Castlevania: Dawn of Sorrow Walkthrough :
This walkthrough for Castlevania: Dawn of Sorrow [Nintendo DS] has been posted at 20 Jan 2010 by eeerrrrrrooorrrr and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up eeerrrrrrooorrrr and share this with your freinds. And most important we have 10 other walkthroughs for Castlevania: Dawn of Sorrow, read them all!
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Walkthrough - FAQ/Walkthrough"Strangers waiting up and down the boulevard; their shadows searching in the night. Streetlights, people, living just to find emotion, hiding somewhere in the night." ~ Midnight Train (Don't Stop Believin') - Journey @ @@@ @@@@@ @@@ .@@@. .@@@@@@@@@. @@@@@@@@@@@ @@@@ @@@@ @@@@ @@@@ .@. @@@@ @@@@ @ @@ @@@ @@@@ @@@ @@ @@@ *@* @@@@ @@ @@@ @@@@ .@@@@@. .@@@@. @@@@@@ @@@ .@@@. @@. .@@ .@@@@@. @@ .@@. @@@ .@@@@@. @@@@ @@ @@ @@ @@ @@@@@@ @@@ @@ @@ *@@ @@* @@ @@ @@@**@@ @@@ @@ @@ @@@@ * @@ @@ @@ @@@ @@ @@ @@. .@@ * @@ @@ @@ @@@ * @@ @@@@ .@@@@@ @@@. @@ @@@ @@@@@@@ *@@ @@* .@@@@@ @@ @@ @@@ .@@@@@ @@@@ @@ @@ @@@@ @@ @@@ @@ @@.@@ @@ @@ @@ @@ @@@ @@ @@ @@@@ @@ @@ .@@@ @@ @@@ @@ . *@@@* @@ @@ @@ @@ @@@ @@ @@ @@@@ @@ .@@@ @@ @@ @@.. @@@ @@ @@ @@@ @@ .@@@ @@ @@ @@@ @@ .@@@ @@@@ *@@@*@@ *@@@@@* @@@@ @@@ @@@@@ *@* *@@@*@@ @@ @@ @@@ *@@@*@@ @@@@ @@@@ @@@ @@@@ @@@@ D A W N O F S O R R O W @@@@ @@@@ @@@@ @@@@ @@@@@@@@@@@ *@@@@@@@@@* *@@@* @@@ @@@@@ @@@ @ ASCII thanks to Atom Edge, with my incredible modifications of changing the name. +----------------------------------+ | | | Castlevania: Dawn of Sorrow | | For the Nintendo DS | | FAQ/Walkthrough | | By T. Jackson | | Started : 7/18/06 | | Finished : N/A | | Last Updated: 11/23/06 | | Version 0.4 | | | +----------------------------------+ This guide was composed in Metapad. It's best viewed with 1024x768 resolution, Courier New font, and your browser's small text setting. Yarr. Table of Contents: I. Introduction 1.01: Table of Contents 1.02: Introduction II. Soma Basics 2.01: Story 2.02: Characters 2.03: Controls 2.04: Souls 2.05: Status Effects III. Walkthrough - Soma Cruz IV. Appendices 4.01: Bosses 4.02: Bestiary/Souls 4.03: Weapons 4.04: Armor 4.05: Accesories 4.06: Items 4.07: Shop List/Soul Synthesis 4.08: Boss Rush Mode 4.09: FAQ 4.10: Secrets 4.11: Endings V. Last Words 5.01: Copyright Information 5.02: Revision History 5.03: Contact Information 5.04: Credits 5.05: Boo! If you need to find anything, press CTRL + F and type in the numerical code of the section in question (e.g., if you're looking for the story, type 2.01). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I. Introduction -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 0=~=~=~=~=~=~=~=~=~=~=~=~=0 | 1.01: Table of Contents | 0=~=~=~=~=~=~=~=~=~=~=~=~=0 Look up. Ugh. People. 0=~=~=~=~=~=~=~=~=~=~0 | 1.02: Introduction | 0=~=~=~=~=~=~=~=~=~=~0 Hey hey, and welcome to this guide for the latest (as of this writing) installment of Castlevania. I don't get to say that much, being the sweet old school writer that I am. This is my first game for the DS, the first full fledged guide I've written in awhile, and the first game since this game's sequel for which I've written a guide without doing a few important things first (e.g., writing the introduction, playing the game, etc.). So this'll be entertaining. And I hope this guide entertains you - there are a few attempts at humor and song references in here, just because that's my style. Good luck with the game, though. Also, there be spoilers ahead for all Castlevania games, so read at your own risk! Especially if you're playing the sequel here without first playing the prequel! --Trace -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- II. Soma Basics -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 0=~=~=~=~=~=~=0 | 2.01: Story | 0=~=~=~=~=~=~=0 This is the first game in forever where it has an instruction manual sans a story. While there is a pretty good summation of the story at the beginning of the game, take this as a remedy for your nescience - a summary by me. Hah, there's none better. Count Dracula. We all pretty much have a good idea of who he is (or at least his fictional version), if only because of our dad's terrible impersonations, which we're subjected to every Halloween, shortly before the low-flying witches crack. Or maybe that's just me. Anyway, he's a persistant one, haunting the Belmont family for generations - from the Middle Ages to 1999 (Chrono Triggers era, what what!). The premise is that, as a supernatural being, he can't really die. Instead, he ressurects himself every century, or some other being (e.g., Shaft) ressurects him. He has had a number of foes over the aeons - the Belmonts, other random families, and even Alucard, his own son. Why does he revive? Because otherwise the franchise would end. In 1999, during the apocalypse (COME ON PEOPLE), a man named Julius Belmont fought the Count and defeated him; however, to completely eradicate the Prince of Wallachia, Julius sealed Dracula's castle - Castlevania - in the solar eclipse that occurred in 1999. This truly did defeat the Count - no convenient plot devices. The deux ex machina to save him, however, was that someone had to inherit his power. It's a religious theory that's expounded upon in this game - for God to be the ultimate good, there must be an ultimate evil, and since you've fought the Devil himself as one of Drac's underlings, Dracula must be said evil. There were three candidates who could inherit his powers, two of whom are introduced in this game. They could do so because they were born at the moment of Dracula's demise. What luck! The third is Soma Cruz, the Scientologist (hah!) whom you play in this game. You played as him in the prequel to this game (while Castlevania is a series, few games are direct