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Shooter Mode Boss Guide and Improved General Boss Guide

by Joseph Visaggi (hempick)


     This guide's main purpose is to provide advice and strategies on how to
successfully navigate especially difficult areas of the game in Shooter Mode
and also how to efficiently defeat Bosses in this mode.  I feel that Shooter
Mode is the most difficult of all the game modes to beat and since there was
not a guide to this mode available on GameFAQs or any other site, I decided to
write one.
     Additionally, I will put suggestions for defeating some of the bosses
in other modes at the end of the guide, but that is not this document's true
purpose.
     (I am thinking about replaying Shooter Mode and honing my guide.  I'm
probably gong to do it, I am just not sure when I will.)


Table of Contents
-----------------

A.  Shooter Mode Guide
     A01.  Catacombs - Trouble Spots
     A02.  Cerberus, The Hellhound

     A03.  Audience Room - Trouble Spots
     A04.  Necromancer

     A05.  Machine Tower - Trouble Spots
     A06.  Iron Golem

     A07.  Chapel Tower - Trouble Spots
     A08.  Adramelech

     A09.  Underground Gallery - Trouble Spots
     A10.  Dragon Zombie

     A11.  Underground Warehouse - Trouble Spots
     A12.  Death

     A13.  Underground Waterway - Trouble Spots
     A14.  Camilla

     A15.  Observation Tower - Trouble Spots
     A16.  Hugh

     A17.  Ceremonial Room - Trouble Spots
     A18.  Dracula

     A19.  The Battle Arena

B.  Suggestions For Other Modes

C.  Credits/Acknowledgements

D.  Version History

E.  The Legal Stuff


********************


A.  Shooter Mode Guide
_~-=+=-~__~-=+=-~__~-=+=-~_

Before I say anything else, I would like to point out that it is CRUCIAL to
get as many of the Heart and HP boosters as you can possibly have before each
boss fight.  The MP ones are good too, but the Heart and HP ones are more
important.

ALSO, before you go into any Boss battle, make sure that you have the Homing
Dagger sub-weapon and a full supply of hearts.  If you have some potions,
they will help, but they are not necessary.  (There will be two exceptions to
the Homing Dagger rule and you will instead need the Cross, but I will get to
that later.)

-----

A01.  Catacombs - Trouble Spots

     The most difficult things you will come across in the Catacombs are
Poison Worms.  Unless you have a lot of Antidotes, you should try to take these
out without getting too close.  Poison is detrimental to Nathan's existence in
Shooter Mode because his HPs and Defense are so low.  On a lesser note, the
Earth Demons in this area are not worth fighting at this point in the game.
The best thing to do against them is employ the Monty Python tactic of "run
away!"  Though, you can come back later and kill some to get the Serpent card
that they can drop.

A02.  Cerberus, The Hellhound (Attempted/Succeeded at level 5.)

     Basically what you want to do is follow the strategy from the vampire
killer section of the other boss guide with some small exceptions.  Instead
of using the Holy Water and whipping Cerberus, you should ONLY attack using
the Homing Dagger.  It will do a lot more damage than your whip and will also
keep you out of harms way for most of the battle.

-----

A03.  Audience Room - Trouble Spots

     In this area, you are going to encounter a lot of skeletons.  While you
don't have to worry about most of them, there is one "breed" you should be
weary of.  The foe I am speaking of is the Electric Skeleton.  The reason why
this skeleton is more dangerous than the other skeleton variations is that it
is impossible to block his attack by using the whip twirl and it is much
stronger than the other skeleton's attacks.  Additionally, the range of this
attack is a little under half a screen and always travels on the ground.  To
banish this fiend back to hell safely, I suggest that when you see one, take a
few steps back and then use the Dash Boots to get a running start, jump in the
air, and as you are coming down attack with your whip.  With any luck, you'll
kill him before he has a chance to launch his attack.  If you have the Dagger
or Homing Dagger sub-weapon, you can also throw them at him while he is still
off your visible screen.  However, once you get to higher levels you won't want
to waste your hearts on this enemy and using the dash/jump/whip strategy above
will be the most efficient way to bring about his demise.  (You might want to
kill a bunch of these, since they can drop the Golem card.)

A04.  Necromancer (Attempted/Succeeded at level 10.)

     This battle can be tough and some of it depends on luck.  The strategy
is similar to what you did when fighting Cerberus.  Stand on either side of
the center platform and chuck Homing Daggers at him when he comes near.
If he spawns enemies on the floor, kill them with Homing Daggers.  I can't
stress this point enough:  DO NOT EVEN ATTEMPT TO USE YOUR WHIP!  His second
form did not give me as much trouble as his first, oddly enough.  In fact, he
never morphed into the orb.  I don't know if this is supposed to occur in
Shooter Mode for some reason or if I just got lucky, but either way, keep
hitting him with Homing Daggers and with a little luck and skill, you'll be
able to beat it.  If all else fails, level up one or two more times and try
again.

-----

A05.  Machine Tower - Trouble Spots

     Medusa Heads will be the bane of Nathan's existence here.  If they touch
you, you will be turned to stone for a decent amount of time and usually it is
long enough to get hit again.  (Press the D pad back and forth to break free
from the stone prison.)  Generally, you want to avoid contact with these at all
costs.  Don't even bother trying to kill them.  They are not worth the effort
since they do not drop any worthwhile items.  They do have low HPs, though.
So, if you can't avoid them, you should be able to kill them in one hit.
     Another troublesome enemy you will encounter in this section of the castle
are Heat Shades.  Thankfully, they are not quite as annoying as the Medusa
Heads and the Jupiter/Manticore combo will come in handy for deflecting their
fireballs.  If you do not have those cards, spinning your whip will also defend
against their attacks.  Unfortunately for you, Heat Shades can attack Nathan
from off of the screen.  So, you need to be prepared at all times for their
attacks.

A06.  Iron Golem (Attempted/Succeeded at level 14)

     This boss is a bit easier than the Necromancer, but can still be
troublesome.  Then again, none of the bosses in Shooter Mode are too easy.
Anyway, like always, have the Homing Dagger and a lot of hearts before the
battle.  An interesting thing about the Homing Dagger is that it hits enemies
that are just slightly off the screen.  I'm not sure if the regular Dagger
does that too, since I never use it.  Regardless, use this little trick to
your advantage.  Find out where the Boss is in the room and then move away
just far enough so that he is just off your screen and hurl Homing Daggers
at him.  The only disadvantage of this tactic is that it is harder (but not
impossible) to tell when he'll hit the ground.  If he gets too close, jump
over him and continue the onslaught.

Alternate Strategy from "Lawngahnome":

     (The Crucifix Ė Found at the castle entrance, right inside the machine
tower. It flies like a boomerang and spins. If you hit an enemy at the end
of its spin, the crucifix will revolve in place, and hit the enemy more
than once (up to 5 times). You can throw 3 crucifixes before you pause,
but if you get an enemy at the end of the spin, there are very few that can
live through 1 none the less 2. The only catch is that you have to be up
close and personal, but because of its power, you can usually kill enemies
before they can use their attacks. The only catch is flying enemies, jump
over them, and try to get them to pause and attack, then unleash the
crucifixes.)

     Get him at the spin length, pound with the crucifixes, jump his pound
attack. He should be really easy.

-----

A07.  Chapel Tower - Trouble Spots

     The most difficult things you will face in this area will be Bloody
Swords.  The best thing to do defend yourself against these things is simply
dash past them.  In fact, in this area you pretty much want to dash through up
until the second save room.  While I realize this is a cheap tactic, it is the
only way I have been able to complete this area without dying many, many times
or using up a TON of hearts.  As with the Earth Demons in the Catacombs, you
will probably want to return here when you are stronger to get the Mars card,
which they can drop.
     The other annoyance enemy in the Chapel Tower are Marionettes.  If one of
them touches you, you will not be able to attack with your whip or sub-weapon
for a fairly long amount of time (unless you have an "Uncurse" on you).  Again,
the best thing to do is just run past these because you probably won't be able
to kill them before they touch you.  If for some reason you wish to kill them
instead of bypassing them, know that they only charge at you if they are
directly across from Nathan.  Otherwise, they will just sort of meander about,
trying to get into position.

