Castlevania Symphony of the Night - Xbox Live Arcade Walkthrough :
This walkthrough for Castlevania Symphony of the Night - Xbox Live Arcade [XBOX 360] has been posted at 30 Mar 2010 by mark_frontoza and is called "Castlevania: SOTN FAQ". If walkthrough is usable don't forgot thumbs up mark_frontoza and share this with your freinds. And most important we have 2 other walkthroughs for Castlevania Symphony of the Night - Xbox Live Arcade, read them all!
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Walkthrough - Castlevania: SOTN FAQDarkhugh's Den's Guide to Dracula X: Nocturne in the Moonlight (a.k.a. Castlevania: The Bloodletting) ============================================================== Game TM and Copyright 1997 Konami of America and Konami of Japan Strategy Guide Copyright 1997 Hugh Sterbakov Last updated 6/13/97 3:30pm PST Text FAQ Version 1.1 (Updated 6/29/97) This is a text copy of the full Dracula X guide located at: http://members.aol.com/HughSterb/reviews/drac/castlev.htm which contains full maps, item pictures, and is updated more frequently than this guide. Part 1 Introduction About Dracula X: Nocturne in the Moonlight Spells/Special Moves Saving Common Sticking Points Merchant Item List Complete Item List Retain Initial Weapons Part 2 Beaten the Game Yet? Super Companions Play as Richter Belmont Richter's Special Moves Other Name Codes Game Shark Codes Part 3 Translations The Monster Dictionary Part 4 Frequently Asked Questions Part 5 Rare Items Main inventory chart and descriptions Part 6 Armor, Cape, and jewelry chart and descriptions Part 7 CD Information Part 8 Assignments Contribute to the Page ----------------- | Part 1 | ----------------- Introduction ------------ I'm a video game reviewer and big fan of the Castlevania franchise. Of course, when the import of the new Castlevania game became available, I had to have a copy right away, despite the fact that I can't read Japanese. I thought I'd throw together a guide to getting through the game, since it'll be useful for others with the import and those that get the US version when it's released. In the last week of April, the official US release date was delayed until October 1. Unfortunate, certainly, but I do highly recommend the Japanese version, for several reasons. The Japanese version includes a music CD with some of the greatest video game music ever composed, lifted from all the games in the Castlevania franchise, and a beautiful book of the production artwork from Nocturne/Bloodletting (or Symphony of the Night, another possible US title). Inclusion of these items in the US version hasn't been affirmed or denied, but it's highly unlikely, given US practical and normal standards (video gaming is a much more serious, and adult, prospect in Japan, and these items appeal to the Japanese consumer more). Finally, the Japanese version is available now (check the rec.games.video.sony newsgroup to buy it), and, with the help of this strategy guide, extremely playable even for the Japanese illiterate (like myself). Be advised, however, Americans need a mod chip for their PlayStation or they have to use the swap method to be able to play this game. DON'T E-mail me about this... check out this Swap Method FAQ. Konami has been hemming and hawing regarding a Saturn version of Nocturne. As of late April, the Saturn version was scheduled for release on 10/1 as well, but, shortly after, they decided not to do it. Far as I'm concerned, it's still up in the air. There's a Nintendo 64 Castlevania coming, as well: Video was shown at the Tokyo Toy Show. Looks to be a Mario 64-ish take on Castlevania, and is currently titled "Dracula 3-D." Meanwhile, the domestic PSX version of the game we're here to talk about has been called "Castlevania V," "Castlevania X," "Castlevania: Symphony of the Night," "Castlevania: The Bloodletting," and "Castlevania: Nocturne in the Moonlight." I took a gamble and registered "Bloodletting" with the search engines. Back to the matter at hand: I don't want to ruin the game for anyone, but this site has gotten way too large to think about designing so that you can only access certain parts in a certain order. I implore you to only use this guide as you find extremely necessary, at least until you've beaten the game. The only one you'll be cheating is yourself, of the enjoyment of playing this fantastic game (which, granted, may be a bit too easy... and this strategy guide may make it WAY too easy). PLEASE read this ENTIRE document BEFORE E-mailing me with questions. For purchse information on the import, check the rec.games.video.sony newsgroup. A half dozen different people are selling it there. Again, October 1 is now the official release date for the US version. About Nocturne in the Moonlight ------------------------------- This latest Castlevania adventure has been compared to Metroid: The castle is one, big, non-linear world that you can explore at random. You'll find certain instruments that will allow you to get into new areas of the game, dozens of weapons and power-up trinkets and secret areas galore. Of course, you control Alucard, last seen in Castlevania III: Dracula's Curse. Alucard has at his disposal many weapons, armor, capes, trinkets and spells. This guide is for people who have the game and are stuck, however, so I'll just dispense with the intro and move right into the strategy guide. Spells ------ These are all the spells I've been able to find. Once you use a spell, it's listed in your spell book (once you obtain the first item, see Item List). If you get to a certain point and haven't found a spell, you can buy the spell book from the merchant. Save your money... use them from here. R: Right, L: Left, U: Up, D: Down, T: Toward R, L, U, D, square: A mist attack travels around the screen and hits your