429 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			429 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # Obscure locations in the AP Castlevania 64 randomizer
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| 
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| 
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| 
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| ## Forest of Silence
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| 
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| #### Invisible bridge platform
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| A square platform floating off to the side of the broken bridge between the three-crypt and Werewolf areas. There's an
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| invisible bridge connecting it with the middle piece on the broken bridge that you can cross over to reach it. This is
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| where you normally get the Special1 in vanilla that unlocks Hard Mode.
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| 
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| ### Invisible Items
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| #### Dirge maiden pedestal plaque
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| This plaque in question can be found on the statue pedestal with a torch on it in the area right after the first switch gate,
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| near the cliff where the breakable rock can be found. The plaque reads "A maiden sings a dirge" if you check it after you
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| pick up the item there, hence the name of all the locations in this area.
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| 
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| #### Werewolf statue plaque
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| The plaque on the statue pedestal in the area inhabited by the Werewolf. Reading this plaque after picking up the item
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| says it's "the lady who blesses and restores."
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| 
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| ### 3-Hit Breakables
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| #### Dirge maiden pedestal rock
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| This rock can be found near the cliff behind the empty above-mentioned dirge maiden pedestal. Normally has a ton of money
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| in vanilla, contains 5 checks in rando.
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| 
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| #### Bat archway rock
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| After the broken bridge containing the invisible pathway to the Special1 in vanilla, this rock is off to the side in front
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| of the gate frame with a swarm of bats that come at you, before the Werewolf's territory. Contains 4 checks. If you are new
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| to speedrunning the vanilla game and haven't yet learned the RNG manip strats, this is a guaranteed spot to find a PowerUp at.
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| 
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| 
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| 
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| ## Castle Wall
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| #### Above bottom right/left tower door
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| These checks are located on top of the bottom doorways inside the both the Left and Right Tower. You have to drop from above
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| to reach them. In the case of the left tower, it's probably easiest to wait on the green platform directly above it until it flips.
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| 
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| #### Left tower child ledge
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| When you reach the bridge of four rotating green platforms, look towards the pillar in the center of the room (hold C-up to
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| enter first person view), and you'll see this. There's an invisible bridge between the rotating platforms and the tiny ledge
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| that you can use to get to and from it. In Legacy of Darkness, it is on this ledge where one of Henry's children is found.
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| 
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| ### Invisible Items
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| #### Sandbag shelf - Left
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| If you thought the PowerUp on this shelf in vanilla CV64 was the only thing here, then you'd be wrong! Hidden inside the
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| sandbags near the item is another item you can pick up before subsequent checks on this spot yield "only sand and gravel".
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| Legacy took this item out entirely, interestingly enough.
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| 
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| ### 3-Hit Breakables
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| #### Upper rampart savepoint slab
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| After killing the two White Dragons and flipping their switch, drop down onto this platform from the top, and you'll find
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| it near the White Jewel. Contains 5 checks that are all normally Red Jewels in vanilla, making it an excellent place to
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| fuel up at if you're not doing Left Tower Skip. Just be careful of the infinitely spawning skeletons!
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| 
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| #### Dracula switch slab
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| Located behind the door that you come out of at the top of the left tower where you encounter Totally Real Dracula in a
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| cutscene. Contains 5 checks that are all normally money; take note of all these money spots if you're plaing vanilla and
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| plan on trying to trigger the Renon fight.
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| 
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| 
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| 
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| ## Villa
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| #### Outer front gate platform
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| From the start of the level, turn right, and you'll see a platform with a torch above a torch on the ground. This upper torch
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| is reachable via an invisible platform that you can grab and pull yourself up onto. The PAL version and onwards removed
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| this secret entirely, interestingly enough.
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| 
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| #### Front yard cross grave near gates/porch
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| In the Villa's front yard area are two cross-shaped grave markers that are actually 1-hit breakables just like torches.
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| They contain a check each.
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| 
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| #### Midnight fountain
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| At exactly midnight (0:00 on the pause screen), a pillar in the fountain's base will rise to give you access to the six
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| checks on the upper parts of the fountain. If you're playing with Disable Time Requirements enabled, this pillar will be
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| raised regardless of the current time.
