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Castlevania: Lanment of Innocence Walkthrough
Castlevania: Lanment of Innocence Game Guide
By: Derek Croft
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Prelude to the Dark Abyss
Grab the potion in front of the door and exit through to the next room. In here you will have another instruction about how to swing with your whip. Grab the serum from the middle of the room and the map marker from the balcony across from the entrance. Whip the balcony on your right and go through the door there. The next room holds another instruction and this time some enemies. Kill the skeletons in here to unlock the door and proceed to the next room. When you defeat them you will have a new skill technique and the doors will be open. Head through and the next room will hold a pit in the center and some beams across the top for you to hook your whip on. Whip jump from beam to beam to reach the ledge on the other side. Be sure to grab the uncurse potion down in the pit and the magic ticket in front of the door before you leave the room.
The next room holds a big baddie and a Svarog Statue relic for you to defeat him with. When he attacks you, use your guard to accumulate his MP strength. Let your MP meter get full and then use the relic to defeat him. Exit the room and you will be back in the hallway next to where you entered the castle. Go east and you will be back in the main lobby. Go through the door on the Left (East). When you enter the hallway there will be a door at the far end and a fancy blue door on the right. Enter the fancy blue door and these from now on will be where the save points are.
Enter inside it and save your game at the statue. Make your way back out and to the door at the far end of the hallway. Enter the round room and you will be shown a large platform with a skull and 5 round platforms. In the corner of the room to the left is another map marker and a door beside that. You can go through the door and follow the stairs all the way down to a blood stained room at the bottom that has a large creature under the floor but other than a save room, there is nothing of use to you yet. Head back up the stairs and onto the platform with the skull floor and step on the middle round platform with the map to the House of Sacred Remains and you will be transported there. Each platform will take you to a different part of the castle, but since this is the only one that has a map for it right now, that is where we are going to go first.
House of Sacred Remains
Enter and wipe out the skeleton swordsmen in here and you will get a new whipping technique called Extension. Also you can grab the Crystal sub-weapon from the yellow flame stand. When they are dead, go to the door to the east but before you go through, jump up to the ledge on either side of the door up above to grab some money bags. When you have them, hop down and then continue through the door. In this room there will be a few baddies to take out but nothing terribly difficult. Kill them and next you will need to make your way up to the ledge above you where there is a door. This is one hell of a tricky jump and will take more than a few tries to get it. Hop up on the debris under the ledge and jump up to the ledge to the right of the kedge with the door. Since there is a large gate blocking the way to the door, what you need to do is jump off the edge of that ledge and whip the railing of the ledge with the door and pull yourself up. Like I said, it is tricky.
You need to jump outwards and make sure you get your self past the ledge with the gate and be able to turn and get your whip on the railing. When you get yourself up there go through the door and follow the hallway along past the bats and skeletons to the door at the far end. Grab the Max MP Up from the ledge and head through the door on the right (south east). Follow the next hallway to the room at the end which holds a few skeletons and a Heavy Armor. Kill them all and make your way to the east side of the room where there will be a bookcase with scratches on the floor in front of it. Push one side of the book case and it will spin open and lead you to a room with a big button that will light up the first circle on another door. This door has lights that are in a V pattern unlike the other door with a straight line of circles. Grab the Max Hp Up before you leave the room on the far right and the potions on the top ledge.
Make your way all the way back to the hallway where you first start and saved your game. Make your way through the room on the west end of the hallway and west again through the door. Take out the skeletons in here and grab the axe weapon from the yellow flame stand. Continue through the door on the west and follow the long hallway as it goes northwest. Enter the room and take out the zombies and wolf skeletons. Hop up on the top ledges and grab the cash up there before you drop down and exit through the door on the left (west) side of the room. Follow the hallway and just run past the red skeletons again since they don't die. Go through the door at the end of the hall and you will enter a room with some red skeletons and a heavy armor. Kill the Heavy Armor as you block its MP shots and laugh as he takes out the red skeletons as well. When the heavy is dead, jump to the ledges up top and grab the money bags there. Hop down and go through the door on the west side of the room to enter a small room with another large push button for the V door and a map marker.
Make your way all the way back out to the hallway with the save room and make your way south. to another room full of baddies. Clear them out and you can go west or south. Either way will lead you to the same spot so it doesn't matter which way you go. When you have gone as far south as you can you will need to start going west. Don't worry about going north to the rooms you missed. There isn't much there. Continue west until you come to a door leading south. When you enter you will get a scene of a bunch of little green guys running down the hall. These are flea men and they are bouncy little buggers. Best way to deal with them is to turn on the fire relic and just run straight down the hall to the door. Any flea man that tries to attack you will burn and not harm you. Go through the door at the end and turn off the fire. The next room will have some semi-transparent walls for you to jump over and some weird flat creatures that can move very quickly under you. When they do get under you they shoot spikes up to hurt you.
