
Ghosts
I:
Regular Forms
Regular ghost are those haunting
visions that exist on another plane while using their essence to appear to
you as a fiery or transparent obstacle. They can suddenly appear for
a surprise attack or they can flicker in and out of visibility to mask their
presence.
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Basic
Ghosts and Spirits
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These are just your
classic apparitions. Ghosts watch you from their unearthly plane and suddenly
cross over, becoming enflamed, to endlessly chase you down. This stalking
pattern of attack is one that most of the below will also employ.
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Alternate Names/Forms:
Pirate Skeleton, Ectoplasm & Specter |
As masters
of the sword, these executioners from Hell hover about while treading between
the plane of invisibility. Using their size, they'll crowd vampire killers
with the girth of their huge steel swords, the bases of which are their only
weak points. As a drawback to their power, despite their size, they can only
cause damage through sword contact.
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Alternate Names/Forms:
Specter & Alastor |
The bitterflies
are a slow-moving, stalking lot. Flashing between visibility and invisibility,
groups of them can sneak up on you without warning. Contact with them almost
always results in being poisoned.
These clever
ghosts disguise themselves as normal-looking candelabras. When their candle
form is struck, they'll reveal their true form and lunge to the ground
quickly. If not destroyed before they hit the ground, they'll immediately
dissipate. From left to right, they are Mimic Candle, Trick Candle and Scary
Candle--each tougher and more damaging than the last.
This physical
manifestation of collected tortured souls levitates around in unpredictable
patterns, forever trying to escape its eternal damnation. They don't take
too kindly to the living, unfortunately, and the sight of a hero will cause
them to give chase; the stronger versions have the power to poison that which
they touch.
Ripped out
eyeballs have two ways of annoying the living: Like typical ghosts (and most
flying enemies from Simon's Quest, for that matter), they home in on
their prey, endlessly stalking the hero. Or they'll hover overhead, high above,
and drip down poisonous tears from their tear ducts.
These can be
best described as less advanced versions of Azaghal. These nearly invisible,
lance-wielding spirit hunters aim their weapon forward and proceed to dash
quickly through the air. Striking the handles of their lances is the only
way to harm them.
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Alternate
Names/Forms: Nemesis |
Saint
Elmo was a sailor (the patron saint of which) who like countless others
was killed over a little matter of religion. Perhaps due to the nature of
his death--horrifying torture over a matter of years--this now-evil spirit
seeks revenge by haunting the seas where it uses its power to cause shipwrecks.
Appearing in legion, Saint Elmo targets ocean-dwellers and darts quickly
in his or her direction, stretching itself to ridiculous lengths if necessary.
These angel archers,
who slew
Amalaric of the Goths, teleport
in to your location via light-arrow form and take their rightful shape; they'll
then proceed to hunt you down with their bow. Their aim is limited to 45-degree
angles, but they make up for this deficiency with their persistence, as they'll
constantly chase you down by transporting about in that arrow form.
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Alternate
Names/Forms: Amalaric Sniper |
Described as
a "haunting vision," these apparitions are in the same vein as classic
ghosts. This form of ghost stalks the heroes in a never-ending quest to consume
their light; if not destroyed by them, attacks will only repel specters momentarily.
Other types of specters, as you'll find, are in their methods no different
than the aforementioned ghosts or spirits--they'll appear from out of sight,
sometimes in large groups, and endlessly stalk their tormentors.
These are ghosts
that inhabit the refracting light through stain glass windows. As you'd expect,
they show up in places of holy worship. Because of their shape, they're as
sharp to touch as the glass from which they were formed. Their essence allows
them to shapeshift and use smaller shards as destructive projectiles, which
they can command to endlessly stalk you.
These floating
eyes (which Dracula seems to love) are spawned by and engulfed in flames.
Most comparable to typical ghosts, they will hover around in large groups
to stop your progress via the air. While they have no other special powers,
they complement ground-based lesser enemies rather well. Other versions instead
blast in your direction and explode on contact.
A wraith, another
in the line of haunting visions, will suddenly make its presence known by
appearing out of the darkness. This unusually-limbed foe will then give chase
using repeated quick dives through the air with its large hands outstretched.
If it grabs onto the hero, it'll begin squeezing the life out of him or her
until they can shake free. Still, the chase won't end there until the wraith
is destroyed.
II:
Poltergeists
Poltergeists are a phenomena
where trapped spirit essences can instead cause objects to move around and
attack simply by will. If you see an otherwise inanimate object come to life
and begin stalking you, you can be sure that a poltergeist is causing it.
As poltergeist
phenomenon, these swords are as abrasive as they are sharp. Bloody Swords
remain somewhat stationary in the air until a target comes within range. At
that point, they'll spin, slashingly, and dart toward the target; they repeat
this process forever. Groups of these can crowd you into submission.
The
terrifying-looking Evil Force, as aptly named, is an evil will given embodiment
through dark karmic forces. The Evil Force, taking the shape of a large skinned
and horned human head (which somewhat resembles Freddy Kruger), will suddenly
manifest and seek out an opposing force. For goodhearted heroes, this can
only mean that the Evil Force wishes to take a bite out of them or drench
them in deadly vomit.
This brainless
flaming entity spends its life-cycle circling through the air in unpredictable
motions. You'll find that it's invincible, so you'll have to employ a simple
strategy: Stay out of its way. If provoked, it'll become a multiple-hit threat;
leave it alone and it'll disappear on its own after a short period. Another
form, known as "Larva," is more persistent in its wickedness and
continues to hover erratically until you deal with its threat.
