Castlevania: Circle of the Moon Walkthrough :
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Walkthrough - FAQ/Walkthrough
Castlevania: Circle of the Moon FAQ/Walkthrough Table of Contents I - Introduction Legal Information Version History II - Miscellaneous 01.0 - Items 02.0 - Equipment 03.0 - DSS 04.0 - Modes III - Walkthrough Prologue - Basic Strategies 001.0 - The Catacombs 002.0 - The Abyss Stairway/Audience Room 003.0 - The Machine Tower 004.0 - The Chapel Tower 005.0 - The Underground Gallery 006.0 - The Underground Warehouse 007.0 - The Underground Waterway 008.0 - The Observation Tower 009.0 - The Ceremonial Room 010.0 - The Battle Arena Welcome to my Castlevania: Circle of the Moon FAQ. Any questions, comments, corrections, or contributions are welcome; all you need to do is email me at tarrun75(at)gmail(dot)com. Don't be offended if I don't answer quickly; I try to make a point of checking my inbox once in a while, but it doesn't always happen. Just make sure to add "CotM" or something else relative in the subject. Credit will be given to anything sent to me that I add or major corrections. For corrections, please email me only if it's something really important, something that will clearly confuse anyone reading. Legal information: This document is copyrighted Matthew Haensly (MRH) 2005. This guide may not be reproduced under any circumstance except for personal or private use. It may not be placed on any web site, magazine or otherwise distributed publicly without advanced written permission. This guide may not be used for profit, and may only be used on gamefaqs.com. Use of this work on any other web site or as a part of any public display is a violation of copyright and is strictly prohibited. Version History First Submission: June 15th - June 28th - Version 1.0 II - Miscellaneous This section covers all of the little bits of information that's either too spread out in the actual walkthrough or not mentioned. 01.0 - Items Antidote - Cures poison. Cure Curse - Cures curse. Heart - Restores 10 hearts. Heart Ex - Restores 50 hearts. Heart High - Restores 25 hearts. Heart Mega - Restores 100 hearts. Meat - Restores 50 health. Mind Ex - Restores all of your mind points. Mind High - Restores half of your mind points. Mind Restore - Restores 30 percent of your mind points. Potion - Restores 20 health. Potion Ex - Restores all of your health. Potion High - Restores 250 health. Spiced Meat - Restores 100 health. 02.0 - Equipment 02.1 - Armor Bronze Armor Stat Bonus: +50 defense Dropped by: Flame Armor, Skeleton Knight Chain Mail Stat Bonus: +100 defense Dropped by: Flame Demon, Forest Armor, Lizard Man Cotton Clothes Stat Bonus: +20 defense Dropped by: Mud Man, Mummy, Zombie, Cotton Robe Stat Bonus: +25 defense, +100 intelligence Dropped by: Fox Archer, Were-Bear, Dark Armor Stat Bonus: +550 defense, -10 strength, -10 luck, -10 intelligence Dropped by: Lilim Diamond Armor Stat Bonus: +210 defense Dropped by: Ice Demon Gold Armor Stat Bonus: +80 defense Dropped by: Thunder Armor, Were-Jaguar, Earth Armor, Leather Armor Stat Bonus: +30 defense Dropped by: Skeleton Knight, Skeleton Spear, Axe Armor Magic Robe Stat Bonus: +200 defense, +300 intelligence Dropped by: Witch, Alraune Mirror Armor Stat Bonus: +300 defense Dropped by: Devil Needle Armor Stat Bonus: +400 defense, +10 strength Dropped by: Nightmare Night Suit Stat Bonus: +60 defense, +20 strength, +10 intelligence Dropped by: Hyena, Golem Ninja Garb Stat Bonus: +80 defense, +30 strength Dropped by: Were-Jaguar, Franken Platinum Armor Stat Bonus: +150 defense Dropped by: Dark Armor, Dullahan, Holy Armor Prisoner's Clothes Stat Bonus: +20 defense, +5 strength Dropped by: Gargoyle, Ghoul, Zombie Thief Rainbow Robe Stat Bonus: +140 defense, +250 intelligence, +15 luck Dropped by: Forest Armor, Fleaman, Ice Demon, Poison Armor Sage's Robe Stat Bonus: +250 defense, +500 intelligence Dropped by: Lilith Shinning Armor Stat Bonus: +500 defense, +10 strength, +10 luck, +10 intelligence Dropped by: None Note: You win this armor by completing the Battle Arena. And yes, it was originally supposed to be "Shining", but it's a typo in the game. Silk Robe Stat Bonus: +40 defense, +140 intelligence Dropped by: Fox Archer, Wight Soldier Fatigues Stat Bonus: +120 defense, +50 strength, +10 luck Dropped by: Franken, Catoblepas, Steel Armor Stat Bonus: +120 defense Dropped by: Evil Pillar, Golem, Ice Armor, Thunder Armor Stylish Suit Stat Bonus: +40 defense, +10 strength Dropped by: Harpy, Heat Shade 02.2 - Arm Arm Guard Stat Bonus: +10 defense Dropped by: Beast Demon, Bloody Sword Bear Ring Stat Bonus: -100 defense, -100 strength, -100 luck, -100 intelligence