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The Battle Arena is a Colosseum-like area in Castlevania: Circle of the Moon, where Nathan must defeat various creatures without using cards before moving to the next area. It is linked to the Chapel Tower, and is the game's secret area, thus, completion of it is not required. There are 17 rooms filled with the game's most powerful enemies. All enemies not exclusive to this area that appear here have a stat boost. However, there are some enemies that only appear here, such as the Devil Armor and the White Armor. The "boss" of the area is the Devil. The reward for beating him is the Shining Armor, the most powerful armor in the game. There are no DSS moves allowed here, as all MP is drained immediately, so Nathan must rely on his sub-weapons. However, if the player has an MP restoring potion able to restore a large amount of MP, they could be able to perform a short DSS move before the MP is drained again.

Strategy

Room 1

Were-Jaguar
Werewolf

The first room is relatively simple; just stand still and take out the Were-Jaguar first and the Werewolf can be killed easily.

Room 2

Hippogriff (2)
Catoblepas (2)

Not much more difficult than the first room, as the Catoblepas can be easily avoided and killed; taking care of the Hippogriffs is the primary concern.

Room 3

Wind Demon (2)
Witch (3)

This room can get a little difficult if Nathan charges blindly into the room, as both Wind Demons will attack him. Instead, take out the first Wind Demon, kill any Witches in the way, then take out the other.

Room 4

Stone Armor (3)
Devil Tower (12)

A little more confined than the last room; the player can either start by taking out the Stone Armor with a couple of crosses or eliminate the Devil Towers so Nathan has more room to maneuver. Repeat the process to empty the room.

Room 5

Skeleton (6)
Skeleton Bomber (5)
Skeleton Spear (4)
Electric Skeleton (2)

This room is a lot more difficult than it looks; considering the skeletons all have a major HP boost, letting a single cross hit all of them won't be enough to take all of them out, although this strategy works if Nathan manages to throw multiple crosses and let them hit the skeletons.

Room 6

Fire Demon (2)
Bone Tower (6)

It is best to use a similar method like Room 4; either take out the Bone Towers first and then focus on the Fire Demons, or vice versa. The Fire Demons have a high HP, so getting rid of the Bone Towers first may be the wiser course of action.

Room 7

Fox Hunter (5)

One of the easiest rooms in the Battle Arena; if Nathan stays crouched and proceeds to whip the Hunters, they will not be able to hit him and the player can pick them off, one after another. Just slide forward after one is killed and take out the next. Given enough levels, Nathan can eventually just slide through the room with impunity.

Room 8

Poison Armor (3)
Bloody Sword (3)

Appropriately nicknamed the Poison Room, every enemy in here will poison Nathan, including the Bloody Swords this time. Eliminate the first armor, then get rid of the swords. Take out the rest of the armors and Nathan should be in good condition.

Room 9

Abiondarg (24)

This room is simple, albeit tedious. This room can be an easy way to replenish Nathan's healing supplies, as the Abiondargs are not only easily dispatched, especially at high levels, but they also drop Potions and Spiced Meats.

Room 10

Legion (3)
Marionette (12)

This room can create a lot of grief, considering both enemy types can curse Nathan. Take out any nearby Marionettes quickly, then focus on the Legions. Using the DSS exploit and then using a Thunderbird Summon is highly advised in this room.

Room 11

Minotaur (7)

This is an exceedingly difficult room. Restoring MP and releasing a summon (if Nathan has the necessary items for his level) is more than just a good idea. If the player can manage that, the remaining minotaurs can be killed with crucifixes.

Room 12

Succubus (3)
Arachne (3)

This room can be easy, provided the player knows what they're doing. Eliminate the first Arachne, then the Succubi. Take out the rest of the Arachnes.

Room 13

Alura Une (2)
Demon Lord (5)

A rather difficult battle, as the Alura Unes have over 1000 HP. Eliminate the first two Demon Lords, then the Alura Une. Use this strategy with the next pair of Demon Lords and Alura Une.

Room 14

Hyena (7)

Another exceedingly easy room, simply drop down the hole, toss a Crucifix left, and jump up and let the Crucifix do all the work. If it doesn't work the first time, do it again. With careful timing and a bit of luck, a high strength Nathan could also just slide through the Hyenas with impunity.

Room 15

Devil Armor (3)
Evil Pillar (12)

This room gets more players killed than any other room. If the player can use the DSS exploit and let loose a Thunderbird, it is recommended to do so, as it will kill quite a few of the Evil Pillars and prevent Nathan from suffering either heavy damage or an instant death. Take out the Devil Armor, as it will provide Nathan with enough room to maneuver around the arena. The Devil Armors can also drop the Black Dog Card, but it is likely that Nathan will have to rerun the whole arena if he wishes to lay claim to the card.

Room 16

White Armor (3)

Not as hard as it may seem, as the White Armors only fire straight forward. Duck and attack, similar to Room 7. These foes can also give up the Unicorn card to a persistent or lucky Nathan, but it is likely that he will have to rerun the whole arena in attempts to claim it.

Room 17

Devil

This is a very powerful Devil. Be prepared for a tough fight. The reward, as previously mentioned, is the Shining Armor.

Trivia

  • Using a timed slide, it's possible for Nathan to reenter the last room. Entering the room using this method will not lock the doors of the room (Nathan will be able to escape before all enemies in the room are defeated). Once the right exit is used, the doors of the next room will be locked as they should be.
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