CASTLEVANIA: Legacy of Darkness This FAQ/Walkthrough by Evil Sponge Version 0.7 February 2, 2000 Table of Contents: I. Introduction II. Version History III. Items IV. Characters V. Walkthrough VI. Enemies VII. Boss Descriptions VIII. Secret Stuff IX. Frequently Asked Questions X. Legal Stuff PART I: INTRODUCTION Welcome to the second most complete FAQ for this game! This isn't trying to lower anyone's self-esteem or anything, it's actually true. Anywho, this sucker's going to take awhile to write, just scroll down and look at it if you don't believe me. In the meantime, just email me if you have a question and I'll answer it to the best of my ability. Meanwhile, read through and see if this'll answer your questions. Have fun with the game! Evil Sponge Part II: VERSION HISTORY Version 0.1; 1/26/00: Started the FAQ. Version 0.4; 1/30/00: Walkthrough and Bosses complete through the Villa. Also added a couple secrets and a new intro. Version 0.7; 2/2/00: Complete through the Outer Wall, Underground Tunnels, and Underground Waterway. All of Henry's kid locations revealed. Scrubbed Fat Tony from walkthrough since it looks like I'll be done before he gets the game. Sorry dude. PART III: ITEMS Red Jewels: These allow you to use your throwing weapons and allow Cornell to use his werewolf attribute. Throwing weapons: Weapons that you throw (see above). They can each be powered up three times. To gain power, pick up more. Knife: A knife that you throw in a straight line. Power levels 2 and 3 add flame to the knife. Axe: Thrown in an arc toward an enemy. Extra levels cause lightning bolt(s) to strike where the axe lands. Cross: A boomerang-ish weapon. More levels means you can hit more enemies. Holy Water: Splash it on the ground and hurt anything evil that walks into it. I think extra levels increase the "blast radius". White Jewels: These allow you to save your game. PowerUps: These power up your long-range weapons (see Part IV). Roast Beef: Restores 80% of your energy. Roast Chicken: Restores 50% of your energy. Purifying: Cures VAMP status, used when bitten by a Vampire. Cure Ampoule: Cures POISON status. Contract: Scroll that summons Renon, a demon salesman. Gold: Allows you to buy items from Renon. Healing Kit: Restores full health and status. Sun Card: Move time forward to Sunrise (6:00 a.m.) Moon Card: Move time forward to Sunset (6:00 p.m.) PART IV: CHARACTERS Reinhardt Schneider: Heir of the ancient Belmont clan of vampire hunters, his blood dooms him to oppose the might of Count Dracula. Wielding the holy whip of his ancestors, the young vampire killer begins his quest. Long Range Attack: Level 1) Whip Level 2) Chain Whip Level 3) Laser Whip Short Range Attack: Short Sword Carrie Fernandez: A young girl gifted with great magical powers. Sensing Dracula's return, she sets off alone to the dark castle. Now she must wield her inherited power in the fight against evil. Long Range Attack: Level 1) Energy Ball Level 2) Stronger Energy Ball Level 3) Strongest Energy Ball Short Range Attack: Rings Cornell: A Man Wolf out to rescue his sister. His surrogate sibling, Ada, is to be sacrificed to resurrect the Lord of Darkness. Taunting him along the way is his former friend, Ortega. Long Range Attack: Level 1) Projectile Slash Level 2) Stronger Slash Level 3) Strongest Slash Short Range Attack: Close combat slash Henry: Saved by Cornell in his youth, Henry grows up to be a knight of the church. He is sent by the church in Reinhardt and Carrie's wake to rescue the six village children. But, he only has seven days before Dracula is defeated and the castle crumbles. Long Range Attack: Level 1) Six-Shot Pistol Level 2) Stronger Bullets Level 3) Strongest Bullets (I don't know how, maybe they're hollowpoint-grenade bullets or something) Short Range Attack: Short Sword PART V: WALKTHROUGH A few quick things before we delve into the walkthrough. The first is that I'm absolutely not going to tell you what is in every single torch. I'll tell you only about special ones, so take out the rest on your own. The other is that I can't just copy and paste from our other one, because most of the levels have been totally revamped (no pun intended), which is why this has taken so long to get started. Beyond that enjoy. ------------ | FOGGY LAKE | ------------ You are rowed across and lake toward a ghost ship. The fog is so thick you can barely see. You reach the ship and climb aboard, and your adventure has just begun. Playable by: Cornell, Reinhardt, and Carrie. Barrels on this level can be broken, much like torches. First thing you do is hop up onto the main deck. Fish Men leap out of the water and attack you. After one or two die, a platform appears and allows you to climb up to the next level. Once you get up there head over to the White Jewel and save your game. Walk around smashing barrels and climbing crates to smash more barrels to your hearts content (or until you run out of barrels) and then make your way to the lever on the mast. Pull it and the mast rotates around. Climb onto the...ledge?...that swung around and look about you. Once you can see the next mast platform, jump to it. Make your way to the other side and cross the netting and smash the torch. After collecting your meat, find the lever and pull it to rotate more mast sections. Climb up to the new section. On one side there's a torch that contains the Deck Key, get that. Now make your way to the other side and face the front of the ship. The torches that