Million Hooters
Million Pixels - Million Hooters
Game Cheats » Nintendo Game Boy Advance (GBA) Cheat Codes » Games Starting with the Letter C » Castlevania: White Night Concerto - Strategy Guide (Page 01)

Castlevania: White Night Concerto - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Castlevania: White Night Concerto - Strategy Guide (Page 01).

***************************************************************************
*          Castlevania: Concerto of Midnight Sun Walkthrough/FAQ          *
*                Version 1.1 - Last Updated 6 July 2002                   *
*                By: Zach Keene (zjkeene@bellsouth.net)                   *
***************************************************************************

   Table of Contents
1) Introduction        
2) What's New?         
3) Credits             
4) Legal Crap          
5) Frequently Asked Questions

   Part I: Juste Belmont
6) Introduction to Juste Belmont
7) Subweapons and Spell Fusion
8) Walkthrough

   Part II: Other Hints and Tips
9) Miscellaneous Tips
10) Maxim
11) Mechanics

   Part III: Equipment Lists
12) Equipment - Whip
13) Equipment - Body
14) Equipment - Head
15) Equipment - Hands
16) Equipment - Legs
17) Equipment - Goods
18) Equipment - Relics
19) Equipment - Spellbooks
20) Collectables
21) Encyclopedia

22) The End

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
::: Introduction ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  Bear with me folks, because with this FAQ I'm doing a few things I do not
normally do. First, I'm writing a FAQ for a Japanese version of a game
before an English version has been released. I have done that before (my 
Castlevania Chronicles FAQ), but this is quite different, as this game does
have quite a bit of Japanese. Which, as anyone who knows Japanese will 
probably soon see, is not a language I have much expertise in. I don't 
think I screwed anything up too badly with the item name translations, but
there were a few things I couldn't figure out. Either way, I will appreciate 
any corrections anyone with more knowledge than me may have. (The second 
thing was releasing versions of this FAQ before I considered it complete,
but that's no longer an issue.)

  Anyway, this FAQ was originally written for the Japanese version. The US
version is currently set for release in September, and whether or not I
update this for the US version depends on whether I feel like buying another
copy of this game in three months. :) Circle of the Moon's US item names 
seemed to stick pretty close to the Japanese version though, so hopefully
Harmony of Dissonance will follow suit and this FAQ won't be too confusing 
for players of the US version.

                Where to get the latest version of this FAQ
                -------------------------------------------
                       [This version is always current.]

              Cheat Code Central -

                   GameFAQs -

    The Castlevania Dungeon -

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
::: What's New? :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Version 1.1 - 2 July 2002
  - Three new Rare Ghost locations added.
  - Fixed the requirements for the best ending.

Version 1.0 - 26 June 2002
  - Finally, the complete version of the FAQ. Which is not to say that
    there's nothing more to be added (or screw-ups to be fixed. Never seem
    to run out of those...) 
  - HARDGAME damage formula added to the Mechanics section.
  - Entrance shopkeeper condition corrected.
  - Contrary to earlier reports, spellbooks do _not_ turn into Heart Max
    Ups when playing the NO MAGIC game.
  - Rambled on some more about abusing the Sacred Fist + Ice trick to do the 
    story sequences out of order...
  - A few new questions added to the Frequently Asked Questions section.
  - Noted a title mix-up in the Sound Test.
  - And the usual minor corrections.
 
Version 0.9 - 21 June 2002
  - Yet another Rare Ghost location added.
  - Some more Spell Fusion tricks added (see Thunder + Holy Book, 
    Fire + Holy Book, Fire + Dagger, and Wind + Holy Cross). 
  - Some minor updates to the Mechanics section and the Miscellaneous Tips
    section.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
::: Credits :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  Thanks to: (in alphabetical order)

AnotherGamer
  - For the "Gradius Shield on both sides" Thunder + Holy Book trick.

AsianUser
  - Found a Rare Ghost location.

AstroBlue
  - Corrected some of the translations I couldn't figure out.

Brayze
  - Gave me some enemy drops.

Dais
  - Corrected one of Maxim's moves.

Gilrad
  - For finding out how to get the merchant in the Entrance to appear.

