where you must kill all enemies before you can proceed. Exit to the landing
and
go to the floor below. Go down again to the next floor, kill the vampires then
head back into the first corridor. At the point where the path goes both left
and right, go right and open the locked door. The Torture Chamber is home to
several zombies and countless imps. Dispose of these threats then head over to

the shelf of bottles. Take some Mandragora then leave and go back to the room
with the three vampires leading upstairs. You now have to do the entire return
journey to the cracked wall, and it is no different to what it was last time.
If you need help, check back to that section of the walkthrough.
Once at the cracked wall, place the Mandragora next to the Nitro and watch the
video of the wall blowing up. Enter the hole that has appeared, and go through
the door on the right. Use the scroll if you wish, then go through the doorway
to enter the library. Kill any annoying ghosts then go over to the nearest
protruding bookcase. From there you can jump to a higher level, where you will
see a tall box. Jump on top of it to open a trap door above you; jump up
through it to arrive in a small room. Tread on the other small pad on the
floor
to open yet another trapdoor. Jump into it to enter a large dome-shaped
observatory. Save your game at the white jewel near the trapdoor then go over
to the small table near the centre. You will be asked to line up the three
statues in their respective positions (if you looked carefully at the three
larger statues scattered across the level you would already know these), which
are as follows:
1 (2) 3 (4) 5

7 (8) 9

The numbers in () brackets are those that you should select. You get a video
in
which a magic ball breaks the seal in a room you have not entered yet. This
means that the cracked wall in there will be destroyable. Leave the
observatory, return to the library via the trapdoors and exit to the corridor
where the cracked wall once was. Once again you should return to the white
jewel on the stairs, via the vampire and Stained Glass Knight rooms. By now
you
should be well practiced in getting through these. Save then go through the
Lizard Men room and onto the landing. Instead of going downstairs though, this
time you should take the door on the left. Jump across the route in the floor
and over to the other side of the room. Use the suspended path to get to the
wall, then ascend the stairs on the right. In the next room you simply need to
go through the door on the right. The dining room that follows is home to a
couple of vampires. Take 'em down - all in a day's work. Collect the stuff in
the candles then move on. The next room is full of strange inventions and
contraptions. There is a scroll if you want to buy stuff, and several objects
contain items (Roast Beef, Chicken, Gold etc.) Proceed and you will reach a
small room with crushers that fall from the ceiling. Dodge them (a simple
matter of timing your movements right) and move on to a passage with more
fire-spitting heads. On the right is some Roast Chicken. Keep going through
the
brown door and you will be on the other side of the Nitro room (where you saw
Malus). Save your game.
Now you have to do what is possible the most difficult and certainly the most
frustrating part of the level (and indeed the game). You must get some Nitro,
which, as you know, explodes very easily, and go all the way downstairs to the
cracked wall who's seal you deactivated. It is quite possible that you will
die
several times trying this; don't be discouraged. Practice makes perfect!
Anyway, this is how to go about doing this part...
Run through the first corridor into the room with the crushers. Wait until one
has fallen down then started to rise then walk under where it was, then repeat

with the one in front of you, so that you can leave without a fatal hit. In
the
inventions room walk up to the door opposite and ready your weapons (with
Reinhardt it is imperative that you have a throwing weapon). Stand a decent
distance from the door and kill the knights guarding it (this occurs only in
Normal mode and higher). Thankfully the dining room contains no vampires, so
you can walk through it with impunity. The last room on this floor can easily
be navigated with no risk.
On the floor below, things get a little tricky. Carefully walk down the stairs
(don't drop off) and go left down the ramp to the suspended path (don't take
the thin, windy "shortcut" which is a lot harder). Run along the path and
carefully but quickly turn right (the platforms collapse under your feet!)
then
run to the end of the next section of platform. Carefully turn again and you
will be at the other side! That was the hardest part, so relax if you made it,
try again if you didn't. If you're playing in Easy, that was no problem
anyway.
Now walk through this trench (you cannot jump up under pain of spontaneous
explosion, remember) and you will soon reach a rotating cog. Enter a gap in
between the sticking out parts and move at the same speed as the cog. Where
there is a second cog, carefully find another space. Don't get stuck between
the cogs, or it's over. Walk the last stretch with second cog then make a dash
for the ramp leading up. Exit through the door onto the landing and make your
way downstairs (kill the zombies first!). Watch out for bloodmen in the
elevator room, on your way down. The room which normally contains vampires is
empty, though the corridor behind it still has enemies - watch out. Go right
this time, to a door a little further down. In this vast room is the dead body
of a bull, and further ahead is the cracked wall whose seal you deactivated
earlier. Place the Nitro and wipe you brow - the worst is over!
Leave the large room for now and go to the Torture Chamber again to get some
Mandragora (right at the fork, remember?) Now return to the large room again,
and place the Mandragora on the floor next to the Nitro. After the spectacular
explosion you will have access to a small room with a large crystal (which
activates the elevator), a white jewel and a scroll. Save, buy stuff if you
want to then activate the crystal to release its magic. Now leave the little
area, and the bull comes to life!
-----------------------------------------------------------------------------BOSS: Demon Bull
ATTACKS: Charges at you, bucks his horns, spits poison, spits yellow beam.
STRATEGY: It's Demon Bull, a classic Castlevania character (notably in the
first level of Dracula X)! It is almost a requirement that you have a long
range weapon, since the bull runs around wildly making short range attacking
very hard. Carrie is alright (though if the bull doesn't stop her magic
bullets
fizzle away into nothing) but Reinhardt must have a throwing weapon. When the
bull stays still, take advantage of the opportunity! Attack like mad. When it
goes on a running spree, it's best to ignore it until it stops. The poison
spit
is easy to avoid, but being trampled on is common if you're not careful. As
you

attack the bull, its skin falls off exposing the bone, then the bones fall
off.
If you continually attack one part of its body that will degenerate while
other
parts remain. The best strategy is therefore to keep attacking the hind legs
until they fall off, making it a sitting duck. Remember, as long as you keep
moving this battle shouldn't be too hard. At the end of the battle you get
some
Roast Beef (appropriately!)
-----------------------------------------------------------------------------When the battle is won you can collect the many items hanging on the wall in
here. Most are red jewels, but there is on wooden crate which, when hacked
several times, yields vast amounts of gold. Yes! When you're done in that
room,
save then exit. Go back to the large room with vampires and you get a video.
Depending on whether you're playing as Carrie or Reinhardt you get a different
boss, too. It's one boss after another in this game...
-----------------------------------------------------------------------------BOSS: Rosa (for Reinhardt)
ATTACKS: Slashes you with sword, creates magical blast radius when you are
nearby, shoots energy orb.
STRATEGY: Rosa is hard if you try to attack up-front with your whip. She soon
knocks you down with her sword, and the magical blast hurts. Keep your
distance
and all you need to do is consistently dodge the fireball-orb things while
chucking throw weapons. Whipping is undoubtedly easier, but much more energy
consuming. Using throwing weapons takes up a lot of red jewels, but it's much
safer. The battle isn't too hard, so in the end you can do it how you want.
-----------------------------------------------------------------------------BOSS: Carrie's Cousin (for Carrie)
ATTACKS: Three powerful magic bullets that home in on you, an icy mist that
freezes you and can only be dispelled by further attacks.
STRATEGY: Carrie's cousin is rather more powerful than Carrie herself, and the
triple homing bullets are deadly. Keep jumping and running at all times, and
turn to let fly a bullet of your own. Stay well away from the boss, as the
mist
she uses is deadly. There's not much more to it, really. Try your best!
-----------------------------------------------------------------------------When your boss falls you should proceed to the next floor, where you can now
activate the elevator from the switch on the side. Get in it and ride it to
the
top floor. Save your game then, disregarding any ghosts, run across the
complete bridge to the next level.
O----------------------------------------------------------------------------O

|
xi. Tower of Science
|
O----------------------------------------------------------------------------O
Section ID: #E11
Playable With: Cornell, Carrie.
Run up to the white jewel and save your game. Turn right and jump across to
the
small ledge. Be careful, as blocks come out of the holes on the right and
knock
you off to your doom below. You can use your weapons to destroy them, but it's
easier just to avoid them. From the ledge jump to the next segment of the path
and jump over to the last section so you can turn the corner. Collect the Gold
in the torch then run up the steps. On the next level, jump across the first
gap after the gun has shot lightning (otherwise you will get knocked off).
Repeat to jump across the next gap, and duck to dodge the gun above you on
this
ledge while you are waiting. Get the red jewel in the torch then head up to
the
next level.
Watch out for the blocks that fall out at you and wait for the gun to shoot
before jumping across the first gap. Before making the jump from the next
ledge
to safety, wait until both the gun and the block have attacked. Go up the next
stairs to reach a conveyor belt with large explosive spiked blocks moving
along
it. Attack any in your way then run along the conveyor belt, jumping across
the
crease in the centre, to the other side. Ascend the stairs again to reach a
conveyor belt with more guns. When waiting for one to fire you won't want to
move forward, so gently tilt the control stick in the opposite direction to
the
flow. When you can, run across to the other side (destroying any blocks in
your
way).
Ascend the stairs to yet another conveyor belt, and simply run across it,
destroying any blocks in your path. Climb the next stairway to a similar
platform, this time with both guns and blocks. Carefully navigate your way to
the other side, using the same techniques as you have up to this point. Repeat
this process with the level above too. The next level no longer has a conveyor
belt - the ground is flat and unmoving. Just wait until the block has left the
hole in front of you then run across to the other side, where you can collect
the red jewel in the torch and get onto the elevator. At the top you are in a
green corridor with a white jewel. Use it to save your game.
Head through the only doors, marked with a "I". You emerge in a large,
spacious
room with green tanks here and there. Go to the opposite side and collect the
content of the two torches (gold and jewels). Then turn and attack the gun
that
has emerged from the ground. These enemies are common throughout the level;
the