A08.  Adremelech (Attempted/Succeeded at level 19)

     You should be getting used to the Homing Dagger & full heart supply by
now, but I'll remind you again.  I was able to defeat this enemy without
taking a single hit.  This tactic will take a LONG time, but it is the safest
way to dispose of Adremelech, so I think it is worth it.  The trick is staying
out of range of the flying skulls.  Pay attention to the background colors of
the boss room.  There are blue sections on either side of the room and there is
a gray section in the middle.  What you want to do is get as close to the
beginning of the gray section without actually touching it (the background
behind Nathan should be blue).  You will be out of range of the flying skulls
and can get off perfect shots with the Homing Dagger if you jump and then use
the sub-weapon while at the peak of your jump.  The only attack you will have
to worry about when using this strategy is the Fireballs.  However, these are
easily avoided by jumping over them or ducking under them.

Alternate Strategy from "Lawngahnome":

     Dodge the skeletons and the blue fireballs.  Use the poison shield to kill
the bubbles and kill him with crucifix.

-----

A09.  Underground Gallery - Trouble Spots

     Specters.  You will learn to hate them by the time you get about halfway
through this area.  In the tall and narrow passages of the Underground Gallery
where you have to make several jumps in a row (because of the crumbling
ledges), they will come at you and try to knock you down.  This can be very
frustrating, especially because if you attempt to kill them, more of them spawn
in place of the downed ones.  The Jupiter/Manticore DSS combination is going to
be your best friend during this time.  It will push them away when they get too
close.
     There are also an abundance of enemies in this area that can poison you.
As I have said before, poison can be the death of Nathan in Shooter Mode.  The
best thing to do when you encounter these enemies is attack them with the
Homing Dagger from as far away as the sub-weapon will reach.  In the long,
narrow hall where there the Man Eater enemies are located, there will also be
a bunch of Killer Bees that will swoop down and poison you if you get too
close.  To defeat these, simply throw Homing Daggers at them from as far away
as possible.  (You can even hit them while they are off the screen.)  The
other poison enemies you need to watch out for are the Poison Armors.  These
guys throw a cloud of poison at you generated by their sword.  Use the same
strategy as you used against the Killer Bees to defeat the Poison Armors.

A10.  Dragon Zombie (Attempted/Succeeded at level 25)

     This boss was A PAIN IN MY POSTERIOR, to say the least.  It took me about
5 tries to devise a viable plan for defeating this boss.  For this boss more
so than any other you need to have the Homing Dagger to even have a chance at
coming out alive.  As soon as you get into the boss room what you need to do
is situate Nathan so that he is standing between the leg that is closest to
the center of the room and the head of either dragon.  (I chose to kill off
the left dragon first.)

I will try to explain what I mean using this diagram:

Dragon Leg * D Head * D Leg * Open Space * D Leg * D Head * D Leg


What you need to do:

Dragon Leg * D Head * NATHAN * D Leg * Open Space * D Leg * D Head * D Leg

OR

Dragon Leg * D Head * D Leg * Open Space * D Leg * NATHAN * D Head * D Leg

     Hopefully that shows what I mean.  By standing in this position, you will
be safe from their Fireball and Orb attacks.  You will also be safe from when
they hit their heads on the sides of the room, but you need to watch out for
when rocks fall from the ceiling.  When they hit their hits on the walls,
brandish your whip and spin it around so that any rocks that might hit you
get destroyed.  The only other thing you need to worry about is that once in
a while the dragons will move their heads underneath you and then to the center
of the room.  To dodge this, simply jump over to the other side of their head
(between the other leg and the head) and then when your original position is
safe, slide back over.  During this time you should be spewing forth Homing
Daggers (which should be able to hit either head, depending on if they are
close enough.)  When one of the heads dies (usually the one you are standing
under), repeat the process for the other head.  Note:  Shortly after killing
the first head, the other head will chomp on the dead one in order to regain
some health.  Do not jump between its leg and head until after it does this.  
While it is noshing, you should throw a bunch of Homing Daggers at it, since
it will be close to you.
     My HPs after this fight were approximately 60/300ish.  They would have
been a bit higher, but I was a little careless.  Also, if you have the
Jupiter/Mandragoras DSS combo at your disposal, you can go on to one of the
ledges on either side of the boss room and heal yourself using that.  (You will
be safe from danger in those sections of the room.)

