Castlevania II: Belmont's Revenge Stages
astlevania II: Belmont's Revenge is very different compared to most Castlevania games. It has linear stages like many of the others, but the first four can be played in any order. There is no advantage to playing any before another.
The four stages are castles that have an elemental theme. There is Crystal Castle, Rock Castle, Plant Castle and Cloud Castle. Each Castle has a spirit that materializes as an orb when the boss guardian of a castle is vanquished. The spirit cannot be obtained. It floats away and won't be seen until Castlevania emerges.
When all four castles have been completed, Dracula's Castle rises from a lake. There are three stages within it that are played in a fixed order, but the third is very short, and only serves as a setting for the final battle.
Now, we look into the atypical areas of Castlevania II: Belmont's Revenge.

Crystal Castle

A castle composed of shining crystal spires and walkways that are partially under water. Water gushes from the mouths of statues. When the statues' eyes blink, the currents will change their directional flow. Be careful not to fall into deep water. Christopher has problems swimming.
This area is evocative of the Sunken City of Poltergeists in Castlevania III: Dracula's Curse. There are Mermen that leap from the deep waters to hassle Vampire Hunters and similar architecture, though the water currents are reminiscent of Castlevania III's Moat Bridge of Peril.
Many of the stepping stones in this stage will break under pressure if Christopher stands on them too long. Waiting at the end is Darkside, a vile sorcerer that will manipulate the elements in an effort to keep Christopher from obtaining the spirit ball of the Crystal Castle.
Unexplained buildings rise in the obscured distance and the area is partially submerged in water. Mermen sometimes swim in the currents that Christopher must wade through in hopes of landing sneak attacks.

The punaguchis from Castlevania: The Adventure return. Their attacks aren't nearly as swift and hard to dodge as before.

Another aspect similar to a scene from Adventure is this wall of spikes that rushes toward Christopher. Descend the rope quickly by pressing A and down to keep from becoming a Belmont kabob.

These fragile crystals cannot support Christopher's weight for too long, so don't make yourself comfortable.

A weather wizard waits at the end of this stage. Attack his crystal heart to do him in.

Enemies:
• Merman
• Bat
• Big Bat
• Punaguchi
• Knife Lizard
• Rolling Eye
• Octo
• Raven
Boss:
• Darkside
Map:
Music Track:
Rock Castle

An earthy structure of dark halls and perilous traps teeming with mudmen and wretches hiding within its cracks. There are odd engravings on the walls. Many barbed traps abound so take care not to be skewered by poles that you need to use as platforms when they jut out at you. Further in, darkness loving pill bugs occupy an area with stalactite ceilings. Keep the candles glowing in these dark chambers so you can see, and also to keep the worms asleep. When the lights are out, the bugs awaken and attack.
Giant spiked apparatuses have been affixed to some of the ceilings. Take care not to let these end your journey. Work your way deep into this stony structure to meet its formidable guardian – the Iron Doll.
Forgotten etchings have been made on the walls. There true meaning is left to mystery.

Peculiar creatures make their homes in the nooks and cracks of this castle. They appear fiercely territorial. When you go through their area, expect a fight.

These spiked platforms take careful timing to use correctly. These are another feature Belmont's Revenge borrows from Adventure.

If it becomes dark, you will not be able to see pit falls that divide the ground, so don't give into the temptation of hitting illuminating candles to get their items in rooms where you see pill bugs.

Be sure to check edges for treasures. Little treats speckle the landscapes of Belmont's Revenge, and are waiting for thorough explorers.

Enemies:
• Madman
• Undermole
• Bat
• Punaguchi
• Knife Lizard
• Rolling Eye
• Mollusk
Boss:
• Iron Doll
Map:
Music Track:
Plant Castle

This botanical nightmare is made up of cylindrical pod-like structures. Extremely overgrown flowers can be seen fluttering in the backdrop among drifting pollen and spores. Flimsy bridges serve as walkways. There are often two routes to take in this castle, either a high or low. The high ones are on suspension bridges with rolling eyeballs that explode when attacked, thereby taking a piece of the bridge with them. The low paths are usually guarded by punaguchis.
There's a lot of climbing to do here, sometimes while contending with monkey-like skeletons, and other times you must use the silk from massive spiders as ropes to get past giant gaps in the floor. The boss is a duo of humanoid goat and ram statues called Kumulo and Nimbler.
Giant plants are seen moving about the background. Hopefully, they are not predatory.

If you attack the eyeballs with the whip, they will let off a blast that creates gaps in the bridge. Use Holy Water and save yourself some trouble.

Skeletons have learned how to climb ropes, too. They will try to thwart your ascent in the Plant Castle with monkey tactics.

There are instances when the web lines of gargantuan spiders must be used as ropes.

The area on the bottom floor is overgrown with some sort of writhing weeds that will not harm Christopher, but will slow him down considerable.

