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    FAQ/Walkthrough by Evil Sponge

    Version: 2.2 | Updated: 05/01/01 | Search Guide | Bookmark Guide

                              CASTLEVANIA: Legacy of Darkness
                           This FAQ/Walkthrough by Evil Sponge
                               Version 2.2 May 1, 2001
    Table of Contents:
      I. Introduction
      II. Version History
      III. Items
      IV. Characters
      V. Walkthrough
      VI. Enemies
      VII. Boss Descriptions
      VIII. Secret Stuff
      IX. Frequently Asked Questions
      X. Legal Stuff
         Welcome to the most complete FAQ for this game!  This isn't trying to
    lower anyone's self-esteem or anything, it's actually true.  Meanwhile I am
    NOT, I repeat NOT, going to answer any questions that you can find answers for
    below.  I have too much email to answer everything, but if you don't understand
    some directions, then I'll help you and correct them.  But if you want to know
    how to get, say, the Thorn Key, you're going to have to read.  Sorry if that
    sounds harsh, but I've got way too much email for this game.
         On a more positive note, I hope you enjoy my second walkthrough.  I
    believe it's informative as well as humorous.  This one was harder to write
    than the Castlevania 64 one.  In that one, me and Fat Tony had the Nintendo
    sitting right beside the computer.  Now, it's in different houses (don't ask)
    and my partner in crime didn't have the game, so it took quite awhile.  But,
    now that it's done, I've got the only complete walkthrough that I've been able
    to find on the net.  Well, at any rate, enjoy!
    Evil Sponge
    Version 0.1; 1/26/00: Started the FAQ.
    Version 0.4; 1/30/00: Walkthrough and Bosses complete through the Villa.  Also
    added a couple secrets and a new intro.
    Version 0.7; 2/2/00: Complete through the Outer Wall, Underground Tunnels, and
    Underground Waterway.  All of Henry's kid locations revealed.  Scrubbed Fat
    Tony from walkthrough since it looks like I'll be done before he gets the game.
     Sorry dude.
    Version 1.4; 2/21/00: Complete through Castle Center and all 6 towers.  Fixed
    the hedge maze directions.
    Version 2.0; 2/22/00: Complete!  As far as I know, the only things not on here
    are the GameShark codes.
    Version 2.1; 5/17/00: Added GameShark codes and more sites that post this with
    my permission.  Also some real FAQ's, fixed the saving Henry section, and added
    directions for the towers in the Ruins, as well as a couple more secrets.
    Version 2.2; 5/1/01: Wow, almost a year since the last update.  Not much in
    this actually.  Just updated the contact and copyright information, and updated
    my website address and added a plug for it.
    Red Jewels: These allow you to use your throwing weapons and allow Cornell to
                use his werewolf attribute.
    Throwing weapons: Weapons that you throw (see above).  They can each be powered
                      up three times.  To gain power, pick up more.
             Knife: A knife that you throw in a straight line.  Power levels 2 and
                    add flame to the knife.
             Axe: Thrown in an arc toward an enemy.  Extra levels cause lightning
                  bolt(s) to strike where the axe lands.
             Cross: A boomerang-ish weapon.  More levels means you can hit more
             Holy Water: Splash it on the ground and hurt anything evil that walks
                         into it.  I think extra levels increase the "blast
    White Jewels: These allow you to save your game.
    PowerUps: These power up your long-range weapons (see Part IV).
    Roast Beef: Restores 80% of your energy.
    Roast Chicken: Restores 50% of your energy.
    Purifying: Cures VAMP status, used when bitten by a Vampire.
    Cure Ampoule: Cures POISON status.
    Contract: Scroll that summons Renon, a demon salesman.
    Gold: Allows you to buy items from Renon.
    Healing Kit: Restores full health and status.
    Sun Card: Move time forward to Sunrise (6:00 a.m.)
    Moon Card: Move time forward to Sunset (6:00 p.m.)
    Reinhardt Schneider:
              Heir of the ancient Belmont clan of vampire hunters, his blood dooms
    him to oppose the might of Count Dracula.  Wielding the holy whip of his
    ancestors, the young vampire killer begins his quest.
              Long Range Attack: Level 1) Whip
                                 Level 2) Chain Whip
                                 Level 3) Laser Whip
              Short Range Attack: Short Sword
    Carrie Fernandez:
              A young girl gifted with great magical powers.  Sensing Dracula's
    return, she sets off alone to the dark castle.  Now she must wield her
    inherited power in the fight against evil.
              Long Range Attack: Level 1) Energy Ball
                                 Level 2) Stronger Energy Ball
                                 Level 3) Strongest Energy Ball
              Short Range Attack: Rings
             A Man Wolf out to rescue his sister.  His surrogate sibling, Ada, is
    to be sacrificed to resurrect the Lord of Darkness.  Taunting him along the way
    is his former friend, Ortega.
             Long Range Attack: Level 1) Projectile Slash
                                Level 2) Stronger Slash
                                Level 3) Strongest Slash
             Short Range Attack: Close combat slash
            Saved by Cornell in his youth, Henry grows up to be a knight of the
    church.  He is sent by the church in Reinhardt and Carrie's wake to rescue the
    six village children.  But, he only has seven days before Dracula is defeated
    and the castle crumbles.
             Long Range Attack: Level 1) Six-Shot Pistol
                                Level 2) Stronger Bullets
                                Level 3) Strongest Bullets (I don't know how, maybe
                                        they're hollowpoint-grenade bullets or
              Short Range Attack: Short Sword
         A few quick things before we delve into the walkthrough.  The first is
    that I'm absolutely not going to tell you what is in every single torch.  I'll
    tell you only about special ones, so take out the rest on your own.  The other
    is that I can't just copy and paste from our other one, because most of the
    levels have been totally revamped (no pun intended), which is why this has
    taken so long to get started.  Beyond that enjoy.
                                     | FOGGY LAKE |
         You are rowed across and lake toward a ghost ship.  The fog is so thick
    you can barely see.  You reach the ship and climb aboard, and your adventure
    has just begun.
         Playable by: Cornell, Reinhardt, and Carrie.
         Barrels on this level can be broken, much like torches.  First thing you
    do is hop up onto the main deck.  Fish Men leap out of the water and attack
    you.  After one or two die, a platform appears and allows you to climb up to
    the next level.  Once you get up there head over to the White Jewel and save
    your game.  Walk around smashing barrels and climbing crates to smash more
    barrels to your hearts content (or until you run out of barrels) and then make
    your way to the lever on the mast.  Pull it and the mast rotates around.
         Climb onto the...ledge?...that swung around and look about you.  Once you
    can see the next mast platform, jump to it.  Make your way to the other side
    and cross the netting and smash the torch.  After collecting your meat, find
    the lever and pull it to rotate more mast sections.  Climb up to the new
    section.  On one side there's a torch that contains the Deck Key, get that. 
    Now make your way to the other side and face the front of the ship.  The
    torches that you can see from there can be reached by running across the
    invisible walkway.
         After getting those extra torches, make your way down to the main deck. 
    The door for the Deck Key is left of the platform that gets you to the upper
    levels.  Unlock the door and enter the inner sanctum of the ghost ship.  Kill
    the skeleton and save.  Now, ride the elevator (yah! No muzak!) and you face a
    Fish Man and two skeletons.  Kill them, kill them all!!
         *Ahem* sorry 'bout that, that was the evil in me coming out.  Open the
    door behind the late Fish Dude and you'll find yourself in the cargo hold. 
    Three more Fish Men, I think you know what to do with them by now, just watch
    out for the spitting one.  After you defeat them disaster strikes.  Or rather,
    and gigantic Sea Serpent strikes, and pokes holes in the ship which promptly
    begins to fill with water.  Luckily the water only comes waist-high, because if
    you've played any Castlevania game you know that you can't swim.
         Find the floating crate and hop aboard little buddy.  From there leap
    upwards and grab the ledge, then pull yourself up.  Walk the plank that your on
    until you come to a gap and a swinging lantern.  Time your jump so that you
    don't hit the lantern (duh) and continue along the plank.  Leap to the plank
    along by the wall, and head toward the light.
         Whew!  Made it out just as the ship sinks!  How fortuitous.  Save, then
    make your merry way across the flotsam and grab the goodies on the destination
    platform.  One more hop and you're on a long bridge that leads to Stage 2.  But
    wait!  What's this!
         *Warning, this is a plot complication!  Warning, this is a plot
    complication!*  The Sea Serpent erupts from the watery depths and you must now
    battle to the death!  See Boss Descriptions.  After sending the oceanic
    behemoth back from whence it came, continue down the bridge.  Welcome to the
    next level.
                                    | FOREST OF SILENCE |
         The pier stretches far into the distance.  At the very edge of your view
    is a forest.  The trees look to have been imbued with the very aura of evil
    surrounding the castle.  You hear the wail of the undead, the rattle of bones,
    and the gnashing of sharp fangs.  Otherwise, the forest is silent.
         Playable by: Cornell, Henry, Reinhardt, and Carrie
         The first thing you should notice is your lock-on square centered on a
    Goblin.  There are about 5 Goblins on the pier, and you should kill every last
    one, while smashing torches.  At the end of the pier is a cliff face, and a
    stone platform.  Jump up, climb up, and repeat for the upward trail of similar
    platforms.  At the top is a dirt trail, the obvious path choice is to follow
    this single trail (although it is interesting that they felt an arrow was
    necessary).  At the end of the path are very large, wooden doors with a crest
    on the front.  Castlevania 64 vets should know what's coming.  Hit the crest 3
    times (except for Henry, he seems to need 4 or 5), and it explodes revealing a
    Gigantic Skeleton (see Boss Descriptions).
         After the scardy-bones runs off a bridge will rise from the water.  Cross
    it and save on the other side.  Follow the short path and you'll find yourself
    in an area with a statue-plaza-thingy in the middle, three other branching
    paths, four torches, and emerging skeletons.  You _can_ hit the statue and the
    outside will crumble away revealing a pointing statue, but that's really not
    necessary.  Simply take the path left of the one you entered.  Cross the broken
    bridge, and run around the small pillar and pull the switch.  After you pull
    the lever, you're attacked by a Weretiger (see Boss Descriptions).
         Once you dispense the lycanthropic menace, return to the plaza and take
    the path straight ahead of you.  The path contains Goblins and torches.  The
    end of the path reveals a shallow pit, and two stone structures with levers in
    them.  Pull the one on the far side of the pit first (ignore the steps) then
    run to the second one and pull it.  Face the pit and you'll see two pillars
    have appeared.  They don't stay up for long so quickly jump across them to the
    other side.