strategy to use is to stay out of their laser sight. This way their blasts
cannot hit you. After doing this, head to the door on the right marked "II".
Follow the twisting corridor until you reach the line of sight of a gun and
destroy it. Search the torch on the right for an axe. The next right torch
contains a large red jewel. Further down the corridor is another gun that
needs
destroying before you can continue. Then jump up the steps and walk forward to
the crossroads. On the right is a gun; turn the corner and destroy it quickly.
The torches on the left and right contain a red jewel and a Powerup. Press on,
and a grate fall down. Run from left to right, as the gun behind it takes pot
shots at you. When the grate lifts again you can proceed, destroying the gun
as
you go. Round the next corner are a couple of goblins, and a door marked
"III".
Go through it.
In the next room you must cross a bridge lined with guns which shoot laser
blasts at you. If you get shot, you fall off the bridge, so use the small
elevator to get back up (and take the opportunity to collect the Holy Water in
a torch). The first gun you can avoid using the block as cover. Jump over the
second gun's fire, and jump and duck to get past the next two (moving) ones.
The final gun can be avoided by jumping. Go through the door on the other side
("IV") and save at the white jewel after dispatching the goblins.
Take the door on the left up the stairs marked "V". Jump across to the first
platform, and move around to avoid the laser blast of the gun opposite. Jump
to
the next platform on the right then again diagonally across. Jump to the
far-right platform and onto the little ledge to collect the red jewel. Go onto
the raised column on the right then jump across to the bridge. Dash across,
and
jump if the gun in front shoots. Jump to the right then diagonally across, and
to the ledge on the left if you want to use a scroll. Jump across two more
platforms to reach a bridge, which leads to the Control Room key (jump over
the
laser fire on your way). Collect the key. If at any point you fall off,
collect
the content of the torches (a red jewel, roast beef, a cross and a knife) then
use the elevators to get back upstairs. Once you have the key, allow yourself
to fall down if you have full health (it only takes off about half) or take
the
long but safe route back. Exit and save at the white jewel.
Go over to door VI and use your key to open it. Follow the winding corridor
until you reach a large chamber containing a large jewel.
-----------------------------------------------------------------------------BOSS: Security Crystal
ATTACKS: Uses its many guns to shoot at you.
STRATEGY: As soon as the battle starts, run around the pit until the path
opens
up leading to the crystal. There is Roast Beef in a corner on the way. When
you
get there, attack the guns on the left and right to disable them. You can now

go up to the boss itself and attack like hell until it shatters. There - that
was easy, wasn't it?
-----------------------------------------------------------------------------After the boss goes down there are several items in the room that you may want
to collect (jewels, plus stuff hidden in the radiator things that surround the
pit in between the fencing). When you're ready, go through the door marked
"VII" to exit the level.
O----------------------------------------------------------------------------O
|
xii. Duel Tower
|
O----------------------------------------------------------------------------O
Section ID: #E12
Playable With: Cornell, Reinhardt.
Save your game and get ready for a level of fighting one-on-one battles with
several tough enemies. Although all are bosses, officially, it is easier to
describe them as normal enemies to save space in the walkthrough. Run forward
into the square and you will be locked in, and a were-leopard appears. Just
stand at a decent distance from it and attack fast, then jump out of the way
when it attacks. When it falls, save then continue to the walkway. Jump across
to the platform, which crumbles soon after you stand on it, so jump onwards
quickly. Run up to the circular platform and jump over the whirling blades and
onto a ledge in the water on the left. Jump across the three ledges to solid
land, at which point a werewolf appears. Just keep your distance and attack,
then jump out of the way when it retaliates. It soon dies, leaving you some
goodies.
Jump across to the platforms that appear on the other side of the ledge and
use
them to hop across to the large circular platform (kill the lizard man on the
way). Once again, jump over the rotating blades and jump up to the path above
the platform. Collect the gold and large red jewel in the torches then run up
the ramp and jump across to the first suspended block. Jump across to the next
platform, and wait until the rotating blade is leaving a gap for you before
moving on. Run over the crumbling platform when there's a gap for you in the
blades ahead, then jump up to the next platform. Jump up again (watch the
blades), then run past the crumbling block and up the last two platforms to a
white jewel and scroll. Save and buy some stuff if you want to.
When you're ready, hoist yourself up to the path above. The torches on the
left
and right contain gold and a jewel. Run up the carpeted ramp and into the
small
arena to start a battle with a Minotaur. He has a deadly charge, but is
otherwise slow, so keep attacking and dodge when he rushes at you. Be careful
not to get burned in the ring of fire. He dies, leaving you Roast Beef (which
can also be found in one of the torches here, the other containing a Powerup).
Jump up the platforms on the right, and run across the crumbling one, avoiding
the blade. On the next level of platforms there are two blades, on low and one
higher, so be careful not to get caught between two. Pull yourself up to one

last platform and run up the ramp. Reinhardt gets a battle with a were-tiger a slow beast who can be beaten with the simple tactic used on all monsters in
this tower (keep your distance and attack, then dodge when it charges). Just
be
sure not to get caught in its arms, as it slams you hard onto the floor.
Cornell, on the other hand, gets a FMV sequence followed by a real boss
battle.
-----------------------------------------------------------------------------BOSS: Warewolf (for Cornell)
ATTACKS: Lashes out at you, bangs floor to create a shockwave, does a body
slam
on you.
STRATEGY: Keep off the four red corners, as this is lava that hurts you. In
this enclosed space it is difficult to avoid the Warewolf, but try your best
to
keep your distance without stepping in the lava. Keep moving and attack
continuously. After it does a body slam, the Warewolf is very vulnerable for
about five seconds, so take advantage of the opportunity. Also, Holy Water can
be very useful if you have it. There is little more to be said, except that
you
shouldn't be afraid to use healing items if necessary.
-----------------------------------------------------------------------------When the boss falls, simply jump across to the last platform leading to the
next level.
O----------------------------------------------------------------------------O
|
xiii. Tower of Execution
|
O----------------------------------------------------------------------------O
Section ID: #E13
Playable With: Cornell, Reinhardt.
Go to the white jewel immediately on the left and save your game there. Then
hack the two statues for a red jewel and an axe. Then jump across the lava
from
the steps to the ramp. Use the stones in the floor and the general debris to
cross the lava and you will reach a long walkway covered with swinging axes.
You can slide underneath them, or wait until they are a decent distance to one
side before continuing. Jump across to the next section and go up the steps on
the right for 300 Gold and a Purifying. Go right at the bottom, and walk over
the spikes when they're retracted. Wait until the axe is swinging high then
jump across the next gap. Run down it, waiting until both the spikes and the
axes are safely out of range (use your judgement and you will get past
unharmed). The final jump really requires timing - both the axe and the spikes
must be out of harm's way. Follow the path to the doorway, and save at the
jewel on the other side.

Use the ledges in front of you as stepping stones to reach your various
destinations, watching out for the swinging axes. Head left for a large red
jewel from a statue. On the right is 300 Gold, similarly dissimulated. The
other path leads to some platforms which take you to a higher level. Up here
are several blades which slice out of the walls. Luckily you can pass on the
opposite side of the wall to avoid being hurt. Where there is blade on both
sides, run through when one is retracting itself. Run up the steps, round the
corner and through the doorway, always being cautious about the blades. Save
at
the jewel on the other side.
Run forward along the grating, and turn right at the stone part. Where you see
smoke rising from underneath the grill, wait for a minute until a large flare
has erupted from the lava below. Go right for a red jewel, but watch out on
the
rusty part of the grating - it collapses under your feet. The left path also
leads to an erupting flare, but beyond that is a block you can haul yourself
up
to. Run down this straight part of the walkway, but watch out for the hazards;
there are two flares and two collapsing grills. At this point I recommend
going
left, which leads round a corner into the next room. There is a save point on
the left, and beyond that is some Roast Chicken and a Sun Card. The right path
leads to a scroll. Save again then turn around and go back to the previous
room. Now go straight on to the dangerous area full of swinging axes, flares
and collapsing trapdoors. Slide under the first two axes and wait until the
next one is out of range before proceeding to jump across the gap and through
the doorway into the next room.
Follow the passage into the main room. To the left is where you were when you
exited from the other entrance. To the right is a row of spears on the wall,
one of which jumps off and attacks you in the form of an invisible knight.
Stand back and attack it then press on to the white jewel at the end of the
walkway. Go right through the doorway to reach another path. Go down the steps
and you'll get to a semi-circular grating. Every five seconds or so a large
fireball crashes into the lava next to it, spewing the liquid at you. You
don't
want to be nearby when this happens, so as soon as a fireball has crashed, run
past and jump at the last minute to narrowly avoid being hit by the next one.
Up on the bridge there is a moon card on the right and a large red jewel on
the
left.
Down on the other side is another semicircle with fireballs. Use the same
technique, and be quick as it is easy to get knocked into the lava. On the
stone stairway you should go right round the path and you will reach an entire
circle, another target for fireballs. Run around one side as soon as a ball
has
struck, then jump away from the area as soon as safely possible. Run down the
narrow causeway then repeat the exercise with an identical circle. Hoist
yourself up to the steps and make your way through the passage to the doorway.
On the other side, run down the path. You can hack at the cracked columns for
items and enemies. The second on the left contains a Powerup. Run right round
and go down through the doorway on the left. Save at the jewel you find.
Run down this walkway, jumping over the spikes when appropriate, and ducking

