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    Low Level FAQ/Walkthrough by ABolner

    Version: 1.1 | Updated: 05/09/05 | Search Guide | Bookmark Guide

    Castlevania: Harmony of Dissonance
    Low Level Challenge FAQ/Walkthrough
    Version 1.1, May 9, 2005
    by Aaron "falcon815" Bolner
    falcon at sandwich.net
    This document Copyright 2005 Aaron 'falcon815' Bolner.  This document may
    be posted in its original form ONLY, and ONLY with written permission from 
    me.  If you would like to put this on your Castlevania site, please ask!  
    I'll take a look at your site and let you know ASAP.  
    Sites allowed to post this FAQ:
    I am not affiliated with Konami Digital Entertainment - I simply enjoyed 
    this game enough to put work into it.  All trademarks and copyrights
    contained in this document are owned by their respective trademark and 
    copyright holders.  
    Table of Contents (CTRL-F any of the following strings of text to jump):
    1. Introduction
    2. FAQ
    3. Common Terms
    4. Walkthrough
       Boss 1: Living Armor
       Boss 2: Skull Knight
       Boss 3: Giant Merman
       Boss 4: Max Slimer
       Boss 5: Peeping Eye + Peeping Big
       Boss 6: Shadow
       Boss 7: Pazuzu
       Boss 8: Death
       Boss 9: Giant Bat
       Boss 10
       Final Boss
    5. Closing / Thanks
    1. Introduction
       Castlevania: White Night Concerto (released in the US as Castlevania:
    Harmony of Dissonance) was the second GBA Castlevania released.  Made in
    the image of the wildly popular Symphony of the Night, it fixed the visual
    problems of its predecessor, Circle of the Moon. Unfortunately, the game's
    difficulty left much to be desired.  Even the "No Magic" game added little
    to make the game more challenging.
       After my own No Magic run, I sat and thought about what might make the
    game harder.  I decided to try skipping as many enemies as I could, so my
    level would stay low.  I was impressed during the early game; it seemed
    that the Life Max Ups and Potions were conveniently placed for such a run
    to be possible.  Though the game still ended up being simple in the end,
    the opening of the game was far more interesting, and I thought I'd get
    this out to the rest of the Castlevania community.  If it revives anyone's
    personal interest in the game, or makes the game more fun, then my mission
    is accomplished.
       I will assume that, if you're reading this FAQ, you will have a basic
    familiarity with the game, its controls, its sub-weapons, its storyline,
    and its main objectives.  If you do not, I suggest you read the opening
    of DMorgan's FAQ, or any of the others which are marked as "complete".
    2. FAQ
    Q: What made you decide to do this?
    A: I spent years just playing games, but my love for Final Fantasy Tactics
       gave me an appreciation for personally set limits on gameplay.  The
       time I spent on challenges in FFT were among my favorite plays of any
       game, and since then, I've been more open to creating or playing
       challenges in other games.
    Q: How low will my level be?
    A: The first time I did this challenge, I finished the game at level 19.
       I've since found ways to skip more bosses, and have finished at level
    Q: Wait, wait.  Skip bosses?
    A: Yeah.  It may be a requirement to kill all bosses in the Maxim game,
       but to properly finish a Juste run, all you need are the Dracula
    Q: What bosses are avoidable?
    A: Golem, Legion (saint), Devil, Minotaur, Minotaur Lv2, Talos, Cyclops,
       and Legion Core are easily skippable.  Giant Bat would be, too, if one
       wanted to get the bad ending and finish the game that way.
    Q: Can't you get to Castle B and do the Clock Tower by killing Devil
       instead of the Giant Merman, for less EXP?
    A: You can GET to Castle B, but you won't be able to go through the
       passage to get the Crushing Stone unless you kill the Giant Merman.
    Q: Could you finish the game at a lower level by getting the bad ending?
    A: Since you need the Crush Boots and Griffin Wing to finish the game,
       no.  Death is the last required boss in the game (if you go in order
       - see next question for details), and you absolutely need the Griffin
       Wing to finish the game regardless of how you do it.
    Q: Why is the Giant Bat not first?
    A: Three reasons.  First, I didn't think you actually had to, but killing
       the bat lowers the drawbridge, which is required to finish the game
       properly.  Second, killing him later reduces the EXP you get from him.
       Finally, killing him later makes the beginning of the game more
       challenging; though the EXP wouldn't make a difference at the end,
       that 66 EXP would make you one level higher for at least one boss
       battle in the early game.
    Q: Are there any non-boss enemies that you can't skip?  I want my EXP as
       low as possible.
    A: Yes.  There is one instance of a non-boss enemy that you cannot walk
       or otherwise get through; the Peeping Eye that appears before the
       Peeping Big boss battle cannot be skipped.  He's worth 17 EXP.
    Q: What about non-boss enemies summoned by bosses?  Aren't they worth EXP?
    A: No.  The enemies summoned by the Giant Merman and Pazuzu are worth 0
       EXP each.
    Q: Can I use magic?
    A: There's nothing saying you can't.  I would recommend against it, as I
       easily completed the game at level 18 without it.  But then, it's your
       call; you're the player.
    3. Common Terms
       Throughout the guide, I will make reference to a couple things on a
    frequent basis.  I will define them here.
       Multi-Dash - The Dash keys (L and R) are invaluable in this challenge.
    Dashes can be started in the middle of a dash, allowing for a chained dash
    in either direction.  I will refer to this rapid tapping of either L or R
    as the Multi-Dash.
       Saveroom - The Save Room is available on the main menu after saving the
    game one time.  When you use the Save Room, your data is saved, obviously.
