This FAQ is formatted at 79 lines to be compatible with all resolutions. ---> | *======================* J0@@@@@02. | | 9K | CASTLEVANIA III | 9@ .0@S | DRACULA’S CURSE | K@;K@E.JX@@@@B X@@SE@@5 | | . cB2 S@@. @@c | COMPLETE WALKTHROUGH | @@3 ;R0S @@ | WITH SUPPLEMENTAL | c9, c@K :9 R@ | INFORMATION | ER3KMK G5 F9;@@h@ | | 9@@@E h X@S 0 *======================* h #@@#@03 ;:.@. 5 @S EhGS ,.,@, r @;3#S :KJ ;, , @ G@ ; @@ @ #@: . K@S @@ @ @@ , : 9@2 @@ @ @@ .: R5 @@: @ @@ ;c 2hrr@: @ @@ :r EBr J, @ @@ X,rc ;EM@@; @ @R ,: =========================== ,@@K@@:5S, # @h r;rr | Author: Needle | :@@M J. 5 @F ; :: | E-Mail: needle@needle.org | ,@# h9 .3@@@FF@;;: | Date: May 6, 2003 | r ,K@E RX @# 5 | Version: 1.10 | J302X@@E 9@@@ FE... =========================== cXXGGr 9@@@@2 ch3KGJ .@@0S .J G5 3E, J5FcJJ @@c ; K@ @@. ., J E@, E@3 ;@@9 h@. 5@@@r ;@@@@@G, : @@55 R@@3,;2@@@E . J@@ F20: 2 r J :@@MJ2@@@J.c :@S 3@@@@@B, , ,5r :G0 :RE ,E ------------------------------------------------------------------------------- Please DO NOT distribute this FAQ without the author's permission! Thanks! ------------------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | TABLE OF CONTENTS | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ (I.) --------------= DISCLAIMER AND TERMS OF USE (II.) -------------= STORYLINE (III.) ------------= HOW TO PLAY (a) -------------= Getting Ready to Begin (b) -------------= Controls (c) -------------= The Status Bar (d) -------------= Game Over (IV.) -------------= CONTROLLABLE CHARACTERS (a) -------------= Trevor Belmont (1) --------------= Primary Weapon (2) --------------= Subweapons (3) --------------= Character Analysis (b) -------------= Grant DaNasty (1) --------------= Primary Weapon (2) --------------= Subweapons (3) --------------= Added Abilities (4) --------------= Character Analysis (c) -------------= Sypha Belnades (1) --------------= Primary Weapon (2) --------------= Subweapons (3) --------------= Character Analysis (d) -------------= Alucard Tepes (1) --------------= Primary Weapon (2) --------------= Subweapons (3) --------------= Added Abilities (4) --------------= Character Analysis (V.) --------------= CANDLES, TORCHES, & ITEMS (a) -------------= Spirit-Based Subweapon Conversion Table (VI.) -------------= DAMAGE, DEFENSE, & DEATH (a) -------------= Explanation of Damage (b) -------------= Damage Chart by Character & Stage # (c) -------------= Analysis of Damage (VII.) ------------= MULTIPLIERS (a) -------------= All About Multipliers (b) -------------= Types of Multipliers (c) -------------= Getting Multipliers from Enemies (VIII.) -----------= MEAT LOCATIONS (IX.) -------------= CHOOSING YOUR PATH (a) -------------= Overall Map (b) -------------= The Easy Path (c) -------------= The Intermediate Path (d) -------------= The Difficult Path (e) -------------= The Final Path (X.) --------------= COMPLETE WALKTHROUGH (a) -------------= Stage 1 : Countryside Village (b) -------------= Stage 2 : The Clock Tower (c) -------------= Stage 3 : The Black Forest (d) -------------= Stage 4 (0A) : The Haunted Pirate Ship (e) -------------= Stage 4 (01) : The Sunken Swamplands (f) -------------= Stage 5 (0A) : The Eastern Guard Tower (g) -------------= Stage 5 (01) : Mysterious Mining Caves (h) -------------= Stage 6 (0A) : Ancient Castle Bridge (i) -------------= Stage 6 (X) : Subterranean Dungeon (j) -------------= Stage 6 (Y) : Flooded City of Dragons (k) -------------= Stage 7 (0A) : Castle Courtyard (l) -------------= Stage 7 (01) : The Jagged Cliffside Path (m) -------------= Stage 8 : Entranceway to Dracula's Castle (n) -------------= Stage 9 : The Chaotic Gardens of Dracula (o) -------------= Stage A : The Inner Sanctum of Dracula (XI.) -------------= THE ENDINGS (**Spoilers!**) (a) -------------= Trevor's Ending (b) -------------= Grant's Ending (c) -------------= Sypha's Ending (d) -------------= Alucard's Ending (XII.) ------------= DRACULA'S MINIONS (XIII.) -----------= SOUND TEST (a) -------------= Access the Sound Test (b) -------------= Track Listing: Background Music (c) -------------= Track Listing: Specialty Music (XIV.) ------------= SECRET NAMES (XV.) -------------= FREQUENTLY ASKED QUESTIONS (XVI.) ------------= CONCLUSION +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER I. | | | | DISCLAIMER & TERMS OF USE | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This FAQ is copyrighted 2003 Nick "Needle" Ross (hereby known as "author"). It is not to be distributed in any way, shape or form, nor for any monetary value, without direct permission from the author. This document can be found in two locations on the World Wide Web. The URLS of these locations are as follows: * GameFAQS Database ** http://db.gamefaqs.com/console/nes/file/castlevania_iii_b.txt * Needle's Local Vault ** http://www.needle.org/FAQ/castlevania_iii_b.txt If this guide is found in part or whole at a location not listed here, you will be asked to remove it. If you do not comply, action will be taken, either by contacting your ISP or prosecuting by means of infrigement of copyrighted intellectual material. You may download this FAQ and print it, or keep it on your computer's hard disk, for personal use. The author WELCOMES readers to contact him about this document via his e-mail address at: needle@needle.org Please put "CASTLEVANIA III FAQ" in the subject line of your e-mail to keep it from becoming passed over. Acceptable topics are FAQ errors, FAQ inaccuracies, game mechanics or useful information, and specific strategies (either for boss fights or for difficult areas). DO NOT E-MAIL ME if you are looking for game ROMs. While the author supports emulation on a broad scale, he owns the original game pak, and so should you! Any requests for game ROMs will be ignored completely. The author does NOT attempt to represent Konami, or any branch thereof to which the rights of this video game belong. "Castlevania III: Dracula's Curse" and all names and concepts within are copyrighted by Konami, and used solely as a basis to relay information. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER II. | | | | STORYLINE | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ** Warning: this story is taken directly from the instruction manual that was printed and shipped in the box with the game. During this time period, Konami had a strange passion for writing extremely wacky manuals. That said, I won't be held responsible for any corny puns you may come across in this story. :) *-----------------------------------------------------------= It's a cursed world we live in (thanks to Drac!) The time is 100 years before Simon Belmont's birth. The moon burns red overhead and black clouds loom large on the horizon. All is still and quiet. Only the call of a distant crow stirs the cold night air. Suddenly, thunder roars out of the Morbid Mountains and into the village of Warakiya. Like the yell of an angry giant, the terrible sound shakes homes and shops as if they were sapling branches. But no one blinks an eye. The village is dead calm. For all the people have fled after receiving warnings from the Great Beyond that Count Dracula has assembled a mighty army of evil, and they're poised to march up from the Valley of Graveyards to bury mankind in a Tomb of Terror. Unfortunately, there's no corner on Earth that won't be gobbled up by this bloodthirsty legion of Swamp Dragons, Slasher Skeletons and Forces of the Undead. The last line of defense is you, Trevor Belmont - the forefather of Simon Belmont and the origin of the Belmont Warlord Chromosomes. But your chances are slimmer than Jim. In fact, the only real edge you have over this fang sharpened freak is your power to transform into three different partner spirits: Grant DaNasty, the ferocious Ghost Pirate. Sypha, the Mystic Warlord. And Alucard, Dracula's forgotten son. Each of these spirits will confront you as you fight through 17 possible levels of never-ending fright, including the Haunted Ship of Fools, the Clock Tower of Untimely Death and Curse Castle. You must also possess the strength to wield the mighty Battle Axe and Mystic Whip, which were given to you by the Poltergeist King. So go forth young Trevor into the cold black night, where death lurks around every corner and evil lingers on every stone. And remember, if your courage and cunning are any less than magnificent or if you fail to choose the correct Paths of Fate, you'll be banished to the world of the undead, and zombies will rule until the end of time. *-----------------------------------------------------------= +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER III. | | | | HOW TO PLAY | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ The game will start by displaying a cinema scene with some background story. You can skip this cinema scene by pressing the START button on your controller. At the title screen, you have two choices. Press SELECT to move the cross to a different choice. Press START to select that choice. * Opening ** Begins a new game of Castlevania III. You will be brought to the name input screen. * Password ** Resume an old game from a specific stage. You will be brought to the name input screen, and then to the password screen. *----------------------------------= | Getting Ready to Begin *------------------------= * Name Input Screen ** Here you can enter your name. This name will effect the passwords that you are given later in the game. There are also some secret names you can input to effect your gameplay. See the section "Secret Names" for more details. ** Use the A button to input a letter, and use the B button to backspace. Use the directional pad to move the flame cursor over your desired letter. To validate your name, move the flame cursor over "END" and press A, or simply press START. * Password Screen ** You will be given a 4x4 grid. You must place whip, cross, and heart icons in their proper places on this grid. Also note that the name must match the name you used when you got this password, or the password will not work! ** Use the B button to toggle between the blank space, the whip icon, the cross icon, or the heart icon. Use the A button to place that icon onto the highlighted space on the password grid. Use the directional button to select various spaces on the grid. Use the START button to verify your password and begin the game. Use the SELECT button to back up to the Name Input Screen. ** If your password is incorrect or doesn't match the name you've put in, you will be given a message that reads "NOT COMPLETE TRY AGAIN". The password grid will reset and you'll be given another chance to correctly input your password. *--------------------= | Controls *----------= * Use the left and right arrows on the directional pad to move your character left or right. * Hold Down on the directional pad to kneel. * Press the B button to attack with your primary weapon. You can hold down and press B to kneel while you attack. * Hold Up on the directional pad and press B to attack using your subweapon. * Press A to jump. If you hold left or right on the directional pad while you press A, then you will jump forward. You can press B to attack with your weapon in mid-air, or hold Up on the directional pad and press B to attack with your subweapon in mid-air. * Press SELECT to transform into your supporting spirit. If you are playing as your spirit, press SELECT again to transform back into Trevor. If you have no supporting spirit yet, pressing SELECT won't do anything. * Press START to pause the game. When paused, press START to resume the game. * Grant and Alucard have some character-specific abilities that use other control techniques. Check their sections under the "Controllable Characters" chapter of this FAQ for extra details. *--------------------------= | The Status Bar *----------------= While playing the game, all of your vital statistics can be found along the status bar at the top of the screen. Here are some details about what you can find in the status bar. * SCORE This is your total score. You gain points for destroying enemies, collecting money bags, and finishing stages. There are various ways to score extra bonus points. Raising your score to various totals will reward you with an extra life. * TIME Each stage has a set number of seconds that it must be completed in. These are actual seconds, and not just "ticks" of some arbitrary length. If the timer reaches zero before you complete the stage, you will automatically be killed, regardless of your remaining units of life. * BLK X-XX This stands for "Block". A Block is any screen or series of screens between two doors in a stage (The first block of a stage starts at the beginning, and ends at the first door). The value before the dash is the number of the stage you're currently in. The second, double digit value is the specific block of that stage that you are currently playing. Depending on the path you take, this digit may have letters of the alphabet instead of numbers. Each time you move through a door, you will advance forward one block. * Life Meters These depict your current ability to survive. The red meter is yours, and is shared between Trevor and your allied spirit. The pink meter depicts the life of the next boss that you encounter. When that meter is exhausted, the boss you are fighting will be defeated. For more information about your life meter, see the section of this FAQ entitled, "Damage Defense, And Death". * Subweapon Display This box contains the currently equipped subweapon. You can only hold one subweapon at a time, so when you grab a new one, the old one will be discarded. If you are currently not equipped with a subweapon, then this display will be empty. Note that Trevor and his spirit ally can hold different subweapons at the same time (Trevor can have holy water and Grant can have the axe, for instance). If this is the case, the display will update to reflect the current character when you transform. * Hearts This is the number of hearts you currently have. Hearts are used for many things, and can be found almost everywhere. The amount of hearts you have determine when you find primary weapon powerups for Trevor and Alucard. They also act as ammunition for subweapons (some subweapons may use more hearts than others per use). Hearts are also used up when Alucard has taken his bat form. * Player Reserve This is the number of players that you have left. Each time you are killed, the number of players you have in reserve decreases by one. If this number is zero and you die, you will be brought to the Continue/Password Screen. * Current Multiplier If you have a multiplier for your subweapon, it will appear in the empty space here. For more information, see the section of this FAQ entitled "Multipliers". * Current Allied Spirit At the far right, you'll see a portrait of the spirit you have taken as your ally. When you transform into your supporting spirit, this portrait will change to Trevor's face. If you have no allied spirit, this spot will remain blank. *---------------------= | Gave Over *-----------= After you have run out of lives you will be brought to the Game Over screen. You will be given one of two choices. You can continue, or you can get a password for later use. * Continue ** You will restart at the beginning of the stage that you died in (not the specific block). When you restart, you will have two lives in reserve. * Password ** You will be given a password to use later. Copy down the locations of the whip, cross, and heart icons on the 4x4 grid. Don't forget to write down the name you are using for this password! The name is displayed in the blank at the top of the password screen. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER IV. | | | | CONTROLLABLE CHARACTERS | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | TREVOR BELMONT | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Trevor Belmont is the forefather of Simon Belmont. He, equipped with his whip, has left on a journey from his village to seek out and defeat Dracula at the top of Castlevania. However, he will have to travel far in order to get there! Luckily, he may just meet some friends along the way. Trevor is your main character. You will start the game as him, and can obtain one supporting spirit as you progress. He has a strong defense, a very strong offense, and marginal jumping abilities. *-------------------------= | Primary Weapon *----------------= * Mystic Whip The whip is a powerful weapon used by the Belmont family. The whip extends straight out in front of Trevor as he uses it. There is about half of a second of delay between pressing the attack button and the actual attack, since Trevor must pull the whip forward in order to "snap" it. The whip can be powered up by collecting Whip Powerup items. The first powerup is obtained from any candle that would otherwise contain a small heart. The second powerup can be found the same way, however Trevor must already have at least eight hearts in his heart pool. * Leather Whip - Trevor starts with this. Short reach and weak attack power. * Chain Whip - Increases the attack power of the leather whip. * Morning Star - Increases the length of the chain whip. *----------------------= | Subweapons *------------= Trevor is quite versatile with subweapons, and has many different options to consider when collecting and using them. Only one subweapon can be obtained at once. When Trevor obtains a new subweapon, the old one is discarded. Using any subweapon will consume a numer of hearts that Trevor has in his posession. * Dagger * Heart Consumpion: 1 Heart A single dagger flies straight across the screen. Although it is fast, it tends to be weak. Its speed of travel also makes using multipliers somewhat of a waste. Usually the dagger should only be taken when Trevor is without any subweapon. * Axe * Heart Consumpion: 1 Heart The axe extends in an arc, forward and upward out of Trevor as he tosses it. This subweapon's usefulness often makes up for Trevor's lack of versatility when dealing with enemies above him. It is much more difficult to use an axe with precision when the target is straight ahead. * Holy Water * Heart Consumpion: 1 Heart Depending on the situation, the holy water can be the most powerful of Trevor's subweapons. The holy water arcs forward and creates a small burst of fire near Trevor's feet. This fire has a long burn time and will inflict several hits on any enemies that linger on the fire. With ground enemies, and especially stationary enemies, the holy water powered up with multipliers can be extremely effective. * Boomerang * Heart Consumpion: 1 Heart This powerful subweapon extends forward like the dagger, but slower. When it reaches the edge of the screen, it will return in the opposite direction. With multipliers, the boomerang can become Trevor's best friend. Note: although Trevor can catch the boomerang when it returns to him, this won't return any hearts to his heart pool. * Stopwatch * Heart Consumpion: 5 Hearts This will freeze all onscreen enemies for three "ticks" of the timer. It is useful in very specific situations when Trevor is overwhelmed by enemies in all directions. Unfortunately, it rarely works during boss fights. *------------------------------= | Character Analysis *--------------------= Trevor is classic Castlevania. His whip's attack power at its highest level is stronger than any other primary weapon in the game. Combine his many options for subweapons with a higher defense than Grant and Sypha, and you've got a great all-around character to play with. Spirits should be used in supporting roles most of the time, as Trevor contains all of the basic necessities to succeed in the game. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | GRANT DaNASTY | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Grant's family was killed by Dracula, and then he was posessed by Dracula's evil power. He inhabits the top of the clock tower, and attacks whomever strays there, unless someone can snap him out of his horrible nightmare. Grant has many abilities that break the mold of most Castlevania characters. These abilities are his main asset, since Grant has both a weak defense and a weak offense. His jumping abilities are the best of any character. ** You can find Grant after beating him at the end of Block 2-03. *-------------------------= | Primary Weapon *----------------= * Short Knife This weapon is Grant's primary method of attack. The knife has a very short range, and its attack power is less than that of the chain whip. Because of its major limitations, Grant's ability to attack is severely hampered. *----------------------= | Subweapons *------------= * Dagger * Heart Consumpion: 1 Heart A single dagger flies straight across the screen. Although it is fast, it tends to be weak. Its speed of travel also makes using multipliers somewhat of a waste. Grant has the added ability to throw the dagger while clinging to any wall or ceiling. * Axe * Heart Consumpion: 1 Heart The axe extends in an arc, forward and upward out of Grant as he tosses it. This subweapon's usefulness often makes up for Grant's lack of versatility when dealing with enemies above him. It is much more difficult to use an axe with precision when the target is straight ahead. Grant has the added ability to toss the axe while clinging to a wall or ceiling. * Stopwatch * Heart Consumpion: 5 Hearts This will freeze all onscreen enemies for three "ticks" of the timer. It is useful in very specific situations when Grant is overwhelmed by enemies in all directions. Unfortunately, it rarely works during boss fights. *---------------------------= | Added Abilities *-----------------= * Jump Agility Grant is the only character with precise jumping control. This allows him some ability to change directions in the middle of a jump or in a freefall. Grant also can jump higher than the other playable characters, and in some cases this allows him to jump a little farther. Grant's jumps are more easily interrupted by overhead obstacles, however, and this can create some nasty problems. * Acrobatics When Grant is near a wall or ceiling, hold the directional pad towards that wall or ceiling to grab and hold on. When you let go of the directional pad, Grant will let go and drop down to the floor. You can even go around corners from ceilings to walls and vice versa, as long as you time your directional pad movements to correlate with the wall or ceiling that you change to. These tactics can allow Grant to "skip" various areas by climbing to otherwise inaccessible areas. * Acrobatic Attacks If Grant is on a wall or ceiling and has a dagger or axe as his subweapon, he can attack using that subweapon without letting go of the wall. Although the usefulness of this ability is questionable at best, it is worth noting. *------------------------------= | Character Analysis *--------------------= Grant is probably to most useful of the three spirits in a general sense. Because he can do things that really break the Castlevania game design, often Grant can take shortcuts, squeeze through holes, and climb over large obstacles that normally wouldn't be traversible. Unfortunately Grant's offensive and defensive abilities are sorely lacking, so he becomes a niche character based only on his added abilities. Grant is best used when you need his acrobatic abilities. Otherwise, Trevor should be your main traveling character. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | SYPHA BELNADES | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Sypha was an accomplished magician before she was captured by Cyclops. She became cursed by the monster, and her soul was forever encased within stone. Sypha waits there, eternally trapped, unless someone would come along and defeated her captor. Sypha's main ability is to cast magical spells. Although her physical attack power is weak, her supweapon attack power is tremendous. This makes up for a weak defense and marginal jumping ability. Once a player masters her spell casting abilities, Sypha becomes a force to be reckoned with. ** You can find Sypha by beating the Cyclops at the end of Block 3-04. *-------------------------= | Primary Weapon *----------------= * Magic Staff Sypha can engage in close-range combat using her staff. This staff is roughly equal to Grant's attack power, but its range does appear to be slightly longer. Being a magic user, Sypha's ability to attack the enemy by physical means is very limited. *----------------------= | Subweapons *------------= * Fire Magic * Heart Consumption: 1 Heart The fire magic is Sypha's most easily obtained magic. It emits a burst of flame forward about the length of Trevor's Morning Star. Its attack power is very high, and it can decimate most normal enemies with one burst. It can even make short work of bosses when cast in succession. * Ice Magic * Heart Consumption: 1 Heart Although more difficult to find than fire, the ice magic is probably Sypha's most versatile magic spell for traveling. A cloud of ice crystals is unleashed from Sypha's standing position in a radial pattern. Any enemy that is touched by the frost clouds will be temporarily frozen solid. At this time the enemy cannot move, cannot damage Sypha by touch, and can be imediately destroyed with one blow by any weapon, including Sypha's staff. Ice magic itself does not damage the enemies it touches, and any frozen monster will eventually thaw if left untouched.The only downside is that ice magic doesn't work when fighting bosses. * Lightning Magic * Heart Consumption: 1 Heart This spell is very difficult to locate. When used, three balls of powerful lightning will spread in whatever direction Sypha is facing. Soon after, each of these balls has a limited ability to chase after vulnerable enemies, giving this magic spell a devestating attack power with a fantastic accuracy rate. Against most bosses, the lightning magic is usually your most reliable source of fast damage. * Stopwatch * Heart Consumpion: 5 Hearts This will freeze all onscreen enemies for three "ticks" of the timer. It is useful in very specific situations when Sypha is overwhelmed by enemies in all directions. Unfortunately, it rarely works during boss fights. *------------------------------= | Character Analysis *--------------------= Sypha is easily the most underrated of the spirits. She is often seen as weak, although she has the same defensive power as Grant. Truthfully, with the right spells in hand, Sypha is a powerhouse. The attack power of her various spells is right off the radar. Using Sypha effectively comes from figuring out how to obtain her more advanced spells. Traversing a level with Sypha's ice magic will make any difficult passage a breeze, and fighting most bosses with lightning magic will end the battle quickly. Even with Fire magic, Sypha can hold her own by using it as her main attack method. The key to using her effectively is to maximize your spells, keep your heart supply up, and intertwine her crazy subweapon skills with Trevor's physical abilities. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | ALUCARD TEPES | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Alucard is the son of Dracula, although by blood he is only half-vampire. After his human mother was murdered by the townspeople, Alucard hid himself away from the prying eyes of society. He hopes he can help defeat his father so that his mother can forever rest in peace. Dracula is a formidable foe, however, and Alucard looking to recruit someone brave to aid him in his quest. Alucard's main skill is the ability to turn into a bat. Unfortunately, Alucard doesnn't have many other skills. His physical attack power is very weak, but he has a strong defense. His jumping ability is marginal, and he's a bit taller than the other characters, making him an easier target. ** You can find Alucard by beating him at the end of Block 5-05. *-------------------------= | Primary Weapon *----------------= * Ball of Destruction Alucard shoots a rapidly traveling fireball straight in the direction that he is facing. Despite the speed and exceptional range, its attack power is low. Much like Trevor's whip, the Ball of Destruction can be powered up by gathering Powerup items. The first powerup is obtained from any candle that would otherwise contain a small heart. The second powerup can be found the same way, however Alucard must already have at least eight hearts in his heart pool. * Ball of Destruction - One fireball is emitted. * Ball of Destruction x2 - A second fireball is emitted, angled upwards. * Ball of Destruction x3 - A third fireball is emitted, angled downwards. *----------------------= | Subweapons *------------= * Stopwatch * Heart Consumpion: 5 Hearts This will freeze all onscreen enemies for three "ticks" of the timer. It is useful in very specific situations when Alucard is overwhelmed by enemies in all directions. Unfortunately, it rarely works during boss fights. *---------------------------= | Added Abilities *-----------------= * Form of Bat * Heart Consumption: 1 Heart Per Second Alucard, being half vampire, can turn into a bat. Simply kneel on the ground and press the jump button. While in bat form, Alucard can fly wherever he likes. Being in bat form consumes hearts though, and if Alucard runs out of hearts then he will turn back into his normal form. He will also transform back into human form if he is hit by an enemy or obstacle. These tactics can allow Alucard to "skip" various areas by flying to otherwise inaccessible areas. *------------------------------= | Character Analysis *--------------------= Although Alucard is very fun to mess around with, his usefulness is tough to analyze. His lack of subweapons makes him very one-dimensional. Bat form can make for some interesting gameplay, but it can be hard to maintain enough hearts or avoid enemies in order to keep it going for long periods of time. In addition, most of the tricks you can pull off in bat form are easier done with Grant's acrobatics. Even though Alucard's primary attack is ranged, it is noticably weaker than almost all other attack methods. Also, to obtain Alucard you need to take a more difficult path through the game. In conclusion, Alucard is hard to implement effectively in your gameplay, and should only be used for specific situations. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER V. | | | | CANDLES, TORCHES, & ITEMS | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ There are many items to be found by Trevor & friends that can help them proceed through the game. These items can be found by whipping candles, torches, and some walls that you see along the path. Some items will even be dropped by enemies when you kill them. Although most candles are in plain sight, some of them are much harder to reach, and may contain more elusive items. Here's a various list of items you can find in your travels. * Small Heart ** These are everywhere. This small heart will slowly drift down to the ground. For each one you collect, one heart will be added to your heart pool. * Large Heart ** These can be found in some candles, or hidden in blocks. For each one you collect, five hearts will be added to your heart pool. * Subweapon ** You can collect subweapons from candles or from enemies that sometimes drop them. You can only hold one subweapon at a time, so if you collect a new one, the old subweapon will be discarded. Depending on which character you're using, the subweapon you find may change. See the Spirit-Based Subweapon Conversion Table below for specific details. * Money Bag ** Adds a number of points to your score. Some money bags are worth more than others. Money bags with higher denominations are usually hidden in candles that are much harder to reach. * Meat ** The meat replenishes up to 8 units of your life meter. They can be found hidden in various blocks and walls. For more specific information regarding the locations of meat, check the section in this FAQ entitled "Meat Locations". * Multiplier ** This mystical block effects the number of times you can simultaneously fire your subweapon. For extra details about them, check the section of this FAQ entitled "Multipliers". * Holy Cross ** This special item will destroy all enemies on the screen when you grab it. There aren't many of these to be found. * 1-Up ** These rare items will increase your player reserve by one. They're hidden in walls or candles that are difficult to get to. * Mystic Orb ** One of these will appear after you've defeated the final boss of each stage. Collecting it will end the stage and begin tallying bonus points from the seconds left on the game timer and the hearts remaining in your heart pool. *---------------------------------------------------= | Spirit-Based Subweapon Conversion Table *-----------------------------------------= Certain candles and torches always contain a subweapon. Since the spirits that Trevor meets along the way can only use some or none of these subweapons, they are converted into something else that the spirit in question can use. You can use this table to compare what item will fall from any specific item-bearing candle depending on which person breaks it. *** Note that if you break a candle containing a subweapon, do not collect it, and then switch to a different spirit, the unclaimed subweapon will disappear during the transformation process. *==============*===============*===============*===============*==============* # TREVOR # DAGGER # AXE # HOLY WATER # BOOMERANG # *==============*===============*===============*===============*==============* *--------------*---------------*---------------*---------------*--------------* | GRANT | DAGGER | AXE | DAGGER | AXE | *--------------*---------------*---------------*---------------*--------------* | SYPHA | FIRE MAGIC | FIRE MAGIC | ICE MAGIC | LIGHTNING M. | *--------------*---------------*---------------*---------------*--------------* | ALUCARD | SMALL HEART | SMALL HEART | SMALL HEART | SMALL HEART | *--------------*---------------*---------------*---------------*--------------* ** Details about each subweapon can be found in the section of this FAQ entitled "Controllable Characters". +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER VI. | | | | DAMAGE, DEFENSE, AND DEATH | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *---------------------------------= | Explanation of Damage *-----------------------= Your life is shown by the red meter in the middle of the status bar. It is made up of sixteen units. Each time you are hit by an enemy or dangerous obstacle, a certain number of units will be subtracted from the meter, and you will be invincible for two seconds. If the meter reaches zero, your character will be killed. If you have lives in reserve, you start at the beginning of the block you died in, and your player reserve will be reduced by one. If you have no lives in reserve but choose to continue, you restart at the beginning of the stage with two players in reserve. Collecting meat that you find hidden in breakable blocks will replenish up to eight empty units of your life meter. If you have less than eight empty units when you collect meat, then your meter will be filled to capacity. Of the four playable characters in Castlevania III, there are two distinct classes of defense. Trevor and Alucard possess a "strong" defense, while Grant and Sypha possess a "weak" defense. Although it is widely believed that Sypha takes the most damage of the characters, she will always take the same amount of damage as Grant would in any given stage. Except for a few specific circumstances, the amount of damage dealt to your character's life meter is determined by the stage, not by the individual enemy. This is described in more depth within the following chart. *-------------------------------------------------------= | Damage Chart, by Character and Stage Number *---------------------------------------------= *--------------*--------------*--------------*--------------* | STAGE# ---> | 1, 2, 3 | 4, 5, 6, 7 | 8, 9, A | *--------------*--------------*--------------*--------------* | TREVOR | 2 (8) | 3 (5) | 4 (4) | *--------------*--------------*--------------*--------------* | ALUCARD | 2 (8) | 3 (5) | 4 (4) | *--------------*--------------*--------------*--------------* | GRANT | 3 (5) | 4 (4) | 5 (4) | *--------------*--------------*--------------*--------------* | SYPHA | 3 (5) | 4 (4) | 5 (4) | *--------------*--------------*--------------*--------------* The Stage number is the first number of the stage you're currently playing, regardless of the path you chose. The first number is the amount of damage, in units, that each character will take when being hit by a standard enemy in that particular stage. The number in brackets is the number of direct hits that character would have to take in that stage from standard enemies (and without collecting meat) to kill him or her with a full life meter (16 units). *** Note: This chart does not apply for some specific obstacles. Acid drips, falling blocks, Spiked Munchers, Spikes, and Pits will deal fixed amounts of damage ranging from 2 to 16 on an individual basis. *------------------------------= | Analysis of Damage *--------------------= The numbers show some interesting facts. While the impact of the lower defense is more obvious in earlier, easy levels, there's absolutely no difference by the time you get to the final three stages. Even though Trevor takes 4 damage per hit and Sypha takes 5 damage, it will still take 4 direct hits to kill either player! Even in the middle stages, if Trevor takes two hits for 6 units of damage, you can switch to Grant and get hit three more times before dying! In short, it's easy to see that many people make a big deal about the defense differences between characters, but they usually have very little impact on the game, especially at the end. Never be afraid to use your "weaker" characters! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER VII. | | | | MULTIPLIERS | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *---------------------------------= | All About Multipliers *-----------------------= Multipliers are special blocks that can be found hidden in walls or dropped by enemies. These blocks allow Trevor or Grant to use their currently equipped subweapon again immediately without waiting for the previous shot to leave the field of view. ** Sypha and Alucard do not use standard subweapons, so in turn, they cannot use multipliers. Any multipliers you uncover while playing as one of these characters will instead be a large heart. ** If you find a multiplier with a character but they have no subweapon currently equipped, then that multiplier will instead be a large heart. ** If you find a multiplier, and you have a double multiplier already eqipped, then it will be a triple multiplier. ** If you find a multiplier, and you have a triple multiplier already eqipped, then it will instead be a large heart. ** If you have a multiplier equipped and pick up a new subweapon, you will lose the multiplier. *--------------------------------= | Types of Multipliers *----------------------= * Double Multiplier ** This will allow you to have two of your subweapon on screen at once. * Triple Multiplier ** This will allow you to have three of your subweapon on screen at once. You can only find triple multipliers if you already have a double multiplier. *--------------------------------------------= | Getting Multipliers from Enemies *----------------------------------= The more you use your subweapon, the more likely you are to see a multiplier drop. You must register approximately ten hits with your subweapon to get the first multiplier (a kill is considered one hit). If it does not drop off of an enemy, then the multiplier may be in the next candle you break that would otherwise contain a small heart. By finding ways to exploit your subweapons, you can quickly find multipliers and make your subweapons that much stronger! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER VIII. | | | | MEAT LOCATIONS | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ One of the most valuable items you can find in every stage is the meat. Meat is often hidden away in breakable walls or ledges. Collecting the meat will refill up to eight units of your life meter. During certain difficult stages, finding the meat is a necessity for survival. There is at least one meat in every stage. Here is a list of all the meat locations, and the specific stage block you can find them in. * Block 1-03 - Deserted Village At the screen with the hunchbacks, break through a ledge to get to the left wall. The meat is hidden in the wall here. * Block 2-03 - Grant's Belltower The meat is hidden in the right wall just as you come up the stairs to the final screen. * Block 2-04 - Upper Tower Descent When descending the clock tower, the meat you got on the way up can be found in the same exact location. * Block 3-04 - Ruins of the Cyclops During the boss battle, there's meat hidden in a block at the left side of the screen. Getting this meat makes the battle much more difficult, however. * Block 4-01 - Demon Frog Swamps After going down the first flight of stairs, head left across the swamp instead of right to the door. There's meat hidden in the wall at the dead end. * Block 4-02 - Sludge-Filled Caverns Walk across to the end of the first swamp and you'll get to a strange island. The rightmost block of the upper platform can be destroyed. This allows you access to the lower platform. Break the block all the way to the left for a piece of life-replenishing meat. * Block 4-0B - The Haunted Living Quarters The meat is hidden in the rightmost wall of the first screen in this block. * Block 4-0D - Port Deck In the first screen, check the right wall on the upper ledge. You can break it to find meat inside. * Block 5-01 - Acid-Lined Caverns Right near the beginning of the stage, wait for the acid drips to grant you access to the candle in the secluded spot. Once in this spot, break the blocks to the right with your whip, you'll find a meat in the lowest block. * Block 5-06 - Ancient Sinkhole Ruins Check the right wall of the first screen after being attacked by the eyeball and materializing mummies. You should find a meat there. * Block 5-0A - Red Gargoyle Tower Just before entering the door to the next block, jump up and whip the block above the door. There's meat hidden inside! * Block 5-0C - Bone Pillar Tower The meat is located at the left side of the room where you will meet the boss of the stage, Frankenstein's Monster. Try to get it before the fight starts. * Block 6-02(X) - Bottomless Pit Just before climbing the final set of stairs to the last screen, there's some meat hidden in the rocks to the left. You'll have to jump up to find it, as it is very well concealed. * Block 6-03(Y) - Eternal Fountain There's a meat hidden in the upper ledge to the right of the first bone dragon. To get it, you'll need to jump up, whip the ledge, then as you land take half a step to the right before the meat falls into the water! * Block 6-0C - The Keystone Just before entering the door to the next block, jump up and whip the block above the door. There's meat hidden inside! * Block 7-04 - Deep-Water Cavern After climbing the falling blocks and going up the stairs, there's a meat in the wall at the left side of the next screen. * Block 7-0B - Teetering Columns Check the upper left wall behind the stairs that lead up to the tilting platforms. You can find meat hidden there. * Block 8-02 - The Alchemy Laboratory The meat is hidden in the lower right wall on the first screen of this block. * Block 9-03 - Cursed Tower of Spirits After you've finished the vertical shaft that automatically scrolls, you'll get to the final door of the block. Check the lower right wall on this screen for some meat, but watch your step trying to get to it! * Block A-02 - The Doomsday Clock You'll start the block on an elevated ledge. Underneath this ledge is a candle with holy water in it, and there's meat hidden in the wall behind the candle. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER IX. | | | | CHOOSING YOUR PATH | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Castlevania III has a unique branching structure that allows Trevor and friends to take different paths through the game. Depending on which path you choose, you may have an easier or more difficult time getting to Dracula. In addition, choosing your path determines whether or not you meet Sypha or Alucard along the way. There are three distinct paths you can take through the game. Each one consists of nine stages (ten if you decide to go up the clocktower). Here is a map of each path, and a rating of its difficulty when compared to others. *-----------------------= | Overall Map *-------------= Stage 1 -> Stage 3 -> Stage 4(0A) -> Stage 5(0A) -> Stage 6(0A) -> Stage 7(0A) | | | | Stage 2 -->--' '---> Stage 4 ---> Stage 5 ---> Stage 6(X) --> Stage 7 ->-+ | | | '------> Stage 6(Y) -->---' | | Stage A <--- Stage 9 <--- Stage 8 <----' *-------------------------= | The Easy Path *---------------= ** You can take Grant or Sypha on this path. ** Although there is no "easy path" through the game, this particular path has the shortest levels. You will end up crossing the lake on a pirate ship, and using the eastern guard tower as your approach method. This path will bring you to the castle courtyard, and you won't have to climb the dangerous cliff. Stage 1 - Countryside Village ** BOSS: Skeletal Warrior Stage 2 (Optional) - The Clock Tower ** BOSS: Grant DaNasty * You can take Grant as your spirit here. Stage 3 - The Black Forest ** BOSS: Cyclops * Take the UPPER PATH after Block 3-02 to continue along this path. * You start at Block 3-00 from Stage 1, and Block 3-01 from Stage 2. * You can take Sypha as your spirit here. Stage 4(0A) - The Haunted Pirate Ship ** BOSS: Medusa ** BOSS: Mummies & Cyclops Stage 5(0A) - The Eastern Guard Tower ** BOSS: Frankenstein's Monster Stage 6(0A) - Ancient Castle Bridge ** BOSS: Twin Serpents Stage 7(0A) - Castle Courtyard ** BOSS: Mummies, Cyclops, & Flying Demon ** Continue to the Final Path from here. *--------------------------------= | The Intermediate Path *-----------------------= ** You can take Grant or Alucard on this path. ** This path will take you around the coast to the east. After crossing through the mining caves, you'll end up in the deepest levels of Castlevania, however the dungeons are a bit easier than the alternative. Stage 1 - Countryside Village ** BOSS: Skeletal Warrior Stage 2 (Optional) - The Clock Tower ** BOSS: Grant DaNasty * You can take Grant as your spirit here. Stage 3 - The Black Forest ** BOSS: None * Take the LOWER PATH after Block 3-02 to continue along this path. * You start at Block 3-00 from Stage 1, and Block 3-01 from Stage 2. Stage 4 - The Sunken Swamplands ** BOSS: Vampire Bat Stage 5 - Mysterious Mining Caves ** BOSS: Alucard ** BOSS: Skeletal King * You can take Alucard as your spirit here. * Take the UPPER PATH after Block 5-06 to continue along this path. Stage 6(X) - Subterranean Dungeon BOSS: Frankenstein's Monster Stage 7 - The Jagged Cliffside Path BOSS: Vampire Bat BOSS: Mummies, Cyclops, & Flying Demon ** Continue to the Final Path from here. *--------------------------------= | The Difficult Path *-----------------------= ** You can take Grant or Alucard on this path. ** This path is very similar to the intermediate path, with one exception. You will bypass the remainder of the mining caves as well as the dungeons, but be thrust into a very tough flooding stage. Combine this with the fact that you must still tackle the cliffside, and this easily becomes the hardest path. Stage 1 - Countryside Village ** BOSS: Skeletal Warrior Stage 2 (Optional) - The Clock Tower ** BOSS: Grant DaNasty * You can take Grant as your spirit here. Stage 3 - The Black Forest ** BOSS: None * Take the LOWER PATH after Block 3-02 to continue along this path. * You start at Block 3-00 from Stage 1, and Block 3-01 from Stage 2. Stage 4 - The Sunken Swamplands ** BOSS: Vampire Bat Stage 5 - Mysterious Mining Caves ** BOSS: Alucard * You can take Alucard as your spirit here. * Take the LOWER PATH after Block 5-06 to continue along this path. Stage 6(Y) - Sunken City of Dragons BOSS: Bone Dragon King BOSS: Bone Dragon King (Revisited) Stage 7 - The Jagged Cliffside Path BOSS: Vampire Bat BOSS: Mummies, Cyclops, & Flying Demon ** Continue to the Final Path from here. *--------------------------= | The Final Path *----------------= ** You can take Grant, Sypha, or Alucard on this path. ** Regardless of the path you took, you will eventually be sent to this point on the map. The final three stages are always the same. Stage 8 - Entranceway to Dracula's Castle ** BOSS: Grim Reaper A.K.A. Death Stage 9 - The Chaotic Gardens of Dracula ** BOSS: Doppleganger Stage A - The Inner Sanctum of Dracula ** BOSS: Dracula +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER X. | | | | COMPLETE WALKTHROUGH | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ** How to use this Walktrough: Each stage has its own section, and each block of each stage is noted as you progress. In each block, the subweapons, bonus items, and enemies have been listed in a short overview. In the actual text, each paragraph is about ONE SCREEN. When you advance to a new screen via stairs or a door, a new paragraph will begin. When you come to a spot where you must choose a path to go in, the walkthrough will explain which Stage and/or Block each direction goes to. After choosing, you should skip to that stage and/or block in the walkthrough. Always check the stage header to see information about the block you just came from. This can help you determine if you are reading the walkthrough for the correct stage. Seeing as there are multiple stage 4's, 5's, 6's and 7's, it can sometimes be confusing to keep them straight. The stages are ordered by stage number, so all stage 4's are listed in order before the stage 5's. Since each individual game will only pit you against one of the stage 4's, you will have to jump around the walkthrough to get an accurate representation of your path. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | STAGE 1 : COUNTRYSIDE VILLAGE | | ( Beginning Location ) | | Possible Spirits: None | | Soundtrack: Beginning | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *---------------------------------------= | Block 1-01 : First Approach *-----------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: None *** Enemy Threats: None The first block of the adventure contains no threats to Trevor. You can collect some hearts and a dagger subweapon. You should also be able to power up your whip to its strongest power. Advance through the door at the far right to continue. *------------------------------------------= | Block 1-02 : Abandonned Church *--------------------------------= *** Subweapons Available: Holy Water *** Bonus Item Available: None *** Enemy Threats: Skeleton, Stationary Bat, Bone Skeleton, Medusa Head On the first screen, whip candles for hearts and money bonuses. The first skeleton should pose no threat. The second skeleton on the upper ledge can be defeated by whipping it while still standing on the stairs. Climb up the staircase to proceed to the inner church. The inner church scrolls vertically. The coloration of the resting bats blend in with the detailed stained glass background, so keep your eyes open! The first one can be defeated fairly easy by whipping it as it charges you. You can also use your dagger subweapon to take it out before it moves. The same goes for the second bat. The third bat will immediately charge upon arriving at the top of the staircase, so you need to be a little quicker. It should still pose no threat. At the top of this screen, whip the right candle and drop down to collect the holy water subweapon. This will come in very useful later if you are able to keep it. Advance up to the next screen. Immediately climb the stairs and walk right without hesitation to avoid the falling skeleton and a bone that it had thrown from the top ledge. Turn around and whip it as it lands to the left. Keep your eye on the next skeleton as you climb to the upper ledge. To get back down, walk off the end of the ledge instead of using the stairs. A third skeleton will jump over and land right in front of you, where you can whip it easily. Descend to the next screen. Jump on the nearest turnstile to get to the lower level quickly. Advance right and go up the stairs. The lower half has a stopwatch, however it is recommended that you keep your holy water as it is more valuable. Continue right, whipping medusa heads as they appear. Try you best not to jump, or you may flip a turnstile and fall to the lower half! Enter the door to continue. *-----------------------------------------= | Block 1-03 : Deserted Village *-------------------------------= *** Subweapons Available: Axe *** Bonus Item Available: Holy Cross, Meat *** Enemy Threats: Zombie, Hunchback, Bone Pillar At first you will be approached by zombies. They have no abilities, so whip them as they come, continuously progressing forward. There is an axe subweapon in a candle right before a hole in the road. Take it if you like (however the holy water is still more useful at this stage). Jump over the hole when you see no zombies on the other side, then keep walking until you get to a descending staircase. Drop down to the lowest level and stand still. A hunchback will have scrolled onto the screen. Be patient and wait for it to move forward. After its inital jump, it should be in a prime location for attack. Duck and whip it to death. If you turn around and whip the blocks to the left, you can bust through to get to a candle and some meat. Because of the ensuing hunchbacks, you should probably avoid the lure of taking candles on upper ledges, and instead walk along the floor. As each of the next two hunchbacks scroll onto the screen, stop walking and wait for the enemy to approach. This makes them much easier to kill, as their first movement is more predictable. Your last enemy is a bone pillar. Time your whip shots to take out the three fireballs it shoots, then move forward to whip it repeatedly. If you see the bone pillar flash, stop whipping and try to time your following attacks to take out each fireball as it is shot. Once it is defeated, go through the door to the next block. *--------------------------------------= | Block 1-04 : Town Cemetary *----------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: Holy Cross *** Enemy Threats: Flying Bat, Zombie The bats in this stage can be annoying, because their appearance is mostly random and their movement is somewhat erratic. When you see a bat appear, it may be wise to stop and eliminate it before continuing. The first candle at the elevated area of the floor is a dagger subweapon. If you have the axe you may want to take it, but if you still have the holy water, pass it up. At this point, zombies will begin popping out of the ground in front of you. Keep your eyes on the ground, and be prepared to whip just about anything. Continue forward for the boss fight. *-----------------------------------------= | BOSS FIGHT : Skeletal Warrior *-------------------------------= *** Preferred Subweapon: Holy Water His movements are predictable. He will advance towards you, sometimes making small leaps. When you are in range, he will take a swing with his sword. Don't let him corner you, or you may take several hits. If it looks like you may be cornered, do everything in your power to get to the other side of his body. Constant whipping will easily dispatch the Skeletal Warrior. If you have the dagger, you can attack with it from afar. If you still have the holy water from earlier, this battle can be finished extremely quickly. Stand on the right half of the right ledge, and as the Skeletal Knight appears, throw some holy water. Then back up behind the ledge, and throw your second holy water onto the ledge (where the Skeletal Warrior should be). If both attacks hit their target, your enemy should only be a few whiplashes away from defeat. *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Upper Path ---> Continue to 2-01 (Alternate Path) | |Lower Path ---> Continue to 3-00 (Easy, Intermediate, Difficult Path) | | | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | STAGE 2: THE CLOCK TOWER | | ( From Block 1-04 ) | | Possible Spirits: Grant (Going Down) | | Soundtrack: Clockwork | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *----------------------------------------= | Block 2-01 : The Lower Tower *------------------------------= *** Subweapons Available: Stopwatch, Holy Water *** Bonus Item Available: Multiplier *** Enemy Threats: Skeleton, Spear Soldier Jump over the first hole and whip the wall for a big heart, then continue upwards. Always make sure you hold up while climbing successive staircases, or you may walk right off the ledge accidentally! After killing the first skeleton, there is a stopwatch in a candle to the far left. Advance up to the ledge with the spikes, then jump to the middle platform. Whip the spear soldier from here, then jump over to the left. Begin climbing successive staircases until you get to a gear. You can jump on this gear and get to a small platform on the left. Whip the wall here for a multiplier. To get back, get on the gear, jump once to get farther to the right, then jump up to the platform that is slightly above the right side of the gear. Climb up the stairs to the next screen. At the top of the stairs, turn around and kill the spear soldier, then jump across. There is holy water in the candle here. The next spear solider can be whipped from the stairs. The skeleton on the upper platform can be killed with holy water, or you can wait until it moves away, then drop down and whip it once. Kill the last armed soldier from across the pit, then jump over and go up successive staircases to continue. The pendulums are not that difficult. Climb up to a left platform and wait until the first pendulum swings near. When it gets close, jump on it. Ride it to the next platform. Repeat this for the second pendulum, then enter the door to continue. *-------------------------------------------= | Block 2-02 : Past the Pendulums *---------------------------------= *** Subweapons Available: Axe *** Bonus Item Available: 1-Up *** Enemy Threats: Sword Skeleton, Medusa Head Right under the first stairs is a wall that contains a big heart. Jump on the big gear and be patient, riding it to the other side and jumping off when you're close to the next platform. Once you get to the upper ledge, kill the sword skeleton from the "turning gear" styled platform to avoid being hit. Go up the stairs to get to the second vertical shaft. Medusa heads can cause you a lot of trouble here. Do your best to whip them. If one appears while you're climbing stairs, it's best to stop and try to kill it. Note that when you get hit on stairs, Trevor won't be knocked backwards. You can use this to your advantage to avoid getting thrown off of ledges. The third candle in the level (at the stairs approaching the spiked platform) contains an axe. If you've still got holy water, avoid taking this weapon. At the spiked platform, immediately move up stairs, jump across and then climb the second flight without hesitation. The next gear is easily handled by jumping on, waiting a moment to get closer, then jumping off to the other side. Climb up both sets of stairs to finish the shaft. During this part you may have to take care of several approaching medusa heads, so be wary. On the next screen, climb the stairs and enter the door to continue. If for some reason you have Grant or Alucard, try climbing or flying around the ceiling to the top. In the wall there is a 1-Up. *------------------------------------------= | Block 2-03 : Grant's Belltower *--------------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: Multiplier, Meat *** Enemy Threats: Medusa Head, Sword Skeleton This big gear can be a little trickier than the first one. There is a platform hovering at the right side that can interrupt your jump. Wait until Trevor has passed below it before attempting to jump off the gear. In one of the candles at the right side of this screen is a dagger subweapon. Avoid taking this. Also, the rightmost wall here can be destroyed to reveal a Double/Triple subweapon powerup. Climb up the stairs to continue to vertical shaft #3. Upon entering the screen, a medusa head will appear. If it comes from the left, keep walking straight up to avoid it. If it comes from the right, you will have to stop and destroy it, or take the damage. The easiest way to get across the pair of gears is to continue jumping. Once you get on the first gear, try to get up onto the second as quickly as possible. From there, keep jumping left untiul you end up on the platform. From here you will climb a series of staircases leading straight up. Speed is keey here, as staying in one place too long will no doubt put you in danger of being hit by medusa heads. Continue climbing up stairs until you reach the next gear. This one is a bit more difficult. Jump onto the gear, and then try to get away from the edge of the gear a bit by standing still. When the jump looks right, turn around and jump back left to the upper ledge. This can be exceedingly tricky thanks to the constant stream of medusas. You may have to attack approaching heads as you jump. Once again, doing this quickly will save you a lot of pain and suffering. Continue upwards to the next screen. There is a meat hidden in the rightmost wall here. Use it to replenish your life meter for the boss battle. Kill the sword skeleton without getting too close, then proceed to the final room. *--------------------------------------= | BOSS FIGHT : Grant DaNasty *----------------------------= *** Preferred Subweapon: Holy Water Grant can be really annoying, since he attempts to chase you down most of the time. If he gets too close, you may have difficulty getting away from him for a clear shot. Move to the middle of the room and whip like mad when Grant closes in. If Grant gets up onto the walls or ceiling, be prepared for his axe attacks. If you get right below him, he will try to drop down on top of you. You can attack from afar using the dagger subweapon. If you have the axe, try throwing them up at Grant while he clings to the ceiling. If you still have the holy water from earlier in the stage, wait from Grant to close in, then throw the holy water to inflict major damage. Much like the Skeleton Warrior, Grant will succumb easily to holy water attacks, since he is a slow moving ground target. *--------------------------------------------= | Block 2-04 : Upper Tower Descent *----------------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: Multiplier, Meat *** Enemy Threats: Medusa Head, Sword Skeleton *** NOTE: This FAQ assumes that you have accepted Grant as your spirit, since ascending the tower is more or less pointless if you do not wish to take him with you. If for any reason you have decided to leave Grant behind, it may be a wise suggestion in the future to avoid coming to the Clock Tower entirely. Switch to Grant as your character. Use his climbing skills to grab onto the ceiling of the ledge with the sword skeleton on it. Crawl across the pit to the staircase leading down. For the first shaft, make sure you're still using Grant. Unlike Trevor, Grant can change his direction of movement in midair. Once you're on the platform directly below the first gear you see, drop off the right side and continue to bear right. You should fall straight down onto the final ledge of the shaft. From here you can descend the stairs and get to the next screen. To traverse the gear in reverse, you can drop down onto it from above using either character. Trevor can continuously jump across. Grant can try to climb across the ceiling, bypassing the entire gear. Enter the door on the left side to continue. *--------------------------------------------= | Block 2-05: Middle Tower Descent *----------------------------------= *** Subweapons Available: Axe *** Bonus Item Available: 1-Up *** Enemy Threats: Sword Skeleton, Medusa Head You can climb around the ceiling ledge to the upper portion of this screen using Grant. There's a 1-Up hidden in the wall. After you've gotten it, use the stairs to go down to the next screen. Climb down the first two flights of stairs, dodging medusa heads. At the gear, use Grant to drop off the side of the platform. Aim for the middle, as the ledge below is lined with spikes. From here, switch to Trevor, as he has more range with which to attack medusa heads. Continue down the flights of stairs to the next screen. This room can be skipped during the return trip. Just drop down through the first gap, then head left through the door to the next block. Don't forget the big heart concealed in the wall under the stairs! *-------------------------------------------= | Block 2-06: Lower Tower Descent *---------------------------------= *** Subweapons Available: Stopwatch, Holy Water *** Bonus Item Available: Multiplier *** Enemy Threats: Skeleton, Spear Soldier, Medusa Head It is very tempting to use Grant to navigate the pendulums, however it does seem easier to use Trevor. Once you get across the first pendulum, the second can be skipped entirely. Head down the stairs to the next room. Descend the first two flights of stairs, then jump right across the gap. It's easier than dealing with the spear soldier on the ledge below. Move to the right until you get to the other side. Switch to Grant and squeeze underneath one of the right platforms. Drop down and dispatch the spear soldier. This allows you to ignore the rightmost spear soldier which is a serious pain to kill because of poor stair placement. Jump across to the left using Trevor to avoid hitting your head as Grant (or use Grant to traverse the pit using his ceiling skills). Go down the stairs to continue. The final shaft can be done mostly by using Grant to continuously drop down. This time around there are medusa heads, but they should be easy to avoid as long as you're dropping down rapidly. At the very bottom of the tower, there is a candle close to the door that Grant can get. the key is to jump for it just before the end of the flight of stairs. Stab at it just as you land, and you'll collect the big heart right before the computer forces you through the final door. If your timing is bad, try destroying the candle using Grant's dagger first, then making the leap of faith. Entering the door will complete the level without a boss fight. *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Continue to 3-01 (Easy Path) | | | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | STAGE 3 : THE BLACK FOREST | | ( From Block 1-04 ) | | Possible Spirits: Grant (Starting at 3-01) | | Soundtrack: Mad Forest | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *---------------------------------------= | Block 3-00 : Grinding Ruins *-----------------------------= *** Subweapons Available: Holy Water *** Bonus Item Available: None *** Enemy Threats: Spiked Grinder, Ghost, Bone Skeleton, Whip Skeleton You will immediately come to a series of three spiked grinders. wait for these machines to elevate, then run underneath. here are safe spots between each grinder. Also, you can stand on top of a grinder when it hits the ground, and then jump across the tops. There is a candle with holy water on the other side, which is always a good subweapon to have. A ghost will appear very high on the screen. Lure it left to the grinders, then run right and whip it when it gets level to you. If you carried an axe into the stage, you can use that as well. Climb up the stairs to the next screen. You will go up a series of ledges to the left. The first has a bone skeleton on it that can be easily dispatched. The second enemy is a whip skeleton. Chances are it will jump at you. Since it cannot attack in the air, you can take it out before it lands. Take out another bone skeleton and then proceed up the stairs to continue. *---------------------------------------= | Block 3-01 : Forest of Owls *-----------------------------= *** Subweapons Available: Boomerang *** Bonus Item Available: None *** Enemy Threats: Swooping Owl *** NOTE - When arriving from the Clock Tower, you'll start here. When you see peering eyes in the background, be ready for an owl to attack. Stand close, and when the owl emerges, jump straight up and give him a whip lash. A few torches in you can get a boomerang subweapon. A well-timed boomerang shot can take out up to three owls at a time for bonus points. Keep proceeding right, stopping to kill each owl along the way to avoid taking unnecessary damage. If you stop for too long, owls may reappear behind you, so you should definitely keep up the pace! Eventually you'll come to a door. *-------------------------------------------= | Block 3-02 : Fog-Covered Cliffs *---------------------------------= *** Subweapons Available: None *** Bonus Item Available: None *** Enemy Threats: Blood Skeleton, Hunchback, Bone Pillar Let the first hunchback approach you. After three small leaps it should be in whipping range. Climb up the stairs. Tim the movement of the red skeleton so that it passes to the right. That will allow you to get onto the ledge without being hit. Whip it once to collapse the skeleton, then climb up to the next screen. Wait for the bone pillar here to fire three times, then climb the remainder of stairs and take it out using the usual bone pillar strategy. The next enemy is a hunchback. Stand still and it will be in attacking range after one small hop. Continue moving right. When the next bone pillar appears, be prepared to whip all three fireballs it shoots, then close in and take it down. Yet another hunchback will appear, and it too can be killed after it takes one leap. Note: try not to backtrack too much on this cliff. Doing so may cause hunchbacks to reappear behind you, and that could cause you potential headaches. After proceeding all the way to the right, go down the stairs to continue. Jump down from the upper ledge and you will automatically enter a door. You will then be given a path choice. *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Upper Path ---> Continue to 3-03 (Easy Path) | |Lower Path ---> Continue to 4-01 (Intermediate, Difficult Path) | | | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* *-------------------------------------= | Block 3-03 : Ridge of Fog *---------------------------= *** Subweapons Available: Axe *** Bonus Item Available: None *** Enemy Threats: Crow, Poison Pod, Whip Skeleton Defeat the crow using your whip or boomerang. Try to stand in place and jump straight up for the best results. Crows fly erratic patterns that are difficult to predict all of the time. The second candle holds an axe. if you have your bommerang, you can skip it. Move to the descending stairway and continue down. Poison pods will both fly around slowly and sit on the ground. When you attack one, it will release several spores, so attack it from a distance using the whip. Due to game limitaions, only four spores can be on screen at a time, so if you destroy pods while spores are airborne, those pods won't release any new spores. Use this to your advantage to kill several pods in a row! Don't jump over pods on the ground or they'll release spores even though they weren't directly attacked. Keep moving right, attacking pods and spore as you go. Descend the stairway at the far right of the screen. The key to taking out the whip skeleton on the lower ledge is to get it to the right of you. Then jump off the top platform to the ground, turn around, and take it out normally. Enter the door to continue. *---------------------------------------------= | Block 3-04 : Ruins of the Cyclops *-----------------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: Meat *** Enemy Threats: Spider, Whip Skeleton Destroy the whip skeleton, and then move to the left. The spiders here can be difficult to deal with. If you took the axe earlier, use it to destroy them as they come down from the sky. Otherwise, try to make the spiders misfire by jumping up as they shoot their spiderlings. They should fly harmlessly above you. Also, the spiderlings can be destroyed by most weapons. As you progress left, you'll deal with another whip skeleton. Avoid taking the dagger subweapon in a candle on this path. At the end, you'll have to go up and down some stairs while the spiders continue shooting at you. This is annoying at best, so try to get through it quickly. Again, speed is important on this stretch, because lingering will just cause more spiders to appear. Going down the stairs will bring you to the boss fight. *--------------------------------= | BOSS FIGHT : Cyclops *----------------------= *** Preferred Subweapon: Boomerang The cyclops will pace back and forth along the floor. If you are standing on level with him, he may charge at you, effectively doubling his speed until he gets to the edge of the screen. He will stall for a moment before his charge, so it is easily anticipaed. If you get too close to him, he will use his club to attack you. The Cyclops is only vulnerable at his head area, and will not take damage if you attack his feet. In this situation, there is a safe spot on the upper ledge to the left. As long as you don't destroy the stepping stone where the meat is hidden, you can remain safe. As the Cyclops approaches the left side, kneel on the stepping block and take a couple shots before moving back to the safe spot. If you wish to speed things up, You can move to the ground and throw out daggers or boomerangs at the Cyclop's eye level. *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Continue to 4-0A (Easy Path) | | | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | STAGE 4 (0A) : THE HAUNTED PIRATE SHIP | | ( From Block 3-04 ) | | Possible Spirits: Grant, Sypha | | Soundtrack: Anxiety | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *** NOTE: Due to the branching structure of the game, there are actually two stages listed as Stage 4. One uses numbers (4-01) and one uses letters (4-0A). Both stages are covered in this FAQ, but make sure you have the right stage 4 by checking which block you came from before you continue reading this FAQ! *---------------------------------------= | Block 4-0A : Starboard Deck *-----------------------------= *** Subweapons Available: Axe, Stopwatch *** Bonus Item Available: None *** Enemy Threats: Headless Skeleton Upon enter the boat, head right. There is an axe here on deck. If Trevor has a boomerang, then collect the axe as Grant or fire magic as Sypha. Head down the stairs to continue. To the left there is only a headless skeleton guarding a big heart and invisibility potion. It's not worth dealing with, so instead jump to the right and continue that way. You can collect the stopwatch here if you really want it, but your other subweapons are probably more useful. Continue downwards. To attack the first headless skeleton, use Trevor's or Grant's axe subweapon. If you don't have it, use Trevor to inch down the stairs, attacking the enemy once is moves in close. It's tough because the headless skeleton has a very quick attack pattern. Use a whip attack to take out the next skeleton by kneeling on the higher platform. You can use Grant's acrobatics to get the big heart in the candle above the door. *----------------------------------------------------= | Block 4-0B : The Haunted Living Quarters *------------------------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: Meat *** Enemy Threats: Ghost, Blood Skeleton, Bone Skeleton Stand still and let the first ghost come to you. After destroying it, walk right. Don't stand on the disintegrating blocks too long! Jump up onto the first platform, then jump down to the lower non-disintegrating platform. The candle above you has a dagger in it, if you need one for Grant feel free to climb up and retrieve it. Watch out for the next ghost, try to get under it and proceed right to make it easier to kill. Next you must make a series of quick leaps across disintegrating platforms. It's relatively simple. A ghost appears on the other side, but it is in prime attacking position. Go down the stairs to the right. As you jump up to the next platform, knock down the red skeleton. There is a meat hidden in the rightmost wall here. Go up the stairs and proceed left. Always make sure the red skeletons are out of your way before making any big movements! Keep moving left and go up the stairs to continue. Move to the left of the first ledge and let the ghost come to you. After you kill it, jump right to the next platform. If you have Grant, you can bypass this entire room by using his acrobatics to climb up to the door. Otherwise, continue moving right. Try to kill any skeletons you see before making jumps! If you've still got an axe, use it on the bone skeleton at the far right before climbing the stairs. As you return to the left, the ghost you killed earlier will reappear. Move to the right of the upper ledge and wait for it to rise to your level. Once it's killed, move left and through the door. *-----------------------------------------------= | Block 4-0C : Treacherous Platforms *------------------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: 1-Up *** Enemy Threats: Ghost Although Grant has more jumping control, use Trevor or Sypha to make these platform jumps. It is easier to eyeball where their feet are, and you won't make any short jumps. Wait for the platform to come down from the ceiling, and then race across! If you stop to smell the roses, you may not be able to make the final jump. The first candle on the other side is a dagger, so if you don't want it, make sure you skip it. The next series of jumps is also tricky. The third platform moves up instead of down. Race to the third platform, then wait for a moment until the fourth platform comes into view. Then hop across. You can use Grant to get the big heart in the candle on the elevated platform here, but watch out for the ghost that will appear right in front of your nose! There is a 1-Up on the ledge to the left. You can get it with Grant by grabbing the ceiling and dropping down to the platform. Getting back is the tricky part! Using Grant, take a running jump left toward the wall. If you've timed it just right, Grant will grab onto the wall right before falling into the abyss. Climb up the wall and ceiling to get back to the first ledge. Continue to the right to face the first boss fight. *-------------------------------= | BOSS FIGHT : Medusa *---------------------= *** Preferred Subweapon: Boomerang (Trevor) Dagger (Grant) Fire Magic (Sypha) The Medusa has two attack methods. She will fire her bow and arrow at you, causing damage. Her other attack is the Stare Attack, which radiates from her head in a ripple. If you get hit by this attack, you will be turned to stone, making you a sitting duck for any future attack. The easiest way to defeat Medusa is to get up close and whip like a madman. Medusa takes a lot of damage to the whip. You can also use the boomerang or holy water if you managed to keep those items from the previous level. As Sypha, get in close and use fire magic to completely toast Medusa. Even Grant can get in the act. If he is equipped with a dagger, climb on the ceiling and rain daggers on Medusa's head. It's not very efficient, but Grant cannot be hit by anything when he is positioned right above Medusa. Once she's defeated, go through the door to continue the level. *----------------------------------= | Block 4-0D : Port Deck *------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: Meat *** Enemy Threats: Headless Skeleton The first room is littered with headless skeletons. The easiest way to deal with most of them is to just use Trevor to whip them from safe spots. Continue walking right until you get to the end, then climb the stairs to the upper ledge and work your way back left. In the rightmost wall on the upper ledge, there is a meat concealed within the wall. You may need it if you took damage at the Medusa. Once you get back to the left, you can climb the stairs to the next screen. if you brought Grant, this entire screen can be mostly skipped by climbing up to the upper ledge almost immediately. Climb the stairs to the high platforms. The tilting blue ledge can be jumped on from the top. The tilting platforms take into account Trevor's weight, so once you pass the center of the ledge, it will tilt downwards. Jump to the low side of the first platform, then walk towards the center. Before crossing the center, jump forward to get as far to the right of the tilting platform as possible before it gets too low. Then quickly jump a second time to get on the second tilting ledge. Now let Trevor's weight push the left side of this ledge down. Once again, walk towards the center, jumping forward just before Trevor crosses the middle. Jump safely from the tilting ledge to solid ground. Continue through the door. *-------------------------------------------= | Block 4-0E : Captain's Quarters *---------------------------------= *** Subweapons Available: Axe *** Bonus Item Available: Multiplier *** Enemy Threats: Crow, Headless Skeleton, Ghost, Bone Skeleton Stay on the left platform and deal with the first crow, then jump forward to take care of the second crow. Unless you have the axe from much earlier, you'll have to be very careful not to get knocked off the platform. Go down the stairs to continue. Upon reaching the bottom of the stairs, destroy the crow before messing with the headless skeleton. Stay high and you should be able to take out the crow without sacrificing life. As you move right, you'll come to an impassable wall of blocks. If you have Grant, you can climb over this wall and proceed directly to the boss fight. As Trevor or Sypha, you'll have to descend the stairs and go below the wall. After going down the stairs, drop off the left side of the platform. Wait for the ghost and bone skeleton to come close, then destroy them with you whip. The leftmost candle has an axe in it for Trevor, or Fire Magic for Sypha. Also, the left ledge has a block containing a subweapon multiplier in it. Jump across to the right and ascend the stairs to proceed to the previous screen, and then go right to take on the bosses of this stage. *------------------------------------------= | BOSS FIGHT : Mummies & Cyclops *--------------------------------= *** Preferred Subweapon: Fire Magic (Sypha) This battle has two phases. First you will be required to kill a pair of mummies. Once they are destroyed, you must kill a Cyclops. The mummies can be tricky. The bandages they throw can be destroyed, but often there are just too many of them. Try to get close with Trevor and whip each mummy, concentrating on one before moving to the next. If you've brought Sypha and have her equipped with fire magic, stand near the casket that the mummies emerge from. Once they appear, start laying on the heat with fire magic. You should be able to tear through both mummies in a matter of seconds. The Cyclops follows the same battle pattern as the one in the previous stage, but this time there's no guaranteed safe spot. Stand on an elevated platform and duck. As the Cyclops draws near, whip its head once or twice, then jump over it and run to the other side of the room. If the Cyclops charges you, you usually won't have time to whip, so quickly jump up onto the next elevated platform and over the Cyclops again. The key is to continuously whip him from a platform, then get to the other side to repeat the process. If you jump while running across to the other side of the room, you can significantly reduce the chances that the Cyclops will charge. Be patient and victory should be yours. *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Continue to 5-0A (Easy Path) | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | STAGE 4 (01) : THE SUNKEN SWAMPLANDS | | ( From Block 3-02 ) | | Possible Spirits: Grant | | Soundtrack: Dead Beat | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *** NOTE: Due to the branching structure of the game, there are actually two stages listed as Stage 4. One uses numbers (4-01) and one uses letters (4-0A). Both stages are covered in this FAQ, but make sure you have the right stage 4 by checking which block you came from before you continue reading this FAQ! *------------------------------------------= | Block 4-01 : Demon Frog Swamps *--------------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: Meat, Holy Cross *** Enemy Threats: Demon Frog, Mud Man You will most likely take some damage on the beginning stretch of the level. The frogs jump out of the water suddenly can there is very little room to avoid them coming down on top of you. If you have a boomerang, try throwing one at the top of your jumps to destroy frogs as they jump out in front of you. If you've got an axe, use it to the best of your ability to attack upwards at frogs which may land on you. Keep moving forward and try not to get bogged down by backtracking to kill frogs. Keep moving right to the staircase, and head down. Avoid the dagger subweapon in the final candle. When you descend the stairs, a frog may appear immediately. Be careful, as this frog's second jump may penetrate the ledge and hit you from below. If you took a beating in the first stretch, you can jump down into the swamp and move left. At the end of the dead end is a wall that can be destroyed to reveal meat. Only attempt to get this meat if you really need it, as it can be difficult to get there and back. Otherwise, proceed right and through the door to continue. *---------------------------------------------= | Block 4-02 : Sludge-Filled Cavern *-----------------------------------= *** Subweapons Available: Axe, Holy Water *** Bonus Item Available: Meat, Holy Cross x2 *** Enemy Threats: Flying Bat, Mud Man Watch for bats at all times. When you get to the edge of the first swamp, wait for a moment and a moving platform will come. Jump on and let it carry you safely to the other side. Again, be careful of bats, especially when moving right on the moving platform! It's very easy to get knocked off. Jump onto the vertical moving platform, and use it to get to the upper ledge. Take the axe in the candle here if you need or desire it. Walk across to the end of this swamp and you'll get to a strange island. The rightmost block of the upper platform can be destroyed. This allows you access to the lower platform. Break the block all the way to the left for a piece of life-replenishing meat. If you have Grant with you, he can squeeze under the upper platform and get the meat right away. After this comes another swamp, and you must trudge through this one. The best way is to walk until Mud Men appear. Whip them to death, then jump forward a bit. More Mud Men will appear. You can continue this process to get through the swamp area without too much trouble. The door to the next area is at the other end of this swamp area. *-----------------------------------------= | Block 4-03 : Vampire Bat Cave *-------------------------------= *** Subweapons Available: Boomerang, Stopwatch *** Bonus Item Available: None *** Enemy Threats: Ghost, Whip Skeleton, Stationary Bat, Flying Bat Right away you will be bombarded by enemies. Move forward and destroy the whip skeleton first, then jump up to begin attacking ghosts. If you want the boomerang here, make sure to grab it quickly, since you may hit the candle it is hidden in while attacking these ghosts. The third ghost will take a while to materialize, so stay behind the sunken area of the platform until it moves. From there you can boomerang it to death. The fourth ghost can be ignored, but you have to beat it to the descending stairs. The first candle below has a stopwatch in it, which you should avoid since it won't help you much here. This passage contains several stationary bats in plain view. If you have the boomerang, try to destroy them before you get too close. Without a boomerang, the limited amount of jumping room may give you headaches with these bats. Cross a short swamp and take out three more bats. At the end of the path, go down the stairs to meet the boss of this level. *------------------------------------= | BOSS FIGHT : Vampire Bat *--------------------------= *** Preferred Subweapon: Boomerang The Vampire Bat will become vulnerable immediately after it begins flying around. It has no attack methods, and will meander around the room, attempting to ram Trevor. When the bat is hit, it will flash for a moment and then split into two smaller bats. Each of these two bats will split in two when they are hit. This pattern continues until the bat is reduced to its smallest form. Each of these normal-sized bats can be destroyed with a single hit. The easiest way to defeat the bat is to disallow it from spreading out. After attacking once, time your attacks to that limited space so that your whip hits just as the new bats become vulnerable. This way you can attack all the bats at once as they appear on that spot. The boomerang becomes very useful, especially with a multiplier. You can fill the room with boomerangs. The axe can also be used effectively to attack bats above you. Even the holy water can be quite effective if you manage to attack a bat close to a ledge. In conclusion, stay on the left side of the screen, and try to keep the bats constrained to a small area of the screen. *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Continue to 5-01 (Intermediate, Difficult Path) | | | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | STAGE 5 (0A) : THE EASTERN GUARD TOWER | | ( From Block 4-0E ) | | Possible Spirits: Grant, Sypha | | Sountrack: Rising | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *** NOTE: Due to the branching structure of the game, there are actually two stages listed as Stage 5. One uses numbers (5-01) and one uses letters (5-0A). Both stages are covered in this FAQ, but make sure you have the right stage 5 by checking which block you came from before you continue reading this FAQ! *-------------------------------------------= | Block 5-0A : Red Gargoyle Tower *---------------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: Meat *** Enemy Threats: Bone Pillar, Gargoyle, Axe Armor The first bone pillar can be defeated by jumping up to whip it iun betweem rounds of fire, jumping up and using Sypha's magic, or using an axe subweapon by either Trevor or Grant. Once it is destroyed, move right past the turnstile, and kneel at the edge of the platform. You can use a whip attack to destroy the second bone pillar. Go up the stairs. This vertical shaft is filled with gargoyles! They move like medusa heads, but their flying pattern covers more area the longer they're on the screen. Try to whip them when you can. If you absolutely must take damage, stand on any nearby staircase to avoid being thrown backwards. Other than that, keep moving up successive staircases. There is a dagger in a candle near the top if you need it. The final flight up stairs leads up to the next screen. As you approach the Axe Armor, it will move back. After its thrown axe has returned to him, jump onto the Axe Armor's ledge and whip away. If you see the Axe Armor kneel, you should also kneel to intercept the thrown axe before it hits you. Once the Axe Armor has been destroyed, proceed to the door. There's a meat hidden in the block right above the door, so if you took heavy damage in this block, don't forget to grab it! *----------------------------------------------------= | Block 5-0B : The Sinking Tower *------------------------------------------= *** Subweapons Available: Holy Water, Boomerang *** Bonus Item Available: 1-Up *** Enemy Threats: Glowing Orb, Spear Soldier, Gargoyle The glowing orbs cannot be defeated, but you may be able to stall them. Jump to the first platform, and as the two orbs come to the right, whip the lower one. By freezing it momentarily, you'll have a better opportunity to safely jump over it. As you walk up the next flight of stairs, you may want to stop exactly halfway to avoid being hit by the upper orb. Stay wary of the locations of both orbs at all times. Climb up the stairs to enter the next screen. This vertical shaft is different from any other you've encountered. Every few seconds, the screen with automatically shift downwards! It's important to move quickly or you may get scrolled right off the bottom of the screen. Start by taking down both spear soliders, then start running. Whenever you're given a choice of direction, it's usually faster to take the direction that doesn't include stairs. Keep your head together and keep moving upwards, killing the spear soldiers as they appear. Be careful, as some spear soliders may not appear until the screen has shifted downwards twice. If you're about to climb to a ledge that is very high on the screen, wait until you can see at least two blocks above it before advancing to the top. Once the screen stops shifting, you've made it to the top! Keep going up the stairs to the next screen. There is a 1-Up in the lower wall of this area. In order to get it, you must first flip final turnstile along the upper platform. To do this, get on the upper platform and walk left to the door. Jump on the turnstile, then quickly jump off. You can then fall down through the turnstile to the right, then proceed safely to the left along the bottom to get your 1-Up. Also note, the candle on the lower level contains a boomerang for Trevor or valuable Lightning Magic for Sypha. After you've finished collecting what you want, go through the door at the left of the screen to continue. *------------------------------------------= | Block 5-0C : Bone Pillar Tower *--------------------------------= *** Subweapons Available: Dagger, Axe *** Bonus Item Available: Meat *** Enemy Threats: Axe Armor, Bone Pillar, Crow Kill the Axe Armor on the upper ledge with normal means, but be careful where you try to duck, or you may accidentally climb down the stairs. There's a dagger in the left candle on the bottom platform if you need it. Go up the stairs to tackle the final vertical shaft. The bone pillars in this shaft will only fire twice instead of three times. They'll begin firing as you get close to each one. Immediately after arriving on the screen, stop moving. Let the first two fireballs sail over your head, then get in close and destroy that bone pillar. Wait for the second bone pillar to fire, then ascend the stairs past its line of fire. For the next two bone pillars, you want to match their firing time. When you see the third pillar flash, climb into its line of fire and then quickly back down again. This will trigger the fourth bone pillar to fire. After the fireballs from both pillars go by, quickly climb up past them and onto the next ledge. The fifth pillar is by itself. Let it fire one round, then get in close and destroy it. Continue moving upwards. The sixth bone pillar can also be destroyed by standing on the next-to-last step of the stairs approaching it, and whipping. The seventh pillar is out of reach, so you'll have to climb up the stairs between its fire. The eighth and ninth pillars must be timed like the third and fourth. Wait until the eighth (on the left) flashes, then step up to make the ninth (on the right) flash. Move one step down to avoid the fire, then climb up the stairs quickly! If you've managed to avoid everything, then give yourself a hand! Watch the crows at the top of the screen. Use any methods of attack you can, such as Trevor and Grant's axe, or Sypha's Ice or Lighting Magic, all of which are available in this level. Once you've killed them both, you can take the axe from a candle here if you need it, then prepare for the boss fight by finding meat hidden in a breakable block at the left side of the boss room. *-----------------------------------------------= | BOSS FIGHT : Frankenstein's Monster *-------------------------------------= *** Preferred Subweapon: Holy Water (Trevor) Axe (Grant) Fire Magic (Sypha) This monster has two attack patterns. After being hit, he will toss a block at you. At timed intervals, he will stomp on the ground, causing a shower of stone blocks to come crashing down. Since he first appears from the left side of the screen go to the right and climb to the top ledge. By standing all the way to the right, you can avoid both thrown blocks and falling blocks. When Frankenstein's Monster gets close, drop down to the lower platform and give him some lashes, then retreat to avoid the counterattack. Always retreat back to the top ledge to avoid the falling blocks. If you've got an axe, you can toss it from the right side to attack from the safe spot! There is a meat hidden in a block near the left side of the screen, but it is difficult to get to once the fight begins. *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Continue to 6-0A (Easy Path) | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | STAGE 5 (01): MYSTERIOUS MINING CAVES | | ( From Block 4-03 ) | | Possible Spirits: Grant, Alucard (from 5-06) | | Soundtrack: Nightmare | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *** NOTE: Due to the branching structure of the game, there are actually two stages listed as Stage 5. One uses numbers (5-01) and one uses letters (5-0A). Both stages are covered in this FAQ, but make sure you have the right stage 5 by checking which block you came from before you continue reading this FAQ! *-------------------------------------------= | Block 5-01 : Acid-Lined Caverns *---------------------------------= *** Subweapons Available: Stopwatch *** Bonus Item Available: Meat, 1-Up *** Enemy Threats: Eyeball, Flaming Soul, Acid Drip, Materializing Mummy Begin by killing the eyeballs that come at you. They're pretty easy but don't let them get over your head. You will come to a section where acid drips will come from the ceiling. These will hurt you, so avoid them. When an acid drip hits a block on the ground, the block will be destroyed. You can use this fact to wait for the lower path to open up, or you can continue to the right along the upper path. There is a meat next to the trapped candle if you need it. From there can whip the flaming soul. If you took the upper path, lure the flaming soul to the left, then drop down to defeat it. Don't continue to the right on the upper path. You will be attacking my materializing mummies. Instead, use the stairs at the lower path to continue. Next you'll have to jump right, across some disintegrating platforms. You should be okay as long as you keep moving. At the other side, there will be more acid drips. You can wait for them to open up the lower path (and a 1-Up) or take the upper path. Both doors lead to the next block. *-------------------------------------------= | Block 5-02 : Stalagtite Passage *---------------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: None *** Enemy Threats: Slime, Glowing Orb Along the upper path, you will be attacked by slimes. Kneel to defeat them before they get to close. Don't jump, or you'll be killed by the spike-lined ceiling! There's also a dagger in the candle along this path. Along the lower path, jump to each platform as the glowing orb travels around and under it. Quickly hop over to the next platform before the glowing orb circles back around. Note: If you die on the lower path, you will reappear on the upper path! *-----------------------------------------= | Block 5-03 : Miner's Blockade *-------------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: None *** Enemy Threats: Acid Drip If you took the low path, you'll have to wait for the acid drips to clear a path to the next door for you. There's also a dagger in the candle here. If you took the high path, jump carefully across the blocks, avoiding drips from above. You can go in the top door, or wait for the drips to clear a path to the bottom door. *------------------------------------------= | Block 5-04 : Miner's Crosspath *--------------------------------= *** Subweapons Available: None *** Bonus Item Available: None *** Enemy Threats: Flaming Soul, Glowing Orb The upper and lower paths converge here. There is a flaming soul on both levels that can be taken out with ease. Wait for their flame trails to die out before proceeding. The floating platform must be used to cross over the pit. You can also use it to get from the high path to the low path, and vice versa. The high path has another flaming soul, and the low path will challenge you with some short jumps involving a glowing orb. Either the upper or lower door will bring you to the next block. *---------------------------------------------= | Block 5-05 : Lost Mining Facility *-----------------------------------= *** Subweapons