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CASTLEVANIA: LAMENT OF INNOCENCE
An FAQ/Walkthrough, ver 2.01; March 13th, 2005
By American Arsenal <americanarsenal4 (at) gmail (dot) com
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/ / / _ \/ _ \|_ _|| | / _ \ \ \ / // _ \| '_ \ | | / _ \
! / '.| | || / \,' | | | || | | | \ \ \ \'.| | || / \ || | '.| | |
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| | ,-' | \____ \ | | | || ___| | | / / ,-' || | | || | ,-' |
! \ | ,-| |,-' \ || | | || | __ \ \ / / | .-| || | | || | | .-| |
\ \ | |_| || \___/ /| |_ | || |__/ / \ \/ / | |__| || | | || | | |_| |
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`-._______,-' | _ _ _ _ _ _|_ _ _/_` | _ _ _ _ _ _ _ _
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|(_|| | |\_,| | | \_/ | || || |\_/\_,\_,| |\_,\_
"Baptized in blood, a family's tragic destiny is born."
-- ASCII BY OSREVAD --
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TABLE OF CONTENTS
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I. Introduction
II. Story
III. How to be a Vampire Killa
a. Controls
b. Subweapons
c. The Basics
IV. Walkthrough
a. Prelude to the Dark Abyss
b. House of Sacred Remains
c. Anti-Soul Mysteries Lab
d. Dark Palace of Waterfalls
e. Garden Forgotten By Time
f. Ghostly Theatre
g. Pagoda of the Misty Moon
V. Secrets
a. Prison of Eternal Torture
b. Miscellaneous
VI. Bestiary
a. Common Enemies
b. Bosses
VII. Your Arsenal
a. Whips
b. Armor
c. Accessories
VIII. Items
IX. Relics
X. Orbs
XI. Skills
XII. Rinaldo’s Shop
XIII. FAQ
XIV. Revision History
XV. Legal Disclaimer
XVI. Closing
WHAT'S NEW?
I tossed in a sweet new reader strategy for defeating the final boss, many
thanks to sleepyfishstick.
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I ------------------------------------------------------ INTRODUCTION
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The Castlevania series is one of the most popular and well-known videogame
series of all-time, ranking up there with the likes of Mario, Zelda, and Final
Fantasy. Putting the "failed" N64 games aside, Castlevania has never ventured
into the three-dimensional realm. As such, many people, myself included, were
skeptical about the change. Luckily, Lament of Innocence is brilliant, filling
expertly-crafted dungeons with nasty beasts just begging to be whipped to
shreds. Just ignore the extreme repitition of the entire game and you'll be
good to go.
Now then, before proceeding onward, allow me to explain that list of chapters
above (the Table o' Contents). Directly after this intro, I've provided a
lovely little synopsis of the game's storyline, taken straight from the manual.
Next is the basics section, which informs the ignorant how to play. Beneath
that you'll find the meat and potatoes of this guide, the walkthrough, which
takes you by the hand through Lament of Innocence's dark, scary setting.
After the walkthrough are a variety of appendices, ranging from a series of
lists (covering items, weapons, and enemies) to the cool little secrets you
definitely missed your first time through. The standard FAQ stuff--Revision
History, Legal Garbage, and Frequently Asked Questions--bring this bad boy to
a close. If you've got any questions, concerns, or whatever, please hesitate
to contact me at the address below.
Enjoy!
- American Arsenal
americanarsenal4 (at) gmail (dot) com
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II ------------------------------------------------------------ STORY
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The following snippet was copied verbatim from Castlevania: LoI's instruction
manual. I'm out of inane, pointless comments that only serve to piss off you
readers, so here it is...
~ ~ ~
In an era long past, as monarchies weakened, local feudal warlords grew in
power. The first knights simply protected their lords' domains. However, with
the reforms of the late 11th century, knights become protectors of the peace.
They valued courage and honor, fighting heretics and heathens in God's name.
In this age, one company of knights was said to be invincible due to two men:
Leon Belmont, a courageous man who feared nothing and whose combat abilities
were second to none, and Mathias Cronqvist, a genius tactician, whose learning
made him an exception in a largely illiterate society. They trusted each other
completely, and they were bound by an old friendship.
However, sorrow awaited Mathias upon his return from a victorious campaign. It
was news of the sudden death of his beloved wife, Elisabetha. Mathias' grief
was profound and he became bedridden.
A year has passed since then.
Thanks to Leon's efforts, their company remains proudly undefeated. However, a
mysterious army of monsters suddenly appears in Leon's domain. The Crusades are
raging in the East, and since the Church is focusing on fighting heathens
rather than monsters, it has forbidden unauthorized battles. Leon wants
permission to sortie, but the Church has no intention of granting it.
One night, Mathias struggles from his sickbed and tells Leon that the
appearance of the monsters is tied to a vampire, who has a castle in the Forest
called Eternal Night, and that Leon's betrothed, Sara, has been kidnapped and
brought to that castle. Leon realizes that he must renounce his title to rescue
his beloved.
The forest is swollen with darkness, as if it would rob away everything, and
only moonlight provides a ray of hope. A great legend is about to begin.
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III --------------------------------------- HOW TO BE A VAMPIRE KILLA
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For those of you who should not be playing videogames, this section is all
about telling you which buttons to press and when.
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a. Controls
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Left Analog Stick - Move Leon
Tilt the control stick in any direction to move Leon (our hero) in that
direction. A light tilt yields a slow strut while pushing the stick all the
way in one direction allows you to run.
Right Analog Stick - Open items window
Moving this stick brings up what is known as the "real-time window", from
which it is possible to use items, change equipment, and view relics and
Orbs.
Start Button - Open subscreen
Hit the Start Button to pause the action and simultaneously open the menu.
Although you can check your stats, items, and whatnot, you can't actually use
items or change your equipment (wtf?).
Select Button - View map
The map is a vital tool, especially since many of the rooms look exactly the
same as the previous.
X Button - Jump
There are two variations of Leon's basic jump. The first is a normal jump,
which is executed by simply tapping X. Press the button a second time while
airborne to perform a double jump. This move is necessary to cross many of
the gaps you'll find throughout the game.
Square Button - Light whip attack
Leon's light attack may not cause too much damage, but its quick and great
for starting combos. The Square Button can also be used to open doors or
inspect nearby objects.
Triangle Button - Hard whip attack
Much more powerful than the light attack. There is a down side, of course;
heavy whip attacks are slower, and thus easier for baddies to intercept.
Circle Button - Use subweapon
Simple enough, press Circle to use your currently equipped subweapon. When
used in conjunction with R1, you're able to activate the selected relic.
R1 and R2 Buttons - Guard
Press or hold either of these buttons to block enemy attacks. You can strafe
around if you hold down the button while moving the control stick.
L1 Button - Open Orb menu
Hold down L1 to bring up a circular dial from which you can switch Orbs on
the fly.
L2 Button - Open Relic menu
Same deal as the Orb menu, except that this one pertains to your relics
(obviously).
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b. Subweapons
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Operated with the Circle Button, Subweapons not only allow you to mix battles
up with some flair, but in many cases they prove more useful than Leon's whip.
When combined with orbs, the effect of the Subweapon is altered, resulting in
an even more devastating attack. Mix and match, or check out all the possible
results in the Orbs chapter (X). One final note: you can only have one
subweapon equipped at a time, so it's important to choose the best one for the
situation.
-- Knife --
Consumes 1 Heart
Although the Knife is your weakest subweapon, it (somewhat) makes up for its
lack of power with incredible speed. Additionally, the miniscule Heart
consumption rate makes it possible to fire these bad boys over and over
without having to worry about your hearts running dry.
-- Holy Water --
Consumes 4 Hearts
Possibly Leon's best close-quarters weapon (besides his whip, that is), Holy
Water creates a small blast of energy before Leon. Thanks to its poor range,
though, this is one subweapon best left on the sidelines until you acquire
some Orbs.
-- Axe --
Consumes 4 Hearts
A sheer power weapon. When used, Leon tosses a pair of axes straight ahead,
slicing right through any foes in the line of fire. It's a powerful move,
but it also has some serious stopping power.
-- Cross --
Consumes 4 Hearts
A pair of crucifixes that circle around Leon, damaging all foes who come
near. Though it sounds useful, the Cross is at best a reinforced defense, as
opposed to a weapon. Combine it with an Orb for some interesting effects,
however...
-- Crystal --
Consumes 3 Hearts
Plant a Crystal in the midst of an enemy-infested battlefield and watch as it
explodes in a shower of diamond dust. Great for dealing with multiple foes
at once.
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c. The Basics
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If you are new to Castlevania, or games in general, this section is for you.
Breeze through if you're confused about the combat system, item usage, or
anything else.
=======
OFFENSE
=======
Although many of the enemies within castle are (relatively) easy to defeat, a
solid understanding of the game's combat system is necessary to take on the
tougher and buffer foes. First and foremost, our hero Leon has two different
types of attack. These are the light and heavy attacks. The former are short,
quick strikes that work well for neutralizing single opponents and starting
combos. Heavy attacks, on the other hand, are significantly more powerful, but
as a result they're a bit slower. Additionally, they tend to strike in a wide
radius, making them terrific for damaging multiple enemies at once.
While it may be possible to make it quite far using Leon's light and heavy
attacks separately, the idea is to mix the two together to form combos.
Consider this: stringing several light attacks in a row before finishing off
your combo with a devastating heavy blow is far more likely to eliminate your
foes than a simple chain of light whip lashes. Try mixing and matching to find
a wealth a new combos.
Lastly, there a several set-in-stone combos that can be discovered. Visit the
Skills section (XI) for in-depth information on those.
=======
DEFENSE
=======
Guarding is a simple and fundamental aspect of the game. Hence, it's important
to get acquainted with the concept as soon as possible. Every baddie in the
game has at least one special attack that can be identified by a familiar
purple glow. Using either R1 or R2 to deflect such an attack will not only
prevent all damage, but it also provides Leon with an MP boost.
-- Perfect Guard --
This is one of the Skills detailed in Chapter XI. The basic idea is simple:
guard an enemy's attack at the last possible moment. Doing so adds a Heart
boost in addition to the extra MP gained. Keep in mind, however, that
defending an attack perfectly is not as easy as it sounds.
===========
SUB-WEAPONS
===========
Certain foes are quite dangerous from up-close and, as such, are best taken out
from afar. Since your whip isn't super long range, the only way you can do this
is with sub-weapons. Sub-weapons also add in some variety to the combat and
provide more effective methods of taking down certain enemies. Once you obtain
a magical orb (which you'll receive at the end of each dungeon), you can
combine that with whatever sub-weapon you currently have in your possession to
create devastating sorcery.
==============
RINALDO'S SHOP
==============
Rinaldo's shop lies just outside the castle. He stocks medicine, as well as a
variety of other useful trinkets, so be sure to check in as often as possible.
A full list of the goods Rinny carries can be found towards the bottom of the
guide, in Chapter XII. Find an item called the Magical Ticket and you'll be
able to warp directly to Rinaldo's shop from anywhere in the game. Be sure to
conserve such items.
==========
SAVE ROOMS
==========
Saving is a fundamental part of gameplay; without it, very few people would
ever beat the game. Thus, it's important to always be on the lookout for save
rooms. They are colored red on the map subscreen and have blue doors with some
designs engraved upon them. In addition to saving your data, stepping onto a
save point will also restore your Hit Points. If you ever stumble across an
item called the Memorial Ticket, you can use it to return to the last save
point you used. They're incredibly useful, so stock up on them whenever you
can.
================
REAL-TIME WINDOW
================
Since the game won't allow you to use items on the main subscreen, you're
forced to manage everything in your inventory via the real time window. You
can open it up with the right analog stick. Once you've done that, tilt it up
or down to select whatever item you're looking for or left or right to toggle
between the different types of items you have. It's actually pretty useful to
be able to heal whilst in the middle of a battle without opening up the sub
screen.
==========
STATISTICS
==========
Sure, Lament of Innocence may be more action-based than it is an RPG, but that
doesn't prevent it from borrowing some role-playing elements.
-- Hit Points (HP) --
Also known as health. As you sustain damage from enemy attacks, this stat
decreases. You can restore it with certain potions or other items. If it
ever reaches zero, the game will end and you'll have to restart from the last
time you saved. That sucks, so you wanna make sure you always have
restorative items on hand.
-- Magic Points (MP) --
This measures how many magical attacks you can use. Run dry and you'll be
outta luck. It can, however, be restored with certain items or by guarding
against enemy attacks.
-- Hearts --
These measure how many times you can use the currently-equipped sub-weapon.
Breaking open candle stands will often reveal heart-replenishers, which
recover two hearts.
-- Attack (Atk) --
Attack determines the amount of damage Leon is able to cause with his whip.
-- Defense (Def) --
The higher your defense, the less damage you'll take from enemy attacks.
-- Constitution (Con) --
The higher this statistic is, the less time it will take to recover from
status abnormalities.
-- Intelligence (Int) --
This determines how much damage you can dole out with sub-weapons. What how
hard you can throw an axe has to do with intelligence is something I'll never
know.
-- Luck (Lck) --
This stat influences how likely it is for an enemy to drop rare or unique
items.
==========
CHARACTERS
==========
For those of you who need someone else to tell you who the game is about...
-- Leon Belmont --
Despite sharing a name with countless other videogame heroes, Leon is your
average videogame hero. He's got long, girly hair, a trenchcoat, and a
seemingly endless supply of dynamic moves. As the hero, Leon wields a whip
in his quest to save his fiancee, Sara, from a vampire who has taken her
captive. Leon is the first of the Belmont Clan to take up arms against the
creatures of the night.
-- Sara Trantoul --
Leon's fiancee. Sara was abducted by an evil vampire and taken to a remote
castle hidden within a mystical forest. Little else is known about this
character, but she is Leon's motive for doing battle with the creatures of
the night.
-- Mathias Cronqvist --
Leon's best friend. Mathias is a lord respected throughout the land. After
his wife's unexpected death, he becomes sick with grief and sorrow. As a
master of alchemy, he is somehow able to learn where Sara was taken.
Crawling from his deathbed, Mathias informs Leon where his betrothed has been
taken prior to the game's introduction.
-- Elisabetha Cronqvist --
Mathias's deceased wife. Not much is known about her, including how and why
she passed away.
-- Rinaldo Gandolfi --
A mysterious alchemist who lives outside the vampire's castle. Rinaldo is a
continually helpful individual in that not only does he provide Leon with his
first whip (as well as an enchanted gauntlet), but he also sells potions and
other such items to you. Rinaldo knows more than he initially lets on.
-- Walter Bernhard --
Yes, our nemesis's name is Walter and no, he is *not* an 80 year-old British
butler. He is, however, a sadistic vampire who resides within the castle
that serves as Lament of Innocence's setting. You won't encounter him until
late in the game, but when that moment comes you can better your butt it will
be a profound scene.
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IV ------------------------------------------------------ WALKTHROUGH
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Since talking your ears off with inane notes has become somewhat customary for
me, I dare not break custom...
* I refer to the directions north, south, east, and west quite often during
this walkthrough. Keep in mind that the directions are based on what the
screen looks like and not what the map suggests. Remember this, or my
directions will be absolutely useless.
* Saving is a fundamental part of playing this game. It should go without
saying that you should save whenever possible (save rooms always have blue
doors).
* This walkthrough is by no means spoiler-free. Consider yourself warned!
* Am I missing an item? Do you have more effective boss strategies? If so,
please don't hesitate to tell me what's up. Feel free to e-mail me at
<americanarsenal4 (at) gmail (dot) com>. Believe it or not, your feedback
*is* appreciated.
That said, let's rock!
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a. Prelude to the Dark Abyss
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Opening cutscenes, long-winded conversations, and magical gauntlets. Once all
that jazz has come to a close, you'll be tossed into control. Take a few
seconds to get used to controlling Leon and his whip, then find your way up the
hill to the east. The game takes over at the drawbridge and Leon heads inside
the castle. And thus... the nightmare begins.
In the main hall, there are several candles strewn across the place that you
should bust open to reveal some hearts. There are two open doors that you can
take, one west of the entrance and one to the east. There's nothing worthwhile
to the west for now, so instead take the door on the eastern side of the
foyer.
-- THE TUTORIAL ---------------------------------
Although this section of the game is a ridiculously simplistic tutorial, I'm
gonna walk you through it anyway. Once you enter the door, you'll be inside a
corridor with a door straight ahead and another door on the right wall. Since
the latter will be closed off, run directly down the hall and into the door.
The game will explain the jump and double jump abilities to you. Pretty
standard stuff, really. Grab the marker stone in the center of the room, then
head to the northern part of the screen and hop onto the block. From there,
use a double jump to reach the ledge above. Pick up the potion up here, then
enter the door.
Now the game will tell you about the Indiana Jones-esque whip swinging aspect
of things. If you jump and whip either a pole protruding from the wall or a
fence on a balcony, you can booster yourself up. First boost up to the balcony
on to the west, as you'll find Marker Stone 2 up here. Grab the Serum floating
around the middle of this chamber, then whip-boost to the northern balcony. Go
through the door.
Finally we get to try out our whip for real! This room is filled with three
Skeletons, all of whom you must defeat in order to open the door ahead. These
guys are total pushovers, and I can't see anyone having trouble taking them
down. Once the final guy croaks, you'll receive an ability known as "Quick
Step". You're definitely gonna need it during the course of the game, since
it's the best evasive maneuver out there. Anyway, head through the now unlocked
door.
In the subsequent room, there will be two long poles suspended over a deep
chasm. The idea is for you to whip-boost across the abyss below using the
poles, but first you're gonna want to drop inside and grab the Uncurse Potion
that's just laying around. From there, return to the top and boost across to
the next door, which has a Magical Ticket sitting in front of it. You know what
to do.
Inside this next room, you'll be forced to try out that magical gauntlet of
yours and block the foe's special attack. Before you attempt that, though, pick
up your first relic (the Svarog Statue) on the grate in the center of the room.
With that equipped, head towards the Golden Knight and wait for him to wind up
and make ready to nail you. When that happens, hold down R1 and you'll deflect
his attack, gaining a nice MP boost, as well! Since your basic whip lashes have
no effect whatsoever on this guy, hold R1 and press Circle to activate your
relic. This particular relic causes flames to sprout from your footsteps, so
run circles around the foe and he'll be dead before you know it.
Head through the northernmost door and you'll emerge back in that first
hallway. Hmm... So we just went around in a circle. Anyway, return to the main
foyer and enter the door opposite the one you just came through. The door on
the eastern side of this corridor leads into your very first save room, so I
suggest heading inside to take a short break.
After saving your data and replenishing your health, head back into the hall
And run north through the door. You'll enter a kind of "warp room", where there
are five different circles engraved on the floor. Stepping onto each one will
take you to a diverse section of the castle. For now, stand on the one in the
middle, snatching Map 1 as you do so, and you'll teleport to the House of
Sacred Remains.
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b. House of Sacred Remains
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And into the first part of the castle we go!
-- LIGHTING UP THE FIRST CIRCLE -----------------
The room you begin in is completely devoid of anything worthwhile, so just
descend the stairs, take out the Skeletons, and head through the door. You'll
find some more Skeletons lurking in the subsequent hallway, so take them out to
unlock the western door, which you should head through. As soon as you're
inside, the door will slam closed behind you. It seems you're gonna have to
defeat the various Skeleton enemies that appear before proceeding. Go after the
archer first, as he poses a threat even from a distance. Once he's out of the
way, beating down the other shouldn't be cause any trouble. When the doors
unlock, exit through the northeastern doorway.
Inside is a hexagonal switch that you should hop onto. Remain stationary for a
second or two and it'll sink into the floor. You'll see a faraway door with
three circles engraved into it. A red light will appear in the first circle.
Okay, so I'm guessing that we need to find two more switches in order to open
up that door. No problem, right?
-- NABBING AN MP MAX UP -------------------------
Return to the first hallway in this part of the castle and head north through
the brown door. Again, the door will lock behind you and some enemies, zombies
this time, will emerge. Beat them down and head through the door opposite the
one you came through. You'll enter a hallway with three doors: one to the
north, one to the south, and one on the eastern wall. Go to the north if you
want some useful items or head south if you just wanna progress. The eastern
doorway leads into a save room. I'll be heading north.
Two new enemy types will be introduced in this room: the Skeleton Swordman, who
are just normal Skeletons with swords, and the Ghost Warrior, who float around
and whack at you with their weapons. Neither is very tough, but it's imperative
to kill every last foe in this room. Otherwise the door ahead will remain
locked. Also, when you defeat the first Ghost Warrior, you'll obtain a new
skill: the Extension. This allows you to tack on two more hits to your basic
whip combo. Sweet!
Don't go heading off into another room the moment you take down all the
enemies, though! Instead, whip-boost up to the various balconies and claim the
two money bags and High Potion. After that, exit through the western door and
you'll meet a few more Skeletons and Ghost Warriors. If you break open the
candle at the northern part of this screen, you'll find the Crystal sub-weapon.
Personally, I prefer the knife, although you might opt to take this new item
with you. It's your decision. When you've made it, whip boost up to the eastern
balcony to earn a cool $250, then boost up to the northwest ledge.
From here, you can see another balcony suspended on the western wall, but a
metal grate disallows a successful jump. So how do you get around it? The basic
gist of it is that you have to jump away from the balcony, almost towards the
center of the chamber, then double jump back towards the ledge and boost on up.
