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Tips:
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Passwords
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Castlevania II: Simon's Quest works on a letter/number password system. Below are codes to start the game with special items already collected.
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Use this password to begin with a chain whip, a white crystal, holy water, the dagger, garlic, the holy flame and Dracula's rib bone. |
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Continuing along, this will allow you to start with the all of the above plus the Morning Star whip, the silk bag, and the silver knife. |
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If you want to start with all of the above but have a more powerful magical crystal, which is required to cross some lakes, use this password. |
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This password will add the golden knife, the diamond, Dracula's eyeball, and a good supply of garlic and laurels to your growing arsenal. |
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This password will let you start with all of the items collected. It will nab you what is best described as the game's worst of three possible endings. |
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This password will also let you start with all of the items collected. In this case, though, you'll receive a "better" ending than what the previous password offered. I guess. |
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This password, too, will let you start with all of the items collected. As a bonus, it should also get you the game's best ending--"best" according to its content. |
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Quick
Tips
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Hidden Weapons/Items
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Other Item Locations
Item Name
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Location
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Dagger
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Purchased from a merchant
in the Town of Veros
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Golden
Knife
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Attained by defeating the
Grim Reaper in Brahm's Mansion
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Oak
Stake
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Sold by merchants in every
mansion
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Thorn
Whip
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Purchased from a merchant
in the Town of Jova
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Chain
Whip
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Purchased from a merchant
in the Town of Veros
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Morning
Star Whip
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Purchased from a merchant
in the Town of Ondol
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Magic
Cross
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Attained by defeating Vampira
in Laruba Mansion
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White
Crystal
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Bought from a merchant in
the Town of Jova
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Blue
Crystal
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Traded by a man in the Town
of Ondol
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Red
Crystal
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Traded by a man in the Town
of Aldora
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Garlic
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It can be bought from merchants
in most towns
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Holy
Water
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Bought from a merchant in
the Town of Jova
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Laurels
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Bought from merchants in
almost every town; also found in Laruba Mansion, attained from a shrouded
figure
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Other Tips
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13
Clues
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Simon's Quest is complicated in that it's like solving a mystery without having any real leads. As explained to you by an old man in the town where you first begin, Jova, there are thirteen clues hidden throughout the game, but you'll find that even they aren't too helpful. Below are each of the clues and the locations where they can be found. I'll add my own thoughts in parentheses. For better luck in finding books, select Dracula's eyeball in the inventory. |
Extra Boost: There will be some instances where you come across three-brick-high jumps that Simon won't be able to clear--as mentioned above, Camilla Cemetery is most prominent in this regard. In fact, it's not even supposed to be possible to make such a jump. But you can just eke your way to the top of such an obstacle by jumping and swinging the whip at the jump's peak. This will take some practice and timing, as you may lose some lives, but it doesn't matter since you restart right from where you die.
Free Laurels: In order to stock up on laurels, which render you invincible when used, you'll have to earn the appropriate heart-total by fighting enemies over and over again. Since there are many instances of long marsh pits that almost require such an item (if you plan on not dying at least once), along with the danger of the final Dracula battle, it can be costly to continue to purchase more and more. If you can be patient until late in the game, you'll find a soul in Laruba Mansion who will give you six of them for free. "Take these laurels, I beg of you," he'll say, solving your problems. (Contributed by Danny.)
The Blind Woods: On the final path to Dracula, which extends well past the drop point of the Jam Wasteland tornado ride, you'll come to your final forked road, where you can continue going straight through the Dora Woods or take the correct path, a stairway leading down to a final town, which marks the pathway to Dracula. If you take the top road, you'll find yourself in an oddly colored cavern within the woods. When you come to its end, you'll be seemingly trapped, cornered by the very long marsh pit. In order to escape, you'll have to pull out the final-stage Super Castlevania IV and Rondo of Blood trick of climbing an invisible stairway to the safety of the elevated platforms--the stairway begins near the wall, climbed as the image shows. (Contributed by Danny.)
Weaker Mansion Foes: It's not a secret that the game's enemies grow stronger during the night hours. But what people tend to overlook is that you can also decrease the strength-levels of enemies within mansions by entering them in the daytime. (Contributed by Danny.)
Back to Codes List | Back to Game Page
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