Post by Chaos on Apr 23, 2011 19:16:25 GMT -5
So here's the thing. I've noticed there's no real boss faq around the internet (At least not that I've seen) so I'm taking it upon myself to write one myself. The catch is I don't trust myself to remember everything, so I thought I'd see if you guys had anything to add to keep it accurate as possible. Once I get it done and put on GameFAQs I'll even credit Alternate Harmony in the special thanks section! Anyway, if you're interested, this is what I have so far.
CHAPTER 1
BOSS: GERGOTH
SPECIAL NOTES: Gergoth begins attacking fairly early on in the stage. When he gets a proper angle, he'll use his mouth beam to fire through the stage at a fairly regular pace. Avoiding this shouldn't be hard as the ray is fired at about a 35-45 degree angle.
ATTACKS:
Mouth Beam: An attack with a long start up, Gergoth charges up his mouth beam absorbing energy, and finally firing down at about a 45 degree angle. Easily avoided by ducking next to Gergoth's ankles. Also leaves his ankles open to attack.
Belly Slide: Gergoth jumps back and slides forward on his belly. Easily avoided by jump kicking off his back. I haven't found a way to avoid this as Charlotte or Yoko. If anyone knows a way feel free to contact me. I'd greatly appreciate it.
Entrail Attack: Gergoth squats down for a few seconds before he rears back and fires his entrails out starting low and progressing higher. The best way to avoid it is to jump kick off of his back while he's getting ready again. Charlotte and Yoko's best bet is to wait until the entrails are done sweeping the bottom before sliding into the dead space by the ankles.
Inhale: The start up for this looks a lot like Mouth Beam except he starts inhaling little bits of debris. The attack ends when he leans down and bites at the ground in front of him. This attack has a vacuum effect which draws you in towards it the closer it gets to the actual bite. If you're crouching at his ankles you should be safe. If you're in front you'll need to run away from him and don't stop.
Floor Shatter: Once enough damage is taken, Gergoth leaps back charges forward to the opposite side of the room, leaps back into the middle, and shatters the floor. If you clear out the rooms below the boss chamber then this attack has little threat once the floor is actually out. Again, I only know how to dodge this by jump kicking off him. So Charlotte and Yoko players, you know the drill.
STRATEGY:
The fight with Gergoth can be made significantly easier by opening up the gate that leads to the series of rooms below his chamber and clearing out the monsters. The reason is that after he takes enough damage, Gergoth will charge you, leap in reverse, and shatter the floor, causing he and all players present to plummet down to the bottom of the tower, taking whatever enemies are still alive with him. This includes Minotaurs, Axe Armors, Fleamen, and a few other monsters. When just starting out all of these monsters can be disasterous for new players so its advised to approach the room from below.
Gergoth himself is not a terribly massive threat. He's a large target and his attacks are heavily telegraphed. There are two points at which you can attack him. Damaging the main body deals a steady flow a damage while attacking the ankles deals less damage and is riskier as it puts you in a position where contact damage is very very likely. However once enough damage is done to the ankles Gergoth's braces shatter and damage done to his ankles is increased by an absurd amount. This damage easily shadows damage done to the main body making them a much more favorable target if you're feeling daring and don't mind a little extra work for some big numbers.
Once the floor shatters you can get some free damage in on the way down with your basic attack. If you didn't kill the monsters below the boss room then killing the monsters should be top priority while Gergoth is lodged in the ground, otherwise just keep up your attack. At this point its a rinse and repeat process.
HARD MODE:
Based on my memory, besides the obvious traits of hitting harder and having more health I can't remember any real difference between easy and hard mode Gergoth.
CHAPTER 2
BOSS: PUPPET MASTER
SPECIAL NOTES: Like Gergoth, the battle with the Puppet Master begins before the boss battle itself. The catch is you don't have much of a choice about it. There are a few iron maidens dotted around the stage like the ones in the boss room and some of them have boxes in front of them. You have to get to these iron maidens and push the boxes in front of them or you're doomed to fail. I'll explain in the attack section. Also keep the bone pillars near the boss room alive. There's a good chance you'll need them as a stepping stone once the actual fight begins.
