Stage 1: The Graveyard

        

In the first part of the stage, you'll run across bone-throwing skeletons, bats, zombies and a raven. Crumbling statues are all over the place, and zombies sometimes pop up from the rubble they leave behind. You'll come to a stone wall as a downpour begins; the wall will break apart and fly at you. After you survive the onslaught, you'll have to jump from pillar to pillar as the floor beneath you starts to burn. The trek's end sees tree-lingering wall widows try to grab at you. You'll then proceed on to the boss' chamber, where first you'll first have to deal with a swarm of bats.

        

Music Track(s)

Stage Track: Cross Your Heart
Boss Track: Devil's Resurrection

Boss(es)

End Boss: Medusa

Lesser Enemies

Bat | Skeleton | Zombie | Rolling Stone | Wall Widow | Raven

Stage 2: Watery Caverns

        

You start in the open, where Dracula's castle looms in the background. Skeletons that turn into ghosts and bats litter the opening area. You'll then descend to area shown right. Fishmen and falling rocks will try to knock you into the holes. Next, you'll have to jump across moving platforms as bats fly at you. Then, you'll ascend into an area with more bats and a skeledragon guarding the way out. When you reemerge from the cavern, rock monsters, bats and more skeledragons get in your way along the stage's last section. You can find safety by jumping atop the rock's instead of taking the low path; however, fishmen can jump high enough to clip you. The boss isn't too far off, though.

        

Music Track(s)

Stage Track: Devil's Revival
Boss Track: Devil's Resurrection

Boss(es)

End Boss: Bone Dragon King

Lesser Enemies

Bat | Skeleton | Skeleton Ghost | Fishman | Skeledragon | Rock Monster

Stage 3: Main Hall

        

This stage quickly becomes notorious for its never-ending supply of hunchbacks. You'll have to fend them off while you also battle axe knights and siren-like ghosts. If you allow one of these types of ghosts to touch you, they'll pull you in to a ghostly area where you'll have to fight three Harpies to escape. The rest of the stage is pretty much the same thing, with the theme being a lot of climbing up and down. More axe knights and hunchbacks are on guard right near the boss' chamber.

        

Music Track(s)

Stage Track: Bloody Tears
Boss Track: Devil's Resurrection

Boss(es)

End Boss: Stain-Glass Knight

Lesser Enemies

Hunchback | Harpy | Axe Knight | Spirit | Rolling Eye | Ghost

Stage 4: Abandoned Mine

        

During this stage, you'll travel down stairways and ride platforms until you find the correct path out. Mummies make their debuts here; when you approach their coffins, they suddenly pop out. More skeletons and bats will be attacking as you ride the platforms, as well. Near the end, you'll have to make it over big pits by jumping on platforms that fall when you traverse upon on them. You'll ride one final platform up and do battle with a boss.

        

Music Track(s)

Stage Track: Den of Worship
Boss Track: Devil's Resurrection

Boss(es)

End Boss: Giant Rock Creature

Lesser Enemies

Mummy Man | Bat | Rolling Eye | Skeleton | Hunchback

Stage 5: Clock Tower

        

The first thing you'll do on this stage is ride a big elevator up while trying to position yourself to avoid hitting platforms on the way up. It moves so fast, though, that you probably have no choice but to take the hits. If you make it up, ghosts, hunchbacks and more axe knights will begin to attack. Even a weird creature that throws its eyeballs at you can be found here. After you jump up to some platforms that are guarded by ravens, you'll have to take on a couple of more hunchbacks before you meet the stage's boss.

        

Music Track(s)

Stage Track: Basement Melodies
Boss Track: Devil's Resurrection

Boss(es)

End Boss: Frankenstein

Lesser Enemies

Axe Knight | Ghost | Mummy Man | Hunchback

Stage 6: Castle Keep

        

This entire stage is just one long bridge--and I emphasize long. Of course, there will be bats coming at you one after another. Once you start moving, the bridge will start collapsing, so you'll have to keep moving; however, you'll have to jump most of the time to strike the bats, which means the bridge will catch up with you. Without the right weapon, forget it. If you make the really long trek, you'll enter into Dracula's keep. If you stand around once inside, harpies will begin flying at you, but if you keep moving, the battle with the Count will start right away.

        

Music Track(s)

Stage Track: Don't Wait Until Night
Dracula Phase 1: Dracula's Room
Dracula Phase 2: Final Battle

Boss(es)

End Boss: (1) Dracula, (2) Dracula's Ghost

Lesser Enemies

Bat | Harpy

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