Dropped by: Skeleton Medallist Note: Wearing this, along with activating the Black Dog and Pluto cards, transforms your character into a bear that fires rockets. Just remember that you'll be killed in one hit, so save first. Cursed Ring Stat Bonus: +30 defense, +30 strength, -100 luck Dropped by: Poltergeist, Arch Demon, Beast Demon Double Grips Stat Bonus: +75 defense, +75 strength, +75 luck, +75 intelligence Dropped by: Dark Armor Note: You must have two Double Grips equipped for these attributes to take affect. Gauntlet Stat Bonus: +15 strength Dropped by: Merman, Werewolf, Earth Armor Hard Ring Stat Bonus: +60 defense, -10 strength, -10 luck Dropped by: Medusa, Stone Armor, Death Mantis Intelligence Ring Stat Bonus: -10 strength, -10 luck, +50 intelligence Dropped by: Succubus, Evil Hand Luck Ring Stat Bonus: -10 defense, +50 luck, -10 intelligence Dropped by: Zombie Thief Magic Gauntlet Stat Bonus: +10 intelligence Dropped by: Frozen Shade, Poison Worm, Thunder Demon Miracle Armband Stat Bonus: +10 luck Dropped by: Clinking Man Sage's Bracelet Stat Bonus: -25 defense, -25 strength, -25 luck, +100 intelligence Dropped by: Wind Demon Toy Ring Stat Bonus: None Dropped by: Skeleton Medallist Wristband Stat Bonus: +5 strength Dropped by: Spirit, Were-Panther, Bat, Devil Tower, Medusa 03.0 - DSS 03.1 - Action Cards Mercury Dropped by: Bone Head Effect: Changes your whip. Venus Dropped by: Slime Effect: Changes your stats Jupiter Dropped by: Heat Shade Effect: Creates a shield that revolves around you. Mars Dropped by: Bloody Sword Effect: Alternate weapons. Diana Dropped by: Man Eater Effect: Fires a projectile from your whip. Apollo Dropped by: Arch Demon Effect: Throw a projectile (half-circle beginning at Down + B) Neptune Dropped by: Ice Armor Effect: Immunity to a specific form of attack (fire, ice, etc). Saturn Dropped by: Fallen Angel Effect: Summon a familiar. Uranus Dropped by: Scary Candle Effect: Summon animals (half-circle beginning at Down + B) Pluto Dropped by: Trick Candle Effect: Miscellaneous attacks and stat bonuses 03.2 - Attribute Cards Salamander Dropped by: Skeleton Bomber and Imp Effect: Fire Serpent Dropped by: Earth Demon and Holy Armor Effect: Ice Mandragora Dropped by: Axe Armor and Lizard Man Effect: Nature Golem Dropped by: Electric Skeleton and Minotaur Effect: Earth Cockatrice Dropped by: Stone Armor and Death Mantis Effect: Stone Manticore Dropped by: Thunder Demon and Succubus Effect: Poison Griffin Dropped by: Skeleton Athlete and Siren Effect: Wind Thunderbird Dropped by: Were-Panther and Dullahan Effect: Electricity Unicorn Dropped by: White Armor (Battle Arena only) Effect: Holy and healing Black Dog Dropped by: Devil Armor (Battle Arena only) Effect: Darkness 04.0 - Modes After you complete the game in the normal mode (called Vampire Killer in the game), you're given a password to use as a game name to play the game in a different mode. Each mode gives your character different stats, better in some, worse in others, to make it more challenging or fun. Note that if you haven't beaten the game and try to enter the password, it won't register. 04.1 - Magician Requirements: Complete the game in Vampire Killer. Password: FIREBALL Positive Effects: Begin the game with all twenty DSS cards in your possession. Negative Effects: Your character is very weak, meaning that attacks inflict less damage than they normally would. 04.2 - Fighter Requirements: Complete the game in Magician Password: GRADIUS Positive Effects: Much higher stats, making all of your attacks much more powerful. Negative Effects: No DSS cards. 04.3 - Shooter Requirements: Complete the game in Fighter Password: CROSSBOW Positive Effects: Sub-weapons are very powerful, and you begin the game with a lot more hearts than normal. Also, if you collect two knives (picking up one with one already in your inventory) it becomes a homing knife, following the nearest enemy around the screen. Negative Effects: All other stats are lower. 