Walkthrough
Abandoned Castle | Baljhet Mountains | Garibaldi Temple | Mortvia Aqueduct | Forest of Jigramunt |
---|---|---|---|---|
Cordova Town | Eneomaos Machine Tower | Aiolon Ruins | Infinite Corridor | Dracula's Castle |
100% Map Completion |
Garibaldi Temple
THE ENEMIES | ||||
---|---|---|---|---|
Skeleton | Lv.9 | Dead Fencer | Lv.9 | |
Orc | Lv.7 | Fenrir | Lv.10 | |
Efreet | Lv.11 | Blaze Master | Lv.14 | |
Bone Soldier | Lv.13 | Lesser Demon | Lv.14 | |
Cyclops | Lv.8 | Phantom Sword | Lv.15 | |
Flea Man | Lv.7 | Spectral Sword | Lv.15 | |
Ghost | Lv.11 | Slogra | Lv.14 | |
Armor Knight | Lv.15 | Thief | Lv.15 | |
Dead Baron | Lv.12 | Ectoplasm | Lv.16 |
Temple Entrance |
---|
Fight your way past numerous Skeletons and Orcs, as you descend a long staircase. Eventually you will enter a large open area with a big Tower in the center. Several Orcs and an Efreet will bombard you with fire attacks. Get up close and personal to remove the archers before dealing with the fire elemental. When the enemies are gone, head out the western exit. |
St. Germain |
---|
As
you approach the Temple, you will run into a strange fellow who seems
to know far too much. Saint Germain ask you to refrain from
pursuing Isaac to maintain the greater good. This will make sense
later in the game, but for now, you have your reasons to be very
suspicious of this character. To prove his intentions, he will
reveal a very personal part of your past. However, that is all he
will reveal. He states that this is merely an observance, per his
arrangement, and that all he cana do is offer this simple advice. Afer your brief and confusing conversation, go left around the outside of the entrance. On the right hand wall of the Temple, you will notice a cracked-looking spot. Jump up and continue to smash this breakable wall to reveal a HP Max Up. Continue around the other side as well to find a Magical Ticket. After having a pretty good start to this level, enter the Temple to explore its interior. |
Central Temple |
---|
As
soon as you step inside, Bone Soldiers and a Cyclops ambush you.
These skeletal fighters have long swords and are more dangerous
than their predecessors. Let your Battle I.D. fight the Cyclops while you eliminate the undead. Continue to the end of the hallway, but you will need to head back to the area 1 exit through one of the two adjacent doors. Use the door to the south and prepare to be swarmed by a group of agile and annoying Flea Men. These are quick little buggers that rely on their numbers to cause you grief. Swat them like insects, and move south to area 2. A group of Ghosts will attack you in the area, but they are not lethal enough to be a big threat. Follow the hallway, and enter the doorway on your left. In the center of the room is a Memorial Ticket, but you must contend with a lot of Flea Men and Ghosts. Simply attack the closest enemy to you, and if the Flea Men start to overwhelm you, block and counter their attack to eliminate them. Go back out into the hallway, and follow it to the dead end around the corner. Amidst a half dozen Ghosts, you will find an Uncurse potion. Backtrack to area 2, and go left to explore the western part of this central area. After a short walk, there will be a doorway on your right. Enter this room that is filled with Armor Knights and defeat them to grab a Potion. Follow this hallway up to area 4 that is essentially a four-way intersection. If you are low on health, use the Save Room to the west, otherwise continue heading north to investigate the rest of this central region. This next hallway is loaded with Flea Men. Crush these pests, or simply make a dash to the right, and enter the first doorway on the right side. An Armor Knight will join more Flea Men. The fast little guys are too quick to concentrate on with the large knight present. Remove the metal man first, block and counter, and then deal with the quick and pesky Flea Men. When they are gone, be sure to grab the Garibaldi Temple Map and head back out into the hallway continuing east to area 3. Travel down the length of the hallway to area 3, and curve around the corner toward area 1 to complete this section. Backtrack a few paces to area 3, and head right (north) to a new section. After you contend with several more Flea Men, enter the next corridor, and enter the doorway on the right. Ther are a lot more Armor Knights and Flea Men than you've had to deal with all in one place. Concentrate on fighting the Armor Knights, and your combos will hit many Flea Men as well. The prize in this room is the last ability you will get, the Marker Mode Skill. It will allow you to mark up your auto map to remind yourself of key locations. Circle back to area 4 and go east to explore the second floor of the Temple. |
Temple, 2nd Floor |
---|
In
these tan corridors, you will fight your first Dead Baron. These
are a lot more strategic enemies than the foes you have fought before,
since these specters will take their time to launch their attacks.
