BASIC TRAINING
This strategy guide has been created to help guide you through this awesome game; however, there are a couple rules that you need to remember as you cruise around:
1.) Save whenever possible. It refills your life bar and magic power.
2.) Always try to see every corner of every room. Finding the Relics and Familiars that are located throughout this game is half the fun. Oh yeah...the weapons aren't bad either.
3.) Learn to use your shield. It will save your life.
4.) When you get a new item or weapon, always check it out in your equip menu to see what it does and how powerful it is.
5.) Break every candle and vase you see. You never know what you might find.
6.) Once you get the mist form, it is very useful for cruising past difficult enemies (though it is good to fight everybody, since you'll need the experience).
7.) If you are having trouble with an area, it's always a good idea to cruise around and get more experience, and then try again.
This is the only time in Symphony of the Night where you'll control a Belmont and use the standardized Castlevania whip. The only thing you'll have to do here is slay Dracula. Don't worry, you're immortal. The real game doesn't start until after this sequence.
Here, Alucard shows that he is a very deadly vampire - complete with a deadly sword, and a plethora of spells. First, get used to the controls and how the spells, map, and weapons work. Now, run to the right. After battling a few wolves and zombies you'll run into Death. He is not very pleased that you are still alive, and will strip you of all of your weapons. After this sad occasion, continue on the path to the right, go up, and head to the left. In the first large room (which we will call the main hall), kill the green armored skeleton to obtain a short sword (equip it). Then, as you work your ways up the stairs, enter the middle room to the left and save.
From the save point, grab the relic Cube of Zoe from the pedestal at the top of the staircase and then head through the door to the left. This door will take you to the Alchemy Laboratory. From here, the game will become less linear, and you'll actually have to use your head. Your first goal here is to grab the Hide Cuirass from the globe past the block of spikes all the way to the left of this room. Now, head up to the next room, jump over the spikes to the left, and destroy the blue flame to obtain the Leather Shield. Then, climb up to the series of platforms in the center of the room. From here, head up past the elevator and exit using the door on the far left. Note: There is a Save Point located in the lower right-hand room next to the elevator.
Before you head up the platforms, make sure you enter the secret rooms located down and to the left. Now follow the passage up and to the left, making sure to grab the Resist Thunder potion from the lab table along the way. In the next room you will encounter a semi-difficult puzzle. First, hit both switches so the spikes go down. Then, push the crate onto the spike casing to the right, then hit the switch to move the crate up. Now, use the crate to jump up to the path that leads to the cloth cape. After you get the cape, head back to the puzzle room and then exit through the door that's up and to the left.
Follow the series of platforms down and back up, making sure to visit the save point along the way. At the top, the passage on the left leads to a mystical door that you can't open yet, and the other, to the right, leads to the first boss. Before you enter this room, make sure that you have the axe power-up (located in the topmost flame), and plenty of hearts.
To kill these bad boys try and keep them together as much as possible, especially the blue guy who shoots flames. Keep him off your back. Use the axes to take damage off of both of them when then are together. Otherwise, crouch and hack them to death. Your reward is a Life Max Up. Exit the boss area to the right.
Without going up, follow the path until you can no longer go to the right. You will run into an elevator. Use the elevator to visit the two floors located below where you will find the Basilard Sword and Sunglasses, respectively. Make sure you pull the lever in the cannon room to open the passage, but don't fall back down into the library. Instead, backtrack to the upward passage just after the boss area, and head up. Stop at the Save Point on the right, and then exit this room at the top right. Continue going right until you come to another open passage where you can go up or down. Either way will take you where you want to go, but if you fall down, you will encounter a potion. Exit this room to the right.
Proceed to the right and then down. In this room, there is an exit that leads to the Clock Room on the top right (don't go there), and a Save Point in the middle and to the right (go there). After saving, head down and then exit to the left. Follow this passage until you reach the bottom. First, head to the left and grab the Spirit Orb relic that shows enemy damage. Then, head out to the right and follow the winding passage (taking special care when fighting the Plate Lord and the Ctulhu) until you come to the door leading back into the main hall where you found the Cube of Zoe.
