Castlevania Walkthrough :
This walkthrough for Castlevania [Nintendo64] has been posted at 20 Feb 2010 by sdbb and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up sdbb and share this with your freinds. And most important we have 4 other walkthroughs for Castlevania, read them all!
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Walkthrough - FAQ/WalkthroughCASTLEVANIA This FAQ/Walkthrough by Evil Sponge and Fat Tony Version 1.7 May 1, 2001 Table of Contents: I. Introduction II. Version History III. Items IV. Characters V. Walkthrough VI. Enemies VII. Boss Descriptions VIII. Secret Stuff IX. Frequently Asked Questions X. Things that make you go...what? XI. Legal Stuff PART I: INTRODUCTION First off we'd like to say that this is our first FAQ and that we hope you enjoy it. We apologize for the lack of ASCII title, but we couldn't make one that looked right. This will most likely be the final version. Konami will be releasing Castlevania: Legacy of Darkness shortly. This game will basically be what Castlevania 64 was intended to be, with more characters and levels. Therefore, we'll be compiling a FAQ for that which will most likely be this FAQ plus the added levels. So, no more work will be done on this one. It's been a fun ride, and we hope to see you in more walkthroughs when (and if) either of us decide to do more. With that out of the way, let me tell you what's in this FAQ. For a brief description of what is in this, see the table of contents listed above. Now I'll tell you what isn't included. We assumed that you'd have a good enough understanding of what the controller does, as well as how to do the basic moves, so that's not in the FAQ. Another thing we don't include is a description of what happens in the cinema sequences. These contain important plot elements that we try not to spoil. Other than that, we think it's complete. If you find something wrong, or feel should be added, or something that just confuses you, feel free to email us and we'll change what needs to be changed. So, have fun with the game, may your vampires die horrible and nasty deaths, and may your white roses remain red! PART II: VERSION HISTORY Version 1.0. 2/20/99. Wrote the FAQ/Walkthrough. Added all sections. Version 1.1 3/30/99 Changed format slightly to enable more aesthetically pleasing viewing. Version 1.2 4/8/99 Added some FAQ's and secrets. Version 1.3 5/24/99 Added our first real faq! See, its ok to send in questions. Version 1.4 7/5/99 Added another question. Also added a new section, check it out see what you think. Version 1.5 8/17/99 More questions, plus who all serious ones were submitted by. A semi-update to the Engagement Ring question. Gameshark codes got added as well. Version 1.6 11/26/99 A couple secret's, a question, Fat Tony's email address, and a new intro. Version 1.7 5/1/01 Wow, almost two years since the last update. This isn't much, but it's something. I updated the contact and copyright info, and there's an updated link to my website and a plug for it as well. Go there for a fully interactive version of this FAQ! PART III: ITEMS Attack Items: These items use can be used upon pick up. They each require a certain amount of red jewels to be used. They, obviously, can't be used when you're out of/low on red jewels. The Attack Items are: Holy Water: Effective on anything that doesn't float. Costs 3 jewels. Cross: Acts as a boomerang that hits all enemies in range. Costs 5 jewels. Axe: Flies in an arc toward one enemy. Costs 2 jewels. Knife: Flies straight toward one enemy, but weak. Costs 1 jewel. Roast Beef: Restores 80% of your energy. Roast Chicken: Restores 50% of your energy. Purifying: Cures VAMP status, used when bitten by a Vampire. Cure Ampoule: Cures POISON status. White Jewel: Allows you to save. Recommended that you use these whenever you find them. Contract: Scroll that summons Renon, a demon salesman. Red Jewel: Fuels the attack items, found in abundance. Gold: Allows you to buy items from Renon. Healing Kit: Restores full health and status. Sun Card: Move time forward to Sunrise (6:00 a.m.) Moon Card: Move time forward to Sunset (6:00 p.m.) PowerUp: Powers up your primary weapon. PART IV: CHARACTERS Reinhardt Schneider: Heir of the ancient Belmont clan of vampire hunters, his blood dooms him to oppose the might of Count Dracula. Wielding the holy whip of his ancestors, the young vampire killer begins his quest. Attacks with the Whip and Short Sword. Carrie Fernandez: A young girl gifted with great magical powers. Sensing Dracula's return, she sets off alone to the dark castle. Now she must wield her inherited power in the fight against evil. Attacks with a homing Energy Ball and Rings. PART V: WALKTHROUGH A couple of brief things before you read the walkthrough. First of all, you may have notice that the time cycles through night and day. Enemies are weaker during the day, and stronger and more numerous during the night. Sun and moon cards can be used to speed up time to your advantage. See secrets for why you shouldn't use to many. Also, while the contracts come in handy you should never spend too much, again see secrets. Another