/\ / \ \ / _____)(___ / _____ \ | / \ | __ _ __ | | |_| _| |_ / | / \ | | _____ ______|_ _|| | _____ __ __ _____ _ ___ \__/ _____ | | / __ \/ ____/ | | | | / __ \ | | | |/ __ \| |/ \ __ / __ \ | | \/ | |\ \___ | | | || |__| || | | |\/ | || /\ || |\/ | | | | __/ | \___ \ | | | || _____|| | | | __/ || | | || | __/ | | | / _ |___ \ \| | | || | __ \ \/ / / _ || | | || |/ _ | | | ( |_| |\ \_/ /| | | || \_/ / \ / ( |_| || | | || | |_| | | | \_____| \_____/ |___| |__| \_____/ \__/ \_____||__| |_||__|\_____| | | _ ______________________________________________________________ | | | | \_____________________________________________________________\ | \_____/ |_____ _ ______ \_____ ____// ____\_ ___ ___ | | ___ /__ __ \ __ __ ___ )( / /|| | || _\ __\| |/ __\ | || || |/ \ / \| \ / \ \ \||__| || | | \__| || __| O F T H E _| ||_|| | () ) () ) |\ | \ / \_____/_||_| \___/|_|\___/ /___/ |_|\__/ \__/|_||_| \/ ~An FAQ/Walkthrough Created By: Croco~ ________________________________________________________________________________ This document is Copyright 2001 by Croco. Reproduction of this document in part or in whole without the author's consent is strictly forbidden. If the reader wishes to use the FAQ for their personal and private use only, then a copy may be made. This Extensive FAQ/Walkthrough to the Hit GBA Game Castlevania: Circle of the Moon Includes the Following Features: * Walkthrough through the game * Extensive, detailed Enemy Guide with such facts as HP and experience. * DSS Card Guide, with descriptions and locations of each card and its powers. * An Equip Guide, telling you the locations and effects of all the items you can equip in the game * A Walkthrough to the bonus Magician, Thief, and other modes * More! Read on... Contact Me: croco64@yahoo.com.com (See Part 5, Section 3 for details) -VERSION HISTORY- -------------------------------------------------------------------------------- This FAQ/Walkthrough for Castlevania: Circle of the Moon is currently in Version 1.3, Created October 13th, 2001 by Croco. Version 1.3 - Created 10/13/01 Surprise, surprise, this FAQ isn't dead, and neither is my career as a writer. This update has been in the works for a while, but my hiatus from writing has stopped its progress dead in its tracks. But, here I am with the goods. This update isn't exactly groundbreaking; in fact, the Walkthrough only covers one new area, the Eternal Corridor. As usual, new enemies and items are listed, as well as the Mars DSS Combos. Before I go, I'll let you know that the next update will be a Special Halloween Edition update, which will (hopefully) include more stuff than a normal update. Version 1.2 - Created 8/6/01 Where does the time go? I've been busy doing other things lately and sort of got out of the FAQ Writing funk for a couple weeks, so I didn't get much anything done on this FAQ. A shame really, but now it's being made up because lo and behold, it's another update! This one includes the Triumph Hallway and Machine Tower Walkthrough, the Jupiter DSS Combo descriptions, more Enemies and more Equip Items. Version 1.1 - Created 7/17/01 A new update comes. What a lot of gaming-related things I have to do. Not only are my new purchases of Gran Turismo 3, Twisted Metal: Black, and Harvest Moon: Back to Nature keeping me tied up gaming, I'm always trying to update and complete some of my older FAQs. All the while, new FAQs are calling to me to be made. Man oh man. At least I had time to get this update in after only a few days. New additions include the Audience Room and Outer Wall Walkthroughs, as well as updates to the Enemy Guide, DSS Card Guide, DSS Magic Guide, and the Equip Items Guide. It's all good. Version 1.0 - Created 7/12/01 It's been one month and one day since Game Boy Advance and Circle of the Moon have been released, but with GBAs in such high demand and new owners getting there's every day, this title is still very popular. So here it is, the first portion of my compilation for the latest Castlevania game. The only sections that aren't really entirely complete are Parts 3 and 4, which include everything up to (and in some cases further) the Catacombs and the Abyss Stairway (that means the walkthrough, enemy guide, equip items guide, etc. has all the stuff for those areas). -------------------------------------------------------------------------------- UPDATE NOTICE: New to this version is the Eternal Corridor, along with the Enemies and Equip Items that go along with the area. This update also features many updates to previous areas in the walkthrough left out. Finally included are the Mars Card Combinations for DSS Magic. NEXT UPDATE: Expected 10/30/01 ________________________________________________________________________ ~TABLE OF CONTENTS~ I. Part 1: Introduction 1. Introduction 2. Comments 3. Story II. Part 2: Basics and Lists 1. Controls & Gameplay 2. Characters 3. Sub-Weapons 4. Status Abnormalities 5. Recovery Items* 6. Magic Items III. Part 3: Game Walkthrough 1. Catacombs 2. Abyss Stairway 3. Audience Room 4. Outer Wall 5. Triumph Hallway 6. Machine Tower 7. Eternal Corridor 8. Chapel Tower** 9. Underground Gallery** 10. Underground Warehouse** 11. Underground Waterway** 12. Observation Tower** 13. Ceremonial Room** 14. Battle Arena** IV. Part 4: Guides and Indexes 1. Enemy Guide* 2. DSS Card Guide 3. DSS Magic Guide* 4. Equip Items Guide* 5. Bonus Modes Walkthroughs** V. Part 5: Miscellaneous 1. Additional Tips 2. Frequently Asked Questions 3. Contact Info 4. Credits/Other 5. Closing Statement _______________ *: This symbol indicates that this section has been started on, but is currently under completion. Expect more in future updates. **: This symbol indicates that this section has not been started on at all. When it will be started on is usually based on the order it is found on the Table of Contents. : No Marks indicate the section has been completed. ________________________________________________________________________________ ________ _________________________________________________________________ /()_____(\_______________________________________________________________ \ /) / ___\ \ \ \ / / /) () \ =============== PART 1: INTRODUCTION =============== ) ) \()\ \____ /_____________________________________________________________/ / \ (\_____/(/________________________________________________________________/ \________/ =============== INTRODUCTION =============== The Castlevania series is one of the longest-running franchises in all of video games. Through the years, Castlevania has had many incarnations, 2-D and 3-D games, and a growing fanbase. With Circle of the Moon arriving now, the popularity of Castlevania is only ensured. The series started out with Vampire Killer for the MSX PC in 1986. While not title Castlevania, Vampire Killer stars the famous vampire hunter Simon Belmont and has similar gameplay to Symphony of the Night and Circle of the Moon. It included such classic Castlevania items as holy water, crucifixes, and axes. Shortly after, in 1987, the first big Castlevania game was born, simply titled Castlevania. Since the MSX PC hadn't caught on in the US, many gamers had never had a chance to play a game of this ilk. Castlevania landed on the wildly popular NES and proved to be somewhat successful. Castlevania, while more linear than Vampire Killer, provided a more entertaining show and improved in most every aspect. Konami quickly realized that this was a golden note they had struck and continued the series with Castlevania II: Simon's Quest in 1988. Much like Super Mario Bros. 2 and The Adventure of Link, Catstlevania II deviated from the first's gameplay and offered up something new. The second game was more of a Platform/RPG than the strict Action/Platform there had been before. The game had a story to back it up, some nice graphical touches, and even innovative ideas like day/night changes, but it didn't end up being nearly as popular as the first. Earlier I mentioned that Castlevania II was like Mario 2 and Zelda II in that it was very different from the first. It is also alike in that the third in the franchise returned to the basic gameplay of the first. Castlevania 3: Dracula's Curse (1990) was styled like the original Castlevania and featured branching paths like Castlevania II. Instead of starring Simon Belmont, the hero shifted to one of Simon's ancestors, Trevor Belmont. Dracula's Curse was more well-received than Simon's Quest, and continued the popularity of the Castlevania series. As the NES was nearing its death, Castlevania needed to move on to the greener pastures of the 16-bit consoles. In the 16-bit era, Konami introduced Super Castlevania IV (SNES, 1991), Castlevania: Bloodlines (1994, Genesis), and Dracula X (1995, SNES). While all of these were fairly good games, none were particularly notable staples in the franchise. Probably the best game of this time was Dracula X: The Rondo of Blood (PC Engine/Turbo Duo, 1993), but was only released in Japan. While Dracula X was similar, it wasn't as good as the Japan-only Rondo of Blood. Also during this time several Game Boy incarnations of Castlevania were created, including Castlevania Adventure (1989), Castlevania II: Belmont's Revenge (1991), and Castlevania Legends (1998). The series was really taken to the next level when the PlayStation release Castlevania: Symphony of the Night (1997) made its debut. Taking many elements from games like Super Metroid, Symphony of the Night is usually the favorite of major Castlevania fans. However, bigger changes in the series were coming soon. With its first Castlevania game on the N64, Konami decided to bring the franchise into the 3-D realm. While many eager fans were excited over the idea of a 3-D Castlevania game, their excitement dwindled when the game came out. Castlevania (1999), more commonly referred to as Castlevania 64 (to tell it apart from the first Castlevania), was less than spectacular. Many deplored the fact that Castlevania had moved to 3-D. Castlevania: Legacy of Darkness (N64, 1999), which was essentially an updated version of Castlevania, didn't do much to change players' views. Fortunately, Konami knew that gamers weren't too fond of the 3-D games. With the Game Boy Advance on the horizon, there was a golden opportunity to revive the 2-D aspect of the series without seemingly going back in technological advancements. And so Castlevania: Circle of the Moon (2001) was born, a game not unlike Symphony of the Night in its structure and layout. This popular GBA quickly became one of the best-selling and most acclaimed launch titles to the new handheld wonder. ________________________________________________________________________________ =============== COMMENTS =============== ________________________________________________________________________________ Have you read the introduction? No? Go back and read it now. Well, I do suppose if you're taking the time to read this section, you must be very bored and have read all of the other sections as well. So, the introduction makes it look like I know a lot about Castlevania, huh? Actually, Circle of the Moon is the first Castlevania game I've played seriously. I'm just well-researched. So, what do I think about Circle of the Moon? It's one of the better handheld games I've come across in my years of playing, and definitely a top-notch Action/Platform game. It's rather strange, as I've been getting into writing this FAQ. It's something I'm motivated to write about and finish, which hasn't happened to me for a while. That's good news for you, because it probably won't take me so excruciatingly long to update. On with the FAQ. Here it is. Now off with you, scram. I've got work to do. ________________________________________________________________________________ =============== STORY =============== ________________________________________________________________________________ The story isn't a strong point for Circle of the Moon. It isn't really developed much. It's the setup that really tells you the most. Here it is for your convenience. "The year is 1830. In an ancient castle on the outskirts of the Austrian empire, a demon lord that would write the powers of darkness was being resurrected at the hand of a fiend yearning for chaos. At this demonic castle, Camilla, one of Dracula's minions, began the incantation of a ritual to bring her lord Dracula back to life. The vampire hunter Morris and his two apprentices, Nathan and Hugh, sensed an abnormality in the balance of nature and rushed to prevent Dracula's unholy reemergence. 'That unholy monster must never return!' However, they arrived too late to prevent Dracula's return from his confinement. Dracula used his magical powers to imprison Morris, and cast Nathan and Hugh into a graveyard underneath the demonic castle. Together the two began to search through the castle in order to vanquish Dracula and to rescue their master." - From the Instruction Booklet ________________________________________________________________________________ ________ _________________________________________________________________ /()_____(\_______________________________________________________________ \ /) / ___\ \ \ \ / / /) () \ =============== PART 2: BASICS & LISTS =============== ) ) \()\ \____ /_____________________________________________________________/ / \ (\_____/(/________________________________________________________________/ \________/ =============== CONTROLS & GAMEPLAY =============== Although there are only a few buttons on the Game Boy Advance, Castlevania manages to provide you with a wide array of attacks, moves, and ways to get around. Below are the controls for the game. Following the controls are a few major ideas used in the game. ~CONTROLS~ - Control Pad Left: Walk Left Right: Walk Right Down: Crouch Down - A Button: Jump - B Button: Swing Whip - L Button: Activate/Deactivate DSS Magic - R Button: Special Move Button - Start Button: Go to Menu Screen - Select Button: Go to Map Screen ~ADVANCED CONTROLS~ - Crouched Attack: Hold Down and Press B - Sub-Weapon Attack: Hold Up and Press B - Slide: Hold Down and Press A - Whip Spin: Hold B - Magic Item Moves: To prevent spoilers, the controls for the Magic Item moves are listed in Part 2, Section 6, Magic Items. ~GAMEPLAY~ 1. Leveling Up Unlike most Action/Platform games, Circle of the Moon has RPG elements mixed into the standard play formula. In particular, you gain experience and level-up. When you defeat an enemy, you obtain a certain number of experience points. When enough are obtained, you raise a level and get more HP, MP, and Hearts, along with raised stats. 2. Your Stats You have four basic stats: Strength, Defense, Intelligence, and Luck. Strength concerns the amount of damage you deal to enemies. A higher defense means that enemy attacks on you will do less damn. Intelligence recovers your MP; the more INT the faster MP recovers. Finally, Luck deals with how often an enemy you defeat will drop an item. 3. DSS Cards Hidden throughout Dracula's Castle are 20 cards. 10 feature mythological Roman gods, while 10 feature fearsome fantasy creatures. By combining the two types, you unlock a certain magic power. These powers range from engulfing your whip in flames to forming a protective shield around Nathan. 4. Fighting Bosses Periodically you will face up against enemies that are much tougher than the ones you normally encounter. These bosses have elaborate attack patterns that deal more damage. They are also more powerful. Defeating them will take great skill. 5. Finding Secrets Hidden throughout the castle are many secret rooms. Secret rooms are hidden behind weak walls that can be destroyed with an attack. Inside these rooms are wondrous treasures. 