Castlevania: Aria of Sorrow Areas



ria's castle is created in a uniform configuration for the purpose of adventure, connecting certain environments to others. Like Circle of the Moon, there is only one castle to be uncovered. The Castle Corridor will most likely become the most useful place for backtracking before all of the teleportation rooms are found.

Castlevania is now trapped inside of an eclipse, as a result of the final battle in 1999. Interestingly, many vistas still show the moon in the background. Either Aria's artists kept a tradition going in light of the setting, or this is further proof that the castle, indeed, creates an array of visual illusions of the outside.


Castle Corridor

After departing the sealed courtyard where Mina resides, you will come upon a large area that expands through the center of the castle, and covers over half the width of it. As such, Castle Corridor is the heart of the Demon Castle, and links to several areas within it. Many times, after gaining a new type of soul, Soma will need to return to this long passageway to access a branching point that couldn't be reached before.

This area has many diverse settings, such as the stony, moldering aisles where time has ravaged, which display walls that have been knocked out, the open air pathways that flaunt intimidating castle spires in the expanse, and lobbies where you can see other lavish, yet decrepit structures of the castle through the windows.

The Lord Dracula is always a good host, and welcomes his guests with hordes of blood thirsty, mindless zombies. Through the ruined walls, a castle partition is displayed holding a coniferous forest at bay, while the sallow moon bears witness to all.


This aquatic section is a precursor to the castle's deep reservoir. The Castle Corridor features some elements of the classic Castlevania Entrance Hall, such as the Zombies that roam hallways, and the moat like area that is plague-ridden with Mermen.


Themes of this area's outdoors settings are the innumerable flocks of bats, which flutter in everlasting droves, and the enormous moon that reflects off of the blue clouds far in the distance. Together, they dominate the night skies.


You will approach hallways with ancient statuary and drapery. What really catches my attention, though, is the lilac skied area in the background. You always know that an area in a game is fascinating if you have a desire to explore more than the game allows you to.


The amount of care, detail, and creativity that is put into the backgrounds is truly incredible. Through these windows, we get a hint of the magnificent structures that loom behind the walls of the Castle Corridor.

Enemies:

  • Zombie
  • Bat
  • Merman
  • Skeleton
  • Axe Armor
  • Skull Archer
  • Siren
  • Blue Crow
  • Buer
  • White Dragon
  • Skeleton Knight
  • Zombie Soldier
  • Ghost
  • Peeping Eye
  • Killer Doll
  • Tiny Devil
  • Rock Armor
  • Killer Fish
  • Zombie Officer
  • Catoblepas

Boss:

  • Creaking Skull

Music Track:


Chapel

This neglected house of worship occupies the castle's east wing. It has two towers that shoot towards the ominous heavens. Interestingly, this Chapel is situated rather low, which may be why it doesn't have the feeling of being aloft like Harmony's. Dilapidated stairways lead to deteriorating bell towers with more destroyed walls, exposing a depressing overcast of clouds soaring about the steeple.

In the Chapel's lower reaches is an assembly hall with a large pipe organ, and a room ornamented with elaborate stained glass that boasts a glorious skylight. This whole cathedral seems to have been a place of great splendor, but is now disgraceful, malevolent, and dishonored. The Chapel ends at a plain that is equal with the Castle Corridor's initial level, and then connects with The Study, Castlevania's rich archive that sinks underground.

I always thought it interesting when some Castlevania fans that enjoy only the older games would mention that the modern incarnations of Castlevania are "too fancy," and not "run down enough." This place seems pretty destroyed.


Vivid stained glass and monstrous statues bedeck one of the Chapel's vast rooms. Rather than being divine, this Chapel casts a profane tone upon everything.


The Chapel has become a desecrated haunt of unholy creatures, which ceaselessly violate this sanctuary. A terrible beast known as Manticore has taken up residence within the Chapel's quieted audience room, where apparently mass was once held.


Platforming is the key in one of the Chapel's large entry rooms, where broken stairways and columns serve as unstable footing. Stay focused.


These claustrophobic corridors bring back memories of Circle of the Moon's Underground Gallery.

Enemies:

  • Ghost
  • Axe Armor
  • Bone Pillar
  • Giant Ghost
  • Tiny Devil
  • Skeleton Knight
  • Durga
  • Bat
  • Rock Armor
  • Une
  • Skeleton
  • Quezlcoatl
  • Ghost Dancer
  • Gargoyle
  • White Dragon
  • Winged Skeleton
  • Zombie Officer
  • Fleaman

Boss:

  • Manticore

Music Track:


Study

The Study is a reincarnation of the rarely seen library motif. Spatially, it's a departure from the prior environments, mostly containing a series of comfortably contained, nook-like rooms. Instead of adhering to the lofty, Baroque look of Symphony's, the Study is surprisingly more like Castlevania 4's, full of dusty colors, antiquated items, and a sort of fantasy-book character. The going is pretty lax, and Soma will gain the ability to double-jump after defeating the Great Armor. Hammer makes his appearance here, too.

Descent is necessary to proceed through the Study. Take care not to hit the little, mechanized skulls, as they can take off a startling amount of health.


Here's an example of the tucked up quarters you'll find in the Study. Soma's decided to take a ride on a bulky Catoblepas' back.


There's a strange, afternoon-ish effect created by the wooden complexion of the large aisles and arches, and the strong beams of moonlight coming from above.


Despite the reposeful interior, the few windows exposing the outside reveal a disturbing, flickering red. Is the Study surrounded by a chaotic, supernatural storm?