They can charge you with rapid strikes, as well as teleport right
in front of you and perform and upward slash. Block these two
attacks and retaliate. This entire top floor consists of a large square section of hallway and four ledges that overlook the first floor. Head through the first door, and turn left circling around the entire floor. This first quadrant has an Armor Knight guarding the hallway that shouldn't be a problem by now. Inside the first alcove is a Dead Fencer, which means they have very quick attacks that can cover a lot of distance. Get in close and keep attacking to keep the pressure on this foe until it is defeated. In the center of this ledge you will find a Serum. Continue to the next corner, and battle several Fenrir and another Dead Fencer. On the ledge in this area, you will find Uncurse. Run all the way up to the next long corridor to the top right corner. There is nothing on this ledge, so continue to the last part of this square area to fight an Armor Knight and a final Dead Fencer. On this final ledge, you will find an Uncurse potion. Take this useful item, and go back downstairs to complete the rest of the Temple. |
Western Temple |
---|
Now
it's time to tackle the bottom part of the sections you just conquered
above. Turn left to head south. Dead the two Dead Fencers
in the hallway, and clear out the open area that is infested with Flea
Men. The next open area to the west is filled with Fenrir.
Defeat the hapless hounds, and enter the doorway on the left.
This room contains several Armor Knights and a Dead Baron.
Block the Baron's quick attacks and counter with your own.
Once it is gone, finish the large knights. Note that in the
back of the room, there is a crushed section of the wall. Return
to this spot when you obtain the Magic Circle ability to slide under
this spot. Complete the rest of this upper squared section by fighting the same enemies in the rooms below. Once this entire area has been covered, go out the upper door to the west. This hallway will introduce the Blaze Master. It is an advanced form of undead that has dual blades and exploding mines. Launch a full combo on this monster, before it has a chance to do the same to you...! Enter the first door you encounter on the left to face a group of Blaze Masters and Fenrirs. Fight the canines first, and tag team the Blaze Masters with your Battle I.D. However, when they are destroyed, the fight is not over, as several Dead Barons will join the battle. Use the Quick Step to avoid their fast attacks, and pin them down with combos. Your reward for surviving this tough battle will be the Ceremonial Tool that is in a chest att the rear of the room. |
Northern Temple | |||
---|---|---|---|
The
next few hallways are filled with Blaze Masters and Wizards. Even
though the undead are a bigger threat, take out the Wizards first to
put an end to their spell casting, before tackling the Blaze Masters.
use the Save Room on the left, if you need to, and follow the
hallway until it splits at area 5. At this split, you will have
to face several Wizards and a Lesser Demon. The demon is an
aerial opponent that swoops in to attack you. Jump up to it and
perform an air combo, or let it dive at you while you block and counter
its attack. Run around this looping area, fighting the Wizaards and Lesser Demons to gain valuable experience and materials. When you have completed this area, preceded out the door to the east. These next several adjoining corridors will introduce you to the Phantom Sword and Spectral Sword. These ethereal fighters fade in and out and brandish a huge sword. Even though they appear translucent, they can take a lot of damage. Also, they will not only swing their large weapon at you, they will toss it as well. Finally, they have a magic attack that creates a large beam that emanates from a circle they create in front of them. Dodge to the side to avoid their linear attack and let them have it. After several grueling battles with these phantoms you will find a Save Room on the right. Use it now, because a familiar red Boss Door lies straight ahead... | |||
BOSS BATTLE -- TREVOR BELMONT | |||
NO. | LEVEL | HP | EXP |
112 | 40 | 4700 | 2220 |
WEAKNESS | TOLERANCE | ITEMS DROPPED | STEAL |
Dark | Light | N/A | N/A |
A
bit of mistaken identity forces you to fight the master vampire slayer.
