Castlevania
The Adventure
Rebirth
FAQ/Walkthrough by LoganX0
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[TOC]
Table of Contents
Control+F to search by the three character codes
Table of Contents [TOC]
Introduction [INT]
Story [STR]
Controls [CNT]
Techniques [TEC]
Weapons [WPN]
Strategies [STA]
Level 1 [LV1]
Level 2 [LV2]
Level 3 [LV3]
Level 4 [LV4]
Level 5 [LV5]
Level 6 [LV6]
Secrets [SEC]
Frequently Asked Questions [FAQ]
Legal and Contact [LGL]
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[INT]
Introduction (Version 1.0)
This is the first Wii Ware Castlevania for the Wii system. It is nominally a
remake of an older Gameboy title, Castlevania the Adventure, which delighted
hand held fans with its black and green glory and ridiculous difficulty. The
Wii ware game shares very few similarities however to the old GB title and
is in fact much closer to Dracula X in terms of play and game mechanics.
This is my first FAQ. It contains a complete walkthrough for CTAR with all
branching paths and secrets. If I miss something, please feel free to contact
and I will gladly add a FAQ section, as soon as I get some frequently asked
questions!
Please support the publisher by buying great titles like this and the other
Rebirth titles for Wii Ware. Maybe we'll start to see more quality and less
shovel ware by investing and letting publishers know what games we want.
(Version 1.1)
Changed some formating errors.
(Version 1.2)
Completed formating changes. Updated Classic style discription to fix errors
(thanks to Andy Doucette for the correction.) Fleshed out Level 4 path B.
Updated legal and contact info.
(Version 1.3)
Corrected Information on Level 4, path B. Added Secret area in Level 6
(thanks to Joel Daniel Rodriguez for this one.)
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[STR]
Story
The story of Castlevania: The Adventure, Rebirth (hereafter, CTAR) begins 100
years after the destruction of Lord Dracula at the hands of the mighty Belmont
clan. Peoples fear of the dark lord having subsided, the Count has once again
resurrected and unleashed his vile hordes upon the people of the land.
Christopher Belmont, descendant of the heroes who had destroyed the persistent
vampire in the past, now takes up his ancestral whip and ventures into
Castlevania alone to end the Count's reign of terror once again.
This title's placement in the cannon of Castlevanias is between Castlevania 3
and Castlevania (original NES title.) Christopher is first introduced in this
saga, which continues in the title Castlevania 2: Belmonts revenge for the
Gameboy. He is a descendant (not specified what relation) of Trevor Belmont,
and since this game predates the original by 100 years, a fore bear of Simon
Belmont.
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[CNT]
Controls
The control styles of this game are both simple and varied:
Wii and Nunchuck
Wii (turned sideways ala New SMB Wii)
Classic Controller
Gamecube controller
The Major Functions are:
D-Pad/Analog stick: Right and Left for movement, Down for crouch, Up + Attack
for secondary weapon. Cardinal derictions move cursor in the options menu and
pause screen.
Attack Button: confirm selection, Whip, Up and Primary for secondary weapon.
Jump Button: escape selection, Jump.
Secondary Weapon: Up plus Attack at the same time.
The options allow the two main functions to be mapped to different buttons.
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[TEC]
Techniques and Items
Attack: The Belmont family whip, Vampire Slayer, is a potent weapon against
evil, and with practice, skilled at both offense and defense.
Press the Attack button while D-Pad neutral to whip straight forward.
Press the Attack button while D-Pad down to whip while crouching.
Press the Attack button while Jumping to attack airborne enemies.
Press the D-pad Up and Attack simultaneously to unleash your current
Secondary Weapon.
Special Whipping techniques:
The whip has three animation sequences, and each is usefull for offense or
defense.
1. The whip is drawn behind the head in an arc: this posture actually attacks
enemies or candles slightly above and close behind the player. As such, it can
be used defensively to destroy flying enemies such as medusa or bats just
as they pass, and can destroy projectile such as scythe as they boomerang
towards your back. I call this technique !Whip Shield!.
2. Intermediate frame: the whip rushes forward instantaneously in a blur,
counting as a hit if the enemy is very close, and looking cool as hell if you
can catch it while grabbing a Boss Orb.
3. Extended whip: The whip is fully extended, causing damage to any enemy
that touches any part of it. A slight delay is required before being able to
whip again.
Jump: Jumping in this game has two methods- normal and classic.
Normal: you have a good degree of maneuverability while in the air, being able
to reverse directions all the way up until the zenith (good word, look it up)
of your jump. If you jump straight up without imputting a direction, however,
you can not move after leaving your feet.
The !Bait Jump!: jump forward just enough to trigger an
enemy's animation, get a candleabra to fall, or advance the screen showing you
a candle, then quickly maneuver back to the ledge you jumped from. Tricky.
Classic: Know that thing I just described? Ya, forget about it if you choose
classic control. You move forward during your jumps like a lump of bronze,
unable to change direction, fingering your nose at the certain disaster such
a bone headed game jump entails. At least feel vindicated that this jump
is the way many of your Castlevania ancestors perished before Konami decided
to add reflexes to the Belmont clan.
Stairs: Oh boy, are you in for fun here. Unlike some of the more enlightened
members of your clan, you can only do two things with em, go up em or down
em. No jumping onto them, no jumping off of them. Well, you can whip while on
them. Three things then.
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[WPN]
Secondary Weapons: Special candles contain secondary weapons. These are
activated by...oh really now, you either know or don't know how to use them by
now, it hasn't changed in almost 30 years of special weapons in Castlevania.
*note if you choose Classic Style from the options menu, you only get the Holy
Water and Cross. Thank the gameboy for it, I guess.*
The weapons consume different amounts of hearts and have unique methods of
attack.
