Fan Fiction
Castlevania: Darkness Never Dies
Continued...
Part 1: Curse of Blood
Part 2: Legacy of Sorrow
Landmap | Character List | Prologue
A Castlevania character list2
Disclaimer: I do not own any part in Castlevania, neither characters nor games. These are trademark of Konami and Nintendo.
(A.N: Here I enlist all the characters, supporting cast or villains appearing in the second instalment of my series; ”Darkness Never Dies”. Also added are the weapons, items or lesser enemies I did or wished to include. Have a nice time.)
Quest 1.
Heroes.
Full name: Patrick Gabriel Oldrey Lecarde (a.k.a. “Silver”.).
Type: Man-beast.
Hair: Dark.
Eyes: Grey.
Age: 21.
Religion: Orthodox.
Nationality: England.
Main weapon(s): Broad sword.
Sub-weapon(s): Stakes, garlic, cross, roses, mystic book, crucifix, Bibhuti & the Host.
Main weapon power-up(s): Collected weapons.
Sub-weapon power-up(s): Patrick might fuse his arsenal with man-beast force to might utilize with additional power.
Armour: Collected armour.
Other abilities: Patrick might shape-shift into his man-beast form to might add up to his strength and mobility.
Full name: Heinrich Joachim Geilhardt Schneider.
Type: Vampire hunter.
Hair: Blonde.
Eyes: Blue.
Age: 20.
Religion: Orthodox.
Nationality: Germany.
Main weapon(s): Undead Killer whip.
Sub-weapon(s): Dagger, stopwatch, axe, cross, holy water, crucifix, laurels & crystal.
Main weapon power-up(s): Morning-star.
Sub-weapon power-up(s): Heinrich might use flame, thunder, water, earth or spirit to might utilize with item-crushes.
Armour: Collected armour.
Other abilities: Heinrich might utilize with the bloodline mystics to might grant himself additional power.
Full name: Torah Fernandez.
Type: Sorceress.
Hair: Dark.
Eyes: Brown.
Age: 13.
Religion: Protestantism.
Nationality: Spain.
Main weapon(s): Ring smash.
Sub-weapon(s): Stakes, gauntlets, garlic, cross, roses, mystic book, laurels & crystal.
Main weapon power-up(s): Morning-star.
Sub-weapon power-up(s): Torah might collect seven types of mystic watches to might grant her arsenal additional power.
Armour: Collected inventory.
Other abilities: Torah might collect three ancient texts to might utilize with greater power.
Supporting cast.
Full name: Unknown (a.k.a. the ferryman.).
Type: Unknown.
Hair: Unknown.
Eyes: Unknown.
Age: Unknown.
Religion: Unknown.
Nationality: Unknown.
Appearances: The ferryman appears in the intro. He later shows up within the underground mine to row you over larger bodies of water or to otherwise give advice upon your journey.
Full name: Julia Charlotte Oldrey Lecarde.
Type: Vampire.
Hair: Blonde.
Eyes: Grey.
Age: 17.
Undead age: 3.
Religion: Orthodox.
Nationality: England.
Appearances: Julia appears in the rose garden, the underground mine and the clock tower to might advance the story. She also shows up in the castle center where she acts as a boss. Julia finally appears in Heinrich’s ending to give a last farewell.
Full name: Joseph Vincent.
Type: Master vampire hunter.
Hair: White.
Eyes: Blue.
Age: 64.
Religion: Catholicism.
Nationality: Nederland.
Appearances: Joseph Vincent appears in the villa to advance the story. He later shows up in the castle keep where he acts as a boss. Joseph finally appears to reveal the true villain.
Full name: Jacob Allan Oldrey Lecarde (A.k.a. “Red full moon”.).
Type: Man-beast.
Hair: Dark.
Eyes: Grey.
Age: 69.
Religion: Orthodox.
Nationality: England.
Appearances: Jacob Allan Oldrey appears in the villa to might advance the storyline.
Full name: Unknown (a.k.a. Renon.).
Type: Trader.
Hair: Grey.
Eyes: Red.
Age: Unknown.
Religion: Unknown.
Nationality: Unknown.
Appearances: Renon appears in the villa to introduce himself. He shows up whenever unfolding his contract. Renon finally appears in the castle keep where he might act as a boss.
Full name: Unknown (a.k.a. “Giant lizard man”.).
Type: Prisoner.
Hair: Unknown.
Eyes: Yellow.
Age: Unknown.
Religion: Unknown.
Nationality: Unknown.
Appearances: The giant lizard man appears in the castle center and the tower of science to might advance the storyline.
Full name: Rose.
Type: Fairy.
Hair: Blonde.
Eyes: Blue.
Age: Unknown.
Religion: Theism.
Nationality: Unknown.
Appearances: Rose appears in the intro. She later shows up within the underground tunnel and the clock tower to might advance the storyline. She finally appears in Torah’s ending to become her companion.
Full name: Saria Goldenleaf.
Type: Sage.
Hair: Red.
Eyes: Green.
Age: 16.
Religion: Theism.
Nationality: Warakiya.
Appearances: Saria appears in the villa, the clock tower and the castle keep to might advance the story. She finally shows up in Torah’s ending to become the sage of the forest.
Full name: Sigmund, Heinz, Lucy, Alfred, Penny & Benjamin (a.k.a. “abducted children”).
Type:: Battle-mage, plane walker, sorceress, battle-mage, sage & dreamer.
Hair: Blonde, blonde, blonde, brown, Brown & brown.
Eyes: Blue, blue, blue, brown, brown & grey.
Age: 15, 7, 11, 16, 11 & 12.
Religion: Christianity.
Nationality: Germany, Germany, England, England, England & England.
Appearances: The abducted children appear aboard the haunted ship, within the forest, the castle wall, outer wall, the tower of art and the tower of ruins to advance the storyline. They later show up in Patrick’s ending for the journey home.
Villains.
Full name: Aaron Grey (a.k.a. “Eclipse”).
Type: Man-beast.
Hair: Dark.
Eyes: Grey.
Age: 27.
Religion: Satanism.
Nationality: Warakiya.
Appearances: Aaron appears in the intro. He later shows up in the castle wall and the dual tower to advance the story. He finally appears at the clock tower where he acts as a boss.
Full name: Unknown (A.k.a. Dracula’s servant).
Type: Alchemist.
Hair: Brown.
Eyes: Red.
Age: 45.
Undead age: 668.
Religion: Satanism.
Nationality: Walachia.
Appearances: Dracula’s servant appears in the intro. He later shows up in the castle wall and the castle center to advance the story. He finally appears in the castle keep where he acts as a boss.
Full name: Marie Camilla Oldrey Lecarde (A.k.a. “Vampire Oldrey”).
Type: Vampire.
Hair: Black.
Eyes: Blue.
Age: 21.
Undead age: 3.
Religion: Satanism.
Nationality: France.
Appearances: Vampire Oldrey appears in the villa to might advance the storyline. She finally shows up within the master’s bedroom and the crypt where she acts as a boss.
Full name: Unknown (a.k.a. “Iori” & Malus).
Type: Musician.
Hair: Blue.
Eyes: Blue.
Age: 8.
Undead age: 247.
Religion: Satanism.
Nationality: Warakiya.
Appearances: Malus appears in the intro. He shows up in the hedge maze and the castle center to advance the story. He finally appears in the castle keep where he acts as a boss.
Full name: Gilles De Reis.
Type: Knight.
Hair: White.
Eyes: Black.
Age: 54.
Undead age: 687.
Religion: Satanism.
Nationality: France.
Appearances: Gilles De Reis appears in the intro. He later shows up in the crypt where he acts as a boss.
Full name: Isabella Von Krohnquist (a.k.a. “Actrise”).
Type: Witch.
Hair: Blonde.
Eyes: Blue.
Age: 21.
Undead age: 603.
Religion: Satanism.
Nationality: Walachia.
Appearances: Actrise appears in the intro. She later shows up in the underground tunnel and the castle center to might advance the storyline. She finally appears in the clock tower where she acts as a boss.
Full name: Uriel (a.k.a. Death & grim reaper).
Type: Angel.
Hair: Unknown.
Eyes: Unknown.
Age: Unknown.
Religion: Unknown.
Nationality: Unknown.
Appearances: Death appears in the intro. He later shows up in the castle center to advance the storyline. He finally appears atop the clock tower where he acts as a boss.
Weapons.
Main/striking weapons.
Patrick Oldrey.
Broad sword: Patrick might unsheathe his sword for close-up battle. He might strike the blade in multiple directions. He might collect other weapons to might ordment his arsenal.
Knight’s sword: Long sword which belonged to a church knight.
Crusader’s sword: Great sword which belonged to a crusader knight.
Paladin’s sword: Blessed cross-shaped sword which belonged to a paladin knight.
Special abilities (3 crystals.): Patrick might fuse the broad sword with man-beast force for greater effect.
“Energy scythe” (3-5 crystals.): The favourite attack of Cornell. Patrick might release or charge up before a swiping attack. He might upgrade it three times for greater effect.
“Double shot”: The upgraded version of the “energy scythe” might inflict greater damage.
“Triple shot”: The upgraded version of the “double shot” might inflict greater damage.
“Claw swipe”: The ultimate version of the “triple shot” might inflict crippling damage.
Special abilities (5 crystals.): Patrick might fuse the “energy scythe” with man-beast force for greater effect.
Shotgun (1-7 bullets.): The pistol belonged to Henry Oldrey. Patrick might shoot the enemies. He might also collect seven other types of ammunition for greater effect.
Boomerang clipper (1-7 clippers.): Patrick might throw boomerangs toward the enemies.
Flame disc (1-7 discs.): Patrick might fire explosive discs toward the enemies.
Blizzard bubble (1-7 bubbles.): Patrick might fire freezing bubbles toward the enemies.
Strong bolt (1-7 bolts.): Patrick might fire strong bolts toward the enemies.
Shock bomb (1-7 bombs.): Patrick might place out electrified explosives against the enemies.
Ray battery (1-7 batteries.): Patrick might fire laser beams toward the enemies.
Silver bullet (1-7 bullets.): Patrick might fire blessed silver bullets toward the enemies.
Special abilities: N/a.
Other abilities (99 crystals.): Patrick might shape-shift into his man-beast form to might add up to his strength and mobility.
Heinrich Schneider.
Undead Killer whip: Ancient whip handed down through the Belmont clan. Heinrich might strike the whip in multiple directions. He might upgrade it three times for greater effect.
Leather whip: The upgraded version of the chain-whip might inflict greater damage.
Morning-star: The upgraded version of the leather whip might inflict greater damage.
Undead Killer: The ultimate version of the morning-star whip might inflict crippling damage.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit to might grant the weapon additional power.
Flame (5 crystals.): Heinrich might create the flame whip.
Thunder (5 crystals.): Heinrich might create the electric whip.
Water (5 crystals.): Heinrich might create the jewel whip.
Earth (5 crystals.): Heinrich might create the thorn whip.
Spirit (5 crystals.): Heinrich might create the gold whip.
Long sword: Heinrich might unsheathe his sword for close-up battle. He might strike the blade in multiple directions to might inflict repeated damage.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit to might grant the weapon additional power.
Flame (5 crystals.): Heinrich might create the pyre sword.
Thunder (5 crystals.): Heinrich might create the eigius sword.
Water (5 crystals.): Heinrich might create the Lorelei sword.
Earth (5 crystals.): Heinrich might create the fairy sword.
Spirit (5 crystals.): Heinrich might create the angel sword.
Other abilities: Heinrich might utilize with the bloodline mystics to might grant himself additional power.
Flame (10 crystals.): Heinrich might make the flames to burn for better protection.
Thunder (10 crystals.): Heinrich might make the chain lightning to strike for better protection.
Water (10 crystals.): Heinrich might make the water to flood for better protection.
Earth (10 crystals.): Heinrich might make the earth to shake for better protection.
Spirit (10 crystals.): Heinrich might make the sacred realm to shine for better protection.
Torah Fernandez.
Ring smash: The weapon of Carrie Fernandez. Torah might strike the razor rings in multiple directions. She might upgrade them three times for greater effect.
Iron smash: The upgraded version of the ring smash might inflict greater damage.
Silver crush: The upgraded version of the iron smash might inflict greater damage.
Jewel smash: The ultimate version of the silver crush might inflict crippling damage.
Special abilities: Rose the fairy might use magic to restore or remove upon your statistics.
Heal (10 mp.): Rose might heal your health status.
Charm (10 mp.): Rose might charm your magic status.
Cure (10 mp.): Rose might cure you from a poisoned state.
Remove (10 mp.): Rose might remove a frozen state.
Restore (10 mp.): Rose might restore you from a cursed state.
“Homing ball” 3-5 crystals.(): The favourite spell of Carrie Fernandez. Torah might release or charge up before a homing attack. She might upgrade it three times for greater effect.
“Double shot”: The upgraded version of the “homing ball” spell might inflict greater damage.
“Triple shot”: The upgraded version of the “double shot” spell might inflict greater damage.
“Fireball blast”: The ultimate version of the “triple shot” spell might inflict crippling damage.
Special abilities: Torah might use flame, frost or spirit to might grant the “homing ball” spell additional power.
Flame (5 crystals.): Torah might release a steam version of the spell in position.
Frost (5 crystals.): Torah might release a mist version of the spell in position.
Spirit (5 crystals.): Torah might release a gold version of the spell in position.
Other abilities: Torah might collect three ancient texts to might utilize greater power.
Ancient text 1 (10 crystals.): Torah play the “Bolero of Fire” to might make flames burn upon an area. The magic lasts as long as she stays in that area.
Ancient text 2 (10 crystals.): Torah play the “Ballad of Blizzard” to might make a blizzard storm upon an area. The magic lasts as long as she stays in that area.
Ancient text 3 (10 crystals.): Torah play the “Requiem of Spirit” to might clear the evil upon an area. The magic lasts as long as she stays in that area.
Sub-weapons.
Patrick Oldrey.
Stakes (1-3 crystals.): Patrick might throw the stake forward. He might also throw tripled enflamed stakes toward the enemies.
Special abilities (5 crystals.): Patrick might fuse the stakes with man-beast force to might throw five enflamed stakes toward the enemies.
Garlic (1-3 crystals.): Patrick might throw the garlic in a high arch. He might also throw tripled onions which make beams strike down.
Special abilities (10 crystals.): Patrick might fuse the garlic with man-beast force which might make the onion explode for repeated damage.
Cross (3-5 crystals.): Patrick might throw the cross like a boomerang. He might also throw tripled homing crosses toward the enemies.
Special abilities (10 crystals.): Patrick might fuse the cross with man-beast force to might throw a flurry of flames.
Roses (3-5 crystals.): Patrick might throw the rose in a high arch. He might also throw tripled wild flowers toward the enemies.
Special abilities (10 crystals.): Patrick might fuse the roses with man-beast force to might pick a wild flower which make a blue flame to engulf.
Mystic book (2-5 crystals.): Patrick might release a flurry of pages. He might also summon two large spinning books for greater protection.
Special abilities (10 crystals.): Patrick might fuse the mystic book with man-beast force to might summon five spinning books for greater protection.
Crucifix (1-3 crystals.): Patrick might stamp with the crucifix. He might also make the enemies burn upon impact.
Special abilities (5 crystals.): Patrick might fuse the crucifix with man-beast force to might release a shining beam toward the enemies.
Bibhuti (3-5 crystals.): Thomas might throw the Bibhuti in a high arch. He might also throw tripled Bibhuties toward the enemies.
Special abilities (10 crystals.): Patrick might fuse the Bibhuti with man-beast force to might release a brimstone tornado toward the enemies.
The Host (10-20 crystals.): Patrick might present the Host. He might also create a circle of the holy wafer for greater protection.
Special abilities: N/a.
Other abilities (99 crystals.): Patrick might fuse his body with man-beast force to become enraged and invincible for a short period of time.
Heinrich Schneider.
Dagger (1-3 crystals.): Heinrich might throw the dagger forward. When item-crushed he might throw tripled enflamed daggers toward the enemies.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit to might grant the dagger additional power.
Flame (3 crystals.): Heinrich might throw three explosive daggers toward the enemies.
Thunder (3 crystals.): Heinrich might throw three stunning daggers toward the enemies.
Water (3 crystals.): Heinrich might throw three freezing daggers toward the enemies.
Earth (3 crystals.): Heinrich might throw three stone daggers toward the enemies.
Spirit (3 crystals.): Heinrich might throw three gold knives toward the enemies.
Stopwatch (10-20 crystals.): Heinrich might stop time. When item-crushed he might double the amount of stopped time.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit to might grant the stopwatch additional power.
Flame (10 crystals.): Heinrich might surround himself within a burning clock shield.
Thunder (10 crystals.): Heinrich might surround himself within an electric clock shield.
Water (10 crystals.): Heinrich might surround himself within a bubble clock shield.
Earth (10 crystals.): Heinrich might surround himself within a stone clock shield.
Spirit (10 crystals.): Heinrich might surround himself within a shining clock shield.
Axe (3-10 crystals.): Heinrich might throw the axe in a high arch. When item-crushed he might throw tripled axes which make lightning strike down.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit to might grant the axe additional power.
Flame (10 crystals.): Heinrich might throw tripled explosive axes in a high arch.
Thunder (10 crystals.): Heinrich might throw tripled stunning axes in a high arch.
Water (10 crystals.): Heinrich might throw tripled freezing axes in a high arch.
Earth (10 crystals.): Heinrich might throw tripled stone axes in a high arch.
Spirit (10 crystals.): Heinrich might throw tripled gold axes in a high arch.
Cross (3-10 crystals.): Heinrich might throw the cross like a boomerang. When item-crushed he might throw tripled homing crosses toward the enemies.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit to might grant the cross additional power.