Alternate Strategy from "Lawngahnome":

     Before the dragon, donít go through any rooms you donít have to.  Enter
the gallery through the bottom left door.  Go to the top right door and save.
Then go throgh the bottom right door, the bottom left door, the top right
door, the middle left door, save, and then the top left door.  
     You can come back for the items after the Camilla battle, because 1, you
are right at the entrance, and 2 you have the Jupiter/Manticore combo which
prevents all poison attacks and poison now heals you.  To kill the boss,
crucifix like mad, top left doorway to heal, donít go to the right, you will
get hit by stray fireballs, heal often, be prepared for a long battle, this
method worked on my 2nd try.

Alternate Strategy from "paKO:"

     Use the Cross as your subweapon.  As you enter the room, try to jump
into the middle of the room (should be easy).  It is best to take out the
left dragon first.  Slide left, so you stand close to the wall.  Wait until
the Dragon puts his head down a bit, then slide back.  Make sure not to stand
too close to the other one.  Now the Dragon will smack the side with his head.
Whirl your whip to be protected from the falling rocks.  Now jump and throw a
cross.  Slide under him (so you are close to the wall again).  Jump again and
throw another cross.  If this is performed with the right timing every cross
will hit the dragon 3-4 times. Just continue this until the Dragon is dead.
     The second one is now easy.  Just do the same thing as with the first or
stand left to the head of the dead dragon.  Only the energy ball can now hit
you and you will be able to smack the dragon to death with with your whip.

-----

A11.  Underground Warehouse - Trouble Spots

     Thunder Armors proved to be the most troublesome of all the enemies in
the Underground Warehouse (for me, anyway).  Your best bet here is to use the
Homing Dagger in a way that I have say before.  Attack them from as far away as
possible.  Pretty much throughout Shooter Mode, distance is your ally.  Just be
on the look out for their attacks because they can send a charged ball at you
even if they are not visible to you.
     The other enemies that may be of some concern are Poltergeists.  These may
look like harmless pieces of furniture, but they pack a wallop and also have an
enormous attack range.  Lucky for you, they don't actually begin to attack
unless you get close to them, so you should be able to take them out with the
Homing Dagger before they know it.  Unfortunately, Poltergeists and Thunder
Armors tend to appear together, so it can be tough to defeat them both without
taking some damage.

A12.  Death (Attempted/Succeeded at level 31)

     This boss is going to be tough, but can be a walk in the park compared to
the last boss if you have the right equipment/magic.  I suggest having a DSS
combo available that can destroy the little scythes that are constantly going
towards you.  The Jupiter/Manticore combo is probably your best bet here, but
the Jupiter/Serpent combination will work as well.  As usual, try to have as
many hearts as possible (300 or so) before the fight and, of course, the
Homing Dagger.  If you have either of the DSS combos that I mentioned
available, turn them on when you get into the room.  If not, be prepared to
jump and dodge the mini-scythes that come at you.  It doesn't really matter
where you position Nathan.  There is no place in the room where he will be
safe from attacks, so just make sure you can hit Death from wherever you
chose to stand and constantly hit him with Homing Daggers.  Be weary of his
attacks, such as the lightning balls, and dodge them if need be.  When it
turns into its second form just keep hitting him with Homing Daggers and if
he gets too close, try to double jump over him to get to safety.  Potions will
help tremendously in this battle and you might even want to level up to 33 or
34 if you are having trouble.  (If you don't mind using a glitch, do the DSS
trick for the Cockatrice summon during the Death's second phase.)