There are two doors in here, one to the south and one to the east. Head east and you will be in a very long hallway. Make your way down the hall and about half way will be a hallway that branches off to the south. Ignore that hallway for now and whip the yellow flame stand to grab the holy water sub weapon if you like. Continue to the end of the hall and enter the large doors there. Inside will be another room with semi-transparent walls and the flat creatures zooming around the floor. Head for the only door in the room to the south and exit Follow the hallway south to the next room which is a room with spikes that shoot out of the floor. It looks much more intimidating than it really is. You can only go one way in here and it is against the way the spikes are going. Run when they pass you and when they come towards you, double jump over them as they pass under you. Run pass the first door you come to for now and head to the second door. Enter it and you will find another large button to jump on. Press it down and the third light on the door will appear. Now head back to the door you passed but since you are running with the spikes you won't have to worry about jumping them. Enter the door that leads you west and guess what. Dead end. Seems you need the Yellow Dragon Key to get through this door. When you get it later on, come back here and grab the Black Bishop relic from inside. Well head back out and you will now see a large yellow key on your map so you will know where to come back to.
Run along the spikes and enter the door to the hallway and back to the red fire room with the semi-transparent walls. Head back out to the long hallway and follow it to the hallway that leads south. Whip the yellow flame stand again for a different treat. Head south and some skeletons will appear for some bone bashing fun. Take them out and enter the blue door on the west to save. When you are done head back out to the hallway and go through the door at the end of the hall (south). Enter and there will be a swarm of enemies inside. Grab the Rosario in the centre of the room and they will all go poof. After they are all dead, if you go through the door to the south you will find the door there that has the three circles on it and only two that are red. You don't need to throw down a map marker here since you will be coming back here soon. Head back into the large room to the north and go west. Follow the hallway to the end and enter another small room with spikes that travel around the room popping up. This time the spikes go the same way you are so they are easy to avoid. Run around the room following the spikes and enter the door on the far west to a room with the third button to push and to finally open the door with the three holes.
Head back down the hall and to the south to get to tat door again and go through. Follow the hallway south and you will come to a Heavy Armor. Block his MP attacks to gain some and use holy water on him to kill him really fast if you have it. If not you can whip him until he finally falls over. By now you should have learned the Perfect guard move and the mid-air extension whip technique. Head through the door and take out the zombies and the Vassago's. From here you can go either west or south. Go south and take out the wolf skeletons and the rather large Spartacus skeleton in here. Continue south and kill the Peeper and the few skeletons guarding the door at the far end. When they are all dead, head through the door to find the third push button for the V door. Head back north to the second room on the east and then follow it south through another hallway. When you come to the room at the end, the door will lock behind you and there will be another locked door on your left. Head to the far end of the room and jump on the white circular platform.
When you do, bolts of electricity shot out from the wall and the door on the east wall becomes unlocked. You need to jump on top of the rocks to the left of the white platform and then up to the ledge there. From there you need to whip jump from beam to beam until you get over the electric bolts, fall back to the ground and go through the door on the east wall before the electricity stops and the door locks again. You can take some practice swings across the beams before you press the white platform down if you like to get the hang of how the whip jumping works in here. After you have made it over and through the door, follow the hallway to the bend and there will be a yellow flame stand there where you can get the cross. Go around the corner and head north to a staircase that will take you to the basement. Make your way North through the hall to the room at the end that is filled with Vassago's and skeletal knights. Kill them all and then look at the north end of the room to see a series of carvings.
The order of the carvings is guy, girl, guy, girl, and girl. (The guy statues look like animals but guy is easier to remember) You will need to know that later on. Now you have a choice of going east or west. Going east will take you to a long hallway and the V door that should now be open for you. Enter it and grab the white Tiger Key from the altar in the room at the end of the archer filled hallway. When you have it, make your way back to the room with the carvings and make your way west. In the next room, there will be another rather large fellow name the Executioner. Block his MP attacks and hit him back with whip lashes and which ever sub weapon you have on. When he and his accomplices are dead, you will notice another series of carvings on the north wall like the previous room. These ones are girl, guy, guy, girl, and guy. Remember that order as well since it will be needed also. When he is dead you have the choice of going south or west. Go down the hall to the west and you will come to a room with 5 statues with the carving of the faces in the other rooms. Whip the statues to turn them and set them in order of the first series of faces.
This will open the door on the north wall directly across form the statues. Head through and you will get a HP Max Up reward from a platform in the room. Head back to the statues and set them to the second series of carvings to open the door to the west. Enter and kill the zombies inside to open the door on the north wall. Follow the hallway, kill the flying swords and grab the Bloody Cape from the next room. Equip it and head all the way back to the room with the Executioner. This time go south from his room and follow the hallway until you come to a room with a moving beam of red light to the left of where you enter. You will see it moving back and forth and there will be some square stones on the path way that it follows.
If you jump on these stones you will fall to the floor beneath and need to climb back up and try again. Don't jump on them and you'll be fine. There are three beams of light in here, but each one can be avoided when it goes behind a wall. The first beam will go behind one when it is all the way over to the left. When it is there, run out and follow the path and stand behind the next wall until the second beam is behind it. Run out and then hide behind the third and final wall. When the light is behind it, head through the door. The next hallway has an eerie red fog and a not so nice Executioner at the end. Go through the save door to the right when you first enter the hall and then deal with the Executioner outside. If you want to be crafty about dealing with him, you can just run around him and go through the red skull door which indicates a boss. Inside here is the boss showdown with the Soulless Parasite.
