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II. Walkthrough - Normal Castle 1. Richter defeats Dracula
2. Meeting with Death 3. Defeat Slogra and Gaibon
4. First Maria Meeting 5. Defeat Doppleganger10
6. Meeting with the Master Librarian 7. Defeat the Hippogryph
8. Defeat the Lesser Demon 9. Defeat Kurusaman
10. Defeat Minotaur and Werwolf 11. Defeat Olrox
12. Defeat the Succubus 13. Defeat the Scylla Worm
14. Defeat Scylla 15. Defeat Cerebrus 16. Defeat Granfaloon
17. Defeat Richter BelmontIII. Walkthrough - Inverted Castle
1. Defeat Darkwing Bat 2. Defeat The Creature
3. Defeat Beelzebub 4. Defeat Medusa 5. Defeat Doppelganger40
6. Defeat Akmodan II 7. Defeat the Doppelganger Heroes
8. Defeat Death 9. Defeat Galamoth 10. Defeat Shaft
11. Defeat Count DraculaIV. Miscellaneous information.
1. The Alucard's Shield technique
2. Killing Guardians for fun and profit 3. The experience system
4. The mystery of the clock roomI. Revision History

Section: 1. Richter defeats Dracula.Richter's Moves
Controller Combination Move
d,u Super jump
t,t Run
[Square] (hold) then d,f,u,f,d,b,f,etc Twirl whip
u + Square Extra weapon use
Triangle Special use of weapon
Note that you can twirl in all directions with different effectiveness;
if you're trying to hit something in front of you, twirl more forward.
Above, twirl more up. So on.
Using the special weapon w/o having an extra weapon equipped will cover
Ricthers whip in flame. Special Weapon Attacks
Cross: Holy Cross, damages all on screen w/ holy attack.
Holy Water: A rain attack, causing small, repeated damage to all onscreen.
Before you ever get to Dracula, there's an area you can powerup. As you
finish walking up the bridge, there is a candelabra with a Cross weapon in
it. Immediately to the right of this candelablra is a low hanging part of
the ceiling. If you hit this once, you'll reveal a switch. Twice, you'll
lower a stairway from the ceiling which you can follow up and retrieve
items from. See the note at the end before taking this route, however.Dracula--
Warps around the screen, loosing fireballs. He'll fire three at once, three
times in a row. The fourth time, he'll launch two larger, faster,
horizontal lava balls, while saying 'Here's true power!'
The normal fireballs can be destroyed by whip swings; the larger lava balls
cannot, and must be avoided.Strategy:
Have Richter get in close with either his normal whip or his flame whip.
Press and hold the attack button (square) to whip forward once. Note you
must attack Dracula's head to cause damage. If you hold the attack button
and rotate your control pad around (u, f, d, f, u, repeat) Richter will
twirl his whip. Doing this allows you to stand in front of Dracula, hit
him, and destroy his three fireballs without worrying about them getting
through or not.
His fourth teleport is a different matter, as you'll have to get away from
him, and find a way to avoid the two lava balls. Doing a backflip over them
works, but is tricky to perform. (Face away, as the first ball comes high,
the second low, so a normal jump won't work, and flipping backward while
facing towards Dracula will land you on the fireballs.) A superjump will
also work to get you out of harms way.
Continue this until Dracula dies. He will then transform into a large
purple-blue beast of some type.Dracula2--
The giant beast has a tendency to jump over you if you are close to it. It
will leap into the air in a long jump, which you can walk under. So, you
can get close to it and hit away without any real danger to yourself.
Occasionally, the beast will shoot fireballs; your warning is that it will
charge up beforehand, and you'll see a ball of light appear at it's mouth.
He'll fire one high, one low, one high if your're kneeling next to him.
Make sure to move. This creature is not as difficult as the first Dracula,
which wasn't hard to begin with.Strategy--
As Dracula transforms, run into him, and position Richter so that you'll
be directly between the new creature's legs. Kneel if it makes you feel
better, but it isn't necessary. Sit between Dracula's legs and keep using
your whip. Dracula will not stand still, however, and will hop around; if
he leaps into the air, simply follow him so that when he lands, you'll be
between his legs again. As long as you position yourself well, and Dracula
doesn't land on you, he can't hit you.
