Castle B

Clock Tower

            

From the Clock Tower of the transient castle, this will be the area in which you arrive. With the annoying harpies out of the way, you'll be able to explore with less pressure. The only minor, ominous difference this time around is that the giant gears are now damaged to the point where some of their metal structures act as spike traps--some poor souls have already felt their wrath. You can again head towards the east-most tower for another boulder race, with more annoying enemies, like arabachis and bone pillars, acting as roadblocks.

Music Track(s)

Stage Track: Clock Tower Casualty
Boss Track: Last Battle

Boss(es)

Area Boss: Peeping Big

Lesser Enemies

Peeping Eye | Medusa Head | Fleaman | Ghost | Skeleton Blaze | Skeleton Rib | White Dragon Lv2 | Arabaki | Fleaman Armor | Disc Armor | Disc Armor Lv2 | Specter | Rare Ghost | Bronze Armor

Aqueduct of Dragons

            

While there's nothing of terrible importance to be found in this area, you might want to stop by these watery depths, now looking rather toxic, in order to battle the slime-like creatures that are always known to bring heavy experience points. Afterwards, you can always take its leftmost exit into the next area, the Sky Walkway, instead of retreating back into the Clock Tower. Besides endless slimes, you should expect other such slimy enemies.

Music Track(s)

Stage Track: Aqueduct of Dragons

Boss(es)

Area Boss: None

Lesser Enemies

Bone Liquid | Melty Zombie | Arabaki | Tiny Slime | White Dragon | Merman | Fishman

Sky Walkway

            

If possible, the intimidating skies and foreboding clouds of the Walkway have become even more so. In any event: It's here that you'll have your most important meeting, storyline-wise, with Maxim, as the mystery of the two castles will start to become more clear. Also, this will be the first dual-boss area in the game. Another remaining quirk of this area is its tricky enemies, which include, axe armor lv2, arabakis and flying bones.

Music Track(s)

Stage Track: Chapel of Dissonance
Boss Track:
Last Battle

Boss(es)

Area Bosses: (1) Legion (Saint), (2) Shadow

Lesser Enemies

Flying Bone | Arabaki | Ruler Sword | Axe Armor Lv2 | Spriggan | Skeleton Mirror

Chapel of Dissonance

            

As it was before, the Chapel, as a connector area, is more or less an extension of the Sky Walkway--at least initially. The only difference now is that you'll be able to open the sealed door atop the chapel itself using the bracelet given to you by Maxim back in the transient castle. After you collect some of the equippable items and whatnot, you'll want to escape through that door and onto the top floor. You'll face little resistance, as lesser enemies are scarce and there are no bosses.

Music Track(s)

Stage Track: Chapel of Dissonance

Boss(es)

Area Boss: None

Lesser Enemies

Specter | Axe Armor Lv2 | Skeleton Spear

Castle Top Floor

            

High atop this haunted manor, you'll find the real castle keep. Dracula won't be waiting for you up here; rather, two of his trusted minions await (you'll instead find Dracula in the top portion of the Treasury, which is directly below this area). For now, you'll want to deal with the two bosses--the latter hiding near the elevator room--and then search the area completely to find a trigger that opens a sealed door (the correspoding door in the transient castle will open as well) and a portal room within the keep itself.

Music Track(s)

Stage Track: To the Center of the Castle
Boss Track:
Last Battle

Boss(es)

Area Bosses: (1) Pazuzu, (2) Minotaur Lv2

Lesser Enemies

Arabaki | Poison Lizard | Peeping Eye | Tiny Devil | Rare Ghost

Castle Treasury

            

Once you've gained access into the Castle Treasury, most of the other castle areas will become accessible to you--most importantly, for now, the Cave of Skeletons and the Luminous Caverns. As it was in the case of the transient version of this area, you'll find that it's easy to get lost within the many similar-looking chambers, and it won't help that all of the passages are clogged up by troublesome enemy pairings. This area's sealed-off room, too, can be accessed after you collect Dracula's remains (eye, fang, heart, nail, rib and ring); at mission's end, you'll head directly to the rooms beyond and battle both Maxim and the big boss. If you show up without Dracula's remains, you'll fight only Maxim and receive a bad ending.

Music Track(s)

Stage Track: To the Center of the Castle
Maxim Battle: Last Battle
Dracula Battle: Arch Enemy

Boss(es)

Area Boss: (1) Maxim, (2) Dracula

Lesser Enemies

Lizard Man | Specter | Fleaman | Bone Pillar | Arabaki | Skeleton Ape | Skeleton Flail | Bone Archer | Disc Armor | Axe Armor Lv2 | Fleaman Armor | Spriggan | Poison Lizard | Blaze Master | Master Lizard | Ruler Sword Lv3 | Gorgon

Cave of Skeletons

            

The cave hasn't changed much structure-wise as compared to the transient castle, and the enemies still consist of mostly skeletal foes, but you'll find that this "real" area has more puzzle elements than its transient state--this includes several rooms where you'll have to skillfully stack crates on top of each other to build ladders high enough to jump to out-of-reach platforms. On a personal note: I suggest finding the enemy called "skeleton glass" and fighting it for a few minutes; you can gain 6-8 levels easily in a short period.

