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At the beginning of the game, how you defeat Dracula with Richter determines the starting stats Alucard has. Refer to the faqs for more information.

One quick piece of advice for playing as Alucard: Whenever you go into an area, make sure all open and available spaces on the map are accounted for, this is a major part of the game's completion percentage, 189.0%. Items are found in vases and other breakables. So while you are running around opening locations, check for items and breakables, lying around on the floor.

When you first gain control of Alucard work your way to the right until you face Death. He will take away your starting equipment. Go up and into a brownish room, where there are two skeletons, killing both gives you two weapons, the Short Sword and the Red Rust. At the top of this room lies the Cube of Zoe. In the big room, which is the entrance to the Alchemy Lab, you'll find a Hide Cuirass and a Leather Shield. When you get to the room with two sets of retractable spikes and the gold & steel box, go up to the right and work your way up to the room with the Cloth Cape. This is the first complete set of weapons and armor that Alucard can get. Whenever you pick up something better, put it on Alucard. Weapons and armor are all over the castle and there are accessories that allow you to slightly customize Alucard for different situations. Now go back down and drop both sets of spikes and push the block onto the left set, then raise the spikes and continue the journey up. Go up and to the right when you get a chance, and when you get to the big room, you will face Slogra & Gaibon. Defeat these two and continue to the right. When you get to the first opportunity to go down, do so, and you will find the Spirit Orb. If you continue down, you can open a shortcut that allows you to go straight to the brown room you got the two initial swords in. Work you way back up from the deviation and continue to the right. You'll find Maria at the Clock Face, and get some clues for your journey, then keep going right.

You'll get to the Outer Wall, where you can go up and down. First go down and defeat the Armor Lord and go into the room it was guarding. Collect the items in the room and break the wall. Stand in the hole created for a few second and a hidden elevator will take you down to pick up the Mirror Cuirass and Jewel Knuckles. Now get back on the elevator and continue up the Outer Wall as far as you can go, now you will have to go around a short path to face Doppleganger 10 to continue on your path up. The next door on your way up the wall will lead you into the Long Library. Work your way up as far as you can go and you will get the Faerie Scroll. Now work your way as far up and as left as you can go right now and you will meet the Master Librarian. He will offer you help for money, which is the shop you can drop by and get spells, medicine, weapons, and tactics on how to defeat bosses. For now, get the Jewel of Open, the Castle Map, and whatever else you desire. Now leave the library, and continue up the Outer Wall. Near the top you will see a lever below a motor. This will activate the elevator to take you up and down the Outer Wall. On you way back down, stop at the top elevator door and get the Soul of Wolf. Work your way back up the wall and take the first door on you left which leads to a keyhole. This keyhole is one of five in the castle which act as transporters. This one takes you to the one at the brown room where the initial swords were, but these transporters go counter clockwise around the castle as you walk into the other transporter rooms. Now work your up the left side of the castle, and this time, the blue door near the room where you fought Slogra & Gaibon, can now be opened by the Jewel of Open. Right inside the door you will meet Maria again and when the conversation ends, continue up the side of the castle inside the Royal Chapel. On the way up through the Chapel, you can go into the confessional and have some chance encounters inside of the room. Near the top of the Castle you will do battle with Hippogryph. Defeat this creature, and you can continue to the right. You will reach a wooden hallway, where directly above lies the Leap Stone. Go to the end of the hall and you will reach a shaft, which directly across from the wooden hall is the third of the five transporters. If you continue up the shaft by using the platform as an elevator you can go outside onto a broken staircase, which will look like the staircase you climbed as Richter in the Prologue. If you go into the hole and to the left, you'll reach that Leap Stone. Now work your way back to the Clock Face. The two statues at the Clock Face will move. The one on the left will open every minute or so, while the one on the right will only open when you use the stopwatch subweapon. There is a stopwatch in the room you get into if you take the left path or there is one in the rooms to the right to the Clock Face. Your prize for the getting the right statue to open is the set of Alucart Equipment, the sword, shield, and armor. This is not your coveted starting equipment, but if you wear all of it at the same time, you will have a thirty point bonus added to you Luck.

Now when you are ready, go up the left side of the Clock Face and continue to the left in the room with the Spectral Sword. You should now be in the Colosseum. In here there are a lot of goodies to get, but there is also an important battle with Werewolf & Minotaurus. When these two servants of the castle fall, you will get the Form of Mist. Now work your way back to the Long Library, but before you go too far, make sure you drop the wall that separates the Royal Chapel from the Colosseum to open a shortcut that connects these two areas. Over top of the entrance to the hall towards the librarian is a ledge you can double jump to. Once on this ledge, work your way down and you will have to do battle with a Lesser Demon. There is one thing that makes this battle special, the Mudman. This is the only place to find this ultra-elusive enemy. There is no other way to have this creature appear in your Monster Dictionary, unless you defeat one in this battle, so make sure you do so. After the battle continue down in the Library and you will come across a grate, which blocks your way to the Soul of Bat; mist through the grate. One your way out of the library, fly out above this door way into the main part of the library in order to reach a higher ledge that holds the Faerie Card. Now head back out into the Outer Wall and work your way up to the Clock Tower. From the entrance of the Clock Tower go straight up and you’ll find a room with the Fire of Bat. When you get through the Clock Tower, just before it comes around to meet the Castle Keep, you’ll have to fight Karasuman. After this battle you can reach the Castle Keep from either side. While in this area, with your new found flying ability, you can go back to the broken staircase in the keep, and go straight up. In this room you will find the Ghost Card. You can also pick up the Power of Mist, by skimming the bottom of the throne room but be careful with the Flea Riders flying around.

