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		<id>https://www.sotn.fun/wiki_wiki/index.php?title=Alucard_Blindfolded&amp;diff=85</id>
		<title>Alucard Blindfolded</title>
		<link rel="alternate" type="text/html" href="https://www.sotn.fun/wiki_wiki/index.php?title=Alucard_Blindfolded&amp;diff=85"/>
		<updated>2025-08-10T21:03:20Z</updated>

		<summary type="html">&lt;p&gt;Sestren: Create Alucard Blindfolded page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
=== Background about the category ===&lt;br /&gt;
&lt;br /&gt;
The first known completed blindfolded run of SOTN was [https://www.youtube.com/watch?v=xPF4K2xYEwo| Romscout&#039;s 53:41] in 2016. It pioneered many of the basic movement strategies of the category, and proved that a blindfolded run was possible in the first place. [https://www.youtube.com/watch?v=xPF4K2xYEwo| Romscout&#039;s 53:41] presents the original route for the category, but the rest of this guide uses an alternate route, detailed below. Although this guide will attempt to give a detailed step-by-step method for completing the game that is reliable, the strategies given for each room are not necessarily the most optimal or the fastest, and are certainly not the only successful strategies that can be employed. The player is encouraged to experiment and develop their own strategies for each room that is optimal for their individual play style.&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Because of the nature of this run, the sections have been broken up by save rooms. This has been done so that the route is easier to practice, and so that run-ending mistakes can be corrected during a run by loading the most recent save.&lt;br /&gt;
&lt;br /&gt;
The primary challenges during a Blindfolded run are memorization, keeping track of where you are in a room and in the castle, and dealing with randomness in enemy patterns. The route detailed below takes advantage of numerous sound cues and normalization setups to control for randomness and minor input error as much as possible. There are still a few sections and tricks that require frame perfect or near-frame perfect inputs, however.&lt;br /&gt;
&lt;br /&gt;
Before you attempt a full blindfolded run, it can be helpful to practice each segment without a blindfold at first, but still utilizing the blindfolded moveset. After getting familiar with the segment this way, you can then attempt it with a blindfold on. It can also be very helpful to record your blindfolded attempts, so you can review your run afterward and learn from any mistakes or unusual situations you encounter.&lt;br /&gt;
&lt;br /&gt;
Since you will not be able to visually confirm anything during a run, the accuracy and feel of the controller used for input can matter a great deal, so it is very important that you find a controller that is reliable, but not overly sensitive to accidental inputs.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Get a CLEAR file ===&lt;br /&gt;
&lt;br /&gt;
== Sound cues ==&lt;br /&gt;
&lt;br /&gt;
These sound cues can be used in several spots of the run to help you with timing your actions or determining if you have veered off course.&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
&lt;br /&gt;
Each area has its own musical theme. This can be used to determine which zone Alucard is in, and in some cases can be used to infer other things, such as whether or not the Clock Room Statue is open (detailed in the [[SOTN/Alucard_Any%25_NSC_Blindfolded#Save_before_Doppelganger|Save before Doppelganger]] section below)&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
&lt;br /&gt;
Whenever Alucard lands on the ground after falling or after a jump, you will hear a sound. If Alucard has fallen from a great enough height, his landing sound will be quite loud.&lt;br /&gt;
&lt;br /&gt;
=== Taking Damage ===&lt;br /&gt;
&lt;br /&gt;
Whenever Alucard takes damage by coming into contact with an enemy, you will hear Alucard let out a yell or a grunt. This can be used to narrow down or determine Alucard&#039;s placement in a room, since most enemies spawn in the same locations every time a room is loaded.&lt;br /&gt;
&lt;br /&gt;
=== Notable events lacking sound cues ===&lt;br /&gt;
&lt;br /&gt;
Some important game events do NOT have sound cues, most notably:&lt;br /&gt;
* Running out of mana&lt;br /&gt;
* Depleting the Alucard Shield + Shield Rod spell timer&lt;br /&gt;
* Being forced out of bat form (for example, from running out of mana or reaching the end of a Wing Smash)&lt;br /&gt;
&lt;br /&gt;
== Basic moveset ==&lt;br /&gt;
&lt;br /&gt;
Due to the constraints of the category, visual confirmation of the player&#039;s position is not possible, and a normalized set of moves is needed. What follows are a list of basic maneuvers referenced throughout the rest of this guide that change the player&#039;s position by fixed amounts. Most areas can be navigated through a specific combination of these movements with relative ease.&lt;br /&gt;
&lt;br /&gt;
=== Dash ===&lt;br /&gt;
&lt;br /&gt;
Not to be confused with Shield Dashing, which can alter Alucard&#039;s horizontal position by slightly-varying amounts, A simple Dash will always cause Alucard to move by a fixed amount. If Alucard is facing left, a Dash will cause him to move to the right, and vice versa.&lt;br /&gt;
&lt;br /&gt;
On level ground with no objects to collide with, Alucard will travel exactly 50.75 pixels (the fractional portion is stored as subpixels) horizontally after performing an uninterrupted dash.&lt;br /&gt;
&lt;br /&gt;
NOTE: Because the distance Alucard travels during a Dash includes subpixels, and two full dashes are exactly half a pixel less than one full jump, Alucard&#039;s distance can be adjusted by half a pixel in either direction on flat ground using a combination of dashes and jumps. This is utilized both during the Death Skip and Relic Skip setup to get Alucard into proper position.&lt;br /&gt;
&lt;br /&gt;
=== Pivot ===&lt;br /&gt;
&lt;br /&gt;
When you need to change Alucard&#039;s facing without altering his horizontal position, the safest way to do so is to crouch by holding DOWN, then lean left or right by moving the D-Pad to diagonal DOWN and LEFT or diagonal DOWN and RIGHT.&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
&lt;br /&gt;
Throughout this guide, unless otherwise stated, a jump left or jump right refers to a specific movement where you begin from a diagonal crouch either leaning left or right, then hold the jump button down while still holding the diagonal direction for the duration of a full jump by Alucard. When performed correctly, it will allow Alucard to move a known and fixed distance. On level ground with no short ceilings to collide with, Alucard will travel exactly 102 pixels horizontally after performing a full jump.&lt;br /&gt;
&lt;br /&gt;
[[file:sotn_blindfolded_safe_jumping.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Shield Dash until Room Transition ===&lt;br /&gt;
&lt;br /&gt;
With consistent enough shield dashing, it is possible to hear a slight pause in Alucard&#039;s dashing sounds which occurs when Alucard leaves one room and enters another. You can use this sound cue to tell when you have reached the next room, which is helpful for moving through certain sections quickly and easily.&lt;br /&gt;
&lt;br /&gt;
=== Shield Dash until Damage Check ===&lt;br /&gt;
&lt;br /&gt;
Throughout the blindfolded category, the fastest movement between two points will often be to shield dash until you run into an enemy. The sound of Alucard taking damage from an enemy will serve as a sound cue and let you know when you have reached the next waypoint. By memorizing the layout of rooms and the enemies within, you can use these sound cues to verify that you are still on the correct route.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
&lt;br /&gt;
Goals:&lt;br /&gt;
* Get Neutron Bomb&lt;br /&gt;
* Get Heart Refresh&lt;br /&gt;
* Perform Death Skip&lt;br /&gt;
&lt;br /&gt;
Dangers:&lt;br /&gt;
* Failing to acquire Heart Refresh (will spoil the run, but you won&#039;t find out about it until the very end)&lt;br /&gt;
* Falling into the Merman Pit&lt;br /&gt;
* Having the wrong XP when executing Death Skip&lt;br /&gt;
* Softlocking after Death Skip&lt;br /&gt;
&lt;br /&gt;
NOTE: All actions in this guide, such as &amp;quot;Jump left&amp;quot; or &amp;quot;Jump right&amp;quot; refer to specific moves that are normalized for blindfolded play. Refer to the [[#Basic_Moveset|Basic Moveset]] section above for more detail.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Vzj6dLbv1jk| 480}}&lt;br /&gt;
&lt;br /&gt;
=== Prologue ===&lt;br /&gt;
&lt;br /&gt;
The simplest method for finishing Prologue is to collect 45 Hearts before entering the throne room and use 3 Hydro Storms to finish off both of Dracula&#039;s forms.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
The only section of the blindfolded route where you have to care about Alucard&#039;s experience is in the very beginning after the Prologue, but before Death Skip. Just as in the normal Any% run, your goal will be to arrive at the last Warg before Death&#039;s room while Alucard&#039;s XP value is between 88 and 99.&lt;br /&gt;
&lt;br /&gt;
The first interior room of the castle poses a significant challenge, however, as the zombie spawns in this room are [[SOTN/RNG|random]]. As you advance through this room, you must be careful when you choose to attack, as even though you can hear when Alucard kills an enemy, Zombies have a habit of grouping near to one another, and it is very easy to kill multiple of them in a single swing and have no audio cue that you have done so.&lt;br /&gt;
&lt;br /&gt;
As a result, the safest way to have the correct experience value for Death Skip is to kill the very first Warg outside of the castle 4 times. You can do this by leaving the room it spawns in and coming back multiple times. After killing that Warg 4 times, proceed into the next room (the Zombie Hallway) and kill the first 2 Wargs normally. After that, you will need to avoid using your sword for the rest of the room. Instead, try jumping over the 3rd Warg if you can, and whether you succeed or fail, proceed to hold RIGHT and WAIT.&lt;br /&gt;
&lt;br /&gt;
By holding RIGHT and being patient, the horde of Zombies will eventually swarm around you and push you slowly to the right until you leave the room. You will be able to tell when you have reached the next room once you no longer hear thunder crashes intermittently. Once you stop hearing thunder, proceed to hold RIGHT for a few more seconds to give Alucard time to walk off the stairs and approach the breakable boulder. Break this boulder by attacking twice, then proceed right for a few more seconds. Break the next boulder, then perform the following: Hop in place, Pivot Left, Dash twice, Jump Right. The reason you hop is to permit Alucard to pivot again, as attacking leaves him in a state where he is unable to pivot while crouching normally.&lt;br /&gt;
&lt;br /&gt;
Once you have jumped right, proceed to Shield Dash until Damage Check (you will hear a room change during this, as well), then turn around and kill the Warg, and turn back around again. Shield Dash until Damage Check again, then turn around and kill the Warg.&lt;br /&gt;
&lt;br /&gt;
