Castlevania: Lament of Innocence
                          FAQ/Walkthrough Version 1.10

                           by Codex (codex79@yahoo.com)



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               TABLE OF CONTENTS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I.  Version History
II. Introduction
~WALKTHROUGH~
III. Starting the Game
IV.  House of Sacred Remains
V.   Anti-Soul Mysteries Lab
VI.  Garden Forgotten By Time
VII. Ghostly Theatre
VIII.Dark Palace of Waterfalls
IX.  Completing the Five Stages
X.   Pagoda of the Misty Moon
XI.  Prison of Eternal Torture
XII. Beyond the Final Battle

~FAQS~
XIII. Items List
- Curative Items
- Gems
- Ancient Texts
- Keys
- Maps
- Marker Stones
- Other
XIV.  Equipment List
- Whips
- Armour
- Accessories
XV.   Relics List
XVI.  Orbs List
XVII. Skills List
XVIII.Sub-Weapon - Orb Combinations
XIX.  Heart-HP-MP Max Up Locations
XX.   Secrets
XXI.  Copyright

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                              VERSION HISTORY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Version 1.10 11/6/03
- Clarifications and corrections to Dark Palace of Waterfalls section

Version 1.05 10/31/03
- Correction of orb information: defeating Medusa gives you the Purple Orb,
  while defeating Joachim gives you the Green Orb (thanks to AreinDoomrose)
- Corrected Michaelís Cross to Michaelís Sword (thanks again to AreinDoomrose)

Version 1.0 10/28/03
- Leon's walkthrough complete
- Sub-weapon - orb combinations complete
- Basic relics, orbs and skills lists


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                INTRODUCTION
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


This is my first FAQ/Walkthrough. I'm not sure how easy it is to follow the
walkthrough; any feedback would be appreciated. Hopefully the information is
sufficiently cross-indexed (especially where the keys and relics are concerned)
so that you can find what you need quickly. Any additional information or
corrections would also be very helpful (for example, I think I might have
mistaken one MP Max Up for an HP Max Up).


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 WALKTHROUGH
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


NOTE: For my walkthrough, I will be using N, S, E, W as abbreviations for North,
South, East and West. These compass directions are based on the map (which you
can check by pressing select) and not the game screen directions.

For those who do not need a detailed help, I have included a brief checklist
before the walkthrough for each stage so you can check whether you missed
anything important. The information will also be compiled in the lists following
the walkthrough.

So, let us begin ...

III. Starting the Game
===============================================================================

Head east and enter through the blue door to the right to get to the save room.
Save by standing on the glowing circle on the dias.

Exit the corridor and go west. Enter the door at the end of the hall for an in
game tutorial.

Room 1: 	
- Items: Marker Stone 1 (Red), Potion
- Complete by double-jumping (X, X) from the raised block while facing the
ledge.

Room 2:
- Items: Serum, Marker Stone 2 (Blue)
- Complete by double-jumping and whipping (X, X, S) the railing on the north
ledge.

Room 3:
- Enemies: 3 Skeletons
- Complete by destroying the skeletons and exit the door to the east.

Room 4:
- Items: Uncurse Potion, Magical Ticket
- Complete by jumping and using the whip (S) to swing across the room.

Room 5:
- Enemies: 1 Golden Knight
- Items: Svarog Statue
- Complete by destroying the knight: Pick up the statue. When the knight glows
purple, hold down R1 or R2 to guard. After the attack hits, your MP gauge will
rise. Fill it up. When ready, press R1/R2 + O to activate the relic. The knight
will now take damage from your attacks.

You have now completed the tutorial. Leave the corridor, and return to the east
corridor. It's a good idea to save the game frequently, so take the opportunity
to do so now.

The door at the end of the corridor is now accessible. Enter and get the yellow
Marker Stone 3. Walk on to the platform. The five glowing circles are portals to
five different parts of the castle. They can be taken in any order, but it is a
good idea to take the middle one first (there is an item floating over the
portal). From left to right, the portals lead to:

1) Anti-Soul Mysteries Lab
2) Garden Forgotten By Time
3) House of Sacred Remains
4) Dark Palace of Waterfalls
5) Ghostly Theatre

The walkthroughs will be presented in this order:

IV.  House of Sacred Remains
V.   Anti-Soul Mysteries Lab
VI.  Garden Forgotten By Time
VII. Ghostly Theatre
VIII.Dark Palace of Waterfalls


IV.  House of Sacred Remains
===============================================================================

Quick Stage Checklist:
- Map	               Floating above portal
- White Tiger Key    B1 Floor: N,E,E,N (behind triangular lock door)
- HP Max Up x2       S,S,S,Ex6
                     N from B1F statue room, using the 'Goat-Girl-Goat-Girl-
                     Girl' sequence
- MP Max Up x1       S,S,S,Ex4
- Bloody Cape	   West from B1 Floor statue room, using the 'Girl-Goat-Goat-
                     Girl-Goat' sequence
- Marker Stone 6     S,S,S,Wx7
- Blue Orb           Defeat boss
- Locked Room        West of east spike room
                     Unlocked with Yellow Dragon Key, Anti-Soul Lab
                     Holds the Black Bishop

Switches for Linear Lock	
1) Left:   S,E,S from portal room
2) Middle: West exit from the west spike room
3) Right:  East exit from the east spike room

Switches for Triangular Lock	
1) Left:   S,S,S,Ex7
2) Middle: S,W,S,S from the corridor sealed by the linear lock (S,S from second
Save Room)
3) Right:  S,S,S,Wx7

Exit the portal room and take the side exit. Follow the path all the way to the
end to reach the first switch. Jump on it to activate. Return to the corridor
and take the door at the end. In the next corridor, take the west exit. This
next room has three balconies, with a Neapolitan and $250x2. Take the west exit
again. This room has the axe sub-weapon (destroy the yellow brazier), $250 on
one balcony, and an exit on the other. The room at the end of the corridor has
$250x2 on the two ledges. The next corridor has Red Skeletons, which will
reassemble some time after you destroy them. Take out the Buckbaird if you want,
but don't worry about the skeletons. Likewise, in the next room, focus on taking
out the Heavy Armour. Again, you'll find $250x2 on the two balconies. Step on
the switch in the next room to activate the right portion of a triangular lock
and pick up Marker Stone 6.

