Fan Fiction

Castlevania: Darkness Never Dies

Continued...

Part 1: Quest of the Vampire Killer

Take Me to Part 1

Part 2: Legacy of Sorrow

Landmap | Prologue | Intro | Intro 2 | Chapter 1 | Chapter 2 | Chapter 3 | Chapter 4 | Chapter 4b | Chapter 5 | Chapter 5b | Chapter 6 | Chapter 7 | Chapter 8 | Chapter 9 | Ending 1

 

A Castlevania landmap1
"Quest of the Vampire Killer".

A.N: For those who wishes a short introduction to my series, I suggest you read these pages. Here I have tried to set up the book like Mr. P. use to organize his game page. Have a nice time.

Prologue.
Music track: Dwelling of Doom.
In Tokyo, Japan, Noriko Cruz is chased by vampires. They are still loyal to the memory of count Dracula. Soma's crucifix chased them away. At the Hakuba shrine, you encounter Graham Jones. He was your grandfather's nemesis. You try to hide in the shrine. Instead, you are brought into Dracula's castle.

In Boston, USA, Torah Fernandez is taught how to use her magic. Then Shaft and Orlock attack. You watch on as Yoko Belnades fight her final battle. You where able to avoid getting captured. You gather the family heirlooms. You prepare for the journey to the Vatican. Yoko would wish for you to join with the Belmonts.

Within the forest of Warakiya, Transilvania, Edward Morris, Thomas Lecarde and Victor Grant are hunting. At Carmilla cemetery, you encounter the warg-riders. Elizabeth Bathory and Carmilla are performing some sort of ritual. Although you defeated the wargs, it's no victory. You have to chase after them.

Inside the Vatican, Christian and Julius Belmont are speaking with the pope. You tell him about the dreams of Dracula. The time is right for the Dark Lord to return from his unearthly resting-place. Torah has arrived. She tells you about what happened in Boston. Mathew, the pope, then present to you the Belmont arsenal of mystic weapons. You are each given some of these ancient relics. Then the holy man reveals the Vampire Killer. Julius try to make a connection, but fail in the attempt. Then you manage to hold it. Speaking the promise to hunt the night, you've taken the first step to control the devine weapon. The quest has started. You have to leave the Vatican behind. The long journey toward the Dark Lord Dracula's demon castle might begin.

In Wallachia, Romania, Alicia Schneider is riding her motorbike. You are close to the border. You think about your family. They are trying to escape from the countryside. You become ambushed by Gilles De Reis and Lenore. After the battle with the undead, they challenge you to reach to castle Dracula.

At Carmilla cemetery, Edward, Thomas and Victor discovered the importance about the undeads activeties. You argue about what to do. Then Christian, Julius and Torah appear. The Belmont clansfolk are happy to be reunited. Although Thomas dislike becoming involved. You prepare for the journey to the castle Dracula.

Within the ruins of castle Dracula, his servants sacrifice the blood of Noriko Cruz. The circle of blood is able to resurrect the demon castle half-way back to this world. Although the Belmont clan arrive in time to rescue Noriko's life, it's to late. the group is splintered when the demon castle is rising about you.

Alicia has finally reached Warakiya. From the distance you watch as the demon castle Dracula is rised from the depht. You pray to the Lord for guidence. Making the sign of the cross, you leave the bike behind. You don't need it anymore. You enter the countryside. Count Dracula has released his wrath. He must be stopped.

Within the legendary halls of the demon castle, the followers of the Dark Lord are moving. The circle of blood have broken their fellowship. Some of these individuals wishes to continue the hunt for the Belmont clan. Count Dracula knows about this. He release his own servants to set the plot in motion.
Branches into: Japan, USA, The Vatican & Warakiya.
Lesser enemies: Bats, Laura & warg-riders.
Guardian(s): None.

Guardian description: None.

Quest 1.

Hero(es): Edward Morris & Alicia Schneider.

Supporting cast.
St. Germain, Alucard, Saria, the ferryman, Torah, Renon, Rose, Dimitri Blinov & Death.

Ravenberg power-plant.
The Ravenberg power-plant has been conquered by Dracula's followers. Edward Morris and his friends must search through 5 Warakiyan sections to might solve the puzzle and break Dracula's curse.

Old forest.
Music track: Opposing bloodlines.
This is where the adventure begin. You start within the meddow in which you met Saria. The forest is haunted. You have to find Torah Fernandez. She tells you more about her family. Torah then joins the group. The dark wanderers roam the forest. The way forward is blocked. You have to find the fairy fountain. Marcia and her friends might show the way into the caves. Torah have to use elder power if you wish to melt the ice. Dracula's followers make an ambush. Together you're able to fend them off. The unicore then appears. The caretaker might give advice upon your journey. The monsters are still about. You must enter into the mountain.
Branches into: Lower caves.
Lesser enemies: Ravens, dryads, wargs, Treant & bats.
Guardian(s): None.

Guardian description: None.

Underground reservoir.
Music track: Prayers of a tragic queen.
This is where the adventure begin. You start within the bottom of the underground reservoir. Alucard has awakened from his slumber. He tells you more about his father. He then joins your group. The reservoir is a labyrinth. You have to find the equipment you need to breathe underwater. The reservoir is submerged. Marina is here. She tells you more about the dungeon. Marina then joins the group. You must find the way upward. Edward should obtain the axe and the boomerang. You have to explore the pipeline. Marina might show how to activate the drainage system. You have to be careful. The queen of Moss is here. After the battle, you have to find the way into the lower caves.
Branches into: Lower caves.
Lesser enemies: Bats, bone-scimitars, Succubi, bone-archers, killer fishes, pillar of bones, fishmen, were-skeletons, Medusa heads, Wyvern & Gorgons.
Guardian(s): Armour lord & Queen of moss.

Guardian description: The armour lord was brought to life through black magic. The armour slowly marches forward while attacking with its axe. Only through three repeated attacks you might repel it. When damaged the armour lord might also utilize a ball-and-chain or also elongate its gauntlets to might end the battle.

Guardian description: The queen of Moss appears flouting in the air to might inflict a cursed state. When damaged enough, she retains her true form. The giant moth flies overhead to release an ugly poisonous powder. The queen of Moss might also release swarms of smaller moths to might overthrow you.