         After that is a very short path which leads to two bridge pieces.  Jump
    your way across them and you arrive at a path with a tree, and save point, and
    another switch.  Save and then pull the switch.  After the gate opens, a Blue
    Skeleton and two regular Skeletons appear.  Take them out and smash the new
    torch for a PowerUp.  By now you should have noticed that the bridge pieces are
    gone.  You must carefully make your way down the cliff via the platforms, jump
    across the fallen bridge sections, and scale the other side via the platforms. 
    Now head back to the plaza area and turn right onto the last remaining path.
         Hmmm...two bridges.  Quite the dilemma.  Either bridge will take you to
    your destination, but the right one will crumble beneath you.  Past the now
    open gate there are two crypts and a white jewel.  The crypts each contain
    various goodies and Red Skeletons.  Go for it if you want some extra sun and/or
    moon cards, but I wouldn't worry too much about it.  Find the path strewn with
    dead villagers and bravely traverse it.  At the end of the path is a
    semi-shallow pit.  Hop on in, and you get attacked by a Werewolf (see Boss
    Descriptions).  Once it's dead part of the pit rim crumbles, allowing you to
    leave.  Once your out, to the left are two torches and a save point, and to
    your right is a cliff with more platforms for you to scale.  Yippee!  First
    though, one of the impaled skeletons has a chicken.
         Scale down the cliff and hop to the small island.  Pull the switch and
    climb back up.  If you've noticed the platforms on the other side, don't even
    try you can't make it (see secrets).  Look out for Fish Men on the island
    (except for Henry, that lucky guy gets Blue Skeletons).  Once you're back up
    head through the gate to face round 2 of the Gigantic Skeleton (you know where
    to go).  After decimating the boney foe, head toward the castle and be treated
    to a cut scene with the first of many feet shots.
    As Henry:
         Henry needs only use the shortcut to find Edward.  At the part of the
    forest with the levers which make the pillars rise, scale down the cliff via
    the platforms by one of the levers.  At the bottom of the platforms, attack the
    wall and run through the tunnel (watch out for blue skeletons).  On the other
    side is the kid.  A short hop to the other platforms and a leap to the small
    island bring you to the lever which opens the gate to Gigantic Skeleton: Round
                                  | CASTLE WALL |
         One step closer to the castle and the aura of evil is stronger still. 
    It's palpable presence makes it hard to stay focused. Fear begins to gnaw at
    you, but you push it away.  To be afraid now will surely get you killed.
         Playable by: Cornell, Henry, Reinhardt, and Carrie.
    As Cornell:
         First save.  Now, you'll notice two doors on each side of you.  One has a
    sun that can only be opened during the day, and one has a moon that can only be
    opened at night.  Your first instinct will be to charge through the only one
    that you can.  I recommend, however, that you go through the moon door first.
         Great, no floor.  I hope Dracula didn't pay his architect.  There are also
    glitches a go-go here.  Some of the platforms don't rotate, and sometimes
    they're missing.  This part is pretty straight forward, time your jumps and
    keep trying.  A few general tips though: At the first rotating spike block wait
    along the very edge of it to be dumped onto the ledge above the door that has a
    torch that has a sun card.  Also, at the part with four spike blocks there is
    an invisible bridge between the second and third block leading to some beef
    (I've found it best to jump to the ledge and walk back to the blocks).  At the
    top is a door that you must go through.  Get any torches and pull the lever.
                 Don't go back through the door, instead, go through the opened
    wall. You should land on a platform, if not you missed it and will get hurt by
    the fall. Drop down from the platform. Kill the Skeletons and whack the torches
    for useful items. The broken pillar in the center has a power up.  Once done,
    drop down from there into another room. There is one torch in this room, a Bone
    Pillar, and a Winch Lever on a shelf. On the other side of the wall by the
    shelf is a hole, hop right on in. Does this place look familiar?
          Save and whack any torches that you want to.  Now it's time to head
    through the sun door.  This part is actually easier than the moon door.  The
    ledge above the door has a moon card.  Other than that it's very
    straightforward.  At the top, save, hit the torch, and go through the door. 
    Whoa...Giant Bone Pillars (see Boss Descriptions).  Once they're dead put the
    Winch Lever back where it belongs and pull it.  Now head back down to the first
    save point and go back through the moon door.  Climb up, go through the door,
    pull the lever, head back down, and exit.  That wasn't too hard, now was it?
    As Reinhardt and Carrie:
         The moon and sun doors are now normal doors.  The left door is now locked,
    however.  Climb up the right door, fight the Giant Bone Pillars, head back
    down.  Save and get the center torch in the newly opened room for the Tower
    Key.  Use it on the locked door.  Climb up, enjoy the cut scene (Reinhardt and
    Carrie only), head back down, save and exit.  The other main differences are
    the sun card in the right tower, and the moon card is in the left.  Instead of
    the Winch Lever, you get a PowerUp.
    As Henry:
         Henry's got it easy.  Take the left tower (the one without the floor) and
    climb up to where there are four rotating blocks.  Between the second and third
    is an invisible bridge leading to a platform with a child named Bess.  You can
    shorten your journey even more by climbing down and through the door.  Now just
    walk out into the villa area.  This kid was found by MisLedYOUTH.
                                     | VILLA |
         The wind whispers through the trees, and a dog howls.  Wait, three dogs
    are howling in unison.  You've never heard dogs cry in perfect unison before. 
    The eerie sound sends a chill down your spine.
         Playable by: Cornell, Henry, Reinhardt, and Carrie.
         The first thing that happens is you get attacked by three Cerebuses
    (Cerebi?  Cerebusi?)  Kill them and a gate opens.  Hold your ground soldier. 
    Two fire breathing Cerebus appear, and you must also kill them.  Walk until
    you're about halfway between the two gates and wait.  It grows dark and another
    firey Hades guardian appears.  This one can turn invisible.  Kill it while you
    can see it.  Now head through the gates.
    As Cornell:
         This small gardenish area has lots of goodies.  There are two wooden
    crosses along the perimeter.  Smash 'em and you get roast beef and a PowerUp. 
    To get the stuff on the fountain you must pull the switches on the tombstones
    in the correct order.  There's a clue in the archives, but if you can't wait
    that long check the secrets.
         When you're done, head through the doors.  Go up the steps, and a vampire
    attacks.  Kill it and head up the steps.  To the left is a vase that contains
    the archives key, to the right is a couch that has a purifying.  Go to the
    center into the almost-balcony and jump off and hit the chandelier.  Repeat
    this twice and it will dissolve revealing goodies.  Go back down the steps and
    turn left.  Go through the door, save and hit the torch, and go through the
    next door.
         Go through the gate and follow the path.  Kill the Biker Skeletons and the
    torches.  Now go through the door and enter the hedge maze.  Take these
    directions to get to the Rose Garden Key: left, right, left, left, left, and
    left under an arch.  Get the key and retrace your steps.  Go back into the
    Villa and go up the steps, now enter the door at the top.  Go through the next
    door into the rose garden.  At 6 a.m. a red rose will appear and you can find
    the Thorn Key there.  You must be in the rose garden as the sun rises, though.
         Now, exit through the other door and climb the steps.  Take the first door
    on your left and walk in on a cut scene, read conversation.  I think you know
    what to do with the vamp.  That's right, KILL!!  Now head into the other room
    and grab the Garden Key and talk to the vampire's wife.  A quest, huzzah! 
    Check the other table for some gold and smash the vase.  Go back into the
    hallway and follow it to the last door.  Check the mirror for a purifying, and
    head through two more doors into the archives.  Read the book to get a clue
    about the tombstones.  Back to the hallway, and enter the first door you find. 
    Along the left wall are two vases, one has a Storage Room Key.  The middle
    chandelier also has some value.  Exit through the other door, turn right, and
    enter the first door.  Meat and a save point.  The Madonna has a purifying.
         Before you save Henry, I'd recommend a side trip first.  Go back to the
    hedge maze via the foyer.  Dodge the undead bikers and enter the door.  Turn
    left and then climb up the stairs and whack the torch to get a crest half. 
    From the base of the steps turn right then go left and follow the main path
    until you get to the large fenced area.  Use the Thorn Key in the gate and
    collect the goodies and Rose Brooch.  Take the Brooch back to the fountain in
    the beginning area, climb to the top and check out the sparkle.  You now have
    the other crest half.
         Alright, back to the Villa, into the room that had the Storeroom Key, and
    go through those double doors.  Down the steps is the famous gift shop. 
    Alright, you got me, it's just Renon's Contract.  Save and head through the
    doors.  Go through the gate and into the hedge maze.  Take the first left and
    you get a cut scene and Henry.  You must now lead him out of the hedge maze. 
    Fun.  From the bridge you need to go: left and then wait at the door for Henry
    to catch up with you, go through the door, turn right at the next intersection,
    straight past the arch, right, right, right, straight past the arch, left,
    follow the wall and round the corner to the left, right, and open the door. 
    Now go back into the Villa and talk to Henry's mom.
         Woo-hoo the Copper Key!  Now, enter the hedge maze through it's main gate.
     Go straight into the area with the torch-on-steps and make a right.  Go
    through the door.  Follow the path and climb up and over the bridge to find
    some beef.  Now, get onto the bridge and walk into the open area with a torch
    and a white jewel. Save and go to the door.  If you have both crest halves, you
    can open the door.  Walk on in and fight Gilles de Rais (Boss Descriptions). 
    Jump into the coffin to reveal a hidden path, and then jump in again for the
    next level.
    As Reinhardt and Carrie:
         This small gardenish area has lots of goodies.  There are two wooden
    crosses along the perimeter.  Smash 'em and you get roast beef and a PowerUp. 
    To get the stuff on the fountain you must wait until midnight, when a pillar
    will rise allowing you to collect all the items.  When you're finished in this
    area, enter the doors.
         You find yourself in a lobby area with candles. All the candles but two
    contain red jewels, the other two contain 300 gold. As you ascend the stairs a
    vampire appears. Fight it, kill it. At the top of the steps turn around and
    line your character up with the chandelier. Jump off the ledge and hit it a few
    times and it will show you its impression of a pinnate. Turn right at the top
    of the stairs and check the first couch for a purifying. Head into the door on
    the other side, down the short hallway, and through that door. If it is between
    3:00 and 6:00 p.m. you get to meet Rosa, if not come back between those times
    since you need to meet her to progress.
         Go through the other door and up the steps. Enter the first door on the
    left. Open the door on the other side of the room and meet Vincent. After this
    startling encounter, talk to him. If you've already met Rosa he'll give you the
    Key to the Archives. Let yourself into the room that Vince was in and check the
    desks for money. Now, leave the way you came and go back into the hallway. Kill
    the stained glass dude and enter the second door. Turn left and go into the
    alcove, jump onto the thing and check the lion headed plaque for some chicken.