thing is you should always explore. If you see something not mentioned in the walkthrough, you should think, "Hmm. I wonder what that is. I'll go check it out". Feel free to do just that, and email me to let me know if it is something cool. Also, take out all the torches you come across. There are a lot that I left out of the walkthrough, so just kill every torch you come across. If you find yourself low on health, heal. Don't take a chance and keep going, most of the time that will cost your life. So, whenever you're in the red eat some meat. When buying from contracts, don't waste your money on Medical Kits. Buying one or two is sufficient. With that out of the way, enjoy, be amused, and good luck! --Evil Sponge --------------------------------------------------------------------------- | Stage 1: Forest of Silence | --------------------------------------------------------------------------- The camera zooms in on your character and your quest begins. Run straight ahead and take out the torches, but dodge the flaming trees. Follow the path until you reach the dead villager. Enjoy the cut scene and then kill the skeletons. Continue on to the large door. Hit the crest three times to blow it up and unleash the Skeleton Boss. See the Boss Descriptions for details on how to beat it. Jump onto the broken bridge pieces and keep following the path. Go in the direction of the route marker and you'll discover that your way is blocked. You'll also notice a white jewel, which will be known as a save crystal from now on, so save. Go back to the route marker and go the other way. You'll come across two structures. Go left of the entrance and up the hill, and then face the building. Walk onto the stairs and jump to the building, take out the torch, and then leap to the other building and take out that torch. Once done with that head inside each structure and take out those torches to get a Sun and a Moon card. Now, once again, follow the path to another broken bridge. Cross it, take out the torch, and pull the switch. Now you face the easily beaten Weretiger, see part VII. Return to the save crystal, save, and enter the newly opened gate. The torch to the right has a PowerUp if you need it. Head toward the statue (with the torch on it) and check the plaque for some chicken, and the torch contains a cross. The large rectangular building is a crypt, inside are coffins which contain items. After collecting the items, do something radically different and follow the path. The route marker points to another closed gate and a save crystal. Save, then go to where the marker is not pointing. Get the items in the crypts and keep on truckin'. You'll come across a gap with one bridge piece and a torch on a platform to the left. The bridge piece has a skeleton on it that will throw a bone at you. Take it out with a throwing item or energy balls and hop on. See Secrets for details on the torch.. After crossing the bridge you'll come to a section with another statue. Watch out for the Werewolf though. Check the plaque of the statue for more chicken, and head left. Hop down the cliff face via the platforms and hit the switch. Climb back up and go straight past the statue to save, then go back to the area with all the crypts. Past the now open gate is a torch and a switch. Kill the torch, hit the switch, and go back to the opened gate where the Werewolf was and save. Head through the gate and...hey! Look who's back! Kill the skeleton and exit the area. You will see one of many feet shots in the cut scene. -------------------------------------------------------------------------- | Stage 2: Castle Wall | -------------------------------------------------------------------------- Save and go into the door to your right, the one with the guy above it. Make your way upwards until you reach the moving platform. Jump down to the torch below to get a sun card and then go back up. No specific hints for this section, just time your jumps well and you'll be fine. At the top are the Giant Bone Pillars, see Boss Descriptions. After you beat it, pull the lever, watch the cutscene, and continue. Don't go back through the door, instead, go through the newly opened wall. You should land on a platform with a save crystal, if not you missed it and will get hurt by the fall. The large rock on the platform contains many red jewels. Drop down from the platform after saving. Kill the Bone Pillars and whack the torches for useful items. Once done, drop down from there into another room. There is one torch in this room and a PowerUp on a shelf. On the other side of the wall by the shelf is a hole, hop right on in. Does this place look familiar? Saving here is highly recommended since the next room can be tricky. Look around and you'll notice that the portcullis has been raised, which is convenient because you need to go into that room. The middle torch contains the key to the other door, the other torches contain attack items but we recommend you keep the holy water if you have it. Anyway, get the key and open up the door with the girl above it. Again, no specific hints for this section except time your jumps well. To