6. Finding Items In addition to DSS Cards, enemies more commonly drop items. Items range from the type that recover HP, MP, or Hearts, to the kind that can be equipped and boost your stats. ________________________________________________________________________________ =============== CHARACTERS =============== ________________________________________________________________________________ Circle of the Moon, even with it's un-rich storytelling aspect, introduces a handful of new characters never before seen in the Castlevania universe... and Dracula again. Listed below are the characters and a short description of each of them. - NATHAN GRAVES - Nathan Graves (the player you control) is the chosen successor to wield the 'Hunter Whip'. His parents, who were Vampire Hunters, were killed 10 years before banishing Dracula. - HUGH BALDWIN - Nathan's rival and the son of Morris, Master Vampire Hunter. He is bitter that Nathan, who he believes is the weaker of the two, was chosen as his father's successor. - MORRIS BALDWIN - Morris is Nathan's Master and is teaching him the skills necessary to combat Dracula and his minions. He and Nathan's parents succeeded in banishing Dracula 10 years previously. He chose Nathan as his successor over his son, Hugh, and passed on the 'Hunter Whip'. - DRACULA - Sealed off from this world by Nathan's parents and Morris, he is attempting to reemerge after 10 years of confinement. - CAMILLA - A loyal minion plotting the complete resurrection of her master, the demon lord Dracula. ________________________________________________________________________________ =============== SUB-WEAPONS =============== ________________________________________________________________________________ Throughout the game, you will walk by many torches. These torches just aren't for decoration; when destroyed, they yield items. While usually this is just a heart, in some locations you will find Sub-Weapons. Sub-Weapons are secondary weapons to your whip that you can use at the same time. They usually aren't as powerful, but have some advantage to the normal attack. - DAGGER - Hearts Used: 1 Power: Weak Range: Far Description: A knife thrown at high speeds. The Dagger is the first Sub-Weapon you will come across, and like the others, had several advantages and disadvantages. The main weakness of the Dagger is that it isn't very powerful, only taking of a portion of the damage that your whip would. On the plus side, the Dagger travels quickly through the air in a straight line, not stopping until it hits a wall or an enemy. That means you can throw it from some distance and still hit an enemy in front of you. Attacking from afar is its biggest good point, and it uses on one heart, but its weakness should limit you to using it only when you can't afford to get close to attack. - AXE - Hearts Used: 2 Power: Medium Range: Short Description: An axe draws an arch in the air when it is thrown. The Axe is another normal Sub-Weapon that isn't particularly strong, but more powerful than the Dagger. When thrown, the Axe flies up in the air a bit, then comes down again. The whole throw forms an arc shape. A big plus for the Axe is that it can travel through walls, ceilings, and floors to hit enemies. Use it to hit an enemy that's just above you or one that's below, or close enemies for more damage than the Dagger. The arced throw makes aiming more critical, so learn how to use it in the best way. - HOLY WATER- Hearts Used: 4 Power: Strong Range: Short Description: Holy water bursts into flames where it lands. Holy Water, a prized item for battling monsters and demons, is quite a powerful liquid. When a bottle is thrown, is breaks on the ground and creates two blue flames. If an enemy comes in contact with these flames, they will be damaged severely. The flames stick around for about five seconds before disappearing. - CRUCIFIX - Hearts Used: 6 Power: Strong Range: Medium Description: A crucifix, when thrown, flies like a boomerang. The Crucifix is probably the best Sub-Weapon that you can use for attacking. When thrown, it travels out straight in front of you. After going a short distance, it will return to you, like a boomerang. If the enemy you're attacking is standing at the turning point of the Crucifix, it will get damaged several times. You can throw up to three Crucifixes at once. The biggest downside to this Sub-Weapon is that it uses a lot of hearts. - STOPWATCH - Hearts Used: 20 Power: N/A Range: N/A Description: Enemy movements are stopped for a set period of time. The Stopwatch, also known as the Clock, is a very powerful Sub-Weapon. It doesn't hurt enemies, but instead stops their movements entirely, allowing you to attack them while they're helpless to attack back. Each stoppage of time lasts 10 seconds. You can use the Stopwatch as many times as you want in a row, too. The real downside to it is that it doesn't stop time while facing Bosses, nor does it stop time in the Battle Arena. Very handy otherwise, if you have the hearts to use it. ________________________________________________________________________________ =============== STATUS ABNORMALITIES =============== ________________________________________________________________________________ Throughout your quest, certain enemy's attacks will not only damage you, but will change the status of your character, much like in RPGs. These effects are usually annoying, but sometimes can be very harmful as well. - POISON - When poisoned, your HP will slowly drain. The amount you lose depends on the power of the enemy. If you're in a difficult area or have low HP, losing some of it may be very harmful. If you want to curb the effects of poisoning, use an Antidote. - CURSE - A few enemies, when you get hit by them, will curse you. When cursed, you cannot attack. This is very devastating, as you have no way to defend yourself. Either use a Cure Curse item or get to the nearest Save Point right away to dispel the effect. - STONE - Being turned into stone will completely immobilize you. The best way to break free of this effect is to quickly press Left and Right on the control pad. The other way involves getting hit by an enemy, but the damage that is dealt is much more than normal. - FREEZE - Being frozen is very similar to being turned into stone. Both abnormalities stick Nathan in one spot. However, you cannot become unfrozen by pressing buttons. Instead, you must wait it out. Like stone, if you are hit, you will become unfrozen, but will also receive copious amounts of damage. ________________________________________________________________________________ =============== RECOVERY ITEMS =============== ________________________________________________________________________________ Recovery items will do one of four things: replenish HP, replenish MP, replenish hearts, or cure status abnormalities. The amounts they recover and the rarity of the items is what separates them from each other. Each type of recovery item is listed in order of rarity. - POTION - Recovery Type: Hit Points Recovery Amount: 20 Description: Recover 20 HP - MEAT - Recovery Type: Hit Points Recovery Amount: 50 Description: Recover 50 HP - POTION HIGH - Recovery Type: Hit Points Recovery Amount: 250 Description: Recover 250 HP - MIND RESTORE - Recovery Type: Mind Points Recovery Amount: 30% Description: Recover 30% MP - MIND HIGH - Recovery Type: Mind Points Recovery Amount: 50% Description: Recover 50% MP - HEART - Recovery Type: Heart Recovery Amount: 10 Description: Recover 10 hearts - HEART HIGH - Recovery Type: Heart Recovery Amount: 25 Description: Recover 25 hearts - HEART EX - Recovery Type: Heart Recovery Amount: 50 Description: Recover 50 hearts - HEART MEGA - Recovery Type: Heart Recovery Amount: 100 Description: Recover 100 hearts - ANTIDOTE - Recovery Type: Status Abnormalities Recovery Amount: N/A Description: Cure poison status - CURE CURSE - Recovery Type: Status Abnormalities Recovery Amount: N/A Description: Remove curse status ================================= MORE RECOVERY ITEMS COMING SOON ================================= ________________________________________________________________________________ =============== MAGIC ITEMS =============== ________________________________________________________________________________ Each boss guards an item that possesses magical powers. With these items, you can travel to areas of the castle that you previously could not. Below is a list of all of the Magic Items you will find in the game. - DASH BOOTS - Area Found: Catacombs Boss/Guardian: Earth Demon Description: Double tap forward to perform a dash move. Your slow pace will pick up once you find these boots near the start of the game. When you tap forward twice, Nathan will run instead of plodding along with a slow walk. Not only does this make getting around easier, you can jump across larger holes and chasms. - DOUBLE - Area Found: Catacombs Boss/Guardian: Cerberus Description: Another jump can be performed while in mid-air. The Double allows you to jump for a second time without touching the ground. While it defies every law written by those old smart guys, it certainly is very useful. Not only can you reach higher platforms, you can also more easily dodge enemies. An important part of your arsenal. - TACKLE - Area Found: Audience Room Boss/Guardian: Necromancer Description: Forward + Special Move button makes the player charge. Some blocks can be destroyed with this move. The Tackle can be used as an attack that takes off moderate damage. However, its main purpose is to demolish those big gray blocks that are littered throughout the castle. - KICK BOOTS - Area Found: Machine Tower Boss/Guardian: Iron Golem Description: Jump against walls for extra height. Push forward + Special Move button to execute. Similar to Mario's awesome wall kick, the Kick Boots allow you to spring off walls into the air. You can perform the kick as many times as you can. This can be used to ascend narrow upward passages without stairs or any other means of getting up. However, you will only propel yourself off the wall so far, so if the walls are too far apart, you can't make it up. - HEAVY RING - Area Found: Underground Gallery Boss/Guardian: Dragon Zombie Description: Certain boxes can be pushed. The heavy ring has a similar purpose that the Tackle has - it moves blocks out of the way. In this case, the large brown boxes can be pushed aside to allow you to pass. Sometimes the blocks are also used as parts of puzzles. - CLEANSING - Area Found: Underground Warehouse Boss/Guardian: Death Description: Cleanse specific bodies of water so that they are safe to traverse. The Cleansing power isn't very exciting, and it's only used once in the entire game. One body of water in the castle is contaminated and will harm you if you try to go in it. With Cleansing, the water is made safe for travel. - ROC WING - Area Found: Underground Waterway Boss/Guardian: Camilla Description: Upward direction + Special Move button will result in a higher jump. The Roc Wing is an incredibly useful item. It allows you to soar as high as you want. When activated, you will leap high into the air. You can repeat this jump maneuver as many times as you want. The only problem with the move is that the jump is so high it's not practical to use in most areas. - LAST KEY - Area Found: Observation Tower Boss/Guardian: Hugh Baldwin Description: Key to open the door to where the rite will take place. A basic item, the Last Key simply opens the door in the Ceremonial Room that leads to Dracula. Nothing more. ________________________________________________________________________________ ________ _________________________________________________________________ /()_____(\_______________________________________________________________ \ /) / ___\ \ \ \ / / /) () \ =============== PART 3: GAME WALKTHROUGH =============== ) ) \()\ \____ /_____________________________________________________________/ / \ (\_____/(/________________________________________________________________/ \________/ Welcome to the game walkthrough. In this section you will find information to aide you through your quest. To make things easier, I've also included maps of each of the areas, each painstakingly created to perfection (or near perfection... or sort-of near perfection). Look here for any help you need on a particular area, finding items, or defeating bosses. _________________________________________________________________________ / _____________________________________________________________________ \ / / \ \ \ \ =============== LEVEL 1: CATACOMBS =============== \ \ \ \_____________________________________________________________________/ / \_________________________________________________________________________/ After confronting Dracula in the Ceremonial Room, Hugh and Nathan are cast in to the depths below the castle. As they land from the long fall, Hugh marches off in search of the pair's master. Nathan wants to look for him as well, but first he'll need to get out of the dreary Catacombs and back up to the castle. ~ LEVEL DIRECTIONS ~ Follow these directions to get through the Catacombs (these directions bypass any unnecessary rooms, only listing the basic way through the Level). Room 1-A --> Room 2-A --> Room 3-A --> Room 1-B --> Room 2-B --> Room 7-B --> Room 11-B --> Room 1-C --> Catacombs Boss --> Room 3-C --> Room 4-C --> Abyss Stairway ===== CATACOMBS LEVEL MAP (PART A & PART C) ===== Ceremonial Room _ _ | | ~ MAPS KEY ~ | | --> a = goes to a on other portion | | of the map | | + = wall breaks to lead to a | | hidden room |ROOM | SAVE! = Save Room | | WARP! = Warp Room |1-A | | | ___________ | | | | | | | CATACOMBS | | | ___________| |___________ _ | | | ROOM 3-C | BOSS | | | | Abyss |MAGIC ITEM --> a ___________| | |_____ _____|___________| ROOM |_ | | | Stairway | |ROOM | | | | ROOM | | + 5-C | ROOM 2-C --> b |_____ | |______|_ _|_ _| |_____|___________| 1-C |_ | | | | | | | | | ROOM 4-C | _____| |_____| |_________________ _____|___________| | | | | | | | 4-A |SAVE! ROOM 2-A ROOM 5-A | --> c |_____ |_____| |_________________| |_ | | | MAGIC | | ROOM 3-A ITEM --> d |___________|__________________|_____________________________|_ =============== PART A WALKTHROUGH =============== ~ BEGINNING NOTES ~ When you begin the game, you will be much weaker than you will be at the end of your journey. If you're playing on the normal mode, then you will start out with these stats: HP: 100/100 MP: 100/100 Heart: 25/50 STR: 100 DEF: 100 INT: 100 LCK: 100 Nothing spectacular, but it's more than enough to get the job done for now. You won't have any DSS Cards, items, or equip items so make sure to look out for these later. ~ ROOM 1-A ~ Enemies: Skeleton Bomber Sub-Weapons: None Level-Up Items: None Although not officially part of the Catacombs, the long shaft (Room 1-A) is what you must travel down first. Along the way, you will encounter several Skeleton Bombers. Try to stay above them in the shaft, then drop down and attack right after they've thrown a bomb. Also littered throughout the shaft are torches. Use them to fill up your hearts. If you take your time, you can make it to the bottom of the shaft without a scratch. ~ ROOM 2-A ~ Enemies: Skeleton Bomber, Bat, Bone Head, Poison Worm Sub-Weapons: Dagger Level-Up Items: None Room 2-A appears on the map to be a large, wide-open room, but instead it is simply a winding path leading downward. The first segment of the path is filled with Skeleton Bombers. Your approach to them will be different now that you're on flat ground. Wait until they throw the bomb and the explosions dies out, then move in to attack. Head all the way to the end and follow the path downward and to the left (skip going into Room 5-A for now, there's nothing you can do there yet). On this stretch you'll come across several more Skeleton Bombers, but this time Bats and Poison Worms make things tricky. Defeat as many enemies as you can as quickly as you can to avoid being overwhelmed. In particular, target the poison worm. At the end of this tunnel, go up to head to the Save Room. Here you can recuperate. Go back out and down to the lowest passage, bypassing Room 4-A. At the start of the passage is a Torch containing the Dagger Sub-Weapon. More Skeleton Bombers and Poison Worms get in your way, but stepping carefully will ensure a safe passage. ~ ROOM 3-A ~ Enemies: Earth Demon, Bat Sub-Weapons: None Level-Up Items: When you enter this room, you will be attacked by the first major enemy in the game, the Earth Demon. In your weak, early state, this enemy is sort of like a mini-boss. Jump over the Earth Spikes he shoots out of the ground. You can tell they're coming when you spot a puff of smoke coming from the ground. When he's defeated, go all the way to the right to get the Dash Boots, your first Magic Item. With them you can proceed upward. Climb the platforms (watch out for swooping Bats!) and dash jump to the right and head on into the next area. ~ ROOM 4-A ~ Enemies: Skeleton Bomber, Fleaman, Brain Float Sub-Weapons: Axe Level-Up Items: HP, MP DOUBLE: To get anything useful in this room, you'll need to have the Double Magic Item. Jump up to the tall ledge above (past the Skeleton Bomber) and up higher and to the left to find an MP Max Increase. Watch out for pesky Fleamen along the way, as they are agile and annoying, especially in their large numbers. To the right on top of the first ledge is a tall passageway. Many Brain Floats litter this place. If you have the Mercury and Serpent Cards, you can use the Ice Whip to freeze the Brain Floats and create platforms up to the HP Max Increase. Just remember they won't stay frozen forever, so be quick about it. ~ ROOM 5-A ~ Enemies: Currently Unknown Sub-Weapons: Holy Water Level-Up Items: Heart HEAVY RING: Details currently unavailable. ===== CATACOMBS LEVEL MAP (PART B) ===== _____ _________________ ___________________________________ | | | | |SAVE! ROOM 11-B | |_____| ___________| ROOM 7-B | | | | | a <-- | | _|_____| |_____ _ _______ _________________| |ROOM | ROOM |ROOM | | b <-- 12-B | |6-B | _|_____| 8-B |_____| |_____ _____ ___________ |ROOM | |ROOM | | | | | |9-B 10-B ROOM SAVE!