Castlevania: Circle of the Moon Bosses

ircle of the Moon is arguably one of the most difficult games in the Castlevania series. One of the factors that give it such a reputation is the absolutely merciless bosses. Healing items won't be of much help, as they are hard to come across and are usually not that effective anyway. You may be forced to level grind or kill enemies over and over until you acquire a needed DSS card to make a battle easier.
Beating these pitiless foes is most likely going to come down to much trial and error, so be prepared to pull your hair out and throw your GBA against the wall. Hopefully, some of these strategies will help see you through the ordeal.
Cerberus

HP: 600
EXP: 500
Cerberus originates from Greek mythology, and was charged with the duty of guarding the gate to Hades. It was to make sure that the dead could not leave and the living could not enter. Unfortunately for Nathan Graves, this legendary monster has secured a home for itself in Carmilla's Austrian abode.
Cerberus has a few types of attacks, but will still pose a significant challenge, considering it is the first major enemy of the game. Before you engage this unholy canine, be sure to pick up the Holy Water that is in a mummy-infested room near its blazing chamber. It will prove to be much more useful than the Hunter Whip or the dagger.
The beast will flash different colors before executing an attack. It will turn blue when it is going to pounce, or when it will send out small orbs around it to send down electric shocks. When it crouches down to pounce, back away from it. Sometimes it'll strike quickly by lunging a short distance forward, while other times it will perform a much larger leap.
The electrified spheres it generates are similar to those used by Shaft from Akumajo Dracula X: Chi no Rondo. Cerberus will discharge two of the orbs, and each one will drift back and forth in the air while sustaining a stream of electricity that connects with the floor, thereby forming a mobile wall of voltage. Make use of the room's many platforms to avoid getting shocked by the currents.
Symbolically, Cerberus will turn red when it is about to execute its most devastating move; a huge laser it shoots out of its mouth that covers all of the area in front of it. Before it releases the beam, it will perform a violent leap to the side of the room it is farthest from. Cerberus leaps far, but stays pretty close to the ground, so duck to make sure you avoid this. After that, it will perform another bound to position itself upon a platform where it will unleash the torrent of energy. Run and get behind Cerberus to make sure you're not in harm's way.
Cerberus likes to remain in place for prolonged periods of time, especially before attacking and while it is attacking. This is when the Holy Water comes in handy. When Cerberus stations itself for an attack, douse it with water, and then take up the defensive. This will allow you to score continuous damage on the beast while avoiding its attacks.
Necromancer

HP: 500
EXP: 2500
This demon has two forms; the first is of a large, dark wizard who will hover around and shoot small energy cheerios that are similar to the ones Mother Brain's defense room in Tourian has. He'll also summon enemies on the ground to occupy Nathan's efforts. His second form is revealed to be a skeletal winged demon; his attacks remain the same, except now, he will occasionally encase himself in a green energy bubble and rebound around the room for a bit. He'll also summon pesky skeletons instead of the zombies he used before. Kill whatever Necromancer summons. That is the only way to get it out of your way for good.
While in both forms, it's safest to attack the Necromancer when his guard is lowered. When he stops to summon monsters, try and get in a good position to nail him with a few crosses. It may be best to just concentrate on dodging what he throws at you until the time is just right to attack.
Iron Golem

HP: 1000
EXP: 8000
This hulking, man-like creation will lumber about, throwing powerful punches at Nathan if he gets too close. Beware the small energy bubbles that are produced by the attack. They're quite strong and very similar to the rockets from the Crush Gun in Contra III: The Alien Wars in that they're a deadly explosion that is left behind, which can still cause harm. It seems the Iron Golem only performs this attack while it is shimmering.
The creature will also pound the ground in an attempt to make rusty ceiling cogs fall down upon Nathan. Watch for the red gears, those are the only ones that will come plummeting to the ground, the rest aren't a threat. When the Golem strikes the floor, it will cause a trimmer that will harm Nathan if he's standing on it. The only way to avoid taking damage from this attack is to be in the air while it happens.
The most aggravating part is how it periodically will heal itself a good deal with a spell it casts on itself. Keep up your attacks to bring its HP down, and if you get cornered, just run and perform a double jump over Iron Golem to give yourself more room on the other side.
Adramalech

