Glitches

List of glitches in the Castlevania series.
==Castlevania==
In the title screen, wait until the second demonstration appears and start a new game. There will be no music in the first stage until the player reaches the first boss or loses a life.
==Castlevania II: Simon's Quest==
While a Critical Hit mechanic isn't purposely implemented in this game, due to a glitch, a similar result can be produced, allowing some sub-weapons to dispatch enemies in a single blow if the weapon hits them at the tail end of its path. In order to do this, the enemy needs to be at a distance, almost beyond the reach of the weapon, for the glitch to occur when it connects. The reason this happens is because every screen has an invisible "puddle of water" at the bottom, made for Simon Belmont to be instantly killed if he were to end up at the bottom of the screen; when a sub-weapon despawns, it does so by teleporting to the bottom of the screen and disappearing, taking anything they last touched with it. When an enemy gets hit by a sub-weapon just as it despawns, it also falls to the bottom of the screen and "drowns". It works on bosses as well.
Castlevania II- Simon's Quest by jc583 in 44-15 - AGDQ2019|Playthrough where the runner uses the insta-kill on bosses.
==Castlevania: Symphony of the Night==
*Sword Brothers Glitch
*Using Heart Refresh while changing rooms may cause errors.
**The most common error is delaying the load of the next room, it can be exploited by using consecutive Heart Refreshes on both hands with a Duplicator to further delay the load, causing Alucard to teleport below the room. Depending on room, the only way to exit is by using a Library Card.
***Using Heart Refresh at the bottom edge of a room will cause Alucard to ignore the bounds and continue falling, marking the map with white squares (and increasing the explored percentage of the map). If enough are used consecutively, Alucard can fall multiple rooms and mark more of the map.
*Equipping an item that has only 1 unit left at the same time the Faerie Familiar start using the item will cause the quantity to underflow, causing it to go to 255 instead of vanishing from the inventory.
*While falling in some rooms from the Reverse Clock Tower with diagonal corners, Alucard may get stuck in the corner or move to other room. If he gets stuck, the only way to exit is by using a Library Card.
*In the original PlayStation version, using a soft reset (all four shoulder buttons + [Select] + [Start] for the Japanese version, or just [Select] + [Start] for the North American version) will result in the console retaining Muramasa's current level in its RAM; if the player then starts a new game, the level will be passed to that game. So, if the weapon is acquired again in that new playthrough, it will have the same ATT value it had on the file that was previously loaded. Saving the game will permanently set that game's Muramasa to the ATT value it had on the previous file. 
*In the Reverse Caverns, there is a loading zone to the left of the "false save room" (where Succubus is reached in the room's normal variant). If out of bounds were to be used to reach this loading zone, Alucard will be taken to the CD hall between the Outer Wall and its Warp Room. Taking the left doorway loads the Reverse Outer Wall's Warp Room. But if Alucard enters the right doorway, he will enter the normal Outer Wall with the Reverse Outer Wall music still playing despite now being in the normal castle. The map will also displays the Reverse Castle's, and because of this glitch, may leave Alucard in a position not properly aligned with the map, leading to white squares being marked on the map (hidden glitched rooms, where in the normal Map would be the Outer Wall's correct location). Save objects are also positioned at a lower level (the low elevation used in the Reverse Castle). Neither Doppleganger10 or The Creature will load in the boss hall room. Transitioning into another area or a Warp Room via a CD hall will load the corresponding area but its Reverse variant. This will take Alucard to the proper location on the map, restoring his position back to normal.
**Saving the game within this glitched area will cause the name of the save file's saved location to be glitched.
*If Richter tries to use a Save Room in the Reverse Castle while running, he may get stuck in the running animation in the center of the room and cannot start saving.
Castlevania SotN- glitches, tricks, secrets, unused items and more
(Epilepsy warning) Castlevania Requiem - Underground Garden in SotN revisited
Castlevania SOTN Mobile Alucard Shield Glitch
==Castlevania (N64)/Castlevania: Legacy of Darkness==
===Foggy Lake===
*During the cutscene where the Sea Serpent puts its claws through the ship, press Start and skip the scene before the ship floods, and water won't have filled the ship yet. If you watch the cutscene all the way through however, water will have filled the ship to its maximum the instant gameplay becomes active.
