Walkthrough
Abandoned Castle | Baljhet Mountains | Garibaldi Temple | Mortvia Aqueduct | Forest of Jigramunt |
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Cordova Town | Eneomaos Machine Tower | Aiolon Ruins | Infinite Corridor | Dracula's Castle |
100% Map Completion |
Dracula's Castle
THE ENEMIES | ||||
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Slogra | Lv.45 | Flea Man | Lv.40 | |
Gaibon | Lv.45 | Efreet | Lv.45 | |
Rapid Sniper | Lv.40 | Jin | Lv.45 | |
Red Ogre | Lv.48 | Zombie | Lv.42 | |
Spirit | Lv.32 | Ghoul | Lv.42 | |
Frost Demon | Lv.43 | Assassin Zombie | Lv.42 | |
Armored Sprinter | Lv.44 | Cyclops | Lv.47 | |
Final Guard | Lv.42 | Red Ogre | Lv.48 | |
Undead Lord | Lv.43 | Death Ripper | Lv.40 | |
White Dragon | Lv.38 | Harpy | Lv.46 | |
Frost Dragon | Lv.39 | Amduscias | Lv.44 | |
Executioner | Lv.47 | Iron Gladiator | Lv.47 | |
Vassago | Lv.41 | Thief | Lv.32 | |
Skeleton | Lv.38 |
Mortvia Aqueduct |
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After
the last cinema plays, you will be transported to the Mortvia Aqueduct.
The powerful magic that has revealed Dracula's Castle has drained
the water out of many parts of the other levels. Also, at this
stage of the game, your leveled-up Innocent Devils should have had a
chance to obtain all the abilities they would need to access the
previously unreachable areas. With these two keys factors in
place, you can now complete all the other areas in the game. See
the following wrap-up chapter "100% Completion" for details. For
now, focus on Dracula and putting an end to the curse Use the Glide ability to cross the gap to the entrance of the forest. Grab the High Potion on this ledge and Glide back. With the water level lowered, you can now cross the bridge that extends from the right staircase. A huge iron door prevents your entrance. Use your Battle Type I.D. with its Brute Force ability to gain entrance into the dark domain. |
First Floor - Outer Walls |
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The
first room and connecting hallway have a Slogra guarding them.
This is just a little warm up exercise, as there is only one.
However, the level of this and all other monstes in the castle
are a lot higher. Don't cut these foes any slack; combo them
quickly and drop them to the ground. Walk your way south, and several more Slogra will attack you. They are not alone this time, as Gaibons will join them. Take out the ground threat first, since the Slogra have very long range. When you reach the southern part of the wall, a pair of Rapid Snipers will open fire. Quick Step their shots, and get in close to eliminate them. The next area has a trio of Red Ogres. They are tough monsters to take down, so consider using a Battle I.D. to match their physical force. Also, don't run too far into the room to attract the attention of the whole group. Try to pull them away one at a time. As you head north, you will face several Spirits and a break in your path. To complicate things, Rapid Snipers are on the other side of the ledge. Use the Glide ability to cross the gap, and eliminate these Orcs. Drop down into the pit below, if you want to level up a bit against the Spirits. The next room offers exits to the north and east. Continue on your jaunt north to finish the outer walls. At the end of this path are a few Spirits and the Highbrow Chair. Go back south, and take the east doorway to enter the interior of the first floor. Smash the wall behind this chair to receive the Medusa Ring that will protect you from being turned to stone. |
First Floor - Interior |
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Surprisingly,
the first floor is very empty. Keep going east, though, and you
will find a whole room of Frost Demons. These chilling aviaries
have an icy breath attack that can be very crippling. The
Absolute Zero Ring will offer you a lot of protection from them, but
they can still swoop in and attack you. When they dart toward
you, dodge out of the way, and let loose with a fierce combo. More Frost Demons and several Spirits occupy the next room. The Spirits aren't a major threat, but be sure to clear them out first to avoid their staggering charge attack. When all the enemies are defeated, be sure to complete the hallway to the west filled with Spirits. When you reach the first room, return to the last spot and use the southern exit. Travel past the first door on your right, and enter the room straight ahead of you. Frost Demons and Armored Sprinters occupy this room. Use an airborne Innocent Devil to fight the fliers, while you tackle the pups on the ground. Use the exit to the wst, and travel through the long hallway to the last room on this floor. In the final room, the red gates bar your progress. You must defeat all the Armored Sprinters and Final Guards. Take on the white wolves first, since the Final Guards shielding them will be a lot trickier to deal with. When the dogs are gone, circle around the big knights, and let them have it. Before you descend to the basement, be sure to use the exit to the north to completely finish the last hallways on this floor. |
Basement |
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Enter
into the grungy corridors, and use the Save Room on the right.