Return to the corridor with the first Save Room, and take the east exit. The
room will have $250x2 on two balconies. Take the east exit again. This room has
$250 on the west balcony. Jump up the east balcony, walk to the very edge and do
a double-jump, angling the second jump towards the higher balcony. Use the whip
to swing yourself onto the balcony. Take the exit, and follow the path to the
end for an MP Max Up. Take the door to the right for an HP Max Up and a Serum.
Look for a bookcase with semi-circular scratch marks on the floor. Walk against
it to reveal a secret exit. Step on the switch in the hidden room to activate
the left portion of the triangular lock.

Return to the corridor with the first Save Room. From here, you can take the
south exit from either the adjoining east or west rooms. Both paths lead to the
same place, but the west route is shorter. After the two paths merge, you will
come to a large, greenish room. Jump your way across the room, taking care not
to stay on the ground for too long, and take the south exit. In this next room,
wait until the rows of spikes pass you by, and run behind it to the west exit
(the second exit). Step on the switch to activate the middle portion of the
linear lock. Return to the spike room and take the east exit. In the large room
with skeleton swordsmen and archers, pick up the potion on the balcony. Take the
north exit to the three-way corridor and head for the east wing. You can switch
to the Holy Water sub-weapon here.

You will eventually come upon a second spike room. This time, you have to run in
the opposite direction of the spikes. Simply do a double-jump to avoid the
incoming spikes. (If you have the Yellow Dragon Key from the Anti-Soul Mysteries
Lab, take the first exit for the Black Bishop.) Take the second exit to activate
the final part of the linear lock. Return to the three-way corridor and head
south.

Head south from the large room and you will come to the door with the linear
lock, which is now accessible. Go south from the corridor to reach another large
room. There's $400 on the balcony. Take the west exit to the next room (which
has a Potion on the balcony) and follow the path to the end. Step on the switch
to activate the final part of the triangular lock. Head back to the large room
and take the south exit this time. At the end, you will reach a room with a grey
raised platform. Step on it to activate the electric barrier and open the exit.
Run left and double jump onto the balcony. From there, jump to the left and use
the whip to swing across the room and over the electric barrier. Take the east
exit. Destroy the yellow brazier if you want to switch to the Cross sub-weapon.
Take the stairs to the B1 Floor.

In the first room you come to, note the pattern of the statues along the wall:
Goat-Girl-Goat-Girl-Girl. Head east to reach a door sealed by the triangular
lock. It should be accessible now; pass through to get the White Tiger Key.
Return to the statue room and head west. This next room has a different statue
arrangement: Girl-Goat-Goat-Girl-Goat. Head west again (you can get a Knife sub-
weapon in the corridor). In this room, there are two blocked doors. Hit the
statues with the whip to switch between the Girl/Goat busts. The 'Goat-Girl-
Goat-Girl-Girl' will unblock the north door (which leads to an HP Max Up) while
the 'Girl-Goat-Goat-Girl-Goat' will unblock the west door (which leads to the
Bloody Cape accessory).

Head back to the room with the 'Girl-Goat-Goat-Girl-Goat' statues and take the
south exit. You will eventually come to a room with laser beams. Note that the
walkways are either grey or brown. The brown sections will collapse if you jump
on them. Wait until the beam passes by and run along the platform. Hide behind
the statues/gates to avoid the lasers. Take the exit to the corridor.

Ready for the boss battle? Save and head down to the reddish Death-head door.
Enter to face the Undead Parasite.

Undead Parasite
-------------------------

HP             1200
Tolerance      -
Weakness       Holy Water, Cross

See the five holes in the floor? Focus your attack on the blob which will appear
in one of the holes while taking care to avoid the large worm that moves around
the room or breathes fire. When the blobs in the four outer holes are destroyed,
the final boss will appear as a spore-like thing in the center of the room.
Focus your attacks on that until its HP bar is depleted. The Holy Water sub-
weapon is quite effective here, and Quick Step can make life easier as well.
Defeating the boss will net you the Blue Orb. Step in the glowing circle to be
transported back to Rinaldo's house.


V.   Anti-Soul Mysteries Lab
===============================================================================

Quick Stage Checklist:
- Map                In the middle of the long horizontal corridor with 6 doors
- Yellow Dragon Key  2F room with stairs to 3F, stand on yellow panel
- Heart Max Up x2    2F Moving platform room, behind north column
                     2F Moving platform room, on top of south column
- HP Max Up x1       2F Moving platform room, east exit
- MP Max Up x1       3F, leftmost room along long corridor
- Megingjord         3F, cross crumbling bridge to the north with Wolf's Foot
- Arctic Ring        3F, room behind tapestry at the east end of the corridor
- Marker Stone 4     1F, second room from left along long corridor
- Whip of Fire       Defeat hidden boss
- Orange Orb         Defeat boss
- White Orb          Room behind statue (E,S,S,E from portal) destroyed with
                     Fire, Ice Whips
- Locked Room        2F, W,N from long corridor
                     Unlock with Red Phoenix Key, Garden Forgotten by Time
                     Holds the Wolf's Foot

Exit the portal room by the west exit. Head S,S,E for the Save Room. Head back
west and continue onwards until you reach a long corridor with six doors. You
will find the stage map there. The south exits, from left to right, contain:
1) $400
2) Marker Stone 4 (Green)
3) Stairs to the second floor
4) Ancient Text 4 'You shall know the false wall from the tapestry of the flying
two-headed one'

Take the stairs to the second floor. You will find yourself in room branching
off from a corridor similar to that on the first floor. The south exits, from
left to right, contain:
1) Save Room
2) $100
3) Stairs to the first floor
4) High Potion

Take the west exit and pick up the $1000. If you have the Red Phoenix Key, go
north to pick up the Wolf's Foot. Return to the corridor and take the east exit.
Jump onto the moving platform (note the nearby ledge with a potion; we'll come
by later) and hop onto the second ledge to the right. Enter the door for an HP
Max Up. Return to the main room and drop to the ground. Run behind the large
column to pick up a Heart Max Up. Hop up the stairs back to platform level and
take the door. Go north to save and enter the boss door at the end of the
hallway if you want. The boss isn't there yet, but you'll find an empty hole in
a stone with the word 'meth' carved on it. Go back south to reach a room with
the stairs to the third floor. Before going up, note the yellow floor panel.
Stand on it for a moment, and it will descend. Grab the Yellow Dragon Key and go
back up.