Buy and sell what you need from the cabin and then make your way back into the castle. Head to the right again down the hallway there to the room with the 5 round platforms. This time you are going to go to the Garden Forgotten by Time. Spooky!
The Garden Forgotten by Time
Follow the hallway North, past the skeleton swordsmen and archer in to a large room with beams moving up and down on the right side. When the beam is on its way up, jump over and whip it to jump over to the platform beside it. From there you will need to whip two beams, one and then the other and you will land on another platform beside a door. Pull the lever down with your whip and you will then be able to jump over to the door and enter it. Once inside, you will find a small room like the previous room and a statue. Whip it all the way back and the second light will light up on the door. Head back out into the large room with the beams that are moving up and down and grab the HP Max Up that is on the ground behind the stairs that you had to climb up if you fell trying to whip jump across. When you have it, make your way all the way back out to the main hallway and continue going south. Just out side the door way to the main hall will be a yellow flame stand where you can grab the axe weapon.
This is a handy weapon against the boss so you may want to take it now. At the end of this hall you have a choice of going either East or West. Both will take you to the same spot and going west is the shorter route but going east has a save room that you can use to heal. Go west and you will enter a room with some red skeletons and an Evil Stabber. They can be tricky little buggers, but since there is only one of them in this room he isn't all that tough. Kill them and head east to a room with ghosts. Kill everyone in here and then head south. If you had gone east from the previous hallway, you would have ended up here anyways. If not, you can head east down the hallway there and enter the save room on the south wall to save your game and get full health. Make your way back to the room you were just in. Go south and you will follow a hallway around to the west. Enter the room at the end of the hallway and you will meet a fun new enemy that is a Gargoyle. They flutter around you and can turn you to stone with their Magic attack. Be sure to block that and then jump and whip them until they crumble.
If you do happen to get turned to stone, shake the controller back and forth to break free. When he is killed, head south through the door and down the hallway. Halfway down this hallway, there will be another hallway branching off to the east. You will be going down that hallway in a second but for now head to the room at the south. Enter and fight the green storm skeletons and continue through the door leading to the south. At the end of the hallway there will be a locked door that needs the Blue Dragon Key. We don't have it and we won't get it until the Dark Waterfalls level, but when you do get it, the room holds a Tool bag. Make your way back to the hallway that was leading east. Follow it to a large room that will lock when you enter. This room is a tough fight but not impossible by any means. First off there are 5 Axe Armors to defeat and then after they are dead there are two Evil Stabbers that appear. Kill them all to unlock the doors and continue going east. Head down the hallway and you will come to a split that will lead you North and South. Just around the corner to the south is a yellow flame stand that you can grab the dagger from but I would stick with the axe for now.
Both north and South lead to the same hallway on the far east and both north and south have the same enemies in the rooms. To make it simple go south and enter the first room with the Gargoyle and Shadow Wolves. Kill them all and head for the door on the east wall and follow the hallway to the next room. Kill the Thunder Demon in here along with the skeleton archers and head through the door leading north. Follow the hallway and turn to the right (east). After you turn, there will be a save door on the left that you can enter and save and get healed at. Do so and make your way back out to the hall and continue east to the next room. In here will be a large plant and a mist face. The mist face you can kill but the large plant you don't want to. Take out the mist and then whip the plant towards the north wall. Up high will be a ledge and a door. When you whip the plant against that wall enough, he will open up and you can jump on top of it and jump up to the ledge. If you whip it while it is open, you will hurt it and kill it.
Don't do that. The plant will shoot out poison from the middle of it so make sure you have a serum or two with you just incase. When you grab the ledge to get up top, go through the door and enter the small room. Grab the Jewel Crusher and whip the statue to light up the first circle on another door that has lights in a V shape. Make your way back out and hop back down. Go through the door on the east. When you reach the end of the hallway you will again have a choice of going North or South. Head South and pass by the yellow flame stand on the left to enter a large room with a Thunder Demon and some skeleton archers. Kill them and enter the door to the west and follow the hallway to the small room at the end with a statue. Whip it and it will turn on the third light for the special door. Leave and head back to the main hallway and follow it all the way north. Kill the wolves in here and continue to the next room on the north wall to run into some Buckbairds and another large plant. Kill the eyes and then whip the plant to the north east corner under the ledge.
Hop up on it when it opens and grab the ledge to go through the door there. Head down the hall and watch the Demons and Thunder Swords. They can paralyze you and make things very tough. Enter the room at the end of the hall and there will be a statue at each end with a lever behind it. Whip the levers and a platform in the middle of the room will pop out as the room fills with Demons. You need to pull the levers very quickly to have the platform pop out. You'll know you did it when it shows a scene of the platform moving. Hop up and follow the door outside to a broken bridge. There are three things in this one room that you can get. One is a heart Max up under the bridge to the east. The two other are doorways, one to the east and one to the south. The one to the east can't be reached yet. You need to have the Wolfs Foot relic to be able to make the far jump across. When you do have it though, it will take you to a room with a Thunder demon and an evil stabber.
