"Strangers waiting up and down the boulevard; their shadows searching in the
night. Streetlights, people, living just to find emotion, hiding somewhere in
the night." ~ Midnight Train (Don't Stop Believin') - Journey
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ASCII thanks to Atom Edge, with my incredible modifications of changing the
name.
+----------------------------------+
| |
| Castlevania: Dawn of Sorrow |
| For the Nintendo DS |
| FAQ/Walkthrough |
| By T. Jackson |
| Started : 7/18/06 |
| Finished : N/A |
| Last Updated: 11/23/06 |
| Version 0.4 |
| |
+----------------------------------+
This guide was composed in Metapad. It's best viewed with 1024x768 resolution,
Courier New font, and your browser's small text setting. Yarr.
Table of Contents:
I. Introduction
1.01: Table of Contents
1.02: Introduction
II. Soma Basics
2.01: Story
2.02: Characters
2.03: Controls
2.04: Souls
2.05: Status Effects
III. Walkthrough - Soma Cruz
IV. Appendices
4.01: Bosses
4.02: Bestiary/Souls
4.03: Weapons
4.04: Armor
4.05: Accesories
4.06: Items
4.07: Shop List/Soul Synthesis
4.08: Boss Rush Mode
4.09: FAQ
4.10: Secrets
4.11: Endings
V. Last Words
5.01: Copyright Information
5.02: Revision History
5.03: Contact Information
5.04: Credits
5.05: Boo!
If you need to find anything, press CTRL + F and type in the numerical code of
the section in question (e.g., if you're looking for the story, type 2.01).
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
I. Introduction
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
0=~=~=~=~=~=~=~=~=~=~=~=~=0
| 1.01: Table of Contents |
0=~=~=~=~=~=~=~=~=~=~=~=~=0
Look up.
Ugh. People.
0=~=~=~=~=~=~=~=~=~=~0
| 1.02: Introduction |
0=~=~=~=~=~=~=~=~=~=~0
Hey hey, and welcome to this guide for the latest (as of this writing)
installment of Castlevania. I don't get to say that much, being the sweet old
school writer that I am. This is my first game for the DS, the first full
fledged guide I've written in awhile, and the first game since this game's
sequel for which I've written a guide without doing a few important things
first (e.g., writing the introduction, playing the game, etc.).
So this'll be entertaining. And I hope this guide entertains you - there are a
few attempts at humor and song references in here, just because that's my
style. Good luck with the game, though.
Also, there be spoilers ahead for all Castlevania games, so read at your own
risk!
Especially if you're playing the sequel here without first playing the prequel!
--Trace
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
II. Soma Basics
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
0=~=~=~=~=~=~=0
| 2.01: Story |
0=~=~=~=~=~=~=0
This is the first game in forever where it has an instruction manual sans a
story. While there is a pretty good summation of the story at the beginning of
the game, take this as a remedy for your nescience - a summary by me. Hah,
there's none better.
Count Dracula. We all pretty much have a good idea of who he is (or at least
his fictional version), if only because of our dad's terrible impersonations,
which we're subjected to every Halloween, shortly before the low-flying witches
crack. Or maybe that's just me. Anyway, he's a persistant one, haunting the
Belmont family for generations - from the Middle Ages to 1999 (Chrono Triggers
era, what what!). The premise is that, as a supernatural being, he can't
really die. Instead, he ressurects himself every century, or some other being
(e.g., Shaft) ressurects him. He has had a number of foes over the aeons - the
Belmonts, other random families, and even Alucard, his own son. Why does he
revive? Because otherwise the franchise would end.
In 1999, during the apocalypse (COME ON PEOPLE), a man named Julius Belmont
fought the Count and defeated him; however, to completely eradicate the Prince
of Wallachia, Julius sealed Dracula's castle - Castlevania - in the solar
eclipse that occurred in 1999. This truly did defeat the Count - no convenient
plot devices. The deux ex machina to save him, however, was that someone had
to inherit his power. It's a religious theory that's expounded upon in this
game - for God to be the ultimate good, there must be an ultimate evil, and
since you've fought the Devil himself as one of Drac's underlings, Dracula must
be said evil. There were three candidates who could inherit his powers, two of
whom are introduced in this game. They could do so because they were born at
the moment of Dracula's demise. What luck!
The third is Soma Cruz, the Scientologist (hah!) whom you play in this game.
You played as him in the prequel to this game (while Castlevania is a series,
few games are direct sequels. There are three true sets of sequels -
Castlevania I and II, Castlevania: Rondo of Blood and Castlevania: Symphony of
the Night, and this set: Castlevania: Aria of Sorrow and Castlevania: Dawn of
Sorrow), when you found out that Soma inherited Dracula's powers. Well now you
have to fight to keep those powers. Woohoo!
And that's the premise of this game: there are two people, Dario and Dmitrii,
who at the behest of the priestess of a cult, Celia Fortner, want to become
Dracula by killing off Soma. You've gotta take those two out and meet up with
Celia at the top of the cult's base - right where Dracula would be.
0=~=~=~=~=~=~=~=~=~0
| 2.02: Characters |
0=~=~=~=~=~=~=~=~=~0
These will be listed in order of appearance.
Allies
======
Soma Cruz
---------
He who inherited Dracula's power in 2035, the last time you played. He's a
headstrong youth who wants to save his friends. The typical RPG hero.
Mina Hakuba
-----------
She is one of Soma's best friends, his raizon d'etre, and just the normal
damsel in distress and chief motivator of Soma. The typical RPG supporting
lady.
Genya Arikado
-------------
He's a really mysterious fellow who seems to know a lot about stuff he probably
shouldn't know about. He may be the secret identity of someone! Uh oh!
Enigmatic, helpful, and always there when you need him (and only when you need
him). The typical RPG supporting enigma.
Hammer
------
Can't touch this! This former army soldier decided, in the last game, that
killing people needed to take a backseat to the American Dream, so now he has a
shop. He's got a major crush on Yoko.
Yoko Belnades
-------------
The descendent of Sypha Belnades, who fought alongside Trevor Belmont in
Castlevania III, she offers information and weapon synthesis. She's a witch
who works for the church. As opposed to a witch who gets burned by the church.
Julius Belmont
--------------
The guy who sealed Dracula away in 2035, he's a strong vampire hunter who seems
to really want to kill Soma, despite being his friend, as seen by Julius'
greeting at the beginning of the game. Not the nicest guy. He lost his memory
in the last game, but he was nicer then.
Not So Much Allies
==================
Celia Fortner
-------------
She's a priestess of a religious cult. Yeah, that was pretty obvious. She
wants to revive the Dark Lord because according to her, for God to be truly
good, there must be an ultimate evil. Of course, you'd think that the ultimate
evil would have to manifest itself. Additionally, if she thinks we need an
ultimate evil, she clearly has not met Brittany Spears.
Dmitrii Blinov
--------------
One of the potential successor to the Count, he's a reserved Russian who's not
drunk. He can absorb souls and abilities like Soma. He's cool.
Dario Bossi
-----------
Unlike Dario, who's a fiery (hence his control of fire) jerk. He's the other
successor to Dracula.
Other
=====
Konami Man
----------
!!
0=~=~=~=~=~=~=~=~0
| 2.03: Controls |
0=~=~=~=~=~=~=~=~0
Basic Controls
==============
o--------o-----------------------------------------o
| Button | Function |
|--------o-----------------------------------------o
| A | Special attack*, confirm (menu) |
| B | Jump, cancel (menu) |
| Y | Attack |
| X | Switch equipment** |
| L | Dash backwards |
| R | Use Guardian soul |
| Up | Activate warp, epitomize You're So Vain | - Seriously. Look at him
| Down | Duck |
| Left | Move left |
| Right | Move right |
| Start | Go to menu |
| Select | Change screens*** |
o--------o-----------------------------------------o
*This varies from weapon to weapon and costs MP. See the weapons section for
more.
**You need to acquire the Doppleganger soul from the Garden of Madness first.
I got into more explanation there (CTRL + F Doppleganger if that's what
you're here for)
***For an explanation of the screens, check the Menu section (2.05). This
changes the displayed screen on the top screen of the DS.
Complex Controls
================
B + B -> Double jump (note: you need the Malphas soul)
Down + B -> Slide. You can damage enemies with the slide too.
You can also drop through narrow floors with this.
If you do this after you've gotten the Malphas soul, you can jump
kick (though obviously you must be in mid-air to do so)
Up + Y -> Use Bullet Soul
Touch Screen Controls
---------------------
-After you get the Balore soul, touch ice to break it.
-You can order a familiar to attack an enemy with the touch screen (simply
touch the enemy).
-You draw the Magic Seals by connecting the dots in the given order.
0=~=~=~=~=~=~=0
| 2.04: Souls |
0=~=~=~=~=~=~=0
For a full listing of the souls, see 5.02; this section is designed to give you
a primer on how to use souls, hence its inclusion in the Basics section. See,
this works.
There are four types of souls:
1.) Bullet Soul - These are the equivalent of subweapons, only more
----------- permanent. Up + Y activates these. For the most part,
they're the Use kind (read on for more information). These
are primarily for attacking. These are red souls.
2.) Guardian Soul - These are usually helping souls, hence the name. Hold R to
------------- activate them. They're usually familiars of the Time kind
who serve as backup, but the basic premise is that these
aren't used for direct attack, for the most part; if they
cause damage at all, it's either in the form of a familiar
(e.g., Great Armor) or in the the best defense is a good
offense way (e.g., Armor Knight). These are blue souls.
3.) Enchant Soul - The yellow soul doesn't attack. These generally give you
------------ some sort of stat boost (e.g., increased strength) or some
other ability that's useful but not damaging (e.g., the
Ghoul soul lets you eat poisoned food). These don't take
up any MP.
4.) Ability Soul - The final kind of soul also doesn't take up MP. The
------------ controls vary, but the game generally tells you what to do.
These are the only souls you need, for the most part, to
advance, as these let you do things like double jump.
0=~=~=~=~=~=~=~=~=~=~=~0
| 2.05: Status Effects |
0=~=~=~=~=~=~=~=~=~=~=~0
There are two:
Poison: You lose all of your attack bonus that's attributable to STR and all
of your INT bonus. So basically, you do less damage with your attacks.
Curse : You lose all of your MP.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
III. Walkthrough - Soma Cruz
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
First off, a few notes:
1.) Soul equipping is really up to you because I don't know what souls you
have. Play around with them. There are some souls I'll really suggest you
get, in which case, you should probably get them. You know. Because I'm
not just wasting my breath- er, typing here.
2.) Unlike other games, you don't necessarily want to sell your old equipment
because it could be used in synthesis; that said, anytime you get any
equipment, equip it if it helps your stats (if you pick up something that
an enemy drops, obviously I can't remind you to equip it).
3.) Break every single candle/light source you see.
4.) Think like Doctor Who - "What do monsters have nightmares about?" "Me -
hah!"
5.) Due to the nature of weapon acquiring in this game (aside from the finds,
you have to synthesize to get good weapons), I can't really recommend what
to equip, as I don't know what souls you get. I personally prefer the
Great Sword line of swords - they give you the best bang for your buck.
Others might prefer a different style. All I can say is go for it!
Experiment! The one thing that I caution you about is don't synthesize
with the souls of bosses until you have 100% soul collection rate and
acquire the Chaos Ring (once you've got that, at the end of the game, you
can forge your Valmanways and your Death's Scythes). I do recommend,
however, for the purposes of this walkthrough, that no matter what weapon
branch you use, keep a good arcing weapon (something from the Great Sword
or Axe line). I use the Great Sword stuff myself, but just having an
arcing weapon is very useful, even if it's not your primary weapon.
After the intro, you'll be plunged directly into a fight. En medias res
indeed. No bones about it, though (ha!), this is a very easy fight. Genya
Arikado graces you with a Knife. Smack the Skeleton twice with it to gain his
soul. After a short explanation on how to use the soul, an Armor Knight
teleports in. Use your newfound soul (Up + Y, if you're confused) twice to
take him out (should he launch his spear, simply jump over it). You'll be
treated to a short explanation on hos to use Guardian souls. Now a Golem will
appear! As with the last foe, use your newfound soul to help - throw bones at
the Golem, and when he gets near, press and hold R to activate the Armor Knight
soul to help save your soul. You'll then get the Golem soul (later on, you'll
wish the souls came this easily; for now, they've got the neighborhood tricycle
feel, if you know what I mean). The explanation ensues, followed by a little
more exposition. The end result is that Ms. Fortner has a very annoying laugh.
Some more story occurs (note the map on the top screen) - and just as a side
note, poor Hammer looks so dejected when you tell him Yoko's not coming! Now
would be a good time to tell you what conditions you're in now. Right now,
you've got no equipment aside from the Knife Arikado gave you, your clothes,
and the souls you just received. You have three Potions, and there are some
pretty sweet terms in the Library in the menu. Other than that? Nothing.
Good luck! Head right to get to...
The Lost Village
----------------
When you enter this screen, you'll see a Skeleton and possibly a Bat. The Bats
spawn infinitely, so now might not be a bad time to get their soul (get three
to level it up completely, but you don't have to do this just yet). It also
couldn't hurt to get more Skeleton souls either (or Skelesouls, as I like to
call them), but don't spend a ton of time on this, as it gets old fast. Cross
the suspension bridge, and head to the next screen.
On this next screen, note the lamp to the right. You can destroy this lamp for
an item. Make sure you destroy all lamps, candles, enemies, etc. throughout
the game. As you continue, there is a freaking HUGE Peeping Eye. This
seriously scared me. Take him out (don't worry about getting its soul - it's
rare; it can wait). Head to the next room.
Pick up the Short Sword here, and make sure you equip it (as it does no good
otherwise). Drop down and head right to grab a Potion and, in the next room,
save your game (these rooms, in addition to saving your game, could save your
life inasmuch as they heal you, so use these often, even if you don't wanna
save!). Once saved, climb back up the platforms (ignore the door to the left;
we'll explore it later), and head out to the right.
This next room introduces some more baddies. First up is the Warg, which you
SotN veterans will recognize. Deliver three quick sword swipes to him to
finish him off. There are also an unlimited number of Zombies spawning, who
take a minimal amount of effort to kill. Finally, there's the Axe Armor, who
is a large piece of armor that throws axes. He'll throw them in two ways:
either at a higher elevation or at a lower. If it's the higher elevation, duck
under the axe, smack him a few times, and duck under it again. If it's a lower
axe, leap over said axe, attack him, and jump over the axe again (the Armor
Knight soul is very useful here). I _really_ recommend getting the Axe Armor's
soul, as it's the equivalent of previous games' Axe subweapon (and it's very
useful on the upcoming boss), though the Warg soul, if properly used, is very
useful. Once you've cleaned out this screen satisfactorily, head to the next
room.
You meet up with Yoko (yay for Hammer! You can't touch this, but she sure
can!) and Julius. The latter delivers the best ally-to-ally greeting in video
game history. After another little exchange (Yoko's facial expression rocks,
you get the Magic Seal 1. After practicing it, you have to escort Yoko
somewhere. Backtrack the way you came (killing a few Zombies just for the
sadistic pleasure of watching their heads fall off). When you reach the screen
where you got the Short Sword, drop down to the funky door from earlier. Yoko
will explain that you'll need a Magic Seal to finish off the upcoming monster.
Oh snap!
You'll enter the door automatically; however, if Yoko's incredibly subtle hint
didn't tell you this, you've got a boss coming up. It's smart to have the
stylus ready, as when you defeat the boss, you have to draw the magic seal
relatively quickly, and you don't want to struggle with getting the stylus out,
risking having to fight the big guy again.
<----------------------------------------------------------------------------->
BOSS: FLYING ARMOR
First real boss fight time! Flying Armor is a floating creature with two
hovering swords. These swords act as a sort of barrier, such that it's
difficult for you to get close to him. Watch for the tips of the sword - when
they flash, the swords are about to attack you. They do this in one of two
ways - if the swords are both facing you (they're normally facing down), then
when they flash, their positions will be locked in, and they'll fire straight
in the direction they're pointed in, meaning don't be in their way. If the
swords are pointed diagonally up in either direction, they'll circle around and
try to squish you; jump over them to avoid the piercing blow. This is the
easier of the two to dodge. Now, if you don't have the Axe Armor soul, this is
the time to attack, as he's defenseless for the moment. Beat up on him until
the swords come back, rinse, and repeat. His only other attack is floating
around, which isn't so much an attack, per se, as much as a horrible video game
cliche (i.e., the "touch of death") at its finest.
If you have it, though, now's the time to use the Axe Armor soul. It makes the
fight loads easier - you can just make a slight hop, regardless of where the
swords are (unless the swords are, you know, inside of you), toss an axe, cause
damage (as each axe will not only hit for a fair amount of damage, but it'll
also hit multiple times), and repeat. Just make sure to watch out for the
sword attacks, and resort to the earlier strategy when your MP runs low.
If your HP falls below a certain level (i.e., how much HP each of the Flying
Armor's attacks take away from you), remember that you do have three Potions,
so feel free to use one.
<----------------------------------------------------------------------------->
For your troubles, you get the Flying Armor soul, which "reduces the speed of
falling." This is the same thing it did in Aria of Sorrow, only you have to
fight for it (I'm glad we didn't last time!). After the exchange with Yoko,
grab the oversized orb to replenish your HP/MP. Before you do anything else,
go two rooms to the right and save! Return to the boss room, and then head
through the left door.
Hah, there seems to be potential for another Flying Armor in here. Check out
the mantel. Anyway, drop down one step, and jump for the platform on the left
side of the room, using the Flying Armor soul to get you over there. Grab the
Claymore, and head to the next room.
Hop to the left to grab the aptly named Spear, though statistically and
practically speaking, I find the Claymore to be better. Drop to the platform
to your right, and fall through that platform. Take out the Armor Knight to
your left, and enter the room he was guarding.
In here, take out the Ouija Table (its soul is useful if you get it - you can
recover HP by sitting in chairs. Don't bother equipping it unless there's a
chair nearby, though). Grab the Mace to the left of the deceased dinnertable,
and continue left. Drop through the platforms. To your left is a save point;
to the right, $1000. Make use of both, and head through the right door. Drop
down to the bottom of this room, and go through the left door to reunite with
Yoko. She'll explain the art of synthesis to you. See the weapons guide later
in the FAQ for more information on this. You can synthesize weapons here
depending on what souls you have. I advise that if you want to perform a
synthesis, make sure you have multiple copies of the soul you're using so that
you don't permanently lose it.
You're welcome to make these if you want; however, it's not required by any
stretch. Just make sure to have multiple copies of the soul you're using. If
you need a reminder as to where to find enemies, either check the bestiary, or
I'll tell you now - you can find Armor Knights in the previous room. The Wargs
and Axe Armors are a few rooms back. While the Cutlass isn't too great now, if
you can get another Warg soul and make a Falchion, that would rock.
There's one thing about this I can't stress enough, though - Whatever you do,
until you have 100% of all souls, never ever _EVER_ use a boss soul. You can't
get them back. I don't care how useless it is. I don't care if it hurts you.
Don't use it until you have 100% soul collection.
When you're done, trot across the way to Hammer's shop. I recommend buying the
Castle Map 1 and whatever else you can afford. Look in the Items section to
see what the UMA News says, so don't worry about buying that. I also bought
the Gym Clothes, and the Scarf. Equip it all. Now, if you're low on money,
there's a cheap way of fixing that. Credit for this goes to FairEmma. Buy
some Brass Knuckles, and go find some Zombies (this is not a hard task,
unfortunately). Synthesize the Brass Knuckles and the Zombie Soul to get a
Cestus. Sell the Cestus to make a serious profit.
Return to the center room. Hop on the hippie van, and hop up a few levels
until you can go right. Go right when you can. Make sure you collet the $1000
bag as you move through this next room (side note: you can destroy the chairs
in a variety of ways. This looks cool), and head out through the door at the
bottom.
You're greeted with a funky sight in this next area: a skull in a cyclone (a
Spin Devil). Wizard of Oz jokes aside, use a Bullet Soul to take him out.
Kill off the Skeleton, and grab the Potion on the right side of this platform.
Drop to the bottom of the room, and head right through the next two rooms to
find a Cape, which isn't as good as the Scarf from Hammer's place, but
whatever. Backtrack to the larger room. Once back in here, climb up to thje
top left corner. Use the Flying Armor soul to cross the gap, look at Celia
Fortner's ugly mug + cleavage, and head through the door.
Kill off the Student Witch (such an adorable kitty!), and make your way through
the rest of the room, killing the other two Student Witches. Exit through the
top right corner. Make your way through the small hallway, and in the next
room, you'll find a gate impeding your progress. Such inconvenient things,
gates. If you attack the switch next to it, the water behind the gate will
drain, and the gate will open.
This actually drains the moat of the castle, which is where you are now. Take
care of the Spin Devil, and head straight across the way to finally enter a new
area!
Wizardry Lab
------------
In your first room, you're greeted with a neverending spawning of Ghosts.
Woohoo! Deal with them as best as you can as you drop down through the
entrance room. You'll reach a small landing after a little while. Grab the
Mind Up from the left side (the room behind the Mind Up is a save point), and
then head through the right door.
You'll now confront a Bomber Armor. Take care of it (when it lobs a bomb, just
make sure you're out of the way of the explosion!), and continue on. When you
see the Slime, just kill it before it slowly crawls at you. Hop across the gap
to get a Blunt Sword (just what I always wanted!), and continue down through
the room. At the bottom right corner, you'll see a treasure chest. Smack it
open with your weapon, and then backtrack to the previous room. Continue your
descent downwards to the door at the bottom, and then make use of said door.
I find it useful to slide (down + B) through this row of Skeletons and the
Skull Archer. The rest of this room is nothing you've never seen before
(although if you hit the Student Witch when she tries to fly, she falls, and it
looks so sad), so continue through the room. In the next room, drop down a few
levels, and take the first right that you can (though it may be advisable,
before you take this right, to go to the bottom of the shaft, take a left, and
grab the Scarf, if you don't have one). There be Manticores in this room - the
head of a lion, the tail of a scorpion. Watch out for the tail as you destroy
them. Also, note the eyes in the painting! Ahh! Go all the way right, and in
the next room, take your first right to find a warp room. The game will
explain the concept. Warp up to the Lost Village real fast (press up, and then
press left to get there).
The Lost Village
----------------
If you were paying attention to the map earlier, you noticed you couldn't get
to the room you're at now. But now you can, so it's all good. Anyway, it puts
you out by a save point, Yoko, and Hammer. Make use of them if you want, and
then teleport back to the Wizardry Lab.
Wizardry Lab
------------
Once back in the Wizardry Lab, return to the room before the warp chamber, drop
to the bottom, and head right. Go through this next room (your goal is the
bottom left corner), which has two new enemies: a Slaughterer and The Creature.
The Slaughterer is by far the easier of thw two. It's a giant pig thing that
hops around and shoots fireballs in an arc. Dodge the fireballs as you attack
him, and he'll die quickly. The Creature - Frankenstein's Monster - is
substantially harder. He'll be energized with lightning, stumble over to you,
and smack you really really hard. If he's energized, when he sees you, he'll
stumble really fast, making it difficult to get out of the way. You want to
attack him from afar - in here, you can lure him to the right side of his
level, hop up to the level above him, and get him with the Axe Armor soul. His
soul is useful (you restore one HP/second) but difficult to obtain, so do so at
your own risk. Anyway, once you've cleaned out this room, head out through the
bottom left corner.
Drop down through this room and take the bottom right door. After a nice
little cutscene, you can continue through the room. In the next room, go
through the bottom right door to find a save point. Uh oh! Go left to
encounter...
<----------------------------------------------------------------------------->
BOSS: BALORE
A beam suddenly cuts through the ice! Go through the ice to find Balore
himself. Balore has two basic attacks, and the safest place to evade both of
them is right in between his hands. His most obvious attack is a GIANT laser
beam that comes out of his eye. There'll be a dead giveaway when he's about to
use this attack - you'll see him charge it. When you see it, immediately duck
to avoid the beam. His other attack is to punch with one of his fists. You
can avoid all of these if you're positioned where I told you to be. When he
brings his fist close to him, though, jump on it (and then jump off when the
coast is clear) to avoid being hit by it.
The easiest way to take him out is with a weapon with a sweeping motion, like
the Axe. Simply jump, use it, and repeat until Balore is no more!
<----------------------------------------------------------------------------->
Take the orb and head right to find an ice wall. Use your new soul and your
stylus to clear away the ice (just press an ice cube to make it go away. This
would be inefficient, so run your stylus around the screen like a crazy man).
Make sure to save your game!
Now we've got some backtracking to do. Use your map to help you with this -
you want to get to the first room of the Wizardry Lab (on the map, it's the
room touching the closest save point to your current location, excluding the
save point you just used). You can either go through all those halls again (go
an alternate route to increase map percentage), or you can go to the warp room,
warp to The Lost Village, and make your way to the moat (where you saw Julius),
drop into where the water used to be, and take the door. Either way, get to
the top of the first room, and head through the top right door.
In here, you'll see some ice. Before you go and destroy it all, look at what's
behind the ice - a pillar. You need to get over this pillar, so destroy the
ice like this:
o--------------o o----o------------------------o
| xxxxxx | |Key | |
| xxxxxx | |----o |
| xxxxxx | | - - Stairs |
| xxxxxx | | o - Don't destroy this ice |
| ooooooP | | x - Destroy this ice |
| J ooooooP | | P - Pillar |
|-- ooooooP | | J - Jump from here |
| -- ooooooP | o-----------------------------o
o--------------o
Jupm from the stairs, and invoke the use of the Flying Armor soul to land on
the ice. This gives you an easy way of getting over the pillar. With the next
bit of ice, destroy all the ice but the bottom level, and on the next set,
destroy only the top three layers of ice by giving it the cold (ha!) shoulder
with the stylus. Continue with this pattern (of destroying all the ice except
those which are level with the pillar). There's one tricky one, where the
pillar extends from the ceiling, so you have to go under it, but then there's
no apparent way to overcome the next pillar. Do the easy thing, then, and make
a staircase out of the ice to get over the pillar.
In this next room, destroy all the ice to get to the bottom. Head left to grab
a Combat Knife (woo hoo!), and then go back into the other room. It seems hard
to get back up, but you essentially have to use the staircase strategy again.
Destroy the set of 16 ice blocks (4x4) closest to you except for the ice in the
bottom right corner in this fashion:
o----o-----------------o
o--------------o |Key | |
|XXXXoooooooooo| |----o |
|XXXXoooooooooo| | X - Destroy this ice |
|XXXXoooooooooo| | o - Don't |
|XXXooooooooooo| | D - Door |
| oooo| | - Stairs |
D | o----------------------o
D |
|-- |
|---- |
o--------------o
Jump to the lone remaining ice block, and create a staircase of ice to get back
to the top. Now backtrack all the way back to the main room. Drop down to the
bottom of this shaft (giving the Ghosts the shaft while you're at it), and take
the door there. Make your way through this room, and when you come out at the
shaft (there are certainly quite a lot of these) on the other side, drop down
and take the first door on the right. Once you've made your way through the
Manicore-infested room with the creepy painting, make your way up through the
shaft (note: this shaft has a warp room. If you haven't already done so, it
may be a good time to return to The Lost Village and drop by the shop; I
_highly_ recommend getting the Castle Map 2), and head to the top-right door.
Head through the next room (it's nothing new; however, if you're using the Axe,
you can destroy enemies above you by jumping and swinging)) to emerge at a new
room at the top-right corner.
If you have an uncontrollable urge for an Armor Knight soul - which is
understandable, considering you got it at the beginning of the game - this is
the place. Ignore the first set of ice, but as you go through the room,
destroy all the rest of the ice. Run back to the start of the room, jump on
the ice block you spared, and use that to get to the platform. Ride it - and
duck while you're riding it to evade a very inconvenient pillar, hop off and
head two rooms to the right to reach...
Garden of Madness
-----------------
This room has two new enemies: the Une and the Skelerang. The Une is very
easy; just attack it without doing something funny like running over it. As
for the Skelerang, it can, as the more astute among you may derive from its
name, throw a boomerang. Dodge them as you destroy the Skelerangs. That's
really all there is to this room. There's a save point halfway up. Save,
climb to the top, and head left.
This next room has the huge Treant enemy. Aside from the obvious pun in its
name, it's got a nice mythology reference. Anyway, dodge its kicks as you
attack. Once it's destroyed, grab the Magic Seal 2. Awesome! Hop up to the
next room. Take your first left to activate the warp room, and then continue
up through the previous room. There's a new foe here, a Corpseweed, but it's
the same concept as an Une only bigger (because a head sprouts).
In the next room, head right, and grab the Breastplate from atop the ledge
(instead of jumping and getting it by using your video game magic to go through
the pillar, hop on the junk as a stepping stone to that ledge, as we're going
up). Hop onto the next ledge, and go up one more time to find a Skeleton Ape.
This is a Skeleton wielding bad posture and a barrel (this is a Donkey Kong
reference, kids). Take him out (jump over the barrel Mario style if you need
to), and head to the next room.
A Cateoblepas awaits you here. They've got stone breath, so watch out! Take
it out from the doorway (it helps if you use an Axe or something that attacks
in an arc), hop up to the top of the room, and go right. In the next room,
dodge the barrel that the Skeleton Ape will throw at you almost immediately
upon your entrance, kill it, and hop over to the next ledge. Break the lantern
to get the Doppelganger soul.
Now for a word of explanation on this puppy. You'd think a soul with that
title would be interesting, possibly allowing you to, you know, doppelgang
someone (that sounds nasty; it means to look like them, just to clarify). No,
this gives you the ability to alternate between sets of equipment and souls.
Go to your Equipment menu. You'll see an A and a B in the heading. Press X to
switch between them. The game recommends you have a travelling and a fighting
set, but you probably don't have good enough souls for that. Keep this in mind
while equipping - just because you use it on one set doesn't preclude you from
using it in another. For instance, if you have one Warg soul, and it's in your
A soul set, you can still use it in your B soul set.
Here's what I'd do: for now, have a short range and a long range set. Have A
be your go-to equipment/souls; these are what you already use. For B,
concentrate on defense - use your longer reaching bullet souls (e.g., the
summons), and for your equipment, beef up on defense and/or luck, or some other
stat. When necessary, you can do a quick swap. This soul will come in handy
later, or so I hope. This is also good for soul combos (e.g., in this very
room, you can get a Skeleton Farmer soul at the bottom, which enhances the
power of plant souls, and a Mandragora soul, which is already a really strong
soul. If you keep both of these together in a soul set, you can hit for
massive damage.
As I mentioned in the last paragraph, it'd be a good idea to drop to the bottom
of the screen and acquaint yourself with the Skeleton Farmer. He throws out
five seeds: four Unes and one Mandragora. The Unes are harmless, but if you're
in the Mandragora's range (it pops out of the ground and explodes), it'll hurt.
Oddly enough, the background influences his seed throws - he can't throw into
pillars. You really want the Mandragora, and having the Skeleton Farmer is
nice too.
Once you're done, head back to the previous room. If you want some money and a
new weapon (which you may not use), climb to the top of the shaft and head
left. Make your way through this room (there is a new enemy - Rycuda - which
is a weak lightning shooting bird. Make sure to get its soul). Take them out,
drop through the floor, kill the Catoblepas, and go left to find a treasure
chest. Destroy it for some money, grab the Fleuret from the ledge, and head
back to the shaft. Go through the top right door, cross this room to the top
right door here, and head through there.
This shaft contains nothing new, so go through it and exit at the bottom.
Dodge the Skeleton Ape's barrel, and drop to the bottom of this room, go right,
and drop through the floor. Descend through this room until you reach a gold
door marked 777. These are the last three digits you need your money value to
be. There's a light right outside of the door. Break it, grab money, drop
through the floor, come back up, and repeat. Do this until you reach 777 (to
help you out, blue = $1, brown = $10, grey = $50). Enter the room and grab the
Three 7s armor. I recommend equipping this to your alternate equipment setting
for soul harvesting. Anyway, backtrack back to the big room, go all the way
right, and head to...
The Dark Chapel
---------------
Finally. I just wanna give a tangent here real fast. Most of the Metroid-
esque Castlevania (e.g., Symphony of the Night, Circle of the Moon, etc.) have
a chapel in them. No one stops to consider the fact that this has no place in
an unholy castle. That said, this is the base of a religious cult, so they
need a good chapel. GET IT STRAIGHT, KONAMI!
Anyway, there are two Mini Devils. They appear, fly around, and fire these
large crescent, Pharaoh Shot-esque projectiles at you. Dodge them as you
destroy the Mini Devils (who bear, both in name and in visage, a resemblance to
my sisters). Run to the right side of the room, save, and then start hopping
up the ledges. There's one more Mini Devil in your path, but exit at the top
right corner of the room.
This next room is populated with Ghouls, which are upgraded Zombies, but
they're just as easy. There's also a Witch, who will fly around spouting magic
spells, Space style. Ghoul souls are easy to get and recommended - they let
you eat food that's normally "unpalatable" (e.g., Rotten Meat, which you can
get from these guys, etc.).
The next room is filled with Ghost Dancers, who are very easy to take care of
(you only have to destroy one of the pair to take them both out), and their
souls are the luck equivalent of the Golem soul (think about that one for a
second - the suave Ghost Dancers. Luck. UH OH PREGGERS). There's also an
Amalaric Sniper in here. This is the equivalent of the Sniper of Goth from
previous games, and his soul is pretty sweet too. Anyway, hop up the nearest
set of ledges, jump to the right, and grab the Potion. Now drop to about
midway down the room, enter a room on the left (it's a warp room), and now head
to the bottom of the room, working your way through the enemies as you go (in
addition to the Amalarics and the Dancers, The Creature awaits you at the
bottom). Enter the bottom left door.
Now you enter the mainstay of any good church - the torture chamber. Head left
to find a Hell Boar, the blue version of the Slaughterer (wait...a blue
pig...GANON!). The difference between the two is that, in addition to
fireballs, the Hell Boar can attack with an uppercut, so watch out. Ghouls
abound in here too, but they're no threat. Head through the room.
You'll come out in a shaft which get get to explore. Start with the top left
door. In here, you'll encounter a Barbariccia, named for a demon from The
Divine Comedy as well as a certain fast food restaurant. He flies around,
acting clever, wielding a spear. He'll lunge at you occasionally, but he's no
threat. Grab the $2000 and regress to the previous room.
