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          # @h r;rr   | Author:            Needle |      :@@M  J.
        5 @F ; ::     | E-Mail: [email protected] |     ,@#   h9
    .3@@@FF@;;:       | Date:         May 6, 2003 |     r  ,K@E
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 Please DO NOT distribute this FAQ without the author's permission! Thanks!
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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| TABLE OF CONTENTS                                                           |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

(I.) --------------= DISCLAIMER AND TERMS OF USE
(II.) -------------= STORYLINE
(III.) ------------= HOW TO PLAY
      (a) -------------= Getting Ready to Begin
      (b) -------------= Controls
      (c) -------------= The Status Bar
      (d) -------------= Game Over
(IV.) -------------= CONTROLLABLE CHARACTERS
      (a) -------------= Trevor Belmont
          (1) --------------= Primary Weapon
          (2) --------------= Subweapons
          (3) --------------= Character Analysis
      (b) -------------= Grant DaNasty
          (1) --------------= Primary Weapon
          (2) --------------= Subweapons
          (3) --------------= Added Abilities
          (4) --------------= Character Analysis
      (c) -------------= Sypha Belnades
          (1) --------------= Primary Weapon
          (2) --------------= Subweapons
          (3) --------------= Character Analysis
      (d) -------------= Alucard Tepes
          (1) --------------= Primary Weapon
          (2) --------------= Subweapons
          (3) --------------= Added Abilities
          (4) --------------= Character Analysis
(V.) --------------= CANDLES, TORCHES, & ITEMS
      (a) -------------= Spirit-Based Subweapon Conversion Table
(VI.) -------------= DAMAGE, DEFENSE, & DEATH
      (a) -------------= Explanation of Damage
      (b) -------------= Damage Chart by Character & Stage #
      (c) -------------= Analysis of Damage
(VII.) ------------= MULTIPLIERS
      (a) -------------= All About Multipliers
      (b) -------------= Types of Multipliers
      (c) -------------= Getting Multipliers from Enemies
(VIII.) -----------= MEAT LOCATIONS
(IX.) -------------= CHOOSING YOUR PATH
      (a) -------------= Overall Map
      (b) -------------= The Easy Path
      (c) -------------= The Intermediate Path
      (d) -------------= The Difficult Path
      (e) -------------= The Final Path
(X.) --------------= COMPLETE WALKTHROUGH
      (a) -------------= Stage 1 : Countryside Village
      (b) -------------= Stage 2 : The Clock Tower
      (c) -------------= Stage 3 : The Black Forest
      (d) -------------= Stage 4 (0A) : The Haunted Pirate Ship
      (e) -------------= Stage 4 (01) : The Sunken Swamplands
      (f) -------------= Stage 5 (0A) : The Eastern Guard Tower
      (g) -------------= Stage 5 (01) : Mysterious Mining Caves
      (h) -------------= Stage 6 (0A) : Ancient Castle Bridge
      (i) -------------= Stage 6 (X) : Subterranean Dungeon
      (j) -------------= Stage 6 (Y) : Flooded City of Dragons
      (k) -------------= Stage 7 (0A) : Castle Courtyard
      (l) -------------= Stage 7 (01) : The Jagged Cliffside Path
      (m) -------------= Stage 8 : Entranceway to Dracula's Castle
      (n) -------------= Stage 9 : The Chaotic Gardens of Dracula
      (o) -------------= Stage A : The Inner Sanctum of Dracula
(XI.) -------------= THE ENDINGS (**Spoilers!**)
      (a) -------------= Trevor's Ending
      (b) -------------= Grant's Ending
      (c) -------------= Sypha's Ending
      (d) -------------= Alucard's Ending
(XII.) ------------= DRACULA'S MINIONS
(XIII.) -----------= SOUND TEST
      (a) -------------= Access the Sound Test
      (b) -------------= Track Listing: Background Music
      (c) -------------= Track Listing: Specialty Music
(XIV.) ------------= SECRET NAMES
(XV.) -------------= FREQUENTLY ASKED QUESTIONS
(XVI.) ------------= CONCLUSION

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER I.                                                                  |
|                                                                             |
| DISCLAIMER & TERMS OF USE                                                   |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This FAQ is copyrighted 2003 Nick "Needle" Ross (hereby known as "author"). It
is not to be distributed in any way, shape or form, nor for any monetary value,
without direct permission from the author.

This document can be found in two locations on the World Wide Web. The URLS of
these locations are as follows:

* GameFAQS Database
** http://db.gamefaqs.com/console/nes/file/castlevania_iii_b.txt

* Needle's Local Vault
** http://www.needle.org/FAQ/castlevania_iii_b.txt

If this guide is found in part or whole at a location not listed here, you will
be asked to remove it. If you do not comply, action will be taken, either by
contacting your ISP or prosecuting by means of infrigement of copyrighted
intellectual material.

You may download this FAQ and print it, or keep it on your computer's hard disk, for personal use.

The author WELCOMES readers to contact him about this document via his e-mail
address at:

[email protected]

Please put "CASTLEVANIA III FAQ" in the subject line of your e-mail to keep it
from becoming passed over. Acceptable topics are FAQ errors, FAQ inaccuracies,
game mechanics or useful information, and specific strategies (either for boss
fights or for difficult areas).

DO NOT E-MAIL ME if you are looking for game ROMs. While the author supports
emulation on a broad scale, he owns the original game pak, and so should you!
Any requests for game ROMs will be ignored completely.

The author does NOT attempt to represent Konami, or any branch thereof to which
the rights of this video game belong. "Castlevania III: Dracula's Curse" and
all names and concepts within are copyrighted by Konami, and used solely as a
basis to relay information.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER II.                                                                 |
|                                                                             |
| STORYLINE                                                                   |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

** Warning: this story is taken directly from the instruction manual that was
printed and shipped in the box with the game. During this time period, Konami
had a strange passion for writing extremely wacky manuals. That said, I won't
be held responsible for any corny puns you may come across in this story. :)

*-----------------------------------------------------------=

It's a cursed world we live in (thanks to Drac!)

The time is 100 years before Simon Belmont's birth. The moon burns red
overhead and black clouds loom large on the horizon. All is still and quiet.
Only the call of a distant crow stirs the cold night air. Suddenly, thunder
roars out of the Morbid Mountains and into the village of Warakiya. Like the
yell of an angry giant, the terrible sound shakes homes and shops as if they
were sapling branches.

But no one blinks an eye. The village is dead calm. For all the people have
fled after receiving warnings from the Great Beyond that Count Dracula has
assembled a mighty army of evil, and they're poised to march up from the Valley
of Graveyards to bury mankind in a Tomb of Terror. Unfortunately, there's no
corner on Earth that won't be gobbled up by this bloodthirsty legion of Swamp
Dragons, Slasher Skeletons and Forces of the Undead.

The last line of defense is you, Trevor Belmont - the forefather of Simon
Belmont and the origin of the Belmont Warlord Chromosomes. But your chances are
slimmer than Jim. In fact, the only real edge you have over this fang sharpened
freak is your power to transform into three different partner spirits: Grant
DaNasty, the ferocious Ghost Pirate. Sypha, the Mystic Warlord. And Alucard,
Dracula's forgotten son. Each of these spirits will confront you as you fight
through 17 possible levels of never-ending fright, including the Haunted Ship
of Fools, the Clock Tower of Untimely Death and Curse Castle. You must also
possess the strength to wield the mighty Battle Axe and Mystic Whip, which were
given to you by the Poltergeist King.

So go forth young Trevor into the cold black night, where death lurks around
every corner and evil lingers on every stone. And remember, if your courage and
cunning are any less than magnificent or if you fail to choose the correct
Paths of Fate, you'll be banished to the world of the undead, and zombies will
rule until the end of time.

*-----------------------------------------------------------=

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER III.                                                                |
|                                                                             |
| HOW TO PLAY                                                                 |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The game will start by displaying a cinema scene with some background story.
You can skip this cinema scene by pressing the START button on your controller.

At the title screen, you have two choices. Press SELECT to move the cross to a
different choice. Press START to select that choice.

* Opening
** Begins a new game of Castlevania III. You will be brought to the name input
screen.

* Password
** Resume an old game from a specific stage. You will be brought to the name
input screen, and then to the password screen.

*----------------------------------=
| Getting Ready to Begin
*------------------------=

* Name Input Screen
** Here you can enter your name. This name will effect the passwords that you
are given later in the game. There are also some secret names you can input to
effect your gameplay. See the section "Secret Names" for more details.

** Use the A button to input a letter, and use the B button to backspace. Use
the directional pad to move the flame cursor over your desired letter. To
validate your name, move the flame cursor over "END" and press A, or simply
press START.

* Password Screen
** You will be given a 4x4 grid. You must place whip, cross, and heart icons in
their proper places on this grid. Also note that the name must match the name
you used when you got this password, or the password will not work!

** Use the B button to toggle between the blank space, the whip icon, the cross
icon, or the heart icon. Use the A button to place that icon onto the
highlighted space on the password grid. Use the directional button to select
various spaces on the grid. Use the START button to verify your password and
begin the game. Use the SELECT button to back up to the Name Input Screen.

** If your password is incorrect or doesn't match the name you've put in, you
will be given a message that reads "NOT COMPLETE TRY AGAIN". The password grid
will reset and you'll be given another chance to correctly input your password.

*--------------------=
| Controls
*----------=

* Use the left and right arrows on the directional pad to move your character
left or right.

* Hold Down on the directional pad to kneel.

* Press the B button to attack with your primary weapon. You can hold down and
press B to kneel while you attack.

* Hold Up on the directional pad and press B to attack using your subweapon.

* Press A to jump. If you hold left or right on the directional pad while you
press A, then you will jump forward. You can press B to attack with your weapon
in mid-air, or hold Up on the directional pad and press B to attack with your
subweapon in mid-air.

* Press SELECT to transform into your supporting spirit. If you are playing as
your spirit, press SELECT again to transform back into Trevor. If you have no
supporting spirit yet, pressing SELECT won't do anything.

* Press START to pause the game. When paused, press START to resume the game.

* Grant and Alucard have some character-specific abilities that use other
control techniques. Check their sections under the "Controllable Characters"
chapter of this FAQ for extra details.

*--------------------------=
| The Status Bar
*----------------=

While playing the game, all of your vital statistics can be found along the
status bar at the top of the screen. Here are some details about what you can
find in the status bar.

* SCORE
This is your total score. You gain points for destroying enemies, collecting
money bags, and finishing stages. There are various ways to score extra bonus
points. Raising your score to various totals will reward you with an extra
life.

* TIME
Each stage has a set number of seconds that it must be completed in. These are
actual seconds, and not just "ticks" of some arbitrary length. If the timer
reaches zero before you complete the stage, you will automatically be killed,
regardless of your remaining units of life.

* BLK X-XX
This stands for "Block". A Block is any screen or series of screens between two
doors in a stage (The first block of a stage starts at the beginning, and ends
at the first door). The value before the dash is the number of the stage you're
currently in. The second, double digit value is the specific block of that
stage that you are currently playing. Depending on the path you take, this
digit may have letters of the alphabet instead of numbers. Each time you move
through a door, you will advance forward one block.

* Life Meters
These depict your current ability to survive. The red meter is yours, and is
shared between Trevor and your allied spirit. The pink meter depicts the life
of the next boss that you encounter. When that meter is exhausted, the boss you
are fighting will be defeated. For more information about your life meter, see
the section of this FAQ entitled, "Damage Defense, And Death".

* Subweapon Display
This box contains the currently equipped subweapon. You can only hold one
subweapon at a time, so when you grab a new one, the old one will be discarded.
If you are currently not equipped with a subweapon, then this display will be
empty. Note that Trevor and his spirit ally can hold different subweapons at
the same time (Trevor can have holy water and Grant can have the axe, for
instance). If this is the case, the display will update to reflect the current
character when you transform.

* Hearts
This is the number of hearts you currently have. Hearts are used for many
things, and can be found almost everywhere. The amount of hearts you have
determine when you find primary weapon powerups for Trevor and Alucard. They
also act as ammunition for subweapons (some subweapons may use more hearts than
others per use). Hearts are also used up when Alucard has taken his bat form.

* Player Reserve
This is the number of players that you have left. Each time you are killed, the
number of players you have in reserve decreases by one. If this number is zero
and you die, you will be brought to the Continue/Password Screen.

* Current Multiplier
If you have a multiplier for your subweapon, it will appear in the empty space
here. For more information, see the section of this FAQ entitled "Multipliers".

* Current Allied Spirit
At the far right, you'll see a portrait of the spirit you have taken as your
ally. When you transform into your supporting spirit, this portrait will change
to Trevor's face. If you have no allied spirit, this spot will remain blank.

*---------------------=
| Gave Over
*-----------=

After you have run out of lives you will be brought to the Game Over screen.
You will be given one of two choices. You can continue, or you can get a
password for later use.

* Continue
** You will restart at the beginning of the stage that you died in (not the
specific block). When you restart, you will have two lives in reserve.

* Password
** You will be given a password to use later. Copy down the locations of the
whip, cross, and heart icons on the 4x4 grid. Don't forget to write down the
name you are using for this password! The name is displayed in the blank at the
top of the password screen.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER IV.                                                                 |
|                                                                             |
| CONTROLLABLE CHARACTERS                                                     |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| TREVOR BELMONT                                                              |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Trevor Belmont is the forefather of Simon Belmont. He, equipped with his whip,
has left on a journey from his village to seek out and defeat Dracula at the
top of Castlevania. However, he will have to travel far in order to get there!
Luckily, he may just meet some friends along the way.

Trevor is your main character. You will start the game as him, and can obtain
one supporting spirit as you progress. He has a strong defense, a very strong
offense, and marginal jumping abilities.

*-------------------------=
| Primary Weapon
*----------------=

* Mystic Whip

The whip is a powerful weapon used by the Belmont family. The whip extends
straight out in front of Trevor as he uses it. There is about half of a second
of delay between pressing the attack button and the actual attack, since Trevor
must pull the whip forward in order to "snap" it. The whip can be powered up
by collecting Whip Powerup items. The first powerup is obtained from any candle
that would otherwise contain a small heart. The second powerup can be found the
same way, however Trevor must already have at least eight hearts in his heart
pool.

* Leather Whip - Trevor starts with this. Short reach and weak attack power.
* Chain Whip   - Increases the attack power of the leather whip.
* Morning Star - Increases the length of the chain whip.

*----------------------=
| Subweapons
*------------=

Trevor is quite versatile with subweapons, and has many different options to
consider when collecting and using them. Only one subweapon can be obtained at
once. When Trevor obtains a new subweapon, the old one is discarded. Using any
subweapon will consume a numer of hearts that Trevor has in his posession.

* Dagger
* Heart Consumpion: 1 Heart

A single dagger flies straight across the screen. Although it is fast,
it tends to be weak. Its speed of travel also makes using multipliers somewhat
of a waste. Usually the dagger should only be taken when Trevor is without any
subweapon.

* Axe
* Heart Consumpion: 1 Heart

The axe extends in an arc, forward and upward out of Trevor as he tosses it.
This subweapon's usefulness often makes up for Trevor's lack of versatility
when dealing with enemies above him. It is much more difficult to use an axe
with precision when the target is straight ahead.

* Holy Water
* Heart Consumpion: 1 Heart

Depending on the situation, the holy water can be the most powerful of Trevor's
subweapons. The holy water arcs forward and creates a small burst of fire near
Trevor's feet. This fire has a long burn time and will inflict several hits on
any enemies that linger on the fire. With ground enemies, and especially
stationary enemies, the holy water powered up with multipliers can be extremely
effective.

* Boomerang
* Heart Consumpion: 1 Heart

This powerful subweapon extends forward like the dagger, but slower. When it
reaches the edge of the screen, it will return in the opposite direction. With
multipliers, the boomerang can become Trevor's best friend. Note: although
Trevor can catch the boomerang when it returns to him, this won't return any
hearts to his heart pool.

* Stopwatch
* Heart Consumpion: 5 Hearts

This will freeze all onscreen enemies for three "ticks" of the timer. It is
useful in very specific situations when Trevor is overwhelmed by enemies in
all directions. Unfortunately, it rarely works during boss fights.

*------------------------------=
| Character Analysis
*--------------------=

Trevor is classic Castlevania. His whip's attack power at its highest level is
stronger than any other primary weapon in the game. Combine his many options
for subweapons with a higher defense than Grant and Sypha, and you've got a
great all-around character to play with. Spirits should be used in supporting
roles most of the time, as Trevor contains all of the basic necessities to
succeed in the game.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| GRANT DaNASTY                                                               |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Grant's family was killed by Dracula, and then he was posessed by Dracula's
evil power. He inhabits the top of the clock tower, and attacks whomever strays
there, unless someone can snap him out of his horrible nightmare.

Grant has many abilities that break the mold of most Castlevania characters.
These abilities are his main asset, since Grant has both a weak defense and a
weak offense. His jumping abilities are the best of any character.

** You can find Grant after beating him at the end of Block 2-03.

*-------------------------=
| Primary Weapon
*----------------=

* Short Knife

This weapon is Grant's primary method of attack. The knife has a very short
range, and its attack power is less than that of the chain whip. Because of its
major limitations, Grant's ability to attack is severely hampered.

*----------------------=
| Subweapons
*------------=

* Dagger
* Heart Consumpion: 1 Heart

A single dagger flies straight across the screen. Although it is fast, it tends
to be weak. Its speed of travel also makes using multipliers somewhat of a
waste. Grant has the added ability to throw the dagger while clinging to any
wall or ceiling.

* Axe
* Heart Consumpion: 1 Heart

The axe extends in an arc, forward and upward out of Grant as he tosses it.
This subweapon's usefulness often makes up for Grant's lack of versatility
when dealing with enemies above him. It is much more difficult to use an axe
with precision when the target is straight ahead. Grant has the added ability
to toss the axe while clinging to a wall or ceiling.

* Stopwatch
* Heart Consumpion: 5 Hearts

This will freeze all onscreen enemies for three "ticks" of the timer. It is
useful in very specific situations when Grant is overwhelmed by enemies in all
directions. Unfortunately, it rarely works during boss fights.

*---------------------------=
| Added Abilities
*-----------------=

* Jump Agility

Grant is the only character with precise jumping control. This allows him some
ability to change directions in the middle of a jump or in a freefall. Grant
also can jump higher than the other playable characters, and in some cases this
allows him to jump a little farther. Grant's jumps are more easily interrupted
by overhead obstacles, however, and this can create some nasty problems.

* Acrobatics

When Grant is near a wall or ceiling, hold the directional pad towards that
wall or ceiling to grab and hold on. When you let go of the directional pad,
Grant will let go and drop down to the floor. You can even go around corners
from ceilings to walls and vice versa, as long as you time your directional pad
movements to correlate with the wall or ceiling that you change to. These
tactics can allow Grant to "skip" various areas by climbing to otherwise
inaccessible areas.

* Acrobatic Attacks

If Grant is on a wall or ceiling and has a dagger or axe as his subweapon, he
can attack using that subweapon without letting go of the wall. Although the
usefulness of this ability is questionable at best, it is worth noting.

*------------------------------=
| Character Analysis
*--------------------=

Grant is probably to most useful of the three spirits in a general sense.
Because he can do things that really break the Castlevania game design, often
Grant can take shortcuts, squeeze through holes, and climb over large obstacles
that normally wouldn't be traversible. Unfortunately Grant's offensive and
defensive abilities are sorely lacking, so he becomes a niche character based
only on his added abilities. Grant is best used when you need his acrobatic
abilities. Otherwise, Trevor should be your main traveling character.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| SYPHA BELNADES                                                              |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Sypha was an accomplished magician before she was captured by Cyclops. She
became cursed by the monster, and her soul was forever encased within stone.
Sypha waits there, eternally trapped, unless someone would come along and
defeated her captor.

Sypha's main ability is to cast magical spells. Although her physical attack
power is weak, her supweapon attack power is tremendous. This makes up for a
weak defense and marginal jumping ability. Once a player masters her spell
casting abilities, Sypha becomes a force to be reckoned with.

** You can find Sypha by beating the Cyclops at the end of Block 3-04.

*-------------------------=
| Primary Weapon
*----------------=

* Magic Staff

Sypha can engage in close-range combat using her staff. This staff is roughly
equal to Grant's attack power, but its range does appear to be slightly longer.
Being a magic user, Sypha's ability to attack the enemy by physical means is
very limited.

*----------------------=
| Subweapons
*------------=

* Fire Magic
* Heart Consumption: 1 Heart

The fire magic is Sypha's most easily obtained magic. It emits a burst of flame
forward about the length of Trevor's Morning Star. Its attack power is very
high, and it can decimate most normal enemies with one burst. It can even make
short work of bosses when cast in succession.

* Ice Magic
* Heart Consumption: 1 Heart

Although more difficult to find than fire, the ice magic is probably Sypha's
most versatile magic spell for traveling. A cloud of ice crystals is unleashed
from Sypha's standing position in a radial pattern. Any enemy that is touched
by the frost clouds will be temporarily frozen solid. At this time the enemy
cannot move, cannot damage Sypha by touch, and can be imediately destroyed with
one blow by any weapon, including Sypha's staff. Ice magic itself does not
damage the enemies it touches, and any frozen monster will eventually thaw if
left untouched.The only downside is that ice magic doesn't work when fighting
bosses.

