Castlevania: Dracula X Areas

any things about Dracula X are directly or loosely based on the PC Engine title, Rondo of Blood, like stages, concepts, secrets, and so on. This game includes the idea of rescuing women, but unlike Rondo, only the characters Maria and Annet are hidden in the castle. Iris and Tera do not appear. Another concept this title borrows is alternate stages. Only the fourth and fifth stages have counterparts. Rescuing the girls depends mostly on events in Stages 3 and 4.
These areas may resemble some of Rondo's, but this is a whole new adventure. Let's see what Richter is up against this time.

Stage 1 – Burning Village

The once serene town is ablaze and alive with the dead. Skeletons, Bats, Zombies, and wavering Medusa Heads have seized the area and must be dealt with before leaving for Castle Dracula. As Richter Belmont, maneuver through scorched remains of the settlement, including city streets, the insides of battered buildings, and unstable rooftops.
The Behemoth chase from Rondo of Blood returns, except it's not in the Castle Entrance, but on a long road bordered by violent flames. Don't try falling through the holes this time. They won't lead to a secret basement or a Bone Golem, but to an early death. Once you come to the end, you'll meet a flame spewing Cerberus, who is no doubt largely responsible for the arson committed here.
The village is engulfed in walls of wavering flames. Dracula X immerses with heavy effects right at the start. Liberate this town while fighting to the groove of "Opposing Bloodlines".

You must weave in and out of buildings and soar on and off rooftops to dispel the evil from this once pleasant parish. The enemy has an advantage from seizing the high ground. The axe is a good equalizer, however. Keep an eye out for hit and run Vampire Bats perched on the undersides of ledges.

The main path is above, but it's good to go a little out of your way for a pot roast. If your health is maxed, you'll be rewarded 1,000 points, which puts you one nice step closer to an extra life.

The Behemoth rampages through this blazing lane. Stay one step ahead of the varmint with fancy footwork, but be careful not to fall down a pit.

Intensely hot azure flames tear the city to smoldering splinters. You may not be able to fix the unjustifiable destruction, but at least you can take out retribution on Cerberus, who seems to be leading this chaotic rabble.

Enemies:
• Skeleton
• Vampire Bat
• Ape Skeleton
• Bone Pillar
• Zombie
• Mr. Hed
• Medusa Head
• Behemoth
Boss:
• Cerberus
Music Track:
Stage 2 – Castle Entrance

Castle Dracula rests at the other side of a large body of water under a clouded sky. Before reaching it, you must cross a treacherous bridge, which is reminiscent of Rondo of Blood's Breaking Though the Front stage. Mermen will spring up from the water far below to harass you, but the biggest peril is the bridge itself. It's not very sound, so hurry across before it collapses and takes you with it. Be very careful, though; one tap from a Merman is all it takes to end Richter's life.
Past the bridge is a curtilage leading directly to the castle's halls, which are defended by Zombies and several armored warriors. The upper levels are the most fortified, as they're patrolled by Spear Guards stationed in very strategic positions. After breaking through their defenses, you'll arrive in another courtyard. Follow the brick path to a plaza where the Phantom Bat awaits its next meal.
Castlevania is on the other side of this large lake. You'll need to cross an unstable bridge and be quick and careful about it. Mermen are waiting to hop up from the deep and drag you down with them.

With bold conviction, Richter enters the Demon Castle to face a world of dread, save his lady love, and fulfill his destiny.

Welcome to Count Dracula's Castle. The first hall isn't so dreary this time around, showcasing a lovely blue with golden trim. I wonder where those doors lead.

The area turns a royal purple shade and amps up the defense with vigilant Spear Guards. Get used to these guys; they're one of the most annoying enemies in the castle.

The Phantom Bat stalks Richter among the open-air pillars above the hallways. Break through this nocturnal terror and continue looking for Annet. Be cautious, it has the ability to disperse into smaller versions of itself!

