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Julius
Belmont
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Games In and Weapons Used
Julius Belmont is a supporting cast member in Castlevania: Aria of Sorrow who becomes a playable character, a trend started by Richter and followed by Maxim Kischine and Joachim Armster. Julius, a true family descendant, forgoes usage of the leather whip and always commands the morning star version of the Vampire Killer; it can't be powered up in any way, but it can be wildly brandished after being swung normally. To make up for his lack of inventory, he brings along four mystic weapons that he can at any time switch between:
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Boomerang
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Holy
Water
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Axe
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Cross
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In Castlevania: Dawn of Sorrow, Julius is again a supporting-cast member who later tries his hand at adventure via an unlockable experience. Much like he does in Aria of Sorrow, Julius takes to the action with the morning-star version of the Vampire Killer, which can't be powered up but does indeed retain is brandishing propensity. In addition to the usual special moves, Julius also has in his arsenal the same four sub-weapons from Aria, which he can still at any time switch between:
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Boomerang
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Holy
Water
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Axe
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Cross
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Character's History
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Once you clear the two games' main missions, respectively, you can play as Julius, whose missions holds no relevance to the story and exists on their own. In Aria of Sorrow, it's a cut-and-dried run-through of little significance. In Dawn of Sorrow, though, he partakes in a "fantasy" mission, the appropriately named "Julius Mode"--a company's bid to hunt down Soma Cruz, who finally gave into temptation and took his place as the Dark Lord. As far as advancing the genes, he's not too far off from what Juste, Richter and Nathan Graves were working toward. Even at his advanced age, he was perhaps the quickest and smoothest jumper of the lot; with this in mind, he mastered the slide kick, the double jump, and the jump kick plus he perfected a new type of sidestepping dash for better defensive skill. Unhappy with John Morris' design, he brought back the boomerang prototype, and therein he finally instituted a separation by assigning "cross" and "boomerang" their own relevance, deeming them two individual weapons with their own separate quirks. In Action: Aria of Sorrow | Dawn of Sorrow |
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Yoko
Belnades
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Games In and Weapons Used
Yoko Belnades is yet another supporting-cast member that becomes a playable character when unlocked after the meeting of certain conditions. The Sypha descendant has as her main weapon a magical staff, which is fairly weak compared to other heroes' main weapons; her crouching move, the high kick, doesn't fare much better. However, both attacks have an invaluable quirk: After every strike, depending upon the ally-group's collective level, her offensive strikes will sap from enemies their energy, which she'll use to replenish her own. Additionally, Yoko commands the same three crippling spells used by Sypha so many years before:
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Holy
Flame
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Ice
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Lightning
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Character's History
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Her playable appearance proves that Yoko doesn't stray too far from what Sypha Belnades showcased way back in Castlevania 3: Dracula's Curse (whose ally system is conveniently emulated here). She commands what could be the very same Warakiya Staff, and she most definitely has magical powers that are one in the same if not advanced: The holy flame spell allows her to expel flames more rapidly, in quick-fire shots. The ice spell allows her to fire out giant icicles all around, released outward from a half-circle formation. And the lightning spell sees the release of three heat-seeking charges that pass through enemies and in the process strike for repeated damage. |
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