    Back in the room, attack the vases for the Storeroom Key and chicken. The
    middle chandelier relinquishes a purifying. Kill the ghosts as necessary. Now
    leave the room and go into the door I told you to skip earlier. Get the meat
    and the purifying in the statue, then save.
         Leave and go down the hallway to the last door, which is around the
    corner. Fight the vampire and kill it. Check the mirror for a purifying and go
    through the door. Traverse the short hallway and go into the other room (I hope
    you got the Archives Key). MAKE SURE YOU GET THE HOLY WATER! Now explore the
    room, check the desk, and get the key. Go back into the stained glass hall and
    go back in the room with the double doors. Go through the double doors and down
    the stairs. Check the knight in the corner, and be sure to visit the gift shop.
    Ok, this next step is extremely important: SAVE!! If you don't save or have
    holy water at this point you're going to have trouble. Back through the double
    doors, down the stairs, and outside. Open the large gate, and let the fun
         We now come to the dreaded Hedge Maze. There's nothing really important
    deep inside, so just take the first left. After the cut scene, attack the Hell
    Hounds and run like mad. Follow Malus to the left and open the door now go:
    right, straight past the arch, right, right, right, pass the arch, left, left,
    right. Of course while you're doing this, the two Hell Hounds and a chainsaw
    wielding Frankenstein Monster are chasing you. When the hounds catch up to you
    hit them with your short range attack before they latch onto your leg. Use holy
    water to stun Franky and the devil dogs (sounds like a band).
         Whew! Can you guess what to do now? That's right! Follow the path <trumpet
    fanfare>! The first left is an alcove that contains a torch containing the
    copper key. Follow the trail some more and open the gate. Open the door, get
    the meat in the candle and save. Make your way through the villa again and go
    back into the garden. Don't worry, just take the first right past the arch, and
    go through that door. Follow the water, go left at the bridge, and save. Head
    through the door.
         Now you face yet another Vampire. Defeat him and the dead girl becomes
    undead. Defeat her and grab items from torches. Now walk up to the coffin and
    hop on in.
    As Henry:
         Head into the Villa, take the door on the right that leads to a save
    point.  Through the door and through the gate.  Head down the path with the
    motorcycle skeletons and through the door.  Make a left and then two rights and
    turn right under an arch to rescue the kid.  Now head to where you'd kill the
    vampire and exit the level.
                                        | OUTER WALL |
         As you step out onto the ledge, the wind almost blows you off.  It
    whistles around the corners of the building.  You edge you way along the wall,
    knowing that one false step means your death.
         Playable by: Cornell and Henry
    As Cornell:
         The first thing you should do here is smash the torches and then save. 
    Now, head outside but don't go to fast because the camera whips around and you
    could run off the ledge if you don't stop in time.  Walk along the only path
    available and under the ledge to get the torch.  Go back to the ledge and climb
    up.  Jump your jolly way up the platforms.  At the top is a very narrow ledge,
    I shall call it...mini-ledge.  Anyways, you can grab onto that and move
    hand-over-hand along it to the next ledge.  Whack the torch and follow the path
    around the corner.  Go through the doorway and hop onto the elevator platform.
         Torches!  Cornell smash!  Now save and walk around the corner.  Hmmm...a
    door.  What wonders reside within?  One way to find out, open the door and
    waltz in.  Crikey, saw blades.  Don't worry, these aren't as bad as they look. 
    Wait until the first one passes and jog along the right hand wall.  When the
    higher one approaches, slide under it.  If you time the slide right, you can
    make it to the large stone button.  If not, just walk to it and stand on it. 
    Now leave the room the same way you came it and walk around the corner to the
    new pillar.
         Climb onto the pillar and look right.  Jump to the ledge and pull yourself
    up.  Get onto the path, that's gonna take you back to the roof.  Once you climb
    onto the roof, turn around.  Jump to the ledge and then jump to the walkway
    with the torch on it.  Head around the corner and destroy the torch in the
    alcove for the Wall Key.  To the roof, me boy-o!  Now, run to the other end of
    the roof.  On the ledge are two curved pillars (I'm not an architect, all
    right?!).  Hop to the first one and then to the second one in a similar
    fashion.  Position yourself and the camera so you can see around the corner. 
    Yes, Virginia, there is a way onto that ledge.  Jump, you silly fool.  Grab the
    goodies and head back the way you came.  On the platform below the curved
    pillars is a door.  Unlock it with the Wall Key and enter.  Ride, Cornell,
    Ride...Upon your mys-try elevator (hmmm...that's the second song reference that
    didn't work...maybe I should stop...nah).
         Walk out onto the balcony and enjoy the lovely view.  You're not enjoying
    the view.  Look humor me alright?!  Thank you, see that wasn't so bad now was
    it?  Now, jump off the balcony and land on a ledge (it's a good idea to hold A
    while jumping in case you miss).  Get the torch and then hop to the mini-ledge.
     Shimmy along and drop onto the first platform.  Get to the second platform
    similarly, then make your way down the moving ledges.  Or, halfway between the
    first ledge you were on and the first platform you get to with the mini-ledge,
    let go and you can land on the last slider without losing any damage.  Follow
    the thin path to the doorway and entre vous.
         Bonjour! Vous allez tout suite de la poulet de majick (Hello!  Go quickly
    to the magic chicken).  Actually, wait until the boulder passes and then dart
    to the niche to the left.  Now you can dart to successive niches after each
    boulder passes you.  At the end of the hallway of peril is an elevator.  At the
    top save the game and grab any items that happen to be in the torches.  Follow
    the path and climb onto the ledge above you.  Alright, more sliding platforms. 
    Well, I think you can handle these, you're a big man-beast now.  At the pathway
    turn to see more bloody blades.  Now, try and aim yourself at the corner of the
    next ledge and jump when the blade is at it's highest point.  Use the same
    method with the next one, and jump when the last blade is at its lowest point. 
    Now haul yourself onto the roof.  Walk along the path for a little and look to
    the side.  Holy extremely long plummet to your death, Batman (tm)!!
         Stay calm and follow the walkway to the torch.  Break the sucker open and
    walk forward once more and slide down the roof to the next narrow ledge.  Keep
    up the pattern of torch butchering and sliding until you reach the bottom.  Now
    save and ride the elevator.  When it stops, hop off and fight a Harpy (Some
    people call it a Sphinx, but it damn well looks like a Harpy to me.  At any
    rate, see Boss Descriptions).  Cornell's next level is the Art Tower.
    As Henry:
         Follow Cornell's walkthrough until after the first elevator.  Climb the
    pillar, jump your way to the roof, turn and make your way up to the path to the
    alcove.  At the end of the pathway, look down.  You need to line yourself up
    with the small square platform.  Once you're lined up, drop onto it.  You now
    must drop onto about two successive platforms to reach the child.
    Important Note:  I've only been able to find the child after entering the
    coffin after 6 p.m. with three days to go.
                                 | UNDERGROUND TUNNELS |
         All is silent.  You can smell the guano of bats as well as...something
    else.  It's something you've never smelled before.  Oh, well.  What you don't
    know can't hurt you...right?
         Playable by: Henry and Reinhardt
    As Reinhardt:
              Ladies and Gentlemen, welcome to the underground lair.  Run down the
    short corridor and hit the torch.  If you run down conveyor belt you can zoom
    right past the rock crusher.  Stop right before the next one to cause it to
    fall and then jump over it.  Walk onto the elevator and then view the cut scene
    at the bottom.  That's really gross, huh?  Take out the Spider Women and hop
    across the rock islands to shore.  Save the game and continue through the
    tunnels and kill the spiders.
         Turn right at the intersection and follow the path until you reach the
    water.  Hop across the rocks and get the beef and holy water in the torches. 
    Go back to the intersection and take the other path.  At the new intersection
    take the left, the right path is a dead end.  Kill the bats, and go up the
         Follow the tunnel and take the next two lefts.  You reach a door with a
    moon on it.  Wait for night or use a moon card to enter.  Inside you will find
    a contract.  It's like a mall without a food court, isn't it?  Ok, start back
    and take the first left.  Make your way across the platforms.  Head toward the
    light, or in this case the fires.  Drop down a couple ledges and walk across
    the thin bridge, then up you go.
         If you go straight you'll find a sun door with a lot of beef beyond it. 
    The other path brings you to more rock crushers.  At the top of the second
    conveyor belt there is a save crystal immediately to the left.  Continue on and
    you will be swarmed by bats after a short distance.  After dispatching the
    winged rats, jump onto the red gondola.  Ride until it reaches a platform, and
    get onto the platform.  Get the money in the torch, and hang out and kill the
    ghosts.  After a short while a blue gondola appears.  Watch out for the bars
    that fly by or you'll be knocked off the ledge.  Get on the blue gondola and
    ride until it stops.  Please wait until the ride has come to a complete stop
    before exiting the gondola.  Save the game at the save spot and ride the
         Continue through the tunnels.  Make your way over the ledges to the other
    side of the pit.  If you keep going straight through here you will reach the
    exit.  If you feel adventurous, take the other paths and see what's over there.
     The exit is a sun door, through which is the Queen Spider (see Secrets, look
    around for a while trying to find info on her, and then see Boss Descriptions).
     Once she has been fumigated, walk through the sun door.  Watch the movie and
    continue on to the Castle Center.
    As Henry:
         Follow Reinhardt's walkthrough to the end.  At the end you should feel
    adventurous and check out some of the other paths.  Cross either of the poison
    water pits, and cross another, to the path.  Follow the path until you see a
    shovel.  Turn left (or go straight, depending on which path you took), and
    follow the path to a save point and a moon door.  Behind the moon door is the
    child.  This kid was found by MisLedYOUTH.
                                  | UNDERGROUND WATERWAY |
         You hear the sound of running water.  The roar of waterfalls is nearly
    deafening.  Off in the distance, a high pitched squealing can be heard.  It is
    answered by two more.  You hear all three getting closer, and you ready
    yourself for battle.
         Playable by: Henry and Carrie
    As Carrie:
         Take the left and the floor crumbles, so jump.  At the big pit, jump
    forward and grab onto the thin ledge and scoot across to the other side of the
    gap.  The torch to the left has gold.  If you take the left, the left torch has
    gold and the torch on the other side of the ledges has a cure ampoule.  Go the
    only other way you can and meet up with this level's major enemies, the Lizard
    Men.  Beat two, find the third and stand on the switch to stop the waterfall. 