On the third floor, the north exit will net you a Potion and a High Potion. If
you have the Wolf's Foot, activate it before running across the crumbling
bridge.
You will reach a room with the Megingjord.

When you go south, you will reach a corridor with 5 exits. Jump into the
tapestry at the east end of the corridor to pick up the Arctic Ring. The south
exits, from right to left, contain:
1) Ancient Text 3 'When the scorching statue is frozen, the defender will
crumble'
2) Super Potion
3) Ancient Text 1 '"meth" means death, "emeth" means life'
4) MP Max Up

Return to the corridor and take the west exit. Run behind the far side of the
bookshelf to pick up a Shortcake. Jump up and hit the horn on the protruding
statue with the whip. Blocks will appear along the wall. When you reach the long
ledge, face the wall and double-jump to get to the exit. Proceed to get the 'e'
Tablet. Return to the second floor.

If you're ready to face a secret boss, save and return to the room with moving
platforms. Jump onto the moving platform, and then the ledge with the Potion.
Along the wall to the right, you'll notice posts hanging from the wall. Double-
jump and whip yourself onto the next ledge. Double-jump onto the column to pick
up the Heart Max Up. Enter the green Death-head door to fight the Flame
Elemental. (On the other hand, you may want to wait until you have the Ring of
Fire.)

Flame Elemental
--------------

HP             1500
Tolerance      Fire
Weakness       Ice

Quick step is very useful against this boss. Time three quick steps carefully to
dodge the three-hit combos and move in for an attack. Perfect Guard is also
great if you can time it right. Sub-weapons plus the blue orb often have a range
attack (except for the crystal) which can be useful when you are forced to move
away from the elemental; for example, when it causes fire to erupt in a radius
around it. Victory nets you the Whip of Flame.

If you already have the Whip of Ice, from the Dark Palace of Waterfalls, you may
want to return to the first floor. From the long corridor, head east then north
to reach a room with a large statue. Hit the statue with the Whip of Fire until
it glows bright orange, then switch to the Whip of Ice to break the statue.
Enter the room for the White Orb.

Head back to Rinaldo's to stock up on potions or return to the boss room for the
final fight of this stage. Use the 'e' Tablet on the hole in the stone to
activate the boss.

Golem
-----

HP             1500
Tolerance      Lightning, Knife
Weakness       -

When the Golem jumps, prepare to jump and avoid the resulting shock wave (which
would otherwise paralyse you). When it swings its arms, jump over or move out
and use a ranged attack with a sub-weapon. After the HP bar is depleted, it will
transform into a second form with an exposed core and an arm that it can shoot
out. Only the core will be vulnerable to attack, so move in and use air combos
to take it out. You will receive an Orange Orb upon winning.


VI.  Garden Forgotten By Time
===============================================================================

Quick Stage Checklist:
- Map                1F, room directly south of the first three-way corridor
- Red Phoenix Key    N,N,N of second plant room
- Heart Max Up x1    Under the east exit in the ruined garden
- HP Max Up x1       Behind stone steps in room with moving beams
- Saisei Incense     Use the Wolf's Foot to jump to the east exit in the ruined
                     garden, reached by the hidden exit in the second plant room
- Jewel Crush        Enter ledge door in the first plant room
- Ring of Fire       S from portal room, beyond the linear lock door
- Ring of Thunder    On the ground, last room among of 4 adjacent (2x2) rooms
- Marker Stone 5     E,S,W,W from first plant room (E of second save room)
- Whip of Lightning  Defeat hidden boss
- Purple Orb         Defeat boss
- Locked Room        1F, southernmost room
                     Unlock with Blue Dragon Key, Dark Palace of Waterfalls
                     Holds the Tool Bag

Switches for the Linear Lock
1) Top:     1F, past the moving beam room (E,S,S,S,S,W from portal room)
2) Middle:  E,S,S,W from portal room
3) Bottom:  E,S,W,W from first plant room (E of second save room)

Switches for the Triangular Lock
1) Left:    Past ledge door in the first plant room
2) Middle:  Past ledge door in second plant room, room after spiral staircase
3) Right:   N,N,N,N,N from second plant room

From the portal room, take the east exit. Go south twice until you reach the
corridor with a west exit. Enter and whip the statue to push it into place
inside the wall recess. Return to the corridor, head south, and take the next
west exit. You'll see a room with large moving beams. Drop to the ground floor
and pick up the HP Max Up from behind the stone steps. Go back up and swing
across the room. Whip the lever to create a ledge to land on. Follow the path to
the end to reach a statue room. Whip the statue into place to activate the top
portion of the linear lock. Return to the three-way corridor.

Taking the west exit, pick up the Potion in the room and Map 4 in the next. Head
east for a Save Room, then continue heading south. At the next three-way
corridor, going south will lead to a door locked by the Blue Dragon Key. If you
have the key, enter to get the Tool Bag. From the corridor, head east to the
next room, and the next three-way corridor. From there, you can go either north
or south - both rooms contain $400 each.

After going east past the Save Room, you'll see a room with a giant plant. Force
it towards the ledge on the north side of the room. Once the plant opens, jump
on it, and do a double-jump onto the ledge. Enter the door to receive the Jewel
Crush and activate the left portion of a triangular lock. Return to the main
room and head east. Take the south exit from the corridor to activate the final
portion of the linear lock and pick up the pink Marker Stone 5.

Return to the three-way corridor and go north. Head north from the room with the
plant and keep going north. You will reach a room with a switch to activate the
last portion of the triangular lock. Head back south down the corridor to the
gardens. Go east to reach the room sealed by the triangular lock. Enter for the
Red Phoenix Key. Return to the garden and go south to reach a Save Room and get
the Ring of Thunder.

Now you can either head for the main boss, or the hidden boss. To fight the
Thunder Elemental, go back to the second plant room. Force the plant to open
under the ledge on the east wall. Hop onto the plant and do a double-jump onto
the ledge. Enter the door. In the room with the two statues, quickly hit the
metal levers, hop onto the ledge that appears, and exit. In this next area, pick
up the Heart Max Up under the east exit. To make the jump to this exit, you need
the Wolf's Foot relic - this will take you to a room with the Saisei Incense.
Take the south exit and go up the spiral staircase. In the next room, activate
the switch for the middle portion of the triangular lock. Take the east exit if
you're ready to take on another hidden boss, the Thunder Elemental.

