Walkthrough
Prelude to the Dark Abyss |
House of Sacred Remains | Anti-Soul Mysteries Lab |
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Dark Palace of Waterfalls | Garden Forgotten By Time | Ghostly Theatre |
Pagoda of the Misty Moon |
PAGODA OF THE MISTY MOON
Through the Great Door | ||
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Now
that all five areas have been completed, stock up at Rinaldo's cabin,
then return to the Castle Entrance. All five orbs now glow from
their pedestals within the entry hall, and the door along the north
wall unlocks. Save your game within the eastern hall and then
return to step through the great door, ready to face whatever lies
beyond. Stepping through the door brings quite a sudden encounter -- Walter awaits beyond, but things don 't go quite as you might expect. For one, the whip that Leon carries is useless against the vampire. Watch a long series of cut scenes that follow in order to follow the story through one of its major episodes, and when it ends, Leon has the Vampire Killer -- a whip that does special damage to vampires and their like. Leon may now have he edge that he needs to destroy the master vampire. With the cut scenes finished, return to the castle and save again. Now step through the grand door one more time to enter the Pagoda of the Misty Moon, this time in a quest to enter the throne room at the top of the castle. This time when you enter the room you retain control of your character. Head through the room, and continue up the stairs through the next doorway to the north. Quite a treasure trove likes within this hall -- five yellow candles hold each of the five sub-weapons in the game, allowing you to return here whenever you need to take your pick. Destroy the second candle along he west wall to take the Holy Water, then continue on through the doorway to the north. In this next room you have another series of wooden walkways that crumble if you jump on them, flanked by the moving beams of force. This time there is a bit of a twist -- rather than one moving beam, there are two. Before heading onto the walkway, jump down and look behind the stairs leading back up to the entrance. Here you find the third Super Potion of the game. Take it, then climb back up to th walkway. Now run across, taking care to judge which beam is going to intercept Leon's path, and step behind the shield to avoid it. Don't let yourself get caught in between the two beams as they cross, or as one overtakes the other. You cannot shield yourself from two at once. When you reach the end of the walkway, step through the door to continue your trek north.
Here two Spartacus lie in wait -- monsters that you have not fought since the House of Sacred Remains. Make certain you move back away from the pair if one leaps up to prepare an attack, but otherwise just take them down as quickly as you can, and continue to the north end of the hall. Pause for a moment and prepare for a tough fight by equipping the Sacrificial Doll, the Heart Brooch, or the Bloody Cape, then step through the doorway. |
Double Trouble | ||||||||||||||
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When
you enter this next door you are greet by a disturbing sight -- Leon's
Doppelganger has resurfaced, and now looks slightly different than
before. His coloration is different, and he carries no obvious
weapon. As he turns to face Leon it is obvious that a second
fight is not to be avoided.
With the fight over, don't panic if your HP is low -- as the Doppelganger vanishes for the second and final time, a HP Max Up appears in the center of the room. Take it to grow stronger and to heal up in one fell swoop. Now prepare yourself -- new enemies abound with each new room, and these are some of the toughest in th game. Pick up the Hearts from the candles around the room to restore those that you've used, and don't forget to re-equip your preferred items. When you are prepared, head through the northern door to continue your quest. In this next hallway you meet two of the aforementioned foes -- the Chaos Sword and the Gaap. The Chaos Sword is similar to the Evil Sword and its brethren, but this version changes elements and abilities at will. When it wishes to perform this change it pauses for a moment to bask in a burst of light, during which time it is invincible to attack. This make the Elemental Whips a bad choice against it, because many become tolerant to whatever you are wielding at any given moment. Here you meet yet another of the new foes, the Phantom. This is another of the many skeletal creatures, but because of its coloration it is very difficult to see at times in the dark room. Try to keep a close on its violet outlines, and be careful not to misjudge its location. Be prepared for their special attacks at any time. As before, when you are able to move again, head through the opposite doorway. Here you face a second puzzle room, this one also containing the moving beams of force. Here the floor holds no special treasures except for the candles holding Hearts. When you are ready to move on, return to the entryway, then turn to the west and head along this walkway. You have to leap over this moving beam to pass, but sections of it are made from eh wood that crumbles when Leon leaps on it. So, move onto the first stone section, wait for the beam of force to draw near, then leap from one gray area to the next. When you reach the western door, head through the next area. In this next hallway, two more Chaos Swords accompany a group of Death Reapers. These small enemies are much like the Flea Men, except that they hit a lot harder and take more damage to kill. Try to use a sub-weapon attack to keep them far away from you. Move out into the hallway and onto more open ground where you can attack more freely. When all of them have been defeated, head into the next room to the west. Here you face what seems to be a large group of Red Skeletons, but don't be fooled -- this is the Mirage Skeleton. While all of these "copies" can damage you, only one is truly real. When you destroy the real thing, all of the copies disintegrate as well. To spot the real Skeleton among the group, watch for a Skeleton that moves away from you, looking for safety, while others surround you to attack. Some of the copies may move away from time to time as well, but the one Skeleton that consistently flees should be the actual monster. When you destroy the actual Mirage Skeleton you are free to continue through the next door to the west.