By this point, you should have between 88 and 99 experience. If you heard a level up prior to this point, you may have killed too many Wargs or Zombies and will need to reset the run.&lt;br /&gt;
&lt;br /&gt;
The position after you kill the second Warg in this room is approximately 8 Dashes away from the 3rd and final Warg. Tap left, then proceed to Dash 8 times. After your 8th Dash, you should hear the Warg begin to charge. Jump right to clear it while it charges, then hold right for a few seconds more, to give Alucard time to walk up against the breakable block in this room.&lt;br /&gt;
&lt;br /&gt;
=== Death Skip ===&lt;br /&gt;
&lt;br /&gt;
If you are already proficient with the Neutron Bomb Death Skip in a normal Any% run, it is possible to execute the trick blindfolded the exact same way. However, there exists a normalized setup that can guarantee a 100% success rate if performed correctly. The setup involves getting Alucard to a very specific X position using a particular sequence of jumps and dashes, detailed below. Once Alucard is at this position, a map buffered input can be used to complete the skip.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|RzL778uej1U| 480}}&lt;br /&gt;
&lt;br /&gt;
# Set Alucard&#039;s X Position to a specific value&lt;br /&gt;
## Walk right against the ledge&lt;br /&gt;
## Crouch and slash while standing in place to break the block&lt;br /&gt;
## Jump right&lt;br /&gt;
## Stand up and dash left&lt;br /&gt;
## Jump right, colliding with the ledge&lt;br /&gt;
## Jump right again&lt;br /&gt;
## Stand up and dash left&lt;br /&gt;
## Jump right, colliding with the ledge&lt;br /&gt;
## Stand up and dash left&lt;br /&gt;
## Listen and wait for the Warg&#039;s attack&lt;br /&gt;
## Perform the following three times in a row while not getting hit by the Warg&#039;s attack&lt;br /&gt;
### Jump left&lt;br /&gt;
### Stand up and dash&lt;br /&gt;
### Dash again&lt;br /&gt;
# Equip Neutron Bomb&lt;br /&gt;
## Press MENU (to enter the menu screen)&lt;br /&gt;
## Press JUMP twice (to select Alucard&#039;s Right hand)&lt;br /&gt;
## Press DOWN (to select the Neutron Bomb)&lt;br /&gt;
## Press JUMP (to equip the Neutron Bomb to Alucard&#039;s Right hand)&lt;br /&gt;
## Press MENU (to return to the game screen)&lt;br /&gt;
# Map buffer holding LEFT and ATTACK (to use the Neutron Bomb) &lt;br /&gt;
## Open the map&lt;br /&gt;
## Hold left and attack&lt;br /&gt;
## While still holding left and attack, press the map button again to map buffer the inputs&lt;br /&gt;
# While the level up animation plays, hold DASH&lt;br /&gt;
# Walk right against the ledge&lt;br /&gt;
# Jump right while walking right until Alucard exits Death&#039;s room&lt;br /&gt;
&lt;br /&gt;
=== Getting to the first save room ===&lt;br /&gt;
&lt;br /&gt;
While you are still holding RIGHT from performing Death skip in the section, you can confirm that you are successful when you note that you hear Alucard&#039;s mana bar refill from his levelling up and do not hear Death begin his dialogue. Continue to move to the right for a couple of seconds after you hear the mana bar refill sound. At this point, you will be at the top of the first set of stairs in the stairwell after Death&#039;s introduction room. From here, you will ascend the stairwell using the following moves:&lt;br /&gt;
&lt;br /&gt;
# Get to the topmost floating platform&lt;br /&gt;
## Tap RIGHT&lt;br /&gt;
## Dash&lt;br /&gt;
## Jump left&lt;br /&gt;
## Pivot right&lt;br /&gt;
## Dash&lt;br /&gt;
## Jump right&lt;br /&gt;
## Jump up 6 times&lt;br /&gt;
# Re-equip Alucard Sword&lt;br /&gt;
## Press MENU (to enter the menu screen)&lt;br /&gt;
## Press JUMP twice (to select Alucard&#039;s Right hand)&lt;br /&gt;
## Press JUMP (to equip the Alucard Sword to Alucard&#039;s Right hand)&lt;br /&gt;
## Press MENU (to return to the game screen)&lt;br /&gt;
# Break the candle (to confirm your position)&lt;br /&gt;
## Jump and Attack (if performed correctly, you should hear a candle break; if you don&#039;t, you are likely on a platform below where you should be, and should perform another jump up)&lt;br /&gt;
# Clear the softlock gap&lt;br /&gt;
## Dash&lt;br /&gt;
## Do a short manual jump to the left (not a full normalized jump left, since while on floating platforms, crouch-jumping will cause you to drop down)&lt;br /&gt;
## Jump left (This jump will get interrupted by a block above you, which will correct your position)&lt;br /&gt;
## Dash 3 times&lt;br /&gt;
## Jump left (This jump clears the softlock gap; if you hear repeated thunder sounds and find yourself unable to jump, you have fallen into the gap and are softlocked)&lt;br /&gt;
# Proceed to the save room&lt;br /&gt;
## Pivot right&lt;br /&gt;
## Shield dash until damage check&lt;br /&gt;
## Attack (to kill the skeleton you just phased through)&lt;br /&gt;
## Dash&lt;br /&gt;
## Jump left until you hear the heartbeat sound of the Save Room (approximately 9 or 10 jumps should do it)&lt;br /&gt;
&lt;br /&gt;
== Save after Death Skip ==&lt;br /&gt;
&lt;br /&gt;
Goals&lt;br /&gt;
* Get Cube of Zoe&lt;br /&gt;
&lt;br /&gt;
Dangers:&lt;br /&gt;
* Getting stuck in the platforming sections&lt;br /&gt;
* Getting stuck in the Axe Knight and Spike Room&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|AK_Z_4DAjVw| 480}}&lt;br /&gt;
&lt;br /&gt;
=== Cube of Zoe Room ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy Lab Entrance ===&lt;br /&gt;
&lt;br /&gt;
=== Alchemy Lab Spike Room ===&lt;br /&gt;
&lt;br /&gt;
=== Zig Zag Platforms 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Zig Zag Platforms 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Spittlebone Room 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Spittlebone Room 2 ===&lt;br /&gt;
&lt;br /&gt;
== Save before Slogra and Gaibon ==&lt;br /&gt;
&lt;br /&gt;
Goals:&lt;br /&gt;
* Get Life Vessel after killing Slogra and Gaibon (optional)&lt;br /&gt;
* Get Stopwatch (and keep it for the remainder of the run)&lt;br /&gt;
&lt;br /&gt;
Dangers:&lt;br /&gt;
* Getting a Takemitsu (a two-handed weapon) as an item drop from a Flea Man&lt;br /&gt;
* Losing your Stopwatch to an Axe item drop from the Axe Knights&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|s6t1x08-PW8| 480}}&lt;br /&gt;
&lt;br /&gt;
== Save before Doppelganger ==&lt;br /&gt;
&lt;br /&gt;
Goals:&lt;br /&gt;
* Get Soul of Wolf&lt;br /&gt;
&lt;br /&gt;
Dangers:&lt;br /&gt;
* Missing the jump onto the first ledge in Outer Wall&lt;br /&gt;
* Losing your Stopwatch to an Axe item drop from an Axe Knight&lt;br /&gt;
* Getting lost in Colosseum&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|gjni937G3a0| 480}}&lt;br /&gt;
&lt;br /&gt;
=== Room before Doppelganger ===&lt;br /&gt;
&lt;br /&gt;
=== Doppelganger Fight ===&lt;br /&gt;
&lt;br /&gt;
=== Outer Wall 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Outer Wall 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Long Hallway going left ===&lt;br /&gt;
&lt;br /&gt;
=== TODO: Rest of Marble Gallery ===&lt;br /&gt;
&lt;br /&gt;
=== Clock Room ===&lt;br /&gt;
&lt;br /&gt;
==== Determining if the Statue is open or closed ====&lt;br /&gt;
&lt;br /&gt;
From the center area of this room, move up against the left ledge, face left, then proceed to do 2 Left Jumps. If the Statue is Open, Alucard will travel far enough left to make it to the next room over, triggering a change in the music that you can use as a cue. If the Statue is closed, part of Alucard&#039;s jump will be interrupted, shortening the horizontal distance covered and Alucard will still be inside the Clock Room.&lt;br /&gt;
&lt;br /&gt;
=== Skelerang Room ===&lt;br /&gt;
&lt;br /&gt;
=== TODO: Olrox&#039;s Quarters ===&lt;br /&gt;
&lt;br /&gt;
=== TODO: Colosseum Entrance ===&lt;br /&gt;
&lt;br /&gt;
== Save in Colosseum ==&lt;br /&gt;
&lt;br /&gt;
Goals:&lt;br /&gt;
* Get Library Card&lt;br /&gt;
* Get Form of Mist&lt;br /&gt;
* Get Shield Rod&lt;br /&gt;
&lt;br /&gt;
Dangers:&lt;br /&gt;
* Getting a Namakura (a two-handed weapon) as an item drop from a Blade Soldier&lt;br /&gt;
* Getting lost in Colosseum&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|X3WlnPK_Z9I| 480}}&lt;br /&gt;
&lt;br /&gt;
== Save before Soul of Bat ==&lt;br /&gt;
&lt;br /&gt;
Goals:&lt;br /&gt;
* Activate Shield Rod spell with the Alucard Shield&lt;br /&gt;
* Get Soul of Bat&lt;br /&gt;
&lt;br /&gt;
Dangers:&lt;br /&gt;
* Getting a High Potion as an item drop from a Flea Armor&lt;br /&gt;
* Getting a Takemitsu (a two-handed weapon) from breaking the vase outside the Soul of Bat room&lt;br /&gt;
* Running out of mana and losing the Shield Rod spell effect&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|FKfqGQNkOF4| 480}}&lt;br /&gt;
&lt;br /&gt;
== Save after Soul of Bat ==&lt;br /&gt;
&lt;br /&gt;
Goals:&lt;br /&gt;
* Make it to the Clock Tower section&lt;br /&gt;
&lt;br /&gt;
Dangers:&lt;br /&gt;
* Getting lost in the Long Library section&lt;br /&gt;
* Getting lost in the Outer Wall section&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|9n1T_vyynac| 480}}&lt;br /&gt;
&lt;br /&gt;
== Save before Clock Tower ==&lt;br /&gt;
&lt;br /&gt;
Goals:&lt;br /&gt;
* Make it to the Keep section&lt;br /&gt;
&lt;br /&gt;
Dangers:&lt;br /&gt;
* Not having enough Hearts to get through the Clock Tower section safely&lt;br /&gt;
* Getting lost in the Clock Tower section&lt;br /&gt;
* Running out of mana and losing the Shield Rod spell effect&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|vTI1SxOU5sw| 480}}&lt;br /&gt;
&lt;br /&gt;
== Save before Richter Skip ==&lt;br /&gt;
&lt;br /&gt;
Goals:&lt;br /&gt;
* Perform Richter Skip&lt;br /&gt;
&lt;br /&gt;
Dangers:&lt;br /&gt;
* Falling off the stairs while resetting on Richter Skip attempts&lt;br /&gt;
* Triggering the Richter cutscene without the glitch&lt;br /&gt;
* Softlocking after executing Richter Skip&lt;br /&gt;
* Getting lost in Reverse Keep&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|aqHGvNqzMdM| 480}}&lt;br /&gt;
&lt;br /&gt;
== Save after Richter Skip ==&lt;br /&gt;
&lt;br /&gt;
Goals:&lt;br /&gt;
* Get Manna Prism&lt;br /&gt;
&lt;br /&gt;
Dangers:&lt;br /&gt;
* Not having enough Hearts to get through the Imp Room section safely&lt;br /&gt;
* Dying to enemies in Reverse Colosseum&lt;br /&gt;
* Running out of mana while flying&lt;br /&gt;
* Running out of mana and losing the Shield Rod spell effect&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|qTmkEdGXRFo| 480}}&lt;br /&gt;
&lt;br /&gt;
== Save in Reverse Colosseum ==&lt;br /&gt;
&lt;br /&gt;
Goals:&lt;br /&gt;
* Make it to the Save Room before Relic Skip&lt;br /&gt;
&lt;br /&gt;
Dangers:&lt;br /&gt;
* Running out of mana and losing the Shield Rod spell effect&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|jqpAg6VvB1o| 480}}&lt;br /&gt;
&lt;br /&gt;
== Save before Relic Skip ==&lt;br /&gt;
&lt;br /&gt;
Goals:&lt;br /&gt;
* Perform Relic Skip&lt;br /&gt;
* Kill Dracula&lt;br /&gt;
&lt;br /&gt;
Dangers:&lt;br /&gt;
* Not performing Relic Skip correctly if you didn&#039;t save&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|XPiJ1Pq-1PY| 480}}&lt;/div&gt;</summary>
		<author><name>Sestren</name></author>
	</entry>
	<entry>
		<id>https://www.sotn.fun/wiki_wiki/index.php?title=Techniques&amp;diff=84</id>
		<title>Techniques</title>
		<link rel="alternate" type="text/html" href="https://www.sotn.fun/wiki_wiki/index.php?title=Techniques&amp;diff=84"/>
		<updated>2025-08-10T20:59:47Z</updated>

