House of Sacred Remains Floor 1

Right away, you are going to want to take care of the first Horizontal Lock Platform in room 04. Once that's done, you are going to want to take care of the two Triangle Lock Platforms on the West and East ends of the map (rooms 20 and 13). Make sure to finish these two objectives before traveling South, or else you are going to end up doing some unnecessary backtracking.

While adventuring East towards room 13, you are going to have to perform a tricky jump in room 08. After killing off all of the monsters and collecting all of the goodies, you will want to work yourself to the left side of the room and stand on the broken piece of ledge that is lying on the floor. Then jump and climb yourself up on the broken ledge that remains on the wall. Now face Leon towards the camera then jump off the ledge. Right after the jump has reached its peak, perform the second leap in the double jump and position Leon’s body towards the ledge on the far left while trying to whip him up and over. This will take a couple of tries, so don’t give up.

After completing rooms 20 and 13, you’re next main objective is going to be rooms 35 and 41, which are two more Horizontal Lock Platforms (and will unlock the Horizontally Locked Door). Rooms 21-30 don’t hold anything extremely special, so if 100% completion isn’t important to you, you don’t have to bother going through them.

When going for room 35, you are going to run into two special rooms. The first being a room filled with floor blobs and a misty maze (32). The floor blobs are little, well, blobs that honme in on Leon and shoot spikes up whenever he is standing still long enough. The trick to not letting these things hurt you is to keep on moving (you can not kill them). The misty walls that form the miniature maze are simply there to prevent you from doing a full on run in any direction, but they are low enough to allow Leon a quick leap over. Also make sure to explore the room, as there are a ton of coins lying around.

The other special room is going to be the Western Spike Room (34). In this room there is a contraption that controls a wave of spike walls that shoot up and out of the ground. You are safe from the spike wave as long as you are standing on a slab of concrete. In this particular spike room, all that you will have to do is run with the wave, chasing it, until you reach a safe concrete slab.

In the Eastern Spike Room (40), the situation is slightly different. You will start off having to run against the stream of the spike wave. Simply wait for the wave to hit your concrete slab, then go under, then run as fast as you can towards the next slab. You will run into the wave within the first straight away, so prepare yourself to double jump over it.

If you have the Yellow Dragon Key and you are in the Eastern Spike Room, go ahead and help yourself to room 43, which contains the Black Bishop. Then work your way towards the last Triangular Lock Platform in room 50.

Once both the Horizontal and Triangular locked doors are unlocked, you can proceed to the second floor, which can be accessed from room 53.

On your way to the staircase, however, you will have one more trick to take care of: the electric fence room (52). In this room, you will find the door leading to 53 barred shut. To unbar it, you will have to work your way to the altar towards the far right. Jump on top of the giant stone that sits in front of the altar, and allow Leon’s weight to lock it down into place. You should be treated to a short cinematic, which shows the door being unbarred, but now a tall electric fence stands between you and the door (the cinematic hints at what you need to do).

After the short cinematic, quickly jump and climb yourself onto the ledge that is behind the altar. Now stand at the left edge and you should notice a row of poles that are within your reach. Jump over and whip yourself over the pole. You will be expected to do this several times until you are finally over the fence and on your way to room 53. Note that you have a limited time to get yourself over the fence or else the door will become barred again, so don’t waste time.

Map Key

01- 4 Skeletons
02- 2 Skeletons
03- 5 Skeletons, 2 Skeleton Archers
04- Horizontal Lock Platform
05- 6 Zombies
06- 2 Skeletons
07- 2 Ghost Warriors, 3 Skeleton Swordsmen, 2 Bags of Cash: $250
08- 6 Ghost Warriors, 4, Skeletons, Bag of Cash: $250, Alternative Weapon: Crystal
09- 4 Bats, 1 Red Skeleton
10- Basic Item: MP Max Up
11- 2 Red Skeletons, 1 Skeleton Hunter
12- 5 Skeletons, 1 Heavy Armor, Basic Items: HP Max Up, Serum, Uncurse Potion
13- Triangular Lock Platform
14- 5 Skeleton Swordsmen, 1 Run Spirit, 2 Bags of Cash: $250, Basic Item: Neapolitan
15- 6 Skeletons, 6 Run Spirits, Alternate Weapon: Axe, Bag of Cash: $250
16- 1 Buckbaird, 4 Bats
17- 2 Zombies, 3 Wolf Skeletons, 2 Bags of Cash: $250
18- 3 Red Skeletons, 1 Buckbaird
19- 3 Red Skeletons, 1 Heavy Armor, 2 Bags of Cash: $250
20- Triangular Lock Platform, Event Item: Marker Stone 6
21- N/A
22- 2 Skeleton Knights, 2 Zombies
23- N/A
24- 4 Rune Spirits, 2 Zombies
25- 4 Rune Spirits, 5 Zombies
26- N/A
27- N/A
28- 3 Skeletons, 5 Zombies
29- 4 Skeleton Knights, 4 Ghost Warriors
30- N/A
31- 12 Flea men
32- 5 Floor Globs, Several Coins
33- N/A
34- Spike Room West
35- Horizontal Lock Platform
36- N/A
37- Alternative Weapon: Holy Water
38- 5 Floor Globs, Several Coins
39- N/A
40- Spike Room East
41- Horizontal Lock Platform
42- 2 Wolf Skeletons
43- Relic: Black Bishop, Yellow Dragon Key Required
44- 4 Skeleton Archers, 5 Skeleton Knights, Basic Items: Potion
45- Horizontally Locked Door
46- 1 Heavy Armor
47- 7 Zombies, 5 Vassagos, Bag of Cash: $400
48- 1 Spartacus, 5 Wolf Skeletons, Basic Item: Potion
49- 1 Peeping Eye, 6 Skeletons
50- Triangular Lock Platform
51- N/A
52- Electric Fence Room
53- Alternative Weapon: Cross, Second Floor Staircase

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