| | | _ _____|_____|___________|_____| |_____| | _____| | |ROOM | 2-B | | | c <-- ROOM 13-B |5-B + ROOM 4-B | | _|_______________________|_____| |___________| | | | | | d <-- ROOM 1-B ROOM 3-B | _|_____________________________|___________|_________________| =============== PART B WALKTHROUGH ============= ~ ROOM 1-B ~ Enemies: Skeleton, Zombie, Poison Worm Sub-Weapons: None Level-Up Items: None The long, dark graveyard of Room 1-B is filled with Poison Worms and Skeletons, but most notably Zombies. The Zombies will rise out of the ground constantly, their numbers never ceasing. Kill them before they get near, but you will need to press on or you won't get anywhere. Ignore Zombies that are far behind you and concentrate on getting to the exit. ~ ROOM 2-B ~ Enemies: Skeleton Spear, Bone Head Sub-Weapons: None Level-Up Items: None This room is filled with projectile-tossing enemies, such as Bone Heads and Skeleton Spears. Be careful when you jump because something may be flying at your destination. First make your way up to the Save Room to heal up, then go back down to the lower right exit of the room (to Room 3-B). This is where you'll find entrances to many other rooms, too. ~ ROOM 3-B ~ Enemies: Earth Demon, Bone Tower Sub-Weapons: None Level-Up Items: HP, Heart You'll come across another Earth Demon in this room. Defeat him, then run to the incline. The small tunnel beneath it leads to a Heart Max Increase. Slide under to get it. You'll have to return later with the Kick Boots to get up to the next part of this room. Exit back into room 2-B when you're finished. KICK BOOTS: At the far right end of the room, the path with start heading upward. Only with the Kick Boots can you ascend. Along the way you'll find several groups of Bone Towers. Defeat them and proceed to the end to find your reward, an HP Max Increase. ~ ROOM 4-B ~ Enemies: Skeleton Bomber, Bat Sub-Weapons: None Level-Up Items: HP The entrance to Room 4-B is just above the entrance to Room 3-B. Enter and drop down to the lowest part of the room. Slide under the low wall and head back up to find an HP Max Increase. Return to Room 2-B again. ~ ROOM 5-B ~ Enemies: Skeleton Bombers Sub-Weapons: None Level-Up Items: MP Room 5-B is a hidden room on the other side of the room (2-B) from Room 4-B. Use the whip to break open the entrance. Dodge the bombs of the Skeleton bombers inside to get to the MP Max Increase. ~ ROOM 6-B ~ Enemies: Spirit Sub-Weapons: None Level-Up Items: MP Head to the upper left corner of Room 2-B and go into the doorway. Inside is an MP Max Increase, but a nasty bunch of Spirits aren't going to let it go easily. Cautiously make your way to the prized bottle, then skeedaddle out of there. ~ ROOM 7-B ~ Enemies: Skeleton Bomber, Bone Head, Spirit, Mudman Sub-Weapons: None Level-Up Items: MP, Heart Room 7-B is the largest room in all of the Catacombs. When you enter it, immediately head to the left (watch out for the Skeleton Bombers! A hit from their bombs could send you flying back to Room 2-B). Jump up to the ledge and Slide into the small opening. After you're done with the things to do in Room 8-B, come back to 7-B. This time, go right. When the path splits, take the lower one to the end to find an MP Max Increase. Backtrack and go up the upper path now. Make your way up past the Bone Heads and Skeleton Bombers, then left past the Spirit field. Go into Room 11-B. DOUBLE: Right above where you found the MP Max Increase is a winding path leading to a Heart Max Increase. However, it's too high to reach with a regular jump. You'll need to return with the Double Magic Item to get up there and to the Heart. ~ ROOM 8-B ~ Enemies: Skeleton Spear, Bonehead Sub-Weapons: Axe Level-Up Items: None This area, accessed from Room 7-B, is quite similar to Room 2-B, but there aren't as many paths branching off of it. The only real notable thing in it is the Axe Sub-Weapon, found on the middle-left side of the room. Head into Room 9-B next. ~ ROOM 9-B ~ Enemies: Skeleton Spear Sub-Weapons: Dagger Level-Up Items: MP This room simply has one Skeleton Spear guarding an MP Max Increase. Defeat him and grab the power-up. Go through Room 8-B to Room 10-B, across from this room. ~ ROOM 10-B ~ Enemies: None Sub-Weapons: None Level-Up Items: None Room 10-B has no purpose other than a route out of Room 8-B and back into Room 2-B. Slide into the small opening. ~ ROOM 11-B ~ Enemies: Skeleton Bomber, Mudman, Skeleton Spear Sub-Weapons: None Level-Up Items: None The first portion of this room contains a pit filled with Mudmen. Don't dawdle in here or you're sure to get hurt. Save at the Save Room past the Mudman pit, then continue down to Part C of the Catacombs. ~ ROOM 12-B ~ Enemies: Skeleton Bomber Sub-Weapons: None Level-Up Items: Heart Accessed from Room 1-C, the last Catacombs B room contains a handy Heart Max Increase. ~ ROOM 13-B ~ Enemies: Stone Armor, Zombie Thief Sub-Weapons: Axe Level-Up Items: MP TACKLE: Come back here with the Tackle ability to get past the large stone blocks. Be VERY careful around the Stone Armors and Zombie Thiefs within. At the end of the passage is an MP Max Increase. =============== PART C WALKTHROUGH =============== ~ ROOM 1-C ~ Enemies: Gremlin, Skeleton, Bat Sub-Weapons: Dagger Level-Up Items: None Room 1-C leads to your first Boss battle, but don't head there just yet. This room is filled with tons of angry Gremlins, who oftentimes get in your way and will throw spears at you. Try to defeat them before they can get close. Your first stop should be Room 12-B, then to Room 2-C. After you've gotten the Level-Up Items in these rooms, go around gaining experience. You should be at Level 5 or 6 for this upcoming battle. When all is well, head back to the Save Room. Save and heal up before the battle, then carefully head through Room 1-C (try not to get hit) to the upper left corner. Enter the gate to fight the boss. ~ ROOM 2-C ~ Enemies: Hopper Sub-Weapons: None Level-Up Items: MP Room 2-C is a horizontal room with several attacking Hoppers. Other than the jumpy Hoppers, there's nothing to worry about. Just hit them as they leap (or crouch down and attack) to defeat them. Grab the MP Max Increase and head back out. ===== CATACOMBS BOSS: CERBERUS ===== Recommended Level: 5-6 + Sub-Weapon: Axe/Holy Water DSS: Fire Whip Cerberus is a large, canine-like creature that is very quick and very aggressive. You should have the cards by now to make the Fire Whip, which will increase your strength a bit. As with most of the other bosses, the key is learning how to avoid the attacks. When Cerberus glows blue, he will pounce. When he howls, he will either summon two electricity-shooting globes (which form a sort of shield around him) or leap to a higher ledge and emit a powerful laser. To avoid leaps, the best strategy is to jump on the higher ledges and run like the wind to one of the ends of the room. When he summons the electric orbs, throw Axes at him through the electric shots. The best time to attack is when he's firing the laser. Whenever he gets on a higher ledge, quickly dash behind him, where you can safely attack him. Also attack whenever he's on the ground moving slowly (if you've decided to bring Holy Water, this is a good time to use it). Cerberus doesn't have a whole lot of HP, so it shouldn't be a big problem defeating him. ~ ROOM 3-C ~ Enemies: None Sub-Weapons: None Level-Up Items: None After defeating Cerberus, immediately head into Room 3-C. Don't worry, there aren't any enemies inside. However, a very valuable Magic item is inside: Double. You'll be using this move a ton from now on. Whenever you're in mid-air, press the jump button to jump without starting from the ground. This can add an extra jump onto normal jumps, thus the name Double. Grab it and head back to the Save Room to heal up and save your game. Then proceed on through Room 4-C. ~ ROOM 4-C ~ Enemies: Coffin, Mummy Sub-Weapons: Holy Water Level-Up Items: None The first stretch of this room contains several Coffins, enemies that are unique to this area of the game. Every few seconds, the Coffins will open up and drop out groups of three Mummies. Attack the strong Mummies before they reach you, but center your attention on dispatching the Coffins. When you come to the end of the room, use your new Double skill to go upwards. On the wall to the right at the top is a hidden room (Room 5-C). Break it open with your whip. ~ ROOM 5-C ~ Enemies: Coffin, Mummy Sub-Weapons: None Level-Up Items: HP Break this room open from Room 4-C and defeat the Mummies/Coffin inside to get to the luscious HP Max Increase. _________________________________________________________________________ / _____________________________________________________________________ \ / / \ \ \ \ =============== LEVEL 2: ABYSS STAIRWAY =============== \ \ \ \_____________________________________________________________________/ / \_________________________________________________________________________/ After trudging through the murky depths of the Catacombs, it's time to make your way back up into the Castle. The Abyss Stairway, a long, upward path that leads from the Catacombs to the Audience Room, is the only way you can get up there now. There isn't a boss in this area, but be prepared for hordes of monsters to attack. ~ LEVEL DIRECTIONS ~ Follow these directions to get through the Abyss Stairway (these directions bypass any unnecessary rooms, only listing the basic way through the Level). Room 1-A --> Room 2-A --> Room 1-B --> Room 2-B --> Audience Room ===== ABYSS STAIRWAY LEVEL MAP (PARTS A & B) ===== b ^ _____| | | a | | | Audience ^ | | | Room _ | _______ _____ | | | _ _______ | | | | |ROOM | | | | | | | | | | | _____| | | |2-B | | ROOM | | |ROOM | | | | | | | |ROOM |4-A ROOM | |ROOM | | | | |_____| | | |_____| _____| |_____ | |ROOM | | | | | |ROOM | 2-B |ROOM | Under- |2-A 3-A |1-A | |1-B SAVE!| |3-B + 4-B ground | |_____| | | |_____| |_____| _____|_____|Gallery | | | | |ROOM | Underground | | | | Cata- | 5-B Waterway | | |_______ _|_ _| combs | |_____| | | | | | | Catacombs | | | | |_ _| | | | | V V a b =============== PART A WALKTHROUGH =============== ~ ROOM 1-A ~ Enemies: None Sub-Weapons: Axe Level-Up Items: None Room 1-A is where you'll enter from Part C of the Catacombs. However, you can only climb about halfway up the tall room. Head to the bottom and through a tiny part of the Catacombs to the other side, Room 2-A. Go around Room 2-A to the top of Room 1-A, where you can then go down to get to Room 4-A. ~ ROOM 2-A ~ Enemies: Axe Armor Sub-Weapons: Dagger Level-Up Items: None Room 2-A will take you up to Part B of the Abyss Stairway. Simply ascend the platforms to the top to get there. Also, between the first and second platforms from the bottom that are on the right wall is a hidden room. Break it open. ~ ROOM 3-A ~ Enemies: Slime, Axe Armor Sub-Weapons: None Level-Up Items: MP Get here from Room 2-A. Defeat the Slime before the Axe Armor can throw his axe, then duck down and snap your whip a few times to defeat it. The MP Max Increase is all yours. ~ ROOM 4-A ~ Enemies: Skeleton Sub-Weapons: None Level-Up Items: HP Access this small room from Room 1-A. Inside is a Heart Max Increase guarded by a Skeleton. =============== PART B WALKTHROUGH =============== ~ ROOM 1-B ~ Enemies: Bone Head Sub-Weapons: None Level-Up Items: None Simply climb up this passage using the Double jump, being careful to watch out for collapsing platforms and the Blue Shots of the Bone Heads. Enter the door to your right to get to Room 2-B. ROC'S WING: Details currently unavailable. ~ ROOM 2-B ~ Enemies: Bone Head, Gremlin, Skeleton Sub-Weapons: None Level-Up Items: None This is a very large, tall passage. Along the way you'll encounter many Gremlins, Skeletons, and Bone Heads. The ascending pattern repeats itself, so you won't have much trouble getting up. Just watch out for the Skeletons and you'll be fine. Go all the way to the top to exit into the Audience Room. KICK BOOTS: Return here with the Kick Boots to get to the Eternal Corridor. The shaft you must kick up is at the very bottom right of the large portion of the room. ~ ROOM 3-B ~ Enemies: Skeleton Soldier Sub-Weapons: None Level-Up Items: Heart Break this room open from the left wall one story above the entrance in Room 2-B. Inside is a Heart Max Increase. ~ ROOM 4-B ~ Enemies: None Sub-Weapons: None Level-Up Items: None STATUE BREAK: After you destroy all the statues, you can go into the Underground Gallery from this room. ~ ROOM 5-B ~ Enemies: None Sub-Weapons: None Level-Up Items: None STATUE BREAK: After you break all of the statues, you can enter the Underground Waterway from here. _________________________________________________________________________ / _____________________________________________________________________ \ / / \ \ \ \ =============== LEVEL 3: AUDIENCE ROOM =============== \ \ \ \_____________________________________________________________________/ / \_________________________________________________________________________/ The Audience Room is the main portion of the base floor of Dracula's Castle. Through its winding, tortuous corridors, you'll encounter many new diabolical creations that haunt the castle floor. Also waiting for your arrival is a treacherous boss. This is one of the largest and most space-spanning areas you'll encounter. ~ LEVEL DIRECTIONS ~ Follow these directions to get through the Audience Room (these directions bypass any unnecessary rooms, only listing the basic way through the Level). Room 1-A --> Room 2-A --> Room 4-A --> Room 6-A --> Outer Wall --> Room 1-B --> Room 3-B --> Room 1-C --> Room 5-B --> Room 7-B --> Audience Room Boss --> Room 8-B --> Machine Tower ===== AUDIENCE ROOM LEVEL MAP (PART A) ===== Outer Wall _____________ ^ _ ___________ | | | | b | ROOM 9-A | ^ _____ _____| |___________| | | |ROOM | | |ROOM | | |5-A + ROOM 8-A | _____ ___________ _____| |_____| |_____ |_____| |ROOM | | | | | |3-A + ROOM 4-A SAVE!| 6-A | |_____| |_________________ |_____| |___________ | | | | | | Machine Tower ROOM ROOM 1-A | ROOM 7-A | _____________| |___________ |_____|_________________|___________| | 2-A | | | Triumph | | ROOM 10-A --> a Hallway _____| | |_ _|_____________________________ | | | Ceremonial| |WARP! Room | Abyss |_____|___________| | Stairway =============== PART A WALKTHROUGH =============== ~ ROOM 1-A ~ Enemies: Axe Armor Sub-Weapons: None Level-Up Items: None Coming out from the Abyss Stairway, you can either go upor to the right. Since the path to thr right is blocked by a stone you can't break (yet), go upwards. Quickly go up the breaking platforms, then down to the left to get to the next room. ~ ROOM 2-A ~ Enemies: Skeleton Sub-Weapons: None Level-Up Items: None This winding room is filled with many bone-throwing Skeletons, so constantly be on your guard for attacks. This room is sort of a hub, connecting to a Warp Point, the Ceremonial room, Triumph Hallway, the Machine Tower, and the later parts of the Audience Room. On your first trip through, go down to the bottom of the room, to the left, then up to the top. Go to the right to get to the next room. Don't miss the Hidden Room in the upper left corner here. ~ ROOM 3-A ~ Enemies: Skeleton Soldier Sub-Weapons: None Level-Up Items: Heart This Hidden Room is accessed from the upper left corner of Room 2-A. If you can make it past the deadly Skeleton Soldier within (it'll be excruciatingly difficult!), then the Heart Max Increase will be yours. ~ ROOM 4-A ~ Enemies: Axe Armor, Skeleton Soldier Sub-Weapons: Axe Level-Up Items: None This long, branching room connects several different areas of the Audience Room. Heading from Room 3-A, one should go straight down the hallway to the Save Room. Watch out for the hordes of Axe Armors and Skeleton Soldiers along the way (utilizing Sub-Weapons may be helpful). Take the upper path on the right side of the room to continue on through the Audience Room. ~ ROOM 5-A ~ Enemies: Axe Armor Sub-Weapons: None Level-Up Items: MP If you take the upper route in the right end of Room 4-A, break the wall open on the left at the top of the passage to reveal this Hidden Room. Inside is an Axe Armor guarding an MP Max Increase. ~ ROOM 6-A ~ Enemies: Electric Skeleton, Skeleton, Skeleton Soldier, Slime Sub-Weapons: None Level-Up Items: Heart This large area has many different paths you can take. Several rooms with Level-Up items branch off the right end. If you entered from the upper path in Room 5-A, start by following the level you are on straight to the right. When you get to a hole, be prepared for a tricky jump. The wall right above the hole will make the jump tricky. Run to the very edge of the platform and jump, hitting your head on the bottom of the wall. When you begin to fall, use the Double to leap again to the other side. Down just a little further is Room 8-A. After grabbing what's inside, go back and fall down the hole. You'll land right next to a Heart Max Increase. Pick it up, then head to the left and down. At the bottom, head left again to arrive at the lower path in Room 5-A. Go back to the upper path and re-enter Room 6-A. This time you'll want to head towards the Outer Wall. Jump up to the first upper path, then left to the next higher path. Continue down and jump up into the opening at the end to reach the Outer Wall. ~ ROOM 7-A ~ Enemies: Currently Unknown Sub-Weapons: None Level-Up Items: MP HEAVY RING: Details Currently Unavailable ~ ROOM 8-A ~ Enemies: Axe Armor Sub-Weapons: None Level-Up Items: HP This small room contains an HP Max Increase. Defeat the Axe Armor in front of it to grab it safely. ~ ROOM 9-A ~ Enemies: Heat Shade Sub-Weapons: None Level-Up Items: HP TACKLE: With the Tackle move, head back to this area. Smash the block and progress to the end of the room to find an HP Max Increase. ~ ROOM 10-A ~ Enemies: Axe Armor, Slime Sub-Weapons: Dagger, Holy Water Level-Up Items: None Like several other passage in the Audience Room, Room 10-A is littered with Axe Armors. Also added into the mix are Slimes. In the middle of this room, between the two gray stones, are the Dagger and Holy Water Sub-Weapons. TACKLE: Once you've beaten the Audience Room Boss and have learned how to Tackle, you can take out the gray stone block in this room, effectively creating a shortcut between Room 1-A and Room 7-B. ===== AUDIENCE ROOM LEVEL MAP (PART B) ===== _____ | | | | Outer Outer |ROOM | Wall Wall | | _____ _______ ___________________|2-B | | | | | |WARP! ROOM 1-B Battle Arena _________________|_____| ___________ |_____| | | | | | | | | AUDIENCE | | | SAVE!| _____| ROOM | |___________|___________|_ _|_____| |ROOM | | | | |8-B BOSS ROOM | ROOM 3-B --> c |_____|___________| |___________________________________| | 7-B | | | | ROOM 5-B | ROOM 4-B + --> d ____________| |_________________ |___________| | | | |ROOM | | a <-- SAVE!