The Flame Whip is a whip or whip attack that involves a whip that is engulfed in flames. It is sometimes a specific whip and other times a "form" of the Vampire Killer. Sometimes, attachments are added to a whip to give it a flame property.
The Flame Whip first appeared in Castlevania II: Simon's Quest as the most powerful whip in the game.
The Flame Whip is the most powerful weapon the player can get in Simon's Quest. A gypsy in an underground path will place a "spell" on Simon that apparently will not go away unless he heads back with a Morning Star and speaks to her again. She will then turn the Morning Star into a Flame Whip, thus "ridding" him of the spell. Talking to her again will "curse" Simon again, but nothing can be done for it, and the curse has no effect from this point on.
25 Hearts and the lack of any sub-weapon will allow Richter to ignite his whip and strike anything in front of him in a blaze of holy flames. The flaming aura he generates can damage enemies continuously and he is invincible during its startup. His whip is extended beyond the normal whip's length and has slightly wider range as well.
Richter can still use the Flame Whip in Symphony of the Night by attempting an Item Crash without holding a sub-weapon. However, here it is a timed powerup instead of a single attack, and it is also a slightly cheaper (10 Hearts). In this game there is no way of losing sub-weapons once one has been obtained, so actually being able to use the Flame Whip is difficult.
A version of the Flame Whip appears in Legends, utilizing the same attack pattern (fireballs from the fully extended whip). However, the whip itself is not extended as far as before and is swung faster. The damage equivalent is still the same and the whip cannot be reverted back to lower levels upon damage.
In Lament of Innocence, to get the whip of flames, you must destroy the flame elemental boss in Anti-Soul Mysteries Lab.
In Curse of Darkness, A Flame version of the Vampire Killer is available in Trevor Mode. It Gains flame properties via a magic stone fitted to its grip.
The flame whip is found hidden in a breakable block near the first section that Desmond can slide underneath. It is slightly more than double the strength of the Leather Whip that he starts the game with.
- See Shadow Magic
|Item Data: Flame Whip|
|Image||Name - Game|
|Type / Users||Attributes / Consume||Statistics / Sell||Found||Notes|
|Magic changes the Morning Star into the Flame Whip and gives it mysterious powers.|| Permenant upgrade|
| Attrib: 16 Attack|
Consume: Morning Star
| Find: Uta Lower Road|
| Attrib: Holy, Fire|
Consume: 25 hearts
| Attrib: Fire|| Sequence: Press and Hold [Special] (Triangle for PS) with no sub-weapon equipped|
|'|| Weapon (Long-Range)|
| ATK = 15|| Create: Level 2 + PowerUp|
|Fire whip to attack enemies.|| DSS Effect|
| Attrib: Fire|
Consume: 6 MP/USE
| STR + 5%|| Create: Mercury Card + Salamander Card|| Effect: If enemy is very close, damage increases 50%.|
|Adds fire to attacks made with a whip.|| Whip|
| Attrib: Fire|| STR +2|
|Fire elemental added onto the Whip of Alchemy.|| Whip|
| Attrib: Fire|| Drop: Flame Elemental|
|A whip imbued with the power of flames.|| Weapon (Whip)|
| Attrib: Fire|| ATK +65|
| Find: Dark Academy|
|A whip imbued with the power of flames.|| Whip|
| Attrib: Fire|| Damage = 58; Speed = Normal; Range = Long|