Thunder Elemental
-----------------

HP             1500
Tolerance      Lightning
Weakness       Knife, Axe

Use tactics similar to the Flame Elemental. Defeating the Thunder Elemental wins
you the Whip of Lightning.

Return to the plant room and head north if you're ready for the boss fight. From
the room with the final triangular switch, head east until you reach an oval
room surrounded by Sphinxes. Destroy the third statue on the right to reveal a
door. Save and head onwards for the boss fight.

Medusa
--------

HP             2000
Tolerance      -
Weakness       Axe

Use Quick Step or Perfect Guard against her swipes. Her stone gazes are easily
avoided by moving off to the side. Use air combos when she rises up and starts,
uh, dropping worms. Pick up the Purple Orb for your troubles. Warp back to
Rinaldo's for a sequence, but don't forget to come back to the Garden for the
Ring of Fire in the linear lock room (S of portal room).


VII. Ghostly Theatre
===============================================================================

Quick Stage Checklist:
- Map 5              Room after taking the east exit from the second laser room
- Black Turtle Key   Room after passing the 2F laser room (E,N from west stairs)
- Heart Max Up x1    East door unsealed after destroying 4 blue statues
- HP Max Up x2       Door on ledge in the 1F spike room
                     2F, northernmost room
- MP Max Up x1       NE corner of ledge in the 2F spike room
- Lucifer's Sword    Door on SE ledge in the 2F spike room
- Brisingamen        SE door in 2F dark room
- Aroma Earrings     S,W,N from second laser room
- Heart Brooch       Room locked by White Tiger Key
- Yellow Orb         Defeat the boss
- Locked Room        W,W,W from stairs to 2F in the east wing
                     Unlocked by the White Tiger Key, House of Sacred Remains
                     Holds the Heart Brooch

From the portal room, the path leads south to a room with three dragon skulls
shooting laser beams. Drop to the ground floor to pick up a Heart Repair, and
then walk close to the skulls. The beams will disappear when you are facing the
skulls. Pressing the guard button to allow you to move sideways while facing the
skulls.

From the three-way corridor, head west. Collect the Potion in the next room,
pass through the curved corridor to reach another room with laser-shooting
skulls, and take the east exit straight ahead (also, drop down for the High
Potion floating behind the ground floor platform). In the room with the Red Ogre
and Cyclops, pick up Map 5. You can head straight to check out the boss room,
but no one's in there yet. Return to the laser room and take the south exit. In
the next room, get the $400 and take the north exit (on the lower floor) for
Aroma Earrings. Go back to the carpeted room and take the west exit.

You will come to a room with falling boulders and two other sealed doors. Run up
to the orange/blue statues so that a glowing circle appears near them. A boulder
will drop down on the circle and destroy the statue. Destroying all orange
statues will unseal the south door; destroying all blue statues will unseal the
east door. Aim for the blue statues first; there are 4 of them. Take out the one
near the south door and jump up on the ledge to take out the second - and pick
up Ancient Text 2 ('When the bell tolls thrice under the stage, the curtain will
rise'). Go back down, and run to the raise platform along the north wall.
Double-jump and whip the beam to swing yourself onto the ledge with the third
blue statue. Double-jump from the edge and swing yourself to the far ledge in
the northwest corner for the last blue statue. Enter the east door for a Heart
Max Up.

Destroy the orange statues and head south. Take the Potion in the next room. By
going E,S,S, you will reach the stairs to the second floor. There are two other
rooms in this wing you should explore for completion's sake, but there's nothing
there. Go up the stairs for a Save Room, and another laser room. Take the exit
for the Black Turtle Key. On the way back, drop to the ground level for a Mana
Prism.

Backtrack all the way to the three-way corridor just south of the portal room.
Head east this time. Pick up the $400 in the next room, and you'll soon find
yourself in another room with orange statues. Destroy all of them and take the
south door to find a Save Room.

The next room you come to has spikes falling from the ceiling. When the spikes
are up, run to the white spot to the left. Wait for the spikes to fall and rise
again for running for the long white area near the left wall. If you jump,
you'll notice a ledge with a beam on the left edge. Walk as far left as you can,
while remaining in the spike-free zone. Double-jump straight up and whip
yourself up to the balcony. Enter the door for an HP Max Up.

Head back to the door you came in by. This time, run for the white spot on the
right. Run down for the next spike-free zone, and continue until you reach the
east door. Get the $400 in the next two rooms, then go S,W for a corridor that
leads to a room locked by the White Tiger Key. The room contains the Heart
Brooch. Head south and you will eventually reach another set of stairs leading
to the second floor.

On the second floor, you will come across another spike room. This one has a
beam and a recessed ledge on the east wall. Double-jump and whip yourself up
onto the ledge. Jump to the left to get to a balcony with an MP Max Up. Jump
again to the right, and swing over to the next ledge for an exit. Pick up
Lucifer's Sword. Back in the spike room, take the north exit. From the next
corridor, take the south door.

You will now find yourself in a pitch dark room. Walk to the edge of the
platform, and you will see another platform illuminated nearby. A successful
jump (if you don't make it, you will just find yourself by the door again; there
is no penalty for falling) on to the platform will allow you to see another
nearby platform. Before you take the illuminated platform to the left, stand
near the upper right-hand corner and jump. You should be able to reach another
hidden platform. Double-jump in the direction of the wall, and you will land on
a ledge. Double-jump to the right to reach the SW door. This room holds the
Brisingamen. To get back to the door you came in by, just jump down. This time,
head for the SE door by jumping on the illuminated platforms. Keep going until
you reach the SE door and enter for the Curtain Time Bell. Return to the
corridor and take the west exit. Go past the save room to a room with a moving
laser beam. Don't jump onto the brown-coloured parts of the platform, or that
section will collapse. In the last room, you will find a HP Max Up along the
north wall. You can hop down to return to the first floor. If you're ready, head
on south for the boss match.

In the boss' room, use the Curtain Time Bell once (don't go up on the stage) to
summon the boss, a Succubus.

Succubus
--------

HP             1000
Tolerance      -
Weakness       Fire, Knife

This is one of my least favourite bosses. Be careful of the flowers - they will
poison you. The Succubus can also paralyze you with a kiss (watch out when she
creates two clones of herself). Use the Whip of Fire if you have it, and use
Quick Step or Perfect Guard to defend against her attacks. Defeat her for a
Yellow Orb.


