Isaac
After Isaac teleports, first check which directions the real body and afterimage appear from, then handle the spear’s high and low attacks. Don’t repeatedly dodge in the same direction.
Entry requirements
Go to Heart of the Clock in Clock Tower and complete the proper battle. The first encounter in Main Hall is not the post-battle reward point for this fight.
Spawn locations
Area
Clock Tower
How to clear
Phase one
Melee cycle: spear and teleportation
Moves and states
After teleporting, chooses high or low spear strikes, a spear spin, or a dash attack; afterimages can attack from other directions.
Dodging and handling
After each teleport, first locate the real body and afterimage, then move out of the straight paths of the spear tip and dash. Don’t repeatedly dodge in the same direction.
Counterattacking and advancing
Attack briefly during recovery after the dash ends; if the afterimage is still attacking, retreat first; don’t assume the whole arena is safe just because the real body pauses.
Phase two
Jump cycle: dive and afterimage pursuit
Moves and states
A jump and teleport are followed by a dragon-shaped dive; afterimages may continue pursuing. A longer recovery can only be selected once the dive cycle has occurred three times in total; other branches use short recovery.
Dodging and handling
When you see the jump begin, first leave the dive path, then locate the real body and afterimage after the teleport. Keep watching for follow-up attacks after every landing; counting the third one does not guarantee safety.
Counterattacking and advancing
Only move in for a brief attack when the real body visibly pauses and the afterimage paths are also clear. Short recovery windows are unsuitable for long combos or drinking potions. Even long recovery may be replaced by a subsequent attack choice; don’t stand still for a fixed number of seconds.
Phase three
Ranged cycle: rotating barrage and bat wings
Moves and states
A ranged rotating barrage and bat-wing projectiles, possibly followed by a teleport to close in again.
Dodging and handling
First move between projectile paths, keeping room for your footing. Don’t stand still to drink a potion while the last batch of projectiles is still in flight.
Counterattacking and advancing
Move in for a brief attack after the barrage ends and the path ahead is clear; as soon as a teleport occurs, reassess the facing direction.
Post-battle rewards
Post-battle steps
Complete the post-battle story and absorb the reward orb to obtain Chronomantic Dive and Chauve-Souris; the same post-battle sequence also makes the weapon chest accessible.
Base stats
Base HP: 2500
Game homeCastlevania: Belmont’s CurseAll games