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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter C » Castlevania: Legacy Of Darkness - Strategy Guide (Page 01)

Castlevania: Legacy Of Darkness - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Castlevania: Legacy Of Darkness - Strategy Guide (Page 01).

                          CASTLEVANIA: Legacy of Darkness


                       This FAQ/Walkthrough by Evil Sponge
                           Version 2.2 May 1, 2001

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

     Welcome to the most complete FAQ for this game!  This isn't trying to lower 
anyone's self-esteem or anything, it's actually true.  Meanwhile I am NOT, I 
repeat NOT, going to answer any questions that you can find answers for below.  
I have too much email to answer everything, but if you don't understand some 
directions, then I'll help you and correct them.  But if you want to know how to 
get, say, the Thorn Key, you're going to have to read.  Sorry if that sounds 
harsh, but I've got way too much email for this game.  
     On a more positive note, I hope you enjoy my second walkthrough.  I believe 
it's informative as well as humorous.  This one was harder to write than the 
Castlevania 64 one.  In that one, me and Fat Tony had the Nintendo sitting right 
beside the computer.  Now, it's in different houses (don't ask) and my partner 
in crime didn't have the game, so it took quite awhile.  But, now that it's 
done, I've got the only complete walkthrough that I've been able to find on the 
net.  Well, at any rate, enjoy!

Evil Sponge


Part II: VERSION HISTORY

Version 0.1; 1/26/00: Started the FAQ.

Version 0.4; 1/30/00: Walkthrough and Bosses complete through the Villa.  Also 
added a couple secrets and a new intro. 

Version 0.7; 2/2/00: Complete through the Outer Wall, Underground Tunnels, and 
Underground Waterway.  All of Henry's kid locations revealed.  Scrubbed Fat Tony 
from walkthrough since it looks like I'll be done before he gets the game.  
Sorry dude. 

Version 1.4; 2/21/00: Complete through Castle Center and all 6 towers.  Fixed 
the hedge maze directions.

Version 2.0; 2/22/00: Complete!  As far as I know, the only things not on here 
are the GameShark codes.

Version 2.1; 5/17/00: Added GameShark codes and more sites that post this with 
my permission.  Also some real FAQ's, fixed the saving Henry section, and added 
directions for the towers in the Ruins, as well as a couple more secrets.

Version 2.2; 5/1/01: Wow, almost a year since the last update.  Not much in this 
actually.  Just updated the contact and copyright information, and updated my 
website address and added a plug for it.


PART III: ITEMS

Red Jewels: These allow you to use your throwing weapons and allow Cornell to 
            use his werewolf attribute.

Throwing weapons: Weapons that you throw (see above).  They can each be powered 
                  up three times.  To gain power, pick up more.
         Knife: A knife that you throw in a straight line.  Power levels 2 and 3 
                add flame to the knife.
         Axe: Thrown in an arc toward an enemy.  Extra levels cause lightning 
              bolt(s) to strike where the axe lands.
         Cross: A boomerang-ish weapon.  More levels means you can hit more 
                enemies.
         Holy Water: Splash it on the ground and hurt anything evil that walks 
                     into it.  I think extra levels increase the "blast radius".

White Jewels: These allow you to save your game.

PowerUps: These power up your long-range weapons (see Part IV).

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.

Contract: Scroll that summons Renon, a demon salesman.

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.)


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.  
          Long Range Attack: Level 1) Whip
                             Level 2) Chain Whip
                             Level 3) Laser Whip
          Short Range Attack: 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.  
          Long Range Attack: Level 1) Energy Ball 
                             Level 2) Stronger Energy Ball
                             Level 3) Strongest Energy Ball
          Short Range Attack: Rings

Cornell:
         A Man Wolf out to rescue his sister.  His surrogate sibling, Ada, is to 
be sacrificed to resurrect the Lord of Darkness.  Taunting him along the way is 
his former friend, Ortega.
         Long Range Attack: Level 1) Projectile Slash
                            Level 2) Stronger Slash
                            Level 3) Strongest Slash
         Short Range Attack: Close combat slash