VIII.Dark Palace of Waterfalls
===============================================================================

Quick Stage Checklist:
- Map 3              Room NW of B1F east circular room
- Blue Dragon Key    B2F, S,S from circular room
- Heart Max Up x2    B1F room with swinging axes (E,S at forks)
                     B1F room reached by 3 sets of beams (E,S,E at forks)
- HP Max Up x1       Room on uppermost ledge of cliff room (SE,E,E from portal)
- MP Max Up x1       B2F, circular room
                     Enter skull and collect all crystals
- Draupnir           B2F, room locked by Black Turtle Key
- Little Hammer      B2F, room sealed by block of ice (W,NW of stairs)
- Meditative Incense B1F, topmost ledge in the cliff room (head east from
portal)
                     Enter skull and collect all crystals
- Raccoon Charm      B1F room with swinging axes (E,S at forks)
- Marker Stone 8     B1F, west circular room
- Whip of Ice        Defeat hidden boss
- Green Orb          Defeat boss
- Locked Room        W,W,SE from ending point of chute from B1F
                     Unlocked by Black Turtle Key, Ghostly Theatre
                     Holds the Draupnir

Levers
- 1) W,S,S from the portal room
     Lowers bridge connecting B1F east circular room to boss room
- 2) Exit room of B1F-to-B2F chute (E,S past hidden B1F door E,E of portal)
     Blocks entrance to B1F west circular room
     Opens B2F circular room door
     Opens B1F east circular room exit

Head west at the first fork, go all the way south to reach a room with a lever.
Use the whip to flip it; you will get a message that a bridge has been lowered.
Leave the corridor and head W,S to reach another fork. Go west for a Save Room
and then take the east fork for Map 3. The east corridor will lead you to a
circular room and stairs to B2F. Take the purple Marker Stone 8. Instead of
taking the stairs, return to the first fork and go east (this will save some
walking later on).

Head south at the next fork. In the room with swinging axes, there is a ledge
between the first two axes. Double-jump onto the ledge to get a Heart Max Up.
Jump and swing with your whip to reach the Raccoon Charm. Head east at the next
fork. In the room with beams, drop to the ground for a Heart Repair. Swing
across for $400. Take the higher set of beams back to the other side for another
$400. Swing across again to reach a door. Get the Heart Max Up inside.

Return to the second fork and head east. You will see a platform but no door.
Wait for the Heavy Armour to approach and let it use its ball-and-chain to
destroy the wall. Go through. In the room with cliffs, jump up the first cliff
and use the whip to get yourself onto the nearby balcony. Work yourself up to
the door. Go inside for a HP Max Up. There's a large skull that will take you to
B2F, but before that, you may want to challenge a hidden boss.

If you're ready, go back out and walk to the edge of the railing and jump
outwards. You will land on a small rocky column. From there, jump left and whip
yourself up onto a ledge. Pick up the Super Potion. Keep working your way up,
and you will reach a hidden boss door. Enter to battle the Frost Elemental.

Frost Elemental
---------------

HP             1500
Tolerance      Ice, Holy Water, Crystal, Cross
Weakness       Fire

Use similar tactics as when dealing with other elementals. When she raises her
hands, prepare to move to the side as she will shoot out a beam in front of her
and sweep sideways. Use the Whip of Fire if you have it. Quick Step and Perfect
Guard are your friends. When you beat her, you will receive the Whip of Ice.

Return to the room with the HP Max Up. Enter the skull, and you will find
yourself on a platform going down a chute. There will be crystals that you can
pick up, and blue barriers that will cause minor damage. Don't worry about those
barriers; just concentrate on getting all the crystals. When the platform starts
moving, hang right until you get the first set of crystals. Move over to the
left to collect the next set. Keep altering sides until you hear a small chime.
That means you've managed to get all the crystals. Stay in the center to receive
the Meditative Incense.

After exiting the next room, you will come to a three-way corridor. Between the
south and east forks, you will see a door locked by the Black Turtle Key. You
will find the Draupnir inside. Back at the corridor, the south exit will net you
an HP Max Up. The two braziers nearby hold $250 and $450.

Along the northern section of a corridor, you will see a door. Take the exit
and go past another axe room. You can return to B1F by taking the NE passage.
Otherwise, take the west fork. In the next room, head for the NW exit if
you have the Whip of Fire. At the end of the hallway, you will find a frozen
door. Attack the ice with the Whip of Fire until it cracks and disappears. Enter
the room for the Little Hammer.

Continue heading southwest. At the three-way corridor, pick up a Potion and save
- you're about to run into a minor boss battle. When ready, take the west path
and face a Doppelganger.

Doppelganger
------------

HP             1000
Tolerance      -
Weakness       -

Be prepared to Quick Step a lot. This doppelganger puts Leon's skills to use
quite effectively. It will use combos, the sub-weapon with a variety of orb
combinations, and dodges. You won't receive anything after this battle.

Head south and south again to reach a room with three columns. You must light
all the columns (by whipping them) and exit through the unblocked door within a
time limit. Success will net you the Blue Dragon Key.

Return to the circular room you just passed, and enter the skull. You will find
yourself on another platform. Again, start with the right side and alternate.
You will receive an MP Max Up if you collect all the crystals. The ride takes
you back to B1F. Time to challenge the boss!

Head back to the first fork, and take the east path. From there, go all the way
south to the Save Room. Take the nearby door to reach a circular room. Follow
the path to the boss room, where you will take on the vampire Joachim.

Joachim
-------

HP             1500
Tolerance      Knife, Axe, Crystal
Weakness       Ice, Holy Water, Cross

The swords surrounding Joachim will render him invulnerable to your attacks. To
get rid of those swords, destroy the three blue orbs in the three corners of the
room. You will receive the Green Orb upon victory.