get the torch above the doorway, progress toward the first flipping-spike-block platform. Stand on the front edge and wait. It should dump you onto the ledge where you can get the moon card in the torch. Afterwards, keep movin' on up and you will reach a door with a moon on it. This can only be opened at night so you have to wait or use a moon card, whichever you want. Once you enter you are treated to cinematic sequence wrought with terror. After the chills subside, hop onto the ledge to save and kill yet another innocent torch. Then, go through the little square in the wall. Continue down through the familiar looking rooms into the other familiar looking room with the save crystal. Save it and go through the room and exit. You will be healed and you now face many Cerebus, again see Boss Descriptions for more details. After sending the three headed guardians of Hades back from whence they came, follow the fence (making sure to pick up the roast beef) and enter a courtyard. To the right of the gate is a wooden cross that contains a PowerUp, one to the left on the other side that has some beef, and a tombstone that has a moon card. At midnight, a pillar will rise in the fountain that will let you get the items on top. Once you have everything you need, save and head inside. -------------------------------------------------------------------------- | Stage 3: The Villa | -------------------------------------------------------------------------- You find yourself in a lobby area with candles. All the candles contain red jewels. As you ascend the stairs a vampire appears. Fight it, kill it. At the top of the steps turn around and line your character up with the chandelier. Jump off the ledge and hit it a few times and it will show you its impression of a pinnate. Turn right at the top of the stairs and check the first couch for a purifying. Head into the door on the other side, down the short hallway, and through that door. If it is between 3:00 and 6:00 p.m. you get to meet Rosa, if not come back between those times since you need to meet her to progress. Go through the other door and up the steps. Enter the first door on the left. There is a purifying hiding amongst the chairs on the left. Open the door on the other side of the room and meet Vincent. After this startling encounter, talk to him. If you've already met Rosa he'll give you the Key to the Archives. Let yourself into the room that Vince was in and check the desks for money. Now, leave the way you came and go back into the hallway. Kill the stained glass dude and enter the second door. Turn left and go into the alcove, jump onto the thing and check the lion headed plaque for some chicken. Back in the room, attack the vases for the Storeroom Key and chicken. The middle chandelier relinquishes a purifying. Kill the ghosts as necessary. Now leave the room and go into the door I told you to skip earlier. Get the meat and the purifying in the statue, then save. Leave and go down the hallway to the last door, which is around the corner. Fight the vampire and keep attacking the bat 'till it disappears. Check the mirror for a purifying and go through the door. Traverse the short hallway and go into the other room (I hope you got the Archives Key). MAKE SURE YOU GET THE HOLY WATER! Now explore the room, check the desk, and get the key. Go back into the stained glass hall and go back in the room with the double doors. Go through the double doors and down the stairs. Check the knight in the corner, and be sure to visit the gift shop. Ok, this next step is extremely important: SAVE!! If you don't save or have holy water at this point you're going to have trouble. Back through the double doors, down the stairs, and outside. Open the large gate, and let the fun begin. We now come to the dreaded Hedge Maze. There's nothing really important deep inside, so just take the first left. After the cut scene, attack the Hell Hounds and run like mad. Follow Malus to the left and open the door. Follow the path and go right at the next intersection. Past the arch, keep going straight. Go right at the next intersection, and follow the path. Right at the intersection, then another right. And now for something completely different, turn left at the intersection. Take the next left and then a right, now head for Malus. Of course while you're doing this, the two Hell Hounds and a chainsaw wielding Frankenstein Monster are chasing you. When the hounds catch up to you hit them with your short range attack before they latch onto your leg. Use holy water to stun Franky and the devil dogs (sounds like a band). Whew! Can you guess what to do now? That's right! Follow the path ! The first left is an alcove that contains a torch containing the copper key. Follow the trail some more and open the gate. Open the door, get the meat in the candle and save. Make your way through the villa again and go back into the garden. Don't worry, just take the first right past the arch, and go through that door. Follow the water, go left at the bridge, and save. Head through the door. Now you face yet another Vampire. Defeat him and the dead girl becomes