Henry: 
        Saved by Cornell in his youth, Henry grows up to be a knight of the 
church.  He is sent by the church in Reinhardt and Carrie's wake to rescue the 
six village children.  But, he only has seven days before Dracula is defeated 
and the castle crumbles.
         Long Range Attack: Level 1) Six-Shot Pistol
                            Level 2) Stronger Bullets
                            Level 3) Strongest Bullets (I don't know how, maybe 
                                    they're hollowpoint-grenade bullets or 
                                    something)
          Short Range Attack: Short Sword


PART V: WALKTHROUGH

     A few quick things before we delve into the walkthrough.  The first is that 
I'm absolutely not going to tell you what is in every single torch.  I'll tell 
you only about special ones, so take out the rest on your own.  The other is 
that I can't just copy and paste from our other one, because most of the levels 
have been totally revamped (no pun intended), which is why this has taken so 
long to get started.  Beyond that enjoy.  

                                  ------------
                                 | FOGGY LAKE |
                                  ------------
     You are rowed across and lake toward a ghost ship.  The fog is so thick you 
can barely see.  You reach the ship and climb aboard, and your adventure has 
just begun.
     Playable by: Cornell, Reinhardt, and Carrie.

     Barrels on this level can be broken, much like torches.  First thing you do 
is hop up onto the main deck.  Fish Men leap out of the water and attack you.  
After one or two die, a platform appears and allows you to climb up to the next 
level.  Once you get up there head over to the White Jewel and save your game.  
Walk around smashing barrels and climbing crates to smash more barrels to your 
hearts content (or until you run out of barrels) and then make your way to the 
lever on the mast.  Pull it and the mast rotates around.
     Climb onto the...ledge?...that swung around and look about you.  Once you 
can see the next mast platform, jump to it.  Make your way to the other side and 
cross the netting and smash the torch.  After collecting your meat, find the 
lever and pull it to rotate more mast sections.  Climb up to the new section.  
On one side there's a torch that contains the Deck Key, get that.  Now make your 
way to the other side and face the front of the ship.  The torches that you can 
see from there can be reached by running across the invisible walkway.
     After getting those extra torches, make your way down to the main deck.  
The door for the Deck Key is left of the platform that gets you to the upper 
levels.  Unlock the door and enter the inner sanctum of the ghost ship.  Kill 
the skeleton and save.  Now, ride the elevator (yah! No muzak!) and you face a 
Fish Man and two skeletons.  Kill them, kill them all!!
     *Ahem* sorry 'bout that, that was the evil in me coming out.  Open the door 
behind the late Fish Dude and you'll find yourself in the cargo hold.  Three 
more Fish Men, I think you know what to do with them by now, just watch out for 
the spitting one.  After you defeat them disaster strikes.  Or rather, and 
gigantic Sea Serpent strikes, and pokes holes in the ship which promptly begins 
to fill with water.  Luckily the water only comes waist-high, because if you've 
played any Castlevania game you know that you can't swim.
     Find the floating crate and hop aboard little buddy.  From there leap 
upwards and grab the ledge, then pull yourself up.  Walk the plank that your on 
until you come to a gap and a swinging lantern.  Time your jump so that you 
don't hit the lantern (duh) and continue along the plank.  Leap to the plank 
along by the wall, and head toward the light.  
     Whew!  Made it out just as the ship sinks!  How fortuitous.  Save, then 
make your merry way across the flotsam and grab the goodies on the destination 
platform.  One more hop and you're on a long bridge that leads to Stage 2.  But 
wait!  What's this!
     *Warning, this is a plot complication!  Warning, this is a plot 
complication!*  The Sea Serpent erupts from the watery depths and you must now 
battle to the death!  See Boss Descriptions.  After sending the oceanic behemoth 
back from whence it came, continue down the bridge.  Welcome to the next level.
                            