IX.  Completing the Five Stages
===============================================================================

Now that all stages have been cleared, it's time to make sure that you have
entered all hidden rooms and obtained all available items - if you haven't done
so after each stage already. A quick checklist:

House of Sacred Remains
- Use the Yellow Dragon Key to unlock the room west of the east spike room for
the Black Bishop

Anti-Soul Mysteries Lab
- Defeat the Flame Elemental to win the Whip of Fire
- Destroy the statue blocking a door with the Whips of Fire and Ice to get the
White Orb
- Use the Red Phoenix Key from the Garden Forgotten By Time to obtain the Wolf's
Foot
- Cross the 3F crumbling bridge with the Wolf's Foot to get the Megingjord

Garden Forgotten By Time
- Get the Saisei Incense by using the Wolf's Foot to jump to the east exit in
the ruined garden
- Defeat the Thunder Elemental to win the Whip of Lightning
- Use the Blue Dragon Key from the Dark Palace of Waterfalls to obtain the Tool
Bag

Ghostly Theatre
- Use the White Tiger Key from the House of Sacred Remains to obtain the Heart
Brooch

Dark Palace of Waterfalls
- Use the Black Turtle Key from the Ghostly Theatre to obtain the Draupnir
- Destroy the ice blocking a B2F door with the Whip of Fire to obtain the Little
Hammer
- Defeat the Frost Elemental to win the Whip of Ice


X.   Pagoda of the Misty Moon
===============================================================================

Quick Stage Checklist:
- Heart Max Up x1    1F, west exit from room with Mirage Skeletons
- HP Max Up x2       Defeat the Doppelganger
                     2F, NE exit from dark room
- MP Max Up x1       1F, south exit from room with Mirage Skeletons
- Unlock Jewel       2F, NW exit from dark room


The final stage begins! The first hallway gives you the entire selection of sub-
weapons. Pick your favourite and head off. The next room has double lasers. Time
your run carefully and don't jump on the brown sections. Pass through the next
corridor and face the Doppelganger for the second and last time.

Doppelganger
------------

HP             1500
Tolerance      -
Weakness       -

Unlike the first Doppelganger, this one does not wield a whip, but instead uses
fiery punches and kicks. Sub-weapon plus orb combinations are still fair game
though. Quick Step to avoid his combos and give him a good drubbing. Win and get
an HP Max Up.

Head on north until you reach a room with multiple lasers. Use the grey
platforms to jump over the lasers.

From the laser room, head west. The next large room has Mirage Skeletons - only
one is real. Look for the one that is walking away and keeping farthest from
you.
Since they tend to cluster around you, sub-weapon - orb combinations that
concentrate damage around your character (such as Holy Water plus Orange Orb)
can be very helpful. The west exit leads to an MP Max Up, while the south exit
leads to a Heart Max Up. Head back to the laser room and take the east exit. Go
up the stairs to 2F and the magnificent 'Lament of Innocence' (Leon's Theme).

On the second floor, take the east corridor, which leads to a circular hallway
with the 'VI' Tablet. Return to the corridor with the stairwell and head west.
In the room with six columns, you can take the south exit for the Save Room and
a device for flipping the 'VI' Tablet to a 'IV' Tablet. Return to the room with
the six columns. You must light all six within 20 seconds of each other. I use
this order - 1. the column nearest to the south door, 2. the column next to the
stairs, 3. the column in front of the stairs, 4. the column to the right of the
previous one, 5. the uppermost column, and 6. the column nearest to the blocked
door.

Once you pass through the circular hallway, you will reach a dark room. Take the
lit platforms to the northeast door for an HP Max Up. Back in the dark room,
take one platform left and one down to reach the large grey one in the middle of
the room. From there, go to the lower left-hand corner and do a double-jump on
to an unlit platform. Face north and do another double-jump to reach a ledge
with an exit. Enter to get the Unlock Jewel. You can now challenge the Forgotten
One in the Prison of Eternal Torture, if you wish.

Return to the room where you got the 'VI' Tablet. Insert the 'IV' Tablet into
the stone to unseal the other door. Enter to get the Dragon Crest, the key to
Walter's throne room. Undertake your final preparations.

When you are really, head for the central corridor on the second floor. Follow
it all the way to the end to reach the throne room. Use the Dragon Crest to gain
entry. After a sequence, the long-awaited battle begins!

Walter
------

HP             1500
Tolerance      Knife, Axe
Weakness       Holy Water, Cross

Land a single hit on Walter to begin the actual fight. His attacks are not too
difficult to avoid; use either Quick Step or Perfect Guard against his attacks.
Using Saisei Incense to replenish your HP bar and refill it by guarding against
his attacks if he is doing a lot of damage. Go all out with your sub-weapon
because you won't need Hearts after this.

After you deplete his blue HP bar, he will appear on the dias and glow red. This
is your signal to run to the farthest end of the room. Depending on how fast you
finish him off, he may pull off this move a couple more times.

Defeat Walter, and you are left to face ...

Death
-----

HP             4444
Tolerance      -
Weakness       -

Death actually isn't all that hard. Just remember that sub-weapon attacks will
simply be reflected back at you. I like to stay close to Death and keep hacking
away. His scythe attacks can be dodged easily, as well as the range attack with
balls of energy. When he summons skulls, give him all you've got since it'll be
a while before they come for you. When they finally do, run straight at them to
activate them and keep your distance from them until they explode.

When you deplete his blue HP bar, he will start using a devastating area attack.
Move away from him a bit, and jump over the two waves of fire spreading towards
you. Keep at it, and Death will soon be defeated. Congratulations, you've beat
the game - but there's still more gameplay left. Don't forget to save.


XI.  Prison of Eternal Torture
===============================================================================

Before facing the Forgotten One, it's a good idea to have a full inventory of
Uncurse Potions, Serum, Potions and High Potions. To reach this stage, take the
south exit from the main portal room. At the bottom of the spiral staircase is a
Save Room, a High Potion, and a door 'sealed by immense power'. Use the Unlock
Jewel to enter the Prison of Eternal Torture. At the bottom of the stairwell,
you will arrive at a boss room. Enter to fight the Forgotten One.

Forgotten One
-------------

Form 1 - This is quite easy. Stand in front of the monster and use your combos.
The maggots will curse you if you come in contact with them, so when they get
close, use Sonic Edge to clear the area. Avoid the pools of blood; those will
poison you.

Form 2 - This one is always painful for me. Hopefully you are more skilled with
Perfect Guard than me. The long arm swipes can be successfully blocked with
Perfect Guard. Use Quick Step to avoid being smashed.

