Changing Faces 
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Castlevania:
Symphony of the Night
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The "Final Stage" battle in Symphony
of the Night is a story refresher for those who missed its true prequel--Rondo
of Blood. Taking control of Richter Belmont, you'll have yourself a
deja vu showdown with a very familiar Dracula form. It would be redundant
to repeat Dracula's attack cycle here, so retreat a few games back if you
wish to catch up. The true significance of this redux is that Richter's
performance against the Dark Lord determines Alucard's starting statistics
whence the real quest begins. If you take too many hits, Alucard's potency
won't be would it could have. Though, Richter can't die--if his energy
is fully drained, the young Maria Renard will make an appearance and will
with the assistance of her animal friends resuscitate and enchant Richter
to the point of invincibility.
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It might be that Dracula is bored with what his
become routine. This, his one final form, doesn't even take to combat man-to-man;
rather, he relaxes in his throne and lets his electrically-mutated cape
(think Spawn) do all of the work. The mutation is that of three alien-looking
heads with on either side a giant clawed hand; the three heads swirl and
cycle about and suddenly stab themselves in Alucard's direction. Otherwise,
they'll combine their chaotic propensity and fire toward him three-four
triangle-shaped projectiles. All the while, the clawed hands will continue
to unmercifully swipe at the centered hero; positioning Alucard at the screen's
edges won't work because a hand can still catch him on the reset. To quickly
change the pace, the entire abomination will retreat to distance, far back,
and from there blast forward a large ball of energy, which if not dodged
will devastate Alucard. For healing purposes, Dracula will conjure between
its claws a powerful boss creature, like Slogra or the Succubus, and crush
it to a bloody death, using its blood as a health restore. There's no real
strategy here--just slug away with all you have in reserve.
Chronologically, this is Dracula's first real
battle against a battle Belmont warrior. Still, from your perspective, it's
a typical "Game Boy" Dracula form--if anything, more the middle
ground between his console and handheld skins. Dracula will teleport all
around the room, appearing on any of its six platforms, in a fairly obvious
pattern. He will between each teleport open up his cape and release a larger-than-expected
three-direction fireball attack. All in all, it's a standard Dracula form
that does little to prepare you for the real battle.
That battle would be against this inexplicable
demon, a large devilish bat creature that has trapped within its gigantic
frame the many tortured souls it governs. While the frame remains stationary,
the horned cranium will continue to teleport around to random locations.
Each time the head appears in a new location, it will fire in all directions
an eight-directional projectile spreadshot that will at any position leave
very little in the way of open space. While you maneuver yourself around
in defensive posture or in preparation for its reappearance, you'll want
to keep in mind the two bottomless pits carved into the chamber's floor.
With all of the surrounding madness, you'll have to find a way to score
many direct headshots. A little soul power may very well help your cause.
This battle will be fought atop an unsteady castle
tower, from where Dracula will primarily use his classic teleportation to
confuse the heroes. That is, he'll teleport to any of its four corners while
occasionally popping up somewhere in the center, which will keep them running
about like madmen (or madwomen). His teleports can be traced, somewhat,
by following the progress of the bouncing electrical current; though, the
current will sometimes split into four and scatter as to not fully telegraph
the Count's next location, which forces the heroes to commit to a direction.
He has two attacks to boot: He'll release with homing power three flaming-bat
projectiles, or he'll cause explosions that spread outward, all around,
as green sonic rings. Late into the battle, he'll begin igniting in flames
the entire area, to cause the usual devastation and therein limit the heroes'
movements. Still, you haven't seen anything yet.
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Dracula uses his remaining power (a) to transform
into Drago, a powerful dragon-sized creature, and (b) to transport both
parties to a endless desert realm where the next battle will begin. The
entire ordeal can be summed up in two words: Mass chaos. Drago has two basic
attacks: It'll spit toward the ground fireballs, which will explode and
cause small sandstorms, or it will lean forward and breathe heavy steam
all around. To keep the heroes at a distance, it will in sensing their proximity
sift its claws through the sand, causing it to violently spill over; otherwise,
it will attack from underneath the sand with what will appear to
be randomly placed nuclear explosions. If you get too close to Drago, it
will gather itself, channel dark energy, and with explosive force knock
the heroes far back. If the heroes remain too far away, Drago will
command two skeledragon-type creatures to further clutter the immediate
area while chasing them down. If you don't fight intelligently and with
great patience, you'll be in for a hasty defeat.