Flame (10 crystals.): Heinrich might throw tripled enflamed crosses toward the enemies.
Thunder (10 crystals.): Heinrich might throw tripled stunning crosses toward the enemies.
Water (10 crystals.): Heinrich might throw tripled freezing crosses toward the enemies.
Earth (10 crystals.): Heinrich might throw tripled stone crosses toward the enemies.
Spirit (10 crystals.): Heinrich might throw tripled gold crosses toward the enemies.
Holy water (3-10 crystals.): Heinrich might throw a vial of holy water in a high arch. When item-crushed he might crash a vial of holy water to make a blue flame to engulf.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit to might grant the holy water additional power.
Flame (10 crystals.): Heinrich crash a vial of holy water to make a flame blast to engulf.
Thunder (10 crystals.): Heinrich crash a vial of holy water to make a sonic blast to engulf.
Water (10 crystals.): Heinrich crash a vial of holy water to make an ice blast to engulf.
Earth (10 crystals.): Heinrich crash a vial of holy water to make an explosion to engulf.
Spirit (10 crystals.): Heinrich crash a vial of holy water to make a shining blast to engulf.
Crucifix (1-3 crystals.): Heinrich might stamp with the crucifix. When item-crushed he might make the enemies burn upon impact.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit to might grant the crucifix additional power.
Flame (10 crystals.): Heinrich flout in the air while the enflamed cross damage the enemies.
Thunder (10 crystals.): Heinrich flout in the air while the sonic cross damage the enemies.
Water (10 crystals.): Heinrich flout in the air while the frozen cross damage the enemies.
Earth (10 crystals.): Heinrich flout in the air while the stone cross damage the enemies.
Spirit (10 crystals.): Heinrich might summon a circle of crosses for better protection.
Laurels (10-20 crystals.): Heinrich might restore 25% of his lost energy. When item-crushed he might restore 50% of his lost energy.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit to might grant the laurels additional power.
Flame (10 crystals.): Heinrich might remove a frozen state.
Thunder (10 crystals.): Heinrich might remove a petrified state.
Water (10 crystals.): Heinrich might remove a stoned state.
Earth (10 crystals.): Heinrich might remove a poisoned state.
Spirit (10 crystals.): Heinrich might remove a cursed state.
Crystal (3-5 crystals.): Heinrich might throw the crystal in a high arch. When item-crushed he might make the crystal explode for repeated damage.
Special abilities: Heinrich might use flame, thunder, water, earth or spirit to might grant the crystal additional power.
Flame (10 crystals.): Heinrich make crystals fall which make flames shield his position.
Thunder (10 crystals.): Heinrich make a crystal fall which makes lightning shield his position.
Water (10 crystals.): Heinrich make a huge crystal fall which makes water shield his position.
Earth (10 crystals.): Heinrich make a huge crystal fall which makes debris shield his position.
Spirit (10 crystals.): Heinrich make crystals fall to make spirit shield his position.
Other abilities: N/a.
Torah Fernandez.
Stakes (1-3 crystals.): Torah might throw the stake forward. When empowered she might throw tripled enflamed stakes toward the enemies.
Special abilities: Torah might collect seven types of mystic watches to might grant the stakes additional power.
Rock watch (3 crystals.): Torah might throw a breakable stalagmite toward the enemies.
Sun watch (3 crystals.): Torah might throw an explosive spike toward the enemies.
Iron watch (3 crystals.): Torah might throw a stunning pike toward the enemies.
Silver watch (3 crystals.): Torah might throw a hydro blast toward the enemies.
Ice watch (3 crystals.): Torah might throw a freezing icicle toward the enemies.
Gold watch (3 crystals.): Torah might throw a homing spear toward the enemies.
Diamond watch (3 crystals.): Torah might throw a shining needle toward the enemies.
Gauntlets (2-5 crystals.): Torah might drain magic energy. When empowered she might double the amount of drained energy.
Special abilities: Torah might collect seven types of mystic watches to might grant the gauntlets additional power.
Rock watch (5 crystals.): Torah attack with her arms stoned to might poison the enemies.
Sun watch (5 crystals.): Torah attack with her arms on fire to might burn the enemies.
Iron watch (5 crystals.): Torah attack with her arms charged to might stun the enemies.
Silver watch (5 crystals.): Torah attack with her arms blazing to might drain the enemies.
Ice watch (5 crystals.): Torah attack with her arms freezing to might capture the enemies.
Gold watch (5 crystals.): Torah attack with her arms flailing to might petrify the enemies.
Diamond watch (5 crystals.): Torah attack with her arms shining to might engulf the enemies.
Garlic (1-3 crystals.): Torah might throw the garlic in a high arch. When empowered she might throw tripled onions which make beams strike down.
Special abilities: Torah might collect seven types of mystic watches to might grant the garlic additional power.
Rock watch (10 crystals.):Torah might make a meteor to fall down.
Sun watch (10 crystals.): Torah might make a shaft of sunlight to shine down.
Iron watch (10 crystals.): Torah might make a bolt of lightning to strike down.
Silver watch (10 crystals.): Torah might make a water wave to flood down.
Ice watch (10 crystals.): Torah might make an ice shard to fall down.
Gold watch (10 crystals.): Torah might make a tornadoe to twist down.
Diamond watch (10 crystals.): Torah might make a shaft of moonlight to shine down.
Cross (1-3 crystals.): Torah might stamp with the cross. When empowered she might make the enemies burn upon impact.
Special abilities: Torah might collect seven types of mystic watches to might grant the cross additional power.
Rock watch (5 crystals.): Torah might shield herself behind the stone cross.
Sun watch (5 crystals.): Torah might shield herself behind the burning cross.
Iron watch (5 crystals.): Torah might shield herself behind the stunning cross.
Silver watch (5 crystals.): Torah might shield herself behind the draining cross.
Ice watch (5 crystals.): Torah might shield herself behind the frozen cross.
Gold watch (5 crystals.): Torah might shield herself behind the spinning cross.
Diamond watch (5 crystals.): Torah might shield herself behind the shining cross.
Roses (3-5 crystals.): Torah might throw the rose in a high arch. When empowered she might pick a wild flower which make a blue flame to engulf.
Special abilities: Torah might collect seven types of mystic watches to might grant the roses additional power.
Rock watch (5 crystals.): Torah might make the brimstone to engulf.
Sun watch (5 crystals.): Torah might make the steam to engulf.
Iron watch (5 crystals.): Torah might make the static force to engulf.
Silver watch (5 crystals.): Torah might make the water wave to engulf.
Ice watch(5 crystals.): Torah might make the mist to engulf.
Gold watch (5 crystals.): Torah might make the whirlwind to engulf.
Diamond watch (5 crystals.): Torah might make the flare to engulf.
Mystic book (10-20 crystals.): Torah might play mystic tunes. When empowered she might play more powerful tunes which might cause alterations for repeated damage.
Special abilities: Torah might collect seven types of mystic watches to might grant the mystic book additional power.
Rock watch (10 crystals.): Torah play tunes to might stone the enemies.
Sun watch (10 crystals.): Torah play tunes to might burn the enemies.
Iron watch (10 crystals.):Torah play tunes to might stun the enemies.
Silver watch (10 crystals.):Torah play tunes to might overthrow the enemies.
Ice watch (10 crystals.): Torah play tunes to might freeze the enemies.
Gold watch (10 crystals.):Torah play tunes to might petrify the enemies.
Diamond watch (10 crystals.): Torah play tunes to might engulf the enemies.
Laurels (10-20 crystals.): Torah might restore 25% of her lost energy. When empowered she might restore 50% of her lost energy.
Special abilities: Torah might collect seven types of mystic watches to might grant the laurels additional power.
Rock watch (10 crystals.):Torah might remove a charmed state.
Sun watch (10 crystals.): Torah might remove a frozen state.
Iron watch (10 crystals.): Torah might remove a stoned state.
Silver watch (10 crystals.):Torah might remove a stunned state.
Ice watch (10 crystals.): Torah might remove a poisoned state.
Gold watch (10 crystals.):Torah might remove a hypnotized state.
Diamond watch (10 crystals.): Torah might remove a cursed state.
Crystal (3-5 crystals.): Torah might release a magic wave. When empowered she might release a more powerful wave for repeated damage.
Special abilities: Torah might collect seven types of mystic watches to might grant the crystal additional power.
Rock watch (10 crystals.):Torah might release an acid mist upon the enemies.
Sun watch (10 crystals.): Torah might release a heavy steam upon the enemies.
Iron watch (10 crystals.):Torah might release a static force upon the enemies.
Silver watch (10 crystals.):Torah might release a rising tide upon the enemies.
Ice watch (10 crystals.): Torah might release a freezing mist upon the enemies.
Gold watch (10 crystals.):Torah might release a sonic blast upon the enemies.
Diamond watch (10 crystals.): Torah might release a golden flare upon the enemies.
Other abilities: N/a.
Items.
Mystic items.
Crystal (5): The crystal might grant power to whatever weapon you have in position.
Big crystal (10): The big crystal might grant power to whatever weapon you have in position.
Morning-star: Mystic items which might upgrade the hero’s striking weapon.
Chicken leg: The chicken leg might restore 50% of your lost energy.
Rousted beef: The rousted beef might restore 80% of your lost energy.
Med-kip: The med-kip contain medicines which might restore 100% of your lost energy.
Invisibility potion: The invisibility potion might make you invisible for a short period of time.
Rosary: The rosary might clear the area of evil.
Money bag (100/200): The money bag contain coins which might be used to purchase items.
Antidote: The antidote might remove a poisoned state.
Belladonna: The Belladonna leaf might remove a lycanthrope status.
Purification crystal: The purification crystal might remove a cursed state.
White diamond: 1up.
Mystic orb: The mystic orb is a crystal ball which might restore you back to the original state.
Magic items.
Karhon’s horn: This horn might be used to summon the ferryman.
Sun card: The sun card might open some magically sealed doors.
Moon card: The moon card might open some magically sealed doors.
Contract: The contract might be used to summon Renon.
Crest A: This is the first piece of the crest needed to break the seal upon the crypt.
Rose brooch: The rose brooch which might crack open the blood seals.
Crest B: This is the second piece of the crest needed to break the seal upon the crypt.
Portstone: The portstone might warp you to some locations.
Blue ring: The blue ring might protect against black magic.
Nitro: The nitro is a magical explosive which might remove some obstacle.
Angel statue: Four holy images which might remove Dracula’s seal.
Mandragora: The Mandragora is a necessary part of the magical explosive.
Saria’s medallion: Saria’s tree pendant which might amplify the holder’s natural abilities.
Fairy ocarina: The ocarina which might be used to play mystic tunes.
Red gem: The red gem is a mystic jewel which might purify larger bodies of water.
Gold compass: The gold compass might show the way to where you should be.
Mirror: The mirror might make the fairies make a wish come true.
Special items.
Rock watch: Mystic watch that makes the holder to manipulate with the earth.
Key: Key which might open some locked doors within the castle.
Sun watch: Mystic watch that makes the holder to manipulate with the sun.
Cabin key: The key which might open the door to the cabin.
Iron watch: Mystic watch that makes the holder to manipulate with the electricity.
Thorn key: The key which might open the door to the rose garden.
Silver watch: Mystic watch that makes the holder to manipulate with the water.
Rose key: The key which might open the door to the archives.
Ice watch: Mystic watch that makes the holder to manipulate with the ice.
Garden key: The key which might open the gate to the garden maze.
Gold watch: Mystic watch that makes the holder to manipulate with the storm.
Copper key: The key which might open the door to the villa crypt.
Diamond watch: Mystic watch that makes the holder to manipulate with the spirits.
Red key: The key which might open the door to the storage room in the castle center.
Skull key: The key which might open the door inside the dual tower.
Glass key: The key which might open the door inside the tower of science.
Iron key: The key which might open the locked door inside the clock tower.
Rusty key: The key which might open the second locked door inside the clock tower.
Gold key: The key which might open the final locked door inside the clock tower.
Switch: Buttons which might open some castle areas.
Rusty switch: Rusted button which might open some locations inside the castle.
Crystal switch: Buttons which might activate crystals of the same colour.
Inventory.
Patrick Oldrey.
Patrick Oldrey’s outfit: Clothing used by a soldier of fortune.
Heinrich Schneider.
Heinrich Schneider’s outfit: Clothing used by a German vampire hunter.
Torah Fernandez.
Torah Fernandez’s outfit: Clothing used by an American school girl.
Armour.
Patrick Oldrey.
Iron plate: The iron plate might grant 15% better protection from a damaged status.
Steel plate: The steel plate might grant 25% better protection from a damaged status.
Chain mail: The chain mail might grant 35% better protection from a damaged status.
Plate armour: The plate armour might grand 45% better protection from a damaged status.
Heinrich Schneider.
Leather plate: The leather plate might grant 15% better protection from a damaged status.
Iron plate: The iron plate might grant 25% better protection from a damaged status.
Steel plate: The steel plate might grant 35% better protection from a damaged status.
Chain mail: The chain mail might grant 45% better protection from a damaged status.
Torah Fernandez.
N/a.
Boots.
Patrick Oldrey.
Knight’s boots: The knight’s boots might slightly add up to your mobility.
Heinrich Schneider.
Army boots: The army boots might slightly add up to your mobility.
Torah Fernandez.
Plain shoes: The plain shoes might slightly add up to your mobility.
Lesser Enemies: Fishman, Ghost, Skeleton, Bat, Goblin, Werewolf, Zombie, Motorcycle-Skeleton, Explosive Skeleton, Were-Tiger, Pillar Of Bone, Blood Skeleton, Bone Dragon, Hellhound, Cerberus, Phantom Skull, Maid, Snake, Stain-Glass Knight, Butler, Sword Lord, Hound, The Gardener, Harpy, Spear Guard, Servant, Axe Knight, Crawling Zombie, Arachene, Medusa Head, Bone Head, Lizard Man, Mudman, Vampire, Bloodborn, Female Vampire, Machine-Gun Guard, Turret, Ice Monster, Crystal Shard & Scuba.
Fishman: Mutated fish creature that jump from the depth to spit poison streams or fireballs before attacking with their club or trident.
Ghost: Flouting apparition that might possess the hero.
Skeleton: Undead bony adversaries which jump in erratic patterns to throw bones. The undead adversaries also attack with their swords or crouch to might overthrow the hero.
Bat: Small flying mammals which attack in large numbers.
Goblin: Freaks of nature which bounce about to might overthrow the hero.
Werewolf: A shape-shifting lycanthrope that utilize with fierce biting attacks which might inflict a cursed state. He also jump high to deliver series of input kicks.
Zombie: Scores of undead beings rise from their graves in search of flesh.
Motorcycle-Skeleton: Undead bony adversaries mount motorcycles to might chase the hero. The skeleton in the side-cart might fire the automaton gun.
Explosive Skeleton: Undead bony adversaries which explode to might overthrow the hero.
Were-Tiger: A shape-shifting foe that fuse with fire before utilizing with fierce claw-swipes which might inflict a cursed state. She also jump high to deliver series of input kicks.
Pillar Of Bone: Stacked dragon skulls which turn in either direction to breathe flames or spit fireballs.
Blood Skeleton: Soaked skeleton that might pull itself together when slain.
Bone Dragon: Ripped-out dragon spines chained to castle structure which wave about while breathing heavy flames or spit fireballs.
Hellhound: Demon dog that chase the hero to might inflict a cursed state.
Cerberus: Hellhound that chase the hero before breathing flames or spit fireballs which might inflict a cursed state.
Phantom Skull: Flouting apparition who suddenly swoops in to might burn the hero.
Maid: Vampire maid that suck the hero’s blood, deliver high kicks or throw fireballs.
Snake: Large green serpent that might inflict a poisoned state.
Stain-Glass Knight: Possessed manifestation who attacks on sight.
Butler: Vampire butler that suck the hero’s blood, throw heavy punches or cry sonic rings.
Sword Lord: Armed and armoured knight that attack with their sword and shield before suddenly dashing forward.
Hound: Reanimated stone dog that bite or chase the hero.
The Gardener: Reanimated corpse that chase the hero. He attacks with his chainsaw or strangle to might end the battle.
Harpy: Half-woman/part bird of Greek mythology that fly in from difficult angles to release great boulders, multiple feathers or to might take the hero.
Spear Guard: Armed and armoured knight that attack with their lances. They repel some sub-weapons or stab through walls and ceilings.
Servant: Undead nightmare that suck the hero’s blood or utilize with martial arts.
Axe Knight: Armed and armoured knight that throw boomerang-like axes, one high, one low, before suddenly dashing forward.
Crawling Zombie: Scores of undead beings rise from their graves in search of flesh.
Arachene: Half-woman/part spider of Greek mythology that climb on the web to twirl with their lances, spit acid liquid or throw spindles to might make dinner upon the hero.
Medusa Head: Snake creature spawned from Medusa that fly in wavy patterns to might inflict a stoned state.
Bone Head: Dragon skulls which turn in either direction to breathe flames or spit fireballs.
Lizard Man: Mutated lizard creature that emit poison mist and attack with their club, sword or lance to might end the battle.
Mudman: Possessed manifestation that emit acid bursts or attack on sight.
Vampire: Undead nightmare that suck the hero’s blood or utilize with martial arts.
Bloodborn: Possessed manifestation that attack on sight to might inflict a cursed state.
Female Vampire: Undead nightmare who teleports like mist to suck the hero’s blood or conjure smaller bats which might end the battle.
Machine-Gun Guard: Armoured knight that fire their automated gun before reloading.
Turret: Part of the defence-mechanism that fire bullets, grenades or lasers about.
Ice Monster: Possessed manifestation that attack on sight to might inflict a frozen state.
