[Castlevania] [Vampire Killer] [Haunted Castle] [Castlevania II: Simon's Quest] [Castlevania: The Adventure] [Castlevania III: Dracula's Curse] [Super Castlevania IV] [Castlevania II: Belmont's Revenge] [Dracula X: Rondo of Blood] [Akumajou Dracula X68000] [Castlevania: Bloodlines] [Castlevania: Dracula X] [Castlevania: Symphony of the Night] [Castlevania Legends] [Castlevania 64] [Castlevania: Legacy of Darkness] [Castlevania: Circle of the Moon] [Castlevania: Harmony of Dissonance] [Castlevania: Aria of Sorrow] [Castlevania: Dawn of Sorrow] [Castlevania: Curse of Darkness] [Castlevania: Portrait of Ruin] [Castlevania: Order of Shadows] [Castlevania: The Dracula X Chronicles] [Castlevania: Order of Ecclesia] [Castlevania: The Arcade] [Castlevania: The Adventure Rebirth] [Castlevania: Harmony of Despair] [Castlevania: Lords of Shadow - Mirror of Fate]


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Mirror of Fate
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The Lords of Shadow sub-series features as its version of Dracula the former Gabriel Belmont, who became the Dark Lord via the fallout from the first Lords of Shadow. In Mirror of Fate, its direct sequel, the next-generation Belmonts encounter him twice. This first battle is fought between Dracula and Alucard (the former Trevor Belmont), and it unfolds over four phases:

Phase I: Alucard has a little help from Simon Belmont, whose mission runs concurrent to his. This AI-controlled ally generally distracts Dracula but can't inflict any actual damage. During this phase, Dracula uses his version of the Combat Cross to execute basic whip-combos while blocking Alucard's strikes where he can.

Phase II: In a short cinematic, Dracula knocks Simon out of the picture, rendering him unconscious; this makes it a one-on-one fight. Dracula continues his whip-combo-heavy assault, but he adds in a room-stretching dash and a more-recognizable multi-directional fireball attack; the grounded version is five-directional, spread upward in a semicircle, while the airborne release sees fireballs tossed outward in a surrounding three-quarter-circle. Too, Dracula will jump high into the air and slam into the ground, sending flames waving in either direction; damage will be incurred by contact with either him or the flames. Similarly, he can create a single, longer wave of flame by ripping his Combat Cross along the ground.

Phase III: Dracula retreats to his throne in the foreground but takes control of Simon, who Alucard must be careful not to injure. Rather, he must skillfully block Simon's whip-attacks and immediately "grab" him, trying to break Dracula's hold using quicktime-event sequences. He'll have to do this three times (Simon subsequently adding sub-weapons into the mix). Successfully doing so will trigger the final phase.

Phase IV: Dracula returns to the battlefield and ensnares Alucard using his weapon; the completion of another quicktime sequence will allow his escape. Dracula's offensive onslaught is similar to what we saw in Phase II, but he now adds the ability to grab hold of Alucard with his weapon, the consequence of which is more quicktime madness. When Dracula has been pounded down enough, things turn cinematic; that is, the final blows will be registered via more quicktime events and nothing more.

            

Chapter IV's Dracula fight takes place chronologically before the last, pitting him against the tested Trevor Belmont. It, too, unfolds over the course of four separate phases:

Phase I: Dracula instead shows off his prowess with a sword. In order to damage him, Trevor must have selected the magic opposite to the one currently imbuing the Dark Lord (having Light Magic activated will allow him to damage a red-hued Dracula, for instance). In addition to his vicious swiping of his sword, Dracula has a few other tricks: While on the ground or in the air, he can toss from his sword a series of scrolling blasts, randomly placed high or low. He can impress with a rising-twirl attack, his blade slicing and dicing. He can execute a quick air dash. And he can unleash a deadly four-step sword-combo: Swipe, swipe, rising slice, and a finishing hammer-blow.

Phase II: Momentarily retiring his sword, Dracula's arms become enflamed--his limbs the new weapon of choice. As in the previous phase, Trevor will need to utilize the magic opposite of Dracula's current enchantment. Dracula's attacks this time: He'll jump high into the air and slam into the ground, sending flames waving in either direction. He'll continuously punch the ground, causing powerful lasers blasts to emanate from the ground where Trevor is currently standing. And he'll get physical with a three-step combo--a series of punches whose lengthy finishing blow is a must-avoid.

Phase III: While in a short cinematic he again pulls out his sword, his fists are still in play. His offense is in fact a mixture of maneuvers we've seen in the previous two phases. What he adds is an expanding flame attack that spreads out over a large area; to successfully avoid these flames, Trevor must have equipped the magic medallion whose color matches Dracula's.

Phase IV: A cut-scene sees Dracula use his magic to toss Trevor high into the air, where the two battle in an extended quicktime sequence; Trevor gets the better of Dracula, sending hum hurtling toward the ground. As he fall, Dracula begins tossing out a deluge of large fireballs that curve slightly; Trevor must tactically move around the open space to avoid them, lest the quicktime scene will restart. In following, one final quicktime event will put an end to this long battle.

 
 
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