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Tips: 53
Codes: 7
Passwords: 50

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Passwords

Dracula's Curse works on item-placement system. Four charts will be presented to you: One for Trevor alone and three others for each of his allies. Each chart is mapped out according to the three paths available to Trevor alone or when he has allies--the top row is the easy path; the second row represents the medium-difficulty road that stems from the game's first split path; the third row represents the expert path that breaks into a single stage out of the second split path. The stages leading up to the allies' locations are included in the charts, so you'll be alone if you use a password for a stage before that. In order to make a password work, you must enter "Trevor" as your name on the name-entry screen.

Symbol/Text Key
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Regular Stages
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Castle Stages
Stage not accessed

Trevor Alone
Clock Tower
The Woods
Haunted Ship
Deadly Tower
Castle Bridge
Lookout Tower
Main Hall
Castle Leg
Castle Keep
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Marsh Land
The Catacombs
Death Chamber
Castle Basement
Mountain Range
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Sunken City
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Trevor with Grant
Clock Tower
The Woods
Haunted Ship
Deadly Tower
Castle Bridge
Lookout Tower
Main Hall
Castle Leg
Castle Keep
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-
Marsh Land
The Catacombs
Death Chamber
Castle Basement
Mountain Range
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Sunken City
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Trevor with Sypha
Clock Tower
The Woods
Haunted Ship
Deadly Tower
Castle Bridge
Lookout Tower
Main Hall
Castle Leg
Castle Keep
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-
Marsh Land
The Catacombs
Death Chamber
Castle Basement
Mountain Range
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Sunken City
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Trevor with Alucard
Clock Tower
The Woods
Haunted Ship
Deadly Tower
Castle Bridge
Lookout Tower
Main Hall
Castle Leg
Castle Keep
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-
Marsh Land
The Catacombs
Death Chamber
Castle Basement
Mountain Range
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Sunken City
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The Codes

(1) Ten Lives: On the game's name-entry screen, enter "Help Me" as your name. To give you an early boost, you'll begin with ten lives in stock.

(2) Sound Test: To hear the brilliant tunes that Konami composed for its masterpiece Castlevania III: Dracula's Curse, hold down "A" and "B" on the title screen and hit the "start" button.

(3) Name-Entry Codes:

  1. Okuda: By putting this Japanese term as your name, you can begin the game with Alucard as your ally.
  2. Fujimoto: This Japanese term will let you begin the game with Grant Danasty as your helping spirit.
  3. Urata: If you prefer to begin with the magic-using Sypha Belnades, put this as your starting name.
  4. Akama: This starting name will let you skip over the first quest and start on the second, harder quest--within it some new enemies and challenges.

(4) Hard Mode: In addition to already mentioned name-entry code, you can access the the Hard Mode using the name "Gameteam" and the password shown below. Finishing the game under this condition will earn you a small bonus--you'll this time see ending credits (that is, actual staff names) rather than the usual listing of allies. (Contributed by Belmontvlad.)

Quick Tips

Fun With Lightning: Trevor is truly a master with his mystic weaponry. Even so, they can sometimes bring forth effects of which even he didn't know they were capable. This is most prevalent when you run into Sypha's captor, the Cyclops, in the woodland. As you've seen stage-wide, a storm has been brewing, and it reaches its peak as you battle the boss.

      

Using the mystic dagger, a true conductor, you can harness the electricity contained within the clouds to surprise the burly adversary. When you see a small flash within a cloud, lightning is about to flash straight down from that point. If you throw a dagger at the Cyclops precisely at the point when a lightning bolt is about to strike down, its energy will collect into the dagger as it makes contact and thus electrocute the beast. It may not be worth the effort it takes to pull off, but it can clear one-fourth of the Cyclop's energy meter.

Super Belmont Brother: In this very difficult mission, points are your most important means for gaining lives (a 1-Up for reaching 20,000 points and then another 1-Up for every 50,000 points thereafter). In order to gain points more quickly, you can use your sub-weapons much in the same way Mario would use a turtle shell: You can eliminate more than one enemy with a single mystic weapon. You can do this simply enough with a boomerang or holy water, but you'll have to do a little work with the axe. To do so, simply position yourself on a staircase below a platform where multiple enemies are marching along; throw your weapon from that point to catch a single enemy on the axe's upward arc and another on its descent. The thousands of points will add up and quickly earn you multiple 1-Ups. (Contributed by Danny.)