04.4 - Thief Requirements: Complete the game in Shooter Password: DAGGER Positive Effects: Your luck is extremely high, so you'll find potions, DSS cards, and equipment more often than you normally would. Negative Effects: All of your other stats are very low. III - Walkthrough Prologue - Basic Strategies - Save as often as possible. Nothing's worse than having to replay an area, especially if you passed a save point and didn't bother to save your game. - You WILL have to do some leveling in the game; the guidelines are to increase your levels by five between bosses, but that's the minimum. If you find an area that seems to yield a lot of experience (whether it's a large group of weaker enemies or one or two powerful enemies) stick around and level up a few times. If you still need more of a "purpose" to level, try finding enemies that give up DSS cards (see the DSS section for a list) and attack them. - Forget about just running through the area to avoid dying; I've tried it, nine times out of ten you end up dying. More often than not you'll end up with a swarm of enemies attacking you if you get held up somewhere. Go through the castle slowly, attacking small groups of enemies at a time. 001.0 - The Catacombs DSS Cards To Find: Salamander (Skeleton Bomber), Serpent (Earth Demon), Mercury (Bone Head), Venus (Slime) 001.1 - The Catacombs The Catacombs are filled with your basic enemies: Skeletons, Poison Worms, Bone Heads, and Spirits later on; none of which, even at your low level, should take more than a few hits to defeat. There are a couple of Earth Demons roaming the area that can wipe the floor with you, but it isn't too difficult to learn their patterns. After dropping down from the Ceremonial Room into the Catacombs, walk forward and drop down into the next screen. There are about five or six Skeleton Bombers from here to the lowest level, so use this time to get used to the time-delay with the whip and the other basic controls. As you go down, collect the hearts from the candelabras and keep an eye out from the Salamander card, which usually drops in this area. At the bottom is a path on the right, so head through to reach the Catacombs. Skeleton Bombers are the main enemy here, but there are also Bone Heads, Bats, and Poison Worms. Destroy the first three Skeletons and head past the entrance to the Abyss Stairway above you. Down the slope is a pair of Bats and a Bone Head, so defeat them both. There's an entrance on the right, but you won't be able to get past the obstacle, so don't bother going there. Continue left down the slope and fight the Bomber, Bone Head, and Bat. Past the group is a Poison Worm, attack the main group on the ceiling and slide through the rest that dropped onto the ground. At the end of this path, jump up to the higher level and fight the Head. Continue left and enter the save point. Return to the fork and walk down the slope, there's another Bone Head on the ceiling. You aren't able to go to the end of the path on the left, so head right and whip the candle directly in front of you to collect your first sub- weapon: the knife. Pick it up and continue right, there are some more Worms on the ceiling. Enter the next area through the passage on the right. In this room is your first tough enemy: an Earth Demon. He deals quite a bit of damage, but his attacks are pretty easy to time. He flies around the room erratically (make sure to stay far enough away or he'll plow through you) and summons an earthquake. You have to jump over the earthquakes, which are signaled by the Earth Demon lifting up his arm and a small burst of electricity on whichever side the earthquake is going to begin. Jump over it and immediately attack the Demon; you should be able to get about four strikes from your whip and it takes about ten to fifteen to kill it. Repeat this as many times as necessary to defeat the Demon. Now walk to the opposite end of the room to collect your prize: the Dash Boots. By tapping either left or right twice, you can run, which, aside from the obvious benefit of saving time, allows you to make farther jumps. Hop up the platforms in front of the Dash Boots; you can't enter the highest room on the right just yet, but the one on the second level is available. A group of Bats are guarding the entrance, but a quick swing of the whip should take care of them. This next corridor will introduce you to another new enemy: the Zombie. Basically a Skeleton that moves around more, they also randomly rise from the earth to attack you. Depending on you level, you might be able to defeat them by sliding through them. If not this will be a little more difficult since you'll have to kill them before they walk into you, but still not impossible. Remember that their numbers are endless, so don't stand around trying to take them all down (and there are better places to level up). After plowing through the barrage of Zombies and Skeletons, enter the next area through the entryway on the right. This large room branches off and leads to a number of smaller rooms, so start from the bottom and work your way up. In the bottom right corner is a door that leads to another Earth Demon. Defeat him like you did the previous one and collect the Heart Max at the end of the hall. Return to the main room and jump up the platforms. Kill any Bone Heads or Skeleton Spears around you and jump over to