Music Track(s)

Stage Track: Skeleton Den
Boss Track:
Last Battle

Boss(es)

Area Boss: Legion (Corpse)

Lesser Enemies

Bone Pillar | Bone Soldier | Red Skeleton | White Dragon | Skeleton Glass | Skeleton Flail | Bone Archer | Bone Thrower | Anthro Skeleton | Mimic

Luminous Cavern

            

The difference this time, as you'll soon notice, is that one of the caves is now flooded. If you try to navigate the flooded area, your energy will drain rapidly. If you went to the Skeleton Cave first and defeated the Skull Knight, you should have the floodgate key, which you can use to drain the water by placing it into the controlling device hidden elsewhere in this area. Once you do so, you can find the game's first major boss.

Music Track(s)

Stage Track: Luminous Caverns
Boss Track:
Last Battle

Boss(es)

Area Bosses: (1) Death, (2) Death 2, (3) Talos

Lesser Enemies

Axe Armor Lv2 | Man-Eater | Sylph | Pixie | Fleaman | Ectoplasm | Tiny Devil | Blaze Master | Disc Armor | Victory Armor | Hammer-Hammer

Castle Entrance

            

The real halls of this real castle will be one of the last places you'll visit, since they've been largely inaccessible up until this point. With that said, you'll run into more of those "tricky" enemies, the most advanced of their kind, around here as you pass through the Marble Corridor and into Wailing Way. If you have the crush boots, you'll be able to locate the only important thing here--one of Dracula's remains near the vertical chamber midway through the outside entry path.

Music Track(s)

Stage Track: Successor of Fate

Boss(es)

Area Boss: None

Lesser Enemies

Clear Bone | Feather Demon | Spriggan | Bone Liquid | Rare Ghost

Marble Corridor

            

The Marble Corridor becomes this castle's preeminent connector area once you access it through the Entrance and later find the skull key. It has exits to the Entrance, Treasury and the only place you'll need to go right now--the Wailing Way. There are no other items of importance you can find here other than the usual equippable items. Since there are no bosses here, you'll find the two closest things to it: a pair of devils, a foe that was once a boss, and a pike master, who resembles the other quirky "guardian armor" types you've faced.

Music Track(s)

Stage Track: Offense and Defense

Boss(es)

Area Boss: None

Lesser Enemies

Fleaman | Axe Armor Lv2 | Lizard Man | Devil | Fleaman Armor | Arabaki | Specter | Poison Lizard | 0 | Master Lizard | Pike Master

Room of Illusion

            

The Room of Illusion is once again a connector area that's also an extension of the previous area, so there's hardly anything unique that you can find here. As with the Marble Corridor, you'll want to collect all of the items that you possibly can, mostly a single life-up, and then get out of here immediately; you'll also want to avoid the enemies that are named "0," as they'll try to steal your sub-weapon. Besides those pesky weapon-stealers, you'll find packs of victory armor and spriggans roaming around its other sectors.

Music Track(s)

Stage Track: Offense and Defense

Boss(es)

Area Boss: None

Lesser Enemies

Victory Armor | Spriggan | 0 | Rare Ghost

The Wailing Way

            

These inverse ruins may very well be one of the last two areas you'll venture into, so you'll want to be very careful of the advanced nature of most of these enemies. You won't find a save area until you drop down into the Shrine, so it's important to traverse slowly. It shouldn't be too tough to find your way around this time, but the enemies will make it seem like more of a challenge, specifically the Simon wraiths and owls.

Music Track(s)

Stage Track: Approach to Despair

Boss(es)

Area Boss: None

Lesser Enemies

Large Ghost | Bone Pillar | Bat | Owl | Simon Wraith | Jp Bonepillar | Rare Ghost

Shrine of the Apostates

            

This is probably the scariest area, as your energy is bound to be lacking by this time. With that in mind, you may miss finding many of the stronger equippable items and power-ups hidden throughout this maze as you anxiously try to get to that lone save room. If you make it there, the final regular boss will be directly across the way. While not necessary to the mission, you won't want to miss the experience points you can gain here. The foes are the same as in the Wailing Way.

Music Track(s)

Stage Track: Approach to Despair
Boss Track:
Last Battle

Boss(es)

Area Boss: Cyclops

Lesser Enemies

Large Ghost | Bone Pillar | Bat | Owl | Simon Wraith | Jp Bonepillar | Rare Ghost

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