Drop through the shaft, watching out for the Bone Pillars (they be shootin'
fiuh!). Take the first left to find a White Dragon. Get under it (to dodge
its attacks), and use your souls/Axe to take it out. Swipe the Traveler Cape
(you can equip it to your B set of equipment if you like), and then return to
the shaft. Finish your descent, and head left.
Your first new foe in this room is a Guillotiner. It splits apart into a head
and a...um...lower body, but you only need to destroy one part. Once you've
taken care of it, head down the shaft to the bottom, and take the right door.
In this room, you'll find a Barbariccia, but before you go killing it, look at
the ceiling - spike traps. Get close to them, let them fall and rise again,
and then run under them. There are two in this room, so watch out! In the
next room, grab the Red Scarf, and then head back to the shaft and take the
bottom left door.
In this room, take out the Bone Pillars (if you have it, the Mandragora soul
rocks for this), and do what you can to destroy the Hell Boar on the other side
of the partition. Look at the pink wall - it's got a picture of a Skeleton on
it. Equip the Skeleton soul, lob a bone at the wall, and watch the wall come
tumbling down. Now watch out - there's a rogue White Dragon here who'll be
spitting fireballs. Dodge them as best you can while you get under it. Grab
the Halberd, kill the White Dragon, and then backtrack to the Ghost Dancer room
(if you don't remember where it is, check the map - it's the room touching the
nearest warp room).
Once in the dance hall, head up to the top left corner of the room, and go
through the door there. This room has two Great Armors, who are great
pushovers, despite their size. Get up close to them (in real life, this would
be a mistake), and hit them with your Bullet Souls and with whatever weapon you
have. Make sure to back up if they get too close. The Great Armor soul is
pretty sweet - it's a familiar, though. At the end of the room, continue on
int he only direction you can.
The next room contains a Valkyrie, a winged warrior who flies around and tries
to spear you. Kill her off (if you use the Great Sword as I do, you'll want to
get her soul so as to be able to upgrade the Great Sword), and exit the room
through the upper exit. You'll be met with a Witch and a never ending supply
of Ghosts in this room. Hop onto the platform, ride it up, and jump over to
the platforms on the right. Continue on to exit the room on the right side.
Ascend this shaft to the top, and head right. This takes you to a passage with
a Tombstone, which is a tombstone (as you may have inferred) with the ability
to throw a temper tantrum. You may want its soul, as it stops petrification,
which is useful later on. Kill it, and head to the next room, which is the
bell tower. There are Mini Devils in here. Destroy them all while you climb
to the top left corner. Grab the Anti-Venom, and then backtrack to the last
shaft. Use the top left room as a save point, and then drop to the bottom of
the shaft, and enter the door...
<----------------------------------------------------------------------------->
BOSS: DMITRII BLINOV
After a nice cutscene (imagine him saying that with a Russian accent; it's
funnier), you'll fight Dmitrii with cool music. He'll lumber over to you and
use the Cthulu attack you just saw. That attack's easy to dodge, but you want
an easier one. I recommend using either an Une, a Student Witch, a Skeleton,
or a Zombie soul. Regardless, Dmitrii is very easy to figure out. He'll use
whatever soul you've used on him (and when you use a new one, he'll copy that
too), knife you if you get close, jump around, or dash backwards - he's
essentially Soma.
I recommend using whatever soul you're using to beat him. Additionally, if you
have a long range weapon (e.g., an Axe), you can use that too. Jump towards
him, smack him, and move away. Rinse and repeat. He's a very easy boss. Note
that you don't need to use a Magic Seal at the end.
<----------------------------------------------------------------------------->
(note: When you beat him, Soma exclaims, "What? Dead? That can't be!"
Because dying is not normally what one does when one is whacked several
times by a large weapon and/or screaming plants.)
When you've beaten him, you'll gain his soul (though you won't be able to use
it). Go back to the shaft, save, and then return to Dmitrii's room. He's been
replaced by a Quetzalcoatl, a Fleaman on a dragon. It bounces around, so look
for the spaces between the dragon bones, and then attack. Once he's been
bested, head to the next room. This room is very simple. Head through it, and
at the top you'll find...
<----------------------------------------------------------------------------->
BOSS: MALPHAS
Malphas is exactly like Symphony of the Night's Karasuman. He's just as easy
too. Malphas has three basic attacks. The first is an attack where he summons
black ravens to him and faces you. When you see this, move so that you're
behind him (when he flies up) so you can dodge his onslaught of black feathers.
For his second attack, he flies and faces you, the player (not you Soma; i.e.,
he's facing forward). When he does this, get under him to dodge the blue
feathers. His final attack is to summon these orbs which will try to track you
down. Jump over them. The best plan is to stay under him while he's in the
air - if you see an orb forming, run away, and when they come near you, jump
back towards Malphas; if you see blue feathers, stay still. When he lands, you
know he's about to break into the first attack.
In between attacks, smack him a few times. This is really easy with the first
attack, as he's firing away from you, making him a sitting duck...er, raven.
Mutant raven. You get it. Make sure to have the stylus ready for the Magic
Seal. Also, make sure you remember how to do the seal (start from the top
right, go to the bottom left, to the bottom right, to the top left).
<----------------------------------------------------------------------------->
Now you get the Malphas soul, which lets you double jump. Additionally, if you
press down and jump while double jumping, you'll do a jump kick. It rocks.
Sweet. Grab the orb, and head back to the previous room. On your way down the
first set of stairs, notice how there are two squares that extend onto the
stairs. Stand by the first square, activate the Flying Armor, and jump right.
As you fall, jump again to double jump up to the ledge. Grab the Hoop Earring,
and now head back to the save point. From here, if you want, head back to the
bell tower, climb to the top right bell, activate the Flying Armor, and
fall/double jump to land on a ledge just below the top ledge to grab a High
Mind Up. Anyway, from the save point, drop down and take your first left.
Once back in this room, go left to the platform that rises and falls. When it
reaches its peak, double jump around the ledge to get a Power Belt. Now
backtrack to the dance hall. Drop and take your first left. Go left two
rooms, and in that room, go as far left as possible. You can double jump onto
a ledge to get a Long Sword, and then return to the room with the Dancing
Ghosts to use the warp.
If you'd like to get some map percentage now (and a few items), read this part;
otherwise, skip this section.
***EXPLORING***
The Lost Village
----------------
Warp here, and then head back to the second room in the game. It takes some
cleverness to get up to the upper parts of this room. Stand on the left side
of the room near the door. Wait for a Bat to come by, jump kick him, and
double jump to the ledge above you. Head to the room to the left to get a
Pumpkin Pie. Now head back to the previous room, and move right to the next
room.
Double jump up to the upper parts of this room. There's a High Potion in the
upper left corner, and a door leading to the Demon Guest House in the upper
right.
Demon Guest House
-----------------
Ignore the Persephones for now (well, you can kill them if you like; they're
not overly powerful, and this is the area we're heading to next anyway), and go
all the way right to reach a weird room. Grab the Cestus, and then return
to...
The Lost Village
----------------
Drop down to the bottom, and then run right for a few rooms until you reach the
castle moat. From the doorway, double jump to the ledge above you, and then
double jump to the ledge above that. Run right to grab the Crimson Cloak. Now
head back to the warp room, and warp back to the Garden of Madness.
***END EXPLORING***
Garden of Madness
-----------------
When you've warped here (it's the third warp from the left, if you're lost),
ascend the passage, and in the nex troom, take the top right exit. You'll be
in another shaft with a Catoblepas. Climb that shaft, take the top left door,
and go left. This is all old stuff. Go left until you reach the pile of junk
with a skull above it. Double jump to that skull, grab the Elfin Robe, and
take out the Skeleton Apes. In the next room, kill the Mollusca (I recommend
jump kicking it until it gets backed into a corner - hitting its eye stalks
seem to achieve that - and then taking it out with a weapon), and progress to
the next room.
This room has two Ents- er, Treants as well as a Barbariccia, all of whom
should present no threat to you at this point. At the far right, there's a
save point. Use it, go back to the last room, and ascend to the next room,
take out the Rycuda, and enter the boss door.
<----------------------------------------------------------------------------->
BOSS: DARIO BOSSI
After a nice, friendly chat with Dario, you'll get ready to fight - again with
awesome music.
This fiery foe presents way more of a threat than his counterpart did, but he's
still nothing you can't handle. His attacks are thus: He can shoot a fireball
at you. Jump over the fireball (there's a trend!). His other attacks are
preceded by a "Hahaha!" - these include a fire wave (jump over this) - though
the "Hahaha!" here comes right when he punches the ground, teleporting (if he
wants to be Drac, he's got this down!), and creating fire pillars (the trend
with these is that he'll create one fire pillar close to him. A second fire
pillar will emerge at a length away from him, and shortly thereafter, another
will come up between these two. The trick is to, when you see the first fire
pillar, run away from Dario. If you need help figuring out the locations of
these pillars, right before they come up, you'll see some fire, followed by the
pillar).
The time to extinguish this pugnacious punk is after he attacks. There's a
pause between each attack. Move in - preferably with a quick weapon or with a
Bullet Soul - attack, and get ready to move away to counter his next attack.
Familiars don't help too much.
<----------------------------------------------------------------------------->
Once you've utterly humiliated Dario, a cutscene will ensue (wherein Celia
breaks the fourth wall!). Go back, save, and then proceed to the room after
Dario's. Fight your way through this disturbingly easy room, and at the top,
go left to get to...
Demon Guest House
-----------------
In this pleasant area, head left, and take out the Persephones. They know Kung
Fu, so watch out (hint: girls with Kung Fu - doesn't work). In the next room,
you'll meet up with Genya Arikado, who will give you Mina's Talisman. Once the
cutscene's done, continue left. In this massive room, drop down the
chandeliers until you reach a room on the right. It's a save point, so make
use of it. Continue to the bottom, through the Ghost Dancers. There's a Devil
at the bottom. Take him out, and head right. In this room, kill Persephone,
grab the money, and run.
Now head back up to the save point. Head left from there, killing the Lilith
(note that if she hits you with her kiss, you lose all your MP - you're
cursed). When you get to a hole, drop down the hole, and take the left door.
In here, go left, killing your foes as you go. At the far left is where the
fun begins.
There's a puzzle in this room. You already saw part of it if you did the
backtracking. If you don't want any treasure, you can skip this part and just
head through the door and follow the path to the top, but where's the fun in
that? Now, you need to chart a path to the following rooms:
Room 1 : Cestus
Room 5 : Cutall
Room 8 : Turquoise Stud
Room 9 : Justaucorps
Room 12: Great Sword
Additionally, find a way to exit in the top right corner to get a Ring Mail.
If you went exploring earlier, you already have the Cestus. The bottom left
corner takes you to The Lost Village, the top right to the Ring Mail, the
bottom right to the puzzle room, and the top left to where you need to go. The
trick is to touch the tiles with the stylus to move them - it's a very classic
game. If you want 100% map coverage, you've gotta visit all 16 rooms (the 15
numbered ones plus the blank square - the blank square is a free space; it
takes you all four ways). Once you're done, go back, hit reset, and follow the
path.
This room has Killer Dolls which curse you if you touch them, so be careful as
you make your way up. The next room has a Killer Clown, who attacks you with
cards after he shuffles them about three times. You really want his soul for
later in the game, so now is as good a time as any to get it. Continue through
the room, and take the top left door. Cross the piano (nobody knows what the
heck this does - email me if you do!), and go to the next room. This room has
a TON of Bone Pillars! It's great for soul harvesting. The trick here,
though, is strategy. Knock down all the Bone Pillars but five in the first
column, and double jump on top of them. From here, kill off some of the next
column's Bone Pillars, but leave about two or three higher than you. Continue
this process until you can go no higher. Jump from column to column to find a
hole. Starting from the left, make yourself an ice stairway to heaven. At the
top are some War Fatigues (the top right houses an UMA News 2-4). Now
backtrack to the room before the piano room, and head through the top right
door. This next room has a Buer wheel in it, which is the flaming wheel of
Hell. Kill it like the rest of the foes, and take the top right door.
In here, drop down real fast to grab the High Potion, and then return to the
above room. Take out the Skelerang (this is turning into the Demon Fun House,
not the Demon Guest House). Something about Lilith really disturbs me, though.
Or turns me on, one. Anyway, take the top left door. In the next room, run
left, kill the Killer Clown (as pennace for your childhood nightmares), and in
the left room, you'll see a warp room. Sweet! Anyway, take either the top
left or the top right exits (they both work, though if you cross the room,
you'll encounter the Devil, who's designed to make you feel right at home in
the Guest House), ascend the shaft, and enter the next room.
This room is really chaotic - you've got Quetzalcoatls, Buers, Killer Clowns,
etc. In the top right corner is a room with three Killer Dolls and the Uma
News 2-2. The top left corner has the overly complicated Magic Seal 3, which
is definitely a necessity. Finally, go to the upper right side of the room,
and exit through the top. Make use of the save point to the right, and then
enter the boss door.
<----------------------------------------------------------------------------->
BOSS: PUPPET MASTER
I dislike this boss. He's got three main attacks. He can summon miniature
ghosts who fly around and try to hurt you (kill them off). The second is to
summon a monster to hold in his hand. You need to destroy this monster, or
you'll switch places with him and end up in one of the spiked coffins. The
third and most effective - he's plain ugly.
Your top priority are the monsters in his hands - if you get into a coffin, it
will hurt a lot. You'll see and hear some blue sparks when he's summoning the
monster. Destroy it (it'll take two hits), and then attack the Puppet Master
himself. The Mandragora soul is great for inflicting damage on the Puppet
Master himself.
As for the monsters, use the Doppleganger soul - equip your Knife to the B
attack setting, and when you hear the Puppet Master summon a monster, do two
quick jabs to defeat the monster, switch back to set A, and move on.
The Mandragora is also great for destroying all of the little marionettes he
sends out.
With this strategy, he should be relatively simple. The biggest danger is just
getting coffined up in a coffin.
<----------------------------------------------------------------------------->
Take the orb and his soul, and retreat from the room. Save. Now's a good time
for me to tell you about the Puppet Master soul - you throw a puppet and switch
places with it. If you've done any exploring, you may have noticed small
crevices through which you couldn't fit because Soma's a little on the hefty
side. If you throw a puppet through there, you can make it. Awesome. Now for
a _ton_ of backtracking. You know the first save point in the Demon Guest
House? Go there.
The best way to do so is by going a few rooms right of the warp room - it
connects to a shaft (use the Puppet Master soul to get through) that leads back
to a large room. Head to the right side of the room (note: if you ignored my
advice earlier, definitely get the Killer Clown soul here now). Go through the
door at the far right side to find two Killer Dolls and $2000. Continue down
until you find another room, containing a Persephone and a Devil (if you kill
the Devil first, the Persephone has to hold her dress down, so she's
defenseless). Kill them both, take the UMA News 1-2, and continue. The bottom
room contains a Skeleton Waiter. Kill him, and then sit in the chair. A
Crown will appear - take it (you can sell it to Hammer - it's a reference to
the original Castlevania). Now run left, drop through the hole, and you'll be
in the room outside of the aforementioned save room. Drop down to the bottom,
go left, and drop through the floor. Kill off the Persephone, lob a puppet
through the crack, and take the High Mind Up. Drop through the floor, and head
left for a few rooms, reuniting with some old foes. At the far end, you'll
reach...
The Lost Village
----------------
It always comes back to here. Kill off the Skeleton Ape and the Warg, and head
left. Hit the switch to lower the drawbridge that Julius used to show off
earlier. Head left, and if you missed the exploring section from earlier, take
this time to do all of that. Make for the warp, buy whatever you need, and
then warp to the Dark Chapel.
The Dark Chapel
---------------
You wanna head for the torture chamber area (that sounds weird, but bear with
me). Drop to the bottom of this dance hall to do so. Make your way through
here to the last shaft in the torture chamber region (we explored this area
earlier; you should have rooms in both directions at the bottom of this shaft).
Take the first right in this shaft to reach a room where you can use the Puppet
Master soul. Watch out for the spike trap above you (75% of you read this
sentence after being hit by it - haha, you suckers), lob the puppet through the
crack, and take out the Catoblepas and Guillotiner you find here as you move
right. Watch out for the spike trap near the Barbariccia. Once overcoming it,
head through the door.
Subterranean Hell
-----------------
Well this is an encouraging name. First thing's first. Drop to the bottom of
this room. The only new foe here is the Dead Pirate - fortunately, he's not
too hARRd. Watch out for the sword swipes. If you use the Puppet Master soul,
you can get around him, incidentally. At the bottom is a save point. Use it,
and then head back to the top. Go through the right door. Kill off the Cave
Troll (it hops around, sticks its tongue out, and summons lightning. Kill it
before it does the latter), and head through the boss door. Oh good, this is
early.
<----------------------------------------------------------------------------->
BOSS: RAHAB
At first glance, you're screwed. You're fighting a water foe. You can't swim
underwater. Yay!
His attacks are fairly simple. Rahab can jump out of the water and fall back
in. Occasionally, he'll launch some icicles below him, so watch out for those.
He can also fire ice that turns into platforms. You can tell where Rahab is by
the air bubbles.
If you have a good Bullet Soul (e.g., Mandragora), a weapon like the Great
Sword or the Axe, or even the Bomber Armor soul, you might be able to hit him
while he's underwater, but your best bet is to wait for him to shoot ice
platorms. Jump onto the platforms as leverage to attack.
So that's basically your strategy - wait him out, attack when you can, and be
done with it. He can't hurt you that much. Also, note that you don't have to
hit his head - anywhere on his body will do.
<----------------------------------------------------------------------------->
At first having the orb fall underwater seems cruel, but Rahab's soul gives you
the ability to - the more astute of you may have seen this coming - walk
underwater. Jump up (you can jump an unlimited amount of times underwater with
Rahab's soul, plus once more above water), admire the background, go back and
save, and then progress to the right. As a side note, judging by the music,
the overall ambience, and the boss here (fish boy), odds are against this
really being true Hell. And in videogames, if it's not fiery Hell, it's puzzle
Hell. OH NO!
In this room, you'll see a Decarabia spin down to the bottom. Go down and spin
it right round, baby. Also, watch out for the Fish Heads, aquatic, missile
launching versions of the Bone Pillars. Go up the stairs, and jump to the
ledge above you to see a treasure chest. This is actually a Mimic, so watch
out - its bite is worse than its bark. Destroy it, drop down, and drop through
the floor.
Drop to the left, take out the Needles, and see a massive stack of Fish Heads.
This seems intimidating. That's exactly right. Or it would be if you didn't
have Mandragora (I really hope you do). Use it to destroy them all in one or
two hits. Now head right, grab the $2000, and then continue left. You'll
reach a fork - take the upper path, destroy the Killer Fish and Needleses, hop
up, take out the Fish Heads and Merman (make sure, as you go through here, that
you get some Merman souls. It'll help a ton for a boss fight later), and grab
the Chain Mail. Return to the fork and take the lower fork. Jump over the
large Fish Head set, drop down, and use the Mandragora strategy to take them
out again. Kill the Merman, grab the High Mind Up, and continue right. Go
right as far as you can, kill the Killer Fish (turnabout is fair play and all),
and grab the Rusty Food Tin. Now head left as far as you can.
I recommend you make small double jumps to descend through this Needles
infested passage. Dodge them, head up the next passage and down the last.
Exit to the left. Run as far left as you can to lure the icy Procel to you.
Procel's soul is one you really want - it's an Ability Soul that lets you walk
freely underwater. Lure it to you, use the Mandragora, exit, re-enter, and
repeat until you have this rare soul. Once you get it, continue left through
the room - try to stay on land - and exit to the left.
In here, hop up to the ledge and kill the Frozen Shade. She'll summon three
icicles, aim them at you, and then fire them. Dodge them and attack. I highly
recommend that at some point, you get her soul. It's even better if you max it
out. It makes some stuff later easier. At the top, go right. In here, you'll
want to use the hammer weapons you have on the seesaw - it's an old carnival
game. The Mace will net you a Potion. To get the other prizes (the
Morgenstern nets you a High Potion, while the Mjollnjr gets you a Super
Potion), you need to upgrade the Mace via the weapon synthesizer (and
fortunately, there's a warp coming up). Exit the room and head left to the
next room.
Jump kick the Unes, and drop to the bottom. As you go left, you'll find
another member of the Une family - the Alura Une. She's evil. She'll sprout
these sharp vines to attack you if you come near her, and she can also shoot
out some flowers. Jump over the flowers, and attack from a distance with a
Bullet Soul. Once you've eliminated her, continue left. In here, run left and
go into the room above you.
In here, you'll find the pyromanical Ukoback. Dodge the fire and then attack
(hey, it's a rap smack!). You really, really want his soul (not for using it
now, but it'll come in handy later - trust me), and this room is one of the
best places to get it, so do so now. Once you have it, exit to the right.
This room has a Bone Ark. It's a demonic skull version of the Ark of the
Covenant. It's also really powerful - it has two carriers (who give up souls
as readily as the Ark) and a skull. Take out the carriers and jump behind the
Ark to smash it. Get its soul, and then backtrack two rooms.
In this large room, drop to the bottom, head right, and collect $2000 (if only
this happened in real life!). Now run left into the next room.
The left door here is a warp room. Use it to return to The Lost Village and
save if you want (I also recommend right now that you get your gold supply so
that the last three digits are 666 - and leave it like that for awhile. Trust
me, it'll save you so much grief later, and there are plenty of candles around
here) - you can synthesize the Mace and go back to the earlier game if you
want. Once you're done, go back into the previous room and drop through the
hole. This next room has nothing new. Grab the Mushroom from the left (make
sure to use the Ghoul soul if you need to eat it!), and navigate your way
through this room. Head left at the bottom to find another Ukoback. Get its
soul here if you haven't already, and then continue into the next room.
Drop down to the bottom of the shaft. There's a save point to your right. Use
it, and then head left. This room serves almost no purpose to us right now, so
drop to the bottom and go left. Watch out for the Medusa Heads - the gold ones
can petrify you, so in order to make sure they don't kill one stone with two
freaky head birds, dodge the yellow ones (though you can jump kick them).
The next room is a shaft with Dead Pirates and an Ukoback. It's nothing new or
haRRRRD. Kill them all, and head to the next room. This room is apparently
insurmountable, but if you got the Bone Ark soul, it's really pretty easy.
Just use the Bone Ark, watch the funny bit with Soma riding the Bone Ark across
the spikes, and at the end, take the door to reach...
Wizardry Lab
------------
We're in a funky new area of this level. Drop into the water to find a
Homunculus. They're attached to life support systems and try to chase you.
There are two ways of dealing with them: kill them or let them chase you.
After awhile, they'll break apart from their oxygen supply, and after a little
more chasing, they'll suffocate (I recommend everyone sees this, as this is
something you must see once in your life - as is Michael Jackson's face). Head
left, and when you pass the second Homunculus, jump up to the top of the water
to grab a Serenity Robe. Drop back down, continue left, kill off one more
Homunculus, jump to the top, and go left.
In here, you've got two Larvae to deal with. They're just caterpillars that
squirm around. Nothing too bad. Drop to the bottom and head left. In here,
drop to the bottom and collect the Super Potion (after killing your pal
Homunculus). Jump back up and continue left. At the far left is a pit leading
to a Bloody Stud (what you get when a guy finds out his cheerleader girlfriend
is cheating on him - hah!). Now jump up to the top and head left.
I really utterly despise this next room. It's the kind of room where you think
something should be located or something should happen, BUT IT DOESN'T. Keep
on moving. This next room is funky, so we're skipping it for now. Drop down,
take out the Mermen, and head left. This room is populated by all manner of
Killer Fish and Homunculuses...Homunculi. At the far upper left is a golden
door with 666 on it. You need the last three digits of your monetary supply to
end in 6. (the last room with just candles only seems to supply $1 coins,
though). If you didn't follow my advice earlier about this, read on and then
backtrack - but it'll be painful (albeit worthwhile). Enter the door, grab the
Gold Ring (equip this immediately - Hammer has had, since you defeated Malphas,
a ring in his shop called the Soul Eater Ring. It costs $300,000, but it's
well worth it. The Gold Ring increases the amount of money monsters and
candles drop - it's not uncommon to get $500 in one drop), and then backtrack
to the junction room with the massive amount of Ghosts (it's right after the
weird room with the candles).
This room really stinks. Or it did for me, as I had to backtrack through here
to get the 666 money thing going. Also, I didn't have the following really
convenient map. This room is really annoying - Ghosts are everywhere, spawning
infinitely and existing in majorly not nice numbers, and you have to navigate
through an invisible series of platforms. Your only clue as to their location
is that the Ghosts pass right through them, and you can see the platforms.
While the Ghost soul helps here, because there are so many enemies, you don't
really get a good chance to use it. I recommend having the Armor Lord soul
ready to go to defend yourself. The only way to get through this room is to
use the Ghosts as boosts - jump kick them to elevate Soma up.
-------------------
| | o----o--------o
| | | | |Key | |
D | | | |----o |
|---------- ------| | D - Door |
| | | | - Barrier |
| --- | | - - Barrier |
| | | - Ramp |
| --- | o-------------o
| |
| --- |
| |
|---- -- |
| | |
| | |
| | | |
| | -----------|
|---- |
| |
| D
/
/
/
-------
(next area)
That should give you an idea. And now I can walk you through it. Double jump
off Ghosts to get up into the maze. When you can't jump higher, go left.
You'll land on a platform. Double jump up, right, and left again (you're going
around a platform), and then double jump to the platform above you. Double
jump from there across the way to the upper right platform, and jump kick
Ghosts to get into the upper area. If any Ghosts knock you off, use the
platforms according to the map. Have fun! Go left at the top.
This room has an Iron Golem. Use Puppet Master to get behind him. No matter
what, you'll always deal 1 HP of damage to him, so you'll wanna use a
weapon/soul that can hit multiple times, such as the Kaiser Knuckle or the Une
soul.
The Lost Village
----------------
Hey, we're back! Immediately slide under the White Dragon and take it out with
Mandragora. Now begin your ascent. After awhile, you'll reach a door. Go
through it.
Wizardry Lab
------------
You just need to connect the dots on the map real fast. There are two new
enemies in here - a Great Axe Armor and a Heart Eater. The Heart Eaters are
easy - just kill them with Mandragora and take the massive amount of hearts
they drop. For the Great Axe Armor and its huge axe (compensating for
something?), run up to it. If you're right next to it, it can't hurt you. Let
him have it, and then run right. Take the UMA News 4 and hit the switch. Now
retreat back to the shaft.
The Lost Village
----------------
Continue up the shaft. As you go up, you'll see an object on the right side
that's pick upable (it's my new word; shut up). Don't get it yet. Continue to
the top to find a basin of water next to a drain switch. Step on the switch to
get access to the upper area of The Lost Village, but wait, there's more! Drop
back down to the aforementioned object. Collect it, the Neck Warmer, and then
drop to the nearest ledge on the left side of the shaft. In between this ledge
and the next ledge on the left side is a secret door. Attack the wall to open
it (it's closer to the upper ledge), and go through.
This room has both known versions of the Axe Armor. Take them out, grab the
Caviar at the far end, and continue on. There are Mermen in this room, but
they're nothing you can't handle. Kill them, ascend to the top, and drain the
water again. Head up through here to reach your main base of operations -
Hammer's shop, Yoko's syntheizer, a warp, and a save point. Excellent. I used
this opportunity to save up for a Soul Eater Ring (Gold Ring + Ghost Dancer
soul + Zombie/Warg/Axe Armor room + Cestus trick). Don't do this. It takes
forever. Just keep the Gold Ring equipped. It's easier. Buy what you need
to, and then warp back to...
Subterranean Hell
-----------------
Well that was fun. Head two rooms to the right from the warp, and in here, go
right until you reach some platforms, and then head back up to the Ukoback
room. Go through here, and in the next room (the Bone Ark room), head all the
way right to find a save point. Leave the save room and head up. Grab the UMA
News 1-3, and then go all the way left. Take out the Frozen Shades, and use a
Bullet Soul on the treasure box. It's a Mimic in disguise, and these things
will hop around you with their vicious fangs - like you'd expect a treasure
chest to do. Now drop back to the platforms and head up. Ascend all the way
through this shaft to reach...
Garden of Madness
-----------------
Everyone should seem ever so weak in here. It's too easy. Near the top is a
room on the right. Kill the Treant and take the Small Sword. At the top of
the shaft, head left, and continue left until you reach the warp room. From
there, warp to...
The Dark Chapel
---------------
You emerge in the dance hall. Work your way up to the top exit, and then go
through it. Duh. Continue working your way through this region - your
ultimate goal is the next save point. From there, head right. I once again
highly recommend that you get the Tombstone soul from here, as it'll really
help. In the bell tower, ascend the bells and get to the top right side of the
room. Toss a Puppet Master puppet through the crack and continue right.
Now you're in a brand new massive room. Drop down and head right. Jump over
the crack, and stand in between the two broken parts of the pillar. Equip the
Puppet Master soul, double jump, and lob a puppet up to the ledge where the
sword is. This'll get you up there. Grab the Kotetsu, and then return back to
the gap. The next level has a Quetzalcoatl. Kill it, and then head left.
Jump over the gap and continue left to get the UMA News 3-2. Drop off the
ledge, and head right. Equip the Flying Armor and Puppet Master souls.
Activate the Flying Armor, jump right, double jump after a few seconds, and
when you get relatively close to the ledge, toss a puppet up there to get a
High Potion. Drop down and head left now. Go right, drop down the ledge, hit
the button, and now run right to finally get out of this massive room from Hell
and reach...
Condemned Tower
---------------
Head through the entryway (check out the music!), and into the next room. Take
out the Draghiganazzo (which is an upgraded version of Barbariccia,
appropriately enough - they're both devils from The Divine Comedy), and keep on
going. The next room is another one of those horrible rooms that feels like it
has some significance but doesn't, so just keep going. In the next room, grab
the Mind Up, and go to the door beyond the Mind Up to find Julius. MORE
ENIGMATICNESS!
After the scene, go back to the previous room, and start your climb. When you
reach the door, keep going up to find a Silver Stud. Drop back to the highest
door, and enter it. This room hsa a Disc Armor. Jump over its disc as you
attack it. It's pretty easy. Exit to the left, and then begin ascending this
shaft. Climb to the door and go through it.
Kill off the Fleaman, and continue on through. Climb up to the top of this
region and drop through the platforms. Continue left. There's a trend here.
Kill these Fleamen, and then go through the Skeleton Ape-infested next shaft.
At the top of the shaft is a Great Axe Armor. Remember, get up close and
attack to avoid its Great Axe. Its soul is pretty Great, so it couldn't hurt
to get it (although it's rare). Continue on up to grab an Estoc, drop back
down to the door, and go right.
This room has a Werewolf, who fights as dirty as the one in Symphony of the
Night. It can dash at you really fast (jump out of the way), or do an attack
where it clings to the wall and drops down, sending fire in both directions!
Kill it really fast (try to get its soul and use it to get the Kaiser Knuckle,
as it's effective against Iron Golems), and then work your way up through the
rest of the room. The next room has a Buer, so watch out for it speeding at
you the second you enter. In the next room, climb to the top to grab the UMA
News 2-3, and then drop back to the highest door in the room. Exit through
there. A Great Axe Armor inhabits this room. Kill him, and then destroy the
Fleamen in the next room. At the top of the room, save, and then enter the
boss door (note the snake seal: SNAKES ON A CONDEMEND TOWER, BABY)
<----------------------------------------------------------------------------->
BOSS: GERGOTH
This boss is a pain. If you have too hard a time against him, use the Great
Axe Armors to level up (there's a room with one right near the boss room).
The strategy for this is almost counterintuitive. The first thing I want to do
when I see a giant dinosaur - and ask people from Tokyo; they'd agree - is run.
You want to get right next to him. Be under his head and duck, as it's the
best place to counter his three attacks. His first is to shoot this massive
beam at you. When he does this, get right next to his feet and duck. It's
ever so critical to dodge this attack. If you disagree, get hit by it and
check the damage. His second is to back into the back wall and then jump
across the room. When he does this, run with him. Get so his rib cage will
land on you, and then duck - this keeps you safe. His third attack his harder
to counter - it will appear that he is charging up for the beam, but he'll
bite. All you can do is dodge as you would the laser.
As for attacking, just do it constantly. Toss a few Mandragrenades (Mandragora
+ grenade), hit him with your sword, and just make sure to dodge his attacks,
as they hurt like crazy. When the battle's halfway over, his face will turn
red. Back away to the closest wall. He'll go ballistic and break the floor.
At the bottom, he'll - and this is one of the greatest scenes in the game - get
his head stuck in the ground. Let him have it at this point. When he breaks
free, the battle really gets rough. He loses his anklets and can seriously
jump around now. Slide under him when he jumps. His other new trick is to
shoot gas out of his rib cage (as opposed to...). Dodge this gas - it's really
localized to right in front of him, so just get away. Other than that, he
keeps the same old attacks, so you keep the same old dodges. You get his sweet
soul when you finally seal him away.
<----------------------------------------------------------------------------->
After that pain, you'll notice you're at the bottom of the tower now. Now you
get to climb it again. I'll refer you to the earlier directions if you need
help. The only thing new is the lack of a floor in some rooms (because that's
what tends to happen when giant extinct zombies fall on them), so use the
double jump + Flying Armor combo to get through there. Get to a door quickly
if you miss a door. When you cross Gergoth's room, you'll get the Tower Key.
The next room is a warp room. Use it if you want, but then return to Gergoth's
ruins. Drop down two doors and go left. Climb this room until you reach the
first door. Go through it, and run into the barrier to open it. Once it
opens, proceed to the door.
Cursed Clock Tower
-----------------
Run left to see a cutscene. Julius tells you to stay away. So keep going
left. I love the music here.
Anyway, welcome to the requisite clock tower level. Every Castlevania has one.
Drop to the floor, and use the candle (the Gold Ring helps here too) to get the
last three digits of your gold supply to be 573. Now go through the door to
get a Shaman Ring.
Drop to the bottom of this long shaft and head through the door on your left.
Because clock towers are obviously nothing but a bunch of pendulums and spikes
in the real world, you're met with some pendulums here. Equip the Flying Armor
soul to make this journey a little less arduous. When the pendulum is swinging
towards you and passes the midpoint of its oscillation, jump for it. Ride this
pendulum until it reaches its peak on the left side of the oscillation, and
then jump to the next pendulum. Hop off here onto the solid platform and move
to the next pendulum. From here, you have two options. You can either sit
here and wait for the movements of the pendulums to be such that you can safely
hop to the next one, or using the Flying Armor soul, you can make a leap of
faith. It depends on just how you roll. Either way, once on the other side,
head through the door.
