You can use this guide to find out everything you could possibly want to know about Castlevania: Lords of Shadow – Mirror of Fate.
_______________________________________________________________________________ Cheatmasters.com -and- Blitz Knight Stunt Present: ________ ,-' ______`-. ,' ,-' `-.`. / ,' `.\ , ,'/ ,'. / / _ /| | | _ . _ ',' _ / / ,' `._ __,'/_/ |_ | | ,-'\ ,'/ / ,' ,' `._ |\,' `. /`. ,' `._ | | / |`. ,' / _,' `. _|| | / |\ \ \ \ \ \ / |`. ,' | ,'| | | | / |`. ,' | | | | | | | (,-. | | | | | | \ \ | | | | | | | | | | | | | | | | | | | | | | | | \,-. \ | | | | | |,',' | | | | | | | | | | | | | | | | | | \ \ | | | | ) || | | | | ,' | | / / | | | | | | | | | | | | | | \ \ | |,' |_ /\_/ / | | | | \ `._, \ './ / | |,' |_ | | | | | | | |,' |_ \ `.'._,'\_/'.__,'/ './ './ `.__/ `._,' '._,'\_/ './ './ './ '._,'\_/ `. `-.______,-',' `-.________,-' <- L O R D S O F S H A D O W -> __ __ _ __ _____ _ | \/ (_)_ __ _ __ ___ _ __ ___ / _| | ___|_ _| |_ ___ | |\/| | | '__| '__/ _ \| '__| / _ \| |_ | |_ / _` | __/ _ \ | | | | | | | | | (_) | | | (_) | _| | _| (_| | || __/ |_| |_|_|_| |_| \___/|_| \___/|_| |_| \__,_|\__\___| _______________________________________________________________________________ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ Platform: Nintendo 3DS Version: 1.10 Last Updated: 3/17/2013 Email: FAQs @ bkstunt .com Web Site: http://bkstunt.com/ Facebook Page: http://www.facebook.com/Bkstunt This document is best viewed using a FIXED-WIDTH font, such as Courier New. If the ASCII above/below and the charts used throughout the guide look strange, please change your settings to display text in a FIXED-WIDTH font. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ __ __ _ ___ __ ___ _ | \/ (_)_ _ _ _ ___ _ _ / _ \ / _| | __|_ _| |_ ___ | |\/| | | '_| '_/ _ \ '_| | (_) | _| | _/ _` | _/ -_) ___|_|__|_|_|_|_|_|_\___/_|____\___/|_|___|_|\__,_|\__\___|___ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Table of Contents >==O ``-.______________________________________________________________.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Note: Press Ctrl+F and enter in the code to skip to that section. THINGS TO KNOW BEFORE YOU PLAY - Introduction......................................................[MoF-INT] - Controls..........................................................[MoF-CON] - Tips and Tricks...................................................[MoF-TIP] MAIN WALKTHROUGH - Prologue: Gabriel Belmont.........................................[MoF-GAB] - Act 1: Simon Belmont..............................................[MoF-SIM] - My Father's Weapon.....................................[MoF 1-1] - Finding More Power.....................................[MoF 1-2] - The Family Business....................................[MoF 1-3] - Act II: Alucard...................................................[MoF-ALU] - A Long Night's Sleep...................................[MoF 2-1] - To Save a Belmont......................................[MoF 2-2] - Facing My Father.......................................[MoF 2-3] - Act III: Trevor Belmont...........................................[MoF-TRE] - Finding a way Inside...................................[MoF 3-1] - The Shadow's Power.....................................[MoF 3-2] - A Fateful Encounter....................................[MoF 3-3] APPENDICES - Bosses............................................................[MoF-BOS] - Skills............................................................[MoF-SKI] - Enemies...........................................................[MoF-ENM] - Knights...........................................................[MoF-KNI] CONCLUSION - Version History...................................................[MoF-HIS] - Credits...........................................................[MoF-CRE] __ __ _ ___ __ ___ _ | \/ (_)_ _ _ _ ___ _ _ / _ \ / _| | __|_ _| |_ ___ | |\/| | | '_| '_/ _ \ '_| | (_) | _| | _/ _` | _/ -_) ___|_|__|_|_|_|_|_|_\___/_|____\___/|_|___|_|\__,_|\__\___|___ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Introduction >==O ``-.__________________________________________________[MoF-INT]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Hey guys, Bkstunt here with a FAQ/Walkthrough for Castlevania: Mirror of Fate! Lords of Shadow was one of my favorite action games of 2010 and really shocked me with how good it was! And anyone who knows me knows I'm crazy for Castlevania games. In fact, I've done over a DOZEN Castlevania walkthroughs alone! See, I told you I was crazy! Well let's add one more to that list! You can use this guide to find out everything you could possibly want to know about this game! Enough of the introduction, let's get to some whip action already! Enjoy the guide everyone! ~ Bkstunt ____________ ¯¯¯¯¯¯¯¯¯¯¯¯ FOLLOW ME! ____________ ¯¯¯¯¯¯¯¯¯¯¯¯ Want to talk about some games!? Maybe throw out some ideas for what YOU want to see me write about next? I made a facebook account for just that reason! 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You can donate to my paypal account below: ________ ¯¯¯¯¯¯¯¯ PAYPAL ________ ¯¯¯¯¯¯¯¯ Paypal ID: Gregorio31 @ Gmail . Com Hey, it's WAY better than paying $20 for a guide, right? Even the smallest amount will be appreciated. ________ ¯¯¯¯¯¯¯¯ AMAZON ________ ¯¯¯¯¯¯¯¯ ALTERNATELY, if you shop at Amazon.com (who doesn't?!) you can ALSO help me out by shopping through me! It doesn't cost you a SINGLE CENT either, which is kick-ass. All you do is visit my webpage's donation page below: ____________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Bkstunt.com/donations.html ____________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Once you are there, you can click on the AMAZON link at the top and shop as normal. 4% of what you buy will then be sent to me. Please be sure to send me an email so I can thank you personally as well! Or just send me an email to say "Thanks!" Every one of those I read makes my day! ~ Bk __ __ _ ___ __ ___ _ | \/ (_)_ _ _ _ ___ _ _ / _ \ / _| | __|_ _| |_ ___ | |\/| | | '_| '_/ _ \ '_| | (_) | _| | _/ _` | _/ -_) ___|_|__|_|_|_|_|_|_\___/_|____\___/|_|___|_|\__,_|\__\___|___ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Controls >==O ``-.__________________________________________________[MoF-CON]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here are the controls for Castlevania: Lords of Shadow: Mirror of Fate. _________________________________________________ / [] _________________________ [] \ | |.-----------------------.| | | || || | | || || | | || || | | || || | | ....... || || ....... | | ....... || || ....... | | ....... || || ....... | | ....... ||_______________________|| ....... | | [] '-------------------------' [] | /\____________| |_________| |_| |____________/\ |-----------. ..-----------------------.. .-----------| | ___ | || || | __ __ | | '---' | || || | '--' '--' | | .-. | || || | | | __| |__ | || || | (X) | | |__ __| | || || | (Y) (A) | | | | | || || | (B) | | '-' | || || | | | | ||_______________________|| | | | | | | | | |___________| |_________________________| |___________| | |mic || | `.___________________________________________________,' (-NOTE-) Don't mind the DS place-holder ASCii! .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'. | | | Analog Stick: Movement | | | | Y Button: Direct Attack | | | | X Button: Area Attack | | | | B Button: Jump / Quick Recovery | | | | L Button: Block | | | | L + Analog Stick: Dodge | | | | R Button: Use Item / Grip | | | | A Button: Secondary Weapon | | | | A Button (Hold): Charge Secondary Weapon | | | | Up/Down Directional Button: Select Secondary Weapon | | | | Left/Right Directional Button: Activate Magic | | | | START: Pause Menu | | | | Touch Screen: Interact with map & menu | | | '.______________________________________________________________________.' __ __ _ ___ __ ___ _ | \/ (_)_ _ _ _ ___ _ _ / _ \ / _| | __|_ _| |_ ___ | |\/| | | '_| '_/ _ \ '_| | (_) | _| | _/ _` | _/ -_) ___|_|__|_|_|_|_|_|_\___/_|____\___/|_|___|_|\__,_|\__\___|___ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Tips and Tricks >==O ``-.__________________________________________________[MoF-TIP]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A collection of things to help you out as you play the game! o If you are aiming to 100% the game, you will need to collect all CHEST upgrades, find all KNIGHTS, and find all BESTIARY cards. Chests of course make you more powerful. Knights tell stories and give you XP. Bestiary cards tell you more about certain enemies. Do you NEED all these things? No. But you do get a special cut-scene at the end of the game if you find them all. With that said, this guide is made to help you find EVERYTHING. o The best way to make sure you find everything (Besides following the guide, of course) is to look at your map. It will always have some numbers on it, such as 0/4 or 3/4. This tells you that you've found (0, or 3) out of the 4 possible hidden items in the room. o If you take the time to find everything (100% the game), grinding for XP is definitely NOT required. o Can't get to an item? Is something blocking your way? Put a note on your map to help remind yourself later! o Don't forget to use sub-weapons! I can't tell you how many barrels I had no use for just because I didn't use sub-weapons! o Are you fighting near a Health or Magic Font? Well then, feel free to get hit (fight dangerously) or spam magic if you so desire. You can always fill it right back up! o Your characters will always grab the ledge if you fall off a platform. This is often handy as you can then look around while hanging and pan the camera about. Use this to find shortcuts and items. __ __ _ ___ __ ___ _ | \/ (_)_ _ _ _ ___ _ _ / _ \ / _| | __|_ _| |_ ___ | |\/| | | '_| '_/ _ \ '_| | (_) | _| | _/ _` | _/ -_) ___|_|__|_|_|_|_|_|_\___/_|____\___/|_|___|_|\__,_|\__\___|___ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< PROLOGUE: GABRIEL BELMONT >==O ``-.__________________________________________________[MoF-GAB]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ One year before his battle against the Lords of Shadow... Watch the scenes until you gain control. We look pretty awesome, no? The monsters running by look pretty cool too. Walk forward until you see some poor knight being mauled. Soon we'll show these monsters just who they are dealing with! PRESS 'Y' FOR DIRECT ATTACKS, 'X' FOR AREA ATTACKS AND PRESS B TO JUMP. COMBINE THESE ACTIONS TOGETHER TO UNLEASH DEADLY MOVES. Go ahead and take care of the Lizard Men you face. One in front of you and two from the left. The ones on the left will be distracted by the knights, but don't count on them actually helping you. In fact, I'm pretty sure they can die without even getting hit! How pathetic! Move forward and another Lizard Man will jump down and attack, but the game introduces blocking here! HOLD 'L' TO BLOCK. After a good block, the game will show you what an unblockable attack looks like. You should do your best to avoid these attacks, which includes knowing how to roll out of the way! ROLL BACKWARDS 'L' + DIRECTIONAL BUTTON After the instructions, go ahead and kill the 5+ Lizard Men that show up. Be careful of their unblockable attacks, as the game is bound to throw some at you to be sure you learned your lesson. Once they are dead, something big will fly overhead and Gabriel will set out to follow it. After the short scene, head forward and once you are on the bridge some more instructions will show up: TRY TO BLOCK IN SYNC WITH AN ENEMY ATTACK Do as the game says and perform a PERFECT BLOCK, which, as those who've played Lords of Shadow know, leads to a powerful counterattack! PRESS 'Y' or 'X' REPEATEDLY NOW! All of this offense leads to the Lizard Man shining a bright SILVER color, which means that this particular enemy is open to a grab attack! PRESS 'R" TO GRAB THE ENEMY! Do so and you'll see how BRUTALLY efficient grabbing can be. We will use grabbing a TON during the game, so it's important to recognize and use it whenever you can! After defeating this first lizardman, you will likely be hit, prompting a fast recovery tutorial text: PRESS 'B' TO QUICKLY RECOVER! Defeat the remaining Lizard Men and watch the ensuing scenes. Very cool. This will end the prologue section. __ __ _ ___ __ ___ _ | \/ (_)_ _ _ _ ___ _ _ / _ \ / _| | __|_ _| |_ ___ | |\/| | | '_| '_/ _ \ '_| | (_) | _| | _/ _` | _/ -_) ___|_|__|_|_|_|_|_|_\___/_|____\___/|_|___|_|\__,_|\__\___|___ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< ACT I: SIMON BELMONT >==O ``-.__________________________________________________[MoF-SIM]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 57 YEARS LATER Watch the opening scenes with younger and older Simon. Very powerful stuff! Hard not to feel for him. Watch as he rides to a nearby village. Time to avenge our mother! ============================================================================== MY FATHER'S WEAPON ==================================================================[MoF 1-1]=== CURSED VILLAGE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Play around with your moves a bit if you wish. Be sure to check out the Inventory and Skills lists to see what you can do. Note that our whip is called the BEAST HUNTER, which has an interesting description. Beast Hunter: Simon's Whip is made from various animal skins interlocked forming a tightly woven pattern, it is often used by the tribsemen of Wallachia. The leather is then reinforced with fragments of metal which maintains its flexibility yet it is strong enough to rip through armour, wood and flesh with ease. Once you are comfortable, head forward into the village. You'll see some Zombies show up. Hardly a threat. They can pull off their heads and throw them at you, which is probably their biggest threat. It also makes them easier to kill. Take them out and you'll be introduced to experience! YOU JUST EARNED SOME EXPERIENCE! INCREASE YOUR EXPERIENCE LEVEL AND UNLOCK NEW SKILLS BY KILLING ENEMIES. Very nice! Continue wasting the Zombies (which I assume is no challenge to you, Vampire Hunter) and continue on, ducking under a shed as you go. You will soon come upon a bright green glowing font. THIS IS A HEALTH FONT. USE IT TO RECOVER LIFE. PRESS 'R' TO USE. These things showed up in Lords of Shadow as well and restore your health when used (duh!). Still, it's useful to note you don't always have to blindly use them whenever you see them. Head forward and grab the crate you see (using R). Drag it to the left so you can jump on it and jump up to the floor up above you. From here you can jump to the right and find a lever. BEFORE using it, jump up to the upper left alcove to find a [_KNIGHT_]. Press 'R' to interact with the poor soul. COLLECT DEAD KNIGHTS' SCROLLS TO ALSO INCREASE YOUR EXPERIENCE LEVEL. Like Lords of Shadow, Knight Scrolls are hidden items for us to find. Since you are reading this guide, you'll have no trouble at all finding every last one of them. Lucky you! Head down and hit the switch, which opens the door to the right. Head through and watch the scene. Pretty damn awesome. You'll get the Throwing Axe afterward! Our first sub-weapon! YOU HAVE OBTAINED THE THROWING AXE. SELECT IT WITH 'UP'. PRESS 'A' TO THROW IT. PRESS AND HOLD 'A' TO CHARGE THEN RELEASE TO THROW FOR A MORE DEVESTATING ATTACK. The Axe is STRONG against aerial enemies, and is just a classic Castlevania sub-weapon that you KNEW would show up sooner or later. I'm a fan of item descriptions, so here's the description of the Throwing Axe: Throwing Axe: The Throwing Axe is the perfect support weapon for a Barbarian of Wallachia. Extremely useful against flying creatures and devastating when charged, they are capable of breaking reinforced armour and can even knock down bigger foes. Continue on and you'll get a chance to try out the Axe with a wave of Zombies coming up. There will be quite a few of them as you go along. Take them out however you wish and continue on. You'l soon reach a house with some barrels in front of it. More tutorial messages! THESE BARRELS CAN BE BROKEN WITH YOUR MAIN WEAPON. Whip them and you'll reveal a heart! SOME OF THEM DROP AMMUNITION FOR YOUR SECONDARY WEAPONS. Pick it up and keep going right to the next screen. CASTLE'S OUTER WALL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Heal if you need it and nearby, near the next lamp post, is another fallen [_KNIGHT_]. Interact with him to read an interesting scroll. Head forward to see a small, very iconic scene. Classic. The bats were a nice touch. Since we're not getting in the front door, time to head down! Move over to the ledge and you'll hang from it. More tutorials here. USE ANALOG STICK TO MOVE BETWEEN LEDGES. Move down to see: LOOK DOWN WITH ANALOG STICK AND RELEASE WITH 'B' OR 'R'. Drop all the way down to safe ground and head left. You'll find another ledge, so head down again. Head right to the next ledge, drop down, and we'll get some more instructions: LOOK RIGHT WITH ANALOG STICK AND JUMP WITH 'B'. Time to do some jumping. Jump over to the right flashing point. Drop down here and we'll get another instruction: LOOK LEFT WITH ANALOG STICK AND JUMP WITH 'B'. OK, I don't think that instruction was really needed. From here just head all the way down to the ground. Here you'll see a box on the left we can move out of the way to reach some barrels. Do so if you wish (more sub-weapons) and head right. There will be some more Zombies here to take out. Have some fun and continue right. You will see a scene here focusing in on a red light in the distance. RAPPEL AND SWING POINTS CAN NOT BE USED WITH SIMON'S CURRENT WEAPON. THIS WOULD BE A GOOD PLACE TO ACCESS THE MAP AND LEAVE A NOTE. Well, with this guide note's aren't necessarily NEEDED, but they can't hurt either. We'll be back for this eventually to get that chest. As a consolation prize, drop down and interact with the [_KNIGHT_] here. Sounds like he learned the above lesson too late. Continue on jumping the gaps and head further down. As you continue on you'll see a mysterious figure watching you, then float off. Yikes. Continue on and you'll drop down into the water below, prompting some tutorial text. USE ANALOG STICK TO SWIM. PRESS 'B' TO MOVE FASTER. HOOBOY, we can SWIM! How cool is this! First, head straight down to see a grate with air bubbles coming out of it. This is a pocket of oxygen, and we can recover our breath by getting near it as the tutorial states: WATCH YOUR OXYGEN BAR WHILST DIVING! LOOK FOR AIR POCKETS TO REPLENISH IT. I kind-of feel like Sonic. Head left now and follow the ground. You'll come to another AIR POCKET as you go. Use it and continue following the ground and heading left until you are forced upward. You'll see that this path leads to a semi-hidden [_KNIGHT_]. Read the interesting scroll and head back to the last air pocket. Here, head straight up and you'll see a floating scroll above you. This thing is a BESTIARY CARD. We'll find all of them throughout the guide. They unlock entries in the BESTIARY from the Main Menu and are useful for seeing enemies strengths and weaknesses. Jump up and grab it. YOU HAVE FOUND A BESTIARY CARD! LOOK FOR OTHERS SCATTERED AROUND THE CASTLE. YOU CAN ACCESS THE BESTIARY FROM THE GAME'S MAIN MENU. This particular card is the [_ZOMBIE BESTIARY CARD_]. A good start to the collection. Now let's head back to the right, using oxygen as needed (you likely don't need to) and exit the water. Enter the new area to the right. FORGOTTEN CAVES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Heal up if you wish and head forward. You'll meet another new enemy soon called a Merman. Watch out for their unblockable attack, as the Mermen will launch themselves at you (Dodging away is definitely needed). You will also likely level up to level 2 soon. Kill the first one and then the next 3-4. Good chance to earn a lot of experience. Remember that you can go back and heal if you wish (as the health fonts refill over time). There's also a barrel nearby if you want another sub-weapon. Now, you MAY be thinking of jumping into the water nearby. That's very understandable. BUT there's nothing down there except death. Well, maybe not death, but small fish things that will constantly attack you. You can jump in and explore if you wish, but be sure to stay on the move. If you don't care about filling out the map, stay on the high ground. You will reach a rope soon, with another (probably un-needed) tutorial: JUMP TO GRAB THE ROPE. USE ANALOG STICK TO MOVE. PRESS 'R' TO RELEASE. At the end of the rope you'll be rewarded with a chest. Open it for your first [_HEALTH INCREASE_]. Nice. Continue up and follow the path to the left using the ledges. You'll reach a rope soon, but this one has some steam blowing down in your way. PRESS 'B' TO LEAP FORWARD. Follow the tutorial and get past the steam geysers by leaping. Past the rope you'll find some more barrels to stock up and then you'll fight some more Mermen. May as well use some axes here. Further on you'll see a ledge up above you with a Rappel Point. Yep, we still can't use it, but don't worry: we'll get it eventually. Head down and you'll need to head further left. You can use either ledge here to jump over there; it really doesn't matter. Continue on and head up, watching out for the steam. You'll see ANOTHER Rappel Point up here. Man, lots of items we can't get to in this area. To the right is yet another Rappel Point. This one would let us grab a bestiary card, but again, we can't use it. Instead, head down and jump to the next platform, then to the next ledge to the right. Head up to see a weird statue. We can't interact with it yet, though. Go figure. Continue on and you'll meet up with the mysterious figure from earlier. Some scenes will take place here. Afterward, you will see an eerie waterfall to the right. Souls will be mixed in with the water and you will be told you can't pass. Don't even try unless you want to get hurt. Instead, head up the ledges to the left. You'll run into another Merman soon, along with some barrels. Continue on and dodge the steam while crouching by doing a normal dodge move. We'll see another statue we can't interact with. Oh well. Jump over the green water (Acid, maybe? It hurts!) and head up. Keep following the path, grabbing the barrels and continuing on until you see a scene. YOU HAVE FOUND THE SPIRIT OF BELNADES. PRESS LEFT DIRECTIONAL BUTTON TO SUMMON HER NOW! Well, go ahead! Press it! Watch what happens! THE SPIRIT WILL HELP SIMON BLOCK ENEMY ATTACKS. HOWEVER, EVERY SUCCESSFUL BLOCK CONSUMES MAGIC. KILL ENEMIES TO COLLECT MAGIC ORBS AND REPLENISH YOUR MAGIC LEVEL. ENEMIES KILLED WITH YOUR MAGIC ACTIVE WILL NOT DROP ANY MAGIC ORBS. Cool! This spirit is actually an inventory item: Spirit Of Belnades: The Belnades clan have dedicated their lives to devoutly serving mother church and because of this dedication were blessed with magical abilities to heal and protect. After death the spirit of each female Belnades was allowed to endure and give protection to whomever should need it. Using this power, Simon can avoid dangers that would otherwise be impossible to overcome and unknown to him, the spirit and love of his mother aids him in his quest. We can turn our magic on and off by tapping the upper-left icon on the bottom screen. You can also turn it off and on by hitting the LEFT Directional Button. With it on, we will be fully protected. Note that your magic DOES NOT DRAIN unless it is used. Kill off the two Mermen and focus on the Harpy. She will shoot arrows at you and will try to divebomb you from time to time. Still, you're safe with the spirit magic, although you hardly need it. Once you take out this first wave you will need to take out two more waves. Time to head back. Once you get past the green puddle, you'll see a scene. THIS IS A MAGIC FONT. USE IT TO RECOVER MAGIC. And NOW we can use these things. Cool. Use it and continue. You'll be told that the spirit magic to protect you from other hazards, like the nearby steam trap. May as well try it. Continue on and head down. With the spirit we now can pass under the waterfall to the right. Continue on to the next section. DEADLY WATERFALLS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ (-NOTE-) When moving under the waterfalls, roll into them to cover some ground fast and minimize the amount of time you are getting hurt. Head under the "Deadly Waterfall" to the right and continue on. You can use the box to get to the upper right ledge for a Magic Font and a barrel, but then go down and push the box to the left to head up and continue on. Head back under the same waterfall and jump the gap. Go back and hang down from the left, then look down. You'll see a scroll here! Drop down and air-dash to the left for the [_HARPY BESTIARY CARD_], then head back to the ledge above you. Here we have a choice: Go LEFT or RIGHT. You want to go RIGHT. Head under the same waterfall again and you'll come to a dead end. Here you can refill with a Magic Font but more importantly there is a [_KNIGHT_] here. Head back now and head left. Past the waterfall you'll need to head up (watch out for the steam!) and kill the Merman you find. There's a Magic Font nearby you should use as well. Continue on and you'll soon come to another split in the path. Here head UP first. You'll be able to avoid the waterfall to the left by going around it and will see a BOX. We want to push it to the right. Go ahead and do so to have it fall down. Go down with it and push ir to the right. Once you are past the first waterfall you can head up if you wish for a Magic Font and some barrels. Keep pushing the box right past the long waterfall. There's another Magic Font here. With the box over here we can now continue on. Head upward and you'll be able to use a Health Font if you wish. Continue up and watch out for the steam traps on the way. At the very top you'll see a Rappel Point to the upper right. Something to keep in mind. Head left and continue on (more rappel points) and fight the Mermen you find. Keep on going left (even MORE rappel points!). Continue up watching out for the steam trap until you emerge back into the open air. To the left is a dead-end with a Rappel Point, but you can head over there to kill some Zombies and a Harpy. Fun! Continue right. The piles of skulls are downright impressive. To the right you can kill some more Zombies. When you get to the water, note the Knight up above that we can't reach. Grah. Continue on killing the Zombies until you can head up. You can kill a Harpy on your way, as well as collect some barrels. At the top kill the Zombies and head right. The upper path has some more barrels if you need them. The lower one has a Magic Font and an elevator. Ride it up and climb up. Take the obvious path to the left when you can to enter a room with a treasure chest containing your first [_MAGIC INCREASE_]. Head back now and continue up, taking the exit to the right to continue on. CASTLE HALL ¯¯¯¯¯¯¯¯¯¯¯¯¯ Head up here and check out the scenery. Very cool. To the left is some barrels and a dead end. Looks like someone was trying to break in. Head to the right for a Health Font and some more barrels. Keep going and you'll see a creature eating on a dead knight. It will scamper away if you threaten it, leaving the [_KNIGHT_] for you. Head forward and you'll soon see a scene. Time for a boss battle! +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Night Watchman - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: This guy is a good test of your abilities and | | will likely be your first real challenge. However, he is quite | | cowardly: he will use animal attacks and magic to stay out of the | | fight when he can. Check out his moves below and learn to avoid them | | and you'll do OK. At the end you can grab him to start a quick time | | event where you'll mash 'B' and hit 'Y'. Once you finish that you'll | | be the victor. | | | | - Three-Hit Combo: This is the Night Watchmen's most basic attack. His | | first two hits are blockable, but the third isn't, so be ready to | | dodge backward when you can. If you ever get cornered, jump up and | | air-dodge past him to give yourself some room. | | | | - Spin Attack: Another easy one to dodge: the Watchman will simply | | spin around when you are near him. This is of course unblockable, | | but very easy to dodge. | | | | - Animal Help: Just like at the start of the fight, the Watchman | | will occasionally jump out of the fight and call in some animals to | | help him. This gives you a chance to ear some extra experience, I | | guess. Kill them off. Note that once you do, the Watchman will | | jump in and, if you're close enough, he will start to strangle you | | with his staff, which means you have to mash on the 'B' button. | | | | - Magic Staff: After you've been battling for awhile, the Watchman | | will pull this trick out. He'll once again run off and will use dark | | magic to make his staff attack while the screen goes dark. The staff | | will draw blue lines on the screen and you must avoid it at all costs. | | It will usually move back and forth in a sine wave pattern, so you | | can often dodge under it easily. It gets more erratic as the fight | | goes on. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ Well, that was fun. Head back and use the Health Font if you wish, then head forward to find a Magic Font and the [_NIGHT WATCHMAN BESTIARY CARD_]. There's an elevator here as well, but skip it for now and keep going right. You'll have to kill a few Scavens. Its worth it though, there is a [_KNIGHT_] down here. There's a Rappel Point here as well. Head back and use the elevator to go to the next area. GUARDS ROOM ¯¯¯¯¯¯¯¯¯¯¯¯¯ Down here, exit the elevator and equip your spirit magic, then use the lever. Keep pressing the B button while the Zombies show up. Once the door is open you can kill them all off. Head onward to a split in the path. Head upward first when you can. You'll eventually get to some barrels on the upper left and a red laser to the right. You can use the spirit magic to get past the red laser. There is a [_KNIGHT_] over here, as well as a Magic Font. Head back down and take the bottom path now. Use the Health Font if needed and head right to the next area. CELLS ¯¯¯¯¯¯¯ Head forward and jump into the mining cart. Use it with R and rotate the analog stick to get past the huge gap here. At the other end we'll get to kill some more Zombies. These ones have a tendency to have their torsos fall off and crawl at you on the ground, trying to grab you (if they do, you'll have to jam the 'B' button). Use Guillotine to help kill them. Once they are dead note the rappel point and head down. Past the steam trap kill the Zombie you find and continue on to the next elevator and use it. Continue on and kill the Zombies you find (much more of them up here) and restock on the barrels and Health Font afterward. Up ahead is a [_KNIGHT_] with an interesting scroll. Continue on for a scene. YOU HAVE OBTAINED THE OIL FLASK. SELECT IT WITH DOWN ON THE DIRECTIONAL PAD. PRESS A TO THROW IT. PRESS AND HOLD A TO CHARGE THEN RELEASE FOR A MORE DEVASTATING ATTACK. Ooo, a new sub-weapon. Here's the inventory description for it: Oil Flask: Commonly used to defend the castle walls, these fragile oil flasks can reduce any adversary to ashes. Upon hitting the ground, they explode and quickly spread their fiery contents, covering everything with flames that damage enemies over time. Use in conjunction with your regular attacks to thin down a crowd. Go ahead and try it out here. It functions much like you would expect the HOLY WATER to function: it does damage over time. We have a fight on our hands though: Skeletons are no joke! Their ordinary attacks are easy to block but they can also throw axes! Some of the axes are easy to block, but they can occasionally throw FIRE AXES which are unblockable and very dangerous! Also, once you destroy them they will occasionally break apart and lie on the ground, the bones moving every once in awhile. When you see this use your GUILLOTINE attack to finish them off. Take them out and you'll have to fight even more. Fairly easy. Kill them all and watch out for unblockable fire axes and you'll be ok. The area will open up afterward and you can now continue on to the next area. INNER CELLS ¯¯¯¯¯¯¯¯¯¯¯¯¯ Head forward a bit and you can jump up and explore the second floor. Up here are some barrels guarded by two skeletons. Fun. Further on is a rappel point. You'll see a scene here as well. Looks like another spirit! Go down and grab the barrel if you want and kill the two skeletons to the right. Jump the gap and use the Magic Font if you wish. There's a [_KNIGHT_] in the corner coming up as well. Interesting. That's probably that spirit we saw. Head to the left now and kill off the Skeletons you find. Keep heading left and something will grab you out of the ground! Gah! Jam on the 'B' button to escape. At the other end of the tunnel you can check out the upper left corner for barrels. The lower left section is just a large dead-end, so take the lower right door to the elevator, which leads to a new area. VERTICAL PRISON ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ An interesting area name. The shrouded figure is watching us again. use the Health Font if you wish and head on. Use the lever in here to make the water level go up. You can then use the left cage to get out of the water. If you jump to the left you can fight a couple of Skeletons, but we'll have to go right sooner or later. You'll find another lever here. Use it and raise the water even higher! Head back to the main area and swim to the left. You'll need to swim underwater here and to the left (where you killed the skeletons) and head UP. This path leads to ledges and a steam trap, so keep going up and hit the lever you find to once again raise the water. The nearby door will also open. Once you can swim to the far right and swim down a little. Here you'll find a path here leading to some floating skeletons. Swim up and use the left ledge to reach the [_KNIGHT_] up here, who has an interesting scroll. Head back now and swim out to the middle of the area. Jump up into the cell where you can find another [_KNIGHT_]. Poor guy. Climb up the ledge on the immediate left and onto the top of the cell. Use the rope here to move to the area on the right and use one last lever! The water rises even higher now. Head back to the main area. For those who are curious you can find a path to the left by swimming under the water around a wooden plank, but that path leads to a grapple point that we can't use. Instead, head to the upper right and use the ledges here to continue while watching out for the steam traps. As you pull yourself up on a cell, you can jump onto a rope to get over to the far left. You'll see a scene as you head left. Wow. Head left into the next area. KITCHEN ¯¯¯¯¯¯¯¯¯ Head forward and up the flights of stairs (too bad we can't get that darn bestiary card). Head up and over the cages. There's a box here with some barrels and a Health Font. Push the box over to the left and use it to get further up. Up here is a [_AMMO INCREASE_], which means we can have SIX sub-weapons now. Nice. Head back down and to the right, taking the elevator that you find upward. Watch the scenes here. Heh. They made some good use of 3D there. Once Simon wakes up, kill off all of the Hunchback creatures. They like to throw their lanterns, so just move around a lot and you'll be ok. You'll need to kill off 6-7 of these things but it's not that much of a challenge. At least you aren't dinner! Head onward to the left to come back to the staircase. Here, head down. You'll fight more Hunchbacks and can break some barrels. As you go down check the left corners of each flight of stairs carefully for a hidden alcove (located behind some barrels) to find a [_KNIGHT_]. Oh man, that scroll... Head back up now and head left when you can. You'll need to kill two more Hunchbacks before you have a choice in paths here. We can go UP or LEFT. Let's go LEFT first, which leads back to the Guards Room. GUARDS ROOM ¯¯¯¯¯¯¯¯¯¯¯¯¯ Here, destroy the barrels and the zombies that show up, then nab the [_FLYING SCAVEN BESTIARY CARD_] floating in the air. Nice. You can use the lever here to open the way back into the Guards Room, but there's really nothing else we can do so head back to the Kitchen. KITCHEN ¯¯¯¯¯¯¯¯¯ Head back to the right and head up when you can, watching out for the steam trap. To the right you can zone into a new area. THEATRE ¯¯¯¯¯¯¯¯¯ Head onward and upward. It's all you can do, after all. Head into the theatre proper and get up on stage! Time for a show! Here you will have to fight a few waves of Puppets. You'll start off with red ones. They are fairly easy to kill, just don't let any of them stick around above you. I find that Rising Strike helps kill the lower Puppets fast as it basically stun-locks them. After a short scene you'll start to fight some Grey Puppets. These are slightly more aggressive and have some unblockable spin attacks. Beware of them and keep on killing. Soon you will see another scene. I'm sure fans of the series will recognize who is helping Simon out! Afterward head back to the right. The shrouded figure will have opened a way forward to the right. Head up as the path down is a dead end. You'll have to fight some more Puppets here. Take them out and continue. Go down when you can and then back to the left. This room has even more Puppets for you to kill. Take them out. To the far left is your reward: a [_KNIGHT_]. "Collect" him and head to the right. Head underneath the stairs, then head up using the ledges. On your way up you'll see a bestiary card. Get below the steam trap and jump to the left to grab the [_MACABRE PUPPET BESTIARY CARD_]. Keep on heading up and exit to the right. TERRACE ¯¯¯¯¯¯¯¯¯ Use the Magic Font if you wish and head up. You'll fight another new enemy here: the Harpy Leader. This thing is a lot like the Harpy but can additionally scream at you, so be careful of its charged up attacks. Note that I will often just call these things Harpy or Harpies (I assume you can tell the difference for yourself!). Charged up axes work wonderfully here. Kill two of them and head right, using the fancy elevator once you can. To the left you will end up fighting three more Harpies. Take them out and hit up the barrels here afterward (I found some POT ROAST) in one of them! Take the left exit once you are done to continue. BALLROOM ¯¯¯¯¯¯¯¯¯¯ Use the Health Font if you wish and then head to the left. You'll meet a new enemy: the Werewolf. These guys will try to get close and smack you with a one-two hit. They can also charge up and do a dash attack. Other than that though, they aren't that tough. Take out two of them and continue to the next room. You will have to face two more Werewolfs here and a Harpy. After killing them head to the left. You'll see a chance for you to head up. Go ahead and head up and to the right. There's a grapple point here so we can't explore TOO much, but we can air-dash to the right for the [_WEREWOLF BESTIARY CARD_]. Once you have it head to the next area through the doors to the far left. COURTYARD ¯¯¯¯¯¯¯¯¯¯¯ This area looks really cool, but there's nothing to do here. Just keep heading left to head to the next area. LIBRARY ¯¯¯¯¯¯¯¯¯ Head onward. There's an interesting ghostly creature in the background. Soon you'll see a path choice. If you head up the stairs you won't be able to do anything, so go under into the main library area. Here you can explore to the far right to find more grapple points we can't do anything with. Instead, go interact with the center book stand to start a pitched battle. Here you'll have to face a new enemy: the Magic Book. This thing will summon Werewolves with its magic. It can also siphon life from you. It's recommended to focus your attacks on them. Rising Strike is EXCELLENT here to keep the Werewolves busy while damaging the book. Once you take out one wave another will come in, with more books in the mix. Keep focusing on the books (they do fall easily when focused on) and soon the fight will be over. A scene will occur afterward showing a path opening up. Head back and heal up, then take the stairs. Kill the stupid little Hunchback up here and inspect the [_KNIGHT_] nearby. After that, head up the nearby ledges to the right and you'll come to a new room. Break the barrels and use the stand in here as the Shrouded Figure looks onward. This will make the statue on the right move and open up a new exit to a courtyard. COURTYARD ¯¯¯¯¯¯¯¯¯¯¯ Use the Health Font here and break the barrels. Continue on towards the light (notice the sets of clothing on the wall) and head up to the pedestal, using R when you can. This will initiate a boss fight. +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Necromancer - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: I guess we couldn't get the Combat Cross THAT | | easy. The necromancer is going to have us work for it! This fight is | | another good test of your abilities, but it does have some quirks to | | it. For example, if you try and use your Belnades Spirit magic, the | | Necromancer will actually make fun of you for relying on a woman to | | help you and then he will TRAP her in his staff! Wha..!?!?! | | | | Other than that he is pretty predictable, but not exactly "easy". He | | has a few attacks, such as summoning minions and making acid rain out | | of the sky: these types of attacks make you focus on additional | | hazards while battling, which is what makes this fight dangerous. | | | | Check out his attacks below and rely on your smarts and hazard | | management to make it through. At two points in the fight you will | | force the Necromancer down to the ground. When this happens, the | | Necromancer will make protective rings circle him as he tries to | | recover. These rings all have holes in them, turning this portion of | | the fight into a waiting-game challenge. The first time you'll need to | | time two rings and dash through them when the gaps line up. The second | | time this happens is right at the end of the fight and will have three | | rings. Wait for the gaps to line up, rush in, and grab the Necromancer | | to end the fight! | | | | - Minion Summoning: This is kinda what Necromancers do... Throughout | | the fight he will summon Skeletons and Zombies, usually one on each | | side of you. Take them out when you can, but don't waste a chance to | | do some major damage to the Necromancer when you can. | | | | - Scythe Attacks: The Necromancer's basic attack: Swinging his scythe | | at you. When he's got enough room (which he usually does), he will | | do two swings in a row: one overhead one followed by a swing upward. | | If he doesn't have enough room he may only do the first attack and | | forget about the second. These are of course unblockable. | | | | - Scythe Throw: This attack is a great chance to lay into the boss. | | It's also a fairly standard Castlevania Death/Necromancer attack: he | | will throw the scythe and make it travel in a circle. This means you | | can often dodge it and attack while the scythe finishes its trip and | | the Necromancer just floats there. | | | | - Acid Drops: Another hazard attack. He will make blobs of acid slowly | | fall from the sky. These travel slowly downward across the entire | | screen, so get between two of them ASAP and wait for them to pass to | | remain safe. | | | | - Blade Gauntlet: Near the end of the fight, when the Necromancer | | senses that he's about to lose, he will teleport to the far side of | | the area and start to make blades come at you. These are either high | | or low, so you can either dodge or jump them. You'll need to make | | your way to the Necromancer and get some hits in before he teleports | | again and starts another Blade Gauntlet attack. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ After the fight is over, the Combat Cross will finally be ours! YOU HAVE RECOVERED TREVOR BELMONT'S COMBAT CROSS! NOW YOU HAVE THE ABILITY TO GRAB ENEMIES FROM DISTANCE AND USE SWING AND RAPPEL POINTS. Very nice! Here's the item description: COMBAT CROSS: The remains of a weapon originally created by Rinaldo Gandolfi. Although it retains some of its original power, years of use have worn its magic metal, so much of its legendary offensive capabilities have been lost. However, the intricate shape of the links enable Simon to grab enemies from a distance and swing from many places in the environment. So we can finally use all of those GRAPPLE POINTS. Very nice. In fact, we have no choice but to try it out now. Head to the left and use the Grapple point with the 'R' Button. ANALOG STICK TO MOVE UP AND DOWN B TO SWING R TO RELEASE Use the combat cross to climb back into the window, then head left back into the Library when you can. LIBRARY ¯¯¯¯¯¯¯¯¯ Out here another rappel point will be zoomed in on along with some more instructions: PRESS R TO GRIP THE SWING POINT. HOLD ANALOG STICK DOWN TO STOP AND DESCEND. HOLD ANALOG STICK UP TO ASCEND. PRESS B TO RESUME SWINGING. PRESS R TO RELEASE. You CAN let go of 'R' as you swing to the left to find a ledge over here, along with a door we can't open, so you may as well just rappel downward onto the ledge and use the lever. This will open the way forward. HOWEVER! Now that we have the Combat Cross he wave quite a few items we can now find and claim. The below section is entirely optional, but it is HIGHLY recommended as you can gain a lot of health, magic and ammo increases as well as (likely) level up at least once on this trip. PLUS, we will be gaining a new SPIRIT MAGIC, so you should REALLY just follow the guide. Let's start our journey by exploring this room a bit. Drop down to the floor (where you'll likely fight some Magic Books), kill them and go right. Head under the stairs and then head up them. Continue right and use the Grapple Point to continue to the upper right. Follow this path and you will find a [_KNIGHT_]. Head back to the main room and head to the left. You'll find a huge cat statue here. Move it to the right a bit and stand on it, the use the Grapple Point to head up. Up here, interact with the book to see some words: "Hidden, of, three, routes, the, same, books, number, open." Hidden routes, eh? Fun. You'll have unlocked a passage in the Library. ============================================================================== FINDING MORE POWER ==================================================================[MoF 1-2]=== (-NOTE-) The path through this backtracking section may not be the best given my lack of experience with the game. If you know a better way go ahead and email me! OK, now let's start our backtracking journey proper. Go behind the statue and you'll find a path downward. Use the Rappel Point and head down, jumping off the wall with B to make your way to the right. This leads to the Castle Hall. CASTLE HALL ¯¯¯¯¯¯¯¯¯¯¯¯¯ Head to the ledge and drop off, then go down all the way. Now head to the left and go under the crushed doorway. You can break the barrels to uncover the [_KNIGHT_] hidden here. After that, head to the right and use the swing points so you can grab the [_SCAVENS BESTIARY CARD_]. Easy. Head all the way down now. This room (area) is full of Scavens and Flying Scavens. There's some Magic and Health Fonts as well, if you need them. We have another choice here: take the elevator on the right down to the Guards Room or the left path to the Deadly Waterfalls. The Waterfalls is the boring path so let's do it first... DEADLY WATERFALLS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Head down to the elevator and continue outside. Use the ledges to head further down and kill some Zombies. Cross the green river. There's a Knight nearby that we still can't get (yet). Keep heading left and head left past the pit heading down. You'll find a Grapple Point over here. Use it to get higher up and travel across the top of the screen to the right. You'll find your way to the [_KNIGHT_] from earlier, but you'll have to kill a harpy as well. Go back and head down now. As you head to the right you'll see a Swing Point to the upper right. Use it and you'll reach another [_KNIGHT_] with an interesting note. Keep following the upper path to the right using the Swing Points. You'll have to kill some Mermen but you'll eventually come to a chest with a [_HEALTH INCREASE_]. FORGOTTEN CAVES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Head left under the Deadly Waterfall and keep going left (remember that going up is where you got the Belnades magic). You'll see a Swing Point here that you can use to grab the [_MERMEN BESTIARY CARD_]. Use them to grab it and head to the upper left. To the left is a path leading further up with a Rappel Point. Use it to head up and reach the chest for an [_AMMO INCREASE_]. Grab it and head back down. Head to the right again and drop down below (you'll likely fight some more Mermen). After that, head to the left for another Grapple Point. Use it to get up and examine a [_KNIGHT_]. There's some barrels too, I suppose. Head down and exit the Southwest exit to Castle's Outer Wall. CASTLE'S OUTER WALL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Continue back-tracking until you get to the knight who died from the fall (he's up above the water area). Use your Combat Cross to get up to the upper right and open the chest for an [_AMMO INCREASE_]. With that item in hand, head all the way back to the Castle Hall. Yes, yes I KNOW it is a long way back, but we have no choice here, ok? Head back and then take the right elevator down to the Guards Room. GUARDS ROOM ¯¯¯¯¯¯¯¯¯¯¯¯¯ Here you can take the upper path to the Kitchen or the lower path to the Cells. But first, head to the elevator to the far left of the area. Don't take it. Instead, to the right of it (and above it...) is a Grapple Point. Use it to get up there and you'll see a Swing Point to your right. Use that to reach the chest to the right for an [_AMMO INCREASE_]. Now let's take the path to the Cells. CELLS ¯¯¯¯¯¯¯ In the middle area use the Grapple Point to get higher up to the right. There's another laser here you can use Belnades magic to get past it. There is a Magic Font in here and a chest with a [_MAGIC INCREASE_]. Very nice! Now let's make our way to the Inner Cells. INNER CELLS ¯¯¯¯¯¯¯¯¯¯¯¯¯ Head left and use the Box to get over the wall. Once you do you can use the nearby Grapple Point on the right to make your way to the floating figure! As you may have guessed, this is the Spirit of Schneider. You'll get to see a cool scene of Belnades calming him and inviting him to join Simon. Cool! SPIRIT OF SCHNEIDER: An ancient oath sworn by a most noble knight to defeat evil provides a powerful comrade in arms to the valiant and brave. Michael Gelhart Schneider swore an oath and now fights by your side in spirit form. Armed with a devastating magic crossbow, always loaded with bolts, he will remain at the service of his allies and will not rest until his final mission has been fulfilled. Go ahead and try him out by tapping his icon or by pressing the right directional button, then use the lever here. You'll have to jam on the 'B' button to open it, but Schneider is more than capable of protecting you! From here use the Grapple Point by the gap and head down. Jump over to the right and kill the Skeleton. To the right grab the barrels if you wish and head down. To the left is a steam trap. You can roll over near it to grab the [_SKELETON WARRIOR BESTIARY CARD_] when the steam stops. Neat. Next head to the right. This path leads to some steam trap dodging which is honestly just basic timing. There is a skeleton to kill along the way. At the end of the path is a chest with a [_HEALTH INCREASE_] in it. Very nice. Let's head all the way back up to the starting area (where you lowered yourself into the gap) and head right now. You'll end up having to fight some Harpy enemies. Head right to a LARGE gap. There's a Swing Point here. Go ahead and grab it, but STOP swinging and descend straight down. Let go when you can see the land to drop to a chest for a [_MAGIC INCREASE_]. To get out of here head to the left (under the earth - watch out for the hand that will come out as you pass underneath) and head up. You'll find a lever here that will take you back to the Harpy room. After that head to the left again and now use the Swing Point to cross the large gap. Use the elevator you find and the Magic Font if needed. Beyond here will be a bunch of Zombies. Kill them and continue on to a split in the path where you can head up or down. Head DOWN first. You'll be able to use a Grapple Point here. There's a steam trap here as well. You can use B to jump off the wall and jump over to the left where you can find a [_KNIGHT_]. Head back up after investigating him. The upper path leads you to a few big rooms with Skeletons and Harpies in them and, eventually, a weird-looking demon face you can interact with. This thing is a TELEPORTER and will take you back to the LIBRARY if you wish. To the right is another Swing Point and an exit to the KITCHEN. I recommend taking the exit to the Kitchen. KITCHEN ¯¯¯¯¯¯¯¯¯ Here you can grab the [_HUNCHBACK BESTIARY CARD_] and use the lever to open the door for good. That's all that there is to do in here. Our other options here are the upper path, which leads to the Theatre, or the lower path that leads to the Vertical Prison. Let's head to the Vertical Prison now. VERTICAL PRISON ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here head right and use the lower Grapple Point to head down. Jump over to the middle cell, then jump down to the lower right cell. Here you can use the middle Swing Point to get over to the left. Use the Grapple Point to the upper left now and head up. This path leads to some Skeleton Warriors so take them out and head up using the next Grapple Point to find a chest with a [_HEALTH INCREASE_]. Now that we have that goodie, make your way back to the Kitchen. It's a bit of a pain climbing back up but it's very do-able. KITCHEN ¯¯¯¯¯¯¯¯¯ This time let's head to the upper right and head to the Theatre. THEATRE ¯¯¯¯¯¯¯¯¯ In here, head back to the theatre area (far left) and use the Grapple Point that you saw the figure that helped you out use earlier. This leads to an area with a BOX that you can use to get higher to a chest, which holds a [_MAGIC INCREASE_]. Now let's head to the Terrace. TERRACE ¯¯¯¯¯¯¯¯¯ Head to the Ballroom. There's nothing else to do... BALLROOM ¯¯¯¯¯¯¯¯¯¯ In here, fight your way to the door on the far left but DO NOT go through it. Head up instead and head to the right. We can now grapple our way across the top of this area. At the far end on the right is a chest, with another [_AMMO INCREASE_] in it. And with that we're all done? See, you picked up a LOT of items! Time to head back to the Library! And don't worry, the doors to and from the Courtyard and now wide open. ============================================================================== THE FAMILY BUSINESS ==================================================================[MoF 1-3]=== LIBRARY ¯¯¯¯¯¯¯¯¯ Man, all that running around is WORK! Sheesh! With the actions we did earlier (Pulled the lever, inspected the book stand), the door to the upper left will be open. Use the top Swing Point to get over there. Kill the Hunchback you find and go up the stairs for some barrels and the [_NECROMANCER BESTIARY CARD_]. Go back down and head left. Climb up the ledges on the right. Once you get to the top you can check out the [_KNIGHT_] to the left. Head to the right now to find some unique-looking monster booths. As you probably know since we went and collected things earlier, these things are actually TELEPORTER DEVICES. Let's use them! The left one sends us to the Inner Cells. INNER CELLS ¯¯¯¯¯¯¯¯¯¯¯¯ Once you arrive, use the lever on the right to open the door. You can kill some Zombies here if you wish. To the left are some barrels and a [_KNIGHT_]. Head back now. LIBRARY ¯¯¯¯¯¯¯¯¯ The middle teleporter also leads to the Inner Cells but we've used it (or seen it at least) before. Use the right one now. FORGOTTEN CAVES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here use the lever to open the way into this room and then go interact with the [_KNIGHT_] nearby. Awesome. Go ahead and head back now. LIBRARY ¯¯¯¯¯¯¯¯¯ Time to continue on. Use the Magic Font if needed and continue on. There will be a Grapple Point above you. Use it to find a room tucked away. Read the book stand here: "Reward, will, word, have, every, great, reads, whoever, a." Ok... after reading it, some Magic Books and some Werewolves will attack. There will be two waves of them. Take them out. Don't forget to examine the [_KNIGHT_] on the far right. Let's continue on. Head back to the staircase and enter the next room on the left. Here you'll fight more Magic Books, Werewolves and even some annoying Hunchbacks. Kill them all to make some Swing Points appear. Use the Swing Points and get to the upper left area. Use the Health Font here if you wish and dodge under the opening so you can continue left. At the ledge, hang off and drop down for the [_MAGIC BOOK BESTIARY CARD_]. Climb back up and head up the roof. You'll find another crack to squeeze through and a big room with a book stand: "Worthy, you, have, of taking, be, treasure, my, proven, to." Once you are done reading it, the door above will open. Make your way up there to a [_MAGIC INCREASE_] in a chest, then head back. You'll have to fight some Magic Books and Hunchbacks here. Fun. Head back down and inside the Library again to the Grapple Point room. Take the upper right path this time to an attic. To the left will be some barrels and Hunchbacks. Head right to head to a new area. TOY MAKER'S FUNFAIR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ OK... A weird name for an area of the castle... Head forward and before the weird doorway you'll have to fight a few waves of Magic Books and Werewolves. Very easy stuff. Head forward through the door to see the Funfair. Use the Health Font and continue past the Shrouded Figure onto the carosel. Here a scene will take place. You'll need to avoid damage for a time as the carosel runs. The objects here come in three heights: High (which you can just run under), Medium (which you can roll under) and Low (which you can jump over). No biggie. For fun, can you name all the monsters that are trying to hurt you? They are all enemies from previous games in the series! After a scene you'll have to do some more dodging. Keep on staying alive and soon you'll see an animated cut-scene. Very cool! Hmm, wonder who THAT is! Hehe... After the scene, go back and fill up your health if you wish and move on. Push the box to the right to head further up. Use the Grapple Point to get on the carosel and head to the left and head further up. Go past the elevator here and push the box to the left. Use it to find the chest up above you for a [_HEALTH INCREASE_]. Go back down and take the elevator up now. MAIN TOWER OUTSIDE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Use the platform here to head upward. Note that this is a counter-weight system and you can even stand on the counter weight to make the platform go up. Good to know. Use the Magic Font if you wish and activate your SCHNEIDER magic, then use the next platform. Schneider will protect you as you go up, which is good because without him you will fall to your death. Head to the right and follow the ledges to get to the next platform. This one will fall fast, so you must quickly jump to the counter weight and then to the ledge beyond that (a controlled air-dash isn't a bad idea). You'll soon meet up with the dragon-thing that tried to kill us earlier. He is easy enough to scare off: just use an Axe or Schneider and some whipping. Easy. Continue on to the next platform. As you make this one go up look off to the left and you'll notice a Knight over there. Once you get to the top jump off to where the counter-weight is and then over to the left for the [_KNIGHT_]. Head back up again and follow he ledges upward. You'll need to move a box to the left soon so you can continue (use the Magic Font). Use the rope to continue. Soon the dragon thing will show up again. Equip Belnades Magic and continue on, heading ever upward using the planks and Rappel Points. At the top you'll have to fight the dragon thing again. Use axes (there are barrels nearby) and Schneider. You'll be able to grab him here, so do so when you can to end him. Climb up again and use the Health and Magic Fonts before climbing up the door. Use 'B' to crash through the window. ???? ¯¯¯¯¯¯ Here a short scene will occur. Move forward and watch the scenes. Jam on the 'B' button when you can. We'll soon be in a boss fight! +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Succubus - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: Revenge doesn't stop for pleasure... especially | | if that pleasure is trying to kill you! The Succubus likes to float | | like the Necromancer. The first part of the fight is just it shooting | | shots at you and trying to whirlwind charge you (with a rare barrier | | sphere thrown in). Keep attacking and soon she'll go consume the first | | woman she was with. Oh, great... | | | | She'll sport a forcefield now, which requires breaking. Keep at it | | and soon the forcefield will be damaged enough for you to grab it. | | Do so and then you can continue attacking her. Keep at it and soon | | she will try to consort with her slaves again. You can use your grab | | and 'Y' button here to make her stop! Keep on fighting while keeping | | her away from her slaves and soon you'll see a longer scene where she | | joins THREE of them. | | | | Soon she will make it appear like there are three of them fighting | | you, each in their own forcefield. You'll need to find the right one | | and attack. You'll know you got the right one when the forcefield | | turns red. When it starts glowing, GRAB IT and continue attacking | | like normal until you deplete all her health. Once that is done and | | the view changes, head right and grab her on the ground to finish the | | boss fight off. | | | | - Magic Shots: Her basic ranged attack: she'll shoot magical shots at | | you. She does three of these in a row. Some basic dodging will keep | | you safe, don't worry. | | | | - Whirlwind Charge: A fast attack, the Succubus will charge up and shoot | | herself at you while spinning like a whirlwind. This attack has some | | range on it, but if you wished you could outrun/outdash it. Of course | | you want to be close so dash out of the way at the last second and | | counterattack immediately. | | | | - Barrier Burst: This attack is a bit rare (at least in phase 1), but | | if you stay too close to her for awhile she'll make a barrier appear | | and shoot it out at you. Just dash away and you should be safe. She | | will use this much more after her forcefield breaks. | | | | - Shockwaves: Once she has her forcefield up, she'll start doing this | | attack. This is actually a welcome sight. She'll throw a wave of | | energy down and shockwaves will travel to the left and right. Jump | | over them and resume the whipping! Easy! | | | | - Teleport Kiss: After breaking up her second consort kiss, she will | | start to occasionally teleport over you and try to grab you. You can | | see this coming a mile away as she glows blue before teleporting. If | | she DOES grab you, just jam on the 'B' button to push her away. You | | will lose health slowly until you push her away. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ After the fight watch the very entertaining scenes. Soon, we will swich over to none other than Alucard... __ __ _ ___ __ ___ _ | \/ (_)_ _ _ _ ___ _ _ / _ \ / _| | __|_ _| |_ ___ | |\/| | | '_| '_/ _ \ '_| | (_) | _| | _/ _` | _/ -_) ___|_|__|_|_|_|_|_|_\___/_|____\___/|_|___|_|\__,_|\__\___|___ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< ACT II: ALUCARD >==O ``-.__________________________________________________[MoF-ALU]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Watch the scenes as Alucard laments his condition... ============================================================================== A LONG NIGHT'S REST ==================================================================[MoF 2-1]=== MIRROR OF FATE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ We'll have control soon. Let's check out our inventory. Alucard's weapon is called the Dark Pain. Heh. DARK PAIN: The dark version of the Combat Cross used by the Brotherhood Elite. Created by the Toy Maker, brightest pupil of Gandolfi. This parody is the result of decades of research with a metal extracted directly from the shadow plane. The weapon is extremely hard and perversely sharp and its full power is awakened only when wielded by a creature of the night. Head to the right to find a dead [_KNIGHT_]. The scroll is very prophetic. After that, head left out of the room and all the way to the next area. BELFRY ¯¯¯¯¯¯¯¯ Head to the left and refrain from heading upward when you can. Instead, stick to the ground floor and go as far as you can to find a [_KNIGHT_] on the floor. Poor guy. Magic, you say? Try to head back and two Gargoyles will attack. Watch out for their fire breath and try to get them with the end of your whip and you'll be ok. Head back and head up now. Kill the Skeleton Warrior here and keep heading up, using the Grapple Point when you can. Nice to know that Alucard can already Grapple, no? Head up and examine the [_KNIGHT_] when you can. Continue on to the right and kill the Skeleton Warrior you find. Head down when you can. If you want you can drop and destroy some barrels but its not like that can help us right now. Head up the right side and down when you can until you can use the Swing Point and swing to the right. Head down again and Rappel down further until you can jump off and swing to the left, which takes us out of this area. TOWERS' LINK ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ No map for this area... foreboding... Continue on until you see a scene. This large half-mechanical creature is the Daemon Lord. You'll have to fight him here. Sounds like you have some history. Despite the boss health bar showing up, you're not going to win this fight. He corners you to the right and doesn't let up. You can dodge the tail flop attack, but that's it. You'll die soon enough... When you do, you'll get burned a bit and will fall down to the lake below. You will see Simon as you do so, which should place what time you are at right now. Once you hit the water you will learn that Alucard doesn't need to worry about his oxygen supply. Makes sense. Swim straight down until you see a [_KNIGHT_]. Once you examine him, follow the lake's bottom and head left. You'll soon come to a scroll for a [_SUCCUBUS BESTIARY CARD_]. That's all there is in this area, so explore and fill out the map if you wish and then make your way to the lower right to continue. ABANDONED MINE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Swim right and up until you can get out of the water. Use the Health Font here if you wish and continue on until a scene takes place. YOU HAVE OBTAINED THE BAT PROJECTILE. SELECT IT WITH THE UP DIRECTIONAL BUTTON. PRESS 'A' TO USE THEM AGAINST AN ENEMY. PRESS AND HOLD 'A' TO CHARGE THEN RELEASE FOR A MORE DEVASTATING ATTACK. And of course their item description: BAT PROJECTILE: Alucard exercises a strange influence over the castle's bats, which serve him when called upon. Upon the order of their master, they attack a target, hitting it and confusing it for a few brief moments giving their lord the upper hand. Let's try them out. Continue heading right until you run into a bunch of Harpy enemies. There's some barrels here too. Give your bats a try to see what they can do. After that, head right to the elevator and ride it down. Once you land, head to the left first to find some barrels and fight a new enemy: the Electric Merman. He attacks much like the Merman but has an additional in-place electruction move. Like's Blanka or something. Note that I will just be calling these things Merman or Mermen. I assume you can tell the difference for yourself! Take him out and move over to the right. Jump in the water. Down here you can find a dead [_KNIGHT_]. To the right, you can also find a [_MERMAN TADPOLE BESTIARY CARD_] to the far right. Neat. Head back and enter the elevator and ride it up. Head to the right now and use the Rappel Point. Drop down when you can to the platform. Here, drop down to the ground below (its safe, don't worry). Down here is a lever. Try to use it and you'll see more Mermen show up. They will knock you off the ladder and start a fight, so kill 6-7 of them until they've decided they've had enough. Charged Bat shots help when there is two of them at a time. Now let's go grab some goodies. Jump back on the left platform when it comes back down and wait for the right steam trap to stop so you can air dash to the right platform. From here, air dash to the land on the right for some barrels and a [_KNIGHT_]. Note the doors he talks about. Above us in one such door. Make a note of it and head back down to the ground floor. Use the lever now and head right, refilling your health over here and breaking the barrels. There's another place to jump in the water here. Jump in and swim down, going to your left until you find a [_KNIGHT_] by a platform. Note that there are Mermen Spawn in this lake, so we need to be careful as we explore. Once you've interacted with him you can finish exploring the lake (fill out the squares) if you wish, but make your way to the far right. You'll find a separate place to come out of the water with some ledges to grab. Head up and watch out for the steam and fireball traps. Once you get to solid ground kill the Harpies that show up. Jump in the cart after that and move it SLIGHTLY to the left, then stop. Below the left edge of the ground is a scroll we can fall and grab. Do so for the [_HARPY LEADER BESTIARY CARD_]. Head back now and head back up. Use the mine cart to head onward. As you go Harpy enemies will fire arrows at you. You can manually stop the cart and kill them, just be sure to stay in the cart after jumping. There's two of them in total. Head to the far left and use the elevator you find. Up here head to the left and get past the fire traps (too easy). You'll need to fight some Harpy enemies here, between two fire traps, but it isn't too hard. Once they are dead note the mine carts above you (we can't get up there) and continue on to the left to the next area. KITCHEN ¯¯¯¯¯¯¯¯¯ We're not in the Kitchen like you'd think. We're out in the pipes. Head forward until you see a split, then jump over the path downward and to the left you'll find the [_ELECTRIC MERMAN BESTIARY CARD_]. Very nice. Head down now. The path to the right is blocked so head left. Speaking of Electric Mermen you will have to fight some coming up. Take them out and keep heading left. You'll be forced to head up soon, so head up and go to the right first to fight another Electric Merman. Kill him and check out the far right corner for another [_KNIGHT_] who is a big fan of "Brother Mario". Continue on down the path and you'll see a path upward that we can't take right now. Kill the Merman that shows up. Continue on and you'll see another split in the path. Either way is ok, but head down for a quicker path. Both paths lead to a pit with water at the bottom. To the left of the pit is an area we can't fully explore yet either, so keep it in mind. Head back to the pit and scale the left wall. Note the lever up on the chandalier. We can actually get to this if we try. What you need to do is jump toward it and air-dash and you should have just enough heignt to grab the ledge. Pull yourself up and hit the lever. The pit below will fill up with water now. Jump down and swim down to the room on the left, then head up. You can now reach a chest with an [_AMMO INCREASE_] in it. Sweet. Once you have that, head back to the upper left pipe. Head forward and soon you will see a scene. YOU HAVE DISCOVERED THE MIST FORM. USE IT TO RECOVER LIFE. PRESS LEFT DIRECTIONAL BUTTON TO ACTIVATE IT NOW! Oh, cool, a new form. Try it out by passing through the Hunchbacks and you'll regain some health. Fight the Hunchbacks by either passing through them or air dashing over them. Do a grab attack if you can: it is just hilarious. You'll have to fight another wave of Hunchbacks after that but soon you'll fight them off. Here's the description of Mist Form: MIST FORM: With the right level of concentration, Alucard can divide his body into millions of particles thus avoiding enemy attacks and reinforcing his dodge ability. In this state, Alucard can absorb the life force of all creatures and go through barred doors, opening areas of the castle only available to the vampires of Dracula's Domain. Cool. You'll need to try it out soon to pass the barred door to the left. Get past it and you'll be on a staircase. If you head down, you can refill with a Magic Font, but you'll be forced to head up sooner or later. Head to the very top of the stairs when you can and enter the top right room. You'll fight another few waves of Hunchbacks here. Kill them all. To the far right is a [_KNIGHT_]. Poor guy. Head back to the stair case and head through the top left exit. Kill some more Hunchbacks. When you come to the path heading up, go left instead and you'll soon come to another [_KNIGHT_]. Ugh... Head back now and head up. Take the left hand side as the right is blocked. Keep heading up and you'll see a Beast Door on the right that we still can't interact with. Grr... Nothing to do but head left to the next new area. THEATRE ¯¯¯¯¯¯¯¯¯ We're now in a new area of the Theatre. Move forward and pull the wind block (weird that this thing even exists!) to the right so you can use it to get further up. Up here use the electric block (sigh...) and move it to the right so you can grab the weight, then to the left over the floor lever to open the way forward. Jump up and use the Health Font if needed. Use the weight block to get up higher. Push the fire block over underneath the hand and it will release the weight block. Push the weight block to the left and use it to jump higher. Up here push the wind block to the left under the pipe to open the door up ahead. Here you'll see a scene (Simon in the theatre), followed by an overview on the area Alucard is in. You'll get a message as well: USE THE HIGHLIGHTED BUTTON ON THE TOUCH SCREEN TO CHANGE THE VIEW. This button (which is flashing) will switch between zoomed out and zoomed in views. Fun. To your upper right is a Knight who offers clues, although it reduces your XP REWARD. However, as a dedicated FAQ writer, it is my duty to bring you these clues free of charge! Let's solve this thing first. I'll break this puzzle down into steps to make it easier on you (and me!) and I'll also list all of the clues down below the steps (In case you want to see what they say). Feel free to use as little or as much info as you need. A quick note though: the central lever will control the arms and can make boxes move from the lower level, to the middle level, to the upper level. We'll need to use it to move blocks around! o STEP 1: Move the WEIGHT box onto the bottom right platform and hit the center lever, getting it out of the way. o STEP 2: Move the FIRE box to the far right and burn the hand holding the AIR box over here, which will free it up. Push the FIRE box to the far right now. o STEP 3: Get the WEIGHT box back down and push it to the far left. o STEP 4: Push the AIR box to the far left. You can now use it to push yourself up and grab the ledge on the left. You can now access the upper area. Pull the MAGNETIC box onto the upper left plate so the hands can grab it. o STEP 5: Bring the MAGNETIC box down and move it off the bottom plate to the right a bit to get it out of the way. Now, move the WEIGHT box onto the bottom left plate and make it move up to the middle area. With that done, use the MAGNETIC box to move the WEIGHT box to the pressure plate to the right, opening a door to the air tube below. o STEP 6: Move the FIRE box to the bottom right plate and use the lever to get it up to the highest level you can. Now, go down below and pull the AIR box under the tube and you will solve this puzzle. And here are the CLUES, for the curious. CLUE 1: Burn the wooden boards to make the air box fall, push it to the opposite zone and then use it to reach the magnetic box. CLUE 2: Use the central lever to place the iron box on the left middle platform with the giant mechanical arms. CLUE 3: Move the magnetic box right below the iron box to attract it to the pressure plate. CLUE 4: Use the giant mechanical arms to raise the fire box to the top platform and place the air box under the central tube. After solving the puzzle, you'll see a scene. ============================================================================== TO SAVE A BELMONT ==================================================================[MoF 2-2]=== THEATRE ¯¯¯¯¯¯¯¯¯ After that, turn around and use the Swing Points to get back to the puzzle area. Next, drop down onto the stage itself (Simon is fast apparently and is already gone). To the left down here you can find a [_KNIGHT_]. What a scroll! Next you can head to the seating area to fight a bunch of puppets. Fun. Revenge for the poor knight. There's a Magic Font further on down here. You can also head through the lower exit down here to the Kitchen, which we should take a second to do. KITCHEN ¯¯¯¯¯¯¯¯¯ Go down the stairs and you can grab the [_WRAITH BESTIARY CARD_]. That's all we came for, so head back to the Theatre. THEATRE ¯¯¯¯¯¯¯¯¯ Head back out to the seating area and fight if you wish, then head up and continue to the right. Up here the teleporter will be close. Go figure. Further in destroy the Puppets that show up. There's a Health Font nearby so use it and head right to a new area. TERRACE ¯¯¯¯¯¯¯¯¯ Head to the right and reach the huge elevator. Note that you can explore further to the right as well, which we couldn't do earlier. Go back and ride the elevator up. You'll see a scene here! Time for a boss fight against a GIANT SCAVEN! +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Reaver - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: Wow... I didn't even know they got that big! So, | | this fight is mostly difficult due to the area we are fighting in, | | which is the left portion of the Terrace section. Out here you have | | to be careful of getting cornered, but with enough pressure you can | | force the Scaven back! Still, its important to note that if you ARE | | cornered, Mist-Dashing through him is the best choice as you can't | | Air-Dash over him (small Scavens will bite at you otherwise). | | | | Check out all of his moves below so you'll know what to expect. Also, | | at certain points in the fight the Reaver will stop fighting as the | | camera pans up to show a pipe.. or something. Anyway, you need to | | grab the pipe and pull on it to drop acidic water on the Reaver. The | | creature is actually healing rather quickly while you are doing this, | | but the acid will negate the healing and put you back into the fight. | | | | When the Reaver heads up above you to do its seed bomb attack, just | | run back and forth and stay out of the way. You can't hurt it when it | | does this. At the end of the fight get ready for some QTE buttons. | | You'll have to jam on the 'Y' button and then when you get into the | | pipe, you'll alternate between 'Y' and 'X'. Hit them all to end the | | fight. | | | | - Bite Attack: The Reaver's basic attack: he'll snap at you. He can do | | this up to three times in a row, even if you are cornered (which is | | what makes this dangerous). Watch the range on this attack as it can | | be dangerous! | | | | - Scaven Summon: Yep, the Giant Reaver can make smaller Scavens appear. | | They are stronger than the Scavens you've encountered before but | | aren't really a threat. They can fill up your magic a bit at least, | | which is what they are good for. | | | | - Tail Swipe: The Reaver will rear back a bit and lift his "tail" up, | | which is your sign to get ready for this attack. He'll swipe his tail | | at you. You can jump over it or dash back out of range. I like to | | dash out of range and back in, then resume whipping. | | | | - Seed Bombs: I'm... I'm not sure what the Reaver throws at you that | | blows up, and I'm not sure I want to know. Let's just call these seed | | bombs. He'll throw them at you and a few seconds later they will blow | | up. When he's down below with you, there's usually a space between | | the first and second seeds. When he goes up above you and starts his | | "Seed Bomb Shower", it is best to run back and forth and avoid all of | | the bombs completely. | | | | - Bone Burp: At times when you are rather close, the Reaver will burp | | up bones and spit them at you. Ugh! It's best to jump up and dash | | away when you see this. This is a pretty cool looking attack. | | | | - Hungry Charge: At one point in the fight the Reaver will straight-up | | eat you. It's simple to get out by jamming the 'B' button, but after | | that he can use this charge attack at any time. He'll basically run | | across the room trying to eat you up. If he catches you he'll eat you | | again. You can either just run away or you can throw a Bat Projectile | | at him to stop the charge early. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ After the fight and the QTE button presses you will gain a new ability: YOU HAVE OBTAINED THE SHADOW CLAWS. USE THEM TO CLIMB WALLS. Good stuff. You know he only got those from the Reaver's blood, right? SHADOW CLAWS: When the infected blood of the Reaver spreads through Alucard's veins, claws grew out of the tips of his fingers. With them, he can descend slowly down chasms and climb steep vertical slopes. With our new power we can continue on. Use it to head up the path the elevator was supposed to go. At the top right is the [_REAVER BESTIARY CARD_], so be sure to grab it and head left to the next area. CLOCK ROOM ¯¯¯¯¯¯¯¯¯¯¯¯ Head forward into the area and hit the lever. Nothing else to do. Head through the door and you'll see the large clock in this area. There's a Beast Door above you to the right as well. Go ahead and interact with the center object. You'll see a scene here (that's rather cool) and soon you'll have a new power: YOU HAVE DISCOVERED THE WOLF FORM. ACTIVATE IT WITH THE RIGHT DIRECTIONAL BUTTON TO INFLICT MORE DAMAGE TO ENEMIES WITH YOUR ATTACK. YOU CAN ALSO USE THE WOLF FORM TO OPEN CERTAIN DOORS. We can now break all of those Beast Doors we've been finding, as the item description will tell you: WOLF FORM: Fed by an inner rage, Alucard can unleash the beast within when fighting his enemies. In this state, Alucard increases his combat strength substantially and gains the ability to destroy doors marked with the face of the wolf. We can't do anything with these electric platforms (the game itself will tell you to come back later if you try) so go ahead and try out your new Wolf Form on the Beast Door to the upper right to tear it down. Beyond it is a [_KNIGHT_]. He'll basically tell you how to get past the electricity but it's still not in our ability pool for now. Head onward and use the Swing Point and the Health Font, the continue on to the next area. TOYS ASSEMBLY LINE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Head forward and get ready for a fight. You'll face a few waves of Puppets along with some Magic Books. Kill them all! Mwahaha! Head to the far right to find an elevator that you can use to continue. There's nothing to do to the left, so head right. You'll see a moving platform here that you can ride. Follow the lower level (use the Health Font if you wish) and dash over the Gear Pit. You'll find a [_KNIGHT_] down here. Examine him and head back to the moving platform. Go up this time. Before moving onto the next grate platform, check out the electric barrier to the right. It turns off and on regularly. The grate will also drop you if you stand on it, so wait until the electricity goes out and quickly dash through it. Next you'll have to get past another electric barrier but you can choose either the upper or lower one as it really doesn't matter. Beyond that is a wall-climbing area with a horizontal electricity strip, meaning we have to time this well to not get him. Watch the electricity and jump when its about to go out to quickly get past it. Jump into the alcove on the right you find. Up above is another electric current, so time this one as well to get further up. You'll see a Beast Door to the right. Break it open. There's three steam traps in a row here but you can move past them sequentially easily enough. Get past them to find a chest with a [_HEALTH INCREASE_] and head back. Now let's head to the left and get on the moving platform. Wait for it to go down and jump down to the lower right. Pull the box to the left and you can then reach the chest for a [_MAGIC INCREASE_]. Head back to the platform and look to the left. The ground here will put up an electric current from time to time. Wait until it drops and get past it (or, even better, air dash over it right before it drops). The platform beyond it will try to drop you, so get to the left. Two electric barriers will try to stop you here, but after the right one drops you can easily dash through. Beyond that is a wall climb area with a steam trap. Get past it and head up. Head to the right and note the steam trap. Drop down there for a [_KNIGHT_]. He has an interesting scroll about the Puppets. Head up now and continue on to the right, following the upper path. The two grates here will drop you if you let them. To the far right is a Grapple Point. Use it to climb up and press 'B' when you can and head on to the new area. TOY MAKER'S WORKSHOP ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Head all the way to the right here and break the barrels you find. There is a [_KNIGHT_] here. Examine him and head left. Use the Rappel Point to get higher up and use the Health Font if you need it. To the left are even more barrels and a TON of electricity. Don't step in it. (Ok, so maybe I stepped in it once... or more times...). Anyway... let's head to the right and use the swing point to get on the structure. Above you is an electric trap. Wait for it to go out (ALL the way out) and jump up past it. Here you can go up or down. Head down first and jump to the platform. Hang off the right side and go down again. Now you will need to jump to the right AND air-dash to make it to the far right ledge. Over there, pull yourself up and head down on the right to make your way to a chest with a [_HEALTH INCREASE_]. Head back now and head up the upper path this time. To the left is barrels and more electricity, so head right and examine/use the shrine you see. We will get a new sub-weapon! YOU HAVE OBTAINED THE STOPWATCH. SELECT IT WITH THE DOWN DIRECTIONAL BUTTON. PRESS 'A' TO USE IT TO SLOW DOWN ENEMIES AND TRAPS. PRESS AND HOLD 'A' TO INCREASE ITS EFFECT. Cool. We can get past those electric traps now! Here's the description of the item in your menu (Vampire Plasma!?!): STOPWATCH: Among the most demented inventions of the toy maker is the stopwatch. Made with vampire plasma and powered by blood they release their sinister magic when broken, slowing time in the immediate vicinity. Nothing to do now but head down to the bottom floor. Head down there and you'll get into a fight with some Hunchbacks (their army versions) and some Magic Books. Kill them all and head left back to the previous area. TOYS ASSEMBLY LINE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ We're only passing through this area. Take the upper left path all the way to the beginning of the area. You will likely fight some Puppets and Magic Books here. Go back and heal if you must, then continue on to the left to the next area. CLOCK ROOM ¯¯¯¯¯¯¯¯¯¯¯¯ Head to the main room on the far left and you'll see a scene showing you your objective. We have to use the STOPWATCH to get up there (duh!). Head to the far left near the Magic Font and Barrels and use a charges Stopwatch. When you can, climb up the first platform and then the second. From here you can jump/dash to the left and nab the [_HUNCHBACK TROOP BESTIARY CARD_]. Nice. Wait for the stopwatch effects to wear off and throw another one. This time head all the way up when the electricity disappears. At the top, examine the altar and you will see a scene: YOUR COMBAT CROSS HAS BEEN UPGRADED. NOW YOU CAN USE THE MAGNETIC RAIL SYSTEM! Cool. This ought to make life more mobile! This also gives us a new item description in our inventory for the "Improved Dark Pain". You guys know I love the item descriptions... IMPROVED DARK PAIN: Alucard cannot manifest the same level of power as his father and so relies on a man made weapon created by one of its greatest alchemists, yet it lacks certain abilities still. Now however, with this improved version, Alucard can grip onto magnetic rails that litter the castle and lead to new places. Still now as powerful as ol' Dad. Oh well. Let's try out the new rail system! Use it on the LEFT rail first and follow it to the end. Break the barrels and open the chest for a [_MAGIC INCREASE_]. Nice. (-NOTE-) The below section, we're going to go back to a couple of previous places to gather some upgrades. You MAY HAVE BEEN able to do this earlier, as I basically just discovered you could make it past the TERRACE room (you previously couldn't make it to the lower exit after the REAVER fight, but this may be an obstacle that is removed simply by exiting and leaving the room). OK, so like the note above says we're going to make a couple of detours and pick up a couple of upgrades. Nothing like getting more powerful! Make your way down to the bottom floor now and head out the lowest right exit to the Terrace. TERRACE ¯¯¯¯¯¯¯¯¯ Here simply head down and to the bottom left exit and continue on to the Theatre. You may fight a Harpy on the way. THEATRE ¯¯¯¯¯¯¯¯¯ Fight the Puppets in front of you and head left. Drop down to the main seating area and kill the Puppets to the left if you wish, but head to the right and take the exit here to the Kitchen. KITCHEN ¯¯¯¯¯¯¯¯¯ Our first upgrade is fairly close. Head down the stairs, under the rubble and jump the gap. Head up and to the left is a beast door. Use your Wolf Form to destroy it and claim them [_MAGIC INCREASE_] from the chest. The next treasure is out in the pipes section. Remember, there was a path upwards that we couldn't get up earlier? Well, with our Shadow Claws we finally can. Head back to the giant pit filled with water and take the upper right path. Jump over the next small gap and you'll reach the path heading up. Use the right ledge to get a head-start and jump up. To the right are some barrels while to the left is a [_LIFE INCREASE_]! Very nice! Next we need to head to the Abandoned Mine, which is the exit to your right. We got one more chest we can get! ABANDONED MINE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Now that we are in the Abandoned Mine, we have to head for the area that has the two vertical moving platforms. You remember it, right? It's near the middle of the map, left of the blank spot in the map. It's pretty easy to backtrack to. Once you are there (and kill the Electric Mermen), get on the left platform and air dash to the right one when the steam lets you. Ride it to the top and you'll see a Beast Door. You can use your Wolf Form to break it. Inside is an [_AMMO INCREASE_]. Nice. Now that we're done getting those upgrades, head back to the CLOCK ROOM. Yep, all the way back. Don't complain, you are stronger now! CLOCK ROOM ¯¯¯¯¯¯¯¯¯¯¯¯ Let's grab one more goodie really quick. Take the middle exit to the Toys Assembly Line. This won't take long. TOYS ASSEMBLY LINE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here you can ride the nearby rail up to the top of the room. Up here you can jump past the steam traps with R. In the middle of the area you'll see a bestiary card. Fall down to grab [_MACABRE PUPPET UNLEASHED BESTIARY CARD_]. Whew, that is a long-winded name. You will also need to fight some Puppets and Magic Books now that you dropped down. Kill them and head back to the Clock Room now. CLOCK ROOM ¯¯¯¯¯¯¯¯¯¯¯¯ Ok, let's make some forward progress. Use your Stopwatch to get past the electric platforms (I like taking the left path). And head to the upper right exit, which is the exit the game wants us to take. TOY MAKER'S WORKSHOP ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ We'll be in a new area of the Workshop now. Head forward and grab the rail. Ride it up to the end and wait for a floating platform to come down. Get on it and ride to the bottom. Here you can take the lower, trap-ridden path or the top enemy-laden path. The bottom path is going to be used as an escape route in a bit so do yourself a favor and head up the top path. Head up using the sliding wall and you'll make your way to a room where you will take on more Puppets and Magic Books. Kill them all. After that head to the right where you'll see another moving platform. We're going to be a little tricky here. INSTEAD of taking the platform, hang off the right edge of the ground. Look down. Electricity. Fun. Now, to do what we're about to do, turn on your Mist Form. We're going to drop through the electricity (ouch) and AIR DASH to the left. Do this and you'll reach some solid ground. Use the Mist Form to get through the gate. You'll get some barrels and a chest with an [_AMMO INCREASE_]. Good stuff. To get out of this area, we'll have to take the bottom path. You'll have to Air Dash to the right (Mist Form makes this easy) and whip the Grapple point. Jump down to the platform and use the rail to continue left to the next platform. You can jump up to a ledge from here to get back to the enemy room. Now that we got that jump on the platform past the enemy room and head up to a rail. This rail leads you past some electricity traps (easy!) and to the section of the Workshop that we've been in before. Use the railing to head up and at the top head left. You'll see the Monster Transporter is open now. We can use this to go to the