ATTACKS:
Cursed Dolls: Puppet Master opens his mouth and releases several dolls that curse on contact. This is an annoyance to most, but to casters like Charlotte and Yoko this is quite devastating. Overhead attacks are great for taking care of these things.
Iron Maiden: This is THE attack to avoid. If you get hit with it, you're going to die. Puppet Master summons a doll into his hand near one of the two iron maidens in the room. The moment he does this, focus all attacks on the doll. If you don't he'll put the doll inside and you will switch places with it. Maybe its because I haven't played Chapter 2 very much, but I have never seen this attack not be fatal.
Given the nature of the attack I feel its worthy to note the hard mode variation here as opposed to below. The doll itself is on a hit threshold, not health. This threshold rises to several more hits in hard mode and if you're playing solo you will NEED something rapid fire to destroy it. Valmanway, maxed out daggers, something. If you can backdash cancel an attack, this is the one to do it on. I cannot stress enough the importance of destroying that doll
Move: Extremely dangerous if you didn't block the iron maidens like I told you too. Puppet Master will begin to drag himself to one of the Iron Maidens across the stage. He goes through walls, floors, you name it. If they're plugged up with crates he won't travel to it so if you blocked the ones you can block you should be okay. Once blocked the iron maidens in the direct area are the only ones he should travel to and you can keep up with little issue.
As he moves around he'll be releasing more cursed dolls at a slow but steady pace. Once he arrives at his destination he'll transition into an Iron Maiden attack almost immediately.
STRATEGY:
Despite the annoyances of being cursed and the dangers of the Iron Maiden attack, Puppet Master's strategy is surprisingly simple. He doesn't try to do actual damage on his own relying on third parties for his attacks. Just plug the Iron Maidens in advance, destroy the Iron Maiden dolls, and kill the cursed puppets. If you're playing as a whip user you can face away from Puppet Master and hit him with the whip's wind up, allowing you to continue damage on the boss while you destroy the dolls for the Iron Maiden attack.
HARD MODE:
The simplicity of the strategy persists in Hard Mode. The catch is that the dolls take more hits to down and with basic attacks or under leveled sub-weapons chances are you're not going to pull it off unless you're Soma or Alucard and using a pair of the infamous blender weapons. At which point I'd wonder why the hell you were doing chapter 2. Anyway, something multi-hit or rapid fire is extremely recommended.
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3.3.)
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CHAPTER 3
BOSS: MENACE
SPECIAL NOTES: You probably noticed the big skeletal hammer hanging near the top of the stage. There's a switch up there that sends it swinging down. That'll come in handy in a bit. There's a switch on the left side of the stage you're going to want to flip to move the mechanical ceiling out into the main chamber so you can reach Menace's face.
ATTACKS:
Walking: Menace is so damn big that his contact damage validates even walking being an attack. Its not terribly hard to avoid, Just make sure you keep moving because he takes bigger strides than you may initially think.
Jump: Menace squats down and jumps foward. Despite his size, he doesn't really jump foward that far. Your best bet is to either have a good deal or distance in front or behind him or you're going to have to start sliding under him as he jumps and pray for the best.
Punch: Only used when you're on the golden platform I told you to extend in Special Notes earlier, Menace draws back his hand/claw and and punches over the platform. Easiest way to dodge this is to duck in the middle of hte platform and it'll go sailing over your head. Just make sure you keep ducking as he puts his arm back to his side. Also beware of his Demon Mouths attack. If you have a few closing in and this attack starts, they may knock you out of your duck and into some nasty contact damage.
Kick: Menace leans back and prepares to kick at the platform. You'll have to double jump this attack. The actual kick comes almost immediately after the foot reaches a 90 degree angle.