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| 
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| #### Vincent
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| Vincent has a check that he will give to you by speaking to him after triggering the Rosa cutscene at 3 AM in the rose
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| garden. With Disable Time Requirements enabled, the Rosa cutscene will trigger at any time.
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| 
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| #### Living room ceiling light
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| In the rectangular living room with ghosts and flying skulls that come at you, there are two yellow lights on the ceiling
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| and one red light between them. The red light can be broken for a check; just jump directly below it and use your c-left
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| attack to hit it.
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| 
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| #### Front maze garden - Frankie's right dead-end urn
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| When you first enter the maze, before going to trigger the Malus cutscene, go forward, right at the one-way door, then right
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| at the T-junction, and you'll reach a dead-end where the Gardner is just going about his business. The urn on the left
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| at this dead-end can be broken for a check; it's the ONLY urn in the entire maze that can be broken like this.
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| 
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| #### Crypt bridge upstream
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| After unlocking the Copper Door, follow the stream all the way past the bridge to end up at this torch.
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| I see many people miss this one.
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| 
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| ### Invisible Items
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| #### Front yard visitor's tombstone
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| The tombstone closest to the Villa building itself, in the top-right corner if approaching from the gates. If you are
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| familiar with the puzzle here in Cornell's quest in Legacy, it's the tombstone prepared for "anybody else who drops by
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| to visit".
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| 
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| #### Foyer sofa
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| The first sofa in the foyer, on the upper floor to the right.
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| 
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| #### Mary's room table
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| The table closer to the mirror on the right in the small room adjacent to the bedroom, where Mary would normally be found
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| in Cornell's story in Legacy.
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| 
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| #### Dining room rose vase
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| The vase of roses in the dining room that a rose falls out of in the cutscene here to warn Reinhardt/Carrie of the vampire
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| villager.
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| 
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| #### Living room clawed painting
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| The painting with claw marks on it above the fireplace in the middle of the living room.
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| 
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| #### Living room lion head
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| The lion head on the left wall of the living room (if you entered from one of the doors to the main hallway).
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| 
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| #### Maze garden exit knight
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| The suit of armor in the stairs room before the Maze Garden, where Renon normally introduces himself.
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| 
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| #### Storeroom statue
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| The weird statue in the back of the Storeroom. If you check it again after taking its item, the game questions why would
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| someone make something like it.
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| 
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| #### Archives table
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| The table in the middle of the Archives. In Legacy, this is where Oldrey's diary normally sits if you are playing Cornell.
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| 
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| #### Malus's hiding bush
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| The bush that Reinhardt/Carrie find Malus hiding in at the start of the Maze Garden chase sequence.
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| 
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| ### 3-Hit Breakables
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| #### Foyer chandelier
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| The big chandelier above the foyer can be broken for 5 assorted items, all of which become checks in rando with the multi
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| hits setting on. This is the only 3-hit breakable in the entire stage. <br>
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| 
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| Here's a fun fact about the chandelier: for some reason, KCEK made this thing a completely separate object from every other
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| 3-hit breakable in the game, complete with its own distinct code that I had to modify entirely separately as I was making
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| this rando to make the 3-hit breakable setting feasible! What fun!
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| 
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| 
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| 
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| ## Tunnel
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| #### Stepping stone alcove
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| After the first save following the initial Spider Women encounter, take the first right you see, and you'll arrive back at
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| the poison river where there's a second set of stepping stones similar to the one you just jumped across earlier. Jump on
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| these to find the secret alcove containing one or two checks depending on whether sub-weapons are randomized anywhere or not.
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| 
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| ### Sun/Moon Doors
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| 
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| In total, there are six of these throughout the entire stage. One of them you are required to open in order to leave the stage,
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| while the other five lead to optional side rooms containing items. These are all very skippable in the vanilla game, but in a
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| rando context, it is obviously *very* important you learn where all of them are for when the day comes that a Hookshot
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| lands behind one! If it helps, two of them are before the gondolas, while all the rest are after them.
