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    FAQ/Walkthrough by Croco

    Version: 1.3 | Updated: 10/13/01 | Search Guide | Bookmark Guide

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                            ~An FAQ/Walkthrough Created By: Croco~
    ________________________________________________________________________________
    
    This document is Copyright 2001 by Croco. Reproduction of this document in part
    or in whole without the author's consent is strictly forbidden. If the reader
    wishes to use the FAQ for their personal and private use only, then a copy may
    be made.
    
    This Extensive FAQ/Walkthrough to the Hit GBA Game Castlevania: Circle of the
    Moon Includes the Following Features:
         * Walkthrough through the game
         * Extensive, detailed Enemy Guide with such facts as HP and experience.
         * DSS Card Guide, with descriptions and locations of each card and its
           powers.
         * An Equip Guide, telling you the locations and effects of all the items
           you can equip in the game
         * A Walkthrough to the bonus Magician, Thief, and other modes
         * More! Read on...
    
    Contact Me: croco64@yahoo.com.com (See Part 5, Section 3 for details)
    
    -VERSION HISTORY-
    --------------------------------------------------------------------------------
    This FAQ/Walkthrough for Castlevania: Circle of the Moon is currently in Version
    1.3, Created October 13th, 2001 by Croco.
    
    Version 1.3 - Created 10/13/01
    Surprise, surprise, this FAQ isn't dead, and neither is my career as a writer.
    This update has been in the works for a while, but my hiatus from writing has
    stopped its progress dead in its tracks. But, here I am with the goods. This
    update isn't exactly groundbreaking; in fact, the Walkthrough only covers one
    new area, the Eternal Corridor. As usual, new enemies and items are listed, as
    well as the Mars DSS Combos. Before I go, I'll let you know that the next update
    will be a Special Halloween Edition update, which will (hopefully) include more
    stuff than a normal update.
    
    Version 1.2 - Created 8/6/01
    Where does the time go? I've been busy doing other things lately and sort of got
    out of the FAQ Writing funk for a couple weeks, so I didn't get much anything
    done on this FAQ. A shame really, but now it's being made up because lo and
    behold, it's another update! This one includes the Triumph Hallway and Machine
    Tower Walkthrough, the Jupiter DSS Combo descriptions, more Enemies and more
    Equip Items.
    
    Version 1.1 - Created 7/17/01
    A new update comes. What a lot of gaming-related things I have to do. Not only
    are my new purchases of Gran Turismo 3, Twisted Metal: Black, and Harvest Moon:
    Back to Nature keeping me tied up gaming, I'm always trying to update and
    complete some of my older FAQs. All the while, new FAQs are calling to me to be
    made. Man oh man. At least I had time to get this update in after only a few
    days. New additions include the Audience Room and Outer Wall Walkthroughs, as
    well as updates to the Enemy Guide, DSS Card Guide, DSS Magic Guide, and the
    Equip Items Guide. It's all good.
    
    Version 1.0 - Created 7/12/01
    It's been one month and one day since Game Boy Advance and Circle of the Moon
    have been released, but with GBAs in such high demand and new owners getting
    there's every day, this title is still very popular. So here it is, the first
    portion of my compilation for the latest Castlevania game. The only sections
    that aren't really entirely complete are Parts 3 and 4, which include everything
    up to (and in some cases further) the Catacombs and the Abyss Stairway (that
    means the walkthrough, enemy guide, equip items guide, etc. has all the stuff
    for those areas).
    
    
    --------------------------------------------------------------------------------
    
    UPDATE NOTICE: New to this version is the Eternal Corridor, along with the
    Enemies and Equip Items that go along with the area. This update also features
    many updates to previous areas in the walkthrough left out. Finally included are
    the Mars Card Combinations for DSS Magic.
    
    NEXT UPDATE: Expected 10/30/01
    
    ________________________________________________________________________
    
    ~TABLE OF CONTENTS~
    
    I. Part 1: Introduction
       1. Introduction
       2. Comments
       3. Story
    II. Part 2: Basics and Lists
       1. Controls & Gameplay
       2. Characters
       3. Sub-Weapons
       4. Status Abnormalities
       5. Recovery Items*
       6. Magic Items
    III. Part 3: Game Walkthrough
       1. Catacombs
       2. Abyss Stairway
       3. Audience Room
       4. Outer Wall
       5. Triumph Hallway
       6. Machine Tower
       7. Eternal Corridor
       8. Chapel Tower**
       9. Underground Gallery**
       10. Underground Warehouse**
       11. Underground Waterway**
       12. Observation Tower**
       13. Ceremonial Room**
       14. Battle Arena**
    IV. Part 4: Guides and Indexes
       1. Enemy Guide*
       2. DSS Card Guide
       3. DSS Magic Guide*
       4. Equip Items Guide*
       5. Bonus Modes Walkthroughs**
    V. Part 5: Miscellaneous
       1. Additional Tips
       2. Frequently Asked Questions
       3. Contact Info
       4. Credits/Other
       5. Closing Statement
    
    _______________
    
    *: This symbol indicates that this section has been started on, but is currently
    under completion. Expect more in future updates.
    **: This symbol indicates that this section has not been started on at all. When
    it will be started on is usually based on the order it is found on the Table of
    Contents.
     : No Marks indicate the section has been completed.
    
    
    
    
    ________________________________________________________________________________
    
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    /  /  /)  () \     =============== PART 1: INTRODUCTION ===============     )  )
    \()\  \____  /_____________________________________________________________/  /
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                  =============== INTRODUCTION ===============
    
         The Castlevania series is one of the longest-running franchises in all of
    video games. Through the years, Castlevania has had many incarnations, 2-D and
    3-D games, and a growing fanbase. With Circle of the Moon arriving now, the
    popularity of Castlevania is only ensured.
         The series started out with Vampire Killer for the MSX PC in 1986. While
    not title Castlevania, Vampire Killer stars the famous vampire hunter Simon
    Belmont and has similar gameplay to Symphony of the Night and Circle of the
    Moon. It included such classic Castlevania items as holy water, crucifixes, and
    axes.
         Shortly after, in 1987, the first big Castlevania game was born, simply
    titled Castlevania. Since the MSX PC hadn't caught on in the US, many gamers had
    never had a chance to play a game of this ilk. Castlevania landed on the wildly
    popular NES and proved to be somewhat successful. Castlevania, while more linear
    than Vampire Killer, provided a more entertaining show and improved in most
    every aspect.
         Konami quickly realized that this was a golden note they had struck and
    continued the series with Castlevania II: Simon's Quest in 1988. Much like Super
    Mario Bros. 2 and The Adventure of Link, Catstlevania II deviated from the
    first's gameplay and offered up something new. The second game was more of a
    Platform/RPG than the strict Action/Platform there had been before. The game had
    a story to back it up, some nice graphical touches, and even innovative ideas
    like day/night changes, but it didn't end up being nearly as popular as the
    first.
         Earlier I mentioned that Castlevania II was like Mario 2 and Zelda II in
    that it was very different from the first. It is also alike in that the third in
    the franchise returned to the basic gameplay of the first. Castlevania 3:
    Dracula's Curse (1990) was styled like the original Castlevania and featured
    branching paths like Castlevania II. Instead of starring Simon Belmont, the hero
    shifted to one of Simon's ancestors, Trevor Belmont. Dracula's Curse was more
    well-received than Simon's Quest, and continued the popularity of the
    Castlevania series.
         As the NES was nearing its death, Castlevania needed to move on to the
    greener pastures of the 16-bit consoles. In the 16-bit era, Konami introduced
    Super Castlevania IV (SNES, 1991), Castlevania: Bloodlines (1994, Genesis), and
    Dracula X (1995, SNES). While all of these were fairly good games, none were
    particularly notable staples in the franchise. Probably the best game of this
    time was Dracula X: The Rondo of Blood (PC Engine/Turbo Duo, 1993), but was only
    released in Japan. While Dracula X was similar, it wasn't as good as the
    Japan-only Rondo of Blood. Also during this time several Game Boy incarnations
    of Castlevania were created, including Castlevania Adventure (1989), Castlevania
    II: Belmont's Revenge (1991), and Castlevania Legends (1998).
         The series was really taken to the next level when the PlayStation release
    Castlevania: Symphony of the Night (1997) made its debut. Taking many elements
    from games like Super Metroid, Symphony of the Night is usually the favorite of
    major Castlevania fans. However, bigger changes in the series were coming soon.
         With its first Castlevania game on the N64, Konami decided to bring the
    franchise into the 3-D realm. While many eager fans were excited over the idea
    of a 3-D Castlevania game, their excitement dwindled when the game came out.
    Castlevania (1999), more commonly referred to as Castlevania 64 (to tell it
    apart from the first Castlevania), was less than spectacular. Many deplored the
    fact that Castlevania had moved to 3-D. Castlevania: Legacy of Darkness (N64,
    1999), which was essentially an updated version of Castlevania, didn't do much
    to change players' views.
         Fortunately, Konami knew that gamers weren't too fond of the 3-D games.
    With the Game Boy Advance on the horizon, there was a golden opportunity to
    revive the 2-D aspect of the series without seemingly going back in
    technological advancements. And so Castlevania: Circle of the Moon (2001)
    was born, a game not unlike Symphony of the Night in its structure and layout.
    This popular GBA quickly became one of the best-selling and most acclaimed
    launch titles to the new handheld wonder.
    
    
    
    ________________________________________________________________________________
    
                        =============== COMMENTS ===============
    ________________________________________________________________________________
    
    
         Have you read the introduction? No? Go back and read it now. Well, I do
    suppose if you're taking the time to read this section, you must be very bored
    and have read all of the other sections as well. So, the introduction makes it
    look like I know a lot about Castlevania, huh? Actually, Circle of the Moon is
    the first Castlevania game I've played seriously. I'm just well-researched.
         So, what do I think about Circle of the Moon? It's one of the better
    handheld games I've come across in my years of playing, and definitely a
    top-notch Action/Platform game.
         It's rather strange, as I've been getting into writing this FAQ. It's
    something I'm motivated to write about and finish, which hasn't happened to me
    for a while. That's good news for you, because it probably won't take me so
    excruciatingly long to update.
         On with the FAQ. Here it is. Now off with you, scram. I've got work to do.
    
    
    
    ________________________________________________________________________________
    
                          =============== STORY ===============
    ________________________________________________________________________________
    
    
         The story isn't a strong point for Circle of the Moon. It isn't really
    developed much. It's the setup that really tells you the most. Here it is for
    your convenience.
    
          "The year is 1830.
           In an ancient castle on the outskirts of the Austrian
           empire, a demon lord that would write the powers of
           darkness was being resurrected at the hand of a fiend
           yearning for chaos.
    
           At this demonic castle, Camilla, one of Dracula's
           minions, began the incantation of a ritual to bring her
           lord Dracula back to life.
    
           The vampire hunter Morris and his two apprentices,
           Nathan and Hugh, sensed an abnormality in the
           balance of nature and rushed to prevent Dracula's
           unholy reemergence.
    
           'That unholy monster must never return!'
    
           However, they arrived too late to prevent Dracula's
           return from his confinement. Dracula used his magical
           powers to imprison Morris, and cast Nathan and Hugh
           into a graveyard underneath the demonic castle.
    
           Together the two began to search through the castle in
           order to vanquish Dracula and to rescue their master."
    
    - From the Instruction Booklet
    
    
    
    
    ________________________________________________________________________________
    
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     /) /  ___\ \                                                              \  \
    /  /  /)  () \    =============== PART 2: BASICS & LISTS ===============    )  )
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                   =============== CONTROLS & GAMEPLAY ===============
    
         Although there are only a few buttons on the Game Boy Advance, Castlevania
    manages to provide you with a wide array of attacks, moves, and ways to get
    around. Below are the controls for the game. Following the controls are a few
    major ideas used in the game.
    
    
    ~CONTROLS~
    
    - Control Pad
       Left: Walk Left
       Right: Walk Right
       Down: Crouch Down
    - A Button: Jump
    - B Button: Swing Whip
    - L Button: Activate/Deactivate DSS Magic
    - R Button: Special Move Button
    - Start Button: Go to Menu Screen
    - Select Button: Go to Map Screen
    
    ~ADVANCED CONTROLS~
    - Crouched Attack: Hold Down and Press B
    - Sub-Weapon Attack: Hold Up and Press B
    - Slide: Hold Down and Press A
    - Whip Spin: Hold B
    - Magic Item Moves: To prevent spoilers, the controls for the Magic Item moves
       are listed in Part 2, Section 6, Magic Items.
    
    
    ~GAMEPLAY~
    
    1. Leveling Up
    Unlike most Action/Platform games, Circle of the Moon has RPG elements mixed
    into the standard play formula. In particular, you gain experience and level-up.
    When you defeat an enemy, you obtain a certain number of experience points. When
    enough are obtained, you raise a level and get more HP, MP, and Hearts, along
    with raised stats.
    
    
    2. Your Stats
    You have four basic stats: Strength, Defense, Intelligence, and Luck. Strength
    concerns the amount of damage you deal to enemies. A higher defense means that
    enemy attacks on you will do less damn. Intelligence recovers your MP; the more
    INT the faster MP recovers. Finally, Luck deals with how often an enemy you
    defeat will drop an item.
    
    
    3. DSS Cards
    Hidden throughout Dracula's Castle are 20 cards. 10 feature mythological Roman
    gods, while 10 feature fearsome fantasy creatures. By combining the two types,
    you unlock a certain magic power. These powers range from engulfing your whip in
    flames to forming a protective shield around Nathan.
    
    
    4. Fighting Bosses
    Periodically you will face up against enemies that are much tougher than the
    ones you normally encounter. These bosses have elaborate attack patterns that
    deal more damage. They are also more powerful. Defeating them will take great
    skill.
    
    
    5. Finding Secrets
    Hidden throughout the castle are many secret rooms. Secret rooms are hidden
    behind weak walls that can be destroyed with an attack. Inside these rooms are
    wondrous treasures.
    
    
    6. Finding Items
    In addition to DSS Cards, enemies more commonly drop items. Items range from the
    type that recover HP, MP, or Hearts, to the kind that can be equipped and boost
    your stats.
    
    
    
    ________________________________________________________________________________
    
                       =============== CHARACTERS ===============
    ________________________________________________________________________________
    
    
         Circle of the Moon, even with it's un-rich storytelling aspect, introduces
    a handful of new characters never before seen in the Castlevania universe... and
    Dracula again. Listed below are the characters and a short description of each
    of them.
    
    
    - NATHAN GRAVES -
    Nathan Graves (the player you control) is the chosen successor to wield the
    'Hunter Whip'. His parents, who were Vampire Hunters, were killed 10 years
    before banishing Dracula.
    
    
    - HUGH BALDWIN -
    Nathan's rival and the son of Morris, Master Vampire Hunter. He is bitter that
    Nathan, who he believes is the weaker of the two, was chosen as his father's
    successor.
    
    
    - MORRIS BALDWIN -
    Morris is Nathan's Master and is teaching him the skills necessary to combat
    Dracula and his minions. He and Nathan's parents succeeded in banishing Dracula
    10 years previously. He chose Nathan as his successor over his son, Hugh, and
    passed on the 'Hunter Whip'.
    
    
    - DRACULA -
    Sealed off from this world by Nathan's parents and Morris, he is attempting to
    reemerge after 10 years of confinement.
    
    
    - CAMILLA -
    A loyal minion plotting the complete resurrection of her master, the demon lord
    Dracula.
    
    
    
    ________________________________________________________________________________
    
                       =============== SUB-WEAPONS ===============
    ________________________________________________________________________________
    
    
         Throughout the game, you will walk by many torches. These torches just
    aren't for decoration; when destroyed, they yield items. While usually this is
    just a heart, in some locations you will find Sub-Weapons. Sub-Weapons are
    secondary weapons to your whip that you can use at the same time. They usually
    aren't as powerful, but have some advantage to the normal attack.
    
    
    - DAGGER -
    Hearts Used: 1
    Power: Weak
    Range: Far
    Description: A knife thrown at high speeds.
    
    The Dagger is the first Sub-Weapon you will come across, and like the others,
    had several advantages and disadvantages. The main weakness of the Dagger is
    that it isn't very powerful, only taking of a portion of the damage that your
    whip would. On the plus side, the Dagger travels quickly through the air in a
    straight line, not stopping until it hits a wall or an enemy. That means you can
    throw it from some distance and still hit an enemy in front of you. Attacking
    from afar is its biggest good point, and it uses on one heart, but its weakness
    should limit you to using it only when you can't afford to get close to attack.
    
    
    - AXE -
    Hearts Used: 2
    Power: Medium
    Range: Short
    Description: An axe draws an arch in the air when it is thrown.
    
    The Axe is another normal Sub-Weapon that isn't particularly strong, but more
    powerful than the Dagger. When thrown, the Axe flies up in the air a bit, then
    comes down again. The whole throw forms an arc shape. A big plus for the Axe is
    that it can travel through walls, ceilings, and floors to hit enemies. Use it to
    hit an enemy that's just above you or one that's below, or close enemies for
    more damage than the Dagger. The arced throw makes aiming more critical, so
    learn how to use it in the best way.
    
    
    - HOLY WATER-
    Hearts Used: 4
    Power: Strong
    Range: Short
    Description: Holy water bursts into flames where it lands.
    
    Holy Water, a prized item for battling monsters and demons, is quite a powerful
    liquid. When a bottle is thrown, is breaks on the ground and creates two blue
    flames. If an enemy comes in contact with these flames, they will be damaged
    severely. The flames stick around for about five seconds before disappearing.
    
    
    - CRUCIFIX -
    Hearts Used: 6
    Power: Strong
    Range: Medium
    Description: A crucifix, when thrown, flies like a boomerang.
    
    The Crucifix is probably the best Sub-Weapon that you can use for attacking.
    When thrown, it travels out straight in front of you. After going a short
    distance, it will return to you, like a boomerang. If the enemy you're attacking
    is standing at the turning point of the Crucifix, it will get damaged several
    times. You can throw up to three Crucifixes at once. The biggest downside to
    this Sub-Weapon is that it uses a lot of hearts.
    
    
    - STOPWATCH -
    Hearts Used: 20
    Power: N/A
    Range: N/A
    Description: Enemy movements are stopped for a set period of time.
    
    The Stopwatch, also known as the Clock, is a very powerful Sub-Weapon. It
    doesn't hurt enemies, but instead stops their movements entirely, allowing you
    to attack them while they're helpless to attack back. Each stoppage of time
    lasts 10 seconds. You can use the Stopwatch as many times as you want in a row,
    too. The real downside to it is that it doesn't stop time while facing Bosses,
    nor does it stop time in the Battle Arena. Very handy otherwise, if you have the
    hearts to use it.
    
