Castlevania: The Dracula X Chronicles Areas

astlevania: The Dracula X Chronicles takes a nod from Castlevania III: Dracula's Curse in that there are extra stages mixed up among the more linear route. From Stage 1, you may charge headfirst directly to Dracula's Castle, or tour the bridge outside of it, and take in the expansive haunted countryside around the fortress. From all the extra stages it is possible to resume the original route, meaning that no adventure has to be the same.
The variety of the stages is quite impressive. Almost all have several branching paths within, some diverting to areas you may never have seen on your first play-through, while some contain interesting secrets and bonus content implemented exclusively to Dracula X Chronicles. While the game has its share of traditional areas, like the ever-recognizable Entrance Hall, several of the stages provide exciting new locales, like the adrenaline-pumped ride down the mountain rapids.
The so-called "2.5D" graphics that Dracula X Chronicles boasts add an unprecedented level of detail to the previously 2D Rondo of Blood. While Rondo of Blood had impressive visuals for its time, Dracula X Chronicles takes it even further. Locales like the Clock Tower feel alive, with such remarkable details like the massive swinging pendulum, or seeing shattered stairways and gaping holes giving way to the forest at the Entrance. While merely graphical updates of what Rondo of Blood already presented, the breath of life injected within the stages proves that the series still knows how to impress players with such breath-taking gothic- and this time, natural- beauty only Castlevania can pull off.
Stage 0: Prologue
Rushing along the forest path atop his carriage, Richter Belmont hastily makes his way to the town of Aljiba. The silence of the seemingly subdued forest is broken by an unexpected guest. . .
Stage 1: Dinner of Flames
This is a recreation of the starting town from Castlevania II: Simon's Quest, except the entire village has been reduced to a burning inferno. All of the inhabitants seem to have fled the onslaught of Dracula's forces that are now destroying everything in their path. Skeleton Apes swarm the buildings, while Golems wreck havoc on the streets. Beware the path leading up to the Castle gates, as a winged guardian will see that you never make it inside. There is another path that leads through a building, and will connect with an enormous bridge that stretches across the water.

Music Track:
God, Grant Me Strength
With the skies darkened and the rain gradually building up, it doesn't take a wise man to tell you are about to enter the proverbial belly of the beast. The moment you set foot into the courtyard leading to the drawbridge, you are never safe. Crows hungry for human flesh will swarm you, and skeletons will throw their own bones to try to impede your progress. Inside, much of the entrance has a derelict feel to it, with tattered curtains and collapsed floors. Zombies constantly traverse the ruinous hallways, while Peeping Eyes keep steady watch of the grounds. Remember: just because the Behemoth is too large to fit through a door doesn't mean it won't make its own.

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Stage 2': Breaking Through The Front
Don't be fooled by the bright and sunny background- Dracula's undead minions are out in force scouring the bridge. The bridge itself is crumbling in areas, and seemingly decorative gargoyles spring to life to attack. Should you fall through an opening, there's a chance you'll plunge to your death to the mermens' delight, or just maybe you will encounter a helpful fellow who will guide you to a new destination. . .

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Stage 3: An Evil Prayer Summons Darkness
Dracula's Castle as home to a chapel may seem odd to some given the landlord's heretical ways. But this is no holy sanctuary of peace; Spearmen stalk amongst the pillars, and skeletons swing near the ceilings. The Chapel is decorated with the usual stained glass windows that peer out from the shadowy backgrounds, and ornate statues hang from walls. Though the effect is magnificent, the sinister monster lurking in the unholy monastery gives a chilling atmosphere. The Minotaur lies in ambush to make your life miserable.

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Stage 3': Releasing From The Thirst For Blood
Weather-beaten gravestones and shattered ruins overgrown with vegetation dot the landscape of this haunted cemetery. It is wise to investigate some of the hollowed out caverns, for they are known to be perfect for hiding away forbidden secrets. The terrain serves as an enemy within itself, as pools of murky earth give rise to Mudmen, who mindlessly slog toward you. A jumble of chains hoist massive spiked globes- striking them may reveal a new path.

