CASTLEVANIA
This FAQ/Walkthrough by Evil Sponge and Fat Tony
Version 1.0 February 28, 1999
Table of Contents:
I. Introduction
II. Version History
III. Items
IV. Characters
V. Walkthrough
VI. Enemies
VII. Boss Descriptions
VIII. Secret Stuff
IX. Frequently Asked Questions
X. Legal Stuff
PART I: INTRODUCTION
First off we'd like to say that this is our first FAQ and that we hope you
enjoy it. We apologize for the lack of ASCII title, but we couldn't make one
that looked right. Anyway, we had played through Castlevania 64 and were
looking for some secrets when we noticed that there weren't many
FAQ/Walkthroughs for this great game. So, here's ours. We'll try not to spoil
the story, and will refrain from describing the cinematic sequences for this
purpose.
We were quite impressed with this game despite a few minor problems. We
won't get into that too much, that's for a review. Just basically some texture
map problems and jumping difficulties. These levels can be challenging, so
have patience. We're assuming that you have at least a basic knowledge of what
the buttons do, so we did not include it here. If you have any questions,
comments, or additions please email us. With that out of the way, read on!
PART II: VERSION HISTORY
Version 1.0. 2/20/99.
Wrote the FAQ/Walkthrough. Added all sections.
PART III: ITEMS
Attack Items: These items use can be used upon pick up. They each require
a certain amount of red jewels to be used. They, obviously, can't be used when
you're out of/low on red jewels.
The Attack Items are:
Holy Water: Effective on anything that doesn't float.
Costs 3 jewels.
Cross: Acts as a boomerang that hits all enemies in
range. Costs 5 jewels.
Axe: Flies in an arc toward one enemy. Costs 2
jewels.
Knife: Flies straight toward one enemy, but weak.
Costs 1 jewel.
Roast Beef: Restores 80% of your energy.
Roast Chicken: Restores 50% of your energy.
Purifying: Cures VAMP status, used when bitten by a Vampire.
Cure Ampoule: Cures POISON status.
White Jewel: Allows you to save. Recommended that you use these whenever
you
find them.
Contract: Scroll that summons Renon, a demon salesman.
Red Jewel: Fuels the attack items, found in abundance.
Gold: Allows you to buy items from Renon.
Healing Kit: Restores full health and status.
Sun Card: Move time forward to Sunrise (6:00 a.m.)
Moon Card: Move time forward to Sunset (6:00 p.m.)
PowerUp: Powers up your primary weapon.
PART IV: CHARACTERS
Reinhardt Schneider:
Heir of the ancient Belmont clan of vampire hunters, his blood dooms
him to
oppose the might of Count Dracula. Wielding the holy whip of his
ancestors,
the young vampire killer begins his quest. Attacks with the Whip and
Short Sword.
Carrie Fernandez:
A young girl gifted with great magical powers. Sensing Dracula's
return, she
sets off alone to the dark castle. Now she must wield her inherited
power in
the fight against evil. Attacks with a homing Energy Ball and Rings.
PART V: WALKTHROUGH
A couple of brief things before you read the walkthrough. First of all,
you may have notice that the time cycles through night and day. Enemies are
weaker during the day, and stronger and more numerous during the night. Sun
and moon cards can be used to speed up time to your advantage. See secrets of
why you shouldn't use to many. Also, while the contracts come in handy you
should never spend too much, again see secrets.
Another thing is you should always explore. If you see something not
mentioned in the walkthrough, you should think, "Hmm. I wonder what that is.
I'll go check it out". feel free to do just that, and email me to let me know
if it is something cool. Also, take out all the torches you come across.
There are a lot that I left out of the walkthrough, so just kill every torch
you come across.
If you find yourself low on health, heal. Don't take a chance and keep
going, most of the time that will cost your life. So, whenever you're in the
red eat some meat. When buying from contracts, don't waste your money on
Medical Kits. Buying one is sufficient. With that out of the way, enjoy, be
amused, and good luck!
--Evil Sponge
--------------------------------------------------
-----------------
| Stage 1: Forest of Silence
|
--------------------------------------------------
-----------------
The camera zooms in on your character and your quest begins. Run straight
ahead and take out the torches, but dodge the flaming trees. Follow the path
until you reach the dead villager. Enjoy the cut sceane and then kill the
skeletons. Continue on to the large door. Hit the crest three times to blow
it up and unleash the Skeleton Boss. See the Boss Descriptions for details on
how to beat it. Jump onto the broken bridge pieces and keep following the
path. Go in the direction of the route marker and you'll discover that your
way is blocked. You'll also notice a white jewel, which will be known as a
save crystal from now on, so save.
Go back to the route marker and go the other way. You'll come across two
structures. Go left of the entrance and up the hill, and then face the
building. Walk onto the stairs and jump to the building, take out the torch,
and then leap to the other building and take out that torch. Once done with
that head inside each structure and take out those torches to get a Sun and a
Moon card. Now, once again, follow the path to another broken bridge. Cross
it, take out the torch, and pull the switch. Now you face the easily beaten
Weretiger, see part VII. Return to the save crystal, save, and enter the newly
opened gate.
The torch to the right has a PowerUp if you need it. Head toward the
statue (with the torch on it) and check the plaque for some chicken, and the
torch contains a cross. The large rectangular building is a crypt, inside are
coffins which contain items. After collecting the items, do something
radically different and follow the path. The route marker points to another
closed gate and a save crystal. Save, then go to where the marker is not
pointing. Get the items in the crypts and keep on truckin'. You'll come
across a gap with one bridge piece and a torch on a platform to the left. The
bridge piece has a skeleton on it that will throw a bone at you. Take it out
with a throwing item or energy balls and hop on. See Secrets for details on
the torch..