    
    
    ________________________________________________________________________________
    
                  =============== STATUS ABNORMALITIES ===============
    ________________________________________________________________________________
    
         Throughout your quest, certain enemy's attacks will not only damage you,
    but will change the status of your character, much like in RPGs. These effects
    are usually annoying, but sometimes can be very harmful as well.
    
    
    - POISON -
    When poisoned, your HP will slowly drain. The amount you lose depends on the
    power of the enemy. If you're in a difficult area or have low HP, losing some of
    it may be very harmful. If you want to curb the effects of poisoning, use an
    Antidote.
    
    
    - CURSE -
    A few enemies, when you get hit by them, will curse you. When cursed, you cannot
    attack. This is very devastating, as you have no way to defend yourself. Either
    use a Cure Curse item or get to the nearest Save Point right away to dispel the
    effect.
    
    
    - STONE -
    Being turned into stone will completely immobilize you. The best way to break
    free of this effect is to quickly press Left and Right on the control pad. The
    other way involves getting hit by an enemy, but the damage that is dealt is much
    more than normal.
    
    
    - FREEZE -
    Being frozen is very similar to being turned into stone. Both abnormalities
    stick Nathan in one spot. However, you cannot become unfrozen by pressing
    buttons. Instead, you must wait it out. Like stone, if you are hit, you will
    become unfrozen, but will also receive copious amounts of damage.
    
    
    
    ________________________________________________________________________________
    
                     =============== RECOVERY ITEMS ===============
    ________________________________________________________________________________
    
         Recovery items will do one of four things: replenish HP, replenish MP,
    replenish hearts, or cure status abnormalities. The amounts they recover and the
    rarity of the items is what separates them from each other. Each type of
    recovery item is listed in order of rarity.
    
    
    - POTION -
    Recovery Type: Hit Points
    Recovery Amount: 20
    Description: Recover 20 HP
    
    
    - MEAT -
    Recovery Type: Hit Points
    Recovery Amount: 50
    Description: Recover 50 HP
    
    
    - POTION HIGH -
    Recovery Type: Hit Points
    Recovery Amount: 250
    Description: Recover 250 HP
    
    
    - MIND RESTORE -
    Recovery Type: Mind Points
    Recovery Amount: 30%
    Description: Recover 30% MP
    
    
    - MIND HIGH -
    Recovery Type: Mind Points
    Recovery Amount: 50%
    Description: Recover 50% MP
    
    
    - HEART -
    Recovery Type: Heart
    Recovery Amount: 10
    Description: Recover 10 hearts
    
    
    - HEART HIGH -
    Recovery Type: Heart
    Recovery Amount: 25
    Description: Recover 25 hearts
    
    
    - HEART EX -
    Recovery Type: Heart
    Recovery Amount: 50
    Description: Recover 50 hearts
    
    
    - HEART MEGA -
    Recovery Type: Heart
    Recovery Amount: 100
    Description: Recover 100 hearts
    
    
    - ANTIDOTE -
    Recovery Type: Status Abnormalities
    Recovery Amount: N/A
    Description: Cure poison status
    
    
    - CURE CURSE -
    Recovery Type: Status Abnormalities
    Recovery Amount: N/A
    Description: Remove curse status
    
    
    =================================
     MORE RECOVERY ITEMS COMING SOON
    =================================
    
    
    
    ________________________________________________________________________________
    
                       =============== MAGIC ITEMS ===============
    ________________________________________________________________________________
    
         Each boss guards an item that possesses magical powers. With these items,
    you can travel to areas of the castle that you previously could not. Below is a
    list of all of the Magic Items you will find in the game.
    
    
    - DASH BOOTS -
    Area Found: Catacombs
    Boss/Guardian: Earth Demon
    Description: Double tap forward to perform a dash move.
    
    Your slow pace will pick up once you find these boots near the start of the
    game. When you tap forward twice, Nathan will run instead of plodding along with
    a slow walk. Not only does this make getting around easier, you can jump across
    larger holes and chasms.
    
    
    - DOUBLE -
    Area Found: Catacombs
    Boss/Guardian: Cerberus
    Description: Another jump can be performed while in mid-air.
    
    The Double allows you to jump for a second time without touching the ground.
    While it defies every law written by those old smart guys, it certainly is very
    useful. Not only can you reach higher platforms, you can also more easily dodge
    enemies. An important part of your arsenal.
    
    
    - TACKLE -
    Area Found: Audience Room
    Boss/Guardian: Necromancer
    Description: Forward + Special Move button makes the player charge. Some blocks
       can be destroyed with this move.
    
    The Tackle can be used as an attack that takes off moderate damage. However, its
    main purpose is to demolish those big gray blocks that are littered throughout
    the castle.
    
    
    - KICK BOOTS -
    Area Found: Machine Tower
    Boss/Guardian: Iron Golem
    Description: Jump against walls for extra height. Push forward + Special Move
       button to execute.
    
    Similar to Mario's awesome wall kick, the Kick Boots allow you to spring off
    walls into the air. You can perform the kick as many times as you can. This can
    be used to ascend narrow upward passages without stairs or any other means of
    getting up. However, you will only propel yourself off the wall so far, so if
    the walls are too far apart, you can't make it up.
    
    
    - HEAVY RING -
    Area Found: Underground Gallery
    Boss/Guardian: Dragon Zombie
    Description: Certain boxes can be pushed.
    
    The heavy ring has a similar purpose that the Tackle has - it moves blocks out
    of the way. In this case, the large brown boxes can be pushed aside to allow you
    to pass. Sometimes the blocks are also used as parts of puzzles.
    
    
    - CLEANSING -
    Area Found: Underground Warehouse
    Boss/Guardian: Death
    Description: Cleanse specific bodies of water so that they are safe to traverse.
    
    The Cleansing power isn't very exciting, and it's only used once in the entire
    game. One body of water in the castle is contaminated and will harm you if you
    try to go in it. With Cleansing, the water is made safe for travel.
    
    
    - ROC WING -
    Area Found: Underground Waterway
    Boss/Guardian: Camilla
    Description: Upward direction + Special Move button will result in a higher
       jump.
    
    The Roc Wing is an incredibly useful item. It allows you to soar as high as you
    want. When activated, you will leap high into the air. You can repeat this jump
    maneuver as many times as you want. The only problem with the move is that the
    jump is so high it's not practical to use in most areas.
    
    
    - LAST KEY -
    Area Found: Observation Tower
    Boss/Guardian: Hugh Baldwin
    Description: Key to open the door to where the rite will take place.
    
    A basic item, the Last Key simply opens the door in the Ceremonial Room that
    leads to Dracula. Nothing more.
    
    
    
    
    ________________________________________________________________________________
    
       ________ _________________________________________________________________
      /()_____(\_______________________________________________________________  \
     /) /  ___\ \                                                              \  \
    /  /  /)  () \   =============== PART 3: GAME WALKTHROUGH ===============   )  )
    \()\  \____  /_____________________________________________________________/  /
     \ (\_____/(/________________________________________________________________/
      \________/
    
         Welcome to the game walkthrough. In this section you will find information
    to aide you through your quest. To make things easier, I've also included maps
    of each of the areas, each painstakingly created to perfection (or near
    perfection... or sort-of near perfection). Look here for any help you need on a
    particular area, finding items, or defeating bosses.
    
    
    
      _________________________________________________________________________
     /  _____________________________________________________________________  \
    /  /                                                                     \  \
    \  \          =============== LEVEL 1: CATACOMBS ===============          \  \
     \  \_____________________________________________________________________/  /
      \_________________________________________________________________________/
    
    
         After confronting Dracula in the Ceremonial Room, Hugh and Nathan are cast
    in to the depths below the castle. As they land from the long fall, Hugh marches
    off in search of the pair's master. Nathan wants to look for him as well, but
    first he'll need to get out of the dreary Catacombs and back up to the castle.
    
    ~ LEVEL DIRECTIONS ~
    Follow these directions to get through the Catacombs (these directions bypass
    any unnecessary rooms, only listing the basic way through the Level).
    
    Room 1-A --> Room 2-A --> Room 3-A --> Room 1-B --> Room 2-B --> Room 7-B -->
    Room 11-B --> Room 1-C --> Catacombs Boss --> Room 3-C --> Room 4-C --> Abyss
    Stairway
    
    
    ===== CATACOMBS LEVEL MAP (PART A & PART C) =====
    
            Ceremonial Room
                 _   _
                |     |                             ~ MAPS KEY ~
                |     |                         --> a = goes to a on other portion
                |     |                                 of the map
                |     |                             + = wall breaks to lead to a
                |     |                                 hidden room
                |ROOM |                         SAVE! = Save Room
                |     |                         WARP! = Warp Room
                |1-A  |
                |     |                               ___________
                |     |                              |           |
                |     |                              | CATACOMBS |
                |     |                   ___________|           |___________ _
                |     |                  | ROOM 3-C  |   BOSS    |           |
                |     |      Abyss       |MAGIC ITEM                           --> a
     ___________|     |                  |_____ _____|___________|   ROOM    |_
    |           |     |     Stairway     |     |ROOM |           |           |
    |   ROOM    |     |                        + 5-C | ROOM 2-C                --> b
    |_____      |     |______|_   _|_   _|     |_____|___________|   1-C     |_
          |     |     |                  |                       |           |
          |     |                        |      ROOM 4-C                     |
     _____|     |_____|                  |_________________ _____|___________|
    |           |     |                  |                 |           |
    |    4-A    |SAVE!     ROOM 2-A           ROOM 5-A     |             --> c
    |_____      |_____|                  |_________________|           |_
          |           |                  |                  MAGIC      |
          |                                   ROOM 3-A      ITEM         --> d
          |___________|__________________|_____________________________|_
    
    
    
    =============== PART A WALKTHROUGH ===============
    
    ~ BEGINNING NOTES ~
    
    When you begin the game, you will be much weaker than you will be at the end of
    your journey. If you're playing on the normal mode, then you will start out with
    these stats:
    
    HP: 100/100          MP: 100/100          Heart: 25/50
    STR: 100             DEF: 100             INT: 100              LCK: 100
    
    Nothing spectacular, but it's more than enough to get the job done for now. You
    won't have any DSS Cards, items, or equip items so make sure to look out for
    these later.
    
    
    ~ ROOM 1-A ~
    Enemies: Skeleton Bomber
    Sub-Weapons: None
    Level-Up Items: None
    
    Although not officially part of the Catacombs, the long shaft (Room 1-A) is what
    you must travel down first. Along the way, you will encounter several Skeleton
    Bombers. Try to stay above them in the shaft, then drop down and attack right
    after they've thrown a bomb. Also littered throughout the shaft are torches. Use
    them to fill up your hearts. If you take your time, you can make it to the
    bottom of the shaft without a scratch.
    
    
    ~ ROOM 2-A ~
    Enemies: Skeleton Bomber, Bat, Bone Head, Poison Worm
    Sub-Weapons: Dagger
    Level-Up Items: None
    
    Room 2-A appears on the map to be a large, wide-open room, but instead it is
    simply a winding path leading downward. The first segment of the path is filled
    with Skeleton Bombers. Your approach to them will be different now that you're
    on flat ground. Wait until they throw the bomb and the explosions dies out, then
    move in to attack. Head all the way to the end and follow the path downward and
    to the left (skip going into Room 5-A for now, there's nothing you can do there
    yet). On this stretch you'll come across several more Skeleton Bombers, but this
    time Bats and Poison Worms make things tricky. Defeat as many enemies as you can
    as quickly as you can to avoid being overwhelmed. In particular, target the
    poison worm. At the end of this tunnel, go up to head to the Save Room. Here you
    can recuperate. Go back out and down to the lowest passage, bypassing Room 4-A.
    At the start of the passage is a Torch containing the Dagger Sub-Weapon. More
    Skeleton Bombers and Poison Worms get in your way, but stepping carefully will
    ensure a safe passage.
    
    
    ~ ROOM 3-A ~
    Enemies: Earth Demon, Bat
    Sub-Weapons: None
    Level-Up Items:
    
    When you enter this room, you will be attacked by the first major enemy in the
    game, the Earth Demon. In your weak, early state, this enemy is sort of like a
    mini-boss. Jump over the Earth Spikes he shoots out of the ground. You can tell
    they're coming when you spot a puff of smoke coming from the ground. When he's
    defeated, go all the way to the right to get the Dash Boots, your first Magic
    Item. With them you can proceed upward. Climb the platforms (watch out for
    swooping Bats!) and dash jump to the right and head on into the next area.
    
    
    ~ ROOM 4-A ~
    Enemies: Skeleton Bomber, Fleaman, Brain Float
    Sub-Weapons: Axe
    Level-Up Items: HP, MP
    
    DOUBLE: To get anything useful in this room, you'll need to have the Double
    Magic Item. Jump up to the tall ledge above (past the Skeleton Bomber) and up
    higher and to the left to find an MP Max Increase. Watch out for pesky Fleamen
    along the way, as they are agile and annoying, especially in their large
    numbers. To the right on top of the first ledge is a tall passageway. Many Brain
    Floats litter this place. If you have the Mercury and Serpent Cards, you can use
    the Ice Whip to freeze the Brain Floats and create platforms up to the HP Max
    Increase. Just remember they won't stay frozen forever, so be quick about it.
    
    
    ~ ROOM 5-A ~
    Enemies: Currently Unknown
    Sub-Weapons: Holy Water
    Level-Up Items: Heart
    
    HEAVY RING: Details currently unavailable.
    
    
    
    ===== CATACOMBS LEVEL MAP (PART B) =====
           _____ _________________ ___________________________________
          |     |                 |                                   |
          |SAVE!    ROOM 11-B                                         |
          |_____|      ___________|             ROOM 7-B              |
                |     |           |                                   |
          a <--       |                                               |
               _|_____|           |_____ _   _______ _________________|
                |ROOM |   ROOM    |ROOM |           |
          b <--  12-B |           |6-B              |
               _|_____|   8-B     |_____|           |_____ _____ ___________
                |ROOM |           |ROOM |           |     |     |           |
                |9-B               10-B     ROOM     SAVE!|     |           |
         _ _____|_____|___________|_____|           |_____|     |      _____|
          |                       |ROOM |   2-B     |           |     |
    c <--         ROOM 13-B       |5-B  +             ROOM 4-B  |     |
         _|_______________________|_____|           |___________|     |
          |                             |           |                 |
    d <--            ROOM 1-B                             ROOM 3-B    |
         _|_____________________________|___________|_________________|
    
    
    
    =============== PART B WALKTHROUGH =============
    
    ~ ROOM 1-B ~
    Enemies: Skeleton, Zombie, Poison Worm
    Sub-Weapons: None
    Level-Up Items: None
    
    The long, dark graveyard of Room 1-B is filled with Poison Worms and Skeletons,
    but most notably Zombies. The Zombies will rise out of the ground constantly,
    their numbers never ceasing. Kill them before they get near, but you will need
    to press on or you won't get anywhere. Ignore Zombies that are far behind you
    and concentrate on getting to the exit.
    
    
    ~ ROOM 2-B ~
    Enemies: Skeleton Spear, Bone Head
    Sub-Weapons: None
    Level-Up Items: None
    
    This room is filled with projectile-tossing enemies, such as Bone Heads and
    Skeleton Spears. Be careful when you jump because something may be flying at
    your destination. First make your way up to the Save Room to heal up, then go
    back down to the lower right exit of the room (to Room 3-B). This is where
    you'll find entrances to many other rooms, too.
    
    
    ~ ROOM 3-B ~
    Enemies: Earth Demon, Bone Tower
    Sub-Weapons: None
    Level-Up Items: HP, Heart
    
    You'll come across another Earth Demon in this room. Defeat him, then run to the
    incline. The small tunnel beneath it leads to a Heart Max Increase. Slide under
    to get it. You'll have to return later with the Kick Boots to get up to the next
    part of this room. Exit back into room 2-B when you're finished.
    
    KICK BOOTS: At the far right end of the room, the path with start heading
    upward. Only with the Kick Boots can you ascend. Along the way you'll find
    several groups of Bone Towers. Defeat them and proceed to the end to find your
    reward, an HP Max Increase.
    
    
    ~ ROOM 4-B ~
    Enemies: Skeleton Bomber, Bat
    Sub-Weapons: None
    Level-Up Items: HP
    
    The entrance to Room 4-B is just above the entrance to Room 3-B. Enter and drop
    down to the lowest part of the room. Slide under the low wall and head back up
    to find an HP Max Increase. Return to Room 2-B again.
    
    
    ~ ROOM 5-B ~
    Enemies: Skeleton Bombers
    Sub-Weapons: None
    Level-Up Items: MP
    
    Room 5-B is a hidden room on the other side of the room (2-B) from Room 4-B. Use
    the whip to break open the entrance. Dodge the bombs of the Skeleton bombers
    inside to get to the MP Max Increase.
    
    
    ~ ROOM 6-B ~
    Enemies: Spirit
    Sub-Weapons: None
    Level-Up Items: MP
    
    Head to the upper left corner of Room 2-B and go into the doorway. Inside is an
    MP Max Increase, but a nasty bunch of Spirits aren't going to let it go easily.
    Cautiously make your way to the prized bottle, then skeedaddle out of there.
    
    
    ~ ROOM 7-B ~
    Enemies: Skeleton Bomber, Bone Head, Spirit, Mudman
    Sub-Weapons: None
    Level-Up Items: MP, Heart
    
    Room 7-B is the largest room in all of the Catacombs. When you enter it,
    immediately head to the left (watch out for the Skeleton Bombers! A hit from
    their bombs could send you flying back to Room 2-B). Jump up to the ledge and
    Slide into the small opening. After you're done with the things to do in Room
    8-B, come back to 7-B. This time, go right. When the path splits, take the lower
    one to the end to find an MP Max Increase. Backtrack and go up the upper path
    now. Make your way up past the Bone Heads and Skeleton Bombers, then left past
    the Spirit field. Go into Room 11-B.
    
    DOUBLE: Right above where you found the MP Max Increase is a winding path
    leading to a Heart Max Increase. However, it's too high to reach with a regular
    jump. You'll need to return with the Double Magic Item to get up there and to
    the Heart.
    
    
    ~ ROOM 8-B ~
    Enemies: Skeleton Spear, Bonehead
    Sub-Weapons: Axe
    Level-Up Items: None
    
    This area, accessed from Room 7-B, is quite similar to Room 2-B, but there
    aren't as many paths branching off of it. The only real notable thing in it is
    the Axe Sub-Weapon, found on the middle-left side of the room. Head into Room
    9-B next.
    
    
    ~ ROOM 9-B ~
    Enemies: Skeleton Spear
    Sub-Weapons: Dagger
    Level-Up Items: MP
    
    This room simply has one Skeleton Spear guarding an MP Max Increase. Defeat him
    and grab the power-up. Go through Room 8-B to Room 10-B, across from this room.
    