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Castlevania:
Legacy of Darkness
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While Legacy of Darkness is Castlevania
64's virtual expansion pak, its main hero, Cornell, has his own encounter
with the Dark Lord. You'll remember his first form as the "servant"
from Castlevania 64, but is in this case very much "Dracula."
For what this Dracula form can do, I'll defer to the commentary reserved
for the servant: (1) He can release
his classic three-way fireballs, in actuality a flaming-bat attack with
homing power. (2) He'll cause explosions that spread
outward--all around and consecutively high and low--as blue sonic rings.
(3) He'll expel from his
hand pressurized steam. (4) He'll emit in all directions electrical charges.
And (5) he'll use a spell to vacuum in Cornell so that he can grab him,
suck his blood, and infect him with a vampire curse that must be cured if
the man-beast is to continue mounting his own offense. As is the norm, you
can damage the Count only by striking his head.
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The
battle against this large form, called "Ultimate Dracula," is
a little bit different perspective-wise. That is, Cornell will be positioned
in front of Dracula on one plane while the Dark Lord occupies at different
times two background planes--one close, the other far back. The object here
is to strike the little face located below Dracula's chest. Though, it's
hardly an easy task because the skin around it only opens sporadically.
While in the front plane, Dracula will (a) cause lightning bolts to strike
down and on impact lift Cornell sky-high, (b) viciously swipe his clawed
hand, or (c) vacuum in Cornell, grab onto him, toss him high into the air,
and on his descent bomb him with repeated laser blasts. When Ultimate Dracula
jumps to the far plane, it will execute a separate set of attacks: (1) It
will send Cornell's way several heat-seeking meteors. (2) It will launch
forward a series of ice shards, each flying in at a fixed direction. Or
(3) it will summon a pack of tortured souls and command them to stalk and
overwhelm Cornell. For best reference: Ultimate Dracula jumps between planes
and attacks in an obvious pattern (a-1, b-2, c-3).
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Castlevania:
Circle of the Moon
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Dracula's first form in Circle of the Moon
is nothing more than a warm-up for his second, harder form. He can, this
time, choose between three separate attacks, and, not shockingly, he'll
be teleporting about all the while. The first, more traditional attack is
his classic three-way flaming-bat projectile. The second attack, imported
from the Dracula X titles, sees the high-and-low release of two large
masses--in this case fiery apparitions in the shape of wolf heads--that
rev up and blast in Nathan's direction. And, finally, he'll toss out a flurry
of yellow flames that for a long period spout in all directions. Nathan's
true advantage is that he can damage Dracula by striking his head and
the extremities below.
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Within a dark realm, you'll battle Dracula's second
form--and it's one with which to be reckoned. If that's been said before,
it takes on a new meaning here. The demon retains its teleportation, which
it will use to effectively appear on Nathan's level for a surprise attack.
Nathan's objective is to strike the eye located below its chest (a challenge
similar to Legacy of Darkness' Ultimate Dracula battle); the eye
remains open only for a limited time after a teleport's completion, after
which it will execute one of three attacks: (1) It will project long-reaching
lasers and lower them down forty-five degrees, upon impact causing flames
to rise up from the ground. (2) Its fang-adorned worm legs will open up
and expel poisonous acid clouds. And (3), as its most devastating option,
it will summon a long-lasting meteor shower. When damaged sufficiently,
it will change color and speed across the battlefield one-four times; it
cannot be hurt during this time, and any contact made will cripple
Nathan. After a round of these mad dashes, it will reappear in floating-eye
form, surrounding by a swarm of bats that protect it as a shield. The pattern
of mad dash-floating eye continues until the eye is destroyed.