                                 -------------------
                                | FOREST OF SILENCE |
                                 -------------------

     The pier stretches far into the distance.  At the very edge of your view is 
a forest.  The trees look to have been imbued with the very aura of evil 
surrounding the castle.  You hear the wail of the undead, the rattle of bones, 
and the gnashing of sharp fangs.  Otherwise, the forest is silent.
     Playable by: Cornell, Henry, Reinhardt, and Carrie

     The first thing you should notice is your lock-on square centered on a 
Goblin.  There are about 5 Goblins on the pier, and you should kill every last 
one, while smashing torches.  At the end of the pier is a cliff face, and a 
stone platform.  Jump up, climb up, and repeat for the upward trail of similar 
platforms.  At the top is a dirt trail, the obvious path choice is to follow 
this single trail (although it is interesting that they felt an arrow was 
necessary).  At the end of the path are very large, wooden doors with a crest on 
the front.  Castlevania 64 vets should know what's coming.  Hit the crest 3 
times (except for Henry, he seems to need 4 or 5), and it explodes revealing a 
Gigantic Skeleton (see Boss Descriptions).
     After the scardy-bones runs off a bridge will rise from the water.  Cross 
it and save on the other side.  Follow the short path and you'll find yourself 
in an area with a statue-plaza-thingy in the middle, three other branching 
paths, four torches, and emerging skeletons.  You _can_ hit the statue and the 
outside will crumble away revealing a pointing statue, but that's really not 
necessary.  Simply take the path left of the one you entered.  Cross the broken 
bridge, and run around the small pillar and pull the switch.  After you pull the 
lever, you're attacked by a Weretiger (see Boss Descriptions).
     Once you dispense the lycanthropic menace, return to the plaza and take the 
path straight ahead of you.  The path contains Goblins and torches.  The end of 
the path reveals a shallow pit, and two stone structures with levers in them.  
Pull the one on the far side of the pit first (ignore the steps) then run to the 
second one and pull it.  Face the pit and you'll see two pillars have appeared.  
They don't stay up for long so quickly jump across them to the other side.
     After that is a very short path which leads to two bridge pieces.  Jump 
your way across them and you arrive at a path with a tree, and save point, and 
another switch.  Save and then pull the switch.  After the gate opens, a Blue 
Skeleton and two regular Skeletons appear.  Take them out and smash the new 
torch for a PowerUp.  By now you should have noticed that the bridge pieces are 
gone.  You must carefully make your way down the cliff via the platforms, jump 
across the fallen bridge sections, and scale the other side via the platforms.  
Now head back to the plaza area and turn right onto the last remaining path.
     Hmmm...two bridges.  Quite the dilemma.  Either bridge will take you to 
your destination, but the right one will crumble beneath you.  Past the now open 
gate there are two crypts and a white jewel.  The crypts each contain various 
goodies and Red Skeletons.  Go for it if you want some extra sun and/or moon 
cards, but I wouldn't worry too much about it.  Find the path strewn with dead 
villagers and bravely traverse it.  At the end of the path is a semi-shallow 
pit.  Hop on in, and you get attacked by a Werewolf (see Boss Descriptions).  
Once it's dead part of the pit rim crumbles, allowing you to leave.  Once your 
out, to the left are two torches and a save point, and to your right is a cliff 
with more platforms for you to scale.  Yippee!  First though, one of the impaled 
skeletons has a chicken.
     Scale down the cliff and hop to the small island.  Pull the switch and 
climb back up.  If you've noticed the platforms on the other side, don't even 
try you can't make it (see secrets).  Look out for Fish Men on the island 
(except for Henry, that lucky guy gets Blue Skeletons).  Once you're back up 
head through the gate to face round 2 of the Gigantic Skeleton (you know where 
to go).  After decimating the boney foe, head toward the castle and be treated 
to a cut scene with the first of many feet shots.