enemies. MP: 5 U, D, DT, T, square: Dracula's signature 3-ball flame. Hold up while he's casting the spell to shoot the two lava balls instead. MP: 15 L, LU, U, UR, R, square: Alucard becomes red for a moment, during which he absorbs the energy from the enemies he attacks. MP: 10 L, R, RD, D, DL, L, R, square: Powerful burst that drains the energy from your enemies and draws it into you. This will also destroy walls. MP: 50 U, japanese character, UR, R, RD, D, square: MP: 20 The Japanese character seems to mean "hold." If you hold the "U" for a few seconds, then do the rest, this spell creates four spirits to attack your enemies. Thanks to Eddy for helping me out with these. As the Wolf: D, LD, square: Lunging bite. Thanks to Sebastian for this one. As the Bat: Hold X, U, UL, L, DL, D, DR, R, release X: The bat goes shooting across the screen, attacking everything. Thanks to Ben. This is seen onscreen with question marks (?) before and after the spell. With the Sword companion: D,DF,F,UF,U hold for 2 sec, D+square: the sword will get close to the screen, say something, spin then damage all enemies on screen. Thanks to Joel. With the Staff Weapon: square + circle + triangle: According to Erik: The staff weapon (power 35, if i remember correctly) can be used to cast spells when equiped with a shield. just press the two attack buttons and the backdash button at the same time. Different shield combinations give different spells.. some are protection.. some raise attributes.. and i've found two that do damage.. one notable one (so far) would be the skull shield. it casts a spell that takes off about a third of magic off my bar and casts a laser beam that does multiple 100+ damages. Thanks Erik! With the Shield Rod: Square and Circle (with Shield Rod and any Shield equipped) Unleash a variety of spells, depending on which shield you've equipped. See Page 7 of the web guide for more information on shields and a picture of the Shield Rod. Special Moves ------------- Down, Up, Jump: The "Shoe" item enables this super jump. This can be done repeatedly to "fly." Down, Toward, square: This will activate special spells with many of the weapons, including lightning bolts, sword throwing and teleportation. Thanks to everybody who told me about all this stuff. Back, Toward, square: According to PM, most two-handed weapons allow this special stroke that makes Alucard charge with the weapon, causing extra damage. Jump, DT + jump again: Alucard does an attacking kick. Victor thinks you need an item to get this to work (perhaps that's the winged card). With the Blue Wand: Square and Circle unleash a variety of spells, depending on which shield you've equipped. Thanks to Ben for this one. Press and hold L1,L2,R1 R2 and with them held, press SELECT and START together: The game will reset itself at the title screen and is a whole lot quicker than reboot. Thanks to James. Saving ------ A helpful hint for those non-Japanese speaking import players: In the save area, select the right option, then push UP and select the left option, and you'll be given two new options, one that ends with a 1 and one that ends with a 2. This enables you to save the game to a new file on either memory card, rather than rewriting. I was actually asked in an E-mail where the save rooms are. This is clearly getting out of hand... people are asking me questions before they've even played the game. In any case, you'll see rooms with a large ball, really the only polygon image in the entire game, spinning around. Stand under this ball and push up, you'll get the save option. Press square to save the game over your current one on your memory card. Common Sticking Points ---------------------- These numbered problems correspond to a map at: http://members.aol.com/HughSterb/reviews/drac/castlev.htm 1. Blue Doors and Bug: First and foremost, there's a bug in the import Dracula X: A door that makes the game crash when you enter from a specific side. If you encounter this problem, don't worry. You'll be able to enter the room later from the other side, and the bug will disappear. I imagine it will be fixed in the US version. Meanwhile, at the same point on the map, and in other areas, there are blue doors that block your progress. You can't pass through these until you obtain a blue pendant from the merchant. It's the first item on his list. 2.The Merchant: The merchant's extremely confusing, especially for those of us who don't speak Japanese. Here's what I've been able to figure out, from his main menu: 1. Allows you to buy items. The item you're considering appears on his table. 2. Allows you to buy (and sell) rings. 3. Instructions for fighting bosses. Kind of a waste of money, I never found any to be real problems. 4. The Monster Dictionary. For a complete translation, check Page 5. 5. This is a series of selections that leads to Japanese dialogue. Not available until later in the game. Thanks to Jeff, who tells me that a Japanese associate of his told him this is "Free Conversation" with some of the voice stars of the game. 6. Leave (see the Merchant's Item List later in the list) 3. Wolf Transform: In order to obtain the wolf transform from inside the elevator shaft, hit the mechanical object a few rows above you, then return and the shaft will open. As the wolf, a double-forward will make you dash, and you can jump higher on stairs. Later, the triangle button will allow you to swim. For spell moves using the wolf, see the spells section. 4. Bat Transform: This is where the bat transform is located, through a grate. You can't obtain it until you find the mist (see #18... but try to find it yourself first!). 