169 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			169 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # Castlevania: Circle of the Moon
 | |
| 
 | |
| ## Quick Links
 | |
| - [Setup](/tutorial/Castlevania%20-%20Circle%20of%20the%20Moon/setup/en)
 | |
| - [Options Page](/games/Castlevania%20-%20Circle%20of%20the%20Moon/player-options)
 | |
| - [PopTracker Pack](https://github.com/BowserCrusher/Circle-of-the-Moon-AP-Tracker/releases/latest)
 | |
| - [Repo for the original, standalone CotMR](https://github.com/calm-palm/cotm-randomizer)
 | |
| - [Web version of the above randomizer](https://rando.circleofthemoon.com/)
 | |
| - [A more in-depth guide to CotMR's nuances](https://docs.google.com/document/d/1uot4BD9XW7A--A8ecgoY8mLK_vSoQRpY5XCkzgas87c/view?usp=sharing)
 | |
| 
 | |
| This Game Page is focused more specifically on the Archipelago functionality. If you have a more general Circle of the Moon-related
 | |
| question that is not answered here, try the above guide.
 | |
| 
 | |
| ## What does randomization do to this game?
 | |
| 
 | |
| Almost all items that you would normally find on pedestals throughout the game have had their locations changed. In addition to
 | |
| Magic Items (barring the Dash Boots which you always start with) and stat max ups, the DSS Cards have been added to the
 | |
| item pool as well; you will now find these as randomized items rather than by farming them via enemy drops.
 | |
| 
 | |
| ## Can I use any of the alternate modes?
 | |
| 
 | |
| Yes. All alternate modes (Magician, Fighter, Shooter, and Thief Mode) are all unlocked and usable from the start by registering
 | |
| the name password shown on the Data Select screen for the mode of your choice. 
 | |
| 
 | |
| If you intend to play Magician Mode, putting all of your cards in "Start Inventory from Pool" is recommended due to the fact
 | |
| that it naturally starts with all cards. In Fighter Mode, unlike in the regular game, you will be able to receive and use
 | |
| DSS Cards like in all other modes.
 | |
| 
 | |
| ## What is the goal of Castlevania: Circle of the Moon when randomized?
 | |
| 
 | |
| Depending on what was chosen for the "Completion Goal" option, your goal may be to defeat Dracula, complete the Battle Arena, or both.
 | |
| 
 | |
| - "Dracula": Make it to the Ceremonial Room and kill Dracula's first and second forms to view the credits. The door to the
 | |
| Ceremonial Room can be set to require anywhere between 0-9 Last Keys to open it.
 | |
| - "Battle Arena": Survive every room in the Battle Arena and pick up the Shinning Armor <sup>sic</sup> on the pedestal at the end. To make it
 | |
| easier, the "Disable Battle Arena Mp Drain" option can be enabled to make the Battle Arena not drain your MP to 0, allowing
 | |
| DSS to be used. Reaching the Battle Arena in the first place requires finding the Heavy Ring and Roc Wing (as well as Double or Kick Boots
 | |
| if "Nerf Roc Wing" is on).
 | |
| - "Battle Arena And Dracula": Complete both of the above-mentioned objectives. The server will remember which ones (if any) were
 | |
| already completed on previous sessions upon connecting.
 | |
| 
 | |
| NOTE: If "All Bosses" was chosen for the "Required Skirmishes" option, 8 Last Keys will be required, and they will be guaranteed
 | |
| to be placed behind all 8 bosses (that are not Dracula). If "All Bosses And Arena" was chosen for the option, an additional
 | |
| required 9th Last Key will be placed on the Shinning Armor <sup>sic</sup> pedestal at the end of the Battle Arena in addition to
 | |
| the 8 that will be behind all the bosses.
 | |
| 
 | |
| If you aren't sure what goal you have, there are two in-game ways you can check:
 | |
| 
 | |
| - Pause the game, go to the Magic Item menu, and view the Dash Boots tutorial.
 | |
| - Approach the door to the first Battle Arena combat room and the textbox that normally explains how the place works will tell you.
 | |
| 
 | |
| There are also two in-game ways to see how many Last Keys are in the item pool for the slot:
 | |
| 
 | |
| - Pause the game, go to the Magic Item menu, and view the Last Key tutorial.