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| 
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| #### Lonesome bucket moon door
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| After you ride up on the second elevator, turn left at the first split path you see, and you will find, as I called it, the
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| "Lonesome bucket". Keep moving forward past this, and you will arrive at the moon door. The only thing of value, beside a shop
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| point, is a sub-weapon location. So if you don't have sub-weapons shuffled anywhere, you can very much skip this one.
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| 
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| #### Gondola rock crusher sun door
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| Once you get past the first poison pit that you are literally required to platform over, go forward at the next junction
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| instead of left (going left is progress and will take you to the rock crusher right before the gondolas). This door notably
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| hides two Roast Beefs normally, making it probably the most worthwhile one to visit in vanilla.
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| 
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| #### Corpse bucket moon door
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| After the poison pit immediately following the gondola ride, you will arrive at a bucket surrounded by corpses (hence the name).
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| Go left here, and you will arrive at this door.
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| 
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| #### Shovel zone moon door
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| On the straight path to the end-of-level sun door are two separate poison pits on the right that you can platform over.
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| Both of these lead to and from the same optional area, the "shovel zone" as I call it due to the random shovel you can find
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| here. Follow the path near the shovel that leads away from both poison pits, and you'll arrive at a junction with a save jewel.
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| Go straight on at this junction to arrive at this moon door. This particular one is more notable in Legacy of Darkness as it
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| contains one of the locations of Henry's children.
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| 
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| #### Shovel zone sun door
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| Same as the above moon door, but go left at the save jewel junction instead of straight.
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| 
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| ### Invisible Items
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| #### Twin arrow signs
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| From the save point after the stepping stones following the initial Spider Women encounter, travel forward until you reach a
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| T-junction with two arrow signs at it. The right-pointing sign here contains an item on its post.
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| 
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| #### Near lonesome bucket
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| After riding the first upwards elevator following turning left at the twin arrow signs, you'll arrive at the lonesome bucket
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| area, with said bucket being found if you turn left at the first opportunity after said elevator. The item here is not
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| found *in* the bucket, but rather on a completely unmarked spot some meters from it. This had to have been a mistake,
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| seeing as Legacy moved it to actually be in the bucket.
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| 
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| #### Shovel
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| Can be found by taking either platforming course on the right side of the straightaway to the end after the gondolas.
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| This entire zone is noteable for the fact that there's no reason for Reinhardt to come here in either game; it's only ever
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| required for Henry to rescue one of his children.
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| 
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| ### 3-Hit Breakables
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| #### Twin arrow signs rock
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| Turn right at the twin arrow signs junction, and you'll find this rock at the dead-end by the river. It contains a bunch of
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| healing and status items that translate into 5 rando checks.
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| 
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| #### Lonesome bucket poison pit rock
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| Near the lonesome bucket is the start of a platforming course over poison water that connects near Albert's campsite...which
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| you could reach anyway just by traveling forward at the prior junction instead of left. So what's the point of this poison
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| pit, then? Look out into the middle of it, and you'll see this rock on a tiny island out in the middle of it. If you choose
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| to take the hard way here, your reward will be three meat checks.
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| 
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| 
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| 
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| ## Underground Waterway
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| #### Carrie Crawlspace
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| This is located shortly after the corridor following the ledges that let you reach the first waterfall's source alcove.
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| Notably, only Carrie is able to crouch and go through this, making these the only checks in the *entire* game that are
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| hard impossible without being a specific character. So if you have Carrie Logic on and your character is Reinhardt, you'll
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| have to hold L while loading into a map to change to Carrie just for this one secret. If Carrie Logic is off, then these
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| locations will not be added and you can just skip them entirely.
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| 
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| ### 3-Hit Breakables
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| #### First poison parkour ledge
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| Near the start of the level is a series of ledges you can climb onto and platform across to reach a corner with a lantern
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| that you can normally get a Cure Ampoule from. The first of these ledges can be broken for an assortment of 6 things.
