Castlevania: White Night Concerto - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Castlevania: White Night Concerto - Strategy Guide (Page 03).
Head back to the Save Point (Saveroom then reset!), then exit left and
take the bottom exit. Head left and take the bottom exit. Head all the way
to the right for the Arm Plate, then go all the way to the left and take the
bottom exit. Climb down, take the Leggings, then head and exit right.
Continue right and exit, then climb up and exit left.
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Death Tactics Boss Music Track: Boss (Loop Pattern A )
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Death likes to teleport around a lot, and do one of three things:
1) Dash forward and swing his scythe at you (dash back to avoid this)
2) Throw his scythe at you (usually ducking will work)
3) Laugh, and start summoning beams of light (you can see these coming, so
get between two of them and start smacking the heck out of Death for
daring to use such a wimpy attack on you. :)
Occassionally some sickles will materialize out of thin air and fly at
you (longtime Castlevania fans will expect this), so destroy any that get
in your way.
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After beating Death...
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Death Tactics Boss Music Track: Boss (Loop Pattern A)
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He will change into a large skeleton snake-like thing and start flying
slowly around the room. You can jump on its back if you need to, but at all
costs stay away from its claws, as they can do quite a bit of damage. The
weak point is its head.
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Ahem. As I was saying, after beating Death, exit left to find the
Griffin's Wing, which allows you to do a super jump by pushing Down, then
Up + Jump.
Head back to the Save Point (Saveroom then reset! :), then exit right and
take the bottom exit again. This time head right and exit.
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Talos Tactics Boss Music Track: Boss (Loop Pattern A)
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This thing is big, but easily dispatched. Its weak point is its knee,
which you can easily whip from the ground. Anytime it sticks its arm out or
kneels is your cue to dash backwards, then move in again when its safe to
do so.
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Exit right. When you see the "hole" in the ceiling in this room, super
jump up to a Heart Max Up. Come back down then go all the way to the right,
then super jump your way up again and exit left. Exit left again to find
the Skull Key.
While we're in the neighbourhood, let's fill in a few gaps on the map,
shall we? Return to the Save Point, exit left, then take the top exit, then
work your way towards the Waterway of Aquatic. Once there, do the ol'
Saveroom/Reset trick. This time, exit left, then go to Circular Warp and
return to Moss-Grown Cave B. Fill in the gaps here, grabbing a Heal Walker
and an X-Potion in the far right room.
Well, there's really no quick way to do this; we need to go to Entrance
B. I suggest getting there through Cave of Skeletons B, as there are two
rooms there we couldn't get to before. Here's the quick and dirty
walkthrough from the Circular Warp room in Moss-Grown Cave B:
Right, left, left, left, left, left, left, left, down, down
then head all the way to the left for Christopher Soul. When equipped
your whip will do a fireball attack if you have full HP. From here head
to the Save Point, then super jump through the ceiling. You'll collect the
Summon Book and the Devil Vase. From the Save Point:
Left, up, left, left, up
will get you to Entrance B.
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Facts About: Entrance B
Music Track: Entrance
Enemies Found: Feather Demon, Transparent Skeleton, Skeleton Liquid
Bosses Found: None
Items Found: Beautiful Vase, Combat Suit, Dracula's Rib, Heart Max Up,
High Mana Prism x2, High Potion, Lure Key, Secondhand Vase
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Climb up, taking out the barrier with the Crush Stone, and pick up the
High Mana Prism along the way. The first exit on the left is a Save Point.