5. Falling Bridges/Difficult Stairs: This is a tough leap to make before the bridges fall out from under you. The wolf has a fast dash (which seems to work when you press twice in the same direction). You'll need to use it, combined with his jump, to make it across the bridge. On the second part, jump just as you're about to cross the bridge, then again as soon as you land. The wolf's jump will also enable you to get up the high stairs in the room with the gears. When running up steps, for whatever reason, the wolf can jump extra high. 6. Gears: There's a door with a gate over it that seems impassable in this room. You'll need to his all the gears on the wall in this and the previous room, and you'll hear them "clunk" when you hit them. Keep hitting each one until you hear them "clink" instead of "clunk." You'll hear the difference. Once they've all "clinked," return to the door and the gate will be raised. 7. Wooden Bridges: The skeleton guys throw flaming barrels at you. Maneuver so that they explode over the wooden bridge and it'll collapse, offering you passage to the area below. The skeleton guys won't appear until you hit a switch all the way west (left) of that corridor. 8. Room of Darkness: You'll need to either use the mist to get through this room or the bat's sonar (that's what that weird stuff the bat shoots is). At the other end, you'll be able to turn on a light and you'll see the spikes. This leads to a purple armor, the "spikebuster" armor, which allows you to walk across spikes. 9. Hidden Area: I strongly recommend you keep the fairy on at all times (she's one of the book items you receive), as she points out hidden areas to you, like this one. Break through the ground and drop down to find a lake. The first time I got there, I found a huge, impassable door. Later, when I returned, the boatman was there and he opened the door for me. This leads to... 10. Moving in Water: The snorkel is located here, and it'll allow you to move underwater without getting hurt. 11. The Clock: There are six passages out from the clock room, only two of which are accessible at first. Once you can get that high, either with the bat or double-jump, you can open the upper left statue by striking it. The upper right can be opened with the stopwatch weapon, which is always very easily found to the right or left screens. The final area can only be accessed when you're wearing both rings from Maria (they both have the same name), found in the "Nightmare" and in area 13. 12. Corridor of Spikes: You can't get through here until you have the spikebuster armor. It's very important to do this before you beat the game. 13. Ring from Maria: You'll need this second ring from Maria, in addition to the one from the Nightmare, to wear in the clock room to gain access to the final battle. 14. Hidden Area: Use the demon by activating one of your spell books, and he'll push this button to move that wall for you. Special thanks to Goh Woon for help with this. 15. Hidden Area: This secret area, in the ceiling of the coliseum, was pointed out to me by Mike K. The 50-point spell, an axe or the super mist will all break through the wall. Thanks again! Sorry for all the confusion regarding this area... everything should make sense now. 16. Hidden Area: Thanks to Ed for pointing out this secret area. Just hit the ground with an advanced weapon to drop down. The fairy may point it out to you, but be careful because there are TWO secret areas right next to each other (I missed the second one). 17. Double Jump: Because people just don't want to do anything for themselves, I'm having to go back and point out even the most blatant items. There's a blue pendant here which grants you the double-jump. 18. Mist Transform: Well, here's the location of the mist item. Most people managed to find this on their own. 19. Hidden Area: Okay... many people are having problems. Check out the map on the web page. Look at the hidden area 19. The room that you enter it from has four entrances, right? Upper left, where you come from when you start the game, lower right, which is a blocked wall until later, and upper right (forget the passage in the ceiling for now). When you *first* enter, from the upper left, you'll come across a big rock. If you hit the rock, you get a turkey. However, once you become more powerful, you can keep going through that rock to create a passageway all the way through. NOW... if you turn into a wolf and run through this rock, a passageway on the lower left wall *should* open up. That's how I did it. Other people have E-Mailed saying it doesn't work, other people have said it worked after 20 tries, other people say they had to use the bat, or the wolf one way and the bat back. I don't know... it's the same as the whole playing as Richter thing... it works for some people and doesn't work for others. More info as it's available. Merchant's Item List -------------------- by Ken Lee Item Name Price Effects/Notes Blue Pendant: `Open Door' $500 Allows you to Open all the Blue *Important * Doors Potion $800 Restores HP Serum $200 Cures Poison Uncurse $200 Eliminates `Curse' status Hammer $200 Cures Petrification (with Fairy activated) Magic Missile $300 1 time use Knife $300 1 time use Boomerang # 1 time use Magical Ticket $500 Teleport back to the Merchant (cool shortcut) Sabre $1500 weapon Mace $2000 weapon Damascus Sword $4000 weapon Leather Shield $400 Iron Shield $3980 Velvet Hat $400 defense Leather Hat $1000 defense Circlet $4000 defense Iron Breastplate $1500 `Steel' Breastplate $4000 Diamond Breastplate $12,000 Reversable Cape $2000 Elven Robe $3000 Helps hide in forest `Order Made' (System) $30,000 For System Menu, can `pick colors' Medal $3000 Adds +1 to Offense And Defense MAP of the Castle $103 * Definitely a must buy ^_^ * Pearl Ring # Magician's Book - "Dark Spell Metamorphosis" # "Summon Spirit" # Spell "Hellfire" # Spell Duplicator # $500,000 Makes one-of-a-kind items limitless. Not available until