After you kill them you will get the Saisei Incense relic. The south doorway can be reached by jumping off the bridge and whipping the brown wood sticking out at the top. Jump up there and hop over to the door. Follow the staircase all the way to the top where you will come to a small room and another statue that will light up the second light on the V door. Still in the small statue room, there is a door on the east wall that will take you down a hall, past a golden knight and into a room with a green skull door which indicates a sub-boss.
The Thunder Elemental lives in here and if you beat him you get the Lightning Whip which is well worth the battle. The Thunder Elemental has a weakness for axes and daggers but you may want to complete the level first since the special door at the beginning of the level holds a lightning protect ring that is very useful against this guy. I would suggest coming back after you have the ring to kick his ass. Make your way back down the stairs and outside. Forget the door on the east bridge for now since you can't make the jump without magic help and make your way back out into the hallway and back to the large room with the man eating plant. If you have trouble getting back up to the door, you need to whip the piece of wood that is sticking out over the platform and pull yourself up to the door. Go through the door on the north wall and follow the hallway past the ghosts and armor knight into a room with a gargoyle and a skeleton plant. Take them both out and go north again. This time there are a few Buckbairds and another plant.
Kill them all and you will have a choice of two doors, one going east and one going north. If you go east, it will take you to the V door that you can't enter just yet. Also in the same room as the V door there is another door leading south that will take you to a room with a save room. If you want to save then head east and take out the skeleton plants and go through the fence door to the right of the wooden door that has a tree knocked over in front of it. Save your game, heal and head back two rooms and go north. Follow the hallway north and take out the two sword armors at the end. Go through the door and you will come to the third and final statue to whip to open the set of lights in the V shape door.
Remember that there is a door in the east wall here since you will be coming right back here to finish off the boss. Head back south down the hall to the V door and go through it now that it is open. Grab the Red Phoenix Key from inside it and make your way back North again to where you whipped the last statue. When you enter the statue room, go through the door on the east wall and follow the hallway to the end and up the stairs past the gargoyles that shake to life. When you enter the room at the end of the hall, you enter a room full of large statues. When you whip them they will break. Whip the one on the north wall to reveal a door behind it. Go through the door and follow the hallway to the end to the red skull door. Enter it and you will have a little chat with Medusa, the boss for this level.
When you finally have her down to yellow health, she will back up and start to send her snakes after you. When they are on the ground coming after you, stand back and in the middle and they will almost always go right around you. Keep throwing axes in between blocks and jump to whip her in the head. When you get close she will start to throw stone snakes at you that do some serious damage if you don't block them. Try to get behind her and keep whipping her in the head until she finally rolls over in defeat. Grab the purple orb when she is defeated and you will be transported back to Rinaldos cabin when you step on the circle. If you like you can go all the way back to the beginning of the level to open the first light special door and get the Ring of Thunder which will protect you from lightning attacks and then you can go after the Thunder Elemental and get your Lightning Whip.
When you are finally back at Rinaldos, after taking care of the Thunder elemental, grab what ever potions you need and head back into the castle. Save, heal and head for the platform room. This time we are going to visit the Ghostly Theatre.
The Ghostly Theatre
Grab the Map marker from the left of the door entrance and go down and up the stairs and finally through the door on the east side of the room. Follow the curved hallway around to the west and enter the large room that contains some red statues. When you run through the room, a red circle will appear where you stand and a rock with come crushing down on that circle. Move to the statues and have the red circle near the base of the statue and let the rocks destroy each one of them. When they are all destroyed, the doors to the room become unsealed and you can exit. Head south and enter the save room on your left to get some health and to save your game. Leave there and continue going south to the next door on the east side. When you enter the room you will see giant plates of spike rising and lowering to the floor.
When the spikes go up, you can see white squares where the spikes don't hit. You need to run to those squares while the spikes are in the air to not get hit. There is a ledge on the far south side of this room though that you can get up on by whipping the pole to the left of the ledge. Get under it and whip it to pull yourself up to the ledge. Go in the door there and inside will be a small treasure room that holds a HP Max Up. Head back out and back down to the floor. Watch out for the spikes as you do. Run you way over to the east side of the room and through the door to another curved hallway. Follow it around and you will come to a room with a large staircase in it. Head up the stairs past the skeletons and head south. If you like, you can go north and grab the axe from the yellow flame stand before leaving the room. In the next room there are some demons and skeletons and two doors to exit through. For now, go to the south door down at the very bottom of the stairs and exit into another large room with zombies and demons.
Kill everyone in here and head to the door on the west wall. Follow the hallway around and you will come to a door that you need the White Tiger Key to open. Well if you have been following along, you should already have it. Use the key and open the door to the small treasure room. Grab the Heart Brooch off the stand and make your way back out to the room with the zombies. Head south and follow the hallway east to another large room that is filled with astral skeletons and an axe knight. Take them all out and head through the south exit to a small hallway and a staircase at the end of it. Continue up the stairs and kill the ghosts there. Enter the next room and you will be in another Spike plate room. Just like the previous spike room, this one also has a ledge, but this one is just to the north of the entrance. Make your way to the white square under the black bar on the north wall and jump whip it.
