Castlevania - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Castlevania - Strategy Guide (Page 03).
Here run around and whack the gun into srapnel. Now on the other side open the MIDDLE door (the others are bare rooms filled with guns). Here hit the torch for the Science Key 2. Return back to the main room and brave the small platforms and the other set of platforms on the other side to reach the door that uses the second key. After the first set of small platforms, going back out to save is a good idea. Now once through the second key door you can save again at the crystal to the far left. Now head outside and start climbing the platforms. When you get a chance, jump off one of the higher platforms to the torch in the distance, you will land on an invisible path. This leads to lots of gold and roasts in the torch and box. Careful when heading back, the beginning/end of the pathway does not connect to the viewalbe platform. Now head to the top and enter then enter again through the next door. The door across the way can only be opened with the Science Key3, so go on and jump across the spikes conveyor belt then on to the next set. Make sure to destroy all the guns, you can use the passing blocks as cover or blow them away yourself. The next set goes fast and is narrow inbetween each belt, but still offers little challenge. You may save at the crystal past these and then enter through the single door. To the far right is a torch which contains the Science Key3. You now have two choices, go back and unlock the third key door for a cross and a little bit of gold or continue on through the door and into the darkness to the next level, the Tower of Sorcery. ======================================================== [18] )))))) Tower Of Execution (Schneider Only) (((((((( ======================================================== Look a save crystal! Haven't seen one of those for awhile! From the very start you can probley see how this level got it's name. Walk forward and clear the blades, and beware of the blades that drop down by the bloody slits in floor in the center. Take the right side and jump on past through the platforms. Kill the bone pillars and then time your jumps on the moving platforms, staying at the end and fending off the flying creatures. At the end, get on what look to be a lift and jump up to the next level. Move on and kill the bats and bone pillar to get back to the center. Take the right path and avoid the blades. After the simple jumping on the moving platforms, you will come up to a save crystal. In the back of the save crystal are some more "lifts" that you can jump up from to get to a higher level and see the locked gate. Move to the center avoiding the blades, go around and hit the blood skeleton and the take a right. Now here are some challenging moving platforms, so stay at the ends and keep jumping non-stop, taking time to kill the bone pillar. Once at the next blood skeleton, continue on to the iron maiden and whack it to get the Execution Key. Making your way back down to the gate is not an easy task, but if you want the second costume, you must attempt it. Once you unlock the gate, go down and hit both iron maidens for a roast and cross. Jump down to the right on the ledge below to get to the iron maiden containing the second special jewel. Now just walk off to the left of the platform on the invisible pathway. Make your way clear to the top and up the stairs to the Room Of Clocks. ======================================================== [19] )))))))) Tower Of Sorcery (Carrie Only) (((((((((( ======================================================== Besides the jumps, this is what a Ice/Crystal level should look like. The beginning is very linear, carefully jog onto the turn, face the Hydroborns and then make some jumping onto the floating crystals. You may want to wait till they are fully at the top, which is hard to tell because they don't move much or often. You come to a central tower, the jumps can be made is you just jump from the closest ends of the platforms to the other platforms. Once at the top, hit the center green crystal for a prize and then look upward. This gives you a chance to see what you will soon face. Now jump across to the green platforms, waiting for the purple ones to reappear, if a purple one begins to turn red, and you are still on it, GET OFF at all costs. At the last green platform you will see you need to time your jumps on the entire set of purple shards. Take the right path of shards, which begins to the one closest to the green plaform. This path only consist of three shards, all which require quick hanging tactics, but the jumps are more forgiving then the left path. Once on the next green shard, make 100% sure that you SAVE. Now just cross the next four shards, which timing doesn't really matter on and then drop down to the glowing green platform. You will now see a floating yellow orb, hit it until it breaks. Then jump over to the center yellow platform just ahead, it will