Castlevania: Harmony of Dissonance Areas

armony of Dissonance hearkens back to Symphony of the Night in some of its castle areas. Influences from its PlayStation ancestor are very evident in places like the Chapel of Dissonance, with its blazing clouds in the sky, utilizing the scrolling effect similar to SotN's Royal Chapel's sky background.
HoD presents the idea of the Castle having two spirits; one Chaotic and spiritual, and one that is Earthly and more natural. Juste can only access all areas of the Castle by traversing through multi-dimensional portals to enter the Chaotic Castle's realm, and open up previously inaccessible places in the Earthly realm in that dimension.
The Castle's environments will transform to signify which dimension of the castle Juste is in. Most often, the Chaotic realm will display much more grays and reds, broken architecture, and also transition more incongruously from one room to the next.

These are the complete maps of both forms of Castlevania. Red squares indicate Save Points, while yellow designate Warp Points. Though they may seem identical from viewing these crude charts, it is only upon exploring each Castle's innards that you will discover some stark differences.
Castlevania: Harmony of Dissonance has one of the most deviant castles in the series. Join me, won't you, as we take close consideration of the vicinities that comprise Castlevania?
Entrance

You begin Castlevania: Harmony of Dissonance outside in the rain on an overpass thoroughfare. Crossing the drawbridge takes you into a lobby that leads to a long Zombie infested foyer. This part of the Castle is gracefully adorned in a grouping of styles that is reminiscent of both Castlevania (NES) and Castlevania: Symphony of the Night. Large windows reveal a coniferous forest outside, along with lightning. The Entrance also has a vast room that rises vertically and is secured by Skeletons and Spear Guards. This can lead you either to the Marble Corridor, or to a gateway that can take you to this area's unearthly counterpart. Or you can take the lower path, which descends into the deepest bowels of the castle.
The Demon Castle looms ominously as it welcomes its guest.

A mysterious creature that watches from the outside is observing Juste's activities.

This terrace bares Juste to the stormy night, and the Carpathian Woods, which it engulfs. Take note of the hanged man in the backdrop. The Soul Orb Relic once drifted quietly in the center, waiting to be claimed.

At the end of a vestibule, a peculiar painting of the Vampress Carmilla and her mask are displayed in esteem of the Countess.

The Entrance also has a lookout tower high in the mist. The haze is reminiscent of some of Super Castlevania IV's areas.

Enemies:
- Zombie
- Skeleton
- Bat
- Spear Guard
- Feather Demon
- Spriggan
- Clear Bone
- Liquid Bone
Music Track:
Maps:
Marble Corridor

Enemies of many different sorts guard these halls, some rather dangerous ones. This area is home to many nice items for adventurers that are willing to hunt for them. The Marble Corridor is primarily a pallid area that bears some of the same traits as Olrox Quarter's from Castlevania: Symphony of the Night, such as the series of verandas that lie in the backdrop. It is a place quite comparable to an attic. The colors are grim, and most of the rooms seem to be for storing certain items.
The hallways are decked with frayed paintings, elaborate windows garn-ished by amethyst trim, and ghastly skeletal warriors. The dash ability is useful when avoiding reprisal attacks.

Large lavender daises can be used as support as you climb the larger chambers of the Marble Corridor, which serve as assembly rooms for those who would attempt to thwart Hunters. Fleur de lis on the walls are a recurring theme.

Both early and late in the game, the two incarnations of the Marble Corridor contain opponents you need to watch out for, such as the armored menaces Victory Armor, and Pike Master seen here.

When you first visit the Marble Corridor, you will discover some items that are out of reach. Keep a mental note of them, and return when Juste has gained more abilities. The higher rooms of Marble Corridor in particular have that loft quality.

This room reminds me of the elevator rooms with the statues in the original Metroid that lead to Kraid and Ridley's lairs. The moss growing on the pillar gives it a dank atmosphere.

Enemies:
- Skeleton
- Bone Soldier
- Armor Knight
- Bat
- Medusa Head
- Fleaman
- Victory Armor
- Devil
- Axe Armor Lv.2
- Arabaki
- Specter
- Fleaman Armor
- Lizard Man
- Poison Lizard
- Master Lizard
- Pike Master
- 0
Boss:
- Giant Bat
Music Track:
Maps:
The Wailing Way

This area is where the unanimated departed souls of Castlevania lay to rest. The outdoor burial ground is haunted by specters that will pursue and assault any trespasser that happens to meander through their place. The Wailing Way is full of tombstones, mausoleums, decaying rock structures, and dilapidated gates. Be sure to stay vigilant while traversing it. The ghosts appear out of nowhere and will swarm you if you don't eradicate them.
The constantly regenerating Ghosts and robust Rock Armor enemies are sure to keep you on your toes.

