AI Limit has a total of 20 main story bosses and 4 hidden bosses. Main story bosses are ones that appear on the main story path, with the inclusion of Vikas and Charon. Hidden bosses are located in side area that you otherwise wouldn’t encounter if you were just following the main path.
Some bosses appear later in the game as normal enemies. The typically function the same as the earlier bossfights, just with less health overall.
Main Story Bosses
Main Story Boss #1 – Sewer Cleaner
Branch: Sewer Town – Southwest > Before Sewer Confluence
Reward: Railgun spell
The Sewer Cleaner is the first boss in the game, functioning mostly as a tutorial. You encounter these throughout most of Sewer Town for the rest of the game, so it has a pretty basic moveset.
The main thing to do is watch its eye, as it will flash red before it does the overhead swing or holds its arm horizontally before launching at you. You can dodge to the side when the eye flashes to avoid these attacks. When it raises its arm and points at you it will shoot a beam after about a second, which you can avoid by dodging continually or running to the side once it raises its arm. Watch when the Sewer Cleaner dies as it will explode and damage you.
Main Story Boss #2 – Lore, the Lost Lancer
Branch: Sewer Town – Southwest > Maintenance Access
Reward: Trophy/achievement The Lost, Void Nucleus, Arboretum Key
Lore is the first major boss of the game, only appearing later once as a miniboss. In the first half of the fight it attacks largely with its lance, doing jumping attacks straight toward you or large swings in front. It leaves large openings after it attacks, which allow you to get a few hits in before it recenters on you to attack again. You can dodge most attacks by dodge forward and to the right of it, as its wide swings typically start from its right and don’t swing back behind it. The one fast attack to watch for is a grab that is hard to avoid, but it only typically does this if you are standing very close in front of it and attacking after it has focused on your again.
Once it drops under half health it will drop the lance and start attacking you with its claws. In this form it does longer combos, but you can avoid most attacks by dodging backward as its range is reduced without the weapon. The two best times to attack in this form are after it does a jumping attack toward you and stays in place for a moment, or after it does the longer string of swipes it will slide to the side giving you another opening.
Main Story Boss #3 – Scavenger Patriarch
Branch: Outer-Wall Ruins – Slums > Abandoned Houses
Reward: Turbid Nucleus
The Scavenger Patriarch is a large human enemy, attacking with a large hammer and a gun attacked to its arm. Its melee attacks work similar to Lore, consisting of short strings or jumping attacks toward you, also typically able to be dodge right and forward, or straight backward. The main thing to watch for is some of the attacks have longer windups than they might seem, as it will hold the windup animation for a moment.
The attacks from its gun arm harder to dodge, as the blast is a shotgun spread getting slightly wider the farther away you are. Because of this is can be helpful to try and stick closer to it so that it only does melee attacks, it will only typically shoot its gun if you back far away. If it does raise its arm to shoot start dodge left, and it will almost always shoot a three blasts starting from your right and moving left.
Main Story Boss #4 – Necro, the Panic Reaper
Reward: Trophy/achievement The Panic Reaper, Piercing Claw Frame Ability, Elite Necro’s Necleus
The Panic Reaper is the first Necro boss you will face. Necro enemies can deal Piercing damage, so equipping items that raise this resistance is helpful. Piercing damage displays as a bar above your sync bar, and causes you to take a huge amount of damage when it fills. First playthrough you won’t have many options for this encounter but will when you fights these as a miniboss a couple more times during the game. This boss you want to try and stick close to as much as you can, as like Lore its large swings with its arms typically only attack in front, and you can dodge right and forward to avoid most of them. Some attacks will also just go right over your head if you are directly in front of it as it is attacking from above due to its height. If it gets far away from you it may charge toward you, which you can avoid by dodging to the side.
Once it gets to around half health watch for when it crosses its arms in front of itself as it will scream and perform an area attack which deals Infection damage, transitioning to the second phase of the fight. Infection is basically a poison effect, but causes your Sync Rate to slowing drain over the time for the duration of the effect. If you miss backing away and become infected you can cure infection using the Disordered Fetus item which you can pick up in the areas before the boss. After the scream it grows a second set of arms, but its moveset stays about the same with longer combo strings. Be careful if you become a large distance from the boss, as it came do a dash attack toward you that results in a grab if it hits, dealing a large amount of damage to you.
Being very aggressive in this fight can be helpful as you can stun the boss temporarily with enough damage. It will go limp for a few seconds, allowing you to get in a couple attacks or use your weapon skill for a big chunk of damage.
Main Story Boss #5 – Three-Faced Pardoner
Branch: Sunken City Overground – Rooftop Street > Hotel Corridor
Reward: Pardoner weapon
The Three-Faced Pardoner is the first Church boss you will face, and appears near the end of the game again in another boss fight and as some minibosses. Almost all Church enemies deal Electricity damage, so put on whichever current items you have with the highest Electricity resistant. As with the other bosses up until now it primarily attacks with large swings, which you can dodge right and forward to avoid, then attack while it turns back to you.
The main unique thing to watch for this boss are when it casts spells, which it will do from range. First it will charge up and do an area attack around itself, then jump in the air and cast two spinning blades that track toward you. The first one will come from your left, then the right so you can dodge through them or the opposite side from where they are. After that it will slide toward, performing a large spinning attack that you should dodge away from. The other spell to watch for it when a number of yellow lines appear from the ground. After a short period of time these areas are struck by lighting, but you can avoid these attacks if you just don’t stand within the yellow circle on the ground as the area they hit isn’t very big.
This is a good boss to try parrying with the Counter Field ability, as the melee attacks typically have consistent swing animations that are long enough to get the parry off during.
Main Story Boss #6 – Cleansing Knight
Branch: Sunken City Overground – Flooded Street > Aetherium Mansion
Reward: Trophy/achievement Cleansing Knight
The Cleansing Knight is another Church enemy, so put on your highest Electricity resistant gear. It is quite big but can still move around quickly, though it’s size means that it can’t turn during attacks. This is another boss where you want to stick close to it to dodge through the swings with its lance, or directly to the side if it rears up and slams its legs on the ground.
At about 2/3 health it will gather electricity and charge up the lance then start performing ranged spell attacks. One of the first ones it will do it will pull the lance back and make a clicking sound, then cast a large beam in a sweep from your left to right. The area this covers is extremely wide, so you will want to wait for the beam to be close to you then dodge left through it. The other attack to watch for has a similar animation but it will perform from a closer distance, where it will do the clicking noise then charge toward you which you can dodge to the right, then quickly spin around and charge again. It will typically do this charge 3 times in a row, so don’t try to rush in and damage after the charge unless it has done the third. The final magic attack to watch for it will start swirling a tornado around it while casting lightning around the area. Keep backing away during this, then watch as it jumps in the air as it will slam down attacking in a line across the entire arena. You need to dodge to either side when it does this, as it will jump right in front of you preventing you from backing out of range. The time to dodge is about a half second after you see the large line of lighting appear from the lance while it is in the air. After it does this attack it stays still for a significant amount of time before jumping backward to reset, so use that opportunity to use a spell or weapon skill for high damage.
Branch: Sunken City Underground – Underground Parish > Mural Terrace
Reward: Clergy headwear, Clergy robe
Another Church boss, the Saint will also appear as a normal enemy a few times later in the game, as well as twice more as a boss. The Saint is unique in the bosses so far in that it primarily uses ranged spells. When you get up close it will still do melee attacks, but it typically only does one or two slow swings which leaves it open for parrying. It also has less health than the Cleansing Knight so if you keep pressure on it you can deal with it fairly quickly.
Like the Pardoner it will cast lightning around the area which you can avoid by staying out of the yellow circles on the ground. When it does this attack is a good opportunity to rush in and deal damage, because the length of the attack is much longer and there typically aren’t many lighting strikes that close to the boss. It will sometimes summon yellow orbs which either track toward you, or shoot a series of bolts toward you, which can be avoided by running to the side. The final major ranged attack to watch for is when it will do two diagonal swings in a row which hit as melee if you are close enough, but also cast slashes that will hit you at range if you don’t avoid them. If you are close enough when it is doing any spell animations it is possible to interrupt it with heavy attacks, stunning it for a moment to allow you to get in more damage.
Main Story Boss #8 – Choirmaster, the Inspector
Branch: Hagios Patir – Lower Level > Cleansing Stairs
Reward: Trophy/achievement :bronze Choirmaster, the Inspector, Thunder Step Frame Ability, Clergy’s Nucleus, Inspector’s Emblem
The fourth Church boss in a row, though now you have the Clergy set which is the best overall for fighting them due to its overall highest Electricity resistance. This boss is almost entirely a ranged spell boss, it will cast attacks from its position or summon illusions of other enemies near you to attack you. You will need to constantly chase it around the room, attacking it for a few seconds before it teleports away to start casting spells at you again. When it summons an illusion of an enemy near you try to roll directly away from them (if they appear on your right go straight left) because they typically do one melee attack toward you then disappear. Starting out the boss uses attacks similar to the Saint, shooting orbs at you or summoning lighting around you. Be careful if you run up to it and it is still doing casting animations such as waving the cube in its right hand, as it may summon orbs from above which you won’t be able to see if you are really close to it.
At about half health it will warp around and start floating in the air, with lighting striking all around and air swirling around itself. The slowly sucks you toward it, so you need to dodge or sprint backward away from the vortex to avoid the large area attack it launches once it touches down again. After that attack it will stay still for a long period of time, so try to rush in and get a bunch of damage in before it moves again. The other thing to watch for in this second phase is it may start healing damage, and you need to rush in and hit it enough to knock it out of the healing animation.
Main Story Boss #9 – Hunter of Bladers
Branch: Sewer Town – North > Hunting Ground
Reward: Trophy/achievement Hunter of Bladers, Blader Huntress Mask headwear, Train Pass
The Hunter of Bladers will likely be the first major challenge in the game. Unlike all prior bosses this is a Blader enemy who attacks like you do, using weapon skills and attacking much more quickly. Before the fight put on whichever items you have with the highest overall physical and fire resistance (Iron Pot and Fisherman’s Suit are good options first playthrough). Note the first time you die to this boss you will be transported to the jail area of Ancient Machine Works, but this only happens the first time and any deaths after that you respawn at the nearby Branch like normal.
The first phase of the boss the Hunter only attacks with one sword, primarily doing single attacks or throwing from range. You can try to be aggressive, but it is safer overall to wait and bait specific attacks and attack immediately after. The ranged attack it will use a lot happens when it dodges backward, then throws a fan of knives at you. You can dodge these with one dash to the side. The other attack where it typically moves backward occurs when it puts away its weapon and crouches, then it will either stand still over jump backward before sliding forward and attacking with a wide slash like occurs in the image above. When you see it put the sword away in this manner stand back and wait for it to do the dash, which you can avoid by going back and to the side, or toward it if you are confident with dodging through attacks. There are two attacks where it will jump into the air. The first it will swing and do a kick at your head which you can avoid by dodging backward, but don’t move in too quickly as the spin it does after landing still causes damage if you move right in front of it. If you have good timing you can parry the kick to immediately knock it out of the animation. The other air attack it will jump in the air while spinning, then to a vertical slash down toward you which you can avoid by dodging to either side. The last main thing to watch for during both phases is that if you attack it continually the boss will hold a sword up to block you, and if you hit it at all during this it will instantly parry you and attack back. If you are good at parrying you can parrying it back immediately, which you need to time as soon as it starts moving it’s sword down from above its head. If you aren’t good at parrying it’s better to watch for the guard and just avoid hitting it until it stops guarding.
At half health it will put out a second sword and become more aggressive. It sticks to only physical attacks now, but must track quite hard toward you so you will need to watch for when the attacks are occurring and dodge away from them. During the second phase you can normally always dodge back and left, as one combo it will do always starts left then moves to your right.Watch for the time it jumps in the air, because it will track to your location even if you are farther away, so need to dodge when it hits the ground. Any time it either drops its swords to the side or crosses them it will charge at you with a big swing, which you can dodge through once you are aware of the timing.
The mechanic to pay attention to during this fight is that the boss also has a Sync Rate gauge like you do. It doesn’t drop very fast, but if you keep pressure up during the second phase you can deplete it, allowing you to get a Fatal Strike in. During the second phase near low health the boss can also become stunned for a second and cry out which allows you to get in free damage, but this doesn’t seem to be guaranteed to happen every fight at a certain health level.
Main Story Boss #10 – Persephone, the Stygian Queen of Woe
Branch: Twilight Hill – Spirit Depths > Depths’ Bottom
Reward: Trophy/achievement The Stygian Queen of Woe, Minimum Pain spell, Persephone’s Nucleus
A Necro boss, Persephone is back to being a being a big and slow boss so should be easier than Hunter of Bladers. The Corrupted Blader set you can obtain just prior to her location is a good option, or whatever you have with higher Piercing and Infection resistance. This is also a full two part boss, requiring you deplete her health bar twice to defeat her.
In the first phase her ranged attacks are more dangerous. She will almost always start the fight doing both in a row so you can see them immediately. First a set of five lasers that shoot toward you, and can be avoid by just sprinting straight to the right. Next when she brings her wings open then thrusts them directly toward you through the ground, which you can dodge forward through. After she does this she will likely do a melee swing toward you, which is slow and easy to dodge. For both the first and second part of the fight you generally want to be as close to her as possible, because once she is in her animations she can’t turn, so a number of the attacks you can get behind her and continually attack while she’d doing attacks aimed in the opposite direction. Watch out for white circles on the ground which will cause damage similar to the lighting from the Church enemies. Any time she is swinging either of her arms to melee you can you dodge toward her side on the same side the arm is coming from. One ranged attack to watch for is when she will move up slighting in the air while the diamond on her head starts glowing, before dropping down and doing a sweeping beam. If you are close to the boss when this occurs you can run behind her, giving you an easy opening for damage while she is stuck in the animation.
At about half health she will typically summon purple orbs around the area following by a scream that deals Infection damage. Try to get out of the scream but prioritize avoiding the orbs, as you can just cure the Infection immediately after and the scream itself doesn’t deal much damage. The other new attack she performs after half health is floating straight in the air and shooting a number of beams in a row along the ground. You can run up directly behind her again to avoid all the initial beams, but don’t stand directly under her as the final attacks starts with five beams from directly below her and moving out, which is hard to avoid if you are standing directly behind or underneath him.
After depleting her first health bar she’ll drop to the ground and won’t fly anymore for the second part of the fight. You again want to try and get up close to the boss and sit close to the tentacles on the ground on either side. Most of its attacks can’t swing that far around as long as you stick close to its sides. When it swings its arms at you try to dodge through them to get back to the side. If you boss jumps away from you try to get close as quickly as possible, but watch out as it will typically shoot a fan of three lasers directly in front of itself. If it slams its hand on the ground a bunch of purple orbs appear be careful where you move, as the orbs have slight tracking and the boss will try to drop back on top of you after a few seconds. Once the boss gets down to almost no health it will move to the center of the area and you need to quickly move behind one of the stone pieces that drop into the arena. The boss will do a blast after a few seconds that instantly kills you if you aren’t behind a stone. After the blast occurs you can run up to the diamond which is the only part of the boss that remains, performing a Fatal Strike to finish it off.
Main Story Boss #11 – Winged Colossaint
Branch: Sunken City Underground – Underground Parish > Parish Station
Reward: Mutant Clergy’s Nucleus
This boss is related to Stone’s questline. Make sure that you fight the boss with his help.
A Church boss, this is effectively a copy of the Saint boss, with the unique aspect that you are intended to get Stone’s help to defeat it. After getting him down from the beam and accepting his help, he will jump in and use his coffin to block the bosses air blasts. To reach the boss you need to follow behind him as he walks or the air blast will knock you backward, likely off the gaps in the bridge. Once you reach the boss and it stops with the air blast you can fight it the same as the Saint boss, though Stone’s help means you can be more aggressive. After a bit the boss will run to the opposite side of the bridge, and you need to repeat the step of following behind Stone to reach it again.
Main Story Boss #12 – Eunomia, the Resplendent Bishop
Branch: Sunken City Underground – Underground Parish > Trial Hall
Reward: Trophy/achievement The Resplendent Bishops, trophy/achievement
Fair Fight (for beating the boss with Feylia’s help), Divine Vessel’s Nucleus, Monolith Form Normal Seal (speak with Feylia after defeating the boss)
This boss is related to Feylia’s questline. Make sure that you fight the boss with her help.
A Church boss, so remember to equip your Clergy set. All remaining bosses from here are Church enemies, so you can keep the Clergy set on for almost the rest of the game. Make sure you speak with Feylia twice at the Branch too before starting so that her health bar appears and she will help with the fight, making it much easier overall.
This is sort of a two part boss fight, but you only directly fight Eunomia and her sister joins the fight later to only be a minor annoyance. Having Feylia is a huge help and allows you to be extremely aggressive with the boss while Feylia attacks. The first part Eunomia will be sitting on her chair floating around after she. She only initially attacks by swinging or slamming her hammer, which is generally easy to avoid if you stick behind her. She will also sometimes focus on Feylia instead of you, which allows you to sit behind her and attack her without worrying much about her attacks. Once you deplete her health most of the way her sister will warp in to the arena, but on top of a platform where you can’t reach her. She will cast spells at you, but it is mostly orbs or lines or lightning on the ground that are easy to avoid. Try to pay attention to them, but go back to focusing on Eunomia once she comes back to ground level.
Eunomia will steal Dike’s health twice, after which Dike will disappear and Eunomia will be back at full health out of her chair. Now she has two floating arms she attacks with and is faster overall, but doesn’t do any crazy combos. The main thing to watch for is she will now cast a number of area spells, so any time she is crazy her arms back away as she’ll will cause damage around her following by lines of lighting farther away. She can also do a grab which is slightly hard to see, but is differentiated from her punching attacks by her hand being open before swinging. Any time she focuses on Feylia try to get behind her and keep swinging and she should go down fairly quickly.
Main Story Boss #13 – Seraphim Absolver
Branch: Hagios Patir – Upper Level > Evolving Palace
Reward: Hereditary Resonance, Iridescence
The Seraphim Absolver is almost a straight repeat of the Three-Faced Pardoner and its normal enemy variants you can encounter through the rest of the game. You can fight it in the same way, try to stick close to it and avoid its slow swings, dodging primarily to your right and beside it. Any time it casts lightning try to get close again while avoiding the yellow circles on the ground. This version of the enemy doesn’t seem to have any unique attacks to it, aside from sometimes doing an extra attack in its melee combos.
Main Story Boss #14 – Winged Punisher
Branch: Hagios Patir – Upper Level > Uncharted Realm
Reward: Hyperstability Normal Seal
The Winged Punisher doesn’t have a prior boss equivalent, but it is the exact same as the large gauntlet enemies you have encountered a few times already. The main thing to watch for during this fight is most attacks will either cause large areas of damage around its fists, or cast lightning on the ground in front of it. Like other large bosses you can avoid this by just trying to stay behind it as it can’t turn quickly during attack strings, so always dodge forward and to either side is an effective way to avoid its attacks.
Main Story Boss #15 – Saint of Goldknight
Branch: Hagios Patir – Upper Level > Uncharted Realm
Reward: Gold Hoarder Normal Seal
Another repeat, the Saint of Goldknight is the same as the Saint and Winged Collossaint bosses (though without the air blast). It also doesn’t seem to have that much health (marginally more than the normal enemy versions of this in Hagios Patir), so if you stick close and attack quickly you should be able to defeat it in first playthrough without it doing a whole lot.
Main Story Boss #16 – Inspector of the Uncharted Realm
Branch: Hagios Patir – Upper Level > Uncharted Realm
Reward: Thunder Mastery Normal Seal, Clergy’s Nucleus
The final repeat boss, this is the same as the Choirmaster you fought in Hagios Patir – Lower Level. It does not seem to have any unique attacks, so remember to watch for the ranged attacks if you are close, and move away from it once it floats in the air with the vortex around it. After this make sure to rush in quickly and stop it from healing before finishing it off.
Branch: Hagios Patir – Upper Level > Path of Epitome
Reward: Trophy/achievement The Battlefield of Humanity
This boss is related to Vikas’ questline. You must have completed all the prior steps of his questline for him to show up here.
Vikas only shows up here if you have completed the prior steps to his questline, so if you haven’t done that in your current playthrough you will just run to the next boss. He fights similar to the Hunter Squad boss from the Withered Forest, using a heavy sword and a gun, sometimes switching to using two swords. Before the fight switch to your highest Physical defence armor and he is not much of a threat, especially since he doesn’t start at full health. He is quite easy to stun, so if you have a leveled normal sword such as the Corrupted Blader Longsword you can almost entirely stunlock him. If you don’t the main thing to watch for is when he jumps in the air as he will throw ranged attacks with a followup strike, but nothing more dangerous than prior bosses.
After defeating him remember to exhaust his dialogue while he is on the ground to complete his questline.
Main Story Boss #18 – Loskid, the Blade of Judgement
Branch: Hagios Patir – Upper Level > Welkin
Reward: Trophy/achievement Loskid, the Son, Nucleus on the Child’s Tiara, The Child’s Tiara headwear, The Child’s Attire armor
Loskid is the hardest overall Main Story boss, with only Ursula possibly being harder. Almost all of her attacks deal Electricity damage, so stick with the Clergy set and equip seals to prioritize that along with Physical defence. This is also a two part fight, with the second part being notably more difficult. Through both part of the fight Loskid does lots of large sweeping attacks that are hard to get outside of, so getting comfortable dodging through attacks is a necessity. It is recommended to use the Seal of the Tree for it’s regenerating Sync Rate ability, along with Scattered Stars to stop Counter Field from consuming Sync Rate when you use it to make parrying easier to spam.
In the first part Loskid does many combos with her lance that consist of 3 – 4 attacks. You can dodge beside her to avoid these, but most have very consistent swing timing so she is a very good boss to parry against, as it will instantly interrupt her combo and deal a lot of Sync Rate damage. Be careful of when she does dashes toward you as they leave behind a damage area that will hit you if she started the dash near you. During the second half of the fight you will need to watch for if she backs away and starts charging energy in her lance, as this will in sequence cast lighting around the area, followed by a large swing around herself, followed by a wave of electricity around the outside of the swing. The best way to avoid it is either dodging outside the swing then back inside, or dodging through the swing if you get the timing correct.
After depleting her first health bar she drops all of her armor and starts attacking with a sword. Throughout this second part of the fight she starts charging up her weapon to rank 4 which you can’t actively stop her doing. Whenever she holds up the sword for this animation back away as it will perform a blast around herself that knocks you back if you are too close. Her normal melee combos are similar to the first part of the fight, being wide swings and stabs that you can avoid by dodging toward her and to the side or by parrying if you have good timing. Most swings will have much larger range as she charges her weapon as this increases the size of the electric form that appears. The other new normal attacks to watch for involve an arm that appears similar to Eunomia. This mostly appears as punches or slams, but she will also pull back and go for a grab that you want to avoid by dodging to the side. She will start doing slightly longer combo strings as she increases the rank on her weapon so be careful jumping in early if the combo string looks different.
Once she reaches rank 4 on her weapon she will jump into the air like the above image and do a series of heavily damaging attacks. The first is two giant swings that cover the entire area that you need to dodge through in a row, followed by a vertical slash that you need to dodge sideways to avoid right after she yells. She will then typically follow this with a dash past you with a large swing, then one more three attack combo. After this she will return to using the normal melee combos that you can get attacks in between or are more viable to parry. She won’t call it out again, but when she holds her sword horizontal with air around her she will repeat the combo of jumping in the air which you again need to avoid.
During this fight remember that you can open your inventory and use healing items from it, so if you run out of Life Dew and don’t have other items in your healing slots you can use them from your inventory. This is where you should be using your Eucharist and Sacred Blood to get through.
Main Story Boss #19 – Aether, the Father
Branch: The Sphere – Elysium > Gate of the Sphere
Reward: Trophy/achievement Aether, the Father
Aether is the normal final boss, and still a Church enemy dealing mostly Electricity damage. You can go keep using the Clergy set, or use The Child’s set as it only has one level less Electricity defence but notably higher Physical defence for a better overall spread. Aether is a much easier boss than Loskid overall.
The first part of the fight is closer to a puzzle fight than a normal fight. He will summon a gold human enemies that appear in front of him around the area. Run up to them and attack them a few times to kill them while avoiding the damage areas on the ground and the flying humans that Aether will send at you from his chair. Once you have killed all of the human enemies a bunch of orbs will be launched at you that you need to avoid, then the second part of the fight starts.
Aether turns into a human sized form and comes down to you at ground level. He uses lots of spells and ranged attacks, along with physical attacks that are copies of attacks from prior church enemies, such as the scythe slashes from the Pardoner or an overhead hammer like Eunomia. Try to stick close to him when he is on the ground, as attacks like the hammer can be avoided by dodging under him. If he warps away and a gold version of the large statue form appears you need to watch for the ranged attacks it will perform. The statue will swipe with its arm which will send a blast of air toward you, ignore the arm swing as this can’t hit you, but you need to dodge through the air blast that occurs immediately after or try to get to the right of it. If it warps away and summons a bunch of the human enemies around the area you need to watch where they are at ground level as they will explode after he sends a wave flying at you which you can dodge through. If it starts floating in the air with a gold area underneath it you will need to avoid a series of ground blasts. It will do one blast right under it, then one in a circle outside the first one, then directly underneath it and farther out. You want to dodge out of the first one, then back toward it for the second, then in between for that third.
One final major attack to watch for is when he summons a group of orbs that will track toward you. Start sprinting away and to the side so these orbs can’t reach you, then watch for when the boss warps back near you. It will summon a circular area around itself which you need to quickly get outside of. If you are still inside when the animation finishes it will do a grab that deals a huge amount of damage.
Once it’s near death it will warp away from you and start summoning damaging areas that appear from above. You need to run back up to the boss avoiding the damage areas and deal the remaining damage to finish it off.
Main Story Boss #20 – Charon, the Nurturer
Branch: The Sphere – Elysium > Gate of the Sphere
Reward: Trophy/achievement Charon, the Nurterer
This boss is related to the Second Dawn ending. You must have complete the steps to be able to receive this ending, then select the option “Decline the invitation” after defeating Aether, the Father.
