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MMM M MMM MMM MMMM MM MM MM MM MM M MMM MMM MM MM8 M MMM
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MMM8 MM MM M DM MM MM MM MM 8M MM MM MM MM MM MM MM
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MMMM M MM 8MMMM MM MM NM MM M DMMM MM8 MMm MMMM M DMMM
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MMMMMMMMM //Dracula X Chronicles//
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
= = = = = = = = = = = = = = = = =
Castlevania: Dracula X Chronicles
Boss FAQ/ Walkthrough
Version 0.8
Created by: Sindra
Last Updated: 11/5/07
Document is copyright Sindra 2007.
Castlevania is copyright of Konami Inc.
= = = = = = = = = = = = = = = = =
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--------------------
Version History:
Ver. 1.0 - (Nov. 5th '07) - In depth explainations for all
Bosses except the Hydra in the Hidden Docks. Only Richter's
walkthrough is done so far. Maria's will come later.
---------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//~SECTIONS:~//
I.---- Introduction
II.--- Bosses
? Wyvern
? Sea Serpent
? Werewolf
? Bone Golem
? Minotaur
? Dogether
? Dullahan
? Carmilla
? Death
? Shaft
? L Vampire
? Shaft's Ghost
? Dracula
III. Credits & Thanks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//////////////////~Section I: Introduction~////////////////////////
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This FAQ is to help you on not only how to fight and beat bosses, but
also how to get to each boss, including the alternate routes. Five of
the stages in Dracula X Chronicles have dividing paths and alternate
routes, which determine what bosses you fight and where you
end up after each fight. This FAQ may contain spoilers for those who
have not played through the game thus far, so be forewarned. If you
have any comments or suggestions, or find any errors, please feel free
to email me. (
[email protected])
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
////////////////////////~Section II: Bosses////////////////////////
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------
STAGE 1
///~Wyvern~///
-How to Get To-
When you drop down to the lower level after fighting the Skeleton Apes
and Skeleton Blazes, drop to the lower most part of the screen, and
take the door to the right. (note: Don't forget the Pot Roast in the
wall above the door!) Take the route, knock off a few bats and 2
Golems, and you'll make it to
the Wyvern.
- Strategy -
Be sure you grabbed the Axe subweapon in the candles before the boss
fight. The Wyvern will swoop in,and will fly around a bit, giving you
plenty of time to chuck a few axes at it. It has three main ways of
attack: the first is to swoop down and try to grab at you with it's
talons. This can to easily avoided by ducking or walking out of it's
path. The other attack method is it's fire breath. Be careful not to
get too close to the fire's path, as it will cause flames to splash as
it hits the ground. After enough damage is done, the Wyvern will let
loose a singlular breath attack in the shape of a wolf's head, that
will tear up the ground as it rakes across the screen. Simply jump over
it to avoid it. The Wyvern leaves plenty of pause time between attacks,
so you
should be able to catch it with your whip when it swoops down to grab
you, or chuck some Axes at it while it flies around. Eventually, you'll
wear it down and take it out. This route will take you to Stage 2A.
(Castle Enterance)
***
STAGE 1 ALTERNATE
///Sea Serpent///
- How to Get To-
When you drop to the same level you would to take the door to the right
heading towards the golems, instead walk to the leftmost wall and whip
it to break through the wall. Walk into the room, up the stairs, and
fall down the pit, where you can keep walking right until you reach the
water bucket levies. Jump on a bucket to rise to the top. Grab the two
candles on the top left corner for a money bag and the Cross subweapon.
Then jump across to the right corner, and enter the door to get to the
bridge walkway.