Lower caves.
Music track: Sinking Old Sanctuary.
When Alicia and her group entered the mountain, this is the first area you have to investigate. The caves are perhaps the largest section within the power-plant. It's easy to might become lost in here. Your first goal should be to defeat the creature bat. That area is overgrown with a strange vegetation. You rejoin with your friends. You have to cross the lake while fighting monsters. The black witch is over there. She promise the Dark Lord will return. After the encounter, you must save the workers. They might get the power-plant up and working. Then you have to find the way up to the second level of the installation. You must defeat the demons which lurk up here. Then things start getting difficult. You have to find the way to the dragon's nest.
Branches into: Old forest, underground reservoir & dragon's nest.
Lesser enemies: Bats, skeletons, corpse-weeds, bone-scimitars, fishmen, pillar of bones, killer bees, Minotaurs, Medusa heads, dryads, zombies, Alura Unes, bears, witches, gorgons & bone dragons.
Guardian(s): Creature bat & Great amoeba.

Guardian description: The creature bat is a half-man/part bat creature which fly in from difficult angles to attack with its claws. The mutated monster might also suck your blood to inflict a cursed state. When damaged enough, the creature bat starts to rott. The monster drop acid blood which might end the battle.

Guardian description: The great amoeba might appear like another pool of water. The inner cell is the only weak spot. The liquid monster leach out with tentacles to might take you and hammer against the floor or hurl you away. You must break the cell out of the water. Then the great amoeba must be destroyed.

Dragon's nest.
Music track: Offence and defence.
Treasury track: Crystal Teardrops.
The dragon's nest is the next area you have to investigate. The nest is enormous. This is where you start running into the more equipped lesser enemies. The nest is truly magnificent. You don't have time to behold the artwork. Victor fight his final battle. You mourn his death. The poltergeist king honour his bravery. You should enter the heart of the nest. Legends tell the great dragon lived here for centuries. The treasure is cursed and dangerous to toutch. The bone dragon king is here. The monster crushed the dam open. the water starts to rise. You have to chase after the bone dragon king. After the battle, the level is still rising. You have to escape before it's to late.
Branches into: Lower caves & main control-deck.
Lesser enemies: Bats, bone-scimitars, heart eaters, pillar of bones, ghouls, Minotaurs, demons & Buer.
Guardian(s): Bone dragon king.

Guardian description: The bone dragon king chase you about while breathing heavy flames. The monster also smashes its head into the floor to make bricks fall down. When damaged, bones might become knocked off of its frame. They fly about to might inflict a cursed state. The bone dragon king might also spit explosive fireballs.

Main control-deck.
Music track: Threshard in the cave.
Battle track: Creature from the Depth.
Finally you have reached the main control deck. This is the highest point of the power-plant. Your main goal should be to reach the control room. The turrets guard that area. They track your mobility. The deck is frozen over. You must fight through a last line of defence. There is another fairy fountain within this area. The black riders tailed you all along. You have to escape. The ice lord is within the throne room. He knew you would come. He explains to you how he wish to take Dracula's power for himself. The ice lord then launches an attack. The fairies made your wish come true. The ice lord is defeated. You might leave the place behind.
Branches into: Dragon's nest.
Lesser enemies: Bats, turrets & dead soldiers.
Guardian(s): Ice lord.

Guardian description: The ice lord teleports in or flout in the air to throw four-prolonged frost rings. They might inflict a frozen state upon you. He summons the invicible monster who's claws might squeeze the life out of you. The ice lord might also fire other projectiles which might drain the power of your mystic force.

Barnsdall forest (Witchvalley).
The Barnsdall forest has been conquered by Dracula's followers. Edward Morris and his friends must search through 11 Warakiyan areas to might solve the puzzle about the curse cast upon the countryside.

Haunted train of fools.
Music track: Nightmare.
This is where the adventure begin. You start within the area in which you awake. The railway was built long ago. You are on the way to the village of Ondol. The New Order use the trail to transport wares throughout the countryside. You have to be careful when exploring the railway. The train is haunted. Alicia might obtain the Bible. This section has been closed off. You must defeat the Ninjotaur. Then the train suddenly stop. You have to get out from here before somebody notice. There is nothing really important about this area. You might leave the trail behind. The haunted train is a starting area. You have to enter the forest.
Branches into: Barnsdall forest.
Lesser enemies: Bats, ghosts & Minotaurs.
Guardian(s): Ninjotaur.

Guardian description: The Ninjotaur is the half-man/part bull of Greek mythology. The Ninjotaur chase you about while attacking with its horns or throw the Shuriken like a boomerang. Only through three repeated attacks you might repel it. When damaged enough, the Ninjotaur also utilize the dark secrets of Mana.

Barnsdall forest.
Music track: Theme of Simon.
This is the next area you have to investigate. The Barnsdall forest is the heart of the valley. Alucard discovered the source of the leaking power. You have to split up to might cover more ground. The forest is perhaps one of the largest areas within the countryside. Alicia have to go westward. This forest is a labyrinth. The harpies might offer you lift. There is no save points within the forest. Edward have to find the way out of this area. The monsters are still abroad. You must solve the puzzle. When all is over, Alicia should return to the forest. Rose appears. She was sent by your friends to tell about their perils. Rose then join the group. You have to find the way into Dabi's path. After the battle with Dimitri Blnov, you might finally leave the forest behind.
Branches into: Draco wood, haunted train of fools & forest hill.
Lesser enemies: Crows, bone-scimitars, sirens, wakwak trees, bone-archers, were-jaguars, dead knights, stolas, Valkyries, Minotaurs, bats, sylphs & were-skeletons.
Guardian(s): None.

Guardian description: None.

Forest hill (Lonely hills of poltergeists).
Music track: Death beat.
This is where Edward have to go. The forest hills are located near the eastern border of the great wood. You must be careful. The hills are a twisted maze of rock and forest. You might become lost. The curse lay heavy upon this landscape. Edward is in love with Saria. Your group is ambushed by the bone knight king. Although you where able to defeat him, it's no victory. Torah became abducted. You must save her. Saria might show the way to Rover manor. Elizabeth Bathory dwells inside. You have to enter. The forest hills are a connector area. Torah is still missing. The dark wanderers are abroad. You must escape them and find the way down into the Jam wasteland.
Branches into: Barnsdall forest, Rover manor, Jam wasteland, Draco wood & Dabi's path.
Lesser enemies: Crows, bone knights, Will-o'-wisps, ravens & lizard knights.
Guardian(s): Bone knight king.