Frozen Tundra: One of the reasons that I feel Syhpa is the best ally to have tag along is her powerful spells. Her fire spell is crippling; her lightning spell allows her to keep her distance and kill bosses without much effor; and her ice spell is truly the most commanding: She can use the spell to freeze enemies, to smash them to pieces with a single blow or use them as platforms to jump upon. Most usefully, she can use it in the water; rather than trekking through a current and battling the streams' habitants, she can use the spell to freeze the water and the surrounding foes in one shot. The frozen water can thus be walked upon, free from currents, until the spell wears off. (Image contributed by Danny.)

Floating Fortune: Some out-of-the-way platforms house candles that offer big rewards. Grant and Alucard are usually your only means for reaching these. Strangely, some of these appear early on in the game when you have no allies and are powerless to reach them. Instead, you can use the starting-ally codes, or you can finish the game with Grant or Alucard and reach these treasures during your second, harder trek through. (Contributed by Danny.)

Planned Triple Play: If you want to save some time in earning for yourself your next fully-powered sub-weapon, you can plan for it: Before unveiling the desired sub-weapon by whipping away the candelabra, first arrange for a double- or triple-shot to fall to the ground. Now collect a new sub-weapon and pick up the double- or triple-shot, which will immediately power up your new sub-weapon to that level without any of the entailed workings. (Contributed by Danny.)

Crumbling Foundation: One of the draws of the original Castlevania was its system of secret-finding; hidden all throughout each stage were goods that you could collect by breaking certain bricks. The same type of mechanic holds through here, although it's of a more tricky nature. Before entering doors, whip the bricks that represent overpasses and other hanging structures to receive pot roasts, money bags, 1-Ups, big hearts and double/triple shots. Not all breakable bricks contain items--some can be broken away to open up an easier path. Please consult the screenshots below only for those that contain hidden goods.

Breakable-Brick Treasures

These treasures and special items can be found by breaking bricks in certain places. I'll list these according to the stage designations assigned at the top-right of each shot because the game has no real level order. They include the following:

Stage 1-03 (contributed by Danny)
Stage 1-03 (contributed by Danny)
Stage 2-01 (contributed by Danny)
Stage 2-01 (contributed by Danny)
Stage 2-02 (contributed by Danny)
Stage 2-03 (contributed by Danny)
Stage 2-03 (contributed by Danny)
Stage 2-05 (contributed by Danny)
Stage 3-00 (contributed by Danny)
Stage 3-02 (contributed by Danny)
Stage 3-04 (contributed by Danny)
Stage 4-01 (contributed by Danny)
Stage 4-02 (contributed by Danny)
Stage 4-0B (contributed by Danny)
Stage 4-0D (contributed by Danny)
Stage 4-0E (contributed by Danny)
Stage 5-01 (contributed by Danny)
Stage 5-04 (Japanese version) (contributed by Danny)
Stage 5-05 - (contributed by Danny)
Stage 5-06 (contributed by Danny)
Stage 5-07 (contributed by Danny)
Stage 5-07 (contributed by Danny)
Stage 5-0A (contributed by Danny)
Stage 5-0B (contributed by Danny)
Stage 5-0C (contributed by Danny)
Stage 6-01 (contributed by Danny)
Stage 6-01 (contributed by Danny)
Stage 6-02 (contributed by Danny)
Stage 6-03 (contributed by Danny)
Stage 6-04 (contributed by Danny)
Stage 6-0C (contributed by Danny)
Stage 7-01 (contributed by Danny)
Stage 7-04 (contributed by Danny)
Stage 7-05 (contributed by Danny)
Stage 7-07 (contributed by Danny)
Stage 7-0A (contributed by Danny)
Stage 7-0B (contributed by Danny)
Stage 7-0C (contributed by Danny)
Stage 8-01 (contributed by Danny)
Stage 8-02 (contributed by Danny)
Stage 8-03 (contributed by Danny)
Stage 9-01 (contributed by Danny)
Stage 9-03 (contributed by Danny)
Stage 9-03 (contributed by Danny)
Stage 9-04 (contributed by Danny)
Stage A-02 (contributed by Danny)

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