- For Blocks 5-01 through 5-07, see Dracula's Curse Block 5.
Block 5A (Route 7) for the game Castlevania III: Dracula's Curse is the Tower (also known as the Tower of Terror).
Trevor's sub-weapons in order are the Dagger, Holy Water, Cross Boomerang, another Dagger, and an Axe.
Sub-stages[]
- Note that sub-stage names are unofficial.
- 5-0A - Lower Tower: Disembark from the ship and enter a red bricked tower. Head right being wary of spiked trick platforms and Pillar of Bones, then start a long stairway journey up while avoiding Flying Gargoyles. When at the top of the stairs, get past an Axe Knight Guard and head right.
- 5-0B - Middle Tower: Jump over some Fuzz Buster infested platforms and then start heading up the tower again and fight Knights. The tower then becomes vertically scroll-locked. It moves down a block level periodically, possibly due to the tower sinking when the later boss Frankenstein stomps his feet. When at the top the scrolling stops. Head leftward and pick an upper or lower path across a long stretch filled with flipping spike platforms and Flying Skeletons. The lower path is a dead end though with a 1-up prize, while the upper path leads to the door.
- 5-0C - Upper Tower: Get past a well-positioned Axe Knight Guard and head up again. Take the long stairs up while avoiding fire from large stacks of Pillar of Bones on either side. When at the top of the tower, the color of the blocks turns green and the bricks are now purple. Fight the Crows up there, then head right across some broken platforms. Enter the room of Frankenstein, whose stomps cause bricks to fall from the ceiling, and defeat him.
Enemy Data[]
Enemy Data: 5A. Tower | |||||
---|---|---|---|---|---|
Image | Name - Game Description |
Statistics | Items | Location | Notes |
' | Atk: 3/4(block 8 and later) |
5A. Tower, 7. Mountains, 9. Inner Tower |
|||
' | Atk: (before/after block 8) 2, 3/4 (Head), 2/3 (Flame) |
1. Town, 3. Forest, 5A. Tower, 6. Basement, 6A. Causeway, 7A. Courtyard, 9. Inner Tower, A. Final Clock Tower |
Abil: Fireball | ||
' | Atk: (before/after block 8)3/4, 2/3(axe) |
5A. Tower, 6. Basement, 6A. Causeway, 7. Mountains, 7A. Courtyard, 8. Main Hall, 9. Inner Tower |
Weapons: Axe (Axe Boomerang (high/low)), Axe Knight Shield | ||
' | Atk: 3/4(block 8 or later) |
5. Underground Passage, 5A. Tower, 7A. Courtyard, 9. Inner Tower |
|||
(Easy/Hard Mode NA) |
|||||
' | Atk: 3 |
2. Clock Tower, 5A. Tower, 6. Basement, 7. Mountains, 8. Main Hall |
|||
' | Atk: 3/4(block 8 or later) |
3. Forest, 4A. Ghost Ship, 5A. Tower, 6A. Causeway, 7. Mountains, 7A. Courtyard, 9. Inner Tower, A. Final Clock Tower |
|||
' | 5A. Tower, 6. Basement |
Gallery[]
Artworks[]
Maps[]
- See also: Dracula's Curse Stage Maps
Other appearances[]
This tower appears to be based on the towers in Block 2 of the original Castlevania game, although it is located much further from the core of the Castle in the middle of the large lake and it is much taller. Flying Skeletons appear to have replaced the Medusa Heads that were in that stage.
Super Castlevania IV[]
The Endless Tower of the Trick Manor has a similar red brick appearances and flipping spike platform traps. It is also located far from the main castle, yet closer than many other stages, and connected to another tower. It is not in a lake, however, and has different enemies.
Stage B-2 also involves a tall tower with a section that forces you to move up quickly to avoid death. In this case, it is a spiked wheel at the bottom of the screen that moves upward.
External links[]
- NES Game Atlas hints: Scans of pages 168-169 (Route 7) hosted at the Castlevania Dungeon.
- Nintendo Power - Issue #13 hints: Scans of pages 64-65 (Route 7 - Curse Castle: Tower of Terror) hosted at the Castlevania Dungeon.
- YouTube - Let's Play Castlevania III Dracula's Curse - Second Quest, Regional Differences