The N64 Weapon Selection
Castlevania: Legacy of Darkness is the game that Castlevania 64 should have been. For the most part, since Legacy basically becomes Castlevania 64 following the exploits of Cornell and Henry Oldrey, both titles share the same basic items. Cornell's mission in Legacy contains more in the way of sequence-initiating inventory, but the inclusion of such items doesn't change the game's dynamic in any way. This page is broken up into four sections: (1) Items shared between games. (2) Items exclusive to Legacy. (3) Individual lists for both games' key types. And (4) Legacy's variety of sub-weapon power-ups.
Shared
Items
|
Item Name: Morning Star Morning Star symbols
act as power-ups for all four characters' main weapons. Reinhardt's
whip in 64 powers up two levels, maintaining its regular form;
however, in Legacy, the whip transforms into a chain whip and
then into a flame whip. Carrie's homing ball, Cornell's energy scythe,
and Henry's bullets all maintain form but simply boost in potency. |
Item Name: Moon Card Manipulating
time will be a recurring objective for our heroes. A moon card can only
be activated in the daytime, and it'll magically move time forward until
the clock reads 6 p.m. (considered to be the start of nighttime). Using
a moon card will usually serve to remove a seal from a door sporting
a moon symbol. |
Item Name: Sun Card Conversely, sun cards
magically move time forward to 6 a.m., and they can only be activated
during the nighttime. Likewise, sun cards will primarily be used to
remove seals from doors sporting sun symbols. Playing with time is a
dangerous thing in regard to Reinhardt and Carrie's missions because
theirs are affected by the meeting time quotas; skipping 12-hour periods
at a time can really add up. |
Item Name: Roast Chicken In their struggles, vampire hunters need to maintain their energy, and roast chicken will help provide a small boost. By munching down one helping, 50% of a hero's energy meter will be replenished. Since the alternate option for food is pretty costly, it'll be important to have plenty of roast chicken handy. Such poultry can be purchased from Renon, or it can be found hidden in the environment. The latter option is certainly more convenient. |
Item Name: Roast Beef Roast beef will provide an even larger boost, as 80% of a hero's meter will be replenished. Since bosses later in the game tend to pound on the heroes continuously, roast chicken just may not suffice, and it will be crucial to some roast beef handy. When purchased from Renon, it's an expensive delicacy, so it'll instead serve the player well to search diligently and uncover hidden helpings, however infrequently they appear. |
Item Name: Med Kit Med
kits are a rarity, but they're the best source for energy replenishment.
Using a med kit will restore a hero's energy meter to its maximum capacity.
Med kits can be purchased from Renon, but |
Item Name: Purify Crystal It's just a given that you'll have to fend off many forms of vampire during your journey. All vampire types have one common power: The ability to sink their teeth into a hero and vampirize him or her. When vampirized, a hero's mobility will be greatly hampered, and he or she will slowly suffer until full-fledged vampirism kicks in and the game is over. By using a purifying crystal when the status reads as "vampire," the condition will cure and the status will return to "normal." |
Item Name: Red Jewel By the mid-1800s, it seems that the Belmonts and their descendants began using crystals and gems in place of the usualpower-bearing hearts. In this instance, at least, the heroes' sub-weapons are now powered by a jewel form that comes in two sizes: Small jewels that are worth five apiece and larger ones that are worth ten. Jewels can be uncovered by whipping away certain structures or by destroying enemies (which is a more random process). |
Item Name: White Jewel White jewels are not collectible. Rather, you'll find them spread throughout the respective stages laying around in obvious locations. By simply kneeling down and grabbing at a white jewel, the hero's mission progress can be saved to the memory card. It's important to save frequently because all items collected after a previous save are at risk. After dying, you have two options: You can continue from the last save point with the inventory intact, or you can restart the stage with nothing. |
Item Name: Green Jewel There's
only one green jewel to be found, and it's hidden on the first stage
of Castlevania 64, in the Forest of Silence. A single difficult
(or "more difficult than usual") jump will be your passageway
to this rare gem. It serves no use to your current mission, true--but
once it's stored in your inventory and saved via a memory card, you'll
be allowed to access the game's difficult mode after the normal |