HP: 1800
EXP: 16000
A huge demonic ram. Adramalech is also known as Molech and Ba'al. Pagan Gods of the ancients. A great contraption has fastened it down so it only has the use of its head.
This is about when the bosses start owning you if you're not on the ball. Its head is the only vulnerable spot, and even though it is immobile, it is very well guarded. Probably your best bet is to rely on crosses to score heavy damage, but you'll have to depend on cunning and timing to see you through this, as well. Know when to take up the defensive. This is hardly like Super Castlevania IV, where you can slug it out with a boss and see who comes out on top. If you attempt that tactic, you can be sure that the boss will always be the one coming out on top.
The monster will summon a legion of ghostly skulls that blast from one hand to the other in a downward arc. If you're attacking it close in, you can avoid this by using the slide to stay close to the floor. Just make sure that you're not directly in the center of the room, because the skulls will be impossible to dodge then. You need to slide to safety as the skulls are coming down, not once they've completely made the semicircle.
Adramalech will also shoot out purple flames of energy that stall a moment before racing out towards Nathan. They can hit pretty hard, but with careful timing, you should be able to dodge them ok. Beware of the dark bubbles that it will form around its head; they are quite numerous and hard to see. They're pretty much there just to complicate things, and make it difficult for you to get in a comfortable spot to attack it.
Dragon Zombies

HP: 1400 each
EXP: 15000 each
This is another fairly difficult boss, which actually consists of two undead, decaying dragons that will team up on you. I've come to the conclusion that the main thing that makes some of these battles hard is the absolutely insane amount of HP that various bosses have. Be prepared for a long, drawn out fight, as your standard whip will probably be doing damage somewhere around a measly 17 to 25 HP, while these beasts have 2,800 HP between them.
The cross is probably the best sub-weapon to use against these bosses, as it can score a good sum of damage rather quickly, but if you don't have a cross and aren't willing to risk searching one out, the axe is the next best thing. It is actually safer to use the axe, but it takes much more patience. Before the fight begins, keep entering and exiting the room right before the Dragons' chamber and fill up your heart supply by collecting the large heart that is within the candle.
The Dragons are colossal, and the first thing to do is develop a defensive strategy. One Dragon occupies the left side of the room, with its twin positioned on the right. That leaves a space in the middle with two platforms that you can use. The only parts of the Dragons that you need to watch out for are the necks and the heads, the rest is pretty much just there for show.
The Dragons will sometimes slam their heads against the wall, causing a flurry of rocks to rain down for a moment. Watch the top of the screen cautiously and carefully sidestep any hazard that falls down your way. Perhaps the biggest threat while they're doing this is the flailing neck and head. Make sure you're not in the way while they're getting ready to crash their heads into the fortification. You can use Nathan's slide move to make your way under the Dragons' heads and to the farther corners of the room. It's good to go there if you need to retreat, but it's a bad spot for launching an offensive.
In addition, the one on the left will occasionally spit out a series of fireballs, arcing its head around for increased coverage of the area. An easy way to evade the flares is to get under its head while it is dispatching the flames. You'll be completely safe there for that time period. The right one will sometimes release a circular ball of fire from its mouth, which hits hard if it connects. The Dragon will pause with its mouth agape, aiming before it fires the attack, so be ready for it and dodge it if it is headed towards Nathan. Lastly, they will nibble their jaws before swiftly attacking Nathan with their heads. So, if you see them licking their chops, be ready for them to lunge forward.
Much like Adramalech, the heads are the only susceptible spots for attacks. As for offense, standing on one of the platforms in the middle of the room and throwing a trio of crosses at a head works well for scoring heavy damage. If you're using the axe, try and stand under a head and lob axes at it from below for a double strike. You may want to equip strength augmenting equipment to make the battle go by faster. Concentrate on one Dragon at a time, but if your main target can't be hit, yet the other is open for attack, seize the opportunity.
Once one Dragon dies, the other will feed upon the corpse to replenish 300 HP. It's very vulnerable while doing this, so nail it with everything you've got to bring its health right back down. The Zombie Dragons can dish out a good beating as well as take one, so hang in there and try to outlast them by fighting cautiously.
Death