- Strategy -
The Sea Serpent will begin by jumping from the background, over the
bridge, and into the foreground twice. Whip it as it flies past you
each time. It will then pop it's head up and attempt to hit you with a
water ball blast. Jump over the blast, and throw a cross at the
creature's head. It will pull away, and repete it's jumping across
attack. Then, it will start from one end of the bridge, and will snake
its way across the entire length of the walkway. Jump over it's head,
and into one of the gaps it's body makes between spirals, getting in a
quick turnaround blow
to it's head if you can. The Serpent will then repete it's attack
pattern until you defeat it. Wait for the neat death scene, and collect
your power orb. This route will then take you to Stage 2B. (Lake
Bridge)
--------------------
STAGE 2
///Werewolf//
- How to Get To -
If you took route A, just take the standard normal straightforward
route until the very end of the level. Its layout is almost identical
to that of the original Castlevania, so you shouldn't have too much
trouble. Avoid the Behemoth! If you took route B, stay on the top of
the bridge, and do not fall down to the lower level.
- Strategy -
You'll have the opportunity to grab the Holy Water subweapon and a slew
of hearts before entering the boss battle. Be sure to break the second
stone on the last platform holding the stairs for an extra big heart.
As the battle begins, the Werewolf will throw a fireball at you, which
can be easily jumped over. Then it will begin its nasty habit of
climbing the walls and ceiling. You can get in a few hits when it's
clung to the lower parts of the walls. Beware it's rolling attack when
it decends from the ceiling, and hit it after it lands. It will then
try it's dash attacks, which will be preceded by it's kneeling down.
Jump over to avoid. You can throw some Holy Water to
get in the extra hits. After over half it's health is gone, it will
perform a continuous rolling attack and will bounce off the walls and
ceiling for a bit. Do you best to avoid, or if you're feeling
adventurous, use a Hydro Storm crash to deal it major damage. Rinse and
repete steps, and you'll defeat it before long. This will land you in
Stage 3A
(The Chapel)
***
STAGE 2 ALTERNATE
///Bone Golem///
- How to Get To -
When the Behemoth is chasing you in Stage 2A, count out the gaps in the
floor. After jumping over the first two, drop down the third one for
the easiest route. You'll have some platforms and Mermen to deal with
before making it to the end. Get the Cross subweapon from one of the
candles, and a Pot Roast will be in the pillar behind the stairway up.
For Stage 2B's route, just allow yourself to fall down below the bridge
and stay on that path.
- Strategy -
The Bone Golem as three forms. The first one is it's centaur-like form.
It will either breath fire at you, which you can walk away from to
avoid, or it will grab at you, which you can duck under. When it's
breathing fire, you'll have a chance to chuck a Cross at it if you feel
so inclined. After the first third of it's health bar is gone, it will
shift to its second form, which resembles a grotesque bird-like
creature. It will fly around, and will either try diving low to hit
you, or will drop it's skull caltrops. Keep ahead of it while it's
flying, and jump attack it in the head. The caltrops can be easily
avoided and have low to no splash damage. When the second third of it's
health bar is depleted, it will shift to it's last form, which is just
a large clump of skulls and bones. It will skitter across the ground,
blowing out steam and trying to knock into you. Either jump over it to
avoid it or jump on top of it and down, and resume whipping the tar out
of it. This will take car of the last third of it's health and will
garner you another victory. This route will take you to Stage 3B. (The
Cemetary)
--------------------
STAGE 3
///Minotaur///
- How to Get To -
Take your normal straightforward route in Path A. It doesn't matter if
you fall down below to the lower level or not; just continue your path.
For Path B it's the same. Nothing special you have to do other than
live. In either case, when you get to the room before the boss, make
sure on the lower level to walk over the the leftmost pillar and break
it for a large Pot Roast, which will completely restore your health.
- Strategy -
The Minotaur's moves are pretty simple to anticipate. First favorite
attack is jumping into the air, and coming down with his axe blazing.
Just walk under him after he jumps to avoid. He'll also try to stab you
with his axe, which you can walk away from, while also getting in some
hits from a distance. (your whip is longer than his axe) Another attack
consists of him breathing a petrifying mist at you. You can't whip him
from a distance during this attack, so throw a Cross at him that you
should have picked up just before the battle. It should hit multiple
times. He'll also grab a handful of rocks, and chuck them in an arc
towards you, so make sure to avoid them from falling on you. When his
health is low, he'll try to dash at you. Either jump on top of one of
the suspended platforms to avoid this, or perform a double-jump
backflip as he charges. Then attack him as he's still lodged in the
rock. After you've taken out his health bar, don't relax yet, as he'll
perform one last dash attack before dying, which you'll have to
backflip over to avoid. You'll get to Stage 4A (Inner Castle) from
here.