Available: Axe *** Bonus Item Available: None *** Enemy Threats: Flaming Soul, Spiked Muncher, Glowing Orb, Eyeball If you took the upper path, wait for the first muncher to descend, then jump over. For the second one, you'll have to jump just as the muncher is coming down. If you hesitate or make the jump short, you might get hit. For the third, wait until it descend to the bottom of the screen, then make the jump. If you took the lower path, destroy the flaming soul and then approach the jump. Wait until the muncher is at the very top of its pattern, then jump across. If you wait too long, you'll get hit! The second one is easy. Just wait until it moves up high enough, and then make the jump. For the third muncher, get on the first step and wait for the muncher to descend. As it rises, simply climb up the stairs. Regardless of which path you took, you should be on the same platform now. For the next two Spiked Munchers, wait until the first descends, then drop down on top of it. Then wait until the second descends, and drop on top of that Muncher as well. Then you can drop off safely to the right. The next platform you come to will have a Glowing Orb on it, but very little jumping room. First, jump onto the platform, but stay near the left side and wait for the orb to approach. Jump forward over it, then run to the other side under the low hanging blocks. When you get to the other side, take a step forward to avoid being hit by the return of glowing orb #1, then back up so you can jump forward right, over glowing orb #2. Climb the stairs and move on. Use the vertical platform to get up to the ascending stairs. There's an axe in the candle next to the vertical platform. Go up the stairs to continue. Once you get to the top of the stairs, move left to avoid a drip from an eyeball hovering above. Then, as you begin moving right, use your axe to kill the eyeball. Continue right to get to the first boss battle. *--------------------------------------= | BOSS FIGHT : Alucard Tepes *----------------------------= *** Preferred Subweapon: None Alucard will fly around as a group of bats. While he is in this form, he cannot be hurt nor can he hurt you. In even intervals, he will leave his bat form, materializing on the floor as Alucard. After a moment, he will open his cape and shoot destroyable fireballs at you. Shortly after, he will return to his bat form and move to a new location. The only way to damage Alucard is to hit him in the head. Jump onto the low ledge at the right side of the screen, and duck. When Alucard appears, kneel and whip his head a few times. If you can anticipate when Alucard is about to shoot, you can hit him in the head and destroy the fireballs with one shot. If you see Alucard's bat form suggesting to land at the spot of the ledge, jump off to the left and play defense by standing your ground and whipping the fireballs he emits. After a few rounds of attack, Alucard will go down and you can proceed. *-----------------------------------------------= | Block 5-06 : Ancient Sinkhole Ruins *-------------------------------------= *** Subweapons Available: Holy Water, Boomerang, Dagger *** Bonus Item Available: Multiplier, Meat *** Enemy Threats: Slime, Materializing Mummy, Eyeball, Blood Skeleton Jump to the upper ledge, duck, and kill each of the two slimes as they come near. There's holy water in a candle here at the beginning, so grab it if you like. Next up are some more disintegrating platforms. You should know all about traversing these by now. At the other side, materializing mummies will appear both behind and in front of you. Once you see them begin to materialize, whip the one in front of you, and use the holy water you just picked up to stall the ones behind you. This should prevent any mummies or bandages from chasing you. Proceed quickly to the right over more disintegrating platforms. There's a boomerang in a candle above the last disintegrating platform. An eyeball will appear as you jump, but if you time your attack right, you can whip it at the height of one of your jumps. On the other side, you'll be plagued by more mummies and another eyeball. It's very tough not to take damage here. Try using your boomerang or holy water to help, and get up the stairs as quickly as possible. Go up the second flight up stairs to continue this mad block. As you come up the stairs, more materializing mummies will appear! Use your boomerang or holy water to clear out the left right, then whip your way through the right side. Get up to the higher ledge as fast as you can. The blood skeleton there shouldn't cause any trouble. As you cross to the left, the mummies below will reappear and begin firing to the left. Try to sneak down to the lower ledge without getting hit by bandages. There's a multiplier in the candle below the last disintegrating ledge. To get it, stand on the left block of this ledge, and let it disintegrate. Ride it down, and whip the candle on the way down (it's easier with a fast attacking weapon, like Grant's knife). Before falling off the bottom of the screen, you've got to take a couple steps to the left, and you should land safely on the ground. With the threat of death and bandages coming in from the right, the multiplier probably isn't worth it. Enter the door at the left end of the passage to continue. *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Upper Path ---> Continue to 5-07 (Intermediate Path) | |Lower Path ---> Continue to 6-01(Y) (Difficult Path) | | | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* *------------------------------------= | Block 5-07 : Skeletal Hall of Jade *------------------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: None *** Enemy Threats: Ghost, Glowing Orb, Blood Skeleton, Blood Whip Skeleton Jumping will have to be very limited in this block. Do not, for any reason, transform into Grant while under the spiked ceiling. His jumps are too high. Wait at the beginning for the first ghost to close in, then kill it. You must tackle the platform with the glowing orb with one swift movement. Jump on, run across, and jump off. Don't try to linger on the platform or you'll only get yourself in hot water. Once you get past the spiked ceiling, you'll get to an area will falling blocks. Getting hit in the head with a block hurts, so try to work out the pattern by which they fall. You may want to use Grant to get across, since he has beter jumping control. Climb the stairs and knock down the blood whip skeleton. Drop down off the platorm to the ledge below. Try not to pick up the dagger in the candle here. Use the stairs to get to the next ledge, knock down the blood skeleton wandering on top, then descend the next flight of stairs (no jumping!) To kill the ghost that appears, stand where the stairs end and wait for it to get really close. Once the time is right, jump left to the mid-height platform and whip it to death. Leap up to the high ledge and then go down the stairs to get to another round of falling blocks. Take it slow, and inch your way across block by block. Once you're clear, go up the short flight of stairs to the boss fight. *--------------------------------------= | BOSS FIGHT : Skeletal King *----------------------------= *** Preferred Subweapon: Holy Water (Trevor) This enemy is identical to the one you fought in stage 1, however it has some different abilities. Each time you hit it, a free-wandering bone will be release from its body. That bone will fly around, trying to hit you. Many of these bones can be on the screen at once. Also, the Skeletal King is invincible unless at least one bone is on the screen. So even if you can kill the bones, you must let the enemy fire if you wish to damage him. Id addition to these traits, the Skeletal King has the abilities of the Skeletal Warrior - jumping and slashing with its sword. If you brought the holy water into this fight from an earlier block, you can use it to inflict multiple hits on the enemy, as well as destroy each bone as it appears. While the holy water burns, continue using your whip. If you have the boomerang, you can use that too, although it is less effective. If you only have the whip, try closing in for two swings (one to release a bone and another to deal damage) and then backing away to avoid the Skeletal King's sword swing. Once it is down to half energy, you can attempt to beat it by standing your ground and whipping like crazy. *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Continue to 6-01(X) (Intermediate Path) | | | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | STAGE 6(0A) : ANCIENT CASTLE BRIDGE | | ( From Block 5-0C ) | | Possible Spirits: Grant, Sypha | | Soundtrack: Stream | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *** NOTE: Due to the branching structure of the game, there are actually two stages listed as beginning with "6-01", and a third listed as "6-0A". All stages are covered in the walkthrough, and can be distinguished as Stage 6(X), 6(Y), and 6(0A). Make sure you have the right stage 6 by checking which block you came from before you continue reading this FAQ! *-----------------------------------------= | Block 6-0A : The Outer Bridge *-------------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: None *** Enemy Threats: Hunchback, Axe Armor Two hunchbacks will attack right from the beginning. Let them charge you and whip them one after the other. Climb the stairs and take on the Axe Armor one on one. After it is destroyed, drop down off the ledge of the ledge (don't use the stairs). Another hunchback will attack you, and can be easily killed from this location. There's a dagger in the candle to the left, so take it if you need it. Enter the door to continue. *----------------------------------------------------= | Block 6-0B : Flooded Passage of Tears *------------------------------------------= *** Subweapons Available: Holy Water *** Bonus Item Available: None *** Enemy Threats: Crow, Merman, Bone Pillar Getting across the watery bridge takes a bit of skill. The water will pull you to the left until you pass the waterfall, then the water will drag you to the right. Crows will attack from above, and mermen will sneak through the water at your feet. While it's tempting to jump to counteract the push of the water, doing this makes you a target for incoming mermen. Attack each merman as you see its shadow under the water. There's holy water in a candle at the first half of this passage. It's ice magic if you take it as Sypha, and both can be extremely useful in the following blocks. The bone pillar at the end of the run will knock you into an abyss if you're not careful, so you must defeat it without error. The door leads to the next block. *-------------------------------------= | Block 6-0C : The Keystone *---------------------------= *** Subweapons Available: Stopwatch *** Bonus Item Available: Meat *** Enemy Threats: Hunchback, Axe Armor, Bone Pillar, Flying Bat The Axe Armor can be taken out with standard means. If you took Sypha's ice in the previous block, you can make short work of it by freezing him and then bashing him with her Sypha's staff. The hunchback on the upper platform can be defeated by walking underneath the platform and letting the enemy jump off to the left behind you. Whip it as it lands on the ground. Be patient with the bone pillar on the other side of the pit. Clear away the fireballs, then jump over the pit to attack. Again, being hit here could send you into the pit, so you need to do this without error! Descend the stairs to continue. If you have Grant, you can pull off a little trick. Use him to climb up the right wall. He can go over the entire wall and skip to the next section of the block! If you use Grant to do this, skip the next paragraph. Flying bats can give you a continuous run for your money down here. Go down the stairs, watching the bone pillar's fire. Get to the bottom ledge and attack it. Keep watching for bats! As you move to the right, you'll encounter a second pillar on a top ledge. It is best to destroy it from the left side by jumping up and using the whip or the axe. Again, only jump up after the pillar has fired its three shots! Once it's defeated, walk down the stairs and beat up on the Axe Armor on the ledge. Like most other times in this level, geting hit may send you hurdling off a ledge. Ascend the stairs to continue this block. Stay on the stairs here and wait for the Axe Armor to throw an axe. If it is high, let it go by, then climb up. If it is low, destroy it and climb up. This should give you enough time to close it and give the Axe Armor hell with your whip. There's a stopwatch in the candle on this ledge. Continue right and destroy the bone pillar (its shots will be fired low). After that is another Axe Armor that is in the open, so there isn't much threat. There's a meat hidden in the block right above the door, so don't forget to pick it up! *----------------------------------------------= | Block 6-0D : Collapsing Drawbridge *------------------------------------= *** Subweapons Available: Dagger, Axe *** Bonus Item Available: None *** Enemy Threats: Crow, Merman Kill the first crow as you normally would. The first candle has a dagger in it, which may prove useful for killing the upcoming crows. As you run across this stretch of blocks, the bridge will collapse behind you, so there's no time to stop! When you see a crow appear, jump forward and throw a dagger at the top of your jump. This no-fail method will kill the crows every time! Once you get to the other side of the collapsing bridge, Mermen will start jumping up to attack you. Take your time and whip them as they appear. Always make sure your jumps are safe by clearing out your jumping destination with the whip or the dagger. Once you get to the other side, go down the stairs. Before fighting the boss, pick up the axe in a candle here. It may come in very handy for the next boss battle. *--------------------------------------= | BOSS FIGHT : Twin Serpents *----------------------------= *** Preferred Subweapon: Axe (Trevor) Axe (Grant) The Twin Serpents will come from the water below, spit blasts of fire from their mouths, and then sink back into the water. They emerge and submerge very quickly, so there's little to no anticipation in between attacks. To make it even more difficult, the battle takes place on three small platforms. If you get knocked off the edge, you'll be killed! The trick is to keep things simple, and don't try to get fancy. Duck on the rightmost block of the middle platform and face to the right. From here you can remain almost entirely safe from all attacks. Whenever a serpent appears in front of you, whip it once on the way up and once on the way down. If Trevor or Grant has the axe as a subweapon, it can easily be incorporated into your battle strategy, but try not to move from the safe spot! Patience is key, and with enough attacks the twin serpents may be destroyed without hitting you even once. *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Continue to 7-0A (Easy Path) | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | STAGE 6(X) : SUBTERRANEAN DUNGEON | | ( From Block 5-07 ) | | Possible Spirits: Grant, Alucard | | Soundtrack: Demon Seed | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *** NOTE: Due to the branching structure of the game, there are actually two stages listed as beginning with "6-01", and a third listed as "6-0A". All stages are covered in the walkthrough, and can be distinguished as Stage 6(X), 6(Y), and 6(0A). Make sure you have the right stage 6 by checking which block you came from before you continue reading this FAQ! *--------------------------------------------= | Block 6-01(X) : Underground Lake *----------------------------------= *** Subweapons Available: Stopwatch, Axe *** Bonus Item Available: None *** Enemy Threats: Flying Bat, MerMan, Slime, Sword Skeleton, Materializing Mummy There's a large heart hidden in a block right near the beginning of the stage. There is also a stopwatch in one of the first candles which, for once, may be worth grabbing. Walk left and wait by the water's edge for a platform to scroll into view. Jump on and ride it over the water. If you've got Grant or Alucard, use their abilites to get up to the top ledge right away. If you haven't got anyone with you, you'll have to go all the way left first. MerMen will leap out of the water as you move left. If you can't kill them on the way up, chances are they'll crash into you on the way down! If you let a MerMan get by you, use your recently acquired stopwatch to freeze time. Once you get to the left side, move up to the top ledge and get on the next platform heading right. Although it looks like you need to duck here, you actually don't. Kill any flying bats or MerMen that get in your way as you move right. Jump to the upper platform and go up the stairs to the next screen. Take the axe in the first candle to your left. Leap over to the right, then climb the stairs to dispatch the sword skeleton. As you move to the wide open hallway to the left, you'll be attacked by slimes. Stay high, and wait for the first slime to move to the ceiling. Take it out in mid-flight, then drop down to the floor (don't use the stairs) and kill the second slime. Next, you'll be assaulted by lots of materializing mummies. If you bypassed the axe and still have the stopwatch, use it to freeze time and run like hell. If you have Alucard, switch to bat form and fly over the mummies. Otherwise, try to run left to the door without taking more than two direct hits. I usually don't like to suggest taking damage, but trying to deal with the mummies is not fun. *------------------------------------------= | Block 6-02(X) : Bottomless Pit *--------------------------------= *** Subweapons Available: Holy Water, Boomerang *** Bonus Item Available: Meat *** Enemy Threats: Eyeball, Blood Whip Skeleton, Bone Skeleton, Spear Soldier, Flying Bat, Axe Armor, Bone Pillar If you have your axe, use it to kill the eyeball above you. You can then drop down and knock down the blood whip skeleton. You can use your axe to get the holy water subweapon in the candle near the ceiling. Move left and jump up onto the elevated ledges, then move up to beat the bone skeleton. Go up the stairs to the next screen. The moving platform can be gotten on quite easily. If the spear soldier is too close to the front of the ledge, defeat it from the moving platform before attempting the jump. Once you've made it to the solid ledge, wait for the next moving platform to get close. Once on this platfor, you will have to kneel or the hanging rocks will knock you right off into the pit. Also be wary of bats coming from either direction. There's a candle with a boomerang in it right before the spiked ceiling. To get it, you must swing your whip as you jump forward from the first moving platform to the second. Don't worry about being hurt by the spiked ceiling, as you won't take any damage by running into it from the side, only from below. As you cruise under the spiked ceiling, make sure you aren't playing as Alucard, as he is too tall. Once off the moving platforms, wait for the spear soldier on the lower rock to move away, then leap down and kill him. For the Axe Armor, try to get on even ground with him instead of standing on the lowered ledge. Use all of the stairs to get to the top ledge - your inability to jump in these close quarters may cause you a life that could be potentially embarrasing. Before you climb the stairs to the next screen, whip at the rocks right above the final candle to find a valuable meat. You probably need it badly by this point. After arriving at the top of the stairs, kill the bone skeleton to your left. Jump over to the staircase, then move up. WEait for the bone pillar's fire to clear, then move to the last step. Use your whip to deflect one round of fire, then get in close, duck, and kill the bone pillar. If you dont move in close, any attempts to duck may instead send you back down the stairs, and most likely you'll take damage from the pillar's fireball attack. Once you've finished it off, continue right to the boss battle. *-----------------------------------------------= | BOSS FIGHT : Frankenstein's Monster *-------------------------------------= *** Preferred Subweapon: Boomerang (Trevor) Axe (Grant) This monster has two attack patterns. After being hit, he will toss a block at you. At timed intervals, he will stomp on the ground, causing a shower of stone blocks to come crashing down. Since he first appears from the left side of the screen, go to the right. You're safe from the falling blocks as long as you stay under the small ledge at the right side of the screen. There is no safe spot from the tossed blocks though, so you may need to weave in between them as the monster throws them. When you see him stomp, try to get back to the right side as fast as you can. You'll have a couple seconds to do so. Use the boomerang or axe to supplement your whip attack, and Frankenstein's Monster should go down in a hurry. *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Upper Path ---> Continue to 7-01 (Intermediate, Difficult Path) | | | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | STAGE 6(Y) : FLOODED CITY OF DRAGONS | | ( From Block 5-06 ) | | Possible Spirits: Grant, Alucard | | Soundtrack: Aquarius | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *** NOTE: Due to the branching structure of the game, there are actually two stages listed as beginning with "6-01", and a third listed as "6-0A". All stages are covered in the walkthrough, and can be distinguished as Stage 6(X), 6(Y), and 6(0A). Make sure you have the right stage 6 by checking which block you came from before you continue reading this FAQ! *----------------------------------------------= | Block 6-01(Y) : The Flooded Temple *------------------------------------= *** Subweapons Available: Dagger, Holy Water *** Bonus Item Available: None *** Enemy Threats: Sword Skeleton, MerMan, Bone Dragon There's a dagger in the first candle if you need it. There's also a large heart hidden in a block on the step right here on top of the high ledge. Drop down when you have room and whip the sword skeleton, then move to the left. You'll have to make some tough jumps over water here, so make every leap count! Kill the second sword skeleton the same way as you defeated the first. The third one will back up as you descend the stairs in front of it. Kill it when you reach the bottom of the stairs. If you have Grant, you can use him to climb over the wall and skip the lower section of this block (If you do this, skip the next paragraph). Otherwise, go down the stairs to continue. You'll have to head left while MerMen jump from the water below. Always clear your path before making forward jumps. Be patient, and don't forget that the fireballs that MerMen shoot can be destroyed with the whip. Go up the stairs at the far left end to move on. Go up the stairs with caution. By now these sword skeletons should be a breeze. Holy Water is concealed in a candle behind the sword skeleton, so take it if you need it. Your last enemy is a bone dragon. Try to stand somewhere on the stairs, and whip its head when it lowers into range. Time your shots so you can destroy any incoming bullets while you attack. Once you've managed to destroy it, go through the door it was guarding to continue to the next block. *------------------------------------------------= | Block 6-02(Y) : The MerMan's Quarters *---------------------------------------= *** Subweapons Available: Boomerang *** Bonus Item Available: None *** Enemy Threats: Flying Bat, MerMan, Bone Dragon MerMen and bats will attacks you immediately. Like before, clear your jumps before you make them, and try to kill MerMen on the way up instead of on the way down. The first candle after your first leap holds a boomerang. Keep moving and whipping MerMen. Eventually the MerMen will stop popping out of the water. Keep moving left, jumping from ledge to ledge. There's a long stretch of platforms with no enemy threats, so take your time and make all of your jumps. At the end of the passage is another bone dragon. Stay on the upper ledge and whip its head when it comes into range. You should be able to stand far back enough to anticipate when the bone dragon will fire. Sometimes its best to jump over the fireballs instead of trying to whip them! Once the enemy is defeated, go through the door to continue. *--------------------------------------------= | Block 6-03(Y) : Eternal Fountain *----------------------------------= *** Subweapons Available: Axe, Dagger *** Bonus Item Available: Meat *** Enemy Threats: Bone Dragon The very first candle here has an axe, which may be useful to you. The first bone dragon you meet may cause you some trouble. its shots will be very low to the ground, so you should jump over them instead of attempting to destroy them. Keep whipping like crazy until you kill it. There's a meat hidden in the upper ledge to the right of this bone dragon. To get it, you'll need to jump up, whip the ledge, then as you land take half a step to the right before the meat falls into the water! Afterward, go to your left. The second bone dragon is a little different. The