    
    ~ ROOM 10-B ~
    Enemies: None
    Sub-Weapons: None
    Level-Up Items: None
    
    Room 10-B has no purpose other than a route out of Room 8-B and back into Room
    2-B. Slide into the small opening.
    
    
    ~ ROOM 11-B ~
    Enemies: Skeleton Bomber, Mudman, Skeleton Spear
    Sub-Weapons: None
    Level-Up Items: None
    
    The first portion of this room contains a pit filled with Mudmen. Don't dawdle
    in here or you're sure to get hurt. Save at the Save Room past the Mudman pit,
    then continue down to Part C of the Catacombs.
    
    
    ~ ROOM 12-B ~
    Enemies: Skeleton Bomber
    Sub-Weapons: None
    Level-Up Items: Heart
    
    Accessed from Room 1-C, the last Catacombs B room contains a handy Heart Max
    Increase.
    
    
    ~ ROOM 13-B ~
    Enemies: Stone Armor, Zombie Thief
    Sub-Weapons: Axe
    Level-Up Items: MP
    
    TACKLE: Come back here with the Tackle ability to get past the large stone
    blocks. Be VERY careful around the Stone Armors and Zombie Thiefs within. At the
    end of the passage is an MP Max Increase.
    
    
    
    =============== PART C WALKTHROUGH ===============
    
    ~ ROOM 1-C ~
    Enemies: Gremlin, Skeleton, Bat
    Sub-Weapons: Dagger
    Level-Up Items: None
    
    Room 1-C leads to your first Boss battle, but don't head there just yet. This
    room is filled with tons of angry Gremlins, who oftentimes get in your way and
    will throw spears at you. Try to defeat them before they can get close. Your
    first stop should be Room 12-B, then to Room 2-C. After you've gotten the
    Level-Up Items in these rooms, go around gaining experience. You should be at
    Level 5 or 6 for this upcoming battle. When all is well, head back to the Save
    Room. Save and heal up before the battle, then carefully head through Room 1-C
    (try not to get hit) to the upper left corner. Enter the gate to fight the boss.
    
    
    ~ ROOM 2-C ~
    Enemies: Hopper
    Sub-Weapons: None
    Level-Up Items: MP
    
    Room 2-C is a horizontal room with several attacking Hoppers. Other than the
    jumpy Hoppers, there's nothing to worry about. Just hit them as they leap (or
    crouch down and attack) to defeat them. Grab the MP Max Increase and head back
    out.
    
    
    ===== CATACOMBS BOSS: CERBERUS =====
    Recommended Level: 5-6 +
    Sub-Weapon: Axe/Holy Water
    DSS: Fire Whip
    
    Cerberus is a large, canine-like creature that is very quick and very
    aggressive. You should have the cards by now to make the Fire Whip, which will
    increase your strength a bit. As with most of the other bosses, the key is
    learning how to avoid the attacks. When Cerberus glows blue, he will pounce.
    When he howls, he will either summon two electricity-shooting globes (which form
    a sort of shield around him) or leap to a higher ledge and emit a powerful
    laser. To avoid leaps, the best strategy is to jump on the higher ledges and run
    like the wind to one of the ends of the room. When he summons the electric orbs,
    throw Axes at him through the electric shots. The best time to attack is when
    he's firing the laser. Whenever he gets on a higher ledge, quickly dash behind
    him, where you can safely attack him. Also attack whenever he's on the ground
    moving slowly (if you've decided to bring Holy Water, this is a good time to use
    it). Cerberus doesn't have a whole lot of HP, so it shouldn't be a big problem
    defeating him.
    
    
    ~ ROOM 3-C ~
    Enemies: None
    Sub-Weapons: None
    Level-Up Items: None
    
    After defeating Cerberus, immediately head into Room 3-C. Don't worry, there
    aren't any enemies inside. However, a very valuable Magic item is inside:
    Double. You'll be using this move a ton from now on. Whenever you're in mid-air,
    press the jump button to jump without starting from the ground. This can add an
    extra jump onto normal jumps, thus the name Double. Grab it and head back to the
    Save Room to heal up and save your game. Then proceed on through Room 4-C.
    
    
    ~ ROOM 4-C ~
    Enemies: Coffin, Mummy
    Sub-Weapons: Holy Water
    Level-Up Items: None
    
    The first stretch of this room contains several Coffins, enemies that are unique
    to this area of the game. Every few seconds, the Coffins will open up and drop
    out groups of three Mummies. Attack the strong Mummies before they reach you,
    but center your attention on dispatching the Coffins. When you come to the end
    of the room, use your new Double skill to go upwards. On the wall to the right 
    at the top is a hidden room (Room 5-C). Break it open with your whip.
    
    
    ~ ROOM 5-C ~
    Enemies: Coffin, Mummy
    Sub-Weapons: None
    Level-Up Items: HP
    
    Break this room open from Room 4-C and defeat the Mummies/Coffin inside to get
    to the luscious HP Max Increase.
    
    
    
      _________________________________________________________________________
     /  _____________________________________________________________________  \
    /  /                                                                     \  \
    \  \       =============== LEVEL 2: ABYSS STAIRWAY ===============        \  \
     \  \_____________________________________________________________________/  /
      \_________________________________________________________________________/
    
    
         After trudging through the murky depths of the Catacombs, it's time to make
    your way back up into the Castle. The Abyss Stairway, a long, upward path that
    leads from the Catacombs to the Audience Room, is the only way you can get up
    there now. There isn't a boss in this area, but be prepared for hordes of
    monsters to attack.
    
    
    ~ LEVEL DIRECTIONS ~
    Follow these directions to get through the Abyss Stairway (these directions
    bypass any unnecessary rooms, only listing the basic way through the Level).
    
    Room 1-A --> Room 2-A --> Room 1-B --> Room 2-B --> Audience Room
    
    
    ===== ABYSS STAIRWAY LEVEL MAP (PARTS A & B) =====
    
                                        b
                                        ^
                                _____|  |  |
       a                       |     |     |             Audience
       ^                       |     |     |               Room
     _ | _______ _____         |     |     |               _   _______
    |           |     |        |     |ROOM |              |           |
    |                 |        |     |     |              |           |
    |      _____|     |        |     |2-B  |              |  ROOM     |
    |     |ROOM |     |        |     |     |              |           |
    |ROOM |4-A   ROOM |        |ROOM       |              |           |
    |     |_____|     |        |     |_____|         _____|           |_____
    |     |ROOM |     |        |     |     |        |ROOM |  2-B      |ROOM | Under-
    |2-A   3-A  |1-A  |        |1-B   SAVE!|        |3-B  +            4-B    ground
    |     |_____|     |        |     |_____|        |_____|      _____|_____|Gallery
    |           |     |        |     |ROOM | Underground  |     |
    |           |       Cata-  |      5-B      Waterway   |     |
    |_______   _|_   _| combs  |     |_____|              |     |
                               |     |                    |     |
           Catacombs           |     |                    |     |
                               |_   _|                    |     |
                                  |                          |
                                  V                          V
                                  a                          b
    
    =============== PART A WALKTHROUGH ===============
    
    ~ ROOM 1-A ~
    Enemies: None
    Sub-Weapons: Axe
    Level-Up Items: None
    
    Room 1-A is where you'll enter from Part C of the Catacombs. However, you can
    only climb about halfway up the tall room. Head to the bottom and through a tiny
    part of the Catacombs to the other side, Room 2-A. Go around Room 2-A to the top
    of Room 1-A, where you can then go down to get to Room 4-A.
    
    
    ~ ROOM 2-A ~
    Enemies: Axe Armor
    Sub-Weapons: Dagger
    Level-Up Items: None
    
    Room 2-A will take you up to Part B of the Abyss Stairway. Simply ascend the
    platforms to the top to get there. Also, between the first and second platforms
    from the bottom that are on the right wall is a hidden room. Break it open.
    
    
    ~ ROOM 3-A ~
    Enemies: Slime, Axe Armor
    Sub-Weapons: None
    Level-Up Items: MP
    
    Get here from Room 2-A. Defeat the Slime before the Axe Armor can throw his axe,
    then duck down and snap your whip a few times to defeat it. The MP Max Increase
    is all yours.
    
    
    ~ ROOM 4-A ~
    Enemies: Skeleton
    Sub-Weapons: None
    Level-Up Items: HP
    
    Access this small room from Room 1-A. Inside is a Heart Max Increase guarded by
    a Skeleton.
    
    
    
    =============== PART B WALKTHROUGH ===============
    
    ~ ROOM 1-B ~
    Enemies: Bone Head
    Sub-Weapons: None
    Level-Up Items: None
    
    Simply climb up this passage using the Double jump, being careful to watch out
    for collapsing platforms and the Blue Shots of the Bone Heads. Enter the door to
    your right to get to Room 2-B.
    
    ROC'S WING: Details currently unavailable.
    
    
    ~ ROOM 2-B ~
    Enemies: Bone Head, Gremlin, Skeleton
    Sub-Weapons: None
    Level-Up Items: None
    
    This is a very large, tall passage. Along the way you'll encounter many
    Gremlins, Skeletons, and Bone Heads. The ascending pattern repeats itself, so
    you won't have much trouble getting up. Just watch out for the Skeletons and
    you'll be fine. Go all the way to the top to exit into the Audience Room.
    
    KICK BOOTS: Return here with the Kick Boots to get to the Eternal Corridor. The
    shaft you must kick up is at the very bottom right of the large portion of the
    room.
    
    
    ~ ROOM 3-B ~
    Enemies: Skeleton Soldier
    Sub-Weapons: None
    Level-Up Items: Heart
    
    Break this room open from the left wall one story above the entrance in Room
    2-B. Inside is a Heart Max Increase.
    
    
    ~ ROOM 4-B ~
    Enemies: None
    Sub-Weapons: None
    Level-Up Items: None
    
    STATUE BREAK: After you destroy all the statues, you can go into the Underground
    Gallery from this room.
    
    
    ~ ROOM 5-B ~
    Enemies: None
    Sub-Weapons: None
    Level-Up Items: None
    
    STATUE BREAK: After you break all of the statues, you can enter the Underground
    Waterway from here.
    
    
    
    
      _________________________________________________________________________
     /  _____________________________________________________________________  \
    /  /                                                                     \  \
    \  \        =============== LEVEL 3: AUDIENCE ROOM ===============        \  \
     \  \_____________________________________________________________________/  /
      \_________________________________________________________________________/
    
    
         The Audience Room is the main portion of the base floor of Dracula's
    Castle. Through its winding, tortuous corridors, you'll encounter many new
    diabolical creations that haunt the castle floor. Also waiting for your arrival
    is a treacherous boss. This is one of the largest and most space-spanning areas
    you'll encounter.
    
    
    ~ LEVEL DIRECTIONS ~
    Follow these directions to get through the Audience Room (these directions
    bypass any unnecessary rooms, only listing the basic way through the Level).
    
    Room 1-A --> Room 2-A --> Room 4-A --> Room 6-A --> Outer Wall --> Room 1-B -->
    Room 3-B --> Room 1-C --> Room 5-B --> Room 7-B --> Audience Room Boss -->
    Room 8-B --> Machine Tower
    
    
    ===== AUDIENCE ROOM LEVEL MAP (PART A) =====
                                                               Outer Wall
                                                      _____________ ^ _ ___________
                                                     |              |  |           |
                                      b              |                   ROOM 9-A  |
                                      ^   _____ _____|                 |___________|
                                   |  |  |ROOM |     |                 |ROOM |
                                   |     |5-A  +              ROOM      8-A  |
            _____ ___________ _____|     |_____|     |_____            |_____|
           |ROOM |           |                       |     |           |
           |3-A  +                 ROOM 4-A           SAVE!|  6-A      |
           |_____|           |_________________      |_____|           |___________
                 |           |                 |     |                 |           |
    Machine Tower    ROOM        ROOM 1-A      |                         ROOM 7-A  |
    _____________|           |___________      |_____|_________________|___________|
                 |   2-A     |           |     |
    Triumph                  |           |               ROOM 10-A            --> a
    Hallway _____|           |           |_   _|_____________________________
           |     |           | Ceremonial|
           |WARP!                 Room   | Abyss
           |_____|___________|           | Stairway
    
    
    =============== PART A WALKTHROUGH ===============
    
    ~ ROOM 1-A ~
    Enemies: Axe Armor
    Sub-Weapons: None
    Level-Up Items: None
    
    Coming out from the Abyss Stairway, you can either go upor to the right. Since
    the path to thr right is blocked by a stone you can't break (yet), go upwards.
    Quickly go up the breaking platforms, then down to the left to get to the next
    room.
    
    
    ~ ROOM 2-A ~
    Enemies: Skeleton
    Sub-Weapons: None
    Level-Up Items: None
    
    This winding room is filled with many bone-throwing Skeletons, so constantly be
    on your guard for attacks. This room is sort of a hub, connecting to a Warp
    Point, the Ceremonial room, Triumph Hallway, the Machine Tower, and the later
    parts of the Audience Room. On your first trip through, go down to the bottom of
    the room, to the left, then up to the top. Go to the right to get to the next
    room. Don't miss the Hidden Room in the upper left corner here.
    
    
    ~ ROOM 3-A ~
    Enemies: Skeleton Soldier
    Sub-Weapons: None
    Level-Up Items: Heart
    
    This Hidden Room is accessed from the upper left corner of Room 2-A. If you can
    make it past the deadly Skeleton Soldier within (it'll be excruciatingly
    difficult!), then the Heart Max Increase will be yours.
    
    
    ~ ROOM 4-A ~
    Enemies: Axe Armor, Skeleton Soldier
    Sub-Weapons: Axe
    Level-Up Items: None
    
    This long, branching room connects several different areas of the Audience Room.
    Heading from Room 3-A, one should go straight down the hallway to the Save Room.
    Watch out for the hordes of Axe Armors and Skeleton Soldiers along the way
    (utilizing Sub-Weapons may be helpful). Take the upper path on the right side of
    the room to continue on through the Audience Room.
    
    
    ~ ROOM 5-A ~
    Enemies: Axe Armor
    Sub-Weapons: None
    Level-Up Items: MP
    
    If you take the upper route in the right end of Room 4-A, break the wall open on
    the left at the top of the passage to reveal this Hidden Room. Inside is an Axe
    Armor guarding an MP Max Increase.
    
    
    ~ ROOM 6-A ~
    Enemies: Electric Skeleton, Skeleton, Skeleton Soldier, Slime
    Sub-Weapons: None
    Level-Up Items: Heart
    
    This large area has many different paths you can take. Several rooms with
    Level-Up items branch off the right end. If you entered from the upper path in
    Room
    5-A, start by following the level you are on straight to the right. When you get
    to a hole, be prepared for a tricky jump. The wall right above the hole will
    make the jump tricky. Run to the very edge of the platform and jump, hitting
    your head on the bottom of the wall. When you begin to fall, use the Double to
    leap again to the other side. Down just a little further is Room 8-A. After
    grabbing what's inside, go back and fall down the hole. You'll land right next
    to a Heart Max Increase. Pick it up, then head to the left and down. At the
    bottom, head left again to arrive at the lower path in Room 5-A. Go back to the
    upper path and re-enter Room 6-A. This time you'll want to head towards the
    Outer Wall. Jump up to the first upper path, then left to the next higher path.
    Continue down and jump up into the opening at the end to reach the Outer Wall.
    
    
    ~ ROOM 7-A ~
    Enemies: Currently Unknown
    Sub-Weapons: None
    Level-Up Items: MP
    
    HEAVY RING: Details Currently Unavailable
    
    
    ~ ROOM 8-A ~
    Enemies: Axe Armor
    Sub-Weapons: None
    Level-Up Items: HP
    
    This small room contains an HP Max Increase. Defeat the Axe Armor in front of it
    to grab it safely.
    
    
    ~ ROOM 9-A ~
    Enemies: Heat Shade
    Sub-Weapons: None
    Level-Up Items: HP
    
    TACKLE: With the Tackle move, head back to this area. Smash the block and
    progress to the end of the room to find an HP Max Increase.
    
    
    ~ ROOM 10-A ~
    Enemies: Axe Armor, Slime
    Sub-Weapons: Dagger, Holy Water
    Level-Up Items: None
    
    Like several other passage in the Audience Room, Room 10-A is littered with Axe
    Armors. Also added into the mix are Slimes. In the middle of this room, between
    the two gray stones, are the Dagger and Holy Water Sub-Weapons.
    
    TACKLE: Once you've beaten the Audience Room Boss and have learned how to
    Tackle, you can take out the gray stone block in this room, effectively creating
    a shortcut between Room 1-A and Room 7-B.
    
    
    ===== AUDIENCE ROOM LEVEL MAP (PART B) =====                 _____
                                                                |     |
                                                                |     |
                  Outer                  Outer                  |ROOM |
                   Wall                   Wall                  |     |
                             _____ _______   ___________________|2-B  |
                            |     |                             |     |
                            |WARP!          ROOM   1-B                  Battle Arena
           _________________|_____|            ___________      |_____|
          |           |           |           |           |     |     |
          | AUDIENCE  |                       |           |      SAVE!|
     _____|   ROOM    |           |___________|___________|_   _|_____|
    |ROOM |           |           |                                   |
    |8-B      BOSS        ROOM    |          ROOM  3-B                  --> c
    |_____|___________|           |___________________________________|
                      |   7-B     |                       |           |
                      |                  ROOM  5-B        | ROOM 4-B  + --> d
          ____________|           |_________________      |___________|
                      |           |     |     |ROOM |                 |
    a <--                          SAVE!|     |6-B  +                   --> e
          ____________|___________|_____|     |_____|_________________|
    
    
    =============== PART B WALKTHROUGH ===============
    
    ~ ROOM 1-B ~
    Enemies: Electric Skeleton, Skeleton Soldier
    Sub-Weapons: None
    Level-Up Items: None
    
    After a brief escapade out on the Outer Wall, you'll return to the Audience Room
    through Room 1-B. This room is filled with hordes of Skeleton Soldiers and a few
    Electric Skeletons. As you enter the room, drop down and make your way down the
    upper path to get to a Warp Room. Enter the door to transport to the Warp Room
    near Room 2-A in the Audience Room. Step on the switch outside to make it
    accessible at all times. Warp back and now continue right. At the end, drop down
    a bit and go to the right to find a Save Room. Save, then go back to the upper
    right to find the entrance to Room 2-B. When you return, drop all the way to the
    bottom and into Room 3-B.
    
    TACKLE: After learning the Tackle ability by defeating the Audience Room Boss,
    you can destroy the gray stone block in the lower left corner of this room. This
    creates a shortcut between this room and Room 7-B.
    
    
    ~ ROOM 2-B ~
    Enemies: None
    Sub-Weapons: None
    Level-Up Items: MP, Heart
    
    Enter this room from the upper right portion of Room 1-B. Inside is an MP Max
    Increase for you to take.
    
