Grim Reaper
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Death is, without a doubt, always the most annoying boss in each game it appears, and it's been in more games than any other boss. In these two games, it'll pop down from the room's rightmost ceiling and start rebounding around the room from left to right with its scythe in hand--in sort of in a 'V' pattern. It'll also make three sickles start appearing at random locations, all of which will fly directly toward you. The moment one is destroyed, another will be spawned to take its place. Part of defeating the Reaper is fighting through this flurry in order to get in a clean shot. Bring your holy water or boomerangs, lest you'll be dead quickly.
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Sadly, Death seems to be rather unmotivated this time around. Due to general laziness, it's instead like most enemies in Castlevania II: Simon's Quest--that is, its job is to slowly levitate down to your level and stalk you slowly. Its multiple-sickle attack takes a break between games; instead, it throws out singular sickles, mostly downward, in your direction at timed intervals. If you wait for Death to get to the bottom of the room, you can wail on it, killing it easily. However, if you're not quick, Death will crowd you into a corner and overwhelm you.
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The Reaper is back in full force for this, one of his early encounters with the Belmonts. That said, Death'll attack similarly to how he does in Castlevania: It'll move slowly around the room--this time in a less predictable manner--and make Belmont-seeking sickles appear in threes. The objective, as it was in the early games, is to avoid the sickles and concentrate on Death without walking into it. If you manage to defeat it, it'll rise again in a new form.
After taking an initial beating, the
Reaper will fade into darkness, as will the front and foreground. It'll reappear
in this form--a giant skull head. It'll move from right-to-left while looping
around in a circular motion; this method allows it to trap you in the room's
corners, since there isn't much time to pass underneath it. As an attack,
at timed intervals, it'll spit out singular sickles in your general direction;
this time, a simply dodging them will do. Beware, though, since its leaving
the screen means that it'll pop up on the other side of the room.
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In this super installment, Death is one of three final bosses guarding the way to Dracula. Its attack pattern has advanced: It'll start by hovering across the top of the screen while throwing singular sickles, speedily, in your direction. When it freezes in the air, it'll swoop downward with its long scythe outstretched. Its final strategy is to park itself in the corner, throw the scythe looping across the room like a slow-moving boomerang, and use a spell to pull you forward (to your Death?). While resisting the spell, you must find a way to dodge the scythe on its return.
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It's a tad different this time around: Before the battle begins, six playing cards revolve around Death's frame. You must strike all the cards, completing the challenge that each offers before you get to fight the Reaper itself. They challenges include boss battles with the Gear Steamer, Golem and Gargoyle Bat; two exploding scythe attacks; and an energy replenishment, which is more about the timing of when you pick it up. As for the Reaper: Its attack pattern is almost identical to that of its appearance in Super Castlevania IV: It throws quick-moving sickles downward in your general direction, and it uses its long, swooping scythe dive; it can also conjure three sickles to dart toward you one after the other. Finally, it'll use the spell to pull you forward while its boomerang-like scythe circles the room.
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As a boss of a remake, it attacks most similarly to how it does in the first Castlevania: It'll fly to fixed directions in a swooping motion whilst the three appearing sickles do most of the work. Death'll writhe backwards when hit, giving you a much needed advantage against its overwhelming nature--you can regroup and prepare for its next attack. The Reaper is most dangerous when it flies to the center of the screen, where it'll start to twirl its scythe around wildly, causing a portal to open that will pull you inward; you'll have to resist being sucked in while he begins throwing small skulls toward you; plus the sickles will still be appearing.
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In Dracula X: Rondo of Blood, Death shows up on "Stage 0" for a test battle and then becomes the boss of the ghost ship, while in Castlevania: Dracula X, it's an alternate boss atop the clock tower In either case, its the same battle: Death'll hover around overhead--this time as sort of a figure-8 pattern. Sickles will start appearing randomly to stalk you, in large bunches, while Death hovers. Your only advantage during this chaos is that Death will temporarily retreat each time you strike it; as always, it's better to take the hit from the sickles rather than Death itself.
When it's taken enough damage in its first form, it'll shed its outer cloak and take to the area's background, where it'll initially try to blast you with huge green-glowing skull heads by throwing them one after another; this continues until you dodge them all. When that happens, it'll whip out the scythe and return to the foreground--it's mostly ground combat now as the appearing-sickle onslaught continues. Death will attempt to lure you in to unleash a quick scythe-stab forward; after two tries, it'll fly straight upward, roll into a ball, and then dart toward you at a 45-degree angle. If you use a mystic weapon during its ground assault, it'll defend itself with a circular red shield; the mystic weapon will break into four pieces of debris and rebound back toward you. You'll have to stick to the whip. The Castlevania: Dracula X version forgoes the glowing-skull background attack and takes right to battle; its attack-pattern is altogether similar except for one addition: Death will release, intermittently, a Richter-seeking, circular-moving spark that hovers around the area for a short period.
