Castlevania: Harmony of Dissonance Bosses



astlevania: Harmony of Dissonance is a boss battle extravaganza. It has more bosses than most Castlevania games by far. Harmony largely features creatures that tower over Juste, which try to overwhelm with sheer size. These multi-segmented monstrosities justly showcase the Gameboy Advance's graphics capacity, and quite a few of them are really, really buff.

While playing the game's normal mode, most of the bosses shouldn't present too much of a predicament. In contrast, once the game is set to HARD MODE, some bosses have the potential to slaughter Juste in as little as three attacks. As you scroll down, you may notice several memorable faces from the series' past.


Giant Bat

Level: 10

HP: 400

EXP: 66

This is a foe that is forever etched upon the minds and hearts of many Castlevania fans. There is nothing quite like facing the Vampire Bat. This is one of many bosses in Harmony that has a striking introduction. When Juste first enters the Bat's haunt, it appears to be pitch black. Although, what looks to be dark obscurity is in truth a shadowy cloud of bats that envelope the room. Once disturbed, the bloodsuckers fuse with one another, and thus emerges the Giant Bat.

This incarnation bears much likeness to the original; however, its behavior is most reminiscent of the one found in Akumajo Dracula X: Chi no Rondo. It will fly about and contort its body into a drill form, in which it will dive at Juste from above. When it connects with the floor, it'll be wedged in it for a good while, and will be very vulnerable. After taking three hits, the bats will separate and then unite in a different location. The small bats won't cause any harm.

When not lunging at Juste, the night hunter will linger in the air and release the occasional fireball. Remember, these fireballs can be dispelled by Juste's own attacks. As is customary, the axe works rather well against this enemy. Once it's defeated, the drawbridge will open, giving you access to the entry overpass and lookout tower.


Living Armor

Level: 13

HP: 900

EXP: 110

This is ghostly armor that doesn't appear to have an occupier. At first, this guardian is kneeling down, but when it assumes its full height, it's more than double Juste's size. The Living Armor is sluggish, but large. It will plod towards Juste in an attempt to corner him. To prevent this from happening, attack it with the whip as it's walking. After three or so hits, it will be forced backwards.

The Armor will also hack with its bloodied sword. If you attack while it's still in its slashing pose, it will not help in knocking it backward. The cross is useful in delivering good damage to it, but do not rely on it too much. Only strikes made with the Vampire Killer will cause this foe to break its attack and retreat. If victorious, you are rewarded with the Lizard Tail Relic.


Skull Knight

Level: 20

HP: 1600

Weakness: Thunder

EXP: 339

This is a classic boss that is originally from Castlevania III: Dracula's Curse. His performance at times is somewhat similar to his 8-bit self's, but he has three attack patterns this time. With the first, he will walk and jump slowly around the battle room. When his sword shimmers, he is getting ready to thrust it at Juste. What's more is that he may withdraw behind the security of his bloodstained shield when under attack.

Try not to let him back you against a wall. He isn't too aggressive in this mode of attack, but it is still very possible for him to pin Juste in. If there is more space on the other side of the room, then run, dash, or slide beneath him when he jumps. But be cautious; occasionally he'll jump backwards.

After realizing that what he's doing is not working, Skull Knight will wisen up and adopt a new, more hostile strategy. Skull Knight will execute his jumps quicker, but the real threat is his invisible dash attack. When he starts to emit a swelling ginger glow, he's getting ready to quickly streak across the floor. To avoid this attack, either time your jumps well, or make your way onto one of the two platforms in the room. It's more fun to leap over the attack, but also much more dangerous.

The third is the most threatening pattern of Skull Knight's. Stay close to him, but not too close, and watch his movements carefully. When he crouches a bit, that's a signal that tells you that he's going to perform a short, quick jump. If you're close to him, the best way to dodge this is to slide under him. Keep in mind that you don't want too large of a gap between Juste and Skull Knight, because when he lets his guard down, you want to be there to pound him with Vampire Killer. However, he walks much faster than before, so if you're too close, there's a good chance that he'll just run into Juste.

