Fan Fiction

Castlevania: Darkness Never Dies

Continued...

Part 1: Curse of Blood

Landmap | Character List | Prologue

Intro 1 | Chapter 1 | Chapter 2 | Chapter 3 | Chapter 4 | Chapter 5 | Chapter 6 | Chapter 7 | Chapter 8 | Chapter 9 | Chapter 10 | Chapter 11

Intro 2 | Chapter 1 | Chapter 2 | Chapter 3 | Chapter 4 | Chapter 5 | Chapter 6 | Chapter 7 | Chapter 8 | Chapter 9

Intro 3 | Chapter 1 | Chapter 2 | Chapter 3 | Chapter 4 | Chapter 5 | Chapter 6 | Chapter 7 | Chapter 8 | Chapter 9 | Chapter 10 | The End

Part 2: Legacy of Sorrow

Take Me to Part 2

 

A Castlevania character list1

Disclaimer: I do not own any part in Castlevania, neither characters nor games. These are trademark of Konami and Nintendo.

(A.N: Here I enlist all the characters, supporting cast and villains appearing in the first instalment of my series; “Darkness Never Dies”. Also added are the weapons, items or lesser enemies which I did or wished to include. Have a nice time.)

Quest 1.

Heroes.

Full name: Edward Jonathan Morris.

Type: Vampire hunter.

Hair: Brown.

Eyes: Blue.

Age: 30.

Religion: Catholicism.

Nationality: England.

Main weapon(s): Undead Killer whip.

Sub-weapon(s): Dagger, stopwatch, axe, cross, holy water, crucifix, laurels & crystal.

Main weapon power-up(s): Morning-star.

Sub-weapon power-up(s): Edward might use flame, water, earth, thunder or spirit to might utilize with item-crushes.

Armour: Collected armour.

Other abilities: Edward might collectmystic relics which might ordment his arsenal.

Full name: Alicia Gretchen Michelle Schneider.

Type: Vampire Hunter.

Hair: Blonde.

Eyes: Blue.

Age: 18.

Religion: Catholicism.

Nationality: Germany.

Main weapon(s): Undead Killer whip.

Sub-weapon(s): Dagger, stopwatch, axe, cross, holy water, crucifix, laurels & crystal.

Main weapon power-up(s): Morning-star.

Sub-weapon power-up(s): Alicia might use flame, frost, wind, earth or spirit to might utilize with item-crushes.

Armour: Collected armour.

Other abilities: Alicia might collect mystic relics which might ordment her arsenal.

Supporting cast.

Full name: Germain (a.k.a. Poltergeist king & horn-playing druid).

Type: Saint.

Hair: White.

Eyes: Bright.

Age: Unknown.

Religion: Unknown.

Nationality: Unknown.

Main weapon(s): Druid sword.

Sub-weapon(s): Stake, shotgun, garlic, cross, horn, rose, holy book & Staff.

Appearances: St. Germain appears inside the nest and the Ruvas forest to advance the story. He finally shows up in the ending to ask for volunteers for another adventure.

Armour: Angel armour.

Other abilities: Telekinesis.

Full name: Adrian Basraq (a.k.a. Alucard).

Type: Vampire hunter.

Hair: Brown.

Eyes: Grey.

Age: 28.

Undead age: 628.

Religion: Orthodox.

Nationality: Walachia.

Main weapon(s): Lecarte sword.

Sub-weapon(s): Sword, Fairy & demon familiar.

Creatures to call: Bat, Ghost, Imp & spell book.

Servant: Alicia Schneider.

Appearances: Alucard appears in the intro. He also shows up within the reservoir to advance the story. He later joins the group to might reveal the truth about Dracula’s rising.

Armour: Unknown.

Other abilities: Mystics.

Full name: Marina Seaflower (A.k.a. “Little witch”).

Type: Witch.

Hair: Blonde.

Eyes: Blue.

Age: Unknown.

Religion: Theism.

Nationality: Romania.

Main weapon(s): Whip sword.

Sub-weapon(s): Silver knife, bloodwatch, mystic book, Fairy & power gem.

Appearances: Marina appears in the intro. She later shows up within the underground reservoir to join the group and end Dracula’s reign of terror.

Armour: Corset.

Other abilities: Vican.

Full name: Saria Goldenleaf.

Type: Archer.

Hair: Red.

Eyes: Green.

Age: 16.

Religion: Theism.

Nationality: Warakiya.

Main weapon(s): Short-sword (forest sword).

Sub-weapon(s): Sun, Moon & Light arrow.

Appearances: Saria appears within the Sadam forest to advance the story. She also joins the group to might save the forest from Dracula’s curse.

Armour: Corset.

Other abilities: Shamanism.

Full name: Unknown (a.k.a. the ferryman).

Type: Unknown.

Hair: Unknown.

Eyes: Unknown.

Age: Unknown.

Religion: Unknown.

Nationality: Unknown.

Main weapon(s): Unknown.

Sub-weapon(s): Unknown.

Appearances: The ferryman appears in Sadam forest, the dragon’s nest and the Yoma marsh to row you over the larger bodies of water or to otherwise give advice upon your journey.

Armour: Unknown.

Other abilities: Unknown.

Full name: Earendil (Unicorn).

Type: Caretaker.

Hair: Gold.

Eyes: Bright.

Age: Unknown.

Religion: Theism.

Nationality: Romania.

Main weapon(s): Unknown.

Sub-weapon(s): Unknown.

Appearances: Earendil appears within the Sadam forest to advance the story. He later shows up to lead the way into the fairy fountain or to otherwise give advise upon your journey.

Armour: Unknown.

Other abilities: Empathy.

Full name: Marcia.

Type: Fairy.

Hair: Blonde.

Eyes: Blue.

Age: Unknown.

Religion: Theism.

Nationality: Romania.

Main weapon(s): Unknown.

Sub-weapon(s): Unknown.

Appearances: Marcia appears within Sadam forest to advance the storyline. She also joins the group because of her love toward the humans.

Armour: Unknown.

Other ability: Telekinesis.

Full name: Torah Fernandez.

Type: Sorceress.

Hair: Dark.

Eyes: Brown.

Age: 12.

Religion: Protestantism.

Nationality: Spain.

Main weapon(s): Ring smash.

Sub-weapon(s): Unknown.

Appearances: Torah Fernandez appears in the intro. She also shows up in the Sadam forest to advance the story. Torah finallyjoins the group to might save the children from the night.

Armour: Corset.

Other abilities: Vican.

Full name: Unknown (a.k.a. Renon).

Type: Trader.

Hair: Grey.

Eyes: Red.

Age: Unknown.

Religion: Unknown.

Nationality: Unknown.

Main weapon(s): Unknown.

Sub-weapon(s): Unknown.

Appearances: Renon appears in the Sadam forest to introduce himself. He shows up whenever unfolding his contract. He might purchase items for a price.

Armour: Unknown.

Other abilities: Unknown.

Full name: Nathan (A.k.a. The priest).

Type: Priest.

Hair:

Eyes:

Age:

Religion: Catholicism.

Nationality: Warakiya.

Main weapon(s): Unknown.

Sub-weapon(s): Unknown.

Appearances: The priest appears within the church to advance the storyline. Nathan also shows up to restore or to give advice upon the journey..

Armour: Unknown.

Other abilities: Exorcism.

Full name: Rose.

Type: Fairy.

Hair: Blonde.

Eyes: Blue.

Age: Unknown.

Religion: Theism.

Nationality: Romania.

Main weapon(s): Unknown.

Sub-weapon(s): Unknown.

Appearances: Rose appears in the Jam wasteland to advance the story. She also joins the group because of her love toward the humans.

Armour: Unknown.

Other abilities: Healer.

Villains.

Full name: Unknown (A.k.a. the dark wanderers & the black riders).

Type: Wraith.

Hair: Unknown.

Eyes: Unknown.

Age: Unknown.

Religion: Unknown.

Nationality: Unknown.

Main weapon(s): Unknown.

Sub-weapon(s): Unknown.

Appearances: The dark wanderers appears within the Sadam forest and the pinnacle to advance the story. They also shows up inside the Dora wood, the Oblivion ridge, the Jam wasteland and the Ruvas forest to continue the hunt.

Armour: Unknown.

Other abilities: Necromancy.

Full name: Unknown (A.k.a. the necromancer).

Type: Necromancer.

Hair: Unknown.

Eyes: Unknown.

Age: Unknown.

Religion: Chaotism.

Main weapon(s): Blood sword.

Sub-weapon(s): Death scythe.

Creatures to call: Bat, Skeleton, Ghost & Zombie.

Servant: Salome.

Appearances: The undead necromancer appears within the underground reservoir to advance the story. He also shows up inside the pinnacle where he acts as a boss.

Armour: Chain armour.

Other abilities: Necromancy.

Full name: Elizabeth Bathory (A.k.a. the “Blood bathing countess”).

Type: Countess.

Hair: Red.

Eyes: Grey (Red).

Age: 33.

Undead age: 711

Religion: Satanism.

Nationality: Walachia.

Main weapon(s): Trista’s wand.

Sub-weapon(s):Blood knife, bloodwatch, mystic book, Fairy, star, Grimoire & power gem.

Creatures to call: Bat, Nightmare, Winged Archer & Aliorunes

Servant: Drolta Tsuentez.

Appearances: Elizabeth Bathory appears in the intro. She also shows up in the Rover mansion to advance the story. The blood bathing countess later appears in the top floor where she acts as a boss. She finally shows up in the ending to prepare for the return of her fallen Dark Lord.

Armour: Lillith corset.

Other abilities: Elementalist.

Full name: Unknown (A.k.a. Malus)..

Type: Musician.

Hair: Blue.

Eyes: Blue (Red).

Age: 8.

Undead age: 247.

Religion: Satanism.

Nationality: Warakiya.

Main weapon(s): Dracula’s staff.

Sub-weapon(s): Gold knife, bloodwatch, mystic book, Fairy, star, Grimoire & power gem.

Creatures to call: Bat, Zombie, Ghost & Laura.

Servant: Lubicant.

Appearances: Malus appears at the haunted ship and in the wicked ditch to advance the story. The musician also shows up inside the Dabi’s path where he acts as a boss. Malus later appears in the ending to prepare for the rising of his fallen Dark Lord.

Armour: Unknown.

Other abilities: Charm.

Full name: Uriel (a.k.a. Death &grim reaper).

Type: Angel.

Hair: Unknown.

Eyes: Unknown.

Age: Unknown.

Religion: Unknown.

Nationality: Unknown.

Main weapon(s): Scythe.

Sub-weapon(s): Scikle, deathwatch, mystic book, Imp, star, Grimoire & power gem.

Creatures to call: Crow, Skeleton, Ghost & Zombie.

Servant: Necromancer.

Appearances: Death appearsin the intro. The grim reaper also shows up inside the pinnacle, the Rover manor and within the Ruvas forest to advance the story. He later appears inside the top floor and Dabi’s path where he acts as a boss. Death finally shows up in the ending to prepare for the rising of the fallen Dark Lord.

Armour: Chain armour.

Other abilities: Necromancy.

Weapons.

Main/Striking weapons.

Edward Morris.

Undead Killer whip: Ancient whip handed down through the Belmont clan. Edward might strike the whipin multiple directions. He might upgrade it three times for greater effect.

Leather whip: The upgraded version of the chain-whip might inflict greater damage.

Morning-star: The upgradedversion of the leatherwhip might inflict greater damage.

Undead Killer: The ultimate version of the morning-star whip might inflict crippling damage.

Special abilities: Edward might use flame, water, earth, thunder or spirit to might grant the Undead Killer whip additional power.

Flame (5 crystals.): Edward might create the flame whip.

Water (5 crystals.): Edward might create the jewel whip.

Earth (5 crystals.): Edward might create the thorn whip.

Thunder (5 crystals.): Edward might create the electric whip.

Spirit (5 crystals.): Edward might create the gold whip.

Claymore: The sword of the legendary hunter Hugh Baldwin. Edward might unsheathe the blade for close-up battle. He might strike it in multiple directions for greater effect.

Special abilities: Edward might use flame, water, earth, thunder or spirit to might grant the Claymore additional power.

Flame(5 crystals.): Edward might make the rising flames to track forward.

Water (5 crystals.): Edward might make the water wave to blast forward.

Earth (5 crystals.): Edward might make the rising spikes to track forward.

Thunder (5 crystals.): Edward might make the explosive wave to blast forward.

