
Fan
Fiction
Castlevania: Darkness Never Dies
Continued...
Part 1: Curse of Blood
Part 2: Legacy of Sorrow
Landmap | Character List | Prologue
Intro 1 | Chapter 1 | Chapter 2 | Chapter 3 | Chapter 4 | Chapter 4b | Chapter 5 | Chapter 5b | Chapter 6 | Chapter 7 | Chapter 8 | Chapter 9 | Ending 1
A Castlevania character list2
Disclaimer: I do not own any part in Castlevania, neither characters nor
games. These are trademarks of Konami and Nintendo.
A.N: Here I inlist all the characters, supporting cast or villians appearing
in the second insallment of my series "Darkness Never Dies". I also include
the weapons, items and lesser enemies I did or wished to include. Have a
nice time.
Quest 1.
Heroes.
Full name: Heinrich Joachim Geilhardt Schneider.
Type: Vampire hunter.
Hair: Blonde.
Eyes: Blue.
Age: 20.
Religion: Orthodox.
Main weapon(s): Undead Killer whip.
Sub-weapon(s): Dagger, stopwatch, axe, cross, holy water, crucifix, laurels,
icon & crystal.
Main weapon power-up(s): Morning-star.
Sub-weapon power-up(s): Heinrich might use flame, thunder, water, earth
or spirit to might utilize item-crushes.
Armour: Collected armour.
Other abilities: Heinrich might use bloodline mystics to might grant himself
additional power.
Full name: Torah Fernandez.
Type: Sorceress.
Hair: Dark.
Eyes: Brown.
Age: 13.
Religion: Protestantism.
Main weapon(s): Ring smash.
Sub-weapon(s): Stakes, gauntlets, garlic, cross, roses, mystic book, laurels
& crystal.
Main weapon power-up(s): Morning-star.
Sub-weapon power-up(s): Torah might use flame, frost or spirit to might
utilize spell-forces.
Armour: Collected inventory.
Other abilities: Torah might cast magic spells collected from different
mystic schools.
Full name: Patrick Oldrey Lecarde (a.k.a. Silver).
Type: Man-beast.
Hair: Dark.
Eyes: Grey.
Age: 21.
Religion: Orthodox.
Main weapon(s): Broad sword.
Sub-weapon(s): Stakes, garlic, cross, roses, mystic book, crucifix & the
Host.
Main weapon power-up(s): Morning-star.
Sub-weapon power-up(s): Patrick might fuse the arsenal with man-beast force
to might utilize additional power.
Armour: Collected armour.
Other abilities: Patrick might shapeshift into his man-beast form to might
add up to his strength and mobility.
Supporting cast.
Full name: Unknown (a.k.a. the ferryman).
Type: Unknown.
Hair: Unknown.
Eyes: Unknown.
Age: Unknown.
Religion: Unknown.
Appearances: The ferryman appear in the intro to might row you over larger
bodies of water or to otherwise give advice upon your journey.
Full name: Julia Oldrey-Lecarde.
Type: Dark-breed.
Hair: Blonde.
Eyes: Grey.
Age: 17.
Religion: Orthodox.
Appearances: Julia appear in the rose garden, the underground tunnel and
the clock tower to advance the story. She show up in the castle center where
she acts as a boss. Finally Julia appear in Heinrich's ending to give a
final farewell.
Full name: Joseph Vincent.
Type: Vampire hunter.
Hair: White.
Eyes: Blue.
Age: 64.
Religion: Catholicism.
Appearances: Joseph Vincent appear in the villa mansion to advance the story.
He later show up in the castle keep where he acts as a boss. Finally Joseph
appear to reveal the true vilian.
Full name: Unknown (a.k.a. Renon).
Type: Trader.
Hair: Grey.
Eyes: Red.
Age: Unknown.
Religion: Unknown.
Appearances: Renon appear in the villa mansion to introduce himself. He
show up whenever unfolding his contract. Renon finally appear in the castle
keep where he might act as a boss.
Full name: Unknown (a.k.a. Giant lizard man).
Type: Prisoner.
Hair: Unknown.
Eyes: Yellow.
Age: Unknown.
Religion: Unknown.
Appearances: The giant lizard man appear in the castle center and the tower
of science to might advance the storyline.
Full name: Rose.
Type: Fairy.
Hair: Blonde.
Eyes: Blue.
Age: Unknown.
Religion: Teism.
Appearances: Rose appear in the underground mine and the clock tower to
advance the storyline. Finally she show up in Torah's ending to become her
companion.
Full name: Saria Goldenleaf.
Type: Dryad.
Hair: Red.
Eyes: Green.
Age: 150.
Religion: Teism.
Appearances: Saria appear in the intro. She show up in the clock tower and
the castle keep to advance the storyline. She finally appear in Torah's
ending to become the sage of the forest.
Full name: Lucy, Sigmund, Heinz, Alfred & Penny (a.k.a. "the abducted children".).
Type: Mystics.
Hair: N/a.
Eyes: N/a.
Age: N/a.
Religion: Christianity.
Appearances: The abducted children appear in the castle entrance, the villa
mansion, the execution tower and the tower of art to advance the story.
Patrick must save them all to solve his quest and to earn the best ending.
Villians.
Full name: Aaron Grey (a.k.a. Eclipse).
Type: Man-beast.
Hair: Dark.
Eyes: Grey.
Age: 27.
Religion: Satanism.
Appearances: Aaron appear in the intro. He later show up in the castle entrance
and the dual tower to advance the story. He finally appear at the clock
tower where he acts as a boss.
Full name: Rudolph Malus (a.k.a. the young master).
Type: Musician.
Hair: Blue.
Eyes: Blue.
Age: 8.
Undead age: 247.
Religion: Satanism.
Appearances: Malus appear in the intro. He show up in the hedge maze and
the castle center to advance the story. He finally appear in the castle
keep where he acts as a boss.
Full name: Gilles De Reis.
Type: Knight.
Hair: White.
Eyes: Black.
Age: 54.
Undead age: 687.
Religion: Satanism.
Appearances: Gilles De Reis appear in the intro. He later show up in the
villa mansion where he acts as a boss.
Full name: Isabella Von Krohnquist (a.k.a. Actrise).
Type: Witch.
Hair: Blonde.
Eyes: Blue.
Age: 21.
Undead age: 603.
Religion: Satanism.
Appearances: Actrise appear in the intro. She show up in the underground
mine and the castle center to advance the story. She finally appear in the
clock tower where she acts as a boss.
Full name: Uriel (a.k.a. Death & grim reaper).
Type: Angel.
Hair: Unknown.
Eyes: Unknown.
Age: Unknown.
Religion: Unknown.
Appearances: Death appear in the intro. He later show up in the castle center
to advance the storyline. He finally appear atop the clock tower where he
acts as a boss.
Full name: Unknown (a.k.a. Dracula's servant).
Type: Alchemist.
Hair: Brown.
Eyes: Red.
Age: 45.
Undead age: 668.
Religion: Satanism.
Appearances: Dracula's servant appear in the intro. He later show up in
the castle entrance and the tower of science to advance the storyline. He
finally appear in the castle keep where he acts as a boss.
Weapons.
Main/striking weapons.
Heinrich Schneider.
Undead Killer whip: Ancient whip handed down through the Belmont clan. Heinrich
might strike the whip in multiple directions. He might upgrade it three
times for greater effect.
Long whip: The upgraded vertion of the chain-whip might inflict greater
damage.
Morning-star: The upgraded vertion of the long whip might inflict greater
damage.
Undead Killer: The ultimate vertion of the morning-star whip might inflict
greater damage.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit
to might grant the weapon additional power.
Flame (5 crystals.): Heinrich might create the flame whip.
Thunder (5 crystals.): Heinrich might create the electrical whip.
Water (5 crystals.): Heinrich might create the jewel whip.
Earth (5 crystals.): Heinrich might create the thorn whip.
Spirit (5 crystals.): Heinrich might create the gold whip.
Long sword: Heinrich might unsheat his sword for close-up battle. He might
strike the blade in multiple directions to might inflict repeated damage.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit
to might grant the weapon additional power.
Flame (5 crystals.): Heinrich might create the pyre sword.
Thunder (5 crystals.): Heinrich might create the eigius sword.
Water (5 crystals.): Heinrich might create the blue sword.
Earth (5 crystals.): Heinrich might create the fairy sword.
Spirit (5 crystals.): Heinrich might create the shining sword.
Other abilities: Heinrich might use bloodline mystics to might grant himself
additional power.
Flame (10 crystals.): Heinrich might make flames to rise up for greater
protection.
Thunder (10 crystals.): Heinrich might make chain-lightning strike for greater
protection.
Water (10 crystals.): Heinrich might make water flood in for greater protection.
Earth (10 crystals.): Heinrich might create an earthquake for greater protection.
Spirit (10 crystals.): Heinrich might make the great spirits appear for
greater protection.
Torah Fernandez.
Ring smash: The weapon of Carrie Fernandez. Torah might strike the razor
rings in multiple directions. She might upgrade them twice for greater effect.
Iron smash: The upgraded vertion of the ring-smash might inflict greater
damage.
Silver crush: The ultimate vertion of the ring-smash might inflict greater
damage.
Special abilities: Rose the fairy might use magic to restore or remove upon
your statistics.
Heal (100 mp.): Rose might restore your health status.
Mystic (100 mp.): Rose might restore your magic status.
Cure (100 mp.): Rose might cure you from a poisoned state.
Remove (100 mp.): Rose might remove a frozen state.
Restore (100 mp.): Rose might restore you from a cursed state.
Other abilities: Torah might cast magic spells collected from different
mystic schools.
Flame: Torah is a sorceress in training. She might cast seven forms of magic
spells collected from the mystic school of flame.
Orbs of sorcery (3 crystals.): Torah might trow one-three homing balls toward
the enemies.
Opal shot (2 crystals.): Torah might throw a single fireball toward the
enemies.
Opal flash (1 crystal.): Torah might create an enflamed flash for use during
close-up battle.
Pearls of heat (3 crystals.): Torah might throw tripled transperant orbs
toward the enemies.
Rainbow flame (5 crystals.): Torah might throw an arching flame toward the
enemies.
Fountain of fire (10 crystals.): Torah might throw multiple fireballs toward
the enemies.
Opal sun (10 crystals.): Torah might create a huge flaming explosion to
blast outward.
Frost: Torah is a sorceress in training. She might cast seven forms of magic
spells collected from the mystic school of frost.
Winter's heart (5 crystals.): Torah might throw a cluster of frost magic
toward the enemies.
Zapphire shard (2 crystals.): Torah might throw freezing icicles toward
the enemies.
"Frozen flash (1 crystal.): Torah might create a freezing flash for use
during close-up battle.
Zapphire shot (3 crystals.): Torah might throw a rapid icicle toward the
enemies.
Zapphire curtain (5 crystals.): Torah might shield herself behind a freezing
curtain.
Behind blue eyes (5 crystals.): Torah might fire parallel freezing beams
toward the enemies.
Dance of the Nutcrackers (10 crystals.): Torah might summon fairies which
freeze the area.
Spirit: Torah is a sorceress in training. She might cast seven forms of
magic spells collected from the mystic school of spirit.
Golden globe (3 crystals.): Torah might throw a golden globe toward the
enemies.
Hand of Fate (10 crystals.): Torah might unleash a golden blast toward the
enemies.
Wandering wizard (10 crystals.): Torah might summon wild spirits to investigate
an area.
Star/Golden flash (2 crystals.): Torah creates a golden flash for use during
close-up battle.
Long shot/Eye of Destiny/Destiny's gaze (5 crystals.): Torah might fire
parallel gold beams.
Pot of gold (10 crystals.): Torah might throw an onslaught of gold globes
toward the enemies.
Door of Holy Spirits (20 crystals.): Torah might pray for the great ones
to save her.
Patrick Oldrey.
Broad sword: Patrick might unsheat his sword for close-up battle. He might
strike the blade in multiple directions. He might colect other weapons to
might ordment his arsenal.
Knight's sword: Long sword which belonged to a church knight.
Special abilities (3 crystals.): Patrick might fuse the sword with plasma
for greater effect.
Shotgun (1/7 bullets.): The pistol belonged to Henry Oldrey. Patrick might
shoot the enemies. He might also colect seven other types of ammunition
for greater effect.
Boomerang clipper (1/7 clippers.): Patrick release boomerangs toward the
enemies.
Flame disc (1/7 discs.): Patrick fire explosive discs toward the enemies.
Blizzard bubble (1/7 bubbles.): Patrick fire freezing bubbles toward the
enemies.
Shock bomb (1/7 bombs.): Patrick hurl electrified explosives toward the
enemies.
Pebble bullet (1/7 pebbles.): Patrick fire explosive pebbles toward the
enemies.
Ray battery (1/7 batteries.): Patrick fire a laser beam toward the enemies.
Silver bullets (1/7 bullets.): Patrick fire blessed silver bullets toward
the enemies.
Special abilities: None.
Other abilities: Patrick might shapeshift into his man-beast form to might
add up to his strength and mobility. You might continue until drained of
crystals.
Sub-weapons.
Heinrich Schneider.
Dagger (1/3 crystals.): Heinrich might throw the dagger forward. When upgraded
he might throw three or more daggers toward the enemies.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit
to might grant the dagger additional power.
Flame (3 crystals.): Heinrich might throw tripled enflamed daggers toward
the enemies.
Thunder (5 crystals.): Heinrich might throw dual electrified daggers toward
the enemies.
Water (5 crystals.): Heinrich might throw dual raining daggers toward the
enemies.
Earth (5 crystals.): Heinrich might throw dual stoning daggers toward the
enemies.
Spirit (10 crystals.): Heinrich might throw the gold knife toward the enemies.
Stopwatch (10/20 crystals.): Heinrich might stop time. When upgraded he
might double the ammaunt of stopped time.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit
to might grant the stopwatch additional power.
Flame (10 crystals.): Heinrich might trap the enemies within an enflamed
field.
Thunder (10 crystals.): Heinrich might trap the enemies within an electrified
field.
Water (10 crystals.): Heinrich might trap the enemies within an aquatic
field.
Earth (10 crystals.): Heinrich might trap the enemies within a poisoned
field.
Spirit (10 crystals.): Heinrich might trap the enemies within a space field.
Axe (3/10 crystals.): Heinrich might throw the axe in a high arch. When
upgraded he might throw a circle of axes toward the enemies.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit
to might grant the axe additional power.
Flame (10 crystals.): Heinrich throw four explosive axes in high arches.
Thunder (10 crystals.): Heinrich throw tripled axes to make lightning strike
down.
Water (10 crystals.): Heinrich throw tripled axes to make water pillars
rise up.
Earth (10 crystals.): Heinrich throw tripled axes to make rock pillars to
rise up.
Spirit (10 crystals.): Heinrich throw the golden axe in a high arch.
Cross (3/10 crystals.): Heinrich might throw the cross like a boomerang.
When upgraded he might throw a flurry of homing crosses toward the enemies.
Special abilities: Heinrich might use flame, thunder ,water, earth or spirit
to might grant the cross additional power.
Flame (10 crystals.): Heinrich might throw tripled enflamed crosses toward
the enemies.
Thunder (10 crystals.): Heinrich throw four electrified crosses toward the
enemies.
Water (10 crystals.): Heinrich throw the cross to make water pillars rise
up.
Earth (10 crystals.): Heinrich throw the cross to make rock pillars rise
up.
Spirit (10 crystals.): Heinrich throw the gold cross toward the enemies.
Holy water (3/5 crystals.): Heinrich might throw a vial of holy water in
a high arch. When upgraded he might throw multiple vials toward the enemies.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit
to might grant the holy water additional power.
Flame (10 crystals.): Heinrich crash a vial of holy water to make a blue
flame track forward.
Thunder (10 crystals.): Heinrich crash a vial of holy water to make a sonic
blast upon the area.
Water (10 crystals.): Heinrich crash a vial of holy water to make a holy
wae track forward.
Earth (10 crystals.): Heinrich crash a vial of holy water to make the rubble
wave forward.
Spirit (10 crystals.): Heinrich crash a vial of holy water to make a shining
blast upon the area.
Crucifix (1/3 crystals.): Heinrich might stamp with the crucifix. When upgraded
he might make the enemies burn upon impact.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit
to might grant the crucifix additional power.
Flame (10 crystals.): Heinrich flout in the air while the flaming cross
damage the enemies.
Thunder (10 crystals.): Heinrich flout in the air while the electric crosses
damage the enemies.
Water (10 crystals.): Heinrich summon the cross to might flood the area.
Earth (10 crystals.): Heinrich flout in the air while the poison crosses
damage the enemies.
Spirit (10 crystals.): Heinrich might summon a circle of crosses for better
protection.
Laurels (10/20 crystals.): Heinrich might restore 25% of his lost energy.
When upgraded he might restore 50% of his lost energy.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit
to might grant the laurels additional power.
Flame (10 crystals.): Heinrich might remove a frozen state.