Here in this small room at the end of the path you find an MP Max Up. If you haven't burnt your Saisei Incense already, use it now before you recharge your MP. Once you've claimed the MP Max Up, return to the room with the Mirage Skeleton, defeat it once more, and head to the south where a Heart Max Up waits for you. With your MP and Hearts increased and and restored, head back to the other path in the room with the moving beams of force. When you are back in the room with the wooden walkways, head back to the entrance along your former path. Now you must head east. Wait for the beam of force moving along the first eastern walkway to get as close to you as possible, follow the first section, and stand behind a shield in the southern portion of the room. Wait for the beam to move past, and make a dash for the door. Walk through the door to reach the hallway that holds the stairway to the second floor. |
The Final Floor |
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Once
on the second floor, ignore the nearest door for the time being.
Instead head west, and take the door at the end of this long
hall. Here you find another puzzle room, similar to one your
recently solved in th Waterfall area -- six torches line this room, and
to unlock the western door you must light all of the min the allotted
time. As an added challenge, one of the strange gooey "monsters"
(that attacks Leon if you pause for a moment's rest) inhabits the room
as well, so you must keep moving at all times. Pausing to strike
a torch invites an attack, so try to leap toward the torch as you
attack, in order to avoid pausing on the ground as you strike out. For the time being, don't worry about lighting the torches at all. Just run through the southern door as soon as you enter the room. In this southern hall, you face two Red Ogres, foes that you've faced before and should know how to handle. This narrow hall is not an ideal place to fight them on th whole, but if you are lucky the narrow space causes them to hit each other as much as they hit Leon. Finish them off, then keep moving on to the south. The next room is blessedly empty, and better yet, it holds a Save Room. After you save, return to the large ornate room, and leave the two doorways behind for now. Instead, return north to the torch room, and head for the western door. Light the two lower lamps, the one at the top of the stairs, the lamp by the eastern door, the lamp at he north end of the room, and complete the circuit by lighting the lamp in front of the western door. A timer begins counting down as soon as you light the first torch, so you have no time to waste from that point on. Get an area-effect sub-weapon handy as you head through the next door. Here you are greeted by more Death Reapers and another Phantom. This is a tough fight, so try to protect yourself as best you can. Once you win your way past, head through the door to the south. Here you fight a Red Ogre when you first head through he door, but don't dawdle too much, even if you wish to restore MP against its special attacks. Also coming up the hallway are a second Red Ogre and a pair of Dullahans, even nastier large armored foes in the vein of Heavy Armors. Not only do they have the normal strong attacks, but their shields can release jets of fire as well. Use either the Whip of Lightning or the Vampire Killer to fight them. Luckily, your sub-weapon can also do some nice damage. Once you've finished here, head south once more. Now you enter an oddly shaped room that is the first of a complete circle of connected segments. Here a Gargoyle waits for you, but by now you should be practiced against this foe. Take it out with a Extension attacks, and head through the door to the west. Fight off the Death Reapers that appear in this next bit of hallway, using both normal attacks and your sub-weapon. Continuing along the circle brings you to a group of Lizard Knights -- Lizard Men that are tougher and that carry nastier weapons. Like other monsters before, those guys aren't weak against Holy Water but also don't have a resistance. This means that the sub-weapon can still deal out enough damage to make the fight a lot easier. Try to focus on one foe and take it out as quickly as possible -- it's a lot easier to defend yourself with only two-on-one odds. When all are taken down, continue through the opposite doorway to reach the southern side of the circle. Now you have a doorway to the