Castlevania: Legacy Of Darkness - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Castlevania: Legacy Of Darkness - Strategy Guide (Page 02).
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| Tower of Ruins |
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The smell of death and decay are overpowering. Zombies pull themselves out
of the earthen floor and attack you. And you kill them...again.
Playable by: Cornell
First, save. Now trot up the steps and enter the door. Kill the Zombies
in the room and look around. Four doors and a square thing in the middle. Look
down at the square thing and you'll notice that it's a map. Since there is a
map, I'm not going to give you step-by-step directions for this level. The
square parts are the rooms, the yellow shapes are buttons that you must step on,
and the red circle is a "You are here" indicator. The floors come in four basic
types. Floors with maps, floors with switches, floors with spikes, and floors
that crumble beneath you. On the crumbling floors, walk along the wall to the
door of your choice. If you happen to fall, there's a save point, and a door
leading to an elevator.
You need to head toward the yellow shapes to the left on the map. Once you
depress them, head to the last one on the far right. You'll notice when you get
to where it should be that it isn't there. That's because it's under the floor,
so find the crumbling spot nearest to it, and fall through. Kill the goblins,
hit the switch, ride the elevator, and follow the map to the exit.
Right now you're thinking, "Wow, that was a short and easy tower." Wrong!
That was part one of three. The second part is rather difficult. You must
bravely traverse the walkways and some sections crumble beneath you. It's
generally a good idea to hold A most of the time. That way, if a section falls
away, you stand a chance of grabbing onto the ledge. Usually, I jump when the
walkway gives way, and hope I find a ledge before I fall. If you miss, then you
fall and start over but at least the sections are still missing when you return.
Anyways, head forward and take the right path. A section near the end of
this crumbles so be careful. Once you reach the pillar climb up and hop onto
the new walkway and head left. A section around the middle falls away, so watch
out. Hop your way to the next section and down the steps. The section right
below the ledge you're on is safe, but right in front of it isn't. Jump over to
the next available stable section, and walk to the end of it. The next ledge
you must get onto slides in and out of the wall. Wait 'till it's all the way
out, then jump on it. Jump to the next section, but don't move right away.
There's a block in front of you, a block to the right of that, and a block to
the right of that. Jump to the last block, because the other two fall. Make
your way along the next three sliding blocks and onto the pillar. Follow the
next walkway around a corner and jump for the white jewel, or you'll fall with
the floor. Save, step on the button, then get back off. The button slides down
to the floor. It's backtrack time.
The short cut is to hop down to the upper part of the floor, and find the
elevator. At the top of the elevator is a new button. Step on it. A new, and
totally solid, walkway appears. Get on it, and follow it to the torch. The
next section isn't very stable, so you may have to jump every couple of steps.
At the end are two pillars. Jump across them and go through the door.
Last section. Save, then make a jump to the path around the wall. Make
your way along the wall, collecting items along the way, and memorize the crest
emblems. Once back at the center, look at the two pillars. One of them has a
crest like the ones on the wall, the other doesn't. Got some directions:
About he pillars with the crest symbols on them. I got the order, but
I'm pretty sure u know it too but here it is: Right pillar, right pillar,
left pillar, right pillar, left pillar, left pillar.
Sir Timothy
Thanks dude! Cornell's next level is the Tower of Science.
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| TOWER OF SCIENCE |
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All you can hear are machines. The clank of metal, the sizzle of
electricity, and the humming of energy surround you. You grow nearly deaf, but
you press on, for you must press on.
Playable by: Cornell and Carrie
As always, save. Now, turn right and you'll see large blocks shooting out
of the wall. Time your jumps to miss them, and then do the same for the next
set of blocks. Now you can smash the torch and run up the steps. The next
section has tasers, just avoid them. Up the steps and you find more blocks and
more tasers. Time your jumps and your running to avoid them. Run up the steps
and you're faced with spiky blocks on a conveyor belt. Weave your way between
the blocks, but jump to the next belt or you'll die. At the top of the steps
are spiky blocks and tasers on a conveyor belt. Simply time everything
accordingly. There are two more sections of the same basic thing, and then you
come to normal blocks and an elevator. Wait until two blocks in a row shoot out
and then dart past them and onto the elevator.
