السلام عليكم
هذا هو الحل الكامل للعبه كاسل فينيا هارموني اوف ديسونانس
تفضلو
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* Castlevania: Concerto of Midnight Sun Walkthrough/FAQ *
* Version 1.1 - Last Updated 6 July 2002 *
* By: Zach Keene (zjkeene@bellsouth.net) *
***************************************************************************
Table of Contents
1) Introduction
2) What's New?
3) Credits
4) Legal Crap
5) Frequently Asked Questions
Part I: Juste Belmont
6) Introduction to Juste Belmont
7) Subweapons and Spell Fusion
8) Walkthrough
Part II: Other Hints and Tips
9) Miscellaneous Tips
10) Maxim
11) Mechanics
Part III: Equipment Lists
12) Equipment - Whip
13) Equipment - Body
14) Equipment - Head
15) Equipment - Hands
16) Equipment - Legs
17) Equipment - Goods
18) Equipment - Relics
19) Equipment - Spellbooks
20) Collectables
21) Encyclopedia
22) The End
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::: Introduction ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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Bear with me folks, because with this FAQ I'm doing a few things I do not
normally do. First, I'm writing a FAQ for a Japanese version of a game
before an English version has been released. I have done that before (my
Castlevania Chronicles FAQ), but this is quite different, as this game does
have quite a bit of Japanese. Which, as anyone who knows Japanese will
probably soon see, is not a language I have much expertise in. I don't
think I screwed anything up too badly with the item name translations, but
there were a few things I couldn't figure out. Either way, I will appreciate
any corrections anyone with more knowledge than me may have. (The second
thing was releasing versions of this FAQ before I considered it complete,
but that's no longer an issue.)
Anyway, this FAQ was originally written for the Japanese version. The US
version is currently set for release in September, and whether or not I
update this for the US version depends on whether I feel like buying another
copy of this game in three months. Circle of the Moon's US item names
seemed to stick pretty close to the Japanese version though, so hopefully
Harmony of Dissonance will follow suit and this FAQ won't be too confusing
for players of the US version.
Where to get the latest version of this FAQ
-------------------------------------------
http://www.geocities.com/arcanelore2...qs/cv-coms.txt
[This version is always current.]
Cheat Code Central - http://www.cheatcc.com/
GameFAQs - http://www.gamefaqs.com/
The Castlevania Dungeon - http://www.classicgaming.com/castlevania/
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::: What's New? :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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Version 1.1 - 2 July 2002
- Three new Rare Ghost locations added.
- Fixed the requirements for the best ending.
Version 1.0 - 26 June 2002
- Finally, the complete version of the FAQ. Which is not to say that
there's nothing more to be added (or screw-ups to be fixed. Never seem
to run out of those...)
- HARDGAME damage formula added to the Mechanics section.
- Entrance shopkeeper condition corrected.
- Contrary to earlier reports, spellbooks do _not_ turn into Heart Max
Ups when playing the NO MAGIC game.
- Rambled on some more about abusing the Sacred Fist + Ice trick to do the
story sequences out of order...
- A few new questions added to the Frequently Asked Questions section.
- Noted a title mix-up in the Sound Test.
- And the usual minor corrections.
Version 0.9 - 21 June 2002
- Yet another Rare Ghost location added.
- Some more Spell Fusion tricks added (see Thunder + Holy Book,
Fire + Holy Book, Fire + Dagger, and Wind + Holy Cross).
- Some minor updates to the Mechanics section and the Miscellaneous Tips
section.
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::: Credits :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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Thanks to: (in alphabetical order)
AnotherGamer
- For the "Gradius Shield on both sides" Thunder + Holy Book trick.
AsianUser
- Found a Rare Ghost location.
AstroBlue
- Corrected some of the translations I couldn't figure out.
Brayze
- Gave me some enemy drops.
Dais
- Corrected one of Maxim's moves.
Gilrad
- For finding out how to get the merchant in the Entrance to appear.
Machinegun
- For finding the some interesting abuses of the Sacred Fist + Ice glitch,
which allows you to get to some areas before you were meant to. Also
found that you can somewhat control where the Axe + Wind fusion spins,
and a number of other Spell Fusion tricks. Also noted that the
Entrance merchant condition was not entirely correct, and found a
Rare Ghost location.
n3m3s1s
- Gave me a few Rare Ghost locations, and found that its appearance rate
is based on your LCK score.
Nintendo Power
- For those nice maps they published several months before the US
release. (Beware though, they have a few omissions...)
NobuoMusicMaker
- Found out that Maxim can roll indefinitely (or until he runs out of
MP, whichever comes first. Also found a Rare Ghost location.
samsonlamhk
- Noted a title switcheroo in the Sound Test mode.
Shuu831
- For finding the summon book.
T0037
- For figuring out where to use the Konami Code to play as Simon, and
for posting some subweapon tricks.
THOTH
- For suggesting to the GameFAQs board that the Konami Code might be
useful in finding Simon...
Thanks also to whoever discovered all the name codes that have been
submitted to GameFAQs (and thusly have shown up here, as well.
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::: Legal Crap ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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This Castlevania: White Night Concerto FAQ is (C) 2002 Zach Keene.
As Grand Poo-bah of Copyrightedness, I grant upon thee the following
rights:
1) Thou mayst give this FAQ to whomever you so choose. The key word here is
"give". If anybody gets paid for this, it darn well better be me.
2) Thou mayst put this FAQ up on thine website, so long as it remains
completely unchanged and intact. And I do mean completely.
3) The Grand Poo-bah of Copyrightedness asks that if this FAQ appears on
thine website, thou must make the effort to make sure thou hast the
latest version.
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::: Frequently Asked Questions ::::::::::::::::::::::::::::::::::::::::::::
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Q) Concerto of Midnight Sun? White Night Concerto? Harmony of Dissonance?
What is this game really called?
A) "Concerto of Midnight Sun" is Konami's official translation of the
Japanese title (Hakuya no Concerto). "White Night Concerto" is the
unofficial translation of the Japanese title you're probably more
familiar with. (Whether or not either English title is a mistranslation
is dealt with in another question at the end of this section.)
"Harmony of Dissonance" is the title of the US version, which as I write
is scheduled for a September release.
Q) OK, so what the heck is a "midnight sun (or a white night)" anyway?
A) From dictionary.com:
midnight sun (n) - the sun as seen at midnight during the summer
within the Arctic and Antarctic regions.
white night (n) - A night without full darkness, as during the
summer in high latitudes.
Q) Help! I need to equip <item> to get through the game, but I can't read
Japanese and can't find it in my inventory!
A) Fortunately for non-Japanese speakers, items important to passing
certain areas of the game will always be located at the very top of
your inventory. Juste's Bracelet will be the first bracelet in your
inventory, Maxim's will always be the second, and the Smashing Boots
will always be the first pair of boots you come across. (This is
assuming you have actually found these items, of course.)
The Dark Night Glasses aren't strictly necessary for passing through
the dark section of Corridor in the Air A, but nonetheless they will
appear in the first four items in your inventory once you acquire them.
(And yes, I somehow managed to do it the hard way before I figured out
what the glasses did.
The Crush Stone is always first on your Whip inventory (in the top right
corner.)
Q) What do the "COOL!" messages mean when I touch an orb after defeating a
boss?
A) Nothing much. You get these if you are doing something fancy when you
touch the orb, like whipping, jump whipping, or doing the Leap Stone
Stomp. You can get a "GOOD!", "COOL!", or "EXCELLENT!", but I'm not
quite sure what the requirements are. I suspect is has more to do with
how high you are when you catch the orb rather than what exactly you
happen to be doing.
Q) Where is enemy #79 (the Rare Ghost)?
A) The Rare Ghost appears only in certain rooms, and even if you know where
it appears, it will not appear all of the time. For more details and a
partial list of locations, check the Miscellaneous Tips section.
Q) How do I open the door to the final battle area in Castle A using Maxim?
A) So far, no method to do so has been discovered. (I personally don't believe
any such method exists, but I would be happy to be proven wrong.
Q) <Insert title translation here> is a crappy translation!
A) I'd hoped I'd cleared this up with the first two questions, but apparently
not.
Some have objected to "White Night Concerto" on the grounds that "white
night" is a very literal translation of "hakuya". That is true. And there
certainly are nearly unlimited examples where literally translating
something from one language to another gives amusing, awkward,
nonsensical, and/or just plain wrong results.
This is not one of them. As I pointed out above, the term "white night"
exists in English, and it has pretty much the same meaning "hakuya" does
in Japanese.
Some have objected to "Concerto of Midnight Sun" _because_ "hakuya"
literally translates into "white night". As I also pointed out above,
since the terms "white night" and "midnight sun" are synonymous in
English, neither one is a mistranslation.
Don't believe me? Then go to WWWJDIC at:
http://www.csse.monash.edu.au/~jwb/wwwjdic.html
Click on "Search for words in the dictionary", then click on "Enter
Japanese Keyword in Romaji", then type "hakuya" (without the quotes)
into the box, and see what comes up when you press "Begin Search".
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::: Introduction to Juste Belmont :::::::::::::::::::::::::::::::::::::::::
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Well, if you're used to playing Richter in CSOTN or Nathan in Circle of
the Moon, not a whole lot has changed. Except for the fact that Juste
cannot run per se; but his walk is plenty fast enough. Juste can dash
forward or backward by pushing the L and R buttons, which makes up for his
lack of running ability.
Juste's basic weapon is, of course, the Vampire Killer whip. Juste can
find several stones that, when equipped, can give the whip special powers,
elemental properties, or just simply more power. He can also do the whip
wiggle a la Simon Belmont in Super Castlevania IV by holding down the
attack button.
CSOTN and CotM players will be familiar with the Save Points, but
Concerto of Midnight Sun has an additional save feature. After saving at
any Save Point, you can use the "Saveroom" function on the menu to instantly
save anytime. The catch is, however, that when you restart you will be
warped back to the last actual Save Point you visited. (You'll keep any
items, map coverage, experience, etc. you acquired before using the
Saveroom function.)