When he's assembling blue energy into his core, it's your chance to get within whipping range, duck, and let him have it. Be sure to stay ducked, because once he's done powering up, he'll fire a large sapphire beam. The longer he gathers energy, the longer he's able to sustain that attack. When Skull Knight's had more than he can handle, his head will fall off, and he'll disintegrate in a large stream of luminosity.


Golem

Level: 18

HP: 1408

Tolerance: Thunder

EXP: 273

This brute will also attempt to suffocate Juste against a wall. If you decided to fight Skull Knight first and collect the Sylph Feather, this shouldn't be too much of a problem, as you can simply double jump over him. The rock monster is extremely slow, and is initially very exposed to attack. Nonetheless, the Golem will stomp the floor, which causes a trimmer that dislodges boulders from the ceiling. Watch the top of the screen cautiously as the rocks come plunging down. Instead of hastily dashing back and forth, remain in position and carefully side step any stones that threaten Juste.

The Golem also has a punch, although this really isn't anything to worry about since you can see it coming well before it's executed. What you do want to worry about is the ball hanging from that chain that the Golem has. Contrary to its slow walking, the Golem turns around very abruptly, and if you happen to be close enough to it when the Golem does an about face, the orb will clout Juste.

After taking a decent amount of damage, the rock membrane around the Golem's face and chest will break away, exposing a bizarre scarlet sphere. From that point, it will be your new target. It isn't always easy to get a good hit on it. Beware the attack in which Golem spews out a barrage of rocks from its innards; it covers a pretty good distance. If you're backed up against a wall and the Golem is close, your best chance of evading this bombardment is to quickly leap up, jump kick the Golem's sphere before it releases the onslaught, and bounce off of it to safety on the other side. Make use of your aerial sub-weapon to hit the Golem's tender area. When beaten, the Golem will descend back into the rock from whence it came.


Minotaur

Level: 20

HP: 1920

EXP: 339

In legend, this bull-headed monster is the son of a human woman named Pasiphaë, who mated with a white bull that she fell madly in love with due to a curse that was cast upon her. Well, anyway, this is another enemy that dwarfs Juste in size. He can be troublesome at times, because, like some of the others, he uses the ‘back you against the wall' tactic, only he does it better than them. It's pretty difficult to get to the other side of the Minotaur if he's backing you up, and his giant axe has very good reach when he tries to hack Juste with it.

To further complicate things, whether or not Juste's attack sends the Minotaur back seems random. From what I can tell, there is no set number of attacks that causes the Minotaur to retreat. In some cases, two attacks in succession will each send him back. In others, the Minotaur will relentlessly continue his assault, no matter how many times he's been hit.

If he begins to smother Juste, you need to act quickly. The Minotaur is nearly as tall as the ceiling in his chamber, but not quite as tall. Use that little bit of space in between the Minotaur and the ceiling to your advantage. Quickly double jump towards the beast, and execute a dive kick on it near its top. If you're careful, Juste should be able to rebound off him to the other side unscathed. Just hope that Juste's kick doesn't send the Minotaur back in the same direction Juste is headed. If it does, well… with any luck, Juste won't get hit somehow.

When you see the Minotaur twirl the axe in his hand, he is getting ready to throw it like a boomerang; much in the same way those bald guys hurl their blades in the original Shinobi game for arcade or Sega Master System. You can dodge this by simply ducking. You may want to stay ducked, the axe returns rather quickly. Also, watch for the Minotaur to raise his fist in the air, howling. This means he's about to do his stampede attack, in which he lunges at Juste, head first. Jump up and do a dive kick when the beast is underneath Juste. He won't stop until he's collided with the wall, which he'll be jammed in for about three or four seconds. You can get some good hits on him then, but don't be greedy.

Know when to take up the defensive, because the Minotaur will swiftly burst out of the wall and land a good ways from it. Watch for the signals, keep up these strategies and the Minotaur will be beaten and decapitated.


Devil

Level: 27

HP: 2176

EXP: 627

This is an airborne foe that you need to take great caution with. First and foremost, if Juste is touched by the Devil's swiping claw, a curse will be cast upon him. Take care not to let that happen, a curse will really, really hinder you in this fight, and the Devil deals out a considerable sum of damage. The Devil will flutter about, and from above, he'll shoot a beam at an angle towards Juste. It isn't safe to try and get many hits on the Devil with the whip while he's flying, but he is susceptible while he's shooting that ray from his mouth. At that moment, try and get behind him and strike with the Vampire Killer.

Whatever you do, stay from underneath the Devil while he's flying. He likes to hover above Juste, or use his energy beam to direct Juste under him. You never know when the Devil will suddenly and quickly swoop down for a landing. Juste's recovery time is next to nil, so if the Devil lands on him, he can get a decent combo on Juste, as well as curse him. Upon settling on the floor, many times the Devil will spend time absorbing energy for a chain of fireballs that he shoots horizontally. This is your time to get in close, duck, and attack with the Vampire Killer. Watch out for his slash attack that follows the fireballs, though. Be sure to back dash to avoid it. Moreover, sometimes when the Devil lands, he will skip the fireball attack altogether and immediately attempt to lacerate Juste. So, see what he's getting ready to do before rushing in.


Giant Merman

Level: 30

HP: 3520

Tolerance: Fire

Weakness: Ice

EXP: 1298

This drenched enemy will appear from the aqueduct's watery deep and attack with a wave that moves along the ground. This can easily be avoided by jumping. The amphibious fiend will also carry out a Sonic the Hedgehog style rolling attack. Time your jumps carefully and dive kick him as he's rolling by.

When the Giant Merman summons Fish Men and standard Mermen, jump to whichever of the two platforms is farthest away from him. Patiently remain on the platform while waiting for the minor enemies to take their leave. There's no use in fighting them. Juste should be safe on the platform, but keep him crouched just in case a Fish Man lands on the other platform and decides to shoot at Juste with a spray of water. When the coast is clear, continue your attack on the Giant Merman and he'll eventually die in a display of cobalt flames.


Max Slimer

Level: 32

HP: 3680

EXP: 1479

This boss is a very large blob that seemingly broke out of a giant capsule that concealed it. It will slither across the screen slowly and release pesky little Tiny Slimes when hit. The more Tiny Slimes it loses, the smaller it gets. You can get over it by dive kicking, but watch out; Max will attach itself to the ceiling in an attempt to counterattack. If Juste touches Max Slimer, he'll be poisoned. Finish Max off to watch its entertaining death sequence.


Peeping Big

Level: 33

HP: 2000

EXP: 1981

This is a fun boss to fight, not necessarily for the challenge, but because it's like a giant balloon or bouncy ball, and because I think its name is cool : p. Peeping Big will float about and get you in a sense of security, and then suddenly it'll whip with its tail, so be ready to back dash. Occasionally, it'll hover in one spot and continuously whip its tail. When hit with the whip, Peeping Big will glide backwards from the impact. This will probably make you want to pursue, but don't run into its attacks.

When Peeping Big closes its eye, it's getting ready to do its bounce attack. This can be hard to dodge at first, but time your slides carefully, and you should be able to get through it untouched. Kill Peeping Big to see one of the coolest Castlevania death animations, ever!


Legion (Saint)

Level: 25

HP: 1920

EXP: 2230

They are a colossal monstrosity that is composed of countless corpses mashed together in a globular formation. They have the designation of "Saint" and bear the wings of Seraphim as if to feign some form of sanctity, or perhaps as a mockery. The name Legion most likely comes from the demon mentioned in the Bible, who was said to be composed of many, and whom possessed a mortal and was later banished by the Holy Spirit.

Legion will release smaller versions of their self, which fly towards Juste. If they connect, they can hit extremely hard and Juste will be cursed. Try to destroy them as soon as possible; otherwise they may overwhelm you as Legion continues generating them.

Legion has four armored sections that protect the core within, which is your main target. You don't need to destroy all four to expose the core, but you may as well, since it makes for a more engaging fight. Once you break off three fourths of Legion's morbid skin, the core will be able to extend one tentacle outward. The feeler will not harm Juste if you run into it, but you should still keep an eye on it. When the tendril pauses in place, it is getting ready to discharge a devastating laser that it is able to sustain for about three seconds. Avoid this attack at all costs, but don't ignore the smaller gobbets that Legion releases from their shell.

