Note: This is a HTML adaptation of the Castlevania: Dracula X FAQ authored by Tim D. Calvillo. Inapplicable material has been omitted.
I recently felt like writing a FAQ. So I thought why not write one based on the SNES Dracula X? While arguably the weakest recent entry in the Castlevania series, this game is still loaded with plenty of technique and challenging gameplay. Besides, this is probably the last 16-bit Castlevania game Konami will release so it's definitely worth a least a rental. Please note that there are some spoilers here, so don't read this if you want todevelop your own strategies and solve all the mysteries yourself. I respectfully ask that this FAQ is not altered without at least letting me know your intentions first. Feel free to upload this anywhere. Note that from here on the game title "Castlevania" will be periodically be shortened to "CV" in this FAQ. All trademarks and copyrights are fully acknowledged to the respective owners and Konami.
Game Title
Castlevania: Dracula X
Developer
Konami
Game System
Super NES
Cartridge Size
16 megabits
Save Feature
Password
Number of levels
There are nine levels total in the game. This includes seven
standard stages and two alternative levels. Only seven of the
stages must be completed to win the game.
Gameplay
A side scrolling action/adventure game that uses the classic
Castlevania structure throughout.
The story
After Simon Belmont successfully defeated Count Dracula, it
seemed that the Prince of Darkness was sealed away forever. However,
hundreds of years later the hapless people of Transylvania were
again becoming victims of the evil count by night. Dracula is
free once again... Bent of revenge against the Belmont family,
the Count kidnaps Richter Belmont's girlfriend, Annet, and her
sister, Maria. It is now up to Richter to save Annet and Maria
and carry on the family name by once again defeating Count Dracula.
This time Dracula will hopefully be banished forever.
Options
The option menu allows the usual controller configuration
in addition to selecting stereo or monaural audio. To my disappointment,
there are no difficulty or BGM selects.
Difficulty
Since Dracula X is limited to one mode of difficulty, the
question is how difficult is it? Well, that depends. Veteran
Castlevania players should be accustomed to this level of difficulty
as it's consistent with the past games on the NES and Bloodlines
on the Genesis. I would definitely say that it is noticeably
more difficult than CV4. All players, even veterans, will note
a high frustration factor. This is due to the inherit nature
of the limited control scheme and the sometimes overly aggressive
attacks of the enemies.
Control scheme
The control scheme is most reminiscent of the original 8-bit
versions of CV. This is taking into consideration the way that
the whip and special weapons are initiated.
Button Y- Attacks
Button X- Special attack/Item Crash
Button B- Jump
Buttons A, L, and R- No use
Up + Y- Special weapon
Button B twice- Backwards leap
This default control scheme can be customized to your own preferences at the options menu.
Extra Lives
You are awarded extra lives every 20000 pts. Collecting 1-ups
will also result in additional lives. If the player completes
a level with his or her energy bar at maximum, an extra life (No
Damage Bonus) will be awarded.
How this relates to past Castlevanias
This game is NOT a sequel to the SNES version of Super Castlevania
IV. This game is loosely based on the PC Engine version of Dracula
X. However, there are some changes in this version:
Items (all can be found in the glowing candles)
Heart- Gives heart points. A small heart gives one heart point while a large heart gives five. Each special weapon uses heart points when used. Some consume more than others.
Money bag- Increases the score by 100, 400, or 700 pts. Helpful when you're on the verge of earning an extra life.
Food- Restores some of your life. Check for hidden food by whipping steps or walls. If you're already at full health, you will be rewarded 1000 pts.
Potion- Makes Richter appear partially invisible. While in this state, Richter is immune to all attacks. When weaker enemies come into contact with him, they will be instantly killed off.
Pendent- Destroys all on-screen enemies.
1up- Gives the player an extra life. Is usually well hidden in walls.
Weapons
Axe (1 heart point)- The axe is very powerful and effective when attacking enemies above. This special weapon cannot not be quickly thrown in succession. It also can be difficult to aim and requires good timing. The axe is somewhat useless against enemies that are at very close range.
Boomerang (1 heart point)- The best overall weapon. It is powerful and can be thrown quickly in succession. When three are thrown one after another, this weapon can be particularly devastating to bosses and hard to kill enemies. Once they are thrown, they return back thus attacking the enemy a second time. When used to attack enemies and bosses that are at the edge of either side of the screen, the boomerang can inflict massive damage as it remains idle in the air before it changes direction. Its only shortcoming is that long range enemies cannot be reached. Keep an eye on the heart points with these.
Dagger (1 heart point)- In other Castlevania games, I considered it a great misfortune when I received this weapon. While still the weakest weapon in the game, it has been improved as each attack actually launches three daggers simultaneously as opposed to one. This is definitely the fastest of all the special weapons and can be thrown effectively at enemies at any range.
Holy water (3 heart points)- An often underestimated weapon. While having a short range and is somewhat useless against targets located above, this weapon can be deadly to slow moving enemies who remain on the platforms (such as the axeman). Enemies are slowed down somewhat and are rapidly attacked. Not very good against many of the bosses.
Watch (5 heart points)- The most useless weapon in my view. Temporarily freezes some enemies. Not only does it consume five heart points when used, it is ineffective against all bosses. Frozen enemies will still inflict damage when come into contact with. Only good when you get it by mistake and have nothing else to count on.
Item Crash/Special Attack- The Item Crash is powerful attack that can inflict damage on most of the enemies on screen. The potency of the attack and the amount of heart points that must be sacrificed depends of the special weapon that is currently being possessed. Richter is also invincible during this attack. Here's a rundown of the Item Crash attacks for each special weapon:
Key- Try it and see what happens!
Special Item
Key- Used to open locked doors. This item is essential to
free Maria and Annet. Can also be used to attack enemies. However,
given its short range it's not very practical as a weapon.
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 rise 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 above
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
The 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 avoid 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 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.
The Grim Reaper 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.
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.
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.
Cheat Codes
At the time this FAQ was written, built in cheat or Game Genie
codes have not been discovered.
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 Engine Super CD
Dracula X
Special thanks goes to Konami for making yet another solid Castlevania adventure. Let's hope for an upcoming 64-bit version of Castlevania V for the Nintendo Ultra 64.
I hope you found this FAQ/strategy guide useful. If you have any comments or suggestions concerning this text or which game I should next construct a FAQ for, please feel free to e-mail me. Enjoy the game!
Copyright © 1995 Tim D. Calvillo; HTML adaptation 1997 Al Amaloo. All rights reserved.