Actraiser 1
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Enemies

Action Sequence Enemies
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Simulation Sequence Enemies
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Acid Bubble
Acid Bubble
You will encounter a few of these bubbles as you ascend the great tree of Northwall. Unlike the other bubbles in the tree, you cannot hitch a ride on these. When you get close to them, the bubbles will explode, sending smaller bubbles out in many directions.
Located In: Northwall Act 2

Armored Archer
Armored Archer
Armored archers usually are a far distance away from you when you encounter them. You will probably have to navigate through many other obstacles before getting the chance to kill them, and they will fire flaming arrows at you as you try to overcome these obstacles, making things much more difficult.
Located In: Aitos Act 2

Artic Bat
Artic Bat
If it weren't for its ice blue wings, this bat would be impossible to see in the dark snow caverns of Northwall. They hang upside down on the cave ceilings until prey is near, then they swoop down to attack.
Located In: Northwall Act 1

Artic Fighter
Artic Fighter
The artic fighters have been one of the only groups of humans left in Northwall since Tanzra taken over, and they have learned to trust their instinct. They go by the motto: "Axe now, ask questions later." Not only can they wield their hatchets with skill, but they have ice shields with which they can block your blows as well. Located In: Northwall Act 1, Northwall Act 2

Artic Gargoyle Statue
Artic Gargoyle Statue
These statues are usually placed at the bottoms of slopes in Northwall, making the impatient warrior run right into them. If you get a big enough run, sometimes you can jump over them and avoid them all together. Otherwise, jump their fireballs and destroy them with your sword.
Located In: Northwall Act 1

Artic Warrior
Artic Warrior
Unlike the artic fighters, the artic warriors have become skilled enough with their weapons that they can throw several hatchets at whom or whatever they wish to kill. They are one of the most deadly foes you will face, and are not to be taken lightly.
Located In: Northwall Act 2

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Bat
Bat
In the hot and humid jungles of Marahna, these silent predators journey about in search of any organism of which they can suck the blood of. They have a habit of pausing in mid-air before swooping in to attack, giving warriors with fast reflexes time enough to kill them before they pose a threat.
Located In: Marahna Act 1

Bee
Bee
This species of bee makes its nest inside the hollowed out insides of trees. When any person foolhardy enough to journey near these trees, one of them flies outside the nest to try and make sure that person never makes the same foolish mistake ever again.
Located In: Filmore Act 1

Bird
Bird
Making their homes in the forests of Filmore, these birds are very protective of it. They will aggressively attack anyone who disturbs their tranquil habitiat.
Located In: Filmore Act 1

Boulder Dwarf
Boulder Dwarf
The dwarves may be small, but that doesn't mean they're not strong. These dwaves can chuck huge boulders at you. Fortunately, they throw them underhanded so they go more high than they do far. They pose as a much larger threat if you happen to be above them rather on the same plain as them.
Located In: Aitos Act 1

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Caterpillar
Caterpillar
Hawks hold these caterpillars in their razor sharp talions and drop them onto any creature that may be below them. They may be slow, but these caterpillars are at home in the great tree and can do many things that you would never expect, so be wary of them.
Located In: Northwall Act 2

Club Goblin
Club Goblin
These worthless peons don't even know how to use the weapon which they hold in their hands. These small creatures are given the unfortunate situation of not having brains nor brawn.
Located In: Filmore Act 1

Crow
Crow
It's a wonder anything can survive in the harsh environment of Aitos, but the crows manage. They don't pose a serious threat until you are riding on the flying chariot, with no solid ground below to save you if the crows knock you off of it.
Located In: Aitos Act 1

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Daggar Goblin
Daggar Goblin
They may wield a sharp weapon, but they don't know how to use it. They're so stupid that you can swing your sword and they'll walk into it. Tanzra obviously isn't to apt at creating dangerous foes.
Located In: Filmore Act 2

Demon
Demon
The demons are some of the only creatures able to survive inside the buring hot volcano of Aitos. They are quite proficient with their spears, and can cause great harm in packs. Always take out a demon before advancing, or he could come back to haunt you when you least expect it.
Located In: Aitos Act 2

Desert Weed
Desert Weed
Springing up from the perilous sand traps, the desert weed fires thorns at any living creature near it. It twists and turns about as well, and if you are near it you're sure to get hit. A few well places swings of the sword will chop it down to size.
Located In: Kasandora Act 1

Dinosaur Warrior
Dinosaur Warrior
There is only one dinosaur warrior in the game, and he protects one of the locked gates in the Minotaurus' lair. He has an interesting fighting style that consisits of lunging and parrying. He will take a slash at you, then quickly retreat, forcing you to go after him instead of him coming to you.
Located In: Filmore Act 2