you beat the final villan. # These items become available later on, after you progress further in the game. Please note: This is the order that they are in the first time you see the Merchant; some items after they are bought will `disappear' and thus the Order of the items might be `thrown off' a little. Also, please excuse the rough translations of these items. Enjoy. Thanks again, Ken! Finally, several people have pointed out that you get an increase life item by doing the super jump under the merchant: D, U, jump. Complete Item List ------------------ by Locke Here's a complete list of all the items (as in 'Got an Item' items; i.e. abilities) read it from top to bottom (first is top left, second is top right, etc.) Soul of Bat Enables you to turn into a bat (press r1 button) Fire of Bat Enables you to fire fireballs when you are a bat (press attack button) Echo of Bat Enables you to send sonar waves when you are a bat (press triangle button) Crazy Echo Makes the bat's sonar wave longer Soul of Wolf Enables you to turn into a wolf (press r2 button) Power of Wolf Enables you to run faster (tap right or left twice and hold down) Using this method you can break walls by crashing into them Skill of Wolf Enables you to swim when you are a wolf. (hold triangle button and press left or right) Mist Enables you to turn into mist (press l1 button) Power of mist Enables you to stay mist for as long as you like Gas Cloud Instead of turning into mist you will turn into a yellow gas cloud that damages enemies. Materialize Cube Makes pick-ups appear from candles and flames when you hit them Soul Orb (a.k.a. Candle ) Displays the amount of damage you inflict with each attack Float Boots (a.k.a. High Jump Boots) Allows you to jump 5 times higher (press down, up, then jump button) Flight Stone (a.k.a. Double Jump Pendant) Allows you to perform a double jump (press jump button while in the air) Holy Symbol (Snorkel) Prevents water from damaging you. Book of Enemy Names Names Records the names of enemies you encounter and displays them on the screen (This is actually translated as "Fairy Book," but, since I designed my map with "Fairy Card" listed as "Fairy Book," it's just too confusing to actually list this item by its proper translation) Unlock Jewel Unlocks locked doors Mermaid Statue Summons the boatman to bring you across the water vein (lower right hand corner of first castle) Essence of Bat Summons a bat to help you fight enemies (listed as "Bat Book" on my map) Essence of Ghost Summons a ghost to help you fight enemies (referred to as "Skull Book" on my map because the ghost is a flaming skull) Essence of Fairy Summons a fairy to heal your health and status and to point out secret areas Essence of Little Devil Summons a devil to help you fight enemies (listed as "Demon Book 1" on my map) Essence of Sword Summons an intelligent sword to help you fight enemies (listed as "Sword Book" on my map) Essence of Hafling Summons a "half" fairy to heal your health and status and to point out secret areas (listed as "Fairy Book 1" on my map) Essence of Nose Goblin Summons a "nose" devil to help you fight enemies (listed as Demon Book 2 on my map) Dracula's Heart Immunity from Curse Dracula's Tooth Increases your STR+10 Dracula's Bone increases your CON+10 Dracula's Ring increases your INT+10 Dracula's Eye Increases your LCK+10 Thanks to Shadeless and Davin "The Raven" for contributing to these. Thanks to everyone who's helped me out with the game, especially the guys on rec.games.video.sony, Davin "The Raven," "Moi," for some great photos, Anonymous, Ed, Locke and Ken Lee. Retain Initial Weapons ---------------------- From Soo Yu Shen: When you first start the game, there is a way to keep all of your belongings from being stolen by Shaft. To do this, you need to use the 99 luck name code. Start the game as usual but in the room after point #19 and before shaft, there are 3 wolves. Kill all of them and stop at the end of the room. Unequip some of the items so that only the sword, cape & necklace remain. At this point, your defense should only be twelve. Turn back & kill the first wolf. At the second wolf, stop in front of it so that it will lunge at you. If done correctly, you will 'fly' past shaft & into the next room. You can't pause & equip back your armor at this point. To resume the game normally, save your game or go into the next room. Nick got this bug to work, but warns that you can't, at any point, return to that room where Death is, or he'll take the stuff. You can go all the way around and access the entrance through the ground water vein, however. ----------------- | Part 2 | ----------------- Beaten the Game Yet? -------------------- Don't scroll down if you haven't!!! If you've beaten the game, fought Richter Belmont (from Castlevania: Dracula X) and defeated him and seen the end credits, you should check your score and see how close you are to 100%. Then sit down... you're only half finished. That's right, there's a second castle, a duplicate of the first, but it's upside down and has tougher, stronger enemies. In order to reach the second castle, you must defeat the orb controlling Richter Belmont (you didn't think a noble Belmont would really stand in your way, did you?). In order to do so, you'll need to wear the two rings Maria gave you during the adventure, one during the nightmare and one in the upper left hand corner after the corridor of spikes. Stand in the clock room and the bottom floor will open up. Drop down and meet Maria, she'll give you a pair of goggles. Equip them and go fight Richter. You'll see your true enemy. (A full graphical Map of the inverted Castle can be found at the URL at the top of this document.) Points of note in the second castle: 1. Level-Raising Opportunity There are some really tough knights in the corridors to either side of the clock, but they give an INSANE amount of experience, over 2000 pts. each. Since there's a save point right around the corner, this is a quick, easy way to become extremely powerful. You can raise 7 levels in 10 minutes. 