Castlevania: Rondo of Blood Stages



ondo of Blood's stages are especially captivating for a number of reasons. First, there are different avenues within them, and it's up to the player to decide how to tackle them. Some paths lead to the same place, though oftentimes they each steer players toward different bosses. Many of these paths take attentive exploring to uncover. Stages 1 through 4 each have counterpart stages, and defeating an alternate boss unveils an alternate stage.

Another engaging aspect is the hidden maidens being held captive. They are not always easy to find, and sometimes take careful playing to rescue. If a mistake is made, an opportunity to rescue a maiden or find an alternate stage is passed up. Blunders that can happen include falling down pits that trap players on a certain route, or not picking up needed items (usually keys) to unlock doors.

This guide will tell how to rescue the maidens and find hidden stages, as well as inform about the spooky areas in and around Count Dracula's Castle.


Stage 0 – Prologue

After gathering necessary provisions, Richter Belmont takes to the night on his carriage. While traversing a forested road en route to a village under attack, Death approaches the Hunter for a test of strength. Two direct hits will repel the dark being. As a going away present, Death launches a large glowing skull at Richter before taunting and flying towards the night enshrouded Castle in the distance.

While Richter Belmont bolts toward the town, an unheralded nemesis appears from the darkness to hamper his progress and do a bit of jeering.


Enemies:

• Death



Stage 1 – Dinner of Flames

Sadly, Richter arrives too late to save the village. What is left lies in smoldering ruins before him. Some of the creatures have gone back to the Castle with abducted maidens for the Count, but a detachment of cronies still occupies these vestiges. Storm the streets and annihilate any dark creature within sight.

Like many stages in Rondo of Blood, there are branching points leading to different areas. The main path steers you toward the Castle gate, which is guarded by a Wyvern. A concealed path through a house leads to a well and onto a long lake bridge where a Sea Serpent lies in wait.

Ape Skeletons wander through the debris. Contours of charred ruins rest against a furious, blazing sky. Exact holy retribution against the unlawful monsters.


This portion of the stage is a duplicate of Simon's Quest's Jova town. The weird thing is that there is a sign in this town that labels it Aljiba. This is likely a mishap by Konami. Regardless, it's cool to revisit one of the classic Simon's Quest villages in shimmering 16-bit.


Rondo has many different alternate paths that often take a sharp eye and resourcefulness to find. There was once a wall in the direction Richter is facing. Break it down to reveal an indoor structure leading to a wellspring, and then onto a lake bridge, where. . .


You encounter a rancorous Sea Serpent that wardens the causeway. The serpentine rapscallion has many tricky moves, but if you're able to counter them with on the ball tactics, you can continue breaking on through the front.


If you choose to go the other way, you're on the smoldering streets where golems rule. Get past these bulwarked menaces to make it to the gates of Count Dracula's castle, and save your lost love.


Enemies:

• Ape Skeleton
• Skeleton Blaze
• Ectoplasm
• Stone Rose
• Bat
• Golem

Boss:

• Wyvern
• Water Dragon

Music Track:

Bloodlines



Stage 2 – God, Grant Me Strength

This stage is another replication of Castlevania's first level. Unlike most games that borrow this area, the external pathway leading to the drawbridge is well fortified with Skeletons, Ravens, and a dutiful Axe Armor. The inside is a purplish blue hue policed by quick moving Zombies that strike from left and right.

Once in the second room of the interior, an undead Behemoth startlingly crashes through the wall and will give chase for a long stretch. This can be tricky, because there are still Zombies coming from the right, and there are gaps in the floor. If you fall through the gaps, you will land in a slippery waterlogged basement with an abundance of Peeping Eyes, Bats, and Mermen. This dangerous path leads to the Bone Golem.