under the swinging axes. Watch out for the flare under the grill then jump
onto
the ledge on the right. Carefully negotiate the circle that is bombarded with
fireballs and jump into the tunnel ahead of it. Carefully get past the blades
and spikes, and jump across the gap with the axe. You reach a large room with
a
sort of Coliseum in the middle. On the left is a save jewel - use it. On the
right is a statue with a jewel. Venture into the arena thing and carefully
circumnavigate the circle. Go right and up the stairs then down the corridor
for red jewels and Gold. You can also go around the top of this large stone
circle, and get a cross on the other side. You can then drop down to the
platform below. Jump across the ledges and be careful of all the hazards
(flares, axes etc.) and you will reach an extended platform. Run round the
corner, jump across to the ledge in the middle, collect the stuff in the
statues then walk through the doorway to finish the level.
O----------------------------------------------------------------------------O
|
xiv. Tower of Sorcery
|
O----------------------------------------------------------------------------O
Section ID: #E14
Playable With: Cornell, Carrie.
This level is very serene, enchanting and mystical - a stark contrast with the
level your character just came from (will be either Tower of Science or Tower
of Execution). Save at the crystal immediately on the left then run across the
crystal walkway. Kill the ice monster at the first corner (be careful not to
get hit by its spit, which poisons you). Keep running until you reach the end
of the ramp, at which point another ice monster assails you. Jump across to
the
next platform, then wait for the electric current between the two crystals to
disappear before jumping on. Be careful as you jump to each platform, as all
are defended in the same way. Collect the red jewel in an ice shard on the way
up. After jumping up these crystal ledges you will reach a pillar surrounded
by
yellow cones. Jump onto one and make your way around the column anticlockwise
then jump off to a platform to the right. From there jump to another yellow
cone which is one of several surrounding a pillar, and go clockwise around it
then jump off to the left. The path to the right leads to nothing; go left up
the red cones and save at the white jewel on the green platform.
Keep going up using the red crystal cones and you will reach a stone column
with a scroll on it, attached to a bridge of crystal. Run along it, and attack
the crystal shard on the other side. These orange enemies shoot at you and
knock you off the edge. Jump up to the platform on the left then destroy the
crystal shards on either side of you. Jump forward then repeat the process
with
the next enemies. Then proceed to the next platform and hack the crystal shard
in front of you. Jump to where it was and ascend into the sky with more red
platforms. Go anticlockwise around the yellow cones and jump off to the right.
Hack the ice shards for jewels and Gold then save your game.
Wait for an appropriate moment then jump to the next platform. Destroy the

crystal shard on this platform, and the one on the next platform. Wait until
it's safe (there is no electricity in front of you) then jump up to the red
crystal platform. Jump up to the highest platform then use the red cones on
the
right to access the bridge at the top. Up here you can see a platform with an
ice shard a long way away. Take a leap of faith in that direction to land on
an
invisible floor. Run over to the platform and hack the shard to collect a
Powerup. Head back to the bridge then follow it to the end and through the
door
to reach the Room of Clocks. Wasn't that a short level?
O----------------------------------------------------------------------------O
|
xv. Room of Clocks
|
O----------------------------------------------------------------------------O
Section ID: #E15
Playable With: Cornell, Reinhardt, Carrie.
This level is basically devoted entirely to one boss, who varies with your
character. First, run forward into the main room. Save your game then hack the
candles for several items including a Powerup. Be sure to save first, so that
the Powerup is there every time you restart from your last save. You can also
buy stuff from Renon if you need it. When you're ready, head down the other
corridor to reach an elevator, after which point a video starts and the next
thing you know you are confronting your boss...
-----------------------------------------------------------------------------BOSS: Ortega (for Cornell)
ATTACKS: Swoops at you, strikes out with its legs, breathes fire (lion head),
spits poison (goat head), sends damaging red waves (snake head), grabs you in
mouth and bites you.
STRATEGY: Ortega takes the form of Chimera for the battle. It has three heads,
each with a different ability (outlined above). The attacks can get very
damaging very quickly, and you have to be on the ball to dodge them. Keep
moving at all times, and stay several feet from the three heads to avoid the
poison. Also be ready to jump out of the way of pounces and swipes. Get and
attack in whenever possible, and use lock-on. It doesn't always connect, but
keep at it and Ortega eventually goes down. Remember, don't skimp on healing
items, particularly if Ortega is low on life. As you attack each head, they
fall off, effectively preventing any more attacks of that type, so the battle
gets easier as it progresses. Using Werewolf power here is helpful, but not
essential, especially if you're looking for a challenge.
-----------------------------------------------------------------------------BOSS: Death (for Reinhardt)
ATTACKS: Throws scythes at you, summons huge fish from the devil's sign,

STRATEGY: This is the second easiest of the three bosses met here. Death
chucks
scythes down at you, but you can jump out of the way easily if your reflexes
are half-decent. More dangerous is his fish attack, which can be very hard to
dodge, particularly with Reinhardt's lethargic speed. You can anticipate this
because Death swoops into the middle of the arena and swings his scythe just
prior to the attack. If you can attack him before this occurs, the attack does
not go ahead. If you are too slow, you have to try to avoid them, not an easy
task. I'd say throwing weapons (Cross, preferably) are a must for this one.
-----------------------------------------------------------------------------BOSS: Actrise (for Carrie)
ATTACKS: Fires powerful magic orbs at you, creates crystals to hurt you.
STRATEGY: This battle is very easy, really. Actrise surrounds herself in a
wall
of crystals, and you should keep moving in a circle at a decent distance
around
her, charging and releasing magic bullets. If you stop moving, you'll get hit.
Once you make a hole, shoot Actrise through it and repeat the process. It's
long, but it's not hard. You should be able to do this without any need for
healing items or the like. Just be sure not to bump into one of the crystals
Actrise maliciously summons randomly around the arena.
-----------------------------------------------------------------------------When you've defeated your boss, take the elevator back downstairs and save,
then head through the door to the Clock Tower.
O----------------------------------------------------------------------------O
|
xvi. Clock Tower
|
O----------------------------------------------------------------------------O
Section ID: #E16
Playable With: Cornell, Reinhardt, Carrie.
This level is very boring, and is almost exclusively platforming. However, it
is the last real level. Relax! The end is in sight! Jump up to the platform on
the right of where you emerge then pull yourself up to the floor above. Go
right, and jump up to the top of the block in the corner. The cogs can be used
to jump along, but if you stay still for long their movement will knock you
off, so you must run gently in the opposite direction to the motion in order
to
survive. If you get trapped between two cogs, you will be crushed to death.
So, with these warnings in mind, jump to the cog on the right then jump across
to the next one, then (gently avoiding the gap) jump to the smaller cog on the
right again, then run down the twisting platform extending from it. Run gently
in the opposite direction of the motion as well as forwards to avoid being
turned off. On the other side, jump right to the large cog then onto the one
next to that then jump onto the platform that is moving up and down. When it
is

as high as possible, jump off to the right then to the left. Up-right is a
torch containing Clocktower key A, as well as one with a red jewel. Collect
this stuff then go back down to the lower platform. Jump up to the right and
use the large cog to get to the platform beyond there. Hoist yourself up the
next two platforms then jump left across the cogs to reach a door which you
can
open with your key. Inside is a narrow corridor with goblins and a save point.
Kill them then record your progress.
Take the other door and you will reach a smaller room with a huge upright cog
spinning in the middle. Go left into a small niche to find 500 Gold, whilst
the
right niche contains a large red jewel. Jump forward onto the next cog then
right onto the smaller one. Use the cogs as platforms to reach the key hidden
in a small niche to the left of the door, then jump onto the platform in front
of the door and use the key to open it. You end up in another narrow
passageway. Run to the other side to enter a new area.
Once in a new room, you will realise that you are on a small platform high
above the ground. Use the platforms below you to reach ground level safely
then
go forward to the white jewel and save. On the right is a torch containing
some
gold. Go over to thick the spinning tower in the middle of the floor and jump
up to the first ledge. Run around the tower in an anticlockwise direction,
using the ledges to pull yourself ever higher up. When you reach a red
platform
jutting out, wait until you have turned to face the other pillar then jump
across to the platform sticking out of it. Turn quickly and jump back to the
other tower, this time onto a higher and thicker platform above the one you
were just on. From here you can access a higher platform on the thicker tower
once you have done another full turn. Then jump back across to the thicker
tower on to a higher platform from up here when you can. Finally, from up here
you can access a platform jutting out from the left wall.
From here you should run onto a small area cut into the wall. Go over to the
right side and cross to the opposite end of the room using the rotating pole
as
a bridge. Be very careful not to fall off. At the other side you should jump
off to the right to reach a platform high on this side. Hack the torch for
Clocktower key C then begin a careful descent to ground level using the
platforms below you. Upon reaching the floor, save your game then go over to
the door to the small building on the right. Open it with your key then hop
onto the elevator on the floor. Jump off into the small passageway which leads
to the other side of the room. Drop down on the other side then save at the
white jewel just in front of where you arrive.
Jump up the ledges on the big tower until you reach a platform which juts out.
Be careful of the vents which breathe fire at you as you do this. Jump from
here onto the large platform on the left side of the room. In the corner is a
small block which, when attacked repeatedly, breaks away to a large red jewel,
a Purifying, Roast Chicken and a Powerup. Go to the edge of this ledge and
jump
over to the higher platform on the column you just jumped from. Jump across to
another platform on the pillar next to you, then jump back even higher on the
original tower. Wait for a suitable opportunity then jump from this perch to

