This game has five stages in all, but it has an additional bonus stage for you to travel through should you want to complete the task of obtaining all five collectible mystic weapons after having found four of them during the initial five stages--this is the "Bonus Stage."

Stage 1: The Graveyard

                    

This is the first in the series of long stages. It's pretty straightforward: You'll move along while being attack by bats, ghosts, zombies, critters and what appears to be floating fireballs. Midway through, a candle in a suspicious place will lead you to a mini-battle with an array of zombies should you be unlucky enough to hit it. After a lot more of the same, you'll eventually run into the boss beyond a gate.

                    

Music Track(s)

Stage Track: Bloody Tears
Boss Track: Final Destination

Boss(es)

End Boss: Creature Bat

Lesser Enemies

Bat | Zombie | Will-o'-Wisp | Ghost | Big Worm | Spear Guard

Stage 2: Castle Halls

                    

It may not look like it, but these are the recurring castle halls. Here you'll begin running into more complicated enemies, like the pillar of bones, skull heads, spear guards and hunchbacks. You'll face a series of small rooms with individual enemies, getting stronger by each room. You'll have to defeat sword lords later on to clear spikes away from the blocked entrances. When you reach the library area, the boss is near.

                    

Music Track(s)

Stage Track: Banquet of Spirits
Boss Track: Final Destination

Boss(es)

End Boss: Death Dragon

Lesser Enemies

Skull Head | Hunchback | Bone Pillar | Spear Guard | Will-o'-Wisp | Bat | Zombie | Sword Lord

Stage 3: Clock Tower

                    

This largely vertical stage is lengthy and aggravating. There's a lot of rope climbing as enemies fly in from above, overwhelmingly at times. There are also enemies here that can climb on the ropes, just as you can. Not too far into this stage, you'll have to deal with a mid boss. You'll then climb through increasingly annoying areas with more ghosts, bats and rope lizards attacking from above. There are all kinds of alternate paths, but most lead nowhere. When you make it to the very top, you'll come face-to-face with fate.

                    

Music Track(s)

Stage Track: Endless Motion
Mid-Boss Track: Mid-Boss Battle
Boss Track: Final Destination

Boss(es)

Mid-Boss: Flying Dragon
End Boss:
The Grim Reaper

Lesser Enemies

Bone Pillar | Bat | Ghost | Rope Lizard | Hunchback | Spear Guard | Zombie

Stage 4: Castle Keep

                    

Through these narrow passageways, you'll have to deal with large spiders and mudworms while trying to get by sword lords that guard the correct way forward. In a small room not too far off, you'll face another mid-boss. Soon after, you'll have to ride on moving ropes while dodging the spikes shot out of the 8-directional spike shooters. Moving platforms and ropes must be traveled upon to get over the spike-lined floors, but sword lords and more spike shooters will do their blest to block the way and knock you into the spikes.

                    

Music Track(s)

Stage Track: Encounters
Mid-Boss Track: Mid-Boss Battle
Boss Track: Proof of Strength

Boss(es)

Mid-Boss: Medusa
End Boss:
Alucard

Lesser Enemies

Spider | Spike Shooter | Mud Worm | Sword Lord | Bat

Bonus Stage: The Dungeon

                    

This stage is only accessible if you take an alternate path on the first part of stage 5. It's nothing really different from the other stages--bats, spear guards, climbing while being attacked by ghosts, etc.--but there are split paths all over the place. You can wind up being really drained, energy- and time-wise, before you eventually find the proper exit. The one boss that does appear on this stage comes unexpectedly at the end of one such split path, so be prepared. If you manage to find this stage, you'll start stage 5 at a special midway point.

                    

Music Track(s)

Stage Track: Holed Up
Boss Track: Final Destination

Boss(es)

End Boss: Executioner

Lesser Enemies

Bat | Spear Guard | Zombie | Big Worm | Fishman | Mud Worm | Will-o'-Wisp | Hunchback | Bone Pillar | Ghost

Stage 5: Inner Den

                    

If you failed to collect the hidden sub-weapons and traverse the dungeon, your trek through Stage 5 will begin n a series of caves guarded mostly by bats and fishmen. In this area, you'll have to wade through the water to work around the rubble and the low cave ceilings and watch out for fishmen that are swimming about. You'll eventually face a mid-boss then exit. Following the main path south-east will take you to the mid-boss. Upon defeating him, you'll gain entry to the more-solid man-made chapel, which represents the final leg of the journey; this midpoint is where Stage 5 begins if you met the aforementioned sub-goal. The path from here is infested with multiple bats and sword lords, which look to assault you at difficult angles you as you climb and platform overhead. Right near the stage's end, in a room to the south, is an energy boost guarded by a lowly spike shooter. From here, all that's left is to proceed upward and confront the master of the house.

                    

Music Track(s)

Stage Track: Dark Nightmare
Mid-Boss Track: Mid-Boss Battle
Dracula Phase 1: Lord of the Vampires
Dracula Phase 2: Vampire Killer

Boss(es)

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

Lesser Enemies

Bat | Fishman | Mud Worm | Ghost | Sword Lord | Spike Shooter

Map Layout | Back to Stage Listing | Back to Game Page