Mezzaluce
SW:TOR - Revan boss fight (The Foundry HM, Solo)
updated
Note that in the original release of the game Artorias could be fought only in his own dedicated DLC/expansion, Artorias of the Abyss. However both the Prepare to Die Edition (which served as the PC port of Dark Souls and, as I'm writing this, is no longer available) and the Remastered version include said DLC by default, effectively making Artorias a part of the main game, albeit an optional one which isn't required at all to finish the main game and proceed to new game plus.
Knight Artorias, or Artorias the Abysswalker, is the second main boss of the Artorias the Abyss content of the game and comes after the previous Sanctuary Gurdian encounter. Defeating Artorias is necessary to reach the Oolacile Township from the Royal Wood and face the last boss of the area, Manus, Father of the Abyss, on top of bein a requiremnent to unlock the Battle of Stoicism and partake in online pvp battles in the nearby coliseum.
Artorias will fight the player wileding his signature greatsword, swinging it around wildly and, at times, doing quick jumps and flips to attack him/her in quick succession by also closing the distance. While defeating the boss requires the player to learn his patterns quickly and react accordingly by either blocking or dodging in the right direction, the main challenge of the fight comes from the fact Artorias hits incredibly hard, he can chain his attacks without warning (forcing the player to be extremely cautious in hitting back most of the time) and his swings will often disregard the invicibility frames provided by rolling.
Every time Artorias will lose a fifth or so of hish health, he will start to surround himself with a dark aura of Abyss energy. If he's allowed to finish his casting, he'll produce a huge explosion around himself, which dishes out a lot of damage, and his attacks will hit even harder and draw even more stamina for about a minute. It's worth mentioning however that, with enough damage, Artorias can be staggered during casting and prevented to get said buff
I decided to focus mainly on the fights alone, and therefore I cut from the video some additional lines either Kratos, Atreus or Mimir can say while in the vicinity of the Valkyries. Most notably, I cut the whole sequence at the Council of the Valkyries where Mimir will give you some exposition about each of them as you place their helms on their thrones.
Also note that this footage was recorded on a Playstation 4 Pro and while playing the game on the Give me a balanced experience difficulty (which serves as a normal difficulty of sort).
Due to the length of the video, here you can find the time stamps to the individual fight against each Valkyrie, as well as Sigrun:
1) Gunnr (00:00)
2) Geirdriful (4:08)
3) Kara (8:38)
4) Eir (13:01)
5) Olrun (19:30)
6) Gondul (25:12)
7) Hildr (30:21)
8) Rota (34:37)
9) Sigrun, the Valkyrie Queen (39:16)
The order featured here isn’t mandatory at all however, as you can fight each Valkyrie in the order of your choice, provided you got the means to reach each (see below). This also explains why in the video my gear changes between the different boss fights.
The Valkyries are the main optional boss encounters from God of War and were envisioned as challenging endgame bosses, given that you’ll acquire the means or otherwise the proper gear and stats to face them more than halfway through the main questline.
The unlocking methods for the different Valkyries go as following:
1) The majority of the Valkyries can be faced once Kratos acquires the magical Chisel necessary to break the magical seal on the Hidden Chambers of Odin during the events of the main quest. Each chamber contains one Valkyrie to face, and you can find four of them in Midgard (Gunnr, Geirdriful, Kara and Eir), one in Alfheim (Olrun) and one in Helheim (Rota).
2) Gondul is located in Muspelheim and is the sixth and last of the resident “normal” trials/challenges. Defeating her is also required to unlock the more advanced trials and gain everything the realm has to offer.
3) Hildr is “hidden” inside the cursed maze of Niflheim, more specifically in one of the side chambers of it. Once defeated you’ll recover all your mist resistance meter and Hildr will of course no longer respawn in the maze on following runs.
4) Sigrun, the Valkyrie Queen can be summoned only by defeating the previous eight Valkyries and placing their helms on their thrones at the Council of the Valkyries, which is found in the Lake of Nine once the water level has been decreased. This will spawn a realm tear at the center of the area, which can be interacted with to summon Sigrun.
Despite being a grand total of nine optional bosses, the Valkyries mainly adhere to a single fighting style, with each Valkyrie adopting several moves common to all her sisters and adding two or three unique attacks or gimmick to her own, which can be blocked or not depending on the situation. As such, each fight with a Valkyrie mainly boils down to memorizing the boss’ attack pattern, react accordingly to each attack and take advantage to every opening you can get to do some damage.
It’s worth mentioning that not all the Valkyries feature the same level of difficulty: some of them have a much lower level than her other sisters and have gimmicsk which are relatively easier to deal with than the stronger Valkyries (Kara, for instance, isn’t that much of a threat outside of her ability to routinely summon a pack of smaller draugr during the fight, and Hildr’s ice shards special attacks is pathetically easy to dodge). The actual challenge of each fight also relays on your current level and gear, especially depending on if you decided to take the Valkyries on as soon as they become available to you or if you waited till the endgame.
As the Valkyrie Queen, Sigrun is arguably the strongest boss enemy the game has to offer and will incorporate all of the attacks and moves of the previous while also adopting a much more aggressive attacks patterns and featuring much more health and defense. At the very least Sigrun won’t have any move you haven’t seen and countered already, so the whole encounter is basically about to adapting to the frantic rhythm of the fight and then come out on top
This video features all the outside gameplay cutscenes between levels and before boss fights from the videogame Rock of Ages II: Bigger & Boulder plus the ending credits. Note that this video was recorded on the PC version of the game.
Here you can find a complete list of the scenes involved in order of appearance. Please note that, unlike in the original game, in the sequel the player has a certain freedom in navigating the single player campaign map and deciding which level to take on as he/she pleases, so the order featured is merely the order I personally followed in clearing the game’s levels.
1) Intro: 00:00
2) Oxfordshire (Richard the Lionheart): 00:54
3) Scotland (William Wallace): 01:57
4) Rennes (Joan of Arc): 02:46
5) Cadaques (Burning Giraffe): 03:46
6) Garden of Eden (Adam & Eve): 04:20
7) Dover (Henry VIII): 05:24
8) Paris (The Thinker boss fight): 06:21
9) Bologna (Copernicus): 06:48
10) La Mancha (Don Quixote): 07:21
11) Pompeii (Urian): 08:26
12) Celtic Sea (Sea serpent boss fight): 09:50
13) Holland (Vincent van Gogh): 10:11
14) Oslo (The Scream): 11:11
15) Lviv (Baba Yaga): 12:00
16) Delphi (Hercules): 13:21
17) Sarpedon (Medusa): 14:04
18) Egypt (Ramses): 14:52
19) Valley of Kings (Sphynx boss fight): 15:46
20) Palermo (God final boss fight): 16:05
21) Ending credits and post-credits scene: 17:36
Notice that this video was recorded on the PC version of the game and while playing the game with the combat difficulty set to Normal.
Valravn is the second, halfway point boss of Hellblade and is definitely a noticeable step up in difficulty from the first one, Surt. While nearly all Valravn's attacks are parriable the boss himself is arguably the fastest enemy in the game, to the point that consistently damaging him without achieving perfect parries becomes difficult and you may be on the reciving end of his few unblockable attacks too easily. Valravn has also several attacks at his disposal and can cover all ranges.
During the fight Valravn will also sometimes retreat and summon a handful of illusionary warrior for you to fight as he recovers, whom are arguably the easiest part of the fight.
Much like in the battle against Surt, the last leg of the encounter involves Senua having to hit the boss while using her focus in order to actually damage him and finally bring him down
Notice that this video was recorded on the PC version of the game and while playing the game with the combat difficulty set to Normal.
Surt is the first boss of Hellblade and all in all not much of a difficult fight. While Surt's attacks cannot be blocked they are slow and telegraphed enough to give you ample time to dodge them (even when the boss will start chaining them into combos).
Even the last leg of the battle isn't much of a hassle, as you can overcome Surt's new gimmick, a fiery aura that will damage you if you'll attack, by activating your focus and cut the boss to shreds with impunity
This video features all the boss fights/boss levels from Cuphead. To be more specific:
1) I recorded this footage on the PC version of the game.
2) I’ve been playing Cuphead from the very beginning solo, as to say without a co-op partner to help me out.
3) I’ve decided to face all the bosses on Regular difficulty, which is basically Cuphead’s normal difficulty (compare Simple-easy and Expert-hard).
4) I’ve made sure not to recive any sort of damage and thus complete each boss “perfectly”. Note however that while on most of these fights I was arded an A rank or above, for some of them I gor a worse score due to various reasons (like not performing enough parries and/or not charging the super meter enough).
5) I’ve equipped a variety of weapons, charms and supers to fit each boss fight better, so I didn’t feel the need to stick to a particular layout to record this footage.
6) The video features the boss fights/boss levels alone: I didn’t record the score phase right after each battle or eventual intros or outros (especially the ones concerning the final boss).
7) I recorded this footage while playing the game a second time after beating all the bosses on Regular and unlocking all the power-ups at the shop.
Here you can find the links to the individual boss fights/boss levels featured in the video:
1) The Root Pack in “Botanic Panic” (00:00)
2) Ribby and Croaks in “Clip Joint Calamity” (1:23)
3) Goopy le Grande in “Rusee of an Ooze” (3:21)
4) Hilda Berg in “A Threatenin' Zeppelin“ (4:58)
5) Cagney Carnation in “Floral Fury” (6:56)
6) Baroness Von Bon Bon in “Sugarland Shimmy” (8:31)
7) Beppi the Clown in “Carnival Kerfuffle” (10:34)
8) Djimmi the Great in “Pyramid Peril” (12:25)
9) Wally Warbles in “Aviary Action” (14:37)
10) Grim Matchstick in “Fiery Floric” (16:59)
11) Rumor Honeybottoms in “Honeycomb Herald” (18:49)
12) Werner Werman in “Murine Corps” (20:56)
13) Captain Brineybeard in “Shootin’ n’ Lootin’” (22:31)
14) Cala Maria in “High-Seas Hijinx” (25:27)
15) Sally Stageplay in “Dramatic Fanatic” (27:18)
16) Dr. Kahl and His Robot in “Junkyard Live!” (29:14)
17) The Phantom Express in “Railroad Wrath” (31:14)
18) Kind Dice and the King’s Court in “All Bets Are Off!” (33:23) (Also, Chips Bettigan is fought at 33:36, Phear Lap at 34:59 and Mangosteen at 35:59)
19) The Devil in “One Hell Of A Time” (37:35)
Note that the order I've followed in fighting the various bosses isn't mandatory at all and you may follow another in the game proper, with the only limit being that each isle has a trio or so of initial bosses from which you must defeat at the very least one to acess the rest and move forward.