Spirit (5 crystals.): Edward might make the shining beam to blast forward.

Other abilities: Edward might collect mystic relics which might ordment his arsenal.

Spell book (10 crystals.): Edward might flail with the whip to release tripled homing fireballs. When crushed, he might release a flurry of sonic rings for repeated damage.

Mystic crystal (10 crystals.): Edward might flail with the whip to cause an enflamed blast. When crushed, he might release a flurry of flames for repeated damage.

Alicia Schneider.

Undead Killer whip: Ancient whip handed down through the Belmont clan. Alicia might strike the whip in multiple directions. She might upgrade it three times for greater effect.

Leather whip: The upgraded version of the chain-whip might inflict greater damage.

Morning-star: The upgraded version of the leather whip might inflict greater damage.

Undead Killer: The ultimate version of the morning-star whip might inflict crippling damage.

Special abilities: Alicia might use flame, frost, wind, earth or spirit to might grant the Undead Killer whip additional power.

Flame (5 crystals.): Alicia might create the flame whip.

Frost (5 crystals.): Alicia might create the frost whip.

Wind (10 crystals.): Alicia might create the fireball whip.

Earth (5 crystals.): Alicia might create the thorn whip.

Spirit (5 crystals.): Alicia might create the gold whip.

Long sword: Alicia might unsheathe her sword for close-up battle. She might strike the blade in multiple directions. She might collect other weapons to might ordment her arsenal.

Broad sword: The sword of Michael Geilhardt Schneider.

Special abilities: Alicia might use flame, frost, wind, earth or spirit to might grant the long sword additional power.

Flame (5 crystals.): Alicia might create the pyre sword.

Frost (5 crystals.): Alicia might create the Rahab sword.

Wind (5 crystals.): Alicia might create the enflame blast.

Earth (5 crystals.): Alicia might create the fairy sword.

Spirit (5 crystals.): Alicia might create the angel sword.

Other abilities: Alicia might collectmystic relics which might ordment her arsenal.

Spell book (10 crystals.): Alicia might flail with the whip to release tripled homing fireballs. When crushed, she might release a flurry of sonic rings for repeated damage.

Mystic crystal (10 crystals.): Alicia might flail with the whip to cause an enflamed blast. When crushed, she might release a flurry of flames for repeated damage.

Sub-weapons.

Edward Morris.

Dagger (1-3 crystals.): Edward might throw the dagger forward. When item-crushed he might throw the tripled daggers toward the enemies.

Special abilities: Edward might use flame, water, earth, thunder or spirit to might grant the dagger additional power.

Flame (3 crystals.): Edward might throw the enflamed daggers toward the enemies.

Water (3 crystals.): Edward might throw the freezing daggers toward the enemies.

Erth (3 crystals.): Edward might throw the poison daggers toward the enemies.

Thunder (3 crystals.): Edward might throw the homing daggers toward the enemies.

Spirit (5 crystals.): Edward might throw the gold knife toward the enemies.

Stopwatch (10-20 crystals.): Edward might stop time. When item-crushed he might double the amount of stopped time.

Special abilities: Edward might use flame, water, earth, thunder or spirit to mightgrant the stopwatch additional power.

Flame (10 crystals.): Edward might surround himself within the burning clock shield.

Water (10 crystals.): Edward might surround himself within the frozen clock shield.

Earth (10 crystals.): Edward might surround himself within the stone clock shield.

Thunder (10 crystals.): Edward might surround himself within the electric clock shield.

Spirit (10 crystals.): Edward might surround himself within the shining clock shield.

Axe (3-5 crystals.): Edward might throw the axe in a high arch. When item-crushed he might throw the tripled axes toward the enemies.

Special abilities: Edward might use flame, water, earth, thunder or spirit to mightgrant the axe additional power.

Flame (10 crystals.): Edward might throw the row of enflamed axes in a high arch.

Water (10 crystals.): Edward might throw the row of breakable axes in a high arch.

Earth (10 crystals.): Edward might throw the row of poison axes in a high arch.

Thunder (10 crystals.): Edward might throw the row of explosive axes in a high arch.

Spirit (10 crystals.): Edward might throw the row of gold axes in a high arch.

Cross (3-5 crystals.): Edward might throw the cross like a boomerang. When item-crushed he might throw the tripled crosses toward the enemies.

Special abilities: Edward might use flame, water, earth, thunder or spirit to might grant the cross additional power.

Flame (5 crystals.): Edward might throw the tripled enflamed crosses toward the enemies.

Water (5 crystals.): Edward might throw the tripled freezing crosses toward the enemies.

Earth (5 crystals.): Edward might throw the tripled poison crosses toward the enemies.

Thunder (5 crystals.): Edward might throw the tripled homing crosses toward the enemies.

Spirit (5 crystals.): Edward might throw the tripled gold crosses toward the enemies.

Holy water (3-5 crystals.): Edward might throw the vial of holy water in a high arch. When item-crushed he might throw the tripled vials toward the enemies.

Special abilities: Edward might use flame, water, earth, thunder or spirit to might grant the holy water additional power.

Flame (5 crystals.): Edward might throw the wave of holy water to might burn the enemies.

Water (5 crystals.): Edward might throw the wave of holy water to might freeze the enemies.

Earth (5 crystals.): Edward might throw the wave of holy water to might poison the enemies.

Thunder (5 crystals.): Edward might throw the wave of holy water to might stun the enemies.

Spirit (5 crystals.): Edward might throw the wave of holy water to might engulf the enemies.

Crucifix (1-3 crystals.): Edward might stamp with the crucifix. When item-crushed he might make the enemies burn upon impact.

Special abilities: Edward might use flame, water, earth, thunder or spirit to mightgrant the crucifix additional power.

Flame (10 crystals.): Edward flouts in the air while the enflamed cross damage the enemies.

Water (10 crystals.): Edward flouts in the air while the breakable cross damage the enemies.

Earth (10 crystals.): Edward flouts in the air while the poison cross damage the enemies.

Thunder (10 crystals.): Edward flouts in the air while the explosive cross damage the enemies.

Spirit (10 crystals.): Edward might summon the circle of crosses for better protection.

Laurels (10-20 crystals.): Edward might restore 25% of his lost energy. When item-crushed he might restore 50% of his lost energy.

Special abilities: Edward might use flame, water, earth, thunder or spirit to mightgrant the laurels additional power.

Flame (10 crystals.): Edward might remove a frozen state.

Water (10 crystals.): Edward might remove a stoned state.

Earth (10 crystals.): Edward might remove a poisoned state.

Thunder (10 crystals.): Edward might remove a petrified state.

Spirit (10 crystals.): Edward might remove a cursed state.

 

Crystal (3-5 crystals.): Edward might throw the crystal in a high arch. When item-crushed he might throw the tripled crystals toward the enemies.

Special abilities: Edward might use flame, water, earth, thunder or spirit to mightgrant the crystal additional power.

Flame (5 crystals.): Edward might throw the explosive crystal toward the enemies.

Water (5crystals.): Edward might throw the breakable crystal toward the enemie.

Earth (5 crystals.): Edward might throw the poison crystal toward the enemies.

Thunder (5crystals.): Edward might throw the stunning crystal toward the enemies.

Spirit (5 crystals.): Edward might throw the diamond toward the enemies.

Other abilities: (99 crystals): Edward might become ablazed with a holy rage which makes him invulnerable and invincible for a short period of time.

Alicia Schneider.

Dagger (1-3 crystals.): Alicia might throw the dagger forward. When item-crushed she might throw the tripled daggers toward the enemies.

Special abilities: Alicia might use flame, frost, wind, earth or spirit to might grant the dagger additional power.

Flame (3 crystals.): Alicia might throw the tripled enflamed daggers toward the enemies.

Frost (3 crystals.): Alicia might throw the tripled freezing daggers toward the enemies.

Wind (10 crystals.): Alicia might throw the multiple daggers toward the enemies.

Earth (3 crystals.): Alicia might throw the tripled poison daggers toward the enemies.

Spirit (5 crystals.): Alicia might throw the gold knife toward the enemies.

Stopwatch (10-20 crystals.): Alicia might stop time. When item-crushed she might double the amount of stopped time.

Special abilities: Alicia might use flame, frost, wind, earth or spirit to might grant the stopwatch additional power.

Flame (10 crystals.): Alicia might surround herself within the enflamed clock shiel.

Frost (10 crystals.): Alicia might surround herself within the frozen clock shield.

Wind (10 crystals.): Alicia might release the four clocks outward to defeat the enemies.

Earth (10 crystals.): Alicia might surround herself within a stone clock shield.

Spirit (10 crystals.): Alicia might surround herself within the shining clock shield.

Axe (3-5 crystals.): Alicia might throw the axe in a high arch. When item-crushed she might throw the tripled axes toward the enemies.

Special abilities: Alicia might use flame, frost, wind, earth or spirit to might grant the axe additional power.

Flame (5 crystals.): Alicia might throw the tripled enflamed axes toward the enemies.

Frost (5 crystals.): Alicia might throw the tripled freezing axes toward the enemies.

Wind (10 crystals.): Alicia might throw the circle of axes toward the enemies.

Earth (5 crystals.): Alicia might throw the tripled poison axes toward the enemies.

Spirit (5 crystals.): Aliciamight throw the tripled gold axes toward the enemies.

Cross (3-5 crystals.): Alicia might throw the cross like a boomerang. When item-crushed she might throw the tripled crosses toward the enemies.

Special abilities: Alicia might use flame, frost, wind, earth or spirit to might grant the cross additional power.

Flame (5 crystals.): Alicia might throw the enflamed crosses toward the enemies.

Frost (5 crystals.): Alicia might throw the freezing crosses toward the enemies.

Wind (10 crystals.): Alicia might throw the flurry of crosses toward the enemies.

Earth (5 crystals.): Alicia might throw the poison crosses toward the enemies.

Spirit (5 crystals.): Alicia might throw the gold crosses toward the enemies.

Holy water (3-5 crystals.): Alicia might throw the vial of holy water in a high arch. When item-crushed she might throw the tripled vials of holy water toward the enemies.

Special abilities: Alicia might use flame, frost, wind, earth or spirit to might grant the holy water additional power.

Flame (10 crystals.): Alicia might make it to rain with holy water to might burn the enemies.

Frost (10 crystals.): Alicia might throw the wave of holy water to might freeze the enemies.

Wind (5 crystals.): Alicia might throw the wave of holy water to might engulf the enemies.

Earth (10 crystals.): Alicia might make it to rain with holy water to might poison the enemies.

Spirit (10 crystals.): Alicia might throw the wave of holy water to might defeat the enemies.

Crucifix (1-3 crystals.): Alicia might stamp with the crucifix. When item-crushed she might make the enemies burn upon impact.

Special abilities: Alicia might use flame, frost, wind, earth or spirit to might grant the crucifix additional power.

Flame (10 crystals.): Alicia flouts in the air while the enflamed cross damage the enemies.

Frost (10 crystals.): Alicia flouts in the air while the frozen cross damage the enemies.

Wind (10 crystals.): Alicia might summon the five spinning crosses to make a beam strike.

Earth (10 crystals.): Alicia flouts in the air while the poison cross damage the enemies.

Spirit (10 crystals.): Alicia might summon the circle of crosses for better protection.

Laurels (10-20 crystals.): Alicia might restore 25% of her lost energy. When item-crushed she might restore 50% of her lost energy.

Special abilities: Alicia might use flame, frost, wind, earth or spirit to might grant the laurels additional power.

Flame (10 crystals.): Alicia might remove a frozen state.

Frost (10 crystals.): Alicia might remove a charmed state.

Wind (50 crystals.): Alicia might restore 75% of her lost energy.

Earth (10 crystals.): Alicia might remove a poisoned state.

Spirit (10 crystals.): Alicia might remove a cursed state.

 

Crystal (3-5 crystals.): Alicia might throw the crystal in a high arch. When item-crushed she might throw the tripled crystals toward the enemies.

Special abilities: Alicia might use flame, frost, wind, earth or spirit to mightgrant the crystal additional power.

Flame (10 crystals.): Alicia might throw the explosive crystal toward the enemies.

Frost (10 crystals.): Alicia might throw the breakable crystal toward the enemies.

Wind (10 crystals.): Alicia might throw the rebound stone toward the enemies.

Earth (10crystals.): Alicia might throw the smoldering crystal toward the enemies.

Spirit (10 crystals.): Alicia might throw the diamond toward the enemies.

