Castlevania: Lords of Shadow - Mirror of Fate HD

Welcome everyone to the Castlevania: Lords of Shadow - Mirror of Fate HD walkthrough! Whether you are new to the Castlevania franchise or a seasoned veteran of the series, this guide is designed to help anyone who wishes to get the full 800 gamerscore out of this game. Through the guide I will be directing you through levels, tough platforming sections, boss battles, item collections, and speed runs for the game on our way to 100% this title. This game will require a minimum of 2 playthroughs but possibly more depending on how you want to tackle the games achievements. There are a few missable achievements if you are not aware of them and I will point them out as we go along. Good news is there is nothing here that is tied to online achievements or multiplayer required, so server closures are not an issue here smile. Below is a detail of how the walkthrough will be mapped out.

We will start with the General hints and tips page for some of the moves and special moves that all the characters can do in the game. For those that are unaware the game is divided into three sections with three different characters. There is not a ton of strategy for this title but the little bit you will want to keep in mind will be here.

The first section of the guide will focus on the Prologue & Simon’s walkthrough starting on Hard difficulty. During the walkthrough I will guide you to getting all collectables to 100% this section of the game. By the end we should have 4 of 23 achievements when finishing this section.

The next section will feature Alucard, and like Simon’s run we will focus on getting all items as well as solving some puzzles with no hints (well, no in game hints. I’ll give you hints here). 6 more achievements will be earned in this section bringing the total to 10 out of 23.

The final part of the story will conclude with Trevors section, again focusing on gaining all items to 100% his part of the game. This will finish the story and provide another 5 achievements (possible 6 depending how much you leveled up and backtracked during the story) to bring us up to 15 or 16 out of 23 achievements for the game.

The next focus of the guide will work on Hardcore difficulty and help to beat the hardest setting. Since we have fully leveled up our characters and topped off their health and magic this shouldn’t be too much more difficult than the game was on Hard. If you truly want a challenge you can attempt to complete the game in less than 3 hours and 30 minutes here, but I would save that for a third playthrough. For beating the game on Hardcore the achievement total should now be up to 17 out of 23 (you will surely have max leveled by now).

I will then post tips on how to do the speed run to get the game completed less than 3 hours and 30 minutes for an achievement. For beating the game on Hardcore and successfully doing the speed run, this will net us 18 out of 23 achievements.

We will follow that up with Boss Rush mode to tackle each of the difficulties on this mode. Chances are you will need to practice a bit before being able to do this mode on Hardcore. By the end we will conquer all the difficulties and that should bring us to 22 out of 23 achievements.

The last section of the guide will be mopping up adding kills to get to 1000 enemies defeated for the final achievement bringing us to 23 out of 23. It is possible you may earn this before the end of boss rush mode, but I will go over methods to do quick kills if you haven’t yet. Also in this section I will include a beastiary for all enemies or bosses and strategies to defeat each.

Keep in mind that the guide is written based on my experience with the game. I am not some amazing YouTube gamer who can show you how to do no hit runs and post super cool videos of you dominating this game. I claim to be an average or at best an above average gamer so if I can complete this game, you can too smile. With that be prepared to put up with my sense of humor as we tackle Castlevania: Lords of Shadow - Mirror of Fate HD!

While this game is not particularly complicated to play (heck, this is a 2D style game we are talking about. With the elimination of a 3rd dimension how hard could it be?), there are some things to keep in mind and learn to make conquering this game on the top difficulties and boss rush mode a bit easier.

For starters, blocking and dodging are crucial skills to learn in this game to survive. Thankfully, both skill are mapped to the same button cn_LT. Holding cn_LT will put you in a defensive mode and negate quite a few attacks from regular enemies and bosses. If you are able to time you cn_LT press to right before an attack hits you, you will instead deflect the attack and often leave the enemy stunned or vulnerable for a counter attack. Since this slows things down, negates all damage, and allows you to follow up learning this is crucial. Sadly, you cannot deflect and block every attack. You will see early that enemies will often have a glow around their attack before it happens. This means that the attack they are about to use is not blockable and cannot be deflected either. In this case, you have to dodge. Moving cn_LS in any direction while pressing or holding cn_LT will cause you to dodge or roll in the direction you are moving. Once you start learning all of the enemies’ attacks and the signs before they attack, this information will be key to keeping you alive and avoid sustaining any damage.

On offense, there isn’t a ton of strategy that is needed to succeed. cn_X does a straight strong attack and cn_Y does a sweeping area attack. Alternating between the two can cause some nice looking moves, but you will find yourself more often than not hammering the cn_X button just to kill enemies quickly. As you gain more skills, you will start learning other attacks, one of the most useful being the guillotine attack in the air. This is done by jumping (using cn_A) and then holding cn_X while in the air which will cause you to slam down doing a spinning attack with your whip. This move can be important because it breaks enemies blocks to allow you to continue attacking them. Werewolves are a good example of an enemy that blocks although there are others.

The type of attacks available to will upgrade as you level up as well. There is a very handy attack you learn later where you hold cn_LT and then hold cn_X. This will allow you to do a strong punch that breaks any block for any creature. Your 5 cn_X combo and cn_Y combo will also increase in damage as you level up as well and take out enemies faster. Again you can’t use these at first but they will unlock as you progress.

Each character you play as is also given unique magic, special moves, and special attacks. Special attacks are used with cn_B whereas magic tends to be assigned to cn_RB or cn_LB. Some extra abilities will deviate from these controls but I will cover them below and when you gain them in the story. To start lets break down the differences with each character here.

Simon

Simon gains two special attacks over his act; the throwing axe and the oil flask. Both are used with cn_B and the button can be held down to make the attack stronger. The axe is very straight forward and is thrown at an enemy in an arc. The oil flash will burn for a few seconds to add a little extra damage once it hits the ground.

As for magic Simon gains two spirits, Belnades and Schneider, who are both summoned by cn_RB. Belnades provides automatic protection from any damage as long as you have magic (each hit she protects takes magic away from the bar) and Schneider shoots enemies close to you while he is active as protection. Belnades in particular is VERY useful.

Simon really has no unique abilities. Once he learns to rappel, this carries over to the other characters later on.

Alucard

Alucard gains some really cool stuff and has one particularly useful ability. His cn_B attacks consist of sending bats at your enemy (although I never found a practical or helpful use for this) and using a stop watch to briefly slow down time. The stop watch is extremely handy in one of his boss battles and can help you pass all sorts of traps to the collectable items later in the levels. The longer you hold down cn_B on the watch the longer the duration time will slow down. This will be both handy in the story as well as during boss rush mode.

Magic abilities for Alucard consist of wolf form, and the ability to turn into mist and dodge through enemies or gates. The mist ability is particularly helpful, as if you 'mist' through an enemy you gain a bit of health by doing so. The game never tells you this outright but is a great way to heal a little bit in a pinch and get out of harm’s way. The wolf form allows you to open specific doors but did not present any advantages to fighting that I found in my time with the game. Feel free to play around and fight in wolf form if you want but I preferred the whip.

As far as unique abilities Alucard gains three throughout the story. The first is shadow claws which allows him to jump up special walls that have white glowing veins in them that sort of look like The Matrix when moving. This ability works just like in other platform games where you bounce between two walls to climb up to upper platforms. Alucard also earns a magnetic rail attachment to his battle cross that lets him attach to special rails and ride them to otherwise unreachable places. This is easily done using the cn_RT to attach to a rail once you earn the ability. Finally Alucard also gains a double jump/glide ability during his act. All of Alucard’s abilities carry over to Trevor as well with the sole exception of being able to glide.

Trevor

The final character you control in the game is already pretty buffed up once you get him. He has the previous two characters unique abilities (minus glide and his magic and special attacks will still be different) and he will add some more of his own. For his special cn_B attacks he first gains a bladed boomerang. Again I never really used this during the game but I can see where it could be a very helpful projectile. His other is the electric bomb which can be thrown to electrocute enemies. I don’t think I ever used this once, but again feel free to experiment with it to see if it works for you or not.

Trevor’s magic is reminiscent of the Lords of Shadow game and is simple in concept. He has light and chaos magic. When light magic is activated any attack you use gains you a little health back while your magic bar drains. When chaos magic is equipped you do additional damage with your whip attacks. Along with these perks you also activate switches throughout the act with Trevor with either chaos or light magic to light them up blue or red. This is used for a puzzle or two to progress in the game.

Finally Trevor gains one other special ability, the Speed Boots. These allow you to sprint by tapping cn_LS any same direction twice to start running and then hitting cn_A to jump HUGE gaps. Trevor also upgrades his battle cross to open doors specific to his act but it doesn’t really do anything else special.

Everything else you need to know will be in the chapters, bestiary, or in their other specific sections as you will have to change a few things about your play style to get certain achievements. Anyway, let’s get started!

Prologue


You can choose differently if you wish, but go ahead and start the game on Hard so you can get one of the two difficulty achievements out of the way in this first run. If you want to start on Easy or Normal be my guest, just keep in mind it may take you more playthroughs to get used to the increased difficulty when shooting for Hardcore mode later. We start the game as the main character from Castlevania Lords of Shadow. The whole prologue is pretty much a basic introduction to some of the controls for the game. From what I have seen there is no health bar to speak of in this part of the game, so don't worry about dying. You only need to keep going from left to right in this section while dealing with a few enemies. When the fighting starts and the prompts appear, make sure to use cn_X, cn_Y, and cn_A all at least once. Keep running right and then learn about blocking with cn_LT. Once you defeat the next group of enemies you will then learn how to deflect attacks and how to grab/finish off enemies with cn_RT. Finishing off the rest of these few enemies will start a cut scene and finish the prologue. Wait through the next few scenes until you meet Simon for the first time.


Act I: Simon’s Walkthrough


For each of the characters walkthroughs going forward I will also provide maps that I made in excel to help you finding items throughout the game. I will first start with the name of the location, add the map, and then guide you through the area. Sound good? Good.


Cursed Village


Act 1 Cursed Village


You now control Simon. The good news is that all the moves you learned with Gabriel in the prologue work with Simon as well (and actually also work with every other character you will play as in the game). The only differences you will get between characters are magic abilities and special weapons. You also now have a life and experience bar. As you kill enemies and collect dead knight scrolls you will earn experience and eventually level up. The experience also carries over from character to character, so when you reach Act II and switch protagonists you will not reset to level one. I will also track collectables on this page as we gather them, as this may help you keep count of what you are missing when you need to backtrack to get 100% for each act later.


So where were we? Oh yeah, we’re Simon. Start off the level by moving to the right. The Cursed Village is a very small map in comparison to others you will enter later so don’t worry about getting lost or going the wrong way. A few steps forward you will encounter your first real enemy, the Zombies. These guys are pushovers. They are slow and their normal attacks can only hurt you up close. They do have one special attack to be on the lookout for, which is where the zombie removes its head and throws it at you. This is an unblockable attack and is indicated by the glow around the zombies head before he throws it at you. Any combination of cn_X or cn_Y attacks will work just fine dispatching these guys. More will come out of the ground but that is a good thing cause it equals more experience for you. Keep moving a bit farther after the scuffle and the game will introduce you to the first health font. I have marked these on the map above for you as well and in short they replenish all your health. They regenerate after time so good news is it is not a one time use only thing. Use cn_RT to take advantage of the font. Right after the font you will enter a broken building. Grab the large wooden box on the right side using cn_RT and drag it to the left allowing you to jump on it to access the next floor on the left. Keep ascending until you reach a lever but don’t pull it just yet. Jump again to the left and up to see a purple glow. This is the first of many dead knight scrolls. You not only need to collect them to 100% each act for an achievement but they also give you a nice boost of experience. Feel free to read each one if you want but they really won’t offer you too much help beyond telling bleak stories of fallen knights or describing an enemy you are about to face.


Dead Knight Scroll 1/26


Anyway, grab the scroll and then pull the lever to open the door and proceed. Right away you will encounter a small scene and gain your first special attack, the Throwing Axe. This and all special attacks you earn later can be used by pressing cn_B but keep in mind you have a limited number of uses. You start out with only 5 special attack uses but you can increase it by finding Ammo Chests in the levels (I call them Special Increase on my maps, highlighted by the red S). Move forward and dispatch more zombies until the game points out the barrels that block your way. You can smash these throughout all the levels and often they will leave a heart behind. Hearts, like in the original Castlevania from old NES days, replenish your special attack. You need one heart for every special attack, but for now cannot carry any more than 5 hearts at a time, so no, you cannot stockpile them for later. I know that sounds silly but it is the easiest way to keep track of the system. You will notice the way forward is a bit small but don't worry, your character will automatically crouch when necessary in the game. Move forward to the next section on the map.


Castle’s Outer Wall


Simon Castles Outer Wall


This new area will introduce you to another type of collectable later, the Bestiary Cards. These cards represent each of the different enemies in the game and provide you with information on them as well as weaknesses. I will of course point them out to you when you are close and you can see them marked on the maps provided for each area with the brown square (as a note, it is hard to pinpoint exactly where each item is in the “quadrant” of the map so I just colored the whole section. It should still help you pinpoint its location). Start moving forward and just past the health font is another dead knight scroll.


Dead Knight Scroll 2/26


Grab it and proceed forward to start a quick scene. You now have to start climbing down. If you walk off an edge Simon will grab it automatically and you can then start moving down. You will notice the walls will have a small speckle of light to indicate where you can grab on when climbing. Keep a lookout for those later as it will sometimes help point the way forward in the level or even lead you to another collectable. Be careful if you decide to let go on a long fall because if you fall from too far up you can take damage or even die when you hit the ground. Once you reach the bottom, grab the box to the left of the screen and pull it to the right if you want to smash some barrels for more special attack hearts. Tackle the zombies to the right and keep on until the game points out another glowing point. This is a rappel point that unfortunately you cannot reach yet and won’t have the weapon to do so until after the second boss of this Act. Sorry, there will be backtracking later cry. Jump down and grab yet another scroll you can see in plain sight below.


Dead Knight Scroll 3/26


Head to the left and keep following the path until the game shows you an odd looking specter. Instead of following it right away fall in the water by falling down the platform in front of you and dive down and swim to the left. Be aware you have a breath bar that runs down when under water so don’t drown yourself. Swim to the left until you can surface for the first time and jump up to see a floating scroll in the air. This is the Bestiary Scroll I described at the beginning of this part of the map. This scroll describes the Zombie and from here on, after collecting each one I will list what enemy it describes for you.


Bestiary Scroll 1/12 (Zombie)


Dive back underwater and swim farther to the left until you hit a wall and surface again at a small piece of land with another Dead Knight Scroll on it.


Dead Knight Scroll 4/26


Dive underwater again and start swimming back to the right. If you are worried you are going to run out of air underwater you may notice some bubbles coming out of holes underwater. Swimming close to those will refill your oxygen, but chances are you won’t need them. Go all the way right and surface to the small section where you saw the specter and exit right to the next section.


Forgotten Caves


Simon Forgotten Caves


Clearly the areas are getting bigger. As with the last map and going forward quite a bit there will be sections of each map you cannot access yet for various reasons, so don’t go crazy trying to figure out how to reach all the places that are marked on the map above just yet.


Head in the only direction you can for now and you will run into a new type of enemy, the Merman. These creatures can attack you at close range twice in succession (so start learning to block and counter attacks) and also have an unblockable attack that they can do from a distance where they dash at you. It covers a good bit of ground so if you see them start glowing signaling this attack start dodging backwards to make sure you avoid it as you cannot block it. Be careful to not get surrounded by these guys as that can be a handful to deal with. I choose to stick with the basic cn_X attacks, but you can finish them off however you like. Keep proceeding to the right and if you are worried about crossing gaps, know that you can dash in mid air to get a little extra distance on jumps. You will eventually encounter a rope that you can grab and swing across. Use cn_A to move faster and farther if you wish and release the rope on the other side with cn_RT. At the end of this rope is the first of many health upgrade chests, increasing your life bar a little. These are of course extremely important to get but are needed anyway for the 100% achievement. Long story short, go get em.


Life Chest 1/5


Jump to the wall above the life chest and start scaling upwards until you can’t go up anymore. If you hold the cn_LS in the opposite direction you are hanging on the wall and then jump, you can jump across gaps while climbing. Do so here and keep heading on this upper path until you reach another rope. This time on the rope there is steam coming out in sections along the rope's path. Wait for the steam to stop and use cn_A to dash forward quickly past the parts where it can hurt you. Keep going, encountering some more Mermen, until you see another rappel point that you cannot yet reach. Climb down here instead and head to the left, up another wall avoiding the steam as you go. You will pass yet another rappel point you cannot yet reach before another health font. You should be marking these on your map for later when we backtrack with the correct items needed. Keep heading across the large gaps to the right, passing the first Magic Font that you are unable to use just yet, to start a cut scene with the super talkative specter. Once the scene is over you will see a large waterfall with green souls inside of it. Stepping into this would mean certain death so we cannot go that way for now. Instead scale the cliff to your left and once at the top, keep on the only path available dealing with the Mermen along the way. At the very end of the path where the plot marker is you will collect the Spirit of Belnades, a spirit that when activated, automatically deflects any and all attacks for you at cost to your magic bar, which you also now have since there is something magical in your possession...or possessing you. I'm not sure where Belnades is kept as I doubt Simon puts it in his pocket, but that's a crazy thought for another time. You can summon the Spirit of Belnades with cn_LB at any time and the game will ensure you do so right away to teach you about it. Fight off the Mermen and Harpies here using the spirit if you wish. Use cn_Y attacks here as the wide arch can hit Harpies in the sky while standing on the ground along with Mermen. Once all enemies have been dispatched, head back to the green waterfall with spirits in it. With Belnades activated you can now pass through the waterfall and proceed to the next section of the map.


Deadly Waterfalls


Simon Deadly Waterfalls


Head on through another deadly waterfall using Belnades (refill the magic first of course) and keep going right until you see another large wooden crate. Jump up to the ledge on the right to refill you magic first then push the crate to the left to access the ledge on the other side. Head through another waterfall and then drop down on the left side to find another Bestiary Scroll.


Bestiary Scroll 2/12 (Harpy)


Drop all the way down again and repeat the same path up, waiting for the magic font refill if necessary (it probably will be already after passing through the waterfalls). This time after going through the second waterfall, jump up to the ledge on the left and then immediately jump on another ledge to the right of that and pass through another waterfall. This will lead you to another magic font and dead knight scroll.


Dead Knight Scroll 5/26


Head back now to the ledge on the left and pass another waterfall to scale a wall on the left side, avoiding the steam as you go. Another Merman will be waiting for you to kill it at the top. Once that deed is done, proceed until you reach another waterfall. After the first waterfall, and before the second, there is a small gap you can climb up. Do so and climb over the waterfall up here and grab the wooden crate on the far side and drag it through the waterfall, allowing it to fall below. Continue to push the crate through the next waterfall and then jump up the next ledge to refill your magic. Push the crate through one final waterfall (I am really tired of typing the word waterfall) to the far right to reach a ledge up here and start scaling the wall on the right past the steam traps until you reach the very top. You will notice another rappel point up here that you cannot access. Proceed to the left now dealing with more Mermen until you reach a wall on the far left you can climb. Climb all the way up out of the caves. Out here there will be harpies and zombies to deal with. To the left is a dead end for now without the ability to rappel, so head to the right instead. You will eventually reach another wall on the far right to climb and run into a harpy waiting to sucker shot you so watch out for it. Keep climbing and then head right until you find an elevator past a magic font. Ride the elevator up and follow the path up here as far left as you can go to reach your first Magic Upgrade Chest. This will slightly increase the max of your magic bar.


Magic Chest 1/5


Proceed back to the right and up to exit to the next area.


Castle Hall


Simon Castle Hall


Head up to the right and refill your health if needed (you want a full health bar for what is ahead) and chase off a scaven to grab another dead knight scroll.


Dead Knight Scroll 6/26


Keep running to the right into the dark corridor and you will be introduced to the first boss of the game…


Boss Battle: Night Watchman


This guy seems intimidating but as soon as you get used to his attacks he really isn’t all that bad. The fight starts off with him sending his scavens at you. Dispose of them quickly to lure the Watchman himself into battle.


Be careful if the Watchman is behind you when he jumps in the battle he will pin you to the ground and have you mashing cn_A to get out from his grasp. The Watchman for the first phase of this fight uses two attacks. One is a wide ranged quick spin that will hit you if you are anywhere near it. The second is a three move combo where the Watchman keeps closing the distance to you. You can counter some of these attacks but it would be safer to back up from him to ensure he misses you. Go for no more than three whip hits at a time as pushing for more than that will leave you exposed to an attack if your block reflexes aren’t super quick.


When you chop about a third of the Watchman’s health off he summons some flying scavens along with the usual scavens on the ground. Dispose of them quickly using cn_Y attacks to hit both the aerial and ground units at the same time. The Watchman will join the fray again after they are gone using his same attack patterns. Stay cautions and play it safe and you will keep knocking his health down. He may repeat this a time or two.


Once you have the Watchman down to his last third of health he will jump back and the room will turn black. All you will be able to see of the Watchman is his staff which will go back and forth across the room in an up and down zigzag motion. I found it best to wait for the staff to start an upward motion and roll-dodge under it to keep from getting hit. This was much more reliable than trying to jump over the staff. After a few passes of the staff the Watchman will jump back in the fight. The main thing here is to make sure he doesn’t pin you in a corner. He will repeat his normal attacks but will go back to the floating staff attack as well. Keep on the attack when you can and once his health is gone he will glow all over signaling to grab him with cn_RT to finish the fight. Upon your victory you will earn the following achievement.


Lights out!

Defeat the Night Watchman

Lights out!
1 guide


Right after defeating the Night Watchman there is a scroll for him right in front of you that you can’t miss.


Bestiary Scroll 3/12 (Night Watchman)


Pass through the elevator here and head to the far end of the hall to collect another dead knight scroll as well.


Dead Knight Scroll 7/26


Head back to the elevator now and take it down to the next area.


Guards Room


Simon Guards Room


Once you step out of the elevator into the room, grab the lever and start hitting cn_A to open the door. Zombies will soon start popping up to rain on your parade so, let go of the lever and deal with them accordingly. Once they are all gone proceed to open the door un-interrupted. Head through the door which is now open, and grab the first ledge you come to. Make you way up the stairs jumping back and forth (sadly that chest you see through the wall won’t be available until later) until you find a laser at the top of the stairs on the right. Use the Spirit of Belnades to get through the laser and pick up another dead knight scroll.


Dead Knight Scroll 8/26


Backtrack down the stairs and now head right on the lower level leading to the next area.


Cells


Simon Cells


This is another short section of the castle. Jump in the cart provided here and rotate cn_RS clockwise to start moving the cart across the tracks. On the other side you will have some more zombies to greet you and pass another rappel point you still cannot use. Instead head down the area below the point and keep heading right. Shortly after dealing with some more zombies another dead knight scroll will be sitting out in the open.


Dead Knight Scroll 9/26


Heading past the scroll will introduce you to a new enemy, the skeleton warriors, and give you a new special attack item, the Oil Flask. The oil flask burns the ground in a small area upon contact unlike the throwing axe. This can be effective with undead enemies like the ones you are currently facing. The skeleton warriors are a bit more formidable than other enemies you have seen so far as they have swords and a good reach for their attack range. On top of swords they also throw axes that can be blocked and axes on fire that cannot be blocked. Counter attacks work well on everything but the axes on fire. Another fun thing with these guys is when you destroy them and they turn into a pile of bones. If you see the bones twitching, use a wide arc attack with cn_Y right away to destroy the pile of bones otherwise they will come back together and bring the skeleton back to life. Once you defeat them all head forward out of this area.


Inner Cells


Simon Inner Cells


As soon as you enter the Inner cells, jump to the first ledge you can get to on the left if you feel like fighting some more skeleton warriors (might as well, it is more experience and you need to defeat 1,000 enemies anyway). Head to the right and you will see a small scene showing a spirit with a crossbow in the distance. Keeping heading down and to the right past a magic font and some more warrior skeletons. Down there is another dead knight scroll to pick up.


Dead Knight Scroll 10/26


From here head left on the lower section. When you reach the crawl area where Simon crouches it looks as if there is a small earthquake affecting the middle section of this small area. Make sure to dodge through this section as if you don’t zombies will reach out and grab you. Keep heading down and then right until you reach and elevator that will bring you down to the…


Vertical Prison


Simon Vertical Prison


Run across until you reach a lever that when pulled raises the water in this prison. Climb out of the water on the left hand side and make your way across the cage platforms to find another lever to raise the water once again. Swim under the cages now and all the way to the far side to a new opening. Climb up avoiding the stem vents to find a third lever to raise the water another time and open the door across from it. Now swim again underwater looking for a passage on the far right side (under the water of course) and surface in a small room with a dead knight scroll on top of a cage to collect.


Dead Knight Scroll 11/26


Once that is collected, swim back out to the platform in the middle of the prison to find another dead knight scroll.


Dead Knight Scroll 12/26


Now head up and over the ropes to find a fourth lever and raise the water for the final time. Head up the right wall in the middle area now avoiding the steam vents and make your way to the zipline that leads to the exit from this prison.


Kitchen


Simon Kitchen


Head up and right until you find another large wooden crate you can drag in the kitchen. Pull it to the left and jump up to find your first Special Attack Chest. For whatever reason they call it an ammo chest here, so I suppose I should do the same…


Special Ammo Chest 1/5


Head back down afterwards and to the elevator on the right. The elevator will start a small cut scene that ends with you in a battle with hunchbacks. These little guys don’t look intimidating but their main form of attack is to throw oil flasks at you. This attack is not able to be blocked and sets the ground on fire where it hits for a short period of time. For these reasons you need to be careful when fighting these guys. Once you have disposed of the main group head over to the left and then down the stairs watching for more hunchbacks as you go. You will see a barrel blocking a small path halfway down the stairs on the left. Break it and crawl through to find another dead knight scroll.


