

Castlevania: Legacy of Darkness is centered around the quest of Cornell, and he travels through almost all of the areas from Castlevania 64, so his quest will be covered on this page. For Reinhardt and Carrie's entire missions, see Castlevania 64's stage layout--it's important to note, though, that while some of the stages are newly designed, the objectives for them remain the same. Their bosses will be listed separately if theirs differ from Cornell's on a given stage. In Henry's mission, he can freely travel through six of these areas to save children: Forest of Silence, Castle Wall, The Villa, Underground Mine, Underground Tunnel and the Outer Wall; he can potentially battle the bosses from the latter three areas. The extra areas that Carrie, Reinhardt or Henry can travel through will be listed below all of this.
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Stage
1: Haunted Ship
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The
Ferryman takes you to this destination. Once on the ship, you have to
destroy some fishmen to make a platform emerge that helps you reach the
other end of the deck. From there, you must climb the masts to reach the
cabin key. Once you get the key, you can go inside the ship, facing two
rooms of fishmen and skeletons. In the second room, a crack in the ship
will make the water rise; you'll have to climb the boxes and planks to
get out of the ship. Once outside, you'll climb on the now-sunken-ship's
ruins in order to reach a stone bridge. The camera will then switch to
fixed position as the boss emerges from the sea. |
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| Lesser Enemies: Fishman, Ghost and Skeleton | ||||
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| Boss: Water Dragon | Music Track: None | |||
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Stage
2: Forest of Silence
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This
forest proves to be not-so-silent when the boss emerges early on for a
little test battle before diving into the sea and swimming away. The object
afterwards is to run past the never-ending stream of skeletons, exploding
skeletons, goblins and werewolves to find switches spread throughout the
land that open up gates and make platforms rise. When you've found all
of the right combinations, after enduring many daring platform jumps,
you'll find the boss again, and he'll be angry from his earlier whipping.
After its defeat, a drawbridge will then drop, inviting you into the ancient
Castlevania. |
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| Lesser Enemies: Goblin, Skeleton, Exploding Skeleton, Bone-Throwing Skeleton, Bat, Fishman, Zombie, Werewolf and Weretiger | ||||
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| Boss: Giant Ape Skeleton | Music Track: None | |||
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Stage
3: Castle Wall
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When
you enter the castle, two gate doors are blocking the way; Ortega will
appear to taunt you from inside. You'll have to enter the right tower,
at a certain time of day, to go upward, drop down to the stage's second
level, and find a winch lever that you can then use in the left tower's
lever-less switch to open the main gate. But it's not that easy, as a
boss that guards that activation gears will try to prevent you from plugging
in the winch lever. Defeat the boss, activate the switches in both towers,
and you're on your way. If you do this in the wrong order, one part of
the caged door may go up while the other stays put; you may have to climb
the individual towers again to get it right. |
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| Lesser Enemies: Bone Pillar, Medusa Head, Skeleton and Exploding Skeleton | ||||
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| Boss: Guardian Skeledragons | Music Track: The Watchtower | |||
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Stage
4: The Villa
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Outside,
a series of Cerebroses block the Villa gate, each set stronger than the
last. A ghost-inhabited courtyard follows. Entering the mansion, you'll
face a minor vampire and then fight a vampirized Master Oldrey; defeat
him, talk to Mary, and collect a series of keys (see here)
to reach the maze. In the maze, you'll find Henry. To save Henry, you'll
have to lead him out of the garden maze, avoiding a chainsaw-armed Frankenstein
and some Cerebroses. After leading him out, Mary gives you a key that
opens up a copper door within the garden maze. Go back to the courtyard,
hit tombstone switches in the right order, and get Crest B atop the fountain
using a rose brooch; Crest A is in the maze. |
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| Lesser Enemies: Cerebros, Flame Cerebros, Hell Cerebros, Skeleton, Ghost, Skull Head, Stain-Glass Knight, Motorcycle Skeleton, Snake, Mudman, Hound, Bone Pillar and Frankenstein gardener | ||||
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| Boss:
Gilles
De Rais Reinhardt-Carrie Boss: Frankenstein Gardener (Hard Mode), Female Vampire and Vampire Oldrey |
Villa
Track: Silent
Madness Hedge Maze Track: Maze Garden |
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Stage
5: Outer Wall
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This
stage is actually the top of the tallest castle wall, where you'll have
to climb across roof-like structures, moving platforms, narrow walkways
and support arches. Most of the stage follows this pattern, with a few
instances where you'll have to go inside the wall to find elevators that
lead to higher foundations; these inside rooms require dodging giant Indiana
Jones-like boulders and spinning bladed gears. Once high atop the
castle, a roof-splitting gear trap will be your final challenge. All that'll
be left is to glide down a series of sloping roofs without falling to
your death. From here, an elevated lift will take you to the top of another
castle tower for the battle with the boss. |
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| Lesser Enemies: Skeleton | ||||
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| Boss: Harpy | Music Track: Unseen Entry | |||
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Stage
6: Tower of Art
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To
start, you'll need two keys to open two doors in the main hall. The keys
are in similar corridors to the left and right, where many moon and sun
cards will have to be utilized in combination. The challenges here are
avoiding steam blasts while riding tracked platforms and running up rail
tracks while dodging mine carts. When you get both keys, two vampires
will attack you in the main area. In the next room, you'll battle some
knights before climbing atop a gallery and walking a tightrope while avoiding
swinging chandeliers. The final room has a narrow railway that you'll
have to cross while eluding with a flaming mine cart; you'll have to negotiate
the platforms lining the room to escape. |
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| Lesser Enemies: Knight and Vampire | ||||
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| Boss: None | Music Track: Sinking Old Sanctuary | |||
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Stage
7: Tower of Ruins
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The
quirk of this stage is that its early rooms all look the same. Using man-made
maps etched into the ground, you'll have to find switches that raise the
three gates that block your progress. You must creep around the sides
of each room to avoid the collapsing floors and protruding spikes. In
the next area, it's more switch-activating, as you'll have to find two
such switches within a room featuring collapsing and moving platforms.
