Lost Castle

Lost Castle

158 ratings
(Mostly) Comprehensive Lost Castle Guide
By zarentron3
Updated for v1.32! This guide provides information about nearly everything in Lost Castle including combat mechanics, items, enemies, bosses, side areas, upgrades, and achievements. It may take a bit of time to load as there are roughly 600 images attached.
 
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Preface
First off, THIS GUIDE CONTAINS SPOILERS.

When I started playing Lost Castle, I was surprised that there were not yet any English guides or even a wiki of some form available to check for details and information regarding various parts of the game. After a short while of playing, I fell in love with this game and I decided to put this guide together in order to help others who may be seeking such a resource as I had been early on.

A lot of the provided information may very well be superfluous, but I wanted to do my best to make the mechanics of this game as clear as possible to newcomers. Now that the game is fully released, nearly all of the spelling and grammatical errors have been corrected. When using direct quotes from the game, I will continue to leave in any errors I come across, both on the off chance that they may noticed and corrected and also so that people will be able to recognize descriptions as they are found in-game.

This guide is up to date with v1.32 of Lost Castle.

I have added a small number of videos regarding the secret Nightmare Mode path near the end of this guide, and the quality is mostly okay but it does get pretty choppy at certain points. I apologize for the poor quality, but this is the first time I have recorded footage and I currently only have access to a laptop, so hopefully the videos are bearable enough.
The Basics


What is Lost Castle?

Lost Castle is a 2D Rogue-lite Beat 'em up developed by Hunter Studio. Lost Castle follows the story of various treasure hunters, each seeking riches beyond their wildest dreams in a castle that has been suddenly taken over by creatures of evil. As one treasure hunter falls, another begins their own journey through the five areas of the game aiming to find as much loot as possible before the Castle is reclaimed.

Lost Castle shares many similar mechanics with other rogue-lite games, such as Rampage Knights and Rogue Legacy, while bringing a lot of original concepts and ideas to the table. As the player progresses they will find many unique treasures and items to aid them in battle, as well as a ton of different weapons and armors to experiment with.


Main Menu


The Menu screen for Lost Castle has up to 6 options that can be selected. I will only be providing information for the less obvious options.

Continue


The Continue option only appears when you have quit a run early, and it allows you to jump back in from where you left off. The saving system seems to be a little buggy and every once in a while you may be unable to load the save data. For reference, that has only happened to me twice in over 150 hours of playtime, and I'm still not really sure the cause of this error either time.

Compendium


Previously referred to as the Manual, the Compendium will fill up with information as you play through the game. It has four tabs on the left side: Equipment, Item, Monster, and Boss. You can select individual listings for extra information about them. The Compendium can be accessed even when playing, though it seems to function best when accessed on the main screen.

To reduce the heavy load of images while still covering all the information that I can, I have created a separate guide that contains all of the information found within the Compendium. That guide can be found here.

Options


When selected, a small window will pop up with another five options to select from. The first option allows you to adjust sound levels, turn controller vibrations on or off, turn auto-combo on or off, select your language, and to adjust the game resolution/screen size to your liking. There is also the option to delete your data in the bottom left corner of this screen.



The second and third options allow you to see and edit both the control schemes of the keyboard and the controller, respectively. You also have the option to set them to their default controls schemes.


Credits


The fourth option shows you the credits for Lost Castle. And though it is probably obvious, the Exit option simply returns you to the main menu.


Character Info



Information regarding the player's health, skill cooldown, gold, souls, and items are all located in the upper left hand corner of the screen.

The red bar indicates the player's health and will gradually empty as the player takes damage.

The smaller blue bar indicates when a skill is ready to use; after using a skill, the blue bar will slowly regenerate until it is once again full.

The amount of gold and souls collected by the player are tracked on screen. Gold can be spent on various things on the current run, while souls are used for long term upgrades after a run is finished.

The items that the player picks up will go into the empty spaces in their inventory and they can hold up to 6 different items at once. The player can hold only 9 of the same item at a time.


Status Screens

The three status screens provide information regarding your character's stats, items, and treasures.


For the character stats, the number in parenthesis indicates the total stat boost you have from the weapon and armor you are equipped with, whereas the number before the parenthesis includes your base stat as well as any stat boosts you have from other sources. As for the function of the stats, they are all very basic. Health determines your total HP, Attack determines your damage output, Defend determines the damage enemies will deal to you, Speed determines your movement speed and slightly influences your attack speed, Critical determines your chance to strike a critical hit. Skill Cooldown is somewhat different from the other skills as all boosts to it will be lowering the cooldown by a percentage. It simply shaves off the listed percentage of a Skill's base cooldown.



The item and treasure screens are pretty self-explanatory, as they simply show the gear you have picked up over the course of a run. The description for both items and treasures will pop up underneath the status screen when they are highlighted.
Environments Pt. 1
The Environments of Lost Castle

There are five main areas that the player travels through in Lost Castle. These areas are the Tower of Goblins, Bramble Courtyard, The Secret Path, Skull Dungeon, and The Main Tower. Each area houses unique enemies, bosses, breakable objects, and traps. There will be separate sections for the enemies and bosses, so this section will focus on breakable objects, traps, treasure chests, special rooms, and the various NPCs you may encounter.


Breakable Objects

Breakable objects are littered throughout the five areas in Lost Castle. They can block you when you're trying to maneuver away from enemies, but they can also block enemies that are trying to chase you down. Whether you choose to break them before or after the room is cleared of enemies, they are definitely worth breaking as they can often drop coins or food items.

Wooden Mug

Located in the Tower of Goblins.

Barrel

Located in the Tower of Goblins, The Main Tower

Wooden Barricade

Located in the Tower of Goblins, Skull Dungeon

Pot

Located in the Tower of Goblins, The Main Tower

Chair

Located in the Tower of Goblins

Table

Located in the Tower of Goblins

Explosive Barrel

Located in the Tower of Goblins, The Main Tower
Explodes, harming the player if they are too close to it when it is destroyed.

Bomb Box

Located in the Tower of Goblins
Explodes, harming the player if they are too close to it when it is destroyed.

Cannon

Located in the Tower of Goblins

Withered Stump

Located in the Bramble Courtyard

Spider Web

Located in the Bramble Courtyard
Considered an enemy (Greed Attack Skill will produce gold, Resilience Upgrade may restore HP)

Bomb Plant

Located in the Bramble Courtyard
Explodes, harming the player if they are too close to it when it is destroyed.
Considered an enemy (Greed Attack Skill will produce gold, Resilience Upgrade may restore HP)

Imprisoned NPC

Located in all areas of the game.
Contains a random NPC.

Cave Rock

Located in The Secret Path

Crystal

Located in The Secret Path

Stalagmite

Located in The Secret Path

Bone Pile #1

Located in The Secret Path, Skull Dungeon

Bone Pile #2

Located in The Secret Path, Skull Dungeon

Chained Skeleton

Located in the Skull Dungeon

Grey Pot

Located in The Main Tower

Grey Bone Pot

Located in The Main Tower

Traps

The traps in Lost Castle are mostly harmless once you understand how to avoid them, but they can be especially harmful in certain room layouts. It can be rough to juggle enemies and traps at the same time, but thankfully enemies can take damage and suffer debuffs from traps as well, though that never seems to help too much.

Spike Trap

Triggers if the player walks over it. Activates after a short delay, so you can run over them most of the time. Can also be jumped over.

Fire Trap

Triggers every few seconds. Can inflict the burning debuff.

Ice Trap

Triggers every few seconds. Can inflict the freezing debuff.

Falling Trap

Triggers if a player walks on the large shadow. A red X in a circle will appear around the shadow and shortly after an object will fall from the ceiling. Damages and knocks back anything still standing in the circle. Falling Traps sometimes do not have a shadow.

Poisonous Mushroom

Sprays out poisonous gases all around itself that will damage and poison the player if they get close.

Plant Trap

Triggers if a player walks over it. Explodes after a few seconds.

Spider Egg Sac

If not destroyed quickly, the Egg Sac will spawn two of either type of Cancerous Spiderling, OR one Demon Spiderling.
Environments Pt. 2
Treasure Chests

Treasure chests are quite common in this game, and there are six different types of them in-game. The item pool for treasure chests will differ somewhat from area to area in terms of weapons and armors, but all other items can drop in any area of the game. Rarer treasure chests tend to drop far more items than more common ones, and seem to have a better chance of dropping weapons or armor. Treasure chests will be opened if attacked.

Wood Chest

The lowest quality treasure chest. These have a chance to appear after clearing a room.

Thief's Chest

Thief's Chests only show up when you start a new run, and only when you have unlocked the proper upgrade for them. Another upgrade allows you to raise the maximum number of Thief's Chests provided per run to 3.

Silver Chest

A slightly better chest than the Wood Chest. These have a chance to appear after clearing a room.

Golden Chest

The best quality of chest that can appear after clearing a room.

Demon's Storage Chest

These chests can rarely be found in side rooms that are attached to the main room. After all the enemies are defeated the metal bars around the Chest will lower allowing the player to open it. These always seem to contain at least one weapon, one piece of armor, or one treasure.

Great Golden Chest

Gold Chests spawn after a boss is defeated, save for the final boss. They will rarely appear in Bramble Courtyard outside of a boss fight and in siderooms in the other areas.


Removed Treasure Chests

Old Chest

Replaced by Demon's Storage Chest.

Gold Chest

Replaced by Great Golden Chest.


Side Rooms

Side rooms are often hard to come by intentionally, the reason being that there is no indication of which room is a side room and which room leads deeper into the area. This is especially painful because you can not backtrack in Lost Castle; you can only move forward or into side rooms. Thankfully, the upgrade "The Sixth Sense" grants you a chance to have an indicator show you which of two doors leads to a side room. Here are a few of the things that can be found in special rooms:

Free Item/Chest

Sometimes on the other side of traps, sometimes protected by enemies, sometimes just sitting out in the open! No matter the case, nothing beats free stuff.

Shops

Shops can vary in size, selling as few as two or three items or selling up to eight items. Armor, weapons, treasures, gem fragments, almost anything can show up in a shop.

Evil Altars

Evil Altars are generally pretty rare. They can grant permanent stat boosts (for a single run) at the cost of 50 HP. It doesn't actually take away 50 max HP, it just damages the player for 50 HP.

Challenge Rooms

Side rooms can occasionally be filled with monsters or darkened until all enemies are cleared out, like in the above image. Darkened rooms sometimes have a shop, npcs, or items sitting out, but both of these room types will grant the player a couple of chests upon clearing it.

Attached Rooms

There are actually two specific kinds of side rooms that are attached to a main room. These rooms are obvious, but you may not always be able to enter them. These attached rooms often contain some monsters to clear out for an extra chest, a shop, or even a couple Evil Altars.

Huge Statue

In order to clear out a Huge Statue the player must throw 3 bombs at it. Although it seems like it would be a rare occurrence to have 3 bombs when running into one of these, the upgrade "Demolition Enthusiast" grants the player a free bomb for every main room they enter.

Mysterious Door

Mysterious Doors will only open if the player pays it the amount of gold that it asks for. It's prices are as follows:

8 coins in Tower of Goblins.
Does not appear in Bramble Courtyard.
16 coins in The Secret Path.
20 coins in Skull Dungeon.
24 coins in The Main Tower.
Environments Pt. 3
NPCs

Generic NPC

There are two generic NPCs with scripted text in the tutorial, but after that you can only find generic NPCs in breakable cages. After freeing them they will do one of two things: freely give you an item, or ask you for coins or a food item and in return will grant you an item. The item quality can vary wildly.

Masked Man

One of the few story centered NPCs. He is the first person you meet in the Goblin prison and opens the door for you so that you can escape and search for treasure. Meets you right before the final boss and will drop you some items if you speak to him at that time.

Goblin Travelling Merchant

Offers to give the player a great item for 20 coins. The item can be anything from a weapon to a single apple, so it's a bit of a gamble to purchase items from the Goblin Travelling Merchant. The price will increase by 10 coins each time you buy an item, but the price will cap out at 50 coins. Weapon and armor drops are dictated by the area the player is in.

Goblin Merchant

Appears near shops. Has a few lines, but doesn't do much else.

Goblin Bone Picker

The Goblin Bone Picker will give you a weapon from the area you find him for a certain price, and you can purchase multiple weapons. Although the Goblin Bone Picker used to charge extra money for each subsequent purchase, all weapons are sold at a static price depending on the area. The prices are as follows:

Tower of Goblins: 10 coins
Bramble Courtyard: 20 coins
The Secret Path: 30 coins
Skull Dungeon: 40 coins
The Main Tower: 50 coins

Enchanter

You can run into the Enchanter randomly when exploring the Skull Dungeon or The Main Tower areas, and for 20 coins he will enchant the weapon you are currently holding. The price will increase by 10 for each subsequent enchantment and has a maximum price of 60 coins. These enchantments are separate from the enchantments that randomly come with weapons or armor. You can only have one purchased enchantment at a time, but you can keep buying them for one weapon until you get one you are satisfied with. Both the yellow text enchantments and these purple text enchantments can add or subtract stat points.

Blacksmith

You can unlock the Blacksmith by purchasing the upgrade "The Key of the 1st Cell." At the beginning of each run, the Blacksmith will provide you a free random weapon. You can increase the number of weapons provided per run by purchasing the upgrade "Forge Skill," which you can do a maximum of 2 times. This leaves the player with 3 extra random weapons each run. Unlike the Thief and the Pharmacist, the Blacksmith's appearance changes on each new run.

Thief

You can unlock the Thief by purchasing the upgrade "The Key of the 2nd Cell." At the beginning of each run, there will be a Thief's Chest for you to open, provided by the Thief. You can increase the number of free chests by purchasing the upgrade "The Dodger," which you can do a maximum of 2 times. This leaves the player with 3 free Thief's Chests per run.

Pharmacist

You can unlock the Pharmacist by purchasing the upgrade "The Key of the 3rd Cell." At the beginning of each run, speaking to the Pharmacist will grant you a free potion. You can increase the number of free potions by purchasing the upgrade "Better Crucible," which you can do a maximum of 2 times. This leaves the player with 3 free potions per run. You can also purchase the upgrade "Alchemist" to guarantee that the potions that the Pharmacist gives you will never have negative effects.

Soldiers

When you travel through The Main Tower area, you may come across caged NPCs with randomly generated armors and weaponry. If you free them before clearing a room of enemies, they will help you fight. If they are still standing when the room is cleared, you will be able to talk to them for a few short lines of dialogue and they will rarely drop their weapon for the player.

Eyes Monster

While the Eyes Monster does not converse with the player like a standard NPC, it does function as a slot machine which can pay out with various rewards. The cost for each play depends on the area in which you are playing. A corresponding achievement refers to the slot game as One-Arm Bandit. The costs are as follows:

Tower of Goblins: 4 coins
Bramble Courtyard: 6 coins
The Secret Path: 8 coins
Skull Dungeon: 10 coins
The Main Tower: 12 coins


One-Arm Bandit Rewards

Armor

Drops a random piece of armor for the player.

Bomb

Drops a random combat item for the player.

Erosion

Drops a random Blighted weapon for the player. This is the only way to obtain Blighted weaponry.

Food

Drops a random food item for the player.

Jackpot

Drops a random treasure for the player.

Lightning

After a few seconds, the player will be struck by lightning. The lightning bolt can be dodged, but it's sometimes tricky to avoid.

Money

Drops a number of coins for the player. The number of coins can range between 2 to about 25.

Potion

Drops a random potion for the player.

Weapon

Drops a random weapon for the player.
Equipment Overview Pt. 1
The Armors of Lost Castle

There are 3 different armor types: Light Armor, Normal Armor, and Heavy Armor. Light Armors have a base movement speed of 50, Normal Armors have a base movement speed of 45, and Heavy Armors have a base movement speed of 38. Don't let the slight difference in numbers fool you; Heavy Armors are quite noticeably slower than Light Armors. Aside from that, the only real difference between the armor types is that Light Armors tend to have low stats, Normal Armors have decent stats, and Heavy Armors have high stats. Some armors from each type will grant extra stat points to the player if they are using a specific weapon type. These boosts aren't always huge, but they are sometimes good enough to encourage a player to switch out their weapon for another one. All pieces of armor also have a chance to come with a special enchantment, which is notated in yellow text. You can also come across the Enchanter NPC while playing who will grant your weapon an enchantment for 20 coins, and this enchantment will be notated by purple text. You can have one of each type of enchantment on one weapon, as shown in the image below.




The Weapons of Lost Castle

In all, there are 7 different weapon types in Lost Castle: Bows, Dual Blades, Muskets, One-Handed (Weapons), Spears, Staffs, and Two-Handed (Weapons). Each weapon type has a normal attack, a combo attack, a jumping attack, a special action, a skill, and a running attack. Due to the large amount of variety, the combat in this game can provide the player a new, refreshing experience over the course of many different runs.

Normal attacks are quick, simple attacks that can lead into combo attacks.