| |6-B + --> e ____________|___________|_____| |_____|_________________| =============== PART B WALKTHROUGH =============== ~ ROOM 1-B ~ Enemies: Electric Skeleton, Skeleton Soldier Sub-Weapons: None Level-Up Items: None After a brief escapade out on the Outer Wall, you'll return to the Audience Room through Room 1-B. This room is filled with hordes of Skeleton Soldiers and a few Electric Skeletons. As you enter the room, drop down and make your way down the upper path to get to a Warp Room. Enter the door to transport to the Warp Room near Room 2-A in the Audience Room. Step on the switch outside to make it accessible at all times. Warp back and now continue right. At the end, drop down a bit and go to the right to find a Save Room. Save, then go back to the upper right to find the entrance to Room 2-B. When you return, drop all the way to the bottom and into Room 3-B. TACKLE: After learning the Tackle ability by defeating the Audience Room Boss, you can destroy the gray stone block in the lower left corner of this room. This creates a shortcut between this room and Room 7-B. ~ ROOM 2-B ~ Enemies: None Sub-Weapons: None Level-Up Items: MP, Heart Enter this room from the upper right portion of Room 1-B. Inside is an MP Max Increase for you to take. ROC'S WING: Return to this room later in the game once you have obtained the Roc's Wing. Leap up to the top of the room to find a Heart Max Increase. ~ ROOM 3-B ~ Enemies: Axe Armor, Devil Tower Sub-Weapons: None Level-Up Items: MP You drop down in the middle of the hallway when you come in here from Room 1-B. If you go left, be prepared to fight some Axe Armors and Devil Towers. However, at the end you'll be rewarded with an MP Max Increase. The short route right leads into Room 1-C. ~ ROOM 4-B ~ Enemies: Devil Tower Sub-Weapons: None Level-Up Items: MP When you enter Room 1-C from Room 3-B, you go down a winding passage to the bottom. Mid-ways down this passage is a breakable wall (on the right). It leads to Room 4-B. A few Devil Towers attack intruders trying to get the MP Max Increase. ~ ROOM 5-B ~ Enemies: Axe Armor, Devil Tower Sub-Weapons: None Level-Up Items: None Room 5-B is similar in many respects to Room 3-B. You'll encounter many Axe Armors and Devil Towers along your way, but nothing else is of any note. You'll emerge in Room 7-B. ~ ROOM 6-B ~ Enemies: Axe Armor Sub-Weapons: None Level-Up Items: HP When Room 5-B starts going up, break open the wall to the left to uncover this room. Inside is an HP Max Increase. ~ ROOM 7-B ~ Enemies: Devil Tower, Electric Skeleton Sub-Weapons: Axe, Holy Water Level-Up Items: None This is the final room you will enter before facing off against this level's boss. Your first priority should be to get to the Save Room in the lower right corner of this area. After saving, go around the room leveling up and collecting potions. When you're up to it, it's time to face the boss. Make your way up through the room, running across the large gaps using the collapsible platforms and Double jumps to help you. At the very top of the room is a shortcut that will be accessible after you beat the boss. To get to the boss room, go to the left of the last collapsible platform and enter the large gate. ===== AUDIENCE ROOM BOSS: NECROMANCER ===== Recommended Level: 9-10 + Sub-Weapon: Axe DSS: Venus/Salamander -or- Venus/Serpent The Necromancer can be tough if you're not ready for him. Be sure to go in with your best Armor on and with a healthy number of Potions. The Necromancer takes on two forms. Fitting to his name, the Necromancer also summons Undead creatures. 1. FORM ONE: Cloaked Necromancer The Cloaked Necromancer is who you will fight first. His first attack is to float around the room with a protective ring of orbs protecting him. Don't touch these orbs, or you'll get hurt. After a short while, he will fire off half of these orbs at you, then the other half. When all of the orbs are gone, he'll summon several Zombies to attack you. The best time to attack him is when he is standing still, summoning the Zombies. If you rest on the upper platform, you'll be able to get in a lot of hits. It's also good to hit him when he's floating around with the orbs around him, but be sure to be running when he fires them off. If you keep on the move, they probably won't hit you. The Axe is quite useful when the Necromancer is too high for your whip to reach. 2. FORM TWO: Skeleton Necromancer About halfway through the battle, The Necromancer will turn into a flying, giant skeleton creature. With this transformation, his attacks will also change. In addition to flying around, he usually swoops down to attack you. He will also gain energy and turn into a glowing ball, propelling himself around the room at high speeds. Finally, instead of summoning Zombies, he will summon the more troublesome Skeleton. Use the same basic strategy on this form as you did the last: it's easiest to hit him when he's still and flying around. He will generally stay closer to the ground in this form, so let your whip do most of the talking. When he turns into the glowing orb, run to the entrance/exit door and duck to protect yourself the best. Make defeating Skeletons your top priority when he summons them, because their bone throw will get annoying really fast. Keep at it and the Necromancer will soon fall, allowing you to get the Magic Item in Room 8-B and continue on your quest through the Castle. ~ ROOM 8-B ~ Enemies: None Sub-Weapons: None Level-Up Items: None After defeating the Necromancer, walk in here to find your reward. It's the Tackle Magic Item. With it, you can break the gray stone blocks and harm enemies. Scurry on back to a Save Point afterwards, then take Room 10-A back to Room 2-A, where you can continue on into the Machine Tower. ===== AUDIENCE ROOM LEVEL MAP (PART C & PART D) ===== _________________________________________ _______________________ | | | | ROOM 1-D | ROOM | | _____________________________ | | Machine | | | | 3-D | | | | | Tower |_____| |_ _|_ ___________________| | | __________________ | | | | | | c <-- | | ROOM | | |_____ | | | | | | d <-- ROOM 1-C --> f | 2-D | | | | | | | | | e <-- | | | |________________________| | | | _____| | | | | ________________________ | | ____________ | | | | f <-- ROOM 2-C --> g | | g <-- ROOM 2-C | |________________________ | | ____________| | | | | |_ | _| V b =============== PART C WALKTHROUGH =============== ~ ROOM 1-C ~ Enemies: Clinking Man, Fleaman, Will O' Wisp Sub-Weapons: Dagger Level-Up Items: Heart (x2) Go all the way down to the bottom of the room after you enter Room 1-C. If you go to the right, you can climb up a series of platforms in a wide-open area to get to a Heart Max Increase. To the left is the exit to Room 5-B. KICK BOOTS: Head to the top left section of the open area in the room. There will be a small wall that allows you to use the Kick Boots to ascend. Kick your way up to the top, and head to the right to find a Heart Max Increase. KICK BOOTS: At the far right end of the room, you will need the Kick Boots to leap upwards. This path will take you to Room 2-C. ~ ROOM 2-C ~ Enemies: Skeleton Athlete Sub-Weapons: None Level-Up Items: HP This long passage is full of several speedy Skeleton Athletes and many torches with small hearts. At the very end of the room is an HP Max Increase. =============== PART D WALKTHROUGH =============== ~ ROOM 1-D ~ Enemies: Hyena, Skeleton Knight, Werewolf Sub-Weapons: None Level-Up Items: None The route through Part D is the quickest way to get from the top of the Machine Tower to the Audience Room. The first room has groups of gun-toting Hyenas and speedy Werewolves. Carefully make your way through the enemies until the passage starts heading downward. This will lead you into Room 2-D. ~ ROOM 2-D ~ Enemies: Gargoyle Sub-Weapons: None Level-Up Items: None This vertical stretch of the castle is filled with Gargoyles, stronger versions of the Gremlins you encountered in the Abyss Stairway. Simply make your way down the tower, attacking any Gargoyles that get in your way. You'll emerge in 4-A of the Audience Room. ROC WING: Details Currently Unavailable. ~ ROOM 3-D ~ Enemies: Currently Unknown Sub-Weapons: Dagger, Axe, Holy Water, Stopwatch, Crucifix Level-Up Items: MP, Heart *COMING SOON!* _________________________________________________________________________ / _____________________________________________________________________ \ / / \ \ \ \ =============== LEVEL 4: OUTER WALL =============== \ \ \ \_____________________________________________________________________/ / \_________________________________________________________________________/ The Outer Wall consists of two large rooms that take place in an open area of the castle. This area is sort of a ruin, with pillars strewn all across. It's a large, wide-open space, but the Level itself is quite short, mainly a way to get from different parts of the Audience Room quickly. ~ LEVEL DIRECTIONS ~ Follow these directions to get through the Outer Wall (these directions bypass any unnecessary rooms, only listing the basic way through the Level). Room 1 --> Room 3 --> Audience Room ===== OUTER WALL LEVEL MAP ===== _______ _ _____ _________________ | | | | | | | | | | | | | |_____| | | | | | | | | | | | | | | ROOM 3 | | ROOM 1 | | | | | | | | |_____| | | | | | | |_ _______________ + _|___________________ _| | | | ROOM 2 | |___________| =============== LEVEL WALKTHROUGH =============== ~ ROOM 1 ~ Enemies: Electric Skeleton, Skeleton Bomber, Will O' Wisp Sub-Weapons: Holy Water Level-Up Items: MP Heading through Room 1 for the first time can be tricky with the Skeleton Bombers throwing their bombs atop high perches. Make sure the Skeleton Bombers aren't about to chuck a bomb before you begin to ascend the pillars. If you fall down to the ground near the right side of the room, you can make it up to the exit by Double jumping from the small pillar fragment to the left. ROC WING: Details Currently Unavailable ~ ROOM 2 ~ Enemies: Axe Armor, Electric Skeleton Sub-Weapons: None Level-Up Items: Heart Room 2 is hidden quite nicely from the rest of the Outer Wall. There aren't to many Hidden Rooms that you break open the floor to get to, so finding Room 2 is quite difficult. Head to the very right of Room 1 and drop to the ground. About one pillar's width away from the right wall is the spot you need to break open. Use an Axe to do this. Drop down inside to find a Heart Max Increase guarded by an Axe Armor and Electric Skeleton. ~ ROOM 3 ~ Enemies: Brain Float, Electric Skeleton, Skeleton Bomber Sub-Weapons: Axe, Dagger Level-Up Items: HP Room 3 is pretty similar to Room 1, but some annoying Brain Floats replace those Will O' Wisps. Like you did before, cautiously approach Skeleton Bombers. In the middle of the room are those Brain Floats. You can, in fact, us them to climb to the top of the room. How, you say? Why, with a trusty Serpent/Mercury or Cockatrice/Mercury DSS Combination, of course! These two will immobilize the Brain Floats and turn them into suitable platforms. Just be careful when climbing them, as they don't stay frozen/stoned (he he) for very long. Navigate through the ruins and broken pillars at the top to get to an HP Max Increase. You can also get to the top using the Roc's Wing, but you'll have to dodge the Brain Floats as you jump. _________________________________________________________________________ / _____________________________________________________________________ \ / / \ \ \ \ =============== LEVEL 5: TRIUMPH HALLWAY =============== \ \ \ \_____________________________________________________________________/ / \_________________________________________________________________________/ The only entrance to the Castle from the outside world, the Triumph Hallway includes the front gate and the first hallways that people see when traversing Dracula's domain. While the gate is locked and there's no turning back, various treasures await in this gloomy entrance to the castle. ===== TRIUMP HALLWAY LEVEL MAP ===== _____ | | | | | | _____ _______________________ | | |ROOM | | | | | 2 + Audience Room | |_____ _________________|_____| ROOM 1 _____| | | | | | ROOM 4 ROOM 3 | |___________|_______________________|_____________ _| Underground Warehouse =============== LEVEL WALKTHROUGH =============== ~ ROOM 1 ~ Enemies: Clinking Man, Skeleton, Will O' Wisp Sub-Weapons: Dagger Level-Up Items: None This long passage leading from the Audience room leads off the Triumph Hallway. It is filled with Clinking Men, Will O' Wisps, and Skeletons. Don't move to hastily and defeat every enemy you come across to make it by safely. HEAVY RING: With the Heavy Ring in your hands, you'll be able to push the large box out of the way and enter the Underground Warehouse. ~ ROOM 2 ~ Enemies: Fleaman Sub-Weapons: None Level-Up Items: HP When the Room 1 passage starts to head downward, head to the upper left corner. Break open the wall at the end of the platform to uncover Room 2. Inside are a couple Fleamen which are quite troublesome on the downward slope. Jump over them and attack from behind. Pick up the HP Max Increase when you've taken care of them. ~ ROOM 3 ~ Enemies: Will O' Wisp, Zombie Sub-Weapons: None Level-Up Items: None This is the entrance hallway to the castle. Zombies constantly pop out of the ground here, making quick travel difficult. The Jupiter/Griffin shield works well getting through, if you have it. Making it through here is more pesky than it is difficult. ~ ROOM 4 ~ Enemies: Flame Armor Sub-Weapons: Crucifix Level-Up Items: HP This is one of the few outside areas of the Castle, and most notably is the entrance gate. Guarding it is the fearsome Flame Armor. The powerful Crucifix can be found nearby and will make quick work of the fiery Armor. ROC'S WING: With the Roc's Wing in tow, head all the way to the left end of this room and leap upwards. At the top of the chamber is an HP Max Increase. _________________________________________________________________________ / _____________________________________________________________________ \ / / \ \ \ \ =============== LEVEL 6: MACHINE TOWER =============== \ \ \ \_____________________________________________________________________/ / \_________________________________________________________________________/ Nestled in the upper-left corner of the castle, the Machine Tower is filled with gears, moving platforms, and other machines, thus earning its name. This area focuses a lot of tricky platforming, so learn how to maneuver Nathan effectively. ~ LEVEL DIRECTIONS ~ Follow these directions to get through the Machine Tower (these directions bypass any unnecessary rooms, only listing the basic way through the Level). Room 1-A --> Room 2-A --> Room 1-B --> Room 6-B --> Room 9-B --> Room 10-B --> Machine Tower Boss --> Room 12-B --> Eternal Corridor ===== MACHINE TOWER LEVEL MAP (PART A) ===== a ^ _____ _______ | _ _____ |ROOM | | | |4-A + |ROOM | |_____| | | | | 5-A | | | | ROOM 2-A |_____|_____ | | | | ROOM 3-A | _____| |_____ | | | | | | | | SAVE!| | | |_____________ _|_____|_____| | | | |ROOM | | | | ROOM 1-A |_____________________________ | 6-A | | | Audience Room | |_______________________________________________| | | | | ROOM 7-A | |_____|___________| =============== PART A WALKTHROUGH =============== ~ ROOM 1-A ~ Enemies: Ectoplasm, Skeleton Knight, Zombie Thief Sub-Weapons: None Level-Up Items: None Room 1-A is a long corridor that leads to the Machine Tower. Tons of Ectoplasms will pop out of nowhere, so be careful yet quick in getting through. The path splits in two, one leading upward and towards Room 2-A, and one leading to Room 6-A. Skip 6-A for now, as there's nothing you can get there. ~ ROOM 2-A ~ Enemies: Fox Archer, Medusa Head Sub-Weapons: Axe, Dagger, Holy Water, Stopwatch Level-Up Items: Heart Room 2-A is one of the larger rooms in the Machine Tower. It is filled with many vertically and horizontally moving platforms, and your goal is to make it to the top. Along the way, you'll come across Fox Archers and Medusa Heads. Destroy the Medusa Heads when they're coming at you and be sure to wait until after a Fox Archer has fired to leap in and attack. Patience will serve you well; jumping too quickly or too carelessly will more often than not send you careening back down to the very bottom. To get the Heart Max Increase, go all the way to the very left from the start and climb up the platforms in the tall passage. At the top is the Heart Max Increase. ~ ROOM 3-A ~ Enemies: Fox Archer, Medusa Head, Skeleton Knight Sub-Weapons: None Level-Up Items: HP Entering this room, head right and drop all the way to the bottom. This is where the HP Max Increase can be found. Now climb back up the platforms to the very top, then break the stone to get back to the entrance. ~ ROOM 4-A ~ Enemies: Heat Shade Sub-Weapons: None Level-Up Items: MP At the very top of Room 2-A, going right will lead to the entrance to Room 1-B. Going left will lead to a dead-end. But is it really a dead-end? NO!!! Break up the wall to find a secret room. Kill the dangerous Heat Shade, then grab the MP Max Increase. ~ ROOM 5-A ~ Enemies: Currently Unknown Sub-Weapons: Stopwatch Level-Up Items: MP ROC'S WING: Description Currently Unavailable. ~ ROOM 6-A ~ Enemies: Currently Unknown Sub-Weapons: Currently Unknown Level-Up Items: Currently Unknown ROC'S WING: Description Currently Unavailable. ~ ROOM 7-A ~ Enemies: Sub-Weapons: Level-Up Items: HEAVY RING: Description currently unavailable. ===== MACHINE TOWER LEVEL MAP (PART B) ===== ___________ _____ | |ROOM | | ROOM +11-B | | |_____|___________ ___________ | 10-B | MACHINE | | | TOWER BOSS ROOM 12-B | _____|_ _____________|___________|___________| | | | | |SAVE! ROOM 9-B | |_____|_____________________________| | | | ROOM | | ROOM 8-B Audience Room (Part D) |___________________________________| 6-B |_____ | | | | |ROOM | | | 7-B | | _____| | ROOM 1-B |___________|_____| | | | | |ROOM | |ROOM | ROOM 5-B | + 3-B | | |___________| ___________| |_____| |13-B | | | | |ROOM | ROOM | | | |SAVE! | |4-B | | |_____|_____| |_____|_____| 2-B | | | | | | | |_________________|_____________ | _|___________| V a =============== PART B WALKTHROUGH =============== ~ ROOM 1-B ~ Enemies: Fox Archer, Heat Shade, Medusa Head Sub-Weapons: None Level-Up Items: None