Freaks of Nature
When deformed and depraved
people are exiled or isolated from a society, they look to gain revenge by
teaming up with a force that will welcome them--Castlevania and the dark forces
of Dracula's army, to be exact. They'll be more than happy to thwart your
heroic attempts by taking out their aggression on you.
are robots who know no master, doomed to aimlessly live out the duration of
their power cells. While nothing is known of earlier models, the ZX26 was
created by demonic scientists. While fairly harmless, the tough-exteriored
Automaton doesn't know right from wrong and will harm through direct contact
anything not of its class. The advanced ZX27, a nearly complete mobile robot,
functions similarly but is much more durable.
are often portrayed as evil, bloodsucking monsters, their only real obsession
magical relics. When someone in possession of such an artifact comes near,
they attempt to come from behind and steal it away. They're not inherently
evil creatures, and after a short game of hide and seek will return
that which they have stolen.
can roam free, bouncing around the castle halls, when Flea men, who can't
help but find more ways to be annoying, guide them along like jockeys. Several
of these put together can form an unpassable obstacle. Once the Flea Man is
destroyed, the dragon will suffer the same fate. The
advanced Orobourouses (Flea Men riding Wyrm spines) can fly about more freely.
The difference is that after releasing the Orobourous from the Flea Man's
control, it'll become a temporary helper, attacking any of the lesser enemies
Flea Men can don armor and
wield an axe. The armor doesn't limit their mobility much, so their movements
are the same as regular Flea Men. The only difference is that they can viciously
lower the boom with their axe on any given jump. When damaged, the armor comes
off to reveal regular Flea Men. These, too, can be a terror in groups.
When hunchbacks lost eagles
as their means for transportation, the turned the table by mounting specially
trained war-geese. The pair is always in motion, usually from high above,
where they try to fly in from difficult angles. Because they come in an
endless stream, it serves to amplify the strengths of the other lesser enemies
that are about.
Despite their name and
appearance, this class of ghoul is not of the undead variety. Their ancestors
human, ghouls took their current form by feeding on a diet of corpses
and rotten flesh. Dwelling mainly in burial grounds and cemeteries, ghouls
emerge from their underground residence and attack in groups, overwhelming
victims with a storm of lunging claw-swipes.
This rare form of hunchback
is more cunning than its little brothers, and it'll physically dissect you
and attempt to steal your sub-weapon. It does this by staying at a distance
and dashing quickly when you're off guard. If successful in its goal, it'll
quickly retreat and leave you empty-handed in the mystic weapon department.
Goblins are diminutive,
mischievous and crabby creatures that usually avoid contact with humans.
They reside within tree roots and mossy, damp areas, where they hunt in
packs. When someone intrudes upon their domain, they attack from up close
with their short daggers or lob grenades from a distance. Goblins
are said to be a species on the verge of extinction, before long projected
to pass into history and become myth.
order of the Grave Keepers have made it their mission to protect the secrets
of death's rising. They do this using their mastery in combat, especially
in the martial arts. They can throw an array of quick jabs to stifle you,
and they can fly through the air to attack with jump kicks.
the most common freaks of nature and are summarily outcast from their towns
and villages. Despite their back and shoulder outgrowths, they're incredibly
agile and prepared to take their pent-up aggression out on the heroes by repeatedly
pouncing on them. They tend to attack in large groups, frustrating and overwhelming
enemies with their erratic movements. Hunchbacks later became known as "Flea
Men," which is more an observation of their height/disposition. Their
most popular specimen, Igor, is Frankenstein's best buddy. Certain hunchback
types instead take names like "Hopper" and "Ripper," the
latter form capable of tossing an endless supply of daggers.
Names/Forms: Hopper & Ripper
hunchback troop takes annoyance to the next level. Essentially, three
hunchbacks form an inhuman barricade--a shield-holding hunchbacked stationed
in front with one standing directly behind it, the third mounting its
shoulders. They mostly defend against attacks, taunting the hero whenever
they get their chance. Never separating, the trio executes a blind charge
packing much force; otherwise, the shoulder-mounted hunchback will swipe
with its spear, whose range is considerable.
an evil hunter that uses ricocheting bullets to kill from afar. "I
see you!" Lerajie will shout before loading its weapon. It will at
this point set a course for the rebounding blast to come, which will be
revealed to the hero in the form of a complicated laser formation that will
at least point out safe spots. Failure to find a safe have will result
in repeated damage by bullets that will several times pass through the immediate
prove that looks can be deceiving. As knowledgeable travelers who know much
wise lore, they mope around the catacombs, searching endlessly with their
lanterns in hand; they'll suddenly use two types of fire attacks: They'll
ignite a fire, sending a quick-waving flame along the ground, or they'll reach
back and fling three moderately-sized flames forward at three different lengths
and over a large area.
Names/Forms: Biphron & Lightkeeper
maddening little creatures that aim to annoy by mimicking any of your movements.
However, they do the opposite of what you do--you move left, they move
right, for instance. You must use this quirk in order to guide them where
you want them go, in order to use them to your advantage.
0s are closely
related to mimics. While they instead have minds of their own, they can prove
to be just as annoying. 0s are a reluctant bunch that wait until you draw
near before making their move--that is, they quickly latch onto you in an
attempt to steal your sub-weapon. If you don't shake them off in time, this
they will accomplish.
Like the early Belmonts, magic
users are always feared for the potential destruction that they can cause
should they turn awry. Since their power is beyond understanding, they, too,
are outcast from society and become beckoned by a force that welcomes them
and their now-destructive power.
magic-using spirits are relegated to guarding Galamoth and his floating catacombs;
they'll use their ice magic to get this job done. Their most powerful spell
makes it snow uncontrollably, which traps the hero in a long-lasting freezing
precipitate from the cold, cavernous mist. Their only power is to breathe
life into the cold air, creating ice shards that fly toward you. Other frozen
shades can create freezing ice caps that can induce a frozen state upon you.
are merely polar opposites of Frozen Shades, with a similar attack routine.
As they hover in the air, never swaying from their position, they'll conjure
and charge up heat-seeking fireballs that they'll command to stalk you.
Man, based off the character created by H.G. Wells, is described here as a
magician who gained invisibility but gave up his soul in return. Now living
in a constant state of madness, the Invisible Man will shed his trenchcoat
at the site of a hero and use his cloaked nature to attack an enemy that will
be able to track only the air his movements displace.
This breed of magician studies
in Necromancy, the black magic used to raise the dead for protective means
if not for desires more sinister. Putting it to the test is the aptly named
Necromancer, which avoids physical combat and instead uses its magic to
reanimate and control corpses--the very same zombies who nonetheless continue
to crave your flesh.
to avoid in-close combat by parrying whenever you get close. When they get
you where they want, these outcast women will use a spell that causes flame
blasts to rise up from the exact point in which you stand--this while continuing
to keep their distance.
Salem, having dodged the witch hunts, these Dracula-worshipping demons lurk
about in the caverns of the castle. Hovering about, they'll generate balls
of flame that have a heat-seeking property--this is most similar to a Heat
Shade's fire spell.
Sylph & Aliorumnas
These are young
apprentice witches that defend themselves with a transparent shield--in the
form of a plated clock--as they fly around. As they're blocking any and all
attempts at offense, they release a pet cat from their care, a vicious animal
that'll chase you away.
are low-level magic-using apprentices that are studying to be in the class
of their big sisters. This breed can hop onto their brooms and fly only
for a short period of time. With that limitation in mind, they prefer to
stay grounded, to run toward you and bat you over the head with their brooms.
These are classic
witches--those you'd expect to see on Halloween. Outcast and persecuted, these
ugly hags use their gift of magical prowess for evil purposes as means for
revenge. As they ride on their brooms, they'll use a spell from above to blast
you with five or six fungus-like projectiles that rain down diagonally.
Plant life that thrives
in and around the castle is often victim to its dark magic and evil influence.
The result of this crossbreeding of inconvenience is a slew of vile plant
creatures that sprout to life with ill-intention.
At first, these seem to
be just regular thornweed. Before your eyes, they'll sprout into what you
see above--full-fledged carnivorous plants. Immediately, they'll begin fighting
for survival by heaving razor-sharp leaves in your direction.
A creeping corpse is
born out of a strange, magical root that only grows in the land of the
dead, where it feeds on the carcasses of dead creatures and all organic
material, whose ingestion causes it to become a living being. In tangible
form, the multi-limbed creepers attempt to grab onto heroes and drain
their health. Too, they can invade nearby coffins and bring even them
Hitotorisous are one such
form of carnivorous plant that are grown within the castle. Like the killer
plants mentioned below, they appear lifeless until you come near, whence
they'll slam closed in an attempt to engulf you. Once active, the hitotorisous
will slowly trek forward in your direction in an attempt to corner you.
If successful, they can either harm you through contact or by again using
their snapping-closed attack.
Another vile form of plant-life
grown in the castle is Jinnunja, a large tree that grows its own supply
of poison apples. In order to use this arsenal to its advantage, it'll shake
itself quickly in order to loft single apples in your direction, one after
another. If you try to pass underneath Jinnunja, it will drop all available
apples down onto your head. When the apples have all been used up, it'll
quickly replenish the supply. Jinnunja's plan of attack can be foiled by
repeated attacks, which will continuously cause it to writhe.
of evil planted throughout Transylvania have spawned into these carnivorous
plants, mutated Venus Flytraps. They pose as regular plants to lure you
into a sense of security, and then they'll suddenly spring to life, sprouting
up and spitting fireballs in self-defense.
all you'll see is a regular skeleton clawing at the floor. If you don't
destroy it hastily, it'll pluck out this root creature from the ground;
the Mandragora will then emit an earth-shattering scream that will finish
off the skeleton and damage the hero if he's anywhere in the "room."
The Lords of Shadow versions are sentient beings who survive by instead
draining the life force of nearby victims.
mutated plants that stretch their stems wildly and spit out poisonous seeds.
Contact with these rather bouncy seeds will inflict upon you a stone state,
wherein you'll be susceptible to heavy damage from other surrounding enemies.
When damaged enough, it'll bloom open its petals and begin extruding a pollen-like
substance that slowly lowers from above.
Names/Forms: Man-Eater, Mean-Eating Plant &
These are poisonous plants
that sprout up from cracks and crevices. Their mobility is limited to reaching
out a short distance to nip at you, but their effectiveness lies in their
ability to spring up from those crevices by surprise. Some can mass produce
by throwing out quick-sprouting seeds. Stronger versions can sprout up further
and become full-fledged plants capable of moving--"Corpseweed,"
as seen above.
These carnivorous plants
were grown throughout the castle's caves on only an intake of human blood.
When they sprout, they'll attack by commanding thorny leaflings to burst
through the ground--many at a time--to stab at you. At the least, you'll
be trapped in between them, set up for the real attack: The plant will will
unleash a multidirectional thorn attack. The stronger version, Blue Venus
Weed, is instead fed using demon blood; however, while tougher to kill,
it employs the same attack scheme.
Names/Forms: Alraune & Alura Une
a horrifying tree that can produce pods of men. The tree has no fighting
properties, but it does sprout from three of its branches pods that spawn
those annoying fleamen, and it does this endlessly. In order to eliminate
the threat and banish the wakwak tree, each of the considerably tough
pods must be destroyed.