This can also be useful for a technique I call "Save Point Bookmarking",
which I make extensive use of in the walkthrough below to save a lot of
backtracking time. The idea is this: make a "bookmark" save somewhere you
will want to come back to, then go wander off to wherever. When you need
to come back, simply hit Saveroom on the menu, then reset your game.
(The soft reset is A+B+Select+Start, BTW). Poof! Instant backtracking.
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::: Subweapons and Spell Fusion :::::::::::::::::::::::::::::::::::::::::::
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* Subweapons *
Like any other Castlevania game, Juste can use Subweapons, which can
occasionally be found in candles. Subweapons generally are less powerful
than the whip, but will have longer range, hit multiple times, or have some
other attack pattern that will still make them useful. Subweapons consume
Hearts when used. (Push Up + Attack to use a Subweapon.)
Note that except for the dagger, all subweapons are equally powerful
damage-wise (though some may hit more times than others...) Unlike CSOTN,
Subweapon damage is based on your STR stat.
- Axe: Flies in an arc; low horizontal range. (4 Hearts)
- Dagger: Flies quickly straight across the screen. (1 Heart)
- Holy Cross: Flies straight ahead, travels about half-screen, then
returns. If you position yourself such that you hit the enemy right
at the point the Holy Cross turns around, it will get smacked
several times. (5 Hearts)
- Holy Book: Just like in Rondo of Blood, the Holy Book spirals outward
from your location. (3 Hearts)
- Holy Water: When a vial of Holy Water hits the ground, it creates a
flame that travels across the floor. (3 Hearts)
- Sacred Fist: Juste performs a rapid flurry of punches that reaches
about halfway across the screen. (8 Hearts)
(You may come across items that, when equipped, change the behaviour of
Subweapon attacks.)
* Spell Fusion *
Along the way, you will find Spellbooks that you can use to enhance your
subweapons. After activating a Spellbook, you will change the way your
current Subweapon attacks, as well as giving it elemental properties.
You can select and activate Spellbooks by visiting the Spellbook menu.
Also, you can toggle whether or not your Spellbooks are active by holding
Down and pressing L + R, and cycle through your spellbooks by holding Up
and pushing L or R.
When a Spellbook is active, Subweapon attacks consume MP rather than
Hearts, and become INT-based attacks.
Fire Spellbook:
- Axe: Creates twin fire dragons that attack enemies. (70 MP)
- Dagger: A circle of daggers forms clockwise around Juste. Roll the
directional pad in a circle at the same time as the daggers form to turn
them into fireballs. Any daggers you've turned into fireballs will then
bounce around the screen, while the remaining daggers will just
disappear. (The topmost dagger will always turn into a fireball.) (60 MP)
- Holy Book: A Holy Book flies forward a short distance, creating a tornado
of flame around it. (By default this is cast in the direction you are
facing, but hold the directional pad in the opposite direction
immediately after casting to send it the other way.) (50 MP)
- Holy Cross: A flaming cross flies across the screen, until something hits
it; two spiralling fireballs are then unleashed. (50 MP)
- Holy Water: Creates a fireball that bounces around the screen (not quite
as dramatically as the Axe fireball). (40 MP)
- Sacred Fist: Fires off four fireballs which drift slowly. (50 MP)
Ice Spellbook:
- Axe: An icicle falls on a nearby enemy. (20 MP)
- Dagger: Several daggers home in on enemies. (30 MP)
- Holy Book: Creates a tidal wave that expands along the floor to both sides
of Juste. (30 MP)
- Holy Cross: An "Icicle Familiar" follows Juste around, firing ice pellets
at nearby enemies. (30 MP)
- Holy Water: Three "ice shields" form on top of a nearby enemy, damaging it.
(40 MP)
- Sacred Fist: Dashes forward with a giant ice fist. (30 MP)
Thunder Spellbook:
- Axe: Several bolts fire from Juste's position. (60 MP)
- Dagger: Fires several daggers upward, which rain down on an unfortunate
victim a few seconds later. (80 MP)
- Holy Book: Two Gradius Shields protect Juste (complete with the original
Gradius sound effects!). They can take about 16 hits before disappearing.
Push Up, Down + Attack to move the shields to the other side of Juste.
Or, after the first shield attaches to Juste, use this command to move it
to the other side, then let the second attach. You'll end up with a shield
on both sides. (60 MP)
- Holy Cross: A beam of light surrounds Juste, while several crosses rotate
around him (a la CSOTN or Rondo of Blood). (60 MP)
- Holy Water: A bolt of lightning from the sky moves back and forth in front
of Juste, frying anything in its path. (40 MP)
- Sacred Fist: Creates three bolts of lightning that home in on enemies.
(60 MP)
Wind Spellbook:
- Axe: An axe will rotate around where Juste was when he activated this
attack. If you push a direction on the directional pad before the axe
appears, you can adjust the point around which the axe rotates. (40 MP)
- Dagger: Juste will rapid fire a large number of daggers across the screen,
Richter Belmont style. (40 MP)
- Holy Book: Three holy books rotate around Juste. (40 MP)
- Holy Cross: Juste will be surrounded by a rotating circle of crosses. Each
cross will take three hits before disappearing. Push Up, Down + Attack to
switch between a vertical rotation and a horizontal rotation. (50 MP)
- Holy Water: Holy water rains down on all onscreen enemies. (50 MP)
- Sacred Fist: Fire an absurdly powerful fireball. (20 MP)
Summon Spellbook:
- None: If you have no subweapon equipped, you will restore all HP instead
of doing a Subweapon attack. (100 MP)
- Axe: Juste turns into a demon, whose wings hit anything nearby several
times. (100 MP)
- Dagger: A large bird appears and causes arrows to rain down on everything
on screen. (100 MP)
- Holy Book: A faerie appears and hits one enemy with her hammer, doing
massive damage. (60 MP)
- Holy Cross: Meteors rain down on everything onscreen. (100 MP)
- Holy Water: An angel floats across the screen and back, raining dust down
on enemies. (100 MP)
- Sacred Fist: A large figure appears, doing damage to everything onscreen.
(100 MP)
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::: Walkthrough :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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Just like my CSOTN walkthrough, I make no promises that this is the
fastest, best, and/or easiest way through the game. I've tried to put the
priority on eliminating unnecessary backtracking, which means there some
items you could get long before my walkthrough gets you there. (If any such
items are especially worthwhile I'll go ahead and point them out.)
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Facts About: Entrance A
Music Track: Entrance
Enemies Found: Armored Knight, Bat, Skeleton, Zombie
Bosses Found: None
Items Found: Heart Max Up, High Mana Prism, Leather Armor, Leather
Boots, Life Max Up, Magical Armor, Potion x2, Soul Orb
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After the dialogue with Maxim, head to the right. Jump over the large
golem, and it'll get up and start chasing you. Just head right, and you'll
be able to escape by making it to the castle while the golem plunges to its
doom. Mwahaha... sorry.
Continue right, and whip the statue to create a "stairway". Upon
switching screens you'll find a cabinet (it'll be the second you come
across; ignore the first.) Jump up on the cabinet then take the top exit.
You'll find the Leather Boots to your left; grab and equip them, then
continue to the right. On the next screen you'll find the Soul Orb relic.
Head back to the cabinet and continue to the right. When you see the
"bridge" in the floor, stand on it and press Down + Jump. You'll jump down
to a small area with a Life Max Up. You'll soon run into a barrier, so head
back up and continue right. This is just for map coverage; the door there
leads to the Heretic's Grave A, but you won't be able to go far from this
direction.
So, turn around and head back a few screens to that first cabinet you
skipped, jump on top of it, and take the top exit. Grab and equip the
Leather Armor you'll find to your right, then continue left and take
the top exit.
Grab the Potion to your left, then make your way up the staircases.
About three-quarters of the way up, there's another Potion on the right.
After finally making it to the top exit, take the left exit on the next
screen to reach your first Save Point.
Save, then keep on truckin' to the right. Take the first top exit you
come across, and grab the Heart Max Up to your right. Don't bother heading
to the left just yet; you won't be able to get far. So, drop back down and
continue to the right. Beyond the door lies...
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Facts About: Corridor of Marble A
Music Track: Marble Corridor
Enemies Found: Armored Knight, Flea Man, Medusa Head, Skeleton, Skeleton
Soldier
Bosses Found: Giant Bat
Items Found: Antidote x2, Bandanna, Castle Map 1, Dracula's Ring, Faerie
Book, Fire Spellbook, Heart Max Up x3, Leather Gloves, Life
Max Up, Light Clothes, Potion x2, Red Stone, Silver Armor,
Red Stone
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Just plow through this screen and take the right exit to find Death. No,
you won't have to fight him (yet), and no, he won't steal all your
equipment. Just continue to the right.
On the next screen, jump to the right to find the Castle Map 1. Like the
Castle Map in CSOTN, this will add to your automap a partial map of areas
you haven't explored yet. Remeber this room, as we'll be back, but for now
head for the top right exit.
Make your way over to the box and push it to the right until it falls down
the gap. Follow it down, then push it all the way to the left. You can then
use it as a stepping stone. Continue up and back to the left, then up and
back to the right again. Finally you'll make it to a small room with the
Ice Spellbook and a Heart Max Up.
Make your way back to the room where you found the Castle Map 1. This time
take the top right exit. Work your way down to the bottom right exit. On
this screen, grab the Axe in the first candle you find, then take the top
exit. There's a save point to the left, so save, then continue to the
right, picking up the Leather Gloves on the way. You'll find yourself in
another room similar to the one with the Castle Map. Make your way to the
top right to pick up the Red Stone, then take the bottom left exit. This
will put you up against:
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Giant Bat Tactics Boss Music Track: Boss (Loop Pattern A)
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Well, it just wouldn't be Castlevania without the ol' giant bat, would it?