Enemies:
• Skeleton
• Vampire Bat
• Merman
• Zombie
• Spear Guard
• Skeleton Panther
• Were-Skeleton
• Peeping Eye
Boss:
• Phantom Bat
Music Track:
Stage 3 – Castle Center

It's time to scale the castle's large defensive wall. The problem is that it's bulwarked with spiked traps and Bone Pillars. Climb stairs and ride a series of floating platforms to reach its peak and head into a lobby.
This area is put together a bit oddly. Directly beneath the lobby is a moat area, which is something you would think would be near the bottom of the castle, not after climbing a tall wall.
Enemies will try to knock you off raft-like platforms for a one shot kill, so a simple Bat or leaping Merman can be a big problem. You can pick up a Stop Watch to slow the opposition down and make use of a conveniently placed Invincibility Ointment.
Past the gully is when things start getting really interesting. You must leap on the tops of sky-scraping pillars to reach the other side of the room. As usual, there are plenty of enemies trying to knock off challengers. The remarkable thing about this situation is you will not die if you are knocked off. Rather, it will take you to another stage.
Chances are you're not going to want that to happen, since you will not be able to rescue Annet or Maria if you plummet to the bottom. Be very careful and try to make it across the pillars without slipping. If you get to the other side, be sure to pick up the golden key in the last candle before the formidable boss – Dullahan.
There's some intense fighting to do on the wall of the castle. Pick your moves carefully while on the stair cases; they limit Richter's mobility considerably.

This is very reminiscent of the fourth stage from the original Castlevania on the NES. Bats and leaping Mermen will try to knock Richter off the platform. Strike the enemies at just the right time or you'll be sunk.

There are cherished treasures hidden in these creepy halls, and they don't often get more valuable than the rare 1-up.

Hopping on the high columns among the arches and chandeliers is the climax of this stage. Before proceeding, always make sure the coast is clear. One impetuous move is all it takes to completely change the course of your adventure.

If you make it through without falling, be sure to pick up the key before the Dullahans chamber; you need it to rescue Annet and her little sister.

Enemies:
• Spear Guard
• Vampire Bat
• Merman
• Bone Pillar
• Axe Armor
• Medusa Head
Boss:
• Dullahan
Music Track:
Stage 4 – The Abandoned Mine

The adventure next leads to a sub-terrestrial mine that doubles as a dungeon. This is one of the most difficult parts of the game. If you have that key and want to use it to rescue Annet and Maria, you must absolutely not die in here. That's much easier said than done, because this place is a deathtrap.
Enemies will have an early advantage being placed in high positions where you won't be able to hit them, but they can still hurl bones at you. They're waiting near a crucial stair case, so making it up to their position without suffering damage is tricky. You definitely want to keep your health meter as high as you can at this time. Patience and precise timing is key.
Once the initial halls have been conquered, you'll enter a cave with colossal stalactites in the background. Armor Lords will quickly charge, crushing traps will often obstruct the path, bats will not stop coming in from either direction, and spike pits are waiting to swallow the unfortunate. You're going to need to reach down and give it everything you've got, here. Remember, you must stay alive, if not for your sake, then for Annet's.
It doesn't get too much easier after that. The vertical area beyond has a dumbwaiter system that lifts small mine containers. You must ride these to get higher into the cavern, but several ghosts will swarm Richter, proving to be a great nuisance. Whatever you do, don't miss the door on the right side. It's imperative that you stop there and use the key to open it and save Maria, who waits inside. Thankfully, she will replenish all your lost health.
The trials still haven't ended. If you manage to make it out the vertical shaft, you'll come across another hall with spikes and crushing traps. This time, Flea Men and Red Skeletons stand to oppose you.
The only good thing about this situation is there is no boss to contend with. Once you reach the end, head to the door on the right side and toward Annet. If you died somewhere along the way, you'll be forced to the left path, where you'll face the Minotaur.
The Mine is particularly heavily defended. Your will to survive is going to have to overcome the terrible odds that have been dealt you. Don't take your health for granted, everything counts here.

This passage is about as bad as it gets. Whatever you do, don't miss the pot roast placed directly under a crushing trap. You may take damage getting it, but it's worth it. If you can't afford taking a hit, pass it up and do your best to make it to . . .

Maria! If you reach the young girl then the worst is over. She will refill all your lost health. You still need that key, so you've got to stay alive for Annet.