While being chased by the brutish Behemoth, continue hitting the candles to find the key that unlocks the room where Maria Renard, one of the kidnapped maidens, is being held captive. After the Behemoth chase, you will enter more areas reminiscent of Castlevania. A room very similar to where the Giant Bat faced Simon Belmont is near the finale. Past it is a nightly courtyard where a Lycanthrope is enslaved by the full moon.

Penetrating this stronghold won't be too easy. You must get the better of some ghoulish foes before reaching the interior, the toughest of which is an Axe Knight whose attacks can overwhelm if you're not careful.


This is the same foyer Castlevania veterans are familiar with, except dressed in cobalt. Outside in the night, bats can be seen fluttering about the timberland. Don't make light of the Zombies or Peeping Eyes. They may get the upper hand with their speed and numbers.


One of the biggest surprises of this area is when a huge undead Behemoth crashes through the walls of Castlevania and hounds Richter. Don't fall through breaches in the floor unless you would like to battle Bone Golem and go to the Cemetery.


Maria is in the inundated cellar area on the path toward the Werewolf. You must have the key to rescue her. Once liberated, Maria will aid Richter in the hunt, against Richter's better judgment, of course. You can choose to play as Maria whenever you visit the file select screen.


This sodden area is very rough, especially for appearing as soon as the second stage. Fall through the first crevice in the floor when Behemoth appears to be taken to a heavily defended basement that leads to the alternate exit.


Enemies:

• Raven
• Skeleton
• Axe Knight
• Zombie
• Peeping Eye
• Merman
• Behemoth
• Bat

Boss:

• Werewolf
• Bone Golem

Music Track:

Vampire Killer



Stage 2' – Breaking Through the Front

Instead of immediately invading the Castle, you can explore the landscape around it. While still crossing the lake bridge where the Sea Serpent attacked, Richter peers over the verdant terrain of forests and rolling hills. Be suspicious of the footing. Pieces of the junction will collapse when approached. If you proceed too quickly, Richter may fall . . . and it is a long way down.

There are many different beelines in this stage. To quickly reach the Stage 3' Cemetery without facing any boss, fall through the fourth fracture in the bridge when you get to the second screen. You will meet the Ferryman on the underside of the conduit. Talk to the oddball and he will carry you across the lake. Don't be too relaxed, however. Mermen have no qualms with attacking while you're being ferried across. If you're not careful, they'll knock Richter off the skiff and into the water.

To meet the Bone Golem and still be taken to the Cemetery, fall through the first gap in the bridge when the sky begins changing from day to dusk. You must battle a safeguarded knight as a right of passage. If you defeat him, you'll earn a 1-up.

To head toward the Chapal at Stage 3, stay atop the bridge and don't fall through any of its rifts. You'll have to defeat the Werewolf in mortal combat to continue.

Day approaches after the Sea Serpent battle, and Richter presses on around the Castle and above the woods. Be careful while crossing this bridge, as age has weathered much of it away, leaving hazardous crevices all about.


You can quickly bypass most of this stage by falling through the fourth hole on the second screen and hitching a ride with the Ferryman, who will swiftly take you to the Cemetery without having to face the Bone Golem.


The bones of some kind of bygone creature fill a large gap in the bridge. Be cautious, as they're very unsteady and will fall when much weight is put on them. Bizarre Contra-like arachnids make the going a little harder.


Day begins turning to night, which signals that your journey across the far-reaching bridge is almost done. When you see twilight advancing, you can fall through the first hole to reach the Bone Golem. However, maneuver Richter to the right to land on steady footing.


You can reach Stage 3' by taking the Ferryman's boat, but you may want to take the longer route here because you will be rewarded a 1-up for defeating this knight, but it won't be easy.


Enemies:

• Raven
• Bone Pillar
• Merman
• Skeleton Scimitar
• Gargoyle
• Spider
• Skeleton
• Armor Lord

Boss:

• Werewolf
• Bone Golem

Music Track:

Cross a Fear



Stage 3 – An Evil Prayer Summons Darkness

This Chapel begins with a pillared lobby secured by Spear Guards. A story above is an ornate hall lined with stained glass windows where Skeletons profane the sanctuary and playfully swing from the ceiling.