If you've played any Castlevania before you pretty much know how to deal
with this boss (avoid or whip fireballs, avoid and whip bat, etc.) Be
careful though, as this time around it has its drill attack from Rondo of
Blood, but since you can see it coming a mile away it's easy to avoid.
For more fun, grab an Axe and activate your Ice Spellbook. It'll go down
much faster that way.
---------------------------------------------------------------------------
Continue left and take the first top exit; you're back at the Save Point.
Save and return to tthe room with the Red Stone and take the
bottom exit. Head right and pick up the Faerie Book. Take the door to:
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Facts About: The Approach of Deplore A
Music Track: Shrine of the Apostates
Enemies Found: Big Ghost, Bone Pillar, Ghost, Rock Armor
Bosses Found: None
Items Found: Beautiful Clothes, Heart Max Up, Encyclopedia, Life Max Up,
Logos Ring, Mana Prism, Meat, Potion, Silk Cape
---------------------------------------------------------------------------
Head right and drop down. From here, immediately take the right exit to
grab the useful Encyclopedia. Exit left from that room, then continue left.
Near the top right exit, jump up the platforms to reach the Mana Prism.
Ignoring the left exits for now, head down and back around to the right.
Take the bottom right exit and grab the Silk Cape. Climb up and over the
wall (you won't be able to get the Life Max Up just now), grab the Meat,
then exit right.This little room is a dead end for now, but it has a Heart
Max Up in it. Turn around, exit left, then exit left again. Continue left
and take the bottom exit. From here, go right until you've reached...
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Facts About: Heretic's Grave A
Music Track: Shrine of the Apostates
Enemies Found: Lizardman, Rock Armor, Victory Armor, White Dragon
Bosses Found: Living Armor
Items Found: Circle of Energy, Life Max Up x2, Lizard's Tail, Meat,
Opal, Potion
---------------------------------------------------------------------------
Jump over the bottom exit to grab a Potion, then drop down. Head down
the stairs then take the first bottom exit there. Then head as far right
as you can (you'll see a Life Max Up, but you can't reach it yet), then
climb up. Over to the right you'll see an Opal, so get it, the head left
for some Meat. Climb up again, and head right.
You'll soon come up against a Victory Armor, and it will be tough to
defeat this early in the game. But not impossible; if you're still packing
an Axe you can creep up just far enough to see the Victory Armor, unleash
about 4 or 5 Ice Spellbook enhanced Axe attacks, then just wait until your
MP recharges and do it again. 1 or 2 more will do the job. If you do it
right the Victory Armor will never retaliate.
Continue behind him and drop down to collect the Circle of Energy.
Equipping this on your whip will give it no STR or elemental bonuses, but
will allow you to perform a twirling whip attack if you hold down the
attack button (just like Nathan in Circle of the Moon.)
With that done, head back up (the Victory Armor won't regenerate),
back left, then exit down, then right, then exit down, then continue to the
left. Taking the second top exit then heading right a bit will allow you to
fill in some missing percentage, but won't net you anything interesting.
So do that, then head back to the hallway you were in and exit left.
In this room, just work your way up and exit left. Then head all the
way to the left for a Life Max Up. Backtrack to the right a bit and take
the bottom exit. To your right is another Save Point, and to the left
is a short dialogue with Maxim, then...
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Living Armor Tactics Boss Music Track: Boss (Loop Pattern B)
---------------------------------------------------------------------------
This guy isn't much to worry about. Every three hits he takes will knock
him back, unless his sword is raised. And if his sword is raised, you
should immediately dash backwards to avoid his strike. And... that's pretty
much all there is to this boss battle.
---------------------------------------------------------------------------
After that yawner of a battle head left to pick up the Lizard's Tail
relic (which allows you slide if you push Down + Jump), then push the switch
to open your way back to the Entrance. While you're here though, you may
wish to backtrack back to the Life Max Up you couldn't reach earlier.
Make your way back to the Corridor of Marble (through the Entrance is
the quickest way, but anyway that gets you there works.) Your eventual
destination is the bottom exit of the room where you found the Castle Map
(if you've entered from the Entrance, it's the first bottom exit you come
across.) However, you may wish instead to head back to the Save Point near
the Giant Bat, and take the top exit this time. Head right to pick up the
Fire Spellbook and Light Clothes, then make your way back to the exit I
described above.
Pick up the potion on your way down; you'll have the choice of heading
left or right. Both ways lead to different parts of the Room of Illusion;
start with the left.
---------------------------------------------------------------------------
Facts About: Room of Illusion A
Music Track: Marble Corridor
Enemies Found: Lizardman, Medusa Head, Zombie
Bosses Found: None
Items Found: Bandanna, Life Max Up, Talisman
---------------------------------------------------------------------------
Nothing much here, just fight your way to the left and pick up the Life
Max Up, then return to the Corridor of Marble A. Take the right exit this
time, then work your way down and to the right, picking up the Bandanna
and a Heart Max Up along the way.
Finally, you'll make your way to the first Fixed Portal. Walk up to it,
(grabbing the Talisman), and push Up. You'll be whisked away to...
---------------------------------------------------------------------------
Facts About: Castle's Treasury B
Music Track: Castle
Enemies Found: Bomber Armor, Ectoplasm, Feather Demon, Gate Guarder,
Ghost, Peeping Eye, Skeleton, Skeleton Blade, Skeleton
Flail, Skeleton Rib, Skeleton Soldier
Bosses Found: None
Items Found: Chair, Cloth Armor, Heart Max Up, Potion, Uncurse,
Wristband
---------------------------------------------------------------------------
Yes folks, that's "Castle's Treasury" with a B. Your map will not yet show
that you're in a different castle. Since I can't read the dialogue I'm not
sure if this was done to intentionally confuse you or if the Castle B simply
does not exist at this point in the plot. Either way, this area (and the
next few you're going to visit) will end up in Castle B.
Keep heading right until you reach a vertical corridor with a Potion,
then climb up and take the left exit. Continue left past the Skeleton Blades
until you reach the room with the Wristband. Pick it up and continue down
(picking up the Uncurse on the way). Take the bottom exit, then go right
for a save point and left for a Heart Max Up. Return to the vertical
corridor (the one that had the Potion.)
This time, take the right exit, then drop down the bottom exit you'll
almost immediately run into. In this room, drop down and make your way
back up to the Gate Guarder at the top. Like the Living Armor you fought
before, it will stumble backwards after taking a few whip hits, so back it
off the right side of the platform. When it falls, it will take out the
pile of rocks in the bottom right corner. This will allow you access to the
first shop:
---------------------------------------------------------------------------
Shop List: Castle's Treasury B Condition: None
---------------------------------------------------------------------------
Potion 80G
Antidote 20G
Uncurse 20G
Rubber Plate 250G
Plate Coat 800G
Casual Clothes 98G
Cloth Helmet 160G
Leather Greaves 140G
Castle Map 2 105G
---------------------------------------------------------------------------
Buy anything that looks interesting (you'll find better body armor soon,
though). If this is your first time through the game or you want a "perfect"
inventory, pick up the Castle Map 2 as well.
Once you're done, climb your way out of here and back into the crystalline
background, and continue to the right. Take the first exit up into a room
with a Cloth Armor at the top. Exit this room and continue right, then
take the bottom exit.
Head all the way to the left to find a Chair, then back up and take the
bottom exit. Head left, and take the bottom exit. In this vertical corridor,
take the bottom left exit. You'll end up in the Item Collection room, where
any collectables you've found will be displayed. At the moment, all you
have is a Chair (which has somehow become two chairs. Leave here, then
go back to the vertical corridor and take the middle left exit. Continue
all the way to the left to find yourself in...
---------------------------------------------------------------------------
Facts About: Cave of Skeletons B
Music Track: Skeleton Cave
Enemies Found: Bone Pillar, Flying Skeleton, Large Skeleton, Red Skeleton,
Skeleton, Skeleton Ape, Skeleton Flail, Skeleton Rib,
Skeleton Spear, Skeleton Spider, Throw Master
Bosses Found: Skeleton Knight Lord
Items Found: Christopher Soul, Devil Vase, Foot Guarder, Heart Max Up,
Leather Cap, Life Max Up, Mounted Deer, Potion, Side Table,
Summon Book, Sylph Feather
---------------------------------------------------------------------------
Surprisingly enough, this area is filled with nothing but skeletons.
After entering the area, drop down and take the bottom exit. Then, make
your way to the right side, then jump up and head back left to pick up the
Foot Guarder. Make your way to the bottom, then head left. Ignore the
bottom exit for now, but jump up the platforms on the left side of the
screen to get a Potion. Now, head back to the top left of this room and
exit left.
There's a Side Table waiting for you at the top left corner of this room.
Get it, then drop down and whip the giant skull below from the left side.
Then, make your way down to the bottom of this room and exit left. In the
next room, just make your way up to the top right corner to collect your
Mounted Deer, then exit to the left.
In this area, your only threat is a swinging blade. Wait for it to swing
all the way to the left, then slide under it, then exit left. In the next
room, just make your way up, left, down, then exit left again. Save at the
save point, then continue left. Again with the up, left, down, exit left,
and you will find yourself facing...
---------------------------------------------------------------------------
Skeleton Knight Lord Tactics Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
The Skeleton Knight Lord has a few different patterns:
Pattern 1) It'll do one of the following: squat, then jump; hold it's sword
in the air then charge (he does this so slowly you won't need to
dash in order to avoid it). After doing enough damage it will
switch to pattern 2.
Pattern 2) It still uses the squat-and-jump, but it's a little faster this
time. When it starts flashing, jump up on one of the ledges,
because it'll do a teleport/dash thing that will hit you if you
are still on the ground. Do enough damage and it will start
pattern 3.
Pattern 3) It still likes to jump around, but when you see it gathering
energy, get within whipping distance then duck. It will fire a
laser, but if you're ducking it will completely miss. You will
get several free shots at the Knight Lord if you happen to be
close enough while you are ducking. After dealing some damage
you will finally defeat it for good.