As you enter Room 1-B, you'll notice some difficult terrain to the left. Navigating it with the pesky Fire Shades summoning fireballs to hit you is difficult. It's easiest to stay on level ground and quickly get off a few whip hits. Head over to the left and follow the path upwards. Soon it'll span off to both the left and right. The horizontally moving platforms will take you upwards. Be extra careful around the Heat Shade in the middle of the room (an Axe Sub-Weapon will be helpful). From here, go to the left to find Room 5-B (jump up and crouch to get under the electric ceiling), or more importantly, right to get to Room 6-B and the next part of the Machine Tower. ~ ROOM 2-B ~ Enemies: Skeleton, Thunder Demon Sub-Weapons: Dagger, Holy Water, Stopwatch Level-Up Items: HP Mid-way up Room 1-B, there's an area of solid ground beneath several horizontally moving platforms. If you go all the way to the right and up a tad, there's a narrow tunnel. Slide into it to get to Room 2-B. Inside is a twisting passage. On your trek through the area, two powerful Thunder Demons will try to stop you. Take your time and wait patiently as you defeat them. When you get to the very bottom of the room, climb up the horizontally moving platforms to the top. Head left when you reach solid ground into Room 4-B. Head back out to the left by sliding. You'll emerge at the entrance to Room 1-B. ~ ROOM 3-B ~ Enemies: Fox Archer Sub-Weapons: None Level-Up Items: HP An offshoot from the larger Room 2-B, 3-B's entrance is found in the upper right corner of 2-B. Inside is a Fox Archer guarding a valuable HP Max. Increase. ~ ROOM 4-B ~ Enemies: Stone Armor Sub-Weapons: None Level-Up Items: HP You will arrive at this room from Room 2-B. Inside is a Stone Armor and an HP Max Increase. ~ ROOM 5-B ~ Enemies: Currently Unknown Sub-Weapons: Currently Unknown Level-Up Items: Currently Unknown *Details Currently Unavailable ~ ROOM 6-B ~ Enemies: Fox Archer, Heat Shade, Slime Sub-Weapons: None Level-Up Items: This chamber leads you up to near the top of the Machine Tower. Head to the right and break the stone to get by. Continue going up until you reach a second stone block. Break it and jump to the ledge above. The third stone block is just ahead. If you break it, you can continue down a passage to come to Room 8-B. If you want to go further into the Machine Tower, instead use the block as a stepping stone and jump up to the last stone block. Head to the left into Room 9-B. ~ ROOM 7-B ~ Enemies: Stone Armor Sub-Weapons: None Level-Up Items: MP This small room is found through a wide-open door in the lower right corner of Room 6-B. Enter, defeat the Stone Armor, and pick up your prize (an MP Max Increase). ~ ROOM 8-B ~ Enemies: Fox Archer, Stone Armor Sub-Weapons: Axe Level-Up Items: Heart This long passage follows an enemy pattern three times over: a Stone Armor attacking with a Fox Archer being him. This makes things tricky, as you can't jump over the Stone Armor with ease to defeat the Fox Archer. Instead, you'll have to attack the Stone Armor first. To avoid the arrows of the Fox Archer, use your whip when the arrows start getting near to destroy them. At the end of the passage is a Heart Max Increase. ~ ROOM 9-B ~ Enemies: Earth Armor, Slime Sub-Weapons: Axe Level-Up Items: None Room 9-B is another long path that leads to the final Save Point before the Machine Tower Boss. Along the way, keep an eye on the ceiling for Slimes that may drop down and an eye on the Earth Armors so you can jump when they send earthquakes through the ground. At the end, the path splits. The lower one leads to the Save Point, the other to Room 10-B. ~ ROOM 10-B ~ Enemies: Fox Archer, Heat Shade Sub-Weapons: Dagger Level-Up Items: None This is the final Room before the Machine Tower Boss. It curves up and then down, then to the right to the boss' chamber. Defeating the Fox Archers along the way is a piece of cake, and the Heat Shades aren't particularly troublesome either. ~ ROOM 11-B ~ Enemies: Thunder Demon Sub-Weapons: Crucifix Level-Up Items: MP Break a section of the wall in the upper right corner of Room 11-B to uncover this hidden room. Inside is a Thunder Demon. He can't move much in this small space, so take advantage of the situation. An MP Max Increase is found here, but more notably is the Crucifix. ===== MACHINE TOWER BOSS: IRON GOLEM ===== Recommended Level: 14-15+ Sub-Weapon: Crucifix DSS: Jupiter/Salamander The Iron Golem is one of the easier bosses you'll face in the game. He has three moves. The first is to smash the ground, causing an earthquake (and also damage to you if you're not in the air). Moments after this attack, gears from above will fall down. Look above to see where they are after each earthquake so you can try to avoid them. A good shield will help you as well, if you have the Jupiter card yet. The second attack is a powerful Flare Punch. Dash away as soon as you see the Iron Golem wind up. He doesn't do this all too often. The final move is to heal himself. He does a decent job at it, too. The Crucifix weapon is incredibly helpful, as well as shields that can inflict damage (like the Jupiter/Salamander Combo). He doesn't have a lot of HP, so the battle will be over fairly quickly. ~ ROOM 12-B ~ Enemies: None Sub-Weapons: Stopwatch Level-Up Items: None After the battle with the Iron Golem and a brief conversation with Hugh, waltz into the next room and claim your prize. It's the Kick Boots, a pair of lightweight shoes that will allow you to kick off of walls and go up narrow passages without any stairs. After you're done here, head back to the Abyss Stairway and find the entrance to the Eternal Corridor. ~ ROOM 13-B ~ Enemies: Fox Archer, Skeleton, Skeleton Boomerang, Skeleton Knight Sub-Weapons: Dagger, Stopwatch Level-Up Items: HP Enter this room from the bottom left corner of 1-B. Make your way down the path until you get to the tall shaft. KICK BOOTS: After you've defeated the Iron Golem and get the Kick Boots, return to this room and wall kick your way up the tall shaft. Above you will find several Skeleton Boomerangs. Wait for them to throw the Boomerangs, then attack. Continue through this area until you reach the HP Max Increase at the very end. _________________________________________________________________________ / _____________________________________________________________________ \ / / \ \ \ \ =============== LEVEL 7: ETERNAL CORRIDOR =============== \ \ \ \_____________________________________________________________________/ / \_________________________________________________________________________/ Though it doesn't go on eternally, the Eternal Corridor is one of the longest stretches of horizontal hallways in the Castle. In it are quite a few tough enemies. The Corridor basically serves as a connection route between the Abyss Stairway and the Chapel Tower. ~ LEVEL DIRECTIONS ~ Follow these directions to get through the Eternal Corridor (these directions bypass any unnecessary rooms, only listing the basic way through the Level). Room 1-A --> Room 2-A --> Room 3-A --> Room 4-A --> Room 1-B --> Room 2-B --> Room 3-B --> Chapel Tower ===== ETERNAL CORRIDOR LEVEL MAP (PARTS A & B) ===== S A t _______________________ _______________________ _______________________ b a | | | | y i ROOM 1-A ROOM 2-A ROOM 3-A --> a s r |_______________________|_______________________|_______________________| s w a y _______________________ _______________________ ___________ | | | | a <-- ROOM 4-A ROOM 1-B Chapel Tower |_______________________| _________________| |_____ |ROOM | |ROOM | | | | 5-B + 4-B | | ROOM WARP!| |_____|_____|_____| | |_____| | 2-B | | | _____| | |ROOM | | |3-B + Underground |_____|___________| Waterway =============== PART A WALKTHROUGH =============== ~ ROOM 1-A ~ Enemies: Ectoplasm, Gorgon Sub-Weapons: Dagger Level-Up Items: None The first hall in the Eternal Corridor is one of the more difficult ones. The large bulls known as Gorgon shoot petrifying smoke from their snouts, something you must dodge. However, to make it harder to dodge (as well as get through the tough skin of the Gorgon to defeat it), as many Ectoplasms floating around, constantly getting in the way. Concentrate on the Gorgon, but don't let the Ectoplasms overwhelm you. ~ ROOM 2-A ~ Enemies: Flame Demon, Skeleton Knight Sub-Weapons: Axe Level-Up Items: None The second room is also a very difficult part of the Corridor. In particular, the Flame Demon is a lethal foe. At this time it'll take quite a few hits to take him out, so it's probably just best to run by. The Skeleton Knights won't put up much of a fight. ~ ROOM 3-A ~ Enemies: Beast Demon, Were-bear Sub-Weapons: None Level-Up Items: None The two enemies that inhabit this room are quite large and appear fearsome, but are actually not very hard to take out if you know what to do. Keep your distance from the Were-bears and concentrate on dodging the shots of the Beats Demon to make it through with relatively little damage accumulated. ~ ROOM 4-A ~ Enemies: Evil Hand, Flame Demon Sub-Weapons: Holy Water Level-Up Items: None The last room also contains the difficult Flame Demon, but also Evil Hands. Evil Hands aren't hard to defeat or dodge, but if you catches hold of you, it will slow you down dramatically, not letting go for a short while. Defeat the Evil Hands before they have a chance to clutch you. =============== PART B WALKTHROUGH =============== ~ ROOM 1-B ~ Enemies: Beast Demon, Gorgon Sub-Weapons: None Level-Up Items: None This room is partly a continuation of the hallways of Part A with its tough characters (Beast Demon, Gorgon), but it also drops down to lead into Room 5-B. If you drop down and slash at the wall to the right, you'll open up the hidden Room 4-B. To head toward the Chapel Tower, continue on towards the right. ~ ROOM 2-B ~ Enemies: Bone Tower, Ghoul, Skeleton Boomerang, Skeleton Knight Sub-Weapons: None Level-Up Items: Heart If you walk straight to the right of this room from the entrance from Room 1-B, you'll go right into the Chapel Tower. The room, however, heads downward, then curves around and heads back up. Dodge the Bone Towers on the way down, carefully make your way through the Ghouls at the bottom, then head up past the Skeleton Boomerangs to reach a Heart Max Increase. The bottom left corner of the room contains a breakable portion of wall leading to Room 3-B. On the right side of the room, you can enter a Warp Room or the Underground Waterway. ~ ROOM 3-B ~ Enemies: Gorgon Sub-Weapons: None Level-Up Items: HP Enter this room from the bottom left corner of Room 2-B. Inside is a Gorgon guarding an HP Max Increase. Be careful not to be hit by the petrifying breath in the small area. ~ ROOM 4-B ~ Enemies: Bone Tower Sub-Weapons: None Level-Up Items: Heart This small room is found in the lower right part of Room 1-B, across from the entrance to Room 5-B. Inside are several Bone Towers guarding a Heart Max Increase. Concentrate on attacking the ones on the ground first, then claim your prize. ~ ROOM 5-B ~ Enemies: None Sub-Weapons: None Level-Up Items: None This small passage leads to the Underground Gallery. You won't be able to enter after you defeat the Chapel Tower Boss. ================================================================= COMING SOON: CHAPEL TOWER AND THE REST OF THE WALKTHROUGH ================================================================= ________________________________________________________________________________ ________ _________________________________________________________________ /()_____(\_______________________________________________________________ \ /) / ___\ \ \ \ / / /) () \ =============== PART 4: GUIDES & INDEXES =============== ) ) \()\ \____ /_____________________________________________________________/ / \ (\_____/(/________________________________________________________________/ \________/ =============== ENEMY GUIDE =============== Without a doubt, the enemies you come across are the main feature in Circle of the Moon. Without them, things would be boring and easy. To ensure lasting freshness (like those gum companies), Konami put a huge amount of enemies in the game. It's taken me a long time, but below are all the stats you could ever want on the enemies... unless you got greedy and wanted things that aren't possible, like the enemies' favorite colors and foods. Greedy pigs. ---~ENEMY GUIDE KEY~------------------------------------------------------------ 1. Name: The name of the enemy. When you attack an enemy, its name will appear on the screen. 2. Hit Points: The amount of HP the enemy has. Since there is no way to find the HP of an enemy simply by pressing a button, I've done this by doing different attacks. Therefore, not all HPs will be 100% accurate, but all will be at least close. 3. Experience: The number of experience points you will gain by defeating the enemy. 4. Attack(s): What attacks the enemy performs. 5. Attack Power: A measure of the enemy's strength, either Very Weak, Weak, Fair, Average, Above Average, Strong, or Very Strong. Attack Power is not just a guess, but instead the result of a study I have performed on the enemies. The enemies' Attack Power is compared to that of other enemies in the same area of the castle. 6. Defensive Power: A measure of the enemy's defense, either Very Weak, Weak, Fair, Average, Above Average, Strong, or Very Strong. Defensive Power is not just a guess, but instead the result of a study I have performed on the enemies. The enemies Defensive Power is compared to that of other enemies in the same area of the castle. 7. Status Effects: If contact with the enemy causes a status abnormality, it will be noted here. 8. Items: A list of the items the enemy may drop. 9. Found: What areas of the castle the enemy will be found. The first area listed is the first area in which you will encounter the enemy. -------------------------------------------------------------------------------- - SKELETON BOMBER - Hit Points: 20 Experience: 4 Attack(s): Bomb Toss Attack Power: Fair Defensive Power: Average Status Effects: None Items: Salamander Card, Potion Found: Catacombs, Outer Wall The Skeleton Bomber is the first enemy you will encounter in the game. It stands stationary in one spot and throws explosives at you. The distance they throw will change depending on where you are. If they throw a bomb, you can either try to hit it with an attack (thus destroying it) or you can get out of the way. The explosion that the bombs leave will stay around for a short while, so don't move in to attack right after it lands. - BAT - Hit Points: 2 Experience: 4 Attack(s): Swoop Attack Power: Very Weak Defensive Power: Very Weak Status Effects: None Items: Wrist Band Found: Catacombs These furry creatures hang from the ceiling, then when you get near, they swoop down for an attack. Since the game is so dark, they sometimes blend into the scenery and it's hard to see them until it's too late. They're quite weak and easy to destroy, however, so they're not much of a threat. You get a decent 4 experience points from them, too. - BONE HEAD - Hit Points: 24 Experience: 7 Attack(s): Blue Shot Attack Power: Weak Defensive Power: Strong Status Effects: None Items: Mercury Card, Heart Found: Catacombs, Abyss Stairway Bone Heads are dinosaur-like skulls that sit on the ceiling or ground and shoot out blasts of blue energy. Contrary to what one might think, this is not ice it shoots. Their attacks are easy to avoid, as the Bone Head slowly opens its mouth well before it attacks. The attack on flies in one direction and at one altitude, too. They have good defense, but that's about it. - POISON WORM - Hit Points: 120 Experience: 14 Attack(s): Poison Worm Drop Attack Power: Very Weak Defensive Power: Weak Status Effects: Poison Items: Antidote, Magic Gauntlet Found: Catacombs The Poison Worms are one of the most annoying creatures you'll face up against early in the game. Poison Worms gather in a large cluster that sticks to the ceiling, and when you approach, it drops individual Poison Worms onto the ground. If you come in contact with these worms, you'll become poisoned. The worst part is that the worms slither just above the ground, so your whip cant hit them even if you crouch. Use the Wind Whip (Mercury/Griffin DSS combination) to defeat them easily, or the Axe if you must. You can also defeat them while they're going up or down a slope. However, these methods may not be available at the time, so in many case you'll just have to avoid them. A good trick to get rid of them is going far out of the screen in the opposite direction. When you come back, they'll be gone. - EARTH DEMON - Hit Points: 150 Experience: 25 Attack(s): Earth Spikes, Sweep Attack Power: Very Strong (Earth Spikes), Average (Sweep) Defensive Power: Strong Status Effects: None Items: Serpent Card, Magic Gauntlet Found: Catacombs The Earth Demon is the first major enemy you will face, and the first of a series of different types of demons. The Earth Demon flies around in the sky, momentarily stopping to make huge spikes shoot out of the ground. You can see where the spikes will start by a white cloud of smoke wafting above the point where they begin. Jump over to spikes to avoid them, then attack while the Earth Dragon is still. He's strong and has good defense, so it may take a while to defeat him. - ZOMBIE - Hit Points: 50 Experience: 2 Attack(s): Life Suck Attack Power: Weak Defensive Power: Weak Status Effects: None Items: Cotton Clothes, Potion Found: Catacombs These undead monsters rise from the ground and lifelessly march towards you, in an attempt to suck your life force. Don't let them get near you, and fend them off with your whip. They come in countless numbers, so it's best just to move on whenever you get a chance. - SKELETON - Hit Points: 25 Experience: 4 Attack(s): Bone Toss Attack Power: Weak Defensive Power: Above Average Status Effects: None Items: Leather Armor, Potion Found: Catacombs, Abyss Stairway, Audience Room, Triumph Hallway, Machine Tower The Skeleton is actually quite similar to the Skeleton Bomber. The main difference is that the normal skeleton throws a bone while the Bomber throws a bomb. The arc of the bone throw is longer, giving more distance to the throw. The bone, however, is weaker than the explosive bomb. This enemy isn't as dangerous as its counterpart you met earlier. - SKELETON SPEAR- Hit Points: 30 Experience: 6 Attack(s): Spear Throw Attack Power: Above Average Defensive Power: Above Average Status Effects: None Items: None Found: Catacombs Another member of the Skeleton clan is the Skeleton Spear. They stay in relatively the same spot and throw spears in a horizontal line across the screen. Be sure not to jump into the path of the spear right when they're throwing (they'll pull back right before they throw) and you'll defeat them with ease. - SPIRIT - Hit Points: 5 Experience: 1 Attack(s): Float Attack Power: Very Weak Defensive Power: Very Weak Status Effects: None Items: Wrist Band Found: Catacombs There are many Spirits living inside the Castle. They appear out of nowhere and float around to attack you. Like Zombies, Spirits attack in unlimited numbers. Don't let their numbers accumulate too much, or you may be in over your head. Quickly make your way through their habitats. - MUDMAN - Hit Points: 30 Experience: 2 Attack(s): Leap Attack Power: Fair Defensive Power: Fair Status Effects: None Items: Cotton Clothes, Mind Restore Found: Catacombs Mudmen are pesky creatures. They appear out of wet, muddy ground, stand still for a second, then propel themselves forward in an attempt to harm you. They appear in unlimited numbers, so moving through would be advisable, but they are rather tricky enemies to dodge, so take your time if needed. - GREMLIN - Hit Points: 30 Experience: 2 Attack(s): Spear Throw, Fly Attack Power: Average (Spear Throw), Fair (Fly) Defensive Power: Average Status Effects: None Items: Wrist Band Found: Catacombs, Abyss Stairway Gremlins are wicked flying beats that soar by for a short period of time, throwing the spears they carry at you if you happen to be below them. They aren't a huge threat, but their unlimited numbers can make them a pain, especially when they suddenly appear out of nowhere. Just be on your guard while traveling through the halls they inhabit. - COFFIN - Hit Points: 200 Experience: 3 Attack(s): Mummy Drop Attack Power: N/A Defensive Power: Average Status Effects: None Items: None Found: Catacombs Most coffins are buried underground, but the ones found in Dracula's Castle are possessed with evil spirits. They hover in the air, and will occasionally drop groups of three Mummies out. They don't attack in any way; they are simply dispensers for the Mummies. Defeat them quickly so you don't get flooded with Mummies. - MUMMY - Hit Points: 100 Experience: 3 Attack(s): Walk Attack Power: Above Average Defensive Power: Above Average Status Effects: None Items: Cotton Clothes, Heart Found: Catacombs Mummies are mindless drones. Once they drop from the Coffins they spawn from, they'll slowly walk towards you in an attempt to inflict damage. They're so slow it's not a problem at all to avoid them. Not much of a threat, but they do have decent Attack and Defensive powers. - HOPPER - Hit Points: 40 Experience: 8 Attack(s): Hop Attack Power: Average Defensive Power: Above Average Status Effects: None Items: None Found: Catacombs The aptly named Hoppers are quite skilled at running around and, you guessed it, hopping. They're so small that you'll need to crouch and swing your whip to hit them, and they move so quickly that this may prove difficult. You can also hit them when they leap in the air, but it's preferable to get out of the way instead if you can't destroy them in one hit. A basic enemy made much more difficult by agility. - FLEAMAN - Hit Points: 50 Experience: 9 Attack(s): Jump Attack Attack Power: Very Strong Defensive Power: Above Average Status Effects: None Items: Cotton Clothes Found: Catacombs, Audience Room Fleamen are nearly identical to Hoppers in both look and the way they attack. The only difference is that they have slightly higher Attack Power, HP, and Experience. Other than not, there really isn't anything that differentiates them from their hopping counterparts. - BRAIN FLOAT - Hit Points: 20 Experience: 10 Attack(s): Electric Shock, Float Attack Power: Above Average (Electric Shock), Very Weak (Float) Defensive Power: Fair Status Effects: None Items: Leather Armor, Mind Restore Found: Catacombs, Outer Wall These rather odd creatures somewhat resemble large brains the float in the air... a rather fitting description for their name. They are rather slow, but occasionally fire Electric Shocks that will harm you a bit more than just hitting them. The chief purpose of Brain Floats is not as an enemy, but instead a stairway to higher places. Using the Mercury/Serpent or Mercury/Cockatrice DSS combinations, you can create a magical whip that either freezes the Brain Floats or turns them into stone. You can use these immobilized creatures as steps to get up in a tall room. - SLIME - Hit Points: 40 Experience: 11 Attack(s): Drop, Ooze Attack Power: Above Average Defensive Power: Very Weak Status Effects: Poison Items: Venus Card, Antidote Found: Catacombs, Abyss Stairway, Audience Room, Machine Tower Slimes are tricky opponents. The ooze atop the ceilings, then drop down when you approach, proceeding to ooze across the floor. Their slow movement makes avoiding them easy, but they move so close to the floor that you can only hit them when their bodies are moving up. Be careful not to touch them, as they will poison you if you do. - AXE ARMOR - Hit Points: 56 Experience: 42 Attack(s): Axe Boomerang Attack Power: Very Strong Defensive Power: Strong Status Effects: None Items: Mandragora Card, Leather Armor Found: Abyss Stairway, Audience Room The Axe Armor is the first of many types of Armors that you will encounter throughout the rest of your quest. The Axe Armor, like its name implies, wields a hefty axe, similar to the Sub-Weapon you can throw. The Axe Armor's ace, however, reacts more like the Crucifix Sub-Weapon instead. It is throw a short distance, then returns to the Axe Armor. If you're quick enough, you can destroy the axe before it hits you, or you can simply avoid it. The first throw is always at chest level, so duck to avoid it. The next is at foot level, so jump over it. The next throws follow the same pattern. The Axe Armor is heavily armored, but the experience you gain from finishing it off is well worth the effort. - SKELETON SOLDIER - Hit Points: 35 Experience: 16 Attack(s): Sword Swing Attack Power: Very Strong Defensive Power: Strong Status Effects: None Items: Leather Armor, Bronze Armor Found: Abyss Stairway, Audience Room Skeleton Soldiers are undead warriors, covered with protective armor and armed with a sword. While they sound like a tough foe, they really are quite laughable. They plod along at a slow pace, and when they get right next to you, will slowly chop at you with their sword. While they have decent defense and attack power for an early enemy, they're a joke to defeat. - ELECTRIC SKELETON - Hit Points: 40 Experience: 30 Attack(s): Electric Bolt Wave Attack Power: Very Strong Defensive Power: Above Average Status Effects: None Items: Leather Armor, Bronze Armor Found: Audience Room This skeleton variation isn't very mobile, but it does have one of the most deadly attacks in the bony family. Every few seconds, the Electric Skeleton will send out a bolt of lightning that runs a short distance through the ground. Anyone standing in its path will receive a good amount of damage. Jump over the bolts and attack fiercely. - WILL O' WISP - Hit Points: 10 Experience: 9 Attack(s): Float Attack Power: Weak Defensive Power: Very Weak Status Effects: Items: None Found: Outer Wall, Audience Room, Triumph Hallway These dark blue lights glow in the night air, luring travelers to their death. However, they're a cinch for Nathan to take out. Wisps are quite weak and have poor defense. Their slow movement makes them an even easier target. - DEVIL TOWER - Hit Points: 10 Experience: 15 Attack(s): Yellow Shot Attack Power: Defensive Power: Very Strong Status Effects: None Items: Wrist Band, Potion Found: Audience Room Devil Towers have a name fitting of a tall structure, but are instead stone masks that rest on the sides of pillars. When you approach, they will turn towards you and fire tiny yellow shots at you. You can usually defeat them before they get a chance to turn fully, but if not, simply wait for them to fire a shot, then attack. - CLINKING MAN - Hit Points: 75 Experience: 21 Attack(s): Fall Attack Power: Fair Defensive Power: Fair Status Effects: None Items: Prison Garb Found: Audience Room, Triumph Hallway The Clinking Man looks similar in appearance to the Fleaman or Hopper. However, these guys aren't too skilled at walking and stumble along at a slow pace. If you get near, they'll collapse on you. They're not much to worry about. - FLAME ARMOR - Hit Points: 150 Experience: 280 Attack(s): Flame Sword Attack Power: Very Strong Defensive Power: Very Strong Status Effects: None Items: None Found: Triumph Hallway A very powerful adversary, the Flame Armor is one of the first of the many different element Armors you will face up against. As its name suggests, it uses the power of fire to inflict extra damage. When it swings its sword in a downward slicing manner, flames will be left behind. Be sure to get out of the way as soon as you see him pull his sword back, as the damage it does is incredible. - ECTOPLASM - Hit Points: 15 Experience: 2 Attack(s): Float Attack Power: Weak Defensive Power: Average Status Effects: None Items: None Found: Machine Tower, Eternal Corridor Ectoplasms are similar to Spirits in both appearance and attacks. They appear from nowhere, floating around trying to hit you. They aren't very strong, nor do they have exceptional defense. - ZOMBIE THIEF - Hit Points: 120 Experience: 58 Attack(s): Fall Attack Power: Weak Defensive Power: Very Weak Status Effects: None Items: None Found: Audience Room, Machine Tower These undead monsters attack similarly to the Clinking Men, by falling over. You don't run across them much, and they aren't any trouble to kill at all. - FOX ARCHER - Hit Points: 75 Experience: 53 Attack(s): Arrow Shot Attack Power: Weak Defensive Power: Average Status Effects: None Items: Silk Robe, Cotton Robe Found: Machine Tower Fox Archers are beats that don bows and fire arrows periodically. The trick to defeating them is to wait until they fire an arrow, then close in for the attack before they can fire another one off. Don't try jumping towards them when they start pulling the bowstring back or you're going to be in a mess of trouble. - MEDUSA HEAD - Hit Points: 5 Experience: 2 Attack(s): Horizontal Float Attack Power: Very Weak Defensive Power: Average Status Effects: Stone Items: Hard Ring Found: Machine Tower Medusa Heads are tiny, floating enemies that harness the power of stone. They fly horizontally across the screen, appearing from out of nowhere. If you happen to touch one, you will be turned into stone and unable to move. It's best to defeat them instead of trying to avoid them, as evasion often leads to accidental hits. - HEAT SHADE - Hit Points: 80 Experience: 136 Attack(s): Fireball Attack Power: Fair Defensive Power: Strong Status Effects: None Items: Jupiter Card, Stylish Suit Found: Machine Tower The Heat Shade takes the form of a woman's spirit engulfed in flames. Every few seconds, the Heat Shade forms a fireball that it then shoots out at you. The fireball is semi-homing, so it's best to concentrate on avoiding it once it's fired. Don't get too close to the Heat Shade when the fireball is forming. - THUNDER DEMON - Hit Points: 175 Experience: 450 Attack(s): Lightning Bolt (x3) Attack Power: Very Strong Defensive Power: Strong Status Effects: None Items: Manticore Card Found: Machine Tower, Chapel Tower The fearsome Thunder Demon is a flying creature that possesses the powers of lightning. It flies around, every once in a while summoning a trio of thunderbolts to shoot down from the sky. The trick is to check where the sparks that start the thunderbolts are, then stand in between them to safely avoid being hit. - STONE ARMOR - Hit Points: 80 Experience: 222 Attack(s): Stone Throw Attack Power: Very Weak Defensive Power: Very Strong Status Effects: None Items: Cockatrice Card Found: Audience Room, Machine Tower A powerful Armor, the Stone Armor attacks by throwing a series of boulders in an arc of different lengths. While its Attack Power may seem low, keep in mind that it represents one stone hit. Usually you are hit by several at once. Stay underneath the arc of rocks and attack. - EARTH ARMOR - Hit Points: 130 Experience: 240 Attack(s): Earthquake Attack Power: Fair Defensive Power: Strong Status Effects: None Items: Gauntlet, Gold Armor Found: Machine Tower The last new Armor found in the Machine Tower, Earth Armors use earthquakes as their attacks. When they hit the ground with their swords, a stream of rock and debris will fly down the passage. Jump over it to avoid it. You can't escape it by running, as it is faster than you. Always be prepared to jump when the Earth Armor pulls his sword back. - SKELETON BOOMERANG - Hit Points: 50 Experience: 112 Attack(s): Dual Boomerang Throw Attack Power: Weak Defensive Power: Weak Status Effects: None Items: None Found: Machine Tower, Eternal Corridor Skeleton Boomerangs tote two Boomerangs that they throw when you get near. The safest way to take them out is from afar with the Dagger Sub-Weapon. However, it's also not too hard to wait until the Boomerangs have just been thrown, then attack. - SKELETON KNIGHT - Hit Points: 50 Experience: 39 Attack(s): Sword Slash Attack Power: Fair Defensive Power: Fair Status Effects: None Items: Leather Armor Found: Audience Room, Eternal Corridor Skeleton Knights are slightly more powerful variations of the Skeleton Soldiers. Also like their weaker counterpart, they're not difficult to defeat at all thanks to their slow attacking moves. - SKELETON ATHLETE - Hit Points: 100 Experience: 25 Attack(s): Dash Attack Attack Power: Very Weak Defensive Power: Very Weak Status Effects: None Items: Griffon Card, Cotton Clothes Found: Audience Room These energetic skeletons are only found in one long corridor in the western part of the Audience Room. They appear quickly and dash at you at high speeds, hoping to hit you. However, you should have enough time to get an attack in. By the time you can reach this area, though, they won't inflict much damage even if they do hit you. - BONE TOWER - Hit Points: 80 Experience: 160 Attack(s): Red Shot Stream Attack Power: Very Strong Defensive Power: Very Strong Status Effects: None Items: Heart Found: Catacombs, Eternal Corridor These stronger versions of the Bone Head shoot streams of red matter at you, which can be quite damaging. They're most dangerous in pairs. Whenever they open their mouths, keep your distance and don't approach until they stop firing. - HYENA - Hit Points: 90 Experience: 105 Attack(s): Gun Shot Attack Power: Strong Defensive Power: Weak Status Effects: None Items: None Found: Audience Room The sly Hyena is a warrior that carries a rifle. From a stationary perch, he shoots bullets straight out in front of him. Stay out of the way until a shot has been fired, then get near and attack. - WEREWOLF - Hit Points: 150 Experience: 179 Attack(s): Dash & Slash Attack Power: Above Average Defensive Power: Above Average Status Effects: None Items: None Found: Audience Room The Werewolf is an incredibly fast enemy. When you get near, it'll dash at you at top speeds. If he catches you off guard, there's no time to react. The best way to defeat him is to anticipate his movements. Perform a short hop to leap over him when he charges, then turn around and get in a whip hit before he comes back. - GARGOYLE - Hit Points: 50 Experience: 3 Attack(s): Fly, Spear Toss Attack Power: Weak, Fair Defensive Power: Weak Status Effects: None Items: Prison Garb Found: Audience Room, Abyss Stairway (after Machine Tower completion) Similar to the Gremlin you encountered earlier in the Abyss Stairway, the Gargoyle floats by, throwing spears when you're underneath. Not a particular threat, especially since one whip lash can usually defeat them. - GORGON - Hit Points: 225 Experience: 219 Attack(s): Walk, Stone Breath Attack Power: Weak Defensive Power: Above Average Status Effects: Stone Items: None Found: Eternal Corridor The Gorgon is a bull-like creature that snorts petrifying breath. Be sure to dodge it when he breaths it, as one touch will Stone you. He has decent defense and high HP, so it'll take a short while to wear through him. Remember that the stone breath cannot travel up or down hills. - FLAME DEMON - Hit Points: 275 Experience: 500 Attack(s): Fly, Flame Orb Shot, Fire Boulder Field Attack Power: Average, Average, Strong Defensive Power: Very Strong Status Effects: None Items: Found: Eternal Corridor Like most other Demons, this guy is one tough cookie. Not only does he have good Attack Power, but his HP and Defense Power are through the roof. The Fire Boulder Field attack is almost impossible to avoid unless you retreat a reasonable distance away from the Flame Demon. Just continue to whip as much as possible and make dodging a priority when he attacks. - EVIL HAND - Hit Points: 60 Experience: 63 Attack(s): Clutch Attack Power: Very Weak Defensive Power: Fair Status Effects: None Items: None Found: Eternal Corridor An interesting creature, the Evil Hand is not so much deadly as it is annoying. If one can get a good grip on you, it won't let go. While they hold on, your speed will be seriously impaired. Don't risk getting captured and defeat these guys before they get a chance to grab you. Their slow speed makes them easy targets. - WERE-BEAR - Hit Points: 270 Experience: 227 Attack(s): Strong Swipe Attack Power: Strong Defensive Power: Average Status Effects: None Items: Cotton Robe Found: Eternal Corridor The Were-bear is a large, cumbersome creature that walks very slowly. If you get near it, it'll perform a swipe attack that is quite damaging. If you keep your distance (around 3/4 whip length), it won't ever come in range to attack you. - BEAST DEMON - Hit Points: 150 Experience: 260 Attack(s): Arc Shot Attack Power: Average Defensive Power: Very Strong Status Effects: None Items: Arm Guard Found: Eternal Corridor The Beast Demon remains stationary, and every few seconds will spit out an arc of energy shots in your direction. Jump or duck into holes in the arc, then approach the Beast Demon to attack. Watch for him to fire again so you can dodge. - GHOUL - Hit Points: 100 Experience: 3 Attack(s): Grab Attack Power: Weak Defensive Power: Very Weak Status Effects: None Items: None Found: Eternal Corridor The Ghoul is simply a stronger variation of the Zombie. Be sure to approach Zombie spawning areas carefully, as they have somewhat high HP. ========================= MORE ENEMIES COMING SOON ========================= ________________________________________________________________________________ =============== DSS CARD GUIDE =============== ________________________________________________________________________________ There are two guides to DSS in this FAQ. This one centers on each individual card, what it does in general, and where they can be found in the castle. The first list is of the first ten cards, those named after various Roman gods. The second list is of the second ten cards, those named after various mythical creatures. ---~DSS CARD GUIDE KEY~--------------------------------------------------------- 1. Name: The name of the card. The first ten are named after Roman gods, the second ten are named after mythical creatures. 