At the top, save and enter the door. Just ahead of you is a turret gun in
the ground. It'll pop up once you're close enough. Avoid getting shot and kill
it. Now smash any hapless torches nearby and enter door II.
After rounding a couple corners, you run into a turret gun. Hide in a niche
and hit it, hide, and hit it until it's dead. Up ahead is another one, kill it
similarly, then run up the steps. There's a turret gun to the right of the
intersection ahead. Kill it, then search the niches for a PowerUp. Just ahead
is a rapid-fire turret gun, with grating that falls at regular intervals in
front of it. The best way to take that out is to attack with a throwing item
from a distance. Around the corner are some Goblins and door III.
Beyond the door is a fun little section. You have to avoid the gunfire
while running along a walkway, and if you get hit you fall off and have to start
all over. Wait for the first one to stop shooting, then dash for the small
wall. In the next part, wait for the upper gun to move to the right of the
lower one, then run to about halfway and slide underneath it. Now wait for the
nearest gun to go behind the wall and slide your way to safety. Next up, wait
until the lower gun slides behind the wall and slide under the rotating ones.
Now exit through door IV.
A white jewel and some Goblins, I assume you know what to do with both of
them by now. Take a left up the steps and enter door V. This room is not as
hard as it looks. If you keep jumping from pillar to pillar, the giant lasers
can't hit you. After many pillars there's a walkway leading to the Control Key.
Along the way is a red jewel and a contract. Once you get the key, you must get
back to door V. You can take a shortcut by hopping down to the floor and taking
the elevators up to the entrance. Once through V, save, kill stuff, and enter
door VI.
After rounding several corners, you will find the Power Core (see Boss
Descriptions). Once it's been shut down, exit through door VII. Cornell's next
level is Duel Tower, and Carrie's is Tower of Sorcery.
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| DUEL TOWER |
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Grates rise blocking your escape. Before you, a hideous lycanthrope
appears. It's eyes stare through you as you drop to an attack stance. And then
you strike.
Playable by: Cornell and Reinhardt
It behooves thee to save. Now walk across a short walkway to a large
square platform. Gasp! A Werething (I still don't know what else to call it)
enters the arena and you must kill it (see Boss Descriptions). Two fence pieces
fall away, save if you want to, and then continue onward. Follow the walkway
and jump off the end as it crumbles. You are now led to a platform with
whirling blades. Wait until one passes then jump up and follow it around to the
other side. Once there, you can see three round stone platforms. Jump across
them quickly, but don't linger too long because the sink into the acid stuff.
Once you get to the far platform, a Werewolf appears (Boss Descriptions). Once
it's dead, look for a small ledge along the wall with a torch on it. Jump down
onto the stone and up to the ledge for a PowerUp.
Once back on the Werewolf platform, look for the new series of round
stones. Make your way across them and kill the Lizard Man on the last stone.
Once you leap from the last stone to the next platform, hang there until the
next blade passes you, then haul yourself up and follow it around to the right
side. You need to make a daring leap to a platform with two torches. Run up
the ramp and take out the bone pillars. The next section has a long row of
platforms separated by spinning blades. Just time any jump or movement so that
you avoid them. The dark brown squares crumble, so don't stay on them any
longer than you have to. Eventually you'll pull yourself onto a ledge with a
save point and a contract. Climb up to the next ledge and run past the Hell
Knights and up the ramp, then turn around and kill them. Grab stuff from the
torches.
At the top of the ramp is another large square platform. If you run along
the edge you can get the PowerUp and chicken from the two torches if you need
them, then run into the center to fight the Minotaur (see Boss Descriptions).
Once it's dead, jump to the new platforms. Beyond that is another jumping-
while-avoiding-blades section. When you jump past a horizontal blade, move to
the upper-left corner to avoid the same blade swinging past and hitting you.