the top of the other pillar (via another platform). Be careful not to be hit
by
the fire vent - a fall from this height is fatal. At the top, you have a
beautiful view of the surroundings.
However, that's not what you're here for. Jump off to the cog on the right
then
get inside the niche in the wall. Go over to the other side of the room across
the spinning beam, but wait until the vent has breathed fire. Stand still
while
this happens, but move a little to the left at all times to avoid falling off.
When it's safe to do so, jump to the cogs on the right then go inside the
little niche and collect Clocktower key D from a torch in there. Go back onto
the cogs when the vent has breathed fire again then jump across to the
platform
in the top corner of the room. Cornell gets a short video at this point
involving Ada. When you can, open the door with your key to access the next
area.
Run through the small corridor into another large room. There is a scroll on
the floor - your last opportunity to summon Renon, so use it wisely. Save your
game at the white jewel then head up the stairs. Through the door at the top
is
a clock face. You are on the big hand, and there is a torch on it too. Collect
the key inside then return indoors and go back down the steps. Go left into
the
locked door and down the passage beyond it. In the new room, climb up onto the
block on the left. Jump across to the half-cog then jump up to the platform
opposite above you. It takes a mighty leap to do this, and there is a flame
vent in your way. On the other side, climb up then hack the torch for some
gold. Jump to the platform on the left via the cog then cross the room using
the lined up cogs. Grab onto the beam and begin moving to the right. If you
are
in front of the flame vent when it shoots, you will be knocked off, so wait
before proceeding on. Jump from the platform opposite to a tall ledge with
slopes on all sides. Pull the lever to make footholds appear then save your
game.
Jump back to the walkway then use the beam to sidle back to the cog in the
middle. Keep going right, always wary of the flame vents shooting you off.
Drop
off onto the foothold who's appearance you caused then jump up several times
until you are as high as you can get. Walk along the rotating bridge, watching
out for both a spinning blade and a flame vent (duck for the former, wait a
while for the latter). On the other side, go through the small door behind a
platform. Go down the small passageway that links it to another door then save
your progress at the white jewel the other side.
In front of you are moving platforms. Jump onto one as it comes towards you,
then jump from it to the next one then off to a ledge on the other side.
Repeat
the process with a further two platforms round this corner. You will now be on
a narrow walkway against the wall. Walk along it then face the slope in front
of you. Carefully align yourself so that you are looking straight down at a
yellow rod protruding from the slope. Gently let yourself slide down, so that
you stop on the rod. Now jump forwards to land on the raised path below. This
will take off most of your life, which does not matter in this level. However,

if you had below 80% HP, you cannot do this and must try to do some acrobatics
so that you land about halfway down the slope and slide down to the path. This
method is awkward and inaccurate, and you may fall off the edge. If this
occurs, go round to the elevator in the corner of the room and try again. On
the path itself, go along it and left to a lever. Pull it to change the hands
on the clock. Drop off the side and you will be back at the white jewel and
scroll. Run up the steps and across the hands to get to the doorway on the
other side, which leads to the final level.
O----------------------------------------------------------------------------O
|
xvii. Castle Keep
|
O----------------------------------------------------------------------------O
Section ID: #E17
Playable With: Cornell, Reinhardt, Carrie.
Run up the stairs in front of you then open the door to the first room. Walk
to
the far door and a video with Renon kicks in. He either comes to say farewell,
or to attack you in a boss battle (see secrets section, ID #F).
-----------------------------------------------------------------------------BOSS: Renon (optional)
ATTACKS: Shoots blue fireballs, summons fish from devil's sign.
STRATEGY: You appear on top of a tall tower, and one concern of yours is not
to
fall off during the fight. The other is your enemy - Renon is a large batdemon
thing. His fireball attack is relatively inoffensive, but, like Death, he also
stands in the middle of the arena, swipes around then summons huge fish from
pentagrams. You can stop the attack if you hack him in time, but otherwise
you'll have to keep moving to avoid the massive damage the fish inflict. One
problem is that Renon is very hard to hit. Not only does he swoop about fast,
but his fireballs are also targetable. The result: you never target him, so
he's hard to attack. Use lock-on at all times, and jump when you attack (this
helps to get near him). If you keep at it, Renon falls quite quickly.
-----------------------------------------------------------------------------When Renon dies (if you fought him at all) you return to the room you were in
before. Collect the contents of the torches - red jewels, a Cure Ampoule and a
Purifying - then go outside through the other door. Run up the next flight of
steps to another similar room, go through it then up some more steps into
Dracula's main chamber. Immediately on the left is the last white jewel in the
game. Save then go up to Dracula's coffin. A video starts automatically, and
then you'll fight the man himself - or is it?
-----------------------------------------------------------------------------BOSS: Dracula's Servant

ATTACKS: Shoots a force field of electricity, shoots fireballs, summons bats,


shoots red shockwaves, wafts you towards him, sucks your blood.
STRATEGY: No matter who you are playing as, when the battle starts you should
immediately run into Dracula's coffin. This gives you a good vantage point, as
your attacks are at Dracula's Servant's head-height. The boss flits about the
room, disappearing in puffs of smoke then reappearing elsewhere. He tends to
stay near you, so he should be in range. His attacks are numerous and varied
(see above), and still connect wherever you are. Try to attack him before he
can unleash an attack of his own. Also be warned that if you are near where he
appears, he disappears again before you can attempt to hurt him.
-----------------------------------------------------------------------------Another video follows Dracula's Servant's Death, then things get different
depending upon who you are playing as.
~~~~~~~
Cornell
~~~~~~~
Dracula's Servant takes Ada into his cloak and metamorphosises into Dracula
Ultimate, a battle which takes place in the middle of dark skies.
-----------------------------------------------------------------------------BOSS: Dracula Ultimate
ATTACKS: Flies back and shoots either shards of ice, demon heads or fireballs,
hits you then blasts up at you when you are in the sky, shoots lightning at
you, fires huge blast of energy.
STRATEGY: The battle takes place in an enclosed space in front of Dracula
Ultimate - no room to run around in, or anything like that. You have to jump
like mad to dodge any attacks. Considering that this is the last boss in the
game for Cornell, it isn't too complex; whenever it opens the flap its chest
to
reveal a bloody head, you can access its weak spot (this). Attack like mad,
then run around to dodge another attack, as outlined above. Use any healing
items you want - this is the last battle. Also, be sure to use your Werewolf
powers, as they really help. Good luck!
-----------------------------------------------------------------------------At this point the game ends - see the endings section for more details (#F1).
~~~~~~~~~~~~~~~~
Reinhardt/Carrie
~~~~~~~~~~~~~~~~
After you defeat Dracula's Servant, and he reveals that it is not the true
him,
the building begins to collapse. Run out of the chamber, down the steps,
through the buildings and you will see a short video in which Malus goes past
on a Pegasus horse. Go right to the bottom of the steps then jump onto the
elevator on the left. It takes you up to a new arena, where things happen

differently depending upon how long you have taken to reach here.
If you have taken more than four days:
At the top you will see Charlie Vincent, who is busy killing Dracula. After
the
video ends, you have to fight the vampire slayer himself, who has become a
vampire in the meantime.
-----------------------------------------------------------------------------BOSS: Charlie Vincent
ATTACKS: Swipes down at you, throws Unholy Water.
STRATEGY: Considering that he is one of the final bosses, Charlie Vincent is
really very easy. Killing him is a simple matter of dodging his swipe attacks
(jumping out of the way is best) and keeping away from the Unholy Water (this
is trickier - you have to run like hell as soon as he throws in a particular
direction). Just stand with your back to a wall and slash away like there's no
tomorrow, then when things start to look bad dodge as detailed above. Use all
the healing items etc you want, and just watch out for the Unholy Water
throwing sprees Vincent occasionally takes on. Good luck!
-----------------------------------------------------------------------------At this point the game ends - see the endings section for more details (#F1).
If you have taken fewer than four days:
When you emerge on the arena, Malus' possessed body releases Dracula himself,
in a fetching purple cape (a real fashion icon). Then you have to fight him.
-----------------------------------------------------------------------------BOSS: Dracula
ATTACKS: Shoots three blue fireballs simultaneously, sends and electric
shockwave at you, summons a powerful green flame, sucks your blood.
STRATEGY: This battle is not so much difficult as it is long. Dracula flits
from one corner of the arena to another, and you have no idea which one. This
makes hitting him, particularly with Reinhardt, very difficult. You also have
his attacks to contend with. While most are not too problematic, and can
easily
be dodged through nifty jumping, the powerful green flame can really dish out
some damage. You can destroy the fireballs which may contain useful items such
as Powerups, red jewels and sometimes Roast Chicken. Do not be afraid to use
healing items, but try to save at least five Roast Chicken/Beef for the final
battle (yes, there is another). This fight can drag on, but be determined and
you will surely succeed in the end.
-----------------------------------------------------------------------------After the fight with Dracula, you are teleported to a vast wasteland, and the
"real" Dracula appears as some sort of huge dragon thing.