    If you quit and load your save, your equipment, stats, and inventory from
    your Quick-save will be recalled at the previous save point at which you
    saved.  At multiple points in this challenge, it is very convenient to
    get to an item, use the save room, and reload to return to the last save
    point.  So, when I say "use the Saveroom", quick-save, then reload to
    return to the last save point.
    4. Walkthrough
       Head to the right and whip the statue to advance forward.  At the first
    opportunity, exit the screen at the top and grab the Leather Armor.  Equip
    it and return down.  Exit to the right, then immediately exit up and get
    the Leather Boots.  Equip them and jump across to where the Skeletons are.
    Get past them however you can; multi-dashing worked well for me, as their
    projectiles did 8 damage, but simply ramming them only did 1.  Acquire
    the Soul Orb, and return to the main hall.  Jump over the Zombies, and
    take the first exit through the floor to get the Life Max Up to heal.
    Utilize the candle here to get the Book sub-weapon.  If you wish to build
    Hearts quickly, this is a good place to do so by exiting and re-entering
    the room.
       Once you've acquired the Book, go back to the left, jumping the Zombies,
    and take the leftmost exit upward.  Multi-dash under the bats, and continue
    upward.  Grab the Potion to the left.  Ascend the room, dashing through
    skeletons as needed.  Be sure to get the Potion in the top-right corner.
    Exit the room to the top, and go to the save point immediately to the left.
       Exit the save room, wait until the skeleton gives you an opening, then
    get past him.  Take the upward exit to grab the Heart Max Up, drop back
    down, and continue to the right to the door.
    Marble Corridor
       Here's where the damage starts racking up.  Get by the skeleton knights
    however you can, exit the room to the right, and acquire the Castle Map 1.
    Avoid the spear enemies and proceed to the top-right exit.  The next room
    is straightforward; exit to the lower right.  Multi-dash past the Fleaman
    in the next room, take the first exit upward, and use the save point to
    your left.  Exit the save room and proceed to the right, avoiding the
    Medusa Heads.  Be sure to whip the candles on the way to get the $25.
    Acquire and equip the Leather Gloves.  Exit the room to the right, then
    make your way to the top-right corner of the next room.  Acquire and
    equip the Red Stone.  Exit this room to the lower-right.  Multi-dash all
    the way to the right, but do not exit. Instead, take the lower path,
    dodge / dash through the skeleton knights, acquire the Potion, and use
    the Saveroom.
       From the save room, proceed to the right again, again acquiring the
    $25.  This time, exit the large room at the bottom, get the Holy Water
    from the first candle, acquire the Fairy Journal, and proceed to the
    right through the door.
    The Wailing Way
       Proceed to the right, fall through the gap, and immediately exit the
    screen to the right.  Acquire the Monster Tome and the $25, then use the
    Saveroom.  Make your way back to the beginning of the Wailing Way (again
    claiming the $25 from the passage just outside the save point), and fall
    through the gap.  This time, do not go to the right.  Move left, above
    the Rock Armor, and follow the platforms to the left.  Multi-dash through
    the second Rock Armor, then fall, proceed to the right, then cut back to
    the left as soon as you drop from a platform.  Exit the screen through
    the bottom.  Exit to the right, and follow this room to the end. Get the
    $5 from a candle, as well as the Potion at the end.  Drop down, jump
    over the Lizard, then drop through the floor.  Proceed to the left,
    jumping over the Lizards, until you see platforms going up.  Follow the
    path around this room, avoiding the bone pillars, and exit to the upper
    left.  Jump over the Lizard and drop through the floor.  To the right
    is a Save point; use it.
       Head to the left, go through the plot scene, and prepare for the
    first boss.
    Boss 1: Living Armor
    HP: 900
    EXP: 110
    Your level: 1
    Your EXP: 0
    Damage from whip: 11
    Damage from Holy Water: 7 per hit, average of 4-5 hits
       A very simple boss.  When it rears backward, dash away from it.  Use
    your Holy Water to its fullest extent (11 uses), then just wail on him.
    Even if you do get hit, he only does 9 damage, so it's not very worrisome.
    Whatever you do, don't use any potions. For your victory, you will receive
    110 EXP, a full heal, and the Lizard Tail artifact, which lets you slide.
       After defeating the Living Armor, hit the switch and proceed to the
    left.  Use the saveroom, but do not reload; return to the first save point
    you used.
       Go three rooms to the right from the save point, then drop through the
    floor.  Get the Potion.  Go to the left in this bottom area and get the 
    Life Max Up by jumping over the Lizards, if you need healing. Refill your
    hearts using the rightmost candle in any case.  When your hearts are full,
    proceed to the right, dodge Medusa heads on your way down, and exit to the
    bottom left.  Jump the Zombies, slide under the pillar (acquiring a Heart 
    Max Up), then exit left, take the Lucky Charm (equip it if you wish, but 
    I don't recommend it yet), and use the keyhole.
    Castle Treasury
       The skeleton boomerangs are hands-down the hardest enemies you've yet 
    seen, but there's a surefire way to get past them. Try to get as close to 
    them as you can, and duck.  Their boomerangs will sail over your head.  As
    you approach, they retreat.  Push them back in this manner until you can 
    get them beyond the edge of the screen, and then simply exit.  Go to the 
    right, and get the next potion.  Proceed to the top of this room, making
    sure to grab the $25.  At the top of this screen, exit to the right.  Fall
    down the hole you see.  Go all the way down, then circle back to the top 
    and face off with the Gate Guardian.  Whip him until he falls backward, 
    opening a path.  Follow that path to the merchant.
