Vampire Killer Stages

ampire Killer possesses much of its unique feeling thanks to its stages. While based off its older brother's linear areas, Vampire Killer transforms them into maze-like labyrinths. Quick, straight-forward action is cast aside in favor of a heavy emphasis on exploration and puzzles. As such, the level design is much, much looser than that of the exquisitely crafted Castlevania. Among recent fans in the series this may conjure images of Castlevania blended with Symphony of the Night. But Vampire Killer, at its core, is a 2D puzzle game. There are no areas that flow naturally into one another. There is no sense of the castle as a logical building. Rather, the stages are structured as mazes.
Each goal of the stage is to find the always-hidden Skeleton Key that opens the way to new sections and eventually to the area boss. Guide Simon Belmont along, whipping at walls and outcroppings until you have found the elusive key. While striking every section of wall sounds daunting enough, factoring in the nonsensical level design makes the task even more taxing. Platforms zig-zag across the screen, pitfalls may either lead to death or to a new section. The only way to find out is to literally toss Simon into them and hope for the best. Many areas loop; you can walk in one direction for thirty minutes and never make any progress. The game is by far one of the easiest Castlevania titles to get quite literally lost in.

The Entrance Halls
Crumbling statues? Peeling wallpaper? Countless zombies giving Simon a welcome as only the undead could? It's the classic Entrance Hall, and the moment you step into the castle you must whip your way through the swath of zombies towards higher ground. Black Leopards lie solitary in wait for prey, sprinting at Simon when he gets too close. Splitting the two ends of the hall is a flooded basement filled with mermen to make life miserable. Careful whip-work down here will reveal the second skeleton key. After clearing this part, it's a trip downstairs to face off against the relentless Phantom Bat.
Say your prayers, Vampire Hunter. You're headed right into the belly of the beast. It's a fool's quest to enter, but you've got a job to do. You may not come out, so hopefully you've set everything right in your life.

Zombies waste no time on introductions. Their hunger for human brains compels them to charge at Simon with great speed.

Check the walls for valuable treasures buried within. You're going to need these keys to advance to the next area of Dracula's Satanic Castle.

Be sure to pick up the best weapons you can. This Merchant will sell you a Dagger. It's definitely worth the price, so spend your time collecting hearts from Zombies and candles to purchase it, and avoid picking up the Black Bible.

The key to the area after the moat is hidden within a brick. Jump carefully over the perilous waters to collect it. But be careful; things are slippery when they're wet!

Enemies:
• Vampire Bat
• Black Leopard
• Zombie
• Fish Man
Boss:
• Phantom Bat
Music Track:
Chapel
Drab sandstone bricks and pillars make up most of the background. Despite the dull appearance, the threat enemies pose is multiplied considerably. Platforming takes a larger role here, with plenty of pits and Medusa Heads ready to send any Vampire Hunter to their doom. Hardy Spearmen patrol the connecting corridors, while Blob enemies hide disguised in fake candles. Be cautious in your hunt for the skeleton keys, as a ghost-infested detour through a small torture chamber leads toward devices that can skewer Simon to death with one hit. At the end of the stage rests the terrifying, petrifying Medusa, masquerading as a bust in a small sanctuary.
Enter the russet halls of the Chapel. Spear Guards are stationed in very strategic locations. There are items about that will allow you to pass through them unscathed.

The area directly above the starting point is actually where the first skeleton key is located. You must descend from the heights above to reach that ledge.

The Medusa Heads in Vampire Killer are faster and trickier than those from Castlevania. Fancy footwork and precise timing of attacks is what will get you through their onslaught alive.

Look familiar? As is always the case, one impulsive maneuver in this situation and Simon is Swiss cheese. Don't be impatient; hurry across when you're sure it's safe to proceed.

The mythological creature that turns trespassers to stone waits in a tower with stained glass windowpanes. Defeat her quickly with the enchanted Holy Water. If the day is going against you, strike the candles for a health replenishing item to hopefully turn the tide.

Enemies:
• Vampire Bat
• Spear Guard
• Medusa Head
• Ghost
• Bone Pillar
Boss:
• Medusa
Music Track:
• Stalker
Castle Battlements
The vine-strewn exterior of the castle has fallen into disrepair, but the legions of Fleamen, Skeletons, and Bone Pillars seem to be right at home. This stage offers multiple views of the surrounding forest as well as imposing glances at Dracula's Keep as you make your way to the other side of the castle. Be cautious as you leap from tower to tower - crows hungry for human flesh are quick to swoop down just as you are leaping, and often flutter just out of the Vampire Killer's reach. Even successful jumps are often rewarded by being face to face with sinister Bone Pillars ready to blast Simon down into oblivion. Clearing the battlements offers little comfort as twin terrors from ancient Egypt mark the final obstacle of these ruins.
This is when Fleamen and Skeletons get involved. These foes rely on speed and deceptive movement to defeat their opponents, so stay sharp.

Once you reach the second floor of this exterior area, journey to the far right and check the walls. You'll find the key allowing progression to the high bridges of the battlement.

Definitely pick up this cane. It will permit you to open many treasure chests without having to collect small keys, and you can use all the help you can get.

This is the most fortified area of this stage. Bone Pillars and Medusa Heads constantly bombard anyone who attempts pass through. This is a good time to have a shield that can defend against the Bone Pillars' fireballs.

One of the most brain teasing parts of this stage is figuring out how to get past the second area. The secret lies with the pit on the right side.