2. Super-Powerful Weapon On my second trip through this corridor, a werewolf guy dropped the most powerful weapon I've seen in the game thus far: A sword that just swipes in a blurry circle, as quickly as you can tap the button. Keep looking for this one, it's noticeably different from any other weapon you'll find. 3. How To Reach the Underwater Areas If you're going for a perfect 200%, you have to go everywhere, but how to reach these high underwater areas? Once you find the final Wolf transform, the wolf can swim underwater by using the triangle button. 4. How to Score Over 200% I've got 200.4%, the highest score I've heard of. To do that, I reached every area of the castle and used the magic ticket (teleport back to the merchant, obtained from the merchant... see Merchant's Item List) during the fight with Dracula to score that area as well. If you figure out a way to score more than 200.4%, please let me know. Super Companions ---------------- According to Rukes Kewl, if you get your companion to level 50, they'll become much stronger. The sword, for example, will grow extra blades and hurt enemies just by touching them. You can also use the 50+ level sword as a weapon. According to Klawinski, once the bat reaches level 50, a second bat will join you when you're in bat form, so that when you shoot the fire balls, you have a total of 4 coming at once. The following information is all from Shou: Sword: At around level 80, he changes his attack pattern. Instead of swinging in a circle, he swings his sword like a regular swordsman: He goes into the background and then comes out and swings the sword to any enemy onsight. You can approach an enemy from a far distance and your sword companion will strike the for heavy damage (about 300+ hp off the bad guys). At level 99, it takes about 500+ hp off the foes and hits the stronger guys, or the bosses, twice or three times. Your sword from this companion becomes the strongest weapon, too (once at level 99). Both Demons: Once you raise their level to 75-80, they start attacking the enemies with fire, ice and lighting from their spear. They also have a fourth attack, which has a long range. i'm not sure which element this is, but i think it's a better version of the lighting spear (they start using this attack at about level 85-90). These attacks seem random... depending on what level they are, they use these attacks more often. Both Fairies: At around level 75+, they become more useful. For example, when you're are at an ice area, they'll use the "Defend from Ice" vials right away, since the enemies will use ice magic. Bat: There will be 4 bats to help you (when you're in the bat form) at around level 85 (i'm not sure, but defintely at level 90). Ghost: At about level 80+, the ghost will start giving you hit points as he kills the enemies. it seems as if he drains the life force off the enemies and transfers it to you, although he only gives you 8 hit points at a time (same as the 50 point magic spell). Ift, if he attacks stronger enemies (for example, the golden knights, which give a lot of experience (as noted in the inverted castle section), he will attack them many times, giving you 40-56 hit points. Once at level 99, they all take a large amount of hp (we're talking about 356 and up) off the enemies and bosses. Shou also pointed out that he's found a great place to raise the companions' levels (obviously, since he's gotten them all so high): the entrance and adjoining room to the library in the inverted castle. Clearing the room of enemies (the lion guys with wolverine claws and pogo stick corpses, for example) can give your companions 24 experience points at a time. Check it out... Shou obviously knows what he's doing with the companions. From Chubs: The room where you can get your little guys up levels is located in the middle right of the inverted castle. It is the room with the big sword with shields and spears flying around it. Your guys go up at least a half a level every time you kill the sword. your little guys do not have to hit it to go up levels all you must do is kill it with them equiped. Play as Richter Belmont ----------------------- That's right! We're all trying to figure out exactly what point you can do this, but you seem to need a game saved to your memory card that has you as far as the final battle in the game, into the middle section of the inverted castle. You MUST have beaten the final villain and your save game must say "CLEAR." PLEASE read the above paragraph BEFORE E-mailing me to ask when you can play as Richter. I'm tired of answering this question when it's RIGHT THERE!!! You can play as Richter Belmont by entering the name "Richter" on that same memory card. The game's format is structured very similar to Dracula X: Rondo of Blood, this game's direct predecessor (only for the PC Engine, despite a terrible conversion to the SNES). Thanks to Ed for pointing this out to me. You're a Belmont, and you can whip right or left, or jiggle you whip as Simon could in Super Castlevania IV. You can save your game, so it may be designed that you can actually play all the way through as Richter (although he can't use spells). As Richter, a double-forward makes him dash, and you can jump higher. The merchant will not acknowledge Richter, (as seen in a photo): He's facing away. I've reached the first throne room as Richter, and there was nobody waiting for me. The portal to the second castle was available. It's clear sailing into the inverted castle. I have to say, although the game's much more