Walkthrough 12: Observation Tower

The Observation Tower is at the very top of the castle, where the boss Hugh guards the Last Key that opens the Ceremonial Room. Most high-level enemies such as Devil and Dark Armor are concentrated here, so collect the max-up items you can and get your equipment ready before coming.

Goals

Save points: 1Warp points: 1Hidden rooms: 5Click the map to open the full map

Special items

NameEffectHow to obtain
Last KeyLast KeyラストキーOpens the door to the Ceremonial Room.Observation Tower

Key Points

Enemies

No.NameHPATKDEFEXPElementDrops
10Evil Pillarイビルピラー20460800480StoneSteel Armor 2%, Toy Ring 0.25%
35Heat Shadeヒートシェイド80240200136FireStylish Suit 2.5%, DSSJupiter 2.2%
50Frozen Shadeフローズンシェイド1124905601212IceMagic Gauntlet 3%, Star Bracelet 1%
63Sirenセイレーン160443300880WindDSSGriffin 2%, Mind High 0.5%
71Dullahanデュラハン2405504402200DarkPlatinum Armor 2%, DSSThunderbird 1.4%
81Wind Armorウインドアーマー3205004601800WindPotion 2%, Potion High 0.4%
87Dark Armorダークアーマー4006805603300DarkPlatinum Armor 2%, Double Grips 1%
92Minotaurミノタウロス4105206402000EarthDSSGolem 1.5%, Spiced Meat 0.75%
93Legionレギオン4206103751590DarkCure Curse 5%, Potion High 0.5%
94Demon Lordデーモンロード4606605001950DarkPotion 2%, Strength Armband 1%
97Catoblepasカトブレパス5505004301800StoneHeart High 2%, Soldier Fatigues 0.5%
102Alrauneアルラウネ7744903032500PlantMagic Robe 1%, Potion Ex 0.5%
103Devilデビル108080090010000DarkPotion High 2%, Mirror Armor 1.5%

DSS Cards

Max-ups

ItemQtyLocation
HP Max3Room 116, Room 125, Room 171
Hearts Max4Room 144, Room 115, Room 114, Room 95
MP Max2Room 123, Room 96

Boss: Hugh Baldwin

ヒュー

“Nathan's rival and the son of Morris, Master Vampire Hunter. He is bitter that Nathan, who he believes is the weaker of the two, was chosen as his father's successor.”

Hugh
No.
112
HP
1400
EXP
120000
ATK
570
DEF
750
One-hit STR
3241
Element
Holy
Clock (normal use)
No effect
Clock (Item Crush)
Slow
Freeze
No effect
Petrify
No effect
Quake
Works

Attacks

AttackPowerElementStatus ailment
Contact570Holy—
Sword
The only attack it uses when you're right next to it (within about one Nathan-width): it raises the sword for about 0.3 s, then swings forward. Just jump to avoid it.
570Holy—
Flame Sword
Big attack when you're within 1/8 of the screen width: a fire pillar taller than a jump rises in front of and behind it for about 0.5 s. Get away from it or double jump to dodge when it's used.
900Fire—
Greatsword
Big attack at about 1/8–1/4 of the screen width: it raises the greatsword overhead, then slams it forward into the ground, covering about 2/5 of the screen width. Get nearly half a screen away or more to dodge it.
720Holy—
Thrust
Big attack at about 1/4 of the screen width or more: it charges for about half a second, then thrusts forward with the sword, rushing about one screen width. Jump to avoid it; the farther away you are, the easier it is. Crouching doesn't help.
690Holy—
Axe
Thrown whenever you're above it beyond a certain height, regardless of distance. When it's about to use a sub-weapon and is nearby, be careful about jumping. The second form throws two at a time.
600——
Holy Water
Thrown when you're within 1/4 of the screen width; it lands a short way in front of it, and the fire on the ground burns for about 6 s. The second form throws two bottles at a time.
500——
Crucifix
Thrown at about 1/4–2/5 of the screen width; it flies about 2/5 of the screen width and returns. Crouch to avoid it. The second form throws two at a time, one forward and one backward.
700——
Knife
Thrown at about 2/5 of the screen width or more. Crouch to avoid it. The second form throws two at a time, one flat and one angled upward.
400——
Homing Swords
Used only by the second form, replacing every other big attack. 6 swords line up in a semicircle above its head, home in on Nathan for about 4 s, circle wide and fly off. Can be destroyed; a sword that hits you flies back and restores 8 HP to Hugh.
600Holy—
  • For damage, the rules for kills while frozen or petrified, and how drop rates work, see Game Systems

Forms

FormsHPEXPNotes
First Form1400——
Second Form1400—Transforms in place once the first form's HP is depleted, with HP fully restored; the transformation takes about 8 s, during most of which it can't be hit

Strategy

  • Hugh involves no luck at all: after every 2 s of movement it always cycles "sub-weapon, sub-weapon, big attack", and which attack it uses depends only on how far you are from it.
  • The second form effectively cycles "sub-weapon, sub-weapon, Homing Swords, sub-weapon, sub-weapon, big attack", and also has the doubled sub-weapon ability.
  • If you happen to be jumping above a certain height when a sub-weapon turn comes up, it throws the axe instead.
  • The sword swing takes priority over the rules above and resets the 2 s timer, so the best approach is to stay right next to it. Jump when it raises its sword and whip as you come down; keep that rhythm and it's an easy win. But it steps forward a little with each swing, so back off when needed.
  • It can't reach the high platforms at the edges of the room, so you can go up there to heal; but the second form's Homing Swords can reach you there.
  • For DSS, use something that boosts normal attack damage, such as Tonfers. Most of its attacks are holy element, so you can also absorb them with Holy Healing.

See the Hugh enemy page