you can see from there can be reached by running across the invisible walkway. After getting those extra torches, make your way down to the main deck. The door for the Deck Key is left of the platform that gets you to the upper levels. Unlock the door and enter the inner sanctum of the ghost ship. Kill the skeleton and save. Now, ride the elevator (yah! No muzak!) and you face a Fish Man and two skeletons. Kill them, kill them all!! *Ahem* sorry 'bout that, that was the evil in me coming out. Open the door behind the late Fish Dude and you'll find yourself in the cargo hold. Three more Fish Men, I think you know what to do with them by now, just watch out for the spitting one. After you defeat them disaster strikes. Or rather, and gigantic Sea Serpent strikes, and pokes holes in the ship which promptly begins to fill with water. Luckily the water only comes waist-high, because if you've played any Castlevania game you know that you can't swim. Find the floating crate and hop aboard little buddy. From there leap upwards and grab the ledge, then pull yourself up. Walk the plank that your on until you come to a gap and a swinging lantern. Time your jump so that you don't hit the lantern (duh) and continue along the plank. Leap to the plank along by the wall, and head toward the light. Whew! Made it out just as the ship sinks! How fortuitous. Save, then make your merry way across the flotsam and grab the goodies on the destination platform. One more hop and you're on a long bridge that leads to Stage 2. But wait! What's this! *Warning, this is a plot complication! Warning, this is a plot complication!* The Sea Serpent erupts from the watery depths and you must now battle to the death! See Boss Descriptions. After sending the oceanic behemoth back from whence it came, continue down the bridge. Welcome to the next level. ------------------- | FOREST OF SILENCE | ------------------- The pier stretches far into the distance. At the very edge of your view is a forest. The trees look to have been imbued with the very aura of evil surrounding the castle. You hear the wail of the undead, the rattle of bones, and the gnashing of sharp fangs. Otherwise, the forest is silent. Playable by: Cornell, Henry, Reinhardt, and Carrie The first thing you should notice is your lock-on square centered on a Goblin. There are about 5 Goblins on the pier, and you should kill every last one, while smashing torches. At the end of the pier is a cliff face, and a stone platform. Jump up, climb up, and repeat for the upward trail of similar platforms. At the top is a dirt trail, the obvious path choice is to follow this single trail (although it is interesting that they felt an arrow was necessary). At the end of the path are very large, wooden doors with a crest on the front. Castlevania 64 vets should know what's coming. Hit the crest 3 times (except for Henry, he seems to need 4 or 5), and it explodes revealing a Gigantic Skeleton (see Boss Descriptions). After the scardy-bones runs off a bridge will rise from the water. Cross it and save on the other side. Follow the short path and you'll find yourself in an area with a statue-plaza-thingy in the middle, three other branching paths, four torches, and emerging skeletons. You _can_ hit the statue and the outside will crumble away revealing a pointing statue, but that's really not necessary. Simply take the path left of the one you entered. Cross the broken bridge, and run around the small pillar and pull the switch. After you pull the lever, you're attacked by a Weretiger (see Boss Descriptions). Once you dispense the lycanthropic menace, return to the plaza and take the path straight ahead of you. The path contains Goblins and torches. The end of the path reveals a shallow pit, and two stone structures with levers in them. Pull the one on the far side of the pit first (ignore the steps) then run to the second one and pull it. Face the pit and you'll see two pillars have appeared. They don't stay up for long so quickly jump across them to the other side. After that is a very short path which leads to two bridge pieces. Jump your way across them and you arrive at a path with a tree, and save point, and another switch. Save and then pull the switch. After the gate opens, a Blue Skeleton and two regular Skeletons appear. Take them out and smash the new torch for a PowerUp. By now you should have noticed that the bridge pieces are gone. You must carefully make your way down the cliff via the platforms, jump across the fallen bridge sections, and scale the other side via the platforms. Now head back to the plaza area and turn right onto the last remaining path. Hmmm...two bridges. Quite the dilemma. Either bridge will take you to your destination, but the right one will crumble beneath you. Past the now open gate there are two crypts and a white jewel. The crypts each contain various goodies and Red Skeletons. Go for it if you want some extra sun and/or moon cards, but I wouldn't worry too much about it. Find the path strewn with dead villagers and bravely traverse it. At the end of the path is a semi-shallow pit. Hop on in, and you get attacked by a Werewolf (see Boss Descriptions). Once it's dead part of the pit rim crumbles, allowing you to leave. Once your out, to the left are two torches and a save point, and to your right is a cliff with more platforms for you to scale. Yippee! First though, one of the impaled skeletons has a chicken. Scale down the cliff and hop to the small