
Knights and Armors
I:
Knights
Regular knights are those
armored foes that you'll find patrolling certain areas of the castle, blocking
and cluttering up platforms. These types of knights, undead or not, are always
in command of one type of weapon in which they've mastered.
What's inside
the armor? Is there a living presence or is the armor possessed? In either
case, basic knights march endlessly, patiently, on the platforms to which
they're stationed, armed with different types of spears for the occasion;
the most advanced of these knights can use their spears to stab through ceiling
structures. While tougher than basic knights, most of the below are programmed
with these attributes in mind.
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Alternate
Names/Forms: Black
Knight |
By the time of John Morris'
adventure, knights had learned all types of new skills due to the advancement
of technology. These assemly-line knights may emulate attacks patented by
past versions, but this particular grouping is a brand all its own. They are
the following (from left to right):
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Alternate Names/Forms:
Rock Armor and Bomber Armor |
These mysterious
yet sinister cape-clad figures fly through the air wielding their swords.
They have to their madness a method: In cagily parrying, one will toss its
swords in the heroes' general direction, cluttering the area, where it will
hover until the knight charges to retrieve it. Due to said abilities, cloaked
knights work most effectively when teamed with Medusa heads and other equally
flighty enemies.
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Alternate Names/Forms:
Flying Armor |
These armored
grisly knights hide behind slabs of stone or any other camouflaged area--they
don't do that good a job of remaining concealed, however--and then they pop
out unexpectedly to bat you over the head with their clubs when you pass underneath.
Though hidden, they can still be struck from afar.
Corner Guards
are a special breed of knight that specializes in fighting on uneven ground.
Their movement is of course relegated to sliding up and down the stairways
and hills that they guard; they attack by sliding down with a sword stab or
by reaching back for a quick swipe. Jumping over a corner guard is tricky,
because their mobility is such that they can quickly move upward to cut off
an airborne hero.
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Alternate
Names/Forms: Hill
Guard |
These are fairly
advanced knights that master in using a crossbow while either standing and
kneeling--they always remain in their initial position. To throw you off,
they'll fire only one arrow a couple of times in a row before quickly firing
two at a time. While this makes them fairly predictable, they're tough to
defeat when among crossbow knights placed in an opposite position.
When certain
knights become victims to falling chandeliers, they become enflamed. Defensively-minded,
they remain at a distance and swipe forward with their now-flaming swords
when the opportunity arises. Their most effective attack is to rip their swords
across the ground, which causes a wave of flame to trek along the surface.
This breed of
knight is made up of barbarians armed with mace-like clubs. They patrol a
given area and lunge forward on sight, in a burst, clubbing the victim with
an axe handle blow. They can protect themselves for longer durability by ducking
their heads; they do this because a direct unguarded hit will kill them in
one shot.
The red axe
armor may look and attack exactly like a typical axe knight
(with axes tossed high and low, returning in opposite polarity),
but there's one significant difference: A red axe armor is a warrior powered
by blood (an advancement inspired by evil's success with blood skeletons)
and cannot be killed. When temporarily immobilized, it will collapse into
a pile of armor and then seconds later pull itself back together.
These bloodthirsty
undead knights ride around on their equally undead horses, seeking eternal
combat. Limited to riding along only a marked territory, they'll fiercely
speed back and forth to defend their slab of land. Other forms are bereft
of an actual knight-rider--but a lone horse of varying dismemberment--but
otherwise behave similarly; advanced forms can momentarily turn ethereal to
avoid damage and otherwise confuse attackers.
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Alternate Names/Forms:
Dullahan, Dead Warrior & Nightmare |
II:
Armors
This is simply the next level
of knight, more heavily armored and more equipped in that regard. Mostly,
they're similar in terms of their march-forward-at-all-costs mentality and
in their propensity to overwhelm you with their girth.
These empty suits of armor
have been given a temporary "life" thanks to the possession of
poltergeists. An animated Armor will use its large shield to guard against
attacks and await its chance to counter; when it gets the chance, it'll
respond with a deadly swipe or a clubbing blow, which strikes the ground
with such force that damaging debris will be sent flying in all directions.
Those
from the armor knight group have been given minds of their own through the
use of evil magic, yet, somehow, they're completely hollow. They wildly swing
their long axes and expertly defend against attacks with their large shields.
The advanded spear-armed golden knights don special armor that can only be
damaged by magical attacks. The related
(non-boss) dullahans are headless armored knights who endlessly wander in
search of their own heads; they wield swords and carry shields that, strangely,
feature large faces.
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Alternate Names/Forms:
Dullahan & Golden Knight |
The armored sentry is a
bulky, top-heavy grunt whose frame is adorned with large spikes, its long
arms fitted with lances. At first slow-moving, the intimidating sentry suddenly
picks up speed when an intruder approaches; its only desire, then, is to
crash itself into the target for maximum damage. Though not as impervious
as it seems, a defeated sentry leaves behind its armor as a spiky obstacle;
if the remains are not cleared away, they will continue to act as an unnecessary
threat.