*When the ship sinks and you're left stranded on a wooden floorboard, by standing on the third-floating wooden box (or the forth platform from the White Jewel) you can clear a gap to a stone walkway way out in the distance. There are also many other debris you can clear a gap to as well, more particularly wooden barrels. Unfortunately, a code is missing that allows players to stand on them. It's unknown if Konami made it intentional; but in any case, you just pass right through those images into a watery grave.
*When you get the Deck Key and enter into the ship you'll see a save crystal, and a Skeleton coming up from an elevator. If you save your game there, you can reload your save to notice that the music stopped playing. There is two ways to fix it:
**Go back to the outside of the ship.
**Just proceed through the game as if it was normal. Music will start playing again on your next cutscene.
===Forest of Silence===
*Only in Legacy of Darkness, a ghoul that is supposed to spawn behind the second gate that the player opens in the level doesn't always appear.
*Only in Legacy of Darkness, if a Bomb Skeleton self-destructs on the player's character while being bitten by a Minor Vampire, both enemies will die, but the sound effects of the Minor Vampire's bite attack will still be heard.
===Castle Wall===
*Only with Cornell, in the left tower, the rotating spike/flooring can disappear entirely without any reason. If the player is standing on it when it happens they’ll suffer a high fall hit. Furthermore, the spike/flooring doesn’t spawn back when it goes off-screen, so even if the player manages to survive the quest still can’t proceed, depending on how many spike/floorings disappeared. To fix it, you must exit the area through the lower door, going back to the room where Cornell meets Ortega, then reenter. If that doesn’t work then you’ll have to reload your save, or restart the stage all over again.
===Villa===
*After defeating Ghost Cerberus, the darkness surrounding the scenery is supposed to go back to normal. Sometimes it doesn't. Enter the mansion. When you go back outside the scenery will be normal again.
*The Frankenstein Gardener freezes in place the instant you go through the steel gates that lead to the mansion's back door. The only exception is when he is knocked unconscious, where it'll just stand up and not move.
*With Cornell and Reinhardt and Carrie in both games, if you collect the Storeroom Key, but didn't use it before you moved onto the next stage: the (Outer Wall, the Tunnel or the Underground Waterway), it will be permanently stuck in your inventory for the rest of the game.
*Only with Cornell, if you collect the Archives Key, but didn't use it before you moved onto the next stage, it will be permanently stuck in your inventory for the rest of the game.
*Only with Cornell, in the hedge-maze, when you're going to collect the Rose Garden Key, you'll eventually come across three stacked Pillar of Bones. If you bring a Skeleton Biker and a Snake with you and kill the bottom Pillar of Bones while the one on top is about to perform its breathe fire attack, it's mouth will open up but no fire will come out. Its mouth will continue to remain open until you attack it.
*Only with Cornell, when helping Henry escape through the hedge-maze, if you try to open a door that goes to the correct way toward the goal, you'll get the message "You must help Henry escape. That is more important now!", even if Henry is standing right beside you. There are two routes you can take to get out of the maze. Try the other door, it should open.
*Only with Cornell, after you help Henry escape through the hedge-maze, a cut scene will show Cornell opening the gate for Henry and giving him a pendant. During that cutscene you can hear the sound effects of Skeleton Bikers, but they never actually appear.
*Only with Reinhardt and Carrie in both games, when helping Malus escape through the hedge-maze, you'll eventually stumble across an openable gate that leads to three breakable torches. If you go through the gate and stay there, then Frankenstein Gardener and the two Stone Dogs will constantly run around in circles.
*Only in Castlevania (N64), in the main lobby room there is a chandelier hanging from the ceiling you can destroy. When doing so you'll see the dissolving effects happen to your Status icon too.
*Only in Legacy of Darkness, there are many sprite limitation issues going on in the hedge-maze, most likely because of the infinite Snake generator. Some enemies may not appear or even disappear when they're supposed to be there. This affects all enemies except for the Stone Dog.