Pull yourself up to the first ledge and grab the Max MP up there. Head to the right and drop down off the first ledge. Jump to the right and whip the pole above you and whip jump over to the right. Enter the door there and enter the small treasure room. Grab the Lucifer's Sword relic from the table and make your way back out to the floor. Moving from white square to white square, make your way north and out the door there. Kill the demons in the next room and head through the door to the north of the room that leads west. Halfway down the hall will be a door on the south wall and a yellow flame stand on the north. Grab the knife from the flame stand as it is the bosses' weakness so it will be handy soon enough. The door on the south wall leads to a darkened room with two doors on the far wall. You can see the platform ahead of you to get to the first door. Jump across the platforms and enter the room to grab the Curtain Time Bell.
Exit the room and you will need to follow these steps to get to the other door to the west. To get there double jump north from first room then jump north again. The jump west and then double jump west again. Then jump south and then south again to get against the wall and finally double jump west again to reach the door. You will fall quite a few times since it is all just a leap of faith and missing the platforms is quite easy, but when you finally make it the Brisingamen is all yours. Make your jumps back to the front door and head back out into the hallway. Go to the west around the corner and into the large room with a few Buckbairds and an Ax Armor. Take them out and continue south to the hallway there. Follow it west and enter the blue save door on the south wall to heal and save. When you are ready, head across the hall and enter the door to the north. This room here is a long walkway with a red laser on the right. DO NOT, I repeat, DO NOT jump on this walkway or else you will fall to the ground and have to go all the way around the first floor and up the stairs and all the way through the second floor back to this spot again. Jumping here is bad.
When the red light beam is behind one of the walls to the right, run past it and enter the door at the end. Walk through the hallway and enter the door on the right at the end. Enter the large room with all the banging and to the North West will be a platform with a Max HP Up. If you miss the jump you will have to go all the way around the first floor and up the stairs and all the way through the second floor to get here again so don't mess up your jump! When you grab it, you are done with this section of the second floor and you can drop down to the floor below. When you do, you see who was making all the loud commotion. Two giant Cyclopes with big beating sticks. Take them out and you will notice a door on the north and south walls. The door leading south will take you to a small room that contains the level map and the red skull boss door. You don't want to fight the boss just yet, so grab the map and then head north.
Drop a map marker here so you know where you are going to be coming back to in just a little bit. Follow the hallway around to the west and you will enter a room with a few of those white light beams that you encountered earlier. These are the same way and if you face the direction the beam, is coming from it will shut off. Head east along the walkway and continue to walk side ways facing the direction necessary to turn off the light beams. When you get to the door you first entered this room from, keep following the walkway west (left) and you will come to ramp leading down under the skull light beams. Follow the walkway to the south wall and you will need to hop up the ledge. When you climb up follow the walkway to the left and exit through the door there. Follow the hallway to the end and enter the door on the right that leads west. Enter the room and run down the large set of stairs to the door at the bottom. Enter the room full of zombies and grab the Aroma Earring. Head back out and up the stairs to the door on the far side.
Follow the curved hallway around to the next room. When you enter, rocks will start falling on you like the room earlier. This time there are two colored statues in here, red ones and blue ones. The blue ones are the tricky ones to get to but they are worth doing first. There is one in the South West corner, one across from him up the ledge where the Ancient Text 2 is. When those two are destroyed hop back down to the ground and go to the little step at the middle of the North wall. Jump up and whip the pole sticking out there and pull your self up to the right ledge. Get the statue there to smash and then whip jump over the last blue statue on the left ledge. When all the blue statues are destroyed the seal on the door to the east will dissolve and you can head through to the small treasure room to grab the Heart Max Up. Head back out and you will be attacked by the falling rocks again. This time smash all the red statues and exit through the south door. Head to the west, down and then up the stairs to the door on the far side. Go through and follow the curved hallway around and enter the large room with astral skeletons and an Ax Knight.
Kill them all and head through the door to the south. Go down the small hallway and go up the stairs. On the north side of this second floor hallway is a save room. Enter and heal and save. Head back out and continue going east to the end of the hall. In here is another room will skulls that shoot out light beams but this time it is a little trickier since there are a few jumps involved. Keep the same technique as the other rooms like this and it is no different. If you happen to fall, there is a Mana Prism on the ground and a few Hanged Men lurking around as well. Climb back up using the large steps and make your way across the walkway again. When you finally make it to the large door, enter and grab the Black Turtle Key from the altar. Now you are ready to throw down with the big bad boss. Make your way all the way back to the room with the red skull door and enter through it. When you enter, you will be standing at the top of a small set of stairs. Use the Curtain Time Bell here and it will summon the boss.
Head back to the cabin and speak with Rinaldo about what the Succubus had to say. Shop and sell and then head back into the caste. Next stop is the Waterfalls.
Dark Palace of Water Falls
Using the Lucifer's Sword Relic is probably the easiest way since they die if they hit you. Continue south again where you will come to another split in the hallway. Going west will take you to a save room. Head there if you need health or just want to save, otherwise make your way south east to the large room there and grab the map for the level. Kill all the skeletons, Vassago's and the Heavy Armor that appear and then continue going south through the bendy passage to a room with a statue in the center. Grab the map marker in the room and there will be a staircase leading down on the west side of the room. Don't go down just yet though.
