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Walkthrough

by DomZ Ninja

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==============================================================================

                               KNIGHTS CONTRACT

                               FAQ/Walkthrough
                         Copyright (c)2011 DomZ Ninja

==============================================================================

 Author: DomZ Ninja
 E-mail: domzninja[at]hotmail[dot]com
 Updated: 05/24/11
 Version: 1.0

 NOTE: This guide does contain spoilers!

______________________________________________________________________________

                              TABLE OF CONTENTS
______________________________________________________________________________

See that series of numbers to the right of each section? If you want to find 
a specific section in the FAQ, press CTRL + F to open a search box. Type in 
the series of numbers for the desired section that you're trying to find and 
press Enter. Whabam! The search function will take you there in an instant.


1] - Version History.................................. [0100]
2] - Controls......................................... [0200]
3] - Walkthrough...................................... [0300]
       3.01] Episode 1................................ [0301]
       3.02] Episode 2................................ [0302]
       3.03] Episode 3................................ [0303]
       3.04] Episode 4................................ [0304]
       3.05] Episode 5................................ [0305]
       3.06] Episode 6................................ [0306]
       3.07] Episode 7................................ [0307]
       3.08] Episode 8................................ [0308]
       3.09] Episode 9................................ [0309]
       3.10] Episode 10............................... [0310]
       3.11] Episode 11............................... [0311]
       3.12] Episode 12............................... [0312]
       3.13] Episode 13............................... [0313]
       3.14] Episode 14............................... [0314]
       3.15] Episode 15............................... [0315]
       3.16] Episode 16............................... [0316]
       3.17] Episode 17............................... [0317]
       3.18] Episode 18............................... [0318]
       3.19] Episode 19............................... [0319]
       3.20] Episode 20............................... [0320]
4] - Move List........................................ [0400]
5] - Lost Pages....................................... [0500]
6] - Witchcraft....................................... [0600]
7] - Equipment........................................ [0700]
8] - Unlockables...................................... [0800]
9] - Achievements..................................... [0900]
10] - Bestiary........................................ [1000]
       10.1] Enemies.................................. [1010]
       10.2] Bosses................................... [1020]
11] - Thanks/Credits.................................. [1100]

______________________________________________________________________________

 1] VERSION HISTORY                                                     [0100]
______________________________________________________________________________

FAQ/Walkthrough #56
-------------------

 Version 1.0 (05/24/11) - FAQ/Walkthrough complete and submitted.

______________________________________________________________________________

 2] CONTROLS                                                            [0200]
______________________________________________________________________________

.-----------------------------.----------------------------------------------.
|  D-Pad                      |  N/A                                         |
|-----------------------------|----------------------------------------------|
|  Left Analog Stick          |  Move                                        |
|-----------------------------|----------------------------------------------|
|  Right Analog Stick         |  Move Camera                                 |
|-----------------------------|----------------------------------------------|
|  Start                      |  Open Combat Menus                           |
|-----------------------------|----------------------------------------------|
|  Back                       |  Open Informational Menus                    |
|-----------------------------|----------------------------------------------|
|  X Button                   |  Weak Attack                                 |
|-----------------------------|----------------------------------------------|
|  Y Button                   |  Strong Attack                               |
|-----------------------------|----------------------------------------------|
|  A Button                   |  Evade/Action                                |
|-----------------------------|----------------------------------------------|
|  B Button                   |  Grab                                        |
|-----------------------------|----------------------------------------------|
|  Right Trigger              |  Ready Witchcraft                            |
|-----------------------------|----------------------------------------------|
|  Left Trigger               |  Ready Special Move                          |
|-----------------------------|----------------------------------------------|
|  Right Bumper               |  Call/Hold                                   |
|-----------------------------|----------------------------------------------|
|  Left Bumper                |  Lock On                                     |
'-----------------------------'----------------------------------------------'

______________________________________________________________________________

 3] WALKTHROUGH                                                         [0300]
______________________________________________________________________________

 NOTE: This walkthrough is based on the Squire difficulty.


==============================================================================
 3.01] EPISODE 1                                                        [0301]
==============================================================================

- Death-Ridden Town ----------------------------------------------------------

You begin the game inside the Death-Ridden Town, surrounded by Undead and one
strange alchemist. Since your character Heinrich is immortal, you don't really
have to worry about health bars or protecting yourself all that much. As you
receive abuse, Heinrich's posture is affected and eventually you will become
incapacitated. When this happens, repeatedly tap A to return to normal.

Start by chopping up the Undeads surrounding Heinrich. Do not worry about 
Minukelsus, because he cannot be harmed here. Once the initial wave of Undeads
are dealth with, watch the cutscene. Walk forward and defeat the Undeads here,
then look on the left side of the area to find a sand mound and some pink
flowers. Knock open the sand pile and pick up the yellow glowing orb for a
LOST PAGE.

Follow the path with Minukelsus and continue destroying more Undeads that 
appear. Eventually, Heinrich meets the witch Gretchen and another evil witch.
She summons a Black Knight to do her bidding.

Shield Wights are coated with thick black armor and carry a humongous shield,
so your attacks alone will not be able to penetrate its coating. You must use
Gretchen's Witchcraft to help defeat this enemy.

The main gameplay focus of Knights Contract also begins now that Gretchen is
on your side. Even though Heinrich is immortal, Gretchen is not. You now have
to meters at the top of the screen. The purple one at the top is Gretchen's
health and the blue one just below is for your Witch Points (explained later
in the game). Even though Gretchen can fend for herself, you must protect her
throughout the game, because you will lose if Gretchen is ever killed.

To restore her health (and speed up your regeneration powers), you can carry
her by pressing the Right Bumper. Beware, because carrying Gretchen leaves
both of you open for attack. Knights Contract is a difficult game because in
tough battles you often have to find a balance between protecting and
restoring Gretchen's health while focusing on fighting enemies.

For now, one Shield Wight should not be much of a problem. Use Gretchen's
Witchcraft by holding down the Right Trigger and pressing one of the face
buttons. You only have two Witchcrafts and they are mapped to X and Y (you can
change their configurations in the combat menu). While Mag Mell's Rose is
useful, I find Vlad's Impaler to be a better spell. Weaken the enemy with the
help of Gretchen, then have Heinrich attack once his armor is gone.

Two Sword Wights attack immediately after, and you are taught how to use
Finishers. When an enemy is weak enough, use Witchcraft and press B when the
button prompt appears onscreen to deliver a fatal blow. Sword Wights are
exactly like Shield Wights, but without the shield. Therefore, they are easier
to kill.

If Gretchen and Heinrich are ever separated, enemies will always go after
Gretchen first. If you are far away, you can call for Gretchen by pressing the
Right Bumper, but if that doesn't work, following enemies usually brings you
right to your partner.

Once the coast is clear, an exit will open up. Go through the doorway towards
the floating red orb. This is a Save Point, so press A when standing inside to
save your game here. Smash the rubble to the right of the Save Point for
another LOST PAGE.

Proceed down the stairs and to enter an alley. On your right, smash the
barrels and other junk for yet another LOST PAGE, then take down the small
band of Undead that wander the streets. Follow the alley for a cutscene.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Straeggele

You'll come to learn that bosses in this game are a huge pain, and Straeggele
is no pushover despite being your first boss. She is pretty simple once you
get her attack patterns down, but for first-timers you may have some
difficulty here. Most of the boss's attacks are close-range power moves.

The boss has a stab attack where her long and pointed arms will pierce you
repeatedly. Straeggele also has a few more physical attacks, including
engulfing you with her ribs and trapping you using a magic spell (tap A over
and over to free yourself).

Straeggele's most common attack is usually used in retaliation, where she will
fly to an adjacent building and then rocket across the arena in a red blaze.
It can be difficult to dodge since she has no real pattern of movement and it
can also target Gretchen and Heinrich together. It's most dangerous property
is that you are knocked off your feet, and you may fall off of the building
roof into the alley below. There are three Sword Wights roaming around below
that you really don't want to deal with in addition to the witch boss.

Stay on the roof as much as possible and ignore the Sword Wights below (they
very rarely walk up onto the roof with you). Heinrich's scythe combos work
well, but Gretchen's Witchcraft is a great way to throw Straeggele off guard 
and begin a combo. Use Vlad's Impaler to keep her immobilized while you can 
hack away at her.

Hopefully Straeggele shouldn't damage Heinrich or Gretchen all that much, but 
the best time to carry Gretchen and heal yourself is when the boss jumps to 
another building and starts her rocket attack.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Straeggele escapes and the Sword Wights down below disappear. A patch of 
thorns appears on the side of the building that you can climb. Before you 
climb up the thorns, backtrack through the alley and go through the door to 
the previous area. Back at the Save Point, you will find some thorns on the 
side of a building. Climb up these thorns and destroy the barrels for a LOST 
PAGE. Save and return to the scene of the boss battle.

Climb up the thorns and walk along the rooftops to reach the exit.


==============================================================================
 3.02] EPISODE 2                                                        [0302]
==============================================================================

- The Knight's Contract ------------------------------------------------------

The level begins with Heinrich and Gretchen confronting Straeggele in the 
middle of the town. She has no plans of backing down and transforms into a 
giant alligator monster.

With Gretchen in your arms, begin by running towards the screen as you outrun 
Straeggele. Avoid the red pitchforks that emerge from the sides of the
buildings as you make it to the plaza. As you reach the first turn, make sure
to collect the LOST PAGE near the corner (it's a yellow orb). Straeggele
charges you at the end, which is a one-hit KO and can be tough to avoid.

When you enter the building, continue running away from Straeggele as she
knocks down the buildings. When you enter the street, avoid more pitchforks
and avoid her charge at the end to start a scene and the boss fight.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Straeggele

Before you start to hurt the boss, run to the right and slash the wagon to
find a LOST PAGE. When facing the black tower, walk to the right to find a
second wagon with another LOST PAGE inside.

Straeggele is a tough boss in her new form, but she is still manageable as
long as you be careful and protect Gretchen when necessary. She uses the same
charge attack as before, but luckily it does not kill you in one hit. Just
dodge to the left or right of where she is facing. She has a few physical
attacks, such as an arm swipe when you are are being her or on her side and
also a foot stomp which causes spikes to rise from the ground.

Sometimes the boss will also jump on top of a building or climb up the side of
the black tower and breathe fire down on the plaza. Pick up Gretchen and avoid
the stream of fire by standing on the opposite end of the plaza. If Straeggele
is on a building, she'll follow with a body slam. This is probably her most
powerful move, so avoid it at all costs.

The most annoying attack is when the boss grabs Gretchen and begins squeezing
the life out of her. Run over to whichever arm she has Gretchen in and slash
away to have the boss eventually let go.

You can deal damage by attacking one of Straeggele's three legs normally, but
the best way to do this is to immobilize her: lock onto one of the three limbs
with the Left Bumper and have Gretchen use Vlad's Impaler to bind Straeggele
to the ground. Follow up with some scythe combos and more Witchcraft until she
breaks free.

You can upgrade Gretchen's Witchcraft using the Souls obtained from enemies,
so you should have enough for either Mag Mell's Rose II or Vlad's Impaler II
(I suggest the latter). You can upgrade in the combat menu.

As you will come to learn, most boss fights in Knights Contract are concluded 
with a punishing Quick Time Event (QTE). These events are frustrating, to say 
the least, and failing them results in your death and starting over with the 
boss at half health. The good news is that the button prompts never change, 
which means you can resort to memorization... or simply reading the button 
prompts I provide to you.

-> A
-> Left Stick (wiggle Left and Right)
-> A
-> Left Stick (Up)
-> Y (tap repeatedly)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

With that, Straeggele is beheaded by Gretchen and Heinrich, and the first
witch is slain. 


==============================================================================
 3.03] EPISODE 3                                                        [0303]
==============================================================================

- The Frozen Forest ----------------------------------------------------------

Lead Gretchen down the slope to encounter a new monster. A new gameplay 
mechanic begins at the start of Episode 3: Witch Points. They are released 
after slaying enemies and can be consumed to use new techniques such as 
Knight's Fury and Witch's Embrace.

These two powerful attacks can instantly kill most enemies. Knight's Fury is 
used by holding down Left Trigger and hitting X or Y; Witch's Embrace is the 
same thing, except you must press either A or B. They both consume Witch 
Points (the blue bar below Gretchen's health) and can only be used when the 
meter is full.

After clearing out the Dendrites, head down the path near the edge of the 
cliff and make sure to shatter the long icicles along the way for a LOST PAGE.
Defeat another group of tree monsters and drop down to the ledge below. After 
the quick cutscene, defeat the two Dire Wolves here. They are large and very 
fast, but your upgraded Witchcraft should take care of them.

Pick up the LOST PAGE inside a blue tree trunk along the stream's edge and
enter the cave to the right of the waterfall. Take out some more Dendrites
just before the bridge. Heinrich manages to cut down the bridge to prevent any
more creatures from following them, but the two end up having to jump back
across to save a returning Minukelsus. Once the scuffle is over, he gives the
duo a bracelet containing new Witchcraft before leaving again.

Now that you're on the opposite side of the gorge and the bridge is out, you 
must find another way. Exit the cave and destroy the pair of Dire Wolves, then
walk through the waterfall to find a second cave.