    Continue on and take the right, then go straight and save the game.
         Then go back and take the other path.  Caution, there are two crumbling
    floors in a row.  Up the stairs and across the gap.  If you brave the ledges,
    your reward is 500 gold.  The hallway contains two more collapsing floors. 
    Down the steps and along the path.  At the left, slide under the wall.  Make
    your way across the jumps to get a moon card and some beef.  Go back under the
    wall and resume the path.  Take the next left and head up the stairs.  Save
    before you hit the torch so that if you die you can get the PowerUp that's in
    the torch.
         Go back to the path and make the next left.  Jump across the platforms to
    another relatively safe pathway.  Going straight will lead to a switch, and
    going left you can shimmy across a paper thin ledge to reach a contract.  Once
    done go back across the platforms and take the next two lefts.  Follow the path
    up the steps, and take out the lizard waiting for you.  Now you have to jump
    over to the falling spikes, across where the falling spikes are, hit the switch
    and go back to the room with the thin paths.  After you hit the switch there
    will be two blue skeletons waiting around the corner.  Beware!  When you are
    once more traversing the low-fat paths, take a right and then follow the path
    out.  The door with the sun can only be opened during the day.  On the other
    side you must fight Medusa (not a Medusa, there was only one; but you could say
    a Gorgon and be correct.  Oh, see Boss Descriptions btw).  After defeating her,
    head through the sun door to see a movie and the Castle Center.
    As Henry:
         This level's kid is waiting for you in the alcove that was once the source
    of the first waterfall.  To reach it, follow the normal path around and up the
    steps.  At the top of the steps, jump across the gap in the bridge.  Find the
    small platforms on the left hand wall and get onto the first one.  Hop to the
    second one.  You have to be at an angle to make the jump.  If you miss the
    first couple times, just go back and adjust your angle.  Once inside, talk to
    the kid.
                                      | CASTLE CENTER |
         You can feel the evil pressing all around you.  Its presence chokes you,
    and makes you feel claustrophobic.  But you must press on.  The fate of all
    that is good and holy rests in your hands.
         Playable by: Reinhardt and Carrie
              Save.  No really, save.  Now you may continue.
         Carrie will find a biker skeleton in this hallway and Reinhardt will find
    two Cerebus, so kill them before you collect items from the torches.  The door
    straight ahead is locked, so take the right hand path.  Go through the door on
    the right.  On the other side is a fun little room that contains three vamps. 
    Once you hit one, the other two will realize you're there and come after you. 
    After they're dead, head up the stairs and open the door.
         There are only two things to do in this room right now.  Collect items
    from torches and walk up to the Goddess Statue.  After approaching the statue
    (are we freaked out yet?) kill the Blood Born and examine the statue.  Cryptic,
    no?  You must remember the first part of the inscription.  Now, up the steps
    and out of the room.  Up yet more stairs and around the railing and...whoa! 
    Two doors!  Which on is the correct one?  Well, both are but we recommend you
    use the one straight ahead and come back to the one on the right later.
         What's worse than a horde of Lizard Men?  A room with doors that won't
    open until you defeat said horde.  So there's only one thing to do in this
    room, kill, kill, and kill some more.  Two of the torches in this room contain
    sun and moon cards.  Now into the other room.  Get the torch and knight items,
    then up the broken staircase and save.  Now, exit this room.
         Stained glass guys inhabit this room, and red jewels are in the torches. 
    In the next room are two butler-like vampires.  Kill them so you can exit.  The
    torches here contain a red jewel and a purifying.  Onward, troops!  Now you're
    in a hallway with lion heads that shoot fire.  After four fireballs, they rest
    and you can sneak past.  Head left for a cure ampoule, head back and take the
    right for some chicken.  Take the only path left open to you and enter the
    door.  This lizard seeks vengeance for those who gave him this shape, so he
    gives you the Torture Chamber Key when you talk to him.  Go through the other
    door, view the sequence, and save.  Now pick up the magical nitro, and head the
    warning.  Go back into the fire hall, round the corner to your left, and place
    the nitro in front of the badly cracked wall I'm sure you noticed earlier.
         Go back to the door you I told you to skip earlier and go through. 
    Careful, all the enemies reappear (vampiric butlers and lizard guys).  In the
    next room, examine the goddess and kill the torches.  These lizards can't be
    killed, so don't even try.  Exit and you find yourself in a small room, collect
    the items and exit.  Watch out for the maids in the next room, they are fast. 
    After they are slain destroy the candles on the tables for a purifying and a
    cure ampoule.  Now, through the door.
         There are sun and moon cards by the doors and a contract in one corner. 
    Hop up onto the thing on the table to the left of the entrance, and from there
    onto the lead zeppelin for some beef.  Now go into the next room.  Groan. 
    Dodge the spikes and get to the other side and open the door.  Hurray, more
    fire shooting lion heads!  Chicken to the right, nothing to the left.  Enter
    the other door, save, and get the nitro.  Now comes the insanely difficult
    part.  Go back to the room with the contract and kill the Hell Knights.  From
    there make your way back to the room with the fire-breathing lizards.  Walk
    across the incredibly thin walkways, the iron plates drop so don't stay on them
    for too long.  Got across?  Good, but don't celebrate yet.  Walk over to the
    gears and get in between the teeth.  Follow the teeth and you'll see another
    gear.  Ok, you've got to be walking into the gear tooth in front of you.  Wait
    (while walking) until you're between two opposing teeth and there is a gap
    betwixt the gears and get yourself out of there.
         Remember the hall with the motorcycle skeletons?  Well, you need to go
    there, and turn right, then left and through the door.  Run to the other side
    of the incredibly large room and place the nitro by the cracked wall.  Whew,
    wasn't that fun!?  Alright, go back to the locked door in the beginning.  Kill
    the zombies inside the room.  Climb onto the shelves beside the Mandragora and
    jump onto the rafters.  Make your way to the other side for some beef.  Now
    pick up the Mandragora.
         Do not go back to the large room with the dead bull.  Instead, go to the
    other room where you put the nitro (near the lizard guy that gave you the key).
     Place the Mandragora, watch the pretty explosion, and head into the hole.  The
    torch has beef, and the door on the right is the only one that opens.  Past it
    is a contract and an exit.  No blue light specials, but if you need supplies
    buy them.  Once you exit you're in a library.  Examine the goddess statue to
    the left.  Run all the way to the other side of the room and climb onto the
    bookcase.  Hop across to the walkway.  Follow this and climb onto the pillar. 
    Now climb into the ceiling, step on the tile, and climb into the ceiling. 
    There is a save crystal along the wall you should take advantage of.  Approach
    the large circular structure.  Examine the small pedestal in front of it and
    place the goddesses.  Remember the clues?  I'll give you a hint, the planets
    are Venus, Mars, and Neptune.  Still stumped?  Check the secrets.  Once done,
    the crest in the bull room is magically removed.
         Now, get more Mandragora and blow up the other wall now that the seal is
    gone.  Inside is a save crystal and a clear white jewel look-alike.  Examine
    that after saving to activate the crystal.  Exit and you fight the Undead Bull,
    see boss descriptions. Once it is vanquished head back to the room where the
    vampires were and fight a boss.  Carrie faces the Unnamed Fernandez and
    Reinhardt faces Rosa.  See boss descriptions.  Thwart the evil being and leave
    the room.  Walk around the central structure and look for an orange square with
    a blinking purple light.  Examine it and head on into the elevator.  Save the
    game and head over whichever bridge is intact.  Carrie's next level is the
    Tower of Science, Reinhardt's is the Duel Tower.  If you have been playing the
    easy difficulty, you're finished here.  Play again on normal to continue on.
                                     | Art Tower |
         The musty smell bombards your heightened senses.  In the distance you can
    hear the clank of metal.  All else is silence.  You set forth into the art
    gallery of evil.
         Playable by: Cornell
         Jog forward and save.  To your left is a sun door, and to your right is a
    moon door.  It really doesn't matter which way you go first, so just enter the
    door that corresponds with the current time of day.  When you find the
    contracts, don't waste money on sun and moon cards.  You can get those from the
    Hell Knights.
         Sun door: Enter the room and kill the Hell Knights. Behind the other sun
    door and the moon door to your right are miscellaneous items.  The moon door on
    the left leads to a room, which leads to a key.  After you enter the room you
    see a track running down the middle of the room and some platforms along the
    side.  After a few seconds a mine car, leaden with treasure, slides down the
    track and explodes.  What you're supposed to do is run up the track, jump to a
    platform, wait until the mine car passes, and go back to the track and repeat. 
    The easy way is to jump at the side of the track so that you're hanging on by
    your hands, and shimmy your way up to the top.  Either way, at the top is a
    platform leading to a ledge.  Climb up and enter the sun door.  Now get the Art
    Tower Key 1, and exit.  At this point you can either outrun the mine car or
    shimmy your way back down.  Once at the bottom, exit and exit to get back to
    the foyer and save.  Go through the moon door if you haven't already.
         Moon door: Enter and kill the Hell Knights.  One of the sun doors (I don't
    have my Nintendo with me, ok?!) leads to a room which leads to a key.  The
    other doors lead to some items, and a PowerUp.  When you enter the next room
    you'll see a ramp running down the middle of the room, some platforms along the
    walls, and if you've got good eyesight or squint just the right way you can see
    fire shooting heads along the walls.  The way you're supposed to get down is by
    riding the platform and jumping on the ledges to avoid the fire.  The easy way
    is to wait until a platform passes you then jump on the track and run down to
    the bottom.  Once down there, climb up and step on the switch to change the
    direction of the platforms.  Enter the door and grab the Art Tower Key 2.  Go
    back through the door and get to the top however you choose, and make your way
    to the foyer and save.  Go through the sun door if you haven't already.
         Once you've gone through both doors, go to the large double doors.  On
    your way there you'll be greeted by a maid and a butler...vampire style.  Just
    kill them.  Unlock the first door and kill the Hell Knight.  Careful, there's
    an invisible one lurking around.  Now enter the other door.
         Run around the room hacking at torches and save.  Now find the platforms
    and climb up them.  Ooooo...a tight rope.  Just position yourself so that the
    camera is directly behind you and walk across, avoiding the swinging
    chandeliers of doom of course.  If you want to get the items on the pillars go
    to the first chandelier and jump forward and to the right.  Now jump to the
    other pillar and back down.  Now you have to climb back up to the beginning of
    the tight rope.  At the end of the rope you can make a running leap to your
    right to grab the items on the ledge and then start over on the rope, or you
    can jump left and save.  After you save, enter the doorway.