		<summary type="html">&lt;p&gt;Sestren: Create Techniques page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Movement techniques ==&lt;br /&gt;
&lt;br /&gt;
*[[Book Jump]]&lt;br /&gt;
*[[Infinite Wing Smash]]&lt;br /&gt;
*[[Shield Dash]]&lt;br /&gt;
*[[Double Jump Reset]]&lt;br /&gt;
*[[Frontslide]]&lt;br /&gt;
&lt;br /&gt;
== Major Glitches/Skips ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|style=&amp;quot;background-color:#252525; color: red; font-weight: bold;&amp;quot;|Warning!&lt;br /&gt;
|Some techniques take advantage of glitches that are not allowed in all speedrun categories of SOTN. Refer to the page for a given [[Speedrunning|category]] for more information on what is and is not allowed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Several glitches have been discovered in Castlevania: Symphony of the Night, and they are organized here into Major Glitches, Minor Glitches, and Save Corruption to help in understanding which glitches are allowed for a given category of speedrunning the game. Certain glitches and sequence breaks are not allowed in the [[Alucard Glitchless Any% | Glitchless ]] category, but are allowed in the [[Alucard Any% NSC|Any% NSC]] category. Save Corruption, which is an arbitrary code execution glitch, is only allowed in [[Alucard Any% ACE]], and is given its own section below.&lt;br /&gt;
&lt;br /&gt;
*[[Death Skip]]&lt;br /&gt;
*[[Shop Glitch]]&lt;br /&gt;
*[[Floor Clip]]&lt;br /&gt;
*[[Richter Skip]]&lt;br /&gt;
*[[Relic Skip]]&lt;br /&gt;
*[[Revenge Tech]]&lt;br /&gt;
*[[Half-Blood Tech]]&lt;br /&gt;
*[[Fire Boomerang Super Jump]]&lt;br /&gt;
* Quick Save Warp (Requiem version only)&lt;br /&gt;
&lt;br /&gt;
== Minor Glitches ==&lt;br /&gt;
&lt;br /&gt;
Minor glitches are permitted in all categories of the game, and are usually unintended mechanics or quirks of the game.&lt;br /&gt;
&lt;br /&gt;
TODO: Describe Holy Water damage stacks&lt;br /&gt;
&lt;br /&gt;
TODO: Describe MP Refill glitch&lt;br /&gt;
&lt;br /&gt;
TODO: List out the other minor glitches&lt;br /&gt;
&lt;br /&gt;
== Save Corruption ==&lt;br /&gt;
&lt;br /&gt;
Save corruption is put into its own category, as it is the only major glitch that is not allowed in any of the normal categories.&lt;br /&gt;
&lt;br /&gt;
TODO: Describe the save corruption glitch&lt;/div&gt;</summary>
		<author><name>Sestren</name></author>
	</entry>
	<entry>
		<id>https://www.sotn.fun/wiki_wiki/index.php?title=Speedrunning&amp;diff=83</id>
		<title>Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://www.sotn.fun/wiki_wiki/index.php?title=Speedrunning&amp;diff=83"/>
		<updated>2025-08-10T20:56:45Z</updated>