After crossing the bridge you'll come to a section with another statue.
Watch out for the Werewolf though. Check the plaque of the statue for more
chicken, and head left. Hop down the cliff face via the platforms and hit the
switch. Climb back up and go straight past the statue to save, then go back to
the area with all the crypts. Past the now open gate is a torch and a switch.
Kill the torch, hit the switch, and go back to the opened gate where the
Werewolf was and save. Head through the gate and.hey! Look who's back! Kill
the skeleton and exit the area. You will see one of many feet shots in the cut
scene.
-----------------------------------------------
-------------
| Stage 2: Castle Wall
|
-----------------------------------------------
-------------
Save and go into the door to your right, the one with the guy above it.
Make your way upwards until you reach the moving platform. Jump down to the
torch below to get a sun card and then go back up. No specific hints for this
section, just time your jumps well and you'll be fine. At the top are the
Giant Bone Pillars, see Boss Descriptions. After you beat it, pull the lever,
watch the cutscene, and continue.
Don't go back through the door, instead, go through the newly opened wall.
You should land on a platform with a save crystal, if not you missed it and
will get hurt by the fall. The large rock on the platform contains many red
jewels. Drop down from the platform after saving. Kill the Bone Pillars and
whack the torches for useful items. Once done, drop down from there into
another room. There is one torch in this room and a PowerUp on a shelf. On
the other side of the wall by the shelf is a hole, hop right on in. Does this
place look familiar? Saving here is highly recommended since the next room can
be tricky.
Look around and you'll notice that the portcullis has been raised, which
is convenient because you need to go into that room. The middle torch
contains the key to the other door, the other torches contain attack items but
we recommend you keep the holy water if you have it. Anyway, get the key and
open up the door with the girl above it. Again, no specific hints for this
section except time your jumps well. To get the torch above the doorway,
progress toward the first flipping-spike-block platform. Stand on the front
edge and wait. It should dump you onto the ledge where you can get the moon
card in the torch. Afterwards, keep movin' on up and you will reach a door
with a moon on it. This can only be opened at night so you have to wait or use
a moon card, whichever you want.
Once you enter you are treated to cinematic sequence wrought with terror.
After the chills subside, hop onto the ledge to save and kill yet another
innocent torch. Then, go through the little square in the wall. Continue down
through the familiar looking rooms into the other familiar looking room with
the save crystal. Save it and go through the room and exit. You will be
healed and you now face many Cerebus, again see Boss Descriptions for more
details.
After sending the three headed guardians of Hades back from whence they
came, follow the fence (making sure to pick up the roast beef) and enter a
courtyard. To the right of the gate is a wooden cross that contains a PowerUp,
one to the left on the other side that has some beef, and a tombstone that has
a moon card. At midnight, a pillar will rise in the fountain that will let you
get the items on top. Once you have everything you need, save and head inside.
---------------------------------------------------
-----------
| Stage 3: The Villa
|
---------------------------------------------------
-----------
You find yourself in a lobby area with candles. All the candles contain
red jewels. As you ascend the stairs a vampire appears. Fight it, kill it.
At the top of the steps turn around and line your character up with the
chandelier. Jump off the ledge and hit it a few times and it will show you its
impression of a piniata. Turn right at the top of the stairs and check the
first couch for a purifying. Head into the door on the other side, down the
short hallway, and through that door. If it is between 3:00 and 6:00 p.m. you
get to meet Rosa, if not come back between those times since you need to meet
her to progress.
Go through the other door and up the steps. Enter the first door on the
left. There is a purifying hiding amongst the chairs on the left. Open the
door on the other side of the room and meet Vincent. After this startling
encounter, talk to him. If you've already met Rosa he'll give you the Key to
the Archives. Let yourself into the room that Vince was in and check the desks
for money. Now, leave the way you came and go back into the hallway. Kill the
stained glass dude and enter the second door. Turn left and go into the
alcove, jump onto the thing and check the lion headed plaque for some chicken.
Back in the room, attack the vases for the Storeroom Key and chicken. The
middle chandelier relinquishes a purifying. Kill the ghosts as necessary. Now
leave the room and go into the door I told you to skip earlier. Get the meat
and the purifying in the statue, then save.
Leave and go down the hallway to the last door, which is around the
corner. Fight the vampire and keep attacking the bat `till it disappears.
Check the mirror for a purifying and go through the door. Traverse the short
hallway and go into the other room (I hope you got the Archives Key). MAKE
SURE YOU GET THE HOLY WATER! Now explore the room, check the desk, and get the
key. Go back into the stained glass hall and go back in the room with the
double doors. Go through the double doors and down the stairs. Check the
knight in the corner, and be sure to visit the gift shop. Ok, this next step
is extremely important: SAVE!! If you don't save or have holy water at this
point you're going to have trouble. Back through the double doors, down the
stairs, and outside. Open the large gate, and let the fun begin.
We now come to the dreaded Hedge Maze. There's nothing really important
deep inside, so just take the first left. After the cut scene, attack the Hell
Hounds and run like mad. Follow Malus to the left and open the door. Follow
the path and go right at the next intersection. Past the arch, keep going
straight. Go right at the next intersection, and follow the path. Right at
the intersection, then another right. And now for something completely
different, turn left at the intersection. Take the next left and then a right,
now head for Malus. Of course while you're doing this, the two Hell Hounds and
a chainsaw wielding Frankenstein Monster are chasing you. When the hounds
catch up to you hit them with your short range attack before they latch onto
your leg. Use holy water to stun Franky and the devil dogs (sounds like a
band).