Music Track:
• Cemetery
Stage 4: Atop Countless Terrors
The castle's prisons are home to unspeakable terrors long sealed away. Skeletons washed with blood have never enjoyed the peace of death, forever reviving no matter Richter's efforts. The top floors are no better- the many traps may spell a pointy end for our hero. Bone Dragons patiently lie in wait to consume the next human, while crazed fleamen hop amongst the spikes. Should you make it out in one piece, marvel at the beautiful inner sanctum of Castlevania, but make it quick- fleamen love to ride boulders down the stairs just to see what they can smash.

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Stage 4': Fortress of the Water Dragon
Frightened of water? Get used to it - careening down the zigzagging rapids is the quickest way to reach Dracula. Battle past the foul toads and crows that occupy the marsh, and take your choice of raft- one smashes just as easily as another on the rocks below. Or move along to the rope bridge instead. The skeletons there are so bored they're swinging around to snatch prey. The strange frog statues may be the key to something. . .
Should you be courageous or foolish enough to ride the raft down the mountainside do not think you have evaded danger completely. Skeletons with a penchant for harpoons will follow to do battle. Eagles swoop in, but are they hostile or benevolent? Striking the boxes they hold may provide you with some badly needed weaponry.

Music Track:
• Slash
Stage 5: The Devil Flies By Night
Perhaps the pirates that commandeered this vessel would not have sailed so soon had they known its cursed fate. The crashing waves rhythmically sound across the seas while the decks are teeming with undead skeletons. Floating ghost skulls rise from the drink and seek living flesh. The ship's interior contains strange secrets, but even these are possessed by the tormented dead. That giant painting may look beautiful, but it holds an evil will that can deliver one to the gates of afterlife in one fell strike.
Fight your way back to the deck, and ward off fleamen riding their goose steeds while going head to head with living armors that will love to bash your brains out with their giant chains and iron balls. Climb the mast to greet an old acquaintance in the dark blue night. . .

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Stage 5': Wandering
These forbidden ruins are a test for warriors willing to brave any perils or face any enemies. Hordes of bats greet your arrival in courtyard, as well as skilled skeletal swordsmen. Much of the area has sunken into a body of water, meaning you will need precision when ducking and weaving across the floating ruins. The sheer amount of well-placed enemies and steep difficulty means that only a true Vampire Hunter will have the resolve to face the boss- though that is no guarantee that such a Hunter will survive that encounter. The Hydra, a feared serpent of ancient lore that brought the most hardened sailor to cower in fear, stands as the final obstacle. Strike the belly of the beast unless you desire to come all this way to be a midnight snack.

Music Track:
• Red Dawn
Stage 6: The Nightmare Reborn
Dracula's wicked priest, Shaft, resides within this small chamber. He has a hate-filled heart second only to Dracula's. Rather than confronting Richter outright, he summons a gauntlet of old foes previously destroyed by Richter's legendary ancestor, Simon. Once these creatures have tasted the wrath of the Vampire Hunter, Shaft himself will commence the battle anew with his array of spells and chaotic orbs.
Stage 7: Hear Now The Requiem of Blood
The ever-moving mass of cogs and chains within the Clock Tower serves as your only way to reach Dracula's chamber. Dash across the crumbling bridge leading to your destination, but pursuing bats present a major threat when on such unstable footing. Within the tower Harpies take flight, hoping to knock you off the perilous gears, while liquid skulls bubble up from the frothing water powering the machinery. Richter's betrothed is imprisoned here somewhere. The question is, where? And judging by all those small rooms and crawlspaces, there are more than enough places where a fake could be lying in wait. . .
Past the main bulk of the Clock Tower lies the inner sanctum. Despite the roomy atmosphere, the danger here is as great as before. Massive Victory Armors wield enormous swords with ease, ready to defend their lord to the death. Speaking of death, even that is not enough to keep back a familiar face from summoning old friends who would like to take a bite out of you.

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FINAL STAGE: Bloodlines
At last, the stairway leading up to Dracula's throne. If you feel brave enough to stare down the Dark Lord, charge into the Keep and prepare for the battle to determine humanity's fate. If you feel that caution will ensure you prevail, investigate the phantom stairway near the keep's entrance; at the end of the stairs, jump forward while holding up. Here, you will find money and a couple of special items. Choose wisely between the Holy Water and Cross sub-weapons- depending on your preferences, either could be the difference between life and a slow, bloody death.