Guardian description: The bone knight king was brought to life through black magic. The bone knight slowly marches forward while attacking with its sword and shield. When damaged, bones are knocked off of its frame. They fly about to might inflict a cursed state. The bone knight king also regroup for a final battle.

Rover manor.
Music track: Reincarnated Soul.
Battle track: Messenger from the Devil.
Rover manor was once the home of a great Boyar family. You start within the main hall. The mansion was overthrown by the undead. You entered the haunted house to rescue Torah from Dracula's clutches. Edward have to find the key. Your first goal should be to reach the basement. Saria discovered that the curse has infested the mansion. You should enter the kitchen. The prisoners are there. They might tell you more about the countess. You must climb to the attic. This is where you start running into the more equipped lesser enemies. Elizabeth Bathory is atop the tower. She is certain about her uncle's rising. After the battle, the mansion starts to crumble. You have to escape before it's to late.
Branches into: Forest hill.
Lesser enemies: Bats, long-axe armours, spiders, bone knights, ghosts, dead warriors, Laura, spear guards, Valkyries & bone dragons.
Guardian(s): Elizabeth Bathory.

Guardian description: Elizabeth Bathory is the countess from the circle of blood. Elizabeth teleports to suck your blood or toss fireballs. She summon four magic orbs which she make to spiral inward. You have to strike her enough times before they reach centerr or fall pray to a destructive flame, dagger, frost or thunder attack.

Jam Wasteland.
Music track: Bloody Tears.
At last you climbed down into the Jam wasteland. The plain is a barren waist. Your goal is to reach the mine. The landscape has been blighted through decades of careless labour for the riches beneath the earth. Saria is sick. The toxic products used in industry isn't good for her species. You have to be careful. Industrial slime and smoldering ashes pollute the air. Saria tells the legend about the chosen one. You discover the wicked are still searching for you. Then Saria is taken. Snow is falling. Edward should rescue Rose the fairy. She might show the way to the mine. Rose joins the group. Together you might continue. The mine is just ahead.
Branches into: Forest hill & Barnsdall mine.
Lesser enemies: Ravens, skeletons, ghosts, zombies, bone-archers & warg-riders.
Guardian(s): None.

Guardian description: None.

Barnsdall mine.
Music track: Phsyko warrior.
The mine is one of the final sections you have to investigate. This area once was a busy workshop. Then it became ravaged by Dracula's followers. Edward might obtain the bottle. The white witch is somewhere within this maze. You must use the blue flame if you wish to melt the ice. The area has become frozen over. You should recover the map. Saria is here. You must find the way downstairs. The iron doll guard that area. After the battle, you obtained the compass. Saria was able to escape. The white witch noticed. Saria might obtain the silver arrows. The final battle is afoot. Although you achieved victory, the mine is about to crumble. You have to find the way out from this area.
Branches into: Jam wasteland & Dabi's path.
Lesser enemies: Bats, mermen, wargs, lizard men, frozen halves, whip-guards & Bael.
Guardian(s): Iron doll & Liza Bernhardt.

Guardian description: The iron doll was brought to life through black magic. The iron doll stalk you while attacking with its sword. The monster might inflict a cursed state. When damaged enough, the figure shed its armour. Bones might be knocked off of its frame. The iron doll rebound about to might end the battle.

Guardian description: Liza Bernhardt is the white witch from the New Order. Liza teleports to suck your blood or to throw frost magic. When the wand is shattered, Liza release her outer cloak to attack with the whip. She cleverly dodge attacks before releasing tigers. When damaged, the white witch morph into this winged demon. She release a freezing blast or make a globule track forward before attacking from difficult angles. Liza might also release javelins to might end the battle.

Dabi's path.
Music track: Within These Castle Walls.
Battle track: Big boss.
Dabi's path reach deep beneath the forest. Edward and Saria came here through the mine. The cave is the source of the leaking power. Edward might obtain the morning-star and the stopwatch. Dimitri Blinov is inside this area. He absorbed some of the curse. Alicia and Torah came from the forest. You have to follow Rose the fairy. She tells you more about this area. Rose knows the way through this twisted maze. The periodic quake make rocks fall from the ceiling. You became ambushed. The group is splintered. Edward have to fight against the possible Dark Lord incarnate alone. Death appears. Dimitri was able to escape. The grim reaper launches a final attack. Dabi's path then starts to crumble. You have to get away from here.
Branches into: Forest hill & Barnsdall mine.
Lesser enemies: Bats, skeletons, Buer, giant slugs, Bael & earth demons.
Guardian(s): Dimitri & the grim reaper.

Guardian description: Dimitri Blinov is the possible incarnation of the fallen Dark Lord. He teleports like bats to suck your blood or throw three-prolonged green orbs. Dimitri might also use two other forms of attack. He (1) release swarms of bats before cleverly dodging your attacks. He then uses an imitated copy of that last used attack. Dimitri also (2) throw green spheres in a speedy fassion. When damaged enough, he also upgrade his green orb toss into a five-directional shot.

Guardian description: Death flout in the air to attack with his scythe. He might conjure Slogra and Gaibon. The grim reaper also create an inward pull before throwing his weapon like a giant boomerang. Death also hurl multiple sickles. The grim reaper might repel some sub-weapons when turning them to green flames.

Draco wood.
Music track: Mad forest.
Draco wood is really just another portion of the great forest. Alicia have to investigate this area. The wood is shrouded within an eternal mist. You should obtain the broad sword and the golden compass. Some portions of this area has become drained of its living force. You encounter St. Germain. Alucard must come with him. You decide to break the company. An eternal autumn is upon the land. You discover that the black riders are still searching the forest. Rose might find the road through. The way into Dabi's path is blocked. Your first goal should be to find and rescue the people which the Cyclops turned into stone. Then the mist is clearing. You have to enter into Dabi's path.
Branches into: Fisher marshland, Barnsdall forest & forest hill.
Lesser enemies: Bats, skeletons, spiders, zombies, owls & rock-monsters.
Guardian(s): Cyclops.

Guardian description: The Cyclops slowly lumbers forward while attacking with its huge hammer. Only through three repeated attacks you might repel it. The monster might utilize a full-length mid-air dash which might end the battle. The eye is the only weak spot. The Cyclops might also inflict a stoned state upon you.

Fisher marshland (marshland of morbid morrons).
Music track: Demon seed.
This is where Alicia must go. The Fisher marshland has been cursed. The group got splintered. Eternal mist shroud the landscape. You have to find the lantern. Legends tell that the marshpit is haunted by those who lost their lives when travling abroad. You might get lost while searching for your friends. It has been raining for quite some time. Alucard learned of the captured children. Your first goal should be to reach the haunted ship. There are no fairy fountains within the marshland. Dracula's henchmen are still searching for you. The entire marshland is one huge labyrinth. After you saved the children, you have to escape from the marsh pit. Branches into: Draco wood, river-boat & Vrad castle.
Lesser enemies: Crows, zombies, Dogether, evil hands & two-headed beasts.
Guardian(s): None.

Guardian description: None.

River-boat (River-boat of wandering ghosts).
Music track: Anxiety.
You have reached the haunted ship. Long ago, this was just an ordinary vessel. But then it became boarded by the dead pirates. You have to save the children from the Dark Lord's evil clutches. Something is wrong about this place. You must defeat three bosses in succession. The ship is another stronghold for Dracula's followers. Marcia the fairy might guide you to where the children are held captive. You have no choise but to go beneath the deck. Dimitri Blinov has arrived. He learned about the leaking power. He cannot be allowed to absorb such potency. You must blow up the ship. The water is rising. You have to escape from the sinking barge.
Branches into: Fisher marshland.
Lesser enemies: Bats, fishmen, ghosts & bone-scimitars.
Guardian(s): Medusa, mummies & Cyclops.

Guardian description: The eternally-suffering snake-woman Medusa attacks with her sword and shield. She execute tail-whips or throw multiple snakes from within her hair. When damaged the snake-woman release poison blood drops. Medusa also fire a beaming gaze which might inflict a stoned state upon you.

Guardian description: The mummies where brought to life through arcane magic. The wrapped and embalmed bodies slowly lumber forward while releasing multiple wavy shards. Only through three repeated attacks you might repel them. The mummies also make sand to spill over to might finish off the battle.

Guardian description: The Cyclops slowly lumbers forward while attacking with its huge hammer. Only through three repeated attacks you might repel it. The monster might utilize a full-length mid-air dash to might end the battle. The eye is the only weak spot. The Cyclops might also inflict a stoned state upon you.

Vrad castle.
Music track: Ripe seed.
The Vrad ruins are one of the final sections you have to explore. The black witch made residence within the castle. Torah is held captive beneath the main hall. You might obtain the blue ring. The area is mostly ruined. Alicia have to cross the bridge before entering the haunt. The castle is infested by Dracula's followers. You must defeat Kumolo and Nimbler. Alucard learned more about the leaking curse. You have to reach the castle keep. The track will not be easy. Anita Fortner awaits your arrival. The black witch explains about her motivation. She then launches an attack. Although you emerged victorious, it isn't over. The castle is about to crumble. You must get back into the forest.
Branches into: Fisher marshland.
Lesser enemies: Ravens, fishmen, harpies, fish heads, bats, mudmen, spear guards & bone dragons.
Guardian(s): Kumolo & Nimbler & Anita Fortner.

Guardian description: Kumolo and Nibler attack from either side with their trident. The wall-mounted pair of Minotaurs might also use magic to might rise the center platform. This might throw you off balance. Kumolo and Nimbler might also spit out multiple breakable crystals which might inflict a poisoned state upon you.

Guardian description: Anita Fortner is the black witch from the New Order. She teleports like bats to suck your blood or to throw flame magic. When the staff is damaged, Anita release her outer cloak to attack with her swords or utilize martial arts to might end the battle. When damaged, the black witch revive her monster. The Akkar attack with its tentacles or release a black ink. The creature make the castle crumble. When damaged, the Akkar also bleed an acidic blood upon the area.

Quest 2.

Hero(es): Christian Belmont.

Supporting cast.
Genya Arikado, Noriko Cruz, Koji Hakuba, Hammer, Zoe Belnades, the ferryman & Graham Jones.

Warakiya.
The Warakiyan countryside has been overthrown by the Dark Lord's followers. Christian Belmont must search through 13 Warakiyan sections to might find allies who might help him in the war against count Dracula.

Jova woodland.
Music track: Heart of Fire.
This is where the adventure begin. You start within the area in which you met Noriko. The dark wanderers roam the countryside. Your first goal should be to reach the chapel. Noriko became captured by Dracula's henchmen. You have to save her before it's to late. Jova woodland is a connector area. The priest might give some advice. You have to reach the mansion. There is a market place located near the border of this area. The inhabitants might purchase some items for a price. When all is over, you have to return to this area. Dracula's curse is upon the countryside. You have to find the way into the town of Britza.
Branches into: Brahms mansion & town of Britza.
Lesser enemies: Ravens, zombies, ghosts, warg-riders, frozen shades, mudmen, were-skeletons, lizard men & grave keepers.
Guardian(s): None.

Guardian description: None.

Brahm's mansion.
Music track: A lament for the forgotten souls.
The Brahms estate once belonged to the Armster family. You start within the main hall. The manor has become infested by the undead. Christian Belmont should obtain the morning-star. But first you have to defeat Adramalech. Noriko is beeing held captive. You have to save her before something terrible happens. The mansion should've been rather elegant. But the mist and gloom give the area a rather mellancoly presentation. You have another encounter with Noriko. She tells you that she has unlocked the power of dominance. Noriko then joins the group. You are unshure about the events. Mae Lin appears. She still believe in the legends of Dracula. Mae Lin then launches an attack. The mansion is burning. You must get out of here.
Branches into: Jova woodland.
Lesser enemies: Bats, ape-skeletons, ghosts, hammer-knights, evil dolls, mirrors, Bugbears, Arachene, necromancers, spear guards & Laura.
Guardian(s): Adramalech.

Guardian description: Adramalech is this huge enslaved goat sacrifice trapped within the wall. Adramalech is protected by multiple pulsating globs which are conjured one after another. The embodiment breathe flames toward your position. Adramalech also summon multiple skull heads which it make to swoop in on you.