Other abilities (99 crystals.): Alicia might become ablaze with a holy rage which makes her invulnarable and invincible for a short period of time.

Items.

Mystic items.

 

Crystal (1): The crystals that might grant power to whatever weapon in possession.

Big crystal (5): The big crystals that might grant power to whatever weapon in possession.

Morning-star: Mystic items which might upgrade the hero’s striking weapons.

Chicken leg: The chicken leg that might restore 25% of your lost energy.

Pot roust: The pot roust that might restore 50% of your lost energy.

Invisibility potion: The invisibility potion might make you invisible for a short period of time.

Rosary: The rosary might clear the area of evil.

Coin (1): The coins are the currency which might be used to purchase items.

Money bag (100): The money bag contains the coins which might be used to purchase items.

Pentagram: The pentagram that might blow open holes or remove some castle structure.

White candle: The lamp might illuminate the castle or lit torches and other burnable materials.

Antidote: The antidote that might remove a poisoned state.

Cure curse: The cure curse that might remove a cursed state.

Potion: The potion that might remove a frozen state.

Castle map 1: This is a piece of the castle’s land map.

Castle map 2: This is the second piece of the castle’s land map.

Compass: The compass that might mark some important features upon the castle’s land map.

Key: The key that might open some locked doors or treasure boxes.

Great key: The great key that might open any type of locked items 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.

Rahab’s pendant: The pendant that might make the holder to breathe underwater.

Bible: The Bible contains words which might exorcise the demons.

Contract: The contract that might be used to summon Renon.

Blue ring: The blue ring might protect against black magic.

Gold compass: The golden compass is an ancient artefact which might show the way home.

Bracelet of Alchemy: The bracelet is a family heirloom granted by Giovani the alchemist.

Mystic flame: The mystic flame which might remove some castle structure.

Nitro: The Nitro is a magical explosive which might remove some obstacles.

Mandragora: The Mandragora is a necessary part of the magical explosive.

Special items.

Spell book: The spell book that might grant special power to the person in possession.

Mystic crystal: The mystic crystal that might grant special power to the person in possession.

Inventory.

Edward Morris.

Edward Morris’s outfit: Clothing used by a Romanian mailman.

Alicia Schneider.

Alicia Schneider’s outfit: Clothing used by a Walachian biker.

Armour.

Edward Morris.

Leather plate: The leather plate that might grant 10% better protection from a damaged status.

Steel plate: The steel plate that might grant 15% better protection from a damaged status.

Chain mail: The chain mail that might grant 25% better protection from a damaged status.

Alicia Schneider.

Leather plate: The leather plate that might grant 10% better protection from a damaged status.

Iron plate: The iron plate that might grant 15% better protection from a damaged status.

Chain mail: The chain mail that might grant 25% better protection from a damaged status.

Boots.

Edward Morris.

Army boots: The army boots which might add up to your mobility.

Alicia Schneider.

Army boots: The army boots which might add up to your mobility.

Lesser enemies: Raven, Zombie, Spider, Treant, Warg, Dryad, Bat, Skeleton, Bear, Bone-Scimitar, Succubus, Bone-Archer, Fishman, Bone Pillar, Killer Fish, Were-Skeleton, Medusa Head, Fox-Archer, Ghost, Bone Dragon, Corpse-Weed, Barrel Skeleton, Club Knight, Minotaur, Siren, Dead Mate, Rat, Arachene, Fireman, Bugbear, Red Skeleton, Bag Slave, Gold Skeleton, Axe Armour, Big Bat, Blade-Lizard, Gargoyle, Skull Spider, Golem Knight, Witch, Warlock, Ice Skeleton, Stone Rose, Bone-Trooper, Frog, Robot, Turret, Dead Soldier, Great Spider, Rocket, Dead Officer, Merman, Peeping Eye, Humpback, Vulture, Evil Hand, Ghoul, Crow, Owl, Mandragora, Stolas, Bone Knight, Dead Warrior, Nymph, Eagle, Yeti, Werewolf, Evil Plant, Lizard Man, Wight, Spearman, Spinning Picture, Axe Man, Wiper Swarm, Poltergeist, Harpy, Swinger, Stain-Glass Ghost, Leopard, Deathly Toy, Charging Table, Mirror, Gremlin, Maid, Sword Lord, Spear Guard, Axe Knight, Snowman, Warg-Rider, Skater, Needle, Knife-Lizard, Frozen Shade, Whip-Guard, Cave Troll, Giant Slug, Goblin, Cyclops, Moss Man, The Claw, Stone Man, Mudman, Two-Headed Beast, Manticore, Killer Bee, Dead Pirate, Fish Head, Toad, Undermole, Thorn-Weed, Giant Worm& Golem.

Raven: Birds of prey which attack on sight.

Zombie: Scores of undead beings rise from their graves in search of flesh.

Spider: Tiny Arachni creatures which climb on their webs to might inflict a poisoned state.

Treant: Mythological tree that might attack the hero.

Warg: Mythological wolf creature that chase the hero.

Dryad: Mythological maiden that throw explosive seeds to might charm the hero.

Bat: Small flying mammals which attack in great numbers.

Skeleton: Undead bony adversaries which jump in erratic patterns to throw bone or to hide within some stone pillars to might overthrow the hero.

Bear: Mutated black bear that chase the hero.

Bone-Scimitar: Armed and armoured skeleton that attack with their scimitar and shield.

Succubus: Seductive demon that might drain the hero’s health.

Bone-Archer: Undead bony adversary that fire their bow-and-arrows.

Fishman: Mutated fish creature that jump from the depth to spit poison streams.. The leader spew acid liquid, create waves or conjure other fishmen to might inflict a poisoned state..

Bone Pillar: Stacked dragon skulls which turn in either direction to breathe flames or spit fireballs.

Killer Fish: Mutated fish creature that jump from the depth to make dinner upon the hero.

Were-Skeleton: Undead bony adversary that throw their rib like a spread shot or suddenly dashes forward with their skull at the ready.

Medusa Head: Snake creature spawned from Medusa that fly in wavy patterns to might inflict a stoned state.

Fox-Archer: Mythological figure that fire their bow-and-arrows.

Ghost: Flouting apparition that might possess the hero.

Bone Dragon: Ripped-out dragon spine chained to castle structure that wave about while breathing heavy flames or spit fireballs.

Corpse-Weed: Mutated plant that suddenly sprouts to might inflict a poisoned state.

Minotaur: Half-man/part bull of Greek mythology that attack with their axe, ball-and-chain or with castle structure to might end the battle.

Barrel Skeleton: Undead bony adversaries which jump from the barrel to throw bones.

Club Knight: Savage orc creature that attack with their club to might end the battle.

Siren: Mythological maiden who sing mystic tunes to might charm the hero.

Dead Mate: Scores of undead beings rise from their muddy graves in search of flesh.

Rat: Small mammals which attack in great numbers.

Arachene: Half-woman/part spider of Greek mythology that climb on the web to twirl with their lances, spit acid liquid or throw spindles to might make dinner upon the hero.

Fireman: Scores of enflamed beings rise from their graves to throw fireballs in search of flesh.

Bugbear: Flouting eye that suddenly swoops in to might inflict a stunned state.

Red Skeleton: Soaked skeleton that might pull itself together when slain.

Bag Slave: Undead worker that throw explosives or skulls to make dinner upon the hero.

Gold Skeleton: Undead bony adversaries which jump in erratic patterns to throw bones.

Axe Armour: Armed and armoured knight thatthrow the axe like a boomerang before suddenly dashing forward.

Big Bat: Big flying mammal that might break into a swarm of smaller bats.

Blade-Lizard: Mutated lizard creature that jump in erratic patterns to throw twin daggers downward which might inflict a poisoned state.

Gargoyle: Reanimated sculpture that flies in wavy patterns to might inflict a stoned state.

Skull Spider: Arachene creatures which climb down their web to release multiple spiked fragments which might inflict a cursed state.

Golem Knight: Armed and armoured bear creature that attack with their club to might make dinner upon the hero.

Witch: Order of Shadow member that fly in the air to make ice shards rain down which might inflict a cursed state.

Warlock: Order of Shadow member that raise the dead in the form of zombies, create a magic shield for greater protection or hurl four homing balls to might end the battle.

Ice Skeleton: Undead bony adversaries which jump in erratic patterns to throw bones.

Stone Rose: Mystic plant that emit spiky seeds or powder to might inflict a stoned state.

Bone-Trooper: Undead bony adversary that attack with their ball-and-chain.

Frog: Mutated amphibian who jumps forward to might inflict a poisoned state.

Robot: Metal skeleton controlled by a hyper micro-processor programmed to terminate the hero.

Turret: Part of the defence-mechanism that fires bullets, grenades or lasers about.

Dead Soldier: Scores of undead soldiers rise from their graves that attack with their knife or rifle to might make dinner upon the hero.

Great Spider: Arachni creatures which climb on their web to might inflict a poisoned state.

Rocket: Launcher that release two-step rockets or homing missiles toward the enemies.

Dead Officer: Scores of undead officers rise from their graves that attack with their machete or throw grenades to might make dinner upon the hero.

Merman: Mutated creature that jump from the depth to spit fireballs.

Peeping Eye: Flouting eye that suddenly swoops in to might inflict a cursed state.

Humpback: Freak of nature that rebound about to might overthrow the hero.

Vulture: Mythological bird that fly in from difficult angles to attack with their lances.

Evil Hand: Scores of undead beings rise from their graves in search of flesh.

Ghoul: Scores of undead beings rise from their graves in search of flesh.

Crow: Birds of prey which nest on castle structure. They attack the hero on sight.

Owl: Wise bird who attacks on sight.

Mandragora: Mythological plant who suddenly sprouts to emit a sonic scream upon the area.

Stolas: Ancient owl that cry sonic rings or conjure lesser enemies.

Bone Knight: Armed and armoured skeleton that attack with their sword and shield.

Dead Warrior: Armed and armoured warrior that attack with their sword and shield to might make dinner upon the hero.

Nymph: Seductive maiden that emit a poison mist to might charm the hero.

Eagle: Great bird that fly in from difficult angles to attack the hero.

Yeti: Mythological bear creature that chase the hero.

Werewolf: Shape-shifting lycanthrope that utilize with fierce biting attacks which might inflict a cursed state. They also jump high to deliver series of input kicks.

Evil Plant: Mutated plant that suddenly sprouts to emit fireballs.

Lizard Man: Mutated lizard creature thatemit poison mist before attacking with their club, sword or spear to might end the battle.

Wight: Scores of a lingering corpse that rise from the burrow in search of the hero.

Spearman: Armed and armoured skeleton that attack with their spear and shield.

Spinning Picture: The portrait of Vlad Tepes Dracula that might imprison the hero.

Axe Man: Armed and armoured knight that throw boomerang-like axes, one high, one low, before suddenly dashing forward to might make dinner upon the hero.

Wiper Swarm: big worms which cling to surfaces before they drop down to might inflict a poisoned state.

Poltergeist: Possessed furniture which suddenly swoops in to might inflict a cursed state.

Harpy: Half-woman/part bird of Greek mythology that fly in from difficult angles to release multiple pointed feathers, fire their bow-aand-arrows or to might attack with their lances.

Swinger: Undead bony adversaries that swing about to throw sickles toward the hero.

Stain-Glass Ghost: Possessed manifestation that attacks on sight.

Leopard: Big wild cat who attacks on sight.

Deathly Toy: Possessed toy bats, balloons or dolls which might inflict a cursed state.

Charging Table: Possessed table that suddenly dashes forward to might inflict a cursed state.

Mirror: Possessed mirror that suddenly swoops in to might inflict a cursed state.

Gremlin: Freaks of nature which bounce about to might confuse the hero.

Maid: Undead maid that suck the hero’s blood, deliver high kicks or throw daggers.

Sword Lord: Armed and armoured knight that attack with their sword and shield before suddenly dashing forward.

Spear Guard: Armed and armoured knight that attack with their lances. They repel some sub-weapons, stab through walls and ceilings or release heavy waves of deathly energy.

Axe Knight: Armed and armoured knight that throw boomerang-like axes, one high, one low, or hurl them in high arches before suddenly dashing forward.

Snowman: Possessed manifestation that throw snowballs or attack on sight.

Warg-Rider: Armed and armoured knight that mountwargback to attack with their lances. Both monsters must be defeated.