Machinegun
  - For finding the some interesting abuses of the Sacred Fist + Ice glitch, 
    which allows you to get to some areas before you were meant to. Also 
    found that you can somewhat control where the Axe + Wind fusion spins, 
    and a number of other Spell Fusion tricks. Also noted that the 
    Entrance merchant condition was not entirely correct, and found a
    Rare Ghost location. 

n3m3s1s
  - Gave me a few Rare Ghost locations, and found that its appearance rate
    is based on your LCK score.

Nintendo Power
  - For those nice maps they published several months before the US 
    release. (Beware though, they have a few omissions...)

NobuoMusicMaker
  - Found out that Maxim can roll indefinitely (or until he runs out of
    MP, whichever comes first. :) Also found a Rare Ghost location.

samsonlamhk
  - Noted a title switcheroo in the Sound Test mode.

Shuu831 
  - For finding the summon book.

T0037
  - For figuring out where to use the Konami Code to play as Simon, and
    for posting some subweapon tricks.

THOTH 
  - For suggesting to the GameFAQs board that the Konami Code might be
    useful in finding Simon...

  Thanks also to whoever discovered all the name codes that have been 
submitted to GameFAQs (and thusly have shown up here, as well. :)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
::: Legal Crap ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  This Castlevania: White Night Concerto FAQ is (C) 2002 Zach Keene.
As Grand Poo-bah of Copyrightedness, I grant upon thee the following
rights:

1) Thou mayst give this FAQ to whomever you so choose. The key word here is
   "give". If anybody gets paid for this, it darn well better be me. :)

2) Thou mayst put this FAQ up on thine website, so long as it remains
   completely unchanged and intact. And I do mean completely. 

3) The Grand Poo-bah of Copyrightedness asks that if this FAQ appears on 
   thine website, thou must make the effort to make sure thou hast the 
   latest version.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
::: Frequently Asked Questions ::::::::::::::::::::::::::::::::::::::::::::
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Q) Concerto of Midnight Sun? White Night Concerto? Harmony of Dissonance?
   What is this game really called?
A) "Concerto of Midnight Sun" is Konami's official translation of the 
   Japanese title (Hakuya no Concerto). "White Night Concerto" is the 
   unofficial translation of the Japanese title you're probably more
   familiar with. (Whether or not either English title is a mistranslation
   is dealt with in another question at the end of this section.)

   "Harmony of Dissonance" is the title of the US version, which as I write
   is scheduled for a September release.

Q) OK, so what the heck is a "midnight sun (or a white night)" anyway?
A) From dictionary.com:

     midnight sun (n) - the sun as seen at midnight during the summer 
     within the Arctic and Antarctic regions.
  
     white night (n) - A night without full darkness, as during the
     summer in high latitudes.

Q) Help! I need to equip  to get through the game, but I can't read
   Japanese and can't find it in my inventory!
A) Fortunately for non-Japanese speakers, items important to passing
   certain areas of the game will always be located at the very top of 
   your inventory. Juste's Bracelet will be the first bracelet in your 
   inventory, Maxim's will always be the second, and the Smashing Boots
   will always be the first pair of boots you come across. (This is 
   assuming you have actually found these items, of course.)
 
   The Dark Night Glasses aren't strictly necessary for passing through
   the dark section of Corridor in the Air A, but nonetheless they will
   appear in the first four items in your inventory once you acquire them.
   (And yes, I somehow managed to do it the hard way before I figured out
   what the glasses did. :)

   The Crush Stone is always first on your Whip inventory (in the top right
   corner.)

Q) What do the "COOL!" messages mean when I touch an orb after defeating a 
   boss?
A) Nothing much. You get these if you are doing something fancy when you 
   touch the orb, like whipping, jump whipping, or doing the Leap Stone 
   Stomp. You can get a "GOOD!", "COOL!", or "EXCELLENT!", but I'm not 
   quite sure what the requirements are. I suspect is has more to do with
   how high you are when you catch the orb rather than what exactly you
   happen to be doing.

Q) Where is enemy #79 (the Rare Ghost)?
A) The Rare Ghost appears only in certain rooms, and even if you know where
   it appears, it will not appear all of the time. For more details and a 
   partial list of locations, check the Miscellaneous Tips section.

Q) How do I open the door to the final battle area in Castle A using Maxim?
A) So far, no method to do so has been discovered. (I personally don't believe
   any such method exists, but I would be happy to be proven wrong. :)

Q)  is a crappy translation!
A) I'd hoped I'd cleared this up with the first two questions, but apparently
   not.