Demon Mouths: I can't think of anything else to call these that doesn't involve the phrase "Om nom nom" so roll with it. These little bastards are arguably Menace's most annoying attack. They never stop, track you wherever you go, and once they get close they're fast. To make matters worse unless you have the camera zoomed out you won't know they're coming until they're right on top of you. They're basically little floating mouths that once close, spaz out and zoom at you at an odd angle that makes it difficult for characters with precision weapons to hit them. They'll plague you quite a bit through the stage, but seem to spawn more if you're out of Menace's actual attack range, which is likely if you follow my strategy with the hammer.
STRATEGY: Menace only has three points vulnerable to attack. They're the faces in his mouth, on his chest, and on his knee. Attacking anything else will deal damage at the rate of stabbing a steel beam with a butter knife, by which I mean one damage. The catch is that after you deal enough damage to one of these points, it burns up and cauterizes itself. At that point its no longer a weak point and you'll have to move on. Attacking the knee is tricky business as Menace is constantly moving and you need a rather high reaching attack, a double jump, and a risk of taking contact damage just to hit the damn thing. The solution? Head to the top of the stage and find the switch near the hammer. When Menace is standing and relatively close, flip the switch and it'll smash Menace in the face. I'm not terribly sure if this does damage or not, but the poitn is that it puts him on his back and leaves his knee open to damage. Jump kick directly down so you get more time to attack the knee. Don't worry about your magic. You're looking to do as much damage to it as you can before he gets up.
If this is multiplayer, another player can be up top winding the hammer back up for another swing, but often it takes too long unless you've got someone with a rapid fire or multi hit weapon. It might help but usually you're better off both attacking the knee.
Now for the good news. If you managed to damage the knee to the point it cautrizes and becomes invulnerable then you won't have to worry about another weak point doing so. Once Menace gets back up head back to the left side of the stage and start climbing up to that gold platform you extended and start attacking the face. If the knee cauterized or was even close to it, he'll be dead before the face does the same if you're attacks are decently leveled.
If in the event you didn't do enough damage to the knee and the face cauterizes before he's dead, don't panic because you've at least gotten him close. Your best option at this point is to wait for him to use his kick attack, as that leaves the head on his chest open to attack from long range weapons like the dagger or fireball. It will take longer but not as long as winding the hammer back up just to knock him over again and its less risky than jumping down to attack the knee which just risks more contact damage.
HARD MODE: Besides more damage and health, Menace has no differences in hard mode.
So yeah. If you guys have anything to add I'd appreciate it.
CHAPTER 1
BOSS: GERGOTH
SPECIAL NOTES: Gergoth begins attacking fairly early on in the stage. When he gets a proper angle, he'll use his mouth beam to fire through the stage at a fairly regular pace. Avoiding this shouldn't be hard as the ray is fired at about a 35-45 degree angle.
ATTACKS:
Mouth Beam: An attack with a long start up, Gergoth charges up his mouth beam absorbing energy, and finally firing down at about a 45 degree angle. Easily avoided by ducking next to Gergoth's ankles. Also leaves his ankles open to attack.
Belly Slide: Gergoth jumps back and slides forward on his belly. Easily avoided by jump kicking off his back. I haven't found a way to avoid this as Charlotte or Yoko. If anyone knows a way feel free to contact me. I'd greatly appreciate it.
Entrail Attack: Gergoth squats down for a few seconds before he rears back and fires his entrails out starting low and progressing higher. The best way to avoid it is to jump kick off of his back while he's getting ready again. Charlotte and Yoko's best bet is to wait until the entrails are done sweeping the bottom before sliding into the dead space by the ankles.
Inhale: The start up for this looks a lot like Mouth Beam except he starts inhaling little bits of debris. The attack ends when he leans down and bites at the ground in front of him. This attack has a vacuum effect which draws you in towards it the closer it gets to the actual bite. If you're crouching at his ankles you should be safe. If you're in front you'll need to run away from him and don't stop.
Floor Shatter: Once enough damage is taken, Gergoth leaps back charges forward to the opposite side of the room, leaps back into the middle, and shatters the floor. If you clear out the rooms below the boss chamber then this attack has little threat once the floor is actually out. Again, I only know how to dodge this by jump kicking off him. So Charlotte and Yoko players, you know the drill.