 | |
| - If you don't have any keys, touch the Ceremonial Room door before acquiring the necessary amount.
 | |
| 
 | |
| 
 | |
| ## What items and locations get shuffled?
 | |
| 
 | |
| Stat max ups, Magic Items, and DSS Cards are all randomized into the item pool, and the check locations are the pedestals
 | |
| that you would normally find the first two types of items on.
 | |
| 
 | |
| The sole exception is the pedestal at the end of the Battle Arena. This location, most of the time, will always have 
 | |
| Shinning Armor <sup>sic</sup> unless "Required Skirmishes" is set to "All Bosses And Arena", in which case it will have a Last Key instead.
 | |
| 
 | |
| ## Which items can be in another player's world?
 | |
| 
 | |
| Stat max ups, Magic Items, and DSS Cards can all be placed into another player's world.
 | |
| 
 | |
| The Dash Boots and Shinning Armor <sup>sic</sup> are not randomized in the item pool; the former you will always start with and the
 | |
| latter will always be found at the end of the Battle Arena in your own world. And depending on your goal, you may or may
 | |
| not be required to pick it up.
 | |
| 
 | |
| ## What does another world's item look like in Castlevania: Circle of the Moon?
 | |
| 
 | |
| Items for other Circle of the Moon players will show up in your game as that item, though you won't receive it yourself upon
 | |
| picking it up. Items for non-Circle of the Moon players will show up as one of four Archipelago Items depending on how its 
 | |
| classified:
 | |
| 
 | |
| * "Filler": Just the six spheres, nothing extra.
 | |
| * "Useful": Blue plus sign in the top-right corner.
 | |
| * "Progression": Orange up arrow in the top-right corner.
 | |
| * "Progression" and "Useful": Orange up arrow in the top-right corner, blue plus sign in the bottom-right corner.
 | |
| * "Trap": Reports from the local residents of the remote Austrian village of \[REDACTED], Styria claim that they disguise themselves
 | |
| as Progression but with the important difference of \[DATA EXPUNGED]. Verification of these claims are currently pending...
 | |
| 
 | |
| Upon sending an item, a textbox announcing the item being sent and the player who it's for will show up on-screen, accompanied
 | |
| by a sound depending on whether the item is filler-, progression-/useful-, or trap-classified.
 | |
| 
 | |
| ## When the player receives an item, what happens?
 | |
| 
 | |
| A textbox announcing the item being received and the player who sent it will pop up on-screen, and it will be given.
 | |
| Similar to the outgoing item textbox, it will be accompanied by a sound depending on the item received being filler or progression/useful.
 | |
| 
 | |
| ## What are the item name groups?
 | |
| 
 | |
| When you attempt to hint for items in Archipelago you can use either the name for the specific item, or the name of a group
 | |
| of items. Hinting for a group will choose a random item from the group that you do not currently have and hint for it. The
 | |
| groups you can use for Castlevania: Circle of the Moon are as follows:
 | |
| 
 | |
| * "DSS" or "Card": Any DSS Card of either type.
 | |
| * "Action" or "Action Card": Any Action Card.
 | |
| * "Attribute" or "Attribute Card": Any Attribute Card.
 | |
| * "Freeze": Any card that logically lets you freeze enemies to use as platforms.
 | |
| * "Action Freeze": Either Action Card that logically lets you freeze enemies.
 | |
| * "Attribute Freeze": Either Attribute Card that logically lets you freeze enemies.
 | |
| 
 | |
| ## What are the location name groups?
 | |
| 
 | |
| In Castlevania: Circle of the Moon, every location is part of a location group under that location's area name.
 | |
| So if you want to exclude all of, say, Underground Waterway from having progression, you can do so by just excluding
 | |
| "Underground Waterway" as a whole.
 | |
| 
 | |
| In addition to the area location groups, the following groups also exist:
 | |
| 
 | |
| * "Breakable Secrets": All locations behind the secret breakable walls, floors, and ceilings.
 | |
| * "Bosses": All the primary locations behind bosses that Last Keys normally get forced onto when bosses are required. If you want
 | |
| to prioritize every boss to be guarding a progression item for someone, this is the group for you!
 | |
| 
 | |
| ## How does the item drop randomization work?