		<summary type="html">&lt;p&gt;Sestren: Create Speedrunning page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Speedrunning is the act of choosing a game and a set of rules, and attempting to complete that game as fast as possible while abiding by the rules. These rules are expressed in a number of different speedrun categories that exist for SOTN.&lt;br /&gt;
&lt;br /&gt;
== Main Categories ==&lt;br /&gt;
The leaderboards for the main categories of the game are hosted at [https://www.speedrun.com/sotn speedrun.com/sotn] and are typically the more popular categories for the game.&lt;br /&gt;
:* &#039;&#039;&#039;[[Alucard Any% NSC]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Alucard All Bosses]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Alucard Glitchless Any% ]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Alucard ABRSR ]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Alucard Any% Requiem / DXC PAL ]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Richter Any% ]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Richter All Bosses ]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Maria Any% | Maria Any% (Console or Emulator)]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Maria All Bosses | Maria All Bosses (Console or Emulator)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Category Extension ==&lt;br /&gt;
The leaderboards for all other categories of the game are hosted at [https://www.speedrun.com/sotnce speedrun.com/sotnce] and represent challenge or niche categories, as well as obscure versions of the game.&lt;br /&gt;
:* Alucard Low% Wolf&lt;br /&gt;
:* Alucard Low% Bat&lt;br /&gt;
:* Alucard Low% Mist&lt;br /&gt;
:* &#039;&#039;&#039;[[Alucard Pacifist]]&#039;&#039;&#039;&lt;br /&gt;
:* Alucard Zero Bosses&lt;br /&gt;
:* &#039;&#039;&#039;[[Alucard Reverse Boss Order]]&#039;&#039;&#039;&lt;br /&gt;
:* Alucard Any% DXC NTSC&lt;br /&gt;
:* Alucard Any% Bad Ending&lt;br /&gt;
:* &#039;&#039;&#039;[[Alucard Any% Saturn]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Alucard Any% ACE]]&#039;&#039;&#039;&lt;br /&gt;
:* Alucard 200.6%&lt;br /&gt;
:* &#039;&#039;&#039;[[Alucard Blindfolded]]&#039;&#039;&#039;&lt;br /&gt;
:* Alucard No Major Glitches&lt;br /&gt;
:* Richter No Uppercut&lt;br /&gt;
:* Richter Save the Game&lt;br /&gt;
:* Richter Any% Mobile&lt;br /&gt;
:* Richter All Bosses Mobile&lt;br /&gt;
:* Maria Any% DXC / Requiem&lt;br /&gt;
:* Maria All Bosses DXC / Requiem&lt;br /&gt;
:* Maria Any% Bad Maria (Console)&lt;/div&gt;</summary>
		<author><name>Sestren</name></author>
	</entry>
	<entry>
		<id>https://www.sotn.fun/wiki_wiki/index.php?title=Main_Page&amp;diff=82</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sotn.fun/wiki_wiki/index.php?title=Main_Page&amp;diff=82"/>
		<updated>2025-08-10T20:54:46Z</updated>

		<summary type="html">&lt;p&gt;Sestren: Add links to main page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello and welcome to the Castlevania:SOTN wiki.&lt;br /&gt;
&lt;br /&gt;
This is meant to hold all information relating to SOTN. The hope is that it can be more comprehensive than the Fandom Castlevania wiki, which does have lots of information, but does not go in-depth on things like particular enemies, items, speedrun tricks, glitches, and more.&lt;br /&gt;
&lt;br /&gt;
As of now, the content is extremely sparse, but hopefully that can change over time.&lt;br /&gt;
&lt;br /&gt;
If you have questions, suggestions, or complaints, please contact Bismurphy. Thanks!&lt;br /&gt;
&lt;br /&gt;
* [[Game Versions]]&lt;br /&gt;
* [[Alucard]]&lt;br /&gt;
* [[Stage]]&lt;br /&gt;
* [[Familiar]]&lt;br /&gt;
* [[Speedrunning]]&lt;br /&gt;
* [[Techniques]]&lt;/div&gt;</summary>
		<author><name>Sestren</name></author>
	</entry>
	<entry>
		<id>https://www.sotn.fun/wiki_wiki/index.php?title=Death_Skip&amp;diff=81</id>
		<title>Death Skip</title>
		<link rel="alternate" type="text/html" href="https://www.sotn.fun/wiki_wiki/index.php?title=Death_Skip&amp;diff=81"/>
		<updated>2025-08-10T16:54:23Z</updated>

