
Skeletons
I:
Regular Skeletons
Regular skeletons are simply
the remains of regular human-like beings, be they intact skeleton structures
or fragments of typical skeletal remains. Even though basic, they can retain
their human abilities even in their undead form. Basic skeletons also have
the innate ability to attack using bone formations that are ripped from their
very own structure.
Skeletons
make up the greater part of the dark lord's army. Risen from their graves,
they now serve under the dark rule of Dracula. These basic skeletons serve
two purposes: (1) They march back and forth, clogging up platforms, or (2)
they jump high, sometimes in erratic patterns, and throw bones, loopingly.
They're usually easy to kill, however, despite their abilities. Their real
strength comes in their stronger forms, which you'll find by reading these
first two pages.
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Alternate Names/Forms:
White Skeleon, Skeleton Glass, Yorick & Waiter
Skeleton |
Some
skeletons were dancers in their former lives. Now undead, these odd skeletons
will try to impress (and kill) the enemy by showing off their speed, stopping
to lunge about acrobatically. They're quick in that respect, so it's tough
to outrun them.
Hanged skeletons,
like skeledragons and white dragons, have been grown spine-first into solid
structures. From their respective perches, they swing back and forth to act
as either obstacles or uncooperative platforms. There are two known species:
Hanged bones, which while they swing periodically spew deadly flames, and
the more tame skeleton trees, which are tougher but more peaceful.
These
skeletons tie their dislodged bones together to form their own version of
the Belmont boomerang. When they throw the crossed bones onto the ground,
they'll begin rebounding around the room repeatedly until destroyed. While
you're dodging one bone formation, Jack will begin throwing more to keep you
busy. Stronger versions can throw speedier, bouncier bones.
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Alternate
Names/Forms: Bone Thrower |
These are the skeletons of
otherwise enormous human beings; they carry around their equally gigantic
bones. A paranthropus has a predictable pattern of attack: (1) It chucks a
bone forward in an arcing motion. (2) It'll gather itself and swing a bone
overhead, crashing it into the ground. And (3) it'll dive into the air, trying
to land on your head, and then slide along the ground.
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Alternate Names/Forms:
Big Skeleton |
If
you're going to enlist skeletons, former athletes may be the best way to go.
These skeletons retain the athletic ability from their living days, and they'll
use their superior attributes to dazzle you with their speed. Without warning,
they'll just dash at you quickly. The supreme athlete is a skeleton medalist,
a taunting foe that quickly speeds away on sight.
This rare member of skeleton
family rests behind a bar and reacts to its "customers" by sliding
along the bar's surface special drinks straight from the tap. The bad news
is that heroes may not like the concoctions, which are laced with liquids
that cause damage plus poison, curse and other troubling states.
These are the skulls of the
unfortunate Transylvanians (those of whom you can often seen piled together
in certain areas of the castle) that fell victim to a guillotine. Even without
bodies, they stalk the living by floating through the air in patterns designed
to make you think and attack quickly.
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Alternate Names/Forms:
Phantom Skull & Flying Skull |
These monstrosities are much
larger than their skull head counterparts, and their plight is different:
Phantom skulls are executed soldiers that now seek eternal revenge. They mostly
follow you around and use their size to create a large obstacle. Maybe they're
just ticked about having gone through life with a huge head?
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Alternate Names/Forms:
Large Ghost, Giant Ghost & Great Ghost |
This
particular type of skeleton throws up to three rib bones forward in succession,
which can damage you repeatedly. Their shields are useless, however, and offer
them no protection. If you simply duck under the bones, their efforts will
be for naught. They are effective, though, when paired with regular skeletons
that throw bones in arcs.
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Alternate
Names/Forms: Skeleton Rib |
It's just your average dislodged
skull head with attached spine--a more persistent phantom skull, I'd say.
They're a greater danger, though, because there's more of them to make contact
with as they surround you in circling patterns. It doesn't help that spines
attack in groups at an endless rate.
These are petrified
skull heads that bob up and down, rotating all the while. They have no attacks,
as their sole purpose is to create an obstacle that's difficult to work around;
they can't be defeated, either, because of their stony nature--all attacks
will repel off of them. Some of them show up in the form of a minotaur/bull
skull head.
II:
Armed Skeletons
Armed skeletons have been
equipped with certain types of armor that make them tougher to destroy. More
importantly, they command deadly weaponry for a greater threat; some have
mastered a given weapon to the point where they have increased ability.
These are skeletons trained
in advanced combat, especially with twin-bladed swords. They employ a surprise
attack that involves slide kicks and acrobatic leaps leading to jump kicks
and down-thrusts; they'll catch you off guard soon after with dashing and
flying stab attacks. The stronger versions are better defensively and prefer
to attack when they find an opening.