Knife: weakest and quickest, this weapon flys straight forward until leaving
the screen. Hearts: 1 heart
Axe: heavy damage, multiple hits, flies in an arc from your hand off the
screen. Hearts: 2 hearts
Cross: medium damage, multiple hits, flies in a straight line about half
screen and then returns. If you jump it or dodge it, it will continue on
till leaving the screen. Hearts: 2 hearts.
Holy Water: I mean, holy crap. They nerfed this weapon out of existence
since 4. It flies in a sharp angle downwards and breaks upon a floor or ledge,
burning for a short duration. Technically could hit multiple times if the
enemy were incredibly stupid or slow. Hearts: 3 hearts
Watch: stops time for a short duration. Why Christopher isn't robbing banks
with this, I will never know. Hearts: 8 hearts, ouch.
Orbs: glowing orbs upgrade the whip. The first one you grab turns the leather
whip into a longer Vampire Killer. Any subsequent ones cause the whip to fire
a fireball out the tip (just like spring break) that travels 3/4 of the screen
for the duration of the yellow bar under your health.
Keys and Locked doors: Certain candles and breakable walls contain keys.
These keys open...wait for it...locked doors, and then dissapear. Yup.
They also replace your current sub weapon. If you pick up a sub weapon, it
replaces the key. Don't do it.
Pot Roast: hidden in breakable walls, this fills up your health by about half.
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[STA]
Strategy: $$$
CTAR is a linear platformer with some levels containing branching paths.
As such, some levels may be completed more quickly, or with less difficulty,
or with a larger amount of wealth. This FAQ walk maximizes wealth. Very few
levels pinch you with time constraints, the enemies are rarely much harder
around the big money routes, and gains you additional lives at 40k, 120k,
and 200k, etc. Plus money tends to be the scenic route through Castlevania,
and hey, we're already here.
Strategy: Axe me about my preference.
You may play with any weapon you choose. Take the Axe. Seriously.
You may remember C:3 where the cross kicked butt. You may remember SC:4
where the holy water pwned bosses. Take the Axe. Seriously. It can reach
tons of candles which have big money in them (see above,) most bosses attack
from above, and bone slinging skeletons really diserve some of their own
medicine.
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[LV1]
Level 1: Entrance and Esplanade
Proceed forward. Red candles contain hearts and money, and Blue contain
special items. The first here is the Orb which powers up your whip. Continue
forward, killing bats and mud men. The next blue candle is a knife. Take it
if you want. Head to the exit, but turn to jump up the ledge, grabbing $4oo,
then turn and jump off the right side, whip in mid jump to find $7oo hidden
above the door. Exit.
Go forward until you see a slightly raised ground, use this to jump up to the
left, where an Orb awaits. Proceed across the floating ledges till you reach
the raised hill and wooden planks hanging in the air. These planks will flip
over after you touch them, dropping you. Jump quickly to them and then whip
with your Orb shot at the candle above the entrance, while doing so you should
break a hidden block for a bag of money. If not simply jump up and whip above
the entrance to hit it. Back track to the lower level if you want the bridges
candle with money...you do. Exit after.
Proceed, avoiding the falling eyeball. Jump up and grab the blue candle
with a Holy Water. Drop down and whip the skeleton quickly. Turn left and
whip, breaking a block. Drop into the pit and whip, revealing a saphire
worth a whopping 50k. Jump back up to the upper ledges and proceed along the
top, spacing out your jumps so as not to fall. Each ledge has progressively
more money in the candles. Drop a Holy Water or skillfully drop down and kill
the two skeletons, carefull for eyes. Move right, the red candle is a screen
clearing crucifix and the blue is an Orb. Proceed to before the stairs. The
red candle is another screen clear, and under the stairs is a wall you can
whip to get a Pot Roast and then a candle with money. CAREFULL: if you have
the fire Orb, your whip may attack the candles on the other side of the wall
you cannot get to, wasting them. Exit.
###Key 1.1 and Locked Door 1.1###
Proceed along the top, either whipping the owls with your fire whip shot, or
letting them circle around and turning to whip them as they approach. The
first blue is a Cross, and the next is an Orb. Whip the statue at the end
for a 5 heart. Backtrack and go along the lower level, first right to get
the money, then left until you get to the blue candle with a Key. The bats
cannot hit you while standing, use the Whip Shield technique to kill them
for points. You now have a choice: use the key immediately to get the two
candles through Door 1.1 or hold onto for a few minutes to open Door 1.2.
The two candles have 5 hearts each, not a great prize. I actually get them,
since I will not be taking Door 1.2 if I want to get as much money and an
extra life in the first level. Your choice. If you do open Door 1.1, you
will respawn the creatures here when you come back through. Kill them and
move to the exit on the top right.
### MIni-Boss: Giant Bat ###
Proceed along, grabbing the candles till you trigger a mini boss fight,
Giant Bat. This creature assembles from many small bats and then pursues
you, eventually pausing and then dashing straight forward. Three hits
from your whip cause it to break apart and reform elsewhere. If you wish,
the last candle is an axe, three hits from it also break it apart, but hurt
less than the whip. It will beat its wings quickly to signal a charge
attack. You can attack it while charging, but it will not count towards the
three hits to break it apart. About 6-7 hits will end his pathetic life.
Move on to the exit.
### Door 1.2 ###
If you saved the key, this is the next door you may open. Note that if
you open it, you are sucked into it, and may NOT return to this screen or
the other path. Whip above the key door for a Pot Roast and the lower
red candle is money.
If you choose this door, go through and and across the bridge. The first
candle is a Watch. Below is a mini boss that you may fight in level 2, just
for show here. Kill the skeletons and avoid the eyes. Exit right.
Go up killing skeletons and getting the Axe which is at the bottom. Nothing
much to see here. The exit is top right.