Whew! Can you guess what to do now? That's right! Follow the path
! The first left is an alcove that contains a torch
containing the copper key. Follow the trail some more and open the gate. Open
the door, get the meat in the candle and save. Make your way through the villa
again and go back into the garden. Don't worry, just take the first right past
the arch, and go through that door. Follow the water, go left at the bridge,
and save. Head through the door.
Now you face yet another Vampire. Defeat him and the dead girl becomes
undead. Defeat her and grab items from torches. Now walk up to the coffin and
hop on in. If you are playing as Reinhardt keep reading, if you are Carrie
skip to Stage 4b.
---------------------------------------------------
-------
| Stage 4a: The Tunnels
|
---------------------------------------------------
-------
run down the short corridor and hit the torch. If you run down conveyor belt
you can zoom right past the rock crusher. Stop right before the next one to
cause it to fall and then jump over it. walk onto the elevator and then view
the cut scene at the bottom. That's really gross, huh? Take out the Spider
Women and hop across the rock islands to shore. Save the game and continue
through the tunnels and kill the spiders.
Turn right at the intersection and follow the path until you reach the
water. Hop across the rocks and get the beef and holy water in the torches.
Go back to the intersection and take the other path. At the new intersection
take the left, the right path is a dead end. Kill the bats, and go up the
elevator.
Follow the tunnel and take the next two lefts. You reach a door with a
moon on it. wait for night or use a moon card to enter. Inside you will find
a contract. It's like a mall without a food court, isn't it? ok, start back
and take the first left. Make your way across the platforms. Head toward the
light, or in this case the fires. Drop down a couple ledges and walk across
the thin bridge, then up you go.
If you go straight you'll find a sun door with a lot of beef beyond it.
the other path brings you to more rock crushers. At the top of the second
conveyor belt there is a save crystal immediately to the left. Continue on and
you will be swarmed by bats after a short distance. After dispatching the
winged rats, jump onto the red gondola. Ride until it reaches a platform, and
get onto the platform. Get the money in the torch, and hang out and kill the
ghosts. After a short while a blue gondola appears. Watch out for the bars
that fly by or you'll be knocked off the ledge. Get on the blue gondola and
ride until it stops. Please wait until the ride has come to a complete stop
before exiting the gondola. Save the game at the save spot and ride the
elevator.
Continue through the tunnels. Make your way over the ledges to the other
side of the pit. If you keep going straight through here you will reach the
exit. If you feel adventurous, take the other paths and see what's over there.
Upon exiting you are treated to a movie. Now you can skip ahead in the
walkthrough to Stage 5.
---------------------------------------------------
-------
| Stage 4b: Underground Waterway
|
---------------------------------------------------
-------
This part is for Carrie only. Take the left and the floor crumbles, so
jump. At the big pit, jump forward and grab onto the thin ledge and scoot
across to the other side of the gap. The torch to the left has gold. If you
take the left, the left torch has gold and the torch on the other side of the
ledges has a cure ampoule. Go the only other way you can and meet up with this
level's major enemies, the Lizard Men. Beat two, find the third and stand on
the switch to stop the waterfall. Continue on and take the right, then go
straight and save the game.
Then go back and take the other path. Caution, there are two crumbling
floors in a row. Up the stairs and across the gap. If you brave the ledges,
your reward is 500 gold. The hallway contains two more collapsing floors.
Down the steps and along the path. At the left, slide under the wall. Make
your way across the jumps to get a moon card and some beef. Watch out for the
blue skeleton behind you on your way back. Go back under the wall and resume
the path. Take the next left and head up the stairs. Save before you hit the
torch so that if you die you can get the PowerUp that's in the torch.
Go back to the path and make the next left. Jump across the platforms to
another relatively safe pathway. Going straight will lead to a switch, and
going left you can shimmy across a paper thin ledge to reach a contract. Once
done go back across the platforms and take the next two lefts. Follow the path
up the steps, and take out the lizard waiting for you. Now you have to jump
over to the falling spikes, across where the falling spikes are, hit the switch
and go back to the room with the thin paths. After you hit the switch there
will be two blue skeletons waiting around the corner. Beware! When you are
once more traversing the low-fat paths, take a right and then follow the path
out. The door with the sun can only be opened during the day. Once through,
enjoy the movie and exit.
---------------------------------------------------
---
| Stage 5: Castle Center
|
---------------------------------------------------
---
Save. No really, save. Now you may continue.
There is a biker skeleton in this hallway, so kill him before you collect
items from the torches. The door straight ahead is locked, so take the right
hand path. There is another biker at the end of the hall, you can kill him or
just go through the door on the right. On the other side is a fun little room
that contains three vamps. If you're Carrie, this is easy. Just stand in the
doorway and shoot them. Reinhardt has to move around and avoid them while he
attacks. After they're dead head up the stairs and open the door.
There are only two things to do in this room right now. Collect items
from torches and walk up to the Goddess Statue. After approaching the statue
(are we freaked out yet?) kill the Blood Born and examine the statue. Cryptic,
no? You must remember the first part of the inscription. Now, up the steps
and out of the room. Up yet more stairs and around the railing and.whoa! Two
doors! Which on is the correct one! Well, both are but we recommend you use
the one straight ahead and come back to the one on the right later.
What's worse than a horde of Lizard Men? A room with doors that won't
open until you defeat said horde. So there's only one thing to do in this
room, kill, kill, and kill some more. Two of the torches in this room contain
sun and moon cards, check the knight for an item. Now into the other room.