    ROC'S WING: Return to this room later in the game once you have obtained the
    Roc's Wing. Leap up to the top of the room to find a Heart Max Increase.
    
    
    ~ ROOM 3-B ~
    Enemies: Axe Armor, Devil Tower
    Sub-Weapons: None
    Level-Up Items: MP
    
    You drop down in the middle of the hallway when you come in here from Room 1-B.
    If you go left, be prepared to fight some Axe Armors and Devil Towers. However,
    at the end you'll be rewarded with an MP Max Increase. The short route right
    leads into Room 1-C.
    
    
    ~ ROOM 4-B ~
    Enemies: Devil Tower
    Sub-Weapons: None
    Level-Up Items: MP
    
    When you enter Room 1-C from Room 3-B, you go down a winding passage to the
    bottom. Mid-ways down this passage is a breakable wall (on the right). It leads
    to Room 4-B. A few Devil Towers attack intruders trying to get the MP Max
    Increase.
    
    
    ~ ROOM 5-B ~
    Enemies: Axe Armor, Devil Tower
    Sub-Weapons: None
    Level-Up Items: None
    
    Room 5-B is similar in many respects to Room 3-B. You'll encounter many Axe
    Armors and Devil Towers along your way, but nothing else is of any note. You'll
    emerge in Room 7-B.
    
    
    ~ ROOM 6-B ~
    Enemies: Axe Armor
    Sub-Weapons: None
    Level-Up Items: HP
    
    When Room 5-B starts going up, break open the wall to the left to uncover this
    room. Inside is an HP Max Increase.
    
    
    ~ ROOM 7-B ~
    Enemies: Devil Tower, Electric Skeleton
    Sub-Weapons: Axe, Holy Water
    Level-Up Items: None
    
    This is the final room you will enter before facing off against this level's
    boss. Your first priority should be to get to the Save Room in the lower right
    corner of this area. After saving, go around the room leveling up and collecting
    potions. When you're up to it, it's time to face the boss. Make your way up
    through the room, running across the large gaps using the collapsible platforms
    and Double jumps to help you. At the very top of the room is a shortcut that
    will be accessible after you beat the boss. To get to the boss room, go to the
    left of the last collapsible platform and enter the large gate.
    
    
    ===== AUDIENCE ROOM BOSS: NECROMANCER =====
    Recommended Level: 9-10 +
    Sub-Weapon: Axe
    DSS: Venus/Salamander -or- Venus/Serpent
    
    The Necromancer can be tough if you're not ready for him. Be sure to go in with
    your best Armor on and with a healthy number of Potions. The Necromancer takes
    on two forms. Fitting to his name, the Necromancer also summons Undead
    creatures.
    
     1. FORM ONE: Cloaked Necromancer
       The Cloaked Necromancer is who you will fight first. His first attack is to
       float around the room with a protective ring of orbs protecting him. Don't
       touch these orbs, or you'll get hurt. After a short while, he will fire off
       half of these orbs at you, then the other half. When all of the orbs are
       gone, he'll summon several Zombies to attack you. The best time to attack him
       is when he is standing still, summoning the Zombies. If you rest on the upper
       platform, you'll be able to get in a lot of hits. It's also good to hit him
       when he's floating around with the orbs around him, but be sure to be running
       when he fires them off. If you keep on the move, they probably won't hit you.
       The Axe is quite useful when the Necromancer is too high for your whip to
       reach.
    
    2. FORM TWO: Skeleton Necromancer
       About halfway through the battle, The Necromancer will turn into a flying,
       giant skeleton creature. With this transformation, his attacks will also
       change. In addition to flying around, he usually swoops down to attack you.
       He will also gain energy and turn into a glowing ball, propelling himself
       around the room at high speeds. Finally, instead of summoning Zombies, he
       will summon the more troublesome Skeleton. Use the same basic strategy on
       this form as you did the last: it's easiest to hit him when he's still and
       flying around. He will generally stay closer to the ground in this form, so
       let your whip do most of the talking. When he turns into the glowing orb, run
       to the entrance/exit door and duck to protect yourself the best. Make
       defeating Skeletons your top priority when he summons them, because their
       bone throw will get annoying really fast.
    
    Keep at it and the Necromancer will soon fall, allowing you to get the Magic
    Item in Room 8-B and continue on your quest through the Castle.
    
    
    ~ ROOM 8-B ~
    Enemies: None
    Sub-Weapons: None
    Level-Up Items: None
    
    After defeating the Necromancer, walk in here to find your reward. It's the
    Tackle Magic Item. With it, you can break the gray stone blocks and harm
    enemies. Scurry on back to a Save Point afterwards, then take Room 10-A back to
    Room 2-A, where you can continue on into the Machine Tower.
    
    
    
    ===== AUDIENCE ROOM LEVEL MAP (PART C & PART D) =====
             _________________________________________ _______________________
            |                                         |                       |
            |             ROOM 1-D                    |         ROOM          |
            |      _____________________________      |                       |
    Machine |     |                             |     |         3-D           |
                  |                             |     |                       |
     Tower  |_____|                             |_   _|_   ___________________|
                                                |           |
                  __________________            |           |
                 |                  |           |           |
            c <--                   |           |   ROOM    |
                 |                  |_____      |           |
                 |                        |     |           |
            d <--       ROOM  1-C         --> f |   2-D     |
                 |                        |     |           |
                 |                        |     |           |
            e <--                         |     |           |
                 |________________________|     |           |
                                                |      _____|
                                                |     |
                                                |     |
                   ________________________     |     |      ____________
                  |                             |     |                  |
            f <--          ROOM 2-C       --> g |     | g <-- ROOM 2-C   |
                  |________________________     |     |      ____________|
                                                |     |
                                                |     |
                                                |_ | _|
                                                   V
                                                   b
    
    =============== PART C WALKTHROUGH ===============
    
    ~ ROOM 1-C ~
    Enemies: Clinking Man, Fleaman, Will O' Wisp
    Sub-Weapons: Dagger
    Level-Up Items: Heart (x2)
    
    Go all the way down to the bottom of the room after you enter Room 1-C. If you
    go to the right, you can climb up a series of platforms in a wide-open area to
    get to a Heart Max Increase. To the left is the exit to Room 5-B.
    
    KICK BOOTS: Head to the top left section of the open area in the room. There
    will be a small wall that allows you to use the Kick Boots to ascend. Kick your
    way up to the top, and head to the right to find a Heart Max Increase.
    
    KICK BOOTS: At the far right end of the room, you will need the Kick Boots to
    leap upwards. This path will take you to Room 2-C.
    
    
    ~ ROOM 2-C ~
    Enemies: Skeleton Athlete
    Sub-Weapons: None
    Level-Up Items: HP
    
    This long passage is full of several speedy Skeleton Athletes and many torches
    with small hearts. At the very end of the room is an HP Max Increase.
    
    
    
    =============== PART D WALKTHROUGH ===============
    
    ~ ROOM 1-D ~
    Enemies: Hyena, Skeleton Knight, Werewolf
    Sub-Weapons: None
    Level-Up Items: None
    
    The route through Part D is the quickest way to get from the top of the Machine
    Tower to the Audience Room. The first room has groups of gun-toting Hyenas and
    speedy Werewolves. Carefully make your way through the enemies until the passage
    starts heading downward. This will lead you into Room 2-D.
    
    
    ~ ROOM 2-D ~
    Enemies: Gargoyle
    Sub-Weapons: None
    Level-Up Items: None
    
    This vertical stretch of the castle is filled with Gargoyles, stronger versions
    of the Gremlins you encountered in the Abyss Stairway. Simply make your way down
    the tower, attacking any Gargoyles that get in your way. You'll emerge in 4-A of
    the Audience Room.
    
    ROC WING: Details Currently Unavailable.
    
    
    ~ ROOM 3-D ~
    Enemies: Currently Unknown
    Sub-Weapons: Dagger, Axe, Holy Water, Stopwatch, Crucifix
    Level-Up Items: MP, Heart
    
    *COMING SOON!*
    
    
    
    
      _________________________________________________________________________
     /  _____________________________________________________________________  \
    /  /                                                                     \  \
    \  \         =============== LEVEL 4: OUTER WALL ===============          \  \
     \  \_____________________________________________________________________/  /
      \_________________________________________________________________________/
    
         The Outer Wall consists of two large rooms that take place in an open area
    of the castle. This area is sort of a ruin, with pillars strewn all across. It's
    a large, wide-open space, but the Level itself is quite short, mainly a way to
    get from different parts of the Audience Room quickly.
    
    
    ~ LEVEL DIRECTIONS ~
    Follow these directions to get through the Outer Wall (these directions bypass
    any unnecessary rooms, only listing the basic way through the Level).
    
    Room 1 --> Room 3 --> Audience Room
    
    
    ===== OUTER WALL LEVEL MAP =====
    
    
     _______   _       _____       _________________
    |           |     |     |     |                 |
    |           |     |     |     |                 |
    |           |_____|     |     |                 |
    |                       |     |                 |
    |                       |     |                 |
    |                       |     |    ROOM   3     |
    |      ROOM   1         |     |                 |
    |                       |     |                 |
    |                       |_____|                 |
    |                       |                       |
    |                                               |
    |_   _______________ + _|___________________   _|
                      |           |
                      |  ROOM  2  |
                      |___________|
    
    
    =============== LEVEL WALKTHROUGH ===============
    
    ~ ROOM 1 ~
    Enemies: Electric Skeleton, Skeleton Bomber, Will O' Wisp
    Sub-Weapons: Holy Water
    Level-Up Items: MP
    
    Heading through Room 1 for the first time can be tricky with the Skeleton
    Bombers throwing their bombs atop high perches. Make sure the Skeleton Bombers
    aren't about to chuck a bomb before you begin to ascend the pillars. If you fall
    down to the ground near the right side of the room, you can make it up to the
    exit by Double jumping from the small pillar fragment to the left.
    
    ROC WING: Details Currently Unavailable
    
    
    ~ ROOM 2 ~
    Enemies: Axe Armor, Electric Skeleton
    Sub-Weapons: None
    Level-Up Items: Heart
    
    Room 2 is hidden quite nicely from the rest of the Outer Wall. There aren't to
    many Hidden Rooms that you break open the floor to get to, so finding Room 2 is
    quite difficult. Head to the very right of Room 1 and drop to the ground. About
    one pillar's width away from the right wall is the spot you need to break open.
    Use an Axe to do this. Drop down inside to find a Heart Max Increase guarded by
    an Axe Armor and Electric Skeleton.
    
    
    ~ ROOM 3 ~
    Enemies: Brain Float, Electric Skeleton, Skeleton Bomber
    Sub-Weapons: Axe, Dagger
    Level-Up Items: HP
    
    Room 3 is pretty similar to Room 1, but some annoying Brain Floats replace those
    Will O' Wisps. Like you did before, cautiously approach Skeleton Bombers. In the
    middle of the room are those Brain Floats. You can, in fact, us them to climb to
    the top of the room. How, you say? Why, with a trusty Serpent/Mercury or
    Cockatrice/Mercury DSS Combination, of course! These two will immobilize the
    Brain Floats and turn them into suitable platforms. Just be careful when
    climbing them, as they don't stay frozen/stoned (he he) for very long. Navigate
    through the ruins and broken pillars at the top to get to an HP Max Increase.
    You can also get to the top using the Roc's Wing, but you'll have to dodge the
    Brain Floats as you jump.
    
    
    
    
      _________________________________________________________________________
     /  _____________________________________________________________________  \
    /  /                                                                     \  \
    \  \       =============== LEVEL 5: TRIUMPH HALLWAY ===============       \  \
     \  \_____________________________________________________________________/  /
      \_________________________________________________________________________/
    
         The only entrance to the Castle from the outside world, the Triumph Hallway
    includes the front gate and the first hallways that people see when traversing
    Dracula's domain. While the gate is locked and there's no turning back, various
    treasures await in this gloomy entrance to the castle.
    
    
    ===== TRIUMP HALLWAY LEVEL MAP =====
     _____
    |     |
    |     |
    |     |                        _____ _______________________
    |     |                       |ROOM |                       |
    |     |                       |  2  +                         Audience Room
    |     |_____ _________________|_____|     ROOM  1      _____|
    |           |                       |                 |
    | ROOM  4            ROOM  3                          |
    |___________|_______________________|_____________   _|
    
                                              Underground Warehouse
    
    =============== LEVEL WALKTHROUGH ===============
    
    ~ ROOM 1 ~
    Enemies: Clinking Man, Skeleton, Will O' Wisp
    Sub-Weapons: Dagger
    Level-Up Items: None
    
    This long passage leading from the Audience room leads off the Triumph Hallway.
    It is filled with Clinking Men, Will O' Wisps, and Skeletons. Don't move to
    hastily and defeat every enemy you come across to make it by safely.
    
    HEAVY RING: With the Heavy Ring in your hands, you'll be able to push the large
    box out of the way and enter the Underground Warehouse.
    
    
    ~ ROOM 2 ~
    Enemies: Fleaman
    Sub-Weapons: None
    Level-Up Items: HP
    
    When the Room 1 passage starts to head downward, head to the upper left corner.
    Break open the wall at the end of the platform to uncover Room 2. Inside are a
    couple Fleamen which are quite troublesome on the downward slope. Jump over them
    and attack from behind. Pick up the HP Max Increase when you've taken care of
    them.
    
    
    ~ ROOM 3 ~
    Enemies: Will O' Wisp, Zombie
    Sub-Weapons: None
    Level-Up Items: None
    
    This is the entrance hallway to the castle. Zombies constantly pop out of the
    ground here, making quick travel difficult. The Jupiter/Griffin shield works
    well getting through, if you have it. Making it through here is more pesky than
    it is difficult.
    
    
    ~ ROOM 4 ~
    Enemies: Flame Armor
    Sub-Weapons: Crucifix
    Level-Up Items: HP
    
    This is one of the few outside areas of the Castle, and most notably is the
    entrance gate. Guarding it is the fearsome Flame Armor. The powerful Crucifix
    can be found nearby and will make quick work of the fiery Armor.
    
    ROC'S WING: With the Roc's Wing in tow, head all the way to the left end of this
    room and leap upwards. At the top of the chamber is an HP Max Increase.
    
    
    
    
      _________________________________________________________________________
     /  _____________________________________________________________________  \
    /  /                                                                     \  \
    \  \        =============== LEVEL 6: MACHINE TOWER ===============        \  \
     \  \_____________________________________________________________________/  /
      \_________________________________________________________________________/
    
         Nestled in the upper-left corner of the castle, the Machine Tower is filled
    with gears, moving platforms, and other machines, thus earning its name. This
    area focuses a lot of tricky platforming, so learn how to maneuver Nathan
    effectively.
    
    
    ~ LEVEL DIRECTIONS ~
    Follow these directions to get through the Machine Tower (these directions
    bypass any unnecessary rooms, only listing the basic way through the Level).
    
    Room 1-A --> Room 2-A --> Room 1-B --> Room 6-B --> Room 9-B --> Room 10-B -->
    Machine Tower Boss --> Room 12-B --> Eternal Corridor
    
    
    ===== MACHINE TOWER LEVEL MAP (PART A) =====
    
                         a
                         ^
           _____ _______ | _ _____
          |ROOM |           |     |
          |4-A  +           |ROOM |
          |_____|           |     |
          |                 | 5-A |
          |                       |
          |    ROOM  2-A    |_____|_____
          |                 |           |
          |                   ROOM  3-A |
     _____|                 |_____      |
    |     |                 |     |     |
    |     |                  SAVE!|     |
    |     |_____________   _|_____|_____|
    |     |                 |
    |ROOM |                 |
    |     |    ROOM  1-A    |_____________________________
    | 6-A |                                               |
    |                                                       Audience Room
    |     |_______________________________________________|
    |     |           |
    |       ROOM 7-A  |
    |_____|___________|
    
    
    =============== PART A WALKTHROUGH ===============
    
    ~ ROOM 1-A ~
    Enemies: Ectoplasm, Skeleton Knight, Zombie Thief
    Sub-Weapons: None
    Level-Up Items: None
    
    Room 1-A is a long corridor that leads to the Machine Tower. Tons of Ectoplasms
    will pop out of nowhere, so be careful yet quick in getting through. The path
    splits in two, one leading upward and towards Room 2-A, and one leading to Room
    6-A. Skip 6-A for now, as there's nothing you can get there.
    
    
    ~ ROOM 2-A ~
    Enemies: Fox Archer, Medusa Head
    Sub-Weapons: Axe, Dagger, Holy Water, Stopwatch
    Level-Up Items: Heart
    
    Room 2-A is one of the larger rooms in the Machine Tower. It is filled with many
    vertically and horizontally moving platforms, and your goal is to make it to the
    top. Along the way, you'll come across Fox Archers and Medusa Heads. Destroy the
    Medusa Heads when they're coming at you and be sure to wait until after a Fox
    Archer has fired to leap in and attack. Patience will serve you well; jumping
    too quickly or too carelessly will more often than not send you careening back
    down to the very bottom. To get the Heart Max Increase, go all the way to the
    very left from the start and climb up the platforms in the tall passage. At the
    top is the Heart Max Increase.
    
    
    ~ ROOM 3-A ~
    Enemies: Fox Archer, Medusa Head, Skeleton Knight
    Sub-Weapons: None
    Level-Up Items: HP
    
    Entering this room, head right and drop all the way to the bottom. This is where
    the HP Max Increase can be found. Now climb back up the platforms to the very
    top, then break the stone to get back to the entrance.
    
    
    ~ ROOM 4-A ~
    Enemies: Heat Shade
    Sub-Weapons: None
    Level-Up Items: MP
    
    At the very top of Room 2-A, going right will lead to the entrance to Room 1-B.
    Going left will lead to a dead-end. But is it really a dead-end? NO!!! Break up
    the wall to find a secret room. Kill the dangerous Heat Shade, then grab the MP
    Max Increase.
    
    
    ~ ROOM 5-A ~
    Enemies: Currently Unknown
    Sub-Weapons: Stopwatch
    Level-Up Items: MP
    
    ROC'S WING: Description Currently Unavailable.
    
    
    ~ ROOM 6-A ~
    Enemies: Currently Unknown
    Sub-Weapons: Currently Unknown
    Level-Up Items: Currently Unknown
    
    ROC'S WING: Description Currently Unavailable.
    
    
    ~ ROOM 7-A ~
    Enemies:
    Sub-Weapons:
    Level-Up Items:
    
    HEAVY RING: Description currently unavailable.
    