Dead Knight Scroll 13/26


Now head back up the stairs and proceed to the left until you find another lever that opens a gate right next to it. This will lead you back to the guards room (refer to the map provided above when entering that section). After beating down some zombies collect the bestiary scroll here.


Bestiary Scroll 4/12 (Flying Scaven)


Pull the lever here to open a shortcut from the guards room to the kitchen and head back into the kitchen for now. Back in the kitchen head up the walls above where you just walked in avoiding the steam pipes and run all the way up to the right exiting to the…


Theatre


Simon Theatre


Continue into the theatre until a cut scene starts leading to a battle with puppets. These guys can attack twice in succession and also have some nasty moves you cannot block up their sleeve. The move depends whether they are in the air above you or on the ground. If they are above you they will hover right above your spot, glow, and then descend on you quickly to attack. This is easy to dodge out of the way of. The one on the ground is much harder to avoid as you have to jump over it. The puppet will glow and then do a cartwheel attack that covers the whole screen normally. Kill these things quickly as in groups they can make your life miserable. Defeating them all leads to another scene with our fun, chatty, specter friend and after the cut scene you can now head right in the theatre from the entrance. Head that way sticking to the upper path and dealing with more puppets along the way. After the next group of puppets you battle drop down and backtrack a little to find yet another dead knight scroll.


Dead Knight Scroll 14/26


Head back to the right but stay on the ground to find a passage on the far right that you can climb up to get another bestiary scroll.


Bestiary Scroll 5/12 (Macabre Puppet)


Climb all the way up and out to enter the next area off to the right.


Terrace


Simon Terrace


This is probably the shortest and most straightforward area of this whole act. Fend off the harpies along the way (who now have a nasty scream attack trick) and ride the elevator up to the next segment to exit on the left side to the…


Ballroom


Simon Ballroom


Yet another straightforward map. Early on you will face a werewolf which is similar to their brethren in Castlevania Lords of Shadow. They can attack fast and cover a large section of ground with their glowing special attack that you cannot block. They are very weak to counter attacks though so, if you can bait them to do regular swipes at you and counter this works very well against them. You will face some more werewolves along with a harpy or two. Once you reach the far end of the ballroom jump up to the ledge above you and jump far out to grab the bestiary scroll in midair.


Bestiary Scroll 6/12 (Werewolf)


Now head out the left exiting to the courtyard. Since for the moment we are just running from right to left in that area I will skip the map until the next time we enter which is going to be very shortly. In the meantime running straight through the courtyard leads up to the…


Library


Simon Library


This is going to be the most important area for Act I as it is the central hub to get you everywhere on the map. Think of this as your backtracking train station. It will take a little bit for us to make it function like that (or rather get to the area that allows us to backtrack quickly) but it will be worth it soon enough. Head to the left under the stairs to the large room and examine the book on the table. This magic book will then fly up and start attacking you. The books can drain your magic and explode but their primary threat is they act as buffers for other enemies if they are on screen. The can make other monsters impervious to attacks or increase their attack power. Pretty much if you see a book get rid of it as fast as you can. Werewolves will join the fight quickly and you will see the books annoying abilities in action. Defeating all of the enemies will open the gate upstairs so head back and climb the stairs through the opened gate and grab the dead knight scroll up here while you are at it. Just watch out for the hunchback on your way up.


Dead Knight Scroll 15/26


It is hard to see but right above the door that opened is an area you can climb up where the specter is waiting for you. Examine the book pillar here to open a new exit leading you back to the…


Courtyard


Simon Courtyard


Now I will add the map officially since we will actually do stuff in this section now. Make sure you use the health font if you are lacking any health as you will need it. Walk forward and grab the battle cross only to start a cut scene. This scene will start the next boss battle with the…


Boss Battle: Necromancer


The Necromancer is not a boss to be taken lightly. It might seem that his attacks are not that threatening or easy to dodge but he can make things difficult in a hurry. First of all he tends to summon skeleton warriors on each side of the map that will close in on you while you have to deal with him. He does a very large area swipe with his scythe that can be hard to predict and dodge as well. The Necromancer will also throw his scythe out and it will act as a boomerang going in a wide arc around the screen (the path it takes is from the top to the side, down across the whole floor, and then up and back to the Necromancer on the opposite side). The Spirit of Belnades works great…for the first third of this fight at least. Once you take away a third of the Necromancers health he will “grab” Belnades and remove her from your side as possible help.


During the next segment of the fight the Necromancer will start summoning green fireballs that will rain down slowly from above as well. Work your way through dodging these while avoiding his other attacks and skeleton minions. Once you get him down to a bit less than a quarter health the Necromancer will come to the ground and place two auras around him. You can see the breaks in them and need to time your movements to get to him with the openings in the auras and then grab him with cn_RT. This will give you Belnades back and break the Necromancers staff. He will now be on the ground and run from one side of the map to the other throwing shockwaves at you. Either jump over them if they are low or roll under them if they are high and keep smashing away at the Necromancer until his health is almost gone. The Necromancer will once again throw up auras to try and stop you. These are a lot trickier as there are now three of them and lining up the run to the Necromancer is quite a bit harder. Just be patient, roll in and grab him again with cn_RT to finish the fight off and earn another achievement.


Dust to dust

Defeat the Necromancer

Dust to dust


Hallelujah we have the Combat Cross! Remember all of those rappel points you couldn’t get to and all those gaps you couldn’t cross. Well, you can now! We will get to backtracking with this nifty item very shortly. The game will teach you to rappel right away on the outside of the library with a small scene. Use cn_RT to grab the points when you are in range of them. Once attached on a wall you can use cn_RS to go up and down the wall. If you hit cn_A you will push off the wall and if you hit cn_RT you can detach and jump the opposite direction. Go up the side of the wall and head back into the library.


I will point out right now that if you are so inclined you can begin backtracking right away and pick up some more health and magic since you have the battle cross. However there is a more convenient time to do this based on some shortcuts we will discover soon so I would suggest holding off for a little while longer. Personally my first time through I backtracked right at this point and spent A LOT of time getting from point A to B while doing this because of the lack of shortcuts. Again it is up to you, but I hope you can learn from my mistake and hold off as I realized there was a better time later. Anyways let's get back on track. Once you get to the large open area of the library (where you first fought the magic books) there will be a small scene that shows you how to proceed. Instead drop back down the wall and head to the right on the upper path. This should lead you to the chandeliers above the main entrance to the library from the courtyard. Use your new grapple swing move with cn_RT to swing across the hallway to the far side to find yet another dead knight scroll.


Dead Knight Scroll 16/26


Swing back or drop down and head back to fight the magic books again and now head off to the left of that fight. Here you will find a gargoyle statue you can grab and pull to the right. If you want you can head past the statue and descend to find an entrance back to the Castle Hall, but we have one thing we should do first. Instead jump on the gargoyle statue you just moved and rappel with your combat cross up the wall to reach a platform with another book on a pedestal. Examine this to open a passage higher up in the library. Now go ahead and get behind the statue and rappel down the wall (avoiding the spikes at the bottom) and the push off the wall with cn_A and then hit cn_RT to release to jump the gap and head back to the Castle Hall through this new entrance. This is a nice little shortcut you can now use later to get back and forth to other sections of the castle quickly. Descend down the wall to a small upper balcony in the Castle Hall and head left through a small passage to find yet another dead knight scroll.


Dead Knight Scroll 17/26


Back out on the small balcony you should see a bestiary scroll floating in the air just to the right. Grapple the chandelier here but don’t jump across. When Simon is stationary holding the battle cross in the middle, climb up just a little to line up your swing with the bestiary scroll and swing back to the balcony to grab it. Let go to land on the small balcony again.


Bestiary Scroll 7/12 (Scaven)


Head back up the wall into the entrance you used coming from the library. Avoiding the spikes, head back up the wall and backtrack all the way to where the game showed you to swing across the large main hall in the library here. Once you made it up to the top floor again swing across to the left and watch out for the hunchback throwing oil flasks at you. Jump up the small set of stairs above you to find another bestiary scroll as well.


Bestiary Scroll 8/12 (Necromancer)


Now head to the far left on another balcony and start heading up the wall above you here. You will need to rappel to a higher point to get all the way up. Once you reach to top jump on over to the left and collect the dead knight scroll you can see in plain sight.


Dead Knight Scroll 18/26


Now head into the right and find the wonderful teleport room. (Cue choir of angels). This is a great place to use to gather all the stuff you missed earlier in the castle since you didn’t have the abilities to get all the items at the time. For now head past these curtains and proceed up the stairs on the far side. Look for a rappel point on the right as you go up and grab it to head farther right. Over here you will find another book on a pedestal to open yet another area of the library (note, the first pedestal you examined opened the way to this area). Proceed to fight the magic books and werewolves that appear. Once they are dealt with head to the far right and grab another dead knight scroll.


Dead Knight Scroll 19/26


Now head back out and to the left to return to the stairs. Keep heading left and deal with some more magic books and hunchbacks. Once they are dealt with, a grapple point will appear above you so latch on and swing to the left (using another grapple point along the way) to find the second opening we triggered. Head outside on the balcony and instead of going up hang off the edge here. You can drop down a spot on the wall and grab the next bestiary scroll here.


Bestiary Scroll 9/12 (Magic Book)


Head back up the wall and up the outside of the castle to find yet another book on a pedestal. This will open a third passage above you that leads to a magic increase chest.


Magic Chest 2/5


Start backtracking to the large hall where you swung across to reach this area, dealing with the enemies along the way. Now swing to the far right side of the upper area dealing with a few more hunchbacks and head all the way to the right exiting to the…


Toy Maker’s Funfair


Simon Toymakers Funfair


Heading right out into this new area will start a fight with werewolves and magic books. Following this mandatory fight, keep heading to the right until a cut scene starts. This will lead to you being trapped in a fixed area with creepy heads coming at you at varying heights. Don’t panic, you simply need to dodge they heads be either running under, rolling under, or jumping over the heads to keep from being hit. The carousel will speed up at times and also change directions but the goal is the same. You should have enough time to dodge everything as long as you stay alert. The carousel will stop on its own in due time and lead to another cut scene. With that out of the way, it is finally backtracking time! Using the maps, head all the way back to the library teleport room. For short directions, head left back to the library and then to the main large room you swung across to get here. Descend the wall here until you can run to a stairwell on the right and head down and then left to find the room with the creepy curtains. You will notice on my map provided above I have already detailed which curtain goes where. Start with the one of the far left that will take you to the lower left hand of the map of the inner cells. To make life easier and scrolling easier here is the map for that area again.


Simon Inner Cells


As soon as you step out there is a dead knight scroll to your left.


Dead Knight Scroll 20/26


Now flip the lever in the room as well allowing you to exit into the main section of the inner cells. If you look on your in game map you will see your next story objective is in this area above you. Head to the right and up, making your way to a gap that has a grapple point leading to a specter that is holding a crossbow (you saw him a loooooonnnnng time ago). Go ahead and swing on over to him. This is the Spirit of Schneider and he will join you like Belnades. The only thing he does is shoot crossbows at your enemies automatically while you have him summoned and have magic. Grab the lever ahead with Schneider summoned and start opening the door. You will see how he can be helpful as he will hold off the zombies while you work the lever. Head to the right and keep an eye out for a grapple point in a small hole in the floor. Hang off the wall and rappel down and then jump to the far side where a skeleton warrior waits. Once you dispose of him keep heading right down here and you will find yet another bestiary scroll in front of a steam vent. Wait for the steam to die down then roll to grab it and roll back out.


Bestiary Scroll 10/12 (Skeleton Warrior)


Stay down in this area and head right again and down until you see another life increase chest. Work your way across the steam vents and follow the path around to it to increase your health once again.


Life Chest 2/5


Head all the way back to the small hole where you climbed down here and now head to the right. You will have a couple of harpies to deal with and then enter a very large canyon with a grapple point. Start swinging across but don’t let go. Instead stop and hang from your battle cross in the middle and lower yourself down into the canyon in the middle. Once you have gone down as far as you can, let go to find a gap between the spikes at the bottom that leads to another magic increase chest.


Magic Chest 3/5


Go left from the chest and then climb up avoid the steam vent until you reach another lever. Pulling this lever opens a trap in the floor above allowing you to climb back out of this area. Now swing all the way across the large gap to the elevator on the far side. Take the elevator down to deal with some more zombies and then drop down the next gap in the floor you see to your right. Jump to the far side of the wall and carefully make your way down with the rappel point on the way but don’t let go. You will see another dead knight scroll on the left as you descend to hop off the wall to grab it. You will need to push off the wall to make the jump.


Dead Knight Scroll 21/26


Now climb back up to the gap you dropped down and keep climbing on the path going up. You will face more harpies and skeleton warriors as you progress. When you reach the end you will find the teleport curtain that was closed in the library room and this will complete the map of the inner cells. Go ahead and teleport back to the library and then hop in the teleport on the far right of this room to get to the forgotten caves. Upon your exit you will see another dead knight scroll to your right.


Dead Knight Scroll 22/26


Another lever in here will let you back into the caves. Head all the way to the left to get back to the castle outer wall. Keep heading back to the left until you find the very first rappel point you saw in the game. Use it to head up to the ammo chest that increases your special attack amount.


Special Ammo Chest 2/5


This now completes the castle outer wall map as well. You should have 7 of all the maps completed at this point (you can tell which ones are by looking at your in game map. Gold map segments are 100% completed, blue are not). This is why the notes option in the game is quite handy so you can find items you saw on the way so much faster (although I am sure the maps here help too). Make your way back to the forgotten caves, head to the far right and then start going back up to the exit. Once you pass the rope that goes across two steam vents, fight off the mermen and look for a rappel point on the far left at the end of this bridge/platform. Grab it and head up to grab another dead knight scroll.


Dead Knight Scroll 23/26


Now keep heading down the normal path of this area (down from the platform, over to the left, and then climb up the far left wall) to find yet another rappel point. Grab it and push off the wall to the chest on the left side above to increase your special attack ammo amount again.


Special Ammo Chest 3/5


Now head down and to the right and you will see a grapple point to swing across the gap. Swing across and on the way you will grab another bestiary scroll and swing to the far side.


Bestiary Scroll 11/12 (Merman)


This completes everything in the forgotten caves now too. Go ahead and make your way to the deadly waterfalls which we will clear up next. Make your way up the waterfalls the same way you did before using magic fonts to refill your magic needs along the way (don’t forget the one you need the crate to reach on the right early on or the second one as you are pushing the second crate through the waterfalls). After you make you way up to the top of the far right side, turn around and look for a grapple point to swing even farther to the right than you were able to go before. There were be a long path with some mermen to fight on it but this will lead you to another life increase chest.


Life Chest 3/5


Head back to the left now and swing back to briefly get on the main path. Before you drop down again you will see another grapple point. Swing over to find another dead knight scroll on a small platform.


Dead Knight Scroll 24/26


Keep swinging across to the left and climb all the way out of the caves. Once you reach the top level head to the left now and use the rappel point to get to the wooden platform above you. Follow this path swinging across the gaps to reach another dead knight scroll.


Dead Knight Scroll 25/26


This finishes off the deadly waterfalls. Keep progressing until you reach the guards room again (via the elevator in the castle hall). By this point you should know the path and have a good idea where you are going. Once in the guards room again, deal with the zombies right away and then use the rappel point right above the elevator you exited. Go all the way up and then swing across the gap to find another special attack increase chest.


Special Ammo Chest 4/5


With the guards room now finished off, drop back down now and make your way to the cells via the lower exit in the guards room. Roll across the gap in the cart and then swing across the gap in the floor to get to a new area on the right. Climb up and you will see a laser guarding another magic increase chest. Use Belnades to get through the laser and claim the chest.


Magic Chest 4/5


This now finishes off the cells and you should only have 4 more parts of the map to backtrack through to 100% (this does not include the last two maps we need to get past to finish this act). Make your way back through the inner cells and take the path to get back to the upper teleport (the one that is blue on your mini-map and dark brown on mine) and keep heading past it to exit into the kitchen. This will lead you to a lever and a bestiary scroll.


Bestiary Scroll 12/12 (Hunchback)


This now finishes off the kitchen as well. Pull the lever and head straight to return to the vertical prison. Start making your way down the walls by rappelling down and heading to the far wall. You will then have to swing left again to the left wall and rappel back up to right below the entrance to this area to enter a small side cave with skeleton warriors in it. Defeat the warriors and then rappel up to the life chest above you.


Life Chest 4/5


The vertical prison is now completed so we are going to head back up and out of the vertical prison the way we came in, through the kitchen, and out the upper right exit of the kitchen to get back to the theatre. Head up the stairs and then go left to the large part of the theatre. You will see a rappel point right above the archway into the main area. Grab it and make your way up to the final magic increase chest of act I.


Magic Chest 5/5


With the theatre now completed head back down and to the right to exit to the terrace and pass on through to the ballroom. Make your way to the far left of the ballroom until you can head up the stairs and use three grapples to swing across the chandeliers to reach another special attack increase on the far side.


Special Ammo Chest 5/5


This has finally cleared every map up to the Toy Maker’s Funfair and beyond. Go ahead and pass back through the courtyard, into the library, and make you way back to the toy maker’s funfair, dealing with any enemies along the way (which you have been doing up to this point anyway since you ares still going to need to kill 1000 enemies). Once back in the toy maker’s funfair, head back to the area where you dodged all those creepy looking faces and keep going to the right until you find another wooden crate. Push it to the wall and start climbing up the far wall avoiding the steam vent as you climb. Swing to the left once you are able and keep along this upper path (swinging a second time) until you reach an elevator. Before using the elevator run to the far side and push the wooden crate here over to allow you to climb up to the final life increase chest and polish off this map.


Life Chest 5/5


Go ahead and use the elevator to go up now and exit to the final section of the map.


Main Tower Outside


Simon Main Tower Outside


We are on the home stretch of act I! Make sure before you proceed that you have every section of the map gold now except for this one and that you explored all areas of the map as well in each section. If you don’t you will have to use chapter select later to go back and get 100% for Simon. If all your maps match the shape of mine here, you are good to go. Head to the platform on the left and rotate cn_RS to head up to the next platform. You are going to want to get used to doing that a few times while getting hit later so be prepared for that. As you head left you will find another platform that you can raise. Activate the Spirit of Schneider using cn_RB and start raising the platform. Schneider should shoot the gargoyle that appears and starts shooting fire at the chain on the platform to make him go away for a bit. Jump off to the right quickly at the top as the platform tends to drop REALLY fast once you let go of the crank. Keep heading up and then left until you reach yet another platform you can raise. Once you raise it up getting across can be tricky. You want to time your jump off and land on the counter weight as it is coming back up. Jump off the counter weight to grab the wooden plank on the far side and climb down. You will now actually fight the gargoyle. His fire attacks are nasty and hurt quite a bit. Just keep any eye on his cues before he attacks and roll or jump to avoid the fire. Once you hurt him enough he will fly away. Make you way up the wall on the right until you reach another platform with a crank on it. As you crank the platform up, look for a dead knight scroll on the left and time your jump off to the right, using the counter weight again if needed to make sure you reach the far platform. Grab the final scroll and collectable for this act.


Dead Knight Scroll 26/26


Carefully jump back down to the right (you may suffer some fall damage from this) and start taking the platform up one more time. Head on up and pull the crate over to reveal a magic font and then jump to the upper platform on the left. As you cross the rope ahead the gargoyle will return and shoot fire blocking your path. Time your movement and zip past him using cn_A during the break in fire. I would recommend activating Belnades before continuing up. Once you head up the next few beams grapple the rappel point and head on up. The gargoyle will appear again and shoot some fireballs at you but Belnades will protect you from that. Once you get to the top of that platform you can finally finish off the little bugger for good and put him out of his misery. Start the final climb and use both the magic and health fonts on the left before proceeding to the final section for this act. Climb the outside of the cathedral and use cn_A at the top to smash through the window and start a showdown with…


Boss Battle: Succubus


While she has quite a few attacks, the Succubus isn’t that difficult to tackle. After you jam on the cn_A button during the cut scene she will fly up above you. Her first attacks are not able to be blocked. These are purple looking fireballs that she throws three of at you in succession. Keep moving left to right to dodge these and use cn_Y attacks when you can to hit her while standing on the ground. She also has a grab attack that is easy to dodge but can also be escaped by jamming on cn_A and a spinning attack if you get too close to her. I never saw these attacks as I tried to beat the living tar out of her with my whip (all of this sounds very wrong) and never got too close to her for her to use either of them. Once you take about a quarter of her health down she will fly back to her perch and suck the life out of one of her…erm…minions? Slaves? Mistresses? I dunno what they are. Anyway, she will suck the life out of them and now be protected by a shield and add another dangerous attack. She will rear up and shoot a shockwave of lightning at the ground which when it hits it spreads across the ground in both directions along with still using the fireballs. You will have to jump over this attack as it heads towards you while trying to break her shield and dodging the projectiles. Once you do enough damage to the shield you can grab it with cn_RT which will break it off of her completely. Now that you can damage her again she will soon go back to her perch to attempt to raise another shield. What the game doesn’t tell you is that you can prevent this by using cn_RT and then mashing on cn_X which will pull her subject away from her and not let her gain the shield again (okay, it kind of tells you by the fact that she glows when she “kisses” the girl on the pearch).


Once she has about a quarter of health left she will go back to her other girls and create two copies of her. They will surround you in a triangle fashion. Your job is to figure out which one is the real Succubus. You can tell by when you hit the shield it turns red. It has actually been pointed out that when it starts she is always at the top, then teleports to the right, and then the left going in a clockwise fashion. Once you get her shield down you can break it as you did before and the fight will continue as it always had. Chip away at her and you will finish the fight watch the cut scene at the end. Thus ends Act I and you have now earned the following two achievements.


Not my type

Defeat the Succubus

Not my type
1 guide


Simon's Quest

Complete Simon (100%)

Simon's Quest
2 guides


Time to tackle Act II on the next page…

Act II: Alucard's Walkthrough

After a long cut scene you will begin the next act of the game starting in the following small room…

Mirror of Fate

Alucard Mirror of Fate

As I mentioned earlier you keep all the abilities you learned with Simon but not the special weapons (example: you can still use the battle cross to grab ledges and swing across gaps but your throwing axe and oil flasks are now gone). All your earned combos and experience also remains the same. Head to the right first to find your first dead knight scroll out in the open.

Dead Knight Scroll 1/20

These first few sections will be devoid of enemies for a bit. Just keep heading left until you reach the…

Belfry

Alucard Belfry

Continue to the left staying on the ground until you reach another dead knight scroll.

Dead Knight Scroll 2/20

Now head back to the right and our friend the gargoyle will return. cn_Y attacks still work well on this guy and if you have leveled up enough you can start holding cn_Y instead of tapping to start more devastating attacks. If not don’t worry you will get there soon enough. Just keep an eye out for when he rears back to shoot some fire at you and make sure you avoid it. A second gargoyle will join the fun before you can finally keep proceeding to the right and start climbing up the wall. You will face a skeleton warrior along the way, but there isn’t anything you haven’t seen or can’t handle here. Keep climbing up and reach the top. To the right at the very top is yet another dead knight scroll.

Dead Knight Scroll 3/20

Continue to the left now dealing with another skeleton warrior and then climb down and swing across the gap in the middle landing on a wooden wall. Rappel down this wall until you see a lower swinging point in the middle of the gap. Swing back to the left to reach the exit out to the…

Towers’ Link

Alucard Towers Link

After walking a few steps you will start a cut scene and then a “boss battle.” I put boss battle in quotes because this really isn’t a boss battle but more a squash battle. Sad to say you are the one getting squashed. There is no way to win this fight so if you want it to go fast just let the enemy bust you up to start another cut scene. When you are finally in the water the mini map for this area finally appears and you can start getting the collectables again. On a side note (and the game will point it out) you can breathe underwater as Alucard so don’t worry about drowning. Swim down and to the left and follow the bottom of this body of water up left until you reach your first bestiary scroll.

Bestiary Scroll 1/12 (Succubus)

Start to the right now and keep swimming down as far as you can go until you run into another dead knight scroll.

Dead Knight Scroll 4/20

This should clear the first three maps of the game now so just swim to the right until you find the exit to the next area.

Abandoned Mine

Alucard Abandoned Mine

To me the act officially begins now as everything to this point has been low on action or had a fixed outcome. Swim up and surface at a small area on your left to find a desperately needed health font since you had to have you health wiped out. Start making your way up and to the right and you will get a small scene and reward Alucard with his first special attack weapon…bats. Yes, bats. Surprisingly they can do a bit of damage against small enemies but with the exception of one part during boss rush mode they really aren’t useful. If you hit cn_B to use them they will go in a straight line and hit the first enemy in their path damaging them. Most of the bosses in this act are immune to them anyway and your other special attack earned later is much MUCH better so you really should just ignore this ability. In the end it is up to you. Keep heading to the right dealing with some harpies along the way and then take the first elevator you see down. A new type of electrical merman will be down here on the left. Go right instead and drop into the water, swimming down and zig-zagging as far down as you can go to find another dead knight scroll underwater.

Dead Knight Scroll 5/20

Staying down in the water, swim right, following a new path all the way to the next bestiary scroll.

Bestiary Scroll 2/12 (Merman Tadpole)

Backtrack all the way back to the elevator you used to go down here and head back up it and to the right again. There will be a rappel point that you can grab and work your way down the wall past the steam with. There will be a constant raising and lowering platform that you want to get on below, with another one to the right of it. Make your way across the platforms to a ledge where you can see and grab another dead knight scroll.