Theatre if we wanted, but we don't need to. Head to the left and use the rail to head to a brand new area. CAROUSEL'S ENGINE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Kill the hunchback squad here and head up the ledges. To the left is a beast door that you can tear down. This new path leads to a chest with a [_MAGIC INCREASE_]. Nice. Head back and jump on the rail to continue. Keep going and soon you'll see another scene. Simon dodging the Carousel danger. Alucard just sighs... Heh. We have another puzzle here. Gotta save Simon! Just like last time, I will list the steps to solve this thing down below. Below that will be the clues you can receive for this puzzle (the Clue Knight is just to your left). The clues pretty much give away what you have to do, by the way. What we need to do is direct the laser beam to the top of the screen, to the center of the carousel (to break the gear). Note that there's two different things we can do here: pull levers or move around sphere pedestals. There are two levers: one to the left and one to the right. There are five sphere pedestals. The lower one, two middle ones and two upper ones. o STEP 1: Move the BOTTOM pedestal under the far right sphere. This will shoot the beam to the middle right pedestal and up to nothing. o STEP 2: Move the MIDDLE RIGHT pedestal to the far right. This will shoot the beam over to the far left. o STEP 3: Move the MIDDLE LEFT pedestal below the orb that is second from the left (the high-up one). This shoots the beam close to the gears, but you aren't done yet. o STEP 4: Head to the top and move the TOP LEFT pedestal so that it is underneath the far left orb (move it slightly to the left!). This will make the beam go down toward the far right. o STEP 5: Almost done! These last two steps are easy. For this step, just head to the left lever and use it. o STEP 6: Next, just head to the right lever and use it. This should do the trick! And here are the CLUES, for the curious. CLUE 1: Project the beam by moving the lower floor's deflector below the sphere on the far right. CLUE 2: Move the first floor's eastern deflector to the position below the far right sphere. CLUE 3: Move the first floor's western deflector to project the beam towards the central sphere. CLUE 4: Move the upper floor's western deflector below the left sphere and pull each lever once. You'll automatically see a scene once you are done. ============================================================================== FACING MY FATHER ==================================================================[MoF 2-3]=== RESURRECTION ROOM ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Do yourself a favor: immediately use the elevator you are in and head back to the Carousel's Engine room. CAROUSEL'S ENGINE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Now that you are back here, go examine the [_KNIGHT_] to your left. Pretty weak that they didn't let us grab him. Oh well. Head back to the Resurrection Room now. RESURRECTION ROOM ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There's barrels, a Health Font and a Magic Font here in case you need them. There's also a [_KNIGHT_] to the right. Further on you'll see a Bestiary Card that we can't reach. Oh well, we'll be able to get it soon. Head further right now to start a Boss Fight! +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Daemon Lord - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: Time to take the Daemon Lord down a peg. This | | fight is actually separated into three parts, which is important to | | note. After damaging him a bit he'll jump back to the background. This | | is our cue to attack the laser generators to the far left and far | | right of the room. Once you destroy one, he'll come back to fight some | | more, which can be considered "round two". Once you hurt him further, | | he will retreat again. Destroy the next laser generator to start | | "round three" of the fight. | | | | Study the moves below to know what to expect. It is super easy to | | unleash counter-attacks on him, which should be your primary goal for | | the first two rounds of this fight. Also note the slide bar up above | | you. You will NEED this to dodge certain moves and position yourself. | | | | Once you get to the laser generators, feel free to either focus on one | | or both of them. If you damage both equally until you kill one, the | | last one will be that much easier to take out. Just be sure to use the | | slide bar and follow behind the lasers to avoid taking damage. | | | | Once you destroy the last laser generator, the Daemon Lord will grab | | you and you'll be shocked by the next scene (yes, I'm that cheesy!). | | Mash on the 'Y' button to get free. This third portion of the fight is | | when you should go all out. Combine WOLF form and the STOP WATCH sub | | weapon to REALLY turn the tides in your favor. Three stop watches and | | you should have this fight in the bag. Be ready to jam on the 'Y' | | button during the next few scenes and you'll be golden. | | | | - Three-Hit Combo: The Daemon Lord's basic attack. He starts with two | | punches and follows up with a bite attack. All three attacks are VERY | | slow and unblockable. They cover some room, so roll backwards and get | | ready to counterattack! | | | | - Tail Slam: A cool-looking attack. The Daemon Lord will raise his head | | up while his head glows. He will then do a front flip and slam his | | tail down. This attack is of course unblockable. | | | | - Tail Laser: The Daemon Lord's tail will glow while he brings it under | | his body and points it at you. He will then make it shoot a giant | | laser out at you. This move is best avoided with the slide bar up | | above you, as the laser stays out on the screen for quite awhile. It | | is also unblockable. | | | | - Back Dash: The Daemon Lord will do this ability when you get behind | | him, usually using it after you use the slide bar to give yourself | | some room. His tail will glow for a bit (unblockable!) and he'll dash | | backwards a bit. Not hard to avoid. | | | | - Shockwaves: The Daemon Lord can make shockwaves at certain times | | during the fight. The first is when he returns to the fight after the | | Laser Beams attack. Just block this one. However, during the third | | part of the attack he'll use it over and over (to the left, of course) | | to try and force you back into the electricity. Using the Stopwatch | | here (and Wolf Form!) is really recommended to get him to stop as | | well as lay the smack down! | | | | - Laser Beams: This attack is the one he uses between rounds, when he | | retreats to the back of the screen. The first round of lasers is split | | in two. The left one circles clockwise while the right one circles | | counter-clockwise. Attack the machines while following the lasers and | | you'll be ok. The second round of only has one laser that travels | | clockwise. Take it out to continue the fight. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ After the fight you will obtain the [_DEMONIC WINGS_]! YOU HAVE OBTAINED THE DEMONIC WINGS. YOU WILL BE ABLE TO JUMP HIGHER WITH THEM! PRESS 'B' 'B' TO DOUBLE JUMP. HOLD 'B' TO GLIDE. VERY nice. We will make good use of this. Check out the item's description in the menu: DEMONIC WINGS: After partaking of the blood of the Daemon Lord, Alucard has acquired the ability to invoke a pair of Dark Wings with which to make a second jump in the air and glide slowly to the ground. Head back to the room's entrance, back to where that BESTIARY CARD was. With our new double jump, we can grab it for the [_DAEMON LORD RESURRECTED BESTIARY CARD_]. Very nice. I like how they destroyed the rail here too. (-NOTE-) If you come back to this area Puppets will be here for you to fight. Head to the right now and you'll see an elevator. Head past it to the right and you'll get a [_HEALTH INCREASE_] chest. Nice. UPGRADE COLLECTING! ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ THIS small section is to grab three items that we can now back-track and get with our newly-acquired DOUBLE JUMP ability. Instead of hand-holding you I'm going to name the three places we need to head to and where to look for the upgrades. (-NOTE-) ONE of these items (In the KITCHEN) is a BLOOD ORB that you WILL need to go further on in the game. It is a GREAT IDEA to get it now as it will save a back-tracking trip later on. TOY MAKER'S WORKSHOP ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ With your new DOUBLE JUMP ability we can get to a Knight here that we couldn't get to before. What you need to do is make your way to the right section of the area, where the far left horizontal moving platform is. The one that leads to either the enemy room or the trap-laden path, remember? Well, ride it up and off to the left is a LARGE gap with a ledge. With your double jump you can make this gap jump now, grabbing onto the ledge. Climb up and make your way to the rail. Continue on watching out for traps and you'll make your way to a [_KNIGHT_]. Once you have examined him make your way back the way you came (Do NOT jump to the right as you WILL die). KITCHEN ¯¯¯¯¯¯¯¯¯ The Kitchen is the area that has one of two BLOOD ORBS that we need. Head for the big area on the left side of the map: the one you have to use Mist Form to get to. There will be a ledge to the right you can double jump up to. Up here you can find a box to move. Move it to the far left and double jump up to a rail. Follow this to a dead Hunchback that you can interact with to (eventually) get the [_BLOOD ORB_]. ABANDONED MINE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This one is tricky (and fun) to get. Right near where you zone in at, up above you will be rotating iron platforms. Jump up to one buy HANG off the left side. This will let you avoid the fire from above. Once you pass it get up and you will avoid the fire from below. As soon as you can hang off the right side to avoid some fire from above. From here you can jump off the right side and double jump over to some solid groud where you'll find a chest with a [_HEALTH INCREASE_]. Now that we're done with all of that, head back to the Resurrection Room and continue on by using the elevator to the far right! VAMPIRE'S TOWER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The decorum in this place is really cool. It is me or do one of the portraits look a lot like Brauner? (-NOTE-) Now that you have double jump, do NOT jump on TOP of elevators. It hurts! Head forward to the left until you are stopped by a door (which will take awhile, so enjoy the portraits and the wraith). Once you do hit the door, do a double jump to get past it and keep on going. Climb the ledges on the left wall and get past the steam trap. Here, look to the left and do a double jump over to the ground over there. There's a gate here you can use Mist Form to get past. Follow this upper path using the chandelier and you'll see multiple fire traps guarding a bestiary card. Get in there and grab the [_GARGOYLE BESTIARY CARD_]. Past the trap is a Swing Point. Use it and a double jump to get over to a Beast Door. Open it up with Wolf Form and use the next Swing Point to get to the ledges beyond. Head up and at the top ledge (under the Steam Trap) wait for it to go down and jump to the left. You'll reach a [_AMMO INCREASE_] chest. Very nice. Time to head back to the FAR left wall! It's easier to drop down and float to the floor and continue from there. Back on the left wall make your way up to the Health Font. Flip the lever here and go on in. The statues in this area are quite cool. Head forward and you'll meet a new enemy: the Knight Vampire. These things are quite capable as warriors. They have a long energy sword to attack with. Often they will just float there and shoot energy beams at you (which is when you can lay on the damage with moves like Chain Shredder / Chain Barrier / Spinning Chain Final). Be careful of their other attacks, many of which are unblockable such as a combo attack and an attack where they dash straight at you which is quick as hell (double jump over it!). You'll face around four of them here, which should give you some good practice. Continue on and head right. Double jump up to the left when you can and above you will be a rope and three fire traps. Wait until each fires and get past them (B!). At the end is a Rappel Point. Climb up and head up the ledges. Now, there's a lot of space left in this map to explore but we can't get to it yet so let's continue to the exit to the upper left. THRONE ENTRANCE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Head forward and in the dining room (which is awesome with the humans laying around) you will fight two more Knight Vampires. Fun. After killing them, head to the left and you'll see a Grapple Point. Use it to get up almost near the top and jump to the platform on the right. The door to the left is impassable, so head right. You'll fight a Gargoyle here. Kill it and head onward. Jump down the pit to the far right. You'll find another [_AMMO INCREASE_] down here. Nice! Head back up and at the top of the stairs you'll fight another Knight Vampire. The fighting area here is extremely limited, so be ready to dodge his moves at any time. Kill him to dispel the magic barrier. Use the Health Font if you need to and head forward and you'll see a scene. Looks like we need two BLOOD ORBS. You MAY already have one if you've been following this guide. Let's go get the other one! Head to the far left and use the Magic Font if you wish and then the Grapple Point up above you. Use B to break through the glass and kill a Knight Vampire at the other side. Now, climb back up the right wall and stand where the glass was broke. Double jump over to the far left and Air-Dash if needed to grab the [_SHADOW CRAWLER BESTIARY CARD_]. Nice. Head further on to the left and you'll see a ledge. Hang off of it and double jump to the left to find a [_KNIGHT_]. After that drop down and head to the right. Use Mist Form on the gate and kill the Gargoyle you find. From here double jump to the right to find a lever that you can use to open a gate between the right and left sides of this area which helps later on. Drop down now and kill the two Knight Vampires you find. They will likely get a third reinforcement during the fight. Kill them all and bust open the Beast Door to the left with Wolf Form and continue on to another section of the Vampire's Tower. VAMPIRE'S TOWER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ In this new area use the Swing Point and head over to the left wall's ledges. Head down now to the bottom ledge and double jump to the right to reach some land. Here continue to the left while ducking to make your way to a [_MAGIC INCREASE_] chest. Head back to the far left and head down. You can head as far down as you can go here to battle a Gargoyle. Kill the thing and head to the right. You will break a piece of ground here in the statue area that connects the lower area to the upper area. VERY nice. Sure, you gotta kill some Knight Vampires again but oh well. Once they are dead head back up and double jump over to the right where you can get the [_KNIGHT VAMPIRE BESTIARY CARD_]. Use the Swing Point to the right and double jump after that to get to a lever. This will turn on the nearby rail. Use the rail to get up to a walkway. Here you will see another lever. This lever turns on the next rail that leads to a Beast Door. This Beast Door is not needed but does open up the stairs to the far right to this area, allowing for ease of movement, so you may as well open it and head back. With that done, move all the way over to the left on the center walkway to find another rail and a large gap. Double jump over to the left to get to the [_KNIGHT_]. Now you can jump to the rail and ride it up. Use the Magic Font if needed and hit the lever. This opens a bunch of doors to the right but not the one next to you. Gah! Head back down to the center platform and use the upper tail to the right. Jump to the ledges on the right and head up above the second steam trap. When it stops, jump to the left and use the Swing Point to get to the door that opened. Continue on and you'll reach the room with the statue. You can interact with it for a [_BLOOD ORB_]. Use the nearby lever to open up two more doors to the left. Now, this SHOULD BE the last Blood Orb you need unless you are JUST NOW following the guide or something. If this is your first Blood Orb, the game will show you the second is in the Kitchen. Follow the text below to find it easily. If this is your second Blood Orb, skip the Kitchen text below and head to the Throne Entrance. KITCHEN ¯¯¯¯¯¯¯¯¯ The Kitchen is the area that has one of two BLOOD ORBS that we need. Head for the big area on the left side of the map: the one you have to use Mist Form to get to. There will be a ledge to the right you can double jump up to. Up here you can find a box to move. Move it to the far left and double jump up to a rail. Follow this to a dead Hunchback that you can interact with to (eventually) get the [_BLOOD ORB_]. THRONE ENTRANCE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Head back to the blood gate (killing Knight Vampires if you must) and put in the Blood Orbs. You'll see a cutscene after this. Very cool. We'll be taken to the Throne Room after that and a boss fight will start! THRONE ROOM ¯¯¯¯¯¯¯¯¯¯¯¯¯ +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Lord Dracula - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: Time to face down the Lord of the Castle: your | | father, Gabriel. He fights using an energy whip which has no physical | | form until he wants it to, which is likely a power he obtained from | | the Forgotten One. Like many fights in the game, this one has several | | phases to it. The first phase is pretty simple as he only has the | | first three attacks listed below. PLUS, you will be fighting with | | Simon. Simon does a great job distracting Dracula, so getting your | | own licks in shouldn't be hard. | | | | After awhile, you'll see a scene where Gabriel knocks Simon out for | | a period of time. You'll be fighting alone now. All of his attacks | | will be the same, but he'll add in his Dash Punch as well. Keep on | | laying on the damage and soon you'll see another scene. | | | | Gabriel will disappear and cause Simon to attack you while he sits | | back and watches. Here, you are UNABLE to attack. Just try: Alucard | | will make all sorts of "No, I won't hurt you Simon!" comments. What | | you need to do is do THREE PERFECT BLOCKS and follow up with grab | | attacks. You'll need to do some button mashing but Alucard will | | eventually dispel the darkness affecting Simon. | | | | After that, Simon will once again join you as the two of you keep on | | attacking Dracula. Keep at it as he adds in the final two attacks and | | let Simon distract as much as he can while you lay in attacks. Keep | | at it and soon you'll be able to grab him. This starts a series of | | scenes where you chase Dracula (B!), followed by grabbing him (Hold R) | | while Simon finishes things. Epic. | | | | - Three-Hit Combo: Dracula will whip twice in a row with blockable | | attacks followed by a third un-blockable attack. Remember, this is an | | energy whip he is using so it does have some range on it. | | | | - Energy Slam: Dracula will rise up in the air and charge up, followed | | by quickly slamming the ground, sending out a red shockwave along the | | floor in both directions. Jump to avoid it. | | | | - Energy Projectiles: Dracula will jump up and fire out several red | | energy projectiles. These travel out from Dracula in a spread pattern | | which means retreating a bit and jumping (or not jumping) will keep | | you safe. | | | | - Dash Punch: Dracula will add this attack in after knocking Simon out. | | This attack will keep you on your toes! This unblockable attack is | | FAST! He will charge across the screen and punch you down. Very, very | | dangerous. | | | | - Rising Strike: After knocking Simon out of his trance, Dracula will | | start to use this attack. It's basically just like your Rising Strike | | attack as he rises up in the same way. As long as your not right up | | on him you should be ok. | | | | - Whip Grab: Another attack that he adds in after Simon comes around. | | When you are in range, he will grab you with his whip at times. It | | actually does little damage, but mash on the 'B' button regardless. | | In fact, Simon will likely free you before you free yourself. | | Remember to return the favor! | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ After the battle enjoy the series of scenes. You'll soon get to move on to Act III. __ __ _ ___ __ ___ _ | \/ (_)_ _ _ _ ___ _ _ / _ \ / _| | __|_ _| |_ ___ | |\/| | | '_| '_/ _ \ '_| | (_) | _| | _/ _` | _/ -_) ___|_|__|_|_|_|_|_|_\___/_|____\___/|_|___|_|\__,_|\__\___|___ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< ACT III: TREVOR BELMONT >==O ``-.__________________________________________________[MoF-TRE]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 30 Years Before... ============================================================================== FINDING A WAY INSIDE ==================================================================[MoF 3-1]=== CASTLE ENTRANCE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ We now have control of Trevor Belmont, Simon's Dad. He starts out with the same level as Alucard left with, and carries the standard Combat Cross as his weapon (and of course has no sub-weapons). COMBAT CROSS: Forged long ago by Rinaldo Gandolfi, it is actually a copy of the true "Vampire Killer" with which Gabriel defeated the Lords of the Shadows and which now lies destroyed in the Shadow Plane. It is the ideal tool for executing brutal attacks without sacrificing the style and precision that only Trevor is capable of delivering. Also note that Trevor can automatically DOUBLE JUMP. Very important to know! Head forward past the bones on the ground and you'll face a new enemy here: an Armored Skeleton. These guys carry huge shields and a giant axe, so keep your distance and lay on the damage. Their grab kill is really cool. As soon as you start to fight the bones behind you will turn into a skeleton, so jump behind it and take it out so you can focus on the Armored Skeleton. Behind him is another Skeleton so be careful of his projectile attacks as you fight the armored foe. Tear off his shield when you can and watch out for the overhead axe swing. The Skeleton Knight will be easy prey once the Armored Skeleton falls. Head forward and soon you'll run into another Skeleton Knight; as you attack him another one will rise up behind you, so be ready to take them both out. At the end of the path you'll see a Armored Knight come out of the door and head down the steps toward you. A gate will raise behind him, forcing you to fight! Ugh. Beware of his shockwaves and low chain attack. Basically be ready to jump at any time and keep your distance. Use fast attacks to help yourself out and grab him when you can to end the fight. After he falls the gate will lower and you can continue. Head up the steps and examine Trevor's first [_KNIGHT_], then use the Health Font if you need to before moving on to the next area. UNHOLY CHURCH ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Move forward and interact with the monument at the end to see a kick-ass scene. Trevor will pick up the glaive-like object and use it to dispatch a Giant Bat without looking. That's what a cool guy would do! Heh. Anyways, you have now got your first sub-weapon: the Boomerang: YOU HAVE OBTAINED THE BOOMERANG. SELECT IT WITH THE TOP DIRECTIONAL BUTTON. PRESS 'A' TO THROW IT. PRESS AND HOLD 'A' TO CHARGE THEN RELEASE FOR A MORE DEVASTATING ATTACK. And here's the item description in the menu: BOOMERANG: This redesign of the classic boomerang has an explosive capsule in the centre that activates shortly after impact with the target causing damage over time. In addition to its brutal attacking force, the edges have been charmed to return to the hands of the thrower automatically. You'll now have to fight three Giant Bats. Try to make sure they don't get too close to you and try to grab them for a quick kill whenever they start to glow grey. Try out your fancy new Boomerang as well! When you kill the last one, Trevor will automatically throw it across the screen and make it crash above the entrance, which will create a new pathway. Head over there and double jump up to the ledge. You'll be shown a Swing Point above you. Use it to jump to the far chandelier. Swing across another swing point to the next platform, where you will find a [_KNIGHT_]. You can double jump from here all the way to the right. Once you get to the wall turn around and jump up even higher to another chandelier. From here you can use a Swing Point to reach another chandelier. Double jump from here to the left to grab a ledge, jump up to a higher ledge, then jump to the right onto another chandelier. From here you can jump to the lever to the lower right and press 'R' to use it. This will make the chandeliers fall and crash through the floor below! Destruction! There's a new swing point up above you that you can use to latch onto. From here move down using the whip's chain to head down and swing to the big chandelier to the right. Jump down from here and head to the hole you caused to see a path to the left leading to the next area. CRYPT ¯¯¯¯¯¯¯ Follow the path downwards here. The wraith will be in the background. Poor thing. Once you get down a level you can use a Health Font and examine a nearby [_KNIGHT_]. After that you'll see that a portion of the floor is weak. Keep that in mind, we'll make use of it later on. Keep following the path and soon you'll run into a door blocking our path. Ugh. Always something... Thankfully the path above us is open. Double jump up two platforms and take out the Skeleton Knight on the right. After that double jump up two more platforms and you'll load out of this area. CEMETERY ¯¯¯¯¯¯¯¯¯¯ Out here you will find quite a few enemies to fight. You'll first run into an Armored Skeleton with plenty of Skeletons. Some of them are behind the Armored Skeleton, so be careful of projectiles. Another Skeleton Knight will show up before the Armored Skeleton, so be ready for him. It's a good idea to take him out first from the left before taking out the other foes. Be ready to deal with the Skeleton Knights again if they resurrect. Once you've taken out all of the enemies out head to the far right and open the chest at the end for an [_AMMO INCREASE_]. Head back to the far left and jump over the path leading down. You'll find a Health Font over here as well as the [_ARMORED SKELETON BESTIARY CARD_]. Good stuff. We're done here so head back down into the Crypt. CRYPT ¯¯¯¯¯¯¯ Head back down to the locked door and head left. You'll be ambushed by the weak floor by an Armored Skeleton on the left and a Skeleton Knight to the right. This is good though, as the Armored Skeleton will break the weak floor. Sounds like a new path to me! First we have to take these two enemies out though, so start with the Skeleton Knight to make things easier on yourself. Drop down the new hole after killing them and you'll see a Skeleton Knight will greet you down here. Take him out and break the barrel to the right as well. Head to the left and you'll see a hole and a Skeleton Knight. Kill it for the experience and examine the statue guarding the nearby gate. You'll get a note about how you need SHADOW MAGIC here and so you'll have to come back later. Head down now. You'll see a swing point to the left soon but BEFORE using that drop down once again. Down here you'll have to fight a bunch of Skeletons but its worth it as there is a [_KNIGHT_] down here as well (there's some barrels down here to the left if you need them). Jump back up to the platform above the Knight and now use the Swing Point to swing to the far left. You'll see a lever here that we need to use. This lever opens the doors far up above that stopped our advance earlier! However, it is IMPORTANT to note that we are TIMED here! Quickly swing back to the right and use the right wall with the three glowing edges to climb up! Roll back underneath the tunnel and jump out of it and head right! You're below the broken floor here (the far right is a dead end), so use the left wall edges to get further up. Quickly run to the right now for the door. On the way there a Skeleton Knight will jump out at you. It's best just to jump over him and get through the door! Once you do you can use the lever behind the door to keep it open (and go back and kill the Skeleton Knight if you wished). To the right you'll come to a giant room with a mystical force in place and a woman weeping, trapped behind the force. This area will be important later on. For now, use the swing points to get up to the monument at the top of the statue to see that you need LIGHT MAGIC to interact with this statue. Well than... not too much we can do about that, huh? Don't worry though, it is only a matter of time. For now jump back down and head to the right. Use the lever you find and head through the door. ENTRANCE BRIDGE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here break the three barrels you find for some refills and head forward to run into another door. Again the path above us is open so jump up. You'll find two slide-able walls here that you can use to jump between and get even higher up. You'll find a Health Font up here to the left that you can use if you need to. Head to the right now to see a scene. What the hell, man! Well, as you just witnessed that thing just took the light medallion that we NEED from a dead Knight (poor knight) and threw it into the nearby stream... ugh. Then he taunts us! Oh, we HAVE to make him pay! Follow him past the stream and up the stairs. You'll find some barrels up here that you should break for refills. Head forward and you'll soon have a gate trap you in the area. Soon you'll see that you fell for the little guy's trap. With two friend's help, he brings out a gigantic monster and orders it to fight you. However, the monster is... kinda dumb, so after a little more prodding it will kill off the hunchback nuisances (with some cool 3D effects, nonetheless). Well, time for a boss fight. +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Executioner - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: Boy, it's a good thing that the Executioner isn't | | too bright. He'd be a lot more challenging if he knew what to do with | | all that strength. Thankfully all of his attacks have a rather big | | wind-up, so you should have little to worry about in this battle as | | long as you keep the range of his axe in mind. | | | | After damaging him a bit he'll add in the Charge attack to his move | | set. This is a great chance to lay on the damage. After you hurt him | | some more he'll add in the Body Slam move as well. Note that he only | | puts his axe behind him when he charges and you'll be ok. Once you | | deplete his health, he will glow gray so grab him when you can and | | hit the button prompt (Y) to take him out. | | | | - Shockwave: A very basic attack that should be really easy for you to | | dodge. The Executioner has a very obvious wind up for this where his | | axe will charge up followed by him spinning it around his head and | | then bringing it down. Simply jump when the shockwave shows up and | | you'll be ok. | | | | - Vertical Axe Swipe: A pretty basic attack with a long wind up. The | | Executioner brings his axe back behind him, holds it there for a split | | second, and swings it vertically. A quick dodge backwards should be | | all you need here. | | | | - Grab: The Executioner can GRAB you! He lets go of his axe with his | | left hand and swings it out at you. This is done pretty fast, so be | | ready to dodge backward. If he does grab you, be ready to hit the | | button press that shows up on screen (X). | | | | - Screen Charge: After awhile, the Executioner will start to charge | | across the screen. His face will glow before doing this and he'll put | | his axe behind him. Here the game itself tells you to double jump over | | him as he charges! Do so and use the follow up opportunity to whip him | | as he is stunned! This is a great opportunity to lay into him. | | | | - Body Slam: After the screen charging the Executioner will try out | | some new moves. Like his charge his face will glow but he doesn't | | drag his axe. The game will once again help you out and tell you to do | | a forward roll here (Forward + 'L') to dodge him, so be sure to do it | | quickly to avoid be squished. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ Head forward and you'll come to the Castle Entrance eventually. Note the wood floor on the way. At the gates you'll see a scene showing the creature telling Trevor he can't pass yet. Head backward now and an Armored Skeleton will bust out of the wood floor. Go figure. These guys are REALLY helping us out. Take him out. If you wish, you can head to the left and kill several more Armored Skeletons. Head down the gap though and get past the flame trap to fight two more Armored Skeletons at the bottom. Jump over the left one and fight them like that to save yourself some grief. Head to the left now and you'll see a Swing Point and a path downward. The path downward leads to a door that needs Light Magic to open, so don't bother with that path. Use the Swing Point instead and get to the far left. Now, to the RIGHT is the [_EXECUTIONER BESTIARY CARD_] that you can double jump and grab, but you'll need to use the Swing Point again. Get back to the far left using the Swing Point and jump down to the next platform to find a [_KNIGHT_]. Continue to the right and Rappel down. Down here you can jump on a rope to head left, but three bone pillars are shooting fireballs down at you! The first one shoots three times in a row, the second throws two at you, and the third also shoots three. Use good timing to get past them all. At the far end use the ledges to get up to the platform. From here wait for the second fire trap to stop and jump to the ledge on the left. Continue on and use the Rappel Point to get further down. Drop down the Flame Trap and kill the Armored Knight to the left. Continue on to the left and you'll see a scene showing where the Light Medallion fell. Jump over to the ledge and drop down, the use the Swing Point to get over the gap and claim the Light Magic Medallion. YOU HAVE OBTAINED A LIGHT MAGIC MEDALLION. PRESS THE LEFT DIRECTIONAL BUTTON TO ACTIVATE YOUR LIGHT MAGIC POWERS. USE LIGHT MAGIC TO RECOVER LIFE WHILE ATTACKING ENEMIES WITH YOUR COMBAT CROSS. Good stuff! Let's check out its item description. LIGHT MAGIC MEDALLION: This magic medallion has been used before by many other members of the order of light, enabling them to convert neutral power into light magic. When used, the sacred fire wraps around the bearer, transmuting all damage caused into powerful healing spells. We can now heal ourself easily. Very handy. Use the Swing Point to head to the left and kill the Armored Skeleton you find. This path leads to a Magic Font. Use the statue near the door while turning on your Light Magic to open the door. Now that he have this path open let's go grab an upgrade. Head back up to the bridge and head all the way to the right to where the floor was broken (Just in case you were wondering, you still can't get into the castle proper). Head down now and once you get to the Swing Point, head down and use the Light Magic on the statue to open the door. Here you can find a [_LIFE INCREASE_]. Very nice! Nothing else to do here. Head back the way you came up to the bridge and head back to the Crypt. CRYPT ¯¯¯¯¯¯¯ With our Light Magic we can interact with that statue. Seems like the Lady is gone though. Hmm... Get to the top and use your Light Magic to lift the barrier. Head down to the new area now. CRYPT'S LABYRINTH ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Once you are down here drop down the pit to the right. There will be a [_KNIGHT_] to the left. You can get back up by going to the right. Once you do get back up head to the far left and go down. Destroy the barrels if you wish and head further down. Down here you can go right or left. Let's go left first. BEFORE you go know that straight down is a pit of spikes that will instantly kill you. Now, slide down the right wall and then the left wall to jump over to a platform on the right. There is a bestiary card here. It is possible to get it by sliding down the left wall and jumping off at the VERY LAST SECOND. It may take a couple of tries (3 for me) but you should get it with some practice. It is the [_ROTTEN ZOMBIE BESTIARY CARD_]. Head to the far right now to hit a dead end with a [_KNIGHT_] and some barrels. Zombies will likely pop up in the pit area. Go back and kill them, then head back up. Head right now and kill some more Zombies. Jump the large gap and to the right you'll see a door that you just plain can't get past right now. Head up and slide down the left portion of the wall so you can jump off in time (more instant kill spikes here). Head down the ledges and follow the path to the Rappel Point. Use it to go down and jump to the left. Head further down to another Rappel Point and use it to jump to the left again. You'll fight some more Zombies here. Take them out and use the Health Font if needed. Our only option here is to jump down into the pit. Have fun! LADY OF THE CRYPT'S CHAMBER ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As you may have guessed... the Lady isn't what she appears to be! +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Lady of the Crypt - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: I won't lie to you guys... this fight is perhaps | | the easiest in the entire game. However, it also has some of the | | COOLEST scenes and Quick-Time events in the entire game. | | | | The actual fight itself is a joke. The Lady only has three attacks, | | as seen below. In fact, as you fight she only starts out with the | | first move below, but as you damage her small scenes will occur and | | she she'll add another move in. Keep on damaging her until you "kill" | | her. | | | | The next part of the fight is scene after awesome scene. Be on your | | guard though, as you'll need to hit a bunch of QTE buttons to get | | through this. Most of this is hitting 'B' to climb the creature while | | holding 'R' and 'L' to hold on! Heh. At the end you'll have to jam on | | the 'Y' button. Enjoy the awesomeness! | | | | - Clawing Attack: The Lady's first attack. She'll pop up out of the | | ground and attack by swiping at you over and over. Here all you need | | to do is block and counter-attack. Yep, it's really that simple. | | | | - Dash Attack: Another pathetic attack. The Lady will pop up out of the | | ground and start an unblockable attack. She'll than shoot across the | | screen. Jump over her and she'll be left dazed, giving you a ton of | | time to attack. | | | | - Grab: The last trick the Lady has up her sleeve is to show up | | underneath you and try to grab you. If she does you will need to | | quickly hit the button on the screen (Y) otherwise she will pull you | | into the earth with here and kill you instantly. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ Well, I guess the doors are open at least! Head forward into the Castle Hall. ============================================================================== THE SHADOW'S POWER ==================================================================[MoF 3-2]=== CASTLE HALL ¯¯¯¯¯¯¯¯¯¯¯¯¯ Use the Health Font if you wish and head onward. You'll have to face another Armored Knight here. Take him out and keep on going. You'll soon see a cool scene between the floating figure and Trevor. So THAT is why he looks like that! After the scene backtrack a bit to fill out the map and head all the way to the right. The game will tell you the door is closed and you need to find a lever. The Swing Point above you will now light up. Use it and the two others to get higher up. Jump above the left door and push the box you find to the left. You'll uncover a [_HEALTH INCREASE_] chest. Use the box to double jump over past the left door and you'll see another Swing Point. Use it and climb up your chain for the [_LADY OF THE CRYPT BESTIARY CARD_]. Lower yourself a bit and swing over to the left. Up here you will find a [_KNIGHT_]. Hmm, a game room you say. Continue on to the left and you'll find the lever you need. On your way back the floor will fall out, plummeting you below. You'll now be attacked by a couple of Knight Vampires. Take them out (man I love Chain Barrier) and head right. You'll fight some more on the way, but soon you'll be able to reach the Games Room. GAMES ROOM ¯¯¯¯¯¯¯¯¯¯¯¯ Ah, remember the games you had to play in Lords of Shadow. Heh. Head forward to the far right to find a locked door. Head back to the game board and you'll be locked in. Here we'll have to fight a slew of Werewolves and Giant Bats. Once you kill them all, one of the board tiles will open and you can head further down. Use the ledges to go down and look below you. You'll need to look down here and drop down onto the (large) moving platform. Here you can either head off to the left or right. Go right first and get past the Steam Trap and go down the path on the right. At the bottom you'll see a [_KNIGHT_] and to the left will be some spinning gears. Yeah... they hurt. Get back up and over to the moving platform. Let's go left now, using the two Swing Points to a platform. You'll see a scroll underneath you. Hang off the left edge and drop down, then pull yourself up. Now, it may appear that the steam here doesn't stop but it does, just be patient. Once it stops double jump up for the [_GIANT BAT BESTIARY CARD_]. Keep heading down and use the Health Font if needed. From here, double jump over to the far right (using the walkways) and you will find some barrels and a lever. Use the lever to open the door to the far left and start a timer. Quickly make your way back over there and through the door to the Guards Room. GUARDS ROOM ¯¯¯¯¯¯¯¯¯¯¯¯¯ Head down here and to the left you'll soon see a Grapple point. Jump up and use it to find that the corner of this area has a [_MAGIC INCREASE_]. Once you grab it an Armored Skeleton will attack, so be ready for him. Head back down and to the right, making your way down to the floor. Head to the right for the [_POSSESSED ARMOR BESTIARY CARD_] and to see the door here is locked. Head to the left now and you'll fight two Armored Skeletons. Take them out with magic if you wish as there is a Magic Font nearby. Head to the far left now and use the lever you find. This will start a fight against a Hunchback Brigade while a Possessed Armor walks to the nearby door in the background. You'll face another Hunchback as well. Here you'll have to fight all the Hunchbacks while the Armor takes pot-shots at you. Not too hard, just move when the Armor gets ready to strike. With the Hunchbacks dead the Armor will walk down and you will have to fight him too. Take him out to lift the barrier so you can continue to the next area. CELLS ¯¯¯¯¯¯¯ Here you'll need to get in the mine cart and use it to move on. Beware of the first flame trap. Soon you'll have to jump past two flame traps to another mine cart. This can be some tricky timing. I find that jumping when the second one fires (so you barely miss the first one) does the trick for me. Continue on and you'll meet a new type of Merman here. This is a Merman Hunter. This one can spit green blobs that trap you in-place if they hit you (making you jam on the 'B' button). I'll just be calling these things Merman as well, since I know you can see the difference. Kill the two of them that appear. Head up the stairs and examine the glowing statue to the left. A new sub-weapon! YOU HAVE OBTAINED THE ELECTRIC BOMB. SELECT IT WITH THE DOWN DIRECTIONAL BUTTON. PRESS 'A' TO THROW IT AND ELECTROCUTE ENEMIES. PRESS AND HOLD 'A' TO THROW IT INCREASING THE DURATION AND EFFECT AREA. Neat. Here's the item description for the Electric Bomb: ELECTRIC BOMB: The batteries used by the Toy Maker to power his mechanical monsters are used by Trevor as dangerous electricity bombs. When activated, they release multiple tongues of energy that leave enemies trapped within their sphere of influence and their ultimate destruction. A nearby door opens. Head right and some more Merman show up. Time to try out your bombs! Charge one up to trap the Merman up in the air. Be sure to whip them while they are up there! Kill the reinforcements as well! The bombs sure are cool! Head up now. You'll see a Swing Point above you but it leads to a locked door so head right to an elevator. As you go down note the Knight to the right. Once the elevator stops, jump on top and double jump up to the area where the [_KNIGHT_] is. Drop down and use the Health Font if you wish. Use the next elevator to the left. Once you are down here go left past the elevator. The gate down here opens with Shadow Magic so we'll have to come back. Head up though and then further up to the upper right. Pull the box to the left a bit and use it to get higher up to the [_KNIGHT_] up here. Head back down and to the right, ignoring the elevator again. The gate on this lower floor is locked. Go back a bit and double jump up to the area above. Push the box up here to the right and hit the lever. You can go down now and kill a Merman. Once its dead use the Rappel Point and head down a bit then jump off to the right. There's a [_HEALTH INCREASE_] chest down here. Go back and get on the Rappel Point and rappel all the way down until you see the 'B' button prompt. Head left now and drop down, then head right and activate the statue with Light Magic. You can now reach the [_KNIGHT_] beyond the gate. After that, head out and to the far left, past the elevator. Jump to the upper left ledge here and since we didn't use a previous elevator you can go down. Head down to see another [_KNIGHT_], along with a door that you can't open to the left. Head back to the central area and take the center elevator down. To the left are some Giant Bats and a Magic Font. There's also some water over here but we can't do anything here for now. Head right and kill the Mermen. Once they are dead head right to the next area. VERTICAL PRISON ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here you'll see some rails. Yes, Trevor can use them right away. They lead up to a door that is locked, so we are forced to do some exploring. Jump down into the water and find the air bubbles below you. This is a good reference point. Let's head left first and down when you can. This path will weave to a dead end with a dead [_KNIGHT_] floating there for you to explore. Head back to the bubbles after that. Next swim to the surface and to the far right. Go down now and follow the wall until you can go right. Follow this path until you reach an area with a chest for an [_MAGIC INCREASE_]. Head back to the bubble location now. Next we're going to move to a next bubble location. Head right and go down, then take the first left you see and go straight down. Bubbles! Yea! From here head to the far right, following the floor. You'll encounter a wide-open area with Mermen Spawn. There's more bubbles on the floor down here and even to the far right. Get to the floor bubbles and refill on air and then head up. Follow the left path to a dead-end with the [_HUNTER MERMAN BESTIARY CARD_] and some more bubbles. Head back and take the right path to some more bubbles. Fill up on air and head up, finding the gap that lets you breath natural air. This leads to a lever that opens up a trapdoor. Jump up past it and head to the left. You'll find another lever here that opens the door from earlier, which lets us connect the two areas easily. Head right now and before ducking under the gate note the Grapple Point above you. Jump up there and use it to get to the ledge. Head up. To the right is a dead end, so jump on top of the cage and then to the middle one. Here drop down and inspect the [_KNIGHT_], then jump over to the third cell. Head down to the lower pathway now and use your Light Magic to continue. This path will lead to a PUZZLE KNIGHT that gives us a clue for an upcoming puzzle: 1st Statue: SHADOW MAGIC Head back down now and climb up the ledges on the left wall. Past the Steam Trap you will be able to jump to a rail. Use it to head to the far right (the center Fire Trap spits four times in a row by the way). To the far right you will find another PUZZLE KNIGHT: 3rd Statue: SHADOW MAGIC There's a door we can't break yet to our right. Head up now on the climbable wall so you can get up even higher. To the left is are some Swing Points. Use them to get to the far left. There is a statue that requires Shadow Magic to the left, but we can't use it yet. Head up now past the Steam Traps and jump on the chain. Take it to the far right and drop down to the cell. Interact with the Knight here to finally get your Shadow Medallion! YOU HAVE OBTAINED THE SHADOW MAGIC MEDALLION. PRESS THE RIGHT DIRECTIONAL BUTTON TO ACTIVATE YOUR SHADOW MAGIC POWER. USE SHADOW MAGIC TO INFLICT MORE DAMAGE TO ENEMIES WITH YOUR COMBAT CROSS. FINALLY! Here's the item description from the menu: SHADOW MAGIC MEDALLION: Many Brothers have left the way of light after tasting the sweet flavour of the shadows. The impious fire that emanates from inside this medallion grants enormous power to increase the damage caused, in exchange for a fair portion of magic. From here, continue to head to the left past the Fire Traps to a deadend with another PUZZLE KNIGHT. 4th Statue: LIGHT MAGIC OK. Head back to the far left and head down to the Shadow Magic door we couldn't open earlier (down the wall, to the left). In here is the last PUZZLE KNIGHT: 2nd Statue: LIGHT MAGIC Oh, alternating colors. Clever. Not really. Head down now and you'll end up fighting a couple of waves of Giant Bats and Mermen. Take them out to lift the magic barrier. NOW, before we go solve the puzzle to the right we can go back and grab a new item with our Shadow Magic. Due to the ruin we made on the Entrance Bridge, we can only grab one item right now. It's close by though: CELLS ¯¯¯¯¯¯¯ Head back to the Cells (which is close by, thankfully) and ride two elevators up (or one elevator up and take the right path to get even further up). Head to the far right to see the Shadow Magic statue by the gate. Once you open it up you'll get a [_MAGIC INCREASE_]. Very nice! Head back to the puzzle once you are done. VERTICAL PRISON ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Head right to the Puzzle Room. Here the knight will remind you the solution: 1st Statue: SHADOW MAGIC 2nd Statue: LIGHT MAGIC 3rd Statue: SHADOW MAGIC 4th Statue: LIGHT MAGIC HOWEVER, you HAVE to do them in a certain order: 3RD STATUE 2ND STATUE 1ST STATUE 4TH STATUE Go ahead and solve the "puzzle" to open up the door to the next area. ============================================================================== A FATEFUL ENCOUNTER ==================================================================[MoF 3-3]=== ABANDONED MINE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Head forward and examine the [_KNIGHT_] who has a funny note. Hah! Head down into the water now and stick to the right side. When you hit ground head left and to the lower corner for air. Now, head up and right and you'll see a path split. Here you want to head down when the Steam stops for the [_DRACULA BESTIARY ENTRY_]. Head up and to the right now past the Steam to another air pocket. The paths upward lead to dead ends or circle around, so we're going to head up and right. Head down past the right pathway to find more bubbles, then head up and right to breath natural air. To the left up here is a door we can't break yet. Man, these damn doors are really piling up. Head to the right to fight several Mermen. Kill them all and don't worry about health as a Health Font is nearby. After they are dead head to the right to see a scene with a lava river. Yikes! Once you have control, jump up to the ledge behind you and head up to the top. Double jump over to the right now to find a little dead end with a [_KNIGHT_]. After that, head left to a mine cart. Use it to continue to the left, watching out for the Fire Traps. Over here you can keep going left to fight two Gargoyles. There's a rail over here that you can't use right now. Head back and jump up to the stairs above you. Continue up and use the Magic Font if you wish then drop down below to the right. Use the lever here and get ready for a familiar foe. +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Executioner Number Two - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: Yep, he's back. Well, not him, but another one | | just like him. He's basically exactly the same except this time you | | have magic on your side, which should help considerably. It is a | | FANTASTIC idea to use Shadow Magic after his charge attack! | | | | However, things are a bit more dangerous here. As you two fight, some | | Hunchbacks will move back and forth in a mine cart in the background | | and will chuck their lanterns at you. They will chuck two per visit | | and the lanterns will of course explode wherever you were, so a lot | | of dodging will be needed on your part. | | | | - Shockwave: A very basic attack that should be really easy for you to | | dodge. The Executioner has a very obvious wind up for this where his | | axe will charge up followed by him spinning it around his head and | | then bringing it down. Simply jump when the shockwave shows up and | | you'll be ok. | | | | - Vertical Axe Swipe: A pretty basic attack with a long wind up. The | | Executioner brings his axe back behind him, holds it there for a split | | second, and swings it vertically. A quick dodge backwards should be | | all you need here. | | | | - Grab: The Executioner can GRAB you! He lets go of his axe with his | | left hand and swings it out at you. This is done pretty fast, so be | | ready to dodge backward. If he does grab you, be ready to hit the | | button press that shows up on screen (X). | | | | - Screen Charge: No special scene here. The Executioner can charge | | across the screen at any time. His face will glow before doing this | | and he'll put his axe behind him. Be sure to double jump over him as | | he charges! Do so and use the follow up opportunity to whip him as he | | is stunned! Shadow Magic is of course wonderful right here. | | | | - Body Slam: Like his charge his face will glow but he doesn't drag his | | axe. If you are close to him just roll underneath him, otherwise just | | back up a bit. Another good opportunity to use some Shadow Magic. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ After the fight you'll have to use the lever again to open the door. Do so and head inside and use the shrine you find for a scene. YOUR COMBAT CROSS HAS BEEN UPGRADED. NOW YOU CAN PULL THE SACRED STONE DOORS! Ok, cool. The item description sucks this time. So now we can finally break all of those doors. Go ahead and break the door to the right to try it out. Now, there's some doors behind us we can break now, but we're still stuck in this area, so we can't backtrack yet until we (stupidly) head to the next area and come back. So, for now, head forward up the climbable walls and to the next elevator to head to the Clock Tower. Then head back! Now that we've zoned back in, head to the left and the giant gate will be open (you'll have to kill some Mermen). Head down now and follow the path to the left (more Mermen) to the lake. Swim to the far left (don't go underwater) to find another door. Break 'er down! This leads to a [_HEALTH INCREASE_] chest, but you'll have to kill some Gargoyles after getting it. NEXT, let us go to the Vertical Prison to get another door and chest. VERTICAL PRISON ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here, head to the cell area. Head up past the cells and climb to the rail portion. Take it to the far right side and to the right will be a breakable door. Break it down to find a slide-able wall. Here, get to the right side as soon as you can so you can kick off to the left. Here you'll find a chest with an [_AMMO INCREASE_]. Use the lever to open the nearby door. Now, let's head even further back. It's a short jog to the left (killing a Giant Bat) to reach the Cells. CELLS ¯¯¯¯¯¯¯ Here ride the first elevator up. Now, the elevator to your upper left needs to be up for your path to be open, so make sure it is and then drop down the path below it. To the left break the door now that you have the power to do so. What we need to do here is to double jump off to the left and then air-dash at the last second to the left. We'll need to nail it. If you fail you'll fall down to the water below and try again. When you get it, you'll be able to claim the [_AMMUNTION INCREASE_] for yourself. A Gargoyle will spoil the moment, so go ahead and kill it. Now, we can't go back and get anything else, so let us return all the way back to the Clock Tower (the area past the Abandoned Mine). I trust you know the way! CLOCK TOWER ¯¯¯¯¯¯¯¯¯¯¯¯¯ Up here pull the Wind Block out to the right so you can get up. Wait for the steam to stop and use the Swing Point to continue on waiting for the next stream of steam to stop. Next, wait for a mine cart to come along and provide a shield for you to get under to continue to the left. Use the next elevator you see to get further up. Up here leave the Wind Block where it is and head right. Head past the five steam traps by moving past one at a time and then push the big box you find all the way to the right (or as far as it will go). Use the lever after that to start making some nearby carts move. Now head back to the Wind Block and pull it out. Use it to jump up and cling to a mine cart, then ride it to the right and drop off. Next we'll need to get further up using the retracting mine carts. This part is pretty easy as they'll never drop you. Head up and to the left is a Health Font if you need it. Above you will be more revolving mine carts. Jump up on top of these. There's a Steam Trap up here so jump back to a previous mine cart if you need to. After that jump over to the vertical platforms and keep heading up as they go down (jumping off the left side). At the top is a Swing Point. Use it to head to the right and jump off when the electricity lets you. Now jump over to the next platform. STOP here and hang off the ledge then head down! This leads to a rope you can slide down to a hidden [_KNIGHT_]. Head back up and to the right you can use the mine carts to get past the steam and then use the elevator. Up here use the wind to get on a cart to the left, then jump over to the carts circling off to the right. Follow them counter-clockwise, jumping from cart to cart until you see a [_KNIGHT_] off to the right. Head back to the platforms and go clockwise, jumping on the Rail when you can. Follow it to some more vertical platforms and head down, jumping off to the left past the steam when you can. Now go left and pull the box off to the right. Hit the lever that was behind hit to turn off a laser, then head up. You'll need to use some Grappel points here to get past the Electricity Traps. Head up to the top (it's really easy) and a door will close behind you. Ahead of you are some barrels and another [_KNIGHT_]. To the left are two magic statues and a Magic Font beyond that. The pervious Knight holds a clue for what we need to do here. Left Seal: Doesn't matter when you ask, I'll always shelter from the light. Right Seal: Doesn't matter which magic you offer, we'll always unfold a path. BEFORE you do anything though, use DARK MAGIC on both statues. This will open up the laser nearby and let you grab a [_HEALTH INCREASE_] from a chest. Now, to continue on use DARK MAGIC on the LEFT, and LIGHT MAGIC on the RIGHT. Use the platforms to get further up and interact with the objective to the right. YOU HAVE OBTAINED THE SPEED BOOTS. NOW YOU CAN JUMP FURTHER! Ah, here's how we get past those gaps! Here's the item description: SPEED BOOTS: Designed by the Toy Maker to give the war messengers greater speed, this prototype perfectly combines complicated engineering with the purity of its magic components. All that is required is to step forward twice to activate the propulsion mechanism and disappear in a cloud of dust. Cool, no? The game will have you try it out to get you used to it. Head forward to the next new area: the Belfry. BELFRY ¯¯¯¯¯¯¯¯ Head to the left to (finally) get some fighting in. A Possessed Armor will be here. Keep heading to the left killing Possessed Armors and Gargoyles and head left past the elevator. Keep going! All the way at the end you will find a [_KNIGHT_]. After examining him, you'll head back and be surrounded by two Possessed Armors. Get to the left of the left one to make this easier on yourself. Go back and take the elevator up now. Watch the scene. Quick, we have to run! This chase sequence is hair-raising and you'll need to be quick! I won't guide you through it step by step as it is mostly sliding down walls and using Swing Points but I WILL say: - Ignore the Hunchbacks! Run past them. - Be careful of gears on your sliding portions! They like to make you jump from wall to wall while going down. - At one point there will be a rail with a gear blocking your path. Stay put until the bell destroys the gear, then continue. Keep on going and soon you'll see a scene. Afterward, you will be dropped down into the Abandoned Mine section again. The fate creature will have given you something as well.... ABANDONED MINE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Head to the left first and you'll find a [_KNIGHT_]. Head to the right after that and use the elevator, then go use the lever you'll find. This will make the planks act like moving platforms. Head down and left now to another plank. At the top of this one, go straight UP using the walls to jump off of to find a dead-end with another [_KNIGHT_]. Head down and to the left, dodging the Steam and Fire traps. At the bottom pull the door on the right down. Here you'll find a Rail system. Jump over to it and get past the first Fire Trap. Go down to the DIP in the rail and drop down. Use your double jump to make sure you make it to the Mine Cart below! Ride it to the left where you'll find an [_AMMO INCREASE_]! Ooo, tricky! Head back and ride the cart to the right and double jump back up to the rail (try to grab it even if you can't as it'll pick you up!). Ride the rail past the next Fire Trap. You'll see a MONSTER TELEPORTER here. Before using it, drop down past it and use the lever. This opens the right door and turns on the RAIL. You can use the rail to reach the rest of the Abandoned Mine area, as well as drop off it for the [_WITCHES BESTIARY CARD_]. Don't worry, you'll land in water below. OK, so the game wants us to jump past the lava river. Instead, let's go get a bunch of new items and explore and stuff. Let's go to the Monster Teleporter and use it to be transported to the Games Room. GAMES ROOM ¯¯¯¯¯¯¯¯¯¯¯¯ Here, pull the lever and open up the nearby door. This opens up this transporter area to the rest of the room. Now head up the upward path and use the Magic Font if you wish. Now here you need to use your Speed Boots to do a LONG jump to the left. You'll find a [_MAGIC INCREASE_] over here. Now that we have that, drop down and head left to the Castle Hall. CASTLE HALL ¯¯¯¯¯¯¯¯¯¯¯¯¯ Here just head left to the Entrance Bridge. You can either fight or ignore the Knight Vampires and Possessed Armor or not. You'll be back at the Entrance Bridge soon enough. ENTRANCE BRIDGE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here head left to the big gap that The Lady of the Crypt did to the bridge. You'll need to do another running leap to get past it! Now that your on the other side, head left and down when you can to make your way to the Crypt. CRYPT ¯¯¯¯¯¯¯ Here head left past the first pit and continue on to the second. Head down and then left. Jump past the pit and you'll see a door here. Use your Shadow Magic to open it up and reach the [_MAGIC INCREASE_] chest. Nice! Now, head back to the first pit you crossed. The one where the Lady of the Crypt was trapped. Head down to go to the Crypt's Labyrinth. CRYPT'S LABYRINTH ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here, head to the left and drop down, then down again. Head right now and kill the Zombies you see. Next jump over the big gap to the right. Here you will find a door you can break down. This leads to a self-contained room. Drop down and hang off the ledge, then drop down and air dash right to find an [_AMMO INCREASE_]. OK, now we're done with getting all of these upgrade, make your way back to the Abandoned Mine. We're going to jump that Lava Pit now. (-NOTE-) You may be tempted to go through the Clock Tower to the Belfry at this time. Trust me: keep playing. We'll get there. ABANDONED MINE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Make your way down to the Lava Pit. Jump over and head right for a scene. There's going to be a series of Quick-Time Events here, so get ready to hit some buttons and jam on some buttons! Enjoy the awesome scenes! You will be in the Belfry again once you are done. BELFRY ¯¯¯¯¯¯¯¯ Well, that was awesome, no? Once you have control, head to the left for the [_TOY MAKER BESTIARY CARD_]. Now head back to the right and go up the elevator. Up here you'll need to jump the gap with your Speed Boots. Do so and you'll come to a room with a Health Font, a Magic Font and a Monster Teleporter. The room also has the [_DAEMON LORD BESTIARY CARD_] up above the Health Font. This Monster Teleporter takes us to the CELLS area. Here you can open a lever to open up the teleporter room to the rest of the room. If you've been following this guide you shouldn't have any need to teleport back though. After healing up, head to the right and watch the scenes. We'll be in the Mirror of Fate soon enough. MIRROR OF FATE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Time to confront Gabriel Belmont (Lord Dracula). +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Gabriel Belmont - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: Time to face your Father! This fight is all | | about switching between LIGHT and DARK magic! Seriously. The game | | will even tell you so! Gabriel himself will switch between LIGHT and | | DARK magic. When he is LIGHT, you must attack with DARK. When he is | | DARK, you must attack with LIGHT. | | | | This fight is the last Boss Fight of the game, but it's also special | | because you have UNLIMITED MAGIC in this fight. This essentially means | | that you can attack with LIGHT magic at any time to recover health. | | And yes, you can attack Gabriel in his Light form with Light Magic and | | get healed. | | | | Another important note: if Gabriel is about to hit you with, for | | example, a DARK attack, you can switch to Dark Magic and take less | | damage. This fact is very useful. Check out all of his moves below | | and take your vengeance! | | | | - Sword Combo: Dracula's sword combo is, well, awesome. He does two | | blockable attacks, followed by a rising unblockable attack and finally | | a sword slam (where his sword enlarges as he brings it down). All of | | these strikes take up a bit of real estate so often running away is | | NOT a smart option. What you should aim to do here is to block one of | | the first two attacks and counter-attack. Your back-up defence is to | | avoid the first three attacks and roll under him after the third one. | | | | - Rising Slash: A very cool move. Draucla will charge up in place for a | | split second and do a move similar to Rising Assault with his sword. | | He will often use another sword slash if he brings you up with him. | | Of course you'll want to dodge backwards as this move is unblockable. | | When he goes into his Dark/Light phase, he will start doing this in | | both forms. Additional hit and everything. | | | | - Spectral Swords: Dracula will often dash backwards and start this | | attack where he'll cause several spectral swords to appear. He'll | | make three blades shoot at you. The best thing to do here is to | | double jump over the first two and roll under the third one, since he | | can jump and shoot them at you. Heck, sometimes rolling isn't even | | necessary. Note that if you can jump over him he'll stop this attack | | early | | | | - Energy Columns: Dracula will punch the ground and cause the floor | | underneath you to crumble before a column of energy shoots out! You | | need to stay on the move when he does this! You can get some quick | | hits in on him in the meantime though, just be fast! | | | | - Energy Slam: Dracula will rise up in the air and charge up, followed | | by quickly slamming the ground, sending out a red shockwave along the | | floor in both directions. Jump to avoid it. When he goes into his | | Dark/Light phase, he can do this in both Dark and Light forms. | | | | - Punch Combo: Dracula's standard punch combo. You can block either of | | the first two hits, but the third is unblockable and makes him dash | | straight at you. Best to jump over him if he gets the third hit in. | | | | - Energy Wave: During the last third of the fight Dracula will at times | | float in the air and shoot out an energy wave. This wave will either | | be Light or Dark, so be sure to MATCH its energy to get through it | | without getting hurt! | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ After the fight get ready for some scenes with some QTE events (L, Y). Once you start falling Gabriel will start shooting fireballs at you (Cool in 3D!). You need to avoid them as hitting one is instant death. This is fairly easy though, as you just need to get out of their way. Aim for the corners of the screen to help make your escape. After that watch the scenes and... Congrats on beating Castlevania: Lords of Shadow: Mirror of Fate! (-NOTE-) If you've been following the guide, you will have just completed the game with a 100% complete file. This will unlock the extra cut-scene "Separate Ways". (-NOTE-) You will now unlock "Hardcore Mode". (-NOTE-) You will now have unlocked the "Lost Soul" Bestiary Entry. (-NOTE-) I hope you've found this guide helpful. Be sure to give the guide a recommend using the link up at the very top if you've enjoyed it. Also, be sure to swing by my Facebook page (Facebook.com/Bkstunt) and say Hi, or shoot me an email! __ __ _ ___ __ ___ _ | \/ (_)_ _ _ _ ___ _ _ / _ \ / _| | __|_ _| |_ ___ | |\/| | | '_| '_/ _ \ '_| | (_) | _| | _/ _` | _/ -_) ___|_|__|_|_|_|_|_|_\___/_|____\___/|_|___|_|\__,_|\__\___|___ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Bosses >==O ``-.__________________________________________________[MoF-BOS]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here you can find a list of the game's bosses, sorted by character. This list makes it easy for those of you who just want to look up a particular boss without having to wade through the entire guide. ============================================================================== SIMON BELMOT ============================================================================== +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Night Watchman - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: This guy is a good test of your abilities and | | will likely be your first real challenge. However, he is quite | | cowardly: he will use animal attacks and magic to stay out of the | | fight when he can. Check out his moves below and learn to avoid them | | and you'll do OK. At the end you can grab him to start a quick time | | event where you'll mash 'B' and hit 'Y'. Once you finish that you'll | | be the victor. | | | | - Three-Hit Combo: This is the Night Watchmen's most basic attack. His | | first two hits are blockable, but the third isn't, so be ready to | | dodge backward when you can. If you ever get cornered, jump up and | | air-dodge past him to give yourself some room. | | | | - Spin Attack: Another easy one to dodge: the Watchman will simply | | spin around when you are near him. This is of course unblockable, | | but very easy to dodge. | | | | - Animal Help: Just like at the start of the fight, the Watchman | | will occasionally jump out of the fight and call in some animals to | | help him. This gives you a chance to ear some extra experience, I | | guess. Kill them off. Note that once you do, the Watchman will | | jump in and, if you're close enough, he will start to strangle you | | with his staff, which means you have to mash on the 'B' button. | | | | - Magic Staff: After you've been battling for awhile, the Watchman | | will pull this trick out. He'll once again run off and will use dark | | magic to make his staff attack while the screen goes dark. The staff | | will draw blue lines on the screen and you must avoid it at all costs. | | It will usually move back and forth in a sine wave pattern, so you | | can often dodge under it easily. It gets more erratic as the fight | | goes on. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Necromancer - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: I guess we couldn't get the Combat Cross THAT | | easy. The necromancer is going to have us work for it! This fight is | | another good test of your abilities, but it does have some quirks to | | it. For example, if you try and use your Belnades Spirit magic, the | | Necromancer will actually make fun of you for relying on a woman to | | help you and then he will TRAP her in his staff! Wha..!?!?! | | | | Other than that he is pretty predictable, but not exactly "easy". He | | has a few attacks, such as summoning minions and making acid rain out | | of the sky: these types of attacks make you focus on additional | | hazards while battling, which is what makes this fight dangerous. | | | | Check out his attacks below and rely on your smarts and hazard | | management to make it through. At two points in the fight you will | | force the Necromancer down to the ground. When this happens, the | | Necromancer will make protective rings circle him as he tries to | | recover. These rings all have holes in them, turning this portion of | | the fight into a waiting-game challenge. The first time you'll need to | | time two rings and dash through them when the gaps line up. The second | | time this happens is right at the end of the fight and will have three | | rings. Wait for the gaps to line up, rush in, and grab the Necromancer | | to end the fight! | | | | - Minion Summoning: This is kinda what Necromancers do... Throughout | | the fight he will summon Skeletons and Zombies, usually one on each | | side of you. Take them out when you can, but don't waste a chance to | | do some major damage to the Necromancer when you can. | | | | - Scythe Attacks: The Necromancer's basic attack: Swinging his scythe | | at you. When he's got enough room (which he usually does), he will | | do two swings in a row: one overhead one followed by a swing upward. | | If he doesn't have enough room he may only do the first attack and | | forget about the second. These are of course unblockable. | | | | - Scythe Throw: This attack is a great chance to lay into the boss. | | It's also a fairly standard Castlevania Death/Necromancer attack: he | | will throw the scythe and make it travel in a circle. This means you | | can often dodge it and attack while the scythe finishes its trip and | | the Necromancer just floats there. | | | | - Acid Drops: Another hazard attack. He will make blobs of acid slowly | | fall from the sky. These travel slowly downward across the entire | | screen, so get between two of them ASAP and wait for them to pass to | | remain safe. | | | | - Blade Gauntlet: Near the end of the fight, when the Necromancer | | senses that he's about to lose, he will teleport to the far side of | | the area and start to make blades come at you. These are either high | | or low, so you can either dodge or jump them. You'll need to make | | your way to the Necromancer and get some hits in before he teleports | | again and starts another Blade Gauntlet attack. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Succubus - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: Revenge doesn't stop for pleasure... especially | | if that pleasure is trying to kill you! The Succubus likes to float | | like the Necromancer. The first part of the fight is just it shooting | | shots at you and trying to whirlwind charge you (with a rare barrier | | sphere thrown in). Keep attacking and soon she'll go consume the first | | woman she was with. Oh, great... | | | | She'll sport a forcefield now, which requires breaking. Keep at it | | and soon the forcefield will be damaged enough for you to grab it. | | Do so and then you can continue attacking her. Keep at it and soon | | she will try to consort with her slaves again. You can use your grab | | and 'Y' button here to make her stop! Keep on fighting while keeping | | her away from her slaves and soon you'll see a longer scene where she | | joins THREE of them. | | | | Soon she will make it appear like there are three of them fighting | | you, each in their own forcefield. You'll need to find the right one | | and attack. You'll know you got the right one when the forcefield | | turns red. When it starts glowing, GRAB IT and continue attacking | | like normal until you deplete all her health. Once that is done and | | the view changes, head right and grab her on the ground to finish the | | boss fight off. | | | | - Magic Shots: Her basic ranged attack: she'll shoot magical shots at | | you. She does three of these in a row. Some basic dodging will keep | | you safe, don't worry. | | | | - Whirlwind Charge: A fast attack, the Succubus will charge up and shoot | | herself at you while spinning like a whirlwind. This attack has some | | range on it, but if you wished you could outrun/outdash it. Of course | | you want to be close so dash out of the way at the last second and | | counterattack immediately. | | | | - Barrier Burst: This attack is a bit rare (at least in phase 1), but | | if you stay too close to her for awhile she'll make a barrier appear | | and shoot it out at you. Just dash away and you should be safe. She | | will use this much more after her forcefield breaks. | | | | - Shockwaves: Once she has her forcefield up, she'll start doing this | | attack. This is actually a welcome sight. She'll throw a wave of | | energy down and shockwaves will travel to the left and right. Jump | | over them and resume the whipping! Easy! | | | | - Teleport Kiss: After breaking up her second consort kiss, she will | | start to occasionally teleport over you and try to grab you. You can | | see this coming a mile away as she glows blue before teleporting. If | | she DOES grab you, just jam on the 'B' button to push her away. You | | will lose health slowly until you push her away. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ ============================================================================== ALUCARD ============================================================================== +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Reaver - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: Wow... I didn't even know they got that big! So, | | this fight is mostly difficult due to the area we are fighting in, | | which is the left portion of the Terrace section. Out here you have | | to be careful of getting cornered, but with enough pressure you can | | force the Scaven back! Still, its important to note that if you ARE | | cornered, Mist-Dashing through him is the best choice as you can't | | Air-Dash over him (small Scavens will bite at you otherwise). | | | | Check out all of his moves below so you'll know what to expect. Also, | | at certain points in the fight the Reaver will stop fighting as the | | camera pans up to show a pipe.. or something. Anyway, you need to | | grab the pipe and pull on it to drop acidic water on the Reaver. The | | creature is actually healing rather quickly while you are doing this, | | but the acid will negate the healing and put you back into the fight. | | | | When the Reaver heads up above you to do its seed bomb attack, just | | run back and forth and stay out of the way. You can't hurt it when it | | does this. At the end of the fight get ready for some QTE buttons. | | You'll have to jam on the 'Y' button and then when you get into the | | pipe, you'll alternate between 'Y' and 'X'. Hit them all to end the | | fight. | | | | - Bite Attack: The Reaver's basic attack: he'll snap at you. He can do | | this up to three times in a row, even if you are cornered (which is | | what makes this dangerous). Watch the range on this attack as it can | | be dangerous! | | | | - Scaven Summon: Yep, the Giant Reaver can make smaller Scavens appear. | | They are stronger than the Scavens you've encountered before but | | aren't really a threat. They can fill up your magic a bit at least, | | which is what they are good for. | | | | - Tail Swipe: The Reaver will rear back a bit and lift his "tail" up, | | which is your sign to get ready for this attack. He'll swipe his tail | | at you. You can jump over it or dash back out of range. I like to | | dash out of range and back in, then resume whipping. | | | | - Seed Bombs: I'm... I'm not sure what the Reaver throws at you that | | blows up, and I'm not sure I want to know. Let's just call these seed | | bombs. He'll throw them at you and a few seconds later they will blow | | up. When he's down below with you, there's usually a space between | | the first and second seeds. When he goes up above you and starts his | | "Seed Bomb Shower", it is best to run back and forth and avoid all of | | the bombs completely. | | | | - Bone Burp: At times when you are rather close, the Reaver will burp | | up bones and spit them at you. Ugh! It's best to jump up and dash | | away when you see this. This is a pretty cool looking attack. | | | | - Hungry Charge: At one point in the fight the Reaver will straight-up | | eat you. It's simple to get out by jamming the 'B' button, but after | | that he can use this charge attack at any time. He'll basically run | | across the room trying to eat you up. If he catches you he'll eat you | | again. You can either just run away or you can throw a Bat Projectile | | at him to stop the charge early. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Daemon Lord - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: Time to take the Daemon Lord down a peg. This | | fight is actually separated into three parts, which is important to | | note. After damaging him a bit he'll jump back to the background. This | | is our cue to attack the laser generators to the far left and far | | right of the room. Once you destroy one, he'll come back to fight some | | more, which can be considered "round two". Once you hurt him further, | | he will retreat again. Destroy the next laser generator to start | | "round three" of the fight. | | | | Study the moves below to know what to expect. It is super easy to | | unleash counter-attacks on him, which should be your primary goal for | | the first two rounds of this fight. Also note the slide bar up above | | you. You will NEED this to dodge certain moves and position yourself. | | | | Once you get to the laser generators, feel free to either focus on one | | or both of them. If you damage both equally until you kill one, the | | last one will be that much easier to take out. Just be sure to use the | | slide bar and follow behind the lasers to avoid taking damage. | | | | Once you destroy the last laser generator, the Daemon Lord will grab | | you and you'll be shocked by the next scene (yes, I'm that cheesy!). | | Mash on the 'Y' button to get free. This third portion of the fight is | | when you should go all out. Combine WOLF form and the STOP WATCH sub | | weapon to REALLY turn the tides in your favor. Three stop watches and | | you should have this fight in the bag. Be ready to jam on the 'Y' | | button during the next few scenes and you'll be golden. | | | | - Three-Hit Combo: The Daemon Lord's basic attack. He starts with two | | punches and follows up with a bite attack. All three attacks are VERY | | slow and unblockable. They cover some room, so roll backwards and get | | ready to counterattack! | | | | - Tail Slam: A cool-looking attack. The Daemon Lord will raise his head | | up while his head glows. He will then do a front flip and slam his | | tail down. This attack is of course unblockable. | | | | - Tail Laser: The Daemon Lord's tail will glow while he brings it under | | his body and points it at you. He will then make it shoot a giant | | laser out at you. This move is best avoided with the slide bar up | | above you, as the laser stays out on the screen for quite awhile. It | | is also unblockable. | | | | - Back Dash: The Daemon Lord will do this ability when you get behind | | him, usually using it after you use the slide bar to give yourself | | some room. His tail will glow for a bit (unblockable!) and he'll dash | | backwards a bit. Not hard to avoid. | | | | - Shockwaves: The Daemon Lord can make shockwaves at certain times | | during the fight. The first is when he returns to the fight after the | | Laser Beams attack. Just block this one. However, during the third | | part of the attack he'll use it over and over (to the left, of course) | | to try and force you back into the electricity. Using the Stopwatch | | here (and Wolf Form!) is really recommended to get him to stop as | | well as lay the smack down! | | | | - Laser Beams: This attack is the one he uses between rounds, when he | | retreats to the back of the screen. The first round of lasers is split | | in two. The left one circles clockwise while the right one circles | | counter-clockwise. Attack the machines while following the lasers and | | you'll be ok. The second round of only has one laser that travels | | clockwise. Take it out to continue the fight. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Lord Dracula - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: Time to face down the Lord of the Castle: your | | father, Gabriel. He fights using an energy whip which has no physical | | form until he wants it to, which is likely a power he obtained from | | the Forgotten One. Like many fights in the game, this one has several | | phases to it. The first phase is pretty simple as he only has the | | first three attacks listed below. PLUS, you will be fighting with | | Simon. Simon does a great job distracting Dracula, so getting your | | own licks in shouldn't be hard. | | | | After awhile, you'll see a scene where Gabriel knocks Simon out for | | a period of time. You'll be fighting alone now. All of his attacks | | will be the same, but he'll add in his Dash Punch as well. Keep on | | laying on the damage and soon you'll see another scene. | | | | Gabriel will disappear and cause Simon to attack you while he sits | | back and watches. Here, you are UNABLE to attack. Just try: Alucard | | will make all sorts of "No, I won't hurt you Simon!" comments. What | | you need to do is do THREE PERFECT BLOCKS and follow up with grab | | attacks. You'll need to do some button mashing but Alucard will | | eventually dispel the darkness affecting Simon. | | | | After that, Simon will once again join you as the two of you keep on | | attacking Dracula. Keep at it as he adds in the final two attacks and | | let Simon distract as much as he can while you lay in attacks. Keep | | at it and soon you'll be able to grab him. This starts a series of | | scenes where you chase Dracula (B!), followed by grabbing him (Hold R) | | while Simon finishes things. Epic. | | | | - Three-Hit Combo: Dracula will whip twice in a row with blockable | | attacks followed by a third un-blockable attack. Remember, this is an | | energy whip he is using so it does have some range on it. | | | | - Energy Slam: Dracula will rise up in the air and charge up, followed | | by quickly slamming the ground, sending out a red shockwave along the | | floor in both directions. Jump to avoid it. | | | | - Energy Projectiles: Dracula will jump up and fire out several red | | energy projectiles. These travel out from Dracula in a spread pattern | | which means retreating a bit and jumping (or not jumping) will keep | | you safe. | | | | - Dash Punch: Dracula will add this attack in after knocking Simon out. | | This attack will keep you on your toes! This unblockable attack is | | FAST! He will charge across the screen and punch you down. Very, very | | dangerous. | | | | - Rising Strike: After knocking Simon out of his trance, Dracula will | | start to use this attack. It's basically just like your Rising Strike | | attack as he rises up in the same way. As long as your not right up | | on him you should be ok. | | | | - Whip Grab: Another attack that he adds in after Simon comes around. | | When you are in range, he will grab you with his whip at times. It | | actually does little damage, but mash on the 'B' button regardless. | | In fact, Simon will likely free you before you free yourself. | | Remember to return the favor! | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ ============================================================================== TREVOR BELMONT ============================================================================== +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Executioner - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: Boy, it's a good thing that the Executioner isn't | | too bright. He'd be a lot more challenging if he knew what to do with | | all that strength. Thankfully all of his attacks have a rather big | | wind-up, so you should have little to worry about in this battle as | | long as you keep the range of his axe in mind. | | | | After damaging him a bit he'll add in the Charge attack to his move | | set. This is a great chance to lay on the damage. After you hurt him | | some more he'll add in the Body Slam move as well. Note that he only | | puts his axe behind him when he charges and you'll be ok. Once you | | deplete his health, he will glow gray so grab him when you can and | | hit the button prompt (Y) to take him out. | | | | - Shockwave: A very basic attack that should be really easy for you to | | dodge. The Executioner has a very obvious wind up for this where his | | axe will charge up followed by him spinning it around his head and | | then bringing it down. Simply jump when the shockwave shows up and | | you'll be ok. | | | | - Vertical Axe Swipe: A pretty basic attack with a long wind up. The | | Executioner brings his axe back behind him, holds it there for a split | | second, and swings it vertically. A quick dodge backwards should be | | all you need here. | | | | - Grab: The Executioner can GRAB you! He lets go of his axe with his | | left hand and swings it out at you. This is done pretty fast, so be | | ready to dodge backward. If he does grab you, be ready to hit the | | button press that shows up on screen (X). | | | | - Screen Charge: After awhile, the Executioner will start to charge | | across the screen. His face will glow before doing this and he'll put | | his axe behind him. Here the game itself tells you to double jump over | | him as he charges! Do so and use the follow up opportunity to whip him | | as he is stunned! This is a great opportunity to lay into him. | | | | - Body Slam: After the screen charging the Executioner will try out | | some new moves. Like his charge his face will glow but he doesn't | | drag his axe. The game will once again help you out and tell you to do | | a forward roll here (Forward + 'L') to dodge him, so be sure to do it | | quickly to avoid be squished. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Lady of the Crypt - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: I won't lie to you guys... this fight is perhaps | | the easiest in the entire game. However, it also has some of the | | COOLEST scenes and Quick-Time events in the entire game. | | | | The actual fight itself is a joke. The Lady only has three attacks, | | as seen below. In fact, as you fight she only starts out with the | | first move below, but as you damage her small scenes will occur and | | she she'll add another move in. Keep on damaging her until you "kill" | | her. | | | | The next part of the fight is scene after awesome scene. Be on your | | guard though, as you'll need to hit a bunch of QTE buttons to get | | through this. Most of this is hitting 'B' to climb the creature while | | holding 'R' and 'L' to hold on! Heh. At the end you'll have to jam on | | the 'Y' button. Enjoy the awesomeness! | | | | - Clawing Attack: The Lady's first attack. She'll pop up out of the | | ground and attack by swiping at you over and over. Here all you need | | to do is block and counter-attack. Yep, it's really that simple. | | | | - Dash Attack: Another pathetic attack. The Lady will pop up out of the | | ground and start an unblockable attack. She'll than shoot across the | | screen. Jump over her and she'll be left dazed, giving you a ton of | | time to attack. | | | | - Grab: The last trick the Lady has up her sleeve is to show up | | underneath you and try to grab you. If she does you will need to | | quickly hit the button on the screen (Y) otherwise she will pull you | | into the earth with here and kill you instantly. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Executioner Number Two - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: Yep, he's back. Well, not him, but another one | | just like him. He's basically exactly the same except this time you | | have magic on your side, which should help considerably. It is a | | FANTASTIC idea to use Shadow Magic after his charge attack! | | | | However, things are a bit more dangerous here. As you two fight, some | | Hunchbacks will move back and forth in a mine cart in the background | | and will chuck their lanterns at you. They will chuck two per visit | | and the lanterns will of course explode wherever you were, so a lot | | of dodging will be needed on your part. | | | | - Shockwave: A very basic attack that should be really easy for you to | | dodge. The Executioner has a very obvious wind up for this where his | | axe will charge up followed by him spinning it around his head and | | then bringing it down. Simply jump when the shockwave shows up and | | you'll be ok. | | | | - Vertical Axe Swipe: A pretty basic attack with a long wind up. The | | Executioner brings his axe back behind him, holds it there for a split | | second, and swings it vertically. A quick dodge backwards should be | | all you need here. | | | | - Grab: The Executioner can GRAB you! He lets go of his axe with his | | left hand and swings it out at you. This is done pretty fast, so be | | ready to dodge backward. If he does grab you, be ready to hit the | | button press that shows up on screen (X). | | | | - Screen Charge: No special scene here. The Executioner can charge | | across the screen at any time. His face will glow before doing this | | and he'll put his axe behind him. Be sure to double jump over him as | | he charges! Do so and use the follow up opportunity to whip him as he | | is stunned! Shadow Magic is of course wonderful right here. | | | | - Body Slam: Like his charge his face will glow but he doesn't drag his | | axe. If you are close to him just roll underneath him, otherwise just | | back up a bit. Another good opportunity to use some Shadow Magic. | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | Boss Battle - Gabriel Belmont - Boss Battle | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ | | | | | - General Information: Time to face your Father! This fight is all | | about switching between LIGHT and DARK magic! Seriously. The game | | will even tell you so! Gabriel himself will switch between LIGHT and | | DARK magic. When he is LIGHT, you must attack with DARK. When he is | | DARK, you must attack with LIGHT. | | | | This fight is the last Boss Fight of the game, but it's also special | | because you have UNLIMITED MAGIC in this fight. This essentially means | | that you can attack with LIGHT magic at any time to recover health. | | And yes, you can attack Gabriel in his Light form with Light Magic and | | get healed. | | | | Another important note: if Gabriel is about to hit you with, for | | example, a DARK attack, you can switch to Dark Magic and take less | | damage. This fact is very useful. Check out all of his moves below | | and take your vengeance! | | | | - Sword Combo: Dracula's sword combo is, well, awesome. He does two | | blockable attacks, followed by a rising unblockable attack and finally | | a sword slam (where his sword enlarges as he brings it down). All of | | these strikes take up a bit of real estate so often running away is | | NOT a smart option. What you should aim to do here is to block one of | | the first two attacks and counter-attack. Your back-up defence is to | | avoid the first three attacks and roll under him after the third one. | | | | - Rising Slash: A very cool move. Draucla will charge up in place for a | | split second and do a move similar to Rising Assault with his sword. | | He will often use another sword slash if he brings you up with him. | | Of course you'll want to dodge backwards as this move is unblockable. | | When he goes into his Dark/Light phase, he will start doing this in | | both forms. Additional hit and everything. | | | | - Spectral Swords: Dracula will often dash backwards and start this | | attack where he'll cause several spectral swords to appear. He'll | | make three blades shoot at you. The best thing to do here is to | | double jump over the first two and roll under the third one, since he | | can jump and shoot them at you. Heck, sometimes rolling isn't even | | necessary. Note that if you can jump over him he'll stop this attack | | early | | | | - Energy Columns: Dracula will punch the ground and cause the floor | | underneath you to crumble before a column of energy shoots out! You | | need to stay on the move when he does this! You can get some quick | | hits in on him in the meantime though, just be fast! | | | | - Energy Slam: Dracula will rise up in the air and charge up, followed | | by quickly slamming the ground, sending out a red shockwave along the | | floor in both directions. Jump to avoid it. When he goes into his | | Dark/Light phase, he can do this in both Dark and Light forms. | | | | - Punch Combo: Dracula's standard punch combo. You can block either of | | the first two hits, but the third is unblockable and makes him dash | | straight at you. Best to jump over him if he gets the third hit in. | | | | - Energy Wave: During the last third of the fight Dracula will at times | | float in the air and shoot out an energy wave. This wave will either | | be Light or Dark, so be sure to MATCH its energy to get through it | | without getting hurt! | | | | | +----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+ __ __ _ ___ __ ___ _ | \/ (_)_ _ _ _ ___ _ _ / _ \ / _| | __|_ _| |_ ___ | |\/| | | '_| '_/ _ \ '_| | (_) | _| | _/ _` | _/ -_) ___|_|__|_|_|_|_|_|_\___/_|____\___/|_|___|_|\__,_|\__\___|___ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Skills >==O ``-.__________________________________________________[MoF-SKI]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ DODGE .-´¯¯¯¯¯¯¯ | o Hold L and move Analog Stick left or right. | | o Makes it possible to avoid enemy attacks. | | This skill can be used both on the GROUND and in the AIR. | | THOUGHTS: A basic avoidance move that you want to learn, and master, | as soon as possible! | `-.----------------------------------------------------------------------' BLOCK .-´¯¯¯¯¯¯¯ | o Hold L. | | o Use block to thwart enemy attacks. | | Be careful, as more powerful attacks can break your block and | certain other attacks indicated with a white effect are unblockable. | | This skill can be used both on the GROUND and in the AIR. | | THOUGHTS: Another basic move that will serve you well. Timing on | your blocks is essential and worth perfecting! | `-.----------------------------------------------------------------------' SYNCHRONIZED BLOCK .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o Hold L RIGHT BEFORE blocking an attack! | | o Blocking at just the right moment before receiving an impact, makes | is possible to open up your attacker for a deadly counter strike. | | This skill can be used both on the GROUND and in the AIR. | | THOUGHTS: A handy skill to master, but not always prudent to shoot for. | It does, however, open up the possibility of counterstrikes, | as illustrated below. | `-.----------------------------------------------------------------------' HEAVY DIRECT COUNTERSTRIKE .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o (After Synchronized Block): Y Y Y | | o Successfully performing a Synchronized Block against an enemy leaves | it open to a devastating Direct Counter Attack. | | This skill can be used both on the GROUND and in the AIR. | | | _________________________ | POWER .´\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: The benefit of doing a Synchronized Block. The DIRECT version | is, of course, more powerful than the AREA version. It's even | faster too. You're go-to option if you don't need that | area protection! | `-.----------------------------------------------------------------------' HEAVY AREA COUNTERSTRIKE .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o (After Synchronized Block): X X X | | o Successfully performing a Synchronized Block against an enemy leaves | it open to a devastating Area Counter Attack. | | This skill can be used both on the GROUND and in the AIR. | | | _________________________ | POWER .´\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: The benefit of doing a Synchronized Block. Not nearly as | fast or strong as the DIRECT version, but if needed it can | punish a group and/or protect you better. Worth having as | an option! | `-.----------------------------------------------------------------------' CHAINED GRAB .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o Use the R Button when an enemy is grab-able! | | o An agile move with the Combat Cross used to finish stunned enemies | with a violent melee attack, regardless of their initial distance. | | This skill can be used both on the GROUND and in the AIR. | | NOTE: This skill comes with the Combat Cross. | | THOUGHTS: The grabbing attacks will surely be a staple of your combat | action. They prove most useful for quickly dispatching foes! | `-.----------------------------------------------------------------------' GRAB .-´¯¯¯¯¯¯ | o R Button (When enemy is stunned). | | o A close range move used to finish stunned enemies with a violent | attack. | | This skill can be used both on the GROUND and in the AIR. | | NOTE: This skill disappears off the list at some point. | | THOUGHTS: The ultra-cool GRAB attack. You're going to love it! | `-.----------------------------------------------------------------------' STOMP .-´¯¯¯¯¯¯¯ | o (In Air): Hold the L Button and press DOWN on the Analog Stick. | | o A quick fall to ground that can be used to avoid enemy aerial attacks. | | THOUGHTS: How nice of Mercury Steam to give us this option! You can use | this to quickly dodge aerial attacks... if you're fast enough! | `-.----------------------------------------------------------------------' FAST RECOVERY .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o Press B at the right moment after getting hurt. | | o Timed at the right moment, it is possible to return to the combat | position quickly. | | THOUGHTS: A handy skill to have. It will decrease your vulnerability | time and get you into fighting mode quicker. Gotta love that! | `-.----------------------------------------------------------------------' DIRECT ATTACK .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o Y | | o Quick and powerful direct attack that affects all objects in front | of you. | | This skill can be used both on the GROUND and in the AIR. | | | _________________________ | POWER .´\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: Not sure what to say here... this is your regular Direct | attack. You will be using it. A lot. Yeah.... | `-.----------------------------------------------------------------------' AREA ATTACK .-´¯¯¯¯¯¯¯¯¯¯¯¯¯ | o X | | o Broad attack in a 90 degree fan that damages all objects in its | trajectory. | | This skill can be used both on the GROUND and in the AIR. | | | _________________________ | POWER .´\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: Again, not sure what to say. Your normal Area attack. Use it | to hit more stuff around you. Hurrah! | `-.----------------------------------------------------------------------' DIRECT ATTACK COMBO .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o Y Y Y Y | | o Powerful combination of four horizontal hits that damage objects in | front of you. | | This skill can be used both on the GROUND and in the AIR. | | | _________________________ | POWER .´\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: Another default move and the love of button-mashers | world-wide. This is a decent go-to option but as you get | better you'll soon find more capable attacks. Still, this | should remain a comfortable and safe staple. | `-.----------------------------------------------------------------------' AREA ATTACK COMBO .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o X X X X | | o Broad combination of four 90 and 180 degree fan attacks that catch | all surrounding enemies. | | This skill can be used both on the GROUND and in the AIR. | | | _________________________ | POWER .´\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: Here's the button-mashing Area attack. Again, a good staple | to use on groups of enemies or to do some quick crowd control, | but you'll soon find better moves out there. | `-.----------------------------------------------------------------------' DIRECT ATTACK COMBO FINAL .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o Y Y Y Y Y | | o Powerful combination of four horizontal hits that ends with a | smashing frontal hit capable of destabilizing the enemy. | | This skill can be used both on the GROUND and in the AIR. | | | _________________________ | POWER .´\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: This move adds in one more additional hit, extending your | damaging capabilities. It also ups the power a bit. This is | still a comfortable and safe staple. | `-.----------------------------------------------------------------------' AREA ATTACK COMBO FINAL .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o X X X X X | | o Broad combination of five 90, 180 and 360 degree fan attacks that | catch all surrounding enemies. | | This skill can be used both on the GROUND and in the AIR. | | | _________________________ | POWER .´\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: This area attack final adds in one final hit for a 360 degree | attack at the very end. It's still a safe and comfortable | staple for the average button masher. | `-.----------------------------------------------------------------------' GUILLOTINE .-´¯¯¯¯¯¯¯¯¯¯¯¯ | o (In Air): Hold Y | | o Brutal frontal downward attack that damages ground based enemies. | | | _________________________ | POWER .´\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: Man, I love Guillotine. It's powerful and looks awesome! | In addition, the airborne time lets you dodge certain attacks | and immediately punish the attack. | `-.----------------------------------------------------------------------' SPINNING CHAIN .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o (In Air): Hold X | | o Creates a whirlwind spinning attack that sucks up all nearby enemies | damaging them in the process. | | | _________________________ | POWER .´\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: A cool attack to hit everything while you are in the air. | Like Guillotine, it is useful for dodging certain attacks. | It doesn't do as much damage though. | `-.----------------------------------------------------------------------' RISING STRIKE .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o Y B | | o Quick direct rising attack that makes it possible to lift weak | creatures directly into the air. | | | _________________________ | POWER .´\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\\\\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: Not very powerful, but fast. If you want to get a single | enemy into the air for whatever reason, here you go! | `-.----------------------------------------------------------------------' RISING ASSAULT .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o X B | | o Quick circular rising attack that makes it possible to lift weak | creatures directly into the air. | | | _________________________ | POWER .´\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: Not very powerful, but flashy as hell. Love the animation on | this attack. Designed to pop multiple enemies up into the | air, should you so desire. | `-.----------------------------------------------------------------------' TREMOR PUNCH .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o Hold L and then hold Y | | o Powerful energy-charged punch capable of breaking the guard of | enemies. | | This skill can be used both on the GROUND and in the AIR. | | | _________________________ | POWER .´\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: Situationally useful for times where you may just want to | break an enemies guard. You're not going to be going around | and punching things with THAT low of a power rating! | `-.----------------------------------------------------------------------' EARTHQUAKE PUNCH .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o Hold L and then hold X | | o Brutal punch to the ground that delivers a shock wave capable of | knocking down nearby enemies. | | This skill can be used both on the GROUND and in the AIR. | | | _________________________ | POWER .´\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: Talk about low-power. Again, only situationally useful. | It's fun to knock down some enemies but this is not going | to be a go-to move whatsoever. | `-.----------------------------------------------------------------------' GUILLOTINE FINAL .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o (In Air): Hold Y | | o Brutal frontal downward attack that ends with a devastating yank | of the chain that knocks down ground based enemies caught in its | effect. | | | _________________________ | POWER .´\\\\\\\\\\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: Man, I love Guillotine. It's powerful and looks awesome! | In addition, the airborne time lets you dodge certain attacks | and immediately punish the attack. The extra yank on the chain | afterward is just icing on the cake. | `-.----------------------------------------------------------------------' SPINNING CHAIN FINAL .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o (In Air): Hold X | | o Creates a whirlwind spinning attack that sucks up all nearby enemies | damaging them in the process then continues with a ground chainsaw | attack. | | | _________________________ | POWER .´\\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: A very cool-looking attack. The Area version of Guillotine. | Let's you dodge certain attacks and punish everything around | you afterward. But we both know you just use it to look cool! | `-.----------------------------------------------------------------------' CHAIN SHREDDER .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o HOLD Y | | o Combination of extremely fast hits executed towards your foe. | | | _________________________ | POWER .´\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: I'm a big fan of holding attacks, so I like this one a lot. | The combination of speed and power is very decent. | `-.----------------------------------------------------------------------' lv14 chain barrier - needs added in CHAIN SHREDDER FINAL .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o HOLD Y AND Y | | o Combination of extremely fast hits executed towards your foe, | finished off with a brutal destabilizing direct attack. | | | _________________________ | POWER .´\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: The final version of Chain Shredder adds one last power hit | to the attack. This is a welcome addition as the attack can | break through enemies guarding stances. Very nice! | `-.----------------------------------------------------------------------' CHAIN BARRIER FINAL .-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | o HOLD X AND X | | o Devastating combination of area arc attacks that destroy any enemy in | its path followed by a deafening discharge capable of knocking down | your enemy. | | | _________________________ | POWER .´\\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: The final version of Chain Barrier adds in a devastating | attack at the end that can break through enemy guards. This | attack may be slow but it is powerful. | `-.----------------------------------------------------------------------' HURRICANE .-´¯¯¯¯¯¯¯¯¯¯¯ | o (AFTER TREMOR PUNCH) HOLD Y | | o Relentless swirl of pain that extends horizontally, massacring all | enemies in line. | | To execute it, Y must remain pressed after Tremor Punch. | | This skill can be used both on the ground and in the air. | | | _________________________ | POWER .´\\\\\\\\\\\\\\\\\\\\\\\\\`. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: Pretty much the ultimate direct attack. Just look at that | power! It takes some time to pull off since you have to use | it after that damn Tremor Punch, but when it hits it is worth | it! | `-.----------------------------------------------------------------------' TORNADO .-´¯¯¯¯¯¯¯¯¯ | o (AFTER EARTHQUAKE PUNCH) HOLD X | | o An overwhelming tornado that traps all ground or flying creatures | nearby inside of it. | | To execute it, X must remain pressed after Earthquake Punch. | | | _________________________ | POWER .´\\\\\\\\\\\\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | _________________________ | SPEED .´\\\\\\\\\\\ `. | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | THOUGHTS: Pretty much the ultimate area attack. The power is VERY high | and the animation is ultra-cool. It's a bit slow but when you | pull it off you'll be left grinning wickedly... | `-.----------------------------------------------------------------------' __ __ _ ___ __ ___ _ | \/ (_)_ _ _ _ ___ _ _ / _ \ / _| | __|_ _| |_ ___ | |\/| | | '_| '_/ _ \ '_| | (_) | _| | _/ _` | _/ -_) ___|_|__|_|_|_|_|_|_\___/_|____\___/|_|___|_|\__,_|\__\___|___ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Enemies >==O ``-.__________________________________________________[MoF-ENM]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This section will go through all the enemies in the game, according to the game's BESTIARY. I'm going to list the monster, write down their descriptive text (from the game) and put in my personal notes / combat tips on them. Enjoy! Shadow Crawler ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When the doors to the Shadow Plane were opened, a horde of bloodthirsty creatures invaded our world terrorizing Mankind. Made up of pure darkness, they feed on the fear of their victims who they tear apart and devour without mercy. My Thoughts: These are the creatures you get to kill as Gabriel. They are pretty much just cannon fodder and tutorial material. Scaven ¯¯¯¯¯¯¯¯ These reanimated corpses eat and infect the dead remains of other creatures with many sections of the castle threatening to become infested with them. The Scavens are a sort of living dead, commanded by the Night Watchman whose power has transcended the limits of witchcraft to take on a more tangible and dangerous form. My Thoughts: The Scaven is WEAK, right up there with the Zombies. More of a nuisance than anything dangerous. Flying Scaven ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Some Scavens mutate with violent convulsions to develop wings that they use to rise well above their terrestrial prey. Often pouncing on unsuspecting visitors and feeding on their still living bodies, these creatures suck the very soul out of any unfortunate enough to come across them. My Thoughts: While the description above is terribly frightful, these things are still just cannon fodder, but now with wings! Zombie ¯¯¯¯¯¯¯¯ Bitten, infected and stripped of the slightest power of reason, many humans have ended up lost in the Castle in search of fresh brains. Their clumsy attacks and fragile bodies are compensated for by their ironclad insistence on devouring their victims, even after being dismembered. My Thoughts: Your classic cannon fodder foe. Not very dangerous. Beware of them pulling their head off and chucking it at you though! Rotten Zombie ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Subjected to putrefaction over many years, some Zombies have become lethal corpses capable of mutilating themselves to reach their prey. Both their fragile flesh, yellowed by puss and their brittle bones, incapable of keeping them upright represent an unpleasant threat to those who think they are safe behind any barrier. My Thoughts: These are pretty much the same as normal Zombies, but they have a tendency to break in half and have their upper torso crawl after you. Use Guillotine or some other floor attack to hit them if they do so! Harpy ¯¯¯¯¯¯¯ As lethal as a bird of prey and as elegant as a woman, the Harpies have become an organized tribe of warriors that nest beneath the fortress. In the firm belief that the flesh of their prey will give them vigour and eternal life, they have become fanatical killers, organizing expeditions inside the castle to hunt. My Thoughts: Annoying with their bow attacks. Attacking in the air makes short work of them. Harpy Leader ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Only the best Harpy Warriors live long enough to proclaim themselves leaders of the flock. The changes to their physical form include color changes to their wings and an ear piercing shriek that can root their prey to the spot. My Thoughts: The most dangerous thing about the leaders is their scream, which can set you up to take a hit from other creatures nearby. Merman ¯¯¯¯¯¯¯¯ Somewhere during the evolution between fish and men, these intelligent beings learned to move onto dry land in search of new prey. With a deep survival instinct, the Mermen organize search parties and lay ambush for anyone unsuspecting who comes near water. My Thoughts: A classic foe! Their lunge attack should be watched out for and dodged as it is unblockable. Unremarkable after that. Electric Merman ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ An elite group of Mermen have adapted skin membranes that generate powerful electrical currents. Whilst on land, they can conduct this electricity through the wet ground thus stunning their adversaries before pouncing to devour them. My Thoughts: Their electric attacks are annoying and should be watched out for as they are indeed powerful. Hunter Merman ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Some Mermen have developed special glands in their mouths which deliver a powerful toxin. This sticky substance is spat on their prey rendering their enemies completely paralyzed. My Thoughts: The green gob they spit tries to trap you. You'll need to button mash to get out of it. If you can avoid that and their charge attack they are easy enough. Merman Tadpole ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ During hunting forays on the surface, the Mermen throw live captives to their off spring awaiting below the surface. Although not yet fully developed, the tadpoles have jaw dimensions similar to that of their parents, which they use to tear apart the bodies of their prey. My Thoughts: These things are more dangerous than the parents! Mostly due to the fact that you can't hurt them! You'll encounter several portions of the game where you'll meet these things and all you can really do is run. Skeleton Warrior ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Despite being dead, the remains of these warriors retain an echo of what they once were when alive and so continue to defend the castle. Loyal to their new lord, they keep watch tirelessly over every corner of the fortress, hunting intruders and never abandoning their posts for as long as their bones endure. My Thoughts: A classic Skeleton Knight. They have their sword slashes and can throw axes at you. The axes can be dangerous when they are paired with other foes. Armored Skeleton ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Fearsome to behold and much more skilled than the best of the castle denizens, Armored Skeletons hold a special place of honor amongst the armies of the Dragon. The same spell that keeps them on their feet is also used to fill them with the false hope that they continue to serve the cause for which they were trained in life. My Thoughts: A heavy hitter! Get too close and he'll smack you. Don't let yourself get cornered by these guys. Lay into them with any of the various hold attacks and be sure to grab them when you can! Werewolf ¯¯¯¯¯¯¯¯¯¯ During the dark years of the Lords of Shadow's reign, hundreds of humans were bitten by werewolves and infected with their cursed blood. Dominated by their instincts and rid of their leader Cornell, they occupy the castle to worship their new alpha male, the Prince of Darkness himself. My Thoughts: Their leap attack should be dodged but other than that they are fairly harmless. I LOVE the animation Simon uses when he grabs them! Absolutely love it! Hunchback ¯¯¯¯¯¯¯¯¯¯¯ A group of nomadic Dwarves settled inside the castle and began to work on it's reconstruction, as if it were their own home. Apparently harmless, they have survived thanks to their cunning, teamwork and disgusting gastronomical taste based on different ways of cooking carrion found along the way. My Thoughts: Their lantern-throwing is annoying. They like to run away. They also like to cause mischief and make life hard on you however they can. Kill on site! Hunchback Troop ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ When threatened, the Hunchbacks come together to form a greater force. After drawing lots for their combat positions, they charge blindly against any creature that is hostile. For the duration of the fight, they never separate and never give up until they have a new corpse to add to the soup. My Thoughts: Haha! This enemy just shows the Hunchback's cleverness. The entire get-up is pretty cute. Avoid their charges and get behind them constantly to win easily. Macabre Puppet ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The souls of the many who dared to enter the domain of the Dragon are forcefully removed from their bodies to be confined inside Macabre Wooden Puppets. On the other end of the strings is the Toy Maker who amuses himself by acting out his mortal play with new strangers. My Thoughts: These puppets are just creepy. They aren't as bad as the "unleashed" puppets, so block when you must and you'll be okay. Macabre Puppet Unleashed ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Some puppets have been released from their masters hold and attack their enemies with random abandon. Their freedom of movement enables them to spin around like tops executing quick charge attacks against their targets. My Thoughts: These puppets are more dangerous. Their spin move will likely catch you off-guard a few times. You'll soon learn to jump it and punish them severely afterward. Magic Book ¯¯¯¯¯¯¯¯¯¯¯¯ The search for immortality has caused many wizards to use their dying breath to commit their souls within heavy tomes of parchment. These pages permeate with the dark powers of their authors and so they are able to write cruel endings for those valiant enough to confront them. My Thoughts: These books are mostly support characters. They buff up other enemies and call forth new enemies, as well as drain your life and magic. It is important to target them first in any fight. They have low health and fall quickly. Gargoyle ¯¯¯¯¯¯¯¯¯¯ From their stone nests perched high upon the castle, the Gargoyles have patiently watched many battles, triumphs and defeats. Centuries after being sculpted, the enigmatic Toy Maker gave them the gift of life, enabling them to finally use their knowledge of war. My Thoughts: Their "knowledge of war" is very limited: fly back and forth and shoot fire at you. That's pretty much it. When they get low on health they'll try a suicide attack, so beware! Giant Bat ¯¯¯¯¯¯¯¯¯¯¯ With the arrival of the vampires, the bats accustomed to the darkness and putrefaction of lower sections of the castle began to feed on the blood that their masters offered them. Quickly, these tiny, defenseless creatures grew disproportionately and became dangerous predators, devouring creatures that had once preyed upon them. My Thoughts: Their size IS impressive. Still, they have no special attacks of note. Stick to range attacks in the air or otherwise to bring them down. Knight Vampire ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Following the death of Carmilla and Laura: A new, purer lineage of vampire arose in the castle formed via a deep bond with their new lord. The species is characterized by its cunning, speed and savage cruelty in combat. The next stage of vampire evolution has produced a species