Some general notes before I begin...
* I refer to the directions north, south, east, and west quite often
during this walkthrough. Keep in mind that the directions are based on what the
screen looks like and not what the map suggests. Remember this, or my directions will be of little use
to you.
* Saving is a fundamental part of playing this game. I recommend doing so whenever
you find a save room (they always have blue doors).
* My walkthrough does not follow the most direct path to
the end of each area. Instead, I go through each room, obtain every item, and get full map
percentages. If you're looking for the most direct route to the boss, I suggest looking elsewhere.
* This FAQ is by no means spoiler-free. I will explain what happens in the game's various scenes, so
take caution if you don't wanna spoil the plot for yourself.
* Seinfeld is the funniest
show on TV, Coheed and Cambria is the best band in the world, and the Castlevania series works better
in 2D. There is no debating this.
___________________________________________________________
As
the game begins, our hero Leon Belmont is racing through a mysterious forest, en route to the castle where his beloved
is held captive. Suddenly, he encounters a strange man, who tells him that the monsters have sealed him in the area
and he won't be able to leave. Although the man, who reveals himself as Rinaldo Gandolfi, shows great admiration to Leon,
he prefers to be treated as an equal.
Rinaldo leads you back to his cabin, where he tells you that Walter Bernhard, the
master of this castle, plays a game with anyone and everyone who comes to his castle. Sounds like a pretty sadistic guy,
ya? Rinaldo is eager to help you out, and hands over a whip made with alchemy. After a bit of idle chit-chat, Rinaldo
will enchant your gauntlet, which will allow you to gather magical energy from blocking enemy attacks. Pretty useful, it
seems.
He'll also explain that the central portion of the castle is initially blocked off. There are five doors,
all of which lead to areas guarded by five different monsters. In order to confront Walter, you'll need to defeat all of
those creatures.
At this point, Leon will thank Rinaldo for his help and take his leave. Now that you're in control,
I recommend taking a bit of time to get acclimated with the controls and using your whip. When you've prepared yourself
sufficiently, find the hill on the eastern part of the screen and head towards the castle. When you reach the drawbridge,
the game will take over again as Leon vows to save his betrothed, Sara. He'll head inside.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
a - Prelude to the Dark Abyss =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
In
the main hall, there are several candles strewn across the place that you should bust open to reveal some hearts. There
are two open doors that you can take, one west of the entrance and one to the east. There's nothing worthwhile to the
west for now, so instead head into the door on the eastern side of the screen.
-- THE TUTORIAL ---------------------------------
Although
this section of the game is a ridiculously simplistic tutorial, I'm gonna walk you through it anyway. Once you enter the
door, you'll be inside a corridor with a door straight ahead and another door on the right wall. Since the latter will
be closed off, run directly down the hall and into the door.
The game will explain the jump and double jump abilities
to you. Pretty standard stuff, really. Grab the marker stone in the center of the room, then head to the northern part
of the screen and hop onto the block. From there, use a double jump to reach the ledge above. Pick up the potion up here,
then enter the door.
Now the game will tell you about the Indiana Jones-esque whip swinging aspect of things.
If you jump and whip either a pole protruding from the wall or a fence on a balcony, you can booster yourself up. First
boost up to the balcony on to the west, as you'll find Marker Stone 2 up here. Grab the Serum floating around the middle
of this chamber, then whip-boost to the northern balcony. Go through the door.
Finally we get to try out our whip
for real! This room is filled with three Skeletons, all of whom you must defeat in order to open the door ahead. These guys
are total pushovers, and I can't see anyone having trouble taking them down. Once the final guy croaks, you'll receive
an ability known as "Quick Step". You're definitely gonna need it during the course of the game, since it's the best
evasive maneuver out there. Anyway, head through the now unlocked door.
In the subsequent room, there will be two
long poles suspended over a deep chasm. The idea is for you to whip-boost across the abyss below using the poles, but
first you're gonna want to drop inside and grab the Uncurse Potion that's just laying around. From there, return to the
top and boost across to the next door, which has a Magical Ticket sitting in front of it. You know what to do.
Inside
this next room, you'll be forced to try out that magical gauntlet of yours and block the foe's special attack. Before you
attempt that, though, pick up your first relic (the Svarog Statue) on the grate in the center of the room. With that
equipped, head towards the Golden Knight and wait for him to wind up and make ready to nail you. When that happens, hold
down R1 and you'll deflect his attack, gaining a nice MP boost, as well! Since your basic whip lashes have no effect
whatsoever on this guy, hold R1 and press Circle to activate your relic. This particular relic causes flames to sprout
from your footsteps, so run circles around the foe and he'll be dead before you know it.
Head through the northernmost
door and you'll emerge back in that first hallway. Hmm... So we just went around in a circle. Anyway, return to the main foyer
and enter the door opposite the one you just came through. The door on the eastern side of this corridor leads into your
very first save room, so I suggest heading inside to take a short break.
After saving your data and replenishing
your health, head back into the hall And run north through the door. You'll enter a kind of "warp room", where there are
five different circles engraved on the floor. Stepping onto each one will take you to a diverse section of the castle.
For now, stand on the one in the middle, snatching Map 1 as you do so, and you'll teleport to the House of Sacred Remains.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
b - House of Sacred Remains =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
And
into the first part of the castle we go!
-- LIGHTING UP THE FIRST CIRCLE -----------------
The room you begin
in is completely devoid of anything worthwhile, so just descend the stairs, take out the Skeletons, and head through the
door. You'll find some more Skeletons lurking in the subsequent hallway, so take them out to unlock the western door,
which you should head through. As soon as you're inside, the door will slam closed behind you. It seems you're gonna have
to defeat the various Skeleton enemies that appear before proceeding. Go after the archer first, as he poses a threat
even from a distance. Once he's out of the way, beating down the other shouldn't be cause any trouble. When the doors unlock,
exit through the northeastern doorway.
Inside is a hexagonal switch that you should hop onto. Remain stationary for
a second or two and it'll sink into the floor. You'll see a faraway door with three circles engraved into it. A red
light will appear in the first circle. Okay, so I'm guessing that we need to find two more switches in order to open up
that door. No problem, right?
-- NABBING AN MP MAX UP -------------------------
Return to the first hallway
in this part of the castle and head north through the brown door. Again, the door will lock behind you and some enemies,
zombies this time, will emerge. Beat them down and head through the door opposite the one you came through. You'll enter
a hallway with three doors: one to the north, one to the south, and one on the eastern wall. Go to the north if you want
some useful items or head south if you just wanna progress. The eastern doorway leads into a save room. I'll be heading
north.
Two new enemy types will be introduced in this room: the Skeleton Swordman, who are just normal Skeletons
with swords, and the Ghost Warrior, who float around and whack at you with their weapons. Neither is very tough, but it's
imperative to kill every last foe in this room. Otherwise the door ahead will remain locked. Also, when you defeat the
first Ghost Warrior, you'll obtain a new skill: the Extension. This allows you to tack on two more hits to your basic whip
combo. Sweet!
Don't go heading off into another room the moment you take down all the enemies, though! Instead,
whip-boost up to the various balconies and claim the two money bags and High Potion. After that, exit through the western
door and you'll meet a few more Skeletons and Ghost Warriors. If you break open the candle at the northern part of this
screen, you'll find the Crystal sub-weapon. Personally, I prefer the knife, although you might opt to take this new item with
you. It's your decision. When you've made it, whip boost up to the eastern balcony to earn a cool $250, then boost up to
the northwest ledge.
From here, you can see another balcony suspended on the western wall, but a metal grate disallows
a successful jump. So how do you get around it? The basic gist of it is that you have to jump away from the balcony, almost
towards the center of the chamber, then double jump back towards the ledge and boost on up. It may take a few tries,
but the prize is well worth it, I think. Enter the door once you get to the ledge.
The corridor ahead is laden with
bats, as well as an enemy known as a Red Skeleton. Now, the bats can be easily disposed of, but the skeletal foe is as close
to invincible as they come. Although you can reduce him to a pile of blood-red bones, he'll always come back to haunt you,
so you may as well just charge right past him. Head through the doors at the end of the hallway and you'll be greeted
by an MP Max Up item. These things increase your magic point capacity by 20! Awesome!
-- THE FIRST LIGHT IN THE
TRIANGLE --------------
After basking in the glory of having 20 more MP than before, head through the door that
you didn't come from. A duo of invulnerable Red Skeletons will attack as you enter the next corridor, so run past them
and slap the Skeleton Hunter silly as you head for the far door. Be careful of him, though, as he's a good bit more
potent than the normal skull archers you've encountered before.
The subsequent room is simply brimming with activity;
Skeleton foes are all over the place and a dangerous mace-swinging Heavy Armor is out to get you. If you stay on the
move, you can actually get the armor's mace to smack into some of the skeletons, which is pretty darn funny! Eliminate
the Skeletons, then close in on the Heavy Armor and give him a few whacks prior to backing off in order to elude his
attacks. It may take a while, but he'll go down eventually.
When that happens, run to the north and pick up the HP
Max Up, which will add another 10 HP to your total. Good deal! Before leaving, also make sure you grab the Uncurse Potion
on the eastern balcony and the Serum on the western balcony. At that point, jump down below the ledge where you got the
Serum and run up against the bookcase. It'll soon begin to move, revealing a secret passageway! Head inside and you'll
find a second hexagonal switch. This one will light up the first circle in a triangular door.
-- TRIANGLE DOOR:
LIGHT #2 ----------------------
Now then, take a look at your map and backtrack to the room just left of where you
located the Crystal sub-weapon. When you arrive, defeat the enemies if you feel the need, then go through the double doors
to the north. Head down the hall and through the wooden door at the end. It'll close behind you, leaving you locked
inside with a bevy of different foes. Destroy them all and both doors will be unlocked. Exit to the west.
Again
you'll be locked in with a menagerie of enemies, including Skeleton Knights and Zombies. Head north through the door once
you've given them all a nice introduction to the Whip of Alchemy. There's absolutely nothing going on in the subsequent
corridor, so just run down and open the door. As you may guess, the moment you step inside the next room all of the paths
out become locked. In addition to a few more Skeleton Knights, you'll also get to meet a enemy known as the Rune Spirit.
Fortunately, they're pretty easy to defeat, so I wouldn't get worried. Defeat just ONE of these ghostly beings and you'll learn
the A Extension 1 skill. Nice. Now finish off the other foes and exit to the north.
As usual, the doors will slam
shut behind you and it will once again be time to kick some monster butt. There are four Rune Spirits and a couple of Zombies
who inhabit this chamber, so whip them and whip them good. As the doors unlock, you will want to head through the northeastern
door. Head south through this next corridor, twiddling your thumbs as you go, since this room is totally bereft of anything
exciting.
In the subsequent room, you'll get to beat down some more Zombies and Skeleton Knights, both of whom should
be old news to you. Exit east and make your way south through the completely boring hallway. This next room should prove
fun, though, as it is filled to the brim with Skeletons and other bloodthirsty enemies. Exit west and you'll appear
in what should be a familiar hallway. Don't worry, we're just stopping by the use the save point, although you'll need
to take down some Skeletons before you can.
After you've saved your data, return to the room you just came from and
whip boost yourself up to the balconies, where you can find some hefty cash to help beef up your wallet, as well as
a pasta dish called Neapolitan. Exit to the southeast. In the next room, fight off six Skeletons and six Rune Spirits,
then bust open the candle to the north and grab the Axe sub-weapon, as it is far and away the best you can have at this
point in time. Grab the Gray Money Bag from the western balcony before exit through the door on the eastern balcony.