Also, I'm well aware that many Cuphead's bosses have random attack patterns and mini-bosses summons which tend to change from one try to next. As such, your personal experience with these bosses may be very different from my own and your mileage vary a great deal. This is especially true in the boss fight against King Dice since, depending on your luck or you ability to understand how his mechanics works, you may be called to fight far more than three bosses and even have to redo the whole thing all over again
This is the only boss fight becoming available after completing the game proper: you need to complete all the game's worlds, defeat the final mandatory boss, witness the secret ending (The Gathering) and then create a new save file or overwrite another. After loading said save file you can access a special episode at Disney Castle about finding a new, dark portal into the Hall of the Cornerstone and interact with it to fight the Lingering Will. This is also the only secret boss you can actually fight again at will, althought doing so won't award you anything at all after the first victory.
Note that this video was recorded while playing Kingdom Hearts II on its Final Mix, 2.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard difficulty. I was also playing on my Playstation 4 Pro.
The Lingering Will is hands down the hardest secret boss fight of Kingdom Hearts II. Even with a maxed-out party with excellent gear the boss attacks will hurt you a lot and there are a numbers of mechanics to this fight that need to be adressed if you want to avoid dying. It also doesn't help that the Lingering Will has a very inconsistent A.I. (which at times makes the whole fight most definitely luck-based) and that, once again, Donald and Goofy are more of an annoyance than a real help.
The best equip to face the Lingering Will with goes as follow:
1) Most of the abilities useful against the other secret bosses are also extremely important here. This goes double for Second Chance, Once More and Leaf Bracer, which more often than not will be the difference between dying and surviving the fight.
2) Dodge Roll from Limit form and Glide from Final form are another couple of support abilities that are pretty much mandatory here. Dodge Roll's invulnerability frames can help you evade the majority of the boss' attacks while staying on foot, while Glide can give you some breathing room should you need it and is incredibly useful to avoid the boss' desperation attack.
3) Surprisingly, the Decisive Pumpkin is the best keyblade for this boss fight in place for the other endgame blades for its Combo Boost ability alone (see below).
4) Given the boss' more dangerous mechanics, bringing some high potions, elixirs and even ethers can help a lot, especially with an item Boost ability equipped.
5) Equipping abilities that increase your drive form gauge gain is also an extremely wise move, as you can enter a drive form as a mean to heal yourself to full and recover all your MPs in a pinch. Limit form is the best form for this fight, so you may also want to equip the Auto Limit ability.
The main bulk of the fight against the Lingering Will is to take advantage of the (few) openings the boss will leave you to land three or four combos upon him and then retreat in order to dodge his deadly retaliation attack. This is easier said than done as the boss has plenty of attacks, has no patterns whatsoever in the way he uses them and will oftens witch moves at random during the fight. The whole thing is really a huge excercise in patience where you'll slowly learn how to dodge all the boss attacks and take advantage of the tiniest opening you can find.
The Lingering Will's most dangerous attacks are:
1) A magical attack he'll cast on the ground that will either disable your ability to attack (orange) or your ability to cast spells and use items (blue). The boss will shift to a smaller health bar and you'll need to deplete it in order to recover your abilities. When struck by the blue attack your best bet is to play carefully and wait for an opening to dish out two or three combos and break the enchantment. When struck by the orange attack instead you can use Limit form's limits to attack the boss and free yourself 8using your offensive magic is extremely time consuming and dangerous). Whenever struck in this phase, the boss will drop either HPs (blue) or MPs (orange) orbs.
2) Packs of drones that will shoot projectiles at you at random intervals. Starting from the second half of the fight the boss will sometimes disappear and summon a small pack in his place, but even on the first phase the boss can summon two drones at his side as he keeps attacking you. You can either use Glide to dodge their attacks till they disappear or "break" them by either make them slam upon the arena's rocks or use Aerial Dodge from Master form upon them
Note that this video was recorded while playing Kingdom Hearts II on its Final Mix, 2.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard difficulty. I was also playing on my Playstation 4 Pro.
It's a well known fact that the secret boss fight against Sephiroth in Kingdom Hearts II is much easier than the one back in the original Kingdom Hearts, to the point that in II's Final Mix Sephiroth can be considered the easiest of the secret bosses. In this game the boss will leave himself open much more frequently and there are several quirks in his A.I. you can exploit to your advantage, especially with the new abilities . Still, the fight is unlocked at a point in the game where you pretty much have no chance to actually beat him, and Sephiroth can be fought effectively only once you've reached the high levels range (80-99 would be ideal, but it's also possible to beat him around level 70-80, albeit with much more sweat).
As for Kingdom Hearts II's other secret bosses, it's imperative to equip the right support abilities (Leaf Bracer, Second Chance and Once More above all), activate nearly all the growth abilities from your drive forms and stack up some superior items to be used in a pinch.
Wisdom form Quick Run's ability is the most effective way to keep your distance from Sephiroth and dodge nearly all his attacks, while Master form's Aerial Dodge is the perfect move to reach Sephiroth up above and interrupt him as he begins to cast Heartless Angel. Sephiroth has also a very strong weakness against the Reflect's spell: not only his aggressive A.I. makes pretty easy to turn the boss' own attacks against him, but the spell will dish out a lot of damage against Sephiroth and stagger him on each successful cast
This video features the final boss fights of Kingdom Hearts II against Xemnas and his multiple forms. More specifically, upon reaching the Altar of Naught in The World That Never Was the player must defeat Xemnas a first time alone in what's basically a warm-up fight. After that the game hits its point of no return and the very final boss fights can be accessed. The first one is against Xemnas and his Dragon Ship, but it's mainly about QTEs and random enemies. The second battle involves piloting a Gummi Ship-like hovercraft along with Riku and destroy all the components of Xemnas' Dragon Ship. The third phase is against Xemnas atop of his Ship again, with some more QTEs thrown in. The very last battle of the game instead his against Xemnas himself on foot and requires both Sora and Riku not to be defeated, along with die-or-live QTEs.
Note that this video was recorded while playing Kingdom Hearts II on its Final Mix, 2.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard difficulty. I was also playing on my Playstation 4 Pro. I also had to cut some footage unrelated to Xemnas and his boss fights themselves to give the video a reasonable lenght.
Here you can find the links to the individual fights featured in the video:
1) Sora vs Xemnas boss fight (2:04)
2) Xemnas and Dragon Ship first fight (9:18)
3) Dragon Ship fight (16:21)
4) Xemnas and Dragon Ship second fight (21:13)
5) Xemnas final fight (26:06)
The first duel between Sora and Xemnas is pretty straightforward, with the boss limiting himself to dish out energy blades combo, summon damaging barriers and force you into a (addmitedly impressive) QTE. Towards the end of the fight Xemnas will become more aggressive and use his barriers and combos in quick succession.
The first battle against Xemnas and his Dragon Ship is also rather simple, as you are mainly tasked with winning some easy QTEs, defeating simple enemies and, in the end, beat up a stationary, armored Xemnas.
The fight against the Dragon Ship itself aboard the Sidecar Glider is an unexpected gameplay change which will force you in a Gummi Ship-like sequence. Even if you didn't play through all the Gummi missions this battle should be pretty easy and dodging everything the boss throw at you (whenever you are not absorbing it to charge up your special attack) simple enough.
The second battle against Xemnas and his Dragon Ship is a bit more tricky than the last. Now Xemnas can summon his damaging barriers and unblockable lasers in your general direction at an allarming frequency, making landing attacks on him harder than before. Also, Xemnas will now routinely blast you away from the Ship's cockpit, forcing you to fall down as you try to reach nearby skyscrapers and begin a QTE to be able to reach Xemnas again. Later in the fight the falling sequence will also feature its own unlockable lasers coming at you.
The very final battle with Xemnas is about Sora and Riku fighting Xemnas on foot in a more traditional Kingdom Hearts II boss fight. The battle features a lot of QTEs you must win in order to survive which often interrupt the action and, should Riku be defeated, you'll recive a non-standard game over. The hardest part of the fight is about Xemnas attempting to rip out Sora's heart, forcing you to play as Riku in order to reach and save him. The sequence is hard because not only dying as Riku or failing to save Sora in time will result in a game over, but the battlefield makes difficult to understand if you are going in the right direction and Xemnas will send a clone to spam damaging barriers on you.
Even then, the last boss fight is more cinematic than actually challengin, and should be easily overcome by any player who managed to get up to this point of the game
The encounter with the golem is mechanically pretty similar to the one against the Roabie Queen halfway through the game: the whole thing boils down to memorize the boss attacks' pattern and shield yourself from them as you race for your objective and try not to get yourself killed. As the final boss, the golem is a severe jump in difficulty from the Queen: not only the "fight" lasts longer but the golem has different attack patterns you must deal with as you keep moving through the level, and each is a guaranteed one-hit kill. As such, the whole encounter is more like a parkour, trial-and-error platforming sequence than a proper stealth-based boss fight. This also means all that stealth-enhancing gear you have been unlocking through the whole game is pretty much useless here.
On the other hand, this is the only mission in the game where achieving the Swiftness, Shadow and Mercy gold medals is a total pushover
The number of game over cutscenes featured is fixed and they happen to be picked up randomly by the game for each death. That said, some cutscenes will be triggered only by certain kinds of deaths (like falling from too great of a height or being killed by guards).
The outfit and dagger Styx is wearing in this footage are, respectively, the Thoben Jerkin and the Assassin's Dagger, which are his default gear
Note that this video was recorded while playing Kingdom Hearts II on its Final Mix, 2.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard difficulty. I was also playing on my Playstation 4 Pro.
The Shadow Stalker pretty much acts as an unique, more powerful possessor Heartless: he will take control of a single piece of the ballroom at a time and attack you with it. Hence, the whole fight is only about Sora forcing the boss out of its possessed obect and hit it enough time till it'll go towards its next objective, rinse and repeat.