===Tunnel===
*Around the gorge areas, you can cliff-hang half of your body in the water, but you won’t die from it.
*A sprite limitation issue is causing a major unnoticeable bug due to how many Vampire Bats were placed. After viewing the cut scene of two Spider Centaurs emerging from water, save your game on any White Jewel, then commit suicide by jumping in the water. After reloading your save the Spider Centaur enemies will stop spawning entirely. To fix it, you must ride the gondola brings the Spider Centaurs back.
*Only in Castlevania (N64), you can randomly take damage when riding the gondola even though you weren’t really hit by anything. It's unknown what sort of bug is causing this.
===Underground Waterway===
*You can cliff-hang half of your body in the water and it won’t kill you.
*Only in Legacy of Darkness, Vampire Bats will glitch themselves through the wall and inevitably fly up too high into an abyss.
===Castle Center===
*In the room with the machines that generate Poison and Heavy Lizard Men, sometimes it will generate an infinite amount, when really there's supposed to be only six that come out of machines. If that does happen then you still only have to destroy six before the way forward unlocks and you can move on.
*Only with Reinhardt in Legacy of Darkness, on the first floor, when entering the room to trigger the cut scene with Rosa and Death, if you didn't kill Cerberus or Fire Cerberus in the hallway before opening the door they'll appear in the cut scene and attempt to bite you as if gameplay was still in effect. They disappear once your character closes the door.
*Only in Legacy of Darkness, on the first floor, there is a Cerberus and a Fire Cerberus (for Reinhardt Schneider), or Skeleton Bikers (for Carrie Fernandez), that occupy the hallway. But due to sprite limitation, if you exit then reenter the hallway through a door then the enemies will disappear entirely.
*Only in Legacy of Darkness, after visiting Heinrich Meyer, if you save your game at the very first White Jewel way back on the first floor, and then reload your save from the main menu the music may not play. To fix this you just have to reload your save again.
*Only in Legacy of Darkness, on the forth floor, the cut scene of Magical Nitro and Mandragora demolishing a cracked wall, if you skip the cut scene the music may not play. To fix this all you have to do is enter the archives, or travel back to the third floor. The music will then begin playing again.
*Only in Legacy of Darkness, there's a bar room on the upper floors (with two Vampire Maids) that has a pot sitting on the counter. You can cliff-hang it and Carrie Fernandez can even climb it. Strangely enough though, Reinhardt Schneider cannot climb it.
===Art Tower===
*The statue on top of a pillar can be walked through. Starting from the entrance, turn left through a Sun Door, then make a right through a Moon Door. You're then in the same room of that statue.
**There is another pillar statue that can also be walked through in the mirrored direction of the first statue. From the entrance, turn right through the Moon Door, then another right through a Moon Door. You're now in the room of the second statue.
*The White Jewel on the upper level of the pipe organ room, backtrack the stage from there and pay attention to the red railing. On the edge there is a pole that looks oddly different from the rest. You are able to cliff-hang & climb that pole, but for some odd reason you can’t walk on the railing or climb any other poles. It's unknown why Konami made climbing that pole accessible, and why all other poles in-line next to it are not.
===Tower of Ruins===
*If you guess wrong on the fifth or sixth pillar of constellation, the pillars will instantly drop down, and so will your character. Overall, your character drops faster than the pillars, and because of this you can cliff-hang the dropping pillar during the fall. Doing so will give you the death animation of losing all your HP by getting attacked, when really it’s supposed to give you the high-fall/splat death animation.
===Tower of Science===
*In the first room, if you go in-between two conveyor belts that are moving the opposite direction away from each other it will disturbingly drag you in as if they were moving the opposite direction toward each other, resulting to death.
*Only in Castlevania (N64), in the room with the door that requires the Science Key 3, there are two conveyor belts with spiked blocks and spikes on it. Touching the spikes on the block will hurt, but touching any other spike won’t.
*Only in Legacy of Darkness, in the first room, starting from the entrance of the stage; after going up the fifth set of stairs you’ll come across some red pressure pumps that are supposed to be part of the scenery. You can walk right through them.