Item Name: Cure Ampoule Due to the existence of venomous enemies, a cure ampoule will be the perfect insurance policy. This vial of liquid is your only meansfor curing "poison" status, which drains your health periodically. You'll begrudgingly attain poison status if you allow certain enemies to grab onto you, if you come in contact with toxic liquids sprayed by insect-like creatures, if you're subject to lizard man breath, or if vampire Charlie Vincent's dark holy water finds its mark. |
Item Name: Money Bag Once
used solely for increasing heroes' point-totals, money bags now exist
for the sole purpose of serving as currency. You'll find money bags--rendered
in multiple colors that signify their different |
Item Name: Nitro During the heroes' trek through the Castle Center, they'll find their travels hindered by blockades--two walls featuring large cracks. You'll need two items to break through these walls, one of which is magical nitro, an explosive liquid. You'll find iton a top floor, and you'll have to use it in two separate instances: Once by a nearby wall, and the other in a room down several floors--with limited mobility, lest an explosion will be ignited--where it'll be placed by a more protected, magically sealed wall. |
Item Name: Contract When you find a contract in the Villa, Renon, the demon salesman, will appear offer you his services in a most unique way. Thereafter, you'll find contracts spread throughout the respective stages, laying around in sometimes tricky locations. When a contract is then accessed, Renon will appear with his briefcase full of goodies. All basic items will always be available in limitless reserves, and you can keep buying as long as (a) you have the money and (b) you don't already possess ten of a given item. |
Item Name: Mandragora You've placed magical nitro near the base of a cracked wall, but it hasn't exploded? Well, you'll need to travel to the Castle Center's bottom level--to its laboratory room, specifically--to find some mandragora, a root formula, which must be used in conjunction with magical nitro if an explosion is to be caused. By placing mandragora next to active nitro, a cut scene will be initiated, and the wall will be momentarily demolished. Unlike its explosive counterpart, this root formula is not dangerous to hold. |
Item Name: Key Many
of the doors throughout the castle and its surroundings will be locked,
and the keys to such entranceways, not surprisingly, will be hidden
somewhere nearby or at least within the stage's vicinity. (It's somehow
related to a wise man's theory: "Dracula likes putting things in
candles that can kill him.") There are multiple key types that
can be found game-wide; locations and descriptions for key |
Legacy
Exclusive
|
Item Name: Winch Lever On the game's second stage, the Castle Wall, the heroes' path to the Villa via the direct entrance will be blocked by two gates. In order to raise the two gates, the left and right towers must be traversed, wherein switches must be activated to raise the two separate gates. One switch, however, is revealed to be lever-less; the winch lever associated must be found near the Castle Wall's second level if you hope to active the switch and raise the second gate. |
Item Name: Crest Part A Cornell must collect
two crest parts in order to open a sealed door within the Villa hedge
maze. The first piece of the puzzle, Crest Part A, is located two doors
north of the maze's entrance, atop the elevated gazeebo-like structure.
Simply slash away the elevated structure and collect this part of the
stone emblem. |
Item Name: Crest Part B The second crest
is a little more difficult to locate: Crest Part B rests atop the Villa's
fountain, but it's contained within an orb that can't be shattered without
the assistance of a certain item. Once collected, Crest Part B can be
used in conjunction with Crest Part A to form a whole crest that can
be outfit into the sealed door's engraving, which will force it to open. |
Item Name: Rose Brooch That "certain item" used to break the orb containing Crest Part B is the Rose Brooch. The brooch rests within a small caged garden in the Villa hedge maze (the garden's door can only be opened by finding and utilizing the thorn key). Once inside the garden, the brooch can be found by investigating one of the surrounding structures. Take the brooch, climb to the fountain's top, and use it to crack the orb. |
The
Key Types
|
While both titles share most of the same key types, it's sometimes only superficially so. This is due to differing design within the stages that both games share. To alleviate confusion, I'll present two separate lists. The first table represents the keys from Castlevania 64; each hero has his or her own path to Dracula, so some keys are only accessible to one or the other. The second table represents Castlevania: Legacy of Darkness.