Combo attacks tend to consist of 3 or 4 normal atttacks that get progressively stronger, often dazing or knocking back enemies on the final attack. However, it can be hard to dodge enemies effectively while performing a combo attack.

Jumping attacks offer the greatest mobility of all attacks and are very useful against enemies with trickier attack patterns. Though it can be difficult, you can use a jump attack before leading into a combo attack, essentially adding an additional attack to the combo.

All of the special actions are unique to their weapon type, and each adds a little extra diversity between weapons. I will go into greater detail about specific special actions later on in this section.

Skills vary greatly and will be covered in a later section of the guide.

Running attacks tend to be quicker versions of a final combo attack, with some variations.


Bows

Normal Attack

The player fires a single arrow.

Combo Attack

The combo attack consists of the player performing three consecutive normal attacks. The second attack is the same as the first. On the third attack, the player fires a spread of three arrows and there is a brief delay before the player can fire again.

Special Action

As of v0.20, the player charges the bow very briefly and then releases a piercing arrow while sliding backwards a small distance. The piercing arrow travels slightly farther than a normal arrow, and the backwards slide can be controlled slightly, allowing the player to move up or down if they wish to.

Jump Attack

The player fires an arrow downwards while in the air.

Running Attack
If the player uses a normal attack while running, they will quickly fire a piercing arrow.

Pros and Cons

Pros:
+ Keeps you out of melee range, making the first few levels and some bosses pretty easy.
+ The special action pierces all enemies in front of the player.
+ The combo attack can prove very useful against enemies and bosses with larger hitboxes, as they may take damage from all three arrows from the spread shot.

Cons:
- Later levels have more charging enemies, which can sometimes break through piercing arrow spam.
- You have to line up nearly perfectly with some enemies and bosses in order to hit them.


Dual Blades

Normal Attack

The player slashes twice, once with each dagger.

Combo Attack

The full combo attack consists of four normal attacks. On the second attack, the player will stab forward twice, once with each dagger.


On the third attack, the player will slice upwards with both daggers.


On the fourth attack, the player will slam their blades into the ground, hurting and knocking back enemies.

Special Action

The player will dash forward a short way.

Jump Attack

The player does a somersault, slicing with their blades as they do so.

Running Attack

The player will hop forward a short way and smash the ground like they would when finishing a combo attack.

Pros and Cons

Pros:
+ Dual Blades have the fastest attacking speed of all the weapon types.
+ You can quickly get a hit or two on bosses and run away. This is especially effective with jump attacks.

Cons:
- Dual Blades have the least attack power of all weapon types and can take a while to daze or stun most enemies, often leaving the player open to retaliation.
- The special action does not add much to the abilities of Dual Blade weapons.
Equipment Overview Pt. 2
Muskets

Normal Attack

The player shoots in a small, fan-shaped area. All enemies standing in this area will take damage.

Combo Attack
Strangely, the Musket does not seem to have anything special about its combo attack. The player can shoot three times consecutively and each shot seems to be a normal attack. The third shot will still cause a brief delay before the player can shoot again.

Special Action

The player hops backwards a short ways, potentially putting distance between themselves and enemies.

Jump Attack

The player fires at an angle, covering the same area as a normal attack.

Running Attack
The player fires off yet another normal attack if running before firing.

Pros and Cons

Pros:
+ Muskets are really good at handling large groups of enemies all at once if you can position yourself well.
+ The special action is a lot more useful than it may appear.

Cons:
- Muskets are not as effective at dazing and knocking back enemies as other weapon types.
- Muskets have the closest range of the three ranged weapon types.


One-Handed Swords

Normal Attack

The player swipes forward with their weapon.

Combo Attack

The combo attack consists of three consecutive normal attacks. On the second normal attack, the player will again slash forward with their weapon.


On the final attack of the combo, the player will slam their weapon against the ground.

Special Action

The player will lift their shield, highly reducing incoming damage while it is lifted. The player moves somewhat slower while the shield is out.

Jump Attack

The player slashes their weapon. This is effectively an aerial normal attack.

Running Attack

The player quickly slams their weapon against the ground in a similar fasion as the final attack of the combo.

Pros and Cons

Pros:
+ The shield can take some getting used to, but it is one of the most useful special actions due to the high amount of damage reduction it can provide.
+ The sword swipes can damage all enemies in front of the player.

Cons:
- Using the shield won't do much to help you if you are getting swarmed and attacked by a large number of enemies.
- Though One-Handed weapons have a slightly larger range than Dual Blades, they still require the player to be pretty close to enemies to be effective.


Spears

Normal Attack

The player stabs forward with their spear.

Combo Attack

The combo attack consists of three normal attacks. The second normal attack is essentially identical to a normal attack. The final attack of the combo is somewhat different, as the player stabs slightly upward instead of straight forward. Most enemies hit by this attack will be knocked back or stunned.

Special Action

The player slams their spear against the ground and launches into the air while doing a mid-air somersault. The player can move around in the air after performing this special action, making this pretty useful and effective for safely chipping away at enemies.

Jump Attack

The player stabs their spear downwards.

Running Attack
The player stabs directly forward, but with a heavy impact similar to the final attack of the combo. Most enemies hit by this attack will be knocked backwards.

Pros and Cons

Pros:
+ Spear weapons have longer reach than Dual Blades and One-Handed weaponry.
+ Spear weapons are really good at keeping enemies dazed during combos.
+ Spear weapons are also great at knocking enemies backwards.

Cons:
- Spear weapons can only attack directly forward.
- Though the special action can be pretty useful, it is easier to just use jump attacks for the same effect.
Equipment Overview Pt. 3
Staffs

Unlike the other weapon types, Staffs have two types of their own: Elemental Staffs and Normal Staffs. Elemental Staffs fire off either fire magic, ice magic, or poison magic. Normal Staffs shoot out normal magical projectiles. Normal Staffs can fire off both light blue and dark purple magic, and used to slightly home in on enemies.

Normal Attack

The player fires a single magical projectile.

Combo Attack

The combo attack consists of 3 normal attacks. On the second normal attack, the player will fire a small spread of 2 magical projectiles.


The final attack in this combo sequence varies slightly depending on which type of staff the player is using. Elemental type staffs launch a spread of 3 magical projectiles into the air that travel downwards in an arc. Homing type staffs fire off a spread of 3 magical projectiles.

Special Action

The player teleports disappears briefly while teleporting in the direction of their choosing. If no direction is chosen, the player will teleport directly forward.

Jump Attack

The player fires a magical projectile downwards while in mid-air.

Running Attack
The player fires 3 magical projectiles in the same way they would if doing a full combo attack.

Pros and Cons

Pros:
+ Staffs have a decently long range, allowing the player to keep some distance between themselves and the enemies.
+ Staffs with elemental magic can inflict debuffs on enemy monsters, though a small number of monsters may be immune.
+ Teleporting can be used to dodge attacks pretty effectively.

Cons:
- Unlike Bows and Muskets, Staffs are not guaranteed to have a piercing attack. Because of this, Staffs can have some trouble when dealing with large groups of enemies.

Two-Handed Swords

Normal Attack

The player slices upwards.

Combo Attack

The combo attack consists of four normal attacks. On the second normal attack, the player will slice their weapon downwards.


On the third normal attack, the player will again slice upwards with their weapon.


On the final attack of the combo, the player will smash their weapon into the ground, knocking back or dazing most enemies.

Special Action

The player must hold down the special action key/button, otherwise they will swing their sword downwards after a brief delay. If the player releases when the character's fist starts glowing, they will briefly perform a whirlwind attack, spinning in circles and hitting any nearby enemies. The player can move around during the whirlwind attack.

Jump Attack

The player swings their weapon downwards.

Running Attack

The player will perform a forward slash, knocking back any enemies hit.

Pros and Cons

Pros:
+ Two-Handed weapons cover the largest area of all melee weapon types.
+ Like most melee type weapons, Two-Handed weapons are great for dazing and knocking back enemies.

Cons:
- Two-Handed weapons are somewhat slower than other weapon types.
- The special action has limited usefulness, and the jump attack is better for mobility while attacking.
Weapon Skills Pt. 1
Overview

Though there are not quite as many skills as there are weapons, a good number of weapons do have unique skills. A lot of skills may be similar to others, but each one is different from the others in some way. There are some skills that are much more useful than others, and some can add a lot of utility to an otherwise weak weapon.

Assassination

Effect: The player thrusts forward quickly, dealing much more damage than usual to all enemies struck.
Cooldown: ~5 seconds

Assault

Effect: The player dashes forward with their weapon held out, damaging any enemies that happen to be in the way.
Cooldown: ~12 seconds

Black Hole

Effect: The player summons a black hole that travels slightly forward, sucking in all nearby enemies and damaging them multiple times. It will even suck in some bosses!
Cooldown: ~12 seconds

Blade Wind

Effect: The player slashes their weapon, sending forth a sharp wind that damages any enemies that touch it.
Cooldown: ~8 seconds

Blazing Charge

Effect: Imbues the weapon with fire, allowing it to inflict the burning debuff.
Cooldown: ~15 seconds

Boomerang Blade

Effect: The player throws their blade in the direction that they are facing, hitting any enemies in its path. After traveling a certain distance, the blade will reverse its direction and travel another short distance before stopping.
Cooldown: ~5 seconds

Burst Barrel

Effect: The player reloads their gun, causing an explosion right in front of them that also deals the player low damage.
Cooldown: ~3 seconds

Burst Shot

Effect: The player fires four separate spreads of magical projectiles in quick succession.
Cooldown: ~8 seconds

Charge Shot

Effect: The player charges up briefly, and then let’s loose an arrow that travels much farther than normal that also deals more damage to enemies. It can also knock enemies backwards.
Cooldown: ~6 seconds

Crystal Arrow

Effect: The player fires a shard of crystal which explodes upon hitting an enemy. This deals both contact damage and explosive damage to the enemy and any enemies nearby.
Cooldown: ~10 seconds

Crystal Wall

Effect: Summons large crystals from the sky that strike the earth and remain in the ground for a short bit. They can both damage and block enemies.
Cooldown: ~15 seconds

Curse

Effect: Turns enemies into frogs when cast, rendering them unable to attack for a short while. Occasionally turns the player into a frog instead.
Cooldown: ~35 seconds

Demon Blade

Effect: The player raises their blade, summons a very large blade, and strikes downward with both their own blade and the summoned blade simultaneously.
Cooldown: ~15 seconds

Demon Orb

Effect: Summons an orb for a brief time that fires magical projectiles at nearby enemies.
Cooldown: ~20 seconds

Energy Release

Effect: The player releases their weapon's latent energy from its tip, firing a beam across the room.
Cooldown: ~5 seconds

Erosion

Effect: Deals damage to the player upon use and briefly summons devilish spikes that stab at enemies from beneath the ground.
Cooldown: ~7 seconds

Evil Arrows

Effect: The player fires into the air and summons forth a great number of dark arrows from the sky.
Cooldown: ~12 seconds

Evil Assault

Effect: The player charges forward while surrounded by a dark aura.
Cooldown: ~15 seconds

Evil Burst

Effect: The player summons forth an orb of energy that travels slowly forward, damaging and electrifying all enemies that it passes through.
Cooldown: ~10 seconds

Evil Charge

Effect: The next few attacks by the player will generate a small explosion beneath the enemies that are hit.
Cooldown: ~12 seconds

Evil Crystal

Effect: Summons a crystal that attacks nearby enemies very quickly for a short period of time.
Cooldown: ~18 seconds

Evil Dash

Effect: The player charges forward while surrounded by a dark aura.
Cooldown: ~8 seconds

Evil Explosion

Effect: A purple circle briefly appears on the floor around the player and explodes, dealing damage to all enemies caught inside it. It then summons six smaller explosions that circle the player.
Cooldown: ~18 seconds

Evil Fissure

Effect: The player smashes their weapon on the ground, creating a large fissure in the earth that pulses with waves of evil energy.
Cooldown: ~15 seconds

Evil Orb

Effect: The player fires a purple orb that travels a ways forward before stopping. After stopping, it then travels back to the player, causing small explosions beneath it as it returns.
Cooldown: ~8 seconds

Evil Puncture

Effect: The player fires a dark arrow which summons small explosions beneath it as it travels.
Cooldown: ~14 seconds

Evil Shock

Effect: The player uses their weapon to vault forward into the air and then smashes into the ground with their weapon. Dark lightning bolts strike the ground where the weapon strikes.
Cooldown: ~16 seconds

Evil Shot

Effect: The player fires a large shot of evil energy forward.
Cooldown: ~15 seconds

Explosive Nova

Effect: The player slams the weapon against the ground, causing a small explosion upon impact.
Cooldown: ~12 seconds

Explosive Shot

Effect: The player shoots three small explosions in a line.
Cooldown: ~12 seconds

Explosive Weapon

Effect: For a brief duration, the player’s weapon will explode upon hitting enemies, dealing much more damage than normal.
Cooldown: ~15 seconds
Weapon Skills Pt. 2
Fallen Arrows

Effect: Many arrows fall from the sky in front of the player.
Cooldown: ~10 seconds

Fallen Crystal

Effect: The player summons forth many powerful crystals which fall from the sky, exploding upon impact.
Cooldown: ~14 seconds

Fast Shot

Effect: The player rapidly fires 5 arrows directly in front of them.
Cooldown: ~10 seconds

Fire Crystal

Effect: Summons a fire crystal that shoots at nearby enemies. Can inflict the burning debuff to enemies.
Cooldown: ~20 seconds

Fire Impact

Effect: The player raises their weapon and them slams it down, firing a large fireball in the direction they are facing.
Cooldown: ~10 seconds

Flame Thrower

Effect: The player fires a continuous stream of flames for a few seconds that can damage and freeze enemies multiple times. The player can slowly move around while this skill is active.
Cooldown: ~10 seconds

Freeze & Blaze

Effect: Imbues the player’s weapon with both fire and ice, shifting between the two as the player attacks.
Cooldown: ~18 seconds

Freezing Charge

Effects: Imbues the weapon with ice, allowing it to inflict the freezing debuff.
Cooldown: ~15 seconds

Frost Thrower

Effect: The player fires a continuous stream of ice for a few seconds that can damage and freeze enemies multiple times. The player can slowly move around while this skill is active.
Cooldown: ~15 seconds

Full Burst

Effect: The player rapidly fires the musket 5 times.
Cooldown: ~15 seconds

Full Moon

Effect: Briefly transforms the player into a werewolf or a puppy. The werewolf form can claw at enemies (normal attack) or bite them (special action) which heals the player for a small amount. The puppy can only move around slowly.
Cooldown: ~38 seconds

Greed Attack

Effect: Punches in front of the player, generating a coin or two when an enemy is hit.
Cooldown: ~12 seconds

Grume Shot

Effect: The player fires three times in quick succession, firing an additional slimy projectile with each subsequent shot. These projectiles fire in an arc and explode upon hitting the floor.
Cooldown: ~10 seconds

Guardian of Justice

Effect: Summons a holy warrior to fight alongside the player. The warrior will swing its sword whenever the player attacks, dealing additional damage against close up enemies for a short period of time. This also allows the player to attack enemies from farther away due to the warrior's much larger weapon.
Cooldown: ~60 seconds

Hammer

Effect: The player slams their weapon against the ground like a hammer.
Cooldown: ~10 seconds

Harvest

Effect: Generates a number of Apples upon use.
Cooldown: ~20 seconds

Heavy Attack

Effect: The player slams their weapon into the ground.
Cooldown: ~5 seconds

Heavy Impact

Effect: The player slams their weapon down and creates a shockwave that fans out a short ways.
Cooldown: ~12 seconds

Heavy Stab

Effect: The player briefly charges up before thrusting their weapon (and themselves) forward.
Cooldown: ~5 seconds

Holy Arrows

Effect: The player shoots many arrows into the air. The arrows then fall from the sky and target any nearby enemies.
Cooldown: ~30 seconds

Holy Awaken

Effect: The player harnesses holy power and uses it to greatly extend the reach of their blades. This also changes up the Dual Blades combo attack pattern; the player will now slash, stab, slice upwards with both blades, and then slam downwards with both blades. This effect lasts for a brief amount of time.
Cooldown: ~12 seconds

Holy Burst

Effect: The player aims their musket towards the floor and fires, releasing beams of holy light from beneath the feet of nearby enemies.
Cooldown: ~16 seconds

Holy Circle

Effect: The player blesses the ground around their feet temporarily, causing it to give off a healing aura. This lasts for quite a while.
Cooldown: ~30 seconds

Holy Light

Effect: The player summons a huge ray of light around themselves. Any enemy caught in this light will be hit multiple times.
Cooldown: ~14 seconds

Hurl

Effect: The player throws their weapon forward.
Cooldown: ~2 seconds
Weapon Skills Pt. 3
Iaido

Effect: The player swings their sword forward, dealing damage on contact as well as slashing the air in front of the player.
Cooldown: ~8 seconds

Ice Crystal

Effect: Summons an ice crystal that shoots at nearby enemies. Can inflict the freezing debuff to enemies.
Cooldown: ~20 seconds

Ice Impact

Effect: The player summons forth many shards of ice from the ground in front of them, damaging any enemies struck.
Cooldown: ~10 seconds

Immortal Shield

Effect: Grants the player complete invulnerability to damage (but not knockback) for a short period of time.
Cooldown: ~35 seconds

Impact Lv. 1

Effect: The player slams the weapon against the ground, causing a shockwave that travels in the direction that the player is facing.
Cooldown: ~12 seconds

Impact Lv. 2

Effect: The player slams the weapon against the ground, causing a shockwave that travels in the direction that the player is facing.
Cooldown: ~12 seconds

Impact Lv. 3

Effect: The player slams the weapon against the ground, causing a shockwave that travels in the direction that the player is facing.
Cooldown: ~12 seconds

Infinite Shot

Effect: The player shoots a beam across the entire room, damaging any enemies in its path.
Cooldown: ~20 seconds

Insane

Effect: Increases the player's speed and attack speed for a short duration.
Cooldown: ~35 seconds

Invisible Blade

Effect: The player teleports quite a distance forward, attacking many times in space travelled.
Cooldown: ~10 seconds

Judgement

Effect: The player summons a large sword of light from the sky which impales the earth and sends out a shockwave that harms all nearby enemies.
Cooldown: ~15 seconds

Jump Attack

Effect: The player leaps forward and slams their weapon into the ground.
Cooldown: ~5 seconds

Lightning Assault

Effect: The player strikes forward with their weapon, shooting out a lightning bolt. Can electrify enemies.
Cooldown: ~12 seconds

Meteor

Effect: The player summons down many meteors that crash down at an angle and explode upon hitting the ground.
Cooldown: ~15 seconds

Power Arrow

Effect: The player charges up and then fires an arrow that flies much farther than normal and deals increased damage.
Cooldown: ~8 seconds

Pray

Effect: The player creates a holy spot on the ground beneath their feet. This holy spot glows green and if the player does not move after creating it, they will immediately use it up and heal some of their health. However, if the player moves away from it right after creating it, they can walk over it to heal at any point in a short duration of time.
Cooldown: ~20 seconds

Puncture

Effect: The player rapidly fires 3 piercing arrows.
Cooldown: ~15 seconds

Random
Effect: The weapon comes with a random skill.
Cooldown: Takes on the cooldown of the random skill.