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Eagle Fighter
Eagle Fighter
The eagle fighters are the ancient protectors of the mysterious pyramid in Kasandora. They are expect swordsmen, and know when to attack and when to retreat. Use your best judgement when fighting them.
Located In: Kasandora Act 2

Eagle Warrior
Eagle Warrior
The eagle fighter is a formidable foe. He has many special attacks and never hesitates to use them. He can fire waves of energy from his sword, and can leap over his foe and quickly attack him from the other side. Jump his waves of energy and when he leaps over your head, continue foward and avoid fighting him; it's unnecessary.
Located In: Kasandora Act 2

Eyeball
Eyeball
No one knows where they come from or what their intentions are, but these mysterious eyeballs appear out of thin air to prove pesky for people traveling through Northwall. Always be ready to slash when making jumps, as they could appear in your path any second.
Located In: Northwall Act 1, Northwall Act 2

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Fireball
Fireball
Fire floating in mid-air is quite a sight to see, but don't stare into the flames for too long. When you get too close, these fireballs explode, sending flames flying diagonally. Stand to the immediate north, south, east, or west of them to stay safe.
Located In: Marahna Act 2

Flame Demon
Flame Demon
What happens when evil demons and fire mix? Trouble and pain. These demons who take the form of fire fly above the torrid sands of Kasandora and rain flame down on would be heroes in the hopes of ending their quest. Take them out before moving on, or you'll regret it.
Located In: Kasandora Act 1

Flying Demon
Flying Demon
Although it may have wings, the flying demon doesn't have very much room to fly inside the giant volcano of Aitos. You will have to take the full brunt of his flying limitations, as he now hovers ever so slowly above your head, ready to crash down with spear in hand when given the opportunity.
Located In: Aitos Act 2

Flying Fish
Flying Fish
Not many fish could survive in the contaminated waters of the lake in Bloodpool, but unfortunately, this one did. This horrible mutated fish flies out of the water and sails towards you. If it lands on solid ground, it can crawl along the ground towards its prey and leap back up again.
Located In: Bloodpool Act 1

Flying Goblin
Flying Goblin
Its got wings, and it intends to use them. The flying goblin patiently waits until anyone steps under him, then comes crashing down to the ground in an effort to jab the sharp spear it carries into its victim's flesh.
Located In: Bloodpool Act 2, Kasandora Act 1

Flying Snake
Flying Snake
A snake with wings is an amazing site indeed, but don't let its appearance fool you: it's a very ferocious creature. When you see one of them fly towards you, be quick in taking it out. Never jump down from platforms without scoping out what's below you, or you could jump right on top of a flying snake.
Located In: Marahna Act 2

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Gargoyle Statue
Gargoyle Statue
Gargoyle Statues are usually positioned in places where you least expect to find them. In the American version of Actraiser, the statues only fire one, easy to jump fireball, while in the foreign versions it fires two in a row and they are very hard to jump.
Located In: Bloodpool Act 2

Ghoul
Ghoul
The ghouls lie in wait inside the temple of Marahna, the ghouls fire balls of energy from their mouths. Run away from them, and their heads will detach from their bodies and follow you, plaguing you until you destroy them.
Located In: Marahna Act 2

Glob
Glob
After getting fired from his job at McDonalds, Grimace took to inhabiting the murky waters of Marahna. Blobs periodically pop out of the water and fire three smaller globs from their head. They should pose no threat to the patient warrior. Try your best not to get stuck in between two of them.
Located In: Marahna Act 1

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Hawk
Hawk
Flying in the ice cold winds of Northwall, the hawks carry caterpillars in their tallions and drop them on enemies below. Don't mind the hawks as much as the caterpillars they drop.
Located In: Northwall Act 2

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Imp
Imp
Most imps position themselves on one side of a gap and throw knives at anyone who tries to jump the gap. These imps can only throw knives straight, not in any other direction. They also do not have the ability to jump upward.
Located In: Filmore Act 2

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Larva
Larva
While possessing no means of attacking or defending, the larva can be a hazard to impatient warriors who leap before they look. They mostly lay out platforms, and anyone foolhardy enough to jump on one without first looking for a larva could find himself landing on one.
Located In: Filmore Act 2

Lava Mine
Lava Mine
The lava mines jump out of the hot lava inside the volcano of Aitos. If you don't kill them in time, they will explode, sending fireballs diagonally. If you stand to the immediate east or west of them you shouldn't be harmed by these fireballs.
Located In: Aitos Act 2