Get the torch and knight items, then up the broken staircase and save. Now,
exit this room.
Stained glass guys inhabit this room, and red jewels are in the torches.
In the next room are two butler-like vampires. Kill them so you can exit. The
torches here contain a red jewel and a purifying. Onward, troops! Now you're
in a hallway with lion heads that shoot fire. After four fireballs, they rest
and you can sneak past. Head left for a cure ampoule, head back and take the
right for some chicken. Take the only path left open to you and enter the
door. This lizard seeks vengeance for those who gave him this shape, so he
gives you the Torture Chamber Key when you talk to him. Go through the other
door, view the sequence, and save. Now pick up the magical nitro, and head the
warning. Go back into the fire hall and place the nitro in front of the badly
cracked wall I'm sure you noticed earlier.
Go back to the door you I told you to skip earlier and go through.
Careful, all the enemies reappear (vampiric butlers and lizard guys). In the
next room, examine the goddess and kill the torches. These lizards can't be
killed, so don't even try. Exit and you find yourself in a small room with a
Hell Knight. Kill it and proceed, after collecting items of course. Watch out
for the maids in the next room, they are fast. After they are slain destroy
the candles on the tables for a purifying and a cure ampoule. Now, through the
door.
There are sun and moon cards by the doors and a contract in one corner.
Hop up onto the thing on the table to the left of the entrance, and from there
onto the lead zeppelin for some beef. Now go into the next room. Groan.
Dodge the spikes and get to the other side and open the door. Hurray, more
fire shooting lion heads! Chicken to the right, nothing to the left. Enter
the other door, save, and get the nitro. Now comes the insanely difficult
part. Go back to the room with the contract and kill the Hell Knights. From
there make your way back to the room with the fire-breathing lizards. Walk
across the incredibly thin walkways, the iron plates drop so don't stay on them
for too long. Got across? Good, but don't celebrate yet. Walk over to the
gears and get in between the teeth. Follow the teeth and you'll see another
gear. Ok, you've got to be walking into the gear tooth in front of you. Wait
(while walking) until you're between two opposing teeth and there is a gap
betwixt the gears and get yourself out of there.
Remember the hall with the motorcycle skeletons? Well, you need to go
there, and they're back. Turn right and dodge or kill the undead biker, then
left and through the door. Run to the other side of the incredibly large room
and place the nitro by the cracked wall. Whew, wasn't that fun!? Alright, go
back to the locked door in the beginning. Kill the vamps inside the room.
Climb onto the shelves beside the Mandragora and jump onto the rafters. Make
your way to the other side for some beef. Now pick up the Mandragora.
Do not go back to the large room with the dead bull. Instead, go to the
other room where you put the nitro (near the lizard guy that gave you the key).
Place the Mandragora, watch the pretty explosion, and head into the hole. The
torch has beef, and the door on the right is the only one that opens. Past it
is a contract and an exit. No blue light specials, but if you need supplies
buy them. Once you exit you're in a library. Examine the goddess statue to
the left. Run all the way to the other side of the room and climb onto the
bookcase with the sun card on it. Hop across to the walkway. Follow this and
climb onto the pillar. Now climb into the ceiling, step on the tile, and climb
into the ceiling. There is a save crystal along the wall you should take
advantage of. Approach the large circular structure. Examine the small
pedestal in front of it and place the goddesses. Remember the clues? I'll
give you a hint, the planets are Venus, Mars, and Neptune. Still stumped?
Check the secrets.
Now, get more Mandragora and blow up the other wall now that the seal is
gone. Inside is a save crystal and a clear white jewel look-alike. Examine
that after saving to activate the crystal. Exit and you fight the Undead Bull,
see boss descriptions. Once it is vanquished head back to the room where the
vampires were and fight a boss. Carrie faces the Unnamed Fernandez and
Reinhardt faces Rosa. See boss descriptions. Thwart the evil being and leave
the room. Walk around the central structure and look for an orange square with
a blinking purple light. Examine it and head on into the elevator. Save the
game and head over whichever bridge is intact. Carrie's next level is under
Stage 6b, Reinhardt's is next.
---------------------------------------------------
-----
| Stage 6a: Duel Tower
|
---------------------------------------------------
-----
Enter the tower of duels and walk to the large square area. Now, you face
a boss that we have dubbed the "Werething" because we don't know what it is,
see boss descriptions. Once it is destroyed, part of the cage will drop away
and ledges will come out of the wall. Climb up the ledges and jump onto the
former boss area. Jump to the next platform, and you will see that there are
revolving spiked blades on the next one. Avoid the blades and jump to the next
boss area where you will fight the Werewolf again.
Climb up the ledges and onto the square platform. When you are facing the
next platform with the blades, there will be ledges to your left. Jump onto
them, and at the top look around. You will see a ledge with two torches on it
in the distance. Connecting these is an invisible bridge. The torches have
some beef and a power up.
After getting the torches, look down and between the blade platforms. You
will see ledges forming steps down from one of them and a path leading into the
distance. By taking this path you can avoid the third boss. If you still want
to fight, see the Minotaur description. If you want to skip it, jump down to
the blades and find the "stairs", then take the path. Be careful though, the
blocks making up the path sink into the acid stuff. On the other side, climb
up the ledges. At the second from the top, look around to orient yourself and
locate the other platform. At the top, turn around and jump for the last boss
area. See the boss descriptions for the Weretiger.
After your victory, climb up the ledges and onto the platform. Just make
it past those blades and onto the platform following it and you're done here!