A little higher (and a High Potion and Beautiful Vase later), you'll come
across two exits. The left exit is a Warp Point (which is locked at the
moment), and the right exit is a shop. The merchant only appears if you are
level 50 or above, and have the Griffin Wing turned on. (This shop also
exists in Entrance A with identical merchandise, so this list will be for
both shops:)
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Shop List: Entrance Condition: Level 50 or above, Griffin Wing activated
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Potion 80G
High Potion 200G
X-Potion 800G
Mana Prism 250G
High Mana Prism 1000G
Antidote 20G
Uncurse 20G
Invincibility Potion 10000G
Platinum Crown 9999G
Scarlet Silk Hat 9800
Platinum Shoes 5000G
Infinite Shoes 12000G
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Anyway, super jump your way up and take the top exit. Head left, take the
top exit, then exit right for a Heart Max Up. Exit left, then down, then
left again. Dispatch the Feather Demons and exit left again. Head all the
way to the left to pick up the Combat Suit.
Turn around and head back to the right and exit. Head right some more,
then take the top exit. Head left and exit up. Climb up and exit up. There
is a Save Point to the left, save there and head right. Take the top exit.
Head to the right a bit for percentage, then head left and exit. In this
room, the bottom left exit leads to the Lure Key and the top left exit
leads to a Circular Warp. Get the key and then take the warp to Entrance A;
we have some more annoying backtracking to do. (You did save at that last
Save Point, right?)
Leave the warp, then drop down and take the bottom left exit for the
Attack Platinum (STR +20). Super jump back up and exit right. Head all the
way to the right for a Heart Max Up, then take the bottom exit. Quick
walkthrough again: Down, down, down, right, down.
Work your way down to the first left exit. This time you'll be able to
open the door to the Circular Warp. Push Up to activate it in Castle B as
well, then return to Castle A. The right exit is a shop, and the lower left
exit is a Save Point (visit, but don't save here.) Backtrack down to the
Save Point in Cave of Skeletons A, and super jump through the middle of the
ceiling for a High Mana Prism and a Life Max Up. Saveroom and reset.
Back at the Save Point in Entrance B, head right and exit.
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Facts About: Corridor of Marble B
Music Track: Marble Corridor
Enemies Found: Arahabaki, Armored Flea Man, Axe Armor II, Devil, Flea Man,
Lizardman, Lizard Master, Oh, Pike Master, Poison Lizard,
Spectre
Bosses Found: None
Items Found: High Potion, Jet Black Cloak, Life Max Up, Viking Helm
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Continue right through several more rooms, and take the first bottom exit
you come across. Drop all the way down and take the left exit.
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Facts About: Room of Illusion B
Music Track: Marble Corridor
Enemies Found: Oh, Spriggan, Victory Armor
Bosses Found: None
Items Found: Life Max Up, Silk Curtain
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Head all the way to the left for a Silk Curtain. Exit right, then right
again. Climb down and take the lower left exit. Head all the way to the
left for a Life Max Up. Exit right twice, then take the upper left exit,
then exit up back to the Corridor of Marble.
From here, take the upper left exit, then exit left again for a Life Max
Up. Exit right twice, then take the right exit again. Drop down and exit
right yet again. Take the top exit, head left for a Save Point (save here,
we're going to use this as a bookmark again), then take the top exit again.
Exit right for the Jet Black Mantle.
Return to the save point and head all the way to the right, then drop
down and take the bottom left exit. The Pike Master here is tough, but
drops some interesting items. Once you're explored this room, head back
and exit right. Explore this room thoroughly (taking the High Potion in the
upper right corner), then take the right exit.
Climb up the stairs and jump to the ledge on the left. Continue left,
then up and right. You'll find a Viking Helm at the end of this passage.
Return to the stairway and keep climbing. Then jump down the gap and climb
down the second stairway. There's nothing at the bottom but percentage,
though. Climb back up and take the right exit. Take the Heart Max Up in
this room then exit right. You're now in the Castle Tower again.
Exit right again, then take the next two bottom exits. Then take the
next two right exits, then down again. Exit left for a Circular Warp and
the Solar Armor. Push Up to activate this warp in Castle A and grab the
Lunar Armor. The trick to these armors is that the Solar Armor gives +80
DEF in Castle A but only +40 in Castle B. Similarly, the Lunar Armor is
+80 in Castle B but only +40 in Castle A.