north, as well as the normal door that continues to follow the circle. Take the northern exit, and you find another darkened room, much like the one in the Ghostly Theatre. As the spotlight moves to the next platform, follow it by double-jumping to the east, followed by a tricky single diagonal jump to eh northeast. Next you have two single jumps of varying lengths to the north, and although the spotlight moves to a jump to the east, if you double-jump north (and slightly west) you should reach a new platform in front of a door. Head through this door when you reach it to claim a HP Max Up. The return through the door, back into the darkened room. Now jump west to the smaller platform, and equip the Wolf's Foot. Activate the relic, run west across the small platform, and leap once, a single-jump with the Wolf's Foot should take you to the edge of a hidden platform to he northwest of the room, in front of another door. A double-jump can carry you there easily, but it's very hard not to over-leap the distance. When yo reach the door, head inside, and here you take the Unlock Jewel from its stone altar. This gemstone unlocks the prison found with the Castle Entrance, but that can wait until you finish exploring this portion of the Pagoda. From the platform in front of this hidden room simple jump off into the darkness and you automatically return to he dark room's entrance, where you can step through the doorway and back into the circle. Now you want to finish mapping out the circle here on the west side of the Pagoda, before returning to a Save Room, and using the Unlock Jewel. Take the next door along he circle to find a pair of Executioners. Watch out for their sweeping attacks in this small space, then continue on through the next door at he opposite end of the hall. Here you meet up with a Flame Demon and a large group of Axe Knights -- your Holy Water can take the edge off the fight, especially against the Demon, and with so many special-attacking enemies you should be able to use your Saisei incense to good effect if you star taking too much damage. But, try to save as much MP for laster as you can before using eh unlock Jewel. Now head through into the next section. Here a Gaap joins a Gargoyle in a fight, where you must guard from being petrified, but it should offer no real dangers otherwise. If you can tell the Gargoyle from the Gaap in the confusion of battle, try to take this easier foe down first. Go through the next door in line, which completes the circle, and returns you to the northern section of the hallway. |
~~PRISON OF ETERNAL TORTURE~~ | |||||||||||||||||||||||||||||
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From
the Save Room in the first floor of the Castle Entrance head east into
the room of platforms and take the door to the south leading into the
long stairwell. Head down to where you once picked up a High
Potion, and now prepare yourself carefully before saving along the west
wall. The next fight is tricky, to put it mildly, and you many
have to reload a previous save. It's best to make all the
preparations first, so you don't have to go through them a second time.
Wield the Whip of Ice, and select the Red Orb to set up the
Roaring Flames sub-weapon attack (using the Holy Water sub-weapon).
Equip the Sacrificial Doll, the Brisingamen, and a third powerful
accessory such has the Talisman, or Draupnir. The Saisei Incense
is a good choice of a relic, as it can let you sue your MP as extra HP
in this upcoming fight. When you have fully prepared save your
game here and then head to the other side of the room where the locked
door waits. Now press SQUARE in front of the door, and select "yes" at the prompt to unlock it using he Unlock Jewel. Now take a second long, spiraling staircase down to B2F, and enter he door at the bottom.
With the Forgotten One defeated, the walkway lowers back down to ground level, and the Black Orb appears within the room. This Orb unleashes some of the strongest magic in the game, and like the other Orbs it heals your HP when you claim it. Now, return to the first floor of the Castle Entrance to save your game in the eastern hall before returning to the second floor of the Pagoda to continue your main quest. |
Return to the Pagoda |
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Now
make your way back through the Pagoda to the second floor. This
time go directly thorough the east door at the top of the stairs.
Fight off the group of Lizard Knights and the Phantoms that greet
you here, and make use of the wide-open spaces to try to stay away from
the large group. Move through the south door when you are done,
and into another long corridor. Here, more Lizard Knights await
you alongside a Gaap. Take out the Gaap first to prevent being
petrified. When you are finished, make your way through the long
hall, and through the door at southern end. Now you enter the first room of another of the circle of corridors, again guarded by a sole Gargoyle. Defeat it, and head through the eastern doorway to fight off a group of Spartacus. Continue on through the next doorway of the circle. In this third room you fight a Gaap and a pair of Death Reapers. Carefully fend them off, using sub-weapons as much as necessary. Go through to the next room in the chain, and take out a pair of Dullahans. Finally, step through into the peaceful corridor of the chain. Here you can catch your breath before you enter the door to the north. This time you are not faced with one of the dark rooms full of tricky jumps -- instead you are greeted by another empty hallway, and a door at the northern end. Take this door into a room holding a sealed door, a strange stone statue, and a new item for you to take the "VI" Tablet. Take it, and ignore the other items in the room for now, instead returning to the southern section of the corridor. Now continue through the circle, taking the eastern exit out of this southern section of hallway. Here you face a pair of Lesser Demons. These flying foes like to attack using their special swooping attacks, and it may be hard to stop guarding for long enough to counterattack. When they do give you a moment's respite, leap up to attack them briefly. Continue through the opposite doorway into the next section. Now you face a group of two Red Ogres, backed by a pair of Spartacus. You've fought all of these foes before, so the main trick is to navigate through the hall and face the foes one on none. Make use of your Holy Water as needed, then continue through to the next section where you find a group of Hanged Men. Keep out of their reach when they make their grappling attacks, and battle through the waves of them that pop up. After killing around ten of the enemies they finally stop returning, and you are free to head on through the next door, which returns you to the top of the circle. Return through the hallways and room until you reach the Save Room on this same level of the castle. Restore your HP and save your progress, then exit the door and go through the door on the opposite side of this ornate room. Here you find a stone altar with a mechanism on top of it. Press SQUARE to inspect this device, and when prompted use the "VI" Tablet in the empty space. Now step to the right of the altar to where you see a lever. Attack it once, and the symbols on the device reverse themselves, including your "VI" Tablet. Press SQUARE in front of the altar again to remove the tablet, which is now the "IV" Tablet. Save if you wish, then return to the room at the south end of the eastern circle where you originally found the "VI" Tablet. When you enter this room, step to the west and inspect the large stone statue. At the prompt, insert the "IV" Tablet into the hole. This unseals the door in the north wall of this room, and you now step through to collect the Dragon Crest, an item that unlocks the throne room. Return to the 2F Save Room, and save your progress before this last epic battle. |
Endgame | ||||||||||||||||||||||||
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With
the Dragon Crest in hand, step out into the elegant room off of the
Save Room, and head through the southern door into the last unexplored
area on your Map Screen. Once through the door, a long expanse of
climbing stairs greets you under the night sky. Climb the steps
to the doorway above, then pause to prepare. Equip the Vampire Killer, and while your sub-weapon is not very useful here, you should pair the Holy Water with the Black Orb for the best effect. You should wear the Sacrificial Doll, Brisingamen, and Draupnir as your accessories. Choose the Saisei Incense for your relic. When your preparations are complete, approach the final doorway, and use the Dragon Crest to gain entry. Now within the Throne Room the final showdown begins. Walter lounges on his throne in anticipation, and he and Leon exchange their threats and final declarations before Walter moves to attack.
As the last blow falls and Walter runs out of HP -- and time -- the master vampire is understandably at a loss. He still remain certain that he will be able to come back to life, and take revenge at a later time, but events quickly spiral out of his control. Watch the events that follow, and you can really begin to understand the roots behind the Belmont Clan's quest against Dracula and the other children of darkness. As the cutscene ends, the enigmatic figure of Death descends to challenge Leon to one final fight before he can claim complete victory.
As Death is defeated, the victory is bittersweet -- Death's master still lurks somewhere out in the world, and Death himself shall return, immortal. Leon has struck a large blow against darkness, and Death must retreat for a while to recover, leaving Leon alone in a crumbling castle. Watch the final cutscene as you sit back to enjoy your victory, and don't forget to save your game data after the game ends -- you can use it to an interesting effect! ~THE END~ | ||||||||||||||||||||||||
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