After completely destroying the barrier, the core will extend all three tendrils. Continue the attack, but pay attention to the tentacles, and take note when and in what direction they are going to fire their beams. Instead of one, now there are three to deal with and the beam attack is destructive.


Shadow

Level: 36

HP: 1600

EXP: 2362

The Shadow has four forms and is vaguely reminiscent of the Nightmare boss from The Legend of Zelda: Link's Awakening. It will start as a malevolent looking face, which somewhat resembles Fry Guy, the Super Mario Bros. 2 villain. It cannot harm Juste in this form, but likewise, it cannot suffer any damage in it, either. It will then assume the shape of what looks to be a panther directly inspired by the classic Vampire Killer enemies. The strange thing is that it howls like a dog. It will quickly run back and forth across the screen, which makes it difficult to get hits on the Shadow without jeopardizing Juste's security. The safest route to take is to leap and dive kick it as it comes underneath Juste. When the silhouette howls, lash it with the whip. It will hurdle over Juste to the center of the room to typically take its next form.

The sabre form is very dangerous. Its movement is sinuous and unpredictable, so fight defensively. If you're not alert, this boss is sure to harm Juste. The Shadow's hits are powerful, and it's liable to hit Juste repeatedly due to his little time to recover. Also, like some of the other bosses, this sabre form will curse Juste if it hits him, which will leave you with quite a handicap.

The other form is a moth. The lepidopteran will flutter about the room, dropping clouds of toxic dust that will poison Juste if they land on him. The moth flies slowly and its powder drifts leisurely, but it can still be difficult to dodge at times. It will not just restrict itself to the higher parts of the room, but will also swoop near the floor, too. This obscure boss will keep converting from form to form before it is finally slain.


Pazuzu

Level: 38

HP: 4500

EXP: 2640

This is a returning boss from Castlevania III: Dracula's Curse. This is the first time the Leviathan has been seen since he was defeated at the hands of Trevor Belmont and company. In legend, Pazuzu is the Sumarian demon of the southwest wind. This demon was said to be accountable for natural calamities, such as storms, droughts, famine, and locust swarms. Oddly enough, the Sumarians turned to this evil creature for help in warding off the wicked goddess Lamashtu, who would terrorize pregnant and nursing mothers, as well as their young.

Pazuzu would sometimes be depicted with hand gestures that symbolize creation and destruction, which would elucidate why he's both protecting and devastating humans. Well, whatever the case, he's out for Juste Belmont's blood this time around.

When Belmont enters the empty Throne Room of Count Dracula, Pazuzu comes crashing through the wall with a terrifying roar. Pazuzu will immediately take the offensive with his good old pouncing attack. Dodge this as best you can, Pazuzu deals heavy damage. He leaps and plummets quickly, so evading the attacks may be tricky at first. He'll jump commonly the first two times, but he'll use his wings to hover a bit on the third bound.

Upon landing after three jumps, Pazuzu will spurt a cluster of fireballs in a spread motion, very similar to a Reznor from Super Mario World or the gargoyles from Chi no Rondo. They are slow moving, but because of how they are spaced apart from one another, and the broad width that they cover, they may be difficult to dodge.

Pazuzu will intermittently summon annoying Tiny Devils to attack Juste. Annihilate these as quickly as possible, you certainly don't want them lingering about. The axe is very efficient in wiping them out without too much effort. As the conflict carries on, Pazuzu will begin releasing the swelled fireballs in three spurts, one after the other. Adjust Juste's position accordingly so that he can avoid getting hit by them. If you manage to defeat this boss, you are rewarded with a glimpse of Lydie Erlanger.


Minotaur Lv.2

Level: 42

HP: 4200

EXP: 3228

The Minotaur returns, and he's even more dangerous than before. He doesn't have as many attacks as last time, but it's easier for him to pin you against the wall. When you see the Minotaur swing his bloody ball over his head, back dash to avoid it. It hurts really badly if it connects with Juste. There isn't much of a formula to defeating this boss. Continue your attacks to knock it back and gain ground, and stay out of the way of its ball. If you really start losing space, do the dive kick technique mentioned in the strategy for the other Minotaur battle.