---------------------------------------------------------------------------
Continue left to get the Leap St... er, I mean, Sylph Feather. You now
have the ability to double jump, and do the Leap Stone Stomp (double jump
then press Down + Jump). Go right two screens and take the top exit. Go
right several rooms until you can take a bottom exit (no, the Large
Skeleton doesn't drop a Ring of Varda or any equivalent item . You'll
find a Life Max Up.
Go back up, left four rooms, then left again. Make your way down and take
the left exit. At the top right corner of this room is a Leather Cap. The
top exit leads to Entrance B, but its a dead end at this point for several
reasons, so turn around and head back the way you came.
Make your way back to the large room near the beginning of this area (with
the Potion) and take the bottom exit. From there, head right and take the
exit, then climb up to find a Heart Max Up. Now, leave the Cave of
Skeletons.
The next important destination is the Moss-Grown Cave B, but instead I'm
going to sidetrack a bit to grab the Wind Spellbook, if for no other reason
than it allows two of my favourite "item crashes" (the rapid dagger toss and
Hydro Storm . Make your way back to the vertical corridor that exits to the
Item Collection room. From there, head up and take the top exit, then
continue to the right and take the top exit to...
---------------------------------------------------------------------------
Facts About: Castle Tower B
Music Track: Castle
Enemies Found: Bone Naga, Disc Armor, Ectoplasm, Skeleton Spear, Throw
Master, Zombie
Bosses Found: Minotaurus, *****, ******* *******
Items Found: Heart Max Up, High Potion, Life Max Up, Padded Armor,
Potion, Solar Armor, Wind Spellbook
---------------------------------------------------------------------------
Climb your way up (or take the elevator!) and take the top exit. Then,
make your way up (grab the Heart Max Up), left (grab the Padded Armor in
the top left corner), and back down and take the left exit. Head all the
way to the left for a Save Point, then backtrack to the top exit and take
it. You can explore this room for percentage if you want, but the only way
out at the moment is up, so take the top exit.
This'll be the point that the game gives you the "Castle Tower" banner,
but given that the last elevator room we just went through is pretty near
identical to this one (and the area boundaries often aren't as clear in this
game as they were in CSOTN) I'm considering the other areas part of the
Castle Tower as well. Anyway, make your way to the top again. The top left
exit is another Save Point. After saving, take the top exit.
Head all the way to the right for a High Potion, then head all the way
to the left and take the top exit.
The right exit from this room leads to a shop, but the shopkeeper only
appears if you have an even number of hearts when you enter the room. If
you do, you may purchase the following:
---------------------------------------------------------------------------
Shop List: Castle Tower B Condition: Even number of Hearts
---------------------------------------------------------------------------
Potion 80G
Antidote 20G
Uncurse 20G
Rubber Plate 250G
Plate Coat 800G
Casual Clothes 98G
Cloth Helmet 160G
T Shirt 199G
Sallet 340G
Cuirass Armor 1200G
Rameeru(?) Coat 1005G
Corinthian Helmet 750G
Pilos 1050G
Bangle 550G
Nova Ring 5000G
---------------------------------------------------------------------------
Explore the rest of this room then take the top exit. In the next room,
grab the High Potion, then continue left to a save point. Heading left will
soon send you to a dead end. So, head back to the Save Point in the last
elevator room, then take the top right exit to fight...
---------------------------------------------------------------------------
Minotaurus Tactics Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
The Minotaurus can be tough, but his attacks are easy enough to avoid.
Dash back when he swings his axe at you, and duck when he hurls it. Finally
watch out for his dash attack; he'll get stuck in the wall afterwards,
allowing you a few free hits. Watch out not to get hit when he jumps back
out of the wall, though.
---------------------------------------------------------------------------
Exit right for a Life Max Up and the Wind Spellbook. Now, make your way
back to the Castle's Treasury and take the warp back to Room of Illusion A.
From the Warp room, exit right, right, left, up, right, right, right, right,
and right. Climb up the stairs, but jump left on the ledge when you see it.
Continue left, then jump up and climb to the right. Jump over to the Uncurse
and the Heart Max Up, then continue climbing to the right. At the end you
will find Dracula's Ring (LCK +10) and another Heart Max Up. Go back to the
first stairway, and continue climbing. Jump down the gap and climb down,
then head right for a Potion and an Antidote. Climb back up and take the
right exit. There's a Victory Armor and a Life Max Up here (as well as a
locked door.) We can't go any further here (the whole point of this
excursion was to get Dracula's Ring anyway.)
Head back two left exits and take the bottom exit. Exit right back to
the Approach of Deplore. Now, take the bottom exit and then the top left
exit. Grab the Potion here, then head for the bottom right exit (but don't
take it; this is just for percentage.) Take the bottom left exit instead.
Take the Beautiful Clothes at the top right of this room, then make your
way to the Logos Ring at the top left. Then take the right exit, then take
three more right exits. In this room, jump up to the Life Max Up you missed
earlier.
OK, now that you're sick of backtracking, go back to the Room of Illusion
and warp back to Castle's Treasury B. Make your way back to the vertical
corridor where the bottom left exit leads to the Item Collection room. This
time, however, take the right exit to head to the...
---------------------------------------------------------------------------
Facts About: Moss-Grown Cave B
Music Track: Liminous Cavern
Enemies Found: Axe Armor, Bat, Bone Pillar, Bomber Armor, Ghost,
Scarecrow, Shokujinhana, Siren, Skeleton Ape, Slime, Small
Slime, Throw Master, Witch
Bosses Found: Golem
Items Found: Heal Walker, Heart Max Up, High Potion, Life Max Up, Mana
Prism, Potion, Sage's Statue, Tableware Set, Turquoise,
Uncurse, X-Potion, Yellow Stone
---------------------------------------------------------------------------
Keep going all the way to the right. In the next room, work your way up
and take the right exit. Then, keep heading right and take the top exit.
Head up and grab the Turquoise (ignore the right exit for now.) Head back
to the hallway you came from and continue to the right. Ignore the bottom
exit for now and take the right exit for a Save Point.
In this room, work your way to the top left corner. It's a dead end for
now, but there's a Mana Prism you can pick up. (You'll also see the Sage's
Statue, so go ahead and work your way over to that as well.) Take the right
exit; it leads to a large room with a Potion. Grab that and return to the
room you came from. This time take the bottom exit.
From here, go left and take the bottom exit. Then take the right exit.
Work your away down and around to the bottom left exit.
This room is another box "puzzle"; just slide the box to the right off
the ledge, then push it to the left off the ledge it lands on, then push
it right off the next ledge, then left onto the switch. Take the bottom
left exit to find a Life Max Up. Return, then take the bottom right exit
for a shop.
---------------------------------------------------------------------------
Shop List: Moss-Grown Cave B Condition: None?
---------------------------------------------------------------------------
Potion 80G
Antidote 20G
Uncurse 20G
Rubber Plate 250G
Plate Coat 800G
Casual Clothes 98G
Cloth Helmet 160G
Leather Greaves 140G
T Shirt 199G
Sallet 340G
---------------------------------------------------------------------------
Buy whatever you need, then take the right exit. From the next screen,
take the top left exit. Then continue all the way to the left (for
percentage purposes, as there is nothing there.) Take the top exit.
Now head all the way to the right (you may wish to return to the Save
Point first). You will now face...
---------------------------------------------------------------------------
Golem Tactics Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
His two attacks are a punch (just stay out of range), and his earthquake
attack, which sends large rocks falling on you. They are usually not too
difficult to avoid. Once you have done enough damage, the Golem will
switch to its second form. You now must hit its eye (which will
occasionally be spewing a stream of rocks at you). This is easily
accomplished by kneeling on one of the platforms and whipping madly.
---------------------------------------------------------------------------
Continue to the left. Once you make it all the way, a door will close
behind you. Flip the switch with your whip, and the floor will start rising.
Avoid all the spiky platforms until you make it to the top. Head all the
way to the left to find the Yellow Stone (+2 STR, thunder elemental whip)
and the Suspicious Mirror.
Return to the Save Point, then head left and take the bottom exit we
ignored earlier. Continue left and go down again. Then go all the way to
the right for a Heart Max Up, then turn around and go all the way to the
left and take the bottom exit. Then, go all the way down to pick up a High
Potion, then continue to the right. Once you've passed the room with the
Scarecrows, climb up and take the left exit. Continue all the way to the
left to another Fixed Portal.
---------------------------------------------------------------------------
Facts About: Corridor in the Air A
Music Track: Chapel of Dissonance
Enemies Found: Archer Skeleton, Balloon, Big Balloon, Flying Skeleton,
Ruler Sword, White Dragon
Bosses Found: Devil
Items Found: Antidote, Chaos Ring, Dark Night Glasses, Face Guard,
Golden Ornament, High Potion, Hint Card 2, Invincibility
Potion x2, Life Max Up, Maxim's Bracelet, Silver Ornament,
X-Potion
---------------------------------------------------------------------------
Well, we're back in Castle A again. Head to the right for an encounter
with Maxim. He'll run back the way you came, but do not follow him. Instead
take the right exit. Once you make it all the way to the right, notice you
can drop through the floor. Do so to find a Life Max Up. After that, climb
up and take the right exit (the upper left exit is a dead end for now.)
Ignore the first top exit you find, and take the rightmost top one
instead. Explore this room to find the Gold and Silver Ornaments and an
X-Potion, then drop back.
You'll see the entrance to the boss room on the right, but ignore that
for now and drop down. Head for the lower right exit instead; it is a
Save Point. Save, then circle your way back to the boss room.
---------------------------------------------------------------------------
Devil Tactics Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
Mostly the Devil flies around a lot, occasionally shooting streams of
flame at you (which are usually easy enough to avoid.) When it does land,
it will usually do a dashing punch that can curse you, so try to stay out
of its way. It does not have a very long range.
For best results try to whip it when its back is turned to you and is
spewing flames. The Devil tends to drift your way if you jump to whip it,
meaning you'll probably get hit unless you are at maximum whipping
distance.