       What you do here depends on how difficult you want the next portion of
    the game to be.  I highly recommend buying at least five potions, as this 
    continuing stretch requires a suicide run through three enemies that are 
    too large to jump over.  You can use the $25 candle in the previous room 
    to build as much money as you want.  I would get a stock of around 10 
    Potions, but ignore the Castle Map 2.
       Once you've filled your potion stash to an acceptable level, go back 
    to the previous screen and start your suicide dash to the right. For every
    third hit you take from the bomb armors, use a potion. Drop through the 
    floor, then do one final suicide dash through the bomb armor to the left.
    You can save a little damage by waiting until the bomb armor and the 
    skeleton knight are together, and crashing into the skeleton knight first
    instead.  Drop through the floor as soon as you can.
       You can just barely clear the flail knights in one jump.  Dodge as many
    as you can, and drop through the floor.  Proceed to the first fork, and go
    to the left.  Walk left slowly, ducking boomerangs, until you get a good 
    opportunity to jump over the skeleton boomerangs while still dodging the 
    Peeping Eyes.
    Cave of Skeletons
       Dodge the skeletons as best you can and exit this room to the bottom.
    Fall through the three platforms, and immediately go left.  Jump over the
    skeleton spearman, whip the skull, and grab the $25. Head to the bottom 
    right corner.  Stay on the platform until the skeleton spearman is 
    directly below you, then head left, jumping over the other spearman.  
    Exit left.  Get close to the Skeleton Ape to make him throw his barrel,
    then jump over him.  Go up, whip the wood, and proceed left.  Dodge the
    swinging axe, get through the plot scene, and proceed left again.
       This room is exacting.  Use the same method as before to get past each
    skeleton boomerang.  Simply kill the Red Skeletons; they give 0 EXP.  
    Finally, at the end of the room, you reach a save point.  Take heart!  
    This was the longest stretch without a save point that you'll see in the
       The next screen is probably the single most difficult in the game.
    You'll see a Skeleton Ape above you.  Multi-dash to the left as quickly
    as possible, and jump to the next ledge.  Immediately duck; the barrel
    will sail over your head.  The instant that happens, JUMP!  This lets the
    next Skeleton Ape appear, and "chase" you, making him move to the left.  
    Once this happens, jump over the Ape on your ledge, dash to the right, and
    go to the second level.  Repeat this process.  You'll have to dash through 
    the third skeleton ape, as there's no room to jump over him.
       Now, to run the gauntlet on the other side.  Wait for the flail knights 
    to retreat to the edge of the platform and perform one attack. Once they're
    done with one attack, approach them, and try to jump between them and the 
    ball of their flail.  It's quite possible to avoid damage entirely doing 
    this, though it's not easy.  Once you get to the bottom, use a potion if 
    you need to, then head into your second boss battle.
    Boss 2: Skull Knight
    HP: 1600
    EXP: 339
    Your level: 1
    Your EXP: 110
    Damage from whip: 11
    Damage from Holy Water: 7 per hit
       This is a long fight, but he follows three fairly simple patterns.
       Attack pattern 1 - When he draws his sword, he'll thrust.  Dodge
    backward.  When he crouches, he's about to jump.  Slide under him.
    Simple as that; just keep attacking.  I recommend tossing a Holy Water
    at him when he draws his sword.
       Once you do enough damage, his sword and shield will fall away,
    and he'll respawn from his shield.
       Attack pattern 2 - His jump will come out a little faster now, but
    he'll jump farther, giving you a chance to react.  His main attack
    comes in a charge.  When he flashes and crouches, multi-dash or jump 
    to the closest platform, jump to it, then jump up from it to avoid him.
    Keep attacking and he'll go through the same transformation sequence.
       Attack pattern 3 - His jumps are yet faster, but have a similar
    range to attack pattern 1, making it somewhat hard to react.  He
    also walks around on occasion.  His only attack aside from contact
    damage is a laser beam, which he telegraphs by rearing back in a
    flash of light.  Get close to him if you can, duck, and keep
    attacking.  Eventually, he'll finally drop, granting you 339 EXP,
    enough to level to 3.
       Proceed to the left and grab the Sylph Feather.  Do not use the 
    saveroom yet.  The lower candle outside of this room drops $100; build
    your money to at least $4000; $2000 if you're feeling dangerous.  Once
    you have the money you want, use the saveroom. Make your way all the 
    way back to the fork in the center of the castle that you took to the 
    left earlier.  The Double Jump should be more than sufficient to dodge 
    the enemies on the way.  Take the right branch of the fork, into the 
    Luminous Cavern.
    Luminous Cavern
       Double jump over the axe armor, and walk under the bats.  It may be 
    tempting to dash, but there's another axe armor later in the room to 
    jump over.  Exit to the right.  Jump over the axe armor, avoid the curse
    balloon, jump over the next axe armor, dash under the bat, jump over the
    final axe armor, and exit to the right.  Dash under the Witch and take 
    the path upward to get the Turquoise.  Refill your hearts at the bottom 
    of this room as well.  Return to the main path.  Get through the two 
    plants, exit to the right, and save your game.
       Return to the left, dash or jump by the first plant again, and drop 
    through the floor.  Follow this room to the left, sliding under the 
    witches, then follow the next room to the right.  Jump over the Axe Armor
    to acquire a Heart Max Up, and use the Saveroom.
       Exit to the right.  Dodge the barrel from the skeleton ape, then jump 
    over him.  Go to the right and fall.  To dodge the bone thrower, kneel 
    near him, then jump over him after he's thrown a projectile.  Exit down.