A gigantic Dendrolord drops down into the cave and confronts Heinrich and 
Gretchen. This monster is tougher than the smaller folk you've been fighting 
through the episode, but should be fought the same way. Enter the next chamber
to find more Dire Wolves, then continue to exit the cave. Now you're back on
the other side of the broken bridge!

Collect the LOST PAGE next to the busted bridge and annihilate the Sword Wight
down the path. Climb up the thorns to the upper ledge, where you'll encounter 
a Shield Wight and a Sword Wight. Break the blue tree trunk on the left side 
of the ledge for a LOST PAGE.

Climb up another patch of thorns once they are out of the way to find another 
Dendrolord. The exit is just up ahead, but instead turn to the left to find 
another patch of thorns. Inspect the glowing turquoise void to receive a SEAL 
OF VITALITY, which increases Gretchen's maximum health!

As you turn around, you will be attacked by a Shield Wight, Sword Wight, and a 
Hammer Wight! Fighting all three in a tightly-spaced area is very tough, so 
try to land a Finisher on the Sword Wight quickly to even things up. 

Drop back down to the level below and proceed past where you fought the
Dendrolord to reach the exit.


==============================================================================
 3.04] EPISODE 4                                                        [0304]
==============================================================================

- Finding the Ice Lord -------------------------------------------------------

Go up the side of the mountain to find a Dendrolord accompanied by some 
Dendrites. However, your progress up the mountain is halted by an avalanche 
and the two are temporarily split up. A meter dubbed "The Needle of Time" 
appears on the top of the screen to let the player know how much time is left 
before the witch Trude's minions reach Gretchen and end her life.

Fight the Dendrites outside the entrance to the cave system. The network of 
tunnels and caves is somewhat complex. You are presented with an intersection 
right off the bat.

As far as I know, it does not matter which way you go: both routes ultimately 
lead to the same location. I took the right path and it contained just as many 
enemies as the left path. The right path led to a cliff, which collapses from 
under you and drops you to the same spot where the left path takes you. The 
choice doesn't matter, but keep in mind that you can find a Lost Page if you 
go left instead of right.

Go to the left and continue through the tunnel. You'll be fighting a number of
Dendrites along the way. When you reach a fork, take down the two Dire Wolves 
and go straight to reach a dead end and a LOST PAGE.

Take the other route and continue slashing through Dendrites. Climb the thorns 
and walk forward to encounter a Sword Wight and Hammer Wight. Slay one last 
group of Dendrites and a Sword Wight to reach Gretchen up ahead.

The reunion is cut short by some Ice Phantoms. They float in the sky, just out
of reach of Heinrich's scythe, so knock them down using Gretchen's Witchcraft 
and have Heinrich finish 'em off. Once the coast is clear, walk forward 
towards the edge of the area and walk along the edge to the right. Sneak 
around the end of the wall and drop down to a hidden area. Break the ice 
sculptures for a LOST PAGE.

There is another cave entrance to the left of where you came out of (whether 
you exited from the tunnel or fell down from above). At the fork in front of 
you, head to the right and fall down the shaft to reach a Save Point.

There are plenty more forks ahead, so things get even more confusing than 
before. Take the left path and drop down the hole to find a LOST PAGE. This 
brings you all the way back to where you were split up, so you must make your 
way all the way through the first cave system to return to the Save Point. 
It's a hike, but the Lost Page is worth it.

When you are back at the Save Point, head to the right this time. Some Ice 
Phantoms will cross your path, but they aren't much of a threat. 

When you reach another intersection, fend off the waves of Sword, Shield, and 
Hammer Wights. This area can be a pain, so using Knight's Fury or Witch's 
Embrace isn't such a bad idea. When the enemies have all been killed, continue 
to the left and you should head up a tunnel out into the snowy open again. Hop 
up the ledges to find another piece of equipment: SEAL OF THE BOND. This makes 
recovering from incapacitation faster and also makes Gretchen heal faster when 
in Heinrich's arms.

Return to the fork and take the right path this time. Take out a pair of Ice
Phantoms, and up ahead are two Dendrolords. Your journey eventually leads out
to the open, where you were when the avalanche struck. Proceed up the mountain
to the exit.


==============================================================================
 3.05] EPISODE 5                                                        [0305]
==============================================================================

- The Serpent's Den ----------------------------------------------------------

A giant snake head opens the way for you and sticks around after. Run up to 
the Ice Serpent's skull and begin slashing away for it to retreat. The snake 
will shake before lunging at you, and this attack can drain over half of 
Gretchen's health if she gets hit. You don't have much room to run around, so 
make sure that she stays out of the snake's reach. Hammer Wights appear 
periodically behind you, so take out the snake in a hurry.

Once it slithers off, follow the road and grab the LOST PAGE along the way. 
Chop down the Dendrolord that gets in your way and continue towards a frozen 
lake. The Ice Serpent appears again, so pummel it with your scythe and some 
Witchcraft. Before entering where the snake was, destroy the logs leaning 
against the wall for a LOST PAGE.

Beat down the Shield Wight and Ice Phantom up ahead. As you enter a tunnel, 
the Ice Serpent shows up for a third time. Once you have finished punishing 
it, walk through the cave and pick up the LOST PAGE the snake dropped. In the 
next room, you must deal with several waves of Ice Phantoms. 

Save your progress after exiting the room and proceed into the boss chamber.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Ice Serpent

It turns out that the serpent was simply baiting you into its territory, and 
has successfully captured Heinrich and Gretchen. You are surrounded by the 
snake's coiling body and have no escape.

You can only target the Ice Serpent's head in this boss battle, and it stays
out of reach for most of the fight. If you move right in front of the snake, 
it will lunge out and snatch you up in its jaws. Repeatedly tap A to free 
yourself before you become incapacitated. During the fight, it is best to stay
on either side of the Ice Serpent and to avoid moving in the middle of the 
arena.

The boss summons a wave of Ice Phantoms to keep you busy while it tries to 
attack Heinrich and Gretchen. Despite this, these monsters shouldn't really 
hassle you that much. I wouldn't make them my first priority.

Wait for the Ice Serpent to slam its head on the ground before running over 
and attacking. Make sure to initially avoid the attack by staying to the right
or left, then hack away once the boss is dazed. The Ice Serpent doesn't have a
lot of health and a few Witchcraft and scythe combos should do it in.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The floor collapses and the pair fall into the real boss's lair!


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Trude

First things first, at any point during the battle make sure to run right up 
to the boss and collect the LOST PAGE at the base of Trude.

What makes this boss fight annoying is that you have three targets to worry 
about: Trude and her two Ice Serpent limbs. Both of her snake appendages can 
attack, and she can also slither out on a long serpentine body to attack you 
as well. The good news is that Trude doesn't have many attacks and they are 
all fairly easy to avoid.

Trude's most common attack is her ice breath attack. One of the two snake arms 
will breathe in air, then exhale in an icy gale. This cold rush of ice can 
freeze you solid; wiggle the Left Analog Stick back and forth to free 
yourself. Gretchen can also be frozen, which prevents any Witchcraft from 
being used. Run over and carry her to thaw her out.

The snake heads can also lunge and bite at you. They will chomp down on 
Heinrich before spitting him out. Sometimes, both snake heads bite you and 
attempt to rip you apart in a sick game of tug of war. To avoid a gruesome 
fate, repeatedly tap Y. They also have a strange move where they hit the 
ground and worm their way across the ground in an attempt to bump into you.

Trude's torso is what you need to really worry about. If you stay in the back 
of the arena, she will slither out towards you and chop at you with a long 
sword. She can also create four blocks of ice that slam onto the ground and 
explode shortly after.

The only way to deplete the boss's health is by attacking the witch rather 
than the two Ice Serpents. You can knock them out of the bout momentarily, but 
it does not lower Trude's health and only prevents them from using their 
attacks for a short while.

The problem is that Trude rests in her base and does not lower herself down to 
the ground very often. Trude really only drops down into attacking range when 
one of the snakes is knocked silly or if you avoid her attacks long enough. 
When her torso moves down to the ground, lock onto her and begin assaulting 
her with Gretchen's Witchcraft. Trude is pretty fragile and is easy to hurt so 
long as she's in range, but the battle can drag on if she is leaning against 
the back of the room and is out of reach.

The most difficult aspect of this boss battle is getting incapacitated or 
frozen, which leaves Gretchen open for attack. The Ice Serpents can bite down 
on her and chew her up, which drains her health like lightning if you aren't 
able to come to her aid. If Gretchen is at dangerously low health, pick her up 
and stay as far away from the boss as possible while dodging the snake's ice 
breath and the occasional sword swipe from Trude.

And of course, you must follow up with a QTE if you want to finish Trude off 
for good. Luckily, this one is pretty simplistic.

-> Left Stick (Down)
-> Y
-> X (tap repeatedly)
-> B
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Once Trude is down for the count, you unlock a new Witchcraft and a new 
weapon: Scythe of the Assassin Queen.


==============================================================================
 3.06] EPISODE 6                                                        [0306]
==============================================================================

- A Town Ablaze --------------------------------------------------------------

That looks like no witch, that's a colossal flaming skeleton warrior! The evil
witch Holda is causing mayhem on a nearby town and runs away before Heinrich
and Gretchen can stop her.

Once you gain control, take out the flaming Magmites. These menaces are coated 
head to toe in flames, so you cannot use grab attacks. Test out your new 
Witchcraft - Halifax's Blade is a really good attack that can dish out damage 
to surrounding enemies. Now that you have more than four Witchcraft, you must 
leave one unequipped (I found that Colchis' Trap was the weak link).

The main path is blocked off, so head down the street on the right. Avoid the 
lava pools and the red shadows on the ground that signal incoming meteors. Go 
to the left and follow the railing to reach a lever. Turn the lever to lower 
the floodgate, which drains the water from the canal and opens up a path for 
you. Walk across the street and enter the empty canal, then proceed towards 
the floodgate to find a LOST PAGE on the ground.

The entrance to the sewers is back where you entered the canal. Deal with the 
Magmites inside the sewer and continue forward (the right path is a dead end) 
to the exit. As you step outside, two Fire Phantoms attack: nearly identical 
to the Ice Phantoms found in earlier episodes, but use fire-based attacks 
instead.

As you walk forward, you'll find that the canal is sealed off by lava. 
Instead, go up the ramp to the street and head to the left. Take out the two 
Homunculi and continue for a scene. A bunch of Fire Phantoms ambush you in the 
plaza, so focus on one at a time and use Witchcraft for the easy win.

Up ahead, Heinrich and Gretchen find poor little Minukelsus stranded on an 
island surrounded by liquid magma. Time to save his puny ass once more! You 
must find a water source in order to cool down the lava and save Minukelsus.

Just like when saving Gretchen, you must save Minukelsus in a certain amount
of time before he is toast. Head up the ramp and through the open door to
reach a courtyard, where a behemoth rises from the magma.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Burning Giant

This giant fiend is composed of molten-hot rock and isn't as dangerous as he 
looks. Similar to the fight against the Ice Serpent, this is more of a mini 
boss and isn't on the same level of difficulty as the witches in the past.

The boss has very few attacks that you need to worry about. He has a ground 
pound slam that can be avoided by simply staying the hell away from it. The 
Burning Giant can also punch a few times and shoot fireballs out of his chest. 
Honestly, nothing that you need to really worry about. The courtyard is big 
enough that you can pick up Gretchen and avoid the boss until her health is in
tip-top shape.

As Heinrich, your scythe simply bounces off the Burning Giant. You must weaken 
it first by using Gretchen's Witchcraft before you can utilize combo attacks. 
When it takes enough damage, the boss will crumble apart and begin to piece 
itself back together. Attack the individual rocks to deal huge amounts of 
damage. You want to end this fight quickly due to the timer, so you can 
unleash Knight's Fury or Witch's Embrace to end the fight in a flash.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After the fight, inspect the flashing manhole to push it aside and enter a 
sewer. Pick up the LOST PAGE at the end and climb back up the ladder; the lava 
at the end means you cannot go any further here.

Back in the courtyard, go down the path across from where you entered and fall
down to the street. Turn the lever at the end of the road to raise a 
floodgate... a wave of water cools off the lava in the canal. Now to return to
Minukelsus! Navigating through the courtyard is a bit difficult due to the 
increased fireball activity, so avoid the fireballs and press A to dodge your 
way to the other side.

Just like before, Minukelsus gives Gretchen another Witchcraft tool. You can 
test out the new Witchcraft on some high-flying Fire Phantoms. When used, 
Maar's Lance places a magical lance in Heinrich's hand and it targets the 
nearest enemy. Once you let go of the button, he tosses the lance and destroys
the target. Use it on the three Fire Phantoms and then save your game.

Go down the canal and beat down two more Fire Phantoms. As for the three-way 
intersection, go straight: the ramp on the right brings you back up to the 
courtyard, and the left backtracks to the beginning of the episode. Enter the 
sewer in front of you and fend off some Magmites.

The path to the right may look familiar... it's the sewer where you climbed 
down and found the manhole. If you head to the right and go up the ladder, 
you'll be brought back to the courtyard. Continue straight instead and through
the doorway.

If you recognize this area, then good job: it's the floodgate that we opened 
in order to rescue Minukelsus. Proceed up the ramp and down the lava-filled 
streets to encounter another Burning Giant. This one is more perilous because 
you have to also avoid meteors raining from the sky.