sequels. There are three true sets of sequels - Castlevania I and II, Castlevania: Rondo of Blood and Castlevania: Symphony of the Night, and this set: Castlevania: Aria of Sorrow and Castlevania: Dawn of Sorrow), when you found out that Soma inherited Dracula's powers. Well now you have to fight to keep those powers. Woohoo! And that's the premise of this game: there are two people, Dario and Dmitrii, who at the behest of the priestess of a cult, Celia Fortner, want to become Dracula by killing off Soma. You've gotta take those two out and meet up with Celia at the top of the cult's base - right where Dracula would be. 0=~=~=~=~=~=~=~=~=~0 | 2.02: Characters | 0=~=~=~=~=~=~=~=~=~0 These will be listed in order of appearance. Allies ====== Soma Cruz --------- He who inherited Dracula's power in 2035, the last time you played. He's a headstrong youth who wants to save his friends. The typical RPG hero. Mina Hakuba ----------- She is one of Soma's best friends, his raizon d'etre, and just the normal damsel in distress and chief motivator of Soma. The typical RPG supporting lady. Genya Arikado ------------- He's a really mysterious fellow who seems to know a lot about stuff he probably shouldn't know about. He may be the secret identity of someone! Uh oh! Enigmatic, helpful, and always there when you need him (and only when you need him). The typical RPG supporting enigma. Hammer ------ Can't touch this! This former army soldier decided, in the last game, that killing people needed to take a backseat to the American Dream, so now he has a shop. He's got a major crush on Yoko. Yoko Belnades ------------- The descendent of Sypha Belnades, who fought alongside Trevor Belmont in Castlevania III, she offers information and weapon synthesis. She's a witch who works for the church. As opposed to a witch who gets burned by the church. Julius Belmont -------------- The guy who sealed Dracula away in 2035, he's a strong vampire hunter who seems to really want to kill Soma, despite being his friend, as seen by Julius' greeting at the beginning of the game. Not the nicest guy. He lost his memory in the last game, but he was nicer then. Not So Much Allies ================== Celia Fortner ------------- She's a priestess of a religious cult. Yeah, that was pretty obvious. She wants to revive the Dark Lord because according to her, for God to be truly good, there must be an ultimate evil. Of course, you'd think that the ultimate evil would have to manifest itself. Additionally, if she thinks we need an ultimate evil, she clearly has not met Brittany Spears. Dmitrii Blinov -------------- One of the potential successor to the Count, he's a reserved Russian who's not drunk. He can absorb souls and abilities like Soma. He's cool. Dario Bossi ----------- Unlike Dario, who's a fiery (hence his control of fire) jerk. He's the other successor to Dracula. Other ===== Konami Man ---------- !! 0=~=~=~=~=~=~=~=~0 | 2.03: Controls | 0=~=~=~=~=~=~=~=~0 Basic Controls ============== o--------o-----------------------------------------o | Button | Function | |--------o-----------------------------------------o | A | Special attack*, confirm (menu) | | B | Jump, cancel (menu) | | Y | Attack | | X | Switch equipment** | | L | Dash backwards | | R | Use Guardian soul | | Up | Activate warp, epitomize You're So Vain | - Seriously. Look at him | Down | Duck | | Left | Move left | | Right | Move right | | Start | Go to menu | | Select | Change screens*** | o--------o-----------------------------------------o *This varies from weapon to weapon and costs MP. See the weapons section for more. **You need to acquire the Doppleganger soul from the Garden of Madness first. I got into more explanation there (CTRL + F Doppleganger if that's what you're here for) ***For an explanation of the screens, check the Menu section (2.05). This changes the displayed screen on the top screen of the DS. Complex Controls ================ B + B -> Double jump (note: you need the Malphas soul) Down + B -> Slide. You can damage enemies with the slide too. You can also drop through narrow floors with this. If you do this after you've gotten the Malphas soul, you can jump kick (though obviously you must be in mid-air to do so) Up + Y -> Use Bullet Soul Touch Screen Controls --------------------- -After you get the Balore soul, touch ice to break it. -You can order a familiar to attack an enemy with the touch screen (simply touch the enemy). -You draw the Magic Seals by connecting the dots in the given order. 0=~=~=~=~=~=~=0 | 2.04: Souls | 0=~=~=~=~=~=~=0 For a full listing of the souls, see 5.02; this section is designed to give you a primer on how to use souls, hence its inclusion in the Basics section. See, this works. There are four types of souls: 1.) Bullet Soul - These are the equivalent of subweapons, only more ----------- permanent. Up + Y activates these. For the most part, they're the Use kind (read on for more information). These are primarily for attacking. These are red souls. 2.) Guardian Soul - These are usually helping souls, hence the name. Hold R to ------------- activate them. They're usually familiars of the Time kind who serve as backup, but the basic premise is that these aren't used for direct attack, for the most part; if they cause damage at all, it's either in the form of a familiar (e.g., Great Armor) or in the the best defense is a good offense way (e.g., Armor Knight). These are blue souls. 