Next you need to work you way into Olrox’s Quarters. You can go via the Colosseum, but if you circle down through the chapel and work your way back to the Clock Face, you can pick up two more relics on your way. While in the room where you fought Slogra & Gaibon, you can now take the upper right exit on this room, which leads to the Bat Card, and when you get to the Clock Face, you can go straight up between the statues and pick up the Gravity Boots. Now go back down, wait for the left statue to open and work your way into the room with the Spectral Sword and take the upper right exit. After you go as far as you can go to the right, you will reach the fourth of the five transporters. In the large open courtyard area, go to the upper left and you will do battle with Olrox. After defeating this difficult boss, you can continue to the left, and get the Echo of Bat. Go back into the courtyard and now take the lower route this time. When you reach the end of the hall, in the marble like room, you can destroy part of the ceiling and you will find the Sword Card. If you go out the end of this hallway, you can open another shortcut between Olrox’s Quarters and the Royal Chapel. With all of this equipment, you can now venture into the depths of Castlevania. If you have not tripped the switch behind the blue door in the Marble Gallery, go there now and trip the switch, it is just above the long hallway that leads to the Outer Wall. This opens the doorway to the Underground Caverns, which is located in the hall to the left of the switch. While venturing down in to the depths, you can take a right which when you get to the bottom of the shaft, will lead you to two rooms. The room on the left is a real save point the other on the right will take you to a Nightmare if you use it. In the Nightmare you will face Succubus. After you defeat her, you will exit the Nightmare and the Gold Ring will be right next to Alucard. Now continue you trek into the Caverns and go to the left. You will reach an area that has four Spear Guards. These four are locked in the little “fort” they have, so there is one way to stop them from blocking your path. There is a box next to a water leak in their fort, but you can push the box to cover the hole and drown the enemies. You can now go further to the left. One piece of advice for this area: Water harms vampires, so be careful. While working you way towards the left you should encounter a wooden plank covering a Life Max Up and a Heart Max Up. You will need to destroy this plank later to advance further down, but while you are in the area, you can work on this problem now, but keep going to the left for now. When you finally reach the Waterfall, take the high road. You see the same kind of problem, with the plank covering a Herald Shield, but this time there is a button on the wall to the left. Push this button and a Skeleton Ape will appear and throw a barrel that will destroy the plank. Now get the shield and continue down the Waterfall and keep going to the left. You’ll eventually meet the Oarsman and let him take you across the water to the Merman Statue. Now work you way back up through the Waterfall and when you reach the first plank you can lure the new Skeleton Ape in this area towards the plank and he will destroy it for you. Now go back all the way to the right. When you reach the place where you entered this cave from the shaft that connects this area with the Marble Gallery you can go down. This leads to a room where you face a Scylla Wurm. After the defeat of this creature continue on which leads you up and around to Scylla. Defeat her and you will get the Crystal Cloak. Next go just outside the room where you faced the Scylla Wurm and the block of ice in the floor can be destroyed. You will see the Oarsman if you have the Merman Statue, which you should and he will take you across this area to the Holy Symbol. Now work your war way back to the area where you destroyed the plank earlier.