* Lightning Magic
* Heart Consumption: 1 Heart

This spell is very difficult to locate. When used, three balls of powerful
lightning will spread in whatever direction Sypha is facing. Soon after, each
of these balls has a limited ability to chase after vulnerable enemies, giving
this magic spell a devestating attack power with a fantastic accuracy rate.
Against most bosses, the lightning magic is usually your most reliable source
of fast damage.

* Stopwatch
* Heart Consumpion: 5 Hearts

This will freeze all onscreen enemies for three "ticks" of the timer. It is
useful in very specific situations when Sypha is overwhelmed by enemies in all
directions. Unfortunately, it rarely works during boss fights.

*------------------------------=
| Character Analysis
*--------------------=

Sypha is easily the most underrated of the spirits. She is often seen as weak,
although she has the same defensive power as Grant. Truthfully, with the right
spells in hand, Sypha is a powerhouse. The attack power of her various spells
is right off the radar. Using Sypha effectively comes from figuring out how to
obtain her more advanced spells. Traversing a level with Sypha's ice magic will
make any difficult passage a breeze, and fighting most bosses with lightning
magic will end the battle quickly. Even with Fire magic, Sypha can hold her own
by using it as her main attack method. The key to using her effectively is to
maximize your spells, keep your heart supply up, and intertwine her crazy
subweapon skills with Trevor's physical abilities.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| ALUCARD TEPES                                                               |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Alucard is the son of Dracula, although by blood he is only half-vampire. After
his human mother was murdered by the townspeople, Alucard hid himself away from
the prying eyes of society. He hopes he can help defeat his father so that his
mother can forever rest in peace. Dracula is a formidable foe, however, and
Alucard looking to recruit someone brave to aid him in his quest.

Alucard's main skill is the ability to turn into a bat. Unfortunately, Alucard
doesnn't have many other skills. His physical attack power is very weak, but he
has a strong defense. His jumping ability is marginal, and he's a bit taller
than the other characters, making him an easier target.

** You can find Alucard by beating him at the end of Block 5-05.

*-------------------------=
| Primary Weapon
*----------------=

* Ball of Destruction

Alucard shoots a rapidly traveling fireball straight in the direction that he
is facing. Despite the speed and exceptional range, its attack power is low.
Much like Trevor's whip, the Ball of Destruction can be powered up by gathering
Powerup items. The first powerup is obtained from any candle that would
otherwise contain a small heart. The second powerup can be found the same way,
however Alucard must already have at least eight hearts in his heart pool.

* Ball of Destruction    - One fireball is emitted.
* Ball of Destruction x2 - A second fireball is emitted, angled upwards.
* Ball of Destruction x3 - A third fireball is emitted, angled downwards.

*----------------------=
| Subweapons
*------------=

* Stopwatch
* Heart Consumpion: 5 Hearts

This will freeze all onscreen enemies for three "ticks" of the timer. It is
useful in very specific situations when Alucard is overwhelmed by enemies in
all directions. Unfortunately, it rarely works during boss fights.

*---------------------------=
| Added Abilities
*-----------------=

* Form of Bat
* Heart Consumption: 1 Heart Per Second

Alucard, being half vampire, can turn into a bat. Simply kneel on the ground
and press the jump button. While in bat form, Alucard can fly wherever he
likes. Being in bat form consumes hearts though, and if Alucard runs out of
hearts then he will turn back into his normal form. He will also transform back
into human form if he is hit by an enemy or obstacle. These tactics can allow
Alucard to "skip" various areas by flying to otherwise inaccessible areas.

*------------------------------=
| Character Analysis
*--------------------=

Although Alucard is very fun to mess around with, his usefulness is tough to
analyze. His lack of subweapons makes him very one-dimensional. Bat form can
make for some interesting gameplay, but it can be hard to maintain enough
hearts or avoid enemies in order to keep it going for long periods of time. In
addition, most of the tricks you can pull off in bat form are easier done with
Grant's acrobatics. Even though Alucard's primary attack is ranged, it is
noticably weaker than almost all other attack methods. Also, to obtain Alucard
you need to take a more difficult path through the game. In conclusion, Alucard
is hard to implement effectively in your gameplay, and should only be used for
specific situations.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER V.                                                                  |
|                                                                             |
| CANDLES, TORCHES, & ITEMS                                                   |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

There are many items to be found by Trevor & friends that can help them proceed
through the game. These items can be found by whipping candles, torches, and
some walls that you see along the path. Some items will even be dropped by
enemies when you kill them. Although most candles are in plain sight, some of
them are much harder to reach, and may contain more elusive items. Here's a
various list of items you can find in your travels.

* Small Heart
** These are everywhere. This small heart will slowly drift down to the ground.
For each one you collect, one heart will be added to your heart pool.

* Large Heart
** These can be found in some candles, or hidden in blocks. For each one you
collect, five hearts will be added to your heart pool.

* Subweapon
** You can collect subweapons from candles or from enemies that sometimes drop
them. You can only hold one subweapon at a time, so if you collect a new one,
the old subweapon will be discarded. Depending on which character you're using,
the subweapon you find may change. See the Spirit-Based Subweapon Conversion
Table below for specific details.

* Money Bag
** Adds a number of points to your score. Some money bags are worth more than
others. Money bags with higher denominations are usually hidden in candles that
are much harder to reach.

* Meat
** The meat replenishes up to 8 units of your life meter. They can be found
hidden in various blocks and walls. For more specific information regarding the
locations of meat, check the section in this FAQ entitled "Meat Locations".

* Multiplier
** This mystical block effects the number of times you can simultaneously fire
your subweapon. For extra details about them, check the section of this FAQ
entitled "Multipliers".

* Holy Cross
** This special item will destroy all enemies on the screen when you grab it.
There aren't many of these to be found.

* 1-Up
** These rare items will increase your player reserve by one. They're hidden in
walls or candles that are difficult to get to.

* Mystic Orb
** One of these will appear after you've defeated the final boss of each stage.
Collecting it will end the stage and begin tallying bonus points from the
seconds left on the game timer and the hearts remaining in your heart pool.

*---------------------------------------------------=
| Spirit-Based Subweapon Conversion Table
*-----------------------------------------=

Certain candles and torches always contain a subweapon. Since the spirits that
Trevor meets along the way can only use some or none of these subweapons, they
are converted into something else that the spirit in question can use. You can
use this table to compare what item will fall from any specific item-bearing
candle depending on which person breaks it.

*** Note that if you break a candle containing a subweapon, do not collect it,
and then switch to a different spirit, the unclaimed subweapon will disappear
during the transformation process.

*==============*===============*===============*===============*==============*
#    TREVOR    #    DAGGER     #      AXE      #  HOLY WATER   #  BOOMERANG   #
*==============*===============*===============*===============*==============*
*--------------*---------------*---------------*---------------*--------------*
|    GRANT     |    DAGGER     |      AXE      |    DAGGER     |     AXE      |
*--------------*---------------*---------------*---------------*--------------*
|    SYPHA     |  FIRE MAGIC   |  FIRE MAGIC   |   ICE MAGIC   | LIGHTNING M. |
*--------------*---------------*---------------*---------------*--------------*
|   ALUCARD    |  SMALL HEART  |  SMALL HEART  |  SMALL HEART  |  SMALL HEART |
*--------------*---------------*---------------*---------------*--------------*

** Details about each subweapon can be found in the section of this FAQ
entitled "Controllable Characters".

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER VI.                                                                 |
|                                                                             |
| DAMAGE, DEFENSE, AND DEATH                                                  |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
*---------------------------------=
| Explanation of Damage
*-----------------------=

Your life is shown by the red meter in the middle of the status bar. It is made
up of sixteen units. Each time you are hit by an enemy or dangerous obstacle, a
certain number of units will be subtracted from the meter, and you will be
invincible for two seconds. If the meter reaches zero, your character will be
killed. If you have lives in reserve, you start at the beginning of the block
you died in, and your player reserve will be reduced by one. If you have no
lives in reserve but choose to continue, you restart at the beginning of the
stage with two players in reserve.

Collecting meat that you find hidden in breakable blocks will replenish up to
eight empty units of your life meter. If you have less than eight empty units
when you collect meat, then your meter will be filled to capacity.

Of the four playable characters in Castlevania III, there are two distinct
classes of defense. Trevor and Alucard possess a "strong" defense, while Grant
and Sypha possess a "weak" defense. Although it is widely believed that Sypha
takes the most damage of the characters, she will always take the same amount
of damage as Grant would in any given stage.

Except for a few specific circumstances, the amount of damage dealt to your
character's life meter is determined by the stage, not by the individual enemy.
This is described in more depth within the following chart.

*-------------------------------------------------------=
| Damage Chart, by Character and Stage Number
*---------------------------------------------=

*--------------*--------------*--------------*--------------*
| STAGE# --->  |   1, 2, 3    |  4, 5, 6, 7  |   8, 9, A    |
*--------------*--------------*--------------*--------------*
| TREVOR       |    2 (8)     |     3 (5)    |     4 (4)    |
*--------------*--------------*--------------*--------------*
| ALUCARD      |    2 (8)     |     3 (5)    |     4 (4)    |
*--------------*--------------*--------------*--------------*
| GRANT        |    3 (5)     |     4 (4)    |     5 (4)    |
*--------------*--------------*--------------*--------------*
| SYPHA        |    3 (5)     |     4 (4)    |     5 (4)    |
*--------------*--------------*--------------*--------------*

The Stage number is the first number of the stage you're currently playing,
regardless of the path you chose.

The first number is the amount of damage, in units, that each character will
take when being hit by a standard enemy in that particular stage.

The number in brackets is the number of direct hits that character would have
to take in that stage from standard enemies (and without collecting meat) to
kill him or her with a full life meter (16 units).

*** Note: This chart does not apply for some specific obstacles. Acid drips,
falling blocks, Spiked Munchers, Spikes, and Pits will deal fixed amounts of
damage ranging from 2 to 16 on an individual basis.

*------------------------------=
| Analysis of Damage
*--------------------=

The numbers show some interesting facts. While the impact of the lower defense
is more obvious in earlier, easy levels, there's absolutely no difference by
the time you get to the final three stages. Even though Trevor takes 4 damage
per hit and Sypha takes 5 damage, it will still take 4 direct hits to kill
either player! Even in the middle stages, if Trevor takes two hits for 6 units
of damage, you can switch to Grant and get hit three more times before dying!
In short, it's easy to see that many people make a big deal about the defense
differences between characters, but they usually have very little impact on the
game, especially at the end. Never be afraid to use your "weaker" characters!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER VII.                                                                |
|                                                                             |
| MULTIPLIERS                                                                 |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
*---------------------------------=
| All About Multipliers
*-----------------------=

Multipliers are special blocks that can be found hidden in walls or dropped by
enemies. These blocks allow Trevor or Grant to use their currently equipped
subweapon again immediately without waiting for the previous shot to leave the
field of view.

** Sypha and Alucard do not use standard subweapons, so in turn, they cannot
use multipliers. Any multipliers you uncover while playing as one of these
characters will instead be a large heart.

** If you find a multiplier with a character but they have no subweapon
currently equipped, then that multiplier will instead be a large heart.

** If you find a multiplier, and you have a double multiplier already eqipped,
then it will be a triple multiplier.

** If you find a multiplier, and you have a triple multiplier already eqipped,
then it will instead be a large heart.

** If you have a multiplier equipped and pick up a new subweapon, you will lose
the multiplier.

*--------------------------------=
| Types of Multipliers
*----------------------=

* Double Multiplier
** This will allow you to have two of your subweapon on screen at once.

* Triple Multiplier
** This will allow you to have three of your subweapon on screen at once. You
can only find triple multipliers if you already have a double multiplier.

*--------------------------------------------=
| Getting Multipliers from Enemies
*----------------------------------=

The more you use your subweapon, the more likely you are to see a multiplier
drop. You must register approximately ten hits with your subweapon to get the
first multiplier (a kill is considered one hit). If it does not drop off of an
enemy, then the multiplier may be in the next candle you break that would
otherwise contain a small heart. By finding ways to exploit your subweapons,
you can quickly find multipliers and make your subweapons that much stronger!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER VIII.                                                               |
|                                                                             |
| MEAT LOCATIONS                                                              |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

One of the most valuable items you can find in every stage is the meat. Meat is
often hidden away in breakable walls or ledges. Collecting the meat will refill
up to eight units of your life meter. During certain difficult stages, finding
the meat is a necessity for survival. There is at least one meat in every
stage. Here is a list of all the meat locations, and the specific stage block
you can find them in.

* Block 1-03 - Deserted Village
At the screen with the hunchbacks, break through a ledge to get to the left
wall. The meat is hidden in the wall here.

* Block 2-03 - Grant's Belltower
The meat is hidden in the right wall just as you come up the stairs to the
final screen.

* Block 2-04 - Upper Tower Descent
When descending the clock tower, the meat you got on the way up can be found
in the same exact location.

* Block 3-04 - Ruins of the Cyclops
During the boss battle, there's meat hidden in a block at the left side of the
screen. Getting this meat makes the battle much more difficult, however.

* Block 4-01 - Demon Frog Swamps
After going down the first flight of stairs, head left across the swamp instead
of right to the door. There's meat hidden in the wall at the dead end.

* Block 4-02 - Sludge-Filled Caverns
Walk across to the end of the first swamp and you'll get to a strange island.
The rightmost block of the upper platform can be destroyed. This allows you
access to the lower platform. Break the block all the way to the left for a
piece of life-replenishing meat.

* Block 4-0B - The Haunted Living Quarters
The meat is hidden in the rightmost wall of the first screen in this block.

* Block 4-0D - Port Deck
In the first screen, check the right wall on the upper ledge. You can break it
to find meat inside.

* Block 5-01 - Acid-Lined Caverns
Right near the beginning of the stage, wait for the acid drips to grant you
access to the candle in the secluded spot. Once in this spot, break the blocks
to the right with your whip, you'll find a meat in the lowest block.

* Block 5-06 - Ancient Sinkhole Ruins
Check the right wall of the first screen after being attacked by the eyeball
and materializing mummies. You should find a meat there.

* Block 5-0A - Red Gargoyle Tower
Just before entering the door to the next block, jump up and whip the block
above the door. There's meat hidden inside!

* Block 5-0C - Bone Pillar Tower
The meat is located at the left side of the room where you will meet the boss
of the stage, Frankenstein's Monster. Try to get it before the fight starts.

* Block 6-02(X) - Bottomless Pit
Just before climbing the final set of stairs to the last screen, there's some
meat hidden in the rocks to the left. You'll have to jump up to find it, as it
is very well concealed.

* Block 6-03(Y) - Eternal Fountain
There's a meat hidden in the upper ledge to the right of the first bone dragon.
To get it, you'll need to jump up, whip the ledge, then as you land take half a
step to the right before the meat falls into the water!

* Block 6-0C - The Keystone
Just before entering the door to the next block, jump up and whip the block
above the door. There's meat hidden inside!

* Block 7-04 - Deep-Water Cavern
After climbing the falling blocks and going up the stairs, there's a meat in
the wall at the left side of the next screen.

* Block 7-0B - Teetering Columns
Check the upper left wall behind the stairs that lead up to the tilting
platforms. You can find meat hidden there.

* Block 8-02 - The Alchemy Laboratory
The meat is hidden in the lower right wall on the first screen of this block.

* Block 9-03 - Cursed Tower of Spirits
After you've finished the vertical shaft that automatically scrolls, you'll get
to the final door of the block. Check the lower right wall on this screen for
some meat, but watch your step trying to get to it!

* Block A-02 - The Doomsday Clock
You'll start the block on an elevated ledge. Underneath this ledge is a candle
with holy water in it, and there's meat hidden in the wall behind the candle.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER IX.                                                                 |
|                                                                             |
| CHOOSING YOUR PATH                                                          |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Castlevania III has a unique branching structure that allows Trevor and friends
to take different paths through the game. Depending on which path you choose,
you may have an easier or more difficult time getting to Dracula. In addition,
choosing your path determines whether or not you meet Sypha or Alucard along
the way.

There are three distinct paths you can take through the game. Each one consists
of nine stages (ten if you decide to go up the clocktower). Here is a map of
each path, and a rating of its difficulty when compared to others.

*-----------------------=
| Overall Map
*-------------=

Stage 1 -> Stage 3 -> Stage 4(0A) -> Stage 5(0A) -> Stage 6(0A) -> Stage 7(0A)
   |        |  |                                                         |
Stage 2 -->--'  '---> Stage 4 ---> Stage 5 ---> Stage 6(X) --> Stage 7 ->-+
                                      |                         |        |
                                      '------> Stage 6(Y) -->---'        |
                                                                         |
                                  Stage A <--- Stage 9 <--- Stage 8 <----'

*-------------------------=
| The Easy Path
*---------------=

** You can take Grant or Sypha on this path.

** Although there is no "easy path" through the game, this particular path has
the shortest levels. You will end up crossing the lake on a pirate ship, and
using the eastern guard tower as your approach method. This path will bring you
to the castle courtyard, and you won't have to climb the dangerous cliff.

Stage 1 - Countryside Village
** BOSS: Skeletal Warrior

Stage 2 (Optional) - The Clock Tower
** BOSS: Grant DaNasty
* You can take Grant as your spirit here.

Stage 3 - The Black Forest
** BOSS: Cyclops
* Take the UPPER PATH after Block 3-02 to continue along this path.
* You start at Block 3-00 from Stage 1, and Block 3-01 from Stage 2.
* You can take Sypha as your spirit here.

Stage 4(0A) - The Haunted Pirate Ship
** BOSS: Medusa
** BOSS: Mummies & Cyclops

Stage 5(0A) - The Eastern Guard Tower
** BOSS: Frankenstein's Monster

Stage 6(0A) - Ancient Castle Bridge
** BOSS: Twin Serpents

Stage 7(0A) - Castle Courtyard
** BOSS: Mummies, Cyclops, & Flying Demon

** Continue to the Final Path from here.

*--------------------------------=
| The Intermediate Path
*-----------------------=

** You can take Grant or Alucard on this path.

** This path will take you around the coast to the east. After crossing through
the mining caves, you'll end up in the deepest levels of Castlevania, however
the dungeons are a bit easier than the alternative.

Stage 1 - Countryside Village
** BOSS: Skeletal Warrior

Stage 2 (Optional) - The Clock Tower
** BOSS: Grant DaNasty
* You can take Grant as your spirit here.

Stage 3 - The Black Forest
** BOSS: None
* Take the LOWER PATH after Block 3-02 to continue along this path.
* You start at Block 3-00 from Stage 1, and Block 3-01 from Stage 2.

Stage 4 - The Sunken Swamplands
** BOSS: Vampire Bat

Stage 5 - Mysterious Mining Caves
** BOSS: Alucard
** BOSS: Skeletal King
* You can take Alucard as your spirit here.
* Take the UPPER PATH after Block 5-06 to continue along this path.

Stage 6(X) - Subterranean Dungeon
BOSS: Frankenstein's Monster

Stage 7 - The Jagged Cliffside Path
BOSS: Vampire Bat
BOSS: Mummies, Cyclops, & Flying Demon

** Continue to the Final Path from here.

*--------------------------------=
| The Difficult Path
*-----------------------=

** You can take Grant or Alucard on this path.

** This path is very similar to the intermediate path, with one exception. You
will bypass the remainder of the mining caves as well as the dungeons, but be
thrust into a very tough flooding stage. Combine this with the fact that you
must still tackle the cliffside, and this easily becomes the hardest path.

Stage 1 - Countryside Village
** BOSS: Skeletal Warrior

Stage 2 (Optional) - The Clock Tower
** BOSS: Grant DaNasty
* You can take Grant as your spirit here.

Stage 3 - The Black Forest
** BOSS: None
* Take the LOWER PATH after Block 3-02 to continue along this path.
* You start at Block 3-00 from Stage 1, and Block 3-01 from Stage 2.

Stage 4 - The Sunken Swamplands
** BOSS: Vampire Bat

Stage 5 - Mysterious Mining Caves
** BOSS: Alucard
* You can take Alucard as your spirit here.
* Take the LOWER PATH after Block 5-06 to continue along this path.

Stage 6(Y) - Sunken City of Dragons
BOSS: Bone Dragon King
BOSS: Bone Dragon King (Revisited)

Stage 7 - The Jagged Cliffside Path
BOSS: Vampire Bat
BOSS: Mummies, Cyclops, & Flying Demon

** Continue to the Final Path from here.

*--------------------------=
| The Final Path
*----------------=

** You can take Grant, Sypha, or Alucard on this path.

** Regardless of the path you took, you will eventually be sent to this point
on the map. The final three stages are always the same.

Stage 8 - Entranceway to Dracula's Castle
** BOSS: Grim Reaper A.K.A. Death

Stage 9 - The Chaotic Gardens of Dracula
** BOSS: Doppleganger

Stage A - The Inner Sanctum of Dracula
** BOSS: Dracula

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER X.                                                                  |
|                                                                             |
| COMPLETE WALKTHROUGH                                                        |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

** How to use this Walktrough:

Each stage has its own section, and each block of each stage is noted as you
progress. In each block, the subweapons, bonus items, and enemies have been
listed in a short overview. In the actual text, each paragraph is about ONE
SCREEN. When you advance to a new screen via stairs or a door, a new paragraph
will begin.

When you come to a spot where you must choose a path to go in, the walkthrough
will explain which Stage and/or Block each direction goes to. After choosing,
you should skip to that stage and/or block in the walkthrough.