This spikey shaft introduces the wonder of the Golden Medusa Head. Unlike
their verdant counterparts, these ladies can turn you to stone (they're just
that ugly. I think this is a racist statement), so try your best to avoid them
(if you have the Tombstone soul, now is the time to equip it). Drop to the
bottom of this shaft (either running against the motion of the gears or
pressing down and B to drop down through them), avoiding the spikes, and head
west. This room opens with an Imp and a Harpy. Take them out quickly
(especially the Imp, as the Imp can take control of you), and continue left.
The next foe is a difficult one. This is a Malachi. Although the name is
Biblical, the only thing holy about him is that holy is the first word in the
two word phrase you'll exclaim upon fighting him. The second word is one I'll
leave to your imagination, but Malachi has two attacks: he can summon this star
looking thing, which shoots out slow moving balls of plasma (duck these), or if
you're close, he'll coil up and slash you. Back off if he does this, and beat
him down with Mandragora/your sword. Deal with the Harpy/Imp combo, and drop
down the hole at the end of the room.
In this room, run left so as to avoid the Tanjelly. Take him out, and then
deal with the Dead Pirate to your right. Go through the door to find another
spikey, gear-y shaft with Medusa Heads and Imps. Drop to the bottom of the
room and run left to find a door.
Garden of Madness
-----------------
Take out the two Corpseweeds here. Take out the Skelerangs on your way down
through the room, making sure to kill the two Unes at the bottom. I think Une
is Latin for something. Maybe "TOTALLY GOT THE SMACK DOWN OH SNAP?" Possibly.
Anyway, continue on. Make quick work of the Rycudas in here, and in the next
room, snuff out the Catoblepas. Continue working your way through this room
until you get to the bottom. Here, use the Frozen Shade or Fleaman souls to
take out all the Yoricks and Unes at the bottom. Drop through the whole at the
end of the room. Run to the far right side of the room to get a Handgun. Be
wary of the Mimic in the treasure chest above you. Now backtrack all the way
to where you entered the Garden of Madness, busting caps up the rears of
enemies as you please (if you deign to equip the Handgun).
Once at the top of this shaft, head left. While this room has Ghouls, the main
attraction here is Wakwak Tree. This thing grows Fleamen. Destroy the little
pus-looking balls as they arise (so as to destroy the Fleamen before they're a
problem), and cut the brances in order to kill the tree. Once it's been
defeated, hop on the switch to the left. Use the map to get to a save point if
you like; otherwise, regress back to the door and back to the...
Cursed Clock Tower
------------------
The return trip is a lot harder than the fore trip. Take out the Imp, and run
right. Hop on the vertical platform, and use it to get to the gear. Use the
gear to get to the door. Continue backtracking until you get to the shaft just
before the Malachi room. Ascend to the top of this shaft and take the left
exit. This room is nothing new - just two Harpies, two Imps, and a Catoblepas.
Once they've been exterminated, move left through the door.
Drop to the bottom of this room, and go left to get to another room with an
Army Jacket. Now backtrack all the way back to the first shaft in the Cursed
Clock Tower.
Ascend to the top of this room and head left. This room is tricky. Look at
the pistons:
XXOXX
X = Don't stay here long
O = Rest point
The middle ons is bloodless. So run to the third piston and duck. Wait for
the pistons to begin to go back down, and the second you have enough room, run
to the other side of the pistons, sliding so as to decrease your height. The
same principle holds for the next set of pistons: duck on the first, and
run/slide to the last. After that, you're home free to move to the next room.
Drop to the bottom left of this shaft (the bottom right has our old friend,
spikes), and run into that room to save. Now hop on the platform and ride it
to its apex. From here, hop onto the next platform and take that to the room
at the top. Head right. This next room has a bunch of rotating spikes.
Great. Run along the bottom, dodging the lower part of the spikes as you go.
Be extra careful when you get to the three-pronged spike bar. Hop onto the top
ledge, and do the reverse of what you just did (be really careful with the 120
degree spiked one - wait for the longer break between spike attacks to run),
and enter the room above you.
This room has a lot of Imps and pendulums. Start off by running right and
entering the small room at the bottom right side of the room to get a Scale
Mail. Reverse directions, and go back to the pendulum room. Hop onto the
first pendulum, and use it to get to the second. Once on the second, duck.
Once you pass under the next pendulum, jump up to it, duck, and repeat the
process until you can jump to the exit at the top right side of the room.
This next room introduces the Bugbear, an upgraded version of the Peeping Eye.
Grab the Magic Soul IV from next to the rotting Bugbear corpse, and continue on
after practicing this complicated seal once or twice. Drop down to the bottom
of the following gear shaft, dodging the Medusa Heads as you go to grab the UMA
News 3-3. Now ascend the shaft, taking care to eliminate the Medusa Heads as
you go. At the top, head to the next room.
Slide under the conveniently placed spike trap. Kill off the Slime and
Tanjelly and move carefully through this room. In the next room, you've got
Medusa Heads, spikes, and platforms - enough to make the sanest person curl up
into the fetal position and sing It's A Small World. Hopefully you won't
sucumb. Ride the platform up to the top while killing/jumping over the Medusa
Heads. At the apex, hop into the next room.
Kill off the two Imps that confront you. Run left, and hop on the giant
pendulum (if you can't make it from here, go to the left side of the room,
climb the boxes, and jump from there). When the pendulum's at the peak of its
swing on the right side of the room, use the Flying Armor soul to jump to the
right. You'll land on a platform. Use this as a stepping stone, much to the
chagrin of the Monkees, to get to the room above.
Use the Mandragora soul here to get a Flying Humanoid soul. Go right to save,
and then head left to encounter...
<----------------------------------------------------------------------------->
BOSS: ZEPHYR
Of no relation to the water company, Zephyr is your staple time freezing boss,
so we need to show this poor excuse for Flashman who's boss (no pun intended)!
Zephyr struts a lot, but he has two attack types: The first involves him
curling up. He'll laugh and freeze time, and instead of taking this time to
slash the heck out of you, he flies over you, laying out knives in a strategic
pattern above you. Once he resumes time and gravity kicks in, they fall. In
the interrim between time resuming and the knives falling - if this isn't
obvious - get out of the way! Get into a gap between knives. His curling
attack involves him charging at you. Jump over him.
His other attack type is the non-time freezing variety. He can also simply
toss a dagger (jump over it) or slash you (back away). This is indicated by
him curling up while still standing up. If he jumps onto the ceiling, he'll
jump down towards you, bringing a knife down with him. Dodge them both by
sliding under them.
Slash him while he's struting. Mandragora is particularly effective. Make
sure to use the Magic Seal IV that you just acquired to seal him away. Zephyr
doesn't take much in the way of pain before he goes down the drain.
And that's another water joke.
<----------------------------------------------------------------------------->
Go to the next room to find a path left and down. Go left to find a warp.
Take this warp to Subterranean Hell.
Subterranean Hell
-----------------
Kill off the Dead Pirate, and then descend through this room. This next room
greets you with a Frozen Shade, perhaps a Merman, and a Procel. Kill them all
(get the Procel's soul here if you haven't already). Head left, grab the
Mushroom, and the go to the far right side of this room. Drop down and go left
to exit the room.
The following room has one solitary Ukoback. Again, get his soul before you
leave (if you don't already have it - you'll need it later), and then continue.
In this next room, take out the Frozen Shades above you and get to the top
exit. The subsequent room has a large waterfall in it, as well as an
opportunity to sequence break. This is totally optional, and you can do this
later, but climb up as high as you can in this room. Using the Flying Armor,
jump kick off the Medusa Heads to get to this platform high above you. Make
your way left two rooms to get to the...
Wizardry Lab
------------
Kill off the Mimic and the Cave Trolls. Continue west to get an Aquarius
tunic. Destroy The Creature on the other side of the dual partitions before
hitting the switch to bring down this wall. Now head back to the waterfall
room of Subterranean Hell.
Subterranean Hell
-----------------
Head back, and drop to the very bottom of the waterfall room (when you get down
from your high horse, go left to find a Devil. Kill him, and jump left). Head
right. Snag the Mushroom that's on the ledge above you if you like, but
continue through the right door. In here, hop on the ledge, send those Dead
Pirates back to Davy Jones' Locker, and go through the door. Equip the Zephyr
soul while you're going to the next room.
If you don't, you'll see a cannon shoot one pillar but stop short of the
second. The second pillar has a rabbit with a clock - he's the Chronomage, if
you've played Aria of Sorrow, or the White Rabbit if you haven't. Either way,
with Zephyr equipped, when you activate it, time will reactivate, and the
cannonball will blast the second pillar. Welcome to the...
Silenced Ruins
--------------
!
This area is very familiar to some of you. The music is Vampire Killer,
arguably the theme and most prolific song in Castlevania. This area is
supposed to bear a resemblance to the first level of the original Castlevania.
Yay! As such, it's very easy - just move right, taking out all the enemies who
dare oppose you. In the next room, descend until you find a door that would be
out of reach if you couldn't double jump. Double jump to it.
The Gorgon in here appears to pose a threat - it's a large golden bull that can
poison you! Jump on top of it and start throwing Mandragoras to kill it and
everything else in the room. In the following room, go through the hole above
you. You'll encounter a Dead Crusader as you rise. These guys block just
about anything - you've gotta kill them while they're attacking. Or you can
hit them from the bottom. Whatever works. At the very top, you'll find a
Larva. Kill it by attacking its head, and then double jump to the top. Go
right to find two Waiter Skeletons. Dodge the curry (CURRY!), make sure to
grab a Waiter Skeleton soul, and go through the door.
Subterranean Hell
-----------------
Because you needed another link between these two areas. Hit the switch, then
backtrack to the room with the Larva.
Silenced Ruins
--------------
Now go through the left door, grab the Mana Prism, and return to the Larva
room. Descend all the way through this room, as well as the following room.
Kill the Bone Ark, and go left. Make your way through the next room (being
extra wary of the Dead Crusaders - you can actually Mandragora them from a
distance without them blocking), and continue into the following room. This is
the bottom of the shaft where you took the double jump path. Go through the
left door to find a very ice puzzle.
Remember Jezzball? That game where you had to trap the little balls in smaller
and smaller areas? Well this is just like it. Using the stylus, you have to
try to get the little energy ball up to the top row. There's only one block of
ice leading there, so you have to trap it as high up as possible. If you hit
the ball, the game is over - go out and come back in. The trick to this game
is just to slowly get it as high as possible, and then cut off its escape
route. Once it gets up to the top row, immediately destroy the block linking
the top row with the bottom rows, and slowly trap it into being in the far left
two blocks. Once it's there, touch it to blow it up and open the ceiling. You
can't get there just yet. Come back in, destroy the top three layers of ice,
and double jump up there. Watch out for the Devil lying in wait, and grab the
Rare Ring. Now back track three rooms back - to the room where you desended
from the ceiling and dealt with the Skelerangs and the Bone Ark.
Go all the way right to the lower right door of the room. Proceed through the
next room. Although there's a Larva, Bats, and Ghouls here, your main foe is
the Dead Mate. Although you can dispose of him by killing his dog, if you want
his soul, avoid killing his dog and kill him (wow, think about that one for a
second). Hit the warp, and then backtrack to the room before the Dead Mate
room. Now go to the top right exit.
You'll see a cutscene between Julius and Dario. Keep going right. At this
next hub, take the bottom right door to save. And now I'm caught up! I know
you wanted to know this, but the reason for the delay in writing this was
because after I had written for Rahab, I got kinda bored and just kept playing
through. I got all the way to here and accidentally saved, so I had to catch
up to myself on a new game. I'm so happy. Anyway, ascend through the shaft.
The vestibule to the boss' chamber contains nothing new - just some Skeletons
and a Dead Crusader. Take the latter out from a distance, and continue. When
you reach a ledge, jump on top of it, and move right, killing off your foes
(it's easier than the bottom path). Enter the boss door at the far end.
<----------------------------------------------------------------------------->
BOSS: BAT COMPANY
First off, this is a really dumb name for a boss. I mean, BAT COMPANY! AHH!!
Come on now, Konami.
Anyway, as per the name, it's a bunch of bats. But they're not just bats.
They're _red_ bats. Anyway, it'll assemble into one of three patterns:
1.) It'll turn into a giant hand that chases you. Run away. Duh.
2.) It'll start shooting these blue rings. The best strategy for these is to
equip some rapid fire soul to protect you (e.g., Skeleton) or to jump kick
the rings.
3.) The most common form, the Bat Company will form a bat and swoop at you.
Jump kick it to dodge the swoops.
It's easiest to attack with a sword or with Mandragora and to do so during
either the first or third attacks. You can also use Bomber Armor on it to do
some serious damage. Jump kick to escape if need be (hit it - but don't hit
the bat in between the wings, or it won't work), and this terrible - this
really bat - boss will go down sooner than you can call him batty.
<----------------------------------------------------------------------------->
Now you get the Bat Company soul, which, despite its terrible name, enables you
to fly. Yay! The end is now in sight. To the Cursed Clock Tower! From the
boss room, go back to the shaft two rooms before (notice the lava in the
background too - this is just funky, but it makes the game all the hotter).
Descend the shaft, save if you like, and then head left two rooms. Drop down
through this room, and go through the bottom right door. One room later,
you'll arrive at the warp. Warp to the uppermost warp on the map now.
Cursed Clock Tower
------------------
Go right to the next room, and drop through the hole in the floor. Drop to the
bottom of this room, and hit the switch to open the way back to the clock
tower. You can go through this newly opened hole and work your way through the
room that is accessed through the hole on the bottom of this pendulum room for
percentage if you like (you should definitely do this. Use the Bat Company
soul to get through the spiked bars, and then in the top portion of the next
room, you'll see a ton of spikes with one lone area of safe ground. Fly here
and kneel to receive KONAMI MAN!), but otherwise, from the switch, head through
the western door.
This next room has a ton of Golden Medusa Heads, a platform, and of course,
spikes. Gotta love 'em. Anyway, drop down so that you land on the edge of a
spikey ledge (the eagle outcropping). Drop down from there to the door. The
subsequent room has more gears. Just drop straight through them (come a little
ways from the wall first, so as to avoid the spikes), and head through the left
door after that.
In this room, the more acute among you (ha ha!) will notice the acute spikes.
If one pricks you, you won't think it's a cute object. Anyway, head left, drop
through the platforms, and look at the spikes in awe. The only way to pass
through this is just to run straight at the spikes. But that's if you really
want to die. Use the Bat Company soul to turn into a bat and navigate through
these treacherous shafts. I'd diagram it, but it should be pretty obvious.
Once you've escaped this area, continue right.
More spikes. Great. Hop over to the box and then to the solid ground. Drop
down through the platforms, and get right up next to the wall (DON'T TOUCH
IT!). Slide under it, stand back up, hop over the spikes, and continue.
This next room is deceptively empty. When you get to the middle, a Devil
appears! Kill him (although you don't need it for reasons other than
completion purposes, this is the best room to take the Devil's soul. You're
taking the Devil's soul. Put _that_ in your pipe). Continue on.
This next room's got a bunch of Harpies. Go back and forth between the two
rooms to collect a Harpy soul if you want it (as you're confronted by three
Harpies when you enter, and one Mandragora should take them all out). At the
far left lies a door leading to...
The Pinnacle
------------
This is it! The pinnacle of the game! Go left to find Yoko swinging her hips
seductively. Don't take that. Smack her - she's a Succubus. She goes naked
and then attacks you. Backdash away from her when she starts the heart thing -
it hurts! The next room has a Bugbear in it. Kill it off (this is an easy
room to get its soul). Continue until you find a hole. Drop through it. Kill
off the Werewolf in this room (this is a great room for his soul!) - he's
pretty dangerous. He can shoot fire, charge at you, or hit the ground and
cause fire to burst up - and then continue your downward spiral. Now you're
confronted with a Flame Demon. His soul is pretty useful too, and there's no
better spot to get it. Flame Demons shoot fire downward, so at first, you're
safe, but watch him when he's above you. If you get his soul, set one
equipment set to have both the Bat Company and the Flame Demon soul, as you can
shoot fire as a bat now. Drop down and take out the Werewolf. Follow the room
to its conclusion.
The next room has a Succubus. Take her out from the entrance with Mandragora,
and then head to the top right exit to save. Drop back down to where the
Succubus was and go left. In the next room, you'll have an Erinys to contend
with. Take her out before she can charge at you (she can also sit there and
destroy anything really close to her, so when you attack, do so from a
distance). Drop down to the bottom, but avoid the Dead Warrior (take him out
from in the gap in the pillar, where you're safe). Attack the floor below the
platforms to find a secret room containing a Truffle, and then hop up the two
platforms to your left to find a warp. Now that you have it, backtrack back to
the last save point. Note that this is a great area to get the Erinys,
Succubus, and Dead Warrior souls, since they're all right here, and there's a
save point right there.
Once you're satisfied, head through the hole in the top of the shaft. Go right
to connect the dots on the map, but then backtrack to the save point and take
the upper left exit in the room. This room has a lot of Yoko-Succubi in it.
Although you can take them all out, the easiest way is just to jump in between
each Yoko (or fly over them all). They don't transform into Succubi this way,
so you're safe. You can also jump kick and run if you like to see Yoko lose
her clothes. However you do it, at the far right side of the room is a door.
Demon Guest House
-----------------
You're back! Kill off the Persephone and the Succubi as you move left. In the
next room with the Ghost Dancers, hop on the switch to open a hole to the
previous area of the Guest House. You can drop through the hole in the floor
to find a Killer Clown (GET HIS SOUL!), but otherwise, head up. The passage on
the right side of the room, as you use the chandeliers to ascend (if you don't
want to explore, just use Bat Company to get to the apex of the room) contains
a Mimic. Kill it, and continue up. Ignore the door on the left for now as you
continue climbing. The top right room has a ton of female villains - Two
Witches, a Student Witch, a Persephone, two Liliths, and a Succubus. Kill them
all, and exit the room. Go left to find a Flame Demon, followed by a room with
an Iron Golem (this is a great room to get his soul in - Bat Company over him,
and use a soul like Une to inflict a lot of damage on him in a short period of
time). Go back and save, and then head to the door in the middle of the room
on the left side that I told you to ignore.
This room has three pink walls with pictures of three enemies on it. As you
might guess, you need to attack each wall with the soul of the enemy. That's
deep. Anyway, the first is an Axe Armor (go back to the antechamber of the
drawbridge in the Lost Village if you need help with this soul). The
subsequent is the Killer Clown - there are plenty of these around here (try the
room below the room you just came from). The final one is the Ukoback, who
abounds in the Subterranean Hell. Once you've cleared all three pillars,
continue left. Make sure to destroy all the candles to get hearts. In the
next room, wait until you've recovered your MP (it may be worthwhile to equip
Lilith, as that increases your INT), and then enter the boss door.
<----------------------------------------------------------------------------->
BOSS: PARANOIA?
Paranoia is amazingly easy. As you walk by the mirror, you'll notice a little
clown thing as your reflection! Oh no! Once you walk by it, this little clown
- Paranoia - will come out. It will dash at you with its knife. Jump over
this. After awhile, it'll disappear into the big mirror and emerge from one of
the smaller ones. From here it'll shoot a laser. Although you can try to
guess how the laser will go, I just recommend ducking in the bottom right
corner and adapting if you need to. Paranoia here falls really easily.
<----------------------------------------------------------------------------->
But you don't get a soul! Interesting. Let your MP recharge, continue left
through the boss door, but...
<----------------------------------------------------------------------------->
BOSS: PARANOIA
This time it's for real. This one's harder than the DDR series of the same
name if you're not sufficiently levelled up.
Fortunately you had practice for this guy. He'll float around the room and
occasionally pull an M. Bison head drop (you'll know this when he starts
floating directly over you - in this case, keep moving). After a few rounds of
this, he'll hop into the big mirror and shoot lasers twice (instead of his
little reflection's (ha!) one round of lasering). This requires as much skill
as the last to avoid - the best trick is to just minimize the damage (if a
laser hits you, jump out of the way). You can also use the Medusa Head soul to
float in mid-air between the lasers.
The best time to attack him is while he's floating. You can also Mandragora
him once or twice after he drop kicks you, but other than that, keep your
health high, and you should do fine (level up if need be).
<----------------------------------------------------------------------------->
Now you get the PARANOiA soul (sorry, couldn't resist - it's esoteric, though).
The next room has a call back to one of the previous rulers of the upper part
of the castle, Olrox, as you collect the Olrox's Suit. Backtrack to the room
where you fought the smaller Paranoia, and use the Paranoia soul to enter the
mirror and collet a Mana Prism. Now that we can enter the castle's myriad of
mirrors, it's time to go look for them. With the Bat Company soul in tow, we
can get to all of the secret rooms the castle has to offer, so it's exploring
time! This is completely optional - CTRL + F "***END EXPLORING***" if you want
to skip it, but otherwise, go back through the mirror, and head to The
Pinnacle's warp room. Warp to The Lost Village.
(side note: This part is terribly boring. To save some monotony for both of
us, since you've been through these areas once already, with the exception of
the secret rooms, I'll give you a barebones walkthrough; refer to the first
visit sections if you need help)
The Lost Village
----------------
First off, head back to the first room of the game. Use the Waiter Skeleton
soul to lure out the Yeti, and then use either the Flame Demon soul, the
Mandragora soul, or the Zephyr soul to kill him off. Exit and re-enter until
you get his soul. From here, go to the drawbridge of the castle. In the room
after that, fly up to the top. Kill the Hell Boar and grab the Heart Pendant.
Now backtrack to the warp.
From the warp, head to the middle right door in the room outside of the warp
room. Move down through the room, killing the Ouija Table and the Zombie. In
the next room, kill the Spin Devil, and go to the bottom right exit. Slide
through all the Zombies, and you'll open a secret passage. Drop through here
to get some Corn Soup and $2000. Move back to the previous room, and continue
right. You'll see a mirror here. Enter the mirror, go right, and exit mirror
world to find a Tear of Blood. Eww. Leave this room, and backtrack to the
room with the Spin Demon in it. Climb to the top of this room, and make your
way all the way right to the...
Wizardry Lab
------------
In here, head through the top right exit. Use the stylus to clear away all of
the ice (as you now have the double jump, so you don't need to be too careful
here). Make a hole through the ice here to get to the bottom, and use Paranoia
in the next room to find a Rosary. Backtrack to the entry hall of this area
(you can use the Balore soul to clear away the ice even while the Bat Company
soul is enabled, so that helps immensely here). Use your map to get you to the
room just outside of this area's warp room, and then use the top exit. Work
your way through this room, and kill the enemies off the floor in the following
room (which is the room with a moving platform and a bunch of ice). Go right
through this room on the floor until you get to the point where there's one
constant line of ice (instead of sporadic blocks). Continue until the height
of that ice drops. Make a hole in the fifth block of this series and Bat
Company up through it. Use your weapon (preferrably something with an arc
movement, such as a Great Sword or an Axe) to make a hole in the ceiling. Due
to a glitch in the game, you have to Bat Company through the hole to find a
Foie Gras.
Backtrack to the warp, but this time, go to the bottom of the room. In this
room, go all the way right, and continue right until you reach...
Subterannean Hell
-----------------
Continue right until you reach the waterfall room. Drop down, and go left.
Hop off the Devil-infested cliff and through the waterfall. Now activate Bat
Company/Flame Demon. Go down until you're under the platform from which you
jumped, and then fire (or de-transform and attack) the wall to your left. This
will open up a secret chamber leading to an Eversing. Very cool. Now head a
few rooms right to get to the warp, and go to the Silenced Ruins.
Silenced Ruins
--------------
It's like you never left! Go left through the room with the Old Mate. In the
following room, get to the left side, and then go straight up. You'll reach a
shaft. Ascend this shaft to the top, dodge the Larva, and go left. This room
has a mirror, behind which is a Super Potion (what's kinda neat is that you can
see any Ghouls pop up in the room behind you). Leave this room, and go all the
way right.
Subterannean Hell
-----------------
Go through this room (if you've upgraded your hammer since the last visit, go
through the top right door and use it to win new prizes), and then go right in
the next room. This is the Procel room. Go all the way right through it. In
the next room, get to the top of the pool, and then slowly descend through it
(by jumping a lot) and use the Une soul to clear out the Needles. At the
bottom, head to the top, and then go right.
Ignore the fishy smell, and make your way to the exit at the top right of this
room. Go left until you reach...
The Dark Chapel
---------------
You'll be in the torture room chamber portion of this area (so ironic).
Remember that in this room, there are spikes on the ceiling that fall down on
you as you go. So jump over those or suffer incredible pain (well, they're not
soft and snuggly). Go left (use the Puppet Master soul to get through the
wall), and in the shaft, drop to the bottom. Go right two rooms (watch out for
the falling spikes!) to reach a mirror. Pass through it to get a Megingiord.
Cool name. Now make your way to the Dark Chapel's warp room, and warp to the
Garden of Madness.
Garden of Madness
-----------------
Work your way to the top of the shaft here, and use the top right exit of the
next room. Ascend to the top of this shaft, and then go left. Get to the top
right part of this room, kill the Corpseweed, and attack the ceiling above him.
Use the Bat Company soul to get in there and acquire a Ninja Suit. Leave this
room, and go right. Follow the path until you get to a divergence. Take the
left path to reach...
Demon Guest House
-----------------
From the stairway, double jump and attack the ceiling. Fly through the new
hole to get a Rune Ring. Drop back through the floor, and run all the way
left. When you get to a big room, use the lower left exit (not the floor) to
get back to that annoying sliding tile puzzle. Move the tiles in this order:
12 -> 8 -> 5 -> 10 -> 8 -> 3 -> 12 -> 5 -> 10 -> 8 -> 3 -> 12 -> 5 -> 3 -> 8
-> 10 -> 3
Follow that path to find a mirror with Dracula's Tunic. Go back, reset the
puzzle, and follow it to the area outside of the puzzle. Head to the warp
room, and warp to our final destination, the Cursed Clock Tower!
Cursed Clock Tower
------------------
Drop down to the next room, and go right into the large clock tower. Drop
through the hole in here, and make use of the bottom right exit (you can use
the Bat Company soul to overcome the spikes if need be). Slide under the
spikes here, and descend the shaft until you reach the first door. Go left,
kill the Bugbear, go left, drop to the floor, and go right again. Use Paranoia
to go through the mirror in here to get a Platinum Stud - just like you! And
now you're done! Go back to the warp room, and warp to the Pinnacle!
***END EXPLORING***
The Pinnacle
------------
Head to the save room. Go through the top hole, and move left to find a Dead
Warrior. The best way to deal with him, I find, is to jump kick him until you
figure out just how far he'll go. Then stand a few feet behind it (so he won't
hit you), and when he comes at you, toss a Mandragora. Continuing left will
make you encounter a Mushussu. This thing's weird. It's basically an upgraded
Manticore (so watch the tail) plus a bad case of heartburn (jump over the
fireballs). Keep going left to find one more Dead Warrior.
Take out the Guillotiners as you ascend through the following chamber. Go
through the hole at the top to arrive back in the snowy area on the roof. Hop
up a few platforms, and toss a Mandragora at the Dead Crusader from the top of
the last platform. Fly up to the point where the ceiling connects to the wall,
and attack the wall to enter a secret chamber containing a Durandal. Cool! Go
back down, and hop onto the Dead Crusader's platform, and drop down on the
Werewolf, who despite being an enemy, is no easier than his Symphony of the
Night boss form. Take him out, and head right.
Drop down through the platforms and take out the Guillotiner and the Mushassu.
You're now confronted by a new enemy: Alastor. Alastor is this giant shadow
with a sword. You can only be hurt by the sword, and attacking the sword is
the only way to hurt him. Drop through the floor to get percentage for this
room, and then return to the previous room. Hop up the platforms at the far
end of the room, collect the Mana Prism, and exit via the top-right exit of the
room.
Once you've disposed of this room's Erinys and Dead Crusader, drop off to the
right, go through the column, and from the top platform, throw a Mandragora at
the Dead Crusader. Kill the Erinys, grab the Lance, drop down, and exit the
room.
Kill off the three Werewolves in this room (the sound they make when they die
is akin to that which my mom makes when she wakes up), and head through the
left door to find WHOAMYGOSH WHAT IS THAT?
That large hunk there is a Final Guard. The trick to besting him is to fly
over him with Bat Company and take him from behind. His sword can't hurt you
unless it's attacking, so you can fly over him safely, even if it seems like
he'll hit you with his sword. Once you've beaten him, go to the middle of the
room. You'll see a projector. Hit it with Rycuda's soul to start it up and to
summon Mothman, the final hidden soul. Kill him and hope you nab his soul
(otherwise, repeat the process - you don't have to kill the Final Guards if you
don't want to). Once you're done, kill off the last Final Guard in the same
manner as you killed the first, and then backtrack to the werewolf room, and
this time, exit through the top exit.
The following room has four lion statues. Break them for items, and then head
through the hole at the top via Bat Company. Kill off the Flame Demon and the
Werewolves as you make your way to the top of this room. Head through the hole
at the top to find a room with a Final Guard and three treasure chests. Deal
with these accordingly, and backtrack to the previous room. Once you eradicate
the enemies again, make use of the bottom left exit. This next room has Dead
Warriors. Kill them as you go to the left (note that you should also fly
through here for the sake of map completion).
In the next room, go through the door on the left and save, and then head
through the hole in the top of the room. Up here, you'll find four Bugbears.
Eliminate them (one Flame Demon shot works wonders), and continue left to find
a very traditional area: the antechamber to Dracula! The famous stairway to
the maw of Hell itself! It's actually pretty dull, but there's something eerie
about it anyway. From the entrance, fly up to find an exit leading to the
right. This room is another Final Guard treasure room, so once you're done
here, go back to the Drac approach room. Go all the way through this room
(make sure it's totally covered on the map), and when you enter the following
room, jump up and to the right, and use something that'll hit above you (a
Great Sword or Axe weapon works here). This'll open a secret room.
Fly up there to get a Fragarach and Satan's Ring. Cool. If I were you, I'd
equip what you want, go back and save, and then return here. I really mean it
- save. We're about to get the worst ending, and you wanna be able to just go
straight to the decent ending when you come back. Anyway, go through the boss
door, watch the scene, ignore the thing in the mirror, and fight...
<----------------------------------------------------------------------------->
BOSS: DARIO BOSSI MK. 2
Same old same old. He can shoot fireballs in three directions:
o---o----------o
F |Key| |
o---o |
D F | D - Dario |
| F - Fireball |
F o--------------o
They're easy enough to dodge. As before, when he says "Hahahaha!" he's gonna
pull out the two fire columns. Don't get trapped between them (as a third
emerges between them). If you hit him enough, he'll teleport around. The room
is divided into three sides: the left, the middle, and the right. You'll know
on which side he'll appear because the demon in the mirror will go to that side
of the mirror. He can pound the ground to produce a fire wave, which you
should just jump over. Once you've seriously hurt him (he'll clutch his
heart), he'll have a new attack: he'll send two fiery dragons in a wave pattern
like so:
1 2 o---o----------o
1 1 2 2 |Key| |
1 1 2 2 o---o |
D 1 1 | D - Dario |
2 2 1 1 | 1 - Dragon 1 |
2 2 1 1 | 2 - Dragon 2 |
2 1 o--------------o
(sinusoidally)
And they'll go to the end of the room. The trick is just to Bat Company over
them.
Just hit him when you can. It's not too hard. In between attacks and during
the fire column attacks are the best time. I just Mandragoraed him to death
(with a dash of sword smashing). It's really simple, and the sealing is
automatic.
Another good strategy - a really good one - is the Frozen Shade soul. I had it
maxed out at the time, but if you just use that, you'll end the fight before it
begins - it's super effective on poor Dario.
<----------------------------------------------------------------------------->
Congratulations! Sit back and enjoy the worst ending.
When you reload, come right back here.
<----------------------------------------------------------------------------->
BOSS: DARIO BOSSI MK. 2
This time, if you didn't figure this out last time, use Paranoia to get through
the looking glass.
<----------------------------------------------------------------------------->
<----------------------------------------------------------------------------->
BOSS: AGUNI
I've heard that his name comes from the Sanskrit for "fire" and that it's a
weird way of saying "agony." Both apply.
He's a seriously offensive creature; his attacks are devestating. He can fly
up off the screen. When he does this, run! Don't run too close to the walls.
He'll fall somewhere close to you (unless you stop running - then he'll fall on
you) and let out a fire wave. Jump over this. He can spit fire at the ground,
which manifets itself in waves. Jump over them (there will be multiple waves).
Be aware that they'll gather on the wall, so don't be too close to the wall
when he does this attack. Aguni can attack you with his claws. He'll do this
three or four times in a row, and the trick is just to slide away from the claw
that's gonna hit you (which you can figure out by looking at which one he
raises). The trick is to slide away from his whole body too, so he doesn't
switch claws. Aguni can swoop at you (he'll move away from you a little bit
and then swoop). Slide under this. He can do it a few times in a row, so
watch out.
So how do you cope with this crazy threat? I recommend the Merman soul - you
probably have a few of them by now. I also recommend something from the Great
Sword/Axe line of weaponry. When he tries to slam you and creates the fire
waves, jump over the wave, and hit him with Merman/your weapon. When he spits
fire, Aguni is a sitting duck. Hit him with all you've got. When he claws
you, just dodge; don't attack, and when he swoops, with an arcing weapon like
the two kinds I recommended, you can hit him as he passes. The interrim pause
between attacks is also a prime time for your own attack. He's hard, but once
you get his attacks down, he'll go down pretty easily.
The Axe Armor soul also works here.
<----------------------------------------------------------------------------->
Grab the soul, and head back to the other side of the mirror. Watch the scene
(Dario runs away like a little girl!). Once Celia lures you to the...*sigh*
center of the castle (it's always there), go to the next room. Grab the Magic
Seal V (it's freaking COMPLICATED - practice it!). There's no way around the
fact that now you have to get back to The Pinnacle's warp room, and it's a long
walk. Use your map. Play with Aguni's soul too - it's good stuff. Once you
get to the warp room, warp to the Garden of Madness.
Garden of Madness
-----------------
First, it's really important that you go down and save, as you're about to get
the medium ending. Once you've saved, go back to the warp. Ascend this shaft,
and then go right. Upon entering the next room, kill the Mollusca, and now you
can finally enter this door! You'll witness a scene where Celia kills Mina.
Soma becomes the dark lord. OH SNAP! Julius and Arikado talk about unleashing
their powers. This unlocks Julius Mode. Now restart the game.