Your first challenge on this floor is a swarm of Undead Lords,
but they should be no match for you! Crush them to dust, and
enter the next room where several White Dragons accompany them.
Take down the wall-mounted dragons, and sweep up the rest of the
undead. Your next challenge is a group of Flame Demons. The Boiling Ring helps a lot on these fiery foes. Attack them when they swoop down close or jump up to do an air combo. Fight through another room of Undead Lords, and the next challenge will be a room of icy foes, including Frost Demons and Dragons. Keep away from the Dragons while battling the fliers, or simply smash them first to allow you some room to maneuver. If you have a flame attack, use it! Three hulking Executioners are cramped in the next room. As long as you can avoid their mace-like arm and attack from the rear, they should not be tough. Defeat the undead in the next room to get to the final room of this floor. This last fight involves both Executioners and Undead Lords. Since the room is filled with enemies, large and small, just keep swinging, and you will hit several at a time. When the floor is won, use the stairs to go to the first floor. |
First Floor Connector |
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Vassago
haunt these hallways. They are not that lethal, but they can pass
in and out of the are, making it hard to defeat them. There are
no barriers in these sections, so kill as many as you can and continue
east. At the next junction, stay on course and exit back down to
the basement. |
Basement |
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Flea
Men and Skeletons will assault you when you enter this secluded
section. They should be a push-over for a Devil Forgemaster at
your level, but be sure to use a lower level Innocent Devil to gain
valuable experience. The goal of this little diversion will be obvious when you enter the next room to collect the Miracle Egg. This is a precious material that is very hard to find. Also, in the corner is another cookie chair, the Throne of Bones. Return back upstairs to the first floor connecting hallway, and go south. |
First Floor Connector |
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The
southern path ends quickly near a shredded fence. Select your
Demon Inncent Devil, and use the Magic Circle ability to slide
underneath the fence to go to the second floor. |
Second Floor |
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Efreet
fill this room with their blazing presence. Their fire attacks
are their trademark, but don't underestimate their power swinging
strikes. These swipes are performed in quick succession, and if
you are caught off guard, they are very damaging. Quick Step
their assault, and counter from the side or back. Jin live in the next room, and their sheer number makes this a tough fight. Like the Efreet, their swinging attacks are very deadly, especially in large numbers. Space them out a bit, and take them down one at a time. The only thing that could be worse is fighting both of these enemies together, and that is exactly what you have to do next. Dodge a lot to position yourself out of harm's way, and let loose with a combo. Avoid getting pinned down by several at a time, and you should make it out alive. Use the Save Room on the right, and enter the next room of vomiting Zombies. These are simple foes at this point, but they yield a lot of experience. The last room contains tougher undead, Ghouls. Be careful of their deadly hug from the grave and clean this area of their rotted flesh before heading upstairs. |
Third Floor |
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More
Ghouls for you to contend with! Send them back to the grave, and
head into the next room, where a veritable bevy of Ghouls stalk -- and
they're not alone. Assassin Zombies will make this fight a bit
more difficult. Wait for the assassins to emerge from
underground, and finish them off before they can burrow back down. The third room holds a huge Cyclops and more Assassin Zombies. Battle the big brute, but keep an eye out for the tunneling assassins. When one of these pops out, switch your attack toward this foe until it is defeated. In the fourth room, the match-up is pretty similar to before, except this time you also have to deal with a Red Ogre. Once again, focus on the big guy and be on the look out for the assassins' underground attack where their tunneling emits a red glow. This attack can damage you even though, you can't see them. The final room of this floor is filled with big brutes. you will need to battle Cyclops and Ogres at the same time to lower the barrier and gain access to the fourth floor. Both types of enemies wield large weapons with pretty good range, but you can use a Batle Type I.D. to go toe to toe with these big boys and come out victorious. When the fight is over, head up to the next floor. |
Fourth Floor |
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Death
Rippers lurk in this first room, and although they are not very
damaging, they can be quite pesky. However, in the following
room, you will face a big and tall mismatch of Cyclops and Death
Rippers. Ignore the little guys, and take out the Cyclops one at
a time. The Death Rippers hop around so fast that they will
probably run into your attacks on the big guy. Use the Save Room on the right, and continue into the third room. There are a lot more Cyclops to contend with this time around, so try to pull them apart to avoid them ganging up on you. In the last room of this series are more Cyclops and Harpies. Try to avoid the oversized birds while you remove the Cyclops. The Harpies are quick, and it will take all your attention to eliminate them, so be sure to finish the Cyclops first. |
Fifth Floor |
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Amduscias
are the threat in this first room. Their whirling pages make them
tough to attack. Be sure to use a strong Innocent Devil to deal
with them, since they can take a fair amount of damage. Wait for
th spell to die down and then combo them like crazy. The next room will throw in a couple of Harpies into the mix. This can be a draining fight! Use your I.D. to cast some of its strongest abilities, and don't take any chances. The third room hosts the towering Iron Gladiators. These hulking monsters are very strong, so dodge their ball-and-chain attack and counter with your own. Keep dodging their massive spiked ball and retaliate with a combo of your own. In the final room of this corridor, you must face Harpies as well as the Iron Gladiators. Focus your efforts on each gladiator, and then turn your attention to the horrible hovering birds. |
Fourth Floor |
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In
this small section of the fourth floor, you will battle several Final
Guards. Their magical shields can draw this fight out a bit, but
keep attacking and they will fall. The next room has more Final Guards and Rapid Snipers as well. Strafe your way to the back of the room, and drop these archers. Once they are defeated, attack the Final Guards with any piercing attacks you have. When the battle is won, head back up to the fifth floor. |
Fifth Floor |
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Iron
Gladiators and Final Guards make this room a cramped combat zone.
The Final Guards will need special attention because of their
shields, so attack the gladiators first. Dodge their metal ball,
and attack the hulking monsters from the rear. When everything is
eliminated, go through the next hallway and up to the next floor. |
Sixth Floor |
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Step
into the blue light of the healing field and proceed to the next room
to fight the Rapid Snipers and Iron Gladiators. Once again, take
out the Snipers, but be careful of the paralyzing ball of the
gladiators. The next room only has two enemies. However, in the rear of the room is a broken section of wall that can lead to another area. Use the Magic Circle ability to slide under the hole in the wall. Just ahead is a familiar green door that can only mean a new Innocent Devil. However, this one is special. In order to awaken this I.D., you've got the have a hold of the Pumpkin Mace. To make this weapon, you will need several materials and other items... it is a somewhat complicated process, but your reward will be the Pumpkin Type Innocent Devil. Follow your previous path to the next room that contains several Slogra and Rapid Snipers. The large reptiles are tough, but you still need to take out the snipers first. Tag team the Slogra with your I.D. to remove them as fast as you can. Their long range and speed make them one of the most dangerous monsters in the game. The last room has several more Slogra and Gaibons as well. Fight the ground foes first and then concentrate on the air attack. When all the monsters are gone, head up to the final floor of the castle. |
Seventh Floor | |||
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Tons
of Thieves will dart around in all directions. They can't hurt
you much, but they will try to take your hard-earned goodies.