The Dark Thorn is a more aggressive, beast-like boss, but it remains pretty manageable. Its invisibility gimmick is pretty much useless as you can lock on the Heartless anyway.
As all the early bosses in Kingdom Hearts II, both the Shadow Stalker and the Dark Thorn are severely hindered by the reaction command you can trigger against them and completely ravaged by your drive forms. The only genuinely challenging element of the fight is that you can unlock the Cure spell only after this boss battle, so you must relay on items to heal yourself
In the original GBA release the boss encounter of the Destiny Islands level consisted of just Darkside and Zexion was dealt with in a cutscene. The PS2 updated release added a proper boss encounter with Zexion right after the fight with Darkside, and also revealed Zexion's signature weapon, the Lexicon (a mystery that went unresolved since the release of the original Chain of Memories).
Note that this video was recorded while playing Kingdom Hearts Re: Chain of Memories on its 1.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard difficulty. I was also playing on my Playstation 4 Pro.
The boss fight against Zexion can be pretty challenging because the boss has a rather unortodox MO. Instead of just attacking you with magic, attack cards and sleights, Zexion's cards and sleights are about stealing Riku's cards. Not only the stolen cards can't be used temporarily, but if the boss gets enough of them he will create three clones of himself who will use said cards against you, on top of unlocking new dangerous sleights to use against you (Dark Punisher and Catastrophe).
Whenever Zexion creates his clones, the best course of action is to destroy the three floating tomes he also summoned: not only you'll recover the stolen cards, but also gain some experience. Notice however that doing so can insert some "dud" Zexion's cards in your decks, which, upon activation, will damage and stun you.
As for all the boss battles in Riku's story mode, triggering your dark form and force the boss into a card duel are the best way to achieve victory easily
This video features the final boss fights of the Sora's side of the story of Kingdom Hearts Re: Chain of Memories (the PS2 remake of the original GBA game) against Marluxia and his multiple forms.
While defeating Marluxia allows the players to play the Reverse/Rebirth mode as Riku, which has a final boss fight of its own, Marluxia himself feels like THE final boss fight of the entire game. It doesn't help that the final boss of Reverse/Rebirth is merely a rematch against Ansem, Seeker of Darkness which is heavy reminiscent of the related boss fight in the original Kingdom Hearts.
In the original GBA release Marluxia had only two forms. The updated release for the PS2 added a third, final form to him and seriously enhanced his attacks in his first form (which were often very easy to dodge and didn't pose a great threat to the player to begin with).
Note that this video was recorded while playing Kingdom Hearts Re: Chain of Memories on its 1.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard difficulty. I was also playing on my Playstation 4 Pro.
As mentioned above, the final boss fight against Marluxia is divided into three phases.
The first phase involves fighting Marluxia alone. All the strategies you have been using through the whole game to overcome the other Organization XIII members and Riku Replica should also work here without much of a hassle. Marluxia's attacks have a high chance each to stunlock you, so breaking his cards often becomes imperative. The boss is also weak to mere attack cards, so you ar at an advantage here.
It's worth mentioning that defeating Marluxia once awards you with his enemy card, which allows you to use the ability Double Sleight: activating it makes your next two sleights being casted twice. While this card sounds pretty awesome on paper, is basically useless in the next two phases of the fight.
Beginning the second phase of the battle marks the point of no return for the whole game, and you are given a checkpoint and the opportunity to save your progress. In this stage Marluxia will attack you using his Spectre Nobody and, at times, flower drones or something. Your objective here is to destroy the Spectre's twin scytes and then attack it directly. This is actually the easiest phase of the three, as Marluxia won't use any sleight whatsoever and his attacks are remarkably slow. You can breeze through this phase without much sweat by packing up 0 and high-value attack cards.
The third and final phase of the boss fight involves Marluxia controlling an empowered version of his Spectre Nobody (dubbed Superdreadnought). While he retains his flower drones, the boss will now only use rapid-fire sleights against you and not normal cards. While some of these sleights are pretty harmless at this point of the game and involve damaging you, two of them can be especially dangerous:
1) Whirlwind to the Void will scatter all Sora's cards to the ground upon impact, forcing you to pick all of them up if you want to use them again. It's also worth mentioning that some of the boss attacks can make scattered cards disappear entirely, making you unable to use them again.
2) Doom will force you in a minigame where you'll have to break six of the boss cards in sequence in six seconds or so. Failing to break them all in time will result in a game over.
Therefore, much like in phase two, the best strategy here is to pack your deck with high-value attack cards and have 0s at hand to break Marluxia's more dangerous sleights
This video features the boss fight against Vexen from Kingdom Hearts Re: Chain of Memories (the PS2 remake of the original GBA game). Truth be told, this fight occurs at the end of Twilight Town after a brief one you have with Vexen in the hallways of Castle Oblivion right before entering the Town proper. Said fight is however very brief and much easier and can be considered just a preview of the second one, where Vexen will use his abilities to the fullest.
Note that this video was recorded while playing Kingdom Hearts Re: Chain of Memories on its 1.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard difficulty. I was also playing on my Playstation 4 Pro.
Vexen manages to be one of the most challenging bosses on the Sora's side of the game due to his incredible resilience. Not only his shield means that the only way to attack him effectively is to break his cards or strike him from behind, but the boss packs a lot of item cards to recover his magic and attack cards quickly (and can use the Air Pirate card to make said cards unbreakable for a short while) and his own enemy card involves Vexen being "resurrected" after being defeated a first time and recovering a nice chunk of HPs, further prolonging the fight. Also, Vexen attack cards values are usually pretty high.
The more "careful" way to defeat Vexen is to play defensively and break his cards sistematically in order to catch the boss off-guard and land some hits. Also, as it's shown in the video itself, there are certain sleights that can bypass Vexen shield and dish out a lot of damage to him (moreso fire-based sleights, since it's the element Vexen is weak against)
Note that this video was recorded while playing Kingdom Hearts on its Final Mix, 1.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard or Normal difficulty. I was also on my Playstation 4 Pro.
Among all the secret bosses in the original Kingdom Hearts, Sephiroth remains arguably the most challenging. It doesn't help that, unless the player did a serious level grinding beforehand, the game unlocks the fight at a point where defeating him with your current stats and equipment borders on impossible.
In order to have a chance against Sephiroth, you must be in the 85-100 level range (I faced him around level 90) and have specific abilities equipped: Once More and Last Chance are pretty much mandatory, for instance, and Leaf Bracers can help a great deal. It also doesn't hurt to have a big MPs pool and bring in all the elixirs you can carry in order to be able to heal yourself even in the direst of circumstances.
The fight involves various phases, with Sephiroth becoming more and more aggressive as he loses HPs.
In the first phase his most dangerous attack involves quickly creating three huge fire pillars around himself, which inflict a lot of damage. It will summon said pillars after performing three or four hits or as a counter to your combos.
In the second phase Sephiroth will move and teleport around the arena much faster, given you fewer chances to attack. He will also start to use two special attacks:
1) Heartless Angel, which involves Sephiroth teleporting out of your reach and start casting a spell. If the spell is cast, you'll see a halo above Sora and shortly after you'll HPs will be reduced to 1 and your MPs to 0. The attack must therefore be stopped at all costs by closing your distance with Sephiroth quickly (use Glide or Superglide) and attack him, which will interrupt the casting. If the attack does it you, you can use an elixir to try to survive.
2) Omnislash, which is a very long melee combo which can however be parried easily at several points.
In the third and final phase Sephiroth will summon the power of Darkness. He can now summon a lot of dark spheres all around you with each attack and will now favor just teleport-spamming on you with a vortex attack of his sword. He also gains a new desperation attack where he'll summon several, rotating meteors around the arena that can damage you on contact: he will then destroy them and launch a huge sphere of energy towards you.
In the Final Mix version of Kingdom Hearts defeating Sephiroth awards you an Ansem report and the One-winged Angel keychan, which has less attack power than the alternatives you may have unlocked up till now, but cand eal devastating critical blows
This video features the final boss fights of the original Kingdom Hearts. More specifically, the footage is about the first battle against Ansem, Seeker of Darkness; the one against a random Darkside; the second, solo battle against Ansem; the very final boss fight of the game against the World of Chaos. All these fights must be overcome in one go in order to beat the game (althought there are some checkpoints between each), and taking them on marks the point of no return of the game itself.
Note that this video was recorded while playing Kingdom Hearts on its Final Mix, 1.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard or Normal difficulty. I was also on my Playstation 4 Pro.
Here you can find the direct links to the individual fights featured in the video:
1) Ansem's first fight (3:25)
2) Darkside fight (5:55)
3) Ansem's second fight (7:37)
4) World of Chaos fight (11:18)
In the first battle against Ansem you are assisted by Donald and Goofy and the whole thing mainly boils down to beat up the boss as you dodge or parry his (rather predictable) attacks. Ansem's guardian will make sure that the boss can be only attacked from the front. The boss' most dangerous attack involves the guardian possessing either Sora or Donald or Goofy (in Sora's case it can be dodged, however). While possessed, Sora must use the temporary command "Freeze" whenever it appears and become locked in place for some seconds: else, the guardian will erupt from his body repeatedly and cause a damage. During the possession Ansem will be defenseless, but will sometimes surround himself with electricity, making using Freeze all the more dangerous.
After dealing with Ansem once, Sora must win a solo battle against a Darkside who behaves no differently than the one fought during the destruction of the Destiny Islands and can be considered a breather boss.
Once Darkside has been defeated, Sora must face Ansem again alone. Not only Ansem features more HPs and new attacks (including a desperation attack you must keep dodging), but he can now use his possession move right off the bat and at times without much warning, making escape it far more difficult.
The very final battle against the World of Chaos is a very lenghty battle featuring multiple short phases and a fitting end to the game, but it's far less complex than the previous duel with Ansem. At its core, the fight involves destroying one piece of the World of Chaos after another as you also recover Donald and Goofy and defeat small packs of enemies in the in-between phases. Each "piece" really doesn't put up much of a fight itself, allowing you to maul on it freely while dealing with its flunkies. You have to face Ansem directly at the very beginning and at the very end of the fight and he remains the most dangerous threat: since you spend the whole battle flying you lack most of your abilities and the boss loves to spam unblockable beams of light and annoying melee combos on you
This video features the boss fight against Riku-Ansem (as in, Riku after being possessed by Ansem, Seeker of Darkness) during the end of the first visit to Hollow Bastion from Kingdom Hearts.