Skater: Dracula’s bride thatsucks the hero’s blood or utilize with martial arts.

Needle: Sea stingers which circle the platform to might inflict a poisoned state.

Knife-Lizard: Mutated lizard creature that jump in erratic patterns to throw five daggers outward which might inflict a poisoned state.

Frozen Shade: Flouting female figure that emit polar caps to might freeze the hero.

Whip-Guard: Armed and armoured skeleton that attack with the whip.

Cave Troll: Ancient troll that attack those who trespass upon their domain.

Giant Slug: Mutated bacteria that might inflict a plagued state.

Goblin: Ancient beings which throw rocks or attack with their short-sword, axe and spear to might end the battle.

Cyclops: Mythological creature that attack with their hammer or fire a stone-inducing beam.

Moss Man: Scores of undead beings rise from their graves in search of flesh.

The Claw: Scores of Undead beings rise from their graves in search of flesh.

Stone Man: Possessed manifestation that throw rocks or attacks on sight.

Mudman: Possessed manifestation that attacks on sight.

Two-Headed Beast: Mutated lizard creature that jump from the depth to spit rapid fireballs.

Manticore: Mythological beast that stabs with their tail to might inflict a poisoned state.

Killer Bee: Evil stinger that might inflict a poisoned state.

Dead Pirate: Scores of undead beings rise from their watery graves in search of their treasure.

Fish Head: Stacked skulls which turn in either direction to emit acid burst or cry sonic rings.

Toad: Mutated amphibium who jumps forward to might inflict a plagued state.

Undermole: Mutated mole creature that attack in great numbers.

Thorn-Weed: Mutated plant who suddenly sprouts to emit spiked seeds toward the hero.

Giant Worm: Mythological serpent creature that rise up to might make dinner upon the hero.

Golem: Giant rock fighter brought to life through arcane magic that hammer the floor, deliver uppercuts or release three-way fireballs which might end the battle.

Cyborgs.

Guardian description: The Dragonheart network is the central control-computer. The Dragonheart network might activate the defence mechanism. You must deactivate the shield generator before you might inflict any real damage. The Dragonheart network might also release the huge amounts of raw energy which might end the battle.

Found in: The pinnacle.

Weapon used: N/a.

Weak against: N/a.

Guardian description: The SD-88 is the elite bodyguard created by the New Order. The SD-88 attacks with the shock lance or blast with the electricity gun. You have to destroy his armour. The elite robot also rebuild the metal skeleton to continue the fight. When damaged enough, the SD-88 might also activate the spotlight which might end the battle.

Found in: Oblivion ridge.

Weapon used: N/a.

Weak against: N/a.

Guardian description: Bree Coleman Is the bounty hunter from the New Order. Bree flails with the electricity whip or launche the single homing rockets. You must destroy her armour. The cyborg also use her abilities to blend in with the background. When damaged enough, Bree might also use the whip to capture or deflect some items which might end the battle.

Found in: Oblivion ridge.

Weapon used: N/a.

Weak against: N/a.

Guardian description: Lubicant is the droid-lieutenant from the New Order. Lubicant fire the enflamed or freezing bullets before charging up the shields. You have to destroy his armour. The cyborg also throw the rebounding ice pellets or electric shocks. When damaged enough, Lubicant might also break the shields before launching the rockets which might end the battle.

Found in: Dabi’s path.

Weapon used: N/a.

Weak against: N/a.

The forsaken order.

N/a.

Quest 2.

Heroes.

Full name: Noriko Cruz.

Type: Warlock.

Hair: Black.

Eyes: Black (Red).

Age: 8.

Religion: Shinto.

Nationality: Japan.

Main weapon(s): Knife.

Sub-weapon(s): Unknown.

Main weapon power-up(s): Unknown.

Sub-weapon power-up(s): Unknown.

Armour: Collected inventory.

Other abilities: Noriko possess the power of Dominance. She might collect souls to might utilize with greater power.

Full name: Trevor Christian Belmont.

Type: Vampire hunter.

Hair: Red.

Eyes: Grey.

Age: 12.

Religion: Catholicism.

Nationality: England.

Main weapon(s): Vampire Killer whip.

Sub-weapon(s): Dagger, stopwatch, axe, cross, holy water, 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 with item-crushes.

Armour: Collected armour.

Other abilities: Christian might utilize with five soul powers which might ordment his arsenal.

Supporting cast.

Full name: Genya Arikado.

Type: Agent.

Hair: White.

Eyes: Dark.

Age: 90.

Religion: Christianity.

Nationality: Japan.

Main weapon(s): Unknown.

Sub-weapon(s): Unknown.

Appearances: Genya Arikado appears upon the icy mountain to advance the story. He later joins the group to might end Dracula’s reign of terror.

Armour: Unknown.

Other abilities: Unknown.

Full name: Koji Hakuba.

Type: Dragon.

Hair: Brown.

Eyes: Brown.

Age: 16.

Religion: Theism.

Nationality: Japan.

Main weapon(s): Unknown.

Sub-weapon(s): Unknown.

Appearances: Koji Hakuba appears at the ghost ship and in the volcano to advance the story. He later joins the group to might make the dragons to live again.

Armour: Unknown.

Other abilities: Pyrokinesis.

Full name: Sue Belnades.

Type: Battle-mage.

Hair: Black.

Eyes: Blue.

Age: 18.

Religion: Judaism.

Nationality: Romania.

Main weapon(s): Warakiyan staff.

Sub-weapon(s): Stake, stopwatch, mystic book, star, Bibhuti, Augen & crystal.

Appearances: Sue Belnades appears at the ghost ship and the mine to might advance the story. She later joins the group to might end Dracula’s reign of terror.

Armour: Corset.

Other abilities: Mystics.

Full name: Owen Hammer.

Type: Soldier.

Hair: Brown.

Eyes: Blue.

Age: 47.

Religion: Protestantism.

Nationality: USA.

Main weapon(s): Shotgun.

Sub-weapon(s): Dagger, stopwatch, axe, boomerang, holy water, cross & crystal.

Appearances: Hammer appears at the ghost ship and in the mine to might advance the story. He later joins the group to might get closer to his beloved partner.

Armour: Chest plate.

Other abilities: Diplomacy.

Full name: Trevor Christian Belmont.

Type: Vampire hunter.

Hair: Red.

Eyes: Grey.

Age: 12.

Religion: Catholicism.

Nationality: England.

Main weapon(s): Vampire Killer whip.

Sub-weapon(s): Dagger, stopwatch, axe, cross, holy water, crucifix, laurels & crystal.

Appearances: Christian Belmont appears in the intro. He later shows up in the forest of Jova to might advance the storyline. He joins the group to might fulfil his vampire hunting destiny.

Armour: Chest plate.

Other abilities: Paladin.

Villains.

Full name: Graham Jones.

Type: Missionary.

Hair: Blonde.

Eyes: Grey.

Age: 36.

Undead age: 100.

Religion: Chaothism.

Nationality: France.

Main weapon(s): Unknown.

Sub-weapon(s): Unknown.

Creatures to call: Bat, Skeleton, Ghost & Zombie.

Servant: Laura.

Appearances: Graham Jones appears in the intro. He later shows up within the forest of Aljiba to might advance the storyline.

Armour: Unknown.

Other abilities: Witchcraft.

Weapons.

Main/Striking weapons.

Noriko Cruz.

Combat knife: The knife belonged to Soma Cruz. Noriko might strike the weapon in multiple directions to might inflict greater damage.

Special abilities: N/a.

Other abilities: Noriko possess the power of Dominance. She might collect souls tomight utilize with greater power.

Bullet souls (Souls which might grant sub-weapon power).

Raven soul (4 mp.): Noriko might release multiple feathers toward the enemies.

Skeleton soul (6 mp.): Noriko might throw bones toward the enemies.

Were-skeleton soul (24 mp.): Noriko might hurl multiple bones toward the enemies.

Grave digger soul (8 mp.): Noriko might throw the shovel toward the enemies.

Crow soul (6 mp.): Noriko might release multiple feathers toward the enemies.

Two-headed beast soul (14 mp.): Noriko might spit rapid fireballs toward the enemies.

Ape-skeleton soul (4 mp.): Noriko might throw a rolling barrel forward.

Watcher soul (10 mp.): Noriko might channel electricity to box in the enemies.

Arachene soul (18 mp.): Noriko might throw a crippling web toward the enemies.

Bugbear soul (20 mp.): Noriko might generate an electric boltto strike the enemies.

Harpy soul (16 mp.): Noriko might release multiple feathers toward the enemies.

Axe knight soul (28 mp.): Noriko might throw boomerang-like axes toward the enemies.

Gargoyle soul (30 mp.): Noriko might jump high to spit triple fireballs toward the enemies.

Evil plant soul (12 mp.): Noriko crouch down to spit repeated fireballs toward the enemies.

Fishman soul (4 mp.): Noriko might spit a fireball toward the enemies.

Bone dragon soul (26 mp.): Noriko bounces up and down while throwing arching flames.

Bone-archer soul (6 mp.): Noriko might fire arrows toward the enemies.

Dryad soul (14 mp.): Noriko might throw explosive seeds toward the enemies.

Golem soul (26 mp.): Noriko hammer the floor to make rocks fall down.

Pillar of bone soul (28 mp.): Noriko spit fireballs before turning around to breathe flames.

Bone-thrower soul (16 mp.): Noriko might throw explosive bones toward the enemies.

Earth demon soul (28 mp.): Noriko might hurl tripled rebounding rocks toward the enemies.

Sea demon soul (24 mp.): Noriko might throw heavy frost bullets.

Bone-musket soul (18 mp.): Noriko might fire the musket at the enemies.

Gold skeleton soul (14 mp.): Noriko might throw gold bones toward the enemies.

Water skull soul (8 mp.): Noriko might throw skull heads toward the enemies.

Skull head soul (18 mp.): Noriko might spit expanding fireballs toward the enemies.

Flame demon soul (28 mp.): Noriko hurl tripled rebounding fireballs toward the enemies.

Explosive skeleton soul (18 mp.): Noriko might create an explosion to destroy the enemies.

Thunder demon soul (28 mp.): Noriko make lightning strike down upon the enemies.

Frost demon soul (28 mp.): Noriko might hurl tripled freezing globules toward the enemies.

Ice skeleton soul (18 mp.): Noriko might throw freezing bones toward the enemies.

Knife-lizard soul (12 mp.): Noriko might throw dual knives toward the enemies.

Wind demon soul (28 mp.): Noriko might hurl tripled sonic rings toward the enemies.

Eryne soul (12 mp.): Noriko might cry sonic rings toward the enemies.

Reaper soul (16 mp.): Noriko release a spread-shot of sickles toward the enemies.

Guardian souls (Souls which might grant special shields or spirit helpers).

Bat soul (10 mp.): Noriko might make bats to attack for greater protection.

Zombie soul (45 mp.): Noriko might make three zombies to march for the enemies.

Ghost soul (10 mp.): Noriko might summon ghosts which might distract the enemies.

Warg soul (10 mp.): Noriko might summon a warg to attack the enemies.

Lizard man soul (80 mp.): Noriko summon the plate shield for better protection.

Bone-scimitar soul (10 mp.): Noriko summon the skull shield for better protection.

Mudman soul (50 mp.): Noriko might make three Mudman to march for the enemies.

Frog soul (10 mp.): Noriko might summon the frog for greater mobility.

Ghoul soul (70 mp.): Noriko might make three ghouls to march for the enemies.

Spider soul (10 mp.): Noriko might summon the spider for greater mobility.

Spear guard soul (50 mp.): Noriko might repel some forms of ranged attacks.

Rat soul (10 mp.): Noriko might make the rats to attack for greater protection.

Ectoplasm soul (80 mp.): Noriko might summon the spectral shield for better protection.

Sword lord soul (10 mp.): Noriko might summon the great armour for better protection.

Eagle soul (10 mp.): Noriko make the eagle to attack the enemies for greater protection.

Warg rider soul (10 mp.): Noriko might make three wargs to attack the enemies.

Bloody sword soul (20 mp.): Noriko make the bloody swords to attack for greater protection.

Big bat soul (10 mp.): Noriko make a giant bat to attack the enemies for greater protection.

Bone-trooper soul (10 mp.): Noriko might summon the great shield for better protection.

Minotaur soul (60 mp.): Noriko might conjure the axe for better protection.

Dead pirate soul (10 mp.): Noriko might knock candles to collect coins for her statistics.