    Double jump over the bomb armor to the left, and exit down again.  Proceed
    to the right; jump over the slime, and simply walk past the bouncing corpse
    on a stick.  It won't hit you if you're on the ground.  Exit to the right.
    Check your HP; if you have less than 36, reset.  Quickly double jump and 
    stand on the bone pillar.  Proceed to the right, dash through the next 
    bone pillar, then dash through the final bone pillar.  Slide under the 
    Sylphs and exit to the left.
       In this room, fall as far as you can and exit to the right. Say hello
    to our friend, the merchant.  Don't bother with any equips; just buy 
    Potions. If you buy about 40-50, they should be more than enough to carry 
    you through mistakes.
       Exit the shop, and solve the puzzle in this room by pushing the block
    to the right until it falls, then left until it falls, then right until it
    falls, then left to the switch.  Get the Life Max Up, then use the saveroom.
       Go to the left, and again go through the plant.  Drop through the floor,
    then proceed left.  Dash through the first two Axe Armors, heal, then jump 
    over the next two.  Drop through the floors in this room to get a High 
    Potion, then walk to the right.  Walk to the right in the next room, passing
    under the corpses on sticks.  Dodge the Sylphs in the next room, exit to the
    left, get past the final plant, and use the keyhole teleporter.
    Sky Walkway
       Walk to the right to trigger a plot scene.  Exit to the right. Walk
    under the Balloons, then jump up to get a High Potion.  Exit to the upper
    right.  Double jump over the Balloons, then use the platforms to jump 
    over the big pillar.  Jump over the Archers and fall down to
    their right.  Exit to the lower right and save.
       Exit the save room, then fall down.  Slide to the left as fast as you
    can, and fall down again.  You won't be able to see much, but that's okay.
    Walk right.  As soon as you fall, dash left to acquire the Face Guard.  
    Equip it.  Walk right.  As soon as you glimpse a spike, double jump to the
    right.  Continue in this manner until you fall down a screen.  Continue in
    the same manner to the left.  At one point, you'll have a choice between 
    jumping and sliding; slide to acquire the Chaos Ring.  Continue to the left
    and exit.
    Aqueduct of Dragons
       There are no enemies in this room; simply fall down.  Once you enter
    the next room, get to the ground floor and slide to the right repeatedly
    to avoid the fish-men.  Fall through the floor.  Walk to the right in the
    next room, double-jumping over the mermen.  Exit to the top as soon as you
    can, then go left to save.  Return to the passageway, then go down two
    screens.  Dash left, and jump over the slime.  Jump to the top ledge in 
    the next room and grab the Hard Gloves.  Equip them in place of the 
    Leather Gloves.  
       Avoid the bats all the way down this room. Dash left after you exit, and
    go through the giant armor.  Pause after you take your first hit and use a
    potion.  You may take a second hit, you may not,but there's no way to survive
    a second hit.  Double jump through the false stone wall and acquire the Nail 
    of Vlad, then use the Saveroom.  
       Now, again exit and drop through the floor, but this time, proceed to the 
    right. Jump over the mermen and fishmen, and multi-dash under the dropping 
    blades to get the Blue Stone.  Equip it and use the Saveroom. Equip the 
    Lucky Charm in place of JB's Bracelet.  Proceed to the right from the save 
    point to fight the next boss.
    Boss 3: Giant Merman
    HP: 3520
    EXP: 1298
    Weakness: Ice
    Strength: Fire
    Your level: 3
    Your EXP: 449
    Damage from whip with Red Stone: 12
    Damage from just whip: 16
    Damage from Whip with Blue Stone: 25
    Damage from Holy Water: 12 per hit
       The Giant Merman has four attacks.
       Attack 1: The Merman points forward, directing a wave of water.  Throw
    a Holy Water at him, and jump over it.
       Attack 2: The Merman rolls up into a ball and spins forward.  Simply
    jump over him.
       Attack 3: The Merman stands in the right corner and summons two Fishmen.
    When the Fishmen both reach the bottom floor, go to the opposite side of
    the room and stand on the platform until they disappear.
       Attack 4: The Merman stands in the left corner and summons four Mermen.
    Stand on the platform at the opposite side of the room until they disappear.
       The attack pattern always goes: 1, 2, 3, 1, 2, 4, and loops infinitely
    from there with no variation.  Attack him while you can between the attacks,
    and he should go down easily.  The double damage from the Blue Stone, 
    coupled with the occasional critical (helped by the Lucky Charm) make this
    a pretty easy fight.  When you win, you'll advance to level 5.
       Return to the save point after you win.  Proceed to the right, take the
    Life Max Up and Heart Max Up, then enter the Clock Tower.
    Clock Tower
       There are no enemies in the first room.  Climb to the top and press the
    switch in the next room above.  Slide to the right, through the Specters.
    Exit to the top; use this candle to refill your hearts. Navigate the spike
    pits to the left.  Exit left and prepare to take some serious damage.  
    Dodge the Harpy as well as you can, then exit to the left.  Climb up and 
    take the Night Goggles.  Return to the previous room and exit to the right.
    Jump over the disc armor and dash under the Fleamen. Exit to the right.  
    Slide quickly through this room. Make your way up in the next room, and 
    take the second exit to the right to save.
       Return to the former passageway, and go down.  Take the exit you 
    originally skipped, dash quickly through to the right, then follow the 
    passage around.  Whip the Guardian Armor repeatedly until it gets caught 
    in the gears and dies; take all the equipment it leaves behind and wear it
    all.  Your defense goes from 49 to 107.  Pretty sweet deal for no EXP.  