After you get past them, run up the ramp to fight the next boss. Cornell has to
fight the Deformed Werewolf, and Reinhardt only has to fight the Weretiger (see
Boss Descriptions for both). While fighting both, avoid the glowing red
sections since they'll hurt you. After the battle, hop to the doorway and enter
the Tower of Execution.
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| TOWER OF EXECUTION |
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As you run, sweat instantly forms. You have a brief moment to wonder why
there is lava in a tower, and then a large blade swings down toward your head.
You dodge it, and vow to be more careful.
Playable by: Cornell and Reinhardt.
Here's something new, save your game. Now head across the trail of debris.
Don't jump to the tower, you won't make it. The trail consists of fallen towers
and sinking stones. Near the end is a Bone Pillar which you can kill, but you
don't have to. Eventually you'll jump yourself onto a walkway wrought with
bladed pendulums. Avoid the pendulums by waiting until they pass and then
running underneath them. Make your way to the gap and jump across. On the
other side are more pendulums, some spikes that rise from the floor, and a Bone
Pillar.
First, turn right and head up the steps for some treasure-yielding
Sarcophagus. Take out the Pillar, and avoid the other obstacles. The next gap
has two pendulums, so wait until you've got a clear shot before you jump. On
the other side is more of the same. After a few more timed jumps, you come to a
doorway leading to the next section.
The next section has more round stones and a sarcophagus on either side.
Those don't have anything extremely valuable, so just save and head straight
ahead. Make your way into a hallway with giant meat cleavers shooting out of
the wall. My general strategy is to hug the left wall and dart forward just as
the cleavers retract. At the end is a blue skeleton, kill it and turn left to
find more hero tenderizing action. After deftly dodging more blades, enter the
doorway.
This next section contains a grate walkway. Steam means that flame is
about to shoot out of that spot, and the darker grates will fall when you step
on them. Following the path will lead to two cul-de-sacs flanking the path,
each one containing a sarcophagus. Keep walking and you'll get to an
intersection. The left path will lead you to a save point and a contract, but
the right path will lead to the end of the level (eventually). Heading right,
you find some pendulums and a couple Lizard Men who breathe fire. Dodge the
fire and pendulums and enter the doorway for yet another section.
Turn right and follow the path along the wall. Be wary of invisible Hell
Knights, and save at the end of the path. Down some steps and you're confronted
by a daunting new obstacle. A small path leading to a half hexagon with a large
iron ball falling into the middle and splashing liquid hot magma. I recommend
lining yourself up with the side of the hexagon and jumping as soon as the
splash begins to subside, then run along the grating to the other side and hop
off before you get splashed. At the top of the ramp are two more sarcophagi,
and further along are more falling balls. Use the same strategy as before, and
then use it again on the full hexagon. After yet another ball dropping, enter a
doorway.
Follow the walkway around until you reach the impaled bodies. Position
yourself between the spikes and step out onto an invisible bridge. This leads
to a torch which contains a roast beef. Head back along the bridge and take out
the skeletons that appeared there. Now head through the doorway and save.
You're almost out!
Begin following the walkway and avoid the spikes and pendulums. At the
double flame pillars, there is a safe spot in between them. Turn right and hop
across the sinking stones to another ballsy area, then across more stones to
solid ground. Pass some more cleavers and pendulums and the like to a stone
structure with more iron balls. Save and get the nearby sun card. Follow the
short path and look for two red arrows that mark an invisible bridge if you want
to get the item on the right. The structure has three different paths. The
left one leads to a sarcophagus, the right one leads to two plus a path over the
lava, and the one straight ahead is where you ultimately need to go. So, after
you've collected any items you want to take the last path.
Time your jumps across the sinking stones to avoid the shooting flames and
the pendulums. On the other side, round the corner and dodge three more
pendulums and exit the level. Cornell's next level is the Tower of Sorcery, and
Reinhardt's is the Room of Clocks.
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| TOWER OF SORCERY |
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The air is chilled. All around are walkways made out of a substance you
cannot identify. Perhaps ice, perhaps crystal. You step out onto it, and one
step closer to Dracula.