Head through the door on the south east and you will come to an outside area will a bridge in the distance and the red skull boss door on the far right. That's the bridge you raised and where you will be going to finish the level, but it's a long way around. Go back in the statue room and you will see above the door way that there are 3 pipes. Later on this door way will be blocked when you pull another lever so you won't be coming back through this way. Head down the stairs and follow the hallway to a split. You have the choice of going west or south.
Go west and enter the room full of flea men. Kill them and go North west. Follow the hallway to the end here and there will be a door that is covered in ice. Until you have the Fire Whip, you won't be able to get through this door. When you do have it however, you will whip the door and enter to get the Little Hammer relic. Turn around and go back into the room and head south west this time. Make your way past the swinging blades and continue along to enter the next room which holds 2 Frost demons and a Heavy Armor. When they are dead, two more Heavy Armors drop and they need to be killed as well. Grab your reward and continue going south east.
Follow the long hallway to the split where there will be some flea men and a Cyclops. In the middle of the hallway split, there is a door that can be opened with the Black Turtle key. Enter the door and follow the hallway to the end and grab the Draupnir from the treasure room. Head back out to where the Cyclops is and go east.
Follow the hallway to the end and you will come to another room with a large lever. Whip the lever all the way over and you get a message saying the water flow has changed. This will block the door at the top of the stairs and open another one that you will come to in a bit. Head back out and this time, take the south hallway at the split.
It will take you to a room with another Cyclops and some Lizard men. When they are dead, enter the south door way and follow the hallway to a large room where you will get the Max HP Up and to fight a whole crap load of Lizard men. When they are all dead you can leave and head all the way back up to the room with the Heavy Armors after the swinging blade room. From this room, head south west and follow the hallway to another split. If you go South you will reach a save room and if you go west you will meet a sub-sub boss known and the Doppelganger.
Head south to save and then make your way back up and west to take him on. He looks like you and uses a red whip and uses all your attacks. Blocking and attacking is all he does so make sure you have a good sub-weapon like a knife that can attack him as you try to get away from him at the same time. Jump whips are pretty effective on him as well. When you defeat him, he jumps into the water at the center of the room and leaves you alone.
You may want to head back to the save room to heal first, but if not, head through the door on the south wall and follow the hallway around to a small room with a statue in the center. When you were running down the hallway, the yellow flame stand there holds the cross which is a very good weapon to use against the boss. You definitely may want to grab it while you are here. Continue to the next room and there will be a skull on the west wall and a large door on the south. Ignore the skull for now and go through the large door. When you enter this room, the doors lock and there are three poles. You have 8 seconds to whip the three poles and get through the door at the far end. When you get through the door, you get the Blue Dragon Key from the altar which can be used in the Forgotten Garden level. Head back out and don't worry about whipping the poles this time.
When you are back in the small statue room, walk through the opening on the skull and get ready for a ride. As you are zooming through the cavern on the platform, there are coins you can gather. To get them, stand on the right side of the platform and then move to the left after you grab the first set. Keep alternating back and forth and you will get them all. The stones that you can try to avoid being hit by don't really do all that much damage so you don't have to worry about them unless you have very low health. When you reach the end the MP Max up will be in the center of the passage to grab. When you are back on stable ground, you will be back up on the first floor near the save room you used before heading down to the second floor. Make your way north to the Flea man room and all the way back up to the first hallway split of the level. This time go south east and follow the hallway to a large room with Frost Demons and Frost Swords. Kill them and continue going southeast and you will come to a split in the hallway.
If you go east, you will come to a dead end and a bricked up door way. Have the Heavy Armor hit the wall and the bricks will break allowing you to go through. Head into the next room and kill the heavy Armor in there to proceed to the next room. In here will be some rocky cliffs for you to jump to. Head directly forward and jump up to the cliff in front of you.
From there jump to the right and whip the fence railing. From there double jump left to the platform and then double jump left again whipping the railing above you. Enter the door there and grab the HP Max up from the table. Also on the right side of the room is another skull opening that you can use, but it will take you all the back to the second floor down. It is a long way away from here so unless you want to grab the coins on this ride I suggest not going into the skull. When you return to this level later on with the fire whip to break open the ice door, you will need to take this skull to reach the second floor.
When you ride the platform down, grab all the coins and you will receive the Meditative Incense as a reward. Head back out to the railings by the door and jump directly across over the railing heading north and you will land on a rocky platform. From there jump whip the railings until you reach the top where the green Sub Boss door is. Inside will be the Ice elemental that you get to deal with.
She is basically the same as the thunder elemental was and using the knife sub-weapon is a smart move as it attacks without you needing to be near her. Also jumping and whipping allows you to hit her with out her attacks harming you. Grab the ice whip when she is defeated and make your way back out of the room and out to the hallway where the Heavy Armor broke the wall. Continue down the hallway and head south at the split. Enter the room with the fish men and kill them to exit. The next room has some more swinging blades but also some goodies. After you pass the first blade, jump up to the ledge on the right side and grab the Heart Max Up. When you are on the ledge still, jump directly across to the left and whip the two beams the axe blades are swinging on and you will whip jump over to a ledge on the other side and grab the Raccoon Charm Accessory.