Slide open the manhole in the corner of the area, but don't bother jumping 
down: the sewer is blocked off by lava. Dash through the street while avoiding 
the meteors and climb up the thorns at the end. Drop down and go forward; you 
must reach the gate on the other side of the area while avoiding more 
fireballs. You've done this before, so it should be no problem. I suggest 
carrying Gretchen through so she doesn't get bombarded.

Turn the lever to clear the canal below of lava and go on down. Slay the Fire 
Phantoms and go straight rather than backtracking. To the left is the Save 
Point from before, so go over and save. As you can tell, the canals throughout
the entire town have been cleared out, so navigating the town is easier. Move
back under the arches and enter the sewer next to the ramp.

Back in the sewers. For now, pass by the branch on the right and climb down 
the ladder to the lower level. You will pass by another path on the left, but
ignore it and continue going straight to reach a dead end and a LOST PAGE. 

The second ignored path takes you up to a manhole where you fought the second 
Burning Giant, so there's no need to worry about it. Return to the ladder and 
climb up, then walk down the stairs down the first ignored branch. There's a 
huge army of Homunculi waiting for you around the bend, just to let you know.

There's another fork in the road just after the battle. Take the left tunnel 
and deal with a few Fire Phantoms down the road. You are eventually led to 
another turquoise void, where you'll find the SEAL OF MAGIC, which lowers the 
amount of time you need to wait to use Witchcraft.

Return to the fork and head down the other path now. Ascend the ladder to 
reach a boxed-in chamber, but in the corner you can locate a bracelet 
containing new Witchcraft: Tannhauser's Illusion. A Burning Giant and several 
Magmites appear immediately after. Now would be a good time to use Knight's 
Fury or Witch's Embrace if you have it. Otherwise, deal with the minions 
before taking on the Burning Giant.

Now it's time for some backtracking. Return to the Save Point and climb the
ramp next to the sewer entrance that you just came out of. From here, you can 
proceed up a set of stairs to the tower entrance.


==============================================================================
 3.07] EPISODE 7                                                        [0307]
==============================================================================

- The Burning Tyrant ---------------------------------------------------------

Things start off real hot, as a Burning Giant and two Fire Phantoms prevent 
you from going any further. Once they're toast, pick up the LOST PAGE in the 
corner before climbing the stairs. The tower is falling apart, so you will 
have to be careful on your climb to the top.

Lava is covering the floor in front of you, so climb up the scaffolding and 
move across the catwalk to get to the other side. Slash apart the Magmites up 
ahead. Just a word of the wise... you might want to baby Gretchen a bit more 
in the tower, because she has a tendency to walk through lava or sometimes 
stand in the middle of a magma pool without a care in the world.

The floor begins to crumble, so watch out for holes or else you'll fall to the
bottom of the tower. Up ahead, there will be a beam that leads to a platform 
in the middle of the tower. Walk out onto the platform to find the SEAL OF 
LIFE, which is basically a better version of the Seal of Vitality.

Equip the Maar's Lance if you haven't yet and use it immediately on the Fire 
Phantoms that appear; they stand in the corners and constantly pummel Gretchen
with fireballs. Take out the other Magmites, then return to the stairwell and
continue goin' up.

When you are going across the narrow walkway, some Fire Phantoms appear out of
reach. You can only target them with Witchcraft, so use Maar's Lance and 
Enoch's Hammer. There are plenty more Fire Phantoms and Magmites on your 
journey up the tower. Eventually, you reach a ladder leading up to the roof.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Holda

Like the other witch battles, you can find a Lost Page in the arena. The LOST 
PAGE is located in one of the corners of the square room.


- Part 1 ---------------------------------------------------------------------

Holda is fierce and can really pack a punch. Nearly all of her attacks can 
cause Heinrich or Gretchen to catch fire. When burning, you cannot carry 
Gretchen, so it can be real detrimental to your progress if you keep getting 
burned by Holda.

In my opinion, Holda is the first genuinely challenging boss. This is mainly 
due to her cheap fighting style and the fact that she rarely ever stands 
still. The boss spends most of the time flying around the tower roof in 
circles. She occasionally stands still to hurl flaming lances at you. Just 
like the meteors in the town, avoid the shadows. She sometimes cuts through 
the roof to the other side and may slam into you along the way.

When Holda returns to the ground, she does so in a devastating way: she will 
float high in the air and body slam onto the roof. This attack has a wide 
radius and is very difficult to avoid. Once Holda is on the ground, she 
doesn't stay still for a second. She will dash around on her chariot and use 
other nasty attacks.

Once she's on the ground, Holda will use a ramming attack or she will stop and 
the wheels on her chariots detach and spin around. She can also use her long 
lance to swipe at you or Gretchen.

The only time you can damage Holda is when she is grounded. You can try using 
Maar's Lance when she's flying through the air, but she doesn't stay still 
long enough for you to score an accurate hit. Once she is on the ground, run 
up and use whatever Witchcraft you have. Since Maar's Lance isn't that useful 
here, I went with Mag Mell's Rose, Vlad's Impaler, Enoch's Hammer, and 
Halifax's Blade. Using complex combos usually keeps her from moving and can 
remove chunks of her health.

The one good part about this boss fight is that when Holda flies around the 
arena, you are given free time to heal Gretchen and restore your Witchcraft 
for later use. It helps break up the chaos when she's on the ground and 
fighting.


- Part 2 ---------------------------------------------------------------------

This battle is broken up into multiple parts. Once you deplete Holda's health
bar, the floor collapses and ends up inside the burning tower. The battle 
strategy changes now that Holda is without her chariot.

Holda nearly isn't as mobile as before, but the incredibly small fighting area 
shifts the advantage back into her favor. She is a truly massive individual 
and takes up a quarter of the floor, and her lance attacks can cover almost 
the entire floor.

Holda can use her lance to impale either Gretchen or Heinrich. Targeting 
Gretchen causes her health to slowly drain, so run up and begin slashing away 
at her to end the attack. If Heinrich is stabbed, repeatedly tap A to free 
yourself. She can also stab the ground, which creates pools of lava and can 
potentially burn Heinrich or Gretchen.

Since the boss doesn't move around as much, capitalize by getting right in her
face and never settling down. Unleash Witchcraft after Witchcraft and you 
might be able to score some crucial finishers. Also, Knight's Fury or Witch's 
Embrace is killer here and can almost defeat Holda in one go. 

As the battle nears the end, Holda will begin protecting herself with her 
shield. In order to leave her vulnerable and open to attack, use Witchcraft on
her. Maar's Lance seems to be the best way to get the boss to lower her shield
because you can aim and immediately target her. Sometimes she will jump off of
the hanging platform and firebomb the place, so pick up Gretchen and avoid the
glowing shadows that appear.

And of course, the QTE for this fight (warning: it's longer than the others!)

-> A
-> Left Stick (Left)
-> Left Stick (Right)
-> Left Stick (Up)
-> B (tap repeatedly)
-> Y
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

No huge rewards for defeating Holda. Womp womp...


==============================================================================
 3.08] EPISODE 8                                                        [0308]
==============================================================================

- He Who Desires Eternity ----------------------------------------------------

After the cutscene, the two heroes will face off with a Homunculus Cradle. 
Homunculi will jump out from the ground and pursue you. While it's important 
to limit the number of monsters onscreen, your main target is the Homunculus 
Cradle on the ground that's creating the creatures. At some point, make sure 
to grab the LOST PAGE near the first statue on the left.

Two more Homunculus Cradles appear and begin spitting out Homunculi once 
you've downed the first one. A cutscene begins once you wipe out all enemies, 
and Faust decides to challenge Heinrich and Gretchen on the spot.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Faust

Do not be fooled by Dr. Faust's appearance - while you have been battling 
abominations and other menacing monsters, this human is still a threat to the 
two of you. Faust is incredibly fast and can parry your attacks with ease. He 
is great at dodging scythe strikes and other physical attacks and usually 
retaliates with a swift counterattack.

Most of Faust's attacks are basic sword attacks. He does have a lightning-fast
charge that can be avoided by rolling to the side. The boss also has a charged
swing attack that can knock you off your feet. This battle tends to be cheap 
at times because Faust is capable of hitting you right off the bridge to your
death. If possible, try not to stray near the sides of the bridge too much.

It can be difficult to target Faust as Heinrich alone, so you will need 
Gretchen's Witchcraft to stun the boss so you can go in and follow up with 
your scythe. Mag Mell's Rose and Enoch's Hammer are very useful, but Maar's 
Lance is surprisingly powerful against Faust. Just make sure you don't miss, 
because he is a fast one.

Once you have depleted around half of the boss's health, he creates two clones 
of himself. The clones do not glow like the real thing, so you can tell them 
apart easily. They tend to go after Gretchen while the real deal focuses on 
Heinrich, so try to break up the doppelgangers if they gang up on your witch 
buddy. They can be dispatched easily and leave behind Souls and Witch Points 
just like any normal enemy.

As you continue whittling down Faust's health, he will create more clones; 
this time he spawns four of them. Using wide-range Witchcraft will help defeat
them, as will Knight's Fury or Witch's Embrace. The battle doesn't change 
otherwise. The difficulty from this battle stems from Faust's ability to knock
you off the bridge for the easy kill. His attacks otherwise aren't very strong
and he himself does not have a lot of health.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Faust leaves after the fight and the two refuse to chase after him. Time to
focus on the remaining witches again.


==============================================================================
 3.09] EPISODE 9                                                        [0309]
==============================================================================

- The Entangled Castle -------------------------------------------------------

Heinrich and Gretchen stumble onto Rapunzel's castle. Rapunzel was the only 
witch that wasn't executed, but she ended up committing suicide after hearing 
the fate of her sisters.

Walk up the slope to the main entrance. The door to the left and the one 
straight ahead are both sealed shut, so go down the hallway to your right. In 
here, you must battle several Thunder Phantoms. Like their phantom brethren,
these foes float in the air and use their staff to shoot projectiles. Unlike 
their counterparts, Thunder Phantoms can teleport and are incredibly obnoxious
as a result. Once the Thunder Phantoms have been exterminated, walk up the 
path and go through the door.

Clear out the trio of Homunculi before moving on to the next room. You appear 
to be in some sort of basement, since it's dark and very damp. And like many 
basements around the world, you'll find spiders! A group of Arcanids drop down
from the ceiling and attack. These nasty buggers are quick and can shoot 
clumps of hair at you. If you're trapped in a ball of hair, tap X to free 
yourself. If Gretchen gets stuck, then slice up the hair with your scythe.

Go down one of the passages to find a LOST PAGE, then return to the main 
chamber and kick open the door nearby. Fight some more Arcanids in the hall 
and in the room ahead. You can open the door on your left to enter a 
storeroom, but there's nothing inside other than a few Homunculi. Head to the 
right and slip inside the wine cellar. Some Arcanids will jump out of the wine
barrels on the wall, but if you open the last one you'll find a LOST PAGE 
inside.

The door next to the wine cellar doesn't open, so return to the previous room 
and take the final door here. Back outside, the camera pans out to reveal an
exit high above you. However, a Sword Wight raises a bridge leading to the 
exit before confronting you. Kill it and the others that appear afterwards. 
Climb up the thorn wall and go up the stairs to reach the bridge. The controls
to lower the bridge are somewhere nearby, so return to the floor.

For now, open the big door here; this takes you back to the entrance of the 
level and was one of the closed doors you saw earlier. Go through the door and
climb up the thorns for a LOST PAGE at the top.

Head back through the door and go up the thorn wall right next to the door. 
Thunder Phantoms will appear across from you and coat the ground in 
electricity, so use Enoch's Hammer or Maar's Lance to defeat them from afar.
When you reach the hair bridge, go across to find the bridge controls. Lower 
the bridge and then use it to reach the exit.

The room ahead only contains a few Homunculi, so you don't need to enter if 
you don't want to. Follow the hallway and stomp the Arcanids, then make a 
right up ahead (there's only an empty room on the left). More Arcanids ahead,
so deal with them accordingly. Heinrich refuses to open the door on the right,
so instead go straight to find a Save Point.

More Arcanids will ambush the two of you inside the dining hall. Clear out the
pests before opening the next door to the foyer. After the short scene, you
must find a way to rescue Minukelsus, who has become trapped and needs your 
help for a staggering third time!

Run through the door under Minukelsus and slice apart the Arcanids. Go up the 
stairs and destroy the Homunculi to reach Minukelsus's position. From here, 
you can use Maar's Lance and other Witchcraft to defeat the Arcanids trying to
eat the poor fella. As thanks, he gives Gretchen Witch's Testament, which 
allows you to equip an extra piece of equipment. The equipment you use is 
totally up to you, but I went with Seal of Life and Seal of the Bond.

Now that there are no enemies lurking around, you can explore the foyer. Open 
up the double doors across from the central staircase. Smash the wagon and 
assorted rubble here for another LOST PAGE, then remove the barricade on the 
door to open up another route to the castle entrance.

Return to the foyer and take the stairs to the left of the double doors. Walk 
along the hair bridge near the balcony to find a bracelet containing the
Hildebrand's Sword Witchcraft.

Finally, ascend the central staircase and inspect the crank. You need a power 
source to work the crank and open the iron gate. Deal with the Arcanids that 
show up after, then backtrack through the dining hall to the door that 
Heinrich wouldn't open before. A Hammer Wight and Sword Wights open the door 
for you. Personally thank them by spilling their guts, then search the lower 
levels.

