When a mad scientist, Dr. Frankenstein,
longed to reanimate dead flesh, he transplanted a defected brain into the
corpse of a monstrous body that was partly sewn together from pieces of other
dead people--the original man was hung because the townspeople hated and feared
his freakish nature. The result was this monstrosity, a zombie who now acts
as a guardian for Dracula. Over the course of the series, he's had many attacks;
whether he's been fighting alongside Igor, hitting you with chains, or trying
to make bricks fall on your head, he's always been slow but high in the categories
of power and strength.
As one of Dracula's highest ranking guardians, it
hovers about, spitting fireballs downward at foes. Its most deadly attack
has it crash into the ground and cause sections of the ceiling cave in--mostly
stalagmites that were lining the ceiling. When it gets angry, it'll turn red
and steps up its fireball attacks, rapidly spitting multi-directional flames
downward. He and Slogra must have fallen out of favor after exhibiting their
inability to slay Simon Belmont, since they were demoted to fighting together
as a team early in the castle in Symphony.
Without a doubt, this is the biggest,
strongest and baddest boss on these pages. Its size is the primary concern,
since getting too close could mean a hasty whipping from its high kicks. It
has 3 other attacks of note: (1) It'll simply back up, gain steam, and try
to bash you over the head with its scepter. (2) It'll charge up the scepter,
lean over, and command lightning to blast downward in long streams, repeatedly
striking the hero should he or she get caught between its net. And (3) it'll
stand upright and command the scepter to shoot large, circular balls of energy
toward, and they travel a fair distance--this attack is made worse if Galamoth
crowds you to one side of the room. Striking its head does the most damage--but
getting up to eye-level to get close enough is a challenge in itself.
If anything, at first, this resembles
a normal phantom bat, but it attacks differently than those bats of Castlevania
past. Most notably, you'll be forced to fight this bat atop the Leaning Tower
of Pisa; it'll try to take advantage of that by flying around the hero quickly,
creating strong enough winds to make the tower wane. Its pattern is fairly
predictable: While airborne, the end of its tail will send three-directional
rocks flying downward at 45-degree angles, each set in alternating directions;
it'll follow that up by flying overhead and trying to whip at you with its
elongated tail; as a final attack, when it's weakened, it'll forego all other
attacks and bounce about the tower's top repeatedly.
What happens when spirits inhabit the
inner workings of a clock tower? You get gears that are ready to strike. This
formation of gears and cogs contains an orb inside its middle--its weak spot--but
the gears shapeshift and move around as to protect the orb from damage; the
steamer itself will toss smaller bladed gears toward you, either straight-away
or looping downward. You'll have to dodge the creature's other rolling, buzzing
and jump attacks--it taking the forms of all kinds of vehicles during these
periods--to get in a clean shot at the orb.
Gergoth was a once-friendly beast imprisoned
in solitude long ago, and it gradually grew evil and demented. The odd-looking
Gergoth walks on two legs, stomping and diving about its chamber while trying
to crowd and thus crush the hero with its size and spiky underbelly. Gergoth
will other times use its considerable lung power to suck in huge amounts of
oxygen and then use it to unleash a devastating beam--up and down in the direction
it's facing. When severely damaged, it will grow angry and cause the ground
to collapse, taking the battle to a level far below. While it this time gains
no new powers, it will primarily use its jump attacks to finish off what is
sure to be a worn-down hero. The Portrait of Ruin version, while about
identical, has no angry spell, and there's thus no collapsing of any groundwork.
The giant eyeball is exactly what its
name suggests: An oversized ocular capsule measuring in at two-times the size
of its heroic opponent. But this globular foe is more than simply a larger
form of the minor rolling eyeball (which was the original Game Boy title's
standout enemy). No--this rather bloodshot fellow is quite bouncy--the attribute
using which it'll throw itself about the room in addition to using the expected
rolling for a more direct assault. Whenever the eyeball is struck, it'll quickly
snap back, rebounding off of the chamber walls with a certain momentum; depending
upon your timing, this will either result in handy combo setup or unexpected
pain. It'll eventually increase its activity by tossing out a steady stream
of the smaller rolling eyeballs, which will certainly crowd the area and distract
from the real target.
The Giant Golem possesses too much
mass, it seems, for a retro-style series entry to handle. That is, we're not
given the benefit of seeing its entire frame, the display limited to a shoulder-down
view of the rocky foe. Ever-visible are its large fists, which it'll initially
smash into the ground three times--the first punch close-ranged, the second
thrown at a distance, and third again at close range--each blow causing flames
to spread in either direction, surely nipping a more passive Christopher.
The punches' force summons five flat-headed rock creatures, which march about
on the Golem's ornamental attire (bracelets and belts, on which you, too,
can climb), drawing away your fire while at the same time revealing the creature's
weak point--its mid-section. It'll shake off your offensive and temporarily
escape by jumping straight up, soon after slamming itself down into the ground
and once again causing flames to spew in either direction but this time over
a much larger area. As its energy depletes, the speed of its assult increases.
The Giant Merman is a master of its
element and indeed king to mermen and fishmen alike. When this larger adversary
pops up from the watery depths, it'll command a current to rise up and wave
forward in your direction. Soon after, it'll roll itself into a ball and spin
itself quickly in your direction. If the Giant Merman fails to eliminate you
by this time, it'll call for backup; both fishmen and mermen will begin popping
up from below in an attempt protect their master by drawing away your fire.
As this is going on, the Giant Merman will continue its water wave and rolling
This huge mound of living granite is
suspended by a chain attached to the girder around its arm. Mainly, it'll
lower down to eye-level, break its right forearm into a pile of smaller rocks,
and send the debris flying forward; it'll then regenerate the arm using the
surrounding stone structures and repeat this process. You'll have to back
into a corner to goad the creature into lowering down far enough for you to
get a good shot in at its jaw. The only problem: Most of the time, it senses
when you swing your whip and uses the chain to pull itself back quickly, continuing
the rocky onslaught. Your only hope is to finish it off quickly.
The Giant Skeleton is the remains of
a giant humanoid-type creature that was condemned to life sentence in prison,
which is the very site of the battle. The sounding of the prison's emergency
alarm will bring to life the Giant Skeleton, which while methodical covers
large amount of space with its stalking movements plus its far-reaching but
telegraphed punches and kicks; it'll occasionally move to grab a hero, who
if caught will fall victim to flurry of gut-shots before being released. A
cornered hero will be forced to leap over the Giant Skeleton, which
will prove its intent to kill by literally bending over backwards, walking
on all fours while continuing to throw hooked punches--this until the again-cornered
hero has no choice but to revert back to face-to-face action.
This heavily armored knight moves slowly
and methodically, trying to bully you with its considerable girth. Its right
arm has been replaced with a chained spear, and it has the ability to elongate
that spear a fair distance--usually crashing it into the ground. You can jump
over Gobanze, via the platforms hovering above, but it can extend the spear
upward, too, to stab at you. Depending on the length of your whip at the time,
this battle could either be unnecessarily difficult or an uneventful cakewalk.
If you let Gobanze corner you, however, it's all over.
This monstrous Golem starts out huge,
its very foundation mountainous rock. It's similar to your battle with Koranot
in that you'll have to make its upper half crumble and wither down until it
becomes short enough--to the point where you can attack its one weak spot--its
stone-protected skull. Of course, since it'll keep punching the ceiling with
its long arms, you'll have to watch out for rocks and falling debris, hurrying
to the safe spot in the left corner. When the protective rock surrounding
its head is gone, the Golem will try to protect its red skull by covering
it with its big hands; it cannot be damaged during this time.
This Golem is not unlike the ones you've
faced before or even the giant rock fighters you've fought in Rondo.
If anything, it's a combination of those past foes. Initially, in its constant
march forward, the Golem will either jump high or pound the ground to cause
rocky debris to fall from the cave's ceiling. In between, it'll raise its
fist to the air, signaling a devastating punch that can knock you clear across
the room. Its ball and chain, which replaces its right arm, will serve to
prevent you from staying too close. When damaged enough, its head will crumble,
revealing a crystal eye which now becomes its only weak spot. The Golem, however,
will continue its death march, but to protect its eye, it'll stop often to
release a wave of rocks and stone successively forward.
