Castlevania: Symphony of the Night Walkthrough :
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Walkthrough - FAQ/Walkthrough*************************************************************************** * Castlevania: Symphony of the Night Walkthrough/FAQ * * Version 3.9 - Last Updated 3 April 2002 * * By: Zach Keene (zjkeene@bellsouth.net) * *************************************************************************** Table of Contents . . . . . . 7 1) Introduction . . . . . . 57 2) What's New? . . . . . . . 93 3) Credits . . . . . . . 118 4) Legal Crap . . . . . . . 278 Part I: Alucard . . . . . . 298 5) Introduction to Alucard . . . . . 300 6) Alucard's Special Weapons . . . . . 317 7) Alucard's Special Moves . . . . . 345 8) Alucard's Familiars . . . . . . 357 9) Frequently Asked Questions . . . . . 459 10) Walkthrough - First Castle . . . . . 621 11) Walkthrough - Second Castle . . . . . 1753 12) Why Don't I Have 200.6%? . . . . . 2415 13) Miscellaneous Alucard Tips . . . . . 2506 Part II: Richter Belmont . . . . . 2842 14) Introduction to Richter Belmont . . . . 2844 15) Richter's Special Weapons . . . . . 2872 16) Richter's Special Moves . . . . . 2936 17) Richter Tips . . . . . . 2981 Part III: Maria ** SATURN VERSION ONLY ** . . 3095 18) Introduction to Maria Renard. . . . . 3097 19) Maria's Special Weapons . . . . . 3116 20) Maria's Methods of Unholy Mass Destruction . . . 3155 21) Maria Tips . . . . . . 3210 Part IV: Mechanics . . . . . . 3244 22) Combat Handbook . . . . . . 3246 23) Levels and Experience . . . . . 3602 Part V: Equipment Lists . . . . . 3747 24) Equipment - Hands . . . . . . 3749 25) Equipment - Head . . . . . . 5089 26) Equipment - Body . . . . . . 5229 27) Equipment - Cloak . . . . . . 5414 28) Equipment - Accessories . . . . . 5481 29) Equipment - Relics . . . . . . 5732 Part VI: Enemy Lists . . . . . . 5920 30) Enemy List . . . . . . . 5922 31) Enemy Index . . . . . . . 7342 Part VII: Miscellaneous . . . . . 7439 32) PSX vs Saturn . . . . . . 7441 32) Audio Info . . . . . . . 7537 33) The End . . . . . . . 7711 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ::: Introduction :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "Oh bloody hell, Konami's screwed up again!" Or so I thought, as I first read about the new Castlevania game. It was supposed to be more Metroid-ish than Castlevania-ish. Now, Metroid is pretty cool and all, but I remembered what happened _last_ time Konami brought one of its classic series to the Playstation, and screwed with its formula. The result can easily be found in the used bins at any EB or Software, Etc. However, the reviews were overwhelmingly positive, so I figured, "what the hell?" I got my copy for Christmas in 1997, and my previous skepticism proved to be completely unfounded. Far from being another Legacy of Bore, this was, and is, probably the best Playstation game ever made. This FAQ was originally written for the North American PSX version. It has since been expanded to cover the Japanese PSX version as well as the Sega Saturn version (which was only released in Japan). However, you may still come across a few items here and there which assume you are using the NA PSX version (like the Audio Info section). This FAQ was originally written using the almighty MS-DOS edit, but since then I have found an even greater power, and henceforth all updates will be conducted using Emacs, The One True Editor. For best results, view with a monospace font, 8 spaces per tab, 76 characters per line. Where to get the latest version of this FAQ ------------------------------------------- http://www.geocities.com/arcanelore2001/faqs/csotnfaq.txt [This version is always current.] GameFaqs - http://www.gamefaqs.com/ The Castlevania Dungeon - http://classicgaming.com/castlvania/dungeon.htm =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ::: What's New? ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Version 3.9 - (3 April 2002) - Some more additions to the Frequently Asked Questions sections. - Game mechanics freaks will want to look at the new and vastly improved Mechanics section. Quite a bit has been added since the last update. (In related news, a fair bit of info has been dumped into the Enemy list. I realize it has become quite cluttered with this update, but I do eventually intend to give it a redesign in the future.) - A bit of Saturn version info has been added here and there. Nothing too major. - Oddly enough, my list of places Richter can't go did not include the area behind the switch in the Abandoned Mine and Cave. - A neat Richter/Shaft battle glitch has been added to the Misc. Alucard Tips section. - The method to get the Silver Ring without getting the Spike Breaker is probably fairly well known by now, but it's been added to the Misc Alucard Tips nonetheless. - More fun with the Sword Brothers glitch; check the Misc Alucard Tips section. - And the usual minor corrections... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ::: Credits ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Thanks to (in alphabetical order): Alex - HUGE thanks to Alex, who has determined how wepaon ATT is calculated, how familiar attacks work, and provided me with a list of enemy ATT values (which are now cluttering up the Enemy List. :), found a number of errors in the Librarian's enemy list, and tons of other stuff. Daniel Amado - Sent me a method to glitch the Richter/Shaft battle, as well as a way to get the Silver Ring without getting the Spike Breaker first. Amuro2nd@aol.com - Info about the Yasatsuna oddity and other weapon abilities. An unthinkable DAIS - Pointed out screw-ups, well, pretty much everywhere... Pamient Ash - Was the first to suggest why GameShark users might not be able to get their familiars to level up (they were using a Level 99 code.) Azusa - Corrected a name mix-up. Jeremy Beaver - Got me to look into a way to solve the Clock Tower gear puzzle without having to listen for the clicks. Blair - Described all of the possible ways your stats can be affected by leveling up. Robert Braddock - Told me about the Alucart equipment luck bonus, and gave me a few teleporting weapon tips. The Cardinal - Told me about the alternative "Game Over" sound clips. The Castlevania Dungeon [http://classicgaming.com/castlevania/dungeon.htm] - Where I found out what the Runesword "says." John Chambers - Pointed out a section that was not written clearly. Mike Chenoweth - Sent me info about the possible fifth ending. Dave Connoy - Told me about the Throw 2 weapon weirdness, as well as some other tips, Familiar leveling strategies, and other goofups. (And was the only person three years ago who thought my writing this FAQ wouldn't be a complete waste of my time. :) Ben Darlow - Was the first to suggest to me that beating Dracula would clear up the Rare Item "Bug". diehard@euronet.nl - Told me about the trick to go over 200.6% ~dust - Told me about the Red Rust's tendency to jam. Fett1099@aol.com - Info about the Heaven Sword special move. gargoyle sox - Lots of tips and corrections, including the infinite peanuts trick. General MX - Told me how to get the large fireballs with Alucard's Hellfire. the guy - Pointed out some spelling errors, straightened out my left from my right, and many other tips. Shawn K. - Was the first to point out that you can use the elevator in the Alchemy Laboratory to get the Basiliard before fighting Gaibon and Slogra. Brian Kern - His FAQ describes how experience is determined. n3m3s1s - Pointed out my Clock Tower enemy list had a few omissions. (And a few other mistakes.) Nolan Irving - The Library Card Invisibility trick and some other tips. Jacka1 - Figured out once and for all how the Drac vs Richter battle affects Alucard's beginning stats. Stephen Judkins - Gave me a working version of the trick to keep Alucard's inital equipment, and some info on how to get higher stats. Joshua Kaufman - Reminded me months ago that you needed a Lv. 99 Sword Familiar to escape the castle. Lord Genji - Pointed out that my walkthrough still said that the Alucart stuff is useless. Fernando Lee - Noticed that the Stone Rose has a few unexpected reactions to sword attacks, gave me some Doppleganger strategies, and told me about a glitch in the original Japanese version that allows you to get to Dracula without getting the Eye of Vlad. Saverio M. - Pointed out a missing pork bun in the Catacombs. Nemo Incognito - Helped me clarify the Master Librarian trick, as well as giving me some great Maria vs. Galamoth tips I'll have to use if I ever make a FAQ for the Saturn version. Nightman - A few tips, such as cancelling the Hellfire's fireball and Medusa Shield abilities. Nop - Noted that my list of places you can't get to with Richter was missing an area in the Abandoned Mine/Cave. P-Chan - Insight on how to affect Alucard's beginning stats. quest64freak - Discovered the trick to squeeze more percentage out of the Sword Brothers glitch by using the Alucard Shield combo. rec.games.video.sony - Where do you think I learned most of the stuff in the first place? Richard Perrin - Pointed out evidence against the fifth ending, as well as how to get around XAPlay's 17:30 time limit. Rimage - Also helped to straighten out my left and right. Sanosuke21@aol.com - Pointed out that I was missing the Sword of Dawn. Setzer The Gambler - For telling me that they put "Nocturne" back into the "PlayStation the Best" Japanese re-release version. Dean Siron - For a Combat Knife tip. Skiewolf - Pointed out an inaccuracy in my description of the Clock Special Weapon. smelliton - For revealing the Muramasa's true awesome powers. THOTH - For pointing out the Tyrfing's elemental oddities. TorgVega Q - How not to get the Fifth Alucard ending. Toto - Told me how to get the Grape juice in the Royal Chapel. Toykeeper - Some tips on how to take Richter through the Catacomb Spike Rooms. Joe Wisley - Sent me a revised .XA file index after using XA2WAV to circumvent XAPlay's 17:30 limit. Nick Zitzmann - Lots of various info. Thanks to the five billion people who wrote in to tell me I had neglected to add Richter's Brandish Whip move: Rainard Belmont, Lurk, and Robby Stone. (I think there were a few more, but that's all I could find at the moment.) Thanks also to ArdenLyn, Blair, HolyLancer9, Machinegun, and PaleDim, for either discovering new rooms with quest64freak's new Sword Brothers glitch extension or helping me actually get them. :) Thanks also go to Pijaibros' Castlevania Page and Darkhugh's Den. I used neither directly in the making of this FAQ, but some of the stuff here I originally learned from either source. (Yes, I really did hunt down every blasted enemy and drop item myself, which is what added an extra week on to the production of this FAQ.) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ::: Legal Crap :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This Castlevania: Symphony of the Night FAQ is (C) 1998, 1999 Zach Keene. As Grand Poo-bah of Copyrightedness, I grant upon thee the following rights: 1) Thou mayst give this FAQ to whomever you so choose. The key word here is "give". If anybody gets paid for this, it darn well better be me. :) 2) Thou mayst put this FAQ up on thine website, so long as it remains completely intact. And I do mean completely. Castlevania (R), Symphony of the Night (TM) are registered trademarks of Konami Co., Ltd. (C) 1997 Konami Co., Ltd. Now if you'll excuse me, I have to sue myself for copying from my Einhander FAQ. :) -----------------------------Part I: Alucard------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ::: Introduction to Alucard ::::::::::::::::::::::::::::::::::::::::::::::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Unlike previous Castlevania games, where you played as a member of clan Belmont, you now play as Dracula's half-human, half-vampire son Alucard. Alucard was previously seen fighting alongside Trever Belmont in Castlevania III. Instead of relying on a whip for the whole game, Alucard can use many different kinds of weapons and armor that can be found or bought during the course of the game. Also, Alucard has all sorts of special moves he can pull off, and he can shapeshift into a mist, bat, or wolf form. Also, Alucard gains experience as he fights enemies, which makes him stronger as the game progresses. [If you want to play the game as Richter Belmont, see the Richter part of the FAQ below.] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ::: Alucard's Special Weapons ::::::::::::::::::::::::::::::::::::::::::::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Like the Belmonts, Alucard can make use of the traditional Castlevania special weapons. These special weapons are powered by Hearts, which can be collected from defeated enemies or Candles. The maximum number of Hearts Alucard can be increased by gaining levels or collecting Heart Max Up items. 1) Knife: Throws knife straight ahead. Travels quickly, but weak. (1 Heart) 2) Axe: Hurls axe in an arc. Strong, but low range and hard to aim. (4 Hearts.) 3) Holy Water: Lobs in a small arc, which creates a small flame on impact. Good power, but very low range. (3 Hearts) 4) Stopwatch: Freezes on screen enemies for a short period of time. Does not work on most bosses and some enemies. (20 Hearts) 5) Cross: Large crosses rotate around a beam of light, which expands to envelop the whole screen. Does massive damage to all on-screen enemies. (100 hearts) 6) Holy Book: Holy Book revolves around Alucard and does damage to all enemies it contacts. (5 Hearts) 7) Rebound Stone: Alucard throws the stone at an angle and it bounces off everything it hits. (3 Hearts) 8) Agunea: Throws lightning. If it connects, hold U + Attack to continue the attack. The longer you hold it, the more hearts it uses. (5 Hearts) 9) Bibuti: Throws ashes directly ahead. (3 Hearts) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ::: Alucard's Special Moves ::::::::::::::::::::::::::::::::::::::::::::::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Alucard also has a number of special moves at his disposal. First, there are the eight "spells" that can be viewed on the "Spells" menu on the status screen. The Master Librarian will sell items that will put these spells on the spell list, but this is not necessary. They will be added as you do them. Also, various weapons or Relics may allow additional special moves. These will be discussed in the Items lists. Key: U = Up D = Down F = Foward B = Back Charge (button) = Hold (button) for two seconds, then do whatever. 1) Dark Metamorphosis: B, UB, U, UF, F + Attack Whenever Alucard attacks an enemy that bleeds and touches the blood, Alucard heals some HP. (10 MP) 2) Hellfire: U, D, DF, F + Attack Just like Dracula. After you teleport out, press left or right to determine where you teleport in. Then, you'll do Dracula's 3-Fireball attack. Or, hold U as you teleport in to do Dracula's large fireball attack. Hold D to cancel the fireball period and just have a teleport. (15 MP) 3) Summon Spirit: B, F, U, D + Attack Summons spirit which homes in on one enemy. (5 MP) 4) Tetra Spirit: Charge U, UF, F, DF, D + Attack Like above, but summons four spirits at once. (20 MP) 5) Soul Steal: B, F, DF, D, BF, B, F + Attack Steals life from enemies and Candles. (50 MP) 6) Wolf Charge: D, DF, F + Attack Swift charge attack. (Must be in wolf form. Requires Skill of Wolf and Soul of Wolf Relics. 10 MP) 7) Wing Smash: Hold X (U, UB, B, DB, D, DF, F) Release X Swift charging attack. (Must be in Bat form. Requires Soul of Bat Relic. 8 MP) 8) Sword Brothers: D, DF, F, UF, Charge U, D + Attack Sword Familiar does an attack which damages all on screen enemies. (Requires Sword Card relic. Sword Familiar must be active as a Familiar. 30 MP) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ::: Alucard's Familiars ::::::::::::::::::::::::::::::::::::::::::::::::::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As you progress through the game, you will pick up various relics that will summon Familiars. As you fight enemies, Familiars will gain experience independently of Alucard. (Most enemies are only worth 1 point of Familiar experience, but some are worth more.) For every 100 points a familiar gets, it will gain a level. Note that a Familiar has to be active to gain experience. Note also that the Familiar does not have to do the killing to get experience. 