Always check the stage header to see information about the block you just came
from. This can help you determine if you are reading the walkthrough for the
correct stage. Seeing as there are multiple stage 4's, 5's, 6's and 7's, it can
sometimes be confusing to keep them straight.

The stages are ordered by stage number, so all stage 4's are listed in order
before the stage 5's. Since each individual game will only pit you against one
of the stage 4's, you will have to jump around the walkthrough to get an
accurate representation of your path.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| STAGE 1 : COUNTRYSIDE VILLAGE                                               |
| ( Beginning Location )                                                      |
| Possible Spirits: None                                                      |
| Soundtrack: Beginning                                                       |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
*---------------------------------------=
| Block 1-01 : First Approach
*-----------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: None
*** Enemy Threats: None

The first block of the adventure contains no threats to Trevor. You can collect
some hearts and a dagger subweapon. You should also be able to power up your
whip to its strongest power. Advance through the door at the far right to
continue.

*------------------------------------------=
| Block 1-02 : Abandonned Church
*--------------------------------=

*** Subweapons Available: Holy Water
*** Bonus Item Available: None
*** Enemy Threats: Skeleton, Stationary Bat, Bone Skeleton, Medusa Head

On the first screen, whip candles for hearts and money bonuses. The first
skeleton should pose no threat. The second skeleton on the upper ledge can be
defeated by whipping it while still standing on the stairs. Climb up the
staircase to proceed to the inner church.

The inner church scrolls vertically. The coloration of the resting bats blend
in with the detailed stained glass background, so keep your eyes open! The
first one can be defeated fairly easy by whipping it as it charges you. You
can also use your dagger subweapon to take it out before it moves. The same
goes for the second bat. The third bat will immediately charge upon arriving
at the top of the staircase, so you need to be a little quicker. It should
still pose no threat. At the top of this screen, whip the right candle and
drop down to collect the holy water subweapon. This will come in very useful
later if you are able to keep it. Advance up to the next screen.

Immediately climb the stairs and walk right without hesitation to avoid the
falling skeleton and a bone that it had thrown from the top ledge.  Turn
around and whip it as it lands to the left. Keep your eye on the next skeleton
as you climb to the upper ledge. To get back down, walk off the end of the
ledge instead of using the stairs. A third skeleton will jump over and land
right in front of you, where you can whip it easily. Descend to the next
screen.

Jump on the nearest turnstile to get to the lower level quickly. Advance right
and go up the stairs. The lower half has a stopwatch, however it is recommended
that you keep your holy water as it is more valuable. Continue right, whipping
medusa heads as they appear. Try you best not to jump, or you may flip a
turnstile and fall to the lower half! Enter the door to continue.

*-----------------------------------------=
| Block 1-03 : Deserted Village
*-------------------------------=

*** Subweapons Available: Axe
*** Bonus Item Available: Holy Cross, Meat
*** Enemy Threats: Zombie, Hunchback, Bone Pillar

At first you will be approached by zombies. They have no abilities, so whip
them as they come, continuously progressing forward. There is an axe subweapon
in a candle right before a hole in the road. Take it if you like (however the
holy water is still more useful at this stage). Jump over the hole when you
see no zombies on the other side, then keep walking until you get to a
descending staircase.

Drop down to the lowest level and stand still. A hunchback will have scrolled
onto the screen. Be patient and wait for it to move forward. After its inital
jump, it should be in a prime location for attack. Duck and whip it to death.
If you turn around and whip the blocks to the left, you can bust through to
get to a candle and some meat. Because of the ensuing hunchbacks, you should
probably avoid the lure of taking candles on upper ledges, and instead walk
along the floor. As each of the next two hunchbacks scroll onto the screen,
stop walking and wait for the enemy to approach. This makes them much easier
to kill, as their first movement is more predictable. Your last enemy is a
bone pillar. Time your whip shots to take out the three fireballs it shoots,
then move forward to whip it repeatedly. If you see the bone pillar flash,
stop whipping and try to time your following attacks to take out each fireball
as it is shot. Once it is defeated, go through the door to the next block.

*--------------------------------------=
| Block 1-04 : Town Cemetary
*----------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: Holy Cross
*** Enemy Threats: Flying Bat, Zombie

The bats in this stage can be annoying, because their appearance is mostly
random and their movement is somewhat erratic. When you see a bat appear, it
may be wise to stop and eliminate it before continuing. The first candle at
the elevated area of the floor is a dagger subweapon. If you have the axe you
may want to take it, but if you still have the holy water, pass it up. At this
point, zombies will begin popping out of the ground in front of you. Keep your
eyes on the ground, and be prepared to whip just about anything. Continue
forward for the boss fight.

*-----------------------------------------=
| BOSS FIGHT : Skeletal Warrior
*-------------------------------=

*** Preferred Subweapon: Holy Water

His movements are predictable. He will advance towards you, sometimes making
small leaps. When you are in range, he will take a swing with his sword. Don't
let him corner you, or you may take several hits. If it looks like you may be
cornered, do everything in your power to get to the other side of his body.
Constant whipping will easily dispatch the Skeletal Warrior. If you have the
dagger, you can attack with it from afar. If you still have the holy water
from earlier, this battle can be finished extremely quickly. Stand on the right
half of the right ledge, and as the Skeletal Knight appears, throw some holy
water. Then back up behind the ledge, and throw your second holy water onto
the ledge (where the Skeletal Warrior should be). If both attacks hit their
target, your enemy should only be a few whiplashes away from defeat.

*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Upper Path ---> Continue to 2-01 (Alternate Path)                            |
|Lower Path ---> Continue to 3-00 (Easy, Intermediate, Difficult Path)        |
|                                                                             |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| STAGE 2: THE CLOCK TOWER                                                    |
| ( From Block 1-04 )                                                         |
| Possible Spirits: Grant (Going Down)                                        |
| Soundtrack: Clockwork                                                       |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*----------------------------------------=
| Block 2-01 : The Lower Tower
*------------------------------=

*** Subweapons Available: Stopwatch, Holy Water
*** Bonus Item Available: Multiplier
*** Enemy Threats: Skeleton, Spear Soldier

Jump over the first hole and whip the wall for a big heart, then continue
upwards. Always make sure you hold up while climbing successive staircases, or
you may walk right off the ledge accidentally! After killing the first
skeleton, there is a stopwatch in a candle to the far left. Advance up to the
ledge with the spikes, then jump to the middle platform. Whip the spear
soldier from here, then jump over to the left. Begin climbing successive
staircases until you get to a gear. You can jump on this gear and get to a
small platform on the left. Whip the wall here for a multiplier. To get back,
get on the gear, jump once to get farther to the right, then jump up to the
platform that is slightly above the right side of the  gear. Climb up the
stairs to the next screen.


At the top of the stairs, turn around and kill the spear soldier, then jump
across. There is holy water in the candle here. The next spear solider can be
whipped from the stairs. The skeleton on the upper platform can be killed with
holy water, or you can wait until it moves away, then drop down and whip it
once. Kill the last armed soldier from across the pit, then jump over and go
up successive staircases to continue.

The pendulums are not that difficult. Climb up to a left platform and wait
until the first pendulum swings near. When it gets close, jump on it. Ride it
to the next platform. Repeat this for the second pendulum, then enter the door
to continue.

*-------------------------------------------=
| Block 2-02 : Past the Pendulums
*---------------------------------=

*** Subweapons Available: Axe
*** Bonus Item Available: 1-Up
*** Enemy Threats: Sword Skeleton, Medusa Head

Right under the first stairs is a wall that contains a big heart. Jump on the
big gear and be patient, riding it to the other side and jumping off when
you're close to the next platform. Once you get to the upper ledge, kill the
sword skeleton from the "turning gear" styled platform to avoid being hit. Go
up the stairs to get to the second vertical shaft.

Medusa heads can cause you a lot of trouble here. Do your best to whip them.
If one appears while you're climbing stairs, it's best to stop and try to kill
it. Note that when you get hit on stairs, Trevor won't be knocked backwards.
You can use this to your advantage to avoid getting thrown off of ledges. The
third candle in the level (at the stairs approaching the spiked platform)
contains an axe. If you've still got holy water, avoid taking this weapon. At
the spiked platform, immediately move up stairs, jump across and then climb
the second flight without hesitation. The next gear is easily handled by
jumping on, waiting a moment to get closer, then jumping off to the other side.
Climb up both sets of stairs to finish the shaft. During this part you may
have to take care of several approaching medusa heads, so be wary.

On the next screen, climb the stairs and enter the door to continue. If for
some reason you have Grant or Alucard, try climbing or flying around the
ceiling to the top. In the wall there is a 1-Up.

*------------------------------------------=
| Block 2-03 : Grant's Belltower
*--------------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: Multiplier, Meat
*** Enemy Threats: Medusa Head, Sword Skeleton

This big gear can be a little trickier than the first one. There is a platform
hovering at the right side that can interrupt your jump. Wait until Trevor has
passed below it before attempting to jump off the gear. In one of the candles
at the right side of this screen is a dagger subweapon. Avoid taking this.
Also, the rightmost wall here can be destroyed to reveal a Double/Triple
subweapon powerup. Climb up the stairs to continue to vertical shaft #3.

Upon entering the screen, a medusa head will appear. If it comes from the left,
keep walking straight up to avoid it. If it comes from the right, you will
have to stop and destroy it, or take the damage. The easiest way to get across
the pair of gears is to continue jumping. Once you get on the first gear, try
to get up onto the second as quickly as possible. From there, keep jumping
left untiul you end up on the platform. From here you will climb a series of
staircases leading straight up. Speed is keey here, as staying in one place
too long will no doubt put you in danger of being hit by medusa heads.
Continue climbing up stairs until you reach the next gear. This one is a bit
more difficult. Jump onto the gear, and then try to get away from the edge of
the gear a bit by standing still. When the jump looks right, turn around and
jump back left to the upper ledge. This can be exceedingly tricky thanks to
the constant stream of medusas. You may have to attack approaching heads as
you jump. Once again, doing this quickly will save you a lot of pain and
suffering. Continue upwards to the next screen.

There is a meat hidden in the rightmost wall here. Use it to replenish your
life meter for the boss battle. Kill the sword skeleton without getting too
close, then proceed to the final room.

*--------------------------------------=
| BOSS FIGHT : Grant DaNasty
*----------------------------=

*** Preferred Subweapon: Holy Water

Grant can be really annoying, since he attempts to chase you down most of the
time. If he gets too close, you may have difficulty getting away from him for
a clear shot. Move to the middle of the room and whip like mad when Grant
closes in. If Grant gets up onto the walls or ceiling, be prepared for his axe
attacks. If you get right below him, he will try to drop down on top of you.
You can attack from afar using the dagger subweapon. If you have the axe, try
throwing them up at Grant while he clings to the ceiling. If you still have
the holy water from earlier in the stage, wait from Grant to close in, then
throw the holy water to inflict major damage. Much like the Skeleton Warrior,
Grant will succumb easily to holy water attacks, since he is a slow moving
ground target.

*--------------------------------------------=
| Block 2-04 : Upper Tower Descent
*----------------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: Multiplier, Meat
*** Enemy Threats: Medusa Head, Sword Skeleton

*** NOTE: This FAQ assumes that you have accepted Grant as your spirit, since
ascending the tower is more or less pointless if you do not wish to take him
with you. If for any reason you have decided to leave Grant behind, it may be
a wise suggestion in the future to avoid coming to the Clock Tower entirely.

Switch to Grant as your character. Use his climbing skills to grab onto the
ceiling of the ledge with the sword skeleton on it. Crawl across the pit to
the staircase leading down.

For the first shaft, make sure you're still using Grant. Unlike Trevor, Grant
can change his direction of movement in midair. Once you're on the platform
directly below the first gear you see, drop off the right side and continue
to bear right. You should fall straight down onto the final ledge of the shaft.
From here you can descend the stairs and get to the next screen.

To traverse the gear in reverse, you can drop down onto it from above using
either character. Trevor can continuously jump across. Grant can try to climb
across the ceiling, bypassing the entire gear. Enter the door on the left side
to continue.

*--------------------------------------------=
| Block 2-05: Middle Tower Descent
*----------------------------------=

*** Subweapons Available: Axe
*** Bonus Item Available: 1-Up
*** Enemy Threats: Sword Skeleton, Medusa Head

You can climb around the ceiling ledge to the upper portion of this screen
using Grant. There's a 1-Up hidden in the wall. After you've gotten it, use the
stairs to go down to the next screen.

Climb down the first two flights of stairs, dodging medusa heads. At the gear,
use Grant to drop off the side of the platform. Aim for the middle, as the
ledge below is lined with spikes. From here, switch to Trevor, as he has more
range with which to attack medusa heads. Continue down the flights of stairs
to the next screen.

This room can be skipped during the return trip. Just drop down through the
first gap, then head left through the door to the next block. Don't forget the
big heart concealed in the wall under the stairs!

*-------------------------------------------=
| Block 2-06: Lower Tower Descent
*---------------------------------=

*** Subweapons Available: Stopwatch, Holy Water
*** Bonus Item Available: Multiplier
*** Enemy Threats: Skeleton, Spear Soldier, Medusa Head

It is very tempting to use Grant to navigate the pendulums, however it does
seem easier to use Trevor. Once you get across the first pendulum, the second
can be skipped entirely. Head down the stairs to the next room.

Descend the first two flights of stairs, then jump right across the gap. It's
easier than dealing with the spear soldier on the ledge below. Move to the
right until you get to the other side. Switch to Grant and squeeze underneath
one of the right platforms. Drop down and dispatch the spear soldier. This
allows you to ignore the rightmost spear soldier which is a serious pain to
kill because of poor stair placement. Jump across to the left using Trevor to
avoid hitting your head as Grant (or use Grant to traverse the pit using his
ceiling skills). Go down the stairs to continue.

The final shaft can be done mostly by using Grant to continuously drop down.
This time around there are medusa heads, but they should be easy to avoid as
long as you're dropping down rapidly. At the very bottom of the tower, there
is a candle close to the door that Grant can get. the key is to jump for it
just before the end of the flight of stairs. Stab at it just as you land,
and you'll collect the big heart right before the computer forces you through
the final door. If your timing is bad, try destroying the candle using Grant's
dagger first, then making the leap of faith. Entering the door will complete
the level without a boss fight.

*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Continue to 3-01 (Easy Path)                                                 |
|                                                                             |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| STAGE 3 : THE BLACK FOREST                                                  |
| ( From Block 1-04 )                                                         |
| Possible Spirits: Grant (Starting at 3-01)                                  |
| Soundtrack: Mad Forest                                                      |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
*---------------------------------------=
| Block 3-00 : Grinding Ruins
*-----------------------------=

*** Subweapons Available: Holy Water
*** Bonus Item Available: None
*** Enemy Threats: Spiked Grinder, Ghost, Bone Skeleton, Whip Skeleton

You will immediately come to a series of three spiked grinders. wait for these
machines to elevate, then run underneath. here are safe spots between each
grinder. Also, you can stand on top of a grinder when it hits the ground, and
then jump across the tops. There is a candle with holy water on the other side,
which is always a good subweapon to have. A ghost will appear very high on the
screen. Lure it left to the grinders, then run right and whip it when it gets
level to you. If you carried an axe into the stage, you can use that as well.
Climb up the stairs to the next screen.

You will go up a series of ledges to the left. The first has a bone skeleton
on it that can be easily dispatched. The second enemy is a whip skeleton.
Chances are it will jump at you. Since it cannot attack in the air, you can
take it out before it lands. Take out another bone skeleton and then proceed
up the stairs to continue.

*---------------------------------------=
| Block 3-01 : Forest of Owls
*-----------------------------=

*** Subweapons Available: Boomerang
*** Bonus Item Available: None
*** Enemy Threats: Swooping Owl

*** NOTE - When arriving from the Clock Tower, you'll start here.

When you see peering eyes in the background, be ready for an owl to attack.
Stand close, and when the owl emerges, jump straight up and give him a whip
lash. A few torches in you can get a boomerang subweapon. A well-timed
boomerang shot can take out up to three owls at a time for bonus points. Keep
proceeding right, stopping to kill each owl along the way to avoid taking
unnecessary damage. If you stop for too long, owls may reappear behind you, so
you should definitely keep up the pace! Eventually you'll come to a door.

*-------------------------------------------=
| Block 3-02 : Fog-Covered Cliffs
*---------------------------------=

*** Subweapons Available: None
*** Bonus Item Available: None
*** Enemy Threats: Blood Skeleton, Hunchback, Bone Pillar

Let the first hunchback approach you. After three small leaps it should be in
whipping range. Climb up the stairs. Tim the movement of the red skeleton so
that it passes to the right. That will allow you to get onto the ledge without
being hit. Whip it once to collapse the skeleton, then climb up to the next
screen.

Wait for the bone pillar here to fire three times, then climb the remainder
of stairs and take it out using the usual bone pillar strategy. The next enemy
is a hunchback. Stand still and it will be in attacking range after one small
hop. Continue moving right. When the next bone pillar appears, be prepared to
whip all three fireballs it shoots, then close in and take it down. Yet another
hunchback will appear, and it too can be killed after it takes one leap. Note:
try not to backtrack too much on this cliff. Doing so may cause hunchbacks to
reappear behind you, and that could cause you potential headaches. After
proceeding all the way to the right, go down the stairs to continue.

Jump down from the upper ledge and you will automatically enter a door. You
will then be given a path choice.

*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Upper Path ---> Continue to 3-03 (Easy Path)                                 |
|Lower Path ---> Continue to 4-01 (Intermediate, Difficult Path)              |
|                                                                             |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

*-------------------------------------=
| Block 3-03 : Ridge of Fog
*---------------------------=

*** Subweapons Available: Axe
*** Bonus Item Available: None
*** Enemy Threats: Crow, Poison Pod, Whip Skeleton

Defeat the crow using your whip or boomerang. Try to stand in place and jump
straight up for the best results. Crows fly erratic patterns that are difficult
to predict all of the time. The second candle holds an axe. if you have your
bommerang, you can skip it. Move to the descending stairway and continue down.

Poison pods will both fly around slowly and sit on the ground. When you attack
one, it will release several spores, so attack it from a distance using the
whip. Due to game limitaions, only four spores can be on screen at a time, so
if you destroy pods while spores are airborne, those pods won't release any
new spores. Use this to your advantage to kill several pods in a row! Don't
jump over pods on the ground or they'll release spores even though they weren't
directly attacked. Keep moving right, attacking pods and spore as you go.
Descend the stairway at the far right of the screen.

The key to taking out the whip skeleton on the lower ledge is to get it to the
right of you. Then jump off the top platform to the ground, turn around, and
take it out normally. Enter the door to continue.

*---------------------------------------------=
| Block 3-04 : Ruins of the Cyclops
*-----------------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: Meat
*** Enemy Threats: Spider, Whip Skeleton

Destroy the whip skeleton, and then move to the left. The spiders here can be
difficult to deal with. If you took the axe earlier, use it to destroy them
as they come down from the sky. Otherwise, try to make the spiders misfire by
jumping up as they shoot their spiderlings. They should fly harmlessly above
you. Also, the spiderlings can be destroyed by most weapons. As you progress
left, you'll deal with another whip skeleton. Avoid taking the dagger subweapon
in a candle on this path. At the end, you'll have to go up and down some stairs
while the spiders continue shooting at you. This is annoying at best, so try to
get through it quickly. Again, speed is important on this stretch, because
lingering will just cause more spiders to appear.

Going down the stairs will bring you to the boss fight.

*--------------------------------=
| BOSS FIGHT : Cyclops
*----------------------=

*** Preferred Subweapon: Boomerang

The cyclops will pace back and forth along the floor.  If you are standing on
level with him, he may charge at you, effectively doubling his speed until he
gets to the edge of the screen. He will stall for a moment before his charge,
so it is easily anticipaed. If you get too close to him, he will use his club
to attack you. The Cyclops is only vulnerable at his head area, and will not
take damage if you attack his feet. In this situation, there is a safe spot on
the upper ledge to the left. As long as you don't destroy the stepping stone
where the meat is hidden, you can remain safe. As the Cyclops approaches the
left side, kneel on the stepping block and take a couple shots before moving
back to the safe spot. If you wish to speed things up, You can move to the
ground and throw out daggers or boomerangs at the Cyclop's eye level.

*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Continue to 4-0A (Easy Path)                                                 |
|                                                                             |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| STAGE 4 (0A) : THE HAUNTED PIRATE SHIP                                      |
| ( From Block 3-04 )                                                         |
| Possible Spirits: Grant, Sypha                                              |
| Soundtrack: Anxiety                                                         |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*** NOTE: Due to the branching structure of the game, there are actually two
stages listed as Stage 4. One uses numbers (4-01) and one uses letters (4-0A).
Both stages are covered in this FAQ, but make sure you have the right stage 4
by checking which block you came from before you continue reading this FAQ!

*---------------------------------------=
| Block 4-0A : Starboard Deck
*-----------------------------=

*** Subweapons Available: Axe, Stopwatch
*** Bonus Item Available: None
*** Enemy Threats: Headless Skeleton

Upon enter the boat, head right. There is an axe here on deck. If Trevor has a
boomerang, then collect the axe as Grant or fire magic as Sypha. Head down the
stairs to continue.

To the left there is only a headless skeleton guarding a big heart and
invisibility potion. It's not worth dealing with, so instead jump to the right
and continue that way. You can collect the stopwatch here if you really want
it, but your other subweapons are probably more useful. Continue downwards.