It may take a few tries, but the prize is well worth it, I think. Enter the
door once you get to the ledge.
The corridor ahead is laden with bats, as well as an enemy known as a Red
Skeleton. Now, the bats can be easily disposed of, but the skeletal foe is as
close to invincible as they come. Although you can reduce him to a pile of
blood-red bones, he'll always come back to haunt you, so you may as well just
charge right past him. Head through the doors at the end of the hallway and
you'll be greeted by an MP Max Up item. These things increase your magic point
capacity by 20! Awesome!
-- THE FIRST LIGHT IN THE TRIANGLE --------------
After basking in the glory of having 20 more MP than before, head through the
door that you didn't come from. A duo of invulnerable Red Skeletons will attack
as you enter the next corridor, so run past them and slap the Skeleton Hunter
silly as you head for the far door. Be careful of him, though, as he's a good
bit more potent than the normal skull archers you've encountered before.
The subsequent room is simply brimming with activity; Skeleton foes are all
over the place and a dangerous mace-swinging Heavy Armor is out to get you. If
you stay on the move, you can actually get the armor's mace to smack into some
of the skeletons, which is pretty darn funny! Eliminate the Skeletons, then
close in on the Heavy Armor and give him a few whacks prior to backing off in
order to elude his attacks. It may take a while, but he'll go down eventually.
When that happens, run to the north and pick up the HP Max Up, which will add
another 10 HP to your total. Good deal! Before leaving, also make sure you grab
the Uncurse Potion on the eastern balcony and the Serum on the western balcony.
At that point, jump down below the ledge where you got the Serum and run up
against the bookcase. It'll soon begin to move, revealing a secret passageway!
Head inside and you'll find a second hexagonal switch. This one will light up
the first circle in a triangular door.
-- TRIANGLE DOOR: LIGHT #2 ----------------------
Now then, take a look at your map and backtrack to the room just left of where
you located the Crystal sub-weapon. When you arrive, defeat the enemies if you
feel the need, then go through the double doors to the north. Head down the
hall and through the wooden door at the end. It'll close behind you, leaving
you locked inside with a bevy of different foes. Destroy them all and both
doors will be unlocked. Exit to the west.
Again you'll be locked in with a menagerie of enemies, including Skeleton
Knights and Zombies. Head north through the door once you've given them all a
nice introduction to the Whip of Alchemy. There's absolutely nothing going on
in the subsequent corridor, so just run down and open the door. As you may
guess, the moment you step inside the next room all of the paths out become
locked. In addition to a few more Skeleton Knights, you'll also get to meet a
enemy known as the Rune Spirit. Fortunately, they're pretty easy to defeat, so
I wouldn't get worried. Defeat just ONE of these ghostly beings and you'll
learn the A Extension 1 skill. Nice. Now finish off the other foes and exit to
the north.
As usual, the doors will slam shut behind you and it will once again be time to
kick some monster butt. There are four Rune Spirits and a couple of Zombies who
inhabit this chamber, so whip them and whip them good. As the doors unlock, you
will want to head through the northeastern door. Head south through this next
corridor, twiddling your thumbs as you go, since this room is totally bereft of
anything exciting.
In the subsequent room, you'll get to beat down some more Zombies and Skeleton
Knights, both of whom should be old news to you. Exit east and make your way
south through the completely boring hallway. This next room should prove fun,
though, as it is filled to the brim with Skeletons and other bloodthirsty
enemies. Exit west and you'll appear in what should be a familiar hallway.
Don't worry, we're just stopping by the use the save point, although you'll
need to take down some Skeletons before you can.
After you've saved your data, return to the room you just came from and whip
boost yourself up to the balconies, where you can find some hefty cash to help
beef up your wallet, as well as a pasta dish called Neapolitan. Exit to the
southeast. In the next room, fight off six Skeletons and six Rune Spirits, then
bust open the candle to the north and grab the Axe sub-weapon, as it is far and
away the best you can have at this point in time. Grab the Gray Money Bag from
the western balcony before exit through the door on the eastern balcony.
The next corridor will first send some easily-slaughtered bats at you. As you
turn the corner, though, you'll encounter a floating eye known as Buckbaird. A
few whip strikes will take him down, though, so you needn't worry. Head through
the door to the north and you'll emerge in a large chamber filled with Zombies
and Wolf Skeletons. Defeat all the foes, then grab the cash from the balconies
and exit to the southeast.
Run down the hallway, avoiding confrontation with the Red Skeletons as much as
possible, and defeat the Buckbaird en route to the door at the end. When you
arrive in the next room, the door leading ahead will be blocked off, so you'll
need to stick around and fight. Although there are three Red Skeletons, there
is no way to kill them, so concentrate on defeating the Heavy Armor. If you
took my advice and picked up the Axe sub-weapon a few rooms back then you can
simply toss those at him until the cows come home. If not, run in for a hit or
two then back off and evade his attack. It can take a while, so try to be
patient. Before heading through the now-open door to the east, be sure to grab
the $250 on both balconies.
The subsequent room contains Marker Stone 6 and another switch for you to stand
on. Do so and the second light in the triangle door will begin to glow. Sweet.
Now then, pull up your map and look it over for a second. If you've been
following my walkthrough, there will be two blue rooms (that means you've
already been inside them) towards the south. They look sorta like this:
/--------------------------------------------------\
| | |
| | |
\--------------------------------------------------/
See the ones I mean? Yeah? Good. Head down there and head into the hallway to
the west of the room on the left. It's the place you haven't been to yet, so
it's colored gray.
-- THE SECOND LIGHT IN THE FIRST DOOR -----------
You'll know you're in the right place if you are ambushed by a mini-army of
Flea Men who come from down the hall. They're really easy to defeat, but it
can be pretty darn annoying since there are so many of them. Use your heavy
whip attacks if you get surrounded, as they work great for crowd control. Once
all of the Flea Men are history, exit through the foreboding door at the end of
the corridor.
In this next room, there are several creatures that zoom across the floor,
causing tons of damage if they hit you. To avoid them, you simply have to keep
moving (preferably jumping, not running) as you cross the dangerous sections of
the floor. You can also use the pillars to cross, but it's difficult to make
the jump from place to place. As you jump over the floor, try to go for some of
the coins laying about, as they add up to a small fortune. Exit to the east.
Head straight down this hall, curving off to the right when you get the chance.
There is a save room along this part of the corridor, but two Skeleton Swordmen
must be defeated before it will open. I recommend that you save your game at
this point, or at the very least allow it to replenish Leon's HP. When you've
finished with that, exit the save room and turn back the way you came, exiting
this corridor to the north (the Holy Water sub-weapon can be picked up in the
yellow candle, but I suggest sticking with the Axe).
Anyway, the northern room is very similar to the southern room, as the floor
is infested with very agile creatures. Just continue jumping and they shouldn't
be able to touch you. Now, you're headed for the door to the southwest, but
you're probably gonna want to grab all the coins in this room first, as there
are quite a few. There is also a $1000 hidden way to the southeast, you can't
see it on-screen, so it's commonly missed. Just search for a bit and you'll
eventually pick it up.
Continue north in the subsequent hallway and into the next room, where you'll
find a set of spikes that constantly moves along the only path there is.
Quickly run across and double jump over the spikes whenever they come your way.
Enter the first door you come across and defeat the doggies as you run towards
the northern door. As you try to open it, it won't move. I believe it's safe to
conclude that the door is locked. Hmm... Apparently we need something called
the Yellow Dragon Key to proceed. Meh, we'll be back later.
For now, return to the previous room and head north, eluding the spikes the
same way as before. Enter the only door in this room you haven't been through
yet. Inside is the switch that will illuminate a second light on the door where
the three circles are in a straight line. Nice!
-- OPENING THE FIRST DOOR -----------------------
At this point, you'll want to backtrack to the southern room in the corridor
with the save point. Remember which room it is? It's the first place with those
annoying floor monsters! Head through the northwestern door prior to running
north down the subsequent hall, which has nothing at all important in it. You
should now be in another spike room, so you'll already know how to avoid them.
Run west, waiting for the spikes to pass before you begin, and enter the first
door you come across.
Inside is another switch. Step onto it, thus lighting the third circle on the
straight line door and unlocking it. Unfortunately, we don't have the slightest
clue where that door is at this point in time, so we can't take advantage of
having unlocked it. That sucks! Return to the previous room and head to the
west again, entering the first door you come across (it should also be the only
one you haven't been through yet).
-- UNLOCKING THE TRIANGLE DOOR ------------------
Run north through an uneventful corridor and head through the door. It'll lock
behind you and a band of skeletal foes will rise from the ground. Whip them
down with panache (or not... you can beat them down with no style whatsoever
for all I care), then boost up to the western balcony and take the Potion. At
this point, I suggest heading through the eastern door to pay a visit to the
good ol' save room before venturing forth. Once that's been taken care of,
let's open the western door and see what this castle has in store for us, shall
we?
Well, whaddya know? It's the door with the straight line of circles engraved
upon it! I wonder what's inside... Why not head through and find out? You'll
come into a corridor with a Heavy Armor guarding the door leading ahead. Now,
these guys can be a real pain in the neck if you don't have a decent ranged
sub-weapon. Hopefully you decided to keep the Axe, as that works wonders
against these guys. If not, you'll have to find an alternate method of taking
down this metal brute.
As the doors shut behind you in the next room, you'll have to defeat a group
of Zombies and Vassagos. You've faced the former before, but the latter is a
new creature. They have a pretty powerful move where they assault you with
their axe-hands. It's kinda difficult to avoid, so keep on the move and make
good use of your Quick Step skill. When everyone is dead, grab the $400 from
the balcony and proceed through the door to the south.
In addition to a pack of Wolf Skeletons, you'll also need to destroy a very
dangerous opponent named Spartacus who was, more than likely, named after the
warrior from Roman history. Luckily, he's a bit on the slow side, so that
allows you to keep your distance from him whilst you fight off the doggies.
When you decide to confront Spartacus himself, nail him with some heavy whip
lashes, as they tend to knock him onto his butt. As long as you keep attacking
and don't give him any wide openings you should be just fine. Claim the Potion
on the balcony as your own, then head north through the door.
There are several skeletal foes and a Peeping Eye in here. Take them out and
progress through the northern door. Inside is the final switch; the one that
will unlock the triangle door! Backtrack a few rooms, until you reach the
chamber that, as your map will display, leads into uncharted territory (the
gray-colored rooms).
Travel down the empty corridor and you'll enter a chamber with a locked door to
the north. Run eastward and hop onto the circular pedestal in front of the
altar. Doing so will unlock the door, but it will also create a barrier of
electricity to preclude your path. In order to get past it, you'll need to leap
onto the western balcony and whip-boost across the series of poles protruding
from the wall. If done correctly (and before the door locks again), you'll be
able to head through the door.
Run south through the subsequent hallway, busting open the yellow candle and
taking the Cross sub-weapon if you like. Descend the staircase at the far end
of the corridor and you'll enter Basement Floor 1.
-- INTO THE BASEMENT ----------------------------
In the initial corridor, simply head due north and enter the only doorway that
there is. The next room requires that you slay several Vassagos, as well as a
new type of foe known as the Astral Fighter. These guys are incredibly
obnoxious to fight against; they're a real pain in the neck! In order to avoid
their constant teleporting, you'll need to keep on the move. Exit to the east
once you've cleared this chamber.
Proceed north through the hallway and you'll finally reach the room with the
three locks in the shape of a triangle. Head inside and run in a northerly
direction, avoiding the arrows being fired at you by the Skeleton Archers. Take
those guys out if you want, then open the door behind them. Inside you'll find
a valuable item called the White Tiger Key. We'll be needing it later on in the
game, so just tuck in away until then.
Now, return to the first actual room (as in not hallway) in the basement and
exit via the westernmost door. As per usual, you'll be locked inside, and the
only way out is to vanquish all of the foes. I suggest concentrating on cutting
down the Vassagos before bothering with the Executioner. When you get ready to
take down the big guy, though, the best method I've found is to keep your
distance and lob Axes at him. However, if you have a different sub-weapon on
hand you'll wanna nail him with a heavy whip strike or two, then jump away to
elude his club swing. Rinse and repeat until he dies, which should be your cue
to head through the east door.
Head down the corridor and use the northern door. Getting past this next room
can be a bit on the tricky side, so make sure you listen up. Run north just a
bit and stop before you get to the brown platforms. Now, wait for the laser
beam to pass behind you. At that point, run across the platforms (do NOT jump)
and use the various fences to take cover from the lasers. Head through the
door when you reach the opposite side.
An Executioner is waiting eagerly for you in the subsequent hallway, so be
prepared to take the brute down. There will be a much-needed save point to the
north, so use that. Now, if you want to proceed directly to the boss, feel free
to enter the door to the west and do so. However, there's still quite a few
useful items left in this part of the castle, so I'm gonna go collect those
first.
Backtrack a few rooms until you reach the chamber where you encountered your
first Executioner. Exit this time to the west. You'll enter a hallway in which
you can exchange your sub-weapon for the Knife if it pleases you, but I still
recommend keeping the Axe with you. Use the door at the end to progress
onwards.
The next chamber has doors on its west and southern walls, but they are both
locked and there aren't any foes in sight. What to do? You need to arrange the
statues to the east in the proper direction. Since we want to open the west
doorway first, arrange the statues like so (from north to south): goat, woman,
goat, woman, woman. Head through the now-unlocked door and you'll find a
beautiful HP Max Up inside. Awesome!
Return to the previous room and arrange the statues as such: woman, goat, goat,
woman, goat. This will unlock the southern door, so head through there. Defeat
the hordes of Poison Zombies and Astral Fighters in the subsequent room, then
make your way through the northeastern door. Run north down the hallway and you
will encounter some enemies known as Evil Swords. Defeat one and you'll gain a
new technique: the A Extension 2. Nice! Enter the door ahead to locate a brand
spankin' new accessory. What's it called? The Bloody Cape! Sweet!
With your new accessory now equipped, return to the save room you were in just
a few minutes ago (y'know, the chamber right after the place with the lasers
and whatnot?) to replenish your health and save your data. When you're done,
run north through the corridor and enter the door engraved with a skull. Guess
what, folks? It's boss time!
-- Boss: Undead Parasite --
Other than the massive fire-breathing worm, the first things you might
notice about this chamber are the four orangish "eyes" at each corner of
the room. Forget about the worm for now and concentrate on destroying each
of the eyes first. As you pummel the eyes, make sure you elude the worm
when it emerges from one of the holes by running around. His fire attack
can also be quite painful, so stay as far away from it as you can. Finally,
creatures called Soulless will randomly appear from the ground, so be on
the lookout for them and whip them into submission whenever you get the
chance.
Once all four eyes have been destroyed, the actual parasite will appear in
the center of the stage. Race towards it and nail it with everything you've
got (I like to use the three heavy attacks combo because it can also damage
any nearby Soulless, but you can go with whatever you want). Before long,
the parasite will begin to relocate to any of the holes where the eyes
originally were. Find where it is and resume with your whip-lashing, all
the while avoiding the Soulless and worm attacks. Hopefully you've got a
few potions on hand, as you are definitely gonna need them.
Kill the parasite and everything else will go up in flames along with it. Grab
the Blue Orb when it appears, then step into the circle of light to return to
Rinaldo's place, keeping in mind that we'll return here later to head into the
door locked away by the Yellow Dragon Key.
Before making your way back into the castle, I advise you to use the cash you
made in the previous area to purchase some goods from Rinny. If you exhausted
your supply of Potions in that last boss battle, you'll want to pick up more
than just a few of those. Possibly some High Potions, also. Furthermore, I
suggest buying the Earth Plate and Sacrificial Doll, as they'll both prove
invaluable later on.
Make your way back into the castle's warp room and step onto the circle
closest to the door you entered from. Time to explore the Anti-Soul Mysteries
Lab!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
c. Anti-Soul Mysteries Lab
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Man, does this place have groovy music or what? Start off by pummeling the two
Skeletons in this initial room, then head to the north. Head straight down the
corridor, through the door to the west. As you enter the next room, the door
will lock behind you, so be ready for a fight against several Ghost Knights as
well as some Skeleton Swordmen. When everybody is dead, exit via the door on
the western wall.
-- EXPLORING THE MAP ----------------------------
Kill the Flame Zombies in the subsequent hall, then head on through the door to
the north. You'll be locked in with some Hellhounds and a heavily-armored foe
known as the Armor Knight (such original names). The doggies are a piece of
cake, but the knight can be a bit tricky. He may look slow, but he can execute
some deadly-fast moves, so try to take him out from afar using your sub-weapon
in conjunction with the Blue Orb or just received. Before you leave, you should
have learned the Quick Step 2 skill, which makes evasive action an even easier
task!
Enter the northern door, then proceed south through the hallway, taking the
first door you come across (the one on the western wall). Inside you'll find
a group of Flame and Frost Zombies, all of which need to be whipped up good.
Once you've cleared the room, take note of the interesting gargoyle-esque
statue you find. There isn't anything we can do with it just yet, but we'll
return at a later point in time, so you might wanna place a marker stone on
your map. Exit north.
Defeat the three Flame Zombies patrolling the subsequent hallway and trade out
your current sub-weapon for the Cross if you so desire, then enter the northern
door. Beat down the myriad Ghost Knights you find waiting inside, then focus
on the two Axe Armors. They're potent adversaries, but their central weakness
lies in their lack of dexterity. Charge in and bust out with a few strikes,
then back off and try again. Works like a charm.
Now then, instead of continuing on through the next door, you're gonna want to
first do a bit of backtracking. Return to the hallway prior to the room where
you located the immovable statue and run to the south. Enter the door and get
ready to kick some Flame Zombie and Ghost Warrior butt. After all the enemies
have been killed, head through the western door. The backtracking just now was
merely to fill in some of the map, so now you can head back through a few more
rooms. You're now headed for the chamber with three doors in it, only one of
which you haven't been through yet.
Get to said room and enter the one door that leads to uncharted territory.
Guess what's inside? A save room! Nice. Use it, then return to the previous
room and exit southwest. Run south down the hall and enter the first door you
come across; don't turn the corner and go to the very end of the hallway. Slay
the many Frost Zombies and Skeleton Swordmen in the subsequent room, then head
through the unlocked door to the north.
Take out the Flame Swords who confront you in the next corridor. If you want,
you can swap your current sub-weapon for the Axe. There's no absolute need to
do this, but I think the Axe is usually the best sub-weapon you can have with
you, so I'd recommend taking it with you. Either way, head through the door to
the north. Defeat the Axe Armors and Skeleton Swordmen in here, then exit via
the northeastern door.
The long corridor you've just entered will link you back to the some of the
chambers you visited a bit earlier, so avoid going to the very end. Enter the
first door on the right and defeat the twin Peeping Eyes and Astral Warrior
inside, then grab the Blue Money Bag and get the heck outta there. Continue
northward down the hallway and enter the next room on the eastern wall. In
addition to a few Red Skeletons, there will also be an Axe Armor that needs to
be exterminated. Since the skeletal foes can't be destroyed once and for all,
you only need to knock out the armor. Do so, then grab Marker Stone 4 and
return to the previous corridor.
Break the yellow candle and grab the Crystal if you think you'll need it,
otherwise continue ahead, picking up Map 2 (Anti-Soul Mysteries Lab) as you
head for the fourth door on the eastern wall (skip over the third door for
now). Quickly destroy the Flame Zombies in this chamber, then assault the Mad
Diver when he emerges from the ground. Once all your opponents are dead, pick
up Ancient Text 4 near the oven and exit this room. Run south just a bit and
head through the only door you haven't been through yet. There aren't any foes
inside, but you will find a staircase leading up to the second floor. Ascend
it.
-- TO THE SECOND FLOOR --------------------------
There isn't anything worthwhile in the first room, so just exit to the south.
Once in the hallway, run down to the south, grabbing the Knife sub-weapon if
you want, and enter the first room on the eastern wall. Quickly dispose of the
many Astral Warriors that appear as if from nowhere, then grab the $400 and
leave via the same way you entered. Continue southward down the hall and you
will come across a save room, which you should use. After that, return to the
hallway and exit via the southernmost door.
Snatch the Purple Money Bag off of the ledge and head through the northeast
door. The following corridor leads to a door locked with the Red Phoenix Key.
Hmm... Guess we'll have to come back a bit later, eh? As you return to the
previous room, some Hellhounds and an Axe Knight will have magically appeared
to do battle with you. Neither of them provide anything you haven't seen
before, though, so taking them down shouldn't be a problem.
Return to the hallway with the save point and run to the very end, entering
the final door on the eastern wall. A bevy of enemies known as Hanged Men await
you inside, so be ready to take them down with some heavy whip strikes, since
they tend to be the most effective method of defeating groups of foes. Just
try not to get too close to one of these guys, as they can grab onto you and
start causing some serious damage, not unlike the zombies from Resident Evil.
Once you've defeated them all, take the High Potion and leave.
If you wanna play things really safe, go back and save your game again.
Otherwise, proceed through the doorway at the north end of the hall. First of
all, drop onto the ground at the very bottom of this rather large room. Now,
either defeat the Skeleton Flowers (your aerial combos work quite well) or
just run right past them to the north of this room. Behind the gold-colored
pillar is a well-hidden Heart Max Up, which will grant you another 10 Hearts,
adding up to a grand total of 90. Nice!