Stay in Castle A but go back the way you came, to the room that connects
the Castle Tower to the Corridor of Marble. You'll find a Silver Armor
there. Now, do the Saveroom and reset trick to get back to Corridor of
Marble B. From the Save Point exit right twice then take the bottom exit,
then exit right again.
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Facts About: The Approach of Deplore B
Music Track: Shrine of the Apostates
Enemies Found: Big Ghost, Bone Pillar, Owl, Shimon
Bosses Found: None
Items Found: Antidote, Goddess Statue, Life Max Up,
Potion, Silver Candlestick, Smashing Boots
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Go all the way to the right and take the bottom exit. Immediately exit
right again for a Life Max Up. Exit left, then make your way over to the
top left exit. Grab the Silver Candlestick in the top left corner of this
room, and then take the left exit. Grab the Potion in the bottom right
corner and the Goddess Statue in the top right corner, then work your way
to the top left corner for the Smashing Boots.
Exit right, then take the bottom right exit. Head and exit right again.
Here, there's an Antidote at the top right. Take the right exit. Explore
this small passage, but don't take the right exit. It just leads back to
the Castle Tower. Instead, exit left twice then take the bottom exit, then
exit right.
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Facts About: Heretic's Grave B
Music Track: Shrine of the Apostate
Enemies Found: Bat, Big Ghost, Owl, Skewered Bone Pillar, Shimon
Bosses Found: Cyclops
Items Found: Heart Max Up x2, Large Meat, Meat, X-Potion
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Head right and exit down. Head all the way to the left and take the
bottom exit. Head all the way to the right and take the top exit. Exit up
again. Head right, grab the Large Meat, then exit down for a Heart Max Up.
Exit up, head left, then take the bottom exit twice. Go all the way to the
left and exit.
Grab the Meat at the far left, then climb up and exit left. Head all the
way to the left for an X-Potion, then return and take the bottom exit. Head
right for a Save Point, then left for...
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Cyclops Tactics Boss Music Track: Boss (Loop Pattern A)
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This battle works much like the Minotaurus one; slide back when the
Cyclops swings its hammer, and get on a ledge when it dashes. The Holy
Water summon works pretty well too; I got 6 or 7 hits per cast, and that
will hurt badly.
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Exit left for a Heart Max Up, then take the door back to the Entrance.
Head all the way to the beginning of the game (or what would be the
beginning of the game, were this Castle A), and look for the vertical
corridor just off the top of the screen. When you find it, super jump up.
Equip the Smashing Boots and super jump again to continue your way up
through the blocks. Grab the High Mana Prism and the Secondhand Vase, then
exit right to find Dracula's Rib.
Head to the nearest Warp and do the same thing in Castle A. This time
you will get another High Mana Prism and a Magical Armor.
You can beat the game now if you wish (technically, you could have beat
it back when you got the Smashing Boots), but since you can get 200.0% and
get whichever ending you wish, we may as well do a little map clean up.
Let's start with Castle's Treasury A. I ignored it before because it
was out of the way and except for one neat accessory, contains little of
interest.
Head back to the Circular Warp and warp to Castle Tower A. Head down
and take the bottom exit.
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Facts About: Castle's Treasury A
Music Track: Castle
Enemies Found: Arahabaki, Archer Skeleton, Axe Armor II, Blade Master,
Disc Armor, Flea Man, Master Lizard, Poison Lizard,
Ruler Sword LV3, Skeleton Ape, Skeleton Flail, Spectre,
Spriggan
Bosses Found: None
Items Found: Closet, Greed Necklace, Heart Max Up, Heaven's Ring, Life
Max Up, Plate Armor, Teacup, Teapot
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Head all the way to the left and exit up. Go all the way left for a Heart
Max Up, then return to the right and exit up. Grab the Closet to the right,
then head left. Take the top exit, then explore this room for a Heaven's
Ring. Leave this room, then continue left. Take the bottom exit, then
grab the Plate Armor to the right. The bottom right exit leads to a shop.