		<summary type="html">&lt;p&gt;Sestren: Add plain link to Big Toss Death Skip MP4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Death Skip =&lt;br /&gt;
&lt;br /&gt;
Death Skip is the first major glitch performed in several categories, including [[Alucard Any% NSC]], and there are multiple known methods for performing it. It allows Alucard to keep his starting equipment, which the game ordinarily takes away from you when you first encounter Death. The Standard method of executing this trick uses the Neutron Bomb gained during the Prologue, and it and the other methods are detailed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Death_Stealing_Alucards_Starting_Equipment.png | 280px]]&lt;br /&gt;
&lt;br /&gt;
== Big Toss Death Skip ==&lt;br /&gt;
&lt;br /&gt;
The only way to execute the [[Big Toss]] version of Death Skip in a typical run is to use [[Luck Mode]] (TODO: Provide information on Luck Mode).&lt;br /&gt;
&lt;br /&gt;
TODO: Describe the Big Toss version of Death Skip&lt;br /&gt;
&lt;br /&gt;
[[File:Big_Toss_Death_Skip.mp4]]&lt;br /&gt;
&lt;br /&gt;
== Lycan Death Skip (Randomizer Only) ==&lt;br /&gt;
&lt;br /&gt;
TODO: Describe the Lycan version of Death Skip&lt;br /&gt;
&lt;br /&gt;
== Neutron Bomb Death Skip ==&lt;br /&gt;
Both this version and the Spell method described below rely on a Level Up animation as the trigger for a [[Reverse Shift Line]]. Alucard begins the game at Level 1 with 0 XP, and will first level up upon reaching 100 XP. The goal is to arrive at the room just before you first encounter Death having between 88 and 99 XP and with one last Warg to kill. Since you encounter 7 Wargs prior to this point, worth 12 XP each, all you need to do is kill between 1 and 3 Zombies (worth 5 XP each) from the room where they spawn to have the right amount of experience, assuming you kill all the Wargs you encounter along the way. Upon reaching the last Warg, allow it to charge at you right as you jump over it. Once it is on your left, you will hit the breakable block at the base of the stairs, revealing a Turkey. Move to the right until you are touching the edge of the stairs, and equip the Neutron Bomb. The next step requires careful timing, as you want to activate the Neutron Bomb at the exact moment you are walking to the left of a certain vertical line on the screen. Use pause buffering and knowledge of the visual cues to time it correctly. Once you see the Level Up animation start to play, hold down the Dash button until the animation finishes and Alucard dashes. If done correctly, all that remains is to walk to the right against the stair, do a full jump to the right, and enter the next room. If you timed it correctly, you should see a brief flicker as you enter the next room for a frame, then immediately are transported to the room after it. As you climb the stairs in the next room, and proceed to the room to the left at the top of the stairs, it is vital that you jump over the gap in that room and do not fall back down into the room where you would have encountered Death. Doing so will cause the game to go into a glitched state and will soft-lock you, ending the run.&lt;br /&gt;
&lt;br /&gt;
[[File:Death_Skip_Map_Buffer.png | 280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sotn_neutron_bomb_death_skip_visual_cues_2x.png | 320px]]&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=nw2WbUl6Id0&lt;br /&gt;
&lt;br /&gt;
=== Unbuffered with visual cue ===&lt;br /&gt;
&lt;br /&gt;
When you press LEFT, you are trying to hold LEFT for exactly 5 or 6 frames (1/12 or 1/10 of a second). Instead of bringing up the map to confirm Alucard&#039;s position, you can instead let Alucard&#039;s foot come to rest on the floor (takes slightly less than half a second after you let go of LEFT). Alucard&#039;s frontmost foot has 3 light gray pixels that touch the floor. If either the right or middle gray pixel of Alucard&#039;s foot is resting above the dark gray vertical line in the stone texture of the floor, Alucard is in the correct position to map buffer or menu buffer the rest of the inputs (LEFT and ATTACK).&lt;br /&gt;
&lt;br /&gt;
[[File:Death_Skip_Foot_Placement_Visual_Cues.png | 280px]]&lt;br /&gt;
&lt;br /&gt;
=== Common mistakes ===&lt;br /&gt;
&lt;br /&gt;
If you activate the Neutron Bomb, and the Warg doesn&#039;t die, then the Warg was off-screen when the Neutron Bomb activated. Make sure you give the Warg enough time to be lured a little to the right after you jump over them.&lt;br /&gt;
&lt;br /&gt;
If the Warg dies, but you don&#039;t see a Level Up animation, then you did not have the correct experience before killing the Warg. Make sure your XP value is in the range of 88 to 99 before you reach the final Warg.&lt;br /&gt;
&lt;br /&gt;
If you get the Level Up animation, but you still do not get the skip upon entering Death&#039;s Room, make sure you are doing all of the following:&lt;br /&gt;
&lt;br /&gt;
* Playing on the Playstation or XBox version of the game (some versions of the game do not have this method of Death Skip)&lt;br /&gt;
&lt;br /&gt;
* Begin holding Dash while the Level Up animation is playing, and don&#039;t let go until after you see Alucard dash to the right&lt;br /&gt;
&lt;br /&gt;
* Do a full jump to the right (hold RIGHT and JUMP and don&#039;t let go of either) over the stairs leading into Death&#039;s room (If you make contact with the stairs, it can alter Alucard&#039;s sub-pixel values and ruin the setup)&lt;br /&gt;
&lt;br /&gt;
* Walk through the screen transition (do not attempt to Dash or Shield Dash through the screen transition)&lt;br /&gt;
&lt;br /&gt;
If, after all this, you are still not getting the Death Skip to work, you may not be finding the right pixel position when starting the skip. Consult the above visual cues, or study the unbuffered with visual cue method listed above.&lt;br /&gt;
&lt;br /&gt;
== Spell Death Skip ==&lt;br /&gt;
&lt;br /&gt;
TODO: Describe the Spell version of Death Skip&lt;br /&gt;
&lt;br /&gt;
== Wing Smash Death Skip (Randomizer Only) ==&lt;br /&gt;
&lt;br /&gt;
TODO: Describe the Bat Master version of Death Skip&lt;/div&gt;</summary>
		<author><name>Sestren</name></author>
	</entry>
	<entry>
		<id>https://www.sotn.fun/wiki_wiki/index.php?title=File:Big_Toss_Death_Skip.mp4&amp;diff=80</id>
		<title>File:Big Toss Death Skip.mp4</title>
		<link rel="alternate" type="text/html" href="https://www.sotn.fun/wiki_wiki/index.php?title=File:Big_Toss_Death_Skip.mp4&amp;diff=80"/>
		<updated>2025-08-10T16:44:17Z</updated>

		<summary type="html">&lt;p&gt;Sestren: In Luck Mode, you can skip Death by taking off most of your defensive gear and colliding with the first Warg in this room from the right to execute a Big Toss&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
In Luck Mode, you can skip Death by taking off most of your defensive gear and colliding with the first Warg in this room from the right to execute a Big Toss&lt;/div&gt;</summary>
		<author><name>Sestren</name></author>
	</entry>
	<entry>
		<id>https://www.sotn.fun/wiki_wiki/index.php?title=Death_Skip&amp;diff=79</id>
		<title>Death Skip</title>
		<link rel="alternate" type="text/html" href="https://www.sotn.fun/wiki_wiki/index.php?title=Death_Skip&amp;diff=79"/>
		<updated>2025-08-10T15:12:14Z</updated>