STRATEGY:
The fight with Gergoth can be made significantly easier by opening up the gate that leads to the series of rooms below his chamber and clearing out the monsters. The reason is that after he takes enough damage, Gergoth will charge you, leap in reverse, and shatter the floor, causing he and all players present to plummet down to the bottom of the tower, taking whatever enemies are still alive with him. This includes Minotaurs, Axe Armors, Fleamen, and a few other monsters. When just starting out all of these monsters can be disasterous for new players so its advised to approach the room from below.
Gergoth himself is not a terribly massive threat. He's a large target and his attacks are heavily telegraphed. There are two points at which you can attack him. Damaging the main body deals a steady flow a damage while attacking the ankles deals less damage and is riskier as it puts you in a position where contact damage is very very likely. However once enough damage is done to the ankles Gergoth's braces shatter and damage done to his ankles is increased by an absurd amount. This damage easily shadows damage done to the main body making them a much more favorable target if you're feeling daring and don't mind a little extra work for some big numbers.
Once the floor shatters you can get some free damage in on the way down with your basic attack. If you didn't kill the monsters below the boss room then killing the monsters should be top priority while Gergoth is lodged in the ground, otherwise just keep up your attack. At this point its a rinse and repeat process.
HARD MODE:
Based on my memory, besides the obvious traits of hitting harder and having more health I can't remember any real difference between easy and hard mode Gergoth.
CHAPTER 2
BOSS: PUPPET MASTER
SPECIAL NOTES: Like Gergoth, the battle with the Puppet Master begins before the boss battle itself. The catch is you don't have much of a choice about it. There are a few iron maidens dotted around the stage like the ones in the boss room and some of them have boxes in front of them. You have to get to these iron maidens and push the boxes in front of them or you're doomed to fail. I'll explain in the attack section. Also keep the bone pillars near the boss room alive. There's a good chance you'll need them as a stepping stone once the actual fight begins.
ATTACKS:
Cursed Dolls: Puppet Master opens his mouth and releases several dolls that curse on contact. This is an annoyance to most, but to casters like Charlotte and Yoko this is quite devastating. Overhead attacks are great for taking care of these things.
Iron Maiden: This is THE attack to avoid. If you get hit with it, you're going to die. Puppet Master summons a doll into his hand near one of the two iron maidens in the room. The moment he does this, focus all attacks on the doll. If you don't he'll put the doll inside and you will switch places with it. Maybe its because I haven't played Chapter 2 very much, but I have never seen this attack not be fatal.
Given the nature of the attack I feel its worthy to note the hard mode variation here as opposed to below. The doll itself is on a hit threshold, not health. This threshold rises to several more hits in hard mode and if you're playing solo you will NEED something rapid fire to destroy it. Valmanway, maxed out daggers, something. If you can backdash cancel an attack, this is the one to do it on. I cannot stress enough the importance of destroying that doll
Move: Extremely dangerous if you didn't block the iron maidens like I told you too. Puppet Master will begin to drag himself to one of the Iron Maidens across the stage. He goes through walls, floors, you name it. If they're plugged up with crates he won't travel to it so if you blocked the ones you can block you should be okay. Once blocked the iron maidens in the direct area are the only ones he should travel to and you can keep up with little issue.
As he moves around he'll be releasing more cursed dolls at a slow but steady pace. Once he arrives at his destination he'll transition into an Iron Maiden attack almost immediately.
STRATEGY:
Despite the annoyances of being cursed and the dangers of the Iron Maiden attack, Puppet Master's strategy is surprisingly simple. He doesn't try to do actual damage on his own relying on third parties for his attacks. Just plug the Iron Maidens in advance, destroy the Iron Maiden dolls, and kill the cursed puppets. If you're playing as a whip user you can face away from Puppet Master and hit him with the whip's wind up, allowing you to continue damage on the boss while you destroy the dolls for the Iron Maiden attack.
HARD MODE:
The simplicity of the strategy persists in Hard Mode. The catch is that the dolls take more hits to down and with basic attacks or under leveled sub-weapons chances are you're not going to pull it off unless you're Soma or Alucard and using a pair of the infamous blender weapons. At which point I'd wonder why the hell you were doing chapter 2. Anyway, something multi-hit or rapid fire is extremely recommended.