As Henry:
     Henry needs only use the shortcut to find Edward.  At the part of the 
forest with the levers which make the pillars rise, scale down the cliff via the 
platforms by one of the levers.  At the bottom of the platforms, attack the wall 
and run through the tunnel (watch out for blue skeletons).  On the other side is 
the kid.  A short hop to the other platforms and a leap to the small island 
bring you to the lever which opens the gate to Gigantic Skeleton: Round 2.
                              
                               -------------
                              | CASTLE WALL |
                               -------------  
     One step closer to the castle and the aura of evil is stronger still.  It's 
palpable presence makes it hard to stay focused. Fear begins to gnaw at you, but 
you push it away.  To be afraid now will surely get you killed.
     Playable by: Cornell, Henry, Reinhardt, and Carrie.

As Cornell:
     First save.  Now, you'll notice two doors on each side of you.  One has a 
sun that can only be opened during the day, and one has a moon that can only be 
opened at night.  Your first instinct will be to charge through the only one 
that you can.  I recommend, however, that you go through the moon door first.  
     Great, no floor.  I hope Dracula didn't pay his architect.  There are also 
glitches a go-go here.  Some of the platforms don't rotate, and sometimes 
they're missing.  This part is pretty straight forward, time your jumps and keep 
trying.  A few general tips though: At the first rotating spike block wait along 
the very edge of it to be dumped onto the ledge above the door that has a torch 
that has a sun card.  Also, at the part with four spike blocks there is an 
invisible bridge between the second and third block leading to some beef (I've 
found it best to jump to the ledge and walk back to the blocks).  At the top is 
a door that you must go through.  Get any torches and pull the lever.
             Don't go back through the door, instead, go through the opened 
wall. You should land on a platform, if not you missed it and will get hurt by 
the fall. Drop down from the platform. Kill the Skeletons and whack the torches 
for useful items. The broken pillar in the center has a power up.  Once done, 
drop down from there into another room. There is one torch in this room, a Bone 
Pillar, and a Winch Lever 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? 
      Save and whack any torches that you want to.  Now it's time to head 
through the sun door.  This part is actually easier than the moon door.  The 
ledge above the door has a moon card.  Other than that it's very 
straightforward.  At the top, save, hit the torch, and go through the door.  
Whoa...Giant Bone Pillars (see Boss Descriptions).  Once they're dead put the 
Winch Lever back where it belongs and pull it.  Now head back down to the first 
save point and go back through the moon door.  Climb up, go through the door, 
pull the lever, head back down, and exit.  That wasn't too hard, now was it?

As Reinhardt and Carrie:
     The moon and sun doors are now normal doors.  The left door is now locked, 
however.  Climb up the right door, fight the Giant Bone Pillars, head back down.  
Save and get the center torch in the newly opened room for the Tower Key.  Use 
it on the locked door.  Climb up, enjoy the cut scene (Reinhardt and Carrie 
only), head back down, save and exit.  The other main differences are the sun 
card in the right tower, and the moon card is in the left.  Instead of the Winch 
Lever, you get a PowerUp.

As Henry:
     Henry's got it easy.  Take the left tower (the one without the floor) and 
climb up to where there are four rotating blocks.  Between the second and third 
is an invisible bridge leading to a platform with a child named Bess.  You can 
shorten your journey even more by climbing down and through the door.  Now just 
walk out into the villa area.  This kid was found by MisLedYOUTH.
                                  -------
                                 | VILLA |  
                                  -------

     The wind whispers through the trees, and a dog howls.  Wait, three dogs are 
howling in unison.  You've never heard dogs cry in perfect unison before.  The 
eerie sound sends a chill down your spine.
     Playable by: Cornell, Henry, Reinhardt, and Carrie.

     The first thing that happens is you get attacked by three Cerebuses 
(Cerebi?  Cerebusi?)  Kill them and a gate opens.  Hold your ground soldier.  
Two fire breathing Cerebus appear, and you must also kill them.  Walk until 
you're about halfway between the two gates and wait.  It grows dark and another 
firey Hades guardian appears.  This one can turn invisible.  Kill it while you 
can see it.  Now head through the gates.

As Cornell:
     This small gardenish area has lots of goodies.  There are two wooden 
crosses along the perimeter.  Smash 'em and you get roast beef and a PowerUp.  
To get the stuff on the fountain you must pull the switches on the tombstones in 
the correct order.  There's a clue in the archives, but if you can't wait that 
long check the secrets.
     When you're done, head through the doors.  Go up the steps, and a vampire 
attacks.  Kill it and head up the steps.  To the left is a vase that contains 
the archives key, to the right is a couch that has a purifying.  Go to the 
center into the almost-balcony and jump off and hit the chandelier.  Repeat this 
twice and it will dissolve revealing goodies.  Go back down the steps and turn 
left.  Go through the door, save and hit the torch, and go through the next 
door.
     Go through the gate and follow the path.  Kill the Biker Skeletons and the 
torches.  Now go through the door and enter the hedge maze.  Take these 
directions to get to the Rose Garden Key: left, right, left, left, left, and 
left under an arch.  Get the key and retrace your steps.  Go back into the Villa 
and go up the steps, now enter the door at the top.  Go through the next door 
into the rose garden.  At 6 a.m. a red rose will appear and you can find the 
Thorn Key there.  You must be in the rose garden as the sun rises, though.
     Now, exit through the other door and climb the steps.  Take the first door 
on your left and walk in on a cut scene, read conversation.  I think you know 
what to do with the vamp.  That's right, KILL!!  Now head into the other room 
and grab the Garden Key and talk to the vampire's wife.  A quest, huzzah!  Check 
the other table for some gold and smash the vase.  Go back into the hallway and 
follow it to the last door.  Check the mirror for a purifying, and head through 
two more doors into the archives.  Read the book to get a clue about the 
tombstones.  Back to the hallway, and enter the first door you find.  Along the 
left wall are two vases, one has a Storage Room Key.  The middle chandelier also 
has some value.  Exit through the other door, turn right, and enter the first 
door.  Meat and a save point.  The Madonna has a purifying.  
     Before you save Henry, I'd recommend a side trip first.  Go back to the 
hedge maze via the foyer.  Dodge the undead bikers and enter the door.  Turn 
left and then climb up the stairs and whack the torch to get a crest half.  From 
the base of the steps turn right then go left and follow the main path until you 
get to the large fenced area.  Use the Thorn Key in the gate and collect the 
goodies and Rose Brooch.  Take the Brooch back to the fountain in the beginning 
area, climb to the top and check out the sparkle.  You now have the other crest 
half.
     Alright, back to the Villa, into the room that had the Storeroom Key, and 
go through those double doors.  Down the steps is the famous gift shop.  
Alright, you got me, it's just Renon's Contract.  Save and head through the 
doors.  Go through the gate and into the hedge maze.  Take the first left and 
you get a cut scene and Henry.  You must now lead him out of the hedge maze.  
Fun.  From the bridge you need to go: left and then wait at the door for Henry 
to catch up with you, go through the door, turn right at the next intersection, 
straight past the arch, right, right, right, straight past the arch, left, 
follow the wall and round the corner to the left, right, and open the door.  Now 
go back into the Villa and talk to Henry's mom.
     Woo-hoo the Copper Key!  Now, enter the hedge maze through it's main gate.  
Go straight into the area with the torch-on-steps and make a right.  Go through 
the door.  Follow the path and climb up and over the bridge to find some beef.  
Now, get onto the bridge and walk into the open area with a torch and a white 
jewel. Save and go to the door.  If you have both crest halves, you can open the 
door.  Walk on in and fight Gilles de Rais (Boss Descriptions).  Jump into the 
coffin to reveal a hidden path, and then jump in again for the next level.