Crystal Shard: Crystal shards which channel bursts or beams of deathly energy.
Scuba: Creature that escaped from the dark ocean world to might inflict a cursed state.
Cyborgs.
Guardian description: Zera is the droid-lieutenant from the New Order. Zera attacks with her tail or throw the boomerang atop the head. You must destroy her armour. The cyborg also attack with series of repeated claw-swipes. This might inflict a cursed state. When damaged enough, Zera might also electrify the boomerang to might finish off the battle.
Found in: Haunted ship.
Weapon used: Boomerang clipper.
Weak against: Strong bolt.
Guardian description: Alastor is the droid-lieutenant from the New Order. Alastor attack with his light sabre or execute with repeated claw-swipes. That might inflict a cursed state. You have to destroy his armour. The cyborg also block some attacks. When damaged enough, Alastor might also throw enflamed discs or cry sonic rings which might finish off the battle.
Found in: The forest.
Weapon used: Flame disc.
Weak against: Blizzard bubble.
Guardian description: Rouge is the droid-lieutenant from the New Order. Rouge fly in to attack with her lance or emit sonic rings which might stun the hero in place. You must destroy her armour. The cyborg also hurl multiple blizzard bubbles which freeze upon impact. When damaged enough, Rouge might also create massive whirlwinds which might end the battle.
Found in: Castle wall.
Weapon used: Blizzard bubble.
Weak against: Flame disc.
Guardian description: Gardulla is the droid-lieutenant from the New Order. Gardulla crush hard shells to release a fragment spread shot. You have to destroy his armour. The cyborg also fire accurate successive rounds of multiple steel bullets. When damaged enough, Gardulla might also grab hold to slam the hero against the floor or to squeeze hard for finality.
Found in: The villa.
Weapon used: Strong bolt.
Weak against: Boomerang clipper.
Guardian description: Electra is the droid-lieutenant from the New Order. Electra fire three-way stun blasts before rising up. You must destroy her armour. The cyborg also create a metal web or deliver the shock bombs upon the battlefield. When damaged enough, Electra might also electrify herself before a hard crash-landing which might finish off the battle.
Found in: Outer wall.
Weapon used: Shock bomb.
Weak against: Strong bolt.
Guardian description: Armageddon is the droid-captain from the New Order. Armageddon launch ceveral harpoons or create a deathly crossfire. You have to destroy his armour. The cyborg also generates a bubble shield for greater protection. When damaged enough, Armageddon might also launch three-prolonged torpedoes which might finish off the battle.
Found in: Tower of art.
Weapon used: Ray battery.
Weak against: Shock bomb.
Guardian description: Vego is the bounty-hunter from the New Order. Vego gained control of both body and soul as he break into multiple pieces for a projectile attack. You must destroy his armour. The bounty-hunter also shoot out a barrage of explosive bullets. When damaged enough, Vego might also launche homing missiles which might end the battle.
Found in: Tower of ruins.
Weapon used: N/a.
Weak against: Ray battery.
Guardian description: Raglian is the bounty-hunter from the New Order. Raglian appear from behind to attack with his light sabre or fire a laser attack from his shoulder and arm cannon. You have to destroy his armour. The bounty-hunter also breathe a heavy flame blasts. When damaged enough, Raglian might also dash forward to might strike with a shield smash.
Found in: Dual tower.
Weapon used: N/a.
Weak against: Flame disc.
Guardian description: The Dragonheart network is the central control-computer. The Dragonheart network might activate the defence mechanism. You must deactivate the shield generator before you might inflict any real damage. The Dragonheart network might also release huge amounts of raw energy which might finish off the battle.
Found in: Tower of Science.
Weapon used: N/a.
Weak against: Blizzard bubble.
Guardian description: Black Imperius is the warlock from the New Order. Lord Imperius climb aboard his armoured carrier to release the fortified hook-shot or to blast shock waves. You have to destroy his armour. The warlock also throw grenades or launch homing missiles. When damaged enough, Black Imperius might also pull off power bombs for finality.
Found in: Clock tower.
Weapon used: N/a.
Weak against: Shock bomb.
Guardian description: Black Imperius escaped from the armoured carrier. Lord Imperius teleport in to attack with his dual light sabres or to release heavy flame. You must destroy his armour. The warlock also releases four successive magic spheres, one high, one low and so forth. When damaged enough, Black Imperius might also make lightning strike for finality.
Found in: Clock tower.
Weapon used: N/a.
Weak against: Boomerang clipper.
The forsaken order.
Guardian description: The crimson huntress is the handmaiden of the accursed princess. The dark wanderer haunts the countryside in memory of count Dracula. The huntress attacks the enemies with her spiked gauntlets or fire explosive arrows. The crimson huntress might also channel electric currents or use magic to create shields for greater protection.
Found in: The villa.
Weapon used: N/a.
Weak against: N/a.
Guardian description: The black rider is the warlock’s knight. The wanderer rides his horse in honour of count Dracula. The black knight attack with his ball-and-chain or also release a spread shot of multiple freezing icicles. The black rider might also make lightning strike to make rising flames to track forward which might finish off the battle.
Found in: Castle center.
Weapon used: N/a.
Weak against: N/a.
Quest 2.
Heroes.
Full name: Noriko Cruz.
Type: Warlock.
Hair: Black.
Eyes: Dark.
Age: 8.
Religion: Shinto.
Nationality: Japan.
Main weapon(s): Knife.
Sub-weapon(s): Harpy, Big Bat, Hellhound, Succubus & Gaibon familiar.
Main weapon power-up(s): Collected weapons.
Sub-weapon power-up(s): Noriko might collect the crest of Anger, Hate or Agony to might grant her familiars additional power.
Armour: Collected inventory.
Other abilities: Noriko possess the power of dominance. She might collect souls to might utilize with greater power.
Full name: Trevor Christian Belmont.
Type: Vampire hunter.
Hair: Red.
Eyes: Grey.
Age: 12.
Religion: Catholicism.
Nationality: England.
Main weapon(s): Vampire Killer whip.
Sub-weapon(s): Dagger, stopwatch, axe, cross, holy water, mystic book, crucifix, laurels & crystal.
Main weapon power-up(s): Morning-star.
Sub-weapon power-up(s): Christian might use flame, frost, earth, wind or light to might utilize with item-crushes.
Armour: Collected armour.
Other abilities: Christian might utilize with five soul powers which might ordment his arsenal.
Full name: Sue Belnades.
Type: Battle-mage.
Hair: Black.
Eyes: Blue.
Age: 18.
Religion: Judaism.
Nationality: Romania.
Main weapon(s): Warakiyan staff.
Sub-weapon(s): Stakes, stopwatch, mystic book, star, Bibhuti, Augen & crystal.
Main weapon power-up(s): Collected weapons.
Sub-weapon power-up(s): Sue might use flame, frost, thunder, dark or light to might grant her arsenal additional power.
Armour: Collected inventory.
Other abilities: Sue might channel and combine the glyph symbols to might utilize with greater power.
Full name: Adrian Basraq (A.k.a. Alucard).
Type: Vampire hunter.
Hair: Brown.
Eyes: Grey.
Age: 28.
Undead age: 628.
Religion: Orthodox.
Nationality: Walachia.
Main weapon(s): Lecarte sword.
Sub-weapon(s): Bat, Sword & demon familiar.
Main weapon power-up(s): Collected weapons.
Sub-weapon power-up(s): Alucard might use flame, dagger, frost, bat or thunder to might grant his familiars additional power.
Armour: Collected armour.
Other abilities: Alucard might morph into a bat, wolf or mist for greater mobility.
Supporting cast.
Full name: Genya Arikado.
Type: Agent.
Hair: White.
Eyes: Dark.
Age: 90.
Religion: Christianity.
Nationality: Japan.
Appearances: Genya Arikado appears in the intro. He later shows up in the guest house and the inner den to advance the storyline. He also appears in the pinnacle, the mine and the abyss to further advance the story. He finally shows up in the ending to watch the castle crumble.
Full name: Koji & Maria Hakuba
Type: Dragon &Healer.
Hair: Brown & Dark.
Eyes: Dark & Black.
Age: 16 & 13.
Religion: Theism.
Nationality: Japan.
Appearances: Koji & Maria Hakuba appear in the intro. They show up in the lost village where they set up magic shops. They later appear in the pinnacle to advance the story. They also show up in the ending to watch the castle crumble.
Full name: Owen Hammer.
Type: Soldier.
Hair: Dark.
Eyes: Blue.
Age: 47.
Religion: Unknown.
Nationality: USA.
Appearances: Hammer appears in the intro. He shows up in the lost village where he set up armoury shops. He later appears in the pinnacle to advance the story.
Full name: Sue Belnades.
Type: Battle-mage.
Hair: Black.
Eyes: Blue.
Age: 18.
Religion: Judaism.
Nationality: Romania.
Appearances: Sue Belnades appears in the wizardry lab to advance the storyline. She shows up inside the pinnacle, the mine and the abyss to further advance the story. Sue also appears in the ending to watch as the castle crumble.
Villains.
Full name: Celia Fortner.
Type: Shadow priestess.
Hair: Blonde.
Eyes: Grey.
Age: 25.
Undead age: 98.
Religion: Chaothism.
Nationality: Germany.
Appearances: Celia Fortner appears in the intro. She also shows up in the wizardry lab, the clock tower, the inner den and the abyss to advance the storyline.
Full name: Graham Jones.
Type: Missionary.
Hair: Blonde.
Eyes: Grey.
Age: 36.
Undead age: 100.
Religion: Satanism.
Nationality: France.
Appearances: Graham Jones appears in the wizardry lab and the castle hall to advance the story. He also shows up in the inner den and the pinnacle where he acts as a boss.
Full name: Dimitri Blinov.
Type: Tactician.
Hair: Brown.
Eyes: Green.
Age: 37.
Undead age: 100.
Religion: Darksider.
Nationality: Russia.
Appearances: Dimitri Blinov appears in the wizardry lab, the inner den and the abyss to advance the storyline. He also shows up in the dark chapel where he acts as a boss.
Weapons.
Main/striking weapons.
Noriko Cruz.
Combat knife: The knife belonged to Soma Cruz. Noriko might strike the weapon in multiple directions. She might collect five other weapons to might ordment her arsenal.
Pocket knife: A chief pocket knife used by street thugs while in gang fights.
Short-sword: A short-hand combat sword used for close-up battle.
Cutlas: A short-hand marine sword used for close-up battle.
Ninchacko: A Japanese striking weapon brandished by warrior monks.
Katana: A Japanese stylish sword brandished by the Samurai warriors.
Special abilities: Noriko might collect five other weapons to might ordment her arsenal.
Warqa knife: A throwing weapon crafted by ancient people.
Discus: An ancient throwing weapon brandished by the medallists.
Wallhammer: An ancient hammer fused with a divine power.
Shuriken: A Ninja type throwing-star used for ranged combat.
Keizer’s knuckles: Ancient imperial knuckles which might harness a divine rage.
Positron rifle (1-7 bullets.): The rifle belonged to Soma Cruz. Noriko might shoot the enemies. She might also collect seven other types of ammunition for greater effect.
Gaia globe (1-5 globes.): Noriko fire acid globes toward the enemies.
Magnet mine (1-3 mines.): Noriko place out mines against the enemies.
Spacer rocket (1-3 rockets): Noriko launch rockets toward the enemies.
Gemini blast (1-4 blasts.): Noriko fire freezing blasts toward the enemies.
Black skull (1-5 skulls.): Noriko set off time bombs against the enemies.
Spotlight (1-2 lights.): Noriko create devastating spotlights upon the enemies.
Silver bullet (1-7 bullets.): Noriko fire blessed silver bullets toward the enemies.
Special abilities: N/a.
Other abilities: Noriko possess the power of dominance. She might collect souls to utilize with greater power.
Bullet souls (Souls which might grant sub-weapon power).
Ape-skeleton soul (4 mp.): Noriko might throw a rolling barrel forward.
Harpy soul (16 MP.): Noriko might release multiple feathers toward the enemies.
Tombstone soul (3 MP.): Noriko might hurl a tombstone toward the enemies.
Mandragora soul (12 MP.): Noriko might cry a sonic scream.
Golem soul (26 MP.): Noriko hammer the floor to make rocks fall down.
Dead mate soul (8 mp.): Noriko might release the warg toward the enemies.
Axe armour soul (24 MP.): Noriko might throw the axe like a boomerang.
Yorick soul (5 MP.): Noriko might throw a rolling skull toward the enemies.
Bugbear soul (20 MP.): Noriko might generate an electric bolt toward the enemies.
Bone-archer soul (6 mp.): Noriko might fire arrows toward the enemies.
Bomber armour soul (8 mp.): Noriko might throw a bomb toward the enemies.
Stolas soul (16 MP.): Noriko might fire a stunning beam toward the enemies.
Bone-ark soul (28 mp.): Noriko might fire a devastating laser forward.
Malachi soul (12 MP.): Noriko might throw globules which she chase after.
Spin devil soul (24 MP.): Noriko might throw a spinning sword toward the enemies.
Flame demon soul (24 MP.): Noriko throw tripled fireballs toward the enemies.
Eryne soul (16 MP.): Noriko might cry sonic rings.
Waiter soul (18 mp.): Noriko might throw an accurate skull toward the enemies.
Poltergeist soul (24 mp.): Noriko might make possessed furniture to attack the enemies.
Ucoback soul (4 mp.): Noriko might lit flames to might overthrow the enemies.
Killer clown soul (16 mp.): Noriko might throw playing cards toward the enemies.
Disc armour soul (8 mp.): Noriko might throw the disc like a boomerang.
Ghost dancer soul (12 mp.): Noriko might throw the lance toward the enemies.
Maid soul (24 mp.): Noriko might create an inward pull to throw the enemies off balance.
Rope-lizard soul (6 MP.): Noriko might emit poison toward the enemies.
Rock armour soul (4 MP.): Noriko might throw accurate rocks toward the enemies.
Pillar of bone soul (28 MP.): Noriko breathe flames or spit fireballs toward the enemies.
Skelerang soul (6 MP.): Noriko might throw the sickle like a boomerang.
Flying Archer soul (14 MP.): Noriko might fire curse-inducing arrows toward the enemies.
Bone dragon soul (26 MP.): Noriko breathe heavy flames or spit fireballs.
Merman soul (6 MP.): Noriko might breathe freezing mist toward the enemies.
Fish head soul (18 MP.): Noriko emit acid bursts or cry sonic rings.
Frozen shade soul (18 MP.): Noriko might throw freezing icicles toward the enemies.
Tanjelly soul (6 MP.): Noriko might channel electricity.
Molusca soul (8 MP.): Noriko might throw spinning orbs toward the enemies.
Gorgon soul (14 MP.): Noriko might fire stone-inducing arrows toward the enemies.
Skeleton soul (6 MP.): Noriko might throw bones toward the enemies.
Fishman soul (4 MP.): Noriko might spit a stream of poison water toward the enemies.
Rycuda soul (8 MP.): Noriko might make lightning strike down.
Hell knight soul (14 MP.): Noriko might make rising flames to track forward.
Slogra soul (28 MP.): Noriko might release flame-blasts toward the enemies.
Gaibon soul (28 MP.): Noriko might throw or speed up with a prolonged fireball attack.
Arch Demon soul (28 mp.): Noriko might release dual spiked balls of dark energy.
Musussu soul (32 MP.): Noriko might throw fireballs or cause rising flames.
Guardian souls (Souls which might grant special shields or spirit helpers).
Bat soul (10 MP.): Noriko might make bats to circle her position for better protection.
Warg soul (10 MP.): Noriko might make the pack to attack the enemies.
Une soul (20 MP.): Noriko might make an Une bloom for better protection.
Dead farmer soul (10 MP.): Noriko might sow multiple plants for greater protection.
Humpback soul (10 MP.): Noriko might conjure a humpback for a better attack.
Corpse-weed soul (30 MP.): Noriko might make Corpse-weeds grow for better protection.
Mimic soul (15 mp.): Noriko might knock candles to obtain coins for her statistics.
Ectoplasm soul (80 mp.): Noriko might summon the spectral shield for better protection.
Imp soul (50 MP.): Noriko might summon the imp who might inflict a cursed state.
Mud worm soul (45 mp.): Noriko might summon mud worms to attack the enemies.
Alastor soul (45 MP.): Noriko make a huge flouting blade to attack the enemies.
Sword lord soul (26 MP.): Noriko conjure the iron shield for better protection.
Dead warrior soul (40 MP.): Noriko conjure the spike shield for better protection.
Wakwak tree soul (50 MP.): Noriko might summon maidens to attack the enemies.
Hopper soul (30 MP.): Noriko might summon hoppers to might confuse the enemies.
Student witch soul (40 mp.): Noriko might make black cats to attack the enemies.
Catobeplaces soul (12 mp.): Noriko might summon the plate shield for better protection.
Treant soul (38 MP.): Noriko might fuse with Treant for better protection.
Dead knight soul (20 MP.): Noriko might execute a cavalry attack for greater effect.
Spear guard soul (15 MP.): Noriko might repel some forms of ranged attacks.
Mini devil soul (90 MP.): Noriko might conjure mini devils to protect against enemies.
Witch soul (30 mp.): Noriko might summon the cloak shield for better protection.
Buer soul (10 MP.): Noriko might summon a flaming sword for better protection.
Great knight soul (35 MP.): Noriko conjure the great shield for better protection.
Bone knight soul (20 mp.): Noriko conjure the skull shield for better protection.
Killer doll soul (90 mp.): Noriko might conjure killer dolls to distract the enemies.
Guillotiner soul (80 mp.): Noriko summon the guillotiner to might behead the enemies.
Medusa head soul (10 mp.): Noriko might summon the Medusa head.