the second level on the left side. Defeat the lone Bone Spear and then whip the wall to reveal a secret room with a MP Max being guarded by two Bone Spears. Return to the main room and jump over to the third level on the right side to find another save point. Save your game and continue up the room; there's a room on the left side of the highest level that has another MP Max. Now leave this area through the gap in the ceiling to continue. From the entrance to this area, head left past the Bombers and Bone Heads and slide under the wall. Head down this area to the lowest level, there's a HP Max in the room on the right (along with an axe sub-weapon). Run over to the opposite room on this level and slide under the wall and go through the entryway that leads back to the large area you were just in. Leave this region through the hole in the ceiling, and advance right without climbing up to the higher areas. Some Mud Men and Spirits will attack you in this corridor, which leads to an MP Max. You won't be able to reach the platforms above the Max, so run back to the entry point and jump up to the higher level and go left, killing Bone Heads and Bombers along the way. In this new area, jump down to the bottom of the room and fight your way through the barrage of Mud Men that attack you. Kill the Bomber on the platform and use it to jump into the next section. The room on the left is the last save point in the area, so save your game before continuing. Drop down the three platforms and head through the doorway on the left. Fight your way down the levels and enter the room on the left. This area is guarded by four or five floating Sarcophaguses, each of which releases three Mummies to attack you. This is a great place to level up; the Mummies are slow moving and fairly easy to defeat, and each one gives you three experience points. If you can get two or three Sarcophaguses on the screen, you can get the Mummies packed together and kill them all at the same time. You should be around a level three or four, so hang around here until you become a level five. Also, at the end of this area is a candelabrum with holy water (it's called the "potion" in the game, but after playing so many Castlevania games I'll end up calling it holy water eventually anyway). Leave this room and head up to the next level; enter the room on the left and collect the MP Max after killing the group of flea men. Leave, but don't enter the room on the highest level; that door leads to the boss, but save your game first. When you're ready, enter inside to fight the first boss, Cerberus. 001.2 - Boss: Cerberus Suggested Level: 5 Boss' Hit Points: 600 Cerberus is a fairly predictable boss, so your main goal is to not die; inflicting damage comes in a distant second because Cerberus leaves himself wide open while he's performing an attack. When Cerberus turns blue, he will do one of two things: either lunge forward at you or release two electrical orbs. It's pretty difficult to counter attack the dog when he lunges; but while the orbs are floating around he doesn't even move, so stand in the middle of the two orbs (where you won't get hurt) and attack him with your whip or throw axes/holy water (depending on where Cerberus is standing. When the dog turns red, he fires a laser from his mouth that goes completely across the room. Stand directly behind him and attack him with your whip. It shouldn't take too long before it dies. After Cerberus dies, head through the room on the left and pick up the Double, which allows you to perform a double jump in mid-air. 001.3 - Pre-Abyss Stairway Before you head to the Abyss Stairway, there are a few places that you can go to now that you have the double jump. The first is at the end of the long corridor with the Mummies. After passing the candelabrum with the holy water, jump over the wall and up to the highest level. Now face the wall on the right and attack the rock directly level with the floor you're currently standing on to reveal a secret room with an HP Max. The doorway on the left leads to the Abyss Stairway, but there's another Max upgrade we can pick up. Head back to the area with the gap in the floor (that leads to the large vertical room) and jump up the platforms all of the way on the right (past the mud men) and collect another HP Max. Now that we've covered that, head to either of the two areas that lead to the Abyss Stairway, there's the one in the room with the mummies and another in the very beginning of the Catacombs (it's a gap in the ceiling). 