The step just under your feet has a pork chop, drop and whip it. Exit right.
Grab the hearts and ignore the Holy Water. You are now at the End Boss, below.
### Upper Path ###
If you don't use the key door and go up the stairs, they key is now useless.
To the left is an Orb. Up the first stairs, across the jump is a knife.
Proceed right, following the path down and then up the stairs, watching not
to get hit by rolling eyes. Go left to the exit stairs.
To the left is an owl and a money bag. Next go right, along the bottom
for an Orb and money bag. Go up the stairs, jumping to the right for more
money. Go left to the exit stairs after grabbing the money past the stairs
and backtracking to them.
To the left is a secret room and big money. Jump onto the moving platform
and then go through the door. Jump to the top of the brown stones without
whipping them, or they will break. At the top is two saphires. Grab the
rest of the candles and the bottom brown stone has a screen clear, just
waiting to fowl up your earlier efforts. Exit and recross the chasm. Cross
to the exit at right.
This room has mini eyes that drop at intervals and persist. The blue stone
will crumble after being walked upon. Head down carefully, whipping candles
till you reach the third level down (you fell through two connected ice stone
to get here.) Jump and whip the ledge to the right for a saphire. Continue
down to the bottom. The step to the left near the red pillar has a Pot Roast.
Exit to the right.
This room has hearts and a Holy Water. Avoid it.
### End Boss: Giant Eye ###
This boss drops into the stage and can be hit immediately. Each time you
hit him, he rebounds away. Puch him into the corner and pepper him with your
whip and axe if you have one. The cross hits him multiple times, but can
bounce him out of the corner. He may drop small eyes if you let up, crouch
to whip them. He dies quickly 9-10 hits, collect the hearts and strike an
awesome pose as you grab the Boss Orb.
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[LV2]
Level 2: Villa and Caves
There are two red candles up high. If you have the axe (see, I wasn't
kidding) you can grab both. If not, you can only get the inner one. Go right
and get the Orb. Jump up to the left platform after killing the Armors
(they require two hits, and you can duck to avoid their spear stab) and then
jump off as far to the left as possible, whipping with the fireball shot just
after the top of the jump to hit the red candle. Each contains 1k. Go back
right and kill more Armors, being carefull not to be under the chandeliers
if you whip them, as they hurt on their way down. Go across the ice blocks,
whipping the bats and chandelier. Hesitate a moment as it falls to not get
hit. The blue candle is a knife, blech. The top candle on the way out is
another fire Orb. Exit.
There is another candle waiting for your axe. The Moa's (birds like
ostriches) require two hits and jump forward after recoiling. You may either
proceed to the top level via jumping on the statue, or whip it and proceed
along the bottom. The gas bags will retch up balls of gas that bound around,
so whip them quickly. The brown stones they sit on each have money in them.
On the the top level is:
### Key 2.1 and Door 2.1 ###
Grab the key and decide if you want to go and open the top door to lower
the drawbridge. You do, its more profitable. Whip the handle to lower the
bridge, and quickly jump off and whip the red candle if you have your fire
shot left. Alternately, keep the axe, throw it to hit the switch from below
without using a key. Axe the candle for a saphire. Go back for the key if
you want it. Exit to the right.
### Upper Path ####
Go right, whipping the flee men from a crouch, or using the whip shield
to kill them just as they pounce. The blue candle is an Orb. The red candle
is a Holy Water (sneaky) so don't get it. Move to the right along the top,
dropping down to the bottom level after crossing the blocked wall to kill
the flee men here. Jump up and whip the stone wall to the right at its top
to find:
###Key 2.2 and Door 2.2 and 2.3 Paths ###
Get back onto the top level and jump across to the key to pick it up (it
won't dissapear quickly like money, but I don't know if it will eventually.)
if you want to go straight to Door 2.3, whip the crumbled wall right of the
key and drop down. If not, go back up to the stairs and exit.
### Door 2.2 path ###
DON"T whip the brown stones. Jump up and over the chasm (the blue candle
to the left is a whip orb, the green candle is Holy Water, AVOID IT or lose
your key. Whip the gas bags and head right to the Door 2.2. If you do
lose your key, drop down the chasm and end up in the Door 2.3 path.
Inside this door is two saphires and a red candle with a 1up, go back out,
whip the lower brown stones till the last one, use it to jump onto the statue,
kill the gas bag on the top and go across the top stones and jump on the white
ledge, walking through it to get the 1up. Back track to the
left and drop down to Door 2.3 path.
### Door 2.3 path ###
Fall down the chasm and avoid the bats and gas bags as you move downwards.
About three screens down you see a gas bag in front of a door. This is Door
2.3. if you saved your key, proceed. If not, go donwards, again avoiding bats
and gas bags. The bag over the chasm with a flip ledge is money. Exit down.
### Ignoring Door 2.3 Path ###
Proceed to the right. The first blue candle is an Orb and the second a knife.
Whip the merman as they rise and avoid the occasional bat. After crossing the
ice bridges, their are two levels, upper and lower. Stay up and quickly jump
across the blue ice stones to the upper corner in order to get money and
Key 2.3. Drop down and exit via the stairs.
Fall onto the water wheel and ride it to the left. Whip the wall to get a Pot
Roast. Ride it again to the right. The next blue candle is an orb. Ride two
more water wheels and continue right.There is Door 2.4 down below, use the key
here as there are no more doors to find. Proceed right and enter the door.
### Mini-Boss: Giant Amoeba ###
This boss fires out the occasional skull at chest level and foot level (if
really angry) and charges a few steps forward if not whipped repeatedly. Do
just that. After a few whips, it will expose its pink core, whip it three
times to kill it. It retreats when whipped and exposes its core either high
or low.