Reaper

Effect: The player launches forward, spinning multiple times through the air while slicing with their weapon.
Cooldown: ~16 seconds

Reaping

Effect: At the cost of one Demon Soul, the player slices forward with their weapon and seems to deal slightly extra damage to any enemies hit.
Cooldown: ~6 seconds

Reform

Effect: The player hits their sword against their shield, combining them into a Two-Handed axe. The player immediately uses this new weapon form to smash the ground, causing a small shockwave. The player can use this skill again to turn the axe back into the One-Handed sword and shield.
Cooldown: ~3.5 seconds

Reload

Effect: Increases the damage of the player's next three Musket shots by 50%
Cooldown: ~3 seconds

Rockfall

Effect: The player smashes their weapon into the ground, causing a large number of stone slabs to fall from the ceiling. These slabs CAN harm the player as well as enemies.
Cooldown: ~15 seconds

Rubble

Effect: The player smashes their weapon on the ground, causing a round lump of rock to fly into the air. The player hits the rock as it falls back to the earth, and it flies forward, damaging all enemies that it passes through.
Cooldown: ~12 seconds
Weapon Skills Pt. 4
Savage Shot

Effect: The player fires a spread of three arrows three times in quick succession.
Cooldown: ~8 seconds

Shark!!

Effect: The player throws a chunk of meat forward in an arc and a Great Moleshark shoots out of the ground to nab it, damaging any nearby enemies.
Cooldown: ~12 seconds

Shield

Effect: The player is granted a small amount of shield HP that decays slowly over a period of time. This effect can stack on itself and with other items that grant the player shield HP.
Cooldown: ~35 seconds

Shoot

Effect: The player fires their weapon as if it were a musket.
Cooldown: ~2 seconds

Skull Summon [Archers]

Effect: Summons two Skeleton Rangers to fight alongside the player.
Cooldown: ~20 seconds

Skull Summon [Soldiers]

Effect: Summons two Skeletons to fight alongside the player.
Cooldown: ~20 seconds

Slime Bomb

Effect: The player summons a slime bomb that travels quite a distance in an arc. Upon hitting the ground, it will explode and summon a friendly Slime to fight alongside the player.
Cooldown: ~15 seconds

Smasher Hammer

Effect: Similar to the Hammer skill, but the player smashes their weapon into the ground three consecutive times instead of once.
Cooldown: ~12 seconds

Sow

Effect: Summons a friendly Acid Shooter to aid the player in battle.
Cooldown: ~6 seconds

Stormy Stab

Effect: The player strikes forward many times for a short duration.
Cooldown: ~8 seconds

Summon Familiar

Effect: The player summons two small soul creatures. These creatures run up to nearby enemies and explode, dealing devastating damage. Enemies will even target them, making bosses a whole lot easier.
Cooldown: ~4 seconds

Throwing Sickle

Effect: Throws a sickle in a straight line in the direction the player is facing.
Cooldown: ~3 seconds

Thunder

Effect: The player slams their weapon on the ground, summoning a lightning bolt where the ground was struck.
Cooldown: ~6 seconds

Thunder Area

Effect: The player summons multiple thunder bolts that strike the ground randomly in front of the player.
Cooldown: ~12 seconds

Thunder arrow

Effect: The player shoots a massive bolt of electricity forward.
Cooldown: ~8 seconds

Toxic Charge

Effect: Imbues the weapon with poison, allowing it to inflict the poisoned debuff on enemies for a short period of time.
Cooldown: ~15 seconds

Toxic Nova

Effect: The player smashes their weapon into the ground, causing a large, poisonous explosion.
Cooldown: ~12 seconds

Toxic Shot

Effect: The player shoots 5 toxic projectiles which damage and poison any enemies they hit.
Cooldown: ~8 seconds

Transform

Effect: The player either combines their Dual Blades into a Bow, or separates the Bow into a pair of Dual Blades.
Cooldown: ~4 seconds

Twirling Blade

Effect: The player twirls their weapon in the air multiple times and then slams it into the ground. Enemies can take damage from the weapon as it twirls.
Cooldown: ~10 seconds

Windstorm

Effect: The player summons forth mighty winds to knock back and damage their enemies.
Cooldown: ~12 seconds

Zero-Distance

Effect: The player dashes forward, holds out their weapon, and it explodes after a few moments. The explosion harms nearby enemies and propels the player slightly backwards.
Cooldown: ~8 seconds
Items Pt. 1
The Items of Lost Castle

There are many different items to be found in Lost Castle, and these items fall into a few different categories. These categories are Treasures, Collectibles, Foods, Combat Items, and Potions. Both Treasures and Potions will be covered in separate sections of the guide, so this section of the guide will be focusing on the Collectibles, Foods, and Combat Items. All of the items in this section of the guide have an entry in the Compendium, save for the Collectibles. Though these items are not listed in their proper order here, they can be found in proper order in my separate Compendium guide.


Collectibles

Coin

Each coin picked up increases the player's coin count by 1. Coins can drop from treasure chests, enemies, and breakable objects.

Coin Bag

Each Coin Bag picked up increases the player's coin count by 5. Coin Bags can drop from treasure chests and breakable objects.

Demon Soul

Demon Souls are dropped from enemies and bosses upon defeat. Smaller enemies occasionally drop Demon Souls, while larger enemies consistently drop Demon Souls. Bosses drop a much larger number of them than any enemy.


Foods

Apple

Description: Don't worry, it's not poisoned. Restore 10 HP when used.
Effect: Heals the player 10 HP upon consumption.

Banana

Description: Don't eat the peel! Restore 15 HP when used.
Effect: Heals the player 15 HP upon consumption. Drops a banana peel that can be stepped on by the player as well as by normal sized enemies, tripping them without dealing damage. This can be used to gain invincibility frames against bosses.

Drumstick

Description: Finger lickin' good. Restore 40 HP when used.
Effect: Heals the player 40 HP upon consumption.


Combat Items

Bomb


Description: BOOM!!!
Effect: Throws a bomb in front of the player. It travels a short distance before exploding. Can hurt the player as well as enemies. Bounces once.




Boomerang


Description: Throw it, then duck.
Effect: Throws the boomerang directly in front of the player. After traveling a short distance it doubles back and travels another short distance before falling to the ground.




Bramble Seed


Description: Plant a seed of evil.
Effect: Summons a friendly Venom Shooter to aid the player in battle.




Lost Pendant


Description: In the crystal of this pendant, you think you see something move. It feels powerful. Defeat the ghost sealed in this pendant and you'll get your reward.
Effect: Using this item summons an enemy Ghost. When you defeat this Ghost, a free chest falls from the ceiling. This chest can be any of the three types that will fall when the player clears out a normal room of enemies.




Magic Crystal


Description: This crystal contains the essence of magic, itself.
Effect: Summons a purple crystal that shoots magical projectiles at nearby enemies. Lasts for a short period of time.




Magic Crystal of Fire


Description: Summon the flame from this crystal to fry your enemies.
Effect: Summons an orange crystal that shoots fiery projectiles at nearby enemies. Lasts for a short period of time. Can burn most enemies.




Magic Crystal of Ice


Description: Fling the ice from this crystal to chill your enemies out.
Effect: Summons a light blue crystal that shoots icy projectiles at nearby enemies. Lasts for a short period of time. Can freeze most enemies.

Items Pt. 2
Mysterious Pendant a


Description: Fire a bolt of pure magic. This action will exhaust the magic power of this pendant.
Effect: Shoots a piercing ray of magic. One use.




Mysterious Pendant b


Description: Fire a burst of magic bullets. This action will exhaust the magic power of this pendant.
Effect: The player briefly fires many magical projectiles out of their body that can hit any nearby enemies.




Scarecrow


Description: Little known fact: demons hate scarecrows. (It's the empty, lifeless eyes.) Put this down and demons will attack it, instead of you.
Effect: Summons a scarecrow directly in front of the player. Enemies will occasionally target the scarecrow instead of the player making them much easier to manage. Enemies may still target the player, making this somewhat unpredictable.




Slime Bomb


Description: A balloon full of slime. Users are immediately disqualified from all future water balloon fights.
Effect: Throws the bomb in an arc. Shoots out a few extra projectiles when it lands and summons a slime to assist you in battle.




Throwing Dagger


Description: You put the pointy end in the bad guys.
Effect: The player throws a dagger in the direction they are facing.




Toxic Orb


Description: Summon a toxic orb. Obviously.
Effect: The player summons a toxic orb that floats above the ground. It functions similarly to the various magic crystals, as it fires toxic projectiles at nearby enemies.




Weird Blood


Description: A bottle of blood from a werewolf. Don't drink it or get it into any open wounds... unless you really like fur coats.
Effect: Transforms the player into a Werewolf for a brief period of time. As a Werewolf, the player cannot pick up items, use items, or leave the room. Occasionally turns the player into a puppy instead, which can't do anything except run around slowly.




Weird Skull


Description: A skull full of evil magic power. Skulls are so very rarely filled with good magic power.
Effect: Summons three friendly Skeletons to fight alongside you.




Weird Spell Book


Description: A weird spell book. It may or may not be bound in human skin. You'll be careful when you try to use its power, right?
Effect: Turns enemies into frogs when used, rendering them unable to attack for a short while. Can turn the player into a frog instead of enemies.

Potions
The Potions of Lost Castle

Lost Castle has nearly 50 different potion effects, but only 17 different potion icons in total. There are 6 different colors and all but yellow comes in 3 dfferent sizes. Potion effects are hidden from the player at the beginning of each run, instead referring to it as an Unknown Potion. However, if you manage to run into 2 of the same potion in one run, you will be able to view its true name and description while playing. There is also a treasure called the Pharmacist's Eye that allows you to see the name and description of all potions you come across in a run.

Despite what it may seem, potions in Lost Castle are not truly randomized, there are just multiple potions using the same potion icon. Because of this, when you pick up a certain potion it only has a few possible effects. I will be listing all potion effects under their respective potion icon, but I will not be listing the true names and descriptions of potions here as they are very rarely seen in-game. For those who are interested, I do have all the names and descriptions of the potions listed in my Compendium guide.


Large Red Potion


- Restore 80% HP
- Restore 80% HP over 10 seconds
- Damage 30% HP over 10 seconds

Medium Red Potion


- Restore 50% HP
- Restore 50% HP over 10 seconds
- Damage 20% HP over 5 seconds

Small Red Potion


- Restore 30% HP
- Restore 30% HP over 10 seconds
- Damage 5% HP

Large Yellow Potion


- Grants the player the Insane buff, which functions the same as the skill. Increases your attack speed and movement speed temporarily.
- Turns the player into a giant for a short period of time. The player's defence, attack, and size are all increased, while their speed is decreased.
- Summons a tiny ghost that slowly saps away a lot of the player's gold.

Medium Yellow Potion


- 25% speed down, inability to run, and the player defecates everywhere. These effects last until the potion wears off.
- The player will leave a trail of fire beneath their feet for a brief period of time. This fire can harm enemies.
- Summons a tiny ghost that slowly saps away a bit of the player's gold.
- Grants the player a temporary Immortal Shield, which functions the same as the skill.
- Summons a tiny angel that slowly drops a decent amount of coins for the player.

Large Green Potion


- Max HP +15
- Badly poisoned and imbues weapon with poison magic. Temporary.

Medium Green Potion


- Grants the player the Insane buff, some cooldown reduction, and a small shield. After these effects wear off, the player is slowed for a short period of time.
- Max HP +10
- Poisons the player for a brief amount of time.
- Toxic Flatulence. Can poison both the player and enemies.

Small Green Potion


- Max HP +5
- Poisons the player for a brief duration.

Large Cyan Potion


- Turns the player into a dwarf for a short period of time. The player's defence, attack, and size are all decreased, while their speed is increased.
- Gain Shield (Large)

Medium Cyan Potion


- Slows the player for a short period of time.
- Reverses the player's controls for a short period of time while increasing the player's Crit chance by 50%.
- Inflicts the player with the freezing debuff and imbues their weapon with ice magic for a short time.
- Summons multiple lightning bolts that strike at the player and cause small explosions. Can be dodged.

Small Cyan Potion


- Hair color change
- Gain Shield (Small)

Large Blue Potion


- DEF +3
- DEF -3 and Speed +2%

Medium Blue Potion


- DEF +2
- DEF -2
- The player fires magical projectiles from their body that target nearby enemies for a brief period of time.

Small Blue Potion


- DEF +1
- DEF -1

Large Purple Potion


- ATK +3
- ATK -3
- The player temporarily turns into a Werewolf.

Medium Purple Potion


- ATK +2
- ATK -2
- Darkens all but a small area around the player. ATK + 3 for the duration of this effect.
- The screen will temporarily get wobbly. ATK + 5 for the duration of this effect.
- Every coin picked up will grant the player a Demon Soul as well. Lasts for 2 rooms.

Small Purple Potion


- ATK +1
- ATK -1
Treasures Pt. 1
The Treasures of Lost Castle

Lost Castle has a large variety of items that grant the player passive buffs and effects, and these items are referred to as Treasures. The Treasures tab in the status screen also keeps track of all picked up Crystal Fragments, which are a bit more common than Treasures and give stat increases that can stack. This list is alphabetical for ease of use, and will not list descriptions in order to conserve space. In-game passive descriptions will be left in, and full item descriptions can still be found in my Compendium guide for those interested.


Crystal Fragments

Amethyst

Description: A fragment from an ancient crystal. Passive: CRI+2%
Effect: Grants +2% Crit.

Ruby

Description: A fragment from an ancient crystal. Passive: HP+10
Effect: Grants +10 HP.

Sapphire

Description: A fragment from an ancient crystal. Passive: DEF+1
Effect: Grants +1 DEF.

Topaz

Description: A fragment from an ancient crystal. Passive: ATK+2
Effect: Grants +2 ATK.


Treasures

Assassin's Dagger

Passive: A certain chance to instakill monsters whose HP are below 40%.
Effect: Grants the player a chance to insta-kill monsters that have less than 40% health.

Big Egg

Passive: The egg is hatching.
Effect: Summons a baby dinosaur that follows the player. Charges at and bites enemies when present. The dinosaur will grow after 3 Chicken, increasing its damage and HP. After eating 5 more Chicken, the dinosaur will enter a third (and final) phase of growth, yet again increasing its attack and HP. If it runs out of HP, it will regain consciousness after a room is cleared of enemies.




Blood Collection Bottle

Passive: Increase Max HP by 1 each time you kill a monster. Max. of +50HP.
Effect: Allows the player to obtain an additional 50 max HP by defeating 50 enemies.

Bone Armlet

Passive: Resist damage.
Effect: Summons bones that surround the player. Upon taking damage from any source, the player will lose one bone but the damage will be negated. A new bone is generated in each new room.