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Alternate Names/Forms:
Larva |
These innocent-looking
puppets, giggling to support that perception, suddenly spring to life and
use their lanky figures to float through the air and flail away with their
wooden limbs. Some of
them have the propensity to inflict upon its victim a curse through direct
contact. You can always expect
marionettes to show up in groups.
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Alternate
Names/Forms: Killer Doll |
This table
and its surrounding components will surprise you by coming alive when you
get close enough. Each piece of furniture will extend outward to reach you
no matter the distance, and each piece must be eliminated in order to end
this presence's threat.
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Alternate Names/Forms:
Poltergeist |
Described as
a "poltergeist phenomenon," this possessed sword darts around erratically
for its own survival. Its protection comes in the form of many other psychically-controlled
weapons (axes, shields, spears, clubs, etc.) that effectively protect it in
two instances: By remaining relative, twisting and turning about, or by
flying erratically, cluttering up the area and decoying heroes who have more
to consider than the sword itself.
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Alternate Names/Forms:
Ruler Sword Lv1, 2 and 3; & Ruler's Sword |
III:
Possessed Things
Instead of appearing to you
in some hideous form or controlling objects from another plane of existence,
some ghost essences can actually consume a living force and become of it.
It can then use its new form as means for an attack.
Elgiza is a giant
guardian of treasure, found, as you can deduce from its Egyptian-themed look,
in desert-type areas. Elgiza, made completely out of sand, will form suddenly
and begin slamming its hands into the bed from which it was created, causing
sand to spill over. While its head is its weak point, its hands can be destroyed,
eliminating the threat of sand-spill. At any time, it can reduce itself back
into a pile of sand before reforming elsewhere.
Even Dracula's
Whistler's Mother-like mom gets in on the act. Well, her picture does,
anyway. The picture has a noticeably extended arm beyond its frame; if you
get too close, the arm will grab onto you and hold you in place--this allows
the other foes, mainly bats, to take advantage of your immobilization.
A harmless-looking
cloak will battle wind resistance as it floats to the ground and seemingly
in your direction. This will prove itself to be true when a knife-carrying
arm will pop out from the evil cloak and lunge toward you for an assault--this
again and again until destroyed.
These harmless-looking marionettes
are possessed by the souls of prisoners who met their end via the electric
chair. They suddenly spring to life and hover through the air; at any time,
they can stop to generate and emit electricity directly around their own
frame.
Magic books
aren't always dependent on the wizards and magic-users that confide their
knowledge within. They can be controlled as living entities--they'll dart
toward you, through the air, using their sharp-edged pages to cut you up;
advanced forms will stalk you endlessly, opening up to reveal deadly skull
heads or a collection of stabbing weapons.
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Alternate Names/Forms:
Spell Book |
Some ghost
forms can inhabit mud's very essence--their infectious spirits can use the
mud to take a human-like form as a coating to convey their actions, which
usually involves popping up and stalking you. The more advanced mud men prefer
to stay in place and spit fireballs.
Instead of mud
or water, most free-roaming spirits inhabit the essence of the surrounding
woodland--mainly moss. As masters of camouflage, they'll camp out in the treetops
and pop out unexpectedly; since they're difficult to see, you may not even
notice that one has appeared
Even though they're
usually relegated to housing the dead, these caskets, themselves, are quite
alive. They'll rattle back and forth, generally looking like harmless background
decor, but when you pass a casket, it'll spring to life and give chase by
sliding along the ground and slamming its lid onto you.
This is an evil blade possessed
by a demented demon. More cosmetically, it's a spirit hovering above a tornado-encompassed
sword. The blade remains at rest, its dreaded wind howls the only phsycical
cue; when a hero comes within range, it will begin to frantically
whip itself through the air, remaining
mostly overhead to protect the spirit.
This one-time
enemy--a picture of Vlad Tepes--is extremely dangerous, since contact
with it is a one-shot kill. It spins around while floating through the air,
from one side of the room to the other--this while the man in the picture
tries to grab you and pull you into the frame. If it catches you, you'll merge
with the picture, wherein you'll be broken into a thousand pieces by Vlad's
likeness.
These are possessed
surface elements that attack in similar ways: The first, Procel, is a liquid
demon that appears on the surface of water; it will form from out of the mist,
on the liquid's surface, and then dart along quickly using only its size as
a weapon. The second, the Mud Demon, is a good-looking demon formed from dirt,
and it slides along the ground in much the same fashion.
These mechanical
nightmares are forever entrenched on a search-and-destroy mission. When you
enter into a Tin Man's vicinity, it'll quickly wheel itself to your location
with its axed arms swinging around and around. When they're damaged enough,
they'll open their lid and deploy an in-close attack of emitting deadly steam.
Some tombstones
are possessed by the souls of deceased that they house. They'll lie in place
among other similar-looking tombstones within the graveyard--they'll begin
rattling upon your proximity, and they'll lunge toward you in a crushing dive,
over and over. Advanced tombstones, which protect the Cloaked Warlock, can
hover in the air.
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Alternate Names/Forms:
Demon Tombstone |
Some spirits
can inhabit certain structures in and around the castle. As such, they can
project themselves outward in the essence of said structures, be it your ordinary
wall or tree bark (who in such instances are more from the Dryad family);
mainly, they'll branch out at the most unexpected of times and grab at you.
Possessing spirits can
even inhabit large pools of water--they'll use the water's essence to take
the form of skull heads. An endless array of these water skulls will endlessly
stalk the hero. Their strategy appears to be flying in at difficult angles,
mainly from below, where your whip can't stretch.
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