Stage 1: The Graveyard

        

In the first part of the stage, you'll encounter bone-throwing skeletons, bats, zombies and a raven. Crumbling statues appear in multiple locations, and zombies sometimes pop up from the rubble that they leave behind. At one point, you'll come to a stone wall, and a downpour will begin; at this point, the wall will begin to break apart, and individual parts of it will fly at you at varying heights. If you survive the onslaught, you'll have to endure a segment in which it's necessary to jump from one elevated pillar top to the next because the floor beneath you suddenly becomes enflamed and thus untraversable; as you platform across the pillars, you have to be sure to avoid the flames that rise up from the in-between spaces. In the area's end portion, tree-possessing wall widows pop out and try to grab you. From there, you proceed to the boss' chamber; when you arrive there, you'll be attacked by a swarm of bats, and then moments later, the boss will appear.

        

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: Cave

        

You start this stage on the surface and a place from which you can see Dracula's castle looming in the background. Here you encounter two enemies: bats and skeletons that turn into ghosts when you slay them. You then descend into the cave. As you traverse its opening area, fishmen, bats and falling rocks will try to knock you into the watery gaps below. Eventually you'll drop down into a subterranean lake and necessarily have to jump across moving platforms and do so as bats continue to pester you. Then you'll ascend to an upper level and have to deal with a suddenly appearing bat swarm and a skeledragon that guards the cave's exit point. When you emerge from the cave, you head rightward and encounter rock monsters and bats, and then you jump from one tall tree stump to the next while dealing with more bats plus bone-throwing skeletons and rotating platforms. In the final area, you can choose between an upper or lower path (tree stumps or solid ground); the upper path is generally safer, because it allows you to avoid the rock monsters and skeletons, but the high-jumping fishmen and endlessly spawning bats will still prove to be a problem. The boss will appear at this area's end.

        

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: Banquet Room

        

You begin this stage in a main hall that quickly becomes notorious for its endless supply of hunchbacks. You'll have to fend them off and do so while battle axe knights and siren-like spirits. At one point, you'll involuntarily enter a portal and get pulled into to a ghostly realm, and if you want to escape from it, you'll have to fight and destroy three harpies that appear in succession. When you reenter the hall, you continue heading right, and as you do so, you engage with the aforementioned enemies and deal with new threats like falling-and-rising chandeliers and attacking silverware. The stairway at the hall's end leads up to another long hallway; this one is filled with spirits, hunchbacks, axe knights, and rolling eyes. The stairway at this hall's end leads downward and directly into 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 | Attacking Silverware | Rolling Eye

Stage 4: Basement

        

The basement's opening area is comprised of multiple levels through which you descend by riding atop sinking rock platforms. These passages are filled with mummies, all of which escape from their background-occupying coffins and creep toward you, and bats. At one point, you'll traverse a long horizontal passage that has more of the same plus rolling eyes. This passage's sinking rock takes you down another level and into an area in which you have to use moving rock platforms to pass over a watery pit and then battle your way through a passage that contains more of the aforementioned enemies plus hunchbacks and ravens. From then on, you do more of the same: traverse enemy-filled passages before using sinking rocks or moving rock platforms to proceed to upper or lower levels. At the stage's end, you use moving platforms to ride your way up to the boss' room, and you do so while contending with bats.

        

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

        

In the clock tower's opening area, you ride a large elevator upward, and as you ascend, you have to watch out for solid platforms that appear on the sprite-layer. If you make contact with one of them, you'll take damge. The problem is that the elevator moves so fast that you almost have no choice but to collide with platforms (it's possible not to take damage here, but you need to exhibit super-precise dodging skills to do so). When you reach the top, you head right, into a short passage, and contend with an axe knight, a ghost, and ravens that occupy the platforms that you use to climb upward. These platforms lead up to a passage that contains ghosts, mummies and hunchbacks. From there, you ascend upward twice and traverse similar passages that are filled with all of the aforementioned enemies plus skeletons (including the type that turn into ghosts when you slay them). The final passage takes you to the left and over to the boss' chamber.

        

Music Track(s)

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

Boss(es)

End Boss: Frankenstein

Lesser Enemies

Axe Knight | Raven | Ghost | Mummy Man | Hunchback

Stage 6: Vampire's Room

        

This stage is comprised of an extremely long bridge. You have to walk almost two minutes to reach its endpoint. What's worse is that the bridge begins to collapse, section by section, shortly after you start walking on it. So you can't stop moving. As you do so, of course, bats fly in from the screen's left side at certain points, and if you want to have any hope of killing them and thus avoid being damaged by them, you have to jump and strike them with perfect timing (and this process entails having knowledge of where and when they spawn). Your jump speed is slower than your walking speed, so each time you go aerial, the bridge catches up with you a little, so at certain points, you'll have to tactically take hits from the bats. Because realistically you can only jump a limited number of times before the bridge catches up with you and you resultantly fall to your death. If you don't possess the right weapon (the cross), you'll have a really rough time getting through this stage. When you finally make it across, though, you'll enter into the castle keep. Proceed leftward to trigger the final battle with the Count (if you stand around the keep's entrance point, annoying harpies will begin to spawn).

        

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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