Castlevania III: Dracula's Curse Stages

astlevania III: Dracula's Curse returns to the formula established by Castlevania. That is, linear stages with bosses waiting at the end. However, Castlevania III adds a key feature by including alternate routes. There are a couple different ways of getting to the Castle Keep, our target destination. After certain stages are completed, the road will fork, and you will have to choose which path to take, which determines the stages you will come across.
Along these different paths are characters that will offer to join you. You can take them or leave them behind, either of which affect the ending and how you're able to deal with situations, as each character has distinct abilities.
Another interesting point is that most of this game takes place in the areas outside the Castle, unlike the original Castlevania, which was primarily inside. Other Castlevania games have incorporated many of Castlevania III's innovations, such as Super Castlevania IV and Rondo of Blood. Let's take a look at the areas of this influential game.

Ruins of Warakiya
After praying to the cross, Trevor Belmont begins his fateful journey through a destroyed town. Ruins of once majestic buildings covered in ivy are everywhere. The path leads through several segments, including a church, its rooftops and jagged spires, and then into a housing district completely overrun by monsters. The final area is a graveyard where the bones of the Skull Knight wait for mortals to trespass through its territory.
There isn't a peaceful soul in sight. Trevor will need to storm this town to get to the path leading to the Clock Tower and Forest. This is an impressive looking area that continues unveiling new scenery to us.
Silhouettes of ruins rest in the far backdrop and ivy covered stonework occupies the front. There is something hauntingly beautiful about this scenery despite it being so ravaged.

For as much splendor as this church has, it does not last long. Climb to the top of the steeple to set off into the inhospitable night once again, but beware the bats on your way up.

Castlevania III introduces trick platforms to the series, which are utilized by Rondo of Blood, and Super Castlevania IV. Don't put too much pressure on them by jumping up and down, they will turn over and drop Trevor one level below, and possibly to an early death.

A dark town where monsters roam the streets freely. It's probably best to try not to think of what happened to the villagers. . . unless that will add strength and resolve toward stopping this madness and wanton destruction.

The final area is a graveyard where the dead rise and perversely walk a land they no longer belong in.

Enemies:
• Skeleton
• Bat
• Ghost
• Bone-Throwing Skeleton
• Bone Pillar
• Hunchback
• Zombie
• Medusa Head
Boss:
• Skull Knight
Map:
Music Track:
Clock Tower of Untimely Death
Following the north path leads to this clock tower. It connects with Dracula's Castle via a long suspension bridge, and it serves as a massive clock for the entire region. We saw a clock tower in the first Castlevania game, but it wasn't nearly as elaborate as this. Cogs, chains, and gears can be seen in the background, actively powering the huge device. Trevor will have to ride gears and pendulums to make it to the peak. There are also long pits and spikes waiting to claim unwary adventurers.
Because the bridge connected to the Castle breaks, a detour through a haunted forest must be taken to reach Dracula. As such, once you're done climbing the tower, you will have to go back down the way you came.
The clock tower is not far from the Castle, as a bridge connects the two. Unfortunately, once you get to the top of the tower, the bridge will mysteriously collapse.

This clock tower introduces many new features to the series and has become the measuring stick for clock towers to come. Aspects of this clock tower that have become standard include riding pendulums and contending with a flurry of Medusa Heads.

This stage sports a very impressive look and makes the clock tower in Haunted Castle, which has more powerful graphics, look very crude and simple in comparison.

At the top of the tower is an ogreish creature called Nasty Grant. In truth, this is a freedom fighter turned monster due to Dracula's Magic. If you can defeat him, you'll be able to free him of this terrible spell.

Grant DaNasty will offer to lend a hand in your quest as he has several scores to settle with Dracula himself. If you let him come along he will be very useful descending back down the tower with his acrobatic abilities.

Enemies:
• Knight
• Medusa Head
• Skeleton
• Scimitar
Boss:
• Nasty Grant
Map:
• Clock Tower of Untimely Death
Music Track:
Mad Forest
A gloomy forest where architecture rots and creatures go bump in the night beneath the shelter of a canopy of branches, vines, and leaves. It is not known what purpose the ruins of this forest once served, but lethal traps are affixed to some of the corroded remains. Large owls peek from the blackness of the woods waiting for prey to pass by. The higher points of the moss covered thicket are enveloped by a blanket of mist. Lightning and thunder illuminate the sky and rattle the landscape.
Sinister eyes peep from the shadows of trees as Trevor Belmont steps foot into an unwelcoming forest.