Ride the elevator upwards, whipping the bats, skeletons and candles. The first
blue is an axe, get it, the second is a Watch. Exit left.
Kill the gas bags, get the candles of money, leave left.
Kill the gas bags, get the candles by jumping off the ice stones, leave
left.
Kill the gas bags, whip the candles and ...don't leave left. Walk under the
platforms and whip the wall for a saphire. NOW leave left.
Cross the elevator to the left.
Kill the flee men, the blue candle is a Cross. Before using the stairs, whip
the wall behind them for a Pot Roast.
Whip the statue and candle to the left for money, go right. The blue is Axe,
get it if you haven't because its boss time.
### Ignoring Drawbridge Path ###
Make sure you have the key and then ignore triggering the bridge. Fall down.
head down and right, first candle is an Orb. Keeping going right, watching out
for rodents of unusual size (see they don exist) who hop at you, and Lightning
Jellyfish which rise up and swarm you. Ignore the Candle with the Watch. Go
Right and down.
Go down and right, ride the water wheel to the bottom and get the Orb. Ride it
up and jump to the right. Go right till you ride the second wheel up to door
2.4 which has a heart and saphire. Exit right.
Ride the elevator, getting the Axe and Money. Halfway up on the right is
crucifix. Exit left.
Use the water wheels to cross the water, whipping the candles just as you pass
them to get the money. Exit left.
Kill the two mermen and then ride the elevator up. It has nothing. Exit left.
the next room rejoins the Upper bridge path. whip the top right wall behind
the stairs for a Pot Roast.
Get the items and hearts, head right to fight the End Boss.
### End Boss: Were-Mutant ###
This boss has two forms, mutant and man. As a mutant he throws blocks in an
arc, pounds the ground to send rocks in an arc, and hops to the roof and drops
rocks in an arc. If you whip the rocks, they fall harmlessly, try to time
your whips at him to also crush the stones. If you give him enough time, he
reverts to man form, either jumping of the walls like Chun Li in a kick or
spinning like Zangief (Capcom is gonna sue somebody...) If you whip him in his
spin, he backs up. Make short work of him with well timed whips and axes when
he takes to the air. You know the drill, strike a pose under the Boss Orb.
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[LV3]
Level 3: Outer walls and Torture Chambers
Head down and whip the giant skull for a 5 heart. Exit top left.
Collect the
blue candle for an orb and whip the skeleton. Jump across, whipping the skele
ton in the air. drop down and whip the skull and skeletons. Right is some
candles and a spear. The spear fakes once before extending all out, you can
walk on the shaft but the tip is damage if you touch it. The spears will kill
bad guys too, equal opportunity. Go to the top level and go left. Kill the ape
skeletons on the ropes and avoid any thrown bones. Wait for the spear to
retract and hop up the three flipping ledges for money bags, walk out on the
spear to get a second money bag. Exit bottom left.
Go left to get the skeleton and money underneath. Head up watching for bats
kill the skulls on the wall for money or hearts. At the top of the next stairs
is a spear that for some reason cannot hit you if you stand at the top of the
stairs even though its in your back. The red candle is a knife. Hop on the
spear and move up. From the flipping ledge, jump and whip left to destroy the
wall and get
### Key 3.1 ###
Proceed upwards via the spears as jumping points. To the left is a skull and
Orb. Jump across left and head up after killing another skull. Pause to let
the spear above retract, and then use the three spears to get up, timing it so
you jump up just as it stabs. This area has three flipping ledge and a spear,
hesitate at the top to avoid a second spear above you. When it retracts head
up the stairs, stopping just short of the next sprear each time (you can hit
your head against the shaft without harm to space yourself.) Next is three
more flipping ledge. From the center one, jump and whip the wall left to find:
### Door 3.1 ###
Inside this door is hearts and money. Exit to the right.
Use the three flipping ledge to kill the skeleton above and exit to the right.
NOte that the red candle is a Watch.
The skull above you has an Axe and the first candle is an Orb. Kill the bone
pillars and time your jump off the ledge to use the Whip Shield to get the
candle in mid air which has a saphire. Proceed right killing skeletons and
bone pillars until you see another candle above a pit, use the same technique
to gain a 10k bag. The skull above the exit has money too.
The red candle is a holy water. Time your fall down the pit so as to avoid
both the crushing wall and the bone pillars flames at the bottom. Fall down
the next pit being carefull to time the crushing wall and the spear at the
base. Quickly fall down again, whip to your left in a crouch to kill any mini
eyes, and get the money. Fall down twice more, killing the skull and avoiding
mini eyes. Now you have a choice. By walking over the crushing wall, you can
whip the wall and take path A, or you can fall down the crushing wall and take
path B.
### Path A ###
Go through the broken wall, don't jump here as the roof is spiked. Fall past
the crushing walls twice, and then jump across to whip the skull and get the
bags of money. Jump to the middle again as the walls seperate falling down
the center and whipping the money. Exit right. Falling here just links back
to path B.
Jump onto the ledge and up to get the whip Orb at right. Go across carefull of
medusa heads. Head down. Cross the spear traps, carefull of red skeletons
which respawn at bad times. Head back up. Jump to the left to fight two mini
deaths, who use a very annoying scythe boomerang high or low. The Whip Shield
will destory the scythes if timed right, allowing you to attack and defend.
Here are saphires and hearts. Head back right, fight another mini death and
exit.
Go up and right, down just links to Path B.
Go right and use the blade when it turns sideways to jump up. Watch for ecto
plasm and medusa. climb the ladder, timing it so you can immediately walk left
to get under the blade. Jump across and hike up the flipping ledges. Exit.
You are now in the room right before the End Boss, take the Cross if you wish.