Note that this video was recorded while playing Kingdom Hearts on its Final Mix, 1.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard or Normal difficulty. I was also on my Playstation 4 Pro.
The battle against Riku-Ansem is considered one of the hardest non-secret boss fights in the entire game, and comes towards the end of a level already filled with challenging bosses. The problem here is that Riku-Ansem is basically an empowered version of your playable character, is very aggressive in his attack patterns and likes to counter your strikes and spells often.
The fight reaches its worst during its late stage, as Riku-Ansem will remain in his powered state till you'll defeat him, giving you far fewer chances to actually attack him safely. The boss will also start to use his Dark Aura desperation attack fairly often: it involves Riku-Ansem flying at you several times before summoning pillars of dark energy that will surround nearly the entire arena.
Using the Aero spell to mitigate the boss damage (damaging him on contact at the same time) and stick to brief combos are the keys to win the fight
This video features the final boss fight of Kingdom Hearts Birth By Sleep where Aqua must battle against Terra after being possessed by Xehanort (a character usually referred as "Terra-Xehanort" or even "Terranort" by the fans). While the Final Mix version introduced in the game a Secret Episode (A Fragmentary Passage) with a true final boss (the Dark Hide), Terra-Xehanort is usually considered the very final boss fight due to the challenge level and the emotional climax of the whole thing.
Note that this video was recorded while playing Birth by Sleep on its Final Mix, 2.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard difficulty. I was also on my Playstation 4 Pro.
The final boss fight against Terra-Xehanort is basically a reiteration of the fight you had with him already at the end of Terra's story. Therefore, the whole battle is as hard as you may expect it to be. To some, it's even worse than the first one because now you have to face the boss as Aqua instead of the Lingering Will and she's far more fagile than the latter and her counter-attack (the chief method to defeat Terra-Xehanort previously) don't do as much damage. Also, the fight is divided into two stages, so you'll have to completely deplete Terra-Xehanort health bar twice.
While the first stage doesn't differ at all from the one you fought as the Lingering Will (only he won't cast his Meteor desperation attack, which is nice), the second stage will be triggered by Terra-Xehanort summoning the same Guardian Heartless used by Ansem, Seeker of Darkness from the original Kingdom Hearts. This last leg of the fight is actually far easier than what you had to endure up to this point because the boss (except from an admittedly dangerous Ars Arcanum move every now and then) will relay exclusively on the Guardian, who will attack far more slowly and in fairly predictable patterns (most of his moves are taken straight from the first game, among them his desperation attack). In other words, it's safe to be a tiny bit more aggressive during this last stage and unleash your commands and finishers.
Towards the end of the fight the Guardian will try repeatedly to grab you in order to allow Terra-Xehanort to slowly walk towards Aqua and unleash Ars Arcanum. If you can resist the grab by winning the QTE you will be briefly teleported in an alternate dimension where you can reach Terra and unleash with his help a finisher that, if executed at the right time, will do a nice chunk of damage to the boss
This video features the boss fight against Braig from the Aqua's side of the main plot of Kingdom Hearts Birth By Sleep.
Note that this video was recorded while playing Birth by Sleep on its Final Mix, 2.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard difficulty. I was also on my Playstation 4 Pro.
As far as gameplay goes, Braig doesn't act all that differently as a boss from the fight you had with him as Terra in the middle of the latter's story: Braig will pretty much attack you as if he was a tuned down version of his Nobody self, Xigbar, from Kingdom Hearts II. The only difference this time is that Braig has access to a limit attack where he'll first fire a salvo of projectiles in all directions from the center of the arena, then teleport above after a short delay and cover the alena with black arrows which can also damage you upon getting close to them afterwards. The more the fight goes on the more he'll use said attack.
As always, the safest bet to defeat him is to simply parry away all the shots he'll throw at you, since they tend to do a nice chunk of damage if parried en masse. This goes doubly so here since you are playing as Aqua, who is far more fragile than Terra and therefore can be killed easily by Braig if caught in a full blast
This video features the final boss fight of the Terra's side of the main plot of Kingdom Hearts Birth By Sleep against Terra after being possessed by Xehanort (a character usually referred as "Terra-Xehanort" or even "Terranort" by the fans). The player fights the boss in the form of the Lingering Will, Terra's suit of armor as it's being animated by his wielder's mind, which was first seen in Kingdom Hearts II Final Mix as a bonus boss. For all intents and purposes, the Lingering Will retains all the equipment, stats and abilities the player achieved on Terra up to that point.
Note that this video was recorded while playing Birth by Sleep on its Final Mix, 2.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard difficulty. I was also on my Playstation 4 Pro.
Terra-Xehanort is widely considered by many to be the hardest boss fight from Birth by Sleep, topped only by the resident bonus bosses and the stronger version of the boss you get to fight as Aqua in the Final Episode. The main issue people seem to have is that Terra-Xehanor is that he's an insanely aggressive boss who pursue you relentlessly through the whole fight as he dishes out very long combos of attacks almost impossible to escape from and which have a fair chance at killing you in one fell swoop. It also doesn't help that Terra-Xehanort basically can't be targeted by your finishing moves or your most elaborate, multi-hits commands, as he will dodge them flawlessly each time and smack you around in retaliation. As the battle goes on, the boss will also start casting Cure spells on himself, further dragging on the whole thing.
As shown in the video, the safer way to face Terra-Xehanort is to abuse Terra's Counter Hammer command to punish the boss aggressive A.I.: many of your enemy's attacks can be countered with a bit of practice and at this point in the game the Hammer can dish out a nice chunk of damage and fill up your finisher meter nicely (and performing a finishing move will make your invincible for some precious seconds).
The two limit attacks Terra-Xehanort will start to cast at an allarming rate towards the end of the fight deserve a special mention, however:
1) Meteor, which will summon several small meteors from the arena and then have them all thrown at your character for massive damage. Since the meteors will damage you even if you are caught up in their summoning location and will basically one-shoot the Lingering Will if they connect, your safest bet here is to initiate a shotlock action of your own and hope to become invincibile for Meteor's whole duration as you also deal damage to the boss. The only issue with this strategy however is that the boss will keep teleporting around during the attack's preparation, making maxing out your attack difficult.
2) Ultima Cannon, which will summon a huge ball of energy in your general direction. Unless you have specific commands able to deflect it back at Terra-Xehanort, your safest bet is to get as far as possible from the supposed point of impact
This video features the boss fight against Master Eraqus from the Terra's side of the main plot of Kingdom Hearts Birth By Sleep. The footage begins around the cutscene where Terra arrives at the Land of Departure and ends with Master Xehanort beginning to trash the whole place.
Note that this video was recorded while playing Birth by Sleep on its Final Mix, 2.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard difficulty. I was also on my Playstation 4 Pro.
While the very final boss of Terra's story may as well be the hardest fight in the entire game, Master Eraqus can still be a very rude awakening towards players expecting a simple return to the starting world for a bunch of cutscenes. The main problem is that Eraqus' attacks are few and predictable enough, but often come with no warning whatsoever and hit so hard that, regardless of the difficulty you're playing on, the boss will kill Terra in three or four hits square. On top of all of this, your normal command styles are locked during the fight in favor of the recently acquired Dark Impulse: why the style is by no means weak, Eraqus has a high resistance to the dark element, so the deck is further stacked against you.
As with basically all the most challenging bosses of Terra's story, learning the boss' pattern and abusing your counter-attack command become essential
This video basically features the final boss fight of the Ventus' side of the main plot of Kingdom Hearts Birth By Sleep against Vanitas. Althought you can fight Vanitas as a mandatory boss multiple times with all the three characters, Ventus actually gets to be the one to put him down for good at the end of his side of the game. The footage begins around the cutscene where Braig is apparently defeated by Aqua and ends with the one where Ventus' heart shatters completely.
Note that this video was recorded while playing Birth by Sleep on its Final Mix, 2.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard difficulty. I was also on a Playstation 4 Pro.
The final boss fight of Ventus' story is divided into two stages. The first one is actually not much noteworthy as you basically fight Vanitas in a very similar scenario to your previous duels in the Baldlands. On top of his usual abilities, however, the boss display a new move where he'll mount a tornado made of keyblades: he will then use it to try to trample you as he also shoots icy crystals at you. As shown in the video, you can knock him off it by dishing out enough damage.
The second stage takes place inside Ventus' own heart. Here Vanitas basically retains the behaviour you've grown familiar with, but adds more moves into the mix, namely:
1) He'll charge the X-blade and dish out a three-hits combo, ending with a x-shaped magic attack flying in your direction.
2) He'll charge at you quickly three times after surrounding himself with dark-electric energy.
3) He'll abuse his teleport spamming tendency to new heights in order to counter your attacks or try to slice you up quickly three or four times.
When Vanitas will be reduced to a single HP left, you'll be forced in a D-link with him and the whole fight will suddendly change into a puzzle battle of sort. In this state, you must charge your Last Word finisher in order to defeat the boss once and for all. In order to do so, you must basically match Vanitas' own attacks with the right commands at your disposal, win the resulting QTE and charge the finisher bar. To be more precise:
1) If Vanitas starts targetting you with his Shotlock attack, you must do the same.
2) If Vanitas starts charging at you at high speed, you must use the Dark Spiral command.
3) If Vanitas will start to teleport around and attack you, you must use Dark Slicer.
This final section of the fight is indeed the hardest part of the whole two-stages battle for a variety of reason: you must have a very precise timing in countering Vanitas' attacks and have no means to replenish your health if you screw up too many times and the Final Word bar will actually decrease if you won't keep countering the boss' moves (not mentioning that the attack itself can fail if you won't aim it properly)
Here you can find the link to the bosses in order of appearence:
1) Tiny Tiger (00:00)
2) Dingodile (1:29)
3) Dr. N. Tropy (3:08)
4) Dr. N. Gin (4:39)
5) Dr. Neo Cortex (7:40)
There's really not much to say about the gameplay angle here, since the Trilogy managed to capture the original boss fight levels almost perfectly, with nothing either added or removed from the original Warped from the PS1 era. There are, however, few exceptions:
- In the original game, the left upper corner of Tiny's arena was a free zone you could go to in order to dodge the charging lions easily. In the Trilogy, however, going towards that spot will result in the crowd throwing CHEESE at you (since, you know, you are trying to CHEESE the fight) and kill you, so the spot is no longer safe.
- Dingodile has recived an odd buff in the Trilogy: not only the tracking ability of his heat ray has been improved and he will start bombarding you with fireballs from above even before taking damage, but this time around you'll either bring Crash to the very limit of the arena or you'll be caught in Dingodile's blast too, dying.
- All Dr. N. Gin's attacks in both phases have been made a bit slower, so it's easier to dodge them
This video features the final boss fight of Bayonetta against the goddess Jubileus, which takes the majority of the game's Epilogue: Requiem. Since the fight proper comes right after a short sequence with Jeanne riding her motorbike on Jubileus' rocket in order to reach Bayonetta, I decided to start recording as soon as the goddess came into the picture. Note that this video was recorded on the PC version of the game (released on the 11th of April 2017) and while playing on Normal difficulty.
As the final boss of a rather challenging game like Bayonetta, Jubileus isn't exaclty as hard as you'd expect her to be especially compared to the last two bosses you have defeated to get to this point. That said, the boss has different phases and some gimmicks to watch out for.
During the first phase of the fight you must attack Jubileus' tails weak points as the goddess summons two small, angelic drones to attack you, the tails themselves will try to damage you and the boss will attempt to dish out a three-punches combo. You can basically use all these attacks to your advantage, trigger Witch Time and do a lot of damage to Jubileus.
Once a certain numbers of tails will be "defeated" and you'll be able to attack Jubileus' head directly, the second phase will start. Basically, the boss will summon a world of fire, a world of ice and a world of air you'll have to navigate in order to (once again) attack Jubileus' tails. While this sequence isn't particularly hard, the hazards you'll meet along the way can actually stunlock you and make you lose a lot of health.
After clearing the world of air, you'll be off to the third and final stage of the fight. This section doesn't differ that much from the first one, but this time around Jubileus has two new dangerous attacks against you:
- A vortex she'll create in the centre of the arena, which will start to suck you in: if you'll fall into it you'll die on the spot, so it's best to outrun it using the Panther Within
- Three small vortexes which will go towards at high speed towards Bayonetta: should they hit her, they'll turn her into a helpless, childish version of herself. While dodging the vortexes is incredibly hard, Jubileus will always follow this attack with her three-punches combo: move around wisely and you'll be able to dodge the first two punches, and yo
This video features the boss fight against Father Balder in Chapter XVI: The Lumen Sage of Bayonetta. While the whole chapter is basically about the fight alone, I decided to mainly cut the dialogue between Balder, Bayonetta and Luka at the beginning of the chapter because, while an interesting piece of exposition about the story of the game, wasn't exactly influential to the battle and dragged on for far too long. Note that this video was recorded on the PC version of the game (released on the 11th of April 2017) and while playing on Normal difficulty.
Truth be told, Father Balder is an easier boss than the one coming before him, Jeanne: his attacks are telegraphed enough, he has a reasonable amount of HPs (while he seems to have a single life bar, you'll have to deplete it thrice, with a little QTEs sequence between each) and the fight isn't divided in different phases.
Balder's more noticeable attacks are the following:
- A three-hit combo with a sword made of light, which is the easiest attack to use for triggering Witch Time against him
- A blue sphere he will drag around. If the sphere touches Bayonetta, she'll be trapped inside and wide open to Balder's following attack
- A ring of fire spheres he will summon around Bayonetta and which will fly at her after a short delay
- Three columns of fire he will summon from below Bayonetta, with a short pause between each
- He will charge at Bayonetta twice
- A stream of light aimed towards the centre of the platform you are standing on, which will persist for some seconds
Also, much like the previous fight against Jeanne, the fight will be constantly interrupted by QTEs sequences. Most notably:
- Balder will call a satellite from orbit to fire on the platform Bayonetta is on. You'll be prompted to jump on another one: if you miss said prompt, you'll recive damage. In the later stage of the fight, Balder will just take the satellite and throw it at you: you can use the prompts you are given to throw it back at him several times till it'll hit him.
- Balder will take a skyscraper from below and toss it at Bayonetta. Once again, you can use a QTE to toss it back at him for extra damage
The first two times you'll deplete Balder's life bar, you'll have to summon a demon and attempt to defeat him. On the third and last time, however, you'll have to manually guide Bayonetta's bullet towards Balder's head. During this sequence you must be careful to dodge the glass pieces in your path, or you'll fail
This video features the boss fight against Umbra Witch Jeanne towards the end of Chapter XIV: Isla del Sol from Bayonetta. I decided to record only the fight proper and the cutscenes happening immediately before and after it, basically cutting out the last cutscene of the chapter. Note that this video was recorded on the PC version of the game (released on the 11th of April 2017) and while playing on Normal difficulty.
Jeanne is a recurring boss from Bayonetta, whom is fought four times over the course of the game (three times if you consider the first fight just a tutorial for the Moon Walk). The fight you have with her in Isla del Sol towards the end of the game is, of course, the hardest one yet, being the last one and all.
While Jeanne won't behave much differently from the earlier fights you had with her, this time around there are three elements making the battle far more challenging:
- Jeanne has more HPs than ever (more than what the Auditio/Cardianl Virtues bosses were capable of prior), so the fight will go on for quite some time
- Jeanne will use Wicked Weaves attacks far more often and, more importantly, will deploy new, different versions of them, which are very close to the demons you have been summoning for the whole game. While such behaviour will allow you to trigger Witch Time more often, these attacks will hurt a fair deal if they get to you
- Like all the later boss fights from Bayonetta, this one is also fgrequently interrupted by hard-to-pull-off QTEs. Some of them will outright kill you if you won't win, while the majority are about countering one of Jeanne's special attacks and getting a chance to inflict serious damage to her. The problem is that these QTEs require good reaction times and reflexes, and you are going to recive a lot of damage should you fail
Much like the other fights involving a Cardinal Virtue/Audio, the battle with Temperantia is divided into different phases before you can hit the climax and defeat the boss.
In the first phase, you must stay on the various chunks of flying ground as you try to slowly damage off Temperantia's tentacles. In this phase, Temperantia can:
- Grab the platform you are on and start shooting in your direction. As long as you can dodge the bullets, you can damage the tentacles grabbing the platform
- Charge an electric punch to destroy the platform you are on. You are given time, once again, to damage the tentacles holding the platform: doing so will prevent the attack from landing and destroy the chunk of ground supporting you.
- Grab the platform you are on and reduce it to rubble by shooting at it. In this case, you'll be given a prompt to jump on a new one
- Simply punch you out on your current platform, which will force on you a prompt to a jumping sequence in panther form which will get you on a new one
- Produce golden small projectiles from his eyes towards you
Even if Temperantia will destroy a platform you are standing on or you'll simply fall off, you'll be able to get on a new one without reciving any damage.
When a set of tentacles will be damage enough (basically, the armor around them will be completely broken), Temperantia will try to dish out a quick electric punch: you'll be given a prompt to counter it, which will take you onto one of his arms. You can now reach the arm's "nucleus" (while doding wind serpents in the process) and smash it: the nucleus will defend itself by producing an electrical discharge or three homing blue arrows at you. Once the nucleus is destroyed, you'll be able to summon Hekatoncheir and rip the arm off.
Once both of Temperantia's arms are destroyed, you'll get into the second phase of the fight: here you must navigate the boss' main body and destroy the three nuclei holding it together.
Once even that business will be taken care of, you'll have to finally attack Temperantia's head directly, which spots different attacks:
- A salvo of orange homing arrows in your general direction
- A golden damaging beam he'll drag around himself
- More golden small projectiles
- He will erupt some tentacles out of his mouth and lash at you with them
Most of these attacks, if dodged, can trigger Witch Time.
After damaging Temperantia's head enough, you'll be prompted to hit the climax and solve the final QTE to defeat the boss
This video mainly features the boss fight against Adam in the Copied City area from the Playstation 4 version of NieR: Automata (Pro hardware). Note that this video was recorded while playing on normal difficulty and on the first path (or route) of the game, A (the one where you control 2B).
There's really not much to say about this boss fight, gameplay-wise: this is the last time you are going to fight Adam in route A after the two brief confrontations in the Desert and the Cave earlier in the game. As such, Adam retains his past moveset and will just add three new moves involving the white blocks he can create, which are however highly telegraphed, and confined to the early stages of the fight only
This video features the final boss fight of the last DLC for Dark Souls III, The Ringed City, against Slave Knight Gael on New Game "difficulty". More specifically, I started recording from the cutscene featuring Filianore and stopped around the boss defeat. To be perfectly honest, I didn't expect to beat Gael on my very first try, so I hope you can get over the little oddities here and there, me fucking around a bit and my decision to record the fight even if it ended in the way featured in the video.
For being the final boss fight of the DLC, Gael isn't exactly that hard, especially if you decided to deal with the optional boss first, Darkeater Midir. He's basically a more manageable version of Knight Artorias from the original Dark Souls, with two minor gimmicks added towards the end of the fight.
The battle can be divided in two phases.
In the first one, Gael will basically use his greatsword to dish out a series of savage combos at you, which cannot be parried.
The second phase kicks in when Gael has only roughly 2/3 of his health left. The main difference from the previous phase are:
1) Gael's red cape is now animated with dark magic, and will try to hit you between his master's combos, making overall harder for you to get some breathing room to attack the boss.
2) Gael can now summon a huge barrage of dark missiles that will home onto you slowly.
3) The arena will be struck by lighting every once in a while at random locations. Said lighting can hit the ground in several spots and, as demonstrated in the video itself, do a nice amount of damage.
4) Gael will sometime pull out his repeating crossbow and fire three to four fast projectiles at you
Beauvoir can be considered the third boss of the A route and is a step up in difficulty compared to the previous fights against the Engels in the tutorial and Adam in the desert level. The encounter is divided into two phases, with a small transiction between them.