Head back down to the ground and out the south door. Again at the end of the hallway you have a choice of going east or south west. Go east and you will come to a room full of Vassago's and rune spirits. Kill them all first and then from the ledge you entered on, jump and whip the beams until you reach the other side. Again jump and whip the beams until you are on the right side again. Head over to the left, whipping until you finally reach the door on the other side. Enter the small treasure room and grab the Heart Max Up. Make your way back out into the hallway and head south west. Enter the save room on the west wall and this will be your final save before the boss fight. Leave after saving and continue south. Head across the statue room to the large door and make your way across the bridge to the red skull boss door for the show down with Joachim.
Anti-Soul Mysteries Lab
Follow the hallway to the next large room that has another spinning object on the ceiling as well. Kill the Ax Armors and skeletons inside and make your way through the doorway on the east wall. Down this hall there will be four doors on the right wall. Make your way down the hall and enter the first door. Kill the peeping eyes and make your way down the hall to the second door. Enter and grab the map marker after killing the Ax Armor. Head back out and in front of the third door will be the map for the area.
Inside the room here will be a set of stairs that lead to the second floor. In between the door to the second and third room is the yellow flame stand that holds the crystal sub-weapon. This is a great weapon against the boss so you may want to grab it. Enter the fourth room on the right and grab the ancient text 4 that speaks of a false wall that you will know of by the flying two headed one. When you have it, head back to the third room and take the stairs to the second floor. Make your way out of the room and into the hallway.
Make your way to the west and you will pass a save room on the south side before entering the door at the end of the hall. Save and head through the door there. Grab the sack of 1000 gold from the wooden structure and continue North through the door there. Make your way to the end of the hall and use the Red Phoenix key to open the door. Once inside you now can grab the Wolfs paw from off the table. Make your way back to the hallway where you entered from the stairs.
Continue going east until you enter a large room with a moving platform in the center of the room and two skeleton plants on the ground below. Jump across to the platform before it moves and it will carry you the length of the room. There are two ledges on the east side of the room that you can jump over to while the platform is moving. The first one has a potion on it and is near where the platform starts from. When you jump over to it, there are two poles sticking out of the wall that you can whip to jump up and over to a green sub boss door.
Do so and you will see a Max Heart Up just across from it. Jump over and grab it and then jump back to enter the door. When you enter, you will be in a show down with the Fire elemental. Equip the fire ring and the elemental really doesn't do a lot of damage at all. He will hurt you a lot if you let him strike you with his sword swings but other than that he is easy to deal with. After you have him defeated, grab his fire whip and head back out of the room. Drop down to the floor and jump up the stairs just on the north side of the skeleton planet.
There is a door there you can enter, but if you want to jump back on the moving platform there is one more platform on the east side of the room you can jump over to that will lead you to a HP max Up. When you have it Head through the door on the west side of the room. Follow the hallway to the room at the end and there will be a large Ogre stomping about with some red skeletons. There are two doors in here, one to the north and one to the south. If you go north it leads to a save room and the boss. You can't fight the boss just yet, so if you need to save do so, but if not then go south through the hallway into the room with the stairs. Just before you go up the stairs, there will be a yellow square tile on the floor. Stand on it for a few seconds and it will light up and take you for a ride down to a secret room. Grab the Yellow Dragon Key off the altar and stand on the tile to go back up. Head up the stairs to the third floor. Head north through the hallway with the flame zombies and flame swords and you will come to a large room with a lot of baddies. Kill hellhounds and the flame demons to exit the room and go east. When you get to the end of this hall you will enter a room with a stone bridge.
As you get almost half way across it, it will start to collapse. Use the wolf's foot relic and run across the bridge to the other side. Grab the Megingjord from the wooden structure and head back out. Run across the bridge again and make your way all the way back to the room where you came up the stairs. When you finally get there, go south and you will be in a long hallway that stretches east and west. Head to the far east and jump against the tapestry on the wall and you will be inside a small treasure room. Grab the Artic ring. Jump against the tapestry to get back out. Like the hallway on the first floor, this hall has four doors and rooms along the south wall as well. The first room from the east contains the Ancient Text 3 that says when the scorching statue is frozen, the defender will crumble. We will get to him later down on the first floor. Exit the room and enter the next one. This room contains a super potion and three Ax Armors guarding it. Kill them, grab it and head out to the next room. In here will be the Ancient Text 1 that says "meth" equals death "emeth" equals life. If you went into the boss room this makes sense, but if not then don't worry about it for now.