Playable by: Cornell and Carrie
Save and ignore the crystals floating to either side, they don't do
anything. Follow the path and take out the two Crystal Born's. At the end is a
floating platform. Jump on that and follow the platform path to its peak.
Along the way, you run across some tesselacrystals: two crystals with a beam of
electricity between them. Time your jumps for those. At the top are some
platforms orbiting a larger platform. Jump onto one of the little ones and ride
it. Once you're in sight of a platform, jump to it if the height is right but
if it isn't just ride around once more. The platform leads to more rotators,
and they lead to another platform.
At the other side are two paths of disappearing platforms, take the left
path to the white jewel. Hop across two more vanishing platforms and you're on
a path. Visit the gift shop, then start on the path. There are two pairs of
tesselacrystals along the path, both of which can be avoided by ducking. At the
end of the path is a laser crystal, just take it out before it can shoot you.
Now comes a not so fun part. Take out the next laser crystal and climb onto the
platform. Now jump across the vanishing platforms while avoiding
tesselacrystals and take out the laser crystal as soon as you can. Make your
way onto a large platform with three item crystals and a white jewel.
Jump across the next set of platforms while avoiding tesselacrystals and
laser crystals. More dodging and jumping brings you to a new set of vanishing
platforms that lead to a path. Take the path into the doorway and exit the
level. The next level is the Room of Clocks.
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| ROOM OF CLOCKS |
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The ticking of countless clocks fills the room. To the right is a solitary
elevator. You step on, and rise toward the unknown.
Playable by: Cornell, Reinhardt, and Carrie
This stage is pretty short. First of all, save it. The candles contain
beef, attack items, PowerUps, or nothing. We recommend you get and/or keep the
axe at this point, especially if you're Reinhardt or Cornell. 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. Cornell will fight
Ortega, Reinhardt fights Death, and Carrie fights Actrise. See boss
descriptions for details. Go back down the elevator and save. Now exit through
the new hall. Easy, huh?
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| CLOCK TOWER |
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The cacophony of gears surrounds you. The loud creaking of wood, the soft
clink as gear teeth gnash together. Not welcoming sounds to the average
adventurer. Fortunately, you are far from average.
Playable by: Cornell, Reinhardt, and Carrie
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 the ledge to the right. One has a red jewel
and the other one has the Clock Tower Key A. 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 and kill the Goblins. 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 torches on either side of the room. We recommend
you stand in the doorway and take the pillar out while avoiding fireballs.
Carrie can use her energy balls, and Reinhardt and Cornell should use the axe we
told you to get. Once taken care of, jump to the first gear. Grab the items in
the torches if you want to. Now, jump to the gear in front of the first one
(where the bone pillar was) and take out the other two pillars. Make your way
to the gear where the bone pillar was and then jump to the thin ledges on the
right. Get into the tiny square room and pick up the Clock Tower Key B. 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. Climb down the ledges to
your right, smash any available torches, and SAVE. Now turn towards the
vertical shafts and walk to the left one. Wait until you see the ledge in the
base and climb up. Move to the next climbing position and haul yourself aboard.
I believe there's one more climb before you end up on a small ledge. Turn to
face the other shaft and jump to the small ledge on that one. Several more
jumps await you, my advice is to keep the camera behind you at all times.
Another tip: there is one ledge that you can walk around, do so and jump from
the other side. Eventually, you'll make it to the top of the left ledge. From
there leap to the platform. Climb up and turn around and walk through the
alcove to the gear shaft. Walk along it to the other side and jump to the
torch, and pick up Clock Tower Key C. Make your way down and to the right, then
head toward the right side of the pit and unlock the door. Ride the elevator to
the top, walk along the path, and then drop down.
Save and walk to the shaft. This shaft has the same base as the other one,
but for an added bonus it has fire shooting out of the wall. The fire is easy
enough to avoid, just make sure the next ledge you need to get on is beyond the
fire. When you're high enough jump to the large ledge with the other shaft.