Mimic soul (20 mp.): Noriko might knock candles to collect money bags for her statistics.

Needle soul (70 mp.): Noriko might summon the needle shield for greater protection.

Toad soul (30 mp.): Noriko might summon the toad for greater mobility.

Great spider soul (30 mp.): Noriko might conjure the great spider for greater mobility.

Alura Une soul (30 mp.): Noriko summon Alura Une who turns damage taken into hp.

Golem knight soul (70 mp.): Noriko might summon the stone shield for greater protection.

Enchanted souls (Souls which might grant alternate power).

Laura soul: Noriko might suck some blood to restore her own statistics.

Owl soul: Noriko might increase upon her intelligence statistics.

Valkyrie soul: Noriko might become immune to most charmed statistics.

Giant rock fighter soul: Noriko might charge some bullet souls.

Wyvern soul: Noriko might become immune to most poisonous statistics.

Ghost pirate soul: Noriko might become aware of hidden treasures.

Cave troll soul: Noriko might increase upon her strength statistics.

Shock-bone soul: Noriko might become invisible for a short period of time.

Attribute souls (Souls which might grant mobility power).

Were-panther soul: Noriko got the dashing ability.

Sylph soul: Noriko got the high jump ability.

Poltergeist soul: Noriko got the slide kick ability.

Cyclops soul: Noriko got the flying kick ability.

Fireman soul: Noriko got the jump kick ability.

Were-jaguar soul: Noriko got the back dash 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 version of the leather whip might inflict grater damage.

Morning-star: The upgradedversion of the chain-whip might inflict greater damage.

Vampire Killer: The ultimate version 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 whip 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 (5 crystals.): Christian might create the holy whip.

Short-sword: Christian might unsheathe the short-sword for close-up battle. He might strike the weapon in multiple directions for greater effect.

Special abilities: N/a.

Other abilities: Christian might utilize with five soul powers which might ordment his arsenal.

Soul wind (10 crystals.): Christian might slow down the enemies for greater effect.

Soul flame (10 crystals.): Christian might make the flames to burn the area for greater effect.

Soul bat (10 crystals.): Christian might release the heavy blast 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.

Sub-weapons.

Noriko Cruz.

N/a.

Christian Belmont.

Dagger (1-3 crystals.): Christian might throw the dagger forward. When item-crushed he might throw the tripled daggers toward the enemies.

Special abilities: Christian might use flame, frost, earth, wind or light to might grant the dagger additional power.

Flame (3 crystals.): Christian might throw the tripled enflamed daggers toward the enemies.

Frost (3 crystals.): Christian might throw the tripled freezing daggers toward the enemies.

Earth (3 crystals.): Christian might throw the tripled poison daggers toward the enemies.

Wind (3 crystals.): Christian might throw the tripled homing daggers toward the enemies.

Light (5 crystals.): Christian might throw the five silver knives toward the enemies.

Stopwatch (10-20 crystals.): Christian might stop time. When item-crushed he might double the amount of stopped time.

Special abilities: Christian might use flame, frost, earth, wind or light to might grant the stopwatch additional power.

Flame (10crystals.): Christian might surround himself within the enflamed clock shield.

Frost (10 crystals.): Christian might surround himself within the frozen clock shield.

Earth (10 crystals.): Christian might surround himself within the stone clock shield.

Wind (10 crystals.): Christian might release the four clocks outward to defeat the enemies.

Light (10 crystals.): Christian might surround himself within the holy clock shield.

Axe (3-5 crystals.): Christian might throw the axe in a high arch. When item-crushed he might throw the tripled 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 the enflamed axe in a high arch.

Frost (5 crystals.): Christian might throw the freezing axe in a high arch.

Earth (5 crystals.): Christian might throw the stone axe in a high arch.

Wind (5 crystals.): Christian might throw the spinning axe in a high arch.

Light (5 crystals.): Christian might throw the silver axe in a high arch.

Cross (3-5 crystals.): Christian might throw the cross like a boomerang. When item-crushed he might throw the tripled 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 the tripled enflamed crosses toward the enemies.

Frost (5 crystals.): Christian might throw the tripled freezing crosses toward the enemies.

Earth (5 crystals.): Christian might throw the tripled stone crosses toward the enemies.

Wind (5 crystals.): Christian might throw the tripled homing crosses toward the enemies.

Light (5 crystals.): Christian might throw the tripled silver crosses toward the enemies.

Holy water (3-5 crystals.): Christian might throw the vial of holy water in a high arch. When item-crushed he might throw the tripled vials 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 throws the wave of holy water to might burn the enemies.

Frost (10 crystals.): Christian throws the wave of holy water to might freeze the enemies.

Earth (10 crystals.): Christian throws the wave of holy water to might poison the enemies.

Wind (10 crystals.): Christian makes it to rain with holy water to might engulf the enemies.

Light (10 crystals.): Christian throws the wave of holy water to might defeat the enemies.

Crucifix (1-3 crystals.): Christian might stamp with the crucifix. When item-crushed 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 flouts in the air while the enflamed cross damage the enemies.

Frost (10 crystals.): Christian flouts in the air while the frozen cross damage the enemies.

Earth (10 crystals.): Christian flouts in the air while the poison cross damage the enemies.

Wind (10 crystals.): Christian might summon the five spinning crosses to make a beam strike.

Light (10 crystals.): Christian might summon the circle of silver crosses for better protection.

Laurels (10-20 crystals.): Christian might restore 25% of his lost energy. When item-crushed 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 (50 crystals.): Christian might restore 75% of his lost energy.

Light (10 crystals.): Christian might remove a cursed state.

 

Crystal (3-5 crystals.): Christian might throw the crystal in a high arch. When item-crushed he might throw the tripled crystals toward the enemies.

Special abilities: Christian might use flame, frost, earth, wind or light to might grant the crystal additional power.

Flame (10 crystals.): Christian might throw the enflamed opal toward the enemies.

Frost (10 crystals.): Christian might throw the breakable sapphire toward the enemies.

Earth (10 crystals.): Christian might throw the poison emerald toward the enemies.

Wind (10 crystals.): Christian might throw the rebound stone toward the enemies.

Light (10 crystals.): Christian might throw the diamond toward the enemies.

Other abilities (99 crystals.): Christian might utilize with the bloodline mystics to might become invisible and invincible for a short period of time.

Item.

Mystic items.

 

Crystal (1): The crystals that might grant power to whatever weapon in possession.

Big crystal (5): The bigcrystals that might grant power to whatever weapon in possession.

Morning-star: Mystic items which might upgrade the Vampire Killer whip.

Chicken leg: The chicken leg that might restore 25% of your lost energy.

Pot roust: The pot roust that might restore 50% of your lost energy.

Invisibility potion: The invisibility potion might make you invisible for a short period of time.

Rosary: The rosary might clear the area of evil.

Coin (1): The coins are the currency which might be used to purchase items.

Money bag (100): The money bag contains the coins which might be used to purchase items.

White candle: The lamp might illuminate the castle or lit torches and other burnable materials.

Antidote: The antidote that might remove a poisoned state.

Cure curse: The cure curse that might remove a cursed state.

Potion: The potion that might remove a frozen state.

Castle map 1: This is a piece of the castle’s land map.

Castle map 2: This is the second piece of the castle’s land map.

Compass: The compass that might mark some important features upon the castle’s land map.

Key: The key that might open some locked doors or treasure boxes.

Master key: The master key that might open any type of locked items within that area.

Blue cross: 1up.

Mystic orb: The mystic orbis a crystal ball which might restore you back to the original state.

Magic items.

Contract: The contract that might be used to summon Renon.

Mirror: The mirror that might reveal some secrets.

Flame treasure: The flame treasure is the first of three which might break the lake spell.

Frost treasure: The frost treasure is the second of three which might break the lake spell.

Thunder treasure: The thunder treasure is the third of three which might break the lake spell.

Mystic scroll: The mystic scrolls that might contain the notes of powerful melodies.

Flute: Ada’s flute that might be used to play the mystic tunes.

Special items.

Golden glow: The golden glow is a reward among the dragon relatives.

Inventory.

Noriko Cruz.

Sacrificial outfit: The black dress worn by the black mass sacrifice.

School girl outfit: The school girl uniform purchased from Renon.

Warlock outfit: The clothingworn by the warlock.

Christian Belmont.

Christian Belmont’s outfit: Clothing used by a Warakiyan vampire hunter.

Armour.

Noriko Cruz.

Leather corset: The leather corset might grant 5% better protection from a damaged status.

Christian Belmont.

Leather plate: The leather plate that might grant 15% better protection from a damaged status.

Iron plate: The iron plate that might grant 15% better protection from a damaged statu.

Boots.

Noriko Cruz.

Soft shoes: The soft shoes which might add up to your mobility.

Christian Belmont.

Army boots: The army boots which might add up to your mobility.

Lesser enemies: Raven, Skeleton, Bat, Zombie, Ghost, Were-Skeleton, Grave Digger, Warg, Lizard Man, Bone-Scimitar, Mudman, Crow, Two-Headed Beast, Frog, Ghoul, Ape-Skeleton, Watcher, Spider, Arachene, Spear Guard, Bugbear, Harpy, Rat, Ectoplasm, Axe Knight, Laura, Sword Lord, Gargoyle, Evil Plant, Fishman, Bone Dragon, Eagle, Bone-Archer, Owl, Warg-Rider, Dryad, Golem, Pillar Of Bone, Bone-Thrower, Bloody Sword, Valkyrie, Giant Rock Fighter, Big Bat, Bone-Trooper, Minotaur, Earth Demon, Wyvern, Ghost Pirate, Sea Demon, Bone-Musket, Were-Panther, Sylph, Poltergeist, Gold Skeleton, Dead Pirate, Mimic, Needle, Water Skull, Toad, Cyclops, Cave Troll, Skull Head, Siren, Great Spider, Flame Demon, Explosive Skeleton, Were-Jaguar, Thunder Demon, Alura Une, Shock-Bone, Frost Demon, Golem Knight, Ice Skeleton, Knife-Lizard, Wind Demon, Eryne& Reaper.

Raven: Birds of prey which attack on sight.

Skeleton: Undead bony adversaries which jump in erratic patterns to throw bones.

Bat: Small flying mammals which attack in great numbers.

Zombie: Scores of undead beings rise from their graves in search of flesh.

Ghost: Flouting apparition that might possess the hero.

Were-Skeleton: Undead bony adversary that throw their rib like a spread shot or suddenly dashes forward with their skull at the ready.

Grave Digger: Keeper of death’s secret. They throw their shovel before utilizing with martial arts..

Warg: Mythological wolf creature that chase the hero.

Lizard Man: Mutated lizard creature that emit poison mist before attacking with their club, sword or spear to might end the battle.

Bone-Scimitar: Armed and armoured skeleton that attack with their scimitar and shield.

Mudman: Possessed manifestation that attacks on sight.

Crow: Birds of prey which nest on castle structure. They attack the hero on sight.

Two-Headed Beast: Mutated lizard creature that jump from the depth to spit rapid fireballs.

Frog: Mutated amphibian who jumps forward to might inflict a poisoned state.

Ghoul: Scores of undead beings rise from their graves in search of flesh.

Ape-Skeleton: Undead bony adversaries which throw barrels or mean right hooks.

Watcher: Flouting eye that channels electric currents to might box in the hero.

Spider: Tiny Arachni creatures which climb on their web to might inflict a poisoned state.

Arachene: Half-woman/part spider of Greek mythology that climb on the web to twirl with their lances, spit acid liquid or throw spindles to might make dinner upon the hero.

Spear Guard: Armed and armoured knight that attack with their lances. They repel some sub-weapons, stab through walls and ceilings or release heavy waves of deathly energy.

Bugbear: Flouting eye that suddenly swoops in to might inflict a stunned state.

Harpy: Half-woman/part bird of Greek mythology thatflies in from difficult angles to might take the hero.

Rat: Small mammals which attack in great numbers.

Ectoplasm: Flouting apparition that might inflict a cursed state.

Axe Knight: Armed and armoured knight that throw boomerang-like axes, one high, one low, before suddenly dashing forward.

Laura: Dracula’s bride and Carmilla’s price that suck the hero’s blood or utilize with martial arts.

Sword Lord: Armed and armoured knight that attack with their sword and shield before suddenly dashing forward.

Gargoyle: Reanimated sculpturethat breaks free to jump in erratic patterns and spittripled fireballs.