Thunder (10 crystals.): Heinrich might remove a pathrified state.
Water (10 crystals.): Heinrich might remove a stoned state.
Earth (10 crystals.): Heinrich might remove a poisoned state.
Spirit (10 crystals.): Heinrich might remove a cursed state.
Icon (2/5 crystals.): Heinrich might present the icon. When upgraded he
might make the enemies burn upon impact.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit
to might grant the icon additional power.
Flame (10 crystals.): Heinrich might create a flame shield for better protection.
Thunder (10 crystals.): Heinrich might create an electric shield for better
protection.
Water (10 crystals.): Heinrich might create a liquid shield for better protection.
Earth (10 crystals.): Heinrich might create an energy shield for better
protection.
Spirit (10 crystals.): Heinrich might create a mystic shield for better
protection.
Crystal (2/5 crystals.): Heinrich might throw the crystal in a high arch.
When upgraded he might make the crystal explode for repeated damage.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit
to might grant the crystal additional power.
Flame (10 crystals.): Heinrich make crystals fall which make flames shield
his position.
Thunder (10 crystals.): Heinrich make a crystal fall which make lightning
shield his position.
Water (10 crystals.): Heinrich make a huge crystal fall which make water
shield his position.
Earth (10 crystals.): Heinrich make a huge crystal fall which make poison
shield his position.
Spirit (10 crystals.): Heinrich make crystals fall to make spirit shield
his position.
Other abilities: N/a.
Torah Fernandez.
Stakes (1/3 crystals.): Torah might throw the stake forward. When upgraded
she might throw tripled stakes toward the enemies.
Special abilities: Torah might use flame, frost or spirit to might grant
the stakes additional power.
Flame (3 crystals.): Torah might throw tripled enflamed stakes toward the
enemies.
Frost (3 crystals.): Torah might throw tripled freezing stakes toward the
enemies.
Spirit (5 crystals.): Torah might throw tripled shining stakes toward the
enemies.
Gauntlets (2/5 crystals.): Torah might drain magic energy. When upgraded
she might dubble the ammaunt of drained energy.
Special abilities: Torah might use flame, frost or spirit to might grant
the gauntlets additional power.
Flame (5 crystals.): Torah might create an enflamed grasp to might damage
the enemies.
Frost (5 crystals.): Torah might create a freezing grasp to might damage
the enemies.
Spirit (5 crystals.): Torah might create a shining grasp to might damage
the enemies.
Garlic (1/3 crystals.): Torah might throw a garlic in a high arch. When
upgraded she might throw tripled onions toward the enemies.
Special abilities: Torah might use flame, frost or spirit to might grant
the garlic additional power.
Flame (10 crystals.): Torah might create an enflamed explosion to hit the
battlefield.
Frost (10 crystals.): Torah might create a freezing explosion to hit the
battlefield.
Spirit (10 crystals.): Torah might create a shining explosion to hit the
battlefield.
Cross (1/3 crystals.): Torah might stamp with the cross. When upgraded she
might make the enemies burn upon impact.
Special abilities: Torah might use flame, frost or spirit to might grant
the cross additional power.
Flame (5 crystals.): Torah might stamp with the cross to make flames burn
on impact.
Frost (5 crystals.): Torah might stamp with the cross to make frost freeze
on impact.
Spirit (5 crystals.): Torah might stamp with the cross to make a shining
explosion on impact.
Roses (2/5 crystals.): Torah might throw the rose in a high arch. When upgraded
she might throw tripled wild flowers toward the enemies.
Special abilities: Torah might use flame, frost or spirit to might grant
the roses additional power.
Flame (5 crystals.): Torah might create a flaming flash to might defeat
the enemies.
Frost (5 crystals.): Torah might create a freezing flash to might defeat
the enemies.
Spirit (5 crystals.): Torah might create a shining flash to might defeat
the enemies.
Mystic book (10/20 crystals.): Torah might sing mystic tunes. When upgraded
she might sing more powerful tunes which might cause alterations for repeated
damage.
Special abilities: Torah might use flame, frost or spirit to might grant
the mystic book additional power.
Flame (10 crystals.): Torah sing mystic tunes which might burn the enemies.
Frost (10 crystals.): Torah sing mystic tunes which might freeze the enemies.
Spirit (10 crystals.): Torah sing mystic tunes which might stun the enemies.
Laurels (10/20 crystals.): Torah might restore 25% of her lost energy. When
upgraded she might restore 50% of her lost energy.
Special abilities: Torah might use flame, frost or spirit to might grant
the laurels additional power.
Flame (10 crystals.): Torah might grant herself greater protection against
enflamatory attacks.
Frost (10 crystals.): Torah might grant herself greater protection against
polar attacks.
Spirit (10 crystals.): Torah might grant herself greater protection against
black magic.
Crystal (3/5 crystals.): Torah might release a magic wave. When upgraded
she might release a more powerful wave for repeated damage.
Special abilities: Torah might use flame, frost or spirit to might grant
the crystal additional power.
Flame (10 crystals.): Torah might release powerful flame magic upon the
enemies.
Frost (10 crystals.): Torah might release powerful frost magic upon the
enemies.
Spirit (10 crystals.): Torah might release powerful spirit magic upon the
enemies.
Other abilities: N/a.
Patrick Oldrey.
Stakes (1/3 crystals.): Patrick might throw the stake forward. When upgraded
he might throw tripled stakes toward the enemies.
Special abilities (5 crystals.): Patrick might fuse the stake with man-beast
power to might throw tripled explosive stakes toward the enemies.
Garlic (1/4 crystals.): Patrick might throw the garlic in a high arch. When
upgraded he might throw four explosive onions toward the enemies.
Special abilities (5 crystals.): Patrick might fuse the garlic with man-beast
power to might create greater explosions for repeated damage.
Cross (2/5 crystals.): Patrick might swing with the cross. When upgraded
he might swing so fast that he might defeat the enemies.
Special abilities (10 crystals.): Patrick might fuse the cross with man-beast
power to might release a flurry of flames for repeated damage.
Roses (3/5 crystals.): Patrick might throw the rose in a high arch. When
upgraded he might throw dual wild flowers toward the enemies.
Special abilities (10 crystals.): Patrick might fuse the roses with man-beast
power to might throw a row of explosive roses toward the enemies.
Holy book (2/5 crystals.): Patrick might defend with the holy book. When
upgraded he might summon two large spinning books for better protection.
Special abilities (10 crystals.): Patrick might fuse the holy book with
man-beast power to might smash the book to cause arching flames spread outward
for repeated damage.
Crucifix (1/3 crystals.): Patrick might stamp with the crucifix. When upgraded
he might make the enemies burn upon impact.
Special abilities (5 crystals.): Patrick might fuse the crucifix with man-beast
power to might release forward with a shining cross-shaped blast for repeated
damage.
The Host (10/20 crystals.): Patrick might present the Host. When upgraded
he might create a circle of the holy wafer for better protection.
Special abilities: None.
Other abilities: Patrick might fuse his body with man-beast power to might
become enraged and invincible for a short period of time.
Items.
Crystal (5): The crystal might grant power to whatever weapon you have in
position.
Big crystal (10): The big crystal might grant power to whatever weapon you
have in position.
Morning-star: Mystic items which might upgrade the hero's striking weapon.
Chicken leg: The chicken leg might restore 25% of your lost energy.
Pot roust: The pot roust might restore 50% of your lost energy.
Invicibility potion: The invicibility potion might make you invicible for
a short period of time.
Rosary: The rosary might clear the area of evil.
Money bag (100/200): The money bag contain coins which might be used to
purchase items.
Bottle: The bottle might be used to contain medicines or other liquid goods.
Med-kip: The med-kip might contain medicines or other healing statistics.
Green medicine: The green medicine might remove a poisoned state.
Blue medicine: The blue medicine might remove a frozen state.
Red medicine: The red medicine might restore your health status.
Belladonna: The Belladonna leaf might remove a lycanthrope status.
Purification crystal: The purification crystal might remove a cursed state.
White diamond: 1up.
Mystic orb: The mystic orb is a crystal ball which might restore you back
to the original state.
Magic items.
Contract: The contract might be used to summon Renon.
Sun card: The sun card might open some magically sealed doors.
Moon card: The moon card might open some magically sealed doors.
Blue ring: The blue ring might protect against high tempratures.
Portstone: The portstone might warp you to some locations.
Nitro: The nitro is a magical explosive which might remove some obstacle.
Mandragora: The Mandragora is a necessary part of the magical explosives.
Saria's medallion: Saria's life tree pendant which might amplify the holder's
natural abilities.
Fairy ocarina: The ocarina which might be used to sing mystic tunes.
Karhon's horn: This horn might be used to summon the ferryman.
White gem: The white gem is a mystic jewel which might purify larger bodies
of water.
Red gem: The red gem is a mystic jewel which might clear up magical weater.
Gold compass: The gold compass might show the way to where you should be.
Mirror: The mirror might make the fairies make a wish come true.
Special items.
Key: Key which might open some locked doors within the castle.
Rose key: The key which might open the gate to the garden maze.
Copper key: The key which might open the door to the basement.
Red key: The key which might open the door to the storage room in the castle
center.
Glass key: The key which might open the door inside the tower of science.
Skull key: The key which might open the door inside the dual tower.
Gem key: The key which might open the door inside the tower of sorcery.
Iron key: The key which might open the locked door inside the clock tower.
Rusty key: The key which might open the second locked door inside the clock
tower.
Gold key: The key which might open the final locked door inside the clock
tower.
Switch: Buttons which might open some castle areas.
Rusty switch: Rusted button which might open some locations inside the castle.
Crystal switch: Buttons which might activate crystals of the same colour.
Inventory.
Heinrich Schneider.
N/a.
Torah Fernandez.
N/a.
Patrick Oldrey.
Tunic: Clothing used by common folk during bad weather.
Armour.
Heinrich Schneider.
Iron plate: The iron plate might grant 25% better protection from a damaged
status.
Steel plate: The steel plate might grant 15% better protection from a damaged
status.
Torah Fernandez.
N/a.
Patrick Oldrey.
Iron plate: The iron plate might grant 15% better protection from a damaged
status.
Steel plate: The steel plate might grant 25% better protection from a damaged
status.
Chain mail: The chain mail might grant 35% better protection from a damaged
status.
Shell armour: The shell armour might grant 45% better protection from a
damaged status.
Steel glove: Might grant 10% better protection from a damaged status.
Boots.
Heinrich Schneider.
N/a.
Torah Fernandez.
N/a.
Patrick Oldrey.
Armour boots: The armour boots might slightly add up to your mobility.
Lesser enemies: Bat, Skeleton, Ghost, Werewolf, Zombie, Motorcycle-Skeleton,
Were-Tiger, Pillar Of Bone, Blood Skeleton, Bone Dragon, Hellhound, Cerberos,
Phantom Skull, Maid, Snake, Stain-Glass Knight, Butler, Sword Lord, Hound,
The Gardener, Harpy, Spear Guard, Vampire, Axe Knight, Lizard Man, Mudman,
Arachene, Medusa Head, Bloodborn, Female Vampire, Bone Head, Explosive Skeleton,
Machine-Gun Guard, Turret, Goblin, Fishman, Were-Couger, Ice Monster, Crystal
Shard & Scuba.
Bat: Small flying mammals which attack in large numbers.
Skeleton: Undead bony adversaries which jump in eratic patterns to throw
bones.
Ghost: Flouting appearition who might possess the hero.
Werewolf: A shape-shifting lycanthrope who utilize firce biting-attacks
which might inflict a cursed state. He also jump high to deliver series
of input kicks.
Zombie: Scores of undead beings rise from their graves in search of flesh.
Motorcycle-Skeleton: Undead bony adversaries mount motorcycles to might
chase the hero. The skeleton in the side-cart might fire the gun.
Were-Tiger: A shape-shifting foe who fuse with fire before utilizing fierce
claw-swipes which might inflict a cursed state. She also jump high to deliver
series of imput kicks.
Pillar Of Bone: Stacked dragon skulls which turn in either direction to
breathe flames or spit fireballs.
Blood Skeleton: Soaked skeleton who might pull itself together when slain.
Bone Dragon: Ripped-out dragon spines chained to castle structure which
wave about while breathing heavy flames or spit fireballs.
Hellhound: Demon dog who chase the hero to might inflict a cursed state.
Cerberus: Demon dog who breathe flames or spit fireballs and chase the hero
to might inflict a cursed state.
Phantom Skull: Flouting appearition who suddenly swoops in to might burn
the hero.
Maid: Undead maid who suck the hero's blood, deliver high kicks or cry sonic
rings.
Snake: Large green serpent who might inflict a poisoned state.
Stain-Glass Knight: Possessed manifestation who attacks on sight.
Butler: Undead butler who suck the hero's blood or throw fireballs.
Sword Lord: Armed and armoured knight who attack with their sword and shield
before suddenly dashing forward.
Hound: Demon dog who spit fireballs or chase the hero to might inflict a
cursed state.
The Gardener: Reanimated corpse who chase the hero. He attacks with his
chainsaw or strangle to might end the battle.
Harpy: Half-woman/part bird of Greek mythology who fly in from difficult
angles to release great boulders, multiple feathers or to might take the
hero.
Spear Guard: Armed and armoured knight who attack with their lances. They
repel some sub-weapons or stab through walls and ceilings.
Vampire: Undead nightmare who suck the hero's blood or utilize martial arts.
Axe Knight: Armed and armoured knight who throw boomerang-like axes, one
high, one low, before suddenly dashing forward.
Lizard Man: Mutated lizard creature who emit poison mist and attack with
their club, sword or lance to might end the battle.
Mudman: Possessed manifestation who emit acid bursts or attack on sight.
Arachene: Half-woman/part spider of Greek mythology who climb on the web
to twirl with their lances, spit acid liquid or throw spindles to might
make dinner upon the hero.
Medusa Head: Snake creature spawned from Medusa who fly in wavy patterns
to might inflict a stoned state.
Bloodborn: Possessed manifestation who attacks on sight to might inflict
a cursed state.
Female Vampire: Undead nightmare who teleports like mist to suck the hero's
blood or conjure smaller bats which might end the battle.
Bone Head: Dragon skulls which turn in either direction to breathe flames
or spit fireballs.
Explosive Skeleton: Undead bony adversaries which explode to might overthrow
the hero.
Machine-Gun Guard: Armoured knight who fire their automated gun before reloading.
Turret: Part of the defence-mechanism who fire bullets, grenades or lasers
about.
Goblin: Freaks of nature which bounch about to might overthrow the hero.
Fishman: Mutated fish creature who jump from the depth to spit poison streams
or fireballs.
Were-Couger: A shape-shifting foe who utilize fierce claw-swipes which might
inflict a cursed state. She also jump high to deliver series of input kicks.
Ice Monster: Possessed manifestation who attacks on sight to might inflict
a frozen state.
Crystal Shard: Crystal shards which channel bursts or beams of deathly energy.
Scuba: Creature who escaped from the dark ocean world to might inflict a
cursed state.
Cyborgs.
Guardian description: Zera is the droid-lieutenant from the New Order. Zera
attacks with her tail. She might also throw her boomerang toward your location.
You must destroy her armour. The cyborg might attack with series of repeated
claw-swipes. When damaged enough Zera might also electrify her projectile.
Found in: Hedge maze.
Weapon used: Boomerang clipper.
Weak against: Shotgun.
Guardian description: Alastor is the droid-lieutenant from the New Order.
Alastor attack with his sword or executes repeated claw-swipes. He might
inflict a cursed state upon you. You have to destroy his armour. The cyborg
might block some of your attacks. Alastor also throw enflamed discs to might
end the battle.
Found in: Execution tower.
Weapon used: Flame disc.
Weak against: Blizzard bubble.
Guardian description: Rouge is the droid-lieutenant from the New Order.
Rouge flies in from difficult angles to attack with her lance or to emit
sonic rings which might stun you in place. You must destroy her armour.
The cyborg might emit onslaught of blizzard bubbles which might freeze upon
impact. When damaged enough Rouge might also channel electrical currents
to might end the battle.
Found in: Tower of art.
Weapon used: Blizzard bubble.
Weak against: Flame disc.
Guardian description: Armageddon is the droid-captain from the New Order.
Armageddon attacks with his harpoon or also fire three-prolonged missiles.
You have to destroy his armour. The cyborg might also channel electrical
currents. When damaged enough Armageddon might also throw a barrage of bomb-like
explosives to might end the battle.
Found in: Tower of science.
Weapon used: Shock bomb.
Weak against: Flame disc & Blizzard bubble.
Guardian description: Vego is the bounty-hunter from the New Order. Vigo
gained control of bogh body and soul as he break into multiple pieces for
a projectile attack. You must destroy his armour. The bounty-hunter might
also shoot out a barrage of explosive pebble-bullets. When damaged, Vego
also fire homing missiles to might end the battle.
Found in: Tower of science.
