This cool customer
will never leave its position, and its attack scheme is simple: It'll throw
its bladed discuss to the exact point in which the hero is stands and make
it spin in place, scoring multiple hits if it connects, before pulling it
back. Its quickness in executing this attack is what makes it intimidating.
The alternate versions instead release the discus from their chests, either
on a string or through the air like a gear.
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Alternate Names/Forms:
Disc Armor, Disc Armor Lv1 & Disc Armor Lv2 |
Like the Guarder
Armors, this type of Guardian takes after a boss--the Great Armor, in this
case. They are the Final Guard and Shadow Knight. Though slightly different
in appearance, their performance in combat is very much the same: Giant Armors
excel in defense; their shields can guard against most any attack. Their large
swords afford them two powers--they can quickly stab it downward, sending
a wave of flame along the ground, or hold the sword overhead and unleash a
vicious swipe. They can be hurt through contact to the head or lower legs
or by using a weapon that can extend beyond their shield-range. Similar forms
of Great Armor and Final Guards can extend forward their standard or spiky
shields for crushing attacks.
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Alternate Names/Forms:
Great Armor & Giant Armor |
Great
Knights are in the top tier of Castlevania's many elite armored guardians.
The methodical but powerful knights use their intimidating mass and a frighteningly
large axe weapon to slowly back down a hero and upon direct approach lower
the boom; this entails slamming the axe's sharp edge into the ground,
to hack at distanced foes, or by crashing the head of the axe into the immediate
surface to bludgeon nearby pests. The advanced Final Knights, an elite class
of warrior hunters, instead yield large two-sided scythes; while similar in
their attack scheme, Final Knights can as a result of their long-ranged slam-attack
cause dark energy to wave across the ground.
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Alternate Names/Forms:
Final Knight |
These guardians
are stationed to areas where it's their job to protect secret entrances. From
left to right, they are the Gate Guarder, Guardian Armor and Bronze Armor.
Like the boss they're patterned after, the Living Armor, they're always marching
forward, undaunted. These three, especially, are invulnerable to normal weapons
and can only be temporarily repelled with three consecutive whip slashes.
The objective is to use the surrounding environment to find an alternate way
to defeat them.
Hammer-Hammer
is a supersized hammer knight and a stronger version of Hammer (the brother).
This Iranian armor smashes its large mallet into the ground, causing tremendous
damage; the shock is so great that it beckons a swarm of Flea Men to drop
down to distract you while the armor continues its march forward. Like the
Guarder and Boomerang armors, it's susceptible to three consecutive whip strokes.
Owl Knights
are sort of like regular Armor Lords and Guardians, only with a pet owl at
their command. The owl will fly forward, attacking in a swooping motion at
its master's bidding. If killed, the knight will drop its guard to check on
the owl, leaving itself open to an attack. If you don't use this time to destroy
the armor, it'll become enraged and attack using the typical lunging overhead
swipe.
This British form of guardian
is equipped with a long wooden staff with a steel point (a pike). Like it
did to its previous victim, it holds the staff overhead and tries to impale
you by lowering it quickly; the staff is so long that you won't have much
room to maneuver around it in order to launch a counterattack. As usual,
this type of guardian can be repelled with three consecutive whip strokes.
When spirits
tire of endlessly wandering the castle, they possess the monstrous suits of
armor that adorn its corridors. They wield what is best described as a combination
mace-hammer. They're adept at flailing this enormous
mace--sometimes spinning it at short range, other times tossing it a long
distance before violently retracting it--and slamming it to the ground with
thunderous force. Should a hero get too up close and personal, the possessed
armor will throw a defensive shoulder block to knock him back.
Large, tough
and powerful, these knights guard narrow passageways. Sword Lords will evade
your attempts at offence and goad you in by retreating slightly. At this point,
they'll try one of two attacks: (1) They'll swing their huge swords overhead,
and any contact will send you reeling far back; and (2) they'll line up their
sword to eye-level and dash forward.
Victory Armor
is kind of like an advanced form of Sword Lord--that is, they're faster and
more resistant. They'll use their swords for three kinds of attacks: (1) The
usual long overhead swipes. (2) They can fling their swords across the room
to utilize them as large boomerangs. And (3) they cause their swords to become
enflamed and then twirl them around wildly. All of these attacks are executed
with great speed and at long range.
Wargs and Armor Lords
become a greater threat when they're teamed together. The jousting armor will
use the Warg's flame-breathing ability to keep you at a distance while it
stabs away with its lance. Their attack is relentless once it gets underway,
so killing the duo quickly is a good enough plan; it's guaranteed to be a
challenge, though, because this combo will show up in areas that are heavily
populated with other lesser enemies.
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