Alternate Strategy from "Katashil:"

     In the battle against Death, a much better strategy to use is having the
Cross equiped instead of the homing knife. Throwing the cross at Death's first
form will cause the crosses to hit and then return and hit again. At the same
time the crosses are hitting death they will also take out a good portion of
the flying scythes. When the first form is dead all you need to do is keep a
safe distance away from the second form and continue to throw in crosses.
With little dodgin its very easy to get out of this fight only suffering 1
or 2 hits. At level 32, I was able to do this with very little difficulty.

-----

A13.  Underground Waterway - Trouble Spots

     Remember the Heat Shades I mentioned earlier?  Well, their siblings,
Frozen Shades, are located in this section.  As their name suggests, their
attacks are ice based.  Other than that, they are basically a powered-up
version of their fire based kin.  They have a lot more HPs and their attacks do
much more damage than the Heat Shade attacks did.  ...and if that wasn't
enough, their frozen-ball attacks will freeze you if you don't dodge them, spin
your whip to break them, or have the Jupiter/Manticore or Jupiter/Serpent DSS
combo activated to defense against them.
     That is not the only ice based nemesis you'll face in the Underground
Waterway, though.  There are also Ice Armors, which drop the Neptune card.
These are fairly easy to defeat.  All you need to do is duck under the first
ice shard they throw and then jump over the next one or break it by spinning
your whip.  Keep in mind that Ice Armors often spawn in pairs, though.

A14.  Camilla (Attempted/Succeeded at level 37)

     Full hearts and Homing Dagger, yet again.  Thankfully this fight should be
a bit easier than the last one.  For most of the battle, you should stand on
either of the highest platforms that are near the entrance/exit nooks.  This
will keep you safe from her energy blast attack and her water spitting (?)
attack, as well.  The only times you need to worry about taking damage are when
she releases the small purple homing orbs (which are hard to see) or when she
gets too close.  When the former happens, simply jump or double jump away from
them and when the latter happens, jump to the platform of the same height at
the opposite side of the room.  Whenever you have time to throw some Homing
Daggers, do so.  If you follow these instructions, you should be able to
dispose of Camilla.  (If you want to use the DSS glitch this time, I suggest
the Jupiter/Unicorn combination because if will block the purple orbs she
emits.)

Alternate Strategy from "Lawngahnome":

     Turn on the poison shield, stand on middle(top) platform, plug in gameboy
charger, walk away. (Camilla cannot hit you on the top platform, and will
constantly take damage from your shield.)

-----

A15.  Observation Tower - Trouble Spots

     You are probably going to want to have a lot of Cure Curse potions in this
part of the castle.  You can try to dispose of the Legions by attacking with
the Homing Dagger from far away.  If they get close try to jump over them or
slide under them.  If need be, just don't fight them at all.  They don't drop
anything too great (other than Cure Curses), so you may not even want to
bother.
     Dullahans can be intimidating at first, but if you watch their pattern,
they are easy to defeat.  Simply watch where they stop and position yourself a
little bit behind that spot and just wait for them to come near you.  When they
do, attack.  Dullahans can potentially drop the ever so handy Thunderbird card,
so it is probably a good idea to try and get that from them.
     You'll also want to watch out for Catoblepas (Catoblepi?).  These annoying
buggers breathe a mist that will turn you to stone, so you'll want to dispose
of them from as far away as possible, like most of the tough enemies.
     Wind Armor's pack a punch, but are easily defeated by using the ever so
effective "attack them using the Homing Dagger while they are still off the
screen" strategy.  Another strong enemy is the Minotaur.  Thankfully, most of
the time you see these, there is a ledge for you to stand on and therefore
attack them from safety.