***
STAGE 3 ALTERNATE
///Dogether///
- How to Get To -
If you took route A, and managed to stay on the upper level past the
trap doors and medusa heads, after the room with the bell, there will
be a long corridor with gaps in the floor. Jump over the gaps, and
before the door at the end, there will be two elevators dangling from
chains. Take the left one to ride up. For route B, when you're in the
area with the spiked balls moving up and down and avoiding the skull
pillars, after attacking and disconnecting the 2nd spiked ball, fall
though the hole it went down. It will have broken a hole through the
lower section you'd come up
from, and you'll be able to go underground. In either situation, be
sure to grab the pot roast in the righthand wall before decending the
stairs to the boss.
- Strategy -
Dogether will teleport around the room at random, which will be
annoying. He has three attacks, which will be anticipated by the
sanskrit symbol his eye creates before attacking. If it's a red symbol,
he'll attack with a fire stream. Either walk away from the splashed
fire or under a platform. If it's a gree symbol, he'll shoot out three
laser bolts, which you'll need to jump to avoid. If it's a blue symbol,
he'll summon rocks to float around him, which he will then throw at
you. Again, jump or duck to avoid. Because he floats around, you'll
need to either jump attack or get into a platform to attack him. I
recommend grabbing the Axe subweapon rather than the Cross before the
battle, as the upwards arc it makes is perfect for hitting him if he's
floating above you. Then, it's just a waiting game as you take apart
his health bar chunk by chunk until he's dead. From here, you go onto
Stage 4B (Mountain Swamps)
-------------------
STAGE 4
///Dullahan///
- How to Get To -
Via route A, after passing the spiked pendulum, you'll come to the
moving platform that is connected to another spiked ball at the other
end. Avoid the ball and jump up to the staircase above, and proceed up
the second set of stairs to the door. For path B, after the frog
statues, jump over the gap with the rafts going down the waterfall.
Continue across the rope bridges and forward. Before the boss room,
there will be the Holy Water subweapon in a candle for you to grab, and
a hidden pot roast in the wall just below the door to the boss room.
- Strategy -
After Dullahan breaks out of his ice prison, proceed to attack him.
He'll try to stab at you with his lance, which you will have to move
away from to avoid. He'll also try his jumping attack where he'll try
coming down ontop of you with his lance, which again you'll have to
walk away from to avoid. Then, he's got this very annoying attack where
he stabs the ground which produces an stream of ice to spike up from
the ground towards you. You'll need to jump up to the highest platform
near the door to avoid it. Chuck some Holy Water at him while you're up
there. His attack that's hardest to avoid is when he throws up his
head, and it comes after you. Walk to the corners of the screen, and
then backflip out of the way before the head can hit you. Continue
doing so until he calls his head back. Another attack that he tends to
use after going below half health is a slam attack that causes rock to
fall from the ceiling. Walk under the highest platform to avoid these
easily. After wacking him enough times until his health is gone, beware
his death-attack where he'll throw up his head, which will shoot out a
spray of green balls. Then you're golden.
***
STAGE 4 ALTERNATE
///Carmilla & Laura///
- How to Get To -
If you took route A, go up to the wall right next to the moving
platform/spiked ball duo, and jump attack to reveal a breakable wall
with a bomb inside. Whip the bomb to ignite it, and stand back and
watch it take the whole wall out. Then, proceed forward, avoiding
another spiked pendulum. If you took route B, instead of jumping over
the gap with the waterfall, jump onto one of the rafts floating down
it, and prepare for a wild ride! be careful though, because you'll
need to keep an eye out for the bird carrying the "Danger" sign, for
that means you'll have to jump off soon to avoid falling to your death.
Proceed forward, ride the farryman's boat, and get to the door. There
are no health items, but you may wanna grab the Holy Water.