Skip ahead to Stage 7a of the walkthrough.
---------------------------------------------------
-----
| Stage 6b: Tower of Science
|
---------------------------------------------------
------
The first thing you should notice is a large block shooting out of a hole.
Don't panic, it's not as bad as it looks. Just time your jumps so that the
blocks won't hit you. Reach the platform with the steps and head up. Now we
have wall taser things. These are a little trickier. Watch for the tips to
glow, it means that it is about to send electricity out. Time your jumps to
avoid being shocked, and head up the steps. At the top of the steps is a block
shooter, I mean right at the top so watch out. Past this are tasers and more
blocks. This part is not fun, but have faith in yourself and you will succeed.
The next staircase has a block shooter at the top that fires spiky blocks down
the steps. Dodge it and proceed along the conveyer belt (jump at the crease or
you'll die), and of course go up the steps. The next section has tasers and
spiky blocks on a conveyer belt, easy though. Next up is spiky blocks on a
conveyer belt, and after that tasers join the group of fun. Follow the metal
walkway, hop on the elevator, and save.
The next room has money in the torch on the right, and the room after has
lots of turret guns. This next step will make it easier, kill all the turret
guns in your range. This just means all the ones on the floor that you can
see, or that your energy ball homes onto. In the aftermath, walk along the
wall (from the entrance) to avoid the gun on the ceiling and enter the first
door that you come to (on the right). Whack the torch to get Science Key 1.
Exit and turn right. Kill the gun if you haven't already, open the door if you
need money, and head up the steps. Stand just out of range of the gun, then
jump and blast it. Stand on the landing and take out the other guns.
Walk across the thin bridge and jump to the first pillar. From there you
can leap to the steps ahead. Take out the guns from the steps and then go up
the aforementioned steps. Turn right at the corner, look around to get your
bearings, and hop down to the area below. If you killed the guns earlier they
won't be a problem here. When you enter the next room there is a gun directly
to your right, so run left turn around and take it out. Round the corner and
you'll see three doors. So which will it be? Door number 1, door number 2, or
door number 3? Well, pick door number 2 (come on, I dare ya). Johnny, tell
them what they've won!
"Well, Evil Sponge, they've won the luxurious Science Key 2! This finely
crafted device will allow them to continue, and to eventually beat the game!"
Thanks, Johnny, and I promise to be more sane now. Alrighty then, back to the
main room. If you go forward you'll fall and die, so go to the left. Now turn
right and.yeah! More platform jumping. Jump to the first pillar and then to
the second. From the second pillar you can make it to the main part, so don't
bother with the third one. Now go all the way around to the first pillar spot.
Remember, first pillar then floor? To your right is a set of double doors,
unlock them and continue. Turn left and follow the bend to save.
Through the other door turn right. Jump forward and you land on an
invisible path. Follow it to the floating platform. The torch has beef and
the crate has red jewels, chicken, and money. Back the way you came and jump
onto the platform because there's a gap right before it. Now hop up the ledges
and open the door.
The door straight ahead is locked, so go left. You can run or jump over
the spiky conveyer belts; it doesn't really matter as long as you dodge the
spiky blocks. The double doors ahead contain a red jewel if you need it.
After exiting that door, go left and kill the guns before proceeding. You can
clear out the first two rows and go forward one or two to take out the third.
Then go right and across those conveyor belts. Now turn right and save. Open
the door and go into the next room. To the left is the Science Key 3, which
opens the door that I told you was locked earlier. The items in there aren't
really worth it, so this is really optional. Exit the key room and go into the
black entrance.
---------------------------------------------------------------
----
| Stage 7a: Tower of Execution
|
---------------------------------------------------------------
----
first of all, save. Now, follow the path and avoid the pendulums of
death. Go right around the central pillar and take the path. Make all the
jumps and follow the path around. At the intersection, turn left and take out
the bone pillar, then turn around and continue. At the next left there are
long ledges that go in and out of the walls. Just time your jumps and take out
the Medusa Heads whenever they appear. A bat will swoop down when you're on
the last one. Kill it and make the last two jumps. Climb up to the next level
and follow the path.
Right before the first jump there are two fire-breathing bats. Take them
out and make the jump. Check out the secrets section for Special Item 2 now.
Take the path with the bone pillar on it, kill it, and go right around the
central pillar and take the path. You now see a bone pillar behind two
pendulums. If you have a throwing item, use it. if not, you need to either
run in hit it and jump back before you get hit, or position yourself between
the pendulums and take it out. now, make the jump, and head across the moving
ledges, and save. If you go past the rising and falling spikes you can get
gold and some chicken. From the save point, climb up to level three.
Follow the path around and take the right. Dart past the pendulums and
kill the bone pillar, then go around the central pillar and take the path. You
can't kill the red skeleton, so just get past it and turn right. Time your
jumps on the moving ledges. On the last one, take out the hanging bone pillar
and go to the front of the ledge to jump. If you just jump from around the
middle, you will hit a ledge and fall to your death. Jump up a couple ledges
and you find the spot to climb to the next level. Now there are Medusa Heads
as well as a red skeleton in the distance throwing bones at you. I still have
trouble with this and have no specific hints, just time the climb so you don't
get hit.
At the top go left, and then along the path past the red skeleton. Go
around the central pillar and take the path. The bone pillar at the end can be
taken out between the pendulums. Turn right at the intersection and go up the
steps. That's it! you're out! skip ahead to Stage 8.