A16.  Hugh Baldwin (Attempted/Succeeded at level 46)

     Before you attempt this battle, go get the Cross sub-weapon and make sure
you have 400+ hearts.  Be prepared for a LOT of jumping.  You will take an
excessive amount of damage during this fight.  I'd have to say that Hugh is the
most difficult boss in the game (and in Shooter Mode he is all that much
worse.)  Anyway, when Hugh is in range of the Cross, fire as many off as
possible.  If you can dodge his attacks, great.  If you can't, either have a
lot of HP restoring items or use the Super Jump to go on the top ledge on
either side of the room and do the Unicorn Summon to replenish your health.
You can also make use of the Cockatrice or Thunderbird summon in you want to,
but I would save them for after Hugh is down to half health.  You'll know when
he is at this point because he gains a reddish glow.  You can also use the DSS
glitch in this battle to heal yourself with the Unicorn summon if you use the
Super Jump to go on one of the platforms at the top of the room.  I do not
recommend using the Jupiter/Mandragoras combo because Hugh can send an attack
at you even if you are up on the platforms and motionless.

Alternate Strategy from "Lawngahnome:"

     Lots of jumping, lots of crucifix, you can go to the top of the room to
heal, BUT ONLY IN HIS FIRST FORM, after that he can hit you.  On his second
form, SUMMON COCKARICE.

-----

A17.  Ceremonial Room - Trouble Spots

     There are none to speak of.  This place is just an empty room before
Dracula's Chamber.

A18.  Dracula (Attempted/Succeeded at level 48)

     First Form:  This should be easy enough.  Make sure you have the Homing
Dagger and at least 300 hearts.  Since the Homing Dagger will automatically hit
Dracula's head, you don't have to worry about jumping to hit it.  Unleash a ton
of Homing Daggers at him and dodge his various attacks (this shouldn't be too
hard.)

     Before you face Dracula's Second Form, I suggest that you leave the
quarters and go save your game.  While you are out, pick up the Cross
sub-weapon at either the castle entrance or the beginning of the Battle Arena.
Dracula's Second Form is the only Boss other than Hugh that I suggest using
anything other than the Homing Dagger for.  Trust me, the Cross is a much
better choice this time.  You'll also probably want to replenish your heart
supply before continuing on to Drac's Second Form.

     Second Form:  The first thing you should do when you get in the Boss room
is jump onto either of the platforms.  If you have the ability to use the
Jupiter/Unicorn DSS combo, I suggest doing so.  (It should keep you safe from
his poison bubble attack.)  Basically you just want to stand on the platform
and when he materializes, throw as many Crosses at his eye as you can.  If you
do not have the Jupiter/Unicorn DSS card combo available, when he launches his
poison bubble attack, use your whip to break the bubbles.  After doing a
certain amount of damage, he will change his attack pattern.  (Make sure you
stay on the platform.)  Now instead of just appearing next to you, he will
appear and then charge at you several times in a row.  To avoid this, use the
Super Jump (D pad up + Special move button).  When he stops charging at you, he
will turn into a bunch of bats encircling an eye.  You need to throw Crosses
at the eye in order to damage it.  After doing this for quite some time, he
should fall.
     If you have the Cockatrice or Thunderbird summon, this boss becomes much,
much easier.  Simply use the summon when he morphs into the eyeball surrounded
by bats and after 3 or 4 summons, he'll die.  You shouldn't even need to use a
Mind Restore if your level is high enough.

-----

A19.  The Battle Arena

     Avoid this place like the plague until you are at least level 45.  I
really do not recommend going through this place in Shooter Mode at all since
you take an ungodly amount of damage here in Vampire Killer mode and your
defense in Shooter Mode is nil in comparison.  In fact, I only completed the
Battle Arena in Fighter Mode.


********************


B.  Suggestions For Other Modes
_~-=+=-~__~-=+=-~__~-=+=-~__~-=+=-~_

Magician Mode:

     The other guide does not advocate using the summons until you get to the
fourth boss, Adremelech.   For the beginning bosses, the author suggests using
the skeleton transformation and throwing bones at your enemy.  I think that is
a HUGE waste of time and can be dangerous.  I say use the most powerful summon
you can (depending on your MP) until the boss is dead or you run out of MP.
Then, AND ONLY THEN, should you even think about using your whip or sub-weapons.
     More than likely the early bosses will die after one or two summons,
though.  So, you shouldn't run out of MP.  Anyway, by the time you get to the
third or fourth boss, you should be able to recover about half the MPs that
Cockatrice or Thunderbird consume and therefore can cast them almost
continuously.  I pretty much went through all of Magician Mode using either
the Cockatrice or Thunderbird summons, whether it was against a boss or a
regular enemy.  The only other summon you should ever need to use is the
Unicorn, to replenish some life.