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Castlevania:
Harmony of Dissonance
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For a while, Dracula's appearance in
Harmony of Dissonance was one of its best-kept secrets. But he's back,
and this time, it's personal. The Dark Lord, called in this instance
the "Dracula Wraith," will in his initial form take to battle as
you'd expect (more so if you've played
the Dracula X games): He'll teleport to a random location, unleash
an attack, and then quickly vanish. The rather unmotivated Count has, this
time, only two offensive options: Most frequently, he'll open his cape and
release his trusty three-directional fireballs, which Juste can easily leap
over and in the process score a headshot. Or he'll expel one after another
seven flaming spheres--one high, the next low, etc.--that after release rev
up and blast toward Juste.

With his power depleted, Dracula takes
this form, what I can best describe as a decomposed, disembodied skull
that's been cracked in half (or as noted by Cattailwarrior63 a composite of
the six body parts). Most pertinent to Juste is that its eyeball is exposed
and, for whatever reason, it has a single clawed limb growing out of its jaw
joint--the two features on which he must concentrate. Most prominently, it
will swirl the claw around at a great distance, the limb extendable, and try
to force contact via a foolish maneuver. At random intervals, it will pull
back the claw and then quickly re-extend it, in a stabbing motion, toward
the exact point in which Juste stands. The eye, too, is active: At any time,
it will channel energy and fire forward an expanding laser, which can only
be avoided by a crouching Juste. The problem here isn't that the attacks are
random--it's that they're prone to happen at the exact same time; in such
a case, Juste is destined to take a hit, so it's for him a case of "pick
your poison."
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Castlevania:
Aria of Sorrow
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While Dracula doesn't make a physical
appearance in Aria of Sorrow, his power's leaking essence does.
Since the leaking powers seek a host, and Soma Cruz is deemed to have powers
that mimic the Dark Lord's, it's he who becomes a target of the chaos' aggression.
It intends to create of out of the young man a true Dracula successor, and
it will do this by sapping away his collected souls and using them as means
for the transition. The leaking energy manifests into a portal featuring three
winged statues, each designated the task of caring for a category of soul;
as the portal continues to rotate, Soma's job is to destroy the soul-carrying
statues, which have individual powers: The
one blue-carrying transforms into a stone-bat creature and quickly lunges
toward Soma before returning to its original position. The one red-carrying
accurately fires in Soma's direction three diamond-shaped projectiles. And
the one orange-carrying targets Soma with a reticule that drains his magic
power.
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Now
that the portal is destroyed, the source's true form is revealed. Soma's next
job is theoretically simple: He'll have to destroy the glowing orb in the
center of the screen. However, he'll find that he can cause only minimal damage;
to change this, he'll have to weaken the source by destroying any of the four
eyes on its sides. When Soma destroys a single eye, the orb will weaken a
bit, and he'll be able to upon striking it inflict more damage. Aiming to
prevent the orb's destruction is a strange floating skeledragon that flies
by periodically; it unexpectedly flies in from any direction. Not to be content,
the orb has two attacks of its own: (1) It'll surround with spikes and then
fire them one after another successively counterclockwise. Or (2) it will
expel small green magnetic blobs that will slowly stalk Soma during the ensuing
chaos; if struck without being destroyed, the blobs will simply repel and
then continue forward their respective treks.
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Castlevania:
Dawn of Sorrow
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Soma Cruz will in Julius Mode (which
represents a non-canon story arc, a what-if account of Julius' adventures
following Dawn of Sorrow's main tale) appear as "Dracula"
or, at least, the very reincarnation of the Dark Lord. After throwing his
blood-filled champagne glass to the ground, Soma will summon to his aid an
invincible Gaibon familiar, which will stick close by its master and about
every ten seconds attack with a vicious lunge; the heroes can be damaged by
Gaibon only during these lunge attacks. Soma, himself, will continue to teleport
in and out about the room; after each stop, he'll whip out a gigantic axe
and rotate it around twice, causing heavy damage for any contact made. While
the axe attack is not difficult to avoid or to counter, the Gaibon familiar
serves as a real distraction and helps to keep your eyes off the real target.