Boots of Swiftness

Passive: Move faster.
Effect: Grants the player a 10% boost to their Speed stat.

Cannibals’ Favor

Passive: Health recovery increased for meat and decreased for fruit.
Effect: Increases the healing the player receives from Drumsticks, but decreases the healing the player receives from Apples and Bananas. With the Nutrition Upgrade maxed, Apples heal 10 HP, bananas heal 12 HP, and Drumsticks heal 85 HP.

Chain of Spirit

Passive: You share damage with a nearby ally and take less damage.
Effect: A nearby ally will take some of the damage you would have taken from enemy attacks.

Demonic Pact

Passive: Transform to a demon permanently when you die.
Effect: When the player dies, they transform into a demon. This form grants you highly increased speed and attack. This is similar to the Werewolf transformation as it has its own special action, attacks, and skill. Furthermore, you can’t open chests, pick up items, or use items for the remainder of the game.


Basic Attack

The player slices forward with their claws.

Combo Attack

The combo is composed of four consecutive basic attacks. The second attack slices forward with the other arm.


The third attack punches forward with the first arm.


The fourth attack smashes the ground with the other arm.

Jump Attack

The player slices with both hands.

Special Action

The player punches forward a very short distance.

Skill

The player leaps forward a very short distance and smashes the ground.


Demon’s Foot

Passive: Deal extra damage occasionally while attacking.
Effect: Landing after a jump will cause a small explosion beneath the players feet, hurting any nearby enemies. This ability refreshes every few seconds.

Demon's Hand

Passive: Deal extra damage occasionally while attacking.
Effect: The player will periodically deal extra damage when attacking.

Discount Card

Passive: 20% off
Effect: All shop prices are cut by 20%. When approaching a shop pedestal, the icon for the Discount Card will appear over the player’s head and will display the new price of the item.

Dragon Skin

Passive: Cast a lightning ball occasionally while attacking.
Effect: The player will periodically fire an electrical projectile while attacking.

Evil Dragon Claw

Passive: Monsters whose HP are more than 80% will suffer double damage!
Effect: The player will deal double damage to enemies who are still above 80% HP.

Evil Scabbard

Passive: First attack of the attack combo will be Critical.
Effect: The first attack of a combo sequence will always be a critical hit.
Treasures Pt. 2
Eyepatch

Passive: More Crits!
Effect: The Eyepatch does not visibly raise your Crit stat. My best guess is that it adds a hidden increase to your critical strike chance.

Fallen Wings

Passive: Jump higher.
Effect: Allows the player to double jump. The second jump causes the player to float a bit.

Feather Brooch

Passive: Resurrection. This effect can activate only once.
Effect: Revives the player from death a single time. The player will revive at half of their maximum HP.

Fire Enchanting Scroll

Passive: Imbue your weapon with fire occasionally.
Effect: The player's weapon will periodically be imbued with the power of fire, burning the next monster you attack. Not every monster can be burned.

First-Aid Book

Passive: Speeds up resurrection.
Effect: Speeds up resurrection speed in co-op.

Flintstone

Passive: Casts a fireball occasionally while attacking.
Effect: The player periodically shoots out a fiery projectile while attacking.

Four Leaf Clover

Passive: A certain chance to gain one more chest after killing all monsters.
Effect: Grants the player a chance to have a second chest fall after clearing a room of enemies.

Frost Enchanting Scroll

Passive: Imbue your weapon with ice occasionally.
Effect: The player's weapon will periodically be imbued with the power of ice, freezing the next monster you attack. Not every monster can be frozen.

Ghost Armour

Passive: Summon it to help you in battle.
Effect: A small ghost will follow around the player. If a second Ghost Armour is picked up in the same run, the ghost will push against enemies and absorb a certain amount of damage before disappearing. It will return with full health in each new room the player enters. If a third Ghost Armour is picked up in the same run, the ghost will gain a small dagger and will help the player fight enemies. (Thanks to DeceiverFever for first informing me about the third phase before I had a chance to see it for myself!)




Ghost Fire

Passive: Damages the enemies it hits.
Effect: The fire circles around the player dealing damage to any enemies that it comes in contact with.

Golem’s Eye

Passive: Generate quake wave and hurl a boulder when wearer is knocked down on the ground.
Effect: When the player hits the ground when being knocked backwards, a giant rock will be sent flying in the direction the player is facing. This effect activates even when you slip on banana peels!

Heart of Revenge

Passive: Chance to reflect damage back on the attacker equal to 300% of the damage you receive
Effect: Upon taking damage, there is a chance that the enemy will be struck by spikes that deal triple the damage that the enemy dealt to the player.

Heart of Stone

Passive: Knock back enemies when the owner is attacked.
Effect: Enemies that attack the player will be knocked backwards.

Horn of Battle

Passive: Move faster for a short time after hitting a monster!
Effect: The player gains a brief speed boost every time they strike an enemy.

Ice Blast

Passive: Cast a minty-fresh ice ball occasionally while attacking.
Effect: The player will periodically fire an icy projectile while attacking.

Iron Caligae

Passive: No need to be afraid of traps on the ground.
Effect: All floor traps now deal the player zero damage, but spike traps will still knock the player back. Fire and Ice traps will not inflict debuffs on the player.
Treasures Pt. 3
Lightning Enchanting Scroll

Passive: Imbue your weapon with lightning occasionally.
Effect: The player's weapon will periodically be imbued with the power of lightning, electrifying the next monster you attack. Not every monster can be electrified.

Luxurious Backpack

Passive: Expand the capacity of your pack.
Effect: Increases the number of different items you can carry by 4, bringing the maximum up to 10.

Mini Shooter

Passive: Casts a poison bullet occasionally while attacking.
Effect: The player will periodically shoot out a poisonous projectile when attacking.

Mirror of Uoy

Passive: Generate evil phantom.
Effect: Generates a shadow duplicate of the character which follows the player’s movements exactly with a brief delay. It does not use weapon Skills, even if the player does.

Mjolnir

Passive: Cast lightning around the holder occasionally.
Effect: A small field of electricity periodically activates around the player, electrifying and dealing damage to enemies that are caught in it. Not all enemies can be electrified.

Moonstone

Passive: Regularly leeches all the heat from the room, making it as cold as the dark side of the moon.
Effect: A cooling aura will form around the player often, damaging and freezing enemies that are very close to the player. Despite the passive description, it does not affect the entire room.

Necklace of Protection

Passive: A damage-reduction shield will be generated when the character is being attacked. The shield will hold for a while before exploding.
Effect: A black shield will periodically activate around the player when taking damage. All incoming damage is reduced while the shield persists. Over time the shield will turn red and will eventually explode, dealing damage to any enemies nearby.

Necklace of the Berserker

Passive: Critical strikes can trigger 2s cd cut-down every 5 seconds.
Effect: The player’s skill cooldown may be reduced by 2 seconds every time they strike a critical hit. This apparently can trigger every 5 seconds.

Pharmacist's Eye

Passive: An experienced pharmacist's eye, it can detect the effect of any unknown potion.
Effect: The player will be able to identify all potion types they discover for the remainder of the run.

Piggy Bank

Passive: Increase ATK by 1 every 20 gold you hold. Max. +10.
Effect: Increases the attack of the player by 1 for every 20 coins they hold. Has a maximum increase of +10 attack, capping at 200 coins.

Poison Enchanting Scroll

Passive: Imbue your weapon with poison occasionally.
Effect: The player's weapon will periodically be imbued with the power of poison, poisoning the next monster you attack. Not every monster can be poisoned.

Poisonous Brambles

Passive: Attacks occasionally deal extra poison effect.
Effect: The player will periodically inflict the poison debuff on enemies when attacking.

Proof of the Hero

Passive: +20 ATK when you at full HP.
Effect: The player's Attack increases by 20 while they are at full health.

Proof of the Zealot

Passive: +20% Critical when your HP is below 25%.
Effect: The player is granted +20% Crit. chance when they have less than 25% of their max HP remaining.

Protector

Passive: You will alive with 1 hp when you under a fatal hit. The effect can activate only once in a short time.
Effect: When you take a fatal hit, you will be brought down to 1 HP and gain a temporary red shield that reduces all incoming damage to 0, though you can still be knocked back. This effect seems to apply only once per room.

Ring of the Berserker

Passive: Critical strikes can trigger 2 hp gain every 5 seconds.
Effect: Landing a critical hit on an enemy may heal the player 2 HP. This apparently can trigger every 5 seconds.
Treasures Pt. 4
Shield Necklace

Passive: Provides a shield when you enter a new area.
Effect: Every new room that the player enters will grant them a small amount of shield HP.

Small Magic Scabbard - Fire

Passive: Daggers are enchanted with fire.
Effect: All player thrown daggers are enchanted with fire.

Small Magic Scabbard - Ice

Passive: Daggers are enchanted with ice.
Effect: Player thrown daggers are enchanted with ice.

Small Magic Scabbard - Lightning

Passive: Daggers are enchanted with lightning.
Effect: Player thrown daggers are enchanted with lightning.

Small Magic Scabbard - Poison

Passive: Daggers are enchanted with poison.
Effect: Player thrown daggers are enchanted with poison.

Soul Collection Bottle

Passive: Generate a crystal every 30 souls collected.
Effect: Generates the item “Souls Crystal” every time the player collects 30 Demon Souls.


Souls Crystals are consumables that, when used, grant the player a random stat boost. Some of the possible effects are Max HP +3-10, ATK +1-3, DEF +1-3, Crit +1-3%.

Source of Flame

Passive: Resistance to burning debuff.
Effect: The player becomes immune to the burning debuff.

Source of Frost

Passive: Resistance to freezing debuff.
Effect: The player becomes immune to the freezing debuff.

Source of Poison

Passive: Resistance to poisoning debuff.
Effect: The player becomes immune to the poisoned debuff.

Spirit of Evil

Passive: Frequently shoots a bolt of pure evil.
Effect: Frequently fires an evil projectile that explodes upon hitting an enemy.

Spirit of Flame

Passive: Frequently shoots a fire ball.
Effect: The spirit follows behind the player and frequently shoots a fiery projectile in the direction the player is facing.

Spirit of Frost

Passive: Frequently shoots a ball of ice.
Effect: The spirit follows behind the player and frequently shoots an icy projectile in the direction the player is facing.

Spirit of Health

Passive: Cure its master.
Effect: The spirit follows behind the player and periodically heals them for a small amount.

Spirit of Lightning

Passive: Frequently shoot a ball of electricity.
Effect: The spirit follows behind the player and frequently shoots an electric projectile in the direction the player is facing.

Spirit of Venom

Passive: Frequently shoots poison balls.
Effect: The spirit follows behind the player and frequently shoots a poisonous projectile in the direction the player is facing.

Sunstone

Passive: Flash fries everything in the room at regular intervals.
Effect: The player will radiate heat around themselves every so often, damaging and burning any enemies that are standing close to the player. Despite what the passive description states, this does not affect the entire room.

Thief's Ring

Passive: Grants coins occasionally when attacking a monster.
Effect: Enemies occasionally drop coins when attacked.

Toxic Grume

Passive: A certain chance to eject grumes when receiving damage.
Effect: Grants the player a chance to have four green orbs drop from them when hit by an enemy. The four orbs hit the ground and explode, damaging nearby enemies.

Tumbler

Passive: Get up faster after being knocked down.
Effect: The player will now get up a whole lot faster after being knocked to the ground.

Vampire's Tooth

Passive: Heal after killing an enemy.
Effect: The player regenerates a small amount of health for every enemy defeated.

Weird Carapace

Passive: Resist some damage from behind.
Effect: If the player is facing away from an enemy’s attack, the damage received will be reduced.

Weird Tentacle

Passive: The wearer can release Erosion with the cost of HP.
Effect: The Erosion Skill will sometimes activate when the player takes damage.

Wooden Crown

Passive: Get help from slimes when entering a new area.
Effect: A friendly slime will appear in each new room that the player enters.
Enemies (Tower of Goblins)
The Enemies of Lost Castle

According to the Compendium, there are 66 unique enemies you must fight your way through in Lost Castle. However, the Enemy tab in the Compendium includes four NPCs and two enemies that are only counted when defeating the Impregnable boss fight. Because of this, I will only be listing enemies that the player can fight normally in these sections of the guide.

Many of the enemies function similarly to others, but a large deal of them actually have unique attack patterns and mechanics. Enemies will occassionally drop loot such as potions and gem fragments, and the larger enemies can sometimes even drop weapons and armors. Enemy names have been taken straight from the in-game Compendium. This section of the guide will detail each enemy's health, their attack patterns, and which area(s) in the game they appear. All health values are approximate and may be outdated.


Goblin Rogue

Locations: Tower of Goblins, Bramble Courtyard
Health: ~130
Attacks:
- Slowly stabs at player if in melee range.


Goblin Ranger

Locations: Tower of Goblins, Bramble Courtyard
Health: ~100
Attacks:
- Shoots an arrow at the player from a distance.


Goblin Mage

Locations: Tower of Goblins, Bramble Courtyard
Health: ~80
Attacks:
- Fires a magical projectile at the player from a distance.


Goblin Warrior

Locations: Tower of Goblins, Bramble Courtyard
Health: ~125
Attacks:
- Slices at player twice if in melee range.
- Throws an axe at the player from a distance.


Goblin Berserker

Locations: Tower of Goblins, Bramble Courtyard
Health: ~150
Attacks:
- Charges the player from across the screen and leaps at them when close.
- If in melee range they will swipe at the player with their daggers 3 consecutive times.


Goblin Artillery

Locations: Tower of Goblins
Health: ~70
Attacks:
- Loads bombs into nearby cannons, which fire in an arc at the player.
- Pick up bombs from bomb boxes and throw them at the player by hand.
- Punches the player if in melee range and not holding a bomb.


Goblin Drummer

Locations: Tower of Goblins, Bramble Courtyard
Health: ~120
Attacks:
- Boosts the attack speed and movement speed of all nearby Goblin enemies.
- Does not directly attack the player.


Goblin Giant

Locations: Tower of Goblins
Health: ~350
Attacks:
- Attempts to smash their club into the player if within melee range.
- Swings its arms back and forth before leaping toward the player.


Bat

Locations: Tower of Goblins, The Secret Path Skull Dungeon, The Main Tower
Health:
- Tower of Goblins: ~50
- The Secret Path: ~100
- Skull Dungeon: ~100
- The Main Tower: ~150
Attacks:
- Dives at the player from a short distance away.


Butcher Armor

Locations: Tower of Goblins, Bramble Courtyard, The Secret Path
Health: ~250
Attacks:
- Slowly slashes at the player if in melee range.
Enemies (Bramble Courtyard)
Demon Spiderling

Locations: Bramble Courtyard, The Secret Path
Health: ~100
Attacks:
- Tries to slice at the player if in melee range.
- Tends to skitter around the player instead of approaching in a direct path.


Cancerous Spiderling [Poison]

Locations: Bramble Courtyard, The Secret Path
Health: ~100
Attacks:
- Charges at the player and blows up if close, dealing damage and a short term poison effect.


Cancerous Spiderling [Web]

Locations: Bramble Courtyard, The Secret Path
Health: ~100
Attacks:
-Charges at the player and blows up if close, trapping them in spider webs. For keyboards you must press A and D rapidly to break free of webbing. For controllers you must tilt the control stick left and right rapidly to break free.


Venom Hunter

Locations: Bramble Courtyard, The Secret Path
Health: ~200
Attacks:
- Stabs at the player if in melee range.
- Shoots a poisonous projectile at the player.


Zombie Boar

Locations: Bramble Courtyard, The Secret Path, Skull Dungeon
Health: ~350
Attacks:
- Charges the player from far distances.
- Always uses a headbutt attack over the charging attack if in melee range.


Acid Shooter

Locations: Bramble Courtyard
Health: ~100
Attacks:
- Shoots a poisonous projectile at the player.


Spike Root

Locations: Bramble Courtyard
Health: ~50
Attacks:
- When the player approaches a Spike Root, it sways violently in the players direction, causing a trail of spikes to jut out of the ground in a path toward the player.

Note: The Spike Root is not found anywhere in the Manual, but I am not sure that it would be better classified as a trap as it actively tries to attack the player.


Slime

Locations: Tower of Goblins, Bramble Courtyard, The Secret Path
Health: ~100
Attacks:
- Jumps feebly at the player if in melee range.


Rollingmon

Locations: Bramble Courtyard, The Secret Path
Health: ~300
Attacks:
- Rolls back and forth aiming at the player until the creature gets dizzy.
- Bounces four times aiming at the player's location before it gets dizzy.


Granite Golem

Locations: Bramble Courtyard, The Secret Path
Health: ~500
Attacks:
- Punches at the player if in melee range
- Sometimes throws two punches in a row, one punch from each arm.
- Digs up large rocks and throw them at the player in an arc if out of melee range.


Missile Tortoise

Locations: Bramble Courtyard, The Secret Path
Health: ~200
Attacks:
- Shoots spikes at the player from a distance.
- Retreats into its shell when at low health, causing it to take significantly less damage while rendering it unable to attack.


