Castlevania: Order of Ecclesia Areas Continued. . .

Castle Entrance - Nightmare's Gate
he approach of the Demon Castle begins in benighted woodlands where a shimmering pale moon peeks through clouds and trees, observing Shanoa. Following the draw bridge is a series of outdoor courtyards, and then the young, homeless girl is swallowed by Dracula's Castle.
Dracula lives in style, and his castle, though boding evil is filled with splendor. Large lobbies showcasing grand flights of stairs are a sight to see. Don't be lost in the scenic view, there are fierce creatures about. Continuing eastward gives way to an area of damaged beauty, where chambers are filled with pictures of nobles, hearths, and Victorian craftsmanship. Cobwebs have overtaken these quarters. The barracks are connected near this vicinity, while the library is located on a flight just above the Entrance.
Shanoa stands resolute on the drawbridge of the Demon Castle, like brave warriors before her. The only purpose and meaning her life has at this point is slaying Dracula. She must enter alone.

There's a unique style to the décor and architecture in Dracula's Castle. The edges of the arches look like a perverse intertwining of bone, flesh, and stone. It is very reminiscent of Antoni Gaudí's work.

Grand staircases lead to unknown floors, and balconies look over the huge lobbies. This view is reminiscent of the large ball room in Aria of Sorrow's Dancing Hall.

There are attributes of the usual Castlevania entry halls, such as curtains and zombies. The flooded basement is missing. Give a little, take a little.

Deep purple walls are decorated with likenesses of aristocracy. Though this area has been wrecked by neglect, it has an air of regality.

Music Track:
Library - Bloody Tomes
Brimming with knowledge and deep, rich color tones, this is a comfortable nook of the Castle where some come to drench themselves within the annals of information Lord Dracula has acquired. It would be such a place for Shanoa if cold blooded monsters weren't out for her neck.
Books are strewn all over this library. Their stacks make up platforms and footing. Some bookshelves look as though they're two stories tall. This area leads to the highest floor in the Castle, for those who are able to reach it. Alternatively, it can be taken to the floating hallway, where Cerberus guards the entrance to the Top Floor, along with other skilled defenders.
A world of tomes. There is literature from floor to ceiling to wall. The information of this Library seems to carry on without end.

There are pleasant studies within the Library open to scenic views of misty mountains yonder. Such a shame they can't be enjoyed, what with so many evil-doers stalking Shanoa.

The soft blue tone of this upper level is reminiscent of Symphony of the Night's Forbidden Library. It contributes fantasy book flair to the environment.

Interesting… the Library has a kitchen, brimming with murderous butchers, cobwebs, and banquets set for unknown feasters. Once again, there is no time to enjoy the luxuries of Dracula's Castle.

Impressive rooms with bookcases that rise like Jack's bean stock abound in the Library.

Boss:
• Wallman
Music Track:
Underground Labyrinth – Flirting With Shadows
A series of bluish gray tunnels that descend into the earth. Cages in the walls contain remains of those who have passed long ago. Mischievous looking imp-like gargoyles peer at wanderers from their perches on the walls. This is also a holding place for bloody coffins, the contents of which are unknown. These tunnels often look identical to each other, so it is easy to lose your way. Keep a close eye on your map. Someone has curiously lit multiple rows of candles in certain rooms, causing a striking shadow effect against the walls. But for what purpose?
This maze is also a store house of the (living?) dead. Many caskets are found in its environs, and even serve as platforms leading to higher or lower locations.

There is a ledge that cannot be reached by normal means. Heaving a stone block into a small pool of water will elevate the water and allow Shanoa access to the higher level.

A dance of shadows. The warm hued light of the flames, pallet like walls, and pitch black shadows create a striking contrast.

Beam skeletons are everywhere. Do not get caught in their devastating laser blasts, but watch their movement carefully. A glyph can be stolen from them, which is a powerful asset.

There are remarkable engravings on these illuminated walls.

Boss:
• Blackmore
Music Track:
Barracks – Distant Memory
This is where Dracula's military personnel are housed. There is nothing suggesting a place of rest, however. Large rooms with meandering battle equipment make up most of these barracks. They are draped in a cold blue light, similar to the Floating Gardens of Aria of Sorrow. There is a series of outside areas with defensive partitions set up. Clouds violently spill past mountains on the horizon and overhead to some unknown location.
The Tin Men have never been as bloodthirsty and resilient than in Order of Ecclesia. Attack with magic spells, as physical efforts aren't very effective.

Broken cannons lay around barracks. Though the rooms are roamed by enemies, there's a peculiar lonely feeling to this area, perhaps heightened by the forlorn blue tone.

Blazing clouds stream over the barracks at incredible speeds.

More powerful versions of the regular Lizard Men appear here. They, along with the Beam Skeletons and Tin Men keep Shanoa on her toes.

Many rooms in the Barracks look the same. Don't let that confuse you. Be sure to thoroughly check each area, lest hidden treasure or paths go without notice.