In the first phase, you must face Beauvoir directly as it tries to damage you with bullet hell attacks and other moves. The boss mainly dishes out damaging circles progressively far from it, missiles salvos and close range sawing blades.
Once Beauvoir will lose enough health, you'll be forced in your first hacking mini-game of the game, which is remarkably easy. After that, the arena will be filled with several crucified corpses of androids: while you can destroy them quickly (especially with your pod), as long as they remain up they'll produce damaging waves of different shapes that can even force you into another hacking sequence.
After destroying all of the spawned androids, the encounter will proceed to its second and final phase: now you must deal with Beauvoir while also be wary of the deceased androids spawning every once in a while. During the last stages of the fight the boss will become increasingly aggressive and even cast several, high-damaging circles in a row
This video features the boss fight against the young incarnation of Master Xehanort from the remastered, HD edition of Kingdom Hearts 3D: Dream Drop Distance, available on the Playstation 4 as a part of the Kingdom Hearts HD 2.8 Final Chapter Prologue compilation. This boss is only available on the Riku's side of the story and he's 's among the last ones fought in the game proper. The video was recorded while playing on Standard mode and also features the cutscenes immediately before and after the fight itself.
While he's not the very definitive final boss of the game, Young Xehanort may as well be considered the last major encounter of 3D and far more of a challenge than Armored Ventus Nightmare. As such, he will force you into a duel where he'll use several watered-down moves he deployed in Birth By Sleep as the resident secret boss. Generally speaking, Young Xehanort is a playable character-like boss who hits fast and hard.
The boss also comes with a dangerous gimmick: once you'll deplete his HPs, he will freeze Riku and his party, summon a magical clock in the center of the arena and take refuge in it. If left alone, the clock will actually rewind time, meaning that the boss fight will start from scratch, with Xehanort recovering nearly all his HPs. The only way to prevent this is to use a reality shift on the clock and then destroy it, putting a definitive end to the fight. The task isn't made easy by the fact the clock has nearly as many HPs as Xehanort himself and the boss will send a barrage of aggressive copies of himself towards you to keep you away from the clock and inflict heavy damage.
The only saving grace of the whole thing is that, in the even you won't manage to destroy the clock and Xehanort will be allowed to rewind time, the boss will have only as many HPs as the clock itself at that point
This video features the boss fight against Ansem, Seeker of Darkness from the remastered, HD edition of Kingdom Hearts 3D: Dream Drop Distance, available on the Playstation 4 as a part of the Kingdom Hearts HD 2.8 Final Chapter Prologue compilation.
his boss is only available on the Riku's side of the story and he's 's among the last ones fought in the game proper. The video was recorded while playing on Standard mode and also features the cutscenes immediately before and after the fight itself.
This time around, the fight against Ansem is divided into two phases.
The first phase is mainly a rehearse of the boss fights you had with him in both the original Kingdom Hearts and in Re: Chain of Memories - Reverse Rebirth. Actually, the boss is easier to dealt with this time around because he will often stop in his tracks to gloat at you and you can use a reality shift to break his charge move and dish out massive damage.
For the second phase, Ansem will take shelter inside his guardian and become a stationary boss: at this point you must attack him while trying to dodge the lasers and energy projectiles he will constantly conjure against you (sometimes leaving the arena for some seconds too). During this phase Ansem can also blow Riku and his dream eaters away and force you to catch up with him again as you try to dodge a more severe barrage of magical attacks
To be more precise, the encounter features a single Darkside which you have to fight in the same way you did in the original Kingdom Hearts, while the other Darksides in the Forest provide support in the form of two new special attacks:
- They will summon dark, spiked spheres and let them fall around the area. These spheres will damage Aqua upon falling on the ground and once more as they extend their spikes before vanishing
- They will help the main Darkside in draining power from the huge dark sphere above the arena. You can tell this is happening by the red glow filling the whole boss arena. The main Darkside will then proceed to unleash a series of energy beams in your direction in different patterns, which you have to dodge
I also want to point out that I really wanted to record the final boss fight of the demo, but unfortunately the developers decided to make everything past a certain point simply unrecordable (no screenshots allowed either)
This video features the final sequences of season one of Game of Thrones - A Telltale Games Series. More specifically, it features the cause and the resolution of the final battle at Ironrath, Mira's fate and the last decision you can take as Gared. Naturally, all the footage is taken from the final episode of the season, the sixth one. Notice that the sequence at Ironrath was recorded on a save where I let Asher survive and become lord of house Forrester (but see below for more details).
Truth be told, the finale of Game of Thrones' first season is a sequence where player's choices don't play as much as a role as you'd expect them to, especially in a story-driven game such as this. By the time the sixth episode ends, your choices are either made void without your input or are just used for a cliffhanger for the next season. The season ends with house Forrester defeated and Ironrath ransaked by the Whitehill forces; there are literally no choices in the sixth and past episodes that can prevent this whatsoever, with you only being able to have control on the details of the whole thing, or not at all towards others.
Here's a quick round-up for anyone interested:
- Before the Whitehill attack, if Rodrik is the lord of house Forrester, he'll try to infiltrate the Whitehills' camp to rescue Ryon. If Asher is the lord instead, he'll invite the Whitehills into his home to be killed either in an ambush or a poisoning (althought you can call off the whole thing if you want to accept Gwyn Whitehill's proposal). As Rodrik, you can choose to kill either Ludd or Gryff Whitehill, while Asher will manage to get Gryff by default. Either way, the Whitehills will start their attack on Ironrath
- Elissa Forrester will die in the siege no matter what. Your Sentinel can die if you didn't execute the traitor when you had the chance. The fate of all the forces defending Ironrath is ambigous, but it's safe to assume they all end up dying. The same goes with all the Forrester-alligned characters present at Ironrath as it's attacked and who doesn't show up in the very end of the episode. Rodrik or Asher, instead, will survive no matter what
- The very last choice you pick with both Gared and Mira, on top of basically making void all the choices and plot threads they have made up to this point, is of no consequence whatsoever regarding the situation at Ironrath. Gared's story ends with a cliffhanger to a second season, and he can't reach Ironrath in time even if you decide to leave the North Grove, while Mira, either dead or alive, is removed completely from the affairs of her family
- Talia will always survive the siege of Ironrath and be there for Rodrik or Asher afterwards. If you spared the traitor, he'll be at the lord side along with her. If you didn't, Asher will be rescued by Gwyn Whitehill (provided you called off the plan, else the Sentry will show up instead) and Rodrik by the Sentinel
- Aside from all the choices you can make, Beskha will rescue Ryon in the middle of the chaos and ride off with him to parts unknown. This is also the final scene of the whole season
This video features the very last moments of the ninth and final chapter of the Knights of the Eternal Throne expansion for Star Wars: The Old Republic, The Ethernal Throne. Note that I was playing the chapter in story mode with my neutral-to-light-sided Sith inquisitor main character and that the whole thing is more of an abridged version than a full recording (I skipped a minor battle, the credits and the very last cutscene, the latter feeling like a pointless cliffhanger to me).
Since the video runs for half an hour or so, here are the links to its main highlights:
- Arrival at the Eternal Throne (1:20)
- Arrival at the Mindscape (5:07)
- Cleansing the corrupted memories (7:18)
- Vaylin boss fight (17:44)
- Valkorion/Vitiate boss fight (24:29)
- Valkorion/Vitiate defeat (26:07)
- Knights of the Eternal Throne light side ending (29:41)
There are a number of choices you have made both in the last expansion and in the previous chapters of KotET that will change how certain events will play out in the finale. For instance, if you opted to kill Arcann instead of accepting his help, he won't be there to help you in the final battle, and it's one variable of many. I can't give you a full report because, honestly, I have yet to test different approaches with the two expansions.
Vaylin is by far the most dangerous encounter in the KotET finale, especially if you put yourself in a position where you have no one to back you up. The confrontation will change drastically if you took that one dark side option during chapter VII (Into the Void) and kept Lord Dramath prisoner inside the holocron. In this case, you can use him as a temporary companion to tank Vaylin for you and have more breathing room. If you chose otherwise, while she behaves no differently thanin her duel in End Times, Vaylin can dish out a lot of damage upon you and you have to face her completely alone. In this scenario, your only saving grace are the occasional green healing memories floating around the arena: on top of healing you if you get inside them, they can inflict massive damage to the boss if she's caught inside as well.
For being the very final boss of the Zakuul storyline and one of the major antagonistic figures of The Old Republic era, Valkorion/Vitiate is an absolute pushover, especially compared to his daughter, with the majority of the fight spent activating the holocron in the right way to inflict massive damage to him. Depending on your past choices, you can also have plenty of NPC help and can use the healing memories as effectively as you did with Vaylin.
It's also worth mentioning that the very final dark or light side choice of the whole Zakuul storyline, your character willing to be either an healing pacekeeper or an emperor, has in truth very little bearing on the story itself, since the Eternal Alliance is forged regardless. The only thing changing is the general tone of the cutscene
This video features the final boss fight of Dark Souls III's first DLC, Ashes of Ariandel, against Sister Friede and Father Ariandel. They can as well be considered the only encounter from the DLC, since the other boss you can fight, The Champion's Gravetender and The Gravetender Greatwolf, is strictly optional. This video was recorded on a normal playthrough (no NG+) and I chose not to use any summon, both from NPCs and players alike. Before anyone asks, much more like other Dark Souls videos I've uploaded, this gameplay is cobbled together by several attempts I made at this boss.
Sister Friede and Father Ariandel are a nasty difficulty spike in an otherwise disappointingly easy DLC: the encounter is divided in three phases, the two bosses are capable to hit you like a freight train with attacks that are at times hard to predict, you get very little room to strike back and, in the middle of the fight, you must deal with a dual boss.
The first phase involves fighting Sister Friede alone. As a humanoid enemy, she can be stunned and backstabbed to give yourself some pause. It's worth mentioning however that she will retaliate after being stunned once and that backstabbing her is incredibly difficult due to the boss' tendency to move all over the place during the fight. The best place to bring Friede to inflict some damage are the corners of the corridors of the hallway before Father Ariandel: her AI can't handle the tight space so well and will allow you several hits in before fleeing. Friede's special attack for this phase is to turn invisible, jump far away and reapper some seconds later to grab you with her scythe for massive damage. If you get savvy enough, though, you can start to predict where her jump will lead, reach her and take advantage of her charing her move to strike for massive damage.