-----------------------------------------------------------------------------BOSS: True Dracula


ATTACKS: Shoots huge deadly orbs which create large explosions, swipes out for
massive damage with his claws, breathes large flames on you, creates a
shockwave, summons two dragons to help.
STRATEGY: The king of darkness lives up to his name in a truly phenomenal boss
fight that should be written down in video game history. If you are playing in
Hard mode, realise that this is one of the greatest tests of skill you will
face. Dracula has some incredible attacks; the orbs that he throws your way
explode with an incredible blast radius that can be really damaging, and if
you
attack them they split into two, making the situation worse. If they explode
near Dracula, they can actually hurt him, but the timing problems mean that it
probably isn't worth the effort. Just avoid them. Keep well out of Dracula's
range, as both the claw attack and the fire breathing attack are devastating,
and you don't want to be nearby when he unleashes them. This presents a
dilemma; Carrie is fine with her long-range attack, but Reinhardt has to go
right close up. This is why it's easier to use any throwing weapons with any
red jewels you have left. Basically, Carrie's attack patterns should be to
circle Dracula and shoot fully charged orbs. Reinhardt should use any throwing
weapons he has, and when he runs out he should run up to Dracula, attack then
retreat. Use any healing items you need, as this is the last battle. When
Dracula summons a couple of gold dragons to assist him (as if he didn't have
enough help), just keep attacking as you did before and ignore these. All I
can
say beyond that is a very cliched line - good luck!
-----------------------------------------------------------------------------At this point the game ends - see the endings section for more details (#F1).
O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
|
VI. Secrets
|
O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
Section ID: #F
There are several things in the game that are not immediately obvious, whether
they are different endings, secret bosses or children.
O----------------------------------------------------------------------------O
|
i. Endings
|
O----------------------------------------------------------------------------O
Section ID: #F1
WARNING: This section contains serious spoilers if you have not yet finished

the game, and is designed for those who have already done so, but would like
to
check back on what the ending was like.
There are a total of eight different game endings. Cornell has one, Henry has
three and Carrie and Reinhardt have two each. To get Henry's bad ending, do
not
rescue any of the children in the 7-day time limit. To get his medium ending,
rescue at least one, but not all six of the children. To get his good ending,
rescue all six children in time. To get either Reinhardt or Carrie's bad
ending, take at least four complete days (four sun/moon cards) to get to
Dracula. To get their good endings, take fewer than four days to get to
Dracula.
Many thanks go to ReyVGM for Carrie and Reinhardt's good/bad endings, as he
allowed to use the ones he had in his Endings FAQ:
http://db.gamefaqs.com/console/misc/file/castlevania_ending.txt
~~~~~~~~~~~~~~~~~
Cornell's ending:
~~~~~~~~~~~~~~~~~
<Dracula Ultimate thrashes about.>
Dracula Ultimate: Aaaaarrrrggghhhh!!!
<Ada appears above Dracula's head.>
Ada: .....!
Cornell: Ada!
<Cornell tries to reach Ada, but electricity knocks him back.>
Cornell: Ada!
<Cornell tries again, and absorbs the electricity. His wolf form jumps
forward
and smashes the crystal holding Ada, then Dracula Ultimate grabs it. Ada
falls
into Cornell's arms.>
Cornell: I'm losing wolf power...
Dracula Ultimate: Ha ha ha! I must thank you, Man-Wolf, I have achieved my
purpose!
<Dracula and the Man-Wolf power disappear together into a vortex. Ada and
Cornell are seen walking together through the forest.>
Cornell: We should be OK now.
Ada: We're OK now right? We can rebuild the village?
Cornell: I...uh...have to tell you something...
<A movement occurs in the bushes>
Cornell: What was that?
<Henry appears>
Henry: Cornell?
Cornell: Henry!
Henry: I thought it was you!
<The three walk together through the woods. Later, they are seen around a
fire
talking together.>
Henry: ...and the blue wolf appeared in front of me and brought me to safety.
It's all thanks to this pendant.
Ada: Hey, that's my pendant!
Henry: Is this your pendant? Then I must thank you. It saved me. But Mama and
Papa are dead...

Ada: I understand, I lost my parents too. They dies when I was very young.
<Cornell is thinking about the Man-Beasts sins, and what Ortega and Dracula
have said to him.>
Dracula: I know more about you than you think, man-wolf. This girl is not your
blood relative. She is a survivor from the humans your kind killed. Did you
hope to atone for your sins by saving her? Did you think that this young lady
would be elated by your actions? It is mere shadow deception by a man-wolf!
Ortega: I wanted to settle this score at all costs, even if it meant
disobeying
Dracula. I have no regrets now that I have fought the true you. I'm sorry for
what I did to the villagers, but it's too late for that now.
Ada: ...don't you think so Cornell?
Cornell: What?
Ada: Don't look so unhappy, everything will be OK! Sure, the village has
burned
down, but we can start afresh! Just because we're blood relatives doesn't
mean
we can't start again.
Henry: She's right!
Ada: Look, Cornell, light is returning to the land!
<Sunlight comes in through the trees. The three walk off together. Credits
roll. Then the scene is transported to Dracula's altar. The man-wolf is in a
jewel, above Dracula's coffin.>
Gilles de Rais: So this is the man-wolf power extracted from the victim's
body.
What enourmous power...
Actrise: It's all the crystal could contain, but it should be sufficient for
the ritual.
Death: O great powers of the underworld, use the powers of this man-wolf to
revive our leader. Provide the soul of this sleeping devil with a new body.
...the ritual is a success. Everything is going as Count Dracula had planned.
Foolish humans! They will see, soon the time will come when again the world
will be shrouded in darkness. Ah ha ha ha ha ha!
Narrator: About that time, a priest of the Eastern Orthodox Church gave this
prophecy. One clear night after 7 days of thunder and rain, a blood moon will
shine down on a foggy lake and children of darkness will gather in the old
castle. An infant with blue eyes and blue hair will be born on this night to
a
young couple living in a small village in the forest. On this child's eighth
birthday, the soul of the true devil will wake from a deep sleep and play a
destructive melody. Still, there is no reason to grieve. For our lord has
given us one hope: to entrust our future to two youths who have inherited the
powers to fight the devil.
~~~~~~~~~~~~~~~~~~~~~~
Reinhardt's Bad Ending
~~~~~~~~~~~~~~~~~~~~~~
Dracula: Arrgghhh!!! Urgh... Ugh. Hah. Ah. Ah ha ha ha ha ha!! So you thought
you had won? To save the world is not so simple Miserable creature. How dare
you oppose my evil might? Darkness will rule! Die weak fool! Ho ho ho ho ho!!
Reinhardt: Rosa... I have avenged you... Malus!!
Malus: Is Dracula dead?
Reinhardt: Ah...
Malus: Are you sure Dracula will never return?
Reinhardt: Well... That depends on what we humans do in future.
<Scene changes. Reinhardt and Malus are riding on a chestnut brown horse

through a green field bordered by a white fence.>


Reinhardt: (thinking to himself) Dracula, prince of evil, has vanished into
the
dark abyss. But the sinful desires of humanity may yet allow his return. As
long as I live Nay, even after my death, the struggle will continue. This is
the quest of all who inherit the blood of the Belmonts. When Dracula next
returns will be long after my death. But whenever he comes, a new hero will
arise to fight him. Perhaps it may even be this youth here.
Malus: What?
Reinhardt: Oh, its nothing. Come, lets go home.
~~~~~~~~~~~~~~~~~~~~~~~
Reinhardt's Good Ending
~~~~~~~~~~~~~~~~~~~~~~~
<Killing the true Dracula causes a sandstorm. Reinhardt shields his face.
Dracula shrieks as it is sucked down into a black vortex in the sand,
its body burning as it sinks. Reinhardt is transported to a cliff beside
Castlevania and he watches it crumble and sink into the lake, which is now
pure. He speaks, presumably to God>
Reinhardt: ...Tell me. Will this struggle against Dracula ever end?
<Rose petals rain from the sky. A red rose falls near his feet. A familiar
woman appears in a bright light>
Rosa: Reinhardt...
<Rosa and Reinhardt embrace. She is alive and cured of her curse>
Reinhardt: When desire rules peoples hearts, evil arises and Dracula can
return. The fight between Dracula and humanity is endless. I know no way to
escape this struggle against evil.
Rosa: Yes... That is the fate of humanity.
Reinhardt: But we have faith in each other and we have love. That gives us
hope, and the strength to fight against despair. As long as we have hope,
evil
can never defeat us!!
Rosa: Reinhardt...
Reinhardt: Come, lets go home. Your family will be waiting for you!
<Credits Roll>
~~~~~~~~~~~~~~~~~~~
Carrie's Bad Ending
~~~~~~~~~~~~~~~~~~~
Dracula: Arrgghhh!!! Urgh Ugh. Hah. Ah. Ah ha ha ha ha ha!! So you thought
you had won? To save the world is not so simple... Miserable creature. How
dare
you oppose my evil might? Darkness will rule! Die weak fool! Ho ho ho ho ho!!
<Stakes made of an unknown material (light or magic I guess) circle the
vampire and impale him. A bright light flashes and only his cape is left. It
floats to the floor and bursts into flames. The castle shakes and crumbles.>
Carrie: Fernandez warrior. Mother. Were you watching...
<She notices a boy in the corner of the room>
Carrie: Malus!!
<Malus runs to her>
Malus: Is Dracula dead?
Carrie: Yes...
Malus: He can never come back to life again?
Carrie: Well... that surely depends on what people do...
<Scene changes. Carrie and Malus are riding on a horse-drawn cart of hay