Form 3 - This one isn't too bad if you have the attack pattern down. Its roar
will bring down a hail of boulders. Stand behind one of them when it breathes
fire around the room. Each boulder will withstand the breath attack only twice;
it will explode the third time and inflict some major damage if you happen to be
standing behind it. Try to seek out fresh boulders (no cracks) after each round
with the fire breath.

Defeat this monster and you will receive the Black Orb.


XII. Beyond the Final Battle
===============================================================================

Hopefully you've saved your end game. If you load it up again, you'll find that
you can still explore the castle. Back at the portal room, you'll find another
portal has opened up - the entrance to the Boss Rush Mode. This will pit you
against successive bosses, including the hidden bosses.

You can also head back to Rinaldo's for some new items in his store. The Music
Box will open up a new option at the game's Start Menu, 'Sound Select'. You will
be able to listen to music tracks from the game with this option. The Jade Mask
will also be available for this and subsequent games; it allows you to run into
braziers and collect hearts/$1 that way.

There are also new challenges waiting for you. When entering a name for a new
game, enter
- @JOACHIM to play through the game as Joachim
- @CRAZY to play at 'Crazy Difficulty' mode
- @LLSKILL to play as Leon with all his skills available from the start



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     F.A.Q.s
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

XIII.Item List
===============================================================================

(Coming soon)


Event Items
-------------------------------


Ancient Text 1
Text: "meth" means death, "emeth" means life
Meaning: Insert 'e' Tablet above the word "meth" to activate the stage boss

Ancient Text 2
Text: When the bell tolls thrice under the stage, the curtain will rise
Meaning: Use the Curtain Time Bell in front of the stage to summon the boss

Ancient Text 3
Text: When the scorching statue is frozen, the defender will crumble
Meaning: In the Anti-Soul Myserties Lab, hit the statue with the Whip of Fire
until it glows orange, then hit it with the Whip of Ice until it cracks

Ancient Text 4
Text: You will know the false wall from the tapestry of the flying two-headed
oneMeaning: In the Anti-Soul Mysteries Lab, jump into the tapestry at the east
end of the long corridor on 3F.


Blue Dragon Key      Dark Palace of Waterfalls - B2F, S,S from circular room
                     Unlocks Garden Forgotten By Time southernmost room, 1F
                     Get Tool Bag

Black Turtle Key     Ghostly Theatre - room after passing the 2F laser room
                     Unlocks Dark Palace of Waterfalls room W,W,SE from ending
                     point of chute from B1F
                     Get Draupnir

Red Phoenix Key      Garden Forgotten By Time - N,N,N of second plant room
                     Unlocks room on 2F Anti-Soul Lab, W,N from long corridor
                     Get Wolf's Foot

White Tiger Key      House of Sacred Remains - B1 Floor; N,E,E,N
                     Unlocks Ghostly Theatre door, W,W,W from stairs to 2F in
                     the east wing
                     Get Heart Brooch

Yellow Dragon Key    Anti-Soul Mysteries Lab - panel in 2F room with 3F stairs
                     Unlocks House of Sacred Remains door W of east spike room
                     Get Black Bishop

Unlock Jewel         Pagoda of the Misty Moon - 2F, NW exit from dark room
                     Unlocks blue door to the Prison of Eternal Torture

Dragon Crest         Pagoda of the Misty Moon - 2F, N of tablet room
                     Unlocks the door to Walter's throne room


Map 1                House of Sacred Remains

Map 2                Anti-Soul Mysteries Lab

Map 3                Dark Palace of Waterfalls

Map 4                Garden Forgotten By Time

Map 5                Ghostly Theatre


Music Box            Allows you to listen to the music of all the areas you
                     have cleared
                     Buy from Rinaldo after completing the game

Tool Bag             Increases the number of accessories you can equip.
                     Unlock Garden Forgotten By Time southernmost room, 1F
                     with Blue Dragon Key


XIV. Equipment List
===============================================================================

Whips
-----
Whip of Alchemy         The whip Rinaldo created with alchemy
                        Received from Rinaldo

Whip of Flames          Fire elemental added onto the Whip of Alchemy
                        Defeat the Flame Elemental in the Anti-Soul Lab

Whip of Ice             Ice elemental added onto the Whip of Alchemy
                        Defeat the Frost Elemental in the Dark Palace

Whip of Lightning	      Lightning elemental added onto the Whip of Alchemy
                        Defeat the Thunder Elemental in the Garden

Vampire Killer		The whip that will destroy all who are related to the
                        kindred of the night
				Defeat the 5 bosses and enter the Pagoda of the Misty
                        Moon


Armour		Buy Price	Effect
------------------------------------------------------

Earth Plate         1000      Reduces damage from enemies by 5%


Meteor Plate        2000      Reduces damage from enemies by 10%
			

Moonlight Plate     4000      Reduces damage from enemies by 20%


Solar Plate	       15000      Reduces damage from enemies by 30%


Accessories
-------------------------------

Arctic Ring		
Description: A ring with magic to make you more resistant to ice attacks.

Aroma Earring	
Description: The wonderful scent calms the mind and increases intelligence.

Bloody Cape		
Description: Converts damage to hearts. A blood-red cape.

Brisingamen		
Description: Increases the usage time of relics.

Coin of Happiness	
Description: A coin rumoured to bring happiness to its owner.

Draupnir		
Description: An arm ring with magic to improve attack power.

Heart Brooch	
Description: A brooch that decreases the amount of hearts used

Jade Mask		
Description: Can charge and destroy large candle stands with the power of this
special jade.
Purchase from Rinaldo for $999 any time after completing the game for the first
time.

Jewel Crush		
Description: A glove that uses up a jewel in your possession and unleashes a
special effect.

Megingjord		
Description: The less HP you have, the greater the damage you inflict on your
enemies.

Raccoon Charm	
Description: A charm that brings great fortune. Sometimes available by mail
order.

Ring of Fire	
Description: A ring with magic to make you more resistant to fire attacks.

Ring of Thunder	
Description: A ring with magic to make you more resistant to lightning attacks.