         Egad, another track.  This one has a flaming treasure cart on it.  Wait
    until it moves to the other side of the room and step out onto the track.  Take
    out the bone pillar, then quickly take out the next one and jump to the
    previously occupied ledge.  Wait till the cart passes, then jump on the track
    and exit the level.  Onward to the Tower of Ruins!
                                    | Tower of Ruins |
         The smell of death and decay are overpowering.  Zombies pull themselves
    out of the earthen floor and attack you.  And you kill them...again.
         Playable by: Cornell
          First, save.  Now trot up the steps and enter the door. Kill the Zombies
    in the room and look around.  Four doors and a square thing in the middle. 
    Look down at the square thing and you'll notice that it's a map.  Since there
    is a map, I'm not going to give you step-by-step directions for this level. 
    The square parts are the rooms, the yellow shapes are buttons that you must
    step on, and the red circle is a "You are here" indicator.  The floors come in
    four basic types.  Floors with maps, floors with switches, floors with spikes,
    and floors that crumble beneath you.  On the crumbling floors, walk along the
    wall to the door of your choice.  If you happen to fall, there's a save point,
    and a door leading to an elevator.
         You need to head toward the yellow shapes to the left on the map.  Once
    you depress them, head to the last one on the far right.  You'll notice when
    you get to where it should be that it isn't there.  That's because it's under
    the floor, so find the crumbling spot nearest to it, and fall through.  Kill
    the goblins, hit the switch, ride the elevator, and follow the map to the exit.
         Right now you're thinking, "Wow, that was a short and easy tower."  Wrong!
     That was part one of three.  The second part is rather difficult.  You must
    bravely traverse the walkways and some sections crumble beneath you.  It's
    generally a good idea to hold A most of the time.  That way, if a section falls
    away, you stand a chance of grabbing onto the ledge.  Usually, I jump when the
    walkway gives way, and hope I find a ledge before I fall.  If you miss, then
    you fall and start over but at least the sections are still missing when you
         Anyways, head forward and take the right path.  A section near the end of
    this crumbles so be careful.  Once you reach the pillar climb up and hop onto
    the new walkway and head left.  A section around the middle falls away, so
    watch out.  Hop your way to the next section and down the steps.  The section
    right below the ledge you're on is safe, but right in front of it isn't.  Jump
    over to the next available stable section, and walk to the end of it.  The next
    ledge you must get onto slides in and out of the wall.  Wait 'till it's all the
    way out, then jump on it.  Jump to the next section, but don't move right away.
     There's a block in front of you, a block to the right of that, and a block to
    the right of that.  Jump to the last block, because the other two fall.  Make
    your way along the next three sliding blocks and onto the pillar.  Follow the
    next walkway around a corner and jump for the white jewel, or you'll fall with
    the floor.  Save, step on the button, then get back off.  The button slides
    down to the floor.  It's backtrack time.
         The short cut is to hop down to the upper part of the floor, and find the
    elevator.  At the top of the elevator is a new button.  Step on it.  A new, and
    totally solid, walkway appears.  Get on it, and follow it to the torch.  The
    next section isn't very stable, so you may have to jump every couple of steps. 
    At the end are two pillars.  Jump across them and go through the door.
         Last section.  Save, then make a jump to the path around the wall.  Make
    your way along the wall, collecting items along the way, and memorize the crest
    emblems.  Once back at the center, look at the two pillars.  One of them has a
    crest like the ones on the wall, the other doesn't.  Got some directions:
         About he pillars with the crest symbols on them. I got the order, but
           I'm pretty sure u know it too but here it is: Right pillar, right
           left pillar, right pillar, left pillar, left pillar.
         Sir Timothy
    Thanks dude!  Cornell's next level is the Tower of Science.
                                  | TOWER OF SCIENCE |
         All you can hear are machines.  The clank of metal, the sizzle of
    electricity, and the humming of energy surround you.  You grow nearly deaf, but
    you press on, for you must press on.
         Playable by: Cornell and Carrie
         As always, save.  Now, turn right and you'll see large blocks shooting out
    of the wall.  Time your jumps to miss them, and then do the same for the next
    set of blocks.  Now you can smash the torch and run up the steps.  The next
    section has tasers, just avoid them.  Up the steps and you find more blocks and
    more tasers.  Time your jumps and your running to avoid them.  Run up the steps
    and you're faced with spiky blocks on a conveyor belt.  Weave your way between
    the blocks, but jump to the next belt or you'll die.  At the top of the steps
    are spiky blocks and tasers on a conveyor belt.  Simply time everything
    accordingly.  There are two more sections of the same basic thing, and then you
    come to normal blocks and an elevator.  Wait until two blocks in a row shoot
    out and then dart past them and onto the elevator.
        At the top, save and enter the door.  Just ahead of you is a turret gun in
    the ground.  It'll pop up once you're close enough.  Avoid getting shot and
    kill it.  Now smash any hapless torches nearby and enter door II.
        After rounding a couple corners, you run into a turret gun.  Hide in a
    niche and hit it, hide, and hit it until it's dead.  Up ahead is another one,
    kill it similarly, then run up the steps.  There's a turret gun to the right of
    the intersection ahead.  Kill it, then search the niches for a PowerUp.  Just
    ahead is a rapid-fire turret gun, with grating that falls at regular intervals
    in front of it.  The best way to take that out is to attack with a throwing
    item from a distance.  Around the corner are some Goblins and door III.
         Beyond the door is a fun little section.  You have to avoid the gunfire
    while running along a walkway, and if you get hit you fall off and have to
    start all over.  Wait for the first one to stop shooting, then dash for the
    small wall.  In the next part, wait for the upper gun to move to the right of
    the lower one, then run to about halfway and slide underneath it.  Now wait for
    the nearest gun to go behind the wall and slide your way to safety.  Next up,
    wait until the lower gun slides behind the wall and slide under the rotating
    ones.  Now exit through door IV.
         A white jewel and some Goblins, I assume you know what to do with both of
    them by now.  Take a left up the steps and enter door V.  This room is not as
    hard as it looks.  If you keep jumping from pillar to pillar, the giant lasers
    can't hit you.  After many pillars there's a walkway leading to the Control
    Key.  Along the way is a red jewel and a contract.  Once you get the key, you
    must get back to door V.  You can take a shortcut by hopping down to the floor
    and taking the elevators up to the entrance.  Once through V, save, kill stuff,
    and enter door VI.
         After rounding several corners, you will find the Power Core (see Boss
    Descriptions).  Once it's been shut down, exit through door VII.  Cornell's
    next level is Duel Tower, and Carrie's is Tower of Sorcery.
                                       | DUEL TOWER |
         Grates rise blocking your escape.  Before you, a hideous lycanthrope
    appears.  It's eyes stare through you as you drop to an attack stance.  And
    then you strike.
         Playable by: Cornell and Reinhardt
         It behooves thee to save.  Now walk across a short walkway to a large
    square platform.  Gasp!  A Werething (I still don't know what else to call it)
    enters the arena and you must kill it (see Boss Descriptions).  Two fence
    pieces fall away, save if you want to, and then continue onward.  Follow the
    walkway and jump off the end as it crumbles.  You are now led to a platform
    with whirling blades.  Wait until one passes then jump up and follow it around
    to the other side.  Once there, you can see three round stone platforms.  Jump
    across them quickly, but don't linger too long because the sink into the acid
    stuff.  Once you get to the far platform, a Werewolf appears (Boss
    Descriptions).  Once it's dead, look for a small ledge along the wall with a
    torch on it.  Jump down onto the stone and up to the ledge for a PowerUp.
         Once back on the Werewolf platform, look for the new series of round
    stones.  Make your way across them and kill the Lizard Man on the last stone. 
    Once you leap from the last stone to the next platform, hang there until the
    next blade passes you, then haul yourself up and follow it around to the right
    side.  You need to make a daring leap to a platform with two torches.  Run up
    the ramp and take out the bone pillars.  The next section has a long row of
    platforms separated by spinning blades.  Just time any jump or movement so that
    you avoid them.  The dark brown squares crumble, so don't stay on them any
    longer than you have to.  Eventually you'll pull yourself onto a ledge with a
    save point and a contract.  Climb up to the next ledge and run past the Hell
    Knights and up the ramp, then turn around and kill them.  Grab stuff from the
         At the top of the ramp is another large square platform.  If you run along
    the edge you can get the PowerUp and chicken from the two torches if you need
    them, then run into the center to fight the Minotaur (see Boss Descriptions). 
    Once it's dead, jump to the new platforms.  Beyond that is another
    jumping-while-avoiding-blades section.  When you jump past a horizontal blade,
    move to the upper-left corner to avoid the same blade swinging past and hitting
    you.  After you get past them, run up the ramp to fight the next boss.  Cornell
    has to fight the Deformed Werewolf, and Reinhardt only has to fight the
    Weretiger (see Boss Descriptions for both).  While fighting both, avoid the
    glowing red sections since they'll hurt you.  After the battle, hop to the
    doorway and enter the Tower of Execution.
                                 | TOWER OF EXECUTION |
         As you run, sweat instantly forms.  You have a brief moment to wonder why
    there is lava in a tower, and then a large blade swings down toward your head. 
    You dodge it, and vow to be more careful.
         Playable by: Cornell and Reinhardt.
         Here's something new, save your game.  Now head across the trail of
    debris.  Don't jump to the tower, you won't make it.  The trail consists of
    fallen towers and sinking stones.  Near the end is a Bone Pillar which you can
    kill, but you don't have to.  Eventually you'll jump yourself onto a walkway
    wrought with bladed pendulums.  Avoid the pendulums by waiting until they pass
    and then running underneath them.  Make your way to the gap and jump across. 
    On the other side are more pendulums, some spikes that rise from the floor, and
    a Bone Pillar.
         First, turn right and head up the steps for some treasure-yielding
    Sarcophagus.  Take out the Pillar, and avoid the other obstacles.  The next gap
    has two pendulums, so wait until you've got a clear shot before you jump.  On
    the other side is more of the same.  After a few more timed jumps, you come to
    a doorway leading to the next section.
         The next section has more round stones and a sarcophagus on either side. 
    Those don't have anything extremely valuable, so just save and head straight
    ahead.  Make your way into a hallway with giant meat cleavers shooting out of
    the wall.  My general strategy is to hug the left wall and dart forward just as
    the cleavers retract.  At the end is a blue skeleton, kill it and turn left to
    find more hero tenderizing action.  After deftly dodging more blades, enter the
         This next section contains a grate walkway.  Steam means that flame is
    about to shoot out of that spot, and the darker grates will fall when you step
    on them.  Following the path will lead to two cul-de-sacs flanking the path,
    each one containing a sarcophagus.  Keep walking and you'll get to an
    intersection.  The left path will lead you to a save point and a contract, but
    the right path will lead to the end of the level (eventually).  Heading right,
    you find some pendulums and a couple Lizard Men who breathe fire.  Dodge the
    fire and pendulums and enter the doorway for yet another section.