Legion (Corpse)

Level: 43

HP: 4620

EXP: 3388

Legion has never looked worse than this oozing, ragged, skeletal mess. They release an ear splitting cry when hit, and seep thick blue fluids. Now bound by chains, the Legion have been banished to the lowest depths of Castlevania.

Attack with crosses and the Vampire Killer repeatedly to force them to open the shell. Within, you'll see an insane head-bobbing skeleton, and large flies will come forth from the living dead prison. Hit the skeleton with everything you've got, but watch out for the extremely large maggots that will appear from Legion. If they touch Juste, he'll be cursed. If you don't keep up the attack, the casing will close, and you'll have to expend the time and hearts to open it again. Keep up this pattern and this abomination will be exterminated.


Talos

Level: 48

HP: 4200

Tolerance: Ice

EXP: 4227

Talos is the giant, armored, impenetrable guardian that once defended the Entrance of Castlevania. It seems that Talos' long descent at the drawbridge has caused a large, gaping opening in its adorned armor. The glowing red area on its leg is this long armed foe's only weak spot. Attack it with the Vampire Killer, but try not to get too close. Talos covers a lot of ground with one step, and if you're careless, Juste can be turned into a Vampire Hunter pancake.

Watch out for Talos' arm attack. When Talos kneels down, it's getting ready to slash with a blade that briefly replaces its hand. The blade will give it some extra range; so keep that in mind.


Death

Level: 48, 49

HP: 3920, 2800

EXP: 4227, 4406

Death takes it upon himself to eliminate Juste when the Vampire Hunter threatens to end his scheme. The Grim Reaper is very aggressive. He'll conjure many sickles from midair and direct them towards Juste. Do your best to dodge these; the slide move really comes in handy. Remember, Juste's attacks can destroy the sickles.

Death will hover about the room at a somewhat quick pace. If you whip him while he's doing this, he'll be sent back from the blow. He'll vanish and then materialize near Juste in order to gash him with his enormous scythe. The scythe is extremely powerful, so if it comes to the decision of either getting hit by that or the smaller sickles, choose the sickles. Watch for Death to twirl his Scythe in is hand. This is a signal that tells you that he's going to throw it forward like a boomerang. If you can, get behind him when he does this. He will remain in place for the length of the attack, so that is a good time to hit him.

When Death chuckles and spells his name in blood, he is preparing for his energy geyser attack, which is when he is most open for attack. You can see where the geysers will be before they manifest, so find a good clear spot near death and continually lash him with the Vampire Killer.

After taking enough damage, Death will change his form into a slithering skeletal worm-like creature with the head of a giant human skull, which serves as your target. It has two cutting scythes in the front and one sharp sickle on the end of its tail, so those are the only areas you need to avoid. You can safely ride on the ribcage area of it. Death will just slink across the floor, walls, and ceiling of the stage at a steady speed. This may not seem like much, but if you're not careful, Death will make mincemeat out of Juste. Be patient and only attack when you're sure that Juste won't be hit. This is the most difficult boss battle up to this point, so take extra care when facing Death.


Cyclops

Level: 49

HP: 4680

EXP: 4406

This pumped up monster is another boss from Dracula's Curse. In mythology, the Cyclopes were the offspring of Uranus and Gaia. They were known for their singular eye, great strength, bad attitude, and well-crafted armaments. This all fits this particular Cyclops that is in the service of the undead Count.

Above all else, watch out for that hammer. It hurts, really, really, really bad. The Cyclops will swing the steel mallet with swift ferocity; try not to be any where near it when he does this. He will also perform a swift dash attack that can really do heavy damage, as well. Just dodge this bully and get your attacks in when he's not attacking and you should be all right, but if he gets a hold of Juste, you're in trouble. The Cyclops isn't as tough as Death, but he's still not to be trifled with.