Rows of chairs are set up for mass, and at the end of the room is a grand podium with a prominent cross. A long and dark flight of stairs awaits those who withstand the bony adversaries. Once again, gaps in the floor are waiting to swallow the reckless. If you make a mistake and fall down them, they will lead to an area you may not want to go to, and you will be forced on one path, missing the opportunity at the alternate boss - Dogether.

One of the more striking areas of this stage is a large cavernous room with oversized candles.

Meet the Spear Guards. Ever since Rondo of Blood, these lilac clad menaces became a staple of the series. They guard these pillared corridors from strategic positions. Don't think that the ones on the higher levels can't skewer Richter from above.


On the higher floors are bedimmed chambers where torches illumine the ceilings and cast shadows across the rooms. Prismatic stained glass, lavish crosses, and grand banisters are some of the splendorous sights of this dim yet opulent chapel.


This is another instance where you may fall and miss your chance at the alternate boss. Don't put too much pressure on those platforms by jumping on them, or Richter will plummet to a basement in the Chapel and be forced to battle the Minotaur.


Above the platform with the luxurious carmine cloth is a bell. Try to avoid accidentally hitting it with a sub-weapon, because an annoying Flea Man may jump out of it. You'll have to defeat a Paranthropus to continue. If you do, you may get a pot roast if you didn't strike the bell earlier.


Within the room with the giant candles is your ticket to the alternate boss. The only thing standing in your way is this nimble wretch who will try to steal your sub-weapon. Kill him and hit the rocky protrusion above the right elevator with an axe while standing on the left elevator.


Enemies:

• Spear Guard
• Paranthropus
• Bone Pillar
• Flea Man
• Medusa Head
• Ghost
• Skeleton
• Wretch

Boss:

• Minotaur
• Dogether

Music Track:

Bloody Tears



Stage 3' – Release from the Thirst for Blood

This area is a miry outdoor funerary where the impure sludge births mud zombies. It will eventually turn into cavernous areas filled with more residuum. Of special interest in this filth is Tera. She is being held in an underground dugout, so be sure to get her out of here. This marsh like graveyard is no place for a pretty nun.

Above the cave is a mechanism powering many spiked balls attached to chains. If you break the second chain that you encounter, it will release the spherical bludgeon, which in turn will crash through the ground of the cave below, opening a path to Dogether and Stage 4'. Alternatively, you can continue moving forward toward the Minotaur. Past the spiked balls are more vegetated caves that glow with an eerie blue light. Undead hands are waiting to drag Richter to the netherworld. If you make it past the cave, you'll come upon the structure where the Minotaur lives.

Richter enters a dark and quaggy cemetery where a cloaked onlooker watches the daring Hunter's exploits while atop what looks to be a part of the long lake bridge. Beyond the broken gate is a land of mud, monsters, and perils. Keep your head above the ground.


From behind the bridge comes this terror. Knock out all three of the eyes to put this violet nightmare away for good.


Tera is hidden away in this pigpen. At the end of the long stretch of land before you reach the first door, there is a stone barricade beneath the door. Instead of going through the door, break the stony barricade below the door and you will find a path that leads right to Tera, the faithful nun.


There's a contraption built into the craggy ceiling. It powers spiked balls that are meant to ward off trespassers. If you break the chain connecting the second ball you see, it will crash through the floor below, leading to Dogether. Climb back down the stairs and hop down the pit.


Further ahead on the road to Minotaur are cadervous caves where undead hands reach from the haunted earth and hexed gravestones leap to attack. Spiked traps make things even tougher.