1) Faerie Familiar: When she's active, she will administer potions and medicine to Alucard as needed. For example, if you get cursed and have an Uncurse in your inventory, the Faerie will instantly use it. She is the only one who can use the Hammer and Life Apple items. She will also point out breakable walls ("There's something funny about this wall") and give out other tips. 1a) Half-Faerie Familiar (Japanese versions only): Basically identical to the normal Faerie, but in some versions you can get her to sing a song. If you're playing the Saturn or Japanese "PlayStation the Best" version, activate the Half-Faerie and sit in a chair somewhere, and wait a few minutes. (You'll also need the Lyric Card equipped if you're playing the Saturn version.) 2) Demon Familiar: The demon's most practical use is to press the switches in the Abandoned Mine and the Cave. Otherwise it will use different elemental attacks, depending on its level. 2a) Tengu Familiar (Japanese versions only): Just a funky looking version of the Demon. 3) Bat Familiar: Occasionally swoops on enemies. At its level rises, so does the damage it causes. Also, if Alucard morphs into a Bat, the familiar will summon other bats to fly alongside Alucard. These extra bats function like Options in Gradius: if you fire, so will they. The number of "Options" you get depends on the level of the Bat Familiar. 4) Ghost Familiar: It homes in on enemies and does a weak attack. When it gets to a high enough level, it will Soul Steal enemies. 5) Sword Familiar: Probably the most powerful Familiar. It will do various swooping and slashing attacks which increase in both frequency and power as the Familiar gains levels. It also allows you to do the Sword Brothers spell. When it gets to level 50, you will have the option of using it as either a sword or a Familiar. The higher the level of the Familiar, the more powerful the sword will be. However, you can not raise the Familiar's levels if you are using it as a sword. Here are some tips for leveling up your familiars. Most of these have been floating around for so long that I'm not even sure who to credit for them anymore, unfortunately. 1) The enemies in the Forbidden Library are almost always worth several points of familiar experience, and are easy to kill. 2) Similiarly, the Spectral Sword in the Anti-Chapel. I don't think the individual parts are worth as much as the Forbidden Library enemies, but you can kill a lot of them quickly. 3) If you have a Duplicator, find a spot where you can switch screens quickly to regenerate a lot of enemies (the room in the Reverce Caverns with the four zillion Dark Octopi is good for this, as is the above-mentioned Spectral Sword), and use a weapon like the Pentagram to kill them all. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ::: Frequently Asked Questions :::::::::::::::::::::::::::::::::::::::::::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Here's a quick list of questions that I get asked quite a bit. If your question is listed here please don't e-mail me about it, since I'll probably just tell you to read this section. Q) I'm missing enemy number 61 (the Mudman)! Where is it? A) It is in the Long Library, but the only time you can find one is when you fight the Lesser Demon there as a boss. If you can leave it alive long enough it will periodically summon one of three enemies: a Skeleton, an Ectoplasm, or a Mudman. Unfortunately the Lesser Demons in the inverted castle only replicate themselves and don't summon enemies. Q) I just got hit by a Medusa Head/Stone Rose and I could have sworn I saw Alucard turn into a giant gargoyle statue! Was I hallucinating? A) No. Alucard will randomly be turned into a large gargoyle statue when hit with a petrifying attack. You will not take any damage from enemies in this gargoyle form, but otherwise it is functionally identical to the regular petrified status. Q) Help! I used a Library Card and now I'm stuck in the first castle!! How do I get back to the second castle? A) The same way you got there in the first place. Head to where you fought Richter, keep heading left, and notice the teleporter at the "dead end" there. Press Up to teleport to the second castle. Q) I can't get any of the spells to work! What's going on? A) When most people have trouble with them, it's usually because they're usually trying to tap out each direction one after another, when the moves should be done in one continous motion when possible. For example, Alucard's Hellfire move is Up, Down, Down-Forward, Forward + Attack. What you should do is tap up, then quickly press down, down-forward, then forward in one continous motion and hit the attack button at the same time you reach Forward. (There are some spells, like Tetra Spirit, where you can get away with tapping each individual direction. Generally whenever diagonal directions are involved you should be doing a "rolling" motion as described above.) Q) Where is the Jewel Sword/Beryl Circlet? A) In the Entrance there is a large room with a rock in the middle (and mermen leaping around below). Break through the rock, then fly through it one way in Bat form and then return in wolf form. This will open up the bottom left wall, which leads to a small room with the Jewel Sword. You can also get a Jewel Sword as a rare drop from the Discus Lord in the Catacombs. Doing the same rock trick in the inverted castle will get you the Beryl Circlet. Q) Where is the Sword Card? A) I assume you are playing a Western version of the game if you are asking this, since it lying in plain sight in the Japanese versions. :) Anyway, find that large open area in Olrox's Quarters with a fountain at the very bottom, and four exits. The top left heads to Olrox, the top right leads to a Save Point, bottom right leads to some minor treasure, and the bottom left leads to the Royal Chapel? Once you're there, take the bottom left exit, and keep heading left until you come to an area