XV.  Relics List
===============================================================================

Crystal Skull          Rare drop by Phantoms (Pagoda of the Misty Moon)

Invincibility Jar      Rare drop by Mirage Skeletons (Pagoda of the Misty Moon)

Little Hammer          Melt Dark Palace B2F room sealed by block of ice (W,NW of
                       stairs) with Whip of Fire

Lucifer's Sword        Door on SE ledge in the 2F spike room, Ghostly Theatre

Meditative Incense     Ride the chute from the room in the Dark Palace B1F,
                       topmost ledge in the cliff room (head east from portal)
                       and collect all the crystals

Saisei Incense         Use the Wolf's Foot to jump to the east exit in the
                       ruined garden, reached by the hidden exit in the second
                       plant room

Svarog Statue          Acquired during the tutorial

White Bishop           Purchase from Rinaldo

Wolf's Foot            2F Anti-Soul Lab, W,N from long corridor; unlocked with
                       Red Phoenix Key from the Garden Forgotten By Time


XVI. Orbs List
==================================================================

Black	      Defeat the Forbidden One in the Prison of Eternal Torture

Blue        Defeat the Undead Parasite in the House of Sacred Remains

Green       Defeat Joachim in the Dark Palace of Waterfalls

Orange      Defeat the Golem in the Anti-Soul Mysteries Lab

Purple      Defeat Medusa in the Garden Forgotten By Time

White       Enter the room blocked by a statue in the Anti-Soul Lab (E,S,S,E
            from portal)

Yellow      Defeat the Succubus in the Ghostly Theatre



XVII. Skills List
===============================================================================

-------------------------------------
|   S			Square button     |
|   T			Triangle button   |
|   X			X button          |
|   Guard		R1 or R2          |
-------------------------------------

1) Extension		
SSSS
Additional combo attack

2) Draw Up		
STS
Draws in lightweight enemies for attack

3) Vertical High	
SSST
Tosses enemy unto the air by slamming the ground

4) Rising Shot		
S during Vertical High
An upward attack during a jump

5) Fast Rising		
T followed quickly by S
First attack becomes Rising Shot

6) Spinning Blast	S during Draw Up
Slams whip energy into the ground while spinning in a jump

7) Energy Blast
T during Rising Shot
Slams whip energy into the ground after a Rising Shot

8) Sonic Edge
Rotate left analog + T
Unleashes sonic lashes in all directions

9) A Extension 1
SSS in mid-air
A mid-air combo attack with the whip

10) A Extension 2
SSSSS in mid-air
A more advanced mid-air combo attack

11) Step Attack	
During Quick Step, S or T
An attack during Quick Step

12) Falcon Claw
X during double jump
A diving kick from a double jump

13) Quick Step	
Guard button + X
Moves quickly in the direction of the left analog to possibly avoid attacks

14) Quick Step 2
During Quick Step, guard + X
Takes further evasive action after a Quick Step

15) Perfect Guard
Guard at impact
Blocks most enemy attacks while gaining MP and hearts.


XVIII.Sub-Weapons - Orb Combinations
===============================================================================

Axe       Hearts    Name                 Description
-------------------------------------------------------------------------------
No Orb       4   Axe             Leon throws a spinning axe
Blue Orb     5   Spinning Edge   Leon throws an axe, which returns to him
Green Orb    5   High-Speed Edge Leon hurtles forward with the axe edges
Yellow Orb  12   Spirit Ripper   Three axes surround Leon and move to attack
White Orb   10   Axe Trap	   Three axes circle above Leon
Black Orb    8   Rapid Slash     Leon uses the axe to slash around him
Orange Orb   6   Spiral Axe      Several axes spin away from Leon
Purple Orb  10   Axe Tornado     2 axes create a tornado around Leon


Cross      Hearts   Name                 Description
-------------------------------------------------------------------------------
No Orb       4    Cross          Two crosses circle around Leon
Blue Orb     8    Divine Cross   A large cross appears in front of Leon
Green Orb    6    Holy Light     A large cross flies in front of Leon
Yellow Orb  12    Grand Cross    Leon floats with two crosses circling him
White Orb   12    Agnea          A bolt of lightning leaps from Leon?s hand
Black Orb   15    Six Saints     Six crosses surround Leon and shoots light
Orange Orb   6    Double Cross   Two pairs of crosses circle around Leon
Purple Orb  10    Michael's Sword A massive cross erupts in front of Leon

Crystal    Hearts    Name                 Description
-------------------------------------------------------------------------------
No Orb       3    Crystal        A crystal appears and explodes
Blue Orb     8    Hail Crystal   A massive crystal appears and explodes
Green Orb    8	Drain Stone	   Leon throws a crystal in front of him
Yellow Orb  15    Satellite	   4 crystals circle and then shoot off
White Orb   20    Judgment	   Powerful beams of light shoot down
Black Orb   12    Vanish Storm   Leon leaps into the air and power erupts
Orange Orb   4    Mash Crystal   A crystal and smaller ones appear and explode
Purple Orb  20    Shatter Plane  The screen shatters

Holy Water Hearts    Name                 Description
-------------------------------------------------------------------------------
No Orb       4    Holy Water     Holy water erupts in a semi-circle in front
Blue Orb     5    Energy Gazer   Holy water erupts in a long trail in front
Green Orb    4    Flame Sparks   A thrown ball of energy bursts
Yellow Orb   4    Holy Symbol	   A small holy symbol appears on front and erupts
White Orb   10    Aqua Disk      A disc of light spreads out over Leon's head
Black Orb    8    Energy Wave	   Light erupts around Leon and races along floor
Orange Orb   6    Roaring Flames Flames erupt, completely encircling Leon
Purple Orb   8    Cross Blazer   Leon creates a large cross-shaped eruption

Knife      Hearts    Name                 Description
-------------------------------------------------------------------------------
No Orb       1    Knife          Leon throws a small knife
Blue Orb     4    Needle Claws   3 blades burst from the ground in front of Leon
Green Orb    4    Force Cannon   Leon shoots a ball of energy in front of him
Yellow Orb  10    Astral Knife   8 knives shoot away and circle above Leon
White Orb    6    Spread Gun     Leon shoots a ball of energy which explodes
Black Orb   12    Blade Serpent  A long trail of blades sweeps around the room
Orange Orb   3    Triple Dagger  Leon throws three daggers in front of him
Purple Orb   8    Magic Missile  7 knives appear in front and shoot off



XIX.  Heart-HP-MP Max Up Locations
===============================================================================

(Coming soon)


XX.  Secrets
===============================================================================

(Coming soon)


XXI.   Copyright 2003 Joy Tsiao
===============================================================================

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All trademarks and copyrights contained in this document are owned by their
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