Blind jumps will have to be made. Finally, you'll be challenged by a puzzle
involving zodiac signs: You must jump to the correctly-labeled pillars
that appear in each set of two--this in order to make another labeled
pair rise up. Pick the wrong one, and it's over. |
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| Lesser Enemies: Knight, Snake, Goblin, Zombie and Crawling Zombie | ||||
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| Boss: None | Music Track: Thorny Grave | |||
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Stage
8: Tower of Science
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Mostly,
you'll ride conveyor belts around and around the tower center while trying
to dodge laser blasts and machine-produced spiked boxes that will be spit
out from the openings. Your reflexes and jumping ability will be tested
here. Atop the tower, many turrets and mechanical cannons guard the area,
hindering your goal of finding your way through doors labeled with Roman
numerals. The last such door requires the control room key, which is in
a large room heavily guarded by ceiling-installed laser turrets. More
reflex and jumping action will lead you to it. After escaping the madness
from the ventilation system, the source of the tower's power will have
to be destroyed. |
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| Lesser Enemies: Goblin and Turret | ||||
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| Boss: Security Crystal | Music Track: Specimen | |||
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Stage
9: Duel Tower
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This
chaotic and poison-water-filled stage has towers and sunken platforms
laying all around. You'll have to jump around the corridors and narrow
paths to make it to battle fields where you'll face four bosses--each
one is tougher than the last. The jumps get more dangerous as you get
further in, as rotating blades and crumbling platforms must be negotiated.
When you reach the final battle area, a cage will lower, and Ortega will
appear to taunt Cornell once more. The forces of evil have been hard at
work creating the ultimate were-beast, and this will be the tower's final
challenge. A deceptively difficult jump will be required to escape this
area. |
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| Lesser Enemies: Fishman and Medusa Head | ||||
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| Boss:
(1) Were-Tiger, (2) Were-Cougar,
(3) Were-Bull, (4) Warewolf Reinhardt Boss: (1) Were-Tiger, (2) Were- Cougar, (3) Were-Bull, (4) Were-Leopard |
Music Track: Encounters | |||
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Stage
10: Tower of Execution
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Like
the stage before, regular and sunken platforms are scattered throughout
the lava. Working your way around and up the narrow passages, you'll deal
with swinging hatchets, quick-stabbing guillotines traps, crumbling caged
floors, and some fishmen. Later on, steel grates are your only means of
travel, but steam and lava-spawned flames rise through them, and they
can lead to a quick demise. Also, there are traps where giant iron balls
fall from the ceiling at timed intervals and hit the lava, splashing and
splattering it everywhere; timing it perfectly, you must work around the
circle-shaped grates before the next one falls. The final stretch of rooms
is a combination of all the just-mentioned traps. |
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| Lesser Enemies: Bone Pillar, Medusa Head and Blood Skeleton | ||||
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| Boss: None | Music Track: Deadly Ambition | |||
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Stage
11: Tower of Sorcery
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This
mystical area seems to be part of a chapel. Running along thin, icy platforms,
you'll initially have to fend off some ice monsters. The whole stage is
basically a series of difficult jumps onto the icy platforms, and these
are made difficult by the electricity-spewing and laser-firing crystals
that are stationed on platforms above--placed where timing is crucial,
of course. So while it's important to pace yourself and remain calm, as
to not slip and fall, you'll also have to know when to turn up the speed
so that you don't get caught on a platform that's about to disappear.