As Reinhardt and Carrie:
     This small gardenish area has lots of goodies.  There are two wooden 
crosses along the perimeter.  Smash 'em and you get roast beef and a PowerUp.  
To get the stuff on the fountain you must wait until midnight, when a pillar 
will rise allowing you to collect all the items.  When you're finished in this 
area, enter the doors.
     You find yourself in a lobby area with candles. All the candles but two 
contain red jewels, the other two contain 300 gold. 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 pinnate. 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. 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 kill it. 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 now go: 
right, straight past the arch, right, right, right, pass the arch, left, left, 
right. 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.

As Henry:
     Head into the Villa, take the door on the right that leads to a save point.  
Through the door and through the gate.  Head down the path with the motorcycle 
skeletons and through the door.  Make a left and then two rights and turn right 
under an arch to rescue the kid.  Now head to where you'd kill the vampire and 
exit the level.

                                     ------------
                                    | OUTER WALL |
                                     ------------

     As you step out onto the ledge, the wind almost blows you off.  It whistles 
around the corners of the building.  You edge you way along the wall, knowing 
that one false step means your death.
     Playable by: Cornell and Henry

As Cornell:
     The first thing you should do here is smash the torches and then save.  
Now, head outside but don't go to fast because the camera whips around and you 
could run off the ledge if you don't stop in time.  Walk along the only path 
available and under the ledge to get the torch.  Go back to the ledge and climb 
up.  Jump your jolly way up the platforms.  At the top is a very narrow ledge, I 
shall call it...mini-ledge.  Anyways, you can grab onto that and move hand-over-
hand along it to the next ledge.  Whack the torch and follow the path around the 
corner.  Go through the doorway and hop onto the elevator platform.
     Torches!  Cornell smash!  Now save and walk around the corner.  Hmmm...a 
door.  What wonders reside within?  One way to find out, open the door and waltz 
in.  Crikey, saw blades.  Don't worry, these aren't as bad as they look.  Wait 
until the first one passes and jog along the right hand wall.  When the higher 
one approaches, slide under it.  If you time the slide right, you can make it to 
the large stone button.  If not, just walk to it and stand on it.  Now leave the 
room the same way you came it and walk around the corner to the new pillar.
     Climb onto the pillar and look right.  Jump to the ledge and pull yourself 
up.  Get onto the path, that's gonna take you back to the roof.  Once you climb 
onto the roof, turn around.  Jump to the ledge and then jump to the walkway with 
the torch on it.  Head around the corner and destroy the torch in the alcove for 
the Wall Key.  To the roof, me boy-o!  Now, run to the other end of the roof.  
On the ledge are two curved pillars (I'm not an architect, all right?!).  Hop to 
the first one and then to the second one in a similar fashion.  Position 
yourself and the camera so you can see around the corner.  Yes, Virginia, there 
is a way onto that ledge.  Jump, you silly fool.  Grab the goodies and head back 
the way you came.  On the platform below the curved pillars is a door.  Unlock 
it with the Wall Key and enter.  Ride, Cornell, Ride...Upon your mys-try 
elevator (hmmm...that's the second song reference that didn't work...maybe I 
should stop...nah).  
     Walk out onto the balcony and enjoy the lovely view.  You're not enjoying 
the view.  Look humor me alright?!  Thank you, see that wasn't so bad now was 
it?  Now, jump off the balcony and land on a ledge (it's a good idea to hold A 
while jumping in case you miss).  Get the torch and then hop to the mini-ledge.  
Shimmy along and drop onto the first platform.  Get to the second platform 
similarly, then make your way down the moving ledges.  Or, halfway between the 
first ledge you were on and the first platform you get to with the mini-ledge, 
let go and you can land on the last slider without losing any damage.  Follow 
the thin path to the doorway and entre vous.
     Bonjour! Vous allez tout suite de la poulet de majick (Hello!  Go quickly 
to the magic chicken).  Actually, wait until the boulder passes and then dart to 
the niche to the left.  Now you can dart to successive niches after each boulder 
passes you.  At the end of the hallway of peril is an elevator.  At the top save 
the game and grab any items that happen to be in the torches.  Follow the path 
and climb onto the ledge above you.  Alright, more sliding platforms.  Well, I 
think you can handle these, you're a big man-beast now.  At the pathway turn to 
see more bloody blades.  Now, try and aim yourself at the corner of the next 
ledge and jump when the blade is at it's highest point.  Use the same method 
with the next one, and jump when the last blade is at its lowest point.  Now 
haul yourself onto the roof.  Walk along the path for a little and look to the 
side.  Holy extremely long plummet to your death, Batman (tm)!!
     Stay calm and follow the walkway to the torch.  Break the sucker open and 
walk forward once more and slide down the roof to the next narrow ledge.  Keep 
up the pattern of torch butchering and sliding until you reach the bottom.  Now 
save and ride the elevator.  When it stops, hop off and fight a Harpy (Some 
people call it a Sphinx, but it damn well looks like a Harpy to me.  At any 
rate, see Boss Descriptions).  Cornell's next level is the Art Tower.