When the second phase will kick in, Father Ariandel will join the fight along with Friede, and they'll share a single health bar. Summoning Slave Knight Gael will of course make this particular phase far more manageable.
During this part of the encounter is best to focus on Ariandel, for the following reasons:
- Friede will lack most of her attacks and therefore is easier to avoid, provided you can keep your distance and dodge her ice waves in time
- Ariandel is a big target, so locking on him will allow you to check Friede's position at the same time
- Ariandel's attacks, while powerful, are incredibly telegraphed and easy to dodge
At some point Friede will start casting a healing miracle for herself and Ariandel. You can either easily backstab Friede to interrupt her casting or you can keep hitting Ariandel while Friede stands still: hitting him enough will leave him open for a risposte attack, for massive damage.
The third and final phase of the boss fight begins when Friede is resurrected once more as Blackfire Friede. This part of the fight is much similar to the first, but now Friede is much more aggressive, wields a second, magical scythe and can dish out dark attacks with grerat hitboxes and high damage potential. Also, you can no longer corner her around the arena. This final part of the boss fight simply boils down to memorizing Friede's attack patterns and attack every chance you get while staying on your toes for any counterattack
This video features the first appearence of king Asgore Dreemurr in his throne room during the last chapter of Undertale and the following boss fight against him. Note that Asgore faces the player in a full-fledged battle only in a Neutral run, and not in the other two, where the character is "dealt with" by other means without much player input.
Depending on how you played Undertale till this point Asgore can be a very rude awakening as he's the only enemy on the Neutral route who MUST be fought till "death", with no obscure or either obvious ways to spare him and avoid the boss fight. Still, the boss you faced in the previous chapters should prepare you enough for this encounter.
The colour of your soul for the entire duration of the fight will be red and Asgore can dish out the following attacks:
- Moving hands on the screen that will produce multiple flames (much like the attack Toriel has used on you much earlier, only there are more of them per turn this time around).
- Different showers of small flames. This attack can be either about many little flames comind down on you in a "8" fashion or much less flames but the two sides of the screen being occasionally covered in flames after a warning. Another variation is about Asgore covering the whole field with a growing spiral of bigger flames, which are arguably his harder attack to dodge properly. Finally, Asgore can create rapidly shrinking circles of fire homing on your position: finding their hollow spot quickly for each is the only way not to get hurt.
- Spear swings. Before doing these Asgore will blink one of his eye, one for each attack he's going to do, and such blink will be either blue or orange: this will clue you in about either needing to be still or move around between strikes respectively.
While Asgore can't be talked down or spared till he's near death there are two ways to make your fight against him easier:
- The easiest is about talking with him three times. This will lower both the damage of his attacks and his defense.
- If you managed to save a slice of Butterscotch pie up to this point in the game, eating it in front of Asgore will further lower his attack and defense.
At the end of the battle, you are given the option to either spare or outright kill Asgore. Sadly your decision here doesn't affect the events to come or the epilogue you get, since Flowey will just waltz in and kill him regardless
This video features the boss fight against Undyne the Undying from Undertale. This particular boss can only be encountered and fought during a Genocide/No Mercy run and is basically an extremely buffed up version of the Undyne you can face in a Neutral or True Pacifist Route. The circumstances in which you encounter her are also very different during the Genocide/No Mercy run, as it's shown in the video.
Undyne the Undying is arguably the second hardest boss fight from Undertale, the other being the surprise final boss of the Genocide/No Mercy route, and is a very noticeable difficulty spike in that route (since the majority of the enemies and bosses there are usually down in one or two hits without fanfare). Undyine the Undying, instead, has very high defense and attack stats, uses the same attack patterns as Undyne, but more aggressively, and comes up with few new moves on her own (which mainly involves creating literal showers of spears you must dodge as circles of spears quickly close in on your position while others start forming)
This video features the final boss fight of Uncharted 4: A Thief's End against Rafe Alder during the events of the final chapter of the game, A Thief's End. Note that the video also features the cutscenes both before and immediately after the fight and was recorded while playing on Moderate difficulty.
Rafe can be considered the only "true" boss of A Thief's End, given that your two previous encounters with Nadine Ross are basically hopeless fights you must simply survive through. The whole duel is a well-masked series of QTEs where you must dodge Rafe's attacks with the right button at the right time and then, after a series of successfull parries, beat up Rafe for a bit before starting over.
As the fight goes on, Rafe becomes more aggressive with his attacks, leaving you very little breathing room and a smaller window for errors, and you are also tasked to win some more QTEs before finally finishing the boss off
This video features the final boss fight of Dark Souls III against the Soul of Cinder, as well as the final cutscene of the game should the player meet the required flags for the Usurpation of Fire ending. The final area of the game, the Kiln of the First Flame, is opened to the player after defeating all the other Lords of Cinder, placing their ashes on their thrones and interacting with the Fire Keeper.
Much like the final encounter from Bloodborne, the Soul of Cinder is basically a severely enhanced version of the player's character and has access to several weapons, techniques and abilities that it loves to deploy during the fight at the drop of a hat, changing its actions even in the midst of them to dish out deadly combos. This makes the Soul of Cinder one of the hardest bosses in the game and a fitting end to the Souls series: the only way to defeat it is to master its various attacks and combos and adapt one's playstyle to the different situations.
During the first phase of the fight, the Soul of Cinder will change his stance as the battle progresses, gaining a different weapon and abilities each time. There are four stances in total:
- Greatsword stance (the boss will always begin the fight with this one). The Soul of Cinder will use his greatsword to perform some basic combos and thrusts
- Spear and miracles stance. This stance is the most dangerous, as the boss gains an incredbile reach and will use the spear to attack often. In this stance the boss can also uses two miracles, Wrath of the Gods and Heal
- Staff and spells stance. In this stance the boss will keep casting spells like Homing Soulmass, Soul Greatsword and Soul Spear. The boss has also an unique charged spell that produces a strong beam of magical energy in front of the boss for some seconds. This stance is actually the one where the Soul of Cinder is more predictable and, should you bring your character behind the boss as he summon his great magical beam, you can get several free hits in
- Curved sword and pyromancy stance. In this stance not only the bosses can attack faster and even parry you, but it can also casts the Power Within and Great Fireball pyromancies, produce a poisonous gas and do some odd backflip to evade you (which actually gives you a small window to heal yourself)
While the boss can't be parried at all, hitting it enough will cause it to flinch and kneel down for some precious seconds, which you can use to get in as many hits as you can without fearing for a counterattack.
After its health bar has been depleted once, the Soul of Cinder will begin channeling Gwyn, Lord of Cinder and the second phase of the fight will commence. From this point forward, the encounter is basically an enhanced version of the one you had with Gwyn at the end of Dark Souls, only this time around you can't parry the boss at all and its abilities are far more deadly. The Soul of Cinder attacks in this phase are the following:
- Combos and thrusts with its greatsword (including a leaping attack)
- Guard-breaking kicks and grabbing moves as you stay near him. If it does catch you in the latter's case, it will hit you with a Great Fireball
- Sunlight Spears. The boss will either throw them at you or hit the ground near you with them, depending on your distance. If the boss throws one slowly at the sky, a Lighting Storm will follow shortly after
- After rising its sword in the air, the boss will hit you four times in quick succession and end the combo with a great fiery explosion (imitating an attack of Manus from the Dark Souls') Artorias of the Abyss DLC. This is arguably the most dangerous attack the Soul of Cinder can do, since your character will be constantly juggled in the air for its whole duration and the combo can one-shoot even highly levelled characters
Unlike the Link the Fire or the End of Fire endings, which can be easily achieved by naturally progressing in the game, the Usurpation of Fire ending requires some rather obscure event flags, as to say:
- You must make Yuria of Londor appear and keep her at Firelink Shrine till the very end of the game (this basically means abusing the Dark Sigil's power and let yourself being hollowified and NOT saving Anri of Astora)
- You must have Anri of Astora reach the Church of Yorshka bonfire alone and go through all his/her dialogue here, and then leave him/her to be assassinated by a NPC hidden in the area
- You must reach the Hidden Darkmoon temple. There, the assassin from Londor NPC will instruct you to "marry" Anri by interacting with his/her corpse, triggering a cutscene
- After defeating the Soul of Cinder, you must interact with the First Flame
Before facing the Nameless King directly, you must deal with his dragon mount, the King of the Storm, which is the objective of the first phase of the fight. The dragon's head is the only part of its body that can recive appreciable damage. As you try to hit it, both the dragon and his master will try to bring you down. More specifically:
- The King of the Storm can breath fire on you, both while in the air and on the ground. In the latter's case, it leaves itself open for several attacks (provided you can stay clear of the fire, of course). It'll also try to bite you
- The Nameless King will try to attack you with his spear two or three times, charge it with lighting and slam it on the ground or throwing lighting bolts at you from the distance
The dragon can be staggered after a while and be subjected to a risposte attack for massive damage.
The first phase of the fight is made particularly annoying by the wonky camera system: the King of the Storm's head is such a small spot to lock on and the boss is so big and likes to move around so much, changing position often, that most of the time the camera just won't cooperate and the lock-on may drop, leaving you incapable of predicting what the boss is going to do next. Which is a problem, since the Nameless King is an endgame encounter and hits really hard.
The second phase is triggered by defeating the King of the Storm and revolves around facing the Nameless King one on one. The boss will use his spear and the power of lighting to dish out different, hard-hitting attacks from Artorias of the Abyss, Dragonslayer Ornstein and even Gwyn, Lord of Cinder movesets. These attacks are best dodged instead of parried. Like nearly all the big humanoid bosses, if you hit the Nameless King for a while he will be briefly stunned and left open for a highly damaging rispose.
As many boss fights in Dark Souls III, this battle is divided in two phases. During the first one you'll have to face Lorian alone and, at the point you are in the game, he's pretty manageable: he'll mainly attack with his greatsword in two or three hits combos or with an overhead attack. Lothric can however make Lorian teleport around during the latter's attacks, making timely dodges or parries more tricky to perform. Lorian's only special attack involves charging his sword with holy energy after a teleport and then release a huge, fast travelling beam of light in front of him.