To attack the first headless skeleton, use Trevor's or Grant's axe subweapon.
If you don't have it, use Trevor to inch down the stairs, attacking the enemy
once is moves in close. It's tough because the headless skeleton has a very
quick attack pattern. Use a whip attack to take out the next skeleton by
kneeling on the higher platform. You can use Grant's acrobatics to get the big
heart in the candle above the door.

*----------------------------------------------------=
| Block 4-0B : The Haunted Living Quarters
*------------------------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: Meat
*** Enemy Threats: Ghost, Blood Skeleton, Bone Skeleton

Stand still and let the first ghost come to you. After destroying it, walk
right. Don't stand on the disintegrating blocks too long! Jump up onto the
first platform, then jump down to the lower non-disintegrating platform. The
candle above you has a dagger in it, if you need one for Grant feel free to
climb up and retrieve it. Watch out for the next ghost, try to get under it and
proceed right to make it easier to kill. Next you must make a series of quick
leaps across disintegrating platforms. It's relatively simple. A ghost appears
on the other side, but it is in prime attacking position. Go down the stairs to
the right. As you jump up to the next platform, knock down the red skeleton.
There is a meat hidden in the rightmost wall here. Go up the stairs and proceed
left. Always make sure the red skeletons are out of your way before making any
big movements! Keep moving left and go up the stairs to continue.

Move to the left of the first ledge and let the ghost come to you. After you
kill it, jump right to the next platform. If you have Grant, you can bypass
this entire room by using his acrobatics to climb up to the door. Otherwise,
continue moving right. Try to kill any skeletons you see before making jumps!
If you've still got an axe, use it on the bone skeleton at the far right before
climbing the stairs. As you return to the left, the ghost you killed earlier
will reappear. Move to the right of the upper ledge and wait for it to rise to
your level. Once it's killed, move left and through the door.

*-----------------------------------------------=
| Block 4-0C : Treacherous Platforms
*------------------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: 1-Up
*** Enemy Threats: Ghost

Although Grant has more jumping control, use Trevor or Sypha to make these
platform jumps. It is easier to eyeball where their feet are, and you won't
make any short jumps. Wait for the platform to come down from the ceiling, and
then race across! If you stop to smell the roses, you may not be able to make
the final jump. The first candle on the other side is a dagger, so if you don't
want it, make sure you skip it. The next series of jumps is also tricky. The
third platform moves up instead of down. Race to the third platform, then wait
for a moment until the fourth platform comes into view. Then hop across. You
can use Grant to get the big heart in the candle on the elevated platform here,
but watch out for the ghost that will appear right in front of your nose!

There is a 1-Up on the ledge to the left. You can get it with Grant by grabbing
the ceiling and dropping down to the platform. Getting back is the tricky part!
Using Grant, take a running jump left toward the wall. If you've timed it just
right, Grant will grab onto the wall right before falling into the abyss. Climb
up the wall and ceiling to get back to the first ledge. Continue to the right
to face the first boss fight.

*-------------------------------=
| BOSS FIGHT : Medusa
*---------------------=

*** Preferred Subweapon: Boomerang (Trevor)
                        Dagger (Grant)
                        Fire Magic (Sypha)

The Medusa has two attack methods. She will fire her bow and arrow at you,
causing damage. Her other attack is the Stare Attack, which radiates from her
head in a ripple. If you get hit by this attack, you will be turned to stone,
making you a sitting duck for any future attack. The easiest way to defeat
Medusa is to get up close and whip like a madman. Medusa takes a lot of damage
to the whip. You can also use the boomerang or holy water if you managed to
keep those items from the previous level. As Sypha, get in close and use fire
magic to completely toast Medusa. Even Grant can get in the act. If he is
equipped with a dagger, climb on the ceiling and rain daggers on Medusa's head.
It's not very efficient, but Grant cannot be hit by anything when he is
positioned right above Medusa. Once she's defeated, go through the door to
continue the level.

*----------------------------------=
| Block 4-0D : Port Deck
*------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: Meat
*** Enemy Threats: Headless Skeleton

The first room is littered with headless skeletons. The easiest way to deal
with most of them is to just use Trevor to whip them from safe spots. Continue
walking right until you get to the end, then climb the stairs to the upper
ledge and work your way back left. In the rightmost wall on the upper ledge,
there is a meat concealed within the wall. You may need it if you took damage
at the Medusa. Once you get back to the left, you can climb the stairs to the
next screen. if you brought Grant, this entire screen can be mostly skipped by
climbing up to the upper ledge almost immediately.

Climb the stairs to the high platforms. The tilting blue ledge can be jumped on
from the top. The tilting platforms take into account Trevor's weight, so once
you pass the center of the ledge, it will tilt downwards. Jump to the low side
of the first platform, then walk towards the center. Before crossing the
center, jump forward to get as far to the right of the tilting platform as
possible before it gets too low. Then quickly jump a second time to get on the
second tilting ledge. Now let Trevor's weight push the left side of this ledge
down. Once again, walk towards the center, jumping forward just before Trevor
crosses the middle. Jump safely from the tilting ledge to solid ground.
Continue through the door.

*-------------------------------------------=
| Block 4-0E : Captain's Quarters
*---------------------------------=

*** Subweapons Available: Axe
*** Bonus Item Available: Multiplier
*** Enemy Threats: Crow, Headless Skeleton, Ghost, Bone Skeleton

Stay on the left platform and deal with the first crow, then jump forward to
take care of the second crow. Unless you have the axe from much earlier, you'll
have to be very careful not to get knocked off the platform. Go down the stairs
to continue.

Upon reaching the bottom of the stairs, destroy the crow before messing with
the headless skeleton. Stay high and you should be able to take out the crow
without sacrificing life. As you move right, you'll come to an impassable wall
of blocks. If you have Grant, you can climb over this wall and proceed directly
to the boss fight. As Trevor or Sypha, you'll have to descend the stairs and
go below the wall.

After going down the stairs, drop off the left side of the platform. Wait for
the ghost and bone skeleton to come close, then destroy them with you whip. The
leftmost candle has an axe in it for Trevor, or Fire Magic for Sypha. Also, the
left ledge has a block containing a subweapon multiplier in it. Jump across to
the right and ascend the stairs to proceed to the previous screen, and then go
right to take on the bosses of this stage.

*------------------------------------------=
| BOSS FIGHT : Mummies & Cyclops
*--------------------------------=

*** Preferred Subweapon: Fire Magic (Sypha)

This battle has two phases. First you will be required to kill a pair of
mummies. Once they are destroyed, you must kill a Cyclops.

The mummies can be tricky. The bandages they throw can be destroyed, but often
there are just too many of them. Try to get close with Trevor and whip each
mummy, concentrating on one before moving to the next. If you've brought Sypha
and have her equipped with fire magic, stand near the casket that the mummies
emerge from. Once they appear, start laying on the heat with fire magic. You
should be able to tear through both mummies in a matter of seconds.

The Cyclops follows the same battle pattern as the one in the previous stage,
but this time there's no guaranteed safe spot. Stand on an elevated platform
and duck. As the Cyclops draws near, whip its head once or twice, then jump
over it and run to the other side of the room. If the Cyclops charges you, you
usually won't have time to whip, so quickly jump up onto the next elevated
platform and over the Cyclops again. The key is to continuously whip him from
a platform, then get to the other side to repeat the process. If you jump while
running across to the other side of the room, you can significantly reduce the
chances that the Cyclops will charge. Be patient and victory should be yours.

*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Continue to 5-0A (Easy Path)                                                 |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| STAGE 4 (01) : THE SUNKEN SWAMPLANDS                                        |
| ( From Block 3-02 )                                                         |
| Possible Spirits: Grant                                                     |
| Soundtrack: Dead Beat                                                       |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*** NOTE: Due to the branching structure of the game, there are actually two
stages listed as Stage 4. One uses numbers (4-01) and one uses letters (4-0A).
Both stages are covered in this FAQ, but make sure you have the right stage 4
by checking which block you came from before you continue reading this FAQ!

*------------------------------------------=
| Block 4-01 : Demon Frog Swamps
*--------------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: Meat, Holy Cross
*** Enemy Threats: Demon Frog, Mud Man

You will most likely take some damage on the beginning stretch of the level.
The frogs jump out of the water suddenly can there is very little room to avoid
them coming down on top of you. If you have a boomerang, try throwing one at
the top of your jumps to destroy frogs as they jump out in front of you. If
you've got an axe, use it to the best of your ability to attack upwards at
frogs which may land on you. Keep moving forward and try not to get bogged down
by backtracking to kill frogs. Keep moving right to the staircase, and head
down. Avoid the dagger subweapon in the final candle.

When you descend the stairs, a frog may appear immediately. Be careful, as this
frog's second jump may penetrate the ledge and hit you from below. If you took
a beating in the first stretch, you can jump down into the swamp and move left.
At the end of the dead end is a wall that can be destroyed to reveal meat. Only
attempt to get this meat if you really need it, as it can be difficult to get
there and back. Otherwise, proceed right and through the door to continue.

*---------------------------------------------=
| Block 4-02 : Sludge-Filled Cavern
*-----------------------------------=

*** Subweapons Available: Axe, Holy Water
*** Bonus Item Available: Meat, Holy Cross x2
*** Enemy Threats: Flying Bat, Mud Man

Watch for bats at all times. When you get to the edge of the first swamp, wait
for a moment and a moving platform will come. Jump on and let it carry you
safely to the other side. Again, be careful of bats, especially when moving
right on the moving platform! It's very easy to get knocked off. Jump onto the
vertical moving platform, and use it to get to the upper ledge. Take the axe in
the candle here if you need or desire it. Walk across to the end of this swamp
and you'll get to a strange island. The rightmost block of the upper platform
can be destroyed. This allows you access to the lower platform. Break the block
all the way to the left for a piece of life-replenishing meat. If you have
Grant with you, he can squeeze under the upper platform and get the meat right
away. After this comes another swamp, and you must trudge through this one. The
best way is to walk until Mud Men appear. Whip them to death, then jump forward
a bit. More Mud Men will appear. You can continue this process to get through
the swamp area without too much trouble. The door to the next area is at the
other end of this swamp area.

*-----------------------------------------=
| Block 4-03 : Vampire Bat Cave
*-------------------------------=

*** Subweapons Available: Boomerang, Stopwatch
*** Bonus Item Available: None
*** Enemy Threats: Ghost, Whip Skeleton, Stationary Bat, Flying Bat

Right away you will be bombarded by enemies. Move forward and destroy the whip
skeleton first, then jump up to begin attacking ghosts. If you want the
boomerang here, make sure to grab it quickly, since you may hit the candle it
is hidden in while attacking these ghosts. The third ghost will take a while
to materialize, so stay behind the sunken area of the platform until it moves.
From there you can boomerang it to death. The fourth ghost can be ignored, but
you have to beat it to the descending stairs.

The first candle below has a stopwatch in it, which you should avoid since it
won't help you much here. This passage contains several stationary bats in
plain view. If you have the boomerang, try to destroy them before you get too
close. Without a boomerang, the limited amount of jumping room may give you
headaches with these bats. Cross a short swamp and take out three more bats.
At the end of the path, go down the stairs to meet the boss of this level.

*------------------------------------=
| BOSS FIGHT : Vampire Bat
*--------------------------=

*** Preferred Subweapon: Boomerang

The Vampire Bat will become vulnerable immediately after it begins flying
around. It has no attack methods, and will meander around the room, attempting
to ram Trevor. When the bat is hit, it will flash for a moment and then split
into two smaller bats. Each of these two bats will split in two when they are
hit. This pattern continues until the bat is reduced to its smallest form. Each
of these normal-sized bats can be destroyed with a single hit. The easiest way
to defeat the bat is to disallow it from spreading out. After attacking once,
time your attacks to that limited space so that your whip hits just as the new
bats become vulnerable. This way you can attack all the bats at once as they
appear on that spot. The boomerang becomes very useful, especially with a
multiplier. You can fill the room with boomerangs. The axe can also be used
effectively to attack bats above you. Even the holy water can be quite
effective if you manage to attack a bat close to a ledge. In conclusion, stay
on the left side of the screen, and try to keep the bats constrained to a small
area of the screen.

*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Continue to 5-01 (Intermediate, Difficult Path)                              |
|                                                                             |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| STAGE 5 (0A) : THE EASTERN GUARD TOWER                                      |
| ( From Block 4-0E )                                                         |
| Possible Spirits: Grant, Sypha                                              |
| Sountrack: Rising                                                           |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*** NOTE: Due to the branching structure of the game, there are actually two
stages listed as Stage 5. One uses numbers (5-01) and one uses letters (5-0A).
Both stages are covered in this FAQ, but make sure you have the right stage 5
by checking which block you came from before you continue reading this FAQ!

*-------------------------------------------=
| Block 5-0A : Red Gargoyle Tower
*---------------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: Meat
*** Enemy Threats: Bone Pillar, Gargoyle, Axe Armor

The first bone pillar can be defeated by jumping up to whip it iun betweem
rounds of fire, jumping up and using Sypha's magic, or using an axe subweapon
by either Trevor or Grant. Once it is destroyed, move right past the turnstile,
and kneel at the edge of the platform. You can use a whip attack to destroy the
second bone pillar. Go up the stairs.

This vertical shaft is filled with gargoyles! They move like medusa heads, but
their flying pattern covers more area the longer they're on the screen. Try to
whip them when you can. If you absolutely must take damage, stand on any nearby
staircase to avoid being thrown backwards. Other than that, keep moving up
successive staircases. There is a dagger in a candle near the top if you need
it. The final flight up stairs leads up to the next screen.

As you approach the Axe Armor, it will move back. After its thrown axe has
returned to him, jump onto the Axe Armor's ledge and whip away. If you see the
Axe Armor kneel, you should also kneel to intercept the thrown axe before it
hits you. Once the Axe Armor has been destroyed, proceed to the door. There's
a meat hidden in the block right above the door, so if you took heavy damage in
this block, don't forget to grab it!

*----------------------------------------------------=
| Block 5-0B : The Sinking Tower
*------------------------------------------=

*** Subweapons Available: Holy Water, Boomerang
*** Bonus Item Available: 1-Up
*** Enemy Threats: Glowing Orb, Spear Soldier, Gargoyle

The glowing orbs cannot be defeated, but you may be able to stall them. Jump to
the first platform, and as the two orbs come to the right, whip the lower one.
By freezing it momentarily, you'll have a better opportunity to safely jump
over it. As you walk up the next flight of stairs, you may want to stop exactly
halfway to avoid being hit by the upper orb. Stay wary of the locations of both
orbs at all times. Climb up the stairs to enter the next screen.

This vertical shaft is different from any other you've encountered. Every few
seconds, the screen with automatically shift downwards! It's important to move
quickly or you may get scrolled right off the bottom of the screen. Start by
taking down both spear soliders, then start running. Whenever you're given a
choice of direction, it's usually faster to take the direction that doesn't
include stairs. Keep your head together and keep moving upwards, killing the
spear soldiers as they appear. Be careful, as some spear soliders may not
appear until the screen has shifted downwards twice. If you're about to climb
to a ledge that is very high on the screen, wait until you can see at least two
blocks above it before advancing to the top. Once the screen stops shifting,
you've made it to the top! Keep going up the stairs to the next screen.

There is a 1-Up in the lower wall of this area. In order to get it, you must
first flip final turnstile along the upper platform. To do this, get on the
upper platform and walk left to the door. Jump on the turnstile, then quickly
jump off. You can then fall down through the turnstile to the right, then
proceed safely to the left along the bottom to get your 1-Up. Also note, the
candle on the lower level contains a boomerang for Trevor or valuable Lightning
Magic for Sypha. After you've finished collecting what you want, go through the
door at the left of the screen to continue.

*------------------------------------------=
| Block 5-0C : Bone Pillar Tower
*--------------------------------=

*** Subweapons Available: Dagger, Axe
*** Bonus Item Available: Meat
*** Enemy Threats: Axe Armor, Bone Pillar, Crow

Kill the Axe Armor on the upper ledge with normal means, but be careful where
you try to duck, or you may accidentally climb down the stairs. There's a
dagger in the left candle on the bottom platform if you need it. Go up the
stairs to tackle the final vertical shaft.

The bone pillars in this shaft will only fire twice instead of three times.
They'll begin firing as you get close to each one. Immediately after arriving
on the screen, stop moving. Let the first two fireballs sail over your head,
then get in close and destroy that bone pillar. Wait for the second bone pillar
to fire, then ascend the stairs past its line of fire. For the next two bone
pillars, you want to match their firing time. When you see the third pillar
flash, climb into its line of fire and then quickly back down again. This will
trigger the fourth bone pillar to fire. After the fireballs from both pillars
go by, quickly climb up  past them and onto the next ledge. The fifth pillar is
by itself. Let it fire one round, then get in close and destroy it. Continue
moving upwards. The sixth bone pillar can also be destroyed by standing on the
next-to-last step of the stairs approaching it, and whipping. The seventh
pillar is out of reach, so you'll have to climb up the stairs between its fire.
The eighth and ninth pillars must be timed like the third and fourth. Wait
until the eighth (on the left) flashes, then step up to make the ninth (on the
right) flash. Move one step down to avoid the fire, then climb up the stairs
quickly! If you've managed to avoid everything, then give yourself a hand!

Watch the crows at the top of the screen. Use any methods of attack you can,
such as Trevor and Grant's axe, or Sypha's Ice or Lighting Magic, all of which
are available in this level. Once you've killed them both, you can take the axe
from a candle here if you need it, then prepare for the boss fight by finding
meat hidden in a breakable block at the left side of the boss room.

*-----------------------------------------------=
| BOSS FIGHT : Frankenstein's Monster
*-------------------------------------=

*** Preferred Subweapon: Holy Water (Trevor)
                        Axe (Grant)
                        Fire Magic (Sypha)

This monster has two attack patterns. After being hit, he will toss a block at
you. At timed intervals, he will stomp on the ground, causing a shower of
stone blocks to come crashing down. Since he first appears from the left side
of the screen go to the right and climb to the top ledge. By standing all the
way to the right, you can avoid both thrown blocks and falling blocks. When
Frankenstein's Monster gets close, drop down to the lower platform and give him
some lashes, then retreat to avoid the counterattack. Always retreat back to
the top ledge to avoid the falling blocks. If you've got an axe, you can toss
it from the right side to attack from the safe spot! There is a meat hidden in
a block near the left side of the screen, but it is difficult to get to once
the fight begins.

*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Continue to 6-0A (Easy Path)                                                 |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| STAGE 5 (01): MYSTERIOUS MINING CAVES                                       |
| ( From Block 4-03  )                                                        |
| Possible Spirits: Grant, Alucard (from 5-06)                                |
| Soundtrack: Nightmare                                                       |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*** NOTE: Due to the branching structure of the game, there are actually two
stages listed as Stage 5. One uses numbers (5-01) and one uses letters (5-0A).
Both stages are covered in this FAQ, but make sure you have the right stage 5
by checking which block you came from before you continue reading this FAQ!

*-------------------------------------------=
| Block 5-01 : Acid-Lined Caverns
*---------------------------------=

*** Subweapons Available: Stopwatch
*** Bonus Item Available: Meat, 1-Up
*** Enemy Threats: Eyeball, Flaming Soul, Acid Drip, Materializing Mummy

Begin by killing the eyeballs that come at you. They're pretty easy but don't
let them get over your head. You will come to a section where acid drips will
come from the ceiling. These will hurt you, so avoid them. When an acid drip
hits a block on the ground, the block will be destroyed. You can use this fact
to wait for the lower path to open up, or you can continue to the right along
the upper path. There is a meat next to the trapped candle if you need it. From
there can whip the flaming soul. If you took the upper path, lure the flaming
soul to the left, then drop down to defeat it. Don't continue to the right on
the upper path. You will be attacking my materializing mummies. Instead, use
the stairs at the lower path to continue.

Next you'll have to jump right, across some disintegrating platforms. You
should be okay as long as you keep moving. At the other side, there will be
more acid drips. You can wait for them to open up the lower path (and a 1-Up)
or take the upper path. Both doors lead to the next block.

*-------------------------------------------=
| Block 5-02 : Stalagtite Passage
*---------------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: None
*** Enemy Threats: Slime, Glowing Orb

Along the upper path, you will be attacked by slimes. Kneel to defeat them
before they get to close. Don't jump, or you'll be killed by the spike-lined
ceiling! There's also a dagger in the candle along this path.

Along the lower path, jump to each platform as the glowing orb travels around
and under it. Quickly hop over to the next platform before the glowing orb
circles back around. Note: If you die on the lower path, you will reappear on
the upper path!

*-----------------------------------------=
| Block 5-03 : Miner's Blockade
*-------------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: None
*** Enemy Threats: Acid Drip

If you took the low path, you'll have to wait for the acid drips to clear a
path to the next door for you. There's also a dagger in the candle here. If you
took the high path, jump carefully across the blocks, avoiding drips from
above. You can go in the top door, or wait for the drips to clear a path to the
bottom door.

*------------------------------------------=
| Block 5-04 : Miner's Crosspath
*--------------------------------=

*** Subweapons Available: None
*** Bonus Item Available: None
*** Enemy Threats: Flaming Soul, Glowing Orb

The upper and lower paths converge here. There is a flaming soul on both levels
that can be taken out with ease. Wait for their flame trails to die out before
proceeding. The floating platform must be used to cross over the pit. You can
also use it to get from the high path to the low path, and vice versa. The
high path has another flaming soul, and the low path will challenge you with
some short jumps involving a glowing orb. Either the upper or lower door will
bring you to the next block.