challenging as Richter, it's not as interesting without all the items and weapons to find. I'm currently playing through as Richter, and I'll have more info soon. I have to admit, however... I don't really enjoy playing as Richter. With none of the secret items to find, it just becomes a chore to cover all the areas. Although Richter's whip is a very suitable weapon, he's too easily harmed, and moving around with that jump move is just a pain in the butt. Rumors float about that, after beating the game as Richter, entering "Dracula" or "Maria" makes those characters playable... any confirmation? Richter's Special Moves ----------------------- Dash: tap forward twice to make Ricther run. U, D, jump: super jump. Thanks to Ed. "Flying": it turns out that Richter's super jump can be done again in the air, so he can basically continue to rise and, for the most part, fly wherever he needs to go. It's tricky, but it works. Special thanks to Josh for the following secret moves: Jump, and then jump again in the air: Backflip D and jump: Slide D, jump and then jump again during the slide: Slide Kick F, FU, U, UB, B, BD, D, DF, F, square: Blade Attack (this can also be done in the air) Triangle: If Richter has no weapon, this will charge his whip with fire. If Richer has a weapon and enough hearts, it will cause the super weapon (as seen by pressing select in Dracula X for the PCE). U, D, DF, F, square: Rushing Blade Attack. Use this in combination with Richter's super jump to pass some of the difficult jumps in areas 5 and 6. There are eight areas in which it seems impossible for Richter to pass because he doesn't have the same abilities as Alucard. 1) The wolf trick (running through the rock tunnel) area by the fishmen. 2) 'Sticking Point' #14/The area where you need to use the demon to push the button to move the wall for you. 3) 'Sticking Point' #8/The Spiked area (Room of Darkness) in the lower right of the map where you needed to use the bats sonar to get by. 4) 'Sticking Point' #9/The huge impassable door in the hidden lake. 5) The Door above the telescope (right side of map) where you need to turn into mist to get by. 6) The door in the lower left half of the library where you need to turn to mist to get by. 7) 'Sticking Point' #12/Corridor of spikes in the upper left of the castle where there's also a door that you also need to turn to mist to get by. 8) 'Sticking Point' #11/The lower half of the clock where you need to wear the two rings that Maria gave you to open up this area. Thanks to Mike for this summary. Other Name Codes ---------------- These all must be entered once you have another file saved with at least 200% of the game complete, same as "Richter." AXEARMOR - Starts you with the blue armor that enables you to become the axe-weilding blue knight. X-X!V''Q - (that's two apostrophes between the V and the Q) - starts you with 99 luck. Thanks to Soo Yu Shen for these. Game Shark Codes ---------------- By Chubs Max attack 800f4bf6 1400 Max Guard 800f504e 1400 Max HP 80097bao 270f 80097ba4 270f Max MP 80097bb0 270f 80097bb4 270f Max Heart 80097ba8 270f 80097bac 270f Max Str 80097bb8 03e7 Max con 80097bbc 03e7 Max int 80097bc0 03e7 Max luck 80097bc4 03e7 Max exp 80097bec 423f 80097bee 000f Max gold 80097bf0 423f 80097bf2 000f All Special Items 80097982 8180 80097984 8382 80097986 8584 80097988 8786 80097964 0303 80097966 0303 80097968 0303 8009796a 0303 8009796c 0303 8009796e 0303 80097970 0303 80097972 0303 80097974 0303 80097976 0303 80097978 0303 8009797a 0303 8009797c 0303 8009797e 0303 80097980 0303 Thanks again Chubs! Infinite health for richter From Simon 80087ba0 003c 80136c04 003c ----------------- | Part 3 | ----------------- Translations ------------ I can't provide translations for one amazing reason: I can't read, or speak, Japanese. Requesting translations won't do any good... we all want them. As they're provided to me, I'll post them right away. Thanks very, very much to Ed. Basic Interactions Merchant: When Al meets the merchant for the first time, he asks for him to help fight the revival of Dracula. The merchant who's already Drac's ally cannot. But as Al's old friend, he does decide to atleast conduct business with him. (From Anonymous) First encounter with Richter: Once Al meets Richter for the first time, Richter talks about him becoming the new master of the castle while Alucard can't quite fit things together why. Then Richter does one of those, "Kill him, my demonic minions!" speech to sick the werewolf and minotaur on you. (From Anonymous) When you meet Maria in the hall of spikes (after first confrontation with Richter): Alucard tells her that Richter is the one responsible for the early revival of Dracula. Not only that, but he's even the master of the castle. Maria doesn't believe you and goes to see for herself.(From Anonymous) Maria inside center of first castle: Maria tells you that you were right about Belmont. She gives you the green goggles that can see through evil illusions (they're really specks).