    Use the Saveroom.  Exit from the save point and keep going up to the boss 
    Boss 4: Max Slimer
    HP: 3680
    EXP: 1479
    Your level: 5
    Your EXP: 1747
    Damage from Whip with either stone: 21
    Damage from Holy Water: 14
       This is hands-down the simplest boss in the game.  Just attack. Use the
    Holy Water if you want it to go faster.  When you win, you'll level to 7.
       Make your way to the top of the next room, and meet Death at the 
    teleporter.  You can now access the other castle at will.  Do so.
    Clock Tower, Castle B
       Castle B's Clock Tower is FAR less dangerous than Castle A's. Fall to
    the bottom, make your way to the save point you just used on the other 
    side.  Proceed downward, and take the first exit to the right.  Fall down
    through the first platform you see, and go down until you can exit to the
    right again.  Lure the Bronze Guarder toward the left, and press the 
    switch when it gets close enough. 
       ***OPTIONAL: Acquire the Healing Mail***
       Exit to the right, then go all the way down in the next room until you 
    can exit downward.  Press the switch, and multi-dash all the way around 
    this room to beat the iron ball to the end of the passage. Slide to the 
    right, and acquire the Healing Mail and Heart Choker. 
       Use the Saveroom.  Now, we're going to backtrack a little bit to get 
    another relic. Return to the teleporter and go back to castle A.
    Clock Tower, Castle A
       Retrace your steps to the puzzle room we just did with the iron ball.  
    Be careful to not slide into any of the flying barrels; only slide once 
    they're past you.  When you get to the left edge of the puzzle room, and 
    you see a passage on the other side of the wall, slide through the false 
    wall.  Fall through the platforms, exit left, acquire the Fang of Vlad, 
    and use the Saveroom.
    Clock Tower, Castle B
       Exit the save room, and head to the bottom for another boss.
    Boss 5: Peeping Eye + Peeping Big
    HP: 51 + 2000
    EXP: 17 + 1981
    Your level: 7
    Your EXP: 3226
    Damage from Whip with either stone: 25
       You have to kill the Peeping Eye to continue.  Do so.  Once you
    do, the Peeping Big will appear.  It has three basic attacks:
       Attack 1: Peeping Big will coil its tail, then throw it out along
    the ground.  Jump to avoid it.
       Attack 2: Peeping Big will flail its tail around wildly, striking
    anything too close.  Run away.  Its tail will strike the ground
    audibly six times.
       Attack 3: Peeping Big will close its eye and become invulnerable.
    It will then bounce around the room.  It will always do one complete
    circuit of the room, finishing where it started.  Stay where you are,
    and slide under it or walk under it both times it approaches you.
       Peeping Big recoils from your attacks.  Find a place a little
    over a whip's length away from either wall, and make it continually
    bounce against the wall to land in about the same spot.  Keep whipping,
    and you will level to 9.
       Return to the save point and save.  Return to the boss room, then go
    two rooms to the left.  Drop down through the platform and head to the
    right.  Navigate the spike room and drop down at the end.  Use the candle
    to fill your hearts.  Dash left, jump over the disc armor, and dash
    through the armored Fleamen.  Fall through the floor. Double-jump over
    the Skeleton Boomerang and exit to the left.  Jump over the Disc Armor
    and exit to the upper left.  Exit right and whip the screw until it locks.
    Use the saveroom.  
       Retrace your steps to the room before the spike room, but take the first 
    exit down instead.  Take the Crushing Stone and use the Saveroom.  Retrace 
    your steps again through the spike room, but this time, continue all the 
    way down the room with the Skeleton Boomerangs.  Exit left into the 
    Aqueduct of Dragons.
    Aqueduct of Dragons, Castle B
       Exit to the left into the massive room of Fishmen and Mermen.  Make it
    through however you can; there's no real best way to do it, as there are
    so many.  Make your way left to the save point.  Exit, go down, and exit
    to the right.  Multi-dash your way to the end of the room, snag the Life
    Max Up, then use the Saveroom.  Exit the save room, go down, and multi-
    dash your way left to the platforms.  Go up, and multi-dash your way to
    the next platforms.  Go up again.  Avoid the poison skeletons and enter
    the Sky Walkway.
    Sky Walkway, Castle B
       Multi-dash your way to the right, and exit up.  Multi-dash to the left
    and exit up.  Snag the Turkey, then move to the right.  Jump over the Axe
    Armors, exit up, then go right to the save point.  Equip the Crushing
    Stone, break the wall to the right, and get the Heart of Vlad.  Go back
    and save.
       Exit the save room to the left, then work your way left, jumping the
    Axe Armors and dashing under the flying barrels.  Exit left.  Drop through
    the first floor, then make your way left.  Use the Crushing Stone to break
    the wall in the next room, then prepare to fight another boss.
    Boss 6: Shadow
    HP: 1600
    EXP: 2362
    Your level: 9
    Your EXP: 5224
    Damage from Whip with either stone: 28
    Damage from Whip with Crushing Stone: 24 base, 71 charged
    Damage from Holy Water: 18
       Shadow has three attacks, which cycle infinitely in the following
       Attack 1: Shadow turns into a wolf and runs back and forth.  Jump over
       Attack 2: Shadow turns into a scimitar and follows you around.  Hit him
    to make him recoil.  If you get hit by Shadow in this form, you will be
       Attack 3: Shadow turns into a moth and drops poison spores.  Stay away
    from being directly below him and attack.  If you get hit by Shadow in
    this form, you will be Poisoned.