island. Pull the switch and climb back up. If you've noticed the platforms on the other side, don't even try you can't make it (see secrets). Look out for Fish Men on the island (except for Henry, that lucky guy gets Blue Skeletons). Once you're back up head through the gate to face round 2 of the Gigantic Skeleton (you know where to go). After decimating the boney foe, head toward the castle and be treated to a cut scene with the first of many feet shots. As Henry: Henry needs only use the shortcut to find Edward. At the part of the forest with the levers which make the pillars rise, scale down the cliff via the platforms by one of the levers. At the bottom of the platforms, attack the wall and run through the tunnel (watch out for blue skeletons). On the other side is the kid. A short hop to the other platforms and a leap to the small island bring you to the lever which opens the gate to Gigantic Skeleton: Round 2. ------------- | CASTLE WALL | ------------- One step closer to the castle and the aura of evil is stronger still. It's palpable presence makes it hard to stay focused. Fear begins to gnaw at you, but you push it away. To be afraid now will surely get you killed. Playable by: Cornell, Henry, Reinhardt, and Carrie. As Cornell: First save. Now, you'll notice two doors on each side of you. One has a sun that can only be opened during the day, and one has a moon that can only be opened at night. Your first instinct will be to charge through the only one that you can. I recommend, however, that you go through the moon door first. Great, no floor. I hope Dracula didn't pay his architect. There are also glitches a go-go here. Some of the platforms don't rotate, and sometimes they're missing. This part is pretty straight forward, time your jumps and keep trying. A few general tips though: At the first rotating spike block wait along the very edge of it to be dumped onto the ledge above the door that has a torch that has a sun card. Also, at the part with four spike blocks there is an invisible bridge between the second and third block leading to some beef (I've found it best to jump to the ledge and walk back to the blocks). At the top is a door that you must go through. Get any torches and pull the lever. Don't go back through the door, instead, go through the opened wall. You should land on a platform, if not you missed it and will get hurt by the fall. Drop down from the platform. Kill the Skeletons and whack the torches for useful items. The broken pillar in the center has a power up. Once done, drop down from there into another room. There is one torch in this room, a Bone Pillar, and a Winch Lever on a shelf. On the other side of the wall by the shelf is a hole, hop right on in. Does this place look familiar? Save and whack any torches that you want to. Now it's time to head through the sun door. This part is actually easier than the moon door. The ledge above the door has a moon card. Other than that it's very straightforward. At the top, save, hit the torch, and go through the door. Whoa...Giant Bone Pillars (see Boss Descriptions). Once they're dead put the Winch Lever back where it belongs and pull it. Now head back down to the first save point and go back through the moon door. Climb up, go through the door, pull the lever, head back down, and exit. That wasn't too hard, now was it? As Reinhardt and Carrie: The moon and sun doors are now normal doors. The left door is now locked, however. Climb up the right door, fight the Giant Bone Pillars, head back down. Save and get the center torch in the newly opened room for the Tower Key. Use it on the locked door. Climb up, enjoy the cut scene (Reinhardt and Carrie only), head back down, save and exit. The other main differences are the sun card in the right tower, and the moon card is in the left. Instead of the Winch Lever, you get a PowerUp. As Henry: Henry's got it easy. Take the left tower (the one without the floor) and climb up to where there are four rotating blocks. Between the second and third is an invisible bridge leading to a platform with a child named Bess. You can shorten your journey even more by climbing down and through the door. Now just walk out into the villa area. This kid was found by MisLedYOUTH. ------- | VILLA | ------- The wind whispers through the trees, and a dog howls. Wait, three dogs are howling in unison. You've never heard dogs cry in perfect unison before. The eerie sound sends a chill down your spine. Playable by: Cornell, Henry, Reinhardt, and Carrie. The first thing that happens is you get attacked by three Cerebuses (Cerebi? Cerebusi?) Kill them and a gate opens. Hold your ground soldier. Two fire breathing Cerebus appear, and you must also kill them. Walk until you're about halfway between the two gates and wait. It grows dark and another firey Hades guardian appears. This one can turn invisible. Kill it while you can see it. Now head through the gates. As Cornell: This small gardenish area has lots of goodies. There are two wooden crosses along the perimeter. Smash 'em and you get roast beef and a PowerUp. To get the stuff on the fountain you must pull the switches on the tombstones in the correct order. There's a clue in the archives, but if you can't wait that long check the secrets. When you're done, head through the doors. Go up the steps, and a vampire attacks. Kill it and head up the steps. To the left is a vase that contains the archives key, to the right is a couch that has a purifying. Go