These ghosts are all over Richter like a bad suit. Don't waste time fighting them. Hurry and get out of here.

It's not over yet. You're at the final stretch. You can't die now, or it will all be for naught.

Enemies:
• Skeleton
• Vampire Bat
• Zombie
• Bone Pillar
• Peeping Eye
• Axe Lord
• Red Skeleton
• Flea Man
Boss:
• Minotaur
Music Track:
• Cemetery
Stage 4' - Catacombs

If you fall off the columns in Stage 3, you will descend to a marshy cave filled with pillars and Mudmen. The sludge will slow Richter down and attempt to drag his soul to the great beyond, so try not to stay in it for too long. There are platforms that will flip over if you leap on them. These can make for delicate situations, since bats like to come in from both directions. Still, try to keep from jumping up and down.
Eventually, the area becomes an underground cemetery with an eerie green glow. Anguished spirits of the dead influence the sludge, causing it to froth violently and producing ghosts to form within it. Richter will have to get dirty and pass through the large body of muck to make it to the Necromancer, the formidable guardian of this dark crypt.
This unflattering gutter is where you'll be if you fall off the pillars in Stage 3. The upside is that this place isn't nearly as challenging as the Abandoned Mine. The downside is that both Annet and Maria won't survive, even if you manage to slay the Count.

Apply too much pressure on these delicate platforms and you'll find yourself wading through a sea of bubbling sludge.

A Paranthropus. This is the only one you will see in the castle. In Rondo, this giant skeleton guarded a spiring chapel. Here, he's been relegated to crap duty inside a mucky cave.

Try as you might, you're eventually going to have to get dirty. Sink low enough into the sewage to avoid getting poked by ceiling barbs, but don't go too low or it will consume you.

A dark sorcerer who reanimates the dead is the guardian of this grotto. Defeat him to rise back to the surface and get a breath of fresh air.

Enemies:
• Skeleton
• Vampire Bat
• Mudman
• White Dragon
• Paranthropus
• Ghost
Boss:
• Necromancer
Music Track:
• Cemetery
Stage 5 – The Outer Wall

The area begins in a dark pine forest where Giant Bats drop Flea Men to spring around and harass you. Climbing the castle's parapet isn't easy. The platforms are very insecure and will collapse under Richter's weight. Ravens will strike from above to make your life even more difficult. It's good to have an axe to ward them off.
Once you reach the apex, you'll enter cherry wood lined lobbies filled with armored knights. This area is somewhat suggestive of Rondo's section of the Clock Tower with the Sword Lords. Take your time with each enemy. Defeating the partisans will take endurance, but haste makes waste in this situation.
Afterward, it's back to the outside to traverse the top of the wall. Across the way awaits the Lycanthrope. Be careful, he's a bit tougher this time around than he was in Rondo of Blood.
This stage begins in a stockade. Try to bring the axe with you; there are a lot of aerial foes and enemies that are perched above you.

In a dark thicket, Giant Bats attempt to bomb Richter with pesky Flea Men. Strike them before they get a chance to touch the ground.

Be very observant while ascending this wall. The platforms cannot support Richter's weight for too long.

Sword Lords galore. Spar with precision against each defender to get past this segment with a respectable amount of health.

The Lycathrope waits in a series of structures surrounded by pines. Show him goodwill and free him from his plague, even if saving his soul comes at the cost of his life.

Enemies:
• Axe Armor
• Vampire Bat
• Giant Bat
• Flea Man
• Raven
• Sword Lord
• Skeleton Panther
• Were-Skeleton
• Axe Lord
Boss:
• Werewolf
Music Track:
• Opus 13
Stage 5' – The Hidden Springs

Concealed deep beneath Dracula's Castle is an edifice of waterworks, colonnades, and buildings fashioned in a Grecian style. Sparkling water flows through the channels of this subterranean city where Annet is being held. This is where making it through the Mine with the key will lead you. Now you can finally pick up another sub-weapon.
There's some very deadly platforming to do here. Platforms zoom from left to right and up and down at a quick pace, and you must leap on them at the right time.
One of the heavily defended rooms in this shrine will start flooding, and you must hurry to the top before you're sunk, but beware the White Dragons and other menaces that will try to slow your ascension.
Once past the deluge, you'll see a fountain gushing water. Destroy it and the water in the room will sink, exposing a path below. Follow that path and you will eventually reach your lost love, Annet. Once she is finally rescued, continue along the top of a long aqueduct to reach the Water Dragon. With Annet and Maria to safety, your only goal now is to destroy the Count.
If you made it through The Abandoned Mine without dying and unlocked the door near the end, you will arrive at this buried water source. Annet is here; save your dear one from the terrors of Castlevania.