As Henry:
     Follow Cornell's walkthrough until after the first elevator.  Climb the 
pillar, jump your way to the roof, turn and make your way up to the path to the 
alcove.  At the end of the pathway, look down.  You need to line yourself up 
with the small square platform.  Once you're lined up, drop onto it.  You now 
must drop onto about two successive platforms to reach the child.
Important Note:  I've only been able to find the child after entering the coffin 
after 6 p.m. with three days to go.

                              ---------------------
                             | UNDERGROUND TUNNELS |
                              ---------------------
     All is silent.  You can smell the guano of bats as well as...something 
else.  It's something you've never smelled before.  Oh, well.  What you don't 
know can't hurt you...right?
     Playable by: Henry and Reinhardt

As Reinhardt:
          Ladies and Gentlemen, welcome to the underground lair.  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.  
The exit is a sun door, through which is the Queen Spider (see Secrets, look 
around for a while trying to find info on her, and then see Boss Descriptions).  
Once she has been fumigated, walk through the sun door.  Watch the movie and 
continue on to the Castle Center.

As Henry:
     Follow Reinhardt's walkthrough to the end.  At the end you should feel 
adventurous and check out some of the other paths.  Cross either of the poison 
water pits, and cross another, to the path.  Follow the path until you see a 
shovel.  Turn left (or go straight, depending on which path you took), and 
follow the path to a save point and a moon door.  Behind the moon door is the 
child.  This kid was found by MisLedYOUTH.

                               ----------------------
                              | UNDERGROUND WATERWAY |
                               ----------------------
     You hear the sound of running water.  The roar of waterfalls is nearly 
deafening.  Off in the distance, a high pitched squealing can be heard.  It is 
answered by two more.  You hear all three getting closer, and you ready yourself 
for battle.
     Playable by: Henry and Carrie

As Carrie:
     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.  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.  On the other 
side you must fight Medusa (not a Medusa, there was only one; but you could say 
a Gorgon and be correct.  Oh, see Boss Descriptions btw).  After defeating her, 
head through the sun door to see a movie and the Castle Center.  

As Henry:
     This level's kid is waiting for you in the alcove that was once the source 
of the first waterfall.  To reach it, follow the normal path around and up the 
steps.  At the top of the steps, jump across the gap in the bridge.  Find the 
small platforms on the left hand wall and get onto the first one.  Hop to the 
second one.  You have to be at an angle to make the jump.  If you miss the first 
couple times, just go back and adjust your angle.  Once inside, talk to the kid.