Enemies:
• Spider
• Rolling Eye
• Bat
• Big Bat
• Punaguchi
• Undermole
• Octo
• Rope Skeleton
Boss:
• Kumulo and Nimbler
Map:
Music Track:
Cloud Castle

A castle so up high it is within the clouds and reaching further toward the heavens like the peaks of mountaintops. The entrance has great windows looking out to a hazy landscape. Large flames are mounted on their tops. Dangerous rope climbing waits further in the stage. Many of the ropes are connected to barbed ceilings at the top, and at the bottom, they have massive spiked balls. Do not hang on them too long, or they will rise toward the spiked ceiling, pulling Christopher toward a thorny situation. With all the ropes and spikes, it is easy to think back to Castlevania: The Adventure's third stage. The Angel Mummy awaits you at the end of this high flying fortress.
From the windows you can see how high up the Cloud Castle is. It rests higher than the clouds and mountain tops of Transylvania.

The Cloud Castle is riddled with spiked traps. These are the main hindrance in this area, not so much the enemies.

Ropes and spikes. As good as this is, it can't stand up to The Adventure's innovative third stage.

Pullies with spiked wheels connected to them change the directions the ropes are going periodically, and you must stay on your toes and use the ropes' flow to make it to the top and resist getting pulled into a prickly trap.

Even if the graphics are simple, there is still quite a bit of imagination put into them, like in this scene. Those structures in the background make me think of Curse of Darkness' Tower of Evermore.

Enemies:
• Zeldo
• Raven
• Bat
• Big Bat
• Punaguchi
• Knight
• Octo
• Knife Lizard
Boss:
• Angel Mummy
Map:
Music Track:
Castle Entrance

The four castle spirits have made their way to Dracula's freshly resurrected Castle. This area begins outside with a series of cavalier statues before reaching the Entrance. Crows and Zeldos stand guard of the front walkway, and once you're past them, spikes, moving platforms, and ropes test you on the inside. Finding Soleiyu won't be easy. Instant death is around every corner with all the pitfalls. Weapon stealing punaguchi cannons are placed in strategic locations to add to your woes. Near the end, stones give way to some sort of organic looking area where you meet the clever Bone Dragon King, who has returned to get revenge on the Belmont Clan, and he's just as tricky as he ever was.
Some of the best graphics are showcased when you reach Dracula's Castle. In this scene, large statues of cavalry men look upon the action as Christopher busts through Dracula's front door.

Traps and tricks from past levels unite in Castlevania, but the intensity has been turned up a few notches. Be careful.

Don't forget to keep searching environments for handy treasures. This pot roast came from the ceiling.

Punaguchis are placed in areas where they will ambush you, so try to be ready. In this scene, right when Christopher enters the room via rope, a ceiling mounted Punaguchi is lying in wait.

Bone Dragon King has always been a shrewd foe. Just like Castlevania III: Dracula's Curse, the only vulnerable area on this beast is its head.

Enemies:
• Zeldo
• Raven
• Bat
• Big Bat
• Punaguchi
• Knight
• Rope Skeleton
• Madman
Boss:
• Bone Dragon King
Map:
Music Track:
The Chapel

High into the Castle rests the Chapel -- a series of lofty rooms with incredibly tall and elaborate windows. Careful maneuvering is needed to avoid plummeting to the bottom. Platforms are suspended in mid air, many of which are moving, so time your jumps carefully. Crows are perched near tall pillars waiting to knock you to your doom.
This is more or less the final stage. Elements of past stages make their way in, such as the ceiling mounted spike crushers from Rock Castle, the fragile stepping stones of Crystal Castle, the giant spiders whose silk must be used as ropes from Plant Castle, and the pulley rope traps from Cloud Castle. Though we've seen these ideas before, the traps are cleverer than ever. At the upper east end of this wing you will finally find Christopher's son, Soleiyu, but all is not as it seems.
This is one of my favorite stages in the Castlevania series. I'm fond of the regal air and how everything seems aloft. I also have an affinity for Claude Debussy's "Passepied".

This time Punaguchi's are mounted on moving platforms. Despite their orbs being slow moving, when they are on mobile platforms, and you have limited maneuverability on a rope, they can be worrying.

The traps get deadlier as you move further into the Chapel.

Even more valuable and rare than meat is a 1-up. This one takes careful timing to nab.

This lobby is the last room to Soleiyu, Christopher's lost son. Though . . . there is a strangely ominous feeling. . .

Enemies:
• Zeldo
• Raven
• Bat
• Big Bat
• Punaguchi
• Knight
Boss:
• Soleiyu Demon
Map:
Music Track:
• Passpied
Master's Chamber

High in the mist, giant skeleton reapers kneel, heralding the approach of the Master of the Castle, Count Dracula. The four Castle Spirits have congregated to this area, and Dracula will use their power to make himself whole. This is the place where Dracula and his old enemy, Christopher Belmont, will finally settle their feud for good.
This supernatural lane leads to Count Dracula's personal quarters. This is the final stretch before the ultimate confrontation, so steady yourself.

The final battle. There will be no running, no cowardice, and no tricks. This is a battle of courage and honor.

Boss:
• Dracula
Map:
Music Track:

