to the center into the almost-balcony and jump off and hit the chandelier. Repeat this twice and it will dissolve revealing goodies. Go back down the steps and turn left. Go through the door, save and hit the torch, and go through the next door. Go through the gate and follow the path. Kill the Biker Skeletons and the torches. Now go through the door and enter the hedge maze. Take these directions to get to the Rose Garden Key: left, right, left, left, left, and left under an arch. Get the key and retrace your steps. Go back into the Villa and go up the steps, now enter the door at the top. Go through the next door into the rose garden. At 6 a.m. a red rose will appear and you can find the Thorn Key there. You must be in the rose garden as the sun rises, though. Now, exit through the other door and climb the steps. Take the first door on your left and walk in on a cut scene, I mean conversation. I think you know what to do with the vamp. That's right, KILL!! Now head into the other room and grab the Garden Key and talk to the vampire's wife. A quest, huzzah! Check the other table for some gold and smash the vase. Go back into the hallway and follow it to the last door. Check the mirror for a purifying, and head through two more doors into the archives. Read the book to get a clue about the tombstones. Back to the hallway, and enter the first door you find. Along the left wall are two vases, one has a Storage Room Key. The middle chandelier also has some value. Exit through the other door, turn right, and enter the first door. Meat and a save point. The Madonna has a purifying. Before you save Henry, I'd recommend a side trip first. Go back to the hedge maze via the foyer. Dodge the undead bikers and enter the door. Turn left and then climb up the stairs and whack the torch to get a crest half. From the base of the steps turn right then go left and follow the main path until you get to the large fenced area. Use the Thorn Key in the gate and collect the goodies and Rose Brooch. Take the Brooch back to the fountain in the beginning area, climb to the top and check out the sparkle. You now have the other crest half. Alright, back to the Villa, into the room that had the Storeroom Key, and go through those double doors. Down the steps is the famous gift shop. Alright, you got me, it's just Renon's Contract. Save and head through the doors. Go through the gate and into the hedge maze. Take the first left and you get a cut scene and Henry. You must now lead him out of the hedge maze. Fun. From the bridge you need to go: left, right, straight, right, right, right, straight, left, left, right, and open the door. Now go back into the Villa and talk to Henry's mom. Woo-hoo the Copper Key! Now, enter the hedge maze through it's main gate. Go straight into the area with the torch-on-steps and make a right. Go through the door. Follow the path and climb up and over the bridge to find some beef. Now, get onto the bridge and walk into the open area with a torch and a white jewel. Save and go to the door. If you have both crest halves, you can open the door. Walk on in and fight Gilles de Rais (Boss Descriptions). Jump into the coffin to reveal a hidden path, and then jump in again for the next level. As Reinhardt and Carrie: This small gardenish area has lots of goodies. There are two wooden crosses along the perimeter. Smash 'em and you get roast beef and a PowerUp. To get the stuff on the fountain you must wait until midnight, when a pillar will rise allowing you to collect all the items. When you're finished in this area, enter the doors. You find yourself in a lobby area with candles. All the candles but two contain red jewels, the other two contain 300 gold. As you ascend the stairs a vampire appears. Fight it, kill it. At the top of the steps turn around and line your character up with the chandelier. Jump off the ledge and hit it a few times and it will show you its impression of a pinnate. Turn right at the top of the stairs and check the first couch for a purifying. Head into the door on the other side, down the short hallway, and through that door. If it is between 3:00 and 6:00 p.m. you get to meet Rosa, if not come back between those times since you need to meet her to progress. Go through the other door and up the steps. Enter the first door on the left. Open the door on the other side of the room and meet Vincent. After this startling encounter, talk to him. If you've already met Rosa he'll give you the Key to the Archives. Let yourself into the room that Vince was in and check the desks for money. Now, leave the way you came and go back into the hallway. Kill the stained glass dude and enter the second door. Turn left and go into the alcove, jump onto the thing and check the lion headed plaque for some chicken. Back in the room, attack the vases for the Storeroom Key and chicken. The middle chandelier relinquishes a purifying. Kill the ghosts as necessary. Now leave the room and go into the door I told you to skip earlier. Get the meat and the purifying in the statue, then save. Leave and go down the hallway to the last door, which is around the corner. Fight the vampire and kill it. Check the mirror for a purifying and go through the door. Traverse the short hallway and go into the other room (I hope you got the Archives Key). MAKE SURE YOU GET THE HOLY WATER! Now explore the room, check the desk, and get the key. Go back into the stained glass hall and go back in the room with the double