The
next corridor will first send some easily-slaughtered bats at you. As you turn the corner, though, you'll encounter a floating
eye known as Buckbaird. A few whip strikes will take him down, though, so you needn't worry. Head through the door to
the north and you'll emerge in a large chamber filled with Zombies and Wolf Skeletons. Defeat all the foes, then grab the
cash from the balconies and exit to the southeast.
Run down the hallway, avoiding confrontation with the Red Skeletons
as much as possible, and defeat the Buckbaird en route to the door at the end. When you arrive in the next room, the
door leading ahead will be blocked off, so you'll need to stick around and fight. Although there are three Red Skeletons,
there is no way to kill them, so concentrate on defeating the Heavy Armor. If you took my advice and picked up the Axe
sub-weapon a few rooms back then you can simply toss those at him until the cows come home. If not, run in for a hit or two
then back off and evade his attack. It can take a while, so try to be patient. Before heading through the now-open door
to the east, be sure to grab the $250 on both balconies.
The subsequent room contains Marker Stone 6 and another
switch for you to stand on. Do so and the second light in the triangle door will begin to glow. Sweet. Now then, pull
up your map and look it over for a second. If you've been following my walkthrough, there will be two blue rooms (that
means you've already been inside them) towards the south. They look sorta like this:
/--------------------------------------------------\ |
|
| |
|
| \--------------------------------------------------/
See the ones I mean? Yeah? Good. Head down there and head
into the hallway to the west of the room on the left. It's the place you haven't been to yet, so it's colored gray.
--
THE SECOND LIGHT IN THE FIRST DOOR -----------
You'll know you're in the right place if you are ambushed by a mini-army
of Flea Men who come from down the hall. They're really easy to defeat, but it can be pretty darn annoying since there
are so many of them. Use your heavy whip attacks if you get surrounded, as they work great for crowd control. Once all
of the Flea Men are history, exit through the foreboding door at the end of the corridor.
In this next room, there
are several creatures that zoom across the floor, causing tons of damage if they hit you. To avoid them, you simply have
to keep moving (preferably jumping, not running) as you cross the dangerous sections of the floor. You can also use
the pillars to cross, but it's difficult to make the jump from place to place. As you jump over the floor, try to go for
some of the coins laying about, as they add up to a small fortune. Exit to the east.
Head straight down this hall,
curving off to the right when you get the chance. There is a save room along this part of the corridor, but two Skeleton
Swordmen must be defeated before it will open. I recommend that you save your game at this point, or at the very least
allow it to replenish Leon's HP. When you've finished with that, exit the save room and turn back the way you came, exiting this
corridor to the north (the Holy Water sub-weapon can be picked up in the yellow candle, but I suggest sticking with the
Axe).
Anyway, the northern room is very similar to the southern room, as the floor is infested with very agile creatures.
Just continue jumping and they shouldn't be able to touch you. Now, you're headed for the door to the southwest, but you're
probably gonna want to grab all the coins in this room first, as there are quite a few. There is also a $1000 hidden way
to the southeast, you can't see it on-screen, so it's commonly missed. Just search for a bit and you'll eventually pick
it up.
Continue north in the subsequent hallway and into the next room, where you'll find a set of spikes that constantly
moves along the only path there is. Quickly run across and double jump over the spikes whenever they come your way. Enter
the first door you come across and defeat the doggies as you run towards the northern door. As you try to open it, it won't
move. I believe it's safe to conclude that the door is locked. Hmm... Apparently we need something called the Yellow
Dragon Key to proceed. Meh, we'll be back later.
For now, return to the previous room and head north, eluding the spikes
the same way as before. Enter the only door in this room you haven't been through yet. Inside is the switch that will
illuminate a second light on the door where the three circles are in a straight line. Nice!
-- OPENING THE FIRST
DOOR -----------------------
At this point, you'll want to backtrack to the southern room in the corridor with the
save point. Remember which room it is? It's the first place with those annoying floor monsters! Head through the northwestern
door prior to running north down the subsequent hall, which has nothing at all important in it. You should now be in
another spike room, so you'll already know how to avoid them. Run west, waiting for the spikes to pass before you begin,
and enter the first door you come across.
Inside is another switch. Step onto it, thus lighting the third circle
on the straight line door and unlocking it. Unfortunately, we don't have the slightest clue where that door is at this
point in time, so we can't take advantage of having unlocked it. That sucks! Return to the previous room and head to the west
again, entering the first door you come across (it should also be the only one you haven't been through yet).
--
UNLOCKING THE TRIANGLE DOOR ------------------
Run north through an uneventful corridor and head through the door.
It'll lock behind you and a band of skeletal foes will rise from the ground. Whip them down with panache (or not...
you can beat them down with no style whatsoever for all I care), then boost up to the western balcony and take the Potion.
At this point, I suggest heading through the eastern door to pay a visit to the good ol' save room before venturing
forth. Once that's been taken care of, let's open the western door and see what this castle has in store for us, shall we?
Well,
whaddya know? It's the door with the straight line of circles engraved upon it! I wonder what's inside... Why not head
through and find out? You'll come into a corridor with a Heavy Armor guarding the door leading ahead. Now, these guys
can be a real pain in the neck if you don't have a decent ranged sub-weapon. Hopefully you decided to keep the Axe, as
that works wonders against these guys. If not, you'll have to find an alternate method of taking down this metal brute.
As
the doors shut behind you in the next room, you'll have to defeat a group of Zombies and Vassagos. You've faced the former
before, but the latter is a new creature. They have a pretty powerful move where they assault you with their axe-hands.
It's kinda difficult to avoid, so keep on the move and make good use of your Quick Step skill. When everyone is dead, grab
the $400 from the balcony and proceed through the door to the south.
In addition to a pack of Wolf Skeletons, you'll
also need to destroy a very dangerous opponent named Spartacus who was, more than likely, named after the warrior from
Roman history. Luckily, he's a bit on the slow side, so that allows you to keep your distance from him whilst you fight
off the doggies. When you decide to confront Spartacus himself, nail him with some heavy whip lashes, as they tend to
knock him onto his butt. As long as you keep attacking and don't give him any wide openings you should be just fine. Claim
the Potion on the balcony as your own, then head north through the door.
There are several skeletal foes and a Peeping
Eye in here. Take them out and progress through the northern door. Inside is the final switch; the one that will unlock
the triangle door! Backtrack a few rooms, until you reach the chamber that, as your map will display, leads into uncharted
territory (the gray-colored rooms).
Travel down the empty corridor and you'll enter a chamber with a locked door
to the north. Run eastward and hop onto the circular pedestal in front of the altar. Doing so will unlock the door,
but it will also create a barrier of electricity to preclude your path. In order to get past it, you'll need to leap onto
the western balcony and whip-boost across the series of poles protruding from the wall. If done correctly (and before the
door locks again), you'll be able to head through the door.
Run south through the subsequent hallway, busting open
the yellow candle and taking the Cross sub-weapon if you like. Descend the staircase at the far end of the corridor
and you'll enter Basement Floor 1.
-- INTO THE BASEMENT ----------------------------
In the initial corridor,
simply head due north and enter the only doorway that there is. The next room requires that you slay several Vassagos,
as well as a new type of foe known as the Astral Fighter. These guys are incredibly obnoxious to fight against; they're
a real pain in the neck! In order to avoid their constant teleporting, you'll need to keep on the move. Exit to the east once
you've cleared this chamber.
Proceed north through the hallway and you'll finally reach the room with the three
locks in the shape of a triangle. Head inside and run in a northerly direction, avoiding the arrows being fired at you
by the Skeleton Archers. Take those guys out if you want, then open the door behind them. Inside you'll find a valuable
item called the White Tiger Key. We'll be needing it later on in the game, so just tuck in away until then.
Now,
return to the first actual room (as in not hallway) in the basement and exit via the westernmost door. As per usual, you'll
be locked inside, and the only way out is to vanquish all of the foes. I suggest concentrating on cutting down the Vassagos
before bothering with the Executioner. When you get ready to take down the big guy, though, the best method I've found
is to keep your distance and lob Axes at him. However, if you have a different sub-weapon on hand you'll wanna nail
him with a heavy whip strike or two, then jump away to elude his club swing. Rinse and repeat until he dies, which should
be your cue to head through the east door.
Head down the corridor and use the northern door. Getting past this next
room can be a bit on the tricky side, so make sure you listen up. Run north just a bit and stop before you get to the
brown platforms. Now, wait for the laser beam to pass behind you. At that point, run across the platforms (do NOT jump) and
use the various fences to take cover from the lasers. Head through the door when you reach the opposite side.
An
Executioner is waiting eagerly for you in the subsequent hallway, so be prepared to take the brute down. There will be
a much-needed save point to the north, so use that. Now, if you want to proceed directly to the boss, feel free to enter
the door to the west and do so. However, there's still quite a few useful items left in this part of the castle, so I'm
gonna go collect those first.
Backtrack a few rooms until you reach the chamber where you encountered your first
Executioner. Exit this time to the west. You'll enter a hallway in which you can exchange your sub-weapon for the Knife
if it pleases you, but I still recommend keeping the Axe with you. Use the door at the end to progress onwards.
The
next chamber has doors on its west and southern walls, but they are both locked and there aren't any foes in sight. What
to do? You need to arrange the statues to the east in the proper direction. Since we want to open the west doorway first,
arrange the statues like so (from north to south): goat, woman, goat, woman, woman. Head through the now-unlocked door
and you'll find a beautiful HP Max Up inside. Awesome!
Return to the previous room and arrange the statues as such:
woman, goat, goat, woman, goat. This will unlock the southern door, so head through there. Defeat the hordes of Poison
Zombies and Astral Fighters in the subsequent room, then make your way through the northeastern door. Run north down the
hallway and you will encounter some enemies known as Evil Swords. Defeat one and you'll gain a new technique: the A
Extension 2. Nice! Enter the door ahead to locate a brand spankin' new accessory. What's it called? The Bloody Cape! Sweet!
With
your new accessory now equipped, return to the save room you were in just a few minutes ago (y'know, the chamber right
after the place with the lasers and whatnot?) to replenish your health and save your data. When you're done, run north
through the corridor and enter the door engraved with a skull. Guess what, folks? It's boss time!
========================================
B O S S : U N D E A D P A R A S I T E
======================================== Other than the massive fire-breathing worm, the first things you might notice about
this chamber are the four orangish "eyes" at each corner of the room. Forget about the worm for now and concentrate on
destroying each of the eyes first. As you pummel the eyes, make sure you elude the worm when it emerges from one of
the holes by running around. His fire attack can also be quite painful, so stay as far away from it as you can. Finally,
creatures called Soulless will randomly appear from the ground, so be on the lookout for them and whip them into submission
whenever you get the chance.
Once all four eyes have been destroyed, the actual parasite will appear in the center
of the stage. Race towards it and nail it with everything you've got (I like to use the three heavy attacks combo because
it can also damage any nearby Soulless, but you can go with whatever you want). Before long, the parasite will begin
to relocate to any of the holes where the eyes originally were. Find where it is and resume with your whip-lashing, all
the while avoiding the Soulless and worm attacks. Hopefully you've got a few potions on hand, as you are definitely
gonna need them.