3.) Enchant Soul - The yellow soul doesn't attack. These generally give you ------------ some sort of stat boost (e.g., increased strength) or some other ability that's useful but not damaging (e.g., the Ghoul soul lets you eat poisoned food). These don't take up any MP. 4.) Ability Soul - The final kind of soul also doesn't take up MP. The ------------ controls vary, but the game generally tells you what to do. These are the only souls you need, for the most part, to advance, as these let you do things like double jump. 0=~=~=~=~=~=~=~=~=~=~=~0 | 2.05: Status Effects | 0=~=~=~=~=~=~=~=~=~=~=~0 There are two: Poison: You lose all of your attack bonus that's attributable to STR and all of your INT bonus. So basically, you do less damage with your attacks. Curse : You lose all of your MP. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- III. Walkthrough - Soma Cruz -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- First off, a few notes: 1.) Soul equipping is really up to you because I don't know what souls you have. Play around with them. There are some souls I'll really suggest you get, in which case, you should probably get them. You know. Because I'm not just wasting my breath- er, typing here. 2.) Unlike other games, you don't necessarily want to sell your old equipment because it could be used in synthesis; that said, anytime you get any equipment, equip it if it helps your stats (if you pick up something that an enemy drops, obviously I can't remind you to equip it). 3.) Break every single candle/light source you see. 4.) Think like Doctor Who - "What do monsters have nightmares about?" "Me - hah!" 5.) Due to the nature of weapon acquiring in this game (aside from the finds, you have to synthesize to get good weapons), I can't really recommend what to equip, as I don't know what souls you get. I personally prefer the Great Sword line of swords - they give you the best bang for your buck. Others might prefer a different style. All I can say is go for it! Experiment! The one thing that I caution you about is don't synthesize with the souls of bosses until you have 100% soul collection rate and acquire the Chaos Ring (once you've got that, at the end of the game, you can forge your Valmanways and your Death's Scythes). I do recommend, however, for the purposes of this walkthrough, that no matter what weapon branch you use, keep a good arcing weapon (something from the Great Sword or Axe line). I use the Great Sword stuff myself, but just having an arcing weapon is very useful, even if it's not your primary weapon. After the intro, you'll be plunged directly into a fight. En medias res indeed. No bones about it, though (ha!), this is a very easy fight. Genya Arikado graces you with a Knife. Smack the Skeleton twice with it to gain his soul. After a short explanation on how to use the soul, an Armor Knight teleports in. Use your newfound soul (Up + Y, if you're confused) twice to take him out (should he launch his spear, simply jump over it). You'll be treated to a short explanation on hos to use Guardian souls. Now a Golem will appear! As with the last foe, use your newfound soul to help - throw bones at the Golem, and when he gets near, press and hold R to activate the Armor Knight soul to help save your soul. You'll then get the Golem soul (later on, you'll wish the souls came this easily; for now, they've got the neighborhood tricycle feel, if you know what I mean). The explanation ensues, followed by a little more exposition. The end result is that Ms. Fortner has a very annoying laugh. Some more story occurs (note the map on the top screen) - and just as a side note, poor Hammer looks so dejected when you tell him Yoko's not coming! Now would be a good time to tell you what conditions you're in now. Right now, you've got no equipment aside from the Knife Arikado gave you, your clothes, and the souls you just received. You have three Potions, and there are some pretty sweet terms in the Library in the menu. Other than that? Nothing. Good luck! Head right to get to... The Lost Village ---------------- When you enter this screen, you'll see a Skeleton and possibly a Bat. The Bats spawn infinitely, so now might not be a bad time to get their soul (get three to level it up completely, but you don't have to do this just yet). It also couldn't hurt to get more Skeleton souls either (or Skelesouls, as I like to call them), but don't spend a ton of time on this, as it gets old fast. Cross the suspension bridge, and head to the next screen. On this next screen, note the lamp to the right. You can destroy this lamp for an item. Make sure you destroy all lamps, candles, enemies, etc. throughout the game. As you continue, there is a freaking HUGE Peeping Eye. This seriously scared me. Take him out (don't worry about getting its soul - it's rare; it can wait). Head to the next room. Pick up the Short Sword here, and make sure you equip it (as it does no good otherwise). Drop down and head right to grab a Potion and, in the next room, save your game (these rooms, in addition to saving your game, could save your life inasmuch as they heal you, so use these often, even if you don't wanna save!). Once saved, climb back up the platforms (ignore the door to the left; we'll explore it later), and head out to the right. This next room introduces some more baddies. First up is the Warg, which you SotN veterans will recognize. Deliver three quick sword swipes to him to finish him off. There are also an unlimited number of Zombies spawning, who take a minimal amount of effort to kill. Finally, there's the Axe Armor, who is a large piece of armor that throws axes. He'll throw them in two ways: either at a higher elevation or at a lower. If it's the higher elevation, duck under the axe, smack him a few times, and duck under it again. If it's a lower axe, leap over said axe, attack him, and jump over the axe again (the Armor Knight soul is very useful here). I _really_ recommend getting the Axe Armor's soul, as it's the equivalent of previous games' Axe subweapon (and it's very useful on the upcoming boss), though the Warg soul, if properly used, is