doors. Go through the double doors and down the stairs. Check the knight in the corner, and be sure to visit the gift shop. Ok, this next step is extremely important: SAVE!! If you don't save or have holy water at this point you're going to have trouble. Back through the double doors, down the stairs, and outside. Open the large gate, and let the fun begin. We now come to the dreaded Hedge Maze. There's nothing really important deep inside, so just take the first left. After the cut scene, attack the Hell Hounds and run like mad. Follow Malus to the left and open the door now go: right, straight past the arch, right, right, right, pass the arch, left, left, right. Of course while you're doing this, the two Hell Hounds and a chainsaw wielding Frankenstein Monster are chasing you. When the hounds catch up to you hit them with your short range attack before they latch onto your leg. Use holy water to stun Franky and the devil dogs (sounds like a band). Whew! Can you guess what to do now? That's right! Follow the path ! The first left is an alcove that contains a torch containing the copper key. Follow the trail some more and open the gate. Open the door, get the meat in the candle and save. Make your way through the villa again and go back into the garden. Don't worry, just take the first right past the arch, and go through that door. Follow the water, go left at the bridge, and save. Head through the door. Now you face yet another Vampire. Defeat him and the dead girl becomes undead. Defeat her and grab items from torches. Now walk up to the coffin and hop on in. As Henry: Head into the Villa, take the door on the right that leads to a save point. Through the door and through the gate. Head down the path with the motorcycle skeletons and through the door. Make a left and then two rights and turn right under an arch to rescue the kid. Now head to where you'd kill the vampire and exit the level. ------------ | OUTER WALL | ------------ As you step out onto the ledge, the wind almost blows you off. It whistles around the corners of the building. You edge you way along the wall, knowing that one false step means your death. Playable by: Cornell and Henry As Cornell: The first thing you should do here is smash the torches and then save. Now, head outside but don't go to fast because the camera whips around and you could run off the ledge if you don't stop in time. Walk along the only path available and under the ledge to get the torch. Go back to the ledge and climb up. Jump your jolly way up the platforms. At the top is a very narrow ledge, I shall call it...mini-ledge. Anyways, you can grab onto that and move hand-over- hand along it to the next ledge. Whack the torch and follow the path around the corner. Go through the doorway and hop onto the elevator platform. Torches! Cornell smash! Now save and walk around the corner. Hmmm...a door. What wonders reside within? One way to find out, open the door and waltz in. Crikey, saw blades. Don't worry, these aren't as bad as they look. Wait until the first one passes and jog along the right hand wall. When the higher one approaches, slide under it. If you time the slide right, you can make it to the large stone button. If not, just walk to it and stand on it. Now leave the room the same way you came it and walk around the corner to the new pillar. Climb onto the pillar and look right. Jump to the ledge and pull yourself up. Get onto the path, that's gonna take you back to the roof. Once you climb onto the roof, turn around. Jump to the ledge and then jump to the walkway with the torch on it. Head around the corner and destroy the torch in the alcove for a key that I forget the name of. To the roof, me boy-o! Now, run to the other end of the roof. On the ledge are two curved pillars (I'm not an architect, all right?!). Hop to the first one and then to the second one in a similar fashion. Position yourself and the camera so you can see around the corner. Yes, Virginia, there is a way onto that ledge. Jump, you silly fool. Grab the goodies and head back the way you came. On the platform below the curved pillars is a door. Unlock it with the unnamed key and enter. Ride, Cornell, Ride...Upon your mys-try elevator (hmmm...that's the second song reference that didn't work...maybe I should stop...nah). Walk out onto the balcony and enjoy the lovely view. You're not enjoying the view. Look humor me alright?! Thank you, see that wasn't so bad now was it? Now, jump off the balcony and land on a ledge (it's a good idea to hold A while jumping in case you miss). Get the torch and then hop to the mini-ledge. Shimmy along and drop onto the first platform. Get to the second platform similarly, then make your way down the moving ledges. Or, halfway between the first ledge you were on and the first platform you get to with the mini-ledge, let go and you can land on the last slider without losing any damage. Follow the thin path to the doorway and entre vous. Bonjour! Vous allez tout suite de la poulet de majick (Hello! Go quickly to the magic chicken). Actually, wait until the boulder passes and then dart to the niche to the left. Now you can dart to successive niches after each boulder passes you. At the end of the hallway of peril is an elevator. At the top save the game and grab any items that happen to be in the torches. Follow the path and climb onto the ledge above you. Alright, more sliding platforms. Well, I think you can handle these, you're a big man-beast now. At