Evil Plant: Mutated plant that suddenly sprouts to emit fireballs.

Fishman: Mutated fish creature that jump from the depth to spit fireballs.

Bone Dragon: Ripped-out dragon spine chained to castle structure that wave about while breathing heavy flames or spit fireballs.

Eagle: Great bird that fly in from difficult angles to attack the hero.

Bone-Archer: Undead bony adversary that fire their bow-and-arrows.

Owl: Wise bird who attacks on sight.

Warg-Rider: Armed and armoured knight thatmountwargback to attack with their lances. Both monsters must be defeated.

Dryad: Mythological maiden that emit poison fumes to might charm the hero.

Golem: Rock creature brought to life through arcane magic that hammer the floor, deliver uppercuts, throws rocks or suddenly dashes forward.

Pillar of Bone: Stacked dragon skulls which turn in either direction to breathe flames or spit fireballs.

Bone-Thrower: Armed and armoured skeleton that throw bones before attacking with their scimitar and shield.

Bloody Sword: Possessed weapon that suddenly swoops in to might inflict a cursed state.

Valkyrie: Mythological maiden that fly through the air to attack with their lances.

Giant Rock Fighter: Stone figure brought to life through rune magic that hammer the floor, deliver uppercuts or spit three-prolonged fireballs which might overthrow the hero.

Big Bat: Big flying mammal that might break into a swarm of smaller bats.

Bone-Trooper: Undead bony adversary that attack with their ball-and-chain.

Minotaur: Half-man/part bull of Greek mythology that attack with their axe to make the rubble wave forward which might end the battle.

Earth Demon: Demon that escaped from Hell. They fly through the air to throw tripled stones which rebound about to might inflict a cursed state.

Wyvern: Ancient beast that emit acid bursts or stab their tail to might inflict a poisoned state.

Ghost Pirate: Flouting apparitions which rise from the sea in search of their treasure.

Sea Demon: Demon that escaped from Hell. They throw huge frost bullets or utilize with martial arts which might inflict a cursed state.

Bone-Musket: Undead bony adversary that fire their musket before reloading.

Were-Panther: Shape-shifting foe that utilize with fierce claw-swipes which might inflict a cursed state. They also jump high to might deliver series of input kicks.

Sylph: Mythological maiden that throw tripled fireballs or become invisible to might charm the hero.

Poltergeist: Possessed furniture which suddenly swoops in to might inflict a cursed state.

Gold Skeleton: Undead bony adversaries which jump in erratic patterns to throw bones.

Dead Pirate: Scores of undead beings rise from their watery graves in search of their treasure.

Mimic: Possessed treasure box that might inflict a cursed state.

Needle: Sea stingers which circle the platform to might inflict a poisoned state.

Water Skull: Possessed manifestation that attacks on sight.

Toad: Mutated amphibium who jumps forward to might inflict a plagued state.

Cyclops: Mythological creature that attack with their hammer or fire a stone-inducing beam.

Cave Troll: Ancient troll that attack those which trespass upon their domaim.

Skull Head: Phantom skull that rise from their graves to breathe flames or spit fireball.

Fireman: Scores of enflamed beings rise from their graves in search of flesh.

Great Spider: Arachni creatures which climb on their web to might inflict a poisoned state.

Flame Demon: Demon that escaped from Hell. They conjure tripled enflamed spheres which rebound about to might inflict a cursed state.

Explosive Skeleton: Undead bony adversaries that explode to might overthrow the hero.

Were-Jaguar: Shape-shifting foe that utilize with fierce claw-swipes which might inflict a cursed state. They also jump high to deliver series of input kicks.

Thunder Demon: Demon that escaped from Hell. They make tripled bolts of lightning strike which might inflict a cursed state.

Alura Une: Mythological maiden that attack with leaflings or thorns to might inflict a poisoned state.

Shock-Bone: Skeleton that channel electric currents or make lightning to strike down.

Frost Demon: Demon that escaped from Hell. They conjure triple frozen spheres which rebound about to might inflict a cursed state.

Golem Knight: Armed and armoured bear creature that attack with their mallet to might make dinner upon the hero.

Ice Skeleton: Undead bony adversaries which jump in erratic patterns to throw bones.

Knife-Lizard: Mutated lizard creature that jump in erratic patterns to throw five daggers outward which might inflict a poisoned state.

Wind Demon: Demon that escaped from Hell. They fly through the air to cry sonic rings which make rocks and debris fall down to might inflict a cursed state.

Eryne: Revived goddess that attack with her lance or cry sonic rings.

Reaper: Fallen angels appear through the portal which attack with their scythe or sickles to might make pray upon the hero’s soul.

Cyborgs.

N/a.

The forsaken order.

N/a.

Quest 3.

Heroes.

Full name: Julius Belmont (A.k.a. John Victor Kishine.

Type: Vampire hunter.

Hair: Blonde.

Eyes: Blue.

Age: 18.

Religion: Catholicism.

Nationality: England.

Main weapon(s): Stellar sword.

Sub-weapon(s): Dagger, gauntlets, axe, Shuriken, holy water, mystic book, crucifix, laurels & crystal.

Main weapon power-up(s): Morning-star.

Sub-weapon power-up(s): Julius might use flame, earth, time, life or spirit to might utilize with item-crushes.

Armour: Collected armour.

Other abilities: Julius might utilize with bloodline mystics to might grant himself additional power.

Full name: Thomas Hector Oldrey-Lecarde (a.k.a. “Whisp”).

Type: Dark-breed.

Hair: Blonde.

Eyes: Blue.

Age: 24.

Religion: Orthodox.

Nationality: England.

Main weapon(s): Lecarde spear.

Sub-weapon(s): Stake, gauntlets, garlic, cross, rose, crucifix, Bibhuti, holy book & the Host.

Main weapon power-up(s): Morning-star.

Sub-weapon power-up(s): Thomas might fuse the arsenal with dark breed force to might utilizewith additional power.

Armour: Collected armour.

Other abilities: Thomas mightshape-shift into his true dark-breed form to might add up to hisstrength and mobility.

Supporting cast.

Full name: Germain (a.k.a. Poltergeist king & horn-playing druid).

Type: Saint.

Hair: White.

Eyes: Bright.

Age: Unknown.

Religion: Unknown.

Nationality: Unknown.

Main weapon(s): Druid sword.

Sub-weapon(s): Stake, shotgun, garlic, cross, horn, rose, holy book & staff.

Appearances: St. Germain appears in the forest of Debias, the town of Aliba, the caves and the final approach to advance the story. He finally shows up in the ending to ask for volunteers to another adventure.

Armour: Angel armour.

Other abilities: Telekinesis.

Full name: Ruth Van Helsing (A.k.a. “Goldielock” & “Lady gunner”).

Type: Vampire hunter.

Hair: Blonde.

Eyes: Blue.

Age: 24.

Religion: Judaism.

Nationality: Nederland.

Main weapon(s): Shotgun.

Sub-weapon(s): Dagger, gauntlets, axe, garlic, star, rose, mystic book & crossbow.

Appearances: Ruth Van Helsing appears in the intro. She also shows up within the forest of Debias to advance the story. Ruth finally joins the group to might avenge her family.

Armour: Chest plate.

Other abilities: Mystics.

Full name: Unknown (a.k.a. Renon).

Type: Trader.

Hair: Grey.

Eyes: Red.

Age: Unknown.

Religion: Unknown.

Nationality: Unknown.

Main weapon(s): Unknown.

Sub-weapon(s): Unknown.

Appearances: Renon appears in the forest of Debias to introduce himself. He shows up whenever unfolding his contract. He might purchase items for a price.

Armour: Unknown.

Other abilities: Unknown.

Full name: Christopher Desmond Graves.

Type: Vampire hunter.

Hair: Black.

Eyes: Grey.

Age: 18.

Religion: Protestantism.

Nationality: England.

Main weapon(s): Broad sword.

Sub-weapon(s): Dagger, gauntlets, axe, boomerang, holy water, cross, mystic book, laurels & Crystal.

Appearances: Christopher Graves appears in the “Evil’s nest” laboratory to advance the story. He later joins the group to might end Dracula’s reign of terror.

Armour: Chest plate.

Other abilities: Elementalist.

Full name: Marina Seaflower (A.k.a. “Little witch”).

Type: Witch.

Hair: Blonde.

Eyes: Blue.

Age: Unknown.

Religion: Polytheism.

Nationality: Romania.

Main weapon(s): Whip-sword.

Sub-weapon(s): Silver knife, bloodwatch, fairy, spell book & power gem

Appearances: Marina Seaflower appears within the forest of Debias and the Berkeley mansion to advance the story. She also joins the group to might end Dracula’s reign of terror.

Armour: Corset.

Other abilities: Vican.

Villains.

Full name: Albus Zabach.

Type: Necromancer.

Hair: Dark.

Eyes: Red.

Age: 35.

Undead age: 300.

Religion: Chaothism.

Nationality: Romania.

Main weapon(s): Blood sword.

Sub-weapon(s): Scythe, bloodwatch, mystic book, Humpback, star, Grimoire & power gem.

Creatures to call: Bat, Zombie, Ghost & Ghoul.

Servant: Darkside.

Appearances: Albus Zabach appears in the intro. He later shows up within the Berkeley mansion to might advance the storyline. He finally appears to act as the boss.

Armour: Gold armour.

Other abilities: Necromancy.

Full name: Damien Frost.

Type: Elementalist.

Hair: Blond.

Eyes: Grey.

Age: 36.

Undead age: 100.

Religion: Chaothism.

Nationality: Austria.

Main weapon(s): Rahab frost.

Sub-weapon(s): Scythe, bloodwatch, mystic book, Fairy, star, Grimoire & power gem.

Creatures to call: Bat, Zombie, Bael & Dino.

Servant: Daria Glenholm.

Appearances: Damien Frost appears within the “Evil’s nest” to might advance the storyline. He later shows up inside the final approach where he acts as a boss.

Armour: Spike armour.

Other abilitiess: Elementalist.

Full name: Uriel (A.k.a. Death & grim reaper).

Type: Angel.

Hair: Unknown.

Eyes: Unknown.

Age: Unknown.

Religion: Unknown.

Nationality: Unknown.

Main weapon(s): Scythe.

Sub-weapon(s): Scikle, deathwatch, mystic book, Imp, star, Grimoire & power gem.

Creatures to call: Crow, Skeleton, Ghost & Zombie.

Servant: Necromancer.

Appearances: Death appears within the “Nation of fools” and the town of Aliba to migh. advance the storyline. The angel later shows up inside the death tower where he acts as a boss. The grim reaper finally appears within the “Evil’s nest” to deliver a last warning.

Armour: Chain armour.

Other abilities: Necromancy.

Weapons.

Main/Striking weapons.

Julius Belmont.

Stellar sword: The blade of the legendary swordsman Maxim Kishine. Julius might strike the

Stellar sword in multiple directions. He might upgrade it three times for greater effect.

Fireball sword: Julius might utilize with the fireball sword.

Thunder sword: Julius might utilize with the thunder sword.

Platinum sword: Julius might utilize with the platinum sword.

Special abilities: Julius might use flame, earth, time, life or spirit to might grant the Stellar sword additional power.

Flame(5 crystals.): Julius might create the pyre sword.

Earth (5 crystals.): Julius might create the fairy sword.

Time (5 crystals.): Julius might create the tempus sword.

Life (5 crystals.): Julius might create the Alura sword.

Spirit (5 crystals.): Julius might create the angel sword.

Other abilities: Julius might utilize with the bloodline mystics to might grant himself

additional power.

Sword storm (10 crystals.): Julius might create the sword storm for repeated damage.

Mass illusion (10 crystals.): Julius might create the mass illusion for repeated damage.

Clone summon (99 crystals.): Julius might summon a clone to might control the battlefield.

Thomas Lecarde.

Lecarde spear: The weapon brandished by Alucard. Thomas might stab with the spear in multiple directions. He might upgrade it three times for greater effect.

Lance: Spear weapon best used against the armoured opponents.

Halberd: Spear weapon best used against the undead opponents.

Trident: Spear weapon best used against the Hellspawn opponents.

Special abilities (5 crystals.): Thomas might fuse the Lecarde spear with dark-breed force for greater effect.

“Energy blast” (3-5 crystals.): The favourite attack of the dark-breed. Thomas might release or charge up before an explosive attack. He might upgrade it three times for greater effect.