very useful. Once you've cleaned out this screen satisfactorily, head to the next room. You meet up with Yoko (yay for Hammer! You can't touch this, but she sure can!) and Julius. The latter delivers the best ally-to-ally greeting in video game history. After another little exchange (Yoko's facial expression rocks, you get the Magic Seal 1. After practicing it, you have to escort Yoko somewhere. Backtrack the way you came (killing a few Zombies just for the sadistic pleasure of watching their heads fall off). When you reach the screen where you got the Short Sword, drop down to the funky door from earlier. Yoko will explain that you'll need a Magic Seal to finish off the upcoming monster. Oh snap! You'll enter the door automatically; however, if Yoko's incredibly subtle hint didn't tell you this, you've got a boss coming up. It's smart to have the stylus ready, as when you defeat the boss, you have to draw the magic seal relatively quickly, and you don't want to struggle with getting the stylus out, risking having to fight the big guy again. BOSS: FLYING ARMOR First real boss fight time! Flying Armor is a floating creature with two hovering swords. These swords act as a sort of barrier, such that it's difficult for you to get close to him. Watch for the tips of the sword - when they flash, the swords are about to attack you. They do this in one of two ways - if the swords are both facing you (they're normally facing down), then when they flash, their positions will be locked in, and they'll fire straight in the direction they're pointed in, meaning don't be in their way. If the swords are pointed diagonally up in either direction, they'll circle around and try to squish you; jump over them to avoid the piercing blow. This is the easier of the two to dodge. Now, if you don't have the Axe Armor soul, this is the time to attack, as he's defenseless for the moment. Beat up on him until the swords come back, rinse, and repeat. His only other attack is floating around, which isn't so much an attack, per se, as much as a horrible video game cliche (i.e., the "touch of death") at its finest. If you have it, though, now's the time to use the Axe Armor soul. It makes the fight loads easier - you can just make a slight hop, regardless of where the swords are (unless the swords are, you know, inside of you), toss an axe, cause damage (as each axe will not only hit for a fair amount of damage, but it'll also hit multiple times), and repeat. Just make sure to watch out for the sword attacks, and resort to the earlier strategy when your MP runs low. If your HP falls below a certain level (i.e., how much HP each of the Flying Armor's attacks take away from you), remember that you do have three Potions, so feel free to use one. For your troubles, you get the Flying Armor soul, which "reduces the speed of falling." This is the same thing it did in Aria of Sorrow, only you have to fight for it (I'm glad we didn't last time!). After the exchange with Yoko, grab the oversized orb to replenish your HP/MP. Before you do anything else, go two rooms to the right and save! Return to the boss room, and then head through the left door. Hah, there seems to be potential for another Flying Armor in here. Check out the mantel. Anyway, drop down one step, and jump for the platform on the left side of the room, using the Flying Armor soul to get you over there. Grab the Claymore, and head to the next room. Hop to the left to grab the aptly named Spear, though statistically and practically speaking, I find the Claymore to be better. Drop to the platform to your right, and fall through that platform. Take out the Armor Knight to your left, and enter the room he was guarding. In here, take out the Ouija Table (its soul is useful if you get it - you can recover HP by sitting in chairs. Don't bother equipping it unless there's a chair nearby, though). Grab the Mace to the left of the deceased dinnertable, and continue left. Drop through the platforms. To your left is a save point; to the right, $1000. Make use of both, and head through the right door. Drop down to the bottom of this room, and go through the left door to reunite with Yoko. She'll explain the art of synthesis to you. See the weapons guide later in the FAQ for more information on this. You can synthesize weapons here depending on what souls you have. I advise that if you want to perform a synthesis, make sure you have multiple copies of the soul you're using so that you don't permanently lose it. You're welcome to make these if you want; however, it's not required by any stretch. Just make sure to have multiple copies of the soul you're using. If you need a reminder as to where to find enemies, either check the bestiary, or I'll tell you now - you can find Armor Knights in the previous room. The Wargs and Axe Armors are a few rooms back. While the Cutlass isn't too great now, if you can get another Warg soul and make a Falchion, that would rock. There's one thing about this I can't stress enough, though - Whatever you do, until you have 100% of all souls, never ever _EVER_ use a boss soul. You can't get them back. I don't care how useless it is. I don't care if it hurts you. Don't use it until you have 100% soul collection. When you're done, trot across the way to Hammer's shop. I recommend buying the Castle Map 1 and whatever else you can afford. Look in the Items section to see what the UMA News says, so don't worry about buying that. I also bought the Gym Clothes, and the Scarf. Equip it all. Now, if you're low on money, there's a cheap way of fixing that. Credit for this goes to FairEmma. Buy some Brass Knuckles, and go find some Zombies (this is not a hard task, unfortunately). Synthesize the Brass Knuckles and the Zombie Soul to get a Cestus. Sell the Cestus to