the pathway turn to see more bloody blades. Climb onto the new ledge. Now, try and aim yourself at the corner of the next ledge and jump when the blade is at it's highest point. Use the same method with the next one, and jump when the last blade is at it's lowest point. Now haul yourself onto the roof. Walk along the path for a little and look to the side. Holy extremely long plummet to your death, Batman (tm)!! Stay calm and follow the walkway to the torch. Break the sucker open and walk forward once more and slide down the roof to the next narrow ledge. Keep up the pattern of torch butchering and sliding until you reach the bottom. Now save and ride the elevator. When it stops, hop off and fight a Harpy (Some people call it a Sphinx, but it damn well looks like a Harpy to me. At any rate, see Boss Descriptions). Cornell's next level is the Tower of Art. As Henry: Follow Cornell's walkthrough until after the first elevator. Climb the pillar, jump your way to the roof, turn and make your way up to the path to the alcove. At the end of the pathway, look down. You need to line yourself up with the small square platform. Once you're lined up, drop onto it. You now must drop onto about two successive platforms to reach the child. Important Note: I've only been able to find the child after entering the coffin around 6 p.m. with three days to go. I suppose it's possible to find her after entering anytime during that day, but I haven't tested it yet. --------------------- | UNDERGROUND TUNNELS | --------------------- All is silent. You can smell the guano of bats as well as...something else. It's something you've never smelled before. Oh, well. What you don't know can't hurt you...right? Playable by: Henry and Reinhardt As Reinhardt: Ladies and Gentlemen, welcome to the underground lair. Run down the short corridor and hit the torch. If you run down conveyor belt you can zoom right past the rock crusher. Stop right before the next one to cause it to fall and then jump over it. Walk onto the elevator and then view the cut scene at the bottom. That's really gross, huh? Take out the Spider Women and hop across the rock islands to shore. Save the game and continue through the tunnels and kill the spiders. Turn right at the intersection and follow the path until you reach the water. Hop across the rocks and get the beef and holy water in the torches. Go back to the intersection and take the other path. At the new intersection take the left, the right path is a dead end. Kill the bats, and go up the elevator. Follow the tunnel and take the next two lefts. You reach a door with a moon on it. Wait for night or use a moon card to enter. Inside you will find a contract. It's like a mall without a food court, isn't it? Ok, start back and take the first left. Make your way across the platforms. Head toward the light, or in this case the fires. Drop down a couple ledges and walk across the thin bridge, then up you go. If you go straight you'll find a sun door with a lot of beef beyond it. The other path brings you to more rock crushers. At the top of the second conveyor belt there is a save crystal immediately to the left. Continue on and you will be swarmed by bats after a short distance. After dispatching the winged rats, jump onto the red gondola. Ride until it reaches a platform, and get onto the platform. Get the money in the torch, and hang out and kill the ghosts. After a short while a blue gondola appears. Watch out for the bars that fly by or you'll be knocked off the ledge. Get on the blue gondola and ride until it stops. Please wait until the ride has come to a complete stop before exiting the gondola. Save the game at the save spot and ride the elevator. Continue through the tunnels. Make your way over the ledges to the other side of the pit. If you keep going straight through here you will reach the exit. If you feel adventurous, take the other paths and see what's over there. The exit is a sun door, through which is the Queen Spider (see Secrets, look around for a while trying to find info on her, and then see Boss Descriptions). Once she has been fumigated, walk through the sun door. Watch the movie and continue on to the Castle Center. As Henry: Follow Reinhardt's walkthrough to the end. At the end you should feel adventurous and check out some of the other paths. Cross either of the poison water pits, and cross another, to the path. Follow the path until you see a shovel. Turn left, and follow the path to a save point and a moon door. Behind the moon door is the child. This kid was found by MisLedYOUTH. ---------------------- | UNDERGROUND WATERWAY | ---------------------- You hear the sound of running water. The roar of waterfalls is nearly deafening. Off in the distance, a high pitched squealing can be heard. It is answered by two more. You hear all three getting closer, and you ready yourself for battle. Playable by: Henry and Carrie As Carrie: Take the left and the floor crumbles, so jump. At the big pit, jump forward and grab onto the thin ledge and scoot across to the other side of the gap. The torch to the left has gold. If you take the left, the left torch has gold and the torch on the other side of the ledges has a cure ampoule. Go the only other way you can and meet up with this level's major enemies, the Lizard Men. Beat two, find the third and stand on the switch to stop the waterfall. Continue on and take the right, then go straight and save the game. Then go back and take the other