Take out the pillar in the corner for a plethora of items. Now face the shaft
you came in on and jump to the small ledge. Make more jumps between ledges as
before. At the top is some fire. To avoid it, simply climb up onto the top of
the shaft. Once at the top, jump to the gear and then into the alcove.
Now make your way along another gear shaft. Wait for the flame to stop
shooting at the end, then make your way to the torch on the right. It yields
Clock Tower Key D. Now get back onto the gear and hop over to the door.
Cornell gets treated to a cut scene here, but the other two just walk through
the door. Walk down the small hallway and through the next door.
The first thing to do here is to save and, if you want to, go on a shopping
spree. Head up the steps, and outside. They use the same trick as the Outer
Wall here, so don't head out too fast. Walk along the clock hand and destroy
the torch for Clock Tower Key E. Now go back inside and go straight after
getting off the steps and unlock the door.
Walk through the next door and into a large room. Run around and find
torches, then head left of where you came in. Pull yourself onto the ledge and
then jump onto the gear. Wait until the flame stops and walk in front of it.
Jump across the gap to a small ledge and pull yourself up. Climb up again and
get any nearby items. Jump your way over to the three gears. Now, jump across
the three gears and grab onto the uber-thin ledge. Shimmy to the right and
avoid the flames. Once on solid ground again, turn and jump to the smallish
platform. Save and pull the lever. Now jump back to the mini-ledge and shimmy
to the left. Dodge the flames, and drop onto the platform. Climb up, and then
make your way to the top. At the top is a gear shaft with flame shooting along
the middle and a blade swinging past. Wait until the flame stops and dart
across, slide under the blade only when absolutely necessary, and jump toward
the door. Enter the door.
Go through the next door and save. Look for the swinging ledges and line
yourself up with them. Jump to the first one while it's swinging toward you,
and do the same with the second one. Jump from the second one onto the platform
and turn right. Repeat process for the next set of swingers, baby. Now make
your way along the wall to a large metal slope. Look down and line up with the
wooden ledge and slide down. From there drop of slightly to the left and slide
down to the metal walkway. If you fall through one of the holes, simply
backtrack and take the elevator to the top. Walk along the walkway and pull the
lever. Go to the save point and then up the steps. Walk along the clock hands
and exit the level.
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| CASTLE KEEP |
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The final stage in your journey is nigh. You gaze up at the keep and set
your jaw. "Dracula," you whisper, "It's time." You mount the steps, and let
destiny guide you.
Playable by: Cornell, Reinhardt, and Carrie
Climb the steps and enter the door. Before you get any torches, walk to
the other door. View the cut scene, and if you were thrifty enough you don't
have to fight anything (see Secrets and/or Boss Descriptions). Now get the
items, and exit. Climb up more steps and enter the next door. Reinhardt and
Carrie may or may not have a boss here (See secrets and/or Boss Descriptions).
Enter the next door, and climb up the steps to the final door and walk through.
Save. Walk forward to the coffin. Now you fight Dracula Form 1(see Boss
Descriptions). After you defeat him:
As Cornell:
You get to fight Dracula Ultimate (see Boss Descriptions), you lucky dog
you. Once you kill him, you get to view the ending.
As Reinhardt or Carrie:
If you're on your way to the bad ending (see Secrets) then you're done. If
you're on the way to the good ending, you have to run down the steps and hop
onto the elevator at the end. At the top you fight Dracula Form 2 (Boss
Descriptions). After you kill him, you get transported to a desert somewhere to
fight Final Dracula (I think you know where to look). Once that's dead, you're
done. Now sit back and enjoy the ending.
Fin
PART VI: ENEMIES
Skeletons: Easily defeated even during nighttime. Some of them throw bones at
you.
Goblins: They're green, ugly, and they hop around a lot.
Snakes: If they jump on you, use short range attacks. One long-range attack can
also take out several snakes in one fell swoop.
Motorcycle Skeletons: Skeletons that ride on motorcycles. Jump to avoid then
hit them from behind. Some of these have sidecars with a skeleton shooting at
you. If you stay to the right, you stand a very good chance of not getting hit.