-- AN OPTIONAL BOSS... --------------------------
Now, jump up to the stairs southwest of the pillar and, instead of heading
through the door, wait for the moving platform to come by. Leap onto it when
it does, and jump over to the eastern ledge when you near it. Head into the
door and claim the HP Max Up. Sweet! Return outside and hop back onto the
moving platform. There's another ledge on the eastern wall that's closer to
where you initially entered this massive chamber. Grab the Potion from it, then
whip-boost across the golden poles on the wall behind. From here, you should
first grab the Heart Max Up off the platform to the south, then open the boss
doors to the north and say hello to your first optional boss...
-- Boss: Flame Elemental --
This fiery demon is pretty darn tough, so I hope you brought along some
Potions. Heal whenever you need to and nail him with a quick whip combo
when you get an opening. If you've got a good long range sub-weapon (like
the knife or axe), combine that with your Blue Orb and hit him with it, as
it'll give you some space. His sword attacks hurt like you wouldn't
believe, so it's not at all a bad idea to try to keep your distance whilst
fighting this guy. The Quick Step 2 skill is gonna be a total lifesaver if
you use it right, so don't even bother with guarding against this guy. Most
of his moves seem to be unblockable anyway. Defeat him and the Whip of
Flames is all yours. I suggest equipping it right away, since it beats the
pants off of your basic Whip of Alchemy.
Now then, I recommend heading back to the save point and using it. If your
supply of items is running a little short due to that last battle, it wouldn't
be a bad idea to use a Magical Ticket to return to Rinaldo's place and pick up
some stuff. Then, just buy a Memorial Ticket and use that to the return to the
save point!
Picking up where we left off, return to the immense room with the moving
platform and whatnot. Use the platform (or just drop down and use the stairs)
to access the western door and head through. Run south through the hall and
enter the door you come across. The next room is brimming with Red Skeletons
which can't be killed, so forgot about them and concentrate on the Red Ogre
instead. Exit northwest, then run down the hall and head through the southern
door.
Once inside, step onto the yellowish panel in front of the stairs and remain
stationary for a second. It'll sink into the floor and carry you to the room
below, which contains the coveted Yellow Dragon Key. That's the item we needed
to open that door in the House of Sacred Remains! Grab it, then stand back on
the tile to return to the above room. Head up the stairs to the west and you
will arrive at the third floor!
-- UP TO THE THIRD FLOOR ------------------------
In this first room, take down the four or so Astral Warriors that materialize
to open the doors ahead. Take the eastern door and you'll locate a yellow
candle that contains the Cross sub-weapon. Take if you want, then run far north
towards the strange-looking black painting on the wall. Jump into it and you
will find the Arctic Ring accessory. Great!
Jump back out of the painting and enter the closest door on the eastern wall.
Defeat the three Mad Divers in here, then pick up Ancient Text 3 towards the
northern side of the room. Exit and continue south, entering the next room
to the east. Inside will be an Axe Knight, two Axe Armors, and a Super Potion.
You know what to do. Return to the previous hall and continue southward when
your work in there is done.
The next door on the eastern wall leads to a room that contains several
Hellhounds. Although the Whip of Flames doesn't seem like it would be able to
deal out damage to creatures from Hell, it works just fine against these guys.
Who woulda thought? Make sure you take Ancient Text 1 before leaving. Back in
the corridor, proceed to the south and enter the next door. Ignore the Red
Skeletons and bust out with your Whip of Alchemy to do battle with the Flame
Demon, as flames don't hurt him in the least. Quickly defeat him, then gather
the MP Max Up and leave before the Red Skeletons cause too much damage.
Finally, you can exit the main hallway on this floor via the southernmost door.
To start off your toils in this room, run to the east and hop up to the ledge.
See the switch on the wall? Yeah? Good. Now give it a whack. Doing so will
cause all manner of ledges to protrude from the northern wall. Of course, you
have a limited amount of time to use them before they'll sink back into the
wall. If such a thing happens, you'll simply have to restart from the
beginning. No big deal. Once you reach the top, enter the door you find.
-- METH / EMETH ---------------------------------
Run north through the hallway and open the door. Inside is an item known only
as the "e" tablet. It's necessary should you want to proceed onwards, so I
suggest that you grab it. Now then, return to the first room of the third
floor and take the western door this time. Run straight down the hall,
defeating the fire-based enemies with your Whip of Alchemy. The subsequent
chamber contains two Flame Demons and some Hellhounds, all of whom are just
waiting to feast on you. Don't let that happen. Kick their butts and enter the
northwestern door.
Head directly down the hall and through the only door there is. The bridge
ahead is unstable and there is no way to cross it, so drop down below instead
and pick up the Potion and High Potion. At this point, there isn't anything
else that we can do here, so mark it with a stone and return to the second
floor.
First of all, return to the room where you first encountered the Red Ogre.
When you arrive there, take the eastern exit and you'll come into a corridor
with two rooms in it. The first leads to a save room which I strongly recommend
you use. The other leads into the boss's chamber. Ready? Then head inside.
Hmm... What's this? No boss? No foreboding music? No nothing? Has Konami let us
off the hook? Nope. Find the stone that reads "meth" and examine it. Select
yes to place the "e" tablet you found a bit earlier inside. Guess what happens?
Those large stones placed around this chamber come to life. It's that time
again!
-- Boss: Golem --
First of all, this guy is made of solid rock, so he's gonna be really
strong against your whip attacks. One of my favorite ways to cause some
serious damage to this guy is with the Blue Orb + Axe combo. It tends to
cause 60 or so points of damage each time you use it, and it has great
range, allowing you to back off and fight from a distance. If you don't
have the Axe with you, however, try to get around behind him and deliver
some quick whip combos before he turns and crushes you. Deplete his life
gauge and he... Won't die. Nope, he comes back for round two!
In addition to the attacks he's been using all along, the Golem will now
shoot his fist at you (kinda like that dude from episode 5 of Trigun). The
best way to avoid taking tons of damage from this move is to simply keep on
the move and dash outta the way using your Quick Step technique. Every time
he uses said attack, though, he'll pause for a moment to reel his arm back
in. That is your opportunity to move in and deliver some powerful combos to
his chest. When you empty this health meter, he'll be down for good and the
Red Orb will be yours for the taking! Awesome!
Grab the orb and step into the light to warp back to Rinaldo's Shop. In
addition to any Potions or other restorative items that you may need, you'll
most likely also wanna pick up the Meteor Plate, which is a much better piece
of armor than whatever you've currently got.
Now, return to the castle and the second statue will light up. Nice. Go to the
warp room and use it to return to the House of Sacred Remains. Now that we've
got the Yellow Dragon Key in our sweaty little palms, we're free to finish up
that area.
Once you've returned to the House of Sacred Remains, make your way to the door
that was locked by the Yellow Dragon Key (hopefully you marked it with a stone
earlier). Open the door up and you'll find a Relic called the Black Bishop.
Nice!
With that little task done, the word "Complete" should appear on your map of
this area. If not, then you probably haven't been following everything this
FAQ says. Go back and look for some rooms that you may have missed.
Anyway, return to the warp room in the main part of the castle and step onto
the second warp pad from the right; it'll take you to your next destination:
the Dark Palace of Waterfalls.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
d. Dark Palace of Waterfalls
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
In the first room, take down the various Skeletons and exit through the western
doorway. Run down this watery corridor, defeating the Fish Men that appear, and
take the right path when you reach the fork. Enter the door at the end. Destroy
the foes (Skeleton Swordmen and Fish Men) who emerge after the exits lock, then
get outta here using the door to the northeast. Head down the following hall
and kick some Fish Man butt. Take the left path this time when you come to the
fork in the road.
-- FINDING THE MAP ------------------------------
The subsequent room is a trap; you'll have to defeat a set of Frost Swords as
well as some Fish Men in order to unlock the doors. Once you've done so, enter
the westernmost doorway and proceed down the next hallway, taking the Axe sub-
weapon if it so pleases you. After heading through the door at the far end of
said hall, you'll stumble across a small chamber with a switch concealed
inside. Give it a few good whacks and it'll eventually slide into place, at
which point you'll receive a message informing you that you've triggered a
bridge in the room with the large waterfall. Nice... I guess.
Return through the previous hall and, once inside the room before that, head
into uncharted territory via the northern door. Run north through the damp
corridor and head into the first door you come across (it should be the only
other door in this hall). In the next chamber, defeating the sole Flea Man
hopping around inside will cause a crew of the same foes to appear. However,
you must clear this room in order to progress, so go ahead and start whipping
these buggers. Exit to the south.
Slay the enemies chilling in the subsequent hallway and enter the door at the
end of the right path. This will lead to a save room, which I suggest you use.
When you're done, return to the previous hall and take the left path at the
fork, entering the door it leads to. Once inside, the doors will, as expected,
slam shut behind you and you'll be forced to take down a bevy of foes. Start
off by felling the Heavy Armor with a long-range sub-weapon (unless you're
carrying the Crystal, some orb combination should grant you the desired
effects). When that's done, go for the Skeleton Soldiers. Just when they're all
dead and you think you've cleared the room, a group of Vassagos appear as if
from nowhere. Defeat them before grabbing Map 3 (Dark Palace of Waterfalls) and
exiting via the north door.
-- SEARCHING FOR AN HP MAX UP -------------------
Race northward down the hall and enter the door at the end, either killing or
running right past the enemies who inhabit this place. There are no foes in
this next room, so feel free to explore the dimintive chamber as much as you'd
like without fear of being assaulting by the undead. Make sure you pick up
Marker Stone 8.
Okay, so now for some backtracking. If you pull up your map, you might notice
that we've still yet to explore the entire eastern section of this dark
palatial dungeon filled with water. En route to that portion of the palace, we
are gonna make a short pitstop at the only gray room remaining on the west
side. You see it on your map? Just a few rooms north of the save room? Yeah?
All right, head back that way.
In the wet corridor leading to the room that is our current itinerary, you'll
find some Mermen and Skeleton Archers. Nothing you ain't never seen before.
After defeating them all, run south and open the door ahead. Inside you will
encounter some Fish Men accompanied by Mermen. Like the previous hallway, this
chamber provides nothing you haven't seen before, so I can't see you having too
much trouble with it. Now why was it that we had to come here again? Oh, that's
right. Because we want to uncover EVERYTHING on the map! Return to the very
first fork in this palace's road and take the one path you passed by last time.
The moment you enter the room at the end of the hall, the doors will lock
behind you. Of course, this is nothing new to you at all, so you were probably
expected that to happen. Whatever. At any rate, cut down the Frost Swords and
Frost Demon (preferably using that nifty Whip of Flames that we found in the]
Anti-Soul Mysteries Lab), then proceed onwards through the door to the west.
Charge down the corridor (actually, there's no real need to charge; I just
didn't want to say "run" too much. That way, the walkthrough is more varied and
provides a more pleasureable read :)). In any event, you can find the Axe sub-
weapon if you take the right path at the fork, but for now let's head to the
left, shall we?
As you approach the wall ahead, you may notice that there is no door... For
now, at least. Turn around and wave hello to the Heavy Armor who just snuck up
behind you. Man oh man, Leon must be deaf not to hear that fool clanking around
in all that heavy armor. Nonetheless, your goal is to get the Armor to smash
open the wall with that mace of his. The best way to do this is to simply stand
directly in front of the wall and hold your guarding position. The wall will
be crushed when he attacks, and you won't take any damage! Sweet! Now take down
that fool and head through the new door!
Once inside, you'll be ambushed by an Axe Armor and some Red Skeleton minions.
Since you already know that fighting the red dudes is totally worthless, focus
on taking down the Armor and exit via the western door once he's dead. Now this
next area is finally gonna provide you with some of the whip-boosting, platform
hopping action that this entire portion of the castle has been bereft of. First
of all, drop down to the bottom level and snatch the cash you find ($1000).
Now then, return to the ledge with the door from which you entered. Leap up
onto the westernmost platform, then turn around and whip-boost up to the
platform on the east. It may take a few tries, but eventually you should be
able to get it. From there, hop over to the west two platforms (you have to
whip-boost to reach the second one). Feel free to enter the door on this ledge
if you want, however know that there is an optional boss (with great rewards
for defeating him) that I recommend taking on. Actually, head through the door
right now and grab the HP Max Up, then return to the previous room.
-- OPTIONAL BOSS NUMERO DOS ---------------------
To reach the optional boss, start by making a blind jump to the south and
(hopefully) you'll land on a stone pillar. Once there, you should be able to
see a potion floating to the north. Leap to the northwest and boost with the
aid of the fencing. Take the Super Potion from the ledge, then whip-boost onto
the eastern ledge. From here, just continue boosting onto the ledges above
until you reach the boss door. Gather your courage and enter to meet...
-- Boss: Frost Elemental --
Hopefully you've been following my walkthrough all along and, as such, have
the Whip of Flames under your control. You should also have an accessory
known as the Arctic Ring in your tote bag. Both of these pieces of
equipment will prove to be integral to defeating this tough gal. If you
don't have either item, I highly recommend heading back to the Anti-Soul
Mysteries Lab and finding them (don't fret, my walkthrough for said area
reveals the location of each).
With those nigh necessary preparations made, this battle should be a snap.
Her attacks cause precious little damage and your flaming whip will
completely dismantle her. Just be sure to watch out for the attack that
causes paralysis, as not being able to move at all puts you at a large
disadvantage. Fortunately, the effect doesn't last long, so you should be
able to deplete her energy gauge in no time flat.
Your prize for winning the battle is a new whip: the Whip of Ice. However,
since a good portion of the foes who are indigenous to this section of the
castle have built up a strong tolerance for ice and water-based moves, I'd
suggest staying with the Whip of Flames for now.
-- RIDING THE ROLLER COASTER --------------------
With that little chore completed, return to the room where you located the HP
Max Up and head through the skull-shaped door. Here's the deal: you're about to
embark on a nifty roller coaster-esque ride, Castlevania style! The thing is,
there are several coins along the ride, collect them all and you'll receive a
sweet new relic at the ride's end. Miss even one and you won't get it, and that
would just suck!
.-------------.
| READER TIPS! \____________________________________________________________
| ============ |
| Prowler_Iron sez: First, the row of coins alternate from right to left, |
| to right, to left... It's the same for both rides. So what I did is I |
| stood right, never jumping and moving left after collecting the first |
| row, move right after the second row... Sure, you loose energy but you |
| are sure to get all the coins. When you hear a tone, you've collected |
| all the coins! Move to the center of the platform and collect your |
| prize! |
| |
| Darius Shadowlight sez: Just a little something I found out about the |
| roller coaster rides in the Dark Palace of Waterfalls: It is possible to |
| Perfect guard the spike-ball-thingies. That should save some gamers a |
| little grief. |
|___________________________________________________________________________|
When the ride comes to an end, you'll be down in the Basement Second Floor, so
whip the level until in locks into place, thus changing the flow of the water.
Exit to the northwest. In this next room, take down the Mermen before going
after the Cyclops, as he's a much more formidable opponent. Even so, he's still
not too difficult. Since Leon is infinitely more agile than the hulking brute,
you can easily crack your whip on his back a few times, then Quick Step outta
the way of his club. Simple enough, eh? Leave through the eastern door.
-- CHECKING OUT THE BASEMENT --------------------
In addition to some Flea Men, the subsequent hallway is also home to another
Cyclops. Defeat all of the foes, then run north at the fork and enter the door
at the far end of the corridor (you may wanna leave a marker stone in front of
the door locked with the Black Turtle Key). Inside you'll find a pair of Lizard
Men and yet *another* Cyclops. I'm growing a bit weary of fighting them, aren't
you?
At any rate, exit to the east and take the Crystal sub-weapon you find in the
following hallway if it's your cup of tea. If not, proceed through the door
ahead. As you enter, a dozen or so Lizard Men will charge at you from the far
side of the chamber. Apply some nifty Quick Steps to avoid the attacks that'll
be coming at you from all directions, then destroy all the foes with some
powerful moves. Once every monster has been killed, take the HP Max Up at the
top of the room, then backtrack a few rooms to the hallway where you placed the
marker stone at the Black Turtle Door.
This time, you'll want to head south at the fork and take the door on the
western wall. Destroy the Mermen and Axe Knight to unlock the doors, then
progress through the northern doorway. Run south, waiting for the pendulums to
swing by before continuing onwards. In the subsequent corridor, defeat the many
Lizard Men and Skeleton Archers who plague the area, then take the right path
at the fork and open the door at the end.
A multitude of Flea Men and Mermen inhabit the following chamber, so take them
out with the greatest of ease before proceeding onwards through the doorway to
the north. Press northward, stopping only briefly to do battle with the Flea
Men and reptilian foes. The doorway here is covered with a sheer layer of thick
ice. Bust out your Whip of Flames and melt it away, giving you access to the
Little Hammer relic found inside. Awesome!
-- EN ROUTE TO ANOTHER BOSS ---------------------
At that, retrace your steps through the previous corridor and, in the room
directly before said hallway, exit this time to the east. Run in a northerly
path, being wary of the deadly pendulums that preclude the path. After you
open the northern door, be ready to face off against the two Frost Demons and
Heavy Armor that lurk inside. Keep in mind that a couple more Heavy Armors will
materialize once the first wave of foes have been downed. Head through the door
to the west after you've defeated anyone and everyone who was inside.
Run through the watery corridor and take the left path at the fork, grabbing
the Potion and entering the door to the north. Save your data and replenish
your health in this here save room, then head back into the previous hallway
and take the opposite side of the forked road. I hope you've got a sufficient
supply of items with you, because inside this subsequent room is another boss!
-- Boss: Doppelganger --
This guy is a lightning-quick copy of Leon Belmont himself! He's got all of
your moves, as well as some new ones, too! I find the most effective way to
combat this foe is to race in and nail him with a quick combo whenever you
have an opening, then Quick Step away and head back in again. Most of his
attacks don't cover a very wide range, so as long as you stay on the move
he'll have a good bit of trouble trying to hit you.
When you defeat him, he'll escape into the sewers. I suggest returning to the
nearby save room to restore your lost health before proceeding through the door
on the northern wall. As you head through this damp hallway, you'll have the
option of grabbing the Cross sub-weapon if you want it. Whether you take it or
not, you'll wanna head through the door to the north. In the following room,
pay no mind to the skull room for now and instead go through the western door.
From the moment you hit the first torch, you'll have a grand total of eight
seconds to hit the other two and proceed into the door to the east. The Blue
Dragon Key is sitting all lonely-like on a desk, so give it some company and
return to the chamber with the skull door. Just like last time, this is a fun
roller coaster ride with a prize for snagging all of the coins. This time, your
prize is a shiny MP Max Up. Nice.
-- TO THE REAL BOSS! ----------------------------
Now that you're back on the first floor, you'll find yourself quite near to a
save room. Use it, then head for the forked road just before the unexplored
rooms on this floor. Once there, take the right path at the fork and open the
door that looms just ahead. Make short work of the various enemies that await
your arrival inside, then proceed through the door to the northeast. The room
ahead has three more fast-swinging pendulums that you must pass in order to
progress. Just go be quickly and carefully and you'll be fine. After the first
pendulum, leap up to the hidden ledge to the east and claim a Heart Max Up as
your own, then whip-boost across the poles to the west and grab the Raccoon
Charm, a brand new accessory! Sweet!
After heading through the northern door, you'll find a save room on the western
wall if you take the southern path at the fork. After using it, head back the
other way and take the northeastern road at the fork, heading through the door
at the end of the hallway. Defeat the Vassagos and Rune Spirits that live in
the following room before grabbing the Heart Repair in the center of this
chamber. After that, whip-boost across the lower tier of poles, then back
across the higher tier of poles. Continue across the poles until you reach the
door leading ahead. Enter it and take the Heart Max Up you find. Cool beans!
Now then, return to the nearest save room (the one a few hallways back) and
save up, as it's time to confront the real boss of this place. The entrance to
his domain is just a few rooms south of the save room, so make sure you're
well-prepared before heading in.
-- Boss: Joachim Armster --
After a bit of chit-chat concerning Joachim's grudge towards Walter and
some item known as the Ebony Stone, the battle will begin, and Joachim will
commence his beating you to a pulp. At first, you won't be able to cause
the slightest bit of damage to this demonic vampire. In order to hurt him,
you need to destroy the blue light on the statues in the corners of the
room. Once you've done so, start attacking furiously, restoring your own
health using Potions whenever the need be. Every so often, Joachim will
restore the blue orbs on the statues, so you'll have to temporarily
postpone your assault to destroy them again. As long as you've got a
sufficient amount of healing items with you, this battle shouldn't prove
too difficult.
Afterwards, Joachim will express his surprise that he was killed by a "lowly
human". He'll tell you that the Ebony Stone was made with alchemy, and creates
never ending darkness. It also chose Walter as its master, granting him his
powers. Before perishing, Joachim mentions an item called the Crimson Stone.
Once you're back in control, take the Green Orb, then teleport back to
Rinaldo's cabin.