Show them that crime doesn't pay. On the left is a Warp Room that you can use if you want to power up before the final battle. Using this room you can transport yourself to any other level of the game and collect materials and level up your Innocent Devils. When you are ready for the finale, save your game in the room on the left and trek up the long staircase to the final showdown. | |||
BOSS BATTLE -- ISAAC | |||
NO. | LEVEL | HP | EXP |
146 | 50 | 6500 | 4800 |
WEAKNESS | TOLERANCE | ITEMS DROPPED | STEAL |
Ice | Dark | N/A | Cheese |
This
time around you must face Isaac who is equipped with a laser sword and
three Innocent Devils. The difficulty of this fight will depend
largely on how leveled up your own I.D.s are. He does not use any
tricks or special I.D.s, so you can fight him with the same exact type
if you wish. The fight starts out against Isaac alone. He will perform several types of combos with his laser sword, including a blade toss move. Dodge or Perfect Guard his attacks, and when his combo ends, launch one of your own. When he has lost half of his blue life bar, he will summon his first I.D, Crimson, a Bird type. This is a quick aerial foe, so summon your own flier, including your Devil Type. Also, be sure to equip the Boiling Ring, since this a flame-shooting dragon. While his I.D. is out, he will have a protective shield, so you must destroy his I.D. before you can inflict any damage to him again. Lock on his I.D., and double team it! Use jumping air combos to takethe fight to the skies. Note that while he is invincible when his Innocent Devil is out, he will still attack you. Quick Step past his attacks and focus solely on his I.D. Once the I.D. is gone, fight him until his blue life bar is almost gone. At this point, he will summon another I.D. The time he will bring forth the cute and cuddly Iytei. This is a powerhouse Battle Type I.D. with a lot of hit points, but at least it is on the ground. Pick your own Battle I.D. and equip a high-damage weapon to dish out the high damage it will taketo drop his buddy. When he is solo, dish out as much damage as possible before he summons his last I.D. The last Innocent Devil he will call forth is Rasetz. This Shogun-like warrior is a very tough and damaging Battle Type I.D. Use your own Battle Type, if it still has some life left, and finish it off with the abilities of your other surviving I.D.s This companion of his can do some serious damage, so take no chances and use all the power of your I.D.s if you have to. Finally, he will be out of Innocent Devils, and you can concentrate on defeating him with any I.D.s you have left. Keep in mind that he is weak to ice attacks, so your Mage Type I.D. may be very handy here. He will add a new purple glowing charge attack, but you can Quick Step this move and retaliate pretty easily. If you are finding yourself very low on health, use your Fairy Type I.D. to heal during the parts of the battle when it is Isaac alone. Just run and Quick Step until you are back at a proper health level. Keeping your health up is very important, because this is only the first Boss battle, and once he is defeated, there is another. | |||
BOSS BATTLE -- DEATH | |||
NO. | LEVEL | HP | EXP |
147 | 51 | 6700 | 4960 |
WEAKNESS | TOLERANCE | ITEMS DROPPED | STEAL |
N/A | Dark | N/A | Death's Pulse |
Good
old Death is back again. He's a recurring enemy in Castlevania,
and surprisingly, he has a lot of the same moves as before. You
think he'd learn a few new tricks in the underworld. Don't be
intimidated by this foe... step right up to him and combo away. Death has many attacks, and early on, you will have to look out for the large fiery disc he sends forth. This seems to track you a little, so wait until it is just upon you before you Quick Step out of the way. Death's Scythe is simply huge, but the wind up for this attack should give you plenty of time to get out of the way. If you can time this well, you can jump straight up and perform an air combo as the blade passes harmlessly underneath you! It also has a mini-scythe attack where he sends several small blades whirling at you. You can block a few of these, but they will eventually break your guard. Dodge these alternating left to right and block when you are forced to. Death also has a ranged attack that consists of exploding pillars of fire. If you keep running, these will not be able to track you well, and you should avoid them unharmed. One of his last attacks is the most devastating, if you are caught in it. When you see him summon an orange ball of energy, get out of the area fast. Death will issue forth a huge fire bomb that covers most of the screen. Of course, just after this attack is the only time you can steal from Death. Use the Magic Circle to stay in close unharmed. Use the time between his attack to lay down as much damage as you can. This fight will largely be alternating between Quick Stepping past his attacks and getting back up close to inflict damage. Be sure to use an agile I.D. as your companion, especially a flier, since Death has devastating ground-based attacks. | |||
BOSS BATTLE - DRACULA (FIRST FORM) | |||