As you descend the staircase, open the first door to create another shortcut, 
then continue down and through the second door. Inside the sewers, kill the
Arcanids and Thunder Phantoms that reside here. Climb the ladder and open the 
floodgates to pour water into the waterway. Head back down and walk over 
towards the gears; you can now use the lever here.

With the water flowing and the gears churning, you can return to the foyer and
raise the iron gate. However, you can expect the trip back to be just as 
dangerous as the initial journey. Back in the foyer, your progress is 
interrupted by two Hammer Wights and a powerful Silver Sword Wight. Treat him 
just like the other Wights, but note that he is more durable than the others.

Raise the iron gate and kick open the door. Climb up the staircase, fight the 
wave of Arcanids and enter another dining hall. Thunder Phantoms hide in the 
corners of the room and electrify the floor while you fight the Hammer Wights 
and Silver Sword Wight. Try to deal with the wizard nuisances first with 
long-range Witchcraft before you tango with the guys on the ground. The door
on the left side of the room takes you to the end of the road.


==============================================================================
 3.10] EPISODE 10                                                       [0310]
==============================================================================

- Furious Lightning ----------------------------------------------------------

While you were expecting to locate and battle Rapunzel on top of her castle, 
Heinrich and Gretchen receive an unexpected interruption from another witch, 
Trendula.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Trendula

The boss fight against Trendula is something you have not experienced yet in 
the game, and it can be daunting at first sight. This hulking brute of a witch
is the size of the castle itself, so you must attack her from the rooftop 
while she stands next to the building. At the start of the fight, walk up the 
stairs on the right and smash the small tree on the platform for a LOST PAGE.

For the boss battle, you will be on a small portion of the roof: two square 
plots connected by stairs. The witch Trendula will attack you from above by
using mainly melee attacks, such as swiping the roof or slamming down on a 
section with her fist. These attacks can incapacitate Heinrich in one shot and
can also drain Gretchen's health down to a sliver, so it is crucial that you 
avoid these attacks.

Trendula's other attack gives you free time to carry Gretchen and heal both 
characters. She will glow blue and beams of light appear on the ground. Run 
away from these areas as Trendula fires lightning bolts down onto the roof. 
She usually repeats this attack two or three times in a row, so you can
completely refill Gretchen's health by the time she stops.

When the boss uses her fist slam attack, she leaves her hand on the roof. You 
can press A next to her fist to jump on top and begin attacking. The controls
get a bit clunky when you're walking on Trendula, so you'll likely end up 
falling off anyways. I wouldn't bother jumping on her fist to begin with; stay
on the ground and unleash Witchcraft while her hand stays on the ground.

Overall, this is a pretty easy boss fight so long as you be careful. Trendula
has the potential for some one-hit KOs, but it is easy to scout the attacks. 
Use Maar's Lance to attack the boss from afar, then resort to other Witchcraft
and Heinrich's scythe during her failed fist slam move.

Trendula escapes at the end of the fight, so you do not kill her here. As a
result, there is no quick time event.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

With Trendula out of the way for now, you must search for Rapunzel. Heal, then
walk up the stairs and proceed through the door. Back inside Rapunzel's 
castle, walk down the hall. The statues lining the hallway jump off their 
stands and attack. Surprise, they are actually Sword Wights!

Open the door at the end to enter the library. Trendula will ambush you once 
more by punching a hole through the wall. She will stand in front of the hole 
and punch into the room every so often, so make sure not to stand near the 
hole too much. Take out the Thunder Phantoms inside the library while avoiding
the angry witch.

Save your game, then search the rubble near the hole Trendula made for a LOST 
PAGE. Run down the hall and into the stairwell. Thunder Phantoms appear at the
top of each floor and shoot lightning down at you. Use Witchcraft on them, 
then start going up the stairs. Trendula issues another sneak attack along the
way, so be on your guard.

You'll come into another "statue"-filled room at the top of the stairwell. You 
know what to expect here. A few Thunder Phantoms join the fray here as well. 
Before leaving, make sure to destroy all the pedestals in the room... one of 
them on the opposite end of the room holds a LOST PAGE.

A tall spiral staircase awaits you. Slay the Arcanids at the bottom before 
making your way up the stairs. There are some hazards along the way, such as 
more Arcanids, Thunder Phantoms, and surprise punches from Trendula. There is 
a door at the top of the staircase, but make sure to take the SEAL OF THE 
HUNTER next to the door before continuing through.

Now that you are back outside again, run across the bridge to be interrupted
by you-know-who!


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Trendula

The fight takes place on a large rectangular walkway with interconnecting 
bridges along the way. There are towers at several points along the way that
can shield you from Trendula's attacks. One in particular is open, allowing 
you to go inside to hide and heal Gretchen.

Trendula uses many of the same attacks as the previous fight, including fist 
slams and lightning strikes. Since the fighting area is so much larger than 
before, the boss takes this opportunity to teleport around the arena, turning 
the fight into a game of cat and mouse.

The boss moves around by turning into a purple cloud and whizzing to another 
location. If she happens to fly through you, she will pick you up and crush 
you with her fist (follow the button command to free yourself). Sometimes she 
may grab Gretchen instead, which is a hell of a lot more problematic. You must
track down the two of them, then stand right underneath so you can use 
Witchcraft. Use any spell for Trendula to let her go.

The witch also uses a new attack where she charges a purple portal near her 
stomach and fires a giant gust of wind and lightning at you. This is her most 
powerful attack and the ability to knock Heinrich high into the air can lead 
to a lot of cheap deaths ala the fight against Faust. Since the walkways are 
so narrow, you may end up getting knocked off the bridge to your death just 
like in the battle against Faust. It can be very frustrating, so try to stay 
near so you can take cover behind them.

Just like before, Trendula can use her fist slam attack and leaves her hand
there momentarily. I would not suggest jumping on top of it, because you will 
likely fall off her hand and possibly off the walkway as well. Stand next to 
her hand while its immobile and use your strongest close-range Witchcraft, 
such as Mag Mell's Rose and Halifax's Blade.

Since Trendula spends so much time running away and generally staying out of 
reach, you may have to resort to using Maar's Lance a lot. The good news is 
that landing a hit drains a lot of the boss's health, so it's a very powerful 
Witchcraft to use.

At some point during the battle, Trendula will grab the bridge connecting the 
two ends of the rectangle, rip it apart, and throw it at one of the towers. 
This severely limits your mobility around the arena. There's no set point when
she decides to tear apart the arena. On one occassion, it happened immediately
after the fight began.

This boss battle can go on for a while because Trendula never really gives you
a fair fight. The only way to get her to use her fist slam attack is if you 
run in front of her and lure her into using it. As much as it helps to hide in
the tower the entire time, doing so won't give you a chance to hurt her. Run 
in front of her and get her to use the attack, then retaliate. Landing
Finishers REALLY helps as the fight rages on.

This is definitely the toughest boss battle so far. Trendula has a lot of
cheap attacks, and the network of walkways can make it difficult to find
Gretchen if you get split up. Plus, Trendula doesn't leave you much of an
opening to attack because she doesn't leave her fist on the ground as long
when she's almost dead. At that point in the fight, you may have to resort to
long-range Witchcraft in Maar's Lance or Enoch's Hammer.

As usual, after the pain-in-the-ass boss comes a QTE. Get ready!

-> Y
-> A
-> Left Stick (Up)
-> X
-> B (tap repeatedly)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

At least Trendula's death scene is really cool. With that diversion out of the
way, Heinrich and Gretchen can resume looking for Rapunzel.


==============================================================================
 3.11] EPISODE 11                                                       [0311]
==============================================================================

- To the Unforeseen Future ---------------------------------------------------

The episode starts off immediately with a fight. Several Arcanids, Hammer 
Wights, and a Silver Sword Wight enter the bottom of the spiral staircase and 
attack. Try to get rid of the pesky spiders first because they tend to go 
after Gretchen. At the next floor, you'll find some more enemies, including a 
Silver Hammer Wight: he is stronger than the average Hammer Wight, but 
otherwise nothing is different about him.

On the top floor, Heinrich and Gretchen run into a Gold Wight. This monster is
much tougher than regular Sword Wights and even the Silver Sword Wight. He has
a humongous sword and blocks and dodges your attacks more often. Keep your
guard up and use your most powerful Witchcraft on him. A LOST PAGE appears
after you destroy him.

A giant hair bridge extends from the side of the staircase. Walk across into
Rapunzel's chambers.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Rapunzel

Even sweet little Rapunzel stands in the way of Heinrich and Gretchen, as she 
turns into a hideous skeleton spider. Off the heels of the hardest boss battle
in the game, you are treated to arguably the easiest boss so far. Rapunzel 
isn't much of a fighter and tends to enlist in the help of her spider minions
rather than do the dirty work herself.

Rapunzel often begins the fight by climbing onto one of the walls or ceiling.
While off the ground, she can do one of two things: she usually uses this time
to spawn a cluster of Arcanids. Sometimes the boss will shoot strands of hair 
onto the ground in an arc; if you get hit, you must free yourself by following
the button command.

At first, Rapunzel sits back while you toy with the Arcanids that crawl after
you. There are only around six at a time, so it's manageable if you use 
Gretchen's Witchcraft against them.

However, as the battle goes on, Rapunzel begins using a sonic scream attack. 
While this attack does not harm you, it will reverse the game's controls. 
During this time you cannot lock onto enemies either, so fighting the Arcanids
becomes a chore. The move dissipates once all the spiders are gone. Once 
Rapunzel is nearing death, she will sing a song, which prevents you from using
Witchcraft until the Arcanids are all dead.

After she has used her hair missile attack or you've killed the Arcanids, 
Rapunzel drops to the ground. While on the ground, she has an arsenal of 
attacks. Most of the time she resorts to stabbing at you with her two front
limbs.

She can also step backwards, then leap forward in a lunge. Rapunzel can also 
shoot hairballs at Gretchen or Heinrich, just like the Arcanids. You must free
yourself if you get tangled up in hair. Rapunzel also raises her abdomen 
(which happens to be in the shape of her face) and smashes it into the ground,
causing pillars of hair to rise up around her. When you see this happen, back 
away so you don't get hit by the hair.

Aside from her abdomen attack, all of Rapunzel's attacks are incredibly easy 
to scout and she is also a slow mover. As a result, you can absolutely punish 
her with Witchcraft and other combos while she's in reach. By now, you 
probably (hopefully) have at least one Phase III Witchcraft, and those ones 
really pack a punch.

Once you have depleted Rapunzel's health, a QTE begins:

-> B
-> X
-> Left Stick (Right)
-> Right Bumper
-> Y
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

And that's the end of Rapunzel. Five down, one to go! For defeating Rapunzel,
you also earn the Scythe of Imperial Massacre.


==============================================================================
 3.12] EPISODE 12                                                       [0312]
==============================================================================

- The Witch's Enclosure I ----------------------------------------------------

Heinrich, Gretchen, and Minukelsus (surprise!) are sucked into an alternate 
dimension by Verderinde. In order to escape in time to prevent Faust from 
granting his immortal wish, the gang must split up. Gretchen goes alone, while
Heinrich is paired up with friggin' Minukelsus. At least he has a sword...

Minukelsus acts just like Gretchen: he is a computer-controlled AI, but you 
can hold the Right Trigger and use the face buttons to command him to attack. 
His attacks are weaker and generally are more close-range, but they recharge 
faster. You can also carry Minukelsus to restore his health, even though it's 
more of a comical piggyback ride.

Walk down to the first circular platform and defeat the Sword and Shield 
Wights. Go forward and kill the foes here at the dead end, then double back 
and follow the long walkway to reach a portal taking you to a new location.

As Gretchen said before, the Witch's Enclosure takes memories of the user and 
reflects them into the environment. As a result, the area here strongly 
resembles Rapunzel's castle. You start off in the sewer where you activated 
the floodgates, except it is mirrored. Exit the room to encounter a batch of 
Other-Worldly Phantoms. They look and act just like Homunculi, so you should 
not have your hands full here. Destroy them and proceed to the stairwell.

Ignore the first doorway and go to the top of the stairs for a LOST PAGE, then 
return to the doorway and continue through. Hopefully you recognize the 
layout... it wasn't long ago when you were here. There's nothing important in 
the wine cellar, so walk forward and make a right. A barrier prevents you from
going any further and you'll need to find a key to get through.

Take out the Other-Worldly Phantoms behind you and return to the wine cellar
to find the key. Unfortunately, it is being protected by a pair of Sword
Wights. Once they are out of the way and you have the Shard of Seals, bring it
to the barrier to continue through the dream castle.

You'll eventually end up in the basement where you first encountered Arcanids.
However, there are no spiders here; only a Silver Sword Wight and a Silver
Shield Wight. There's a portal on the other end of the room, but don't use it
just yet. Go up the stairs past it to ultimately end up in a room containing a
LOST PAGE. Return to the portal and head through.

You end up back in the dream world again. Use the Save Point in front of you 
and walk up the ramp. To deal with the Fire Phantoms, use you can use 
Minukelsus' long-range attacks (Right Trigger + Y and Right Trigger + A). 
Continue across the walkway towards the portal. Don't worry about the stairs 
that lead down below or the barrier next to you; just use the portal for now.

A pack of Dire Wolves ambushes the two of you as soon as you enter the realm. 
Fighting these enemies all at once can be tough, so make sure to utilize 
Minukelsus's strengths: he isn't as worthless as he's been made out to be. 
Pick up the Shard of Seals and return through the portal.