		<summary type="html">&lt;p&gt;Sestren: Add more image links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Death Skip =&lt;br /&gt;
&lt;br /&gt;
Death Skip is the first major glitch performed in several categories, including [[Alucard Any% NSC]], and there are multiple known methods for performing it. It allows Alucard to keep his starting equipment, which the game ordinarily takes away from you when you first encounter Death. The Standard method of executing this trick uses the Neutron Bomb gained during the Prologue, and it and the other methods are detailed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Death_Stealing_Alucards_Starting_Equipment.png | 280px]]&lt;br /&gt;
&lt;br /&gt;
== Big Toss Death Skip ==&lt;br /&gt;
&lt;br /&gt;
The only way to execute the [[Big Toss]] version of Death Skip in a typical run is to use [[Luck Mode]] (TODO: Provide information on Luck Mode).&lt;br /&gt;
&lt;br /&gt;
TODO: Describe the Big Toss version of Death Skip&lt;br /&gt;
&lt;br /&gt;
== Lycan Death Skip (Randomizer Only) ==&lt;br /&gt;
&lt;br /&gt;
TODO: Describe the Lycan version of Death Skip&lt;br /&gt;
&lt;br /&gt;
== Neutron Bomb Death Skip ==&lt;br /&gt;
Both this version and the Spell method described below rely on a Level Up animation as the trigger for a [[Reverse Shift Line]]. Alucard begins the game at Level 1 with 0 XP, and will first level up upon reaching 100 XP. The goal is to arrive at the room just before you first encounter Death having between 88 and 99 XP and with one last Warg to kill. Since you encounter 7 Wargs prior to this point, worth 12 XP each, all you need to do is kill between 1 and 3 Zombies (worth 5 XP each) from the room where they spawn to have the right amount of experience, assuming you kill all the Wargs you encounter along the way. Upon reaching the last Warg, allow it to charge at you right as you jump over it. Once it is on your left, you will hit the breakable block at the base of the stairs, revealing a Turkey. Move to the right until you are touching the edge of the stairs, and equip the Neutron Bomb. The next step requires careful timing, as you want to activate the Neutron Bomb at the exact moment you are walking to the left of a certain vertical line on the screen. Use pause buffering and knowledge of the visual cues to time it correctly. Once you see the Level Up animation start to play, hold down the Dash button until the animation finishes and Alucard dashes. If done correctly, all that remains is to walk to the right against the stair, do a full jump to the right, and enter the next room. If you timed it correctly, you should see a brief flicker as you enter the next room for a frame, then immediately are transported to the room after it. As you climb the stairs in the next room, and proceed to the room to the left at the top of the stairs, it is vital that you jump over the gap in that room and do not fall back down into the room where you would have encountered Death. Doing so will cause the game to go into a glitched state and will soft-lock you, ending the run.&lt;br /&gt;
&lt;br /&gt;
[[File:Death_Skip_Map_Buffer.png | 280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sotn_neutron_bomb_death_skip_visual_cues_2x.png | 320px]]&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=nw2WbUl6Id0&lt;br /&gt;
&lt;br /&gt;
=== Unbuffered with visual cue ===&lt;br /&gt;
&lt;br /&gt;
When you press LEFT, you are trying to hold LEFT for exactly 5 or 6 frames (1/12 or 1/10 of a second). Instead of bringing up the map to confirm Alucard&#039;s position, you can instead let Alucard&#039;s foot come to rest on the floor (takes slightly less than half a second after you let go of LEFT). Alucard&#039;s frontmost foot has 3 light gray pixels that touch the floor. If either the right or middle gray pixel of Alucard&#039;s foot is resting above the dark gray vertical line in the stone texture of the floor, Alucard is in the correct position to map buffer or menu buffer the rest of the inputs (LEFT and ATTACK).&lt;br /&gt;
&lt;br /&gt;
[[File:Death_Skip_Foot_Placement_Visual_Cues.png | 280px]]&lt;br /&gt;
&lt;br /&gt;
=== Common mistakes ===&lt;br /&gt;
&lt;br /&gt;
If you activate the Neutron Bomb, and the Warg doesn&#039;t die, then the Warg was off-screen when the Neutron Bomb activated. Make sure you give the Warg enough time to be lured a little to the right after you jump over them.&lt;br /&gt;
&lt;br /&gt;
If the Warg dies, but you don&#039;t see a Level Up animation, then you did not have the correct experience before killing the Warg. Make sure your XP value is in the range of 88 to 99 before you reach the final Warg.&lt;br /&gt;
&lt;br /&gt;
If you get the Level Up animation, but you still do not get the skip upon entering Death&#039;s Room, make sure you are doing all of the following:&lt;br /&gt;
&lt;br /&gt;
* Playing on the Playstation or XBox version of the game (some versions of the game do not have this method of Death Skip)&lt;br /&gt;
&lt;br /&gt;
* Begin holding Dash while the Level Up animation is playing, and don&#039;t let go until after you see Alucard dash to the right&lt;br /&gt;
&lt;br /&gt;
* Do a full jump to the right (hold RIGHT and JUMP and don&#039;t let go of either) over the stairs leading into Death&#039;s room (If you make contact with the stairs, it can alter Alucard&#039;s sub-pixel values and ruin the setup)&lt;br /&gt;
&lt;br /&gt;
* Walk through the screen transition (do not attempt to Dash or Shield Dash through the screen transition)&lt;br /&gt;
&lt;br /&gt;
If, after all this, you are still not getting the Death Skip to work, you may not be finding the right pixel position when starting the skip. Consult the above visual cues, or study the unbuffered with visual cue method listed above.&lt;br /&gt;
&lt;br /&gt;
== Spell Death Skip ==&lt;br /&gt;
&lt;br /&gt;
TODO: Describe the Spell version of Death Skip&lt;br /&gt;
&lt;br /&gt;
== Wing Smash Death Skip (Randomizer Only) ==&lt;br /&gt;
&lt;br /&gt;
TODO: Describe the Bat Master version of Death Skip&lt;/div&gt;</summary>
		<author><name>Sestren</name></author>
	</entry>
	<entry>
		<id>https://www.sotn.fun/wiki_wiki/index.php?title=File:Death_Skip_Map_Buffer.png&amp;diff=78</id>
		<title>File:Death Skip Map Buffer.png</title>
		<link rel="alternate" type="text/html" href="https://www.sotn.fun/wiki_wiki/index.php?title=File:Death_Skip_Map_Buffer.png&amp;diff=78"/>
		<updated>2025-08-10T15:10:58Z</updated>

		<summary type="html">&lt;p&gt;Sestren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sestren</name></author>
	</entry>
	<entry>
		<id>https://www.sotn.fun/wiki_wiki/index.php?title=File:Death_Skip_Foot_Placement_Visual_Cues.png&amp;diff=77</id>
		<title>File:Death Skip Foot Placement Visual Cues.png</title>
		<link rel="alternate" type="text/html" href="https://www.sotn.fun/wiki_wiki/index.php?title=File:Death_Skip_Foot_Placement_Visual_Cues.png&amp;diff=77"/>
		<updated>2025-08-10T15:06:10Z</updated>

		<summary type="html">&lt;p&gt;Sestren: Looking at Alucard&amp;#039;s foot as it comes to rest can be used as a reliable visual cue for performing Neutron Bomb Death Skip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Looking at Alucard&#039;s foot as it comes to rest can be used as a reliable visual cue for performing Neutron Bomb Death Skip&lt;/div&gt;</summary>
		<author><name>Sestren</name></author>
	</entry>
	<entry>
		<id>https://www.sotn.fun/wiki_wiki/index.php?title=Death_Skip&amp;diff=76</id>
		<title>Death Skip</title>
		<link rel="alternate" type="text/html" href="https://www.sotn.fun/wiki_wiki/index.php?title=Death_Skip&amp;diff=76"/>
		<updated>2025-08-10T15:00:55Z</updated>