---------------------------------------------------------------
----
| Stage 7b: Tower of Sorcery
|
---------------------------------------------------------------
----
Follow the path and kill the crystal men along the way. You'll come to a
platform jumping section, well just jump across them. Watch out for the
crystal guy on one of the platforms. At the top of the platforms is another
path. Follow this and you are faced with platforms spiraling up a tower.
Follow them to the top hit the strange crystal formation for a red jewel. Now
you need to do more platform jumping, only this time there's an added twist.
The pink platforms turn red and disappear. Follow this, watch out for the
crystal guys, until you reach a platform with different paths of vanishing
platforms. The one to the right is the quickest way to the top, so take that
one. At the top is a save crystal and a red jewel.
Jump along the disappearing platforms and you land on a platform with a
fuzzy bubble. It won't attack you and you don't have to kill it, but it's
really up to you. Jump to the next section and kill the green crystal guys.
If you killed the bubble the middle section will be rising, it will lower after
the bubble reappears. Turn left and ascend the vanishing platforms. The fuzzy
bubble at the top must die. Head back down and the third section will be
rising. If you were fast enough, you can just climb on up. If not kill the
other fuzzy bubble to make a set of steps.
Slightly more dangerous platform jumping ahead. Just keep a level head,
don't panic, and you'll be fine. There are one or two item crystal formations
around this area, but we haven't gotten to them. If anyone knows what they
contain, email us. At the top is a large platform with a crystal guy. Kill it
and hop across the disappearing platforms. On the other side is another
crystal guy and the exit. See secrets for how to get Carrie's costume at this
point.
---------------------------------------------------
------
| Stage 8: Room of Clocks
|
---------------------------------------------------
------
This stage is pretty short. First of all, save it. The candles contain
beef, attack items, or nothing. We recommend you get and/or keep the axe at
this point, especially if you're Reinhardt. There is also a contract, it's no
Wal-Mart but it'll have to do. Walk down the only open hallway and hop on the
elevator. Now you fight a boss. Reinhardt fights Death, while Carrie fights
Actrise. See boss descriptions for details. Go back down the elevator and
save. Now exit through the new hall. Easy, huh?
---------------------------------------------------
-------
| Stage 9: Clock Tower
|
---------------------------------------------------
-------
This stage has some tricky jumps that if you miss, you die. If you are
one of the people (like us) who are ticked-off at this point because the
character is spontaneously
missing jumps, drink some herbal tea, burn incense, meditate, or do something
else
soothing and relaxing before continuing. Now that that's out of the way, we
may move on.
The first thing you notice in this room is a ledge. Get onto the ledge
and then onto the floor above. Head left and climb up onto the ledge on the
wall. Jump across to the third gear. Warning: no matter which direction the
gears are going you will be crushed if you get stuck in between. From the
third gear, use the wooden beam connected to it to get to the other side of the
room. Watch out for Medusa Heads along the way. Jump onto the big gear and
from there to the rising and falling platform. Up two ledges and you will be
under a big gear, with torches on ledges to either side. The one on the right
has a red jewel and a dead end, and the one on the left has the Clocktower Key
1. Grab the key and keep going. Go onto a big gear, up two ledges, across
more gears, and out the door. In the hallway is a save crystal, take advantage
of it. Now go through the other door.
You are now in a room with gears on their sides. There is a bone pillar
two gears away from you, and one on either side of the room. We recommend you
stand in the doorway and take them out while avoiding fireballs. Carrie can
use her energy balls, and Reinhardt should use the axe we told you to get.
Once taken care of, jump to the first gear. There is a red jewel to the right
and 500 gold to the left. Now, jump to the gear in front of the first one
(where the bone pillar was) and take out the other three pillars. Make your
way to the gear where the bone pillar was and then jump to the thin ledge on
the right. Get into the tiny square room and pick up the Clocktower Key 2.
Drop back onto the ledge and make a daring leap to the ledge in front of the
door. Open it up.
Go through this hallway and enter the next room. The small pillar right
beside you has 1000 gold in it. Look down from where the pillar was and you'll
see a small ledge with a torch on it. Jump down to it and obtain the Clock
tower Key 3 from the torch. Hop down to the floor and take out the bone
pillars. The torches contain attack items, so if you don't have the axe get it
now `cause it's your last chance. Head toward the large, vertical wooden
poles. You'll notice that they have extremely tiny ledges on them. Well, you
have to climb up them. After three ledges on one of the poles, you are on a
hexagonal ledge. From there, hop to the other pole and climb up those ledges.
After three more you're on another hexagon. You may be tempted to jump onto
the gears on the right, don't do it. Instead, hop to the next hexagon. Look
around for the door, and head over toward that. Save the game at the crystal.
You can go through the door now, or make your way to the other side of the
room. What's on the other side, you ask? A contract, and your last one. If
you choose to go over there, make your way carefully across the hexagons and
gears. Once you reach the contract, jump onto the ledge to your left and
destroy the pillar. This yields 3,000 gold. Hop back to the contract, it's no
Weis but it gives you what ya need. Now go through the door on the other side
of the room.
Ignore that elevator for now and go up the steps. In the first room, you
meet up with Renon and he says one of two things. See the Secrets for what you
don't want to here. Once you are done there leave and go up more steps and
into another room. Something may or may not happen in this room. See Secrets
for what you may find. Everything accomplished in that room? Good, leave and
go up more stairs and into the final room.
---------------------------------------------------
----
| Stage 10: Castle Keep
|
---------------------------------------------------
----
Save here and walk to the other side of the room. Now the face the Lord
of Darkness, see boss descriptions. If you are going to get the good ending,
you need to escape before the tower collapses. If you are on the way to the
bad ending, it just ends here.
