Castlevania II: Simon's Quest Areas



n his journeys, Simon will encounter various villages. Within, there are new weapons and items, Churches of sanctuary, and information from the local populace. It is best to thoroughly scour the towns for anything useful that you may need for your arduous questing.

The presence of active towns is quite a departure from Castlevania, which took place solely within the confines of Dracula's Castle. This opens up a spectrum of Adventure-like options for the player, such as conversing with NPC's and purchasing items. Take note that during night, all villages are devoid of activity, save for flesh-eating Zombies and Ravens.

Between villages are expanses of wilderness, which are inhabited by threatening monsters. The ghouls become more resilient at night, but drop hearts of greater worth, which serve as currency. Throughout Transylvania are Mansions that contain Dracula's Remains. These are usually well hidden and take ingenuity to uncover. Game days do not pass within mansions or inside town buildings.

Words of advice while traversing Transylvania are to keep your faith strong and your stake sharp. Use this guide to help you destroy forever the Curse of the evil Count Dracula.


Jova

The default town of Simon's Quest. You'll return here every time you put in a password to continue where you left off. Other than the deep waters at the base of the village (all the villages will have these obstacles), there is nothing to fear…at least, in the daytime. You will find Merchants who will sell you the White Crystal, Thorn Whip, and Holy Water. Interestingly enough, this town makes a cameo appearance as the first level of Dracula X: Rondo of Blood/Castlevania: The Dracula X Chronicles, but under Aljiba's name.

There are important errands to run in Jova before heading off in search of Dracula's remains. Get the White Crystal from a hooded man, and purchase Holy Water. You will need to save up your hearts in order to get both. Use the neighboring Jova Woods to gather funds.

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Jova Woods

This area east of Jova is the first stretch of wilderness that you're encouraged to explore. If you head west of Jova, you will be in the Belasco Marsh. That area is very perilous early on in your journey, so avoid it for now. The Jova woods connect the town of Jova with the Veros Woods, which lie beyond the fractured stone bridge.

Ghouls and monsters rove the wilderness outside of villages. Be prepared for the worst. They often relinquish valuable hearts when defeated. The creatures are empowered by the Night, so prepare for tougher battles after the sun sets, should you choose to remain in the wilds.

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Veros Woods

Undead that seek to prey on travelers abound in this green, forested region. It's no wonder the villagers stay within the sanctuary of their towns and lock their doors at night. Transylvania is truly in dire condition. Move as fast as you can to lift this terrible curse!

Besides Jova, the Veros Woods contain the first important destination in your quest - Berkeley Mansion. Be sure to have Holy Water and the White Crystal before entering the intimidating stronghold. Beyond Berkeley are more woodlands, which lead to Jova's neighboring town, Veros.

Beware the pink, poisonous mire. It will steadily drain the vitality of those that get caught in it. You'll need special leaves found in towns ahead before you can walk through it unharmed.

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Berkeley Mansion

This is the first of five Mansions hidden in Transylvania. You will encounter monsters that you won't find in the wilderness, and perilous traps. Beware the false floors that are placed in Mansions. It would be safe to use Holy Water to test the footing ahead of you to make sure Simon doesn't step through an illusion and be set back several steps.

Find the Merchant that is selling an Oak Stake, and then explore for the glowing orb that contains Dracula's Rib. You will need to strike the orb with the stake to obtain the treasure.

The White Crystal found in Jova makes it so you can see this invisible platform that will allow you further access into this Dwelling of Doom.

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Dabi's Path

This is a dim cave contaminated with monsters and poisonous sludge pits. Take care while traversing it. Be on the look out for the Sacred Flame sub-weapon. It's well hidden, but definitely worth a little extra spelunking.

There is a hidden sub-weapon in this dark cave. Be careful while looking for it, the monsters will swarm all over you.

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Aljiba Woods

This area looks just like Veros Woods, except there is a subterranean path that leads to Yuba lake. Underneath the lake lies the hidden Rover Mansion. In the forested region above, watch out for giant spiders that hang from the canopy overhead. This rather large wilderness connects Dabi's Path with the town of Aljiba, and a branching path reveals Yuba Lake.

There is more to this lake than meets the eye. Come here with the Red Crystal in your possession.

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Aljiba

Aljiba is home to the first of the oft-dubbed 'Crystal Knights', who will barter his blue crystal for your white one. Also at this stop is a Merchant selling cloves of Garlic. Be sure to buy some, as they will prove useful for revealing hidden merchants in Graveyards. You will also be introduced to Laurels here, which make you impervious to damage.

Aljiba is one of the larger towns in Transylvania. It is very important that you find the merchants that are hiding in the buildings.

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Camilla Cemetery

If you can pass the Veros woods, Dabi's Path, and Aljiba Woods alive, you will come to the town of Aljiba, where you must barter with a Knight to obtain a necessary item to access Rover Mansion resting under Yuba Lake.
To the east of Aljiba is Camilla Cemetery. This is where your eastward journey ends. You will come to a dead end in this graveyard, but there is an important stranger to meet here. Bring garlic to unveil this mysterious character.

You'll have to turn back and retrace your steps. You have come as far east as you can go at this point. It is now time to explore western Transylvania.