Dead Knight Scroll 6/20

Now carefully make your way all the way down to the ground to find a lever you will have to repeatedly pull to open the path ahead. Electrical mermen will attack you so let go of the lever and fend them all off first. Watch out when the glow before an attack as now along with charging headfirst at you they can send out electric shockwaves across the floor in both directions from them. The waves don’t travel super far but you still want to avoid them. When you have disposed of them all use the lever and open the door to continue on. You will find another body of water ahead. Go ahead and jump in and swim down and to the left to find another dead knight scroll.

Dead Knight Scroll 7/20

Start swimming to the right now and follow the path underwater (avoiding the tadpole along the way) until you can surface to climb a wall. As a new thing to avoid, there were be statue heads shooting fire out as you climb now. Treat them as you would the steam vents and just make sure that you pass them carefully. At the top you will have more harpies to deal with. Once they are gone you will see a mine cart that you can take to the left. Jump in but only move it just enough so you can jump back and grab the wall ledge where it was sitting against. If you hang on this edge you will notice a bestiary scroll sitting a ways down on the wall. Drop to grab it and fall back to the water.

Bestiary Scroll 3/12 (Harpy Leader)

Backtrack all the way back to the mine cart and start heading to the left now. There will be a harpy there waiting for you. Stop moving the cart (let go with cn_RT) and either use whip attacks while jumping to avoid the arrow the harpy will shoot, or go ahead and send some bats its way by jumping and hitting cn_B. You will deal with another harpy a few ways down so just repeat the process. Make your way to the far side and use the elevator to head on up some more. As you head to the left you will enter a furnace looking room with lots of fire streams heading up from the floor. Carefully avoid and pass them to trigger all the fire jets to rise and some harpies will attack you while you’re trapped. Deal with them as you like to make the jets die down and then carefully make your way to the left to enter the…

Kitchen

Alucard Kitchen

Head into the kitchen and make your way across the first gap to snag another bestiary scroll.

Bestiary Scroll 4/12 (Electric Merman)

Proceed back to the gap now, head down and then go left again eventually dealing with some more electric mermen. When you get to the next section you can climb, go up and head right at the top to find the next dead knight scroll.

Dead Knight Scroll 8/20

Head back left and deal with another electric merman before you cross the gap. As you keep heading left and fighting enemies you will notice a section where the walls look like they have a glowing matrix thing happening on them. This is a special type of wall that we cannot climb just yet. I will direct you back to this spot but it might be a good time to mark this area on your map. Continue on passing another small gap until you come to a very large looking well. Start heading down the wall closest to you avoiding more steam vents and drop all the way to the bottom and then head up the other side. Once you reach the top, look to the right and you will see a wooden platform above that you can barely jump and reach. Get up there and pull the lever on this platform to raise the water in the well below. The small scene should have also showed you a chest we are going to go get. Head back into the water swimming down and to the left to reach your first special ammo upgrade chest for Alucard.

Special Ammo Chest 1/5

Head back up the wall and continue on to the left until you see a small scene with hunchback. This will introduce your first (and very important) magic ability…mist form. The ability is triggered with cn_LB and pressing dodge (cn_LT] while it is active will allows you to pass through grates and enemies. More importantly what the game doesn’t fully describe well is that if you pass through an enemy you will recover a little bit of life. This is SUPER important in boss rush mode later on in the game and in all of the boss fights for Alucard.

Along with your new ability you will notice the hunchbacks have learned a new trick and discovered teamwork. This group of hunchbacks wield a spear and shield to be able to block your attacks now and dish out more damage. Their attacks consist of swinging the spear down at you and an unblockable attack in which they charge across the screen at you. As previously mentioned they can now also hide behind their shield at you. You will need to dodge and stay agile to avoid these guys as well as their oil flask throwing brethren. If you have learned the power punch attack (while holding cn_LT/block also hold cn_X) this move works great on any enemy that blocks. It will break right through these hunchbacks shield and then you can continue you assault on them. Once you dispatch of this large group of enemies head left and refill your magic. Activate mist form and “mist” through the gate. If you head down the stairs you can refill your magic again if you want with another magic font at the bottom. Proceed up dealing with hunchbacks as you go and ignore the path to the left for now. Once you reach the top of the stairs head right into the large kitchen area to fight off more hunchback enemies. You will get the stacked group along with the single oil flask throwing hunchbacks. When the battle is over go to the far right of the room to grab another dead knight scroll.

Dead Knight Scroll 9/20

Backtrack to the stairs and head left on the path you skipped before. Another group of hunchbacks will be there to attack you so be prepared. Keep heading left to find another dead knight scroll.

Dead Knight Scroll 10/20

It is time to start heading up the wall we passed on the way to this last scroll. Climb up and keep on climbing until you reach the top. There is a platform that is hard to see when you first exit the area with the steam vent depending on your TV’s contrast settings. When you reach the top you will see an odd looking door that has a wolf head carving coming out of it with chains going to its mouth. This is yet another type of door we cannot open until later. Mark it on your map if you wish but again I will guide you back here in the guide later. You can finally head out of here into the…

Theatre

Alucard Theatre

This section is kind of interesting. As you climb, the area will be teaching you some practices to solve a puzzle you will be walking into up ahead. Before we go further I want to point out the red X on my map. This represents a hint scroll in the puzzle area. Whatever you do, do NOT pick up the hint scroll when you get there. It is very deceiving looking and looks almost identical to a dead knight scroll except the glow is red instead of purple. I will remind you again when we get there.

Run ahead and grab the block on the far left. This is a wind block which if you jump over it you will be pushed way up in the air. Simple concept so go ahead and use it to get to the platform above you. Next you will see a normal weight block along with a magnetic block (I would think by the symbols you can tell which is which wink). Grab the magnetic block and you will notice it “grabs” the weight above it and drags it wherever you drag the magnetic black. Drag it to the left until the weight block sits on the pressure plate above to open a path up on your right. Using the weight block as a jumping point jump up to the next platform which has a weight block held by a puppet hand and a fire block. Fire blocks hurt you of course if you try to jump over them, and they are only used to find puppet hands to burn up. Push the block to the right until it is under the puppet hand to burn it and drop the weight block. Use the weight block again to go up another platform that shows a wind bock, a blue tube, and a weight block at the top. The tubes will transfer the wind from a wind block through them so push the wind block over to the left under the tube and it will automatically push the weight block over onto the pressure plate allowing you to proceed. These are all the basics you will need to know for the puzzle ahead. Once you head through the gate you will see a cut scene and the puzzle will begin.

Again, DO NOT GRAB THE HINT SCROLL ON THE RIGHT WHEN THE PUZZLE STARTS! This will negate an achievement we can earn here. The object of the puzzle here is to get the fire block to burn the hand on the upper right. With some tinkering around you can figure this out with no hints, but I will still put a solution below for those who want one.

*** Spoiler - click to reveal ***

Once you complete the puzzle, as long as you didn’t touch the hint scroll you will earn the following achievement

Puppeteer

Solve the Theatre puzzle without clues

Puppeteer
2 guides

A cut scene will occur and you will now be in an upper portion of the theatre to the right of the stage. Drop down and deal with some puppets and then head all the way to the stage to grab another dead knight scroll.

Dead Knight Scroll 11/20

Backtrack to the area we started at after the cut scene and face some more puppets as you head to the right and out onto the…

Terrace

Alucard Terrace

Make your way to the large elevator and start up only to get interrupted by…

Boss Battle: Reaver

This guy sucks, and in my humble opinion is one of the hardest bosses in the game since he is very unpredictable and his move sets can be hard to avoid in certain scenarios. I spent A LOT of time with this boss in boss rush mode to work on getting some sort of consistent strategy for him. I will do my best to break down what to expect from the Reaver here but, don’t be surprised if you struggle with him for a bit as I did.

As with every other boss we have faced so far, Reaver “evolves” as the fight goes on by adding new tricks to his bag. Your bat special attack is useless on him as well as he eats the bats and then will spit bones at you which damage you. On top of that frustration, he is very good at always staying just out of your reach and punishes you quickly for getting too close, in multiple ways. For the first section of the fight he has five direct attacks. His first main one is his tail swipe, which can be frustrating. You can’t block it and you can’t jump over him plus, it has a VERY long reach. To make matters worse, while it is shown with the usual glow on the enemy, he delays it a bit meaning you need to time the jump right. If you jump as soon you see it, you will get hit on landing. Best way to use this move against him is hesitate, start the jump after a second of hesitation, and then hold cn_X while in midair to hopefully catch him with a slamming whip move.

The second attack he does is a bit varied. He will rear back a bit with his mouth open and then snap his jaws at you while lunging just a little bit forward. This can be countered but is tough to time. On top of that he can follow it up with a second bite where he goes even farther forward, and even finish both with a third unblockable bite that covers a lot of ground. Keep in mind, there is no way to tell if he will do one, two, or three bites. You just have to react accordingly. Again, you can’t jump over him so best move if you are not comfortable countering his bite, is to dodge back and pray he doesn’t push you into a corner before a third unblockable bite. If you can counter him use it to your advantage and put a little hurt on him.

His third way of hurting you is just by you trying to jump over him. Reaver is made up of many Scravens so if you attempt to jump over Reaver a bunch of Scravens will lunge out of his back and bite you knocking you back in front of him. This can be especially dangerous as Reaver has a nasty habit if he knocks you down, of doing his tail swipe, and you will be unable to dodge it before you get up. Ouch. Long story short is don’t try to jump over Reaver. If you need to get past him (you’re backed into a corner and he is about to super bite you) active mist mode and dodge through him. More on this later.

The fourth attack of Reaver’s is he will shoot Scravens out at you, up to two at a time. This just adds another enemy on screen (usually behind you) that you now have to turn your attention to and worry about. Kill the Scravens ASAP unless you need to dodge away from a Reaver attack to stay alive. The bat special attack DOES work well on the Scravens so feel free to use it on them.

His final attack for now, is that he throws out these maggot looking bugs that swell up red and then create a large blood explosion. This attack knocks Alucard down and can again make you vulnerable to a follow up attack while you are down that you can’t dodge. You will need to time your jump or find an open spot of ground to make sure these things don’t hurt you.

So yeah, Reaver is no fun to fight. If he catches you in a corner and throws his maggots or starts his bite attacks you better pray you have enough magic for mist ability because otherwise you are getting hit. If have tried jumping in the corner only to get bitten by his scravens hiding in his back and then got stuck on top of him floating in the corner as he proceeded to tear me apart. He is a typical "you need to be on offense and defense all at once" kind of boss. If I took the cautious approach with Reaver, I would take too long to get his health down and didn't hurt him enough so the fight dragged out, giving him more opportunities to trap me and really mess me up. If I was too aggressive I would open myself up to nasty attacks and lost a third of my health in the blink of an eye. You really just need to use every opening you can get and knock as much health off him as you can. If you can block his bite attack, great, counter the crap out of him. The best consistent counter you can do is the slamming cn_X attack when you jump to dodge his tail swipe.

Once you knock about a quarter of his health off Reaver will go to the middle of the screen and be stunned. Use cn_RT to grab the fixture above him to drop some acid on Reaver by mashing cn_X after you grab it. As soon as you do this Reaver will swallow you. There is no way to avoid it. You have to mash on cn_A to escape him and continue the battle. He now does all the same attack, but adds yet another move. Every now and then he will back all the way to a corner and then roar and charge with his mouth wide open. If you let him swallow you then you have to mash cn_A again to get out. The only way to avoid this attack is to stand on the opposite side and trap yourself with him when he stops or mist dodge through him. On the plus side you can charge a strong attack if you time when he is going to stop and hit him hard once he stops. Most of the time, if you hit him a lot when he stops, he will back up a bit and give you a bit more breathing room. Don’t forget you can mist through him when he gets you in the corner AND it will recover a little bit of your health if you do. Keep chipping at his health and being a good mix of offensive and defensive. The sooner you get his health down the sooner the fight will end.

At around half health he will be stunned in the middle again for another acid bath. Following the acid, he will run away from the screen and go to an upper ledge where you cannot touch him. His main attack now is that he will attempt to line up with you and then throw out as many as 7 maggots at a time covering a wide area below. These maggots explode just like before, so time your jumps well or run out of the way. After a few moves or throws, Reaver will start coming back down from the ledge in the distance and then charge the front of the screen, damaging you in the process if you happen to be in the way. This attack really hurts, so when Reaver is on the ledge you want to get to a corner and make him shimmy his way down to you. Let him throw the first set of maggots, run out just enough so he will throw another set and then get away from the maggots about to explode. Make him do this about 2-3 times before you run to the far side of the room again. As soon as he gets down to where you are on the far side start sprint across the screen to the opposite side again as he should be getting ready to come back down at this point. If you follow this pattern he should hopefully never hit you with the maggot or hurt you charging back into the fight.

Once he gets back from the platform he will continue his bite attacks, tail swipe, and charging/swallow-you-whole attacks. Chip away at his health, and bear in mind he may retreat to the ledge to repeat that attack a few more times. Once you manage to get his health down to a quarter health he will be stunned for a final acid shower and victory will be yours. Well done, as this guy is no pushover! For defeating Reaver you will also earn the following achievement.

Curiosity killed the cat

Defeat the Reaver

Curiosity killed the cat
1 guide

Also for defeating Reaver you earn the Shadow Claws. These allow you to jump-climb up the shiny walls you have seen once or twice by now. Head back to the left and put them to use right away to climb to the upper area of the terrace. Make sure as you climb up you grab the bestiary scroll suspended in the air at the top of this broken elevator shaft.

Bestiary Scroll 5/12 (Reaver)

This finishes off the terrace so proceed to the left to enter the…

Clock Room

Alucard Clock Room

Head on in and pull the lever right away to open the door in your path. A small scene will play showing you another upgrade of some sort in the middle of the clock room. Proceed over to interact with it and another scene will play taking the upgrade away from you along with adding another ability to your repertoire, your wolf form. This is your other magic ability and is activated with cn_RB. The only thing it does is allow you to do some excess damage to enemies and open special doors. Besides opening doors I never used it, but feel free to experiment with it if you like. You may find more of a use for it than I did. The game will immediately show you the door with the wolf head carving in it that you can now open with the wolf form. You probably remember these from a while back in our travels also. Pull open the door to obtain another dead knight scroll.

Dead Knight Scroll 12/20

Swing across the gap here to the far side and exit to the next area.

Toys Assembly Line

Alucard Toy Assembly  Line

Right away in this room you will have a fairly large battle with puppets and magic books. Dispose of all of these enemies and then use the elevator on the right side of the room. This will lead us to the first real platforming section of this game, something we haven’t had a whole lot of to deal with up to this point. You will encounter a platform that is slowly going up and down a bit, ahead to the right. Pass over this platform while it is down to get to the health font and then approach another gap to the right here. Make a gutsy jump and dodge/dash in midair to make this gap and reach another platform to collect the next dead knight scroll.

Dead Knight Scroll 13/20

Jump and dash back to the health font and now ride the platform up to the level above you. Here is where you need some good timing. As you head right the floor sections between the main platforms will fall away a few seconds after you step on them. You will also notice electric currents turning on and off entering and exiting the next platform. You need to time your run onto the platform just about when the electric current is going to turn off, jump almost immediately after you get on the platform that collapses and then dash in midair to pass the current before it starts again. This will get easier the more times you practice it. Time your run through the next electrical current onto another platform moving up and down, and then time a jump or dash through one of the two electrical currents before the next platform. Now you are going to have to use your shadow claws to jump off and up the wall here while also avoiding electric currents blocking your path. Alucard will hold onto the wall but slide down a bit if you don’t hit cn_A right after attaching to it, so time your jumps well and avoid all the electricity until you get up to the next small alcove on the right. Repeat this to climb up higher and then find a door that you can open with your wolf form on the right. Head on in avoiding the steam as you go to find a life chest.

Life Chest 1/5

Head on back to another rising and lowering platform. Instead of progressing to the left, let the platform lower and then jump off onto the small platform to the right. Pull the cage block to the left to reveal a magic chest.

Magic Chest 1/5

Now get back on the moving platform and watch the ground of the next section. Wait until the electrical current just stopped and jump and dash your way across. Keep dashing across another platform that will drop until you have two electric currents side by side in the middle of a platform in front of you. You will need to time this just as the current closest to you is about to stop and dash as fast as you can through the currents onto another moving platform. Once on the far side, shadow claw jump up the wall avoiding the steam like you did the electricity last time, and head to the left at the top so you can drop down and collect another dead knight scroll.

Dead Knight Scroll 14/20

Now head back up and right to cross another collapsing platform leading to a bit more solid ground and a final collapsing platform. On this last one you need to dash and then jump and grab a rappel point on the far right before you fall below. Move up the wall and then hit cn_A when the prompt appears to crash through the glass on the wall allowing you to enter the…

Toy Maker’s Workshop

Alucard Toymakers Workshop

Go to the far right on the ground of this room and collect another dead knight scroll.

Dead Knight Scroll 15/20

Now backtrack and you will see another rappel point from a dangling section of floor close to two statue heads in the background. Rappel up and then grab another point to the right and start climbing up the wall avoiding the electricity on the way. Keep following the path all the way up and to the right, and once you reach the top go to the far right to collect the stopwatch. This nifty device is your other special attack and is one of the most useful in the game as it will slow down time for enemies, bosses, and traps! Drop back down the hole in the floor you used to come up and then keep heading straight down using another rappel point here to get to a platform on the right. Use mist form and keep heading right until you will see two sets up lasers in the air. Jump and mist dash through the first one to the far wall to avoid the laser and then drop down to find another life chest.

Life Chest 2/5

Shadow claw jump you way back up the wall and then carefully work your way down the other side of the wall here to drop to where you first entered. You will be stuck in a fight with magic books and hunchbacks with the spear and shield, so go ahead and take care of all of them. Leave back into the Toy Assembly Line and work your way carefully back down to the exit into the clock room. On the way you will have to fight some puppets and magic books again. Once back in the clock room this is a good time to test out your new stopwatch. Head to the middle of the clock (where you first saw the whip upgrade. You will either have to swing back across the gap or drop down and use the lever again to enter) and hold cn_B to slow down time. Use this time to climb up the first two platforms on the left waiting for the electricity to die down. When you get to the second platform jump off to the left to grab a bestiary scroll sitting in the air.

Bestiary Scroll 6/12 (Hunchback Troop)

Now head to the clock and use another stopwatch and head up the platforms again until you reach the top platform where the whip upgrade is. Use the upgrade spot to enable your whip to grab the magnetic rail system. To use it you only need to jump towards the rail and then hit cn_RT to grab and use the cn_LS to head left or right. Hitting cn_RT again will allow you to detach from the rail. You will see in the scene the rails light up to show you what they look like. Jump on the rail to the left first and ride it over to the far side to find another magic upgrade chest.

Magic Chest 2/5

Ride back now to the upgrade point and ride the other magnetic rail to the right, bringing you to a new exit into the Toy Maker’s Workshop. From here things get a little tricky to get another upgrade as the platforming required can be a bit challenging. Ride the magnetic rail up and then get on the moving platform at the end of it. Ride the platform all the way down until you can jump on a small section to the right. Climb down the wall here too where you can now see all the electricity at the bottom. Wait for a platform moving from side to side to come under you and drop onto it. Ride it to another magnetic rail but watch out for the electric beam in the middle and drop on another platform to the right. As the platform reaches the far wall, use the rappel point, and carefully climb up past the first small electric beam until you are hanging from the point on the wall with your hands. This next part is the super tricky part. Activate your mist form while still on the wall. Wait until the electric beam that is at a diagonal angle just shuts off, jump off the wall to the left and then before Alucard starts to descend dash to the left again to reach the platform. The timing is difficult so don’t fret if you fall. Once on the platform mist through the gate and collect another special weapon upgrade.

Special Ammo Chest 2/5

Refill your magic and head on back through the gate. You will have to time your jump in mist form again when the electricity is about to shut off and then jump using the same method you use to get here in the first place to grab the point on the far wall. Now start making your way back down, across the magnetic rail, and back up to the section where you first climbed down to this area (there should be some candles on the ground when you get back there). If you are REALLY struggling to make that jump to the special ammo chest, wait until after the next boss. You will gain the double jump/glide ability after that fight and it can make that jump a lot easier. It’s up to you if you would just prefer to get it now to avoid more backtracking later, although I will point out a good time to get it.

Now start heading up and to the right again using the shadow claws to make your way to some small hanging platforms. At the top you will face some more puppets and magic books. Past this fight there will be another very small rising and lowering platform. Jump on it and ride up until you see a magnetic rail to your right. Hop on and ride it all the way past two electric currents and then drop off to bring you all the way back to where we started the first time in the toymakers workshop. There is another magnetic rail here to help you skip some of the climbing section and bring you all the way back to where you grabbed the stopwatch. This time head left from where you got your watch past a teleport curtain (we will use that later) and over another magnetic rail to exit to the…

Carousel’s Engine

Alucard Carousels Engine

Right away a hunchback troop will greet you. After dealing with them climb up the left side and open the wolf door with your wolf form to get another magic upgrade.

Magic Chest 3/5

Now hop on the magnetic rail to the right and keep running until you hit another cut scene. This is the start of the carousel puzzle. As with the theatre puzzle, DO NOT GRAB the hint scroll on the bottom far left of the screen. This will void your ability to get an achievement here. The goal of the puzzle is to make the light beam hit the top circular section above using the orb mirrors to reflect it up there. You can figure it out through trial and error, but if you would like a step by step instruction of how to solve it, I will put that in the spoiler below.

*** Spoiler - click to reveal ***

Once the puzzle is solved you will get another cut scene and earn the following achievement as long as you did not touch the hint scroll.

Light guide

Solve the Carousel puzzle without clues

Light guide
2 guides

A cut scene will follow this and when it is finished you will come up an elevator into the Resurrection Room automatically. I am going to hold off on the official map for just a little bit as we are going to backtrack just for a minute. Activate the elevator as soon as it stops to go back down instead of proceeding into this new room. This elevator will return you to the carousels engine. As soon as you exit the elevator you will already see another dead knight scroll right to your left.

Dead Knight Scroll 16/20

Once you have the scroll go back up the elevator and return to the…

Resurrection Room

Alucard Resurrection Room

Use all the health and magic fonts close by and then proceed to the right to grab yet another dead knight scroll.

Dead Knight Scroll 17/20

Keep heading to the right and drop down below as the magnetic rail above you is currently not active. After you move a bit into this area you will have to face…

Boss Battle: Daemon Lord

So that big ugly demon we let kick us around way at the beginning of this act is back for round two. This fight can seem very difficult at first but there are a lot of tricks to getting around this battle that once learned, make this fight significantly easier. First off equip your stopwatch as you will need it during the fight. The second bit of advice is that for the main part of this entire fight you cannot use mist form and mist through the Daemon Lord. If you try to do this you will be pushed back and damaged so don’t even try it. The magnetic rail above you is now active and you can use it during this fight (in fact you HAVE to use it at times so you don’t get killed). Even though you seemingly can’t jump high enough to reach it if you jump up and hold cn_RT right away you should be able to attach to it.

As usual let’s focus on his attacks for the first part of the fight. The Daemon Lord gives away his intended attacks really well so it should be simple to get used to what he is about to do each time. All of his attacks cannot be blocked for now, so don’t even try to do that. His first main attack is that he will raise his left arm high up to smash the ground signaling a three part attack. The three parts are smashing the ground in front of him followed by a quick swipe up and across with his left arm and ending with a good reaching lunge at you to bite you. You need to dodge back from the first two attacks and then run away in the opposite direction to avoid the bite. If you are too close to the corner, dodge the first two and then jump and attach yourself to the magnetic rail above and pass over him and then drop down behind him so you will have more room to fight him and dodge back. The Daemon Lord will also arch his head back and his eye will glow signaling an air roll attack. For this move he will jump up in the air and then do a somersault-like move forward and hit the ground. You will need to dodge under him as he jumps to avoid this attack so you can follow it up with some attacks for good measure. DO NOT use the magnetic rail here to avoid him since his jump will go high enough to hit you up there. This will normally lead to his other attack which is when you are behind him and his “tail” is close to you. It turns out that his tail bites as well, and it will glow before he snaps forward at you to do this attack. A quick dodge backwards should avoid this no problem. The last move the Daemon Lord can do is that he will move to his back and point his tail at you while he is still facing you as well. This signals he is going to shoot a laser at you from his tail and the only way to dodge this is to grab the magnetic rail above and get behind him. Be quick about this though as he can move the laser as he is shooting it and point it straight up in the air to hit you on the rail if you hover above him. For this part of the fight just don’t get greedy with your attacks on him. Hit him two to four times whenever you dodge one of his moves and then anticipate to dodge the next one. Repeat this and you shouldn’t have too much trouble getting to the next part of the fight.

This is the main portion of the fight. Once you knock off about a third of his health he ,will retreat to the background and start using the big machine back there to start a brand new attack. You will be shown two mechanisms on the left and the right side of the screen opening up before he does this as well. Two laser beams will appear on the screen and rotate constantly in a circle. If the beam hits you it hurts quite a bit. The goal here is to avoid the beam and destroy one of the two mechanisms the far sides of the screen. This is where your stopwatch comes in really handy. Dodge the beam and head to one side or the other and when you are close and the laser has a while before it will hit you, throw the stopwatch down allowing you to get a lot of hits in on the machine. Repeat as necessary until you destroy the one you are focusing on to get the Daemon Lord to return to the fight. When the Daemon Lord flies back in, he will smash the ground and create a shockwave from his body that pushes out towards you. This is one of his only moves that can be blocked so hold cn_LT to make sure you do not take damage from this. The fight will return to the same attacks he had when you first began so keep anticipating his moves by watching his tells, and dodge and attack accordingly.

Once you chip his health down to a third remaining, he will fly to the background a second time and activate the rotating lasers again. This time though, there is only one super long beam that covers the whole area instead of two. Avoid it and get to the other mechanism that you left alone the first time and use the stopwatch again to slow down time giving you more time to destroy the mechanism. You will probably have to use the rail again to dodge the beam at least once before you destroy it. Once the mechanism is destroyed it causes the Daemon Lord's electric barrier on him to disappear which means you can mist through him now, and he gets pretty angry with you. He will grab you and bring you to the upper platform with him while shoving you in one of the electric beams up there. Mash the cn_X button to escape this grab.