HP: 1760
EXP: 60000
You don't really have to fight Death, but it will make your trip through the Underground Waterway much easier if you obtain The Cleansing, which is what is beyond his sanctum. In Death's first form, he will hover around the top of the room, making scythes materialize and rotate towards Nathan. I recommend using the Jupiter and Salamander DSS combo in this fight. That is the one that creates two flames that revolve around Nathan. The flames will serve as good protection against some incoming sickles, and you can even use them to hit Death, although that'd require you to get perilously close to him. Don't forget about Nathan's slide, it will prove most beneficial in this fight. Since it is dangerous to jump around (what, with Death flying about and sickles everywhere), it's a good idea to slither across the floor with the slide sometimes.
He will also summon a pair of energy spheres that can be dodged with careful timing, as well as stop and shoot spears out of his body, in the same way the Succubus did in Symphony of the Night. If you're unsure whether or not the bony lances will impale Nathan, just move far away from Death when he pauses and raises his arms. If you have a cross or an axe, it's good to rely on them for your primary attacks, and get in hits with the Hunter Whip when it is safe to.
In his second form, which is like an odd combination between a praying mantis, tortoise, and. . .who knows what else, he will continue to send out scythes, and sometimes inflict a curse on Nathan that will make it hard to jump high. This is another instance when the slide maneuver comes in handy.
Death will also slam his body down after lifting it up slowly, causing damage to Nathan with the resulting trimmer. The only way to circumvent damage from that attack is to stay in the air, so time your jump well in order to avoid the shock. This form is very sluggish, but it isn't safe to get close to it, so depend on your sub-weapon again. The cross or holy water will work like a charm, but the axe is good, too.
Carmilla

HP: 1500
EXP: 80000
A huge, red, female demon atop a floating skull. She will hover back and forth in the room, shooting out bubbles full of dark energy, as well as sending down a few lightning blasts underneath her. Camilla's most devastating attacks are when she stops to send out a wave of razor-sharp wind blasts, and when she blasts a laser beam out of the skull's mouth, making it move up and down slightly.
A good way to battle her is to use the Jupiter and Manticore DSS arrangement. At first glance, it may not seem like it, but the bubbles are what make this battle tough, and keeping annoying projectiles off of Nathan is exactly what this DSS combo is meant for.
Follow Carmilla around the room while her hovering skull is releasing bubbles and lightning and whip her or hit her with an aerial sub-weapon whenever you're in a good position to do so. Be wary of her other attacks, though. The gigantic beam is very, very powerful. To dodge it, fall to the bottom of the room and duck. Also, don't get hit by her when she swoops down near the floor. Whenever she pauses in place for a bit, run for cover. After she's done with the plunge attack, she'll release that wind bluster, so make sure you're out of the way. It's only really safe to be aggressive with her (hmmmmm!) during the bubble and lightning phase. After that, retreat to safety, and if you have one that will reach, strike with a sub-weapon while she's shooting the air currents.
Hugh Baldwin