Come back to this room, but before you enter, equip Mina's Talisman, which you
got from Arikado early on. After seeing the new scene, head back to the
Garden's warp room, and warp to the Lost Village. Get some Anti-Venoms,
Uncurse Potions, and other helpful items before warping to the Condemned
Tower..
Condemned Tower
---------------
Go right two rooms to the now shaft where you fought Gergoth. Drop to the
bottom (it's cooler if you jump kick), and go left. Grab the Tasty Meat from
above you with Bat Company, and then go all the way right. After you watch the
scene (Arikado walks off the edge), drop down through the hole to reach...
Mine of Judgment
----------------
Go left from the entryway to encounter a Tanjelly. Kill it (don't let it touch
you, or you'll get poisoned), and keep going left. Drop to the bottom of this
area to find a good friend, Slogra. Hit him once to make him lose his spear,
kill him, and then keep going left. Use the save point, drop down to the
bottom for map completion, and then backtrack two rooms. Drop to the very
bottom of this room, kill the Slogra and the Tanjelly, and then move onto the
next room. Drop to the bottom of this room, kill the Slogra, come back up, and
go left.
Aguni works wonders on Tanjellies, and this one is no exception. Kill it, and
move down the shaft. When you get to an exit, you'll see some little upgraded
Fleamen - Rippers - below you. Drop an Aguni down there to kill them, and then
move on. The same idea applies in the next room - go to the bottom killing
enemies, come back up, and exit. Kill the Tanjellies in the next room as you
work your way to the bottom. At the bottom is, among surprise Tanjellies that
can scare you, a Giant Slug. Drop an Aguni on his head (it's a Mollusca with a
shell), and exit. The next room has a Bugbear and a Slogra to contend with
before moving on (note that if you're not going for experience and map
completion, you can just skip this part and move directly to the next room
without fighting).
Carefully drop to the bottom of this shaft (there are two Tanjellies), and
exit. Now you've got a new enemy: Slogra's counterpart, Gaibon. He'll fly
around shooting fire, and when he's almost dead, he'll turn around and shoot
big fireballs. Take care of him quickly, knock out the Slogra at the bottom,
and continue. This shaft has three Gaibons and a Tanjelly, so be really
careful. Once they're gone, keep going.
Take out the myriad of Slogras and Tanjellies here, and then continue. Once
you dispatch the Gaibon in this shaft, the first exit you come to leads you to
a warp. Take it to The Lost Village, shop/save, and then come back. Continue
to the bottom (watch out for the Giant Slug at the bottom), and then go right.
The next room is ostensibly the best room in the game for getting the Giant
Slug's soul, so remember that. It nullifies poison, so it might not be a bad
idea to use it in this area. Once you're done, keep going right.
That said, you're only gonna encounter two more poisonous enemies in this
level. Drop to the bottom of the next shaft, which has two Tanjellies. The
right room is a save point, so make use of it. The left leads to the boss.
<----------------------------------------------------------------------------->
BOSS: DEATH
Consider that when you win this battle, you will steal Death's soul. Think
about that one for a minute.
If you're not too distracted with those deep thoughts, Death has two forms.
The attack pattern of his first form is divided into two parts. He swoops
around in both patterns, but that's the only similarity. The first is when he
has his scythe. He's got two attacks: he'll turn sideways and chase you. When
he does this, run! He'll try and sickle ya. When he misses, double jump (if
you run into a wall, use Death's head as a jump-kicking object), as he swings
again. His other scythe attack is to send it flying into the air. IT'll spin
and then break into a lot of little sickles. The idea is to get as far away
from these as possible, and then use your sword to destroy the ones coming at
you. This leads to his other attack pattern: sans scythe. When he does this,
he'll summon three illusion Deaths to fire a very real laser beam at you.
Either get in between these fake Deaths, or get out beyond their range
entirely. He'll still float around.
Really, you can attack Death whenever there's a pause or during his scytheless
phase - you can attack him whenever, but those are the easiest times. I
recommend the Mandragora. I recommend again using an arcing weapon, like a
Great Sword or an Axe.
His second form looks really funky and has a black hole in him. He's got three
basic attacks now. His first is to vanish. When he does this, he'll reappear
next to you and try to scythe you. The instant you see him appear, double
jump, and you'll avoid it (get ready to duck or slide if he does it twice).
His second is to spin his scythe. When he does this, get under him. He'll
send it in a circle around the room, and you'll wanna jump over it while
dodging the little sickles he sends out at you. Occasionally, he won't get the
scythe back. He'll then fire four white shots to the left and to the right.
Note in which direction he fires first. This will cause four large skulls to
come try to bite you. Double jump away from the first one (you'll know which
direction it's coming from, since that's the direction Death shot the white
shot at), and when after the skull bites, fall back towards the skull. Repeat
this for the remaining three skulls.
It's a lot easier to attack Death this time. You can do it whenever, but make
sure that dodging those skulls is your top priority - their bark is not worse
than their bite.
<----------------------------------------------------------------------------->
Head left. Press up to enter the portal - Death's Door, it would seem - and to
enter the final area of the game!
The Abyss
---------
Drop down through the floor to get to the main part of The Abyss. Notice the
fiery background. We're gonna be going through the circles (well, pyramids) of
Hell Dante-style! Save to your left real fast, and then come back here.
You'll meet the one and only Arc Demon in the game. His soul is rare, and he
takes awhile to beat. I recommend getting his soul, however, not because it's
useful, but because you'll level up as you fight this guy (he nets you 666
experience points per kill). He'll swoop around or summon three balls that'll
float around and then fire at you. Dodge them. Once you beat him, save, come
back, and repeat until you get his soul.
Either way, once you've taken care of business, go right. Watch out! Just
beyond the platform is a fire column. Wait for it to subside before moving on.
Jump onto the ledge and go right, but watch out for the fire column that comes
just after the ledge. Once it has been quenched, drop down to where the fire
column was, move left, and drop through the hole.
When you enter the next area, you'll see a bunch of Rippers below you. I
recommend using Death's soul to take them out from up here, where you're safe.
Once they're gone, move right carefully - right at the second dragon statue in
the background is another fire column. Once at the end of this ledge, drop
down, eliminate any remaining Rippers, and go left. Watch out for the same
fire column from before, and be wary of the two Flame Demons you'll encounter
(there is a fire column at the second Flame Demon as well). Just beyond him is
yet another fire column (you can see little magma buildups on the ground where
the columns will emerge from), and exit the room.
The next two rooms are filler rooms, but if you watch your map, you'll see that
you've teleported elsewhere. Now you're in the muddy region of The Abyss.
There's an Alastor to deal with. You'll sink through the mud/quicksand (I only
call it mud because there's an enemy here called the Mud Demon), but all that
does is slow you down. Once at the bottom of this room, exit to the left.
In here, kill the Erinys, and move to the center of the quicksand. Let
yourself fall to the bottom to find a lamp with a Hippogryph soul in it! This
is the equivalent of Circle of the Moon's Roc Wing - it allows you to jump
really high with no MP cost. It's really helpful for the last boss. Use it to
get back to the top of the quicksand, and then work your way to the top of the
room.
In the next room, you'll meet one of only four Heart Eaters in the game (the
other three are in the same room in the Wizardry Lab). Kill it. There's also
a Mud Demon. His soul is the mud equivalent of the Procel soul, so you'll want
it. The best way is to jump into this room, get into the right mud patch, and
toss a Mandragora. It'll hit both enemies (if not, use an arcing weapon to get
the Mud Demon when he's fully formed). Repeat until you have one of the souls.
From there, continue through the room (there's one more Mud Demon), and exit
through the hole in the floor at the far end.
This room pits you against more Mud Demons. The trick is to wait until they
vanish under the mud. Drop down into the mud, and wait for them to come back.
Throw a Mandragora when they do. Repeat until you exit the room. You'll now
find two more filler rooms.
Now you're in the icy region. Three Frozen Shades await you here. The Flame
Demon soul works wonders on them. Kill them as you move through the room and
exit through the hole at the bottom. The next room pits you against Stolas.
Stolas' attack is to summon Erinyses and Devils. Kill them as you whittle away
the Stolas' health. Once he's dead (you can soul hunt for him here or later;
it's up to you), exit the room through the next hole.
The subsequent room seems really quiet...until you find the Final Guard. Then
it's loud and obnoxious. Kill it by flying behind it, and then move on to the
final room in the icy portion of The Abyss. This room has some Malachis and
two White Dragons. Stand under the first and Mandragora them both to death.
After that, proceed through the two filler rooms.
Now you're in the part I associate most closely with Hell. And with a whale's
digestive system. You first encounter the end of the Barbariccia series of
enemies, the Malacoda (all of whom are named for devils in Dante's Inferno, to
which I've made constant references already). Kill him off, drop to the
bottom, Hippogryph up to the ledge to the right, and move on.
There's an Erinys to contend with in this room. Kill her, drop to the bottom,
and kill the Mud Demon. As you ascend to the top of this room, enter the first
door to save, and then enter the door at the top for a boss fight.
<----------------------------------------------------------------------------->
BOSS: ABADDON
Abaddon, the "Angel of the Abyss" is just a crazy conductor. Imagine your
music teacher from when you were nine years old. Then imagine her IN HELL
CONDUCTING BUGS.
Abaddon himself has no attacks other than hopping around. Dodge this. He'll
wave his baton in a pattern, and a SWARM OF LOCUSTS will follow this pattern.
Here's how to dodge:
U-Shaped: Get in the middle of the room, and continuously use Hippogryph until
the locusts are gone.
Sideways: Locusts will come horizontally at you at three different heights.
Use Bat Company to get in between two rows of locusts.
L-shaped: It's an upside down L, but the locusts will come from the right and
then hook down. The only safe way to do this is to get really close
to the wall (which wall, you ask? The wall they're coming from -
watch the baton).
Crescent: It's a sideways U. Use Bat Company to get into the hole between
the locusts coming out from the wall and the locusts going back in
(again, it depends on which side they're coming from).
You can jumpkick the locusts or Abaddon himself if need be. Despite the easy
pattern, Abaddon is no walk in the park. Damage him between locust attacks and
while he's hopping around. Make sure you dodge the locusts, though; that's
your top priority. Seal him up to win (it's a really gruesome death scene).
<----------------------------------------------------------------------------->
Go back and save after defeating Abaddon. Pass through the filler room to get
to the next logical section of Hell, the SUPER SPACE CADET circle! You first
face Malacoda. Once you hop over the partition, there's another Malacoda, but
there's also a Black Panther. He runs from one side to another. Kill him, and
make sure you get his soul - it makes life so so so much easier - you can hold
down R and run super fast. It's great. Continue on to find one more Malacoda.
Exit through the hole in the top of the room.
There's one more Stolas to contend with here. Kill him, and move onto the next
room with its aurora borealises. It has an Iron Golem, so fly over it and work
it with the Une soul, but watch out for the Black Panther too. Once both have
been destroyed, keep on going. This room has a Giant Slug. Kill it from below
with an arcing weapon, and move through the room. Exit through the top and go
through the two filler rooms to arrive at the final portion of The Abyss.
Now you're in the spiky region? Hop over the spikes carefully, and take out
the Erinys and Tanjelly from afar. Jump over to their platform, hop to the
next one, hop onto the skulls, and exit the room. Kill the Succubus from below
with an arc weapon/Mandragora, and kill the White Dragon from behind the spikes
with a Mandragora. Bat Company over the spikes (just in case; in fact, I
reccomend you use Bat Company until you're over the first set of spikes on the
top ledge), and continue. There's a warp at the far end. This is the final
warp. Use it as you wish (go to The Lost Village to shop. You can also go to
the bell tower in the Dark Chapel - you first accessed the Condemned Tower
through here - and Hippogryph into the bells to get a Bell, the final secret
item; note that to warp back to The Abyss, warp to the warp room in the bottom
left corner of the map), and continue. The final room houses a save point.
Use it.
Now at this point, what you do is up to you. If you want to get the Chaos
Ring, which will make the final fight so much easier, you need to collect every
single soul in the game. This is clearly an arduous task, so you don't have
to. If you want to save that task for your next playthrough, warp back to The
Lost Village. Collect the souls necessary to upgrade your favorite weapon line
to its complete extention (this will normally require a boss soul, so if you
want the Chaos Ring, do this after you've gotten the Chaos Ring), and go to the
left side of the final room. Otherwise, once you're done collecting all the
souls in the game, go to the icy area of The Abyss (you should probably come in
via the Mine of Judgment entrance), and you'll find the Chaos Ring in plain
sight on the far ledge in the first room. Once you've got it, equip it, and
head to the left side of the final room to find a portal - Death's Door again -
that'll take you to the final boss.
<----------------------------------------------------------------------------->
BOSS: MENACE
Alright, this final boss is really ugly.
Anyway, his first form has three attacks. The first is summon spears from
below. When he does this, get in the middle of the screen to avoid them. His
second attack is to summon spears from above (get to the sides to dodge this),
and his final attack is spewing poisonous gas (get to the right side to avoid
it). Jump and attack the glowing head (not the one that shoots the gas) to
cause damage in between attacks, and this form will fall really easily.
The second form is really weird. When you're on the platforms, he'll shoot out
little sets of teeth. Destroy these. He can also hit you with his hands, so
watch the hands to figure out when they're gonna strike. That's all it does.
Hippogryph is your friend here. Use it to get onto the platforms and attack
the head inside the skull - you can't damage him while the skull is covering
the head. Once you've destroyed the head, drop to the ground. Now you have to
take out this freaky head that's on its knee. Watch out for him stomping on
you, and it'll go down quickly. Such an easy final boss.
<----------------------------------------------------------------------------->
Congratulations! You beat the game with the good ending! Now try Julius Mode!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IV. Appendices
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
0=~=~=~=~=~=~=~0
| 4.01: Bosses |
0=~=~=~=~=~=~=~0
Name : Flying Armor
Location: The Lost Village
Strategy: First real boss fight time! Flying Armor is a floating creature with
two hovering swords. These swords act as a sort of barrier, such
that it's difficult for you to get close to him. Watch for the tips
of the sword - when they flash, the swords are about to attack you.
They do this in one of two ways - if the swords are both facing you
(they're normally facing down), then when they flash, their positions
will be locked in, and they'll fire straight in the direction they're
pointed in, meaning don't be in their way. If the swords are pointed
diagonally up in either direction, they'll circle around and try to
squish you; jump over them to avoid the piercing blow. This is the
easier of the two to dodge. Now, if you don't have the Axe Armor
soul, this is the time to attack, as he's defenseless for the moment.
Beat up on him until the swords come back, rinse, and repeat. His
only other attack is floating around, which isn't so much an attack,
per se, as much as a horrible video game cliche (i.e., the "touch of
death") at its finest.
If you have it, though, now's the time to use the Axe Armor soul. It
makes the fight loads easier - you can just make a slight hop,
regardless of where the swords are (unless the swords are, you know,
inside of you), toss an axe, cause damage (as each axe will not only
hit for a fair amount of damage, but it'll also hit multiple times),
and repeat. Just make sure to watch out for the sword attacks, and
resort to the earlier strategy when your MP runs low.
If your HP falls below a certain level (i.e., how much HP each of the
Flying Armor's attacks take away from you), remember that you do have
three Potions, so feel free to use one.
--
Name : Balore
Location: Wizardry Lab
Strategy: A beam suddenly cuts through the ice! Go through the ice to find
Balore himself. Balore has two basic attacks, and the safest place
to evade both of them is right in between his hands. His most
obvious attack is a GIANT laser beam that comes out of his eye.
There'll be a dead giveaway when he's about to use this attack -
you'll see him charge it. When you see it, immediately duck to avoid
the beam. His other attack is to punch with one of his fists. You
can avoid all of these if you're positioned where I told you to be.
When he brings his fist close to him, though, jump on it (and then
jump off when the coast is clear) to avoid being hit by it.
The easiest way to take him out is with a weapon with a sweeping
motion, like the Axe. Simply jump, use it, and repeat until Balore
is no more!
--
Name : Dmitrii Blinov
Location: The Dark Chapel
Strategy: After a nice cutscene (imagine him saying that with a Russian accent;
it's funnier), you'll fight Dmitrii with cool music. He'll lumber
over to you and use the Cthulu attack you just saw. That attack's
easy to dodge, but you want an easier one. I recommend using either
an Une, a Student Witch, a Skeleton, or a Zombie soul. Regardless,
Dmitrii is very easy to figure out. He'll use whatever soul you've
used on him (and when you use a new one, he'll copy that too), knife
you if you get close, jump around, or dash backwards - he's
essentially Soma.
I recommend using whatever soul you're using to beat him.
Additionally, if you have a long range weapon (e.g., an Axe), you can
use that too. Jump towards him, smack him, and move away. Rinse and
repeat. He's a very easy boss. Note that you don't need to use a
Magic Seal at the end.
--
Name : Malphas
Location: The Dark Chapel
Strategy: Malphas is exactly like Symphony of the Night's Karasuman. He's just
as easy too. Malphas has three basic attacks. The first is an
attack where he summons black ravens to him and faces you. When you
see this, move so that you're behind him (when he flies up) so you
can dodge his onslaught of black feathers. For his second attack, he
flies and faces you, the player (not you Soma; i.e., he's facing
forward). When he does this, get under him to dodge the blue
feathers. His final attack is to summon these orbs which will try to
track you down. Jump over them. The best plan is to stay under him
while he's in the air - if you see an orb forming, run away, and when
they come near you, jump back towards Malphas; if you see blue
feathers, stay still. When he lands, you know he's about to break
into the first attack.
In between attacks, smack him a few times. This is really easy with
the first attack, as he's firing away from you, making him a sitting
duck...er, raven. Mutant raven. You get it. Make sure to have the
stylus ready for the Magic Seal. Also, make sure you remember how to
do the seal (start from the top right, go to the bottom left, to the
bottom right, to the top left).
--
Name : Dario Bossi
Location: Garden of Madness
Strategy: After a nice, friendly chat with Dario, you'll get ready to fight -
again with awesome music.
This fiery foe presents way more of a threat than his counterpart
did, but he's still nothing you can't handle. His attacks are thus:
He can shoot a fireball at you. Jump over the fireball (there's a
trend!). His other attacks are preceded by a "Hahaha!" - these
include a fire wave (jump over this) - though the "Hahaha!" here
comes right when he punches the ground, teleporting (if he wants to
be Drac, he's got this down!), and creating fire pillars (the trend
with these is that he'll create one fire pillar close to him. A
second fire pillar will emerge at a length away from him, and shortly
thereafter, another will come up between these two. The trick is to,
when you see the first fire pillar, run away from Dario. If you need
help figuring out the locations of these pillars, right before they
come up, you'll see some fire, followed by the pillar).
The time to extinguish this pugnacious punk is after he attacks.
There's a pause between each attack. Move in - preferably with a
quick weapon or with a Bullet Soul - attack, and get ready to move
away to counter his next attack. Familiars don't help too much.
--
Name : Puppet Master
Location: Demon Guest House
Strategy: I dislike this boss. He's got three main attacks. He can summon
miniature ghosts who fly around and try to hurt you (kill them off).
The second is to summon a monster to hold in his hand. You need to
destroy this monster, or you'll switch places with him and end up in
one of the spiked coffins. The third and most effective - he's plain
ugly.
Your top priority are the monsters in his hands - if you get into a
coffin, it will hurt a lot. You'll see and hear some blue sparks
when he's summoning the monster. Destroy it (it'll take two hits),
and then attack the Puppet Master himself. The Mandragora soul is
great for inflicting damage on the Puppet Master himself.
As for the monsters, use the Doppleganger soul - equip your Knife to
the B attack setting, and when you hear the Puppet Master summon a
monster, do two quick jabs to defeat the monster, switch back to set
A, and move on.
The Mandragora is also great for destroying all of the little
marionettes he sends out.
With this strategy, he should be relatively simple. The biggest
danger is just getting coffined up in a coffin.
--
Name : Rahab
Location: Subterannean Hell
Strategy: At first glance, you're screwed. You're fighting a water foe. You
can't swim underwater. Yay!
His attacks are fairly simple. Rahab can jump out of the water and
fall back in. Occasionally, he'll launch some icicles below him, so
watch out for those. He can also fire ice that turns into platforms.
You can tell where Rahab is by the air bubbles.
If you have a good Bullet Soul (e.g., Mandragora), a weapon like the
Great Sword or the Axe, or even the Bomber Armor soul, you might be
able to hit him while he's underwater, but your best bet is to wait
for him to shoot ice platorms. Jump onto the platforms as leverage
to attack.
So that's basically your strategy - wait him out, attack when you
can, and be done with it. He can't hurt you that much. Also, note
that you don't have to hit his head - anywhere on his body will do.
--
Name : Gergoth
Location: Condemned Tower
Strategy: This boss is a pain. If you have too hard a time against him, use
the Great Axe Armors to level up (there's a room with one right near
the boss room).
The strategy for this is almost counterintuitive. The first thing I
want to do when I see a giant dinosaur - and ask people from Tokyo;
they'd agree - is run. You want to get right next to him. Be under
his head and duck, as it's the best place to counter his three
attacks. His first is to shoot this massive beam at you. When he
does this, get right next to his feet and duck. It's ever so
critical to dodge this attack. If you disagree, get hit by it and
check the damage. His second is to back into the back wall and then
jump across the room. When he does this, run with him. Get so his
rib cage will land on you, and then duck - this keeps you safe. His
third attack his harder to counter - it will appear that he is
charging up for the beam, but he'll bite. All you can do is dodge as
you would the laser.
As for attacking, just do it constantly. Toss a few Mandragrenades
(Mandragora + grenade), hit him with your sword, and just make sure
to dodge his attacks, as they hurt like crazy. When the battle's
halfway over, his face will turn red. Back away to the closest wall.
He'll go ballistic and break the floor.
At the bottom, he'll - and this is one of the greatest scenes in the
game - get his head stuck in the ground. Let him have it at this
point. When he breaks free, the battle really gets rough. He loses
his anklets and can seriously jump around now. Slide under him when
he jumps. His other new trick is to shoot gas out of his rib cage
(as opposed to...). Dodge this gas - it's really localized to right
in front of him, so just get away. Other than that, he keeps the
same old attacks, so you keep the same old dodges. You get his sweet
soul when you finally seal him away.
--
Name : Zephyr
Location: Cursed Clock Tower
Strategy: Of no relation to the water company, Zephyr is your staple time
freezing boss, so we need to show this poor excuse for Flashman who's
boss (no pun intended)!
Zephyr struts a lot, but he has two attack types: The first involves
him curling up. He'll laugh and freeze time, and instead of taking
this time to slash the heck out of you, he flies over you, laying out
knives in a strategic pattern above you. Once he resumes time and
gravity kicks in, they fall. In the interrim between time resuming
and the knives falling - if this isn't obvious - get out of the way!
Get into a gap between knives. His curling attack involves him
charging at you. Jump over him.
His other attack type is the non-time freezing variety. He can also
simply toss a dagger (jump over it) or slash you (back away). This
is indicated by him curling up while still standing up. If he jumps
onto the ceiling, he'll jump down towards you, bringing a knife down
with him. Dodge them both by sliding under them.
Slash him while he's struting. Mandragora is particularly effective.
Make sure to use the Magic Seal IV that you just acquired to seal him
away. Zephyr doesn't take much in the way of pain before he goes
down the drain.
And that's another water joke.
--
Name : Bat Company
Location: Silenced Ruins
Strategy: First off, this is a really dumb name for a boss. I mean, BAT
COMPANY! AHH!! Come on now, Konami.
Anyway, as per the name, it's a bunch of bats. But they're not just
bats. They're _red_ bats. Anyway, it'll assemble into one of three
patterns:
1.) It'll turn into a giant hand that chases you. Run away. Duh.
2.) It'll start shooting these blue rings. The best strategy for
these is to equip some rapid fire soul to protect you (e.g.,
Skeleton) or to jump kick the rings.
3.) The most common form, the Bat Company will form a bat and swoop
at you. Jump kick it to dodge the swoops.
It's easiest to attack with a sword or with Mandragora and to do so
during either the first or third attacks. Jump kick to escape if
need be (hit it - but don't hit the bat in between the wings, or it
won't work), and this terrible - this really bat - boss will go down
sooner than you can call him batty.
--
Name : Paranoia?
Location: Demon Guest House
Strategy: Paranoia is amazingly easy. As you walk by the mirror, you'll notice
a little clown thing as your reflection! Oh no! Once you walk by
it, this little clown - Paranoia - will come out. It will dash at
you with its knife. Jump over this. After awhile, it'll disappear
into the big mirror and emerge from one of the smaller ones. From
here it'll shoot a laser. Although you can try to guess how the
laser will go, I just recommend ducking in the bottom right corner
and adapting if you need to. Paranoia here falls really easily.
--
Name : Paranoia
Location: Demon Guest House
Strategy: This time it's for real. This one's harder than the DDR series of
the same name if you're not sufficiently levelled up.
Fortunately you had practice for this guy. He'll float around the
room and occasionally pull an M. Bison head drop (you'll know this
when he starts floating directly over you - in this case, keep
moving). After a few rounds of this, he'll hop into the big mirror
and shoot lasers twice (instead of his little reflection's (ha!) one
round of lasering). This requires as much skill as the last to avoid
- the best trick is to just minimize the damage (if a laser hits you,
jump out of the way). You can also use the Medusa Head soul to float
in mid-air between the lasers.
The best time to attack him is while he's floating. You can also
Mandragora him once or twice after he drop kicks you, but other than
that, keep your health high, and you should do fine (level up if need
be).
--
Name : Dario Bossi Mk. 2
Location: The Pinnacle
Strategy: Same old same old. He can shoot fireballs in three directions:
o---o----------o
F |Key| |
o---o |
D F | D - Dario |
| F - Fireball |
F o--------------o
They're easy enough to dodge. As before, when he says "Hahahaha!"
he's gonna pull out the two fire columns. Don't get trapped between
them (as a third emerges between them). If you hit him enough, he'll
teleport around. The room is divided into three sides: the left, the
middle, and the right. You'll know on which side he'll appear
because the demon in the mirror will go to that side of the mirror.
He can pound the ground to produce a fire wave, which you should just
jump over. Once you've seriously hurt him (he'll clutch his heart),
he'll have a new attack: he'll send two fiery dragons in a wave
pattern like so:
1 2 o---o----------o
1 1 2 2 |Key| |
1 1 2 2 o---o |
D 1 1 | D - Dario |
2 2 1 1 | 1 - Dragon 1 |
2 2 1 1 | 2 - Dragon 2 |
2 1 o--------------o
(sinusoidally)
And they'll go to the end of the room. The trick is just to Bat
Company over them.
Just hit him when you can. It's not too hard. In between attacks
and during the fire column attacks are the best time. I just
Mandragoraed him to death (with a dash of sword smashing). It's
really simple, and the sealing is automatic.
Another good strategy - a really good one - is the Frozen Shade soul.
I had it maxed out at the time, but if you just use that, you'll end
the fight before it begins - it's super effective on poor Dario.
--
Name : Aguni
Location: The Pinnacle (go through the mirror in Dario's room via the Paranoia
soul)
Strategy: I've heard that his name comes from the Sanskrit for "fire" and that
it's a weird way of saying "agony." Both apply.
He's a seriously offensive creature; his attacks are devestating. He
can fly up off the screen. When he does this, run! Don't run too
close to the walls. He'll fall somewhere close to you (unless you
stop running - then he'll fall on you) and let out a fire wave. Jump
over this. He can spit fire at the ground, which manifets itself in
waves. Jump over them (there will be multiple waves).
Be aware that they'll gather on the wall, so don't be too close to
the wall when he does this attack. Aguni can attack you with his
claws. He'll do this three or four times in a row, and the trick is
just to slide away from the claw that's gonna hit you (which you can
figure out by looking at which one he raises). The trick is to slide
away from his whole body too, so he doesn't switch claws. Aguni can
swoop at you (he'll move away from you a little bit and then swoop).
Slide under this. He can do it a few times in a row, so watch out.
So how do you cope with this crazy threat? I recommend the Merman
soul - you probably have a few of them by now. I also recommend
something from the Great Sword/Axe line of weaponry. When he tries
to slam you and creates the fire waves, jump over the wave, and hit
him with Merman/your weapon. When he spits fire, Aguni is a sitting
duck. Hit him with all you've got. When he claws you, just dodge;
don't attack, and when he swoops, with an arcing weapon like the two
kinds I recommended, you can hit him as he passes. The interrim
pause between attacks is also a prime time for your own attack. He's
hard, but once you get his attacks down, he'll go down pretty easily.
The Axe Armor soul also works here.
--
Name : Death
Location: Mine of Judgment
Strategy: Consider that when you win this battle, you will steal Death's soul.
Think about that one for a minute.
If you're not too distracted with those deep thoughts, Death has two
forms. The attack pattern of his first form is divided into two
parts. He swoops around in both patterns, but that's the only
similarity. The first is when he has his scythe. He's got two
attacks: he'll turn sideways and chase you. When he does this, run!
He'll try and sickle ya. When he misses, double jump (if you run
into a wall, use Death's head as a jump-kicking object), as he swings
again. His other scythe attack is to send it flying into the air.
It'll spin and then break into a lot of little sickles. The idea is
to get as far away from these as possible, and then use your sword to
destroy the ones coming at you. This leads to his other attack
pattern: sans scythe. When he does this, he'll summon three illusion
Deaths to fire a very real laser beam at you. Either get in between
these fake Deaths, or get out beyond their range entirely. He'll
still float around.
Really, you can attack Death whenever there's a pause or during his
scytheless phase - you can attack him whenever, but those are the
easiest times. I recommend the Mandragora. I recommend again using
an arcing weapon, like a Great Sword or an Axe.
His second form looks really funky and has a black hole in him. He's
got three basic attacks now. His first is to vanish. When he does
this, he'll reappear next to you and try to scythe you. The instant
you see him appear, double jump, and you'll avoid it (get ready to
duck or slide if he does it twice). His second is to spin his
scythe. When he does this, get under him. He'll send it in a circle
around the room, and you'll wanna jump over it while dodging the
little sickles he sends out at you. Occasionally, he won't get the
scythe back. He'll then fire four white shots to the left and to the
right. Note in which direction he fires first. This will cause four
large skulls to come try to bite you. Double jump away from the
first one (you'll know which direction it's coming from, since that's
the direction Death shot the white shot at), and when after the skull
bites, fall back towards the skull. Repeat this for the remaining
three skulls.
It's a lot easier to attack Death this time. You can do it whenever,
but make sure that dodging those skulls is your top priority - their
bark is not worse than their bite.
--
Name : Abaddon
Location: The Abyss
Strategy: Abaddon, the "Angel of the Abyss" is just a crazy conductor. Imagine
your music teacher from when you were nine years old. Then imagine
her IN HELL CONDUCTING BUGS.
Abaddon himself has no attacks other than hopping around. Dodge
this. He'll wave his baton in a pattern, and a SWARM OF LOCUSTS will
follow this pattern. Here's how to dodge:
U-Shaped: Get in the middle of the room, and continuously use
Hippogryph until the locusts are gone.
Sideways: Locusts will come horizontally at you at three different
heights. Use Bat Company to get in between two rows of
locusts.
L-shaped: It's an upside down L, but the locusts will come from the
right and then hook down. The only safe way to do this is
to get really close to the wall (which wall, you ask? The
wall they're coming from - watch the baton).
Crescent: It's a sideways U. Use Bat Company to get into the hole
between the locusts coming out from the wall and the
locusts going back in (again, it depends on which side
they're coming from).
You can jumpkick the locusts or Abaddon himself if need be. Despite
the easy pattern, Abaddon is no walk in the park. Damage him between
locust attacks and while he's hopping around. Make sure you dodge
the locusts, though; that's your top priority. Seal him up to win
(it's a really gruesome death scene).
--
Name : Menace
Location: The Abyss
Strategy: Alright, this final boss is really ugly.
Anyway, his first form has three attacks. The first is summon spears
from below. When he does this, get in the middle of the screen to
avoid them. His second attack is to summon spears from above (get to
the sides to dodge this), and his final attack is spewing poisonous
gas (get to the right side to avoid it). Jump and attack the glowing
head (not the one that shoots the gas) to cause damage in between
attacks, and this form will fall really easily.
The second form is really weird. When you're on the platforms, he'll
shoot out little sets of teeth. Destroy these. He can also hit you
with his hands, so watch the hands to figure out when they're gonna
strike. That's all it does.
Hippogryph is your friend here. Use it to get onto the platforms and
attack the head inside the skull - you can't damage him while the
skull is covering the head. Once you've destroyed the head, drop to
the ground. Now you have to take out this freaky head that's on its
knee. Watch out for him stomping on you, and it'll go down quickly.
Such an easy final boss.
0=~=~=~=~=~=~=~=~=~=~=~0
| 4.02: Bestiary/Souls |
0=~=~=~=~=~=~=~=~=~=~=~0
This is a comprehensive (and much dreaded to write) listing of all of the
enemies in the game and the effects of their souls. It'll be set up like this:
Number : Monster number
Name : Monster name
Location : Where you can find this monster. So we're clear, Wizardry Lab
(part two) refers to the Homunculus-populated region accessible
from Subterannean Hell.
B P S F W L D H P C P
Weakness : The monster's weakness. The letters stand for the different
attack types: Bash, Pierce, Slash, Fire, Water, Lightning,
Dark, Holy, Poison, Curse, Petrify. See the weapons section
for weapons that do this type of damage. An O underneath the
damage type indicates that this type of damage does 1.5x the
usual amount of damage to the foe, while an X indicates 0.5x
the damage. Keep in mind that some souls (they'll be obvious)
can cause any kind of damage - summons tend to cause bash
damage.
Common Item : This is the item that the enemy most commonly drops.
Rare Item : This is the item that the enemy rarely drops. Not all enemies
have both kinds.
Description : This is the in-game description of the enemy.
Soul Type : This is the soul type - bullet (red), guardian (blue), enchant
(yellow), or ability (grey).
Level : This is the level of the soul (e.g., x/9, x/5, x/2, x/1)
MP : This is the MP consumption of the soul. x/Use means that that
much MP is consumed everytime you use the soul; x/Time means
that that much MP is consumed roughly every second the soul is
activated, but this is affected by your MP recovery rate as
well.
Soul Effect : This is what the soul does. I use the game's description and
elaborate in the Soul Notes section.
Rarity : This is the rarity of the soul. It's between * (common) and
*** (painfully rare). 0 is also there - you always get these
souls.
Soul Notes : This is where I add some notes about the soul.