    
    ===== MACHINE TOWER LEVEL MAP (PART B) =====
    
           ___________ _____
          |           |ROOM |
          |   ROOM    +11-B |
          |           |_____|___________ ___________
          |   10-B          |  MACHINE  |           |
          |                  TOWER BOSS   ROOM 12-B |
     _____|_   _____________|___________|___________|
    |     |                             |           |
    |SAVE!         ROOM   9-B                       |
    |_____|_____________________________|           |
    |                                   |   ROOM    |
    |            ROOM   8-B                           Audience Room (Part D)
    |___________________________________|   6-B     |_____
    |           |     |                 |           |ROOM |
    |           |                                     7-B |
    |      _____|     |    ROOM  1-B    |___________|_____|
    |     |           |                 |           |ROOM |
    |ROOM |  ROOM 5-B |                             + 3-B |
    |     |___________|      ___________|           |_____|
    |13-B |     |     |     |     |ROOM |   ROOM    |
    |     |     |SAVE!      |     |4-B              |
    |     |_____|_____|     |_____|_____|    2-B    |
    |                 |                 |           |
    |                                               |
    |_________________|_____________ | _|___________|
                                     V
                                     a
    
    =============== PART B WALKTHROUGH ===============
    
    ~ ROOM 1-B ~
    Enemies: Fox Archer, Heat Shade, Medusa Head
    Sub-Weapons: None
    Level-Up Items: None
    
    As you enter Room 1-B, you'll notice some difficult terrain to the left.
    Navigating it with the pesky Fire Shades summoning fireballs to hit you is
    difficult. It's easiest to stay on level ground and quickly get off a few whip
    hits. Head over to the left and follow the path upwards. Soon it'll span off to
    both the left and right. The horizontally moving platforms will take you
    upwards. Be extra careful around the Heat Shade in the middle of the room (an
    Axe Sub-Weapon will be helpful). From here, go to the left to find Room 5-B
    (jump up and crouch to get under the electric ceiling), or more importantly,
    right to get to Room 6-B and the next part of the Machine Tower.
    
    
    ~ ROOM 2-B ~
    Enemies: Skeleton, Thunder Demon
    Sub-Weapons: Dagger, Holy Water, Stopwatch
    Level-Up Items: HP
    
    Mid-way up Room 1-B, there's an area of solid ground beneath several
    horizontally moving platforms. If you go all the way to the right and up a tad,
    there's a narrow tunnel. Slide into it to get to Room 2-B. Inside is a twisting
    passage. On your trek through the area, two powerful Thunder Demons will try to
    stop you. Take your time and wait patiently as you defeat them. When you get to
    the very bottom of the room, climb up the horizontally moving platforms to the
    top. Head left when you reach solid ground into Room 4-B. Head back out to the
    left by sliding. You'll emerge at the entrance to Room 1-B.
    
    
    ~ ROOM 3-B ~
    Enemies: Fox Archer
    Sub-Weapons: None
    Level-Up Items: HP
    
    An offshoot from the larger Room 2-B, 3-B's entrance is found in the upper right
    corner of 2-B. Inside is a Fox Archer guarding a valuable HP Max. Increase.
    
    
    ~ ROOM 4-B ~
    Enemies: Stone Armor
    Sub-Weapons: None
    Level-Up Items: HP
    
    You will arrive at this room from Room 2-B. Inside is a Stone Armor and an HP
    Max Increase.
    
    
    ~ ROOM 5-B ~
    Enemies: Currently Unknown
    Sub-Weapons: Currently Unknown
    Level-Up Items: Currently Unknown
    
    *Details Currently Unavailable
    
    
    ~ ROOM 6-B ~
    Enemies: Fox Archer, Heat Shade, Slime
    Sub-Weapons: None
    Level-Up Items:
    
    This chamber leads you up to near the top of the Machine Tower. Head to the
    right and break the stone to get by. Continue going up until you reach a second
    stone block. Break it and jump to the ledge above. The third stone block is just
    ahead. If you break it, you can continue down a passage to come to Room 8-B. If
    you want to go further into the Machine Tower, instead use the block as a
    stepping stone and jump up to the last stone block. Head to the left into Room
    9-B.
    
    
    ~ ROOM 7-B ~
    Enemies: Stone Armor
    Sub-Weapons: None
    Level-Up Items: MP
    
    This small room is found through a wide-open door in the lower right corner of
    Room 6-B. Enter, defeat the Stone Armor, and pick up your prize (an MP Max
    Increase).
    
    
    ~ ROOM 8-B ~
    Enemies: Fox Archer, Stone Armor
    Sub-Weapons: Axe
    Level-Up Items: Heart
    
    This long passage follows an enemy pattern three times over: a Stone Armor
    attacking with a Fox Archer being him. This makes things tricky, as you can't
    jump over the Stone Armor with ease to defeat the Fox Archer. Instead, you'll
    have to attack the Stone Armor first. To avoid the arrows of the Fox Archer, use
    your whip when the arrows start getting near to destroy them. At the end of the
    passage is a Heart Max Increase.
    
    
    ~ ROOM 9-B ~
    Enemies: Earth Armor, Slime
    Sub-Weapons: Axe
    Level-Up Items: None
    
    Room 9-B is another long path that leads to the final Save Point before the
    Machine Tower Boss. Along the way, keep an eye on the ceiling for Slimes that
    may drop down and an eye on the Earth Armors so you can jump when they send
    earthquakes through the ground. At the end, the path splits. The lower one leads
    to the Save Point, the other to Room 10-B.
    
    
    ~ ROOM 10-B ~
    Enemies: Fox Archer, Heat Shade
    Sub-Weapons: Dagger
    Level-Up Items: None
    
    This is the final Room before the Machine Tower Boss. It curves up and then
    down, then to the right to the boss' chamber. Defeating the Fox Archers along
    the way is a piece of cake, and the Heat Shades aren't particularly troublesome
    either.
    
    
    ~ ROOM 11-B ~
    Enemies: Thunder Demon
    Sub-Weapons: Crucifix
    Level-Up Items: MP
    
    Break a section of the wall in the upper right corner of Room 11-B to uncover
    this hidden room. Inside is a Thunder Demon. He can't move much in this small
    space, so take advantage of the situation. An MP Max Increase is found here, but
    more notably is the Crucifix.
    
    
    ===== MACHINE TOWER BOSS: IRON GOLEM =====
    Recommended Level: 14-15+
    Sub-Weapon: Crucifix
    DSS: Jupiter/Salamander
    
    The Iron Golem is one of the easier bosses you'll face in the game. He has three
    moves. The first is to smash the ground, causing an earthquake (and also damage
    to you if you're not in the air). Moments after this attack, gears from above
    will fall down. Look above to see where they are after each earthquake so you
    can try to avoid them. A good shield will help you as well, if you have the
    Jupiter card yet. The second attack is a powerful Flare Punch. Dash away as soon
    as you see the Iron Golem wind up. He doesn't do this all too often. The final
    move is to heal himself. He does a decent job at it, too. The Crucifix weapon is
    incredibly helpful, as well as shields that can inflict damage (like the
    Jupiter/Salamander Combo). He doesn't have a lot of HP, so the battle will be
    over fairly quickly.
    
    
    ~ ROOM 12-B ~
    Enemies: None
    Sub-Weapons: Stopwatch
    Level-Up Items: None
    
    After the battle with the Iron Golem and a brief conversation with Hugh, waltz
    into the next room and claim your prize. It's the Kick Boots, a pair of
    lightweight shoes that will allow you to kick off of walls and go up narrow
    passages without any stairs. After you're done here, head back to the Abyss
    Stairway and find the entrance to the Eternal Corridor.
    
    
    ~ ROOM 13-B ~
    Enemies: Fox Archer, Skeleton, Skeleton Boomerang, Skeleton Knight
    Sub-Weapons: Dagger, Stopwatch
    Level-Up Items: HP
    
    Enter this room from the bottom left corner of 1-B. Make your way down the path
    until you get to the tall shaft.
    
    KICK BOOTS: After you've defeated the Iron Golem and get the Kick Boots, return
    to this room and wall kick your way up the tall shaft. Above you will find
    several Skeleton Boomerangs. Wait for them to throw the Boomerangs, then attack.
    Continue through this area until you reach the HP Max Increase at the very end.
    
    
    
    
      _________________________________________________________________________
     /  _____________________________________________________________________  \
    /  /                                                                     \  \
    \  \       =============== LEVEL 7: ETERNAL CORRIDOR ===============      \  \
     \  \_____________________________________________________________________/  /
      \_________________________________________________________________________/
    
         Though it doesn't go on eternally, the Eternal Corridor is one of the
    longest stretches of horizontal hallways in the Castle. In it are quite a few
    tough enemies. The Corridor basically serves as a connection route between the
    Abyss Stairway and the Chapel Tower.
    
    
    ~ LEVEL DIRECTIONS ~
    Follow these directions to get through the Eternal Corridor (these directions
    bypass any unnecessary rooms, only listing the basic way through the Level).
    
    Room 1-A --> Room 2-A --> Room 3-A --> Room 4-A --> Room 1-B --> Room 2-B -->
    Room 3-B --> Chapel Tower
    
    
    ===== ETERNAL CORRIDOR LEVEL MAP (PARTS A & B) =====
      S
    A t  _______________________ _______________________ _______________________
    b a |                       |                       |                       |
    y i         ROOM  1-A               ROOM  2-A               ROOM  3-A      --> a
    s r |_______________________|_______________________|_______________________|
    s w
      a
      y   _______________________ _______________________ ___________
         |                       |                       |           |
    a <--        ROOM  4-A              ROOM   1-B                      Chapel Tower
         |_______________________|      _________________|           |_____
                           |ROOM |     |ROOM |           |           |     |
                            5-B        + 4-B |           |   ROOM     WARP!|
                           |_____|_____|_____|           |           |_____|
                                                         |   2-B     |
                                                         |           |
                                                    _____|           |
                                                   |ROOM |           |
                                                   |3-B  +             Underground
                                                   |_____|___________|  Waterway
    
    =============== PART A WALKTHROUGH ===============
    
    ~ ROOM 1-A ~
    Enemies: Ectoplasm, Gorgon
    Sub-Weapons: Dagger
    Level-Up Items: None
    
    The first hall in the Eternal Corridor is one of the more difficult ones. The
    large bulls known as Gorgon shoot petrifying smoke from their snouts, something
    you must dodge. However, to make it harder to dodge (as well as get through the
    tough skin of the Gorgon to defeat it), as many Ectoplasms floating around,
    constantly getting in the way. Concentrate on the Gorgon, but don't let the
    Ectoplasms overwhelm you.
    
    
    ~ ROOM 2-A ~
    Enemies: Flame Demon, Skeleton Knight
    Sub-Weapons: Axe
    Level-Up Items: None
    
    The second room is also a very difficult part of the Corridor. In particular,
    the Flame Demon is a lethal foe. At this time it'll take quite a few hits to
    take him out, so it's probably just best to run by. The Skeleton Knights won't
    put up much of a fight.
    
    
    ~ ROOM 3-A ~
    Enemies: Beast Demon, Were-bear
    Sub-Weapons: None
    Level-Up Items: None
    
    The two enemies that inhabit this room are quite large and appear fearsome, but
    are actually not very hard to take out if you know what to do. Keep your
    distance from the Were-bears and concentrate on dodging the shots of the Beats
    Demon to make it through with relatively little damage accumulated.
    
    
    ~ ROOM 4-A ~
    Enemies: Evil Hand, Flame Demon
    Sub-Weapons: Holy Water
    Level-Up Items: None
    
    The last room also contains the difficult Flame Demon, but also Evil Hands. Evil
    Hands aren't hard to defeat or dodge, but if you catches hold of you, it will
    slow you down dramatically, not letting go for a short while. Defeat the Evil
    Hands before they have a chance to clutch you.
    
    
    
    =============== PART B WALKTHROUGH ===============
    
    ~ ROOM 1-B ~
    Enemies: Beast Demon, Gorgon
    Sub-Weapons: None
    Level-Up Items: None
    
    This room is partly a continuation of the hallways of Part A with its tough
    characters (Beast Demon, Gorgon), but it also drops down to lead into Room 5-B.
    If you drop down and slash at the wall to the right, you'll open up the hidden
    Room 4-B. To head toward the Chapel Tower, continue on towards the right.
    
    
    ~ ROOM 2-B ~
    Enemies: Bone Tower, Ghoul, Skeleton Boomerang, Skeleton Knight
    Sub-Weapons: None
    Level-Up Items: Heart
    
    If you walk straight to the right of this room from the entrance from Room 1-B,
    you'll go right into the Chapel Tower. The room, however, heads downward, then
    curves around and heads back up. Dodge the Bone Towers on the way down,
    carefully make your way through the Ghouls at the bottom, then head up past the
    Skeleton Boomerangs to reach a Heart Max Increase. The bottom left corner of the
    room contains a breakable portion of wall leading to Room 3-B. On the right side
    of the room, you can enter a Warp Room or the Underground Waterway.
    
    
    ~ ROOM 3-B ~
    Enemies: Gorgon
    Sub-Weapons: None
    Level-Up Items: HP
    
    Enter this room from the bottom left corner of Room 2-B. Inside is a Gorgon
    guarding an HP Max Increase. Be careful not to be hit by the petrifying breath
    in the small area.
    
    
    ~ ROOM 4-B ~
    Enemies: Bone Tower
    Sub-Weapons: None
    Level-Up Items: Heart
    
    This small room is found in the lower right part of Room 1-B, across from the
    entrance to Room 5-B. Inside are several Bone Towers guarding a Heart Max
    Increase. Concentrate on attacking the ones on the ground first, then claim your
    prize.
    
    
    ~ ROOM 5-B ~
    Enemies: None
    Sub-Weapons: None
    Level-Up Items: None
    
    This small passage leads to the Underground Gallery. You won't be able to enter
    after you defeat the Chapel Tower Boss.
    
    
    
    =================================================================
    COMING SOON: CHAPEL TOWER AND THE REST OF THE WALKTHROUGH
    =================================================================
    
    
    
    
    ________________________________________________________________________________
    
       ________ _________________________________________________________________
      /()_____(\_______________________________________________________________  \
     /) /  ___\ \                                                              \  \
    /  /  /)  () \   =============== PART 4: GUIDES & INDEXES ===============   )  )
    \()\  \____  /_____________________________________________________________/  /
     \ (\_____/(/________________________________________________________________/
      \________/
    
                         =============== ENEMY GUIDE ===============
    
         Without a doubt, the enemies you come across are the main feature in Circle
    of the Moon. Without them, things would be boring and easy. To ensure lasting
    freshness (like those gum companies), Konami put a huge amount of enemies in the
    game. It's taken me a long time, but below are all the stats you could ever want
    on the enemies... unless you got greedy and wanted things that aren't possible,
    like the enemies' favorite colors and foods. Greedy pigs.
    
    ---~ENEMY GUIDE KEY~------------------------------------------------------------
    1. Name: The name of the enemy. When you attack an enemy, its name will appear
      on the screen.
    2. Hit Points: The amount of HP the enemy has. Since there is no way to find the
      HP of an enemy simply by pressing a button, I've done this by doing different
      attacks. Therefore, not all HPs will be 100% accurate, but all will be at
      least close.
    3. Experience: The number of experience points you will gain by defeating the
      enemy.
    4. Attack(s): What attacks the enemy performs.
    5. Attack Power: A measure of the enemy's strength, either Very Weak, Weak,
      Fair, Average, Above Average, Strong, or Very Strong. Attack Power is not
      just a guess, but instead the result of a study I have performed on the
      enemies. The enemies' Attack Power is compared to that of other enemies in the
      same area of the castle.
    6. Defensive Power: A measure of the enemy's defense, either Very Weak, Weak,
      Fair, Average, Above Average, Strong, or Very Strong. Defensive Power is not
      just a guess, but instead the result of a study I have performed on the
       enemies. The enemies Defensive Power is compared to that of other enemies in
      the same area of the castle.
    7. Status Effects: If contact with the enemy causes a status abnormality, it
      will be noted here.
    8. Items: A list of the items the enemy may drop.
    9. Found: What areas of the castle the enemy will be found. The first area
      listed is the first area in which you will encounter the enemy.
    --------------------------------------------------------------------------------
    
    - SKELETON BOMBER -
    Hit Points: 20
    Experience: 4
    Attack(s): Bomb Toss
    Attack Power: Fair
    Defensive Power: Average
    Status Effects: None
    Items: Salamander Card, Potion
    Found: Catacombs, Outer Wall
    
    The Skeleton Bomber is the first enemy you will encounter in the game. It stands
    stationary in one spot and throws explosives at you. The distance they throw
    will change depending on where you are. If they throw a bomb, you can either try
    to hit it with an attack (thus destroying it) or you can get out of the way. The
    explosion that the bombs leave will stay around for a short while, so don't move
    in to attack right after it lands.
    
    
    - BAT -
    Hit Points: 2
    Experience: 4
    Attack(s): Swoop
    Attack Power: Very Weak
    Defensive Power: Very Weak
    Status Effects: None
    Items: Wrist Band
    Found: Catacombs
    
    These furry creatures hang from the ceiling, then when you get near, they swoop
    down for an attack. Since the game is so dark, they sometimes blend into the
    scenery and it's hard to see them until it's too late. They're quite weak and
    easy to destroy, however, so they're not much of a threat. You get a decent 4
    experience points from them, too.
    
    
    - BONE HEAD -
    Hit Points: 24
    Experience: 7
    Attack(s): Blue Shot
    Attack Power: Weak
    Defensive Power: Strong
    Status Effects: None
    Items: Mercury Card, Heart
    Found: Catacombs, Abyss Stairway
    
    Bone Heads are dinosaur-like skulls that sit on the ceiling or ground and shoot
    out blasts of blue energy. Contrary to what one might think, this is not ice it
    shoots. Their attacks are easy to avoid, as the Bone Head slowly opens its mouth
    well before it attacks. The attack on flies in one direction and at one
    altitude, too. They have good defense, but that's about it.
    
    
    - POISON WORM -
    Hit Points: 120
    Experience: 14
    Attack(s): Poison Worm Drop
    Attack Power: Very Weak
    Defensive Power: Weak
    Status Effects: Poison
    Items: Antidote, Magic Gauntlet
    Found: Catacombs
    
    The Poison Worms are one of the most annoying creatures you'll face up against
    early in the game. Poison Worms gather in a large cluster that sticks to the
    ceiling, and when you approach, it drops individual Poison Worms onto the
    ground. If you come in contact with these worms, you'll become poisoned. The
    worst part is that the worms slither just above the ground, so your whip cant
    hit them even if you crouch. Use the Wind Whip (Mercury/Griffin DSS combination)
    to defeat them easily, or the Axe if you must. You can also defeat them while
    they're going up or down a slope. However, these methods may not be available at
    the time, so in many case you'll just have to avoid them. A good trick to get
    rid of them is going far out of the screen in the opposite direction. When you
    come back, they'll be gone.
    