Press the switch to lower the block and create a link between the main hall and the Marble Gallery. Save in this room if you wish, otherwise head back through the Marble Galley and take the passage that leads into the Clock Room (you know, the place we told you not to
go earlier).
As you make your way to the right, you will run into Maria. Talk to her, and you'll be back on your way. Continue going to the right, follow the winding passage until you come to a fairly large room with two exits to the right, and then take the door on the lower level (the other passage is blocked by a magical door). Follow the Long Hallway and it takes you all the way to the east side of Castlevania called the Outer Wall.
This section is actually a large tower filled with deadly villains, multiple exits, and an interesting lower level. In this room, the first order of business is to go down and then directly left to fight the Armor Lord. After you defeat him, enter the room he was guarding, and break the wall on the bottom left-hand side. Now, go back out and explore the rest of this area. Obviously, you can't go through the mist door yet, but you can look out the telescope at the bottom of this area by pressing up.
Head back up to the entrance of the Outer Wall, and take the topmost passage heading left. This passageway will basically make a U-turn up and over to the next level of the Outer Wall. It contains a Save Point all the way to the left, and a doppleganger boss on the next level. Use your shield to block his attacks, and get in close when you attack, otherwise he'll quickly evade your swipes. After you kill this impostor you will be rewarded with a Life Max Up, and a Gladius Sword.
Now, continue on up the Outer Wall. The first door to the left is the Library (skip it for now), the second contains a teleporter. Use it and grab the Heart Power Up on the other side, and then return to the Outer Wall. Continue up past the sword demon, and activate the elevator by flipping the brown switch below it. Head all the way to the top to enter the Save Point, and then go back down to the elevator (make sure you skip the door between the elevator engine and the Save). In the elevator you will find the Soul of Wolf relic allowing you to transform into a Cronos form by pressing R2. Now, head to the library. You can either walk there, or use the elevator by going down one floor.
This area is fairly long, and since some of the enemies in the Library can cast a curse on you, make sure you break the lanterns to obtain the Uncurse item. First, you want to go all the way to the left on the bottom level to get the Bronze Cuirass. Now, backtrack and take the stairway up to the next level. As you go up, you'll want to zigzag up and over to the left. Eventually you'll come to a room with an old man selling items. You can buy what you want here, but make sure that you save enough money to purchase the Jewel of Open ($500) that opens all the blue Mystic Doors, and the Castle Map ($103). We also recommend the Sabre ($1500), it will make killing so much easier. Next, head over and up to the right and grab the Faerie Scroll relic. Now, leave the Library and seek respite at the Save Point located in the U-turn that connects the upper and lower Outer Wall sections. From here, head back down the Long Hallway.
In the room following the Long Hallway, you must take the top right passage that leads to the Mystic Door (you remember the one we told you about in Meeting on the Way to the East Side). Go in and flip the switch. Now, in the level directly below you, the floor has opened up. In there you will find a Library Card and an Attack Potion. After that, head west and you'll discover another downward passageway that has opened up. It leads to the Underground Caverns. Take it!
As you work your way down you'll come across a save point in the right-hand passageway on the left. Save if you must, otherwise head to the left. Keep going west (avoiding the downward passage for a moment) and grab the Heart-Up and Bandanna. Now take the downward passage (making sure to visit the room off to the left); however, don't exit this staircase area. Instead, climb back up and head back to the right. Save again, and then follow this passage downward.
Eventually, you will fall down the well into a huge water-filled cavern. The first exit to your right contains a Save Point, but your objective is to go to the lowermost room on the right which contains an easy snake boss. From here, continue to your right, but don't worry about grabbing the sword, just concentrate on getting up into the next cavern. Go fight the boss to the right. To succeed, just kill the two snakes, then jump up behind her and slash away. After she dies you will find a Crystal Cloak in the room to your left. Now, head back (don't worry, the water's gone) and grab the Scimitar Sword (not as good as the Sabre) and the Resist Ice Potion to the right.