This is the only section of the fight that can be difficult as you now have less than half of the space you did below to fight and dodge the Daemon Lord. To make matters worse, the electrical fields on the left and right will damage you quite a bit if you dodge into them or get pushed into them. The magnetic rail is also gone so you cannot rely on that to get past the Daemon Lords attacks anymore and will have to remember to mist through him if he traps you instead . His attack pattern also changes a little bit and he adds one new move. The new move is a tail/butt slam that throws out shockwaves like you dealt with when he first jumped down from this platform. They can be blocked but he will do them constantly until you hit him to make him stop. It is important you don’t just sit there and keep blocking as each block pushes you back and will eventually push you into the electric field at one end or the other. The other change is in his three move combo attack but in a good way as he now only does the two claw swipes and will no longer lunge at you for the third attack. The best way to fight him here is block his tail ground shockwaves and then dash in and hit him. If he is going to swipe his claw at you and you have a very small space behind you mist through him right away avoid getting trapped or smashed into the electric field on either end. The stopwatch is a GREAT tool here too, which will allow you a lot of extra hits on him and time to dodge his attacks so use it as much as you want. Beat his health down until you can grab him with cn_RT to end this fight once and for all and gain the following achievement.

System shock

Defeat the Daemon Lord

System shock
1 guide

Victory here grants you the Demonic Wings. This is like a double jump in the game so now you can hit cn_A twice to go even higher than before. On top of that you can also hold cn_A while in the air to glide down. Remember that tough to get Special Ammo Increase Chest I said would be a bit easier with a soon to be learned ability? This would be the ability I was talking about. You can use it to make that jump through the electric field there much easier, jump even higher in the process, and then glide over to the far platform. If you want to backtrack to that section now and get it (if you skipped the midair timed dash move earlier) you could do it now, or wait until I point out a good time later when we are backtracking anyway. Assuming you have gotten that chest already (or you are going to wait) let’s move on. Run to the right now and use your new double jump to escape this area (sadly the magnetic rail is broken now) and run through the elevator to grab another life increase chest.

Life Chest 3/5

Go ahead and activate the elevator now taking you to the…

Vampires’ Tower

Alucard Vampires Tower

As you can see from the mini map this is a pretty big area. Head left out of the elevator and run until you need to double jump through a small opening in the wall. Start climbing up the wall on the far side and when you see a small platform to the right. Head over there and mist through the gate. Use your new double jump and glide ability to get across the chandelier and to the far side to find a bestiary scroll in the middle of some contraptions shooting fireballs. Be careful as you work to grab it and time your jump well to avoid getting hit.

Bestiary Scroll 7/12 (Gargoyle)

Keep heading right from here and swing across the gap to find a wolf door to open with your wolf form. Swing again to reach the far wall, then climb up and grab the small platform up here to get another upgrade to your special attack.

Special Ammo Chest 3/5

Backtrack all the way to the far left wall and continue climbing up until you reach the health font and a lever. Pull the lever and head through to face a new and annoying enemy, the Knight Vampire. As you no doubt have already noticed, while progressing through the game the regular enemies are starting to get a bit harder and pose more of a threat than usual. The knight vampires wield large purple swords and can either hover above you and attack in a few ways or stay on the ground and attack in a few ways. While in the air, the knight vampire will start a glowing attack and throw a purple dagger at you, but don’t fret as this is easily dodged. The knight vampire can also do large sword swipes and even do two very long swings with its sword covering a good bit of ground while not being blockable. If the knight vampire is in the air, the best tactic is to stay on the ground and use cn_Y attacks to hit it without jumping and just dodge the daggers. Things are a bit more complicated on the ground. You can block and counter a few of the sword swipes done by the knight vampire, but many of it's moves are still not able to be blocked. The knight vampire can go back and then dash across the screen trying to stab you with its swords in a straight line. Another attack that cannot be blocked, is a two sword swipe attack that covers a good bit of ground. Also if the knight vampire does two regular sword attacks that can be blocked and is un-interrupted, it will ALWAYS finish with an unblockable finishing sword swipe. On top of all this the knight vampire can also block your attacks with its sword.

So yeah, these things are no fun to fight and take a lot of damage before falling. The best tactic is, as mentioned before, if they are in the air, pummel them with cn_Y while dodging only daggers. If they are on the ground it is best to block their regular sword swipes and then counter with a nice combo of your own. If they block hold cn_LT and then cn_X to use your shadow claw punch attack to break their block and then keep attacking (you should have learned this move by now as it is the best breaking an enemy block attack there is). You will often fight knight vampires in groups of two or three at a time so get used to keeping an eye on both of them while you attempt to take one out quickly.

Alright. Enough about knight vampires as you probably didn’t need that much information to know how to kill them. Once this first one appears they are going to start showing up all over the vampire’s tower now. As you keep heading right, more knight vampires will keep appearing that you can deal with. Once you reach the far wall climb up and work your way to a suspended rope that goes across three statue heads shooting fireballs. Carefully make your way across the rope and then rappel and climb up the wall until you reach the very top section, then head left. This will lead you to the exit and into the final section of the map.

Throne Entrance

Alucard Throne Entrance

We have officially visited every area of the map now. Head left and deal with more knight vampires and then rappel up the closed gate ahead and jump back to the right to reach the next level of this section. Along the way you will face a gargoyle, so deal with him and then proceed to the far right. You will notice a section here you can drop down with the shadow claws so do so and claim another special ammo upgrade.

Special Ammo Chest 4/5

Shadow claw your way back out and then keep heading up the stairs until you find yourself blocked by two barriers and forced into another fight with a knight vampire. You will now be at the final part of this act, but notice you need two blood orbs to proceed. Unfortunately (and fortunately for collectables we have yet to acquire) you need to backtrack to get the two blood orbs needed to confront the last boss. It is now officially backtracking time to get all the collectables and ensure you are at 100% before we finish off this act. The blood orbs location were marked on the maps I provided so you can see where they both will be as you head back through the maps. Start off by going to the left of the throne entrance and rappel up the wall smashing through the window here. Don’t jump down, instead do a double jump and glide all the way left to find another bestiary scroll.

Bestiary Scroll 8/12 (Shadow Crawler)

There is a knight vampire below to deal with once you drop down. After that, keep heading down and to the left. On a broken platform on the far left wall you will see another dead knight scroll. Double jump up to this platform and make sure to collect it.

Dead Knight Scroll 18/20

This should complete the throne entrance to 100%, and if you check you mini map in the game you should have 8 of the 14 sections completed to 100% now. Keep making your way down and then head right until you reach a lever you can pull to connect the two sides of this map, making it easier to get around the throne entrance. Drop down to the left and deal with some more knight vampires, then take the second exit from this area on the left side (behind a wolf door you have to break open) to go back to the vampires’ tower.

Swing across the gap here and make your way down the wall until you see a platform you can jump off to on the right. Get to that platform and break the barrels there to find a crawlspace leading to another magic upgrade.

Magic Chest 4/5

Head back now to the far left wall and work your way down another shadow claw section. Drop down again to face a gargoyle. Once the gargoyle is defeated, head right and a section of the floor will collapse at an angle, giving you a new way to climb up here from the floor below. Make your way across this upper section with double jumps, glides, and grapple swinging, to reach a lever on the far side. Pick up another bestiary card up here along the way at the first platform you jump across to.

Bestiary Scroll 9/12 (Knight Vampire)

If you happen to fall, be prepared to deal with some more knight vampires. The lever will turn on a magnetic rail that you can use to go up and reach another lever changing the activated magnetic rail again. Instead of jumping on the rail in front of you, go left and jump to find another magnetic rail heading down leading to another dead knight scroll.

Dead Knight Scroll 19/20

Grabbing this scroll finishes this section at 100%, but we still need the blood orb. Ride this rail up to find a magic font and another lever. Pulling this lever opens two gates on the right side of the castle that we need to get through for the blood orb. Make your way back down the magnetic rail and head right to the second magnetic rail we skipped the first time. Ride this one to find a wolf door you can break open leading you back to the far right side. Head over to the wall and climb up until you see a grapple point you can use to swing over to the left with. Make sure you avoid the steam before swinging, and follow this path with another double jump to snag the first blood orb. The lever in here will open the gates on the far side, completing all the shortcuts in this section of the map. Make your way all the way back down this map using the section of floor that fell down as a shortcut, and start heading back to the resurrection room dealing with the knight vampires and gargoyles along the way (the path heads down the broken section of floor, to the left, from there past the health font, down the wall on the left, to the right past the small opening in the wall leading all the way to the exit). Once back in the resurrection room head left across the scene of the boss battle and up the other side. Right after you climb back up look up after the small tunnel here to see another bestiary scroll floating up in the air. Use your double jump ability from where the ground is highest to jump up and grab it.

Bestiary Scroll 10/12 (Deamon Lord)

Grabbing this scroll puts the resurrection room at 100% now as well. Return to the elevator and pass through the carousel’s engine room returning to the toy maker’s workshop. Make your way across the magnetic rail and to the teleport curtain to teleport to the theatre. The sole purpose of doing this is to open the gate for the teleport there for later. Teleport back to the toy maker’s workshop, heading down the opening near the stopwatch, and then riding the magnetic rail here down to where the health font is. Continue to the left on another magnetic rail and keep going left and down dealing with some puppets along the way. Keep making your way down the shadow claw wall area, and keep in mind if you skipped the special ammo upgrade chest from earlier that was difficult to get (special chest 2 in the guide) you are passing the path to get there again. Take the detour there only if you skipped it earlier.

From the shadow claw wall, ride the moving platform going up and down to your left all the way up, and take a long double jump and glide to the far left wall to latch onto a wall grip point. Climb up past the electric beam to find another magnetic rail by the ceiling and ride over to another dead knight scroll.

Dead Knight Scroll 20/20

Make your way back down now to the rail below you and head to the exit leading into the clock room. Move through the clock room and get to the exit to proceed to the toys assembly line (head down the wall and head right after you drop down one level). The exit you want is the top of the two lower exits). Once in the toys assembly line, ride the magnetic rail at the entrance upwards until you see the steam coming out of a pipe. On the lower right of the screen you should see a bestiary scroll in the air. Ride the rail over top of the scroll and drop down to grab it.

Bestiary Scroll 11/12 (Macabre Puppet Unleashed)

Be prepared to take some damage as you hit the ground as it is a long way down. Once you drop to the ground, more puppets and magic books will attack you. By this point you should have all but two points on the map at 100%. Head back into the clock room by going left and then drop down a level and go back to the terrace. Run through the terrace to the theatre and go to the lower right exit of the theatre into the kitchen. Right away as you run in you will see another bestiary scroll to grab.

Bestiary Scroll 12/12 (Wraith)

Head to the left and up the left hand side like you were going to take the other exit to the theatre. When you climb back up there is another wolf door there to open in wolf form guarding your final magic upgrade chest.

Magic Chest 5/5

Go back down into the kitchen. Keep heading down until you reach the gate you need to mist through (there will be a magic font on the other side). Deal with the hunchbacks in this room and then use double jump to reach the large wooden platform on the right. Once on top, grab the metal cage and drag it to the left so you can double jump off of it and reach the magnetic rail on the top portion of this room. Riding the rail you will find a deceased hunchback clutching the second blood orb. All that is left now, is to grab a few last collectables and then get back to the throne entrance. Ride the magnetic rail back across, jump down to the ground floor, and then keep heading to the right until you reach the section that looks like your moving through big sewer pipes. A little way in you should come across a place where the pipes go up and you can use the shadow claws to climb up. Make your way to the top and on the left you will find yet another health upgrade chest.

Life Chest 4/5

The kitchen should now be at 100% as well. Keep backtracking to the right until you reach the abandoned mine. Above you when entering the mine there are platforms moving to the right of the screen. Double jump up to grab the side of one of the platforms and then hang there for a little bit until you are past the fire jet coming from the ceiling. Once you are past the first one climb on the platform to pass the fire jet on the lower section and then hang off the right side of the platform to pass the final fire jet before double jumping to the right to collect the final health upgrade chest.

Life Chest 5/5

Drop back down, head right to the elevator and take it down to the mine cart. Drop down from the mine cart and keep heading left until you reach the wooden platforms rising up and down. Ride the platform on the right up as far as it can go and jump up to a ledge to find a wolf door. Open it and snag the final special ammo upgrade and final collectable of this act.

Special Ammo Chest 5/5

Double check your mini map and make sure all the areas are gold now to ensure you do not miss the 100% completion for Alucard’s act. Make your way all the way back to the theatre to use the warp curtain bringing you to the toymakers workshop. You really shouldn’t need directions at this point and if you get lost refer to the maps above. Make your way all the way back to the throne entrance and use the two blood orbs on each side of the door now. Doing this will open the large door and start a scene leading to the showdown with…

Boss Battle: Dracula

All right, finally a big-time showdown. Dracula, as you can expect, is not a simple boss to beat and things are a little more complicated (and in some ways easier) since Simon is also present for the battle. There are a few things to note before we get into Dracula’s attacks. First, is that your special attacks are utterly useless. The stopwatch does not slow down Dracula at all and the bats are also not effective. Second, is that mist form can be used against Dracula and is encouraged if you find yourself in desperate need of healing. Finally, use Simon to your advantage when he is present. There are times were Simon can take a hit for you saving your precious health or even better, hit Dracula to disrupt one of his attacks. If at all possible, try to keep Simon between you and Dracula for a good bit of the fight.

So on to Dracula’s attacks. First of all he has a three move combo whip attack where the first two moves are blockable but the last is not. This is extremely hard to time a counter to, so it is better if you back up, dodge, and avoid it completely. Dracula will also jump in the air, or stay on the ground and throw red fireballs out in a arching angle. The farther back you are the more of a gap there will be between the fireballs to allow you to dodge between them. While also in the air Dracula will drop directly to the ground throwing a large red shockwave out from both sides of him covering the ground. The only way to avoid that is with a well-timed jump. If Dracula rears his cape up and flashes he is about to do a superman like punch across the screen at you. Dodge this by jumping over him. Dracula also does a jump attack and while jumping through the air will use his whip to try and hit you. He also uses a rise-up attack that will pull you up in the air and the will attempt to do a follow up combo while you are airborne. These, of course, you want to avoid at all costs. Finally Dracula can also block you with his cape so if he does this do not forget that you can use your shadow punch (hold cn_LT and then hold cn_X at the same time] to break his block.

For the first part of the fight you and Simon will be working together. Keep Simon between you and Dracula to avoid a lot of his attacks and keep watching for his clues for which attack he will use. Keep your whip attacks hitting him at a distance and make sure you don’t get too cocky and leave yourself wide open to one of his devastating moves.

Once you get Dracula’s health down about a quarter, he will smack Simon pretty hard and knocks him out of the fight. Now that it is one on one you have to really pay attention to Dracula’s clues for his attacks as they are all going to be focused on you. Keep playing it safe and pick your shots to get his health down. The best time to put a hurt on him is when you catch him blocking with his cape and break his block with the shadow punch, and then follow up with a nice cn_X combo by either holding the button down or hitting it five times.

At around half health, Dracula will retreat after a cut scene and you will have Simon start attacking you. Clearly he is not himself and you DO NOT want to attack Simon. You need to counter his whip attack with a block to stun him and then press cn_RT to grab him attempting to get rid of whatever is got a hold of him by mashing the cn_A button. When you successfully do this the first time he will use his throwing axe and then try the whip attack again. Dodge the throwing axe, then counter his whip attack and grab him again. Once you have successfully grabbed him twice he now adds his oil flask attack along with the throwing axe. Dodge any special attack he uses and once again wait for him to use the whip attack so you can counter it and grab him one final time to release him from the spell that caused him to attack you.

Once Simon is free Dracula rejoins the fray and grabs you. Mash on cn_A to escape and the battle will proceed like it did when it first started with you and Simon working together. Dracula may grab you again and can also grab Simon with his whip. If he grabs you just keep hitting cn_A again and if he grabs Simon just attack him to free him from Dracula’s grasp. Keep being aggressive while avoiding his attacks and chip his health down to finally finish the fight. Once you do enjoy the cut scene that follows and you will earn the following two achievements.

Alucard's Redemption

Complete Alucard (100%)

Alucard's Redemption
2 guides

On to Act III we go!

Act III: Trevor's Walkthrough

As you would probably guess, the third and final act is the most difficult of the group. I have good news and bad new to go with that. The good news is out of all the bosses in the game Trevor has the easiest group by far (Simon’s were not that hard either but it was the first act and when you learn their patterns they are also simple). The bad news is that many of the regular enemies you are faced with in Trevor’s act are almost like mini bosses. They all hit hard and take a lot of damage to destroy. You really need to master dodging and blocking here as these regular guys will pack a nasty punch. Don’t forget you can use all grapple points already with Trevor, you still have your shadow claws, AND you keep your double jump ability (you just can’t glide cry).

Castle Entrance

Trevor Castle Entrance

The first part of the map is a straight line. Head right and you will face off against some skeleton warriors and a newer larger skeleton warrior with a big spiky shield. They as you could guess like to block your attacks so use your shadow claw punch to break this block (while holding cn_LT hold cn_X) allowing you to put a hurt on these guys. Watch out for the throwing axes in the thick of battle. Towards the end of the map on the right, a large red armored demon will come out holding a nasty looking ball and chain. This is possessed armor and they are one of the more difficult regular enemies to fight. You need to learn to spot their attacks (which are not hard if you pay attention) and avoid getting hit so you can chip away at them. First, if they raise the base of their chain above their head really high, they are about to slam on the ground and create a small shockwave moving out in a circle that will hurt you if you get hit by the slam move or the shockwave. If it winds the chain up behind it and it glows that means the ball and chain is being thrown at you in a straight line across the ground. Jump over this but wait a second and then jump again as when the ball is retracted it can damage you as well. Pretend it’s a boomerang and act accordingly. If it hunches down and its shoulder glows it will do a small shoulder charge at you, but just doing back will avoid this. Finally, it can wind the chain up while glowing beforehand and will swing the ball and chain at you. This is the one attack that can be blocked and countered. Do enough damage to it so that you can grab the enemy with cn_RT and that will finally destroy the armor. Proceed again to the right and grab the first dead knight scroll in plain sight.

Dead Knight Scroll 1/23

Use the health font if necessary and head on to the…

Unholy Church

Trevor Unholy Church

Head to the far right of the church to acquire your first special attack item, the boomerang. Sadly I do not think I ever used this item during my entire run with Trevor but feel free to experiment with it if you like using the cn_B attacks. Right after you will be attacked by some giant bats. These can attack you from the ground or sky but nothing they do is too devastating. Attack as you see fit and dispose of them. I prefer the cn_Y attacks as it can hit the ones in the air while there are enemies on the ground. At the end of the fight the game will show you a point you can jump up to over the entrance you came in. Head on up and swing across the upper portion of the church until you reach your next dead knight scroll.

Dead Knight Scroll 2/23

Keep working you way to the right across the chandeliers until you reach the far right wall. Now work your way up the small platforms to reach a lever at the very top that will cause the chandelier to crash to the ground and create your next exit. Carefully work your way back down (using the swing grapple point to lower yourself down a bit) and exit to the…

Crypt

Trevor Crypt

Head down to the left into the crypt and follow the passage and you will reach the next dead knight scroll.

Dead Knight Scroll 3/23

Keep running to the right now until the game stops you with a small vision behind the gate that bars your way. We are going to make a detour for the moment and head straight up using the double jump and climb all the way until we reach the exit to the…

Cemetery

Trevor Cemetery

Head to the left right away, past the health font and do a double jump to grab your first bestiary scroll for act III.

Bestiary Scroll 1/11 (Armored Skeleton)

Now head to the right of the cemetery to get in a large fight with an armored skeleton and a bunch of skeleton warriors. Don’t forget if the fight starts going south there is a health font on the far left of the screen. When you finally defeat them all keep going right to get an upgrade to your special ammo for your cn_B attacks.

Special Ammo Chest 1/5

The map I have provided shows that you can exit to the right here but that actually won’t be possible until later on in the act. For now backtrack back down into the crypt. Drop down the path you took up to the gate again and start going back to the left. Deal with the armored skeleton and skeleton warrior along the way and then drop down a level at the first opening in the ground. You will face a few more skeleton warriors and if you go to the far left you will see a symbol on the wall in front of a gate that blocks the path to a magic upgrade chest. You will need to earn a magic ability later to be able to open this door. Drop down another left and proceed all the way down to find yet another dead knight scroll.

Dead Knight Scroll 4/23

Now head left again, dealing with more skeleton warriors, and jump up to the ledge on the right to swing over to find a lever on the left ledge. Pulling this lever will open the gate where you saw the strange creature right before we entered the cemetery. Once you pull the lever you will have a short amount of time to backtrack to that gate and get through it. The game will add a ticking sound that will speed up as it gets closer to closing. Make your way back up there as quick as you can and get through that gate before it closes otherwise you will have to repeat this process. There will be a skeleton warrior that will try to block your path right before the gate but just ignore him and run/jump past him to make sure the gate does not close. Once on the other side, pull the lever and you never have to do this timed gate thing again. You will see a creepy lady in a magic barrier in this room that you have to jump up and over to pass. Rappel up the left wall to get up high enough to jump over and then pull the lever on the far side to exit to the next area.

Entrance Bridge

Trevor Entrance Bridge

Head up the path ahead and use your shadow claw wall jumps to reach to top of the entrance bridge. Use the health font provided if you are lacking any health from the previous fights and start making your way to the right. After a short distance, a hunchback will take a pendant that we need and throw it in the flowing water making it disappear below us. Chase the naughty hunchback until you are trapped by a gate behind you as some more hunchbacks introduce you to…

Boss Battle: Executioner

Well your first boss battle in act III starts pretty early. The Executioner is big and does a lot of damage whenever any of his attacks make contact with you. On the plus side he is mostly slow and all of his moves are easy to spot/predict.

First off the Executioner will attempt to grab you. If you fail to dodge this don’t panic as the move will not hurt you unless you fail to hit a button in a QTE. The button to press is ALWAYS be cn_Y so just be ready to hit and press when the prompt appears. No harm done. The Executioner will at times bring his axe back to the side meaning he is going to do a large horizontal swipe at you. Back dodge and it should always miss you. There are times when it should have hit me but still missed so I believe as long as you start the dodge back in time you will be safe. If he raises his axe in the air and the bottom of the axe shines he will slam it on the ground creating a shockwave effect on the ground. Just jump over and hold cn_X after you jump to hit him with a guillotine attack as this move is a great follow up. After you take off about a quarter of the Executioner’s health he will lean forward and his face will flash meaning he is about to charge at you. You have to time a double jump just right to clear him and make sure he smashes into the far wall. Use this as a good opportunity to do a nice follow up combo as it takes him a bit to recover and turn around once he hits the wall. After about half of the Executioner’s health is gone he will get angrier and unleash another new attack (and his final one) where he puts both arms to the side of him and bends forward with his face flashing. He will then jump up and at you to belly flop on top of Trevor. You need to dodge roll under him to avoid this and again it is a good time to do some follow up attacks.

Those really are the only moves the Executioner can do. If you chip away at his health and dodge each attack accordingly it is very possible he may never hit or do any damage to you at all. Just take the time to learn each of his moves and this guy will go down like a sack of potatoes…or a bad habit…I am not good with analogies right now. At the very end you need to grab him to start a scene that finishes the fight.

Sadly we don’t get any achievements for beating this guy to a pulp.

Move forward to the door and you will be greeted by now the no-so-silent specter from Simon and Alucards act. Being able to go no further, we need to go back and find that little trinket that the hunchback threw in the water. Head back a bit and, thanks to an armored skeleton, a trap door will open in the ground that you can go down to descend under the bridge. Be careful as you head down as there is a statue head spewing fire below. When you reach the bottom two armored skeletons will attack you from both sides. Since there is a very low ceiling here it can be difficult to jump over them to put them on one side of you so make sure you are using your blocks and take one out as quickly as you can. Once they are defeated drop down the side of the wall to the left to find another symbol and a gate. You will need another type of magic to open this later to get another upgrade. Make a note on your map if you wish (I will guide you back here later) and then go up the wall and swing across the gap to the left. Once you land on the far side, if you double jump on the edge of the platform, you will see a bestiary scroll floating high in the air. Use double jump to grab it and then grab the swing point before you fall to your death and swing back to the left so we can continue on.

Bestiary Scroll 2/11 (Executioner)

Head to the left following the path and you will see another dead knight scroll to pick up along the way.

Dead Knight Scroll 5/23

Continue down and to the left until you reach a rope that you will have to climb across to the left passing some statues shooting fireballs. Count the fireballs each statue shoots before it pauses to move across them safely (first shoots three in a row, second shoots two in a row, and the last shoots three in a row). Continue on up dodging more fire along the way and then rappel down another wall until you come face to face with another armored skeleton. Once you have dealt with him keep going a little more to the left and the game will show you the pendant you are searching for. Jump to the far wall on the left and drop down before swinging to the right and grabbing the Light Magic Medallion (double jump when you let go of the grapple to make the jump). Magic for Trevor is quite different from Simon and Alucard (however exactly like Gabriel from the first Lord of Shadows game). When light magic is activated any attack you do replenishes your life a little bit. It does drain fast but this is an extremely useful magic ability in any fight. On top of that some of the symbols you have passed along the way can be lit when the magic is activated opening new doors or dispelling barriers for you. I have marked these doors on your map to help you out a little bit with ones requiring light magic being highlighted blue. Swing back to the left and take out another armored skeleton. Then try out your magic ability on the symbol here, opening the gate leading back to the exit for the Crypt. Exit back to the crypt since for now we still cannot access the castle. When you enter the crypt again you will notice the praying creature surrounded by the magic force field is gone. Climb up the wall and on top of the force field and use your new light magic to activate the seal and dispel the barrier. Drop down this hole to enter the…

Crypt’s Labyrinth

Trevor Crypt's Labyrinth

Right after you drop down head right and drop down again to find yet another dead knight scroll

Dead Knight Scroll 6/23

Go right from the scroll, work your way back up and now head left. Carefully make your way down until you see some spikes on the far left wall right after some breakable barrels. Use your shadow claws on the walls below these spikes and slide down the walls. At the very bottom is a bestiary scroll right before you hit the spikes on the bottom of this pit. You should aim to get to the left wall and slide into in and then jump off to the right at the last second avoiding the spikes at the bottom.