         Turn right and follow the path along the wall.  Be wary of invisible Hell
    Knights, and save at the end of the path.  Down some steps and you're
    confronted by a daunting new obstacle. A small path leading to a half hexagon
    with a large iron ball falling into the middle and splashing liquid hot magma. 
    I recommend lining yourself up with the side of the hexagon and jumping as soon
    as the splash begins to subside, then run along the grating to the other side
    and hop off before you get splashed.  At the top of the ramp are two more
    sarcophagi, and further along are more falling balls.  Use the same strategy as
    before, and then use it again on the full hexagon.  After yet another ball
    dropping, enter a doorway.
         Follow the walkway around until you reach the impaled bodies.  Position
    yourself between the spikes and step out onto an invisible bridge.  This leads
    to a torch which contains a roast beef.  Head back along the bridge and take
    out the skeletons that appeared there.  Now head through the doorway and save. 
    You're almost out!
         Begin following the walkway and avoid the spikes and pendulums.  At the
    double flame pillars, there is a safe spot in between them.  Turn right and hop
    across the sinking stones to another ballsy area, then across more stones to
    solid ground.  Pass some more cleavers and pendulums and the like to a stone
    structure with more iron balls.  Save and get the nearby sun card.  Follow the
    short path and look for two red arrows that mark an invisible bridge if you
    want to get the item on the right.  The structure has three different paths. 
    The left one leads to a sarcophagus, the right one leads to two plus a path
    over the lava, and the one straight ahead is where you ultimately need to go. 
    So, after you've collected any items you want to take the last path.
         Time your jumps across the sinking stones to avoid the shooting flames and
    the pendulums.  On the other side, round the corner and dodge three more
    pendulums and exit the level.  Cornell's next level is the Tower of Sorcery,
    and Reinhardt's is the Room of Clocks.
                                    | TOWER OF SORCERY |
         The air is chilled.  All around are walkways made out of a substance you
    cannot identify.  Perhaps ice, perhaps crystal.  You step out onto it, and one
    step closer to Dracula.
         Playable by: Cornell and Carrie
         Save and ignore the crystals floating to either side, they don't do
    anything.  Follow the path and take out the two Crystal Born's.  At the end is
    a floating platform.  Jump on that and follow the platform path to its peak. 
    Along the way, you run across some tesselacrystals: two crystals with a beam of
    electricity between them.  Time your jumps for those.  At the top are some
    platforms orbiting a larger platform.  Jump onto one of the little ones and
    ride it.  Once you're in sight of a platform, jump to it if the height is right
    but if it isn't just ride around once more.  The platform leads to more
    rotators, and they lead to another platform.
         At the other side are two paths of disappearing platforms, take the left
    path to the white jewel.  Hop across two more vanishing platforms and you're on
    a path.  Visit the gift shop, then start on the path.  There are two pairs of
    tesselacrystals along the path, both of which can be avoided by ducking.  At
    the end of the path is a laser crystal, just take it out before it can shoot
    you.  Now comes a not so fun part.  Take out the next laser crystal and climb
    onto the platform.  Now jump across the vanishing platforms while avoiding
    tesselacrystals and take out the laser crystal as soon as you can.  Make your
    way onto a large platform with three item crystals and a white jewel.
         Jump across the next set of platforms while avoiding tesselacrystals and
    laser crystals.  More dodging and jumping brings you to a new set of vanishing
    platforms that lead to a path.  Take the path into the doorway and exit the
    level.  The next level is the Room of Clocks.
                                   | ROOM OF CLOCKS |
         The ticking of countless clocks fills the room.  To the right is a
    solitary elevator.  You step on, and rise toward the unknown.
         Playable by: Cornell, Reinhardt, and Carrie
         This stage is pretty short.  First of all, save it.  The candles contain
    beef, attack items, PowerUps, or nothing.  We recommend you get and/or keep the
    axe at this point, especially if you're Reinhardt or Cornell.  There is also a
    contract, it's no Wal-Mart but it'll have to do.  Walk down the only open
    hallway and hop on the elevator.  Now you fight a boss.  Cornell will fight
    Ortega, Reinhardt fights Death, and Carrie fights Actrise.  See boss
    descriptions for details.  Go back down the elevator and save.  Now exit
    through the new hall.  Easy, huh?
                                   | CLOCK TOWER |
         The cacophony of gears surrounds you.  The loud creaking of wood, the soft
    clink as gear teeth gnash together.  Not welcoming sounds to the average
    adventurer.  Fortunately, you are far from average.
         Playable by: Cornell, Reinhardt, and Carrie
              The first thing you notice in this room is a ledge.  Get onto the
    ledge and then onto the floor above.  Head left and climb up onto the ledge on
    the wall.  Jump across to the third gear.  Warning: no matter which direction
    the gears are going you will be crushed if you get stuck in between.  From the
    third gear, use the wooden beam connected to it to get to the other side of the
    room.  Watch out for Medusa Heads along the way.  Jump onto the big gear and
    from there to the rising and falling platform.  Up two ledges and you will be
    under a big gear, with torches on the ledge to the right.  One has a red jewel
    and the other one has the Clock Tower Key A.  Grab the key and keep going.  Go
    onto a big gear, up two ledges, across more gears, and out the door.  In the
    hallway is a save crystal, take advantage of it and kill the Goblins.  Now go
    through the other door.
         You are now in a room with gears on their sides.  There is a bone pillar
    two gears away from you, and torches on either side of the room.  We recommend
    you stand in the doorway and take the pillar out while avoiding fireballs. 
    Carrie can use her energy balls, and Reinhardt and Cornell should use the axe
    we told you to get.  Once taken care of, jump to the first gear.  Grab the
    items in the torches if you want to.  Now, jump to the gear in front of the
    first one (where the bone pillar was) and take out the other two pillars.  Make
    your way to the gear where the bone pillar was and then jump to the thin ledges
    on the right.  Get into the tiny square room and pick up the Clock Tower Key B.
     Drop back onto the ledge and make a daring leap to the ledge in front of the
    door.  Open it up.
         Go through this hallway and enter the next room.  Climb down the ledges to
    your right, smash any available torches, and SAVE.  Now turn towards the
    vertical shafts and walk to the left one.  Wait until you see the ledge in the
    base and climb up.  Move to the next climbing position and haul yourself
    aboard.  I believe there's one more climb before you end up on a small ledge. 
    Turn to face the other shaft and jump to the small ledge on that one.  Several
    more jumps await you, my advice is to keep the camera behind you at all times. 
    Another tip: there is one ledge that you can walk around, do so and jump from
    the other side.  Eventually, you'll make it to the top of the left ledge.  From
    there leap to the platform.  Climb up and turn around and walk through the
    alcove to the gear shaft.  Walk along it to the other side and jump to the
    torch, and pick up Clock Tower Key C.  Make your way down and to the right,
    then head toward the right side of the pit and unlock the door.  Ride the
    elevator to the top, walk along the path, and then drop down.
         Save and walk to the shaft.  This shaft has the same base as the other
    one, but for an added bonus it has fire shooting out of the wall.  The fire is
    easy enough to avoid, just make sure the next ledge you need to get on is
    beyond the fire.  When you're high enough jump to the large ledge with the
    other shaft.  Take out the pillar in the corner for a plethora of items.  Now
    face the shaft you came in on and jump to the small ledge.  Make more jumps
    between ledges as before.  At the top is some fire.  To avoid it, simply climb
    up onto the top of the shaft.  Once at the top, jump to the gear and then into
    the alcove.
         Now make your way along another gear shaft.  Wait for the flame to stop
    shooting at the end, then make your way to the torch on the right.  It yields
    Clock Tower Key D.  Now get back onto the gear and hop over to the door. 
    Cornell gets treated to a cut scene here, but the other two just walk through
    the door.  Walk down the small hallway and through the next door.
        The first thing to do here is to save and, if you want to, go on a shopping
    spree.  Head up the steps, and outside.  They use the same trick as the Outer
    Wall here, so don't head out too fast.  Walk along the clock hand and destroy
    the torch for Clock Tower Key E.  Now go back inside and go straight after
    getting off the steps and unlock the door.
         Walk through the next door and into a large room.  Run around and find
    torches, then head left of where you came in.  Pull yourself onto the ledge and
    then jump onto the gear.  Wait until the flame stops and walk in front of it. 
    Jump across the gap to a small ledge and pull yourself up. Climb up again and
    get any nearby items.  Jump your way over to the three gears.  Now, jump across
    the three gears and grab onto the uber-thin ledge.  Shimmy to the right and
    avoid the flames.  Once on solid ground again, turn and jump to the smallish
    platform.  Save and pull the lever.  Now jump back to the mini-ledge and shimmy
    to the left.  Dodge the flames, and drop onto the platform.  Climb up, and then
    make your way to the top.  At the top is a gear shaft with flame shooting along
    the middle and a blade swinging past.  Wait until the flame stops and dart
    across, slide under the blade only when absolutely necessary, and jump toward
    the door.  Enter the door.
         Go through the next door and save.  Look for the swinging ledges and line
    yourself up with them.  Jump to the first one while it's swinging toward you,
    and do the same with the second one.  Jump from the second one onto the
    platform and turn right.  Repeat process for the next set of swingers, baby. 
    Now make your way along the wall to a large metal slope.  Look down and line up
    with the wooden ledge and slide down.  From there drop of slightly to the left
    and slide down to the metal walkway.  If you fall through one of the holes,
    simply backtrack and take the elevator to the top.  Walk along the walkway and
    pull the lever.  Go to the save point and then up the steps.  Walk along the
    clock hands and exit the level.
                                        | CASTLE KEEP |
         The final stage in your journey is nigh.  You gaze up at the keep and set
    your jaw.  "Dracula," you whisper, "It's time."  You mount the steps, and let
    destiny guide you.
         Playable by: Cornell, Reinhardt, and Carrie
         Climb the steps and enter the door.  Before you get any torches, walk to
    the other door.  View the cut scene, and if you were thrifty enough you don't
    have to fight anything (see Secrets and/or Boss Descriptions).  Now get the
    items, and exit.  Climb up more steps and enter the next door.  Reinhardt and
    Carrie may or may not have a boss here (See secrets and/or Boss Descriptions). 
    Enter the next door, and climb up the steps to the final door and walk through.
