The Return of Ishtar/Enemies

Many of the enemies have debuted in The Tower of Druaga, but this game has more variations.

Vampires
These blood-sucking monsters only know running around, and can be dispatched with "Fire Ball".

Slimes
These oozing blobs from the original game will hop around. Some of the species can cast spells. Using "Sleep" can hold their movement, but in order to prevent them from casting spells, you have to use "Wizard Lock".

Bats
These nocturnal animals move a bit fast.

Snakes
These reptilan animals move slowly, but they are immune to "Time Stop".

Oozes
These monsters seem to be "dried" versions of Slimes. They are tougher than their Slime counterparts, but lack the ability of casting spells. "Sleep" can calm them down.

Magicians
These warlocks will only focus on Gil, and warps around him while casting spells. Ki is immune to their spells, but Gil needs to dodge them carefully. The "hyper" species materialize faster, and can cast wall-through spells.

Ropers
The common species of tentacle mounds stay calm until one gets close, and then attacks with tentacles. The "hyper" species move faster, and are more aggressive. They are also resistant to many spells, and even "Time Stop" can only freeze their tentacles rather than whole body.

Knights
These armoured warriors from the original game come in total eighteen different classes (a lot) - Blue, Blue Captain, Black, Blue Eye, Black Captain, Mirror, Golden Mirror, Hyper, Steel Hyper, Silver Hyper, Golden Hyper, Green Lizardman, Pink Sword Lizardman, Black Lizardman, Brown Lizardman, Red, Blue Shield, and Akynd. Like in original game, all Lizardmen are left-handed.

Will O' Wisps and Land Urchins
Will O' Wisps (shown in the images to the left) come in two different colours (red and blue), but Land Urchins (shown in the image to the right) only come in one (green). If Ki and Gil spend too long in any room after the song they are hearing from the Yamaha YM-2151 has increased in tempo, four Will O' Wisps will appear in the centre of the room and make their way to the corners before homing in on the heroes' current position; it is not known how many hits they take to kill or how many recovery points they have, but your best way of escaping is to collect the nearest key and head for the door that it opens. Land Urchins, however, will appear in both the third-last and second-last rooms of the game under the trap doors that you have to fall down if you step on them - and as with the Will O' Wisps, it is not known how many hits they take to kill, or how many recovery points they have.