Note:  The suggested levels for fighting the bosses in Magician Mode are about
0-4 levels lower than that of Shooter Mode.

Alternate Magician Mode Suggestions by "paKO:"

For the first 4 bosses:
Just use the Wind whip projectile (Diana + Griffin)
it will OHKO the first one
the Necromancer needs 3 shots
the other 2 need 4 or five
By the time you meet them your level will be high enough to have the mana 
without any items equipped


Fighter Mode:

     Most of the bosses in this mode are cake with the exception of the second
form of Dracula.  As long as you have the cross for every boss battle, all you
need to do is throw 3 of them at the boss each time you can.  You don't really
need to worry about taking damage because your defense is so high.  As for
Dracula's second form:  For the first part of the battle you need to stand on
one of the platforms and when he appears, launch as many crosses at his eye as
you can.  When he starts to do his charging attack, make sure you are still on
the platform and use the super jump to get out of the way.  Then when he turns
into a bunch of bats, throw 3 crosses where you think he'll appear and odds are
that at least 1 or 2 of them will hit the eye.  Rinse and repeat.

Note:  The suggested levels for fighting the bosses in Fighter Mode are about
4-8 levels lower than that of Shooter Mode.


Thief Mode:

     When you first start this mode, you will be relatively weak.  The further
you progress, the better off you will be mainly because you will get so many
useful item drops.  The boss strategies are pretty much the same as in Vampire
Killer or Fighter mode with the only difference being that you have a plethora
of healing items at your disposal.

Note:  The suggested levels for fighting the bosses in Thief Mode are about the
same as Vampire Killer Mode.


Also, do not forget that between Dracula's first and second forms you can leave
the chamber to go and save.  I highly recommend doing so.


********************


C.  Credits/Acknowledgements
_~-=+=-~__~-=+=-~__~-=+=-~__~-=+=-~_

Konami for making wonderful games, such as this one.
Sheik for giving me a starting point for this guide.
Lawngahnome for providing alternate boss strategies.
Katashil for providing an alternate strategy for Death.
Billy Joel for writing awesome music.


********************


D.  Version History
_~-=+=-~__~-=+=-~__~-=+=-~_

2.90 - 12/05/2008 - Removed the Contact Info section and slightly changed the
                    lettering/numbering system.
2.81 - 02/27/2008 - Fixed a couple of minor mistakes.
2.80 - 10/16/2007 - Added alternate Twin Dragons and Magician Mode strategies
                    by paKO.
2.70 - 10/26/2006 - Added alternate Death strategy by Katashil.
2.60 - 06/27/2006 - Added alternate strategies by Lawngahnome.
2.50 - 02/09/2006 - Addressed some minor issues.
2.45 - 01/26/2006 - This guide is now allowed to be hosted at Supercheats.com.
2.40 - 01/22/2006 - Added the "Contact/Donation Information" section; fixed
                    some minor mistakes.
2.30 - 04/04/2005 - Added ASCII art and also added Thief Mode to section B.
2.20 - 03/31/2005 - Fixed various grammar/spelling errors and updated some
		    information.
2.10 - 10/18/2004 - Updated the Attempted/Succeeded levels and amended the Hugh
                    and Dracula strategies.
2.00 - 10/14/2004 - Added the "Trouble Spots" sections - First Public Version.
1.00 - 10/13/2004 - Added Hugh and Dracula.
0.78 - 10/12/2004 - Added Death and Camilla.
0.56 - 10/11/2004 - Guide started.


********************


E.  The Legal Stuff
_~-=+=-~__~-=+=-~__~-=+=-~_

Copyright (c)2004-2008 Joseph Visaggi (hempick).  All rights reserved.
Castlevania: Circle of the Moon(c) and Castlevania(c) are Copyright of Konami.

This guide is ONLY to be hosted at GameFAQs.
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