A large cloud of glistening mist covers some areas of this woodland.

A tall pine forest makes for a black skyline.

That spider is nearly the size of Trevor. What a horror that would be to see in real life.

A lightning storm rages, symbolizing the intense battle between the Vampire Hunter and Cyclops. If you can defeat this brute you will free Sypha Belnades, a powerful magician who will offer to join Trevor Belmont's party.

Enemies:
• Owl
• Blood Skeleton
• Bone Pillar
• Balloon Pod
• Gates of Death
• Spider
Boss:
• Cyclops
Map:
Music Track:
Murky Marsh of Morbid Morons
This is a marsh filled with dead tree husks and giant toads. A small portion of this stage is above ground, but the path leads into a dank and inhospitable subterranean cave. Mudmen spring up from the filth and come alive to attack, and the mud itself will try to pull Trevor under. This mucky area will lead to an eerie tomb-like cave.
A sticky, rotting marsh with violent amphibians that spring up from the depths of the gunk. It's a dirty job, but someone has to do it.

Inside the cave are seas of muck giving life to pathetic mudmen arising from its decomposing filth. Try to stay out of it when you can.

Pay attention to what's up ahead or bats may get sneak attacks on you.

If you stay in the mire too long, Trevor will be dragged down to his doom!

At the bottom of this haunted marsh is a massive bat. If you attack it, it will break into smaller pieces.

Enemies:
• Mad Frog
• Mudman
• Bat
Boss:
• Phantom Bat
Map:
Music Track:
Haunted Ship of Fools
An unexplained ghost ship materializes at the shore past the Mad Forest. If ridden, it will take the heroes to a lookout tower near Dracula's Castle. It's filled with the bones of the fallen, many of which are still walking and out to have anyone that boards the ship join them in death. The first half of the stage is spent exploring the rather sizable quarters of the vessel as it makes its way toward the tower. After defeating the gorgon, Medusa, the path continues to the deck of the ship and up near its tattered sails. In a lightly colored area are two coffins and a negative spirit that rouses the coffins' inhabitants to attack.
On deck of a phantom ship as it sails toward Count Dracula's Castle.

Don't remain on these platforms too long, or they'll take you under with them.

Medusa appears halfway through the ship in an aged room. She's given a full body this time, and a bow that shoots vipers as if they were arrows. Beware her star studded stare.

Back outside. Sword wielding dullahans and vicious ravens gather around large masts.

This is the wheel that steers the ghost ship. It's surprising that it has been left unmanned. Perhaps the ship itself has a mind.

Enemies:
• Dhuron
• Ghost
• Bone Skeleton
• Bone-Throwing Skeleton
• Raven
Boss:
• Medusa
• Mummies
• Cyclops
Map:
Music Track:
• Anxiety
Alucard's Cave
The scary theme music, spikes and traps, and exhibit of human remains should warn you that this is an area you're not supposed to be in. Should you dare work your way through this dank cave, you'll find the coffin of Alucard, son of Dracula. Before that, you'll need to deal with acid dripping from the ceilings, flaming ghosts, and deep waters. The Japanese version of this game displays the background with a reddish hue, while the American adds green tones.
The road in this stage will fork, and you'll be given the choice to continue through caves, or make way to the much flashier Atlantian ruins. If you choose the cave you'll encounter another Skull Knight, except this one is more powerful than the last.
The accommodations don't get much better after the marsh. The path leads us to an Indiana Jones style crypt.

Dying is certainly not a hard thing to do in this area. Watch your step.

Deep within the cave is a casket, and coming out of it . . . could it really be?

The mummies keep regenerating, so the only use in fighting is to build your points by killing multiples of them with sub-weapons, such as the cross.

This looks to be some sort of arcane alter.

Enemies:
• Ghostly Eyeball
• Mummy Man
• Fire Man
• Slime
• Ball of Destruction
Boss:
• Alucard
• Skull Knight
Map:
• Alucard's Cave 1
• Alucard's Cave 2
Music Track:
Curse Castle
This is a watch tower that serves as defense for Dracula's Castle. It connects with a bridge aqueduct that leads to the Castle. The interior of the tower is an overpowering red tone that hearkens back to the second stage of the original Castlevania game. This area is like a giant booby trap filled with treacherous paths that ascend upward, and it is easy to lose a step and plummet far below.
Spikes, unsteady footing, and collapsing towers try to claim the lives of Vampire Hunters at nearly every turn. And if it isn't one of those hazards, the sentries that guard this location will prove troublesome. Making it to the top of this tower is quite a feat, but don't rest on your laurels just yet. The Castle is very nearby!
This is very reminiscent of Castlevania's second stage in appearance, but that's as far as it goes. This stage focuses on ascension, rising higher into the night.