___________________________________________________________
Kill
the parasite and everything else will go up in flames along with it. Grab the Blue Orb when it appears, then step into
the circle of light to return to Rinaldo's place, keeping in mind that we'll return here later to head into the door
locked away by the Yellow Dragon Key.
Before making your way back into the castle, I advise you to use the cash you made
in the previous area to purchase some goods from Rinny. If you exhausted your supply of Potions in that last boss battle,
you'll want to pick up more than just a few of those. Possibly some High Potions, also. Furthermore, I suggest buying
the Earth Plate and Sacrificial Doll, as they'll both prove invaluable later on.
Make your way back into the castle's
warp room and step onto the circle closest to the door you entered from. Time to explore the Anti-Soul Mysteries Lab!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
c - Anti-Soul Mysteries Lab =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Man,
does this place have groovy music or what? Start off by pummeling the two Skeletons in this initial room, then head to
the north. Head straight down the corridor, through the door to the west. As you enter the next room, the door will
lock behind you, so be ready for a fight against several Ghost Knights as well as some Skeleton Swordmen. When everybody
is dead, exit via the door on the western wall.
-- EXPLORING THE MAP ----------------------------
Kill the
Flame Zombies in the subsequent hall, then head on through the door to the north. You'll be locked in with some Hellhounds
and a heavily-armored foe known as the Armor Knight (such original names). The doggies are a piece of cake, but the
knight can be a bit tricky. He may look slow, but he can execute some deadly-fast moves, so try to take him out from afar
using your sub-weapon in conjunction with the Blue Orb or just received. Before you leave, you should have learned the
Quick Step 2 skill, which makes evasive action an even easier task!
Enter the northern door, then proceed south
through the hallway, taking the first door you come across (the one on the western wall). Inside you'll find a group
of Flame and Frost Zombies, all of which need to be whipped up good. Once you've cleared the room, take note of the interesting
gargoyle-esque statue you find. There isn't anything we can do with it just yet, but we'll return at a later point in
time, so you might wanna place a marker stone on your map. Exit north.
Defeat the three Flame Zombies patrolling
the subsequent hallway and trade out your current sub-weapon for the Cross if you so desire, then enter the northern door.
Beat down the myriad Ghost Knights you find waiting inside, then focus on the two Axe Armors. They're potent adversaries,
but their central weakness lies in their lack of dexterity. Charge in and bust out with a few strikes, then back off
and try again. Works like a charm.
Now then, instead of continuing on through the next door, you're gonna want to first
do a bit of backtracking. Return to the hallway prior to the room where you located the immovable statue and run to the
south. Enter the door and get ready to kick some Flame Zombie and Ghost Warrior butt. After all the enemies have been
killed, head through the western door. The backtracking just now was merely to fill in some of the map, so now you can
head back through a few more rooms. You're now headed for the chamber with three doors in it, only one of which you
haven't been through yet.
Get to said room and enter the one door that leads to uncharted territory. Guess what's
inside? A save room! Nice. Use it, then return to the previous room and exit southwest. Run south down the hall and enter
the first door you come across; don't turn the corner and go to the very end of the hallway. Slay the many Frost Zombies
and Skeleton Swordmen in the subsequent room, then head through the unlocked door to the north.
Take out the Flame
Swords who confront you in the next corridor. If you want, you can swap your current sub-weapon for the Axe. There's no
absolute need to do this, but I think the Axe is usually the best sub-weapon you can have with you, so I'd recommend
taking it with you. Either way, head through the door to the north. Defeat the Axe Armors and Skeleton Swordmen in here,
then exit via the northeastern door.
The long corridor you've just entered will link you back to the some of the chambers
you visited a bit earlier, so avoid going to the very end. Enter the first door on the right and defeat the twin Peeping
Eyes and Astral Warrior inside, then grab the Blue Money Bag and get the heck outta there. Continue northward down the
hallway and enter the next room on the eastern wall. In addition to a few Red Skeletons, there will also be an Axe Armor
that needs to be exterminated. Since the skeletal foes can't be destroyed once and for all, you only need to knock out
the armor. Do so, then grab Marker Stone 4 and return to the previous corridor.
Break the yellow candle and grab
the Crystal if you think you'll need it, otherwise continue ahead, picking up Map 2 (Anti-Soul Mysteries Lab) as you head
for the fourth door on the eastern wall (skip over the third door for now). Quickly destroy the Flame Zombies in this chamber,
then assault the Mad Diver when he emerges from the ground. Once all your opponents are dead, pick up Ancient Text 4
near the oven and exit this room. Run south just a bit and head through the only door you haven't been through yet. There
aren't any foes inside, but you will find a staircase leading up to the second floor. Ascend it.
-- TO THE SECOND
FLOOR --------------------------
There isn't anything worthwhile in the first room, so just exit to the south. Once
in the hallway, run down to the south, grabbing the Knife sub-weapon if you want, and enter the first room on the eastern
wall. Quickly dispose of the many Astral Warriors that appear as if from nowhere, then grab the $400 and leave via the
same way you entered. Continue southward down the hall and you will come across a save room, which you should use. After
that, return to the hallway and exit via the southernmost door.
Snatch the Purple Money Bag off of the ledge and
head through the northeast door. The following corridor leads to a door locked with the Red Phoenix Key. Hmm... Guess
we'll have to come back a bit later, eh? As you return to the previous room, some Hellhounds and an Axe Knight will have
magically appeared to do battle with you. Neither of them provide anything you haven't seen before, though, so taking
them down shouldn't be a problem.
Return to the hallway with the save point and run to the very end, entering the
final door on the eastern wall. A bevy of enemies known as Hanged Men await you inside, so be ready to take them down with
some heavy whip strikes, since they tend to be the most effective method of defeating groups of foes. Just try not to
get too close to one of these guys, as they can grab onto you and start causing some serious damage, not unlike the zombies
from Resident Evil. Once you've defeated them all, take the High Potion and leave.
If you wanna play things really
safe, go back and save your game again. Otherwise, proceed through the doorway at the north end of the hall. First of all,
drop onto the ground at the very bottom of this rather large room. Now, either defeat the Skeleton Flowers (your aerial
combos work quite well) or just run right past them to the north of this room. Behind the gold-colored pillar is a well-hidden
Heart Max Up, which will grant you another 10 Hearts, adding up to a grand total of 90. Nice!
-- AN OPTIONAL BOSS...
--------------------------
Now, jump up to the stairs southwest of the pillar and, instead of heading through the
door, wait for the moving platform to come by. Leap onto it when it does, and jump over to the eastern ledge when you near
it. Head into the door and claim the HP Max Up. Sweet! Return outside and hop back onto the moving platform. There's
another ledge on the eastern wall that's closer to where you initially entered this massive chamber. Grab the Potion from
it, then whip-boost across the golden poles on the wall behind. From here, you should first grab the Heart Max Up off
the platform to the south, then open the boss doors to the north and say hello to your first optional boss...
========================================
B O S S : F L A M E E L E M E N T A L
======================================== This fiery demon is pretty darn tough, so I hope you brought along some Potions.
Heal whenever you need to and nail him with a quick whip combo when you get an opening. If you've got a good long range
sub-weapon (like the knife or axe), combine that with your Blue Orb and hit him with it, as it'll give you some space.
His sword attacks hurt like you wouldn't believe, so it's not at all a bad idea to try to keep your distance whilst fighting
this guy. The Quick Step 2 skill is gonna be a total lifesaver if you use it right, so don't even bother with guarding
against this guy. Most of his moves seem to be unblockable anyway. Defeat him and the Whip of Flames is all yours. I suggest equipping
it right away, since it beats the pants off of your basic Whip of Alchemy.
___________________________________________________________
Now then, I recommend heading back to the save point
and using it. If your supply of items is running a little short due to that last battle, it wouldn't be a bad idea to
use a Magical Ticket to return to Rinaldo's place and pick up some stuff. Then, just buy a Memorial Ticket and use that
to the return to the save point!
Picking up where we left off, return to the immense room with the moving platform
and whatnot. Use the platform (or just drop down and use the stairs) to access the western door and head through. Run south
through the hall and enter the door you come across. The next room is brimming with Red Skeletons which can't be killed,
so forgot about them and concentrate on the Red Ogre instead. Exit northwest, then run down the hall and head through the
southern door.
Once inside, step onto the yellowish panel in front of the stairs and remain stationary for a
second. It'll sink into the floor and carry you to the room below, which contains the coveted Yellow Dragon Key. That's
the item we needed to open that door in the House of Sacred Remains! Grab it, then stand back on the tile to return
to the above room. Head up the stairs to the west and you will arrive at the third floor!
-- UP TO THE THIRD FLOOR
------------------------
In this first room, take down the four or so Astral Warriors that materialize to open the
doors ahead. Take the eastern door and you'll locate a yellow candle that contains the Cross sub-weapon. Take if you want,
then run far north towards the strange-looking black painting on the wall. Jump into it and you will find the Arctic
Ring accessory. Great!
Jump back out of the painting and enter the closest door on the eastern wall. Defeat the
three Mad Divers in here, then pick up Ancient Text 3 towards the northern side of the room. Exit and continue south, entering
the next room to the east. Inside will be an Axe Knight, two Axe Armors, and a Super Potion. You know what to do.
Return to the previous hall and continue southward when your work in there is done.
The next door on the eastern
wall leads to a room that contains several Hellhounds. Although the Whip of Flames doesn't seem like it would be able to deal
out damage to creatures from Hell, it works just fine against these guys. Who woulda thought? Make sure you take Ancient
Text 1 before leaving. Back in the corridor, proceed to the south and enter the next door. Ignore the Red Skeletons
and bust out with your Whip of Alchemy to do battle with the Flame Demon, as flames don't hurt him in the least. Quickly
defeat him, then gather the MP Max Up and leave before the Red Skeletons cause too much damage.
Finally, you can
exit the main hallway on this floor via the southernmost door. To start off your toils in this room, run to the east and
hop up to the ledge. See the switch on the wall? Yeah? Good. Now give it a whack. Doing so will cause all manner of
ledges to protrude from the northern wall. Of course, you have a limited amount of time to use them before they'll sink
back into the wall. If such a thing happens, you'll simply have to restart from the beginning. No big deal. Once you
reach the top, enter the door you find.
-- METH / EMETH ---------------------------------
Run north through
the hallway and open the door. Inside is an item known only as the "e" tablet. It's necessary should you want to proceed
onwards, so I suggest that you grab it. Now then, return to the first room of the third floor and take the western door
this time. Run straight down the hall, defeating the fire-based enemies with your Whip of Alchemy. The subsequent chamber
contains two Flame Demons and some Hellhounds, all of whom are just waiting to feast on you. Don't let that happen. Kick
their butts and enter the northwestern door.
Head directly down the hall and through the only door there is. The
bridge ahead is unstable and there is no way to cross it, so drop down below instead and pick up the Potion and High
Potion. At this point, there isn't anything else that we can do here, so mark it with a stone and return to the second floor.
First
of all, return to the room where you first encountered the Red Ogre. When you arrive there, take the eastern exit and you'll
come into a corridor with two rooms in it. The first leads to a save room which I strongly recommend you use. The other
leads into the boss's chamber. Ready? Then head inside.
Hmm... What's this? No boss? No foreboding music? No nothing?
Has Konami let us off the hook? Nope. Find the stone that reads "meth" and examine it. Select yes to place the "e" tablet
you found a bit earlier inside. Guess what happens? Those large stones placed around this chamber come to life. It's that
time again!