where the bricks change colour from dark grey to a more whitish colour. This area is about a screen or so wide, and is a sort of "bridge". Once you're here, slash at the ceiling towards the left of this area. Or, just use the Soul Steal spell to find the breakable area. Once you break the hole in the ceiling, fly up the hole. You'll now be in a small room with the Sword Card. Q) Where is the Soul of Bat? A) In the Long Library. You'll first need to have the Leap Stone (found in the Castle Keep) and the Form of Mist (found in the Colosseum). Then, go to the Long Library, and find the large "stairway" that leads down to the Master Librarian's room. As you go down you should be able to see a ledge on the left side of the screen. Double jump to that ledge. It will lead to another section of the Library that contains the Soul of Bat. (The Soul of Bat is tucked away behind a grate, which is why you must have the Form of Mist to get it.) Q) I've been trying to get a Ring of Varda from a Paranthropus but all I'm getting are Gauntlets and Turquoises. Help! A) Short answer: beat Dracula. See the "Getting a Ring of Varda" header under the "Misc. Alucard Tips: section for more details. Q) There's this gate in the Clock Tower. How do I open it? A) Scattered in two rooms of the Clock Tower are four gears. To open the gate, go to a gear and keep hitting it until it makes a "click" sound, instead of the clanking sound it usually makes. Then move on to another gear. Once all four gears are "clicked" into place, the gate will open. For the PSX version, you can use these crude maps to see how many hits each gear needs (G represents the gate): First Castle: Second Castle: | 2|14 | | G| G| |8 | 3| |3 | 8| |G | | | 14|2 | (These exact numbers won't work in the Saturn version. I'll try to get the Saturn "combination" for the next update, if KCEN didn't go and make it totally random...) Q) How do I get the right statue of the giant clock room in the Marble Gallery to open? A) Use the Stopwatch subweapon. Q) You said that the Ring of Arcana/Dracula Tunic/AxeLord Armor is dropped by the Master Librarian. How? A) See the "Master Librarian Trick" heading under the "Misc. Alucard Tips" section. Q) My familiars aren't gaining any experience! A) Almost all of the time I get an e-mail like this, it's from someone who is using a GameShark. I don't know what codes they were using, and even if I did I couldn't confirm that they were the source of the problem since I don't own a GameShark. But I am unaware of any other reason that would cause the familiars not to gain experience, other than not having one active (duh.) [Note: it has since been suggested to me that people with this problem were probably using a maximum experience code, and that familiars won't gain experience when Alucard is at level 99.] Q) I'm playing the Saturn version and I can't get the wolf to swim! How do I fill in those missing blanks in my map of the Reverse Caverns? A) Yep, for some unknown reason, the powers that be at KCEN removed the wolf's ability to swim. Fortunately, Alucard's super jump is much better at filling in map squares in this area than it was in the PSX version, but there are still a few stubborn squares. The easiest way, albeit a little tricky, to fill in the water areas in the Saturn version is a method I call "turbobombing", and anyone familiar with the Metroid games will probably soon see why. Find the place in the block you need filled in with the highest ceiling, and then position Alucard beneath it. Do a Super Jump, then immediately after you hit the ceiling keep transforming into a wolf and back as quickly as possible. You may be able to gain just enough altitude doing this to fill in the block. (If not, just try again.) Q) What's up with the "Final Stage: Bloodlines" in the intro? A) OK, I'll admit it; very few people have actually asked me this. But I want to rant about this. Kurt Kalata of the Castlevania Dungeon has put up his own explanation of this on his site, and he may be right, but even so I argue that this was incredibly stupid. In the original Japanese version, it read "Final Stage: Chi no Rondo", which makes a heck of a lot more sense. (Chi no Rondo = Rondo of Blood, the PC Engine CD/Turbo Duo game that CSOTN is the sequel to, and that the SNES game Castlevania: Dracula X is loosely based upon.) Seeing as this level was a recreation of the final level of Rondo, what else should the title of this level be? So what possessed the translators to render this "Final Stage: Bloodlines"? I have no clue whatsoever. It's incredibly misleading, since this game has little to do with the Sega Genesis Castlevania game. Maybe the translators didn't want to use "Rondo of Blood", since it was never released in the US and perhaps they felt very few people would be familiar with the title. If that's the case, they probably should have called it "Final Stage: Dracula X", referring (for better or worse :) to the SNES title that did make it over. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ::: Walkthrough - First Castle :::::::::::::::::::::::::::::::::::::::::::: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= And now, the part you've all been waiting for: the complete Alucard game walkthrough. First off, I make no claims that the walkthrough below is the fastest, easiest, best, or the only possible way through the game. But, it will get you through the game, so want more do you want? :) If you've already played through the game once and don't have 200.6%, but would like to get there without starting a new game, see the "Why Don't I Have 200.6%?" section for some hints. --------------------------------------------------------------------------- Facts About: Final Stage: Bloodlines Music Track: Prologue Enemies Found: None Bosses Found: Dracula Items Found: Badelaire, Dark Shield, Firebrand, Heart Refresh, Moon Rod, Shield Rod, Sunglasses, Power of Sire --------------------------------------------------------------------------- Journey back to 1792 and the Transylvanian countryside of Romania... When you reach the top of the stairs, whip the entranceway to hit a switch. This switch will lower another stairway that you can go up. This leads to an area where you can pick up various weapons from the "real" game. I'm not sure what effect this has on anything, since they don't carry over into the Alucard game. Continue to the left to encounter Dracula. --------------------------------------------------------------------------- Dracula Tactics Boss Music Track: Dance of Illusions --------------------------------------------------------------------------- The game begins with a flashback to the last battle between Dracula and a Belmont. You play this level as Richter Belmont. Richter has a variety of cool special moves, but the only ones you need to know right now are the Super Jump (D, U + Jump) and the Air Dash (U, D, DF, F + Attack). Why are these necessary? Really, they're not. But, how powerful you are when you start the "real" game depends on your performance here. For instance, Alucard's HP is affected by Richter's HP after you beat Dracula as follows: Richter's Life Alucard's HP Full 80 You got hit 75 You "died" 70 Alucard's starting MP is affected by which Special Weapon you are holding when Dracula dies. No weapon is worth 20 MP, a Holy Water is worth 25 MP, and a Cross is worth 30 MP. As for the rest of your stats, they seem to mostly be based on how quickly you blow through this battle, although taking damage will lower your stats. Basically, you want to beat Dracula in under a minute with no damage for the best stats, which should be: 80 HP/25 MP/60 Hearts/13 STR/12 CON/13 INT/12 LCK (finish w/ Holy Water) 80 HP/30 MP/60 Hearts/13 STR/12 CON/12 CON/12 LCK (finish w/ Cross) If this is your first time playing, you will not be able to skip the dialogue, and therefore it will take you several minutes, and you won't be able to get the very best stats out of this battle. What you _can_ do, is try not to get hit and grab a Cross to make the best you can out of the situation. (If I'm interpreting Jacka1's data correctly, it seems that you can get a Luck score of 14 if you can beat Dracula perfectly without the aid of a special weapon.) Some other things: if you finish the battle with Dracula with no hearts remaining, Alucard will start with a Heart Refresh. If you collected over 40 Hearts with Richter, Alucard will start with a Neutron Bomb, lose one STR point, and gain one INT point. If you "die", Alucard starts with a Monster Vial of some sort and a High Potion instead of whatever else you otherwise would have got. At any rate, the quick way to beat Dracula is to grab the Holy Water, then Hydro Storm Dracula into submission. One blast will take care of his first form, but his second form will be a bit more stubborn. Also, if you want to have the best MP, you will need to be holding the Cross when Dracula dies, meaning you need to keep switching between the two weapons so you can use the Water, but not let the Cross disappear. If you run out of Hearts before Dracula's second form dies, skip the next paragraph for some Special Weaponless fighting tips. If you want to fight this battle out the hard way, here're some tips: Remember the Air Dash I told you to learn earlier? Here's what you do. Dracula fights using his standard teleport and fireball attack. When he starts to teleport in, get within a few steps of him. When he solidifies, jump up and Air Dash him. After you land, try to whip him before he teleports out. Lather. Rinse. Repeat. However, if he teleports to either edge of the screen, don't try to do this, or you'll get hit. Instead, avoid his attack. How? Just Super Jump repeatedly and stay at the top of the screen until the fireball attack passes. 6 or 7 Air Dash hits will kill his first form. And if you're really smooth, you can Air Dash him twice before he vanishes. Be careful with this, because if Dracula does the meteor attack, a second Air Dash will most likely hurt you. First form? Yep, after you kill his first form, Dracula transforms into a large bluish-green demon. Get just close enough to whip it, and do so repeatedly until you see it's mouth glow, which means it's about to spew fire. When you see the glow, Super Jump repeatedly until it stops. Drop back and whip it a few more times. Better yet, Air Dash it, and attack it from behind while it continues to spew fireballs to the wrong side of the screen. When it jumps, Air Dash (on the ground) to get out of it's way. You'll get a few free licks in as it turns around to face you. --------------------------------------------------------------------------- --------------------------------------------------------------------------- Intermission Music Track: Moonlight Nocturne --------------------------------------------------------------------------- Read the words and enjoy the music. If you've already beaten the game, push start to get on with it. --------------------------------------------------------------------------- Facts About: Entrance Music Track: Dracula's Castle (Alucard, Richter PSX) Vampire Killer (Remix 2) (Maria game, Saturn version only) Bloody Tears Remix ? (Richter game, Saturn version only) Enemies Found: Bat, Blade, Bloody Zombie, Bone Scimitar, Gurkha, Merman, Owl, Owl Knight, Warg, Zombie Bosses Found: Gaibon and Slogra (Optional) Items Found: Cube of Zoe, Heart Max Up x2, Holy Mail, Jewel Sword, Life Apple, Life Max Up x3, Pot Roast, Power of Wolf, Shield Potion, Turkey --------------------------------------------------------------------------- You start out the game pretty well equipped, but you'll soon lose your cool stuff, so enjoy it while it lasts. Your sword comes with a teleport move. Push D, DF, F + Attack to try it out. There is not much you can do outside the castle, so head to the right to enter the castle itself. You'll make short work of the Wargs and Zombies that oppose you. The second room you enter contains a hole in the ceiling and a huge rock formation. You can destroy part of the rock to make a tunnel through it, and find a Pot Roast in the process. You can't do much else with it just yet, though. If you want, you can drop to the lower floor of this room and fight the Merman for a while to gain a few levels. If you get hurt too badly, try out the Dark Metamorphosis spell. Push B, UB, U, UF, F + Attack. If done correctly, you'll hear Alucard shout "Dark Metamorphosis!" and he'll glow red. For a limited time, any enemy you kill that bleeds will give you 8 HP, if you touch the blood. Also, you'll learn one of the basic facts about CSOTN: The higher your level, the less experience points the enemies will give you. After you gain a few levels, the Mermen will only give you about 1 point apiece. When you are ready to move on, climb back up and continue to the right. The third room contains a few more Wargs. Before you leave, though, slash the bottom of the staircase to collect a Turkey. You'll meet Death in the next room. He'll steal your cool equipment and leave. Now what do you do? All you have is a Turkey and a Pot Roast, and they're not going to help you at all. You need to find some weapons, and fast! Continue to the right, and climb up the stairs, and exit left. Notice the crack in the ground here. If you jump down this crack and hold Left, you'll land on a ledge that leads to a Heart Max Up. Once you get it, drop off this ledge back to where you met Death, exit right, climb the stairs again, and continue left this time. You'll soon enter a room with Bone Scimitars. Punch them out and they'll gladly donate a Red Rust and a Short Sword to your cause. Equip the Short Sword. The bottom left exit from this room leads to a wooden barrier with a Heart Max Up behind it. You can't get it now. The middle left exit is a Save Point. Walk in front of the rotating thing and push Up to save. Head to the top, and collect the Cube of Zoe. Now, slashing Candles will earn you minor items such as Hearts or Money Bags. Take the door to the left, which leads to the Alchemy Laboratory. --------------------------------------------------------------------------- Optional Bosses: Gaibon and Slogra --------------------------------------------------------------------------- After you enter the Alchemy Lab, immediately turn around. The room you were in should now be inhabited by Bloody Zombies. Save your game, and backtrack to the room where you met Death. You'll find Gaibon and Slogra waiting for you. Ignore Gaibon, duck and slash Slogra like crazy. When you knock away Slogra's spear, Gaibon will swoop down, pick up Slogra, and fly off. You'll meet them again later, whether or not you fought them here. Return to the Alchemy Lab. --------------------------------------------------------------------------- Facts About: Alchemy Laboratory Music Track: Dance of Gold Enemies Found: Axe Knight, Blood Skeleton, Bloody Zombie, Bone Scimitar, Skeleton, Spittle Bone Bosses Found: Gaibon and Slogra (Not optional, this time) Items Found: Basilard, Bat Card, Cloth Cape, Heart Max Up, Hide Cuirass, Leather Shield, Life Max Up, Potion, Resist Thunder, Skill of Wolf, Sunglasses --------------------------------------------------------------------------- Head to the far left of the room, jump up on the far left pillar, and jump on the switch on the pillar to the right. This lowers the spikes in front of the globe on the far left wall. Slash it for a Hide Cuirass. Continue right on the pillars and jump through the hole in the ceiling. Again, head left, and jump the spikes. The switch will lower them. The burning thingy on the table can be slashed for a Leather Shield. At this point you can either climb up the ledges or backtrack. Backtracking will allow you to map out the room and find a Save Point, but either way you'll end up at the top left door. Near the Save Point you'll find an elevator. There are two ways to use it. First, you can kill one of the Blood Skeletons so that its bones push down the nearby switch, raising the elevator all the way up. Once the Blood Skeleton revives and walks off the switch, the elevator will drop. Quickly jump onto the elevator, and quickly jump from there to the ledge to the right. A slightly easier method is to find an Axe, stand on the elevator, and chuck an Axe at the Blood Skeleton when it walks on the switch. Either way, you'll quickly find a dead end and a Basiliard, which is quite useful at this point in the game. Head back to the room with the elevator and head for the top left door. That door leads to a long vertical corridor. Head for the very bottom and slash out the floor. This leads to a secret passage that contains a Life Max Up at the very bottom. Grab it and return to the first corridor. Then, head to the far left wall and slash