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Death appears early in the game in the form to the left to question Alucard's intentions. After learning of Alucard's insistence on tampering with evils' plans, it'll flee--but not before ridding Alucard of all his weapons and armor. Later on, you'll have the more important meeting deep into the inverted castle. At this point, it's the standard Reaper fair--it'll fly hover overhead while the randomly appearing sickles do most of the work. It can also execute three other attacks: (1) It can send out two energy balls to follow you around. (2) It can make two scythe-like blades swoop toward you. (3) It can rapidly blast you with those Rondo-like glowing skull heads. Like Dracula's teleport-and-attack routine, this has become just a warm-up for Death's second forms.
Though it looks as if this would be
more of an offensive-minded form than a regular incarnation of Death, it only
has 2 attacks. As it hovers it across the room, it'll use its scythe-like
arms for two purposes: (1) It'll throw both of them either straightforward
or looping--as boomerangs in either case--before they return and reattach
themselves. Or (2) it'll dash into your general direction and viciously swipe
forward with both arms.
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Death was probably unsure of what to make of the Belmonts at this point in time, however inexperienced against the family, so its assault is limited--all it seems to do is jump back and forth, from one side of the room to the other. It does, however, command those annoying sickles to twirl through the air and stalk the hero, in less of a flurry than you'd normally expect. Still, though, the mantra holds true: It's better to take the hit from the sickles than to make contact with Death itself.
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The reaper will constantly continue a barrage of sickles. This time, though, it can utilize a more effective power to make them form into a circle and dart at you one by one. You'll spend much of the battle running in circles trying to dodge them and chasing down Death itself. Every so often, it'll gather itself at the battlefield's limits and charge forward; when it tracks you down during that attempt, it'll swing the scythe viciously. If you avoid battle by keeping your distance, it'll use the scythe to summon large beasts--which look like three-eyed barracudas--from the Dracula symbols that will be appearing in the air and on the ground--this one after another.
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The Reaper is a little more equipped this time around. Within a long chamber, sickles will be appearing endlessly while Death hovers toward the ceiling. Death will stop their progress at any time to unleash one of two special attacks: (1) It'll extrude three spike-tipped, tentacle-like steel rods--one downward, the others 45 degrees downward. If you're close by, you'll be forced to rely on luck to find a safe spot between them. (2) It'll unleash two large ectoplasmic spheres that'll travel in the hero's direction. When it's had enough, it'll take its second form.
"Frustration" becomes the name of Death's game. The onslaught of sickles will continue as this now-shelled villain slowly crawls toward you. Its other two powers are used in conjunction this time. As you fend off the sickles, the Reaper'll momentarily affect the room's gravity so that you can't run fast or jump high; this is when you're most likely to suffer multiple hits. Seconds later, after gravity returns to normal, it'll use its weighty frame to pound the ground, shaking the room; if you're on the ground during this time, you'll be damaged considerably. The only way to hurt it is to get close enough to strike its arm joints, but if you get too close, it'll slash you with his scythe-like claws.
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The Reaper's tried-and-true offense is ever-present here. As per usual, Death will hover about and rely on the conjured sickles to keep you busy. When Death sees an opening, it'll gear up and lunge forward with its scythe; other times, it'll send the scythe spinning forward like a boomerang; the weapon is most dangerous on its return. It shouldn't be too tough to fight through the flurry and hit the real target. Death will not allow you to overwhelm it with your whip attacks, however, as it'll randomly vanish and appear elsewhere. As a final attack, it'll set up four parallel slots for successive beams to quickly lower from the ceiling (similar to Dracula attacks from Super Castlevania IV and Bloodlines).
Death's second form is very reminiscent of the Bone Dragon King. Now half as large as the battle area, Death will fly around in odd patterns and try to overwhelm you. However, you can only be harmed by the scythes embedded onto its arms and tail. The objective is to simply strike its skull--and to not get cornered and repeatedly damaged. It will be a difficult task if you plan to stay grounded, so you may have to use an advanced strategy: Climb on the middle of its bony back, where it's safe, and get into a position where you can strike its skull again and again. Don't stay on its back too long, though, or you may get trapped near the ceiling and fall victim to its tail-sickle as it passes by.