that is both beauty and the beast with an insatiable blood lust. My Thoughts: Now HERE is a worthy foe. They have several sword attacks and can dash away in an instant when in danger. They also have a ranged attack. Beware of their charging sword attacks and don't ever stay still and you should be ok. Wraith ¯¯¯¯¯¯¯¯ Wraiths have always been a part of popular folklore as the oldest residents of sinister castles. Their presence at the fortress is no coincidence, as within its walls terrible murders were committed that have bound the souls of the victims to the memories of the violent acts committed there. My Thoughts: You'll never fight these guys: they are just in a number of the castle's backgrounds. Still, it's neat that they got their own Bestiary card. Witches ¯¯¯¯¯¯¯¯¯ Cursed from birth and indoctrinated by their sisters in the art of Dark Magic, the Witches have spent centuries hiding from the world in the depths of the Earth. Subjugated by the power of the new Dark Lord, they use their knowledge of the Dark Arts in the Shadow Plane to attempt to defeat him and claim their dominion of the Castle. My Thoughts: The enemy of my enemy is my friend? Well, not really! You won't fight these foes yourself, but they do bring about a monster for you to tangle with regardless. Possessed Armor ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The spirits wandering the castle, tire of the living that disturb their rest and so possess the enormous suits of armor that adorn the corridors. With their enormous mace, they easily smash the unwary, while the hard armor protects their cold inner flame. My Thoughts: These guys take a lot of damage before you can defeat them. Their attacks aren't particularly hard to avoid, but they will still likely get in a good hit or two every now and again. Just stay back and be ready to jump at any time! Executioner ¯¯¯¯¯¯¯¯¯¯¯¯¯ The Hunchbacks have managed to dominate these once gentle giants by means of larvae inserted into their brains. Their colossal size and disproportionate strength make them brutal tools of war. However, their value as allies is often counteracted by fearsome outbursts of fury that make them unpredictable in combat. My Thoughts: A boss character for Trevor Belmont! Check out the boss section for an in-depth view of what you can expect out of them. The whole "larvae in the brain" thing is... well... ugh. Night Watchman ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Although dead for many years, a terrible curse has prevented the Night Watchman from leaving the world of the living. His only reason to exist is to keep the torches and lanterns lit, keeping intruders away. Accompanied by his Scavens, he wanders the Castle corridors until the breeze that comes when a new visitor arrives causes his cold and prized light to flicker once again. My Thoughts: The first boss of the game (one of Simon's bosses). A really cool character design. Very neat! Necromancer ¯¯¯¯¯¯¯¯¯¯¯¯¯ The Necromancer's mission is to seize Trevor's powerful Combat Cross for its master, Zobek, Lord of the Dead. Having been promised the return of its soul for successful delivery of the weapon, the Necromancer is a dangerous foe intent on completing its task no matter what. My Thoughts: Another Simon boss fight. This fight is just cool. The attack animations are really neat. Succubus ¯¯¯¯¯¯¯¯¯¯ This sensual and intoxicating creature has the appearance of a woman yet originates from the underworld and is intent on securing favor with her new master. From her illusory world, created from the fantasies of men, she awaits the arrival of heroes to seduce, subjecting them to temptation then ultimately offering them up to her liege lord. My Thoughts: Simon's last boss and a fun fight. The camera angles in this fight are really cool. Still, I do kind-of wish that she also had a fight with Alucard for nostalgic reasons. Reaver ¯¯¯¯¯¯¯¯ The remains of the Night Watchman transform into a creature with a voracious appetite and insatiable need to move through the rooms of the castle in search of meat with which to strengthen itself. It's putrid body, covered with a dense mop of hair, hide the true nature of its supernatural origin, formed from hundreds of corpses it has devoured. My Thoughts: This fight is interesting. I actually had NO idea this thing was the remains of the Night Watchman until I read it in the bestiary. Huh. Weird. Daemon Lord ¯¯¯¯¯¯¯¯¯¯¯¯¯ Although defeated and humiliated by Gabriel many years ago, this powerful creature has been released by the Witches to once again challenge its nemesis. Harboring a profound hatred, it has sworn to destroy the offspring of its enemy before returning to the Shadow Plane whence it came. My Thoughts: A very cool-looking enemy. The QTE scenes you get once you meet him or neat, even if you don't get to really fight it. Daemon Lord Resurrected ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The remains of the Daemon were assembled by the Toy Maker and made into a horrific parody of its former self. Despite the rage that still flows through its new mechanical joints, the beast has learned to control its Daemonic Powers to hunt the souls its master needs in his macabre experiments. My Thoughts: The resurrected Daemon Lord gives Alucard a few good fights, as well as some awesome power. It's new mechanical arms look really cool and you have to love the electricity running through him. Lady of the Crypt ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Although known by the title of "Lady", due to the female appearance of its appendage, this mysterious creature is actually an enormous deformed insect that lives in the depths of the Crypt. For centuries, the cunning beast has grown feeding on the damned thrown into its dark pit, whilst in the process learning to imitate them in order to lure new prey. My Thoughts: What a fight this was! Oh man. Probably the best boss fight in the game. The creatures is just plain enormous and just fun as hell to fight, even if it is pathetically easy. Dracula ¯¯¯¯¯¯¯¯¯ A former knight chosen by the Brotherhood to defeat the Lords of Shadow and restore light to the world. Gabriel fulfilled his mission but at a heavy price. Tormented by the death of his wife, betrayed by his faith and led down a path to eternal darkness, he returns from oblivion to the highest tower of the castle, in search of revenge on those who wronged him. My Thoughts: The first Belmont has sworn vengeance against the Brotherhood and is filled with rage and hate. What else is there to say? You and I both know how utterly awesome Gabriel is. Toy Maker ¯¯¯¯¯¯¯¯¯¯¯ Once Gandolfi's most outstanding pupil, he is now trapped by a terrible curse. With his skills and a dark curse that Walter Bernhard himself imparted all those centuries ago, he never stops working on the creation of macabre instruments of death and destruction. At least until the curse that is upon him is forever broken... My Thoughts: You only get to really see the Toy Maker once in the game, but you sure do fight a lot of things he had a hand in creating. That last sentence in his biography pretty much guarantees we'll be seeing him in Lords of Shadow 2! Lost Soul ¯¯¯¯¯¯¯¯¯¯¯ The Lost Soul is fate itself, the physical manifestation of the mirror. Anyone who is near its influence will be manipulated and guided to their unavoidable destiny, without any opportunity to change it. My Thoughts: Here's the mysterious figure that guides the entire game as if directing some sort of play. Fate is a cold mistress... __ __ _ ___ __ ___ _ | \/ (_)_ _ _ _ ___ _ _ / _ \ / _| | __|_ _| |_ ___ | |\/| | | '_| '_/ _ \ '_| | (_) | _| | _/ _` | _/ -_) ___|_|__|_|_|_|_|_|_\___/_|____\___/|_|___|_|\__,_|\__\___|___ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Knights >==O ``-.__________________________________________________[MoF-KNI]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ For kicks, here is a list of all of the Knights in the game along with their scrolls. I put this list together because the scrolls are cool and someday, someone out there may want to read through them all again. This list is separated by Character and Area. ============================================================================== SIMON BELMOT ============================================================================== o Cursed Village Knight 1/1 It was the elderly, then the men, women and children, until there was not a single person left standing. Not long after, the tombstones began to move. Neither the hard oak wood, nor the heavy stones of their graves could prevent the return of the dead to the world of the living. o Castle's Outer Wall Knight 1/3 As we crossed the bridge, the chain mechanism began to turn, quickly withdrawing the platform we were standing on. Luckily I had the reflexes to jump back in time and watched, as the rest of my company tumbled into the abyss. Knight 2/3 I realized too late that I needed a Combat Cross to reach that platform. Now, with my back broken from the fall, all I can do is await death. My corpse will serve as a warning for others, do not enter this evil place without the right equipment. Knight 3/3 Centuries ago, Pilgrims created this underground route to worship the spirit of a woman who it was claimed had the power of healing. The tunnels they traveled through seeking health and good fortune now seemed to be the only access into the castle. o Forgotten Cave Knight 1/2 A dozen Mermen suddenly came out of the water and massacred my entire company. Terrified, I could only watch as they tossed the crippled bodies of my comrades into the water, where still alive, they suffered in agony as their offspring fed on them... Knight 2/2 Who could have installed such a strange device in this cave, so far from civilization? Such an act of witchcraft proves that this ground in unholy. I swear that the person responsible will pay for this sacrilege, even if it costs me my life. o Deadly Waterfalls Knight 1/3 Thousands of corpses of Men, Women and Children that were thrown into the moat during the first war have infected the underground streams. The rivers that flow under the castle are now a death trap, capable of dissolving flesh, bone and the very soul within. NOTE: ONLY AFTER COMBAT CROSS Knight 2/3 The impact of the fall made me lose consciousness for a time. When I awoke, fear left me breathless, not because of my shattered body but because of the sea of corpses I found myself lying amongst. I managed to drag myself out of that hell, but realized that some of the corpses had begun to stir... dear God protect me! Knight 3/3 In the eastern part of the cave, I have seen creatures transporting a sacred chest. After such a long journey, the cloudy water filtering through the rock does not look so unpleasant now. Before continuing on my way, I will drink a little to regain my strength. o Castle Hall Knight 1/3 As I entered the main hall, the lights flickered for a moment, distorting the shadows and revealing dozens of eerie skulls before me. From within their empty sockets, eyes seemed to be watching me, waiting for something... The lights flicker again and my fears are realized; the skulls now lie ever closer. A sharp whistle comes from the end of the corridor, the lights go out, is this the end? Knight 2/3 Behind this door lies the great animated chessboard, designed by vampires to kill time during their long nights. It is said that a human is invited to play from time to time. If he wins, he is received into the vampire clan. If he loses, he is included on the dinner menu. NOTE: ONLY AFTER COMBAT CROSS Knight 3/3 An enormous structure has collapsed on top of me. Now I will never return home or know love from another. I will die here, though my heart is filled with pride at having served the holy cause, my poor soul yearns for release. o Guards Room Knight 1/1 They told us to carry these magical scrolls with us at all times and to never part with them. It would seem that they are able to reflect our thoughts onto the very paper itself. If we die, they enable other brothers to learn from our mistakes, so that they may complete their mission successfully. o Cells Knight 1/1 Crossing the bridge, we were careful not to trip over the piles of bones stacked upon the ground, when suddenly one of our men shouted out in pain. His chest had been pierced by the rusted sword of a skeleton. In a heartbeat, the dead rose up around us, forming an army of fearsome fleshless corpses... o Inner Cells Knight 1/3 According to legend, Michael Gelhart Schneider, a most noble knight and highly skilled archer was captured by the Bernhard's and imprisoned somewhere in the castle. He died here but vowed vengeance on the castle and its occupants. It is aid, his spirit will come to the aid of a true warrior... Alas, I have not seen it. Knight 2/3 I was never an outstanding soldier. I was neither strong as my parents expected or brave as my comrades hoped. I abandoned them in their final battle. I'm sure none of them will shed a tear for this coward bereft of honor or courage. Note: Only after using Teleporter Knight 3/3 My God, protect me from these creatures of the devil. Free me from their claws, save me from their voracious appetite and hide me from their eyes, red as fire, thirsty for my blood. Lord protect me! o Vertical Prison Knight 1/2 I found a note with the following instructions; "The worst prisoners must be isolated from the rest and taken to cells with the levers inside. The mechanisms once activated allow water into the gallery, drowning all of the convicts in the lower sections". I wonder at the cruelty of this place and feel the last remnants of any hope leave my soul. Knight 2/2 I will die in this cell tonight. I will end my life with one final act of cowardice, with great shame in my heart, I shall take my own life. I refuse to watch the beasts remove the flesh from my bones. I will deny them my screams. o Kithcen Knight 1/1 Waking in this dark place, I found a plate of roast meat and a glass of spiced wine beside me. I prayed that my brothers would rescue me soon. Ravaged by hunger, I grabbed the juicy leg, took a bit, chewed and swallowed hard. I hadn't taken more than two bites when I discovered, to my horror, that the bone holding the meat was a human femur. o Theatre Knight 1/1 I found puppets seated around a table, their wooden bodies positioned in a way that suggested they were enjoying a great banquet. I approached and noticed the table filled with all kinds of delicious foods, and reached out to grab a shiny apple. Its texture felt odd to me, but it was not until I picket it up that I realised it was fake. A trick to attract my attention, but now it is too late... they are here! o Library Knight 1/4 Rinaldo Gandolfi decided to install retractable spurs on the end of the combat cross. The theory is simple: Brotherhood Knights chosen from amongst the elite could reach places inaccessible to others and thus, pose more of a threat to the evils of the castle. Alas even Gandolfi himself is lost to us now. Knight 2/4 A trail of ectoplasm led me to discover the location of a strange translucent creature. When I stabbed its insubstantial body with my sword, I felt a strange shiver pass through me. My hands were shrivelled, my legs could hardly hold me up and my hair turned ghostly white. Knight 3/4 The tomes seem to have been marked by some mad scholar. They may hide a great secret, or perhaps are just the mad ravings of the insane. I wish I had enough time to decipher the message but alas time is not on my side. Knight 4/4 I have found a book with the following passage inscribed within: "When a great darkness loomed over the castle, a group of wise men schooled in arcane magic took shelter in the library. As the days went by, their minds were poisoned by envy, arrogance and hatred for each other. Forbidden rituals were performed but the souls of the men were lost within the pages of the books forever". o Main Tower Outside KNIGHT 1/1 Those little Hunchbacks seem intent in their work to build and expand the castle. I don't know where they come from or what drives them, but for some strange reason they seem to be influenced by the darkness that surrounds the new Lord of the Castle. ============================================================================== ALUCARD ============================================================================== o Mirror of Fate Knight 1/1 As soon as I entered the great hall, I felt drawn to the mysterious mirror in the centre. The world reflected in it trembled with every step I took until it disappeared completely. I saw a terrible vision of a pale man, kneeling beside my corpse, examining the last entry on my scroll. o Belfry Knight 1/2 The gargoyles leapt from the columns and landed by my side with a look of curiosity. I began to get rid of my belongings, in the hope of distracting them. First they chewed with pleasure on my sword, then my boots, my helmet and finally a dagger. But what fascinated them was the taste of my magic medallion which is now lost to me. Knight 2/2 The large bell, located atop the clock tower, was once used both to indicate the time and to send warnings to the inhabitants of the castle of imminent attacks. I pray that the day comes in which its throng is heard again, as a sign of victory of light over darkness... o Towers' Link Knight 1/1 In the last three decades, a new shadow has spread, darkening the land. A huge tower, higher than Carmilla's, proclaims the supremacy of the current Dark Lord. Brotherhood's soldiers will not rest until this abomination is destroyed along with its current master. o Abandoned Mine Knight 1/3 Water began to rush into the cave before I could take off the heavy armor I was wearing. I held my breath and swam with all my might to the surface pulling off the many pieces of metal that protected me as fast as I could muster. But alas, the faces of my wife and children haunt me as the darkness surrounds me... too late. Knight 2/3 Scattered throughout the castle, I've noticed strange doors adorned with the shape of a beast. Based on my research, these seals seem to have been installed to limit access for the weaker creatures to certain parts of the castle. I wish I had the strength to break them and discover the secrets hidden on the other side. Knight 3/3 When we arrived upon the shore, it became necessary to build a small raft to reach the other side. We used our armor as improvised oars until the water monsters snatched them away from us. We had but one option left: get rid of our weapons and try to swim to the shore, in the hope that some would survive. o Kitchen Knight 1/3 The terrible state of the pipes down here would perturb even my Brother Mario. Some parts have rusted terribly, while others are covered with fungus due to the high humidity. Not all the mushrooms look good to eat either, who knows what might happen if I eat one? Knight 2/3 The wound is growing worse and the infection is spreading. I feel too weak to fight and cannot recharge my magic medallion. All I can do now is sit and pray that my soul will join those of the rest of my comrades quickly... Knight 3/3 The wolves fell upon me with savagery, throwing me violently to the ground. One of them squeezed my neck in its jaws, somehow without breaking it, as if it wanted to force me to watch as the rest devoured my entrails. I feel each bite rip away part of my flesh... my strength... my faith... o Theatre Knight 1/1 A mysterious voice invited me to sit down. I had a perfect front row seat. The show began with a procession of wooden figures depicting the sad tale of the toy maker. The show ended and the curtain closed. I applauded, lost in thought and without realizing that beside me sat dozens of these puppets, all applauding with me. o Clock Room Knight 1/1 The electricity traps that protect the clock are just too fast for me. If only I could stop time then I would be able to climb to the top without hindrance. Simple really... but mastery of time is a fools hope in this dark and evil domain. o Toys Assembly Line Knight 1/2 Amongst all the other puppets, I have discovered one that is different from the rest. It looks like a young boy, around eight years old, who spends the day playing hide and seek, like my dearly departed son Edward. Its gestures remind me a lot of him: it even whistles his favourite songs... ...Edward, is that you? Knight 2/2 I have studied the puppet manufacturing process carefully. First they cut the wood and then they polish them, connecting them together with iron nails. Then they add a coat of paint and assemble the blades. Finally, a human soul is introduced and a spell cast upon them. Magical strings control their will and then the procedure is complete. o Toy Maker's Workshop Knight 1/2 The abominable corpses that are preserved inside these tanks of formalin seem to be the product of a cross between werewolves, vampires, and humans, in different states of gestation. What diabolic experiments were they doing in this place? It's true what they say, Frankenstein's mark is upon this place forever! Note: After Demonic Wings Knight 2/2 Under my feet lies the Toy Maker's main workshop. He works without rest, moving from place to place, fixing Puppets, mixing potions and drawing magic seals and wards. When he finishes one of his creations, he usually lets out a deep evil laugh. It makes my hair stand on end! o Carousel's Engine Knight 1/1 This infernal machine has already taken the lives of too many of my comrades. I must find a way to deactivate it as soon as possible or face the same fate. Someone is coming! o Resurrection Room Knight 1/1 I've seen an enormous beast carrying several human bodies. I hear their cries echoing in the dark. They howl in pain, begging for mercy and some pray for their souls. Then, silence. It must do something supernatural with their bodies... Removing their souls so that the Toy Maker can use them for his new puppets... o Vampire's Tower Knight 1/1 They came through the windows like black mist, carrying women under their dark wings. Those who were unconscious were laid on the table, while the rest toyed with those who tried to escape. The game was a depraved version of hide-and-seek that always ended the same way: the girl's throats open and their captors enjoying their blood. o Throne entrance Knight 1/1 I've come too far to give up now. I must find the orbs that Dracul created with his blood, only then can I break the dragon seal and face him once and for all. Entrusted to their fellow vampires, the magic spheres must be kept hidden somewhere in this tower, under the watchful eye of the guards. ============================================================================== TREVOR BELMONT ============================================================================== o Castle Entrance Knight 1/1 A ghost floated in the air and then suddenly went inside the enormous armor. I raised my shield with all my might as a huge mace crashed down upon me. My arm shattered as I received the first blow. With the second, my shield was gone. God knows I won't withstand a third... o Unholy Church Knight 1/1 Damn the beasts that have desecrated the sanctity of this church. Not satisfied with destroying the paintings, burning the pews and hacking the statues, they have replaced the figure of the holy cross with a blasphemy. By my Knightly Honor, I swear I will rid this place of all evil. o Crypt Knight 1/2 Heading into the depths of the Crypt, I hear the pitiful sobs of a woman. Consumed by love for a Knight who betrayed the Bernhard family she threw herself into the pit, searching for him. For centuries her sorrow has echoed off the catacomb walls, under the light of the Guardian Angel. Knight 2/2 It is said that the Bernhard's were buried in this crypt together with some of their most prized treasures. The family's chambers have remained untouched, despite the invasion of monsters, thanks to being sealed with a powerful Shadow Magic. o Entrance Bridge Knight 1/1 There was never any real chance of victory, I know that now. When the giant hit me with its enormous axe, I was thrown aside like an insect. I no longer have the strength to fight back, only the hope that whoever reads my final memories will not make the same mistake. Don't think twice brother, run away! o Crypt's Labyrinth Knight 1/2 The Bernhard Family used to condemn traitors by locking them up inside this pit. History does not contain testimony of survivors, but only the horrible tortures performed by the Lords of the Castle. Knight 2/2 This complex of tunnels does not seem to be the work of human hands, rather that of some large creature. Strangely the marks on the wall remind me of an insect hive except that the sheer size means it must be the work of an entire colony of thousands... o Castle Hall Knight 1/1 The plans reveal a kind of emergency mechanism that unlocks the door of what must be the games room at the end of the corridor. If I could find it, I might be able to see how accurate these old texts really are. o Games Room Knight 1/1 What at first seemed to be the work of magic turned out to be a complex mechanism of automatons and magnets, placed carefully beneath the board. The rules of the macabre game were far different from those of conventional chess, making it clear that they were the product of some twisted imagination. o Cells Knight 1/4 The electric bomb has helped me clear a route through the dungeons but care must be taken - some of the enemies are resistant to its rays. Knight 2/4 I was supposed to wait here while my comrade conducted a quick reconnaissance on the nearby rooms. At first we thought that would be a good place to camp, but it's been too long now since we parted company and I fear he has been taken or worse. Knight 3/4 Trapped, I spent my final hours troubled by the dangers awaiting my comrade who I couldn't warn. I trust his fate will be better than mine. Knight 4/4 A creature with a glass mask appeared floating in the air inviting me to discover the secrets of the Dark Room. For some reason I knew the end of my story would come within these walls, and yet there seemed nothing I could do to change my destiny. o Vertical Prison Knight 1/2 Bad fortune seems to follow my every turn. Of all the corridors open to me, why did I choose this one? Instead of salvation I find my death. Alas it was my last bad choice. Knight 2/2 Locked in this cell there is no escape for me now. On the wall are the markings of so many who have suffered the same fate. Look there, some fellow by the name of chupacabras... what a strange name for a warrior of the Brotherhood! o Abandoned Mine Knight 1/4 From here there is an intricate complex of underground tunnels flooded completely with water. Should anyone manage to get through, I beg you search for my comrades and tell them I never learned to swim. Maybe they will come for me? Knight 2/4 I've discovered a giant door on the upper floor that should lead to the last relic made by Gandolfi, if the Brotherhood texts are true. However, its great value leads me to believe that obtaining it will not be as easy as it might seem. I wonder what became of Rinaldo? NOTE: After Speed Boots Knight 3/4 On the far eastern end of the mine there is a river of magma that blocks the way to a sort of ancient pagan temple. I must find a way to jump far enough to reach the other side and rid the place of evil once and for all. Knight 4/4 I was attracted by the hypnotic voices echoing through the castle, awakening an uncontrollable carnal lust within me. Their song fogs my mind, clouds my will and invites me to take part in some forbidden game. Forgive me, Celia, for I cannon control my actions... o Clock Tower Knight 1/3 There remains a remote chance that I might actually defeat the Dark Lord. The tip of the mythical Vampire Killer that rid the world of that bitch, Carmilla remains somewhere in the castle. It is my mission to find it and forge the weapon anew once again. Knight 2/3 There is nothing left for me to do but to avenge my family, if anyone should read this scroll dropped by the Brotherhood, know that I, the Great Pirate King, swear vengeance upon the Dragon. I will not rest until he is dead and pledge that he will forever curse the name of Danasty. Knight 3/3 Inside the adjoining room I've found two magic seals with engraved messages. Left Seal: Doesn't matter when you ask, I'll always shelter from the light. Right Seal: Doesn't matter which magic you offer, we'll always unfold a path. o Belfry Knight 1/1 So much swat and blood spilled to reach this point, all wasted due to a simple mistake. I understand now! Light does not neutralize Light: Shadow does not defeat Shadow. Balance between the two is the only thing that can finish off the Prince of Darkness. Just as the legends foretold! __ __ _ ___ __ ___ _ | \/ (_)_ _ _ _ ___ _ _ / _ \ / _| | __|_ _| |_ ___ | |\/| | | '_| '_/ _ \ '_| | (_) | _| | _/ _` | _/ -_) ___|_|__|_|_|_|_|_|_\___/_|____\___/|_|___|_|\__,_|\__\___|___ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Version History >==O ``-.__________________________________________________[MoF-HIS]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Version 0.01: December 26th, 2012 --------------------------------- Some light formatting work and prep work to get a head start on the guide. Added in the E3 demo gameplay, although that will likely have heavy alterations done to it when the game comes out. Patiently waiting... Version 0.30: March 6-8th, 2013 -------------------------------- Finally have the game. Guide contains the Prologue and Act I. Likely the game a lot so far. This version was only at Cheatmasters.com. Version 0.60: March 10-12th, 2013 --------------------------------- Work (real life and all) has been pretty brutal lately, but the guide now has a completed Act II. Act III coming up! This version was only at Cheatmasters.com. Version 1.00: March 13-16th, 2013 --------------------------------- The guide is now complete. Well, the walkthrough at least. Still want to add in tips (not a big priority given how easy the game is) and finish up the enemies section. Also need to play through again to fill out the Skills section. Wouldn't mind trying out Hardcore either. ALSO, put in a missed item in ACT I, so this guide WILL get anyone who follows it 100% in the game and the extra cutscene at the end. Version 1.10: March 17th, 2013 ------------------------------ GameFAQs is on a updating break, so I'm going to add in the tips and tricks and enemies section. Still need to fill out the skills section a tad batter and try out Hardcore mode. Also, added in a bosses section. __ __ _ ___ __ ___ _ | \/ (_)_ _ _ _ ___ _ _ / _ \ / _| | __|_ _| |_ ___ | |\/| | | '_| '_/ _ \ '_| | (_) | _| | _/ _` | _/ -_) ___|_|__|_|_|_|_|_|_\___/_|____\___/|_|___|_|\__,_|\__\___|___ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Credits >==O ``-.__________________________________________________[MoF-CRE]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - WALKTHROUGH CREDITS o Maybe you? Feel free to send an email! - PEOPLE CREDITS o Jeremy Wise from Cheatmasters.com for the support. o DomZ for the Castlevania ASCii! You rock man! o Nathan West (Osrevad) for his DS ASCII art. Thanks man! o GameFAQs Contributor board for any and all support. _______________________________________________________________________________ YOU FIGHT WELL... Document © Bkstunt_31 2013 WORTHY OF THE Castlevania: Mirror of Fate © 2013 Konami NAME, BELMONT. E N D O F D O C U M E N T