       I highly suggest the Crushing Stone for this battle, as there is plenty
    of time to charge it between his forms.  In addition, it allows for 3-4
    charged attacks every time he turns into a Moth.  As he only has 1600 HP,
    71 damage shots whittle him down awfully quickly.  When you win, you'll
    level to 11, and the next plot scene will be unlocked.
       Use the Saveroom when you win.  Now, to avoid killing a boss, we're
    going to again take the long way around.  Take the winding road all the
    way back to the teleporter.  In short, by room exit: left, down, down,
    down, left...
    Aqueduct of Dragons, Castle B
    ...down, down, right and up, left, save.  Right, right, right, right...
    Clock Tower, Castle B
    ...up, up, left, up and right, right, right, up to the save point. Go to
    the teleporter in the top right and go back to Castle A.
    Clock Tower, Castle A
       Retrace the same path all the way back to the double-sided save point
    in the Sky Walkway.  Use the Night Goggles, assuming you picked them up
    Sky Walkway, Castle A
       From the save point, exit left by jumping over the Skeleton Archers and
    Balloons, then drop through the first floor of the next room and go left,
    just as you did to get to Shadow.  Follow the path left until you get to
    Maxim, who will give you his bracelet.  Use the Saveroom.  From the save
    point, go back out, and exit the room to the upper left.  Go left into
    the Chapel of Dissonance.
    Chapel of Dissonance, Castle A
       Jump over the first Skeleton Archer, and multi-dash through the second.
    Exit up.  Dash under the Fleamen, jump over the skeleton archers, and exit
    up.  Exit up, dash through the bone throwers, and exit up again.  Take the
    fork to the right and climb.  Get the Heart Max Up to the upper-right.
    Continue left, jump over the bone towers, and go left to the door.  Climb
    to get a Life Max Up.  Equip Maxim's Bracelet to open the door, and go
    Castle Top Floor, Castle A
       Go left to the teleporter.  Kneel once to return to the Clock Tower and
    save; kneel once at the Clock Tower teleporter to return and fight the
    next boss.
    Boss 7: Pazuzu
    HP: 4500
    EXP: 2640
    Your level: 11
    Your EXP: 7586
    Damage from Whip with Crushing Stone: 27 base, 78 charged
    Damage from Holy Water: 18
       Pazuzu has three attacks.
       Attack 1: Pazuzu jumps forward at you.  He usually does this at least
    twice.  Slide under him if you need to.
       Attack 2: Pazuzu rears backward, stands still, and points.  Four small
    Imps are summoned to his aid.  Kill them; they're worth 0 EXP.
       Attack 3: Pazuzu breathes multiple fireballs.  Back away from him when
    he does this to make dodging them easier.  When his health is below a
    certain level (25%?), he uses three sets of fireballs at once.
       I highly recommend the Crushing Stone for this battle.  It's the best
    way to do a large amount of damage at once.  Holy Water works well when
    he summons his backup, as well as when he's using his fireballs.  It can
    easily rack up 100 damage, sometimes quite a bit more.  Keep at it, heal
    if you need to, etc.  When you win, you will level to 13.
       Exit the screen to the left to trigger the next plot scene.  Go left
    again, step on the switch, then climb to get the Life Max Up and Heart Max
    Up.  Fall down all the way and go right to the save point.  Continue to
    the right, jumping over the Poison Lizards.  Fall through all the
    platforms to exit this room at the bottom.  Move right, and fall again.
    Save at the room to the left if you like.  Take the elevator all the way
    down.  Go down, then right and down, then right.  Dash through the Axe
    Armors, go down, and take the next elevator all the way down.  Go down,
    then left.
       This fork should look familiar from way back at the beginning.  Take it
    to the left to enter the Cave of Skeletons.
    Cave of Skeletons, Castle A
       Jump over the Archers and go down.  Immediately exit left.  Push the
    bottom crate left until you can use it to access the top platform.  Push
    the top crate off the right edge, push the left crate off the edge, then
    push the right crate on top of the left crate and double jump to the Heart
    Max Up.  Follow the path and exit left.  Here, push the bottom crate until
    it's almost touching the edge, then push the top crate off the left edge,
    then again off the edge, then all the way left.  Use it to get to the Life
    Max Up on the upper right, then take the upper left exit.  JAM on the L
    button to multi-dash through this room.  Dash through the pitiful 1 damage
    enemies in the next room, and save.
       Dash or jump through the pathetic enemies here, and exit up.  Exit left,
    ignore the enemies and exit left to the next block puzzle.  Push the
    leftmost block off the edge, then push it to a point where it's over
    halfway off the next edge.  Then, push the block that was next to it off
    its edge.  Push that same block until it's over halfway off the first one,
    then push the final block all the way left, then off the second block to
    the right, then all the way to the right to use it as a stepping stone.
    Climb all the way up, multi-dash to the right, and claim the Floodgate
    Key.  Use the Saveroom.
       Back at the save point, go back to the right, all the way to the fork in
    the Castle Treasury.  Take it right to the Luminous Cavern.
    Luminous Cavern, Castle A
       Multi-dash past the Sylphs, and exit right.  Make your way up and right,
    then multi-dash to the right to the save point, ignoring the 1 damage
    plants.  Head right from the save room, go down, go left past the Victory
    Armor, go down, go right, jump over the axe armor, go down, jump over the
    first armor and through the second to avoid the Sylph, then exit left.
    Go to the bottom-left corner of this open room.  Stand to the right of the
    Bone Pillars and wait for a Sylph to knock you through them.  Exit left,
    use the Floodgate Key, and use the Saveroom.  Exit left, plow through the
    plant, and fall.  Go left, fall, go left, fall, acquire and equip the
    Leggings, exit right, jump over the skeletons, exit right, plow through
    the first skeleton, and make your way up to the next boss room.