it out. Another secret passage! The globe here contains a Heart Max Up. Grab it and return. Climb up the corridor and head to the left. You find yourself in another corridor. Take out the skeleton and grab the Resist Thunder. Climb up and exit stage left. In this room, you can use the two switches on the floor to lower the spikes on either side of a block. Lower both sets, and push the block to the right where the spikes used to be. Then, switch the right set of spikes back on, lifting up the block. You can use this to jump up to the ledge where the Spittle Bone is, and climb up to the right exit. This exit eventually leads to a Cloth Cape. Return to the room with the block and spikes, head to the bottom left of this room and climb up, taking out the Axe Knights on the way up. Exit left. You're now in yet _another_ vertical corridor! Head down, then back up. Take care not to get hit by the Spittle Bones, since they can poison you, and at this point the only way to cure poison is to wait it out. The first exit on the left is a Save Point. Save and continue up. Grab the Axe at the top. Don't bother dropping down to take the top left exit; you won't get far. Take the top right exit instead. And a stone block just closed you in. That's not a good sign. Head right to meet once again with... --------------------------------------------------------------------------- Gaibon and Slogra Tactics Boss Music Track: Festival of Servants --------------------------------------------------------------------------- If you hit Slogra, Gaibon will lift him into the air and try to drop him on you. This is a good time to use that Axe you just picked up. Also, it'll keep Gaibon from blasting fire at you. If he does start blasting fire at you, use the Hellfire spell (U, D, DF, F + Attack) to teleport out of the path of the fireballs. They're not very hard to take out at all, so have fun. After their defeat, grab the Life Max Up they leave behind. --------------------------------------------------------------------------- Continue on to the right until you reach a vertical corridor. Ignore the bottom right exit for now, and climb up and take the middle right exit for a Save Point. Drop down and take the bottom right exit. Continue to the right until you reach the elevator shaft. Step on the switch and take the elevator down. It's first stop takes you to a small room where you find some Sunglasses. Continue the trip down. The next stop leads to a giant cannon and a wooden barrier. Slash the switch to fire the cannon and take out the barrier. Pick up the Basilard on the way out if you didn't get it earlier. Equip it; it's slightly less powerful than your Short Sword, but a lot quicker. Continuing left takes you back to the room where you found the Leather Shield and a Save Point. However, there's no point in continuing here, so turn around, go back up the elevator, and return to the vertical corridor you reached after you fought Gaibon and Slogra. Save again if you like, and take the top right exit. Continue right through a hallway with Bloody Zombies. When you get to a large room, chose to go up or down. It doesn't really matter, but be sure to explore the entire room. The globe at the bottom left contains a Potion. When you're done here, exit to the right. --------------------------------------------------------------------------- Facts About: Marble Gallery Music Track: Marble Gallery Enemies Found: Axe Knight, Ctulhu, Diplocephalus, Flea Man, Marionette, Ouija Table, Plate Lord, Slinger, Skelerang, Skeleton, Stone Rose Bosses Found: None Items Found: Alucart Mail, Alucart Shield, Alucart Sword, Attack Potion, Hammer, Heart Max Up x2, Holy Glasses, Library Card, Life Apple, Life Max Up x2, Potion, Spirit Orb --------------------------------------------------------------------------- Heading to the right past the Axe Knights, you'll soon find a giant gap. Dive down, and on the next screen you'll find stairs that lead back up, an exit to the right, and stairs leading down. Take the right exit for a Save Point, then head down. On the next screen, exit left. In this room, head down past the Slingers and Marionettes. There will be items on high ledges that you can't reach... yet. Ignore them for now. The bottom left corner of this room contains the Spirit Orb. Now you'll be able to see how much damage you're doing to enemies. Exit to the right, jump down to the bottom of the next screen, and exit left. Continue left past the Plate Lord, down past the Skelerangs, right past the Ghosts, and down again. (Saturn players will note the door to the right. It leads to the Cursed Prison, but you won't be able to get very far from this direction. All the same, you may want to stop by, since the Will o' Wisps there are a) regenerating, b) easy to kill, and c) give quite a bit of experience for this point in the game.) Continue left past Ctulhu and take the door. You're now back in the Entrance. Step on the switch to lower the barrier, and collect the Shield Potion. While you're here, drop down to the ledge below, backslide off the ledge, then quickly jump to the right. If done correctly, you'll make it over to the middle right exit and can pick up a Life Max Up. Now, head back to the crossroads area in the Marble Gallery (where you went right for a Save Point, down to the Spirit Orb, or up to the big gap.) This time, head up the stairs to the right. Continue right until you reach |
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Another Castlevania: Symphony of the Night Walkthrough :
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