Mammon
First determine whether this round is a directional charge or movement that ricochets around the arena. Move out of its current path; do not chase it with attacks in corners during the ricochet phase.
Entry requirements
First obtain Oozing Eye, Trembling Eye, and Thrilling Eye and equip all three at once, then activate the three-eye mechanism in the catacombs to enter Mammon's Lair.
Spawn locations
Area
Catacombs of Paris
How to clear
Combat tips
The normal pinball must ricochet at least 4 times, and the falling-rock variant at least 8 times, then still touch the ground before pausing. Even once the required count is reached, do not immediately chase and attack. Each ricochet of the falling-rock variant triggers falling rocks; counterattack once the main body has stopped and the route is safe.
Phase one
Directional attacks: do not treat long and short recoveries alike
Moves and states
After Mammon charges upward or downward, his recovery may be long or short. Similar-looking charges do not always give you the same counterattack window.
Dodging and handling
First move off the currently targeted straight line; wait for the charge to stop before deciding whether to approach. Do not attack while chasing the moving main body, or assume the pause lasts as long as in the previous round.
Counterattacking and advancing
Attack briefly only when the main body has stopped and the approach route is safe. Retreat immediately if the recovery quickly transitions into the next action. Add attacks only when you see a longer pause; do not decide combos by counting seconds.
Phase two
Pinball and pursuit: Wait for ground contact even after the bounce count is reached
Moves and states
The ending condition is met only after at least four bounces for normal pinball, or at least eight for pinball with falling rocks; it then touches the ground and pauses. The brief pause on hitting a wall does not directly end the attack; each bounce of the falling-rock variant also triggers falling rocks.
Dodging and handling
Identify the new route after each collision; avoid chasing and attacking close to walls. Keep evading even after the required count is reached; wait until it touches the ground and stops; for the falling-rock variant, watch both overhead and where you step, not just the main body. Keep staying out of its path while it moves in pursuit.
Counterattacking and advancing
Use a clear stop after ground contact as the pinball counterattack cue; first confirm falling rocks have not blocked the approach route, then move in for brief attacks; do not rush an attack at the moment it hits a side wall or the ceiling.
Phase three
Arena combination attacks
Moves and states
Movement to fixed points combined with falling rocks, plus horizontal or diagonal attacks.
Dodging and handling
Watch the main body's path and overhead falling rocks together; first leave the area where they overlap, then find an approach route.
Counterattacking and advancing
Attack briefly after the entire attack sequence ends and falling rocks no longer block the route. Switch immediately to evasion when the main body moves again.
Post-battle rewards
Post-battle steps
After the battle, absorb the orb to obtain Wheel of Chaos. Also open the lair chest to obtain Ferryman's Obol, then go to Ferryman’s docking spot to collect Freezing Path.
Base stats
Base HP: 8000
Game homeCastlevania: Belmont’s CurseAll games