2. Effect: The basic magic form that the card brings out when combined with others. 3. Found: Which enemy you need to defeat to get the card. After the enemy is the location where the enemy is found. 4. Description: The description of the card from the game. -------------------------------------------------------------------------------- ===== ACTION CARDS ===== - MERCURY - Effect: Magic Whips Found: Bone Head (Catacombs, Abyss Stairway) Description: Mercury, the messenger of the gods. Has the potential of strength. - VENUS - Effect: Stat Increasers Found: Slime (Catacombs, Abyss Stairway, Audience Room) Description: Venus, goddess of love and beauty. Has the potential of enhancement. - JUPITER - Effect: Shields Found: Fire Shade (Machine Tower) Description: Jupiter, god of the heavens and the leader of Olympus. Has the potential of defense. - MARS - Effect: Swords Found: Bloody Sword (Chapel Tower) Description: Mars, god of war. Has the potential of change. - DIANA - Effect: Whip Magic Attacks Found: Man Eater (Underground Gallery) Description: Diana, goddess of moon and hunting. Has the potential of creation. - APOLLO - Effect: Bombs/Energy Spheres Found: Arch Demon (Underground Warehouse) Description: Apollo, god of the sun, music, and prophecy. Has the potential to create explosives. - NEPTUNE - Effect: Magic Healing Found: Ice Armor (Underground Waterway) Description: Neptune, god of the seas. Has the potential of Healing - SATURN - Effect: Call Familiar Found: Fallen Angel (Chapel Tower, Near Battle Arena) Description: Saturn, god of agriculture and the father of Jupiter. Has the potential of a familiar. - URANUS - Effect: Summon Creature Found: Scary Candle (Machine Tower's Iron Golem Room) Description: Uranus, former god of the heavens. Has the potential of summoning. - PLUTO - Effect: Various Magic Effects Found: Trick Candle (Catacomb's Cerberus Room, Defeat Camilla First) Description: Pluto, god of the underworld. Has the potential of special. ===== ATTRIBUTE CARDS ===== - SALAMANDER - Effect: Fire Magic Found: Skeleton Bomber (Catacombs) Description: A lizard bathed in flames. Embodiment of the fire spirit, Salamander. Has the power of Fire. - SERPENT - Effect: Ice Magic Found: Earth Demon (Catacombs) Description: The serpent is said to be a dragon swimming in the sea. Has the power of Ice. - MANDRAGORA - Effect: Plant Magic Found: Axe Armor (Abyss Stairway, Audience Room) Description: The Mandragora is represented as a humanoid with roots instead of feet. Has the power of Plants. - GOLEM - Effect: Earth Magic Found: Electric Skeleton (Audience Room) Description: A Golem is a mockery of man made from clay. Has the power of Earth. - COCKATRICE - Effect: Stone Magic Found: Stone Armor (Machine Tower) Description: The Cockatrice is said to have the ability to turn things to stone. Has the power of Stone. - MANTICORE - Effect: Poison Magic Found: Thunder Demon (Machine Tower, Chapel Tower) Description: The Manticore is said to have a body of a lion and the venomous tail of a scorpion. Power of Poison. - GRIFFON - Effect: Wind Magic Found: Skeleton Athletes (Audience Room) Description: The Griffin is said to have the head and wings of an Eagle and the body of a lion. Has the power of Wind. - THUNDERBIRD - Effect: Lightning Magic Found: Were-Panther (Chapel Tower) Description: The legendary Thunderbird is said to have been able to release lightning. Has the power of Electricity. - UNICORN - Effect: Holy Magic Found: White Armor (Battle Arena) Description: The Unicorn is said to have been white with a single holy horn on its forehead. Has the power of Light. - BLACK DOG - Effect: Dark Magic Found: Devil Armor (Battle Arena) Description: The Black Dog is said to consume darkness. Has the power of Darkness. ________________________________________________________________________________ =============== DSS MAGIC GUIDE =============== ________________________________________________________________________________ When two cards are combined together, Nathan can perform or activate some magical power. However, this power is not always apparent from the start. While it may be a useful spell, learning exactly how to use it may be tricky. Below are all of the combinations of cards, 100 in total, and the magic you can gain from them. ---~DSS MAGIC GUIDE KEY~-------------------------------------------------------- 1. Name: The name of the two cards that are combined. 2. Type: Either Attack, Use, Shot, or Time. The first three are similar, as whenever you press the attack button, MP is diminished. Time types drain MP slowly but at a constant pace. 3. MP Used: The amount of MP used for each attack or for a certain period of time. 4. Description: What the game says about the combination. -------------------------------------------------------------------------------- ===== MERCURY COMBINATIONS ===== ~SALAMANDER/MERCURY~ Type: Attack MP Used: 6 Description: Fire whip to attack enemies. The Fire Whip is pretty much your basic Magic Whip. It's quite similar to the Mandragora/Mercury combination's Whip of Thorns. The Fire Whip's advantage is that it goes a little farther, but the Whip of Thorns does more damage. The Fire Whip increases your Strength by 5%. I recommend the Whip of Thorns instead, since the short extra length isn't worth 5% less strength. ~SERPENT/MERCURY~ Type: Attack MP Used: 2 Description: Ice Whip. Frozen enemies can be used as platforms. A short, quickly shot whip. It freezes enemies when you deplete all of their HP. However, it also decreases your Strength by 30%. Definitely not a whip you want to use for attacking, but one you want to use to make platforms (to get to higher places, etc.). ~MANDRAGORA/MERCURY~ Type: Attack MP Used: 6 Description: Whip of Thorns to attack enemies. The best basic Magic Whip you can get. While its length is somewhat shorter to the similar Fire Whip, it increases your Strength by 10%. If you're not using any of your other DSS combos, use this to boost your strength a little while using minimal MP. ~GOLEM/MERCURY~ Type: Attack MP Used: 8 Description: Earth Whip to attack distant enemies. The Earth Whip is the longest range whip you can use. It stretches out nearly the entire screen to hit enemies. The huge downfall is that it takes forever for it to extend and comeback, allowing agile enemies (and even slower ones) to become hard to hit. Not very recommended unless you're fighting a stationary enemy or boss. ~COCKATRICE/MERCURY~ Type: Attack MP Used: 6 Description: Stone Whip. Enemies turned to stone can be used as platforms. A short whip that has extra dust appearing at the end, thus making it fatter. Very similar to the Ice Whip. It's slower to whip, but the Stone Whip increases your Strength by 10% instead of decreasing it. Your best choice against stronger monsters you need to immobilize, but otherwise use the Ice Whip. ~MANTICORE/MERCURY~ Type: Attack MP Used: 6 Description: Poison whop that will release a mist of poison. In the right situations, the Poison Whip can be somewhat helpful. You snap it up at a 45 degree angle, and the whip releases several poison clouds down to the ground. If there's an enemy a little above you, it works effectively, poisoning them in addition to some minor damage (Strength is lowered by 10%). However, even then it's no real gain, and most of the time enemies won't be right above and next to you, nor will you be able to get close to others to drop poison clouds on them. Hard to use, and not worth it since the STR decrease basically cancels out the effects of the poison. ~GRIFFIN/MERCURY~ Type: Attack MP Used: 10 Description: Wind whip. Continuous attack will occur while attack is held. An incredibly useful whip that you'll want to switch to again and again. While it is weaker than the normal whip (Strength is decreased by 15%), the Whip, when attack is held, will move up and down, effectively hitting enemies low on the ground and just above you. Great on Poison Worms, Hoppers, and other short enemies. ~THUNDERBIRD/MERCURY~ Type: Attack MP Used: 10 Description: Electric whip. Will electrocute while attack is held. The Electric Whip is your standard whip with a little twist. When you hold down the attack button, the whip will stay extended, dealing consistent (though constantly lesser) damage every few seconds. Since you can't move while it's extended, you're rather vulnerable to attack. It's best to use other whips instead. ~UNICORN/MERCURY~ Type: Attack MP Used: 20 Description: Holy whip. Health is replenished with each swing of the whip. Helpful in not only the 20% increase in Strength, the Holy Whip recovers 1 HP with each swing. It also can be swung very fast. The only real downside is the large amount of MP it consumes. If you have high MP and Intelligence, this is a good whip choice. ~BLACK DOG/MERCURY~ Type: Attack MP Used: 40 Description: Darkness whip to attack and envelop enemies in darkness. The Darkness Whip is the strongest whip, increasing your Strength by 40%. It swings a bit more slowly than the Holy Whip, but not as excruciatingly slow as the Earth Whip. Another good choice for a whip if you don't mind a little slower swing. ===== VENUS COMBINATIONS ===== ~SALAMANDER/VENUS~ Type: Time MP Used: 4 Description: Inflicted damage increases by 25%. A handy way to increase the amount of damage you inflict of enemies. If you have nothing else to use, this is a good standard DSS combination to have equipped. It's most effective early on in the game. ~SERPENT/VENUS~ Type: Time MP Used: 4 Description: Defense increases by 25%. Similar to the Salamander/Venus combination, but the Serpent Card increases your Defense instead. Not quite as helpful as the Jupiter shields or the Golem/Venus Combination later, but still a decent choice early on in the game. ~MANDRAGORA/VENUS~ Type: Time MP Used: 4 Description: Luck Increases by 25% If you're looking for an enemy to drop a specific item, use this DSS Combination. Your Luck increases by 1/4, thus giving you greater chances of finding an item when an enemy is defeated. ~GOLEM/VENUS~ Type: Time MP Used: 16 Description: Defense increases as the % of the map uncovered increases. A better combination than the Serpent/Venus combination as you progress in the game. Since more of the map will become uncovered later, your defense will increase more. ~COCKATRICE/VENUS~ Type: Time MP Used: 2 Description: Gains experience points from walking. This sounds like a golden DSS Combination, but it's not nearly as incredibly as you might be led to believe. First of all, you must be walking for this to work. No standing still, no dashing, no jumping. When you are walking, every second or so you'll get 1 experience point. Not very much, especially later in the game. Unless you're really desperate to Level-Up and figure even a few experience points added on will help, it's better to use a DSS Combo that's more useful. ~MANTICORE/VENUS~ Type: Time MP Used: 2 Description: Gains double the amount of hearts received. If you're running low on hearts, select this Combination. It'll double the hearts you pick up after destroying torches or enemies. If you use Sub-Weapons frequently, this is a DSS Combo to remember. ~GRIFFIN/VENUS~ Type: Time MP Used: 4 Description: Intelligence increases by 25%. Similar to the first three Venus Combination, the Griffin Card will instead raise your intelligence. This usually isn't needed very much, as any location you'll need to recover MP, you'll usually need to recover it instantly. Intelligence is usually high enough to not worry about this. ~THUNDERBIRD/VENUS~ Type: Time MP Used: 16 Description: Damage increases as the % of map uncovered increases. A great way to increase the amount of damage you do. This is not so effective early on in the game, when you've only revealed a small portion of the map. ~UNICORN/VENUS~ Type: Time MP Used: 8 Description: Defense x2 while inflicted damages is 1/2. The Unicorn and Black Dog Venus Combinations are a peculiar pair. They double one stat, while halving another. In the Unicorn's case, the stat increased is Defense, while the one halved is Strength. May be helpful in areas you don't need to attack. ~BLACK DOG/VENUS~ Type: Time MP Used: 8 Description: Inflicted damage is x2 while defense is 1/2. The Black Dog Combination doubles Strength and halves Defense. If you're skilled at dodging attacks, this the Combo for you. ===== JUPITER COMBINATIONS ===== ~SALAMANDER/JUPITER~ Type: Time MP Used: 4 Description: 2 Fireballs circle you in defense. Though it's a shield, this is best used offensively. The two fireballs move slowly, so when they come in contact with an enemy, they will get several hits off, much like the Crucifix. As a shield, though, they spin too slowly and leave too much of a gap to effectively protect you. ~SERPENT/JUPITER~ Type: Time MP Used: 4 Description: 4 Ice balls circle you in defense. These can freeze enemies. This is one of the best shields. The ice balls rotate around you very quickly, thus providing good defenses against enemies. They do little damage, however, but the quick spinning motion will take out weaker enemies with ease. ~MANDRAGORA/JUPITER~ Type: Time MP Used: 16 Description: If stationary, health will gradually replenish. It's not a shield, but it's very helpful nonetheless. If you find yourself running low on HP, turn this on and stand still. After a few second warm-up, you'll continuously gain 1 HP every second. Handy if you're headed to a boss and want to be at full stats. ~GOLEM/JUPITER~ Type: Time MP Used: 4 Description: If damaged, the invincibility duration is x4. Normally when you're hit, there's a short period where you're invulnerable to attack. With this Combo, that invincible period will last four times as long. If you're facing enemies or a boss where you get hit a lot, this may be helpful, but it's best just to avoid getting hit in the first place. ~COCKATRICE/JUPITER~ Type: Time MP Used: 8 Description: Transform into stone and become invulnerable. The description for this Combo is quite misleading. While transformed, you can be hurt. However, you cannot be poisoned, cursed, frozen, or turned to stone. Quite frankly, this is a rip-off. Equipping this Combo totally limits your movement, making you move at a snail's pace (with no dashing allowed) and jumping tiny distances. ~MANTICORE/JUPITER~ Type: Time MP Used: 5 Description: A cloud of poison spread to protect you. Another good shield, the Manticore/Jupiter Combo shoots out clouds of poison in every direction, thus adequately protecting you from weak enemies. The main differences from the ice ball shield is that the poison is weaker, but shoots out more rapidly. I recommend the ice shield over this one in most cases. ~GRIFFIN/JUPITER~ Type: Time MP Used: 4 Description: While dashing, a sonic wave appears to protect you. Just like the description says, when you dash, a shield forms in front of you to protect you. This protection isn't that great, because if you don't kill the enemy with the initial hit, you'll either have to stop suddenly or get hit yourself. The fact that it only protects from the front while running worsens its case. ~THUNDERBIRD/JUPITER~ Type: Time MP Used: 4 Description: You will be sent flying when damaged, but takes 1/2 damage. Another very good choice for shielding. You'll soar backwards whenever you're hit (like you do when you're hit in the air), but the damage received is cut in half. Very helpful. ~UNICORN/JUPITER~ Type: Time MP Used: 