Other Notes : This is where I have sarcasm and history lessons. And I tell
you how to beat it if the strategy isn't "HIT IT WITH THE
WEAPON TIL IT DIES"
So without further ado, let's get this train wreck a-rollin'!
Number : 1
Name : Zombie
Location : The Lost Village,
B P S F W L D H P C P
Weakness : O O O X O O
Common Item : Cloth Tunic
Rare Item : N/A
Description : A rotting corpse of a villager, animated by magic.
Soul Type : Bullet
Level : x/9
MP : 12/Use
Soul Effect : Summon Zombie.
Rarity : **
Soul Notes : It's not that hard to get this soul, since Zombie are so
abundant. It does what it says on the tin - the Zombie lumbers
forward, hurting stuff in its way.
Other Notes : The traditional horror enemy. They perpetually respawn.
--
Number : 2
Name : Bat
Location : The Lost Village, Silenced Ruins
B P S F W L D H P C P
Weakness : O O
Common Item : N/A
Rare Item : N/A
Description : A bloodsucking bat that lurks in the castle.
Soul Type : Guardian
Level : x/3
MP : 3/Time
Soul Effect : Summon Bat as a familiar.
Rarity : **
Soul Notes : Again, it's not hard to get. As you get more souls, you get
more Bats. I don't use it too much.
Other Notes : So cliche. They lurk on the ceilings and spawn infinitely, so
watch out.
--
Number : 3
Name : Ghost
Location : Wizardry Lab, Wizardry Lab (part two), The Dark Chapel
B P S F W L D H P C P
Weakness : X X X X O
Common Item : N/A
Rare Item : N/A
Description : A small spirit doomed to wander the castle grounds for all
eternity.
Soul Type : Guardian
Level : x/1
MP : 5/Time
Soul Effect : Separate from the body and conduct reconaissance.
Rarity : ***
Soul Notes : This soul is so pointless. A dot just goes in front of you.
That's it. You can't move, and you can't go that far.
Other Notes : That's a freaky looking Ghost.
--
Number : 4
Name : Skeleton
Location : The Lost Village, Wizardry Lab, Silenced Ruins, Demon Guest
House
B P S F W L D H P C P
Weakness : I X O X O
Common Item : N/A
Rare Item : N/A
Description : A skeletal corpse controlled by magic.
Soul Type : Bullet
Level : x/3
MP : 8/Use
Soul Effect : Throw bones.
Rarity : **
Soul Notes : No bones about it; that's what it does. The bones get bigger
as you get more souls. This is good for Dmitrii.
Other Notes : Again, the usual sort of enemy.
--
Number : 5
Name : Ouija Table
Location : The Lost Village
B P S F W L D H P C P
Weakness : O O
Common Item : N/A
Rare Item : N/A
Description : An enchanted desk possessed by a spirit summoned in a seance.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Sit in the chair to regain HP.
Rarity : ***
Soul Notes : This is a pretty handy soul when you find chairs. Don't equip
it for exploring.
Other Notes : Ouija Table is not a new enemy to the Castlevania series. It
was in Symphony of the Night, and as a result, I'm forever
scared of the game Ouija. They're disguised as normal tables,
so if a table moves, kill it!
--
Number : 6
Name : Peeping Eye
Location : The Lost Village, Silenced Ruins, Demon Guest House
B P S F W L D H P C P
Weakness : O O O
Common Item : N/A
Rare Item : N/A
Description : A creature that keeps watch in the castle.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Identify breakable walls.
Rarity : ***
Soul Notes : This soul is really useful, but it's one of the two hardest
souls to get in the game, as far as I can tell. Don't even
bother until you get the Soul Eater Ring, which may be well
after this soul would be useful.
Other Notes : It needs Clear Eyes, apparently. Ben Stein would be happy.
--
Number : 7
Name : Axe Armor
Location : The Lost Village, Wizardry Lab, Demon Guest House
B P S F W L D H P C P
Weakness : O X X O
Common Item : Axe
Rare Item : Leather Armor
Description : An armor-clad soldier that is highly skilled with axes.
Soul Type : Bullet
Level : x/3
MP : 25/Use
Soul Effect : Throw an axe upwards.
Rarity : *
Soul Notes : This is really handy - it's the equivalent of the classic Axe
subweapon. You need this to get to Paranoia.
Other Notes : Traditional enemy. Jump over its axe, attack, and dodge the
axe on its way back.
--
Number : 8
Name : Skull Archer
Location : Wizardry Lab, Silenced Ruins
B P S F W L D H P C P
Weakness : O X O X O
Common Item : N/A
Rare Item : N/A
Description : An archer made of bone.
Soul Type : Guardian
Level : x/3
MP : 20/Time
Soul Effect : Shoots arrows with deadly accuracy.
Rarity : **
Soul Notes : You shoot an arrow. It's decent.
Other Notes : Jump over the arrows and attack it. Or attack it from a
different horizontal level, so it can't shoot you.
--
Number : 9
Name : Warg
Location : The Lost Village
B P S F W L D H P C P
Weakness : X O O O O O
Common Item : N/A
Rare Item : N/A
Description : A wolf that breathes intense flames.
Soul Type : Bullet
Level : x/9
MP : 25/Use
Soul Effect : Use fangs to tear at foes.
Rarity : *
Soul Notes : This looks like Tales of Symphonia's Beast tech. It's cool,
but since it doesn't blast enemies away a la ToS, it's not so
hot.
Other Notes : This is a traditional enemy too. Kill it before it charges.
--
Number : 10
Name : Spin Devil
Location : The Lost Village
B P S F W L D H P C P
Weakness : X O
Common Item : N/A
Rare Item : N/A
Description : An evil blade possessed by a demented demon.
Soul Type : Guardian
Level : x/5
MP : 20/Time
Soul Effect : Create tornadoes.
Rarity : *
Soul Notes : You have a tornado over you. I don't really like it.
Other Notes : This guy freaked me out the first time I saw him. Don't be
intimidated; just attack.
--
Number : 11
Name : Armor Knight
Location : The Lost Village, Wizardry Lab
B P S F W L D H P C P
Weakness : O X X O
Common Item : Spear
Rare Item : N/A
Description : An armor-clad soldier equipped with a deadly spear.
Soul Type : Guardian
Level : x/3
MP : 30/Time
Soul Effect : Attack with a spinning spear.
Rarity : **
Soul Notes : You get this at the beginning of the game. I don't care for it
that much, since you're immobile while you use it.
Other Notes : Watch out for his charging, and don't get above one.
--
Number : 12
Name : Student Witch
Location : The Lost Village, Wizardry Lab, Demon Guest House
B P S F W L D H P C P
Weakness : O O O O O
Common Item : Cream Puff
Rare Item : N/A
Description : A witch-in-training who is still learning how to cast spells
properly.
Soul Type : Bullet
Level : x/9
MP : 12/Use
Soul Effect : Summon a cat.
Rarity : **
Soul Notes : The cat runs across the screen. It's not too great.
Other Notes : She's so easy. She might get on her broom, but it's not that
big of a deal.
--
Number : 13
Name : Slaughterer
Location : Wizardry Lab, The Dark Chapel
B P S F W L D H P C P
Weakness : X O O O O
Common Item : Piroshki
Rare Item : Gym Clothes
Description : A savage man that kills with its bare hands.
Soul Type : Bullet
Level : x/1
MP : 15/Use
Soul Effect : Smack enemies with a quick straight punch.
Rarity : **
Soul Notes : I like it, but the range is lacking and it's slow.
Other Notes : Take him out before he can punch.
--
Number : 14
Name : Bomber Armor
Location : Wizardry Lab
B P S F W L D H P C P
Weakness : O X X O
Common Item : Breastplate
Rare Item : N/A
Description : An armor-clad soldier that tosses bombs.
Soul Type : Bullet
Level : x/3
MP : 48/Use
Soul Effect : Toss a high-power explosive.
Rarity : **
Soul Notes : It has really weak range, but it packs a punch.
Other Notes : Dodge the bombs.
--
Number : 15
Name : Golem
Location : Wizardry Lab
B P S F W L D H P C P
Weakness : O
Common Item : N/A
Rare Item : N/A
Description : A giant clay figure imbued with an artificial life force.
Soul Type : Enchant
Level : x/9
MP : N/A
Soul Effect : Raise STR
Rarity : **
Soul Notes : You get one of these from the get-go. They're good to have.
You get two STR points per soul.
Other Notes : Watch out for his arms. The Golem is actually a creature from
Jewish mythology. See the animated show Gargoyles for more
info.
--
Number : 16
Name : Slime
Location : Wizardry Lab, Cursed Clock Tower
B P S F W L D H P C P
Weakness : X O O O O O
Common Item : N/A
Rare Item : N/A
Description : A monster composed of a gel-like substance.
Soul Type : Bullet
Level : x/9
MP : 12/Use
Soul Effect : Summon a bouncy Slime.
Rarity : *
Soul Notes : This is basically the Rebound Stone - you throw it, and it
bounces off walls. It's kinda cool.
Other Notes : They can poison you in hard mode, so watch out! Just don't let
them touch you.
--
Number : 17
Name : Une
Location : Subterannean Hell, Garden of Madness
B P S F W L D H P C P
Weakness : O O X O
Common Item : N/A
Rare Item : N/A
Description : An eerie plant that feeds on blood.
Soul Type : Bullet
Level : x/9
MP : 18/Use
Soul Effect : Throw Une at a foe.
Rarity : **
Soul Notes : It's good for the Iron Golems.
Other Notes : They're just frustrating.
--
Number : 18
Name : Skeleton Ape
Location : The Lost Village, Garden of Madness, Condemned Tower
B P S F W L D H P C P
Weakness : O X O X O
Common Item : N/A
Rare Item : N/A
Description : A skeletal corpse of an ape that is controlled by magic.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Throw a foe with incredible power.
Rarity : ***
Soul Notes : This allows you to throw farther. This is good for souls that
involve throwing (e.g., Axe Armor, Slogra, etc.)
Other Notes : Dodge the barrel and attack. The ape whose skeleton this is,
by the way, is Donkey Kong.
--
Number : 19
Name : Manticore
Location : Wizardry Lab
B P S F W L D H P C P
Weakness : X O O O
Common Item : Spaghetti
Rare Item : N/A
Description : A monster with the body of a lion, the wings of a bat, and a
scorpion's tail.
Soul Type : Guardian
Level : x/9
MP : 5/Time
Soul Effect : Grow a tail.
Rarity : **
Soul Notes : You have a tail that attacks when you do. I kinda like it.
Other Notes : Dodge the tail and attack. The Manticore is a traditional
mythical monster.
--
Number : 20
Name : Mollusca
Location : Garden of Madness
B P S F W L D H P C P
Weakness : X O O O O O
Common Item : Anti-Venom
Rare Item : N/A
Description : A monstrous mollusk imbued with the castle's dark power.
Soul Type : Bullet
Level : x/3
MP : 10/Use
Soul Effect : Summon a Mollusca.
Rarity : **
Soul Notes : The Mollusca goes really fast. It's not worth it, though it
does poison damage.
Other Notes : You can jump kick the eye stalks. They grow back. It's cute.
They're not too mobile, so take advantage of that.
--
Number : 21
Name : Rycuda
Location : Garden of Madness
B P S F W L D H P C P
Weakness : O O X O
Common Item : Fried Chicken
Rare Item : N/A
Description : A monstrous bird that wields lightning.
Soul Type : Bullet
Level : x/9
MP : 35/Use
Soul Effect : Summon thunderbolts.
Rarity : **
Soul Notes : Now you can be Emperor Palpatine! It's a cool soul that does
lightning damage.
Other Notes : They stall for a long time while in mid-air. Take advantage of
that.
--
Number : 22
Name : Mandragora
Location : Garden of Madness
B P S F W L D H P C P
Weakness : O O X
Common Item : N/A
Rare Item : N/A
Description : A mythical plant that is said to inflit death to those that
uproot it.
Soul Type : Bullet
Level : x/1
MP : 30/Use
Soul Effect : Shout to send monsters flying.
Rarity : **
Soul Notes : This is my favorite bullet soul. It's really powerful. It's
like a hand grenade.
Other Notes : Take it out before it can uproot itself. Mandragora is a
mythological screaming creature whose screams kill all who hear
them (see: Harry Potter). Also, those who've played
Castlevania 64 have had a good encounter with a Mandragora
potion that couldn't be shaken. I haven't played that game in
years - I've played it once - but that still stands out.
--
Number : 23
Name : Yorick
Location : Garden of Madness
B P S F W L D H P C P
Weakness : O X O X O
Common Item : N/A
Rare Item : N/A
Description : A skeleton that ceaselessly chases after its own skull.
Soul Type : Bullet
Level : x/1
MP : 20/Use
Soul Effect : Kick a skull like a ball.
Rarity : **
Soul Notes : It's lame.
Other Notes : Dodge the skull. Alas, poor Yorick!
--
Number : 24
Name : Skeleton Farmer
Location : Garden of Madness
B P S F W L D H P C P
Weakness : O X O X O
Common Item : N/A
Rare Item : N/A
Description : A skeleton that sows haunted plants.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Enhance the performance of plant-type abilities.
Rarity : ***
Soul Notes : Too bad there aren't plant-type abilities. Really this makes
Alura Une and Une 1.5x more powerful. That's it.
Other Notes : There's only one, and he's a pain to get.
--
Number : 25
Name : The Creature
Location : Wizardry Lab, The Dark Chapel
B P S F W L D H P C P
Weakness : O O X
Common Item : Tinned Spinach
Rare Item : N/A
Description : A humanoid creature constructed from numerous corpses.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Restore HP gradually.
Rarity : ***
Soul Notes : This is tied for the hardest soul in the game to get. It's
kinda worthless too, because you have to stand still for it to
work.
Other Notes : Why not call him Frankenstein? Because Frankenstein was the
doctor! His creation was Frankenstein's Monster or The
Creature! Get it right! But he's slow. Don't worry.
--
Number : 26
Name : Catoblepas
Location : Garden of Madness, The Dark Chapel, Cursed Clock Tower
B P S F W L D H P C P
Weakness : O O
Common Item : Milk
Rare Item : Meat Strip
Description : This ox-like beast's breath turns living things to stone.
Soul Type : Guardian
Level : x/3
MP : 15/Time
Soul Effect : Breath clouds of petrifying gas.
Rarity : **
Soul Notes : It does stone damage, but it's not that great.
Other Notes : It's so slow. You can get it.
--
Number : 27
Name : Ghoul
Location : Garden of Madness, The Dark Chapel, Silenced Ruins
B P S F W L D H P C P
Weakness : O O O X O O
Common Item : Rotten Meat
Rare Item : Pendant
Description : A foul being that rose from the grave to feed on corpses.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Eat food that is normally unpalatable.
Rarity : ***
Soul Notes : This is a really useful soul. Don't always have it equipped,
but rotten food is easier to come by than normal food, and you
can eat it with this.
Other Notes : They're really easy to find, and they spawn perpetually. Also,
why "rise from the grave" to find corpses?
--
Number : 28
Name : Corpseweed
Location : Garden of Madness
B P S F W L D H P C P
Weakness : O O X O
Common Item : N/A
Rare Item : N/A
Description : An Une that feeds off the nutrients of corpses.
Soul Type : Guardian
Level : x/9
MP : 3/Time
Soul Effect : Summon Corpseweed as a familiar.
Rarity : *
Soul Notes : There's a Corpseweed. Yay. It's terrible.
Other Notes : AIM FOR THE HEAD!
--
Number : 29
Name : Yeti
Location : The Lost Village
B P S F W L D H P C P
Weakness : O X O
Common Item : N/A
Rare Item : N/A
Description : The notorious abominable snowman.
Soul Type : Guardian
Level : x/1
MP : 10/Time
Soul Effect : Create a white orb of dark power that grows as it rolls.
Rarity : *
Soul Notes : You make a large snowball that you can roll into monsters. It
does have a limit on how high it can grow, though.
Other Notes : He's in the first screen - use the Waiter Skeleton to get him,
and then quickly kill him (Flame Demon works. So does Zeyphr).
--
Number : 30
Name : Tombstone
Location : The Dark Chapel
B P S F W L D H P C P
Weakness : O X X
Common Item : N/A
Rare Item : N/A
Description : Possessed by the grudges of the dead, it attacks all living
things.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Nullify petrification.
Rarity : ***
Soul Notes : This is really useful in the Cursed Clock Tower, especially in
hard mode.
Other Notes : I hate these things. They just shake violently.
--
Number : 31
Name : Ghost Dancer
Location : Demon Guest House, The Dark Chapel
B P S F W L D H P C P
Weakness : X X X O O
Common Item : Tea
Rare Item : N/A
Description : The spirits of nobles that dance with great elegance.
Soul Type : Enchant
Level : x/9
MP : N/A
Soul Effect : Raise LCK.
Rarity : **
Soul Notes : This is a great soul for soul hunting. Get nine of these
babies, and your luck shoots up by 18 (2/soul).
Other Notes : Watch out for when they break apart, but they're pretty easy.
--
Number : 32
Name : Flying Humanoid
Location : Cursed Clock Tower
B P S F W L D H P C P
Weakness :
Common Item : N/A
Rare Item : N/A
Description : A mysterious figure that hovers in the distance.
Soul Type : Guardian
Level : x/1
MP : 15/Time
Soul Effect : Raise INT and LCK.
Rarity : 0
Soul Notes : You get this soul every time you kill a Flying Humanoid, but
it seems pointless. Honestly, when I use it, although the
wings are tres cool, I don't notice a boost in either stat,
so it's worthless.
Other Notes : Throw a Mandragora in the room outside the Cursed Clock Tower
save room to kill it.
--
Number : 33
Name : Mini Devil
Location : The Dark Chapel
B P S F W L D H P C P
Weakness : X O
Common Item : N/A
Rare Item : N/A
Description : A little demon with a big heart.
Soul Type : Guardian
Level : x/3
MP : 5/Time
Soul Effect : Summon Mini Devil as a familiar.
Rarity : **
Soul Notes : This is actually pretty good.
Other Notes : With a big heart. Aww. Anyway, they get annoying fast, so
kill them quickly.
--
Number : 34
Name : Quetzalcoatl
Location : The Dark Chapel
B P S F W L D H P C P
Weakness : O X O X O
Common Item : N/A
Rare Item : Biker Jacket
Description : A reincarnation of the ancient snake god.
Soul Type : Guardian
Level : x/9
MP : 5/Time
Soul Effect : Summon Quetzalcoatl as a familiar.
Rarity : **
Soul Notes : I don't really like it. It gets annoying.
Other Notes : Quetzalcoatl is the name of the Aztec god whom Montezuma
thought Hernando Cortez was when he landed in Mexico, which led
to the fall of that kingdom. In this game, Quetzalcoatl is
really annoying - he hops around. It's a released White Dragon
with a Fleaman rider. Duck under its hops and kill it.
--
Number : 35
Name : Treant
Location : Garden of Madness
B P S F W L D H P C P
Weakness : O O X
Common Item : N/A
Rare Item : N/A
Description : An ancient tree animated by a purely malevolent will.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Increase MP recovery speed.
Rarity : ***
Soul Notes : This is really good. When combined with the Chaos Ring, it's
like you don't even use MP.
Other Notes : It's a tree version of a Golem. Aguni and Flame Demon own it.
--
Number : 36
Name : Amalaric Sniper
Location : The Dark Chapel
B P S F W L D H P C P
Weakness : O O X O
Common Item : N/A
Rare Item : Chakram
Description : A fearsome archer and a fallen angel.
Soul Type : Bullet
Level : x/9
MP : 25/Use
Soul Effect : Summon an archer to support you.
Rarity : **
Soul Notes : This is kinda cool because you can summon multiple archers (the
more souls you have).
Other Notes : These guys are so annoying. The name comes from the fallen
angel, though. Dodge the arrows.
--
Number : 37
Name : Valkyrie
Location : Demon Guest House, The Dark Chapel
B P S F W L D H P C P
Weakness : O O O O O
Common Item : Breastplate
Rare Item : Pancake
Description : A female warrior with a pretty face and a wicked heart.
Soul Type : Guardian
Level : x/1
MP : 30/Time
Soul Effect : Transform into a Valkyrie and charge at foes.
Rarity : ***
Soul Notes : You look like a classical Valkyrie. I don't like this soul.
Other Notes : Watch out for them charging. Valkyries were Odin's servants
who decided who'd go to Valhalla.
--
Number : 38
Name : Great Armor
Location : The Dark Chapel
B P S F W L D H P C P
Weakness : O X X O
Common Item : Ring Mail
Rare Item : N/A
Description : A heavily armored knight built out of the corpses of powerful
warriors.
Soul Type : Guardian
Level : x/1
MP : 5/Time
Soul Effect : Summon Great Armor as a familiar.
Rarity : **
Soul Notes : This is seriously one of the best familiars, I think.
Other Notes : I used to think you couldn't just attack straight through the
shield (in Harmony of Dissonance, you couldn't), but you can.
--
Number : 39
Name : Killer Doll
Location : Demon Guest House
B P S F W L D H P C P
Weakness : O X O O
Common Item : N/A
Rare Item : N/A
Description : A murderous doll that wanders about in search of living bodies.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Nullify curses.
Rarity : ***
Soul Notes : Not all that useful, since there aren't a lot of cursing
enemies (aside from the ones who scream when they die, but that
is a different story). I think Killer Doll's the only one.
Other Notes : They'll curse you if you touch them. Kill them before they can
stand up.
--
Number : 40
Name : Waiter Skeleton
Location : Demon Guest House, Silenced Ruins
B P S F W L D H P C P
Weakness : O X O X O
Common Item : N/A
Rare Item : Beef Curry
Description : A skeleton that inhabits the castle. Always carries around a
pot of curry.
Soul Type : Bullet
Level : x/3
MP : 10/Use
Soul Effect : Serves delicious curry.
Rarity : **
Soul Notes : You need this to get the Yeti soul. That's really about it.
Other Notes : They run after they throw the curry, so you've gotta kill them
quickly.
--
Number : 41
Name : Persephone
Location : Demon Guest House
B P S F W L D H P C P
Weakness : O O X O O
Common Item : Silk Robe
Rare Item : Strawberry
Description : A demonic maid in the employ of an unearthly baron.
Soul Type : Guardian
Level : x/3
MP : 5/Time
Soul Effect : Enable "magic vacuum." Vacuums up enemy HP.
Rarity : **
Soul Notes : This is good for enemies like the Iron Golem or Final Guard who
take awhile to kill.
Other Notes : She knows Kung Fu. Watch out! As a side note, the name is
from the Greek Queen of the Dead. I don't see the relationship
either.
--
Number : 42
Name : Witch
Location : The Dark Chapel, Demon Guest House
B P S F W L D H P C P
Weakness : O O X O O
Common Item : Mage Robe
Rare Item : Cream Soda
Description : A spell caster with the ability to cast a wide variety of
spells.
Soul Type : Bullet
Level : x/3
MP : 20/Use
Soul Effect : Launch magic shots that track targets.
Rarity : **
Soul Notes : I like this soul. It's like Yoko's lightning spell.
Other Notes : Smack them off their high broom.
--
Number : 43
Name : Buer
Location : Demon Guest House, Condemned Tower
B P S F W L D H P C P
Weakness : O O X X O
Common Item : N/A
Rare Item : N/A
Description : A beast with many legs.
Soul Type : Guardian
Level : x/5
MP : 10/Time
Soul Effect : Wear a cloak of tumbling fire.
Rarity : *
Soul Notes : A ring of fire surrounds you. It's a shield.
Other Notes : Watch out for them charging.
--
Number : 44
Name : Lilith
Location : Demon Guest House
B P S F W L D H P C P
Weakness : O O X O O
Common Item : Coffee
Rare Item : N/A
Description : An alluring demon that deludes its victims with its mystifying
beauty.
Soul Type : Enchant
Level : x/9
MP : N/A
Soul Effect : Increase INT
Rarity : **
Soul Notes : Another stat-increasing soul. As always, you get 2 INT points
per soul. It's pretty cool.
Other Notes : It can backdash and charge, so watch out. The name comes from
Adam of Genesis' first wife who mated with a fallen angel and
gave birth to the world's demons.
--
Number : 45
Name : Killer Clown
Location : Demon Guest House
B P S F W L D H P C P
Weakness : O O O O
Common Item : Hamburger
Rare Item : Three 7s
Description : A creepy jester with murderous intent. Also a shrewd poker
player.
Soul Type : Bullet
Level : x/9
MP : 21/Use
Soul Effect : Throw cards as weapons.
Rarity : **
Soul Notes : Gambit-style. You need this to get to Paranoia. It's really
cool.
Other Notes : This guy creeps me out.
--
Number : 46
Name : Skelerang
Location : The Lost Village, Garden of Madness, Silenced Ruins, Demon
Guest House
B P S F W L D H P C P
Weakness : O X O X O
Common Item : Boomerang
Rare Item : N/A
Description : A skeleton that expertly hurls boomerangs.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Enhances throwing ability.
Rarity : **
Soul Notes : This is really good if you like your throwing weapons. It
makes them do 1.5x as much damage.
Other Notes : He cowers in a corner if you get close to him.
--
Number : 47
Name : Fleaman
Location : Condemned Tower, Garden of Madness
B P S F W L D H P C P
Weakness : O O O O
Common Item : Kung Fu Suit
Rare Item : N/A
Description : A sinister little man that leaps about as if he were a flea.
Soul Type : Bullet
Level : x/9
MP : 8/Use
Soul Effect : Summon Fleaman.
Rarity : **
Soul Notes : He doesn't even hop. I don't like this soul.
Other Notes : I hate these things! Kill them really fast with an arcing
weapon so you cover a greater area with your attack.
--
Number : 48
Name : Devil
Location : Subterannean Hell, Demon Guest House, The Abyss (from Stolas)
B P S F W L D H P C P
Weakness : X O
Common Item : Mind Up
Rare Item : Skull Necklace
Description : Hell's keeper.
Soul Type : Guardian
Level : x/1
MP : 10/Time
Soul Effect : Enter a pact with the devil to sharply raise STR.
Rarity : **
Soul Notes : You lose 10 HP/second, but your strength is through the roof.
It's good for really strong enemies if you have a lot of HP.
Other Notes : Watch out for his swoops. The nomenclature is obvious. Also,
occasionally Stolases will summon Devils.
--
Number : 49
Name : Guillotiner
Location : The Dark Chapel, The Pinnacle
B P S F W L D H P C P
Weakness : X O
Common Item : N/A
Rare Item : N/A
Description : Rumored to have chopped off thousands of heads with its bloody
guillotine.
Soul Type : Bullet
Level : x/3
MP : 24/Use
Soul Effect : Sommon a guillotine from hell.
Rarity : *
Soul Notes : You summon a Guillotiner. It's okay.
Other Notes : They fly everywhere and are really weak. Don't get caught
between the two halves, though.
--
Number : 50
Name : Draghignazzo
Location : Condemned Tower
B P S F W L D H P C P
Weakness : O O X O O O
Common Item : Katana
Rare Item : N/A
Description : One of the guardians of the dungeons of hell. He is quite the
pessimist.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Raise resitance to flinching upon taking damage.
Rarity : ***
Soul Notes : You can charge right through enemies with this and the Black
Panther souls equipped. It's great for that.
Other Notes : He flies everywhere and lunges with his spear. Dodge the lunge
and attack. His name comes from the demon by the same name in
Dante's Inferno.
--
Number : 51
Name : Needles
Location : Subterannean Hell
B P S F W L D H P C P
Weakness : O O O
Common Item : Meat Strip
Rare Item : N/A
Description : A giant sea urchin that hsa been driven close to extinction
from over-fishing.
Soul Type : Guardian
Level : x/3
MP : 3/Time
Soul Effect : Summon Needles as a familiar.
Rarity : **
Soul Notes : Remember Super Mario World, and those puzzles where you'd have
to create a coin trail to advance? If you have a bunch of
Needles, that's what happens here. Still, it's not entirely
useful.
Other Notes : Eww @ stuff that comes out. They don't really attack, though.
--
Number : 52
Name : Hell Boar
Location : The Lost Village, The Dark Chapel
B P S F W L D H P C P
Weakness : X O O O O
Common Item : Spoiled Milk
Rare Item : Hot Dog
Description : A boar from hell with exceptional fighting skills.
Soul Type : Bullet
Level : x/1
MP : 15/Use
Soul Effect : Knock down enemies with power-packed uppercuts.
Rarity : **
Soul Notes : It's a slower version of the special of the punch weapons.
Other Notes : Dodge the punches and attack.
--
Number : 53
Name : Bone Pillar
Location : The Dark Chapel, Demon Guest House
B P S F W L D H P C P
Weakness : O X O X O
Common Item : N/A
Rare Item : N/A
Description : The skulls of dinosaurs animated by a demonic force.
Soul Type : Enchant
Level : x/9
MP : N/A
Soul Effect : Increase CON.
Rarity : ***
Soul Notes : Another stat-boosting soul. Again, 2 points/soul. It's okay.
Other Notes : They come in pillars, so take them all down when you kill them.
It's safe to stand on top of them, though.
--
Number : 54
Name : White Dragon
Location : The Lost Village, The Dark Chapel, The Abyss
B P S F W L D H P C P
Weakness : O X O X O
Common Item : N/A
Rare Item : N/A
Description : The fossilized remains of a long-necked dinosaur animated by
a demonic force.
Soul Type : Guardian
Level : x/3
MP : 15/Time
Soul Effect : Breathe fire.
Rarity : **
Soul Notes : You breathe fire. There are better fire souls.
Other Notes : Get under it. It can't do a thing if you're under it.
--
Number : 55
Name : Wakwak Tree
Location : Garden of Madness
B P S F W L D H P C P
Weakness : O O X
Common Item : Amanita
Rare Item : N/A
Description : A horrifying tree that can produce pods of men.
Soul Type : Enchant
Level : x/9
MP : N/A
Soul Effect : Lower STR and raise CON.
Rarity : **
Soul Notes : You lose one STR point for soul you have, and you gain two CON
points per soul. I don't really like it, but if you're one of
the "best offense is a good defense" kind, then this is for
you, as it's more effective than the Bone Pillar soul at
raising CON.
Other Notes : Eww. Chop off all three limbs to kill it, and do so quickly,
as it has pus balls of Fleamen. There's only one in the game.
--
Number : 56
Name : Imp
Location : Cursed Clock Tower
B P S F W L D H P C P
Weakness : X O
Common Item : N/A
Rare Item : N/A
Description : A tiny demon who loves mischief.
Soul Type : Bullet
Level : x/1
MP : 50/Use
Soul Effect : Create a space that inflicts spiritual damage.
Rarity : **
Soul Notes : What this does is swap a monster's MP with its HP. This does
not help that much, but it's good for foes like the Iron Golem.
Note that you only bring down the MP of the foe while the soul
is activated, so you'll have to continuously reactivate it.
Other Notes : They're so annoying. They'll take temporary control of you,
so kill them quickly.
--
Number : 57
Name : Harpy
Location : Cursed Clock Tower
B P S F W L D H P C P
Weakness : X O O O O
Common Item : N/A
Rare Item : N/A
Description : A bizarre bird-like creature with the torso of a woman.
Soul Type : Guardian
Level : x/3
MP : 5/Time
Soul Effect : Summon Harpie as a familiar.
Rarity : **
Soul Notes : This is a pretty good familiar, actually.
Other Notes : They'll shoot little needles at you, so watch out when they
flip. The name comes from Greek mythology.
--
Number : 58
Name : Barbariccia (pronounced barb-ar-EE-chya)
Location : Garden of Madness, The Dark Chapel
B P S F W L D H P C P
Weakness : O O X O O O
Common Item : Blunt Sword
Rare Item : N/A
Description : One of the guardians of the dungeons of hell.
Soul Type : Guardian
Level : x/1
MP : 30/Time
Soul Effect : Transform into Barbariccia.
Rarity : ***
Soul Notes : This is like Valkyrie. You don't even look like Barbariccia.
Other Notes : He's just like Draghignazzo, only not a pessimist, apparently.
The name also comes from a Dante's Inferno demon.
--
Number : 59
Name : Malachi
Location : Cursed Clock Tower, The Pinnacle, Demon Guest House, The Abyss
B P S F W L D H P C P
Weakness : X O
Common Item : High Mind Up
Rare Item : N/A
Description : A pagan being from ancient times that strikes fear into all in
its presence.
Soul Type : Bullet
Level : x/3
MP : 44/Use
Soul Effect : Summon a dark spehre that spews dark energy.
Rarity : **
Soul Notes : This is what Dmitrii starts out with. It's slow, though, so I
don't use it.
Other Notes : Watch out for his scratching if you get too close. Jump over
the energy ball and attack. The name actually comes from a
Biblical prophet. He looks more like a Cthulu.
--
Number : 60
Name : Cave Troll
Location : Wizardry Lab, Subterannean Hell
B P S F W L D H P C P
Weakness : X O O
Common Item : Paella
Rare Item : N/A
Description : A blood-sucking beast that extracts the entrails of cattle
with its tongue.
Soul Type : Bullet
Level : x/9
MP : 8/Use
Soul Effect : Attack by lashing out the tongue.
Rarity : *
Soul Notes : STILL THY TONGUE! It gets longer as you get more souls.
Other Notes : Jump over the tongue.
--
Number : 61
Name : Larva
Location : Silenced Ruins, Wizardry Lab (part two)
B P S F W L D H P C P
Weakness : X X X X O
Common Item : N/A
Rare Item : N/A
Description : A wickedly cruel spirit that inhabits a giant worm.
Soul Type : Bullet
Level : x/3
MP : 25/Use
Soul Effect : Summon Larva.
Rarity : **
Soul Notes : You shoot out a Larva. That's about it.
Other Notes : They just wander around on the screen with no real attacks, so
kill them quickly.
--
Number : 62
Name : Heart Eater
Location : Wizardry Lab, The Abyss
B P S F W L D H P C P
Weakness : O O O
Common Item : Noodles
Rare Item : Heart Pendant
Description : A horrific bug that loves to feed on hearts.
Soul Type : Enchant
Level : x/9
MP : N/A
Soul Effect : Obtain more hearts.
Rarity : ***
Soul Notes : This isn't terribly useful, but you get more hearts.
Other Notes : I hate these things. Watch out, though, as they can hurt
you while they're crashing and burning.
--
Number : 63
Name : Merman
Location : The Lost Village, Wizardry Lab (part two), Subterannean Hell
B P S F W L D H P C P
Weakness : O O X O O O
Common Item : N/A
Rare Item : N/A
Description : An aquatic monster that attacks prey near water.