Head inside and you'll trigger a cutscene. Leon will ask about the Ebony and
Crimson Stones. It seems there is a third stone called the Philosopher’s Stone,
and it can provide eternal youth. You'll also learn a bit more about the other
two stones. When this scenario ends, purchase whatever you feel you may need
from Rinny, then return to the castle and the third orb in the foyer will begin
to glow. Nice. Now that we've got both the ice and flame whips, we can do a bit
more in the Anti-Soul Mysteries Lab, so return there.
Once there, head for the chamber with the abnormal-looking statue (it isn't too
far from the entrance, so you shouldn't have too much trouble if you didn't
mark it). After defeating the array of Flame and Frost Zombies, equip your Whip
of Flames and attack the statue until it turns red. At this time, pull out
your Whip of Ice and hit it again, thus freezing it and causing it to shatter.
Cool beans! Head through the door and grab the White Orb you find inside.
Sweet! There's still a bit more to do here, but nothing that we can complete at
this point in time, so return to the warp room and head for the second pad on
the left.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
e. Garden Forgotten By Time
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This area has a nice foresty-garden kinda feel. I like it. First things first,
defeat the three Skeletons in this initial area, then head northwest through
the door. Run down the hallway and take a right when there is nowhere else left
to go; exit via the doorway at the end of this hall. As you enter the next
room, the doors will lock automatically and you'll have to clear out all the
enemies in order to proceed. Shouldn't be too tough, as you're only fighting
against some Skeletons. Exit to the west.
-- LOCATING THE MAP -----------------------------
Defeat the two Skeletons in the following corridor, then head through the
door on the eastern wall. Whack the statue you find until it clicks into place,
thus lighting one of three vertical circles on a door somewhere in the garden.
Exit this room and head through the northern door. Take down the Ghosts and
Bats you encounter in this next chamber, then open the western door and head
on in.
In this hallway, head south until you see a doorway on your left (Leon's
right). Enter said door and jump down below. You can find an HP Max Up behind
the platforms that serve as stairs leading back up to the main platform, and
there is also a bag containing $400 to the south. Once you've gotten all the
goodies, climb back up to the top and get ready for some tricky whip-boosting.
Crossing the first chasm is simple enough, since there's only a single pole
moving up and down. However, the next gap isn't so easy. Basically, you wanna
hit the first pole with your whip right as it's about to reach the very top.
If you can do that, hitting the second pole shouldn't prove troublesome. Just
make sure you remember to whip the switch after the second pole, otherwise
you'll fall to the bottom and be forced to retry. Exit through the door on the
opposite side when you make it.
Run north down the subsequent corridor and take down the two Skeleton Swordmen
prior to slapping the archer silly. After that, head through the door at the
far end of the hall. Inside is another statue that you'll need to whip into
place, causing the second of three locks in the vertical door to glow. At this
point, you'll wanna retreat backwards through a few rooms until you reach the
hallway directly before the room with all the pole-swinging.
Once you've arrived, head south and, after deciding to either take or leave
the Axe sub-weapon, turn north when you have the choice. Enter the door up
here and get ready to meet up with a creepy-looking foe: the Evil Stabber.
There are also some Red Skeletons in here, but you already know that you're
better off not bothering with them. Defeat the Evil Stabber, take the Potion
in the corner and get outta here (via the same door you entered through).
Run down to the opposite side of the hallway and enter the south doorway.
Some Astral Warriors (who are always a pain) and a pair of Buckbairds (who are
rarely a pain) await you inside. Eradicate them all to unlock the doors, then
head off through the west door. Begin running north and there will be a big
blue save room door to the west. I would recommend using it before moving on
ahead. When you're done, continue north through the corridor and enter the
door you come across. Defeat the Shadow Wolves and Ghosts who inhabit this
chamber, then take Map 4 (Garden Forgotten By Time) from the northwestern
corner of the room, then head through the nearby door.
-- A NEW ACCESSORY ------------------------------
Head down this hallway, entering the door to the north. A short cutscene will
introduce the Gargoyle enemies to you, then you get to introduce them to your
whip. Lots of introductions going on in this room, eh? Luckily for you, they
are rather easy to fight against and will die after taking just a little
damage. Once the first two and the third that swoops in afterwards have been
taken out, you are free to leave this room via the southeastern door.
In the following hallway, run due south and head through the first door you
come across. Destroy the many Storm Skeletons who have made their home in this
room, then exit through the northeastern door. Charge straight down this next
corridor and head into the doorway at the end, unlocking it with your Blue
Dragon Key. Stashed away inside is the Tool Bag, which will allow you to equip
up to three accessories at once. Sweet!
Now, return a few rooms back to the hallway where you could've taken a turn and
headed off into uncharted territory. In the subsequent chamber, you'll have to
take down four Axe Armors who materialize from outta nowhere. Once they've been
defeated, another pair will appear, and then finally the two Evil Stabbers who
pop out of the ground. After they're all gone, open the door to the north and
head through.
Run through the following corridor and head up (away from the screen) at the
fork, grabbing the Knife sub-weapon if you want it. Kill off the various Shadow
Wolves inside this next room, along with the Gargoyle. Make sure you take the
bag of cash to the northeast before leaving via the only other door there is.
As you run south down this next hall, defeat the lone Buckbaird before you
proceed onwards.
Destroy the two Skeleton Archers and single Thunder Demon who lurk in the next
chamber, then progress through the other door. Head north down the hallway and
take the right when you can, as there is a save room in this direction. After
using it to heal up and save your data, head back down the other way and north
through the door. You'll soon be locked in with some Skeleton Archers and a
Gargoyle, but they probably won't be too difficult to dispatch. Enter the north
eastern door and race down the hall into the next room, where you should kill
the Evil Stabbers and skeletal foes who plague the place. Once that's done,
return to the hallway with the save room and enter the one door that you have
not been through just yet.
Two brand new foes await in the subsequent room: Mist and the Man-Eating Plant.
Neither are very difficult, however, so just go to town on the Mist with
whatever moves tickle your fancy. Don't kill the plant just yet, though, as he
can be manipulated to your advantage. No, we're not gonna pull some Legato
Bluesummers-esque mind control, sadly enough. Instead, lure the plant over to
the westernmost wall. When you've done so, get it to open up and, from there,
leap up to the above ledge. Grab the cash, then enter the door on this hidden
platform.
Inside you'll locate the Jewel Crush accessory, as well as another statue for
you to hit into the wall. However, this one will not unlock the first door, but
rather it will open the first lock on a second door. Geez, is it just me, or
are there WAY too many doors? Whatever. Return to the previous room and jump
below, heading into the next room.
-- AN OPTIONAL BOSS -----------------------------
Run southward down the following hallway and take the northern path when you
reach the fork. There are three or so Poison Lizards and a Thunder Demon
hanging out in the next chamber. Take them out, but try to avoid getting
afflicted with the poison status effect. If you do get poisoned, you should
have at least one Serum with you to cure it's effects. If not, you're screwed.
Exit west.
Head in a northerly direction down the hall and enter the door at the end.
Concealed inside is the final statue-switch that will unlock that first door!
Of course, this really doesn't do us any good at the moment, seeing as how we
don't have the slightest clue where that door is! Oh well, we'll find it sooner
or later, eh? Return to the hallway with the Holy Water sub-weapon and head
south through the door at the end of the corridor.
Take down the Shadow Wolves and Mist in the following room, then exit to the
east. The next room is inhabited by a few Buckbairds, so take them out whilst
avoiding their laser eye attacks. Don't kill the Man-Eating Plant just yet,
though, as we'll need him to boost ourselves up to the northeastern ledge. Lure
him over in that direction, then whip him until he opens up. At this time, use
it to leap up to the ledge and head through the doorway.
Defeat the Thunder Swords and other foes in this hallway, then enter the door
at the far end. Start this next room off by destroying the Spirits inside, then
quickly hit the switch behind each statue, ignoring the new foes that appear
when you do so. Once both switches have been activated, the ledge leading to
the next door will appear, so hurry over there and hop up before the switches
reset.
In the next area, jump down below and first rid yourself of the enemies roaming
around down here. Then, grab the Heart Max Up from the small structure to the
northwest. After that, whip-boost up to the central platform using the crooked
lantern. The door off to the west is currently unreachable, so we'll have to go
to the east instead. Ascend the spiral staircase in this room, defeating the
Poison Lizards and Ghost as you go. When you reach the top, allow me to welcome
you to the second floor. Whoo-hoo... I guess.
After heading through the door at the top of the stairs, whip the statue-switch
into place to unlock the second of three locks. Exit to the south. Head north
down the subsequent hallway and take out the Axe Knight you encounter. Continue
northward past the now-dead knight and you'll locate another foreboding boss
door. Inside is another optional boss... I bet you can't figure out it's name
without looking below!
-- Boss: Thunder Elemental --
Okay, since we don't have any equipment made particularly to ward off
thunder attacks, this guy is gonna be more difficult than the laughable Ice
Elemental. However, your basic strategy from the battles against previous
elementals will work pretty well here, too. Knock him with a few quick
combos then back off and head back in. Quick Step is much more effective
than blocking, and long-range sub-weapons work wonders. Other than that,
there isn't a whole lot I can tell you. Your prize for winning? As
unbelievable as it may sound, the Whip of Lightning is now yours! Pretty
useful in other dungeons, but not here, as many of the enemies are
lightning-based.
-- FINDING THE TRUE BOSS ------------------------
Return back to the first floor and head for the room you left off in before
embarking on this little sidequest. Y'know, the place with the Man-Eating
Plant? Yeah? Good. Once you're there, head through the doorway to the north.
In the following hall, continue northward and defeat the Axe Knight and Ghosts.
Defeat the Gargoyle and Skeleton Flower collaborating in the next chamber, then
exit to the north.
Another Skeleton Flower resides in the subsequent room, along with three
Buckbairds. Continue ahead after defeating them and you'll encounter a second
Skeleton Flower as well as some Poison Lizards. Take them all out before
heading into the door to the northwest. Run down this corridor and kill off the
two Armor Knights before entering the doorway to the north. Inside is the final
statue-switch needed to open the second door, so whip it into place.
Now then, backtrack a few rooms back and enter the northeastern doorway. Take
out the foes you encounter in here, then open the door over on the western side
of the chamber. You'll find the Red Phoenix Key inside, which is something you
will need to finish up the Anti-Soul Mysteries Lab. Return to the room before
and exit this time to the northeast (the door is kinda hidden; it's part of the
fence)
Pick up the Ring of Thunder you find inside, then head into the save room to
the east. Use it, then return to the room where you hit the final statue-switch
into place. Enter the eastern door and head north down this corridor, defeating
the two Gargoyles along the way. There seems to be nothing going on in this
chamber... Until you start smashing the statues up. There is a hidden door
behind one of these statues, so head inside. Use the save room to the east,
then proceed into the boss room at the very end of the hallway.
-- Boss: Medusa --
Before the battle actually begins, she'll compliment your body and reveal
to you that all of the stone statues throughout the garden were once people
just like Leon. First of all, avoid her "Turn to stone!" attack at all
costs, as it temporarily freezes you in place, allowing Medusa to get some
free hits in on you. Other than that, I recommend simply using your Quick
Step technique to strafe around to her side, then unleash a powerful combo.
Rinse and repeat.
Once you deplete Medusa's first health gauge, some stone blocks will
generate and she'll toss them your way. Simply Quick Step to get outta the
way. From there, just continue the same general strategy as before and she
will go down in no time flat. Is it just me, or do the bosses in this game
seem painfully easy?
After the battle, Medusa will recognize your whip and mention something about
it regaining its "complete form". What's that all about? We'll find out soon
enough. For now, just grab the Purple Orb and teleport back to outside Rinny's
cabin.
Go inside and talk to Rinny. He'll explain that the whip is not yet complete,
but has become more powerful because it suits you. He strictly tells you not
to think about the whip gaining its complete form, and the scene will end. At
this time, buy whatever you need from Rinny (like the Moonlight Plate!) before
returning to the castle.
First, lets head back to the Anti-Soul Mysteries Lab and finish that place up.
Head to the Red Phoenix Door first and open it up with the key you found in
the Garden Forgotten By Time. Inside is the Wolf's Foot relic, which allows you
to run with ridiculous speed. Nice.
Now head for the room with the collapsing bridge that we couldn't cross before.
Once there, equip your Wolf's Foot and race over the bridge. With such speed,
you'll definitely be able to make it across without any trouble. Head into the
door at the end and grab a new accessory: the Megingjord. Sweet!
Okay, now head back to the Garden Forgotten By Time and head into the northern
door in the very first room. Head down the Ghost-filled hall and grab the Ring
of Fire from the following room. Now, you'll want to return to that one room
that we couldn't do a thing in. Remember? It was en route to the battle against
the Thunder Elemental. Remember now? Good. Head back there and get to the
platform to the east a bit. From there, equip the Wolf's Foot and use it to
leap to the ledge above to the west. Enter the door here and destroy the
Thunder Demon and Evil Stabber in here. After that, head into the subsequent
corridor and open the door to the north. Inside this next room is another new
relic for you: the Saisei Incense. Awesome!
Return to the castle entrance and, after getting everything you need from good
ol' Rinny, proceed to the warp room and teleport to the final area: the Ghostly
Theatre.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
f. Ghostly Theatre
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
First off, defeat the two Skeletons in this initial room, then head through
the door to the west. Run southward down the hallway and open the doorway you
find at the end. As you enter the following chamber, begin by hopping down
below, where you should quickly dispatch of the skeletal foes who reside here.
With that done, grab the Heart Repair to the north and return to the upper
tier. Start along the narrow bridge and you'll undoubtedly notice the statue
blasting a non-stop laser beam. In order to get past this, have Leon face
towards it and it'll stop (kinda like those lasers in Zelda: A Link to the
Past), so hold down the guard button and strafe right by, entering the door on
the other side of the room.
-- GETTING ACQUAINTED WITH THE THEATRE ----------
Run to the south and destroy the Buckbaird you meet on your way. Grab the
Crystal sub-weapon if you like, then take the northern road at the fork. Take
out the Skeleton Warriors and Ghosts who attack you, then pick up the Potion
at the bottom of the stairs before exiting to the west. Follow the bending
C-shaped corridor and enter the door at the end.
Within the confines of this next room, jump down below and kill off the
various foes you find at the bottom. Then, take the High Potion that's kinda
hidden behind a pillar to the east and return to the top level (you'll have to
whip-boost up the poles near the eastern pillar). From here, its time again to
make our way past a series of laser-statues. Keep in mind that, for now, the
lasers above can't touch you, so don't bother with them just yet. Face towards
the nearest laser and strafe by, then turn to face the next direction. It's
actually pretty simple.
Enter the room to the northwest, but since we're going for full map percentages
here, you'll want to immediately return to the previous room. Don't worry, we
won't miss anything; there is a method to my madness, y'know. Anyway, once back
in the previous room, continue following the narrow ledge westward, avoiding
the laser-statues deadly beams of death. Just wind your way around and you will
inevitably end up standing in front of a new door. Head inside.
Make your way down the subsequent corridor and enter the doorway on the eastern
wall. Destroy the Ghost Soldiers and Skeleton Warriors, then head downstairs
and pick up the money bag, which contains a hefty $400! You can also exchange
your current sub-weapon for the Holy Water if you want (unless you've already
got the Holy Water, in which case you can ignore everything in this sentence).
Exit to the east, which is the door at the bottom of the stairs.
The following room contains some Spirits and Zombies, which you should make
short work of, as well as the Aroma Earring accessory. When everything seems
to be done here, return through the same door you entered and ascend the
stairs, going through the northern door this time. Run through the C-shaped
hall and enter the door at the opposite end.
As you enter the next room, you may notice that strange circles appear on the
ground and are shortly after smashed with rocks raining from the ceiling. If
that wasn't warning enough, let me say this now: do NOT stay in the same place
for extended periods of time, lest you be nailed with heavy rocks. There is
also a seal on the door, so there isn't anyway that you're gonna escape from
this place for now. In order to leave, we're going to have to destroy the blue
statues in this chamber, with the aid of the raining rocks, of course.
-- THE BLACK TURTLE KEY -------------------------
Head to the northern part of the room and whip-boost to the ledge above using
the pole protruding from the wall. You'll find the first blue statue up here,
so take cover behind it and a rock will completely crush it. There's a second
statue on the ledge just opposite of this one, so head over there and repeat
the same steps. Now hop down to the main floor and locate the statue to the
southwest. Once it's been destroyed, use the nearby platforms to access the
ledge suspended over the door from which you entered. The last blue statue is
up here, so let the rocks crush it and they'll stop. Pick up Ancient Text 2,
then open the door to the east.
The Heart Max Up you find inside is all yours, so snatch it greedily and return
to the previous room. The other door is still sealed off, so I guess we should
probably destroy the orange statues now, eh? All four statues are in plain
sight on the main floor, and since the boulders have resumed their incessant
falling, crushing them should prove no problem. Now that you've got easy access
to the southwestern door, head right on in.
Begin by striking down the Ghosts and other enemies who reside in this chamber,
then take the Potion and Rosario items at either side of the stairs and head
through the western door (at the top of the staircase). The subsequent hallway
is only half of a "C", so that means we're gonna have to turn back around and
enter the previous room (no, I'm not racist against half C-shaped rooms, but
we wanna get full map percentage, don't we?). This time, enter the door at the
bottom of the stairs.
Take down the Spirits and Shadow Wolves roaming around in the following room,
then exit north when the doors unlock. Enter the eastern door in this next
hallway, then defeat some more Shadow Wolves in the following chamber. Since I
can't stand that strange sound in this place, we're gonna return a few rooms
back and head through the door to the southeast. Run northward through this
hallway and open the doorway at the far end.
A slew of Astral Knights, accompanied by an Axe Knight, are eagerly awaiting
your arrival in the following chamber. Cut them down to size, then enter the
southeastern door. Defeat a couple of Ghosts who haunt the subsequent corridor,
then ascend the stairway and say hello to the second floor. Take out the two
Ghosts in the first hall, then exit to the east into the save room, which you
should most definitely use.
Once you've taken care of business, exit the save room and continue down the
hall, entering the door you find at the end. In this next room, hop down below
and defeat the many Hanged Men. Then, take the Mana Prism in the center and
return to the above level. With that done, it's time to head for the door at
the far end of the various narrow ledges up here. Like before, face towards the
laser beam and it'll stop. There is anything too difficult, so you should be
fine. Enter the doorway and you'll find the Black Turtle Key inside. Nice!
-- FINDING A NEW RELIC --------------------------
Now then, return to the upside down T-shaped hallway near the very start of the
Ghostly Theatre. Once there, head through the one door you haven't been into
just yet. As you enter the following room, grab Marker Stone 7 and the $400 at
the bottom of the stairs, then defeat the various foes to unlock the doors.
Exit east at the top of the staircase. Run through the C-shaped corridor and
open the door at the end.
More raining boulders, eh? All right. There aren't any blue statues this time,
so you just need to smash up the orange ones right nice. Once you've done so,
head through the southeastern doorway. As you enter the subsequent hallway, the
doors will lock and a pair of Shadow Wolves will rush towards you. Defeat them,
then use the first room on the western wall to save your data and replenish
Leon's health. After that, return to the previous hall and open the door at the
far side of the wall.
The next chamber can be summed up in a single word: dangerous. Spikes crash
down from above constantly and there are few places where you can avoid their
spiky wrath. To the west of the door you entered is a small area where the
spikes won't fall. Above there is a ledge that you should whip-boost up to.
Head into the door and take the HP Max Up. Once you've done that, return to the
previous room and exit via the door to the south. Make your way through the
C-shaped corridor and enter through the door at the end.
In the subsequent room, defeat the Ghost Soldiers and Skeleton Warriors, then
pick up the $400 at the bottom of the stairs before heading up. Exit to the
west. Take out the Spirits and Skeleton Warriors in this next room, then exit
to the east. Since we're going for complete map percentage, though, I'm gonna
have to ask you to return immediately to the previous room and head into the
door at the bottom of the stairs this time.
Destroy the enemies in the following room to open the doors, then head into the
easternmost door. Head down the corridor and unlock the doorway on the eastern
wall using the White Tiger Key that you should have in your possession. Enter
the small room and take a new accessory called the Heart brooch. Nice! Now
then, head back to previous room (note that I said room, not hallway) and this
time open the westernmost door.
Run northward down the hallway and, in the next room, defeat the Astral Knights
and Armor Knight to unlock the doors. From there, run to the southwest portion
of the room and open the door. Defeat the two Ghosts, then ascend the stairs
to once again reach the second floor.
Start off by cutting down the two Ghosts in this first room, then proceed
onwards and enter the door at the far end of the corridor. GAH! More falling
spikes! Head to the west until you find a small safe-zone with a pole on the
wall above it. Whip-boost up it and grab the MP Max Up to the west, then head
back to the east and boost across another pole. Open the door over here and
take Lucifer's Sword, another relic! Sweet!
-- CURTAIN TIME ---------------------------------
Return to the spike room and carefully make your way northward, entering the
door when you reach it. Make short work of the Spirits and Axe Armor that
inhabit this next room, then open the southeastern door. Run down the
subsequent corridor (with a creepy ticking clock) and enter the first door you
come across, the one on the western wall. The following room is completely
dark, so navigating through it can be a pain. Simply hop across the platforms
and gradually press eastward. The door on the left contains a mandatory item
called the Curtain Time Bell, so be sure to pick it up. The other door holds
the Brisingamen, another spiffy relic for you to put to use.