Town of Britza.
Music track: Cross a Fear.
The town of Britza is the next area you have to investigate. Large groups of zombies walk the streets at night. You should enter the church. The priest might give advice upon the journey. He tells you more about Dracula's curse. The priest might also heal any unnatural statistics. You must solve the puzzle before it's to late. The graveyard is haunted. You have to purify that area. Gobanze noticed about what happened. You must defeat him before that monster might unleash Dracula's forces. The enemies are still out there. You have to escape. There is a hidden passage beneath the bottom of the well. You might leave the town behind.
Branches into: Jova woodland, bottom of the well & Britza lower road.
Lesser enemies: Bats & zombies.
Guardian(s): Gobanze.

Guardian description: Gobanze is an armoured monster resurrected through black magic. Gobanze slowly lumbers forward while attacking with its spear. Only through three repeated attacks you might repel it. The armoured creature might inflict a cursed state. Gobanze might also release the spear for an alongated attack.

Bottom of the well.
Music track: Cross a Fear.
This is the bottom of the well. You have to explore this area. The caves are haunted. You must be careful. Simon Belmont hid some of his items within this section. Christian might obtain the morning-star and the stopwatch. The cave is a labyrinth. You might get lost. The dead are lurking about. You remember the legends told about this area. Statues are standing about. You don't like it. Medusa launches an attack. After the battle, the Unicore appears. He might enchant your abilities. The Unicore then vanished. You don't understand. The bottom of the well is a connector area. You have to climb back up into the forest.
Branches into: Town of Britza & Death forest.
Lesser enemies: Bats, ghouls, spiders & bone dragons.
Guardian(s): Medusa.

Guardian description: The eternally-suffering snake-woman Medusa attacks with her sword and shield. She might execute tail-whips or throw multiple snakes from within her hair. The snake-woman also fire her bow-and-arrows. Medusa might also fire a beaming gaze which might inflict a stoned state upon you.

Death forest.
Music track: Silence of daylight.
Night track: Monster dance.
You have reached the Death forest. Legends tell that Simon Belmont once investigated the area. You have an encounter with Iori Najima. He tells you more about his abilities. Iori then joins the group. The forest has been infested by Dracula's followers. The monsters attack. Although you managed to fend them off, it's no victory. The group was splintered. Noriko have to search the forest alone. Christian Belmont encounter St. Germain. He tells you more about the Belmont family. Finally you're able to regroup. The enemies search the countryside. Legends tell of a hidden passage beneath the Uta lake. You have to enter the lighthouse.
Branches into: Bottom of the well & lighthouse.
Lesser enemies: Ravens, bone-scimitars, bats, dead warriors, warg-riders & lizard men.
Guardian(s): None.

Guardian description: None.

Lighthouse.
Music track: Discoloured Wall.
The lighthouse was built long ago by the people of Warakiya. You came here to might find the way into Britza lower road. The Legion has become released. You have to defeat the monster before you might investigate the building. The lighthouse has become abandoned. After the spectacular battle, you must climb to the top of the lighthouse. Christian should obtain the landmap. Noriko went downstairs. The basement is haunted by Dracula's henchmen. Christian might obtain the lantern. Legends tell Shanoah investigated this area. You have to get back down. The track will not be easy. The monsters learned about your presence. You must regroup before you might continue into the lower road.
Branches into: Death forest & Britza lower road.
Lesser enemies: Bats, rock armours, ghosts, pillar of bones, bloody swords, bone-archers & Arachene.
Guardian(s): Legion & Nuculais.

Guardian description: Legion summon a shield of corpses before it starts rolling forward. It release groups of corpses which might overthrow you. When the shield has been damaged, the core fire multiple flame-rising lasers toward you. When the outer shield is gone, the Legion must meet the same fate.

Guardian description: Nuculais is the evil spirit who rested within the Legion's core. The giant ghost change size before it release four souls in an attempt to might overthrow you. Nuculais also fire a crippling laser toward you. The spectre jump high to create a devastating shock-wave upon the floor. When damaged enough, the ghost start growing even larger by each attack. Nuculais also release four large steel blades from the head to might finish off the battle.

Britza lower road.
Music track: Dungeon.
The Britza lower road is the next area you have to investigate. Noriko went down here. The lower road was built long ago, so that people might hide from the heathens. Legends tell that Simon Belmont searched the cavern. You have to reunite before you might continue. The lower road has become made into a battle arena. The Dark Lord's henchmen are searching for you. The molton lava might make things even more difficult. You must defeat the Wyvern. Noriko should use her power to block the flow of lava. You praise God for this miracle. Afther the battle, the ferryman appears. He offers to take you across Uta lake. The ferryman starts rowing. Together, you might escape.
Branches into: Town of Britza, lighthouse & Uta lake.
Lesser enemies: Bats, zombies, pillar of bones, mimic, skeletons, Minotaurs, blood skeletons, gladiators, werewolves, Arachene, Buer & sword lords.
Guardian(s): Wyvern.

Guardian description: The Wyvern flies in from difficult angles to emit an acidic burst or to might stab with its tail. This might inflict a poisoned state upon you. The ancient creature might also release acidic blood drops. The Wyvern also hammer the walls or ceiling to might make multiple spiked rocks to fall down

Uta lake.
Music track: Sea of blood.
Finally you reached Uta lake. The lake is shrouded within an eternal mist. The ferryman brought you to this area. The lake has been cursed. Your first goal should be to reach Bodley. The ferryman appears at random to might give advice upon the journey. You should brake the curse. The Uta lake is another connector area. You have to visit the isles. Scylla is lurking about. After the battle, you became captured by the dead pirates. They take you aboard the ghost ship. When all is over, you have to return to this area. The sirens sing mystic tunes. You have to return to Bodley. Uta lake then freezes over. You might finally leave the lake behind.
Branches into: Redrock, Rocnest, the "Skull", ghost ship & Bodley.
Lesser enemies: Crows, dead pirates & sirens.
Guardian(s): Scylla.

Guardian description: Scylla rise from the water to make the serpents attack. They emit an acidic liquid which might inflict a poisoned state. They must be destroyed. The wolf heads spit spiky balls which might explode upon impact. They have to be defeated. The beautiful maiden also makes lightning strike down.

Redrock.
Music track: Den of Worship.
This is where Noriko and Koji have to go. The Redrock once was an active volcano. You must find the flame treasure. The area is still burning. You have to find the way into the mountain. Something isn't right about this place. You must save the five lost pixies. They tell you more about the area. This once was the temple of fire. They join the group. Noriko is hurt. You have to share the dragonheart if you wish to save her. The alter is ahead. The wanderers knew about your actions. Noriko is tempted by their power. You aren't impressed. The rider revived the boss. The death dragon launches an attack. You have to release him from the spell. After the battle, You might obtain the orange treasure.
Branches into: Uta lake.
Lesser enemies: Crows, dead pirates, bats, phantom skulls, mimic, flame demons, Buer & Hell knights.
Guardian(s): Death dragon.