    
    - EARTH DEMON -
    Hit Points: 150
    Experience: 25
    Attack(s): Earth Spikes, Sweep
    Attack Power: Very Strong (Earth Spikes), Average (Sweep)
    Defensive Power: Strong
    Status Effects: None
    Items: Serpent Card, Magic Gauntlet
    Found: Catacombs
    
    The Earth Demon is the first major enemy you will face, and the first of a
    series of different types of demons. The Earth Demon flies around in the sky,
    momentarily stopping to make huge spikes shoot out of the ground. You can see
    where the spikes will start by a white cloud of smoke wafting above the point
    where they begin. Jump over to spikes to avoid them, then attack while the Earth
    Dragon is still. He's strong and has good defense, so it may take a while to
    defeat him.
    
    
    - ZOMBIE -
    Hit Points: 50
    Experience: 2
    Attack(s): Life Suck
    Attack Power: Weak
    Defensive Power: Weak
    Status Effects: None
    Items: Cotton Clothes, Potion
    Found: Catacombs
    
    These undead monsters rise from the ground and lifelessly march towards you, in
    an attempt to suck your life force. Don't let them get near you, and fend them
    off with your whip. They come in countless numbers, so it's best just to move on
    whenever you get a chance.
    
    
    - SKELETON -
    Hit Points: 25
    Experience: 4
    Attack(s): Bone Toss
    Attack Power: Weak
    Defensive Power: Above Average
    Status Effects: None
    Items: Leather Armor, Potion
    Found: Catacombs, Abyss Stairway, Audience Room, Triumph Hallway, Machine Tower
    
    The Skeleton is actually quite similar to the Skeleton Bomber. The main
    difference is that the normal skeleton throws a bone while the Bomber throws a
    bomb. The arc of the bone throw is longer, giving more distance to the throw.
    The bone, however, is weaker than the explosive bomb. This enemy isn't as
    dangerous as its counterpart you met earlier.
    
    
    - SKELETON SPEAR-
    Hit Points: 30
    Experience: 6
    Attack(s): Spear Throw
    Attack Power: Above Average
    Defensive Power: Above Average
    Status Effects: None
    Items: None
    Found: Catacombs
    
    Another member of the Skeleton clan is the Skeleton Spear. They stay in
    relatively the same spot and throw spears in a horizontal line across the
    screen. Be sure not to jump into the path of the spear right when they're
    throwing (they'll pull back right before they throw) and you'll defeat them with
    ease.
    
    
    - SPIRIT -
    Hit Points: 5
    Experience: 1
    Attack(s): Float
    Attack Power: Very Weak
    Defensive Power: Very Weak
    Status Effects: None
    Items: Wrist Band
    Found: Catacombs
    
    There are many Spirits living inside the Castle. They appear out of nowhere and
    float around to attack you. Like Zombies, Spirits attack in unlimited numbers.
    Don't let their numbers accumulate too much, or you may be in over your head.
    Quickly make your way through their habitats.
    
    
    - MUDMAN -
    Hit Points: 30
    Experience: 2
    Attack(s): Leap
    Attack Power: Fair
    Defensive Power: Fair
    Status Effects: None
    Items: Cotton Clothes, Mind Restore
    Found: Catacombs
    
    Mudmen are pesky creatures. They appear out of wet, muddy ground, stand still
    for a second, then propel themselves forward in an attempt to harm you. They
    appear in unlimited numbers, so moving through would be advisable, but they are
    rather tricky enemies to dodge, so take your time if needed.
    
    
    - GREMLIN -
    Hit Points: 30
    Experience: 2
    Attack(s): Spear Throw, Fly
    Attack Power: Average (Spear Throw), Fair (Fly)
    Defensive Power: Average
    Status Effects: None
    Items: Wrist Band
    Found: Catacombs, Abyss Stairway
    
    Gremlins are wicked flying beats that soar by for a short period of time,
    throwing the spears they carry at you if you happen to be below them. They
    aren't a huge threat, but their unlimited numbers can make them a pain,
    especially when they suddenly appear out of nowhere. Just be on your guard while
    traveling through the halls they inhabit.
    
    
    - COFFIN -
    Hit Points: 200
    Experience: 3
    Attack(s): Mummy Drop
    Attack Power: N/A
    Defensive Power: Average
    Status Effects: None
    Items: None
    Found: Catacombs
    
    Most coffins are buried underground, but the ones found in Dracula's Castle are
    possessed with evil spirits. They hover in the air, and will occasionally drop
    groups of three Mummies out. They don't attack in any way; they are simply
    dispensers for the Mummies. Defeat them quickly so you don't get flooded with
    Mummies.
    
    
    - MUMMY -
    Hit Points: 100
    Experience: 3
    Attack(s): Walk
    Attack Power: Above Average
    Defensive Power: Above Average
    Status Effects: None
    Items: Cotton Clothes, Heart
    Found: Catacombs
    
    Mummies are mindless drones. Once they drop from the Coffins they spawn from,
    they'll slowly walk towards you in an attempt to inflict damage. They're so slow
    it's not a problem at all to avoid them. Not much of a threat, but they do have
    decent Attack and Defensive powers.
    
    
    - HOPPER -
    Hit Points: 40
    Experience: 8
    Attack(s): Hop
    Attack Power: Average
    Defensive Power: Above Average
    Status Effects: None
    Items: None
    Found: Catacombs
    
    The aptly named Hoppers are quite skilled at running around and, you guessed it,
    hopping. They're so small that you'll need to crouch and swing your whip to hit
    them, and they move so quickly that this may prove difficult. You can also hit
    them when they leap in the air, but it's preferable to get out of the way
    instead if you can't destroy them in one hit. A basic enemy made much more
    difficult by agility.
    
    
    - FLEAMAN -
    Hit Points: 50
    Experience: 9
    Attack(s): Jump Attack
    Attack Power: Very Strong
    Defensive Power: Above Average
    Status Effects: None
    Items: Cotton Clothes
    Found: Catacombs, Audience Room
    
    Fleamen are nearly identical to Hoppers in both look and the way they attack.
    The only difference is that they have slightly higher Attack Power, HP, and
    Experience. Other than not, there really isn't anything that differentiates them
    from their hopping counterparts.
    
    
    - BRAIN FLOAT -
    Hit Points: 20
    Experience: 10
    Attack(s): Electric Shock, Float
    Attack Power: Above Average (Electric Shock), Very Weak (Float)
    Defensive Power: Fair
    Status Effects: None
    Items: Leather Armor, Mind Restore
    Found: Catacombs, Outer Wall
    
    These rather odd creatures somewhat resemble large brains the float in the
    air... a rather fitting description for their name. They are rather slow, but
    occasionally fire Electric Shocks that will harm you a bit more than just
    hitting them. The chief purpose of Brain Floats is not as an enemy, but instead
    a stairway to higher places. Using the Mercury/Serpent or Mercury/Cockatrice DSS
    combinations, you can create a magical whip that either freezes the Brain Floats
    or turns them into stone. You can use these immobilized creatures as steps to
    get up in a tall room.
    
    
    - SLIME -
    Hit Points: 40
    Experience: 11
    Attack(s): Drop, Ooze
    Attack Power: Above Average
    Defensive Power: Very Weak
    Status Effects: Poison
    Items: Venus Card, Antidote
    Found: Catacombs, Abyss Stairway, Audience Room, Machine Tower
    
    Slimes are tricky opponents. The ooze atop the ceilings, then drop down when you
    approach, proceeding to ooze across the floor. Their slow movement makes
    avoiding them easy, but they move so close to the floor that you can only hit
    them when their bodies are moving up. Be careful not to touch them, as they will
    poison you if you do.
    
    
    - AXE ARMOR -
    Hit Points: 56
    Experience: 42
    Attack(s): Axe Boomerang
    Attack Power: Very Strong
    Defensive Power: Strong
    Status Effects: None
    Items: Mandragora Card, Leather Armor
    Found: Abyss Stairway, Audience Room
    
    The Axe Armor is the first of many types of Armors that you will encounter
    throughout the rest of your quest. The Axe Armor, like its name implies, wields
    a hefty axe, similar to the Sub-Weapon you can throw. The Axe Armor's ace,
    however, reacts more like the Crucifix Sub-Weapon instead. It is throw a short
    distance, then returns to the Axe Armor. If you're quick enough, you can destroy
    the axe before it hits you, or you can simply avoid it. The first throw is
    always at chest level, so duck to avoid it. The next is at foot level, so jump
    over it. The next throws follow the same pattern. The Axe Armor is heavily
    armored, but the experience you gain from finishing it off is well worth the
    effort.
    
    
    - SKELETON SOLDIER -
    Hit Points: 35
    Experience: 16
    Attack(s): Sword Swing
    Attack Power: Very Strong
    Defensive Power: Strong
    Status Effects: None
    Items: Leather Armor, Bronze Armor
    Found: Abyss Stairway, Audience Room
    
    Skeleton Soldiers are undead warriors, covered with protective armor and armed
    with a sword. While they sound like a tough foe, they really are quite
    laughable. They plod along at a slow pace, and when they get right next to you,
    will slowly chop at you with their sword. While they have decent defense and
    attack power for an early enemy, they're a joke to defeat.
    
    
    - ELECTRIC SKELETON -
    Hit Points: 40
    Experience: 30
    Attack(s): Electric Bolt Wave
    Attack Power: Very Strong
    Defensive Power: Above Average
    Status Effects: None
    Items: Leather Armor, Bronze Armor
    Found: Audience Room
    
    This skeleton variation isn't very mobile, but it does have one of the most
    deadly attacks in the bony family. Every few seconds, the Electric Skeleton will
    send out a bolt of lightning that runs a short distance through the ground.
    Anyone standing in its path will receive a good amount of damage. Jump over the
    bolts and attack fiercely.
    
    
    - WILL O' WISP -
    Hit Points: 10
    Experience: 9
    Attack(s): Float
    Attack Power: Weak
    Defensive Power: Very Weak
    Status Effects:
    Items: None
    Found: Outer Wall, Audience Room, Triumph Hallway
    
    These dark blue lights glow in the night air, luring travelers to their death.
    However, they're a cinch for Nathan to take out. Wisps are quite weak and have
    poor defense. Their slow movement makes them an even easier target.
    
    
    - DEVIL TOWER -
    Hit Points: 10
    Experience: 15
    Attack(s): Yellow Shot
    Attack Power:
    Defensive Power: Very Strong
    Status Effects: None
    Items: Wrist Band, Potion
    Found: Audience Room
    
    Devil Towers have a name fitting of a tall structure, but are instead stone
    masks that rest on the sides of pillars. When you approach, they will turn
    towards you and fire tiny yellow shots at you. You can usually defeat them
    before they get a chance to turn fully, but if not, simply wait for them to fire
    a shot, then attack.
    
    
    - CLINKING MAN -
    Hit Points: 75
    Experience: 21
    Attack(s): Fall
    Attack Power: Fair
    Defensive Power: Fair
    Status Effects: None
    Items: Prison Garb
    Found: Audience Room, Triumph Hallway
    
    The Clinking Man looks similar in appearance to the Fleaman or Hopper. However,
    these guys aren't too skilled at walking and stumble along at a slow pace. If
    you get near, they'll collapse on you. They're not much to worry about.
    
    
    - FLAME ARMOR -
    Hit Points: 150
    Experience: 280
    Attack(s): Flame Sword
    Attack Power: Very Strong
    Defensive Power: Very Strong
    Status Effects: None
    Items: None
    Found: Triumph Hallway
    
    A very powerful adversary, the Flame Armor is one of the first of the many
    different element Armors you will face up against. As its name suggests, it uses
    the power of fire to inflict extra damage. When it swings its sword in a
    downward slicing manner, flames will be left behind. Be sure to get out of the
    way as soon as you see him pull his sword back, as the damage it does is
    incredible.
    
    
    - ECTOPLASM -
    Hit Points: 15
    Experience: 2
    Attack(s): Float
    Attack Power: Weak
    Defensive Power: Average
    Status Effects: None
    Items: None
    Found: Machine Tower, Eternal Corridor
    
    Ectoplasms are similar to Spirits in both appearance and attacks. They appear
    from nowhere, floating around trying to hit you. They aren't very strong, nor do
    they have exceptional defense.
    
    
    - ZOMBIE THIEF -
    Hit Points: 120
    Experience: 58
    Attack(s): Fall
    Attack Power: Weak
    Defensive Power: Very Weak
    Status Effects: None
    Items: None
    Found: Audience Room, Machine Tower
    
    These undead monsters attack similarly to the Clinking Men, by falling over. You
    don't run across them much, and they aren't any trouble to kill at all.
    
    
    - FOX ARCHER -
    Hit Points: 75
    Experience: 53
    Attack(s): Arrow Shot
    Attack Power: Weak
    Defensive Power: Average
    Status Effects: None
    Items: Silk Robe, Cotton Robe
    Found: Machine Tower
    
    Fox Archers are beats that don bows and fire arrows periodically. The trick to
    defeating them is to wait until they fire an arrow, then close in for the attack
    before they can fire another one off. Don't try jumping towards them when they
    start pulling the bowstring back or you're going to be in a mess of trouble.
    
    
    - MEDUSA HEAD -
    Hit Points: 5
    Experience: 2
    Attack(s): Horizontal Float
    Attack Power: Very Weak
    Defensive Power: Average
    Status Effects: Stone
    Items: Hard Ring
    Found: Machine Tower
    
    Medusa Heads are tiny, floating enemies that harness the power of stone. They
    fly horizontally across the screen, appearing from out of nowhere. If you happen
    to touch one, you will be turned into stone and unable to move. It's best to
    defeat them instead of trying to avoid them, as evasion often leads to
    accidental hits.
    
    
    - HEAT SHADE -
    Hit Points: 80
    Experience: 136
    Attack(s): Fireball
    Attack Power: Fair
    Defensive Power: Strong
    Status Effects: None
    Items: Jupiter Card, Stylish Suit
    Found: Machine Tower
    
    The Heat Shade takes the form of a woman's spirit engulfed in flames. Every few
    seconds, the Heat Shade forms a fireball that it then shoots out at you. The
    fireball is semi-homing, so it's best to concentrate on avoiding it once it's
    fired. Don't get too close to the Heat Shade when the fireball is forming.
    
    
    - THUNDER DEMON -
    Hit Points: 175
    Experience: 450
    Attack(s): Lightning Bolt (x3)
    Attack Power: Very Strong
    Defensive Power: Strong
    Status Effects: None
    Items: Manticore Card
    Found: Machine Tower, Chapel Tower
    
    The fearsome Thunder Demon is a flying creature that possesses the powers of
    lightning. It flies around, every once in a while summoning a trio of
    thunderbolts to shoot down from the sky. The trick is to check where the sparks
    that start the thunderbolts are, then stand in between them to safely avoid
    being hit.
    
    
    - STONE ARMOR -
    Hit Points: 80
    Experience: 222
    Attack(s): Stone Throw
    Attack Power: Very Weak
    Defensive Power: Very Strong
    Status Effects: None
    Items: Cockatrice Card
    Found: Audience Room, Machine Tower
    
    A powerful Armor, the Stone Armor attacks by throwing a series of boulders in an
    arc of different lengths. While its Attack Power may seem low, keep in mind that
    it represents one stone hit. Usually you are hit by several at once. Stay
    underneath the arc of rocks and attack.
    
    
    - EARTH ARMOR -
    Hit Points: 130
    Experience: 240
    Attack(s): Earthquake
    Attack Power: Fair
    Defensive Power: Strong
    Status Effects: None
    Items: Gauntlet, Gold Armor
    Found: Machine Tower
    
    The last new Armor found in the Machine Tower, Earth Armors use earthquakes as
    their attacks. When they hit the ground with their swords, a stream of rock and
    debris will fly down the passage. Jump over it to avoid it. You can't escape it
    by running, as it is faster than you. Always be prepared to jump when the Earth
    Armor pulls his sword back.
    
    
    - SKELETON BOOMERANG -
    Hit Points: 50
    Experience: 112
    Attack(s): Dual Boomerang Throw
    Attack Power: Weak
    Defensive Power: Weak
    Status Effects: None
    Items: None
    Found: Machine Tower, Eternal Corridor
    
    Skeleton Boomerangs tote two Boomerangs that they throw when you get near. The
    safest way to take them out is from afar with the Dagger Sub-Weapon. However,
    it's also not too hard to wait until the Boomerangs have just been thrown, then
    attack.
    
    
    - SKELETON KNIGHT -
    Hit Points: 50
    Experience: 39
    Attack(s): Sword Slash
    Attack Power: Fair
    Defensive Power: Fair
    Status Effects: None
    Items: Leather Armor
    Found: Audience Room, Eternal Corridor
    
    Skeleton Knights are slightly more powerful variations of the Skeleton Soldiers.
    Also like their weaker counterpart, they're not difficult to defeat at all
    thanks to their slow attacking moves.
    
    
    - SKELETON ATHLETE -
    Hit Points: 100
    Experience: 25
    Attack(s): Dash Attack
    Attack Power: Very Weak
    Defensive Power: Very Weak
    Status Effects: None
    Items: Griffon Card, Cotton Clothes
    Found: Audience Room
    
    These energetic skeletons are only found in one long corridor in the western
    part of the Audience Room. They appear quickly and dash at you at high speeds,
    hoping to hit you. However, you should have enough time to get an attack in. By
    the time you can reach this area, though, they won't inflict much damage even if
    they do hit you.
    
    
    - BONE TOWER -
    Hit Points: 80
    Experience: 160
    Attack(s): Red Shot Stream
    Attack Power: Very Strong
    Defensive Power: Very Strong
    Status Effects: None
    Items: Heart
    Found: Catacombs, Eternal Corridor
    
    These stronger versions of the Bone Head shoot streams of red matter at you,
    which can be quite damaging. They're most dangerous in pairs. Whenever they open
    their mouths, keep your distance and don't approach until they stop firing.
    
    
    - HYENA -
    Hit Points: 90
    Experience: 105
    Attack(s): Gun Shot
    Attack Power: Strong
    Defensive Power: Weak
    Status Effects: None
    Items: None
    Found: Audience Room
    
    The sly Hyena is a warrior that carries a rifle. From a stationary perch, he
    shoots bullets straight out in front of him. Stay out of the way until a shot
    has been fired, then get near and attack.
    
    
    - WEREWOLF -
    Hit Points: 150
    Experience: 179
    Attack(s): Dash & Slash
    Attack Power: Above Average
    Defensive Power: Above Average
    Status Effects: None
    Items: None
    Found: Audience Room
    
    The Werewolf is an incredibly fast enemy. When you get near, it'll dash at you
    at top speeds. If he catches you off guard, there's no time to react. The best
    way to defeat him is to anticipate his movements. Perform a short hop to leap
    over him when he charges, then turn around and get in a whip hit before he comes
    back.
    