.-------------.
| READER TIPS! \____________________________________________________________
| ============ |
| Prowler_Iron sez: To get very easely to the secrets doors, the Wolf's |
| Foot works a charm! You just need to focus on the blue arrows pointong |
| at the door to execute your jump! |
|___________________________________________________________________________|
Okay, so now return to the previous hallway and head to the north, going
through the door you find. Take down the three Buckbairds and singular Axe
Knight, then run north through the now-opened door. Kill the two Skeletons who
keep the following hallway all locked up, then head west into the save room.
Once you're done in there, open the eastern door and head inside.
All right, this next room can be a total pain in the neck, since getting
knocked off by one of the lasers will force you back to the first floor. Just
use the fences to shield you from the laser beams and carefully traverse the
bridge en route to the door on the far side. Go on in and run down the hall,
heading into the eastern door. As fast-paced music begins to play for the first
time in this area, you'll wanna head east and leap over the chasm towards the
HP Max Up on the other side. With that done, hop down below and we'll be back
on the first floor, in the exact room that we wanna be in. Awesome, eh?
Defeat the Cyclops and Red Ogre foes, then run northwest through the door. Pick
up Map 5 (Ghostly Theatre) to the north, then proceed in a westerly direction
to find the boss door. Make all the necessary preparations, then head inside.
Strangely enough, there isn't a thing inside. What to do? Use the Curtain Time
Bell that you found just moments ago.
Leon's beloved Sara will appear on-stage, but as Leon goes to embrace her she
tries to stab him. That's not cool, and it *definitely* isn't something Sara
would do, so it must be an imposter!
-- Boss: Succubus --
First of all, let me warn you that her roses are poisonous to the touch. As
such, you'll want to steer clear of them as best you can. Succubus is weak
against fire elemental stuff, so go to town on her with Leon's Whip of
Flames. Be warned, though: if you get too close to her, Succubus will
begin to whirl around, surrounded in roses. Luckily, you can dodge this
bullet with a simple guard. Hit Succubus with a barrage of whip lashes and
she'll croak before you know it.
Defeat her and she'll start to mention Rinaldo and his daughter, but she bites
the dust before she can finish her sentence. Anyway, take the Yellow Orb and
use the warp pad to return to Rinaldo's house. Go inside and he'll tell you
that his wife and son were brutally killed by his daughter, who was turned into
a vampire by Walter. As a result, Rinaldo built the Whip of Alchemy and hunted
for his daughter. Creepy stuff, ya?
Buy whatever you want from Rinny, then return to the warp room and set out for
the Dark Palace of Waterfalls, as we've got some work to finish up in there.
Return to the second floor basement and make your way to the door locked by
the Black Turtle Key. Since we now have said key in our possession, we can
open the door and take the Draupnir accessory concealed inside.
Now then, the door to Walter in the main foyer is now open, so head inside to
see what ol' Walt has in store for us next!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
g. Pagoda of the Misty Moon
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The moment you enter, Walter will reveal himself. What happens during the
following scenes is really cool, so I don't wanna spoil any of it for you. When
they come to an end, you will have the most powerful weapon in the game at your
disposal: the Vampire Killer. Return to where you met Walter in the room right
after the central foyer.
-- DOPPELGANGER RETURNS! ------------------------
Back in the chamber where you met Walter, ascend the stairs and head through
the door to the north. The following corridor contains all five sub-weapons,
so choose whichever one you want before proceeding northward through the door.
In the subsequent room, start by hopping off the bridge down below and grabbing
the Super Potion hidden underneath the western stairs. Then, return to the
above bridge and make your way across, using the fences to shield yourself from
the laser beams. Keep in mind that jumping will cause the platform to fall, so
don't do that.
As you enter the following hallway, quickly dispatch of the two Spartacuses who
are roaming about inside. Once you've done so, make sure your health and other
vital statistics are in good order, as the northern door leads to another boss
battle.
-- Boss: Doppleganger (Round 2) --
Remember this guy from the Dark Palace of Waterfalls? Well, he's back! He
still possesses all of your moves, as well as some nifty sub-weapon
combinations, namely the Cross and Holy Water-based ones. Even so, he's no
match against your omnipotent whip. Since he himself doesn't actually have
a whip, he can only attack with martial arts. As such, he has to get in
quite close to you in order to cause any damage. Your whip gives you a
significant advantage in that it works well from a distance. Just Quick
Step around Doppelganger's fiery punches and kicks and you'll take him down
with relative ease.
.--------------.
| READER TIPS! \___________________________________________________________
| ============ |
| Warren Rolfsmeyer sez: First, when you are fighting the Doppleganger for |
| the second time, if you happen to be face to face with him, if you have |
| your Svarog Statue relic equipped, activate it, then strafe backwards |
| away from him. Doppleganger with walk towards you, but he will |
| constantly take damage from the flames. Eventually he will move away, but |
| before taking a good amount of damage. |
|___________________________________________________________________________|
Once he's been defeated, take the HP Max Up that appears in the center of the
chamber and leave via the northeastern door. Two Chaos Swords and a gargoyle-
esque foe called a Gaap await in the following corridor, so take them down and
progress northward. After opening the northern door, you'll find yourself in a
large chamber with a very shiny floor. Yet another type of skeleton-based foe
resides in here: the Phantom. Defeat them both to unlock the doors, then exit
to the northeast.
-- EXPLORING THE DUNGEON ------------------------
Head in an easterly direction, only jumping over the laser beams when you're
standing on part of the floor that is gray (the brown platforms crumble if you
jump on them). Continue along the path and enter the door you find at the end.
Destroy the Death Reapers and Chaos Swords in this next hallway, then enter
through the door at the far end.
The doors will slam shut behind you as you enter the following chamber, locking
you inside. In order to leave, you'll have to defeat the Mirage Skeleton
inside. The catch is that there are a ton of them in here, and only one is the
real deal! I really don't know how to tell the difference between the real
McCoy and the fake ones, so just whip up a storm and hope you take down the
right guy. Once you've done so, enter the northeastern door and pick up the
MP Max Up inside. In the previous room, now head to the west and take the Heart
Max Up! Sweet!
.-------------.
| READER TIPS! \____________________________________________________________
| ============ |
| Prowler_Iron sez: Telling the difference between the real and the copys |
| is really easy once you know it. When you enter the room, if you hurry |
| to the piles of bones you are going to see only one skeleton standing! |
| He is the target. But if you manage to loose sight of him, there's still |
| another way. Wait for the skeleton to group up and then watch their |
| movements. Most of the skeletons will move towards you but only one will |
| move away from you. It may be hard to understand, but try it, it works a |
| charm! |
| |
| Valdrin sez: The trick here is the floor. The skeleton you're supposed |
| to take out will have its reflection in the floor, while the others will |
| not. |
| |
| Jason Brown sez: You can tell the correct mirage skeleton if you find |
| the one already assembled before the rest come together (he is also the |
| one who usually doesn't chase after you and goes his own way). |
|___________________________________________________________________________|
With those two power-ups now in tow, backtrack to the room with the lasers and
take the other exit this time. In the following hall, run to the north and
climb the stairs at the end of the hall to reach the second floor!
Pretty groovy music, eh? I think so. At any rate, run in a southerly direction
and open the door at the bottom of the hallway. Okay, so remember those ground-
bound enemies from the House of Sacred Remains that you had to jump over to
avoid? Yeah? Well, they're back. Fortunately in much fewer numbers than before,
but they're obnoxious nonetheless. In any event, you wanna activate all six of
the lamps in order to open the western door at the top of the stairs. Since you
have 20 whole seconds to complete said task, I suggest starting with the two
lamps at the bottom of the stairs, then working your way up to the top.
Once you've entered the western door, run north through a hallway bereft of
anything exciting and open the doorway you find at the end. Take down the Death
Reapers and Phantom, then exit via the northeastern doorway. The following hall
is actually quite full of activity, so be ready for a fight. There are two Red
Ogres and two Dullahans in here, all of whom should be taken out. Although you
have never encounter the latter before, they don't provide anything you haven't
seen before, so I wouldn't worry too much about them.
After entering the northern door, destroy the Gargoyle you find inside and head
south through the door. Take out the Gargoyle and Gaap foes that reside in the
following room, then continue eastward through the door. The subsequent
corridor contains a single Flame Demon and four Axe Knights that you should
either defeat or run past. Kill the pair of Executioners in the next room, then
exit to the east.
-- PREPPING FOR THE FINALE ----------------------
Instead of heading south down the following corridor, you'll want to stop in
the western room first. Much like the room near the end of the Ghostly Theatre,
this place is pitch dark. Just follow the barely-visible platforms and you'll
eventually make it to the end. Open the door and you'll locate the final HP Max
Up! Nice! Before leaving there is a hidden door to the northwest that you might
wanna find, as inside is the Unlock Jewel, which will allow you to access the
final optional boss (check the secrets section for more information).
.-------------.
| READER TIPS! \____________________________________________________________
| ============ |
| Prowler_Iron sez: To get very easely to the secrets doors, the Wolf's |
| Foot works a charm! You just need to focus on the blue arrows pointong |
| at the door to execute your jump! |
|___________________________________________________________________________|
Now then, return to the previous hallway and continue southward, opening the
door at the end. Three fierce Lizard Knights lurk inside, so defeat them to
open the locks and proceed to the east. A couple of Chaos Swords and three
Spartacuses inhabit the following hallway, so be sure to kill them good before
proceeding to the south. Take down a whole group of Death Reapers in the next
room and you'll be done with this area. As such, you now need to do a bit of
backtracking; return to the first hall on the second floor.
Once there, proceed north through the door that leads into uncharted territory.
Kill the Phantom and Lizard Knights, then exit to the northwest. Make your way
northward down this lengthy corridor, defeating the Gaap and Lizard Knights who
will try to kill you along the way. Deal with the Gargoyle in the next room,
then head south through the door. A trio of Spartacuses are in the following
chamber, so take them down and exit to the east.
The next hallway houses some Death Reapers and a vicious Gaap, all of whom you
should kill before proceeding southward through the door. Cut down the
Dullahans in the subsequent chamber, then continue to the east. Head into the
door on the western wall in this next hallway. Run north through the hall and
enter the door at the end. Grab the "VI" Tablet and then leave, as there isn't
anything else we can do in this room just yet. Head south in the next two halls
and you should come into a room inhabited by a pair of Lesser Demons. Defeat
them before exiting to the east.
The subsequent corridor contains two Red Ogres and as many Spartacuses. Kill
them all before using the southern door to leave. Destroy all of the Hanged Men
in the next room, then it'll be time to do some backtracking: get back to the
chamber with the lamps and the ground-bound foes.
There's no need to activate the lamps again, as the door we want to go through
(the one at the bottom of the stairs) is already wide open. Head inside and
run through the hallway, taking down the Red Ogres who are in the way. This
next chamber has three doors in it. I recommend heading west first, as it is
a save room. After using it, return to the previous room and head southward
into the door on the opposite side of the room. Examine the drawing on the
table and insert the "VI" Tablet into it. Then, hit the switch and watch as the
"VI" Tablet becomes the "IV" Tablet. Nice! Take it and return to the place
where you found the "VI" Tablet. Use your shiny new "IV" Tablet and the door
ahead will open. Head inside and take the Dragon Crest you find.
Okay, so return to the area with the save room and, after replenishing your
health, saving your data, and ensuring that you have a ton of healing items,
head through the northernmost door. Ascend the staircase and open up the boss
door ahead. Enjoy the cutscene, then its boss time.
-- Boss: Walter --
Right from the beginning, nail Walter with a single whip lash and his
barrier of protection will be destroyed. After a short cutscene, you'll be
put back into control. Walter can freely teleport around the battlefield,
so he's definitely got the upperhand on you when it comes to movement. He
can also send some explosive spheres of energy at you, which you should
avoid to the best of your abilities. There is also one main attack of
Walter's that you really need to be on the lookout for; whenever he yells
"Behold my strength!" he's about to unleash a massive blast of energy, so
get as far away from him as humanly possible. Other than that, simply hit
him with a barrage of whip strikes and your Vampire Killer will eventually
destroy him.
However, Walter Bernhard is not the final boss...
-- Boss: Death --
Now that you're staring true death in the face, it's time to kill the night
once and for all! </painfully cheesy> For starters, lemme tell you that any
and all sub-weapons are completely useless against Death; he's totally
impervious to them. His most dangerous attacks include tossing his scythe
at you, firing explosive skulls to home in on you, and lock-on blasts of
pure energy. There is also Death's ultimate attack, where he immense waves
of fire that crash down from above, creating a huge blast when they reach
the ground. To make matters worse, he's got significantly more HP than any
other boss you've fought before. Also, since he only stays at the outskirts
of the battlefield, hitting him can be quite difficult. Hopefully you've
brought along a sufficient amount of healing items, otherwise you're
totally screwed. Just chip away at his health whenever you get the chance
and he should go down eventually.
.-------------.
| READER TIPS! \____________________________________________________________
| ============ |
| sleepyfishstick sez: Here's how I managed to beat him. Along with plenty |
| of healing items, I came up with a strategy for each of his attacks. When |
| he first throws those blue beams, timing is the key. When the circles of |
| the beams get as close as they can be before it shoots at you, Quick Step |
| to the side holding the analong stick at a left or right direction. For |
| the minions, when Death is summoning them - take as many shots as you can |
| at him - using mostly strong whip combos. Then when the minions start |
| coming after you, Quick Step backwards and keep Quick Stepping to the |
| left or right direction. If all goes well, they shouldn't bother you |
| much. Whenever Death charges his swinging sickle at you, BEFORE it |
| actually heads towards you - run towards Death and keep Quick Stepping |
| forward so Leon can jump over the sickle and you'll be right in front of |
| Death, giving you a perfect oppurtunity to hit him. |
| |
| For his most powerful and annoying attack, when he chants the attack - |
| quickly jump, double jump and do the air attack (I forgot what it's |
| called) but you have to do it to the left or right direction - or else |
| you'd get hit by the fire. If you did it right, you should have landed |
| without getting hit by the first spreading fire beams. just simply jump |
| over the second fire flames and run towards Death and pummel him. With |
| patience and doing these strategies, Death was a breeze. |
|___________________________________________________________________________|
Once he's been defeated, you have successfully beaten Castlevania: Lament of
Innocence! Congratulations, and enjoy the ending!
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
V ----------------------------------------------------------- SECRETS
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
So, you're one of those obsessive people who just *has* to do every single
little thing the game has to offer. Luckily, I'm there for you.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
a. Prison of Eternal Torture
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
If you were following my walkthrough, then you should've found an item called
the Unlock Jewel. With that firmly in tow, return to the warp room (where you
can access the five initial areas of the castle) and head through the door to
the west. In this next room, make your way southward and descend the spiral
staircase. Enter the door at the bottom and you'll come into a room with a
High Potion in the center, as well as a save room to the west and another door
to the east. Use the Unlock Jewel on the eastern door and you'll enter the
subsequent room, where you'll have to run down another spiraling staircase. At
the bottom is a door. Head inside and you'll encounter the fourth and final
hidden boss in the game!
-- Boss: Forgotten One --
First of all, this guy will afflict you with the Poison and Curse statues a
*lot*, so make sure you've got plenty of Serum and Uncurse Potion on you.
The first part of the battle should prove no problem; just stand at the
edge of the platform and nail him with heavy whip attacks from either your
Vampire Killer or Whip of Ice, all the while fending off the slugs, as they
cause status abnormalities. Also, try to avoid the blood as it rains down
upon you from above. Deplete his first health gauge and another will
appear.
The second round is a good bit tougher. Your new target will be his arm,
but that's also what he'll be using to damage you, so it's kinda a pain to
hit. Simply jump over his sweeping attacks and back outta the way when's
about to smash it into the ground. Also, avoid the blood that he pours onto
the platform, as it causes damage and Poisons you. When he holds his hand
directly over the platform that you're standing on, it means he's about to
try to smash you, so get outta the way to avoid the resultant shockwave.
The third round finally puts you face-to-face with your rather ugly foe
(anyone else think this guy looks kinda like Anima from Final Fantasy X?).
In his final form, he can take you out ridiculously fast with his breath
move. To avoid it, you'll have to seek refuge behind one of the rocks that
will shower down from above. You'll be able to tell he's preparing to use
his breath attack when you see white wisps of energy gathering in front of
his mouth. When you notice that your rock is getting all cracked up, that
signifies that you need to locate a new hiding place, as your current one
is about to be destroyed. Keep chipping away at his health and he should
eventually bite the dust.
Your reward for this mess? The Black Orb.
.-------------.
| READER TIPS! \____________________________________________________________
| ============ |
| DWDuck sez: I was able to defeat him using only the Cross subweapon. |
| Peculiar considering his tolerance for that weapon. So here it is: |
| |
| 1) Torso |
| I used the Heart Broach / Aroma Earing / Jewel Crush |
| Equip Cross sub-weapon and Yellow Orb. Walk as close as possible to |
| torso. Jump up (to avoid worms) and execute Divine Cross. Continue to use |
| this attack as fast as possible. This should result in a combo exceeding |
| 99 hits and approximatly 1200 points of damage, all in less than a |
| minute, and without damage. At this point the game cuts the combo off and |
| your counter resets. Repeat the Divine Cross bit to finish it off. |
| |
| 2) Chest / Arm |
| Same Idea, Divine Cross combo for 400 - 600 damage a whack, then he will |
| whack you. Use potions / Jewel Crush to regain health / hearts. This is a |
| little trickier than stationary torso. |
| |
| 3) Head |
| More Cross action, but now with Green Orb. Stand behind a rock. Face |
| towards him and jump, shooting Holy Light at his head. 40 - 100 damage a |
| shot is not much, but you can stay hidden throughout the fight. Dodge to |
| another rock whne yours is ready to go. |
| |
| I also used the rotating cross bit on the Undead Parasite, the |
| Doppelgangers, and Joachim. For these three I added light whip shots to |
| boost combo size for the added damage bonus it provides. |
| |
| The Divine Cross idea for the Forgotten one may also work using the Axe |
| Tornado, but I didn't try it. I think that attack allows you to get the |
| successive shots of it to hit fast enogh to boost the combo damage. |
| |
| Warren Rolfsmeyer sez: When you're fighting the Forgotten One, when your |
| at his head, and he is using his flame attack, it is possible to damage |
| him somewhat while hiding behind one of the rocks closest to his head. |
| If you have the axe sub-weapon, combine with the blue orb (I think, |
| whatever gives you the Spinning Edge attack), and use this to get in at |
| least some damage while remaining safe behind the boulder. |
|___________________________________________________________________________|
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
b. Miscellaneous
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Secrets not pertaining to the Prison of Eternal Torture, the Forgotton One, and
the Black Orb.
=================
HIDDEN CHARACTERS
=================
A grand total of two secret characters can be unlocked...
-- Joachim Armster --
You can actually play as this creepy vampire whom you fought against in the
Dark Palace of Waterfalls. After beating the game, you'll be given this
password: @Joachim. Input this as your name at the start of a new game and
you will be able to play as this sword-wielding vampire. He controls quite a
bit differently from Leon, but using his five swords in battle is entirely
awesome!
-- Pumpkin --
This strange young boy controls just like Leon, although he statistics are
different and he can only use one sub-weapon: the Pumpkin Bomb. To unlock
him, you must first beat the game using Joachim. Once you've done so, you
will receive the following password: @Pumpkin. Input this as your name at the
start of a new game and you'll be able to play as this interesting character!
For more in-depth information on these characters and how they differ from
Leon, I ask that you take a look at Taladryel's Secret Character Guide.
==========
CRAZY MODE
==========
As the name suggests, this mode is crazy difficult. It'll be unlocked once you
first beat the game. Input the password you're given after beating the game and
you'll be able to play in this mode, where Leon's statistics are drastically
reduced and you can't hold nearly as many items as usual. You'd have to be
crazy to try beating this (get it?)!
==============
BOSS RUSH MODE
==============
After defeating every single boss in the game, this mode will become available.
Once you've done so, return to the warp room and there will be a sixth
teleporter around. Stand on it and you'll enter Boss Rush Mode, where you fight
every boss in the entire game all in a row. Fortunately, you get healing items
between battles, but it is incredibly difficult nonetheless. Keep in mind that
there is no reward for winning this.
================================
START A NEW GAME WITH ALL SKILLS
================================
There is a way to begin a new game with all of Leon's skills and techniques
already learned. After beating the game for the first time, start a new game
and input @Llskill and you'll automatically have all of your skills learned.
Sweet, no?
===============
OPTIONAL BOSSES
===============
There are a grand total of four optional bosses in this installment of the
Castlevania series. The first three, the Flame, Frost, and Thunder Elementals,
can be found in the Anti-Soul Mysteries Lab, Dark Palace of Waterfalls, and
Garden Forgotten By Time respectively. Destroying these elemental bosses will
yield a new whip, each imbued with the element embodied by the foe you beat for
it. Pretty cool, eh? Keep in mind that the exact location of each boss and how
to beat them are in the main walkthrough, so check the proper section to locate
each one.
The fourth optional boss is known only as the Forgotten One, and it resides
deep inside the castle, in the Prison of Eternal Torture. For more information
on him, check section V-a.
