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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter C » Castlevania: Legacy Of Darkness - Strategy Guide (Page 02)

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).

                                 ----------------
                                | Tower of Ruins |
                                 ----------------
     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.

                               ------------------
                              | TOWER OF SCIENCE |
                               ------------------
     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.

                                    ------------
                                   | DUEL TOWER |
                                    ------------
     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. 

                              --------------------
                             | TOWER OF EXECUTION |
                              --------------------
     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.

                                 ------------------
                                | TOWER OF SORCERY |
                                 ------------------
     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.

                                ----------------
                               | ROOM OF CLOCKS |
                                ----------------
     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?

                                -------------
                               | CLOCK TOWER |
                                -------------
     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.

                                     -------------
                                    | CASTLE KEEP |
                                     -------------
     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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