Going down into the hole takes you down into the Abandoned Mine. In here you will face Cerebos. Continuing on takes you further down to the last transporter and the Demon Card. This shaft continues down into the Catacombs. When you get to the first room with three exits, you can go out from the right or left. At this point go right and you will enter a room that is completely dark. You must transform into the bat and navigate through the cave with using your sonar. Your prize for getting through this will be the Spike Breaker Armor. Now go back to the room with the three exits and go all the way to the left. You will face an enemy that looks just looks like a large brain. Defeat Granfaloon and you can continue on to get the Walk Armor, which gets stronger as you cover more area on the map. Now you need to make your way up to the long hallway in the chapel that is covered with spikes. You can take the transporter in the Abandoned Mine to Olrox’s Quarters or you can go out the exit that leads to the Castle Entrance in the Underground Caverns. The latter is better in this case. When you come out of this cave you will end up in the room with all of the Mermen at the beginning of the game. There is a huge rock near the top of this room that you can tunnel through by attacking both sides of it. If you run through the hole as a wolf and then Wing Smash as the bat, but skimming the top of the cave, a new room will open up in the lower left of the room. Inside is a Jewel Sword and other items, then continue outside to the gate. Directly above the gate is the Power of Wolf. You can now work you way up towards the Royal Chapel, but take the long way. Directly above where you got the Leather Shield in the Alchemy Lab, is a room you can fly to in the ceiling holding the Skill of Wolf. Now your path to the spiked hallway in the Chapel is unobstructed. At the end of this hall you will meet with Maria and she will give you the Silver Ring. Do as the Gold & Silver Rings say and wear them both at the Clock Face. The floor will open to allow you to visit Maria again and she will give you the Holy Glasses. Now you are ready to do battle with Richter in the Throne Room in the Castle Keep. So work your way up to the Throne, but you have a couple of options at this point. You can see two of the game’s four endings at this point, so be sure to save outside of the Throne room. If you defeat Richter without wearing the Holy Glasses or if you kill Richter while wearing the Holy Glasses, you will see these two endings. The trick to this battle is to see the orb over top of Richter’s head during this battle while wearing the Holy Glasses. If you do this correctly, you will be on your way to the Inverted Castle.

The layout of the Inverted Castle is almost exactly the same as Castlevania, with a few additions and one major subtraction, no Librarian. You can travel between castles using the transporter that took you between the castles initially, or a one-way ticket to Castlevania is the Library Card. There are transporters in the same locations, but you will need to find all of them again and they do not work between castles. Unlike Castlevania, the first transporter you find will not take you to the second one. You must find two to begin using them. So when you pass one, you should go into the room to activate it. Another thing to note about the Inverted Castle, is that you can pretty much travel anywhere, and nothing stops your progress relic-wise. The only thing that matters in your exploration of the second castle is the amount of it you see before you defeat Shaft & Dracula. The more you see of the castle, the better the ending you will get in the end.

The first thing you should do in the Inverted Castle is to go through the Inverted Clock Tower. As soon as you enter, you will face Darkwing Bat, upon its defeat, you will earn the Ring of Vlad. Below the exit to the Reverse Outer Wall, you can get back the Dragon Helm. Now exit to the Reverse Outer Wall and enter the Forbidden Library. In here you can gain a few items, but most of all you can win the Crissaegrim from the Schmoos. Now go back out in the Reverse Outer Wall and the path that was home to the Doppleganger 10 earlier, now is home to the second of the five body parts of Dracula. Defeat The Creature here, to earn the Tooth of Vlad. The hallway above The Creature is the best place to face Paranthorpus to pick up two Rings of Varda. These greatly help all of you stats and are worth the time and effort that it takes to get them. Circle back around to the Anti-Chapel and you can defeat Medusa for the Heart of Vlad and during your visit, you can reclaim the Twilight Cloak where you got the Silver Ring from Maria. From here, go into Death Wing’s Lair and find Akmodan II, you will win the Rib of Vlad upon his defeat. You will get the Alucard Armor above the Save Point and head for the Reverse Colosseum. Here you can pick up some more decent items, but you can face Fake Trevor, Fake Grant, & Fake Sypha and this battle will net you a Max Life Up. Now head for the big room in the Necromancy Lab where you fought Slogra & Gaibon to face Beelzebub, this battle will also net you a Max Life Up as well. You can now work your way into the Reverse Caverns. The first thing you should do is to get the Alucard Shield, which is located all the way to the right of the Caverns; you can also pick up the Osafune Katana near the Waterfall. You can go back towards the castle entrance and go to the room that can be opened through running through the mini cave as a wolf and skimming the top of the cave with a Wing Smash, to get a Beryl Circlet. The room that housed the Scylla Wurm earlier now has a stronger and talented Doppleganger 40. Defeating it will again net you a Max Life Up, but above the Doppleganger 40 is the long hallway that is hidden in the ceiling that is the pathway to the Force of Echo. You can now go into the Cave and do battle with Death. He will give you the Eye of Vlad when he is defeated, now you have all five body parts to Dracula. You can grab the Alucard Sword across from transporter in the Cave. There is one final boss before you go after Shaft and Dracula, the legendary Galamoth. He resides in the Floating Catacombs. Within the Floating Catacombs, there are three things to do. First get the Wizard Hat from the Salomes as soon as you enter the Floating Catacombs. Next equip the Beryl Circlet, before you face Galamoth, since his attacks are lightening based. He is rather difficult, but you can easily take him down with the Alucard Shield Shield Rod Spell or you can give yourself a challenge and defeat him with the sword. On the other side of Galamoth lies the Gas Cloud, which should complete you list of relics. Now you can head towards the Clock Face. Surrounding the Clock Face are Guardians. The tough enemies drop God’s Garb, the last of the great equipment you need to face Dracula and Shaft: the Crissaegrim, Alucard Shield, God’s Garb, Wizard Hat, Twilight Cloak, and two Rings of Varda. Now activate the Clock Face with the five body parts and go after Shaft and Dracula.


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