*Only in Legacy of Darkness, in room V, if you jump at laser cannons you pass right through them.
*Only with Carrie in both games, if you go in-between two conveyor belts that are moving in any direction it disturbingly drag you in as if they were moving the opposite direction toward each other, resulting to death.
*Only in Legacy of Darkness, in the first room where you started, if you attempt to jump over to the outer area of the wall you’ll do multiple skid-downs on it before just suddenly dropping into the abyss. Also, chains, fans, pressure pumps, and anything else you see on the outer part of the wall are there just for scenery. Try to touch one and you’ll pass right through, resulting to death.
==Castlevania: Circle of the Moon==
The Dual Set-Up System has a known glitch in which if the player activates the effect of a combination and quickly opens the DSS menu again, they can choose whatever other card slot they desire, obtaining the effect of said combination whether or not any of the cards are actually unlocked; essentially meaning that once the player gets a hold of at least one Action Card and one Attribute Card, they will have access to all 100 possible combinations of both complete decks.
One of the more useful loop-holes in the Dual Set-Up which is usually used in speedruns of the game, consists in modifying attacks' effects. If the player uses any of the Item Crash-like spells (for example, a summon), they can then quickly go back into the Pause Menu after activating it and select the Mars Action Card and whatever Attribute Card they wish to use. After exiting the menu, the attack will now have the same effect as the attribute selected, regardless of whether or not the combination is activated. This is probably due to the Super Moves using the selected card to determine their attack power rather than which spell is or has been activated. While somewhat overwhelming to do in normal gameplay, it is absolutely unbalanced in boss fights, with most attacks being able to easily shred bosses. If Nathan was fighting, for example, the twin Dragon Zombies and used the Cockatrice summon, then the player could quickly change the combination to Mars + Unicorn (which gives the Holy effect) and the Cockatrice would do constant extra effective damage and easily kill both dragons in one move, trivializing one of the game's more difficult fights.
Another known exploit allows the player to make use of DSS in the Battle Arena. To do this, the player has to consume enough MP restoring potions while in the menu. Once they return to the game, the MP bar will quickly start depleting again; however, during this time the player can quickly activate DSS and use any two cards they have selected. This allows to summon monsters if the required motion is performed quickly enough, before the meter depletes to less than the amount of MP required to summon that monster. If done correctly, even the most difficult rooms can be cleared with little effort.
The Dual Set-Up System can also be used to glitch into the Ceremonial Room early. If Magician Mode mode is being played, it is possible to beat Circle of the Moon within three minutes.
The hurtbox glitch shown in the aforementioned video, is a more beneficial glitch with the DSS, colloquially known as "Nuclear Fusion", and it involves cancelling the Sword Draw (Mars + Griffin)'s charge up animation via falling off a platform, then triggering a screen transition while jumping, charging the Imp Familiar (Saturn + Black Dog)'s beam attack by holding attack, and releasing the button before pressing again. If timed correctly, Nathan will be surrounded by glitched pixels, his whip hitbox is now constantly active and covers the entirety of the screen if not exceeding its borders. It is possible for this glitched hitbox to deal the maximum damage cap of 9999 to all enemies in the vicinity, as well as destroying all candles and breakable walls. The "Nuclear Fusion" effect deactivates if Nathan takes damage or attacks normally (although performing the Whiplash will keep the effect going). Furthermore, some boss battles such as the Necromancer or Dracula will softlock the game (although in the former's case, the player can leave and reenter quickly to avoid this, and in the latter, a door skip glitch will allow the game to trigger the transition to Dracula's second form).
Castlevania- Circle of the Moon by darrenville in 28-10 - SGDQ2018|Speedrun where the player consistently changes attributes.
Circle of the Moon in 2 Minutes 52 Seconds
Castlevania Speedrunners Discover Nuclear Fusion
==Castlevania: Harmony of Dissonance==
*Failed entry: In the beginning, during the chase sequence, if the player couches before entering the castle, they will miss the drawbridge and be warped to the Clock Tower.