raise, allowing you to jump to the two purple shards to the left and onto the remote green platform. Time this so that when you bust the blue orb, you will also have enough time to get across onto the last platform. If you miss your chance, quickly head back to the yellow orb, bust it open, then run onto the center yellow platform. It will raise and allow you to reach the last yellow platform and the green platfrom above it. Now you may see a few purple shards to the right, but that way is worthless. Even though it may seem far away, the small blude platforms are actually close enough to jump up to. Make your way up, keeping in mind you should be well lined up with the platform before you jump, the ledge is small so STOP right when you get on and that not all jumps involve hanging. Now at the top of the green platfrom you can see a far off platform in the distance. DO NOT try to get to it from here. The invisbile bridge is further down. Cross the two Purple shards, kill off the hydroborn and then take the invisible bridge from that side, to reach the crystal that holds Special2. Now head back across the bridge and exit the level. ======================================================== [20] )))))))))))) Room Of Clocks (((((((((((((((( ======================================================== This level is not really a level, just a nice fighting stage. From the beginning room, whack all the candles for special items and roasts, buy what you need from Renon and save at the crystal. Go through the hallway and up the lift. After the dramatic cut scene, you will begin the fight. !!!!!!!!!!! BOSS: Death (Schneider) !!!!!!!!!!! From the beginning use your whip and not your special items, the whip can hit death and his flying sickles. If you continue to move out of pattern and do not stopo the blades have a low chance of hitting you. When Death takes a certin amount of damage he will go clear to the end of the tower and then make a charge attack. This leads to three seperate attacks. He may use his scythe as a boomerang, which if close is almost guaranuteed to hit, but leaves death open. Another is a blind attack which takes away some health, keep those chickens in handy. The last attack (and one of the best in the game) is an odd Fianl Fantasy like summon spell where a giant putrid looking fish will jump up from the ground or the wide open air. Continue to move and JUMP out of the way when this happens. When you see Death going for a charge, use a long range weapon. The fight should not take long if you do not let up on Death for a moment. Once Death returns to the 900th level of hell, return to the middle lift and go down, save if you wish and then enter through the new gate. !!!!!!!!!!! BOSS: Actrise (Carrie) !!!!!!!!!!! Actrise has two main attacks, the first is an easy to avoid but annoying ground crystal attack, where shards of huge crystal erupt right from the ground and damage Carrie. They can be avoided just by jumping around in circles. The second attack is a crystal matrix which protects the evil witch. Most special weapons can crack and then smash into Actrise herself, unlike power blasts, which don't often work in this case. The fight lasts for awhile because it takes time to avoid the crystals and trying to break away the defense Actrise continues to setup. Thankfully she stays in one spot, unlike Death who often backs away and attacks with charges. Once Actrise shows her true form *barf* return to the middle lift and go down, save if you wish and then enter through the new gate. ======================================================== [21] )))))))))))))))) Clock Tower ((((((((((((((((((( ======================================================== At the start, looking upward is nice thing to do, just to see what you will be facing. This is one of the last stages so keep that in mind if you feel like giving up at this point. Now jump onto one of the platforms sticking out and jump up on the ledge to the right of the tower. By now you should get the idea of what to expect. Now jump on the gears and move over to the last. You have two choices, you can take the easy way up, with the gears, or you can try to use the rusty platforms to go upward, here is the way to use the gears to go upward. SLOWLY walk over to the other side, whipping the medusa heads in the way. Once on the other side, jump up on the large gear and then time your jump onto the moving platform. Some simple jumps over later, whip the torch to get the clock tower key1. Now continue on to the top and use the key on the green marked door. Inside you will get a chance to save and onward is room filled with Bone pillars. Most are in easy range of the cross, so taking them all out is very helpful toward the end of the room. To the right at the end, kill the bone pillar and move into the small aclove to pick up the clock tower key2. Jump back over and hang onto the nearest gear, then exit to the grey marked door using the key. Onward through the rusty hallway to the next tower area. At the