Richter Belmont's redacted adventure continues through a mansion and into a cave. This should be fun.
Stage 3
This stage starts with a rather vast room. Be careful, as there floating platforms with spikes on both the top and bottom. Use the backflip to get somehwere, if you have to, and take out the Medusa heads if they get in your way. Watch out for the platforms that will rotate and send you down when you land on them!
The second section brings back the Spear Knights. This part is simple.
The holy water takes three hits to use and creates a short trail of energy that travels forward for a few seconds. The Item Crash is Hydro Storm, a short rainfall of holy water that covers the screen and makes a return appearance in Symphony of the Night. Nice.
The third section has a platform moving across a bottomless pit of water. If you do not get on the platform immediately, you will have to wait for it. When you get on, duck down to avoid the low ceiling spikes, and watch out for mermen. After a few more moving platforms on the water, you'll be taking down a few more mermen.
The fourth section has a few fireball-spitting Bone Pillars as well as an Ax Armor. Whip the wall repeatedly after going all the way to the right to get a hidden 1-Up.
The fifth section is a series of pillars, bottomless gaps and chandeliers. Use the Ax to clear out the Bone Pillar walls. If you fall into any of the pits at anytime, this takes you to a different level and will give you the bad ending. Believe it or not, this game has more than one ending. If you make it to the other side, however, you'll take on an even bigger challenge.
At the other end of the pillar section is a bunch of candles, and the left-most one contains a key. You must keep the key - which takes up the sub-weapon slot - and take it to the door that it unlocks later on.
That means that you must carry it around in lieu of a sub-weapon when you fight the boss here: Dullahan. He is a much larger version of the Spear Knight, and not only does he have a longer reach and a jumping downward stab, he can slso send three giant lances at you through the floor. You can get away from them by backing away for long enough, and by that time, they will disappear back into the floor.
Dullahan can also throw his head into the air, and if his head touches you, Richter will be cursed and he will not more slowly than usual. He also has another attack that sends rocks down from the ceiling, but it is not seen here.
When you beat Dullahan, he will throw his head up into the air and shoot out a desperation seven-way shot before exploding. Grab the magical orb and head on to the next stage.
Stage 4
The first section has you fighting zombies. Go up the stairs, and make sure not to grab any sub-weapons so you don't run the risk of losing the key. You can do an Item Crash for exactly zero hearts that will make Richter jump into the air like he's about to do Hydro Storm only to come back down with a thought bubble containing a question mark appearing near his head. Using it like a special weapon makes Richter thrust the key forward. You can do massive damage by hitting an enemy that way, but don't press your luck.
The third section has spike pits and metal platforms with spikes on the bottom that are pulled up by chains before crashing down into the pits. Thankfully, you can jump onto the tops of these platforms to get around, and the spikes on the bottom won't kill you on impact if your health is high enough.
Watch out for the red ax armor enemy. Jump straight up when he charges at you.
The fourth section has platforms pulled by ropes and gears. Take out the floating skulls as you see them. There will be a door to the right, but if you have the key, you can open it up and find Maria Renard. Sadly, you cannot play as her like you could in Rondo of Blood. She thanks you, then tells you Annette is somewhere else and to go save her.
You'll get your health back after saving Maria, which is nice. However, you'll still have to fight your way to the end and you will still need to use the key for something else.
If you manage to find a rosary necklace with a cross on it, grab it. It destroys all on-screen enemies instantly.
In the fifth section, you'll be going left and facing the fleaman, a Castlevania staple. You'll also face the blood skeletons, red skeletons who will pull themselves back together and come back to life upon being struck. For the fleamen, wait for them to hit the bottom before ducking and whipping them if you're on their level.
The sixth section is the fork in the road. The left path leads to the boss, but up and to the right is another door that requires the key. If you open this door to the key, it will take you to Stage 5'. (Yes, that's an apostrophe next to the stage number.) Going there leads to the good ending, so if you have the key, take it if you want it.
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