Now, head back up and follow the left cavern passage. First, push the block over to the left and plug the leak so that it fills up the room with the four enemies in it. Whatever you do don't fall in the water. Just continue on to the left until you enter the next room. In here, grab the Pentagram (yes, you'll take some damage), and then fall down the waterfall, making sure you stick to the waterless left wall. At the bottom, go under the waterfall and grab the Max Life Up, then take the exit to the left. Keep going west and eventually you will come to an oarsman who will take you to the Merman Statue. Ride back with the oarsman and then take the upward passage that lies just to his right. This will lead you back to the beginning of the game. From here, your next goal is the untouched staircase-looking area located on the leftmost part of the map.
You can get there by going through the Alchemy Laboratory and then entering the passage that is blocked by a Mystic Door (check out the Alchemy Laboratory section for more details).
Immediately, you will run into Maria once again. Say hi, and then enter the Royal Chapel. The room directly to your left is a Save Point (once again use it if you are low on health), and then head up and over to the vase on the left to acquire an Aquamarine Ring. Next, proceed up the long stairway, sneak past the spinning puppet sword, and enter the room on the lower right. Inside here you will find the Knight Shield. Then go back and scale up the stairs on the right and exit. In this room these is a confessional to the right. Sit in the left chair and a priest will come out and give you food.
Next, climb to the top of the steeple and grab the Silver Plate and Max Life Up. Exit out the passage to the right. Keep traveling east and you'll come across another steeple with a door to the right, and then a boss at the end of the hall. This boss is really easy. Just stay away from his flame and destroy his eggs once they appear. Your reward is a Life Max Up, a meeting with Maria, and the opening of a door to your immediate right. Through this door you'll come across yet another steeple, and a Save to your right (we recommend you use it). At the top of this steeple you'll find the cutlass (still not as good as the Sabre), and a passage to the right. Take it.
After a long passage you will come to an area with two moving platforms. Take the platforms up and then enter the area to the left. You will find the Leap Stone and a ring at the far west side of this area. Next, enter the room to the right of the platforms and grab the Tyrfing Sword (a cursed dark sword with 0 attack). Go back down and then enter the room on the bottom right and it will lead you to the teleporter. Take it to the Outer Wall.
From the Outer Wall take the Long Hallway back to the huge clock that keeps track of your gameplay time (but make sure that along the way, you grab the stop time weapon). Stop time in this room and the statue on the right will open up. Double jump up and grab the items. After that, if you wait in the Clock Room, the statue to the left will move and let you go up. Once inside, head to your left and grab the Life Max up. In the next room you'll enter Oxford's Quarters.
Follow the passage and you will come to a floating sword. The bottom right-hand wall of this room can be broken. In here you will find some vases that contain cheese, an Onyx, and a Broad Sword (finally a weapon better than the Sabre). Head back to the main room and kill the Poltergeist if you dare; otherwise, avoid it and enter the passage to the upper right. In here you will run into a few nasty villains, and a helpful teleporter at the other side. Use it, and save if you need to. Now, backtrack to the only door you haven't entered in the room featuring the Poltergeist. This door will lead you to the Coliseum.
First, drop down the first stairwell and grab the Heart Max Up in the passage to the right. Up one level on the right you'll find a Save. Next, head all the way up and then to the left. Work your way west, taking the high road until you come to a switch which will drop a wall linking the Coliseum and the Royal Chapel. Now, head back and drop down the stairwell east of the switch you just hit. The middle passage on the left is a Save Point. Use it if you must and then proceed up and to the right until you reach the darkened area below the staircase. Here you will find a Library Card, and Richter and his goons. These bosses are fairly tricky, unless of course you keep both of them to either side of you. Use whatever spells and special power you've obtained to wax these guys. You will fare much better if you have the Timer Heart Weapon, or the Dagger Heart Weapon. After you beat these guys, you will receive a Life Max Up.