start, whack the metallic pillar to your left for 1000 in gold. Now take the right gears and fall down to the ground, if you jump or do this to soon you could get hurt. A few bone pillars line-up on the floor, but offer no real challange. Jump up onto one of the vertical gears to the right of the room, then onto the spinning platform just above it. You must make you way through the left side on the gears avoiding the spikes to your best and making odd landings to hit the torch which reveals the clock tower key3, the last of it's kind. Now return to the spinning platforms and carefully make your way up. Once through the first set, things begin to heat up. Make you way to the second set, slowly walking agains't the gears movement. When past the second installment of spinning platforms, jump onto the nearest ledge and then turn around and jump onto the ledge behind you. The contract is now visible. The exit and the save point are in the other direction. Do what you need, the contract is in a hard place to reach but may be needed at this point. Save at the crystal and exit to the Final Level. ======================================================== [22] )))))))))))))))) Castle Keep ((((((((((((((((((( ======================================================== ...And what an odd castle it has been. This is it, the after effects of what you did earlier such as how long you took to reach this point and how much you spent with Renon (30,000 and over means trouble) will be placed here. Go up the stairs and enter the first set of doors. Walk toward the next set of doors and have a quick meeting with Renon. !!!!!!!!!!! Mini-BOSS: Renon !!!!!!!!!!! It seems that the contract was written in demon script, impossible to read for any human. If you spent over thirty thousand in gold, then your soul is to go to the devil himself. Renon is here to enforce this, he will soon transform into a hovering demon complete with pitchfork, leather wings and horns. You will be transported to a castle top and then the fight begins. Renon will start off with a quad flame attack. It is hard to avoid and Renon will stay FAR away from the fight. Do your best to hit him, any projectile will work. After awhile, Renon turns into a cheap copy of Death. Just wear him down and destroy him while the red fish is being made. Onward through the next set of doors. Climb even more stairs and continue on through the doors. If you had taken to long to get to the keep, then you will fight Vincent and later receive a bad ending. !!!!!!!!!!! Mini-BOSS: Vincent Ex Mortus !!!!!!!!!!! Well it seems that our old boy has been bitten and now it is time for you to take him out. Vincent holds two attacks, the regualr bloodsucker attack, which you can free yourself of 90% of the time, and a poison water attack. This is a long range attack, so stay around him, trying not to get poisoned. Vincent is slow so keep behind him and hitting him should be of no trouble. After the battle, continue up the stairs, now you will see these doors are much different. You can hop over to the right flame, hug the wall and go to the back of the doors, then walk across an invisible bridge to the powerup in the torch. Now go back and prepare for the final battle(s). Enter the lair and save for the last time. The Dark Lord himself awaits.... !!!!!!!!!!! BOSS: DRACULA !!!!!!!!!!! Watch that lid fly! Dracula first appears in his mist form, but gives that up soon. Make everything ready, battle view, plenty of health items and keep your hand on the Lock-on button because he will be darting all over the room! Drac has plenty of moves to keep you busy, most of the time starting with the classic fireball/firebat attack from his cape, strafe out of the way and keep holding the lock-on. The only way to kill Drac is to jump up and hit his head, which can be hard for Schneider since Drac is pretty durn tall. At any moment he may attempt a shockwave attack, one low, another at waist level, make sure to back up and do what you can to take advantage of this opening. The worst attack Drac holds is his bloodsucker attack. He will try to draw you in, pick you up, bite and suck suck suck away at your neck then throw you as his health returns! When he does this, keep jumping away and if you have enough distance, go back and hit him in the face! Drac teleports like a madman, and if seen will go away (much like a boss in Zelda TOoT). This fight can be mastered and then the count will go down for the... Count... If you fought Vincent, you will now see the "bad" ending (Actually I found all the endings to be VERY cool and easy to watch). If not, the Castle will begin to crumble away. Run down the stairs, jump to gain speed. Once through the doors another cut scene will come in.. If you did not see this one coming...Well... Anyways head toward the end where you entered the level and now jump on the lift to the left at the end to raise to the top of the Castle. Here you once again fight "another" Dracula. !!!!!!!!!!! BOSS: DRACULA BITES BACK!! !!!!!!!!!!! Now