---------------------------------------------------------------------------
Just beyond the Devil are the Dark Night Glasses. If you wish you can
continue on to the Clockwork Tower from here to get on with the game,
but I recommend turning around and heading for the Waterway of Aquatic
(not to mention the rest of the Corridor in the Air) instead, to pick up
the useful Blue Stone. The Waterway also makes a good place for levelling
up, if you feel the need to do so. So, head back for to the Devil room,
exit left, then take the bottom exit.
Head to the right for a percentage point (and to look at the fountain,
I guess), then turn around and head all the way to the left and exit
bottom.
You will find your self in a very dark room. Equip the Dark Night Glasses
and you'll be able to see a little bit more of the room. In the bottom left
corner of this screen is the Face Guard. Grab that then continue right,
then exit down. The bottom right corner of the next screen contains Hint
Card 2. Get it then continue all the way to the left (take the bottom path
for the Chaos Ring, which changes the behaviour of the Holy Water
subweapon.) Take the left exit to find yourself in...
---------------------------------------------------------------------------
Facts About: Waterway of Aquatic A
Music Track: Aqueduct of Dragons
Enemies Found: Bat, Fishman, Merman, Scale Armor, Slime, Small Slime
Bosses Found: Giant Merman
Items Found: Blue Stone, Hard Leather Glove, Heart Max Up x2, Life Max
Up
---------------------------------------------------------------------------
Work your way down and take the bottom exit. Head right, then take the
bottom exit again. Head all the way left for a Heart Max Up, then head
right and take the top exit. From here, go left to a Save Point. After
saving, take the bottom exit, then take the right exit. Head all the way to
the right (slide to get past the blades) to find the Blue Stone. The Blue
Stone gives you STR +2 and an ice elemental whip, which will be very useful
to have against the Mermen and Fishmen here.
Head back and exit left, then take the bottom exit. Head and exit left.
Grab the Hard Leather Glove, then work your way down and exit left. The
bottom exit won't get you far for now, so just head left and face the Scale
Armor. Note that its shuriken must be jumped; it will hit you even if you
duck. The wall behind him has a false section; just jump up and hold left
and you'll be able to walk through it to find Dracula's Nail (STR +10).
Return to the Save Point. The Fish and Mermen here are pretty good for
leveling up (unless you've been doing some mad leveling up earlier), so now
is a good time to do so if you wish. Once you're done, head right from the
Save Point to fight...
---------------------------------------------------------------------------
Giant Merman Tactics Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
In a game full of wimpy bosses, this is probably one of the worst. Its
most threatening attack is probably its rolling attack, which is easily
avoided by jumping on a ledge. The tidal waves it summons are easily
jumped, and the merman it summons are easily dispatched (equip the Blue
Stone). And, after it does most of its attacks it just stands there for
several seconds so you can wail away at it with your whip, or whatever
method of pain you have in mind. (Ice Spellbook fused Axe, anyone?)
---------------------------------------------------------------------------
Continue to the right and pick up the Life Max Up and Heart Max Up on your
way to the...
---------------------------------------------------------------------------
Facts About: Clockwork Tower A
Music Track: Clock Tower
Enemies Found: Arahabaki, Bone Pillar, Flea Man, Guardian Armor, Gold
Head, Harpy, Large Skeleton, Ruler Sword LV2, Spectre,
White Dragon
Bosses Found: Slime Max
Items Found: Burgeonet, Beckoning Cat, Castle Map 3, Dracula's Fang,
Extravagant Table, Guardian Armor, Guardian Boots, Guardian
Glove, Guardian Helm, Heart Max Up x2, Hint Card 4, Life
Max Up, Scale Armor
---------------------------------------------------------------------------
Climb up and take the first exit to the left. Continue left, exit up,
then head all the way to the right for a Heart Max Up. Return to the
vertical corridor and keep climbing. Exit up, then step on the switch to
the left, head all the way right, then exit up.
Continue to the left, using the pendulums to make your way across the
spikes. Take the bottom exit to grab the Castle Map 3, then return to
the spike room and exit left.
Drop to the bottom of this corridor for the Burgeonet, then climb
up. The left exit leads back to the Corridor in the Air, but there's no
reason to go there now (unless you need a Save Point to heal). Work your
way up to the topmost right exit, then climb up to find the Hint Card 4.
Returning to the previous corridor, take the second highest right exit.
Make your way to the top exit and take it. There you will find a small room
with a Life Max Up. Return to the room you came from and continue all the
way to the right for the Scale Armor. Back up a bit and take the bottom
exit.
Backtrack to the left a bit for some percentage, then head all the way to
the right and exit. Climb up and take the first right exit you find. Exit
right again. Ignore the large gear here for now and make your way up and
over to the right. You'll find yourself in a room with a large Guardian
Armor. You will not be able to damage it, but whip it anyway; you can back
it into the gears behind it. After the Guardian Armor's gruesome death, you
can collect its armor, which is quite powerful for this point in the game.
Head back to the giant gear room and exit left. Work your way down. The
bottom right exit is a dead end for now, but at the bottom of this corridor
is the Extravagant Table. Head back up and exit left.
Continue climbing and take the next right exit for a Save Point. The next
right exit will put you up against the...
---------------------------------------------------------------------------
Max Slime Tactics Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
Again, another sleeper boss battle. The Max Slime pretty much does
little but slowly lurch across the room. It will occasionally leap to the
ceiling, attempting to drop on you if you get under it. Hitting it will
spawn smaller Slimes, which are easily dispatched. Just whip this thing to
death and move on.
---------------------------------------------------------------------------
Continue to the right. Climb up, and take the first left exit for the
Green Stone (STR +2, Wind elemental whip). Return and continue climbing up
to the next left exit.
Here you'll see a short scene with Death, who will use the portal behind
him to escape. This is the first Circular Portal you'll come across, so
I'll explain a how they work. Once you are standing in front of one,
either:
1) Push Down to instantly warp to any other Circular Portals that you have
activated in the same castle you are currently in (at the moment, this
is the only one, so pushing down will not do anything just yet.)
2) Push Up to warp to the same place in the other castle.
Also, from now on your map screen will show three maps: one of Castle A,
one that shows both castles together, and one of Castle B.
Anyway, there is little else to do here, so go ahead and push Up.
---------------------------------------------------------------------------
Facts About: Clockwork Tower B
Music Track: Clock Tower
Enemies Found: Arahabaki, Armored Flea Man, Bronze Armor, Disk Armor 2,
Ghost, Medusa Head, Peeping Eye, Skeleton Blade, Skeleton
Rib, Screw Dragon, Spectre
Bosses Found: Peeping Big
Items Found: Clock, Crash Stone, Healing Mail, Heart Choker, Heart Max
Up, High Mana Prism, High Potion, Invincibility Potion,
Kaiser Knuckle, Life Max Up x2, Lucky Ring, Racoon
Ornament, Squall Mantle, X-Potion
---------------------------------------------------------------------------
Welcome back to Castle B. Leave the Warp Room, then head down and take the
top left exit for a Life Max Up. Return to the vertical corridor and then
take the bottom left exit. Continue left, then grab the Clock in the top
left corner. Make your way down and take the first right exit for a Save
Point, then take the second right exit. From here, exit to the right again.
You're "back" in the room with the giant gear. Whip it from the right to
move the barrier out of the way, then head up and over, and exit right.
Head all the way to the right for a Heart Max Up.
Return to the giant gear and exit left. Go ahead and drop all the way to
the bottom for percentage purposes, then take the lower right exit. In this
room, lure the Bronze Armor near the hammer on the ceiling toward the left,
then step on the switch. This will knock it into the barrier behind it,
destroying it. Head over to the right and take the exit.
Make your way down. The exit to the right leads to a shop, but you will
need to have collected a Midday Constellation before the shopkeeper will
appear. These are occasionally dropped by the enemies Shimon (which you
won't meet for some time), and Spectre (which you have already met).
---------------------------------------------------------------------------
Shop List: Clockwork Tower B Condition: Midday Constellation obtained
---------------------------------------------------------------------------
Potion 80G
High Potion 200G
Antidote 20G
Uncurse 20G
Plate Coat 800G
T Shirt 199G
Sallet 340G
Cuirass Armor 1200G
Lamellar Coat 1005G
Corinthian Helmet 750G
Pilos 550G
Bangle 550G
Armet 1800G
Velvet Mantle 1350G
Mana Prism 250G
---------------------------------------------------------------------------
Continue down; the left exit is a Save Point (and _do_ save, even if you
really don't need to. You'll see why later.) The bottom exit leads
you somewhere interesting. When you press on the switch, the gate will
open, and the large marble below you will start rolling. You now must
proceed through the large maze quickly before the marble beats you. If the
marble wins, it will cut you off from some items, and you'll have to leave
the room, re-enter, and start over. In Clockwork Tower B this is pretty
easy; just dash when you can and slide your way through the Flea Men.
There's a Healing Mail and a Heart Choker waiting for you. But don't leave
just yet! You may have noticed a small room off to the left near the bottom
left corner of the maze. Head there now to collect a Racoon Ornament and a
Lapis Laz... er, I mean, Lucky Ring.
Now, just to be annoying, I'm going to suggest a little backtracking in
order to pick up the last elemental spellbook. Save at the nearby Save Point
then head back to the Circular Warp room, and return to this room in Castle A.
(The barrier blocking your way before will have been removed.) Be sure you
stop by the Save Point (but don't save!) and and Shop rooms along the way for
percentage.
This time the maze is a bit more difficult. More enemies and more
obstacles are in your way, but your general strategy should be the same.
Dash when you can, and slide through enemies (including those Bone Pillars).
Waiting for you at the end are the Beckoning Cat, a Heart Max Up, a Life
Max Up, and the Thunder Spellbook.
Now, head back to the left side of the maze. There's no visible
path, but you should see a small vertical corridor with some ledges that
you cannot seem to reach. Get even with the highest of these ledges and
slide through the wall. Take the left exit to find a small room with
Dracula's Fang.