make a serious profit. Return to the center room. Hop on the hippie van, and hop up a few levels until you can go right. Go right when you can. Make sure you collet the $1000 bag as you move through this next room (side note: you can destroy the chairs in a variety of ways. This looks cool), and head out through the door at the bottom. You're greeted with a funky sight in this next area: a skull in a cyclone (a Spin Devil). Wizard of Oz jokes aside, use a Bullet Soul to take him out. Kill off the Skeleton, and grab the Potion on the right side of this platform. Drop to the bottom of the room, and head right through the next two rooms to find a Cape, which isn't as good as the Scarf from Hammer's place, but whatever. Backtrack to the larger room. Once back in here, climb up to thje top left corner. Use the Flying Armor soul to cross the gap, look at Celia Fortner's ugly mug + cleavage, and head through the door. Kill off the Student Witch (such an adorable kitty!), and make your way through the rest of the room, killing the other two Student Witches. Exit through the top right corner. Make your way through the small hallway, and in the next room, you'll find a gate impeding your progress. Such inconvenient things, gates. If you attack the switch next to it, the water behind the gate will drain, and the gate will open. This actually drains the moat of the castle, which is where you are now. Take care of the Spin Devil, and head straight across the way to finally enter a new area! Wizardry Lab ------------ In your first room, you're greeted with a neverending spawning of Ghosts. Woohoo! Deal with them as best as you can as you drop down through the entrance room. You'll reach a small landing after a little while. Grab the Mind Up from the left side (the room behind the Mind Up is a save point), and then head through the right door. You'll now confront a Bomber Armor. Take care of it (when it lobs a bomb, just make sure you're out of the way of the explosion!), and continue on. When you see the Slime, just kill it before it slowly crawls at you. Hop across the gap to get a Blunt Sword (just what I always wanted!), and continue down through the room. At the bottom right corner, you'll see a treasure chest. Smack it open with your weapon, and then backtrack to the previous room. Continue your descent downwards to the door at the bottom, and then make use of said door. I find it useful to slide (down + B) through this row of Skeletons and the Skull Archer. The rest of this room is nothing you've never seen before (although if you hit the Student Witch when she tries to fly, she falls, and it looks so sad), so continue through the room. In the next room, drop down a few levels, and take the first right that you can (though it may be advisable, before you take this right, to go to the bottom of the shaft, take a left, and grab the Scarf, if you don't have one). There be Manticores in this room - the head of a lion, the tail of a scorpion. Watch out for the tail as you destroy them. Also, note the eyes in the painting! Ahh! Go all the way right, and in the next room, take your first right to find a warp room. The game will explain the concept. Warp up to the Lost Village real fast (press up, and then press left to get there). The Lost Village ---------------- If you were paying attention to the map earlier, you noticed you couldn't get to the room you're at now. But now you can, so it's all good. Anyway, it puts you out by a save point, Yoko, and Hammer. Make use of them if you want, and then teleport back to the Wizardry Lab. Wizardry Lab ------------ Once back in the Wizardry Lab, return to the room before the warp chamber, drop to the bottom, and head right. Go through this next room (your goal is the bottom left corner), which has two new enemies: a Slaughterer and The Creature. The Slaughterer is by far the easier of thw two. It's a giant pig thing that hops around and shoots fireballs in an arc. Dodge the fireballs as you attack him, and he'll die quickly. The Creature - Frankenstein's Monster - is substantially harder. He'll be energized with lightning, stumble over to you, and smack you really really hard. If he's energized, when he sees you, he'll stumble really fast, making it difficult to get out of the way. You want to attack him from afar - in here, you can lure him to the right side of his level, hop up to the level above him, and get him with the Axe Armor soul. His soul is useful (you restore one HP/second) but difficult to obtain, so do so at your own risk. Anyway, once you've cleaned out this room, head out through the bottom left corner. Drop down through this room and take the bottom right door. After a nice little cutscene, you can continue through the room. In the next room, go through the bottom right door to find a save point. Uh oh! Go left to encounter... BOSS: BALORE A beam suddenly cuts through the ice! Go through the ice to find Balore himself. Balore has two basic attacks, and the safest place to evade both of them is right in between his hands. His most obvious attack is a GIANT laser beam that comes out of his eye. There'll be a dead giveaway when he's about to use this attack - you'll see him charge it. When you see it, immediately duck to avoid the beam. His other attack is to punch with one of his fists. You can avoid all of these if you're positioned where I told you to be. When he brings his fist close to him, though, jump on it (and then jump off when the coast is clear) to avoid being hit by it. The easiest way to take him out is with a weapon with a sweeping motion, like the Axe. Simply jump, use it, and repeat until Balore is no more! Take the orb and head right to find an ice wall. Use your new soul and your stylus to clear away the ice (just press an ice cube to