Enemies:
• Ghost
• Hunch Back
• Skeleton
• Raven
• Bone Pillar
• Medusa Head
Boss:
• Mummy Twins
Music Track:
Caverns and Courtyard
Simon takes an underground shortcut via the water-filled caverns. Greeting him are slimy Mermen who enjoy attacking from the murky depth below as well as Vampire Bats swooping from the darkness above. Navigating this stage is as tricky as the last three; careful jumping is required here, as Mermen will splash out randomly to knock Simon to his watery doom. Making it out in one piece means you must do battle in the courtyard. It's speckled with rubble but very much alive with Altairs bombarding Simon with Fleamen. Sprint across to the catacombs. Within its claustrophobic, maze-like interiors you must keep crawling in further and further until you find the skeleton key to unlock the room for a confrontation with the demented Igor and the brutish Frankenstein's Monster.
This area looks a bit different from it's counterpart in the original Castlevania, but it's no less treacherous, if not even more so. We can clearly see our target from the get-go. The right path leads toward the key.

The Mermen here are stronger than the ones encountered in the first stage. Be very wary of them and the Vampire Bats while riding the rafts. They only need to land one attack to end Simon's life.

If you can manage to survive the caverns, you'll come above ground to ashen courtyard. If you purchase the candle, it will identify breakable bricks for you. It's quite useful and cheap, especially if you collected the White Bible.

Remember those archways before Frankenstein's Monster in the original Castlevania that were in the background? Here they actually serve a purpose beyond giving us something cool to look at. Press down and up to pass through them to the other side.

Simon is double teamed by Frankenstein's Monster and Igor. Once again, rely on Holy Water to see you through this ordeal.

Enemies:
• Vampire Bat
• Hunch Back
• Merman
• Skeledragon
• Altair
Boss:
• Frankenstein's Monster and Igor
Music Track:
• Walking on the Edge
• Stalker
Dungeon
The bones of Dracula's prisoners are piled high. Apparently they want nothing more than to bring Simon to the same gruesome fate, as living dead Skeletons pepper this area. Fleamen are in no short supply, either. They're helpfully placed right above the stairways ensuring Simon will take a thrashing. Wind your way up to the laboratory above, but be warned: tough Axe Armors and immortal Blood Skeletons are on the prowl to slaughter any living creature that dares trespass. Above the laboratory stands an ornate art gallery showing the vanity- and curious aging- of the dreaded Vampire Lord. Death himself awaits our rugged hero, seemingly impatient at Simon's apparent inability to die so easily. A helpful hint - unlike every other game in the series, Death is susceptible to time-stopping sub-weapons!
Skeletons immediately take the offensive. Around this period of the adventure, enemies will often be situated right above staircases or other tough spots, so try to conserve as much health as you can.

Remember what was said about enemies being situated right above staircases? Good luck getting through this without getting hit.

The Dungeon transitions into a laboratory as you climb to higher levels. Who knows what kinds of arcane activities go on in this area?

Even higher than the laboratory is a gallery proudly exhibiting pictures of the Count. It's nice that the frames here have something to see, since Castlevania's are blank. Fall through this pit for the path leading to the skeleton key.

Death, Dracula's most trusted servant. Believe it or not, he is considerably easier to defeat in Vampire Killer than he is in Castlevania. Even so, he's no push over, so don't get cocky.

Enemies:
• Skeleton
• Hunch Back
• Axe Armor
• Bone Pillar
• Red Skeleton
• Medusa Head
Boss:
• Death
Music Track:
Clock Tower and Castle Keep
At last, the final area! Despite Death's defeat, the sheer amount of pitfalls means one ill-timed jump and you'll be sent right into the Grim Reaper's clutches. A mostly-collapsed bridge haunted by Phantom Bats is all that separates you from the Clock Tower. Sprint across, ignoring the bats if you must. The Skeleton Key lies right in front of the door to the clock tower's base. Be careful here, as you will need luck to figure out which pit leads to a key, or which pit leads to a long fall. The Clock Tower itself is perilous to navigate with Altairs and Fleamen constantly nagging Simon.
Think getting past the gears and chains means you're at Dracula's door? Think again. The keep here is much larger than any other iteration in the series, and you're at ground zero. Run up the winding stairs, taking caution of the Fleamen who provide Dracula's last defense. Ram a stake into one last Axe Armor before you meet the dreaded Count himself. Here's hoping you made it in one piece, because underneath that snarling mug and widow's peak is nothing but a rotted skeleton under tattered red robes. And remember: that huge ornate painting in the background is more than just Dracula stroking his ego.
This is the beginning of the end. Stand strong and confront the final nightmare.

Phantom Bats prowl the belfries of the clock tower and guard the bridge. Sometimes it's best to quickly blitz past them, if you can.

Be sure to buy the Holy Water. You'll need it to escape the area where the skeleton key is placed, which is directly beyond that wall.

The nightmare continues. Enter Count Dracula's personal quarters and do what must be done.

After a long and punishing quest through the Demon Castle, you've reached its peak, and its Lord. This is the final confrontation. Count Dracula won't go down easily, and he has a few unexpected tricks up his sleeve. Rely on your faith, your tools, and your talent, Vampire Killer.

Enemies:
• Phantom Bat
• Hunch Back
• Skeleton
• Axe Armor
• Altair
Boss:
• Frankenstein's Monster and Igor
Music Track:
• Walking on the Edge
• Out of Time

























