7) The stages and bosses:
Stage 1: Burning Town
This level is pretty straight forward enough. Here you'll meet the usual
skeletons and bats but nothing necessarily threatening. Beware of the steps
that flip over when you leap onto them. The giant beast that pursues Richter
cannot be defeated with weapons. Keep ahead of it and at the end of this
section it will automatically destroy itself. There is some food hidden in
the stairs right before you encounter the first boss.
Boss: Keruberosu
The best weapon against this boss is the axe. The stage 1 boss attacks with
flames that travel along the ground. Keruberosu also attacks by leaping
quickly and pouncing on Richter. Be careful when it fires a flame (you'll
hear it even when not on the screen) as the boss will soon afterwards pounce.
Leap over the flame while attacking with the axe. Keep launching the axes
even when Keruberosu is not on the screen and whip it when is moves on in.
You will likely take some hits, but you should have no problem outlasting it.
Stage 2: Gate and Entrance to Evil Castle
The first part of this stage can be tricky. Be careful of two areas on the
walkway to the castle (both shaped like a horizontally reversed number seven)
as both will collapse when Richter sets foot. Leap off immediately. The
next part is a bridge suspended by pillars. As soon as you leap on, the
bridge will start to crumble. Make haste as fast as you possibly can. You
may even have to leap to keep ahead of the destruction. While sounding
simple enough, the fishmen leap from below to hinder your progress. If you
take a single hit, you will be unable to recover and will be knocked below to
your death. When two fishmen appear, try to kill them both with a single
attack of the whip. Keep walking and ONLY leap when you have to. Collecting
the items from the candles is risky and will more likely result in being
knocked below. The rest of this stage is less chaotic. Beware of the purple
colored knights that wield spears; they are quite troublesome. They can
block some projectiles such as the dagger and boomerang. These enemies also
have an attack that inflicts such great force that Richter will be thrown way
back. To avoid this attack, immediately perform a backwards leap (jump
button twice) when they start to raise the spear above them and then towards
their back. Note that they can attack Richter above and below whatever
platform he is standing on by raising or lowering their spears. Again there
is some food hidden in the stairs leading toward the boss.
Boss: Myotia
The best weapon here is definitely the boomerang. Myotia first appears in
the form of a giant bat. Hitting it will turn it into its second form, a
mass of several small bats. The safest places to be is on either
platform located on each side of the playfield. Continually launch
boomerangs at the mass of bats. When they move toward Richter, move to the
highest platform of the two you are on, leap over the bats, and make your way
to the other pair of platforms on the opposite side. When the mass of bats
again form the giant bat, try to attack it as quickly as possible to keep it
from charging at Richter. Take special care not to let the bats corner
Richter on either side of the screen as he will immediately suffer several
hits and likely parish. If you continue this process, you will likely take
some hits but should have no problems as long as you continually attack with
the boomerangs.
Stage 3: Great Hall
The goal of the first part of level 3 is to simply reach the top. Plan your
jumps carefully here as the Medusa heads are plentiful and often appear
without notice. You'll again encounter those bothersome spear wielding
knights and move on to an area that has several moving platforms with a
potential watery grave below. Again, be aware of being knocked into the
water by low flying bats and the fishmen that unexpectedly pop up from
below. You'll first encounter the axeman in the next section. On the right
wall horizontal to the axeman you will find a hidden 1-up. The axeman can
block projectiles most of the time with his shield, so the whip is the most
effect against it. Note that when the axeman throws an axe it comes back, so
be prepared to whip, duck, or jump. Keep moving right until you come to an
area with several white pillars. THIS AREA HAS SPECIAL SIGNIFICANCE AND
DETERMINES HOW THE GAME WILL END. If you are knocked below, you will be sent
to the alternative level 4. If this is the case, you will not be able to
save Annet or Maria. Be VERY careful in this section, the Medusa heads are
unrelenting. Take the axe in one of the candles as it will be very useful in
clearing the long vertical line of enemies that attack with flames. If you
keep moving right without being knocked below, you will eventually find a key
in one of the candles just before the boss. Be warned that if you acquire a
special weapon, you will lose the key.
Boss: Dyurahan
Dyurahan would be much easier to defeat if you are equipped with a
special weapon such as the axe. If you chose to keep the key, this battle
is tougher than one may want it to be. The problem is that Dyurahan keeps
its sword lowered most of the time. You cannot get too close to it or you
will be damaged by the lowered sword. One of the boss's attacks is to slash
his sword forward, then leap with it lowered. It's very difficult to
anticipate this attack. A second to attack to look for is when the boss
lowers its sword to the ground and spikes appear that move toward Richter.
