Return to CastlevaniaisDead Cells’ biggest expansion to date, introducing a total of 14 new weapons to the game’s ever-expanding arsenal. While these weapons will certainly bring a nostalgic warmth to long-time fans of theCastlevaniaseries, they’re more than just throwaway throwbacks: some of these new weapons are game-changers, and will be extremely useful in your future runs. With our comprehensive weapons guide, you can get the full lowdown on every new weapon introduced inDead Cells: Return to CastlevaniaDLC. Read on to do so.
A guide to the new weapons ofDead Cells: Return to CastlevaniaDLC
Holy Water
Unlock:Blueprint dropped by Merman (Castle’s Outskirts)
Scaling:Brutality/Survival
The Holy Water is a Grenade-type Skill, creating a large flame on the ground where it lands. This is great against static enemies, or in combination with stun/freeze effects. It’s also great for creating a temporary ‘barrier’ between you and your foes in a tight space.
Unlock:Blueprint dropped by Bone Thrower (Castle’s Outskirts, Dracula’s Castle)
Scaling:Tactics
One of the most powerful new additions inDead Cells: Return to CastlevaniaDLC, we’ve alreadywritten a full guideon the applications of this holy ranged weapon. In short, it’s extremely powerful in tight quarters or against large enemies and bosses.
Unlock:Blueprint dropped by Werewolf (Castle’s Outskirts, Dracula’s Castle)
Scaling:Tactics/Survival
A unique weapon with a slightly unintuitive in-game description, the Bible is a slow, hard-hitting melee weapon that can provide an orbiting Bible around you if you manage to land both hits of its weighty combo on an enemy. These orbiting Bibles deal critical damage, making them very powerful against bosses with lots of health who can take a series of combos without dying.
Throwing Axe
Unlock:Blueprint dropped by Haunted Armor (Dracula’s Castle)
A near-exact replica of itsCastlevaniainspiration, the Throwing Axe moves in an arc, turning red and dealing critical hits on the way down. It’s excellent against aerial foes, if a bit slow to use.
Whip Sword
Unlock:Blueprint dropped by Harpy (Castle’s Outskirts, Dracula’s Castle)
Scaling:Brutality
A truly unique new weapon, the Whip Sword can shift between two forms — a sword and a whip — in between two attacks, dealing critical hits for a brief period after doing so. It feels like aDead Cellsversion of one ofBloodborne’s famous trick weapons, and will undoubtedly yield great results once players master its unique attack rhythm.
Rebound Stone
Unlock:Blueprint dropped by Buer (Dracula’s Castle)
Scaling:Survival
The Rebound Stone bounces off walls, picking up speed with each bounce. If you touch it while it’s in motion, it will speed up even more, and start dealing critical hits to enemies. This is a fantastic option in tight corridors full of enemies.
Bat Volley
Unlock:Blueprint dropped by Vampire Bat (Castle’s Outskirts)
Scaling:Brutality/Tactics
Unleashing a swarm of bats in a slow-moving arc, Bat Volley will start to deal critical hits after passing through at least one enemy. This makes it ideal for taking out a group of enemies on the same platform, as you can safely deploy it from a distance and watch your bat buddies devour them.
Medusa’s Head
Unlock:Blueprint dropped by Medusa (Dracula’s Castle)
A unique take on a Grenade, Medusa’s Head petrifies any enemies it hits as it rolls across the ground, and can be detonated by pressing the ‘use button’ for it again, dealing additional damage in a radius around the head.
Maria’s Cat
Unlock:Complete theRibboned Key sidequest(Castle’s Outskirts)
A new option for the pet lovers out there, Maria’s Cat is an accurate portrayal of the beloved animal, in that it mostly wanders about doing its own thing. you may call it to your shoulder, however, where it will then proceed to deal critical hits and inflict bleed on nearby enemies.
Alucard’s Sword
Unlock:Blueprintfound in Richter Mode.
A mostly standard sword with a fun teleport twist, Alucard’s Sword brings you in close when attacking near an enemy, dealing a critical hit in the process. This makes it an excellent gap-closer, and an interesting evasive option to boot.
Alucard’s Shield
Unlock:Found in secret room (Castle’s Outskirts)
A fairly unique shield in that it can also perform melee attacks, Alucard’s Shield will undoubtedly become a favorite among high-levelDead Cellsplayers, almost all of whom are big shield advocates. After a successful parry, this shield can deliver a critical melee strike, making it great on both offense and defense.
Death’s Scythe
Unlock:Blueprint dropped by Death (Defiled Necropolis)
A typically slow Survival weapon with a nice combo moveset, Death’s Scythe has the unique ability to enlist the support of the souls of your fallen foes. These ghosts will follow you around, exploding on still-living enemies for substantial critical hits. It’s one of the most powerful and flavorful weapons from theReturn to CastlevaniaDLC.
Vampire Killer
Unlock:Blueprint dropped by Dracula – Final Form (Master’s Keep)
While whips haven’t fared particularly well inDead Cellsover the years, the iconic Vampire Killer is a happy exception. Dealing critical hits against burning enemies, and setting the ground on fire after killing an enemy, the whip brings pain for any foes who cross your path.
Morning Star
Unlock:Can be acquired in a run by usingthe Konami Code.
Another unique whip-type weapon, the Morning Star lets you hold down the attack button and swing the head of the whip around you in a circle, letting you cover your back in areas with lots of annoying flying enemies. After spinning round for over a second, it also starts to deal critical hits, meaning it can do some serious damage against foes that give you breathing room.
So there you have it: a guide to every new weapon introduced inDead Cells:Return to CastlevaniaDLC. There’s a lot here to choose from, some more powerful than others, but they’ll all add some welcome new flavor to your runs.
Nathan Ball
Nathan Ball is a freelance games writer with a deep love for the medium. Having studied Game Design at the University of Abertay, Dundee, he’s always on the lookout for games that push the envelope and try out fresh and exciting design techniques.
You can usually find him covering the latest indie gems, but he does dabble in the world of AAA from time to time as well.
Nathan has written professionally for various outlets, including TheGamer and the Scottish Games Network. When not writing, he enjoys good books, good TV, and analysing both within an inch of their life.