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| 
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| #### Inside skeleton crusher ledge
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| To the left of the hallway entrance leading to the third switch is a long shimmy-able ledge that you can grab onto and shimmy
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| for a whole eternity (I implemented a setting JUST to make shimmying this ledge faster!) to get to a couple stand on-able ledges,
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| one of which has a lantern above it containing a check. This ledge can be broken for 3 chickens. I'd highly suggest bringing
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| Holy Water for this because otherwise you're forced to break it from the other, lower ledge that's here. And this ledge
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| will drop endless crawling skeletons on you as long as you're on it.
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| 
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| 
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| 
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| ## Castle Center
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| #### Atop elevator room machine
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| In the elevator room, right from the entrance coming in from the vampire triplets' room, is a machine that you can press
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| C-Right on to get dialog reading "An enormous machine." There's a torch on top of this machine that you can reach by
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| climbing onto the slanted part of the walls in the room.
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| 
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| #### Heinrich Meyer
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| The friendly lizard-man who normally gives you the Chamber Key in vanilla has a check for you just like Vincent.
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| Yes, he has a name! And you'd best not forget it!
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| 
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| #### Torture chamber rafters
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| A check can be found in the rafters in the room with the Mandragora shelf. Get onto and jump off the giant scythe or the
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| torture instrument shelf to make it up there. It's less annoying to do without Mandragora since having it will cause ghosts to
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| infinitely spawn in here.
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| 
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| ### Invisible Items
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| #### Red carpet hall knight
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| The suit of armor in the red carpet hallway after the bottom elevator room, directly next to the door leading into the
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| Lizard Locker Room.
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| 
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| #### Lizard locker knight
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| The suit of armor in the Lizard Locker Room itself, directly across from the door connecting to the red carpet hallway.
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| 
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| #### Broken staircase knight
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| The suit of armor in the broken staircase room following the Lizard Locker Room.
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| 
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| #### Inside cracked wall hallway flamethrower
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| In the upper cracked wall hallway, it is in the lower flamethrower that is part of the pair between the Butler Bros. Room
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| and the main part of the hallway.
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| 
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| #### Nitro room crates
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| The wall of crates in the Nitro room on Heinrich Meyer's side. This is notable for being one of the very rare Healing Kits
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| that you can get for free in vanilla.
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| 
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| #### Hell Knight landing corner knight
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| The inactive suit of armor in the corner of the room before the Maid Sisters' Room, which also contains an active knight.
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| 
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| #### Maid sisters room vase
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| The lone vase in the vampire Maid Sisters' Room, directly across from the door leading to the Hell Knight Landing.
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| Yes, you are actually supposed to *check* this with C-right to get its item; not break it like you did to the pots in 
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| the Villa earlier!
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| 
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| #### Invention room giant Famicart
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| The giant square-shaped thing in one corner of the invention room that looks vaguely like a massive video game cartridge.
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| A Famicom cartridge, perhaps?
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| 
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| #### Invention room round machine
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| The brown circular machine in the invention room, close to the middle of the wall on the side of the Spike Crusher Room.
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| 
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| #### Inside nitro hallway flamethrower
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| The lower flamethrower in the hallway between the Nitro room from the Spike Crusher Room, near the two doors to said rooms.
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| 
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| #### Torture chamber instrument rack
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| The shelf full of torture instruments in the torture chamber, to the right of the Mandragora shelf.
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| 
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| ### 3-Hit Breakables
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| #### Behemoth arena crate
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| This large crate can be found in the back-right corner of Behemoth's arena and is pretty hard to miss. Break it to get 5
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| moneybags-turned-checks.
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| 
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| #### Elevator room unoccupied statue stand
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| In the bottom elevator room is a statue on a stand that will cry literal Bloody Tears if you get near it. On the opposite
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| side of the room from this, near the enormous machine, is a stand much like the one the aforementioned statue is on only
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| this one is completely vacant. This stand can be broken for 3 roast beefs-turned checks.