   Some have objected to "White Night Concerto" on the grounds that "white
   night" is a very literal translation of "hakuya". That is true. And there
   certainly are nearly unlimited examples where literally translating 
   something from one language to another gives amusing, awkward, 
   nonsensical, and/or just plain wrong results.

   This is not one of them. As I pointed out above, the term "white night" 
   exists in English, and it has pretty much the same meaning "hakuya" does 
   in Japanese.

   Some have objected to "Concerto of Midnight Sun" _because_ "hakuya"
   literally translates into "white night". As I also pointed out above, 
   since the terms "white night" and "midnight sun" are synonymous in 
   English, neither one is a mistranslation.

   Don't believe me? Then go to WWWJDIC at:

   Click on "Search for words in the dictionary", then click on "Enter 
   Japanese Keyword in Romaji", then type "hakuya" (without the quotes) 
   into the box, and see what comes up when you press "Begin Search".
   
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
::: Introduction to Juste Belmont :::::::::::::::::::::::::::::::::::::::::
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  Well, if you're used to playing Richter in CSOTN or Nathan in Circle of 
the Moon, not a whole lot has changed. Except for the fact that Juste 
cannot run per se; but his walk is plenty fast enough. Juste can dash 
forward or backward by pushing the L and R buttons, which makes up for his
lack of running ability.
  Juste's basic weapon is, of course, the Vampire Killer whip. Juste can
find several stones that, when equipped, can give the whip special powers,
elemental properties, or just simply more power. He can also do the whip
wiggle a la Simon Belmont in Super Castlevania IV by holding down the 
attack button.
  CSOTN and CotM players will be familiar with the Save Points, but 
Concerto of Midnight Sun has an additional save feature. After saving at 
any Save Point, you can use the "Saveroom" function on the menu to instantly
save anytime. The catch is, however, that when you restart you will be 
warped back to the last actual Save Point you visited. (You'll keep any
items, map coverage, experience, etc. you acquired before using the 
Saveroom function.) 
  This can also be useful for a technique I call "Save Point Bookmarking", 
which I make extensive use of in the walkthrough below to save a lot of
backtracking time. The idea is this: make a "bookmark" save somewhere you
will want to come back to, then go wander off to wherever. When you need
to come back, simply hit Saveroom on the menu, then reset your game.
(The soft reset is A+B+Select+Start, BTW). Poof! Instant backtracking. :)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
::: Subweapons and Spell Fusion :::::::::::::::::::::::::::::::::::::::::::
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

* Subweapons *

  Like any other Castlevania game, Juste can use Subweapons, which can
occasionally be found in candles. Subweapons generally are less powerful
than the whip, but will have longer range, hit multiple times, or have some
other attack pattern that will still make them useful. Subweapons consume
Hearts when used. (Push Up + Attack to use a Subweapon.)
  Note that except for the dagger, all subweapons are equally powerful 
damage-wise (though some may hit more times than others...) Unlike CSOTN,
Subweapon damage is based on your STR stat.

- Axe: Flies in an arc; low horizontal range. (4 Hearts)
- Dagger: Flies quickly straight across the screen. (1 Heart)
- Holy Cross: Flies straight ahead, travels about half-screen, then
  returns. If you position yourself such that you hit the enemy right
  at the point the Holy Cross turns around, it will get smacked 
  several times. (5 Hearts)
- Holy Book: Just like in Rondo of Blood, the Holy Book spirals outward
  from your location. (3 Hearts)
- Holy Water: When a vial of Holy Water hits the ground, it creates a 
  flame that travels across the floor. (3 Hearts)
- Sacred Fist: Juste performs a rapid flurry of punches that reaches 
  about halfway across the screen. (8 Hearts)

  (You may come across items that, when equipped, change the behaviour of
Subweapon attacks.)

* Spell Fusion *

  Along the way, you will find Spellbooks that you can use to enhance your
subweapons. After activating a Spellbook, you will change the way your 
current Subweapon attacks, as well as giving it elemental properties.
You can select and activate Spellbooks by visiting the Spellbook menu. 
Also, you can toggle whether or not your Spellbooks are active by holding
Down and pressing L + R, and cycle through your spellbooks by holding Up
and pushing L or R.
  When a Spellbook is active, Subweapon attacks consume MP rather than 
Hearts, and become INT-based attacks.