undead. Defeat her and grab items from torches. Now walk up to the coffin and hop on in. If you are playing as Reinhardt keep reading, if you are Carrie skip to Stage 4b. -------------------------------------------------------------------------- | Stage 4a: The Tunnels | -------------------------------------------------------------------------- Run down the short corridor and hit the torch. If you run down conveyor belt you can zoom right past the rock crusher. Stop right before the next one to cause it to fall and then jump over it. walk onto the elevator and then view the cut scene at the bottom. That's really gross, huh? Take out the Spider Women and hop across the rock islands to shore. Save the game and continue through the tunnels and kill the spiders. Turn right at the intersection and follow the path until you reach the water. Hop across the rocks and get the beef and holy water in the torches. Go back to the intersection and take the other path. At the new intersection take the left, the right path is a dead end. Kill the bats, and go up the elevator. Follow the tunnel and take the next two lefts. You reach a door with a moon on it. wait for night or use a moon card to enter. Inside you will find a contract. It's like a mall without a food court, isn't it? ok, start back and take the first left. Make your way across the platforms. Head toward the light, or in this case the fires. Drop down a couple ledges and walk across the thin bridge, then up you go. If you go straight you'll find a sun door with a lot of beef beyond it. the other path brings you to more rock crushers. At the top of the second conveyor belt there is a save crystal immediately to the left. Continue on and you will be swarmed by bats after a short distance. After dispatching the winged rats, jump onto the red gondola. Ride until it reaches a platform, and get onto the platform. Get the money in the torch, and hang out and kill the ghosts. After a short while a blue gondola appears. Watch out for the bars that fly by or you'll be knocked off the ledge. Get on the blue gondola and ride until it stops. Please wait until the ride has come to a complete stop before exiting the gondola. Save the game at the save spot and ride the elevator. Continue through the tunnels. Make your way over the ledges to the other side of the pit. If you keep going straight through here you will reach the exit. If you feel adventurous, take the other paths and see what's over there. Upon exiting you are treated to a movie. Now you can skip ahead in the walkthrough to Stage 5. -------------------------------------------------------------------------- | Stage 4b: Underground Waterway | -------------------------------------------------------------------------- This part is for Carrie only. Take the left and the floor crumbles, so jump. At the big pit, jump forward and grab onto the thin ledge and scoot across to the other side of the gap. The torch to the left has gold. If you take the left, the left torch has gold and the torch on the other side of the ledges has a cure ampoule. Go the only other way you can and meet up with this level's major enemies, the Lizard Men. Beat two, find the third and stand on the switch to stop the waterfall. Continue on and take the right, then go straight and save the game. Then go back and take the other path. Caution, there are two crumbling floors in a row. Up the stairs and across the gap. If you brave the ledges, your reward is 500 gold. The hallway contains two more collapsing floors. Down the steps and along the path. At the left, slide under the wall. Make your way across the jumps to get a moon card and some beef. Watch out for the blue skeleton behind you on your way back. Go back under the wall and resume the path. Take the next left and head up the stairs. Save before you hit the torch so that if you die you can get the PowerUp that's in the torch. Go back to the path and make the next left. Jump across the platforms to another relatively safe pathway. Going straight will lead to a switch, and going left you can shimmy across a paper thin ledge to reach a contract. Once done go back across the platforms and take the next two lefts. Follow the path up the steps, and take out the lizard waiting for you. Now you have to jump over to the falling spikes, across where the falling spikes are, hit the switch and go back to the room with the thin paths. After you hit the switch there will be two blue skeletons waiting around the corner. Beware! When you are once more traversing the low-fat paths, take a right and then follow the path out. The door with the sun can only be opened during the day. Once through, enjoy the movie and exit. -------------------------------------------------------------------------- | Stage 5: Castle Center | -------------------------------------------------------------------------- Save. No really, save. Now you may continue. There is a biker skeleton in this hallway, so kill him before you collect items from the torches. The door straight ahead is locked, so take the right hand path. There is another biker at the end of the hall, you can kill him