Soul Type : Bullet
Level : x/3
MP : 10/Use
Soul Effect : Shoot a stream of water.
Rarity : *
Soul Notes : It's good for Aguni. If you want a good water soul, use Frozen
Shade, though.
Other Notes : These guys spawn infinitely.
--
Number : 64
Name : Fish Head
Location : Subterannean Hell
B P S F W L D H P C P
Weakness : O X O X O
Common Item : N/A
Rare Item : N/A
Description : The skeletal remains of a fish animated by dark power.
Soul Type : Bullet
Level : x/3
MP : 15/Use
Soul Effect : Throw Fish Head's head.
Rarity : **
Soul Notes : It's kinda morbid to do, and I don't like it.
Other Notes : They shoot fire, so watch out for that.
--
Number : 65
Name : Medusa Head
Location : Cursed Clock Tower, Subterannean Hell
B P S F W L D H P C P
Weakness : O O
Common Item : N/A
Rare Item : N/A
Description : A monster created in great number from the head of Medusa.
Soul Type : Guardian
Level : x/1
MP : 10/Time
Soul Effect : Become capable of hovering in one location.
Rarity : ***
Soul Notes : This is helpful in places you need to hover. There aren't
many, although I understand if you jump kick and pause in
mid-air with Medusa Head for awhile, it becomes even more
powerful.
Other Notes : I hate these things. They just float along - they don't chase
you. Also, the golden variety will petrify you (both do on
hard mode).
--
Number : 66
Name : Ukoback
Location : Subterannean Hell
B P S F W L D H P C P
Weakness : O O X O
Common Item : N/A
Rare Item : N/A
Description : An enraged demon whose body is engulfed in flames.
Soul Type : Bullet
Level : x/9
MP : 10/Use
Soul Effect : Set fires.
Rarity : **
Soul Notes : You need this to get Paranoia. The more souls you have, the
more fires you can set. I don't use it much. They dissipate
when an enemy hits the fires.
Other Notes : I hate these things. Attack the fires to make life easier on
you before attacking the Ukoback.
--
Number : 67
Name : Killer Fish
Location : Wizardry Lab (part two), Subterranean Hell
B P S F W L D H P C P
Weakness : O X O
Common Item : N/A
Rare Item : Salmon Meuniere
Description : An ancient, man-eating fish. Rumored to be quite tasty.
Soul Type : Bullet
Level : x/3
MP : 10/Use
Soul Effect : Launch torpedoes in water.
Rarity : **
Soul Notes : It's useless outside of the water. There's not a lot of water.
So it's pretty useless.
Other Notes : These things scare me, but just take them out from underneath
them/from a distance.
--
Number : 68
Name : Mimic
Location : Wizardry Lab, Garden of Madness, Subterannean Hell, Demon Guest
House
B P S F W L D H P C P
Weakness : O O O O
Common Item : N/A
Rare Item : N/A
Description : It assumes the guise of a treasure chest to lure in
unsuspecting victims.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Gain money when taking damage.
Rarity : ***
Soul Notes : Whenever you get hit, a $1 coin will drop out of you. Collect
it for $1. Yay.
Other Notes : The difference between this and a treasure chest is the color:
Real treasure chests are red; Mimics are blue.
--
Number : 69
Name : Dead Pirate
Location : Subterannean Hell, Cursed Clock Tower
B P S F W L D H P C P
Weakness : O O X O O
Common Item : Rusty Food Tin
Rare Item : Falchion
Description : A zombie pirate cursed by its own greed.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : May cause greater damage on enemies attacked from behind.
Rarity : **
Soul Notes : In fact, it causes twice the damage on enemies attacked from
behind. Unfortunately, most enemies are hesitant to show you
their backs, but this can still be really helpful [especially
on swooping (e.g., Devil) and charging (e.g., Valkyrie)
enemies].
Other Notes : But why would a pirate cause damage from behind? :(
--
Number : 70
Name : Frozen Shade
Location : Subterannean Hell, The Abyss
B P S F W L D H P C P
Weakness : O X X O O
Common Item : Ice Cream
Rare Item : Aquarius
Description : A wrait that manipulates frigid air.
Soul Type : Bullet
Level : x/3
MP : 25/Use
Soul Effect : Creates a blade of ice that causes freezing.
Rarity : **
Soul Notes : It's the water version of Aguni. It's really powerful. It's
my favorite water soul.
Other Notes : Dodge the icicles she shoots out in all direction (or destroy
them), watch out for her ice shield when you're close to her,
and attack.
--
Number : 71
Name : Homunculus
Location : Wizardry Lab
B P S F W L D H P C P
Weakness : O O X
Common Item : N/A
Rare Item : N/A
Description : A malevolent, artificial life form created by a demonic
scholar.
Soul Type : Bullet
Level : x/9
MP : 8/Use
Soul Effect : Summon Homunculus.
Rarity : *
Soul Notes : This is a terrible soul. Don't bother.
Other Notes : Either let them chase you and run out of cord or just kill
them. The name comes from the Latin for "little man," which
is what they used to call the things inside of sperm.
--
Number : 72
Name : Disc Armor
Location : Condemned Tower
B P S F W L D H P C P
Weakness : O X X O
Common Item : Scale Mail
Rare Item : N/A
Description : An armor-clad soldier that is an expert at throwing giant
circular blades.
Soul Type : Bullet
Level : x/2
MP : 35/Use
Soul Effect : Hurl a sharp-edged circular blade.
Rarity : **
Soul Notes : This is the only x/2 soul there is. It's strong, but the range
is weak.
Other Notes : Duck the disc, but make sure to dodge it when it comes back
in/falls off.
--
Number : 73
Name : Decarabia
Location : Subterannean Hell
B P S F W L D H P C P
Weakness : X O O O
Common Item : Boiled Starfish
Rare Item : N/A
Description : A demon in the shape of a starfish.
Soul Type : Bullet
Level : x/9
MP : 20/Use
Soul Effect : Hurl a Decarabia
Rarity : *
Soul Notes : It's small, but it's kinda cool.
Other Notes : It's an aquatic Buer. Don't worry too much about it.
--
Number : 74
Name : Dead Mate
Location : Silenced Ruins
B P S F W L D H P C P
Weakness : O O X
Common Item : N/A
Rare Item : Pudding
Description : A zombie that protects graveyards together with its beloved
dog.
Soul Type : Bullet
Level : x/9
MP : 12/Use
Soul Effect : Summon a dog.
Rarity : *
Soul Notes : The dog runs forward. Keep in mind that to get the soul, you
can't kill the dog; you've gotta kill the old man. You can't
hurt the dog at all.
Other Notes : Though if you just wanna kill the old man, kill the dog, and
the man will die too.
--
Number : 75
Name : Bugbear
Location : Cursed Clock Tower, The Pinnacle
B P S F W L D H P C P
Weakness : O O X O
Common Item : N/A
Rare Item : N/A
Description : A single-eyed fiend cloaked in thunderbolts.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Gain resistance to lightning.
Rarity : ***
Soul Notes : Lightning attacks do half the damage, but there aren't that
many lightning foes in the game.
Other Notes : The electric versions of Peeping Eyes are just like their
cousins. Interestingly enough, Bugbear is another name for
the Bogeyman.
--
Number : 76
Name : Procel
Location : Subterannean Hell
B P S F W L D H P C P
Weakness : O X O
Common Item : N/A
Rare Item : N/A
Description : A liquid demon that appears on the surface of water.
Soul Type : Ability
Level : x/1
MP : N/A
Soul Effect : Increase mobility in water.
Rarity : ***
Soul Notes : It's a very worthwhile soul to get - you can move freely in
water.
Other Notes : If you can get them from dry land, they can't really do much.
--
Number : 77
Name : Bone Ark
Location : Subterannean Hell
B P S F W L D H P C P
Weakness : O X O X O
Common Item : N/A
Rare Item : N/A
Description : A mobile Bone Pillar. It is considered an innovative
breakthrough.
Soul Type : Guardian
Level : x/1
MP : 15/Time
Soul Effect : Summon a skeleton to provide transportation.
Rarity : ***
Soul Notes : Although the description makes me think of Halloweentown, you
need this to get to the second half of the Wizardry Lab.
Other Notes : It's supposed to be modeled after the Ark of the Covenant.
Destroy the skeletons and watch out for the projectiles.
--
Number : 78
Name : Gorgon
Location : Silenced Ruins
B P S F W L D H P C P
Weakness : O O X X
Common Item : Milk
Rare Item : Tasty Meat
Description : A monstrous bull that breathes clouds of toxic gas.
Soul Type : Bullet
Level : x/3
MP : 15/Time
Soul Effect : Guardian
Rarity : ***
Soul Notes : It's like the Catoblepas soul, only with a poison attribute
instead of a petrifying attribute.
Other Notes : There's only one in the game. The name derives from the
Gorgons who weren't bulls. Medusa was a Gorgon.
--
Number : 79
Name : Alura Une
Location : Subterannean Hell
B P S F W L D H P C P
Weakness : O O X
Common Item : Grapes
Rare Item : N/A
Description : An Une fattened with copious pools of blood.
Soul Type : Guardian
Level : x/9
MP : 10/Time
Soul Effect : Summon Alura Une as a guardian.
Rarity : **
Soul Notes : It's good, but you can't move. Also, if you use it in
conjunction with the Une soul, she shoots Unes out too.
Other Notes : There's only one in the game. Watch out for the vines that
shoot out around her, and take her down quickly.
--
Number : 80
Name : Great Axe Armor
Location : The Lost Village, Wizardry Lab, Condemned Tower
B P S F W L D H P C P
Weakness : O X X O
Common Item : Tomahawk
Rare Item : Chain Mail
Description : An armor-clad soldier that mows down its victims with a massive
axe.
Soul Type : Bullet
Level : x/9
MP : 50/Use
Soul Effect : Perform a spinning sweep with a huge axe.
Rarity : ***
Soul Notes : It's a pretty good soul when it's totally levelled up, but that
is hard to do.
Other Notes : Get really close to it, and it can't hurt you.
--
Number : 81
Name : Mothman
Location : The Pinnacle
B P S F W L D H P C P
Weakness : O O
Common Item : N/A
Rare Item : N/A
Description : Half man, half moth. It appears to be attracted to light.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Gain more experience points.
Rarity : *
Soul Notes : Using this in conjunction with the Shaman Ring will shoot up
your experience gain.
Other Notes : What a cheesy description. Anyway, in The Pinnacle, in the
ostensibly optional room with the two Final Guards, there's a
projector. Use Rycuda on the projector to get Mothman to come
visit you.
--
Number : 82
Name : Mushussu
Location : The Pinnacle
B P S F W L D H P C P
Weakness : X O O O
Common Item : Spaghetti
Rare Item : N/A
Description : A furious beats from ancient Babylonia
Soul Type : Guardian
Level : x/9
MP : 5/Time
Soul Effect : Grow a poisonous tail.
Rarity : **
Soul Notes : It's like the Manticore soul, only poisonous.
Other Notes : Dodge the fireballs and the tail before attacking.
--
Number : 83
Name : Dead Crusader
Location : Silenced Ruins, The Pinnacle
B P S F W L D H P C P
Weakness : O O O X O O
Common Item : N/A
Rare Item : Blocking Mail
Description : A zombie warrior bearing a sturdy shield.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Reduce the amount of damage from attacks.
Rarity : ***
Soul Notes : I mean, yes, it does go down, but it doesn't go down by a
substantial amount.
Other Notes : Attack it from far away or while it's attacking, as its shield
is impervious to any attack.
--
Number : 84
Name : Dead Warrior
Location : The Pinnacle
B P S F W L D H P C P
Weakness : O O O X O O O
Common Item : Rice Ball
Rare Item : Partizan
Description : A dead knight that seeks to fight for all eternity.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Use Bullet-type souls while executing standard attacks.
Rarity : ***
Soul Notes : It's not that useful. You can interrupt an attack by using
a bullet soul. That's it.
Other Notes : Knock it off its high horse. It can jump, though, so be
careful.
--
Number : 85
Name : Erinys
Location : The Pinnacle, The Abyss
B P S F W L D H P C P
Weakness : O O O X O
Common Item : Hauberk
Rare Item : Melon
Description : The goddess of revenge.
Soul Type : Bullet
Level : x/1
MP : 45/Use
Soul Effect : Unleash divine energy that causes widespread damage.
Rarity : ***
Soul Notes : This is actually a really effective holy soul. The range is
decent. I really like it.
Other Notes : In addition to the Valkyrie attacks, it can unleash an area
of destruction around it, so watch out. Also, Stolases will
usually summon these.
--
Number : 86
Name : Succubus
Location : Demon Guest House, The Pinnacle, The Abyss
B P S F W L D H P C P
Weakness : O O X O
Common Item : Flame Necklace
Rare Item : Pitch Black Suit
Description : A demon that assumes the form of a beautiful maiden to drain
vitality.
Soul Type : Bullet
Level : x/1
MP : 25/Use
Soul Effect : Regain HP by drinking blood.
Rarity : **
Soul Notes : You charge at the enemy and drink their blood. It's decent,
but the real value comes from the glitch.
Other Notes : Make sure to get out of the way when you see hearts around her.
Also, she can backdash. Traditionally, these witches appear
to men in their sleep to steal their souls.
--
Number : 87
Name : Ripper
Location : The Abyss
B P S F W L D H P C P
Weakness : O O O O
Common Item : N/A
Rare Item : Black Cloak
Description : A fiend that takes great pleasure in slaughtering people with
knives.
Soul Type : Bullet
Level : x/3
MP : 5/Use
Soul Effect : Throw knives.
Rarity : **
Soul Notes : It's like the knife subweapon, which is cool, but it's not too
powerful.
Other Notes : They're Fleamen with knives.
--
Number : 88
Name : Black Panther
Location : The Abyss
B P S F W L D H P C P
Weakness : X O O
Common Item : N/A
Rare Item : N/A
Description : A jet-black beast that runs with great speed.
Soul Type : Enchant
Level : x/1
MP : 3/Time
Soul Effect : Move at high speed while creating a shock wave.
Rarity : *
Soul Notes : This is an amazing soul. After I get it, I always use it.
With the Draghignazzo soul, it's even better, as you can run
without stopping due to flinching. Don't rely on it for its
power, though.
Other Notes : They're hard to see. Black Panthers run back and forth after
rebounding off walls.
--
Number : 89
Name : Mud Demon
Location : The Abyss
B P S F W L D H P C P
Weakness : X O
Common Item : N/A
Rare Item : N/A
Description : A good-looking demon formed out of dirt.
Soul Type : Ability
Level : x/1
MP : N/A
Soul Effect : Prevent loss of mobility even in sand.
Rarity : **
Soul Notes : It's the sand version of Procel. You can move freely in sand.
Other Notes : Good looking? Anyway, dodge his charges and kill.
--
Number : 90
Name : Giant Slug
Location : Mine of Judgment, The Abyss
B P S F W L D H P C P
Weakness : X O O O O O
Common Item : N/A
Rare Item : N/A
Description : A gigantic mollusk with an equally huge shell.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Nullify poison.
Rarity : ***
Soul Notes : Too bad at this point, there aren't a lot of poisonous enemies
around.
Other Notes : It's a shelled Mollusca. Don't touch it or you'll be poisoned.
--
Number : 91
Name : Werewolf
Location : Condemned Tower, The Pinnacle
B P S F W L D H P C P
Weakness : X O O O O
Common Item : N/A
Rare Item : Black Belt
Description : A madman that can transform into a savage wolf.
Soul Type : Guardian
Level : x/1
MP : 15/Time
Soul Effect : Perform short dashes.
Rarity : **
Soul Notes : That's it. Perform short dashes. The only cool thing is that
you can combine this with souls like Killer Clown. If you use
them both repeatedly (hold up and keep pressing R and Y), you
can fire off a ton of cards.
Other Notes : He used to be a boss. He's no less tame. He can uppercut,
cause fire on the ground, and dash at you.
--
Number : 92
Name : Flame Demon
Location : Demon Guest House, The Pinnacle, The Abyss
B P S F W L D H P C P
Weakness : X O X O
Common Item : N/A
Rare Item : Wyrm Robe
Description : A fire-wielding demon born in the fiery pits of the underworld.
Soul Type : Bullet
Level : x/1
MP : 25/Use
Soul Effect : Shoot devestating fireballs.
Rarity : **
Soul Notes : This is a really cool soul. Additionally, you can use it with
the Bat Company souls to get a Fire of Bat sort of thing going
- you can shoot fire as a bat.
Other Notes : He can only swoop and shoot fireballs down at an angle, so if
you're level with him, he's harmless.
--
Number : 93
Name : Tanjelly
Location : Mine of Judgment, Cursed Clock Tower, The Abyss
B P S F W L D H P C P
Weakness : X O O O O O
Common Item : N/A
Rare Item : N/A
Description : A jelly-like monster that is resistant to physical attacks.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Gain resistance to physical attacks.
Rarity : Basically, the amount of damage you take from bash, pierce, and
slash attacks is halved. Theoretically. It won't work for me.
Soul Notes : It can poison you, so watch out!
--
Number : 94
Name : Arc Demon
Location : The Abyss
B P S F W L D H P C P
Weakness : X O
Common Item : Mana Prism
Rare Item : Demon's Mail
Description : Uses the powers of darkness to wreak havoc upon the world.
Soul Type : Enchant
Level : x/1
MP : N/A
Soul Effect : Gain resistance against dark spells and attacks.
Rarity : ***
Soul Notes : This isn't terribly helpful.
Other Notes : He can summon these three balls that shoot at you. Dodge them,
dodge the swooping, and attack.
--
Number : 95
Name : Gaibon
Location : Mine of Judgment
B P S F W L D H P C P
Weakness : O O X O O
Common Item : N/A
Rare Item : N/A
Description : A fiend that serves the Grim Reaper. It can spit fire while
flying.
Soul Type : Guardian
Level : x/3
MP : 5/Time
Soul Effect : Summon Gaibon as a familiar.
Rarity : **
Soul Notes : He's a pretty good familiar, actually.
Other Notes : He'll fly around shooting fireballs. When you've got 75% of
his health down, he'll turn red and shoot major fireballs.
Take him out before he does much in this mode (he's still
vunerable in his metamorphing mode).
--
Number : 96
Name : Slogra
Location : Mine of Judgment
B P S F W L D H P C P
Weakness : O O X O O
Common Item : N/A
Rare Item : N/A
Description : A fiend that serves the Grim Reaper. It fights on the ground
with a spear.
Soul Type : Bullet
Level : x/9
MP : 20/Use
Soul Effect : Throw spears.
Rarity : *
Soul Notes : When used in conjunction with Gaibon, you throw two spears.
Other Notes : Once you hit him, he loses his spear and starts punching.
--
Number : 97
Name : Stolas
Location : The Abyss
B P S F W L D H P C P
Weakness : X O O
Common Item : Mana Prism
Rare Item : N/A
Description : A wise, old creature said to have considerable intelligence.
Soul Type : Enchant
Level : x/9
MP : N/A
Soul Effect : Raise INT and lower STR.
Rarity : ***
Soul Notes : As with the Wakwak tree, -1 STR, +2 INT per soul. It's better
at raising INT than Lilith.
Other Notes : It summons Erinyses endlessly (and Devils occasionally), so
rooms with Stolases are good for getting those souls.
--
Number : 98
Name : Final Guard
Location : The Pinnacle, The Abyss
B P S F W L D H P C P
Weakness : X X X X X X X X X X X
Common Item : Super Potion
Rare Item : Cuirass
Description : A powerful armored soldier given the task of guarding the
castle's key spots.
Soul Type : Guardian
Level : x/1
MP : 60/Time
Soul Effect : Gain iron-clad defense.
Rarity : ***
Soul Notes : You have serious defense with this thing. It's worthwhile.
Other Notes : I hate these guys. Fly behind them (or use Puppet Master with
Skeleton Ape) and attack. Watch out for when they slasm their
sword into the ground to cause fire waves, though.
--
Number : 99
Name : Malacoda
Location : The Abyss
B P S F W L D H P C P
Weakness : O O X O O
Common Item : Kotetsu
Rare Item : N/A
Description : A long-tailed demon that serves as the head of the dungeon
guardians.
Soul Type : Bullet
Level : x/1
MP : 15/Use
Soul Effect : Attack with a tail.
Rarity : **
Soul Notes : It's not so great.
Other Notes : The last of the Inferno line of Draghignazzo and Barbariccia,
he attacks in the same manner.
--
Number : 100
Name : Alastor
Location : The Pinnacle, The Abyss
B P S F W L D H P C P
Weakness : X O
Common Item : N/A
Rare Item : N/A
Description : A possessed sword driven to seek revenge by the souls of slain
soldiers.
Soul Type : Guardian
Level : x/3
MP : 5/Time
Soul Effect : Summon Alastor as a familiar.
Rarity : **
Soul Notes : It's a pretty good familiar, although it's not as big as
Alastor. It's akin to the Sword Familiar from Symphony.
Other Notes : Go for the sword. Alastor himself can't be hurt.
--
Number : 101
Name : Iron Golem
Location : Wizardry Lab (part two), Demon Guest House, The Abyss
B P S F W L D H P C P
Weakness : X X X X X X X X X X X
Common Item : N/A
Rare Item : N/A
Description : A golem with an impenetrable durability. It has no known
weaknesses.
Soul Type : Guardian
Level : x/1
MP : 30/Time
Soul Effect : Transform into an invincible Iron Golem.
Rarity : ***
Soul Notes : This is actually a really cool soul. Y kicks; A karate chops.
It's strong, and you really are invincible.
Other Notes : These are a pain to kill. This is a good time to use the Imp
soul as well as multi-hit weapons/souls, such as Une,
Valmanway, and Terror Bear.
--
Number : 102
Name : Flying Armor
Location : The Lost Village
B P S F W L D H P C P
Weakness : O X X O
Common Item : N/A
Rare Item : N/A
Description : A sinister cape-clad figure that hovers in the air.
Soul Type : Guardian
Level : x/1
MP : 5/Time
Soul Effect : Reduce the speed of falling.
Rarity : 0
Soul Notes : It's really handy to have.
Other Notes : See the bosses section (4.01).
--
Number : 103
Name : Balore
Location : Wizardry Lab
B P S F W L D H P C P
Weakness : O O
Common Item : N/A
Rare Item : N/A
Description : A demon with a fear-inducing gaze.
Soul Type : Ability
Level : x/1
MP : N/A
Soul Effect : Touch the Touch Screen to shatter certain blocks.
Rarity : 0
Soul Notes : You can shatter ice using this soul.
Other Notes : See the bosses section (4.01). This is a balrog, basically.
--
Number : 104
Name : Malphas
Location : The Dark Chapel
B P S F W L D H P C P
Weakness :
Common Item : N/A
Rare Item : N/A
Description : A black demon that is accompanied by crows.
Soul Type : Ability
Level : x/1
MP : N/A
Soul Effect : Execute a double jump.
Rarity : 0
Soul Notes : It does what it says on the tin. You can jump kick now too.
Other Notes : See the bosses section (4.01).
--
Number : 105
Name : Dmitrii
Location : The Dark Chapel
B P S F W L D H P C P
Weakness : O O
Common Item : N/A
Rare Item : N/A
Description : He can learn the abilities of others. He is one of the dark
lord's candidates.
Soul Type : N/A
Level : N/A
MP : N/A
Soul Effect : N/A
Rarity : N/A
Soul Notes : You do get a soul from him, but it's a plot device. You can't
copy copying.
Other Notes : See the bosses section (4.01).
--
Number : 106
Name : Dario
Location : Garden of Madness, The Pinnacle
B P S F W L D H P C P
Weakness : O O X O
Common Item : N/A
Rare Item : N/A
Description : A man with inflammatory powers. He is one of the dark lord's
candidates.
Soul Type : N/A
Level : N/A
MP : N/A
Soul Effect : N/A
Rarity : N/A
Soul Notes : N/A
Other Notes : See the bosses section (4.01).
--
Number : 107
Name : Puppet Master
Location : Demon Guest House
B P S F W L D H P C P
Weakness : O
Common Item : N/A
Rare Item : N/A
Description : The cursed king of dolls. It controls dolls and the
dimensions.
Soul Type : Bullet
Level : x/1
MP : 5/Use
Soul Effect : Throw a puppet and switch places with it.
Rarity : 0
Soul Notes : You throw a puppet and warp to where it lands. You need it to
advance.
Other Notes : See the bosses section (4.01).
--
Number : 108
Name : Rahab
Location : Subterannean Hell
B P S F W L D H P C P
Weakness : O X O O
Common Item : N/A
Rare Item : N/A
Description : A monster that dominates the seas.
Soul Type : Ability
Level : x/1
MP : N/A
Soul Effect : Gain the ability to move underwater.
Rarity : 0
Soul Notes : It's worth noting that you can't move freely underwater until
you've got the Procel soul.
Other Notes : See the bosses section (4.01). This is a monster from Jewish
folklore.
--
Number : 109
Name : Gergoth
Location : Condemned Tower
B P S F W L D H P C P
Weakness : O O
Common Item : N/A
Rare Item : N/A
Description : Imprisoned in solitude long ago, it gradually grew evil and
demented.
Soul Type : Guardian
Level : x/1
MP : 30/Time
Soul Effect : Fire a devestating laser beam.
Rarity : 0
Soul Notes : You can't move while you're using it, though.
Other Notes : See the bosses section (4.01). You wouldn't have had to fight
him if he had had any friends...:(
--
Number : 110
Name : Zephyr
Location : Cursed Clock Tower
B P S F W L D H P C P
Weakness : O O
Common Item : N/A
Rare Item : N/A
Description : A demon with mastery over time.
Soul Type : Bullet
Level : x/1
MP : 80/Use
Soul Effect : Stop time.
Rarity : 0
Soul Notes : Of course it doesn't work with the monsters you need it to, so
it's a replica of the old stopwatch subweapon. I never used
the stopwatch.
Other Notes : See the bosses section (4.01).
--
Number : 111
Name : Bat Company
Location : Silenced Ruins
B P S F W L D H P C P
Weakness : O O
Common Item : N/A
Rare Item : N/A
Description : A group of bats that thinks and acts as one.
Soul Type : Guardian
Level : x/1
MP : 15/Time
Soul Effect : Transform into a bat and fly.
Rarity : 0
Soul Notes : That's what you do.
Other Notes : See the bosses section (4.01).
--
Number : 112
Name : Paranoia
Location : Demon Guest House
B P S F W L D H P C P
Weakness : O O
Common Item : N/A
Rare Item : N/A
Description : A foul fiend that nests inside mirrors.
Soul Type : Bullet
Level : x/1
MP : 10/Use
Soul Effect : Gain the ability to enter mirrors.
Rarity : 0
Soul Notes : You need this to get the good ending.
Other Notes : See the bosses section (4.01).
--
Number : 113
Name : Aguni
Location : The Pinnacle
B P S F W L D H P C P
Weakness : X O
Common Item : N/A
Rare Item : N/A
Description : A being that is the embodiment of fire.
Soul Type : Bullet
Level : x/1
MP : 24/Use
Soul Effect : Create a pillar of fire that races across the ground.
Rarity : 0
Soul Notes : I love this soul. It's a really strong burst of fire that
goes along the ground. It's the fire equivalent of Frozen
Shade.
Other Notes : See the bosses section (4.01).
--
Number : 114
Name : Death
Location : Mine of Judgment
B P S F W L D H P C P
Weakness : X
Common Item : N/A
Rare Item : N/A
Description : Dracula's confidant.
Soul Type : Guardian
Level : x/1
MP : 10/Time
Soul Effect : Summon the Grim Reaper's scythe to attack enemies.
Rarity : 0
Soul Notes : It's useful inasmuch as it hits the whole field.
Other Notes : See the bosses section (4.01). His description never changes
throughout all of the games.
--
Number : 115
Name : Abaddon
Location : The Abyss
B P S F W L D H P C P
Weakness : O O X O
Common Item : N/A
Rare Item : N/A
Description : The master of pestilent locusts from the deep abyss of the
underworld.
Soul Type : Bullet
Level : x/1
MP : 40/Use
Soul Effect : Summon a cloud of locusts to swarm foes.
Rarity : 0
Soul Notes : This is a lot more effective than I originally gave it credit
for. You can touch the touch screen to send the locusts at
enemies.
Other Notes : See the bosses section (4.01).
--
Number : 116
Name : Menace
Location : The Abyss
B P S F W L D H P C P
Weakness : O
Common Item : N/A
Rare Item : N/A
Description : A humongous amalgamation of powerful demons.
Soul Type : N/A
Level : N/A
MP : N/A
Soul Effect : N/A
Rarity : N/A
Soul Notes : N/A
Other Notes : See the bosses section (4.01).
0=~=~=~=~=~=~=~=0
| 4.03: Weapons |
0=~=~=~=~=~=~=~=0
Note: The data for the following sections were taken with Soma at level 63.
From checking my stats against those of others, it seems that the stat
boost you get from weapons changes with your level, so this section is
mostly to be used as a relative comparison.
Here's a key:
Name : Name of the weapon
Location : Where the weapon can be found
Drop : What monsters drop it
Synthesize : How you can synthesize the weapon
Stat Bonus : What stats are affected by equipping this weapon and by how much
Damage Type: The type of damage these weapons do (because different monsters
are strong/weak to different damage types)
Special : What happens when you press A
Price : The price for which you can buy the weapons. For the weapons that
you can't buy, halve this number to find out the selling price of
the weapon.
Description: The in-game description of the weapon
Other Notes: This section mixes sarcastic commentary with pragmatic advice
and history lessons
For an explanation of the stats:
ATK: This is an approximator of the amount of damage you'll do
DEF: This is an approximator of how little damage your foes will do to you
STR: This is an indicator of ATK; 2 STR points = 1 ATK point.
CON: This is an indicator of DEF; 4 CON points = 1 DEF point.
INT: This affects how much damage your spells (Bullet Souls) will do
LCK: This affects the soul/item drop rates of your enemies
Also, there are some weapons/souls that will make you wonder where the heck I
got them from (e.g., Alucard Sword, Whip, Soul of Bat, etc.). I got this from
the Succubus glitch. There's a guide on GameFAQs about it (which can be seen
here: http://db.gamefaqs.com/portable/ds/file/castlevania_dos_succubus_warp.txt
and through the use of this website:
http://www.angelfire.com/stars5/tkcpics2/dawnofsorrow/#soul_upgrades
If you want to know where to find a weapon, hit CTRL + F and search for the
weapon (although I list the location, I just list the area where it can be
found; CTRL + F will take you somewhere specific).
Also, you'll notice I list attack type. This is normally bash/slash/pierce.
This corresponds to the enemy data in the game: you'll see a row of symbols.
They come in this order:
Bash Thrust Slash Fire Water Lightning Dark Holy Poison Curse Stone
If there's an O underneath the symbol, that enemy takes 1.5x as much damage
from that type of damage; if there's an X, the enemy takes 0.5x as much damage.
These sections are grouped and ordered in the same way in which the game groups
this stuff, for ease of use.
Knives
======
This series slashes directly in front of you and has very little range.
Name : Knife
Location : You start with it
Drop : None
Synthesize : N/A
Stat Bonus : +3 ATK
Damage Type: Pierce
Special : Thrust lunge
Price : 200
Description: A cheap pocket knife. It cuts poorly.
Other Notes: It really is cheap.
--
Name : Combat Knife
Location : Wizardry Lab
Drop : None
Synthesize : N/A
Stat Bonus : +7 ATK
Damage Type: Pierce
Special : Thrust lunge
Price : 4800
Description: A military-issue combat knife.
Other Notes: None
--
Name : Baselard
Location : Hammer's shop
Drop : None
Synthesize : N/A
Stat Bonus : +10 ATK
Damage Type: Pierce
Special : Thrust lunge
Price : 12800
Description: A short sword with an I-shaped haft.
Other Notes: It isn't worth it.
--
Name : Cutall
Location : Demon Guest House
Drop : None
Synthesize : N/A
Stat Bonus : +14 ATK
Damage Type: Pierce
Special : Warp forward and attack (a la the Alucard Sword)
Price : 18000
Description: A sword short of East Indian origin
Other Notes: It's got a cool special, but that's about it.
--
Name : Cinquedia
Location : Hammer's shop
Drop : None
Synthesize : N/A
Stat Bonus : +21 ATK
Damage Type: Pierce
Special : Warp forward and attack (like the Alucard Sword)
Price : 32800
Description: A bejeweled short sword featuring elaborate ornamentation
Other Notes: It sounds weak. It is. I don't like the knife series.
Swords
======
This series is like the knife series but with better range.
Name : Milican's Sword
Location : Synthesize only
Drop : N/A
Synthesize : Joyeuse + Catoblepas
Stat Bonus : +0 ATK
Damage Type: Slash/Stone
Special : Lunge
Price : 30000
Description: A sword that may petrify the target.
Other Notes: Don't get too stoned now.
--
Name : Short Sword
Location : The Lost Village, Hammer's shop
Drop : None
Synthesize : N/A
Stat Bonus : +10 ATK
Damage Type: Slash
Special : Lunge
Price : 800
Description: A sword with a stubby blade
Other Notes: It's pretty basic.
--
Name : Cutlass
Location : Hammer's shop
Drop : N/A
Synthesize : Short Sword + Axe Armor
Stat Bonus : +17 ATK
Damage Type: Slash
Special : Lunge
Price : 5800
Description: A sword used by cavalry riders.
Other Notes: AND PIRATES
--
Name : Laevatain
Location : Synthesize only
Drop : N/A
Synthesize : Joyeuse + Ukoback
Stat Bonus : +20 ATK; +5 INT
Damage Type: Slash/Fire
Special : It creates an explosion in front of you
Price : 32000
Description: An intensely hot sword that scorches everything it touches.
Other Notes: It looks really cool - well, hot.
--
Name : Long Sword
Location : The Dark Chapel, Hammer's shop
Drop : N/A
Synthesize : Cutlass + Corpseweed
Stat Bonus : +20 ATK
Damage Type: Slash
Special : Lunge
Price : 11800
Description: A common type of sword.
Other Notes: That's about it
--
Name : Mystletain
Location : Synthesize only
Drop : N/A
Synthesize : Fragarach + Treant
Stat Bonus : +24 ATK
Damage Type: Slash/Holy
Special : Lunge
Price : 28000
Description: A sword hewn from the wood of a divine tree.
Other Notes: It's the Yggdrasil sword! But don't count it out just because of
its low attack power; the holy attribute helps.