 | |
| 
 | |
| There are three tiers of item drops: Low, Mid, and High. Each enemy has two item "slots" that can both drop its own item; a Common slot and a Rare one.
 | |
| 
 | |
| On Normal item randomization, "easy" enemies (below 61 HP) will only have Low-tier drops in both of their slots, bosses
 | |
| and candle enemies will be guaranteed to have High drops in one or both of their slots respectively (bosses are made to
 | |
| only drop one slot 100% of the time), and everything else can have a Low or Mid-tier item in its Common drop slot and a
 | |
| Low, Mid, OR High-tier item in its Rare drop slot.
 | |
| 
 | |
| If Item Drop Randomization is set to Tiered, the HP threshold for enemies being considered "easy" will raise to below
 | |
| 144, enemies in the 144-369 HP range (inclusive) will have a Low-tier item in its Common slot and a Mid-tier item in
 | |
| its rare slot, and enemies with more than 369 HP will have a Mid-tier in its Common slot and a High-tier in its Rare
 | |
| slot, making them more worthwhile to go after. Candles and bosses still have Rares in all their slots, but now the guaranteed
 | |
| drops that land on bosses will be exclusive to them; no other enemy in the game will have their item.
 | |
| 
 | |
| Note that the Shinning Armor <sup>sic</sup> can never be placed randomly onto a normal enemy; you can only receive it by completing the Battle Arena.
 | |
| If "Required Skirmishes" is set to "All Bosses And Arena", which replaces the Shinning Armor <sup>sic</sup> on the pedestal at the end with
 | |
| a Last Key, the Devil fought in the last room before the end pedestal will drop Shinning Armor <sup>sic</sup> 100% of the time upon defeat.
 | |
| 
 | |
| For more information and an exact breakdown of what items are considered which tier, see Malaert64's guide 
 | |
| [here](https://docs.google.com/document/d/1uot4BD9XW7A--A8ecgoY8mLK_vSoQRpY5XCkzgas87c/view#heading=h.5iz6ytaji08m).
 | |
| 
 | |
| ## Is it just me, or does the Countdown seem inaccurate to the number of checks in the area?
 | |
| Some Countdown regions are funny because of how the developers of the game decided what rooms belong to which areas in spite of
 | |
| what most players might think. For instance, the Skeleton Athlete room is actually part of the Chapel Tower area, not the Audience Room.
 | |
| And the Outer Wall very notably has several rooms isolated from its "main" area, like the Were-Horse/Jaguar Armory.
 | |
| See [this map](https://docs.google.com/document/d/1uot4BD9XW7A--A8ecgoY8mLK_vSoQRpY5XCkzgas87c/view#heading=h.scu4u49kvcd4) 
 | |
| to know exactly which rooms make up which Countdown regions.
 | |
| 
 | |
| ## Will the Castlevania Advance Collection and/or Wii U Virtual Console versions work?
 | |
| 
 | |
| The Castlevania Advance Collection ROM is tested and known to work. However, there are some major caveats when playing with the
 | |
| Advance Collection ROM; most notably the fact that the audio does not function when played in an emulator outside the collection,
 | |
| which is currently a requirement to connect to a multiworld. This happens because all audio code was stripped
 | |
| from the ROM, and all sound is instead played by the collection through external means.
 | |
| 
 | |
| The Wii U Virtual Console version does not work due to changes in the code in that version.
 | |
| 
 | |
| Due to the reasons mentioned above, it is most recommended to obtain the ROM by dumping it from an original cartridge of the
 | |
| game that you legally own. However, the Advance Collection *is* an option if you cannot do that and don't mind the lack of sound.
 | |
| 
 | |
| Regardless of which released ROM you intend to try playing with, the US version of the game is required.
 | |
| 
 | |
| ## What are the odds of a pentabone?
 | |
| The odds of skeleton Nathan throwing a big bone instead of a little one, verified by looking at the code itself, is <sup>1</sup>⁄<sub>8</sub>, or 12.5%.
 | |
| 
 | |
| Soooooooooo, to throw 5 big bones back-to-back...
 | |
| 
 | |
| (<sup>1</sup>⁄<sub>8</sub>)<sup>5</sup> = <sup>1</sup>⁄<sub>32768</sub>, or 0.0030517578125%. Good luck, you're gonna need it!
 | 