Because of the transparent nature of the ice, it's difficult to judge
distances, and you may take a flying leap to your death. |
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| Lesser Enemies: Ice Monster, Crystal Shard and Ghost | ||||
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| Boss: None | Music Track: Mystic Tower | |||
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Stage
12: Clock Tower
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You'll
start in the clock room and take a platform upward to immediately face
Ortega. Once you finish him off, you can go back down and access the clock
tower. The tower is basically four large areas of moving gears and cogs,
each containing locked doors. Of course, the keys to each door are hidden
within the same rooms. In the latter area, you must manipulate the large
hands of the clock by working around a steam room, across pendulums, and
down a wooden slide to find the switch that activates it. Once the lever
is pulled, the time of the clock will change to 3:45, creating a 180-degree
angle; you can now go outside and walk across the hands to get to the
castle keep. |
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| Lesser Enemies: Bone Pillar, Knight, Bat, Goblin and Medusa Head | ||||
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| Boss:
Ortega Reinhardt Boss: Death Carrie Boss: Actrise |
Music Track: Toothed Wheel | |||
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Stage
13: Castle Keep
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This
stage is just a long stairway leading up, conjoined by two large rooms.
In the first room, you'll run into Renon, who comes to take his leave.
If you spent too much money, though, you'll have to fight him in his true
form; otherwise, just move on after he's done talking about an impending
global war. The second room holds no such confrontation (only reserved
for Reinhardt and Carrie's missions). At the very top, the throne room,
is the first of the final battles. Dracula will greet you and the battle
will begin. After defeating him, you'll be transported to an isolated
realm where you'll face Dracula's true form. |
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| Lesser Enemies: None | ||||
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| Potential
Boss: Renon Boss: (1) Dracula, (2) Ultimate Dracula Potential Reinhardt-Carrie Boss: (1) Renon, (2) Charles Vincent Reinhardt-Carrie Boss: (1) Dracula's Servant, (2) Dracula, (3) Drago |
Music
Track: Stairway
to the Clouds Escape Theme: Castle Escape |
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Other Areas ![]()
As I mentioned: Once you defeat the game with Cornell and Henry, opening up Reinhardt and Carrie as playable characters, the game basically becomes Castlevania 64; however, the layout for most of those stages changes, and bosses not seen in Castlevania 64 appear. And one stage is added onto their missions: The Haunted ship, which'll be the opening stage of their missions. Below are those areas that Cornell didn't cross.
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Underground
Mine
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This
stage, 5A regularly, is only for Reinhardt. After passing some rock-crushing
blades, you'll fight your way through bat-filled caves that entail many
split paths, most of which contain platform-lined chasms. After jumping
from platform to platform over some poisonous water, spider women will
submerge and be a problem for the rest of the stage. When you reach red
horizontal lift, ride it until it slows down; get on the platform and
wait for the next lift to come along. More split paths will follow, and
you may need to use some moon or sun cards to proceed through some of
the doors, especially the one which holds the boss. |
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| Lesser Enemies: Bat, Spider Woman, Medusa Head, Bone Pillar, Ghost and Skull Head | ||||
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| Boss:
Spider
Woman Queen and Unperched Queen |
Music Track: Invisible Sorrow | |||
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Underground
Tunnel
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This
is for Carrie--her stage 5B. This underground waterway, filled with poisonous
water, has many narrow paths that you'll have to run across while battling
the poison-spewing lizard men. Jog along the first narrow passage and
jump over a gap to hit a switch that stops the first waterfall. Go up
some stairs and over a bridge, continuing along the path. When you come
to an area with very narrow walkways, jump to the isolated platforms then
jump over to the next switch. Backtrack a little bit and cross a now-accessible
bridge; avoid falling spike traps and fishmen and hit this last switch.
The door to the boss will be open. |
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| Lesser Enemies: Lizard Man, Medusa Head and Bone Pillar | ||||
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| Boss: Medusa | Music Track: Sinking Feeling | |||
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Castle
Center
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This
multilevel area, stage 6 for both, has a subtask: Find magical nitro and
mandragora and put them together to blow open two rickety walls. The catch
is this: When carrying nitro, you can't jump or get hit even once, so
carrying it from the top to the bottom floor is a task--a mutated Lizard
Man, who resides on the top floor, will give you the key to the Mandragora
room. The rickety wall on the top floor needs to be passed to get to the
angel statues in the attic which hold the castle under a magical spell.
After blowing up the bottom wall, you can open the way to the next stage,
fighting two bosses first. Depending on the character you're using, the
second boss will be different. |
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| Lesser Enemies: Motorcycle Skeleton, Vampire, Bloodborn, Bat, Knight, Lizard Man, Cerebros, Bone Pillar and Stain-Glass Knight, Ghost and Medusa Head | ||||
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| Boss:
(1) Demon Bull, (2) Rosa
or Carrie's Cousin |
Music Track: Dungeon | |||
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