    Boss 8: Death (x2)
    HP: 3920 / 2800
    EXP: 4227 / 4406
    Your level: 13 / 16
    Your EXP: 10226 / 14453
    Damage from Whip with Crushing Stone: 31 normal (86 charged) (form 1)
                                         35 normal (93 charged) (form 2)
       Death has two forms.  His first form is the traditional ugly skeleton
    in a big black robe carrying a scythe.  This form has three attacks:
       Attack 1: Death rears backward, then physically attacks in front of him.
    Just get out of the way.  Sliding under him and attacking him from behind
    is effective.
       Attack 2: Death brings his arm back, then throws his scythe straight
    ahead like a boomerang.  Duck it, or get under him and attack from behind.
       Attack 3: Death pauses, and vertical beams of light make their way
    across the screen from left to right.  Simply stay between two of the
    beams, and attack if you can.
       In addition to these attacks, there is a constant stream of bones that
    appears randomly throughout the room that do damage to you on contact.
    Kill them if they get in the way; otherwise, just dodge them.  Sliding
    works well.
       When you finish form 1, Death transforms into a long, wormlike chain
    of rib bones between a tail and a head.  The head is the only vulnerable
    portion. The rib bones will not hurt you, but the head and tail will.
    This fight is very simple; run away, charge to full, turn around and hit
    him.  Repeat until he dies.  When he dies, you'll level to 18.  Go left
    and claim the Griffin's Wing.
       Use the saveroom and head to the right.  Go up and break the wall
    with a charged whip to reveal another teleporter.  Take it to Castle B.
       Once in Castle B, return to the big fork in the center of the castle,
    straight to the left of the save room below the teleporter.
    Castle Treasury, Castle B
       Take the fork... up?  Yes, up.  We're going for the first keyhole we
    took to Castle B.  Go up and left, and follow that path to the yellow dot
    on the map.  The enemies are truly insignificant at this point, so just
    plow through them.  Use the keyhole when you get there.
    Room of Illusions, Castle A
       Exit right.  Wait for the Zombie to get past you, then slide under and
    make your way out.  As soon as you climb out of the hole, turn left and
    make your way to the Entrance.
    Entrance, Castle A
       Go up as soon as you can, then go left.  High Jump over the barrier,
    and exit lower-left to get the Platinum Tip, then exit upper-left to
    another teleporter.  Take it to Castle B.
    Entrance, Castle B
       Exit, then exit lower-left to get the Lure Key.  Go right, down, and
    left to the save point.  Make your way right to the Treasury.
    Castle Treasury, Castle B
       Make your way right five screens, then go up and save.  Go right, then
    drop down, and go right to the Wailing Way.
    The Wailing Way, Castle B
       Go right, then down.  Go right to the Life Max Up, then return left and
    jump to the higher platform.  Avoid the Simons and Owls, and go left, then
    left again.  High Jump over the left wall, then get by the Simons however
    you can.  This will likely require a few potions.  Make your way to the
    top-left and grab the Crush Boots.  Use the saveroom, then return to the
    save point in the Entrance.  Go back to the teleporter in the upper-left
    and take it to Castle A.  Then, Kneel three times...
    Castle Top Floor, Castle A
       ...and exit to the right.  Equip the Crush Boots and blast through the
    ceiling.  Go up through another barrier to get the Life Max Up; whip the
    Destroy Hand for fun if you like.  Go back to the big stairway and follow
    it all the way down.  Double jump to the first platform on the right,
    walk right, and high jump up to the Eye of Vlad. Go back to the
    teleporter.  Kneel once to return to the Entrance.
    Entrance, Castle A
       Go right until you enter the Marble Corridor.
    Marble Corridor, Castle A
       Go right until you see an exit upward.  From there, go right two
    screens.  In this screen, jump left on to the first platform you see, and
    follow that path up (to a Heart Max Up) and right to acquire Vlad's
    Ring.  Now, return to the closest save point.  We have one Dracula Relic
    yet to go, but there's some business we've got to take care of first.
       If you've played the game before, you know where the Rib of Vlad is;
    outside the castle in Castle B.  But if you haven't been following the
    walkthrough, and you went to check the drawbridge, you would have seen it
    still trapping you inside.  This drove me NUTS.  I couldn't figure out
    why the thing wouldn't go down.  As it turns out, there's a very specific
    requirement for dropping the drawbridge, and no other FAQ was able to
    explain what it was.  What is it?  Exit the save point, drop down, and
    go right to fight...
    Boss 9: Giant Bat
    HP: 400
    EXP: 66 normally, but at level 18, you'll get 13 EXP for the win
    Your level: 18
    Your EXP: 18859
    Damage from whip with Crushing Stone: 39 normal (101 charged)
       This is it; your final obstacle to the last Dracula Relic.  Are you
    ready?  Are you psyched?  Okay.  ... ... huh?  You killed him already?
       The Giant Bat will be the final EXP you acquire.  The drawbridge is now
    down; time to head to Castle B to get the last relic.  Go to the nearest
    teleporter and return to Castle B.
    Entrance, Castle B
       Go out, save, then go down all the way to the castle gate.  Dash 
    through the invisible Skeletons if you can; if not, be safe and jump over 
    them.  Slide under the Feather Demons by the gate and exit the castle.  