Exit and enter the last room on the south wall to grab the MP Max Up. Exit and head tot eh door at the end of the hall at the far west end. Enter and you will be in a room with a large telescope and a bookcase on the west wall. Kill the baddies in here and jump up on the ledge on top of the bookcase. Whip the horn thing that is sticking out of what looks like a horses head in the middle above the fireplace. When you do, block with pop out of the wall on the north side. Get over there and climb up them as fast as you can. When you reach the top, grab and grab the ledge. Enter the door there and follow the hallway to the room at the end where you grab the "e" tablet. Head back out and fall all the way back down to the bottom. Now you almost ready to battle the boss but you need one more thing to help you out. Head back to the first floor and go to the east out of the staircase room. Enter the room at the end there, it will be full of flame and frost zombies. There is also a statue there that is in front of a doorway. Whip the statue with the fire whip until it doesn't get any brighter and then switch to the ice whip and whip it some more. When it crumbles, enter the door to grab the white orb. Head back out and back up the stairs to the third floor and to the red skull door that marks the boss room. Enter and use the "e" tablet on the stone and the Golem comes to life
Pagoda of the Misty Moon
Continue your way north and enter the next hall full of chaos swords and a Gaap. Kill them and continue into the next room. In here will be a few bad asses called Phantoms. When you these rather tough opponents the doors will open and you enter the next room which contains two more red fire beams. You have a choice of going east or west. Going east will take you to the second floor so for now go west. You will notice stone squares in the walkway. These stones won't fall when you jump on them unlike the rest of the path. Jump over the red beam and land on these platforms to not fall through and to get past the beams. When you make it past the two beams, enter the door. Follow the hallway to the end and kill the grim reapers and chaos swords in here. When they are dead enter the next large room and there will be some skeletons waiting for you. There is actually only one skeleton that you need to kill since this is the Mirage Skeleton.
The one you need to kill will be the only skeleton with a reflection and will tend to stay away from the crowd. When he is dead, head to the treasure room on the south wall to grab the Heart Max Up and then the treasure room on the west wall to get the Mp Max Up. Head all the way back to the room with the moving red fire beams and go east. Run to the end of the walkway and wait behind the wall as the beam passes. As always be careful not to jump on these bridges. Head back up the other side of the walkway and into the door way. Make your way to the end of the hall and head up the stairs. At the top of the stairs you have the choice of going west or south. For now go west. Take a turn to the south in the next room. Don't worry about the locked door on the west side just now. Continue to go south until you come to a large room with a door on each wall. The west door will be a save room that you will probably be wanting to use right about now. Do so and directly across from it on the east wall will be a room with a table that has a sun and moon picture and an empty space in between them. There is also a lever on the right side that spins the tiles if you pull it.
Drop a marker if you like since you will be coming right back here soon. Head back up north to the room atop the stairs and head south this time. Follow the long hallway down and you will enter a circular hallway with a gargoyle. Going south east and follow the hallway through the rooms until you finally come to the southern most part of the hall. Enter the door way there and you will be in a room with a picture on the wall that has a square missing in it. The square looks as though it would be a IV that is missing but in this room, you pick up a VI tablet. Now you need to go all the way back to the room you were just in with the sun and moon tiles and the lever. When you get back there, use the VI tile on the square and pull the lever. When you do, it turns the tile over and is now a VI. Head all the way back to where you grabbed the tile from in the first place and place the IV tablet in the missing square in the picture on the wall. When you do, the treasure room to the north opens and you can grab the Dragon Crest that will allow you to enter throne room to face Walter. Head back to the save room and save your game. Now you can go face Walter but first go to the west tower.
It is the same as the circular hallway you just went around, but has some goodies for you. Head north and now you will want to go through the locked door on the west wall. You need to whip each of the 5 light posts and exit before time runs out. Start with the two southern most poles and then jump up the stairs and whip the poles east to west and you should have plenty of time left over to go through the door. Follow the hallway to the large room at the end that is filled with grim reapers and a phantom. Kill them all and head south through the long hallway past the headless Dullahans and Ogres to the circular hallway at the end. Follow it around clearing each room as you go until you reach the southern part of the hall. Go through the door on the north wall and you will be in a dark room. There are two rooms in here along the far wall although the map only shows one door way. The door to the right is lighted and easy to get to. It holds a HP Max Up inside.
The other doorway is much harder to get to but is worth it in the long run. To get to it, double jump straight north from the entrance and you will grab the ledge of a platform there. Pull up and double jump to the west and you will land on another platform. From there double jump to the north west diagonally and finally one more jump to the east will land you at the door. Go inside the room and grab the Unlock Jewel from the altar. This jewel will unlock the prison at the bottom of the stairs in the castle entrance. To get back, just make it partially the way back and you will appear back at the entrance. Now that you have your Hp up and unlock Jewel, head to the save room in the center of the map and get ready to throw down with Walter. After you save your game, go south and go up the large set of stairs where the gold boss door is. You will need to use the dragon crest to open it. When you enter a scene plays and then the battle begins. Whip Walter once and another scene will play. Now the fun really starts.
Sit back and watch the ending and give yourself a pat on the back for defeating the forces of darkness once again.
The Prison of Eternal Torture
A regular block won't protect you. This again, take quite a long time to do and will take a lot of health. When you finally get him down to no help again, up you go to his beautiful face. This part of the fight is just plain and simply put…hard. You need to try and avoid the boulders that fall from above and use them for cover as he shoots out the flames at you. Use the boulder for cover until you see them starting to break and then run your butt off away from them.
Find another rock to hide behind when his flames come out again and repeat the process until you have whipped his ugly mug enough times. When all is said an done, the black orb is your for all your troubles. this is a hard fight and everyone uses a different process. After it drops, YOU ARE THE VICTOR........
[Note: Please show respect for the author -- do not take this walkthrough and claim it as your own. Thanks.]