easiest way to score hits is to jump onto the high blocks close to it, but you'll be very vulnerable to its fire from close range. Try jumping up for a few hits, then dropping down to the safe, low level. If you grabbed the axe, feel free to use it from the low spot to inflict damage. Once it has been killed, go up the stairs and move to the left. One of the last two candles on this screen has a stopwatch, but it won't be very useful at this point, so stick with whatever subweapon you already have in hand. Go up the stairs to go to the next screen. Use the ledges to the left to get to the upper platform, then head right. A candle up here has a dagger in it, which you will most likely wish to avoid. You'll have to kill one more bone dragon on even ground to proceed. The first two shots will both go low at your feet, so jump over them and keep whipping. Once it has been defeated, it's time to tackle the boss! *-----------------------------------------= | BOSS FIGHT : Bone Dragon King *-------------------------------= *** Preferred Subweapon: Axe (Trevor) Axe (Grant) The Bone Dragon King will fly around the room, attempting to knock you off one of the platforms. Although it cannot fire, it moves quickly and can be tough to decieve. It starts at a length that is to long to jump over, although with each hit it takes, a section of its tail will fall off. Try to stay on the left side of the screen as much as possible, since there are smaller, less dangerous gaps between platforms there. If you must take a hit, at least you wont fall off and die immediately. If the Bone Dragon King gets above you, use your axe to attack its head. Using your whip to attack can be challenging, thanks to the enemy's speed. Once the Bone Dragon King's life meter has been reduced to six, he will become invulnerable and crash through the ceiling. Water will begin to flood the stage! Your character should automatically walk off the right side of the screen and begin the next block. *--------------------------------------------= | Block 6-04(Y) : The Sinking City *----------------------------------= *** Subweapons Available: Dagger, Holy Water *** Bonus Item Available: 1-Up *** Enemy Threats: Flying Bat, MerMan During this block, the water level will continuously rise. You must progress quickly, because if the water gets too high, then your character will drown in the rising tide! Try to keep moving to the right, but don't compromise any of your jumps for flying bats or leaping MerMen. There's a dagger near the start of this block. As you progress, you'll reach a series of small, disintegrating platforms. One of the candles here contains holy water, however stopping to get it may be a risk you're not willing to take. MerMen will often jump onto the platforms that you need to be on, so clear them off quickly before the platform you're standing on collapses under you! When making the jump from the last disintregrating platform to a lower ledge, be careful of a MerMan that may leap at a very bad time in a very bad place. You may be able to whip it in mid-jump to save your life. From this spot, exploit Grant or Alucard to get to the stairs on the upper ledge immediately. If you've only got Travor, you'll have to keep moving right in order to get up top! As you move right, you can go up a staircase to get to the top level, or if you have time, you can continue moving right. If you keep going, there's a 1-Up hidden in the far right wall. Unfortunately getting this requires time, and with the water probably rising to a third of the way up the screen, you may not have enough time to get back to that staircase! Once you get to that ascending flight of stairs, go up to tackle part two of the flooding challenge. From the top of the stairs, you need to go right. Keep clearing your jumps, as there is no shortage of MerMen here. At the right side, you can climb up to the top half of the passage and head back left. Keep on moving, as some of the blocks here will disintegrate when you walk over them. You'll need to make several small and easy jumps, but don't stop for anything. Try and whip MerMen as you jump so that you won't be required to stop. The more time you save here, the more time you'll have to complete the boss fight. *-----------------------------------------------------= | BOSS FIGHT : Bone Dragon King (Revisited) *-------------------------------------------= *** Preferred Subweapon: Holy Water (Trevor) Axe (Grant) The Bone Dragon King will emerge from the left wall, but it wont be able to hurt you right away, go get to the left wall and wait for it. You've got a limited amount of space to work with, but then again, you've only got to hit him six times! If you picked up the holy water, you can use it like an axe (it does have a small vertical arc). Or you can try to hit him with the fire of the holy water, registering multiple hits. Most of the time, the Bone Dragon King will be stuck hugging the ceiling, so use that time to whip him. Try to stay on the left platform so you don't get knocked into the water. If you manage to finally defeat the Bone Dragon King, grab the magical orb quickly before the whole place becomes submerged! *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Upper Path ---> Continue to 7-01 (Intermediate, Difficult Path) | | | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | STAGE 7 (0A) : CASTLE COURTYARD | | ( From Block 6-0D ) | | Possible Spirits: Grant, Sypha | | Soundtrack: Aquarius | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *** NOTE: Due to the branching structure of the game, there are actually two stages listed as Stage 7. One uses numbers (7-01) and one uses letters (7-0A). Both stages are covered in this FAQ, but make sure you have the right stage 7 by checking which block you came from before you continue reading this FAQ! *-------------------------------------= | Block 7-0A : Harpy's Nest *---------------------------= *** Subweapons Available: Holy Water, Axe *** Bonus Item Available: Multiplier *** Enemy Threats: Sword Skeleton, Glowing Orb, Bone Pillar, Hunchback, Harpy The first sword skeleton can be defeated without too much trouble. In a candle right at the beginning is the holy water subweapon for Trevor or Ice magic for Sypha. Either weapon will come in very useful for a majority of the level, so be sure to pick it up. Jump on the sinking platforms as they are at the highest point. If you have Grant, use his jumping height to make the first jump, then switch back to Trevor to make the successive jumps. Wait on the island with the glowing orb for the next series of platforms to come down, and then race across all four. Again, if you have Grant, use him to make the first jump so that you get the maximum amount of time to run across. On solid ground, approach the bone pillar but watch for an attacking hunchback that may appear behind it. Destroy both and continue right. There's a multiplier hidden in the lower right wall, so grab it. Watch the bone pillar at the left and ascend the stairs when its fire is clear. You may need to destroy around round of pillar fire before you can get close enough to destroy it. There's only a money bag worth 700 points in the candle to the left of the stairs, so don't bother with it. Go up the stairs to the next screen. You're going to want to get up onto the top ledge quickly to avoid hunchbacks to gather. If you took Sypha's ice magic earlier, use it continously to freeze the harpies and hunchbacks that will flood the screen. Otherwise, take Trevor and whip your way through. If you grabbed the axe at the beginning of this screen, use it to smash harpies without having to jump. Always keep an eye on your back, and try to avoid letting hunchbacks get behind you. Keep the number of enemies around you in check at all time! Get through the door at the right side of the passage to continue. *------------------------------------------= | Block 7-0B : Teetering Columns *--------------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: Meat *** Enemy Threats: Bone Pillar, Axe Armor Use Trevor to kill the two Bone Pillars as you move right. They both attack low so kneel as you whip. The third is on the other side of a pit, so once you jump across, be prepared to kneel and whip some fireballs! Once you finish off the pillar, proceed to the right and take out the fourth pillar. As you climb the stairs, watch your head or the Axe Armor may give you a haircut! If you have Sypha's Ice magic from earlier, you can cruise through these two Axe Armors by freezing them and then bashing them to pieces. Otherwise, use Trevor's skills to whip each one. Try to get on even ground with each Axe Armor, and watch for incoming axes from BOTH targets! If you get beaten up, there's meat hidden in the wall to the left up the ascending stairs. If you have Grant, you can use him to climb to the upper platform. Otherwise, you've have to use the tilting platform to do it. Jump on and get to the left side to tilt the right side of the platform up. Then start moving back, jumping forward just before crossing the center of the platform. This will give you enough height to make the jump from the edge of the tilting platform to the upper ledge. The next two tilting platforms can be done in a similar fashion as those in the haunted ship. Just get the right side in the air, jump across the centerpoint of each platform, then make the jemp to the next platform. The final jump is a long one, but Trevor can make it. Once you get onto the tilting platform, hold right to avoid falling off, then across to the other side and jump to the door. *-------------------------------------------= | Block 7-0C : Path of the Undead *---------------------------------= *** Subweapons Available: Boomerang *** Bonus Item Available: None *** Enemy Threats: Crow, Blood Whip Skeleton You've got some blood whip skeletons to deal with here. Collapse the first one, then run by. Watch your head for crows by jumping up and whipping them. Try not to stop running, as the skeleton behind you has likely gotten up and has begun chasing you. Keep jumping forward to kill each crow, and you'll eventually meet a second blood whip skeleton. Collapse it, run by, and get to the stairs. If you've still managed to hold onto Sypha's ice magic, you can freeze a blood whip skeleton and shatter it with her staff. This is the only way to completely destroy one. Go down the stairs to continue. The next vertical shaft will automatically scroll downward. You've got to keep moving down at a normal pace, but you've got to make sure a platform has appeared below you first! To make things worse, most of these platforms will disintegrate as you stand on them too long. Begin by descending the stairs and dropping off the right side. You're going to want to stay on the right side of this shaft as it scrolls down. Jump up onto the next platform and move all the way to the right (there's a candle with a boomerang at this platform). Jump in place for awhile to keep the disintegrating blocks from rotting away beneath your feet, then drop down to the next platform to the left. From there, wait for a larger platform to scroll into view to the right. Drop down to it, and you'll be safe. Wait until the screen ceases its scrolling, then descend the stairs to the next screen. Ignore the blood whip skeleton here, and just move right, towards the boss room. There are some hearts in the candles here, but it may not be worth it to get them because of the skeleton. *---------------------------------------------------------= | BOSS FIGHT : Mummies, Cyclops, & Flying Demon *-----------------------------------------------= *** Preferred Subweapon: Holy Water (Trevor) Fire Magic (Sypha) This battle has three phases. First you will be required to kill a pair of mummies. Once they are destroyed, you must kill a Cyclops. After it has been defeated, you must face a Flying Demon. You can use the upper ledges as safe spots against the mummies. If you still have the holy water, Trevor can drop it safely from those upper ledges to deal big damage to the mummies. Otherwise, you can whip them with some degree of safety from the lower ledges., or use the boomerang. If you've brought Sypha and have her equipped with fire magic, stand near the casket that the mummies emerge from. Once they appear, start laying on the heat with fire magic. You should be able to tear through both mummies in a matter of seconds. The platforms on this screen allow for maximum safety against the Cyclops. Just drop down to the lower ledge to attack when the Cyclops gets near, then retreat to a higher ledge to avoid being hit. You should be able to defeat him without being damaged. The Flying Demon will take three large leaps, then pause to shoot three balls of fire that spread out in front of him. If you get cornered, you're likely to take a lot of damage. Unfortunately, Sypha's Lightning magic (which you may have picked up in the vertical shaft before this fight) does not seem to have much effect on the demon. You can use holy water to inflict major damage to the demon while it is on the ground. If you get too close to either edge, wait for the demon to jump up, then run under to the other side. When the demon is about to shoot, back up a bit so you have time to see the fireballs and effectively dodge them. Trevor's boomerang can also come in handy against the flying demon. *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Continue to 8-01 (Final Path) | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | STAGE 7 (01): THE JAGGED CLIFFSIDE PATH | | ( From Block 6-02(X), 6-04(Y) ) | | Possible Spirits: Grant, Alucard | | Soundtrack: Anxiety | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *** NOTE: Due to the branching structure of the game, there are actually two stages listed as Stage 7. One uses numbers (7-01) and one uses letters (7-0A). Both stages are covered in this FAQ, but make sure you have the right stage 7 by checking which block you came from before you continue reading this FAQ! *------------------------------------------= | Block 7-01 : Decaying Blockade *--------------------------------= *** Subweapons Available: Axe *** Bonus Item Available: None *** Enemy Threats: Headless Skeleton, Hunchback, Acid Drip It is easiest to take out the first headless skeleton from the stairs with your whip or Alucard's ball of destruction. If you grab the axe here, use it to kill the second headless skeleton from a distance. Jump over to the left and go up the stairs to the next screen. You'll be trapped under a pile of blocks at first. The acid drips will slowly carve out a path so you can get up to the door. To make things easier, use an axe or two to kill the hunchbacks that are enclosed within the blocks. After that, wait for a bit to see how the drips fall to create stepping stones. It may not be clear until you actually see it. You've got to jump onto a low spot on the right, then make two consecutive jumps back left to the upper portion. From there you can walk to the door while avoidng the acid. You can also use Grant or Alucard to climb or fly in various places to make getting to the door a bit less of a task. Go through the door to continue to the next block. *------------------------------------------------= | Block 7-02 : Stagnant Pool of Debris *--------------------------------------= *** Subweapons Available: Holy Water *** Bonus Item Available: None *** Enemy Threats: Flying Bat You must make a series of jumps across quickly disintegrating platforms here. There's holy water hidden in the candle on the lowest platform. The hall has flying bats, so be cautious but not slow. If one gets it your way, you may need to whip it in midair. If you have the hearts, you can try using Alucard to fly over some or all of this screen. The door on the left side leads to the next block. *-------------------------------------------= | Block 7-03 : Rotting Passageway *---------------------------------= *** Subweapons Available: None *** Bonus Item Available: None *** Enemy Threats: Hunchback, Acid Drip Again, you'll be faced with several blocks that will be carved by acid drips to reveal safe passage to the door on the left. You can use Grant or Alucard to take shortcuts to the door. As Trevor, first wait until the drips give you access to the lower half of the screen. You can use an axe to kill the hunchback, but it won't be necessary. Wait here, under the large clump of blocks. The acid drips will form a small staircase at the left that lead right up to the door. If you make the jump from the elevated section of the floor, then you can make it to the door before the hunchback gets out of its cubby. *------------------------------------------= | Block 7-04 : Deep-Water Cavern *--------------------------------= *** Subweapons Available: Axe *** Bonus Item Available: Meat *** Enemy Threats: Gargoyle, Sword Skeleton, Slime As always, the gargoyles will be very annoying here. Move left, jump over the hole, and climb over the uneven parts. On the other side, blocks will begin to fall from the sky. Make your way towards the left edge of the lower platform. The bject here is to let the blocks build up so you can access the stairs on the upper ledge. As Alucard, wait for a block to drop farthest to the left, then get on it, transform into a bat, and fly up to the stairs. As Grant, you must wait for at least a few blocks to build up before the jump can be made. As Trevor, you'll have to wait for the blocks to almost reach the very top of the ledge. Follow the pattern of falling blocks to avoid getting hit, and watch your back for those pesky gargoyles. Go up the stairs to continue. Kill the sword skeleton to your left. Meat is hidden in the left wall. The slimes on the upper platform will often fly up and out of view, then come down on your head. Try to lure the slimes to drop down to the lower floor area by getting them to jump left through the gap near the wall. Once they've been killed safely, you can move up the stairs and tackle the other sword skeleton. Once you go back down the other side, the third sword skeleton will conveniently back up as you descend. kill it once you reach solid ground. The candle to your left has an axe in it which may be useful for the upcoming boss battle. Climb up the stairs and all the way across the top ledge, and then jump on the small platform above the door to prepare yourself for the fight. *-----------------------------------------------= | BOSS FIGHT : Vampire Bat *-------------------------------------= *** Preferred Subweapon: Axe (Trevor) Axe (Grant) The Vampire Bat will become vulnerable immediately after it begins flying around. It has no attack methods, and will meander around the room, attempting to ram Trevor. When the bat is hit, it will flash for a moment and then split into two smaller bats. Each of these two bats will split in two when they are hit. This pattern continues until the bat is reduced to its smallest form. Each of these normal-sized bats can be destroyed with a single hit. The easiest way to defeat the bat is to disallow it from spreading out. After attacking once, time your attacks to that limited space so that your whip hits just as the new bats become vulnerable. This way you can attack all the bats at once as they appear on that spot. The axe can be used effectively to attack the bats from the ledge just above the door at the right side of the screen. In conclusion, stick to the right side of the screen, and try to keep the bats constrained to a small spot in the middle using axes. Once it has been killed, work your way to the door, and you'll automatically walk through to the next block. *--------------------------------------------= | Block 7-05 : The Crashing Cliffs *----------------------------------= *** Subweapons Available: None *** Bonus Item Available: 1-Up *** Enemy Threats: Spider, Blood Whip Skeleton, Crow This section is very difficult and requires some patience. Blocks will rain down from the sky, and you've got to climb them up to a staircase that is out of sight. Try to stay on the middle platform. The blocks will always fall in the same order. From the left, stand on block #2 until you see block #4 fall. Then, jump to block #4. Blocks #2 and #3 will fall almost simultaneously. Once that happens, jump back to block #2. Follow this simple pattern all the way up to the top. It will take a while, but you should stay safe. Grant's jumping may me tempting, but he can be awkward to control for this part, so only use him to make the long, final jump if you're in a hurry. Although Alucard can fly all the way up in bat form, he is vulnerable to falling blocks. If you scroll the ledges off the screen and Alucard gets hit by a falling block, then you're dead. Instead, wait until the upper platforms appear. This will cause some blocks on the left side to stop falling. Then it wil be much safer to use bat form on the left side of the screen. Just always wait for a block in a certain column to fall before occupying that column. When climbing the stairs to the next screen, the two leftmost falling block columns can still hit you. Wait until you see them drop, and then advance the final two steps one by one. Contrary to what you may believe, there is nothing on the upper ledge to the left, so save your time and head right. Spiders will attack you here, as well as a blood whip skeleton. Use your axe to take out spiders if you still have it. Remember, you can kill the spiderlings that spiders shoot. Watch your head as you climb the stairs to the next screen, as spiders sometimes come out right on top of your head! If you have an axe handy, you can kill the two crows easily. If not, try to get them moving one way, then go the other. The first step to killing crows is to get out from underneath them. This forces them to charge, giving you an easy shot. Use the vertical platform to get to the upper level, or use Alucard to fly up. Use the moving platform to traverse the gap to the left, and jump to the vertical platform. If you let it descend to the small space underneath the door, you can find a 1-Up hidden in the wall! Go through the door to continue. *---------------------------------------------------= | Block 7-06 : Broken Path of Instability *-----------------------------------------= *** Subweapons Available: Dagger, Boomerang *** Bonus Item Available: None *** Enemy Threats: Flying Bat, Medusa Head Using either Grant or Alucard, you should do yourself a favor and use their abilities to get to the staircase on the upper ledge immediately. If any room deserves to be skipped, it's this one! To go the long way around, you must jump on the sinking platforms to the left very fast. You'll then end up on a ledge that is disintregrating, but if you leap off to the left no, you won't make it to the other side in time. Instead you must run back and forth or jump in place until the sinking platforms come back down again! Once you can get a good high jump onto the next set of sinking platforms, move left quickly to the three ledges. The candle here conceals a dagger. Now you need to wait here for the sinking platforms again, because you've got to race across them back to the right. Once across them, you'll end up on the upper ledge in the middle of the room. Now wait for the second set of sinking platforms to appear high up, and race across those to get to the staircase, at last! Here you'll have to traverse a bridge mostly made up on turnstiles while being attacked by medusa heads. Try not to jump unless you're on a solid block. If a medusa head gets in your way, try killing it without jumping, or better yet, ducking underneath it. There's a boomerang in a candle near the end of the bridge, but jumping to get it could cause you a lot of pain. If you've got an axe still, use it to break the candle instead of jumping. On the other side of the bridge is a door that leads to the final block of this horribly long and difficult stage. *-----------------------------------------------= | Block 7-07 : The Eroded Castle Wall *-------------------------------------= *** Subweapons Available: Axe *** Bonus Item Available: Holy Cross *** Enemy Threats: Spider, Headless Skeleton, Spear Soldier, Sword Skeleton, Gargoyle, Materializing Mummy, Axe Armor Just when you thought it was over, it just keeps getting more difficult. The headless skeleton should be a breeze, but the spiders can be tough to deal with when it comes to getting up the stairs. Try waiting for a second spider to come down before making a run up the stairs. This may save you from taking a cheap hit. Once you're up the stairs, you'll get to the next screen. Kill the first spear soldier. There's an axe on the ledge here if you need it. Once you jump from this ledge, the screen will begin to automatically scroll upwards, so you've got to be fast but careful! A lot of the ledges here will crumble, and you'll even have gargoyles to contend with. Make your way up the first flight of stairs but watch for the sword skeleton to appear before climbing all the way to the top. Once it's dead, you need to make a series of long jumps to the left, and then onto the next long platform. Kill the sword skeleton here. Go up the LEFT staircase. Once at the top, take out the spear soldier on the upper