Use the key on the barrier next to you and climb up the thorns. As you head up
the slope, you'll see Gretchen on her path. Slip through the portal at the top
of the ramp.

As you walk forward down the alley, a Gold Wight appears behind you. Turn back 
around and face it. He's actually pretty easy with Minukelsus around; use his 
freeze bombs and regular bombs to put a real dent in his armor. Proceed down 
the alley and avoid the raining meteors just like in the flame-ridden town. 
Grab the LOST PAGE in the corner at the first turn.

Fight some Other-Worldly Phantoms in the street until you eventually reach the 
plaza where you battled the transformed Straeggele. The portal here disappears 
as a trio of Other-Worldly Phantoms step forward. Another wave of them 
appears, so continue bashing skulls until you can go through the portal. 


==============================================================================
 3.13] EPISODE 13                                                       [0313]
==============================================================================

- The Witch's Enclosure II ---------------------------------------------------

As you might expect from the episode title alone, this episode focuses on 
Gretchen's journey through the Witch's Embrace. For the first time in the 
game, you will not have control of Heinrich. Gretchen can attack with X and Y 
and also use her Witchcraft. Since you do not have Heinrich with you for 
protection and healing purposes, you must convert Witch Points into health. Do
so by holding down the Right Bumper. Gretchen is far more fragile than 
Heinrich, so you must be very careful during your quest.

Since finding Witch Points is benefitial here, look for the green staves 
scattered around the dimension. When broken, they drop Souls and Witch Points.
Head up the ramp towards another platform. The circular door on the right does 
not open, and there are two paths to take on the left.

For now, go down the flight of stairs. You will get a taste of your first 
combat, when two Sword Wights appear. Make sure to equip Witchcraft again, 
since they get reset at the start of the episode. Also note that you cannot 
use Witchcraft that normally involve Heinrich, such as Maar's Lance and 
Halifax's Blade.

Climb the wall of thorns and head through the door to find a LOST PAGE. After 
you pick it up, a pair of Shield Wights show up. Defeat them both and continue 
forward to end up at the closed door from before. Now back at the fork, take 
the other flight of stairs up.

Kill the two Sword Wights and then move forward to find some Hammer Wights at 
the next platform. If you find combat to be extra hard, try aiming for cheap 
kills, such as knocking enemies off the edge. Pressing Y to use your heavy 
attack works best. You can also use Witch's Embrace as a last resort. Climb up
the thorns and go over to the door. Enter the portal on the other side.

The dream realm is identical to the town that Holda was destroying. Stay in 
the canal for now and enter the sewers. Slay the Other-Worldly Phantoms and 
continue straight ahead to discover some new equipment: the SEAL OF WISDOM. A 
couple Fire Phantoms show up afterwards, so destroy them and exit the sewers 
the same way you came in.

Climb the ramp and start moving down the street. Avoid the giant spike 
crushers alongside the walls here, as they result in an instant death. Up 
ahead, a pair of Shield Wights and then a pair of Hammer Wights are thrown in 
your way. Once you come out on top, walk forward to trigger the appearance of 
a barrier. Time to look for a key.

Fall down through the manhole and follow the path. You should see a turqouise 
void on the other side of a gate; you'll get there in a minute. Make a left 
and climb up the ladder, then stay to the right at the next intersection.
Exterminate the Other-Worldly Phantoms and you will locate the SEAL OF RAGE at
the end of the hall.

Backtrack to the previous fork and head the other way to reach a ladder. 
Ascend the ladder to the key, which is conveniently being protected by a 
Sword, Shield, and Hammer Wight. Once the coast is clear, take the Shard of 
Seals key and make your way back to the barrier.

As soon as you jump down back into the sewer, a Gold Wight appears behind you. 
This freak can kill you in one hit, and as Gretchen suggests, it would not be 
wise to try and fight it. Flee from the Gold Wight as you run through the 
sewers back to the barrier. Prevent him from gaining any ground on you by 
using Colchis' Trap and get the hell outta dodge.

Lower the barrier and go forward. A ton of Fire Phantoms show up, so use your 
Blast on them (press B) to easily dispose of them. More Sword Wights in the 
next area, including a deadly Silver Sword Wight! Break the staves surrounding
the area for some Witch Points. Watch the short scene in the next room, then 
begin backtracking.

Pass by the spike crushers again and kill a few more Fire Phantoms to make a 
wall of thorns appear. Climb up and run past the spike crushers up here to 
view a cutscene. Take out the Hammer Wights and Silver Hammer Wight as a 
portal appears out of nowhere; go through.

Now you are back in the regular dream world. Pull open the door and defeat the 
Sword Wights on the other side. A barrier rises to the right, so proceed to 
the left. A trio of Hammer Wights stands before you and a Save Point. Save 
your game afterwards and use the portal here. You must endure several waves of
Other-Worldly Phantoms before the Shard of Seals becomes available to you.

Use the key to break through the barrier. As usual, there are plenty more 
Wights along the way. As you try to reach the end of the walkway, lightning 
bolts will rain down from the sky. Weave your way through the lightning storm 
to the portal at the end.

Gretchen ends up in a mirrored version of the snowy mountaintop. Thunder 
Phantoms strike as soon as you go through the portal. They're especially 
annoying without the use of Maar's Lance, so use Gretchen's Blast attack and 
other Witchcraft. Climb up the patch of thorns on the other end of the area to
find new Witchcraft: Elizabeth's Fangs.

Jump down the side of the mountain while dodging lightning bolts to come to 
the broken bridge. Remember this scene? Walk past the bridge and take out the 
Ice Phantoms while you follow the trail to a cave. The cave is crawling with 
monsters, such as Ice Phantoms and Other-Worldly Phantoms.

The area isn't any less safe once you exit, as you are forced into a battle 
with some Sword and Shield Wights. And after that, some Silver Shield Wights! 

If you remember the original version of this place, you should know that there 
is a second cave next to the one you just came out of. However, there is no 
need to go inside. Instead, use the thorns near the cave entrance and run up 
the slope. A huge group of Other-Worldly Phantoms is the last thing that 
stands in your way from the exit.


==============================================================================
 3.14] EPISODE 14                                                       [0314]
==============================================================================

- The Witch's Enclosure III --------------------------------------------------

Yeah, you're still not done here. Back to Heinrich and Minukelsus. Use the 
thorns on the right to reach the upper ledge and attack the two Shield Wights 
on the next platform. In front is a barrier, and to the right is a portal. You 
know what to do. Gang up on the Gold Wight and watch out for the raining 
fireballs as well. Attention: before you head back through the portal, make 
sure to take the LOST PAGE in the corner of the island beforehand!

You'll end up back where you were, but now there's a portal back at the level 
entrance. Head over to the portal (there are more enemies along the way, of 
course) and go through. Survive several waves of Other-Worldly Phantoms and 
the key will be yours.

With the Shard of Seals, make your way to the barrier. As for the Fire 
Phantoms along the way, use Minukelsus' freeze bombs or fire bombs. Run up the
ramp and try to withstand the meteors here as you try to make it to the portal 
ahead.

You end up inside the flame-ridden town. Kill the various Wights and Fire 
Phantoms. Enter the canal and into the sewers. As soon as you make your way 
inside, a tidal wave pours into the sewer and flushes the two of you away.

For now, Heinrich and Minukelsus are split up. Defeat the two Sword Wights and 
the Other-Worldly Phantoms deep inside the sewer, then take a left at the 
intersection to find Minukelsus being harassed by some monsters. Save him from 
his pursuers and he'll give you a LOST PAGE that was dropped by one of the 
monsters.

Go through the canal and head up the ramp nearby, then navigate through the 
spike crushers. You're best off carrying Minukelsus through. Take out the 
assortment of enemies in the plaza. Enter the street. You don't have to bother
going through the open doors, since it leads to a dead end and more enemies. 
Instead, go down into the canal for a cutscene.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Shadow Gretchen

Grab the LOST PAGE to the right of your position when the battle starts. It 
should be against the corner of the room.

The black cloud that has been following you around for the past few levels has 
taken the form of Gretchen. Shadow Gretchen possesses all the properties of 
the real thing, such as her melee attacks and Witchcraft. Unlike the real 
Gretchen, this doppelganger can also teleport around the arena.

This fight can be tough, because Shadow Gretchen has many of the powerful 
Witchcraft that you have been using through the duration of the game. She can 
use Vlad's Impaler to skew you or Minukelsus, Enoch's Hammer to slam down on 
you from above, and she can also lay down Colchis' Traps for you.

Colchis' Trap and Enoch's Hammer are probably the two easiest Witchcraft to 
avoid; the former takes the form of red pools on the ground, so just don't 
walk through it, and the latter floats above the plaza and only drops down on 
you if you run underneath. However, Vlad's Impaler and Mag Mell's Rose can 
come out of anywhere and are tougher to dodge.

In addition, Shadow Gretchen can also summon two Sword Wights as protection.
You should probably take these creatures out before you resume targeting the
boss. Have Minukelsus use his freeze bombs to freeze them solid; one blow will 
shatter them.

You should be able to breeze through this boss fight because it is very easy 
to deplete Shadow Gretchen's health. She isn't very durable and you can easily
trap her in a corner and beat the tar out of her. Some of Minukelsus' attacks
are incredibly powerful and the ragtag team of Heinrich and Minukelsus should
have their way with her.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After the fight, Heinrich and Minukelsus destroy the key stone. You also 
receive the Book of Unification, which allows you to use Knight's Fury for a 
longer period of time. Now to see how Gretchen is faring...


==============================================================================
 3.15] EPISODE 15                                                       [0315]
==============================================================================

- The Witch's Enclosure IV ---------------------------------------------------

Part four of the journey through the Witch's Enclosure... you're almost done! 
Take control of Gretchen and run up the staircase and execute the two Shield 
Wights and the Silver Shield Wight. Go up the thorns, open the door, then 
defeat the various Silver Wights.

Since there is a barrier to your right, you can enter a portal on the opposite 
side of the platform. But before you do, open up the other door to find a 
second portal and a Save Point. Backtrack to the first portal and move on 
through. Take down the assortment of Phantoms in the room to make the SEAL OF 
SOULS appear. Ride the portal back through, then use the portal near the Save 
Point.

Groups of Wights rise from the ground, three at a time. At first, you just 
have to deal with the regular kind. The next wave consists of Silver Wights, 
and the final wave is made up of a single Gold Wight. The lightning bolts that 
hit the ground likely give you as much trouble as the enemies themselves, so 
watch out for the blue beams of light that appear on the floor.

The Gold Wight is the toughest enemy by far, so keep your distance and use 
some powerful Phase III Witchcraft on him. Unlike the one in the earlier 
episode, he won't kill you in one hit. The fight will take you a while, so all 
you can really do is hit him with all four Witchcraft, then run away until 
they can be used again.

Grab the Shard of Seals after the Gold Wight is dead and return through the 
portal. Save your progress again and drop the barrier before running up the 
stairs towards some Other-Worldly Phantoms. As you make your way up the ramp, 
you'll spot Heinrich and Minukelsis on their separate path. Pull open the door
to reveal another portal you can take.

You end up inside Holda's tower. Jump onto the central platform for it to act 
as an elevator. As it slowly moves up the tower, multiple types of flying 
Phantoms keep you busy. Take care of them all and wait for the elevator to 
stop and let you off.

During your ride up, you might have noticed one of the turquoise void things 
on a staircase. In order to reach it, drop down in one of the holes to end up 
at the bottom of the tower and take the stairs. Along the way, Fire Phantoms 
and Thunder Phantoms attack, but you can easily defeat them with Gretchen's 
Blast. Continue up the stairs to reach the void and inspect it to receive the
Fafrotskies Rain Witchcraft.

Since you cannot get back up to the elevator from here, find a hole and fall 
down to the bottom. The elevator will be waiting for you, so ride it back up 
to where you once were. Fight plenty more Fire and Thunder Phantoms as you 
proceed up the side of the tower via the stairs. Climb the ladder at the end 
to the rooftop.

Just like how Heinrich and Minukelsus fought an evil clone of Gretchen,
Gretchen encounters a Heinrich doppelganger.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Shadow Heinrich

There's a LOST PAGE for you to collect on the rooftop. It's in one of the 
corners; I believe on the opposite end from where you start off.

You can probably expect the nature of this boss fight against Shadow Heinrich.
The boss acts just like Heinrich, and you should know what to expect 
considering you have been controlling and using his powers for the entire 
game. The only new technique Shadow Heinrich can use is the ability to 
teleport around the room, just like the other guardian.

Shadow Heinrich doesn't have too many attacks, nor is he flashy like Shadow 
Gretchen. He can only use basic scythe strikes, so he has no long-range 
attacks. That puts him at a severe disadvantage, and coupled with his 
lumbering jog, you won't have a hard time keeping your distance from him.

What makes Shadow Heinrich dangerous is that he is strong, and most of his 
combos are very long. If you get hit, you likely won't be able to escape and 
you'll have to endure the entire combo. So it can be pretty easy to avoid most
of the boss's attacks, but make sure that you do. Getting stuck in one combo 
can be incredibly hazardous to your health.

The fight is a bit tougher than the one with Shadow Gretchen, but this is 
mainly due to Gretchen being much weaker than Heinrich and Minukelsus (even 
with your arsenal of Witchcraft). Shadow Heinrich has a lot of health and he 
often teleports out of your Witchcraft, making it difficult to nail a direct 
hit on the bastard. I noticed that he often escaped from Mag Mell's Rose and 
Vlad's Impaler; go with Colchis' Trap instead.

Keep your distance and use the same tactics as you did against the Gold Wight.
It's time-consuming, but all you can really do is use your Witchcraft, then 
run away until you can use them again. I found that many of the "Extra" 
Witchcrafts were incredibly useful not just in this battle, but through the 
course of the game. Fafroskies Rain is pretty good, but Elizabeth's Fangs and 
Hildebrand's Sword are especially great.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Gretchen topples the second key stone, and all is well again.


==============================================================================
 3.16] EPISODE 16                                                       [0316]
==============================================================================

- Cutting Ties ---------------------------------------------------------------

Verderinde is the last obstacle standing in your way in the Witch's Enclosure.
So with that, the battle begins.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Verderinde

At some point during the boss battle, look around the perimeter of the 
circular arena for a LOST PAGE.

Verderine is a royal pain in the ass. She is incredibly fast, flies around
just out of reach of most of your Witchcraft, and has a large arsenal of 
powerful attacks. She is definitely a force to be reckoned with (but I still 
think Trendula is the most challenging boss so far, sorry!).

For starters, Verderinde can use some of the same Witchcraft as Gretchen, such
as Vlad's Impaler Enoch's Hammer, and Colchis' Trap. However, they are more 
complex versions (for example, the boss will release a circle of blood-red 
Colchis' Traps that spread outwards).

Most of the boss's moves are fast, elegant, and hard to scout. She can fire a 
red laser beam while flying in the sky (probably her most common attack and is
often used if you are far away from her), glow red and slam down to the 
ground, and rip the "wings" off her staff and throw them at you. Verderinde 
can also shoot a larger laser cannon, but it only occurs when she is standing 
on the ground. She also has a few melee attacks and can create a shockwave 
when standing.

Verderinde doesn't spend much time on the floor, so you will have to knock her
out of the skies. This is best executed with Maar's Lance: find a point when 
she isn't moving around as much (usually after using her laser beam), then 
point and throw. Maar's Lance not only removes a big chunk from her health 
bar, but also keeps her grounded for a short while.

Capitalize by pummeling her with Witchcraft. The boss often blocks Heinrich's 
scythe with her metal wings, so you usually need to stun her first with other 
Witchcraft before you can hack her apart. Also, like Shadow Heinrich, 
Verderinde has the annoying tendency to teleport midway through a Witchcraft 
to avoid taking damage. Try to use quick-burst Witchcrafts that can refill 
faster, such as Elizabeth's Fangs and Fafrofskies Rain. Using Phase III 
Witchcraft takes too long to reuse.

Once the boss gets back on her feet and is up in the air, pick up Gretchen to 
heal any wounds and wait for the chance to use Maar's Lance again. It is a 
pretty simply cycle and it shouldn't take very long for you to put her down; 
even shorter if you use Knight's Fury or Witch's Embrance along the way.

Once Verderinde has no health left, get ready for a QTE.

-> Y
-> Right Bumper
-> B (tap repeatedly)
-> Left Stick (Right)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Hah, that was cool. Like Russian dolls from hell. Anyways, another cutscene
follows right after. Sad, sad stuff... :(


==============================================================================
 3.17] EPISODE 17                                                       [0317]
==============================================================================

- Walpurgis Night ------------------------------------------------------------

There are some cool effects on the Brocken mountain. Love the weird stringy 
yellow objects. Follow the straightforward path towards a Homunculus Cradle 
and some Homunculi. Of course, take care of the Homunculus Cradle first before
worrying about the others.

You will encounter some Stonesouls on the trail. These foes aren't very strong
despite their tough exterior. The trail is lined with overhanging rock 
structures that will tumble onto the path as you pass by. Try to do a little 
fake-out by running under the rocks, then stepping backwards so the crumbling 
rocks don't collapse on top of you.

Defeat the Dire Wolves and climb up the thorn wall to find another group of 
Stonesouls. Drop down off the other side and dodge some more falling rocks as 
you make your way down the trail. Fight some more Stonesouls and a Homunculus 
Cradle, then go around the corner. Heinrich and Gretchen plummet through the 
floor into a cave.

Use the Save Point in front of you, then smash apart the rocks in your way and
climb up the thorns. Take out a bunch of Stonesouls and hug the walls near 
your next route. A wall of thorns should rise up along the wall. Climb up the 
series of thorn patches and go across the narrow ledge to find the LOST PAGE.

Return to the thorn walls and fall down. Continue down the road and you'll 
eventually reach another thorn wall. At some point, you will be pretty high up
on the mountain. The path in front of you is filled with hazards such as 
boulders blocking your way and crumbling rock structures.

Kill the Dire Wolves and two Homunculus Cradles in the next chamber for a 
quick cutscene.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Stone Giant

This Stone Giant is identical to the Burning Giants you fought earlier in the 
game. It has a health bar, but it's more of a mini boss than anything. It 
generally has the same moves as the ones fought in the burning city: it can 
punch you, create a shockwave attack, and also shoot rocks at you. Follow the 
same battle strategies for the Burning Giant fights. Remember, you can deal 
more damage to the Stone Giant when it falls apart and begins to piece itself 
back together.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Once the monster is downed, you will gain entrance to the ruins.


==============================================================================
 3.18] EPISODE 18                                                       [0318]
==============================================================================

- The Witches' Ruins ---------------------------------------------------------

Well, this place looks fun. Dr. Faust's servant traps the two inside the 
Witch's Shrine. The old ruins are filled with traps to keep intruders out, 
such as spikes and other crushers. Watch out for the crushers from the ceiling
and the walls in the hallway.

In the next room, the floor collapses and the group falls into a sand pit. The
sand current will drag you towards the razor trap on the far end of the room, 
so walk against the current as you fight the enemies so you aren't dragged 
into the trap. It will disappear once all enemies are dead, and three thorn 
patches appear.

With your back against the one wall that doesn't have any thorns: the right 
path leads back to the entrance. Climb up the vines straight ahead to reach 
the very beginning of the ruins. Like, the actual entrance. If you try to exit
the ruins, Gretchen scolds you. There's also a Save Point here and a pedestal 
where the strange object originally was, before Dr. Faust's servant took it.

Back at the fork, climb the thorns on the left and you will enter another 
enemy-filled chamber and another split path. Head to the right to reach a dead
end containing several statues. Some of them come to life as Silver Sword 
Wights. Wipe out all the enemies and destroy the pedestals for a LOST PAGE.

Go back to the previous chamber and head down the other passage. Get past the
crushers and climb the thorns; open the gate at the top.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Soul Hunter

Another mini boss! Yep, it has a health bar, but it certainly isn't as tough 
as the real bosses you have fought in the past. First things first, kill the 
two pesky Fire Phantoms in the corner of the room. All they do is stand there
and shoot fireballs at you. It's annoying.

The Soul Hunter has a very large scythe (bigger than Heinrich's!). He can 
slice you from a great distance and also use it to create projectiles. The 
boss can create a red disc that spins around his body, almost like a shield.
If you get too close, the Soul Hunter may pick you up and drain your life 
force. This can also happen to Gretchen rather than Heinrich, so watch out. He
can also teleport around frequently. However, the boss doesn't have much 
health and you can put him down after a few Phase III Witchcraft.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Grab the Spirit Crystal from the pedestal. This magic crystal can control 
devices, such as the bridge that collapses at the ruins entrance. Lug it back
to the Save Point at the entrance and place it on the pedestal to reform the 
bridge. Well, partly.

The bridge leads you to another pedestal and a new hallway. You don't have an 
extra Spirit Crystal, so enter the hall in search for another. There's a razor
trap that spins around the hall, so maneuver past it to encounter three Silver
Hammer Wights in a square room. Once they're dead, you are presented with 
three options.

Don't bother going straight ahead, because it's just a wall at the end. A gate 
to the right blocks your progress, so the only other way is to the left. Run 
past the razor traps and destroy the Stonesouls, then walk into the hall. For 
now, go to the left and defeat the Silver Wights and continue through to the 
next chamber.

You will find several Silver Wights and a Gold Wight, so make things easier on
yourself and use Witch's Embrace. Otherwise, you're in for a fight. Clear the 
room out to discover a LOST PAGE hidden inside one of the statues. There are 
more razor traps along the way, but eventually you reach another sand pit.

Vanquish the enemies first, then decide where to go. The thorns to the right 
ultimately lead you back to a previous location, so there is no need to go 
down that route. Instead, climb up the thorns straight ahead from where you 
entered. Yeah, Gretchen wasn't kidding when she said there are "several paths"
to take in the Witch's Shrine...

Open the gate and do battle with another Soul Hunter. Grab the Spirit Crystal
and bring it back to the bridge; use the other gate here for a shortcut back.
The walls open up, giving you access to a new section of the ruins.

Fall down in the hole and defeat the Homunculi, then head down into the tunnel
to enter into a sand pit. There's a Gold Wight residing inside, so you're in 
for a tough task. The razor traps around the perimeter actually help you out 
and can damage the monster.

Three thorn patches sprout up, just like usual. If you haven't used the 
in-game map yet, you'll certainly have to in this level. One path brings you 
back to where you were, and a second route leads you to a previous area. Take
the only other route available.

There's a new trap in the third section of the ruins: laser traps. The floor 
tiles will glow before a laser beam shoots up from the floor to the ceiling. 
Time your steps and climb up the thorns at the end.

A Stone Giant lumbers after you as you make it to the top. You cannot fight,
so run! Run away from the huge monster until a boulder drops down behind you
and seals the path off. Climb up the two thorn patches next to you and grab 
the LOST PAGE at the top, then jump back down and walk along the road.

The Stone Giant appears again, but this time there's nowhere to run. After
destroying it, continue forward past some more laser traps and monsters. 
Proceed through the gate at the end to locate the third Spirit Crystal. Of 
course, you must destroy the Soul Hunter protecting it first.

Move through the hallways and you'll soon come to another hall containing 
statues. However, none of them are decoys. Still, smash them all to bits to 
find a LOST PAGE hiding inside one of them. Place the third Spirit Crystal in
the pedestal just past here to finally reach the exit...

...but you're not done just yet! Faust's servant is waiting for you, and
transforms into something much more menacing than an old man!


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Giant Homunculus

Faust's servant has morphed into a strange, disfigured worm monster with 
hands. All I know is that it is some type of Homunculus. Nevertheless, ignore
it from the start and focus on the two Homonculus Cradles in the corners of 
the room; they continue spawning Homunculi and only make this fight harder 
than it is if left unattended.

The Giant Homunculus does not move at all and will stay on the opposite end of
the cramped room. If you stay away from the monster, he will spit globs of 
acid at you. These stain the floor and anyone who steps on the sizzling 
mixture will suffer long-term damage. The boss can also stick his tongue out 
and grapple either Heinrich or Gretchen. He can also stomp the ground with one
of his two arms if you get too close.

This boss battle is very easy and should not take you long at all. The Giant 
Homunculus is really slow at attacking and you can interrupt most of his moves
with Witchcraft. Just like the Straeggele boss fight, use Vlad's Impaler to 
stab one of his arms to keep him immobilized. From there, unleash Witchcraft 
and melee combos while he's stuck. The boss won't be able to withstand more 
than a few rounds of this.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After that annoying setback, Heinrich and Gretchen are set on Faust and are
nearing ever so close to his whereabouts.


==============================================================================
 3.19] EPISODE 19                                                       [0319]
==============================================================================

- An Old Score To Settle -----------------------------------------------------

Before you go anywhere, turn around and make sure to pick up the LOST PAGE 
behind you. Walk up the floating staircase. At long last, Heinrich and
Gretchen have confronted Faust again. 


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Faust

The boss battle against Faust comes in a number of forms, and they all take 
place at the top of the staircase.


- Part 1 ---------------------------------------------------------------------

Dr. Faust fights you in his regular human form, though this battle is nothing 
like your first duel. Faust has all new attacks, and more importantly, there 
are no cheap deaths. He doesn't use as many melee attacks as before and relies
heavily on alchemy and other spells.

Faust can still use sword strikes, as he usually strings together a short 
combo. With one of his magic spells, he casts a golden ring around you that 
follows you wherever you go. After several seconds, it wraps around you and 
explodes. If you're quick, you can roll to avoid the ring as it collapses 
around you. Sometimes Faust will jump high in the air and plunge his sword 
into the ground, resulting in an explosion.

The most obnoxious technique by Faust is the ability to heal himself. He 
stands hunched over and protects himself with a bubble shield as he begins 
regaining health. As far as I know, nothing can pierce the shield; I've tried
a lot of Witchcraft. I think you just have to endure it. Like your first 
fight, Faust can also create clones of himself to pester you.

I'm not sure if this is very common, but I have experienced a few glitches 
during the first part of this boss fight. In both occassions, Faust could not
move or attack. He would just stand there and do absolutely nothing. Out of 
the two occassions this happened, the first time I could not damage him and 
had to restart the level, but the second time I could hurt him. So I literally
stood next to him and unleashed all hell and he didn't do a damn thing.

Regardless, this first form is just the tip of the iceberg. Faust uses the 
shards of the Anima del Monde to turn into a hideous crab monster.


- Part 2 ---------------------------------------------------------------------

Faust may look like a handful, but he is seemingly holding back during this 
portion of the boss battle. He is slow moving and only has two attacks. First,
he shoots a laser into the air, then the floor around you begins glowing. Like
the laser traps in the previous level, the floor will erupt in a huge beam of 
light, so avoid the glowing portions. He can also stomp the ground with his 
many legs if you walk underneath him.

Your target is Faust's main body, which is an outgrowth on the chest of the 
golden crab monster. Maar's Lance is really the only Witchcraft that can 
penetrate him up there; lock on and make sure to scroll through with the Right
Analog Stick to lock onto Faust.

This strategy would take forever, so you must find a new tactic. Hack away at 
Faust's thick legs with your scythe and Gretchen's Witchcraft. Watch out for 
when he tries to crush you or possible laser beams. Elizabeth's Fangs, Vlad's 
Impaler, and Mag Mell's Rose are great choices here. 

When you beat up on his legs enough, Faust collapses. Press A next to his 
downed body to jump on. Run over to Faust's human figure and begin slashing it
while Gretchen uses some long-range Witchcraft (Enoch's Hammer). This will 
deal a lot of damage, and Faust eventually shakes you off. You can even pull 
off Finishers if you're lucky.

You'll have to follow a QTE once Faust runs out of health. It's a short one, 
though!

-> Left Stick (Right)
-> B


- Part 3 ---------------------------------------------------------------------

Faust isn't kidding around now, and he gains a gigantic trident for the third 
part of the fight. Look around the arena for a LOST PAGE; it's usually close
to the center of the floor. It only appears during the third phase.

With the boss's new form comes new attacks. Faust swings his trident back and
forth; the thing has great reach, so you must be really far away to not get 
hit. Probably his most used attack; Faust will leap in the air and crash down 
with his trident, creating a miniature earthquake. Quakes radiate around him 
like a star.

When three of Faust's legs begin to glow, ignore them and target the other 
legs. They are encased in a protective shielding and take a lot of Witchcraft 
to break, so just attack the other ones. His laser beam spell is also improved
so that three or more laser beams appear in succession rather than just one.

Despite his new moves and appearance, your method of attacking Faust is the 
same. It is more difficult that the last part, because it takes more effort to
knock Faust off his feet and his attacks are harder to dodge. You will be 
spending more time trying to heal Gretchen during this phase. I'd recommend 
equipping the Seal of the Bond in addition to the Seal of Life.

Beware of getting incapacitated; the boss doesn't regularly focus on Gretchen,
but he will snatch her up and begin sucking her health away if you become 
incapacitated. Quickly regain your composure, then hit one of Faust's legs to 
make him drop her.

As for Witchcraft, I suggest Elizabeth's Fangs, Vlad's Impaler, Maar's Lance,
and Enoch's Hammer. The first two help take out Faust's legs. Once he is down,
use Maar's Lance on his main body before jumping on him. Gretchen can use 
Enoch's Hammer from the ground; what's good about this Witchcraft is that it 
can hit Faust's main body and also provides Finisher opportunities, which are
incredibly useful in this stage of the battle.

This is the final part of the fight, so the QTE that follows seals the deal.

-> Y
-> Right Bumper
-> A
-> Left Stick (Left)
-> Y
-> X (tap repeatedly)
-> Left Stick (Down)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Voila! The evil Dr. Faust is no more and the world is saved. But they wouldn't
end the game on an odd-numbered amount of episodes. There's gotta be an 
Episode 20, right?!


==============================================================================
 3.20] EPISODE 20                                                       [0320]
==============================================================================

- A Battle of Belief ---------------------------------------------------------

This is kinda expected... I knew Verderinde wasn't done for after that 
incredibly anticlimactic death scene back when you beat her.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Verderinde

Now that Verderinde has the Anima del Monde in her possession, she plans on 
using it towards the destruction of the human race. Clever girl...


- Part 1 ---------------------------------------------------------------------

Verderinde is hard, and the only things that she retains from your first fight
against her is her incredible speed and knack for flying high in the air. You 
will find it difficult to land many shots and deal significant amounts of 
damage at a time.

When the boss is in the air, she will use a number of attacks on you. When she
shoots four arrows into the air, they appear on the ground and criss-cross the
floor. The camera angle gets messed up during this part, but try to stay 
between two of the arrows when they fly past you. She can also drop down a 
lightning bolt, that spawns into multiple strands of lightning and crawl 
around on the ground. It's a weird attack, but not that hard to get away from.

To win this fight, you must knock Verderinde out of the sky. She moves far too
quickly for Maar's Lance, so instead you must use Enoch's Hammer on her. The 
Witchcraft literally knocks her straight down onto the ground.

The fight changes a bit, as Verderinde uses new attacks. She can skewer you 
with her sharpened hand and also grab Gretchen (this usually only happens when
you are incapacitated). By far the boss's most frustrating attack, Verderinde 
moves just outside of the arena and rockets to the opposite side of the floor,
wings outstretched. The attack happens in a flash and she has a huge wingspan,
so it is very difficult to get out of the way.

Once you get her on the ground, it's about keeping her contained. Like in the 
previous boss battle against her, she is fragile and it's easy to drain her 
health, but the problem is getting her to stay still. By far, the best way to
do this is to use Colchis' Trap. If you have at least Colchis' Trap II, you 
are in luck. The Phase II Witchcraft causes a homing trap to ensnare her 
automatically rather than just placing it on the ground. At that point, you 
can use Maar's Lance for major damage and other Witchcraft.

Even though the fight isn't over, you must follow a quick time event.

-> B (tap repeatedly)
-> Left Stick (Up)
-> Y


- Part 2 ---------------------------------------------------------------------

Verderinde conjures up a meteor to crash down onto the island. A Needle of 
Time appears at the top of the screen, which means that you must defeat the 
boss before the meteor hits the island and destroys the heroic duo.

Verderinde starts using some new attacks. She can summon a tornado that stands
in the center of the ring, sucking Heinrich and Gretchen in. Dodge roll away 
until the tornado disappears or else you'll take a lot of damage. The boss can
also summon meteors, which are very hard to avoid since they have a damn big 
hit radius. Instead of trying to run away, hit them right back at her!

The boss catches on to your antics and she begins protecting herself with a 
circular disc underneath her. Now nothing happens when you use Enoch's Hammer.
She is usually slower and stands still more when protected, so you are able to
use Maar's Lance to knock her down to the ground. Damaging Verderinde is 
roughly the same as the first part, but you have to be fast due to the time
constraint.

Using Colchis' Trap is still the best route to take, because you need to 
restrain Verderinde long enough in order to score at least one direct hit with
another Witchcraft. Aside from Colchis' Trap, I would go with Elizabeth's 
Fangs, Mag Mell's Rose, and Maar's Lance. She usually frees herself from 
Colchis' Trap, so act quickly.

This boss battle is strange because it seems that only certain types of 
Witchcraft work on Verderinde. Sometimes you won't deal much damage, and other
times you'll hit the jackpot. I was having a lot of trouble dealing 
significant damage to her, and then all of a sudden I managed to kill her in
one single hit using a Colchis' Trap + Elizabeth's Fang combo. I dunno.

For this QTE, make sure to nail it on the first try. Unlike previous boss 
battles, if you fail, then you die. The boss won't reappear with less health.
In this case, the meteor crash lands and you purge.

-> Left Stick (Left)
-> X
-> Y
-> B
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Well, that's that. Watch the final cutscene and the end credits. Now replay
the game on other difficulties and try to attack the S+ Rank on all episodes
to unlock the gallery artwork!

______________________________________________________________________________

 4] MOVE LIST                                                           [0400]
______________________________________________________________________________

This is a list of moves that can be used with Heinrich's scythe weapons.


==============================================================================
 SCYTHE OF WITCH'S BANE
==============================================================================

A large scythe that has been Heinrich's weapon for 100 years. The joint built 
into the blade allows it to be used not only for slashing, but for stabbing 
and smashing as well.


- Slash ----------------------------------------------------------------------

 X


- 2x Slash -------------------------------------------------------------------

 X, X


- 3x Slash -------------------------------------------------------------------

 X, X, X


- Slash -> Slam --------------------------------------------------------------

 X, Y


- Slash -> Launch ------------------------------------------------------------

 X, Back + Y


- 2x Slash -> Slam -----------------------------------------------------------

 X, X, Y


- 2x Slash -> Launch ---------------------------------------------------------

 X, X, Back + Y


- 3x Slash Right -------------------------------------------------------------

 Right + X, X, X


- 3x Slash Left --------------------------------------------------------------

 Left + X, X, X


- 3x Slash Back --------------------------------------------------------------

 Back + X, X, X


- Slash -> 2x Slash Right ----------------------------------------------------

 X, Right + X, X


- Slash -> 2x Slash Left -----------------------------------------------------

 X, Left + X, X


- Slash -> 2x Slash Back -----------------------------------------------------

 X, Back + X, X


- 2x Slash -> Slash Right ----------------------------------------------------

 X, X, Right + X


- 2x Slash -> Slash Left -----------------------------------------------------

 X, X, Left + X


- 2x Slash -> Slash Back -----------------------------------------------------

 X, X, Back + X


- Knock Back Slash -----------------------------------------------------------

 While near a fallen enemy, Y


- Thrust ---------------------------------------------------------------------

 While locked-on, Forward + Y


- Launch ---------------------------------------------------------------------

 While locked-on, Back + Y


- Grab -----------------------------------------------------------------------

 Near enemy, B


- Forward Throw --------------------------------------------------------------

 While grabbing enemy, B


- Move While Grabbing --------------------------------------------------------

 While grabbing enemy, push Left Stick


- Multi-Stab -----------------------------------------------------------------

 While grabbing enemy, Rapid X


- 2x Grab Attack -------------------------------------------------------------

 While grabbing enemy, Y, Y


- 3x Grab Attack -------------------------------------------------------------

 While grabbing enemy, Y, Y, Y


- Das Boot -------------------------------------------------------------------

 While grabbing enemy, Forward + Y


- Multi-Stab -> Forward Throw ------------------------------------------------

 While grabbing enemy, Rapid X, B


- Charge ---------------------------------------------------------------------

 While grabbing enemy, A


- Charge -> Slash ------------------------------------------------------------

 While grabbing enemy, A, X


- Charge -> Forward Throw ----------------------------------------------------

 While grabbing enemy, A, B


- Cancel Charge --------------------------------------------------------------

 While charging, A


- Forward Roll ---------------------------------------------------------------

 A


- Forward Roll -> Slash ------------------------------------------------------

 A, X


- Forward Roll -> Grab -------------------------------------------------------

 A, B


==============================================================================
 SCYTHE OF THE ASSASSIN QUEEN
==============================================================================

A large scythe that has been made sharper and more effective after being
bathed in the blood and magical force of defeated evil witches.