002.0 - The Abyss Stairway/Audience Room DSS Cards To Find: Mercury (Bone Head), Venus (Slime), Salamander (Skeleton Bomber), Mandragora (Axe Armor) 002.1 - The Abyss Stairway Whichever entrance you're at, you still have to go left (past the gap leading back to the Catacombs if you went through the door by the Mummies) and jump up the platforms. After making four jumps, attack the right wall to find another secret room with an MP Max being guarded by a slime and an Axe Armor. This is a great place to try and get the Venus and Mandragora cards, so remember it for later if you don't want to get them now. Continue up the platforms and take a right when the path opens. Defeat the Axe Armor and step onto the platform. Drop directly down (Down + A on a platform) to land on the platform below. Enter the room on the left and pick up the HP Max. You'll have to drop down to the bottom of the Abyss again, so retrace your steps back to the top. Continue up through the opening in the ceiling, and up three more levels in the next area. Jump on top of the cracked rock (don't bother with the Bone Tower) and over to the next platform before it breaks away (if it does just leave the room and reenter it), the second room on the right is a save point. Past the save point, Gremlins and Skeletons attack you, but by now they shouldn't be a problem. After climbing up about ten platforms, you come to an area that branches off into four separate rooms. Two of them, the rooms on the right and top right (the latter which you can't even see) are inaccessible, but the secret room on the left and the Audience Room on the far left are. The secret room is in the corner, just past the Bone Tower on the ground. Continue on to the Audience Room at the top of the Abyss Stairway. 002.2 - The Audience Room Since you can't get far in the room on the right, jump to the breakable rocks and over to the left and defeat the Axe Armor. Head through the door at the end of the hall and drop down three levels. At the very bottom is the Ceremonial Room and a blocked waypoint, so don't bother going there. Enter the Triumph Hallway on the left and fight your way through the Zombies and Skeletons, at the end is the castle's gates, along with a Fire Armor. He's a lot more difficult than the axe armor, his sword takes large amounts of life with each hit, and his defensive is a higher than any other enemy you've encountered so far. Just stay out of his way when he's striking and you should be fine. Behind the Fire Armor, just before the gate, is a candelabrum with the cross sub-weapon; in my opinion it's the best sub-weapon in the game because if you can hit an enemy with it just as it begins to return to you, it will hit him three or four times (on top of already being the most powerful sub-weapon, damage-wise). Return to the Audience Room and climb to the top of the area. Whip the left corner of the wall at the highest point and enter the secret room to find an HP Max. Leave the room and head right; the next hallway is filled with Axe Armors and Skeleton Soldiers. When the path branches off, enter the room in the middle and save your game. Now drop down and enter the next room, there are some skeletons, including an electric skeleton, guarding an MP Max at the end of the hall. Backtrack to the entrance of the room and jump up the platforms and collect the HP Max in the corner. Head back to the save point and continue up to the next room. Take the lower path first and jump over the gap to pick up the HP Max on the other side. Now take the high road and enter the Outer Wall. 002.3 - The Outer Wall This area is mostly filled with Skeleton Bombers and Spirits, so jump from the pieces of the bridge to reach the end. Instead of entering the next area, though, drop down and attack the ground (spin your whip while crouching) to uncover another hidden room. Defeat the Axe Armor and the Electric Skeleton and grab the HP Max. You'll have to make your way back to the beginning of the bridge, but it shouldn't be too difficult to get to the end again. If you don't have the Mercury and Serpent cards yet, simply continue to the end of this area and drop down into the Audience Hall. If you do, then freeze the Floating Brains and make your way to the top of the area. Don't stop at either the first ledges on the left or right, and then jump up to the highest level and head right. Drop down into an enclosed section with an HP Max. Now leave the Outer Wall through the hole in the right corner. 