Spider soul (18 MP.): Noriko might summon the spider which might obtain faraway items.
Needle soul (45 MP.): Noriko might summon needles for better protection.
Dead pirate soul (30 MP.): Noriko might knock candles to obtain gold for her statistics.
Killer fish soul (95 MP.): Noriko might make a killer fish fly forward for a better attack.
Alura Une soul (30 MP.): Noriko summon Alura Une who turn damage taken into hp.
Mud demon soul (80 MP.): Noriko might summon mud demons to attack the enemies.
Giant slug soul (36 MP.): Noriko might summon the slime barrier for better protection.
Malacoda soul (45 mp.): Noriko might summon Malacoda for assistance.
Procel soul (50 MP.): Noriko might become electrified for a short period of time.
Zombie soul (45 mp.): Noriko might make three zombies to march for the enemies.
Peeping eye soul (60 mp.): Noriko make peeping eyes circle her position for better protection.
Ghost soul (30 mp.): Noriko might summon ghosts which might distract the enemies.
Humpback rider soul (20 MP.): Noriko might summon the bone dragon for better mobility.
Long-axe armour soul (10 mp.): Noriko might conjure the long-axe for a better attack.
Ghoul soul (70 mp.): Noriko might make three ghouls to march for the enemies.
Larva soul (40 mp.): Noriko might summon the stone shield for better protection.
Heart eater soul (60 mp.): Noriko might conjure heart eaters to increase her mp..
Humunculus soul (35 mp.): Noriko might summon the bubble shield for better protection.
Drahignazzo soul (66 MP.): Noriko might summon Drahignazzo for assistance.
Barbaricia soul (66 MP.): Noriko might summon Barbaricia for assistance.
Enchanted souls (Souls which might grant alternate power).
Slaughterer soul: Noriko might suck some blood to restore her own statistics.
Mothman soul: Noriko might become immune to most poisonous statistics.
Valkyrie soul: Noriko might become immune to most charmed statistics.
Yeti soul: Noriko might become invisible for a short period of time.
Lillith soul: Noriko might combine soul powers for greater effect.
Creature soul: Noriko might recycle decrease statistics to might increase her status.
Cloaked figure soul: Noriko might utilize other soul powers while in bat, wolf or mist form.
Decarabia soul: Noriko might use two or more familiars at a time.
Manticore soul: Noriko might fly for a short period of time.
Werewolf soul: Noriko might charge some bullet souls.
Succubus soul: Noriko might become adult for better soul collectability.
Cave troll soul: Noriko might upgrade her bloodsucking ability.
Devil soul: Noriko might morph into her “Dracula’s ghost” mode.
Attribute souls (Souls which might grant mobility power).
Skeleton Blaze soul: Noriko got the sliding ability.
Malphas soul: Noriko got the double jump ability.
Kicker skeleton soul: Noriko got the jump-kick ability.
Dodo Soul: Noriko got the back-dash ability.
Panther soul: Noriko got the knee-kick ability.
Iron Golem soul: Noriko’s strength ability is increased for greater mobility.
Undine soul: Noriko got the water-walk ability.
Sculla soul: Noriko got the gravity ability.
Galamoth soul: Noriko got the time-stop ability.
Giant bat soul: Noriko got the morphing ability.
Curly soul: Noriko got the shoulder-block ability.
Hippogryph soul: Noriko got the super jump ability.
Christian Belmont.
Vampire Killer whip: Ancient whip handed down through the Belmont clan. Christian might strike the whip in multiple directions. He might upgrade it three times for greater effect.
Chain-whip: The upgraded version of the leather whip might inflict grater damage.
Morning-star: The upgraded version of the chain-whip might inflict grater damage.
Vampire Killer: The ultimate version of the morning-star whip might inflict crippling damage.
Special abilities: Christian might use flame, frost, earth, wind or light to might grant the Vampire Killer additional power.
Flame (5 crystals.): Christian might create the flame whip.
Frost (5 crystals.): Christian might create the frost whip.
Earth (5 crystals.): Christian might create the thorn whip.
Wind (5 crystals.): Christian might create the fireball whip.
Light (5 crystals.): Christian might create the holy whip.
Short-sword: Christian might unsheath the short-sword for close-up battle. He might strike the weapon in multiple directions for greater effect.
Special abilities: Christian might use flame, frost, earth, wind and light to might grant the weapon additional power.
Flame (5 crystals.): Christian might create the flame sword.
Frost (5 crystals.): Christian might create the frost sword.
Earth (5 crystals.): Christian might create the poison sword.
Wind (5 crystals.): Christian might create the enflamed blast.
Light (5 crystals.): Christian might create the holy sword.
Other abilities: Christian might utilize with five soul powers which might ordment his arsenal.
Soul wind (10 crystals.): Christian might slow down enemies for greater effect.
Soul flame (10 crystals.): Christian might make flames to burn the area for greater effect.
Soul bat (10 crystals.): Christian might release a heavy blast forward for greater effect.
Soul Saint (10 crystals.): Christian might create another explosion for greater effect.
Soul ice (10 crystals.): Christian might restore 25% of his lost energy for greater effect.
Sue Belnades.
Warakiyan staff: The staff belonged to Sypha Belnades. Sue might strike the weapon in multiple directions. She might upgrade it three times for greater effect.
Moldovian staff: Sue might brandish with the Moldovian staff.
Transylvanian staff: Sue might brandish with the Transylvanian staff.
Walachian staff: Sue might brandish with the Walachian staff.
Special abilities: N/a.
Broad sword: Sue might unsheathe her sword for close-up battle. She might strike the blade in multiple directions for greater effect.
Special abilities: N/a.
Bow and arrow: Sue might fire arrows toward the enemies for greater effect.
Special abilities: N/a.
Combat knife: Knife which belonged to Alucard. Sue might strike the knife in multiple directions for greater effect.
Special abilities: Sue might channel and combine glyph symbols to might grant herself additional power.
Fire spell (30 mp.): Sue might release forward with repeated explosive series of flame-blasts.
Ice spell (30 mp.): Sue might release outward with a half-circle onslaught of freezing icicles.
Lightning spell (30 mp.): Sue might throw tripled electric charges in boomerang fashion.
Sapping spell (10 mp.): Sue might sap some magic from enemies to add up to her statistics.
Amplifying spell (10 mp.): Sue might enchant and add up to her group’s mystic statistics.
Other abilities: Sue might channel and combine glyph to might grant herself additional power.
Main glyphs (Glyphs which grant Sue magic abilities).
N/a.
Sub glyphs (Glyphs which grant Sue dual abilities).
N/a.
Back glyphs (Glyphs which grant Sue greater mobility abilities).
N/a.
Combo glyphs (Glyphs which grant Sue ultimate abilities).
N/a.
Additional glyphs (Glyphs which grant Sue additional abilities).
N/a.
Alucard.
Lecarte sword: Ancient sword handed down through the family. Alucard might strike the blade in multiple directions for greater effect.
Special abilities: N/a.
Lecarte shield: Ancient shield handed down through the family. Alucard might defend from multiple directions for greater effect.
Special abilities: Alucard might use black magic to grant himself additional power.
“Hellfire” (10 mp.): Alucard might throw tripled fireballs toward the enemies.
“Grizzly wing” (10 mp.): Alucard might release bat swarms toward the enemies.
“Ball of Destruction” (10 mp.): Alucard might throw magic spheres toward the enemies.
“Nightmare claw” (10 mp.): Alucard might capture the souls of some defeated enemies.
“Crimson lightning” (10 mp.): Alucard might make lightning bolts to strike the enemies.
Other abilities 99 mp.(): Alucard might morph into a bat, wolf or mist for greater mobility.
Sub-weapons.
Noriko Cruz.
Harpy familiar (6-8 MP.): The harpy familiar fly in from difficult angles to might attack the enemies. When experienced the harpy might also throw large boulders for repeated damage.
Special abilities: Noriko might use Anger, Hate or Agony to might grant the harpy familiar additional power.
Anger (12 MP.): The harpy-familiar might release multiple pointed feathers.
Hate (26 MP.): The harpy-familiar might throw multiple poison worms.
Agony (8 mp.): The harpy-familiar might make lightning strike.
Big bat familiar (8-12 MP.): The big bat familiar might attack the enemies. When experienced four big bats attack for repeated damage.
Special abilities: Noriko might use Anger, Hate or Agony to might grant the big bat familiar additional power.
Anger (6 MP.): The big bat familiar might spit repeated fireballs.
Hate (28 MP.): The big bat familiar might split into multiple smaller bats.
Agony (16 MP.): The big bat familiar suck blood to restore its master’s health statistics.
Hellhound familiar (18-26 MP.): The Hellhound familiar might attack the enemies. When experienced Cerberus might attack to inflict a cursed state.
Special abilities: Noriko might use Anger, Hate or Agony to might grant the Hellhound familiar additional power.
Anger (14 MP.): The Hellhound might spit explosive fireballs.
Hate (30 MP.): The Hellhound familiar might summon other demons for assistance.
Agony (24 MP.): The hellhound familiar might emit flouting blobs that make lightning strike.
Succubus familiar (16-28 MP.): The Succubus familiar might make the Unes bloom. When experienced she might conjure swarms of swooping bats for repeated damage.
Special abilities: Noriko might use Anger, Hate or Agony to might grant the Succubus familiar additional power.
Anger (36 MP.): The Succubus familiar might throw out eight arching flames.
Hate (18 MP.): The Succubus familiar might duplicate herself for greater effect.
Agony (16 MP.): The Succubus familiar might conjure electric rings to do her bidding.
Gaibon familiar (16-28 MP.): The Gaibon familiar might attack the enemies. When experienced Gaibon might strike the floor to make rocks fall for repeated damage.
Special abilities: Noriko might use Anger, Hate or Agony to might grant the Gaibon familiar additional power.
Anger (16 MP.): The Gaibon familiar might speed up the fireball attack.
Hate (12 MP.): The Gaibon familiar might duplicate itself for greater effect.
Agony (16 MP.): The Gaibon familiar might chase a globe before delivering crippling swipes.
Other abilities: N/a.
Christian Belmont.
Dagger (1-3 crystals.): Christian might throw the dagger forward. When item-crushed he might throw tripled homing daggers toward the enemies.
Special abilities: Christian might use flame, frost, earth, wind or light to might grant the dagger additional power.
Flame (5 crystals.): Christian might throw five enflamed daggers toward the enemies.
Frost (5 crystals.): Christian might throw five freezing daggers toward the enemies.
Earth (5 crystals.): Christian might throw five poison daggers toward the enemies.
Wind (10 crystals.): Christian might throw multiple daggers toward the enemies.
Light (5 crystals.): Christian might throw five silver daggers toward the enemies.
Stopwatch (10-30 crystals.): Christian might stop time. When item-crushed he might triple the amount of stopped time which he finish off by channelling electricity.
Special abilities: Christian might use flame, frost, earth, wind or light to might grant the stopwatch additional power.
Flame (10 crystals.): Christian might surround himself within an enflamed clock shield.
Frost (10 crystals.): Christian might surround himself within a frozen clock shield.
Earth (10 crystals.): Christian might surround himself within a stone clock shield.
Wind (10 crystals.): Christian might release four clocks outward to stop the enemies.
Light (10 crystals.): Christian might surround himself within a holy clock shield.
Axe (3-5 crystals.): Christian might throw the axe in a high arch. When item-crushed he might throw tripled spinning axes toward the enemies.
Special abilities: Christian might use flame, frost, earth, wind or light to might grant the axe additional power.
Flame (5 crystals.): Christian might throw tripled enflamed axes in a high arch.
Frost (5 crystals.): Christian might throw tripled freezing axes in a high arch.
Earth (5 crystals.): Christian might throw tripled stone axes in a high arch.
Wind (10 crystals.): Christian might throw a circle of spinning axes toward the enemies.
Light (5 crystals.): Christian might throw tripled silver axes in a high arch.
Cross (3-5 crystals.): Christian might throw the cross like a boomerang. When item-crushed he might throw tripled homing crosses toward the enemies.
Special abilities: Christian might use flame, frost, earth, wind or light to might grant the cross additional power.
Flame (5 crystals.): Christian might throw tripled enflamed crosses toward the enemies.
Frost (5 crystals.): Christian might throw tripled freezing crosses toward the enemies.
Earth (5 crystals.): Christian might throw tripled stone crosses toward the enemies.
Wind (10 crystals.): Christian might throw a flurry of crosses toward the enemies.
Light (5 crystals.): Christian might throw tripled silver crosses toward the enemies.
Holy water (3-5 crystals.): Christian might throw a vial of holy water in a high arch. When item-crushed he might throw a wave of holy water toward the enemies.
Special abilities: Christian might use flame, frost, earth, wind or light to might grant the holy water additional power.
Flame (10 crystals.): Christian smash a vial of holy water to make rising flames track forward.
Frost (10 crystals.): Christian smash a vial of holy water to make rising icicles track forward.
Earth (10 crystals.): Christian smash a vial of holy water to make rising spikes track forward.
Wind (10 crystals.): Christian make it rain with holy water to might burn the enemies.
Light (10 crystals.): Christian smash a vial of holy water to make a holy flame to engulf.
Mystic book (3-5 crystals.): Christian might release a flurry of pages. When item-crushed he might release a mystic beam toward the enemies.
Special abilities: Christian might use flame, frost, earth, wind or light to might grant the mystic book additional power.
Flame (5 crystals.): Christian might release a flame beam toward the enemies.
Frost (5 crystals.): Christian might release an ice beam toward the enemies.
Earth (5 crystals.): Christian might release a magma beam toward the enemies.
Wind (10 crystals.): Christian summon two large spinning books to protect his location.
Light (5 crystals.): Christian might release a holy beam toward the enemies.
Crucifix (1-3 crystals.): Christian might stamp with the crucifix. When item-crushed he might make the enemies burn upon impact.
Special abilities: Christian might use flame, frost, earth, wind or light to might grant the crucifix additional power.
Flame (10 crystals.): Christian flouts in the air while the flaming cross damage the enemies.
Frost (10 crystals.): Christian flouts in the air while the frozen cross damage the enemies.
Earth (10 crystals.): Christian flouts in the air while the stone cross damage the enemies.
Wind (10 crystals.): Christian summons five spinning crosses to make a beam strike.
Light (10 crystals.): Christian might summon a circle of silver crosses for better protection.
Laurels (10-20 crystals.): Christian might restore 25% of his lost energy. When item-crushed he might restore 50% of his lost energy.
Special abilities: Christian might use flame, frost, earth, wind or light to might grant the laurels additional power.
Flame (10 crystals.): Christian might remove a frozen state.
Frost (10 crystals.): Christian might remove a charmed state.
Earth (10 crystals.): Christian might remove a poisoned state.
Wind (50 crystals.): Christian might restore 75% of his lost energy.
Light (10 crystals.): Christian might remove a cursed state.
Crystal (3-5 crystals.): Christian might throw the crystal in a high arch. When item-crushed he might make the crystal explode for repeated damage.
Special abilities: Christian might use flame, frost, earth, wind or light to might grant the crystal additional power.
Flame (10 crystals.): Christian might throw the explosive diamond toward the enemies.
Frost (10 crystals.): Christian might throw the breakable diamond toward the enemies.
Earth (10 crystals.): Christian might throw the smoldering diamond toward the enemies.
Wind (10 crystals.): Christian might throw the rebound stone toward the enemies.
Light (10 crystals.): Christian might throw the holy diamond toward the enemies.
Other abilities (99 crystals.): Christian might utilize with the bloodline mystics to become invisible and invincible for a short period of time.
Sue Belnades.
Stakes (6-8 mp.): Sue might throw the stake forward. When fused she might throw tripled stakes toward the enemies.
Special abilities: Sue might use flame, frost, thunder, dark or light to might grant the stakes additional power.
Flame (12 mp.): Sue might release a steam blast for greater effect.
Frost (14 mp.): Sue might throw three homing snowballs toward the enemies.
Thunder (8 mp.): Sue might cry a sonic ring for greater effect.
Dark (14 mp.): Sue might release a homing missile for greater effect.
Light (16 mp.): Sue might release a light beam for greater effect.
Stopwatch (18-26 mp.): Sue might stop time. When fused she might also double the amount of stopped time.
Special abilities: Sue might use flame, frost, thunder, dark or light to might grant the stopwatch additional power.
Flame (18 mp.): Sue might create a firestorm to might slow down the enemies.
Frost (18 mp.): Sue might create a blizzard to slow down the enemies.
Thunder (26 mp.): Sue might create a thunderstorm to slow down the enemies.
Dark (24 mp.): Sue might create an eruption to slow down the enemies.
Light (16 mp.): Sue might create an explosion to slow down the enemies.
Mystic book (14-24 mp.): Sue might proclaim with the mystic book. When fused she might make manifest with the mystic book.
Special abilities: Sue might use flame, frost, thunder, dark or light to might grant the mystic book additional power.
Flame (14 mp.): Sue open the book to release a flame blast toward the enemies.
Frost (14 mp.): Sue open the book to release icicles toward the enemies.
Thunder (12 mp.): Sue open the book to release an electric beam toward the enemies.
Dark (14 mp.): Sue open the book to release a black spore toward the enemies.
Light (12 mp.): Sue open the book to release a light ripple toward the enemies.
Star (8-12 mp.): Sue might stamp with the star. When fused she might also make the enemies burn on impact.
Special abilities: Sue might use flame, frost, thunder, dark or light to might grant the star additional power.
Flame (16 mp.): Sue make a spinning star appear which she pray to release fireballs.
Frost (12 mp.): Sue make a spinning star appear which she pray to release icicles.
Thunder (16 mp.): Sue make a spinning star appear which she pray to release lightning bolts.