Juste journeys through decomposed ruins that are very reminiscent to the Ruins of Wallachia from Castlevania III: Dracula's Curse.

The Ghosts come in larger forms as well. The Large Ghosts have really awesome sprites. Just imagine something like that coming at you in real life. :*[

Harmony of Dissonance gives yet another nod to Castlevania III by including the classic owls and whip-toting skeletons. This time, the skeletons go by "Simon Wraith" and are decked in armor that is very similar to that of the archetypical Belmont.

Juste must muster the spirit to battle unholy incarnations in the image of his own grandfather, which must be quite unnerving. The environment here is so old school.

Enemies:
- Ghost
- Rock Armor
- Large Ghost
- Bone Pillar
- Bat
- Lizard Man
- Owl
- Simon Wraith
- Jp Bone Pillar
- Rare Ghost
Music Track:
Shrine of the Apostates

This is a beautiful, yet mysterious and sinister area of the castle that connects with the Wailing Way, and the Entrance. It consists mainly of open air corridors, guarded by cunning Lizard Men. The architecture in the Shrine is exquisite and the backgrounds display fields of headstones against the gloomy sky. The ethereal version is quite treacherous, so keep your guard up!
The Shrine has a rather ominous setting that is akin to that of the Wailing Way.

This casket is suggestive to the one Count Dracula had in his chamber in the original Castle-vania. Seriously, who else is going to fit in something that big?

Extremely large skulls are found adorning alcoves all throughout the area. Perchance they are used for arcane purposes?

The unearthly form of the Shrine has an oddly alluring autumn theme cast upon it.

The room with the lofty Living Armor is the climax of the Shrine. This room is gorgeous. It has what appears to be an elaborate altar in the background. Could this be where the dark followers of the Count would prepare the ritual for his resurrection?

Enemies:
- Lizard Man
- Bone Pillar
- Rock Armor
- White Dragon
- Victory Armor
- Bat
- Large Ghost
- Owl
- Simon Wraith
- Jp Bone Pillar
- Rare Ghost
Boss:
- Living Armor
- Cyclops
Music Track:
Room of Illusion

This area is undeniably shaped through raw supernatural influence. One of the enthralling things about Harmony of Dissonance is that its castles aren't whole. Castle A is purely an ephemeral placeholder, while Castle B is imprisoned in the realm that Castlevania seemingly descends to upon obliteration from the Earthly plane. As such, some of the castles' structuring is somewhat frenzied at times. The Room of Illusion is a good example of this. The game's special effects are showcased well here.
This area features gaudy statues of nude men.

For some reason, I can't help but think of planet SR-388 from Metroid II: Return of Samus or SRX from Metroid Fusion when I'm in this room. Maybe I've been playing too much Metroid lately.

Perhaps the most striking thing in this area is the animated, peculiar back-ground seen here. Maybe all of the flashy displays are illusions, becuase in the other castle, they aren't there.

You have the opportunity of visiting the Room of Illusion very early on, but until you get the Lizard Tail relic, your progress will be impeded.

This area is home to the first of many gateways that will take you to a surreal world.

Enemies:
- Lizard Man
- Medusa Head
- Zombie
- Victory Armor
- Spriggan
- 0
- Rare Ghost
Music Track:
Castle Treasury
The Treasury is unique in that it houses many varied settings. There are straightforward quarters set in calm haze, which look pleasant, yet spooky. Then there's a ghastly area that reveals inhospitable surroundings seared and scarred by lava canals. And of course, the illuminant gemstone corridors, from which the Treasury derives its name, deserve to be mentioned. There is also an upright room with many window casements, which features a pulley dumbwaiter that Juste can ride. The Castle Treasury is in the innermost part of the castle, and it connects to many different areas. It includes two teleport gateways, which makes it a castle transit of sorts.
Beware! Many semi -invisible, sword wielding Specter enemies and advanced Master Lizards secure the misty halls.

Those who protect the treasure heavily defend these bejeweled hallways.

This uncanny smoldering area only appears in the nightmarish castle.