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When the big tease is over, Soma will
delve into Dracula's bag of tricks and morph into a familiar demon form. Though,
this time, the ghost demon sports some new offense thanks to its always handy
harpy familiar, and the going is sure to be a lot tougher than what you'll
remember from Rondo and Symphony. Its propensity to jump high
and far in an attempt to crowd the heroes into one side of the room hasn't
changed, but what happens in between is a bigger concern. The most common
attack, executed before the demon jumps, is for the harpy to summon a group
of larva to erratically fly in, from diagonally above, when thereafter the
demon will follow it up by spitting out a flame that treks along the ground
in a wave. Less frequently, the harpy will summon a cloud of annoying locusts
to scurry about the immediate area, but no fire-wave will follow. Eventually,
the heroes will have to maneuver around the demon either by sliding beneath
it or by flying over it in bat form (using Alucard) while keeping in mind
its attacks.
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Castlevania:
Curse of Darkness
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The again-risen-early Count is hardly
in poor condition. Though, his first form represents a traditional Dracula
with thrown in a few new tricks: (1) He'll command spikes to rise up from
the ground and in a wave of rubble chase the nimble Hector. (2) He'll release
at close range three orange orbs, which explode seconds later. (3) He'll rise
into the air, channel dark energy, and for a short period unleash outward,
all around, a volcanic eruption. Or (4) he'll attempt to "cut Hector
to pieces" by teleporting out and reappearing for a surprise grab-attack,
which if successful will see the Count suck the blood out of Hector and in
the process heal himself. To frustrate Hector and force him to run about,
Dracula will sometimes use his normal teleport--he'll break into a swarm of
bats and fly to a location across the way. When he teleports near the throne
area, he'll reveal one last attack: Using his ring, he'll fire toward the
ground a laser, with it etching a random pattern; seconds later, bursting
flames will rise up from the carved crevices. Hector's best bet is to stay
back, dodge the attacks, and let his Innocent Devils wail on the distracted
Count.
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Now here's arguably the supreme Dracula
form, which is reminiscent of Ultimate Dracula from Legacy of Darkness.
Hector is relegated to a small stone platform that hovers in the middle of
nothingness. Dracula will shift between two planes--up-close and far away.
When in the distance, Dracula has a couple of special moves: He can fire a
series of heat-seeking, arrow-shaped projectiles; he can from his chest expel
across the area a large laser, an attack he'll hold while he circles the platform
(thus, two well-timed dodges will be crucial); he can unleash over the whole
area a deadly seismic air-wave; or he can come flying in with a devastating
punch. After one or a combination of the aforementioned, he'll get up-close,
which is precisely the time to strike. Though, it won't be easy because Dracula
has some formidable offense, too, on this plane: He'll repeatedly throw
single or quake-inducing hammer punches whose very motions leave behind a
residual trails of poison mist, or he'll execute a grabbing swipe with which
he can grab onto Hector and through a number of squeezes drain the life out
of him. This form is as tough as it is large, so an insane amount of effort
will be required, both from Hector and the assisting Innocent Devils; a large
number of energy-replenishing items won't hurt.
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Castlevania:
Portrait of Ruin
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Ol' Drac is back for his second encounter
with a Morris family member, but his typical "first form" hasn't
readied many new tricks. The teleporting wonder this time alternates between
two separate release attacks: Fireballs, which he fires in three waves--three-directional
then five-directional then again three; and four pulsating orbs, which are
fired in succession high, low, high and low. The very real danger (and a first
for this series) is the battle's circumstance: Dracula has a tag-team partner
in the form of Death, with whom he fights right alongside in honor of the
game's running theme. Dracula peppers in his teleport attacks while Death
muddles up the area with its scythe strikes; otherwise, Death will assist
with team assaults, which include Dracula's bat-company dash, a scythe wave
plus pulsating-orb storm, and an atomic explosion. As both share the same
energy, you can focus a counterattack on either.

