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Castlevania: Aria of Sorrow

This Chapel relates itself to the one like of Castlevania: Harmony of Dissonance because there's so much to jump for. Although, you may not like at first because of the amount of jumping and some enemies that would be hard to kill, you'll like it once you're out.
Be careful with those high amount of those infinite popping ghosts. Sure, they don't know how to get the job done being weak, but they do know how much it takes to annoy a very aggrivated player to death. If that's you, you don't want to be him/her, nuff' said.
Same patterns, same place. No worries. You won't find many stuff like this convincing, but at least the developers kept it simple for you to know that once you try going up. Not many stuff many be really important to keep the storyline up, but it does with HP.
How fun. Well, on the middle you'll find your Axe Armor friend here. On the left, you'll have to jump to get a nice Benjamin Franklin (100$) for your change later. However, on the right is where you have to greet those pack o' friend of yours, & ghosts.
You'll find the Bone Pillars in two groups, and they may take a short while to hit with what you got. But, you can, of course do the usual feature: jump on top of them and switch sides. A classic feature ever since Dracula X. They won't know who hit em'... literally.
If you chose the left side, on the direction with that big, blue bell, you'll turn up to get yourself only to end up with an Axe Armor to show who's boss and a steep end you can't jump to. If you chose the right, jump on those green bells and head for the hills.
Be careful what that Axe Armor throws from the distance. After running on that stone ramp, you'll find a Mind Up. All it does it replenish 10% of your MP, even though it does have that slow, yet passive effect of recharging itself. On the left, are more prizes...
After getting that Mind Up, there would have been Bone Pillars you should have thrashed coming to here. You don't have the ability to jump to the High Potion and High Mind Up, so wait then. Ignoring them, jump towards the bells all the towards the end.
Your Takemitsu, or Bamboo Sword, is one hell of a weapon. By that, I mean weak. Purely weak. Your Short Sword would beat that thing any day. Some place this was, huh? At least you got a Mind Up, and Exp. to back you up. Now to get out of this junky rooftop.
You can either take the stairs and hop all the way up. Or you can hop this straightaway towards the green staircase. This, having the atmosphere and such like the last area, may be just as annoying. But, hey. You do what you want to do. You're the player.
The right side is only the safe area if you get yourself to fall to where you're gonna have to jump to obtain your prize. So, take the stairs and watch out for those annoying Durgas. Best to hit them on opposite direction like so. But, maybe you have better ideas.
Past the corner-held staircases, the Bone Pillars, and jumping, make the last pillar at the end with a little run til' you fall right here. Grab the Rapier. If you still own the Short Sword, then kiss it good-bye. But, if you somehow got better, kiss this, too.
Making your way down the safe stairway like this from where you got the Rapier atop... not to mention, catching that $100 coin, you'll find the next area here. On the left is a save point. As going down, you find small enemies. Watch yourself, almost there.
Although he can't reach you from his distance, he can still toss boulders at you, dirty style. Fire with fire, do the same thing and dodge. Or just hit the Une and get it over with to slash. Careful with the other Une and skeleton. There, it's the Boss Door. GO!
Say hello to Manticore. Although he has the wings of bats, he can't fly no matter how high you are. Careful with those yellow critters, they take alot of HP. When you get bumped on, it's cool. But, careful with his fireballs . It's one or two at a time from his mouth.
When his scorpion tail shakes, it's going to try to stab, be careful of the poison. A strategy to use can be to stay near a pillar and to stay in front of him while hitting repeatedly. When he shoots his fireballs, you can jump on the pillar and stay until he's done.
Once you've defeated Manticore, coming back to the same room you'll find those same yellow critters. You can't kill em', by the way. Also, there's the jumping Quezlcoatl. Kill if you want, but jump past the pillar towards your right to an enclosed room.
Take care of that Skeleton Knight and get ahold of the Silk Robe. It might do you good. This has more than that. If you have a weapon that exceeds 90 - 180 degree angle like the Hammer, then hit on the area on the top-middle where you can jump to. SECRET!
Passing that hallway alike the last before the Manticore, you stumbled here. You can't reach the pathway to the high left just yet. Run along down to the next stage. Careful with the couple of Tiny Devils, and that Zombie Officer on the bottom. Done yet?
You have now accomplished the Chapel. Proceed with the Study, if you'd like.

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