Blue Skeletons: Carriers of magical nitro? Who knows? These guys explode after
a certain period of time, or when hit. Some of these throw bones that have the
properties of dynamite.
Zombies: the living dead. They move slow, so they're easy to hit. Just attack
them a couple times and they'll be killed...again.
Bone Pillars: Dragon heads that shoot fire balls at you. If you get too close
they shoot a wall of flame at you. There are variations, which are three of
these stacked on top of each other.
Medusa Heads: More annoying than deadly. While they don't cause much damage,
they can knock you off ledges to your death.
Cerebus: Three headed hound that guards the gates of Hades. Why there are more
than one in the game I don't know. Just hit them, run around jumping like a mad
fool to avoid attacks, and hit them again.
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.
Lizard men: Kind of like spitting cobras, only they're lizards. Keep your
distance and attack.
Fish Men: Like the Lizard men, only fish.
Blood Born: It's made of blood. Gross, huh? Just keep your distance and hit
it.
Crystal Born: It's made of crystal. Its spray poisons you so hit it with long
ranged attacks whenever possible.
Mud Born: It's made of mud. Watch out for its muddy spray, it poisons you (go
figure).
Red Skeletons: These don't die. Never waste time on these guys, use hit and run
tactics. Can be killed only if there is a Flaming Blue Skull around that you
can kill.
Fire Breathing Bats: Well...they're bats that breathe fire. Kill them.
Turret Guns: Guns. They will shoot you when hit them, or if you get caught in
their laser sites.
PART VII: BOSS DESCRIPTIONS
Sea Serpent: This has two attacks, it grabs you and smashes you onto the bridge
or spits water onto the bridge causing a geyser-like effect which
hurls you into the air. Its tricky move is spitting green glop
that makes you stick in place before it grabs you. To defeat it,
run back and forth along the bridge and use long range attacks or
throwing weapons to hit it. This thing's a piece of cake (ice
cream, in fact) and will be gone in no time.
Giant Skeleton: Run up to it and hit it. Fairly simple. It takes a couple hits
before he gets hurt, so keep pluggin' away. Once its energy is
gone it runs away.
Round two gets a little more difficult. After you hurt him for
the first time, he gets electrified. He jumps up and causes a
shockwave when he lands. He also sprays blue...stuff...at you,
this can best be avoided by getting underneath or behind him.
After you hurt him, he'll revert back to normal until you hurt
him enough that he loses his arm. Once he looses his legs, just
pound away and he'll die shortly.
Werewolf: In the forest he's easy enough, wail away until he gets close and
move. Rinse and repeat. In Duel Tower he's tougher. Jump away from
him when he attacks, and hit him whilst he's recovering for another
attack. Just don't let him knock you into the acid stuff.
Weretiger: In the Forest as well as Duel Tower, just hit him and avoid being
grabbed and thrown.
Giant Bone Pillars: The first attack pattern they have is to shoot fire balls at
you. While they do this, concentrate your attacks on one of
them. Once you hurt one enough it'll switch to attack two,
breathing a line of fire at you. Hide behind the door to
avoid it, then jump out and attack, and then hide again.
Eventually it'll die, then you need to use the same process
on the other one.
Gilles de Rais: I'm not even sure why he's in the boss section. Just treat him
like any other vampire. His only special attack is to shoot
fire at you.
Harpy: Yes, I'm sure this isn't a Sphinx. I forget where I read that, but this
is quite definitely a Harpy. Anywho, USE LOCK ON TECHNIQUE is says.
She's a smegging pain in the rear to hit with Cornell's attack, so use
long range weapons when she's far away. Henry can just use his gun. The
she-bird shoots feathers at you, and dive bombs you. I think she grabs
you in her claws, but I can't remember for sure. Run to the side to
avoid the feathers and dive-bombing attacks. Another way to avoid
attacks is to hit her before she can launch them.