Enemies:

• Mudman
• Tombstone
• Bat
• Giant Ghost
• White Dragon
• Skeleton
• Grave Keeper
• Bone Pillar

Boss:

• Minotaur
• Dogether

Music Track:

Cemetery



Stage 4 – Atop Countless Terrors

This stockade should look familiar to fans of the original Castlevania game, as it is inspired by its fifth stage. The bleak Dungeon is bountiful in spikes and fetid corpses. Booby traps are concealed throughout the stage, and if you activate them, you may not even know what hit you.

At a certain point is a Flea Man sitting atop a button. This is the first instance when the stage splits. Kill the hunchback and step on the button to reveal a staircase. This path is pervaded with barbs and brutal swinging ball and chain apparatuses.

To take the easier path, continue moving to the right when you first see the Flea Man standing on the button. This leads to vertical areas with very long amaranthine pillars. There is a pulley system where Flea Men and huge iron balls are hauled up and down. Ride the elevator to make it to the top. Both paths will lead to the same place, but have different treasures to be had.

The route to Stage 4' is behind a wall next to an undulating platform connected to a chain swinging parallel to a spiked ball. Break the lower part of the wall to reveal a giant cherry bomb that will demolish the entire fortification and open a path to Carmilla.

Rusted cages, emaciated bodies hanging around, Flea Men hopping . . . this place has all the makings of a bonafide Castlevania dungeon. This should look familiar to fans of the first Castlevania game.


This is where the stage forks. That Flea Man is standing on a button that will make a stair case appear. Kill him and climb the stairs to explore a spike teaming path, or continue right past the crushing traps to take a pulley dumbwaiter system to the top.


Up the stairs you will encounter many perilous situations. Take this path if you're up for a challenge.


The right path leads to an area with long lavender columns and an elevator system that is heaving giant iron balls. Use the system to ascend vertically, and check the surroundings for valuable treasures.


Strangely, neither of those paths leads to a different stage. They both lead to the same place within the same stage. Where the real alternate route comes in is here. Break open the lower portion of this wall to reveal a colossal bomb. Use the Vampire Killer to ignite the fuse.


Enemies:

• Flea Man
• Peeping Eye
• Blood Skeleton
• Skeleton
• White Dragon
• Axe Knight
• Axe Lord
• Bone Pillar

Boss:

• Dullahan
• Carmilla

Music Track:

Beginning



Stage 4' – Fortress of the Water Demon

As Richter exits Dogether's cave, he happens upon a blooming land of rivers, lakes, and trees. Oversized frogs and ravens inhabit these parts. Try to continue moving forward quickly, otherwise the frogs will accumulate into large numbers and pose a greater threat. Once past the first gate, you will see a small frog figurine. If you hit it with the Vampire Killer whip, it will sink into the ground. If you head all the way to the other side of this room, you will see another. Attack that one and head back toward the left. You should notice a path has opened up under the umbrella of trees where the skeletons are swinging. Follow the path downward to rescue Iris, the daughter of the village doctor. The Mermen are going to have something to say about that, so destroy them, keep from getting knocked into the water, and save the maiden.

Once Iris is safe, you must head back to the upper area and decide where to go. To confront the Dullahan and head to Stage 5, embark on the right path and through a forest with mischievous Skeletons. To head to the bonus stage, go left and ride the river rapids aboard the rafts, which will take you to Carmilla.

King sized toads have taken over this ravine. If you let them accumulate they, along with Ravens, will become a serious problem.


There's a lot of monkey business going on in a dim timbered cavern connected by a rope bridge. Once again, the enemies will poor in nonstop droves, but it doesn't take much to swat them away. Just don't let them build up.


Toads must hold special symbolism here. The keys to rescuing Iris are those small stone toad figurines that you see at the beginning of the second room, and the end of it. Hit both of them, and they will sink into the ground, and go back toward the rope bridge. You will see that a path has opened.


Iris is a very kind girl that doesn't deserve to be locked away around Dracula's Castle, so set her free. First you're going to have to deal with Mermen and sly platforming. Iris' compassionate nature leads her to tend to Richter's wounds. She will replenish your health.