		<summary type="html">&lt;p&gt;Sestren: Add info to Death Skip page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Death Skip =&lt;br /&gt;
&lt;br /&gt;
Death Skip is the first major glitch performed in several categories, including [[Alucard Any% NSC]], and there are multiple known methods for performing it. It allows Alucard to keep his starting equipment, which the game ordinarily takes away from you when you first encounter Death. The Standard method of executing this trick uses the Neutron Bomb gained during the Prologue, and it and the other methods are detailed below.&lt;br /&gt;
&lt;br /&gt;
[[File:Death_Stealing_Alucards_Starting_Equipment.png | 280px]]&lt;br /&gt;
&lt;br /&gt;
== Big Toss Death Skip ==&lt;br /&gt;
&lt;br /&gt;
The only way to execute the [[Big Toss]] version of Death Skip in a typical run is to use [[Luck Mode]] (TODO: Provide information on Luck Mode).&lt;br /&gt;
&lt;br /&gt;
TODO: Describe the Big Toss version of Death Skip&lt;br /&gt;
&lt;br /&gt;
== Lycan Death Skip (Randomizer Only) ==&lt;br /&gt;
&lt;br /&gt;
TODO: Describe the Lycan version of Death Skip&lt;br /&gt;
&lt;br /&gt;
== Neutron Bomb Death Skip ==&lt;br /&gt;
Both this version and the Spell method described below rely on a Level Up animation as the trigger for a [[Reverse Shift Line]]. Alucard begins the game at Level 1 with 0 XP, and will first level up upon reaching 100 XP. The goal is to arrive at the room just before you first encounter Death having between 88 and 99 XP and with one last Warg to kill. Since you encounter 7 Wargs prior to this point, worth 12 XP each, all you need to do is kill between 1 and 3 Zombies (worth 5 XP each) from the room where they spawn to have the right amount of experience, assuming you kill all the Wargs you encounter along the way. Upon reaching the last Warg, allow it to charge at you right as you jump over it. Once it is on your left, you will hit the breakable block at the base of the stairs, revealing a Turkey. Move to the right until you are touching the edge of the stairs, and equip the Neutron Bomb. The next step requires careful timing, as you want to activate the Neutron Bomb at the exact moment you are walking to the left of a certain vertical line on the screen. Use pause buffering and knowledge of the visual cues to time it correctly. Once you see the Level Up animation start to play, hold down the Dash button until the animation finishes and Alucard dashes. If done correctly, all that remains is to walk to the right against the stair, do a full jump to the right, and enter the next room. If you timed it correctly, you should see a brief flicker as you enter the next room for a frame, then immediately are transported to the room after it. As you climb the stairs in the next room, and proceed to the room to the left at the top of the stairs, it is vital that you jump over the gap in that room and do not fall back down into the room where you would have encountered Death. Doing so will cause the game to go into a glitched state and will soft-lock you, ending the run.&lt;br /&gt;
&lt;br /&gt;
[[File:SOTNDeathSkipMapBuffer.png | 280px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sotn_neutron_bomb_death_skip_visual_cues_2x.png | 320px]]&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=nw2WbUl6Id0&lt;br /&gt;
&lt;br /&gt;
=== Unbuffered with visual cue ===&lt;br /&gt;
&lt;br /&gt;
When you press LEFT, you are trying to hold LEFT for exactly 5 or 6 frames (1/12 or 1/10 of a second). Instead of bringing up the map to confirm Alucard&#039;s position, you can instead let Alucard&#039;s foot come to rest on the floor (takes slightly less than half a second after you let go of LEFT). Alucard&#039;s frontmost foot has 3 light gray pixels that touch the floor. If either the right or middle gray pixel of Alucard&#039;s foot is resting above the dark gray vertical line in the stone texture of the floor, Alucard is in the correct position to map buffer or menu buffer the rest of the inputs (LEFT and ATTACK).&lt;br /&gt;
&lt;br /&gt;
[[File:SOTNDeathSkipVisualCues.png | 280px]]&lt;br /&gt;
&lt;br /&gt;
=== Common mistakes ===&lt;br /&gt;
&lt;br /&gt;
If you activate the Neutron Bomb, and the Warg doesn&#039;t die, then the Warg was off-screen when the Neutron Bomb activated. Make sure you give the Warg enough time to be lured a little to the right after you jump over them.&lt;br /&gt;
&lt;br /&gt;
If the Warg dies, but you don&#039;t see a Level Up animation, then you did not have the correct experience before killing the Warg. Make sure your XP value is in the range of 88 to 99 before you reach the final Warg.&lt;br /&gt;
&lt;br /&gt;
If you get the Level Up animation, but you still do not get the skip upon entering Death&#039;s Room, make sure you are doing all of the following:&lt;br /&gt;
&lt;br /&gt;
* Playing on the Playstation or XBox version of the game (some versions of the game do not have this method of Death Skip)&lt;br /&gt;
&lt;br /&gt;
* Begin holding Dash while the Level Up animation is playing, and don&#039;t let go until after you see Alucard dash to the right&lt;br /&gt;
&lt;br /&gt;
* Do a full jump to the right (hold RIGHT and JUMP and don&#039;t let go of either) over the stairs leading into Death&#039;s room (If you make contact with the stairs, it can alter Alucard&#039;s sub-pixel values and ruin the setup)&lt;br /&gt;
&lt;br /&gt;
* Walk through the screen transition (do not attempt to Dash or Shield Dash through the screen transition)&lt;br /&gt;
&lt;br /&gt;
If, after all this, you are still not getting the Death Skip to work, you may not be finding the right pixel position when starting the skip. Consult the above visual cues, or study the unbuffered with visual cue method listed above.&lt;br /&gt;
&lt;br /&gt;
== Spell Death Skip ==&lt;br /&gt;
&lt;br /&gt;
TODO: Describe the Spell version of Death Skip&lt;br /&gt;
&lt;br /&gt;
== Wing Smash Death Skip (Randomizer Only) ==&lt;br /&gt;
&lt;br /&gt;
TODO: Describe the Bat Master version of Death Skip&lt;/div&gt;</summary>
		<author><name>Sestren</name></author>
	</entry>
	<entry>
		<id>https://www.sotn.fun/wiki_wiki/index.php?title=File:Death_Stealing_Alucards_Starting_Equipment.png&amp;diff=75</id>
		<title>File:Death Stealing Alucards Starting Equipment.png</title>
		<link rel="alternate" type="text/html" href="https://www.sotn.fun/wiki_wiki/index.php?title=File:Death_Stealing_Alucards_Starting_Equipment.png&amp;diff=75"/>
		<updated>2025-08-10T14:24:07Z</updated>

		<summary type="html">&lt;p&gt;Sestren: When Alucard meets Death in Castle Entrance, Death steals his starting gear.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
When Alucard meets Death in Castle Entrance, Death steals his starting gear.&lt;/div&gt;</summary>
		<author><name>Sestren</name></author>
	</entry>
	<entry>
		<id>https://www.sotn.fun/wiki_wiki/index.php?title=Jewel_Sword&amp;diff=71</id>
		<title>Jewel Sword</title>
		<link rel="alternate" type="text/html" href="https://www.sotn.fun/wiki_wiki/index.php?title=Jewel_Sword&amp;diff=71"/>
		<updated>2025-07-03T18:20:19Z</updated>

		<summary type="html">&lt;p&gt;Sestren: Format table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you kill an enemy with the Jewel Sword, there is a chance for the Jewel Sword to spawn a random Gem. If a Gem is spawned, the ratio of which Gems will spawn is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Gem drop ratios&lt;br /&gt;
|-&lt;br /&gt;
! Gem !! Ratio&lt;br /&gt;
|-&lt;br /&gt;
| Zircon     ||  3073&lt;br /&gt;
|-&lt;br /&gt;
| Aquamarine ||   768&lt;br /&gt;
|-&lt;br /&gt;
| Turquoise  ||   208&lt;br /&gt;
|-&lt;br /&gt;
| Onyx       ||    32&lt;br /&gt;
|-&lt;br /&gt;
| Garnet     ||     8&lt;br /&gt;
|-&lt;br /&gt;
| Opal       ||     5&lt;br /&gt;
|-&lt;br /&gt;
| Diamond    ||     2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Jewel Sword also has a special attack that spawns a random number (TODO: How many?) of $1 coins you can pick up.&lt;/div&gt;</summary>
		<author><name>Sestren</name></author>
	</entry>
	<entry>
		<id>https://www.sotn.fun/wiki_wiki/index.php?title=Jewel_Sword&amp;diff=70</id>
		<title>Jewel Sword</title>
		<link rel="alternate" type="text/html" href="https://www.sotn.fun/wiki_wiki/index.php?title=Jewel_Sword&amp;diff=70"/>
		<updated>2025-07-03T18:17:49Z</updated>