Immediately after the boss room you will come across the Form of Mist. Make sure that you hit the switch right next to the pit, and wait until the elevator appears before you grab the Mist form. Now, trek across the rest of the Coliseum (leaving nothing untouched) and you will find the Shield Rod (this is a tough room to get through), and the Blood Cloak, located down the elevator and below the boss room. From here, return to the Outer Wall.
In this tower (which you know so well), head down to the grating that you couldn't pass before (located just below the Armor Lord), and use your Mist form (by pressing L1) to pass through the grating. In here you will find Jewel Knuckles, and the Mirror Cuirass.
Now, head up to the Long Library. Deep within the Library, you will find a stairway that has another two stairways hanging over it. Use your double jump skill to reach the lowest of these two stairways. From here, you will run into an open-ended Save Point. Exit to the left of the Save, and continue on until you enter a large room.
In here, go up and proceed past a series of platforms until you reach a passageway at the top leading to the right. Inside you will find a Stone Mask, and a bookcase that can be moved. Behind the bookcase you will find a Topaz Circlet, and a Holy Rod. Head back to the Main Room and then work your way down and to the left. Here you will run into a fairly easy boss. Defeat the mudmen that appear and you'll waste him in no time. Grab the Life Max Up, and proceed to the left and follow the passage. In this hall you will find a Takemitsu (two-handed sword), an Onyx, and the delicious Frankfurter. Then, use the mist form to go through the grating above these items and you will find the Soul of Bat relic. Now, before you leave the Library, use your bat form to hit the second staircase you couldn't get to before. Here you will find the Faerie Card, activate it. Now, exit the library and enter the Clock Tower (located above the Library - accessable through the
Outer Wall).
Walk to the left until you enter the huge open area, then fly straight up and enter the passageway to the right. In here you will find the bat form 2. Next, you will have to do a series of nasty jumps as you work your way left (or just fly through it all using Mist form). But, be sure to pick up the Magic Missile and Pentagram, located on the small ledges next to some of these jumps. After this you will find yourself in the gears of the clock. First, proceed up and to the right. Here, use the bat form to fly out and slightly down. Out in the void you will find the Ice Mail, a Shaman Shield, and a Bekatowa Sword.
Now, head back into the gear rooms and continue on to the left and then down. Be sure to hit all four gears in these next two rooms until the noise they produce turns from a clank to a clink (if you hit it one too many times you must start over). Hitting these correctly will open a door sealed by a metal gate in the bottom left-hand corner of the room with the last set of gears. Inside here you will find a Steel Helm, a Gold Plate, and a Star Flail. Next, continue up and to the right. If you have the Faerie Familiar activated she will tell you there is something funny about the topmost wall. Break it and you will find a large secret area holding a Heart and Max Life Up. Now, backtrack and exit to the left. At the bottom of the screen, on the left-hand side you will find a wall that can be broken. Inside is a hidden room and the Healing Mail. Now, go up from here and proceed to the left. The second floating pillar in the next room contains a Shuriken, and the room after this is a feathered boss. Trap him in the upper right-hand corner and continually jump and slash him until he is dead.
Now, grab the Life Max Up and continue on to the left. The room up and to the right is a Save Point, and the room above it contains a Falchion Sword. The room to the left is extremely large. Use the bat form to explore every part of this, except for the building structure (which is up and to the left from you). If you fly up and to the right you will find two Life and Heart Max Ups, plus the Ghost Familiar. On one of the ledges on the left-hand structure you'll find a Turkey power-up. Plus, right below the building structure we told you not to enter is Mist Form 2.
Now, go back and save. Here you will come to the end of the game. You can do this if you want; however, there is much, much more still to go (we did it just to see the first ending). If you do want to beat the game, head up to where we forbade you to go before (to the left). Richter is an extremely tough boss, and we recommend that you have the Faerie equipped to regain some health. The easiest way to kill him is to stay away from him, turn around, and jump at him when he jumps at you. At the right moment, whack him, and he'll be toast. Game Over.