“Double shot”: The upgraded version of the “energy blast” might inflict greater damage.

“Triple shot”: The upgraded version of the “double shot” might inflict greater damage.

“Sonic howl”: The ultimate version of the “triple shot” might inflict crippling damage.

Special abilities (5 crystals.): Thomas might fuse the “energy blast” with dark-breed force for greater effect.

Shotgun (1-7 bullets.): The shotgun belonged to Henry Oldrey. Thomas might shoot the enemies. He might collectthree other types of ammunition for greater effect.

Wood bullet (1-7 bullets.): Thomas might fire the wood bullets toward the enemies.

Cross bullet (1-7 bullets.): Thomas might fire the cross bullets toward the enemies.

Silver bullet (1-7 bullets.): Thomas might fire the blessed silver bullets toward the enemies.

Special abilities: Thomas might collect mystic relics which might ordment his arsenal.

Spell book (10 crystals.): Thomas might charge the shotgun to fire tripled homing fireballs. When crushed, he might release a flurry of sonic rings for repeated damage.

Mystic crystal (10 crystals.): Thomas might charge the shotgun to cause an enflamed blast. When crushed, he might release a flurry of flames for repeated damage.

Other abilities (99 crystals.): Thomas might shape-shift into his true dark-breed form to might add up to his strength and mobility.

Sub-weapons.

Julius Belmont.

Dagger (1-3 crystals.): Julius might throw the dagger forward. When item-crushed he might throw the tripled daggers toward the enemies.

Special abilities: Julius might use flame, earth, time, life or spirit to might grant the dagger additional power.

Flame(5 crystals.): Julius might throw the five enflamed daggers toward the enemies.

Earth (5 crystals.): Julius might throw the five poison daggers toward the enemies.

Time (5 crystals.): Julius might throw the five stunning daggers toward the enemies.

Life (5crystals.): Julius might throw the five explosive daggers toward the enemies.

Spirit (5 crystals.): Julius might throw the gold knife toward the enemies.

Gauntlets (3-10 crystals.): Julius might attack with his arms on fire. When item-crushed he might extend the reach and power for repeated damage.

Special abilities: Julius might use flame, earth, time, life or spirit to might grant the gauntlets additional power.

Flame (10 crystals.): Julius might throw the homing fireball that chase and destroy.

Earth (10 crystals.): Julius might throw the rebounding meteor that chase and destroy.

Time (10 crystals.): Julius might throw the stunningclock that chase and destroy.

Life (10 crystals.): Julius might throw the acid fume that chase and destroy.

Spirit (10 crystals.): Julius might throw the homing ball that chase and destroy.

Axe (3-5 crystals.): Julius might throw the axe in a high arch. When item-crushed he might throw the tripled axes toward the enemies.

Special abilities: Julius might use flame, earth, time, life or spirit to might grant the axe additional power.

Flame(5 crystals.): Julius might throw the enflamed axe in a high arch.

Earth (5 crystals.): Juliusmight throw the stone axe in a high arch.

Time (5 crystals.): Julius might throw the stunning axe in a high arch..

Life (5 crystals.): Juliusmight throw the explosive axe in a high arch.

Spirit (5 crystals.): Juliusmight throw the gold axe in a high arch.

Shuriken(3-5 crystals.): Julius might throw the Shuriken like a boomerang. When item-crushed he might throw the larger shuriken toward the enemies.

Special abilities: Julius might use flame, earth, time, life or spirit to might grant the Shuriken additional power.

Flame(5 crystals.): Julius might throw the enflamed shuriken toward the enemies.

Earth (5 crystals.): Julius might throw the poison shuriken toward the enemies.

Time (5 crystals.): Julius might throw the stunning shuriken toward the enemies.

Life (5 crystals.): Julius might throw the explosive shuriken toward the enemies.

Spirit (5 crystals.): Julius might throw the gold shuriken toward the enemies.

Holy water (3-5 crystals.): Julius might throw a vial of holy water in a high arch. When item-crushed he might throw the tripled vials toward the enemies.

Special abilities: Julius might use flame, earth, time, life or spirit to mightgrant the holy water additional power.

Flame(10 crystals.): Julius makes it to rain with holy water to might burn the enemies.

Earth (10 crystals.): Julius makes it to rain with holy water to might poison the enemies.

Time (10 crystals.): Julius makes it to rain with holy water to might petrify the enemies.

Life (10 crystals.): Julius makes it to rain with holy water to might consume the enemies.

Spirit (10 crystals.): Julius makes it to rain with holy water to might defeat the enemies.

Mystic book (3-5 crystals.): Julius might defend with the mystic book. When item-crushed he might make the two large spinning books to protect his location.

Special abilities: Julius might use flame, earth, time, life or spirit to might grant the mystic book additional power..

Flame(10 crystals.): Juliusdrops the book to make the tripled fireballs to blast forward.

Earth (10 crystals.): Juliusdrops the book to make the three meteors to fly forward.

Time (10 crystals.): Juliusdrops the book to make the three Tempus flames to blast forward.

Life (10 crystals.): Juliusdrops the book to make the three acid fumes to fly forward.

Spirit (10 crystals.): Juliusdrops the book to make the three homing balls to fly forward.

Crucifix(1-3 crystals.): Julius might stamp with the crucifix. When item-crushed he might make the enemies burn upon impact.

Special abilities: Julius might use flame, earth, time, life or spirit to might grant the crucifix additional power.

Flame(10 crystals.): Juliusflouts in the air while the burning cross damage the enemies.

Earth (10 crystals.): Julius flouts in the air while the stone cross damage the enemies.

Time (10 crystals.): Julius flouts in the air while the luminous cross damage the enemies.

Life (10 crystals.): Julius flouts in the air while the acid cross damage the enemies.

Spirit (10 crystals.): Julius might summon the circle of crosses for better protection.

Laurels (10-20 crystals.): Julius might restore 25% of his lost energy. When item-crushed he might restore 50% of his lost energy.

Special abilities: Julius might use flame, earth, time, life or spirit to might grant the laurels additional power.

Flame(10 crystals.): Julius might remove a frozen state.

Earth (10 crystals.): Julius might remove a poisoned state.

Time (10 crystals.): Julius might remove a petrified state.

Life (10 crystals.): Julius might remove a stoned state.

Spirit (10 crystals.): Julius might remove a cursed state.

 

Crystal (3-5 crystals.): Julius might throw the crystal in a high arch. When item-crushed he might throw the tripled crystals toward the enemies.

Special abilities: Julius might use flame, earth, time, life or spirit to might grant the crystal additional power.

Flame(10 crystals.): Julius might make the row of fireballs to fall down.

Earth (10 crystals.): Julius might make the row of spikes to fall down.

Time (10 crystals.): Julius might make the row of clocks to fall down.

Life (10 crystals.): Julius might make the row of acid fumes to fall down.

Spirit (10 crystals.): Julius might make the row of homing balls to fall down.

Other abilities (99 crystals.): Julius might become ablaze with a holy rage which make him to become invulnerable and invincible for a short period of time.

Thomas Lecarde.

Stake (1-3 crystals.): Thomas might throw the stake forward. He might also throw the tripled stakes toward the enemies.

Special abilities (5 crystals.): Thomas might fuse the stake with dark-breed force to might throw the tripled explosive stakes.

Gauntlets (3-10 crystals.): Thomas attacks with his arms on fire. He might extend with the strength and power for repeated damage.

Special abilities (10 crystals.): Thomas might fuse the gauntlets with dark-breed force to might throw an enflamed, a frozen, an electric, a sonic and a poison globe.

Garlic (1-3 crystals.): Thomas might throw the garlic in a high arch. He might also throw the tripledonions toward the enemies.

Special abilities (10 crystals.): Thomas might fuse the garlic with dark-breed force to mightcreate a smoldering explosion.

Cross (3-5 crystals.): Thomas might swing with the cross. He might also swing so fast that he might defeat the enemies.

Special abilities (10 crystals.):Thomas might fuse the cross with dark-breed force to might release a flurry of flames for repeated damage.

Rose (3-5 crystals.): Thomas might throw the rose in a high arch. He might also throw the tripled wild flowers toward the enemies.

Special abilities (10 crystals.):Thomas might fuse the rose with dark-breed force to might throw a row of explosive flowers toward the enemies.

Crucifix (1-3 crystals.(:Thomas might stamp with the crucifix. He might make the enemies burn on impact.

Special abilities (10 crystals.): Thomas might fuse the crucifix with dark-breed force to might release the shining cross-shaped beam toward the enemies.

Bibhuti (3-5 crystals.): Thomas might throw the Bibhuti in a high arch. He might also throw the tripled Bibhuti toward the enemies.

Special abilities (10 crystals.): Thomas might fuse the Bibhuti with dark-breed force to might create a brimstone tornadoe for repeated damage.

Holy book (3-5 crystals.): Thomas might defend with the holy book. He might summon two large spinning books for better protection.

Special abilities (10 crystals.):Thomas might fuse the holy book with dark-breed force to might create the wildfire for repeated damage.

The host (10-20 crystals.): Thomas might present the Host. He might also create a circle of the holy wafer for better protection.

Special abilities: N/a.

Other abilities (99 crystals.): Thomas might fuse his body with dark-breed force to might become infused and invincible for a short period of time.

Items.

Mystic items.

 

Crystal (1): The crystals that might grant power to whatever weapon in possession.

Big crystal (5): The bigcrystals that might grant power to whatever weapon in possession.

Morning-star: Mystic items which might upgrade the hero’s striking weapon.

Chicken leg: The chicken leg that might restore 25% of your lost energy.

Pot roust: The pot roust that might restore 50% of your lost energy.

Invisibility potion: The invisibility potion might make you invisible for a short period of time.

Rosary: The rosary might clear the area of evil.

Coin (1): The coins are the currency which might be used to purchase items.

Money bag (100): The money bag contains the coins which might be used to purchase items.

Pentagram: The pentagram that might open some holes or remove some castle structure.

White candle: The lamp might illuminate the castle or lit torches and other burnable materials.

Antidote: The antidote that might remove a poisoned state.

Cure curse: The cure curse that might remove a cursed state.

Potion: The potion that might remove a frozen state.

Castle map 1: This is a piece of the castle’s land map.

Castle map 2: This is the second piece of the castle’s land map.

Castle map 3: This is the third piece of the castle’s land map.

Compass: The compass that might mark some important features upon the castle’s land map.

Key: The key that might open some locked doors or treasure boxes.

Great key: The great key that might open any type of locked items 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.

Contract: The contract that might be used to summon Renon.

Light magic pendant: Mystical talisman said to have belonged to the brotherhood of Light.

Red ring: The red ring that might make the bearer invisible for a short period of time.

Claw gauntlets: The claw gauntlets which might grant the climbing ability.

Dark magic pendant: Mystical talisman said to have belonged to the brotherhood of Light.

Magic book: A magic book which is said to have been made by the little witch.

Special items.

Spell book: The spell book that might grant special power to the person in possession.

Mystic crystal: The mystic crystal that might grant special power to the person in possession.

Blue wolf pendant: Ada’s talisman that Cornell gave to the Oldrey family.

Elf stones: The three blue stones which the elders gave to the house of Belmont.

Inventory.

Julius Belmont.

Black cape: Clothing used by the tragic prince.

Thomas Lecarde.

Cloth tunic: Clothing used by the common folk while travelling abroad.

Armour.

Julius Belmont.

Iron plate: The iron plate that might grant 15% better protection from a damaged status.

Steel plate: The steel plate that might grant 15% better protection from a damaged status.

Chain mail: The chain mail that might grant 30% better protection from a damaged status.

Thomas Lecarde.

Iron plate: The iron plate might grant 15% better protection from a damaged status.

Steel plate: The steel plate that might grant 25% better protection from a damaged status.

Chain mail: The chain mail that might grant 25% better protection from a damaged status.

Shell armour: The shell armour that might grant 25% better protection from a damaged status.

Boots.

Julius Belmont.

Leather boots: The leather boots which might add up to your mobility.

Thomas Lecarde.

Army boots: The army boots which might add up to your mobility.