or just go through the door on the right. On the other side is a fun little room that contains three vamps. If you're Carrie, this is easy. Just stand in the doorway and shoot them. Reinhardt has to move around and avoid them while he attacks. After they're dead, head up the stairs and open the door. There are only two things to do in this room right now. Collect items from torches and walk up to the Goddess Statue. After approaching the statue (are we freaked out yet?) kill the Blood Born and examine the statue. Cryptic, no? You must remember the first part of the inscription. Now, up the steps and out of the room. Up yet more stairs and around the railing and...whoa! Two doors! Which on is the correct one? Well, both are but we recommend you use the one straight ahead and come back to the one on the right later. What's worse than a horde of Lizard Men? A room with doors that won't open until you defeat said horde. So there's only one thing to do in this room, kill, kill, and kill some more. Two of the torches in this room contain sun and moon cards, check the knight for an item. Now into the other room. Get the torch and knight items, then up the broken staircase and save. Now, exit this room. Stained glass guys inhabit this room, and red jewels are in the torches. In the next room are two butler-like vampires. Kill them so you can exit. The torches here contain a red jewel and a purifying. Onward, troops! Now you're in a hallway with lion heads that shoot fire. After four fireballs, they rest and you can sneak past. Head left for a cure ampoule, head back and take the right for some chicken. Take the only path left open to you and enter the door. This lizard seeks vengeance for those who gave him this shape, so he gives you the Torture Chamber Key when you talk to him. Go through the other door, view the sequence, and save. Now pick up the magical nitro, and head the warning. Go back into the fire hall, round the corner to your left, and place the nitro in front of the badly cracked wall I'm sure you noticed earlier. Go back to the door you I told you to skip earlier and go through. Careful, all the enemies reappear (vampiric butlers and lizard guys). In the next room, examine the goddess and kill the torches. These lizards can't be killed, so don't even try. Exit and you find yourself in a small room with a Hell Knight. Kill it and proceed, after collecting items of course. Watch out for the maids in the next room, they are fast. After they are slain destroy the candles on the tables for a purifying and a cure ampoule. Now, through the door. There are sun and moon cards by the doors and a contract in one corner. Hop up onto the thing on the table to the left of the entrance, and from there onto the lead zeppelin for some beef. Now go into the next room. Groan. Dodge the spikes and get to the other side and open the door. Hurray, more fire shooting lion heads! Chicken to the right, nothing to the left. Enter the other door, save, and get the nitro. Now comes the insanely difficult part. Go back to the room with the contract and kill the Hell Knights. From there make your way back to the room with the fire-breathing lizards. Walk across the incredibly thin walkways, the iron plates drop so don't stay on them for too long. Got across? Good, but don't celebrate yet. Walk over to the gears and get in between the teeth. Follow the teeth and you'll see another gear. Ok, you've got to be walking into the gear tooth in front of you. Wait (while walking) until you're between two opposing teeth and there is a gap betwixt the gears and get yourself out of there. Remember the hall with the motorcycle skeletons? Well, you need to go there, and they're back. Turn right and dodge or kill the undead biker, then left and through the door. Run to the other side of the incredibly large room and place the nitro by the cracked wall. Whew, wasn't that fun!? Alright, go back to the locked door in the beginning. Kill the vamps inside the room. Climb onto the shelves beside the Mandragora and jump onto the rafters. Make your way to the other side for some beef. Now pick up the Mandragora. Do not go back to the large room with the dead bull. Instead, go to the other room where you put the nitro (near the lizard guy that gave you the key). Place the Mandragora, watch the pretty explosion, and head into the hole. The torch has beef, and the door on the right is the only one that opens. Past it is a contract and an exit. No blue light specials, but if you need supplies buy them. Once you exit you're in a library. Examine the goddess statue to the left. Run all the way to the other side of the room and climb onto the bookcase with the sun card on it. Hop across to the walkway. Follow this and climb onto the pillar. Now climb into the ceiling, step on the tile, and climb into the ceiling. There is a save crystal along the wall you should take advantage of. Approach the large circular structure. Examine the small pedestal in front of it and place the goddesses. Remember the clues? I'll give you a hint, the planets are Venus, Mars, and Neptune. Still stumped? Check the secrets. Once done, the