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Once you have everything, you're ready to begin climbing the Chapel. The Bloody Swords are annoying, to say the least. The best time to hit them is right after they make a dive. Try to stay in open areas so they can't hide in the walls. Jumping over the Flame Armors can be dangerous as the ceiling are too low for you to clear the Armors' sword when they are swinging. It's best to just fight everything. If your intelligence is over 400, equip the [[Castlevania: Circle of the Moon/DSS#Venus/Serpent|Venus/Serpent]] combination to boost your defense by 25%.
Once you have everything, you're ready to begin climbing the Chapel. The Bloody Swords are annoying, to say the least. The best time to hit them is right after they make a dive. Try to stay in open areas so they can't hide in the walls. Jumping over the Flame Armors can be dangerous as the ceiling are too low for you to clear the Armors' sword when they are swinging. It's best to just fight everything. If your intelligence is over 400, equip the [[Castlevania: Circle of the Moon/DSS#Venus/Serpent|Venus/Serpent]] combination to boost your defense by 25%.


[[Image:Castlevania CotM Chapel Tower jumping guide.jpg|right|200px|Jumping diagram for room]]
From the save room, work your way up until you reach the third set of stairs on the left. Be careful not to fall when you're on the right side of the room or you might have to do the entire climb over again. Break the wall to get a {{CotMpowerup|type=mp|num=15}}.  
From the save room, work your way up until you reach the third set of stairs on the left. Be careful not to fall when you're on the right side of the room or you might have to do the entire climb over again. Break the wall to get a {{CotMpowerup|type=mp|num=15}}.  


[[Image:Castlevania CotM Chapel Tower jumping guide.jpg|right|200px|Jumping diagram for room]]
Head back and continue climbing (be aware that all of the Bloody Swords will have returned) and go through the door in the upper left corner. Wall-kick your way up the right side, jumping only when the Beast Demons aren't firing, to get a {{CotMpowerup|type=mp|num=16}}. Drop back down and go left, freeze the Brain Floats as usual, then wall-kick your way up to the {{CotMpowerup|type=heart|num=15}}. These jumps can be tricky, but are possible. See the diagram for exact points to jump from (red Xs are points to wall-kick from, blue -s are points to double jump). Exit this room and go through the ceiling to the next section of the Chapel.
Head back and continue climbing (be aware that all of the Bloody Swords will have returned) and go through the door in the upper left corner. Wall-kick your way up the right side, jumping only when the Beast Demons aren't firing, to get a {{CotMpowerup|type=mp|num=16}}. Drop back down and go left, freeze the Brain Floats as usual, then wall-kick your way up to the {{CotMpowerup|type=heart|num=15}}. These jumps can be tricky, but are possible. See the diagram for exact points to jump from (red Xs are points to wall-kick from, blue -s are points to double jump). Exit this room and go through the ceiling to the next section of the Chapel.


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