that is the kind of Dracula I expect. This one can actually be made easier then the last if you just concentrate on projectiles. He will use double teleports, so use the lock-on to track him. The flames can be swatted away, then leaving Drac fully open for an all out attack. Making sure it is daytime makes many of these fights easier by all means. His second attack is a more powerful shockwave, nothing to be afraid of. After swatting down this version, all should be over... Correct? Not by a long shot. Prepare to meet oner of coolest and most insane end bosses of all video game history. !!!!!!!!!!! BOSS: D R A C U L A Form Type True !!!!!!!!!!! Where is a dragon slayer when you need one?!!?!? This boss lives up to it's looks, turning a simple battle into an all out WAR! Running away is just a bad mistake since it can shoot mini H-Bombs from any distance, and trying to head back just makes it hard to find it again. Getting close never turns out good, since the boss has the power to send a tremor through the ground, throwing your character back a mile or so. The key tactic here is to never stop and always attack with whatever else you have. Spare no expense, this is the last battle! Once you inflict a good amount of damage into him, two fire dragons will be summoned and make this fight more of a pain then it was before. The dragons often come out of nowhere and knock your person down for a long while. Jumping and moving in circles confuses the boss and sometimes the dragons. Good Luck!!! Once the battle is over, it is time to watch the true ending. Great job, you have finished Castlevania! Bragging rights, those reserved parking spaces, new costumes and plenty of replay is now all yours! ======================================================== [23] ))))))))))))))))) Normal Items ((((((((((((((((((((( ======================================================== ----------------------------------------------------------------- Sun and Moon Cards ----------------------------------------------------------------- Much like the Sun song for Zelda, the Moon and Sun cards can change the game from dusk to dawn at your own will. ----------------------------------------------------------------- Roast Chicken ----------------------------------------------------------------- It's rotten, it's diseased, it's your dinner. The Roast Chicken replenishes over 50% of your health. Hey, it's better than KFC! ----------------------------------------------------------------- Roast Beef ----------------------------------------------------------------- Where this came from, we just don't want to know. Roast Beef replenishes over 80% of your health. Hey, it's better than Arby's! ----------------------------------------------------------------- Med Kit ----------------------------------------------------------------- Good luck finding one of these. If do stumble upon one, however, expect your health to be fully recovered. ----------------------------------------------------------------- Cure Ampules ----------------------------------------------------------------- These cure any poison effects that your character runs into. Expect yourself to be poisoned often. ----------------------------------------------------------------- Purify Crystal ----------------------------------------------------------------- Say a vampire BITES you. Your doomed to wonder the earth, roaming around looking for blood, right? Not with these. After being bit, and then using one of these, the curse is lifted! ----------------------------------------------------------------- Red Jewels ----------------------------------------------------------------- Unless your working on easy mode, red jewels are used for the use of Special weapons. Make sure to always have a good supply handy. ----------------------------------------------------------------- White Jewels ----------------------------------------------------------------- While you would think it is just a bigger version of the red jewel, the white jewel actually lets you save your game on the controller pak. ----------------------------------------------------------------- Green Jewel (Special1) ----------------------------------------------------------------- Used to access HARD mode. ----------------------------------------------------------------- Left Tower Key ----------------------------------------------------------------- Found in the middle torch in the newly opened section of the Castle Wall. To be used on the locked door at the entrance to the Castle Wall. ----------------------------------------------------------------- Archive Key ----------------------------------------------------------------- Obtained from talking to Vincent twice after meeting Rosa. Used to open the archives behind a dining room in the Mansion. ----------------------------------------------------------------- Storage Room Key ----------------------------------------------------------------- Obtained from a vase in the hunters room in the Mansion. Used to open the