These spikes cannot be leaped over, so the only choice is to outrun them or
leap onto the highest platforms. Another attack Dyurahan uses is a very
quick forward stab of the sword. Again, preparing for this is very tough.
The best advice I can give is not to get too greedy when it comes to
attacking the boss. Move in, attack it a few times, then back off. This, of
course, doesn't apply if you are using a special weapon where getting in
close isn't necessary in the first place. The boss also has two more attacks
that involves its head. Dyurahan will occasionally throw it's head in the
air. The head will rotate and hover midair as objects fall from above that
can damage Richter. Simply standing under one of the platforms will provide
full protection against this attack. The second attack of the head is to fly
around and attack Richter. It is easy to avoid but it's possible to lose
track of it as it can leave the screen and appear right below Richter without
any time to react. The result is some damage and the player will be
temporarily slowed down. Keep in mind that the best time to ALWAYS attack
Dyurahan is when he is performing one of his own attacks, such as when the
object are falling from above. In these situations the boss is left
vulnerable and is unable to attack with his sword. Save the food located in
the candle for when you really need it. Patience and choosing the right time
to attack definitely will pay off here.
Stage 4: Dungeon
The first part of level 4 isn't that difficult to get through. Just be aware
of the rocky overhanging above that can hide enemies, projectiles, and even
some items in candles. It's easiest to leap on and over the spiked platforms
that drop below rather than run under them. Keep moving left until you reach
a section with platforms suspended on a rope that is driven around by a gear.
Ride these platforms until you see a door on the left side. You can unlock
the door by using the key like you would use any special weapon (up and
attack). You now have saved Maria. However, you will still need the key to
unlock another door. The red skulls that fly around this area are unrelenting
in their attacks, so be prepared for a lot of maneuvering. It's best to
kill them as soon as possible or you will be overwhelmed when three or more
of them attack. When you reach the top, keep proceeding left. The small Igor
-like enemies that leap around a lot are very quick and difficult to hit
with the whip. Once you make it to the next section you will see a door
located on a platform above. This will take you to the alternative level 5
where you can rescue Annet. If you did not rescue Maria earlier, you will
not be able to unlock this door even if you still have the key.
Boss: Minotaurusu
If you chose not to rescue Annet, you will face Minotaurusu. This boss is a
piece of cake if you equip yourself with an axe. You can find an axe in a
candle just before you face the boss. Simply stand at left edge of the lower
platform and leap in the air while firing away with the axes. If you are
consistent with making contact (hitting the boss and not his axe),
Minotaurusu will never even come close to Richter. Really, it's that simple.
Alternative Stage 4: Underground Caverns/Tomb
This is not a particularly tough stage to get through. You will mostly walk
in or above the muddy boiling water. Mudmen and flying bats are the most
common enemies here. When you leap or fall into the boiling liquid, be
careful not to stay idle for too long. Jump periodically to keep from
sinking below. The mudmen will rise unexpectedly from below, so keep on
your to toes to avoid cheap hits. Later in the stage you will encounter a
large red skeleton. This skeleton is quite a formidable opponent and takes
many hits to kill off. Keep at a distance and attack it with whatever special
weapon you are equipped with. Beware of when he leaps as you will have to
be at a far distance to avoid being lunged at. You will next face a
skeledragon. As with all the skeledragons in the game, you can tell when it
will launch a fireball as it will first appear in its back part and move
towards the head. Axes always work best on these creatures. Keep moving
left and when you reach the area where you can finally leap out of the
boiling liquid, there is a raised step on the floor that contains some food.
Boss: Cloaked Sorcerer
This boss initially appears intimidating due to its multiple attacks. The
key is stay put on the ground and resist the temptation of leaping on one of
the platforms to attack the boss with brute force. The dagger works very
well here and can found in one of the candles just before you encounter this
boss. The first priority is to take out the red flames that the sorcerer
sends out. Not only do theses flames inflict damage on Richter, but they
inhibit his movements and slow him down significantly as well. Next take
out the skeletons that are formed by the falling bones. When it appears
safe, leap up from the ground and attack the boss with the dagger. This must
be done when it's flying low and from a safe distance. The sorcerer will
then fly to the opposite side of the playfield that it was before. Continue
the same process as before by taking out the skeletons and flames before
launching an attack on the boss. When his energy is completely depleted, he
will take on his second form. In his second form, the boss will first attack
by launching several headstones at Richter. Duck, whip, or leap over them.
