Stage 1: Ruins of Castlevania

 

You'll start outside then enter that ever-familiar recurring Castlevania level; its structure is quite faithful as is the enemy case; indeed zombies and bats accost you in the opening rooms. The fishmen are where they always are, but the pot roast hidden in the room above is replaced with a magic book that'll give your whip magic power. The mid boss is at the hall's end. Next is an area with a horde of skeletons and rotating platforms with the bottoms spike-lined. Next up is a room with a big swinging semicircular hatchet that you must jump over. After fighting some armed skeletons, you'll have to climb the spine of a long-dead dragon, it crumbling as you walk on it. The next area, the castle keep, your march forward is accompanied by a very familiar tune: the theme from the last portion of Castlevania's final stage. The scenery is familiar, too: the long stairway, the windowed hall and the throne room. The only difference is that, for some reason, the camera view is reversed. It's weird. Anyway: A lone skeledragon guards this area.

 

Music Track(s)

Stage Track: Reincarnated Soul
Mid-Boss Track: Messenger from the Devil
Keep Track: Nothing to Lose
Boss Track: Six Servants of the Devil

Boss(es)

Mid-Boss: Hellhound
End Boss: Mecha Knight

Lesser Enemies

Zombie | Bat | Floating Eye | Skeleton | Fishman | Ghost | Scimitar | Mace Skeleton | Armed Skeleton | Bone Pillar | Skeledragon

Stage 2: Greece - Atlantis Shrine

 

First, you'll have to climb over bridges while being attacked by minotaurs and fishmen. Next is an area where you'll have to climb upward while the water level begins to rise, killing you if you lag; Minotaurs with long spears and balls of destruction will try to prevent your progress. Three mid-bosses await atop. You'll then enter an area where the water level is lowering, and you must ride the platforms that float on the water. You won't die if you fall in the water, but you'll be heavily damaged if you don't get out quickly; to make it worse, Medusa Heads will be flying about. Next is an area with more bridge-like pillars to climb over. Knocking the head off a huge statue and destroying pillars is necessary to proceed to the end. A final room filled with minotaurs lay below. You'll then lower in on a platform into the bosses chamber.

 

Music Track(s)

Stage Track: Sinking Old Sanctuary
Mid-Boss Track: Messenger from the Devil
Boss Track: Six Servants of the Devil

Boss(es)

Mid-Boss: (1) Water Magician, (2)
Armor Lord, (3) Red Armor Lord

End Boss: Golem

Lesser Enemies

Minotaur | Bone Pillar | Fishman | Skeledragon | Medusa Head | Golem Knight | Raven | Ball of Destruction

Stage 3: Italy - Leaning Tower of Pisa

 

Harpies with spears will start attacking you right away. Also in your way are minotaurs that rip the pillars off of the elevated platforms and swing them wildly. You'll then enter the Leaning Tower of Pisa. First, sets of stairs must be used cleverly, to get around the bone pillars and floating eyes. The connecting tower is slanted, guarded by more harpies. Next you'll have to swing over gaps (vault upward with Eric in the room before; Eric takes a similar top path) while avoiding mummy men and their deadly shards. The mid-boss is in the next room. The next area is the main part of the tower, and it's still falling. You'll have to make your way up the scrolling vertical shaft while avoiding Medusa Heads. Proceeding on, you'll have to jump onto floating platforms that circle around, left, up, then right as you trek around while battling skeleton bats. This all leads to the top of the tower, where the boss will fly in.

 

Music Track(s)

Stage Track: Discolored Wall
Mid-Boss Track: Messenger from the Devil
Boss Track: Six Servants of the Devil

Boss(es)

Mid-Boss: Bone Dragon King
End Boss: Gargoyle Bat

Lesser Enemies

Harpy | Minotaur | Bone Pillar | Bat | Floating Eye | Medusa Head | Mummy Man | Skeleton Bat

Stage 4: Germany - The Munitions Factory

 

Skeletons will attack from in front and behind the fence and from inside barrels early on. You'll then enter to an area with conveyor belts guarded by armed skeletons. Next is a climb up a shaft that has pistons that can crush you against the wall; the next room requires jumping from gear to gear while fending off Medusa Heads and more armed skeletons. Scale platforms will be the obstacle in the next room--the final such platform opens up the way to the mid-boss. You'll then have to make your way through a room with three blade-like gears; you'll have to duck in between the semicircular openings in each gear as they turn; speed demons will try to slow you down. You'll emerge back outside to an area that requires more moving-platform jumping while dealing with mace-swinging skeletons. The boss isn't far off.