If all of your energy is taken in the battle, Maria (who at this point in
time is only 13) will appear at one end of the screen, and use her will to
revive you. At this point you will no longer take any damage whatsoever,
you're completely invincible, and your health refills from nothing to full.
D: "No, this cannot be! Aaaaaaaaaaaaaaah!"[Other]
This battle determines your starting stats with Alucard. The best stats are
gained from beating Dracula without getting any hearts or special weapons,
and without being hit. The worst stats come from getting everything, using
everything, and getting stomped on badly enough that Maria revives you.
Section: 2. Meeting with DeathNow you're Alucard.Spells:Summon Spirit - 5mp
B,F,U,D,squareDark Metamorphasis - 10mpB,HCF,squareHellfire - 15mpU,D,QCF,square
Note: Holding up at the end of the casting will make Alucard throw a pair of
lava balls, rather than triple fireballs.Soul Steal - 50mp B,F,HCB,F,square
Tetra Spirit - 20mpU(2s),U,UF,F,DF,D,square
Sword Brothers (with Sword Familiar only) - 30mpD,DF,F,UF,U (2s),D,square
Wing Smash (while transformed into a Bat) - 8mpHold X,U,3/4CB,release X
Wolf Charge (while transformed into a Wolf) - 10mpQCF,square
Head to the right till you meet up with Death. After he strips you, head
right some more and climb up to the entry hall.
Section: 3. Defeat Slogra and GaibonEntry Hall--
Cube of Zoe is at the top of the hall. Save point off to the left.
Save after obtaining the cube.
Life max halfway up on the right side, need bat or boots and double jump.
Head left to the Alchemy Lab.--Alchemy Laboratory--
Hide cuirass, first floor, all the way to the left.
Leather shield, second floor, free-standing candle on the left side of the room.
Life max up, first secret, bottom of the platform tower.
Heart max up, second secret, just to the left of the first one.
Go up the tower, across to the left. Hit the two floor switches to lower the
sets of spikes. Push the block onto the rightmost set, raise that set with
the switch. Hop up the block and to the right, follow the path up another tower
and back to the left for the cloth cape.
On the way up to the left, check the ceiling for a hole. Go up there after
bat/gravity boots to find the Skill of Wolf. Lets him swim / bite.
Head left, save point on the left, climb up the tower. Take the passage at
the top right. Leads to Slogra/Gaibon.--Slogra and Gaibon--
For future reference, Slogra is the skeletal bird-like creature; Gaibon is
the flying bat-like creature. The Axe works great on both of them, as you
can hit Slogra while he's being carried, and Gaibon whenever he's flying,
which is most of the time.
First; Kill Slogra. Avoid Gaibon, and jump and slash Slogra; he'll hop into
the air, and Gaibon will catch him. He'll then try to drop on your head;
step lightly to one side, and hit him again, repeat until he drops his
spear. Then, instead of trying to drop on you with a spear, he'll just try
to lunge through you with his nose. Same strategy applies.
Gaibon proves a little more tricky. His normal fireballs can be blocked
with your shield. Jump and slash him until he turns red; he'll loose more
fireballs at one time, and will also shoot giant fireballs more often. Your
shield can block it all. Gaibon will fire one giant fireball from the air;
run up to him and kneel. He'll then fire about eight at ground level, which
you can duck under and slash him while he shoots. For your troubles, you'll
get a 'life max' item.
Section: 4. First Maria Meeting -- Go through the bottom portal in the room to
the right of Slogra/Gaibon. Ride the elevator down, head left, sunglasses.
Take the elevator down further, head left, fire the cannon, destroy the wall,
grab the balisard. Move further left and you can drop down overtop of the
lame elevator that doesn't rise. Ride back up.
Middle pass of that room leads to a save point.
Upper path leads to a passage, leads to a double shaft room. Red door on
right. Going through the red door takes you to the marble gallery.
Head right, drop down one screen, and one over to the right is a save point.
Drop down again. Follow the path. Instead of heading right at the bottom, head
left, get the Spirit Orb. Head back to the right.