Guardian description: The death dragon flies in from difficult angles to breathe heavy flames. The dragon zombie also spit multiple fireballs or release acidic blood drops. This might inflict a cursed state upon you. The death dragon might also hammer the walls or ceiling to make spiked rocks to fal down.

Rocnest.
Music track: Den of Worship.
This is where Hammer and Zoe must go. The Rocnest was once the homestead of the elves. Then they became overthrown by Dracula's followers. You have to obtain the thunder treasure. The monsters attack. Zoe is taken into the heart of the area. You have to save her before it's to late. Zoe might restore her broken blade. You have to escape from the dungeon. Hammer have an encounter with the rock knights. They tell you more about this area. They then join the group. You must defeat the Hippogryph. Then the elves might escape. You finally reunite within the garden chamber. Zoe might show the way. You have to continue. You must recover the purple treasure before you might escape.
Branches into: Uta lake.
Lesser enemies: Crows, dead pirates, bats, were-jaguars, thunder demons, Alura Unes, shock-bones & Eryne.
Guardian(s): Hippogryph.

Guardian description: The Hippogryph flies in from difficult angles to might utilize repeated beak-dashes. The ancient beast flaps its wings or deliver series of input high kicks. The creature also hammer the walls or ceiling to make rocks fall down. The Hippogryph also pick up and throw stones to might end the battle.

The "Skull".
Music track: Den of Worship.
This is where Christian Belmont has to go. The "Skull" once was a hideout for a band of pirates. Then it became frozen over. You might obtain another morning-star. The caves are a maze of twisted tunnels. You have to enter the mountain. The treasure is cursed and dangerous to toutch. You have an encounter with Genya Arikado. He tells you more about Dracula's resurrection. Genya then joins the group. You should reach the pond chamber. The she-wolf is there. She watched your progress. The she-wolf then launches an attack. After the battle, you might obtain the frost treasure. Finally you might leave the isle behind.
Branches into: Uta lake.
Lesser enemies: Ravens, dead pirates, bats, ice skeleton, mimic, frost demons, frost swords & bone dragons.
Guardian(s): She-wolf.

Guardian description: The she-wolf is a shape-shifting lycanthrope. The she-wolf utilize fierce biting-attacks which might inflict a cursed state. The lycanthrope execute martial arts or throw rocks. The she-wolf might also climb on the walls and ceiling to might attack with input series of sliding, jumping or flying kicks.

Ghost ship.
Music track: Picture of a Ghost Ship.
After the battle, the dead pirates brought you aboard. The ghost ship is another stronghold for Dracula's followers. Christian might find the mystic scroll. Noriko have an encounter with Koji and Kochi Hakuba. They tell you more about Dracula's resurrection. Koji and Kochi then join the group. Christian must escape from the Dark Lord's harem. The treasure is cursed and dangerous to toutch. You have to save Hammer and Zoe Belnades. Kochi got killed. You mourn his death. Iori was taken by the grim reaper. You should obtain the flute. The mummies has noticed. They launches an attack. Zoe's sword was broken. The ghost ship starts to burn. You have to get away before it's to late.
Branches into: Uta lake.
Lesser enemies: Bats, skeletons, harpies, dead pirates, were-jaguars, sylphs, were-panthers & Laura.
Guardian(s): Mummies.

Guardian description: The mummies where brought to life through arcane magic. Remises throw multiple wavy shards or release short-ranged fireballs. Akmodan teleports via his loose wrappings to throw heavy flames. The mummy might also release multiple magic rings or homing balls to might finish off the battle.

Bodley.
Music track: Don't Wait Until Dawn.
Joachim's track: Raven's resurrection.
Finally you have reached Bodly. This might be the largest isle upon the Uta lake. Christian have an encounter with St. Germain. He tells you more about this area. He then disappeared. Your first goal should be to enter the abyss. The imprisoned souls might tell you how to lift the curse. Bodly is a ceremonial area. When you solved the puzle, you have to return. Genya might show the way to the alter. You must sing the melody when presenting the three lost treasures. Dawn is approaching. Your ritual disturbed the skeleton king. He reveals himself as Joachim Armster. The final battle is about to begin. You have to defeat him. After this last spectacular battle, it's finally sunrise. The curse is lifted.
Branches into: Uta lake.
Lesser enemies: Ravens, blade-skeletons, fire swords, Buer, thunder swords, skeletons & Bael.
Guardian(s): Joachim Armster.

Guardian description: Joachim Armster is the traitor from the circle of blood. He flouts in the air to might inflict a cursed state or throw flames. He create a magic shield for greater protection. You have to destroy the orbs before you might inflict any real damage. Joachim might use two other forms of attack. He (1) make stabbing weapons attack. The traitor conjure skeletons which might overthrow you. Joachim (2) open portals to make other weapons attack which might end the battle.

Quest 3.

Hero(es): Julius Belmont & Thomas Lecarde.

Supporting cast.
St. Germain, Ruth Van Helsing, Renon, Daniel Graves, Marina Seaflower & Damien Frost.

Haunted lowland.
The lowlands to the west of the castle has been conquered by lord Dracula. Julius Belmont and Thomas Lecarde must search through 5 Warakiyan sections to might find the way to the demon castle Dracula.

Winter's woodland.
Music track: Deja Vu.
Later track: New Messiah.
This is where the adventure begins. You start within the wood in which you met Thomas. The forest is haunted by Dracula's followers. Thomas got captured. Your first goal should be to find the way to the camp. Winter's woodland is a connector area. After the visit within the camp, you must return to this area. Dracula's henchmen notice. Ruth Van Helsing helped you to escape. She tells you more about the countryside. Ruth then joins the group. The monsters attack. Although you managed to fend them off, it's no victory. Thomas was brought to the Burkley tower. You have to save him before it's to late. When all is over, you have to return one final time. The town of Aliba is just ahead.
Branches into: Prison camp, town of Aliba & Burkley tower.
Lesser enemies: Ravens, bone-scimitars, harpies, dead soldiers, bats & lizard men.
Guardian(s): None.