*---------------------------------------------=
| Block 5-05 : Lost Mining Facility
*-----------------------------------=

*** Subweapons Available: Axe
*** Bonus Item Available: None
*** Enemy Threats: Flaming Soul, Spiked Muncher, Glowing Orb, Eyeball

If you took the upper path, wait for the first muncher to descend, then jump
over. For the second one, you'll have to jump just as the muncher is coming
down. If you hesitate or make the jump short, you might get hit. For the third,
wait until it descend to the bottom of the screen, then make the jump. If you
took the lower path, destroy the flaming soul and then approach the jump. Wait
until the muncher is at the very top of its pattern, then jump across. If you
wait too long, you'll get hit! The second one is easy. Just wait until it moves
up high enough, and then make the jump. For the third muncher, get on the first
step and wait for the muncher to descend. As it rises, simply climb up the
stairs. Regardless of which path you took, you should be on the same platform
now. For the next two Spiked Munchers, wait until the first descends, then drop
down on top of it. Then wait until the second descends, and drop on top of that
Muncher as well. Then you can drop off safely to the right. The next platform
you come to will have a Glowing Orb on it, but very little jumping room. First,
jump onto the platform, but stay near the left side and wait for the orb to
approach. Jump forward over it, then run to the other side under the low
hanging blocks. When you get to the other side, take a step forward to avoid
being hit by the return of glowing orb #1, then back up so you can jump forward
right, over glowing orb #2. Climb the stairs and move on. Use the vertical
platform to get up to the ascending stairs. There's an axe in the candle next
to the vertical platform. Go up the stairs to continue.

Once you get to the top of the stairs, move left to avoid a drip from an
eyeball hovering above. Then, as you begin moving right, use your axe to kill
the eyeball. Continue right to get to the first boss battle.

*--------------------------------------=
| BOSS FIGHT : Alucard Tepes
*----------------------------=

*** Preferred Subweapon: None

Alucard will fly around as a group of bats. While he is in this form, he cannot
be hurt nor can he hurt you. In even intervals, he will leave his bat form,
materializing on the floor as Alucard. After a moment, he will open his cape
and shoot destroyable fireballs at you. Shortly after, he will return to his
bat form and move to a new location. The only way to damage Alucard is to hit
him in the head. Jump onto the low ledge at the right side of the screen, and
duck. When Alucard appears, kneel and whip his head a few times. If you can
anticipate when Alucard is about to shoot, you can hit him in the head and
destroy the fireballs with one shot. If you see Alucard's bat form suggesting
to land at the spot of the ledge, jump off to the left and play defense by
standing your ground and whipping the fireballs he emits. After a few rounds
of attack, Alucard will go down and you can proceed.

*-----------------------------------------------=
| Block 5-06 : Ancient Sinkhole Ruins
*-------------------------------------=

*** Subweapons Available: Holy Water, Boomerang, Dagger
*** Bonus Item Available: Multiplier, Meat
*** Enemy Threats: Slime, Materializing Mummy, Eyeball, Blood Skeleton

Jump to the upper ledge, duck, and kill each of the two slimes as they come
near. There's holy water in a candle here at the beginning, so grab it if you
like. Next up are some more disintegrating platforms. You should know all about
traversing these by now. At the other side, materializing mummies will appear
both behind and in front of you. Once you see them begin to materialize, whip
the one in front of you, and use the holy water you just picked up to stall
the ones behind you. This should prevent any mummies or bandages from chasing
you. Proceed quickly to the right over more disintegrating platforms. There's
a boomerang in a candle above the last disintegrating platform. An eyeball will
appear as you jump, but if you time your attack right, you can whip it at the
height of one of your jumps. On the other side, you'll be plagued by more
mummies and another eyeball. It's very tough not to take damage here. Try
using your boomerang or holy water to help, and get up the stairs as quickly
as possible. Go up the second flight up stairs to continue this mad block.

As you come up the stairs, more materializing mummies will appear! Use your
boomerang or holy water to clear out the left right, then whip your way through
the right side. Get up to the higher ledge as fast as you can. The blood
skeleton there shouldn't cause any trouble. As you cross to the left, the
mummies below will reappear and begin firing to the left. Try to sneak down to
the lower ledge without getting hit by bandages. There's a multiplier in the
candle below the last disintegrating ledge. To get it, stand on the left block
of this ledge, and let it disintegrate. Ride it down, and whip the candle on
the way down (it's easier with a fast attacking weapon, like Grant's knife).
Before falling off the bottom of the screen, you've got to take a couple steps
to the left, and you should land safely on the ground. With the threat of death
and bandages coming in from the right, the multiplier probably isn't worth it.
Enter the door at the left end of the passage to continue.


*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Upper Path ---> Continue to 5-07 (Intermediate Path)                         |
|Lower Path ---> Continue to 6-01(Y) (Difficult Path)                         |
|                                                                             |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

*------------------------------------=
| Block 5-07 : Skeletal Hall of Jade
*------------------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: None
*** Enemy Threats: Ghost, Glowing Orb, Blood Skeleton, Blood Whip Skeleton

Jumping will have to be very limited in this block. Do not, for any reason,
transform into Grant while under the spiked ceiling. His jumps are too high.
Wait at the beginning for the first ghost to close in, then kill it. You must
tackle the platform with the glowing orb with one swift movement. Jump on, run
across, and jump off. Don't try to linger on the platform or you'll only get
yourself in hot water. Once you get past the spiked ceiling, you'll get to an
area will falling blocks. Getting hit in the head with a block hurts, so try
to work out the pattern by which they fall. You may want to use Grant to get
across, since he has beter jumping control. Climb the stairs and knock down the
blood whip skeleton. Drop down off the platorm to the ledge below. Try not to
pick up the dagger in the candle here. Use the stairs to get to the next ledge,
knock down the blood skeleton wandering on top, then descend the next flight of
stairs (no jumping!) To kill the ghost that appears, stand where the stairs end
and wait for it to get really close. Once the time is right, jump left to the
mid-height platform and whip it to death. Leap up to the high ledge and then
go down the stairs to get to another round of falling blocks. Take it slow, and
inch your way across block by block. Once you're clear, go up the short flight
of stairs to the boss fight.

*--------------------------------------=
| BOSS FIGHT : Skeletal King
*----------------------------=

*** Preferred Subweapon: Holy Water (Trevor)

This enemy is identical to the one you fought in stage 1, however it has some
different abilities. Each time you hit it, a free-wandering bone will be
release from its body. That bone will fly around, trying to hit you. Many of
these bones can be on the screen at once. Also, the Skeletal King is invincible
unless at least one bone is on the screen. So even if you can kill the bones,
you must let the enemy fire if you wish to damage him. Id addition to these
traits, the Skeletal King has the abilities of the Skeletal Warrior - jumping
and slashing with its sword. If you brought the holy water into this fight from
an earlier block, you can use it to inflict multiple hits on the enemy, as well
as destroy each bone as it appears. While the holy water burns, continue using
your whip. If you have the boomerang, you can use that too, although it is less
effective. If you only have the whip, try closing in for two swings (one to
release a bone and another to deal damage) and then backing away to avoid the
Skeletal King's sword swing. Once it is down to half energy, you can attempt
to beat it by standing your ground and whipping like crazy.


*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Continue to 6-01(X) (Intermediate Path)                                      |
|                                                                             |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| STAGE 6(0A) : ANCIENT CASTLE BRIDGE                                         |
| ( From Block 5-0C )                                                         |
| Possible Spirits: Grant, Sypha                                              |
| Soundtrack: Stream                                                          |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*** NOTE: Due to the branching structure of the game, there are actually two
stages listed as beginning with "6-01", and a third listed as "6-0A". All
stages are covered in the walkthrough, and can be distinguished as Stage 6(X),
6(Y), and 6(0A). Make sure you have the right stage 6 by checking which block
you came from before you continue reading this FAQ!

*-----------------------------------------=
| Block 6-0A : The Outer Bridge
*-------------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: None
*** Enemy Threats: Hunchback, Axe Armor

Two hunchbacks will attack right from the beginning. Let them charge you and
whip them one after the other. Climb the stairs and take on the Axe Armor one
on one. After it is destroyed, drop down off the ledge of the ledge (don't use
the stairs). Another hunchback will attack you, and can be easily killed from
this location. There's a dagger in the candle to the left, so take it if you
need it. Enter the door to continue.

*----------------------------------------------------=
| Block 6-0B : Flooded Passage of Tears
*------------------------------------------=

*** Subweapons Available: Holy Water
*** Bonus Item Available: None
*** Enemy Threats: Crow, Merman, Bone Pillar

Getting across the watery bridge takes a bit of skill. The water will pull you
to the left until you pass the waterfall, then the water will drag you to the
right. Crows will attack from above, and mermen will sneak through the water at
your feet. While it's tempting to jump to counteract the push of the water,
doing this makes you a target for incoming mermen. Attack each merman as you
see its shadow under the water. There's holy water in a candle at the first
half of this passage. It's ice magic if you take it as Sypha, and both can be
extremely useful in the following blocks. The bone pillar at the end of the run
will knock you into an abyss if you're not careful, so you must defeat it
without error. The door leads to the next block.

*-------------------------------------=
| Block 6-0C : The Keystone
*---------------------------=

*** Subweapons Available: Stopwatch
*** Bonus Item Available: Meat
*** Enemy Threats: Hunchback, Axe Armor, Bone Pillar, Flying Bat

The Axe Armor can be taken out with standard means. If you took Sypha's ice in
the previous block, you can make short work of it by freezing him and then
bashing him with her Sypha's staff. The hunchback on the upper platform can be
defeated by walking underneath the platform and letting the enemy jump off to
the left behind you. Whip it as it lands on the ground. Be patient with the
bone pillar on the other side of the pit. Clear away the fireballs, then jump
over the pit to attack. Again, being hit here could send you into the pit, so
you need to do this without error! Descend the stairs to continue. If you have
Grant, you can pull off a little trick. Use him to climb up the right wall. He
can go over the entire wall and skip to the next section of the block! If you
use Grant to do this, skip the next paragraph.

Flying bats can give you a continuous run for your money down here. Go down the
stairs, watching the bone pillar's fire. Get to the bottom ledge and attack it.
Keep watching for bats! As you move to the right, you'll encounter a second
pillar on a top ledge. It is best to destroy it from the left side by jumping
up and using the whip or the axe. Again, only jump up after the pillar has
fired its three shots! Once it's defeated, walk down the stairs and beat up on
the Axe Armor on the ledge. Like most other times in this level, geting hit may
send you hurdling off a ledge. Ascend the stairs to continue this block.

Stay on the stairs here and wait for the Axe Armor to throw an axe. If it is
high, let it go by, then climb up. If it is low, destroy it and climb up. This
should give you enough time to close it and give the Axe Armor hell with your
whip. There's a stopwatch in the candle on this ledge. Continue right and
destroy the bone pillar (its shots will be fired low). After that is another
Axe Armor that is in the open, so there isn't much threat. There's a meat
hidden in the block right above the door, so don't forget to pick it up!

*----------------------------------------------=
| Block 6-0D : Collapsing Drawbridge
*------------------------------------=

*** Subweapons Available: Dagger, Axe
*** Bonus Item Available: None
*** Enemy Threats: Crow, Merman

Kill the first crow as you normally would. The first candle has a dagger in it,
which may prove useful for killing the upcoming crows. As you run across this
stretch of blocks, the bridge will collapse behind you, so there's no time to
stop! When you see a crow appear, jump forward and throw a dagger at the top of
your jump. This no-fail method will kill the crows every time! Once you get to
the other side of the collapsing bridge, Mermen will start jumping up to attack
you. Take your time and whip them as they appear. Always make sure your jumps
are safe by clearing out your jumping destination with the whip or the dagger.
Once you get to the other side, go down the stairs.

Before fighting the boss, pick up the axe in a candle here. It may come in very
handy for the next boss battle.

*--------------------------------------=
| BOSS FIGHT : Twin Serpents
*----------------------------=

*** Preferred Subweapon: Axe (Trevor)
                        Axe (Grant)

The Twin Serpents will come from the water below, spit blasts of fire from
their mouths, and then sink back into the water. They emerge and submerge very
quickly, so there's little to no anticipation in between attacks. To make it
even more difficult, the battle takes place on three small platforms. If you
get knocked off the edge, you'll be killed! The trick is to keep things simple,
and don't try to get fancy. Duck on the rightmost block of the middle platform
and face to the right. From here you can remain almost entirely safe from all
attacks. Whenever a serpent appears in front of you, whip it once on the way up
and once on the way down. If Trevor or Grant has the axe as a subweapon, it can
easily be incorporated into your battle strategy, but try not to move from the
safe spot! Patience is key, and with enough attacks the twin serpents may be
destroyed without hitting you even once.

*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Continue to 7-0A (Easy Path)                                                 |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| STAGE 6(X) : SUBTERRANEAN DUNGEON                                           |
| ( From Block 5-07 )                                                         |
| Possible Spirits: Grant, Alucard                                            |
| Soundtrack: Demon Seed                                                      |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*** NOTE: Due to the branching structure of the game, there are actually two
stages listed as beginning with "6-01", and a third listed as "6-0A". All
stages are covered in the walkthrough, and can be distinguished as Stage 6(X),
6(Y), and 6(0A). Make sure you have the right stage 6 by checking which block
you came from before you continue reading this FAQ!

*--------------------------------------------=
| Block 6-01(X) : Underground Lake
*----------------------------------=

*** Subweapons Available: Stopwatch, Axe
*** Bonus Item Available: None
*** Enemy Threats: Flying Bat, MerMan, Slime, Sword Skeleton,
                  Materializing Mummy

There's a large heart hidden in a block right near the beginning of the stage.
There is also a stopwatch in one of the first candles which, for once, may be
worth grabbing. Walk left and wait by the water's edge for a platform to scroll
into view. Jump on and ride it over the water. If you've got Grant or Alucard,
use their abilites to get up to the top ledge right away. If you haven't got
anyone with you, you'll have to go all the way left first. MerMen will leap out
of the water as you move left. If you can't kill them on the way up, chances
are they'll crash into you on the way down! If you let a MerMan get by you, use
your recently acquired stopwatch to freeze time. Once you get to the left side,
move up to the top ledge and get on the next platform heading right. Although
it looks like you need to duck here, you actually don't. Kill any flying bats
or MerMen that get in your way as you move right. Jump to the upper platform
and go up the stairs to the next screen.

Take the axe in the first candle to your left. Leap over to the right, then
climb the stairs to dispatch the sword skeleton. As you move to the wide open
hallway to the left, you'll be attacked by slimes. Stay high, and wait for the
first slime to move to the ceiling. Take it out in mid-flight, then drop down
to the floor (don't use the stairs) and kill the second slime. Next, you'll be
assaulted by lots of materializing mummies. If you bypassed the axe and still
have the stopwatch, use it to freeze time and run like hell. If you have
Alucard, switch to bat form and fly over the mummies. Otherwise, try to run
left to the door without taking more than two direct hits. I usually don't like
to suggest taking damage, but trying to deal with the mummies is not fun.

*------------------------------------------=
| Block 6-02(X) : Bottomless Pit
*--------------------------------=

*** Subweapons Available: Holy Water, Boomerang
*** Bonus Item Available: Meat
*** Enemy Threats: Eyeball, Blood Whip Skeleton, Bone Skeleton, Spear Soldier,
                  Flying Bat, Axe Armor, Bone Pillar

If you have your axe, use it to kill the eyeball above you. You can then drop
down and knock down the blood whip skeleton. You can use your axe to get the
holy water subweapon in the candle near the ceiling. Move left and jump up onto
the elevated ledges, then move up to beat the bone skeleton. Go up the stairs
to the next screen.

The moving platform can be gotten on quite easily. If the spear soldier is too
close to the front of the ledge, defeat it from the moving platform before
attempting the jump. Once you've made it to the solid ledge, wait for the next
moving platform to get close. Once on this platfor, you will have to kneel or
the hanging rocks will knock you right off into the pit. Also be wary of bats
coming from either direction. There's a candle with a boomerang in it right
before the spiked ceiling. To get it, you must swing your whip as you jump
forward from the first moving platform to the second. Don't worry about being
hurt by the spiked ceiling, as you won't take any damage by running into it
from the side, only from below. As you cruise under the spiked ceiling, make
sure you aren't playing as Alucard, as he is too tall. Once off the moving
platforms, wait for the spear soldier on the lower rock to move away, then leap
down and kill him. For the Axe Armor, try to get on even ground with him
instead of standing on the lowered ledge. Use all of the stairs to get to the
top ledge - your inability to jump in these close quarters may cause you a life
that could be potentially embarrasing. Before you climb the stairs to the next
screen, whip at the rocks right above the final candle to find a valuable meat.
You probably need it badly by this point.

After arriving at the top of the stairs, kill the bone skeleton to your left.
Jump over to the staircase, then move up. WEait for the bone pillar's fire to
clear, then move to the last step. Use your whip to deflect one round of fire,
then get in close, duck, and kill the bone pillar. If you dont move in close,
any attempts to duck may instead send you back down the stairs, and most likely
you'll take damage from the pillar's fireball attack. Once you've finished it
off, continue right to the boss battle.

*-----------------------------------------------=
| BOSS FIGHT : Frankenstein's Monster
*-------------------------------------=

*** Preferred Subweapon: Boomerang (Trevor)
                        Axe (Grant)

This monster has two attack patterns. After being hit, he will toss a block at
you. At timed intervals, he will stomp on the ground, causing a shower of
stone blocks to come crashing down. Since he first appears from the left side
of the screen, go to the right. You're safe from the falling blocks as long as
you stay under the small ledge at the right side of the screen. There is no
safe spot from the tossed blocks though, so you may need to weave in between
them as the monster throws them. When you see him stomp, try to get back to the
right side as fast as you can. You'll have a couple seconds to do so. Use the
boomerang or axe to supplement your whip attack, and Frankenstein's Monster
should go down in a hurry.

*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Upper Path ---> Continue to 7-01 (Intermediate, Difficult Path)              |
|                                                                             |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| STAGE 6(Y) : FLOODED CITY OF DRAGONS                                        |
| ( From Block 5-06 )                                                         |
| Possible Spirits: Grant, Alucard                                            |
| Soundtrack: Aquarius                                                        |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*** NOTE: Due to the branching structure of the game, there are actually two
stages listed as beginning with "6-01", and a third listed as "6-0A". All
stages are covered in the walkthrough, and can be distinguished as Stage 6(X),
6(Y), and 6(0A). Make sure you have the right stage 6 by checking which block
you came from before you continue reading this FAQ!

*----------------------------------------------=
| Block 6-01(Y) : The Flooded Temple
*------------------------------------=

*** Subweapons Available: Dagger, Holy Water
*** Bonus Item Available: None
*** Enemy Threats: Sword Skeleton, MerMan, Bone Dragon

There's a dagger in the first candle if you need it. There's also a large heart
hidden in a block on the step right here on top of the high ledge. Drop down
when you have room and whip the sword skeleton, then move to the left. You'll
have to make some tough jumps over water here, so make every leap count! Kill
the second sword skeleton the same way as you defeated the first. The third one
will back up as you descend the stairs in front of it. Kill it when you reach
the bottom of the stairs. If you have Grant, you can use him to climb over the
wall and skip the lower section of this block (If you do this, skip the next
paragraph). Otherwise, go down the stairs to continue.

You'll have to head left while MerMen jump from the water below. Always clear
your path before making forward jumps. Be patient, and don't forget that the
fireballs that MerMen shoot can be destroyed with the whip. Go up the stairs
at the far left end to move on.

Go up the stairs with caution. By now these sword skeletons should be a breeze.
Holy Water is concealed in a candle behind the sword skeleton, so take it if
you need it. Your last enemy is a bone dragon. Try to stand somewhere on the
stairs, and whip its head when it lowers into range. Time your shots so you can
destroy any incoming bullets while you attack. Once you've managed to destroy
it, go through the door it was guarding to continue to the next block.


*------------------------------------------------=
| Block 6-02(Y) : The MerMan's Quarters
*---------------------------------------=

*** Subweapons Available: Boomerang
*** Bonus Item Available: None
*** Enemy Threats: Flying Bat, MerMan, Bone Dragon

MerMen and bats will attacks you immediately. Like before, clear your jumps
before you make them, and try to kill MerMen on the way up instead of on the
way down. The first candle after your first leap holds a boomerang. Keep moving
and whipping MerMen. Eventually the MerMen will stop popping out of the water.
Keep moving left, jumping from ledge to ledge. There's a long stretch of
platforms with no enemy threats, so take your time and make all of your jumps.
At the end of the passage is another bone dragon. Stay on the upper ledge and
whip its head when it comes into range. You should be able to stand far back
enough to anticipate when the bone dragon will fire. Sometimes its best to jump
over the fireballs instead of trying to whip them! Once the enemy is defeated,
go through the door to continue.