- Strategy -
Start jumping up and whipping Carmilla on the skull as soon as you can.
Be careful of the bloody tears the skull drops, which will burst into
flames. You can avoid them by walking under them when they splash. Do
*not* let Laura near you. She'll speed up walking towards you if you're
near her, and will grab you and suck the hearts out of you. This also
allows Carmilla to hit you with the fire tears. Simply jump over Laura
and onto the higher platforms when you can, and
continue whipping Carmilla. If you have enough hearts, Hydro Storm
could be useful as well if you can't reach Carmilla. After getting down
to about 1/4 health, Carmilla will die, and Laura will shed her regal
attire and proceed to ninja jump and kick her way around you. Avoid the
kicks while either whipping her after she lands, or throwing some Holy
Water
under where she will land; ensurring a damaging hit. It won't take long
to take her out as well, and she'll drop a hefty sum of hearts for you
to rack up the points with.
---------------
STAGE 5
///Death///
- How to Get To -
From here on out, there are no alternate stages (except for the Hidden
Docks, which can only be accessed when you beat Dracula, and there is
no boss for it), so no matter what route you take, you'll still end up
fighting the same boss. Be sure to grab the pot roast in the lower
lefthand corner of the screen before the boss fight, and the Cross
subweapon.
- Strategy -
If you've played any Castlevania games before now, you can probably
guess what Death's initial attack is going to be. He floats around the
screen, whilst allowing the mini scythes that he summons out of thin
air do the attacking for him. These suckers home in on you, so you'll
have to either whip them out of your way, or jump over them to attack
Death. After reaching about half health, Death will float to the
background of the screen, and summon large skulls to throw
at you. Be sure you're at one end of the screen, and simply walk
towards the other side while he throws the skulls at you, and you
should be safe. After this, he'll go Super Saiyan on you. He'll jump
back into the regular screen, and will continue to summon a lesser
amount of mini scythes to fly at you, while now also attacking with his
larger scythe. He'll try two things - either double slashing at you or
jumping up and doing a rolling attack at you in an arc. Stay at one end
of the screen, after he attacks move in to whip him a few times, then
move back out of his reach,
while also avoiding the occational mini scythe. You'll eventually wear
down the remainder of his health.
----------------
STAGE 6
///Shaft///
- Strategy -
Shaft's going to play it cheap, and not attack you directly just yet.
First, he's going to summon the first four bosses from the original
Castlevania game to fight you first.
- /Giant Bat/ -
This boss is more like his Symphony of the Night and Harmony of
Dissonance forms, in that he will shoot homing fireballs at you, and
will then do a drill attack. Whip the fireballs to get rid of them, and
attack the bat when he does his drill attack and is stuck in the ground
momentarily. Do it right, and you shouldn't get hit at all, and he'll
reward you
with a mess of hearts.
-/Medusa/-
This witch is more difficult. She'll try petrifying you with a shot
beam, which you can duck to avoid whilst whipping at her. She'll then
jump in the air and try and stab at you with her outstretched tail,
which can be easily avoided. She will then summon three snake circles
to home in on you, which you'll have to whip to get rid of before going
in and attacking her some more. If you picked up the Knife subweapon,
try a item crash to wittle her health down.
-/Mummy-
The Mummy will begin by shuffling towards you, and attacking with his
classic bandage attack, which you can duck to avoid whilst whipping
him. He'll then summon three large blocks to throw at you, which you'll
have to jump and climb over to avoid being smooshed. As he's summoning
them, whip him as much as you can, as it leaves him open. He'll then
immeadiately throw a bunch of little bandages at you, which will fly
above and below him, then weave in front of him. Whip them out of the
way, and continue attacking him. Defeat him, and he'll leave you a nice
pot roast.
-/Frankenstein/-
Probably the hardest of the four classic bosses. He'll start be
grabbing for you, which you can walk out of the way of to avoid. He'll
then jump up and slam down on the ground to cause falling rocks to
bombard you, which you'll have to dance around to avoid. His most
difficult move is his lightning move, which he'll shoot in a large ball
at you. You'll have to time
a backflip jump just right to avoid it. He'll repete these moves until
he dies.
Now you have Shaft to contend with. He'll buzz around the room, whilst
letting the two balls he summoned do his attacking. He'll call out his
attack before the balls become aggressive, which will clue you in to
what to do to avoid them. Fire orbs will float around the room
haphazardly, and will need to be walked away from to be avoided. You
can also whip them to knock them back a tad and keep them from hitting
you. Lightning orbs will attack three times. The first two you can just
stand between the two orbs as they'll hit on either side of you. The
third time though, you'll need to walk away from them both as they'll
home in on you. Rolling Thunder orbs is just that; the two orbs will
have electricity surrounding them, and will roll around one another
whilst trying to home in on you. Lead them to a corner and backflip
jump to avoid them. Keep attacking Shaft as he buzzes to either side of
the room and avoid the orbs. If you're in a pinch, use an item crash to
help yourself out. Knives can be re-directed when in item crash mode,
and Holy Water makes for a large coverage area. Shaft will eventually
die. (note: if you die while fighting Shaft himself, you don't have to
fight through the first 4 sub-bosses upon restarting the battle - only
if you have to continue)
---------------
STAGE 7 BONUS
///L. Vampire///
- How to Get To-
Ok, the L. Vampire isn't so much an alternate boss as it is a bonus
boss. Like in the original Rondo of Blood, if you neglect to save
Annette, she will turn into a Succubus and fight you in place of
Shaft's Ghost. If you save her, you won't have to fight this boss at
all. It's all up to you.
- Strategy -
I recommend having the Cross subweapon for this battle. The L. Vampire
has all her little bats do her fighting for her. She'll first send them
out in 5 streams across the stage, where you will have to move in
between the lines of them to avoid. She'll also send them out as a
singular stream at times, which is easier to avoid. When she send them
out in a spiral will you have a more difficult time avoiding them, but
not by much. When she has lower health, she'll have two
sets of bats below and above her, then send a middle set out across
half the screen to attack, then retract them. Between attacks, she will
call her bats to 'protect' or 'defend' her, and the bats will surround
her in a full body shield that you won't be able to hit her through.
However, before she throws her bat shield up, you can pull off a Cross
throw to sneak in an extra hit or two. Keep ahead of her attack
patterns, and you should be able to take her down.
STAGE 7
///Shaft's Ghost///
- Strategy -
Grab the Axe subweapon if you can for this battle. Shaft will hop
around the screen like he did before, but he'll hover in the air, so
having the Axe will come in handy when hitting him above you. Again,
he's all about summoning. He'll call some bats out to attack you, which
can either be avoided or whipped. When he yells 'protect me', the
corpse of the Wyvern boss will swoop down and attack like it did when
you first fought it. Avoid the fire and lunging, whilst jumping
to attack Shaft. He'll call out bats to attack you again, then will
call upon the corpse of the Behemoth that was chasing you in Stage 2,
which will come up from under the ground and sweep across the floor to
try and hit you. You'll notice the ground errupting a little bit
beforehand. Simply jump to avoid it. Shaft will continue to call on
these creatures until you defeat him. Again, if you're low on health
and have enough hearts, try pulling off a item crash to sneak in the
extra hits, which will also take care of the bats he throws at you.
---------------
STAGE 8
///Dracula///
The moment you've all been waiting for. You've finally made it to
Dracula. If you've played the original game, or Symphony of the Night,
then you know exactly what's in store for you. However, there's a
little extra that was thrown into the remake of Rondo that wasn't in
the first game. Instead of two forms that Dracula has, he's actually
got a third form as well if you saved all the girls. Remember to grab
the Cross or Holy Water subweapon beforehand.
-/Dracula 1st Form/-
This is the simple part. Dracula will do his ever classic teleport,
followed by hellfire. You can whip the fireballs out of your way, or
you can avoid them by jumping early on; the choice is yours but I
recommend just hitting them and ducking. If you get them while they're
still in his cape, you can take out all three, then continue hitting
Drac. His head is the weak spot, so just jump and whip. He will
occationally open his cape and attack with two Balls of Destruction,
which can't be whipped out of the way, so you'll have to time a jump
between them to avoid being hit. Repete until his first health bar is
gone.
