THE VILLA
A decaying mansion stands decomposing against the elements Wander
through the house and the maze, but beware the inhabitants!
Objectives:
1.
Locate and talk to the Rose Gardener
2. Gain access to the archives with akey
3. Find the child in a maze of terror
4. Enter the underground crypt exit
Man's best
friends (Map A)
Watching
a flock of bats slowly flapping through the stale breeze, you are
struck by the ornate statues and the extreme lack of noise. Suddenly,
a growling snaps you to your senses. From over the fence ahead pounce
two drooling hell hounds! Six sinister growls rumble through the
dew-covered ground on which you stand, but the trembling in your
legs (and odd sensation in your britches) comes from another source.
The guardians of this villa have already deemed you a tasty trespasser,
and are planning to punish your brazenness by fighting for your
limbs as you hover near the brink of death. Hopefully you still
have the Cross Weapon! If you have it, use it. Otherwise, attack
with the whip by thrashing the black beasts whenever you can do
so safely. There is a chance to do this just as the fight starts.
Run forward and then whip the hound comes from the front continuously.
If done right, that disgusting dog will die before the second ever
gets the urge to chomp on your bones. If you miss this chance remember
that you can stop a Hell Hound on its charge, but not two at once
unless they are very close together; so try to dodge a charging
canine and then slash its bosom buddy. Once their numbers are reduced
to one, the fight is all but over. Just whip the remaining pup until
it fizzles away into nothingness.
Foaming dogs,
whips & Teeth!
After the first set of devil dogs are dust (yes, there are more
to come), another hound will appear to the right. It should be no
challenge for you to whip it to shreds. Now, walk into the open
gates and another two slobbering dogs will bound into your path
(and a bat that is easily killed). These beasts are similar to the
first except they spit flesh-popping napalm. Whip or Cross them
until their heavy carcasses hit the scorched grass (the last dog
will drop the Holy Water weapon from its lacerated guts). Finally,
the final blood red devil-doberman rushes in to test your whip.
The sky turns a pitch black as the monstrous meat-rending demon
gallops full blast toward you! Lucky for you there is only one,
whip it relentlessly without letting ever letting one drip of its
incendiary saliva land or the yard. If you let the black beast blend
into the darkness. you will have a hard time dodging the invisible
paws of the death demon.
A fountain
of decrepity...
After the excitement has subsided, break all three lanterns in the
yard near the castle wall. The highest one requires you to hop onto
a phantom (i.e. invisible) platform. They all contain Red Jewels.
Before venturing further into the yard, closely examine the voluptuous
female statue near the high lantern. It will give you a clue to
a secret in the fountain area in front of the Villa. Now, proceed
toward the Villa. Grab the ant-covered Roast Beef near the gates
leading to the fountain area and then head around the left side
of the fountain. This area crawls, and floats, with skeletons, spirits,
and specters, so you may need to wield your blood-covered whip while
en route to the Save dia-mond in the left-side lantern.
Watery treasure!
Keep heading the same direction, passing the fountain, to the cross
in the upper left corner. Pulverize it with your whip for a bone
of cooked beef. Continue the clockwise path you started and examine
the cracked and crumbling tombstone in the upper right for a Moon
Card. The last item, a Power-up shield, is in a cross in the bottom
right of the fountain area. Return to the White Jewel and save your
progress. You now need to collect the items wading in the stagnant
water atop the fountain, and to do that you need the help of the
hint from the nubile nymph statue. Use a Moon Card and then wait
until 12 midnight (fight the resident minions for practice and items
until then), stand upon the hexagonal stone in the fountain at arnund
11:30 and you will be lifted up to the hidden area. Grab all the
items (two time Cards, two bags of 500, Roast Beef, Purifying),
drop down and save, and then enter the Villa of evil. Perform all
these actions as fast as possible since another time-based event
lies ahead, and there is no reason to use another Moon Card when
you don't have to.
A vicious
vampire villager (Map B)
Surprisingly the inside of the Villa is gorgeous. streams of sunlight
penetrate the space between curtains, elaborately woven rugs line
th floor in thoughtful arrangements, and the Torches are made of
painstakingly carved gold. Oh well, all good things have to come
to an end. Begin by destroying the torches but only if you need
to. They all contain Red Jewels, so do not pick them up if you have
99 jewels (they will come back when the lanterns return). Climb
the extravagant staircase next (do not waste any time!), when you
commence your climb, a vampiric villager (with fresh jugular spill
covering his vest) will scuttle around the walls and drop beside
you! Whip and Throwing Cross him to death like you did the hounds,
and then try to kill the huge bat that is released from its life-less
body for extra items. Beware of this enemy's vampire bite and claw
attack. Dodge until he misses an attack, strike, and then begin
dodging again.
The decaying
Roses (Map C)
Rise the winding staircase turn and demolish the central chandelier
for a host of magical items, then take a left at the fork, and then
exit through the door on the left (the two imported Ming vases on
the top floor contain Red Jewels). Should you wish to move from
the balcony to the ground floor, the quickest way is to leap down
rather than take the stairs. You land without crushing your knees.