--
Name : Fragarach
Location : The Pinnacle
Drop : N/A
Synthesize : Long Sword + Great Armor
Stat Bonus : +27 ATK
Damage Type: Slash
Special : Lunge
Price : 18000
Description: A demonic sword in the shape of a cross.
Other Notes: It's got a funky name.
--
Name : Hrunting
Location : Synthesize only
Drop : N/A
Synthesize : Fragarach + Mollusca
Stat Bonus : +30 ATK
Damage Type: Slash/Poison
Special : Lunge
Price : 12000
Description: A frightening sword that contains venom in its blade.
Other Notes: As per the description, this can inflict poison upon the enemy.
--
Name : Valmanway
Location : Synthesize only
Drop : N/A
Synthesize : Kaladbolg + Abaddon (boss soul)
Stat Bonus : +31 ATK
Damage Type: Slash
Special : None
Price : 88000
Description: A sword whose name means "Blessed Wind."
Other Notes: It's a really cool looking sword (even if it's not the strongest).
It's fast, so it's great for enemies like the Iron Golem. Which
would have been useful three upgrades ago. It's also capable of
inflicting several hits at once, and it's really good in tandem
with the Black Panther soul inasmuch as you can keep hitting it
while you're Black Panthering to clear out the weaker enemies.
This is, apparently, Symphony's Crissaegrim
--
Name : Joyeuse
Location : Synthesize only
Drop : N/A
Synthesize : Hrunting or Mystletain + Killer Clown
Stat Bonus : +34 ATK; +5 LCK
Damage Type: Slash
Special : Lunge
Price : 50000
Description: An extravagantly beautiful sword. Quite valuable.
Other Notes: It helps when you're soul searching.
--
Name : Ice Brand
Location : Synthesize only
Drop : N/A
Synthesize : Joyeuse + Frozen Shade
Stat Bonus : +41 ATK; +5 INT
Damage Type: Slash/Water
Special : Shoots out an ice cloud
Price : 32000
Description: A demonic sword that freezes all that it touches.
Other Notes: There's even a slight icy projectile when you swing this sword.
--
Name : Alucard Sword
Location : Glitch/Julius Mode (though it's not technically equippable)
Drop : N/A
Synthesize : N/A
Stat Bonus : +45 ATK
Damage Type: Slash
Special : Warp, slash twice, and return
Price : N/A (can't be sold)
Description: Alucard's favorite sword
Other Notes: If you're wondering how I got this, see the note at the beginning
of 4.03.
--
Name : Burtgang
Location : Synthesize only
Drop : N/A
Synthesize : Milican's Sword or Ice Brand or Laevatain + Iron Golem
Stat Bonus : +48 ATK; +13 DEF; +10 CON
Damage Type: Slash
Special : Lunge
Price : 48000
Description: A sword blessed by divinity. It is designed for defense first.
Other Notes: This is a pretty cool sword with very nice stat boosts. If only
it were easier to acquire (the Iron Golem soul is not fun to get;
the first tiem I got 100% soul collection rate, it was my last
soul).
--
Name : Kaladbolg
Location : Synthesize only
Drop : N/A
Synthesize : Burtgang + Arc Demon
Stat Bonus : +55 ATK; +8 INT
Damage Type: Slash
Special : Lunge
Price : 52000
Description: A demonic sword tempered by fairies.
Other Notes: It's another hard sword to obtain because of the necessary soul.
Rapiers
=======
This series thrusts in front of you (dig Soma's fencing pose!). After the Whip
Sword evolution, they've got a whip feel to them. The series is okay.
Name : Rapier
Location : Hammer's shop
Drop : N/A
Synthesize : N/A
Stat Bonus : +14 ATK
Damage Type: Pierce
Special : Lunge
Price : 480
Description: A thrusting sword with a tapered blade.
Other Notes: None
--
Name : Fleuret
Location : Garden of Madness
Drop : N/A
Synthesize : N/A
Stat Bonus : +17 ATK
Damage Type: Pierce
Special : Lunge
Price : 2880
Description: A small sword.
Other Notes: None
--
Name : Main Gauche
Location : Hammer's shop
Drop : N/A
Synthesize : N/A
Stat Bonus : +21 ATK; +3 DEF
Damage Type: Pierce
Special : Lunge
Price : 5280
Description: A sword designed for superior defense.
Other Notes: It's got a weird name
--
Name : Small Sword
Location : Garden of Madness
Drop : N/A
Synthesize : N/A
Stat Bonus : +24 ATK
Damage Type: Pierce
Special : Lunge
Price : 8800
Description: A light and easy-to-handle sword.
Other Notes: The name says it all.
--
Name : Estoc
Location : Condemned Tower
Drop : N/A
Synthesize : N/A
Stat Bonus : +28 ATK
Damage Type: Pierce
Special : Lunge
Price : 12800
Description: A sword made for stabbing.
Other Notes: It's kinda pointless (well, it's a sword, so it's got a sharp
point), since you can upgrade to the Whip Sword with two rapiers
you find earlier.
--
Name : Whip Sword
Location : Synthesize only
Drop : N/A
Synthesize : Small Sword, Main Gauche, or Estoc + White Dragon
Stat Bonus : +31 ATK
Damage Type: Pierce
Special : Lunge
Price : 16000
Description: A sword with a whip-like blade.
Other Notes: It's only a "whip-like blade" inasmuch as when you attack with it,
it looks kinda shaky.
--
Name : Garian Sword
Location : Synthesize only
Drop : N/A
Synthesize : Whip Sword + Quetzalcoatl
Stat Bonus : +35 ATK
Damage Type: Pierce
Special : Lunge
Price : 24000
Description: A flexible, articulated sword made for executions.
Other Notes: It's a funkier colored Whip Sword.
--
Name : Nebula
Location : Synthesize only
Drop : N/A
Synthesize : Garian Sword + Malacoda
Stat Bonus : +45 ATK
Damage Type: Pierce
Special : Lunge
Price : 40000
Description: A holy chain with a will of its own.
Other Notes: Nothing special, really, unless you like the rapier series.
--
Name : Kris Naga
Location : Hammer's shop
Drop : N/A
Synthesize : N/A
Stat Bonus : +38 ATK
Damage Type: Pierce
Special : Lunge
Price : 32000
Description: A beautifully decorated sword made of damask.
Other Notes: It's not whip-like.
Great Sword
===========
This series swings the sword over your head in an arc pattern. They tend to be
more powerful than their sword counterparts, and although they're slower, the
power and versatility (since you have greater range) makes up for it. It's my
favorite weapon series.
Name : Claymore
Location : The Lost Village
Drop : N/A
Synthesize : N/A
Stat Bonus : +24 ATK
Damage Type: Slash
Special : Lunge
Price : 1200
Description: A heavy, two-handed sword.
Other Notes: It's a really strong weapon for this point in the game. It's a
two-handed Scottish sword.
--
Name : Falchion
Location : Synthesize only
Drop : Dead Pirate
Synthesize : Claymore + Warg
Stat Bonus : +31 ATK
Damage Type: Slash
Special : Lunge
Price : 8000
Description: A sword with a wide, crescent blade used by Normans.
Other Notes: The name comes from a medieval sword by the same name. Although
it's pronouned "falshun" (the ch is an sh, not a k), I always
pronounced it "falkion."
--
Name : Great Sword
Location : Demon Guest House
Drop : N/A
Synthesize : Falchion + Great Armor
Stat Bonus : +41 ATK
Damage Type: Slash
Special : Lunge
Price : 12000
Description: A massive sword that is made to smash through its targets.
Other Notes: What an original name!
--
Name : Durandal
Location : The Pinnacle
Drop : N/A
Synthesize : Great Sword + Valkyrie
Stat Bonus : +52 ATK
Damage Type: Slash
Special : Lunge
Price : 19000
Description: A sword of giants that was tempered by fairies.
Other Notes: A sword of giants indeed.
--
Name : Dainslef
Location : Synthesize only
Drop : N/A
Synthesize : Durandal + Lilith
Stat Bonus : +68 ATK; +3 DEF; +6 STR; +6 CON; +6 INT
Damage Type: Slash/Curse
Special : Lunge
Price : 30000
Description: A demonic sword of finality.
Other Notes: Look at those stat boosts! This is seriously a sweet sword. On
top of the stat boosts, this also has a chance of cursing the
enemy, which really slows them down.
--
Name : Ascalon
Location : Synthesize only
Drop : N/A
Synthesize : Dainslef + Draghignazzo
Stat Bonus : +69 ATK
Damage Type: Slash
Special : Lunge
Price : 42000
Description: A dragon-slaying sword.
Other Notes: The only thing this sword has on its predecessor is one attack
point. That's not that big of a difference. I'd stick with the
Dainslef until you've got the Chaos Ring and want to get to the
end of the Great Sword line). Its name comes from the lance
St. George uses in the myth to slay the dragon.
--
Name : Balmung
Location : Synthesize only
Drop : N/A
Synthesize : Ascalon + Gergoth
Stat Bonus : +80 ATK
Damage Type: Slash
Special : Thrust
Price : 50000
Description: A demonic dragon-slaying sword.
Other Notes: Apparently it being "demonic" equates to 11 more attack points.
This is also known as Gram (in other Castlevania games and in
Norse mythology), and it was used by Sigurd to stop Fafnir, one of
the Ragnarok demons.
--
Name : Final Sword
Location : Synthesize only (though you're on the receiving end of it,
unfortunately, in The Abyss and The Pinnacle).
Drop : N/A
Synthesize : Balmung + Final Sword
Stat Bonus : +93 ATK
Damage Type: Slash
Special : Thrust
Price : 72000
Description: A sword taken from a Final Guard.
Other Notes: ...and mixed with a DEMONIC DRAGON-SLAYING SWORD, which apparently
made it shorter.
--
Name : Claimh Solais
Location : Synthesize only
Drop : N/A
Synthesize : Final Sword + Alastor
Stat Bonus : +104 ATK
Damage Type: Slash
Special : Thrust with a massive version of the Claimh Solais
Price : 100000
Description: An indefatigable sword. Its blade glitters with light.
Other Notes: The best weapon from Aria of Sorrow returns in all its glittery
glory.
Spear
=====
This series is kinda weird. Soma awkwardly pulls out a spear and thrusts it in
front of him. I'm not a fan.
Name : Spear
Location : The Lost Village
Drop : Armor Knight
Synthesize : N/A
Stat Bonus : +21 ATK
Damage Type: Pierce
Special : He thrusts it out twice in front of him, ducks again, and thrusts.
Price : 1000
Description: A standard spear.
Other Notes: It's a spear.
--
Name : Partizan
Location : Synthesize only
Drop : Dead Warrior
Synthesize : Spear + Armor Knight
Stat Bonus : +28 ATK
Damage Type: Pierce
Special : Spear special
Price : 6400
Description: A long pole tipped with a broad blade.
Other Notes: It looks bamboo-y. I don't trust bamboo.
--
Name : Halberd
Location : The Dark Chapel
Drop : N/A
Synthesize : Partizan + Axe Armor
Stat Bonus : +35 ATK
Damage Type: Pierce
Special : Lunge
Price : 10000
Description: A long pole fitted with a wide blade.
Other Notes: It's Meta-Knight's ship! It's also Swedish. They used to put
fish on top of the hilts. Also, the Swiss Guard use it.
--
Name : Lance
Location : The Pinnacle
Drop : N/A
Synthesize : Halberd + Valkyrie
Stat Bonus : +41 ATK
Damage Type: Pierce
Special : Spear special
Price : 16000
Description: A spear used by knights.
Other Notes: One of the knights used to use this thing quite frequently; you
might say that he used to Lancealot.
--
Name : Trident
Location : Synthesize only
Drop : N/A (no, the Mermen don't drop it)
Synthesize : Lance + Mini Devil
Stat Bonus : +48 ATK
Damage Type: Pierce
Special : Lunge
Price : 20000
Description: A three-pronged spear.
Other Notes: Used by Posidon and Triton.
--
Name : Brionac
Location : Synthesize only
Drop : N/A
Synthesize : Trident + Decarabia
Stat Bonus : +59 ATK
Damage Type: Pierce
Special : Lunge
Price : 32000
Description: A demonic five-pronged spear.
Other Notes: Once again, demonic = stronger.
--
Name : Geiborg
Location : Synthesize only
Drop : N/A
Synthesize : Brionac + Slogra
Stat Bonus : +69 ATK
Damage Type: Pierce
Special : Lunge
Price : 48000
Description: A spear tempered by witches.
Other Notes: WITCHES!
--
Name : Longinus
Location : Synthesize only
Drop : N/A
Synthesize : Geiborg + Erinys
Stat Bonus : +80 ATK
Damage Type: Pierce
Special : Spear special
Price : 68000
Description: A spear of divinity.
Other Notes: It looks like the fleur de lis. It's named this after the name
of the soldier who pierced Jesus' side on the cross (so this is
that spear, hence its divinity).
--
Name : Gungner
Location : Synthesize only
Drop : N/A
Synthesize : Longinus + Bugbear
Stat Bonus : +48 ATK
Damage Type: Pierce/Lightning
Special : Shoots out a massive laser beam
Price : 100000
Description: A divine thunderbolt that pierces everything it touches.
Other Notes: It's shocking. This is named for Oden's spear. I found this
out from a Swedish Wikipedia site. I don't speak Swedish.
Hammer
======
This series is easy to finish because there are only three items in it.
They're kinda pathetic, slow, and really only serve for the carnival game in
Subterannean Hell.
Name : Mace
Location : The Lost Village
Drop : N/A
Synthesize : N/A
Stat Bonus : +28 ATK
Damage Type: Bash
Special : Lunge
Price : 800
Description: A large club.
Other Notes: Yep. It nets you a Potion in Subterannean Hell.
--
Name : Morgenstern
Location : Synthesize only
Drop : N/A
Synthesize : Mace + Needles
Stat Bonus : +41 ATK
Damage Type: Bash
Special : Lunge
Price : 10000
Description: A club with a star-shaped head. A brutal weapon.
Other Notes: It's German for "morning star." It's pretty worthless too.
--
Name : Mjollnjr
Location : Synthesize only
Drop : N/A
Synthesize : Morgenstern + Bugbear
Stat Bonus : +24 ATK
Damage Type: Bash/Lightning
Special : Lunge
Price : 28000
Description: A hammer of a thunder-god.
Other Notes: No, you read that right. This weapon is not only weaker than its
predecessor, it's weaker than the first weapon in the series. The
upshot is the lightning attribute, but there are other weapons
if you really want that. It's a pretty thor realization. Ho ho!
(yeah, it's Thor's hammer from Norse mythology)
Axe
===
As strong as they are, I still prefer the Great Sword. This weapon line is
just like it, essentially, but it feels a little slower.
Name : Axe
Location : Hammer's shop
Drop : Axe Armor
Synthesize : N/A
Stat Bonus : +40 ATK
Damage Type: Slash
Special : Jumps, comes back down to smash
Price : 800
Description: A sturdy axe with a single-edged head.
Other Notes: It's pretty strong, obviously.
--
Name : Battle Axe
Location : Hammer's shop
Drop : N/A
Synthesize : Axe + Axe Armor
Stat Bonus : +55 ATK
Damage Type: Slash
Special : Axe special
Price : 7800
Description: A combat axe with a double-edged head.
Other Notes: BATTLE AXE LESSONS AT THE REC CENTER!
--
Name : Bhuj
Location : Synthesize only
Drop : N/A
Synthesize : Battle Axe + Manticore
Stat Bonus : +76 ATK
Damage Type: Slash
Special : Axe special
Price : 20000
Description: A very heavy combat axe.
Other Notes: It is heavy.
--
Name : Great Axe
Location : Synthesize only
Drop : N/A
Synthesize : Bhuj + Great Axe Armor
Stat Bonus : +97 ATK
Damage Type: Slash
Special : Axe special
Price : 40000
Description: A huge battle axe. It is exceptionally heavy.
Other Notes: And exceptionally strong, especially given how early you can get
this baby (about halfway up the Condemned Tower or earlier, if you
go exploring the lower half of the Wizardry Lab early).
--
Name : Golden Axe
Location : Synthesize only
Drop : N/A
Synthesize : Great Axe + Final Guard
Stat Bonus : +119 ATK
Damage Type: Slash
Special : Axe special
Price : 62000
Description: An axe crafted from gold. Its performance is outstanding.
Other Notes: "But it's still heavy" (like Chrono Trigger's Enertron). Plus
the Final Guard soul is not one you should give up lightly - it's
a pain to get.
--
Name : Death's Scythe
Location : Synthesize only, but it'll be hurting you in the Mine of Judgment.
Drop : N/A
Synthesize : Golden Axe + Death
Stat Bonus : +142 ATK
Damage Type: Slash/Dark
Special : Thrust + a miniature biting skull a la Death's second form.
Price : 100000
Description: A scythe used by Death to gather souls.
Other Notes: That's right. You can synthesize Death's very scythe for soul
reaving. Although it's slow (and because of its shape, it can be
unwieldy sometimes), it is the most powerful weapon in the game
from an attack stat point of view.
Katanas
=======
I really don't like this series. Soma will draw the sword, attack, and then
resheathe it before attacking again. It's kinda pointless and slow. You can
get two strikes off in a row if you slash, and immediately upon contact, hit
the backdash, but that's it.
Name : Blunt Sword
Location : Wizardry Lab
Drop : Barbariccia
Synthesize : N/A
Stat Bonus : +14 ATK
Damage Type: Slash
Special : Quick slash
Price : 1000
Description: A sword with a dull cutting edge.
Other Notes: It's not on the cutting edge of technology, either.
--
Name : Katana
Location : Synthesize only
Drop : Draghignazzo
Synthesize : Blunt Sword + Bomber Armor
Stat Bonus : +21 ATK
Damage Type: Slash
Special : Quick slash
Price : 9000
Description: A traditional sword used by samurai.
Other Notes: The Samurai weren't this slow.
--
Name : Kotetsu
Location : The Dark Chapel
Drop : Malacoda
Synthesize : Katana + Mini Devil
Stat Bonus : +24 ATK
Damage Type: Slash
Special : Quick slash
Price : 15000
Description: A sword named after the legendary swordsmith, Nagasone Kotetsu.
Other Notes: This is the first entry where I've been able to fill in all the
fields!
--
Name : Masamune
Location : Synthesize only
Drop : N/A
Synthesize : Kotetsu + Devil
Stat Bonus : +31 ATK
Damage Type: Slash
Special : Quick slash
Price : 24800
Description: A famed Japanese samurai sword.
Other Notes: The dark wind begins to blow...
--
Name : Osafune
Location : Synthesize only
Drop : N/A
Synthesize : Masamune + Barbariccia
Stat Bonus : +41 ATK
Damage Type: Slash
Special : Quick slash
Price : 30000
Description: A Japanese sword with the full name of Bizen Osafune Nagamitsu.
Other Notes: This was one of the strongest weapons in Symphony of the Night
(it was the Osafune Katana).
--
Name : Kunitsuna
Location : Synthesize only
Drop : N/A
Synthesize : Osafune + Malachi
Stat Bonus : +48 ATK
Damage Type: Slash
Special : Quick slash
Price : 42000
Description: Onimaru Kunitsuna, a sword said to have slain Oni demons.
Other Notes: I was under the impression that "Oni" was Japanese for "demon," so
this slew demon demons?
--
Name : Yasutsuna
Location : Synthesize only
Drop : N/A
Synthesize : Kunitsuna + Gaibon
Stat Bonus : +59 ATK
Damage Type: Slash
Special : Quick slash
Price : 58000
Description: Doujikiri Yasutsuna, a sword said to have cut off a demon's arm.
Other Notes: Did it free the ONE RING TO RULE THEM ALL?
--
Name : Muramasa
Location : Synthesize only
Drop : N/A
Synthesize : Yasutsuna + Malacoda
Stat Bonus : +73 ATK
Damage Type: Slash/Curse
Special : Double quick slash
Price : 98000
Description: A sword with a macabre reputation.
Other Notes: I'd get it so confused with the Masamune if not for Chrono
Trigger. This thing is bloodthirsty, apparently.
Fists
=====
This is self-explanatory. They're not really powerful, nor do they have much
range, but selling Cestuses is one of the best ways of making money.
Name : Bare knuckles (Unarmed)
Location : N/A
Drop : N/A
Synthesize : N/A
Stat Bonus : +0 ATK
Damage Type: Bash
Special : None
Price : N/A
Description: Bare fists.
Other Notes: Yes the "k" isn't capitalized. Although you can use this weapon
by de-equipping your other weapon, you can find this weapon via
the Succubus glitch, which is why I have a description for it.
--
Name : Brass Knuckles
Location : Hammer's shop
Drop : N/A
Synthesize : N/A
Stat Bonus : +3 ATK
Damage Type: Bash
Special : Uppercut
Price : 200
Description: Metal knuckles to be worn on the fists.
Other Notes: I like the uppercut.
--
Name : Cestus
Location : Demon Guest House
Drop : N/A
Synthesize : Brass Knuckles + Zombie
Stat Bonus : +10 ATK
Damage Type: Bash
Special : Uppercut
Price : 6000
Description: Hard knuckle guards worn by ancient boxers.
Other Notes: I still like the uppercut.
--
Name : Whip Knuckle
Location : Synthesize only
Drop : N/A
Synthesize : Cestus + Slaughterer
Stat Bonus : +17 ATK
Damage Type: Bash
Special : Uppercut
Price : 17000
Description: Equip to throw whip-like punches.
Other Notes: This game's concept of "whip-like" is in need of work (see also:
Whip Sword).
--
Name : Mach Punch
Location : Synthesize only
Drop : N/A
Synthesize : Whip Knuckle + Hell Boar
Stat Bonus : +24 ATK
Damage Type: Bash
Special : Uppercut
Price : 21000
Description: Enables punches to be thrown at the speed of sound.
Other Notes: The only reason you know it's at the speed of sound is because of
the soundwaves eminating from Soma's fist as he uses this. Isn't
that accurate?
--
Name : Kaiser Knuckle
Location : Synthesize only
Drop : N/A
Synthesize : Mach Punch + Werewolf
Stat Bonus : +10 ATK
Damage Type: Bash
Special : Uppercut (somehow)
Price : 33000
Description: Imbues knuckles with divine rage.
Other Notes: Despite the description, I don't think it gets imbued with a
holy attribute. Anyway, although this is weaker than the
penultimate evolution of this series (and just as strong as the
second), it is capable of hitting multiple times, which makes up
for this. It's useful for Iron Golems.
Guns
====
These are guns. They're kinda slow, but they've got pretty sweet range. There
aren't that many.
Name : Handgun
Location : Garden of Madness
Drop : N/A
Synthesize : N/A
Stat Bonus : +10 ATK
Damage Type: Pierce
Special : Fires a three bullet burst
Price : 12000
Description: Fires 9mm rounds.
Other Notes: Soma looks pretty sweet doing this.
--
Name : Silver Gun
Location : Hammer's shop
Drop : N/A
Synthesize : N/A
Stat Bonus : +24 ATK
Damage Type: Pierce/Holy
Special : Fires a three bullet burst
Price : 50000
Description: Shoots silver bullets that have been ritually blessed.
Other Notes: I'm pretty sure it's holy. Either way, silver bullets...
--
Name : RPG
Location : Boss Rush Mode (beat in less than five minutes)
Drop : N/A
Synthesize : N/A
Stat Bonus : +86 ATK
Damage Type: Slash?
Special : None
Price : Can't sell it
Description: Rocket-propelled grenade
Other Notes: BOOM, BABY, BOOM!
Throwing Weapons
================
These are weapons that you can find and throw. They're not consumable, so
don't worry - you have an infinite supply. If you equip the Skelerang soul
when you use them, they do 1.5x as much damage (meaning you can do 2.25x damage
to enemies weak to the slash variety of weapon) as they would normally do.
Name : Boomerang
Location : Drop only
Drop : Skelerang
Synthesize : N/A
Stat Bonus : +3 ATK
Damage Type: Slash
Special : Throw the boomerang faster
Price : 1500
Description: A throwing weapon with a curved blade.
Other Notes: This is the worst boomerang ever - it doesn't come back!
--
Name : Chakram
Location : Drop only
Drop : Amalaric Sniper
Synthesize : N/A
Stat Bonus : +10 ATK
Damage Type: Slash
Special : Throwing it harder?
Price : 3000
Description: A throwing weapon with a sharp, circular blade.
Other Notes: It's smaller than the Boomerang, and it still doesn't come back.
Colette fans of the world unite!
--
Name : Tomahawk
Location : Drop only
Drop : Great Axe Armor
Synthesize : N/A
Stat Bonus : +17 ATK
Damage Type: Slash
Special : Throwing it faster
Price : 7000
Description: A battle axe designed for throwing.
Other Notes: This is also a Boomerang-esque weapon (I expected it to be like
the Axe Armor soul). It's almost as bad as the football team that
wields this.
--
Name : Throwing Sickle
Location : Hammer's shop
Drop : N/A
Synthesize : N/A
Stat Bonus : +24 ATK
Damage Type: Slash
Special : Throwing it faster
Price : 9000
Description: A small throwing sickle used by ninjas.
Other Notes: I was sold against this weapon until I read the last word of that
description. It's no shuriken, but it'll do.
Random Weapons
==============
These are the weapons that don't quite fit into the other categories.
Name : Terror Bear
Location : Beat Boss Rush Mode in under eight minutes
Drop : N/A
Synthesize : N/A
Stat Bonus : +0
Damage Type: Bash/Curse
Special : Lunge
Price : Can't sell
Description: An insidious stuffed toy filled with iron sand.
Other Notes: "Iron sand" makes no sense, but I was also wondering how
"insidious" worked until I thought about those poor children.
That'd be a fun murder trial, though. This is really good against
Iron Golems.
--
Name : Nunchakus
Location : Beat Boss Rush Mode in under seven minutes
Drop : N/A
Synthesize : N/A
Stat Bonus : +24 ATK
Damage Type: Bash
Special : Double attack
Price : Can't sell
Description: Only a true master can wield this weapon deadly.
Other Notes: This thing is kinda hard to use - its range is weak.
--
Name : Whip
Location : Succubus glitch (see the beginning of 4.03)/Julius Mode
Drop : N/A
Synthesize : N/A
Stat Bonus : +52 ATK
Damage Type: Slash
Special : None
Price : Can't sell
Description: [none] - It's Julius' Vampire Killer.
Other Notes: It's fun to use, although you can't brandish it.
0=~=~=~=~=~=~=0
| 4.04: Armor |
0=~=~=~=~=~=~=0
Please see the note at the beginning of 4.03 for information on how to use this
section. This is divided into three categories, as the game divies them:
suits, armor, and robes.
Suits
=====
Name : Casual Clothes
Location : You start with them
Drop : N/A
Stat Bonus : +3 DEF
Price : 200
Description: Clothes worn regularly
Other Notes: They're stylish.
--
Name : Cloth Tunic
Location : Drop only
Drop : Zombie
Stat Bonus : +4 DEF
Price : 300
Description: A simple garment made of cloth.
Other Notes: It looks less substantial than the Casual Clothes, yet it provides
more defense.
--
Name : Gym Clothes
Location : The Lost Village
Drop : Slaughterer
Stat Bonus : +8 DEF; +2 CON
Price : 1000
Description: An athletic training suit
Other Notes: KARATE MASTER!
--
Name : Three 7s
Location : Behind the 777 door in the Garden of Madness
Drop : Killer Clown
Stat Bonus : +4 DEF; +7 CON; +7 INT; +7 LCK
Price : 7770
Description: Clothes that summon luck.
Other Notes: The three sevens being CON, INT, and LCK. This is invaluable when
soul searching. Note that they summon luck. Luck, be a lady
tonight!
--
Name : Kung Fu Suit
Location : Drop only
Drop : Fleaman
Stat Bonus : +7 DEF; +1 STR
Price : 2000
Description: Looks like it can make you stronger.
Other Notes: The "looks like" thing is interesting. This gives you one STR
point, but you need two STR points to make a difference, so unless
you've got another STR boosting item equipped, this doesn't help
in that department.
--
Name : Biker Jacket
Location : Drop only
Drop : Quetzalcoatl
Stat Bonus : +13 DEF; +2 STR
Price : 2400
Description: A leather jacket worn by motorcyclists.
Other Notes: This one does make you stronger! Becaues it's a motorcycle
jacket!
--
Name : War Fatigues
Location : Demon Guest House
Drop : N/A
Stat Bonus : +15 DEF; +3 STR
Price : 3200
Description: Sturdy clothes made for military use.
Other Notes: Sturdy?
--
Name : Ninja Suit
Location : Garden of Madness
Drop : N/A
Stat Bonus : +18 DEF; +3 STR; +2 CON
Price : Can you put a price on a ninja? But 5000.
Description: A ninja's combat garment.
Other Notes: It's a ninja suit!
--
Name : Justaucorps
Location : Demon Guest House
Drop : N/A
Stat Bonus : +19 DEF; +1 STR; +1 INT
Price : 12880
Description: A luxurious suit with fine detailing throughout.
Other Notes: It looks like Richter's clothing.
--
Name : Army Jacket
Location : Cursed Clock Tower
Drop : N/A
Stat Bonus : +24 DEF
Price : 15000
Description: A jacket woven with a special fabric that resists cuts.
Other Notes: Hammer?
--
Name : Pitch Black Suit
Location : Drop only
Drop : Succubus, Yeti
Stat Bonus : +29 DEF; +2 INT
Price : 19600
Description: A suit that is the color of inky darkness.
Other Notes: Very cool.
--
Name : Olrox's Suit
Location : Demon Guest House
Drop : N/A
Stat Bonus : +39 DEF; +2 STR; +2 CON; +2 INT
Price : 24000
Description: A suit favored by Count Olrox
Other Notes: With a suit like this, you'd think he would have been harder.
--
Name : Dracula's Tunic
Location : Demon Guest House
Drop : N/A
Stat Bonus : +1 ATK; +47 DEF; +6 STR; +6 CON; +6 INT; +6 LCK
Price : 39000
Description: A tunic imbued with Dracula's dark power.
Other Notes: But it's really cool.
Armor
=====
Name : Breastplate
Location : Garden of Madness
Drop : Bomber Armor, Valkyrie
Stat Bonus : +12 DEF
Price : 800
Description: A breastplate fashioned from iron.
Other Notes: Nothing to say.
--
Name : Leather Armor
Location : Drop only
Drop : Axe Armor
Stat Bonus : +8 DEF
Price : 1860
Description: A suit of armor crafted out of leather.
Other Notes: It's good at the start.
--
Name : Ring Mail
Location : Demon Guest House
Drop : Great Armor
Stat Bonus : +16 DEF
Price : 2800
Description: A mail suit with metal rings sewn on.
Other Notes: If it were a femail suit, it wouldn't be as good.
--
Name : Scale Mail
Location : Cursed Clock Tower
Drop : Disc Armor
Stat Bonus : +20 DEF
Price : 4200
Description: A mail suit with scale-like plates sewn on.
Other Notes: Scale mail rhymes.
--
Name : Chain Mail
Location : Subterannean Hell
Drop : Great Axe Armor
Stat Bonus : +25 DEF
Price : 8000
Description: A suit made of woven chains.
Other Notes: Classic knight stuff.
--
Name : Hauberk
Location : Drop only
Drop : Erinys
Stat Bonus : +29 DEF
Price : 9800
Description: Chain mail made for easy movement.
Other Notes: Hauberk? *snicker*
--
Name : Cuirass
Location : Drop only
Drop : Final Guard
Stat Bonus : +38 DEF
Price : 14000
Description: A torso armor with a rounded profile.
Other Notes: Good luck getting this one.
--
Name : Blocking Mail
Location : Drop only
Drop : Dead Crusaders
Stat Bonus : +25 DEF
Price : 26090
Description: A mail suit that occasionally blocks attacks.
Other Notes: Some people block their mail from coming in. But this isn't too
reliable.
--
Name : Eversing
Location : Subterannean Hell
Drop : N/A
Stat Bonus : +46 DEF
Price : 30000
Description: An armor tempered by a waterfall over many millenniums.
Other Notes: What a description. But this is good armor.
--
Name : Demon's Mail
Location : Drop only
Drop : Arc Demon
Stat Bonus : +56 DEF
Price : 66000
Description: A mail suit that is imbued with demonic power.
Other Notes: Notice how much the game likes demonic stuff? Anyway, it's
defensively the best armor in the game, but good luck getting it.
Robes
=====
These will usually give you some sort of extra bonus - be it an intelligence
bonus or an elemental resistance - in addition to their defensive bonus.
Name : Silk Robe
Location : Hammer's shop
Drop : Persephone
Stat Bonus : +4 DEF; +2 INT
Price : 800
Description: A robe made of woven silk.
Other Notes: That description helps.
--
Name : Mage Robe
Location : Hammer's shop
Drop : N/A
Stat Bonus : +10 DEF; +5 INT
Price : 2300
Description: A robe worn by mages.
Other Notes: Such nice descriptions.
--
Name : Elfin Robe
Location : Garden of Madness
Drop : N/A
Stat Bonus : +16 DEF; +8 INT
Price : 5000
Description: A robe woven by elves.
Other Notes: I hate the descriptions in this section.
--
Name : Wyrm Robe
Location : Drop only
Drop : Flame Demon
Stat Bonus : +22 DEF
Price : 15000
Description: A fire-resistant robe made from the hide of a wyrm.
Other Notes: That description's slightly better - it tells us that you take
0.5x the damage you'd normally take from fire attacks.
--
Name : Aquarius
Location : Wizardry Lab
Drop : Frozen Shade
Stat Bonus : +28 DEF
Price : 15000
Description: A water-resistant robe that is imbued with elemental power.
Other Notes: It does just what it says on the tin, to quote Captain Jack
Harkness. You take 0.5x the damage you'd normally take from water
attacks.
--
Name : Serenity Robe
Location : Wizardry Lab (part two)
Drop : N/A
Stat Bonus : +34 DEF; +10 INT
Price : 23000
Description: A blessed robe that calms the spirit.
Other Notes: Serene.
--
Name : Death's Robe
Location : Beat Boss Rush Mode in under six minutes.
Drop : N/A
Stat Bonus : +1 ATK; +34 DEF; +4 STR; +4 CON; +13 INT; +4 LCK
Price : 42000
Description: A robe once worn by Death.
Other Notes: Before he died? Death died? Anyway, this is one of the better
robes. Now you can wear Death's Robe while wielding Death's
Scythe and using the Death soul! It's a goth's paradise!