Demon possessed water globules make tough platforming even tougher. Look alive, Vampire Hunter!

The chase against rising water is going to be hectic, but if you can retrieve the invincibility ointment that is available on the way, it will lessen some of your problems.

At last . . . Annet. Now you can finally get her out of the castle and ease yourself from the worry of her being harmed. All that's left now is to slay the Dark Lord presiding over the Demon Castle.

The battle takes to the ridges of a long aqueduct.

Enemies:
• Merman
• Vampire Bat
• Peeping Eye
• White Dragon
• Raven
• Red Skeleton
Boss:
• Water Dragon
Music Track:
Stage 6 – Clock Tower

One of the most treacherous areas of the Demon Castle is the Clock Tower. Richter arrives at the side of a mountain, which must be escaladed before reaching the insides of the mechanical jungle. This is another good time to have the axe at your side, since Ravens will attack you while you're on restricting stair cases.
You'll encounter very precarious situations within the obelisk. When in doubt, use an Item Crash to make things a little easier. Spear Guards will be near the top of your worries list. It's really not just the stair cases that are hard to navigate through, but also the spinning cogs and moving platforms. Those, along with non-stop bats make for a dreadfully hectic situation.
The toughest platforming in the game is probably in this stage. If you can get past it and reach the top of the tower, you'll face either Death or Richter's lover, Annet, depending on whether you saved her earlier or not.
Rely on your Item Crashes to see you through the tough spots.

There are rows of descending platforms. You can bypass most of them, but if you head to the rightmost end you'll find a pot roast. Grab the meaty dinner if you need it, want the points, or like getting all you can out of these stages.

The inside of the great clock is a busy place. Gears turn and pistons churn. Spear Guards, stairs, platforms, cogs, and Medusa Heads are going to make getting to the top quite a challenge.

Moonlight beams through the door leading to the face of the clock. Before you step out to meet whatever horror waits, pick up that 1-up in the wall.

There are varying situations here. If you saved Annet, you will face Death. If you did not save her, you must battle and slay her yourself when she transforms into the Skull Sorceress.

Enemies:
• Red Skeleton
• Vampire Bat
• Raven
• Bone Pillar
• Spear Guard
• Axe Lord
• Medusa Head
• Ghost
Boss:
• Skull Sorceress
• Death
Music Track:
Stage 7 – Castle Keep

This shadowy lair is the highest point of Castlevania, and the personal quarters of the immortal Count. The darkened halls aren't too lengthy, but they're secured by powerful foes, and there are some clever traps to untangle along the way. Once you reach the Count, you're in for the fight of your life. Hold fast, and whether she's alive or passed on, don't disappoint Annet.
Though this is an awesome scene, it is a huge anomaly. Do you see Dracula's keep resting against the bright moon? Isn't that where we're supposed to be right now? Oh well, great mood nonetheless.

As soon as you step foot in Dracula's quarters, you're greeted by the undead. The area is short and lightly defended, but there are still a few obstacles before the ultimate confrontation.

In a vertical area with rising platforms, there's a 1-up discreetly hidden in a wall on the left side. Pick it up. Now's the time you may need it more than ever.

The final hallway before the Throne Room. Pray for strength. Hopefully you saved Annet and Maria. If so, you can rest assured that they're safe, even if you don't come back from this battle.

The engagement with the Vampire takes place on elevated platforms, and it's a long way down. Dracula is incredibly powerful; so keep your faith strong.

Enemies:
• Zombie
• White Dragon
• Were-Skeleton
• Bone Pillar
• Spear Guard
• Medusa Head
Boss:
• Dracula
Music Track:
• Den

