This is not a fight you can win, literally. You must only
survive and deplete his health about a quarter of the way, and the
fight will end. He has several attacks at his disposal, but the
important thing to remember is that you can Perfect Guard or Quick Step
all of them. One of the trickiest attacks to avoid is the flaming vial he tosses at you as he yells, "Incinerate!" This blue flame arcs around you, and it can be tricky to decide which way to dodge. He also has a red flaming attack where he will crouch and charge up a fire dash move. This can be very hard to guard against, so rely on the Quick Step to pass through his charge and attack before he regains his composure. One of the best times to launch your offensive is after you Perfect Guard his green whipping attack. His whip is very quick but the timing is predictable, and once you master it, you can block and counter him every time. His final attack that you must contend with is a series of physical strikes ending in a multi kick combo. These strikes can also be Perfect Guarded and countered. However, if you are having trouble getting the timing down, dodge to the side and wait for his combo to be completed before you retaliate. | |||
When
the battle has ended, leave this area, and enter the next room on your
right. In here, your Battle I.D. will learn the Brute Force Ability.
This is not simply an attack move. This ability can be used
to lift heavy objects as well. Go back into the hallway, and
collect the Magical Ticket.
The huge iron door at the end of the short hallway will require
your new ability. Stand in front of the heavy door, and select
the Brute Force Ability with the D-pad. Activate the ability to
raise the door and walk into the next area. The yellow door on the right is a Warp Room, but there is still a bit more to explore. Continue further down the hallway, and enter the first door on the left. A tall reptilian monster will attack you with a long, glowing weapon. The Slogra has great range due to its size and its long staff-like weapon. Furthermore, the Slogra is quite fond of charging at you, and it can hit you while it is out of range. Get in close and combo like crazy. When the gates are lifted, take the stairs down to the basement. |
Temple Basement |
---|
This
is a very tough route to take, so make sure you have plenty of Potions
before you attempt to claim the prize at the end. In the dark and
earthly depths are a ton of Skeletons, Wizards, Slogra and Thieves.
The Thief is not a tough enemy to deal with, and it is rather
weak. However, as its name suggests, it is fond of taking your
items. To recover your stolen goods, simply kill the pickpocket. At the bottom of this sloping trail, you will have to fight several Wizards and Slogra to unbar the exit. Stop the Wizards from aiding the large reptiles and clean up the rest of the monsters. The next section has airborne enemies, including Lesser Demons and Ectoplasm. These spheres are not a threat in terms of the damage they cause, but when they turn purple, they can curse you. If this occurs, you will not be able to fight. Use an Uncurse potion, if you have one, or simply run away until the effect wears off. The last leg of this journey is filled with Lesser Demons and more Slogra. This is a tough battle, since you are getting attacked from above and from afar. Don't run down the path to draw too many enemies on your trail! Take out the first few you encounter, then try to trick the other foes, one at a time, into following you into an open spot. The goal is to seperate the monsters, and take them out one at a time. At the end of this tough series of battles is a room that contains the great Sixth Sense Brooch. With this brooch equipped, you will be alerted to an incoming enemy attack. Fortunately, the road back upstairs is a lot easier. Only a few scattered Skeletons and Wizards will be left roaming the basement. |
Northern Temple |
---|
To
complete the rest of the upper region of the map, go west through the
spiraling series of hallways. Fortunately, there are only a few
Thieves in these halls! In the last room of this section, you
will find the Sun Tears material. At this point, it may seem like
there is nowhere else to go. However, recall that there was a
heavy iron door you could not access in the Baljhet Mountains. Go to the Warp Room, and use the device to travel back to this location. |
Baljhet Mountains |
---|
Go
south from the Warp Room, and use the Brute Force ability to open the
heavy door. Step through the doorway into Mortvia Aqueduct |
Back to Top |
The text in this document is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License. Anyone is free to use, copy, modify and re-distribute this work as long as they agree to the terms in the license.