If you used the Save Point near the Marble Room in Castle B and have not
used one since, use the Saveroom function on the menu now, then reset and
restart your game. You'll find yourself right where we left off in Castle
B. Convienient, innit?
After leaving the Save Room climb all the way up and take the top exit.
Continue through the Hammer room and climb back up the vertical corridor.
Exit left, then continue down and exit left again.
---------------------------------------------------------------------------
Peeping Big Tactics Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
Oh, now this is pathetic. Hit it a few times until you've got it cornered
against a wall. You may now commence whipping the smack out of it for quite
a while with nothing more than a weak tail-swipe coming your way.
Eventually it will put up a shield and start bouncing around the room; just
avoid it and return to whipping once its shield drops.
---------------------------------------------------------------------------
Head on to the left and pick up the Life Max Up, and take the left exit.
In case you've forgotten, the door there leads to the Corridor in the Air,
which we will be going back to shortly. But first, we need the Crush Stone.
First work your way up to the topmost exit, then up to the top left corner
for the Kaiser Knuckles. Return to the large vertical corridor and take the
second highest right exit. Head to the left, detouring to the top exit for
the Squall Mantle. Head all the way to the right for an X-Potion, then
return to the vertical corridor.
This time, drop all the way to the bottom for percentage purposes, then
take the lowest right exit. Immediately drop down the bottom exit in the
spike room. The Crush Stone is here, but you can not get it just yet.
Remember this room, then return to the spike room and make your way to
the right (collecting the High Mana Prism along the way) and take the
bottom exit (after collecting the High Potion on the far right).
Head all the way left and exit down. Go all the way down for percentage
purposes, then come back and take the first left exit, continue left, then
exit up. Grab the Invincibility Potion then head right. Whip at the
corkscrew until you get a message, then return to the Crush Stone room and
grab the Crush Stone.
When equipped on your whip, you lose 5 strength points, but you gain the
ability to do a charge attack that can, among other things, destroy the
cracked stoned barriers that are scattered throughout the castles. Now,
leave the Crush Stone room, exit left, then take the door on the left to...
---------------------------------------------------------------------------
Facts About: Corridor in the Air B
Music Track: Chapel of Dissonance
Enemies Found: Arahabaki, Axe Armor II, Flying Skeleton, Ruler Sword LV3,
Skeleton Mirror, Spriggan
Bosses Found: Legion Saint, Shadow
Items Found: Blizzard Robe, Dracula's Heart, Heart Max Up x2, King Size
Bed, Large Meat, Life Max Up, Mana Prism, Radio, Rocking
Chair
---------------------------------------------------------------------------
Grab the Mana Prism at the top of this room, then exit left to...
---------------------------------------------------------------------------
Legion Saint Tactics Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
This works much like the Granfaloon battle in CSOTN, just without the
bodies. Stick to one side, and whip it until you've destroyed enough of
its shell to attack its core. And, um, that's pretty much all there is to
it. Watch out for the flying things that occasionally break away from
Legion to come after you.
---------------------------------------------------------------------------
Continue left, then take the first up exit. Exploring this room will get
you a King Size Bed and a Heart Max Up. Return from whence you came, then
take the lower right exit for a Save Point. While you're here, equip your
Crush Stone and take a swipe at the right stone wall of the Save Point.
You'll find a small room with Dracula's Heart.
From the Save Point, exit left and head all the way to the left, then
take the exit. Then take the top left exit. Break down the barrier with
the Crush Stone, then continue and exit left. You'll see a short scene with
Maxim before you fight...
---------------------------------------------------------------------------
Shadow Tactics Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
In its face form, it cannot be harmed, so just wait until it transforms.
Its wolf form will either dash at you or attempt to jump at you, but these
are not too difficult to avoid. Its sword form is a bit more annoying, as
it is fairly fast and erratic. The moth form is not too threatening either,
just beware of the dust rain underneath it, as it can poison you.
---------------------------------------------------------------------------
Leave here, then exit right again. Work your way to the bottom right
corner of this room, then jump through the floor to pick up the Rocking
Chair and the Radio over to the left. Then grab the Blizzard Robe which is
on a ledge above the path to the lower left exit. Take said left exit. Exit
left again for a Heart Max Up.
Head back to the Save Point (save again if you wish), then take the
bottom exit. Again head right a bit for some percentage, then head all the
way to the left, pick up the Large Meat, then take the bottom exit. Head
all the way right and exit down. Then head all the way left, and take the
door to...
---------------------------------------------------------------------------
Facts About: Waterway of Aquatic B
Music Track: Aqueduct of Dragons
Enemies Found: Fishman, Merman, Melting Zombie, Small Slime, Skeleton
Liquid, White Dragon
Bosses Found: None
Items Found: Earth Ring, Life Max Up x2, X-Potion, Uncurse
---------------------------------------------------------------------------
Head down and take the bottom exit. Head right, then take the bottom exit
again. Go all the way to the left for an X-Potion, then go right and take the
bottom exit.
Go all the way to the left and exit. Then, go down and take the left
exit. Go all the way to the left, jumping up through the fake part of the
wall, to get the Life Max Up. Go back to the right and take the bottom
exit. At the bottom of this corridor you will find the Earth Ring. The door
to the left leads back to Moss-Grown Cave B, but you won't be able to get
very far just yet. So, climb back and take the top exit, then exit right,
then climb up and exit right again, then take the top exit, then exit
right yet again. Head all the way to the right for another Life Max Up, then
go back to the left and exit.
This time, take the top exit. There's a Save Point to the left; visit it,
but do _not_ save there. After exiting to the right, you'll be in the Giant
Merman room. Except there is no Giant Merman in this room, just a bunch of
Mermen and Fishmen. Make your way through them to exit right. Keep going
right and take the door, which puts you back to Clockwork Tower B.
Yep, we have to do a little backtracking here. Head back to the Circular
Warp Room, and push up to go back to Castle A. Return to Corridor in the
Air A, and head for the area where you just fought the Shadow in Castle B.
The barrier will now be gone, and after a short sequence with Maxim you
will get Maxim's Bracelet.
Now, head for the Save Point and save (making sure to stop by the now
opened secret room to the right of the Save Point for some Invincibility
Potions), then leave the Save Point room and take the leftmost top exit.
Head left and exit to end up in...
---------------------------------------------------------------------------
Facts About: Chapel of a Heretic A
Music Track: Chapel of Dissonance
Enemies Found: Archer Skeleton, Bone Pillar, Flea Man, Flying Skeleton,
Throw Master
Bosses Found: Pazuzu
Items Found: Antidote, Dark Green Mantle, Dracula's Eye, Gold
Candlestick, Heart Max Up, High Mana Prism, Hint Card 3,
Large Meat, Life Max Up x2, Potion, X-Potion
---------------------------------------------------------------------------
Keep going left, then climb up and take the top exit. Wind your way
through the next screen and take the top exit again. In the next screen,
take the top exit yet again. Grab the Antidote to the right, then head left
and take the (you'll never guess) top exit. Head over to the left for some
percentage, then continue right, then climb up to the Heart Max Up. Continue
to the left. Double jump over to the right to pick up the Dark Green Mantle,
then continue on. The next ledge over to the right leads to Dracula's Eye,
but you will not be able to reach it yet, so continue to the left. When
you get to the yellow door, climb up to reach a Potion and a Life Max Up.
Return to the yellow door, and equip Maxim's Bracelet to unlock it.
Break down the barrier with the Crush Stone, and you'll find yourself
very familiar... but instead of Dracula, the stairway now leads to Hint Card
3 and another Circular Warp. Go ahead and push Up to activate it in Castle
B as well, then return to Castle A and exit left to fight...
---------------------------------------------------------------------------
Pazuzu Tactics Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
Pazuzu likes to jump around alot, so try to stand on the opposite side
of a ledge from him. If you're standing so that you're just barely underneath
it, Pazuzu will usually land on the ledge when he jumps. This makes his
fireball attacks much easier to avoid. He'll also summon some Little Devils
from time to time, but they are not much to worry about.
---------------------------------------------------------------------------
Exit to the left and you'll meet up with Lydie... but not for long, as
Death will show up and take her away. Exit left again.
---------------------------------------------------------------------------
Facts About: Castle Tower A
Music Track: Castle
Enemies Found: Arahabaki, Armored Flea Man, Gorgon, Lizardman, Peeping
Eye, Poison Lizard,
Bosses Found: Minotaurus Another, *****
Items Found: Attack Stone, Demon Castle Painting, Extravagant
Chandelier, Heart Max Up, Holy Ring, Life Max Up, Lunar
Armor, X-Potion
---------------------------------------------------------------------------
Climb up to the top of this room for a Heart Max Up and a Life Max Up,
then drop down and take the right exit. Save at the Save Point, then exit
right. Head right and take the bottom exit. If you have an even number of
Hearts, you'll find the merchant waiting for you after taking the right
exit.
---------------------------------------------------------------------------
Shop List: Castle Tower A Condition: Even number of Hearts
---------------------------------------------------------------------------
Potion 80G
High Potion 200G
Antidote 20G
Uncurse 20G
Lamellar Coat 1005G
Pilos 1050G
Bangle 550G
Armet 1800G
Velvet Mantle 1350G
Heavy Armor 2000G
Barrel Helm 2300G
Morion 3000G
Blood Gloves 2100G
Greaves 1700G
Aurora Ring 5000G
---------------------------------------------------------------------------
Once you're done shopping, take the bottom exit. Continue all the way to
the right for the Demon Castle Painting, then backtrack and take the bottom
exit. In the elevator room, take the top left exit for a Save Point, then
take the top right exit to fight...
---------------------------------------------------------------------------
Minotaur Another Tactics Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
Maybe I just leveled up too much, but the only thing this boss ever did
to me was swing its mace at me, which you can see coming a mile away and
easily avoid. It can do some damage though, so do avoid it.
