Frankenstein
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Here you have a clear advantage over the dead man since he's chained to the wall on the left. The only problem is that he keeps hitting the wall, causing huge rocks to fall from the ceiling, and he keeps flailing his chains wildly, about half a screen's length, in between. There's hardly any room to move around when he does this, so the key is to keep your distance while trying to finish him off as quickly as you can; this will be made tougher because hunchbacks may have had followed you into the battle area--a precursor to the Frank and Igor combo in Castlevania perhaps? Of course, Frank is a boss in impossible arcade game, so good luck.
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Some argue that he should be called Frankenstein's Monster due to being Dr. Frankenstein's creation, but he's adopted the name all his own. The big lug isn't even the real problem in this game--his little buddy, Igor, the hunchbacked assistant to Dr. Franksenstein, is the more aggressive party. Frank's job is to just walk back and forth across the room, in no real pattern, while Igor does all of the work; he'll jump high across the room, accurately lunging toward you, while spitting fireballs--he serves well as a distraction to the real target. Remember that Frank's still deadly to bump into.
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He doesn't have any help this time, but the big man is more than ready to compensate. He appears twice in this game, depending on which path you take, but you'll only face him once no matter the path. In both instances, he comes marching in from behind, from the screen's left. He walks back and forth about the room, stopping to stomp on the floor, which causes bricks to fall from the ceiling. If they miss, he'll try again by accurately throwing one of his own bricks at you. They give you safe spot on the right side of the battle area that's only useful if you have a weapon like an axe; otherwise, you'll have to stand up to him.
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Frank has lost his brick-throwing ability this time around, but he's gained a host of others. Primarily, he'll throw little vials onto the ground that break apart and cause flames to pour out onto that floor, in a wave forward. Less frequently, he'll throw another type of magical vial onto the ground that explodes and creates a clone Frankenstein in its place. While the clones aren't of the same power, it can help the original sandwich you for multiple vial attacks. If you disregard strategy and have all your energy, you'll be able to beat him in a quick slugfest.
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He can't get much taller than this, I hope. His size isn't really a problem, regardless, because he basically stays stationary on the room's right side. Frank has two attacks this time around that he alternates between: He'll lash at you with a really long chain, spinning it wildly if you're close by. Or he'll call upon an old trick where he smashes a vial into the ground to cause a flame wave forward along the battle area's ground. He's only a mid-boss in this instance, so a slugfest should again do him in--if you're feeling brave.
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Ol' Franky couldn't even make it into this game as a boss. Instead, he appears on stage 7 as a sort of guardian mid-boss. He's still pretty tough to take down, in any event. An electric explosion will bring him to life, and he'll begin to march slowly towards you, swinging his chain wildly all the way. You'll have to retreat quickly while striking at opportune times because he'll stop every so often for a quick dash, to gain some distance; you'll have to defeat him before he corners you against a wall, wherein he can damage you repeatedly. If you can, it's better to utilize stairways to hop over him and run quickly to avoid the battle.
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He's back, and he's been hitting the weight room in his time off. Like others in this set of bosses, he, too, is a pawn in Shaft's game in Rondo of Blood. He's been afforded three types of attacks this time around, all of which can be executed randomly. (1) He can grab at you, as if throwing a punch, to damage you; if you don't quickly shake free, he'll lift you into the air via a chokehold to damage you more. (2) He regains his classic stomp-on-the-ground-and-cause-bricks-to-fall ability; safe spots are again implemented on the room's sides. (3) He'll put his hands together and generate a blue beam in which to sccurately blast you.
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This time around, they try to pass him off as a whole different enemy--a undead creature created by sewing together parts of dead warriors--but we all know he's the same ol' Frank. His most frequent attack is smash you over the head with his huge mallet; this is executed with speed and power. But this is all second nature to his rolling technique; he'll curl himself into a large ball and begin rolling back and forth about the room, his protruding wiring dangerous to touch, using its slopes as a proverbial halfpipe to gain speed. You can't possibly keep up with him at this point, so you'll have to guess when it's the right time to jump.
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Frankenstein shows up as a "boss" in Legacy of Darkness' Hard Mode, as faced by Reinhardt and Carrie after either retrieves the Copper Key within the final leg of the Villa Hedgemaze; he'll hop the fence along with his hound friends and attack as typically encountered as a minor enemy. Otherwise, more recognized, Franky shows up in the Villa Hedge Maze to antagonize heroes while they lead Malus or Henry to safety--and boy is he quick, contrary to past attributes. What makes him a terror is the chainsaw that has been sewn on to his arm; he quickly accosts a hero and swings it wildly to knock he or she back; if the hounds that patrol the garden stun a hero, Frank will surely try to finish it off. He can't be defeated (he can only be immobilized temporarily through repeated strikes), so he'll simply recover slowly and then just keep on running. He won't make his presence known until you find Malus or Henry; though, if you'd like, you can locate him somewhere in the maze at an earlier time (this isn't a particularly clever move, since he'll now now be following you around at an earlier time).
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Well, it finally happened--after years of always having been a boss, a mid-boss or, at the very least, a guardian gardener, Frank has finally been downgraded to the role of lesser enemy. In this case, there are many of these Franks (called "Frankens"), and they're among the stronger of the lesser enemies in this game. They march forward very slowly, stopping only to throw thundering axe-handle blows when you get close; they're very tough, too, so it'll take many whip strokes to bring them down. That's it. Maybe he'll be a boss again one day.
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Castlevania:
Dawn of Sorrow
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Ol' Franky has seemed to accept his new role as a minor enemy to the cause. Known this time as "The Creature" and defined as "a humanoid constructed from numerous corpses," Frank suddenly springs to life after an electric blast, at which point he begins to slowly stalk the hero. Though, this is to instill in the hero a false sense of security so that it can set up its attack--a powerful, electrically-enhanced punch, which is executed quickly and over a fairly long range. True to form, also, Frank has plenty of stamina even considering his "minor" status.
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After spending years in the proverbial minor leagues of Dracula souls, the mad doctor's creation finally re-stakes its claim as a boss. This version, once again called "The Creature," is ripped almost directly out of Rondo of Blood, from which he retains some of his known maneuvers; he loses the debris-causing stomp but retains the grabbing punch and his hands-clenched electric blast (more lightning-based, in this instance, rather than a beam). His new selection of moves includes a quick-angle jump attack plus two other projectile assaults, which he'll execute by bending back his arm to reveal an elbow-embedded turret; these include a repeated machine-gun blast fired low, high, then low, and a quick-moving heat-seeking missile. Franky is back, and he's not fooling around.
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This version of "The Monster" is best described as analogous--a hulking, robed monstrosity only fitting the visage of the undead, reanimated humanoid that we automatically associate with "Frankenstein." All the same, its electrical powers are still in line with the prototype creature chronicled above. It has only two main attacks: It can channel and release a large blue energy sphere, which travels slowly, and it can send out an electrical current, which treks along the ground, the charge picking up acceleration as it moves. While both are deadly, either attack is predictable and easy to dodge. The problem? The Monster can at random release both projectiles at once, forcing Christopher to showcase his agility, to leap the current while avoiding the large sphere.
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