To escape, just run down the steps and through the rooms. After the last
room, you are treated to a cut scene. Strange, huh? Now go down to the foot
of the steps and get on the elevator. At the top, much of one character in the
game is revealed and you face Form 2 of Dracula. See the Boss Descriptions.
After the battle is over you a warped to a strange dessert-like place
where you face the third and final form of Dracula. That is one impressive
looking creature. Definitely not something you'd want to meet in a dark alley.
The Boss Descriptions will help you here. Once you've beaten him, that's it,
you're done. So sit back and enjoy the ending.
Fin
PART VI: ENEMIES
Skeletons: First enemy you face. Easily defeated even during nighttime. Some
of them
throw bones at you.
Motorcycle Skeletons: Skeletons that ride on motorcycles. Jump to avoid then
hit them from behind.
Blue Skeletons: Carriers of magical nitro? Who knows. These guys explode
after
a certain period of time, or when hit.
Bone Pillars: Dragon heads that shoot fire balls at you. If you get too close
they shoot a wall of flame at you.
Medusa Heads: More annoying than deadly. While they don't cause much damage,
they can knock you off ledges to your death.
Ghost: These slowly drift toward you. Just keep pounding away and you'll be
fine.
Flaming Blue Skull: Slow and easy to kill.
Stained Glass Knights: These die easily, but come back when you reenter the
room.
Vampire: Avoid its bite at all costs. Use a Purifying immediately if bitten.
Bats: Well, they're bats. Kill them.
Hell Knights: These sentinels come alive and attack.
Hell Hounds: They don't die. Stun them with an attack and run.
Frankenstein Monster: What's an undead menace without a chainsaw? Use
Holy Water to stun this behemoth.
Spider Women: Just keep attacking them, and watch their poisonous spit.
Lizardmen: Kind of like spitting cobras, only they're lizards. Keep your
distance and
attack.
Blood Born: It's made of blood. Gross, huh? Just keep your distance and hit
it.
Red Skeletons: These don't die. Never waste time on these guys, use hit and
run tactics.
Fire Breathing Bats: Well, they're bats that breathe fire. Kill them.
Turret Guns: Guns. They will shoot you when hit.
Crystal Creature: Found only by Carrie, use the ring attack.
PART VII: BOSS DESCRIPTIONS
Skeleton Boss: First boss of the game. Lunge toward him and attack, then stay
behind
him and attack. Repeat when he moves. If you need
power ups, kill the
skeletons he sends after you.
Second time: Move away from him and kill the bikers.
Then, attack
the same as the first battle. In hard mode, watch out
for blue skeletons.
as he takes more damage, he loses limbs. This gets
too easy when his
legs are gone, but he can still hurt you with his
club.
Weretiger: Avoid his arms. Just hit him from your maximum range and he'll go
down.
Same in Duel Tower. The axe is highly effective against him.
Giant Bone Pillars: These snake-like enemies attack you with fire. Attack from
a
distance and dodge the fire.
Cerebus (Three headed dogs): Hit and run techniques. Or, get on the invisible
ledge
(check Secret Stuff for
location).
Undead Bull: This thing charges around the room and attacks you. It has three
basic
attacks. It will try to head butt you, it will fire a
short blue energy beam at
you, or it will fire a long yellow energy beam which
causes a large
explosion. Jump to the side to avoid all three attacks,
and then hit it. After
a certain amount of hits to a specific part, that part
will dissolve leaving
skeletal body parts in its wake. The three sections are
its posterior, its
torso, and its head. Once dissolved, they take a few
more hits and then
something else happens. Keep hitting its butt and the
legs will explode, as it
crawls around and you keep hitting that section the whole
posterior will be
destroyed. The head is destroyed after a few hits. Once
the torso is
dissolved, destroy it to destroy the entire creature, even
if it still has a lot of
energy left.
Werething: We don't know what this is called, but we know how to kill it. The
best
method (strangely enough) seems to be: crouch in the middle
and hit him.
You'll still take hits, but not as many as chasing him.
Werewolf: In the beginning, just hit him when you can. In Duel Tower, you can
get
a pattern going. Hit him, jump, face him, and hit him again.
This seems to
work quite well, and prevents you from getting hit.
Occasionally (and rarely)
you can back him into a wall and stand there and wail away at
him and he
can't hit you.
Minotaur: Stand there and hit him until a red barrier thing appears around him
and he
growls. Jump out of the way as he charges you, and repeat
until dead. This
guy is optional, see walkthrough for how to avoid the battle.
Rosa: Get close, attack, and move away. Her attacks are: a shockwave like
thing,
fireballs that hover for a moment and hurl toward you, a slash from
her sword,
and something that she throws at you. Dodge anything she throws at
you and hit
her. Rinse and repeat.
The Unnamed Fernandez: This member of the Fernandez clan floats around and
fires
three energy balls at a time. If
you get too close she
summons mist that hurts. Dodge her
energy balls by running
around her and jumping constantly.
Simply fire when your
sphere of pain is at full power.
Death: This is a tough one. Dodge the flying sickles, and hit him when you
can. When
he flies to the middle and swings his scythe, it means that strange
fish that fly
out of pentagrams will attack. If you hit him before he finishes
swinging, it
cancels the fish. If you missed that opportunity, just run around
to avoid them.
Repeat process.
Actrise: Very easy. Simply run around her and aim energy balls at a short
crystal in the
barrier, and then her. Keep on the move to avoid rising
crystals.
Renon: See Secret Stuff for how to get to him. Use the same strategy as is
used for
Death. He even has the fish move! Death should sue for copyright
infringement.