Follow the path out past Goliath/Cthulu, open the red door to the left, hit
the switch to lower the rock, grab the shield potion and you're back in the
entry hall. Save.
Climb back up to the marble gallery, continue heading right. You'll meet up
with Maria in the clock room. Get to the fourway passage room after the clock
room.
Upper Right = Blue Door Lower Left = dead end Lower Right = eyeball passage, go
through to the right to the red door, other side is the outer wall. --
Section: 5. Defeat Doppleganger10 -
Score the zircon immediately to your right. Don't bother heading down yet.
Climb up and to your left. Follow the path completely left and save. Go one
screen right/up from the save point to find the Doppelganger.
Doppelganger10 - In this long room you'll face yourself; a Doppelganger. He's a
level 10 copy of yourself. He can throw daggers (and does), attack with a
sword, transform into mist (to evade attacks), tranform into a bat (to
attack), etc. To kill him, lure him into a simple pattern; jump away. As you
jump, the Doppelganger will jump to follow. Turn around in mid air and slash;
you'll slam the Doppelganger, he'll fall, you'll fall. Jump away again, turn
back, slash, land, repeat. You'll get another 'life max' item.
Room to the right contains gladius sword. * warning, soul steal doesn't work,
he'll just go misty.
Section: 6. Meeting with Master Librarian -- After leaving to the right,
carefully scale the outer wall and throw the elevator's power switch. Obtain
the soul of wolf.
Go back up to the elevator power switch, turn into a wolf and do a running
jump to get to the porcelain thing, which has a heart max item.
Enter the red door just above the top elevator landing. Enter the portal,
which whips you back to the beginning, head right, claim the heart max up item
and drop the wall. Then save at the entry hall save point.
Head back to the outer wall, ride the elevator down to the bottom, use the
soul of wolf to get to the porcelain thing there, contains a life max item.
Ride elevator to middle landing, head to the red door just to the left of it.
Long Library -- Head completely to the left, get the bronze cuirass. Go back to
the stairwell and climb. Climb up and right, find the fairy scroll. Continue
all the way to the left to the Librarian. Note: This room is directly under
the librarian. If you do a super jump once you get the gravity boots directly
under him, and hit him, he'll give you either a heart max item or a life max
item.Sell any gems you've acquired, make sure to purchase the castle map, the
jewel of open (for the blue doors), and at least one library card. Then
purchase whatever else you want.
Go back and hit the teleporter to the entry hall. Head to where you fought
Slogra/Gaibon, but keep going left and pass through the blue door. You'll meet
Maria for a second time. Head left to the Royal Chapel.
Section 7. Defeat the Hippogryph. -
Royal Chapel -- One screen to the left of the starting room is a save point.
Climb the great stairwell, head to the right. Find the Spectral Sword room.
Soul Steal tends to trash them; use it. Climb the ledges up to the left, do
some jumps and get the goggles one room to your left.
Go back into the sword room, go through the red door on the right for the
Knight Shield. Go back to the sword room, climb up and right. Enter the bell
towers. Climb to the very top of the first one, acquire the life up, strength
potion and the silver plate. Head right. Climb to the top of the second tower
for a zircon. Head right. At the end of the passage is the Hippogryph.
Hippogryph - A creature of legend, how it came to Castlevania is hardly a
mystery; nothing else in the twisted Chaos realm makes sense, either. :) The
Hippogryph has a few different methods of attack; It can swoop upwards,
possibly striking you. It can lay eggs that hatch into something - I've never
found out what, as you can destroy them before they hatch. The Hippogryph
will also fly around the top of the screen, then drop down and breathe fire
at you.
Don't be afraid of the fire; get right up to the Hippogryph and wail away.
Just before it releases the blast, hit the Triangle button to dash backwards.
You'll be just out of reach, flames lapping at your cloak, and in perfect
range to launch another attack (as the Hippogryph usually breathes fire in
bursts of two to four times).
Of course, the easiest way to kill the Hippogryph is to just use Soul Steal
two or three times. This is the cheapest way (and, consequently, one of the
most effective next to the 'Alucard's Shield' technique) to kill boss
creatures (or large rooms full of smaller denizens).
After smashing the Hippogryph, Maria enters. Follow her out to the right.
Section 8: Defeat the Lesser Demon. -- Keep going to the right from the
hippogryph room. As you enter the third bell tower, go right, and hit the save
point. Climb the bell tower. At the top is a potion and a cutlass. Head
through the red door to the right. Go to the end of the passage and enter the
Castle Keep area.Castle Keep -
The red door to the right leads to another teleporter (Lion). "Horse" is the
first one, Scorpion is the second. Ride the elevators to the top, the room
to the right contains the Tyrfing, the cursed dark sword. Head to the left
from the elevators to get to the leap stone and turquoise.
Ride the teleporters back to the Scorpion, go to the long library again. In
the upper left section of the library, use the double jump to get over to a
higher platform. Note; there are two higher platforms, both just before the
librarian. You can only get to the lower of the two w/o the bat or mist.
The path leads to a save room. Past the save room is a rolling kind of area.
Drop to the bottom and head left; you'll fight the Lesser Demon.
Lesser Demon - The Lesser Demon has several attacks that make him difficult to
kill. One of them is a green bolt of plasma that he fires while flying; it
isn't difficult to avoid. Another favorite of the Lesser Demon is to summon
other, even lesser, creatures in to do his fighting for him. The LD tends to
summon skeletons, mudmen, ectoplasms, and things like that. (All are easy to
kill.) The LD will stalk around the floor, and fly around the room while
fighting.
The general strategy is just to pound him when you can. If he's summoning a
creature, he's invincible. Two soul steals plus a few normal sword hits will
do the trick.
Section 9: Defeat Karasuman - To the left of the lesser demon is a small area
that holds a frankfurter, onyx, and takemitsu, as well as a grate that mist
can pass through.
Head back up to the upper part of the rolling area. Going through the upper
right will lead to a room with a stone mask. The bookcase on the right can be
pushed out of the way to let you get at the Holy Rod and Topaz Circlet
(restores poison damage). The holy rod is a wonderful weapon.
Go back out of the long library, back to the top of the outer wall, to the
clock tower area.
Clock Tower - Make your way to the left, watch out for falling floors. Enter
the clock tower itself. Lots of medusa heads. On your way through the tower,
note that there are four gears on the outside walls that you can hit. Hit them
all until they click, and in the second tower room, a door in the lower left
will open. This leads to the steel helm, gold plate, and star flail.
In the upper right of the same section of the clock tower is a break-away
wall. It leads to an area with life max up and heart max up items.
Continue off to the left. Work your way to the left of the next room; at the
bottom left corner is a break-away wall. The secret room contains the healing
mail. Work your way back to the upper left of the room.
Two more rooms to the left is Karasuman.
Karasuman - Karasuman is a large winged demon, sort of a night-god of the
ravens. He will float around the room. If attacked, Karasuman drops to the
floor, and summons ravens from all around. Then, he'll leap up into the air
and release a steady stream of them to attack with. This stream of ravens is
very difficult to avoid taking damage from.
However, the general strategy makes him easy. Use the holy rod (which does
nice damage to him and knocks him around some) and attack. As he starts to
fall to the ground, attack again, which knocks him into the air a little. Keep
this up every time he nears the ground, and he'll never be able to summon the
ravens to attack with. Clean kill.Section 10: Defeat Minotaur and Werewolf
Head through the red door to the left. This leads to an elevator. Go right
from the top of the elevator to a save point. Go up from the landing to find a
falchion. Go off to your left, drop down into the float stone's area, and head
to the right to the lion's head teleporter. Go back to the Scorpion
teleporter again. (Outer Wall)
Ride the elevator to the bottom, go down a screen or two to the red door and
go back to the eastern end of the marble gallery. Cut back to the four way
exit room, and head up and right to the blue door. Stomp the floorplate to
open up the two sections of pink floor in the marble gallery area. The first
pink floor area, just down and to the right of the blue door, holds a library
card and an attack potion.
** Note, the next two or three sections are interchangable.. I like the arena
part first. **
Head back to the Clock Room, ignoring the second pink floor area for now.
Wait around for about a minute, if necessary, and the top left statue will
move out of your way. Take your now-useful double jump and leap up there. The
first thing you'll find will be a life max item. Go through the red door to
the

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