
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.
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Shared
Items
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Morning
Star
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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. |
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Moon
Card
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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. |
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Sun
Card
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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. |
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Roast
Chicken
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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. |
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Roast
Beef
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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. |
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Med
Kit
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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
the price may be too much to bear. As it is with like-themed items: It would be a great benefit to instead locate a med kit that's otherwise hidden in the surrounding environment; though, med kits are surely the most well-hidden of the bunch. |
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Purify
Crystal
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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." |
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Red
Jewel
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By the mid-1800s,
it seems that the Belmonts and their
descendants began using crystals and gems in place of the usual power-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). |
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White
Jewel
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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 the game frequently because all items collected after a previous save are at risk. After dying, you have two options via the white jewel: You can continue from the last save point with the inventory intact, or you can restart the stage with nothing. |
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Green
Jewel
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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 mission's completion. |
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Cure
Ampoule
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Due to the existence
of venomous enemies, a cure ampoule will be
the perfect insurance policy. This vial of liquid is your only means for 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. |
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Money
Bag
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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 values--by whipping away certain structures or by destroying enemies (which is a more random process). You can then use this stock to purchase items from Renon's shop. Though, it's important not to spend too freely because greed comes with a price--mainly extra mileage en route to Dracula. |
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Nitro
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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 nitro on a top floor, and you'll have to use it in two separate instances: One container will be placed by a nearby wall, and the other must be carried down several floors--with limited mobility, lest an explosion will be ignited--where it'll be placed by a more protected (magically sealed) cracked wall. |
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Contract
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When you first find
a contract in the Villa, Renon, the demon salesman, will appear to you
and offer 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. |
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Mandragora
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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. |
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Key
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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 types can be found elsewhere on this page. |
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Legacy
Exclusive
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Winch
Lever
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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. |
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Crest
Part A
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Cornell must collect
two crest parts in order to open a sealed door within the Villa hedge
maze. The first, 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.
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Crest
Part B
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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. |
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Rose
Brooch
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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. |
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The
Key Types
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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

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Key Name
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Location
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Used
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Left Tower
Key
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Castle Wall:
After dropping down from the right tower, it rests in a candle on the
second floor
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Opens the
left tower near the stage's entrance
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Archives Key
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The Villa:
Found in a vase on the second floor of the Villa mansion's first large
room
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Opens the
far-north door of the Villa mansion's second floor
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Storeroom
Key
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The Villa:
Found in a vase in the Villa's ghost-haunted living room on the second
floor
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Opens the
door immediately left of the Oldrey bedroom
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Copper Key
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The Villa:
Given to you by Mary Oldrey after you bring her son to safety
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Opens a locked
door in the Villa hedge maze that leads to the stage's exit
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Chamber Key
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Castle Center:
Given to you by the mutated lizard man on the stage's fourth floor
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Opens the
door the mandragora room on the stage's bottom floor
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Science Key
1
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Tower of Science:
Found in a candle in a room guarded by turrets
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Opens the
double doors that leads to the surrounding halls
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Science Key
1
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Tower of Science:
Found in a small room room (in a set of three), guarded by a single
turret
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Opens the
way to the stage's machinery room
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Science Key
1
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Tower of Science:
Found in the machinery room by working past a deadly production system
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Opens the
door the leads to the stage's exit route
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Execution
Key
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Tower of Execution:
Found in a sarcophagus on a hidden ledge on the stage's third floor
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Opens a locked
grating that leads to some power-ups
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Clock Tower
Key |
Clock Tower:
Found in the stage's very first room, in a candle hidden near some gears
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Opens the
locked door in that same room
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Clock Tower
Key 2 |
Clock Tower:
Second room, guarded by a pillar of bones in a small indent right of
the locked door
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Opens the
locked door in that same room
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Clock Tower
Key 3 |
Clock Tower:
Found innocently at the bottom of the stage's third room
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Opens the
locked door high above in that same room
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Legacy of Darkness

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Key Name
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Location
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Used
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Left Tower
Key
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Castle Wall:
After dropping down from the right tower, it rests in a candle on the
second floor
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Opens the
left tower near the stage's entrance
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Deck Key
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Forest: Found
atop one of the ship's back-most masts; you must rotate both of them
first
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Opens the
deck door that leads inside the ship
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Archives Key
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The Villa:
Found in a vase on the second floor of the Villa mansion's first large
room
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Opens the
far-north door of the Villa mansion's second floor
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Rose Garden
Key |
The Villa:
Found in the Villa hedge maze
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Opens the
door to the Villa mansion's small rose garden
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Storeroom
Key
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The Villa:
Found in a vase in the Villa's ghost-haunted living room on the second
floor
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Opens the
door immediately left of the Oldrey bedroom
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Garden Key
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The Villa:
Given to you by Mary Oldrey in her request that you save her son, Henry
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Opens the
gate to the Villa hedge maze via the mansion's back exit
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Thorn Key
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The Villa:
Found in the Villa mansion's small rose garden only at the stroke of
dawn
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Opens the
circular caged area found deep in the Villa hedge maze
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Copper Key
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The Villa:
Given to you by Mary Oldrey after you bring her son to safety
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Opens a locked
door in the Villa hedge maze that leads to the stage's exit
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Wall Key
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Outer Wall:
Found in a candle on a ledge--the area right beyond the first lift you
ride upward
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Opens a nearby
door that leads to the next part of the stage via a lift
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Chamber Key
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Castle Center:
Given to you by the mutated lizard man on the stage's fourth floor
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Opens the
door the mandragora room on the stage's bottom floor
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Art Tower
Key 1 |
Art Tower:
Found inside the door-set found right at stage's start; ride moving
platforms to get it
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Opens the
first set of double doors to the north of the stage's start
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Art Tower
Key 2 |
Art Tower:
Found inside the door-set found left at stage's start; dodge rail cars
to get to it
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Opens the
second set of double doors beyond the first
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Control Room
Key |
Tower of Science:
Found within the room guarded by ceiling-attached machine gun guards
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Opens the
door labeled with the Roman numeral VI
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Clock Tower
Key A |
Clock Tower:
Found in the stage's very first room, in a candle hidden near the leftmost
gears
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Opens the
locked door in that same room
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Clock Tower
Key B |
Clock Tower:
Second room, guarded by a pillar of bones in a small indent right of
the locked door
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Opens the
locked door in that same room
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Clock Tower
Key C |
Clock Tower:
Way atop the stage's third room, found by climbing the first set of
rotating axles
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Opens a locked
door to a lift that leads to the second part of this large room
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Clock Tower
Key D |
Clock Tower:
Same large room, near the gear-set left of the fallen Ada's position
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Opens the
locked door in that same room
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Clock Tower
Key E |
Clock Tower:
Found outside in an indent along the giant clock's hands
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Once back
inside, it opens the first locked door you'll cross
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Sub-Weapon
Boost
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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.
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The Dagger
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Holy Water
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Any dagger thrown
will immediately become enflamed and see an increase in its destructive
power
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The holy water will
crash onto the ground and generate a huge explosion, which will linger
long and engulf enemies
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The Boomerang
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The Axe
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| 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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