The Treasury is the place where you're first given the opportunity to meet the Merchant, a peculiar little man who sets up shop in the Castle.

This area is also home to Juste's room. Here is where the eclectic Vampire Hunter stores the ornamental bric-a-brac that he finds here and there.

Enemies:
- Skeleton Rib
- Skeleton Blaze
- Feather Demon
- Ghost
- Skeleton Flail
- Gate Guarder
- Zombie
- Peeping Eye
- Bomber Armor
- Skeleton
- Bone Soldier
- Ectoplasm
- White Dragon Lv.3
- Lizard Man
- Fleaman
- Bone Pillar
- Arabaki
- Skeleton Ape
- Spriggan
- Poison Lizard
- Master Lizard
- Specter
- Bone Archer
- Ruler Sword Lv.3
- Gorgon
Boss:
- Maxim
- Dracula Wraith
- Dracula Wraith
Music Track:
Maps:
Skeleton Cave

This is one of the castle's cooler environments to me. This is another surreal area that makes Harmony of Dissonance distinctive. The Skeleton Cave is a substructure found in the castle's foundation. It is erected largely by bones (my word, that didn't sound right at all). Myriads of human skulls serve as footing, while the spinal cords and ribcages of giant creatures keep the edifice stable. Skeletal warriors of all different sorts challenge hunters brave enough to venture into the deepest depths of Castlevania. Long time fans of the series will want to keep their eyes open for the many tributes to the series' past that Skeleton Cave houses.
Finally, all the bony denizens of Castlevania get their own haunt! Skeleton Cave is an awesome environment that certainly leaves an impression.

There is a well-detailed statuette of a woman that cries bloody tears, which turn into Red Skeletons. Also, take note of the background. It seems the Skeleton Cave serves as a huge subterranean cemetery.

The amount of overflowing care that KCET puts into their projects is evident in rooms like these.

Once again, I am reminded of the Metroid series. That well drawn skull looks nearly precisely like the skull of Crocomire, the lava beast from Super Metroid. Coincidence? I don't think so.

This is another reference to Carmilla. This shot displays the mask that the vampress wears to shroud her stunning face. Fifty years prior to Juste's adventure, his grandfather defeated that very mask in battle. It is now dormant and hidden in the bowels of the castle.

Enemies:
- Skeleton
- Bone Soldier
- Spider Skeleton
- Bone Pillar
- Skeleton Spear
- Skeleton Ape
- Red Skeleton
- Big Skeleton
- Skeleton Rib
- Skeleton Flail
- Flying Skeleton
- Bone Thrower
- Bone Archer
- Arthro Skeleton
- Skeleton Glass
- White Dragon
- Mimic
Boss:
- Skull Knight
- Legion (Corpse)
Music Track:
Luminous Cavern

This area is a large basin at the bottom of the castle, which stores underground lakes and waterfalls. The reflection of the water shimmers off of the rock-strewn fortification of the cavern, thus giving it its name. This cave has many branching points that lead to treasure, a boss, or a new area to explore. For the most part, this cave looks pretty characterless compared to some areas, but there are definitely some notable features.
You can see brooks, lakes, and cascades in the backdrop. One thing that I always appreciated about Harmony was its multi-layered backgrounds.

It's odd, but Luminous Cavern seems to draw enchanting young women. The likes of the flaxen haired Witches and Pixies, and the youthful Sylphs and Sirens can all be found in this water grotto. I like how banisters have been carved into the rock.

Inserting the floodgate key into that keyhole will drain the water from a flooded room, which will allow Juste to continue his quest.

In Castle B, instead of pouring waterfalls, there are infinite rivulets of blood in some places. This room (minus the blood) looks straight out of the Mines of Moria from Lord of the Rings.

The blood of this crushed monster gushes and fills the room, allowing Juste to float to the top via platform, a la Castlevania Chronicles.

Enemies:
- Axe Armor
- Bat
- Siren
- Ectoplasm
- Witch
- Man-Eater
- Skeleton Ape
- Bone Thrower
- Bomber Armor
- Scarecrow
- Slime
- Tiny Slime
- Bone Pillar
- Ghost
- Axe Armor Lv.2
- Sylph
- Pixie
- Fleaman
- Tiny Devil
- Victory Armor
- Disc Armor
- Blaze Master
- Hammer-Hammer
Boss:
- Golem
- Death
- Death
- Talos
Music Track:























