
Mythological
Mythological creatures have
long since outlived their legends by hiding away for sometimes eons. When
Dracula comes along, it's always the perfect opportunity for them to come
out from their hiding and aid the Prince of Darkness in turning the world
into his own dark habitat, a place wherein they won't have to hide anymore.
These wooden yet strangely
organic owls were created by Hephaestus, the god of fire and forging. Arabakis
simply fly around, their individual sections rotating, and endlessly rebound
around an area until destroyed.
These female bat creatures
are always surrounded by five rings of energy; these often protect them by
forcing you to a distance. The rings are controlled psychically by the women,
so they'll seemingly thrust themselves in your direction all at once, retaining
a circle form, before circling back and returning to their original position.
These come in four power levels: Fallen Angel, Lilim, Lillith and Nightmare.
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The cave trolls will waste
no time in repeatedly diving toward heroes with their sharp teeth exposed.
They'll persist in this method of attack to keep them off kilter. If they
roam too far away, a cave troll will momentarily hover in the air and then
fire from its eyes, diagonally downward, a deadly laser blasts; other cave
trolls rely more on their tongues, which they use for two separate attacks:
A troll will elongate its tongue to a set distance and then twirlingly leap
toward a hero; and there's also the standard elongated stabbing of this "weapon."
A cave troll of any form can channel energy and temporarily generate around
itself a damaging field.
A Cockatrice was a beast
that had the body of a dragon and the head of a rooster; it would cause
the deaths of men simply by breathing on them. The 'Vania version fires
a beam out from its eyes diagonally downward, which causes a stone state
if the hero treads over it. The stronger version is called "Basilik,"
which is simply an alternate name for a Cockatrice.
Is this the Devil, Dracula's
master? Perhaps. Only the Guardians can challenge it for strongest lesser
enemy. To start, the Devil can transport to any part of the room at any time,
wherein it can set up its three attacks: (1) From its hand, it can emit several
waves of deadly steam through the air. (2) It can create a wave of fire that
treks along the ground until it hits a wall. (3) It'll trap itself within
a tornado-like shield of brimstone. While it only protects against projectiles,
the Devil will whip out an energy shield to defend itself after some attacks.
A Dryad is usually a nymph
that lives within a tree, so that would explain where this life-drained mound
of branches gets its power. From its openings, the nymph will send out its
own life-draining fumes, them emitted in slow-moving, three-way sets. Since
the tree itself is immobile, this foe isn't really much of a threat on its
own. Other Dryads take semi-human form; they quickly grow seeds and expel
them onto the hero's head, where they explode individually.
Gargoyles are
borne out of greusome-looking statues created by those gothic sculptors; they
unexpectedly spring to life. Most gargoyles remain airborne, flying through
the air in swooping motions while expertly dodging your attacks and in turn
launching their own by flying in from difficult angles; others prefer to stay
grounded and showcase their high-jumping ability while spitting out two-directional
fireballs; the third such group instead race behind the heroes and execute
quick yet powerful claw swipes.
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Alternate
Names/Forms: Gremlin |
These ugly mischievous sprites
lurk across graveyards, scrounging for scraps to feed upon. If you strike
a goblin, it'll snap backwards and resistantly dive forward to counter--they'll
keep this up until defeated. The porcupine-like version curls itself into
a ball and speedily, repeatedly, rolls back and forth on certain platforms,
their needle-like exterior outstretched.
These pesky small
mischevious gnomes fly around with their torches lit, and they'll begin lighting
many small fires throughout the area; each small fire serves well to limit
the amount of moving space. The flames can be extinguished by striking them,
or they'll disappear after a short while; it won't matter, though, because
while you're carving an exit, the gremlins will be lighting more and more.
Ground-based gremlins instead pounce on the heroes with repeated high jumps.
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Alternate
Names/Forms: Ukoback |
A harpy is a creature that
has the head of a woman and the body of a bird. Harpies try to frustrate heroes
by flying around in a circling pattern, slowly dissecting what's soon to be
their prey. At the right time, they'll swoop in and grab a hero with their
claws, viciously handling he or she. Some carry in their claws daggers that
they can throw forward and command to levitate--to keep heroes at a distance
and set them up for more circling attacks; others can fire forward a wall
of deadly feathers.
These small demonic creatures
are good at dodging attacks while planning their own. They'll hover at bay,
always at a fixed distance, long enough to pick out a weak spot and lunge
toward it. Their main
goal is to latch onto a hero and cause his her controls to become berserk;
for others, it's to throw sonic rings in theirdirection.
Individually, they're not much of a threat, but groups of them can quickly
pick a poor sucker apart.
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Alternate Names/Forms:
Tiny Devil & Mini Devil |
A Legion is a
collection of many tortured souls into a membrane wherein they're forced to
suffer for eternity (as in Dracula's third form from Dracula's Curse).
Since they can't escape their eternal damnation, they endlessly seek living
forces whose light beckons them; it's for this reason that contact with them
will transmit a temporary curse.
The manticore is a fearsome
monster featuring the body of a lion, the wings of a bat, and the tail of
a scorpion. Compared to the boss of the same name, this manticore type has
only two abilities: It can either stab down its tail, causing a poison state
upon contact, or it can spit out fireballs. An advanced form, Mushussu,
is believed to be a furious beast from ancient Babylonia.
These hideous blights are spawned
directly from the snakes that grow on Medusa's head. Medusa Heads are tricky
because they're small targets and they continue to pour in in endless streams.
Their pattern is to wavily fly through the air to make climbing and platform-jumping
a fearsome task. Advanced versions come in the color yellow, and these are
capable of inflicting a stone state upon you.
These fierce
bull-like beasts are half man, half raging horned-devil. Minotaurs will gather
themselves and fiercely charge forward with their horns. They'll also grab
onto nearby objects, including pillars and other heavy objects, and swing
them wildly. Others are Minotaurusu-like in that they command axes and breathe
mist; in some cases, they can execute diving axe stabs, or make flames or
debris rise up by crashing their axes into the ground.
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Alternate
Names/Forms: Red Minotaur |
Persephones
are named after the wife of Hades, the god of the underworld. In reality
(or just "Castlevania reality"), these servant demons are masters
of hand-to-hand combat, mainly the martial arts. Persphones will attack
with spin kicks while on the ground or while in the air. The Count's demonic
maids on occasion break out their new vacuum cleaners, using which they'll
suck in heroes and immobilize them long enough to surprise with their fighting
skill.
Usually
found at sea, unleashing their wrath upon [torturing] sea travelers, these
pesky foes, like Harpies, float through the air quickly and in circular motions.
They attempt to get underneath you and barrel into you from below, picking
you apart by coming in from unwhippable angles. The winged sirens can shed
pointy feathers and blast you with them.
Stolas is an
aged, wise owl from Hell. This long-legged foe is tough but not what you'd
call "quick" or "offensive-minded." Instead, it uses its
unique power to conjure other types of lesser enemies, like Skeleton Knights
and Red Minotaurs, to do its bidding. Other forms instead summon endless amounts
of Erinyses.
Triton is the ruler of the
water kingdom--or, as his father Poseidon might insist, the water kingdom
within Dracula's castle. Triton commands the sea life to transport his carriage
toward you; he then commands his trident to hover within the water and stab
itself at you, this by blowing into his horn.
Valkyries were
Odin's shield-carrying servants, and they soared over battlefields looking
for combat. Dracula's variety simply fly overhead, cagily, and lunge diagonally
downward with their lances outstretched. The stronger version is called Erinys,
who represent the goddess of revenge; these can sometimes emit at close range
damaging screams.
These armor-plated
bull-like creatures were designed to be war-beasts. Huge and powerful, they're
always coming forward. In-close, they can breathe a heavy mist--their hot,
steamy breath can inflict a temporary stone state. Many hits to the head are
required to kill one of these. Other stronger versions are called Catobeplases;
they aren't any faster or physically stronger than those Gorgons--they're
just tougher to kill. Their stone breath gets a boost, too, as they can double
the amount of mist they breathe to form a succession of steam along the ground.
Depending on the game, the names flipflop.
Insects and Fungus
Even the lowest forms of life
will become a dangerous obstacle on your path to the castle. These insects
and fungus will do nothing more than what's in their natural programming--to
consume resources and destroy other forms of life. Naturally, you'll become
their target.
These hard-shelled,
centipede-like creatures crawl methodically along the ground, impervious to
weak attacks. When approached, they'll lift themselves up onto their hind
legs and attempt to sting you with their deadly tentacles. This is the time
when you can kill it in one shot, as its unprotected underbelly is extremely
vulnerable to attack.
This large
stout-legged insect is as quick and slippery as it looks. As it wades back
and forth over a short distance, it studies your movement. If you are goaded
into walking about its range, it'll swipe foward with its spiny limbs, an
assault that will knock you far back.
The dragonfly
is another oversized insect whose very nature is to make life hell for what
it sees as a threat. This brand of dragonfly annoys by flying overhead in
an evasive manner and thwarting striking attempts by spitting down a burning
liquid. While considerable when encountered individually, the dragonflies'
true strength lies in larger numbers.
Giant worms are another of
those species that saw themselves mutated by the castle's dark influence.
The worms now become a more effective obstacle as they hug and crawl around
even the most sloped surfaces. The advanced forms are poison worms, and
while largely the same, they can bring forth a poison state through contact.
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Killer
Bee / Bee Hive
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The killer
bees, large four-winged honey-producing insects, appear harmless as they hover
at a distance, but when you get close enough, they'll speedily soar toward
you with their stingers outstretched--this again and again. If you're stung,
a poison effect will follow, and it will gradually damage you more and more.
Heroes will now and then encounter a bee hive, which produce killer bees in
endless numbers (they're also highly prized among demons who seek them as
a delicacy).
These large
pale insects are tame compared to the Killer Bees. The King Moths slowly fly
back and forth high overhead, wherein they drop a poisonous powder downward
in a bundle. The substance is easy to dodge--it's only remotely effective
when other types of lesser enemies have your attention.
These slime
formations slosh along the ground until they sense a hero's proximity. They'll
then take a ghastly worm form to ascend upward and inflict damage; if not
destroyed, they'll retake slime form. They're somewhat predictable in that
you can see them coming, but they're more than proficient enough to make the
surrounding enemies a greater threat.
Some mutated
worms find home inside the comfort of a giant skull. As such, they subsist
on the floating skull and protect it by extending out from the openings and
waving around erratically while pulling themselves toward you. To stop the
threat, all three worms must be destroyed.
This giant snail-like creature
is a monstrous mollusk imbued with the castle's dark power. Its purpose
is to use its size to crowd the area and for its own sake inflict upon a
hero a poison state through contact. While tough to finish off, it can be
repelled through damage to its eyes, which recede when struck. A more evolved
form, the Giant Slug, has an equally large shell that protects it from attacks.
The erosive
and unkempt state of Castlevania means that any bacteria or fungus could pop
up at any time--the Myconids will certainly do just that. These mushrooms
will quickly, and repeatedly, sprout up from an infected locations and spread
poisonous dust all around.
The enormous
sand worms lurk in the ground and use such concealment in hope of snaring
its prey. When the sand worm pops out from the ground, it will jitter erratically
and suddenly lunge toward said prey. Of larger concern are the advanced poison
worms, which share this attribute but are afforded by nature another: They
can from their gullets spew a poisonous liquid over a very a large area; even
simple contact with one will yield a poison status.
Slimes, those
slippery mounds of film, are generally weak, but they're effective in their
attack method. These little blobs, while on the ground or while using suction
to stick to surfaces, are perennially lunging themselves toward you, either
by coming in from difficult angles or by slipping under whip strokes. Larger
slimes may look more grotesque,
but they serve a similar purpose--to slowly slosh along the ground; larger
slimes can trap you in their gooey centers, making you ripe for a sharp-toothed
attack. Medium-sized slimes (sometimes called "tanjelly") are poisonous
to the touch and can form solid objects to slam into heroes.
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Alternate
Names/Forms: Tiny Slime & Tanjelly |
The Barsinisters, strange one-eyed
mud creatures, are habitants of the marshy areas surrounding Transylvania.
They pop up out of the mud, suddenly, to spit out fireballs before quickly
retreating back into the mud; as such, they serve as large obstacles for weary
mud-trekkers. While they're quicker than the all-encompassing mud men, they
lack any type of forward mobility.
Whether
it be woods or caves, these eight-legged arachnids hide out in the crevices,
waiting to drop down onto unsuspecting intruders. As offense, once they've
lowered to a desired point, they can accurately spit out either smaller hatchlings
or large web formations. Some leave behind their spindles for you to climb
on.
The vice beetle
is an insect with crushingly powerful jaws. It, like the very similar spittle
bone, crawls along surfaces (platforms, walls and around even whole rooms)
and while in motion periodically spews out a poison mist over a fairly large
area. Because even the lowest concentration of the mist will poison all
the same, heroes may hesitate to get close, which is required if a vice
beetle is to be killed by normal means.
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