Dark (12 mp.): Sue make a spinning star appear which she pray to release spores.
Light (18 mp.): Sue make a spinning star appear which she pray to release shining rings.
Bibhuti (6-8 mp.): Sue might throw the Bibhuti in a high arch. When fused she might also throw tripled Bibhuties toward the enemies.
Special abilities: Sue might use flame, frost, thunder, dark or light to might grant the Bibhuti additional power.
Flame (8 mp.): Sue might create a brimstone tornado to defeat the enemies.
Frost (6 mp.): Sue might create an icicle tornado to defeat the enemies.
Thunder (12 mp.): Sue might create an electric charge to defeat the enemies.
Dark (12 mp.): Sue might create an energy storm to defeat the enemies.
Light (18 mp.): Sue might summon the light to defeat the enemies.
Augen (9-14 mp.): Sue throws the Augen to might channel electricity. When fused she might also control the Augen symbol to make lightning strike.
Special abilities: Sue might use flame, frost, thunder, dark or light to might grant the Aguen additional power.
Flame (10 mp.): Sue controls the Augen symbol to make enflamed meteors to strike.
Frost (12 mp.): Sue controls the Augen symbol to make the freezing ice shards to strike.
Thunder (18 mp.): Sue controls the Augen symbol to make the chain-lightning to strike.
Dark (14 mp.): Sue controls the Augen symbol to make the darkside lightning to strike.
Light (10 mp.): Sue controls the Augen symbol to make the holy beams to strike.
Crystal (8-12 mp.): Sue might release powerful magic toward the enemies. When fused she might also release more powerful magic for greater effect.
Special abilities: Sue might also use flame, frost, thunder, dark or light to might grant the crystal additional power.
Flame (9 mp.): Sue might release powerful flame magic upon the enemies.
Frost (8 mp.): Sue might release powerful frost magic upon the enemies.
Thunder (10 mp.): Sue might release powerful thunder magic upon the enemies.
Dark (14 mp.): Sue might release powerful dark magic upon the enemies.
Light (16 mp.): Sue might release powerful light magic upon the enemies.
Other abilities: N/a.
Alucard
Fairy familiar (10-20 mp.): The fairy familiar might restore 25% of your lost energy. When experienced she might restore 50% of your lost energy.
Special abilities: Alucard might use flame, dagger, frost, bat or thunder to might grant the fairy familiar additional power.
Flame (10 mp.): The fairy familiar might remove a frozen state.
Dagger (10 mp.): The fairy familiar might add poison to your attack statistics.
Frost (10 mp.): The fairy familiar might remove a petrified state.
Bat (10 mp.): The fairy familiar might add darkness to your magic statistics.
Thunder (10 mp.): The fairy familiar might remove a stoned state.
Sword familiar (10-20 mp.): The sword familiar might attack the enemies. When experienced it might summon other swords to do its bidding.
Special abilities: Alucard might use flame, dagger, frost, bat or thunder to might grant the sword familiar additional power.
Flame (10 mp.): The sword familiar fuse with flame before attacking the enemies.
Dagger (10 mp.): The sword familiar might add blood thirst to your attack statistics.
Frost (10 mp.): The sword familiar fuse with frost before attacking the enemies.
Bat (10 mp.): The sword familiar might add curse to your magic statistics.
Thunder (10 mp.): The sword familiar fuse with thunder before attacking the enemies.
Demon familiar (10-20 mp.): The demon familiar might attack with its pitchfork to might inflict a cursed state. When experienced it might summon other imps to do its bidding.
Special abilities: Alucard might use flame, dagger, frost, bat or thunder to might grant the demon familiar additional power.
Flame (10 mp.): The demon familiar might make rising flames to track forward.
Dagger (10 mp.): The demon familiar make four metal blades to fall down.
Frost (10 mp.): The demon familiar might make rising icicles to track forward.
Bat (10 mp.): The demon familiar attack with martial arts to might inflict a cursed state.
Thunder (10 mp.): The demon familiar might make an electric current to track forward.
Other abilities: N/a.
Items.
Mystic items.
Crystal (1): The crystal might grant power to whatever weapon you have in position.
Large crystal (5): The large crystal might grant power to whatever weapon in position.
Morning-star: Mystic items which might upgrade the Vampire Killer whip.
Chicken leg: The chicken leg might restore 25% of your lost energy.
Pot roust: The pot roust might restore 50% of your lost energy.
Invisibility potion: The invisibility potion might make you invisible for a short period of time.
Rosary: The rosary might clear the area of evil.
Coin (1): The coins are currency which might be used to purchase some items.
Money bag (100): The money bag contain other coins which might be used to purchase items.
Crown (500): The crown might earn a great sum if sold at the market.
White candle: The lamp might illuminate the castle or lit torches and other burnable materials.
Antidote: The antidote might remove a poisoned state.
Potion: The potion might remove a frozen state.
Med-kip: The med-kip might store medicines or other healing statistics.
Mana prism: The mana prism might restore your mystic status.
Castle map 1: This is a piece of the castle’s landmap.
Castle map 2: This is the second piece of the castle’s landmap.
Compass: The compass might mark some important features upon the castle’s landmap.
Key: The key might open some locked doors or treasure boxes.
Master key: The master key might open any type of locked item within that area.
Blue cross: 1up.
Mystic orb: The mystic orb is a crystal ball which might restore you back to the original state.
Magic items.
Black belt: This belt is said to enchant the bearer’s combat abilities.
Soma’s spectacles: These spectacles might recognize enchanted enemies.
Crest of Anger: Legends tell the crest are representative of Dracula’s power.
Noriko’s crucifix: The crucifix might advance the ability to see beyond the obvious.
Blood stud: Crimson earring said to have belonged to Elizabeth Bathory.
Chaos ring: This item is surrounded by legends telling of its destructive power.
Mina’s charm: This charm belonged to Soma’s girlfriend.
Crest of Hate: This is the second crest which is told to represent the Dark Lord’s power.
Soul eater ring: The item told to amplify the power of dominance.
Crest of Aguny: This is the third crest which is said to hold a part of Dracula’s power.
Encyclopaedia: The encyclopaedia might reveal the name or origin of a given enemy.
Tear of blood: This bright crimson jewel really belonged to Vlad Tepes Dracula.
Special items.
Bible: Holy book which contain words to might exorcise demons.
Oak stake: Wooden stakes used to vanquish the undead.
Garlic: Onion vegetable which is said to grow near the spring of youth.
Rose: Wild flower which will imprison the vampire within his coffin.
Piece of silver: Pure silver object which is used to repel nocturnal powers.
Icon: Image of the holy which repel the forces of Hell.
Holy flame: Sanctified flame which might stamp out dark things.
Inventory.
Noriko Cruz.
Black dress: The black dress adored by the undead.
Green dress: The dress wore by the lady.
Blue dress: The dress wore by the common folk in bad weather.
Red dress: The dress wore by the witch burned at the stake.
Mourn dress: The dress wore by the weeping widow.
Long dress: The fine dress wore at a ball.
Lich cape: The cape wore by the dead wizard.
Wizardry cape: The garb wore by the wizard.
Druid garb: The cloak wore by the druid.
Necromancy cloak: The cloak wore by the necromancer.
Fine dress: The dress wore by Orlock’s bride.
Countess gown: The gown wore by countess Carmilla.
Vampire garb: The black cape said to have belonged to count Dracula.
Christian Belmont.
N/a.
Sue Belnades.
Cotton garb: The cotton garb wore by common folks during bad weather.
Black cape: The black cape adored by the undead.
Silk cloak: The silk cloak of a lady.
Elvan robe: The elvan robe which is said to conceal its wearer from evil eyes.
Orlock’s cape: Is this the cape which belonged to lord Orlock?
Librerian’s robe: Legends tell this garb belonged to the count’s master librarian.
Death’s garb: This grey cloak was used when praying at Elizabetha’s death bed.
Invisibility cloak: This cape might make the wearer invisible.
Wedding dress: Legends tell this dress belonged to the bride of Simon Belmont.
Widow’s dress: The black dress from the widow of John Morris.
Teacher clothing: Did these clothing really belonged to Desmond Belmont’s teacher?
Order outfit: This ceremonial outfit was once used by Shanoah from the order of Eclesia.
Alucard.
Agent outfit: The clothing which belonged to Genya Arikado.
Alucard’s outfit: The clothing of Alucard during the adventure after 2036.
Armour.
Noriko Cruz.
N/a.
Christian Belmont.
Army jacket: Military style jacket worn by common folk when travelling abroad.
Pilot jacket: Fur-coated pilot jacket worn by common people during cold winter weather.
Iron plate: The iron plate might grant 25% better protection from a damaged status.
Steel plate: The steel plate might grant 35% better protection from a damaged status.
Rider Jacket: Rider style comfortable clothing used by common folks while going abroad.
Chain mail: The chain mail might grant 30% better protection from a damaged status.
Heavy jacket: Hunter style fur coated clothing used by common folks while travelling abroad.
Army coat: Military style coat worn by soldiers when travelling abroad.
Spiked plate: The spiked plate might add up to your attack statistics.
Shell plate: The shell plate might make it more difficult to inflict a poisoned state.
Camouflage jacket: The camouflage jacket might make it more difficult to become tracked.
Biker jacket: The biker jacket might add up to your statistics.
Silver plate: The silver plate might make it more difficult to cast a cursed state.
Sue Belnades.
N/a.
Alucard.
Bronze armour: The bronze armour might grant 25% better protection from a damaged status.
Black armour: The black armour might add 30% to your attack statistics.
Jewel armour: The jewel armour might add 39% to your defence statistics.
Heavy Armour: The heavy armour might grant 45% better protection from a damaged status.
Holy armour: The holy armour might make it more difficult to cast a cursed state.
Boots.
Noriko Cruz.
Soft shoes: The soft shoes which slightly add up to your mobility.
Christian Belmont.
Army boots: The army boots which grant the sliding ability.
Hunter boots: The hunter boots which grant the double jump ability.
Ranger boots: The ranger boots which grant the jump-kick ability.
Leather boots: The leather boots which grant the dashing ability.
Athlete boots: The athlete boots which grant the diving ability.
Heavy boots: The heavy boots which grant the pulling ability.
Tracker’s boots: The tracker’s boots which grant the back-dash ability.
Kicker boots: The kicker boots which grant the slide-kick ability.
Medallist’s boots: The medallist’s boots which grant the rolling ability.
Hard boots: The hard boots which grant the knee kick ability.
Archer boots: The archer boots which grant the super jump ability.
Armour boots: The armour boots which grant the flying kick ability.
Sue Belnades.
Soft shoes: The soft shoes which grant the sliding ability.
Dance shoes: The dance shoes which grant the double jump ability.
Pointed shoes: The pointed shoes which grant the slide-kick ability.
Gym shoes: The gym shoes which grant the jump-kick ability.
Leather shoes: The leather shoes which grant the diving ability.
Ballet shoes: The ballet shoes which grant the spin-kick ability.
Pointed boots: The pointed boots which grant the dashing ability.
Fine boots: The fine boots which grant the flying kick ability.
Hard boots: The hard boots which grant the knee-kick ability.
Kicker boots: The kicker boots which grant the combo-kick ability.
Biker boots: The biker boots which grant the super jump ability.
Black boots: The black boots which grant the back-dash ability.
Alucard.
Soul of Bat: The force which make Alucard to morph into a swarm of smaller bats.
Echo of Batt: The force which make Alucard to navigate in darkness.
Soul of Wolf: The force which make Alucard to shape-shift into a blue wolf.
Form of Mist: The force which make Alucard to morph into a coil of mist.
Gas cloud: The force which make Alucard to morph into a gas cloud to torment the enemies.
Lesser enemies: Bat, Ape-Skeleton, Harpy, Warg, Une, Dead Farmer, Tombstone, Slaughterer, Humpback, Mandragora, Golem, Mothman, Corpse-Weed, Mimic, Dead Mate, Ectoplasm, Axe Armour, Yorick, Imp, Bugbear, Mud Worm, Alastor, Sword Lord, Bone-Archer, Valkyrie, Bomber Armour, Dead Warrior, Wakwak Tree, Hopper, Student Witch, Stolas, Catobeplaces, Treant, Dead Knight, Yeti, Spear Guard, Mini Devil, Bone-Ark, Malachi, Witch, Spin Devil, Lillith, Flame Demon, Eryne, Buer, Great Knight, Bone Knight, Killer Doll, Waiter, Poltergeist, Ucoback, Killer Clown, Disc Armour, Guillotiner, Ghost Dancer, Maid, Creature, Rope-Lizard, Medusa Head, Rock Armour, Spider, Pillar Of Bone, Cloaked Figure, Skelerang, Flying Archer, Bone Dragon, Merman, Needle, Fish Head, Dead Pirate, Killer Fish, Frozen Shade, Decarabia, Tanjelly, Alura Une, Mud Demon, Giant Slug, Malacoda, Procel, Molusca, Gorgon, Skeleton, Zombie, Peeping Eye, Ghost, Fishman, Manticore, Werewolf, Rycuda, Humpback Rider, Succubus, Long-Axe Armour, Hell Knight, Iron Golem, Ghoul, Slogra, Cave Troll, Larva, Heart Eater, Gaibon, Arch Demon, Humunculus, Panther, Musussu, Barbaricia & Devil.
Bat: Small flying mammals which attack in great numbers.
Ape-Skeleton: Undead bony adversaries which throw barrels or a mean right hooks.
Harpy: Half-woman/part bird of Greek mythology that fly in from difficult angles to might throw their dagger.
Warg: Mythological wolf creature that chase the hero.
Une: Hazardous plant life who suddenly sprouts to might inflict a poisoned state.
Dead Farmer: Scores of undead beings rise from their graves in search of flesh.
Tombstone: Possessed icon who suddenly swoops in to might inflict a cursed state.
Slaughterer: Savage orc creature that spit huge fireballs or attack with their bare hands to might end the battle.
Humpback: Freak of nature that rebound about to might overthrow the hero.
Mandragora: Mythological plant who suddenly sprouts to emit a sonic scream upon the area.
Golem: Rock figure brought to life through arcane magic that hammer the floor, deliver uppercuts, throw rocks or suddenly dashes forward.
Mothman: Mutated moth creature that might inflict a poisoned state.
Corpse-Weed: Mutated plant who suddenly sprouts to might inflict a poisoned state.
Mimic: Possessed treasure box that might inflict a cursed state.
Dead Mate: Scores of undead beings rise from their muddy graves in search of flesh.
Ectoplasm: Flouting apparition that might inflict a cursed state.
Axe Armour: Armed and armoured knight that throw the axe like a boomerang before suddenly dashing forward.
Yorick: Undead bony adversary that chase its skull.
Imp: Freak that escaped from Hell. They bounce about to might inflict a cursed state.
Bugbear: Flouting eye who suddenly swoops in to might inflict a stunned state.
Mud Worm: Mutated worm that suddenly rise up to might inflict a poisoned state.
Alastor: Flouting apparition that attack with their sword to might inflict a cursed state.
Sword Lord: Armed and armoured knight that attack with their sword and shield before suddenly dashing forward.
Bone-Archer: Undead bony adversary that fire their bow-and-arrows.
Valkyrie: Mythological maiden that fly through the air to attack with their lances.
Bomber Armour: Armoured knight that throw accurate explosives in high arches.
Dead Warrior: Armed and armoured warrior that attack with their sword and shield to might make dinner upon the hero.
Wakwak Tree: Ancient tree that produce seductive maidens to make dinner upon the hero.
Hopper: Freaks of nature which rebound about to might overthrow the hero.
Student Witch: The Devil’s concubine fly in on her broomstick to crash land which might inflict a cursed state.
Stolas: Ancient owl that cry sonic rings or conjure lesser enemies.
Catobeplaces: Iron-plated war-beast that attack with a horn-trust, make the rubble wave, cause sonic blasts or breathe heavy steam to might inflict a stoned state.
Treant: Mythological tree that might attack the hero.
Dead Knight: Armed and armoured knight mount horseback that attack with their lances to might make dinner upon the hero.
Yeti: Mythological bear creature that chase the hero.
Spear Guard: Armed and armoured knight that attack with their lances. They repel some sub-weapons, stab through walls and ceilings or release heavy waves of deathly energy.
Mini Devil: Freak from Hell that emit sonic rings to might inflict a cursed state.
Bone-Ark: Evil’s shrine carried by bony priests that fire beams or bursts of deathly energy. Upon defeat, the priests might escape.
Malachi: Demon that escaped from Hell. They conjure large globules which they chase until delivering crippling swipes to might overthrow the hero.
Witch: The Devil’s concubine fly in the air to throw blue homing balls which might inflict a cursed state.
Spin Devil: Glowing blade that create whirlwinds to might inflict a cursed state.
Lillith: Seductive maiden that might drain the hero’s health.
Flame Demon: Demon that escaped from Hell. They fly through the air to emit huge flames which might inflict a cursed state.
Eryne: Revived goddess that attack with her lance or cry sonic rings.
Buer: Mythological lioness that attack with their sword or release a flurry of flame magic which might overthrow the hero.
Great Knight: Armed and armoured knight that attack with their sword and shield before suddenly dashing forward.
Bone Knight: Armed and armoured skeleton that attack with their sword and shield.
Killer Doll: Possessed doll who suddenly swoops in to might inflict a cursed state.
Waiter: Undead waiter that suck the hero’s blood or conjure skull heads.
Poltergeist: Possessed furniture which suddenly swoop in to might inflict a cursed state.
Ucoback: Freak of nature that bounce about to lit flames which might confuse the hero.
Killer Clown: Undead entertainer that suck the hero’s blood, throw daggers, playing cards, bombs or conjure killer dolls to might end the battle.