---------------------------------------------------------------------------
Exit right to aquire the Attack Stone (STR +10, no element). Then return
to the elevator room and make your way down, picking up the X-Potion on
the way. Take the bottom exit. Head left a bit for some percentage, then
go all the way right and take the bottom exit.
Head all the way to the left for the Extravagant Chandelier, then exit
left for a Save Point. Then turn around and take the right exit. Make your
way up and over (picking up the Holy Ring in the top right corner) and back
down, taking the bottom exit. Yet another elevator room... just explore it
thoroughly (for percentage, as there's nothing here) then take the
bottom exit.
We're now in Castle's Treasury A, but since we won't be here long,
I'm not going to bother with "Facts About" bit until we return to explore
it in detail later on. Take the bottom exit. Make your way to the bottom
of the corridor, then take the bottom left exit. You're back in the Item
Collection Room, which somehow clones itself in both castles. Once
you're finished admiring your m4d d3c0r4t1nG sk1!!Z, return to the vertical
corridor and take the top left exit. Head all the way to the left and take
the door.
---------------------------------------------------------------------------
Facts About: Cave of Skeletons A
Music Track: Skeleton Cave
Enemies Found: Archer Skeleton, Big Ghost, Bone Pillar, Glass Skeleton,
Koukidou Skeleton, Munemune, Red Skeleton, Skeleton Ape,
Skeleton Flail, Skeleton Soldier, Throw Master, White
Dragon
Bosses Found: Legion Corpse
Items Found: Bookshelf, Floodgate Key, Gramophone, Heart Max Up,
High Mana Prism, Hint Card 5, Life Max Up x2, Sypha's
Crystal, Thunder Robe
---------------------------------------------------------------------------
Head down and take the bottom exit. Head to the top right corner of this
room for the Gramophone, then head to the bottom left corner. Climb up
to get the Thunder Robe then take the bottom exit. Head all the way to
the left and break the wall. Continue all the way to the left for
percentage, as there is nothing here. (There was a point to this actually,
but we'll get to that later.) Head all the way to the right and take the
exit there. Climb all the way up to grab the Bookshelf. (How the heck does
Juste carry around all this furniture anyway?)
Return to the bottom and take the left exit, then the top one. Back in
the large room, head for the top left corner and take the exit there. You
will find yourself in a box puzzle room. Push the lower box over so you
can reach the ledge, then push the box on the ledge off the right side.
Jump down and push the first box off to the left, then push the second box
to the left so that it is halfway off of the first one (creating a
"stairway" of sort.) This should allow you to jump up to the Heart Max Up,
so do so then continue on your way, taking the left exit.
Another box puzzle. Make your way over to the boxes, then push the lower
box most of the way to the left (leave a small space between the box and
the little wall.) Then, push the box on the ledge off to the left. You
should now be able to stand on the first box, and push the second one
further to the left (and off the wall). Jump down and continue pushing the
box to the left, allowing you to continue. Pick up the Life Max Up in the
top right corner before taking the left exit.
Continue left through the Glass Skeleton room. (BTW, the Glass Skeletons
are easily killed and give a pretty good amount of EXP... if you're not
already above level 40 or so.) Make your way up, over, down, and take the
left exit for a Save Point. Continue left.
Make your way up and take the top exit. Exit right, then right again. In
this room, the monster mimics your moves, and you need to make it jump over
the bump and step on the switch. Do so, then exit right. Hint Card 5 is
in this room, so grab it then drop down. Here you'll find the Ring of Arc..
er, I mean the Rare Ring. Exit up, then exit left five more times. Drop
down and take the left exit.
Yet another box puzzle. You'll find two boxes on a ledge to the left, and
one to the right. Push the leftmost box left off the ledge its on, then left
off the ledge it lands on. Push it to the right so that about half of it is
hanging over the hole. Then, push the box remaining on the left ledge over
to the right, onto the box below. Follow it, and nudge the second box as far
as it can go to the right without falling off the first box. Then, go push
the box on the upper right ledge off to the left, onto the stack of boxes
you've created below. Then, go down and push the top box off the stack to
the right. If you have done this correctly, you should be able to go to
the bottom right corner, slide to the left, then jump up the hole right
next to the box you just knocked over, and push it over to the right so you
can reach the ledges there. Climb up and take the Floodgate Key in the
upper left corner.
The top exit leads back to the cavern under Entrance B, but you won't get
too far at the moment. You can reach the shop there, but the merchant there
will not appear until you are level 50 or above. So, just use your Saveroom
function and reset to return to the Save Point. Exit left, then go up, over,
down, and exit left again.
---------------------------------------------------------------------------
Legion Corpse Tactics Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
This battle with Legion is more annoying then the last, but not much more
difficult. Keep whipping at the shell; you will not do any damage, but this
will cause it to open up some. When its opened up enough that you see the
skeleton, whipping it will cause damage. (But it will not stay open for
long, making this battle more tedious than difficult.)
Watch out for the maggots that are occasionally released and creep along
the bottom of the screen.
---------------------------------------------------------------------------
Continue left for Sypha's Crystal, and that's all there is to the Cave
of Skeletons A. Make your way back to the hallway that leads to the Item
Collection Room (quickly, from the room with Sypha's Crystal, exit right
eight times, exit up, then right twice more.) Once there, take the right
exit to pay a visit to Moss-Grown Cave A.
---------------------------------------------------------------------------
Facts About: Moss-Grown Cave A
Music Track: Liminous Cavern
Enemies Found: Axe Armor II, Bat, Blade Master, Bone Pillar, Disc Armor,
Ectoplasm, Hammer Hammer, Pixie, Shokujinhana, Slyph, Small
Devil, Victory Armor
Bosses Found: Death, Talos
Items Found: Arm Plate, Full Helm, Heart Max Up x3, Griffin's Wing, Hint
Card 1, Invincibility Potion, Leggings, Life Max Up,
Meat, Skull Key, Uncurse
---------------------------------------------------------------------------
Head right and exit. Climb your way up and exit right again. Take the top
exit, then climb all the way up for some Meat. (Ignore the right exit for
now). Drop back down, then continue and exit right. Save at the save point,
then exit right again. You'll find a Heart Max Up and the Full Helm at the
top of this room. Get them, then break down the barrier to the top left
exit. Exit left to find yourself at another Circular Warp. Push Up to
activate it in Castle B, then return to Castle A.
Leave the warp room, then take the right exit from the large room. Explore
this room to find an Invincibility Potion. Exit left, then take the bottom
exit from the large room. Head left, and exit down. Head left again for
Hint Card 1. Head all the way to the right and take the exit. Make your way
down and exit left. Work your way to the bottom of this room, and exit
left. Juste will automatically use the Floodgate Key here, which will drain
water from elsewhere in the Cave. Exit right, then right again. If you are
at an odd level, the merchant will be waiting for you here.
---------------------------------------------------------------------------
Shop List: Moss-Grown Cave A Condition: Odd numbered level
---------------------------------------------------------------------------
Potion 80G
High Potion 200G
Antidote 20G
Uncurse 20G
Velvet Mantle 1350G
Heavy Armor 2000G
Barrel Helm 2300G
Morion 3000G
Bloody Gloves 2100G
Greaves 1700G
Cabaset 3800G
Silver Boots 2800G
Battle Armor 6000G
Lobster Tail Pot 4400G
Ceramic Mail 15000G
---------------------------------------------------------------------------
Head back to the Save Point (Saveroom then reset!), then exit left and
take the bottom exit. Head left and take the bottom exit. Head all the way
to the right for the Arm Plate, then go all the way to the left and take the
bottom exit. Climb down, take the Leggings, then head and exit right.
Continue right and exit, then climb up and exit left.
---------------------------------------------------------------------------
Death Tactics Boss Music Track: Boss (Loop Pattern A )
---------------------------------------------------------------------------
Death likes to teleport around a lot, and do one of three things:
1) Dash forward and swing his scythe at you (dash back to avoid this)
2) Throw his scythe at you (usually ducking will work)
3) Laugh, and start summoning beams of light (you can see these coming, so
get between two of them and start smacking the heck out of Death for
daring to use such a wimpy attack on you.
Occassionally some sickles will materialize out of thin air and fly at
you (longtime Castlevania fans will expect this), so destroy any that get
in your way.
---------------------------------------------------------------------------
After beating Death...
---------------------------------------------------------------------------
Death Tactics Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
He will change into a large skeleton snake-like thing and start flying
slowly around the room. You can jump on its back if you need to, but at all
costs stay away from its claws, as they can do quite a bit of damage. The
weak point is its head.
---------------------------------------------------------------------------
Ahem. As I was saying, after beating Death, exit left to find the
Griffin's Wing, which allows you to do a super jump by pushing Down, then
Up + Jump.
Head back to the Save Point (Saveroom then reset! , then exit right and
take the bottom exit again. This time head right and exit.
---------------------------------------------------------------------------
Talos Tactics Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
This thing is big, but easily dispatched. Its weak point is its knee,
which you can easily whip from the ground. Anytime it sticks its arm out or
kneels is your cue to dash backwards, then move in again when its safe to
do so.
---------------------------------------------------------------------------
Exit right. When you see the "hole" in the ceiling in this room, super
jump up to a Heart Max Up. Come back down then go all the way to the right,
then super jump your way up again and exit left. Exit left again to find
the Skull Key.
While we're in the neighbourhood, let's fill in a few gaps on the map,
shall we? Return to the Save Point, exit left, then take the top exit, then
work your way towards the Waterway of Aquatic. Once there, do the ol'
Saveroom/Reset trick. This time, exit left, then go to Circular Warp and
return to Moss-Grown Cave B. Fill in the gaps here, grabbing a Heal Walker
and an X-Potion in the far right room.
Well, there's really no quick way to do this; we need to go to Entrance
B. I suggest getting there through Cave of Skeletons B, as there are two
rooms there we couldn't get to before. Here's the quick and dirty
walkthrough from the Circular Warp room in Moss-Grown Cave B:
Right, left, left, left, left, left, left, left, down, down
then head all the way to the left for Christopher Soul. When equipped
your whip will do a fireball attack if you have full HP. From here head
to the Save Point, then super jump through the ceiling. You'll collect the
Summon Book and the Devil Vase. From the Save Point:
Left, up, left, left, up
will get you to Entrance B.