*Stacking: Applying three different damaging sources to an enemy simultaneously or in rapid succession will cause the invincibility timer of the third source to continuously reset, causing damage with every frame.
**Doing this to Talos will register multiple kills, granting a lot of experience.
==Castlevania: Aria of Sorrow==
*If the player crouches while pushing the crate in the Study, there is a chance of Soma Cruz getting stuck, being unable to leave his position.
*If the player is riding a Catoblepas or Gorgon and the enemy turns around next to a wall, Soma Cruz may be placed inside the wall and start teleporting around the castle until a suitable place is found for the player. This can be used to increase the map percentage beyond 100%.
==Castlevania: Dawn of Sorrow==
By using the Succubus soul, it is possible to cause a glitch that will allow Soma Cruz to get into inaccessible areas and break the sequence of the game. To do it, one must equip the Succubus soul and a weapon with a warp attack (Cinquedia or Cutall). Activate the Succubus soul, and right after Soma does the hug, use the weapon's special attack to keep the red aura of the soul, do three quick normal stabs, and use the special again. If done right, the red aura will disappear while Soma is in or behind the nearby wall, and cancel out the rest of the attack. If Soma is in the wall, he will be moved upward.
By using this glitch in the first Save Room from The Abyss to go through the left wall, Soma will be forced out of the wall, but as there is no room behind or above, he will scroll upward continuously through the map. After some time, he will stop scrolling and can return to the Save Room by "walking", ending up in the room just outside it, with all weapons, souls, Julius' whip, Alucard's sword, and several Julius Mode Sub-Weapons and Spells as souls.
==Castlevania: Portrait of Ruin==
*Ordering a partner to jump through the touchpad and switch mid-jump allows the player to jump again midair, even without the Acrobat Cube, allowing access to some areas and bosses earlier than usual.
*A well-known glitch in the Tower of Death stage which may corrupt the user's save file the next time they use a Save Point, rendering the game unplayable. This occurs if the player tries to skip the dialogue after defeating Death by pressing the START button. To prevent this from happening, just quickly scroll through the text. To make sure the glitch didn't come into effect, exit and reenter Death's boss room. If one of the portals from Death's chain grappling attack is hovering in the middle of the room, then the glitch took effect. The player is then advised to reset the game and continue from the last point they saved it. The glitch was fixed in the European and revised Japanese versions of the game, as well as the Castlevania Dominus Collection.
*It's possible to transfer a cleared save file (in Jonathan Mode on Normal or Hard)'s HP and MP Max Ups, mastery of sub-weapon skills, gold, and map completion rate to any mode, including the hidden items rewarded if it is on Hard Mode. To perform the glitch, the player must select the option of starting a New Game Plus from the cleared file before cancelling it, then starting a new game in any mode. If successful, the mastery of the Knife and/or Bible in that file would be transferred to those same sub-weapons in Richter Mode if selected. The glitch also allows Maria Renard to be playable in Old Axe Armor Mode, which also requires that the file be saved while the player is controlling Charlotte Aulin and that the mode be unlocked. However, it is impossible to complete the game with Maria alone, as she lacks the ability to High Jump. The glitch was fixed in the European and revised Japanese versions of the game.
==Castlevania: Order of Ecclesia==
*Leveling up in Arma Chiroptera or Arma Felix forms will temporarily provide more stat points. The stats are reset to back to normal if Shanoa level up in normal form or reload the game.
*Using Ignis right before entering the Brachyura boss room (only possible in a New Game Plus) and them pressing down will teleport Shanoa to the elevator and activate it, skipping the fight. The player should them leave the room and reenter before opening the chest with the boss medal, or the game will freeze.
*Normally, the Magical Ticket is disabled in certain scenes (like when Shanoa obtains Dominus Agony). However, if there is another consumable item on the side, it is possible to press buttons so quickly that the Magical Ticket becomes prompted and ready to use.
Castlevania- Order of Ecclesia glitch
"Order of Ecclesia doesn't have glitches"
==See also==
*Unused Items
==External links==
*Castlevania World Beyond Walls
Category:Glitches