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
VI --------------------------------------------------------- BESTIARY
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
A listing of every enemy in the entire game, including everday foes, rare
baddies, and those ever-so troublsome bosses. Statistics and the like, as
well!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
a. Common Enemies
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The following enemies are like sperm: they're cheap and far from scarce. Find
them wandering about the game's many settings. The enemies, that is. Not the
sperm.
_______________________________________________________________________________
| 01 | Golden Knight | HP - 60
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A soldier with special armor that only takes damage from
| magical attacks.
| Notes - You can only damage these guys with magic, but they're attacks
| are easy enough to block that you won't need to worry about MP.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - --
| Weakness - None |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 02 | Bat | HP - 1
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A bat serving under the control of a vampire.
| Notes - Did you seriously think the castle of an evil vampire wouldn't
| be completely filled with bats? Ha! Anyway, these guys are
| total pushovers, mainly because they only have 1 HP.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - --
| Weakness - Fire, Knife, Axe |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 03 | Zombie | HP - 50
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A freshly buried corpse animated by magic.
| Notes - Just your run-of-the-mill undead flesh-eating zombies. Watch
| out for their nasty puke attack.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 04 | Skeleton | HP - 56
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A human skeleton animated by magic.
| Notes - Basic skeleton soldiers armed with a bone for a weapon. Easier
| than getting dressed.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - Potion
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 05 | Axe Armor | HP - 160
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - An armored knight that wields a giant axe.
| Notes - The best way to defeat these foes is to give them a taste of
| their own medicine; nail them with an axe!
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - Zircon
| Weakness - Thunder, Axe |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 06 | Evil Sword | HP - 34
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A sword possessed by an evil spirit. It cuts through anything
| and everything.
| Notes - A floating sword. They don't have much HP, so cutting them down
| shouldn’t be a problem.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - --
| Weakness - Crystal |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 07 | Vassago | HP - 66
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - An evil spirit said to be summoned by those who seek knowledge.
| Notes - Spirits who float around and whack at you with the axes
| attached to their arms.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife, Axe | Item Drop - --
| Weakness - Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 08 | Peeping Eye | HP - 50
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - An eyeball monsters born from a person who once peeped in life.
| Notes - Giant floating eyes. I don't care for their flame attack.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - --
| Weakness - Ice |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 09 | Mad Diver | HP - 120
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A zombie with long claws that travels freely underground.
| Notes - These guys remind me of Voldo from Soul Calibur, what with
| their long claws and creepy disposition.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 10 | Spirit | HP - 30
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - An evil spirit that sucks up people's life energy.
| Notes - Floating skulls with horns. Don't get scared, now.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife, Axe | Item Drop - --
| Weakness - Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 11 | Skeleton Swordman | HP - 80
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A skeleton that brandishes a broad sword.
| Notes - Not too different from your generic Skeletons; these guys are
| armed with actual swords.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 12 | Hellhound | HP - 80
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A dog that breathes red hot flames.
| Notes - Like all the other dog-type enemies in this game, these guys
| can sink into the floor to travel around underneath you. They
| can also spit fire at you, so be careful around them!
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - --
| Weakness - Ice, Knife, Axe |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 13 | Ghost Soldier | HP - 50
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - The ghost of a soldier that died in vain.
| Notes - A basic set of floating armor and weaponry.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 14 | Flame Zombie | HP - 50
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A zombie born from a fire victim. It emits flames from its
| body.
| Notes - Like a normal Zombie, only these foes have been set on fire so
| that they're painful to the touch.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Fire | Item Drop - --
| Weakness - Ice, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 15 | Flame Sword | HP - 80
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - An Evil Sword that possesses the elemental properties of fire.
| Notes - Not dissimilar to the Evil Swords. These floating weapons are
| fire-based, just as their name suggests.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Fire, Knife | Item Drop - --
| Weakness - Ice, Crystal |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 16 | Flame Demon | HP - 200
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A demon that wields the fires of Hell.
| Notes - Fiery beasts that fly around above you and are, thus, a pain to
| fight against.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Fire | Item Drop - --
| Weakness - Ice, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 17 | Red Skeleton | HP - 50
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A blood red skeleton. Always returns to life.
| Notes - Don't even bother trying to attack these blood-red foes;
| they're invincible and will always return to life.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 18 | Shadow Wolf | HP - 100
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A wolf, black as shadow.
| Notes - Kinda like the other wolf enemies in the game, only black.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - --
| Weakness - Ice, Knife, Axe |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 19 | Astral Fighter | HP - 80
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A Skeleton Fighter that teleports using the Astral Plane.
| Notes - Fighting these skeletal soldiers is a pain because they
| continuously teleport around, making them tough to hit and
| allowing them to get some cheap hits in on you.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - Potion
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 20 | Ghost Knight | HP - 50
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - The ghost of a knight that died still holding on to grudges.
| Notes - Very similar to Ghost Warriors. In fact, I can't tell the
| difference between 'em!
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 21 | Skeleton Archer | HP - 30
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A skeleton equipped with a bow and arrow.
| Notes - It's never a bad idea to take these enemies out before any
| others that might be around. Why's that? Because they can snipe
| at you and cause some major havoc from a distance.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - Potion
| Weakness - Fire, Holy Water, Cross | 1000 Gold
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 22 | Flea Man | HP - 10
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A humanoid monster that hops in any and all directions.
| Notes - Creepy little monsters that carry diminutive axes and hop
| around like fleas. Hmm... I guess that's probably where their
| name derives, eh?
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - Heart Repair
| Weakness - Knife, Axe | Tomato Juice
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 23 | Ghost Warrior | HP - 50
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - The ghost of a warrior that died in a sneak attack.
| Notes - Pretty much, these undead spirits are comprised of a floating
| sword and suit of armor.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 24 | Gargoyle | HP - 84
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A monster with wings, red eyes, and a hide as hard as stone.
| Notes - Since these beasts are made outta stone, damaging them can be
| tough (get it? they're made out of stone, and stone is tough!
| GET IT!?).
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Lightning, Knife | Item Drop - Heart Repair
| Weakness - Holy Water, Crystal | Perseus's Ring
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 25 | Lizard Man | HP - 160
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A subspecies of man with hard scales.
| Notes - Scaly warriors who generally seem to enjoy damp areas.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Cross | Item Drop - --
| Weakness - Lightning, Knife, Axe |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 26 | Rune Spirit | HP - 20
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A spirit born from the hatred of animals massacred by humans.
| Notes - The floating head of a ram or stag or some other horned animal.
| It has some blue runes surrounding it, and it can execute a
| nasty charge attack that is difficult to break away from.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife, Axe | Item Drop - --
| Weakness - Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 27 | Astral Knight | HP - 80
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A Skeleton Knight that teleports using the Astral Plane.
| Notes - Very similar to the Astral Fighters.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - Potion
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 28 | Armor Knight | HP - 180
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - An armored knight that wields a shield.
| Notes - Axe-brandishing, shield-wielding knights who are best taken
| down from a distance using the Axe sub-weapon.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - Ruby
| Weakness - Lightning, Axe |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 29 | Skeleton Knight | HP - 100
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - The bleached bones of a dead knight. Attacks under the power of
| magic.
| Notes - Like the Skeleton Swordman, only more skilled and better armed.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - Potion
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 30 | Poison Zombie | HP - 50
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A zombie that spews a deadly poison that can rot flesh on
| contact.
| Notes - Unlike the basic Zombies, these fools have the capability to
| poison you with their deadly venom. Not cool.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - Serum
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 31 | Mist | HP - 60
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A mist that swallows up the living.
| Notes - The toughest thing about defeat these creepy enemies is
| actually finding them, as they can be difficult to see!
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife, Axe | Item Drop - --
| Weakness - Fire, Holy Water, Crystal, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 32 | Man-Eating Plant | HP - 200
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - An insectivorous plant that acquired a taste for men.
| Notes - A giant plant that'll try to eat you.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - --
| Weakness - Fire, Knife, Axe |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 33 | Buckbaird | HP - 66
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - An evil eye that gazes from the darkness.
| Notes - Floating eyes with chains hanging from them. Their laser attack
| is totally obnoxious, so try to avoid it, ya?
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Lightning | Item Drop - --
| Weakness - None |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 34 | Skeleton Soldier | HP - 56
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - The bleached bones of a dead soldier. Wanders in search of
| enemies.
| Notes - One of far too many skeleton foes.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 35 | Poison Lizard | HP - 140
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A Lizard Man that spews a deadly poison.
| Notes - As his name may suggest, this reptilian warrior can afflict you
| with poison.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Cross | Item Drop - Serum
| Weakness - Lightning, Knife, Axe | Anti-Poison Ring
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 36 | Wolf Skeleton | HP - 80
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A wolf's skeleton animated by magic.
| Notes - The first doggies you encounter in this game!
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 37 | Astral Warrior | HP - 80
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A Skeleton Warrior that teleports using the Astral Plane.
| Notes - Strikingly similar to the Astral Fighters, I can't even tell
| the difference between these guys!
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - Potion
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 38 | Fish Man | HP - 84
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A blue merman that attacks by spewing ice.
| Notes - Not to be confused with Phish Fan.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Fire, Ice | Item Drop - Small Meat
| Weakness - Lightning, Knife, Axe |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 39 | Frost Sword | HP - 80
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - An Evil Sword that possesses the elemental properties of ice.
| Notes - An ice-elemental sword that floats around.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Ice, Knife | Item Drop - --
| Weakness - Fire, Crystal |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 40 | Frost Demon | HP - 200
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A demon that wields absolute cold.
| Notes - Like the Flame Demons, only the exact opposite.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Ice | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
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| 41 | Frost Zombie | HP - 50
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - Zombie born of a corpse that froze to death. It is cloaked in
| cold.
| Notes - Likes the normal Zombies, only frozen.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Ice | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 42 | Merman | HP - 120
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A red merman that attacks by spewing fire.
| Notes - Fish creatures from the Black Lagoon, most likely.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Fire, Ice | Item Drop - Small Meat
| Weakness - Lightning, Knife, Axe | Sushi
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 43 | Ghost | HP - 66
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A vengeful spirit that died with unresolved grudges.
| Notes - Freaky flying spirits that carry sharp blades and lanterns.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife, Axe | Item Drop - --
| Weakness - Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 44 | Skeleton Flower | HP - 150
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A flower made of bones. Spews a deadly poison.
| Notes - Watch out for their nasty venom move.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - Serum
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 45 | Heavy Armor | HP - 200
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A cavalry soldier that wields a giant steel mace.
| Notes - Heavily-armored (hence the name) soldiers who wield powerful
| maces. Avoid their swing attacks and toss axes at them from a
| safe distance.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - Sapphire
| Weakness - Lightning, Axe | Qigong Belt
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 46 | Skeleton Warrior | HP - 90
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - The bones of a warrior animated by magic. Persistently returns
| to life.
| Notes - Yet another skeleton-based enemy.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - Magnetic Necklace
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 47 | Thunder Sword | HP - 80
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - An Evil Sword that possesses the elemental properties of
| lightning.
| Notes - Although you may not believe it, these foes are actually
| lightning-based. Shocking!
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Lightning | Item Drop - --
| Weakness - Knife, Axe, Crystal |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 48 | Thunder Demon | HP - 200
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A demon that wields the thunder that rolls in the heavens.
| Notes - I hate fighting against flying enemies.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Lightning | Item Drop - --
| Weakness - Knife, Axe, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 49 | Storm Skeleton | HP - 60
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - The bones of a person who died in a storm. Comes apart and
| attacks in pieces.
| Notes - Geez, Konami, think you've got enough variations of the normal
| Skeleton!?
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 50 | Cyclops | HP - 400
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A one-eyed giant. It brandishes a big club.
| Notes - Painfully slow-moving and easy to strafe around.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - Piko Piko Hammer
| Weakness - Knife, Axe |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 51 | Chaos Sword | HP - 150
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A sword that possesses all elemental properties and attacks as
| it changes.
| Notes - The ultimate sword enemy.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - --
| Weakness - Crystal |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 52 | Skeleton Hunter | HP - 60
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - An elite Skeleton Archer. Has excellent accuracy.
| Notes - Nothing more than a souped-up Skeleton Archer.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 53 | Executioner | HP - 350
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - In life, he chopped off the heads of thousands of innocent
| convicted men.
| Notes - Not too different from other similar enemies; just strafe
| around him and nail him from behind.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - Cleric's Ring
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 54 | Hanged Man | HP - 180
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - The zombie of a man who died by hanging.
| Notes - Pretty close to the other zombies you've fought before.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - Coin of Happiness
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 55 | Red Ogre | HP - 400
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A red demon with horns.
| Notes - Although his name kinda suggests that he is strong against
| fire, he's actually pretty weak against it!
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - --
| Weakness - Fire, Knife, Axe |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 56 | Spartacus | HP - 250
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - The bones of a swordsman of the Roman Era. As skilled with the
| sword as he was in life.
| Notes - You encounter this guy pretty early on in the House of Sacred
| Remains, so it might be a good idea to steer clear of him if
| you aren't too confident in your abilities.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - High Potion
| Weakness - Fire, Holy Water, Cross | Member Plate
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 57 | Lesser Demon | HP - 200
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A demon under Walter's control.
| Notes - Flying enemies who aren't too different from the other demon
| types.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - --
| Weakness - Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 58 | Evil Stabber | HP - 200
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - The elite zombies among the Mad Divers that have inherited
| their evil nature.
| Notes - They stick their claws outta the ground whilst they dig around
| underneath, so you'll need to avoid them so as not to get all
| cut up.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - Assassin Necklace
| Weakness - Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 59 | Death Reaper | HP - 100
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A Flea Man that has awakened to the pleasure of tearing apart
| humans.
| Notes - Doesn't the above description sound nice?
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - Heart Repair
| Weakness - Crystal | Piyo Piyo Shoes
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 60 | Mirage Skeleton | HP - 500
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A skeleton that uses illusions of self to protect itself.
| Notes - These guys create a ton of copies of themselves to make it
| seem like there are 10 of them when there's really only one.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - Invincible Jar
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 61 | Gaap | HP - 180
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - The embodiment of hatred from the West.
| Notes - Much more vicious than the Gargoyles.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Crystal | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 62 | Lizard Knight | HP - 300
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A high-ranking Lizard Man adorned with armor.
| Notes - Scaly warriors who generally seem not to enjoy damp areas.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Cross | Item Drop - Talisman
| Weakness - Thunder, Knife, Axe |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 63 | Axe Knight | HP - 250
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - An Axe Armor that throws its axe like a boomerang.
| Notes - Taking them out from afar is still the best way to fell one of
| these big boys.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Fire, Ice, Knife | Item Drop - Opal
| Weakness - Lightning, Axe |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 64 | Phantom | HP - 400
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A monster that dons the aura of darkness and cannot be seen by
| the naked eye.
| Notes - Pretty difficult to spot sometimes.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Knife | Item Drop - Crystal Skull
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 65 | Dullahan | HP - 250
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A headless armored knight. It wanders in search of its lost
| head.
| Notes - If they rode horses we could call them headless horsemen.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - Fire, Ice, Knife | Item Drop - --
| Weakness - Lightning, Axe |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 66 | Soulless | HP - 30
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A soulless human brought into being by an Undead Parasite.
| Notes - These guys fight alongside the Undead Parasite boss.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 67 | Soulless | HP - 30
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Description - A soulless human brought into being by an Undead Parasite.
| Notes - These guys fight alongside the Undead Parasite boss.
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
| Tolerance - None | Item Drop - --
| Weakness - Fire, Holy Water, Cross |
ÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻÂŻ
_______________________________________________________________________________
| 68 | Maggot | HP - 45
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| Description - A maggot that devours Forgotten Ones.
| Notes - These Curse-inducing slugs are only encountered during your
| battle with the Forgotten One.
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| Tolerance - Crystal | Item Drop - --
| Weakness - Fire, Holy Water |
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b. Bosses
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In case browsing through the walkthrough is too difficult for you, I've created
a handy list below. Enjoy!
-- Undead Parasite --
1200 HP House of Sacred Remains
No tolerance Weak against Holy Water
Undead infested by parasites from working on constructing the filthy Great
Shrine.
Other than the massive fire-breathing worm, the first things you might
notice about this chamber are the four orangish "eyes" at each corner of
the room. Forget about the worm for now and concentrate on destroying each
of the eyes first. As you pummel the eyes, make sure you elude the worm
when it emerges from one of the holes by running around. His fire attack
can also be quite painful, so stay as far away from it as you can. Finally,
creatures called Soulless will randomly appear from the ground, so be on
the lookout for them and whip them into submission whenever you get the
chance.
Once all four eyes have been destroyed, the actual parasite will appear in
the center of the stage. Race towards it and nail it with everything you've
got (I like to use the three heavy attacks combo because it can also damage
any nearby Soulless, but you can go with whatever you want). Before long,
the parasite will begin to relocate to any of the holes where the eyes
originally were. Find where it is and resume with your whip-lashing, all
the while avoiding the Soulless and worm attacks. Hopefully you've got a
few potions on hand, as you are definitely gonna need them.
-- Flame Elemental --
1500 HP Anti-Soul Mysteries Lab
Tolerates Fire (obviously) Weak against Ice
A knight surrounded by red hot flames.
This fiery demon is pretty darn tough, so I hope you brought along some
Potions. Heal whenever you need to and nail him with a quick whip combo
when you get an opening. If you've got a good long range sub-weapon (like
the knife or axe), combine that with your Blue Orb and hit him with it, as
it'll give you some space. His sword attacks hurt like you wouldn't
believe, so it's not at all a bad idea to try to keep your distance whilst
fighting this guy. The Quick Step 2 skill is gonna be a total lifesaver if
you use it right, so don't even bother with guarding against this guy. Most
of his moves seem to be unblockable anyway. Defeat him and the Whip of
Flames is all yours. I suggest equipping it right away, since it beats the
pants off of your basic Whip of Alchemy.
-- Golem --
1500 HP Anti-Soul Mysteries Lab
Tolerates Lightning and Knife No weakness
A man-made monster made of stone.
First of all, this guy is made of solid rock, so he's gonna be really
strong against your whip attacks. One of my favorite ways to cause some
serious damage to this guy is with the Blue Orb + Axe combo. It tends to
cause 60 or so points of damage each time you use it, and it has great
range, allowing you to back off and fight from a distance. If you don't
have the Axe with you, however, try to get around behind him and deliver
some quick whip combos before he turns and crushes you. Deplete his life
gauge and he... Won't die. Nope, he comes back for round two!
In addition to the attacks he's been using all along, the Golem will now
shoot his fist at you (kinda like that dude from episode 5 of Trigun). The
best way to avoid taking tons of damage from this move is to simply keep on
the move and dash outta the way using your Quick Step technique. Every time
he uses said attack, though, he'll pause for a moment to reel his arm back
in. That is your opportunity to move in and deliver some powerful combos to
his chest. When you empty this health meter, he'll be down for good and the
Red Orb will be yours for the taking! Awesome!
-- Frost Elemental --
1500 HP Dark Palace of Waterfalls
Tolerates Ice (duh), Holy Water, Crystal, and Cross Weak against Fire
A knight that harnesses arctic chill.
Hopefully you've been following my walkthrough all along and, as such, have
the Whip of Flames under your control. You should also have an accessory
known as the Arctic Ring in your tote bag. Both of these pieces of
equipment will prove to be integral to defeating this tough gal. If you
don't have either item, I highly recommend heading back to the Anti-Soul
Mysteries Lab and finding them (don't fret, my walkthrough for said area
reveals the location of each).
With those nigh necessary preparations made, this battle should be a snap.
Her attacks cause precious little damage and your flaming whip will
completely dismantle her. Just be sure to watch out for the attack that
causes paralysis, as not being able to move at all puts you at a large
disadvantage. Fortunately, the effect doesn't last long, so you should be
able to deplete her energy gauge in no time flat.
-- Doppelganger (round one) --
1000 HP Dark Palace of Waterfalls
No tolerance No weakness
A monster that looks like Leon. The weapons are not perfect copies.
This guy is a lightning-quick copy of Leon Belmont himself! He's got all of
your moves, as well as some new ones, too! I find the most effective way to
combat this foe is to race in and nail him with a quick combo whenever you
have an opening, then Quick Step away and head back in again. Most of his
attacks don't cover a very wide range, so as long as you stay on the move
he'll have a good bit of trouble trying to hit you.
-- Joachim Armster --
1500 HP Dark Palace of Waterfalls
Tolerates Knife, Axe, and Crystal Weak against Ice, Holy Water, Cross
He was turned into a vampire by Walter, and imprisoned because he rebelled.
After a bit of chit-chat concerning Joachim's grudge towards Walter and
some item known as the Ebony Stone, the battle will begin, and Joachim will
commence his beating you to a pulp. At first, you won't be able to cause
the slightest bit of damage to this demonic vampire. In order to hurt him,
you need to destroy the blue light on the statues in the corners of the
room. Once you've done so, start attacking furiously, restoring your own
health using Potions whenever the need be. Every so often, Joachim will
restore the blue orbs on the statues, so you'll have to temporarily
postpone your assault to destroy them again. As long as you've got a
sufficient amount of healing items with you, this battle shouldn't prove
too difficult.
-- Thunder Elemental --
1500 HP Garden Forgotten By Time
Tolerates Lightning Weak against Knife and Axe
A knight surrounded by lightning who unleashes flashes of light.