crest in the bull room is magically removed. Now, get more Mandragora and blow up the other wall now that the seal is gone. Inside is a save crystal and a clear white jewel look-alike. Examine that after saving to activate the crystal. Exit and you fight the Undead Bull, see boss descriptions. Once it is vanquished head back to the room where the vampires were and fight a boss. Carrie faces the Unnamed Fernandez and Reinhardt faces Rosa. See boss descriptions. Thwart the evil being and leave the room. Walk around the central structure and look for an orange square with a blinking purple light. Examine it and head on into the elevator. Save the game and head over whichever bridge is intact. Carrie's next level is under Stage 6b, Reinhardt's is next. If you have been playing the easy difficulty, you're finished here. Play again on normal to continue on. -------------------------------------------------------------------------- | Stage 6a: Duel Tower | -------------------------------------------------------------------------- Enter the tower of duels and walk to the large square area. Now, you face a boss that we have dubbed the "Werething" because we don't know what it is, see boss descriptions. Once it is destroyed, part of the cage will drop away and ledges will come out of the wall. Climb up the ledges and jump onto the former boss area. Jump to the next platform, and you will see that there are revolving spiked blades on the next one. Avoid the blades and jump to the next boss area where you will fight the Werewolf again. Climb up the ledges and onto the square platform. When you are facing the next platform with the blades, there will be ledges to your left. Jump onto them, and at the top look around. You will see a ledge with two torches on it in the distance. Connecting these is an invisible bridge. The torches have some beef and a power up. After getting the torches, look down and between the blade platforms. You will see ledges forming steps down from one of them and a path leading into the distance. By taking this path you can avoid the third boss. If you still want to fight, see the Minotaur description. If you want to skip it, jump down to the blades and find the "stairs", then take the path. Be careful though, the blocks making up the path sink into the acid stuff. On the other side, climb up the ledges. At the second from the top, look around to orient yourself and locate the other platform. At the top, turn around and jump for the last boss area. See the boss descriptions for the Weretiger. After your victory, climb up the ledges and onto the platform. Just make it past those blades and onto the platform following it and you're done here! Skip ahead to Stage 7a of the walkthrough. -------------------------------------------------------------------------- | Stage 6b: Tower of Science | -------------------------------------------------------------------------- The first thing you should notice is a large block shooting out of a hole. Don't panic, it's not as bad as it looks. Just time your jumps so that the blocks won't hit you. Reach the platform with the steps and head up. Now we have wall taser things. These are a little trickier. Watch for the tips to glow, it means that it is about to send electricity out. Time your jumps to avoid being shocked, and head up the steps. At the top of the steps is a block shooter, I mean right at the top so watch out. Past this are tasers and more blocks. This part is not fun, but have faith in yourself and you will succeed. The next staircase has a block shooter at the top that fires spiky blocks down the steps. Dodge it and proceed along the conveyer belt (jump at the crease or you'll die), and of course go up the steps. The next section has tasers and spiky blocks on a conveyer belt, easy though. Next up is spiky blocks on a conveyer belt, and after that tasers join the group of fun. Follow the metal walkway, hop on the elevator, and save. The next room has money in the torch on the right, and the room after has lots of turret guns. This next step will make it easier, kill all the turret guns in your range. This just means all the ones on the floor that you can see, or that your energy ball homes onto. In the aftermath, walk along the wall (from the entrance) to avoid the gun on the ceiling and enter the first door that you come to (on the right). Whack the torch to get Science Key 1. Exit and turn right. Kill the gun if you haven't already, open the door if you need money, and head up the steps. Stand just out of range of the gun, then jump and blast it. Stand on the landing and take out the other guns. Walk across the thin bridge and jump to the first pillar. From there you can leap to the steps ahead. Take out the guns from the steps and then go up the aforementioned steps. Turn right at the corner, look around to get your bearings, and hop down to the area below. If you killed the guns earlier they won't be a problem here. When you enter the next room there is a gun directly to your right, so run left turn around and take it out. Round the corner and you'll see three doors. So which will it be? Door |