Lightning Crystals
Lightning Crystals
You cannot be hurt by the lightning crystals as they fly through the air. When a red and a blue lightning crystal stop moving and line up with one another, a stream of lightning will connect the two for a moment. If you attempt to walk in between the crystals while they are connected by lightning, you will be hurt.
Located In: Marahna Act 2

Lizard Warrior
Lizard Warrior
The lizard warriors have excellent control over their weapons. They can hurl their blades at you, and the blades will make a complete arc and come back to them, giving the lizard warrior the potential to hit you twice. Jump his blade when he throws it, then duck and slash him with your sword.
Located In: Bloodpool Act 1

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Mini-Pharoh
Mini-Pharoh
Attached to walls, the only form of offense the miniature Pharoh masks have is firing arrows from their mouths. The larger Pharoh, and boss of Kasandora Act 2, can make these miniature pharohs appear on the walls to aid him in battle.
Located In: Kasandora Act 2

Mosquito Man
Mosquito Man
Mosquito men hide in the abandoned homes of Kasandora, in the darkness, waiting for someone to pass by. When someone does, they fly out of the homes and swoop down, attacking with their claws. You can see their red eyes in the dark homes before they come out to attack, and you can kill them before they get a chance to leave the homes.
Located In: Kasandora Act 1

Mummy
Mummy
Apparantly the ancients of Kasandora couldn't be bothered to seal their mummified in tombs, and instead left them in incloves. After centuries of slumber, the mummies have reawakened and are free to walk all throughout the pyramid and cause trouble for adventurers like yourself.
Located In: Kasandora Act 2

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Native
Native
The natives of Marahna are pesky little fellows. They have not one, but two methods of attacking. They can either chuck a bomb at you (heaven knows where they learned how to make bombs), or fire blowdarts at you. You can easily jump the darts and walk under the bombs, and then kill them.
Located In: Marahna Act 1

Native Spearman
Native Spearman
The fact that the native spearman doesn't have a head on his shoulders presents a tricky problem for you. Now your only available target is his torso and legs, but he's not gonna leave the open. Time you jumps correctly to jump his leathal spear jabs, then run and slash his legs a few times, then wait for him to attack again.
Located In: Marahna Act 1

Native Trap (Arrow Shooting)
Native Trap (Arrow Shooting)
It may look like a harmless statue, but beware, this native construction fires arrows at anyone who gets to comfortable around it. The natives built them near power-up items to protect them. Slash the arrows they shoot and then destroy them with your sword.
Located In: Marahna Act 1

Native Trap (Jumping)
Native Trap
It may look like a harmless statue, but beware, this native construction jumps right on top of anyone foolhardy enough to mistake it for harmless scenery. Don't take the time to fight it, instead jump over it when it's stationary or walk under it when it jumps over you.
Located In: Marahna Act 1

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Reaper
Reaper
The reapers take their home in the long decending shafts of the temple in Marahna, waiting for people to go down them in search of Talia. They can fire sickles off at you or use the one in their hand to slice into your flesh. Take them out when you see them before moving on, or you could find yourself swarmed with several of them.
Located In: Marahna Act 2

Red Bird
Red Bird
The dark land of Bloodpool isn't the best place for a bird to make its home, but this variety seems to like it. Make sure to kill off any red birds hounding you before making jumps or you could get knocked into the murky waters never to resurface.
Located In: Bloodpool Act 1

Red Imp
Red Imp
The red imps are much more proficient in combat than the regular imp. They can throw in any direction and can also jump in the air, adding more distance to their projectile attacks.
Located In: Filmore Act 2

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Sacred Stone
Sacred Stone
These stones covered in blue flame can home in on you, and follow you whereever you go. However, periodically they must stop, and when they do, you can easily destroy them
Located In: Kasandora Act 2

Scorpion Man
Scorpion Man
The scorpion men are slow and not very mobile. However, when they are moving, they cannot shoot fireballs from their tails, so take the opportunity and kill them while they're walking.
Located In: Kasandora Act 2

Seedling
Seedling
The seedlings exist in the foreign versions of Actraiser only. The tree man mini-boss in Filmore Act 1 shakes his arms and the fall out of his leaves. They pop out of little shells and make take up the forest floor. It's a difficult task to kill them and avoid tree man's fireballs at the same time.
Located In: Filmore Act 1

Serpent Monster
Serpent Monster
They don't have legs, but they don't let that stop them from getting around upright. The serpent monsters don't have any forms of attack other than bouncing on their tails and leaping at their prey.
Located In: Marahna Act 2