Guardian description: None.

Prison camp.
Music track: Iron Blue Intention.
The prison camp is the next area you have to investigate. Thomas was brought to this area. You must escape. Dracula's enemies are kept in this area. You have to save the prisoners from the Dark Lord's clutches. The weater is bad. Julius was able to get past the zombie soldiers. You must rescue the dark-breed before it's to late. Thomas escaped from the mine. You have to defeat the great armour. Dracula's followers sound the alarm. Finally you reunite. The monsters attack. Although you emerge victorious, the fight is far from over. The Dark Lord's henchmen where able to regroup. You must leave the camp behind.
Branches into: Winter's woodland.
Lesser enemies: Crows, dead soldiers, ghosts, dead officers, turrets, ravens & warg-riders.
Guardian(s): Great armour.

Guardian description: The great armour was brought to life through black magic. The great armour slowly marches forward while attacking with its sword and shield. Only through three repeated attacks you might repel it. The great armour also conjure other warriors before making rising flames to track forward.

Burkly tower.
Music track: Praying hands.
This is the next area you have to investigate. The Burkly tower was built long ago. You must save Thomas before it's to late. The Dark Lord infested this area. Finally you reunite within the grand hall. Thomas tells you more about this area. The tower is very elegant. Ruth became captured. You have to rescue her from Dracula's clutches. The Burkly tower is a labyrinth. The monsters knew about your actions. You must escape from the death lab. Together you challenge the lord of this mansion. The final battle is afoot. Although you managed to defeat the evil master, he made the castle crumble. You have to leave the area behind.
Branches into: Winter's woodland.
Lesser enemies: Bats, lizard men, pillar of bones, ghosts & bone dragons.
Guardian(s): Galamoth.

Guardian description: Galamoth is a lesser god revived through Dracula's magic. Galamoth slowly marches forward while attacking with his sceptre or with sudden high kicks. The aincient being might inflict a cursed state. Galamoth also release magnetic orbs or electric beams from within the sceptre to might end the battle.

Town of Aliba.
Music track: Rising.
Finally you have reached the town of Aliba. Large groups of zombies walk the snowy streets at night. When you arrive, the monsters lay in ambush. You become captured. They send you into the amusement park. The town of Aliba is a connector area. Later, when all is over, you must return. There is no church here. You have a second encounter with Ruth Van Helsing. She tells you more about the village. She then rejoins with the group. Your goal should be to find the way into the caverns beneath the city. The weather is bad. You should find some other equipment before you might continue to search for that underground area.
Branches into: Winter's woodland & Aliba amusement park.
Lesser enemies: Bats & dead soldiers.
Guardian(s): None.

Guardian description: None.

Aliba amusement park.
Music track: Demon guest-house.
Tower track: Tower of Dolls.
This was once the amusement park of Warakiya. The Dark Lord's henchmen sent you to this area for a final trial. The amusement park is frozen over. You have an encounter with Marina. She tells you more about Dracula's curse. The sorceress then joins the group. Legends tell this place was the site of bizzar murders. You have to locate the boss. The park is haunted. This is where you start to run into the more stronger members of Dracula's army. The area is huge. You might get lost. The puppet master awaits atop the tower of dolls. You should reunite with your other friends. After the battle, the curse is lifted. Then the amusement park starts burning. You have to escape before it's to late.
Branches into: Town of Aliba.
Lesser enemies: Bats, skeletons, evil dolls, zombies, were-jaguars, demons, killer clowns, lizard men, Bugbears, shock dolls, swingers & Laura.
Guardian(s): Pazzuzu & Puppet master.

Guardian description: Pazzuzu is the sathyr of Greek mythology. Pazzuzu jumps high to might corner you before spewing multiple fireballs. Only through three repeated attacks you might repel it. The ancient beast might also conjure multiple tiny devils. When damaged enough, Pazzuzu might also speed up the fireball attack.

Guardian description: The puppet master is in control. The undead entertainer flout in the air to might suck the hero's blood or throw multiple playing cards. You might become captured among his black treads. The puppet master also conjure killer dolls or deathly toys which might finish off the battle.

Karack Warn.
This ancient city has become conquered by Dracula's followers. Julius Belmont and Thomas Lecarde must search through 4 underground sections to might save the prisoners and to escape from this forbidden area.

Dreary cavern.
Music track: Wandering Ghost.
The dreary cavern is the first area you have to investigate. Dracula's henchmen infested the cavern. Ruth discovered about the Dark Lord's advanced program. The water is polluted and deathly to toutch. Marina cannot withstand it. The area is overgrown with strange vegetation. You have to defeat the great spider. After the battle, the cave become a connector area. Thomas should obtain the pendant. The way forward is blocked. You must find the way into Karack Warn. The monsters noticed what happened. You have to fight past a last line of defence before you might continue. The ancient underground city is just ahead of you.
Branches into: Karack Warn.
Lesser enemies: Bats, skeletons, corpse-weeds, dead soldiers, thorn-weeds & lizard men.
Guardian(s): Great spider.

Guardian description: The great spider is an ancient monster. The great spider climbs down its web to throw spindles which might trap you in place. It also conjure multiple smaller spiders which might overthrow you. The great spider also spits out fumes of luminous mist which might inflict a poisoned state upon you.

Karack Warn.
Music track: Door of Holy Spirits.
At last you have reached Karack Warn. The magnificent underground city was built long ago by the ancient dwarves. You have an encounter with Ada. She tells you more about this area. She then joins the group. The ancient fortress is truly glorious. Your first goal should be to rescue the prisoners. There is no time to behold the wonders within the underground city. You must defeat the fake heros. After a spectacular battle, you emerge victorious. Ashera knew what happened. You have to reach the top of the city. The revived goddess launches a final attack. After the battle, the oracle is awakened. She give you the elf stones. The battle is not over yet. You must find the way to the underwater lantern.
Branches into: Dreary cavern.
Lesser enemies: Bats, bone-scimitars, cave-trolls, dead hunters, werewolves, bone-arks, great knights, Minotaurs & bone dragons.
Guardian(s): Fake heroes (Fake Alicia, fake Victor & fake Torah) & Ashera.

Guardian description: The fake heros are a group of vampires dispatched by the New Order. They poise as past members of the Belmont clan. They might toy with your emotions. They make an attempt to turn you over to the dark side. They must be revealed before you might banish them from the face of the earth.