Once Lorian is down, Lothric will join the fight for the second phase on top of his brother's shoulders after resurrecting him with less health. From here the encounter will basically play out like before, but this time around you must also look out for Lothric's magic attacks, which are the following:
- A fast, damaging spell very similar to Great Soul Arrow. Lothric loves to use it right after his brother performs a combo or his special attack
- A spell conjuring up several little balls of light that will rain down on you after some delay between each other
In order to defeat the boss in this phase, you must go after Lothric, since the encounter will end only if he's killed. If you defeat Lorian again, Lothric will stop in his tracks some seconds to resurrect him once again, with half the amount of health from before every time. His resurrection spell can also damage you and push you back (a la Wrath of Gods miracle). Therefore, it's a good strategy to hit Lorian/Lothric from behind during phase two, as your attacks will damage both of them and not only Lorian
Coming right after that merciless shithole that is Farron Keep, the Abyss Watchers fight is divided into two phases. In the first phase, you'll get to fight a single Watcher at first, but after twenty seconds a second, non-boss one will spawn and then a third after another twenty seconds. Note that only two additional Wacthers can be active at a time alongside the boss, and if you slain one another will take his place shortly after, so your attention is best focused on the "main" Watcher.
Althought this fight pits you against multiple opponents who attack like mad berserkers, much like Artorias of the Abyss from the first Dark Souls, there are two gimmicks that make this battle more manageable:
- The Watchers lack many boss immunities. They can therefore be parried and backstabbed and will flinch a bit after you hit them once or twice (althought they'll retaliate soon enough)
- While the non-boss Watchers will focus their attention on the player at first, they can be gulled into hitting the boss Watcher. If you manage to do that, the boss will shift his attention from you to his comrades, thus giving you some breathing room as the crazed Watchers also help you reduce the boss health
After defeating the boss Watcher, all his comrades will transfer their power into him, his sword will be enchanted with fire and the boss will begin the second phase of the fight at full health. While no more Watchers will spawn at this point, now the boss attacks have a wider range and hurt a lot more, but, beside that, the fight will play out as it did in its first part
This video features the whole main quest Here Lies the Abyss from Dragon Age: Inquisition. More specifically, the video starts with the first cutscene of the quest after the war table and ends with the aftermath of the Inquisitor's visit to the Fade. Notably, I've cut the section of the quest taking place in Crestwood where Hawke leads the character to his Grey Warden ally, and several minor gameplay bits.
Since the video is over half an hour long, here you can find its highlights for easy acess:
- The siege of Adamant (00:00)
- Confrontation in the main courtyard (3:33)
- Accessing the Raw Fade (8:46)
- Meeting the spirit of the Divine (13:09)
- First flashback (16:16)
- Second flashback (19:36)
- Nightmare boss fight (23:31)
- Escape and aftermath (26:45)
The Grey Warden ally Hawke will introduce to the Inquisitor depends, oddly enough, on how you handled the Landsmeet quest back in Dragon Age: Origins. That said, the following accompanying NPCs are possible:
- If Loghain was forced to take the Joining and became a Grey Warden, he will become your ally for Here Lies the Abyss, regardless of Alistair's condition in your state of the world.
- Alistair will be your Warden Ally if he didn't become the kind of Ferelden AND remained in your party. This assumes that Loghain was killed and either Anora became the sole ruler or rules alongside the Hero of Ferelden.
- If the conditions mentioned above aren't met (or Alistair is dead), then Hawke will introduce you to Warden Stroud, a NPC you could meet during the events of Dragon Age II.
You can avoid a confrontation with a group of Grey Wardens in Adamant's main courtyard by either:
- Having urged some Wardens you met minutes prior to retreat to safety, thus sparing them, and choosing the special option presented.
- Having unlocked the Inquisition's history knowledge perk and taking advantage of the unique answer you can give them.
Aspect of Nightmare, the final boss of the quest, is basically a glorified fear demon you can later face as an uncommon enemy near Fade rifts. He will mainly cast a damaging debuff, summon Fearlings for you to fight, cast a barrier on himself from time to time and warp around the battlefield using Fade Steps. Near the end of the fight he'll also summon two terror demons.
Unlike the earlier decision of helping either the mages or the templars, your decision regarding the Grey Wardens doesn't have such a huge impact on the following events of the game and only serves to gain or lose approval with your companions accordingly
Below you can find all the characters involved in order of appearence:
1) Rupert Ferris (00:00)
2) David Brewster (1:04)
3) John Elliotson (1:52)
4) Malcolm Millner (3:03)
5) Pearl Attaway (3:48)
6) Philip Twopenny (4:44)
7) Lucy Thorne (5:37)
8) James Brudenell (The Earl of Cardigan) (6:38)
9) Maxwell Roth (7:46)
10) Crawford Starrick (8:49)
The two outfits Jacob and Evie are wearing in the video are the Baron Jordane's Finery and Lady Melyne's gown respectively.
Note that the corridors featured were recorded in the same order as the mission from the main story can be replayed in the progress tracker menu in-game
This video features the whole suicide mission from Mass Effect 2, which both serves as the main driving force of the game's plot and the very final main assignment you must complete in the campaign. To be more precise, the video stars at the very moment Shepard launches the mission from the Normandy's galaxy map and ends around the final cutscene of the game before the ending credits. Note that this video was recorded while playing on Hardcore difficulty and, in order to give this video a reasonable lenght, I've had to cut out several gameplay sequences, up to including the final scene between my character and the romance option I chose and several gunfights between Shepard's team and the Collectors.
Since the video is roughly fourty minutes long, here are its main highlights:
- Start of the suicide mission (1:30)
- First Oculus boss fight (4:20)
- Second Oculus boss fight (6:14)
- Suicide mission debriefing (10:26)
- Collectors' base infiltration/The long walk (13:20)
- Meeting the Normandy's crew (16:14)
- Biotic barrier sequence(19:48)
- Human Reaper reveal (24:29)
- Choosing the fate of the Collectors' base (29:59)
- Human Reaper boss fight (32:35)
- Escape from the Collectors' base (34:53)
As the name of the mission implies, the final assignment of Mass Effect 2 is truly an instance where virtually anyone from the cast can die, up to including some or all your party members, some NPCs and Shepard him/herself, with Joker being the character who cannot end up dead regardless on how bad the situation can get. How many get to live or are sacrificed in the end depends on several choices and assignments both before and during the suicide mission, which would be extremely long to describe in detail, as would be listing all the possible consequences.
The main plot decision during the suicide mission (and the final decision of the entire game) involves the Collectors' base itself and if it would be best to utterly destroy it with everything still alive aboard (paragon) or simply kill all the remaining Collectors with a pulse and salvage it (renegade). The option you pick will alter the final conversation Shepard will have with the Illusive Man and the scenery there, but has really no impact whatsoever on the plot of Mass Effect 3.
In a game filled with interesting and sometimes downright difficult boss fights, both the Oculus and the Human Reaper (which is the final boss to boot) come out as very disappointing encounters with little challenge involved. The Oculus is basically a slow moving armored target that will keep firing an energy beam at you, while the Human Reaper, althought provided with an impressive design, is a downright background boss with no attacks to speak of (save for destroying a platform every now and then, giving the whole thing a timed battle vibe) and a very big and easy target for your heavy weapons or sniper rifle (especially if said rifle is the Widow)
As the final boss of the DLC, and especially after the rather challenging boss that is Tela Vasir, the Shadow Broker is pretty straightforward, if not downright easy. The whole fight is about depleting the Broker's shields and armor a total of three times while hitting him in melee from time to time.
While the first time the boss will just attack you with a ranged weapon, in the next phase he will gain a large shield to protect himself. On his last leg, the Shadow Broker will also gain the ability to charge at you
While she's the penultimate boss of the DLC and comes after the dreaded Ludwig, Lady Maria is yet another hunter NPC boss like Gascoigne and Gehrman before her. As such, all her attacks can be parried in all the three phases of her battle with enough good timing and she can be staggered easily by nearly all weapons. Maria also being very aggressive makes parrying her actually easier.
The boss has three phases, with the second being triggered as soon as you'll cut off the first third of her health bar, while the third when she'll hold her last third of HPs.
As the fight goes on, Lady Maria's attacks will spot blood projections that will increase their range a great deal. During the last phase these projections also leave waves of flames whenever they strike, which can stagger your character for few seconds
Ludwig's role in the DLC is to be a formidable beef gate for the rest of the content: if your character isn't strong enough to defeat him, you'll better return to the main game and level up more and acquire better gear first. Ludwig is fast, hits hards and often, has attacks for all the ranges there are, has two phases and in the middle of the fight changes his whole moveset.
Before the fight you can enlist the help of one of the old hunters by using one of three old hunters bell spots available:
- You can summon Henriett in the Cathedral section of the Hunter's Nightmare
- You can summon one of the Madaras Twins in the area before the boss room (you'll see an executioner-like enemy barging in from an alley: after defeating him go inside the alley to find the butcher set and the old hunters bell spot)
- You can summon Valtr right before the boss arena, althought the spot to do so is a bit hidden. Note that in order to do so you must have the impurity rune equipped
As The Accursed, Ludwig is basically a mixture between Dark Beast Paarl (aggressive combos with a great range) and Ebrietas (sudden charge attacks that are very hard to dodge). Once he's down to half of his health a cutscene will play and the second phase will begin.
As the Holy Blade, Ludwig gains completely new moves involving his Moonlight Sword: he will mainly swing it several times at you, sometimes producing some energy beams after each hit. The most dangerous abilities Ludwig has during this fight are two AoE attacks. Whenever he puts his sword down he will create a circle of damaging energy around him shortly after. When he puts his sword up, however, he will pause for some seconds and then create a cone of energy towards you. Staying in this cone will inflict massive dagame to your charater and he/she will die easily if he/she was caught right in its middle.
After the battle, on top of reciving the Guidance rune, you can talk with Ludwig's severed head. The only way to gain something out of doing this is to speak to him while wearing a Church chest equipment. Once you do, he will ask you a question, to which you can answer yes or no. Regardless of your answer, you'll recive his signature weapon, the Holy Moonlight Sword, for yourself