     Save.  Walk forward to the coffin.  Now you fight Dracula Form 1(see Boss
    Descriptions).  After you defeat him:
    As Cornell:
         You get to fight Dracula Ultimate (see Boss Descriptions), you lucky dog
    you.  Once you kill him, you get to view the ending.
    As Reinhardt or Carrie:
         If you're on your way to the bad ending (see Secrets) then you're done. 
    If you're on the way to the good ending, you have to run down the steps and hop
    onto the elevator at the end.  At the top you fight Dracula Form 2 (Boss
    Descriptions).  After you kill him, you get transported to a desert somewhere
    to fight Final Dracula (I think you know where to look).  Once that's dead,
    you're done.  Now sit back and enjoy the ending.
    Skeletons: Easily defeated even during nighttime.  Some of them throw bones at
    Goblins: They're green, ugly, and they hop around a lot.
    Snakes: If they jump on you, use short range attacks.  One long-range attack
    can also take out several snakes in one fell swoop.
    Motorcycle Skeletons: Skeletons that ride on motorcycles.  Jump to avoid then
    hit them from behind.  Some of these have sidecars with a skeleton shooting at
    you.  If you stay to the right, you stand a very good chance of not getting
    Blue Skeletons: Carriers of magical nitro?  Who knows?  These guys explode
    a certain period of time, or when hit.  Some of these throw bones that have the
    properties of dynamite.
    Zombies: the living dead.  They move slow, so they're easy to hit.  Just attack
    them a couple times and they'll be killed...again.
    Bone Pillars: Dragon heads that shoot fire balls at you.  If you get too close
    they shoot a wall of flame at you.  There are variations, which are three of
    these stacked on top of each other.
    Medusa Heads:  More annoying than deadly.  While they don't cause much damage,
    they can knock you off ledges to your death.
    Cerebus: Three headed hound that guards the gates of Hades.  Why there are more
    than one in the game I don't know.  Just hit them, run around jumping like a
    mad fool to avoid attacks, and hit them again.
    Ghost: These slowly drift toward you.  Just keep pounding away and you'll be
    Flaming Blue Skull: Slow and easy to kill.
    Stained Glass Knights: These die easily, but come back when you reenter the
    Vampire:  Avoid its bite at all costs.  Use a Purifying immediately if bitten.
    Bats: Well...they're bats.  Kill them.
    Hell Knights: These sentinels come alive and attack.
    Hell Hounds: They don't die.  Stun them with an attack and run.
    Frankenstein Monster: What's an undead menace without a chainsaw?  Use
    Holy Water to stun this behemoth.
    Spider Women: Just keep attacking them, and watch their poisonous spit.
    Lizard men: Kind of like spitting cobras, only they're lizards.  Keep your
    distance and attack.
    Fish Men: Like the Lizard men, only fish.
    Blood Born: It's made of blood.  Gross, huh?  Just keep your distance and hit
    Crystal Born: It's made of crystal.  Its spray poisons you so hit it with long
    ranged attacks whenever possible.
    Mud Born: It's made of mud.  Watch out for its muddy spray, it poisons you (go
    Red Skeletons: These don't die.  Never waste time on these guys, use hit and
    run tactics.  Can be killed only if there is a Flaming Blue Skull around that
    you can kill.
    Fire Breathing Bats: Well...they're bats that breathe fire.  Kill them.
    Turret Guns: Guns.  They will shoot you when hit them, or if you get caught in
    their laser sites.
    Sea Serpent: This has two attacks, it grabs you and smashes you onto the bridge
                 or spits water onto the bridge causing a geyser-like effect which
                 hurls you into the air.  Its tricky move is spitting green glop
                 that makes you stick in place before it grabs you.  To defeat it,
                 run back and forth along the bridge and use long range attacks or
                 throwing weapons to hit it.  This thing's a piece of cake (ice
                 cream, in fact) and will be gone in no time.
    Giant Skeleton: Run up to it and hit it.  Fairly simple.  It takes a couple
                    before he gets hurt, so keep pluggin' away.  Once its energy is
                    gone it runs away.
                    Round two gets a little more difficult.  After you hurt him for
                    the first time, he gets electrified.  He jumps up and causes a
                    shockwave when he lands.  He also sprays blue...stuff...at you,
                    this can best be avoided by getting underneath or behind him.
                    After you hurt him, he'll revert back to normal until you hurt
                    him enough that he loses his arm.  Once he looses his legs,
                    pound away and he'll die shortly.
    Werewolf: In the forest he's easy enough, wail away until he gets close and
              move.  Rinse and repeat.  In Duel Tower he's tougher.  Jump away from
              him when he attacks, and hit him whilst he's recovering for another
              attack.  Just don't let him knock you into the acid stuff.
    Weretiger: In the Forest as well as Duel Tower, just hit him and avoid being
               grabbed and thrown.
    Giant Bone Pillars: The first attack pattern they have is to shoot fire balls
                        you.  While they do this, concentrate your attacks on one
                        them.  Once you hurt one enough it'll switch to attack two,
                        breathing a line of fire at you.  Hide behind the door to
                        avoid it, then jump out and attack, and then hide again.
                        Eventually it'll die, then you need to use the same process
                        on the other one.
    Gilles de Rais: I'm not even sure why he's in the boss section.  Just treat him
                    like any other vampire.  His only special attack is to shoot
                    fire at you.
    Harpy: Yes, I'm sure this isn't a Sphinx.  I forget where I read that, but this
           is quite definitely a Harpy.  Anywho, USE LOCK ON TECHNIQUE is says.
           She's a smegging pain in the rear to hit with Cornell's attack, so use
           long range weapons when she's far away.  Henry can just use his gun. 
           she-bird shoots feathers at you, and dive bombs you.  I think she grabs
           you in her claws, but I can't remember for sure.  Run to the side to
           avoid the feathers and dive-bombing attacks.  Another way to avoid
           attacks is to hit her before she can launch them.
    Queen Spider: In her first form, she shoots little spiders at you and tries to
                  ensnare you in a web.  If the web catches you, you will die so
                  avoid it at all costs.  You have to get in close to hit her, but
                  when you do she shoots poisonous spray at you.  Eventually she is
                  defeated and you move on to form two.  She now moves around. 
                  your distance whenever possible.  She'll use a poison spray and
                  more webbing.  If you get caught, you just get hurt though.  If
                  you get close, she'll slash you.  Hit her when you can and she'll
                  go down like a bottle of potatoes in an ocean.
    Medusa: Keep your distance and attack.  When she shoots snakes at you kill
            She will also pick up a shield and slither toward you.  When she
            you, she'll swing the shield and whip her tail.  Jump away to avoid the
            attacks.  A few hits to the shield and she'll drop it.  She also picks
            up a bow and shoots snake arrows at you, dodge them.  Her last attack
            to turn you to stone.  If you get hit by her gaze, it only lasts until
            you get hit.  She isn't too hard, just keep hitting her.
    Undead Bull: This thing charges around the room and attacks you.  It has three
                 basic attacks.  It will try to head butt you, it will fire a short
                 blue energy beam at you, or it will fire a long yellow energy beam
                 which causes a large explosion.  Jump to the side to avoid all
                 three attacks, and then hit it.  After a certain amount of hits to
                 a specific part, that part will dissolve leaving skeletal body
                 parts in its wake.  The three sections are its posterior, its
                 torso, and its head.  Once dissolved, they take a few more hits
                 then something else happens.  Keep hitting its butt and the legs
                 will explode, as it crawls around and if you keep hitting that
                 section the whole posterior will be destroyed.  The head is
                 destroyed after a few hits.  Once the torso is dissolved, destroy
                 it to destroy the entire creature, even if it still has a lot of
                 energy left.
    Rosa:  Get close, attack, and move away.  Her attacks are: a shockwave like
           thing, fireballs that hover for a moment and hurl toward you, a slash
           from her sword, and something that she throws at you.  Dodge anything
           throws at you and hit her.  Rinse and repeat.
    The Unnamed Fernandez: This member of the Fernandez clan floats around and
                           three energy balls at a time.  If you get too close she
                           summons mist that hurts.  Dodge her energy balls by
                           running around her and jumping constantly.  Simply fire
                           when your sphere of pain at its full power.
    Werething: Run after it and hit it.  When the elevator is on its way up, you
               jump in and wail away at it.  When it's charging up to attack it
               take a lot of damage when hit.
    Minotaur: Keep your distance and attack.  If you get too close it will slash
              you.  When the red ring appears around him, he is getting ready to
              charge.  You can jump around like a maniac and hope he doesn't hit
              you, or you can smack the crap out of him while he's not moving.
              After he charges and gets burned by the fire, hit him while he's
              reeling from being burnt.
    Deformed Werewolf: He's so big (how big is he?) that you can never fully get
                       away from him.  He will leap up in the air and try to body-
                       slam you, just don't be underneath him when he lands.  He'll
                       also slap you with his huge arm, or create a shock wave.
                       Just keep your distance and attack as much as you can.
    Power Core: Take out one of the turret guns by the path to the large crystal
                all of them if you feel adventurous) to cause the shield to drop.
                Now run up to the Core itself and hack away at it.  It is possible
                to kill it before the shield rises again, but if you can't just
                another one of the guns and repeat.
    Death: This is a slightly hard.  Dodge the flying sickles, and hit him when you
           can.  When he flies to the middle and swings his scythe, it means that
           strange fish that fly out of pentagrams will attack.  If you hit him
           before he finishes swinging, it cancels the fish.  If you missed that
           opportunity, just run around to avoid them.  Repeat process.
    Actrise: Very easy.  Simply run around her and aim energy balls at a short
             crystal in the barrier, and then her.  Keep on the move to avoid
             crystals.  If you take out part of the barrier, do a 180 and fire
             to hit her.
    Ortega: He wanted to control his beast-man powers, so naturally he morphs into
            chimera.  Being a werewolf here is helpful, but using throwing weapons
            is also helpful, the choice is yours.  When he jumps into the air he'll
            either try to land on you or shoot circles that make you loopy if they
            hit you.  Run around to avoid either.  When he shoots poison or fire
            to get behind him to smack the crap out of him while he's busy.  Jump
            out of the way when he slashes at you.  As he takes damage, the snake
            and goat heads eventually die.  Once they're both gone, he'll use the
            jumping and slashing attacks a lot.  Just avoid him and keep hitting
            and he'll be history.
    Renon: See Secret Stuff for how to get to him.  Use the same strategy as is
           for Death.  He even has the fish move!  Death should sue for copyright
           infringement.  His Fireballs hurt a lot so make sure you dodge them.