Okay, since we don't have any equipment made particularly to ward off
thunder attacks, this guy is gonna be more difficult than the laughable Ice
Elemental. However, your basic strategy from the battles against previous
elementals will work pretty well here, too. Knock him with a few quick
combos then back off and head back in. Quick Step is much more effective
than blocking, and long-range sub-weapons work wonders. Other than that,
there isn't a whole lot I can tell you. Your prize for winning? As
unbelievable as it may sound, the Whip of Lightning is now yours! Pretty
useful in other dungeons, but not here, as many of the enemies are
lightning-based.
-- Medusa --
2000 HP Garden Forgotten By Time
No tolerance Weak against Axe
A legendary monster whose gaze can turn people to stone.
Before the battle actually begins, she'll compliment your body and reveal
to you that all of the stone statues throughout the garden were once people
just like Leon. First of all, avoid her "Turn to stone!" attack at all
costs, as it temporarily freezes you in place, allowing Medusa to get some
free hits in on you. Other than that, I recommend simply using your Quick
Step technique to strafe around to her side, then unleash a powerful combo.
Rinse and repeat.
Once you deplete Medusa's first health gauge, some stone blocks will
generate and she'll toss them your way. Simply Quick Step to get outta the
way. From there, just continue the same general strategy as before and she
will go down in no time flat. Is it just me, or do the bosses in this game
seem painfully easy?
-- Succubus --
1000 HP Ghostly Theatre
No tolerance Weak against Fire and Knife
A monster that sucks up a person's essence by taking advantage of their
feelings.
First of all, let me warn you that her roses are poisonous to the touch. As
such, you'll want to steer clear of them as best you can. Succubus is weak
against fire elemental stuff, so go to town on her with Leon's Whip of
Flames. Be warned, though: if you get too close to her, Succubus will
begin to whirl around, surrounded in roses. Luckily, you can dodge this
bullet with a simple guard. Hit Succubus with a barrage of whip lashes and
she'll croak before you know it.
-- Doppelganger (round two) --
1500 HP Pagoda of the Misty Moon
No tolerance No weakness
A Doppelganger that is only a copy of Leon's appearance and fights with its
fists.
Remember this guy from the Dark Palace of Waterfalls? Well, he's back! He
still possesses all of your moves, as well as some nifty sub-weapon
combinations, namely the Cross and Holy Water-based ones. Even so, he's no
match against your omnipotent whip. Since he himself doesn't actually have
a whip, he can only attack with martial arts. As such, he has to get in
quite close to you in order to cause any damage. Your whip gives you a
significant advantage in that it works well from a distance. Just Quick
Step around Doppelganger's fiery punches and kicks and you'll take him down
with relative ease.
.--------------.
| READER TIPS! \___________________________________________________________
| ============ |
| Warren Rolfsmeyer sez: First, when you are fighting the Doppleganger for |
| the second time, if you happen to be face to face with him, if you have |
| your Svarog Statue relic equipped, activate it, then strafe backwards |
| away from him. Doppleganger with walk towards you, but he will |
| constantly take damage from the flames. Eventually he will move away, but |
| before taking a good amount of damage. |
|___________________________________________________________________________|
-- Walter --
1500 HP Pagoda of the Misty Moon
Tolerates Knife and Axe Weak against Holy Water and Cross
The vampire beloved by the eternal night. Master of the castle.
Right from the beginning, nail Walter with a single whip lash and his
barrier of protection will be destroyed. After a short cutscene, you'll be
put back into control. Walter can freely teleport around the battlefield,
so he's definitely got the upperhand on you when it comes to movement. He
can also send some explosive spheres of energy at you, which you should
avoid to the best of your abilities. There is also one main attack of
Walter's that you really need to be on the lookout for; whenever he yells
"Behold my strength!" he's about to unleash a massive blast of energy, so
get as far away from him as humanly possible. Other than that, simply hit
him with a barrage of whip strikes and your Vampire Killer will eventually
destroy him.
-- Death --
4444 HP Pagoda of the Misty Moon
No tolerance No weakness
A being that hunts souls. Loyal to the master of the crimson stone.
Now that you're staring true death in the face, it's time to kill the night
once and for all! </painfully cheesy> For starters, lemme tell you that any
and all sub-weapons are completely useless against Death; he's totally
impervious to them. His most dangerous attacks include tossing his scythe
at you, firing explosive skulls to home in on you, and lock-on blasts of
pure energy. There is also Death's ultimate attack, where he immense waves
of fire that crash down from above, creating a huge blast when they reach
the ground. To make matters worse, he's got significantly more HP than any
other boss you've fought before. Also, since he only stays at the outskirts
of the battlefield, hitting him can be quite difficult. Hopefully you've
brought along a sufficient amount of healing items, otherwise you're
totally screwed. Just chip away at his health whenever you get the chance
and he should go down eventually.
.-------------.
| READER TIPS! \____________________________________________________________
| ============ |
| sleepyfishstick sez: Here's how I managed to beat him. Along with plenty |
| of healing items, I came up with a strategy for each of his attacks. When |
| he first throws those blue beams, timing is the key. When the circles of |
| the beams get as close as they can be before it shoots at you, Quick Step |
| to the side holding the analong stick at a left or right direction. For |
| the minions, when Death is summoning them - take as many shots as you can |
| at him - using mostly strong whip combos. Then when the minions start |
| coming after you, Quick Step backwards and keep Quick Stepping to the |
| left or right direction. If all goes well, they shouldn't bother you |
| much. Whenever Death charges his swinging sickle at you, BEFORE it |
| actually heads towards you - run towards Death and keep Quick Stepping |
| forward so Leon can jump over the sickle and you'll be right in front of |
| Death, giving you a perfect oppurtunity to hit him. |
| |
| For his most powerful and annoying attack, when he chants the attack - |
| quickly jump, double jump and do the air attack (I forgot what it's |
| called) but you have to do it to the left or right direction - or else |
| you'd get hit by the fire. If you did it right, you should have landed |
| without getting hit by the first spreading fire beams. just simply jump |
| over the second fire flames and run towards Death and pummel him. With |
| patience and doing these strategies, Death was a breeze. |
|___________________________________________________________________________|
-- Forgotten One --
4800 HP Prison of Eternal Torture
Tolerates Fire, Lightning, and Cross Weak against Ice
A man-made monster, eternally sealed away due to an enormous uncontrollable
power.
First of all, this guy will afflict you with the Poison and Curse statues a
*lot*, so make sure you've got plenty of Serum and Uncurse Potion on you.
The first part of the battle should prove no problem; just stand at the
edge of the platform and nail him with heavy whip attacks from either your
Vampire Killer or Whip of Ice, all the while fending off the slugs, as they
cause status abnormalities. Also, try to avoid the blood as it rains down
upon you from above. Deplete his first health gauge and another will
appear.
The second round is a good bit tougher. Your new target will be his arm,
but that's also what he'll be using to damage you, so it's kinda a pain to
hit. Simply jump over his sweeping attacks and back outta the way when's
about to smash it into the ground. Also, avoid the blood that he pours onto
the platform, as it causes damage and Poisons you. When he holds his hand
directly over the platform that you're standing on, it means he's about to
try to smash you, so get outta the way to avoid the resultant shockwave.
The third round finally puts you face-to-face with your rather ugly foe
(anyone else think this guy looks kinda like Anima from Final Fantasy X?).
In his final form, he can take you out ridiculously fast with his breath
move. To avoid it, you'll have to seek refuge behind one of the rocks that
will shower down from above. You'll be able to tell he's preparing to use
his breath attack when you see white wisps of energy gathering in front of
his mouth. When you notice that your rock is getting all cracked up, that
signifies that you need to locate a new hiding place, as your current one
is about to be destroyed. Keep chipping away at his health and he should
eventually bite the dust.
.-------------.
| READER TIPS! \____________________________________________________________
| ============ |
| DWDuck sez: I was able to defeat him using only the Cross subweapon. |
| Peculiar considering his tolerance for that weapon. So here it is: |
| |
| 1) Torso |
| I used the Heart Broach / Aroma Earing / Jewel Crush |
| Equip Cross sub-weapon and Yellow Orb. Walk as close as possible to |
| torso. Jump up (to avoid worms) and execute Divine Cross. Continue to use |
| this attack as fast as possible. This should result in a combo exceeding |
| 99 hits and approximatly 1200 points of damage, all in less than a |
| minute, and without damage. At this point the game cuts the combo off and |
| your counter resets. Repeat the Divine Cross bit to finish it off. |
| |
| 2) Chest / Arm |
| Same Idea, Divine Cross combo for 400 - 600 damage a whack, then he will |
| whack you. Use potions / Jewel Crush to regain health / hearts. This is a |
| little trickier than stationary torso. |
| |
| 3) Head |
| More Cross action, but now with Green Orb. Stand behind a rock. Face |
| towards him and jump, shooting Holy Light at his head. 40 - 100 damage a |
| shot is not much, but you can stay hidden throughout the fight. Dodge to |
| another rock whne yours is ready to go. |
| |
| I also used the rotating cross bit on the Undead Parasite, the |
| Doppelgangers, and Joachim. For these three I added light whip shots to |
| boost combo size for the added damage bonus it provides. |
| |
| The Divine Cross idea for the Forgotten one may also work using the Axe |
| Tornado, but I didn't try it. I think that attack allows you to get the |
| successive shots of it to hit fast enogh to boost the combo damage. |
| |
| Warren Rolfsmeyer sez: When you're fighting the Forgotten One, when your |
| at his head, and he is using his flame attack, it is possible to damage |
| him somewhat while hiding behind one of the rocks closest to his head. |
| If you have the axe sub-weapon, combine with the blue orb (I think, |
| whatever gives you the Spinning Edge attack), and use this to get in at |
| least some damage while remaining safe behind the boulder. |
|___________________________________________________________________________|
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VII ---------------------------------------------------- YOUR ARSENAL
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During your fight for survival, it is necessary to utilize many different tools
of terror (or tools to prevent terror). Note that the following items are
found in a variety of ways: some are gained from slain foes where as others
must be purchased from Rinaldo's shop. Many of the following items are not
mandatory to beating the game, but are certain to make your adventure that much
easier. Keep your eyes peeled.
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a. Whips
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Like most Castlevania heroes, Leon Belmont's main method of mayhem is the
whip. A grand total of five can be obtained throughout the course of the game.
-- Whip of Alchemy --
Location: If you cannot find this whip, please sell your PS2.
Your trusty first weapon! Being the weapon you begin with, it's not very
powerful, but it works adequately until you are able to attain a replacement.
Additionally, it has no elemental affinity, meaning that it is effective
against all enemies.
-- Whip of Flames --
Location: Anti-Soul Mysteries Lab (defeat the Flame Elemental)
Most likely the second whip you'll find, this one, surprise surpise, is
imbued with the element of fire. This makes it effective on two levles: not
only are ice- and water-based baddies more vulnerable, but so are the undead
who can be found in every corner of the castle. Good deal, good deal.
-- Whip of Ice --
Location: Dark Palace of Waterfalls (defeat the Frost Elemental)
This whippa snappa, as the name might suggest, possesses an affiliation with
the magical element of ice. This makes it the weapon of choice against such
foes as the Flame Elemental and his many underlings.
-- Whip of Lightning --
Location: Garden Forgotten By Time (defeat the Thunder Elemental)
While the Whip of Lightning is quite powerful, it has a disadvantage in that
there aren't a whole line of baddies who are weak against lightning, unlike
fire and ice. Either way, this is your best bet against neutral opponents.
-- Vampire Killer --
Location: You'll know where when the time is right (e.g. get to a certain
point in the game)
Hands down, the Vampire Killer is the most powerful whip in the game. From
the time you receive it onward, I wouldn't suggest fighting with any other
weapon, regardless of your enemy's elemental affinity.
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b. Armor
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Armor... think of it as a big, squishy pillow between you and the despicable
monsters trying to rip your head off. From the outset, Leon is essentially
naked in this sense, but four pieces of armor can be purchased later.
-- Earth Plate --
Location: Rinaldo's shop (appears once you've uncovered 15% of the map)
When equipped, all damage sustained from enemy attacks is reduced by 5%.
Costs 1000 Gold at Rinny's shop.
-- Meteor Plate --
Location: Rinaldo's shop (appears once you've uncovered 30% of the map)
When equipped, all damage sustained from enemy attacks is reduced by 10%.
Costs 2000 Gold at Rinny's shop.
-- Moonlight Plate --
Location: Rinaldo's shop (appears once you've uncovered 60% of the map)
When equipped, all damage sustained from enemy attacks is reduced by 20%.
Costs 4000 Gold at Rinny's shop.
-- Solar Plate --
Location: Rinaldo's shop (appears once you've uncovered 80% of the map)
The "ultimate" armor. When equipped, all damage sustained from enemy attacks
is reduced by 30%. Costs a pretty penny--15000 Gold at Rinny's shop.
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c. Accessories
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Accessories are sweet extras that you can toss on for certain effects, ranging
from boosting Leon's stats to providing Leon with new abilities and more. They
tend to be more difficult to find than the weapons and armor listed above, so
you'll need to be on the lookout to score all of them.
-- Anti-Poison Ring --
Dropped by a Poison Lizard
Raises the chance of not being poisoned when Leon is struck with a poison-
inducing attack.
-- Arctic Ring --
Anti-Soul Mysteries Lab
Increases Leon's resistance to ice-based attacks. Worth equipping during
your trip through the Dark Palace of Waterfalls.
-- Aroma Earring --
Ghostly Theatre
Increases Leon's Intelligence.
-- Assassin Necklace --
Dropped by an Evil Stabber
Increases the power of Leon's attacks every so often.
-- Bloody Cape --
House of Sacred Remains
Whenever you sustain any amount of damage, your Hearts will be replenish ever
so slightly.
-- Brisingamen --
Ghostly Theatre
MP drains more slowly while a relic is active, effectively increasing the
amount of time you can use a relic.
-- Cleric's Ring --
Dropped by an Executioner
Raises the chance of not being cursed when Leon is struck with a curse-
inducing attack.
-- Coin of Happiness --
Dropped by a Hanged Man
Increases Leon's Luck.
-- Draupnir --
Dark Palace of Waterfalls
Increases Leon's Attack.
-- Heart Brooch --
Ghostly Theatre
Decreases the amount of Hearts consumed when a subweapon is used.
-- Jade Mask --
Rinaldo's shop (appears after beating the game)
Destroys candle stands from a distance. Costs 999 Gold at Rinny's.
-- Jewel Crush --
Garden Forgotten By Time
Expend a jewel from your inventory (diamond, opal, zircon, etc) to execute a
special attack.
-- Magnetic Necklace --
Dropped by a Skeleton Warrior
Any Gold dropped onto the ground will automatically be pulled toward Leon.
-- Megingjord --
Anti-Soul Mysteries Lab
The lower Leon's HP is, the more damage your whip attacks will deal.
-- Member Plate --
Dropped by a Spartacus
Provides a 10% discount at Rinny's shop.
-- Mobius Brooch --
Rinaldo's shop (appears after beating the game on Crazy Mode)
Reduces the number of Hearts consumed to zero when using a subweapon. Great
deal.
-- Perseus's Ring --
Dropped by a Gargoyle
Raises the chance of not being petrified when Leon is struck with a petrify-
inducing attack.
-- Piko Piko Hammer --
Dropped by a Cyclops
Changes the sound effect of Leon's whip lashes. Pffft.
-- Piyo Piyo Shoes --
Dropped by a Death Reaper
Changes the sound effect of Leon's footsteps. Double pffft.
-- Qigong Belt --
Dropped by a Heavy Armor
Increases Leon's Constitution.
-- Raccoon Charm --
Dark Palace of Waterfalls
Increases Leon's Luck.
-- Ring of Fire --
Garden Forgotten By Time
Increases Leon's resistance to fire-based attacks.
-- Ring of Thunder --
Garden Forgotten By Time
Increases Leon's resistance to lightning-based attacks.
-- Sacrificial Doll --
Rinaldo's shop
If you have a Sacrificial Doll equipped when your HP is reduced to zero, it
will be destroyed instead of Leon. Essentially a second life.
-- Talisman --
Dropped by a Lizard Knight
Sometimes reduces the damage sustained from enemy attacks to zero. Not a
sure shot.
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VIII ---------------------------------------------------------- ITEMS
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There are quite a few different items in this game. While the use of many is
pretty obvious, some of the items are a bit mysterious, so I've given you nice
descriptions of each one.
=========
IV TABLET
=========
Found in the Pagoda of the Misty Moon, this is necessary to finding the Dragon
Crest, which you need to find Walter.
=========
VI TABLET
=========
Found in the Pagoda of the Misty Moon, you need to switch this around to the
"IV" Tablet in order to progress.
==============
ANCIENT TEXT 1
==============
Provides clues to completing a puzzle in the castle. Here's what it says:
"meth" means death, "emeth" means life.
==============
ANCIENT TEXT 2
==============
Provides clues to completing a puzzle in the castle. Here's what it says:
When the bell tolls thrice under the stage, the curtain will rise.
==============
ANCIENT TEXT 3
==============
Provides clues to completing a puzzle in the castle. Here's what it says:
When the scorching statue is frozen, the defender will crumble.
==============
ANCIENT TEXT 4
==============
Provides clues to completing a puzzle in the castle. Here's what it says:
You will know the false wall from the tapestry of the flying two-headed one.
================
BLACK TURTLE KEY
================
A key named after a blue holy beast that is used to open a locked door in the
Dark Palace of Waterfalls.
===============
BLUE DRAGON KEY
===============
A key named after a blue holy beast that is used to open a locked door in the
Garden Forgotten By Time.
=================
CURTAIN TIME BELL
=================
You find this in the Ghostly Theatre and use it in the same place to access
the boss fight.
=======
DIAMOND
=======
Although quite useless on its own, it is one of six jewels that can be used
with the Jewel Crush accessory. Using a diamond will completely recover your
HP, MP, and Hearts.
============
DRAGON CREST
============
This item will open the door to the throne room, where Walter resides.
============
HEART REPAIR
============
As the name suggests, this medicine restores some of your Hearts.
===========
HIGH POTION
===========
Although this stuff is apparently a bit difficult to swallow, it recovers 100
HP. Even better than the normal potion, albeit more costly and rare.
==============
MAGICAL TICKET
==============
Use this at any time and you'll be warped back to Rinaldo's cabin.
==========
MANA PRISM
==========
Use one of these and your MP will be restored by 100.
=====
MAP 1
=====
Maps show a blue-print of the area you are currently exploring. Very useful
tools that are nearly integral to beating the game. This particular map is of
the House of Sacred Remains.
=====
MAP 2
=====
Maps show a blue-print of the area you are currently exploring. Very useful
tools that are nearly integral to beating the game. This particular map is of
the Anti-Soul Mysteries Lab.
=====
MAP 3
=====
Maps show a blue-print of the area you are currently exploring. Very useful
tools that are nearly integral to beating the game. This particular map is of
the Dark Palace of Waterfalls.
=====
MAP 4
=====
Maps show a blue-print of the area you are currently exploring. Very useful
tools that are nearly integral to beating the game. This particular map is of
the Garden Forgotten By Time.
=====
MAP 5
=====
Maps show a blue-print of the area you are currently exploring. Very useful
tools that are nearly integral to beating the game. This particular map is of
the Ghostly Theatre.
==============
MARKER STONE 1
==============
You can place these on your map to leave a marker. Very useful if you can't do
something in a suspicious-looking room but want to come back later to check it
out again. This one shines red.
==============
MARKER STONE 2
==============
You can place these on your map to leave a marker. Very useful if you can't do
something in a suspicious-looking room but want to come back later to check it
out again. This one shines blue.
==============
MARKER STONE 3
==============
You can place these on your map to leave a marker. Very useful if you can't do
something in a suspicious-looking room but want to come back later to check it
out again. This one shines yellow.
==============
MARKER STONE 4
==============
You can place these on your map to leave a marker. Very useful if you can't do
something in a suspicious-looking room but want to come back later to check it
out again. This one shines green.
==============
MARKER STONE 5
==============
You can place these on your map to leave a marker. Very useful if you can't do
something in a suspicious-looking room but want to come back later to check it
out again. This one shines pink.
==============
MARKER STONE 6
==============
You can place these on your map to leave a marker. Very useful if you can't do
something in a suspicious-looking room but want to come back later to check it
out again. This one shines white.
==============
MARKER STONE 7
==============
You can place these on your map to leave a marker. Very useful if you can't do
something in a suspicious-looking room but want to come back later to check it
out again. This one shines light blue.
==============
MARKER STONE 8
==============
You can place these on your map to leave a marker. Very useful if you can't do
something in a suspicious-looking room but want to come back later to check it
out again. This one shines purple.
===============
MEMORIAL TICKET
===============
Using one of these will automatically warp you to the last save point you
used. This is extremely useful when you need to buy something from Rinaldo
when you're already deep inside a dungeon. Just find a nearby save point and
warp to Rinaldo's place, then warp back to the save point with one of these!
=========
MUSIC BOX
=========
You can purchase this from Rinaldo's shop after you've beaten the game. It
allows you to listen to various different music tracks from the game.
==========
NEAPOLITAN
==========
A cheap kind of pasta sauteed in ketchup. It recovers your HP.