Disc Armour: Armed and armoured knight that make the disc to spin in place before suddenly dashing forward.
Guillotiner: Possessed execution device that might behead the hero.
Ghost Dancer: Flouting apparitions which might inflict a cursed state.
Maid: Demon maid that attack with their vacuum cleaner or utilize with martial arts.
Creature: Reanimated corpse that chase the hero. They channel electric currents, strangle or deliver punches to might end the battle.
Rope-Lizard: Mutated lizard creature that climb on castle structure to spit fireballs or attack with their pitchfork to might end the battle.
Medusa Head: Snake creature spawned from Medusa that fly in wavy patterns to might inflict a stoned state.
Rock Armour: Armoured knight that throw accurate rocks in high arches.
Spider: Tiny Arachni creatures which climb on their web to might inflict a poisoned state.
Pillar Of Bone: Stacked dragon skulls which turn in either direction to breathe flames or spit fireballs.
Cloaked Figure: Cloaked figure that appear flouting beneath the light of the full moon.
Skelerang: Undead bony adversaries which jump in erratic patterns to throw boomerangs.
Flying Archer: Fallen angel that fire arrows downward to might inflict a charmed state.
Bone Dragon: Ripped-out dragon spine chained to castle structure that wave about while breathing heavy flames or spit fireballs.
Merman: Mutated creature that jump from the depth to spit fireballs.
Needle: Sea stingers which circle the platform to might inflict a poisoned state.
Fish Head: Stacked skulls which turn in either direction to spit acid burst or cry sonic rings.
Dead Pirate: Scores of undead beings rise from their watery graves in search of their treasure.
Killer Fish: Mutated fish creature that jump from the depth To make dinner upon the hero.
Frozen Shade: Flouting female figure that emit freezing mist or throw icicles toward the hero.
Decarabia: Mythological lioness that attack with their sword or release a flurry of flame and frost magic which might overthrow the hero.
Tanjelly: Jellyfish creature that might electrify an area to make dinner upon the hero.
Alura Une: Mythological maiden that attack with leaflings or thorns to might inflict a poisoned state.
Mud Demon: Demon that escaped from Hell. They rise up to might inflict a cursed state.
Giant Slug: Mutated bacteria that might inflict a plagued state.
Malacoda: The Devil’s bodyguard attack with their pitchfork to might inflict a cursed state.
Procel: Starfish creatures which circle the platform to might inflict a stunned state.
Molusca: Mutated needles which circle the platform to might inflict a plagued state.
Gorgon: Medusa’s sister that fire her bow-and-arrows to might inflict a stoned state.
Skeleton: Undead bony adversaries which jump in erratic patterns to throw bones.
Zombie: Scores of undead beings rise from their graves in search of flesh.
Peeping Eye: Flouting eye who suddenly swoops in to might inflict a cursed state.
Ghost: Flouting apparition that might possess the hero.
Fishman: Mutated fish creature that jump from the depth to spit poison streams.
Manticore: Mythological beast that stab with their tail to might inflict a poisoned state.
Werewolf: Shape-shifting lycanthrope that utilize with fierce biting-attacks which might inflict a cursed state. They curl into a ball to execute martial arts or throw flames about.
Rycuda: Mythological bird that make lightning strike.
Humpback Rider: Freak of nature in control of the bone dragon.
Succubus: Seductive demon that might drain the hero’s health.
Long-Axe Armour: Armed and armoured knight that throw the halberd like a boomerang before suddenly dashing forward.
Hell Knight: Armed and armoured knight that attack with their sword and shield. They crash their spiked shield or make rising flames to track forward.
Iron Golem: Iron figure brought to life through arcane magic that hammer the floor, deliver uppercuts, spew heavy flames or suddenly dashes forward.
Ghoul: Scores of undead beings rise from their graves in search of flesh.
Slogra: Subservient of Death that attack with the trident or emit flame-blasts. When damaged enough, the monster also execute beak-dashes.
Cave Troll: Ancient troll that attack those which trespass upon their domain.
Heart Eater: Mythological insect that might make dinner upon the hero.
Larva: Mythological serpent creature that might inflict a poisoned state.
Gaibon: Subservient of Death that fly in from difficult angles to hammer the floor or to spit fireballs. When damaged enough, the demon might speed up the attack.
Arch Demon: Demon that escaped from Hell. They throw repeated fireballs or utilize with martial arts which might inflict a cursed state.
Humunculus: Demon that escaped from the dark ocean world to might inflict a cursed state.
Panther: Big black cat who attacks on sight.
Drahignazzo: The Devil’s bodyguard attack with their pitchfork to might inflict a cursed state.
Barbaricia: The Devil’s bodyguard attack with their pitchfork to might inflict a cursed state.
Musussu: Ancient beast that breathe flames or stab their tail to might inflict a poisoned state.
Devil: Hell’s keeper attack with martial arts which might inflict a cursed state.
Cyborgs.
Guardian description: Gaia is a droid-lieutenant from the New Order. Gaia might jump high into the air in an attempt to crush the hero. You have to destroy his armour. The cyborg might creates an earthquake that might stun the hunter in place. When damaged enough, Gaia might also release a spread-shot of globules which might explode upon impact.
Found in: Wizardry lab.
Weapon used: Gaia globule.
Weak against: Black skull.
Guardian description: Nioji is a droid-lieutenant from the New Order. Nioji might hop overhead to release three-prolonged missiles. You must destroy her armour. The cyborg might pull in the hero before firing her magnet lasers. When damaged enough, Nioji might also place out multiple magnetic mines upon the area which might finish off the battle.
Found in: Sky walkway.
Weapon used: Magnet mine.
Weak against: Spacer rocket.
Guardian description: Copper is a droid-lieutenant from the New Order. Copper rise himself into the air before generating a force-field. You have to destroy his armour. The cyborg alter gravity before launching the seeker rockets. When damaged enough, Copper might also throw his force-field like a giant boomerang to might finish off the battle.
Found in: Sky walkway.
Weapon used: Spacer rocket.
Weak against: Magnet mine.
Guardian description: Gemini are droid-captains from the New Order. Gemini might release heavy steam in an attempt to freeze the battlefield. You must destroy their armour. Both twins have to be defeated. When damaged enough, Gemini might also start throwing accurate blue shots which might freeze or shatter upon impact for finality.
Found in: Dark chapel.
Weapon used: Gemini blast.
Weak against: Gaia globule.
Guardian description: The Shadow droids are the elite bodyguards of the New Order. They might attack with their shock lances or throw skull-shaped shots. The skulls might evolve into other robots which might overthrow the hero. The shadow droids might also throw sickles or rebuild their metal skeleton to might continue with the battle.
Found in: Clock tower.
Weapon used: Black skull.
Weak against: Gemini blast.
Guardian description: Bast is the droid-lieutenant from the New Order. Bast has achieved control of both body and soul as she break apart to reconstruct for a dashing attack. You have to destroy her armour. The cyborg also release multiple glowing shots. When damaged enough, Bast might also release a spotlight beam to might finish off the battle.
Found in: Castle hall.
Weapon used: Spotlight.
Weak against: Black skull.
Guardian description: The Dragonheart network is the central control-computer. The Dragonheart network might activate the defence mechanism. You must deactivate the shield-generator before you might inflict any real damage. The Dragonheart network might also release huge amounts of raw energy to might finish off the battle.
Found in: The pinnacle.
Weapon used: N/a.
Weak against: Gemini blast.
Guardian description: Black Infernus is the warlock from the New Order. Lord Infernus appears at will to make flame burn about his location. You have to destroy his armour. The cyborg also release four spinning metal blades. When damaged enough, Black Infernus might also release a cemi, a half or a full-circle onslaught of accurate fireballs.
Found in: The pinnacle.
Weapon used: N/a.
Weak against: Spacer rocket.
The forsaken order.
Guardian description: The lost rider is the warlock’s knight. The dark wanderer stalk the land in the name of his Dark Lord to attack with his sword or to cry sonic rings which might stun the hero in place. The black knight also make rising flames to track forward. When damaged enough, the lost rider might also create powerful earthquakes that might end the battle.
Found in: Inner den.
Weapon used: N/a.
Weak against: N/a.
Guardian description: The black widow is the handmaiden of the accursed princess. The dark wanderer release a black web to might trap the hero in place. The handmaiden then emits an ugly luminous mist which might inflict a poisoned state. When damaged enough, the black widow might also release sting-shaped green shots which might finish off the battle.
Found in: Lookout tower.
Weapon used: N/a.
Weak against: N/a.
Quest 3.
Heroes.
Full name: Edward Jonathan Morris.
Type: Vampire hunter.
Hair: Brown.
Eyes: Dark.
Age: 37.
Religion: Catholicism.
Nationality: England.
Main weapon(s): Undead Killer whip.
Sub-weapon(s): Dagger, stopwatch, axe, cross, holy water, crucifix, laurels & crystal.
Main weapon power-up(s): Whip symbols.
Sub-weapon power-up(s): Edward might use flame, water, life, thought or spirit to might utilize with item-crushes.
Armour: Collected armour.
Other abilities: Edward might collect nine cubes which might advance the group’s abilities.
Full name: Anastasia Aulin.
Type: Enchantress.
Hair: Dark.
Eyes: Blue.
Age: 15.
Religion: Islam.
Nationality: Russia.
Main weapon(s): Encyclopedia.
Sub-weapon(s): Stakes, gauntlets, garlic, boomerang, roses, holy book, laurels & crystal.
Main weapon power-up(s): Collected weapons.
Sub-weapon power-up(s): Anastasia might use flame, earth, thunder, dream or magic to might ordment her arsenal.
Armour: Collected inventory.
Other abilities: Anastasia might collect nine pages to might utilize with greater power.
Supporting cast.
Full name: Roger Dorrin.
Type: Priest.
Hair: Black.
Eyes: Grey.
Age: 30.
Religion: Orthodox.
Nationality: England.
Appearances: Roger Dorrin appears in the intro. He later shows up in the castle entrance where he open shops. He is bitten by a vampire. The sanctuary spell might restore him. He finally appears in the ending to watch the castle crumble.
Full name: Mina Hakuba.
Type: Vampire.
Hair: Dark.
Eyes: Brown.
Age: 16.
Undead age: Unknown.
Religion: Theism.
Nationality: Japan.
Appearances: Mina Hakuba appears in the “leaning tower of Pissa” to might advance the storyline. She later shows up inside the tower of death and the master’s keep where she acts as a boss. She finally appears in the ending to watch the castle crumble.
Full name: Thomas Hector Oldrey-Lecarde (a.k.a. “Whisp”).
Type: Dark-breed.
Hair: Blonde.
Eyes: Blue.
Age: 24.
Religion: Orthodox.
Nationality: England.
Appearances: Thomas appears in the intro. Whisp appears in the castle entrance, the marble stairway and the tower of death to might advance the storyline. Thomas later shows up at the master’s keep and the throne room to further advance the story. He finally appears in the ending to watch the castle crumble.
Full name: Dolores Hakuba.
Type: Vampire.
Hair: Dark.
Eyes: Grey.
Age: 16.
Undead age: Unknown.
Religion: Theism.
Nationality: Japan.
Appearances: Dolores Hakuba appears in the “city of Haze” the “leaning tower of Pissa” and at the tower of death to advance the storyline. She also shows up inside the master’s keep where she acts as a boss. She finally appears in the ending to watch the castle crumble.
Villains.
Full name: Unknown (A.k.a. Brauner).
Type: Artist.
Hair: Unknown.
Eyes: Red.
Age: 60.
Undead age: Unknown.
Religion: Chaothism.
Nationality: Austria.
Appearances: Brauner appears in the intro. He later shows up in the “leaning tower of Pissa” to might advance the storyline. He also shows up within the master’s keep and the throne room where he acts as a boss. He finally appears in the ending to escape the castle.
Full name: Elizabeth Bathory (A.k.a. “Blood bathing countess”.).
Type: Countess..
Hair: Red.
Eyes: Grey.
Age: 33.
Undead age: 711.
Religion: Satanism.
Nationality: Walachia.
Appearances: Elizabeth Bathory appears in the intro. She later shows up within the castle entrance and the master’s keep to might advance the storyline. She finally appears within the throne room where she acts as a boss.
Full name: Drolta Tsuentez.
Type: Witch.
Hair: Dark.
Eyes: Brown.
Age: 56.
Undead age: 248.
Religion: Satanism.
Nationality: Spain.
Appearances: Drolta Tsuentez appears in the intro. She later shows up in the buried chamber and the throne room to might advance the storyline. She finally appears in the “Dark academy” where she acts as a boss.
Full name: Uriel (a.k.a. Death & Grim reaper.).
Type: Angel.
Hair: Unknown.
Eyes: Unknown.
Age: Unknown.
Religion: Unknown.
Nationality: Unknown.
Appearances: Death appears in the intro. He later shows up in the marble stairway and the throne room to might advance the storyline. He also appears in the tower of death where he acts as a boss. He finally shows up in the ending to give a final warning.
Weapons.
Main/striking weapons.
Edward Morris.
Undead Killer whip: Ancient whip handed down through the Belmont clan. Edward might strike the whip in multiple directions. He might collect five whip symbols for greater effect.
Leather whip: Edward might utilize with the leather whip.
Thorn whip: Edward might utilize with the thorn whip.
Stone whip: Edward might utilize with the stone whip.
Black whip: Edward might utilize with the black whip.
Flame whip: Edward might utilize with the flame whip.
Special abilities: Edward might collect mystic relics which might ordment his arsenal.
Spell book (10 crystals.): Edward might flail with the whip to release tripled homing fireballs. When crushed he might release a flurry of sonic rings for repeated damage.
Mystic crystal (10 crystals.): Edward might flail with the whip to release a flaming blast forward. When crushed he might release a flurry of flames for repeated damage.
Long sword: Edward might unsheathe his sword for close up battle. He might strike the blade in multiple directions. He might collect five other weapons to might ordment his arsenal.
Falckion: Trusty Norman sword used by ancient warriors.
Coplas: Short-hand sword used by navy soldiers.
Damascus sword: Ancient sword famed for its cutting.
Dragonslayer: Mystic sword crafted to slay the great dragon.
Claymore: The blade brandished by the legendary hunter Hugh Baldwin.
Special abilities: Edward might collect five other weapons which might harness mystic force.
Holy Claymore: Large cross sword which might harness holy power.
Agnus flame: Flame sword who attack those who threatens its master.
Assassin: Poison sword who attack those who threatens its master.
Rahab frost: Frozen sword who attack those who threatens its master.
Heaven’s sword: Huge blessed blade which might harness divine power.
Other abilities: Edward might collect 9 cubes which might advance the group’s abilities.
Lift cube: The heroes gained the lifting ability.
Twirling cube: The heroes gained the twirling ability.
Crawling cube: The heroes gained the crawling ability.
Charge cube: The heroes gained the charging ability.
Climb cube: The heroes gained the climbing ability.
Pull cube: The heroes gained the pulling ability.
Dive cube: The heroes gained the diving ability.
Roll cube: The heroes gained the rolling ability.
Change cube: The heroes gained the change ability.
Anastasia Aulin.
Encyclopaedia: This was Charlotte Aulin’s favourite book. Anastasia might open the tome to release a flurry of pages. She might collect five other books to might ordment her arsenal.
Blank book: A book so frightening that the words ran away, leaving it blank.
Book of Death: A book entombed with the dead.
Don Quijote: The book of a man who thought himself a valiant knight.
Tristan and Isolde: The love story of a knight and his princess.
Bible: The Bible is the holy book which contain words to exorcise demons.
Special abilities: Anastasia might collect other books which might ordment her arsenal.
Tome of Arms vol. 1: An encyclopaedia of arms.
Tome of Arms vol. 2: An encyclopaedia of weapons.
Tome of Arms vol. 3: An encyclopaedia of arsenal.
Tome of Arms page 1 & 2: Pages ripped from the tome of arms.
Tome of Arms vol. X: An encyclopaedia banished for its destructive power.
Combat knife: A Gurkha knife with ties to Alucard. Anastasia might strike the dagger in multiple directions. She might collect five other knives to might ordment her arsenal.
Pocket knife: Western style pocket knife used by street thugs during gang fights.
Cuttle: Indian style knife used in short-hand combat.
Warqa knife: Throwing knife of ancient time used in combat.
Baxalard: Combat knife with an eye-shaped half.
Shingusia: Extravagant combat knife decorated by dazzling jewels.
Special abilities: Anastasia might collect five other items to might ordment her arsenal.
Bubble: An acid bubble thrown at the enemies.
Crossbow: Fire silver bolts toward the enemies.
Explosion: A mystic force aimed for the enemies.
An eye for an eye: Retaliation which transports pain to the enemies.
Gale force: A strong wind is sent blasting through the enemies.
Brass knuckles: A knuckle weapon with ties to Charlotte Aulin. Anastasia might strike in multiple directions. She might collect five other weapons to might ordment her arsenal.
Bullet fist: Mystic knuckle weapon which make the wearer strike with the speed of sound.
Illusion fist: Mystic knuckle weapon which make the bearer strike with repeated offensive.
Whip fist: Mystic knuckle weapon which make the bearer strike with repeated rage.
Tiger claw: Ancient knuckle weapon brandished by boxers which might harness magic force.
Keizer’s knuckles: Ancient imperial knuckles which might harness a divine rage.
Special abilities: Anastasia might collect five other items to might ordment her arsenal.
Iron ball: Heavy iron ball which might damage the target if thrown correctly.
Throwing dagger: Concealed weapon which might damage the target if thrown correctly.
Dart: Concealed weapon which might poison the target if thrown correctly.
Shuriken: Ninja style throwing weapon which might stun the target if thrown correctly.
Mergan stern: Spiked ball which might break through the target if thrown correctly.