002.4 - The Audience Hall (revisited) From the entrance to the Outer Wall, drop down and jump to the section of the room on the left. Destroy the two Skeletons and head through the doorway. Activate the waypoint and travel to the other waypoint that was blocked by the large stone barrier. Jump on the button to disable the barrier, and then head through the warp again and continue right. There are a lot of regular and Electrical Skeletons, but that's about it. At the end of the hall, take the higher path and collect the MP Max. The middle path is a save point, and the lowest path allows you to proceed with the game. Drop down into the next area and take a left, killing the Devil Towers and Axe Armors as you go, and pick up the MP Max at the end. Retrace your steps, but continue going right. Drop down the first two levels and then break the left wall to find a hidden room with an MP Max. Get to the bottom of the passageway and take a right, jump along the platforms and collect the HP Max. You can't do anything else here yet, so return the vertical passageway and head through the exit to the left. Run along the corridor and find the hidden room in the left corner, which contains a HP Max. Continue following the main passage and head through the exit. From here, follow the lower path and head right when given the option. Defeat the Electric Skeleton and enter the save point. Now climb up the area; jump to each of the three breakable rocks and head through the door on the left, which leads to the boss. 002.5 - Boss: Necromancer Suggested Level: 10 Boss' Hit Points: 500 The Necromancer is a pretty simple boss to defeat. He flies around the room, and occasionally fires six energy orbs in all directions that are easy to avoid. He also summons Zombies that will walk around the floor and attack you if you drop down from the platform in the middle of the room. If you have the Mandragora and the Serpent cards, use them to form the Thorn Whip, and attack the Necromancer with that. When he dies, a Winged Skeleton takes his place. His moves are almost the same, he summons Skeletons instead of Zombies and he transforms into an energy orb and flies around the room (he's invincible in this state). Attack him the same way you did the Necromancer to defeat him with ease. Collect the Tackle afterwards in the room on the left, this allows you to break through any of those large cracked rocks blocking some passages. 003.0 - The Machine Tower DSS Cards To Find: Jupiter (Heat Shade), Venus (Slime), Uranus (Scary Candle), Cockatrice (Stone Armor), Manticore (Thunder Demon) 003.1 - The Machine Tower This is where the game starts to get tricky. Most of the simple enemies that you've encountered up to this point have been replaced. There are Fox Archers, Heat Shades, Medusas (coming into contact with one turns you to stone), Stone Armors, Earth Armors, and Thunder Demons to name a few. Even though they do a decent amount of damage, all it takes is patience to avoid their attacks and counter-attack. From the room with the Necromancer, return to the Audience Room and climb to the top. Enter the hall and jump on the button to destroy rock barrier. Take the warp point to the west end of the Audience Room (where the Ceremonial Room and Triumph Hallway is) and enter the second to last path on the left. Make sure to have the cross, though; it comes in handy for the next boss battle. Break the rock in front of you and continue. Enemies include skeleton soldiers, zombies, and ectoplasms, nothing too difficult. At the end is a platform leading to the Machine Tower, so head up. The main thing you have to take into consideration here is the Medusas that float around the room. They don't inflict a whole lot of damage, true, but they turn you to stone upon impact, leaving you open to any attack unless you break free. The first thing to do is jump up to the second moving platform and enter the save room on the right. Afterwards, head over to the left side of the area and climb up the platforms and grab the HP Max. It shouldn't be a problem to avoid the Fox Archers, but be careful or you'll be knocked off the platform and end up back at square one. When you've collected the max upgrade, return to the main platforms and enter the room right above the save point to gain another HP Max. Another two platforms up is an MP Max, but you don't have the items to reach it. Don't worry, you get the Kick Boots after defeating the Iron Golem, the boss of the Machine Tower. Before leaving this portion of the Machine Tower, attack the top left corner of the area to find a secret room with an MP Max being guarded by a Heat Shade. Take a left and kill the Heat Shades, if you don't have the Jupiter card by now it wouldn't be a bad idea to hang around here and get it. Climb up the platforms (don't forget the save point on the left) and kill the Fox Archers while avoiding the Medusas and electric traps at the top. Jump up to and enter the next room, this area can be frustrating if you don't time your