Weapon used: Pebble bullet.
Weak against: Boomerang clipper & Blizzard bubble.
Guardian description: Raglian is the bounty-hunter from the New Order. Raglian
appear from behind to attack with his lightsaber or fire a laser attack
from his shoulder and arm cannon which shake the platforms. You have to
destroy his armour. The bounty-hunter also release bat probes. When damaged,
Raglian also dash forward to might strike with a shock attack.
Found in: Tower of science.
Weapon used: Ray battery.
Weak against: Flame disc & Shock bomb.
Guardian description: The Dragonheart network is the central control-computer.
You must lower the energy-shield before you might deal it any damage. The
computer might activate the defence mechanism. The turrets fire lasers,
machine-guns or throw grenades. You have to demolish the mechanism. The
Dragonheart network might also release huge ammaunts of raw energy upon
the area to might end the battle.
Found in: Tower of science.
Weapon used: N/a.
Weak against: Pebble bullet, Ray battery & Blizzard bubble.
Guardian description: Black Imperius is the warlock from the New Order.
Imperius teleport in to might throw heavy flames or to summon four death
masks. You have to defeat him. The warlock also make four magic orbs to
spiral inward. If they reach center, Black Imperius might also execute a
crippling fire, frost, dagger or poisonous attack to might end the battle.
Found in: Tower of science.
Weapon used: N/a.
Weak against: Shock bomb & boomerang clipper.
The forsaken order.
Guardian description: The crimson huntress is the handmaiden of the accursed
princess. The crimson huntress attack with her spiked gauntlets or throw
electrical currents. The wanderer might rise walls of feberish light in
front of the enemies. The crimson huntress might also throw arrow-shaped
blasts toward your location.
Found in: Villa mansion.
Weapon used: N/a.
Weak against: N/a.
Guardian description: The black rider is the warlock's knight. The wanderer
rides his horse in honour of count Dracula. The rider attack with his ball-and-chain
or also release a spread-shot of multiple freezing icicles. The black rider
might also make lightning strike to make flames burn throughout the battlefield
to might finish off the battle.
Found in: Castle center.
Weapon used: N/a.
Weak against: N/a.
Quest 2.
Heroes.
Full name: Noriko Cruz.
Type: Warlock.
Hair: Black.
Eyes: Dark.
Age: 8.
Religion: Unknown.
Main weapon(s): Knife.
Sub-weapon(s): Harpy, Big Bat, Hellhound, Succubus & Gaibon familiar.
Main weapon power-up(s): Collected items.
Sub-weapon power-up(s): Noriko might colect the crest of Anger, Hate or
Aguny to might grant her familiars additional power.
Armour: Collected inventory.
Other abilities: Noriko possess the power of dominance. She might colect
souls to might utilize greater power.
Full name: Christian Trevor Belmont.
Type: Vampire hunter.
Hair: Red.
Eyes: Grey.
Age: 12.
Religion: Catholicism.
Main weapon(s): Vampire Killer whip.
Sub-weapon(s): Dagger, stopwatch, axe, cross, holy water, mystic book, crucifix,
laurels & crystal.
Main weapon power-up(s): Morning-star.
Sub-weapon power-up(s): Christian might use flame, frost, earth, wind or
light to might utilize item-crushes.
Armour: Collected armour.
Other abilities: Christian might colect five ancient relics to might utilize
greater power.
Full name: Zoe Belnades.
Type: Battle-mage.
Hair: Red.
Eyes: Green.
Age: 18.
Religion: Judeism.
Main weapon(s): Warakiyan staff.
Sub-weapon(s): Stakes, stopwatch, mystic book, star & Aguwen.
Main weapon power-up(s): Collected weapons.
Sub-weapon power-up(s): Zoe might use frost, wind, thunder, thought or magic
to might grant her weapons additional power.
Armour: Collected inventory.
Other abilities: Zoe might read the chronicle books to might achieve additional
knowledge.
Full name: Adrian Basraq (A.k.a. Alucard.):
Type: Vampire.
Hair: Brown.
Eyes: Grey.
Age: Unknown.
Religion: Orthodox.
Main weapon(s): Lecarte sword.
Sub-weapon(s): Bat, Sword & demon familiar.
Main weapon power-up(s): Collected weapons.
Sub-weapon power-up(s): Alucard might use flame, dagger, frost, bat or thunder
to might grant his familiars additional power.
Armour: Collected armour.
Other abilities: Alucard might morph into a bat, wolf or mist for greater
mobility.
Supporting cast.
Full name: Genya Arikado.
Type: Agent.
Hair: White.
Eyes: Dark.
Age: Unknown.
Religion: Christianity.
Appearances: Genya Arikado appear in the intro. He later show up in the
guest house and the inner den to advance the storyline. He also show up
in the pinnacle, the mine of judgement and the abyss to further advance
the story. Finally he appear in the ending to save Hammer and to watch the
castle crumble.
Full name: Koji & Maria Hakuba
Type: Dragon/Healer.
Hair: Brown/Dark.
Eyes: Dark/Black.
Age: 14/13.
Religion: Teism/Teism.
Appearances: Koji & Maria Hakuba appear in the intro. They show up in the
lost village where they set up magic shops. They later appear in the pinnacle
to advance the story. They also show up in the ending to watch the castle
crumble.
Full name: Owen Hammer.
Type: Soldier.
Hair: Dark.
Eyes: Blue.
Age: 47.
Religion: Unknown.
Appearances: Hammer appear in the intro. He show up in the lost village
where he set up armoury shops. He later appear in the pinnacle to advance
the story. He finally show up in the ending to watch the castle crumble.
Full name: Zoe Belnades.
Type: Battle-mage.
Hair: Red.
Eyes: Green.
Age: 18.
Religion: Judeism.
Appearances: Zoe Belnades appear in the wizardry lab to advance the storyline.
She show up inside the pinnacle, the mine of judgement and the abyss to
further advance the story. Zoe also appear in the ending to watch as the
castle crumble.
Villians.
Full name: Celia Fortner.
Type: Preistess.
Hair: Blonde.
Eyes: Grey.
Age: 25.
Undead age: 98.
Religion: Chaotism.
Appearances: Celia Fortner appear in the intro. She also show up in the
wizardry lab, the clock tower, the inner den and the abyss to advance the
storyline.
Full name: Graham Jones.
Type: Missionary.
Hair: Blonde.
Eyes: Grey.
Age: 36.
Undead age: 100.
Religion: Satanism.
Appearances: Graham Jones appear in the wizardry lab and the castlehall
to advance the story. He also show up in the inner den and the pinnacle
where he acts as a boss.
Full name: Dimitri Blinov.
Type: Tactician.
Hair: Brown.
Eyes: Green.
Age: 37.
Undead age: 100.
Religion: Darksider.
Appearances: Dimitri Blinov appear in the wizardry lab, the inner den and
the abyss to advance the storyline. He also show up in the dark chapel where
he acts as a boss.
Weapons.
Main/striking weapons.
Noriko Cruz.
Combat knife: The knife belonged to Soma Cruz. Noriko might strike the weapon
in multiple directions. She might colect five other weapons to might ordment
her arsenal.
Pocket knife: A chief pocket knife used by street thugs while in gang fights.
Short-sword: A short-hand combat sword used for close-up battle.
Cutlas: A short-hand marine sword used for close-up battle.
Ninchacko: A Japanese striking weapon brandished by warrior monks.
Katana: A Japanese stylish sword brandished by the Samurai warriors.
Special abilities: Noriko might colect five other weapons to might ordment
her arsenal.
Warqa knife: A throwing weapon crafted by ancient people.
Discous: An ancient throwing weapon brandished by the medallists.
Wallhammer: An ancient hammer fused with a devine rage.
Shuriken: A Ninja type throwing-star used for ranged combat.
Keizer's knuckles: Ancient imperial knuckles which might harness a devine
rage.
Other abilities: Noriko possess the power of dominance. She might colect
souls to might utilize greater power.
Bullet souls (Souls which might grant sub-weapon power.).
Ape-skeleton soul (4 mp.): Noriko might throw a rolling barrel forward.
Harpy soul (16 MP.): Noriko might release multiple feathers toward the enemies.
Tombstone soul (3 MP.): Noriko might hurl a tombstone toward the enemies.
Mandragora soul (12 MP.): Noriko might cry a sonic ring.
Golem soul (26 MP.): Noriko hammer the floor to make rocks fall down.
Dead mate soul (8 mp.): Noriko might release wargs toward the enemies.
Axe armour soul (24 MP.): Noriko might throw the axe in a high arch.
Yorick soul (5 MP.): Noriko might throw a rolling skull toward the enemies.
Bugbear soul (20 MP.): Noriko throw out four flouting orbs for greater protection.
Bone-archer soul (6 mp.): Noriko might fire arrows toward the enemies.
Bomber armour soul (8 mp.): Noriko might throw a bomb toward the enemies.
Stolas soul (16 MP.): Noriko might fire a stunning beam toward the enemies.
Bone-ark soul (28 mp.): Noriko might fire a devastating laser forward.
Malachi soul (12 MP.): Noriko might throw globules which she chase after.
Spin devil soul (24 MP.): Noriko might summon five spinning blades for greater
protection.
Flame demon soul (24 MP.): Noriko throw tripled fireballs toward the enemies.
Eryne soul (16 MP.): Noriko might cry three repeated sonic rings.
Butler soul (18 mp.): Noriko might throw successive fireballs toward the
enemies.
Poltergeist soul (24 mp.): Noriko might make possessed furniture to attack
the enemies.
Ucoback soul (4 mp.): Noriko might lit flames to might overthrow the enemies.
Killer clown soul (16 mp.): Noriko might throw playing cards toward the
enemies.
Disc armour soul (8 mp.): Noriko might throw dual discs toward the enemies.
Ghost dancer soul (12 mp.): Noriko elevate to a certain position to fire
energy-draining blasts.
Maid soul (24 mp.): Noriko might cry repeated sonic rings toward the enemies.
Rope-lizard soul (6 MP.): Noriko might spit fireballs toward the enemies.
Rock armour soul (4 MP.): Noriko might throw accurate rocks toward the enemies.
Pillar of bone soul (28 MP.): Noriko make rising flames burn about for better
protection.
Skelerang soul (6 MP.): Noriko might throw sickles toward the enemies.
Flying Archer soul (14 MP.): Noriko flout in the air while firing three
curse-inducing arrows.
Bone dragon soul (26 MP.): Noriko bounches up and down while throwing arching
flames.
Merman soul (6 MP.): Noriko might release freezing mist toward the enemies.
Fish head soul (18 MP.): Noriko spit acidic bursts or cry sonic rings toward
the enemies.
Frozen shade soul (18 MP.): Noriko might create freezing mist or throw tripled
icicles.
Tanjelly soul (6 MP.): Noriko might channel dual electric blasts toward
the enemies.
Molusca soul (8 MP.): Noriko might channel and throw out spinning orbs toward
the enemies.
Gorgon soul (14 MP.): Noriko might fire stone-inducing beams toward the
enemies.
Skeleton soul (6 MP.): Noriko might throw bones toward the enemies.
Fishman soul (4 MP.): Noriko spit a stream of poison water toward the enemies.
Rycuda soul (8 MP.): Noriko might make lightning strike the enemies.
Hell knight soul (14 MP.): Noriko make rising flames to track forward.
Slogra soul (28 MP.): Noriko might release successive explosive flame-blasts.
Gaibon soul (28 MP.): Noriko might throw or speed up a prolonged fireball
attack.
Arch Demon soul (28 mp.): Noriko might release dual spiked balls of dark
energy.
Musussu soul (32 MP.): Noriko might throw out four fireballs before causing
rising flames.
Guardian souls (Souls which might grant special shields or spirit helpers.).
Bat soul (100 MP.): Noriko might make bats to circle her position for better
protection.
Ape-skeleton soul (110 MP.): Noriko might deliver a mean right hook.
Warg soul (100 MP.): Noriko might make wargs to run about for a better attack.
Une soul (20 MP.): Noriko might make an Une bloom for better protection.
Dead farmer soul (100 MP.): Noriko might summon the pitchfork for a better
attack.
Humpback soul (10 MP.): Noriko might conjure a humpback for a better attack.
Corpse-weed soul (30 MP.): Noriko might make Corpse-weeds grow for better
protection.
Mimic soul (150 mp.): Noriko might knock candles to obtain gold for her
statistics.
Ectoplasm soul (80 mp.): Noriko might summon the spectral shield for better
protection.
Imp soul (50 MP.): Noriko might summon the imp who might inflict a cursed
state.
Mud worm soul (45 mp.): Noriko might summon mud worms to attack the enemies.
Alastor soul (45 MP.): Noriko make a huge flouting blade to attack the enemies.
Sword lord soul (160 MP.): Noriko conjure the iron shield for better protection.
Dead warrior soul (40 MP.): Noriko conjure the spike shield for better protection.
Wakwak tree soul (500 MP.): Noriko might summon maidens to attack the enemies.
Hopper soul (30 MP.): Noriko might summon hoppers to might confuse the enemies.
Student witch soul (40 mp.): Noriko might summon the student witch for better
protection.
Catobeplaces soul (120 mp.): Noriko might summon the plate shield for better
protection.
Treant soul (270 MP.): Noriko might fuse with Treant for a better attack.
Dead knight soul (110 MP.): Noriko might execute a cavalry attack for greater
effect.
Spear guard soul (150 MP.): Noriko might repel some forms of ranged attacks.
Mini devil soul (190 MP.): Noriko might conjure mini devils to protect against
enemies.
Witch soul (130 mp.): Noriko might summon the cloack shield for better protection.
Buer soul (100 MP.): Noriko might summon a flaming sword for better protection.
Great knight soul (350 MP.): Noriko conjure the great shield for better
protection.
Bone knight soul (200 mp.): Noriko conjure the skull shield for better protection.
Killer doll soul (190 mp.): Noriko might conjure killer dolls to distract
the enemies.
Guillotiner soul (80 mp.): Noriko summon the guillotiner to might behead
the enemies.
Medusa head soul (110 mp.): Noriko might summon the Medusa head for a better
attack.
Spider soul (100 MP.): Noriko might summon the spider which might obtain
faraway items.
Needle soul (45 MP.): Noriko might summon needles for better protection.
Dead pirate soul (100 MP.): Noriko might conjure the cutlass for a better
attack.
Killer fish soul (95 MP.): Noriko might make a killer fish fly forward for
a better attack.
Alura Une soul (300 MP.): Noriko summon Alura Une who turn damage taken
into hp.
Mud demon soul (120 MP.): Noriko might summon mud demons to attack the enemies.
Giant slug soul (360 MP.): Noriko might summon the slime barrier for better
protection.
Malacoda soul (550 mp.): Noriko might summon Malacoda for assistance.
Procel soul (50 MP.): Noriko might become electrified for a short period
of time.
Zombie soul (45 mp.): Noriko might make three zombies to walk toward the
enemies.
Peeping eye soul (60 mp.): Noriko make peeping eyes circle her position
for better protection.
Ghost soul (100 mp.): Noriko might summon ghosts which might distract the
enemies.
Humpback rider soul (210 MP.): Noriko might summon the bone dragon for a
better attack.
Long-axe armour soul (120 mp.): Noriko might conjure the long-axe for a
better attack.
Ghoul soul (170 mp.): Noriko might make three ghouls to walk toward the
enemies.
Larva soul (130 mp.): Noriko might summon the stone shield for better protection.
Heart eater soul (200 mp.): Noriko might conjure heart eaters to decrease
her mp. statistics.
Humunculus soul (135 mp.): Noriko might summon the bubble shield for better
protection.
Drahignazzo soul (160 MP.): Noriko might summon Drahignazzo for assistance.
Barbaricia soul (160 MP.): Noriko might summon Barbaricia for assistance.
Enchanted souls (Souls which might grant alternate power.).
Slaughterer soul: Noriko might suck some blood to restore her own statistics.
Mothman soul: Noriko might become immune to most poisonous statistics.
Valkyrie soul: Noriko might become immune to most charmed statistics.
Yeti soul: Noriko might teleport for some short distances.
Lillith soul: Noriko might combine soul powers for greater effect.
Creature soul: Noriko might recycle decrease statistics to might increase
her status.
Cloacked figure soul: Noriko might utilize other soul powers while in bat,
wolf or mist form.
Decarabia soul: Noriko might use two or more familiars at a time.
Manticore soul: Noriko might flout in the air for some short distances.
Werewolf soul: Noriko might charge some bullet souls.
Succubus soul: Noriko might become adult for better soul collectability.
Cave troll soul: Noriko might upgrade her bloodsucking ability.
Devil soul: Noriko might morph into her "Dracula's ghost" mode.
Attribute souls (Souls which might grant mobility power).
Skeleton Blaze soul: Noriko got the sliding ability.
Malphas soul: Noriko got the double jump ability.
Kicker skeleton soul: Noriko got the jump-kick ability.
Dodo Soul: Noriko got the back-dash ability.