    Charlie Vincent: See Secret Stuff for how to get to him.  Just stand against a
                     wall and wail away.  Once he starts throwing his Unholy Water
                     non-stop, move around to avoid it and keep hitting him.
      Form 1: If you play as Reinhardt or Cornell I recommend you throw axes at his
              head.  Carrie should keep back and fire her energy balls.  My
              is to stay away when he appears and fire the weapons mentioned above.
              Don't kill him too quickly if you don't have PowerUps or a lot of
              meat.  Wait for him to shoot flaming bats at you and kill them for
              meat and power.  His other attacks include: a shock wave along the
              floor followed by a higher one, a fire attack similar to the giant
              bone pillar's only smaller and easier to avoid, the "Hoover Maneuver"
              where he attempts to suck you within his vampiric grasp.  When
              fighting a Cornell he uses electricity instead of fire, and also has
              wall of electricity.  If you hit him before or during any of these
              moves, they will be canceled out.  To dodge the fire, electricity,
              vacuum attacks you can just run out of range.  Start jumping away
              he tries to suck you in.  The shock waves can be dodged by jumping
              over the first one and ducking under the second one, or running out
              range.  Once your weapons are at full power (if you're Reinhardt you
              can get more in the next round), take him out with the same weapons
              you were using.  Cornell, however, should save as many red jewels as
              possible.  Also, I've had a MINIMUN of 7 of each meat as Cornell.
      Form 2: Run down the stairs as the towers collapse.  Basically, just hit him
              when you can.  Reinhardt should stay back when he appears at a corner
              and hit the fireballs, but Carrie can hit him.  His shockwaves are
              reverse of Drac1, the first one is up.  When he summons green flame
              heal immediately if you're below half, then hack away at him until
              you're hit.  Reinhardt can hit him easier if he jumps before
              and he can get PowerUps from the fireballs.  Carrie can hit him from
              the ground, but she'll find it harder to hit the fireballs.  Keep it
              up, this isn't too hard, but it can be long.  Oh, if you have any red
              jewels left save them!
      Final Dracula: This guy's bark is as bad as his bite.  Don't stay in front of
                     him!!  He'll use his claws to swipe you, doing massive damage,
                     or breathe flame at you.  He will also summon energy balls,
                     which cause a nuclear explosion.  If you hit one it multiplies
                     and becomes closer to exploding.  The explosion will hurt
                     Dracula if it is close enough, but don't risk getting the
                     timing wrong.  If you get close for too long, he will send a
                     shock wave, you can tell this will happen when electricity
                     flows between his hands.  Get away!!  Reinhardt should get
                     close and attack, then jump away.  Having red jewels left and
                     the axe helps him as well since he can attack from a distance.
                     Carrie should run around him and fire her energy balls.  To
                     ensure a hit on Dracula, face him and run toward him a little
                     before firing.  After he takes some damage, the Lord of
                     Darkness summons two gold dragons, just avoid them.  Keep it
                     and eventually you'll beat him.
    Dracula Ultimate: This guy just sucks.  That's sucks as in it sucks to try and
                      hurt him.  You can give him miniscule damage by hitting him,
                      but to really hurt him you have to hit the face in the
                      stomach.  When you hit the face, he gets briefly stunned and
                      you can get 3 or 4 more good hits on him.  When he's off in
                      the distance he'll either shoot fireballs, ice-cycles, or
                      undead worms.  All of those can be destroyed before they hit
                      you, take out as many as you can to avoid damage (you need
                      the health you can get).  When he's up close he'll either:
                      grab you and throw you into the air, then shoot you; summon
                      a large blast that'll hurl you into the air; or summon beams
                      to fall and hurt you.  You can't avoid him throwing you, and
                      recommend healing as soon as you land.  You CAN hit him while
                      he's charging up for the colossal blast, but you have to by
                      very fast.  Run to dodge the beams, and hit the face if you
                      can.  The only other tips I have are to heal if you get below
                      50% and he's close to you, and to use the Werewolf aspect to
                      get the extra defense and attack power.  That's all I've got,
                      good luck!
    Use Cornell's Werewolf aspect sparingly, since it eats up your red jewels.  I
    myself only used it on Ortega and Dracula Ultimate.
    There are two possible endings for Reinhardt and Carrie for this game.  To get
    the bad ending you have to use more than four of either sun or moon cards. 
    Then, when you get to the second room on the way to Dracula you will fight
    Charlie Vincent.  See Boss Descriptions, and now you can only fight form one of
    Drac and you'll get the bad ending.
    Be thrifty when buying from the contracts.  If you spend more than 30,000 gold
    throughout the game, you sell your soul.  When this happens you must fight
    when you talk to him on the way to Dracula.  See the boss descriptions, and you
    will still be able to get the good ending.
    Forest of Silence shortcut: At the part with the two levers to raise the two
    pillars (to cross the pit), there is a set of platforms along the cliff by one
    lever.  Climb down and Attack the wall at the bottom.  Run through the short
    tunnel.  Once outside hop to the next set of platforms and leap to the small
    island.  You are at the lever that opens the gate to Round 2 of the Gigantic
    Henry's Kids:
      Each of Henry's kids unlocks a new feature when rescued.  Here is a list that
    I believe to be accurate:
    Forest of Silence: Hard Mode
    Castle Wall: Carrie
    Villa: Reinhardt
    Underground Waterway: Reinhardt's Second Costume
    Underground Tunnels: Cornell's Second Costume
    Outer Wall: Carrie's Second Costume
    In the Tunnel level, you can stand in the buckets.  This serves absolutely no
    practical purpose, but it looks funny.
    To get the last three of Henry's levels, you need to jump into the coffin at
    different times.
    Here's a list:
    12:00 a.m. -- 7:59 a.m.: Underground Tunnels
    8:00 a.m. -- 3:59 p.m.: Underground Waterway
    4:00 p.m. -- 11:59 p.m.: Outer Wall
    Still stumped on the planetarium?  Well, the order of those planets is 2, 4, 8.
     Get it?  Got it?  Good.
    To get the goodies on the fountain in the Villa as Cornell you must pull the
    switches on the gravestones in the proper order.  That order is: the Master,
    Mary, Henry, and the unreadable tombstone.
    This is sweet:
      I thought this was a cool and funny trick/glitch.  Make the Werewolf commit
    suicide!  In the Dual Tower as your on the platform with the Werewolf, quickly
    run to the platform(before it submerges) which makes it possible to reach the
    ledge with the power up.  If your quick enough, which should not be a problem,
    jump back to the main platform, grabbing the edge.  The Werewolf will chase and
    then jump at you, but will find the water to be his demise!  This trick/glitch
    works about 90 percent of the time, I've done it like 12 times and the Werewolf
    didn't jump at me 2 of those 12 trys.
      From Doomsayer94@yahoo.com
    GameShark codes:
    *note: these codes will only work in Low Res mode*
    Clocktower Key A 	801cab6f0001
    Clocktower Key B 	801cab700001
    Storeroom Key 	801cab600001
    Garden Key 	801cab610001
    Copper Key 	801cab620001
    Chamber Key 	801cab630001
    Execution Key 	801cab640001
    Deck Key 	801cab650001
    Rose Garden Key 	801cab660001
    Thorn Key 	801cab670001
    Clocktower Key C 	801cab680001
    Clocktower Key D 	801cab690001
    Art Tower Key 1 	801cab6a0001
    Art Tower Key 2 	801cab6b0001
    Control Room Key 	801cab6c0001
    Wall Key 	801cab6d0001
    Clocktower Key E 	801cab6e0001
    Purifying 	801cab4d0001
    Cure Ampoule 	801cab4e0001
    Powerup 	801cab4f0001
    The Contract 	801cab540001
    Magical Nitro 	801cab550001
    Mandragora 	801cab560001
    Sun Card 	801cab570001
    Moon Card 	801cab580001
    Winch Lever 	801cab590001
    Oldrey's Diary 	801cab5a0001
    Crest Half A 	801cab5b0001
    Crest Half B 	801cab5c0001
    Rose Brooch 	801cab5d0001
    Archives Key 	801cab5e0001
    Left Tower Key 	801cab5f0001
    Infinite Health 	811cab3a2710
    Infinite Gold 	811cab422710
    Infinite Throwing Weapons 	801cab450064
    Special 1 	801cab470001
    Special 2 	801cab480001
    Special 3 	801cab490001
    Roast Chicken 	801cab4a0001
    Roast Beef 	801cab4b0001
    Healing Kit 	801cab4c0001
    Q: are there two endings for cornell? does he have a good ending and a bad one?
    A: Not that I've found.  However, there's a rumor that you can use too many
       Sun/Moon cards and fight Henry's mom at the end.
    Q: Josh you are such a retard.  Man I think working with you has totally
       shrunken my brain LMAO  Well see ya at work dear LOL (Jcrew03)
    A: How do these people find me?  My name's not even Josh...
    Q: Yeah ok heres my question: in nintendo power and the instruction manuel
       i spoken of a fifth character that can be found in the game after beating it
       with all the normal characters. please respond and tell me if I am mislead
    A: Well, not that I've noticed.  Anyone find one?
    Q. How do I find the (insert name here)?
    A. Read the walkthrough.  I wrote it for a reason you know.
    Q. Can you give me specific directions to find (item or event)?
    A. No.  If you know my email address, I assume you have internet access.  If
       have internet access, then you can read the walkthrough and the specific
       directions therein.
    Q. How do I get to (insert destination here)?
    A. See previous answers.  I will no longer answer email about any of these
    Q. Why are you so mean?
    A. I'm not mean I'm just lazy.  I went through a lot of trouble to write this
       document, and I'm just getting tired of writing parts of it over through
    Q. Are you going to write another outstanding FAQ/Walkthrough?
    A. Maybe.  Depends on the game, how many others there are, and how much time I
       have.  If you have games you'd like me to try, email me.
         Finally got an acknowledgement to give.  There's only one so far that I
    need down here.
         http://www.gameshark.com for the use of the GameShark codes.
         Also thanks to Sir Timothy <deepdiver86@hotmail.com> for giving me
    directions on the Tower of Ruin...towers.
         This FAQ/Walkthrough can be found with my permission on:
                  http://www.EvilSponge.com (my website)
         Any questions?  Comments?  Wishes granted?  Last time I checked I couldn't
    grant wishes, but the other two I can still respond to.  Just email me at:
         Visit the official website of the Evil Sponge, and view a fully
    interactive version of this walkthrough, at:
        This FAQ/Walkthrough is (C)copyright 2001 to Evil Sponge. Please do not use
    this document, or any part therein, without the permission of Evil Sponge.  If
    you want to post this, email me and ask.

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