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Shop List: Castle's Treasury A Condition: None
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Potion 80G
High Potion 200G
Antidote 20G
Uncurse 20G
Velvet Mantle 1350G
Heavy Armor 2000G
Barrel Helm 2300G
Morion 3000G
Bloody Gloves 2100G
Greaves 1700G
Cabaset 3800G
Silver Boots 2800G
Musical Necklace 5000G
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Take the top exit, then exit left. Drop to the bottom, then exit left
twice for the Greed Necklace. When equipped, the value of money bags
dropped by candles increases. For example, there is a $250 money bag in
the vertical corridor you were just in. Equip the Necklace to make that
candle start dropping $400 bags.
Anyway, exit right twice, then climb up and exit left. Exit left again,
then pick up the Teacup and Teapot in the upper left corner. Work your way
down and take the bottom exit. From here, exit left for a Life Max Up and
right for a Save Point. Leave the Save Point, exit up, exit right, then
take the bottom exit. Head all the way to the left and exit to find a
Circular Warp. Push up to activate it in Castle B, then exit to the left
for a Life Max Up. Explore the rest of this room if you haven't already,
then return to Castle A.
Just a little more clean up to do. Warp to Chapel of a Heretic A. Exit
right, then look for the smashable blocks on the ceiling. Super jump into
them with the Smashing Boots equipped, then exit up. Grab the High Mana
Prism and Large Meat, then break through the second set of blocks. Grab
the X-Potion, Golden Candlestick, and Life Max Up to the right, then go
to the left and whip the large hand. You'll get a message; the way to the
final boss chamber in Castle A is now open.
But first, take the bottom exit and exit right. Jump to the ledge on
the right, head as far as you can go, then super jump to find Dracula's
Eye. With all of Dracula's relics now in your possession, you can open the
way to the final boss chamber in Castle B as well.
Speaking of Castle B, we still have some unfinished business there. Head
back to the Warp and switch castles. Once in Castle B, you may wish to make
a "bookmark" save in the nearby Castle Tower Save Point before continuing.
Exit right from the Warp Room, then smash the blocks in the ceiling. Explore
to find two Invincibility Potions, a Heart Max Up, a Wine Glass, and the
powerful Kaiser Mail. Leave this room, then head right and exit through
the yellow door.
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Facts About: Chapel of a Heretic B
Music Track: Chapel of Dissonance
Enemies Found: Axe Armor II, Skeleton Spear, Spectre
Bosses Found: None
Items Found: Heart Max Up x2, Hero's Statue, High Potion, High Mana
Prism, Hint Card 6, Invincibility Potion x2, Kaiser Mail,
Mystic Robe, Wine Glass
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Super jump straight up to find a High Mana Prism, then head to the area
where you found Dracula's Eye in the other castle to find Hint Card 6 and
a Life Max Up. Return to the stairway and climb down, picking up a Heart
Max Up along the way. Over to the right, climb up for the Hero's Statue.
Drop down, head all the way to the left for some percentage, then drop
down the bottom exit. Head right and exit down for the next two screens,
then drop for a High Potion then head left. Wind your way down to the
bottom exit, then continue to the right. Exit right again and then take the
bottom exit. You're back to the Corridor in the Air B. Unless there's
something here you'd like to see again, Saveroom and reset.
Now, let's rack up a few endings, shall we? Head back to the Warp Point
in Castle Tower A. From there, exit right, up, left, left, and down.
Explore as much of this room as you can without actually getting to the
middle part of the very bottom. Once done, well, go to the elevator platform
at the middle part of the very bottom.