Panther soul: Noriko got the knee-kick ability.
Iron Golem soul: Noriko's strength ability is increased for greater ability.
Undine soul: Noriko got the water-walk ability.
Sculla soul: Noriko got the gravity ability.
Galamoth soul: Noriko got the time-stop ability.
Giant bat soul: Noriko got the morphing ability.
Curly soul: Noriko got the shoulder-block ability.
Hippogryph soul: Noriko got the super jump ability.
Christian Belmont.
Vampire Killer whip: Ancient whip handed down through the Belmont clan.
Christian might strike the whip in multiple directions. He might upgrade
it three times for greater effect.
Chain-whip: The upgraded vertion of the leather whip might inflict grater
damage.
Morning-star: The upgraded vertion of the chain-whip might inflict grater
damage.
Vampire Killer: The ultimate vertion of the morning-star whip might inflict
crippling damage.
Special abilities: Christian might use flame, frost, earth, wind or light
to might grant the Vampire Killer additional power.
Flame (5 crystals.): Christian might create the flame whip.
Frost (5 crystals.): Christian might create the frost whip.
Earth (5 crystals.): Christian might create the thorn whip.
Wind (5 crystals.): Christian might create the fireball whip.
Light (10 crystals.): Christian might create the holy whip.
Other abilities: Christian might colect five ancient relics to might utilize
greater power.
Soul wind (10 crystals.): Christian might slow down enemies for greater
effect.
Soul flame (10 crystals.): Christian might make flames to burn the area
for greater effect.
Soul bat (10 crystals.): Christian might release a heavy blast forward for
greater effect.
Soul Saint (10 crystals.): Christian might create another explosion for
greater effect.
Soul ice (10 crystals.): Christian might restore 25% of his lost energy
for greater effect.
Zoe Belnades.
Warakiyan staff: The staff belonged to Sypha Belnades. Zoe might strike
the weapon in multiple directions. She might upgrade it three times for
greater effect.
Moldovian staff: Zoe might brandish the Moldovian staff.
Transylvanian staff: Zoe might brandish the Transylvanian staff.
Walachian staff: Zoe might brandish the Walachian staff.
Special abilities: N/a.
Broad sword: Zoe might unsheat her sword for close-up battle. She might
strike the blade in multiple directions for greater effect.
Special abilities: N/a.
Bow and arrow: Zoe might fire arrows toward the enemies for greater effect.
Special abilities: N/a.
Combat knife: Knife which belonged to Alucard. Zoe might strike the knife
in multiple directions for greater effect.
Special abilities: Zoe might use magic force to might grant herself additional
power.
Fire spell (30 mp.): Zoe might release forward with repeated explosive series
of flame-blasts.
Ice spell (30 mp.): Zoe might release outward with a half-circle onslaught
of freezing icicles.
Lightning spell (30 mp.): Zoe might throw tripled electric charges in boomerang
fashion.
Sapping spell (10 mp.): Zoe might sap some magic from enemies to add up
her statistics.
Amplifying spell (10 mp.): Zoe might enchant and add up to her group's mystic
statistics.
Other abilities: Zoe might read the chronicle books to might achieve additional
knowledge.
Chronicle book 1: Zoe might gain full knowledge about the Eclipse incident.
Chronicle book 2: Zoe might gain full knowledge about the Eclesia incident.
Chronicle book 3: Zoe might gain full knowledge about the 2035 incident.
Chronicle book 4: Zoe might gain full knowledge about the order of shadow
incident.
Chronicle book 5: Zoe might gain full knowledge about the 2036 incident.
Alucard.
Lecarte sword: Ancient sword handed down through the family. Alucard might
strike the blade in multiple directions for greater effect.
Special abilities: N/a.
Lecarte shield: Ancient shield handed down through the family. Alucard might
defend from multiple directions for greater effect.
Special abilities: Alucard might use black magic to might grant himself
additional power.
Hellfire (10 mp.): Alucard might throw tripled fireballs toward the enemies.
Grizzly wing (10 mp.): Alucard might release bat swarms toward the enemies.
Balls of destruction (10 mp.): Alucard might throw magic spheres toward
the enemies.
Nightmare claw (10 mp.): Alucard might capture the souls of some defeated
enemies.
Crimson lightning (10 mp.): Alucard might make lightning bolts to strike
the enemies.
Other abilities: Alucard might morph into a bat, wolf or mist for greater
mobility.
Sub-weapons.
Noriko Cruz.
Harpy familiar (6/8 MP.): The harpy familiar fly in from difficult angles
to might attack the enemies. When upgraded the harpy might also throw large
boulders for repeated damage.
Special abilities: Noriko might use Anger, Hate or Aguny to might grant
the harpy familar additional power.
Anger (12 MP.): The harpy-familiar might release multiple feathers toward
the enemies.
Hate (26 MP.): The harpy-familiar throw multiple poison worms toward the
enemies.
Aguny (8 mp.): The harpy-familiar might make lightning strike the battlefield.
Big bat familiar (8/12 MP.): The big bat familiar might attack the enemies.
When upgraded four big bats attack for repeated damage.
Special abilities: Noriko might use Anger, Hate or Aguny to might grant
the big bat familiar additional power.
Anger (6 MP.): The big bat familiar might spit fireballs toward the enemies.
Hate (28 MP.): The big bat familiar split into multiple bats to might take
the enemies.
Aguny (16 MP.): The big bat familiar suck blood to restore its master's
health statistics.
Hellhound familiar (18/26 MP.): The Hellhound familiar might attack the
enemies. When upgraded Cerberus might attack to inflict a cursed state.
Special abileties: Noriko might use Anger, Hate or Aguny to might grant
the Hellhound familiar additional power.
Anger (14 MP.): The Hellhound might spit fireballs toward the enemies.
Hate (30 MP.): The Hellhound familiar summon demon dogs to might take the
enemies.
Aguny (24 MP.): The familiar emit flouting blobs which spew lightning upon
the area.
Succubus familiar (16/28 MP.): The Succubus familiar might make the Unes
bloom. When upgraded she might create swarms of swooping bats for repeated
damage.
Special abileties: Noriko might use Anger, Hate or Aguny to might grant
the Succubus familiar additional power.
Anger (36 MP.): The Succubus familiar might throw out eight arching flames.
Hate (18 MP.): The Succubus familiar might duplicate herself for greater
effect.
Aguny (16 MP.): The Succubus familiar might conjure electric rings to do
her bidding.
Gaibon familiar (16/28 MP.): The Gaibon familiar might attack the enemies.
When upgraded Gaibon might hammer the floor to make rocks fall for repeated
damage.
Special abilities: Noriko might use Anger, Hate or Aguny to might grant
the Gaibon familiar additional power.
Anger (16 MP.): The Gaibon familiar might spit fireballs toward the enemies.
Hate (12 MP.): The Gaibon familiar might duplicate itself for greater effect.
Aguny (16 MP.): The Gaibon familiar chase a globe before delivering crippling
swipes.
Other abilities: N/a.
Christian Belmont.
Dagger (1/3 crystals.): Christian might throw the dagger forward. When upgraded
he might throw tripled homing daggers toward the enemies.
Special abilities: Christian might use flame, frost, earth, wind or light
to might grant the dagger additional power.
Flame (5 crystals.): Christian might throw five enflamed daggers toward
the enemies.
Frost (5 crystals.): Christian might throw five freezing daggers toward
the enemies.
Earth (5 crystals.): Christian might throw five poison daggers toward the
enemies.
Wind (10 crystals.): Christian might throw multiple daggers toward the enemies.
Light (7 crystals.): Christian might throw seven silver daggers toward the
enemies.
Stopwatch (10/30 crystals.): Christian might stop time. When upgraded he
might triple the ammaunt of stopped time.
Special abilities: Christian might use flame, frost, earth, wind or light
to might grant the stopwatch additional power.
Flame (10 crystals.): Christian might stop polar enemies.
Frost (10 crystals.): Christian might stop infernos enemies.
Earth (10 crystals.): Christian might stop plantlife enemies.
Wind (20 crystals.): Christian might double the ammaunt of stoped time.
Light (10 crystals.): Christian might stop Hellspawn enemies.
Axe (2/5 crystals.): Christian might throw the axe in a high arch. When
upgraded he might throw tripled spinning axes toward the enemies.
Special abilities: Christian might use flame, frost, earth, wind or light
to might grant the axe additional power.
Flame (5 crystals.): Christian might throw tripled enflamed axes in a high
arch.
Frost (5 crystals.): Christian might throw tripled freezing axes in a high
arch.
Earth (5 crystals.): Christian might throw tripled stone axes in a high
arch.
Wind (10 crystals.): Christian might throw a circle of axes toward the enemies.
Light (5 crystals.): Christian might throw tripled silver axes in a high
arch.
Cross (3/5 crystals.): Christian might throw the cross like a boomerang.
When upgraded he might throw tripled homing crosses toward the enemies.
Special abilities: Christian might use flame, frost, earth, wind or light
to might grant the cross additional power.
Flame (5 crystals.): Christian might throw tripled enflamed crosses toward
the enemies.
Frost (5 crystals.): Christian might throw tripled freezing crosses toward
the enemies.
Earth (5 crystals.): Christian might throw tripled stone crosses toward
the enemies.
Wind (10 crystals.): Christian might throw a flurry of crosses toward the
enemies.
Light (5 crystals.): Christian might throw tripled silver crosses toward
the enemies.
Holy water (3/5 crystals.): Christian might throw a vial of holy water in
a high arch. When upgraded he might throw a holy wave toward the enemies.
Special abilities: Christian might use flame, frost, earth, wind or light
to might grant the holy water additional power.
Flame (10 crystals.): Christian smash a vial of holy water to make rising
flames track forward.
Frost (10 crystals.): Christian smash a vial of holy water to make rising
icicles track forward.
Earth (10 crystals.): Christian smash a vial of holy water to make rising
spikes track forward.
Wind (10 crystals.): Christian make it rain with holy water to might damage
the enemies.
Light (10 crystals.): Christian smash a vial of holy water to make a holy
flame to engulf.
Mystic book (3/5 crystals.): Christian might defend with the mystic book.
When upgraded he might make two large spinning books to protect his location.
Special abilities: Christian might use flame, frost, earth, wind or light
to might grant the mystic book additional power.
Flame (5 crystals.): Christian drop the book to make a fireball blast forward.
Frost (5 crystals.): Christian drop the book to make an icicle blast forward.
Earth (5 crystals.): Christian drop the book to make a meteor shoot forward.
Wind (10 crystals.): Christian summon five spinning books to protect his
location.
Light (5 crystals.): Christian drop the book to make a homing ball blast
forward.
Crucifix (1/3 crystals.): Christian might stamp with the crucifix. When
upgraded he might make the enemies burn upon impact.
Special abilities: Christian might use flame, frost, earth, wind or light
to might grant the crucifix additional power.
Flame (10 crystals.): Christian flout in the air while the flaming cross
damage the enemies.
Frost (10 crystals.): Christian flout in the air while the frozen cross
damage the enemies.
Earth (10 crystals.): Christian flout in the air while the spinning cross
damage the enemies.
Wind (10 crystals.): Christian summon five spinning crosses to make a beam
strike down.
Light (10 crystals.): Christian summon a circle of silver crosses which
protect his location.
Laurels (10/20 crystals.): Christian might restore 25% of his lost energy.
When upgraded he might restore 50% of his lost energy.
Special abilities: Christian might use flame, frost, earth, wind or light
to might grant the laurels additional power.
Flame (10 crystals.): Christian might remove a frozen state.
Frost (10 crystals.): Christian might remove a charmed state.
Earth (10 crystals.): Christian might remove a poisoned state.
Wind (10 crystals.): Christian might remove a stoned state.
Light (10 crystals.): Christian might remove a cursed state.
Crystal (3/5 crystals.): Christian might throw the crystal in a high arch.
When upgraded he might make the crystal explode for repeated damage.
Special abilities: Christian might use flame, frost, earth, wind or light
to might grant the crystal additional power.
Flame (10 crystals.): Christian might throw tripled rebounding fireballs
toward the enemies.
Frost (10 crystals.): Christian might throw tripled breakable icicles toward
the enemies.
Earth (10 crystals.): Christian might throw tripled rebounding meteors toward
the enemies.
Wind (10 crystals.): Christian might throw tripled rebounding diamonds toward
the enemies.
Light (10 crystals.): Christian might throw tripled holy flames toward the
enemies.
Other abilities: Christian might use his mystic force to become invicible
and invinsable for a short period of time.
Zoe Belnades.
Stakes (6/8 mp.): Zoe might throw the stake forward. When upgraded she might
throw tripled stakes toward the enemies.
Special abilities: Zoe might use frost, wind, thunder, thought or magic
to might grant the stakes additional power.
Frost (24 mp.): Zoe might trow five homing snowballs toward the enemies.
Wind (8 mp.): Zoe might throw a homing stake toward the enemies.
Thunder (8 mp.): Zoe might cry a sonic ring for greater effect.
Thought (12 mp.): Zoe might throw a gold stake toward the enemies.
Magic (24 mp.): Zoe might throw five homing spikes toward the enemies.
Stopwatch (18/26 mp.): Zoe might stop time. When upgraded she might also
double the ammaunt of stopped time.
Special abilities: Zoe might use frost, wind, thunder, thought or magic
to might grant the stopwatch additional power.
Frost (18 mp.): Zoe might create a blizzard to slow down the enemies.
Wind (24 mp.): Zoe might create a whirlwind to slow down the enemies.
Thunder (26 mp.): Zoe might create a thunderstorm to slow down the enemies.
Thought (24 mp.): Zoe might create an earthquake to slow down the enemies.
Magic (16 mp.): Zoe might create an explosion to slow down the enemies.
Mystic book (14/24 mp.): Zoe might proclaim with the mystic book. When upgraded
she might make manifest with the mystic book.
Special abilities: Zoe might use frost, wind, thunder, thought or magic
to might grant the mystic book additional power.
Frost (14 mp.): Zoe open the book to release icicles toward the enemies.
Wind (24 mp.): Zoe open the book to release sonic blasts toward the enemies.
Thunder (16 mp.): Zoe open the book to release electric beams toward the
enemies.
Thought (28 mp.): Zoe open the book to release shining blasts toward the
enemies.
Magic (18 mp.): Zoe open the book to release magic waves toward the enemies.
Star (8/12 mp.): Zoe might stamp with the star. When upgraded she might
also make the enemies burn on contact.
Special abilities: Zoe might use frost, wind, thunder, thought or magic
to might grant the star additional power.
Frost (12 mp.): Zoe make a spinning star appear which she pray to release
icicles.
Wind (14 mp.): Zoe make a spinning star appear which she pray to release
sonic rings.
Thunder (16 mp.): Zoe make a spinning star appear which she pray to release
lightning bolts.
Thought (12 mp.): Zoe make a spinning star appear which she pray to release
projectiles.
Magic (18 mp.): Zoe make a spinning star appear which she pray to release
homing balls.
Aguwen (6/8 mp.): Zoe might throw mountain ash in a high arch. When upgraded
she might also double the ammaunt of thrown ash.
Special abilities: Zoe might use frost, wind, thunder, thought or magic
to might grant the Aguwen additional power.
Frost (6 mp.): Zoe throw ash to might freeze the enemies.
Wind (8 mp.): Zoe throw ash to might pathrify the enemies.
Thunder (12 mp.): Zoe throw ash to might stun the enemies.
Thought (12 mp.): Zoe throw ash to might stone the enemies.
Magic (18 mp.): Zoe throw ash to might crystallize the enemies.
Other abilities: N/a.
Alucard
Fairy familiar (100/300 mp.): The fairy familiar might restore 25% of your
lost energy. When upgraded she might restore 50% of your lost energy.
Special abilities: Alucard might use flame, dagger, frost, bat or thunder
to might grant the fairy familiar additional power.
Flame (100 mp.): The fairy familiar might remove a frozen state.
Dagger (300 mp.): The fairy familiar might add poison to your attack statistics.
Frost (100 mp.): The fairy familiar might remove a pathrified state.
Bat (500 mp.): The fairy familiar might add darkness to your magic statistics.
Thunder (100 mp.): The fairy familiar might remove a stoned state.
Sword familiar (20/100 mp.): The sword familiar might attack the enemies.
When upgraded it might summon other swords to do its bidding.
Special abilities: Alucard might use flame, dagger, frost, bat or thunder
to might grant the sword familiar additional power.
Flame (20 mp.): The sword familiar fuse with flame before attacking the
enemies.
Dagger (200 mp.): The sword familiar might add bloodthirst to your attack
statistics.
Frost (20 mp.): The sword familiar fuse with frost before attacking the
enemies.
Bat (300 mp.): The sword familiar might add curse to your magic statistics.
Thunder (20 mp.): The sword familiar fuse with thunder before attacking
the enemies.
Demon familiar (100/500 mp.): The demon familiar might attack with its pitchfork
to might inflict a cursed state. When upgraded it might summon other imps
to do its bidding.