Fire Spellbook:
- Axe: Creates twin fire dragons that attack enemies. (70 MP)
- Dagger: A circle of daggers forms clockwise around Juste. Roll the 
  directional pad in a circle at the same time as the daggers form to turn
  them into fireballs. Any daggers you've turned into fireballs will then
  bounce around the screen, while the remaining daggers will just 
  disappear. (The topmost dagger will always turn into a fireball.) (60 MP)
- Holy Book: A Holy Book flies forward a short distance, creating a tornado
  of flame around it. (By default this is cast in the direction you are 
  facing, but hold the directional pad in the opposite direction 
  immediately after casting to send it the other way.) (50 MP)
- Holy Cross: A flaming cross flies across the screen, until something hits
  it; two spiralling fireballs are then unleashed. (50 MP)
- Holy Water: Creates a fireball that bounces around the screen (not quite 
  as dramatically as the Axe fireball). (40 MP)
- Sacred Fist: Fires off four fireballs which drift slowly. (50 MP)

Ice Spellbook:
- Axe: An icicle falls on a nearby enemy. (20 MP)
- Dagger: Several daggers home in on enemies. (30 MP)
- Holy Book: Creates a tidal wave that expands along the floor to both sides
  of Juste. (30 MP)
- Holy Cross: An "Icicle Familiar" follows Juste around, firing ice pellets
  at nearby enemies. (30 MP)
- Holy Water: Three "ice shields" form on top of a nearby enemy, damaging it.
  (40 MP)
- Sacred Fist: Dashes forward with a giant ice fist. (30 MP)

Thunder Spellbook:
- Axe: Several bolts fire from Juste's position. (60 MP)
- Dagger: Fires several daggers upward, which rain down on an unfortunate
  victim a few seconds later. (80 MP)
- Holy Book: Two Gradius Shields protect Juste (complete with the original
  Gradius sound effects!). They can take about 16 hits before disappearing.
  Push Up, Down + Attack to move the shields to the other side of Juste.
  Or, after the first shield attaches to Juste, use this command to move it
  to the other side, then let the second attach. You'll end up with a shield
  on both sides. (60 MP)
- Holy Cross: A beam of light surrounds Juste, while several crosses rotate
  around him (a la CSOTN or Rondo of Blood). (60 MP)
- Holy Water: A bolt of lightning from the sky moves back and forth in front
  of Juste, frying anything in its path. (40 MP)
- Sacred Fist: Creates three bolts of lightning that home in on enemies.
  (60 MP)

Wind Spellbook:
- Axe: An axe will rotate around where Juste was when he activated this 
  attack. If you push a direction on the directional pad before the axe 
  appears, you can adjust the point around which the axe rotates. (40 MP)
- Dagger: Juste will rapid fire a large number of daggers across the screen,
  Richter Belmont style. (40 MP)
- Holy Book: Three holy books rotate around Juste. (40 MP)
- Holy Cross: Juste will be surrounded by a rotating circle of crosses. Each
  cross will take three hits before disappearing. Push Up, Down + Attack to
  switch between a vertical rotation and a horizontal rotation. (50 MP)
- Holy Water: Holy water rains down on all onscreen enemies. (50 MP)
- Sacred Fist: Fire an absurdly powerful fireball. (20 MP)

Summon Spellbook:
- None: If you have no subweapon equipped, you will restore all HP instead
  of doing a Subweapon attack. (100 MP)
- Axe: Juste turns into a demon, whose wings hit anything nearby several
  times. (100 MP)
- Dagger: A large bird appears and causes arrows to rain down on everything
  on screen. (100 MP)
- Holy Book: A faerie appears and hits one enemy with her hammer, doing 
  massive damage. (60 MP)
- Holy Cross: Meteors rain down on everything onscreen. (100 MP)
- Holy Water: An angel floats across the screen and back, raining dust down
  on enemies. (100 MP)
- Sacred Fist: A large figure appears, doing damage to everything onscreen.
  (100 MP)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
::: Walkthrough :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  Just like my CSOTN walkthrough, I make no promises that this is the 
fastest, best, and/or easiest way through the game. I've tried to put the
priority on eliminating unnecessary backtracking, which means there some 
items you could get long before my walkthrough gets you there. (If any such
items are especially worthwhile I'll go ahead and point them out.)