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Death goes back to residing in the more conventional castle area--the clock tower. Once you enter its chamber, it will begin making the usual endless array of hero-seeking sickles appear from multiple locations at once; it will then separate from its scythe and hover across the chamber while the weapon follows it, never straying too far away. You'll immediately notice that you can't make contact with Death himself; instead, you'll have to attack the scythe to cause damage. To make this more difficult, as if the sickles aren't enough, he'll do one of two things: He'll send the scythe twirling directly into your direction, or he'll make four parallel beams shoot up from the ground where you stand, in succession; if you don't stay in motion, you'll be trapped and damaged repeatedly.
When the scythe has taken enough abuse, Death will pull out a new toy--a double edged scythe. Now Death will be able to take damage, but you'll have to get close to inflict it; the range of the scythe makes this tough. Death surely won't stay in place; he'll keep the pressure on by executing three different attacks: (1) It'll lower to ground-level and dash forward and then immediately back. The latter movement can catch you off guard. (2) It'll make the scythe twirl into a ball and speedily circumnavigate the room. (3) At mid-level, it'll throw the scythe twirling through the air a short distance, like a boomerang, and then pull it back. The best time to attack Death is when he releases the scythe during the latter two. Pay attention to where it goes, though, since contact with the blades is crippling.
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As Mathias' ally and chief servant, Death is the final boss of this game. The Reaper will start things off by wisping both you and he away to his own personal battlefield. Death will always lurk around the edge of the battlefield, and he'll transport to different locations if you remain too close. It's from here that Death can do four things: He can back up and swipe his scythe forward once or twice. He can summon his minions ("Minions!"), a pack of crackling skull heads that will follow you around and explode on proximity. He can conjure souls ("Die!") and harness them into a five-pronged homing attack. And he can twirl his scythe overhead and fling it toward you. When his energy meter has been depleted, he'll add in a fifth attack: The deadly tempest, a flame blast that strikes the ground and spreads out in two successive expanding rings. Any two of these attacks can be in effect at once. Additionally, if you try to attack Death with a sub-weapon, he'll always deflect it back as a giant fireball. In "Crazy Mode," there are some differences: (1) Its minions ignite more quickly than normal. (2) During the conjured-soul, attack, it hits you with a big black one before two-pronged white ones. (3) He uses the the deadly tempest flame blast four-five times in a row. (4) He gains a new attack--an atomic explosion ("It's over!") similar to Walter's; it takes about a minute for Death to prepare it, and its sheer power cannot be guarded against.
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The bringer of death has some old and new tricks alike. To start, Death is apt to either (a) swing its scythe twice in succession, across and down, for a far-reaching attack, or (b) twirl the scythe and toss it in the hero's general direction, where after a short time it will break apart into a series of small sickles for a circular spreadshot. When Death is separated from its scythe, it's prime time to go on the offense while carefully avoiding contact while the Reaper as it hovers about. Finally, it has available a spell that allows it to create the illusion of four lined-up Deaths, which will each fire down a deadly beam for a sandwiching attacking.
When damaged sufficiently, Death will change outfits and drag out some similar but more deadly offense. Death will again employ a twirling scythe-throw, but, this time, the weapon will cycle the immediate area and score multiple hits upon contact; concurrently, three small sickles will appear and dart in the hero's directions. Otherwise, Death will disappear and reappear for a surprise stabbing-hook attack, which it can execute multiple times in a row if the attack isn't properly dodged. Most dire is its summoning attack, wherein it throws off-screen four spirit essences that return as giant skull heads, which enter from right to left respectively, one after the other, for separate attacks that stretch a half-screen's length.
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Castlevania:
Curse of Darkness
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It's the supporting cast member Zead, thought an ally, who reveals himself to be the venerable Death. The battle against Death, fought immediately after the defeat of Isaac, is quite similar in feel to the one fought in Lament of Innocence: Death remains perched in position, the camera at all times pointing forward, and the attacks executed very much depend on your proximity. If Hector remains too far back, Death will continue to toss his flaming scythe, which will stalk him for a short period; if he gets closer, Death will conjure a set of sickles and toss them one after another; get too close and Death will reel back and unleash a vicious multiple-strike scythe-swipe. The other attacks are more random: (1) It'll throw its hands into the air and cause pillars of flame to rise up--usually from the position where Hector stands. (2) He'll toss onto the battlefield a flaming sphere, which will soon result in a devastating explosion over a very wide area, where it will linger for a while. And (3) Death will render itself (and the battlefield) transparent and attack with its hand, whose progress can barely be traced.