Other abilities: Anastasia might collect nine pages to utilize with greater power.
Rampage (30 mp.): Anastasia hurl out repeated flames which rise and track forward in a defensive manner which might cause repeated damage.
Devine sight (10 mp.): Anastasia might detect some secret locations.
Frost fang (30 mp.): Anastasia rise frost in front before releasing outward with a flurry of crescent icicles which might freeze the enemies in place.
Sanctuary (50 mp.): Anastasia might remove any abnormality from the group’s statistics.
Chain lightning (30 mp.): Anastasia throw an electric ball which spin in place before releasing a flurry of lightning bolts out upon the battlefield for repeated damage.
Changer (30 mp.): Anastasia might become an owl or a toad to investigate the area.
Piercing eye (50 mp.): Anastasia release a mental beam toward the battlefield which continue to spread outward to strike enemies for repeated damage.
Summon (40 mp.): Anastasia summon different forms of enemies for decoy operations.
Nightmare (50 mp.): Anastasia summon dark energy which she make to strike forward for a repeated stab attack which might cause successive damage.
Sub-weapons.
Edward Morris.
Dagger (1-3 crystals.): Edward might throw the dagger forward. When item-crushed he might throw tripled daggers toward the enemies.
Special abilities: Edward might use flame, water, life, thought or spirit to might grant the dagger additional power.
Flame (3 crystals.): Edward might throw tripled enflamed daggers toward the enemies.
Water (3 crystals.): Edward might throw tripled freezing daggers toward the enemies.
Life (3 crystals.): Edward might throw tripled poison daggers toward the enemies.
Thought (3 crystals.): Edward might throw tripled homing daggers toward the enemies.
Spirit (3 crystals.): Edward might throw tripled gold knives toward the enemies.
Stopwatch (10-20 crystals.): Edward might stop time. When item-crushed he might double the amount of stopped time.
Special abilities: Edward might use flame, water, life, thought or spirit to might grant the stopwatch additional power.
Flame (10 crystals.): Edward might surround himself within a burning clock shield.
Water (10 crystals.): Edward might surround himself within a frozen clock shield.
Life (10 crystals.): Edward might surround himself within a poison clock shield.
Thought (10 crystals.): Edward might surround himself within a mental clock shield.
Spirit (10 crystals.): Edward might surround himself within a shining clock shield.
Axe (3-5 crystals.): Edward might throw the axe in a high arch. When item-crushed he might throw tripled axes toward the enemies.
Special abilities: Edward might use flame, water, life, thought or spirit to might grant the axe additional power.
Flame (10 crystals.): Edward might throw a row of enflamed axes in a high arch.
Water (10 crystals.): Edward might throw a row of breakable axes in a high arch.
Life (10 crystals.): Edward might throw a row of poison axes in a high arch.
Thought (10 crystals.): Edward might throw a row of explosive axes in a high arch.
Spirit (10 crystals.): Edward might throw a row of golden axes in a high arch.
Cross (3-5 crystals.): Edward might throw the cross like a boomerang. When item-crushed he might throw tripled crosses toward the enemies.
Special abilities: Edward might use flame, water, life, thought or spirit to might grant the cross additional power.
Flame (5 crystals.): Edward might throw tripled enflamed crosses toward the enemies.
Water (5 crystals.): Edward might throw tripled freezing crosses toward the enemies.
Life (5 crystals.): Edward might throw tripled poison crosses toward the enemies.
Thought (5 crystals.): Edward might throw tripled homing crosses toward the enemies.
Spirit (5 crystals.): Edward might throw tripled golden crosses toward the enemies.
Holy water (3-5 crystals.): Edward might throw a vial of holy water in a high arch. When item-crushed he might throw tripled vials toward the enemies.
Special abilities: Edward might use flame, water, life, thought or spirit to might grant the holy water additional power.
Flame (5 crystals.): Edward throw a wave of holy water to might burn the enemies.
Water (5 crystals.): Edward throw a wave of holy water to might freeze the enemies.
Life (5 crystals.): Edward throw a wave of holy water to might poison the enemies.
Thought (5 crystals.): Edward throw a wave of holy water to might petrify the enemies.
Spirit (5 crystals.): Edward throw a wave of holy water to might engulf the enemies.
Crucifix (1-3 crystals.): Edward might stamp with the crucifix. When item-crushed he might make the enemies burn upon impact.
Special abilities: Edward might use flame, water, life, thought or spirit to might grant the crucifix additional power.
Flame (10 crystals.): Edward flout in the air while the flaming cross damage the enemies.
Water (10 crystals.): Edward flout in the air while the breakable cross damage the enemies.
Life (10 crystals.): Edward flout in the air while the poison cross damage the enemies.
Thought (10 crystals.): Edward flout in the air while the explosive cross damage the enemies.
Spirit (10 crystals.): Edward summon a circle of crosses for better protection.
Laurels (10-20 crystals.): Edward might restore 25% of his lost energy. When item-crushed he might restore 50% of his lost energy.
Special abilities: Edward might use flame, water, life, thought or spirit to might grant the laurels additional power.
Flame (10 crystals.): Edward might remove a frozen state.
Water (10 crystals.): Edward might remove a stoned state.
Life (10 crystals.): Edward might remove a poisoned state.
Thought (10 crystals.): Edward might remove a hypnotized state.
Spirit (10 crystals.): Edward might remove a cursed state.
Crystal (3-5 crystals.): Edward might throw the crystal in a high arch. When item-crushed he might throw tripled crystals toward the enemies.
Special abilities: Edward might use flame, water, life, thought or spirit to might grant the crystal additional power.
Flame (10 crystals.): Edward throw tripled rebounding fireballs toward the enemies.
Water (10 crystals.): Edward throw tripled rebounding bubbles toward the enemies.
Life (10 crystals.): Edward throw tripled poison crystals in a high arch.
Thought (10 crystals.): Edward throw tripled explosive crystals in a high arch.
Spirit (10 crystals.): Edward throw tripled rebounding homing balls toward the enemies.
Other abilities: N/a.
Anastasia Aulin.
Stakes (10-30 mp.): Anastasia might throw the stake forward. When enchanted she might throw tripled stakes toward the enemies.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic to might grant the stakes additional power.
Flame (30 mp.): Anastasia make a flaming pillar rise to make fireballs fall down.
Earth (30 mp.): Anastasia make a crystal rise to make meteors fall down.
Thunder (30 mp.): Anastasia make a static force rise to make magnetic orbs fall down.
Dream (30 mp.): Anastasia make a crystal rise to make homing balls fall down.
Magic (30 mp.): Anastasia make a magic force rise to make sonic rings fall down.
Gauntlets (30-50 mp.): Anastasia might attack with a stunning embrace. When enchanted she might attack with a more powerful embrace.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic to might grant the gauntlets additional power.
Flame (50 mp.): Anastasia might grant with a burning kiss.
Earth (50 mp.): Anastasia might grant with a poison kiss.
Thunder (50 mp.): Anastasia might grant with a stunning kiss.
Dream (50 mp.): Anastasia might grant with an evil kiss.
Magic (50 mp.): Anastasia might grant with a mystic kiss.
Garlic (30-50 mp.): Anastasia might throw garlic powder in a high arch. When enchanted she might double the amount of thrown powder.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic to might grant the garlic additional power.
Flame (50 mp.): Anastasia throw garlic powder to cause an enflamed explosion.
Earth (50 mp.): Anastasia throw garlic powder to cause a poisonous explosion.
Thunder (50 mp.): Anastasia throw garlic powder to cause an electric explosion.
Dream (50 mp.): Anastasia throw garlic powder to cause a dark explosion.
Magic (50 mp.): Anastasia throw garlic powder to cause a magic explosion.
Boomerang (20-50 mp.): Anastasia might throw the crescent like a boomerang. When enchanted she might throw tripled boomerangs toward the enemies.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic to might grant the boomerang additional power.
Flame (50 mp.): Anastasia make a large crescent break for a spreading flame attack.
Earth (50 mp.): Anastasia make a large crescent break for a spreading fragment attack.
Thunder (50 mp.): Anastasia make a large crescent break for a spreading current attack.
Dream (50 mp.): Anastasia make a large crescent break for a spreading shard attack.
Magic (50 mp.): Anastasia make a large crescent break for a sonic ring attack.
Roses (30-50 mp..): Anastasia might throw rose petals in high arches. When enchanted she might double the amount of thrown petals.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic to might grant the roses additional power.
Flame (50 mp.): Anastasia protect with a petal shield which absorb flame magic.
Earth (50 mp.): Anastasia protect with a petal shield which might absorb earth magic.
Thunder (50 mp.): Anastasia protect with a petal shield which might block static magic.
Dream (50 mp.): Anastasia protect with a petal shield which might block mental magic.
Magic (50 mp.): Anastasia protect with a petal shield which might consume black magic.
Holy book (10-30 mp.): Anastasia might present the holy book. When enchanted she might double the time of her presentation.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic to might grant the holy book additional power.
Flame (30 mp.): Anastasia pray to might create a wildfire.
Earth (30 mp.): Anastasia pray to might create an earthquake.
Thunder (30 mp.): Anastasia pray to make lightning strike.
Dream (30 mp.): Anastasia pray to might make her dream come true.
Magic (30 mp.): Anastasia pray to might cast out the mystic force.
Laurels (30-50 mp.): Anastasia might restore 25% of her lost magic energy. When enchanted she might restore 50% of her lost magic energy.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic to might grant the laurels additional power.
Flame (30 mp.): Anastasia might rise her resistance against flame magic.
Earth (30 mp.): Anastasia might rise her resistance against earth magic.
Thunder (30 mp.): Anastasia might rise her resistance against static magic.
Dream (30 mp.): Anastasia might rise her resistance against mental magic.
Magic (30 mp.): Anastasia might rise her resistance against black magic.
Crystal (30-50 mp.): Anastasia might throw the crystal in a high arch. When enchanted she might throw tripled rebounding stones toward the enemies.
Special abilities: Anastasia might use flame, earth, thunder, dream or magic to might grant the crystal additional power.
Flame (50 mp.): Anastasia throw tripled rebounding opal stones toward the enemies.
Earth (50 mp.): Anastasia throw tripled rebounding emerald stones toward the enemies.
Thunder (50 mp.): Anastasia throw tripled rebounding topaz stones toward the enemies.
Dream (50 mp.): Anastasia throw tripled rebounding jade stones toward the enemies.
Magic (50 mp.): Anastasia throw tripled rebounding luminous stones toward the enemies.
Other abilities: N/a.
Items.
Mystic items.
Small gem (1): The small gems might grant power to whatever weapon you have in position.
Big gem (5): The big gems might grant power to whatever weapon you have in position.
Coffee (40 mp.): The coffee might grant magic to whatever weapon in position.
Toad potion (60 mp.): The toad potion might grant magic to whatever weapon in position.
Green tee (120 mp.): The green tee might grant magic to whatever weapon in position.
Morning-star: Mystic items which might upgrade the hero’s striking weapon.
Chicken leg: The chicken leg might restore 25% of your lost energy.
Pot roust: The pot roust might restore 50% of your lost energy.
Black crystal: The black crystal might make you invisible for a short period of time.
Rosary: The rosary might clear the area of evil.
Coin (1): The coins are currency which might be used to purchase some items.
Money bag (100): The money bag contain other coins which might be used to purchase items.
Pentagram: The pentagram might blow open holes or remove some castle structure.
White candle: The lamp might illuminate the castle or lit torches and other burnable materials.
Antidote: The antidote might remove a poisoned state.
Cure curse: The cure curse might remove a cursed state.
Potion: The potion might remove a frozen state.
Tonic: The tonic might restore 75% of your lost energy.
Elexir: The elixir might restore 25% of your lost mystic energy.
Castle map 1: This is a piece of the castle’s landmap.
Castle map 2: This is the second piece of the castle’s landmap.
Castle map 3: This is the third piece of the castle’s landmap.
Compass: The compass might mark some important features upon the castle’s landmap.
Mirror: 1up.
Mystic orb: The mystic orb is a crystal ball which might restore you back to the original state.
Magic items.
Magic ticket: A ticket which might teleport you to a safe place.
Spell book: The spell book who grant elemental power to the person in possession.
Jewel cog: A cog which might be inserted into the tower of death.
Mystic crystal: The mystic crystal who grant elemental power to the person in possession.
Diamond tiara: A tiara adored with dazzling diamonds from around the world.
Clover tiara: A tiara adored with sacrificial flowers from around the world.
Princess tiara: A tiara adored with shining jewels from around the world.
Pearl tiara: A tiara adored with blazing pearls from around the world.
Muse tiara: A tiara adored with the blessing of maidens from around the world.
Midnight tiara: A tiara adored with black gems from around the world.
Oracle: The oracle might provide information about the origin of any given enemy.
Mina’s locket: The locket which belonged to Mina Hakuba.
Fate shards: The fate shards are the scattered remains of the legendary mirror of fate.
Special items.
Bright explosion (1-5 bombs.): Edward might place a bright bomb upon the battlefield.
Rain satellite (1-2 satellites.): Edward manipulate with the satellite to make an acid downpour.
Dust shot (1-7 shots.): Edward might release a breakable shot upon the battlefield.
Drill missile (1-5 missiles.): Edward manipulate with the bazooka to launch drilling missiles.
Skull bomb (3-5 bombs.): Edward might place three skull bombs upon the battlefield.
Acid laser (1-7 batteries.): Edward might manipulate with the gun to release acid laser blasts.
Snake bandage (1-10 robots.): Edward manipulate with the production unit to release robots.
Uriel scythe (5-10 grenades.): Edward might throw five scythe grenades upon the battlefield.
Inventory.
Edward Morris.
Jonathan Harker’s outfit: Clothing worn by an English solicitor.
John Seward’s outfit: Clothing worn by a British doctor.
Arthur Holmwood’s outfit: Clothing worn by Lucy Westenra’s fiancée.
Quincey P. Morris’s outfit: Clothing worn by an American globetrotter.
Abraham Van Helsing’s outfit: Clothing used by a Dutch professor.
John Morris’s outfit: Clothing worn by Quincey’s son.
Jonathan Morris’s outfit: Clothing used by an American hunter.
James Morris’s outfit: Clothing used by a European Trailer driver.
Edward Morris’s outfit: Clothing used by a Romanian mailman.
Anastasia Aulin.
Circus girl outfit: Outfit used by an Italian juggler.
Dancing girl outfit: Outfit used by an Indian dancer.
Cheerleader outfit: Outfit which belonged to an English cheerleader.
School girl outfit: Outfit belonging to a Japanese school girl.
Cowgirl outfit: Outfit used by an American country girl.
Glamour girl outfit: Outfit which belonged to a Paris model.
Biker girl outfit: Outfit belonging to a Brazilian biker.
Party girl outfit: Outfit worm by a Swedish teenager.
Anastasia’s outfit: Outfit worn by a Muslim woman.
Armour.
Edward Morris.
Bronze plate: The bronze plate might grant 5% better protection from a damaged status.
Silver plate: The silver plate might grant 15% better protection from an unnatural statistics.
Iron plate: The iron plate might grant 15% better protection from a damaged status.
Spiked plate: The spiked plate might add 20% to your attack statistics.
Mirror plate: The mirror plate might make it more difficult to cast a charmed state.
Gold plate: The gold plate might add 25% to your defence statistics.
Dark plate: The dark plate might make it more difficult to cast a cursed state.
Heal plate: The heal plate might add 15% to your health statistics.
Jewel plate: The jewel plate might grant 45% better protection from a damaged status.
Anastasia Aulin.
Leather corset: The leather corset might grant 5% better protection from a damaged status.
Amethyst corset: The amethyst corset might make it more difficult to inflict a stoned state.
Diamond corset: The diamond corset might add 10% to your magic statistics.
Emerald corset: The emerald corset might make it more difficult to inflict a poisoned state.
Sapphire corset: The sapphire corset might make it more difficult to inflict a frozen state.
Ruby corset: The ruby corset might make it more difficult to cast a charmed state.
Jade corset: The jade corset might add 25% to your magic statistics.
Silver corset: The silver corset might make it more difficult to cast a cursed state.
Lillith corset: Lillith’s corset might add 35% to your charm statistics.
Boots.
Edward Morris.
English shoes: The English shoes which grant the sliding ability.
Buckle shoes: The buckle shoes which grant the double jump ability.
Fine shoes: The fine shoes which grant the slide-kick ability.
Cowboy boots: The cowboy boots which grant the dashing ability.
Heavy boots: The heavy boots which grant the jump-kick ability.
Hunter boots: The hunter boots which grant the knee-kick ability.
Great boots: The great boots which grant the flying kick ability.
Leather boots: The leather boots which grant the super jump ability.
Army boots: The army boots which grant the back-dash ability.
Anastasia Aulin.
Soft shoes: The soft shoes which grant the sliding ability.
Dance shoes: The dance shoes which grant the double jump ability.
Sneakers: The sneakers which grant the slide-kick ability.
Brown shoes: The brown shoes which grant the dashing ability.
Cowgirl boots: The cowgirl boots which grant the jump-kick ability.
Italian shoes: The Italian shoes which grant the flying kick ability.
Biker boots: The biker boots which grant the super jump ability.
Pointed shoes: The pointed shoes which grant the spin-kick ability.
Velvet slippers: The velvet slippers which grant the back-dash ability.