To get to the alternate exit, head down those falling logs and they will take you shooting down a rapid chute where you must battle spear toting skeletons. Hold on and be ready for a wild ride through the deluge. When a bird carrying a sign appears, be ready to jump off the raft.


Enemies:

• Frog
• Flea Man
• Skeleton
• Bat
• Skeleton Spear
• Hawk
• Merman

Boss:

• Dullahan
• Carmilla

Music Track:

Slash



Stage 5 – The Devil Flies by Night

This is when the stages stop leading to alternate routes. There is only one boss, and only one level it leads to. Richter makes his way to midnight docks where a haunted ship is in port. Work past the skeletal sentries and aboard the Phantom Ship. Skeleton-Flails will try to knock Richter into the water, and if that happens, it's all over.

There is an area within the ship that leads to the engine and a cargo room. It has a 1-up, but is also guarded by sharp shooting Bone Muskets. Many strange activities happen within the vessel. An evil spirit has possessed dangerous weapons and compels them to attack. Whoever gets past them must confront a shuddersome bewitched painting that traps its victims inside it forever.

After a while, you will rise to the deck, where the soothing sounds of the sea crash rhythmically, and the admirable night sky presides over the cool blue ocean. Among this serene scene are many ghouls that form a defensive line between Richter and the mast. Deal with them and climb the towering colonnade to settle the score with Death.

Be careful around the haunted docks. There's much skullduggery afoot with these foes that will try to finish Richter with one shot by knocking him into the drink. Get into the flow like the waves of the sea.


You can access the hidden engine room by pushing some gratings and breaking a few bricks in the beginning of the large belly of the ship. Destroy the engine to reveal a 1-up.


This haunted painting guards this area. The door is blocked by tight vines that will not relinquish until the specter is exorcized. One touch is all it takes for the painting to eternally trap Richter in its scene.


The battle finds its way to the deck. Your audience is the stars of the heavens. They silently witness Richter Belmont tearing through Dracula's defenses.


Climb the skyscraping mast to challenge Death itself. It's dangerous up here, however, and a long way down. The Grim Reaper will do what he can to knock Richter off.


Enemies:

• Phantom Skull
• Skeleton Flail
• Skeleton Blaze
• Bone Archer
• Spectral Sword
• Phantom Painting
• Bone Musket
• Flea Rider
• Mace Armor

Boss:

• Death

Music Track:

Picture of a Ghost Ship



Stage 5' – Wandering

The Hidden Docks. This is definitely the toughest stage in Rondo of Blood. You must complete all the other stages before this one will open. It is a fusion of many different stages, stylistically. It begins at a peer with Ravens, Mermen, and sword wielding Skeletons. The high challenge is easily noticeable at the onset. You'll need impeccable timing to ward off foes and keep from getting sunk.

Past the dock, you'll enter a pillared lobby of lime colored stones that is patrolled by Spear Guards supported by Medusa Heads. There are two paths - an upper one, and a lower one. The lower path leads to rigorous platforming challenges, while the higher path pits you against a trial of armored knights.

Once out of those situations, cross a viaduct overlooking an eventide sky. Across the overpass is an auburn toned room guarded by more brass-bound menaces. If you can get past them, you're out!

This area begins in a harbor. Tough situations await. Most of the time, Mermen will be trying to knock Richter off of a raft, and if it's not them, it's Bats. Timing is what will see a Vampire Hunter through.


The road splits here. If you choose the lower path, Medusa heads will do their best to see that Richter drowns. The higher path is secured by Spear Guards that will still attack if you choose the route beneath them.


This is when uncompromising timing is absolute. One ill-timed maneuver on the moving platforms or one slightly miscalculated jump won't be tolerated here. To make things worse, the Bats are relentless.