                                   ---------------
                                  | CASTLE CENTER |
                                   ---------------
     You can feel the evil pressing all around you.  Its presence chokes you, 
and makes you feel claustrophobic.  But you must press on.  The fate of all that 
is good and holy rests in your hands.
     Playable by: Reinhardt and Carrie

          Save.  No really, save.  Now you may continue.
     Carrie will find a biker skeleton in this hallway and Reinhardt will find 
two Cerebus, so kill them before you collect items from the torches.  The door 
straight ahead is locked, so take the right hand path.  Go through the door on 
the right.  On the other side is a fun little room that contains three vamps.  
Once you hit one, the other two will realize you're there and come after you.  
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.  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, round the corner to your left, 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, collect 
the items and exit.  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 turn right, 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 
zombies 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.  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.  Once done, the 
crest in the bull room is magically removed.  
     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 the Tower 
of Science, Reinhardt's is the Duel Tower.  If you have been playing the easy 
difficulty, you're finished here.  Play again on normal to continue on.

                                  -----------
                                 | Art Tower |
                                  -----------
     The musty smell bombards your heightened senses.  In the distance you can 
hear the clank of metal.  All else is silence.  You set forth into the art 
gallery of evil.
     Playable by: Cornell

     Jog forward and save.  To your left is a sun door, and to your right is a 
moon door.  It really doesn't matter which way you go first, so just enter the 
door that corresponds with the current time of day.  When you find the 
contracts, don't waste money on sun and moon cards.  You can get those from the 
Hell Knights.
     Sun door: Enter the room and kill the Hell Knights. Behind the other sun 
door and the moon door to your right are miscellaneous items.  The moon door on 
the left leads to a room, which leads to a key.  After you enter the room you 
see a track running down the middle of the room and some platforms along the 
side.  After a few seconds a mine car, leaden with treasure, slides down the 
track and explodes.  What you're supposed to do is run up the track, jump to a 
platform, wait until the mine car passes, and go back to the track and repeat.  
The easy way is to jump at the side of the track so that you're hanging on by 
your hands, and shimmy your way up to the top.  Either way, at the top is a 
platform leading to a ledge.  Climb up and enter the sun door.  Now get the Art 
Tower Key 1, and exit.  At this point you can either outrun the mine car or 
shimmy your way back down.  Once at the bottom, exit and exit to get back to the 
foyer and save.  Go through the moon door if you haven't already.
     Moon door: Enter and kill the Hell Knights.  One of the sun doors (I don't 
have my Nintendo with me, ok?!) leads to a room which leads to a key.  The other 
doors lead to some items, and a PowerUp.  When you enter the next room you'll 
see a ramp running down the middle of the room, some platforms along the walls, 
and if you've got good eyesight or squint just the right way you can see fire 
shooting heads along the walls.  The way you're supposed to get down is by 
riding the platform and jumping on the ledges to avoid the fire.  The easy way 
is to wait until a platform passes you then jump on the track and run down to 
the bottom.  Once down there, climb up and step on the switch to change the 
direction of the platforms.  Enter the door and grab the Art Tower Key 2.  Go 
back through the door and get to the top however you choose, and make your way 
to the foyer and save.  Go through the sun door if you haven't already.
     Once you've gone through both doors, go to the large double doors.  On your 
way there you'll be greeted by a maid and a butler...vampire style.  Just kill 
them.  Unlock the first door and kill the Hell Knight.  Careful, there's an 
invisible one lurking around.  Now enter the other door.
     Run around the room hacking at torches and save.  Now find the platforms 
and climb up them.  Ooooo...a tight rope.  Just position yourself so that the 
camera is directly behind you and walk across, avoiding the swinging chandeliers 
of doom of course.  If you want to get the items on the pillars go to the first 
chandelier and jump forward and to the right.  Now jump to the other pillar and 
back down.  Now you have to climb back up to the beginning of the tight rope.  
At the end of the rope you can make a running leap to your right to grab the 
items on the ledge and then start over on the rope, or you can jump left and 
save.  After you save, enter the doorway.
     Egad, another track.  This one has a flaming treasure cart on it.  Wait 
until it moves to the other side of the room and step out onto the track.  Take 
out the bone pillar, then quickly take out the next one and jump to the 
previously occupied ledge.  Wait till the cart passes, then jump on the track 
and exit the level.  Onward to the Tower of Ruins!

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