---------------------------------------------------------------------------
Facts About:    Entrance A
Music Track:    Entrance
Enemies Found:  Armored Knight, Bat, Skeleton, Zombie
Bosses Found:   None
Items Found:    Heart Max Up, High Mana Prism, Leather Armor, Leather 
                Boots, Life Max Up, Magical Armor, Potion x2, Soul Orb
---------------------------------------------------------------------------

  After the dialogue with Maxim, head to the right. Jump over the large
golem, and it'll get up and start chasing you. Just head right, and you'll
be able to escape by making it to the castle while the golem plunges to its
doom. Mwahaha... sorry.
  Continue right, and whip the statue to create a "stairway". Upon 
switching screens you'll find a cabinet (it'll be the second you come 
across; ignore the first.) Jump up on the cabinet then take the top exit.
You'll find the Leather Boots to your left; grab and equip them, then
continue to the right. On the next screen you'll find the Soul Orb relic.
  Head back to the cabinet and continue to the right. When you see the 
"bridge" in the floor, stand on it and press Down + Jump. You'll jump down
to a small area with a Life Max Up. You'll soon run into a barrier, so head
back up and continue right. This is just for map coverage; the door there
leads to the Heretic's Grave A, but you won't be able to go far from this 
direction.
  So, turn around and head back a few screens to that first cabinet you
skipped, jump on top of it, and take the top exit. Grab and equip the
Leather Armor you'll find to your right, then continue left and take
the top exit. 
  Grab the Potion to your left, then make your way up the staircases.
About three-quarters of the way up, there's another Potion on the right.
After finally making it to the top exit, take the left exit on the next
screen to reach your first Save Point.
  Save, then keep on truckin' to the right. Take the first top exit you
come across, and grab the Heart Max Up to your right. Don't bother heading
to the left just yet; you won't be able to get far. So, drop back down and
continue to the right. Beyond the door lies...

---------------------------------------------------------------------------
Facts About:    Corridor of Marble A
Music Track:    Marble Corridor
Enemies Found:  Armored Knight, Flea Man, Medusa Head, Skeleton, Skeleton 
                Soldier
Bosses Found:   Giant Bat
Items Found:    Antidote x2, Bandanna, Castle Map 1, Dracula's Ring, Faerie 
                Book, Fire Spellbook, Heart Max Up x3, Leather Gloves, Life 
                Max Up, Light Clothes, Potion x2, Red Stone, Silver Armor,
                Red Stone
---------------------------------------------------------------------------

  Just plow through this screen and take the right exit to find Death. No,
you won't have to fight him (yet), and no, he won't steal all your
equipment. :) Just continue to the right.
  On the next screen, jump to the right to find the Castle Map 1. Like the
Castle Map in CSOTN, this will add to your automap a partial map of areas 
you haven't explored yet. Remeber this room, as we'll be back, but for now 
head for the top right exit.
  Make your way over to the box and push it to the right until it falls down
the gap. Follow it down, then push it all the way to the left. You can then
use it as a stepping stone. Continue up and back to the left, then up and
back to the right again. Finally you'll make it to a small room with the
Ice Spellbook and a Heart Max Up.
  Make your way back to the room where you found the Castle Map 1. This time
take the top right exit. Work your way down to the bottom right exit. On
this screen, grab the Axe in the first candle you find, then take the top
exit. There's a save point to the left, so save, then continue to the
right, picking up the Leather Gloves on the way. You'll find yourself in
another room similar to the one with the Castle Map. Make your way to the
top right to pick up the Red Stone, then take the bottom left exit. This
will put you up against:

---------------------------------------------------------------------------
Giant Bat Tactics            Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
  Well, it just wouldn't be Castlevania without the ol' giant bat, would it?
If you've played any Castlevania before you pretty much know how to deal 
with this boss (avoid or whip fireballs, avoid and whip bat, etc.) Be 
careful though, as this time around it has its drill attack from Rondo of
Blood, but since you can see it coming a mile away it's easy to avoid.