Also in this form, the sorcerer will fly aggressively at Richter. This is
why it is especially important to keep at a safe distance. Mudmen will walk
the floor and make the battle all the more difficult. With some skillful
maneuvering and letting the daggers do most of the work, you should be able
to make it through the battle. One of the tougher bosses in the game.
Stage 5: Courtyard
The first part of this stage consists of ravens and Igors. While neither are
particularly powerful, both are very quick attackers and are tough to hit
with just the whip. The axe works extremely well here. When you get to the
section where there are platforms moving up and down, some of the stone
blocks on the walls that must be climbed to reach the platforms will crumble
when leaped on. To buy some time, you can leap from block to block until you
are ready to jump on one of the platforms. You will encounter similar
collapsing blocks later in the level. When you reach the section with the
tall green knights will huge swords, clear away from them when they stop
moving. These powerful enemies will lunge forward and knock Richter back.
The rest of this stage is reasonably challenging, but offers no real
surprises.
Boss: Lypuston
Lypuston is the level 5 boss. While very quick on its feet, its attacks are
very predictable. The key is to resist the urge to move on in and use
brute force to attack it. Instead, it's best to keep your distance and let
whatever special weapon you are equipped with do the work. His ground
attacks include a slide attack and a fireball that he throws. Again, if you
keep your distance these attacks should be avoidable. His aerial attacks are
more formidable. Whenever Lypuston leaps onto the ceiling or wall, it will
dive down toward Richter. The key is to move toward the wall opposite the
one the boss is closest to. For example, if the boss is on or near the left
side wall, start moving toward the right wall. Don't make the mistake of
moving too close and cornering yourself against either side. After all, the
object here is to move away from his dive attacks. Once Lypuston's energy is
down to 1/4th, he will form into a ball and start bouncing quickly off the
walls. It's very likely that he will only touch down to the ground once at
each pass, so this attack is more avoidable than it looks. With continual
attacks with the boomerang or axe at safe distances, this boss is weak
compared to what lies ahead.
Alternative Stage 5: Waterway
The first part of this stage simply involves moving to the right and avoiding
being knocked to your death by the blue skulls that rise up from the water
below. Also be on your guard against the fishmen that unexpectedly leap up
and dive towards Richter. You'll encounter the same enemies in the next
section as make your way below, to the right, and up again. Wait for each
platform to reach jumping position and be aware of the spikes that protrude
from some of the walls and platforms. In the next section you will have to
make haste to outrun the rising water. If you wait too long to move up to
the next platform, Richter will suffer some damage from the water. The blue
skulls, skeledragons, and a red skeleton will attempt to slow your progress.
In one of the candles there is an invincibility potion. Take it and keep
moving immediately to the right. If you're fast enough, you can simply jump
towards the skeledragon while invincible and instantly kill it. Once you
reach the top, go to the left. In the next section there is a flow of water
that drains into the pool of water below. Use you whip to hit the flow of
water. The flowage will eventually stop and the pool will drop below. Make
your way below onto the lowest platform on the left. On this platform keep
moving left and you will find Annet. Make your way back up and to the left.
Keep moving until you encounter the first raven; there is a some hidden food
on the step that it was sitting on.
Boss: Serpent
The battle with this boss is pretty straight forward. On the platform that
Richter is standing on, the serpent will periodically wrap its body around
one end and move towards the other end. The way in which it does this
varies. The key is to avoid the parts of its body that coil in FRONT of the
platform, not the rear. This is easier said then done since the serpent
moves at such a great speed. Also note that in the areas where it is safe to
stand when the serpent is coiled around the platform, you may have to move
in the same direction as the serpent to stay within that safe area. Another
attack of the serpent is to rise straight up vertically and launch flames at
Richter. The axe and dagger work well as counterattack weapons. Only the
head of the serpent is vulnerable to damage, so plan your attacks quickly
and carefully as the time to actually get in a hit or two is very limited.
Stage 6: Clock Tower
The first part of level 6 is frustrating due to the unrelenting dives of the
ravens. Again, while these creature are relatively weak, it's tough to
attack them while climbing the stairs. Also don't forget to hold up on the
control pad when leaping on the stairs. In too many situations did I forget
to hold up on the pad after leaping in the air and attacking an enemy. This
unfortunately lead to many unnecessary deaths. Next you will come to an area
with rock platforms that are scrolling downward. You can simply leap up each
platform and make your way towards the left where you will reach the next
section. If you choose to go right you can collect some hearts and food.