driven by the Peasant through a green field bordered by a white fence.>


Malus: Say, Carrie... When we get back to the village... Will you marry me?
Carrie: What!?
Malus: Please, Carrie! Do say yes.
Carrie: But, this is so sudden...
Malus: Ill make you happy. I promise.
Carrie: But we are both too young. Its far to soon to get married.
Malus: Well then, when we grow up well be married?
Carrie: Hmmm... Malus, will you become a brave warrior and protect me?
Malus: Yes! Whatever happens, Ill protect you!!
Carrie: Is that so? Well, Ill think about it...
Malus: No, no. You must promise now Say you will be my bride!!
Carrie: Oh, all right. When you grow up, I will be your bride. Is that all
right?
Malus: Yes. Very good. Now we have a binding contract...
Carrie: What? What did you just say?
Malus: Oh, nothing...
~~~~~~~~~~~~~~~~~~~~
Carrie's Good Ending
~~~~~~~~~~~~~~~~~~~~
<Killing the true Dracula causes a sandstorm. Carrie shields her face. The
beast shrieks as it is sucked down into a black vortex in the sand, its body
burning as it sinks. Carrie is transported to a cliff beside Castlevania. The
scene quickly shifts to the castle, which crumbles back into the lake.>
<Carrie is riding on a horse-drawn wagon full of hay. The Peasant in front
has
given her a ride.>
Peasant: Its been two years since you visited your mothers grave?
Carrie: Yes.
Peasant: Are you sure you want to get down here? Ill take you up the hill.
Carrie: Thank you. This is fine. I want to walk the rest of the way.
<Carrie takes a bouquet of flowers up to a single grave on top of the hill>
<Fade to Black - Credits Roll>
~~~~~~~~~~~~~~~~~~
Henry's Bad Ending
~~~~~~~~~~~~~~~~~~
<A loud shaking is heard.>
Narrator: A deafening roar shakes the region, as the Evil Castle begins to
crumble! Henry escapes just as the Evil Castle collapses. The castle sinking
into the shimmering lake marks the end of the war with evil.
<Henry is seen walking alone alongside a fenced-off field, down a country
road.>
Narrator: Henry tried desperately to find the kidnapped children, but to no
avail.
Henry: I can't believe I couldn't save a single child. I have so much to
learn.
Narrator: The morning sun shone down on Henry's tortured expression.
~~~~~~~~~~~~~~~~~~~~~
Henry's Medium Ending
~~~~~~~~~~~~~~~~~~~~~
<A loud shaking is heard.>

Narrator: A deafening roar shakes the region, as the Evil Castle begins to
crumble! Henry escapes just as the Evil Castle collapses. The castle sinking
into the shimmering lake marks the end of the war with evil.
<Henry is seen walking alongside a fenced-off field, down a country
road, followed by the children he managed to rescue.>
Narrator: Through young Henry's efforts, one {or however many kids you
rescued}
of the children were rescued.
Henry: Well, did you expect me to save everyone?
Narrator: The grave expression on Henry's face showed that he had become a
man.
~~~~~~~~~~~~~~~~~~~
Henry's Good Ending
~~~~~~~~~~~~~~~~~~~
<A loud shaking is heard.>
Narrator: A deafening roar shakes the region, as the Evil Castle begins to
crumble! Henry escapes just as the Evil Castle collapses. The castle sinking
into the shimmering lake marks the end of the war with evil.
<Henry is seen walking alongside a fenced-off field, down a country
road, followed by all six children.>
Narrator: Owing to Henry's great exploits, all six children were rescued.
Henry: Oh, you're all OK. Shall we go back to town? Your families are worried
sick!
Narrator: The morning sun lit up the strong, gentle features of Henry's
beaming
face.
O----------------------------------------------------------------------------O
|
ii. Story-related Secrets
|
O----------------------------------------------------------------------------O
Section ID: #F2
Fight Renon: To fight Renon, the demon salesman, in the Castle Keep, you must
spend at least 30,000 Gold pieces at his scrolls. On these it is written in
illegible demon script (remember what you saw when in the Villa) that spending
more than this sum is equivalent to forfeiting your soul to Satan.
Fight Charlie Vincent: To fight Charlie Vincent instead of Dracula, you must
spend more than four days to get to the castle keep with Carrie or Reinhardt
(see the above section, #F1). This way Vincent has already defeated Dracula,
but has become a vampire himself. This avoid you having to fight both Dracula
and Dracula's final form, as well as giving you a bad ending.
O----------------------------------------------------------------------------O
|
iii. Henry's Rewards
|
O----------------------------------------------------------------------------O
Section ID: #F3

In Henry's quest, you must rescue six children in six levels over a time limit
of seven days. Below I have outlined the location of each child (location
meaning the level they are found in). These are also found in the main
walkthrough, where I have also detailed their precise locations, so use that
if
you are having trouble finding them.
-----------------------------------------------------------------------------CHILD: Anthony
LOCATION: Forest of Silence
REWARD: Hard mode
-----------------------------------------------------------------------------CHILD: Bess
LOCATION: Castle Wall
REWARD: Reinhardt Schneider
-----------------------------------------------------------------------------CHILD: Clark
LOCATION: Villa
REWARD: Reinhardt's alternate costume
-----------------------------------------------------------------------------CHILD: Florence
LOCATION: Outer Wall
REWARD: Cornell's alternate costume
-----------------------------------------------------------------------------CHILD: Diana
LOCATION: Tunnel
REWARD: Carrie Fernandez
-----------------------------------------------------------------------------CHILD: Edward
LOCATION: Waterway
REWARD: Carrie's alternate costume
-----------------------------------------------------------------------------O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
|
VII. Bosses
|

O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
Section ID: #G
The bosses in Castlevania: Legacy of Darkness are numerous and impressive.
However, they can also be damn hard, so here are strategies for each. These
can
also be found in the walkthrough; this section makes it more convenient for
you
if you are looking solely for a boss strategy, and don't want to wade through
a
lot of text. The BOSS is the name of the boss, the LOCATION is the level it is
found in, the CHARACTERS tells you who to expect to fight it with, the ATTACKS
are the means by which the boss hurts you and the STRATEGY is a comprehensive
guide to defeating the boss.
-----------------------------------------------------------------------------BOSS: Water Dragon
LOCATION: Foggy Lake
CHARACTERS: Cornell, Reinhardt, Carrie.
ATTACKS: Spits green goo that traps you, hits you with its hand, throws you
into the air and hits you with water, grabs you and throws you down.
STRATEGY: A classic boss from several earlier Castlevania games (often called
Leviathan), the Water Dragon is fortunately easy to defeat since it is only
the
first boss. When it jumps out of the water, run up to it and begin to attack
until it moves then jump out of the way (with Carrie just run around while you
charge your magic bullets then aim them at it). Repeat this process,
remembering that when it raises its arm it will hit you, and when it raises
its
head it will spit at you. Every once in a while it submerges itself, but it
comes out again a few minutes later.
-----------------------------------------------------------------------------BOSS: Giant Ape Skeleton
LOCATION: Forest of Silence
CHARACTERS: Cornell, Reinhardt, Carrie, Henry.
ATTACKS: Summons skeletons, hits you with club.
STRATEGY: This is a very easy boss who should cause you no trouble at all. The
main threat is the skeletons he summons. Try to ignore them if you can, and
concentrate on attacking him. After you do a certain amount of damage he runs
a
few metres elsewhere, during which time you cannot attack him. When he stops,
repeat the process. He soon jumps away into the water, leaving you victorious.
-----------------------------------------------------------------------------BOSS: Giant Ape Skeleton (second form)

LOCATION: Forest of Silence


CHARACTERS: Cornell, Reinhardt, Carrie, Henry.
ATTACKS: Summons skeletons (including motorbike skeletons), swings club, jumps
to create damaging earthquake, breathes damaging putrid breath on you.
STRATEGY: The ape skeleton is back again, and this time he puts up a bit more
of a fight. At the beginning you should concentrate on defeating the motorbike
skeletons then move onto the actual boss (again, try to avoid bothering with
the regular skeletons if you can). The boss does the same trick of running
somewhere else after a certain amount of damage is dealt, only this time he
also punctuates this with an aggressive attack, one of those listed above.
Luckily, after each certain amount of damage he loses a piece of his body his
hand, his arm and finally his legs. At this point he can only swing at you,
and
can barely move, making the battle much easier. Eventually he comes completely
apart, with all the different body parts everywhere, at which point you win.
-----------------------------------------------------------------------------BOSS: Guardian Skeledragon
LOCATION: Castle Wall
CHARACTERS: Cornell, Reinhardt, Carrie.
ATTACKS: Breathes small puffs of flame, breathes large and powerful flame.
STRATEGY: A nice strategy that works with everyone, regardless. Stand behind
the little cabin that you came out of, and the boss will not be able to access
you. It will breathe fire at you while you charge up/get ready to attack. When
it is not attacking, turn the corner and let rip with a couple of attacks.
Back
behind the corner again. There are two heads, one of which dies before the
other. Don't be lured out of hiding by all the treasures left behind when the
first one dies, as the second becomes more aggressive at this point.
-----------------------------------------------------------------------------BOSS: Lord Oldrey
LOCATION: Villa
CHARACTERS: Cornell.
ATTACKS: Hacks at you, sucks your blood.
STRATEGY: Lord Oldrey is the same as any vampire, but he is still a boss. In
this enclosed space you must be careful to keep your distance - a mistake can
cause you to become a vampire. Hack away then run. Rinse, lather and repeat.
The bat that he turns into upon death drops 300 Gold for each time you hack
it.
-----------------------------------------------------------------------------BOSS: Gilles de Rais