Queen Spider: In her first form, she shoots little spiders at you and tries to
ensnare you in a web. If the web catches you, you will die so
avoid it at all costs. You have to get in close to hit her, but
when you do she shoots poisonous spray at you. Eventually she is
defeated and you move on to form two. She now moves around. Keep
your distance whenever possible. She'll use a poison spray and
more webbing. If you get caught, you just get hurt though. If
you get close, she'll slash you. Hit her when you can and she'll
go down like a bottle of potatoes in an ocean.
Medusa: Keep your distance and attack. When she shoots snakes at you kill them.
She will also pick up a shield and slither toward you. When she reaches
you, she'll swing the shield and whip her tail. Jump away to avoid the
attacks. A few hits to the shield and she'll drop it. She also picks
up a bow and shoots snake arrows at you, dodge them. Her last attack is
to turn you to stone. If you get hit by her gaze, it only lasts until
you get hit. She isn't too hard, just keep hitting her.
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 if 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.
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 at its full power.
Werething: Run after it and hit it. When the elevator is on its way up, you can
jump in and wail away at it. When it's charging up to attack it will
take a lot of damage when hit.
Minotaur: Keep your distance and attack. If you get too close it will slash
you. When the red ring appears around him, he is getting ready to
charge. You can jump around like a maniac and hope he doesn't hit
you, or you can smack the crap out of him while he's not moving.
After he charges and gets burned by the fire, hit him while he's
reeling from being burnt.
Deformed Werewolf: He's so big (how big is he?) that you can never fully get
away from him. He will leap up in the air and try to body-
slam you, just don't be underneath him when he lands. He'll
also slap you with his huge arm, or create a shock wave.
Just keep your distance and attack as much as you can.
Power Core: Take out one of the turret guns by the path to the large crystal (or
all of them if you feel adventurous) to cause the shield to drop.
Now run up to the Core itself and hack away at it. It is possible
to kill it before the shield rises again, but if you can't just kill
another one of the guns and repeat.
Death: This is a slightly hard. 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. If you take out part of the barrier, do a 180 and fire again
to hit her.
Ortega: He wanted to control his beast-man powers, so naturally he morphs into a
chimera. Being a werewolf here is helpful, but using throwing weapons
is also helpful, the choice is yours. When he jumps into the air he'll
either try to land on you or shoot circles that make you loopy if they
hit you. Run around to avoid either. When he shoots poison or fire try
to get behind him to smack the crap out of him while he's busy. Jump
out of the way when he slashes at you. As he takes damage, the snake
and goat heads eventually die. Once they're both gone, he'll use the
jumping and slashing attacks a lot. Just avoid him and keep hitting him
and he'll be history.
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. 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 1: If you play as Reinhardt or Cornell I recommend you throw axes at his
head. Carrie should keep back and fire her energy balls. My 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 PowerUps or a lot of
meat. 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. When
fighting a Cornell he uses electricity instead of fire, and also has a
wall of electricity. If you hit him before or during any of these
moves, they will be canceled out. To dodge the fire, electricity, 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. Cornell, however, should save as many red jewels as
possible. Also, I've had a MINIMUN of 7 of each meat as Cornell.
Form 2: Run down the stairs as the towers collapse. Basically, just hit him
when you can. Reinhardt should stay back when he appears at a corner
and hit the fireballs, but Carrie can hit him. 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!
Final Dracula: 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.
Dracula Ultimate: This guy just sucks. That's sucks as in it sucks to try and
hurt him. You can give him miniscule damage by hitting him,
but to really hurt him you have to hit the face in the
stomach. When you hit the face, he gets briefly stunned and
you can get 3 or 4 more good hits on him. When he's off in
the distance he'll either shoot fireballs, ice-cycles, or
undead worms. All of those can be destroyed before they hit
you, take out as many as you can to avoid damage (you need all
the health you can get). When he's up close he'll either:
grab you and throw you into the air, then shoot you; summon up
a large blast that'll hurl you into the air; or summon beams
to fall and hurt you. You can't avoid him throwing you, and I
recommend healing as soon as you land. You CAN hit him while
he's charging up for the colossal blast, but you have to by
very fast. Run to dodge the beams, and hit the face if you
can. The only other tips I have are to heal if you get below
50% and he's close to you, and to use the Werewolf aspect to
get the extra defense and attack power. That's all I've got,
good luck!