(From Anonymous) Against Richter WITH Green Goggles: When Alucard enters the throne room: Richter: I've waited long enough for you. Alucard: Answer me! What is your motive behind resurrecting Dracula? Richter: The Count revives only once every century, but now my goal has been accomplished to grant my blood's cry for battle; for if Dracula is brought back to life, then I can continue fighting forever. Alucard: You are merely blinded by your own selfish thoughts. After Alucard slashes the floating green orb a few times... Shaft: I've failed! But this is not the end. Dracula's revival is near! (vanishes) Richter: Blast! How did I become like this? Maria: Thank you Alucard, for saving Richter. Richter: Alucard? The very same one which fought together with my ancestor, Ralph C. Belmont against Dracula? Alucard: I believe the person behind this is somewhere in this castle. Richter: Yes. Alucard: Maria, leave this castle with Richter; I'll take care of the rest. (From Anonymous 2) Nightmare: Alucard's mother [Lisa] is held on the cross: Alucard: Mother! A's mom: Alucard! A: I am coming to help you! A's mom: No, alucard, I am so content that I can see you before I die. I hate the people in this world and they should be killed. A: ......Mother! why do you say such thing? A's Mom: what? you don't agree. All of the people should be killed! A: No, you are not my mother, who are you? Bat-girl: Ha ha, I couldn't deceive you! Then, Lisa changes into a bat-girl (the succubus) and they start the battle. (From Ed) After Succubus: After Alucard beats the succubus, the succubus realizes his blood-line and what she was up against. Alucard tells her that dying in a dream meant the death of one's mind, and that she should be trapped in this world for-ever. She pleads for him to not leave her there, but Alucard's kinda pissed with her medling with his memories and leaves her to rot. (From anonymous) Shaft: The guy controling Richter is the Dark Preist, Shaft. Dracula came back when the good in humans dwindled (which tended to be when about a century passed after one of their problems died). The Belmonts' bloodline was filled with some kind of holy power that made them the perfect enenmy for Drac. Their existence also kept Drac's power from collecting so easily. If that was so, once one of them became evil, the good vs. evil balance would shift a great deal to evil with the good in the bloodline temporarily gone. That's what woke Alucard up and brought about Drac's early revival.(From Anonymous) --The Four Endings-- 1. Kill Ritcher WITHOUT the green glasses Maria gave you: Ending - Alcaurd on his own. Speech - Alucard: All the evil has been banished from this world, I'll now go to eternal rest. END (From Elji) 2. Kill Ritcher WITH the glasses maria gave you: Ending - Alucard and Maria. Translation: Alucard: It's the end for you, Richter! Richter: The battle between humans and vampires ends here. There is no need for the hunter without the hunted anymore. And this shall become my final resting place... Castlevania disintegrates. Alucard: You O.K? Maria: Richter - what's happened to him? Alucard: I'm sorry... Maria: ... thank you for stopping him. Although it's a bit of a tragedy, but I suppose that's his fate. Alucard: So, your quest ends here. Maria: Not quite. I must find out why Richter changed so drastically. Alucard: In that case, I wish you good luck. Maria: Farewell Alucard. I hope you have a safe journey. END (From Anonymous 2) 3. Kill Dracula with less than 200%: Ending - Alucard, Maria and Ritcher. Speech - Alucard: The final battle has finished. Richter: We can start to rebuilt again. Maria: What's going to happen to you, Alucard? Alucard: My cursed blood line forbids me of a normal life I shall go to eternal sleep once again. Maria: I see...You take care. Alucard: Farewell. Richter/Maria: Until next time. END (From Elji) 4. Beat Dracula with more than 200%: Ending - Alucard, Maria and Ritcher. Translation: When Alucard enters Dracula's revival chamber: Shaft: You have finally come, my master's son. Alucard: So, you're the one who's been controlling Richter! Shaft: That is correct. I am the dark priest Shaft, bringer of chaos and destruction to the world. Alucard: Why did you make Richter the master of this castle? Shaft: Vampire hunters have used their holy powers to conflict against vampires for centuries. What if we had this power to fight together with us instead...? Alucard: If Richter's powers were controllable, then you could use the same powers to go up against others. Shaft: Correct! We are making use of his powers to dispose of any intruders which may disrupt the revival ceremony. Alucard: In that case, you must stop everything at once! Shaft: I'm afraid that is not going to be easy. You will surrender the final sacrifice item to us - your corpse! After the battle: Shaft: (curses) Alucard: There is no place here for you Shaft. Return to your beloved dark realms! Shaft: Arrr... my dreams! Master Count Dracula! Plunge this world into darkness and despair! Dracula appears, seated on his throne: Alucard: Father... Dracula: Who are you? Ah, it has been a long time, my son. Alucard: I would rather not see you again. Neither would I allow you to take another step. Dracula: You're still unchanged, always standing on the humans' side. Have you forgotten your mother's death? Alucard: No, but it's because Mother did not wish for me to avenge her. Dracula: Nonsense! Let me destroy your cursed blood, and have you revert back to a true vampire! Alucard: By my mother's name, Dracula! I swear to defeat you! After the battle: Alucard: Return to your rightful place, and realize Mother's pain! Dracula: ... why did I lose? Alucard: If you have to protect something, your will-power will make you stronger; if you lose something precious, that is enough for you to fall. Dracula: Uh... my never-ending quest for power is the reason which led to my downfall. Alucard: ...... Dracula: Tell me Alucard, what did Lisa say to you before she passed away...? Alucard: She said never to hate humans. If they are really unforgivable, then they will pave the way to their own destruction themselves. And she will always love you, my father! Dracula: Lisa, I am truly sorry. Castlevania disintegrates. Alucard: Are you two alright? Maria: Alucard! You're safe and sound. Richter: I'm sorry Alucard. To have you fight your own father... Alucard: It's alright. Maybe that is his fate. Richter: Even for that I thank you. Alucard: But remember, in truth, Dracula cannot destroy the world himself; humans can. Richter: I understand. Maria: Where are you planning