In clear danger of failing his mission,
Death offers up his soul, which Dracula readily steals and uses as the catalyst
for his transformation into True Dracula, a second form typical of recent
games. The winged Count uses its room-filling size for a handful of devastating
attacks that include a long-distance dash, a sudden ground-pound that causes
damaging debris to fly forward, and the release of three large round flame-scythes.
Additionally, Dracula can command a series of deadly missiles to rain down,
each missile parallel to others which it accompanies, and leave the heroes
precious little space to find safety as he continues to use his size to force
collisions. When in trouble, Dracula will begin unleashing an attack that
sees his claws quadruple in size and begin closing in on the heroes from either
side; only by locating and striking the currently vulnerable finger, one after
another, can the heroes thwart the attack, which if not met will close in
and kill them in one shot.
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Castlevania:
Order of Shadows
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Dracula prefaces his declaration of
war by admitting that he wasn't quite prepared to see resurrection "this
soon." What that means to you
is a battle not quite as epic as those you've fought in the past. This, our
first Dark Lord encounter on the burgeoning mobile phone scene, is a more
simple formula: Our teleporting friend attacks by releasing a flurry of the
now-standard pulsating orbs (five in all), each randomly alternating between
high, middle and low, and by otherwise commanding a lightning bolt to strike
down at a distance relative to his own. Dracula's whole frame is vulnerable
to attack, which means (depending on the mode) that you could probably absorb
his attacks and launch a reckless deluge of whip snaps or sub-weapons to strike
him down.
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Castlevania:
Dracula X Chronicles
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Since this is a remake of Dracula
X: Chi no Rondo, it should be no shock to you that Dracula is made to
mimic the very same attack pattern: Dracula will teleport all about the castle
keep throne room and in between release his three-directional fireballs. Added
to the mix is his tried-and-true alternate projectile attack: After every
fourth teleport, he'll unleash two large pulsating orbs--the first high, the
second low--that rev up and blast in your direction. Since Dracula X Chronicles'
physics are a bit different, in being 3D-based in design, Rondo veterans
may have to change up their strategy a bit.
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There are no surprises here, as the
Dark Lord will be granted the power to change his shape into the familiar
green monstrosity (as colored in the Symphony version of this final
battle, for continuity purposes). The attack pattern hasn't changed: Dracula
now aimlessly high-jumps about, using his girth to both intimidate and trap
heroes in corners should they be foolish enough not to pass beneath him when
he's too close to one side of the screen. After
every third jump, he'll spit in out three huge balls of flame in three directions
albeit not in your general direction; after
a number of jumps thereafter, it'll gather itself into a corner and unleash
across the way a wide scrolling blast that can only be crouched beneath. His
main weakness is that he's a large target, so multi-strike weapons like birds
and crosses will take him down quick.
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Expecting this, were you? The original
game's creators were well aware that Rondo's final battle was classified
as "too easy," so they add in yet another hurdle--Dracula in his
"true form" fighting out the last of his moments in a fierce way.
Now in humanoid-demon form, the six-winged Dracula will blur reality and collapse
the backdrop to reveal the veil of chaos. He'll always start this battle by
rushing to one side of the screen and summoning a long-lasting storm of poisonous
blood that can only be avoided by standing beneath him. The still-teleporting
Court has other tricks, like the release of an arching swarm of bats, commanding
flame pillars (three in succession) to blast up from the hero's current position,
and transforming into a wolf and charging in the hero's direction. When half
his energy is gone, he'll fly overhead and release in a concentrated area
a collection of large, deadly fireballs plus add in a space-ripping five-part
slash, the last shot of which is lethal (also, he'll pick of the rate of his
normal attacks and sometimes combine them, adding in a quick uppercut strike
to protect against air attacks and a wave of flame that travels along the
ground). When desperate, he'll release onto the field a red globule that distracts
you while he begins striking in bat-swarm form--in between which relying on
his normal attacks. Note that this battle will not occur if you don't
defeat Shaft's Ghost by properly saving Annet.
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