Ghost Tree

Locations: Bramble Courtyard
Health: ~400
Attacks:
- Throws bombs in an arc at the player across far distances.
- Swings a branch at the player if they are within melee range.


Mother Spider

Locations: Bramble Courtyard
Health: ~500
Attacks:
- Weaves an Egg Sac trap which will spawn 2 of either type of Cancerous Spiderling or one Spider if not destroyed quickly.
- Seems to always die after traveling a certain distance.


Demon Worm

Locations: Bramble Courtyard, The Secret Path
Health: ~150
Attacks:
- Tunnels up at the player periodically, travelling briefly in an arc before digging back into the ground.
Enemies (The Secret Path)
Caveman Warrior

Locations: The Secret Path
HP: ~250
Attacks:
- Bashes player with club if in melee range.
- Leaps a short distance to smash the player with their club .

Caveman Firecarrier

Locations: The Secret Path
HP: ~225
Attacks:
- Shoots three arcing fiery projectiles in a cone.
- Stabs with torch if in melee range.

Caveman Rock Slinger

Locations: The Secret Path
HP: ~250
Attacks:
- Does not attack if in melee range, but backs away from the player.
- Throws a crystal or a stone slab at the player from a distance (can hit other enemies).

Caveman Hunter

Locations: The Secret Path
HP: ~200
Attacks:
- Throws boomerangs at the player.
- Smacks the player three consecutive times with a boomerang if in melee range.

Giant Salamander

Location: The Secret Path
HP: ~400
Attacks:
- Shoots an arcing, slimy projectile at the player from a short distance; if the player is hit by the slime, their movements will be strange for a period of time.
- Belly flops at the player if in melee range.

Mole Shark

Location: The Secret Path
HP: ~350
Attacks:
- Burrows underground, leaving only its fin visible; chases down the player and then chomps upward towards them.
- Leaps a short distance at the player if in melee range.
Enemies (Skull Dungeon)
Skeleton

Locations: All Areas
Health: ~150
Attacks:
- Punches at the player in melee range.
- Swings its sword at the player if in melee range.

Skeleton Scout

Locations: The Secret Path, Skull Dungeon, The Main Tower
Health: ~200
Attacks:
- Swings its sword at the player if in melee range.
- Raises its sword for a second, and then swings at the player.


Skeleton Ranger

Locations: Bramble Courtyard, The Secret Path, Skull Dungeon, The Main Tower
Health: ~300
Attacks:
- Shoots arrows at the player from a distance.
- Smacks the player with their bow if in melee range.


Skeleton Mage

Locations: Bramble Courtyard, The Secret Path, Skull Dungeon, The Main Tower
Health: ~300
Attacks:
- Shoots magical projectiles from a distance:
-- Red Skeleton Mages shoot fiery projectiles.
-- Green Skeleton Mages shoot poisonous projectiles.
-- Blue Skeleton Mages shoot icy projectiles.
-- Purple Skeleton Mages shoot homing projectiles.


Skeleton Soldier

Locations: Skull Dungeon, The Main Tower
Health: ~350
Attacks:
- Dashes at the player and leaps at them at a certain range.
- Soldiers with swords swing their sword at the player if in melee range.
- Soldiers with axes swing their axe at the player two consecutive times if in melee range.


Skeleton Rider

Locations: Skull Dungeon
Health: ~300
Attacks:
- Swings their morning-star like weapon at the player if in melee range.


Boar Rider

Locations: Skull Dungeon
Health:
- Boar: ~350
- Skull Punisher: ~300
Attacks:
- Charges the player from across the screen if not in melee range.
- The rider swings their morning-star like weapon at the player if in melee range.
- Turns into a regular Skeleton Rider once the Zombie Boar is defeated.


Skeleton Iron Guard

Locations: Skull Dungeon, The Main Tower
Health: ~500
Attacks:
- Damage resistance until the shield breaks.
- Slices at the player with its weapon when in melee range.
- Moves faster without the shield.


Ghost

Locations: The Secret Path, Skull Dungeon, The Main Tower
Health: ~250
Attacks:
- Teleports around.
- Shoots three blue fires at the player in quick succession.


Skeleton Dragon

Location: Skull Dungeon, The Main Tower
HP: ~500
Attacks:
- Does a somersault in mid-air before charging down the player. Both the somersault and the charge can damage the player.
Enemies (The Main Tower)
Demon Soldier

Locations: The Main Tower
Health: ~400
Attacks:
- Charges at the player from across the screen, stabbing with the pitchfork when in melee range.
- Stabs with the pitchfork when in melee range, quickly following up with an upward swing.
- Charges up briefly (indicated by the Demon Soldier glowing purple) and thrusts forward at the player.


Demon Warlock

Locations: The Main Tower
Health: ~300
Attacks:
- Briefly charges up and fires two large magical projectiles forward.
- Briefly charges up and causes an explosion around itself.
- Slashes at the player twice with its claws if in melee range.


Demon Dwarf

Locations: The Main Tower
Health: ~300
Attacks:
- Charges up and fires a magical projectile forward.
- Charges up and causes an explosion around itself, similar to the Blindfold Demon.
- Summons small purple circles underneath the players feet which explode after a short time.


Demon Imp

Locations: The Main Tower
Health: ~200
Attacks:
- Briefly charges up and shoots a single magical projectile forward.


Demon Dog

Locations: Bramble Courtyard, The Main Tower
Health: ~225
Attacks:
- Leaps a short distance and bites at the player.
- If a Demon Dwarf dies near a Demon Dog, it will transform into an Orthrus.


Orthrus

Locations: Bramble Courtyard, The Main Tower
Health: ~ 450
Attacks:
- Leaps at the player multiple times in a row.
- Briefly charges and shoots a large fiery projectile forward.
- Jumps forward and bites at the player if in melee range.


Demon Elder

Locations: The Main Tower
Health: ~400
Attacks:
- Summons Demon Dogs and Demon Imps periodically.
- Charges up and smashes their staff into the ground if the player is within melee range, causing an explosion around the Summoner.


Ghost Armor [Sword]

Locations: Skull Dungeon, The Main Tower
Health: ~1000
Attacks:
- Combo of sword slash, stomp, and sword slash if in melee range.
- Single stab if in melee range.
- Single slash if in melee range.


Ghost Armor [Spear]

Locations: Skull Dungeon, The Main Tower
Health: ~1000
Attacks:
- Charges the player with its spear held out.
- Thrusts forward three consecutive times with its spear if in melee range.


Demon Beetle

Locations: Skull Dungeon, The Main Tower
Health: ~500
Attacks:
- Charges at the player.
- Lowers its head and then stabs forward at the player instead of charging if in melee range.


Gargoyle

Locations: The Main Tower
Health: ~300
Attacks:
- Flies around.
- Gargoyles will smash down when flying over the player. After smashing down they will remain vulnerable on the ground for a brief period of time.


Evil Eye

Locations: Skull Dungeon, The Main Tower
Health: ~300
Attacks:
- Shoots a laser across the screen that persists for many seconds, potentially damaging the player multiple times. This laser can hurt other enemies. An Evil Eye cannot turn around when shooting a laser.


Succubus

Locations: The Main Tower
Health: ~500
Attacks:
- Fires a pink magical projectile forward that charms the player if they are hit. If a player is charmed then their directional controls will be reversed for a brief period of time.
- Stabs at the player with a dagger if in melee range.


Demon Centaur

Locations: The Main Tower
Health: ~550
Attacks:
- Charges the player from across the screen and stabs with it’s pitchfork once in melee range.
- Stab at the player with a follow up slash if in melee range.


Black Mage

Locations: The Main Tower
Health: ~400
Attacks:
- Teleports.
- Fires a spread of three magical projectiles often.


Black Assassin

Locations: The Main Tower
Health: ~400
Attacks:
- Teleports.
- Dashes quickly at the player if nearby, stabbing with their dagger.


Werewolf

Locations: Skull Dungeon, The Main Tower
Health: ~600
Attacks:
- Chases the player down and claws at them.
- Bites at the player if in melee range, healing 100 health if successful.
- Very briefly charges and then claws at the player if in melee range.
- Claws at the player three times in quick succession if in melee range.


The Werewolf is the only non-boss enemy in the game that unlocks items.

Boss Fights (Tower of Goblins)
The Bosses of Lost Castle

Lost Castle has a wide variety of bosses, each of which have very unique attack patterns. Most bosses are pretty brutal, often requiring you to use a great deal of your food just to have a shot at beating them. Defeating a boss for the first time will unlock an assortment of items that can then be found when playing Lost Castle on that savefile. Also, some bosses can show up in multiple areas and may have a different amount of HP as a result.





Health: ~1500

Attacks:
- The Invincible moves from the right of the screen to the left, forcing the player to run and avoid obstacles. Explosive barrels will be blow up after a few seconds of showing up on screen, so be wary!
- If the player touches the blades, they will be launched backwards and the Invincible will come to a stop. If the player runs from the Invincible long enough, it will come to a stop on its own.
- Roughly 5 goblins of various types will spawn at the left side of the screen when the machine stops.
- After a few seconds of stopping, it will start firing cannonballs in an arc at the player.
- It will start moving again after shooting quite a few cannonballs.

Tips:
- The Invincible's cannonballs can hit itself if the player stands close enough to it.
- The spawning goblins can be a huge pain, but sometimes it may be advantageous to ignore them. They will be mowed down as the Invincible continues chasing you.





Health: ~800

Attacks:
- The fight starts with a large number of goblins standing to the left side of the screen. More goblins will spawn throughout the fight.
- The Impregnable fires three consecutive bombs at the player.
- The Impregnable takes reduced damage until the barricade is destroyed.

Tips:
- Clear out the starting goblins to make your life a lot easier, as the spawning ones take quite some time to appear. Without the goblin hordes, this boss is one of the easiest in the game.
- The Goblin Artillery will drop bombs for the player, and they are really effective at tearing apart the barricade.

Unlocks:










Health: ~1000

Attacks:
- Charges at the player, crashing to the ground regardless of whether the player is hit or not.
- Swipes its tail at the player if standing near it.
- Chomps at the player if in melee range.
- Stands around wanting chicken.

Tips:
- The Puppy tends to charge a lot, so try to leave plenty of room for horizontal movement to sidestep the charge attack.
- You can get a few good hits in when The Puppy does its biting animation, but it backs up before charging, making it much easier to hit you.
- The Puppy occasionally stands around expressing a desire for chicken. This is a good opportunity to get some free hits in.

Unlocks:










Health: ~1000

Attacks:
- Slams the ground lightly, throwing out a large number of green orbs. Each orb explodes upon hitting the ground and may spawn a Slime.
- Slams the ground heavily, hitting the player if in melee range. Four consecutive giant rocks will fall above the player, similar to any other Falling Trap.

Tips:
- Boss Slime and the regular Slimes can be hit by the falling rocks.
- The Slimes aren't much of a problem but can certainly become one. If they begin to overwhelm you, try to focus on clearing them out instead of attacking the boss.

Unlocks:

Boss Fights (Bramble Courtyard)




Health: ~1000

Attacks:
- Big Head sits at the right side of the screen and cannot move.
- It often shoots out many purple, explosive orbs that can be a pain to dodge.
- Regularly summons Acid Shooters and Spike Roots.

Tips:
- The Spike Roots have very low HP, so they should only take one or two hits to clear out.
- The Acid Shooters cannot shoot down the middle of the boss arena and they only spawn on either side of Big Head.
- You can sidestep the Spike Root attacks while attacking Big Head, though it can be somewhat tricky to dodge the purple explosives at the same time.
- Be careful not to let the enemies build up and overwhelm you; if you are having trouble getting hits in and dodging, take some time to back up out of Big Head's range and take out the smaller enemies.
- Due to Big Head's relatively low HP and lack of mobility, I tend to try tanking it if I have enough food.

Unlocks:










Health: ~1200

Attacks:
- Demon Spider moves back and forth across the map very quickly.
- Rises up on its back legs and slams its front legs down.
- Rises up on its back legs and fires out a large number of poisonous projectiles in various directions.
- Rises up on its back lengs and lays three Eggsacs.
- Swipes at the player if in melee range.

Tips:
- There are often some spiders or Eggsacs in the area before the battle begins, so try clearing them quickly.
- Destroy any Eggsacs the Demon Spider spawns; they usually only take a few attacks.
- The Demon Spider often has trouble hitting you if you are standing in the middle of it or slightly near the back end of it. The slam attack still hits you and it repositions a lot, but this strategy seems to work really well most of the time.
- The Demon Spider is so large that it can be hit from the front, not just the right and left sides.

Unlocks:










Health: ~1000

Attacks:
- Runs toward the player, often dashing at them when close and following up with a sword slash or two.
- Strikes at the player multiple times in melee range.
- Jumps backwards, sometimes multiple times in a row.
- Breathes fire at the player from a distance.

Tips:
- Weapon skills with long range are really helpful against Yaksha. Ranged weapons (Muskets especially) often require you to be close enough for Yaksha to clear the distance between you and start a combo attack. Even with a great weapon skill, you may have to spend a lot of time running around waiting for your skill to come off cooldown in order to get a single safe attack in.
- As always, the strategy of waiting for the enemy to begin a combo or attack animation in order to hit it once or twice from behind is probably best for this boss.
- In my opinion, Yaksha is perhaps the most difficult boss in the game if you do not have a weapon or skill that is incredibly effective against him. I have fought Yaksha multiple times and even now I have a ton of trouble finding ways of dodging his attacks successfully while also getting hits in.

Unlocks:










Health: ~2000

Attacks:
- Slams spear into the ground if in melee range.
- Jumps backwards, sometimes multiple times in a row.
- Twirls spear around in the air while running at the player. The twirling spear can hit the player. Jumps at the player if they are close and slams the spear against the ground.
- Runs at the player, potentially jumping at them and slamming the spear into the ground.
- Charges up briefly and then spins in circles while chasing the player, potentially hitting the player multiple times if they get caught in it.
- Breathes ice at the player.

Tips:
- I find Rakshasa to be an easier fight than Yaksha, perhaps mostly due to the lack of Yaksha's crazy ability to close the gap between himself and the player. He might be a tad slower than Yaksha, too, though I'm not 100% certain about that.
- If I remember right, Ranged weaponry fares a lot better against Rakshasa than Yaksha, so it may be more manageable to get a shot or two in on him when he charges.
- Again, attacking from behind when he is stuck in a combo or attack animation is generally the best strategy.

Unlocks:

Boss Fights (The Secret Path)




HP: ~1800

Attacks:
- Jumps at the player from a distance and smashes his weapon into the ground.
- Punches at the player if in melee range.
- Stomps the ground, summoning various Caveman enemies and falling rocks. The stomps also create a small shockwave that harm the player if in melee range.
- Swings club at player if in melee range.

Tips:

- I always tend to avoid focusing on the additional enemies that are summoned and focus mainly on him. A lot of the time, the falling rocks will hurt the enemies and you'll be running around avoiding attacks so they won't be too much trouble.
- I find this boss to be an easy target of the "jump attack and run away" repeatedly strategy.

Unlocks:










HP: ~1800

Attacks:
- Slams the ground, causing a large number of rocks to fall from the ceiling.
- Throws multiple rocks at the player.
- Punches forward three times, moving from his initial position; moves back after the punches.
- Charges up his fist before releasing up to six consecutive punches.
- Slams the ground around himself with all four arms.
- Punches with all four arms directly in front of himself.

Tips:
- This boss is fairly simple compared to the others of this area. It often gives you ample time to dodge attacks as they charge up, even if you are standing right up next to it and attacking.
- When it uses the triple punch attack where it moves forward, if you hug the bottom of the area you will not take damage from the attacks.
- Take some time to recognize its patterns and this boss should be one of the easiest to dodge in the game.

Unlocks:










HP: ~1800

Attacks:
- Burrows underground, hurting the player if they are in melee range.
- After burrowing it leaves its fin visible and chases down the player, hides its fin, and then chomps upwards from beneath the player’s feet. It chomps upwards four times, one after another.
- Chases the player similarly to The Puppy, but can damage the player multiple times if it touches them.

Tips:
- It cannot be hurt when chomping upwards, but can be hurt when only its fin is visible.
- Keep running diagonally to consistently dodge its upward chomps.
- Even though you can easily dodge the upward chomps, the other two attacks it uses can be a bit annoying to dodge at times, as neither give the player much time to react beforehand.
- From Steam user Shotouw: "You can completely avoid taking damage by the Shark Boss, if you bait him to appear in the upper half of the chamber, then go beneath him and hit him from there. He will push you downwards but you can easily get in 10-20 hits in that time, every time!"

Unlocks:

Boss Fights (Skull Dungeon)




Health: ~2000

Attacks:
- Charges at the player with shield held out.
- Attacks the player with a nasty, three attack combo if in melee range.
- Holds up shield, reducing incoming damage. Quickly starts a two attack combo if the player is in melee range while the shield is held up.
- Smashes sword into the ground after holding it in the air briefly, causing the ground to crash upwards in the corresponding direction.