### Path B ###
Continue to fall down past the crushing wall. Avoid the falling mini eyes and
try to whip the candles for money and an Orb. Fall to the left or right, but
avoid the tips of the spears that guard each way. There is money over the ice
blocks, but they dump you onto spikes, move fast. At the bottom, to the left
whip the wall mid way up to find a Pot Roast, Exit right.
Get what candles you can, exit right.
First off there is an orb and then Cross by the Guilitine. If you duck, it
can't hit you at any part of its swing. Cross the ice using your whip shot to
break candles before you reach them. Next are red skeletons that revive
after being dead for a moment, and spikes above and below. Jump the bottom
spikes before they shoot upward and move quickly past the top ones before they
strike, whipping red skeletons when they revive. Jump straight up onto the
flipping ledge when the guilitine moves away and let yourself fall through the
ledge to get the saphire and avoid damage. Same for the other side. Exit.
Get what candles you can while avoiding bats and ape skeletons, exit right
for a mini-boss.
### Mini-Boss: Skeledragon ###
This boss weaves in and out of strike range while firing blue orbs that seek
where you were when they were fired, slightly correcting their course as they
fall. Whip or Axe him as he dips, DONT go under him. Soon he will crash to
the floor. Whip him like crazy. He will retract to the corner and slither
in a sine curve along the floor. Position yourself where his body dips under
the floor to be safe, and whip him like crazy. He climbs the left wall and
then re-assembles on the right wall again to repeat his pattern. Axe will
quickly kill him, and a Cross can be used to repeatedly punish him when he's
along the ground. Exit right.
The first candle is a Knife and the next is an Orb. You can move so most of
of your front foot is over the spikes without harm to make the jumps, or ride
the platform, avoiding medusa heads. The spinning blade can be whipped to
destroy it, but the next two must be walked under with timing. Duck under the
second one if you don't clear it quickly. Ride the elevator up, whipping the
top of the wall for a Pot Roast. Kill a skelesnake with two whips, but be
carefull since he can use the Pot Roast hole to bounce up and over. Exit.
Jump over the first spear head, and use the whip shield to kill the ectoplasm.
Jump over the second spear and up the elevator, waiting to jump to the ledge
until both horizontal and vertical spears are retracted. Use the side spear
to go up, killing the skull. The red candle is an Axe. Go up and watch for
more ectoplasm. The spinning blade at top can be walked under if it is not
expanded, so time it so it expands at top and retracts on the downward part
of its path. Exit.
Jump over the ground spears and wait for the spinning blade to turn sideways.
Go under and use the people presser to get on top of the blade when it's again
sideways, move carefully across the top level avoiding spears and red skeleton
to get money and a saphire. return to the people pressers and walk over the
tops of them. The second one you can walk quickly over to get onto the next,
or duck to avoid the ceiling spikes if you miss time it. Walk to the last one,
and drop off to the right when its at the bottom and the one next to it is up.
Quickly walk left under the one you dropped off of to clear it. Ride the next
presser up and go over the wall, timing your jump off the wall to kill the
ape skeleton to the left. Bait jump to see him if he is off screen. Jump
the spikes and exit.
Go up collecting hearts. The top right is a Cross. Next is an End boss.
### End Boss: Blade Master ###
This boss surrounds himself with blades while floating at the top of the
screen, dipping down to skewer you. Axe works best, as it hits him and his
blades, destroying them. A Cross can also remove the blades well, but can
knock him back towards you, making you very cross. Get it. Ugh.
first he uses swords, with medium radius, dipping down with them. Whip or Axe
them to get rid of them. Eventually he will zip to one end, dropping both
his remaining swords and himself into the floor. Follow him and use the space
between his swords to stand close and whip him like crazy. Next is various
cutlery which will spin off him and follow you. Whip/Axe them away and whip
him as he dips low. Next is two passes of broad swords which surround him and
then float away towards you en-masse. Same strategy as the cutlery. Finally,
should he still be alive, he will summon spears which will fly away after time
and attack vertically from either side. They can be whipped in the air or as
they come at you. Just plug away when he dips down and he's yours. Pose.Exit.
##############################################################################
[LV4]
Level 4: Interior Rooms
The first candle to the left is an Orb. Kill the Red Armor with two whips. His
attack is fast, but if you crouch, it cannot hit you. Use the axe to get the
saphire to your right. Move left, avoiding falling candelabras, bait jumping.
Head up and right, drop the chandelier on the Red Armor. Head left and drop
down. Finish up these punks and move right to the exit.
Use the whip to drop the chandeliers on both side on the skele snakes and bone
pillars. Jump off right to get a money bag from the candle. Ahead are skele
snakes, let them bounce over and whip and whip shield them to death. Go Left
avoiding falling chandeliers. Exit left.
head up, avoiding medusa and skeletons. Exit Left.
### Infinite Regress ###
This series of rooms are looped together such that each door links to a
specific room and must be travelled in a set pattern to access the exits.
I will give a number to each room and list what exit warps to what room.
### Room 1 ###
Two skeletons and respawning eyeballs from the center.
Exits:
Upper Left: To Room 2 Lower.
Lower Left: To Room 1.
Upper Right: Impassible.
Lower Right: Door 4.1 with an Orb inside.
### Room 2 Lower ###
Gass bags and Key 4.1
Exits:
Lower Left: To Room 3.
Lower Right: To Room 1.
### Room 2 Upper ###
Two Pill Bugs and Key 4.2.
Exits:
Upper Left: to Room 5 upper.
upper Right: to Room 3, upper left portion.
### Room 3 ###
Two Bone Pillar "trees" line a pit, crucifix on left side.
Exits:
Upper Left: to Room 4 lower right portion.
Lower Left: to Room 5 Lower.
Upper Right: Room 4.