Special abilities: Alucard might use flame, dagger, frost, bat or thunder
to might grant the demon familiar additional power.
Flame (100 mp.): The demon familiar might make rising flames track forward.
Dagger (300 mp.): The demon familiar make four metal blades to fall down.
Frost (100 mp.): The demon familiar might make rising icicles track forward.
Bat (300 mp.): The demon familiar attack with martial arts to might inflict
a cursed state.
Thunder (100 mp.): The demon familiar might make an electric current track
forward.
Other abilities: N/a.
Items.
Crystal (1): The crystal might grant power to whatever weapon you have in
position.
Large crystal (5): The large crystal might grant power to whatever weapon
in position.
Morning-star: Mystic items which might upgrade the Vampire Kiler whip.
Chicken leg: The chicken leg might restore 25% of your lost energy.
Pot roust: The pot roust might restore 50% of your lost energy.
Invicibility potion: The invicibility potion might make you invicible for
a short period of time.
Rosary: The rosary might clear the area of evil.
Coin (1): The coins are currency which might be used to purchase some items.
Money bag (100): The money bag contain other coins which might be used to
purchase items.
Crown (500): The crown might earn a great sum if sold at the market.
Torch: The torch which might lit structures or other burnable materials.
Lamp: The lantern might illuminate dark areas or lit torches and other burnable
materials.
Bottle: The bottle might store medicines or other liquid goods.
Antidote: The antidote might remove a poisoned state.
Potion: The potion might remove a frozen state.
Med-kip: The med-kip might store medicines or other healing statistics.
Green medicine: The green medicine might restore your health status.
Blue medicine: The blue medicine might restore your magic status.
Red medicine: The red medicine might restore both your health and magic
status.
Mana prism: The mana prism might restore your magic status.
The Host: The body of Christ might remove a cursed state.
Fairy: The fairy might restore your health status.
Castle map 1: This is a piece of the castle's landmap.
Castle map 2: This is the second piece of the castle's landmap.
Compass: The compass might mark some important features upon the castle's
landmap.
Key: The key might open some locked doors or treasure boxes.
Master key: The master key might open any type of locked item within that
area.
Blue cross: 1up.
Mystic orb: The mystic orb is a crystal ball which might restore you back
to the original state.
Magic items.
Black belt: This belt is said to enchant the bearer's combat abilities.
Soma's spectacles: These spectacles might recognize enchanted enemies.
Crest of Anger: Legends tell the crest are representative of Dracula's power.
Noriko's crucifix: The crucifixmight advance the ability to see beyond the
obvious.
Blood stud: Crimson earing said to have belonged to Elizabeth Bathory.
Chaos ring: This item is surrounded by legends telling of its destructive
power.
Mina's charm: This charm belonged to Soma's girlfriend.
Crest of Hate: This is the second crest which is told to represent the Dark
Lord's power.
Soul eater ring: The item told to amplify the power of dominance.
Crest of Aguny: This is the third crest which is said to hold a part of
Dracula's power.
Encyclopedia: The encyclopedia might reveal the name or origin of a given
enemy.
Tear of blood: This bright crimson jewel really belonged to Vlad Tepes Dracula.
Special items.
Bible: Holy book which might exorcise demons.
Oak stake: Wooden stakes used to vanquish the undead.
Garlic: Onion vegetable which is said to grow near the spring of youth.
Rose: Wild flower which will imprison the vampire within his coffin.
Piece of silver: Pure silver object which is used to repel nocturnal powers.
Icon: Image of the holy which repel the forces of Hell.
Holy flame: Sanctified flame which might stamp out dark things.
Inventory.
Noriko Cruz.
Black dress: The black dress bore by the nun.
Green dress: The dress bore by the lady.
Blue dress: The dress bore by the common folk in bad weater.
Red dress: The dress bore by the witch burned at the stake.
Mourn dress: The dress bore by the wheeping widow.
Long dress: The fine dress bore at a ball.
Lich cape: The cape bore by the dead wizard.
Wizardry cape: The garb bore by the wizard.
Druid garb: The cloack bore by the druid.
Necromancy cloack: The cloack bore by the necromancer.
Fine dress: The dress bore by Orlock's bride.
Countess gown: The gown bore by countess Carmilla.
Vampire garb: The black cape said to have belonged to count Dracula.
Christian Belmont.
N/a.
Zoe Belnades.
Cutton garb: The cotton garb wore by commun folks during bad weather.
Black cape: The black cape addored by the undead.
Silk cloack: The silk cloack of a lady.
Elvan robe: The elvan robe which is said to conceal its wearer from evil
eyes.
Orlock's cape: Is this the cape which belonged to lord Orlock?
Librerian's robe: Legends tell this garb belonged to the count's master
librarian.
Death's garb: This grey cloack was worn when praying at Elizabetha's death
bed.
Invicibility cloack: This cape might make the wearer invicible.
Weddingdress: Legends tell this dress was worn by the bride of Simon Belmont.
Widdow's dress: The black dress worn by the widow of John Morris.
Teatcher clothings: Legends tell these clothings is worn by the teatcher
of Desmond Belmont.
Order outfit: This ceremonial outfit was once used by Shanoah from the order
of Eclesia.
Alucard.
N/a.
Armour.
Noriko Cruz.
N/a.
Christian Belmont.
Army jacket: Military style jacket worn by common folk when travelling abroad.
Pilot jacket: Fur-couted pilot jacket worn by common people during cold
winter weater.
Iron plate: The iron plate might grant 25% better protection from a damaged
status.
Steel plate: The steel plate might grant 35% better protection from a damaged
status.
Rider Jacket: Rider style comfortable clothings used by common folks while
going abroad.
Chain mail: The chain mail might grant 30% better protection from a damaged
status.
Heavy jacket: Hunter style fur couted clothing used by common folks while
travelling abroad.
Army coat: Military style coat worn by soldiers when travelling abroad.
Spiked plate: The spiked plate might add up to your attack statistics.
Shell plate: The shell plate might make it more difficult to inflict a poisoned
state.
Camuflage jacket: The camouflage jacket might make it more difficult to
become tracked.
Biker jacket: The biker jacket might add up to your statistics.
Silver plate: The silver plate might make it more difficult to cast a cursed
state.
Zoe Belnades.
N/a.
Alucard.
Bronze armour: The bronze armour might grant 25% better protection from
a damaged status.
Black armour: The black armour might add 30% to your attack statistics.
Jewel armour: The jewel armour might grant 35% better protection from an
unatural statistics.
Heavy Armour: The heavy armour might grant 45% better protection from a
damaged status.
Holy armour: The holy armour might make it more difficult to cast a cursed
state.
Boots.
Noriko Cruz.
N/a.
Christian Belmont.
Army boots: The army boots which grant the sliding ability.
Hunter boots: The hunter boots which grant the double jump ability.
Ranger boots: The ranger boots which grant the jump-kick ability.
Leather boots: The leather boots which grant the dashing ability.
Athlete boots: The athlete boots which grant the diving ability.
Heavy boots: The heavy boots which grant the pulling ability.
Tracker's boots: The tracker's boots which grant the back-dash ability.
Kicker boots: The kicker boots which grant the high kick ability.
Medalist's boots: The medalist's boots which grant the rolling ability.
HArd boots: The hard boots which grant the knee kick ability.
Archer boots: The archer boots which grant the super jump ability.
Armor boots: The armor boots which grant the flying kick ability.
Zoe Belnades.
Soft shoes: The soft shoes which grant the sliding ability.
Dance shoes: The dance shoes which grant the double jump ability.
Pointed shoes: The pointed shoes which grant the high-kick ability.
Gym shoes: The gym shoes which grant the jump-kick ability.
Leather shoes: The leather shoes which grant the diving ability.
Ballet shoes: The ballet shoes which grant the spin ability.
High boots: The high boots which grant the dashing ability.
Fine boots: The fine boots which grant the side-step ability.
Hard boots: The hard boots which grant the knee-kick ability.
Kicker boots: The kicker boots which grant the spin-kick ability.
Biker boots: The biker boots which grant the super jump ability.
Black boots: The black boots which grant the back-dash ability.
Alucard.
Soul of Bat: The artefact which make Alucard morph into a swarm of smaller
bats.
Echo of Batt: The artefact which allows Alucard navigate some dark areas
while in bat form.
Soul of Wolf: The artefact which make Alucard to morph into his blue wolf
form.
Form of Mist: The artefact which allows Alucard to morph into a coil of
mist.
Gass cloud: The artefact which make Alucard to morph into a gass cloud for
greater effect.
Lesser enemies: Bat, Ape-Skeleton, Harpy, Warg, Une, Dead Farmer, Tombstone,
Slaughterer, Humpback, Mandragora, Golem, Mothman, Corpse-Weed, Mimic, Dead
Mate, Ectoplasm, Axe Armour, Yorick, Imp, Bugbear, Mud Worm, Alastor, Sword
Lord, Bone-Archer, Valkyrie, Bomber Armour, Dead Warrior, Wakwak Tree, Hopper,
Student Witch, Stolas, Catobeplaces, Treant, Dead Knight, Yeti, Spear Guard,
Mini Devil, Bone-Ark, Malachi, Witch, Spin Devil, Lillith, Flame Demon,
Eryne, Buer, Great Knight, Bone Knight, Killer Doll, Butler, Poltergeist,
Ucoback, Killer Clown, Disc Armour, Guillotiner, Ghost Dancer, Maid, Creature,
Rope-Lizard, Medusa Head, Rock Armour, Spider, Pillar Of Bone, Cloacked
Figure, Skelerang, Flying Archer, Bone Dragon, Merman, Needle, Fish Head,
Dead Pirate, Killer Fish, Frozen Shade, Decarabia, Tanjelly, Alura Une,
Mud Demon, Giant Slug, Malacoda, Procel, Molusca, Gorgon, Skeleton, Zombie,
Peeping Eye, Ghost, Fishman, Manticore, Werewolf, Rycuda, Humpback Rider,
Succubus, Long-Axe Armour, Hell Knight, Iron Golem, Ghoul, Slogra, Cave
Troll, Larva, Heart Eater, Gaibon, Arch Demon, Humunculus, Panther, Musussu,
Barbaricia & Devil.
Bat: Small flying mammals which attack in great numbers.
Ape-Skeleton: Undead bony adversaries which throw barrels or a mean right
hooks.
Harpy: Half-woman/part bird of Greek mythology who fly in from difficult
angles to might throw their dagger.
Warg: Mythological wolf creature who chase the hero.
Une: Hazardous plantlife who suddenly sprouts to might inflict a poisoned
state.
Dead Farmer: Scores of undead beings rise from their graves in search of
flesh.
Tombstone: Possessed icon who suddenly swoops in to might inflict a cursed
state.
Slaughterer: Savage boar creature who spit huge fireballs or attack with
their bare hands to might end the battle.
Humpback: Freaks of nature which rebound about to might overthrow the hero.
Mandragora: Mythological plant who suddenly sprouts to emit a sonic scream
upon the area.
Golem: Rock figure brought to life through arcane magic who hammer the floor,
deliver uppercuts, throw rocks or suddenly dashes forward.
Mothman: Mutated moth creature who might inflict a poisoned state.
Corpse-Weed: Mutated plant who suddenly sprouts to might inflict a poisoned
state.
Mimic: Possessed treasure box who might inflict a cursed state.
Dead Mate: Scores of undead beings rise from their mudy graves in search
of flesh.
Ectoplasm: Flouting appearition who might inflict a cursed state.
Axe Armour: Armed and armoured knight who throw boomerang-like axes, one
high, one low, before suddenly dashing forward.
Yorick: Undead bony adversary who chase its skull.
Imp: Freak who escaped from Hell. They bounch about to might inflict a cursed
state.
Bugbear: Flouting eyeball formation who flail their tentacles, fire beams
of deathly energy or suddenly swoops in to might inflict a poisoned state.
Mud Worm: Mutated worm who suddenly rise up to might inflict a poisoned
state.
Alastor: Flouting appearition who attack with their sword to might inflict
a cursed state.
Sword Lord: Armed and armoured knight who attack with their sword and shield
before suddenly dashing forward.
Bone-Archer: Undead bony adversary who fire their bow-and-arrows.
Valkyrie: Mythological maiden who fly through the air to attack with their
lances.
Bomber Armour: Armoured knight who throw accurate explosives in high arches.
Dead Warrior: Armed and armoured figure who attack with their sword and
shield to might make dinner upon the hero.
Wakwak Tree: Ancient tree who preduce seductive maidens to make dinner upon
the hero.
Hopper: Freaks of nature which rebound about to might overthrow the hero.
Student Witch: The Devil's concubine fly in on her broomstick to crashland
which might inflict a cursed state.
Stolas: Ancient owl who cry sonic rings or conjure lesser enemies.
Catobeplaces: Iron-plated war-beast who attack with a horn-trust, make the
rubble wave, cause sonic blasts or breathe heavy steam to might inflict
a stoned state.
Treant: Mythological tree who might attack the hero.
Dead Knight: Armed and armoured figure mount horseback who attack with their
lances to might make dinner upon the hero.
Yeti: Mythological bear creature who chase the hero.
Spear Guard: Armed and armoured knight who attack with their lances. They
repel some sub-weapons, stab through walls and ceilings or release heavy
waves of deathly energy.
Mini Devil: Freak who escaped from Hell. They cry sonic rings to might inflict
a cursed state.
Bone-Ark: Evil's shrine carried by bony priests who fire beams or bursts
of deathly energy. Upon defeat, the priests might escape.
Malachi: Demon who escaped from Hell. They conjure large globules which
they chase until delivering crippling swipes to might overthrow the hero.
Witch: The Devil's concubine fly in the air to throw blue homing balls which
might inflict a cursed state.
Spin Devil: Glowing blade who create whirlwinds to might inflict a cursed
state.
Lillith: Seductive maiden who might drain the hero's health.
Flame Demon: Demon who escaped from Hell. They fly through the air to emit
huge flames which might inflict a cursed state.
Eryne: Revived goddess who attack with her lance or cry sonic rings.
Buer: Mythological lioness who attack with their sword or RELEASE a flurry
of flame magic to might overthrow the hero.
Great Knight: Armed and armoured knight who attack with their sword and
shield before suddenly dashing forward.
Bone Knight: Armed and armoured skeleton who attack with their sword and
shield.
Killer Doll: Possessed doll who suddenly swoops in to might inflict a cursed
state.
Butler: Undead butler who suck the hero's blood or throw fireballs.
Poltergeist: Possessed furniture which suddenly swoop in to might inflict
a cursed state.
Ucoback: Freak of nature who bounch about to lit flames which might confuse
the hero.
Killer Clown: Undead entertainer who suck the hero's blood, throw daggers,
playing cards, bombs or conjure killer dolls to might end the battle.
Disc Armour: Armed and armoured knight who make the disc to spin in place
before suddenly dashing forward.
Guillotiner: Possessed execution device which might behead the hero.
Ghost Dancer: Flouting appearitions which might inflict a cursed state.
Maid: Undead maid who suck the hero's blood, deliver high kicks or cry sonic
rings.
Creature: Reanimated corpse who chase the hero. They channel electric currents,
strangle or deliver punches to might end the battle.
Rope-Lizard: Mutated lizard creature who climb on castle structure to spit
fireballs or attack with their spear to might end the battle.
Medusa Head: Snake creature spawned from Medusa who fly in wavy patterns
to might inflict a stoned state.
Rock Armour: Armoured knight who throw accurate rocks in high arches.
Spider: Tiny Arachni creatures which climb on their web to might inflict
a poisoned state.
Pillar Of Bone: Stacked dragon skulls which turn in either direction to
breathe flames or spit fireballs.
Cloacked Figure: Shrouded figure who appear flouting beneath the light of
the full moon.
Skelerang: Undead bony adversaries which jump in eratic patterns to throw
boomerangs.
Flying Archer: Fallen angel who fire arrows downward to might inflict a
charmed state.
Bone Dragon: Ripped-out dragon spine chained to castle structure who wave
about while breathing heavy flames or spit fireballs.
Merman: Mutated creature who jump from the depth to spit fireballs.
Needle: Sea stingers which circle the platform to might inflict a poisoned
state.
Fish Head: Stacked skulls which turn in either direction to spit acid burst
or cry sonic rings.
Dead Pirate: Scores of undead beings rise from their watery graves in search
of their treasure.
Killer Fish: Mutated fish creature who jump from the depth To make dinner
upon the hero.
Frozen Shade: Flouting female figure who emit freezing mist or throw icicles
toward the hero.
Decarabia: Mythological lioness who attack with their sword or release a
flurry of flame and frost magic to might overthrow the hero.
Tanjelly: Jellyfish creature who might electrify an area to make dinner
upon the hero.
Alura Une: Mythological maiden who attack with leaflings or thorns to might
inflict a poisoned state.
Mud Demon: Demon who escaped from Hell. They rise up to might inflict a
cursed state.