PART VIII: SECRET STUFF
Use Cornell's Werewolf aspect sparingly, since it eats up your red jewels. I
myself only used it on Ortega and Dracula Ultimate.
There are two possible endings for Reinhardt and Carrie 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.
Forest of Silence shortcut: At the part with the two levers to raise the two
pillars (to cross the pit), there is a set of platforms along the cliff by one
lever. Climb down and Attack the wall at the bottom. Run through the short
tunnel. Once outside hop to the next set of platforms and leap to the small
island. You are at the lever that opens the gate to Round 2 of the Gigantic
Skeleton.
Henry's Kids:
Each of Henry's kids unlocks a new feature when rescued. Here is a list that
I believe to be accurate:
Forest of Silence: Hard Mode
Castle Wall: Cornell's Second Costume
Villa: Reinhardt
Underground Waterway: Reinhardt's Second Costume
Underground Tunnels: Carrie
Outer Wall: Carrie's Second Costume
In the Tunnel level, you can stand in the buckets. This serves absolutely no
practical purpose, but it looks funny.
To get the last three of Henry's levels, you need to jump into the coffin at
different days. Here's a list:
7 left (yes, it's possible): Outer Wall
6 left: Tunnels
5 left: Waterway
4 left: Waterway
3 left: Tunnels until 6p.m. then Outer Wall (the only time you can find the kid)
2 left: ?
1 left: ?
Still stumped on the planetarium? Well, the order of those planets is 2, 4, 8.
Get it? Got it? Good.
To get the goodies on the fountain in the Villa as Cornell you must pull the
switches on the gravestones in the proper order. That order is: the Master,
Mary, Henry, and the unreadable tombstone.
This is sweet:
I thought this was a cool and funny trick/glitch. Make the Werewolf commit
suicide! In the Dual Tower as your on the platform with the Werewolf, quickly
run to the platform(before it submerges) which makes it possible to reach the
ledge with the power up. If your quick enough, which should not be a problem,
jump back to the main platform, grabbing the edge. The Werewolf will chase and
then jump at you, but will find the water to be his demise! This trick/glitch
works about 90 percent of the time, I've done it like 12 times and the Werewolf
didn't jump at me 2 of those 12 trys.
From Doomsayer94@yahoo.com
GameShark codes:
*note: these codes will only work in Low Res mode*
Clocktower Key A 801cab6f0001
Clocktower Key B 801cab700001
Storeroom Key 801cab600001
Garden Key 801cab610001
Copper Key 801cab620001
Chamber Key 801cab630001
Execution Key 801cab640001
Deck Key 801cab650001
Rose Garden Key 801cab660001
Thorn Key 801cab670001
Clocktower Key C 801cab680001
Clocktower Key D 801cab690001
Art Tower Key 1 801cab6a0001
Art Tower Key 2 801cab6b0001
Control Room Key 801cab6c0001
Wall Key 801cab6d0001
Clocktower Key E 801cab6e0001
Purifying 801cab4d0001
Cure Ampoule 801cab4e0001
Powerup 801cab4f0001
The Contract 801cab540001
Magical Nitro 801cab550001
Mandragora 801cab560001
Sun Card 801cab570001
Moon Card 801cab580001
Winch Lever 801cab590001
Oldrey's Diary 801cab5a0001
Crest Half A 801cab5b0001
Crest Half B 801cab5c0001
Rose Brooch 801cab5d0001
Archives Key 801cab5e0001
Left Tower Key 801cab5f0001
Infinite Health 811cab3a2710
Infinite Gold 811cab422710
Infinite Throwing Weapons 801cab450064
Special 1 801cab470001
Special 2 801cab480001
Special 3 801cab490001
Roast Chicken 801cab4a0001
Roast Beef 801cab4b0001
Healing Kit 801cab4c0001
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