Bestiary Scroll 3/11 (Rotten Zombie)

Head to the right here to find yet another dead knight scroll by some barrels.

Dead Knight Scroll 7/23

Start making your way back now and you will notice zombies have made their way under the spikes on the ceiling above. Take them out being careful not to jump (again I recommend cn_Y attacks for their range) and make your way back up the shadow claw wall. You will have to time your jumps right here and also slide down a bit close to the top to avoid hitting the spikes on the far wall. If you time it right you should be able to grab the wall just below the spikes to jump off of it and grab the ledge to be able to go to the right again. Deal with some more zombies until you reach another gap. If you jump across the gap you will notice a door you currently cannot open and if you want or have been doing so you should mark it on your mini map. Go up above the door and work your way carefully down the far right side with more shadow claw walls and rappel points until you reach the ledge all the way at the very bottom left (both pits have spikes at the bottom so be careful going down). After another zombie fight you will see a health font you should use if you are missing any health at the moment and then jump down the hole here to start a battle with…

Boss Battle: Lady of the Crypt

Remember that crying creepy thing in the force field earlier? Yeah, you probably knew you were going to have to fight that some time. Here is the good news…this is probably the easiest boss in the entire game (at least on the fighting part. More on part 2 later). The Lady of the Crypt only has three attacks in total which she keeps adding as the fight goes on. When the fight first beings all she does is flail her arms at you while rushing forward to you. If you block this at ANY TIME at all you will counter it making this a laughable move that you can follow up on with your favorite combo of choice. After every bit of damage you dish out at her she sinks back into the ground and then pops back and to repeat the arm flail attack. After you knock off about a quarter of her health she will add an un-blockable rush attack. This is easy to anticipate as she will glow on her head and then zip across the screen at you. Just jump over her as she zooms by and she will stand there all confused and you can again use your favorite combo on her while she stands there for a moment. At about half health she will now attempt to grab you along with the other two moves. The best way to avoid this is to stay airborne when she is in the ground and just keep jumping until she appears again so you can react to whatever attack she chooses to do accordingly.

That is really the whole fight. Once you deplete her health and perform a grapple move however, you will see there is a bit more to her than meets the eye. This will start a scene with QTE to be able to succeed in the battle. Just press the correct button prompt on the screen when it appears and you will be victorious. If you want the order of buttons you have to press for the QTE events here they are…

cn_A, cn_A, hold cn_RT, cn_A, hold cn_RT, hold cn_LT, cn_A, cn_A, hold cn_RT, cn_A, mash cn_X, and finally again mash cn_X

This will truly finish the fight while opening the door to the castle, destroying a large section of the entrance bridge making it impossible to backtrack for now (don’t worry we will be able to do so later. I know I freaked out the first time it happened cause I thought I missed collectables that I couldn’t go back to get), and also opening the gate that leads from the entrance bridge to the cemetery. For winning this battle you will also earn the following achievement.

Insecticidal

Defeat the Lady of the Crypt

Insecticidal

Well we are now back on the entrance bridge in front of the castle entrance. Head on in the now busted door to enter the…

Castle Hall

Trevor Castle Hall

Make your way into the long hall passing another health font until you have to fight another possessed armor. Chip away at him until you are victorious and a little bit afurther on you will get another cut scene that will explain quite a bit about the specter that has been stalking you for the whole game. Keep heading to the right and some giant bats will show up to fight you. After disposing of them as well you will reach a door that you cannot pass yet. Note the grapple point the game shows you and start heading up and to the left. Along the way up here you will reach a life upgrade chest behind a large crate you can push. Make sure you push the crate to reveal this chest.

Life Chest 1/5

Now push the crate to the far left and use it to proceed to the next grapple point. Floating in the air you will see the next bestiary scroll. To snag it you need to stop swinging and hang from the point and just raise yourself up to it.

Bestiary Scroll 4/11 (Lady of the Crypt)

Now, still holding onto the grapple, lower yourself down and swing left again until you reach the next platform and another dead knight scroll.

Dead Knight Scroll 8/23

All the way to the left is a lever that when pulled, will open the door on the far right end. As you head back you will fall through the floor and face the knight vampires again. Oh goody, bet you missed them. Deal with them as usual along the way to the door on the far right and pass into the next area.

Games Room

Trevor Games Room

Run to the far right in the games room until you find a gate blocking your path. Backtrack from here to the statues to start a large battle with giant bats and werewolves. Use your block and dodge techniques accordingly and take out all the enemies. A section of the floor will open up for you letting you proceed down. Grab the wall and time your drop onto a moving platform below. Head to the right first using the rope on the right avoiding the steam vent and drop down the far right wall (you can see it has shadow claw markings on it) to find another dead knight scroll.

Dead Knight Scroll 9/23

Shadow claw your way back up and head on to the left now using the moving platform and grapple points. When you reach the far left wall you will see a bestiary scroll close to two steam vents. The easiest way to grab this is to get to the small wooden ledge on the right side under the bestiary scroll and time a double jump up to grab it. Doing it this way will decrease your chances of being hit by the steam vents quite a bit.

Bestiary Scroll 5/11 (Giant Bat)

Keep heading down from the scroll and drop to the platform below with the health font on it. Head to the right from here across quite a few moving platforms to the far right side to find a lever. Pulling this lever opens the gate on the far left (by the health font you were just at) but will only keep it open for a limited amount of time. Hurry back across the moving platforms before the time expires and exit to the next area on the far left.

Guards Room

Trevor Guards Room

Head down and left until you spot a grapple point on the wall midway down the stairs. Use this point to pull yourself up to a magic upgrade chest.

Magic Chest 1/5

This will cause an armored skeleton to join you blocking your path back. Take care of him, then head back to the right and all the way down to the bottom of this area. Head to the left dealing with some more armored skeletons until you reach another lever on the far left which will open the path to continue on the far right. A hunchback troop will join you after you pull the lever and you will also notice a possessed armor lurking in the background. It is extremely important during this fight to take out the hunchback troop ASAP because if you don’t the possessed armor will hang in the back of the screen and keep throwing his ball in chain at you. This is extremely hard to avoid and you can do no damage to the possessed armor while he is doing this attack. If you defeat the hunchback troop and the other small hunchback first, the possessed armor will just join the fight when he reaches the middle of the screen instead of trying to hit you with the ball and chain. I would recommend using a boomerang on the hunchback troop holding cn_B to charge it up to kill them quickly to avoid problems during this encounter. Then just beat down the smaller hunchback quickly. Once the possessed armor joins the battle everything is pretty straight forward during the fight and you can use your normal tactics that work on the possessed armor. The way to the right will now be open again so head that direction past the magic font keeping an eye out for another bestiary scroll above the exit on the right. Make sure to grab it before running into the next section.

Bestiary Scroll 6/11 (Possessed Armor)

Cells

Trevor Cells

As soon as you enter the cells you will have to jump in another mine cart and roll yourself to the right in it. This section is quite a pain since you will have to avoid a few different fire traps, stop the cart on a dime, and rotating the cn_LS is super annoying. Dodge the first fire breathing statue, then stop the mine cart and let go at the end of the first part of the track. Time your jump to avoid the two fireball statues and land in the next mine cart on the right and then carefully make your way past another fire breathing statue. Chances are you will take some damage here, I know I did. Once on the far side of the rail keep heading left until you have to fight some mermen enemies that now spit acid at you. Head up the far right side and then back left until you reach your other special attack weapon the electric bomb. Feel free to experiment with these bombs right away if you like and deal with the mermen before heading to the gate that just opened above and to the right of where you grabbed the bomb. Take the elevator there down and once it stops jump on top of the elevator. Make your way up to another dead knight scroll.

Dead Knight Scroll 10/23

Drop back down and head left and use another elevator to go down again. If you run left when this elevator stops you will see a symbol you cannot activate yet guarding a chest. Make a note on the map if you like and then jump up above this symbol and climb up using a metal cage crate along the way to find yet another dead knight scroll.

Dead Knight Scroll 11/23

Backtrack to the left and down all the way to the elevator and pass now to the right side of it. There will be another elevator in the middle of the screen but just run through it and jump to a high ledge on the right. Up here is another metal cage crate you can move to expose another lever to open a hole in the floor. Drop down and take care of the merman down here and then head to the right and start carefully making your way down the wall here with the grapple point. Push off the wall and jump to a ledge on the far side to get another upgrade to your special attacks ammo.

Special Ammo Chest 2/5

Grab the grapple point again on the far wall and make your way down a bit farther until you see an cn_A prompt appear on the screen allowing you to bust through a wooden wall. Once inside exit to the left and drop down to find a light magic emblem you can light up to grab another dead knight scroll.

Dead Knight Scroll 12/23

Now head left and through the elevator here and grab another ledge high up on the left side past it. Drop down the open elevator shaft here to get yet another dead knight scroll.

Dead Knight Scroll 13/23

Here, you’ll notice another door we cannot open yet so again, if you like to do so, make a note to come back to it on your mini map. Double jump back up the elevator shaft and now use the elevator in the middle to descend another level. Down here and to the left are a few giant bats and some mermen to the right. Once you defeat all the enemies head all the way to the right to enter the…

Vertical Prison

Trevor Vertical Prison

It can be a bit difficult to navigate through this map during the underwater segments but I will try my best to describe it here. You do have limited breath under water again with Trevor, so you need to look for air bubbles while swimming to replenish your air at times. Drop into the water and swim straight down and look for an opening in the ground down here. There should be some air bubbles to the right of this opening so refill your air first and then head down the opening all the way to the end to find a dead knight scroll.

Dead Knight Scroll 14/23

Head back up to the air bubbles you saw before going down and return to them to refill your air. Now swim to the right, attempting to stay low, and when you hit the wall go straight up until you can surface out of the water. If you are in the right place there will be a magic upgrade chest waiting for you.

Magic Chest 2/5

Drop back in the water and swim back down. Head to the left back to the air bubbles to refill your air again. Now go right again and look for the first opening in the ground and start swimming down and heading right. Some of the nasty tadpoles will be down this way and can attack you when you’re under the water. Avoid them as best as you can. Stay as close to the ground as possible while heading right until you find more air bubbles to refill your air. Go up from these bubbles and while swimming up, try to keep left to find an opening a bit above that heads down a small alcove (again to your left) which will loop up and then right. You will find a bestiary scroll and more air bubbles.

Bestiary Scroll 7/11 (Hunter Merman)

Refill your air again here and then head back left, down, and then right. Keep heading right and up whenever you can until you surface again to exit this water area. On the far left side of the water there is an opening you can use to jump up to the next platform with a lever on it. Pull the lever to open a door above you to jump up into the vertical prison. Head left if you need any health or magic refills since there are fonts for both that direction and then head to the right until you reach a skeleton that has a red glow coming from him. This is not the normal dead knight scroll but a hint scroll (the ones we avoided like the plague during Alucard’s walkthrough) and are needed to be collected to progress out of the vertical prison. Since they are important to find I have also marked them on the map provided above. Grab the first one which will describe a puzzle you will need to solve to progress further on. Backtrack from this dead knight and look for a grapple point above the gate you crawled under to get here. Rappel up the point and then head left across some platforms and you will see the next dead knight scroll. Make sure to run over there and grab it.

Dead Knight Scroll 15/23

Keep heading left from the scroll you just found and get to the far wall to drop down to another alcove. In here is an emblem you can light up with light magic so go ahead and do so and then start climbing up the new chamber here. At the top you will find another hint scroll. You should notice that now the scroll shows one of the symbols on the scroll lighting up. I will explain this later (and odds are you will have figured out what it means by then too) as it relates to the puzzle to open the exit to this area. Drop back down and back past the symbol you lit up to enter this room. Scale the wall right after the symbol, avoiding steam vents, and then grab the magnetic rail and head to the right dodging fire along the way until you reach the far side and another hint scroll. There is another door here we cannot open so make a note of it if you wish and then head up the shadow claw walls right above you. Head left and look for some swing grapple points. Swing to the far left now to find another symbol on the wall that we can’t light up just yet. Instead climb up the wall here avoiding more steam vents to find a rope you can use to go right. Pass by the fire breathing statues and drop to the red dot on the map to finally acquire the shadow magic medallion allowing you to use shadow magic. This will allow you to light up the other emblems that we couldn’t before and if you are fighting with shadow magic enabled you will do extra damage to enemies. Grab the rope to the left and head back to the left again. Drop to the alcove to the emblem we just saw and use your new shadow magic to open it up and grab another hint scroll. We only need one more now to solve the puzzle at the bottom. Climb up the wall and return to the rope one more time. Go all the way to the right and past a magic font to find the final hint scroll. With that it is time to start making your way down the wall on the right side, all the way to the bottom of the vertical prison again. When you do you will engage in a large fight with mermen and giant bats. Once victorious head to the far right where you obtained the first hint scroll and just past the dead knight, are four magic emblems to light up on the wall. The solution is in the scrolls you collected to this puzzle and all you have to do is light up the four emblems with the correct color, matching the scrolls of course, in the order the scrolls show them to you. For example the one that lights up first has to be lit first, the one that lights up second has to be lit second, and so forth so you cannot just light them from left to right and be done. The order should be (starting from the left)…

Third emblem shadow magic

Second emblem light magic

First emblem shadow magic

Fourth emblem light magic

Once they are all lit in the proper order the gates will open and you can now exit into the…

Abandoned Mine

Trevor Abandoned Mine

When looking at the mini map above keep in mind that for now it is impossible to visit the upper left section of this map, so don’t panic that we will be skipping a lot of the collectables. Head to the right on the main path and you will run into another dead knight scroll.

Dead Knight Scroll 16/23

Jump into the water for another fun swimming section and keep an eye out for air bubbles to refill your air meter. Attempt to keep to the bottom the whole time, following the rocks to find a bestiary scroll close to the bottom of the water.

Bestiary Scroll 8/11 (Dracula)

From here, keep heading as far right as you can go, refilling your air as needed along the way, until you can surface on the far right side. You may notice to the left is another door we still cannot open so mark it on your map for now if you want and then proceed to the right. Some mermen will attack you along the way so take care of them with the moves you are most comfortable with and keep going until you reach a large lava pit you are not able to pass. Climb the wooden boards just behind you avoiding the fire as you go up. Once you reach the top, double jump to the right to find a platform with another dead knight scroll on it.

Dead Knight Scroll 17/23

Double jump back and then hop on the mine cart and carefully make your way past the fireball breathing statues along the way. A few gargoyles will attack you on the far platform. Once they are defeated, start climbing up the wooden platforms above you until you find a magic font, and then jump down to the right to find a lever that you will need to pull multiple times. As you start pulling the lever you will realize what is about to happen very shortly…

Boss Battle: Executioner Part 2

Yup, he is back. However if you read the achievement description for him you probably already knew this was coming. The second battle with the Executioner is almost identical to the first, with one small but very annoying and dangerous exception. All of the Executioner’s moves are the same. He still swings the axe, slams the axe, runs at you, attempts to grab you, and tries to belly flop you. No changes there. Even the amount of space you have to fight him in is similar. The difference is in the background. Hunchbacks will be riding mine carts in the background throughout the whole battle and throwing oil flasks at you during the entire fight. As you know these create a burning area effect when they hit, so now not only do you have to read and dodge the Executioner’s attacks but you have to keep an eye on the oil flasks coming at you too.

The best way to deal with this fight is to attempt to guide the oil flasks to spots that will not mess with your ability to attack or dodge all of the Executioner’s attacks. The hunchbacks will make sounds when they are throwing them and each cart when it shows up in the background will only throw two oil flasks each time before zooming off. So, try to keep some distance between you and the Executioner when you know a flask is about to be thrown, dodge forward (still giving yourself a bit of room to dodge a grab or axe swing) and then continue to press the attack. Another trick is the hunchbacks tend to stop on the right and left of the screen alternating each time they show up. If they are not visible on screen they will not actually throw the flasks. This means if you can shift where you and the Executioner are fighting to make the hunchbacks not be on screen and get a small breather from their attacks. This can be tough to do and really it is more important you dodge the Executioner’s attacks then try to manipulate his position. This is again a very annoying fight but it is doable. Don’t forget you have light magic to use if you get hit a time or two to regain health mid-fight if you need it. Just keep chipping away at him and you will be victorious. For beating the Executioner a second time you will also earn the following achievement.

The bigger they are...

Defeat the Executioner... twice!

The bigger they are...
1 guide

Now that the big boy is down, use the lever again and proceed through to get another upgrade for your battle cross. You can finally open all those concrete doors we passed along the way to get here and the game will demonstrate that for you right away after you get the upgrade. Open the door to your right, use your shadow claws to climb up above, and then hop on the elevator to enter the next area.

Clock Tower

Trevor Clock Tower

What would Castlevania be without a clock tower somewhere in it? This section of the map will be very heavy on the platforming so great ready to do a lot of tricky timed jumps. Also as a side note, you should be VERY close to earning max level by now with all the dead knight scrolls we have been grabbing all game and enemies we have been fighting. If you have been fighting every enemy along the way then this will pop shortly. For the sake of the guide showing when you should get it though, I will add it to the end of this acts achievements that you should gain.

Once the elevator reaches the top use the health font if you need it and then head left. Grab the wind block on the left and pull it out so you can ride the wind up to the ledge above. There will be two steam vents to the left here with a grapple point in the middle. You will need to time your grapple swing right to avoid both vents and reach the far platform unharmed. The next platform will have six steam vents in a row that you cannot pass unless you walk under the moving minecart (or whatever than thing is supposed to be) so it blocks the vents for you. Proceed to the next elevator and use it to bring you up again to another wind block just to the right. Pull the wind block out a bit but don’t jump on it just yet. Next avoid the steam and head right until you reach another block that is stopping a red laser from hitting you. Push the block towards the laser to reveal a lever and pull the lever to start moving some platforms above you (near the wind block). Now ride the wind up and grab the side of one of the platforms. Just hang from it as it takes you to the right so you can drop off on the upper platform up here. To the right above the electricity some more moving platforms will be moving in and out of the wall. Time your movements and jumps to make your way up (it really isn’t too difficult) until you reach another health font on the platform above. To the left of the font is another set of moving platforms with electricity underneath and a steam vent above. Grab onto one of the platforms and climb up and then watch the steam vent timing. If it looks like the steam will hit you, jump back to the right to the next platform and repeat until you have the timing where the platform with miss the steam when it turns off. Past the steam you will come to another set of moving platforms, but these are moving down vertically instead of horizontally. Quickly jump on one of the platforms and then staying to the right side of them, jump up to the one above it and grab on to pull yourself up again. Keep doing this to work your way up the platforms as they are moving down until you are at the top. On the right there is a grapple point near the top so jump out and grab it to swing to a small platform with an electric beam on it. Avoid the beam by timing your swing (you may have to stop the swing cold to get the timing right) and then jump again to the right to another platform with steam vents on the ceiling. Before proceeding past the steam, look down the gap you just crossed over and you will see a red laser beam that hits another small platform below you. Get on this small platform and use the rope attached to the right to slide down and find a dead knight scroll.

Dead Knight Scroll 18/23

Double jump to reach the small platform with the rope again and double jump again to reach the steam platform. Now wait for the moving carts to move past the steam vents and activate another elevator. Once you get off the elevator a vent will be working like the wind blocks to the left. Jump over the vent to let it push you up so you can grab one of the moving platforms just to the left of it. You will not be riding these long as they will run you right into a red laser beam so, keep going to the right as they move and the next one appears. Just above you and to the right there is another set of platforms moving in a clockwise circle fashion. Jump up to one of these and make your way to the right (counter clockwise) to find another ledge with a dead knight scroll.

Dead Knight Scroll 19/23

Now get back on the clockwise moving platforms and ride them until you reach a magnetic track that goes to the left. Grab the track and ride it to another set of moving platforms going up in a vertical path and, using the left sides of the platforms, make your way down them until you see another steam vent. Time your jump to the far left past the steam vent (you will have to double jump and possibly air dash to make it) to reach the platform on the far side. There will be a metal cage block you can pull out from the wall here to reach another lever which will deactivate a laser above you but activate alternating electric beams. Using the rappel points work your way up avoiding the electric beams carefully until you reach the top right and head right to find another dead knight scroll out in the open.

Dead Knight Scroll 20/23

On the far right side use your new hook upgrade to bust open the wall where you will find two magic emblems you can light up. Depending on the combination you use, certain platforms in this large room will descend and allow you to specific areas. Start by lighting both with shadow magic (red) which will deactivate a laser beam above and lower and platform on the left allowing you head up to where the beam was. Head on up there to find another life upgrade chest.

Life Chest 2/5

Head back down to the emblems but this time use shadow (red) on the left one and light (blue) on the right one to open the full path up to the right side of this room. Make your way up the platforms to a ledge where you will gain the final upgrade for Trevor, the Speed Boots. The game will make you use them right away and teach you how they work. Just tap cn_LS twice in any direction you want to run and then hit cn_A to jump very large gaps (which will now allow us to fully backtrack to get all collectables and proceed in the story). You can also just sprint and not jump to run faster in areas if you wish. Jump the large gap to the left and exit to reach the last map area.

Belfry

Trevor Belfry

Even though this is the last section of the map the act is not quite over yet. Also do not fret if you do not see all of the bestiary scrolls here just yet either as they will show up in their marked locations later on along the way.

Make your way to the left and you will run into a possessed armor enemy as well as a few gargoyles. Personally I focus on the gargoyles first to get the fire attacks away from me so I can focus on dodging and taking care of the possessed armor without fear of being attacked from behind. After the enemies are defeated and the seal is broken, keep heading left dealing with some more gargoyles along the way and passing the elevator (do NOT use it yet). Whenl you reach the far left side of the map, you will find another dead knight scroll.

Dead Knight Scroll 21/23

On your way back you will be surrounded by two possessed armors, one on each side of you. The goal is to move back and jump over the one behind you that way all the attacks are going straight at you rather than you having to keep one eye behind you while fighting the other possessed armor. When they are both dealt with and the seal is broken, head all the way right to the elevator we passed and activate it to head up. At the top you will get a cut scene when you head out to the right which will put Trevor in peril right away. You will be in a section of map that does not exist so don’t worry about collectables. You have one goal here and one goal only, and that is to outrun the bell following you while staying alive. Use the shadow claws on the wall to your right immediately and slide down enough to grab the grapple point to the left and swing to the shadow claw wall on the far left. Once you grab that wall, jump off the wall to the wall on the right to avoid the gear which will kill you if you touch it (clearly gears are dangerous). Keep alternating walls as you slide down to avoid more gears (you will have to use a double jump or two in here too). Once you have jumped a few walls you will see more grapple points to the right so grab on and swing to the far right shadow claw wall. Slide down this wall just a little way and then jump to the left to grab the magnetic track to head to the far left again. Here you will slide down to a solid platform finally with some hunchbacks along the way. Ignore the hunchbacks and start running to the right. Head down the stairs until you reach some barrels you need to smash to proceed. Break the barrels and keep running down to you see another shadow claw wall on the right. Slide down avoiding the gears like before until you reach another magnetic track. Once you get on the track head left but stop before the saw like gear that blocks your path. We need to wait for the bell to dislodge the gear in order to proceed so wait a bit and once the gear is broken off by the bell, continue to the shadow claw wall and slide down to grab the next couple of grapple points to head right again. Dodge the gears again on the way down using a well timed double jump to the left and you will finally get a cut scene to play that finishes this escape sequence. Take a deep breath as you will not have to do that again…until you play the game on the hardest difficulty later cry.

After the cut scene you will get up and be in the upper portion of the abandoned mine (the section you couldn’t reach earlier). It is now finally time to start mopping up the last few sections of the game and finish up all the collectables along with the story. If you have followed everything so far you should already have 6 areas at 100% and 8 more to clean up. Head left right away from your new start point and collect another dead knight scroll.

Dead Knight Scroll 22/23

Now head right and use the elevator here to head down. There will be a lever down here to the left that, once you flip it, will cause the wooden floor to go down. Head down with the platform and then make your way left to reach another platform that is heading up to a shadow claw wall. Ride the platform up until you can start jumping off the shadow claw walls and make your way to the top to find the final dead knight scroll.

Dead Knight Scroll 23/23

Slide back down the far shadow claw wall and jump back to the middle section that we passed when we jumped all the way up. Avoid the steam vents, make your way to the left and then all the way down to a hook upgrade door. Smash the door and a merman will attack you right away so take care of him. Make your way down the wall on the right to find another magnetic track that takes you past some statue heads shooting fireballs. Do NOT go to the far side of this track yet. Instead make your way past the first statue head and stop where the track dips to its lowest point. If you wait a few seconds the camera should pan down and show you a mine cart below. Drop into the mine cart and head to the left to find a platform with a special ammo upgrade chest.

Special Ammo Chest 3/5

Get back into the mine cart and wheel back out to the mid point of the magnetic track we dropped from. Then do a double jump straight up to connect back to the track. Ride to the far right to find a teleport curtain. Instead of teleporting jump down to find another lever that opens a gate right in front of you and you will see a bestiary scroll just to your right in the air as a magnetic track lights up. Grab the track and hover over the bestiary scroll, then drop to grab it and then fall all the way down back into the water below.