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Dracula's confidant is well aware of Brauner's intentions, but he must take things one at a time. You can expect the basics: Death will conjure an endless storm of suddenly appearing sickles and measure up heroes for ferocious swipes of the scythe, either sideways or straight down when they pass beneath. Of note: Death is impervious to all sub-weapons until weakened with repeated strikes, at which point he'll turn white and thus more vulnerable He'll combine these attributes with some new tricks: He can surround himself and the immediate area with a rotating four-sided steel barrier (which moves relative to Death), within which he'll toss his twirling scythe and watch it rebound (the heroes can safely travel outside the barrier). He can also open four portals in the corners of the unseen barrier, at which point chain-links with hands will reach out for eight grab attempts; if any one is successful, the four will smother the target, and Death will strike those captive with a crippling scythe shot. When failure seems like its destiny, Death will flee to regroup.
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In a first for the series, Death and Dracula will combine their might and fight as a team, in keeping with the partner theme of Portrait of Ruin. While Dracula attacks in his usual method (as covered here), good ol' Death fills the gap to keep things unpredictable. Basically, Death will dive down, its scythe extended, any time you pass beneath it, which serves well to distract you from Dracula's fireballs and pulsating orbs; Death will otherwise attempt to keep you grounded by swiping the scythe sideways when you jump too close. Dracula and Death can combine their powers for three team attacks: Death will help engineer Dracula's bat-company dash; the two will unleash a scythe wave plus pulsating-orb storm combo; or Dracula will use the dark energy of Death's scythe to engulf the area in an atomic explosion. When the duo's energy has been exhausted, Death will sacrifice its soul to fuel Dracula's transformation into True Dracula so that the battle might continue.
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Dracula's confidant knows about the dark secrets much like series veterans know what to expect from the foe that has become an obligatory presence preceding final showdowns with the Count. This is not to suggest that Death (or his character designer) has become lazy--he's surely got some new tricks up the sleeves of his tattered death garb. As the infamous sickles spawn in at random locations and at an endless rate, Death will look to capitalize on the hero's defensive posture by unleashing from above a vertical scythe-chop or by charging horizontally, its scythe grinding against the floor, and finishing with a vicious swipe. The sickle onslaught will cease temporarily when it executes one of three devastating spells: An absolute storm of sickles released in the hero's direction; two sets of blades that form a half-circle before enclosing, potentially trapping and repeatedly damaging the hero; or dark energy in the form of three large projectiles that begin to outwardly spiral, covering a large radius.
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Death, as it did in Rondo of Blood and Symphony of the Night, appears early in the quest to test and intimidate the hero. His scythe in hand, Death attempts to swoop in from the backdrop with quick slices, which can be thwarted with some quick-swinging action. After a few rounds, Death will hang back a bit and use its magic to summon some zombies, which will aim to distract the hero while Death sneaks in to attacs from the side. No longer able to hold off the hero's attack, he'll retreat toward the castle's entrance--his last-ditch assault a boomerang-style toss of the scythe. Having tested the hero's mettle, he descends into a dark portal, laughing at the foolhardy adventurer.
When the hero reaches the top of the Clock Tower, Death will reappear, no longer in the mood for games; its pre-fight ritual, whose result is Death's transformation into a literal fiery angel of death, is all the warning needed. In his new form, Death will immediately charge hands-first toward the hero, expertly swinging and spinning its scythe, which can lead to a series of strikes--each a devastating combo capable of finishing off the hero in short order. Too, Death will put your blocking skills to the test, preferring to stay up-close for similar combo attacks. Using its teleporting ability, Death will sometimes attempt to suddenly appear behind the hero and strike with a mighty, hammering blow. Taking to the air, Death will circle the hero in a flurry and begin firing sets of exploding sickles in succession. When its life-force is low, Death will bring back its boomerang-scythe toss and use it as distraction for his normal charge attack.
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Summoning the souls on which it finds sustenance, Death takes form with murderous ambition. Death starts the festivities by conjuring large sickles, which rather than appearing from random locations are this time emitted from his bony hands; the barrage is tangible, the stream short and number of sickles limited to eight. Should Death exit the battlefield, it's a sure sign that a giant scythe is about jut in from off-screen in an attempt to hook and snare Christopher Gong Show-style. Death can also split into two, both it and its projected double positioning themselves on either side of the screen and releasing from their seals/portals an endless stream of sickles; the attack can be cut short if both reapers are assailed. Additionally, Death can conjure three huge scythes, which after appearing will circle their master as he hovers about the area intent on making direct contact. His other attacks include a swooping dive; the release of five flaming, stalking skull heads; and a laser fired via a quick swipe of the scythe.
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