Hammer made it pretty far before he got trapped by the Great Armor, I guess. The castle has its healthy share of paintings, and this one on the wall always makes me stick around.


Enemies:

  • Durga
  • Tiny Devil
  • Student Witch
  • Giant Ghost
  • Winged Skeleton
  • Evil Butcher
  • Bone Pillar
  • Fleaman
  • Arachne
  • Ectoplasm
  • Catoblepas
  • Rock Armor
  • Skull Archer
  • Buer
  • Minotaur

Boss:

  • Great Armor

Music Track:


Dance Hall

This is a classier sector of the castle. Above, passageways of marble and hotel-like wallpaper are packed closely together, containing impressive paintings, coruscant chandeliers, and a royal ballroom full of waltzing specters. Below, though, is a clashingly stuffy group of crass storage rooms. The muculent meats, as well as the dank atmosphere, have produced noxious hazes in some sections. A towering Golem lurks in a chamber with a huge supply of wine barrels. Soma meets J here for the first time, causing the plot to pick up.

The higher lobby areas of the Dance Hall sport odd surrealist type paintings.


The highest room in the Dance Hall has grand windows that reveal the night scene outside. This area is situated quite higher than the Castle Corridor, and the pine forest is still visible.


The most extravagant part of this area is the voluminous, luxurious ballroom. The ghosts seem to eternally dwell in this party room, dancing the night away...


The lower areas of the hall are far less striking. They seem to be simple, stony corridors made for the purpose of storage.


Some unruly stench has taken hold of this portion of the area, no doubt due to the carcasses hanging from the ceiling.

Enemies

  • Arachne
  • Waiter Skeleton
  • Zombie Officer
  • Durga
  • Minotaur
  • Catoblepas
  • Mimic
  • White Dragon
  • Ghost Dancer
  • Quezlcoatl
  • Skeleton Knight
  • Killer Doll
  • Nemesis
  • Fleaman
  • Bone Pillar
  • Creaking Skull
  • Wooden Golem
  • Winged Skeleton
  • Evil Butcher
  • Tsuchinoko

Bosses:

  • Big Golem

Music Track:


Inner Quarters

This area is a harem where Count Dracula's guests may come to appease their sensual desires. Accordingly, it has a warm, tantalizing, and glowing atmosphere that is in contrast to the gloomy storm that seethes outside. Dim stair rooms with many windows rise vertically, and branch to more welcoming parts of the brothel. Many chamber doors can be seen, which presumably lead to where some can go to be in private.

The Inner Quarters are situated in an elevated location of Castlevania, and rest on the west side of the tower that comprises the Top Floor. The height of this area meets exactly with that of the Clock Tower, which is parallel to the Inner Quarters on the east side of the Top Floor. Nearly all of the enemies here are enticing women.

The Quarters have a sophisticated and mystifying atmosphere. Large windows present flashes from the turbulent electrical storm. Inside, sapphire-haired maids attend to this area, and perhaps serve their Master in more ways than one.


Within the Headhunter's inviting room, you'll find shelves lined with decapitated human heads, a comfy looking couch, and a hearth. It's a small effect, but you can see warm light from the fireplace shimmering on the floor before it.


The thunderstorm can be seen from the windows, but there are paths that will bare Soma Cruz to the raging tempest, if followed. Aria showcases jaw-dropping effects, and gives you the sensation of being totally exposed before the squall.


Aria uses the same mirror effect that was seen in Harmony's Sky Walkway. It is quite reminiscent of Castlevania Chronicles Hall of Mirrors.


Being surrounded by so many lovely gals, it is difficult to remain focused. But the beauties will strike when given the opportunity, so stay sharp, and don't be swayed by their appearance!

Enemies:

  • Persephone
  • Durga
  • Nemesis
  • Chronomage
  • Lightning Doll
  • Imp
  • Arc Demon
  • Witch
  • Valkyrie
  • Disc Armor
  • Curly
  • Kyoma Demon
  • Student Witch
  • Killer Doll

Boss:

  • Headhunter

Music Track:


Floating Garden

This section of Castlevania is an outdoor, nocturnal garden that is tenderly lit by the light of the full moon. At its base, there is a path of fresh grass and a hedge barrier with evergreens protruding upward. Behind the lush plants, you can see the walls of the castle, with a series of impressive arched windows looking upon the Garden. Carrying the floating theme, this area has different levels, which are reached by way of moving platforms that rise up, allowing Soma to venture along the higher structures within the garden.

The Floating Garden mainly gets its name from a progression of rooms that are suspended in mid air, floating around the castle's highest points. Through magical means, the garden at the bottom links to the rooms hovering above the castle. After entering these rooms, you'll be transported a great physical distance, yet still be in the same area.

The Floating Garden expresses enchantment with its gorgeous azure nightscapes. There's something very absorbing about fighting so hard against these abominations in such a tranquil setting, which is sequentially a part of a Demon Castle.


At the Garden's entrance, there is an exquisite fountain with a female statuette as the attraction. The mixtures of fine-looking architecture with lovely natural landscaping make for a very stunning area.


The floating ruins contain many treasures, but many deadly foes, as well. They're not to be traveled lightly.


This serene courtyard leads to a room that is seemingly impossible to enter.


Some of the monsters in the Floating Garden have the capability to turn their enemies to stone.

Enemies:

  • Cockatrice
  • Dead Warrior
  • Red Crow
  • Imp
  • Gorgon
  • Werewolf
  • Disc Armor
  • Golem
  • Manticore
  • Devil
  • Altair
  • Ripper
  • Kicker Skeleton
  • Bone Pillar
  • Mandragora

Boss:

  • Belmont

Music Track: