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Hippogryph.
Castlevania

Hippogryph.

Learn how to defeat the Hippogryph boss in Castlevania. Includes strategies for its attacks and tips for the fight.

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Learn how to defeat the Hippogryph boss in Castlevania. Includes strategies for its attacks and tips for the fight.

The first room on the left is a save point. From there, jump onto the upside-down 'T' shaped platform, then jump to the ground and move upwards to the left. The pot on the left contains an aquamarine gem, which is the next valuable gem above zircon. Jump over the gap and progress to the right up the stairs.

For now, you cannot access the top part of this large room, so continue up the stairs. You will encounter several Bone Pillars and Corner Guards. With both of these enemies, you need to attack them and jump away to avoid their attacks. The Corner Guard has a charge attack similar to the Dhuron in the Library. The Bone Pillar has an Area of Effect (AOE) attack with a good range that will hit you if you stay close to it. They should only require a few hits to kill. Continue this until you reach the next room at the top of the stairs. At the top of the stairs will be a Bone Pillar with a spike ball instead of its second head; this spike ball will fall down the stairs when you defeat the bottom head. This time, the spike ball will fall down the stairs, and you must jump over it instead of attacking it.

In the next room, the top is too high to reach. You will need to go to the next room, immediately jump up the makeshift stairs, and return to the left. Above you are goggles, which require precise jumps from the main platform to the one on the left; otherwise, you will hit your head and fall. The goggles will greatly increase your INT (Intelligence). Now head back to the large room; you will likely have noticed the large sword in the middle of the room. It is currently stationary. If you have the knife sub-weapon or spells that can hit it, it is recommended to use them to make this part easier. Once you get nearer, it will reveal multiple swords attached to it. The sword will then fly around spinning, trying to hit you. You can attack the main sword or the outlying swords. The only way to defeat it is by dealing damage to the actual sword in the middle, which is why attacking it from afar is a viable strategy. All in all, this is an enemy that right now will probably be more difficult to deal with, and you can take a lot of damage trying to defeat it. You will go into the doorway to the bottom right for a few seconds to grab a knight shield, then return to go through the door on the top right.

The first room is a small empty room. The next one is a huge vertical tower room. Once in this room, go to the far bottom right, and you will enter a room with a confession that you can interact with.

Confession Room:

  • If you sit down on the chair on the left side, the priest in green will come, but he won’t sit on the chair. He stays standing, raises his hand, says a few words, closes the curtains, tries to stab you with several sharp weapons, and then disappears.
  • If you jump on top of the confession area and sit down at the chair on the right side, a lady in red will come, sit down, dry her tears, and cry. That is all she does.
  • If you exit the room and return to the right side of the confession area and sit down again, a lady in green will come and do what the priest did, attempting to stab you with a spear.

As far as is known, those are the only outcomes from interacting with the confession.

Now exit the confession room and climb up the tower. You will have to jump on the middle platforms, then jump onto the stairs on the left or right to progress upwards. There are some Skelerangs on either side.

After the platform jumping, you will be in another section where the tower has narrowed. Instead of stone platforms, there are wooden platforms to jump on to make your way up this tower. At the farthest point up on the left side of the wooden platforms, there will be a crow at the top that will attack you. At this point, you will need to abandon this side of the tower and jump to the right side to keep climbing. The crow can be a pesky enemy to deal with. Now that you are past the small wooden platforms, you will encounter a semi-invisible enemy called the Hunting Girl on a middle wooden platform. The vulnerable spot on the Hunting Girl is its visible sword.

After dealing with the Hunting Girl, keep climbing up the tower. You can jump on the bluebells and use them as platforms. At the top of this tower, you will see a pot with a Life Max Up on the left and a pot with a str. Potion on the right. At the apex of this tower is a silver plate, which you should equip for an increase in defense. Now drop down onto the topmost bell and then to the right to enter the next room.

This next room is a small, cramped horizontal room. Here you will find bats and bone halberds. Stay your distance from the Halberds, as they have a great range with their spears.

After the skinny room, you will be at the bottom of this vertical tower room. You will have to climb to the top again using the bells as platforms. At the highest point of this room will be a zircon. Then drop down to the right side of the tower and enter the next room.

You will then be in another small, cramped horizontal room with the same enemies. However, at the end of this hallway, you will enter a bigger room and face the Hippogryph boss.

HIPPOGRYPH

The Hippogryph battle is quite simple. The Hippogryph will either fly around the top of the room; you can jump up to attack it with your sword. If the Hippogryph comes down and starts blowing fire at you, get close to it and duck. This gives you the chance to start attacking it, as the Hippogryph blowing fire does not hit you. Once you are familiar with these two cycles, you just need to repeat them. After the Hippogryph is defeated, you will have another cutscene (a sequence of events shown in the game) with Maria.

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