 

Music Track(s)

Stage Track: Iron Blue Intention
Mid-Boss Track: Messenger from the Devil
Boss Track: Six Servants of the Devil

Boss(es)

Mid-Boss: Frankenstein
End Boss: Gear Steamer

Lesser Enemies

Skeleton | Scimitar | Armed Skeleton | Mace Skeleton | Medusa Head | Ghost | Skeleton Knight | Bone Pillar | Speed Demon | Small Gear Creature

Stage 5: France - Versailles Palace

 

Early on, in the palace's garden, you'll encounter swinging vines and stone roses whose poisonous dust inflicts a negative effect: it make your controls reverse (though, it doesn't damage you)! All kinds of weird plant life obstructs your path here. Immediately ahead is a fountain area wherein balls of destruction and bloodskeletons combine to create troublesome obstacles. A series of obnoxious death swingers guard the entrance. Inside is a long hall with falling chandeliers and axe knights, with a resilient giant sword knight guarding its endpoint. Two small rooms follow: A room with a giant stacked bone pillar and a room with laser-firing wall slimes. Eric must advance upward in this room--propel himself upward with super jumps; he reaches the palace's top, where harpies fly overhead and drop fleamen. As John, you instead head right, swing over a pit, and advance through a room that contains bag men. Both paths lead to a vertical room with spiralling stairs that revolve around its center column; the platforms on either side are patrolled by bone pillars, and soon, further complicating matters, skeleton bats start to fly in at regular intervals. A mid-boss lies in the room accessed via a center platform. Thereafter you'll traverse the palace's final room, which contains rare knight types (all uniquely arrmed) and yet another mid-boss. Once the final guardian is down, you'll exit the palace and head down a long staircase to a dilapidated courtyard, where the recently hatched final boss is waiting.

 

Music Track(s)

Stage Track: Prayer of a Tragic Queen
Mid-Boss Track: Messenger from the Devil
Boss Track: Six Servants of the Devil

Boss(es)

Mid-Boss: (1) Blue Armor Lord,
(2) Evil Tower Guardians

End Boss: Princess of Moss

Lesser Enemies

Stone Rose | Deadly Vine | Circle Weed | Blood Skeleton | Ball of Destruction | Death Swinger | Axe Knights | Giant Sword Knight | Wall Slime | Bone Pillar | Harpy | Fleaman | Bag Slave | Blue Skeleton | Mummy Man | Bow-and-Arrow Knight | Hammer Knight | Machine Gun Knight | Wheeling Knight

Stage 6: England - The Castle Proserpina

 

You'll start on a bridge as guarded by ravens and fireball-shooting Medusa Heads. The latter part of the bridge collapses as you walk over it, potentially catching you off guard. From there it's direct entry into the castle and into a room wherein the screen splits into four sections, with each shifting over to a new position, creating a particularly disorienting effect; navigating through here means paying close attention to where a hero's legs are relative to the nearest split screen section. To make things worse, Medusa Heads will soon appear and wave about the area. Next you enter a room that's completely upside-down, and you'll have to deal with the control alteration as well as axe knights and unfortunately placed balls of destruction (the kind that'll assuredly knock you into a gap if you don't properly read their movements). In following is a exceedingly long hallway wherein you'll be attacked by a an endless stream of Mecha Knights, only the first of which moves at a managable speed. The three mid-bosses are within two stairways of each other, and there are no conventional health-replenings items (theres only Death's food card, which ideally you should strike last), so you have to fight carefully. If you can survive all of this madness, you'll come upon a final staircase that will carry you up to the game's ultimate evil.

 

Music Track(s)

Stage Track: Calling from Heaven
Boss Track: Messenger from the Devil
Death's Trio Track: Six Servants of the Devil
Keep Track:
Theme of Simon
Dracula Battle: The Vampire's Stomach

Boss(es)

Mid-Boss: (1) The Grim Reaper [Gargoyle Bat, Golem and Gear Steamer], (2) Medusa, (3) Elizabeth Bartley
End Boss: (1) Dracula, (2) Dracula's Ghost, (3) Dracula's Ghost II

Lesser Enemies

Raven | Flame Medusa Head | Axe Knight | Ball of Destruction | Sprinting Mecha Knight

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