HP: 2800
EXP: 120000
Nathan's friend, who has been possessed by the emotions of jealousy and anger. He is one of the more aggressive bosses. Like Nathan, he is able to use all of the sub-weapons. He also wields a sword and will use it to swipe when he gets close. He has a couple different sword techniques, including the ability to increase the size of his sword's spirit, which he will slash down onto the ground, covering a wide arc, as well as a rushing attack, and a technique in which flames burst from the ground around him.
Eventually, when a certain amount of his health has been drained, he will power himself up. In this sequence, Hugh will use the sub-weapons more frequently. In addition, he will be able to summon energy swords that will hunt Nathan down, and still uses his sword for regular swipes.
Hugh has various attacks, but once you recognize how to handle him, he's not as daunting as you may think. Hugh will come charging at you, which may make you want to escape, however, the trick is to stand up to him. When you run, Hugh will start unleashing his magic sword skills and sub-weapons, which can be a problem. Lure Hugh in close and he'll strike with his sword. Simply jump away a short distance and hit him with the Hunter Whip while he's still recovering from the slash.
Try to stay as close as you can to him without getting hit, because if there is a big gap, he'll begin using more elaborate attacks to pursue you. When Hugh powers up, keep this pattern. He uses the sub-weapons more potently in this mode. You want to especially watch out for his dark Holy Water. Don't get too comfortable once you get the hang of this. Even if he's close, Hugh will still use a sub-weapon or a sword technique every now and then, and you have to be ready to withdraw when he does.
Just don't be afraid to stand up to him and keep up the pattern and you should be able to secure a victory. With this strategy, the Holy Water is the best sub-weapon to use against him.
Dracula

HP: 1200
EXP: 150000
Dracula's classic first form. The rite has not been complete, so the Count is not at his full power.
He is now able to summon dark bats and send them out at his opponent, and does this by periodically releasing a trio, a quick stream of them, or by having them fly out in all directions, which is the only one that should be of real concern. Unlike most Castlevania games, Dracula's whole body is vulnerable, so just send out crosses when he appears to make short work of him.
Dracula

HP: 3000
EXP: Unknown
The Dark Lord warps to the chaotic side of the world and morphs into his demonic form. Thankfully, you can go save your game and prepare after your first Dracula battle. What you're going to need is a Cross, full heart stock, and the Uranus and Thunderbird DSS cards, which can be obtained from Scary Candle and Were-Panther. Once you're ready, return to the Ceremonial Room for the last battle with the vampire.
The Count has turned it up quite a few notches. In his first attacking phase, his weak point will be the eyeball in his chest that he will use to sometimes send a laser out that will create a shockwave on the ground. He is also able to summon a storm of meteorites from the sky, and cast a spell that makes legions of red energy bubbles surround him.
Your foremost chance to attack is when Dracula is going to cause the meteors to come raining down from beyond. You can tell he's going to do this when he raises both arms. Summon the Thunderbird with your DSS cards to strike him repeatedly. As an added bonus, Nathan will be invulnerable during the summon spell, so the meteors will be undamaging. The true danger with this is that you must execute a button combo in order to summon Thunderbird, and you may not always get it to work. If you don't activate the spell, the meteors can devestate Nathan, so quickly switch to the Pluto and Unicorn cards to protect him, if it's too late.
Before he shoots the laser, his eye will open. Pitch a cross at it and then retreat to a platform and let him carry out his attacks while you wait in safety, allowing your magic meter to replenish itself.
You will also get a chance to hurl a cross at the eye when Dracula releases the venomous vapors. After you hit him, take up the defensive and twirl the whip around to destroy any incoming clouds.
After a certain amount of his health has been depleted, Dracula will begin to distort and charge at Nathan, causing insane amounts of damage if he hits. When he has done this a few times, he will transform into a single, floating eyeball that is encircled by bats that will slowly hunt down Nathan. Once again, the eye is the only way to defeat Dracula. Keep in mind that the Dark Lord will alternate between this form and his demonic, charging form.
In order to evade his charge, perform a super jump as he's moving back in preparation. With timing, you shouldn't be hit by this attack. When he assumes the form of an eyeball, beckon the Thunderbird again for a lightning strike. If you get low on MP, attack with the Crosses, but don't do anything too daring, as you're just waiting for your MP to restock so you can call the Thunderbird again.
Be cautious and avoid doing anything foolhardy and you may be able to slay the dark vampire, though it won't be an easy task by any means.