make it go away. This would be inefficient, so run your stylus around the screen like a crazy man). Make sure to save your game! Now we've got some backtracking to do. Use your map to help you with this - you want to get to the first room of the Wizardry Lab (on the map, it's the room touching the closest save point to your current location, excluding the save point you just used). You can either go through all those halls again (go an alternate route to increase map percentage), or you can go to the warp room, warp to The Lost Village, and make your way to the moat (where you saw Julius), drop into where the water used to be, and take the door. Either way, get to the top of the first room, and head through the top right door. In here, you'll see some ice. Before you go and destroy it all, look at what's behind the ice - a pillar. You need to get over this pillar, so destroy the ice like this: o--------------o o----o------------------------o | xxxxxx | |Key | | | xxxxxx | |----o | | xxxxxx | | - - Stairs | | xxxxxx | | o - Don't destroy this ice | | ooooooP | | x - Destroy this ice | | J ooooooP | | P - Pillar | |-- ooooooP | | J - Jump from here | | -- ooooooP | o-----------------------------o o--------------o Jupm from the stairs, and invoke the use of the Flying Armor soul to land on the ice. This gives you an easy way of getting over the pillar. With the next bit of ice, destroy all the ice but the bottom level, and on the next set, destroy only the top three layers of ice by giving it the cold (ha!) shoulder with the stylus. Continue with this pattern (of destroying all the ice except those which are level with the pillar). There's one tricky one, where the pillar extends from the ceiling, so you have to go under it, but then there's no apparent way to overcome the next pillar. Do the easy thing, then, and make a staircase out of the ice to get over the pillar. In this next room, destroy all the ice to get to the bottom. Head left to grab a Combat Knife (woo hoo!), and then go back into the other room. It seems hard to get back up, but you essentially have to use the staircase strategy again. Destroy the set of 16 ice blocks (4x4) closest to you except for the ice in the bottom right corner in this fashion: o----o-----------------o o--------------o |Key | | |XXXXoooooooooo| |----o | |XXXXoooooooooo| | X - Destroy this ice | |XXXXoooooooooo| | o - Don't | |XXXooooooooooo| | D - Door | | oooo| | - Stairs | D | o----------------------o D | |-- | |---- | o--------------o Jump to the lone remaining ice block, and create a staircase of ice to get back to the top. Now backtrack all the way back to the main room. Drop down to the bottom of this shaft (giving the Ghosts the shaft while you're at it), and take the door there. Make your way through this room, and when you come out at the shaft (there are certainly quite a lot of these) on the other side, drop down and take the first door on the right. Once you've made your way through the Manicore-infested room with the creepy painting, make your way up through the shaft (note: this shaft has a warp room. If you haven't already done so, it may be a good time to return to The Lost Village and drop by the shop; I _highly_ recommend getting the Castle Map 2), and head to the top-right door. Head through the next room (it's nothing new; however, if you're using the Axe, you can destroy enemies above you by jumping and swinging)) to emerge at a new room at the top-right corner. If you have an uncontrollable urge for an Armor Knight soul - which is understandable, considering you got it at the beginning of the game - this is the place. Ignore the first set of ice, but as you go through the room, destroy all the rest of the ice. Run back to the start of the room, jump on the ice block you spared, and use that to get to the platform. Ride it - and duck while you're riding it to evade a very inconvenient pillar, hop off and head two rooms to the right to reach... Garden of Madness ----------------- This room has two new enemies: the Une and the Skelerang. The Une is very easy; just attack it without doing something funny like running over it. As for the Skelerang, it can, as the more astute among you may derive from its name, throw a boomerang. Dodge them as you destroy the Skelerangs. That's really all there is to this room. There's a save point halfway up. Save, climb to the top, and head left. This next room has the huge Treant enemy. Aside from the obvious pun in its name, it's got a nice mythology reference. Anyway, dodge its kicks as you attack. Once it's destroyed, grab the Magic Seal 2. Awesome! Hop up to the next room. Take your first left to activate the warp room, and then continue up through the previous room. There's a new foe here, a Corpseweed, but it's the same concept as an Une only bigger (because a head sprouts). In the next room, head right, and grab the Breastplate from atop the ledge (instead of jumping and getting it by using your video game magic to go through the pillar, hop on the junk as a stepping stone to that ledge, as we're going up). Hop onto the next ledge, and go up one more time to find a Skeleton Ape. This is a Skeleton wielding bad posture and a barrel (this is a Donkey Kong reference, kids). Take him out (jump over the barrel Mario style if you need to), and head to the next room. A Cateoblepas awaits you here. They've got stone breath, so watch out! Take it out from the doorway (it helps if you use an Axe or something that attacks in an arc), hop up to the top of the room, and go right. In the next room, dodge the barrel that the Skeleton Ape will throw at you almost immediately upon your entrance, kill it, and hop over to the next ledge. Break the lantern to get the Doppelganger soul. Now for a word of explanation on this