Lesser enemies: Raven, Fox-Archer, Bat, Lizard Man, Crow, Dead Soldier, Harpy, Owl, Dead Officer, Ghost, Turret, Machine-Gun Guard, Zombie, Peeping Eye, Axe Knight, Panther, Spear Guard, Merman, Spider, Bone Pillar, Bone-Scimitar, Skeleton, Man Eater, Goblin, Blood Skeleton, Poltergeist, Stain-Glass Ghost, Medusa Head, Whip Guard, Bone Dragon, Evil Doll, Bartender, Ectoplasm, Copelia, Killer Clown, Ruler Sword, Rat, Amducias, Laura, Swinger, Alastor, Creature, Fishman, Killer Fish, Siren, Ghost Pirate, Octo, Frog, Sword Lord, Maid, Gremlin, Mirror, Deathly Toy, Watcher, Bone-Thrower, Stone Rose, Axe Armour, Humpback, Witch, Mer Tadpole, Minotaur, Gorgon Head, Bone Archer, Large Ghost, Were-Skeleton, Coffin, Gargoyle, Bone Knight, Succubus, Werewolf, Great Knight, Rotting Zombie, Warlock, Great Spider, Ghoul, Ruth, Armoured Sentinel, Imp, Robot, Maintain Zombie, Rocket, Speed Demon, Maintain Bot, Drill Bot, Eagle, Spider Man, Hot Head, UFO, Astronaut, Seal, Alien, Submarine, Diver, Nyx, Mine, Kong, Big Bat, Snow Thrower, Bubble Crab, Beetle, Missile, Ucoback, Tanjelly, Launch Bot, Mad Turtle, Flare Head, Satellite& Dino.

Raven: Birds of prey which attack on sight.

Fox-Archer: Mythological figure that fire their bow-and-arrows.

Bat: Small flying mammals which attack in great numbers.

Lizard Man: Mutated lizard creature thatemit poison mist before attacking with their club, sword or spear to might end the battle.

Crow: Birds of prey which nest on castle structure. They attack the hero on sight.

Dead Soldier: Scores of undead soldiers rise from their graves that attack with their knife or rifle to might make dinner upon the hero.

Harpy: Half-woman/part bird of Greek mythology that fly in from difficult angles to release multiple pointed feathers or to might throw their dagger.

Owl: Wise bird who attacks on sight.

Dead Officer: Scores of undead officers rise from their graves that attack with their machetes or throw grenades to might make dinner upon the hero.

Ghost: Flouting apparition that might possess the hero.

Turret: Part of the defence-mechanism that fire bullet, grenades or lasers about.

Machine-Gun Guard: Armoured knight that fire their automated gun before reloading.

Zombie: Scores of undead beings rise from their graves in search of flesh.

Peeping eye: Flouting eye who suddenly swoops in to might inflict a cursed state.

Axe knight: Armed and armoured knight that throw boomerang-like axes, one high, one low, or hurl them in high arches before suddenly dashing forward.

Panther: Big black cat who attacks on sight.

Spear Guard: Armed and armoured knight that attack with their lances. They repel some sub-weapons, stab through walls and ceilings or release heavy waves of deathly energy.

Merman: Mutated creature that jump from the depth to spit fireballs..

Spider: Tiny Arachni creatures which climb on their web to might inflict a poisoned state.

Bone Pillar: Stacked dragon skulls which turn in either direction to breathe flames or spit fireballs.

Bone-scimitar: Armed and armoured skeleton that attack with their scimitar and shield.

Skeleton: Undead bony adversaries which jump in erratic patterns to throw bones.

Man Eater: Mutated plant who suddenly sprouts to emit petrifying seeds toward the hero.

Goblin: Ancient beings which throw rocks or attack with their short-sword, axe and spear to might end the battle.

Blood skeleton: Soaked skeleton that might pull itself together when slain.

Poltergeist: Possessed furniture which suddenly swoop in to might inflict a cursed state.

Stain-glass ghost: Possessed manifestation that attacks on sight.

Medusa head: Snake creature spawned from Medusa that fly in wavy patterns to might inflict a stoned state.

Whip Guard, Armed and armoured skeleton that attack with the whip.

Bone Dragon: Ripped-out dragon spine chained to castle structure that wave about while breathing heavy flames or spit fireballs.

Evil Doll: Possessed toy who suddenly swoop in to might inflict a cursed state.

Bartender: Scores of undead bartenders which might corrupt the hero.

Ectoplasm: Flouting apparition that might inflict a cursed state.

Copelia: Demonic acrobat that might inflict a cursed state.

Killer Clown: Undead entertainer that suck the hero’s blood, throw swords, playing cards, bombs or conjure evil dolls to might end the battle.

Ruler Sword: Possessed item that make other weapons attack to might inflict a cursed state.

Rat: Small mammals which attack in great numbers.

Amducias: The musician from Hell. They fire lightning bolts from their fingertips or use their magic ring to cause rising flames which might inflict a cursed state.

Laura: Dracula’s bride and Carmilla’s price that suck the hero’s blood or utilize with martial arts.

Swinger: Undead bony adversaries which swing about to throw sickles toward the hero.

Alastor: Flouting apparition that attack with their sword to might inflict a cursed state.

Creature: Reanimated corpse that chase the hero. They channel electric currents, deliver heavy punches, rattle with chains or strangle to might end the battle.

Fishman: Mutated fish creature that jump from the depth to spit poison streams.

Killer Fish: Mutated fish creature that jump from the depth to make dinner upon the hero.

Siren: Mythological maiden that fly in to release multiple pointed feathers which might charm the hero.

Ghost Pirate: Flouting apparitions which rise from the sea in search of their treasure.

Octo: Mutated jellyfish creature that move about to might make dinner upon the hero.

Frog: Mutated amphibian who jumps forward to might inflict a poisoned state.

Sword Lord: Armed and armoured knight that attack with their sword and shield before suddenly dashing forward.

Maid: Undead maid that suck the hero’s blood, deliver high kicks or throw daggers.

Gremlin: Freaks of nature which bounce about to might confuse the hero.

Mirror: Possessed mirror that suddenly swoops in to might inflict a cursed state.

Deathly Toy: Possessed toy bats, balloons or dolls which might inflict a cursed state.

Watcher: Flouting eye that channel electric currents to might box in the hero.

Bone-Thrower: Undead bony adversaries which jump in erratic patterns to throw bones.

Stone Rose: Mystic plant that emit spiky seeds or powder to might inflict a stoned state.

Axe Armour: Armed and armoured knight that throw the axe like a boomerang before suddenly dashing forward.

Humpback: Freak of nature that rebound about to might overthrow the hero.

Witch: The Devil’s concubine fly in on her broomstick to might inflict a cursed state.

Mer Tadpole: Mermen hunting pray to might feed their Mer Tadpoles.

Minotaur: Half-man/part bull of Greek mythology that attack with the axe before suddenly dashing forward.

Gorgon Head: Snake creature spawned from Medusa that fly in wavy patterns to might inflict a poisoned state.

Bone-Archer: Undead bony adversary that fire their bow-and-arrows.

Large Ghost: Flouting apparition that might inflict a cursed state.

Were-Skeleton: Undead bony adversary that throw their rib like a spread shot or suddenly dashes forward with their skull at the ready.

Coffin: Possessed coffin that might inflict a cursed state.

Gargoyle: Reanimated sculpture thatbreaks free to jump in erratic patterns and spit fireballs.

Bone Knight: Armed and armoured skeleton that attack with their sword and shield.

Succubus: Seductive demon that flies in from difficult angles to might drain the hero’s health.

Werewolf: Shape-shifting lycanthrope that utilize with fierce biting-attacks which might inflict a cursed state. They also jump high to deliver series of input kicks.

Great Knight: Armed and armoured knight that attack with their sword and shield before suddenly dashing forward.

Rotting Zombie: Scores of undead beings rise from their graves in search of flesh.

Warlock: Order of Shadow member that raise the dead in the form of zombies, create a magic shield for greater protection or hurl four homing balls to might end the battle.

Great Spider: Arachni creatures which climb on their web to might inflict a poisoned state.

Ghoul: Scores of undead beings rise from their graves in search of flesh.

Ruth: Dracula’s bride that sucks the hero’s blood or utilize with martial arts.

Armoured Sentinel: Armed and armoured sentinel that attack with their lance and shield. After death, they leave the armour behind for further distraction.

Imp: Freak that escaped from Hell. They emit flame bursts to might inflict a cursed state.

Robot: Metalskeleton controlled by a hyper micro-processor programmed to terminate the hero.

Maintain Zombie: Scores of undead workers rise from their graves in search of flesh.

Rocket: Launcher that release two-step rockets or homing missiles toward the hero.

Speed Demon: Hell’s angels that mount their bikes to chase the hero.

Maintain Bot: Robot in charge of maintaining the foundries.

Drill Bot: Robot that appear from the underneath to terminate the hero.

Eagle: Birds of prey which attack on sight.

Spider Man: Mutated spider creature that climb on the walls and ceiling or throw webs to might make dinner upon the hero.

Hot Head: Suddenly-appearing robot that might burn the hero.

UFO: Unidentified Flying Object that release the aliens or fire their weapons.

Construction Bot: Robot in charge of constructing the foundries.

Astronaut: Armed and armoured trooper that fly in the air to fire their gun, deploy explosives or launch missiles which might end the battle.

Seal: Mutated seal creature thatappears to throw bombs or release a snow flake spread shot.

Alien: The invaders from outer space that chase the hero.

Diver: Armed and armoured trooperthat fire the harpoon, deploy explosives or launch torpedoes to might end the battle.

Submarine: Marine battleship that release the divers or fire their weapons.

Nyx: Demonic scientist that might inflict a poisoned state.

Mine: Deployed explosive that might end the battle.

Kong: Mutated Gorilla creature that might make dinner upon the hero.

Big Bat: Big flying mammal that might break into a swarm of smaller bats.

Snow Thrower: Mutated penguin creature that throw ice bullets or launch rockets.

Bubble Crab: Mutated crab creature that create an energy shield before releasing rolling shots.

Beetle: Mutated beetle creature that climb on the walls and ceilings to spew poison liquid.

Missile: Launcher that release three-step homing missiles or heat-seeking rockets.

Ucoback: Freaks of nature which bounce about to lit flames which might confuse the hero.

Tanjelly: Jellyfish creature that might electrify an area to make dinner upon the hero.

Launch Bot: Robot that deflects different forms of energy or launch rockets to might terminate the hero.

Mad Turtle: Mutated turtle creature that utilize with martial arts, practice the secrets of Mana or attack with their Ninja-style weapons to might end the battle.

Flare Head: Suddenly appearing robot that spew flames about to might terminate the hero.

Satellite: Twin satellites that fire their lasers about.

Dino: Mutated dinosaur creature that jump overhead to attack with their lances, release fireballs, throw spiked bombs or launch missiles which might end the battle.

Cyborgs.

Guardian description: Nigma is the droid-lieutenant from the New Order. Nigma jumps high or levitate to attack with his light sabre or use the adapter to fire the explosive pellet bullets. You must destroy his armour. The cyborg also release with a rapid series of explosive sparks. When damaged enough, Nigma might also spew the rising flames which might end the battle.

Found in: Berkeley mansion.

Weapon used: N/a.

Weak against: Bullet.

Guardian description: The shield generator was created by the New Order. The shield generator might activate the defence mechanism. You have to close the machine. The eyeball crystals also dash forward or release the spark projectiles. The shield generator might also narrow the area to make the rising spikes to appear before detaching to might end the battle.

Found in: “Evil’s nest”.

Weapon used: N/a.

Weak against: Wood bullet.

Guardian description: Daria Glenholm is the bounty hunter from the New Order. Daria flies in the air to use her light sabre or to fire the turrets. You have to destroy the shield or jet-pack. The cyborg also hurl the shock grenades or release the heavy flames. When damaged enough, Daria might also launche the one-three homing rockets which might end the battle.

Found in: Forgotten city & final approach.

Weapon used: N/a.

Weak against: Cross bullet.

Guardian description: The Dragonheart network is the central control-computer. The Dragonheart network might activate the defence mechanism. You must deactivate the shield generator before you might inflict any real damage. The Dragonheart network might also release the huge amounts of raw energy which might end the battle.

Found in: Berkeley mansion & “Evil’s nest”.

Weapon used: N/a.

Weak against: Bullet.

Guardian description: Black Rage is an evil witch from the New Order. Lady Rage attacks with her light sabre or release the one-three homing fireball. You have to destroy her armour. The cyborg also tear apart the area to might throw the pieces about. When damaged enough, Black Rage might also throw the hate waves or make lightning strike to might end the battle.

Found in: Final approach.

Weapon used: N/a.

Weak against: Silver bullet.

The forsaken order.

N/a.