The third part of this level serves up the familiar Castlevania scenario of
leaping from gear to gear. This is further hindered by the spear wielding
knights and constant bats flying from the edges of the screen that make
this all the more difficult. If possible, you are better off avoiding a
confrontation with the knights with the spears. In some cases however, this
is unavoidable. Continue to make your way up and to the right. You will
soon reach an area where you will have the make big leaps of faith. Be
careful of the Medusa heads that are flying around. Whenever jumping from
gear to gear, keep in mind that your leaps are exaggerated. In some cases
it's not even necessary to leap at all but to merely walk off the gear to
reach the next one. You will next have to travel upwards from gear to gear.
Medusa heads are very plentiful here. Once you make your way to the top,
go to the right. In the section just before the boss, there is a 1-up hidden
in the upper right wall.
Boss: Giant Skull or Grim Reaper
Depending on whether or not you successfully rescued Annet, the level 6 boss
will change! If you did not rescue her, you will fight a giant skull. If
Annet was saved, the Grim Reaper will appear instead. Neither boss is easily
defeated, although the Grim Reaper does seem somewhat easier.
Giant Skull- The giant skull flies around the screen with seemingly no
boundaries. The skull is difficult to attack in repeated succession since
each time it's damaged it will move to the other side of the screen. The real
threat here are the eyes that leave its head and attack in a variety of ways.
One attack of the eyeballs is to simply fly around the screen and dart at
Richter. This is more challenging than it seems since the skull itself will
occasionally dart at the player. If you do not keep at the opposite end of
the platform that the skull is on, some of the combined attacks of the
eyeballs and skull are unavoidable. A simple rule is to stay away from each
platform edge to avoid being knocked below. Another attack of the eyeballs
involves them becoming balls of flame and rotating in a circular motion.
Again, it's best to keep a distance from the edges since at times it is
impossible to jump around the eyes. The last attack is the most difficult to
avoid of all. Both eyeballs fly above and each sends down a lightning beam.
If you are between them, you will be damaged by both beams as they close in
on Richter. The best advice I can give is to get as far away from them as
you can when they start hovering above. If you're quick enough, you can run
under the eyeballs before they start emitting the beams to prevent being
trapped between the two eyes or the edges of the platform. As with most of
the bosses, the boomerang works best here although the axe is also very
effective.
Grim Reaper- He attacks in a very simplistic manner, but that doesn't
necessarily make him easy to kill off. He attacks by flying around the
screen along with several indestructible sickles that chase Richter. A
simple rule that should always be followed is: if the Grim Reaper is on the
left side of the platform, quickly make your way to the right side to avoid
being doubled teamed by both him and the sickles. Continue to blast him with
boomerangs while leaping over his sickles and he will eventually take his
second form. The Grim Reaper's second form is surprising weak. Simply
launch several boomerangs and/or whip him quickly. If you still had around
half of your energy just prior to his second form, you can simply attack with
brute force and you should have no problem outlasting him.
Stage 7: Count Dracula
This stage doesn't offer any real challenges before the final encounter with
Dracula. This is a good place to collect hearts and equip the special
weapon of your choice.
Boss: Count Dracula
As in every Castlevania so far, Dracula is quite a piece of work. There's
also really no surprise in the way he attacks. Dracula will appear and
disappear above each pillar at random. The pillars make for a difficult
battle ground as it is very easy to be knocked to your death below.
Dracula's weak spot appears to be just above his pendent but NOT directly at
his head. What makes the encounter with Dracula so tedious is that it's
difficult to achieve multiple attacks at a single time. The best way to
inflict the most damage is to attack Dracula when he is close to either side
of the screen with the boomerang. As the boomerang is changing direction, it
hovers at the edge of the screen for a short time and can inflict multiple
hits on Dracula. Of course, this is easier said than done. Dracula appears
and disappears very quickly and in only a fraction of that time is he
vulnerable to damage. He also seems to appear at the extreme edges of the
screen, making it even more difficult to launch an attack. Dracula's own
attack comes in two different forms. Most often he will launch three
fireballs that travel horizontally. This attack is not a particular threat
as the fireballs can either be whipped or leaped over. The second form of
attack is much more difficult to avoid. Two large fireballs are launched at
a very fast speed. These fireballs cannot be destroyed and are very
difficult to leap over given the speed they are traveling and how far apart
they are from each other. If you are on the lowest pillar, it's best to
simply duck if Dracula was on one of the higher pillars when he launched the
fireballs. Attacking and avoiding Dracula requires a lot of patience and time
depending on how lucky you are in getting in good attacks. When his life bar
is completely diminished, the battle is not over. Dracula takes his second
form as a HUGE winged demon. Hopefully you still have many heart points at
this point as the boomerang can make quick work of his second form. If you
do not have any heart points left, defeating his second form will be
extremely difficult (especially if you have already taken a few hits). His
main attack is to fire flames at Richter. These attacks are pretty scattered
and are difficult to dodge at close range. The flames, however, can be
whipped. When the demon lowers himself, he is preparing for his second form
of attack. A blue projectile is launched horizontally. It is difficult to
judge whether or not this projectile can be leaped over or simply ducked.