LOCATION: Villa
CHARACTERS: Cornell.
ATTACKS: Breathes flames, hacks at you, sucks your blood.
STRATEGY: Gilles de Rais is more than your average vampire. He has an extra
attack up his sleeve, he does more damage and he has more energy. However, he
is much slower than Cornell. Run a while, turn around and attack then run some
more. There is stuff in the torches if you need it (in Hard mode it's a good
idea to become a Werewolf). Gilles eventually falls, initiating a video.
-----------------------------------------------------------------------------BOSS: Vampire & Victim
LOCATION: Villa
CHARACTERS: Reinhardt, Carrie.
ATTACKS: (Vampire) Jumps at you, uses karate-chop-type attack, sucks your
blood
(Victim) Summons bats, disappears, jumps at you, hits out at you, sucks your
blood.
STRATEGY: First you have to kill the original vampire who's victim is lying on
the floor. As soon as the video ends he rushes at you, so jump out of the way
and begin using your standard vampire killing techniques (running, jumping,
turning to attack). There's plenty of room, so you should be able to keep your
distance enough to avoid ever having your blood sucked (which preserves your
health and Purifyings). When the vampire dies his victim gets up. She is much
more powerful, boasting the same moves as her killer as well as the ability to
summon bats to attack you and to vanish for a while. Use the same techniques,
but you'll need to be a little more adventurous about approaching her, as she
disappears on a regular basis and if you don't get near enough you'll never
get
an attack in. The only advantage here is that the woman takes fewer hits than
the vampire to die. When both are dead you can go back to the coffin in
safety.
-----------------------------------------------------------------------------BOSS: Harpy
LOCATION: Outer Wall
CHARACTERS: Cornell, Henry.
ATTACKS: Throws jagged feathers at you, swoops down to hit you, blows a
tornado
of wind to knock you off balance.
STRATEGY: This is the first time that you hear this particular type of boss
music, and I think that it sounds pretty cool. You're told to use Lock On in
Easy mode, and this is good advice. Use R to aim and (using throwing weapons
if
necessary - I found that max power cross made the battle incredibly easy, even
on Hard mode) attack the Harpy. Dodge when she flies away, as she's going to
chuck pointed feathers at you. When she swoops down at you, do slides but be

careful not to fall off the edge! Keep at it to knock her down, and she'll
burn
up into a pitiful pile of feathers, and the floor opens to let you down.
-----------------------------------------------------------------------------BOSS: Spider Woman Queen
LOCATION: Tunnel
CHARACTERS: Reinhardt, Henry.
ATTACKS: (1st form) Pulls you with a web and sucks you to death in one go,
throws small webbed creatures that you can kill at you (2nd form) wraps you in
web and spins you around then throws you, hits you with hands, spits poison at
you.
STRATEGY: Henry has an easier time than Reinhardt at first, as he can keep his
distance. With Reinhardt have a throwing weapon ready and either way keep
moving from left to right, attacking the queen when you can. Soon she leaves
her Spider skin and starts moving. She can now longer kill you in one attack,
but she is much more mobile. Try not to get caught in the web she spits at
you,
and be sure to avoid her poisonous saliva. Run around her in circles and
again,
chance an attack when she's facing elsewhere. Soon she will succumb to your
aggressiveness, leaving some nice items behind and opening the door for you to
move on (it must be daytime, so use a sun card if necessary).
-----------------------------------------------------------------------------BOSS: Medusa
LOCATION: Waterway
CHARACTERS: Carrie, Henry.
ATTACKS: Throws many snakes at you, hits you with bow, petrifies you with
glare(turns you into stone until she hits you), hits you with tail.
STRATEGY: The ancient Greek Gorgon and long-time Castlevania boss makes a
return. She's easier than the Queen Spider, as there is a simple strategy to
defeat her. Both Henry and Carrie have long range weapons, so keep your
distance and ignore the snakes as much as possible - if one latches onto you
use a secondary attack to shake it off. Medusa will follow you trying to hit
you with her tail. Keep running and jumping, and turning to let loose an
attack
when possible. Soon Medusa gets her sword and shield, at which point she
becomes more of a threat. She will try to petrify you, so keep moving at all
costs. Medusa also defends with her shield, so fewer of your attacks will hit
the mark. Persevere and never stay still and she will soon die. You can make
her drop her shield as well.
-----------------------------------------------------------------------------BOSS: Demon Bull
LOCATION: Castle Center
CHARACTERS: Reinhardt, Carrie.

ATTACKS: Charges at you, bucks his horns, spits poison, spits yellow beam.
STRATEGY: It's Demon Bull, a classic Castlevania character (notably in the
first level of Dracula X)! It is almost a requirement that you have a long
range weapon, since the bull runs around wildly making short range attacking
very hard. Carrie is alright (though if the bull doesn't stop her magic
bullets
fizzle away into nothing) but Reinhardt must have a throwing weapon. When the
bull stays still, take advantage of the opportunity! Attack like mad. When it
goes on a running spree, it's best to ignore it until it stops. The poison
spit
is easy to avoid, but being trampled on is common if you're not careful. As
you
attack the bull, its skin falls off exposing the bone, then the bones fall
off.
If you continually attack one part of its body that will degenerate while
other
parts remain. The best strategy is therefore to keep attacking the hind legs
until they fall off, making it a sitting duck. Remember, as long as you keep
moving this battle shouldn't be too hard. At the end of the battle you get
some
Roast Beef (appropriately!)
-----------------------------------------------------------------------------BOSS: Rosa
LOCATION: Castle Center
CHARACTERS: Reinhardt.
ATTACKS: Slashes you with sword, creates magical blast radius when you are
nearby, shoots energy orb.
STRATEGY: Rosa is hard if you try to attack up-front with your whip. She soon
knocks you down with her sword, and the magical blast hurts. Keep your
distance
and all you need to do is consistently dodge the fireball-orb things while
chucking throw weapons. Whipping is undoubtedly easier, but much more energy
consuming. Using throwing weapons takes up a lot of red jewels, but it's much
safer. The battle isn't too hard, so in the end you can do it how you want.
-----------------------------------------------------------------------------BOSS: Carrie's Cousin (for Carrie)
LOCATION: Castle Center
CHARACTERS: Carrie.
ATTACKS: Three powerful magic bullets that home in on you, an icy mist that
freezes you and can only be dispelled by further attacks.
STRATEGY: Carrie's cousin is rather more powerful than Carrie herself, and the
triple homing bullets are deadly. Keep jumping and running at all times, and
turn to let fly a bullet of your own. Stay well away from the boss, as the
mist
she uses is deadly. There's not much more to it, really. Try your best!

-----------------------------------------------------------------------------BOSS: Security Crystal


LOCATION: Tower of Science
CHARACTERS: Cornell, Carrie.
ATTACKS: Uses its many guns to shoot at you.
STRATEGY: As soon as the battle starts, run around the pit until the path
opens
up leading to the crystal. There is Roast Beef in a corner on the way. When
you
get there, attack the guns on the left and right to disable them. You can now
go up to the boss itself and attack like hell until it shatters. There - that
was easy, wasn't it?
-----------------------------------------------------------------------------BOSS: Warewolf
LOCATION: Duel Tower
CHARACTERS: Cornell.
ATTACKS: Lashes out at you, bangs floor to create a shockwave, does a body
slam
on you.
STRATEGY: Keep off the four red corners, as this is lava that hurts you. In
this enclosed space it is difficult to avoid the Warewolf, but try your best
to
keep your distance without stepping in the lava. Keep moving and attack
continuously. After it does a body slam, the Warewolf is very vulnerable for
about five seconds, so take advantage of the opportunity. Also, Holy Water can
be very useful if you have it. There is little more to be said, except that
you
shouldn't be afraid to use healing items if necessary.
-----------------------------------------------------------------------------BOSS: Ortega
LOCATION: Room of Clocks
CHARACTERS: Cornell.
ATTACKS: Swoops at you, strikes out with its legs, breathes fire (lion head),
spits poison (goat head), sends damaging red waves (snake head), grabs you in
mouth and bites you.
STRATEGY: Ortega takes the form of Chimera for the battle. It has three heads,
each with a different ability (outlined above). The attacks can get very
damaging very quickly, and you have to be on the ball to dodge them. Keep
moving at all times, and stay several feet from the three heads to avoid the
poison. Also be ready to jump out of the way of pounces and swipes. Get and
attack in whenever possible, and use lock-on. It doesn't always connect, but
keep at it and Ortega eventually goes down. Remember, don't skimp on healing