Music Track:
Mechanical Tower – Styx Passage
A gray tower made of steel and stone. Great caution must be taken while going anywhere in here, as there are deadly spikes everywhere, pompously displaying the crimson blood of the victims they've impaled. The initial area is separated to the outside world by a huge outer wall, and ruined pillars and platforms lead to the inside of the mechanical monster.
From the outdoor ruins, rows of hazy mountains can be seen resting on a lavender sky. Inside, gears turn and grind, powering the colossal time peace of Dracula's Castle. The tower can be entered from the floating corridor, but its base is connected with the Barracks, and it leads underground into the Arms Depot. There is no where else it goes except for its peak, where a formidable foe awaits.
The Magnes Glyph is integral in this area. Remember those instances of the Lighthouse, Tristis Pass, and Tymeo Mountains where we propelled Shanoa past a bed of spikes? This is where that type of obstacle reaches its pinnacle.

The passage of time is shown in an outside area. Morning turns to noon and day gives way to night in the blink of an eye.

Little mechanical cretins roam the Tower. They aren't terribly threatening, so what could their purpose be? Maybe they have a glyph to snag.

Be wary of Gold Medusa Heads. Plummeting to spikes while petrified is one of the worst things that can happen to Shanoa.

The pinnacle of the Machanical Tower, where a pristine moon shines proudly through the arches.

Boss:
• Death
Music Track:
Arms Depot – Cry in the Night
An underground arena and armory, continuing the theme used by Castlevania: Symphony of the Night, and Castlevania: Aria of Sorrow. The walls are lined with weapons, and statues of creatures in Dracula's Army are put on display. The horizontal hallways are often very cramped, as enemies that are nearly as tall as the rooms' height obstruct pathways and try to overcome Shanoa with shear size. At the eastern end of this area is a massive blue coliseum, where the living weapon Eligor resides. It is the largest of all of Dracula's servants, and guards something of great value. This area is situated beneath the Mechanical Tower.
Warm, earthy colors control this area, just like the arena/armory areas of Symphony of the Night and Aria of Sorrow.

Hulking enemies like to obstruct paths in this area. At just the right time, Shanoa can slip past him, or risk going over head.

Talk about a rock and a hard place. The Arms Depot is where the big boys play.

A spirit possesses the depot's stash of cutlery and tries to make a Shanoa kabob.

The corpse of the massive Eligor is too large to fit in one shot. It is one of the biggest creatures to ever be in Dracula's service.

Boss:
• Eligor
Music Track:
Final Approach – Dust to Dust
This is the area that Cerberus is guarding at the floating corridor. It can only be opened by obtaining the three Cerberus Glyphs. After showing Cerberus proof of their acquisition, the hell hound will grant Shanoa entry to the ashen colored keep where Dracula resides.
This area is as beautiful as it is dangerous. Paintings are flaunted, honoring Lord Dracula and Death. Majestic views of the cloudy skies can be seen from the high floors, and Dust to Dust is an example of masterful masonry from beginning to end.
Some of Dracula's most powerful creatures vigilantly protect this area. It's flooded with powerful foes that may defeat Shanoa before ever getting to The Count. If you can work your way to the Throne, Shanoa will stand face to face with the Prince of Darkness himself. There's no turning back now.
The Keep is so high, it is within a cloud. The vaporous clouds and gray stone give this area a, pallid, lifeless appearance.

Don't expect a cakewalk. These sentries are the last line of defense for Count Dracula. They're all fearsome, and will be on Shanoa like white on rice.

A striking and large painting of Death carrying a blonde woman. Exactly what it implies is left up to individual interpretation.

A powerful image. The Clock Tower stands unyielding within the mist, as if witnessing events unfold. The staircase leading to Dracula's personal chamber is broken. Shanoa must find another way of reaching the very final area.

This wicked room is literally the only thing between Shanoa and Count Dracula. It is time for Shanoa to fulfill her purpose of allowing mankind to look toward dawn without fearing the darkness. . . or die trying.

Boss:
• Dracula
Music Track:
Training Hall
The Training Hall is a bonus area that can be reached through taking a secret path in the Underground Labyrinth. It is an extremely hazardous obstacle course that is one of the most difficult areas, along with the Large Cavern. Painstaking platforming and careful use of the Magnes Glyph are what will see you through these trials. To complicate matters, the Volaticus Glyph is not allowed here.
The treasure awarded to you at the end of the Training Hall is randomly selected from a group of four valuable items, so you never know what you will get.
Music Track:
• Riddle
Large Cavern
The Large Cavern is entered the same way the Training Hall is. Once the secret exit from the Underground Labyrinth is found, both areas will appear on the world map. This is just like Circle of the Moon's Arena – a brutal bonus area that houses the adventure's toughest challenges. Any poor soul that enters is pitted against a series of extreme tests against powerful monsters.
Once a room is entered, you cannot leave until all enemies are defeated. Or, if you stay alive long enough in a room, the doors will open and allow access to the next area. Continue far enough and you will find Jiang Shi. If you can defeat this exotic enemy, Irena will be very pleased.
Boss:
• Jiang Shi
Music Track:
• Riddle