Lesser enemies: Bat, Zombie, Peeping Eye, Axe Armour, Pillar Of Bone, Hound, Golem, Skeleton, Une, Mimic, Cave Troll, Corpse-Weed, Frog, Moulded Corpse, Dead Warrior, Mini Devil, Bone-Ark, Malachi, Witch, Hollow Man, Flame Demon, Aliorunes, Vipula, Spin Devil, Lillith, Imp, Great Knight, Bone-Rib, Flying Archer, Bomber Armour, Demon Head, Spear Guard, Ghost, Spittle, Medusa Head, Axe Knight, Siren, Bone Dragon, Crow, Bone-Archer, Harpy, Skeleton Tree, Humpback, Student Witch, Treant, Blade-Skeleton, Dodo, Wight, Nyx, Wyvern, Raven, Flail Guard, Kiler Clown, Humpback Rider, Succubus, Ruler Sword, Ucoback, Hell Knight, Maid, Iron Golem, Bartender, Dead Soldier, Phantom Skull, Dragonfly, Dead Farmer, Merman, Owl, Tombstone, Ghoul, Demon, Skelerang, Mandragora, Mothman, Large Ghost, Nightmare, Larva, Killer Doll, Yorick, Red Knight, Lesser Demon, Axe Lord, Gold Bone, Devil, Fishman, Death Mask, Poison Worm, Minotaur, Giant Slug, Forneus, Elquisa, Dogether, Bone-Thrower, Toad, Gorgon, Dead Officer, Hanged Man, Heavy Armour, Thunder Demon, Hopper, Red Skeleton, Hill Knight, Sand Worm, Man Eater, Killer Bee, Bee Hive, Ectoplasm, Creature, Wakwak Tree, Dead Hunter, Mudman, Ghoul King, Dead Knight, Bone-Scimitar, Stone Rose, Swinger, Alura Une, Ice Skeleton, Frozen Shade, Tanjelly, Ghost Dancer, Sword Lord, Flying Armour, Zacchino, Razor Bat, Golem Knight, Winged Guard, Needle, Catobeplaces, Bone-Trooper, Laura, Wise Bee, Copelia, Alastor, Demon Wheel, Speed Demon & Amdashes.
Bat: Small flying mammals which attack in great numbers.
Zombie: Scores of undead beings rise from their graves in search of flesh.
Peeping Eye: Flouting eye who suddenly swoops in to might inflict a cursed state.
Axe Armour: Armed and armoured knight that throw the axe like a boomerang before suddenly dashing forward.
Pillar Of Bone: Stacked dragon skulls which turn in either direction to breathe flames or spit fireballs.
Hound: Demon dog that fly about to breathe acid mist which might inflict a cursed state.
Golem: Rock figure brought to life through arcane magic that grab the hero, throw tripled fireballs or suddenly dashes forward.
Skeleton: Undead bony adversaries which jump in erratic patterns to throw bones.
Une: Hazardous plantlife who suddenly sprouts to might inflict a poisoned state.
Mimic: Possessed treasure box that might inflict a cursed state.
Cave Troll: Ancient troll that attack those which trespass upon their domain.
Corpse-Weed: Mutated plant who suddenly sprouts to might inflict a poisoned state.
Frog: Mutated amphibium who jumps forward to might inflict a poisoned state.
Moulded Corpse: Freak that release an oily substance to might inflict a poisoned state.
Dead Warrior: Armed and armoured warrior that attack with their sword and shield to might make dinner upon the hero.
Mini Devil: Freak that escaped from Hell. They bounce about to might inflict a cursed state.
Bone-Ark: Evil’s shrine carried by bony priests that fire beams or bursts of deathly energy. Upon defeat, the priests might escape.
Malachi: Demon that escaped from Hell. They conjure large globules which they chase until delivering crippling swipes to might overthrow the hero.
Witch: The Devil’s concubine fly in the air to throw blue homing balls which might inflict a cursed state.
Hollow Man: Invisible man that might chase after female heroes.
Flame Demon: Demon that escaped from Hell. They throw rapid fireballs or utilize with martial arts which might inflict a cursed state.
Aliorunes: The Devil’s concubine fly in the air to throw tripled homing fireballs which might inflict a cursed state.
Vipula: Evil nymph that emit acid fumes to might charm the hero.
Spin Devil: Glowing blade that create whirlwinds to might inflict a cursed state.
Lillith: Seductive maiden that might inflict a poisoned state.
Imp: Freak from Hell who emit flame bursts to might inflict a cursed state.
Great Knight: Armed and armoured knight that summon other warriors before attacking with their sword and shield.
Bone-Rib: Undead bony adversaries which jump in erratic patterns to throw bones.
Flying Archer: Fallen angel that fire arrows downward to might inflict a charmed state.
Bomber Armour: Armoured knight that throw accurate explosives in high arches.
Demon Head: Demon that escaped from Hell. They fly in from difficult angles to release multiple feathers or throw homing fireballs which might inflict a cursed state.
Spear Guard: Armed and armoured knight that attack with their lances. They repel some sub-weapons, stab through walls and ceilings or release heavy waves of deathly energy.
Ghost: Flouting apparition that might possess the hero.
Spittle: Undead bony adversary that climb on castle structure to emit flame or poison and stab with their pitchfork to might end the battle.
Medusa Head: Snake creature spawned from Medusa that fly in wavy pattern to might inflict a stoned state.
Axe Knight: Armed and armoured knight that throw boomerang-like axes, one high, one low, or hurl them in high arches before suddenly dashing forward.
Siren: Seductive sea maiden that jump from the depth to throw fireballs.
Bone Dragon: Ripped-out dragon spine chained to castle structure that wave about while breathing heavy flames or spit fireballs.
Crow: Birds of pray which nest on castle structure. They attack the hero on sight.
Bone-Archer: Undead bony adversary that fire their bow-and-arrows.
Harpy: Half-woman/part bird of Greek mythology that fly in from difficult angles to release multiple feathers, swoop downward or to attack with their dagger.
Skeleton Tree: Mythological skeleton that attack the hero.
Humpback: Freak of nature that rebound about to might overthrow the hero.
Student Witch: The Devil’s concubine fly in on her broomstick to might inflict a cursed state.
Treant: Mythological tree that might attack the hero.
Blade-Skeleton: Skeleton that circle the hero until they spot an opening.
Dodo: Mythological bird who escapes on sight.
Wight: Scores of a lingering corpse that rise from the burrow in search of the hero.
Nyx: Demonic scientist that might inflict a poisoned state.
Wyvern: Ancient beast that emit acid bursts or stab their tail to might inflict a poisoned state.
Raven: Birds of pray which attack on sight.
Flail Guard: Armed and armoured skeleton that attack with the flail.
Killer Clown: Undead entertainer that suck the hero’s blood, throw daggers, playing cards, bombs or conjure killer dolls and Malachi demons to might end the battle.
Humpback Rider: Freak of nature in control of a bone dragon.
Succubus: Seductive demon that might inflict a cursed state.
Ruler Sword: Possessed item that make other weapons attack to might inflict a cursed state.
Ucoback: Freak of nature that bounce about to lit flames which might confuse the hero.
Hell Knight: Armed and armoured knight that attack with their sword and shield. They smash their spiked shield or make rising flames to track forward.
Maid: Demon maid that attack with their vacuum cleaner or utilize with martial arts.
Iron Golem: Iron figure brought to life through arcane magic that hammer the floor, deliver uppercuts, spew heavy flames or suddenly dashes forward.
Bartender: Scores of undead bartenders which might corrupt the hero.
Dead Soldier: Scores of undead soldiers rise from their graves who fire their rifle to make dinner upon the hero.
Phantom Skull: Flouting apparition that rise from their graves to make dinner upon the hero.
Dragonfly: Mutated insect that release a burning substance upon the battlefield.
Dead Farmer: Scores of undead beings rise from their graves in search of flesh.
Merman: Mutated creature that jump from the depth to spit fireballs.
Owl: Wise bird who attacks on sight.
Tombstone: Possessed icon who suddenly swoops in to might inflict a cursed state.
Ghoul: Scores of undead beings rise from their graves in search of flesh.
Demon: Demon that escaped from Hell. They crack open seals to release tripled fireballs which might inflict a cursed state.
Skelerang: Undead bony adversaries which jump in erratic patterns to throw boomerangs.
Mandragora: Mythological plant who suddenly sprouts to emit a sonic scream upon the area.
Mothman: Mutated moth creature that might inflict a poisoned state.
Large Ghost: Flouting apparition that might inflict a cursed state.
Nightmare: Seductive demon that ride upon a marked territory to might inflict a cursed state.
Larva: Mythological serpent creature that might inflict a poisoned state.
Killer Doll: Possessed toy who suddenly swoops in to might inflict a cursed state.
Yorick: Undead bony adversary that chase its skull.
Red Knight: Soaked axe armour that might pull itself together when slain.
Lesser Demon: Demon that escaped from Hell. They throw rapid flames or emit acid bursts which might inflict a cursed state.
Axe Lord: Armed and armoured knight that throw tripled axes or hurl them in high arches which might create flaming explosions upon impact.
Gold Bone: Undead bony adversaries which jump in erratic patterns to throw bones.
Devil: Dracula’s master crack open seals to release tripled spiked orbs which explode on impact. Hell’s keeper also attack with martial arts which might inflict a cursed state.
Fishman: Mutated fish creature that jump from the depth to spit poison streams.
Death Mask: Possessed icon that spit tripled icicles to might inflict a cursed state.
Poison Worm: Sea serpent that rise from the depth to might inflict a poisoned state.
Minotaur: Half-man/part bull of Greek mythology that attack with their axes, swords, lances, ball-and-chains or throw rocks to might end the battle.
Giant Slug: Mutated bacteria that might inflict a plagued state.
Forneus: Creature that escaped from the dark ocean world to make dinner upon the hero.
Elquisa: Guardian demon that make dust spill over to might inflict a cursed state.
Dogether: Flouting eyeball formation that flail their tentacles, make rocks fall down, cry acidic tears or fire three-way arrow beams of deathly energy.
Bone-Thrower: Skeleton that throw an endless supply of rebounding bone-boomerangs.
Toad: Mutated amphibium who jumps forward to might inflict a plagued state.
Gorgon: Medusa’s sister that fire her bow-and-arrows to might inflict a stoned state.
Dead Officer: Scores of undead officers rise from their graves who launch rockets to make dinner upon the hero.
Hanged Man: Undead bony adversary that flail their limbs to throw bones.
Heavy Armour: Armed and armoured knight that attack with their hammer. They smash against the floor or make rising flames to track forward.
Thunder Demon: Demon that escaped from Hell. They make lightning strike which cause rising flames or utilize with martial arts which might inflict a cursed state.
Hopper: Freaks of nature which rebound about to might overthrow the hero.
Red Skeleton: Soaked skeleton that might pull itself together when slain.
Hill Knight: Armed and armoured knight who attacks on sight.
Sand Worm: Big worm that appear to make sand spill over to might inflict a petrified state.
Man Eater: Mutated plant who suddenly sprouts to emit petrifying seeds toward the hero.
Killer Bee: Evil stinger that might inflict a poisoned state.
Bee Hive: Hive which is the homestead for the wise and killer bees.
Ectoplasm: Flouting apparition that might inflict a cursed state.
Creature: Reanimated corpse that chase the hero. They channel electric currents, strangle or deliver punches to might end the battle.
Wakwak Tree: Ancient tree that produce seductive maidens to make dinner upon the hero.
Dead Hunter: Undead hunter that fire their bow-and-arrows to make dinner upon the hero.
Mudman: Possessed manifestation who attacks on sight.
Ghoul King: Undead king that rise from the grave in search of the hero.
Dead Knight: Armed and armoured knight mount horseback that attack with their lances to might make dinner upon the hero.
Bone-Scimitar: Armed and armoured skeleton that attack with their scimitar and shield.
Stone Rose: Mystic plant that emit spiky seeds or powder to might inflict a stoned state.
Swinger: Undead bony adversaries which swing about to throw sickles toward the hero.
Alura Une: Mythological maiden that attack with leaflings or thorns to might inflict a poisoned state.
Ice Skeleton: Undead bony adversaries which jump in erratic patterns to throw bones.
Frozen Shade: Flouting female figure that throw freezing icicles toward the hero.
Tanjelly: Jellyfish creature that might electrify an area to make dinner upon the hero.
Ghost Dancer: Flouting apparitions which might inflict a cursed state.
Sword Lord: Armed and armoured knight that attack with their sword and shield before suddenly dashing forward.
Flying Armour: Cloaked knight that attack with their sword to might inflict a cursed state.
Zacchino: Seductive demon that might inflict a cursed state.
Razor Bat: Mechanical toy which circle the hero until they spot an opening.
Golem Knight: Armed and armoured bear creature that attack with their club to might make dinner upon the hero.
Winged Guard: Mythological skeleton that fly in wavy patterns to attack with their lances.
Needle: Ball of destruction that circle the platform to might inflict a poisoned state.
Catobeplaces: Iron-plated war-beast that attack with a horn-trust, make the rubble wave, cause sonic blasts or breathe a heavy steam which might inflict a stoned state.
Bone-Trooper: Undead bony adversary that attack with their ball-and-chain.
Laura: Dracula’s bride and Carmilla’s price that suck the hero’s blood or utilize with martial arts.
Wise Bee: Poison stinger that circle the hero until they spot an opening.
Copelia: Demonic acrobat that might inflict a cursed state.
Alastor: Flouting apparition that attack with their sword to might inflict a cursed state.
Demon Wheel: Demon that escaped from Hell. They charge up to might inflict a cursed state.
Speed Demon: Hell’s angels that mount their bikes to chase the hero.
Amducias: The musician from Hell. They fire lightning bolts from their fingertips or use their magic ring to cause rising flames which might inflict a cursed state.
Cyborgs.
Guardian description: Black Venerium is the warlock from the New Order. Lady Venerium turns of the light before creating a far-reaching electrified explosion. You must destroy her armour. The evil witch also throw a spread-shot of spark projectiles to might stun the hero. When damaged enough, Black Venerium might also make chain lightning to strike down.
Found in: Ruins of castle Dracula (Romania) & the master’s keep.
Weapon used: Bright explosion.
Weak against: Uriel scythe.
Guardian description: Bolg is a droid-lieutenant from the New Order. Bolg might fire hydro-blasts to might get the hero. You have to destroy his armour. The Cyborg also make multiple tiny toad-like robots to jump forward which might inflict a poisoned state. When damaged enough, Bolg might also release satellites which cause an acidic rain flush about the area.
Found in: Atlantis shrine (Greece).
Weapon used: Rain satellite.
Weak against: Dust shot.
Guardian description: Deborah is the droid-lieutenant from the New Order. Deborah remains mostly stationary while she release one-four dust-like projectiles. You must destroy her armour. The cyborg might drag in the hero. When damaged enough, Deborah might also start jumping forward while unleashing shattering missiles which might finish off the battle.
Found in: City of Haze (England).
Weapon used: Dust shot.
Weak against: Rain satellite.
Guardian description: Cat is the droid-captain from the New Order. Cat appears from one of the holes to might release repeated drill missiles before jumping forward. You have to destroy his armour. The cyborg also jump high to might dodge other attacks. When damaged enough, Cat might also upgrade his missiles into a more accurate five-prolonged onslaught for finality.
Found in: Muniton factory (Germany).
Weapon used: Drill missile.
Weak against: Rain satellite.
Guardian description: Nialka is the droid-lieutenant from the New Order. Nialka generates her force-field before she starts using the flame-thrower with greater effect. You must destroy her armour. The cyborg also conjure a circle of skull bombs for better protection. When damaged enough, Nialka starts hurling them, one after another, to might end the battle.
Found in: Leaning tower of Pisa (Italy).
Weapon used: Skull bomb.
Weak against: Drill missile.
Guardian description: Sapphira is the droid-lieutenant from the New Order. Sapphira might jump out from the water to release an acidic wave. You have to destroy her armour. The cyborg also hurl aqua blobs to might throw the hero off balance. When damaged enough, Sapphira might also upgrade her acidic wave laser into a more accurate attack.
Found in: Versailles palace (France).
Weapon used: Acid laser.
Weak against: Skull bomb.
Guardian description: Jura is the droid-lieutenant from the New Order. Jura might release snake-like bandages to might trap the hero in place. You must destroy his armour. The cyborg also conjure other machines which might throw the hunter off balance. When damaged enough, Jura might also make rising spikes to track forward which might finish off the battle.
Found in: Forest of Doom (Spain).
Weapon used: Snake bandage.
Weak against: Acid laser.
Guardian description: Zeldo is the droid-commander from the New Order. Zeldo might attack with his scythe before jumping over to the other side of the area. You have to destroy his armour. The cyborg also throw out a spread-shot of sickles. When damaged enough, Zeldo might also make his sickle boomerangs to explode upon impact.
Found in: Vampire studio (Russia).
Weapon used: Uriel scythe.
Weak against: Snake bandage.
Guardian description: The Dragonheart X is the central control-computer. The Dragonheart X might fire downward with a barrage of accurate missiles. You must destroy the shield-generator. The network use metal hooks to might trap the hero in place. The Dragonheart X computer might also drop down rebounding bubble-bombs to create explosions upon the area.
Found in: Tower of death.
Weapon used: N/a.
Weak against: Bright explosion.
The forsaken order.
Guardian description: The dangerous mistress is a handmaiden for the accursed princess. The dark wanderer might attack with her knives or make swarms of bats to swoop forward. The handmaiden also make freezing blizzards to whirl about the area. She grant poison kisses. The dangerous mistress might also throw repeated magic rings which might finish off the battle.
Found in: Atlantis shrine (Greece).
Weapon used: N/a.
Weak against: N/a.
Guardian description: The mad butcher is the warlock’s knight. The dark wanderer might attack with his axe or cry sonic rings which might stun the hero in place. The black knight then release the freezing mist which might inflict a frozen state. The mad butcher might also make repeated lightning bolts to strike down which might end the battle.
Found in: Ruins of castle Dracula (Romania).
Weapon used: N/a.
Weak against: N/a.