Charon a two part boss, and like Aether much easier overall than Loskid. The first part Charon is floating in the air and you need to defeat the Harpy that is attacking you while avoiding the squares that appear on the ground. The pink squares will causes damage after a few seconds when they appear, and the blue squares will cause you to become stunned if you step in them. The Harpy is fairly weak and doesn’t do a lot of damage, only doing basic melee attacks and some ranged blasts with its feathers.
Once the Harpy is defeated Charon will come down to ground level, but you don’t damage her normally. You need to keep watching the squares that appear on the ground and attack her a few times which breaks the shield around her. Once it is broken get near her to perform a Fatal Strike, which will deal 1/3 of damage to her health. During this phase she will sometimes summon the Harpy to fly in and attack you or shoot lasers at you, but this is easy to avoid if you back out of the area it is flying or dodge through the lasers when they appear. Once you have damaged Charon twice she will warp to the opposite side of the arena and prepare an attack that will instantly kill you. You need to watch for one of the blue squares on the ground, then after Asteria appears and tells you to walk into the blue square. This puts you in stun but stops Charon’s attack from hitting you. If you miss getting in the square you will be instantly killed and need to start the fight over. Once you have avoided the instant kill attack you need to chase her down and break her shield one more time to Fatal Strike and defeat her.
Hidden Bosses
Hidden bosses are listed below in the order that you can encounter them while progressing through the main story.
Branch: Twilight Hill – Withered Forest > Hunters’ Trestle
Reward: Hunter’s Blades weapon
This boss is located at the end of the side area Twilight Hill – Withered Forest which is accessed by taking the left side path from the Sunken City Overground – Flooded Street > High Street. Jump across the small gap to reach a path leading opposite the path that leads to Aetherium Manor.
The Hunter Squad is one of the most unique fights in the game, as this is a two part group boss. The first part involves a fight against three enemies in a row, the Brawler, Shooter, and Scout. The fight starts with just the Brawler, then the Shooter and Scout jump in when the Brawler is at 2/3 and 1/3 health respectively. All three of these enemies have more or less the same moveset as the humans enemies throughout the Withered Forest, so the Brawler attacks with slow melee attacks, the Shooter shoots its gun from a distance, and the Scout throws bombs or tries to run up with quick melee attacks. As soon as the Shooter and Scout spawn you should focus them immediately. They have significantly less health than the Brawler does, so you can take them out quickly then return to focusing the Brawler by itself.
After all three of the initial enemies are defeated the Hunter Squad Leader will appear, and is significantly more difficult than the prior three enemies. It fights like a combination of the Brawler and Scout, wielding a large sword in one hand and a knife in the other. You can use this to judge some attacks as if it is winding up with the sword the attacks are slower, and it will do jump attacks using this. Try to only attack it from behind if possible, as if you are in front of it will attack quickly with the knife. If you attack from the front it will also sometimes start blocking, and if you keep attacking it will parry you, leaving you open for an attack if you don’t dodge in time.
At about half health it will light its sword on fire, so it is a good idea to swap to whichever armor you have with the highest fire resistance. If you back too far away from the boss it will typically throw fire bombs and then jump toward you, so try not to back too far away, or dodge forward or back farther to avoid the bombs and its followup. You can use the trees in the area to your advantage during these attacks, as they will block the bombs and it will then be blocked by the tree when it does the followup slam.
Hidden Boss #2 – Necro, Wanderer of Undersea
Branch: Sunken City Underground – Underground Parish > Parish Station
Reward: Trophy/achievement The Wanderer of Undersea, Elite Necro’s Fusion Nucleus, Seal of Executor Main Seal
To reach this hidden boss start from the Parish Station Branch and go onto the left balcony where the enemy is standing. Directly left of it are some platforms you can drop down, leading to a lower level. Follow the path up the stairs to find the boss.
A unique Necro boss, this is closer to a fight from Shadow of the Colossus than any other traditional souls boss. You can run up and attack its legs, but this doesn’t do much damage. What you are intended to do is go up the stairs that are around the area, then as it walks close to the balconies jump onto its back. While waiting on the platforms watch for the orbs it will shoot that track toward you, but you can avoid this by standing behind the railings of the escalators. If it starts firing rotating beams you will need to either drop back down or dodge through them, as these go through any obstacle on the upper floor. Watch as the enemies it summons may also follow you up to the balcony.
Once it’s close enough jump to its back and attack the four red spots. Watch out as it may summon a set of orbs from near the front, but these don’t track so you can walk between them once they spread apart. Once you do enough damage to the red spots it will drop to the ground, and you can perform a Fatal Strike on the large sac between its legs for massive damage. Keep hitting it until it stands up, then if it has low health you can keep attacking its legs, or repeat the jump to its back.