(Map D)Once through
the exit door, run down the arched hallway and enter the next door,
and, if you did not waste any time, there will be a story sequence
here. If not, you will need to use your second Moon Card and then
wait in the rose garden until 3 am. After the creepy caretaker of
these blood-fed roses, Rosa, makes her presence and the location
of the Archive Key known, exit through the lower door. So those
are white roses, eh? It seems every living entity in this castle
is deranged...
Knights of
the round window (Map E)
Smash the torch for a Red Jewel, and then climb the twisting flight
of stairs. At the top there is an Axe Weapon and a Knife Weapon
to the right, but you need neither. Instead turn to the left and
enter the first door you come to. There is a stained glass knight
that guards this hall so do not dilly dally too long. In the elaborate
master bedroom, grab the Purifying item in-between the chairs and
a cabinet. There is a red Jewel on the other side of the wall the
cabinet stands beside, and a door to another room. Open the door
and you will meet the other adventurer that Rosa spoke of. His name
is Charlie Vincent and he is clearly eccentric. He appears to be
quite loony in fact. Talk to him again after he walks away to receive
the Archive Key off him. Enter the second door in the room in Vincent's
living quarters. Hidden in the small table are 500 gold pieces.
Return to the upstairs hallway. Walkdown the hall, shatter the Stained
glass man, and then run all the way to the end of the hallway. In
the last room at the end of the hall is a fancy dining room, enter
and a dramatic sequence will ensue, at the end of which you will
find yourself face to wretched face with a vampire. Beat him in
the same fashion as the vampire butler that welcomed you to this
horrific abode, and remember to whip the bat released from its rapidly
decomposing form as much as you can (it will drop extra items).
Pick up a Purifying orb from the fireplace and rose area, and then
enter the brown door to the left. Walk in the small transition room
to the Archive door and open it. Saunter to the left and pick up
the Holy Water Weapon. You will need it for a harrowing upcoming
section. Venture deeper into the dusty room. Search for the Purifying
Orb in the lacquer reading table and then pocket the Garden Key
in the small side room. Return to the hallway and dash along the
handmade carpet. Enter the first door along the right wall that
you reach. This is a large entertaining room, but the only visitors
it has now are spirits and specters. Wade through the hopeless victims
of Dracula's thirst and examine the room. The two vases hold a Roast
Chicken and a Storeroom Key respectively. The middle chandelier
holds a Purifying Orb, and the lion's head above the fireplace still
has its jaws sunk deep into to a Roast Chicken. Exit through the
door near the lion's head.
Shopping
with the Devil
Defend yourself against the glistening glass knights and and then
enter the Storeroom door (the first door tothe right). Yum yum!
This room has it all and then some. Roast chicken, Roast Beef, Purifying
(in the nun statue) and a Save Point. Exit the Storeroom, return
to the main hall, leap straight down to the ground and bust as many
torches as you need to fill up on Jewels, and then head back upstairs
and re-enter the entertainment room. Enter the double doors within
this lonely den. Descend the ivory spiral staircase (you can leap
down rather than using the steps) and be prepared to meet a very
important character in the game. Renon the salesdemon. Whenever
you wish to buy supplies. you simply neet to find and activate a
summoning scroll. Take him up on his offer and purchase a few dishes
of roast meat for the upcoming section, and a couple Cure Ampules
for the next major area. You did read the fine print on the contract,
didn't you?
The terror
of topiary (Map F)
Lift a Purifying Orb out of the golden suit of armor and then exit
the back doors. Walk along the path to the hedge maze, smelling
the flowers scent mixed with stench of death... Although the look
of the two hounds squatting suspiciously on the outer edge of the
gate is intimidating, they are quite safe... at the moment. Use
the Maze Garden Key to open the creaky gates. Run straight down
the path, slipping under the arch and steering around the large
lookout point, and then make a right and you will hit a fork. Around
to the right is the grotesque golem groundskeeper, a manufactured
man with a hedge trimmer who you do not wish to meet, and a lantern
containing the Holy Water weapon (hopefully you already have it).
Instead go to the left and crack apart the yard torch there for
a sack of 300 shimmering gold pieces.
Malus...lost
in the maze
Run all the way back to the first arch you passed, slip under it
again and then make a left toward a low bridge. Dash straight over
the bridge and into a small enclosed dead-end where you will meet
a small boy named Malus. After chatting with the oddly normal young
child, you are left with the remains of an ambush, courtesy of two
rather irate hounds from the outside. These jagged teeth-brandishing
beasts are invulnerable, but can be killed temporarily. Before you
ask what is meant by this riddle, listen to the explanation - they
can die, and even leave items when they do, but soon after you will
feel the tug, tug, tugging of a one-ton, carnivorous pitbull from
Hades. The sound of growling stone dogs also brings festering Frankensteins
Gardener up the garden path and stumbling into the fray. The putrid
pooches unquenchable hunger drives them to chase you endlessly,
even after death, so do not waste time attacking them (or collecting
the Red Jewel in the nearby latern). Run after Malus instead; he
is the key to passing this section. Run under the arch, over the
bridge and through the door to the left. If you are bitten, you
will succumb to the paralyzing effects of the devil dogs' bites,
but while immobile you can still brandish them with your sword until
they drop with a limp thud. Follow the sprightly youth left, right,
left, and then right (Malus turns left but you cannot fit through
the hole he uses). You are now into yet another encounter with the
hounds and the ex-lumberjack turned hellish gardener. Use running
jumps to keep your speed up and to dodge bites/mechanical meat mincers.