path. Caution, there are two crumbling floors in a row. Up the stairs and across the gap. If you brave the ledges, your reward is 500 gold. The hallway contains two more collapsing floors. Down the steps and along the path. At the left, slide under the wall. Make your way across the jumps to get a moon card and some beef. Go back under the wall and resume the path. Take the next left and head up the stairs. Save before you hit the torch so that if you die you can get the PowerUp that's in the torch. Go back to the path and make the next left. Jump across the platforms to another relatively safe pathway. Going straight will lead to a switch, and going left you can shimmy across a paper thin ledge to reach a contract. Once done go back across the platforms and take the next two lefts. Follow the path up the steps, and take out the lizard waiting for you. Now you have to jump over to the falling spikes, across where the falling spikes are, hit the switch and go back to the room with the thin paths. After you hit the switch there will be two blue skeletons waiting around the corner. Beware! When you are once more traversing the low-fat paths, take a right and then follow the path out. The door with the sun can only be opened during the day. On the other side you must fight Medusa (not a Medusa, there was only one; but you could say a Gorgon and be correct. Oh, see Boss Descriptions btw). After defeating her, head through the sun door to see a movie and the Castle Center. As Henry: This level's kid is waiting for you in the alcove that was once the source of the first waterfall. To reach it, follow the normal path around and up the steps. At the top of the steps, jump across the gap in the bridge. Find the small platforms on the left hand wall and get onto the first one. Hop to the second one. You have to be at an angle to make the jump. If you miss the first couple times, just go back and adjust your angle. Once inside, talk to the kid. PART VI: ENEMIES Skeletons: Easily defeated even during nighttime. Some of them throw bones at you. Goblins: They're green, ugly, and they hop around a lot. Snakes: If they jump on you, use short range attacks. One long range attack can also take out several snakes in one fell swoop. Motorcycle Skeletons: Skeletons that ride on motorcycles. Jump to avoid then hit them from behind. Some of these have side cars with a skeleton shooting at you. If you stay to the right, you stand a very good chance of not getting hit. Blue Skeletons: Carriers of magical nitro? Who knows. These guys explode after a certain period of time, or when hit. Some of these throw bones that have the properties of dynamite. Bone Pillars: Dragon heads that shoot fire balls at you. If you get too close they shoot a wall of flame at you. There are variations, which are three of these stacked on top of each other. Medusa Heads: More annoying than deadly. While they don't cause much damage, they can knock you off ledges to your death. Cerebus: Three headed hound which guard the gates of Hades. Why there are more than one in the game I don't know. Just hit them, run around jumping like a mad fool to avoid attacks, and hit them again. Ghost: These slowly drift toward you. Just keep pounding away and you'll be fine. Flaming Blue Skull: Slow and easy to kill. Stained Glass Knights: These die easily, but come back when you reenter the room. Vampire: Avoid its bite at all costs. Use a Purifying immediately if bitten. Bats: Well...they're bats. Kill them. Hell Knights: These sentinels come alive and attack. Hell Hounds: They don't die. Stun them with an attack and run. Frankenstein Monster: What's an undead menace without a chainsaw? Use Holy Water to stun this behemoth. Spider Women: Just keep attacking them, and watch their poisonous spit. Lizardmen: Kind of like spitting cobras, only they're lizards. Keep your distance and attack. Fish Men: Like the Lizardmen, only fish. Blood Born: It's made of blood. Gross, huh? Just keep your distance and hit it. Mud Born: It's made of mud. Watch out for its muddy spray, it poisons you (go figure). Red Skeletons: These don't die. Never waste time on these guys, use hit and run tactics. Can be killed only if there is a Flaming Blue Skull around that you can kill. Fire Breathing Bats: Well...they're bats that breathe fire. Kill them. Turret Guns: Guns. They will shoot you when hit them, or if you get caught in their laser sites. Crystal Creature: Found only in the Tower of Sorcery, use the short range attack. PART VII: BOSS DESCRIPTIONS Sea Serpent: This has two attacks, it grabs you and smashes you onto the bridge or spits water onto the bridge causing a geyser-like effect which hurls you into the air. Its tricky move is spitting green glop that makes you stick in place before it grabs you. To defeat it, run back and forth along the bridge and use long range attacks or throwing weapons to hit it. This thing's a piece of cake (ice cream, in fact) and will be gone in no time. Giant Skeleton: Run up to it and hit it. Fairly simple. It takes a couple hits before he gets hurt, so keep pluggin' away. Once its energy is gone it runs away. Round two gets a little more difficult. After you hurt him for the first time, he gets electrified. He jumps up and causes a shockwave when he lands. He also sprays blue...stuff...at you, this can best be avoided by getting underneath or behind him. After you hurt him, he'll revert back to normal until you hurt him enough that he loses his