  For more fun, grab an Axe and activate your Ice Spellbook. It'll go down
much faster that way.
---------------------------------------------------------------------------

  Continue left and take the first top exit; you're back at the Save Point.
Save and return to tthe room with the Red Stone and take the 
bottom exit. Head right and pick up the Faerie Book. Take the door to:

---------------------------------------------------------------------------
Facts About:    The Approach of Deplore A
Music Track:    Shrine of the Apostates
Enemies Found:  Big Ghost, Bone Pillar, Ghost, Rock Armor
Bosses Found:   None
Items Found:    Beautiful Clothes, Heart Max Up, Encyclopedia, Life Max Up, 
                Logos Ring, Mana Prism, Meat, Potion, Silk Cape
---------------------------------------------------------------------------

  Head right and drop down. From here, immediately take the right exit to
grab the useful Encyclopedia. Exit left from that room, then continue left.
Near the top right exit, jump up the platforms to reach the Mana Prism.
Ignoring the left exits for now, head down and back around to the right.
Take the bottom right exit and grab the Silk Cape. Climb up and over the
wall (you won't be able to get the Life Max Up just now), grab the Meat,
then exit right.This little room is a dead end for now, but it has a Heart 
Max Up in it. Turn around, exit left, then exit left again. Continue left 
and take the bottom exit. From here, go right until you've reached...

---------------------------------------------------------------------------
Facts About:    Heretic's Grave A
Music Track:    Shrine of the Apostates
Enemies Found:  Lizardman, Rock Armor, Victory Armor, White Dragon
Bosses Found:   Living Armor
Items Found:    Circle of Energy, Life Max Up x2, Lizard's Tail, Meat, 
                Opal, Potion
---------------------------------------------------------------------------

  Jump over the bottom exit to grab a Potion, then drop down. Head down
the stairs then take the first bottom exit there. Then head as far right
as you can (you'll see a Life Max Up, but you can't reach it yet), then
climb up. Over to the right you'll see an Opal, so get it, the head left 
for some Meat. Climb up again, and head right.
  You'll soon come up against a Victory Armor, and it will be tough to 
defeat this early in the game. But not impossible; if you're still packing
an Axe you can creep up just far enough to see the Victory Armor, unleash
about 4 or 5 Ice Spellbook enhanced Axe attacks, then just wait until your
MP recharges and do it again. 1 or 2 more will do the job. If you do it 
right the Victory Armor will never retaliate. :)
  Continue behind him and drop down to collect the Circle of Energy. 
Equipping this on your whip will give it no STR or elemental bonuses, but
will allow you to perform a twirling whip attack if you hold down the
attack button (just like Nathan in Circle of the Moon.)
  With that done, head back up (the Victory Armor won't regenerate), 
back left, then exit down, then right, then exit down, then continue to the
left. Taking the second top exit then heading right a bit will allow you to
fill in some missing percentage, but won't net you anything interesting.
So do that, then head back to the hallway you were in and exit left.
  In this room, just work your way up and exit left. Then head all the
way to the left for a Life Max Up. Backtrack to the right a bit and take
the bottom exit. To your right is another Save Point, and to the left
is a short dialogue with Maxim, then...

---------------------------------------------------------------------------
Living Armor Tactics           Boss Music Track: Boss (Loop Pattern B)
---------------------------------------------------------------------------
  This guy isn't much to worry about. Every three hits he takes will knock
him back, unless his sword is raised. And if his sword is raised, you 
should immediately dash backwards to avoid his strike. And... that's pretty
much all there is to this boss battle.
---------------------------------------------------------------------------

  After that yawner of a battle head left to pick up the Lizard's Tail 
relic (which allows you slide if you push Down + Jump), then push the switch 
to open your way back to the Entrance. While you're here though, you may 
wish to backtrack back to the Life Max Up you couldn't reach earlier.

  Make your way back to the Corridor of Marble (through the Entrance is 
the quickest way, but anyway that gets you there works.) Your eventual
destination is the bottom exit of the room where you found the Castle Map
(if you've entered from the Entrance, it's the first bottom exit you come
across.) However, you may wish instead to head back to the Save Point near
the Giant Bat, and take the top exit this time. Head right to pick up the
Fire Spellbook and Light Clothes, then make your way back to the exit I 
described above.
  Pick up the potion on your way down; you'll have the choice of heading
left or right. Both ways lead to different parts of the Room of Illusion;
start with the left. 