Maxim

Level: 46

HP: 4800

EXP: 0

Sadly, Juste's best friend and fellow hunter Maxim has gone astray, and it's led to a death duel between the two companions. Maxim is the most difficult boss in Harmony of Dissonance. He strikes very hard and dreadfully quickly. Right from the start, get in the air and perform swift dive kicks on Maxim. If you're able to get in three really fast hits, he'll be stunned for a short time. Stay in the air above him and continue pounding him with kicks.

Maxim has many different techniques, and they're all very dangerous. When he's running across the floor, swiping with his Stellar Sword, keep up the rapid kicks. When he throws his shuriken, keep kicking him. When he attempts to jump high in the air, kick him and send him back to the floor. Staying in the air is your only hope. Juste is no match for Maxim in a head to head test of strength on the ground. If you land for some reason, and Maxim is near you, he's sure to rape you, very quickly and very viciously.

Maxim will use a technique to make a solid illusion of himself. Try to keep up with the real one so that you can carry on in taking down his HP. The two will usually cross each other, which can throw you off. Watch to see if one of them is running in the opposite direction to how he is faced; that is the counterfeit. They will both eventually jump in the air and try and dive kick Juste. If you can't knock them out of the air, then perform a slide right before the kick comes. Maxim will perform a midair somersault without changing locations ahead of diving down.

Maxim's ultimate move is what you really have to watch out for, as it is one of the most devastating techniques in the Castlevania series. He will create a myriad of himself and relentlessly launch them all towards Juste. Some of the duplicates will dive kick while others just lunge forward less aggressively.

To stop this from happening, quickly kick Maxim three times as he's giving his chant, before he can initiate the attack. This will knock him out of it. If you cannot do that then dash away from him as far as possible and dive kick the incoming duplicates. Try and stay as near to the ceiling as you can. If you have the Infinite Boots, this is the time to use them. You may just need to resort to Spell Fusion to protect Juste from this.


Dracula Wraith

Level: 52, 55

HP: 2250, 6666

EXP: 0, 0

This is the final boss of Castlevania: Harmony of Dissonance, the spirit of The Lord Dracula. Like in Castlevania II: Simon's Quest, Dracula is not whole. He needed the presence of his earthly remains and the blood of Lydie Erlanger to achieve even this spirit form. The King of the Night plans to use the blood of Juste Belmont to fully ascend to prominence and plague Europe yet again. Juste isn't about to give it to him, hence, an epic battle between Count Dracula and the Belmont clan begins anew.

This fight takes place directly after the Maxim battle, and since Maxim doesn't drop an orb, Juste will be left with any wounds he acquired from that struggle. Dracula hasn't learned any new tricks. As is usual, his head is the only vulnerable spot. He'll attack using his Hellfire spell, much in the same vein as Akumajo Dracula X: Chi no Rondo. He will teleport around the room with his arrogant roll of laughter and launch a trio of fireballs, which is easily dodged with a simple jump.
The vampire will also use a pair of destructive spheres, with one on top, followed by one on the bottom. They will start off slowly and pick up speed as they go. Every so often, Dracula will launch about six of these, which can be overwhelming. To evade them, jump towards the Count and keep dive kicking him until he withdraws. Those are the only attacks this form has. They aren't hard to dodge, so don't get hit by them because they are crushing.

As is customary, Dracula will change his form. This is probably the most bizarre manifestation the Dark Lord has ever taken. Looking like something out of Contra, Dracula's body parts fuse into some outlandish cluster of flesh, bones, and organs; a truly unsettling site to behold. This form will launch a massive laser beam from its eye, which can result in heavy damage if it hits Juste. Be sure to duck when you see it preparing for the attack.

It also has a claw that is connected to some sort of flailing appendage. This can be a real problem if you get close to the body to try and whip it. It's hard to foretell exactly how this tail-like limb is going to move. When you see it pause, it is going to lunge forward at an arc. Back dash all the way against the wall and jump up to dodge this attack. There can be a problem if it does this attack and shoots the beam at the same time, which can happen. Use the Infinite Boots to remain in the air so that neither will hit Juste.

The cross and holy water work well against this form. Dodge what it sends at you and keep up your attacks to banish the Undead Lord to the abyss.