arm. Once he looses his legs, just pound away and he'll die shortly. Werewolf: In the forest he's easy enough, wail away until he gets close and move. Rinse and repeat. In Duel Tower he's tougher. Jump away from him when he attacks, and hit him whilst he's recovering for another attack. Just don't let him knock you into the acid stuff. Weretiger: In the Forest as well as Duel Tower, just hit him and avoid being grabbed and thrown. Giant Bone Pillars: The first attack pattern they have is to shoot fire balls at you. While they do this, concentrate your attacks on one of them. Once you hurt one enough it'll switch to attack two, breathing a line of fire at you. Hide behind the door to avoid it, then jump out and attack, and then hide again. Eventually it'll die, then you need to use the same process on the other one. Gilles de Rais: I'm not even sure why he's in the boss section. Just treat him like any other vampire. Harpy: Yes, I'm sure this isn't a Sphinx. I forget where I read that, but this is quite definitely a Harpy. Anywho, USE LOCK ON TECHNIQUE is says. She's a smegging pain in the rear to hit with Cornell's attack, so use long range weapons when she's far away. Henry can just use his gun. The she-bird shoots feathers at you, and dive bombs you. I think she grabs you in her claws, but I can't remember for sure. Run to the side to avoid the feathers and dive bombing attacks. Another way to avoid attacks is to hit her before she can launch them. Queen Spider: In her first form, she shoots little spiders at you and tries to ensnare you in a web. If the web catches you, you will die so avoid it at all costs. You have to get in close to hit her, but when you do she shoots poisonous spray at you. Eventually she is defeated and you move on to form two. She now moves around. Keep your distance whenever possible. She'll use a poison spray and more webbing. If you get caught, you just get hurt though. If you get close, she'll slash you. Hit her when you can and she'll go down like a bottle of potatoes in an ocean. Medusa: Keep your distance and attack. When she shoots snakes at you kill them. She will also pick up a shield and slither toward you. When she reaches you, she'll swing the shield and whip her tail. Jump away to avoid the attacks. A few hits to the shield and she'll drop it. She also picks up a bow and shoots snake arrows at you, dodge them. Her last attack is to turn you to stone. If you get hit by her gaze, it only lasts until you get hit. She isn't too hard, just keep hitting her. PART VIII: SECRET STUFF Use Cornell's Werewolf aspect sparingly, since it eats up your red jewels. I myself only used it on Ortega and Dracula's final form. There are two possible endings for Reinhardt and Carrie for this game. To get the bad ending you have to use more than four of either sun or moon cards. Then, when you get to the second room on the way to Dracula you will fight Charlie Vincent. See Boss Descriptions, and now you can only fight form one of Drac and you'll get the bad ending. Be thrifty when buying from the contracts. If you spend more than 30,000 gold throughout the game, you sell your soul. When this happens you must fight Renon when you talk to him on the way to Dracula. See the boss descriptions, and you will still be able to get the good ending. Forest of Silence shortcut: At the part with the two levers to raise the two pillars (to cross the pit), there are a set of platforms along the cliff by one lever. Climb down and Attack the wall at the bottom. Run through the short tunnel. Once outside hop to the next set of platforms and leap to the small island. You are at the lever that opens the gate to Round 2 of the Gigantic Skeleton. Henry's Kids: Each of Henry's kids unlocks a new feature when rescued. Here is a list that I believe to be accurate: Forest of Silence: Hard Mode Castle Wall: Cornell's Second Costume Villa: Reinhardt Underground Waterway: Reinhardt's Second Costume Underground Tunnels: Carrie Outer Wall: Carrie's Second Costume To get the last three of Henry's levels, you need to jump into the coffin at different days. Here's a list: 7 left (yes, it's possible): Outer Wall 6 left: Waterway 5 left: Tunnels 4 left: Waterway 3 left: Outer Wall (the only time you can find the kid) 2 left: ? (assume Tunnels) 1 left: ? (assume Waterway) PART IX: FREQUENTLY ASKED QUESTIONS Q. Why isn't the walkthrough complete? A. Because the going is slower this time 'round. Q. Geez! You guys don't even have many made up questions?! What's wrong with you two? A. Back off Poindexter! Wanna try writing a FAQ? Be my guest! PART X: LEGAL STUFF First off, we don't have anyone to acknowledge because no one has any useful info up (no offense intended), at least none that we need. We can find stuff, but it's stuff that we already know. Also, there's no GameShark codes on here yet. This FAQ/Walkthrough can be found with my permission on: http://www.geocities.com/evilsponge2001 (my website) http://www.gamefaqs.com http://www.console-gamer.com http://www.cheatcc.com http://www.cheatplanet.com http://vgstratagies.about.com http://www.gamecenter.com Any questions? Comments? Wishes granted? Last time I checked, I couldn't grant wishes, but the other two I can still respond to. Just email me at: Webmaster@evilspongemail.zzn.com This FAQ/Walkthrough is (C)copyright to Evil Sponge. Please do not use this document, or any part therein, without the permission of Evil Sponge. If you want to post this, email me and ask.