platform. The gargoyles should start appearing now. Go up the short flight on stairs but watch out for the sword skeleton on this platform! You'll have a chance to go up stairs on the left or jump up some ledges on the right. The stairs are definitely a quicker and safer route. At the tops of all the stairs, a sword skeleton will apear on the platform right above your head. Kill it with axes or with a whip from the elevated platform to your right, then jump to where it was. Jump up these staggered platforms on the left side of the screen to the double staircases. Both flights lead to the next screen, although the one on the left will put you in an easier situation. As a side note, always try to use Grant where you can to make shortcuts in your upward travels. Because of the gargoyles, using Alucard's bat form may not be a very good option. If you took the left stairs, climb up to the top ledge and kill the Axe Armor by standard means. You can then cross to the right side for the boss battle. If you took the right stairs, you'll be bombarded with materializing mummies right after appearing. Whip your way through the right pack of mummies and get to the boss screen without lingering in the area for too long. If you have Alucard, turn into a bat as soon as you can, and fly up and out of the range of the mummies. Finally, after all that work, you've made it to the end of the stage! *---------------------------------------------------------= | BOSS FIGHT : Mummies, Cyclops, & Flying Demon *-----------------------------------------------= *** Preferred Subweapon: Boomerang (Trevor) Axe (Grant) This battle has three phases. First you will be required to kill a pair of mummies. Once they are destroyed, you must kill a Cyclops. After it has been defeated, you must face a Flying Demon. There isnt really a place to hide this time, so chances are you'll have to attack the mummies straight up. Stay on the right side of the screen and take out any oncoming bandages. When the first mummy gets close, kneel on the elevated platform and start whipping it in the head. Once one has been killed, move to the left side and attack the second one. If you have the boomerang, use it continuously to do damage to both mummies. You may take some damage, but there's really no better way. Just avoid taking on both mummies at once, or even worse, getting between them. Use can also use Grant to reach the high ledge on the left. He can toss axes down at the mummies, but this technique is long, tedious, and inaccurate. The Cyclops follows the same battle pattern as the one in the previous stage, but this time there's no guaranteed safe spot. Stand on an elevated platform and duck. As the Cyclops draws near, whip its head once or twice, then jump over it and run to the other side of the room. If the Cyclops charges you, you usually won't have time to whip, so quickly jump up onto the next elevated platform and over the Cyclops again. The key is to continuously whip him from a platform, then get to the other side to repeat the process. If you jump while running across to the other side of the room, you can significantly reduce the chances that the Cyclops will charge. Be patient and victory should be yours. The Flying Demon will take three large leaps, then pause to shoot three balls of fire that spread out in front of him. If you get cornered, you're likely to take a lot of damage. Use the boomerang in addition to continuous whipping for the best results. You can also use the axe when the demon is airborne. If you get too close to either edge, wait for the demon to jump up, then run under to the other side. When the demon is about to shoot, back up a bit so you have time to see the fireballs and effectively dodge them. *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Upper Path ---> Continue to 8-01 (Final Path) | | | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | STAGE 8 : ENTRANCEWAY TO DRACULA'S CASTLE | | ( From Block 7-0C, 7-07 ) | | Possible Spirits: Grant, Sypha, Alucard | | Sountrack: DejaVu | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *-----------------------------------------= | Block 8-01 : Echoing Hallways *------------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: Holy Cross *** Enemy Threats: Flying Bat, Zombie, Spider, Headless Skeleton Watch your front and back for flying bats. A constant stream of zombies will come at you, but try to keep moving. There's a dagger right at the beginning of the stage if you need it. Keep moving right, whipping zombies as they appear. If Trevor or Grant carried an axe into this stage, you can use it to destroy the first Axe Armor without having to mess with the stairs. Other wise, try to get the Axe Armor to the right of the stairs, then slowly move up. Pin it at the wall and whip the poo out of it while standing on the stairs. Charge up the stairs at the second one once the thrown axes are cleared. It's always easier to defeat an Axe Armor when you're on level ground with it, and when the Axe Armor has no room to back up. Climb the stairs to proceed. Upon appearing on the next screen, it's very difficult not to get hit right off the bat. Deal with the spider to your left first, then move to the right and kill the headless skeleton. Keep moving right, attacking spiders as they appear as well as headless skeletons. Keep moving, and keep jumping! There's a door at the end of the hall that leads to the next block. There's a heart hidden in a breakable block above the door. *-----------------------------------------------= | Block 8-02 : The Alchemy Laboratory *-------------------------------------= *** Subweapons Available: Axe, Holy Water *** Bonus Item Available: Meat *** Enemy Threats: Slime, Bone Skeleton, Whip Skeleton, Blood Skeleton, Axe Armor Walk forward and jump down to the lower ledge. Slimes attack similarly to hunchbacks, so kill them before they have a chance to move too much. Keep your eyes open for falling bones, as a bone skeleton on the ledge above should be dropping them down at you. Next up is a whip skeleton, which should be an easy kill by now. There's meat hidden in the lower right wall, so make sure you refill some of your life meter. If you've got an axe on Trevor or Grant, use it now to destroy the bone skeleton above you, then climb the stairs carefully to avoid accidentally straying into the blood skeleton. Move back to the left, and kill the slime to the left of the stairs before you ascend them. Move right from the stairs, killing the slimes as they appear. When you get to the turnaround point, you've got to kill the Axe Armor without letting it back up too far, or you'll risk being swarmed by extra enemies. Use whatever subweapons you have available (the axe, holy water, or Sypha's magic) to finish it off quickly, or go crazy with Trevor's whip. You can use Alucard's attack as well, but his attack power is low and it may take awhile. For the second Axe Armor, try to get to the left side of the elevated ledge. It will be easier to kill the Axe Armor from there since he won't be able to back out of your way at all. Kill the final slime and climb the stairs to continue. *-------------------------------------------= | Block 8-03 : Death's Door *---------------------------------= *** Subweapons Available: Boomerang, Holy Water, Axe, Stopwatch, Dagger *** Bonus Item Available: Multiplier *** Enemy Threats: Spear Solider There's a multiplier in the wall to the left of your beginning location. If you want to use Trevor's boomerang for the boss battle, collect the boomerang on the upper level first, then collect the multiplier! As you run to the right, the floor will collapse behind you. Along this path is a candle bearing holy water. Don't pick it up if you still wish to use Trevor's boomerang. Eventually a spear solider will appear on the collapsing road. Although can destroy it, stopping may hinder your movement across the quickly collapsing bridge. Trevor can jump over the spear solider with a perfectly timed jump, or each of your spirits can handle the situation. Alucard can turn into a bat and fly over. Grant's jumping ability is much better suited to hurdling the spear soldier. If you collected the Ice magic on the bridge as Sypha, you can freeze the spear solider before leaping over it. Choose the option that works best for you. Every subweapon in the game is available along this bridge, so if you're looking for something specific, destroy candles until you find it. Otherwise, ingnore the candles. *--------------------------------------------------= | BOSS FIGHT : Grim Reaper, A.K.A. Death *----------------------------------------= *** Preferred Subweapon: Boomerang (Trevor) Lightning Magic (Sypha) For the first phase, try to stay in between the columns of blocks. You're going to need as much mobility as possible to dodge the scythes that appear from all angles. If you've got Trevor's double-shot boomerang, try to keep two in the air at all times. Whip the Reaper if he comes to the floor or gets too close. Grant and Alucard won't be able to contribute much. If you took Sypha's lightning magic instead of Trevor's boomerang, you can get off some lucky shots against the Reaper by getting up onto the second highest block and firing off a spell blast. Unfortunately Sypha's weak defense makes this a risky tactic. Sometimes, victory in this battle is determined by the luck of getting scythes to appear in easily destroyable locations. Once you destroy the Reaper, he will change forms. Death is a huge skull head that moves in a circular pattern. He won't shoot but he can ram you, and he's very large and tough to avoid. Scythes will still chase you, but there will be less than before. If you've got the boomerang or Sypha's Lightning magic, stay to the right or left behind the columns and fill the air with weapons or magic. Otherwise, you'll need to whip like crazy while watching out for scythes and backing up to avoid getting knocked into. Between both forms, Death is probably the most difficult fight in the game, so stick with it if you fail the first time. *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Continue to 9-01 (Final Path) | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | STAGE 9 : THE CHAOTIC GARDENS OF DRACULA | | ( From Block 8-03 ) | | Possible Spirits: Grant, Sypha, Alucard | | Soundtrack: Riddle | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *-----------------------------------------= | Block 9-01 : The Evil Aviary *------------------------------= *** Subweapons Available: Dagger or Axe *** Bonus Item Available: None *** Enemy Threats: Harpy, Hunchback The first screen has nothing of immediate value on it. Climb the stairs to get to the next screen. This passage is infested with harpies. Except to be bombarded by hunchbacks from both front and back. You must keep moving, and try not to get bogged down in one spot too long, however turning around to kill hunchbacks behind you is a good idea. Use any subweapons you may have available to help, such as an axe or Sypha's ice magic. If Trevor has holy water, you can use him to periodically throw a bottle behind him to form a destructive wall. This will prevent any hunchbacks behind you from advancing. Once you make it to the stairs, the harpy onslaught should end. There's a large heart hidden in a breakable block here, so be sure to look for it. Climb up to continue. There are three candles high up in this room. You can use an axe to knock them down. Grant can also climb the left wall to get at one or two. If Sypha carried lightning magic into the level, she can use it to get the candles as well. When you've gotten what you can, proceed through the door to the next block. *--------------------------------------------= | Block 9-02 : Poisonous Waterfall *----------------------------------= *** Subweapons Available: Axe *** Bonus Item Available: None *** Enemy Threats: Spiked Muncher, Bone Pillar, Gargoyle, Axe Armor There's an axe in the right candle up top. To get it, climb up on the top of the spike muncher, ride it up, then whip the candle. You should also pick up the large heart in the left candle if you've died somewhere in this block, because it is necessary in order to power up Trevor's whip before getring to the next screen. Go under the first Spiked Muncher, then wait at the edge of the pit. You've got to time your next jump perfectly or you're dead. Wait until the double-sided Spiked Muncher to the left is ascending and about halfway up. When the Spiked Muncher on the right is also elevating at the same time, make your jump. Jump too early and you'll hit your head - jump too late and you'll be crushed before you clear the area. If you have Alucard, try using his bat form to bypass this tricky obstacle. Climb the stairs at the other side to continue. This vertical shaft is very difficult. With both Gargoyles and Bone Pillars, the utmost concentration will be needed. Kill the first gargoyle that appears, then climb up the stairs between fire and destroy pillar #1. Climb on the stairs and wait for the next gargoyle. Remember, even if you're hit on stairs, you won't ge thrown, so it's always safer! After killing the next gargoyle, move up the stairs and kill pillar #2. Wait on the stairs for another gargoyle to come from the right, and kill it. Check fire from pillar #4 at the right, then climb to the top of this flight and immediately jump up to the higher ledge. Duck here, and wait for another gargoyle. Once you've cleared the fire from pillar #5 and you've got time until the next gargoyle appears, jump right and climb up the next flight of stairs. As you reach the top, expect to turn around and face another gargoyle. Jump up to the next higher ledge and wait for pillar #6 at the right to fire. Once you're clea, make the jump to the right, whipping to kill a gargoyle if one appears in front of you. Wait until pillar #6 fires again, then move up the stairs to destroy it. Watch your back for another gargoyle attack! The timing here can be difficult. You must race by the fire of pillar #7, but always take into consideration how long it has been before you've killed a gargoyle. Mastering the timing of both enemies along the entire vertical shaft takes a lot of practice. At the top, Climb the stairs and destroy the Axe Armor from the top step if you can. There's not much room to move around, so if you must get on the ledge, be very wary of the Axe Armor's next move. Get at least to the second block, or any attempt to duck mayresult in Trevor going back down the stairs, most likely leading to damage. Once you've finished the enemy off, climb down the stairs and enter the door to proceed to the next block. *------------------------------------------------= | Block 9-03 : Cursed Tower of Spirits *--------------------------------------= *** Subweapons Available: Holy Water *** Bonus Item Available: 1-Up, Meat *** Enemy Threats: Spear Soldier, Glowing Orb, Sword Skeleton, Flying Bat, Axe Armor Start by killing the first spear solider, then carefully climb the stairs to the upper level. Wait until the second spear soldier moves to the left side of the upper platform, then move up, turn around, and whack him. Climb the stairs to continue to the next sceen. Wait until the first glowing orb begins to pass to the right, then make a run for the stairs. Hold there until the sword skeleton on the upper platform moves out of the way, then take a step up and whip him. Once you get onto this upper platform, the screen will begin its periodic upward shift! You'll have to keep up a rigorous pace to stay ahead of the pace. Ignor the next flight of stairs and instead use a series of jumps to get up one level to the right. From here you can kill the next sword skeleton easier than if you had used the stairs. Cross to the left side and go up the next flight of stairs. Watch out for the glowing orb on the next platform, and try to get to the stairs as quickly as possible. There is a holy water on the right side, but its position makes it hard to get without approaching it from below with Grant or Alucard. Once up onto the next platform, you'll have a few moments to catch up. Keep moving up, and wait for two block-lengths to appear above each platform before jumping on. This will let any sword skeletons pop first. You can run across the broad ledge here to the right side and break the wall for a 1-Up, but only try it if you've got enough time! Go up the next short flight of stairs, then stagger your climb up the following stairs to avoid the glowing orb as it passes above and below you. Jump up to the left side, and then kill the next sword skeleton as it appears on the middle platform. From here, use the stairs to climb to the right side and kill the sword skeleton on the left side. Jump over to the left, and then use the stairs to go up to the right. Watch out for the next glowing orb, then jump up onto its platform and up the stairs. Stay on the stairs until the next glowing orb pops up above you. Wait for it to cruise by, then go up the rest of the stairs and jump to the left side. From here, the screen should stop scrolling, so it's just a matter of avoiding a couple more glowing orbs. Climb up the stairs to get out of the vertical shaft. There is a meat in the wall on the right side of this screen. Just jump over to retrieve it. You can ignore the Axe Armor on the upper ledge unless you want the large heart in the candle it guards. Watch out for flying bats coming in from either side of the screen. Enter the door at the left side of the screen to continue to the final block of the stage. *--------------------------------------------= | Block 9-04 : The Last Guard Post *----------------------------------= *** Subweapons Available: Boomerang, Dagger *** Bonus Item Available: None *** Enemy Threats: MerMan, Crow, Medusa Head There's a lot to worry about on this screen! You'll have crows attacking from above, and mermen attacking from below. If you still have your axe handy, use it frequently to attack crows coming down at you. Try not to jump too much or you may jump right into an oncoming Merman. If you have Grant, you can use him to immediately climb up onto the high ledge to get to the stairs. Otherwise, you must go all the way left in order to get up top. At the far left, on the top ledge, is a candle with a boomerang in it, which is always a valuable subweapon. As you return to the right, the crows will attack again. This time, use your boomerang to kill them from far away. Don't fall down the gaps where the waterfalls are, or you'll have to travel back to the left to get up! There is a dagger in the candle next to the stairs which you may want to avoid. Go up the stairs to the next screen. Now you'll have to cross a platform made entirely of turnstiles while being attacked by medusa heads. There is nothing of importance in the candles along this stretch, so do not be tempted to jump. Avoid Medusa heads by running underneath them, over them, or whipping them. Once you ge to the other side, you'll face off with a difficult boss. *-------------------------------------= | BOSS FIGHT : Doppleganger *---------------------------= *** Preferred Subweapon: Boomerang (Trevor) The doppleganger is a clone of whatever form you take. If you switch to a different character in battle, the doppleganger will also change to reflect it. It will be equipped with whatever subweapon that your character is currently holding. It will move and jump and attack just as you would. Despite these attributes, the doppleganger has a run-and-chase pattern that can be avoiding with a little dodging. If you've got Grant, Sypha, or Alucard with you, there is a well-known trick to beating the doppleganger. Meet it on the center ledge, then transform to your spirit. Wait until the doppleganger has fully switched to your spirit's form, then transform back into Trevor. While the doppleganger is switching back, you can get in one shot with the whip. This trick takes a bit of time, but it can be effective. What if you don't have a spirit with you? Climb up to the upper right ledge. Sometimes the doppleganger will attempt to jump up to meet you, but miss the jump and end up below you. Lure the enemy as far to the right as possible, then run and jump to the middle platform. Turn around to the right and throw a boomerang, then race up to the left ledge. The boomerang should hit the enemy once or even twice, and then the doppleganger may miss the jump again! When it attempts to jump up, you can get in a shot or two with the whip. If the enemy does make the jump, try to jump over him to the middle platform. You're likely to get hit, but you don't want to get trapped. If the doppleganger makes the jump but has a third or less of a life meter left, stick your ground and go for the kill with repeated whip lashes and boomerangs. When the doppleganger copies Sypha, it will only use the fire magic, regardless of which magic Sypha is actually equipped with. If you took the boomerang as lightning magic, you can attack from far away. The doppleganger will often stall on platforms, using fire magic, allowing Sypha to blast away from the other side of the room. *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* |PATH DIRECTION | | | |Continue to A-01 (Final Path) | *^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | STAGE A : THE INNER SANCTUM OF DRACULA | | ( From Block 9-04 ) | | Possible Spirits: Grant, Sypha, Alucard | | Soundtrack: Pressure, Overture (Block A-03 Only) | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *----------------------------------------------= | Block A-01 : Castlevania Clockwork *------------------------------------= *** Subweapons Available: Axe, Stopwatch *** Bonus Item Available: 1-Up *** Enemy Threats: Crow, Blood Whip Skeleton, Medusa Head, Bone Pillar, Flying Bat Crows will attack right from the beginning. If you've still got your boomerang fromt he previous stag, you can use it to clear out some room. After three crows, you'll come to the stairs. There is an axe in a candle behind the blood whip skeleton, so if you want it you'll have to get by the enemy. Otherwise, head down the stairs. This vertical shaft will scroll down automatically while medusa heads attack from either side. After descending the stair case, jump onto the first gear. Instead of jumping to the next gear, get sucked between the gears and drop down to the platform below. Wait here for a moment so you can see what's coming below you. Drop down again to a ledge on the left, then wait more. After some time, a small platform will appear further down the shaft. Drop down to it. In a candle at the platform to the right is a stopwatch, so jump over and grab it if you want it. Otherwise, continue dropping down onto platforms and ledges as they appear below you, dodging and killing medusa heads if they threaten you. Some of the platforms may crumble under your feet. To counteract this effect, jump up and downon the spot continuously. This will slow the platform's decay. Eventually you'll reach a gear that you must get over to the left. It's a tricky gear, because it is rotating in the wron direction. Jump onto it, then wait until you're about to get rotated off the back end, then jump forward. Your jump will position you to the far left side of the gear. Jump to the left again quickly to get onto the ledge on the left side. Go down the stairs to get to the next screen. If a bat flies at you right away, kill it. Get to the bottom of the stairs, then move left to kill the bone pillar. Sections of the floor will disintegrate as you walk across. The door is blocked by a bone pillar, but is there enough time to kill it? If you're in a hurry, take the damage and run by it to the door. Otherwise, try standing Trevor so he has one foot on one block, and the other foot on the next block. This will give you twice as much time to kneel and destroy the bone pillar. Use any subweapons you can to make the kill go faster. Note: There's a 1-Up in the candle that is too high to reach. Use an axe or Sypha's lightning magic to break the candle. The blocks underneath this particular candle won't disintegrate, so take your time. *-------------------------------------------= | Block A-02 : The Doomsday Clock *---------------------------------= *** Subweapons Available: Holy Water, Axe *** Bonus Item Available: Meat *** Enemy Threats: Spider, Whip Skeleton, Blood Whip Skeleton, Bone Skeleton, Flying Bat Kill the first spider you see, then drop off the ledge (don't use the stairs) to destroy the whip skeleton. After that, deal with spiders as you see them. There's holy water in the candle underneath the beginning ledge, and meat hidden in the wall behind it. As you go left you'll encounter a blood whip skeleton. Hit it once to shatter it, then keep moving. Proceed straight up the stairs to take out the bone skeleton. There's an axe in the last candle under the ascending stairs. Be sure to take it as it will be incredibly useful later. Go up the stairs to continue. Move to the right and go up the stairs to the high ledge. From here you can jump onto the first pendulum. This pendulum moves very fast, and if a flying bat appears in front of you, you won't have much time to react. As you travel on a pendulum, kneel down and be prepared to whip