0=~=~=~=~=~=~=~=~=~=0
| 4.05: Accessories |
0=~=~=~=~=~=~=~=~=~=0
Soma is one to accessorize. See 4.03 for information on how to use this
section.
Name : Rare Ring
Location : Silenced Ruins; start of game if you have Aria of Sorrow.
Drop : N/A
Stat Bonus : +4 LCK
Price :
Description: A ring that raises the appearance of rare items.
Other Notes: The true value in this is in the description: yes, it raises your
luck, but the drop rate of rate items doubles.
--
Name : Pendant
Location : Hammer's shop
Drop : Ghoul
Stat Bonus : +1 LCK
Price : 80
Description: A plain pendant.
Other Notes: With a plain bonus.
--
Name : Cape
Location : The Lost Village
Drop : N/A
Stat Bonus : +2 DEF
Price : 200
Description: A plain cape.
Other Notes: Not much more to say.
--
Name : Scarf
Location : Wizardry Lab, Hammer's shop
Drop : N/A
Stat Bonus : +2 DEF; +2 CON
Price : 370
Description: A scarf made of knitted wool.
Other Notes: Aww.
--
Name : Traveler Cape
Location : The Dark Chapel
Drop : N/A
Stat Bonus : +3 DEF
Price : 600
Description: A sturdy cape popular among travelers.
Other Notes: And it's such a nice color.
--
Name : Crimson Cloak
Location : The Lost Village
Drop : N/A
Stat Bonus : +4 DEF
Price : 1200
Description: A cloak in a vivid crimson color.
Other Notes: Not much to say.
--
Name : Black Cloak
Location : Drop only
Drop : Ripper
Stat Bonus : +5 DEF
Price : 2980
Description: A cloak the color of inky darkness.
Other Notes: Now they're recycling descriptions.
--
Name : Heart Pendant
Location : The Lost Village
Drop : Heart Eater
Stat Bonus : +1 DEF; +2 LCK
Price : 250
Description: A heart-shaped pendant.
Other Notes: The real value of this is that it increases the amount of hearts
you find.
--
Name : Skull Necklace
Location : Drop only
Drop : Devil
Stat Bonus : +5 DEF; +2 INT; -1 LCK
Price : 666
Description: A macabre necklace.
Other Notes: It's not really worth it.
--
Name : Flame Necklace
Location : Drop only
Drop : Succubus
Stat Bonus : +2 DEF; +5 INT
Price : 500
Description: A necklace that symbolizes fire.
Other Notes: It'll reduce the damage you take from fire by a tiny little bit.
--
Name : Rosary
Location : Wizardry Lab
Drop : N/A
Stat Bonus : +3 DEF; +10 INT
Price : 10000
Description: Beads with a cross made of silver.
Other Notes: It's a reference to Castlevania I.
--
Name : Red Scarf
Location : The Dark Chapel
Drop : N/A
Stat Bonus : +5 DEF; +5 CON
Price : 1180
Description: A red scarf that has an air of melancholy.
Other Notes: An air of melancholy?
--
Name : Neck Warmer
Location : Subterannean Hell
Drop : N/A
Stat Bonus : +8 DEF; +10 CON
Price : 8800
Description: A cold-beating garment made of a new synthetic material.
Other Notes: Which is good for keeping the vampires away.
--
Name : Power Belt
Location : The Dark Chapel
Drop : N/A
Stat Bonus : +3 DEF; +2 STR
Price : 2500
Description: A belt that provides support to muscles.
Other Notes: Yep.
--
Name : Black Belt
Location : Drop only
Drop : Werewolf
Stat Bonus : +1 ATK; +2 DEF; +5 STR
Price : 5500
Description: A black belt worn by skilled fighters.
Other Notes: Why does it have to be black?
--
Name : Megingiord
Location : The Dark Chapel
Drop : N/A
Stat Bonus : +2 ATK; +5 DEF; +10 STR
Price : 10000
Description: A belt worn by a deity of war. It amplifies power.
Other Notes: Good stuff. It makes its return from previous games.
--
Name : Hoop Earring
Location : The Dark Chapel
Drop : N/A
Stat Bonus : +1 DEF; +1 INT
Price : 1000
Description: An earring in the shape of a hoop.
Other Notes: Soma?
--
Name : Turquoise Stud
Location : Demon Guest House
Drop : N/A
Stat Bonus : +2 DEF; +1 INT
Price : 2000
Description: A stud earring embedded with a blue-green gem.
Other Notes: It's not much better than the Hoop Earring.
--
Name : Silver Stud
Location : Condemned Tower
Drop : N/A
Stat Bonus : +3 DEF; +1 INT
Price : 4000
Description: A stud earring made of silver.
Other Notes: Still not much better than the rest of the earring series.
--
Name : Gold Stud
Location : Hammer's shop
Drop : N/A
Stat Bonus : +4 DEF; +1 INT
Price : 6000
Description: A stud earring made of gold.
Other Notes: I'm a gold stud.
--
Name : Bloody Stud
Location : Wizardry Lab (part two)
Drop : N/A
Stat Bonus : +5 DEF; +2 (!) INT
Price : 8000
Description: A deep-red stud earring made of ruby.
Other Notes: If anyone ever tries to date the daughter I'll have, that's what
he'll be. Unless he's a nerd. Then he'll be a bloody nerd. And
if he likes Castlevania, he'll be crying bloody tears.
--
Name : Platinum Stud
Location : Cursed Clock Tower
Drop : N/A
Stat Bonus : +5 DEF; +1 INT
Price : 10000
Description: An expensive stud earring made of platinum.
Other Notes: It went down in quality from its bloody counterpart!
--
Name : Tear of Blood
Location : The Lost Village
Drop : N/A
Stat Bonus : +9 DEF; +1 STR; +1 CON; +1 INT
Price : 30000
Description: A red jewel the color of blood.
Other Notes: Bloody Tears - get it?
--
Name : Lucky Charm
Location : Hammer's shop
Drop : N/A
Stat Bonus : +1 LCK
Price : 100
Description: A good-luck charm for prosperity.
Other Notes: One point of luck? That's not so great.
--
Name : Mina's Talisman
Location : Demon Guest House (from Arikado)
Drop : N/A
Stat Bonus : None
Price : N/A
Description: A talisman from Hakuba Shrine. Said to suppress dark souls.
Other Notes: Use it in the middle of the castle for the good ending.
--
Name : Satan's Ring
Location : The Pinnacle
Drop : N/A
Stat Bonus : +8 DEF; +3 STR; +3 CON; +3 INT
Price : 66666
Description: A ring once worn by the dark lord.
Other Notes: Very nice.
--
Name : Soul Eater Ring
Location : Hammer's shop
Drop : N/A
Stat Bonus : +5 LCK
Price : 300000
Description: A ring that raises the appearance of souls.
Other Notes: Although you get the luck bonus, the real value of this lies in
the fact that soul appearance rate doubles.
--
Name : Rune Ring
Location : Demon Guest House
Drop : N/A
Stat Bonus : +1 DEF
Price : 50000
Description: A ring that boosts the speed of MP restoration.
Other Notes: The description says it all. Combine this with the Treant soul
if you use MP a lot.
--
Name : Shaman Ring
Location : Cursed Clock Tower
Drop : N/A
Stat Bonus : +1 DEF
Price : 50000
Description: Gain more experience points.
Other Notes: You gain 1.2x the amount of experience.
--
Name : Gold Ring
Location : Wizardry Lab (part two)
Drop : N/A
Stat Bonus : +1 DEF
Price : 50000
Description: A ring that makes monsters drop more money.
Other Notes: Money appears more frequently and in greater amounts with this.
--
Name : Chaos Ring
Location : The Abyss, provided that you have 100% of all the souls in the
game in your inventory.
Drop : N/A
Stat Bonus : +2 DEF; +1 STR; +1 CON; +1 INT
Price : Can't sell it
Description: A ring that ceaselessly draws dark power from chaos.
Other Notes: This shoots your MP restoration rate up. You don't really have
to worry about running out now.
0=~=~=~=~=~=~=0
| 4.06: Items |
0=~=~=~=~=~=~=0
These are the things that fall into the "use item" category (in the menu). I'm
not gonna list the locations of the healing items, since there are so many.
Potions
=======
Name : Potion
Drop : N/A
Heals : 100 HP
Price : 300
Description: Restores 100 HP.
Other Notes: Yes it does.
--
Name : High Potion
Drop : N/A
Heals : 200 HP
Price : 1000
Description: Restores 200 HP.
Other Notes: There's a trend.
--
Name : Super Potion
Drop : Final Guard
Heals : All HP
Price : 5000
Description: Restores all HP
Other Notes: Find these things; they're jerks to get from Final Guards.
--
Name : Mind Up
Drop : Devil
Heals : 100 MP
Price : 400
Description: Restores 100 MP.
Other Notes: You'll really only use these when you're in a pinch.
--
Name : High Mind Up
Drop : Malachi
Heals : 200 MP
Price : 1200
Description: Restores 200 MP.
Other Notes: Again, you'll probably only use these in boss fights.
--
Name : Mana Prism
Drop : Arc Demon, Stolas
Heals : All MP
Price : 3000
Description: Restores all of your MP.
Other Notes: I'm always so hesitant to use these. It just feels wrong.
--
Name : Anti-Venom
Drop : Mollusca
Heals : Poison
Price : 100
Description: Cures poison.
Other Notes: Poison wears off so quickly that it's almost worthless; plus,
there aren't a ton of poisonous enemies. It's not like in other
game where poison eats away at your HP.
--
Name : Uncurse Potion
Drop : N/A
Heals : Curse
Price : 100
Description: Nullifies the effects of curses.
Other Notes: This is the more useful between the two status effect curers.
Although you won't be cursed on normal mode, on hard mode, it can
seriously make a difference.
Food
====
The poisonous food is in the next division.
Name : Meat Strip
Drop : Needles
Heals : 29 HP
Price : 290
Description: Restores 29 HP.
Other Notes: It looks like a whole turkey to me, but this is the classic
Castlevania healing item.
--
Name : Tasty Meat
Drop : Gorgon
Heals : 290 HP
Price : 400
Description: Restores 290 HP.
Other Notes: But it's from a Gorgon and somehow automatically comes with
carrots and celery! Eww...
--
Name : Rice Ball
Drop : Dead Warrior
Heals : 50 HP
Price : 100
Description: Simple, but tasty.
Other Notes: And so pointless.
--
Name : Mushroom
Drop : N/A
Heals : 100 HP
Price : 190
Description: A deliciously appetizing mushroom.
Other Notes: This one doesn't poison you.
--
Name : Corn Soup
Drop : N/A
Heals : 80 HP
Price : 150
Description: A creamy soup with croutons.
Other Notes: Most of these you'll just kinda use in a pinch.
--
Name : Beef Curry
Drop : Waiter Skeleton
Heals : 500 HP
Price : 1380
Description: Mouth-wateringly delicious.
Other Notes: This one's actually worthwhile to get. Try to get one from a
Waiter Skeleton - they're not hard to kill.
--
Name : Noodles
Drop : Heart Eater
Heals : 300 HP
Price : 800
Description: Noodles floating in a broth made from pork bones.
Other Notes: It's not really worth it. I don't like Heart Eaters.
--
Name : Cream Soda
Drop : Witch
Heals : 100 HP
Price : 400
Description: Topped with a cherry.
Other Notes: Mmm...nothing tops off a nice hearty run through a demonic castle
from Hell like a nice cream soda...with a cherry on top.
--
Name : Cream Puff
Drop : Student Witch
Heals : 80 HP
Price : 120
Description: Soft, fluffy, and sweet.
Other Notes: Aww.
--
Name : Milk
Drop : Catoblepas, Gorgon
Heals : 60 HP
Price : 148
Description: Low-fat milk -- for your bones.
Other Notes: It's good until you consider the source.
--
Name : Coffee
Drop : Lilith
Heals : 100 HP
Price : 130
Description: Decaffeinated coffee.
Other Notes: This would have been my favorite item in the game, but it's decaf.
I drink for the caffeine, and also, anyone who's ever played
Day of the Tentacle...
--
Name : Tea
Drop : Ghost Dancer
Heals : 80 HP
Price : 200
Description: Sip slowly and relax.
Other Notes: ...in Dracula's castle.
--
Name : Pudding
Drop : Dead Mate
Heals : 100 HP
Price : 150
Description: It wiggles and jiggles.
Other Notes: Oh the jokes we could make.
--
Name : Strawberry
Drop : Persephone
Heals : 150 HP
Price : 330
Description: A plump, sweet strawberry.
Other Notes: But Dark Helmet still doesn't like yogurt.
--
Name : Melon
Drop : Erinys
Heals : 300 HP
Price : 1500
Description: A melon of the finest quality.
Other Notes: *snicker*
--
Name : Grapes
Drop : Alura Une
Heals : 60 HP
Price : 380
Description: Bursting with flavorful juice.
Other Notes: Not worth getting.
--
Name : Hamburger
Drop : Killer Clown
Heals : 30 HP
Price : 100
Description: A food made of fried, minced meat sandwiched in pieces of bread.
Other Notes: I imagine that description was trying to explain hamburgers to
the Japanese. But this isn't worth it. Are they trying to say
something?
--
Name : Fried Chicken
Drop : Rycuda
Heals : 129 HP
Price : 400
Description: Crisply fried chicken thigh.
Other Notes: Hehe...just think about it. Rycuda's a lightning bird.
--
Name : Hot Dog
Drop : Hell Boar
Heals : 60 HP
Price : 100
Description: The king of junk food.
Other Notes: That's just not nice.
--
Name : Pumpkin Pie
Drop : N/A
Heals : 60 HP
Price : 100
Description: Sweet and delicious.
Other Notes: If it were my pumpkin pie, it'd heal more.
--
Name : Pancake
Drop : Valkyrie
Heals : 70 HP
Price : 100
Description: It's nothing without maple syrup.
Other Notes: Aww, don't tell it that. Of course it's something without syrup!
--
Name : Piroshki
Drop : Slaughterer
Heals : 50 HP
Price : 100
Description: Russian-style fried meat dumpling.
Other Notes: Don't be Russian' to get this!
--
Name : Tinned Spinach
Drop : The Creature
Heals : 40 HP
Price : 100
Description: May give the illusion of bulking up muscle mass.
Other Notes: Now they've crossed the line. They're trying to debunk Popeye! :(
--
Name : Foie Gras
Drop : N/A
Heals : All HP
Price : 3000
Description: One of the world's three great delicacies. Duck liver paste.
Other Notes: Read those two statements again, and tell me they're not
contradictory.
--
Name : Caviar
Drop : N/A
Heals : All HP
Price : 3000
Description: One of the world's three great delicacies. Sturgeon eggs.
Other Notes: I don't get it. None of these "great delicacies" sound appetizing
in the slightest.
--
Name : Truffle
Drop : N/A
Heals : All HP
Price : 3000
Description: One of the world's three great delicacies. Rare black mushrooms.
Other Notes: I give up.
--
Name : Paella
Drop : Cave Troll
Heals : 120 HP
Price : 800
Description: A veritable cornucopia of seafood.
Other Notes: Cornucopia.
--
Name : Spaghetti
Drop : Manticore, Mushussu
Heals : 150 HP
Price : 950
Description: Served al dente.
Other Notes: This is a really worthwhile healing item. Seriously.
--
Name : Ice Cream
Drop : Frozen Shade
Heals : 50 HP
Price : 100
Description: A thick vanilla ice cream loaded with egg yolks.
Other Notes: Soma's so spoiled. First the Cream Soda, now this.
--
Name : Salmon Meuniere
Drop : Killer Fish
Heals : 120 HP
Price : 1000
Description: A seafood dish seasoned with curry powder.
Other Notes: This actually sounds really good, and I like neither seafood nor
curry.
--
Name : Boiled Starfish
Drop : Decarabia
Heals : 120 HP
Price : 200
Description: Has a firm, jelly-like texture.
Other Notes: It's pretty okay.
Poisonous Food
==============
These are the easiest finds, and although they appear detrimental, if you equip
the Ghoul soul and eat them, you'll heal the amount of HP it says you lose. I
use these more than the other food items because they're so easy to find. You
can't kill yourself from food poisoning; you'll just go down to 1 HP.
Name : Amanita
Drop : Wakwak Tree
Heals : -100 HP
Price : 0
Description: A toxic mushroom that induces hallucinations.
Other Notes: Popular in the 1960s.
--
Name : Rotten Meat
Drop : Ghoul
Heals : -200 HP
Price : 0
Description: A slab of rotting beef.
Other Notes: Ewwwwwwww.
--
Name : Spoiled Milk
Drop : Hell Boar
Heals : -400 HP
Price : 0
Description: Its expiration date is from three years ago.
Other Notes: It's nice and curdled.
--
Name : Rusty Food Tin
Drop : Dead Pirate
Heals : -600 HP
Price : 0
Description: Are you brave enough to open it?
Other Notes: NO!
Key Items
=========
These aren't dropped; they're found/bought. You can't sell them. Those
buyable in Hammer's shop are all bought for 100 gold.
Name : Castle Map 0
Location : You start with it
Description: One portion of the castle's floor plan is written on it.
Other Notes: I only have this through the glitch. It's not a real item. It
shows The Lost Village. Or part of it.
--
Name : Castle Map 1
Location : Hammer's shop
Description: One portion of the castle's floor plan is written on it.
Other Notes: This shows part of the Wizardry Lab.
--
Name : Castle Map 2
Location : Hammer's shop
Description: One portion of the castle's floor plan is written on it.
Other Notes: This shows the Garden of Madness and the Demon Guest House.
--
Name : Castle Map 3
Location : Hammer's shop
Description: One portion of the castle's floor plan is written on it.
Other Notes: This shows the Dark Chapel.
--
Name : UMA News 1-1
Location : Hammer's shop
Description: No reading! (in Hammer's shop) - perhaps as a social commentary.
Exclusive Scoop! Abominable Snowman Discovered?!
Other Notes: The UMA News 1 series is about the Yeti. He's in the first room
of the game; use the Waiter Skeleton soul to lure him out.
Whoops, I just defeated the purpose for finding these.
--
Name : UMA News 1-2
Location : Demon Guest House
Description: Snowman living on the mountains? Spotted near the mountain
village!
Other Notes: See notes for 1-1.
--
Name : UMA News 1-3
Location : Subterannean Hell
Description: According to witnesses, the beast appeared to be searching for
food.
Other Notes: Too easy.
--
Name : UMA News 2-1
Location : Hammer's shop
Description: No reading! (in Hammer's shop)
Terror Alert! His Name is Mothman!
Other Notes: The UMA News 2 series is about Mothman. He's in the ostensibly
optional room in The Pinnacle with two Final Guards; use Rycuda
to activate the projector to lure him in.
--
Name : UMA News 2-2
Location : Demon Guest House
Description: There have been numerous sightings of the creature high in the
sky.
Other Notes: Thanks!
--
Name : UMA News 2-3
Location : Condemned Tower
Description: The latest reports indicate that it is drawn to intense light.
Other Notes: Yep.
--
Name : UMA News 2-4
Location : Demon Guest House
Description: The light apparently came from thunderbolts!
Other Notes: More clues!
--
Name : UMA News 3-1
Location : Hammer's shop
Description: Up in the Sky! Is it a Man?
Other Notes: This set is about the Flying Humanoid. Just use Mandragora in the
room outside of the Cursed Clock Tower's last save room. OH SNAP!
--
Name : UMA News 3-2
Location : The Dark Chapel
Description: Let us call this airborne being the Flying Humanoid.
Other Notes: Let us call him that!
--
Name : UMA News 3-3
Location : Condemned Tower
Description: Could we ever achieve contact with this aerial being?
Other Notes: Well, no. We'll kill him.
--
Name : UMA News 4
Location : Wizardry Lab
Description: With great regret, we announce that this is our final issue.
Other Notes: This is one of the greatest ironies in the game. This is the
hardest one to get, and they flip you the bird by giving you no
useful information.
--
Name : Tower Key
Location : Condemned Tower
Description: An oddly shaped key.
Other Notes: You need this to open the Cursed Clock Tower.
Just For Kicks
==============
These are references to the original Castlevania and have no purposes other
than nostalgia/selling value.
Name : Konami Man
Location : Cursed Clock Tower
Price : 5000
Description: 5000 points
Other Notes: So sweet. Check the walkthrough for information on how to get
him.
--
Name : Crown
Location : Demon Guest House
Price : 5000
Description: 5000 points
Other Notes: Sit in the chair in one of the side rooms in one of the really big
rooms of the Demon Guest House.
--
Name : Bell
Location : The Dark Chapel
Price : 5000
Description: 5000 points
Other Notes: Hippogryph into one of the bells in The Dark Chapel's bell tower,
and this'll fall out.
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
| 4.07: Shop List/Soul Synthesis |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
Hammer's Shop
-------------
This is a list of everything you can buy at Hammer's. You can't buy it all at
the beginning of the game, so if you see something in the list that you want
but can't buy in the game just yet, just wait until you beat the next boss, and
then go check. It's separated into two sides for ease of use. They're
organized as the game organizes them - healing items, key items, weapons by
category, armor, accessories.
o-----------------o--------o o-----------------o--------o
| Item | Price | | Item | Price |
o-----------------o--------o o-----------------o--------o
| Potion | 300 | | Mace | 800 |
| High Potion | 1000 | | Axe | 800 |
| Mind Up | 400 | | Battle Axe | 7800 |
| High Mind Up | 1200 | | Blunt Sword | 1000 |
| Anti-Venom | 100 | | Katana | 9000 |
| Uncurse Potion | 100 | | Masamune | 24800 |
| Castle Map 1 | 100 | | Brass Knuckles | 200 |
| Castle Map 2 | 100 | | Cestus | 6000 |
| UMA News 1-1 | 100 | | Handgun | 12000 |
| UMA News 2-1 | 100 | | Silver Gun | 50000 |
| UMA News 3-1 | 100 | | Boomerang | 1500 |
| Knife | 200 | | Tomahawk | 7000 |
| Baselard | 12800 | | Throwing Sickle | 9000 |
| Cinquedia | 32800 | | Cloth Tunic | 300 |
| Rapier | 480 | | Gym Clothes | 1000 |
| Main Gauche | 5280 | | Leather Armor | 800 |
| Kris Naga | 32000 | | Breastplate | 1880 |
| Short Sword | 800 | | Ring Mail | 2800 |
| Cutlass | 5800 | | Scale Mail | 4200 |
| Long Sword | 11800 | | Silk Robe | 800 |
| Claymore | 1200 | | Pendant | 80 |
| Falchion | 8000 | | Scarf | 370 |
| Spear | 1000 | | Red Scarf | 1180 |
| Partizan | 6400 | | Lucky Charm | 100 |
| Halberd | 10000 | | Soul Eater Ring | 300000 |
o-----------------o--------o o-----------------o--------o
Yoko's
------
This is the synthesis shop. This section is divded as the game's is.
Sword
=====
o-----------------------------------------------------------o
| Original Weapon + Soul -> New Weapon |
o-----------------------------------------------------------o
| Short Sword | Armor Knight | Cutlass |
| Cutlass | Corpseweed | Long Sword |
| Long Sword | Great Armor | Fragarach |
| Fragarach | Mollusca | Hrunting |
| Fragarach | Treant | Mystletain |
| Hrunting | Killer Clown | Joyeuse |
| Mystletain | Killer Clown | Joyeuse |
| Joyeuse | Catoblepas | Milican's Sword |
| Joyeuse | Frozen Shade | Ice Brand |
| Joyeuse | Ukoback | Laevatain |
| Milican's Sword | Iron Golem | Burtgang |
| Ice Brand | Iron Golem | Burtgang |
| Laevatain | Iron Golem | Burtgang |
| Burtgang | Arc Demon | Kaladbolg |
| Kaladbolg | Abaddon | Valmanway |
o-------------------o-------------------o-------------------o
Great Sword
===========
o-----------------------------------------------------------o
| Original Weapon + Soul -> New Weapon |
o-----------------------------------------------------------o
| Claymore | Warg | Falchion |
| Falchion | Great Armor | Great Sword |
| Great Sword | Valkyrie | Durandal |
| Durandal | Lilith | Dainslef |
| Dainslef | Draghignazzo | Ascalon |
| Ascalon | Gergoth | Balmung |
| Balmung | Final Guard | Final Sword |
| Final Sword | Alastor | Claimh Solais |
o-------------------o-------------------o-------------------o
Rapier
======
o-----------------------------------------------------------o
| Original Weapon + Soul -> New Weapon |
o-----------------------------------------------------------o
| Main Gauche | White Dragon | Whip Sword |
| Small Sword | White Dragon | Whip Sword |
| Estoc | White Dragon | Whip Sword |
| Whip Sword | Quetzalcoatl | Garian Sword |
| Garian Sword | Malacoda | Nebula |
o-------------------o-------------------o-------------------o
Polearm
=======
o-----------------------------------------------------------o
| Original Weapon + Soul -> New Weapon |
o-----------------------------------------------------------o
| Spear | Armor Knight | Partizan |
| Partizan | Axe Armor | Halberd |
| Halberd | Valkyrie | Lance |
| Lance | Mini Devil | Trident |
| Trident | Decarabia | Brionac |
| Brionac | Slogra | Geiborg |
| Geiborg | Erinys | Longinus |
| Longinus | Bugbear | Gungnir |
o-------------------o-------------------o-------------------o
Axe
===
o-----------------------------------------------------------o
| Original Weapon + Soul -> New Weapon |
o-----------------------------------------------------------o
| Axe | Axe Armor | Battle Axe |
| Battle Axe | Manticore | Bhuj |
| Bhuj | Great Axe Armor | Great Axe |
| Great Axe | Final Guard | Golden Axe |
| Golden Axe | Death | Death's Scythe |
o-------------------o-------------------o-------------------o
Hammer
======
o-----------------------------------------------------------o
| Original Weapon + Soul -> New Weapon |
o-----------------------------------------------------------o
| Mace | Needles | Morgernstern |
| Morgernstern | Bugbear | Mjollnjr |
o-------------------o-------------------o-------------------o
Katana
======
o-----------------------------------------------------------o
| Original Weapon + Soul -> New Weapon |
o-----------------------------------------------------------o
| Blunt Sword | Bomber Armor | Katana |
| Katana | Mini Devil | Kotetsu |
| Kotetsu | Devil | Masamune |
| Masamune | Barbariccia | Osafune |
| Osafune | Malachi | Kunitsuna |
| Kunitsuna | Gaibon | Yasutsuna |
| Yasutsuna | Malacoda | Muramasa |
o-------------------o-------------------o-------------------o
Punch
=====
o-----------------------------------------------------------o
| Original Weapon + Soul -> New Weapon |
o-----------------------------------------------------------o
| Brass Knuckles | Zombie | Cestus |
| Cestus | Slaughterer | Whip Knuckle |
| Whip Knuckle | Hell Boar | Mach Punch |
| Mach Punch | Werewolf | Kaiser Knuckle |
o-------------------o-------------------o-------------------o
0=~=~=~=~=~=~=~=~=~=~=~0
| 4.08: Boss Rush Mode |
0=~=~=~=~=~=~=~=~=~=~=~0
You unlock Boss Rush mode after beating the game. You face all of the bosses
from the game (sans Menace) in this order:
1.) Flying Armor
2.) Balore
3.) Dmitrii
4.) Puppet Master
5.) Dario
6.) Rahab
7.) Gergoth
8.) Zephyr
9.) Bat Company
10.) Paranoia
11.) Aguni
12.) Abaddon
13.) Death
There aren't a lot of tips I can give you, other than:
-Make sure you have and use the Black Panther soul.
-Experiment with souls! Look at bosses' weaknesses, and figure out what
soul you have now that you didn't have when you fought them might work
better! This especially applies with souls like Erinys, which has a holy
attribute, Bomber Armor, and Abaddon.
-Make sure you have the Ghoul soul. That way, when you run low on health, you
can use the Rusty Food Tin.
-There are tons of FAQs around on specific strategies for this mode, based on
your skill level.
Here's a list of the rewards you can get:
o--------------o--------------o
| Time to Beat | Reward |
o--------------o--------------o
| 5 Minutes | RPG |
| 6 Minutes | Death's Robe |
| 7 Minutes | Nunchaku |
| 8 Minutes | Terror Bear |
| Over 8 Min. | Potion |
o--------------o--------------o
Also note that you can only get each reward once. If you beat five minutes
twice, you get an RPG the first time and a Potion the second. Have fun!
0=~=~=~=~=~=0
| 4.09: FAQ |
0=~=~=~=~=~=0
This is the section where I put questions people ask me so as to help others.
Q1: What are the differences between normal and hard mode?
A1: In hard mode, the enemies are faster, take longer to kill, do more damage
to you, and some inflict other status effects.
Q2: What is enemy set mode?
A2: Enemy set mode is a multiplayer feature. There's an FAQ on the site
dedicated to it. There's too much to it to merit me making a section on
it.
Q3: What's a good way to make money?
A3: I find the best way is to buy nine of Brass Knuckles, and go to the room
before the drawbridge in The Lost Village. Get nine Zombie souls, and use
them to make nine Cestuses. Sell these to Hammer, and then repeat.
0=~=~=~=~=~=~=~=0
| 4.10: Secrets |
0=~=~=~=~=~=~=~=0
There aren't really that many that I haven't given in the walkthrough. The
only ones I can add are these:
Aria of Sorrow
==============
If you put Aria of Sorrow in the GBA slot of the DS, when you start a new game,
you'll start with the Rare Ring.
Julius Mode
===========
Beat the game with the medium ending.
New Game +
==========
Beat the game with the best ending.
Boss Rush Mode
=============
Beat the game with the best ending.
Sound Test Mode
===============
Beat the game with the best ending.
Hell Fire Soul
==============
Beat Hard Mode.
0=~=~=~=~=~=~=~0
| 4.11: Ending |
0=~=~=~=~=~=~=~0
Really Bad Ending
=================
After you kill Dario, Arikado comes and tells you that Celia has fled. Soma
gets a stomach ache. OH NO!
Bad Ending
==========
After Celia kills Mina, Soma turns into Dracula and kills Celia. Arikado and
Julius decide to go kill Soma, which leads into Julius Mode.
Best Ending
===========
After killing Menace, the dark souls try to enter Soma, but thinking of Mina,
he is able to cast them off. Soma and Arikado escape from the castle, have a
cliche deep conversation (as per the endings to many video games), and after a
humorous scene, the credits roll.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
V. Last Words
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=0
| 5.01: Copyright Information |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=0
Battletoads & Double Dragon and all characters, stages, items, and other
related things are copyright to Tradewest and Rare 1993. This
guide/FAQ/walkthrough is copyrighted (c) 2001-2004 to Trace Jackson, and is the
intellectual property of Trace Jackson.
This guide/FAQ/walkthrough is protected under International Copyright Laws.
Please feel free to put this anywhere you like, as long as I get credit for it.
After all, this is to help the readers! It should be spread around! I WOULD
like it if you emailed me asking for permission, but it's not necesary. Just
realize that the latest updates to this guide can and will always be found at
IGN FAQs (faqs.ign.com) and GameFAQs (www.gamefaqs.com). Just please credit me
for it and don't make any profit off it.
The following are sites that can not use my work. If you see these sites using
any of my FAQs, please e-mail me ASAP. Each of these websites are sites that
have plagiarized myself or others in the past, or simply taken our works
without our prior permission. Since they do not have enough respect for the
authors (or an ignorance of the law), I am expressly forbidding them from using
my work. I will not condone such sites that partake in these actions.
911 Codes http://911codes.com
9 Lives http://www.9lives.ru/eng/
Bean's PSX Dimension http://www.bean.dk/psx/index.htm
Cheat Code Central http://www.cheatcc.com
Cheat Index http://cheatindex.com
Cheat Matrix http://cheatmatrix.com
Cheat Search http://cheatsearch.com
Cheatstop http://www.panstudio.com/cheatstop/
CNET Gamecenter http://games.netscape.com/Faqs/
Console Domain http://www.consoledomain.co.uk
Dirty Little Helper http://dlh.net
Dark Station http://www.darkstation.com/
Dreamland http://kirby.pokep.net
Games Domain http://www.gamesdomain.com
Game Express http://www.gameexpress.com
Games Over http://www.gamesover.com/
Mega Games http://www.megagames.com
Square Haven http://www.square-haven.net
Ultimate System http://www.flatbedexpress.com
VideoGaming.net http://www.videogaming.net/
0=~=~=~=~=~=~=~=~=~=~=~=~0
| 5.02: Revision History |
0=~=~=~=~=~=~=~=~=~=~=~=~0
Version 1.0 (12/3/06) - Finished the first version; everything's completed.
I may do a Julius Mode walkthrough at some point.
0=~=~=~=~=~=~=~=~=~=~=~=~=~=0
| 5.03: Contact Information |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=0
Before emailing me, please make sure that whatever question you have wasn't
addressed here in the guide. If it's not a question (i.e. input, suggestion,
correction, etc.), please go ahead and email me. I'm not too picky about
grammar, but if I have no idea what you're saying, I might ask for some
clarification. I'll take emails in Spanish or English. Doesn't matter to
me. No me importa.
I'd appreciate whatever you've got. Questions (again, as long as it's not
answered here), inputs about ideas that I've raised, suggestions or corrections
for the guide, requests for using parts of the guide, problems in life, jokes
(as bad as some of these are in the guide), praise emails (ha!), or whatever
else is on your mind.
Email: doctorwho3 [at] gmail [dot] com
I wasn't too bad about doing the spam thing at first. Now half of my emails
are virus emails. Just replace the [at] with @ and the [dot] with ..
You could also use AIM. I'd prefer these be quick questions, but I really
can't stop you from long, involved ones. To be honest, I prefer emails. AIM
is still here. That's TracesWritingAIM.
0=~=~=~=~=~=~=~=0
| 5.04: Credits |
0=~=~=~=~=~=~=~=0
-Brian Sulpher - For being supportive and giving me great music.
-Devin Morgan - For being helpful.
-discoinferno84 - His item list was invaluable to filling in some of the
holes in my own.
-UltimaterializerX - His bestiary was invaluable in filling in some of the
holes in my own.
0=~=~=~=~=~=~0
| 5.05: Boo! |
0=~=~=~=~=~=~0
You know it scared you. Anyway, I hope you had fun reading this and playing
the game. We came a long way, but we did it. I hope you check out some of my
other work sometime. Catch ya later!
--Trace
-End of File-
Kindred Fates is an open world monster battling RPG, and a love letter to the monster battle genre. Our goal is to evolve the genre, and finally bring fans what they've been asking for.