jumps correctly. You have to not only make the jumps, but avoid the Medusa heads as well. Kill the Fox Archers at the bottom of the screen and jump to the third- highest platform. Wait until the fourth and last one is near you and then climb onto it, keeping in mind the electrical current on the ceiling. Once on the platform, crouch down and swing your whip to avoid being petrified by a Medusa head. At the end, kill the Heat Shade and jump to what is finally a floor that isn't moving. Whip the wall and enter the hidden room, while there is a Heart Max here, this area is much more important later on. Return to the main room and check out the bottom right corner of the area. Slide under the wall and fight the Thunder Demon. They're fairly easy to defeat, wait until the lightning appears overhead and hide in between them before attacking. In the top right corner is a hidden room with an HP Max guarded by a Fox Archer. Return to the room and head down, there's another Thunder Demon here. Jump up the three horizontal platforms on the left and enter the room on the left. Kill the Stone Armor (you can get the Cockatrice card here if you want) and collect the HP Max before returning to the main by sliding under the wall in the bottom left corner. Get back to the platform that passes under the electricity. When it reaches the right side, jump to the horizontal platform and head over to the exit on the right (don't get knocked over by the Fox Archer on the right). Jump down to the floor and kill the Fox Archer and Slime. Break the rock and enter the room on the right, there's another Stone Armor with an MP Max. Walk up the stairs and jump onto next level. Break the rock and enter the room on the second level, and then break the one on the next level to enter the room on the left. Fight your way through Fox Archers and Stone Armors and collect the HP Max. Return to the main room and retrace your steps back to the third level with the exit leading to the Audience Room. Jump onto the rocks and jump to the next levels and enter the corridor with the Slimes and Earth Armors. At the end of the hallway is a save point, so enter it before ascending to the next area. Kill the Fox Archers on your way up, and find the secret room in the top right corner with an MP Max and a cross. Climb down and enter the room on the right past the Heat Shades. 003.2 - Boss: Iron Golem Suggested Level: 15 Boss' Hit Points: 1000 The Iron Golems main attacks are pretty simple. He slams the ground, which besides causing damage if you're on the ground, knocks a few gears to the ground that you have to avoid. He also fires an energy orb at you that inflicts quite a bit of damage. However, the real problem when fighting the Golem is that he can regenerate his health as many times as he wants, meaning that you'll have to quickly drain his life or be forced to start over. The best way to do this is to constantly throw crosses. Not only do they inflict more damage than any other weapon, but if you can distance yourself so that the cross stops on the Golem before returning to you, it counts three or four more hits on top of the initial ones. Repeat this as quickly as you can and the Iron Golem should go down without a problem. When it's defeated, Hugh enters the battlefield and gets upset because you beat him to his trophy. After he leaves, enter the room on the right and collect the Kick Boots. If you hold R as you jump into a wall, you can kick off into the opposite direction and gain higher ground. 004.0 - The Chapel Tower DSS Cards To Find: Mars (Bloody Sword), Apollo (Arch Demon), Manticore (Thunder Demon), Thunderbird (Were-Panther) Before going to the Eternal Corridor, it would be a good idea to visit the Catacombs, Audience Room, and Machine Tower and collect some of the max upgrades that you couldn't reach before. Not only does this make things easier later on when you're trying to complete the map, but it also upgrades your stats before entering the Chapel Tower, which is an area that can cause problems. 004.1 - Eternal Corridor If you remember back to the beginning of the game, at the end of the Abyss Stairway there was an area that branched off into four sections: a hidden room, the Audience Room, a room with a statue in it, and one that was too high up to reach. Now that we have the Kick Boots, return there and kick jump up the wall and enter the Eternal Corridor. The first enemy you encounter is a Gorgon, a bull that snorts some sort of steam that can turn you into stone. Luckily, if you stay on the small wedge before the floor dips down, the steam won't come near you, leaving you free to attack the Gorgon from there. Make your way through