8 Description: A circular barrier will surround you. The Unicorn/Jupiter shield is stronger than the ice shield, but doesn't hit as often. It's best to be used as an offensive weapon or in areas with strong enemies. ~BLACK DOG/JUPITER~ Type: Time MP Used: 8 Description: A black hole barrier will surround you, but HP is drained. This shield doesn't have much over the Unicron/Jupiter shield, but it also sucks away at your HP at a steady rate. Not much gained, much lost. However, a great thing about this combination is that it will cure Poison status. Simply turn it on when you're poisoned, then turn it off. When it's deactivated, your Poison status will be gone. Quite helpful. ===== MARS COMBINATIONS ===== ~SALAMANDER/MARS~ Type: Attack MP Used: 8 Description: Attack with a fire sword. The Fire Sword is a large sword bathed in flames. It is swung overhead. It is a little more powerful than the whip, but it doesn't have the range. It is also hard to hit low enemies. ~SERPENT/MARS~ Type: Attack MP Used: 4 Description: Attack with an ice sword. Can freeze enemies. The Ice Sword is quite weak, but can turn enemies into ice. It goes out straight in front of you. The Ice Whip is just as powerful, yet has a little longer range and uses less MP. ~MANDRAGORA/MARS~ Type: Attack MP Used: 10 Description: Attack with a rose sword. The Rose Sword is similar to the Fire Sword, sort of like the Vine Whip and Fire Whip. The Rose Sword is swung higher, but does not go down as far as the Fire Sword. It is slightly more powerful than the Fire Sword, but uses more MP. This is the better choice, as there really isn't much of a difference outside of power between this and the Fire Sword. ~GOLEM/MARS~ Type: Attack MP Used: 4 Description: Attack with a massive hammer. Causes earthquakes. This combination is really quite poor. The hammer leaves you very vulnerable and takes a long time to attack. It is also incredibly weak. The only benefit is that the earthquake it causes hurts any enemies on the ground. ~COCKATRICE/MARS~ Type: Attack MP Used: 12 Description: Attack with tonfers. Can turn enemies into stone. This attack will quickly slash an enemy. It is rather powerful and is quite fast. The attack goes straight out in front of you, but the range is rather poor. A decent attack, but you'll need to be close to enemies to use it. ~MANTICORE/MARS~ Type: Attack MP Used: 8 Description: Attack with poison claws. The Poison Claws are similar to the Mars/Cockatrice Combo, but the slash it produces comes in three waves and is much larger. It isn't as powerful as other attacks, but can be used quickly. Not particularly good or bad. ~GRIFFIN/MARS~ Type: Attack MP Used: 16 Description: Sword Draw. Holding attack longer will inflict more damage. The Sword Draw really relies on you charging it up for a while. A non-charged Sword Draw is horrendously weak. If you charge it up to full power, however, it can deal out some lethal damage. The problem is that you can't usually stand completely still for a few seconds in front of an enemy to get it up to some decent strength. Not worth the trouble it takes to use it. ~THUNDERBIRD/MARS~ Type: Attack MP Used: 16 Description: Martial Arts. Hold attack to perform combinations. Martial Arts are really quite a powerful form of attack. Unlike the description says, you have to press the attack button rapidly to perform multiple attacks. These attacks string together very quickly to make for a good attack. It eats up MP, though, and isn't really notable enough to use constantly. Good, but not great. ~UNICORN/MARS~ Type: Attack MP Used: 32 Description: Attack with a holy sword. The Holy Sword is a great Combination. The sword used goes out straight in front of you, like a whip. A big plus is that it has a longer range than even the whip does. It also is significantly more powerful and even faster to use. An excellent attack. The only drawback is the large MP consumption. ~BLACK DOG/MARS~ Type: Attack MP Used: 32 Description: Attack with a gun. The gun is the most powerful Mars combination out there. When activated, you pull out a gun, fire, and put it away. Both the pulling out and putting away parts take a small slot of time to perform, thus making the attack rather clumsy. If you have time to wait a second to pull it out it's good, but it's not really worth the effort. ======================================== MORE DSS MAGIC COMBINATIONS COMING SOON ======================================== ________________________________________________________________________________ =============== EQUIP ITEMS GUIDE =============== ________________________________________________________________________________ One of the types of items enemies sometimes drop when defeated are the Equip Items. You can equip these items to different parts of your body to increase the various stats: Strength (STR), Defense (DEF), Intelligence (INT), and Luck (LCK). You have two different types of Equip items, those that can be placed on your body or your arms. Placing arm items on different arms may have different effects. In any case, equipping the most helpful Equip Item for the right situation is very important in deciding your success. ===== BODY EQUIP ===== - COTTON CLOTHES - STR Increase: + 0 DEF Increase: + 20 INT Increase: + 0 LCK Increase: + 0 Found: Zombie, Mudman, Mummy, Fleaman Description: Clothes made of cotton. - LEATHER ARMOR - STR Increase: + 0 DEF Increase: + 30 INT Increase: + 0 LCK Increase: + 0 Found: Skeleton, Brain Float, Skeleton Soldier, Axe Armor Description: Armor made from leather. - BRONZE ARMOR - STR Increase: + 0 DEF Increase: + 40 INT Increase: + 0 LCK Increase: + 0 Found: Skeleton Soldier Description: Armor made from bronze. - PRISON GARB - STR Increase: + 5 DEF Increase: + 20 INT Increase: + 0 LCK Increase: + 0 Found: Clinking Man Description: Clothes that were worn by a prisoner. - SILK ROBE - STR Increase: + 0 DEF Increase: + 40 INT Increase: + 140 LCK Increase: + 0 Found: Fox Archer Description: Robe made of silk. - STYLISH SUIT - STR Increase: + 10 DEF Increase: + 40 INT Increase: + 0 LCK Increase: + 0 Found: Heat Shade Description: You'll be popular while wearing this. - COTTON ROBE - STR Increase: + 0 DEF Increase: + 25 INT Increase: + 100 LCK Increase: + 0 Found: Fox Archer Description: Robe made of cotton. - GOLD ARMOR - STR Increase: + 0 DEF Increase: + 80 INT Increase: + 0 LCK Increase: + 0 Found: Earth Armor Description: Armor made of gold. ===== ARMS EQUIP ===== - WRIST BAND - STR Increase: + 0 DEF Increase: + 5 (L/R) INT Increase: + 0 LCK Increase: + 0 Found: Bat, Spirit, Gremlin Description: Cotton armband - MAGIC GAUNTLET - STR Increase: + 0 DEF Increase: + 0 INT Increase: + 10 (L/R) LCK Increase: + 0 Found: Earth Demon, Poison Worm Description: Magical power lies within the Gauntlet. - GAUNTLET - STR Increase: + 15 (L/R) DEF Increase: + 0 INT Increase: + 0 LCK Increase: + 0 Found: Earth Armor Description: Increase Attack Power while equipped. - HARD RING - STR Increase: - 10 DEF Increase: + 50 INT Increase: + 0 LCK Increase: - 10 Found: Medusa Head Description: Defense increases while equipped. - ARM GUARD - STR Increase: + 0 DEF Increase: + 10 INT Increase: + 0 LCK Increase: + 0 Found: Beast Demon Description: Protects the arms while equipped. ============================= MORE EQUIP ITEMS COMING SOON ============================= ________________________________________________________________________________ =============== BONUS MODES WALKTHROUGHS =============== ________________________________________________________________________________ After you complete the game for the first time, an extra bonus mode will be opened up. Complete that to open more and more bonus modes. In these extra features, you start out with different items and stats than you normally would. This makes your strategies differ from game to game, and oftentimes can make things more difficult. Read below for brief walkthroughs to each of the bonus modes. ============================================================================== *There are currently no Bonus Mode Walkthroughs. Check future updates for all your Bonus Mode needs. Thank you. ============================================================================== ________________________________________________________________________________ ________ _________________________________________________________________ /()_____(\_______________________________________________________________ \ /) / ___\ \ \ \ / / /) () \ =============== PART 5: MISCELLANEOUS =============== ) ) \()\ \____ /_____________________________________________________________/ / \ (\_____/(/________________________________________________________________/ \________/ =============== ADDITIONAL TIPS =============== There are a few general tips and strategies, that if utilized, can drastically improve your performance in the game as a whole. Sometimes learning how to beat a certain part isn't as important as knowing what to do in general. 1. MP AND HEARTS Since you have a limited number of MP and Hearts, one is inclined to try not to use them all at once. My advice? You them as much as you want. If you have decent Intelligence stats, the lower MP-consuming DSS combinations won't even have any effect. Others will take a long time for it to wear down. As for Hearts, you definitely have more than you need. Don't be afraid to use them up. 2. SAVE POINTS Save points aren't just useful for saving. Whenever you go there, HP and MP is fully restored (but not hearts). Save as often as you can, because you never know when you'll suddenly die and lose that DSS Card you just found or all that experience you accumulated. 3. HIDDEN ROOMS Look on the map for black spots in the middle of rooms and passages. Oftentimes hidden rooms are located there. Swing your whip across any wall adjacent to a black section on the map and you'll possibly uncover a hidden room. Better safe than sorry. 4. WHIP SPINS Whip Spins may seem pretty cool at first when you realize "Whoa! I didn't know I could do this!", but the move isn't quite as helpful as it seems. First of all, the damage it deals is just a small portion of that a normal whip swing will deliver. Also, you must stand still while spinning it and it pretty much only attacks in one direction. It's very dangerous to use this move, and not worth the risk. 5. SUMMONS Use your DSS summons often. Using a summon a few times can easily defeat or weaken most bosses or will clear the screen of all enemies. The Thunderbird works particularly well, but has consumes quite bit MP. 6. AVOID ENEMIES Oftentimes it isn't practical to fight every enemy you see. In fact, when you're low on health, it's a necessity. Try to learn how to dodge enemies effectively so you can get by without getting hurt. In large rooms, the Roc's Wing works excellently, and in others a well-timed Double Jump will do. Be careful, though, as if there are too many enemies in a small space, you'll need to defeat some. Also consider taking alternate routes. ________________________________________________________________________________ =============== FREQUENTLY ASKED QUESTIONS =============== ________________________________________________________________________________ I get loads of mail each day from readers wondering how to do something. Most of the times it's "How do I start my computer?" or "Where in the world in Carmen Sandiego?", but every once in a while I get a worthwhile question that isn't answered in the rest of the FAQ. If several people end up asking it, then I deem it "Frequent" and put it in this section. Thus the title "Frequently Asked Questions". Oh yes, and there are answers here, too. I'm not THAT cruel. Q: How do I delete all info, setting the game back to its default state? A: If you've purchased a used copy of COTM or want to start back over from scratch, it may be handy to delete everything on the Game Pak. To do this, Hold down the A, B, L, and R buttons at the same time while on the title screen, then press Select. You will get a box asking you if you want to clear all data. ________________________________________________________________________________ =============== CONTACT INFO =============== ________________________________________________________________________________ Have some questions about the game? Comments about my FAQ? Know something I left out? See info I got wrong? If there's something you need to know or say about my FAQ, be sure to: E-mail me Questions or Comments: croco64@yahoo.com BEFORE YOU SEND ME STUFF, PLEASE READ THE FOLLOWING: 1. Try to find what you need in the FAQ first. I've spent hours and hours writing all this, and for a reason, so look here to try to find the answer to your question(s). If the information you ask for is already in the FAQ, I will likely just direct you to where it is in the FAQ. 2. Put the word "Castlevania", "Circle of the Moon", or similar phrasing as the title of your e-mail. This makes things a lot easier for me. 3. I am very happy to have you contribute to this FAQ, and by all means send in what you know. However, I do not want you to send me information on any of the incomplete sections of the FAQ. What you send I'll probably already know. However, if I miss something or something you know of doesn't fit anywhere else, please send it in. Be sure to include a name or alias for the Credits section. If you do not, I will assume that you wish to remain anonymous (unless you send one at a later date). 4. I respond to 99.9% of the e-mail I get. If yours is in the lucky .1% that doesn't get a response, it may be that your e-mail is dated for a past date and is buried in my old e-mail, you didn't send it to the right address, or your address is blocking all incoming mail. Even if your question is moronic or your e-mail incomprehensible, I'll still probably respond to mock you. 5. Do not send me any spam, "chain" type e-mails, or pictures. These are annoying and take up unnecessary space in my inbox. Also, don't send multiple e-mails asking the same question. It will just make me hate you more. Oh, and asking me to respond ASAP won't affect the response time at all. 6. If you are the webmaster of a site and wish to use my FAQ, you must contact me requesting permission. In this e-mail, be sure to include your site's URL. I will tell you right now that I do not give permission to everyone who asks. Only the sites that I think have good quality will be granted permission. A quick reminder: using my FAQ without permission is illegal, and appropriate legal action can and will be taken if you steal this document. I do check around the web to see where my FAQ is. CHECK THE ENEMIES: If you're feeling bored, you can feel free to check the HP of the enemies in my Enemy Guide. Since finding the exact HP of an enemy is very tough, some of them are bound to be incorrect by a few HP. So, if you know the right amount of HP, drop me a line. ________________________________________________________________________________ =============== CREDITS/OTHER =============== ________________________________________________________________________________ READER CREDITS: - Billyjoebob2111: For the locations of most of the DSS Cards. - TBIGBOSSMANN: For the tip on curing poison with the Jupiter/Black Dog Combo. SOURCE CREDITS: - Mike Whalen and Giancarlo Varanini's "The History of Castlevania" article. I gathered most of my information for the Introduction from this site (http://www.videogames.com/features/universal/castlevania_history). - Nintendo Power Advance: For some of the DSS combination effects. I also sometimes used their map along with the in-game one to help me mold mine. - Castlevania: Circle of the Moon for the descriptions of the items, DSS Cards, Magic Items, and the Sub-Weapons. - Castlevania Circle of the Moon Instruction Booklet for the Story and Character descriptions. SPECIAL THANKS: - Konami: For producing Circle of the Moon. - KCEK: For developing Circle of the Moon. - Brisk Iced Tea: It's Lemon-rific! * * * The following sites have been given permission to use my FAQ: * GameFAQs (www.gamefaqs.com) * CheatCodes.com (www.cheatcodes.com) * Cheat Code Central (www.cheatcc.com) * GBA: UK (go.to/gba.uk) * DaDome Advance (dadvance.cjb.net) No other sites have been given permission to use this FAQ. Please contact me if you see this FAQ anywhere else. Check www.gamefaqs.com for the most recent version of this FAQ. * * * COMING IN THE NEXT UPDATE: - Chapel Tower Walkthrough - Underground Gallery Walkthrough - Updated Enemy Guide - Updated DSS Magic Guide - Updated Equip Items Guide - Updated Recovery Items List ________________________________________________________________________________ =============== CLOSING STATEMENT =============== ________________________________________________________________________________ I am pleased. Quite pleased. This FAQ turned out much better than I imagined, and I'm very fond of the nice little maps I've included. So, it's your job as the reader to e-mail me piles upon piles of money. Can't send money through e-mail, you say? Of course you can. You sound so silly when you're drunk. This FAQ Has Been Brought To You By: _ _ _______ _____________ ______ ______ _______ ______ /.\____/.\ / ___ \ / _________ // __ \ __ \ / ____// __ \ \________/ \ \ \ \ / / ______/ // / \__|/ / // / / / / / \/ \/\ _\_/ \ \ / / / ______// / / / / // / / / / / \ \\/-\______\ \ / / / / / / / /_/ // /____/ /_/ / \ \ ))))))))) / / / / / /__/ \______//_______/\______/ / / / / / / /__________________________________________ / / __/ /___\ \ / / /____________________________________________ \ _/\____/\ //___/ /___\ / /________________________________________________\ \\________/ /______________________________________________________\