puppy. You'd think a soul with that title would be interesting, possibly allowing you to, you know, doppelgang someone (that sounds nasty; it means to look like them, just to clarify). No, this gives you the ability to alternate between sets of equipment and souls. Go to your Equipment menu. You'll see an A and a B in the heading. Press X to switch between them. The game recommends you have a travelling and a fighting set, but you probably don't have good enough souls for that. Keep this in mind while equipping - just because you use it on one set doesn't preclude you from using it in another. For instance, if you have one Warg soul, and it's in your A soul set, you can still use it in your B soul set. Here's what I'd do: for now, have a short range and a long range set. Have A be your go-to equipment/souls; these are what you already use. For B, concentrate on defense - use your longer reaching bullet souls (e.g., the summons), and for your equipment, beef up on defense and/or luck, or some other stat. When necessary, you can do a quick swap. This soul will come in handy later, or so I hope. This is also good for soul combos (e.g., in this very room, you can get a Skeleton Farmer soul at the bottom, which enhances the power of plant souls, and a Mandragora soul, which is already a really strong soul. If you keep both of these together in a soul set, you can hit for massive damage. As I mentioned in the last paragraph, it'd be a good idea to drop to the bottom of the screen and acquaint yourself with the Skeleton Farmer. He throws out five seeds: four Unes and one Mandragora. The Unes are harmless, but if you're in the Mandragora's range (it pops out of the ground and explodes), it'll hurt. Oddly enough, the background influences his seed throws - he can't throw into pillars. You really want the Mandragora, and having the Skeleton Farmer is nice too. Once you're done, head back to the previous room. If you want some money and a new weapon (which you may not use), climb to the top of the shaft and head left. Make your way through this room (there is a new enemy - Rycuda - which is a weak lightning shooting bird. Make sure to get its soul). Take them out, drop through the floor, kill the Catoblepas, and go left to find a treasure chest. Destroy it for some money, grab the Fleuret from the ledge, and head back to the shaft. Go through the top right door, cross this room to the top right door here, and head through there. This shaft contains nothing new, so go through it and exit at the bottom. Dodge the Skeleton Ape's barrel, and drop to the bottom of this room, go right, and drop through the floor. Descend through this room until you reach a gold door marked 777. These are the last three digits you need your money value to be. There's a light right outside of the door. Break it, grab money, drop through the floor, come back up, and repeat. Do this until you reach 777 (to help you out, blue = $1, brown = $10, grey = $50). Enter the room and grab the Three 7s armor. I recommend equipping this to your alternate equipment setting for soul harvesting. Anyway, backtrack back to the big room, go all the way right, and head to... The Dark Chapel --------------- Finally. I just wanna give a tangent here real fast. Most of the Metroid- esque Castlevania (e.g., Symphony of the Night, Circle of the Moon, etc.) have a chapel in them. No one stops to consider the fact that this has no place in an unholy castle. That said, this is the base of a religious cult, so they need a good chapel. GET IT STRAIGHT, KONAMI! Anyway, there are two Mini Devils. They appear, fly around, and fire these large crescent, Pharaoh Shot-esque projectiles at you. Dodge them as you destroy the Mini Devils (who bear, both in name and in visage, a resemblance to my sisters). Run to the right side of the room, save, and then start hopping up the ledges. There's one more Mini Devil in your path, but exit at the top right corner of the room. This next room is populated with Ghouls, which are upgraded Zombies, but they're just as easy. There's also a Witch, who will fly around spouting magic spells, Space style. Ghoul souls are easy to get and recommended - they let you eat food that's normally "unpalatable" (e.g., Rotten Meat, which you can get from these guys, etc.). The next room is filled with Ghost Dancers, who are very easy to take care of (you only have to destroy one of the pair to take them both out), and their souls are the luck equivalent of the Golem soul (think about that one for a second - the suave Ghost Dancers. Luck. UH OH PREGGERS). There's also an Amalaric Sniper in here. This is the equivalent of the Sniper of Goth from previous games, and his soul is pretty sweet too. Anyway, hop up the nearest set of ledges, jump to the right, and grab the Potion. Now drop to about midway down the room, enter a room on the left (it's a warp room), and now head to the bottom of the room, working your way through the enemies as you go (in addition to the Amalarics and the Dancers, The Creature awaits you at the bottom). Enter the bottom left door. Now you enter the mainstay of any good church - the torture chamber. Head left to find a Hell Boar, the blue version of the Slaughterer (wait...a blue pig...GANON!). The difference between the two is that, in addition to fireballs, the Hell Boar can attack with an uppercut, so watch out. Ghouls abound in here too, but they're no threat. Head through the room. You'll come out in a shaft which get get to explore. Start with the top left door. In here, you'll encounter a Barbariccia, named for a demon from The Divine Comedy as well as a certain fast food restaurant. He flies around, acting clever, wielding a spear. He'll lunge at you occasionally, but he's no threat. Grab the $2000 and regress to the