Castlevania: Lament of Innocence FAQ/Walkthrough Version 1.10 by Codex (email@example.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 =============================================================================== This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.