Giant Slug: Mutated bacteria who might inflict a plagued state.
Malacoda: The Devil's bodyguard attack with their pitchfork to might inflict
a cursed state.
Procel: Starfish creature who circle the platforms to might inflict an electrified
state.
Molusca: Mutated needles which circle the platform to might inflict a plagued
state.
Gorgon: Half-woman/part serpent of Greek mythology who fire their bow-and-arrows
to might inflict a stoned state.
Skeleton: Undead bony adversaries which jump in eratic patterns to throw
bones.
Zombie: Scores of undead beings rise from their graves in search of flesh.
Peeping Eye: Flouting eyeball who suddenly swoops in to might inflict a
cursed state.
Ghost: Flouting appearition who might possess the hero.
Fishman: Mutated fish creature who jump from the depth to spit poison streams.
Manticore: Mythological beast who stab with their tail to might inflict
a poisoned state.
Werewolf: Shape-shifting lycanthrope who utilize fierce biting-attacks which
might inflict a cursed state. They curl into rebounding balls to execute
martial arts or throw flames about.
Rycuda: Mythological bird who make lightning strike.
Humpback Rider: Freak of nature in control of the bone dragon.
Succubus: Seductive demon who might drain the hero's health.
Long-Axe Armour: Armed and armoured knight who attack with their long-axe.
Hell Knight: Armed and armoured knight who attack with their sword and shield.
They crash their spiked shield or make rising flames to track forward.
Iron Golem: Iron figure brought to life through arcane magic who hammer
the floor, deliver uppercuts, spew heavy flames or suddenly dashes forward.
Ghoul: Scores of undead beings rise from their graves in search of flesh.
Slogra: Subserviant of Death who attack with its trident or emit flame-blasts.
When damaged enough, the monster also execute beak-dashes.
Cave Troll: Ancient troll who attack those which trespass upon their domain.
Heart Eater: Mythological creature who might make dinner upon the hero.
Larva: Mythological serpent creature who might inflict a poisoned state.
Gaibon: Subserviant of Death who fly in from difficult angles to hammer
the floor or to spit fireballs. When damaged, the demon might speed up the
attack.
Arch Demon: Demon who escaped from Hell. They throw repeated fireballs or
utilize martial arts which might inflict a cursed state.
Humunculus: Demon who escaped from the dark ocean worl to might inflict
a cursed state.
Panther: Big black cat who attacks on sight.
Drahignazzo: The Devil's bodyguard attack with their pitchfork to might
inflict a cursed state.
Barbaricia: The Devil's bodyguard attack with their pitchfork to might inflict
a cursed state.
Musussu: Ancient beast who breathe flames or stab their tail to might inflict
a poisoned state.
Devil: Hell's keeper attack with martial arts which might inflict a cursed
state.
Cyborgs.
Guardian description: Gaia is a droid-lieutenant from the New Order. Gaia
jumps high in an attempt to crush you. The cyborg creates an earthquake
to might stun you in place. You have to destroy his armour. When damaged
enough Gaia also release a spread-shot of globules which might explode upon
impact.
Found in: Wizardry lab.
Weapon used: Gaia globule.
Weak against: Black skull.
Guardian description: Nioji is a droid-lieutenant from the New Order. Nioji
hops overhead to release three-prolonged missiles. You must destroy her
armour. The cyborg pull you inward before firing her lasers. When damaged
enough Nioji also release multiple magnetic mines upon the area to might
finish off the battle.
Found in: Sky walkway.
Weapon used: Magnet mine.
Weak against: Spacer rocket.
Guardian description: Copper is a droid-lieutenant from the New Order. Copper
rise himself into the air before generating a force-field. You have to destroy
his armour. The cyborg alters gravity before unleashing rockets. When damaged
enough Copper also throw his force-field like a giant boomerang to might
finish off the battle.
Found in: Sky walkway.
Weapon used: Spacer rocket.
Weak against: Magnet mine.
Guardian description: Gemini are droid-captains from the New Order. Gemini
release heavy steam in an attempt to freeze the battlefield. You must destroy
their armour. Bogh twins have to be defeated. When damaged enough Gemini
also start throwing accurate blue shots which might freeze upon impact.
Found in: Dark chapel.
Weapon used: Gemini blast.
Weak against: Magnet mine & Spacer rocket.
Guardian description: The shadow droids are the elite bodyguard of the New
Order. They attack with their electrified lances or throw skull-shaped shots.
The skulls might evolve into other robots which might overthrow you. The
shadow droids might also rebuild their metal skeleton after having been
defeated.
Found in: Clock tower.
Weapon used: Black skull.
Weak against: Magnet mine & Gaia globule.
Guardian description: Bast is the droid-lieutenant from the New Order. Bast
has achieved control of bogh body and soul as she break apart to reconstruct
for a dashing attack. You have to destroy her armour. The cyborg also release
multiple glowing shots. When damaged enough, Bast also release a spotlight
beam to might finish off the battle.
Found in: Castle hall.
Weapon used: Spotlight.
Weak against: Black skull & Gaia globule.
Guardian description: The Dragonheart network is the central control-computer.
The Dragonheart network might activate the defence mechanism. You have to
destroy the shield-generator before you might deal it any damage. When the
turrets are destroyed the Dragonheart network might release huge ammaunst
of raw energy upon the area.
Found in: The pinnacle.
Weapon used: N/a.
Weak against: Gemini blast & Spotlight.
Guardian description: Black Infernus is the warlock from the New Order.
Lord Infernus appears at will to make flame burn about his location. You
have to destroy his armour. The cyborg also release four spinning metal
blades. When damaged Black Infernus also release a cemi, a half or a full-circle
onslaught of accurate fireballs.
Found in: The pinnacle.
Weapon used: N/a.
Weak against: Black skull, Spacer rocket & Gaia globule.
The forsaken order.
Guardian description: The lost knight is the warlock's knight. The dark
wanderer attacks with his sword or cry sonic rings which might stun you
in place. The dark wanderer also release heavy flames. When damaged enough
the lost knight create powerful earthquakes which might finish off the battle.
Found in: Inner den.
Weapon used: N/a.
Weak against: N/a.
Guardian description: The black widow is the handmaiden of the accursed
princess. The dark wanderer release a black web to might trap you. The wanderer
then emits an ugly green mist which might inflict a poisoned state upon
you. The black widow might also release sting-shaped green shots to might
finish off the battle.
Found in: Subterranean Hell.
Weapon used: N/a.
Weak against: N/a.
Quest 3.
Heroes.
Full name: Edward James Morris.
Type: Vampire hunter.
Hair: Brown.
Eyes: Dark.
Age: 37.
Religion: Catholicism.
Main weapon(s): Undead Killer whip.
Sub-weapon(s): Dagger, stopwatch, axe, cross, holy water, crucifix, laurels
& crystal.
Main weapon power-up(s): Whip symbols.
Sub-weapon power-up(s): Edward might use flame, water, life, thought or
spirit to might utilize item-crushes.
Armour: Collected armour.
Other abilities: Edward might colect nine cubes to might advance the group's
abilities.
Full name: Anastasia Aulin.
Type: Enchantress.
Hair: Dark.
Eyes: Blue.
Age: 15.
Religion: Islam.
Main weapon(s): Knife.
Sub-weapon(s): Stakes, gauntlets, garlic, boomerang, roses, holy book, laurels
& crystal.
Main weapon power-up(s): Collected items.
Sub-weapon power-up(s): Anastasia might use flame, earth, thunder, dream
or magic to might ordment her arsenal.
Armour: Collected inventory.
Other abilities: Anastasia might colect nine scrolls to might utilize greater
power.
Supporting cast.
Full name: Roger Dorrin.
Type: Priest.
Hair: Black.
Eyes: Grey.
Age: 30.
Religion: Orthodox.
Appearances: Roger Dorrin appear in the intro. He later show up in the entrance
where he open shops. He finally appear in the ending to watch the castle
crumble.
Full name: Mina Hakuba.
Type: Dragon.
Hair: Dark.
Eyes: Brown.
Age: 14.
Religion: Teism.
Appearances: Mina Hakuba appear in the city of haze and the leaning tower
of Pissa to advance the storyline. She show up inside the tower of death
and the master's keep where she acts as a boss. Finally she appear in the
ending to watch the castle crumble.
Full name: Thomas Oldrey-Lecarde (a.k.a. Whisp).
Type: Dark-breed.
Hair: Blonde.
Eyes: Blue.
Age: 24.
Religion: Orthodox.
Appearances: Whisp appear in the entrance to show you the portrait. He might
also give advice upon your journey. Thomas show up in the throne room to
advance the story. Finally he appear in the ending to watch the castle crumble.
Full name: Sophia Hakuba.
Type: Dragon.
Hair: Dark.
Eyes: Grey.
Age: 14.
Religion: Teism.
Appearances: Sophia Hakuba appear in the city of haze and the leaning tower
of Pissa to advance the storyline. She also show up inside the master's
keep where she acts as a boss. Finally Sophia appear in the ending to watch
the castle crumble.
Villlians.
Full name: Charl Fritz Von Brauner.
Type: Artist.
Hair: Unknown.
Eyes: Red.
Age: 60.
Undead age: Unknown.
Religion: Chaotism.
Appearances: Brauner appear in the leaning tower of Pissa and the tower
of death to might advance the storyline. He also show up within the master's
keep and the throne room where he acts as a boss.
Full name: Drolta Tsuentez.
Type: Witch.
Hair: Brown.
Eyes: Brown.
Age: Unknown.
Undead age: Unknown.
Religion: Satanism.
Appearances: Drolta Tsuentez appear in the buried chamber and the master's
keep to advance the story. She show up in the academy and the throne room
where she acts as a boss.
Full name: Uriel (a.k.a. Death & Grim reaper).
Type: Angel.
Hair: Unknown.
Eyes: Unknown.
Age: Unknown.
Religion: Unknown.
Appearances: Death appear in the great stairway to advance the story. He
is inside the tower of death where he acts as a boss. Death show up in the
ending to give a final warning.
Main/striking weapons.
Edward Morris.
Undead Killer: Ancient whip handed down through the Belmont clan. Edward
might strike the whip in multiple directions. He might collect five whip
symbols for greater effect.
Leather whip: Edward might utilize the leather whip.
Thorn whip: Edward might utilize the thorn whip.
Stone whip: Edward might utilize the stone whip.
Black whip: Edward might utilize the black whip.
Flame whip: Edward might utilize the flame whip.
Special abilities: Edward and Anastasia might use three mystic books to
fuse their power for greater effect.
Mystic book 1 (10 crystals.): Edward might flail the whip to release tripled
homing fireballs. When upgraded he might release a flurry of sonic rings
for repeated damage.
Mystic book 2 (10 crystals.): Edward might flail the whip to release a flaming
blast forward. When upgraded he might release a flurry of flames for repeated
damage.
Mystic book 3 (10 crystals.): Edward flail with the whip to release rising
flames forward. When upgraded he might release a flurry of homing balls
for repeated damage.
Long sword: Edward might unsheat his sword for close up battle. He might
strike the blade in multiple directions. He might colllect five other weapons
to might ordment his arsenal.
Falckion: Trusty Norman sword used by ancient warriors.
Coplas: Short-hand sword used by navy soldiers.
Damascus sword: Ancient sword famed for its cutting.
Dragonslayer: Mystic sword crafted to slay the great dragon.
Claymore: The blade brandished by the legendary hunter Hugh Baldwin.
Special abilities: Edward might colect five other weapons which might harness
mystic force.
Holy Claymore: Large cross sword which might harness holy power.
Agnus flame: Flame sword who attack those who threatens its master.
Assassin: Poison sword who attack those who threatens its master.
Rahab frost: Frozen sword who attack those who threatens its master.
Heaven's sword: Huge blessed blade which might harness devine power.
Other abilities: Edward might colect 9 cubes to might advance the group's
abilities.
Lift cube: The heroes gained the lifting ability.
Twirling cube: The heroes gained the twirling ability.
Crawling cube: The heroes gained the crawling ability.
Charge cube: The heroes gained the charging ability.
Climbing cube: The heroes gained the climbing ability.
Pulling cube: The heroes gained the pulling ability.
Roll cube: The heroes gained the rolling ability.
Dive cube: The heroes gained the diving ability.
Change cube: The heroes gained the change ability.
Anastasia Aulin.
Combat knife: A Gurkha knife with ties to Alucard. Anastasia might strike
the dagger in multiple directions. She might colect five other knives to
might ordment her arsenal.
Pocket knife: Western style pocket knife used by street thugs during gang
fights.
Cuttle: Indian style knife used in short-hand combat.
Warqa knife: Combat knife used by ancient people while in a moment of distress.
Baxalard: Combat knife with an eye-shaped half.
Shingusia: Extravagant combat knife decorated by dazzling jewels.
Special abilities: Anastasia and Edward might use three mystic books to
fuse their power for greater effect.
Mystic book 1 (48 mp.): Anastasia might cut the knife through reality to
cause an energy wave. When upgraded she might release a horizontal beam
for repeated damage.
Mystic book 2 (48 mp.): Anastasia might cut the knife through space to release
a sudden explosion. When upgraded she might cause a vertical blast for repeated
damage.
Mystic book 3 (48 mp.): Anastasia might cut the knife through time to make
a time stop blizzard. When upgraded she might make rising icicles for repeated
damage.
Brass knuckles: A knucle weapon with ties to Charlotte Aulin. Anastasia
might strike in multiple directions. She might colect five other weapons
to might ordment her arsenal.
Bullet fist: Mystic knuckle weapon which make the wearer strike with the
speed of sound.
Illusion fist: Mystic knuckle weapon which make the bearer strike with repeated
offensive.
Whip fist: Mystic knuckle weapon which make the bearer strike with repeated
rage.
Tiger claw: Ancient knuckle weapon brandished by boxers which might harness
magic force.
Keizer's nucles: Ancient imperial knuckles which might harness a devine
rage.
Special abilities: Anastasia might colect five other items to might ordment
her arsenal.
Iron ball: Heavy iron ball which might damage the target if thrown correctly.
Throwing dagger: Concealed weapon which might damage the target if thrown
correctly.
Dart: Concealed weapon which might poison the target if thrown correctly.
Shuriken: Ninja style throwing weapon which might stun the target if thrown
correctly.
Mergan stern: Spiked ball which might break through the target if thrown
correctly.
Other abilities: Anastasia might colect nine scrolls to might utilize greater
power.
Rampage (30 mp.): Anastasia hurl out repeated flames which rise and track
forward in a defensive manner which might cause repeated damage.
Devine sight (120 mp.): Anastasia might detect some secret locations.
Frost fang (30 mp.): Anastasia rise frost in front before releasing outward
a flurry of cresent icicles which might freeze the enemies in place.
Sanctuary (500 mp.): Anastasia might remove any abnormality from the group's
statistics.
Chain lightning (30 mp.): Anastasia throw an electric ball which spin in
place before releasing a flurry of lightning bolts out upon the battlefield
for repeated damage.
Changer (200/300 mp.): Anastasia might become an owl or a toad to investigate
the area.
Piercing eye (50 mp.): Anastasia release a mental beam toward the battlefield
which continue to spread outward to strike enemies for repeated damage.
Summon (400 mp.): Anastasia summon different forms of enemies for decoy
operations.
Nightmare (50 mp.): Anastasia summon dark energy which she make strike forward
for a repeated stab attack which might cause repeated damage.
Sub-weapons.
Edward Morris.
Dagger (1/3 crystals.): Edward might throw the dagger forward. When upgraded
he might throw tripled daggers toward the enemies.
Special abilities: Edward might use flame, water, life, thought or spirit
to might grant the dagger additional power.
Flame (3 crystals.): Edward might throw tripled enflamed daggers toward
the enemies.
Water (10 crystals.): Edward might throw multiple freezing daggers toward
the enemies.
Life (3 crystals.): Edward might throw tripled poison daggers toward the
enemies.
Thought (3 crystals.): Edward might throw tripled homing daggers toward
the enemies.
Spirit (5 crystals.): Edward might throw the gold dagger toward the enemies.
Stopwatch (10/20 crystals.): Edward might stop time. When upgraded he might
double the ammaunt of stopped time.
Special abilities: Edward might use flame, water, life, thought or spirit
to might grant the stopwatch additional power.
Flame (10 crystals.): Edward throw five clocks to might trap enemies within
a flaiming field.
Water (10 crystals.): Edward throw five clocks to might trap enemies within
a aquatic field.
Life (10 crystals.): Edward throw five clocks to might trap enemies within
a poison field.
Thought (10 crystals.): Edward throw five clocks to might trap enemies within
a mental field.
Spirit (10 crystals.): Edward throw five clocks to might trap enemies within
a space field.
Axe (3/5 crystals.): Edward might throw the axe in a high arch. When upgraded
he might throw tripled axes toward the enemies.
Special abilities: Edward might use flame, water, life, thought or spirit
to might grant the axe additional power.