Storage Room down the hall. ----------------------------------------------------------------- Garden Key ----------------------------------------------------------------- Obtained from the Archives. Used to open the gate to the hedge maze. ----------------------------------------------------------------- Copper Key ----------------------------------------------------------------- Obtained at the end of the Garden Maze. Use it on the door near the first look-out in the Garden Maze. ----------------------------------------------------------------- Chamber Key ----------------------------------------------------------------- Obtained from lizard man in Castle Center. Used to open door near entrance to torture room. ----------------------------------------------------------------- Mandragora Root ----------------------------------------------------------------- Found in the Torture Chamber, the Mandragora when matched with Nitro, will cause an explosive reaction. ----------------------------------------------------------------- Explosive Nitro ----------------------------------------------------------------- Found in the back of the Castle Center, the Nitro when matched with Mandragora, will cause an explosive reaction. ----------------------------------------------------------------- Science Key1 ----------------------------------------------------------------- Found in a torch near the Gun packed lab. ----------------------------------------------------------------- Science Key2 ----------------------------------------------------------------- Found in the middle room of the three door hallway. Used to proceed up the tower. ----------------------------------------------------------------- Science Key3 ----------------------------------------------------------------- Found near the exit of the tower, used to obtain gold and a cross. ----------------------------------------------------------------- Execution Key ----------------------------------------------------------------- Found on the highest level of the Exectution Tower to open the gate on the third level. ----------------------------------------------------------------- Clock Tower Key1 ----------------------------------------------------------------- This allows you to proceed through the door at the top of the first area in the Clock Tower. ----------------------------------------------------------------- Clock Tower Key2 ----------------------------------------------------------------- Used to open the door next to the space where it is found. ----------------------------------------------------------------- Clock Tower Key3 ----------------------------------------------------------------- The final key, used to exit the level to the Castle Keep. ======================================================== [24] ))))))))))))))) Special Weapons ((((((((((((((((((( ======================================================== Special Weapons work in the way of Red Jewels. The number of jewels you have, the more you can use the special weapons. ================= Knife ==================== ========== Cost 1 Red Jewel Per Use ========== The Knife can actually be thrown farther than the whip can reach, but of course is not as powerful. ================= Axe ==================== ========== Cost 2 Red Jewel Per Use ========== Also a good projectile weapon, it can be more well controlled than the knife, being able to be thrown far and short. ================ Holy Water ================== ========== Cost 3 Red Jewel Per Use ========== More of a close range attack, where is a super soaker when you need it? ================ Cross =================== ========== Cost 5 Red Jewel Per Use ========== While it is a VERY powerful weapon, the cross sucks up a good 5 Jewels every time per use. Ouch. It mostly functions as a boomerang type projectile. ======================================================== [25] )))))) GameShark / Pro Action Replay Codes (((((((( ======================================================== Codes made and tested on GameShark Version 2.2 ----------------------------------------------------------- | NAME | CODE | ============================================================= | Infinite Health | 81389C3E 0064 | | Infinite Special Weapons | 81389C48 000A | | Character Switch Schneider To Carrie | 81389C3C 0001 | | Character Switch Carrie To Schneider | 81389C3C 0000 | | | | | Weapon Modifier | 81389C42 000x | | | | | #'s with Modifier | | | | | | 1 - Knives | | | 2 - Holy Water | | | 3 - Crosses | | | 4 - Axes | | | | | | Item Modifier | | | | | | Cure Ampule | 81389C50 00xx* | | Purifying | 81389C50 xx00 | | Always have 1 Mandragora | 81389C5C 0001 | | Edits Money | 81389C44 0001 | | Special1 | 81389C4A 0001 | | Special2 | 81389C4C 0100 | | Roast Chicken | 81389C4C 00xx | | Roast Beef | 81389C4E xx00 | | Healing Kit | 81389C4E 00xx | | Sun Card | 81389C5E xx00 | | Moon Card | 81389C5E 00xx | | Engagement Ring | 81389c5A 0001 | ----------------------------------------------------------- *Input the