====================
B O S S : G O L E M
==================== First of all, this guy is made of solid rock, so he's gonna be really strong against your whip
attacks. One of my favorite ways to cause some serious damage to this guy is with the Blue Orb + Axe combo. It tends to
cause 60 or so points of damage each time you use it, and it has great range, allowing you to back off and fight from
a distance. If you don't have the Axe with you, however, try to get around behind him and deliver some quick whip combos
before he turns and crushes you. Deplete his life gauge and he... Won't die. Nope, he comes back for round two!
In
addition to the attacks he's been using all along, the Golem will now shoot his fist at you (kinda like that dude from
episode 5 of Trigun). The best way to avoid taking tons of damage from this move is to simply keep on the move and dash
outta the way using your Quick Step technique. Every time he uses said attack, though, he'll pause for a moment to reel
his arm back in. That is your opportunity to move in and deliver some powerful combos to his chest. When you empty this
health meter, he'll be down for good and the Red Orb will be yours for the taking! Awesome!
___________________________________________________________
Grab the orb and step into the light to warp back
to Rinaldo's Shop. In addition to any Potions or other restorative items that you may need, you'll most likely also
wanna pick up the Meteor Plate, which is a much better piece of armor than whatever you've currently got.
Now, return
to the castle and the second statue will light up. Nice. Go to the warp room and use it to return to the House of Sacred
Remains. Now that we've got the Yellow Dragon Key in our sweaty little palms, we're free to finish up that area.
Once
you've returned to the House of Sacred Remains, make your way to the door that was locked by the Yellow Dragon Key (hopefully
you marked it with a stone earlier). Open the door up and you'll find a Relic called the Black Bishop. Nice!
With
that little task done, the word "Complete" should appear on your map of this area. If not, then you probably haven't been
following everything this FAQ says. Go back and look for some rooms that you may have missed.
Anyway, return to
the warp room in the main part of the castle and step onto the second warp pad from the right; it'll take you to your next
destination: the Dark Palace of Waterfalls.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
d - Dark Palace of Waterfalls =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
In
the first room, take down the various Skeletons and exit through the western doorway. Run down this watery corridor, defeating
the Fish Men that appear, and take the right path when you reach the fork. Enter the door at the end. Destroy the foes
(Skeleton Swordmen and Fish Men) who emerge after the exits lock, then get outta here using the door to the northeast.
Head down the following hall and kick some Fish Man butt. Take the left path this time when you come to the fork in
the road.
-- FINDING THE MAP ------------------------------
The subsequent room is a trap; you'll have to defeat
a set of Frost Swords as well as some Fish Men in order to unlock the doors. Once you've done so, enter the westernmost
doorway and proceed down the next hallway, taking the Axe sub- weapon if it so pleases you. After heading through the door
at the far end of said hall, you'll stumble across a small chamber with a switch concealed inside. Give it a few good
whacks and it'll eventually slide into place, at which point you'll receive a message informing you that you've triggered
a bridge in the room with the large waterfall. Nice... I guess.
Return through the previous hall and, once inside
the room before that, head into uncharted territory via the northern door. Run north through the damp corridor and head
into the first door you come across (it should be the only other door in this hall). In the next chamber, defeating the
sole Flea Man hopping around inside will cause a crew of the same foes to appear. However, you must clear this room
in order to progress, so go ahead and start whipping these buggers. Exit to the south.
Slay the enemies chilling
in the subsequent hallway and enter the door at the end of the right path. This will lead to a save room, which I suggest
you use. When you're done, return to the previous hall and take the left path at the fork, entering the door it leads
to. Once inside, the doors will, as expected, slam shut behind you and you'll be forced to take down a bevy of foes. Start off
by felling the Heavy Armor with a long-range sub-weapon (unless you're carrying the Crystal, some orb combination should
grant you the desired effects). When that's done, go for the Skeleton Soldiers. Just when they're all dead and you think
you've cleared the room, a group of Vassagos appear as if from nowhere. Defeat them before grabbing Map 3 (Dark Palace
of Waterfalls) and exiting via the north door.
-- SEARCHING FOR AN HP MAX UP -------------------
Race northward
down the hall and enter the door at the end, either killing or running right past the enemies who inhabit this place. There
are no foes in this next room, so feel free to explore the dimintive chamber as much as you'd like without fear of being
assaulting by the undead. Make sure you pick up Marker Stone 8.
Okay, so now for some backtracking. If you pull
up your map, you might notice that we've still yet to explore the entire eastern section of this dark palatial dungeon
filled with water. En route to that portion of the palace, we are gonna make a short pitstop at the only gray room remaining
on the west side. You see it on your map? Just a few rooms north of the save room? Yeah? All right, head back that way.
In
the wet corridor leading to the room that is our current itinerary, you'll find some Mermen and Skeleton Archers. Nothing
you ain't never seen before. After defeating them all, run south and open the door ahead. Inside you will encounter
some Fish Men accompanied by Mermen. Like the previous hallway, this chamber provides nothing you haven't seen before,
so I can't see you having too much trouble with it. Now why was it that we had to come here again? Oh, that's right.
Because we want to uncover EVERYTHING on the map! Return to the very first fork in this palace's road and take the one
path you passed by last time.
The moment you enter the room at the end of the hall, the doors will lock behind you.
Of course, this is nothing new to you at all, so you were probably expected that to happen. Whatever. At any rate, cut
down the Frost Swords and Frost Demon (preferably using that nifty Whip of Flames that we found in the] Anti-Soul Mysteries
Lab), then proceed onwards through the door to the west. Charge down the corridor (actually, there's no real need to charge;
I just didn't want to say "run" too much. That way, the walkthrough is more varied and provides a more pleasureable
read :)). In any event, you can find the Axe sub- weapon if you take the right path at the fork, but for now let's head
to the left, shall we?
As you approach the wall ahead, you may notice that there is no door... For now, at least.
Turn around and wave hello to the Heavy Armor who just snuck up behind you. Man oh man, Leon must be deaf not to hear that
fool clanking around in all that heavy armor. Nonetheless, your goal is to get the Armor to smash open the wall with
that mace of his. The best way to do this is to simply stand directly in front of the wall and hold your guarding position.
The wall will be crushed when he attacks, and you won't take any damage! Sweet! Now take down that fool and head through
the new door!
Once inside, you'll be ambushed by an Axe Armor and some Red Skeleton minions. Since you already know
that fighting the red dudes is totally worthless, focus on taking down the Armor and exit via the western door once he's
dead. Now this next area is finally gonna provide you with some of the whip-boosting, platform hopping action that this
entire portion of the castle has been bereft of. First of all, drop down to the bottom level and snatch the cash you find
($1000).
Now then, return to the ledge with the door from which you entered. Leap up onto the westernmost platform,
then turn around and whip-boost up to the platform on the east. It may take a few tries, but eventually you should be able
to get it. From there, hop over to the west two platforms (you have to whip-boost to reach the second one). Feel free to
enter the door on this ledge if you want, however know that there is an optional boss (with great rewards for defeating
him) that I recommend taking on. Actually, head through the door right now and grab the HP Max Up, then return to the previous
room.
-- OPTIONAL BOSS NUMERO DOS ---------------------
To reach the optional boss, start by making a blind
jump to the south and (hopefully) you'll land on a stone pillar. Once there, you should be able to see a potion floating
to the north. Leap to the northwest and boost with the aid of the fencing. Take the Super Potion from the ledge, then whip-boost
onto the eastern ledge. From here, just continue boosting onto the ledges above until you reach the boss door. Gather
your courage and enter to meet...
========================================
B O S S : F R O S T E L E M E N T A L
======================================== Hopefully you've been following my walkthrough all along and, as such, have the
Whip of Flames under your control. You should also have an accessory known as the Arctic Ring in your tote bag. Both of
these pieces of equipment will prove to be integral to defeating this tough gal. If you don't have either item, I highly
recommend heading back to the Anti-Soul Mysteries Lab and finding them (don't fret, my walkthrough for said area reveals
the location of each).
With those nigh necessary preparations made, this battle should be a snap. Her attacks
cause precious little damage and your flaming whip will completely dismantle her. Just be sure to watch out for the attack
that causes paralysis, as not being able to move at all puts you at a large disadvantage. Fortunately, the effect doesn't
last long, so you should be able to deplete her energy gauge in no time flat. I believe there's but one thing left to say:
BURNED!
___________________________________________________________
Your
prize for winning the battle is a new whip: the Whip of Ice. However, since a good portion of the foes who are indigenous
to this section of the castle have built up a strong tolerance for ice and water-based moves, I'd suggest staying with
the Whip of Flames for now.
-- RIDING THE ROLLER COASTER --------------------
With that little chore completed,
return to the room where you located the HP Max Up and head through the skull-shaped door. Here's the deal: you're about
to embark on a nifty roller coaster-esque ride, Castlevania style! The thing is, there are several coins along the ride,
collect them all and you'll receive a sweet new relic at the ride's end. Miss even one and you won't get it, and that would
just suck!
---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---
PROWLER_IRON SENDS
IN THIS TOTALLY TUBULAR TIP! =============================================== First, the row of coins alternate from
right to left, to right, to left.... It's the same for both rides. So what I did is I stood right, never jumping and
moving left after collecting the first row, move right after the second row... Sure, you loose energy but you are
sure to get all the coins. When you hear a tone, you've collected all the coins! Move to the center of the platform
and collect your prize!
DARIUS SHADOWLIGHT ADDS THIS INTERESTING INFO! ============================================== Just
a little something I found out about the roller coaster rides in the Dark Palace of Waterfalls: It is possible to Perfect
guard the spike-ball-thingies. That should save some gamers a little greif.
---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---
When
the ride comes to an end, you'll be down in the Basement Second Floor, so whip the level until in locks into place, thus
changing the flow of the water. Exit to the northwest. In this next room, take down the Mermen before going after the
Cyclops, as he's a much more formidable opponent. Even so, he's still not too difficult. Since Leon is infinitely more
agile than the hulking brute, you can easily crack your whip on his back a few times, then Quick Step outta the way
of his club. Simple enough, eh? Leave through the eastern door.
-- CHECKING OUT THE BASEMENT --------------------
In
addition to some Flea Men, the subsequent hallway is also home to another Cyclops. Defeat all of the foes, then run north
at the fork and enter the door at the far end of the corridor (you may wanna leave a marker stone in front of the door
locked with the Black Turtle Key). Inside you'll find a pair of Lizard Men and yet ANOTHER Cyclops. I'm growing a bit weary
of fighting them, aren't you?
At any rate, exit to the east and take the Crystal sub-weapon you find in the following
hallway if it's your cup of tea. If not, proceed through the door ahead. As you enter, a dozen or so Lizard Men will charge
at you from the far side of the chamber. Apply some nifty Quick Steps to avoid the attacks that'll be coming at you
from all directions, then destroy all the foes with some powerful moves. Once every monster has been killed, take the HP
Max Up at the top of the room, then backtrack a few rooms to the hallway where you placed the marker stone at the Black
Turtle Door.
This time, you'll want to head south at the fork and take the door on the western wall. Destroy the
Mermen and Axe Knight to unlock the doors, then progress through the northern doorway. Run south, waiting for the pendulums
to swing by before continuing onwards. In the subsequent corridor, defeat the many Lizard Men and Skeleton Archers who
plague the area, then take the right path at the fork and open the door at the end.