NO. | LEVEL | HP | EXP |
159 | N/A | 2920 | 5580 |
WEAKNESS | TOLERANCE | ITEMS DROPPED | STEAL |
Light | Dark | N/A | Tomato Juice |
Lord
Dracula has a variety of attacks, and doesn't stay put very long to
allow for a long combo. This battle is about patience! His
attacks are not tough to avoid, but at the same time, you will not be
able to damage him very much. Be sure to equip the Void Ring for
these battles with the dark lord. On a side note, this is your
only chance to sit in Dracula's Throne to complete your 'chair quest'. One of his more basic attacks is when he appears by his throne and flies into the air. He will project a thin orange beam that will track you, an later a wall of flames will emerge from this line. Run around the open area, and just when the line is ready to turn into flames, run up next to him and attack him in the air. Another one of his homing attacks springs forth when he issurs the command "Go!" A purple set of spikes will rise out of the ground from his position and track you. Run around in a loose circle until they stop appearing. Be sure to end up in the back of Dracula to score a quick hit. One of his most damaging attacks comes after he declares 'I'll reduce you to ashes!" Start running in any direction, and Quick Step after a second to avoid his materializing grab. This attack does a ton of damage, so be sure to avoid it. Also, you need to avoid this, because right after this attack is your best window to damage him. This is also the only chance to steal from him. Your other opportunity to really score some damage is after his attack, "Scatter to the winds!" This will produce several large purple spheres, but you should be able to dodge to the side and throw in a quick combo. His final attack occurs after he has lost a significant amount of health. He will leap into the air, and surround himself in a cone of fire. This has little warning, and you can get caught in it as you try to damage him. As soon as you see him fly straight up, run away and Quick Step out of the blast radius. You will get very few good chances to deal out damage. Also, yu will want to save as much of your Innocent Devil's life as possible for the last fight. Be patient and capitalize on the small opportunities you get. There is one really cheesy way to defeat him. If you have the Spike Shield, you will need to get in close and hit him. Once you do, attack as fast as you can, and continue to follow him. This will force him to block the attack while your I.D. attacks from the back. | |||
BOSS BATTLE -- DRACULA (SECOND FORM) | |||
NO. | LEVEL | HP | EXP |
160 | N/A | 7500 | 5790 |
WEAKNESS | TOLERANCE | ITEMS DROPPED | STEAL |
N/A | Dark | N/A | Vampire Blood |
This
is the final showdown, so hold nothing back! Not only does his
attacks do a lot of damage but yours do very little. While it may
seem obvious, the important thing is to do as much damge as quickly as
possible! You could easily burn through all your healing items
and never defeat this monster if you don't use your Innocent Devils to
help deal out damage. Don't worry if you lose any of them... just
be sure to send them back when it flies in the background and does it
area attacks. Also, be careful of its red vapors after it
attacks... this 'mist' can still damage you. The fight begins with the huge monster charging right at you. Dodge this initial strike, and go to work. The obvious time to attack is when it crosses its arms and laughs at you. From this close position it will take several swings at you. The single arm punch is easy to dodge to the opposite side. After you escape this move, get back in to do a short combo. Be sure to keep these combos short, because it doesn't stand still for long. Its swipe attacks are a lot tougher to avoid, because they cover so much ground. Try to Quick Step into the move, so you will go in the opposite direction of the attack. Once again, get in close and inflict some damage. If you see it raise both arms in over its head, get right in front of it and jump straight up to do an air combo as its arms come crashing down. You still have to be careful of the red vapor trails that it leaves, but you need every chance you can get to do damage. After taking enough abuse, it will fly into the background. Send your I.D. back so it does not suffer in the wake of this attack. There are several types that he can use from this distance. The first is a blue beam it will project as it spins around the platform. Quick Step through this in the opposite direction it is moving. Another type of long range attack is a swarm of homing green arrows. Run left and run using Quick Step to avoid the shots just as they are about to hit you. The final long-distance attack it has is a blue explosion that sends out a shock wave. Jump over this attack or attempt to Quick Step through it. Sometimes it will jump behind you, so be sure to lock on and center the camera to avoid it getting a cheap shot. Keep pounding away at it, and use any of your I.D.s abilities, like the Light attack from the Mage Type to drop its life bar until it is defeated once and for all. | |||
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