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Rover Mansion

Lying beneath Yuba Lake is the drenched Rover Mansion. Use this place to your advantage and stock up on hearts if need be. Be on the look out for illusionary walls. Remember, not all is what it seems.

Once you become accustomed to illusionary walls, navigating this Mansion becomes a bit easier.

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Belasco Marsh

After obtaining Dracula's Heart from Rover Mansion, return to where your adventure began – Jova. Stock up on laurels at the towns along the way. It is time to tread over the hazardous Belasco Marsh, the dreaded area that was once too perilous to traverse. Continue to the western side of Transylvania and you will find a huge body of water. The ferryman waits at the Dead River, and he will take you to Brahm Mansion if you show him Dracula's Heart.

Be careful while riding the raft across the Dead River. Violent Mermen will attempt to knock you off into the hazardous waters.

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Brahm Mansion

This is the resting place of another one of Dracula's bodily remains. The enemies are stronger, so stay on guard. Be alert to the many spike pits in this Mansion of terrors. If you can break through the blockade of monsters and traps, you will face Death – the first boss of the game.

There are many spike pits that will skewer an uncaring adventurer.

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Aldra

This large town is home to a variety of striking women who will tempt Simon to linger with them for a while. Time is one thing you cannot afford, so your main person of interest is a man who is intrigued by your Blue Crystal. It is prudent to stock up on Laurels and Garlic should you need them.

Aldra is a den of enticement. As alluring as the beauties may be, you haven't the time to indulge their pleasures.

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Sadam Woods

This area connects Aldra with Olden. There is a very dangerous path here that leads to the silk bag, which will enable Simon to carry more laurels and garlic.

The landscape is looking more gnarled up this way. Take the low road to find the Graveyard Duck, who will bestow a Silk Bag to Simon.

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Olden

Within this town is a merchant with the Morning Star whip, the most powerful upgrade you can purchase. As such, it is the only weapon that can be upgraded to the Flame Whip, the ultimate weapon of the game. Laurels are here for the traveler seeking protection on the dangerous path to Dracula's Castle.

An important upgrade for your whip is in this town. Don't miss it.

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The Jam Wasteland

The Jam Wasteland is very small, and ends with a seemingly impassable wall known as Deborah Cliff. Kneel while holding the Red Crystal to pass this massive natural monolith.

Time your jumps right, or Simon will be resting in Davey Jones' Locker.

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Bodley Mansion

Another stronghold to raid. Unlike the last Mansion, this one does not have a paramount guardian, but it is rather labyrinthine, so keep your wits about you.

The tricks and traps don't let up, and they'll only get worse along the way.

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Laruba Mansion

Laruba Mansion is protected by a huge poisonous marsh that precedes it. The only way to get past this wasteland is to have your Laurels handy. Inside are more hazards and ghouls waiting to claim Simon. Aside from the usual merchant that sells Oak Stakes, another soul roams these hallowed halls, and will freely give Simon more Laurels.

You have two main objectives here. The first is to attain the Magic Cross, for without it, you cannot gain access to Castlevania. Defeat Carmilla's Mask to obtain it. The second goal is to get Dracula's Ring – the last of his remains that you need for your arcane collection.

Before approaching Laruba Mansion, you must traverse a huge dam and the largest poisonous marsh in all of Transylvania. Without Laurels, Simon will never make it through alive, unless you get lucky and level him up while in the muck (thus replenishing his health).

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The Wicked Ditch

This area is to the east of Bodley Mansion. It leads to the town of Fetra. This region is dangerously close to Castlevania. The landscape is gnarled, dead, and more barren than ever. The monsters are more powerful, and the locals of these parts harbor great disdain for Simon, possibly because they blame him for unleashing this Curse when he killed Count Dracula in 1691.

Deadly flesh tearing Harpies strike from above. Make it to Fetra as fast as you can! Your hosts will be none too welcoming, but the accommodations are more hospitable than those of The Wicked Ditch.

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Fetra

You should find laurels and heal here, for there will be no other way to obtain these luxuries from here on. The townspeople hold a grudge against Simon Belmont for his deeds. Perhaps they have bore the brunt of the evil radiating from the Castle. Once you have recovered the Cross of Laruba's Mansion, make your way out of the last settlement before Dracula's Castle.

The people of Fetra are beyond reason. It's best to calmly leave and continue your quest.

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Fetra/Dora Woods

These woods are dried up and dead. They're inhabited by monsters strengthened by the proximity of the Castle. People have abandoned this area of Transylvania. The monsters have complete reign over this region.

The plant life seems to have trouble thriving this close to the Castle, but the monsters are more empowered here than anywhere else.

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Ghulash

This ghost town is at the base of Dracula's Castle. It has been abandoned save for a crazy man with an odd request and is the last town before the bleak ruins of Castlevania. All is deserted.

The only thing between this deserted town and Castle Dracula is the Vrad Graveyard. Set forth. It's time to put an end to this Curse. . . or die trying.

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Castlevania

Castlevania was laid waste in 1691 when Simon Belmont administered the finishing blow to Count Dracula. These ruins are all that remain. This is the place where Simon must resurrect Lord Dracula and attempt to slay him to save Transylvania, and more personally, his own life. This area is entirely desolate. Continue your journey deeper into the castle to reach the ceremonial chamber, and cross your heart. . .

Your destiny awaits just beyond this arched hallway.

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Beingthehero

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