Lower Right: Room 2 Lower
### Room 4 ###
Two Red Armors and 1 mini death. Watch for falling chandeliers that will
kill most of these guys if you trigger them.
Exits:
Upper Left: Room 3.
Lower Left: Door 4.2 and 4.3 must be unlocked to exit to Path B.
Upper Right: Door 4.4 has a saphire. To Room 4 upper right.
Lower Right: Room 5 Upper.
### Room 5 Upper ###
One Eye Flail and a Cross.
Exits:
Upper Left: to Room 5 upper, Upper Right.
Upper Right: to Room 2 upper.
### Room 5 Lower ###
Exits:
Lower Left: to Path A. (mini boss fight.)
Lower Right: To Room 3.
### Path A ###
Having exited Room 5 lower, you are now presented with a mini boss.
### Mini-Boss: Succubus ###
She has 4 main attacks. First, she will unleash a defense mechanism of a
ground shadow that travels along and pops up where you are standing. Jump
away from it at the last moment. Next, she backs to a corner and fires a
stream of bats that gradually increases in amplitude (brain hurt!) Basically
it is like the medusa or skele snakes: predict where the safe parts of the
curve are and hide there. Next she fires 6-8 flares, that spread out evenly
from her position and cause flame pillars. Stand between them. Lastly,
She warps to the center of the screen while screaming Die! and fires a
pinwheel of bat streams. Hope to be between one of the arms and follow it
out as it rotates. Alternately, either of her bat streams can be whipped.
To settle her hash, whip her opportunistically during attack 1, 2, or 4. Your
bread and butter comes during attack 3, where you can whip her repeatedly
in the center of the room if you are between the pillars of fire. An Axe or
a Cross is a good friend to have. Turn down her advances and proceed onwards.
Strumpet.
First Candles are Axe and then an Orb. Continue up the Towers by jumping from
ledge to ledge, whipping the bats, skeletons and bone pillars (they want you
dead bad here.) At the top is a mini-death, walk up just till your head pokes
up and use the whip shield or sub weapons. Exit left.
If you drop down, there is a saphire hidden in the wall to the right. Kill
the crows and eye flails. Exit Left.
Watch out for the two giant blue flaming skulls, they are suprsingly easy
to overlook. Three whips will kill them. Bats fly about above your head to
frustrate jumping. After getting the Orb, the bridge will start to collapse.
Move left steadily, whipping skeletons as you go. There will be giant flaming
blue skulls (catchy name, eh) appearing to chase you from behind. Move on.
the last candle is a saphire.
Skeletons and FBS, the third and fourth pillar will break for money. Above the
exit left is a Pot Roast.
Cross the two jumps to the far left and drop down. You are now connected back
to Path B. Whip the candles at the top, collect it, hit the candles from the
left side to insure you get them all.
### Path B ###
To get this path, you need to unlock two doors one in front of the other.
In order to do this, you must use keys 4.2 and 4.3 from the maze above, which
means skipping out on a spahire and whip orb. Follow the maze above to get
the keys and bring them one by one to the doors in Room 4's lower left.
Head left, killing mold spores and a new enemy, lizard men. They leap in the
air and throw daggers down in a diagonal pattern. Stand in between them and
whip him three times to kill him. A mini death is on a platform upper left.
So is 10k money bag. You know what to do. Exit lower left.
Head left, killing the rodents that spawn from the dark holes, you will see
their beady little eyes before they appear. Head up right, then left along
the path. First blue is a holy water, on the platform is a whip orb. Under
is a stop watch. To the left is more rats and a 10k bag on the ground level.
Go back up, kill the spores and go left. Next bag is 700 gold. Exit left.
Left is a new enemy, spiders. Whip them twice to kill. They travel along
a web in a diagonal path, spitting out flying webs that can be whipped
or just jump over. Underneath is money, on the upper ledge is a whip
orb. Go up and left. Next two candles are 10k bags. Exit upper left.
you've now linked up with Path A right before the boss room.
### End Boss: Stone Golem ###
Note: if you die, you will respawn in the previous room with a pretty small
amount of time. Time is the real enemy with the Golem.
This Boss has three attacks. He slams down his left hand twice, usually once
close to his body and once farther away. Walk towards him but not under him
to trigger this attack. After his second hit, his hand will rest on the ground
triggering attack 2, mini golems that drop onto his hand and his stomach. One
whip is enough to dispatch them. Last, he will jump into the air, doing damage
to anything near his hand and then landing far Right, causing a shockwave from
his left hand that travels half the screen. Avoid it by running far left.
To Damage him, you must attack the blue core on his stomach, which is too high
to reach without aid or an Axe. Trigger his first smash attacks, avoiding far
left. When the hand rests, whip the golems on it quickly, and get on it.
it will rise and then dump you when it reaches chest level. You have to jump
to the center chest platform before it drops you. Whip as you jump to clear
away the mini golems or throw a sub weapon like the cross to clear it and
score hits. Whip away at the core before he rockets away for attack 3. Quickly
move left to avoid it. Force him to use attack 1, and repeat the cycle to win.
##############################################################################
[LV5]
Level 5: Clock Tower
You are immediately greated by an automata that charges. Two whips will cause
it to crash to the floor, two more whips will end it. It likes to fall on you
so be carefull. First candle is an Orb.
Kill the flee men and skeleton. The large white clocks collapse when hit. Use
them to jump up to the left. Below is an automata that guards a saphire, use
holy water gotten from the left most ledge to deal with him. Get on the
moving platforms and go right. Exit.
Kill the flee men and avoid the falling eyes. go right, bait jumping to avoid
the chandeliers. A Red Armor and Mini-death guard the exit. Burn them up
with holy water and move on.
Eye Flails, Ecto Plasm and Eyes hamper you. The last part is guarded by two
Automata and Ghosts that spawn at random. You can backtrack and let them both
fall down the pit while whip shielding the Ghosts. Exit left.
First candle is an Axe and then an Orb. The top most gear to the right has a
Key 5.1. Keep it. Head over the gears to the left, killing the Armor and
go slow across the gears as they frustrate your jumps by moving you in the
direction of thier turning, and you want to be on the top to get Door 5.1. If
you fall or after you get the door open and collect the loot, head back right
to get money under the gears. Watch for medusa and gas bags as you make the
jumps. Exit left.
Head up this level, the first red candle is a Watch. Walk through this wall
to find a 5 heart on the other side. Medusa fly all over here.
Two levels up is an Automata, bait him to fall off the ledge. To the right
above him is an orb. Keep heading up. Exit left.
To the right most ledge is a crucifix that will kill all the brown stones too,
no big worry. Heading down to the right, there is money under the gears, but
watch as you can't jump under them and medusa will target you. Jump back over
the big gear and head down and left. The red point of the piston hurts you, so
move around it when it has cycled away from your exit point. Exit left.
### Mini-Boss: Frankenstien's Monster ###
This mini has two main attacks, a glowing blue orb that will fly slowly away
from him, and a puddle of electric goo that moves along the ground quickly.
Whip him before he releases either and retreat. Jump the goo first and then
quickly duck the blue orb. Attack him again. Each time he adds one more round
of goo and orb, get the timing down before heading back in to attack. Whip
to his head to force him back. Exit.
The first candleabra is an Orb. Kill the Automata and dodge medusa as you head
upwards. It branches left and right, either will do, but the skeleton is more
deadly with his projectiles, kill him on the left. An Automata is above them,
draw him to fall down the left or kill him quickly. An axe is here. Going up
there is a skeleton and then an eye flail that spawns off screen. Go up to the
crossing stairs. Go up the right one, then jump from the top blocks to kill
the Red Armor from a safe distance. Drop down and go up the left stairs. Hike
up the three flipping ledges, but watch for the spikes at the top, only walk
off the last one. Exit right.
Kill the Red Armor watching for bones thrown from above. Whipping the cage
turns the stairs to make them usable but releases a skele snake. Kill it and
go up, killing the red and blue skeletons. Go right for loot. Left to the ice
stones, jump down to the right. Kill the Eye Flail and then the Skeleton above
then whip the cage to get the stairs. Go up.
Get to the top and kill the bats while avoiding the ice stones. Whip the
stairs. The candles here are money and a saphire, go around and up to get it.
Here is a choice, stay up top to get path A, drop down to get path B.
### Path A ###
Jump across the spike ledges to get Key 5.2. Head down, as soon as you do, an
Automata attacks and the floor rises, trying to pin you under the spike ledges.
Kill it quickly and dodge the spikes by staying center. This section has you
moving like an episode of Dancing with the Stars. Gas Bags, Medusa and Giant
Flaming Blue Skulls all make life unpleasant. Get what money you can and the
Orb to the left 3/4 of the way up. Exit via the Top or Door 5.2.
### Path B ###
This path allows you to get the loot on the bottom level, but makes getting
Key 5.2 much harder, as the floor will instantly start to rise and you must
deal with an automata and still try to get to the left side where the key is
in a candle. Whip through the middle spike to get it, it will drop onto the
floor to be retrieved shortly. Join the dance party with medusa, gas bags and
GFBS, getting what money you can. Exit via the Top or Door 5.2.
### Door 5.2 ###
Pure Joy. Quickly walk right to get the crucifix with wipes the room clean
and drops 4 saphires and money. to the Right is a 1up doll. Get it and then
exit top right.
An axe waits for you as well as a 5 heart. Kill the skeletons and hike up to
the right ledges. Jump to the green pendulum and then to the left. Get the
loot and an Orb. Head back over via the pendulum and jump to the right top
ledge and then to the center. Watch for gas bags and ghosts. Ectoplasm join
the mix above. Jump to the left to get onto the pendulum, and ride it right.
Repeat again above with the next pendulum. Cross to the left to exit.
Jump to the pendulum and whip the candle for a cross as the last moment. Stay
put and let the Automata waiting to cheap shot you fall to his death. Jump
from the pendulum to the ledge. Looks imposing, but you can jump to the clock
hand below while whipping the ape skeleton. Whip the gear to move it upwards,
while fighting an ape and a mini-death while medusa and ectoplasm fly about.
Awesome. Move right and drop down to kill the Automata. Head up the stairs.
Kill the skeletons and head up right to get hearts. Move left across the ledge
to the pendulum, ride it and drop down to kill the gas bag and crows. Ride
another pendulum and watch for dropping eyes. Jump to the top of the clock,
not whipping it in order to get up to some loot. Move left, avoiding crows
and go up the stairs to exit.
Whip the gear to make it cycle up to the boss door. There is an axe here.
### End Boss: Death ###
You see the figure of death and die instantly, being just a mortal man. Know
your limits. Just kidding.
Death starts by attacking with scythe that appear and spiral towards you.
They can be destroyed, so whip them and him or pepper him with your axe. Soon
he moves to the side of the screen and extends a huge glowing scythe, point
up. dodge it low. The point flips down and he draws it back in, hustle your
butt towards him to avoid the blade. He then splits into two that ring both
sides of the screen, using the mini scythe or big blue scythe. Kill them both
to force him back to the center. He calls more little scythe and holds a large
red scythe. He then bobs back and forth with it at the ready, looking for a
chance to swing a screen wide attack. Stay above or below his mid section to
avoid it. Finally, three scythe circle him, making him a pain to approach.
If he is very hurt, he will summon pink skulls that float around him while
he repeats earlier patterns.
Whip the heck out of him at the starting point from the ledge, you can reach.