		<summary type="html">&lt;p&gt;Sestren: Add Jewel Sword page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you kill an enemy with the Jewel Sword, there is a chance for the Jewel Sword to spawn a random Gem. If a Gem is spawned, the ratio of which Gems will spawn is as follows:&lt;br /&gt;
&lt;br /&gt;
Item       | Ratio&lt;br /&gt;
-----------+------&lt;br /&gt;
Zircon     |  3073&lt;br /&gt;
Aquamarine |   768&lt;br /&gt;
Turquoise  |   208&lt;br /&gt;
Onyx       |    32&lt;br /&gt;
Garnet     |     8&lt;br /&gt;
Opal       |     5&lt;br /&gt;
Diamond    |     2&lt;br /&gt;
&lt;br /&gt;
The Jewel Sword also has a special attack that spawns a random number (TODO: How many?) of $1 coins you can pick up.&lt;/div&gt;</summary>
		<author><name>Sestren</name></author>
	</entry>
	<entry>
		<id>https://www.sotn.fun/wiki_wiki/index.php?title=RNG&amp;diff=22</id>
		<title>RNG</title>
		<link rel="alternate" type="text/html" href="https://www.sotn.fun/wiki_wiki/index.php?title=RNG&amp;diff=22"/>
		<updated>2024-10-25T03:40:29Z</updated>

		<summary type="html">&lt;p&gt;Sestren: Minor wording change to avoid saying &amp;quot;we&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Symphony of the Night uses [https://en.wikipedia.org/wiki/Pseudorandom_number_generator| Pseudo-Random Number Generators] when randomness is needed in the game. There are two PRNGs that are currently known about (dubbed Nice and Evil), and each is responsible for handling the randomness of different events in the game.&lt;br /&gt;
&lt;br /&gt;
In the decompiled code, &amp;lt;code&amp;gt;Random()&amp;lt;/code&amp;gt; is the function for the Nice RNG, and &amp;lt;code&amp;gt;rand()&amp;lt;/code&amp;gt; is the function for Evil RNG.&lt;br /&gt;
&lt;br /&gt;
Both RNGs are set to an initial value of 0 on startup (NOTE: On Saturn the initial value for the Evil RNG is actually 1 instead of 0). For the most part, the Evil RNG is advanced once every frame, even if the player isn&#039;t doing anything (hence why it has been dubbed Evil). Different functions within the game&#039;s code will also make specific calls to the Nice and Evil RNG, and so different events will trigger one or the other. A comprehensive list of what events call which RNG is not known, but a few events have been figured out. The Nice RNG is responsible for determining the location of Dracula&#039;s teleports in the Prologue, determining [[Flea Man]] jumps, determining the rotations of the Books in the Library, etc. The Evil RNG is responsible for determining whether or not an item drop occurs after an enemy dies and whether or not an item drop will be rare, uncommon, or common. The Evil RNG is also responsible for determining which Food item will drop from a Meal Ticket.&lt;br /&gt;
&lt;br /&gt;
Some events in the game are the result of calls to both, as in the case of [[Medusa Head]] spawn behavior.&lt;br /&gt;
&lt;br /&gt;
Both RNGs operate in a similar manner, but use different numbers as their multiplier, increment, and shift, as detailed in the code sections at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
== Python implementation of the Nice RNG used in SOTN ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
class NiceRng():&lt;br /&gt;
    def __init__(self, initial_seed: int=0):&lt;br /&gt;
        self.seed = initial_seed&lt;br /&gt;
    &lt;br /&gt;
    def current(self) -&amp;gt; int:&lt;br /&gt;
        result = self.seed &amp;gt;&amp;gt; 0x18&lt;br /&gt;
        return result&lt;br /&gt;
    &lt;br /&gt;
    def next(self) -&amp;gt; int:&lt;br /&gt;
        self.seed = 0xFFFFFFFF &amp;amp; ((self.seed * 0x01010101) + 1)&lt;br /&gt;
        result = self.current()&lt;br /&gt;
        return result&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Python implementation of the Evil RNG used in SOTN ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
class EvilRng():&lt;br /&gt;
    def __init__(self, initial_seed: int=0):&lt;br /&gt;
        self.seed = initial_seed&lt;br /&gt;
    &lt;br /&gt;
    def current(self) -&amp;gt; int:&lt;br /&gt;
        result = 0x7FFF &amp;amp; (self.seed &amp;gt;&amp;gt; 0x10)&lt;br /&gt;
        return result&lt;br /&gt;
    &lt;br /&gt;
    def next(self) -&amp;gt; int:&lt;br /&gt;
        self.seed = 0xFFFFFFFF &amp;amp; ((self.seed * 0x41c64e6d) + 0x3039)&lt;br /&gt;
        result = self.current()&lt;br /&gt;
        return result&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sestren</name></author>
	</entry>
	<entry>
		<id>https://www.sotn.fun/wiki_wiki/index.php?title=RNG&amp;diff=18</id>
		<title>RNG</title>
		<link rel="alternate" type="text/html" href="https://www.sotn.fun/wiki_wiki/index.php?title=RNG&amp;diff=18"/>
		<updated>2024-10-23T22:31:05Z</updated>

		<summary type="html">&lt;p&gt;Sestren: Create RNG page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Symphony of the Night uses [https://en.wikipedia.org/wiki/Pseudorandom_number_generator| Pseudo-Random Number Generators] when randomness is needed in the game. There are two PRNGs that are currently known about (dubbed Nice and Evil), and each is responsible for handling the randomness of different events in the game.&lt;br /&gt;
&lt;br /&gt;
Both RNGs are set to an initial value of 0 on startup (NOTE: On Saturn the initial value for the Evil RNG is actually 1 instead of 0). For the most part, the Evil RNG is advanced once every frame, even if the player isn&#039;t doing anything (hence why it has been dubbed Evil). Different functions within the game&#039;s code will also make specific calls to the Nice and Evil RNG, and so different events will trigger one or the other. A comprehensive list of what events call which RNG is not known, but a few events have been figured out. The Nice RNG is responsible for determining the location of Dracula&#039;s teleports in the Prologue, determining [[Flea Man]] jumps, determining the rotations of the Books in the Library, etc. The Evil RNG is responsible for determining whether or not an item drop occurs after an enemy dies and whether or not an item drop will be rare, uncommon, or common. The Evil RNG is also responsible for determining which Food item will drop from a Meal Ticket.&lt;br /&gt;
&lt;br /&gt;
Some events in the game are the result of calls to both, as in the case of [[Medusa Head]] spawn behavior.&lt;br /&gt;
&lt;br /&gt;
Both RNGs operate in a similar manner, but use different numbers as their multiplier, increment, and shift, as detailed in the code sections at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
== Python implementation of the Nice RNG used in SOTN ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
class NiceRng():&lt;br /&gt;
    def __init__(self, initial_seed: int=0):&lt;br /&gt;
        self.seed = initial_seed&lt;br /&gt;
    &lt;br /&gt;
    def current(self) -&amp;gt; int:&lt;br /&gt;
        result = self.seed &amp;gt;&amp;gt; 0x18&lt;br /&gt;
        return result&lt;br /&gt;
    &lt;br /&gt;
    def next(self) -&amp;gt; int:&lt;br /&gt;
        self.seed = 0xFFFFFFFF &amp;amp; ((self.seed * 0x01010101) + 1)&lt;br /&gt;
        result = self.current()&lt;br /&gt;
        return result&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Python implementation of the Evil RNG used in SOTN ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
class EvilRng():&lt;br /&gt;
    def __init__(self, initial_seed: int=0):&lt;br /&gt;
        self.seed = initial_seed&lt;br /&gt;
    &lt;br /&gt;
    def current(self) -&amp;gt; int:&lt;br /&gt;
        result = 0x7FFF &amp;amp; (self.seed &amp;gt;&amp;gt; 0x10)&lt;br /&gt;
        return result&lt;br /&gt;
    &lt;br /&gt;
    def next(self) -&amp;gt; int:&lt;br /&gt;
        self.seed = 0xFFFFFFFF &amp;amp; ((self.seed * 0x41c64e6d) + 0x3039)&lt;br /&gt;
        result = self.current()&lt;br /&gt;
        return result&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sestren</name></author>
	</entry>
</feed>