previous room. Drop through the shaft, watching out for the Bone Pillars (they be shootin' fiuh!). Take the first left to find a White Dragon. Get under it (to dodge its attacks), and use your souls/Axe to take it out. Swipe the Traveler Cape (you can equip it to your B set of equipment if you like), and then return to the shaft. Finish your descent, and head left. Your first new foe in this room is a Guillotiner. It splits apart into a head and a...um...lower body, but you only need to destroy one part. Once you've taken care of it, head down the shaft to the bottom, and take the right door. In this room, you'll find a Barbariccia, but before you go killing it, look at the ceiling - spike traps. Get close to them, let them fall and rise again, and then run under them. There are two in this room, so watch out! In the next room, grab the Red Scarf, and then head back to the shaft and take the bottom left door. In this room, take out the Bone Pillars (if you have it, the Mandragora soul rocks for this), and do what you can to destroy the Hell Boar on the other side of the partition. Look at the pink wall - it's got a picture of a Skeleton on it. Equip the Skeleton soul, lob a bone at the wall, and watch the wall come tumbling down. Now watch out - there's a rogue White Dragon here who'll be spitting fireballs. Dodge them as best you can while you get under it. Grab the Halberd, kill the White Dragon, and then backtrack to the Ghost Dancer room (if you don't remember where it is, check the map - it's the room touching the nearest warp room). Once in the dance hall, head up to the top left corner of the room, and go through the door there. This room has two Great Armors, who are great pushovers, despite their size. Get up close to them (in real life, this would be a mistake), and hit them with your Bullet Souls and with whatever weapon you have. Make sure to back up if they get too close. The Great Armor soul is pretty sweet - it's a familiar, though. At the end of the room, continue on int he only direction you can. The next room contains a Valkyrie, a winged warrior who flies around and tries to spear you. Kill her off (if you use the Great Sword as I do, you'll want to get her soul so as to be able to upgrade the Great Sword), and exit the room through the upper exit. You'll be met with a Witch and a never ending supply of Ghosts in this room. Hop onto the platform, ride it up, and jump over to the platforms on the right. Continue on to exit the room on the right side. Ascend this shaft to the top, and head right. This takes you to a passage with a Tombstone, which is a tombstone (as you may have inferred) with the ability to throw a temper tantrum. You may want its soul, as it stops petrification, which is useful later on. Kill it, and head to the next room, which is the bell tower. There are Mini Devils in here. Destroy them all while you climb to the top left corner. Grab the Anti-Venom, and then backtrack to the last shaft. Use the top left room as a save point, and then drop to the bottom of the shaft, and enter the door... BOSS: DMITRII BLINOV After a nice cutscene (imagine him saying that with a Russian accent; it's funnier), you'll fight Dmitrii with cool music. He'll lumber over to you and use the Cthulu attack you just saw. That attack's easy to dodge, but you want an easier one. I recommend using either an Une, a Student Witch, a Skeleton, or a Zombie soul. Regardless, Dmitrii is very easy to figure out. He'll use whatever soul you've used on him (and when you use a new one, he'll copy that too), knife you if you get close, jump around, or dash backwards - he's essentially Soma. I recommend using whatever soul you're using to beat him. Additionally, if you have a long range weapon (e.g., an Axe), you can use that too. Jump towards him, smack him, and move away. Rinse and repeat. He's a very easy boss. Note that you don't need to use a Magic Seal at the end. (note: When you beat him, Soma exclaims, "What? Dead? That can't be!" Because dying is not normally what one does when one is whacked several times by a large weapon and/or screaming plants.) When you've beaten him, you'll gain his soul (though you won't be able to use it). Go back to the shaft, save, and then return to Dmitrii's room. He's been replaced by a Quetzalcoatl, a Fleaman on a dragon. It bounces around, so look for the spaces between the dragon bones, and then attack. Once he's been bested, head to the next room. This room is very simple. Head through it, and at the top you'll find... BOSS: MALPHAS Malphas is exactly like Symphony of the Night's Karasuman. He's just as easy too. Malphas has three basic attacks. The first is an attack where he summons black ravens to him and faces you. When you see this, move so that you're behind him (when he flies up) so you can dodge his onslaught of black feathers. For his second attack, he flies and faces you, the player (not you Soma; i.e., he's facing forward). When he does this, get under him to dodge the blue feathers. His final attack is to summon these orbs which will try to track you down. Jump over them. The best plan is to stay under him while he's in the air - if you see an orb forming, run away, and when they come near you, jump back towards Malphas; if you see blue feathers, stay still. When he lands, you know he's about to break into the first attack. In between attacks, smack him a few times. This is really easy with the first attack, as he's firing away from you, making him a sitting duck...er, raven. Mutant raven. You get it. Make sure to have the stylus ready for the Magic Seal. Also, make sure you remember how to do the seal (start from the top right, go to the bottom left, to the bottom right, to the top left). |
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