====
OPAL
====
Although quite useless on its own, it is one of six jewels that can be used
with the Jewel Crush accessory. Using one of these will automatically
eliminate any enemy from the fray.
======
POTION
======
These things are total godsends early on! Using one will restore 50 HP.
===============
RED PHOENIX KEY
===============
This key is named after a red holy beast, and opens a locked door in the
Anti-Soul Mysteries Lab.
=======
ROSARIO
=======
At any given time, an enemy might drop one of these Cross-shape items. It
automatically blasts all nearby foes to hell, clearing the room of everything.
Lovely item, it is.
====
RUBY
====
Although quite useless on its own, it is one of six jewels that can be used
with the Jewel Crush accessory. Using one of these will simply cause some
damage to any nearby foes.
========
SAPPHIRE
========
Although quite useless on its own, it is one of six jewels that can be used
with the Jewel Crush accessory. Using one of these will absorb some life
energy from an enemy.
=====
SERUM
=====
This nifty medicine will cure poison.
=========
SHORTCAKE
=========
A yummy delicious cake!
==========
SMALL MEAT
==========
When you eat this, you'll replenish a little bit of your health, usually about
30 or so HP.
============
SUPER POTION
============
Use one of these and your HP will be fully restored. Nice!
=====
SUSHI
=====
While it may just be raw fish, this stuff can restore a lot of HP!
============
TOMATO JUICE
============
Drinking some of this will restore a bit of HP.
========
TOOL BAG
========
This totally terrific item allows you to equip up to three different
accessories all at once!
=========
TURQUOISE
=========
Although quite useless on its own, it is one of six jewels that can be used
with the Jewel Crush accessory. Using one of these will replace your current
sub-weapon with another randomly-chosen one.
==============
UNCURSE POTION
==============
Using one of these will rid you of the curse status.
============
UNLOCK JEWEL
============
Used to open the door leading to the Prison of Eternal Torture.
===============
WHITE TIGER KEY
===============
This key is named after a white holy beast, and opens a locked door in the
Ghostly Theatre.
=================
YELLOW DRAGON KEY
=================
This key is named after a yellow holy beast, and opens a locked door in the
House of Sacred Remains.
======
ZIRCON
======
Although quite useless on its own, it is one of six jewels that can be used
with the Jewel Crush accessory. Using one of these will increase the amount
of money you have.
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
IX ----------------------------------------------------------- RELICS
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
Activated by pressing Circle while guarding, Relics are powerful (and often
useful) items that provide a variety of positive effects, such as simple power
boosts, and more.
============
BLACK BISHOP
============
Location: House of Sacred Remains
Description: Makes Leon's whip moves significantly more powerful.
=============
CRYSTAL SKULL
=============
Location: Dropped by Phantom foe.
Description: Makes you invisible.
==============
INVINCIBLE JAR
==============
Location: Dropped by Mirage Skeleton foe.
Description: Makes you invincible.
=============
LITTLE HAMMER
=============
Location: Dark Palace of Waterfalls
Description: Money appears whenever you attack an enemy!
===============
LUCIFER'S SWORD
===============
Location: Ghostly Theatre
Description: Wisps of energy emanate from Leon's body whenever enemies touch
him.
==================
MEDITATIVE INCENSE
==================
Location: Dark Palace of Waterfalls.
Description: Your Hearts will slowly recover while this is active, but your
MP will be drained.
==============
SAISEI INCENSE
==============
Location: Garden Forgotten By Time
Description: Your Hit Points will slowly recover while this is active.
=============
SVAROG STATUE
=============
Location: Prelude to the Dark Abyss
Description: Whenever you walk, bursts of fire will appear in your steps.
============
WHITE BISHOP
============
Location: Rinaldo's Shop
Description: Increases Leon's defenses for a while.
===========
WOLF'S FOOT
===========
Location: Anti-Soul Mysteries Lab
Description: Drastically increases your running speed, which also allows you
to make more difficult jumps.
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
X -------------------------------------------------------------- ORBS
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
By combining these magical orbs with your sub-weapons, you can create
devastatingly powerful moves that are infinitely more effective than the base
form of the sub-weapon.
=======
RED ORB
=======
Location: Anti-Soul Mysteries Lab
Description: Magical orb; glows red
-- Triple Dagger --
Red Orb + Knife
3 Hearts Consumed
With lightning-quick hands, Leon chucks three daggers straight ahead of him.
-- Roaring Flames --
Red Orb + Holy Water
6 Hearts Consumed
This extended version of the normal Holy Water rotates a full circle around
Leon before dying out.
-- Spiral Axe --
Red Orb + Axe
6 Hearts Consumed
Leon will pause for a moment to build up his energy, then unleash a series of
axes from all sides.
-- Double Cross --
Red Orb + Cross
6 Hearts Consumed
Very similar to the base form of the Cross sub-weapon, only there are now
five Crosses and they move around more sporadically.
-- Mash Crystal --
Red Orb + Crystal
4 Hearts Consumed
Pretty much just a more powerful version of the regular Crystal. Nothing too
special.
==========
PURPLE ORB
==========
Location: Garden Forgotten By Time
Description: Magical orb; glows purple
-- Magic Missile --
Purple Orb + Knife
8 Hearts Consumed
Lob a group of knives that will stall in the air momentarily and launch
themselves at foes one-by-one.
-- Cross Blazer --
Purple Orb + Holy Water
8 Hearts Consumed
Punch the ground, creating a wave of energy in the shape of a cross.
-- Axe Tornado --
Purple Orb + Axe
10 Hearts Consumed
A powerful maelstrom of axes. This attack uses quite a few Hearts, but it is
extremely strong.
-- Michael's Sword --
Purple Orb + Cross
10 Hearts Consumed
Shoot a beam of energy into the air which will later falls from the sky onto
the ground, creating a cross-shaped barrier of magic power. Very cool.
-- Shatter Plane --
Purple Orb + Crystal
20 Hearts Consumed
The entire screen shatters and all enemies are damaged.
========
BLUE ORB
========
Location: House of Sacred Remains
Description: Magical orb; glows blue
-- Needle Claws --
Blue Orb + Knife
4 Hearts Consumed
Throw a few knives with incredibly speed, creating a miniature explosion in
front of you.
-- Energy Gazer --
Blue Orb + Holy Water
5 Hearts Consumed
Leon drives his fist into the ground, creating a blast of energy that shoots
in a straight line forward. Very cool.
-- Spinning Edge --
Blue Orb + Axe
5 Hearts Consumed
Tosses an enlarged axe out like a boomerang, so that it returns to Leon. This
is actually pretty powerful because it can hit enemies twice in one go.
-- Divine Cross --
Blue Orb + Cross
8 Hearts Consumed
Generate a massive cross that will stay in front of Leon, protecting him from
damage and hurting any foes that it touches.
-- Hail Crystal --
Blue Orb + Crystal
8 Hearts Consumed
Leon calls down a thick iceberg with shatters upon impact, causing heavy
damage to nearby foes.
=========
GREEN ORB
=========
Location: Dark Palace of Waterfalls
Description: Magical orb; glows green
-- Force Cannon --
Green Orb + Knife
4 Hearts Consumed
Very similar to the Spread Gun, only a bit smaller and more concentrated.
-- Flame Sparks --
Green Orb + Holy Water
4 Hearts Consumed
Throw a blue flame at an enemy. When it hits, it splits up and rains fire
upon the foe.
-- Hi-speed Edge --
Green Orb + Axe
5 Hearts Consumed
Leon's arms become axe blades as he dashes ahead, arms outstretched.
-- Holy Light --
Green Orb + Cross
6 Hearts Consumed
Charge up a magic cross in front of you and send it flying ahead, damaging
any foes it connects with.
-- Drain Stone --
Green Orb + Crystal
8 Hearts Consumed
Leon tosses a crystal straight ahead, draining the energy of any foe it comes
in contact with.
==========
YELLOW ORB
==========
Location: Ghostly Theatre
Description: Magical orb; glows yellow
-- Astral Knife --
Yellow Orb + Knife
10 Hearts Consumed
Charge up for a moment, then unleash a circle of knives from your body which
will rotate, damaging any enemy stupid enough to come near.
-- Holy Symbol --
Yellow Orb + Holy Water
4 Hearts Consumed
Plant a runic glyph on the floor that turns into an inferno of holy energy,
looking rather cool and damaging any foe that walks into it.
-- Spirit Ripper --
Yellow Orb + Axe
12 Hearts Consumed
Send out three yellow axes that will move about sporadically.
-- Grand Cross --
Yellow Orb + Cross
12 Hearts Consumed
Hover in the air while several golden crosses surround you with a holy
barrier.
-- Satellite --
Yellow Orb + Crystal
15 Hearts Consumed
Summon a few crystals to surround you and shoot out just before expiring.
=========
WHITE ORB
=========
Location: Anti-Soul Mysteries Lab
Description: Magical orb; glows white
-- Spread Gun --
White Orb + Knife
6 Hearts Consumed
Blast a shot of energy in a straight line coming from your fist.
-- Aqua Disk --
White Orb + Holy Water
10 Hearts Consumed
Generate a sphere of holy energy above you. If you hold the button longer,
the spell will last longer.
-- Axe Trap --
White Orb + Axe
10 Hearts Consumed
Summon a group of sharp axes to form a stationary barrier that causes heavy
damage to any foe who comes near.
-- Agnea --
White Orb + Cross
12 Hearts Consumed
Cause electric energy to crackle at your fingertips. The longer you hold down
the button, the longer the move will last.
-- Judgment --
White Orb + Crystal
20 Hearts Consumed
Multiple beams of pure energy rain from the heavens, obliterating foes with
angelic light.
=========
BLACK ORB
=========
-- Blade Serpent --
Black Orb + Knife
12 Hearts Consumed
Leon shoots a series of knives that clump together to form a serpent that
flies across the room, dealing out major damage to the enemies it comes in
contact with.
-- Energy Wave --
Black Orb + Holy Water
8 Hearts Consumed
Slamming his fist into the ground, Leon sends forth a linear wave of energy
along the ground in front of him.
-- Rapid Slash --
Black Orb + Axe
8 Hearts Consumed
Leon executes a lightning-fast martial arts combo. I'm gonna guess that an
axe is somehow involved, but I don't see it.
-- Six Saints --
Black Orb + Cross
15 Hearts Consumed
Six crosses appear over Leon's head and blast waves of holy energy towards
any foe around. Absurdly cool.
-- Vanish Storm --
Black Orb + Crystal
12 Hearts Consumed
Leap into the air and unleash a powerful mist.
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
XI ----------------------------------------------------------- SKILLS
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
Acquired as you progress through the game, Skills provide Leon with various new
ways to thrash enemies (or in certain cases, various new aways to avoid being
thrased by enemies).
-- Extension --
Square x4
An extension, as the name implies, to Leon's basic whip combo attack.
-- Draw Up --
Square - Triangle - Square
With this move, you can lasso enemies from afar and tug them toward you for a
prompt beating.
-- Vertical High --
Square x3 - Triangle
Vertical High begins as a normal combo, but the Triangle at the end results
in a fiery blast erupting from the ground.
-- Rising Shot --
Square during Vertical High
Tacking this onto the above combo adds an additional leap attack as the
finisher.
-- Fast Rising --
Triangle - Square (quickly after pressing Triangle)
This is the Rising Shot without the combo leading into it. It's quick, but
not too powerful.
-- Spinning Blast --
Square during Draw Up
After pulling an enemy close with the Draw Up technique, Leon spins in the
air (ballerina-style) and slam his whip into the ground, creating a
mini-explosion.
-- Energy Blast --
Triangle during Rising Shot
Energy Blast is another addition to the Vertical High combo. Following the
jump attack, Leon creates a wall of flames to burn any nearby foes to a
crisp.
-- Sonic Edge --
Rotate Left Stick - Triangle
A great move in that it can damage baddies on all sides. The only problem is
that rotating the control stick properly can be a little tough, especially if
you're in the middle of a heated battle.
-- A Extension 1 --
Square x3 in midair
Provides Leon with a solid combo to use while airborne. Basically the same
thing as your Square x3 ground combo, only in the air.
-- A Extension 2 --
Square x5 in midair
Extends Leon's aerial combo to five hits.
-- Step Attack --
Square or Triangle during Quick Step
Allows you to strike a foe directly after using the Quick Step (see below).
-- Falcon Claw --
X during double jump
A diving kick. Though it looks quite stylish, aiming is difficult, making
the Falcon Claw rather useless.
-- Quick Step --
Guard Button + X
An invaluable manuever, the Quick Step is essentially your only way to elude
enemy attacks.
-- Quick Step 2 --
Guard Button + X during Quick Step
An addition to the Quick Step, this version of the move allows you to roll or
flip away from a foe twice in row.
-- Perfect Guard --
Guard right when an enemy attacks
Perfect Guards are difficult to time correctly, but when you do the rewards
are worth it! Not only is the enemy's attack warded off, but Leon receives
an MP and Hearts boost. Nice!
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
XII -------------------------------------------------- RINALDO'S SHOP
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
Rinny's shop lies on the outskirts of the castle, which makes it hard to visit
when you're in the middle of a dungeon. As such, you'll likely find that it's
best to do as much shopping as possible between dungeons. For individual item
functions, please check the proper chapter (VIII).
ITEM COST NOTES
Potion 200 --
High Potion 800 --
Serum 100 --
Uncurse Potion 100 --
Magical Ticket 200 --
Memorial Ticket 800 --
Diamond 10000 --
Ruby 3000 --
Sapphire 2000 --
Opal 1000 --
Turquoise 800 --
Zircon 400 --
Music Box 3150 Appears once you've beaten the game
Earth Plate 1000 Appears once you've uncovered 15% of the map
Meteor Plate 2000 Appears once you've uncovered 30% of the map
Moonlight Plate 4000 Appears once you've uncovered 60% of the map
Solar Plate 15000 Appears once you've uncovered 80% of the map
Sacrificial Doll 2000 --
Jade Mask 999 Appears once you've beaten the game
White Bishop 3000 --
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
XIII ------------------------------------------------------------ FAQ
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
Frequently Asked Questions... most of which are answered via random guessing,
wild speculation, a jump-to-conclusions mat, and with a magic eight-ball.
Q: Does it matter which dungeon I explore first, or can I head wherever I
want?
A: Though you are free to explore the dungeons in whichever order you want,
I've found that certain areas (namely the Ghostly Theatre) are pretty
tough, and as such are best left until you acquire some improved
equipment. The order my walkthrough follows generally seems to be the
easiest possible path.
Q: Do I get anything cool for uncovering 100% of the map?
A: Just the satisfaction of knowing that you completely own this game (or
that you're really good at following my directions).
Q: Is there any way to increase my HP, MP, and Hearts?
A: There sure is! Scattered throughout the castle are little dandies known
as Max Ups. HP Max Ups increase your HP (duh) by 10, where as MP Max Ups
provide a boost of 20 points. And lastly, Heart Max Ups add 10 to your
total. There are 10 total HP Max Ups, 5 MP Max Ups, and 7 of the Heart
Max Ups. Locations of each and every one of this bad boys can be found
in the walkthrough (chapter IV).
Q: Is Leon the only playable character? I'm rather tired of prancing around
as this fairy!
A: Actually, there are two additional characters whom you can take control
of: Pumpkin and Joachim Armster (yes, the badass vampire boss from Dark
Palace of Waterfalls). Check out the Secrets chapter (V) for in-depth
information on the pair.
Q: How do I get past the crumbling bridge in the Anti-Soul Mysteries Lab?
A: When you find this bridge for the first time, getting across is not
possible. However, once you attain the Wolf's Foot relic (which boosts
Leon's speed considerably) you'll be able to sprint to the far side with
little trouble.
Q: All right--what is the deal with those obnoxious lasers in the Ghostly
Theatre? How am I supposed to get past?!
A: The basic idea is simple: if you face the source of the laser, the beam
will stop. Thus, you must hold down the Guard button to continue facing
the beam while you scuttle past.
Q: What is the best relic?
A: Well, it's really a matter of opinion, as well as something that is based
upon the situation. Even so, the Saisei Incense and Invincible Jar
relics are almost always useful, so it's never a bad idea to have one of
those two at the ready.
Q: I can't beat [boss]! Help me!
A: Check out the bosses section (Chapter VI-b); everything I can help you
with can be found there. If that still doesn't help, there's nothing
else I can do for you.
Q: So. How long will it take me to beat this game?
A: I'm gonna say... no more than 20 hours. The average gamer will likely
breeze through in even less than that, possibly as quickly as 10 short
hours. Subsequent play-throughs can shave off even more time, bringing
the total clock well below 10 hours. So in other words: not very long.
Q: I have an, err... "personal" question to ask. How can I get in contact
with you?
A: My e-mail is americanarsenal4 (at) gmail (dot) com. Let me warn you in
advance, though: I'm lazy and take forever to answer questions,
especially ones that I can't answer from memory. Please be patient with
me. If you have a *really* urgent question, you can try to catch me on
Google Talk (americanarsenal4). I'll be nice as long as you are, so
please don't be obnoxious (i.e. don't IM every single time I get on).
Fair enough, right? One last thing: please please *please* check the
guide before getting in contact with me. There's nothing more annoying
than having someone nag you about something that is clearly explained in
the guide. Bottom line: Ctrl + F is your friend. And my friend.
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
XIV ------------------------------------------------ REVISION HISTORY
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
For those of you who just don't have anything worth spending your time on, this
chapter is all about the various stages of incompleteness that this guide has
gone through.
===============
CURRENT VERSION
===============
Version 2.01 / March 13, 2004
Allowed <www.honestgamers.com> and <www.gamerhelp.com> to host this FAQ.
=============
PAST VERSIONS
=============
Version 2.01 / February 6, 2005
I tossed in a sweet new reader strategy for defeating the final boss, many
thanks to sleepyfishstick.
Version 2.0 / January 16, 2005
Changes all over the guide, both format-wise and information-wise. There's
nothing brand new really, but I've cleaned up/improved many of the sections.
Enjoy!
Version 1.51 / July 25, 2004
Another new reader tip, compliments of Warren Rolfsmeyer. Thanks homie!
Version 1.5 / July 9, 2004
Tossed in a new reader tip. That's all!
Version 1.4 / June 22, 2004
Added in some mini-headers to the walkthrough, hopefully making it much less
painful to navigate through the massive paragraphs of crap. Hopefully.
Version 1.3 / April 17, 2004
My first update in quite a while is... nothing much. Touched up a few things
here and there.
Version 1.2 / January 30, 2004
Changed the previously not-so-good format to the beautiful piece of artwork
that you now see before you. Well, I think it looks pretty nice... Anyhoo, I
also added in some reader contributons, so maybe now people will stop mailing
me about the Mirage Skeletons. Maybe.
Version 1.1 / January 5, 2004
Fixed up the bestiary and added in some more information. Nothing too big.
Version 1.0 / December 13, 2003
The walkthrough, along with many of the remaining chapters, is complete!
Rejoice!
Version .60 / December 10, 2003
I've finalized the Garden Forgotten By Time! Expect a bit more work on the
appendices ASAP.
Version .45 / December 9, 2003
The walkthrough covers three areas so far: the House of Sacred Remains,
Anti-Soul Mysteries Lab, and Dark Palace of Waterfalls. So far, I've got a
start on the Garden Forgotten By Time. Expect the rest soon. As of now, the
appendices are very incomplete, but they'll come in due time. Patience is a
virtue, you know.
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
XV ------------------------------------------------- LEGAL DISCLAIMER
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
This document is copyright (c) 2003-2005 Chris Noonan (American Arsenal). It
is not to be reproduced in any way, shape, or form. However, feel free to
download it, print it out for personal use, or send it to your buddies, as
long as you leave it unaltered and do not make a profit off of it. Doing so
would be very illegal, so I suggest that you do nothing of the sort. One
final note: this document should absolutely *NOT* be found on any websites
with the exception of <www.gamefaqs.com>, <www.ign.com>, <www.neoseeker.com>,
<www.honestgamers.com> and <www.gamerhelp.com>. Don't even bother asking for
permission to use it, as the answer will always be no.
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
XVI --------------------------------------------------------- CLOSING
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
So here we area... at the end of the guide. Before bringing this guide to a
close, I'd like to thank the following:
CJayC <www.gamefaqs.com>
Not only does the guy run the greatest site out there, but he also hosts my
"great" (*ahem*) FAQs.
IGN <faqs.ign.com> and Neoseeker <www.neoseeker.com>
For hosting my FAQs.
Osrevad
The creator of the ASCII at the top of this document. If you care to score
some similar art for yourself, feel free to badger him at osrevad [at]
gmail [dot] com or hit him on AIM as nahuwe.
The following contributors...
Prowler iron
Dave
Valdrin
Jason Brown
Darius Shadowlight
Warren Rolfsmeyer
DWDuck
sleepyfishstick
Thanks to all of you for the various tips/notes you provided me!
T H A N K S F O R R E A D I N G ! !
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And with that, the time is ripe to close things out. With any amount of luck,
this walkthrough will prove useful to someone in some way. Anyway... It's been
a blast, y'all, and I hope you'll join me in future guides. Check out my CRP,
please:
<
http://www.gamefaqs.com/features/recognition/39691.html>
That's all, folks! *bites a carrot*
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Copyright (c) 2003-2005 Chris Noonan. All rights reserved.