Castlevania 64
Key Name
|
Location
|
Used
|
Left Tower Key
|
Castle Wall: After
dropping down from the right tower, it rests in a candle on the second
floor
|
Opens the left tower
near the stage's entrance
|
Archives Key
|
The Villa: Found in
a vase on the second floor of the Villa mansion's first large room
|
Opens the far-north
door of the Villa mansion's second floor
|
Storeroom Key
|
The Villa: Found in
a vase in the Villa's ghost-haunted living room on the second floor
|
Opens the door immediately
left of the Oldrey bedroom
|
Copper Key
|
The Villa: Given to
you by Mary Oldrey after you bring her son to safety
|
Opens a locked door
in the Villa hedge maze that leads to the stage's exit
|
Chamber Key
|
Castle Center: Given
to you by the mutated lizard man on the stage's fourth floor
|
Opens the door the
mandragora room on the stage's bottom floor
|
Science Key 1
|
Tower of Science:
Found in a candle in a room guarded by turrets
|
Opens the double doors
that leads to the surrounding halls
|
Science Key 1
|
Tower of Science:
Found in a small room room (in a set of three), guarded by a single
turret
|
Opens the way to the
stage's machinery room
|
Science Key 1
|
Tower of Science:
Found in the machinery room by working past a deadly production system
|
Opens the door the
leads to the stage's exit route
|
Execution Key
|
Tower of Execution:
Found in a sarcophagus on a hidden ledge on the stage's third floor
|
Opens a locked grating
that leads to some power-ups
|
Clock Tower
Key |
Clock Tower: Found
in the stage's very first room, in a candle hidden near some gears
|
Opens the locked door
in that same room
|
Clock Tower
Key 2 |
Clock Tower: Second
room, guarded by a pillar of bones in a small indent right of the locked
door
|
Opens the locked door
in that same room
|
Clock Tower
Key 3 |
Clock Tower: Found
innocently at the bottom of the stage's third room
|
Opens the locked door
high above in that same room
|
Legacy of Darkness
Key Name
|
Location
|
Used
|
Left Tower Key
|
Castle Wall: After
dropping down from the right tower, it rests in a candle on the second
floor
|
Opens the left tower
near the stage's entrance
|
Deck Key
|
Forest: Found atop
one of the ship's back-most masts; you must rotate both of them first
|
Opens the deck door
that leads inside the ship
|
Archives Key
|
The Villa: Found in
a vase on the second floor of the Villa mansion's first large room
|
Opens the far-north
door of the Villa mansion's second floor
|
Rose Garden
Key |
The Villa: Found in
the Villa hedge maze
|
Opens the door to
the Villa mansion's small rose garden
|
Storeroom Key
|
The Villa: Found in
a vase in the Villa's ghost-haunted living room on the second floor
|
Opens the door immediately
left of the Oldrey bedroom
|
Garden Key
|
The Villa: Given to
you by Mary Oldrey in her request that you save her son, Henry
|
Opens the gate to
the Villa hedge maze via the mansion's back exit
|
Thorn Key
|
The Villa: Found in
the Villa mansion's small rose garden only at the stroke of dawn
|
Opens the circular
caged area found deep in the Villa hedge maze
|
Copper Key
|
The Villa: Given to
you by Mary Oldrey after you bring her son to safety
|
Opens a locked door
in the Villa hedge maze that leads to the stage's exit
|
Wall Key
|
Outer Wall: Found
in a candle on a ledge--the area right beyond the first lift you ride
upward
|
Opens a nearby door
that leads to the next part of the stage via a lift
|
Chamber Key
|
Castle Center: Given
to you by the mutated lizard man on the stage's fourth floor
|
Opens the door the
mandragora room on the stage's bottom floor
|
Art Tower
Key 1 |
Art Tower: Found inside
the door-set found right at stage's start; ride moving platforms to
get it
|
Opens the first set
of double doors to the north of the stage's start
|
Art Tower
Key 2 |
Art Tower: Found inside
the door-set found left at stage's start; dodge rail cars to get to
it
|
Opens the second set
of double doors beyond the first
|
Control Room
Key |
Tower of Science:
Found within the room guarded by ceiling-attached machine gun guards
|
Opens the door labeled
with the Roman numeral VI
|
Clock Tower
Key A |
Clock Tower: Found
in the stage's very first room, in a candle hidden near the leftmost
gears
|
Opens the locked door
in that same room
|
Clock Tower
Key B |
Clock Tower: Second
room, guarded by a pillar of bones in a small indent right of the locked
door
|
Opens the locked door
in that same room
|
Clock Tower
Key C |
Clock Tower: Way atop
the stage's third room, found by climbing the first set of rotating
axles
|
Opens a locked door
to a lift that leads to the second part of this large room
|
Clock Tower
Key D |
Clock Tower: Same
large room, near the gear-set left of the fallen Ada's position
|
Opens the locked door
in that same room
|
Clock Tower
Key E |
Clock Tower: Found
outside in an indent along the giant clock's hands
|
Once back inside,
it opens the first locked door you'll cross
|
Sub-Weapon
Boost
|
Legacy of Darkness features an interesting quirk involving the use of sub-weapons. If you by chance locate and collect a sub-weapon that matches the one already in your possession, the number "2" will appear in your sub-weapon box. If the same sub-weapon is collected a third time, the number "3" will appear, and the sub-weapon will now be afforded a special power. This applies to the games' four characters. Below are screenshots and descriptions of the level-3 sub-weapons in action.
The Dagger
|
Holy Water
|
Any dagger thrown
will immediately become enflamed and see an increase in its destructive
power
|
The holy water will
crash onto the ground and generate a huge explosion, which will linger
long and engulf enemies
|
The Boomerang
|
The Axe
|
The boomerang's power will see a boost in longevity as it can now track down and strike multiple targets--sometimes repeatedly depending upon the enemies' power-levels | Nothing will change as far as the axe's flight pattern, but its landing is to be feared: That is, lightning will crash down at its impact point and electrocute all enemies within range |
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