Dark Souls 2 Walkthrough Guide: Part 13
Brightstone Cove Tseldora, Prowling Magus (Boss), The Porcine Peasant (Invader), The Duke's Dear Freja (Boss), The Lost Sinner
BOSS: PROWLING MAGUS
There’s a reward for enduring boulder traps and aggressive undead farmers in Brightstone Cove Tseldora: A duel against Prowling Magus, its underlings, and its followers, which also happens to be one of the easier boss encounters in the game. Given the headcount, this fight in a chapel is relatively cramped, but it’s very manageable as long as you move around. This is especially the case if you can herd the followers. If you have attacks with wide areas of effect (melee or ranged), you can simply focus on the Magus and a few followers should get hit in the process. You can also use the Alluring Skull to distract the followers though keep in mind that it doesn’t work against the Magus or the Clerics. The key is to first focus on the Clerics since they’re adept at healing. When turning your attention to the Magus, two-handed weapon attacks are effective in staggering it as long as your stamina is adequate. You can also knock off considerable amounts of health with holy attacks and ranged attacks. Just be mindful of the Magus’ own ranged spell attacks, which you can dodge with sideways rolls.
INVADER: THE PORCINE PEASANT
Given the spellcasters and spiders, Brightstone Cove Tseldora throws a lot at you. It pays to take your time and to not call attention to yourself until the last possible moment. You certainly don’t want to multitask more than you need to when The Porcine Peasant appears. Dressed in your standard Dark Spirit dark blood red, this peasant resembles the farmers on the upper section of Brightstone Cove Tseldora, except that he’s extra homicidal. He’s swift with both his pickaxe and dodge rolls, but you can easily match him in kind with the same actions. The area where you’ll fight him is narrow and littered with objects so be mindful of your space when dodging and using ranged attacks.
BOSS: THE DUKE’S DEAR FREJA
The Duke’s Dear Freja sounds like the niece of a Austro-Hungarian aristocrat. But this is Dark Souls II, so this Dear Freja is a giant two-headed spider. While it’s a large beast that’s about half the size of the gargantuan Royal Rat Authority, it’s a much more manageable boss. It’s even more manageable if you summon the phantom known as Ashen Knight Boyd. Freja’s two heads are at opposite ends of her body, which makes things very convenient if she focuses her more potent attacks on Boyd. That’s not to say that the head you’re dealing with won’t be aggressive. If you prefer melee combat, Freja’s head is her most vulnerable spot. If you like ranged attacks, be sure to step back because her leg stabs are especially painful. If she swings away from you, be ready to move to the side since she’s preparing to swing forward to deal a deadly hit. Her Web Barrages and Acid Showers come in the form of white and green projectile blobs respectively, and those can be dodged with forward rolls. Lastly, don’t worry about the lesser spiders during this fight, especially if you’re using Boyd and area attacks.
BOSS: THE LOST SINNER
By now you’re ready to return to Sinner’s Rise to battle The Lost Sinner. This duel serves as valuable Dark Souls lessons in preparation, how light affects lock-on distance, and how seemingly useless, empty rooms are often very handy. After teleporting to the sole bonfire at Sinner’s Rise, make plans to light your torch. You can do this by using the bonfire, using a lit flame at the bottom of Sinner’s Rise (assuming you’ve previously cast the flame), or using a Flame Butterfly when you’re near the mist leading to The Lost Sinner. We also recommend that you summon a phantom (who’ll most likely be Lucatiel) at the bottom of the elevator shaft.
Before you enter the mist, go up either the left or right stairs that are immediately outside the mist portal. At the top you’ll find rooms with oil repositories. Use your flame to light the oil. Now you’ve illuminated an otherwise dark room in which to fight The Lost Sinner. It not only makes it easier to see the boss, but it also extends your lock-on. So yes, we do recommend ranged attacks in this match.
As long as your phantom is closer to The Lost Sinner than you are, the boss will most likely focus on the phantom, allowing you to deal damage from a distance with little interruption. If you’re confident, you can attack The Lost Sinner’s back while she’s distracted by your phantom partner, but be on your toes as she might refocus her attacks on you. Her move set is the standard collection of slashes, stabs, and leaping attacks except that she’s slightly quicker on the draw than your average Dark Souls melee-centric boss. Lastly, keep an eye out for The Lost Sinner’s Overhead Smash, a move that subjects the boss to an extended recovery period, providing you with an opening for an additional attack.
30 Items to Collect Before Your First Battle
Part 1: The Forest of Fallen Giants, The Last one (Boss), The Pursuer (Boss)
Part 2: Heide's Tower of Flame, The Dragonrider (Boss), The Old Dragonslayer (Boss)
Part 3: Down Heide's Tower, No Man's Wharf, The Flexile Sentry (Boss)
Part 4: The Lost Bastille, Ruin Sentinels (Boss), Sinner's Rise
Part 5: Belfry Luna, Bell Keeper (Invader), Belfry Gargoyles (Boss), Vorgel The Sinner (Invader)
Part 6: Huntsman's Copse, the Greatsword Phantom, Merciless Roenna (Invader)
Part 8: The Crescent Sickle Phantom, Mytha The Baneful Queen (Boss)
Part 9: The Pit, Grave of Saints, The Gutter, Rhoy the Explorer (Invader)
Part 11: Iron Keep, Smelter Demon (Boss), Belfry Sol, Old Iron King (Boss)
Part 17: Dragon Shrine, Dragonfang Villard (Invader), Ancient Dragon (Boss)
Part 19: Throne Watcher and Throne Defender (Boss), Nashandra (Final Boss)
Part 20: King Vendrick (Boss), Dark Chasm of Old, Darklurker (Boss)
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