---------------------------------------------------------------------------
Facts About: Entrance B
Music Track: Entrance
Enemies Found: Feather Demon, Transparent Skeleton, Skeleton Liquid
Bosses Found: None
Items Found: Beautiful Vase, Combat Suit, Dracula's Rib, Heart Max Up,
High Mana Prism x2, High Potion, Lure Key, Secondhand Vase
---------------------------------------------------------------------------
Climb up, taking out the barrier with the Crush Stone, and pick up the
High Mana Prism along the way. The first exit on the left is a Save Point.
A little higher (and a High Potion and Beautiful Vase later), you'll come
across two exits. The left exit is a Warp Point (which is locked at the
moment), and the right exit is a shop. The merchant only appears if you are
level 50 or above, and have the Griffin Wing turned on. (This shop also
exists in Entrance A with identical merchandise, so this list will be for
both shops
---------------------------------------------------------------------------
Shop List: Entrance Condition: Level 50 or above, Griffin Wing activated
---------------------------------------------------------------------------
Potion 80G
High Potion 200G
X-Potion 800G
Mana Prism 250G
High Mana Prism 1000G
Antidote 20G
Uncurse 20G
Invincibility Potion 10000G
Platinum Crown 9999G
Scarlet Silk Hat 9800
Platinum Shoes 5000G
Infinite Shoes 12000G
---------------------------------------------------------------------------
Anyway, super jump your way up and take the top exit. Head left, take the
top exit, then exit right for a Heart Max Up. Exit left, then down, then
left again. Dispatch the Feather Demons and exit left again. Head all the
way to the left to pick up the Combat Suit.
Turn around and head back to the right and exit. Head right some more,
then take the top exit. Head left and exit up. Climb up and exit up. There
is a Save Point to the left, save there and head right. Take the top exit.
Head to the right a bit for percentage, then head left and exit. In this
room, the bottom left exit leads to the Lure Key and the top left exit
leads to a Circular Warp. Get the key and then take the warp to Entrance A;
we have some more annoying backtracking to do. (You did save at that last
Save Point, right?)
Leave the warp, then drop down and take the bottom left exit for the
Attack Platinum (STR +20). Super jump back up and exit right. Head all the
way to the right for a Heart Max Up, then take the bottom exit. Quick
walkthrough again: Down, down, down, right, down.
Work your way down to the first left exit. This time you'll be able to
open the door to the Circular Warp. Push Up to activate it in Castle B as
well, then return to Castle A. The right exit is a shop, and the lower left
exit is a Save Point (visit, but don't save here.) Backtrack down to the
Save Point in Cave of Skeletons A, and super jump through the middle of the
ceiling for a High Mana Prism and a Life Max Up. Saveroom and reset.
Back at the Save Point in Entrance B, head right and exit.
---------------------------------------------------------------------------
Facts About: Corridor of Marble B
Music Track: Marble Corridor
Enemies Found: Arahabaki, Armored Flea Man, Axe Armor II, Devil, Flea Man,
Lizardman, Lizard Master, Oh, Pike Master, Poison Lizard,
Spectre
Bosses Found: None
Items Found: High Potion, Jet Black Cloak, Life Max Up, Viking Helm
---------------------------------------------------------------------------
Continue right through several more rooms, and take the first bottom exit
you come across. Drop all the way down and take the left exit.
---------------------------------------------------------------------------
Facts About: Room of Illusion B
Music Track: Marble Corridor
Enemies Found: Oh, Spriggan, Victory Armor
Bosses Found: None
Items Found: Life Max Up, Silk Curtain
---------------------------------------------------------------------------
Head all the way to the left for a Silk Curtain. Exit right, then right
again. Climb down and take the lower left exit. Head all the way to the
left for a Life Max Up. Exit right twice, then take the upper left exit,
then exit up back to the Corridor of Marble.
From here, take the upper left exit, then exit left again for a Life Max
Up. Exit right twice, then take the right exit again. Drop down and exit
right yet again. Take the top exit, head left for a Save Point (save here,
we're going to use this as a bookmark again), then take the top exit again.
Exit right for the Jet Black Mantle.
Return to the save point and head all the way to the right, then drop
down and take the bottom left exit. The Pike Master here is tough, but
drops some interesting items. Once you're explored this room, head back
and exit right. Explore this room thoroughly (taking the High Potion in the
upper right corner), then take the right exit.
Climb up the stairs and jump to the ledge on the left. Continue left,
then up and right. You'll find a Viking Helm at the end of this passage.
Return to the stairway and keep climbing. Then jump down the gap and climb
down the second stairway. There's nothing at the bottom but percentage,
though. Climb back up and take the right exit. Take the Heart Max Up in
this room then exit right. You're now in the Castle Tower again.
Exit right again, then take the next two bottom exits. Then take the
next two right exits, then down again. Exit left for a Circular Warp and
the Solar Armor. Push Up to activate this warp in Castle A and grab the
Lunar Armor. The trick to these armors is that the Solar Armor gives +80
DEF in Castle A but only +40 in Castle B. Similarly, the Lunar Armor is
+80 in Castle B but only +40 in Castle A.
Stay in Castle A but go back the way you came, to the room that connects
the Castle Tower to the Corridor of Marble. You'll find a Silver Armor
there. Now, do the Saveroom and reset trick to get back to Corridor of
Marble B. From the Save Point exit right twice then take the bottom exit,
then exit right again.
---------------------------------------------------------------------------
Facts About: The Approach of Deplore B
Music Track: Shrine of the Apostates
Enemies Found: Big Ghost, Bone Pillar, Owl, Shimon
Bosses Found: None
Items Found: Antidote, Goddess Statue, Life Max Up,
Potion, Silver Candlestick, Smashing Boots
---------------------------------------------------------------------------
Go all the way to the right and take the bottom exit. Immediately exit
right again for a Life Max Up. Exit left, then make your way over to the
top left exit. Grab the Silver Candlestick in the top left corner of this
room, and then take the left exit. Grab the Potion in the bottom right
corner and the Goddess Statue in the top right corner, then work your way
to the top left corner for the Smashing Boots.
Exit right, then take the bottom right exit. Head and exit right again.
Here, there's an Antidote at the top right. Take the right exit. Explore
this small passage, but don't take the right exit. It just leads back to
the Castle Tower. Instead, exit left twice then take the bottom exit, then
exit right.
---------------------------------------------------------------------------
Facts About: Heretic's Grave B
Music Track: Shrine of the Apostate
Enemies Found: Bat, Big Ghost, Owl, Skewered Bone Pillar, Shimon
Bosses Found: Cyclops
Items Found: Heart Max Up x2, Large Meat, Meat, X-Potion
---------------------------------------------------------------------------
Head right and exit down. Head all the way to the left and take the
bottom exit. Head all the way to the right and take the top exit. Exit up
again. Head right, grab the Large Meat, then exit down for a Heart Max Up.
Exit up, head left, then take the bottom exit twice. Go all the way to the
left and exit.
Grab the Meat at the far left, then climb up and exit left. Head all the
way to the left for an X-Potion, then return and take the bottom exit. Head
right for a Save Point, then left for...
---------------------------------------------------------------------------
Cyclops Tactics Boss Music Track: Boss (Loop Pattern A)
---------------------------------------------------------------------------
This battle works much like the Minotaurus one; slide back when the
Cyclops swings its hammer, and get on a ledge when it dashes. The Holy
Water summon works pretty well too; I got 6 or 7 hits per cast, and that
will hurt badly.
---------------------------------------------------------------------------
Exit left for a Heart Max Up, then take the door back to the Entrance.
Head all the way to the beginning of the game (or what would be the
beginning of the game, were this Castle A), and look for the vertical
corridor just off the top of the screen. When you find it, super jump up.
Equip the Smashing Boots and super jump again to continue your way up
through the blocks. Grab the High Mana Prism and the Secondhand Vase, then
exit right to find Dracula's Rib.
Head to the nearest Warp and do the same thing in Castle A. This time
you will get another High Mana Prism and a Magical Armor.
You can beat the game now if you wish (technically, you could have beat
it back when you got the Smashing Boots), but since you can get 200.0% and
get whichever ending you wish, we may as well do a little map clean up.
Let's start with Castle's Treasury A. I ignored it before because it
was out of the way and except for one neat accessory, contains little of
interest.
Head back to the Circular Warp and warp to Castle Tower A. Head down
and take the bottom exit.
---------------------------------------------------------------------------
Facts About: Castle's Treasury A
Music Track: Castle
Enemies Found: Arahabaki, Archer Skeleton, Axe Armor II, Blade Master,
Disc Armor, Flea Man, Master Lizard, Poison Lizard,
Ruler Sword LV3, Skeleton Ape, Skeleton Flail, Spectre,
Spriggan
Bosses Found: None
Items Found: Closet, Greed Necklace, Heart Max Up, Heaven's Ring, Life
Max Up, Plate Armor, Teacup, Teapot
---------------------------------------------------------------------------
Head all the way to the left and exit up. Go all the way left for a Heart
Max Up, then return to the right and exit up. Grab the Closet to the right,
then head left. Take the top exit, then explore this room for a Heaven's
Ring. Leave this room, then continue left. Take the bottom exit, then
grab the Plate Armor to the right. The bottom right exit leads to a shop.
---------------------------------------------------------------------------
Shop List: Castle's Treasury A Condition: None
---------------------------------------------------------------------------
Potion 80G
High Potion 200G
Antidote 20G
Uncurse 20G
Velvet Mantle 1350G
Heavy Armor 2000G
Barrel Helm 2300G
Morion 3000G
Bloody Gloves 2100G
Greaves 1700G
Cabaset 3800G
Silver Boots 2800G
Musical Necklace 5000G
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