Tips:
- The General is a very tricky boss to dodge despite its fairly easy to understand attack patterns.
- You can get him to start his three attack combo by running in front of him in melee range, giving you a free hit or two on him from behind if you are quick.
- Get far away from him when he lifts his shield, because his two attack combo is incredibly difficult to dodge.
- Ranged weapons make this fight fairly simple if you keep an eye out for his shield charge attack.

Unlocks:










Health: ~2000

Attacks:
- Throws spinning scythes at the player that move back and forth. They seem to follow the player when they reverse direction, though that may just be part of their confusing attack pattern.
- Holds his scythe to the ground, and then charges the player, raking them with the scythe and striking with the scythe when he is finished traveling.
- Raises up his scythe and then swings it down at the player if in melee range.

Tips:
- The scythe charging attack is a huge pain, and he seems to use it a lot. If you can manage to dodge it you can get a few hits on him before he starts another attack. No guarantees the follow up attack won't hit you, though.
- Try to keep an eye on any scythes spinning around if you are going in for a couple hits on him.
- If he starts to charge his melee attack, you can get a few good hits on him from behind. Again, no guarantees he won't just scythe charge you immediately after so keep an eye out.
- It is possible to stand beneath him and attack him as he tries to hit you with his melee attack and misses, but it is very hard to get working consistently. Plus, a good ole scythe charge could send you flying at any point.

Unlocks:










Health:
- Phase One: ~1000
- Phase Two: ~1000

Attacks:
- Phase One:
-- Death Asura throws scythes around the arena that function similarly to the scythes Death Lord uses.
-- If in melee range, Death Asura may briefly light up his arms and then strike down with his scythes, damaging an area around himself.

- Phase Two:
-- Death Asura's arms separate from his body, and all six of them now target the player separately.
-- The six arms have about 200 HP each, and when the player is in melee range they will lift into the air and then strike downwards after a brief period of time. Easy to dodge alone, but somewhat tricky with six of them floating about.
-- Death Asura himself will attempt to headbutt the player if they are in melee range. This headbutt is very easy to dodge and Death Asura tends to back up and hang back a bit after attempting it.

Tips:
- Far easier of a boss than Death Lord, and not just because he is lacking the scythe charge attack; the second phase of this boss is pretty easy compared to any other Skull Dungeon boss.
- If you dodge around the scythes in the first phase as he throws them, you can get a few hits in before they reverse direction and, hopefully, before Death Asura attempts his melee attack.
- In the second phase of the battle, clear out the six stray arms before tackling the body; each one has very low HP and can be pretty easily dodged, even when surrounded by multiple of them. When the arms are gone Death Asura is pretty much defeated.

Unlocks:










Health: ~2000

Attacks:
- The Fallen Dragon will bite forward at the player if in melee range.
- Briefly charges lightning and slams horn down, sending a line of lightning bolts striking down in the direction it is facing.
- Breathes lightning at the player.
- Flies across the room, summoning lightning strikes behind it as it flies.
- Unlike other bosses, if the Fallen Dragon is temporarily stunned and knocked to the ground, after a few seconds it will do a somersault and potentially harm the player if they are in melee range.
- At around half HP, the Fallen Dragon will start to use an attack where it flaps its wings at the player while summoning a great number of small explosions. The player must dodge the explosions while dealing with the wind pushing them slightly back.

Tips:
- Like the Demon Spider, the Fallen Dragon can actually be pretty simple to attack from spots where it cannot reach the player. Because of this, it can actually be advantageous to stay close to the Fallen Dragon throughout the fight.
- Almost all of the Fallen Dragon's attacks have a tell that appears as they are charging. This makes this boss one of the easiest to learn and dodge in the Skull Dungeon.
- The Fallen Dragon is so large that it can be hit from the front, not just the right and left sides.

Unlocks:

Boss Fights (The Main Tower)




Health: ~2000

Attacks:
- Nightmare Guard can leap quite large distances and slam its weapon into the player.
- Charges up briefly and smashes the ground with its weapon, creating a shockwave that fans out slightly in the direction it is facing.
- In melee range, Nightmare Guard can do a devastating triple attack combo.
- If the player is out of melee range, this boss can charge across the field, crashing into the player and flinging them backwards.
- Under a certain amount of HP, the Nightmare Guard can summon small explosions in a diamond around itself and will continuously summon small explosions near the player.

Tips:
- This boss is, surprisingly, much easier to fight in melee range. You can stay pretty safe if you stand vertically in front of the Nightmare Guard, though it will try to reposition itself to land its combo melee attack on you.
- This boss is particularly easy to bait into long attacks, providing you plenty of opportunities to strike it from behind.
- Similarly to the Demon Spider, you can (almost) safely stand inside this boss if you are careful, though it will continue to try and reposition away from you.

Unlocks: None








Health: ~1500

Attacks:
- The fight starts with two Demon Guards and one Blindfold Demon standing on the far side of the arena. The Evil Tyrant will face the player himself once these enemies are defeated.
- The Evil Tyrant starts out flying and will land periodically. He can begin flying again after being on the ground for a time.
- (In the air) Shoots magical bolts into the floor, causing a large number of explosions that the player must dodge.
- (In the air) Shoots a magical beam as he flies through the air, often after he summons all of the explosions.
- (On the ground) Shoots consecutive magical projectiles that are homing. It is possible (but not likely) for all of these projectiles (roughly 6) to hit the player if they are struck by the first one.
- (On the ground) Shoots a magical beam in the direction he is facing without much charge up.

Tips:
- When small explosions are summoned, there are sometimes areas that have plenty of room to move in; head for these just in case the Evil Tyrant tries to corner you with the laser beam.
- When he lands, try to get him to begin attacks and then run behind him to attack. Yup, works even in the final boss fight!
- Be very careful to stay away from the homing magic.
- The first phase of the fight has much trickier attacks than the second phase, so don't worry if your food supply is running low.



Health: ~2500

Attacks:
- The Evil Tyrant stays in place at the very right side of the room.
- Purple fire has filled most of the arena, leaving only the carpet safe to walk on. Standing in the fire deals the player small amounts of damage every couple seconds.
- Smashes the ground with his arm, summoning random small explosions along the carpet.
- Shoots a laser from his forehead that travels down the length of the carpet. Small explosions will follow behind it, covering 3/4ths of the entire carpet in total.
- Either arm can shoot a beam in a straight line.
- If in melee range (and a little farther away), the Evil Tyrant will try to smash the player with his arm.

Tips:
- There is very little the Evil Tyrant can do while you are standing far away from him in this phase, so you can (fairly) safely take some time to stand back and learn some of his patterns if you wish to do so.
- The attacks are all much easier to dodge in this phase, although the arm smash can sometimes catch you if you are overzealous about getting hits in.
- I find this phase of the boss fight to be far easier than the first phase, but this fight is a total breeze if you have a ranged weapon. If you memorize the forehead laser pattern and the small explosion pattern you can tear away at his health without him getting a scratch on you!

Unlocks:

Upgrades (Info/Top Path)
The Upgrade System of Lost Castle

As mentioned briefly in the second section of this guide, the Upgrade system in Lost Castle bears a strong resemblance to the Upgrade system in Rogue Legacy. As you progress through the game and defeat enemies and bosses alike you will pick up many Demon Souls. These Demon Souls serve no purpose while adventuring, but after you have either died or finished a run you can spend them on various helpful Upgrades that will remain through all subsequent playthroughs. The cost of all Upgrades will increase when you purchase any of them, so costs can get pretty high the longer you play. The highest level you can reach is 110, and this number increases by 1 with every upgrade you purchase.

There are three separate Upgrade paths in Lost Castle, but they are all fairly straightforward. The fully revealed Upgrade screen is as follows:




Top Path

The Key to the 1st Cell

Description: Open the first cell in the Goblin Tower.
Effect: Releases the Blacksmith, allowing the player to receive additional random weapons at the start of each new run.
Max Level: 1


Master Craftsman

Description: The blacksmith will provide more weapons next time.
Effect: Each level increases the number of weapons provided by the blacksmith at the start of each new run by +1.
Max Level: 2


Increase Attack Damage

Description: Sacrifice demon souls to improve your strength!
Effect: Each level increases your base attack stat by +1.
Max Level: 10


Legendary Blacksmith

Description: The blacksmith may provide better weapon every round.
Effect: Seems to increase the quality of weapons provided by the blacksmith, or at least expands the weapon pool to include better quality items on occasion.
Max Level: 1


Demolition Enthusiast

Description: Entering a new area gives you the chance to acquire some bombs.
Effect: Every new main room you enter gives you a free bomb.
Max Level: 1


Experienced

Description: Experienced warriors will always find the weak points in an enemy!
Effect: Each level increases your base Crit stat by +1%.
Max Level: 10


Heavy Armor Specialist

Description: Wearing heavy armor won't slow you down so much.
Effect: Heavy Armors will become only slightly slower than Normal Armors.
Max Level: 1


Tool Master

Description: You will be more skillful in your item use. The attack power of items which cause damage increases.
Effect: Each level increases the damage done by combat items by +10%.
Max Level: 5


Berserker

Description: Once per floor, you have a chance to go berserk when your HP drops below a certain level.
Effect: Once per room, if your HP lowers to a certain point you will temporarily gain the Insane buff. Each level increases the duration of this buff by 5 seconds, maxing out at 15 seconds.
Max Level: 3
Upgrades (Middle Path)
The Key to the 2nd Cell

Description: Open the second cell in the Goblin Tower.
Effect: Releases the Thief, providing free chests to the player at the start of each new run.
Max Level: 1


Artful Dodger

Description: The thief will steal more chests next time.
Effect: Each level increases the number of chests provided by the thief at the start of a run by +1.
Max Level: 2


Increase Defence

Description: Sacrifice demon souls to improve your defence!
Effect: Each level increases your base defence stat by +1.
Max Level: 10


Scrounger

Description: You can find more things in chests.
Effect: Increases the loot provided by chests. It seems to apply to more than just the Thief’s Chests, despite the other 2 upgrade paths containing a third upgrade that applies only to their respective NPC.
Max Level: 1


Devil's Dine-and-Dash Spell

Description: The spell carved on treasure hunters. The intimidated goblin merchants will give the first merchandise to those who with the spell for free. Passive: The first merchandise bought in goblin stores is free. The effect takes place only once in one game.
Effect: The player is allowed to purchase any single item from a goblin merchant for free. This effect only applies on the first item purchased in a run.
Max Level: 1


Sprinter

Description: Every thief needs to be able to disappear quickly.
Effect: Each level increases your movement speed stat by +1%.
Max Level: 10


Legacy

Description: You can keep some of your collected demon souls after each sacrifice.
Effect: Allows you to carry over some Demon Souls each run. Starts at +6% and increases by +6% for every subsequent level. Each level also adds a minimum retention of +10. When maxed, you will carry over 30% of your Demon Souls or a minimum of 50.
Max Level: 5


Soul Reaper

Description: You can consume more of the bosses' souls.
Effect: The first three levels increase the number of Demon Souls that bosses drop by +10%. The last two levels increase the number of Demon Souls that bosses drop by +20%. This will provide a 70% boost when maxed out.
Max Level: 5


The Sixth Sense

Description: You see dead people. Sometimes, they show you where to go next.
Effect: Grants you a chance to have a glowing footprint show you where the side rooms are. The chance increases by +15% for the first two levels, and by +20% for the final level. This will provide a 50% chance for the indicator to appear per applicable room when maxed.
Max Level: 3
Upgrades (Bottom Path)
The Key to the Third Cell

Description: Open the third cell in the Goblin Tower.
Effect: Releases the Pharmacist, providing free potions to the player at the start of each new run.
Max Level: 1


Better Crucible

Description: The pharmacist will provide more potions next time.
Effect: Each level increases the number of potions provided by the Pharmacist at the start of a run by +1.
Max Level: 2


Increase Health

Description: Sacrifice demon souls to increase your hit points!
Effect: Each level increases your base HP stat by +5.
Max Level: 10


Expert Alchemist

Description: The pharmacist won't give you negative potions anymore.
Effect: Prevents the Pharmacist from giving you potions with negative effects.
Max Level: 1


Iron Stomach

Description: You have a 40% probability to resist the negative effects of any potions.
Effect: Grants the player a 40% chance to resist negative potion effects.
Max Level: 1


Vigor Potion

Description: Drinking this fills you with energy, and decreases your recovery time.
Effect: Each level decreases the base cooldown of weapon skills by -1%.
Max Level: 10


Dietician

Description: You will restore more health when eating food.
Effect: Each level increases the HP regained from eating foods by +1. At max level, Apples heal 15 HP, Bananas heal 20 HP, and Drumsticks heal 45 HP.
Max Level: 5


Vampiric Kiss

Description: Each time you kill a monster, you have a chance to restore a portion of your health.
Effect: Grants you a chance to restore HP after defeating an enemy. The first level grants a 10% chance, and each subsequent level adds +5%. When maxed, you will have a 30% chance to regain 2% HP per enemy defeated.
Max Level: 5


Elixir of Life

Description: Once per floor, you have a chance to heal 2% HP per second when your health drops too low.
Effect: Once per room, if your HP lowers to a certain point you will temporarily restore 2% HP per second. The first level grants 5 seconds of restoration, the second level grants 7 seconds of restoration, and the third level grants 10 seconds of restoration.
Max Level: 3
Co-op
Though Lost Castle used to only support local co-op, it now supports online co-op as well! There are not many differences between solo and co-op gameplay, but I feel that the few distinctions between the two modes are worth mentioning.

Combat

The enemies and bosses seem to have increased HP, making them a lot more difficult to take down swiftly. This, of course, makes large groups of dangerous enemies all the more deadly. The worst part of co-op combat is that enemies may choose to sometimes target your ally instead of you, which is only really bad because that means enemies may decide to charge right through you to reach your ally when you are in melee range.

Resurrection



With the ability to revive your ally, the co-op combat is actually not so bad as it sounds! The closer to the white line you revive them at, the more HP they revive with, though a player cannot revive with more than half of their maximum HP. Players can use revival in place of healing items if they plan carefully, and this can be especially useful for conserving precious food items for boss fights.

Skill Synergies

In co-op you have access to two separate weapon skills, one for each player. Because of this, you can have one person deal all the damage while the other hangs back and casts Harvest or Curse when possible. There are a lot of ways to mix and match skills as well as weapon types, and it can be really fun to try new combinations!

Treasure Duplicates



Unlike in solo runs through Lost Castle, there is a chance for you to run into the same Treasure a second time (not including Ghost Armour, which already can appear multiple times). In some cases this can be rather helpful, especially if you run into two Evil Scabbards or two of any similarly powerful Treasure.

A True Nightmare

Aside from reviving fallen allies, there is only one other major change in Co-op mode that I can recall, and it can be seriously tough. When playing co-op, both of the Nightmare Guards will be waiting for you before the final boss fight! This fight can be really hectic and brutal, especially since they can target the other player with a leap attack even if one of the two of the players are in melee range.

Seasonal Changes
Christmas

With the v1.30 update (released December 23rd, 2016), a few festive changes were made to Lost Castle. These changes lasted about a week before being removed, but I documented all of the differences that I found. There weren't too many changes, and only one of them really affected the gameplay in any way, but it was still neat to have a little something extra for the holiday season.

Festive Treasure Hunters

Each new treasure hunter the player controlled started out wearing a Santa hat. In reality, the Santa hat was actually tied to the Light Armor that all new Treasure Hunters start with, and could be seen attached to it when switched out for other pieces of armor. Because of this, the Santa hat was removed whenever the player switched away from their base armor.

The Christmas Tree

The Goblin Prison was even decorated to celebrate, as there was a decked out Christmas Tree near the area where the Blacksmith set out their extra weapons. When interacted with, this tree would drop the player a lot of stuff, including some items, a bunch of coins, and a free Treasure. The tree's description read out "Merry Christmas! Check out what Santa's got for you!"

Festive Monsters

Even some of the monsters were feeling particularly festive, as they were donning some Santa hats of their own! As with the treasure hunter's Santa hat, it was merely a cosmetic change and didn't add any new attacks to the monsters.

Goblin Mage


Goblin Artillery


Caveman Warrior


Caveman Rock Slinger


Skeleton Scout


Skeleton Ranger


Skeleton Rider


Boar Rider




Chinese New Year (Spring Festival)

These aesthetic changes began on v1.32 (January 26th, 2017) and have not yet ended. There is no equivalent to the Christmas Tree in this seasonal update, but there are still a few new things to show off.

Festive Treasure Hunters


For this event, there are two armors the Treasure Hunter can start with: Dragon Light Armor and Rooster Light Armor. There doesn't seem to be any set pattern as to which you start with at the beginning of a run.

Festive Items

For the Spring Festival, Red Envelopes have replaced Coin Bags, Dumplings have replaced the old Drumsticks, Firecrackers have replaced the Bombs! These are mostly aesthetic changes, but the Firecrackers explode many times in a small area instead of once as Bombs do.