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| 
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| #### Lizard locker room slab
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| In the Lizard Locker Room, on top of the second locker from the side of the room with the door to the red carpet hallway,
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| is a metallic box-like slab thingy that can be broken normally for 4 status items. This 3HB is notable for being one of two
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| funny ones in the game that does NOT set a flag when you break it in vanilla, meaning you can keep breaking it over and
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| over again for infinite Purifyings and Cure Ampoules!
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| 
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| ### The Lizard Lockers
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| If you turned on the Lizard Locker Items setting, then hoo boy, you are in for a FUN =) time! Inside each one of the six Lizard
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| Lockers is a check, and the way you get these checks is by camping near each of the lockers as you defeat said Lizards,
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| praying that one will emerge from it and cause it to open to give you a chance to grab it. It is *completely* luck-based,
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| you have a 1-in-6 (around 16%) chance per Lizard-man that emerges, and you have to repeat this process six times for each
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| check inside each locker. You can open and cancel the warp menu to make things easier, but other than that, enjoy playing
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| with the Lizards!
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| 
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| 
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| 
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| ## Duel Tower
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| #### Invisible bridge balcony
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| Located between Werewolf and Were-bull's arenas. Use an invisible bridge to reach it; it starts at the highest platform
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| on the same wall as it that appears after defeating Werewolf. The balcony contains two checks and a save point that I
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| added specifically for this rando to make the level less frustrating.
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| 
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| #### Above Were-bull arena
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| The only check that can be permanently missed in the vanilla game depending on the order you do things, not counting any
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| points of no return. Between Werewolf and Were-bull's arenas is an alternate path that you can take downward and around
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| to avoid Were-bull completely and get on top of his still-raised arena, so you can reach this. In the rando, I set it up so
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| that his arena will go back to being raised if you leave the area and come back, and if you get the item later his arena flag
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| will be set then. If you're playing with Dracula's bosses condition, then you can only get one Special2 off of him the first
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| time you beat him and then none more after that.
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| 
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| 
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| 
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| ## Tower of Execution
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| #### Invisible bridge ledge
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| There are two ways to reach this one; use the invisible bridge that starts at the walkway above the entrance, or jump to
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| it from the Execution Key gate alcove. Collecting this Special2 in vanilla unlocks Reinhardt's alternate costume.
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| 
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| #### Guillotine tower top level
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| This iron maiden is strategically placed in such a way that you will very likely miss it if you aren't looking carefully for
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| it, so I am including it here. When you make it to the top floor of the level, as you approach the tower for the final time,
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| look on the opposite side of it from where you approach it, and you will find this. The laggiest check in the whole game!
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| I'd dare someone to find some check in some other Archipelago game that lags harder than this.
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| 
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| ### 3-Hit Breakables
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| #### Pre-mid-savepoint platforms ledge
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| Here's a really weird one that even I never found about until well after I finished the 3HB setting and moved on to deving
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| other things, and I'd honestly be shocked if ANYONE knew about outside the context of this rando! This square-shaped
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| platform can be found right before the second set of expanding and retracting wall platforms, leading up to the mid-save
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| point, after going towards the central tower structure for the second time on the second floor. Breaking it will drop an
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| assortment of 5 items, one of which is notable for being the ONE sub-weapon that drops from a 3HB. This meant I had to really
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| change how things work to account for sub-weapons being in 3HBs!
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| 
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| 
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| 
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| ## Tower of Science
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| #### Invisible bridge platform
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| Following the hallway with a save jewel beyond the Science Key2 door, look to your right, and you'll see this. Mind the
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| gap separating the invisible bridge from the solid ground of the bottom part of this section!
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| 
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| ### 3-Hit Breakables
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| #### Invisible bridge platform crate
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| Near the candle on the above-mentioned invisible bridge platform is a small metallic crate. Break it for a total of 6
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| checks, which in vanilla are 2 chickens, moneybags, and jewels.