Goliath is a monstrous bully, only
the weight of his blasphemies more massive. The Philistine of legend, an intimidating
presence who stomps his way to and fro across a holding chamber now unfit
to contain him, pummels heroes with brutish attacks with sometimes devastating
aftereffects. Goliath's wind-up punch,
for instance, forcefully crashes into the ground, at which point long-reaching
spikes protrude from his fist; his jump attack, a flying axe-handle punch,
causes a violent whirlwind over a large area. Goliath will also uppercut the
ceiling with such oomph that wooden debris will rain down chamber-wide. When
it appears that Goliath is crouching into a defensive position, he'll quickly
grab a lingering hero, deliver a series of punches, and then fling the helpless
carcass into a wall. Goliath's most deadly posture is his room-long death
march, which if not negotiated around will result in a trapped hero on the
receiving end of a devastating flurry of rapid punches.
Graham was a missionary who had managed
to absorb some of the castle's power, which led him to believe that he was
actually Dracula incarnate. As such, Graham fights very similarly to the Count
you've fought many times before. Graham will teleport from place to place,
and, in between, execute one of three magical attacks: (1) The usual three-directional
fireballs. (2) He'll send out two balls of dark energy, low and then high.
(3) He'll send out four balls of dark energy successively high. After taking
some damage, he'll teleport to center screen and continuously make trios of
energy balls rotate around him, progressively outward. When damaged after
being hit in the head the appropriate amount of times, he'll use his power
to change form. In this case, Graham is encapsulated in the creature's center,
which must be attacked; the hands on the sides grab inward after due warning
to damage and keep you on defense. While this is going on, a ringed skull
formation will be hovering directly above, blasting down large bolts of lightning.
I could best describe this, a huge
legion, as a membrane surrounded by a plethora of tortured souls. The task
at hand is to break through the barrier of humanoids to reveal its nucleus.
It's not that easy, however, as hordes of humanoids will be dropping to the
ground--marching towards you--trying to overwhelm you through large numbers.
When its center is revealed (seen right), its eye-tipped tentacles will begin
opening up, trying to blast you with powerful green beam attacks. Attacking
the nucleus, while fighting off humanoids and avoiding beams, is the only
way to harm it. As sections of humanoids break off, it affords the nucleas
more open tentacles from which to open and fire beams. When totally exposed,
the tentacles will gain the ability to fire several of these beams at once,
in multiple directions.
Gravedorcus is a fish-like creature
that burrows beneath the surface and tracks its prey through following vibrations
in the earth. Its predatory practice entails the use of surprise attacks and
with little delay popping up in random locations. These maneuvers include
simply diving out from the gravel, even when partly submerged, and crashing
itself into the hero; peeking its head out from the gravel to spew poisonous
mist or a host of annoying, deadly urchins; and emerging from beneath a large
stone structure, thereafter breaking it into pieces that fly across the battlefield
in a projectile swarm. When just its fan pops up from the rubble, it's a clear
warning that Gravedorcus is about to execute its most dangerous but risky
attack--it'll quickly burrow its way across the battlefield and at its halfway
charge out, its momentum carrying it into the wall; the sheer force of the
collision will leave Gravedorcus temporarily unconscious and vulnerable.
Great Armor is a heavily-armed soldier
built out of the corpses of great warriors; it's a giant guardian knight that
excels in defense. Its giant shield is able to defend against and neutralize
even the strongest of attacks. The only way to harm such an armor is to strike
its head or attack low with a sliding kick. Since, realistically, this is
tough to do, it's better to rely on a large weapon that can extend over its
shield and nip the armor's chest area. It won't just let you do this; it will
keep you guessing by erratically stepping forward and back while using its
sword in two ways: It'll quickly stab the sword downward after little warning,
or it'll raise the sword into the air and deliver a mighty slash.
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