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Jan 28, 2007 13:08

Olrox's Quarters
location: 4th castle, buildings 12 and 24

Olrox's Quarters are also very well-decorated, although perhaps not as gaudily and fancily as Bianca's Quarters. However, Olrox also shows off evidence of his extremely cruel nature. Human heads adorn the halls like hunting trophies, some of which are possessed by malicious spirits and now serve as a security system. Other evils include reanimated skeletons covered in a gold surfacing, and haunted furniture.

In some sections of his quarters, Olrox displays what could even be interpreted as a sort of museum. As if he plundered various cultural artifacts from around the world, arranged in separate rooms by cultural origin. One room is designed to trap the visitor with an mummy's curse, using various Egyptian-themed statues. Another room is guarded by reanimated samurai armors that throw spearheads in various directions (partly a reference to Yamato Man from Mega Man 6).

Olrox also has a personal courtyard, complete with demon plants including venus weeds and corpseweeds, and stone flowers. There is a small track where headless horsemen and and half-decayed horsemen may race, as well as a lounge area with lawn chairs made from bones and a fountain whose unholy water transforms to and from blood.

The adventurer will find Olrox's bedroom on the way to meeting him, but he will not be there. However, his bedroom will contain some valuable items, and can serve as a place to take a breather before confronting the local vampire master himself.

The adventurer will meet Olrox in his grand dining hall, a large (3x3x3 room units in size) room with a long dining table which the master seems to be setting up (for the next occasion of kidnapping and torturing his guests and then stealing their souls, perhaps?). He immediately notices the intruder, and begins throwing various powerful arcane magic attacks at the intruder.

Among his attacks are his classical techniques, such as releasing a large amount of bats to distract his opponent (which he can do in the style of the "Muscle Doctor" of Cave Story), throwing a magical spearhead in a ray, etc.. He also has some new repertoire, such as one that resembles Samus's wave beam from the Metroid Prime series, and calling up/down various elemental pillars (such as lightning bolts, tall crystals of ice, and wooden stakes) to strike certain spots in his room.

Although capable of walking, Olrox often teleports from one location to another, leaving a trail of images of himself in the path. And in classic fashion, the table and chairs can be (and will probably end up being) broken if they are struck during the battle.

If angered enough with a sufficiently powerful opponent, Olrox will transform into a green monster with grotesquely-overextended appendages and digits and a tail. He retains all the abilities he had in his humanoid form, but also adds several more abilities, such as burning the ground, spitting acid, and trampling across the room.

While there are no prisons, dungeons, or torture areas located strictly within Olrox's Quarters, his reputation as a torturous, tyrannical villain is reinforced by the location directly beneath his quarters that is revealed after his defeat: the Dungeon. Additionally, there is a portal to a previously inaccessible area of the Prison; both are located (logically) next to the dining room.

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