Bestiary Scroll 9/11 (Witches)

Swim to the left in the water and climb on the platform on the far side to return to a hook door we were unable to open earlier. Smash the door now to find another life upgrade chest.

Life Chest 3/5

Some gargoyles will attack you right after you open the chest so be prepared to deal with them. This should clear the abandoned mine of all collectables so now head to the right across the water again to face some more mermen. Keep heading all the way to the far right until you reach the lava river. Head up the wooden wall instead of jumping the river (which is where we will be going to finish up the story) and use the mine cart to head to the left. At the top, head to the far left of the upper wooden platforms to find the magnetic track that we activated before dropping below. Ride the track back up to the section the falling bell led us to and use the teleport curtain here to return us to the games room. Flip the lever to your left in the games room and then climb up the shadow claw walls above you. At the top, use your new speed boots to jump the gap to the left to find another magic upgrade chest.

Magic Chest 3/5

This finishes off the game room 100% so, drop down and head to the left, and exit back into the castle hall. Deal with the knight vampires and possessed armor. Cross the castle hall all the way to the left and exit back to the entrance bridge. Here we need to jump across the huge gap with the speed boots after fighting the armored skeletons and then drop down the shadow claw gap. Head right past the magic font and make your way to the far right side on the bottom level again. Once on the far right, drop down the wall to reach an emblem you can light up with light magic to open the gate and grab another life upgrade chest.

Life Chest 4/5

Backtrack and make your way back left one final time, then exit to the crypt again. Drop down the entrance right away to enter the crypts labyrinth shortly after entering the crypt. Head left and then drop down a bit until you see the spikes on the cave walls here. Head to the right now past some zombies and jump across the gap to reach another hook upgrade door. Break down the door and make your way carefully down past the spikes to receive another upgrade to your special ammo on the bottom right of this section.

Special Ammo Chest 4/5

Climb back up and out using the shadow claw walls, defeating more zombies along the way, until you climb back into the crypt. Head left into the crypt and drop down the next opening in the floor, fighting some more armored skeletons and skeleton warriors as you go. Once you drop down the opening, head left to find another magic emblem that requires shadow magic. Light it up and grab another upgrade to your magic.

Magic Chest 4/5

Once you have this chest all but three areas in the game should be 100% (the belfry, cells, and vertical prison). Start making the long journey back to the abandoned mine now without using the teleport curtain, dealing with all the armored skeletons, possessed armor, and vampire knights along the way (remember you need all the kills you can get for one achievement). Climb back up, head right out of the crypt and back to the entrance bridge. Re-jump the gap on the upper portion of the map here and pass through the castle hall and back into the games room. This time drop down the opening in the floor in the games room and make your way to the bottom left exit into the guards room instead of back to the curtain. Pass down the stairs and you will finally be back in the cells. Once here use the mine carts again to head to the right and face some mermen on the far platform. Once you pass the mermen, make your way up here to fight a few more. Then climb on the ledge to the upper right of this small area (this is the same place you got the electric bomb) to find the elevator again to the right and make your way down. Run to the left and activate the next elevator going down again, then run to the far left to find another emblem to light up with your shadow magic. This will open the gate to the final magic upgrade chest so you will finally have max magic!

Magic Chest 5/5

Exit this room and pass both elevators to the right, instead, jumping to the higher ledge on the far side and making your way down the far right walls avoiding the spikes on the bottom (this is the same route we took the first time through here). Make your way to the left and drop down passing the elevator, then jump up to the ledge on the left. You can again drop down the empty elevator shaft (which would be blocked if we took the previous elevator down, that is why we keep skipping it) and smash open the hook upgrade door. Use the speed boots dash jump to reach a ledge on the far left to encounter a giant bat and the final health upgrade chest. You now also have max health! clap

Life Chest 5/5

Feel free to drop to the water area so you are on the bottom section of the cells to make your way to the exit into the vertical prison. Ride the magnetic rail at the vertical prison entrance and head to the right to fight another giant bat. Climb up the wall with the grapple point above the archway that leads to the exit and make your way up and then to the left side of the vertical prison to the grapple points on the left wall. Climb up the left side until you reach the magnetic rails up here and ride them to the right to find another hook upgrade door we had to skip earlier. Carefully slide down the shadow claw walls, jumping to alternate walls along the way to avoid the spikes coming out from each side, then push off to the left just before the bottom to get the final special ammo upgrade chest.

Special Ammo Chest 5/5

If you have followed all the directions thus far all areas of the game are now 100% with the exception of the belfry (which we will be finishing very shortly). There is a lever just to the left of this chest so pull it to create a shortcut to work your way back down to the main section of the vertical prison. Head to the right and go back to the abandoned mine. We are now going to head back to the lava river (yes unfortunately you have to swim through that annoying underwater section to get there) so work your way across the map until you reach the health font and the river. Refill your health, and then take a speed boots running leap to reach the far side of the river and use the gift that you received in the last cut scene to open the door here. This will start a “boss battle” of sorts with…

Boss Battle: Daemon Lord

Yup, this guy again. Good news is this isn’t a boss battle but a cut scene with quick time events. Don’t stress and just press the corresponding buttons on screen when they show up. For those that want the order of what to press here they are below…

cn_A, hold cn_RT, cn_X, rotate cn_LS counter clockwise, cn_B, cn_X, and finally mash on cn_X

This will finish the fight and conveniently we are back in the belfry. Head to the left once you gain control of Trevor again and you will find a bestiary scroll in the large open area of the belfry where you just faced the Daemon Lord, again.

Bestiary Scroll 10/11 (Toy Maker)

Now head to the right and use the elevator that started the whole bell mess the first time we were here. Use your speed boots to jump the gap and make your way to the health font. Just above the health font you should see the final bestiary scroll. Jump up and grab it to finally get 100% of all the items in act III!

Bestiary Scroll 11/11 (Daemon Lord)

Refill your health but don’t worry about the magic as you won’t really need it. Head all the way to the right to finally confront…

Boss Battle: Dracula

This is it, the big showdown with Dracula and it is in no way like our encounter with him when we were playing as Alucard. Actually the good news is the fight is actually so much easier than the other Dracula fight. First off, you have infinite magic for this fight so both light and shadow magic will be used the whole time. That also means you have infinite access to healing yourself during this fight as well since you have unlimited light magic!

For those who have played Castlevania Lords of Shadow this in a lot of ways resembles the final boss battle from that game in that you must use magic opposite to your opponent to be able to do any damage to them, and not take damage yourself. Dracula will also be using light and shadow magic throughout the whole fight here so here is the trick. If Dracula is currently using light magic, only shadow attacks will hurt him and if you are using light magic his attacks will barely scratch you (but still heal you as you attack him even though he takes no damage). If Dracula is using shadow magic, only light magic attacks will hurt him (and heal you) and if you are using shadow magic his attacks will barely scratch you. This means for this fight you want to be playing a defensive style and react to countering Dracula. Let’s start by going over his many, many attacks.

In his light form (using the sword) Dracula will use a three slash combo on the ground The first two slashes are able to be countered but the last one is unblockable. This is the primary attack we are going to focus on the whole fight as it is pretty much the only one you can actually counter to create a brief and safe opening for attacking him. In addition to this attack, Dracula will crouch down and do an upward spin attack with his sword that will take him high into the air. He will also raise high in the air and slam the sword down causing a blue shockwave to go out from both sides of his body across the ground. Time your jump to avoid this. Dracula canalso slash his sword in the air, creating small slash looking shockwaves and send them at you alternating them being high and low about four times in a row (very similar to the Necromancers attack towards the end of that battle). Guage the height and either jump over or roll under these attacks.

In his shadow form (using the gauntlets) he has a three punch ground combo move that works like the one with the sword. The first two punches can be countered and the third cannot. Again, this is the attack you want to watch for to create the safe opening needed to hurt Dracula. Dracula will also start pounding the ground with his gauntlets a few times in succession. This will cause pillars of orange light to shoot from the ground where you are standing which can hurt you quite a bit. Dodge back and forth after each punch to avoid these. He will also jump up in the air and hesitate before smashing the ground causing a fire shockwave to push out from his body along the ground in both directions. Simply time your jump to avoid this. He also has the ability to levitate a bit off the ground and send out a large circular shockwave from his body that is unavoidable. This happens more in the later stage of the battle and usually when he is switching between light and shadow magic. This attack cannot be dodged and you must switch to the same magic as the barrier to avoid damage. Dracula also can do a rising uppercut to start a nasty aerial combo if he catches you in it.

So again, the trick here is start any section of the fight in the same magic as he is, and then watch for his one attack that can be countered. Counter the attack and then immediately switch to the opposite magic to him after the counter and go nuts on him for a little bit. Keep in mind that if you ever need health you can attack him in his light form with light magic and still heal yourself even though you are not hurting him so heal up whenever you need to. This might be cheap and the fight could take a little while, but it is by far the safest and surest way to defeat Dracula. For the first part of the fight he will always be in light form until you hurt him a little bit. For the next part of the fight he will only be in shadow form and that will last until Dracula has lost about a quarter of health. From here on, he will switch forms at will during the fight so you just have to pay attention. All in all if you use the strategy I mentioned this is a really easy battle.

Once you deplete his health bar there is a small dodging event that will occur during a cut scene that is probably the most annoying part of the whole fight. You and Dracula will be falling through the sky with you getting closer to him as he shoots fireballs at you. They move in a random direction and you need to dodge them until you are close enough to Dracula to be able to hit cn_RT to finish the fight. You will need to dodge about 11 fireballs in total before you are able to reach him, and only need to use cn_LS to move Trevor around to dodge. With that enjoy the final portion of the story as we have just completed the main story of the game! You will also unlock the following achievements.

Sealed Fate

Be defeated by Dracula

Sealed Fate
1 guide

Trevor's Destiny

Complete Trevor (100%)

Trevor's Destiny
1 guide

As long as you listened to my advice and played your first run on Hard you will also earn this achievement…

I'm a Belmont!

Finish the game on Hard without lowering the difficulty or enabling navigation aids from the map

I'm a Belmont!

And chances are with all the enemies you defeated and collecting all the dead knight scrolls before the end of this act you also earned the following achievement…

Combat master

Obtain all the skills (reach the MAX level)

Combat master
1 guide

Time to move onto playing the game on Hardcore difficulty…

Hardcore Difficulty Mode

While playing any game on the top difficulty level sounds super daunting (I know it does for me) there is a bit of good news I can give you before you get started. First off is since you took the time to get all the upgrade chests along the way and dead knight scrolls you get to keep your current level (meaning you have all your top attacks now) and you start the game over with a full health bar, full magic bar, and max possible special attacks. You also no longer have to backtrack for any collectables and can just proceed to each main part of the story, which will save you time, and avoid enemies that could possibly hurt you. You also are now familiar with all the bosses and know their moves and good tactics for how to defeat them, which will aid you well and make you well prepared for each fight as it comes. Another bit of good news is IF you played on Hard the first time through, Hardcore really isn’t that much harder. This is one of the reasons I suggested starting on hard, since a jump from Easy to Hardcore is a WHOLE LOT tougher to get used to than a minor jump from Hard to Hardcore. This tends to be true to any game you play and tends to teach you faster (and properly) to prepare you better for top difficulties since you can’t develop bad habits relying on taking little damage and enemies being weak on a low difficulty. Okay, rant over, let’s get to tactics.

First off you want to avoid any and all fights you can. You will still have to kill enemies along the way (yes, I know we still need to kill 1,000 enemies for an achievement and you are only at around 650 – 700 kills right now. We will address this later) but overall the less fights you get in, the less likely you will be to lose any health and die. The only fights you should really be doing are the ones where the magic seal makes it so you can’t leave and you HAVE to fight. Also keep in mind all the fonts in the game and know where they are. There should be at least health if not magic and health fonts before very boss fight so use them and keep in mind they regenerate. While I didn’t use them much, keep in mind you have special attacks with cn_B and they can add quite a bit of damage to enemies. Use them when you can to help speed things along. Last but not least, you can die! It is no big deal if you perish since the game is generous and saves quite frequently. There is no major penalty for deaths and if (or when) it does happen just try again and you will get past whatever part has you stuck. If you plug away at it you will succeed.

If you want you can treat this like your speed run and just try to avoid everything (which is what I did) and see if you can beat Hardcore mode in under 3 hours and 30 minutes but that can be a bit challenging when it comes to bosses and some QTE events that can screw you up and set you back a little bit. If you are trying for this make sure you skip all cut scenes but I will address that achievement lower on this page.

The hardest of the acts will be Alucard’s due to his boss battles being the toughest. Trevor has the nastiest regular enemy fights but Reaver and the Daemon Lord really can pack a punch. Don’t forget you can heal with his mist abilities. I highly recommend using the maps provided in each walkthrough to help you keep on track with where to go during the Hardcore run. All the enemies any everything else you faced will be the same, the only difference is each enemy does more damage to you now than before.

Once you push through and defeat Dracula as Trevor on Hardcore you will have earned the following achievement for conquering the game on Hardcore mode!

I'm Dracula!

Finish the game on Hardcore without lowering the difficulty or enabling navigation aids from the map

I'm Dracula!

Speed Run/Quick As Lightning

The next focus will be on beating the whole game from Gabriel’s prologue all the way to Trevor’s battle with Dracula in less than 3 hours and 30 minutes. It is possible you may have been able to pull this off in Hardcore mode but, dont worry if you didn’t. To get started set the game to Easy now to make things go quicker. Use the same avoid everything tactics and all the tricks you learned in your first two runs of the game to make short work of all bosses and enemies. Stay on course to just hit every objective point only and SKIP ALL CUT SCENES! Cut scenes take away precious time from your counter so you want to skip them.

Another helpful tip is do not pause the game and walk away as this causes the counter to keep going on play time. If you need to leave and do something quit the game to the main menu. This is a little annoying but it will ensure you do not have to play the whole game again if you had to take an hour and a half break to go make lunch or something along those lines. Using these tactics you should safely be able to beat the game under the 3 hour and 30 minute mark earning the following achievement.

Quick as lightning

Finish the game under 3 h. 30 min.

Quick as lightning
2 guides

Boss Rush Mode

Alright, time for boss rush mode! This is definitely the hardest achievement of the game and will require a lot of practice, but it can be done with time and patience. This mode is pretty straight forward as the goal here is to beat all the bosses throughout the whole game with one health and magic bar. Your health and magic does not regenerate between fights and your special attacks are also limited and do not regenerate. If you die unfortunately you fail and have to start all over again at the first boss so this MUST be done in one run. Even though the word rush is in the title here and there is a timer on screen, there is no time limit that you need to hit to earn the achievements. Take your time with the bosses if you need to so you don’t lose health. All that you get for getting a faster time is higher on the leaderboard. There is an achievement for beating boss rush mode on each of the four difficulties so might as well tackle it on Hardcore on since we have to do that anyway, and they are stackable.

The order of the fights is the same as the game. You will face the Night Watchman, then the Necromancer, the Succubus, Reaver, Daemon Lord, Dracula (as Alucard), first Executioner fight, Lady of the Crypt, second Executioner fight, and finally Dracula (as Trevor). The strategies will be a little different in each of the fights than during the main game since you need to preserve your health, magic, and special attacks for certain fights. Unless you are amazing at this game (and if you are you probably do not need this guide at all) this will take you quite a few tries to conquer. The hardest part of this mode is getting through Alucard’s bosses. If you can make it to Trevor then you pretty much have the victory in the bag unless you lose focus. The approach below will guide you in each boss battle and give you a basic guideline on how much health, magic, and special attacks you should have before and after each fight.

Night Watchman

Goals: Finish fight with full health, use no magic and no cn_B attacks

The fight starts just like the main game with him sending his scavens at you. Dispose of them quickly by holding cn_Y to lure the Watchman into battle.

To recap his attacks - The Watchman for the first phase of this fight uses two attacks. One is a wide ranged quick spin that will hit you if you are anywhere near it. The second is a three move combo where the Watchman keeps closing the distance to you. You can counter some of these attacks but it would be safer to back up from him to ensure he misses you. I tended to go for the hold cn_X attack and just watch for him readying for his next attack to make sure you don’t get hit. When you chop about a third of the Watchman’s health off he summons the flying scavens along with the usual scavens on the ground again. Dispose of them quickly holding cn_Y attacks to hit both the aerial and ground units at the same time. Keep staying cautious and get his health down again. Overall the first part of this fight should not take long.

Once you have the Watchman down to his last third of health, the staff attack which goes back and forth across the room in an up and down zigzag motion begins. Dodge until the Watchman jumps back in the fight. The main thing here is to make sure he doesn’t pin you in a corner. Keep up the attacks and dodge the other zig zag staff attack patterns untill you can grab him with cn_RT to finish the fight. This guy has such simple patterns that with a little practice he should never be able to hit you at all.

Necromancer

Goals: Start with full health, magic, and special attacks. Finish fight with full health, use no magic, and no cn_B attacks.

I know it seems like I am asking a lot by saying you need to not get hit by the first two bosses but you really are going to need your health for later. To cover the Necromancers attacks again, he does a very large area swipe with his scythe that can be hard to predict and dodge, throw his scythe out and it will act as a boomerang going in a wide arc around the screen (the path goes upper to the side, down across the whole floor, and then up and back to the Necromancer on the opposite side), and summon some zombies or skeletal warriors.

If you get lucky enough that the Necromancer starts the fight with a summon you can rush him and hold cn_Y to do some nasty damage to him. Just watch for his large scythe swing attack as that is the most dangerous one that covers the most area. Two of these hold cn_Y attacks and he should take away your spirit of Belnades and move to the second phase. Again, if he does a summon or has green fireballs start going down from the sky just hold cn_Y and take his health down while watching for his large scythe swing. If you are fast enough you can knock him to the ground quickly and then it is just a matter of dodging the auras and grabbing him to start the last part of the fight.

With the Necromancer now on the ground and throwing shockwaves at you dodge accordingly and get close to do a hold cn_X or cn_Y attack and then get to the other side of the screen to start the last auras. Just be patient, roll in and grab him again with cn_RT to finish the fight.

Succubus

Goals: Start with full health, magic, and full special attacks. Finish fight with full health, more than ¾ magic, and use no cn_B attacks.

Yes, you need to finish all of Simon’s bosses without getting hit. You can use Belnades a little bit here if you really need to so you take no damage but don’t use much if you can avoid it as you will want the magic for Alucard. As you already know while she has quite a few attacks, the Succubus isn’t that difficult to tackle. After you jam on the cn_A button during the cut scene she will fly up above you. Dodge the fireballs right away by moving left to right and use hold cn_Y attacks when you can to hit her while standing on the ground to do massive damage. It is possible to take away her health very quickly to have her drain her first “servant” after only a few of these attacks. Once she is protected by a shield, watch out for the shockwave of lightning on the ground which, when it hits, spreads across the ground in both directions along with the fireballs. Keep using the hold cn_Y attacks to knock off the shield and get her health down. Don’t forget to keep her from getting another shield by using cn_RT and then mashing on cn_X, which will pull her subject away from her if she tries to drain them again and not let her gain the shield.

Once she has about a quarter of health left she will go back to her other girls and create two copies of her. Remember that you can tell which is the real Succubus by the shield turning red when you hit it. She is always at the top, then teleports to the right, and then the left going in a clockwise fashion. This is the best time to use Belnades to make sure you don’t get hit but you shouldn’t need it. A few more hold cn_Y attacks and the shield being broken the fight should be over. Three down, seven to go.

Reaver

Goals: Start with full health, at least ¾ magic, and full special attacks. Finish the fight with at least ¾ health, ¼ magic, and at least half of your special attacks.

The next two bosses are the deal breaker fights of this mode (at least they were for me). Reaver for me was by far the hardest predicting this D-bags moves and dodging them can go very wrong very quickly. Chances are because of Reaver you will get VERY good at beating the Night Watchman, Necromancer, and Succubus since you have to keep beating those three just to return to this fight. The only really “new” tactic you have here is you can use your hourglass now to slow down time while fighting him. I found this best to use whenever he throws a scraven out at you to be able to kill the scraven quickly and also get some extra hits in on him. MAKE SURE you keep some hourglasses for the next battle as they are a must have there. I will be repeating many of my tactics from the main guide here starting with recapping his attacks.

As I said earlier this guy sucks and in my humble opinion is one of the hardest bosses in the game since he is very unpredictable and his move sets can be hard to avoid in certain scenarios. For the first section of the fight he has five direct attacks. His first main one that can be frustrating is his tail swipe. You can’t block it and you can’t jump over him, plus it has a VERY long reach. To make matters worse, while it is shown with the usual glow on the enemy he delays it a bit meaning you need to time the jump right. If you jump right away when you see it you will get hit on landing. Best way to use this move against him is hesitate, start the jump after a second of hesitation, and then hold cn_X while in midair to hopefully catch him with a slamming whip move.

The second attack he does is a bit varied. He will rear back a bit with his mouth open and then snap his jaws at you while lunging just a little bit forward. This can be countered but is tough to time. On top of that he can follow it up with a second bite where he goes even farther forward, and even finish both with a third unblockable bite that covers a lot of ground. Keep in mind there is no way to tell if he will do 1, 2, or 3 bites, you just have to react accordingly. Again, you can’t jump over him, so the best move if you are not comfortable countering his bite is to dodge back and pray he doesn’t push you into a corner before a third unblockable bite. If you can counter him use it to your advantage and put a little hurt on him.

His third way of hurting you is just by you trying to jump over him. Reaver is made up of many Scravens so if you attempt to jump over Reaver a bunch of Scravens will lunge out of his back and bite you knocking you back in front of him. This can be especially dangerous as Reaver has a nasty habit, if he knocks you down, of doing his tail swipe and you will be unable to dodge it before you get up. Ouch. Long story short is don’t try to jump over Reaver. The fourth attack of Reaver’s is that he will shoot Scravens out at you up to two at a time. This just adds another enemy on screen (usually behind you) that you now have to turn your attention to and worry about. Kill the Scravens asap if he sends any out unless you need to dodge away from a Reaver attack to stay alive. The bat special attack DOES work well on the Scravens so feel free to use it on them as does the hourglass to slow down time.

His final attack for now is that he throws out these maggot looking bugs that swell up red and then create a large blood explosion. This attack knocks Alucard down and can again make you vulnerable to a follow up attack while you are down that you can’t dodge. You will need to time your jump or find an open spot of ground to make sure these things don’t hurt you.

If he catches you in a corner and throws his maggots or starts his bite attacks you better pray you have magic for mist ability because otherwise you are getting hit. You really do have to take your time in this fight since being too aggressive can open you up to nasty attacks and you can lose a third of your health in the blink of an eye. You really just need to use every opening and knock as much health off him as you can. If you can block his bite attack great, counter the crap out of him. The best consistent counter you can do is the slamming cn_X attack when you jump to dodge his tail swipe and hold cn_X or cn_Y when he is stunned on the ground. Just be prepared to stop those combos fast to move if he is either going to tail swipe or bite you.

Once you knock about a quarter of his health and use cn_RT to grab the figure above him to drop some acid on Reaver by mashing cn_X Reaver will swallow you so mash on cn_A to escape him and continue the battle. He now does all the same attacks but adds yet another move. Every now and then he will back all the way to a corner and then roar and charge with his mouth wide open. If you let him swallow you then you have to mash cn_A again to get out. I tended to get to the far corner here and start a hold cn_X or cn_Y attack as he was charging so he would get over to me by the time the most powerful attacks of the combo were being used to add some extra damage. Most of the time if you hit him a lot when he stops he will back up a bit and give you a bit more breathing room. Don’t forget you can mist through him when he gets you in the corner AND it will recover a little bit of your health if you do. Keep chipping at his health and being a good mix of offensive and defensive. The sooner you get his health down the sooner the fight will end.

After the second acid bath you’re almost there. Following the acid he will run away from the screen and go to an upper ledge where you cannot touch him. His main attack now is that he will attempt to line up with you and then throw out as many as 7 maggots at a time covering a wide area below. After a few moves or throws Reaver will start coming back down from the ledge in the distance and then charge the front of the screen, damaging you in the process if you happen to be in the way. This attack really hurts so, when Reaver is on the ledge, you want to get to a corner and make him shimmy his way down to you. Let him throw the first set of maggots, run out just enough so he will throw another set and then get away from the maggots about to explode. Make him do this about 2-3 times before you run to the far side of the room again. As soon as he gets down to where you are on the far side start sprint across the screen to the opposite side again as he should be getting ready to come back down at this point. If you follow this pattern he should hopefully never hit you with the maggot or hurt you when charging back into the fight.

Once he gets back from the platform he will continue his bite attacks, tail swipe, and charging/swallow you whole attacks. Chip away at his health and bear in mind he may retreat to the ledge to repeat that attack a few more times. Once you manage to get his health down to a quarter health he will be stunned for a final acid shower and victory will be yours. If you managed to make it through this fight with at least ¾ health you are doing really good! Take a deep breath before the next battle.

Daemon Lord

Goals: Enter the fight with ¾ health, ¼ magic, and half of your cn_B attacks. Finish fight with at least ½ health (hopefully more), ½ magic (you’ll gain some during the fight), and no cn_B attacks

You are going to use all of your hourglass attacks throughout this battle and special attacks will be useless after this fight anyway so go nuts with them later in this battle to finish off the Daemon Lord. Remember until the last part of this fight you CANNOT mist through the Daemon Lord so don’t even try it or you will hurt yourself badly. Also remember you have the magnetic track above you to avoid his beam attacks. Let’s recap his attacks and tactics.