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Alternate Names/Forms:
Skeleton Blaze & Blaze Master |
These are the weaker, less
disciplined versions of the Blade Masters. They attack in two ways: They dash
toward you with their sword extended forward, or they'll lunge at you with
a down-thrust. For variety, different forms are skilled with either one great
sword or two smaller lances. Despite their training, though, they don't have
the acrobatic abilities of Blade Masters.
These slithery
skeletons are armed with a bow and arrows. The majority of these are well-postioned
and stationary, while others prefer to prance around and stalk their target.
When you're within range, they'll fire away, high and low, only stopping to
reach for a new supply of arrows.
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Alternate
Names/Forms: Skull Archer & Skeleton Archer |
These skeleton are trained
in the use of a naginate spear. All of their attacks involve swinging the
spears wildly at great range, which will be a problem since the majority of
them show up in narrow halls and passages. As such, it's difficult to get
in close enough to initiate your own offense because they react very quickly.
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Alternate
Names/Forms: Skeleton Spear |
This is the first
form of skeleton in Dracula's army to be equipped with a rifle. Their mobility
is nothing to fear, since they're always stationed to only one position, but
the speed at which they fire and reload is something to consider when
trying a jumping whip attack. They're at their most dangerous when among other
Bone Muskets or hordes of other lesser enemies.
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Alternate Names/Forms:
Skeleton Gunman |
These are described as "ferocious skeleton warriors
equipped with a sword." A scimitar will always try to lull you to sleep
by staying at a distance relative to your own. When you come close, they'll
surprise you with a quick sword-swipe; due to lack of speed in other areas,
they leave themselves open for an attack if they miss. The Simon's Quest
versions are the only out-of-the-ordinary form, since most of them can jump
and throw bones.
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Alternate Names/Forms:
Skeleton Soldier, Skeleton Knight, Dead Crusader,
Bone Soldier & Skeleton Mirror |
Dhurons were
beheaded during their living days, whence they sailed the seas as pirates,
so they carry their own heads around as emblems of their battles. Even then,
the heads still have working ocular functions, which helps a dhuron to function
as a normal fighter, to execute sudden, lunging stabs with their rapiers.
If perturbed, some can raise their swords into the air and conduct into it
lightning; after doing so, they can fire bolts out of their swords' tips.
This is a fairly
armored skeleton equipped with a mace-like staff (flail). When you get close,
it'll stand upright, hold the flail overhead, back up to create enough space,
and then unleash a vicous swipe; therein, it'll swing the flail wildly and
dangle the steel ball to hold you off. Though tougher to figure than normal
skeletons, they're pretty weak when compared to the rest.
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Alternate
Names/Forms: Skeleton Flail |
Because of the size of their weapon, skeletons
that are armed with maces remain stationary. When you come near, they'll
swing their maces overhead three times, each rotation progressively farther
outward than the last. Afterwards, they'll pull the spiked ball back and
rest for a short period.
These skilled skeletons stand
arms crossed, leaning against the wall and coolly waiting for intruders to
come near. When they sense a foe nearby, they'll spring into attack position
and throw two large boomerangs over a long distance, each traveling at opposite
range but upon return
eventually crisscrossing. Many skelerangs
placed in proximity can result in a hero trapped within a storm of twisting
wood. A skelerang's brevity comes in short supply, however, as crowding one
into a corner will cause it to cower in fear.
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Alternate Names/Forms:
Skeleton Boomerang |
These
shadowy skeletons are armed with battle gear, a protective shield and other
special equipment. Guardians will slowly trek forward with their shields held
outward to block most straightforward attacks (in riot-control fashion). They'll
only let their guard down to swing the spear overhead once close; otherwise,
the guardians will point their spears forward and come at you with a surprise
dash.
Skeletons armed with spears
stay grounded and create a considerable obstacle by erratically stabbing the
spears forward. As with scimitars, you'll want to stay at a distance and attack
at the right time. The most dangerous form of spear skeleton are those that
ride on logs and chase you via the sea; if you slip up even once, they can
hastily send you to a watery grave.
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Alternate Names/Forms:
Spear Skeleton |
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Whip-Toting
Skeletons
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The more tricky
skeletons are armed with whips--perhaps as a little psychological ploy. Because
the whips aren't weighty, the skeletons are able to retain their high-jumping
ability, able to swing the whip at any time, at long range. Advanced whip
skeletons stay grounded and instead rely on pure speed and an ability to brandish
their whips.
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Alternate Names/Forms:
Simon Wraith |
A skeleton wight's pattern
of attack can best be described as "lazy," which may be the perfect
setup. Wights slowly tread over a platform until they sense a hero, wherein
they slash their swords in what will seem like a mistimed reaction; to the
contrary, you'll immediately find that this has a fiery and lengthy result.
In order to defeat the tough wights, you must prevent their attacks and continue
to knock them back, off balance, until they eventually keel over.
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