---------------------------------------------------------------------------
Facts About:    Room of Illusion A
Music Track:    Marble Corridor
Enemies Found:  Lizardman, Medusa Head, Zombie
Bosses Found:   None
Items Found:    Bandanna, Life Max Up, Talisman
---------------------------------------------------------------------------

  Nothing much here, just fight your way to the left and pick up the Life
Max Up, then return to the Corridor of Marble A. Take the right exit this 
time, then work your way down and to the right, picking up the Bandanna
and a Heart Max Up along the way.
  Finally, you'll make your way to the first Fixed Portal. Walk up to it,
(grabbing the Talisman), and push Up. You'll be whisked away to...

---------------------------------------------------------------------------
Facts About:    Castle's Treasury B
Music Track:    Castle
Enemies Found:  Bomber Armor, Ectoplasm, Feather Demon, Gate Guarder, 
                Ghost, Peeping Eye, Skeleton, Skeleton Blade, Skeleton 
                Flail, Skeleton Rib, Skeleton Soldier
Bosses Found:   None
Items Found:    Chair, Cloth Armor, Heart Max Up, Potion, Uncurse, 
                Wristband
---------------------------------------------------------------------------

  Yes folks, that's "Castle's Treasury" with a B. Your map will not yet show 
that you're in a different castle. Since I can't read the dialogue I'm not 
sure if this was done to intentionally confuse you or if the Castle B simply
does not exist at this point in the plot. Either way, this area (and the
next few you're going to visit) will end up in Castle B.
  Keep heading right until you reach a vertical corridor with a Potion, 
then climb up and take the left exit. Continue left past the Skeleton Blades
until you reach the room with the Wristband. Pick it up and continue down
(picking up the Uncurse on the way). Take the bottom exit, then go right
for a save point and left for a Heart Max Up. Return to the vertical
corridor (the one that had the Potion.) 
  This time, take the right exit, then drop down the bottom exit you'll
almost immediately run into. In this room, drop down and make your way
back up to the Gate Guarder at the top. Like the Living Armor you fought
before, it will stumble backwards after taking a few whip hits, so back it
off the right side of the platform. When it falls, it will take out the 
pile of rocks in the bottom right corner. This will allow you access to the
first shop:

---------------------------------------------------------------------------
Shop List: Castle's Treasury B         Condition: None
---------------------------------------------------------------------------
Potion                 80G
Antidote               20G
Uncurse                20G
Rubber Plate           250G
Plate Coat             800G
Casual Clothes         98G
Cloth Helmet           160G
Leather Greaves        140G
Castle Map 2           105G
---------------------------------------------------------------------------

  Buy anything that looks interesting (you'll find better body armor soon,
though). If this is your first time through the game or you want a "perfect"
inventory, pick up the Castle Map 2 as well.
  Once you're done, climb your way out of here and back into the crystalline
background, and continue to the right. Take the first exit up into a room
with a Cloth Armor at the top. Exit this room and continue right, then
take the bottom exit. 
  Head all the way to the left to find a Chair, then back up and take the 
bottom exit. Head left, and take the bottom exit. In this vertical corridor,
take the bottom left exit. You'll end up in the Item Collection room, where
any collectables you've found will be displayed. At the moment, all you
have is a Chair (which has somehow become two chairs. :) Leave here, then
go back to the vertical corridor and take the middle left exit. Continue
all the way to the left to find yourself in...

---------------------------------------------------------------------------
Facts About:    Cave of Skeletons B
Music Track:    Skeleton Cave
Enemies Found:  Bone Pillar, Flying Skeleton, Large Skeleton, Red Skeleton, 
                Skeleton, Skeleton Ape, Skeleton Flail, Skeleton Rib, 
                Skeleton Spear, Skeleton Spider, Throw Master
Bosses Found:   Skeleton Knight Lord
Items Found:    Christopher Soul, Devil Vase, Foot Guarder, Heart Max Up, 
                Leather Cap, Life Max Up, Mounted Deer, Potion, Side Table, 
                Summon Book, Sylph Feather
---------------------------------------------------------------------------