amount you want for the xx. ======================================================== [26] ))))))))))))))) Enemy Glossary (((((((((((((((((((( ======================================================== Castlevania incorporates many of it's classic enemies with all new baddies. Heads roll, blood flies and seeing someone on fire is common. Here is some descriptions of a few of the horrors so far. ating System: Peon - The weakest and easiest of the enemies. Grunt - The norm for the common enemy. Ogre - It is Godzilla! We must flee the city! ------------ || Skeleton || ------------ Level: Peon The classic bone man. The skeletons come in a few more forms for this installment, alone they are easy as pie, in numbers they can become a problem. Common Death: Top torso is ripped in half, ashes to ashes. --------------------- || Explosive Skeleton || --------------------- Level: Grunt A blue version of the common skeleton that hisses with a fuse. This ones for the Alamo! These bone heads often just run into you causing a massive explosion and serious damage. Keep your distance and fire! Common Death: Look at the purdy fireworks! ---------------- || Vampire Bats || ---------------- Level: Peon Small Black and red bats that go down in one hit. These little ones are simple to take out with the dagger (and sorta fun) but they maneuver fast and come in numbers at times. Common Death: A large spray of blood will fill the air. ------------ || Werewolf || ----------- Level: Ogre One Bad@$$ mother. Has blue pants and bandanna. This one is tricky. The werewolf can unleash multiple combo from the air and ground, avoid a fight with this one is often wise. Still it is beatable. Common Death: Howls and turns into a purple fire. ----------------------- || Motorcycle Skeletons || ----------------------- Level: Grunt Name says it all, born to be wild baby. Well this confuses many people but it almost makes since to me... At least it was closer a time then in, say, the 14th century. Anyhow, these skeletons move swiftly and often come at your at odd angles. Common Death: Lets just say wearing his helmet wouldn't have helped much. -------------- || Bone Pillar || -------------- Level: Grunt A dragons bone head on a stick.... What more could you want? The pillar has two attacks. The first is the long range flame attack, the other is the close range toasting. Long range attacks are your best bet here, hopefully you are also somewhat powered up. It is worth killing them at most areas. Common Death: Turns a DARK red and is engulfed in flames. -------------- || Hell Hound || -------------- Level: Grunt A large K-9 with three heads. The Hell Hound often moves in packs, not a good thing. Most just pounce you but a few use a fire attack similar to around three holy waters combined. the Cross is the ideal weapon here. Common Death: Roll over! Speak! Stay! PLAY DEAD! Good Boy! -------------- || Lost Souls || -------------- Level: Peon Small blue flaming floating skulls, every game should have them. Not much to mention of these except that they often have the ability to sneak up on you. If you played the clock tower in the PSX Castlevania, you will have noticed they were MUCH bigger. Common Death: The normal fade away death... ---------------- || Lost Specters || ---------------- Level: Peon Mindless ghosts that float high above. Mostly these are harmless but they mostly come in big numbers. Try to keep the camera focused on them, they often run and disappear. Common Death: Also another fade away death... ----------- || Vampires || ----------- Level: Ogre The crazy zombies vampires from mars. The bloodsucking stops here! "LET GO OF MMMMMEEEE!!!" Vampires come in many forms from villagers to servants, they all are blood suckers in the end. If you are caught in a suck grip, move the control stick around and hope you get out. You can cure your status with Purifying. Common Death: Burns and turns into a bat to fly away. Love that scream! ---------------- || Glass Knights || ---------------- Level: Grunt Stain glass creations, flat and sneaky. While the glass knights are not powerful, they are silent. They may rise from the ground and attack you from behind. Not a difficult task to kill. Common Death: Glass + Whip/Blast = shards everywhere! ---------------- || Stone Hounds || ---------------- Level: Ogre ++ Think the evil dogs from the original ghostbusters. Well these guys are just no fun. Defeating them is impossible and if they catch up to you (which they will) they can turn your legs to stone. Jump often to avoid them and move faster, then if stoned use your dagger or rings to swipe them away. Common Death: N/A ------------------ || Chainsaw Franky || ------------------ Level Orge +++ Frankenstein is back, and now he has a chainsaw! It just does not get get any worse then this. Frank cannot be killed, so trying to hit him is not a good idea unless you are just trying to escape. Holy water is your best bet here. Run, Vampire Killer, Run!
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