    When you see the passageway above you, high jump into it.  Break through 
    the barrier above, and exit right to acquire the Rib of Vlad.  Use the 
    saveroom. Go back to the teleporter, return to Castle A, and kneel three 
    Castle Top Floor / Castle Treasury, Castles A and B
       Immediately use this teleporter to go to Castle B.  Exit right and go
    to the bottom of the stairway.  Get the candle above to acquire the
    Cross.  Follow the path left to the save point.  Follow the path all the
    way down to the second elevator, and use the Lure Key on the door to the
    left.  Use the teleporter to go to Castle A.  Acquire and equip the Moon
    Armor, then return to castle B.  Go back up, then all the way left, to
    open the door to the final boss.  Exit left and save. Equip Juste's
    Bracelet, Maxim's Bracelet, and the Leggings.  I recommend the Platinum
    Tip; you can also go with the Crushing Stone, if that's your style.
    Walk to the right, drop through the newly-opened door, and follow the
    path to the endgame.
    Boss 10: Maxim
    HP: 4800
    EXP: 0
    Your level: 18
    Your EXP: 18872
    Damage from whip with Crushing Stone: 39 (101 charged)
    Damage from whip with Platinum Tip: 53
       This guy's the hardest enemy you'll face in the entire game, IMO.  He
    has six attacks:
       Attack 1: Maxim draws a shuriken and throws it.  Dash backward.
       Attack 2: Maxim attacks with his sword.  Dash backward.
       Attack 3: Maxim jumps into the air, pauses, then launches a diagonal
    kick at you.  Dash backward.
       Attack 4: Maxim jumps into the air, rolls into a ball, falls to the
    ground and charges you.  Jump over him.
       Attack 5: Maxim yells, then summons a whole load of copies of himself
    that charge you.  Hold your whip out and try to protect yourself by
    throwing it wildly around.  Sometimes it works, sometimes it doesn't;
    the closer to Maxim you are, the better it generally works.
       Attack 6: Maxim clones himself and starts attacking with the sword.
    Attack the real one; the fake can't hurt you.  The fake can be spotted
    easily; simply dash one way or the other.  The fake will move the exact
    same distance in the same direction; the real one won't.
       It really does come down to dodging as much as you can.  He can really
    dish out the punishment.  If you have enough healing items, you can just
    cheap your way around it.  I recommend limiting yourself on healing for a
    bit of a challenge.  Once you take him out...
    Final Boss: Dracula Wraith
    HP: 2250 / 6666
    EXP: 0
    Your level: 18
    Your EXP: 18872
    Damage from whip with Crushing Stone: 39 (101 charged)
    Damage from whip with Platinum Tip: 53
    Damage from Cross: 38 per hit
       Immediately equip change from the bracelets.  I recommend the Guardian
    Helm and Guardian Glove for optimum defense.
       The first form has two attacks.
       Attack 1: Dracula releases three fireballs.  Jump over them and whip
    his head.
       Attack 2: Dracula releases six fiery rocks.  Jump, duck, jump, duck,
       Keep whipping his head until he dies. Now the longer fight begins. Form
    2 has two attacks as well.
       Attack 1: Dracula shoots a laser across the screen.  Duck. DO NOT PAUSE
    THE GAME WHILE THE LASER IS GOING.  No matter if you hold down coming out
    of pause or not, you'll soak the 140+ damage from the laser.  Not cool.
    If he's close enough, punish him with whip blows while he lasers.
       Attack 2: Dracula uses his pincer claw to hit you.  There's not much
    you can do about this if he has you pinned or is shooting his laser;
    otherwise, dodge backward.
       Spam the Cross and whip him.  This battle is ready-made for the Cross,
    really.  It's a lot simpler than Maxim, but it's still pretty exacting.
    One hit from the laser will take over 2/3 of your HP, and one hit from
    the claw, over 1/3.  You'll probably need 3-4 potions minimum to get
    by him, as sometimes, you just can't dodge the claw without taking a
    laser to the face.
       Once he's dead, congratulations!   You've completed the game at level
    18, and with the minimum (so far discovered) possible EXP of 18872.
    5. Closing / Thanks
       I hope you found this an interesting way to play through Harmony of
    Dissonance / White Night Concerto.  I found it to be enjoyable,
    especially as regards analysis of enemy behavior, and with the
    additional challenge provided by bosses in this format.  
       This FAQ was written by myself, Aaron 'falcon815' Bolner, and was
    submitted to GameFAQs.com.  It may be downloaded and kept as a 
    personal guide if you so desire.  If you would like to use it on your
    webspace, please contact me and tell me where you will be placing it,
    and I will make the decision on whether you may or not.  Under NO 
    CIRCUMSTANCES may this guide be used for profit.  
       Currently, only http://www.gamefaqs.com/ is allowed to host this guide.
       I am not affiliated with Konami USA or KCET - I simply enjoyed this 
    game enough to put some work into it.  All trademarks and copyrights 
    contained in this document are owned by their respective trademark and 
    copyright holders.
       Please contact me if you see any way that I could lower the total EXP 
    gained in the game.  
       Thanks to:
       Andrea, my personal gamer girl, for proofreading and support.  Love
    you, sweetheart.
       Gamestop, for their somewhat spotty online inventory; in this case, it
    worked perfectly.
       Jeff "CJayC" Veasey for running GameFAQs, and for allowing this guide 
    to be posted on it.
       RPGamer, in spite of their ridiculously stupid screenshot captions
    (come on, guys; if a game is a direct sequel, is checking the previous
    one for character names so hard to do?), for posting the first Castlevania
    DS news, which led to me wanting to complete my GBA Castlevania collection.
       sqpat17, for sparking the challenge-gamer in me to do something outside
    of FF Tactics.
       You, for reading and participating in this method of play.  
       This document Copyright 2005 Aaron 'falcon815' Bolner

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