How to defeat bosses?
Gatekeeper
The Concierge is a large humanoid body with bones protruding from its back and prominent bones from its legs and neck. Parts of the body are gray and bright gray, except for the arms and parts of the head. The hands themselves have no fingers and are composed of a luminous yellow spike. The head is oval with a bright yellow rectangular opening in the center. It guards the entrance to the village on stilts, the sleeping temple and the destroyed shrines. Capabilities:
Attack with a sharp edge of the hand;
Protective aura - becomes invulnerable for a while (only during the transition between phases);
Debilitating blood aura - deals bleeding damage while in it;
Shockwave - a wave of fire goes through the ground;
Jump towards the character;
Accelerates as health is spent;
With a minimal amount of health, he can quickly make various attacks, for example, shock wave and swoop.
By keeping the boss in the center of the arena, you minimize the risk of being trapped in a corner by a paralyzing aura. It can be stunned by "heavy" weapons, thereby interrupting its attacks. By interrupting the boss's attacks, you can prevent the shield from appearing over him. It has "stages" that can be identified by roaring and receiving a protective aura. The fight starts with Paw Smash, then Aura, Shockwave and Leap Slam are connected. A normal paw and heel can be trimmed.
If you are close to the boss, he will constantly perform a paw kick. You can deflect these attacks one by one, preventing the boss from performing further attacks. If you successfully land in place, the Gatekeeper will fly directly over your head. So it's best not to try to dodge the attack, just roll. The shock wave can only be overcome. Against paralyzing aura, the ability to immobilize, stun or slow down will come in handy:
ice grenade;
Ice fragments;
Children's axe;
Live pomegranate;
Trap;
Ice arch.
The swoop can be interrupted with a trap, but the Gatekeeper will fly further after the trap ends.
tick the uterus
Mama Tick is a large boss that takes up a quarter of the arena, mostly moving from corner to corner while diving under water. He does most of his attacks with pincers. Underwater, it pulls out an eye and a claw to do pinpoint attacks on the player from the water, it does quick vertical attacks from the water across the arena. Surface Skills:
Explosive acid spit (3-4 rounds);
Normal claw attack;
Horizontal attacks with claws around the perimeter (2-3 attacks);
Upon reaching 50% health, the boss slowly approaches the player with claw attacks from one end of the arena to the other.
The queen only spits acid if the player is far from her. You can dodge a series of horizontal strikes with pincers, alternating rolls - jumps. The stun can interrupt a series of horizontal claw strikes. During a series of water grips, it is recommended to be on the edge, parrying or dodging a wall roll from one of the attacks in the corner. The Flash skill is not activated on the boss.
When using the Lightning Bolt and Electric Lash weapon, the water also electrifies and injures the boss (but does not put him into a micro-stun). After sacrificing the Mushroom Kid in the exiled swamp, the boss fight does not happen (the door does not open in the "Pass without taking damage" condition). If you have an amulet with an affix that makes you invisible after five seconds without an attack, then only the mite Queen's eye will be in the arena, and the queen will appear only when the character comes out of invisibility.
Straw man
First stage skills:
Swing the scythe over the character;
Throws 2-3 seeds, from which mushrooms sprout, exploding in a second when touched;
It flies and throws scythes that fly in a circle;
The vine grows from the scarecrow, after which it hangs in the air and pours acid over the watering can character.
Underground phase: planted mushrooms are buried and thrown into the air, which leads to their explosion. Upon reaching 50%, the boss's attack is accelerated. The Scarecrow was a renowned botanist before the island fell ill. After death, he turned into a monster, but retained his old ways.
conjunctivius
Conjunctivius - A large, strange creature with a blue hue, with purple spots and spikes coming out of them. Capabilities:
Idiot. Stops in place, aims towards the player and moves forward, releasing spikes;
To peel. Eye turns green, shoots acid projectiles in 8 directions;
Electric field. When the player is close, it stops in place and emits an electric field around it;
Tentacles. Lowers all platforms, becomes invulnerable, summons 3-5 piece Beholder's Tentacle.
After each stage of the tentacle's attack, the bombardment becomes stronger. Each time, shots of acid shells are added, which alternate in two directions.
This attack is a phase transition, which happens when the boss has 75/50/25% HP left. The tentacles will try to touch the player underground, one of the tentacles will roll across the arena from one end to the other. After a tentacle is destroyed, the remaining tentacles that are currently active will receive a buff to all traits. From ~50% HP can move up the room and start shooting in large numbers in different directions.
Ranged weapons are perfect for this battle. Damage status effects like Bleed or Poison also work well in combat. Against tentacles, skills that can self-inflict damage such as Turrets, Caustic Cloud or Aura of Terror are great options. Slow melee weapons will be less preferred. The boss can be trapped by immobilizing him and replacing him with the multi-shot crossbow. But he can still electrocute himself near it. The tentacles are attached and can be trimmed. Tentacles, even when underground, receive poison/burn/bleed effects, but take no damage while underground.
The best way to dodge tentacles is to run in one direction and somersault/parry when spotting a horizontally moving tentacle. To make it easier for the tentacles to pass through, you can stand against one of the walls. One of the tentacles will move to the other end of the arena to attack from one end of the arena to the other, the second will attack you from underground. Wait for the first tentacle, roll and kill the one that emerged from the ground. When the boss rises above the arena and fires a barrage of projectiles, you can stand at the edge of the arena and deflect the projectiles from their place.
timekeeper
The Time Keeper is the second boss in the game. A dangerous opponent armed with two swords. Capabilities:
Teleports to the character and then to the other side of the room (depending on the distance to the character);
1-3 sword attacks;
Attack with a flurry of 1-5 shurikens towards the player;
When the character is far away, it launches a small sword on a chain, when it hits it, it pulls the character and stuns him, and then it strikes back;
Creates a shuriken shield and releases them along different trajectories. Sometimes this shield can appear instantly when teleporting the boss;
After the start of the second stage, magic swords begin to fall from above the room (they aim for a while, then fall). This happens when the boss has 50% of her HP remaining and she is at the edge of the arena;
When the character is far away, he makes a dash, with preparation (yellow beam from the boss along the room. In the second stage, he can do 2-3 dashes in a row).
Throwing shurikens at the character, also after the boss forms them around him, can be blocked by all turrets except the roof and the explosive bait, as long as the turret is between the boss and the player during the shuriken attack . It's easy to deflect the shurikens with a shield, but if it's not there, you can climb the wall with the Spider Rune and fly around all the shurikens from the jump. A sword on a chain can be parried with a shield, but immediately after that, the boss will make a shuriken attack or a dash.
If the boss has you hooked and is ready to deliver a blow, you can dodge that blow at the last moment without being knocked down. After killing the Collector and at the next attempt to start the passage, the Timekeeper will move the character to his room, express his indignation and take him back in time. From this moment on, it will be possible to observe the effect of glitches when they appear in locations and many characters, as well as to return the properties of the first run, such as a living Knight, a living King, and so on.
king's hand
The Hand of the King - the main guardian guarding the King, has many abilities, partially borrowed from other enemies. Also, after the first defeat of the boss, the Homunculus rune opens, which grants the ability to leave the body. During the battle, as with other bosses, a fence appears at the edges of the room. In each corner there are spikes on which the boss will try to repeatedly push the character. Also, during battle, ice platforms appear on top along the edges, allowing you to dodge many attacks. Capabilities:
Stage 1. Protection from shells, during other actions no. Throws grenades (3 times, 2-3 pieces each). A slow slash with a spear from below, dashes at the character, deals damage and pushes into the pit;
Step 2.3 strikes with a spear. Deceitful strike, performs a spear strike, then jumps with a fall that causes an earthquake. Summons 3 flags (which explode after a while if not destroyed). Summoning enemies (including elites, the number and type depends on the number of original cells available with you). When summoned, it does not attack and floats in the air in an ethereal state. Transition between phases.
Step 3. After the 2nd monster call, all boss attacks are amplified. Increases the frequency of all boss attacks. Earthquake - First, the boss prepares, after which he will release 3 shock waves, dealing damage and covering the entire floor of the arena. The stroke becomes double (first in one direction and then in the other).
In the first phase, to decrease the spread of the boss's grenades, stay close to him at all times, move to the opposite side at the end of the volley. While advancing on the boss, you can avoid damage by rolling over it. This attack can also be parried, but it will still push him away. If you have an amulet for 2 additional jumps, you can jump to avoid the shock wave attack in the 3rd phase, if the side platforms haven't had time to recover. A magnetic grenade will allow all thrown grenades to be defused at once, simultaneously dealing massive damage to the boss.
If you play as a ranged character, then you should be as far away from the boss as possible, practically on the edge of the pit with spikes, excluding the moments of attacks with throwing grenades. To perform spear attacks, the Hand will first take a while to approach you. As a melee character, do not strive to inflict as many hits as possible, 1-2 hits and roll to the opposite side of the boss. The attacks are fast, especially in the subsequent phases and, "playing", you can miss hits.
When summoning enemies with the boss, don't kill the elite enemy first, because the boss will immediately descend and the monsters on top will fall. During the second transition, you need to kill both elite enemies, but even in this case, time is limited, the boss will start flashing and falling, like the above monsters. During the second and third phases, the boss summons 3 flags with timers, after which the character takes great damage in certain areas next to them, they are destroyed from any damage, for example, grenades, a dive or an arrow from the property of an item. Flags can also be trimmed if they are already exploding.
By pushing the character into the spikes, you can grab the ledge at the last moment. Jumping onto the upper platforms will allow you to dodge any boss attacks, including 3 quick glaive strikes. Also, these platforms quickly recover after use, so it's a good tactic to run from one end of the arena to the other and jump onto the ledges, having previously provoked the boss's attack. Before attacks that use glaive strikes, the boss always seeks to approach the player and takes a step towards them if they are far away. However, the boss does not need to approach the player to summon banners, throw grenades and run.
If you stay further away from the boss (on the other side of the arena) then you will be able to predict most attacks. During the run, he can be caught in a trap. When the trap ends, the dash will continue. The more randomly you jump and roll, the more likely the boss will hit you. Uncontrolled jumping and somersaulting won't help you in battle, because of the Hand's attacks on the arena floor. Much better to just run around on the ground and react to the boss's actions. It is highly recommended to go into the boss fight with maximum synergy on the weapon. In other words, make sure the weapon has complementary stats.
Ambulance of the Mutation, despite the amount of healing of only 45% of the nominal, the character, firstly, uses the flask almost instantly, and secondly, he receives a shield of invulnerability for 3 seconds, which he allows at certain times Avoid significant damage and make your own. Remember that when there is a shield in your inventory, it is not necessary to pick up / parry it, and when taking damage you will receive an invulnerability shield in 1 second, which will allow you to avoid damage from a series of quick attacks from the boss. Do not forget to rearrange the turrets, the boss constantly pushes them into a pit with spikes or destroys them with his attacks.
Giant
The boss consists of 3 creatures: right and left fists and eyes. The fists perform all of the boss's attacks except the eye lasers. Having destroyed one of the hands, it will be possible to climb into it to inflict damage on the Eye that flew out of the body - it will become motionless and harmless, after 3 seconds the hand will replenish its HP and continue to attack the player. Destroying the eye will count as defeating the boss. Attacks:
1st phase. A horizontal punch that covers the entire arena. Releases fireballs sequentially from the hand. A vertical punch for a player.
Phase 2. A vertical strike with both hands immediately to the center (rock fragments begin to fall). He releases rays from his eyes, directing them from the edge of the platform to the center, leaving space for the Character and, successively, launching fireballs from his hand.
Upon gaining 3 hand charges. If the hand is left in relation to the player, it releases fireballs from the hand in different directions. If the hand towards the player is right, it will do a combination of 5 vertical punches. Upon reaching the ground, the waves spread out.
Ranged weapons are great for this fight, as are the many bleeds/poisons. Slow but powerful weapons will be an extremely poor choice for battle, especially if they are claws, flames or twin spears. You can have a shield with you, because parrying fireballs can deal a huge amount of damage to the boss - the reflective shield, retribution and bloodlust are best suited. An assault shield will not work, because during the second phase there will be lightning that there is no way to get through. The Masochist mutation reduces damage taken from rock debris and pink lava to 10%.
The turrets in this battle are not so good, because every attack from the giant can easily destroy them or even throw them into the lava. The shared link mutation fits perfectly into this fight, because thanks to it, you can split the damage dealt between your fists. Weapons with modifiers + 100% or + 300% to damage dealt / received are the ones that show themselves best in this battle, allowing you to break the boss's arms indefinitely, preventing him from performing a single attack.
Having an amulet that gives two additional jumps and a Spider Rune, you can jump to one of the walls of the arena and, periodically falling off it, or jumping back and immediately clinging to it again, spend most of the battle on the wall . All work for you will be done, for example, by Prilipala and the Big Fighting Owl. Sometimes it is necessary to stand out from the wall in order to attack the eye when it is shown and to periodically "prod" the owl (if you are constantly at the wall, the owl will not reach your hands, and if you approach it from the inside, the radius of his attack, he will continue to shoot them, even when the character returns to the wall).
Observation
Collector
During battle, when the boss tries to drink from the flask, you can drop the flask and pick it up for yourself. After drinking it, the character will begin to inflict huge damage on the boss when attacking with weapons, and the character's flask will be fully replenished for all 4 sips. Also, killing the boss opens the way to the third ending. The boss can make the following attacks:
Consecutive syringe attacks (usually 3-5);
Whirlwind attack, supported on a syringe (similar to Vigilante) - travel 3 times from one end to the other;
Summons fireballs above you, flying towards the player (3-5 projectiles);
Attack with pillars from the ground (similar to a golem), after which bombs fall from the ceiling in the arena;
Fire ray attack while hovering over the character - 3 times (as the Librarian);
Fire waves attack in 2 directions (3-5 waves);
Health restoration (drinking a potion) - occurs if the boss's health drops to a certain level. The boss will drink 3 vials being completely invulnerable to attacks, but the 4th vial can be knocked out of him.
In battle, the boss will teleport the player between 3 rooms and end the battle in the 4th. In the first room, the boss does a bomb attack, vortex, and syringe attacks. If the boss teleports into this room again, a spiked ball will fly across the arena, dealing damage (and not being a trap from a technical point of view). In the second room, the boss will be on top, and it will be impossible for him to inflict damage there. There will be 3 doors in the room, from which various mobs will appear. While all the mobs are alive, bombs will fall from the ceiling one by one, after killing all the mobs the Collector will go down and allow himself to be damaged, after which he will be transferred to the 3rd room.
If the boss teleports into this room again, stronger mobs will appear. In the 3rd room, the boss will summon fireballs, attack with a beam and waves. After that, the boss will transfer the player to the 1st room. If the boss teleports into this room again, waves of fire will appear on its sides. The boss teleports to the 4th room after drinking 3 vials and doesn't come out again. Here, he performs all of his attacks, and faster than normal. When drinking the flask, you can snatch it from the boss's hands and drink it alone, causing great damage and finishing him off.
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