to go now, Alucard? Alucard: This world does not need me, for my bloodline is cursed. I will retreat to an unknown place to spend my days. Probably, we won't meet again. (leaves) Maria: Alucard... Richter: Maria, do you wish to follow him? Maria: Sorry, but I can't just leave him alone like that. Richter: If you're not afraid of regretting your decision, then you're free to choose your own path. Maria: Thank you! Good luck to you. Richter: Same here. End (by Anonymous 2, thanks to Jason for some help) The Monster Dictionary ---------------------- By Davin "The Raven" There's a few things to establish first. The monster's number (listed as "No. 1" or "No. 2", etc.) is the actual list number on each of the pages of the Monster Dictionary (in the upper right of each page). The abbreviation "LV" means "level" "HP" means "Hit Points" "RE" means "Resists" (meaning that this kind of attack is resisted by that monster) "IN" means "ineffective" (that kind of attack has no effect) "WP" means "weak point" (self-explanatory) "AB" means "absorbs" (that's the source of that monster's power) "drop items" refers to potential items that that monster may drop "Exp." means "experience" The phrase in quotation marks is the actual translated description of that monster from the Monster Dictionary. One final note on interpreted names: All names given have been researched in fantasy dictionaries, mythology books, and D&D manuals to ensure the absolutely correct interpretations. However, there are a few I'm still not sure on, so they are distinguished by being surrounded in asterisks and written in all capitals like *THIS*. Enjoy! No. 1 Dracula LV: ??, HP: 600 / RE: none, IN: none, WP: none, AB: none drop items: none, none / Exp.: 0 "The master of Demon Castle who was defeated by Richter 5 years before in 1792." No. 2 Red Skeleton LV: 0, HP: 9 / RE: none, IN: none, WP: none, AB: none drop items: none, none / Exp.: 0 "Since it absorbed a lot of blood into its body, it's a regenerating skeleton." No. 3 Spin Head LV: 1, HP: ?? / RE: none, IN: none, WP: none, AB: none drop items: none, none / Exp.: 0 "A skull made strong and unbreakable by magic." No. 4 Zombie LV: 1, HP 1 / RE: none, IN: none, WP: Holy or Fire, AB: none drop items: $100, Cloth Clothes / Exp.: 5 "The living dead whose movements are controlled by magic." No. 5 Bat LV: 1, HP: 1 / RE: none, IN: none, WP: none, AB: none drop items: Potion, Capsule Monster #2 / Exp.: 10 "A blood-sucking bat. A terrifying underling of vampires." No. 6 *ANFOWGLIA* LV: 2, HP: 32 / RE: none, IN: none, WP: Fire, AB: none drop items: none, none / Exp.: 10 "Guardian wolf of the castle entrance." No. 7 Skeleton LV: 2, HP: 9 / RE: none, IN: none, WP: Holy, AB: none drop items: Shield Potion, Capsule Monster #3 / Exp.: 10 "A white skeleton manipulated by magic." No. 8 Fishman LV: 2, HP: 10 / RE: Water, IN: none, WP: Fire or Thunder, AB: none drop items: Zircon (the cheap, green ring), Capsule Monster #1 / Exp.: 12 "Water-dwelling man. Attacks prey that comes near the water." No. 9 *ALTIBATIRAE* LV: 3, HP: 18 / RE: none, IN: none, WP: Holy, AB: none drop items: none, none / Exp.: 20 "Four-legged skeleton that moves along walls and drops acid." No. 10 Skeleton Soldier LV: 3, HP: 18 / RE: none, IN: none, WP: none, AB: none drop items: Short Sword, Rusty Sword/ Exp.: 15 "A brave skeleton knight." No. 11 Fishman (second type) LV: 3, HP: 10 / RE: Water, IN: none, WP: Fire or Thunder, AB: none drop items: Zircon, Capsule Monster #1/ Exp.: 12 "A fishman who shoots powerful fireballs. Has a massive physique." No. 12 Axe Armor LV: 4, HP: 32 / RE: none, IN: none, WP: Items (I'm not sure what this means by that), AB: none drop items: Axe (Sub-Weapon), Copper Armor/ Exp.: 10 "Low-class Axe Armor who wears green copper armor." No. 13 Skeleton Rib LV: 4, HP: 12 / RE: none, IN: none, WP: Holy, AB: none drop items: Leather Shield, Knight Shield / Exp.: 10 "Rib-throwing skeleton." No. 14 Bloody Zombie LV: 4, HP: 24 / RE: none, IN: none, WP: Holy or Fire, AB: none drop items: Cloth Clothes, Baselard / Exp.: 15 "What remains of crusaders who came from the east 300 years ago." No. 15 Une LV: 5, HP: 12 / RE: Items, IN: none, WP: Fire, AB: none drop items: Grapes, Strawberries / Exp.: 20 "An enchanted plant that attacks its prey with thorny leaves." No. 16 *TURN-NATE* Table LV: 5, HP: 20 / RE: none, IN: none, WP: none, AB: none drop items: Beer, Morning Set / Exp.: 20 "By way of channeling, evil spirits possess a turn table (Western style)." No. 17 Boomerang Skeleton LV: 5, HP: 18 / RE: none, IN: none, WP: Holy, AB: none drop items: Boomerang, Flame Boomerang/ Exp.: 15 "A skeleton equipped with a boomerang." No. 18 *GAIBON* LV: 6, HP: 200 / RE: none, IN: none, WP: none, AB: none drop items: none, none / Exp,: 200 "A type of devil-knight of death. Proficient at mid-air attacks and spitting fiery breath." No. 19 Ghost LV: 6, HP: 11 / RE: Dark, IN: none, WP: Holy, AB: none drop items: $400, serum / Exp.: 10 "A ghost enveloped in odd energy." No. 20 *BERIGAN* LV: 6, HP: 200 / RE: none, IN: none, WP: none, AB: none drop items: none, none / Exp.: 200 "A type of devil-knight of death. Proficient at ground-level attacks and using a magic battle spear." No. 21 Marionette LV: 6, HP: 20 / RE: none, IN: none, WP: Fire, AB: none drop items: Strength Medicine, Circlet / Exp.: 30 "A doll manipulated by the will of evil that desires living flesh." No. 22 *ANPHISBAENA* LV: 7, HP: 80 / RE: Water, IN: none, WP: Holy or Fire, AB: none drop items: Pentagram, Strawberry Tart / Exp.: 50 "Two-headed monster with a head up front and at the back, but can't discern which is the |
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Another Castlevania Symphony of the Night - Xbox Live Arcade Walkthrough :
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