Get used to confrontations with enemies while on stairs. This will happen quite often. With careful timing and well planned attacks you should be okay.

The ground will abruptly disappear in this room, and you'll be forced to head for the high ground, or die. Sentinels will try to slow your progress. Short work can be made of them with Sypha's chilly ice spell.

This is a sticky situation. Wary maneuvering is needed to dodge the fireballs the many bone pillars release and make it up this long flight of stairs alive.

At last, the top of the tower. Don't let your guard down, however. The tower's guardian must be dealt with.

Enemies:
• Bone Pillar
• Winged Guard
• Knight
• Axe Knight
• Ball of Destruction
• Raven
Boss:
• Frankenstein's Monster
Map:
Music Track:
• Rising
Sunken City of Poltergeists
There are two water themed stages in Dracula's Curse, and this is the better. In fact, it is my personal favorite area in the game, for its visuals, level design, and music theme. The Sunken City is a mysterious area that is near the bottom of Castlevania, yet not quite inside the castle just yet. It features Greco-roman architecture alongside the usual gothic structures we're used to. It's somewhat similar to the Aquatic Ruin stage of Sonic the Hedgehog 2 in that regard. These strange buildings seem to be veiled by trees, and give the impression that this is some sort of hidden area of the region.
White Dragons are a recurring impediment, which makes sense, because the final enemy is the Bone Dragon King. You'll encounter this foe in a gold colored chamber of the ruins. After sustaining some damage, it will decide that a frontal assault may not be the best strategy, and before it retreats, it will cause a massive flood in an effort to drown our heroes. Work your higher and higher to stay above water. At the top of the ruins, you'll find Bone Dragon King ready for a rematch, and you must kill it for good before the water rises to the top.
This is a beautiful landscape featuring monuments and broken pillars rising from crystalline water. It is majestic even in its desecrated state.

It is quite curious what this place is doing near Dracula's Castle, but I always look forward to Atlantis Ruins stages. Like Chapels, they often showcase some of the best graphics from the games.

Mermen aren't the only enemies around here that are plentiful. Numerous White Dragons will get in your way.

The Bone Dragon King decides to make a stand at a large gold colored fountain, but this foe is more shrewed than most, and when it notices it can't win in a head on fight, it will try more devious methods of defeating you.

Hurry to the top of the ruins and defeat the Bone Dragon King before you become permanently waterlogged!

Enemies:
• Scimitar
• Merman
• Bat
• White Dragon
Boss:
• Bone Dragon King
Map:
Music Track:
• Aquarius
Moat Bridge of Peril
This gushing waterway is the only thing between you and the castle now. Be careful while traversing its currents. You must often force your way upstream while dealing with clever mermen that are hiding in the waters. Keep a sharp eye out for their shadows. They will try to sneak you. past the stream is a blue area of pillars and arches that is very reminiscent of Frankenstein and Igor's chambers in the original Castlevania. There is much peril, here, due to where the enemies are placed and the many pits throughout, so take care not to be forced into them by the opposition.
The last area of peril is a collapsing bridge that must be hurried across. Ravens will try to impede progress, so kill them as quickly as you see them. If you can survive all of this, you'll find a moat where two vile sea serpents wait for their dinner. If they knock you into the pool, it is all over.
Like a steadfast rock, Trevor's body fights the strong tide while Mermen swim stealthily in the waters waiting for the right time to strike. Black hearted ravens don't help the situation for the Vampire Hunter.

Sypha's ice spell can freeze the waters and the mermen within them. This will make going through this rapid channel much easier.

The backdrop is very similar to Castlevania's fourth stage. Pick and choose your moves well. One false maneuver is all it takes to get knocked down a pit.

Hurry across this collapsing bridge or all the progress you've made will be for naught.

The Water Dragons have a slightly different and more threatening look in the Japanese version of this game. They'll kill you just the same in both if you're not careful enough.

Enemies:
• Hunchback
• Skeleton
• Merman
• Raven
• Bone Pillar
• Axe Knight
Boss:
• Water Dragons
Map:
Music Track:
• Stream

