*--------------------------------------------=
| Block 6-03(Y) : Eternal Fountain
*----------------------------------=

*** Subweapons Available: Axe, Dagger
*** Bonus Item Available: Meat
*** Enemy Threats: Bone Dragon

The very first candle here has an axe, which may be useful to you. The first
bone dragon you meet may cause you some trouble. its shots will be very low to
the ground, so you should jump over them instead of attempting to destroy them.
Keep whipping like crazy until you kill it. There's a meat hidden in the upper
ledge to the right of this bone dragon. To get it, you'll need to jump up, whip
the ledge, then as you land take half a step to the right before the meat falls
into the water! Afterward, go to your left. The second bone dragon is a
little different. The easiest way to score hits is to jump onto the high blocks
close to it, but you'll be very vulnerable to its fire from close range. Try
jumping up for a few hits, then dropping down to the safe, low level. If you
grabbed the axe, feel free to use it from the low spot to inflict damage. Once
it has been killed, go up the stairs and move to the left. One of the last two
candles on this screen has a stopwatch, but it won't be very useful at this
point, so stick with whatever subweapon you already have in hand. Go up the
stairs to go to the next screen.

Use the ledges to the left to get to the upper platform, then head right. A
candle up here has a dagger in it, which you will most likely wish to avoid.
You'll have to kill one more bone dragon on even ground to proceed. The first
two shots will both go low at your feet, so jump over them and keep whipping.
Once it has been defeated, it's time to tackle the boss!

*-----------------------------------------=
| BOSS FIGHT : Bone Dragon King
*-------------------------------=

*** Preferred Subweapon: Axe (Trevor)
                        Axe (Grant)

The Bone Dragon King will fly around the room, attempting to knock you off one
of the platforms. Although it cannot fire, it moves quickly and can be tough
to decieve. It starts at a length that is to long to jump over, although with
each hit it takes, a section of its tail will fall off. Try to stay on the left
side of the screen as much as possible, since there are smaller, less dangerous
gaps between platforms there. If you must take a hit, at least you wont fall
off and die immediately. If the Bone Dragon King gets above you, use your axe
to attack its head. Using your whip to attack can be challenging, thanks to the
enemy's speed. Once the Bone Dragon King's life meter has been reduced to six,
he will become invulnerable and crash through the ceiling. Water will begin to
flood the stage! Your character should automatically walk off the right side of
the screen and begin the next block.

*--------------------------------------------=
| Block 6-04(Y) : The Sinking City
*----------------------------------=

*** Subweapons Available: Dagger, Holy Water
*** Bonus Item Available: 1-Up
*** Enemy Threats: Flying Bat, MerMan

During this block, the water level will continuously rise. You must progress
quickly, because if the water gets too high, then your character will drown in
the rising tide! Try to keep moving to the right, but don't compromise any of
your jumps for flying bats or leaping MerMen. There's a dagger near the start
of this block. As you progress, you'll reach a series of small, disintegrating
platforms. One of the candles here contains holy water, however stopping to get
it may be a risk you're not willing to take. MerMen will often jump onto the
platforms that you need to be on, so clear them off quickly before the platform
you're standing on collapses under you! When making the jump from the last
disintregrating platform to a lower ledge, be careful of a MerMan that may leap
at a very bad time in a very bad place. You may be able to whip it in mid-jump
to save your life. From this spot, exploit Grant or Alucard to get to the
stairs on the upper ledge immediately. If you've only got Travor, you'll have
to keep moving right in order to get up top! As you move right, you can go up
a staircase to get to the top level, or if you have time, you can continue
moving right. If you keep going, there's a 1-Up hidden in the far right wall.
Unfortunately getting this requires time, and with the water probably rising
to a third of the way up the screen, you may not have enough time to get back
to that staircase! Once you get to that ascending flight of stairs, go up to
tackle part two of the flooding challenge.

From the top of the stairs, you need to go right. Keep clearing your jumps, as
there is no shortage of MerMen here. At the right side, you can climb up to the
top half of the passage and head back left. Keep on moving, as some of the
blocks here will disintegrate when you walk over them. You'll need to make
several small and easy jumps, but don't stop for anything. Try and whip MerMen
as you jump so that you won't be required to stop. The more time you save here,
the more time you'll have to complete the boss fight.

*-----------------------------------------------------=
| BOSS FIGHT : Bone Dragon King (Revisited)
*-------------------------------------------=

*** Preferred Subweapon: Holy Water (Trevor)
                        Axe (Grant)

The Bone Dragon King will emerge from the left wall, but it wont be able to
hurt you right away, go get to the left wall and wait for it. You've got a
limited amount of space to work with, but then again, you've only got to hit
him six times! If you picked up the holy water, you can use it like an axe (it
does have a small vertical arc). Or you can try to hit him with the fire of the
holy water, registering multiple hits. Most of the time, the Bone Dragon King
will be stuck hugging the ceiling, so use that time to whip him. Try to stay
on the left platform so you don't get knocked into the water. If you manage to
finally defeat the Bone Dragon King, grab the magical orb quickly before the
whole place becomes submerged!

*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Upper Path ---> Continue to 7-01 (Intermediate, Difficult Path)              |
|                                                                             |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| STAGE 7 (0A) : CASTLE COURTYARD                                             |
| ( From Block 6-0D )                                                         |
| Possible Spirits: Grant, Sypha                                              |
| Soundtrack: Aquarius                                                        |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*** NOTE: Due to the branching structure of the game, there are actually two
stages listed as Stage 7. One uses numbers (7-01) and one uses letters (7-0A).
Both stages are covered in this FAQ, but make sure you have the right stage 7
by checking which block you came from before you continue reading this FAQ!

*-------------------------------------=
| Block 7-0A : Harpy's Nest
*---------------------------=

*** Subweapons Available: Holy Water, Axe
*** Bonus Item Available: Multiplier
*** Enemy Threats: Sword Skeleton, Glowing Orb, Bone Pillar, Hunchback, Harpy

The first sword skeleton can be defeated without too much trouble. In a candle
right at the beginning is the holy water subweapon for Trevor or Ice magic for
Sypha. Either weapon will come in very useful for a majority of the level, so
be sure to pick it up. Jump on the sinking platforms as they are at the highest
point. If you have Grant, use his jumping height to make the first jump, then
switch back to Trevor to make the successive jumps. Wait on the island with the
glowing orb for the next series of platforms to come down, and then race across
all four. Again, if you have Grant, use him to make the first jump so that you
get the maximum amount of time to run across. On solid ground, approach the
bone pillar but watch for an attacking hunchback that may appear behind it.
Destroy both and continue right. There's a multiplier hidden in the lower right
wall, so grab it. Watch the bone pillar at the left and ascend the stairs when
its fire is clear. You may need to destroy around round of pillar fire before
you can get close enough to destroy it. There's only a money bag worth 700
points in the candle to the left of the stairs, so don't bother with it. Go up
the stairs to the next screen.

You're going to want to get up onto the top ledge quickly to avoid hunchbacks
to gather. If you took Sypha's ice magic earlier, use it continously to freeze
the harpies and hunchbacks that will flood the screen. Otherwise, take Trevor
and whip your way through. If you grabbed the axe at the beginning of this
screen, use it to smash harpies without having to jump. Always keep an eye on
your back, and try to avoid letting hunchbacks get behind you. Keep the number
of enemies around you in check at all time! Get through the door at the right
side of the passage to continue.

*------------------------------------------=
| Block 7-0B : Teetering Columns
*--------------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: Meat
*** Enemy Threats: Bone Pillar, Axe Armor

Use Trevor to kill the two Bone Pillars as you move right. They both attack low
so kneel as you whip. The third is on the other side of a pit, so once you jump
across, be prepared to kneel and whip some fireballs! Once you finish off the
pillar, proceed to the right and take out the fourth pillar. As you climb the
stairs, watch your head or the Axe Armor may give you a haircut! If you have
Sypha's Ice magic from earlier, you can cruise through these two Axe Armors by
freezing them and then bashing them to pieces. Otherwise, use Trevor's skills
to whip each one. Try to get on even ground with each Axe Armor, and watch for
incoming axes from BOTH targets! If you get beaten up, there's meat hidden in
the wall to the left up the ascending stairs.

If you have Grant, you can use him to climb to the upper platform. Otherwise,
you've have to use the tilting platform to do it. Jump on and get to the left
side to tilt the right side of the platform up. Then start moving back, jumping
forward just before crossing the center of the platform. This will give you
enough height to make the jump from the edge of the tilting platform to the
upper ledge. The next two tilting platforms can be done in a similar fashion as
those in the haunted ship. Just get the right side in the air, jump across the
centerpoint of each platform, then make the jemp to the next platform. The
final jump is a long one, but Trevor can make it. Once you get onto the tilting
platform, hold right to avoid falling off, then across to the other side and
jump to the door.

*-------------------------------------------=
| Block 7-0C : Path of the Undead
*---------------------------------=

*** Subweapons Available: Boomerang
*** Bonus Item Available: None
*** Enemy Threats: Crow, Blood Whip Skeleton

You've got some blood whip skeletons to deal with here. Collapse the first one,
then run by. Watch your head for crows by jumping up and whipping them. Try not
to stop running, as the skeleton behind you has likely gotten up and has begun
chasing you. Keep jumping forward to kill each crow, and you'll eventually meet
a second blood whip skeleton. Collapse it, run by, and get to the stairs. If
you've still managed to hold onto Sypha's ice magic, you can freeze a blood
whip skeleton and shatter it with her staff. This is the only way to completely
destroy one. Go down the stairs to continue.

The next vertical shaft will automatically scroll downward. You've got to keep
moving down at a normal pace, but you've got to make sure a platform has
appeared below you first! To make things worse, most of these platforms will
disintegrate as you stand on them too long. Begin by descending the stairs and
dropping off the right side. You're going to want to stay on the right side of
this shaft as it scrolls down. Jump up onto the next platform and move all the
way to the right (there's a candle with a boomerang at this platform). Jump in
place for awhile to keep the disintegrating blocks from rotting away beneath
your feet, then drop down to the next platform to the left. From there, wait
for a larger platform to scroll into view to the right. Drop down to it, and
you'll be safe. Wait until the screen ceases its scrolling, then descend the
stairs to the next screen.

Ignore the blood whip skeleton here, and just move right, towards the boss
room. There are some hearts in the candles here, but it may not be worth it to
get them because of the skeleton.

*---------------------------------------------------------=
| BOSS FIGHT : Mummies, Cyclops, & Flying Demon
*-----------------------------------------------=

*** Preferred Subweapon: Holy Water (Trevor)
                        Fire Magic (Sypha)

This battle has three phases. First you will be required to kill a pair of
mummies. Once they are destroyed, you must kill a Cyclops. After it has been
defeated, you must face a Flying Demon.

You can use the upper ledges as safe spots against the mummies. If you still
have the holy water, Trevor can drop it safely from those upper ledges to deal
big damage to the mummies. Otherwise, you can whip them with some degree of
safety from the lower ledges., or use the boomerang. If you've brought Sypha
and have her equipped with fire magic, stand near the casket that the mummies
emerge from. Once they appear, start laying on the heat with fire magic. You
should be able to tear through both mummies in a matter of seconds.

The platforms on this screen allow for maximum safety against the Cyclops. Just
drop down to the lower ledge to attack when the Cyclops gets near, then retreat
to a higher ledge to avoid being hit. You should be able to defeat him without
being damaged.

The Flying Demon will take three large leaps, then pause to shoot three balls
of fire that spread out in front of him. If you get cornered, you're likely to
take a lot of damage. Unfortunately, Sypha's Lightning magic (which you may
have picked up in the vertical shaft before this fight) does not seem to have
much effect on the demon. You can use holy water to inflict major damage to the
demon while it is on the ground. If you get too close to either edge, wait for
the demon to jump up, then run under to the other side. When the demon is about
to shoot, back up a bit so you have time to see the fireballs and effectively
dodge them. Trevor's boomerang can also come in handy against the flying demon.

*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Continue to 8-01 (Final Path)                                                |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| STAGE 7 (01): THE JAGGED CLIFFSIDE PATH                                     |
| ( From Block 6-02(X), 6-04(Y) )                                             |
| Possible Spirits: Grant, Alucard                                            |
| Soundtrack: Anxiety                                                         |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*** NOTE: Due to the branching structure of the game, there are actually two
stages listed as Stage 7. One uses numbers (7-01) and one uses letters (7-0A).
Both stages are covered in this FAQ, but make sure you have the right stage 7
by checking which block you came from before you continue reading this FAQ!

*------------------------------------------=
| Block 7-01 : Decaying Blockade
*--------------------------------=

*** Subweapons Available: Axe
*** Bonus Item Available: None
*** Enemy Threats: Headless Skeleton, Hunchback, Acid Drip

It is easiest to take out the first headless skeleton from the stairs with your
whip or Alucard's ball of destruction. If you grab the axe here, use it to kill
the second headless skeleton from a distance. Jump over to the left and go up
the stairs to the next screen.

You'll be trapped under a pile of blocks at first. The acid drips will slowly
carve out a path so you can get up to the door. To make things easier, use an
axe or two to kill the hunchbacks that are enclosed within the blocks. After
that, wait for a bit to see how the drips fall to create stepping stones. It
may not be clear until you actually see it. You've got to jump onto a low spot
on the right, then make two consecutive jumps back left to the upper portion.
From there you can walk to the door while avoidng the acid. You can also use
Grant or Alucard to climb or fly in various places to make getting to the door
a bit less of a task. Go through the door to continue to the next block.

*------------------------------------------------=
| Block 7-02 : Stagnant Pool of Debris
*--------------------------------------=

*** Subweapons Available: Holy Water
*** Bonus Item Available: None
*** Enemy Threats: Flying Bat

You must make a series of jumps across quickly disintegrating platforms here.
There's holy water hidden in the candle on the lowest platform. The hall has
flying bats, so be cautious but not slow. If one gets it your way, you may need
to whip it in midair. If you have the hearts, you can try using Alucard to fly
over some or all of this screen. The door on the left side leads to the next
block.

*-------------------------------------------=
| Block 7-03 : Rotting Passageway
*---------------------------------=

*** Subweapons Available: None
*** Bonus Item Available: None
*** Enemy Threats: Hunchback, Acid Drip

Again, you'll be faced with several blocks that will be carved by acid drips to
reveal safe passage to the door on the left. You can use Grant or Alucard to
take shortcuts to the door. As Trevor, first wait until the drips give you
access to the lower half of the screen. You can use an axe to kill the
hunchback, but it won't be necessary. Wait here, under the large clump of
blocks. The acid drips will form a small staircase at the left that lead right
up to the door. If you make the jump from the elevated section of the floor,
then you can make it to the door before the hunchback gets out of its cubby.

*------------------------------------------=
| Block 7-04 : Deep-Water Cavern
*--------------------------------=

*** Subweapons Available: Axe
*** Bonus Item Available: Meat
*** Enemy Threats: Gargoyle, Sword Skeleton, Slime

As always, the gargoyles will be very annoying here. Move left, jump over the
hole, and climb over the uneven parts. On the other side, blocks will begin to
fall from the sky. Make your way towards the left edge of the lower platform.
The bject here is to let the blocks build up so you can access the stairs on
the upper ledge. As Alucard, wait for a block to drop farthest to the left,
then get on it, transform into a bat, and fly up to the stairs. As Grant, you
must wait for at least a few blocks to build up before the jump can be made. As
Trevor, you'll have to wait for the blocks to almost reach the very top of the
ledge. Follow the pattern of falling blocks to avoid getting hit, and watch
your back for those pesky gargoyles. Go up the stairs to continue.

Kill the sword skeleton to your left. Meat is hidden in the left wall. The
slimes on the upper platform will often fly up and out of view, then come down
on your head. Try to lure the slimes to drop down to the lower floor area by
getting them to jump left through the gap near the wall. Once they've been
killed safely, you can move up the stairs and tackle the other sword skeleton.
Once you go back down the other side, the third sword skeleton will
conveniently back up as you descend. kill it once you reach solid ground. The
candle to your left has an axe in it which may be useful for the upcoming boss
battle. Climb up the stairs and all the way across the top ledge, and then
jump on the small platform above the door to prepare yourself for the fight.

*-----------------------------------------------=
| BOSS FIGHT : Vampire Bat
*-------------------------------------=

*** Preferred Subweapon: Axe (Trevor)
                        Axe (Grant)

The Vampire Bat will become vulnerable immediately after it begins flying
around. It has no attack methods, and will meander around the room, attempting
to ram Trevor. When the bat is hit, it will flash for a moment and then split
into two smaller bats. Each of these two bats will split in two when they are
hit. This pattern continues until the bat is reduced to its smallest form. Each
of these normal-sized bats can be destroyed with a single hit. The easiest way
to defeat the bat is to disallow it from spreading out. After attacking once,
time your attacks to that limited space so that your whip hits just as the new
bats become vulnerable. This way you can attack all the bats at once as they
appear on that spot. The axe can be used effectively to attack the bats from
the ledge just above the door at the right side of the screen. In conclusion,
stick to the right side of the screen, and try to keep the bats constrained to
a small spot in the middle using axes. Once it has been killed, work your way
to the door, and you'll automatically walk through to the next block.

*--------------------------------------------=
| Block 7-05 : The Crashing Cliffs
*----------------------------------=

*** Subweapons Available: None
*** Bonus Item Available: 1-Up
*** Enemy Threats: Spider, Blood Whip Skeleton, Crow

This section is very difficult and requires some patience. Blocks will rain
down from the sky, and you've got to climb them up to a staircase that is out
of sight. Try to stay on the middle platform. The blocks will always fall in
the same order. From the left, stand on block #2 until you see block #4 fall.
Then, jump to block #4. Blocks #2 and #3 will fall almost simultaneously. Once
that happens, jump back to block #2. Follow this simple pattern all the way up
to the top. It will take a while, but you should stay safe. Grant's jumping may
me tempting, but he can be awkward to control for this part, so only use him to
make the long, final jump if you're in a hurry. Although Alucard can fly all
the way up in bat form, he is vulnerable to falling blocks. If you scroll the
ledges off the screen and Alucard gets hit by a falling block, then you're
dead. Instead, wait until the upper platforms appear. This will cause some
blocks on the left side to stop falling. Then it wil be much safer to use bat
form on the left side of the screen. Just always wait for a block in a certain
column to fall before occupying that column. When climbing the stairs to the
next screen, the two leftmost falling block columns can still hit you. Wait
until you see them drop, and then advance the final two steps one by one.

Contrary to what you may believe, there is nothing on the upper ledge to the
left, so save your time and head right. Spiders will attack you here, as well
as a blood whip skeleton. Use your axe to take out spiders if you still have
it. Remember, you can kill the spiderlings that spiders shoot. Watch your head
as you climb the stairs to the next screen, as spiders sometimes come out right
on top of your head!

If you have an axe handy, you can kill the two crows easily. If not, try to get
them moving one way, then go the other. The first step to killing crows is to
get out from underneath them. This forces them to charge, giving you an easy
shot. Use the vertical platform to get to the upper level, or use Alucard to
fly up. Use the moving platform to traverse the gap to the left, and jump to
the vertical platform. If you let it descend to the small space underneath the
door, you can find a 1-Up hidden in the wall! Go through the door to continue.

*---------------------------------------------------=
| Block 7-06 : Broken Path of Instability
*-----------------------------------------=

*** Subweapons Available: Dagger, Boomerang
*** Bonus Item Available: None
*** Enemy Threats: Flying Bat, Medusa Head

Using either Grant or Alucard, you should do yourself a favor and use their
abilities to get to the staircase on the upper ledge immediately. If any room
deserves to be skipped, it's this one! To go the long way around, you must jump
on the sinking platforms to the left very fast. You'll then end up on a ledge
that is disintregrating, but if you leap off to the left no, you won't make it
to the other side in time. Instead you must run back and forth or jump in place
until the sinking platforms come back down again! Once you can get a good high
jump onto the next set of sinking platforms, move left quickly to the three
ledges. The candle here conceals a dagger. Now you need to wait here for the
sinking platforms again, because you've got to race across them back to the
right. Once across them, you'll end up on the upper ledge in the middle of the
room. Now wait for the second set of sinking platforms to appear high up, and
race across those to get to the staircase, at last!

Here you'll have to traverse a bridge mostly made up on turnstiles while being
attacked by medusa heads. Try not to jump unless you're on a solid block. If
a medusa head gets in your way, try killing it without jumping, or better yet,
ducking underneath it. There's a boomerang in a candle near the end of the
bridge, but jumping to get it could cause you a lot of pain. If you've got an
axe still, use it to break the candle instead of jumping. On the other side of
the bridge is a door that leads to the final block of this horribly long and
difficult stage.

*-----------------------------------------------=
| Block 7-07 : The Eroded Castle Wall
*-------------------------------------=

*** Subweapons Available: Axe
*** Bonus Item Available: Holy Cross
*** Enemy Threats: Spider, Headless Skeleton, Spear Soldier, Sword Skeleton,
                  Gargoyle, Materializing Mummy, Axe Armor

Just when you thought it was over, it just keeps getting more difficult. The
headless skeleton should be a breeze, but the spiders can be tough to deal with
when it comes to getting up the stairs. Try waiting for a second spider to come
down before making a run up the stairs. This may save you from taking a cheap
hit. Once you're up the stairs, you'll get to the next screen.

Kill the first spear soldier. There's an axe on the ledge here if you need it.
Once you jump from this ledge, the screen will begin to automatically scroll
upwards, so you've got to be fast but careful! A lot of the ledges here will
crumble, and you'll even have gargoyles to contend with. Make your way up the
first flight of stairs but watch for the sword skeleton to appear before
climbing all the way to the top. Once it's dead, you need to make a series of
long jumps to the left, and then onto the next long platform. Kill the sword
skeleton here. Go up the LEFT staircase. Once at the top, take out the spear
soldier on the upper platform. The gargoyles should start appearing now. Go up
the short flight on stairs but watch out for the sword skeleton on this
platform! You'll have a chance to go up stairs on the left or jump up some
ledges on the right. The stairs are definitely a quicker and safer route. At
the tops of all the stairs, a sword skeleton will apear on the platform right
above your head. Kill it with axes or with a whip from the elevated platform
to your right, then jump to where it was. Jump up these staggered platforms on
the left side of the screen to the double staircases. Both flights lead to the
next screen, although the one on the left will put you in an easier situation.
As a side note, always try to use Grant where you can to make shortcuts in your
upward travels. Because of the gargoyles, using Alucard's bat form may not be
a very good option.

If you took the left stairs, climb up to the top ledge and kill the Axe Armor
by standard means. You can then cross to the right side for the boss battle. If
you took the right stairs, you'll be bombarded with materializing mummies right
after appearing. Whip your way through the right pack of mummies and get to the
boss screen without lingering in the area for too long. If you have Alucard,
turn into a bat as soon as you can, and fly up and out of the range of the
mummies. Finally, after all that work, you've made it to the end of the stage!

*---------------------------------------------------------=
| BOSS FIGHT : Mummies, Cyclops, & Flying Demon
*-----------------------------------------------=

*** Preferred Subweapon: Boomerang (Trevor)
                        Axe (Grant)

This battle has three phases. First you will be required to kill a pair of
mummies. Once they are destroyed, you must kill a Cyclops. After it has been
defeated, you must face a Flying Demon.

There isnt really a place to hide this time, so chances are you'll have to
attack the mummies straight up. Stay on the right side of the screen and take
out any oncoming bandages. When the first mummy gets close, kneel on the
elevated platform and start whipping it in the head. Once one has been killed,
move to the left side and attack the second one. If you have the boomerang, use
it continuously to do damage to both mummies. You may take some damage, but
there's really no better way. Just avoid taking on both mummies at once, or
even worse, getting between them. Use can also use Grant to reach the high
ledge on the left. He can toss axes down at the mummies, but this technique is
long, tedious, and inaccurate.

The Cyclops follows the same battle pattern as the one in the previous stage,
but this time there's no guaranteed safe spot. Stand on an elevated platform
and duck. As the Cyclops draws near, whip its head once or twice, then jump
over it and run to the other side of the room. If the Cyclops charges you, you
usually won't have time to whip, so quickly jump up onto the next elevated
platform and over the Cyclops again. The key is to continuously whip him from
a platform, then get to the other side to repeat the process. If you jump while
running across to the other side of the room, you can significantly reduce the
chances that the Cyclops will charge. Be patient and victory should be yours.

The Flying Demon will take three large leaps, then pause to shoot three balls
of fire that spread out in front of him. If you get cornered, you're likely to
take a lot of damage. Use the boomerang in addition to continuous whipping for
the best results. You can also use the axe when the demon is airborne. If you
get too close to either edge, wait for the demon to jump up, then run under to
the other side. When the demon is about to shoot, back up a bit so you have
time to see the fireballs and effectively dodge them.

*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Upper Path ---> Continue to 8-01 (Final Path)                                |
|                                                                             |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| STAGE 8 : ENTRANCEWAY TO DRACULA'S CASTLE                                   |
| ( From Block 7-0C, 7-07 )                                                   |
| Possible Spirits: Grant, Sypha, Alucard                                     |
| Sountrack: DejaVu                                                           |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
*-----------------------------------------=
| Block 8-01 : Echoing Hallways
*------------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: Holy Cross
*** Enemy Threats: Flying Bat, Zombie, Spider, Headless Skeleton

Watch your front and back for flying bats. A constant stream of zombies will
come at you, but try to keep moving. There's a dagger right at the beginning of
the stage if you need it. Keep moving right, whipping zombies as they appear.
If Trevor or Grant carried an axe into this stage, you can use it to destroy
the first Axe Armor without having to mess with the stairs. Other wise, try to
get the Axe Armor to the right of the stairs, then slowly move up. Pin it at
the wall and whip the poo out of it while standing on the stairs. Charge up the
stairs at the second one once the thrown axes are cleared. It's always easier
to defeat an Axe Armor when you're on level ground with it, and when the Axe
Armor has no room to back up. Climb the stairs to proceed.

Upon appearing on the next screen, it's very difficult not to get hit right off
the bat. Deal with the spider to your left first, then move to the right and
kill the headless skeleton. Keep moving right, attacking spiders as they appear
as well as headless skeletons. Keep moving, and keep jumping! There's a door at
the end of the hall that leads to the next block. There's a heart hidden in a
breakable block above the door.

*-----------------------------------------------=
| Block 8-02 : The Alchemy Laboratory
*-------------------------------------=

*** Subweapons Available: Axe, Holy Water
*** Bonus Item Available: Meat
*** Enemy Threats: Slime, Bone Skeleton, Whip Skeleton, Blood Skeleton,
                  Axe Armor

Walk forward and jump down to the lower ledge. Slimes attack similarly to
hunchbacks, so kill them before they have a chance to move too much. Keep your
eyes open for falling bones, as a bone skeleton on the ledge above should be
dropping them down at you. Next up is a whip skeleton, which should be an easy
kill by now. There's meat hidden in the lower right wall, so make sure you
refill some of your life meter. If you've got an axe on Trevor or Grant, use it
now to destroy the bone skeleton above you, then climb the stairs carefully to
avoid accidentally straying into the blood skeleton. Move back to the left, and
kill the slime to the left of the stairs before you ascend them.

Move right from the stairs, killing the slimes as they appear. When you get to
the turnaround point, you've got to kill the Axe Armor without letting it back
up too far, or you'll risk being swarmed by extra enemies. Use whatever
subweapons you have available (the axe, holy water, or Sypha's magic) to finish
it off quickly, or go crazy with Trevor's whip. You can use Alucard's attack
as well, but his attack power is low and it may take awhile. For the second
Axe Armor, try to get to the left side of the elevated ledge. It will be easier
to kill the Axe Armor from there since he won't be able to back out of your way
at all. Kill the final slime and climb the stairs to continue.

*-------------------------------------------=
| Block 8-03 : Death's Door
*---------------------------------=

*** Subweapons Available: Boomerang, Holy Water, Axe, Stopwatch, Dagger
*** Bonus Item Available: Multiplier
*** Enemy Threats: Spear Solider

There's a multiplier in the wall to the left of your beginning location. If you
want to use Trevor's boomerang for the boss battle, collect the boomerang on
the upper level first, then collect the multiplier! As you run to the right,
the floor will collapse behind you. Along this path is a candle bearing holy
water. Don't pick it up if you still wish to use Trevor's boomerang. Eventually
a spear solider will appear on the collapsing road. Although can destroy it,
stopping may hinder your movement across the quickly collapsing bridge. Trevor
can jump over the spear solider with a perfectly timed jump, or each of your
spirits can handle the situation. Alucard can turn into a bat and fly over.
Grant's jumping ability is much better suited to hurdling the spear soldier.
If you collected the Ice magic on the bridge as Sypha, you can freeze the spear
solider before leaping over it. Choose the option that works best for you.
Every subweapon in the game is available along this bridge, so if you're
looking for something specific, destroy candles until you find it. Otherwise,
ingnore the candles.

*--------------------------------------------------=
| BOSS FIGHT : Grim Reaper, A.K.A. Death
*----------------------------------------=

*** Preferred Subweapon: Boomerang (Trevor)
                        Lightning Magic (Sypha)

For the first phase, try to stay in between the columns of blocks. You're going
to need as much mobility as possible to dodge the scythes that appear from all
angles. If you've got Trevor's double-shot boomerang, try to keep two in the
air at all times. Whip the Reaper if he comes to the floor or gets too close.
Grant and Alucard won't be able to contribute much. If you took Sypha's
lightning magic instead of Trevor's boomerang, you can get off some lucky shots
against the Reaper by getting up onto the second highest block and firing off a
spell blast. Unfortunately Sypha's weak defense makes this a risky tactic.
Sometimes, victory in this battle is determined by the luck of getting scythes
to appear in easily destroyable locations. Once you destroy the Reaper, he will
change forms.

Death is a huge skull head that moves in a circular pattern. He won't shoot but
he can ram you, and he's very large and tough to avoid. Scythes will still
chase you, but there will be less than before. If you've got the boomerang or
Sypha's Lightning magic, stay to the right or left behind the columns and fill
the air with weapons or magic. Otherwise, you'll need to whip like crazy while
watching out for scythes and backing up to avoid getting knocked into. Between
both forms, Death is probably the most difficult fight in the game, so stick
with it if you fail the first time.

*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Continue to 9-01 (Final Path)                                                |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| STAGE 9 : THE CHAOTIC GARDENS OF DRACULA                                    |
| ( From Block 8-03 )                                                         |
| Possible Spirits: Grant, Sypha, Alucard                                     |
| Soundtrack: Riddle                                                          |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
*-----------------------------------------=
| Block 9-01 : The Evil Aviary
*------------------------------=

*** Subweapons Available: Dagger or Axe
*** Bonus Item Available: None
*** Enemy Threats: Harpy, Hunchback

The first screen has nothing of immediate value on it. Climb the stairs to get
to the next screen.

This passage is infested with harpies. Except to be bombarded by hunchbacks
from both front and back. You must keep moving, and try not to get bogged down
in one spot too long, however turning around to kill hunchbacks behind you is a
good idea. Use any subweapons you may have available to help, such as an axe or
Sypha's ice magic. If Trevor has holy water, you can use him to periodically
throw a bottle behind him to form a destructive wall. This will prevent any
hunchbacks behind you from advancing. Once you make it to the stairs, the
harpy onslaught should end. There's a large heart hidden in a breakable block
here, so be sure to look for it. Climb up to continue.

There are three candles high up in this room. You can use an axe to knock them
down. Grant can also climb the left wall to get at one or two. If Sypha carried
lightning magic into the level, she can use it to get the candles as well. When
you've gotten what you can, proceed through the door to the next block.

*--------------------------------------------=
| Block 9-02 : Poisonous Waterfall
*----------------------------------=

*** Subweapons Available: Axe
*** Bonus Item Available: None
*** Enemy Threats: Spiked Muncher, Bone Pillar, Gargoyle, Axe Armor

There's an axe in the right candle up top. To get it, climb up on the top of
the spike muncher, ride it up, then whip the candle. You should also pick up
the large heart in the left candle if you've died somewhere in this block,
because it is necessary in order to power up Trevor's whip before getring to
the next screen. Go under the first Spiked Muncher, then wait at the edge of
the pit. You've got to time your next jump perfectly or you're dead. Wait until
the double-sided Spiked Muncher to the left is ascending and about halfway up.
When the Spiked Muncher on the right is also elevating at the same time, make
your jump. Jump too early and you'll hit your head - jump too late and you'll
be crushed before you clear the area. If you have Alucard, try using his bat
form to bypass this tricky obstacle. Climb the stairs at the other side to
continue.

This vertical shaft is very difficult. With both Gargoyles and Bone Pillars,
the utmost concentration will be needed. Kill the first gargoyle that appears,
then climb up the stairs between fire and destroy pillar #1. Climb on the
stairs and wait for the next gargoyle. Remember, even if you're hit on stairs,
you won't ge thrown, so it's always safer! After killing the next gargoyle,
move up the stairs and kill pillar #2. Wait on the stairs for another gargoyle
to come from the right, and kill it. Check fire from pillar #4 at the right,
then climb to the top of this flight and immediately jump up to the higher
ledge. Duck here, and wait for another gargoyle. Once you've cleared the fire
from pillar #5 and you've got time until the next gargoyle appears, jump right
and climb up the next flight of stairs. As you reach the top, expect to turn
around and face another gargoyle. Jump up to the next higher ledge and wait for
pillar #6 at the right to fire. Once you're clea, make the jump to the right,
whipping to kill a gargoyle if one appears in front of you. Wait until pillar
#6 fires again, then move up the stairs to destroy it. Watch your back for
another gargoyle attack! The timing here can be difficult. You must race by the
fire of pillar #7, but always take into consideration how long it has been
before you've killed a gargoyle. Mastering the timing of both enemies along the
entire vertical shaft takes a lot of practice.

At the top, Climb the stairs and destroy the Axe Armor from the top step if you
can. There's not much room to move around, so if you must get on the ledge, be
very wary of the Axe Armor's next move. Get at least to the second block, or
any attempt to duck mayresult in Trevor going back down the stairs, most likely
leading to damage. Once you've finished the enemy off, climb down the stairs
and enter the door to proceed to the next block.

*------------------------------------------------=
| Block 9-03 : Cursed Tower of Spirits
*--------------------------------------=

*** Subweapons Available: Holy Water
*** Bonus Item Available: 1-Up, Meat
*** Enemy Threats: Spear Soldier, Glowing Orb, Sword Skeleton, Flying Bat,
                  Axe Armor

Start by killing the first spear solider, then carefully climb the stairs to
the upper level. Wait until the second spear soldier moves to the left side of
the upper platform, then move up, turn around, and whack him. Climb the stairs
to continue to the next sceen.

Wait until the first glowing orb begins to pass to the right, then make a run
for the stairs. Hold there until the sword skeleton on the upper platform moves
out of the way, then take a step up and whip him. Once you get onto this upper
platform, the screen will begin its periodic upward shift! You'll have to keep
up a rigorous pace to stay ahead of the pace. Ignor the next flight of stairs
and instead use a series of jumps to get up one level to the right. From here
you can kill the next sword skeleton easier than if you had used the stairs.
Cross to the left side and go up the next flight of stairs. Watch out for the
glowing orb on the next platform, and try to get to the stairs as quickly as
possible. There is a holy water on the right side, but its position makes it
hard to get without approaching it from below with Grant or Alucard. Once up
onto the next platform, you'll have a few moments to catch up. Keep moving up,
and wait for two block-lengths to appear above each platform before jumping on.
This will let any sword skeletons pop first. You can run across the broad ledge
here to the right side and break the wall for a 1-Up, but only try it if you've
got enough time! Go up the next short flight of stairs, then stagger your climb
up the following stairs to avoid the glowing orb as it passes above and below
you. Jump up to the left side, and then kill the next sword skeleton as it
appears on the middle platform. From here, use the stairs to climb to the right
side and kill the sword skeleton on the left side. Jump over to the left, and
then use the stairs to go up to the right. Watch out for the next glowing orb,
then jump up onto its platform and up the stairs. Stay on the stairs until the
next glowing orb pops up above you. Wait for it to cruise by, then go up the
rest of the stairs and jump to the left side. From here, the screen should stop
scrolling, so it's just a matter of avoiding a couple more glowing orbs. Climb
up the stairs to get out of the vertical shaft.

There is a meat in the wall on the right side of this screen. Just jump over to
retrieve it. You can ignore the Axe Armor on the upper ledge unless you want
the large heart in the candle it guards. Watch out for flying bats coming in
from either side of the screen. Enter the door at the left side of the screen
to continue to the final block of the stage.

*--------------------------------------------=
| Block 9-04 : The Last Guard Post
*----------------------------------=

*** Subweapons Available: Boomerang, Dagger
*** Bonus Item Available: None
*** Enemy Threats: MerMan, Crow, Medusa Head

There's a lot to worry about on this screen! You'll have crows attacking from
above, and mermen attacking from below. If you still have your axe handy, use
it frequently to attack crows coming down at you. Try not to jump too much or
you may jump right into an oncoming Merman. If you have Grant, you can use him
to immediately climb up onto the high ledge to get to the stairs. Otherwise,
you must go all the way left in order to get up top. At the far left, on the
top ledge, is a candle with a boomerang in it, which is always a valuable
subweapon. As you return to the right, the crows will attack again. This time,
use your boomerang to kill them from far away. Don't fall down the gaps where
the waterfalls are, or you'll have to travel back to the left to get up! There
is a dagger in the candle next to the stairs which you may want to avoid. Go up
the stairs to the next screen.

Now you'll have to cross a platform made entirely of turnstiles while being
attacked by medusa heads. There is nothing of importance in the candles along
this stretch, so do not be tempted to jump. Avoid Medusa heads by running
underneath them, over them, or whipping them. Once you ge to the other side,
you'll face off with a difficult boss.

*-------------------------------------=
| BOSS FIGHT : Doppleganger
*---------------------------=

*** Preferred Subweapon: Boomerang (Trevor)

The doppleganger is a clone of whatever form you take. If you switch to a
different character in battle, the doppleganger will also change to reflect it.
It will be equipped with whatever subweapon that your character is currently
holding. It will move and jump and attack just as you would. Despite these
attributes, the doppleganger has a run-and-chase pattern that can be avoiding
with a little dodging. If you've got Grant, Sypha, or Alucard with you, there
is a well-known trick to beating the doppleganger. Meet it on the center ledge,
then transform to your spirit. Wait until the doppleganger has fully switched
to your spirit's form, then transform back into Trevor. While the doppleganger
is switching back, you can get in one shot with the whip. This trick takes a
bit of time, but it can be effective.

What if you don't have a spirit with you? Climb up to the upper right ledge.
Sometimes the doppleganger will attempt to jump up to meet you, but miss the
jump and end up below you. Lure the enemy as far to the right as possible,
then run and jump to the middle platform. Turn around to the right and throw a
boomerang, then race up to the left ledge. The boomerang should hit the enemy
once or even twice, and then the doppleganger may miss the jump again! When it
attempts to jump up, you can get in a shot or two with the whip. If the enemy
does make the jump, try to jump over him to the middle platform. You're likely
to get hit, but you don't want to get trapped. If the doppleganger makes the
jump but has a third or less of a life meter left, stick your ground and go for
the kill with repeated whip lashes and boomerangs.

When the doppleganger copies Sypha, it will only use the fire magic, regardless
of which magic Sypha is actually equipped with. If you took the boomerang as
lightning magic, you can attack from far away. The doppleganger will often
stall on platforms, using fire magic, allowing Sypha to blast away from the
other side of the room.


*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*
|PATH DIRECTION                                                               |
|                                                                             |
|Continue to A-01 (Final Path)                                                |
*^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^*

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| STAGE A : THE INNER SANCTUM OF DRACULA                                      |
| ( From Block 9-04 )                                                         |
| Possible Spirits: Grant, Sypha, Alucard                                     |
| Soundtrack: Pressure, Overture (Block A-03 Only)                            |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
*----------------------------------------------=
| Block A-01 : Castlevania Clockwork
*------------------------------------=

*** Subweapons Available: Axe, Stopwatch
*** Bonus Item Available: 1-Up
*** Enemy Threats: Crow, Blood Whip Skeleton, Medusa Head, Bone Pillar,
                  Flying Bat

Crows will attack right from the beginning. If you've still got your boomerang
fromt he previous stag, you can use it to clear out some room. After three
crows, you'll come to the stairs. There is an axe in a candle behind the blood
whip skeleton, so if you want it you'll have to get by the enemy. Otherwise,
head down the stairs.

This vertical shaft will scroll down automatically while medusa heads attack
from either side. After descending the stair case, jump onto the first gear.
Instead of jumping to the next gear, get sucked between the gears and drop down
to the platform below. Wait here for a moment so you can see what's coming
below you. Drop down again to a ledge on the left, then wait more. After some
time, a small platform will appear further down the shaft. Drop down to it. In
a candle at the platform to the right is a stopwatch, so jump over and grab it
if you want it. Otherwise, continue dropping down onto platforms and ledges as
they appear below you, dodging and killing medusa heads if they threaten you.
Some of the platforms may crumble under your feet. To counteract this effect,
jump up and downon the spot continuously. This will slow the platform's decay.
Eventually you'll reach a gear that you must get over to the left. It's a
tricky gear, because it is rotating in the wron direction. Jump onto it, then
wait until you're about to get rotated off the back end, then jump forward.
Your jump will position you to the far left side of the gear. Jump to the left
again quickly to get onto the ledge on the left side. Go down the stairs to get
to the next screen.

If a bat flies at you right away, kill it. Get to the bottom of the stairs,
then move left to kill the bone pillar. Sections of the floor will disintegrate
as you walk across. The door is blocked by a bone pillar, but is there enough
time to kill it? If you're in a hurry, take the damage and run by it to the
door. Otherwise, try standing Trevor so he has one foot on one block, and the
other foot on the next block. This will give you twice as much time to kneel
and destroy the bone pillar. Use any subweapons you can to make the kill go
faster. Note: There's a 1-Up in the candle that is too high to reach. Use an
axe or Sypha's lightning magic to break the candle. The blocks underneath this
particular candle won't disintegrate, so take your time.

*-------------------------------------------=
| Block A-02 : The Doomsday Clock
*---------------------------------=

*** Subweapons Available: Holy Water, Axe
*** Bonus Item Available: Meat
*** Enemy Threats: Spider, Whip Skeleton, Blood Whip Skeleton, Bone Skeleton,
                  Flying Bat

Kill the first spider you see, then drop off the ledge (don't use the stairs)
to destroy the whip skeleton. After that, deal with spiders as you see them.
There's holy water in the candle underneath the beginning ledge, and meat
hidden in the wall behind it. As you go left you'll encounter a blood whip
skeleton. Hit it once to shatter it, then keep moving. Proceed straight up the
stairs to take out the bone skeleton. There's an axe in the last candle under
the ascending stairs. Be sure to take it as it will be incredibly useful later.
Go up the stairs to continue.

Move to the right and go up the stairs to the high ledge. From here you can
jump onto the first pendulum. This pendulum moves very fast, and if a flying
bat appears in front of you, you won't have much time to react. As you travel
on a pendulum, kneel down and be prepared to whip in front of you. Jump from
the first pendulum to the second, and then from the second to the third. Watch
both directions for incoming bats. Once you jump onto the platform at the left
side, you will automatically walk through the door to the final section.

*-------------------------------------------=
| Block A-03 : The Final Approach
*---------------------------------=

*** Subweapons Available: Dagger
*** Bonus Item Available: None
*** Enemy Threats: None

Take the hearts in the candles here, then go up the stairs to the next screen.

There are hearts in most of the candles here, but there's a dagger in the
fourth one. Do not pick up this dagger if you've got an axe on Trevor! The axe
will be much more useful during the final battle with Dracula.

*-------------------------------------=
| BOSS FIGHT : Dracula
*---------------------------=

*** Preferred Subweapon: Axe (Trevor)

Dracula attacks in three phases, and thus has three forms. Although you may
have any one of the spirits for this battle, Trevor is the only one who will
have any consistent ability to thwart him.

In Dracula's first phase, he will raise his scepter and two bursts of flame
will contain Trevor to a small area. Shortly after, Dracula will raise his
scepter again, and a bigger blast of fire will appear directly underneath your
feet. In order to avoid this, move to one side of the enclosed space. When you
expect the large blast of fire to occur, begin walking towards the other side
of the space. You should be able to avoid the fire in most cases. Sometimes
Dracula will enclose a space that is so small that the large blast of fire
cannot be dodged. This happens if you're too close to Dracula when he begins
the attack pattern. If you have Alucard, you can try turning into a bat and
flying to the top of the screen. After a round of this pattern, Dracula will
teleport to a new location. He is invincible while teleporting, but he cannot
hurt you either. Since Dracula's weak point is his head, whip him once or twice
before preparing to dodge the large fireblast. If you successfully dodge it,
youmay have an opportunity to attack a coupe more times. Once you've depleted
Dracula's life meter, it will refill and he will take on a new form.

The second form is a giant floating monster comprised of five heads. This mass
of heads will slowly hover around the room, drooling acid on the ground. Each
head must be defeated individually, but they all share one life meter. Try to
stay near the sides of the room, jumping to attack. Avoid having to go under it
whenever you can, however you may need to cross to the other side at least once
to attack other heads. Alucard can use his bat form to fly over the monster.
Although you can use your axe to attack the monster, you may want to conserve
hearts for the final form. If for any reason Sypha has lightning magic, she can
use it to completely decimate this form of Dracula by jumping and firing from
either corner. Once all five heads have been defeated, Dracula will assume his
final form!

Dracula assumes the form of a winged demon that is the size of most of the
screen. Only his head is vulnerable to attacks. Pieces of the floor will lift
off the ground and float around to give Trevor a way to get up to Dracula's
head, but they also form holes in the floor that will kill you if you fall in.
All the while, Dracula is shooting laser beams at you. Fortunately, the pattern
of lasers is quite predictable. Hopefully, you've got the axe on you. This
subweapon will be your prime attacking force, as you will be able to attack the
head of Dracula without having to use the floating platforms. Stay on either
the far left or far right of the screen, as these blocks will never turn into
floating platforms. When you see one of Dracula's laser shots begin to form,
jump straight up and hurdle an axe at his head. Not only will the axe score a
hit, but the laser will target Trevors position in the air, and the laser
should fly harmlessly over your head. In order to predict from which part of
Dracula's body the next laser is coming from, use this repeating pattern:

* Head
* Left Hand
* Right Hand
* Left Hand
* Head
* Right Hand
* Left Hand
* Right Hand

The only problem with this technique is that when jumping straight up, you may
accidentally jump onto a floating platform. If this happens, try to avoid the
incoming laser by any means possible by jumping straight up, but not side to
side. Also, if a floating platform raises out of the floor and traps you far
enough against the side of the screen that your axes cannot hit Dracula's head,
just hold still and dodge incoming lasers until the floating platform descends
back into its place. Once you empty his life meter, Dracula will be defeated.
Congrats! Youve just beaten Castlevania III!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER XI.                                                                 |
|                                                                             |
| THE ENDINGS                                                                 |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

** WARNING - SPOILERS AHEAD! **

There are four different endings to Castlevania III. The ending will change
depending on which spirit you have with you (or if you didn't bother to bring
a spirit). The first and last paragraphs of the scrolling text are always the
same, but the middle portion will change depending on who you brought.

The text reads as follows:

"Trevor made many sacrifices. The long fight is over. Dracula is dead and all
other spirits are asleep."

(a custom paragraph is next - these are written below.)

"After this fight the Belmont name shall be honored by all people."

** After the short cinema scene has concluded, some credits will roll with
snapshots of all the characters in action. Then the game will restart from
stage 1 in expert mode. You will retain any spirit you allied with.

*---------------------------=
| Trevor's Ending
*-----------------=

** Beat the game without acquiring any spirits to get this ending.

* Trevor watches the castle fall from the cliffside. His cape rustles in the
wind.

"In the shadows, a person watches the castle fall. Trevor must go for now but
he hopes someday he will get the respect he deserves."

*--------------------------=
| Grant's Ending
*----------------=

** Beat the game with Grant as your supporting spirit to get this ending.

* Trevor and Grant wall the castle fall from the cliffside. Grant cheers at the
castle's demise.

"Both feel their friendship is stronger since they worked together to rid
Wallachia city of evil. Grant will start to rebuild the destroyed areas of the
city."

*--------------------------=
| Sypha's Ending
*----------------=

** Beat the game with Sypha as your supporting spirit to get this ending.

* Sypha lowers her hood to reveal flowing blonde hair. She then rests her head
on Trevor's shoulder as he puts an arm around her.

"Syfa, the Vampire Killer has had a bad life, but since she met Trevor, she is
beginning to feel more comfortable with herself."

*----------------------------=
| Alucard's Ending
*------------------=

** Beat the game with Alucard as your supporting spirit to get this ending.

* As the castle collapses in the distance, Alurcard's cape rustles in the wind.

"The battle was won by Trevor and Alucard but Alucard feels guilty because he
killed his real father. Trevor realizes this as he stands there thinking about
Alucard."

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER XII.                                                                |
|                                                                             |
| DRACULA'S MINIONS                                                           |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*** Here is a list of all of the enemies you may encounter during your trek to
defeat Dracula. They have been listed alphabetically, and some of the names I
have more or less made up. The names do however match the ones used in the
walkthrough portion of this FAQ.


* Acid Drip

From the top of cliffs and caverns, acid drips plummet to the ground. Their
chemical makeup corrodes the ground, causing whole floors to be eaten away. The
drips can also eat through Trevor if they land on him.

* Axe Armor

One of Dracula's elite troops. This monster is wearing superb armor that will
require several hits to destroy. In addition, it is equipped with an axe that
it can throw either high or low. To make matters worse, these thrown axes will
return to the Axe Armor like a boomerang! The Axe Armor is a formidable foe.

* Blood Skeleton

This type of skeleton has been drenched in the blood of dead warriors. Even
when knocked down, the souls of the warriors will reconstruct the skeleton.
It can be defeated only temporarily, and will continuously reform itself.

* Blood Whip Skeleton

The dark marriage of the indestructible blood skeleton and the attack ability
of the whip skeleton produced this evil monster. This skeleton cannot be
permanently defeated, and will continue to chase Trevor around with its whip
each time it reconstructs itself.

* Bone Dragon

A ferious creature made from the spine of a dead dragon. It will move rapidly
and attack with fire from its mouth. The bone dragon will require many hits
before it is defeated, but it may drop an abundance of treasure.

* Bone Pillar

The bone pillar is a two-headed stationary target. It will fire a succession of
three fireballs at Trevor (two fireballs in certain situations). It has a very
high defense and will require many whip attacks to destroy.

* Bone Skeleton

Much faster than a normal skeleton, the bone skeleton runs about and can even
jump off ledges and over pitfalls. When Trevor is nearby, the bone skeleton
plucks a rib from his chest and throws it like an axe.

* Crow

The crow will continuously pester Trevor by attacking from above. It can be
extremely difficult to attack a crow head on, as it will often hover above
Trevor's head for a while before making a quick attack.

* Demon Frog

Indigenous to swamplands, the demon frogs leap out of marshes without warning
and attack Trevor with their sticky tongues. When they gang up on Trevor, they
become a nuisnace, jumping here and there and getting in the way.

* Eyeball

This mysterious floating eyeball will cruise about at a specific altitude. At
times, it will stop and blink, dropping an acidic tear to the ground that can
damage Trevor if it touches him.

* Flaming Soul

The spirit of this human burns eternally with a bright fire. It paces, lost in
the plane of existence. With each step it takes, it leaves behind a trail of
flame that is searing to the touch.

* Flying Bat

Often flying in at inopportune times, the flying bat will attempt to ram into
Trevor by zipping across the screen in an erratic pattern. They can be quite
annoying, and tend to appear in perilous situations where Trevor can be easily
knocked into an abyss.

* Gargoyle

This flying foe will appear from either side of the screen. Although it starts
off flying in a very straightforward fashion, its pattern becomes wider as it
inhabits the game screen for a certain period of time. Kill it quickly!

* Ghost

An unholy spirit of the afterlife, the ghost will materialize in a particular
spot. It will then slowly progress to Trevor by moving up, down, left or right,
and through walls and floors. It is slow-moving, but requires more than one
attack to defeat, making it quite troublesome in some tight spaces.

* Glowing Orb

These small spirits are fairly industructible. They follow the contours of the
land, revolving around various platforms. If Trevor steps on one, it will hurt
him, so jumping over them is required.

* Harpy

This flying bird woman prefers the sky to the ground, although her purpose is
to deliver trouble, not to cause it. Harpies fly by, dropping hunchbacks to the
ground, one at a time. If you've got an axe, introduce it to her face.

* Headless Skeleton

Armed with a rapier, the headless skeleton has a longer reach than that of the
sword skeleton, and the same speed. However, the headless skeleton wears no
armor, and thus has much less defensive power.

* Hunchback

A devilish little monster that will attack Trevor using short, quick jumps. It
is best defeated before it gets too close to Trevor. Otherwise, the hunchback
becomes a horrible pest, swarming Trevor and making iteself difficult to hit.

* Materializing Mummies

When Trevor reaches a certain area, the souls of the dead meet up and cover
themselves with scraps of bandages. They use a surprise attack from both sides,
and throw bandages as well. They will continue to appear over and over again
until Trevor leaves the area.

* Medusa Head

These spawns of the mythical creature Medusa will come in droves from the side
of the screen. They love to inhabit vertical shafts. Although they're just as
annoying as bats, their travel pattern is much more predictable.

* MerMan

The Merman swims in the waters surrounding Castlevania. In shallow areas, it
will sneak up on Trevor, then pop its head out and spit fire. It can also jump
a great distance to attack Trevor from the depths of an abyss.

* Mud Man

The mud man is a poltergeist that has posessed the very materials of the swamp.
These monsters grow out in limitless quantities from the bog, moving slowly to
attack their target. Fortunately, they do not have the ability to leave the
swamp, and are contained to their murky home.

* Poison Pod

These strange tentacled creatures float about in the air and rest silently on
the ground. When attacked, they burst open, releasing deadly spores that spread
into the air, raining down on Trevor's head.

* Skeleton

The grunt of Dracula's minions is the skeleton. While most specialize in some
skill, this skeleton will pace back and forth along a ledge, attempting to hit
Trevor with its bony hands.

* Slime

A bouncing ball of goo that moves similar to a hunchback. These slimes are also
capable of defying gravity, and will often try to attack from the ceiling.

* Spear Soldier

Despite holding a weapon, the spear soldier is yet another wandering grunt. It
will attempt to ram into Trevor. The spear soldier is wearing light armor, so
unlike a skeleton, it may require a bit more work to destroy.

* Spider

Climbing down on threads of spider silk, these arachnids appear from the sky
and attack Trevor by sending their minion spiderlings out to hit him. When in
groups, spiders can be especially frustrating to deal with.

* Spiked Grinder

These mechanical munchers are used as torture devices by Dracula. They have
been installed in several locations. They instantly kill anyone and anything
that gets caught in between the ground and their sharp, spiky underbellies.
Best to travel over them, or quickly under them.

* Stationary Bat

This bat hangs from the ceiling, waiting patiently for its prey to come within
swooping range. It will attack if Trevor gets too close, but it's a sitting
duck when attacked from far away.

* Swooping Owl

Hiding within the leaves of the Black Forest, these owls can be seen peering
from the background. After a short time, they will pop out and swoop down on
Trevor. If they are not killed right away, they may fly back down for a second
attack!

* Sword Skeleton

These advanced soldiers of Dracula's skeleton army are armed with short swords
and tough armor. They attack by making thrusting, back and forth movements on
various platforms, and attacking with their sword at set intervals.

* Whip Skeleton

Although they wear no armor, the whip skeleton attempts to beat Trevor at his
own game. They are very agile skeletons, and their whip is of equal length to
Trevor's Morning Star. This can make them very difficult to approach.

* Zombie

Once dead, the zombie is a mindless undead monster that rises from the
graveyards. Although they are easily avoided and defeated, some will rise from
the ground right at Trevor's feet.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER XIII.                                                               |
|                                                                             |
| SOUND TEST                                                                  |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*---------------------------------=
| Access the Sound Test
*-----------------------=

While on the title screen, press and hold both the A and B buttons, then press
START. This will evoke the Sound Test. From here you can listen to all of the
music within the game.

*** Use the B button to start the selected track.
*** Use the A button to stop the selected track.

*** Use Up & Down on the directional pad to change songs.

*** To exit the Sound Test, press the START button.

*-------------------------------------------=
| Track Listing: Background Music
*---------------------------------=

* Beginning
** Plays during Blocks 1-01, 1-02, 1-03, 1-04

* Clockwork
** Plays during Blocks 2-01, 2-02, 2-03, 2-04, 2-05, 2-06

* Mad Forest
** Plays during Blocks 3-00, 3-01, 3-02, 3-03, 3-04

* Anxiety
** Plays during Blocks 4-0A, 4-0B, 4-0C, 4-0D, 4-0E, 7-01, 7-02, 7-03, 7-04,
                      7-05, 7-06, 7-07

* Rising
** Plays during Blocks 5-0A, 5-0B, 5-0C

* Stream
** Plays during Blocks 6-0A, 6-0B, 6-0C, 6-0D

* Dead Beat
** Plays during Blocks 4-01, 4-02, 4-03

* Nightmare
** Plays during Blocks 5-01, 5-02, 5-03, 5-04, 5-05, 5-06, 5-07

* Aquarius
** Plays during Blocks 7-0A, 7-0B, 7-0C, 6-01(Y), 6-02(Y), 6-03(Y)

* Demon Seed
** Plays during Blocks 6-01(X), 6-02(X)

* DejaVu
** Plays during Blocks 8-01, 8-02, 8-03

* Riddle
** Plays during Blocks 9-01, 9-02, 9-03, 9-04

* Pressure
** Plays during Blocks 6-04(Y), A-01, A-02

* Overture
** Plays during Block A-03

*------------------------------------------=
| Track Listing : Specialty Music
*---------------------------------=

* Boss Fight
** This track plays during any standard boss battle.

* Block Clear
** This track plays when you acquire a magic orb, or complete a level.

* Big Battle
** Plays during Dracula's 2nd form, then restarts for Dracula's 3rd form.

* All Clear
** This track plays when you collect the mystic orb after successfully
defeating Dracula.

* Destiny
** Plays when you must choose a path on the area map.

* Encounter
** This track plays during confrontations with Grant, Sypha, or Alucard.

* Prelude
** This track plays during the opening cinema sequence.

* Prayer
** Plays at the beginning of the game, as Trevor prays at the altar.

* Epitaph
** Plays during the Name Selection screen, as well as the Password screen.

* Evergreen
** This track accompanies the end game text, as Castlevania collapses.

* Flash Back
** This track plays while the ending credits roll.

* Game Over
** Plays on the Game Over screen while you choose to replay or get a password.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER XIV.                                                                |
|                                                                             |
| SECRET NAMES                                                                |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

There are a handful of secret names you can input at the beginning of play that
have an effect on your gameplay. Of most interest are the spirit names, which
start you at stage 1 with one of the three spirits. This allows you to take
spirits on paths that they otherwise would not be able to take. Use any of the
following names when you start the game, and it will have the following effect:

*-------------------=
| HELP ME
*---------=

** You will start the game with ten lives. Use a space on the name input screen
to separate the words, or the name won't work. This is a great way to give
yourself an edge for those difficult levels.

*-----------------=
| AKAMA
*-------=

** You will begin the game as if you had just beaten it. Your character will
take more damage, and some of the enemies have been swapped with more difficult
enemies, like medusa heads. Think of it as an expert mode.

*-----------------=
| OKUDA
*-------=

** Begin the game with Alucard as your spirit. You won't be able to accept
Grant or Sypha as your spirit if you meet them. This can be useful if you want
to take Alucard on the easy path through the haunted ship. His bat form can
also be exploited quite a bit in early stages where you shouldn't be able to
have him at all.

*-----------------=
| URATA
*-------=

** Begin the game with Sypha as your spirit. You won't be able to accept Grant
or Alucard as your spirit if you meet them. Although Sypha has no added skills
that make her stand out, you can use this name to bring her through one of the
more difficult paths in the game.

*--------------------=
| FUJIMOTO
*----------=

** Begin the game with Grant as your spirit. You won't be able to accept Sypha
or Alucard as your spirit if you meet them. This code has two minor benefits.
You can use Grant in the first stage to collect an unreachable candle. It also
saves you a trip up the clocktower to get him.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER XV.                                                                 |
|                                                                             |
| FREQUENTLY ASKED QUESTIONS                                                  |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

*** Question: Is Sypha a man or a woman? I've seen and heard conflicting
answers from a variety of sources. How did this confusion originate?

*** Answer: The instruction booklet refers to Sypha as a man, as does the in-
game dialogue when you must choose to take Sypha with you. The ending, however,
clearly refers to Sypha as a "she". To further bolster the argument that Sypha
is a woman, she reappears as a boss fight in "Castlevania: Symphony of the
Night" for the PLaystation. In this game, she appears to very much be a woman.
So where did all of this contraversy come from? Chances are Konami was trying
to keep Sypha's gender a mystery until you see her ending (kind of like Samus
Aran from the Metroid series). Unfortunately, the publicity surrounding this
game upon its release (especially from Nintendo Power) kind of killed the
secret before it ever got off the ground. This led many gamers to become
confused instead of misled when they saw Sypha being referred to as a man.

*** Question: Why are there spelling differences between the instructions and
the actual game? Which is correct?

*** Answer: The gaming industry has come a long way since this game was
released. A long time ago, text translation was not a major part of the process
of bringing a game from Japan to America. Because of this, the translations in
many games from this early era are quite poor. Sypha's name is repeatedly
spelled with an "f" instead of a "ph" and her last name has been completely
mistranslated. Even the name of Trevor's hometown, "Warakiya", is mistranslated
in Grant's ending text as "Wallachia". When in doubt, go with the spelling from
the instruction booklet, and not the spelling in the game.

*** Question: Why do some people refer to the stages as 16 "routes"? I've seen
this terminology used to describe the game in many places, and the numbers do
not match yours.

*** Answer: Nintendo Power, which is Nintendo's official game publication, is
to blame for this one. In Volume 18 (Dr. Mario is on the cover of this issue),
Nintendo Power ran a multi-page review with a partial walkthrough of
Castlevania III. They referred to each level as a route. They split Stage 5(01)
into two routes, bring the 15 stages to a grand total of 16 routes. A lot of
people still refer to each level by the route number that Nintendo Power gave.
I've tried to not to use the route numbers with this FAQ, and instead I have
stuck with the stage numbers as they are represented in the game.

*** Question: I was in a room with moving platforms once. The second time I
came to this room, they were a different color! Did I stumble on some sort of
secret?

*** Answer : Unfortunately, no. The Nintendo Entertainment System is an 8-bit
platform, and the amount of colors it can display simultaneously is relatively
low. Various sprites are set to various palettes of colors. The moving platform
you see has its palette set to the same one that is used for your character.
Since each of the four playable characters uses a different color palette, the
moving platforms will take on the colors of the character you're currently
using. Try transforming in one of these rooms, and you'll see these platforms
change color. You can also see this palette effect with falling blocks.

Got a question you'd like to see here? E-mail me at [email protected] and I'll
answer it here, as well as give you credit for the question!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
| CHAPTER XVI.                                                                |
|                                                                             |
| CONCLUSION                                                                  |
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This is not the final version of this FAQ. There are several things I wish to
add in the near future.

* Calculations of enemy "hit points"

* Block locations of specific enemies within the Minions Chapter

* Rewrite some unclear strategies, spelling errors, in walkthrough section.

* Add any more relevant information that may pop up.

I hope you've enjoyed reading this FAQ! If you think of anything extra you'd
like to see here, please contact me about it. Castlevania III is a true classic
NES game, and it deserved a FAQ like this, with a completely thorough approach.

*----------------------------=
| Version History:
*------------------=

---- Version 1.00: Initial Release.
                  * Submitted on May 2, 2003

---- Version 1.10: Fixes a ton of spelling errors.
                  Some sentences rewritten to make more sense.
                  * Submitted on May 6, 2003

*=============================================================================*
|       Copyright 2003 Nick "Needle" Ross.  Contact: [email protected]        |
*=============================================================================*
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 Please DO NOT distribute this FAQ without the author's permission! Thanks!
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|                               END OF FAQ                                    |
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