A multitude of Flea Men and
Mermen inhabit the following chamber, so take them out with the greatest of ease before proceeding onwards through the
doorway to the north. Press northward, stopping only briefly to do battle with the Flea Men and reptilian foes. The
doorway here is covered with a sheer layer of thick ice. Bust out your Whip of Flames and melt it away, giving you access
to the Little Hammer relic found inside. Awesome!
-- EN ROUTE TO ANOTHER BOSS ---------------------
At that,
retrace your steps through the previous corridor and, in the room directly before said hallway, exit this time to the east.
Run in a northerly path, being wary of the deadly pendulums that preclude the path. After you open the northern door,
be ready to face off against the two Frost Demons and Heavy Armor that lurk inside. Keep in mind that a couple more Heavy
Armors will materialize once the first wave of foes have been downed. Head through the door to the west after you've
defeated anyone and everyone who was inside.
Run through the watery corridor and take the left path at the fork, grabbing the
Potion and entering the door to the north. Save your data and replenish your health in this here save room, then head back
into the previous hallway and take the opposite side of the forked road. I hope you've got a sufficient supply of items
with you, because inside this subsequent room is another boss!
==================================
B O S S : D O P P E L G A N G E R
================================== This guy is a lightning-quick copy of Leon Belmont himself! He's got all of your
moves, as well as some new ones, too! I find the most effective way to combat this foe is to race in and nail him with
a quick combo whenever you have an opening, then Quick Step away and head back in again. Most of his attacks don't cover
a very wide range, so as long as you stay on the move he'll have a good bit of trouble trying to hit you.
___________________________________________________________
When you defeat him, he'll escape into the sewers.
I suggest returning to the nearby save room to restore your lost health before proceeding through the door on the northern
wall. As you head through this damp hallway, you'll have the option of grabbing the Cross sub-weapon if you want it. Whether
you take it or not, you'll wanna head through the door to the north. In the following room, pay no mind to the skull
room for now and instead go through the western door.
From the moment you hit the first torch, you'll have a grand
total of eight seconds to hit the other two and proceed into the door to the east. The Blue Dragon Key is sitting all
lonely-like on a desk, so give it some company and return to the chamber with the skull door. Just like last time, this
is a fun roller coaster ride with a prize for snagging all of the coins. This time, your prize is a shiny MP Max Up.
Nice.
-- TO THE REAL BOSS! ----------------------------
Now that you're back on the first floor, you'll find
yourself quite near to a save room. Use it, then head for the forked road just before the unexplored rooms on this floor.
Once there, take the right path at the fork and open the door that looms just ahead. Make short work of the various enemies
that await your arrival inside, then proceed through the door to the northeast. The room ahead has three more fast-swinging
pendulums that you must pass in order to progress. Just go be quickly and carefully and you'll be fine. After the first pendulum,
leap up to the hidden ledge to the east and claim a Heart Max Up as your own, then whip-boost across the poles to the west
and grab the Raccoon Charm, a brand new accessory! Sweet!
After heading through the northern door, you'll find a
save room on the western wall if you take the southern path at the fork. After using it, head back the other way and
take the northeastern road at the fork, heading through the door at the end of the hallway. Defeat the Vassagos and Rune
Spirits that live in the following room before grabbing the Heart Repair in the center of this chamber. After that,
whip-boost across the lower tier of poles, then back across the higher tier of poles. Continue across the poles until you
reach the door leading ahead. Enter it and take the Heart Max Up you find. Cool beans!
Now then, return to the nearest
save room (the one a few hallways back) and save up, as it's time to confront the real boss of this place. The entrance
to his domain is just a few rooms south of the save room, so make sure you're well-prepared before heading in.
========================================
B O S S : J O A C H I M A R M S T E R
======================================== After a bit of chit-chat concerning Joachim's grudge towards Walter and some item
known as the Ebony Stone, the battle will begin, and Joachim will commence his beating you to a pulp. At first, you won't
be able to cause the slightest bit of damage to this demonic vampire. In order to hurt him, you need to destroy the
blue light on the statues in the corners of the room. Once you've done so, start attacking furiously, restoring your own
health using Potions whenever the need be. Every so often, Joachim will restore the blue orbs on the statues, so you'll
have to temporarily postpone your assault to destroy them again. As long as you've got a sufficient amount of healing items
with you, this battle shouldn't prove too difficult.
___________________________________________________________
Afterwards,
Joachim will express his surprise that he was killed by a "lowly human". He'll tell you that the Ebony Stone was made with
alchemy, and creates never ending darkness. It also chose Walter as its master, granting him his powers. Before perishing,
Joachim mentions an item called the Crimson Stone. Once you're back in control, take the Green Orb, then teleport back
to Rinaldo's cabin.
Head inside and you'll trigger a cutscene. Leon will ask about the Ebony and Crimson Stones.
It seems there is a third stone called the Philosopher’s Stone, and it can provide eternal youth. You'll also learn
a bit more about the other two stones. When this scenario ends, purchase whatever you feel you may need from Rinny,
then return to the castle and the third orb in the foyer will begin to glow. Nice. Now that we've got both the ice and
flame whips, we can do a bit more in the Anti-Soul Mysteries Lab, so return there.
Once there, head for the chamber
with the abnormal-looking statue (it isn't too far from the entrance, so you shouldn't have too much trouble if you didn't mark
it). After defeating the array of Flame and Frost Zombies, equip your Whip of Flames and attack the statue until it turns
red. At this time, pull out your Whip of Ice and hit it again, thus freezing it and causing it to shatter. Cool beans!
Head through the door and grab the White Orb you find inside. Sweet! There's still a bit more to do here, but nothing that
we can complete at this point in time, so return to the warp room and head for the second pad on the left.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
e - Garden Forgotten By Time =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This
area has a nice foresty-garden kinda feel. I like it. First things first, defeat the three Skeletons in this initial area,
then head northwest through the door. Run down the hallway and take a right when there is nowhere else left to go; exit
via the doorway at the end of this hall. As you enter the next room, the doors will lock automatically and you'll have
to clear out all the enemies in order to proceed. Shouldn't be too tough, as you're only fighting against some Skeletons.
Exit to the west.
-- LOCATING THE MAP -----------------------------
Defeat the two Skeletons in the following
corridor, then head through the door on the eastern wall. Whack the statue you find until it clicks into place, thus
lighting one of three vertical circles on a door somewhere in the garden. Exit this room and head through the northern
door. Take down the Ghosts and Bats you encounter in this next chamber, then open the western door and head on in.
In
this hallway, head south until you see a doorway on your left (Leon's right). Enter said door and jump down below. You
can find an HP Max Up behind the platforms that serve as stairs leading back up to the main platform, and there is also
a bag containing $400 to the south. Once you've gotten all the goodies, climb back up to the top and get ready for some
tricky whip-boosting. Crossing the first chasm is simple enough, since there's only a single pole moving up and down.
However, the next gap isn't so easy. Basically, you wanna hit the first pole with your whip right as it's about to reach
the very top. If you can do that, hitting the second pole shouldn't prove troublesome. Just make sure you remember to
whip the switch after the second pole, otherwise you'll fall to the bottom and be forced to retry. Exit through the door
on the opposite side when you make it.
Run north down the subsequent corridor and take down the two Skeleton Swordmen prior
to slapping the archer silly. After that, head through the door at the far end of the hall. Inside is another statue that
you'll need to whip into place, causing the second of three locks in the vertical door to glow. At this point, you'll
wanna retreat backwards through a few rooms until you reach the hallway directly before the room with all the pole-swinging.
Once
you've arrived, head south and, after deciding to either take or leave the Axe sub-weapon, turn north when you have the
choice. Enter the door up here and get ready to meet up with a creepy-looking foe: the Evil Stabber. There are also
some Red Skeletons in here, but you already know that you're better off not bothering with them. Defeat the Evil Stabber,
take the Potion in the corner and get outta here (via the same door you entered through). Run down to the opposite side
of the hallway and enter the south doorway.
Some Astral Warriors (who are always a pain) and a pair of Buckbairds (who
are rarely a pain) await you inside. Eradicate them all to unlock the doors, then head off through the west door. Begin
running north and there will be a big blue save room door to the west. I would recommend using it before moving on ahead.
When you're done, continue north through the corridor and enter the door you come across. Defeat the Shadow Wolves and
Ghosts who inhabit this chamber, then take Map 4 (Garden Forgotten By Time) from the northwestern corner of the room,
then head through the nearby door.
-- A NEW ACCESSORY ------------------------------
Head down this hallway,
entering the door to the north. A short cutscene will introduce the Gargoyle enemies to you, then you get to introduce
them to your whip. Lots of introductions going on in this room, eh? Luckily for you, they are rather easy to fight against
and will die after taking just a little damage. Once the first two and the third that swoops in afterwards have been taken
out, you are free to leave this room via the southeastern door.
In the following hallway, run due south and head through
the first door you come across. Destroy the many Storm Skeletons who have made their home in this room, then exit through
the northeastern door. Charge straight down this next corridor and head into the doorway at the end, unlocking it with
your Blue Dragon Key. Stashed away inside is the Tool Bag, which will allow you to equip up to three accessories at
once. Sweet!
Now, return a few rooms back to the hallway where you could've taken a turn and headed off into uncharted
territory. In the subsequent chamber, you'll have to take down four Axe Armors who materialize from outta nowhere. Once
they've been defeated, another pair will appear, and then finally the two Evil Stabbers who pop out of the ground. After
they're all gone, open the door to the north and head through.
Run through the following corridor and head up (away
from the screen) at the fork, grabbing the Knife sub-weapon if you want it. Kill off the various Shadow Wolves inside
this next room, along with the Gargoyle. Make sure you take the bag of cash to the northeast before leaving via the only
other door there is. As you run south down this next hall, defeat the lone Buckbaird before you proceed onwards.
Destroy
the two Skeleton Archers and single Thunder Demon who lurk in the next chamber, then progress through the other door. Head
north down the hallway and take the right when you can, as there is a save room in this direction. After using it to
heal up and save your data, head back down the other way and north through the door. You'll soon be locked in with some
Skeleton Archers and a Gargoyle, but they probably won't be too difficult to dispatch. Enter the north eastern door
and race down the hall into the next room, where you should kill the Evil Stabbers and skeletal foes who plague the place.
Once that's done, return to the hallway with the save room and enter the one door that you have not been through just
yet.
Two brand new foes await in the subsequent room: Mist and the Man-Eating Plant. Neither are very difficult,
however, so just go to town on the Mist with whatever moves tickle your fancy. Don't kill the plant just yet, though, as
he can be manipulated to your advantage. No, we're not gonna pull some Legato Bluesummers-esque mind control, sadly
enough. Instead, lure the plant over to the westernmost wall. When you've done so, get it to open up and, from there,
leap up to the above ledge. Grab the cash, then enter the door on this hidden platform.
Inside you'll locate
the Jewel Crush accessory, as well as another statue for you to hit into the wall. However, this one will not unlock the
first door, but rather it will open the first lock on a second door. Geez, is it just me, or are there WAY too many
doors? Whatever. Return to the previous room and jump below, heading into the next room.
-- AN OPTIONAL BOSS -----------------------------
Run
southward down the following hallway and take the northern path when you reach the fork. There are three or so Poison Lizards
and a Thunder Demon hanging out in the next chamber. Take them out, but try to avoid getting afflicted with the poison
status effect. If you do get poisoned, you should have at least one Serum with you to cure it's effects. If not, you're
screwed. Exit west.
