As the soul of a lesser god who rebelled against
the more powerful of its kind thousands of years ago, it was punished by being
given the task of carrying souls from their earthly bodies to where they'd
be judged, and, ultimately, to their destiny. Of course, its existence in
mythology has many different origins concerning the "path to the afterlife,"
so no one explanation is sufficient. While it's taken numerous forms over
the course of the series, its main method of attack has remained consistent:
It'll attack with its scythe--using it as a sort-of boomerang or using it
to execute a swoop attack--and magically conjure endless amounts of sickles
to stalk heroes. As the harbinger of death, he and Dracula are natural allies.
Games In: Vampire
Killer, Castlevania, Castlevania II: Simon's Quest,
Castlevania III: Dracula's Curse, Super Castlevania IV,
Castlevania: Bloodlines, Akumajou Dracula X68000, Dracula
X: Rondo of Blood, Castlevania: Dracula X, Castlevania:
Symphony of the Night, Castlevania Legends, Castlevania
64, Castlevania: Legacy of Darkness, Castlevania: Circle
of the Moon, Castlevania Harmony of Dissonance, Castlevania:
Aria of Sorrow, Castlevania:
Lament of Innocence, Castlevania: Dawn of Sorrow,
Castlevania: Curse of Darkness, Castlevania: Portrait of Ruin,
Castlevania: Order of Ecclesia,
Castlevania: The Adventure Rebirth
Castlevania: Harmony of Despair
This quirky demon collects the severed
heads of his victims, placing them on a mantle for use as temporary hosts.
It starts out by donning its countess head; the countess walks aimlessly about
and, at any time, will glide forward with its dagger outstretched. Once she's
destroyed, its wizard head gives it Shaft-like power: From a magic seal, it
can make three parallel lightning bolts blast down from midscreen, or it can
make twin-dragon flames crisscross each other through the air. The real battle
begins when it wears its lizard head. The lizard will quickly crawl along
the ground, or it will cling to the walls and ceiling. From any location,
it will lash its tongue long distances to damage you. When climbing on the
walls and ceiling, it adds an extra attack--it can spit an acidic substance
that causes a poison state.
Even though its back half has already
begun rotting, this hound isn't ready to go just yet. Its mobility is limited
due to its decaying state, so it'll resort to spitting out a wavy, short-ranged
flame. When it gets angry, it'll begin howling, shattering the windows in
the background, each piece deadly to touch as it falls to the ground. Since
it tends to remain stationary most of the time, you may become lax, wherein
you'll be set up its short dash attacks.
The enemy list in Symphony of the
Night describes this a combination of a horse, a lion and a bird. It has
two ways of attacking: It will either fly back and forth atop the screen,
dropping eggs that produce annoying offspring, or it will walk back and forth
along the ground, stopping to spit a short-ranged flame blast. While in the
air, it will also try to swoop-attack you with its claws.
Hugh's rivalry with his friend combined
with Dracula's power makes him Nathan Graves' worst nightmare. Mostly: He'll
chase Nathan around and swing his sword forward when he gets close; he'll
follow this up by throwing a mystic weapon--axe, dagger, boomerang or holy
water--depending on your position. He has two other powers: He can thrust
his sword into the ground and make flames rise up, and he can elongate the
sword and lower it down quickly. When damaged enough, he'll gain more power
and continue the chase. This time, his mystic weapons will have item crash-like
power, with multiple daggers, axes, boomerangs, and towering holy flames.
From this power, he gains the ability to create multiple spectral swords that
will follow you around.
The Hydra, which has the body of a serpent and multiple
dragon/snake-shaped heads (in this case four), is in its own way setting a
trap when first encountered in that only one of its heads is peeking out into
the open; this largely stationary extensions will attack by either viciously
snapping its head or spitting out a large green globule. When this head is
slain, the Hydra takes the battle to the pillars above, revealing its four
other heads and its now-vulnerable body. The two red-colored heads are its
main protectors and have specific jobs: The one on the right spits out four
flames that cover most of the pillar-space while the one on top rams its head
into the ground and violently swings back and forth. The blue-colored head
to the left, which rests directly on the pillars, complicates things by spitting
out a stream of electrical orbs along their surface.
This cloaked sorcerer must be a distant
relative of the Water Magician, because they fight almost alike. His main
attack involves creating three scythes that can damage your energy and three
green blobs that ca decrease your heart-total. Disappearing and reappearing
anywhere, he uses magic to make sections of the floor rise, cornering you
between ice pillars while he plans his next attack--summoning a huge beast
to mid-screen that'll breathe steam onto your side of the screen, moving it
upward about twenty degrees before the attack ends.