    
    - GARGOYLE -
    Hit Points: 50
    Experience: 3
    Attack(s): Fly, Spear Toss
    Attack Power: Weak, Fair
    Defensive Power: Weak
    Status Effects: None
    Items: Prison Garb
    Found: Audience Room, Abyss Stairway (after Machine Tower completion)
    
    Similar to the Gremlin you encountered earlier in the Abyss Stairway, the
    Gargoyle floats by, throwing spears when you're underneath. Not a particular
    threat, especially since one whip lash can usually defeat them.
    
    
    - GORGON -
    Hit Points: 225
    Experience: 219
    Attack(s): Walk, Stone Breath
    Attack Power: Weak
    Defensive Power: Above Average
    Status Effects: Stone
    Items: None
    Found: Eternal Corridor
    
    The Gorgon is a bull-like creature that snorts petrifying breath. Be sure to
    dodge it when he breaths it, as one touch will Stone you. He has decent defense
    and high HP, so it'll take a short while to wear through him. Remember that the
    stone breath cannot travel up or down hills.
    
    
    - FLAME DEMON -
    Hit Points: 275
    Experience: 500
    Attack(s): Fly, Flame Orb Shot, Fire Boulder Field
    Attack Power: Average, Average, Strong
    Defensive Power: Very Strong
    Status Effects: None
    Items:
    Found: Eternal Corridor
    
    Like most other Demons, this guy is one tough cookie. Not only does he have good
    Attack Power, but his HP and Defense Power are through the roof. The Fire
    Boulder Field attack is almost impossible to avoid unless you retreat a
    reasonable distance away from the Flame Demon. Just continue to whip as much as
    possible and make dodging a priority when he attacks.
    
    
    - EVIL HAND -
    Hit Points: 60
    Experience: 63
    Attack(s): Clutch
    Attack Power: Very Weak
    Defensive Power: Fair
    Status Effects: None
    Items: None
    Found: Eternal Corridor
    
    An interesting creature, the Evil Hand is not so much deadly as it is annoying.
    If one can get a good grip on you, it won't let go. While they hold on, your
    speed will be seriously impaired. Don't risk getting captured and defeat these
    guys before they get a chance to grab you. Their slow speed makes them easy
    targets.
    
    
    - WERE-BEAR -
    Hit Points: 270
    Experience: 227
    Attack(s): Strong Swipe
    Attack Power: Strong
    Defensive Power: Average
    Status Effects: None
    Items: Cotton Robe
    Found: Eternal Corridor
    
    The Were-bear is a large, cumbersome creature that walks very slowly. If you get
    near it, it'll perform a swipe attack that is quite damaging. If you keep your
    distance (around 3/4 whip length), it won't ever come in range to attack you.
    
    
    - BEAST DEMON -
    Hit Points: 150
    Experience: 260
    Attack(s): Arc Shot
    Attack Power: Average
    Defensive Power: Very Strong
    Status Effects: None
    Items: Arm Guard
    Found: Eternal Corridor
    
    The Beast Demon remains stationary, and every few seconds will spit out an arc
    of energy shots in your direction. Jump or duck into holes in the arc, then
    approach the Beast Demon to attack. Watch for him to fire again so you can
    dodge.
    
    
    - GHOUL -
    Hit Points: 100
    Experience: 3
    Attack(s): Grab
    Attack Power: Weak
    Defensive Power: Very Weak
    Status Effects: None
    Items: None
    Found: Eternal Corridor
    
    The Ghoul is simply a stronger variation of the Zombie. Be sure to approach
    Zombie spawning areas carefully, as they have somewhat high HP.
    
    
    =========================
    MORE ENEMIES COMING SOON
    =========================
    
    ________________________________________________________________________________
    
                     =============== DSS CARD GUIDE ===============
    ________________________________________________________________________________
    
         There are two guides to DSS in this FAQ. This one centers on each
    individual card, what it does in general, and where they can be found in the
    castle. The first list is of the first ten cards, those named after various
    Roman gods. The second list is of the second ten cards, those named after
    various mythical creatures.
    
    ---~DSS CARD GUIDE KEY~---------------------------------------------------------
    1. Name: The name of the card. The first ten are named after Roman gods, the
      second ten are named after mythical creatures.
    2. Effect: The basic magic form that the card brings out when combined with
      others.
    3. Found: Which enemy you need to defeat to get the card. After the enemy is the
      location where the enemy is found.
    4. Description: The description of the card from the game.
    --------------------------------------------------------------------------------
    
    ===== ACTION CARDS =====
    
    - MERCURY -
    Effect: Magic Whips
    Found: Bone Head (Catacombs, Abyss Stairway)
    Description: Mercury, the messenger of the gods. Has the potential of strength.
    
    
    - VENUS -
    Effect: Stat Increasers
    Found: Slime (Catacombs, Abyss Stairway, Audience Room)
    Description: Venus, goddess of love and beauty. Has the potential of
      enhancement.
    
    
    - JUPITER -
    Effect: Shields
    Found: Fire Shade (Machine Tower)
    Description: Jupiter, god of the heavens and the leader of Olympus. Has the
      potential of defense.
    
    
    - MARS -
    Effect: Swords
    Found: Bloody Sword (Chapel Tower)
    Description: Mars, god of war. Has the potential of change.
    
    
    - DIANA -
    Effect: Whip Magic Attacks
    Found: Man Eater (Underground Gallery)
    Description: Diana, goddess of moon and hunting. Has the potential of creation.
    
    
    - APOLLO -
    Effect: Bombs/Energy Spheres
    Found: Arch Demon (Underground Warehouse)
    Description: Apollo, god of the sun, music, and prophecy. Has the potential to
      create explosives.
    
    
    - NEPTUNE -
    Effect: Magic Healing
    Found: Ice Armor (Underground Waterway)
    Description: Neptune, god of the seas. Has the potential of Healing
    
    
    - SATURN -
    Effect: Call Familiar
    Found: Fallen Angel (Chapel Tower, Near Battle Arena)
    Description: Saturn, god of agriculture and the father of Jupiter. Has the
      potential of a familiar.
    
    
    - URANUS -
    Effect: Summon Creature
    Found: Scary Candle (Machine Tower's Iron Golem Room)
    Description: Uranus, former god of the heavens. Has the potential of summoning.
    
    
    - PLUTO -
    Effect: Various Magic Effects
    Found: Trick Candle (Catacomb's Cerberus Room, Defeat Camilla First)
    Description: Pluto, god of the underworld. Has the potential of special.
    
    
    ===== ATTRIBUTE CARDS =====
    
    - SALAMANDER -
    Effect: Fire Magic
    Found: Skeleton Bomber (Catacombs)
    Description: A lizard bathed in flames. Embodiment of the fire spirit,
      Salamander. Has the power of Fire.
    
    
    - SERPENT -
    Effect: Ice Magic
    Found: Earth Demon (Catacombs)
    Description: The serpent is said to be a dragon swimming in the sea. Has the
      power of Ice.
    
    
    - MANDRAGORA -
    Effect: Plant Magic
    Found: Axe Armor (Abyss Stairway, Audience Room)
    Description: The Mandragora is represented as a humanoid with roots instead of
      feet. Has the power of Plants.
    
    
    - GOLEM -
    Effect: Earth Magic
    Found: Electric Skeleton (Audience Room)
    Description: A Golem is a mockery of man made from clay. Has the power of Earth.
    
    
    - COCKATRICE -
    Effect: Stone Magic
    Found: Stone Armor (Machine Tower)
    Description: The Cockatrice is said to have the ability to turn things to stone.
      Has the power of Stone.
    
    
    - MANTICORE -
    Effect: Poison Magic
    Found: Thunder Demon (Machine Tower, Chapel Tower)
    Description: The Manticore is said to have a body of a lion and the venomous
      tail of a scorpion. Power of Poison.
    
    
    - GRIFFON -
    Effect: Wind Magic
    Found: Skeleton Athletes (Audience Room)
    Description: The Griffin is said to have the head and wings of an Eagle and the
      body of a lion. Has the power of Wind.
    
    
    - THUNDERBIRD -
    Effect: Lightning Magic
    Found: Were-Panther (Chapel Tower)
    Description: The legendary Thunderbird is said to have been able to release
      lightning. Has the power of Electricity.
    
    
    - UNICORN -
    Effect: Holy Magic
    Found: White Armor (Battle Arena)
    Description: The Unicorn is said to have been white with a single holy horn on
      its forehead. Has the power of Light.
    
    
    - BLACK DOG -
    Effect: Dark Magic
    Found: Devil Armor (Battle Arena)
    Description: The Black Dog is said to consume darkness. Has the power of
      Darkness.
    
    
    
    ________________________________________________________________________________
    
                     =============== DSS MAGIC GUIDE ===============
    ________________________________________________________________________________
    
         When two cards are combined together, Nathan can perform or activate some
    magical power. However, this power is not always apparent from the start. While
    it may be a useful spell, learning exactly how to use it may be tricky. Below
    are all of the combinations of cards, 100 in total, and the magic you can gain
    from them.
    
    ---~DSS MAGIC GUIDE KEY~--------------------------------------------------------
    1. Name: The name of the two cards that are combined.
    2. Type: Either Attack, Use, Shot, or Time. The first three are similar, as
      whenever you press the attack button, MP is diminished. Time types drain MP
      slowly but at a constant pace.
    3. MP Used: The amount of MP used for each attack or for a certain period of
      time.
    4. Description: What the game says about the combination.
    --------------------------------------------------------------------------------
    
    
    ===== MERCURY COMBINATIONS =====
    
    ~SALAMANDER/MERCURY~
    Type: Attack
    MP Used: 6
    Description: Fire whip to attack enemies.
    
    The Fire Whip is pretty much your basic Magic Whip. It's quite similar to the
    Mandragora/Mercury combination's Whip of Thorns. The Fire Whip's advantage is
    that it goes a little farther, but the Whip of Thorns does more damage. The Fire
    Whip increases your Strength by 5%. I recommend the Whip of Thorns instead,
    since the short extra length isn't worth 5% less strength.
    
    
    ~SERPENT/MERCURY~
    Type: Attack
    MP Used: 2
    Description: Ice Whip. Frozen enemies can be used as platforms.
    
    A short, quickly shot whip. It freezes enemies when you deplete all of their HP.
    However, it also decreases your Strength by 30%. Definitely not a whip you want
    to use for attacking, but one you want to use to make platforms (to get to
    higher places, etc.).
    
    
    ~MANDRAGORA/MERCURY~
    Type: Attack
    MP Used: 6
    Description: Whip of Thorns to attack enemies.
    
    The best basic Magic Whip you can get. While its length is somewhat shorter to
    the similar Fire Whip, it increases your Strength by 10%. If you're not using
    any of your other DSS combos, use this to boost your strength a little while
    using minimal MP.
    
    
    ~GOLEM/MERCURY~
    Type: Attack
    MP Used: 8
    Description: Earth Whip to attack distant enemies.
    
    The Earth Whip is the longest range whip you can use. It stretches out nearly
    the entire screen to hit enemies. The huge downfall is that it takes forever for
    it to extend and comeback, allowing agile enemies (and even slower ones) to
    become hard to hit. Not very recommended unless you're fighting a stationary
    enemy or boss.
    
    
    ~COCKATRICE/MERCURY~
    Type: Attack
    MP Used: 6
    Description: Stone Whip. Enemies turned to stone can be used as platforms.
    
    A short whip that has extra dust appearing at the end, thus making it fatter.
    Very similar to the Ice Whip. It's slower to whip, but the Stone Whip increases
    your Strength by 10% instead of decreasing it. Your best choice against stronger
    monsters you need to immobilize, but otherwise use the Ice Whip.
    
    
    ~MANTICORE/MERCURY~
    Type: Attack
    MP Used: 6
    Description: Poison whop that will release a mist of poison.
    
    In the right situations, the Poison Whip can be somewhat helpful. You snap it up
    at a 45 degree angle, and the whip releases several poison clouds down to the
    ground. If there's an enemy a little above you, it works effectively, poisoning
    them in addition to some minor damage (Strength is lowered by 10%). However,
    even then it's no real gain, and most of the time enemies won't be right above
    and next to you, nor will you be able to get close to others to drop poison
    clouds on them. Hard to use, and not worth it since the STR decrease basically
    cancels out the effects of the poison.
    
    
    ~GRIFFIN/MERCURY~
    Type: Attack
    MP Used: 10
    Description: Wind whip. Continuous attack will occur while attack is held.
    
    An incredibly useful whip that you'll want to switch to again and again. While
    it is weaker than the normal whip (Strength is decreased by 15%), the Whip, when
    attack is held, will move up and down, effectively hitting enemies low on the
    ground and just above you. Great on Poison Worms, Hoppers, and other short
    enemies.
    
    
    ~THUNDERBIRD/MERCURY~
    Type: Attack
    MP Used: 10
    Description: Electric whip. Will electrocute while attack is held.
    
    The Electric Whip is your standard whip with a little twist. When you hold down
    the attack button, the whip will stay extended, dealing consistent (though
    constantly lesser) damage every few seconds. Since you can't move while it's
    extended, you're rather vulnerable to attack. It's best to use other whips
    instead.
    
    
    ~UNICORN/MERCURY~
    Type: Attack
    MP Used: 20
    Description: Holy whip. Health is replenished with each swing of the whip.
    
    Helpful in not only the 20% increase in Strength, the Holy Whip recovers 1 HP
    with each swing. It also can be swung very fast. The only real downside is the
    large amount of MP it consumes. If you have high MP and Intelligence, this is a
    good whip choice.
    
    
    ~BLACK DOG/MERCURY~
    Type: Attack
    MP Used: 40
    Description: Darkness whip to attack and envelop enemies in darkness.
    
    The Darkness Whip is the strongest whip, increasing your Strength by 40%. It
    swings a bit more slowly than the Holy Whip, but not as excruciatingly slow as
    the Earth Whip. Another good choice for a whip if you don't mind a little slower
    swing.
    
    
    
    ===== VENUS COMBINATIONS =====
    
    ~SALAMANDER/VENUS~
    Type: Time
    MP Used: 4
    Description: Inflicted damage increases by 25%.
    
    A handy way to increase the amount of damage you inflict of enemies. If you have
    nothing else to use, this is a good standard DSS combination to have equipped.
    It's most effective early on in the game.
    
    
    ~SERPENT/VENUS~
    Type: Time
    MP Used: 4
    Description: Defense increases by 25%.
    
    Similar to the Salamander/Venus combination, but the Serpent Card increases your
    Defense instead. Not quite as helpful as the Jupiter shields or the Golem/Venus
    Combination later, but still a decent choice early on in the game.
    
    
    ~MANDRAGORA/VENUS~
    Type: Time
    MP Used: 4
    Description: Luck Increases by 25%
    
    If you're looking for an enemy to drop a specific item, use this DSS
    Combination. Your Luck increases by 1/4, thus giving you greater chances of
    finding an item when an enemy is defeated.
    
    
    ~GOLEM/VENUS~
    Type: Time
    MP Used: 16
    Description: Defense increases as the % of the map uncovered increases.
    
    A better combination than the Serpent/Venus combination as you progress in the
    game. Since more of the map will become uncovered later, your defense will
    increase more.
    
    
    ~COCKATRICE/VENUS~
    Type: Time
    MP Used: 2
    Description: Gains experience points from walking.
    
    This sounds like a golden DSS Combination, but it's not nearly as incredibly as
    you might be led to believe. First of all, you must be walking for this to work.
    No standing still, no dashing, no jumping. When you are walking, every second or
    so you'll get 1 experience point. Not very much, especially later in the game.
    Unless you're really desperate to Level-Up and figure even a few experience
    points added on will help, it's better to use a DSS Combo that's more useful.
    
    
    ~MANTICORE/VENUS~
    Type: Time
    MP Used: 2
    Description: Gains double the amount of hearts received.
    
    If you're running low on hearts, select this Combination. It'll double the
    hearts you pick up after destroying torches or enemies. If you use Sub-Weapons
    frequently, this is a DSS Combo to remember.
    
    
    ~GRIFFIN/VENUS~
    Type: Time
    MP Used: 4
    Description: Intelligence increases by 25%.
    
    Similar to the first three Venus Combination, the Griffin Card will instead
    raise your intelligence. This usually isn't needed very much, as any location
    you'll need to recover MP, you'll usually need to recover it instantly.
    Intelligence is usually high enough to not worry about this.
    
    
    ~THUNDERBIRD/VENUS~
    Type: Time
    MP Used: 16
    Description: Damage increases as the % of map uncovered increases.
    
    A great way to increase the amount of damage you do. This is not so effective
    early on in the game, when you've only revealed a small portion of the map.
    
    
    ~UNICORN/VENUS~
    Type: Time
    MP Used: 8
    Description: Defense x2 while inflicted damages is 1/2.
    
    The Unicorn and Black Dog Venus Combinations are a peculiar pair. They double
    one stat, while halving another. In the Unicorn's case, the stat increased is
    Defense, while the one halved is Strength. May be helpful in areas you don't
    need to attack.
    
    
    ~BLACK DOG/VENUS~
    Type: Time
    MP Used: 8
    Description: Inflicted damage is x2 while defense is 1/2.
    
    The Black Dog Combination doubles Strength and halves Defense. If you're skilled
    at dodging attacks, this the Combo for you.
    
    
    
    ===== JUPITER COMBINATIONS =====
    
    ~SALAMANDER/JUPITER~
    Type: Time
    MP Used: 4
    Description: 2 Fireballs circle you in defense.
    
    Though it's a shield, this is best used offensively. The two fireballs move
    slowly, so when they come in contact with an enemy, they will get several hits
    off, much like the Crucifix. As a shield, though, they spin too slowly and leave
    too much of a gap to effectively protect you.
    
    
    ~SERPENT/JUPITER~
    Type: Time
    MP Used: 4
    Description: 4 Ice balls circle you in defense. These can freeze enemies.
    
    This is one of the best shields. The ice balls rotate around you very quickly,
    thus providing good defenses against enemies. They do little damage, however,
    but the quick spinning motion will take out weaker enemies with ease.
    
    
    ~MANDRAGORA/JUPITER~
    Type: Time
    MP Used: 16
    Description: If stationary, health will gradually replenish.
    
    It's not a shield, but it's very helpful nonetheless. If you find yourself
    running low on HP, turn this on and stand still. After a few second warm-up,
    you'll continuously gain 1 HP every second. Handy if you're headed to a boss and
    want to be at full stats.
    
    
    ~GOLEM/JUPITER~
    Type: Time
    MP Used: 4
    Description: If damaged, the invincibility duration is x4.
    
    Normally when you're hit, there's a short period where you're invulnerable to
    attack. With this Combo, that invincible period will last four times as long. If
    you're facing enemies or a boss where you get hit a lot, this may be helpful,
    but it's best just to avoid getting hit in the first place.
    
    
    ~COCKATRICE/JUPITER~
    Type: Time
    MP Used: 8
    Description: Transform into stone and become invulnerable.
    