Flame (10 crystals.): Edward might throw a row of enflamed axes in a high
arch.
Water (10 crystals.): Edward might throw a row of breakable axes in a high
arch.
Life (10 crystals.): Edward throw a row of poison axes in a high arch.
Thought (10 crystals.): Edward might throw a row of explosive axes in a
high arch.
Spirit (10 crystals.): Edward throw a row of golden axes in high arches.
Cross (2/5 crystals.): Edward might throw the cross like a boomerang. When
upgraded he might throw tripled crosses toward the enemies.
Special abilities: Edward might use flame, water, life, thought or spirit
to might grant the cross additional power.
Flame (5 crystals.): Edward might throw tripled enflamed crosses toward
the enemies.
Water (5 crystals.): Edward might throw tripled freezing crosses toward
the enemies.
Life (5 crystals.): Edward might throw tripled poison crosses toward the
enemies.
Thought (5 crystals.): Edward might throw tripled homing crosses toward
the enemies.
Spirit (5 crystals.): Edward might throw the golden cross toward the enemies.
Holy water (2/5 crystals.): Edward might throw a vial of holy water in a
high arch. When upgraded he might throw tripled vials of holy water toward
the enemies.
Special abilities: Edward might use flame, water, life, thought or spirit
to might grant the holy water additional power.
Flame (5 crystals.): Edward throw a holy flame in high arches.
Water (5 crystals.): Edward make it rain with holy water.
Life (10 crystals.): Edward throw a row of breakable holy water vials in
high arches.
Thought (10 crystals.): Edward crash a vial of holy water to make a holy
flame to engulf.
Spirit (10 crystals.): Edward crash a vial of holy water to cause a shining
explosion.
Crucifix (3/5 crystals.): Edward might stamp with the crucifix. When upgraded
he might make the enemies burn upon impact.
Special abilities: Edward might use flame, water, life, thought or spirit
to might grant the crucifix additional power.
Flame (10 crystals.): Edward summon five spinning crosses to make a flame
strike down.
Water (10 crystals.): Edward summon five spinning crosses to make water
strike down.
Life (10 crystals.): Edward summon five spinning crosses to make poison
strike.
Thought (10 crystals.): Edward summon five spinning crosses to make a beam
strike down.
Spirit (10 crystals.): Edward summon a circle of crosses for better protection.
Laurels (10/20 crystals.): Edward might restore 25% of his lost energy.
When upgraded he might restore 50% of his lost energy.
Special abilities: Edward might use flame, water, life, thought or spirit
to might grant the laurels additional power.
Flame (10 crystals.): Edward might remove a frozen state.
Water (10 crystals.): Edward might remove a stoned state.
Life (10 crystals.): Edward might remove a poisoned state.
Thought (10 crystals.): Edward might remove a hypnotized state.
Spirit (10 crystals.): Edward might remove a cursed state.
Crystal (3/5 crystals.): Edward might throw the crystal in a high arch.
When upgraded he might throw tripled crystals toward the enemies.
Special abilities: Edward might use flame, water, life, thought or spirit
to might grant the crystal additional power.
Flame (5 crystals.): Edward throw a rebounding fireball in a high arch.
Water (10 crystals.): Edward throw tripled rebounding bubbles toward the
enemies.
Life (5 crystals.): Edward throw a poison crystal in a high arch.
Thought (5 crystals.): Edward throw an explosive crystal in a high arch.
Spirit (10 crystals.): Edward throw tripled rebounding homing balls toward
the enemies.
Other abilities: N/a.
Anastasia Aulin.
Stakes (10/30 mp.): Anastasia might throw the stake forward. When upgraded
she might throw tripled stakes toward the enemies.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic
to might grant the stakes additional power.
Flame (30 mp.): Anastasia make a flaming pillar rise to make fireballs fall
down.
Earth (30 mp.): Anastasia make a crystal rise to make meteors fall down.
Thunder (30 mp.): Anastasia make a static force rise to make magnetic orbs
fall down.
Dream (30 mp.): Anastasia make a crystal rise to make homing balls fall
down.
Magic (30 mp.): Anastasia make a magic force rise to make sonic rings fall
down.
Gauntlets (30/50 mp.): Anastasia might attack with a stunning embrace. When
upgraded she might attack with a more powerful embrace.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic
to might grant the gauntlets additional power.
Flame (50 mp.): Anastasia might attack with an enflamed embrace.
Earth (50 mp.): Anastasia might attack with a poisonous embrace.
Thunder (50 mp.): Anastasia might attack with an electrified embrace.
Dream (50 mp.): Anastasia might attack with a Nightmare embrace.
Magic (50 mp.): Anastasia might attack with a magical embrace.
Garlic (30/50 mp.): Anastasia might throw garlic powder in a high arch.
When upgraded she might double the ammaunt of thrown powder.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic
to might grant the garlic additional power.
Flame (50 mp.): Anastasia throw garlic powder to cause an enflamed explosion.
Earth (50 mp.): Anastasia throw garlic powder to cause a poisonous explosion.
Thunder (50 mp.): Anastasia throw garlic powder to cause an electric explosion.
Dream (50 mp.): Anastasia throw garlic powder to cause a dark explosion.
Magic (50 mp.): Anastasia throw garlic powder to cause a magic explosion.
Boomerang (20/50 mp.): Anastasia might throw the cresent like a boomerang.
When upgraded she might throw dual boomerangs toward the enemies.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic
to might grant the boomerang additional power.
Flame (50 mp.): Anastasia make a large cresent break for a spreading flame
attack.
Earth (50 mp.): Anastasia make a large cresent break for a spreading fragment
attack.
Thunder (50 mp.): Anastasia make a large cresent break for a spreading electric
attack.
Dream (50 mp.): Anastasia make a large cresent break for a spreading shard
attack.
Magic (50 mp.): Anastasia make a large cresent break for a spreading ring
attack.
Roses (30/50 mp..): Anastasia might throw rose petals in high arches. When
upgraded she might double the ammaunt of thrown petals.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic
to might grant the roses additional power.
Flame (50 mp.): Anastasia protect with a petal shield which absorb flame
magic.
Earth (50 mp.): Anastasia protect with a petal shield which might absorb
earth magic.
Thunder (50 mp.): Anastasia protect with a petal shield which might block
shock magic.
Dream (50 mp.): Anastasia protect with a petal shield which might block
mental magic.
Magic (50 mp.): Anastasia protect with a petal shield which might consume
black magic.
Holy book (10/30 mp.): Anastasia might present the holy book. When upgraded
she might double the time of her presentation.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic
to might grant the holy book additional power.
Flame (30 mp.): Anastasia proclaim the Korahn to might create a wildfire.
Earth (30 mp.): Anastasia proclaim the Korahn to might create an earthquake.
Thunder (30 mp.): Anastasia proclaim the Korahn to make lightning strike.
Dream (30 mp.): Anastasia proclaim the Korahn to might release out a mental
force.
Magic (30 mp.): Anastasia proclaim the Korahn to might cast out a mystic
force.
Laurells (30/50 mp.): Anastasia might restore 25% of her lost magic energy.
When upgraded she might restore 50% of her lost magic energy.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic
to might grant the laurels additional power.
Flame (30 mp.): Anastasia might rise her resistance against flame magic.
Earth (30 mp.): Anastasia might rise her resistance against earth magic.
Thunder (30 mp.): Anastasia might rise her resistance against shock magic.
Dream (30 mp.): Anastasia might rise her resistance against mental magic.
Magic (30 mp.): Anastasia might rise her resistance against black magic.
Crystal (30/50 mp.): Anastasia might throw the crystal in a high arch. When
upgraded she might throw tripled rebounding stones toward the enemies.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic
to might grant the crystal additional power.
Flame (50 mp.): Anastasia throw tripled rebounding opal stones toward the
enemies.
Earth (50 mp.): Anastasia throw tripled rebounding emerald stones toward
the enemies.
Thunder (50 mp.): Anastasia throw tripled rebounding topaz stones toward
the enemies.
Dream (50 mp.): Anastasia throw tripled rebounding jade stones toward the
enemis.
Magic (50 mp.): Anastasia throw tripled rebounding luminous stones toward
the enemies.
Other abilities: N/a.
Items.
Small gem (1): The small gems might grant power to whatever weapon you have
in position.
Big gem (5): The big gems might grant power to whatever weapon you have
in position.
Cofee (40 mp.): The coffee might grant magic to whatever weapon in position.
Toad potion (60 mp.): The toad potion might grant magic to whatever weapon
in position.
Green tee (120 mp.): The green tee might grant magic to whatever weapon
in position.
Whip symbols: Mystic items which might upgrade the hero's striking weapon.
Chicken leg: The chicken leg might restore 25% of your lost energy.
Pot roust: The pot roust might restore 50% of your lost energy.
Black crystal: The black crystal might make you invicible for a short period
of time.
Rosary: The rosary might clear the area of evil.
Coin (1): The coins are currency which might be used to purchase some items.
Money bag (100): The money bag contain other coins which might be used to
purchase items.
Bomb: The bomb might blow open holes or remove some castle structure.
Pentagram: The pentagram might blow open holes or remove some castle structure.
Lamp: The lantern might illuminate dark areas or lit torches and other burnable
materials.
Bottle: The bottle might store medicines or other liquid goods.
Antidote: The antidote might remove a poisoned state.
Cure curse: The cure curse might remove a cursed state.
Potion: The potion might remove a frozen state.
Tonic: The tonic might restore 75% of your lost energy.
Elexir: The elixir might restore 25% of your lost magic energy.
Green medicine: The green medicine might restore your health status.
Blue medicine: The blue medicine might restore your magic status.
Red medicine: The red medicine might restore both your health and magic
status.
Fairie: The fairy might restore your health status.
Castle map 1: This is a piece of the castle's landmap.
Castle map 2: This is the second piece of the castle's landmap.
Castle map 3: This is the third piece of the castle's landmap.
Compass: The compass might mark some important features upon the castle's
landmap.
Mirror: 1up.
Mystic orb: The mystic orb is a crystal ball which might restore you back
to the original state.
Magic items.
Charlotte's ring: The item which might make the holder to combine her power.
Spell book: The spell book which might be used to unite the power of twin
souls.
Diamond tiara: A tiara addored with dazzling diamonds from around the world.
Mystic crystal: The mystic crystal which might be used to unite the power
of twin spirits.
Clover tiara: A tiara addored with sacrificial flowers from around the world.
Sage's scroll: The sage's scroll might contain one of the collectable spells.
Princess tiara: A tiara adored with shining jewels from around the world.
Bible: The bible is the holy book which contain words to exercise demons.
Pearl tiara: A tiara addored with blazing pearls from around the world.
Succubi bracelet: The bracelet might make men to fall in love.
Muse tiara: A tiara addored with the blessing of maidens from around the
world.
Oracle: The oracle might provide information about the origin of any given
enemy.
Midnight tiara: A tiara addored with black gems from around the world.
Dance prism: The dance prism make the bearer dance to entertain and enslave
spectators.
Mystic book 1: The mystic books where banished because of their destructive
lore.
Broom: The broom might make the rider fly for short distances.
Mystic book 2: The mystic books where banished because of their destructive
lore.
Tear neclase: The tear neclase might protect against Dracula's curse.
Mystic book 3: The mystic books where banished because of their destructive
lore.
Destiny stone: The destiny stones are leftover relic from World War 1.
Special items.
Bright explosion (5 bombs.): Edward might place a bright bomb upon the battlefield.
Rain satellite (10 satellites.): Edward manipulate with the satalite to
make a downpour.
Dust shot (7 projectiles.): Anastasia might release a breakable projectile
upon the battlefield.
Drill missile (5 missiles.): Edward manipulate with the bazooka to launche
drilling missiles.
Skull bomb (5 bombs.): Edward might place three skull bombs upon the battlefield.
Acid laser (7 batteries.): Anastasia might release acidic hydro blasts upon
the battlefield.
Snake bandage (10 robots.): Edward manipulate with the production unit to
release robots.
Uriel scythe (10 grenades.): Edward might throw five flaming grenades upon
the battlefield.
Inventory.
Edward Morris.
Jonathan HArker's outfit: Clothings worn by an English soliciter.
John Seward's outfit: Clothings worn by an British doctor.
Arthur Holmwood's outfit: Clothings worn by Lucy Westenra's fiancée.
Quincey P. Morris's outfit: Clothings worn by an American adventurer.
Abraham Van Helsing's outfit: Clothings used by a Duch professor.
John Morris's outfit: Clothings worn by Quincey's son.
Jonathan Morris's outfit: Clothings used by an American hunter.
James Morris's outfit: Clothings used by an Euorpean Trailer driver.
Edward Morris's outfit: Clothings used by a Romanian swordsman.
Anastasia Aulin.
Circusgirl outfit: Outfit used by an Italian jugler.
Dancinggirl outfit: Outfit used by an Indian dancer.
Cheerleader outfit: Outfit which belonged to an English cheerleader.
School girl outfit: Outfit belonging to a Japanese school girl.
Cowgirl outfit: Outfit used by an American countrygirl while dancing.
Glamour girl outfit: Outfit which belonged to a Paris model.
Biker girl outfit: Outfit belonging to a Brazilian biker.
Party girl outfit: Outfit worm by a Sweedish teenager.
Harem girl outfit: Outfit worn by an Arabian mistress.
Armour.
Edward Morris.
Bronze plate: The bronze plate might grant 5% better protection from a damaged
status.
Silver plate: The silver plate might grant 15% better protection from an
unnatural statistics.
Iron plate: The iron plate might grant 15% better protection from a damaged
status.
Spiked plate: The spiked plate might add 20% to your attack statistics.
Mirror plate: The mirror plate might make it more difficult to cast a charmed
state.
Gold plate: The gold plate might add 25% to your defense statistics.
Dark plate: The dark plate might make it more difficult to cast a cursed
state.
Heal plate: The heal plate might add 25% to your health statistics.
Jewel plate: The jewel plate might grant 45% better protection from a damaged
status.
Anastasia Aulin.
Leather corset: The leather corset might grant 5% better protection from
a damaged status.
Amehtyst corset: The amhetyst corset might make it more difficult to inflict
a stoned state.
Diamond corset: The diamond corset might add 10% to your magic statistics.
Emarald corset: The emerald corset might make it more difficult to inflict
a poisoned state.
Zapphire corset: The sapphire corset might make it more difficult to inflict
a frozen state.
Ruby corset: The ruby corset might make it more difficult to cast a charmed
state.
Jade corset: The jade corset might add 25% to your magic statistics.
Silver corset: The silver corset might make it more difficult to cast a
cursed state.
Lillith corset: Lillith's corset might add 35% to your charm statistics.
Boots.
Edward Morris.
Army boots: The army boots which grant the sliding ability.
Heavy boots: The heavy boots which grant the double jump ability.
Leather boots: The leather boots which grant the jump kick ability.
Archer boots: The archer boots which grant the dashing ability.
Hard boots: The hard boots which grant the high kick ability.
Hunter boots: The hunter boots which grant the sidestep ability.
Winter boots: The winter boots which grant the knee kick ability.
Ranger boots: The ranger boots which grant the super jump ability.
Great boots: The great boots which grant the back dash ability.
Anastasia Aulin.
Soft shoes: The soft shoes which grant the sliding ability.
Dance shoes: The dance shoes which grant the double jump ability.
Sneakers: The sneakers which grant the jump kick ability.
Brown shoes: The brown shoes which grant the dashing ability.
Cowgirl boots: The cowgirl boots which grant the high kick ability.
Italian shoes: The Italian shoes which grant the spin kick ability.
Biker boots: The biker boots which grant the super jump ability.
Pointed shoes: The pointed shoes which grant the knee-kick ability.
Velvet slippers: The velvet slippers which grant the back dash ability.
Lesser enemies: Bat, Zombie, Peeping Eye, Axe Armour, Pillar Of Bone, Hound,
Golem, Skeleton, Une, Mimic, Cave Troll, Corpse-Weed, Frog, Moulded Corpse,
Dead Warrior, Mini Devil, Bone-Ark, Malachi, Witch, Hollow Man, Flame Demon,
Aliorunes, Copelia, Lillith, Imp, Great Knight, Bone-Rib, Flying Archer,
Bomber Armour, Demon Head, Spear Guard, Ghost, Spittle, Medusa Head, Axe
Knight, Siren, Bone Dragon, Crow, Bone-Archer, Harpy, Skeleton Tree, Humpback,
Student Witch, Treant, Blade-Skeleton, Dodo, Wight, Nyx, Wyvern, Raven,
Flail Guard, Kiler Clown, Humpback Rider, Succubus, Ruler Sword, Ucoback,
Hell Knight, Maid, Iron Golem, Bag Slave, Butler, Dead Soldier, Phantom
Skull, Dragonfly, Dead Farmer, Merman, Owl, Tombstone, Ghoul, Demon, Skelerang,
Mandragora, Mothman, Large Ghost, Nightmare, Larva, Killer Doll, Spin Devil,
Yorick, Giant Slug, Red Knight, Lesser Demon, Axe Lord, Gold Bone, Devil,
Fishman,
Death Mask, Poison Worm, Minotaur, Rare Demon, Forneus, Elquisa, Dogether,
Bone-Thrower, Toad, Gorgon, Dead Officer, Hanged Man, Heavy Armour, Thunder
Demon, Hopper, Red Skeleton, Hill Knight, Sand Worm, Man Eater, Killer Bee,
Bee Hive, Ectoplasm, Creature, Wakwak Tree, Dead Hunter, Mudman, Ghoul King,
Dead Knight, Bone-Scimitar, Stone Rose, Swinger, Alura Une, Blue Skeleton,
Frozen Shade, Tanjelly, Ghost Dancer, Flying Armour, Zacchino, Razor Bat,
Club Knight, Winged Guard, Needle, Catobeplaces, Bone Knight, Laura, Wise
Bee, Alastor, Demon Wheel, Speed Demon & Vipula.