Now that you've stuck around with us until the end, you'll need to find tons of items and hidden rooms. Well, you don't need to find them, but you'll probably want to find almost everything. From here on in, we'll just tell you the location of items, and from the experience you've gained (by now you should be a Vampiric Jedi) we're sure you'll be able to find your way through the rest of the castle.
Now, here's the last thing that you'll have to do in the 'regular castle.' First, make sure you have the Gold and Silver Ring. To obtain these you will need to have the Echo of Bat Relic to pass by the spikes to get the Spike Breaker Armor. Next, equip yourself with this armor and head up to the Silver Ring location. Use the Armor on the spikes and grab the Ring. Finding the Gold Ring is simple, just head over to the well leading down to the underwater cavern, and use the bat form to enter into the previously unreachable passageway along the eastern wall. From here enter the fake Save Point (to the right of the real Save), and defeat this treacherous boss. She'll die, and drop the Gold Ring.
Now, equip these two Rings and return to the large clock (located directly in the center of the map). The floor will open and you will run into Maria in this new secret zone. She will tell you that Richter is being controlled by someone, and you will need to destroy whoever is using him as a puppet. To do so, she will give you a pair of Holy Goggles. Now, take these to the final boss (Richter - located at the top of the screen), and destroy the green floating sphere over his head. From here, the new Inverted Castlevania will appear.
Simply put, this is an exact replica of the map that Alucard uses for the first castle. In fact, he gave it to us, with the location of the rest of the items remaining in the first castle. To use this guide, simply match the number of the item on the list with the same number on the map. That's where the item lies. Sometimes they're hidden, so make sure you search the rooms carefully. Also, by using this map you should be able to find the entrance to all the secret rooms. It is also important to note that we did not list all the items that you can find, we just listed the important ones.
1 - Goggles 2 - Morning Star 3 - Boomerang 4 - TNT 5 - Ankh of Life 6 - Shuriken 7 - Magic Missile 8 - Mystic Pendant 9 - Bat Card (1) 10 - Skill of Wolf (2) 11 - Holy Mail 12 - Power of Wolf (3) 13 - Manna Prism 14 - Resist Fire 15 - Luck Drug 16 - Estoc Sword 17 - Iron Ball 18 - Echo of Bat (2) 19 - Holy Sword (Must use Axe Heart Weapon through ceiling of Coliseum to obtain.) 20 - Hammer |
21 - Wonder Drug 22 - Gravity Boots 23 - Bandana 24 - Holy Symbol (snorkel) 25 - Knuckle Buster 26 - Claymore Sword 27 - Meal Tickets 28 - Moonstone 29 - Gold Ring 30 - Nunchaku 31 - Resist Ice 32 - Herald Shield 33 - Demon Card 34 - Ring of Ares 35 - Power of Sire 36 - Sword Card (Must use Holy Book Heart Weapon to break ceiling below this room.) 37 - Karma Coin 38 - Combat Knife 39 - Bloodstone 40 - Cross Shuriken |
41 - Karma Coins 42 - Spike Breaker Armor 43 - Library Card 44 - Monster Vile 3's 45 - Ballroom Mask 46 - Ice Brand Sword 47 - Walk Armor 48 - Mormegil Sword 49 - Secret Boots 50 - Silver Ring (Use Spike Breaker Armor to pass by spikes.) 51 - Strength Drug 52 - Hammer 53 - Holy Glasses (Use Gold and Silver Ring at clock.) 54 - Alucart Shield (Use Stop Timer Heart Weapon at large clock to open this passage.) 55 - Alucart Mail 56 - Alucart Sword 57 - Resist Stone/Resist Dark/Resist 58 - Holy/Platinum Mail (Hit switch below this room to open secret stairs.) |
Before you enter the second castle, check your relic menu. If you have seven empty slots, then you have found every relic in the first castle. The others you will find in the second castle. The trick to beating the second castle is to travel to all the same places you did in the first castle, except now there will be new bosses, harder enemies, and new items. To help you travel this land, we advise you to turn the map upside down so you have an idea where the saves and transports are (because their locations are still the same).
Good luck!