Fake Alicia is a vampire poising as Alicia Schneider. She might suck your blood or attack with the whip. Fake Alicia might fuse the chain-whip with flame power. She use two forms of mystic weapons; cross or holy water. When damaged enough, fake Alicia might also utilize flame-based item-crushes.

Fake Victor is a vampire impersonating Victor Grant. He suck your blood or attacks with his weak knife. Victor climbs upon the wall or ceiling to utilize jumping or flying kicks. He might use two forms of mystic weapons; dagger or axe. When damaged enough, fake Victor might also utilize item-crushes.

Fake Torah is a vampire poising as Torah Fernandez. She teleports like mist to suck your blood or attack with the ring smash. Fake Torah also use three other forms of attack. She (1) throw fireballs. Or she (2) hurl icicles. The fake (3) open dark gates. Fake Torah might also rise fake Alicia from her grave.

Guardian description: Ashera is an ancient goddess revived through Dracula's magic. Ashera twirl her wail or throw repeated flower shots or plants from her wand. The revived goddess then morphs into her true form to might overthrow you. Ashera might also use her charm to might enslave all her male opponents.

Underwater lantern.
Music track: Dance of Gold.
This is the next area you have to explore. The underwater lantern is Dracula's workshop. You must infiltrate the section. This area is the demonic playground. You have an encounter with Daniel Graves. He tells you more about this area. Daniel then joins the group. The New Order discovered about your arrival. the lantern is in reality nothing but a giant death trap. Ruth should obtain the battle-suit. You have to split if you wish to cover more ground. The dead soldiers sound the alarm. You meet with the dreamweaver. This legendary creature tells you more about Dracula's curse. Not all is what it seems. The group is reunited. Together you have to find the way into the command tower.
Branches into: Command tower.
Lesser enemies: Bats, dead soldiers, imps, dead mates, turrets, bag slaves, big bats & dead officers.
Guardian(s): Werewolf & Minotaurus.

Guardian description: The werewolf and Minotaurus team up for a final battle. The werewolf attack with a fierce biting-attack or spew heavy flames. Minotaurus attack with its ball-and-chain or breathe heavy steam. The werewolf and Minotaurus might also combine for a more devastating attack which might end the battle.

Command tower.
Music track: Dance of Gold.
Damien's track: Enchanted banqueting.
You have reached the command tower. This is the highest point of the underwater lantern. You notice that something is wrong. Dracula's power is leaking into this area. You must fight past the last line of defence before you might continue. Then Marina got shot. You mourn her death. The traps and concealed enemies might prevent access to the top of the lantern. Your first goal should be to shut off the turrets. Time is running out. Damien Frost is atop the lantern. He absorbed some of the Dark Lord's power. Damien knew you would come. He then launches an attack. The final battle made the lantern unstable. You must get away from here.
Branches into: Underwater lantern.
Lesser enemies: Bats, dead soldiers, imps, turrets & dead officers.
Guardian(s): Damien.

Guardian description: Damien Frost is the possible incarnation of the fallen Dark Lord. He teleports like mist to suck your blood or to throw three-prolonged frost-rings. Damien might also use three other forms of attack. He (1) fly overhead while releasing icicles. He also (2) unleash two-way meteors which might inflict a frozen state. Finally he (3) appears flouting to release a long-lasting javelin. When damaged, Damien might upgrade his tripled shot into a five-prolonged onslaught.

Epilogue.
Music track: A Requelm.
Within the Barnsdall forest, Edward, Alicia and their friends have returned from the underground. You have an encounter with St. Germain. He tells you more about what has happened in the Vatican. Alicia want to go with him. The mystic figure also ask for volunteers to come with him to England. Edward steps forward. Although Saria speaks against it. Your other friends don't like it either. When they are sent away, he teleports you into the village of Oldhill. Torah meet with the missing children. They tell you more about what happened. It's Chrismus. For twelve days, the evil have to rest. You enter the town to celebrate the holiday.

Inside the Dora wood, Koji has landed. Christian and his group then argue what to do. Noriko want to continue the search for Iori. Genya speaks against it. You agree with the agent. Hammer and Zoe want to come with her. The monsters attack. You're able to fend them off. Then Mae Lin challenge you to a battle. You must do this. After the battle, you might celebrate Chrismus. You should reach the sawmill. For twelve days, Dracula's forces are put to rest. You might be secure. Renon forfit the goods you need for the holiday. All is ready. Then St. Germain appears before you. He brought Luna Sarranow along. She is your future bride. The Saint then disappeared. Although you don't understand, you take her in with you.

Within the Riverdale forest, Julius, Daniel, Thomas and Ruth have finally managed to escape from the underground. The cold fresh air feels luxurious. A fire is lit. The town of Aliba is burning. You have a second encounter with St. Germain. He tells you more about the countryside. The saint then ask for volunteers. Something is about to happen in England. Thomas step forward. They disappear. You then have to reach the resisstance movement. They knew about your activeties. You should celebrate Chrismus. For twelve days, the power of darkness must sleep. You might have a rest. Later, you have to continue to the demon castle Dracula.

Within the Vatican, the sun is about to set. There is a break in the meeting. Pope Mathew stands watching out on the snow-covered cityscape. Almost a month has passed since the Belmont clan left the church. They haven't been heared from in all that time. Only Isaac Van HElsing sent a telegram. He has made contact with a British group of vampire hunters. They will continue the search for the missing clansmen. The pope gave his blessing to that affair. The church will continue to pray for the lost souls. Then Rachel Belmont appears. She tells that the meeting is about to begin. that is important. There is still much work to be done.

Deep within the heart of their hideout, the order of shadow have gattered. Lenore has arrived. She brought with her other supporters of the Dark Lord Dracula's doctrine. Finally it might begin. Together with the order, Lenore have to breach into the eternal city. Dracula have told what to do.

Within the ancient halls of the demon castle, the Dark Lord Dracula is watching the events unfold. There are those who threatens his plot. The prince of Darkness is confident within shadow. Even the Belmont clan is going his errand. Chaos will be released. His followers have gathered. It will at last come together.
Branches into: Warakiya & the Vatican.
Lesser enemies: Crows, bone-scimitars, harpies, lizard men, bats, fox-archers & Yeties.
Guardian(s): None.

Guardian description: None.

To the Prologue of "Legacy of Sorrow"