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| 
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| 
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| 
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| ## Tower of Sorcery
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| #### Trick shot from mid-savepoint platform
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| From the platform with the save jewel, look back towards the vanishing red platforms that you had to conquer to get up
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| there, and you'll see a breakable diamond floating high above a solid platform before it. An ultra-precise orb shot from
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| Carrie can hit it to reveal the check, so you can then go down and get it. If you are playing as Reinhardt, you'll have
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| to use a sub-weapon. Any sub-weapon that's not Holy Water will work. Sub-weapons and the necessary jewels can both be
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| farmed off the local Icemen if it really comes down to it.
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| 
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| #### Above yellow bubble
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| Directly above the yellow bubble that you break to raise the middle yellow large platform. Jump off the final red platform
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| in the series of red platforms right after the save point when said platform bobs all the way up, and you'll be able to
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| hit this diamond with good timing.
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| 
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| #### Above tiny blue platforms start
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| Above the large platform after the yellow ones from whence you can reach the first of the series of tiny blue platforms.
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| This diamond is low enough that you can reach it by simply jumping straight up to it.
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| 
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| #### Invisible bridge platform
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| Located at the very end of the stage, off to the side. Use the invisible bridge to reach it. The Special2 that unlocks
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| Carrie's costume can be normally found here (or Special3, depending on if you are playing the PAL version or not).
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| 
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| 
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| 
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| ## Clock Tower
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| All the normal items here and in Room of Clocks are self-explanatory, but the 3HBs in Clock Tower are a whoooooooole 'nother story. So buckle up...
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| 
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| ### 3-Hit Breakables
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| #### Gear climb room battery underside slab
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| In the first room, on the side you initially climb up, go up until you find a battery-like object that you can stand on
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| as a platform. From the platform right after this, you can hit this 3HB that can be found on the underside of the structure
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| in the corner, above the structure before the first set of gears that you initially start the climb on. 3 chickens/checks
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| can be gotten out of this one.
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| 
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| #### Gear climb room door underside slab
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| Now THIS one can be very annoying to get, doubly so if you're playing as Reinhardt, triply so if you're playing Hard Mode
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| on top of that because you will also have to deal with invincible, bone-throwing red skeletons here! This slab can be
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| found on the underside of the platform in the first room with the door leading out into the second area and drops 3
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| beefs/checks when you break it. Carrie is small enough to crouch under the platform and shoot the thing a few times
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| without *too* much hassle, but the only way I know of for Reinhardt to get it is to hang him off the side of the gear
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| and pull him up once he gets moved under the platform. Getting him to then face the breakable and whip it without falling
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| off due to the gear's rotation is next-to-impossible, I find, so the safest method to breaking it as him is to just rush
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| it with his sword, go back up, repeat 2 more times. Pray the aftermentioned Hard Mode skellies don't decide to cause *too*
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| much trouble during all of this!
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| 
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| #### Final room entrance slab
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| Simply next to the entrance when you come into the third and final room from the intended way. Drops 2 moneybags-turned-checks,
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| which funnily normally have their item IDs shared with the other 3HB in this room's items, so I had to separate those for
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| the rando.
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| 
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| #### Renon's final offers slab
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| At the top of the final room, on a platform near the Renon contract that would normally be the very last in the game.
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| This 3HB drops a whopping 8 items, more than any other 3HB in the entire game, and 6 of those are all moneybags. They
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| *really* shower you in gold in preparation for the finale, huh?
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| 
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| 
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| 
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| ## Castle Keep
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| #### Behind Dracula's chamber/Dracula's floating cube
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| This game continues the CV tradition of having a hidden secret around Dracula's chamber that you can get helpful things
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| from before the final battle begins. Jump onto the torch ledges and use the thin walkway to reach the backside of Dracula's
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| chamber where these can both be found. The floating cube, in question, can be reached with an invisible bridge. The other
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| candle here is noteworthy for being the sole jewel candle in vanilla that doesn't set a flag, meaning you can keep going
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| back down and up the stairs to farm infinite sub-weapon ammo for Dracula like in old school Castlevania!
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| 
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| ### Invisible Items
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| #### Left/Right Dracula door flame
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| Inside the torches on either side of the door to Dracula's chamber. Similar to the above-mentioned jewel torch, these do
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| not set flags. So you can get infinite healing kits for free by constantly going down and back up! | 