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Maxim Tactics Boss Music Track: Boss (Loop Pattern C)
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Equip your best armor for this one. His basic attack is swinging his
sword, which is fairly short range. More annoying is his image attack,
where he sends multiple images at you. These are difficult to avoid, but
don't do as much damage as his sword. Still more annoying is when he splits
into two images, but only one takes damage. He'll also occasionally toss
his Shuriken at you.
I recommend bringing the Sacred Fist into this battle; the Wind Fusion
is extraordinarly powerful, and if you can get both of the images on one
side of you can still hit the real Maxim.
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Congratulations! You just got the normal ending. That's good enough to
enjoy the Boss Rush Mode, but if you want 200.0% (and the Sound Test),
there is still more to be done.
Restart your game, but this time warp to Castle Tower B. From there, exit
right, up, left, left, and down. As before, explore as much of this room
as you can before triggering the elevator, then step on the elevator to
confront Maxim again. This battle is the same as before, except you'll get
an even worse ending when you beat him. Good job. :P Oh well, at least now
you should have 200.0%.
OK, let's get it right this time, shall we? Head back to Maxim's chamber
in Castle Tower B, but this time, immediately after defeating Maxim, equip
both Juste's Bracelet and Maxim's Bracelet. (Contrary to earlier reports,
you do not need to be wearing them during the battle. You may wish to
do this anyway, since you need to be wearing them after defeating Maxim but
before the dialogue starts up.) This time, the _real_ final
boss will appear when you beat Maxim.
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Dracula Phantom Tactics Boss Music Track: Last Battle
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Go ahead and re-equip your best armor. This is the textbook standard
Dracula battle; he warps in and shoots some fireballs (which you can whip)
or unleashes some meteors (which you can't, but can be jumped and/or
ducked). This is also your chance to hit him. Lather. Rinse. Repeat.
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Dracula Phantom Tactics Boss Music Track: Last Battle
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Well, you didn't think it would be that easy, did you? :) Dracula's
second form is big and ugly, and it makes an easy target for the Holy Water
Summon if you have it. (The Sacred Fist + Wind combo is still a good second
choice; Dracula is so darned big you'll hit it twice per shot.)
The only things to watch out for here are its claw and the laser it
occasionally fires. Neither are particularly difficult to avoid, and this
battle will probably be over very quickly.
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This will get you the best ending, and access to the Sound Test mode.
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::: Miscellaneous Tips ::::::::::::::::::::::::::::::::::::::::::::::::::::
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
* Why Don't I Have 200.0%? *
Most percentage problems in this game will mostly be a matter of not
having the right item to get to a certain area; there really are not that
many hidden areas. That said, there are a few:
1) Corridor in the Air: the save point here has a breakable wall.
2) Cave of Skeletons: Once you have the Griffin's Wing, you can super jump
through the ceiling of the Save Point here.
3) Waterway of Aquatic: One room here has a brick wall, part of which is
false. Just jump up and hold to the left.
4) Clockwork Tower A: In the "Race the Marble" room, you'll notice a small
vertical corridor with some ledges, but a wall is blocking your way.
Get even with the topmost ledge and slide through the wall.
* Boss Rush Mode *
To unlock Boss Rush Mode, simply beat the game (any ending.) When you
first enter this mode, your only choices will be "Easy" and "Score". Easy
starts your contest against a few of the CoMS bosses. You can pick up one
of the five subweapons before the boss fights start, but you'll be stuck
with it for the duration of the game so choose wisely. Notice also that
some (all?) of the bosses in this mode have more HP than they do in the
normal game.
Beating Easy unlocks Normal, which is the same thing except with more
bosses. Similarly, beating Normal unlocks Hard, which has even more bosses.
Your default character for Boss Rush mode is, of course, Juste Belmont.
