Castlevania: Rondo of Blood
Castlevania: Rondo of Blood

Stage 6: The Catacombs / Stage 6': The Underground Garden

Navigate Stage 6: The Catacombs or Stage 6': The Underground Garden in Castlevania: Rondo of Blood. Face unique challenges and rewards on your chosen path.

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Stage 6: The Catacombs / Stage 6': The Underground Garden

Welcome, vampire hunter! This section will guide you through the grim depths of the Catacombs or the verdant secrets of the Underground Garden, depending on your path. Choose wisely, as each stage offers unique challenges and rewards.

Accessing Stage 6 or Stage 6'

  • To Stage 6 (The Catacombs): After defeating the Minotaur in Stage 5, simply proceed to the right through the normal exit. This is the standard path.
  • To Stage 6' (The Underground Garden): To unlock this alternate, often more challenging stage, you must have rescued Maria Renard in Stage 4. If Maria is rescued, a different exit will become available in Stage 5 after defeating the Minotaur. Look for a hidden passage or a different door that leads to the Underground Garden.

Stage 6: The Catacombs Walkthrough (Richter Belmont)

The Catacombs are a dark, treacherous area filled with undead foes and environmental hazards. Precision platforming and careful enemy management are key here.

Initial Descent

  1. Start: You'll begin at the top of a long, vertical shaft.
  2. Enemies: Be wary of Fleamen and Bone Pillars as you descend. Fleamen are agile and jump erratically; use your whip's reach to keep them at bay. Bone Pillars shoot fireballs; time your descent to avoid their projectiles or destroy them quickly.
  3. Items: Look for candles along the walls for hearts and potential sub-weapons. A Rosary can often be found in a candle near the bottom of the first shaft, useful for clearing groups of smaller enemies.
  4. Path Split: At the bottom, you'll find a path leading left and right.

Left Path: The Flooded Passage

This path involves navigating through submerged areas, making movement slower and introducing new aquatic threats.

  1. Enemies: Mermen will jump out of the water to attack. Use your whip to hit them as they emerge. Fishmen also patrol the underwater sections.
  2. Platforming: use the small platforms and ledges to avoid prolonged exposure to the water, as it slows Richter down significantly.
  3. Item: Near the end of this passage, before a short climb, you can often find a Large Heart or a Cross sub-weapon in a hidden block or candle.
  4. Exit: This path eventually leads to a vertical ascent, bringing you closer to the boss area.

Right Path: The Bone Corridor

This path is more direct but features a higher concentration of skeletal enemies and traps.

  1. Enemies: Expect numerous Skeletons and Bone Towers. Skeletons throw bones; prioritize them. Bone Towers are stationary but continuously spawn Skeletons. Destroy the tower itself to stop the endless stream.
  2. Traps: Watch out for crushing ceiling traps that activate when you pass underneath. Time your movements carefully.
  3. Item: A Holy Water sub-weapon is particularly effective against the ground-based enemies here and can often be found in a candle along this route.
  4. Exit: This path also leads to a vertical ascent, converging with the left path before the boss.

Ascent to the Boss

Both paths lead to a final vertical climb before the boss chamber.

  • Enemies: More Fleamen and Bone Pillars will guard this ascent.
  • Item: A Meat item (health recovery) is usually hidden in a breakable block or candle just before the boss door. grab it!

Boss: Dullahan

Dullahan is a formidable headless knight. His attacks are powerful but predictable.

  • Attacks:
    • Head Toss: He throws his head, which bounces around the room. Duck under it or jump over it.
    • Sword Slash: A close-range attack.
    • Shield Bash: He charges forward with his shield.
  • Strategy:
    • Weak Point: His body, particularly his torso, is his weak point.
    • Offensive: Stay close but be ready to dodge. When he throws his head, use the opportunity to get several whip strikes in.
    • Sub-weapons: The Axe can be very effective if you aim it to hit his body as he moves. The Cross is also excellent for consistent damage.
    • Defense: Learn the pattern of his head toss. It's the most dangerous attack.

Stage 6': The Underground Garden Walkthrough (Richter Belmont)

The Underground Garden is a vibrant but dangerous contrast to the Catacombs, featuring lush vegetation and unique, often aggressive, plant-based enemies.

Initial Area: Verdant Caverns

  1. Start: You'll enter a cavern adorned with glowing flora.
  2. Enemies: Encounter Giant Bats, Man-Eating Plants (which spit projectiles), and Slimes that drop from the ceiling.
  3. Platforming: The terrain is often uneven, with many ledges and small drops.
  4. Item: A Knife sub-weapon is often found early on, useful for quick projectile attacks against airborne foes.

Mid-Section: Waterfalls and Vines

This area features flowing water, slippery surfaces, and climbable vines.

  1. Enemies: Water Serpents will emerge from the water, and Giant Bees will fly in patterns.
  2. Environmental Hazards: Be careful on wet surfaces, as Richter's traction is reduced. Use the vines to ascend or cross gaps, but be aware that enemies might be waiting.
  3. Item: A Holy Water sub-weapon can be very useful here, especially against ground-based enemies or if you need to clear an area quickly. Look for it in a candle near a waterfall.
  4. Hidden Path: Keep an eye out for a breakable wall behind a waterfall; it might contain a 1-Up or a Large Heart.

Final Approach: Ancient Ruins

The garden transitions into overgrown ruins, hinting at a forgotten civilization.

  1. Enemies: Gargoyles will swoop down, and Armored Knights might patrol the wider pathways.
  2. Platforming: This section often involves more precise jumps over crumbling architecture.
  3. Item: A Cross sub-weapon is frequently available in this area, which is excellent for the upcoming boss.

Boss: Hydra

The Hydra is a multi-headed serpent that emerges from a pool of water. It's a challenging fight requiring good positioning.

  • Attacks:
    • Bite Attack: Each head will lunge forward to bite.
    • Acid Spit: Some heads will spit corrosive projectiles.
    • Water Geyser: The Hydra can cause geysers of water to erupt from the pool, damaging Richter if he's in the water.
  • Strategy:
    • Weak Point: Each of the Hydra's heads is a weak point. You must destroy them all.
    • Offensive: Focus fire on one head at a time. The Axe or Cross sub-weapons are highly effective here, especially if you can hit multiple heads with the Cross's return.
    • Positioning: Stay on the platforms above the water as much as possible to avoid the geysers and to have a better angle on the heads.
    • Defense: Watch the heads' movements to anticipate their bites and acid spits. Dodge by jumping or moving to another platform.