As you run, drop Holy Water to slow to your pursuer's pace. If you
are bit now, you will almost certainly waken from your stun when
Frank's chainsaw carving is through your shoulder blades.
Reanimated
foes attack!
Run left, straight, left, right (you will see Malus again), right.
left, right, left, straight, and then left. Enter the small vine-covered
fenced area for a bit of a break from the madness. You are safe
in this secluded area, and Malus will still be in the same place
after you destroy all the torches here. After the flames are snuffed
and the discolored rotting pillars are shrouded by darkness, you
will have found three Red Jewels and a Roast Chicken. Exit when
all three frenzied beasts pass the gate to the left. Turn to the
right and then make a right, left (you will see Malus in the distance),
straight, right, left (Malus will dash down a path), left, and right.
Now run to Malus as fast as you can and he will take you to safety.
Villa revisited
(Map G)
Now that the chainsaw massacre has been survived with skill, you
can calmly clear this back area and exit the evil Villa. Turn around
and run through the long hedge road until you reach a small alcove
to the left. Pulveize the torch for the Copper Key, and then run
to the towerin g set of gates. Enter them and the door to the right.
Crack the guard house candle setting for a Roast Chicken and then
save your progress. Exit through the door leading to the Villa's
main hall bust any candles that still warm Red Jewels. Now return
to the garden Maze (this is so that you can use the Copper Key to
access next section).
More maze
mayhem
The
dangerous maze denizens still dwell within, but you only have to
spend a few seconds here while running to the Copper Door. Run straight
to the large look out tower, making repeated running jumps (the
first being over a hell hound from the right), then run around the
right side and enter the path to the right. The door you see is
the Copper Door. Place some Holy Water on the way so that the dogs
do lock their jaundiced jaws into you before you get away. Past
the door is a crystal clear stream, walk along the verdant liquid
until a bridge is reached. Hop onto the bridge and then hop to the
other side. Ferret out the hidden lantern for a succulent Roast
Beef. Return to the body of the bridge and then enter a small, untouched
area to the left. Snatch the purifying from the first garden lantern
and Save your progress with the White Jewel in the next.
Creatures
of the Crypt
Exit the area of whispering far-away growls and the door to the
left. Run down the stairs to a a large underground dweeling and
up to a coffin, obviously being used as the resting place of some
loathsome vapmire. After it introduces itself by releasing its lunch
from its fluidfilled fangs, the basement battle will begin. You
have a large open area to run and dodge in, but the vampire can
dive from above and slice you ragged with ist claws no matter where
you go. This dive attack is very hard to dodge, and is will be the
sourc of most of your damage. He has the usual foot clawing and
blood-sucking attacks (this replenishes his life bar) to be wary
of. In addition he is quite an agile evader, and is easiest hit
while he recovers from a missed move. Use distant whips (to avoid
its bite), and the Holy Water Weapon to burn the evil right out
of this rergretable beast. If you whip him and then quickly splash
Holy Water on the night scourge, you can create a very damaging
combination attack. Run as he gets too close, using Holy Water to
cover your tracks. Try to jump away from his diving at the last
moment, look at up at the ceiling when he flies up and at the moment
he drops down dash away. Above all, avoid the bite of the blood-feeder.
A dead damsel
(Map H)
Once the first vampire fades into a magical magenta mist, the hewbie
night-dweller will awaken. The poor soul that was once a pretty
and petite young woman has now entered the ranks of the hopeless
undead. Her attacking patterns are made up of claw and bite attacks,
crawling and jumping, and bat throwing. The whip and water combo
works won-ders on whittling this waif. Follow her when she begins
to retreat and whip her as she jumps. Near death, she will change
into haze-form, kill the bats she summons and then continue her
execution when she assumes a solid form again. When she has been
to put to rest, hop into the coffin to exit.
Carrie the
load once more
Following the strategy for Reinhardt is a sure-fire way to cause
havoc among the hounds, but for those with an extreme distaste for
canine combat, Carrie should immediately leap to the invisible platform,
and stand on while the Cerberus hounds snap at the ground beneath
her. From here, she can continuously fire her orb without receiving
a single bite. The only time danger presents itself is if you miss
your footing as you climb the phantom platform when you coax the
remaining dogs. The remaining trek is handled in exactly the same
fash-ion as for Reinhardt, just move away from enemies and kill
them at range !
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