    The description for this Combo is quite misleading. While transformed, you can
    be hurt. However, you cannot be poisoned, cursed, frozen, or turned to stone.
    Quite frankly, this is a rip-off. Equipping this Combo totally limits your
    movement, making you move at a snail's pace (with no dashing allowed) and
    jumping tiny distances.
    
    
    ~MANTICORE/JUPITER~
    Type: Time
    MP Used: 5
    Description: A cloud of poison spread to protect you.
    
    Another good shield, the Manticore/Jupiter Combo shoots out clouds of poison in
    every direction, thus adequately protecting you from weak enemies. The main
    differences from the ice ball shield is that the poison is weaker, but shoots
    out more rapidly. I recommend the ice shield over this one in most cases.
    
    
    ~GRIFFIN/JUPITER~
    Type: Time
    MP Used: 4
    Description: While dashing, a sonic wave appears to protect you.
    
    Just like the description says, when you dash, a shield forms in front of you to
    protect you. This protection isn't that great, because if you don't kill the
    enemy with the initial hit, you'll either have to stop suddenly or get hit
    yourself. The fact that it only protects from the front while running worsens
    its case.
    
    
    ~THUNDERBIRD/JUPITER~
    Type: Time
    MP Used: 4
    Description: You will be sent flying when damaged, but takes 1/2 damage.
    
    Another very good choice for shielding. You'll soar backwards whenever you're
    hit (like you do when you're hit in the air), but the damage received is cut in
    half. Very helpful.
    
    
    ~UNICORN/JUPITER~
    Type: Time
    MP Used: 8
    Description: A circular barrier will surround you.
    
    The Unicorn/Jupiter shield is stronger than the ice shield, but doesn't hit as
    often. It's best to be used as an offensive weapon or in areas with strong
    enemies.
    
    
    ~BLACK DOG/JUPITER~
    Type: Time
    MP Used: 8
    Description: A black hole barrier will surround you, but HP is drained.
    
    This shield doesn't have much over the Unicron/Jupiter shield, but it also sucks
    away at your HP at a steady rate. Not much gained, much lost. However, a great
    thing about this combination is that it will cure Poison status. Simply turn it
    on when you're poisoned, then turn it off. When it's deactivated, your Poison
    status will be gone. Quite helpful.
    
    
    
    ===== MARS COMBINATIONS =====
    
    ~SALAMANDER/MARS~
    Type: Attack
    MP Used: 8
    Description: Attack with a fire sword.
    
    The Fire Sword is a large sword bathed in flames. It is swung overhead. It is a
    little more powerful than the whip, but it doesn't have the range. It is also
    hard to hit low enemies.
    
    
    ~SERPENT/MARS~
    Type: Attack
    MP Used: 4
    Description: Attack with an ice sword. Can freeze enemies.
    
    The Ice Sword is quite weak, but can turn enemies into ice. It goes out straight
    in front of you. The Ice Whip is just as powerful, yet has a little longer range
    and uses less MP.
    
    
    ~MANDRAGORA/MARS~
    Type: Attack
    MP Used: 10
    Description: Attack with a rose sword.
    
    The Rose Sword is similar to the Fire Sword, sort of like the Vine Whip and Fire
    Whip. The Rose Sword is swung higher, but does not go down as far as the Fire
    Sword. It is slightly more powerful than the Fire Sword, but uses more MP. This
    is the better choice, as there really isn't much of a difference outside of
    power between this and the Fire Sword.
    
    
    ~GOLEM/MARS~
    Type: Attack
    MP Used: 4
    Description: Attack with a massive hammer. Causes earthquakes.
    
    This combination is really quite poor. The hammer leaves you very vulnerable and
    takes a long time to attack. It is also incredibly weak. The only benefit is
    that the earthquake it causes hurts any enemies on the ground.
    
    
    ~COCKATRICE/MARS~
    Type: Attack
    MP Used: 12
    Description: Attack with tonfers. Can turn enemies into stone.
    
    This attack will quickly slash an enemy. It is rather powerful and is quite
    fast. The attack goes straight out in front of you, but the range is rather
    poor. A decent attack, but you'll need to be close to enemies to use it.
    
    
    ~MANTICORE/MARS~
    Type: Attack
    MP Used: 8
    Description: Attack with poison claws.
    
    The Poison Claws are similar to the Mars/Cockatrice Combo, but the slash it
    produces comes in three waves and is much larger. It isn't as powerful as other
    attacks, but can be used quickly. Not particularly good or bad.
    
    
    ~GRIFFIN/MARS~
    Type: Attack
    MP Used: 16
    Description: Sword Draw. Holding attack longer will inflict more damage.
    
    The Sword Draw really relies on you charging it up for a while. A non-charged
    Sword Draw is horrendously weak. If you charge it up to full power, however, it
    can deal out some lethal damage. The problem is that you can't usually stand
    completely still for a few seconds in front of an enemy to get it up to some
    decent strength. Not worth the trouble it takes to use it.
    
    
    ~THUNDERBIRD/MARS~
    Type: Attack
    MP Used: 16
    Description: Martial Arts. Hold attack to perform combinations.
    
    Martial Arts are really quite a powerful form of attack. Unlike the description
    says, you have to press the attack button rapidly to perform multiple attacks.
    These attacks string together very quickly to make for a good attack. It eats up
    MP, though, and isn't really notable enough to use constantly. Good, but not
    great.
    
    
    ~UNICORN/MARS~
    Type: Attack
    MP Used: 32
    Description: Attack with a holy sword.
    
    The Holy Sword is a great Combination. The sword used goes out straight in front
    of you, like a whip. A big plus is that it has a longer range than even the whip
    does. It also is significantly more powerful and even faster to use. An
    excellent attack. The only drawback is the large MP consumption.
    
    
    ~BLACK DOG/MARS~
    Type: Attack
    MP Used: 32
    Description: Attack with a gun.
    
    The gun is the most powerful Mars combination out there. When activated, you
    pull out a gun, fire, and put it away. Both the pulling out and putting away
    parts take a small slot of time to perform, thus making the attack rather
    clumsy. If you have time to wait a second to pull it out it's good, but it's not
    really worth the effort.
    
    
    
    
    ========================================
    MORE DSS MAGIC COMBINATIONS COMING SOON
    ========================================
    
    
    
    ________________________________________________________________________________
    
                    =============== EQUIP ITEMS GUIDE ===============
    ________________________________________________________________________________
    
         One of the types of items enemies sometimes drop when defeated are the
    Equip Items. You can equip these items to different parts of your body to
    increase the various stats: Strength (STR), Defense (DEF), Intelligence (INT),
    and Luck (LCK). You have two different types of Equip items, those that can be
    placed on your body or your arms. Placing arm items on different arms may have
    different effects. In any case, equipping the most helpful Equip Item for the
    right situation is very important in deciding your success.
    
    
    ===== BODY EQUIP =====
    
    
    - COTTON CLOTHES -
    STR Increase: + 0
    DEF Increase: + 20
    INT Increase: + 0
    LCK Increase: + 0
    Found: Zombie, Mudman, Mummy, Fleaman
    Description: Clothes made of cotton.
    
    
    - LEATHER ARMOR -
    STR Increase: + 0
    DEF Increase: + 30
    INT Increase: + 0
    LCK Increase: + 0
    Found: Skeleton, Brain Float, Skeleton Soldier, Axe Armor
    Description: Armor made from leather.
    
    
    - BRONZE ARMOR -
    STR Increase: + 0
    DEF Increase: + 40
    INT Increase: + 0
    LCK Increase: + 0
    Found: Skeleton Soldier
    Description: Armor made from bronze.
    
    
    - PRISON GARB -
    STR Increase: + 5
    DEF Increase: + 20
    INT Increase: + 0
    LCK Increase: + 0
    Found: Clinking Man
    Description: Clothes that were worn by a prisoner.
    
    
    - SILK ROBE -
    STR Increase: + 0
    DEF Increase: + 40
    INT Increase: + 140
    LCK Increase: + 0
    Found: Fox Archer
    Description: Robe made of silk.
    
    
    - STYLISH SUIT -
    STR Increase: + 10
    DEF Increase: + 40
    INT Increase: + 0
    LCK Increase: + 0
    Found: Heat Shade
    Description: You'll be popular while wearing this.
    
    
    - COTTON ROBE -
    STR Increase: + 0
    DEF Increase: + 25
    INT Increase: + 100
    LCK Increase: + 0
    Found: Fox Archer
    Description: Robe made of cotton.
    
    
    - GOLD ARMOR -
    STR Increase: + 0
    DEF Increase: + 80
    INT Increase: + 0
    LCK Increase: + 0
    Found: Earth Armor
    Description: Armor made of gold.
    
    
    
    ===== ARMS EQUIP =====
    
    - WRIST BAND -
    STR Increase: + 0
    DEF Increase: + 5 (L/R)
    INT Increase: + 0
    LCK Increase: + 0
    Found: Bat, Spirit, Gremlin
    Description: Cotton armband
    
    
    - MAGIC GAUNTLET -
    STR Increase: + 0
    DEF Increase: + 0
    INT Increase: + 10 (L/R)
    LCK Increase: + 0
    Found: Earth Demon, Poison Worm
    Description: Magical power lies within the Gauntlet.
    
    
    - GAUNTLET -
    STR Increase: + 15 (L/R)
    DEF Increase: + 0
    INT Increase: + 0
    LCK Increase: + 0
    Found: Earth Armor
    Description: Increase Attack Power while equipped.
    
    
    - HARD RING -
    STR Increase: - 10
    DEF Increase: + 50
    INT Increase: + 0
    LCK Increase: - 10
    Found: Medusa Head
    Description: Defense increases while equipped.
    
    
    - ARM GUARD -
    STR Increase: + 0
    DEF Increase: + 10
    INT Increase: + 0
    LCK Increase: + 0
    Found: Beast Demon
    Description: Protects the arms while equipped.
    
    
    =============================
    MORE EQUIP ITEMS COMING SOON
    =============================
    
    
    
    ________________________________________________________________________________
    
                =============== BONUS MODES WALKTHROUGHS ===============
    ________________________________________________________________________________
    
         After you complete the game for the first time, an extra bonus mode will be
    opened up. Complete that to open more and more bonus modes. In these extra
    features, you start out with different items and stats than you normally would.
    This makes your strategies differ from game to game, and oftentimes can make
    things more difficult. Read below for brief walkthroughs to each of the bonus
    modes.
    
    ==============================================================================
    *There are currently no Bonus Mode Walkthroughs. Check future updates for all
    your Bonus Mode needs. Thank you.
    ==============================================================================
    
    
    
    
    ________________________________________________________________________________
    
       ________ _________________________________________________________________
      /()_____(\_______________________________________________________________  \
     /) /  ___\ \                                                              \  \
    /  /  /)  () \    =============== PART 5: MISCELLANEOUS ===============     )  )
    \()\  \____  /_____________________________________________________________/  /
     \ (\_____/(/________________________________________________________________/
      \________/
    
                       =============== ADDITIONAL TIPS ===============
    
         There are a few general tips and strategies, that if utilized, can
    drastically improve your performance in the game as a whole. Sometimes learning
    how to beat a certain part isn't as important as knowing what to do in general.
    
    
    1. MP AND HEARTS
    Since you have a limited number of MP and Hearts, one is inclined to try not to
    use them all at once. My advice? You them as much as you want. If you have
    decent Intelligence stats, the lower MP-consuming DSS combinations won't even
    have any effect. Others will take a long time for it to wear down. As for
    Hearts, you definitely have more than you need. Don't be afraid to use them up.
    
    
    2. SAVE POINTS
    Save points aren't just useful for saving. Whenever you go there, HP and MP is
    fully restored (but not hearts). Save as often as you can, because you never
    know when you'll suddenly die and lose that DSS Card you just found or all that
    experience you accumulated.
    
    
    3. HIDDEN ROOMS
    Look on the map for black spots in the middle of rooms and passages. Oftentimes
    hidden rooms are located there. Swing your whip across any wall adjacent to a
    black section on the map and you'll possibly uncover a hidden room. Better safe
    than sorry.
    
    
    4. WHIP SPINS
    Whip Spins may seem pretty cool at first when you realize "Whoa! I didn't know I
    could do this!", but the move isn't quite as helpful as it seems. First of all,
    the damage it deals is just a small portion of that a normal whip swing will
    deliver. Also, you must stand still while spinning it and it pretty much only
    attacks in one direction. It's very dangerous to use this move, and not worth
    the risk.
    
    
    5. SUMMONS
    Use your DSS summons often. Using a summon a few times can easily defeat or
    weaken most bosses or will clear the screen of all enemies. The Thunderbird
    works particularly well, but has consumes quite bit MP.
    
    
    6. AVOID ENEMIES
    Oftentimes it isn't practical to fight every enemy you see. In fact, when you're
    low on health, it's a necessity. Try to learn how to dodge enemies effectively
    so you can get by without getting hurt. In large rooms, the Roc's Wing works
    excellently, and in others a well-timed Double Jump will do. Be careful, though,
    as if there are too many enemies in a small space, you'll need to defeat some.
    Also consider taking alternate routes.
    
    
    
    ________________________________________________________________________________
    
               =============== FREQUENTLY ASKED QUESTIONS ===============
    ________________________________________________________________________________
    
    
         I get loads of mail each day from readers wondering how to do something.
    Most of the times it's "How do I start my computer?" or "Where in the world in
    Carmen Sandiego?", but every once in a while I get a worthwhile question that
    isn't answered in the rest of the FAQ. If several people end up asking it, then
    I deem it "Frequent" and put it in this section. Thus the title "Frequently
    Asked Questions". Oh yes, and there are answers here, too. I'm not THAT cruel.
    
    
    Q: How do I delete all info, setting the game back to its default state?
    A: If you've purchased a used copy of COTM or want to start back over from
      scratch, it may be handy to delete everything on the Game Pak. To do this,
      Hold down the A, B, L, and R buttons at the same time while on the title
      screen, then press Select. You will get a box asking you if you want to clear
      all data.
    
    
    
    ________________________________________________________________________________
    
                      =============== CONTACT INFO ===============
    ________________________________________________________________________________
    
    
    Have some questions about the game? Comments about my FAQ? Know something I left
    out? See info I got wrong? If there's something you need to know or say about my
    FAQ, be sure to:
    
    E-mail me Questions or Comments: croco64@yahoo.com
    
    BEFORE YOU SEND ME STUFF, PLEASE READ THE FOLLOWING:
    
    1. Try to find what you need in the FAQ first. I've spent hours and hours
    writing all this, and for a reason, so look here to try to find the answer to
    your question(s). If the information you ask for is already in the FAQ, I will
    likely just direct you to where it is in the FAQ.
    
    2. Put the word "Castlevania", "Circle of the Moon", or similar phrasing as the
    title of your e-mail. This makes things a lot easier for me.
    
    3. I am very happy to have you contribute to this FAQ, and by all means send in
    what you know. However, I do not want you to send me information on any of the
    incomplete sections of the FAQ. What you send I'll probably already know.
    However, if I miss something or something you know of doesn't fit anywhere else,
    please send it in. Be sure to include a name or alias for the Credits section.
    If you do not, I will assume that you wish to remain anonymous (unless you send
    one at a later date).
    
    4. I respond to 99.9% of the e-mail I get. If yours is in the lucky .1% that
    doesn't get a response, it may be that your e-mail is dated for a past date and
    is buried in my old e-mail, you didn't send it to the right address, or your
    address is blocking all incoming mail. Even if your question is moronic or your
    e-mail incomprehensible, I'll still probably respond to mock you.
    
    5. Do not send me any spam, "chain" type e-mails, or pictures. These are
    annoying and take up unnecessary space in my inbox. Also, don't send multiple
    e-mails asking the same question. It will just make me hate you more. Oh, and
    asking me to respond ASAP won't affect the response time at all.
    
    6. If you are the webmaster of a site and wish to use my FAQ, you must contact
    me requesting permission. In this e-mail, be sure to include your site's URL. I
    will tell you right now that I do not give permission to everyone who asks. Only
    the sites that I think have good quality will be granted permission. A quick
    reminder: using my FAQ without permission is illegal, and appropriate legal
    action can and will be taken if you steal this document. I do check around the
    web to see where my FAQ is.
    
    CHECK THE ENEMIES: If you're feeling bored, you can feel free to check the HP of
      the enemies in my Enemy Guide. Since finding the exact HP of an enemy is very
      tough, some of them are bound to be incorrect by a few HP. So, if you know the
      right amount of HP, drop me a line.
    
    
    
    ________________________________________________________________________________
    
                      =============== CREDITS/OTHER ===============
    ________________________________________________________________________________
    
    READER CREDITS:
    
    - Billyjoebob2111: For the locations of most of the DSS Cards.
    - TBIGBOSSMANN: For the tip on curing poison with the Jupiter/Black Dog Combo.
    
    
    SOURCE CREDITS:
    
    - Mike Whalen and Giancarlo Varanini's "The History of Castlevania" article.
       I gathered most of my information for the Introduction from this site
       (http://www.videogames.com/features/universal/castlevania_history).
    - Nintendo Power Advance: For some of the DSS combination effects. I also
       sometimes used their map along with the in-game one to help me mold mine.
    - Castlevania: Circle of the Moon for the descriptions of the items, DSS
       Cards, Magic Items, and the Sub-Weapons.
    - Castlevania Circle of the Moon Instruction Booklet for the Story and Character
       descriptions.
    
    
    SPECIAL THANKS:
    
    - Konami: For producing Circle of the Moon.
    - KCEK: For developing Circle of the Moon.
    - Brisk Iced Tea: It's Lemon-rific!
    
    
                                   *   *   *
    
    The following sites have been given permission to use my FAQ:
    
         * GameFAQs (www.gamefaqs.com)
         * CheatCodes.com (www.cheatcodes.com)
         * Cheat Code Central (www.cheatcc.com)
         * GBA: UK (go.to/gba.uk)
         * DaDome Advance (dadvance.cjb.net)
    
    No other sites have been given permission to use this FAQ. Please contact me if
    you see this FAQ anywhere else.
    
    Check www.gamefaqs.com for the most recent version of this FAQ.
    
    
                                   *   *   *
    
    COMING IN THE NEXT UPDATE:
       - Chapel Tower Walkthrough
       - Underground Gallery Walkthrough
       - Updated Enemy Guide
       - Updated DSS Magic Guide
       - Updated Equip Items Guide
       - Updated Recovery Items List
    
    
    
    ________________________________________________________________________________
    
                    =============== CLOSING STATEMENT ===============
    ________________________________________________________________________________
    
         I am pleased. Quite pleased. This FAQ turned out much better than I
    imagined, and I'm very fond of the nice little maps I've included. So, it's your
    job as the reader to e-mail me piles upon piles of money. Can't send money
    through e-mail, you say? Of course you can. You sound so silly when you're
    drunk.
    
    
                This FAQ Has Been Brought To You By:        _      _    _______
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