-----
3.3.)
-----
CHAPTER 3
BOSS: MENACE
SPECIAL NOTES: You probably noticed the big skeletal hammer hanging near the top of the stage. There's a switch up there that sends it swinging down. That'll come in handy in a bit. There's a switch on the left side of the stage you're going to want to flip to move the mechanical ceiling out into the main chamber so you can reach Menace's face.
ATTACKS:
Walking: Menace is so damn big that his contact damage validates even walking being an attack. Its not terribly hard to avoid, Just make sure you keep moving because he takes bigger strides than you may initially think.
Jump: Menace squats down and jumps foward. Despite his size, he doesn't really jump foward that far. Your best bet is to either have a good deal or distance in front or behind him or you're going to have to start sliding under him as he jumps and pray for the best.
Punch: Only used when you're on the golden platform I told you to extend in Special Notes earlier, Menace draws back his hand/claw and and punches over the platform. Easiest way to dodge this is to duck in the middle of hte platform and it'll go sailing over your head. Just make sure you keep ducking as he puts his arm back to his side. Also beware of his Demon Mouths attack. If you have a few closing in and this attack starts, they may knock you out of your duck and into some nasty contact damage.
Kick: Menace leans back and prepares to kick at the platform. You'll have to double jump this attack. The actual kick comes almost immediately after the foot reaches a 90 degree angle.
Demon Mouths: I can't think of anything else to call these that doesn't involve the phrase "Om nom nom" so roll with it. These little bastards are arguably Menace's most annoying attack. They never stop, track you wherever you go, and once they get close they're fast. To make matters worse unless you have the camera zoomed out you won't know they're coming until they're right on top of you. They're basically little floating mouths that once close, spaz out and zoom at you at an odd angle that makes it difficult for characters with precision weapons to hit them. They'll plague you quite a bit through the stage, but seem to spawn more if you're out of Menace's actual attack range, which is likely if you follow my strategy with the hammer.
STRATEGY: Menace only has three points vulnerable to attack. They're the faces in his mouth, on his chest, and on his knee. Attacking anything else will deal damage at the rate of stabbing a steel beam with a butter knife, by which I mean one damage. The catch is that after you deal enough damage to one of these points, it burns up and cauterizes itself. At that point its no longer a weak point and you'll have to move on. Attacking the knee is tricky business as Menace is constantly moving and you need a rather high reaching attack, a double jump, and a risk of taking contact damage just to hit the damn thing. The solution? Head to the top of the stage and find the switch near the hammer. When Menace is standing and relatively close, flip the switch and it'll smash Menace in the face. I'm not terribly sure if this does damage or not, but the poitn is that it puts him on his back and leaves his knee open to damage. Jump kick directly down so you get more time to attack the knee. Don't worry about your magic. You're looking to do as much damage to it as you can before he gets up.
If this is multiplayer, another player can be up top winding the hammer back up for another swing, but often it takes too long unless you've got someone with a rapid fire or multi hit weapon. It might help but usually you're better off both attacking the knee.
Now for the good news. If you managed to damage the knee to the point it cautrizes and becomes invulnerable then you won't have to worry about another weak point doing so. Once Menace gets back up head back to the left side of the stage and start climbing up to that gold platform you extended and start attacking the face. If the knee cauterized or was even close to it, he'll be dead before the face does the same if you're attacks are decently leveled.
If in the event you didn't do enough damage to the knee and the face cauterizes before he's dead, don't panic because you've at least gotten him close. Your best option at this point is to wait for him to use his kick attack, as that leaves the head on his chest open to attack from long range weapons like the dagger or fireball. It will take longer but not as long as winding the hammer back up just to knock him over again and its less risky than jumping down to attack the knee which just risks more contact damage.
HARD MODE: Besides more damage and health, Menace has no differences in hard mode.
So yeah. If you guys have anything to add I'd appreciate it.