His Fireballs hurt a lot so make sure you dodge them.
Charlie Vincent: See Secret Stuff for how to get to him. If you're Reinhardt,
just stand
against a wall and wail away. Once he starts
throwing his Unholy
Water non-stop, move around to avoid it and keep
hitting him.
Dracula: Form one: If you play as Reinhardt we recommend you throw axes at his
head.
Carrie should keep back and fire her energy balls. Our strategy
is to stay away
when he appears and fire the weapons mentioned above. Don't
kill him too
quickly if you don't have power ups. Wait for him to shoot
flaming bats at you
and kill them for meat and power. His other attacks include: a
shock wave
along the floor followed by a higher one, a fire attack similar
to the giant bone
pillar's only smaller and easier to avoid, the "Hoover Maneuver"
where he
attempts to suck you within his vampiric grasp. To dodge the
fire and vacuum
attacks you can just run out of range. Start jumping away when
he tries to suck
you in. the shock waves can be dodged by jumping over the first
one and
ducking under the second one, or running out of range. Once
your weapons are
at full power (if you're Reinhardt you can get more in the next
round), take
him out with the same weapons you were using.
Form two: Run down the stairs as the towers collapse.
Basically, just hit him
when you can. His shockwaves are reverse of Drac1, the first
one is up. When
he summons green flame heal immediately if you're below half,
then hack
away at him until you're hit. Reinhardt can hit him easier if
he jumps before
striking, and he can get PowerUps from the fireballs. Carrie
can hit him from
the ground, but she'll find it harder to hit the fireballs.
Keep it up, this isn't too
hard, but it can be long. Oh, if you have any red jewels left
save them!
Form three: This guy's bark is as bad as his bite. Don't stay
in front of him!!
He'll use his claws to swipe you, doing massive damage, or
breathe flame at
you. He will also summon energy balls, which cause a nuclear
explosion. If
you hit one it multiplies and becomes closer to exploding. The
explosion will
hurt Dracula if it is close enough, but don't risk getting the
timing wrong. If
you get close for too long, he will send a shock wave, you can
tell this will
happen when electricity flows between his hands. Get away!!
Reinhardt should
get close and attack, then jump away. Having red jewels left
and the axe helps
him as well since he can attack from a distance. Carrie should
run around him
and fire her energy balls. To ensure a hit on Dracula, face him
and run toward
him a little before firing. After he takes some damage, the
Lord of Darkness
summons two gold dragons, just avoid them. Keep it up and
eventually you'll
beat him.
PART VIII: SECRET STUFF
Special Item 1: Found in the Forest of Silence. Between on of the gaps, there
is a single
bridge piece with a skeleton on it. Look to your
left. There is a torch on
a floating platform. Connecting these is an invisible
bridge. Walk to the
torch and get the item. After you beat the game, this
item will access hard
mode.
Special Item 2: Found in the Tower of Execution. Most people think that you
need the
Execution Key to get this, but that is untrue. Right
after the two fire
breathing bats on the second level, you should see a
ledge with a
sarcophagus on it straight ahead and high up. There
is an invisible bridge
leading up to it, so you don't even have to get the
Execution Key!
Special Item 3: Found in the Tower of Sorcery. Right before the exit, look
around for a
torch on a floating platform. There is an invisible
bridge that you can
cross to get to it. After beating the game, this will
access Carrie's
second costume.
In Reinhardt's Tunnel level, you can stand in the buckets. This serves
absolutely no
practical purpose, but looks funny.
In the area where you fight the Cerebus, there is a floating platform on the
right above a
torch. To get to it, you must find the invisible platform slightly to the
left of the
floating one. This platform is a great place to fight the Cerebus from.
There are two possible endings per character for this game. To get the bad
ending you
have to use more than four of either sun or moon cards. Then, when you get
to the
second room on the way to Dracula you will fight Charlie Vincent. See Boss
Descriptions, and now you can only fight form one of Drac and you'll get the
bad
ending.
Be thrifty when buying from the contracts. If you spend more than 30,000 gold
throughout the game, you sell your soul. When this happens you must fight
Renon
when you talk to him on the way to Dracula. See the boss descriptions, and
you will
still be able to get the good ending.
Game Shark Codes:
Infinite Health 81389C3E 0064
Infinite Attack Items 81389C48 000A
Attack Item Modifier 81389C42 00__
00 Nothing
01 Knives
02 Holy Water
03 Crosses
04 Axes
PART IX: FREQUENTLY ASKED QUESTIONS
None at this point, email us with your questions and we'll post the best ones.
PART X: LEGAL STUFF
Special Thanks:
Now we'd like to give credit where credit is due. The following people
provided us
Some hints for the game.
GameSages at http://sages.ign.com for locations of Special Items 2 and 3,
as well as
ways to get the bad endings.
Nintendo at http://www.nintendo.com for their strategy guide containing a
great map
of the hedge maze. If our directions weren't clear, go there! They also
told us how to
avoid the Minotaur and how many sun/moon cards to use to get the bad
ending.
Game Shark Code Creators Club at http://www.cmgsccc.com for the game shark
Codes.
We'd also like to thank all of you who read this and were helped by it.
If you have any questions or comments regarding this FAQ, please feel free to
email us.
Evil Sponge can be reached at djsst89+@pitt.edu.
Fat Tony's having trouble with his account, so just email Evil Sponge
This FAQ is copyright 2/28/99 to Dan Stoner and Nick Scarcia. Do not duplicate
this in any way. If you wish to include this FAQ in your site, email us at the
above addresses to get our permission.