Pick your poison. If you would rather not deal with the platforming below, then white hot combat is your only alternative. This duo of ironclad knights has Richter surrounded, making for one of the worst situations imaginable.


If you can cross the day's end lake bridge, you're nearly out of this.


Enemies:

• Merman
• Raven
• Bat
• Bone Scimitar
• Spear Guard
• Axe Knight
• Axe Lord
• Medusa Head
• Armor Lord
• Peeping Eye

Music Track:

Opus 13



Stage 6 – A Nightmare Reborn

This area begins as a primarily green and gray lobby with open windows and impaled bodies rising from a small pool of water. A vehement electrical storm rages outside the windows. You can stock up on useful items here for an arduous boss gauntlet ahead. The Dark Priest Shaft waits through the door in a room with lavish curtains and imposing pillars. He will summon ancient evils to stop Richter, and if need be, he will battle the Hunter himself. Be prepared for a taxing trial.

Use the preamble room to pick what sub-weapon you'll be most comfortable with in the challenges ahead.


Beyond the first door is the Dark Priest Shaft in this theater-like room. He uses occult symbols and black magic to summon a team of powerful monsters that are the bosses from the original Castlevania game. After you deal with all four, you must immediately face Shaft.


Boss:

• Vampire Bat
• Medusa
• Akmodan
• Frankenstein's Monster
• Shaft

Music Track:

Poison Mind



Stage 7 – Hear Now the Requiem of Blood

After slaying Shaft, Richter makes way towards the Clock Tower and closer to the Count. The beginning of the stage is another tribute to Castlevania. You must cross a collapsing bridge while jumbo bats give pursuit.

Within the olive walled clock tower, hexed waters powering the gears birth devilish fluidic skulls to halt Richter's ascension. In the first room, there is a passage that is accessed by hitting the uppermost gear hanging on the right wall repeatedly. Make sure not to miss this, because the key that opens the door to Annette's cell is beyond the barrier.

Like several other Castlevania Clock Towers, you must cope with rotating gears, Harpies, and, of course, Medusa Heads. Burgundy hued aisles lie beyond the inner workings of the clock. These areas are heavily bastioned by Sword Lords. If you survive this area, you will come face to face with the Dark Priest Shaft once more, whose will to serve the Dark Lord is so powerful, he's overcome even death to stop Richter Belmont.

Rondo takes another page out of the original Castlevania's book with this bridge scene where huge bats defend the entrance to the Clock Tower. This is also like Haunted Castle, where the bridge collapses while bats are in hot pursuit of our hero.


Be sure to strike this cog until that door opens. Beyond, you will find the key to Annette's cell. Hitting cogs to open gratings is also in Symphony of the Night. You'll have to wrestle with a massive bird to get the key. Check its nest for a pot roast.


Rotating gears and your worst fears. This Clock Tower is a good example of solid level design, which takes you battling through the intestines of the giant clock.


Red walled halls are greatly safeguarded by many unyielding Sword Lords. Take your foes on one at a time.


It wouldn't be the same without riding pendulums. There is no real threat here, however. If you fall, the most that will happen is repetition of this segment.


Enemies:

• Giant Bat
• Water Skull
• Skeleton
• Medusa Head
• Hawk
• Harpy
• Sword Lord
• Skeleton Panther
• Were Skeleton

Boss:

• Shaft's Ghost

Music Track:

Den



Final – Bloodlines

Count Dracula's moonlit keep stands prominently, looking over the shifting tides of the sea. Ascend the long belfry, pass interweaved windows, and meet your mortal adversary to complete the Rondo of Blood.

At last. The Lord Count waits a short way ahead. Be prepared to confront the face of true terror under the pale cerulean moon.


There is an invisible staircase directly beneath the ceiling above the entryway. Hop onto it and follow its path to a small treasure strove.


Count Dracula rests aloofly on the seat of his dominion. He has been expecting you for quite some time. . .


Boss:

• Dracula

Music Track:

Poison Mind

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