Head in a northerly direction down the hall and enter the door at the end. Concealed inside
is the final statue-switch that will unlock that first door! Of course, this really doesn't do us any good at the moment,
seeing as how we don't have the slightest clue where that door is! Oh well, we'll find it sooner or later, eh? Return
to the hallway with the Holy Water sub-weapon and head south through the door at the end of the corridor.
Take down
the Shadow Wolves and Mist in the following room, then exit to the east. The next room is inhabited by a few Buckbairds,
so take them out whilst avoiding their laser eye attacks. Don't kill the Man-Eating Plant just yet, though, as we'll
need him to boost ourselves up to the northeastern ledge. Lure him over in that direction, then whip him until he opens
up. At this time, use it to leap up to the ledge and head through the doorway.
Defeat the Thunder Swords and other
foes in this hallway, then enter the door at the far end. Start this next room off by destroying the Spirits inside, then quickly
hit the switch behind each statue, ignoring the new foes that appear when you do so. Once both switches have been activated,
the ledge leading to the next door will appear, so hurry over there and hop up before the switches reset.
In
the next area, jump down below and first rid yourself of the enemies roaming around down here. Then, grab the Heart Max
Up from the small structure to the northwest. After that, whip-boost up to the central platform using the crooked lantern.
The door off to the west is currently unreachable, so we'll have to go to the east instead. Ascend the spiral staircase
in this room, defeating the Poison Lizards and Ghost as you go. When you reach the top, allow me to welcome you to the
second floor. Whoo-hoo... I guess.
After heading through the door at the top of the stairs, whip the statue-switch into
place to unlock the second of three locks. Exit to the south. Head north down the subsequent hallway and take out the Axe
Knight you encounter. Continue northward past the now-dead knight and you'll locate another foreboding boss door. Inside
is another optional boss... I bet you can't figure out it's name without looking below!
============================================
B O S S : T H U N D E R E L E M E N T A L
============================================ Okay, since we don't have any equipment made particularly to ward off thunder attacks,
this guy is gonna be more difficult than the laughable Ice Elemental. However, your basic strategy from the battles against
previous elementals will work pretty well here, too. Knock him with a few quick combos then back off and head back in.
Quick Step is much more effective than blocking, and long-range sub-weapons work wonders. Other than that, there isn't
a whole lot I can tell you. Your prize for winning? As unbelievable as it may sound, the Whip of Lightning is now yours!
Pretty useful in other dungeons, but not here, as many of the enemies are lightning-based.
___________________________________________________________
-- FINDING THE TRUE BOSS ------------------------
Return
back to the first floor and head for the room you left off in before embarking on this little sidequest. Y'know, the place
with the Man-Eating Plant? Yeah? Good. Once you're there, head through the doorway to the north. In the following hall,
continue northward and defeat the Axe Knight and Ghosts. Defeat the Gargoyle and Skeleton Flower collaborating in the next
chamber, then exit to the north.
Another Skeleton Flower resides in the subsequent room, along with three Buckbairds.
Continue ahead after defeating them and you'll encounter a second Skeleton Flower as well as some Poison Lizards. Take
them all out before heading into the door to the northwest. Run down this corridor and kill off the two Armor Knights
before entering the doorway to the north. Inside is the final statue-switch needed to open the second door, so whip it
into place.
Now then, backtrack a few rooms back and enter the northeastern doorway. Take out the foes you encounter
in here, then open the door over on the western side of the chamber. You'll find the Red Phoenix Key inside, which is something
you will need to finish up the Anti-Soul Mysteries Lab. Return to the room before and exit this time to the northeast
(the door is kinda hidden; it's part of the fence)
Pick up the Ring of Thunder you find inside, then head into the
save room to the east. Use it, then return to the room where you hit the final statue-switch into place. Enter the eastern
door and head north down this corridor, defeating the two Gargoyles along the way. There seems to be nothing going on in
this chamber... Until you start smashing the statues up. There is a hidden door behind one of these statues, so head
inside. Use the save room to the east, then proceed into the boss room at the very end of the hallway.
======================
B O S S : M E D U S A
====================== Before the battle actually begins, she'll compliment your body and reveal to you that all of
the stone statues throughout the garden were once people just like Leon. First of all, avoid her "Turn to stone!" attack
at all costs, as it temporarily freezes you in place, allowing Medusa to get some free hits in on you. Other than that,
I recommend simply using your Quick Step technique to strafe around to her side, then unleash a powerful combo. Rinse and
repeat.
Once you deplete her first health gauge, some stone blocks will generate and she'll toss them your way.
Simply Quick Step to get outta the way. From there, just continue the same general strategy as before and she'll go down
in no time. Is it just me, or do the bosses in this game seem painfully easy?
___________________________________________________________
After the battle, Medusa will recognize your whip and
mention something about it regaining its "complete form". What's that all about? We'll find out soon enough. For now,
just grab the Purple Orb and teleport back to outside Rinny's cabin.
Go inside and talk to Rinny. He'll explain
that the whip is not yet complete, but has become more powerful because it suits you. He strictly tells you not to think
about the whip gaining its complete form, and the scene will end. At this time, buy whatever you need from Rinny (like
the Moonlight Plate!) before returning to the castle.
First, lets head back to the Anti-Soul Mysteries Lab and finish
that place up. Head to the Red Phoenix Door first and open it up with the key you found in the Garden Forgotten By Time.
Inside is the Wolf's Foot relic, which allows you to run with ridiculous speed. Nice.
Now head for the room with
the collapsing bridge that we couldn't cross before. Once there, equip your Wolf's Foot and race over the bridge. With
such speed, you'll definitely be able to make it across without any trouble. Head into the door at the end and grab
a new accessory: the Megingjord. Sweet!
Okay, now head back to the Garden Forgotten By Time and head into the northern door
in the very first room. Head down the Ghost-filled hall and grab the Ring of Fire from the following room. Now, you'll
want to return to that one room that we couldn't do a thing in. Remember? It was en route to the battle against the
Thunder Elemental. Remember now? Good. Head back there and get to the platform to the east a bit. From there, equip the
Wolf's Foot and use it to leap to the ledge above to the west. Enter the door here and destroy the Thunder Demon and
Evil Stabber in here. After that, head into the subsequent corridor and open the door to the north. Inside this next room
is another new relic for you: the Saisei Incense. Awesome!
Return to the castle entrance and, after getting everything
you need from good ol' Rinny, proceed to the warp room and teleport to the final area: the Ghostly Theatre.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
f - Ghostly Theatre =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
First off, defeat
the two Skeletons in this initial room, then head through the door to the west. Run southward down the hallway and open
the doorway you find at the end. As you enter the following chamber, begin by hopping down below, where you should quickly
dispatch of the skeletal foes who reside here. With that done, grab the Heart Repair to the north and return to the upper tier.
Start along the narrow bridge and you'll undoubtedly notice the statue blasting a non-stop laser beam. In order to get
past this, have Leon face towards it and it'll stop (kinda like those lasers in Zelda: A Link to the Past), so hold
down the guard button and strafe right by, entering the door on the other side of the room.
-- GETTING ACQUAINTED
WITH THE THEATRE ----------
Run to the south and destroy the Buckbaird you meet on your way. Grab the Crystal sub-weapon
if you like, then take the northern road at the fork. Take out the Skeleton Warriors and Ghosts who attack you, then pick
up the Potion at the bottom of the stairs before exiting to the west. Follow the bending C-shaped corridor and enter
the door at the end.
Within the confines of this next room, jump down below and kill off the various foes you find
at the bottom. Then, take the High Potion that's kinda hidden behind a pillar to the east and return to the top level (you'll
have to whip-boost up the poles near the eastern pillar). From here, its time again to make our way past a series of
laser-statues. Keep in mind that, for now, the lasers above can't touch you, so don't bother with them just yet. Face towards the
nearest laser and strafe by, then turn to face the next direction. It's actually pretty simple.
Enter the room to
the northwest, but since we're going for full map percentages here, you'll want to immediately return to the previous room.
Don't worry, we won't miss anything; there is a method to my madness, y'know. Anyway, once back in the previous room,
continue following the narrow ledge westward, avoiding the laser-statues deadly beams of death. Just wind your way around
and you will inevitably end up standing in front of a new door. Head inside.
Make your way down the subsequent corridor
and enter the doorway on the eastern wall. Destroy the Ghost Soldiers and Skeleton Warriors, then head downstairs and
pick up the money bag, which contains a hefty $400! You can also exchange your current sub-weapon for the Holy Water if
you want (unless you've already got the Holy Water, in which case you can ignore everything in this sentence). Exit
to the east, which is the door at the bottom of the stairs.
The following room contains some Spirits and Zombies, which
you should make short work of, as well as the Aroma Earring accessory. When everything seems to be done here, return
through the same door you entered and ascend the stairs, going through the northern door this time. Run through the C-shaped hall
and enter the door at the opposite end.
As you enter the next room, you may notice that strange circles appear on the ground
and are shortly after smashed with rocks raining from the ceiling. If that wasn't warning enough, let me say this now:
do NOT stay in the same place for extended periods of time, lest you be nailed with heavy rocks. There is also a seal
on the door, so there isn't anyway that you're gonna escape from this place for now. In order to leave, we're going to
have to destroy the blue statues in this chamber, with the aid of the raining rocks, of course.
-- THE BLACK TURTLE
KEY -------------------------
Head to the northern part of the room and whip-boost to the ledge above using the
pole protruding from the wall. You'll find the first blue statue up here, so take cover behind it and a rock will completely
crush it. There's a second statue on the ledge just opposite of this one, so head over there and repeat the same steps.
Now hop down to the main floor and locate the statue to the southwest. Once it's been destroyed, use the nearby platforms
to access the ledge suspended over the door from which you entered. The last blue statue is up here, so let the rocks
crush it and they'll stop. Pick up Ancient Text 2, then open the door to the east.
The Heart Max Up you find inside
is all yours, so snatch it greedily and return to the previous room. The other door is still sealed off, so I guess we
should probably destroy the orange statues now, eh? All four statues are in plain sight on the main floor, and since
the boulders have resumed their incessant falling, crushing them should prove no problem. Now that you've got easy access to
the southwestern door, head right on in.
Begin by striking down the Ghosts and other enemies who reside in this chamber, then
take the Potion and Rosario items at either side of the stairs and head through the western door (at the top of the staircase).
The subsequent hallway is only half of a "C", so that means we're gonna have to turn back around and enter the previous
room (no, I'm not racist against half C-shaped rooms, but we wanna get full map percentage, don't we?). This time, enter
the door at the bottom of the stairs.
Take down the Spirits and Shadow Wolves roaming around in the following room, then
exit north when the doors unlock. Enter the eastern door in this next hallway, then defeat some more Shadow Wolves in the
following chamber. Since I can't stand that strange sound in this place, we're gonna return a few rooms back and head
through the door to the southeast. Run northward through this hallway and open the doorway at the far end.
A slew
of Astral Knights, accompanied by an Axe Knight, are eagerly awaiting your arrival in the following chamber. Cut them down
to size, then enter the southeastern door. Defeat a couple of Ghosts who haunt the subsequent corridor, then ascend
the stairway and say hello to the second floor. Take out the two Ghosts in the first hall, then exit to the east into the
save room, which you should most definitely use.
Once you've taken care of business, exit the save room and continue
down the hall, entering the door you find at the end. In this next room, hop down below and defeat the many Hanged Men.
Then, take the Mana Prism in the center and return to the above level. With that done, it's time to head for the door at the
far end of the various narrow ledges up here. Like before, face towards the laser beam and it'll stop. There is anything
too difficult, so you should be fine. Enter the doorway and you'll find the Black Turtle Key inside. Nice!
-- FINDING
A NEW RELIC --------------------------
Now then, return to the upside down T-shaped hallway near the very start of
the Ghostly Theatre. Once there, head through the one door you haven't been into just yet. As you enter the following
room, grab Marker Stone 7 and the $400 at the bottom of the stairs, then defeat the various foes to unlock the doors. Exit
east at the top of the staircase. Run through the C-shaped corridor and open the door at the end.
More raining boulders,
eh? All right. There aren't any blue statues this time, so you just need to smash up the orange ones right nice. Once you've
done so, head through the southeastern doorway. As you enter the subsequent hallway, the doors will lock and a pair
of Shadow Wolves will rush towards you. Defeat them, then use the first room on the western wall to save your data and
replenish Leon's health. After that, return to the previous hall and open the door at the far side of the wall.
The
next chamber can be summed up in a single word: dangerous. Spikes crash down from above constantly and there are few places
where you can avoid their spiky wrath. To the west of the door you entered is a small area where the spikes won't fall.
Above there is a ledge that you should whip-boost up to. Head into the door and take the HP Max Up. Once you've done that,
return to the previous room and exit via the door to the south. Make your way through the C-shaped corridor and enter
through the door at the end.
In the subsequent room, defeat the Ghost Soldiers and Skeleton Warriors, then pick
up the $400 at the bottom of the stairs before heading up. Exit to the west. Take out the Spirits and Skeleton Warriors
in this next room, then exit to the east. Since we're going for complete map percentage, though, I'm gonna have to ask
you to return immediately to the previous room and head into the door at the bottom of the stairs this time.
Destroy
the enemies in the following room to open the doors, then head into the easternmost door. Head down the corridor and unlock
the doorway on the eastern wall using the White Tiger Key that you should have in your possession. Enter the small room
and take a new accessory called the Heart brooch. Nice! Now then, head back to previous room (note that I said room, not
hallway) and this time open the westernmost door.
Run northward down the hallway and, in the next room, defeat the
Astral Knights and Armor Knight to unlock the doors. From there, run to the southwest portion of the room and open the
door. Defeat the two Ghosts, then ascend the stairs to once again reach the second floor.
Start off by cutting down
the two Ghosts in this first room, then proceed onwards and enter the door at the far end of the corridor. GAH! More falling spikes!
Head to the west until you find a small safe-zone with a pole on the wall above it. Whip-boost up it and grab the MP Max
Up to the west, then head back to the east and boost across another pole. Open the door over here and take Lucifer's
Sword, another relic! Sweet!
-- CURTAIN TIME ---------------------------------
Return to the spike room and
carefully make your way northward, entering the door when you reach it. Make short work of the Spirits and Axe Armor that inhabit
this next room, then open the southeastern door. Run down the subsequent corridor (with a creepy ticking clock) and enter
the first door you come across, the one on the western wall. The following room is completely dark, so navigating through
it can be a pain. Simply hop across the platforms and gradually press eastward. The door on the left contains a mandatory
item called the Curtain Time Bell, so be sure to pick it up. The other door holds the Brisingamen, another spiffy relic
for you to put to use.
---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---
BOW DOWN
BEFORE PROWLER_IRON FOR CONTRIBUTING THIS NIFTY TIP! ============================================================= [T]o
get very easely to the secrets doors, the wolf's foot works a charm! You just need to focus on the blue arrows pointong
at the door to execute your jump!
---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---
Okay,
so now return to the previous hallway and head to the north, going through the door you find. Take down the three Buckbairds
and singular Axe Knight, then run north through the now-opened door. Kill the two Skeletons who keep the following hallway
all locked up, then head west into the save room. Once you're done in there, open the eastern door and head inside.
All
right, this next room can be a total pain in the neck, since getting knocked off by one of the lasers will force you back
to the first floor. Just use the fences to shield you from the laser beams and carefully traverse the bridge en route
to the door on the far side. Go on in and run down the hall, heading into the eastern door. As fast-paced music begins
to play for the first time in this area, you'll wanna head east and leap over the chasm towards the HP Max Up on the
other side. With that done, hop down below and we'll be back on the first floor, in the exact room that we wanna be in.
Awesome, eh?
Defeat the Cyclops and Red Ogre foes, then run northwest through the door. Pick up Map 5 (Ghostly Theatre)
to the north, then proceed in a westerly direction to find the boss door. Make all the necessary preparations, then head
inside. Strangely enough, there isn't a thing inside. What to do? Use the Curtain Time Bell that you found just moments
ago.
Leon's beloved Sara will appear on-stage, but as Leon goes to embrace her she tries to stab him. That's not
cool, and it DEFINITELY isn't something Sara would do, so it must be an imposter!
==========================
B O S S : S U C C U B U S
========================== First of all, let me warn you that her roses are poisonous to the touch, so steer clear of
them as best you can. Since Succubus is weak against fire elemental stuff, bust out your Whip of Flames and go to town
on her. When you get too close to her, she'll begin to whirl around and surround herself with roses. You can simply
guard to avoid this, so it shouldn't be too much of a problem.
____________________________________________________________
Defeat her and she'll start to mention Rinaldo
and his daughter, but she bites the dust before she can finish her sentence. Anyway, take the Yellow Orb and use the
warp pad to return to Rinaldo's house. Go inside and he'll tell you that his wife and son were brutally killed by his daughter,
who was turned into a vampire by Walter. As a result, Rinaldo built the Whip of Alchemy and hunted for his daughter.
Creepy stuff, ya?
Buy whatever you want from Rinny, then return to the warp room and set out for the Dark Palace
of Waterfalls, as we've got some work to finish up in there. Return to the second floor basement and make your way to the
door locked by the Black Turtle Key. Since we now have said key in our possession, we can open the door and take the
Draupnir accessory concealed inside.
Now then, the door to Walter in the main foyer is now open, so head inside to see
what ol' Walt has in store for us next!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
g - Pagoda of the Misty Moon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The
moment you enter, Walter will reveal himself. What happens during the following scenes is really cool, so I don't wanna
spoil any of it for you. When they come to an end, you will have the most powerful weapon in the game at your disposal:
the Vampire Killer. Return to where you met Walter in the room right after the central foyer.
-- DOPPELGANGER RETURNS!
------------------------
Back in the chamber where you met Walter, ascend the stairs and head through the door to
the north. The following corridor contains all five sub-weapons, so choose whichever one you want before proceeding northward
through the door. In the subsequent room, start by hopping off the bridge down below and grabbing the Super Potion hidden
underneath the western stairs. Then, return to the above bridge and make your way across, using the fences to shield yourself
from the laser beams. Keep in mind that jumping will cause the platform to fall, so don't do that.
As you enter
the following hallway, quickly dispatch of the two Spartacuses who are roaming about inside. Once you've done so, make
sure your health and other vital statistics are in good order, as the northern door leads to another boss battle.
==================================
B O S S : D O P P E L G A N G E R
================================== Remember this guy from the Dark Palace of Waterfalls? Well, he's back! He still possesses
all of your moves, as well as some nifty sub-weapon combinations, namely the Cross and Holy Water-based ones. Even so,
he's no match against your omnipotent whip. Since he himself doesn't actually have a whip, he can only attack with martial
arts. As such, he has to get in quite close to you in order to cause any damage. Your whip gives you a significant advantage
in that it works well from a distance. Just Quick Step around Doppelganger's fiery punches and kicks and you'll take
him down with relative ease.'
---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---
WARREN
ROLFSMEYER ADDS: ======================= First, when you are fighting the Doppleganger for the second time, if you happen
to be face to face with him, if you have your svarog statue relic equipped, activate it, then strafe backwards away from
him. Doppleganger with walk towards you, but he will constantly take damage from the flames. Eventually he will
move away, but before taking a good amount of damage.
---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---
___________________________________________________________
Once he's been defeated, take the HP Max Up that appears
in the center of the chamber and leave via the northeastern door. Two Chaos Swords and a gargoyle- esque foe called
a Gaap await in the following corridor, so take them down and progress northward. After opening the northern door, you'll
find yourself in a large chamber with a very shiny floor. Yet another type of skeleton-based foe resides in here: the
Phantom. Defeat them both to unlock the doors, then exit to the northeast.
-- EXPLORING THE DUNGEON ------------------------
Head
in an easterly direction, only jumping over the laser beams when you're standing on part of the floor that is gray (the
brown platforms crumble if you jump on them). Continue along the path and enter the door you find at the end. Destroy
the Death Reapers and Chaos Swords in this next hallway, then enter through the door at the far end.
The doors will
slam shut behind you as you enter the following chamber, locking you inside. In order to leave, you'll have to defeat the
Mirage Skeleton inside. The catch is that there are a ton of them in here, and only one is the real deal! I really don't
know how to tell the difference between the real McCoy and the fake ones, so just whip up a storm and hope you take down
the right guy. Once you've done so, enter the northeastern door and pick up the MP Max Up inside. In the previous room,
now head to the west and take the Heart Max Up! Sweet!
---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---
THANKS
TO PROWLER_IRON FOR THIS SPIFFY NOTE! ============================================ Telling the difference between the
real and the copys is realy easy once you know it. When you enter the room, if you hurry to the piles of bones you
are going to see only one skeleton standing! He is the target. But if you manage to loose sight of him,
there's still another way. Wait for the skeleton to group up and then watch their movements. Most of the skeletons
will move towards you but only one will move away from you. It may be hard to understand, but try it, it works
a charm!
ADDITIONAL PROPS GO OUT TO VALDRIN FOR THE FOLLOWING COOL TIP! ============================================================== The
trick here is the floor. The skeleton you're supposed to take out will have its reflection in the floor, while the
others will not.
BUT THAT'S NOT ALL! JASON BROWN ADDS THIS AWESOME INFORMATION! ============================================================== [Y]ou
can tell the correct mirage skeleton if you find the one already assembled before the rest come together (he is also the
one who usually doesn't chase after you and goes his own way).
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With
those two power-ups now in tow, backtrack to the room with the lasers and take the other exit this time. In the following
hall, run to the north and climb the stairs at the end of the hall to reach the second floor!
Pretty groovy music,
eh? I think so. At any rate, run in a southerly direction and open the door at the bottom of the hallway. Okay, so remember
those ground- bound enemies from the House of Sacred Remains that you had to jump over to avoid? Yeah? Well, they're
back. Fortunately in much fewer numbers than before, but they're obnoxious nonetheless. In any event, you wanna activate
all six of the lamps in order to open the western door at the top of the stairs. Since you have 20 whole seconds to
complete said task, I suggest starting with the two lamps at the bottom of the stairs, then working your way up to the
top.
Once you've entered the western door, run north through a hallway bereft of anything exciting and open the
doorway you find at the end. Take down the Death Reapers and Phantom, then exit via the northeastern doorway. The following
hall is actually quite full of activity, so be ready for a fight. There are two Red Ogres and two Dullahans in here,
all of whom should be taken out. Although you have never encounter the latter before, they don't provide anything you haven't seen
before, so I wouldn't worry too much about them.
After entering the northern door, destroy the Gargoyle you find inside
and head south through the door. Take out the Gargoyle and Gaap foes that reside in the following room, then continue
eastward through the door. The subsequent corridor contains a single Flame Demon and four Axe Knights that you should either
defeat or run past. Kill the pair of Executioners in the next room, then exit to the east.
-- PREPPING FOR THE FINALE
----------------------
Instead of heading south down the following corridor, you'll want to stop in the western
room first. Much like the room near the end of the Ghostly Theatre, this place is pitch dark. Just follow the barely-visible
platforms and you'll eventually make it to the end. Open the door and you'll locate the final HP Max Up! Nice! Before
leaving there is a hidden door to the northwest that you might wanna find, as inside is the Unlock Jewel, which will allow
you to access the final optional boss (check the secrets section for more information).
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PROWLER_IRON
DESERVES YOUR RESPECT FOR ADDING THIS COOL NOTE! ============================================================= [T]o
get very easely to the secrets doors, the wolf's foot works a charm! You just need to focus on the blue arrows pointong
at the door to execute your jump!
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Now
then, return to the previous hallway and continue southward, opening the door at the end. Three fierce Lizard Knights lurk
inside, so defeat them to open the locks and proceed to the east. A couple of Chaos Swords and three Spartacuses inhabit
the following hallway, so be sure to kill them good before proceeding to the south. Take down a whole group of Death Reapers
in the next room and you'll be done with this area. As such, you now need to do a bit of backtracking; return to the
first hall on the second floor.
Once there, proceed north through the door that leads into uncharted territory. Kill
the Phantom and Lizard Knights, then exit to the northwest. Make your way northward down this lengthy corridor, defeating
the Gaap and Lizard Knights who will try to kill you along the way. Deal with the Gargoyle in the next room, then head
south through the door. A trio of Spartacuses are in the following chamber, so take them down and exit to the east.
The
next hallway houses some Death Reapers and a vicious Gaap, all of whom you should kill before proceeding southward through
the door. Cut down the Dullahans in the subsequent chamber, then continue to the east. Head into the door on the western
wall in this next hallway. Run north through the hall and enter the door at the end. Grab the "VI" Tablet and then leave,
as there isn't anything else we can do in this room just yet. Head south in the next two halls and you should come into
a room inhabited by a pair of Lesser Demons. Defeat them before exiting to the east.
The subsequent corridor contains
two Red Ogres and as many Spartacuses. Kill them all before using the southern door to leave. Destroy all of the Hanged
Men in the next room, then it'll be time to do some backtracking: get back to the chamber with the lamps and the ground-bound
foes.
There's no need to activate the lamps again, as the door we want to go through (the one at the bottom of the
stairs) is already wide open. Head inside and run through the hallway, taking down the Red Ogres who are in the way. This next
chamber has three doors in it. I recommend heading west first, as it is a save room. After using it, return to the previous
room and head southward into the door on the opposite side of the room. Examine the drawing on the table and insert
the "VI" Tablet into it. Then, hit the switch and watch as the "VI" Tablet becomes the "IV" Tablet. Nice! Take it and return
to the place where you found the "VI" Tablet. Use your shiny new "IV" Tablet and the door ahead will open. Head inside
and take the Dragon Crest you find.
Okay, so return to the area with the save room and, after replenishing your health,
saving your data, and ensuring that you have a ton of healing items, head through the northernmost door. Ascend the staircase
and open up the boss door ahead. Enjoy the cutscene, then its boss time.
======================
B O S S : W A L T E R
====================== Right from the beginning, nail Walter with a single whip lash and his barrier of protection will
be destroyed. After a short cutscene, you'll be put back into control. Walter can freely teleport around the battlefield,
so he's definitely got the upperhand on you when it comes to movement. He can also send some explosive spheres of energy
at you, which you should avoid to the best of your abilities. There is also one main attack of Walter's that you really
need to be on the lookout for; whenever he yells "Behold my strength!" he's about to unleash a massive blast of energy,
so get as far away from him as humanly possible. Other than that, simply hit him with a barrage of whip strikes and your
Vampire Killer will eventually destroy him.
___________________________________________________________
However,
Walter Bernhard is not the final boss...
===================
B O S S : D E A T H
=================== Now that you're staring true death in the face, it's time to kill the night once and for all! For
starters, lemme tell you that any and all sub-weapons are completely useless against Death; he's totally impervious to
them. His most dangerous attacks include tossing his scythe at you, firing explosive skulls to home in on you, and lock-on
blasts of pure energy. There is also Death's ultimate attack, where he immense waves of fire that crash down from above, creating
a huge blast when they reach the ground. To make matters worse, he's got significantly more HP than any other boss you've
fought before. Also, since he only stays at the outskirts of the battlefield, hitting him can be quite difficult. Hopefully
you've brought along a sufficient amount of healing items, otherwise you're totally screwed. Just chip away at his health
whenever you get the chance and he should go down eventually.
___________________________________________________________
Once he's been defeated, you have successfully beaten
Castlevania: Lament of Innocence! Congratulations, and enjoy the ending!
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
VI ---------------------------------------------------- S E C R E T S =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
Although
I've covered all the hidden items and stat bonuses within the walkthrough, there is still some extra stuff that you can't
find there. Here they are...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
a - Prison of Eternal Torture =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
If
you were following my walkthrough, then you should've found an item called the Unlock Jewel. With that firmly in tow, return
to the warp room (where you can access the five initial areas of the castle) and head through the door to the west.
In this next room, make your way southward and descend the spiral staircase. Enter the door at the bottom and you'll come
into a room with a High Potion in the center, as well as a save room to the west and another door to the east. Use the
Unlock Jewel on the eastern door and you'll enter the subsequent room, where you'll have to run down another spiraling
staircase. At the bottom is a door. Head inside and you'll encounter the fourth and final hidden boss in the game!
====================================
B O S S : F O R G O T T E N O N E
==================================== First of all, this guy will afflict you with the Poison and Curse statues a LOT,
so make sure you've got plenty of Serum and Uncurse Potion on you. The first part of the battle should prove no problem;
just stand at the edge of the platform and nail him with heavy whip attacks from either your Vampire Killer or Whip
of Ice, all the while fending off the slugs, as they cause status abnormalities. Also, try to avoid the blood as it rains
down upon you from above. Deplete his first health gauge and another will appear.
The second round is a good bit
tougher. Your new target will be his arm, but that's also what he'll be using to damage you, so it's kinda a pain to hit. Simply
jump over his sweeping attacks and back outta the way when's about to smash it into the ground. Also, avoid the blood that
he pours onto the platform, as it causes damage and Poisons you. When he holds his hand directly over the platform that
you're standing on, it means he's about to try to smash you, so get outta the way to avoid the resultant shockwave.
The
third round finally puts you face-to-face with your rather ugly foe (anyone else think this guy looks kinda like Anima
from Final Fantasy X?). In his final form, he can take you out ridiculously fast with his breath move. To avoid it, you'll
have to seek refuge behind one of the rocks that will shower down from above. You'll be able to tell he's preparing to
use his breath attack when you see white wisps of energy gathering in front of his mouth. When you notice that your
rock is getting all cracked up, that signifies that you need to locate a new hiding place, as your current one is about
to be destroyed. Keep chipping away at his health and he should eventually bite the dust. Your reward for this mess?
The Black Orb.
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DWDUCK CONTRIBUTES
AN ALTERNATE SOLUTION TO DEFEATING THIS BEHEMOTH! ==================================================================== I
was able to defeat him using only the Cross subweapon. Peculiar considering his tolerance for that weapon. So here it is:
1)
Torso I used the Heart Broach / Aroma Earing / Jewel Crush Equip Cross sub-weapon and Yellow
Orb. Walk as close as possible to torso. Jump up (to avoid worms) and execute Divine Cross.
Continue to use this attack as fast as possible. This should result in a combo exceeding 99 hits
and approximatly 1200 points of damage, all in less than a minute, and with out damage. At
this point the game cuts the combo off and your counter resets. Repeat the Divine Cross bit to
finish it off 2) Chest / Arm Same Idea, Divine Cross combo for 400 - 600 damage a whack,
then he will whack you. Use potions / Jewel Crush to regain health / hearts This is a little
trickier than stationary torso. 3) Head More Cross action, but now with Green Orb. Stand
behind a rock Face towards him and jump, shooting Holy Light at his head. 40 - 100 damage
a shot is not much, but you can stay hidden throughout the fight. Dodge to another rock whne
yours is ready to go.
I also used the rotating cross bit on the Undead Parasite, the Doppelgangers, and Joachim.
For these three I added light whip shots to boost combo size for the added damage bonus it provides.
The Divine
Cross idea for the Forgotten one may also work using the Axe Tornado, but I didn't try it. I think that attack allows you
to get the successive shots of it to hit fast enogh to boost the combo damage.
AND WARREN ROLFSMEYER ADDS: =========================== when
you're fighting the Forgotten One, when your at his head, and he is using his flame attack, it is possible to damage him
somewhat while hiding behind one of the rocks closest to his head. If you have the axe sub-weapon, combine with the
blue orb (I think, whatever gives you the spinning edge attack), and use this to get in at least some damage while remaining
safe behind the boulder.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
b - Hidden Characters =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
======================= PLAY
AS JOACHIM ARMSTER =======================
You can actually play as this creepy vampire whom you fought against
in the Dark Palace of Waterfalls. After beating the game, you'll be given this password: @Joachim. Input this as your
name at the start of a new game and you will be able to play as this sword-wielding vampire. He controls quite a bit differently
from Leon, but using his five swords in battle is entirely awesome!
=============== PLAY AS PUMPKIN ===============
This
strange young boy controls just like Leon, although he statistics are different and he can only use one sub-weapon: the
Pumpkin Bomb. To unlock him, you must first beat the game using Joachim. Once you've done so, you will receive the following
password: @Pumpkin. Input this as your name at the start of a new game and you'll be able to play as this interesting character!
For
more in-depth information on these characters and how they differ from Leon, I ask that you take a look at Taladryel's
Secret Character Guide.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= c - Other
Stuff =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
========== CRAZY MODE ==========
As
the name suggests, this mode is crazy difficult. It'll be unlocked once you first beat the game. Input the password you're
given after beating the game and you'll be able to play in this mode, where Leon's statistics are drastically reduced
and you can't hold nearly as many items as usual. You'd have to be crazy to try beating this (get it?)!
============== BOSS
RUSH MODE ==============
After defeating every single boss in the game, this mode will become available. Once
you've done so, return to the warp room and there will be a sixth teleporter around. Stand on it and you'll enter Boss
Rush Mode, where you fight every boss in the entire game all in a row. Fortunately, you get healing items between battles,
but it is incredibly difficult nonetheless. Keep in mind that there is no reward for winning this.
================================ START
A NEW GAME WITH ALL SKILLS ================================
There is a way to begin a new game with all of Leon's
skills and techniques already learned. After beating the game for the first time, start a new game and input @Llskill
and you'll automatically have all of your skills learned. Sweet, no?
=============== OPTIONAL BOSSES ===============
There
are a grand total of four optional bosses in this installment of the Castlevania series. The first three, the Flame, Frost,
and Thunder Elementals, can be found in the Anti-Soul Mysteries Lab, Dark Palace of Waterfalls, and Garden Forgotten
By Time respectively. Destroying these elemental bosses will yield a new whip, each imbued with the element embodied by
the foe you beat for it. Pretty cool, eh? Keep in mind that the exact location of each boss and how to beat them are
in the main walkthrough, so check the proper section to locate each one.
The fourth optional boss is known only
as the Forgotten One, and it resides deep inside the castle, in the Prison of Eternal Torture.
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