This hollow adversary
will prove to be anything but. The persistent copper armor has only a short
sword in hand, but it can use it in three different ways: (1) It can unleash
a furious sword swipe. (2) It can point the sword outward and use it for a
jumping attack. Or (3) it can execute a long-distance sliding dash. While
its offense is typical of most other enemies in this regard, copper armor
is simply tougher and more efficient.
Bulkiness plus
a long-range weapon is a dangerous combination, and crossbow armor is proof.
This armored warrior is equipped with a crossbow that fires exploding bolts;
so while one must get close to engage an enemy of such toughness, there's
the constant fear of an unexpected explosion. The advanced form, buster armor,
only magnifies such a fear with its devastating missiles, which can thankfully
be redirected, sent back to harm and possibly destroy the sender.
Elemental armors
are a variety that never back down as they march forward. This brand of armor
uses their swords to execute elemental attacks. From left to right, they are:
-
Thunder Armor:
When it swings its sword forward, a heat-seeking lightning ball will emerge
from its tip. The armor won't wait around for you to dodge it, though, as
it'll keep generating more and more lightning balls.
-
Earth Armor:
Earth Armor doesn't use its sword to strike forward or blast projectiles;
instead, it rips the blade along the ground, which causes a mini-quake that
waves forward along the surface, and it doesn't cease until it hits a wall
or leaves sight.
-
Flame Armor:
Flame Armors' swords become engulfed in flames when they reach back and
swing forward. When the sword crashes into the ground, it sends a flame
waving along at a short distance.
-
Ice Armor:
Ice Armor will show up in watery areas. They're swordless, so they'll rely
on their frost ability to create ice-like javelins using the water; they'll
throw two of these forward is succession, one high and then one low. If
contact is made, you'll be turned to ice temporarily, susceptible to heavy
damage.
-
Forest Armor:
The Forest Armor follows the pattern of regular armor--that is, marching
forward slowly before releasing a timed attack. In this case, it stops and
discharges long, danky weeds from its wrist. The tip of each weed expands
to try to grab you, and this lasts for a prolonged period.
-
Holy Armor:
This type of armor quickly lifts its sword
to midrange. After pointing the sword forward, it'll send a holy blast forward
in the form of a beam. Considering its closed-in location, there'll be little
room and time to react.
-
Stone Armor:
Both the armor and the projectiles it throws are comprised of stone. It
has no sword, as you'd expect, so it relies on throwing those big stones,
one after another, arcing in your direction. If you stay at a distance,
you'll be unable to strike it, but if you get too close, a stone may land
on your head.
-
Wind Armor:
The Wind Armor are both fast and strong. They're so fast, in fact,
that one swing of their sword through the brisk air can cause a large
wind wave forward at a good distance. Good timing will be required to
successfully dodge the storm and finish one off.
-
White Armor:
White Armor is the strongest of all armors. Its laser attacks are very
reminiscent of Holy Armor--that's to say powerful but not really as
hard to dodge as other armors' attacks. But White Armor's toughness
cannot be denied, and contact with it or its sword and laser will be
crippling.
-
Poison Armor:
This rather annoying armor can use its sword to send a thick, poisonous
acid cloud forward; each cloud will follow you wherever you go until
it evaporates. The armor itself will release a new cloud right when
the last one fully dries up, so there's little time to focus on the
armor.
-
Dark Armor: Dark
Armor will stop suddenly and blast three waves of dark energy from their
swords, this in any of three directions--up, down and forward; with
this kind of command, you're not safe on platforms above or below.
-
Devil Armor: Despite
its intimidating name, the Devil Armor is nothing more than a stronger
version of Dark Armor. Unlike its weaker counterpart, the Devil Armor
can blast dark energy from its sword in continuous streams.
The
heavily armored lions seem like they're studying your positioning as they
slyly glide back and forth over a small area. When you get within their range,
they'll slide-dash and take a huge claw-swipe forward--this attack is so quick,
in fact, that you'll only see a blur. It'll quickly regroup and restart the
pattern.
These burly knights slowly lumber about while swinging their iron balls through
the air. When you come near, they'll fling the iron ball towards you, which
will surely result in a bang; the bulkier versions have more command on this
attack as they seem to make it float through the air, leaving it to linger
before pulling it back; that said, some in the class of the latter are better
known as "Heavy Armor," and they swing the iron balls overhead for
longer periods and toss them for much greater impact.
|
Alternate Names/Forms:
Plate Lord & Heavy Armor |
Those from this class of
armor are possessed by shadowy spirits. The bulky Shadow Armors channel
energy into their swords and then release protoplasmic entities that momentarily
hover and then proceed to dart in their target's direction.
Spear Guards
are better trained than regular knights, and they don't play around. They'll
rapidly twirl their naginata
spears in order to block attacks while planning their own; that is, they can
either stab the spear forward for a quick poke or wildly swing it overhead--if
the overhead swipe connects, you'll be sent flying far back. They're not limited
to in-close combat as they can also stab the spears through ceilings
and floors to reach you.
|
Alternate
Names/Forms: Armor
Knight & Halberd Knight |
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