Red Envelopes


Dumplings


Firecrackers



Decorations



This event has brought a few decorations to both the Goblin Prison and the Tower of Goblins! No other areas have been decorated, but no other areas have enemies as festive as the Goblins!

Festive Enemies

This time around, only the goblins seem to be in a celebratory mood. Their outfits are now colored red instead of brown, and even their king is wearing red instead of his regular purple!

Goblin Rogue


Goblin Ranger


Goblin Warrior


Goblin Mage


Goblin Berserker


Goblin Drummer


Goblin Artillery


Goblin King



Notes

- Side rooms in the Tower of Goblins are NOT decorated.
- Firecrackers are still called Bombs and have the same description.
- Dumplings have nearly the same description as Drumsticks: "Delicious dumplings! Recover 40 HP."
- You will still need to use 3 Firecrackers to destroy Huge Stone Walls despite them blowing up multiple times each.
Second Playthrough
You've beaten the game! Now what?

After defeating the Evil Tyrant and getting the ending cutscene, there is actually a bit more to see and do in Lost Castle. Completing the game for the first time will unlock a "second playthrough," which continues the story of the first playthrough while retaining all of the Upgrades you have unlocked. This section will detail all of the differences, including the new NPCs, the challenging new gamemode, and the new final boss.

Imperial Knight

This man takes the place of the Masked Man from the first playthrough, though instead of wishing good luck, he instead begs the player at the beginning of the game to free the castle of its new ruler. He even meets the player outside the final boss fight, granting them a small variety of items to aid them in battle in the same way that the Masked Man did.

Dark Magician

A friendly Dark Magician, who seems to have turned away from the forces of evil, has joined the motley crew awaiting the player at the beginning of each run. He tells the player that he is using his power to weaken the forces of evil, knowing that it is probably too much to handle. If the player so wishes, however, he is willing to let them face the castle at full power in Nightmare Mode.

Nightmare Mode

If Nightmare Mode is active, the character's icon will have a purple lining, and a purple "N" will appear after the HP bar. When Nightmare Mode is active, all enemies will have increased movements speed as well as increased attack speed, which makes the game a lot harder than it may sound. Not to mention, less food items will drop from breakable objects.

Lord Harwood

The man who brought the demon's over in the first place has finally found the power he seeks! He used the eager treasure hunters as the Masked Man so that they would clear the path for him, and now like-minded treasure hunters have taken up the task of clearing him out of the castle.





Health: ~2000

Attacks:
- Crystal summon. The crystal shoots at the player periodically. Lord Harwood only uses one active crystal at a time.
- Shoots a spread of 5 magical projectiles at the player.
- Teleports, causing explosions in a circle around where he teleported from, and in a circle where he is teleporting to.

Tips:
- Keep an eye out for his crystals; they can be a huge pain if you aren't careful.
- Try to attack him from behind after he starts shooting the spread of bullets.
- He tends to teleport quite a bit, so be ready to leap away from the explosions he causes (if in melee range).





Health: ~2000

Attacks:
- The two orbs attached to his shoulders will fire periodically at the player, often out of sync with one another.
- Fires out a spread of 5 large magical projectiles in the player's direction.
- Charges up both his hands behind his back and then fires a laser in the player's direction. He moves slightly vertically as he fires the laser.
- Briefly charges up one fist and then punches the ground in the player's direction, hitting the player if in melee range and sending shockwaves through the floor in a fan shape.
- Charges both his hands high up in the air and smashes them down, hitting the player if in melee range and knocking them back. After smashing the floor, a large number of small explosions will appear on the floor.

Tips:
- Really, really keep the orbs in mind; the fire one is particularly bad unless you have burning resistance.
- When he smashes the ground with both arms, look for a safe spot among the explosions with some room to move around; I've been hit a good number of times by the projectiles the orbs fire while standing in a small, non-exploding area.
- The laser beam and the magic spread attacks tend to be good opportunities for a hit or two from behind.
- Remember, wait for him to begin an attack before running behind him or he may flip around to face you when he fires off an attack!





Health: ~800

Attacks:
- As with the final form of the Evil Tyrant, all but the carpet is filled with purple flames, damaging the player if they stand in them.
- Lord Harwood fires constant purple missiles out of his mouth, though they seem to fly about haphazardly.
- Small explosions are constantly going off throughout the carpet.

Tips:
- This part of the fight is incredibly simple compared to the first two and you can dodge everything without too much trouble.
- Stay in melee range of Lord Harwood and his purple bullets will pretty much never hit you.

Unlocks:

Third Playthrough
Now you've really beaten the game!... Right?

After defeating Lord Harwood and getting the second ending cutscene, there is a third playthrough to complete. As with before, all Upgrades are retained, and Nightmare Mode is still around. There is another new story NPC (which doesn't offer much), and yet another final boss to face. This short section will cover the third playthrough... and beyond!

President of the Treasure Hunters' Union

Same as the Imperial Knight before him, the President of the Treasure Hunters' Union takes on the role of freeing the player from prison and offering them items before reaching the final boss. He tells the player about how Harwood was supposedly defeated, despite the fact that monsters are still swarming the castle.






That's right! The Treasure Hunter you completed the second playthrough with is the final boss this time around, and this fight can be pretty crazy.

HP: ~3000

Attacks:
- Summons a large number of small explosions with random gaps between them.
- Summons small explosions around itself that move quickly outwards a short distance.
- Smashes the ground with their weapon and creates a quickly spreading cone of small explosions forward.
- Teleports around like Lord Harwood, summoning explosions from where they teleported and where they are teleporting to.
- Throws dagger items and bomb items similar to the ones that the player has access to. Funnily enough, there are situations where the Fallen Treasure Hunter can be hurt by their own bombs.
- The Fallen Treasure Hunter’s weapon changes throughout the fight, and the attack patterns differ greatly depending on which weapon they are using.

-Bow:
-- Uses the Bow combo attack that the player can use with a slight variation; the second shot fires out two arrows similarly to the Staff combo attack.
-- Shoots three piercing arrows forward in quick succession.
-- Shoots a large number of arrows into the sky that fall for a while in the area in front of them.

-Dual Blade:
-- Charges the player.
-- Uses the Dual Blade combo attack that the player uses.

-Musket:
-- Uses the Musket combo attack the player uses.
-- Shoots a large electrical projectile forward.

-One-Handed:
-- Charges the player.
-- Summons a large weapon, and then smashes it down at the player.
--Bashes forward with their shield.

-Spear:
-- Charges the player.
-- Charges a very short way while surrounded by a purple aura if in melee range.
-- Stabs forward at the player and knocks them backwards if hit.
-- Uses the Spear special action that the player uses, but causes an explosion upon landing.

-Staff:
-- Fires the Staff combo attack of the player.
-- Summons crystals from the sky that explode upon hitting the ground.
-- Uses the Staff combo attack that the player uses.

-Two-Handed:
-- Charges the player.
-- Uses the whirlwind-like special action that the player has access to.
-- Uses the Two-Handed combo that the player uses.

Tips:
- This isn't a tip, but there are probably more attacks than I listed.
- It can be very dangerous to attempt a combo attack at any point in this fight. I recommend aiming for quick jump attacks and then running, which is a slow but effective tactic.
- The Fallen Treasure Hunter is especially scary when wielding a melee weapon. I prefer attacking when they have a ranged weapon of some kind out, though it may be an equally poor decision to avoid them until they switch weapons.
- Good luck.





HP: ~3000

Attacks:
- Summons small explosions at random.
- Shoots many magic projectiles out of its mouth.
- Slashes with both arms many times in one combo while moving forward.
- Smashes the ground with its weapon, causing a cone shaped shockwave in front of itself.
- Smashes the ground with its weapon, summoning many explosions around itself that quickly move outward like in the first phase.
- Shoots a laser beam forward out of its hand.
- Smashes its weapon downward twice in quick succession, and follows up by slicing forward with its weapon, knocking the player back if hit.

Tips:
- 3000 HP down, just 3000 HP left to go! Honestly, this part of the fight tends to be easier than the first.
- Jump attacks followed by running away still work pretty well here, but it seems like there are more opportunities for combo attacks/partial combo attacks.
- Be very wary of the random small explosions; they are pretty much constant and can catch you by surprise a lot of the time.
- Try to keep your distance until the Fallen Treasure Hunter attacks, and then launch a counterattack.
- It seems to not be too difficult to sneak behind them when they begin an attack animation, allowing for some free attacks from the back.

Unlocks:





Fourth Playthrough

Some of the best weapons in the game are unlocked by defeating the Fallen Treasure Hunter, and both of the passive items are very unique! However... the story no longer changes due to your most recent treasure hunter taking the place of the final boss. Each subsequent completed playthrough will increase the "Game Round" count on that savefile, but that is the extent of the changes after completing the final variant of the final boss. I believe that each time you face the Fallen Treasure Hunter they will appear as the character you used to defeat the previous one, but all else remains the same.
Nightmare Mode
Overview

With the v1.30 patch, Nightmare Mode makes some pretty cool changes to the original gameplay, besides just making the game more difficult. It also seems to be a bit easier than in earlier patches, hopefully making the new features more accessible to everyone. One of the most obvious additions are Mutated enemies, which are more powerful versions of existing enemies that have a new trick or two up their sleeve. Furthermore, bosses that summon enemies can also summon their Mutated forms in Nightmare Mode.

Mutated Enemies

Mutated Goblin Rogue

Changes: Charges at the player very quickly.

Mutated Goblin Berserker

Changes: Spins axes while charging at the player; charges more often.

Mutated Slime

Changes: The leap attack causes multiple small explosions nearby.

Mutated Zombie Boar

Changes: Turns around after charging past the player, and continues charging from the opposite direction.

Mutated Venom Hunter

Changes: Leaps at the player from a short ways away.

Mutated Caveman Warrior

Changes: The short ranged leap attack causes a small shockwave.

Mutated Skeleton Soldier (Sword)

Changes: The sword swing part of the charge attack slashes the air, much like the Iaido Skill.

Mutated Skeleton Soldier (Axe)

Changes: The axe swing part of the charge atack causes a fan-shaped shockwave.

Mutated Demon Soldier

Changes: The stab attack causes an evil shockwave.

Mutated Demon Warlock

Changes: Fires off three large magical projectiles at once instead of two; summons small many small explosions around itself after using its large explosion attack.


Nightmare Guards

The only other real change in the standard gameplay from normal mode is found in the fight against the Nightmare Guard. Instead of facing one of the two of them, you now face both of them at once. This is the case regardless of whether you are playing on co-op mode or not, so if you're playing solo you're on your own this time! This battle can be a huge pain; it's much harder to take advantage of one of them when stunned, and the small explosions can be very hard to keep track of alongside everything else. This fight is made quite a bit easier when you have them both in melee range of you, but that can be pretty tricky to pull off and you are still very likely to get hit.



A Strange Gem

After the brutal, tag-team boss battle, you will reach the room where the President of the Treasure Hunters' Union is waiting to give you some free food and combat items. Although there is almost no indication of this, you can keep talking to him to unearth some new dialogue that I believe is only available in Nightmare Mode. After talking to him multiple times, he will drop you a very special Treasure. You can pass up on this treasure if you'd like, as it makes the fight against the Fallen Treasure Hunter a bit more difficult, but things get pretty interesting if you hang onto it.

Soul Gem

Description: Refined from billions of miserable lost souls. Passive: Enhances attack, but you lose HP continuously while attacking.
Effect: Grants the player ATK +10. Slowly drains away the player's health while they are attacking.


NOTE: I'm unsure what happens if you manage to get this far before reaching the 3rd playthrough, though it is technically possible to meet the Imperial Knight here instead of the President of the Treasure Hunters' Union. I certainly wouldn't recommend playing through Nightmare Mode before beating Lord Harwood and the Fallen Treasure Hunter once, though, as most of their unlocks are pretty good. Not to mention you'd probably be fairly low leveled, making things all the more difficult. In any case, you may be able to get the Soul Gem from the Imperial Knight, but I'm not sure one way or the other.


Breaking the Cycle

After defeating the Fallen Treasure Hunter, things continue to play out as normal and the normal ending cutscene will start to play. However, when holding the Soul Gem, the player will resist possession and will be able to grab their weapon once more, and this will remove the Soul Gem from your inventory. The ever-present Death Spirit challenges the player to meet them at the top of the tower, and then the player is free to explore the room where the demons were first summoned by Lord Harwood.

Though there isn't much to it, but this is the first and only time the player can attack barehanded. There is no Weapon Skill or Special when attacking barehanded.

Normal Attack

The player punches with one hand.

Combo Attack

The combo attack consists of three consecutive normal attacks. The second normal attack has the player punching with their other hand.


The third and final attack of the combo has the player bringing their hands together into the air and slamming them down.

Jump Attack

The player slightly punches forward.


There are also a few new breakable objects that can only be found in this room. These can still drop gold and food items.

Demonic Book


Demonic Book Pile


Demonic Table


Statue



Hidden Exit

The player is unable to exit the way they came in, but after exploring a little bit you can find that there is a breakable statue to the very right of the room. Once broken, it causes a nearby bookcase to move to the side, revealing a secret door. Entering this door will take the player to a secret, final area of the game.

The Final Area
The Castle Walls



Though the area is nameless and has no map transition, it contains a couple completely new enemies, as well as a bunch of familiar Mutated ones. Clearing rooms still drops a chest, and enemies can still drop coins and items. After clearing two rooms and entering the third, the player will be nabbed by a Soul Beast and taken to the top of the tower.

Soul Beast

HP: ~600
Attacks: Rolls an explosive sphere toward the player and flies around somewhat similarly to a Gargoyle. Drops a sphere upon death, causing a small explosion.
Location: The Castle Walls

Soul Residues

HP: ~450
Attacks: Cannot move; Charges briefly and then causes a large circular explosion around itself. Causes a similar explosion upon dying.
Location: The Castle Walls

Corrupt NPCs

HP: Varies
Attacks: Uses attacks, combos, and skills like the player would if they were using their weapon. They can also deal quite a bit of damage (100+ at times, though not common).
Location: The Castle Walls
Notes: Corrupt NPCs function similarly to the caged NPCs in The Main Tower, though these ones target the player. They don't have an entry in the Compendium.



Top of the Tower

The cutscene continues after the player is dropped off, and there is a short discussion between the player character and the Death Spirit. After the brief cutscene ends, the final boss battle of the game begins.




Health: ~4000

Attacks:
- Slashes at the player with his scythe, causing an Iaido type effect.
- Summons small explosions along the floor of the tower.
- Lifts into the air and summons multiple lightning strikes along the top of the tower; these can barely be predicted by a small purple shadow where they are about to strike.
- Summons two orbs that shoot out small magical projectiles at random.

Tips:
- Try to avoid the lightning, as it will stun your character for a brief time and can chain stun you.
- Get behind Death Spirit as he strikes with his scythe to get a couple hits on him.
- This fight isn't actually too terrible, but there can sometimes be a lot of projectiles all at once. This part of the fight seems to be easier than taking on both phases of the Fallen Treasure Hunter.
- Save some healing items, because what comes next is a real doozy...




Health: ~Either 4000 or 5000

Attacks:
- Bottom appendage shoots out columns of explosions along the tower floor.
- Summons lightning bolts like in the first phase.
- Stabs at the player with the leftmost appendage and with another on his head.
- Smacks at the player with his skeletal hand if they get too close.
- Shoots out an electrical shockwave with the appendage slightly above the skeletal hand.
- Shoots a laser beam out of his mouth.
- Shoots out small magical projectiles at the player with one of the appendages to the left of his heads.
- There are possibly more attacks, as it was hard to keep track of everything at once.

Tips:
- This boss will take damage no matter what part of him you hit, but sometimes there may not be any appendages nearby to damage. Try to attack whenever you get a chance.
- Dodging during this boss fight is a complete nightmare, but try to pay attention to the appendages. They all seem to slightly indicate when they are going to come into play.
- Definitely try to avoid the lightning bolts if you can as multiple in a row can hit you and you don't want to get chain stunned during this fight.
- When the head lowers to fire a laser beam you can get a lot of hits in, though be careful of the appendage that shoots out electrical shockwaves from the left and the skeletal hand.
- Though not really specific to this fight, try to have all 6 inventory spaces used for healing items if possible. It's unlikely you'll have that many healing items by this point, but you will take plenty of damage in this fight.

(Unfortunately, the video quality gets a little choppy at points during the first phase and then really choppy at points in the second phase; I have addressed my current recording limitations somewhat in the Preface for this guide)

Unlocks:



The End

With the Death Spirit defeated, the game is officially complete. There is a neat death animation for the Death Spirit, and then you are taken to the game Credits. There is no official ending cutscene, but It's possible that they will add one someday.