This is a heavily-armored dragon-like creature. Like
Gobanz, it lumbers around, trying to corner you. Its sword has good range,
but a powered-up whip will keep it at bay. When its armor is damaged enough,
it'll shed it to reveal a really thin enemy--but then it shows you incredible
Slogra-like agility and speed, wherein it'll dive at you with its sword extended.
It's the best (worst?) of both worlds.
The Iron Golem shows its rocky face in a gear-filled
machine tower shaft. Steadfast and powerful, it'll try to intimidate you by
marching forward regardless of the circumstances. When its ready, it'll pound
on the ground and make many of those gears fall--flamingly--to the ground,
rebounding left or right if they're not destroyed immediately. If you get
too close, it'll throw a punch that can knock you clear across the room. This
Golem is magical, too, so if you don't keep wailing on it, it'll use its power
to rapidly regain lost health.
The battle with Julius is unique in
that it's the first time that you, as the one controlling "Dracula,"
will be battling a Belmont. This quick vampire hunter fights very aggressively,
always coming forward with whip slashes and sliding kicks; he also attempts
to make you commit to coming forward so that he can strike with a jumping
kick. Julius will use a dodging dash move to avoid your ground-based offense
and better set you up for any of these moves. When he's finished playing around,
he'll whip out three mystic weapons--an axe, boomerang and holy water--and
combine them with the aforementioned attacks to make for a more intense fight.
A vulture-like demon that is lord of
the ravens, the Karasuman (also known as "Malphas") is another one
of those bosses that can defeated before you even see any of its offense.
Its first attack is to command ravens to fly all around and clutter the open
space; as a similar variation, it'll gather on one side of the screen and
command a continuous flock of ravens to fly forward. Less frequently, it'll
conduct energy using its hands and fire energy spheres toward you. Finally,
it'll hover in place and blast flame-engulfed swords in 6-8 directions.
Keremet is a slimy demon that lives in small, enclosed
spaces. The enclosed space is in this case a pot of boiling green liquid.
Since Keremet is none too friendly, it'll take a little coaxing to encourage
its repeated appearances; that is, the heroes will have to continuously strike
the pot until it gets annoyed and responds by popping out. Keremet will at
this point keep them guessing with one of two attacks before quickly retreating:
It'll spit forward, way atop the screen, a giant red globule to counter the
potential jumping attacks that were surely meant to approach and strike its
weak point (the head); or it'll spew downward a small shower of deadly slime.
Its sloshing about will sometimes leave on the ground small puddles, and these
remnants will grow into slow-moving slime creatures that specialize in cluttering
This creature is made up completely
of rock. It uses its very essence to attack--it hurls stones around (similar
to how Frankenstein does in Castlevania III: Dracula's Curse). What
makes it more menacing is its size, as it paces back and forth across the
room, cornering you on one side in most instances; however, striking Koranot
will reduce its size accordingly. You can take a chance by remaining grounded
to fight him, or you can utilize the two moving platforms on either side of
the room. To keep you grounded, though, Koranot will stomp on the ground and
make pieces of the ceiling cave in.
Twins that are forever trapped on the
walls of a plant castle, these Minotaur-like creatures use their pitchforks
to block attacks while they take turns firing projectiles at foes sandwiched
on the raising pillar in between them. The strange part is, the pitchforks
won't stop your whip from seeping through and striking their heads. However,
their job is to keep you centered on the pillar and thus off balance; since
both slide forward and back into the walls, you may have to take wild leaps
to strike a blow. They both share the same life-energy, fortunately.
The Legion (Corpse), like the Legion
(Saint), is heavily based off of Symphony's Granfaloon. The second
version in this game, though, is a bit different. In order to defeat this
enemy, you'll have to do some work. Since it has no visible weak spot, your
whip attacks will appear to be ineffective. To the contrary, you must force
it to reveal its weak spot--the skeleton formation that resides within its
center--by continuously striking it. Slowly, its middle will break open to
reveal that weak spot, and you'll have to relentlessly pound on it to prevent
the Legion from closing the wound. While battling the Legion, you'll have
to be wary of two things: The deadly globule that'll spray from its sides
and drip from its frame, and the poisonous larva that'll begin crawling out
of its wound once you break it open.
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