in front of you. Jump from the first pendulum to the second, and then from the second to the third. Watch both directions for incoming bats. Once you jump onto the platform at the left side, you will automatically walk through the door to the final section. *-------------------------------------------= | Block A-03 : The Final Approach *---------------------------------= *** Subweapons Available: Dagger *** Bonus Item Available: None *** Enemy Threats: None Take the hearts in the candles here, then go up the stairs to the next screen. There are hearts in most of the candles here, but there's a dagger in the fourth one. Do not pick up this dagger if you've got an axe on Trevor! The axe will be much more useful during the final battle with Dracula. *-------------------------------------= | BOSS FIGHT : Dracula *---------------------------= *** Preferred Subweapon: Axe (Trevor) Dracula attacks in three phases, and thus has three forms. Although you may have any one of the spirits for this battle, Trevor is the only one who will have any consistent ability to thwart him. In Dracula's first phase, he will raise his scepter and two bursts of flame will contain Trevor to a small area. Shortly after, Dracula will raise his scepter again, and a bigger blast of fire will appear directly underneath your feet. In order to avoid this, move to one side of the enclosed space. When you expect the large blast of fire to occur, begin walking towards the other side of the space. You should be able to avoid the fire in most cases. Sometimes Dracula will enclose a space that is so small that the large blast of fire cannot be dodged. This happens if you're too close to Dracula when he begins the attack pattern. If you have Alucard, you can try turning into a bat and flying to the top of the screen. After a round of this pattern, Dracula will teleport to a new location. He is invincible while teleporting, but he cannot hurt you either. Since Dracula's weak point is his head, whip him once or twice before preparing to dodge the large fireblast. If you successfully dodge it, youmay have an opportunity to attack a coupe more times. Once you've depleted Dracula's life meter, it will refill and he will take on a new form. The second form is a giant floating monster comprised of five heads. This mass of heads will slowly hover around the room, drooling acid on the ground. Each head must be defeated individually, but they all share one life meter. Try to stay near the sides of the room, jumping to attack. Avoid having to go under it whenever you can, however you may need to cross to the other side at least once to attack other heads. Alucard can use his bat form to fly over the monster. Although you can use your axe to attack the monster, you may want to conserve hearts for the final form. If for any reason Sypha has lightning magic, she can use it to completely decimate this form of Dracula by jumping and firing from either corner. Once all five heads have been defeated, Dracula will assume his final form! Dracula assumes the form of a winged demon that is the size of most of the screen. Only his head is vulnerable to attacks. Pieces of the floor will lift off the ground and float around to give Trevor a way to get up to Dracula's head, but they also form holes in the floor that will kill you if you fall in. All the while, Dracula is shooting laser beams at you. Fortunately, the pattern of lasers is quite predictable. Hopefully, you've got the axe on you. This subweapon will be your prime attacking force, as you will be able to attack the head of Dracula without having to use the floating platforms. Stay on either the far left or far right of the screen, as these blocks will never turn into floating platforms. When you see one of Dracula's laser shots begin to form, jump straight up and hurdle an axe at his head. Not only will the axe score a hit, but the laser will target Trevors position in the air, and the laser should fly harmlessly over your head. In order to predict from which part of Dracula's body the next laser is coming from, use this repeating pattern: * Head * Left Hand * Right Hand * Left Hand * Head * Right Hand * Left Hand * Right Hand The only problem with this technique is that when jumping straight up, you may accidentally jump onto a floating platform. If this happens, try to avoid the incoming laser by any means possible by jumping straight up, but not side to side. Also, if a floating platform raises out of the floor and traps you far enough against the side of the screen that your axes cannot hit Dracula's head, just hold still and dodge incoming lasers until the floating platform descends back into its place. Once you empty his life meter, Dracula will be defeated. Congrats! Youve just beaten Castlevania III! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER XI. | | | | THE ENDINGS | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ** WARNING - SPOILERS AHEAD! ** There are four different endings to Castlevania III. The ending will change depending on which spirit you have with you (or if you didn't bother to bring a spirit). The first and last paragraphs of the scrolling text are always the same, but the middle portion will change depending on who you brought. The text reads as follows: "Trevor made many sacrifices. The long fight is over. Dracula is dead and all other spirits are asleep." (a custom paragraph is next - these are written below.) "After this fight the Belmont name shall be honored by all people." ** After the short cinema scene has concluded, some credits will roll with snapshots of all the characters in action. Then the game will restart from stage 1 in expert mode. You will retain any spirit you allied with. *---------------------------= | Trevor's Ending *-----------------= ** Beat the game without acquiring any spirits to get this ending. * Trevor watches the castle fall from the cliffside. His cape rustles in the wind. "In the shadows, a person watches the castle fall. Trevor must go for now but he hopes someday he will get the respect he deserves." *--------------------------= | Grant's Ending *----------------= ** Beat the game with Grant as your supporting spirit to get this ending. * Trevor and Grant wall the castle fall from the cliffside. Grant cheers at the castle's demise. "Both feel their friendship is stronger since they worked together to rid Wallachia city of evil. Grant will start to rebuild the destroyed areas of the city." *--------------------------= | Sypha's Ending *----------------= ** Beat the game with Sypha as your supporting spirit to get this ending. * Sypha lowers her hood to reveal flowing blonde hair. She then rests her head on Trevor's shoulder as he puts an arm around her. "Syfa, the Vampire Killer has had a bad life, but since she met Trevor, she is beginning to feel more comfortable with herself." *----------------------------= | Alucard's Ending *------------------= ** Beat the game with Alucard as your supporting spirit to get this ending. * As the castle collapses in the distance, Alurcard's cape rustles in the wind. "The battle was won by Trevor and Alucard but Alucard feels guilty because he killed his real father. Trevor realizes this as he stands there thinking about Alucard." +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER XII. | | | | DRACULA'S MINIONS | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *** Here is a list of all of the enemies you may encounter during your trek to defeat Dracula. They have been listed alphabetically, and some of the names I have more or less made up. The names do however match the ones used in the walkthrough portion of this FAQ. * Acid Drip From the top of cliffs and caverns, acid drips plummet to the ground. Their chemical makeup corrodes the ground, causing whole floors to be eaten away. The drips can also eat through Trevor if they land on him. * Axe Armor One of Dracula's elite troops. This monster is wearing superb armor that will require several hits to destroy. In addition, it is equipped with an axe that it can throw either high or low. To make matters worse, these thrown axes will return to the Axe Armor like a boomerang! The Axe Armor is a formidable foe. * Blood Skeleton This type of skeleton has been drenched in the blood of dead warriors. Even when knocked down, the souls of the warriors will reconstruct the skeleton. It can be defeated only temporarily, and will continuously reform itself. * Blood Whip Skeleton The dark marriage of the indestructible blood skeleton and the attack ability of the whip skeleton produced this evil monster. This skeleton cannot be permanently defeated, and will continue to chase Trevor around with its whip each time it reconstructs itself. * Bone Dragon A ferious creature made from the spine of a dead dragon. It will move rapidly and attack with fire from its mouth. The bone dragon will require many hits before it is defeated, but it may drop an abundance of treasure. * Bone Pillar The bone pillar is a two-headed stationary target. It will fire a succession of three fireballs at Trevor (two fireballs in certain situations). It has a very high defense and will require many whip attacks to destroy. * Bone Skeleton Much faster than a normal skeleton, the bone skeleton runs about and can even jump off ledges and over pitfalls. When Trevor is nearby, the bone skeleton plucks a rib from his chest and throws it like an axe. * Crow The crow will continuously pester Trevor by attacking from above. It can be extremely difficult to attack a crow head on, as it will often hover above Trevor's head for a while before making a quick attack. * Demon Frog Indigenous to swamplands, the demon frogs leap out of marshes without warning and attack Trevor with their sticky tongues. When they gang up on Trevor, they become a nuisnace, jumping here and there and getting in the way. * Eyeball This mysterious floating eyeball will cruise about at a specific altitude. At times, it will stop and blink, dropping an acidic tear to the ground that can damage Trevor if it touches him. * Flaming Soul The spirit of this human burns eternally with a bright fire. It paces, lost in the plane of existence. With each step it takes, it leaves behind a trail of flame that is searing to the touch. * Flying Bat Often flying in at inopportune times, the flying bat will attempt to ram into Trevor by zipping across the screen in an erratic pattern. They can be quite annoying, and tend to appear in perilous situations where Trevor can be easily knocked into an abyss. * Gargoyle This flying foe will appear from either side of the screen. Although it starts off flying in a very straightforward fashion, its pattern becomes wider as it inhabits the game screen for a certain period of time. Kill it quickly! * Ghost An unholy spirit of the afterlife, the ghost will materialize in a particular spot. It will then slowly progress to Trevor by moving up, down, left or right, and through walls and floors. It is slow-moving, but requires more than one attack to defeat, making it quite troublesome in some tight spaces. * Glowing Orb These small spirits are fairly industructible. They follow the contours of the land, revolving around various platforms. If Trevor steps on one, it will hurt him, so jumping over them is required. * Harpy This flying bird woman prefers the sky to the ground, although her purpose is to deliver trouble, not to cause it. Harpies fly by, dropping hunchbacks to the ground, one at a time. If you've got an axe, introduce it to her face. * Headless Skeleton Armed with a rapier, the headless skeleton has a longer reach than that of the sword skeleton, and the same speed. However, the headless skeleton wears no armor, and thus has much less defensive power. * Hunchback A devilish little monster that will attack Trevor using short, quick jumps. It is best defeated before it gets too close to Trevor. Otherwise, the hunchback becomes a horrible pest, swarming Trevor and making iteself difficult to hit. * Materializing Mummies When Trevor reaches a certain area, the souls of the dead meet up and cover themselves with scraps of bandages. They use a surprise attack from both sides, and throw bandages as well. They will continue to appear over and over again until Trevor leaves the area. * Medusa Head These spawns of the mythical creature Medusa will come in droves from the side of the screen. They love to inhabit vertical shafts. Although they're just as annoying as bats, their travel pattern is much more predictable. * MerMan The Merman swims in the waters surrounding Castlevania. In shallow areas, it will sneak up on Trevor, then pop its head out and spit fire. It can also jump a great distance to attack Trevor from the depths of an abyss. * Mud Man The mud man is a poltergeist that has posessed the very materials of the swamp. These monsters grow out in limitless quantities from the bog, moving slowly to attack their target. Fortunately, they do not have the ability to leave the swamp, and are contained to their murky home. * Poison Pod These strange tentacled creatures float about in the air and rest silently on the ground. When attacked, they burst open, releasing deadly spores that spread into the air, raining down on Trevor's head. * Skeleton The grunt of Dracula's minions is the skeleton. While most specialize in some skill, this skeleton will pace back and forth along a ledge, attempting to hit Trevor with its bony hands. * Slime A bouncing ball of goo that moves similar to a hunchback. These slimes are also capable of defying gravity, and will often try to attack from the ceiling. * Spear Soldier Despite holding a weapon, the spear soldier is yet another wandering grunt. It will attempt to ram into Trevor. The spear soldier is wearing light armor, so unlike a skeleton, it may require a bit more work to destroy. * Spider Climbing down on threads of spider silk, these arachnids appear from the sky and attack Trevor by sending their minion spiderlings out to hit him. When in groups, spiders can be especially frustrating to deal with. * Spiked Grinder These mechanical munchers are used as torture devices by Dracula. They have been installed in several locations. They instantly kill anyone and anything that gets caught in between the ground and their sharp, spiky underbellies. Best to travel over them, or quickly under them. * Stationary Bat This bat hangs from the ceiling, waiting patiently for its prey to come within swooping range. It will attack if Trevor gets too close, but it's a sitting duck when attacked from far away. * Swooping Owl Hiding within the leaves of the Black Forest, these owls can be seen peering from the background. After a short time, they will pop out and swoop down on Trevor. If they are not killed right away, they may fly back down for a second attack! * Sword Skeleton These advanced soldiers of Dracula's skeleton army are armed with short swords and tough armor. They attack by making thrusting, back and forth movements on various platforms, and attacking with their sword at set intervals. * Whip Skeleton Although they wear no armor, the whip skeleton attempts to beat Trevor at his own game. They are very agile skeletons, and their whip is of equal length to Trevor's Morning Star. This can make them very difficult to approach. * Zombie Once dead, the zombie is a mindless undead monster that rises from the graveyards. Although they are easily avoided and defeated, some will rise from the ground right at Trevor's feet. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER XIII. | | | | SOUND TEST | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *---------------------------------= | Access the Sound Test *-----------------------= While on the title screen, press and hold both the A and B buttons, then press START. This will evoke the Sound Test. From here you can listen to all of the music within the game. *** Use the B button to start the selected track. *** Use the A button to stop the selected track. *** Use Up & Down on the directional pad to change songs. *** To exit the Sound Test, press the START button. *-------------------------------------------= | Track Listing: Background Music *---------------------------------= * Beginning ** Plays during Blocks 1-01, 1-02, 1-03, 1-04 * Clockwork ** Plays during Blocks 2-01, 2-02, 2-03, 2-04, 2-05, 2-06 * Mad Forest ** Plays during Blocks 3-00, 3-01, 3-02, 3-03, 3-04 * Anxiety ** Plays during Blocks 4-0A, 4-0B, 4-0C, 4-0D, 4-0E, 7-01, 7-02, 7-03, 7-04, 7-05, 7-06, 7-07 * Rising ** Plays during Blocks 5-0A, 5-0B, 5-0C * Stream ** Plays during Blocks 6-0A, 6-0B, 6-0C, 6-0D * Dead Beat ** Plays during Blocks 4-01, 4-02, 4-03 * Nightmare ** Plays during Blocks 5-01, 5-02, 5-03, 5-04, 5-05, 5-06, 5-07 * Aquarius ** Plays during Blocks 7-0A, 7-0B, 7-0C, 6-01(Y), 6-02(Y), 6-03(Y) * Demon Seed ** Plays during Blocks 6-01(X), 6-02(X) * DejaVu ** Plays during Blocks 8-01, 8-02, 8-03 * Riddle ** Plays during Blocks 9-01, 9-02, 9-03, 9-04 * Pressure ** Plays during Blocks 6-04(Y), A-01, A-02 * Overture ** Plays during Block A-03 *------------------------------------------= | Track Listing : Specialty Music *---------------------------------= * Boss Fight ** This track plays during any standard boss battle. * Block Clear ** This track plays when you acquire a magic orb, or complete a level. * Big Battle ** Plays during Dracula's 2nd form, then restarts for Dracula's 3rd form. * All Clear ** This track plays when you collect the mystic orb after successfully defeating Dracula. * Destiny ** Plays when you must choose a path on the area map. * Encounter ** This track plays during confrontations with Grant, Sypha, or Alucard. * Prelude ** This track plays during the opening cinema sequence. * Prayer ** Plays at the beginning of the game, as Trevor prays at the altar. * Epitaph ** Plays during the Name Selection screen, as well as the Password screen. * Evergreen ** This track accompanies the end game text, as Castlevania collapses. * Flash Back ** This track plays while the ending credits roll. * Game Over ** Plays on the Game Over screen while you choose to replay or get a password. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER XIV. | | | | SECRET NAMES | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ There are a handful of secret names you can input at the beginning of play that have an effect on your gameplay. Of most interest are the spirit names, which start you at stage 1 with one of the three spirits. This allows you to take spirits on paths that they otherwise would not be able to take. Use any of the following names when you start the game, and it will have the following effect: *-------------------= | HELP ME *---------= ** You will start the game with ten lives. Use a space on the name input screen to separate the words, or the name won't work. This is a great way to give yourself an edge for those difficult levels. *-----------------= | AKAMA *-------= ** You will begin the game as if you had just beaten it. Your character will take more damage, and some of the enemies have been swapped with more difficult enemies, like medusa heads. Think of it as an expert mode. *-----------------= | OKUDA *-------= ** Begin the game with Alucard as your spirit. You won't be able to accept Grant or Sypha as your spirit if you meet them. This can be useful if you want to take Alucard on the easy path through the haunted ship. His bat form can also be exploited quite a bit in early stages where you shouldn't be able to have him at all. *-----------------= | URATA *-------= ** Begin the game with Sypha as your spirit. You won't be able to accept Grant or Alucard as your spirit if you meet them. Although Sypha has no added skills that make her stand out, you can use this name to bring her through one of the more difficult paths in the game. *--------------------= | FUJIMOTO *----------= ** Begin the game with Grant as your spirit. You won't be able to accept Sypha or Alucard as your spirit if you meet them. This code has two minor benefits. You can use Grant in the first stage to collect an unreachable candle. It also saves you a trip up the clocktower to get him. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER XV. | | | | FREQUENTLY ASKED QUESTIONS | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *** Question: Is Sypha a man or a woman? I've seen and heard conflicting answers from a variety of sources. How did this confusion originate? *** Answer: The instruction booklet refers to Sypha as a man, as does the in- game dialogue when you must choose to take Sypha with you. The ending, however, clearly refers to Sypha as a "she". To further bolster the argument that Sypha is a woman, she reappears as a boss fight in "Castlevania: Symphony of the Night" for the PLaystation. In this game, she appears to very much be a woman. So where did all of this contraversy come from? Chances are Konami was trying to keep Sypha's gender a mystery until you see her ending (kind of like Samus Aran from the Metroid series). Unfortunately, the publicity surrounding this game upon its release (especially from Nintendo Power) kind of killed the secret before it ever got off the ground. This led many gamers to become confused instead of misled when they saw Sypha being referred to as a man. *** Question: Why are there spelling differences between the instructions and the actual game? Which is correct? *** Answer: The gaming industry has come a long way since this game was released. A long time ago, text translation was not a major part of the process of bringing a game from Japan to America. Because of this, the translations in many games from this early era are quite poor. Sypha's name is repeatedly spelled with an "f" instead of a "ph" and her last name has been completely mistranslated. Even the name of Trevor's hometown, "Warakiya", is mistranslated in Grant's ending text as "Wallachia". When in doubt, go with the spelling from the instruction booklet, and not the spelling in the game. *** Question: Why do some people refer to the stages as 16 "routes"? I've seen this terminology used to describe the game in many places, and the numbers do not match yours. *** Answer: Nintendo Power, which is Nintendo's official game publication, is to blame for this one. In Volume 18 (Dr. Mario is on the cover of this issue), Nintendo Power ran a multi-page review with a partial walkthrough of Castlevania III. They referred to each level as a route. They split Stage 5(01) into two routes, bring the 15 stages to a grand total of 16 routes. A lot of people still refer to each level by the route number that Nintendo Power gave. I've tried to not to use the route numbers with this FAQ, and instead I have stuck with the stage numbers as they are represented in the game. *** Question: I was in a room with moving platforms once. The second time I came to this room, they were a different color! Did I stumble on some sort of secret? *** Answer : Unfortunately, no. The Nintendo Entertainment System is an 8-bit platform, and the amount of colors it can display simultaneously is relatively low. Various sprites are set to various palettes of colors. The moving platform you see has its palette set to the same one that is used for your character. Since each of the four playable characters uses a different color palette, the moving platforms will take on the colors of the character you're currently using. Try transforming in one of these rooms, and you'll see these platforms change color. You can also see this palette effect with falling blocks. Got a question you'd like to see here? E-mail me at needle@needle.org and I'll answer it here, as well as give you credit for the question! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ | CHAPTER XVI. | | | | CONCLUSION | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This is not the final version of this FAQ. There are several things I wish to add in the near future. * Calculations of enemy "hit points" * Block locations of specific enemies within the Minions Chapter * Rewrite some unclear strategies, spelling errors, in walkthrough section. * Add any more relevant information that may pop up. I hope you've enjoyed reading this FAQ! If you think of anything extra you'd like to see here, please contact me about it. Castlevania III is a true classic NES game, and it deserved a FAQ like this, with a completely thorough approach. *----------------------------= | Version History: *------------------= ---- Version 1.00: Initial Release. * Submitted on May 2, 2003 ---- Version 1.10: Fixes a ton of spelling errors. Some sentences rewritten to make more sense. * Submitted on May 6, 2003 *=============================================================================* | Copyright 2003 Nick "Needle" Ross. Contact: needle@needle.org | *=============================================================================* ------------------------------------------------------------------------------- Please DO NOT distribute this FAQ without the author's permission! Thanks! ------------------------------------------------------------------------------- *=============================================================================* | END OF FAQ | *=============================================================================*