This is especially true if the demon has you cornered in one of the screen
edges. This is why it is VERY important to plan you last attack on Dracula's
first form. Wait until Dracula takes just one hit to finish off his first
form. Destroy him when he appears at one extreme side of play field. If
this is done, you will have plenty of room to attack the second form and
avoid his attacks. If you follow this, you should be able to destroy
Dracula's second form quickly by pummeling him with boomerangs.
8) General hints and tips:
- Look where you leap. One of the most annoying enemies in the game are
those that appear suddenly from the edge of the screen. This includes the
bats, ravens, and Medusa heads. If you blindly leap to a platform or gear,
these enemies may suddenly appear and knock Richter below to his death. On
levels that are infested with flying Medusa heads, it's best to wait and
kill the next one that appears before making a jump.
- Master the backwards leap by quickly pressing the jump button twice.
While this technique initially appears to be useless, it is essential for
escaping certain enemy attacks.
- Conserve your heart points for the level's end boss. Bosses that seem
almost impossible to defeat are often made quick work of by rapidly attacking
them with a special weapon. Using a special weapon on skeletons, bats, and
Medusa heads is extremely wasteful and could be better used in the most
desperate situations.
- Transverse the levels slowly when you are just playing through the game the
first time. Remember, there is no time limit in Dracula X as in the past
Castlevania games. Taking your time will allow you to learn the positions
and attacks of certain enemies and traps. This will also allow you enough
time to react and conserve your energy for the end bosses. So don't be in a
big hurry to get through a level!
- Take advantage of the unlimited continues and password functions of the
game. If you find yourself at the beginning of a level with no extra lives,
very few heart points, and a special weapon that you don't like, it's best to kill
kill yourself off and restart the level. You now at least have some extra
lives and the entire level to collect heart points and a special weapon
before you take on the boss.
- Playing the game over and over while failing to defeat a certain boss or
complete a level can lead to frustration. Copy down the level password and
take a break from the game. Playing the game frustrated rarely ever results
in progress being made and the feeling of pulling out the cartridge and
throwing it out the window is the likely sentiment to be formed in this case.
- Richter can walk backwards. Press and hold the attack button then pull in
the opposite direction that Richter is facing. This technique allows the
player to move away from an enemy and then immediately launch an attack.
- Climb up and down stairs to enter/exit certain screens. Items in candles
can be retrieved again and again by doing this. This is especially helpful
when trying to regain full health and collect heart points just before a
tough boss.
- Search everywhere! Food and 1-ups are usually well hidden in walls, steps,
and blocks.
9) Passwords:
W= HOLY WATER
F= FLAME
A= AXE
B= BOOMERANG
H= HEART
Level 2 Level 3 *Level 4 *Level 5 Level 6 Level 7
F H A F W W A A A H W H W A A W A F
A A A F W H F W W W A H W F W F F W
A W W F W W A H H H H H A W F W F A
*Note- This is the password for the regular stage, not for the alternative.
Passwords for the alternative stages are not provided for by the game.
10) Cheat codes (requires a Game Genie):
Infinite energy C96D-17FF
After a single hit, player is invincible C969-CD2D
Longer invincibility time after taking damage EE6F-CFBF
Infinite lives C9AF-47A7
Begin with 99 lives BB85-1D6F
Begin with 99 heart points 6D81-170F
Begin with 99 heart points after player dies BBA4-44D7
Small hearts worth 25 heart points 4929-1763
Item Crash attack uses no heart points C9A6-3D94
11) Other Castlevania games to check out:
SNES:
Super Castlevania IV
Sega Genesis:
Castlevania: Bloodlines
GameBoy:
Castlevania Adventure
Castlevania Adventure II
NES:
Castlevania
Castlevania II: Simon's Quest
Castlevania III: Dracula's Curse
PC:
Castlevania
PC Engine Super CD:
Dracula X
Let's hope for an upcoming Castlevania V for the Nintendo 64, Playstation,
and Saturn systems from Konami.
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I hope you found this strategy guide useful. If you have any comments or
suggestions concerning this text or which game I should next construct a guide
for, please feel free to e-mail me at 102447.632@compuserve.com. Enjoy
the game!
Tim D. Calvillo