items, particularly if Ortega is low on life. As you attack each head, they
fall off, effectively preventing any more attacks of that type, so the battle
gets easier as it progresses. Using Werewolf power here is helpful, but not
essential, especially if you're looking for a challenge.
-----------------------------------------------------------------------------BOSS: Death
LOCATION: Room of Clocks
CHARACTERS: Reinhardt.
ATTACKS: Throws scythes at you, summons huge fish from the devil's sign,
STRATEGY: This is the second easiest of the three bosses met here. Death
chucks
scythes down at you, but you can jump out of the way easily if your reflexes
are half-decent. More dangerous is his fish attack, which can be very hard to
dodge, particularly with Reinhardt's lethargic speed. You can anticipate this
because Death swoops into the middle of the arena and swings his scythe just
prior to the attack. If you can attack him before this occurs, the attack does
not go ahead. If you are too slow, you have to try to avoid them, not an easy
task. I'd say throwing weapons (Cross, preferably) are a must for this one.
-----------------------------------------------------------------------------BOSS: Actrise
LOCATION: Room of Clocks
CHARACTERS: Carrie.
ATTACKS: Fires powerful magic orbs at you, creates crystals to hurt you.
STRATEGY: This battle is very easy, really. Actrise surrounds herself in a
wall
of crystals, and you should keep moving in a circle at a decent distance
around
her, charging and releasing magic bullets. If you stop moving, you'll get hit.
Once you make a hole, shoot Actrise through it and repeat the process. It's
long, but it's not hard. You should be able to do this without any need for
healing items or the like. Just be sure not to bump into one of the crystals
Actrise maliciously summons randomly around the arena.
-----------------------------------------------------------------------------BOSS: Dracula's Servant
LOCATION: Castle Keep
CHARACTERS: Cornell, Reinhardt, Carrie.
ATTACKS: Shoots a force field of electricity, shoots fireballs, summons bats,
shoots red shockwaves, wafts you towards him, sucks your blood.
STRATEGY: No matter who you are playing as, when the battle starts you should
immediately run into Dracula's coffin. This gives you a good vantage point, as
your attacks are at Dracula's Servant's head-height. The boss flits about the
room, disappearing in puffs of smoke then reappearing elsewhere. He tends to

stay near you, so he should be in range. His attacks are numerous and varied
(see above), and still connect wherever you are. Try to attack him before he
can unleash an attack of his own. Also be warned that if you are near where he
appears, he disappears again before you can attempt to hurt him.
-----------------------------------------------------------------------------BOSS: Charlie Vincent
LOCATION: Castle Keep
CHARACTERS: Reinhardt, Carrie.
ATTACKS: Swipes down at you, throws Unholy Water.
STRATEGY: Considering that he is one of the final bosses, Charlie Vincent is
really very easy. Killing him is a simple matter of dodging his swipe attacks
(jumping out of the way is best) and keeping away from the Unholy Water (this
is trickier - you have to run like hell as soon as he throws in a particular
direction). Just stand with your back to a wall and slash away like there's no
tomorrow, then when things start to look bad dodge as detailed above. Use all
the healing items etc you want, and just watch out for the Unholy Water
throwing sprees Vincent occasionally takes on. Good luck!
-----------------------------------------------------------------------------BOSS: Dracula
LOCATION: Castle Keep
CHARACTERS: Reinhardt, Carrie.
ATTACKS: Shoots three blue fireballs simultaneously, sends and electric
shockwave at you, summons a powerful green flame, sucks your blood.
STRATEGY: This battle is not so much difficult as it is long. Dracula flits
from one corner of the arena to another, and you have no idea which one. This
makes hitting him, particularly with Reinhardt, very difficult. You also have
his attacks to contend with. While most are not too problematic, and can
easily
be dodged through nifty jumping, the powerful green flame can really dish out
some damage. You can destroy the fireballs which may contain useful items such
as Powerups, red jewels and sometimes Roast Chicken. Do not be afraid to use
healing items, but try to save at least five Roast Chicken/Beef for the final
battle (yes, there is another). This fight can drag on, but be determined and
you will surely succeed in the end.
-----------------------------------------------------------------------------BOSS: Dracula Ultimate
LOCATION: Castle Keep
CHARACTERS: Cornell.
ATTACKS: Flies back and shoots either shards of ice, demon heads or fireballs,
hits you then blasts up at you when you are in the sky, shoots lightning at
you, fires huge blast of energy.
STRATEGY: The battle takes place in an enclosed space in front of Dracula

Ultimate - no room to run around in, or anything like that. You have to jump
like mad to dodge any attacks. Considering that this is the last boss in the
game for Cornell, it isn't too complex; whenever it opens the flap its chest
to
reveal a bloody head, you can access its weak spot (this). Attack like mad,
then run around to dodge another attack, as outlined above. Use any healing
items you want - this is the last battle. Also, be sure to use your Werewolf
powers, as they really help. Good luck!
-----------------------------------------------------------------------------BOSS: True Dracula
LOCATION: Castle Keep
CHARACTERS: Reinhardt, Carrie.
ATTACKS: Shoots huge deadly orbs which create large explosions, swipes out for
massive damage with his claws, breathes large flames on you, creates a
shockwave, summons two dragons to help.
STRATEGY: The king of darkness lives up to his name in a truly phenomenal boss
fight that should be written down in video game history. If you are playing in
Hard mode, realise that this is one of the greatest tests of skill you will
face. Dracula has some incredible attacks; the orbs that he throws your way
explode with an incredible blast radius that can be really damaging, and if
you
attack them they split into two, making the situation worse. If they explode
near Dracula, they can actually hurt him, but the timing problems mean that it
probably isn't worth the effort. Just avoid them. Keep well out of Dracula's
range, as both the claw attack and the fire breathing attack are devastating,
and you don't want to be nearby when he unleashes them. This presents a
dilemma; Carrie is fine with her long-range attack, but Reinhardt has to go
right close up. This is why it's easier to use any throwing weapons with any
red jewels you have left. Basically, Carrie's attack patterns should be to
circle Dracula and shoot fully charged orbs. Reinhardt should use any throwing
weapons he has, and when he runs out he should run up to Dracula, attack then
retreat. Use any healing items you need, as this is the last battle. When
Dracula summons a couple of gold dragons to assist him (as if he didn't have
enough help), just keep attacking as you did before and ignore these. All I
can
say beyond that is a very cliched line - good luck!
-----------------------------------------------------------------------------O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
|
VIII. Email Me
|
O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
Section ID: #H
I've written a few guides now and I know that you need to be explicit to
avoid stupid questions. Here is my list of golden rules for email writing:
1: Never, ever send me spam. Any kind of inappropriate or junk mail will go

straight to the trashcan, your address will be filtered and if I deem it


necessary, further action will be taken.
2: I always write correctly and politely, with no grammar or spelling
mistakes. I expect the same from you. I'm fed up with seeing this:
"gimme any chets 4 [insert badly spelt game name here] tanks"
or
"i cant fnish mssion 7 tel me how plz"
I'm going to disregard this kind of mail in future, so please make an effort.
3: If you can, check that what you need to know is in the FAQ. I'll probably
help you even if it is, but it saves me time if you find what you need to
know in the guide before emailing me. READ THE FAQ BEFORE ASKING A QUESTION!
4: Watch your size. I have a Hotmail account, and the limit is 2 MB for my
inbox. Don't clog it up, please. Between 1 and 20k is fine, but no higher if
possible.
5: Finally, please put the subject as "Castlevania: Legacy of Darkness" so
that
I can check at a glance what your email's about.
If you follow these guidelines I will happily reply.
Oh, if you want to speak to me over AIM my screen name is SpNov3. Don't speak
to me over MSN - I use that privately. If you add me, I'll probably block you.
O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
|
IX. Legal Disclaimer
|
O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
Section ID: #I
This file is Copyright (c)2003 Duncan Hardy.
It is for personal use only, and the only places in the public domain at
which it may be found are GameFAQs <http://www.gamefaqs.com> and my site,
Castlevania Central <http://www.cvcentral.tk>. No other web site currently has
permission to use it.
Violation of the above terms might result in legal action, but probably
won't. However, I will do all I can to prevent you from using my guide
if you steal it. So save me the hassle of chasing after you and leave it
alone. Although the file isn't very big, I spent a long time researching
the information inside it.
Castlevania and all related media is the property of Konami.
O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O
|
X. Credits
|
O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=O

Section ID: #J
The following deserve a mention:
-CJayC: The owner of GameFAQs, he is utterly devoted to his work. Thanks to
him, thousands of gamers can easily acquire help and thousands of
contributors
can continue to waste their time making FAQs safe in the knowledge that there
is a place to post them.
-ReyVGM: The author of the Castlevania endings FAQ on GameFAQs, this kind
person allowed me to use some info on Carrie/Reinhardt's endings. Thanks!
-The GameFAQs LoD message board community (of which I am a member): For
providing help when I needed, and for keeping the LoD board alive.
-Konami: For making excellent games (Castlevania series, MGS series etc) for
over 15 years. A truly excellent gaming company, on a par with Square.
-Myself: Seeing as that I am the author of the FAQ, I should at least get some
recognition for my efforts.
-Castlevania Central <www.cvcentral.tk>: For being my website, which gives me
and excuse for some shameless self-advertising. It's devoted to the
Castlevania games, by the way.
END OF DOCUMENT.

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