Juste will be able to double jump and super jump, but he will not be able
to use Spell Fusion. Here are Juste's stats in Boss Rush mode:
Level: 50
Max HP: 378
Max MP: 222
Max Hearts: 165
STR: 195
DEF: 203
INT: 157
LCK: 89
Want to play as Maxim instead? Quickly hold L + R after you choose your
difficulty. You'll hear a tone if the code worked. Maxim's stats are as
follows:
Level: 40
Max HP: 306
Max MP: 197
Max Hearts: 135
STR: 159
DEF: 191
INT: 131
LCK: 79
Want to play as Simon Belmont instead? (Yes, you read that right.) When
you start the game, enter the Konami code at the screen with the Konami
logo. (That's Up, Up, Down, Down, Left, Right, Left, Right, B, A, Start.)
If it worked, you'll notice that the title screen is now blue again. Now,
just select Boss Rush as normal.
Simon is quite powerful, but plays just like he did in the original
Castlevania. That means no Sacred Fist or Holy Book subweapons, no sliding,
no double jumping, no super jumping, and no controlling jumps in mid-air.
(It also means that he is immune to poison and curse. :) Also, his Holy
Water is the original version with the stationary flame, which makes it
very damaging to earthbound bosses that don't move around much.
Simon gets his own ending when he beats Boss Rush (at least on hard;
haven't tried the other modes yet.) Also, Boss Rush music changes to
Vampire Killer.
Here are Simon Belmont's stats:
Level: 79
Max HP: 566
Max MP: 294
Max Hearts: 249
STR: 276
DEF: 196
INT: 227
LCK: 113
* Sound Test *
To unlock the sound test, you must beat the game by defeating Dracula.
* Name Codes *
Bored with Boss Rush? (Or just not interested in the first place?) Well,
after beating the game with Juste, start a new game and put in one of the
following for your name:
MAXIM - Play the game as Maxim.
HARDGAME - Play the game as Juste, but a bit harder this time. Juste's
attacks will do roughly 25% less damage than they do in the
regular game.
NO MAGIC - Play the game as Juste, but you won't be able to use Spell
Fusion. Use the R button to enter the space; if you use the space
on the letter selection this code will not work.
* Rare Ghost *
The Rare Ghost only appears in certain rooms, but doesn't appear all of
the time. The chances of it appearing are based on your LCK, but even at
999 LCK it will only appear about 25% of the time. With a more reasonable
luck score your chances are probably closer to 1% or 2%.
Here are the locations I currently know about:
- The room directly under the Circular Warp Room in Clockwork Tower B. It
will appear right at the beginning, so you can just quickly enter and
leave the room until it shows up.
- The room at the bottom of Castle's Treasury A with the Ruler Sword Lv 3,
right before the room where you find the Greed Necklace.
- The room to the right of the uppermost Save Point in Castle Tower A.
- The rightmost room in Room of Illusion B with the three Victory Armors.
- The very beginning of Entrance B (outside the castle), just to the left
of the corridor you can super jump through to get Dracula's Rib.
- A bit to the left of the candle containing the Cross in Heretic's Grave B
(from the Save Point there exit left, then up to get to the right room.)
- Amongst the Arahabakis in the rightmost dead end room in Waterway of
Aquatic B (from the Save Point exit right, down, then right again.)
* Sacred Fist + Ice Spellbook Trick *
Here's a neat little trick you can use to reach some ledges before getting
the Sylph Feather or Griffin's Wing. Find a ledge that you can almost, but
not quite, jump to. At the height of your jump, use the Sacred Fist + Ice
combo, and you will end up on top of the ledge.
One place to use this is in the room in the Approach of Deplore A with
the Logos Ring that you cannot normally reach until you have the Sylph
Feather. You can also use it to get the out of reach Heart Max Up and
Dracula's Ring in the Corridor of Marble the first time you pass through
the area. (Apparently it was the discovery of this that lead Machinegun
to find other uses for the Sacred Fist + Ice Spellbook combo, which in
turn, lead me to re-discover this trick. Heh. Neither one of us has found
who originally discovered this, unfortunately.)