-/Dracula 2nd Form/-
Now things get interesting. Dracula will shift into his second form of
a large demon. He'll procede to jump around the screen and trying to
land on you, which is easy to avoid by walking under him. His two main
forms of attack are firing three large fireballs one right after the
other at different angles. Jump and/or duck to avoid them. His other
attack is a huge blast of dark energy, which you will have to duck to
avoid. Continue avoiding his jumping around, and keep whipping at him.
If you kept the Cross subweapon, you can get off a few hits to his
head, but can do well without needing the Cross regardless.
-/Dracula 3rd Form/-
Don't rest yet! Dracula's got one more trick up his sleeve. Dracula
will take his original form, but with large bat wings as an extra
addition. After transforming, you can get in two hits before he
teleports to either upper corner of the screen. Get directly below him
and hug the wall, because he's going to pull a Bloody Hydro Storm on
you! My suggestion would be to keep the Holy Water subweapon instead of
the Cross *for this battle specifically*, because as he's raining
blood on you, you can perform your own Hydro Storm, and get a good five
hits onto him as he hovers during his attack. He'll teleport to either
the right or left of center screen, and will summon an arc of bats to
stream after you. Attack twice before the bats come out, then duck very
close to Dracula as they stream out to avoid being hit, and afterwards
pop up again for another quick hit before he teleports away again. Now
here's where things get dicey. Drac's going to randomly start attacking
you in an assortment of different ways, and you'll have to act quick to
anticipate which attack he'll use. He will either:
A.) Summon three blasts of magma to home in on you and errupt from
underneith your feet. You'll have to way away from each blast to avoid
them, whilst getting in maybe a hit or two on Drac.
B.) Summon blood spikes to errupt from below you. Again, walk away from
the first four, but stand still for the fifth, as they will errupt on
either side of you, and will catch you if you're jump-happy.
C.) Turn into a wolf, which will either rush at you in a straight line
that you'll have to jump to avoid, or will dash diagonally in hopes you
get nervous and jump into it's path. Stay steady, and make sure you
know where it's going before making a move. If it's dashing at you in a
straight line and you have Holy Water, throw a vile down on the ground
and it will run right into it. Otherwise, you can whip him and cause
damage.
D.) Fly into the background, and will shoot five large fireballs at
you, which like Death's skulls will home in on you if you. When you see
him flying into the background, quickly get as far to one side of the
screen as possible, and walk in a straight line to avoid the hits.
Dracula will also continue his bat attack from time to time between
these actions. These attacks are random, so don't make the mistake I
did at first and think each time you face him he'll have the same
pattern of attacks. After getting down to his last quarter of health,
Dracula will summon a blood mist ball to track you down, and will turn
into a mess of bats to avoid being hit, though don't let that stop you
from trying to attack. As the mist ball gets close to you, whip it away
to avoid being touched by it. Dracula will eventually become corporeal
again, and you can get off a hit or two, but beware the blood blast
he'll throw towards you that keeps low to the ground, as it's very fast
and you'll have to time your jump carefully. He'll also start summoning
constant blasts of magma to follow you rather than just three in a
string. Avoid these as best you can, while trying to get in close
enough to Drac to give off a hit or two before he teleports and
randomly attacks again. This is probably the hardest battle of the
game, and rightfully so. You will have to get your timing down with
your attacks, and do your best to avoid getting hit. Drain Dracula of
his last health bar, and you're done! The game is yours! You can relax
now as the last dialogue starts.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/////////////////~Section III: Credits &Thanks~///////////////////
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
///Thanks to:///
- The various patrons of the Castlevania Dungeon Forums for the
different routes
- Mr.P's Castlevania Realm for the original Rondo of Blood Boss tidbits
- The Castlevania Encyclopedia for full maps of Rondo with alternate
routes
- Special thanks to Bloodreign for the added alternate route
information and help
- Very special thanks to Konami for doing a damn fine job on this game!