Follow him and get lucky shots in while avoiding the blue scythe. Get him out
of twin mode fast by being on one side, ready to kill one right away. From
there its just about avoiding the patterns while getting whip or axe shots in
when the coast is clear. Crush death beneath your manly knee boots and pose.
##############################################################################
[LV6]
Level 6: Dracula's tower.
Head up the stairs, getting the 5 heart.
Secret 6.1
" After you beat Death, go up the stairs in the next level. Before going into
the Dracula's throne room,hit the little grandfather clock between the torches
and sink it; Next you are going to stand on the sunken clock, facing the right,
and climb up some invisible stairs. They will take you to a room with a 1up
Christopher doll and a few hearts or moneybags."
- Joel Daniel Rodriguez (Xclibur2001), Loyal Vampire Killer 4 Life.
Thanks for the catch on this secret.
The next halway has every weapon, Holy Water then Watch then Cross then Knife
and finally Axe. Hmmm, which to take...axe.
Next is a hall with hearts and whip Orb. Enter the lair of the King of
Vampires.
Dracula laughs and speaks: "as ever, the ally of worthless humans." He then
rises to the challenge.
### End Boss: Dracula 1 ###
Yes, Dracula 1 as the first form of 3 (or only two if you wussed out and took
easy. Seriously, you don't get the whole fight on easy.)
This is vintage Drac. Any Belmont has seen this before. He appears in a
pillar of light, stretches out his hand and fires three fireball, high, medium
and low before disapearing again.
Jump and whip at his head as he appears and then instantly crouch to whip the
lowest fireball to avoid damage. The crouch can be touchy to respond, so
err on the side of caution: he's got two more life bars coming, you only got
the one.
!note! the whip shield kills med and low fireballs at once, so if you have
mastered it, just turn your back after whipping his face and use it just
before they hit to avoid ducking.
### End Boss: Dracula 2 ###
Drac enjoys your whip kisses to his face so much he turns into a huge Man-Bat.
Not a huge Bat-Man or we'd all get sued.
His attacks in this form are to stick his head forward and spew fireballs in a
downwards line, and to call forth green bolts that spread out into the air
and then crash down towards his body at the center of them.
Whipping his head is the only vulnerable part, so get cracking. When he
thrusts his head forward, leap back to avoid fire. Stay between his green
bolts and whip away. He occasionally jumps around, and by that I mean all
the time. He jumps 3 times before spewing fire, twice short jumps and then
the third time most the distance of the screen. If he get right on top of you
stay close and the fire will go over you. Stay at whips length
and avoid the corners like a welter weight fighting with Mike Tyson.
If you grabbed the axe, it hits his face nicely, but other weapons require
you to jump...so like I said, the axe is all you need.
### End Boss: Dracula 3 ###
Okay, now he might be a bit mad. I would be if I got whipped in the face close
to 30 times.
The throne room is obliterated. He appears as a giant face with some really
sweet henna. Whip away at this jaw (really, his face must look like hell
when they put his poor dead butt back in the coffin.) He fires two attacks:
1. He calls red glyphs to the floor which explode after a few seconds. Stand
in between them.
2. He calls yellow glyphs to the ceiling which fire down lightning in a line
after a few seconds. Hustle to find the few openings you can stand in to
avoid this.
Keep whipping while dodging, soon his jaw breaks off.
He lowers further, allowing his cheeks to be whipped. Things get weird. He
calls up blue glyphs to the ceiling which summon both blobs and lightning orbs</pre><pre id="faqspan-2">
which both travel around the screen. Both of these can be whipped to kill,
but the lightning takes two hits.
Next he summons pink glyphs that drop mini eyes that will explode with fire
leaping forth if they aren't whipped by yours truly. He also drops fire balls
that splash onto the ground. Whip the eyes and avoid the fire while getting
your hits in. The Cross is suitable for this incarnation as you will be
at distance quite a bit, but you can jump and throw the Axe too.
He will mix these attacks into combos as he gets more and more damaged
and start raising and dropping finger like ledges at intervals. Finally,
He will summon a wave curve of glyphs that explode into fire. Find a safe
spot to hide.
To damage him, you must put damage onto his eyes. Just whip and spam your
secondary weapon like crazy, eventually wearing him down.
ALL CLEAR!
You have returned peace to the land and sent the Count back to his century
long slumber. You will see him again...
##############################################################################
[SEC]
Secrets
1. Classic Style
This option becomes available in the option screen. It makes your character
unable to change directions midair and restricts your sub weapon choices to
just the axe and cross.
To Unlock this, simply beat the first level and return to the main menu
(either by the pause menu, dying and not continuing, or beating the game.
Choose to save when it prompts you.)
2. Level Select
This unlock allows you to choose any level you have previously visited on the
currently selected difficulty.
To Unlock this, with your cursor on the Start Game option from the main menu,
press and hold Right on your D-Pad until the selections become available.
##############################################################################
[FAQ]
Frequently Asked Questions
None recieved yet, so get asking!
##############################################################################
[LGL]
Legal
This FAQ is the sole property of myself, LoganX0, and as such is covered
by applicable copyright laws. All other materials are the
respective copyright of their owners, Konami and Nintendo of America.
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
This FAQ is not distributed with intent of monetary gain. As such, you should
never have to pay to see it. If you have paid for it please contact the owner,
LoganX0 at the address below.
Currently the only approved site to host this FAQ is Gamefaqs.com.
Please contact the Owner if you wish to post this FAQ or reprint portions
of it. No portion of this document may be reposted without express permission
of the author.
Contact LoganX0 at :
[email protected]
Thank you for reading this guide, best of luck to you in your vampire hunting.
-LoganX0
-Feb. 1 2010
Copyright Neil Worcester 2010
##############################################################################