The most game-breaking use of this trick is to get to the Entrance A
warp room very early in the game. Once you have the Slyph's Feather,
go back to the topmost Save Point in Entrance A, then exit right,
then Up, then Left. You should see a ledge right above the entrance to
this room (which itself is on a ledge of sorts.) What you do is walk right
_almost_ off the ledge you start on, then double jump twice as fast as you
can. If you didn't bump your head on the second jump, you should be able
to Ice Fist to the right to land on the upper ledge. (This takes some
practice. if you walk too far off the entrance ledge you won't be able to
double jump, and if you don't walk far enough you'll just bump into the
upper ledge on the second jump.)
You can easily get from there to the other side of the wall. The lower
left exit is, of course, the room with the Attack Platinum. As if this
game wasn't easy enough... :) The top right is the Warp Room. However,
you will not be able to use it until you've met Death in the Warp Room
in Clockwork Tower A. At that point, you can warp back to Entrance A,
then warp to Entrance B, then grab the Lure Key.
From there, you can do all sorts of ridiculous things like getting the
Levitation Boots from the Pike Master before getting the Griffin's Wing.
Or, you can reach the Cave of Skeletons A and get the Floodgate Key before
going through the rigamarole of getting Maxim's Bracelet. The amusing
thing about this is that you can defeat Death and get the Griffin's Wing,
then go back to Castle Tower A and watch the defeated Death kidnap Lydie.
Heh. (As far as I know there are no dialogue changes if you do this.)
Let's not even talk about levelling up to some absurd level early on...
* Oops! *
As noted by samsonlamhk on the GameFAQs board, the titles for the songs
"Aqueduct of Dragons" and "Skeleton Cave" have been switched on the Sound
Test screen.
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::: Maxim :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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* Introduction to Maxim *
After you've played through the Juste game, and you want to play a less
traditional Castlevania game, you can choose to play the game as Maxim.
To do so, after beating the Juste game, start a new game and enter "MAXIM"
as your name.
The Maxim game is essentialy CoMS's version of the Richter game. There is
no dialogue, Maxim cannot collect relics or rare items, and he does not
gain levels. Maxim is armed only with his sword and his large shuriken
subweapon (the only subweapon he can use.) He can however make use of the
Life Max Ups and Heart Max Ups throughout the castle.
Here are Maxim's stats (they're the same as in Boss Rush, except he's
considered level 0 in his own game):
Level: 0
Max HP: 306 (+5 per Life Max Up)
Max MP: 197
Max Hearts: 135 (+5 per Heart Max Up)
STR: 159
DEF: 191
INT: 131
LCK: 79
Several enemies and bosses, especially towards the beginning of the game,
have increased HP to adjust for the fact that Maxim can do 79 damage right
from the start. (The boss stats are probably the same as the boss stats for
Boss Rush mode.)
Apparently Maxim is unable to enter the final battle area in Castle A, and
thusly the maximum Maxim (heh) percentage seems to be 198.3%.
* Special Moves *
Information that's always good to know. :)
1) Kick: Down + Attack
2) Slide: Down + Jump
3) Triple Jump: Jump, Jump, Jump
Just like Juste with the Sylph Feather, except you get an extra leap.
4) Leap Stone Stomp: Anytime after a double jump, D + Jump
Just like... you get the idea.
5) Screw Attack: In air, U + Jump
Can be repeated in mid-air until you run out of MP. Also, you can simply
hold U to roll along the floor until you run out of MP. Maxim is
invincible during this move, and can damage enemies. (5 MP/roll)
6) Shuriken: U + Attack
Maxim's only subweapon; he throws a large shuriken that will boomerang
back to Maxim. (5 Hearts)
7) Mirage Attack: F, B, D, U + Attack
Maxim splits into several images that jump around the screen. (100 MP)
8) Healing: U, UB, B, DB, D, DF, F + Attack
Restores Maxim's HP. (50 Hearts)
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::: Mechanics :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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* Notation *
If you've read my CSOTN FAQ or anything by Ben Siron, this will be
familiar to you.