Hidden Boss #3 – Guardians of the Tree
Branch: Sewer Town – Center > Gate of the Tree
Reward: Trophy/achievement Guardians of the Tree, Guardian’s Nucleus
To reach this hidden boss start from the Sewer Town – Center > Central Station Branch and follow the main path until you drop down a hole to the lower area. In this room go through the subway car opposite the main path to reach the Underground Shaft Branch. Drop down the platforms in the shaft to reach the Gate of the Tree Branch. Interact with the nearby Memory, then go speak with Millaire at the Temporary Campsite. After speaking with her return to the Gate of the Tree where she will open the door for you and help with the boss fight.
This is a straightforward group boss, the entire fight you will typically be fighting a total of six Blader enemies, who each have their own health bar which depletes some of the overall health bar when you damage them. As you defeat them more will appear, with the later ones becoming slightly stronger. The best option to get through the fight is to stick close to Millaire and focus the same one that she is focusing on. She primarily casts spells, but if you keep attacking the same one she is focused on you can stunlock them fairly effectively, just watch for if any other starts running up to you so you don’t get hit from behind by a different enemy. The final Blader that appears uses a unique weapon from the rest, and the attack to watch for is a charge that has aggressive tracking that you want to try and dodge to the side to avoid.
Hidden Boss #4 – Ursula, the Mutated
Branch: Outer-Wall Ruins – Ancient Machine Works > Research Center
Reward: Trophy/achievement Ursula, Blader Huntress Attire armor, (after speaking with Ursula and exhausting her dialogue/killing her) Mutant Blader Nucleus, Living Seed, Laboratory Key
To reach this hidden boss start from either Assembly Hall or Shirley’s Room Branches and go back to the long bridge over the abyss after the big robot. Look below to spot an item on a pipe. You need to jump out to the closer pipe, then drop down to the pipe with the item, then jump down to the platform below. Make sure to heal in between drops so you don’t die on the way down. You may need LIFE at around 30 or higher not to die from the drops. Go through the hallway to find the Research Center Branch and then proceed to the boss area.
Ursula is the hardest overall boss in the game, a two part repeat of the Hunter of Bladers boss from earlier in the main story. Like before you want to put on the items you have with the highest overall Physical and Fire resistance, as in both parts she does primarily fire based attacks. If you are trying to fight her as soon as possible and struggling you can wait until you are through most of Hagios Patir – Upper Level as you will be able to level up a bunch more, then come back once you reach the Path of Epitome Branch and need to finish setting up endings.
The first part of the fight is effectively a full repeat of the Hunter of Bladers boss. Ursula will pull out her second sword at half health and do almost all the same attacks. Some combos have extra attacks on them, so in her attacks where she is chasing you while swinging keep back up for longer as she will attack extra times. The major new attack to watch for during the first part is after pulling out the second sword she will dash toward you twice in a row. The first dodge occurs after she holds her sword together to the side, then she will disappear and dash again almost immediately. You need to avoid both or she will do a grab for a huge amount of damage. If you are hit by the grab she will almost always do another attack as soon as you stand up, which will almost always kill you if you try to heal as soon as you stand up. If you do get grabbed wait for her to do the second attack and move away to heal.
After depleting her first health bar she will lose a sword and gain a Necro arm. Attacks with the arm deal Piercing damage, so you can pause and switch to something with higher Piercing resistance at this point if you want. Most of her basic ground combos are still similar to the first phase, she will do the same sequences where she attacks to you left, then moves to you right, so you can keep avoiding most of these attacks by moving to the back left. She will sometimes do a scream like other Necro enemies that inflicts Infection, which you want to quickly if possible as her quick attacks along with the Infection can deplete your Sync Bar, almost guaranteeing you die because she will do a Fatal Strike on you. Sometime she will jump up in the air and throw fireballs at you that are easy to avoid, but if you are not watching she also throws her sword and jumps directly behind the fireballs, so you want to move backward and too the side so you can get her back in view to avoid this followup. The other big ranged attack she will do is a slam on the ground that blows a line of fire toward you, followed by a large around attack right at the spot the fire ended. You can avoid the area attack by moving out of the red area on the ground which shows where the fire appears.
Once Ursula is defeated make sure to exhaust her dialogue and kill her as requested by the Branch to receive all items.
For anything else needed for 100% completion check out the full AI Limit Walkthrough.
Edelrot-94 says
Defeat necro IS also bugged for me
… The second Trophy…