First off equip your stopwatch as you will need it during the fight. As usual let’s focus on his attacks for the first part of the fight. The Daemon Lord gives away his attacks really well so it should be simple to get used to what he is about to do each time. None of his attacks can be blocked for now so don’t even try to do that. His first main attack is that he will raise his left arm high up to smash the ground. He will signal a three part attack with this. The three parts are smashing the ground in front of him, a quick swipe up and across with his left arm, and a good reaching lunge at you to bite you. You need to dodge back from the first two attacks and then run away in the opposite direction to avoid this. If you are too close to the corner dodge the first two and then jump and attach yourself to the magnetic rail above and pass over him and then drop down behind him so you will have more room to fight him and dodge back. The Daemon Lord will also arch his head back and his eye will glow signaling an air roll attack. For this move he will jump up in the air and then do a somersault like move forward and hit the ground. You will need to dodge under him as he jumps to avoid this attack so you can follow it up with some attacks for good measure. DO NOT use the magnetic rail here to avoid him since his jump will go high enough to hit you up there. This will normally lead to his other attack which is when you are behind him and his “tail” is close to you. It turns out his tail bites as well and it will glow before he snaps forward at you to do this attack. A quick dodge backwards should avoid this no problem. The last move the Daemon Lord can do is that he will move to his back and point his tail at you while he is still facing you as well. This signals he is going to shoot a laser at you from his tail and the only way to dodge this is to grab the magnetic rail above and get behind him. Be quick about this though as he can move the laser as he is shooting it and point it straight up in the air to hit you on the rail if you hover above him. For this part of the fight just don’t get greedy with your attacks on him. Hit him two to four times whenever you dodge one of his moves and then anticipate to dodge the next one. Repeat this and you shouldn’t have too much trouble getting to the next part of the fight.

Once you knock off about a third of his health he will retreat to the background and start using the big machine back there to start a brand new attack. You will be shown two mechanisms on the left and the right side of the screen opening up before he does this as well. Two laser beams will appear on the screen and rotate constantly in a circle. In boss rush mode you cannot afford to be hit by these beams. Dodge the beam and head to one side or the other and when you are close and the laser has a while before it will hit you, throw the stopwatch down allowing you to get a lot of hits in on the machine. Repeat as necessary until you destroy the one you are focusing on to get the Daemon Lord to return to the fight. When the Daemon Lord flies back in he will smash the ground and create a shockwave from his body that pushes out towards you. This is one of his only moves that can be blocked so hold cn_LT to make sure you do not take damage from this. The fight will return to the same attacks he had when you first began so keep anticipating his moves by his tells and dodge and attack accordingly.

Once you chip his health down to a third remaining he will fly back a second time and activate the rotating lasers again. This time though there is only one super long beam that covers the whole area instead of two. Avoid it and get to the other mechanism that you left alone the first time. Use the stopwatch again to slow down time giving you more time to destroy the mechanism. You will probably have to use the rail again to dodge the beam at least once before you destroy it. Once the mechanism is destroyed it causes the Daemon Lords electric barrier on him to disappear (this means you can mist through him now) and he gets pretty angry with you. He will grab you and bring you to the upper platform with him while shoving you in one of the electric beams up there. Mash the cn_X button to escape this grab.

The last part of this fight has destroyed me more times than I care to admit in boss rush mode. At this point I spammed whatever stopwatches I had left to ensure I did not get hit by the Daemon Lord or pushed into the electric beams as either one equals restarting this whole thing. Use the stop watch, hold cn_X to attack him and mist through him if he is getting close even while he is slowed down. Make sure you avoid the electric beams at both ends at all costs and even if you end with no magic that is better than ending the fight with less health. You stopwatches won’t work against Dracula and the rest of your cn_B attacks are useless against the bosses going forward so seriously go nuts and use all the stopwatches here to end this fight.

Dracula

Goals: Start fight with ½ or more health, any level of magic, and cn_B attacks do not matter anymore. Finish with ½ health, any level of magic.

Alright, this is the last really big test of a battle. You need to be extremely defensive and vigilant to get past this fight and use all situations to your advantage. Keep in mind that mist form can be used against Dracula and is encouraged at this point so you can recover any health you lost in the last two boss battles. Finally, use Simon to your advantage when he is present. There are times were Simon can take a hit for your saving your precious health or even better hit Dracula to disrupt one of his attacks. If at all possible try to keep Simon between you and Dracula for a good bit of the fight.

Again let’s recap Dracula’s attacks. First of all he has a three move combo whip attack where the first two moves are blockable but the last is not. This is extremely hard to time a counter to so it is better if you back up, dodge, and avoid it completely. Dracula also will jump in the air or stay on the ground and throw red fireballs out in an arching angle. The farther back you are the more of a gap there will be between the fireballs to allow you to dodge between them. While also in the air Dracula will stomp directly to the ground throwing a large red shockwave out from both sides of him covering the ground. The only way to avoid that is with a well-timed jump. If Dracula rears his cape up and flashes he is about to do a superman like punch across the screen at you. Dodge this by jumping over him. Dracula also does a jump attack and while jumping through the air will use his whip to try and hit you. He also uses a rise up attack that will pull you up in the air and the will attempt to do a follow up combo while you are airborne. These of course you want to avoid at all costs. Finally Dracula can also block you with his cape so if he does this do not forget that you can use your shadow punch (hold cn_LT and then hold cn_X at the same time] to break his block.

For the first part of the fight you and Simon will be working together. Keep Simon between you and Dracula to avoid a lot of his attacks and keep watching for his cues of which attack he will use. Keep your whip attacks hitting him at a distance and make sure you don’t get too confident and leave yourself wide open to one of his devastating moves.

Once you get Dracula’s health down about a quarter he will smack Simon pretty hard and knock him out of the fight. Now that it is one on one you have to really pay attention to Dracula’s cues for his attacks as they are all going to be focused on you. Keep playing it safe and pick your shots to get his health down. The best time to put a hurt on him is if you catch him blocking with his cape and you can break his block with the shadow punch and follow up with a nice cn_X combo by either holding the button down or hitting it five times.

At around half health Dracula will retreat after a cut scene and you will have Simon start attacking you. Clearly he is not himself and you do NOT want to attack Simon. You need to counter his whip attack with a block to stun him and then press cn_RT to grab him attempting to get rid of whatever is got a hold of him by mashing the cn_A button. It is very easy to miss timing here and you cannot afford to let Simon take away any of your health. Keep in mind when you successfully do this the first time he will now use his throwing axe and then try the whip attack again, and on the third time he adds in the oil flask attack along with the throwing axe. Dodge any special attack he uses and once again wait for him to use the whip attack so you can counter it and grab him one final time to release him from the spell that caused him to attack you.

Once Simon is free Dracula rejoins the fray and grabs you. Mash on cn_A to escape, and the battle will proceed like it did when it first started with you and Simon working together. Dracula my grab you again and can also grab Simon with his whip. If he grabs you just keep hitting cn_A again and if he grabs Simon just attack him to free him from Dracula’s grasp. The main thing for this battle is to just play defensive and pay close attention to avoid all of his attacks. Getting past this fight is really getting over the hump as the next three bosses are much easier to avoid and dodge and the final fight will be a cakewalk.

Executioner first fight

Goals: Enter fight with at least ½ health, any magic level. Finish fight with at least ½ health, any magic level.

It is important for the next three fights that you not get hit at all. As you may recall the Executioner is big and slow and gives away all his attacks really well so this shouldn’t be too challenging. If you get too confident or reckless and get hit even once his attacks hit HARD so don’t risk it and play it safe. Anytime you gain any magic feel free to activate light magic to gain any bit of health back you can.

Again let’s go over the Executioner’s attacks. First off the Executioner will attempt to grab you. If you fail to dodge this don’t panic as the move will not hurt you unless you fail to hit a button in a QTE. The button to press is ALWAYS be cn_Y so just be ready to hit and press when the prompt appears. No harm done. The Executioner will at times bring his axe back to the side meaning he is going to do a large horizontal swipe at you. Dodge backwards and it should always miss you. There are times when it should have hit me but still missed so I believe as long as you start the dodge back in time you will be safe. If he raises his axe in the air and the bottom of the axe shines, he will slam it on the ground creating a shockwave effect on the ground. Just jump over and hold cn_X after you jump to hit him with a guillotine attack as this move is a great follow up. After you take off about a quarter of the Executioner’s health he will lean forward and his face will flash meaning he is about to charge at you. You have to time a double jump just right to clear him and make sure he smashes into the far wall. Use this as a good opportunity to do a nice follow up combo on him once he runs by you, as it takes him a bit to recover and turn around once he hits the wall. After about half of the Executioner’s health is gone he will get angrier and unleash another new attack (and his final one) where he puts both arms to the side of him and bends forward with his face flashing. He will then jump up and at you to belly flop on top of Trevor. You need to dodge roll under him to avoid this and again it is a good time to do some follow up attacks.

Those really are the only moves the Executioner can do. If you chip away at his health and dodge each attack accordingly it is very possible he may never hit or do any damage to you at all. Just take the time to learn each of his moves and you will pass this fight unscathed.

Lady of the Crypt

Goals: Start fight with at least ½ health and any level of magic. End fight with at least ½ health and any level of magic.

This battle is a piece of cake, and to make it even easier there will be NO QTE at the end!!!! The Lady of the Crypt only has three attacks in total which she keeps adding as the fight goes on. When the fight first beings all she does is flail her arms at you while rushing forward to you. If you block this at ANY TIME at all you will counter it making this a laughable move that you can follow up on with your favorite combo of choice. After every bit of damage you dish out at her she sinks back into the ground and then pops back and to repeat the arm flail attack. After you knock off about a quarter of her health she will add an un-blockable rush attack. This is easy to spot as she will glow on her head and then zip across the screen at you. Just jump over her as she zooms by and she will stand there all confused and you can again use your favorite combo on her while she stands there for a moment. At about half health she will now attempt to grab you along with the other two moves. The best way to avoid this is when she is in the ground, stay airborne and just keep jumping till she appears again so you can react to whatever attack she chooses to do accordingly.

Remember you use any light magic you gain during the battle to recover more health if you can. You should have no problems getting through this fight without taking any damage. Almost there!

Executioner second fight

Goals: Start fight with at least ½ health and any level of magic. End fight with any level of health (as long as you are still alive of course) and any level of magic.

This is it. Pass this fight and you will be home free as the Dracula battle will allow you infinite healing opportunities and infinite magic. Pretty much as long as you survive this battle you will beat this mode.

As you may recall the second battle with the Executioner is almost identical to the first with one small but very annoying and dangerous exception. All of the Executioner’s moves are the same. He still swings the axe, slams the axe, runs at you, attempts to grab you, and tries to belly flop you. No changes there. Even the amount of space you have to fight him in is similar. The difference is in the background. Hunchbacks will be riding mine carts in the background throughout the whole battle and throwing oil flasks at you. As you know these create a burning area effect when they hit so now not only do you have to read and dodge the Executioner’s attacks but you have to keep an eye on the oil flasks coming at you too.

The best way to deal with this fight is to attempt to guide the oil flasks to spots that will not mess with your ability to attack or dodge all of the Executioner’s attacks. The hunchbacks will make sounds when they are throwing them and each cart when it shows up in the background will only throw two oil flasks each time before zooming off. So, try to keep some distance between you and the Executioner when you know a flask is about to be thrown, dodge forward (still giving yourself a bit of room to dodge a grab or axe swing) and then continue to press the attack. Another trick is the hunchbacks tend to stop on the right and left of the screen alternating each time they show up. If they are not visible on screen they will not actually throw the flasks. This means if you can shift where you and the Executioner are fighting to make the hunchbacks not be on screen, you can get a small breather from their attacks. Don’t forget you have light magic to use if your health is getting low so use whatever you can to get through this fight as you get infinite magic for the next one anyways. Pat yourself on the back once you get past this big brute as you are almost there!

Dracula

Goals: Enter fight with any level of health or magic. Just finish the damn fight!

Right away switch to light magic and start hammering on Dracula while avoiding his attacks. He can take a little bit of health away from you if any of his attacks connect but you will gain more than he takes even though you are both using light magic. Stay in light magic until you are at full health again and then repeat how you tackled Dracula during the main game. If at any point you get hurt, switch to the same magic as him and use light magic to heal yourself with attacks. Just for reference I will add the tactics from the main games fight below.

In his light form (using the sword) Dracula will use a three slash combo on the ground with the first two slashes able to be countered but the last one is unblockable. This is the primary attack we are going to focus on the whole fight as it is pretty much the only one you can actually counter to create a brief and safe opening for attacking him. In addition to this attack Dracula will crouch down and do an upward spin attack with his sword that will take him high into the air. He will also raise high in the air and slam the sword down causing a blue shockwave to go out from both sides of his body across the ground. Time your jump to avoid this. Dracula also can slash his sword in the air creating small slash looking shockwaves and send them at you alternating them being high and low about four times in a row (very similar to the Necromancers attack towards the end of that battle). Guage the height and either jump over or roll under these attacks.

In his shadow form (using the gauntlets) he has a three punch ground combo move that works like the one with the sword. The first two punches can be countered and the third cannot. Again this is the attack you want to watch for to create the safe opening needed to hurt Dracula. Dracula will also start pounding the ground with his gauntlets a few time in succession. This will cause pillars of orange light to shoot from the ground where you are standing which can hurt you quite a bit. Dodge back and forth after each punch to avoid these. He will also jump up in the air and hesitate before smashing the ground causing a fire shockwave to push out from his body along the ground in both directions. Simply time your jump to avoid this. He also has the ability to levitate a bit off the ground and send out a large circular shockwave from his body that is unavoidable. This happens more in the later stage of the battle and usually when he is switching between light and shadow magic. This attack cannot be dodged and you must switch to the same magic as the barrier to avoid damage. Dracula also can do a rising uppercut to start a nasty aerial combo if he catches you in it.

So again the trick here is start any section of the fight in the same magic as he is and then watch for his one attack that can be countered. Counter the attack and then immediately switch to the opposite magic to him after the counter and go nuts on him for a little bit. Keep in mind that if you ever need health you can attack him in his light form with light magic and still heal yourself even though you are not hurting him so heal up whenever you need to. This might be cheap and the fight could take a little while, but it is by far the safest and surest way to defeat Dracula. For the first part of the fight he will always be in light form until you hurt him a little bit. For the next part of the fight he will only be in shadow form and that will last until Dracula has lost about a quarter of health. From here forward he will switch forms at will during the fight so you just have to pay attention. All in all if you use the strategy I mentioned this is a really easy battle to finish off boss rush mode.

You do have to do the small dodging event that will occur during the cut scene at the end again. Just stay vigilant and dodge until you are able to hit cn_RT to finish the fight and complete boss rush mode! I know this is hard and I probably wrote it making it sound easier than it is but you can do it if you keep trying and learn from your mistakes. Well done once you triumph as you will have earned the four following achievements for beating boss rush mode on Hardcore!

The fearsome barbarian

Finish the Boss Rush mode on EASY

The fearsome barbarian

The fearless vampire

Finish the Boss Rush mode on NORMAL

The fearless vampire

The best warrior in the Order

Finish the Boss Rush mode on HARD

The best warrior in the Order

The great pirate king

Finish the Boss Rush mode on HARDCORE

The great pirate king
2 guides

We will mop up kills (if you haven’t earned them already) on the next page and also add a full bestiary. If you have already gotten the kills, congrats on completing Castlevania Lords of Shadow Mirror of Fate!

Cleanup/Beast Hunter


If you have not already earned Beast Hunter (kill 1,000 enemies) the chances are if you check the leaderboard for your kills, you are REALLY close to it. The fastest way to rack up the rest is just replay the prologue on any difficulty over and over again and you will gain about 20 or so kills each time. Just keep repeating this until you hit 1,000 and you will earn your last achievement of the game! Congrats!


Beast Hunter

Kill 1000 enemies

Beast Hunter
2 guides


Below is now the full bestiary for all enemies and bosses of the game. Feel free to reference this page if at any point a particular baddie is giving you headaches and you want to know ways to kill them efficiently. Most of this is covered in the guide but I like having a one stop shop on how to kill bad guys smile


Full Bestiary


Shadow Crawler


You face these little guys in the prologue only in the game. Since it is the prologue they cannot hurt you and only have two attacks. They swipe at you where you can block or they swipe at you where you can’t block. You can defeat them anyway you see fit since it is the prologue and you take no damage.


Zombie


These guys are pushovers. They are slow and their normal attacks can only hurt you up close. They do have one special attack to be on the lookout for which is where the zombie removes its head and throws it at you. Any attack should be able to dispatch of these guys quickly and easily.


Merman


These nasty looking creatures appear early on and for an early enemy can take a bit of a beating before they go down. Mermen can attack you at close range twice in succession (so start learning to block and counter attacks) and also have an unblockable attack that they can do from a distance where they dash at you. It covers a good bit of ground so if you see them start glowing signaling this attack start dodging backwards to make sure you avoid it as you cannot block it. Be careful to not get surrounded by these guys as they can be a handful to deal with. Overall they are not too difficult and can be dispatched of with basic attacks. Powerful hold cn_X or hold cn_Y attacks work well against them and make short work of them.


Harpy


These flying pests are quite annoying as they can throw projectiles at you and swipe down to hit you. They do not take a lot to get rid of but you must hit them in the air. cn_Y attacks work well on them for this reason since they cover a larger range and any cn_B attack that can be done in the air works well also (throwing axe, bats, or boomerangs).


Skeleton Warrior


The skeleton warriors are a bit more formidable than other enemies in the early acts as they have swords and a good reach for their attack range. On top of swords they also throw axes that can be blocked and axes on fire that cannot be blocked. Counter attacks work well on the move they use that can be blocked. Another fun part of these guys is after you destroy them and they turn into a pile of bones you may notice the bones start twitching. If you see this, use a wide arc attack with cn_Y right away to destroy the pile of bones otherwise they will come back together and bring the skeleton back to life. The main thing to keep in mind is once they are down make sure they stay down with a follow up attack.


Scraven


These small dog like creatures first show up with the Night Watchman. All the really do is bite and they are quite easy to dispose of. Use your favorite combo to deal with them and you can either block or jump over almost all of their attacks.


Flying Scraven


These are like the Scravens on the ground but just more like birds instead. Also easy to deal with, use cn_Y attacks instead of cn_X attacks on the ground to deal with them and make sure you roll under their dive attacks.


Hunchback


These small odd looking fellas show up in the kitchens in act I, and really only pose a threat if you stay away from them. They only throw burning oil flasks at you so close distance to them quickly and smack them around with your whip to deal with them fast.


Macabre Puppet


These guys can attack twice in succession and also have some nasty moves that you cannot block up their sleeve. The move depends whether they are in the air above you or on the ground. If they are above you they will hover right above your spot glow and then descend on you quickly to attack. This is easy to dodge out of the way of. The one on the ground is much harder to avoid as you have to jump over it. The puppet will glow and then do a cartwheel attack that covers the whole screen normally. Kill these things quickly as in groups they can make your life miserable. Powerful combos make short work of them most of the time.


Werewolf


These famous creatures look more intimidating then they actually are. They can attack fast and cover a large section of ground with their glowing special attack that you cannot block. They are very weak to counter attacks though so if you can bait them to do regular swipes at you and counter this works very well against them. Most powerful combos wipe them out very quickly.


Magic Book


These books can drain your magic and explode but their primary threat is that they act as buffers for other enemies if they are on screen. The can make other monsters impervious to attacks or increase their attack power. Pretty much if you see a book get rid of it as fast as you can. cn_Y attacks tend to work best on them due to their high arching range.


Gargoyle


This is the hardest regular enemy you will face in act I. His fire attacks are nasty, hurt quite a bit and range from covering the ground to shooting them in an arc. If you also wait too long to defeat him the gargoyle is known to kamikaze you by flying above you and then diving and exploding into the ground. Keep any eye on his cues before he attacks and roll or jump to avoid the fire as necessary. Strong cn_Y combos work best on these creatures but they require more dodging than the other average enemies.


Night Watchman


This is the first boss of act I. This guy seems intimidating but as soon as you get used to his attacks he really isn’t all that bad. The fight starts off with him sending his scavens at you. Dispose of them quickly to lure the Watchman himself into battle.


Be careful if the Watchman is behind you when he jumps in the battle as he will pin you to the ground and have you mashing cn_A to get out from his grasp. The Watchman for the first phase of this fight uses two attacks. One is a wide ranged quick spin that will hit you if you are anywhere near it. The second is a three move combo where the Watchman keeps closing the distance to you. You can counter some of these attacks but it would be safer to back up from him to ensure he misses you. Go for no more than three whip hits at a time as pushing for more than that will leave you exposed to an attack if your block reflexes aren’t super quick.


When you chop about a third of the Watchman’s health off he summons some flying scavens along with the usual scavens on the ground. Dispose of them quickly using cn_Y attacks to hit both the aerial and ground units at the same time. The Watchman will join the fray again after they are gone using his same attack patterns. Stay cautions and play it safe and you will keep knocking his health down. He may repeat this a time or two.


Once you have the Watchman down to his last third of health he will jump back and the room will turn black. All you will be able to see of the Watchman is his staff which will go back and forth across the room in an up and down zigzag motion. I found it best to wait for the staff to start an upward motion and roll dodge under it to keep from getting hit. This was much more reliable than trying to jump over the staff. After a few passes of the staff the Watchman will jump back in the fight. The main thing here is to make sure he doesn’t pin you in a corner. He will repeat his normal attacks but will go back to the floating staff attack as well. Keep on the attack when you can and once his health is gone he will glow all over signaling to grab him with cn_RT to finish the fight.


Necromancer


This is the second boss of the act I. The Necromancer is not a boss to be taken lightly. It might seem that his attacks are not that threatening or easy to dodge but he can make things difficult in a hurry. First of all he tends to summon skeleton warriors on each side of the map that will close in on you while you have to deal with him. He does a very large area swipe with his scythe that can be hard to predict and dodge as well. The Necromancer will also throw his scythe out and it will act as a boomerang going in a wide arc around the screen (the path goes upper to the side, down across the whole floor, and then up and back to the Necromancer on the opposite side). The Spirit of Belnades works great…for the first third of this fight at least. Once you take away a third of the Necromancers health he will “grab” Belnades and remove her from your side as possible help.


During the next segment of the fight the Necromancer will start summoning green fireballs that will rain down slowly from above as well. Work your way through dodging these while avoiding his other attacks and skeleton minions. Once you get him down to a bit less than a quarter health the Necromancer will come to the ground and place two auras around him. You can see the breaks in them and need to time your movements to get to him with the openings in the auras, then grab him with cn_RT. This will give you Belnades back and break the Necromancers staff. He will now be on the ground and run from one side of the map to the other throwing shockwaves at you. Either jump over them if they are low or roll under them if they are high, and keep smashing away at the Necromancer till his health is almost gone. The Necromancer will once again throw up auras to try and stop you. These are a lot trickier as there are now three of them and lining up the run to the Necromancer is quite a bit harder. Just be patient, roll in and grab him again with cn_RT to finish the fight.


Succubus


This is the final boss of the first act. While she has quite a few attacks, the Succubus isn’t that difficult to tackle. After you jam on the cn_A button during the cut scene she will fly up above you. Her first attacks are not blockable. These are three purple looking fireballs that she throws at you in succession. Keep moving left to right to dodge these and use cn_Y attacks when you can to hit her while standing on the ground. She also has a grab attack that is easy to dodge but can also be escaped by jamming on cn_A and a spinning attack if you get to close to her. I never saw these attacks as I tried to beat the living tar out of her with my whip (all of this sounds very wrong) and never got too close to her for her to use either of them. Once you take about a quarter of her health down she will fly back to her perch and suck the life out of one of her…erm…minions? Slaves? Mistresses? I dunno what they are. Anyway, she will suck the life out of them and now be protected by a shield and add another dangerous attack. She will rear up and shoot a shockwave of lightning at the ground which when it hits it spreads across the ground in both directions along with still using the fireballs. You will have to jump over this attack as it heads towards you while trying to break her shield and dodging the projectiles. Once you do enough damage to the shield you can grab it with cn_RT which will break it off of her completely. Now that you can damage her again she will soon go back to her perch to attempt to raise another shield. What the game doesn’t tell you is that you can prevent this (okay, it kind of tells you by the fact that she glows when she “kisses” the girl on the pearch) by using cn_RT and then mashing on cn_X which will pull her subject away from her and not let her gain the shield again.


Once she has about a quarter of health left she will go back to her other girls and create two copies of her. They will surround you in a triangle fashion. Your job is to figure out which one is the real Succubus. You can tell by when you hit the shield it turns red. It has actually been pointed out that when it starts she is always at the top, then teleports to the right, and then the left going in a clockwise fashion. Once you get her shield down you can break it as you did before and the fight will continue as it always had. Chip away at her and you will finish the fight.


Merman Tadpole


These annoying little creatures are only found underwater and cannot be blocked, attacked, or killed in any way. You just need to avoid them when swimming in the water as best as you can. Try to steer clear of them if at all possible.


Harpy Leader


These harpies take a bit more damage than the regular ones in act I and can still shoot you with arrows, and swipe down to hurt you. Fight them like you would regular harpies with cn_Y attack combos or use projectiles like the bats from Alucard to take them out quickly.


Electric Merman


Just like the regular merman but with an added electric attack that covers a part of the ground start from the merman working out and able to take a bit more damage. Strong cn_X combos work well on them as do the claw attacks that can break their blocks.


Knight Vampire


These are the most annoying enemies to fight in act II in my opinion. The knight vampires wield large purple swords and can either hover above you and attack in a few ways or stay on the ground and attack in a few ways. While in the air the knight vampire will start a glowing attack and throw a purple dagger at you but don’t fret as this is easily dodged. The knight vampire can also do large sword swipes and even do two very long swings with its sword covering a good bit of ground while not being able to be blocked. If the knight vampire is in the air the best tactic is to stay on the ground and use cn_Y attacks to hit it without jumping and just dodge the daggers. Things are a bit more complicated on the ground. You can block and counter a few of the sword swipes done by the knight vampire here but many of its moves are still not blockable. The knight vampire can go back and then dash across the screen trying to stab you with its swords in a straight line. Another attack that cannot be blocked is a two sword swipe attack that covers a good bit of ground. Also if the knight vampire does two regular sword attacks that can be blocked and is un-interrupted it will ALWAYS finish with an unblockable finishing sword swipe. On top of all this the knight vampire can also block your attacks with its sword.


So yeah, these things are no fun to fight and take a lot of damage before falling. The best tactic is as mentioned before if they are in the air pummel them with cn_Y while dodging only daggers. If they are on the ground it is best to block their regular sword swipes and then counter with a nice combo of your own. If they block hold cn_LT and then cn_X to use your shadow claw punch attack to break their block and then keep attacking. They are especially dangerous in groups so focus on one at a time and try to keep them from surrounding you from both sides.


Hunchback Troop


The hunchbacks have learned a new trick in act II and discovered teamwork. The group of hunchbacks wield a spear and shield which is able to block your attacks, and dish out more damage now. Their attacks consist of swinging the spear down at you and an unblockable attack in which they charge across the screen at you. They can now also hide behind their shield. You will need to dodge and stay agile to avoid these guys as well as their oil flask throwing brethren. Use the shadow claw punch attack (while holding cn_LT/block also hold cn_X) to break their block so you can continue you assault on them. They are not all that hard to fight as long as you dodge and smash their defense.


Macabre Puppet Unleashed


Personally I found these puppets no different than the macabre puppets, only that the took more damage. Strong cn_Y combos work well on them like the regular macabre puppets.


Reaver


This is the first boss of the second act. This guy sucks, and in my humble opinion, is one of the hardest bosses in the game since he is very unpredictable and his move sets can be hard to avoid in certain scenarios. I spent A LOT of time with this boss in boss rush mode to work on getting some sort of consistent strategy for him. I will do my best to break down what to expect from the Reaver but don’t be surprised if you struggle with him for a bit as I did.


As with every other boss we have faced so far Reaver “evolves” as the fight goes on by adding new tricks to his bag. Your bat special attack is useless on him as well as he eats the bats and then will spit bones at you which damage you. On top of that frustration he is very good at always staying just out of your reach and punishes you quickly for getting too close in multiple ways. For the first section of the fight he has five direct attacks. His first main one that can be frustrating is his tail swipe. You can’t block it and you can’t jump over him plus it has a VERY long reach. To make matters worse while it is shown with the usual glow on the enemy he delays it a bit meaning you need to time the jump right. If you jump right away as soon as you see it you will get hit on landing. Tne best way to use this move against him is hesitate, start the jump after a second of hesitation, and then hold cn_X while in midair to hopefully catch him with a slamming whip move.


The second attack he does is a bit varied. He will rear back a bit with his mouth open and then snap his jaws at you while lunging just a little bit forward. This can be countered but is tough to time. On top of that he can follow it up with a second bite where he goes even farther forward, and even finish both with a third unblockable bit that covers a lot of ground. Keep in mind there is no way to tell if he will do 1, 2, or 3 bites, you just have to react accordingly. Again you can’t jump over him so best move if you are not comfortable countering his bite is to dodge back and pray he doesn’t push you into a corner before a third unblockable bite. If you can counter him use it to your advantage and put a little hurt on him.


His third way of hurting you is just by you trying to jump over him. Reaver is made up of many Scravens so if you attempt to jump over Reaver a bunch of Scravens will lunge out of his back and bite you knocking you back in front of him. This can be especially dangerous as Reaver has a nasty habit if he knocks you down of doing his tail swipe and you will be unable to dodge it before you get up. Ouch. Long story short is don’t try to jump over Reaver. If you need to get past him (you’re backed into a corner and he is about to super bite you) active mist mode and dodge through him. More on this later.


The fourth attack of Reaver’s is that he will shoot Scravens out at you up to two at a time. This just adds another enemy on screen (usually behind you) that you now have to turn your attention to and worry about. Kill the Scravens asap if he sends any out unless you need to dodge away from a Reaver attack to stay alive. The bat special attack DOES work well on the Scravens so feel free to use it on them.


His final attack for now is that he throws out these maggot looking bugs that swell up red and then create a large blood explosion. This attack knocks Alucard down and can again make you vulnerable to a follow up attack while you are down that you can’t dodge. You will need to time your jump or find an open spot of ground to make sure these things don’t hurt you.


So yeah, Reaver is no fun to fight. If he catches you in a corner and throws his maggots or starts his bite attacks you better pray you have magic for mist ability because otherwise you are getting hit. If have tried jumping in the corner only to get bit by his scravens hiding in his back and then got stuck on top of him floating in the corner as he proceeded to tear me apart. He is a typical 'you need to be on offense and defense all at once' kind of boss. If I took the cautious approach with Reaver I found he eventually would get me caught somewhere I didn’t want to be. If I was too aggressive I would open myself up to nasty attacks and lost a third of my health in the blink of an eye. You really just need to use every opening you can get, and knock as much health off his as you can. If you can block his bite attack great, counter the crap out of him. The best consistent counter you can do is the slamming cn_X attack when you jump to dodge his tail swipe.


Once you knock about a quarter of his health off, Reaver will go to the middle of the screen and be stunned. Use cn_RT to grab the figure above him to drop some acid on Reaver by mashing cn_X after you grab it. As soon as you do this Reaver will swallow you, there is no way to avoid it. You have to mash on cn_A to escape him and continue the battle. He now does all the same attacks but adds yet another move. Every now and then he will back all the way to a corner and then roar and charge with his mouth wide open. If you let him swallow you then you have to mash cn_A again to get out. The only ways to avoid this attack are to stand on the opposite side and trap yourself with him when he stops, or mist dodge through him. On the plus side you can charge a strong attack if you time when he is going to stop and hit him hard once he stops. Most of the time if you hit him a lot when he stops he will back up a bit and give you a bit more breathing room. Don’t forget you can mist through him when he gets you in the corner AND it will recover a little bit of your health if you do. Keep chipping at his health and being a good mix of offensive and defensive. The sooner you get his health down the sooner the fight will end.


At around half health he will be stunned in the middle again for another acid bath. Following the acid he will run away from the screen and go to an upper ledge where you cannot touch him. His main attack now is that he will attempt to line up with you and then throw out up to seven maggots at a time covering a wide area below. These maggots explode just like before so time your jumps well or run out of the way. After a few move or throws Reaver will start coming back down from the ledge in the distance and then charge the front of the screen, damaging you in the process if you happen to be in the way. This attack really hurts. So when Reaver is on the ledge you want to get to a corner and make him shimmy his way down to you. Let him throw the first set of maggots, run out just enough so he will throw another set and then get away from the maggots about to explode. Make him do this about two or three times before you run to the far side of the room again. As soon as he gets down to where you are on the far side start sprint across the screen to the opposite side again as he should be getting ready to come back down at this point. If you follow this pattern he should hopefully never hit you with the maggot or hurt you charging back into the fight.


Once he gets back from the platform he will continue his bite attacks, tail swipe, and charging/swallow you whole attacks. Chip away at his health and bear in mind he may retreat to the ledge to repeat that attack a few more times. Once you manage to get his health down to a quarter health he will be stunned for a final acid shower and victory will be yours.


Deamon Lord


This is the second boss of the second act. This fight can seem very difficult at first but there are a lot of tricks to getting around this battle that, once learned, make this fight significantly easier. First off equip your stopwatch as you will need it during the fight. The second bit of advice is for the main part of this entire fight you cannot use mist form and mist through the Daemon Lord. If you try to do this you will be pushed back and damaged so don’t even try it. The magnetic rail above you is now active and you can use it during this fight (in fact you HAVE to use it at times so you don’t get killed). Even though you seemingly can’t jump high enough to reach it if you jump up and hold cn_RT right away you should be able to attach to it.


As usual let’s focus on his attacks for the first part of the fight. The Daemon Lord gives away his attacks really well so it should be simple to get used to what he is about to do each time. None of his attacks can be blocked for now so don’t even try to do that. His first main attack is that he will raise his left arm high up to smash the ground signaling a three part attack with this. The three parts are smashing the ground in front of him followed by a quick swipe up and across with his left arm and ending with a good reaching lunge at you to bite you. You need to dodge back from the first two attacks and then run away in the opposite direction to avoid this. If you are too close to the corner dodge the first two and then jump and attach yourself to the magnetic rail above and pass over him and then drop down behind him so you will have more room to fight him and dodge back. The Daemon Lord will also arch his head back and his eye will glow signaling an air roll attack. For this move he will jump up in the air and then do a somersault like move forward and hit the ground. You will need to dodge under him as he jumps to avoid this attack so you can follow it up with some attacks for good measure. DO NOT use the magnetic rail here to avoid him since his jump will go high enough to hit you up there. This will normally lead to his other attack which is when you are behind him and his “tail” is close to you. It turns out his tail bites as well and it will glow before he snaps forward at you to do this attack. A quick dodge backwards should avoid this no problem. The last move the Daemon Lord can do is that he will move to his back and point his tail at you while he is still facing you as well. This signals he is going to shoot a laser at you from his tail and the only way to dodge this is to grab the magnetic rail above and get behind him. Be quick about this though as he can move the laser as he is shooting it and point it straight up in the air to hit you on the rail if you hover above him. For this part of the fight just don’t get greedy with your attacks on him. Hit him two to four times whenever you dodge one of his moves and then anticipate to dodge the next one. Repeat this and you shouldn’t have too much trouble getting to the next part of the fight.


These are all his attacks for the main portion of this fight. Once you knock off about a third of his health he will retreat to the background and start using the big machine back there to start a brand new attack. You will be shown two mechanisms on the left and the right side of the screen opening up before he does this as well. Two laser beams will appear on the screen and rotate constantly in a circle. If the beam hits you it hurts quite a bit. The goal here is to avoid the beam and destroy one of the two mechanisms on the far sides of the screen. This is where your stopwatch comes in really handy. Dodge the beam and head to one side or the other and when you are close and the laser has a while before it will hit you, throw the stopwatch down allowing you to get a lot of hits in on the machine. Repeat as necessary until you destroy the one you are focusing on to get the Daemon Lord to return to the fight. When the Daemon Lord flies back in he will smash the ground and create a shockwave from his body that pushes out towards you. This is one of his only moves that can be blocked so hold cn_LT to make sure you do not take damage from this. The fight will return to the same attacks he had when you first began so keep anticipating his moves by his tells and dodge and attack accordingly.


Once you chip his health down to a third left he will fly back and second time and activate the rotating lasers again. This time though there is only one super long beam that covers the whole area instead of two. Avoid it and get to the other mechanism that you left alone the first time and use the stopwatch again to slow down time giving you more time to destroy the mechanism. You will probably have to use the rail again to dodge the beam at least once before you destroy it. Once the mechanism is destroyed it causes the Daemon Lords electric barrier on him to disappear (this means you can mist through him now) and he gets pretty angry at you. He will grab you and bring you to the upper platform with him while shoving you in one of the electric beams up there. Mash the cn_X button to escape this grab.


This is the only section of the fight that can be difficult as you now have less than half of the space you did below to fight and dodge the Daemon Lord. To make matters worse the electrical fields on the left and right will damage you quite a bit if you dodge into them or get pushed into them. The magnetic rail is also gone so you cannot rely on that to get past the Daemon Lords attacks anymore and will have to remember to mist through him instead if he traps you. His attack pattern also changes a little bit and he adds one new move. The new move is a tail/butt slam that throws out shockwaves like you dealt with when he first jumped down from this platform. They can be blocked but he will do them constantly until you hit him to make him stop. It is important you don’t just sit there and keep blocking as each block pushes you back and will eventually push you into the electric field at one end or the other. The other change is in his three move combo attack, but in a good way, as he now only does the two claw swipes and will no longer lunge at you for the third attack. The best way to fight him here is block his tail ground shockwaves and then dash in and hit him. If he is going to swipe his claw at you and you have a very small space behind you mist through him right away avoid getting trapped or smashed into the electric field on either end. The stopwatch is a GREAT tool here too and will allow you a lot of extra hits on him and time to dodge his attacks so use it as much as you want. Beat his health down until you can grab him with cn_RT to end this fight.


Dracula Act II


This is the final boss for act II. Dracula as you can expect is not a simple boss to beat and things are a little more complicated (and in some ways easier) since Simon is also present for the battle. There are a few things to note before we get into Dracula’s attacks. One is that your special attacks are utterly useless. The stopwatch does not slow down Dracula at all and the bats are also not effective. Two, is that mist form can be used against Dracula and is encouraged if you find yourself in desperate need of healing. Finally, use Simon to your advantage when he is present. There are times were Simon can take a hit for your saving your precious health or even better hit Dracula to disrupt one of his attacks. If at all possible try to keep Simon between you and Dracula for a good bit of the fight.


So on to Dracula’s attacks. First of all he has a three move combo whip attack where the first two moves are blockable but the last is not. This is extremely hard to time a counter to so it is better if you back up, dodge, and avoid it completely. Dracula also will jump in the air or stay on the ground and throw red fireballs out in a arching angle. The farther back you are the more of a gap there will be between the fireballs to allow you to dodge between them. While also in the air Dracula will stop directly to the ground throwing a large red shockwave out from both sides of him covering the ground. The only way to avoid that is with a well-timed jump. If Dracula rears his cape up and flashes he is about to do a superman like punch across the screen at you. Dodge this by jumping over him. Dracula also does a jump attack and while jumping through the air will use his whip to try and hit you. He also uses a rise up attack that will pull you up in the air and the will attempt to do a follow up combo while you are airborne. These of course you want to avoid at all costs. Finally Dracula can also block you with his cape so if he does this do not forget that you can use your shadow punch (hold cn_LT and then hold cn_X at the same time] to break his block.


For the first part of the fight you and Simon will be working together. Keep Simon between you and Dracula to avoid a lot of his attacks and keep watching for his clues as to which attack he will use. Keep your whip attacks hitting him at a distance and make sure you don’t get too confident and leave yourself wide open to one of his devastating moves.


Once you get Dracula’s health down about a quarter he smack Simon pretty hard and knocks him out of the fight. Now that it is one on one you have to really pay attention to Dracula’s cues for his attacks as they are all going to be focused on you. Keep playing it safe and pick your shots to get his health down. The best time to put a hurt on him is if you catch him blocking with his cape and you can break his block with the shadow punch and follow up with a nice cn_X combo by either holding the button down or hitting it five times.


At around half health Dracula will retreat after a cut scene and you will have Simon start attacking you. Clearly he is not himself and you do NOT want to attack Simon. You need to counter his whip attack with a block to stun him and then press cn_RT to grab him attempting to get rid of whatever is got a hold of him by mashing the cn_A button. When you successfully do this the first time he will then use his throwing axe and then try the whip attack again. Dodge the throwing axe and then counter his whip attack again and grab him another time. Once you have successfully grabbed him twice he now adds in the oil flask attack along with the throwing axe. Dodge any special attack he uses and once again wait for him to use the whip attack so you can counter it and grab him one final time to release him from the spell that caused him to attack you.


Once Simon is free Dracula rejoins the fray and grabs you. Mash on cn_A to escape and the battle will proceed like it did when it first started with you and Simon working together. Dracula my grab you again and can also grab Simon with his whip. If he grabs you just keep hitting cn_A again and if he grabs Simon just attack him to free him from Dracula’s grasp. Keep being aggressive while avoiding his attacks and chip his health down to finally finish the fight.


Possessed Armor


The possessed armor is one of the more difficult regular enemies to fight in the game. You need to learn to anticipate its attacks (which are not hard if you pay attention) and avoid getting hit so you can chip away at them. First if it raises the base of its chain above its head really high, it is about to slam on the ground and create a small shockwave moving out in a circle that will hurt you if you get him by the slam move or the shockwave. If the possessed armor winds the chain up behind him and it glows that means the ball and chain is being thrown at you in a straight line across the ground. Jump over this but wait a second and then jump again as when the ball is retracted it can damage you also. Pretty much for that attack pretend it’s a boomerang and act accordingly. If the possessed armor hunches down and its shoulder glows it will do a small shoulder charge at you, but just going back will avoid this. Finally it can do a normal chain windup with glowing beforehand and swing the ball and chain at you. This is the one attack that can be blocked and countered. Strong combos with either cn_X or cn_Y work very well against him and you can generally get a lot of damage in between attacks. Do enough damage to it so you can grab the possessed armor with cn_RT and that will finally destroy the armor.


Armored Skeleton


These skeletons are more the upgraded version of the skeleton warriors, but with bigger shields. They as you could guess like to block your attacks, so use your shadow claw punch to break their shield block (while holding cn_LT hold cn_X) so you can put a hurt on these guys. Once they stagger, strong combos with cn_X work great against them. They are only semi dangerous when paired in large fights with skeleton warriors or other armored skeletons.


Giant Bat


These big bats mainly just swoop down at you but give you a fair warning before doing their attack. As far as enemies in act III go they are quite simple to defeat and can be take care of with good strong cn_Y attacks. They are really only a threat when in large groups or mixed with werewolves.


Rotten Zombie


Just like the regular zombie but sometimes when you defeat them they will split in half and their top torso will crawl towards you and attempt to latch on for some last second damage. Use cn_Y attacks when they split to take care of them when they are on the ground like this. Other than that, same old zombie, still easy to defeat.


Hunter Merman


This is the strongest of all the mermen. Along with taking more damage these guys spit acid at you which can be very annoying to deal with along with the usual dash moves and attacks. Strong cn_X combos are good against them and electric bombs work very well on them also.


Executioner Part 1


This is the first boss of act III. The Executioner is big and does a lot of damage whenever any of his attacks make contact with you. On the plus side he is mostly slow and all of his moves are easy to predict.


First off the Executioner will attempt to grab you. If you fail to dodge this don’t panic as the move will not hurt you unless you fail to hit a button in a QTE. The button to press is ALWAYS be cn_Y so just be ready to hit and press when the prompt appears. No harm done. The Executioner will at times bring his axe back to the side meaning he is going to do a large horizontal swipe at you. Dodge backwards and it should always miss you. There are times when it should have hit me but still missed so I believe as long as you start the dodge back in time you will be safe. If he raises his axe in the air and the bottom of the axe shines he will slam it on the ground creating a shockwave effect on the ground. Just jump over and hold cn_X after you jump to hit him with a guillotine attack as this move is a great follow up. After you take off about a quarter of the Executioner’s health he will lean forward and his face will flash meaning he is about to charge at you. You have to time a double jump just right to clear him and make sure he smashes into the far wall. Use this as a good opportunity to do a nice follow up combo on him once he runs by you, as it takes him a bit to recover and turn around once he hits the wall. After about half of the Executioner’s health is gone he will get angrier and unleash another new attack (and his final one) where he puts both arms to the side of him and bends forward with his face flashing. He will then jump up and at you to belly flop on top of Trevor. You need to dodge roll under him to avoid this and again it is a good time to do some follow up attacks.


Those really are the only moves the Executioner can do. If you chip away at his health and dodge each attack accordingly it is very possible he may never hit or do any damage to you at all. Just take the time to learn each of his moves and this guy will go down like a sack of potatoes…or a bad habit…I am not good with analogies right now. At the very end you need to grab him to start a scene that finishes the fight.


Lady of the Crypt


This is the second boss of the third act. Here is the good news…this is probably the easiest boss in the entire game (at least on the fighting part. More on part 2 later). The Lady of the Crypt only has three attacks in total which she keeps adding as the fight goes on. When the fight first beings all she does is flail her arms at you while rushing forward to you. If you block this at ANY TIME at all you will counter it making this a laughable move that you can follow up on with your favorite combo of choice. After every bit of damage you dish out at her she sinks back into the ground and then pops back and to repeat the arm flail attack. After you knock off about a quarter of her health she will add an unblockable rush attack. This is easy to predict as she will glow on her head and then zip across the screen at you. Just jump over her as she zooms by and she will stand there all confused and you can again use your favorite combo on her while she stands there for a moment. At about half health she will now attempt to grab you along with the other two moves. The best way to avoid this is when she is in the ground stay airborne and just keep jumping till she appears again so you can react to whatever attack she chooses to do accordingly.


That is really the whole fight. Once you deplete her health and perform a grapple move however, you will see there is a bit more to her than meets the eye. This will start a scene with QTE to be able to succeed in the battle. Just press the correct button prompt on the screen when it appears and you will be victorious. If you want the order of buttons you have to press for the QTE events here they are…


cn_A, cn_A, hold cn_RT, cn_A, hold cn_RT, hold cn_LT, cn_A, cn_A, hold cn_RT, cn_A, mash cn_X, and finally again mash cn_X


This will truly finish the fight for good.


Executioner Part 2


This is the third boss of the third act. The second battle with the Executioner is almost identical to the first with one small but very annoying and dangerous exception. All of the Executioner’s moves are the same. He still swings the axe, slams the axe, runs at you, attempts to grab you, and tries to belly flop you. No changes there. Even the amount of space you have to fight him in is similar. The difference is in the background. Hunchbacks will be riding mine carts in the background throughout the whole battle and throwing oil flasks at you. As you know these create a burning area effect when they hit so now not only do you have to read and dodge the Executioner’s attacks but you have to keep an eye on the oil flasks coming at you too.


The best way to deal with this fight is to attempt to guide the oil flasks to spots that will not mess with your ability to attack or dodge all of the Executioner’s attacks. The hunchbacks will make sounds when they are throwing them and each cart when it shows up in the background will only throw two oil flasks each time before zooming off. So try to keep some distance between you and the Executioner when you know a flask is about to be thrown, dodge forward (still giving yourself a bit of room to dodge a grab or axe swing) and then continue to press the attack. Another trick is the hunchbacks tend to stop on the right and left of the screen alternating each time they show up. If they are not visible on screen they will not actually throw the flasks. This means if you can shift where you and the Executioner are fighting to make the hunchbacks not be on screen and get a small breather from their attacks. This can be tough to do and really it is more important you dodge the Executioner’s attacks then try to manipulate his position. This is again a very annoying fight but doable. Don’t forget you have light magic to use if you get hit a time or two to regain health mid-fight if you need it. Just keep chipping away at him and you will be victorious.


Dracula Act III


This is the final boss of act III and the whole game. This is it, the big showdown with Dracula and it is in no way like our encounter with him when we were playing as Alucard. Actually the good news is the fight is actually so much easier than the other Dracula fight. First off, you have infinite magic for this fight so both light and shadow magic will be used the whole time. That also means you have infinite access to healing yourself during this fight as well since you have unlimited light magic!


For those who have played Castlevania Lords of Shadow this in a lot of ways resembles the final boss battle from that game in that you must use magic opposite to your opponent to be able to do any damage to them and not take damage yourself. Dracula will also be using light and shadow magic throughout the whole fight here as well so here is the trick. If Dracula is currently using light magic, only shadow attacks will hurt him and if you are using light magic his attacks will barely scratch you (but still heal you as you attack him even though he takes no damage). If Dracula is using shadow magic, only light magic attacks will hurt him (and heal you) and if you are using shadow magic his attacks will barely scratch you. This means for this fight you want to be playing a defensive style for this battle and react to countering Dracula. Let’s start by going over his many, many attacks.


In his light form (using the sword) Dracula will use a three slash combo on the ground with the first two slashes able to be countered but the last one is unblockable. This is the primary attack we are going to focus on the whole fight as it is pretty much the only one you can actually counter to create a brief and safe opening for attacking him. In addition to this attack Dracula will crouch down and do an upward spin attack with his sword that will take him high into the air. He will also raise high in the air and slam the sword down causing a blue shockwave to go out from both sides of his body across the ground. Time your jump to avoid this. Dracula can also slash his sword in the air creating small slash like shockwaves and send them at you alternating them being high and low about four times in a row (very similar to the Necromancers attack towards the end of that battle). Gage the height and either jump over or roll under these attacks.


In his shadow form (using the gauntlets) he has a three punch ground combo move that works like the one with the sword. The first two punches can be countered and the third cannot. Again this is the attack you want to watch for to create the safe opening needed to hurt Dracula. Dracula will also start pounding the ground with his gauntlets a few times in succession. This will cause pillars of orange light to shoot from the ground where you are standing which can hurt you quite a bit. Dodge back and forth after each punch to avoid these. He will also jump up in the air and hesitate before smashing the ground causing a fire shockwave to push out from his body along the ground in both directions. Simply time your jump to avoid this. He also has the ability to levitate a bit off the ground and send out a large circular shockwave from his body that is unavoidable. This happens more in the later stage of the battle and usually when he is switching between light and shadow magic. This attack cannot be dodged and you must switch to the same magic as the barrier to avoid damage. Dracula can also do a rising uppercut to start a nasty aerial combo if he catches you in it.


So again, the trick here is start any section of the fight in the same magic as he is and then watch for his one attack that can be countered. Counter the attack and then immediately switch to the opposite magic of him after the counter and go nuts on him for a little bit. Keep in mind that if you ever need health you can attack him in his light form with light magic and still heal yourself even though you are not hurting him so heal up whenever you need to. This might be cheap and the fight could take a little while, but it is by far the safest and surest way to defeat Dracula. For the first part of the fight he will always be in light form until you hurt him a little bit. For the next part of the fight he will only be in shadow form and that will last till Dracula has lost about a quarter of health. From here forward he will switch forms at will during the fight so you just have to pay attention. All in all if you use the strategy I mentioned this is a really easy battle.


Once you deplete his health bar there is a small dodging event that will occur during a cut scene that is probably the most annoying part of the whole fight. You and Dracula will be falling through the sky with you getting closer to him as he shoots fireballs at you. They move in a random direction and you need to dodge them until you are close enough to Dracula to be able to hit cn_RT to finish the fight. You will need to dodge about 11 fireballs total before you are able to reach him and beat him for good.

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