[x] - Denotes the greatest integer less than or equal to x. For example,
[3.23] = 3. [9.9999] = 9.
* Battle Mechanics *
I haven't quite worked out all the details yet, but whip and basic
subweapon damage seems to go something like this:
Expected Damage = [STR * AM]
Here are the attack multipliers:
Regular whip attack: AM = 0.5
Wiggle/Twirl whip attack: AM = 0.1
Crush Stone level 1 attack: AM = 0.75
Crush Stone level 2 attack: AM = 1.0
Crush Stone level 3 attack: AM = 1.25
Axe: AM = 0.375
Dagger: AM = 0.25
Holy Book: AM = 0.375
Holy Cross: AM = 0.375
Holy Water: AM = 0.375
Sacred Fist: AM = 0.375
The expected damage is then adjusted somehow to account for enemy
defense. I am not sure how this works exactly, but it depends on the enemy
you are attacking and the value of the expected damage. Ironically, the
lower the expected damage, the more the actual damage seems to be lowered.
If the expected damage is high enough (and how high is "high enough"
depends on what you are fighting), it will not be affected at all.
The actual damage (which we'll call DMG for later reference) then is this:
DMG = [Adjusted Damage * EM]
Where EM is the elemental multiplier (these also work for Spell Fusion
attacks, which shall be discussed shortly below.)
Enemy neutral to element: EM = 1
(or attack has no element)
Enemy tolerant to element: EM = 0.75
Enemy weak against element: EM = 1.5
Some examples will probably help at this point (but not much, since I
still do not understand how damage adjusting works.) Whipping a Throw Master
with a STR of 62 gives an expected damage of 31; you'll actually do 27.
Whip a Merman with the Blue Stone equipped and an STR of 62; you get an
expected damage of 31 again. However, the adjusted damage is still 27,
and the elemental multipler kicks in to give you 40 points of damage.
With an STR of 124, you would expect 62 damage against the Throw
Master, and that's exactly what you'll get. If you have the Blue Stone
equipped, attacking the Merman will get you the expected 62 multiplied
by 1.5 for a total of 93 damage.
Keeping the STR of 124, throwing a knife at a Throw Master will give
you an expected damage of 31. But, as above with the first whip example,
you will get 27.
* Spell Fusion *
Spell Fusion attacks use a similar formula, except you replace STR with
INT, and use the following table to find the AM:
+-----------+-----+------+---------+------+--------+
| | Ice | Fire | Thunder | Wind | Summon |
+-----------+-----+------+---------+------+--------+
|None | N/A| N/A| N/A| N/A| *|
|Axe | 1.25| 0.75| 1.25| 0.375| 1.125|
|Dagger | 0.2| 0.5| 0.25| 0.1| 0.875|
|Holy Book | 0.75| 0.75| 1.00| 0.5| 3.75|
|Holy Cross | 0.25| 0.75| 1.00| 0.375| 1.00|
|Holy Water |0.375| 0.875| 0.5| 0.375| 1.375|
|Sacred Fist| 0.75| 0.75| 0.75| 2.00| 1.00|
+-----------+-----+------+---------+------+--------+
* - Using the Summon Book with no subweapon results in a healing spell
which, so far as I can tell, restores all HP.
The annoying damage adjustment step still applies, as do the elemental
multipliers. Some of the Summon spells seem to have one (or possibly
more) elemental properties. For example, the Axe Summon seems to do fire
damage against Shimon (at 156 INT, I get [[156 * 1.125] * 1.5] = 262
damage). But, I seem to also be getting Wind damage against Owl (still
at 156 INT, I get [[156 * 1.125] * 0.75] = 131).
* HARDGAME Damage Formula *
To determine damage in HARDGAME mode, use the same formulas as
described above to find DMG. The HARDGAME damage (or HDMG) is then
found as follows:
HDMG = DMG - [DMG / 4]
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