Skeleton Bird
Skeleton Bird
The skeleton birds have a unique ability to extend their arms to enormous lengths to injure you. They can extend their arms in any direction as well. You've got to time your jumps at just the right moment to avoid injury and attack the skelton birds.
Located In: Bloodpool Act 2

Skull Bat
Skull Bat
Lurking in the darkness, the skull bats swoop down and attack with stingers that resemble that of a bee's. They take a moment to "emerge" from the darkness in which you can kill them.
Located In: Filmore Act 2

Skull Totem
Skull Totem
The skull totem fires a pink projectile at you that can do a significant amount of damage. You'll have to time your jump well to avoid it, then move in quickly and destroy the totem before it gets another shot off. It glows pink a few moments before it fires.
Located In: Filmore Act 2

Smoke Cloud
Smoke Cloud
When seperated from the pack, individual smoke clouds lock on to and fly around their target in circles. Make quick work of them or they will keep circling you and make your job tough.
Located In: Aitos Act 2

Smoke Cloud Legion
Smoke Cloud Legion
Smoke legions are made up of nine individual smoke clouds. Once you hit the legion a few times, eight of the smoke clouds will dissapear and leave the one in the middle by itself.
Located In: Aitos Act 2

Snake
Snake
Sometimes there are so many snakes in the ancient pyramid of Kasandora that it's hard to see the floor. You can either avoid them all together by jumping on platforms or simply kneel and slash them.
Located In: Kasandora Act 2

Spear Goblin
Spear Goblin
One of the only types of goblin that actually uses his weapon, the spear goblin hurls spears at you with incredibly bad accuracy. Beware, you can be hurt by any part of the spear, not just the point, so dodge them completely when they are thrown at you.
Located In: Bloodpool Act 2, Kasandora Act 1

Stone Arm
Stone Arm
As you slowly make your way up one of the many dangerous volcanos in Aitos, these pesky arms will protrude from the rock to hurl small boulders at you. Unfortunately, you're on an incline, so these boulders will constantly be rolling down the volcano to hit you. Carefully jump the boulders and move on. Impatience kills.
Located In: Aitos Act 1

Stone Dwarf
Stone Dwarf
These pesky creatures keep a sack full of small stones at their disposal, and throw the stones at you when you approach them. They're not very strong, so the stones don't generally go too far or very high. The only time you need worry about them is when you are below them or very close to them.
Located In: Bloodpool Act 1, Aitos Act 1

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Tree Man
Tree Man
As much as many would like to avoid it, you must fight the tree man in Filmore to advance onward. He is quite easy to defeat in the U.S. version of the game as he doesn't have the seedlings to help him. Jump his fireballs and slash him in the head a few times to decapitate him. After you defeat him, a small platform will extend out of the earth and you can advance onward in the level.
Located In: Filmore Act 1

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Walking Tree
Walking Tree
The Walking Tree isn't necessarily an enemy at all. You can ride on his arms to keep from setting foot on the dangerous throrns in the forest of Filmore.
Located In: Filmore Act 1

Wall Blob
Wall Blob
These creatures do little more but stick onto the walls of the Bloodpool castle all day, waiting for someone to venture down the corridors. When someone does, they leap off of the wall and sail towards whomever their victim may be.
Located In: Bloodpool Act 2

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Simulation Enemies
Blue Dragon
Blue Dragon
You will encounter blue dragons in all lands you visit. They have a pesky habit of destroying villager's houses with lightning while your back is turned. Never keep your eyes off of them for a second. Seal blue dragon lairs as quickly as possible. They are the most dangerous of all the monsters to your people.
Located In: Filmore, Bloodpool, Kasandora, Aitos, Marahna, Northwall

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Floating Skull
Floating Skull
Floating Skulls look big and dangerous because they are. While not dangerous to your peoples at all, the floating skulls are very dangerous to your angel. They attack swiftly and deal tons of damage on your poor angel. A few hits from a floating skull can leave your angel unable to shoot, allowing blue dragons to destroy your villages.
Located In: Aitos, Northwall

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Napper Bat
Napper Bat
Napper bats are very weak and easy to kill, but if you turn your backs on them for even a small second they can cause some havok. They constantly grab villagers in their claws and take off towards the mountains. If you can kill them before they fly away, you'll save the people. If not, kiss the good bye forever.
Located In: Filmore, Bloodpool, Kasandora, Marahna

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Red Demon
Red Demon
Red Demons scorch and do damage to otherwise productive fields in your villages. Your villagers need food to live, so don't let these buggers destroy their crops!
Located In: Bloodpool, Kasandora, Marahna, Northwall

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