  Surprisingly enough, this area is filled with nothing but skeletons. 
After entering the area, drop down and take the bottom exit. Then, make 
your way to the right side, then jump up and head back left to pick up the
Foot Guarder. Make your way to the bottom, then head left. Ignore the 
bottom exit for now, but jump up the platforms on the left side of the 
screen to get a Potion. Now, head back to the top left of this room and 
exit left.
  There's a Side Table waiting for you at the top left corner of this room.
Get it, then drop down and whip the giant skull below from the left side.  
Then, make your way down to the bottom of this room and exit left. In the 
next room, just make your way up to the top right corner to collect your 
Mounted Deer, then exit to the left.
  In this area, your only threat is a swinging blade. Wait for it to swing
all the way to the left, then slide under it, then exit left. In the next
room, just make your way up, left, down, then exit left again. Save at the
save point, then continue left. Again with the up, left, down, exit left, 
and you will find yourself facing...

---------------------------------------------------------------------------
Skeleton Knight Lord Tactics   Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
  The Skeleton Knight Lord has a few different patterns:

Pattern 1) It'll do one of the following: squat, then jump; hold it's sword
           in the air then charge (he does this so slowly you won't need to
           dash in order to avoid it). After doing enough damage it will 
           switch to pattern 2.

Pattern 2) It still uses the squat-and-jump, but it's a little faster this
           time. When it starts flashing, jump up on one of the ledges, 
           because it'll do a teleport/dash thing that will hit you if you
           are still on the ground. Do enough damage and it will start 
           pattern 3.

Pattern 3) It still likes to jump around, but when you see it gathering 
           energy, get within whipping distance then duck. It will fire a
           laser, but if you're ducking it will completely miss. You will
           get several free shots at the Knight Lord if you happen to be 
           close enough while you are ducking. After dealing some damage 
           you will finally defeat it for good. 
---------------------------------------------------------------------------

  Continue left to get the Leap St... er, I mean, Sylph Feather. You now 
have the ability to double jump, and do the Leap Stone Stomp (double jump
then press Down + Jump). Go right two screens and take the top exit. Go
right several rooms until you can take a bottom exit (no, the Large 
Skeleton doesn't drop a Ring of Varda or any equivalent item :). You'll 
find a Life Max Up. 
  Go back up, left four rooms, then left again. Make your way down and take 
the left exit. At the top right corner of this room is a Leather Cap. The
top exit leads to Entrance B, but its a dead end at this point for several
reasons, so turn around and head back the way you came. 
  Make your way back to the large room near the beginning of this area (with 
the Potion) and take the bottom exit. From there, head right and take the 
exit, then climb up to find a Heart Max Up. Now, leave the Cave of 
Skeletons. 
  The next important destination is the Moss-Grown Cave B, but instead I'm 
going to sidetrack a bit to grab the Wind Spellbook, if for no other reason 
than it allows two of my favourite "item crashes" (the rapid dagger toss and 
Hydro Storm :). Make your way back to the vertical corridor that exits to the 
Item  Collection room. From there, head up and take the top exit, then 
continue to the right and take the top exit to...

---------------------------------------------------------------------------
Facts About:    Castle Tower B
Music Track:    Castle
Enemies Found:  Bone Naga, Disc Armor, Ectoplasm, Skeleton Spear, Throw 
                Master, Zombie
Bosses Found:   Minotaurus, *****, ******* *******
Items Found:    Heart Max Up, High Potion, Life Max Up, Padded Armor, 
                Potion, Solar Armor, Wind Spellbook
---------------------------------------------------------------------------

  Climb your way up (or take the elevator!) and take the top exit. Then,
make your way up (grab the Heart Max Up), left (grab the Padded Armor in 
the top left corner), and back down and take the left exit. Head all the 
way to the left for a Save Point, then backtrack to the top exit and take
it. You can explore this room for percentage if you want, but the only way
out at the moment is up, so take the top exit.
  This'll be the point that the game gives you the "Castle Tower" banner,
but given that the last elevator room we just went through is pretty near
identical to this one (and the area boundaries often aren't as clear in this
game as they were in CSOTN) I'm considering the other areas part of the 
Castle Tower as well. Anyway, make your way to the top again. The top left
exit is another Save Point. After saving, take the top exit.
  Head all the way to the right for a High Potion, then head all the way
to the left and take the top exit. 
  The right exit from this room leads to a shop, but the shopkeeper only
appears if you have an even number of hearts when you enter the room. If
you do, you may purchase the following:

 Next Page »