Bat: Small flying mammals which attack in great numbers.
Zombie: Scores of undead beings rise from their graves in search of flesh.
Peeping Eye: Flouting eyeball who suddenly swoops in to might inflict a
cursed state.
Axe Armour: Armed and armoured knight who throw boomerang-like axes, one
high, one low, before suddenly dashing forward.
Pillar Of Bone: Stacked dragon skulls which turn in either direction to
breathe flames or spit fireballs.
Hound: Demon dog who fly about to breathe acid mist which might inflict
a cursed state.
Golem: Stone figure brought to life through arcane magic who grab the hero,
throw tripled fireballs or suddenly dashes forward.
Skeleton: Undead bony adversaries which jump in eratic patterns to throw
bones.
Une: Hazardous plantlife who suddenly sprouts to might inflict a poisoned
state.
Mimic: Possessed treasure box who might inflict a cursed state.
Cave Troll: Ancient troll who attack those which trespass upon their domain.
Corpse-Weed: Mutated plant who suddenly sprouts to might inflict a poisoned
state.
Frog: Mutated amphibium who jump forward to might inflict a poisoned state.
Moulded Corpse: Freak who release an oily substance to might inflict a poisoned
state.
Dead Warrior: Armed and armoured figure who attack with their sword and
shield to might make dinner upon the hero.
Mini Devil: Freak from Hell who release flame bursts to might inflict a
cursed state.
Bone-Ark: Evil's shrine carried by bony priests who fire beams or bursts
of deathly energy. Upon defeat, the priests might escape.
Malachi: Demon who escaped from Hell. They conjure large globules which
they chase until delivering crippling swipes to might overthrow the hero.
Witch: The Devil's concubine fly in the air to throw blue homing balls which
might inflict a cursed state.
Hollow Man: Invicible man who might chase after female heroes.
Flame Demon: Demon who escaped from Hell. They throw rapid fireballs or
utilize martial arts which might inflict a cursed state.
Aliorunes: The Devil's concubine fly in the air to throw tripled homing
balls which might inflict a cursed state.
Copelia: Demonic acrobat who might inflict a cursed state.
Lillith: Seductive maiden who might inflict a poisoned state.
Imp: Freak who escaped from Hell. They bounch about to might inflict a cursed
state.
Great Knight: Armed and armoured knight who summon other warriors before
attacking with their sword and shield.
Bone-Rib: Undead bony adversaries which jump in eratic patterns to throw
bones.
Flying Archer: Fallen angel who fire arrows downward to might inflict a
charmed state.
Bomber Armour: Armoured knight who throw accurate explosives in high arches.
Demon Head: Demon who escaped from Hell. They fly in from difficult angles
to release multiple feathers or throw homing fireballs which might inflict
a cursed state.
Spear Guard: Armed and armoured knight who attack with their lances. They
repel some sub-weapons, stab through walls and ceilings or release heavy
waves of deathly energy.
Ghost: Flouting appearition who might possess the hero.
Spittle: Undead bony adversary who climb on castle structure to emit flame
or poison and attack with their pitchfork to might end the battle.
Medusa Head: Snake creature spawned from Medusa who attack in wavy pattern
to might inflict a stoned state.
Axe Knight: Armed and armoured knight who throw tripled axes or hurl them
in high arches before suddenly dashing forward.
Siren: Seductive sea maiden who jump from the depth to throw fireballs.
Bone Dragon: Ripped-out dragon spine chained to castle structure who wave
about while breathing heavy flames or spit fireballs.
Crow: Birds of pray which nest on castle structure. They attack the hero
on sight.
Bone-Archer: Undead bony adversary who fire their bow-and-arrows.
Harpy: Half-woman/part bird of Greek mythology who fly in from difficult
angles to release multiple feathers, swoop downward or to attack with their
dagger.
Skeleton Tree: Mythological skeleton who attack the hero.
Humpback: Freaks of nature which rebound about to might overthrow the hero.
Student Witch: The Devil's concubine fly in on her broomstick to might inflict
a cursed state.
Treant: Mythological tree who might attack the hero.
Blade-Skeleton: Skeleton who circle the hero until they spot an opening.
Dodo: Mythological bird who escapes on sight.
Wight: Shrouded figure who rise from their graves to search for the hero.
Nyx: Demonic scientist who might inflict a poisoned state.
Wyvern: Ancient beast who emit acid bursts or stab their tail to might inflict
a poisoned state.
Raven: Birds of pray which attack on sight.
Flail Guard: Armed and armoured skeleton who attack with the flail.
Killer Clown: Undead entertainer who suck the hero's blood, throw daggers,
playing cards, bombs or conjure killer dolls and Malachi demons to might
end the battle.
Humpback Rider: Freak of nature in control of a bone dragon.
Succubus: Seductive demon who might inflict a cursed state.
Ruler Sword: Possessed item who make other weapons attack to might inflict
a cursed state.
Ucoback: Freak of nature who bounch about to lit flames which might confuse
the hero.
Hell Knight: Armed and armoured knight who attack with their sword and shield.
They smash their spiked shield or make rising flames to track forward.
Maid: Undead maid who suck the hero's blood, deliver high kicks or tcry
sonic rings.
Iron Golem: Huge figure brought to life through arcane magic who hammer
the floor, deliver uppercuts, spew heavy flames or suddenly dashes forward.
Bag Slave: Undead worker who throw explosives or skulls to make dinner upon
the hero.
Butler: Undead butler who suck the hero's blood or throw fireballs.
Dead Soldier: Scores of undead soldiers rise from their graves who fire
their rifle to make dinner upon the hero.
Phantom Skull: Flouting appearition who rise from their graves to make dinner
upon the hero.
Dragonfly: Mutated insect who release a burning substance upon the battlefield.
Dead Farmer: Scores of undead beings rise from their graves in search of
flesh.
Merman: Mutated creature who jump from the depth to spit fireballs.
Owl: Wise bird who attacks on sight.
Tombstone: Possessed icon who suddenly swoops in to might inflict a cursed
state.
Ghoul: Scores of undead beings rise from their graves in search of flesh.
Demon: Demon who escaped from Hell. They utilize martial arts which might
inflict a cursed state.
Skelerang: Undead bony adversaries which jump in eratic patterns to throw
boomerangs.
Mandragora: Mythological plant who suddenly sprouts to emit a sonic scream
upon the area.
Mothman: Mutated moth creature who might inflict a poisoned state.
Large Ghost: Flouting appearition who might inflict a cursed state.
Nightmare: Seductive demon who ride upon a marked territory to might inflict
a cursed state.
Larva: Mythological serpent creature who might inflict a poisoned state.
Killer Doll: Possessed toy who suddenly swoops in to might inflict a cursed
state.
Spin Devil: Glowing blade who create whirlwinds to might inflict a cursed
state.
Yorick: Undead bony adversary who chase its skull.
Red Knight: Soaked axe armour who might pull itself together when slain.
Lesser Demon: Demon who escaped from Hell. They throw rapid flames or emit
acid bursts which might inflict a cursed state.
Axe Lord: Armed and armoured knight who throw tripled axes or hurl them
in high arches to might create flaming explosions upon impact.
Gold Bone: Undead bony adversaries which jump in eratic patterns to throw
bones.
Devil: Dracula's master crack open seals to might release homing spheres
which explode on impact. Hell's keeper also attack with martial arts which
might inflict a cursed state.
Fishman: Mutated fish creature who jump from the depth to spit poison streams.
Death Mask: Possessed icon who spit tripled icicles to might inflict a cursed
state.
Poison Worm: Sea serpent who rise from the depth to might inflict a poisoned
state.
Minotaur: Half-man/part bull of Greek mythology who attack with their axes,
swords, lances, ball-and-chains or throw rocks to might end the battle.
Rare Demon: Mythological demon who throw arching flames to might inflict
a cursed state.
Forneus: Creature who escaped from the dark ocean world to make dinner upon
the hero.
Elquisa: Guardian demon who make dust spill over to might inflict a cursed
state.
Dogether: Flouting eyeball formation who flail their tentacles, make rocks
fall down, cry acidic tears or fire long-lasting beams of deathly energy.
Bone-Thrower: Undead bony adversaries which jump in eratic patterns to throw
bones.
Toad: Mutated amphibium who jump forward to might inflict a poisoned state.
Gorgon: Half-woman/part serpent of Greek mythology who fire their bow-and-arrows
to might inflict a stoned state.
Dead Officer: Scores of undead officers rise from their graves who fire
rockets to make dinner upon the hero.
Hanged Man: Undead bony adversaries which flail their limbs to throw bones.
Heavy Armour: Armed and armoured knight who attack with their hammer. They
smash against the floor or make rising flames to track forward.
Thunder Demon: Demon who escaped from Hell. They make lightning strike which
cause rising flames or utilize martial arts which might inflict a cursed
state.
Hopper: Freaks of nature which rebound about to might overthrow the hero.
Red Skeleton: Soaked skeleton who might pull itself together when slain.
Hill Knight: Armed and armoured knight who attacks on sight.
Sand Worm: Big worm who appear to make sand spill over to might inflict
a pathrified state.
Man Eater: Mutated plant who suddenly sprouts to emit pathrifying seeds
toward the hero.
Killer Bee: Evil stinger who might inflict a poisoned state.
Bee Hive: Hive which is the homestead for the wise and killer bees.
Ectoplasm: Flouting appearition who might inflict a cursed state.
Creature: Reanimated corpse who chase the hero. They channel electric currents,
strangle or deliver punches to might end the battle.
Wakwak Tree: Ancient tree who preduce seductive maidens to make dinner upon
the hero.
Dead Hunter: Undead figure who fire their bow-and-arrows to make dinner
upon the hero.
Mudman: Possessed manifestation who attacks on sight.
Ghoul King: Shrouded figure who rise from their graves to chase the hero.
Dead Knight: Armed and armoured figure mount horseback who attack with their
lances to might make dinner upon the hero.
Bone-Scimitar: Armed and armoured skeleton who attack with their scimitar
and shield.
Stone Rose: Mystic plant who emit spiked seeds or powder to might inflict
a stoned state.
Swinger: Undead bony adversaries which swing about to throw sickles toward
the hero.
Alura Une: Mythological maiden who attack with leaflings or thorns to might
inflict a poisoned state.
Blue Skeleton: Undead bony adversaries which jump in eratic patterns to
throw bones.
Frozen Shade: Flouting female figure who throw freezing icicles toward the
hero.
Tanjelly: Jellyfish creature who might electrify an area to make dinner
upon the hero.
Ghost Dancer: Flouting appearitions which might inflict a cursed state.
Flying Armour: Cloacked figure who attack with their sword to might inflict
a cursed state.
Zacchino: Seductive demon who might inflict a cursed state.
Razor Bat: Mechanical toy which circle the hero until they spot an opening.
Club Knight: Boar creature who attack with their club to might end the battle.
Winged Guard: Mythological skeleton who fly in wavy patterns to attack with
their lances.
Needle: Ball of destruction who circle the platform to might inflict a poisoned
state.
Catobeplaces: Iron-plated war-beast who attack with a horn-trust, make the
rubble wave, cause sonic blasts or breathe a heavy steam which might inflict
a stoned state.
Bone Knight: Armed and armoured skeleton who attack with their sword and
shield.
Laura: Dracula's bride and Carmilla's price who suck the hero's blood or
utilize martial arts.
Wise Bee: Poison stinger who circle the hero until they spot an opening.
Alastor: Flouting appearition who attack with their sword to might inflict
a cursed state.
Demon Wheel: Demon who escaped from Hell. They charge up to might inflict
a cursed state.
Speed Demon: Freak from Hell who sit on motorbike to chase the hero.
Vipula: Evil nymph who emit poison fumes to might charm the hero.
Cyborgs.
Guardian description: Black Venerium is the warlock from the New Order.
Venerium turns of the light. Then she creates a far-reaching electric explosion.
You must destroy her armour. The warlock also throw a spread-shot of spark
projectiles to might stun you in place. When damaged enough Black Venerium
also make lightning strike the battlefield.
Found in: Ruins of castle Dracula (Romania).
Weapon used: Bright explosion.
Weak against: Drill missile.
Guardian description: Bolg is a droid-lieutenant from the New Order. Bolg
fire hydro-blasts toward your position. You have to destroy his armour.
The cyborg create an acidic rain. When damaged enough Bolg also release
multiple toad-like robots which might inflict a poisoned state upon you.
Found in: Atlantis shrine (Greece).
Weapon used: Rain satellite.
Weak against: Dust shot.
Guardian description: Dabra is the droid-lieutenant from the New Order.
Dabra remains mostly stationary while she release one-four dust-like projectiles.
You must destroy her armour. The cyborg drag you forward. When damaged enough
Dabra also start jumping forward while unleashing shattering missiles toward
your position.
Found in: City of Haze (England).
Weapon used: Dust shot.
Weak against: Rain satellite.
Guardian description: Cat is the droid-captain from the New Order. Cat appears
from one of the holes to release repeated drill missiles before jumping
forward. You have to destroy his armour. The cyborg also jump high to might
dodge your attacks. When damaged enough Cat might also upgrade his missiles
into a more accurate five-prolonged onslaught.
Found in: Muniton factory (Germany).
Weapon used: Drill missile.
Weak against: Rain satellite.
Guardian description: Nialka is the droid-lieutenant from the New Order.
Nialka generates her force-field before she start hurling skull-shaped explosives
toward your position. You must destroy her armour. The cyborg also conjure
a circle of skull bombs for greater protection. When damaged enough Nialka
starts hurling them, one after another, toward your location.
Found in: Leaning tower of Pisa (Italy).
Weapon used: Skull bomb.
Weak against: Dust shot & Rain satellite.
Guardian description: Zapphira is the droid-lieutenant from the New Order.
Zapphira jumps out from the water to release acidic waves. You have to destroy
her armour. The cyborg also throw aqua blobs to might throw you off balance.
When damaged enough Zapphira might also upgrade her acidic laser into a
more accurate shot.
Found in: Versailles palace (France).
Weapon used: Acid laser.
Weak against: Bright explosion.
Guardian description: Jura is the droid-lieutenant from the New Order. Jura
release snake-like bandages to might trap you in place. You must destroy
his armour. The cyborg conjure death masks to might throw you off balance.
When damaged enough Jura might also make rising spikes to track along the
floor of the battlefield.
Found in: Forest of Doom (Spain).
Weapon used: Snake bandage.
Weak against: Skull bomb.
Guardian description: Zeldo is the droid-commander from the New Order. Zeldo
attack with his scythe before jumping over to the other side of the area.
You have to destroy his armour. The cyborg also throw out a spread-shot
of sickles. When damaged enough Zeldo might make his boomerangs to explode
upon impact.
Found in: Vampire studio (Russia).
Weapon used: Uriel scythe.
Weak against: Snake bandage & Acid laser.
Guardian description: The Dragonheart X is the central control-computer.
The Dragonheart X fire downward with a barrage of accurate missiles. You
must destroy the shield-generator. The computer use metal hooks to might
trap you in place. The Dragonheart X computer might also drop down rebounding
bubble-bombs to create explosions upon the area.
Found in: Tower of death.
Weapon used: N/a.
Weak against: Bright explosion & Uriel scythe.
The forsaken order.
Guardian description: The dangerous mistress is a handmaiden for the accursed
princess. She attack with knives or make swarms of bats to fly forward.
The dark wanderer also make howling winds to strike the battlefield. She
grant poison kisses. The dangerous mistress also throw repeated red discs
toward your location.
Found in: Atlantis shrine (Greece).
Weapon used: N/a.
Weak against: N/a.
Guardian description: The mad butcher is the warlock's knight. The butcher
attack with his axe or cry sonic rings which might stun you in place. The
dark wanderer then release freezing mist which might inflict a frozen state
upon you. The mad butcher also make lightning strike to might end the battle.
Found in: Ruins of castle Dracula (Romania).
Weapon used: N/a.
Weak against: N/a.