Now that you have beaten the game, there's now some new treasures to go out and find! Though if you've had your fill of treasuring hunting by this point, go ahead and take a rest. You've certainly earned it!
Achievements Pt. 1
The Achievements of Lost Castle

Lost Castle has a total of 80 achievements that can be unlocked. The vast majority of them are quite simple, but a few of them take quite a bit of dedication and luck. Most of the descriptions for the achievements are very straightforward regarding how to unlock them, but I will be listing their unlock conditions for extra clarity. There are a number of achievements that require the player to drink a specific potion, and this can actually be fairly easily accomplished by maxing out the number of potions the Pharmacist gives you at the beginning of a run and repeatedly drinking the potions and restarting.


Achievements

A Little Cute

Description: Pick up the Spirit.
Unlock: Pick up one of the four Spirit Treasures.

Another me in the mirror

Description: Pick up Evil mirror and generate another self.
Unlock: Pick up the Mirror of Uoy treasure. The Mirror of Uoy is unlocked by defeating Lord Harwood.

A Private Coffer

Description: Collect 500 gold.
Unlock: Collect 500 gold in total.

Answer the Call of Nature

Description: Drink Cathartic Potion, and poo everywhere.
Unlock: Drink the corresponding potion.

Armed and dangerous

Description: Defeat Death Asura WITHOUT breaking any of its hands.
Unlock: Defeat the second phase of the Death Asura boss fight without destroying any of the six arms. Death Asura is found in Skull Dungeon.

As firm as a rock

Description: Defeat Great Golem.
Unlock: Defeat the Great Golem boss in The Secret Path.

Assassin

Description: Kill 500 monsters with dual blade.
Unlock: Kill 500 monsters with Dual Blade type weaponry.

Asura

Description: Defeat Death Asura.
Unlock: Defeat the Death Asura boss in the Skull Dungeon.

Banker

Description: Collect 3000 gold.
Unlock: Collect 3000 gold in total.

Beware of sharks!!

Description: Defeat Great Mole Shark.
Unlock: Defeat the Great Mole Shark boss in The Secret Path.

Biologist

Description: Record all kinds of monsters in the castle.
Unlock: Completely fill in all slots of the Monster tab in the in-game Manual.

Blacksmith's Gratitude

Description: Rescue blacksmith.
Unlock: Purchase the upgrade "The Key of the 1st Cell."

Blaster

Description: Destroy Goblin king's fortress ONLY with bombs.
Unlock: Defeat the Impregnable boss using only bombs. Goblin Artillery will spawn during the fight and will drop bombs when defeated.

Blood Oath

Description: Use 5 blood altars.
Unlock: Use 5 blood altars in total.

Collector

Description: Record all kinds of weapons and armor.
Unlock: Completely fill in all slots of the Equipment tab in the in-game Manual.

Cornucopia

Description: Open 100 chests.
Unlock: Open 100 chests in total.

Crisis of Dinosaur

Description: Defeat The Puppy.
Unlock: Defeat The Puppy in either the Tower of Goblins or Bramble Courtyard.

Cursed katana

Description: Defeat Yaksha.
Unlock: Defeat Yaksha in either the Bramble Courtyard or the Skull Dungeon.

Did you see my little dino ?

Description: Hatch a baby dinosaur.
Unlock: Pick up the Big Egg treasure. The Big Egg is unlocked by defeating The Puppy.

Dragon Slayer

Description: Defeat Fallen Dreagon.
Unlock: Defeat the Fallen Dragon boss in the Skull Dungeon.

Dwarfism

Description: Drink Dwarf Potion.
Unlock: Drink the corresponding potion.

Embodiment of Justice

Description: Kill 1000 enemies.
Unlock: Kill 1000 enemies in total.

Eroded

Description: Cast erosion skill.
Unlock: Play One-Arm Bandit until you receive an Erosion weapon, and use the Erosion skill.

Fart Knight Rises

Description: Drink Fart Potion, and fart everywhere.
Unlock: Drink the corresponding potion.

Fearless of Death

Description: Die 30 times.
Unlock: Die 30 times in total.

Full Moon

Description: Turns into a werewolf.
Unlock: Either drink the potion or use the skill that transforms your player into a werewolf.

Gambler

Description: Play one-arm bandit 100 times.
Unlock: Play One-Arm Bandit 100 times in total.

Gardener

Description: Defeat Big Head.
Unlock: Defeat the Big Head boss in Bramble Courtyard.

Ghost from the East

Description: Defeat Rakshasa.
Unlock: Defeat Rakshasa in either the Bramble Courtyard or the Skull Dungeon.

Ghost Guardian

Description: Accomplish final evolution of Ghost Armor.
Unlock: Pick up 3 Ghost Armour Treasures in one run. Unless you are very lucky, this achievement may take a very long time.

Ghost Servant

Description: Pick up the Ghost Armor.
Unlock: Pick up a single Ghost Armour.

Grume EVERYWHERE!!

Description: Defeat Boss Slime.
Unlock: Defeat the Boss Slime in either the Tower of Goblins or Bramble Courtyard.
Achievements Pt. 2
Gigantism

Description: Drink Giant Potion.
Unlock: Drink the corresponding potion.

Give Me A Coat

Description: Get freezing debuff 100 times.
Unlock: Get the freezing debuff 100 times in total. The easiest way to do this is to repeatedly get hit by Freeze traps.

Give Me the Money Back

Description: Drink Potion of Impoverishment.
Unlock: Drink the corresponding potion.

Guardian

Description: Kill 500 monsters with a single-handed sword.
Unlock: Kill 500 monsters with Single-Handed type weaponry.

I'll Come Back

Description: Die 5 times.
Unlock: Die 5 times in total.

Incendiary

Description: Drink Ignition Potion, and set fire to everywhere.
Unlock: Drink the corresponding potion.

It eat up ALL of my meat !!

Description: Feed the baby dinosaur to become adult.
Unlock: Pick up the Big Egg treasure, and then feed the baby dinosaur that appears 9 Drumsticks in total. The Big Egg is unlocked by defeating The Puppy, which can be found in both The Tower of Goblins and Bramble Courtyard.

It's time for dinner !!

Description: Give The Puppy a meat.
Unlock: When fighting The Puppy, the player can drop a Drumstick for it to eat. If you do not have a Drumstick, sometimes the breakable objects in the room can drop one. Getting The Puppy to eat a Drumstick isn't as easy as just dropping it on the floor, though. You have to drop it near your character and back off as The Puppy tries to chomp you.

King Slayer

Description: Defeat King of Goblins.
Unlock: As there is now a new, separate achievement for defeating the Impregnable (the fortress), this achievement may only trigger when you defeat the Invincible (the moving machine).

Lancer

Description: Kill 500 monsters with a spear.
Unlock: Kill 500 monsters with Spear type weaponry.

Leader of the fools

Description: Defeat Cyclops.
Unlock: Defeat the Cyclops boss in The Secret Path.

Life or Death

Description: Be saved by Protector of Life.
Unlock: Pick up the Protector of Life item in a run, and get hit a fatal blow. You will survive with 1 HP and unlock this achievement.

Lost in The Castle

Description: Be caught into castle by goblins.
Unlock: Complete the Tutorial.

Lucky Angel

Description: Drink Potion of Fortune.
Unlock: Drink the corresponding potion.

Magician

Description: Kill 500 monsters with a staff.
Unlock: Kill 500 monsters with Staff type weaponry.

Master of spirits

Description: 3 spirits follow you at the same time.
Unlock: Have 3 of the 4 spirit followers at the same time.

Master Treasure Hunter

Description: Reach level 110.
Unlock: Purchase all 110 upgrades with Demon Souls on one savefile.

Nightmare Crasher

Description: Defeat Nightmare Guardian.
Unlock: Defeat the Nightmare Guard boss.

One More Drink?

Description: Get drunk.
Unlock: Drink the potion that grants the Drunk effect.

Pharmacist's Gratitude

Description: Rescue pharmacist.
Unlock: Purchase the upgrade "The Key of the 3rd Cell."

Pitch Dark

Description: Drink Blind Potion.
Unlock: Drink the corresponding potion.

Poisonous

Description: Get poisoned debuff 100 times.
Unlock: Get the poisoned debuff 100 times in total. This achievement is far easier to get than its freezing and burning variants, mostly due to the monsters of the Bramble Courtyard in my experiences.

Potion Addict

Description: Drink 100 potions.
Unlock: Drink 100 potions in total.

Pray

Description: Save other player successfully.
Unlock: In Local Co-op, resurrect a fallen player.

Professional Treasure Hunter

Description: Reach level 80.
Unlock: Purchase a total of 80 upgrades with Demon Souls on one savefile.

Purification of Evil

Description: Kill 100 enemies.
Unlock: Kill 100 enemies in total.
Achievements Pt. 3
Raise Dead

Description: Be revived by Badge of Rebirth.
Unlock: Pick up the treasure Badge of Rebirth and die. You will be revived a single time and this achievement will be unocked.

Ranger

Description: Kill 500 monsters with a bow.
Unlock: Kill 500 monsters in total with Bow type weaponry.

Rescue Expert

Description: Save others 50 times.
Unlock: In Local Co-op, resurrect a fallen player 50 times.

Rifleman

Description: Kill 500 monsters with a musket.
Unlock: Kill 500 monsters in total with Musket type weaponry.

Rookie Treasure Hunter

Description: Reach level 10.
Unlock: Purchase a total of 10 upgrades with Demon Souls on one savefile.

Royal treasury

Description: Record all kinds of items and treasures.
Unlock: Completely fill in all slots of the Item tab in the in-game Manual.

See me fly !!

Description: Pick up Fallen Wings.
Unlock: Pick up the Fallen Wings treasure (You may have to actually use the double jump for the achievement to unlock). This treasure is unlocked by defeating the Fallen Dragon boss in Skull Dungeon.

Senior Treasure Hunter

Description: Reach level 30.
Unlock: Purchase a total of 30 upgrades with Demon Souls on one savefile.

Siege

Description: Defeat King of Goblins(fortress).
Unlock: Defeat the Impregnable boss in the Tower of Goblins.

Silver Conquerer

Description: Defeat General.
Unlock: Defeat the General boss in the Skull Dungeon.

Skull Servants

Description: Summon skull servants.
Unlock: Using either the Weird Skull or a weapon with Skull Summon, summon skeletons to fight alongside you.

Smell of Treasure

Description: Open 30 chests.
Unlock: Open 30 chests in total.

Soul Reaper

Description: Collect 3000 evil souls.
Unlock: Collect 3000 Demon Souls in total. There is no real way to grind Demon Souls, so it will take a number of playthroughs to achieve.

Spider Killer

Description: Defeat Demon Spider.
Unlock: Defeat the Demon Spider boss in the Bramble Courtyard.

The Conquerer of Death

Description: Defeat Death Lord.
Unlock: Defeat the Death Lord boss in the Skull Dungeon.

The Regicides

Description: Defeat Evil Tyrant.
Unlock: Defeat both phases of the Evil Tyrant boss.

The Secret Chamber

Description: Enter earl's secret chamber, and accomplish the first playthrough.
Unlock: Move to the final room after defeating the Evil Tyrant.

The Terminator

Description: Defeat Death Spirit.
Unlock: Speak to the President of the Treasure Hunters' Union before fighting the Fallen Treasure Hunter in Nightmare Mode to get the Soul Gem treasure. This treasure allows you to access the hidden final area of the game, where you can face off with the Death Spirit at long last. Defeat him to unlock this achievement.

Thief's Gratitude

Description: Rescue thief.
Unlock: Purchase the upgrade "The Key of the 2nd Cell."

Too Darn Hot

Description: Get burning debuff 100 times.
Unlock: Get the burning debuff 100 times. Similarly to the freezing debuff achievement, you can repeatedly get burned by Fire Traps to make this easier to achieve.

Uncover inside story

Description: Defeat Lord Harwood.
Unlock: Defeat Lord Harwood, the final boss of the second playthrough.

Victory over self

Description: Defeat Fallen Treasure Hunter.
Unlock: Defeat the Fallen Treasure Hunter, the final boss of the third playthrough (and beyond).

Warrior

Description: Kill 500 monsters with a two-handed sword.
Unlock: Kill 500 monsters in total with Two-Handed type weaponry.
Badges
Level 1 - Goblin Rogue


Level 2 - Venom Shooter


Level 3 - Skull Soldier


Level 4 - Demon Guard


Level 5 - Treasure Hunter


Foil - Legendary Treasure Hunter
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69 Comments
十三 Aug 25 @ 10:51pm 
Thx a lot.Really useful.
zarentron3  [author] Jun 29 @ 6:12pm 
I'm not a big fan of Tool Master since it only increases the damage of damaging items, like Bombs, Boomerangs, and Throwing Daggers, though I'm honestly not sure if it increases the damage of followers. That would certainly make it a bit more helpful! It's not totally useless, of course, it's just that I'd rather spend souls on other upgrades and leave it until much later. You do have to upgrade it once in order to gain access to the Berserker upgrade, though, which I find far more useful since it can help you out in dangerous situations.
Eisvogel Jun 29 @ 5:58pm 
So Tool Master is a no go? What does it actually do? I was hoping for it to increase the weapons damage, but it seems it does not..... which will make it kind of crappy coz what else would it add damage to? the spirits? some other crap like the suicidal baby dino? XD
zarentron3  [author] Jun 29 @ 4:14pm 
I don't find Tool Master and Legacy (to an extent) to be all that helpful, personally. As for Experienced, Sprinter, Increase Health, and Vigor Potion, these are not bad upgrades, they just aren't terribly helpful or noticeable until you invest a large number of souls into them. This can be problematic as souls can be hard to come by when you start out and every upgrade you buy will increase the cost of all other upgrades by a small amount. That small amount really does add up, though, so you want to be sure you can consistently complete the game (for a lot of souls to spend all at once) before you invest heavily into these upgrades. In fact, as soon as you feel confident in your ability to complete the game consistently, I would advise you focus solely on maxing out Soul Reaper, as it will greatly increase the number of souls you will obtain from playing from then on.

I hope my suggestions can help you to figure out what upgrades you might want to invest in!
zarentron3  [author] Jun 29 @ 4:13pm 
After these upgrades, I would focus on Dietician, Vampiric Kiss, Elixir of Life, and Increase Attack Damage. I would prioritize Dietician and Elixir of Life over Vampiric Kiss, and just toss a level into Increase Attack Damage or Increase Defence if you have souls enough left over for either of them. It could be worthwhile to invest a few points into Increase Attack Damage without focusing on the regenerative upgrades if you want to make enemies a lot easier for the early game where your weapon is generally pretty weak. Maxing out the number of free weapons, chests, and potions at the beginning of the run can be worthwhile, but I personally wouldn't focus on it in the beginning. Other than that, I would recommend NOT investing a lot of souls into Tool Master, Experienced, Sprinter, Legacy, Soul Reaper, Increase Health, and Vigor Potion when starting out.
zarentron3  [author] Jun 29 @ 4:13pm 
I had considered the idea of typing up a section of recommended upgrades to focus on, but I never really ended up getting around to it. Despite never typing up my thoughts in the guide (yet), I have spent a bit of time considering which upgrades might be most beneficial to invest in early on.

I would recommend freeing the three NPCs first. You can upgrade the number of extra weapons and the number of extra chests provided by 1 each for fairly cheap, so I would recommend doing that and then investing in the chance for better starting weapons (Legendary Blacksmith) and for better loot from chests (Scrounger). Upgrading the number of free potions at the beginning can be really worth it as well if you grab the upgrade that guarantees these starting potions will only have positive effects (Expert Alchemist), since that means all red potions will be guaranteed healing potions. With this upgrade you can even restart runs until you get one or two health potions if you feel so inclined.
TitsInMyFace Jun 29 @ 2:24pm 
Hey Zaren,
Been enjoying the game. Is there any strategy to picking upgrades? Are there any particular upgrades you think are worth focusing on? Any reason to focus on a particular path? Or is it better to be well rounded and spread points evenly at first?

Thanks for the guide. Been playing online Co-op with a friend.
zarentron3  [author] May 13 @ 1:10pm 
As far as weapons go, Staffs are great for both being a ranged attack and for giving you access to the teleporting ability, but I think you can be successful with any type of weapon depending on your familiarity with it. Honestly, sometimes I would go for a weapon based on how useful I found its Skill to be. For instance, I would turn down a slightly superior ranged weapon if I had Cursed Blade, since I personally love how the Invisible Blade Skill can damage enemies and bosses multiple times per use while (usually) moving you forward and out of harms way.
zarentron3  [author] May 13 @ 1:10pm 
For longer runs, the most important thing I would do is hoard healing items and grab as many passive effects as I possibly could, so basically the same things you already mentioned! If you purchase the Expert Alchemist upgrade so that the Pharmacist will only give you potions with positive effects, you can keep resetting a run until he gives you two red potions which will give you a bit of an edge at the start of a run! I also tend to save potions and full heals for later use since they are considerably more rare than the regular healing items.
shotouw May 13 @ 4:23am 
IIRC It also slightly works for the spider, if you manage to get behind the Mandibulas (those fangs, why the fuck do i even know that word in english?!).
What did you find to be the best technique for deep runs?
For me, it was having a staff with a good AOE attack and the dodge skill of the staffs. Then save up every healing item you got and go for every treasure room to get passives.