- Slash ----------------------------------------------------------------------

 X


- 2x Slash -------------------------------------------------------------------

 X, X


- 3x Slash -------------------------------------------------------------------

 X, X, X


- 4x Slash -------------------------------------------------------------------

 X, X, X, X


- 5x Slash -------------------------------------------------------------------

 X, X, X, X, X


- Slash -> Slam --------------------------------------------------------------

 X, Y


- Slash -> Launch ------------------------------------------------------------

 X, Back + Y


- Slash -> Launch -> Jump ----------------------------------------------------

 X, Back + Y, A


- Slash -> Slam -> Cyclone ---------------------------------------------------

 X, Y, Y


- Slash -> Slam -> 2x Cyclone ------------------------------------------------

 X, Y, Y, Y


- 2x Slash -> Slam -----------------------------------------------------------

 X, X, Y


- 2x Slash -> Launch ---------------------------------------------------------

 X, X, Back + Y


- 2x Slash -> Launch -> Jump -------------------------------------------------

 X, X, Back + Y, A


- 2x Slash -> Slam -> Cyclone ------------------------------------------------

 X, X, Y, Y


- 2x Slash -> Slam -> 2x Cyclone ---------------------------------------------

 X, X, Y, Y, Y


- 3x Slash -> Slam -----------------------------------------------------------

 X, X, X, Y


- 3x Slash -> Launch ---------------------------------------------------------

 X, X, X, Back + Y


- 3x Slash -> Launch -> Jump -------------------------------------------------

 X, X, X, Back + Y, A


- 3x Slash -> Slam -> Cyclone ------------------------------------------------

 X, X, X, Y, Y


- 3x Slash -> Slam -> 2x Cyclone ---------------------------------------------

 X, X, X, Y, Y, Y


- 4x Slash -> Slam -----------------------------------------------------------

 X, X, X, X, Y


- 4x Slash -> Launch ---------------------------------------------------------

 X, X, X, X, Back + Y


- 4x Slash -> Launch -> Jump -------------------------------------------------

 X, X, X, X, Back + Y, A


- 4x Slash -> Slam -> Cyclone ------------------------------------------------

 X, X, X, X, Y, Y


- 4x Slash -> Slam -> 2x Cyclone ---------------------------------------------

 X, X, X, X, Y, Y, Y


- 3x Slash Right -------------------------------------------------------------

 Right + X, X, X


- 3x Slash Left --------------------------------------------------------------

 Left + X, X, X


- 3x Slash Back --------------------------------------------------------------

 Back + X, X, X


- Slash -> 2x Slash Right ----------------------------------------------------

 X, Right + X, X


- Slash -> 2x Slash Left -----------------------------------------------------

 X, Left + X, X


- Slash -> 2x Slash Back -----------------------------------------------------

 X, Back + X, X


- 2x Slash -> Slash Right ----------------------------------------------------

 X, X, Right + X


- 2x Slash -> Slash Left -----------------------------------------------------

 X, X, Left + X


- 2x Slash -> Slash Back -----------------------------------------------------

 X, X, Back + X


- Knock Back Slash -----------------------------------------------------------

 While near a fallen enemy, Y


- Thrust ---------------------------------------------------------------------

 While locked-on, Forward + Y


- Launch ---------------------------------------------------------------------

 While locked-on, Back + Y


- Grab -----------------------------------------------------------------------

 Near enemy, B


- Forward Throw --------------------------------------------------------------

 While grabbing enemy, B


- Move While Grabbing --------------------------------------------------------

 While grabbing enemy, push Left Stick


- Multi-Stab -----------------------------------------------------------------

 While grabbing enemy, Rapid X


- 2x Grab Attack -------------------------------------------------------------

 While grabbing enemy, Y, Y


- 3x Grab Attack -------------------------------------------------------------

 While grabbing enemy, Y, Y, Y


- Das Boot -------------------------------------------------------------------

 While grabbing enemy, Forward + Y


- Multi-Stab -> Knock Back Slash ---------------------------------------------

 While grabbing enemy, Rapid X, Y, Y, Y


- Multi-Stab -> Forward Throw ------------------------------------------------

 While grabbing enemy, Rapid X, B


- Charge ---------------------------------------------------------------------

 While grabbing enemy, A


- Charge -> Slash ------------------------------------------------------------

 While grabbing enemy, A, X


- Charge -> Forward Throw ----------------------------------------------------

 While grabbing enemy, A, B


- Cancel Charge --------------------------------------------------------------

 While charging, A


- Forward Roll ---------------------------------------------------------------

 A


- Forward Roll -> Slash ------------------------------------------------------

 A, X


- Forward Roll -> Grab -------------------------------------------------------

 A, B


- Backstep -> Cyclone Slam ---------------------------------------------------

 While locked-on, Back + A, Y


- Launch -> Jump -------------------------------------------------------------

 While locked-on, Back + Y, A


- Air Multi-Slash ------------------------------------------------------------

 In air, X, Rapid X


- Air Das Boot ---------------------------------------------------------------

 In air, Y


- Air Smack Down -------------------------------------------------------------

 In air, Down + Y


- Air Throw ------------------------------------------------------------------

 In air, B


==============================================================================
 SCYTHE OF IMPERIAL MASSACRE
==============================================================================

A large scythe that has been made even sharper and more effective after being
bathed in the blood and magical force of defeated evil witches.


- Slash ----------------------------------------------------------------------

 X


- 2x Slash -------------------------------------------------------------------

 X, X


- 3x Slash -------------------------------------------------------------------

 X, X, X


- 4x Slash -------------------------------------------------------------------

 X, X, X, X


- 5x Slash -------------------------------------------------------------------

 X, X, X, X, X


- Slash -> Slam --------------------------------------------------------------

 X, Y


- Slash -> Launch ------------------------------------------------------------

 X, Back + Y


- Slash -> Launch -> Jump ----------------------------------------------------

 X, Back + Y, A


- Slash -> Slam -> Cyclone ---------------------------------------------------

 X, Y, Y


- Slash -> Slam -> Up Slash --------------------------------------------------

 X, Y, Back + Y


- Slash -> Slam -> 2x Cyclone ------------------------------------------------

 X, Y, Y, Y


- 2x Slash -> Slam -----------------------------------------------------------

 X, X, Y


- 2x Slash -> Launch ---------------------------------------------------------

 X, X, Back + Y


- 2x Slash -> Launch -> Jump -------------------------------------------------

 X, X, Back + Y, A


- 2x Slash -> Slam -> Cyclone ------------------------------------------------

 X, X, Y, Y


- 2x Slash -> Slam -> Up Slash -----------------------------------------------

 X, X, Y, Back + Y


- 2x Slash -> Slam -> 2x Cyclone ---------------------------------------------

 X, X, Y, Y, Y


- 3x Slash -> Slam -----------------------------------------------------------

 X, X, X, Y


- 3x Slash -> Launch ---------------------------------------------------------

 X, X, X, Back + Y


- 3x Slash -> Launch -> Jump -------------------------------------------------

 X, X, X, Back + Y, A


- 3x Slash -> Slam -> Cyclone ------------------------------------------------

 X, X, X, Y, Y


- 3x Slash -> Slam -> Up Slash -----------------------------------------------

 X, X, X, Y, Back + Y


- 3x Slash -> Slam -> 2x Cyclone ---------------------------------------------

 X, X, X, Y, Y, Y


- 4x Slash -> Slam -----------------------------------------------------------

 X, X, X, X, Y


- 4x Slash -> Launch ---------------------------------------------------------

 X, X, X, X, Back + Y


- 4x Slash -> Launch -> Jump -------------------------------------------------

 X, X, X, X, Back + Y, A


- 4x Slash -> Slam -> Cyclone ------------------------------------------------

 X, X, X, X, Y, Y


- 4x Slash -> Slam -> Up Slash -----------------------------------------------

 X, X, X, X, Y, Back + Y


- 4x Slash -> Slam -> 2x Cyclone ---------------------------------------------

 X, X, X, X, Y, Y, Y


- 3x Slash Right -------------------------------------------------------------

 Right + X, X, X


- 3x Slash Left --------------------------------------------------------------

 Left + X, X, X


- 3x Slash Back --------------------------------------------------------------

 Back + X, X, X


- Slash -> 2x Slash Right ----------------------------------------------------

 X, Right + X, X


- Slash -> 2x Slash Left -----------------------------------------------------

 X, Left + X, X


- Slash -> 2x Slash Back -----------------------------------------------------

 X, Back + X, X


- 2x Slash -> Slash Right ----------------------------------------------------

 X, X, Right + X


- 2x Slash -> Slash Left -----------------------------------------------------

 X, X, Left + X


- 2x Slash -> Slash Back -----------------------------------------------------

 X, X, Back + X


- Knock Back Slash -----------------------------------------------------------

 While near a fallen enemy, Y


- Thrust ---------------------------------------------------------------------

 While locked-on, Forward + Y


- Multi-Thrust ---------------------------------------------------------------

 While locked-on, Forward + Y, Rapid Y


- Launch ---------------------------------------------------------------------

 While locked-on, Back + Y


- Grab -----------------------------------------------------------------------

 Near enemy, B


- Forward Throw --------------------------------------------------------------

 While grabbing enemy, B


- Move While Grabbing --------------------------------------------------------

 While grabbing enemy, push Left Stick


- Multi-Stab -----------------------------------------------------------------

 While grabbing enemy, Rapid X


- 2x Grab Attack -------------------------------------------------------------

 While grabbing enemy, Y, Y


- 3x Grab Attack -------------------------------------------------------------

 While grabbing enemy, Y, Y, Y


- Das Boot -------------------------------------------------------------------

 While grabbing enemy, Forward + Y


- Multi-Stab -> Knock Back Slash ---------------------------------------------

 While grabbing enemy, Rapid X, Y, Y, Y


- Multi-Stab -> Forward Throw ------------------------------------------------

 While grabbing enemy, Rapid X, B


- Charge ---------------------------------------------------------------------

 While grabbing enemy, A


- Charge -> Slash ------------------------------------------------------------

 While grabbing enemy, A, X


- Charge -> Cyclone Slam -----------------------------------------------------

 While grabbing enemy, A, Y


- Charge -> Forward Throw ----------------------------------------------------

 While grabbing enemy, A, B


- Cancel Charge --------------------------------------------------------------

 While charging, A


- Forward Roll ---------------------------------------------------------------

 A


- Forward Roll -> Slash ------------------------------------------------------

 A, X


- Forward Roll -> Grab -------------------------------------------------------

 A, B


- Backstep -> Cyclone Slam ---------------------------------------------------

 While locked-on, Back + A, Y


- Launch -> Jump -------------------------------------------------------------

 While locked-on, Back + Y, A


- Air Multi-Slash ------------------------------------------------------------

 In air, X, Rapid X


- Air Das Boot ---------------------------------------------------------------

 In air, Y


- Air Smack Down -------------------------------------------------------------

 In air, Down + Y


- Air Throw ------------------------------------------------------------------

 In air, B

______________________________________________________________________________

 5] LOST PAGES                                                          [0500]
______________________________________________________________________________

Lost Pages are hidden items found throughout the game as glowing yellow orbs.
When collected, they unlock pages of the Grimoire, a book found in the 
informational menu. The pages contain information on the characters and 
enemies of Knights Contract.


==============================================================================
 EPISODE 1
==============================================================================

- Lost Page (Heinrich Hoffman) -----------------------------------------------

"Born into a family of executioners, he followed the orders of Faust's 
Committee for Witch Accusation and executed the good witches. Gretchen, the 
final witch he executed, placed a curse of immortality on him. Unable to die,
he has been hunted by the people ever since. After one hundred years, his 
destiny changes when he reunites with Gretchen, who had resurrected into the 
world of the living."

-> Found near the very beginning of the level. Follow Minukelsus down the road
   and defeat the first group of Undead that appear. Look on the left side of
   the area near a group of pink flowers and smash the sand dune to find the
   Lost Page inside (looks like a yellow glowing orb).


- Lost Page (Undead 1) -------------------------------------------------------

"People killed by the witches then resurrected as their slaves. With no will
of their own, they follow the witches' orders and mercilessly attack the
living."

-> Destroy the crates and barrels to the right of the Save Point to find the
   hidden Lost Page.


- Lost Page (Witchcraft) -----------------------------------------------------

"A type of power used by the witches. This includes creating objects from thin
air and drawing on the power of natural phenomena. Powers used by each witch 
differ based on her natural gifts."

-> Past the Save Point, descend the stairs into the alley. Destroy the cluster
   of barrels to your immediate right to locate the Lost Page.

 
- Lost Page (Undead 2) -------------------------------------------------------

"People killed by the witches then resurrected as their slaves. They 
transformed into hideous creatures because of the power of the magic used on
them. They are stronger, and more violent than other Undead."

- After defeating Straeggele, drop down into the alley and backtrack to the
  Save Point. Climb up the thorns on the side of the building and break open
  the barrels for the Lost Page.


==============================================================================
 EPISODE 2
==============================================================================

- Lost Page (Straeggele) -----------------------------------------------------

"The witch of bones. Formerly a kind witch, Straeggele was resurrected along 
with Verderinde to exact revenge on humanity. She maniuplates the corpses of 
the dead of Freiburg and has them attack Heinrich and Gretchen. She also uses
witchcraft to conjure floor traps and spikes made of bone and corpses that jut
from walls."

-> Found before the boss battle, as you are running away from a transformed
   Straeggele. When in the streets, the yellow orb is at the first turn you
   have to make. Grabbing it and avoiding Straeggle's charge can be difficult.


- Lost Page (Shield Wight) ---------------------------------------------------

"An artificial human created by the witches. Contains the soul of a lowly 
knight who died in battle. Wears pitch-black armor and carries a large sword.
Deflects attacks with the shield in its left hand."

-> At the start of the boss battle against Straeggele, run to the right to
   find a wagon. Smash it to bits to find the Lost Page inside.


- Lost Page (Sword Wight) ----------------------------------------------------

"An artificial human created by the witches. Contains the soul of a lowly 
knight who died in battle. Wears pitch-black armor and carries a large sword."

-> During the boss fight. When facing the tall bell tower, go to the right to
   find another wagon up against the side of a building. Destroy it to find
   the Lost Page.


==============================================================================
 EPISODE 3
==============================================================================

- Lost Page (Gretchen) -------------------------------------------------------

"One of the good witches Faust had framed, arrested and executed one hundred 
years ago. She is a master of Natural Witchcraft, and only she can cast the 
curse of immortality. In order to stop Verderinde and her sisters from 
exacting revenge on humanity, she resurrects herself into a homunculus body,
and embarks on a journey with the immortal executioner Heinrich."

-> After destroying the first group of Dendrites, go down the mountain trail.
   Halfway along the way, smash the blue icicles hanging down from above for
   the Lost Page.


- Lost Page (The Knight's Contract) ------------------------------------------

"A contract shared with a witch requiring each party to do the bidding of the
other. When the contract goes into effect, the lives of both parties become 
connected. If one dies before the contract is complete, the other will die as
well. Thus, one who has signed this contract with a witch must protect her 
until the bidding of each party is done."

-> The Lost Page can be found near the waterfall where you first fight the
   Dire Wolves, inside a blue tree trunk just along the water's edge.


- Lost Page (Minukelsus) -----------------------------------------------------

"A homunculus created by Gretchen's apprentice Paracelus. He inherited all of
Paracelus' will and knowledge of alchemy. He created a body to house 
Gretchen's soul when she resurrected one hundred years after her execution. He
tends to appear wherever Gretchen goes and gets into trouble."

-> After going through the cave behind the waterfall and reaching the other
   side of the broken bridge, walk to the edge of the bridge to find it.


- Lost Page (Transformed Straeggele) -----------------------------------------

"Having forsaken her pride as a witch, Straeggele absorbs the corpses she
controls and transforms into a monstrous beast in an effort to kill Gretchen
and Heinrich for becoming obstacles of her revenge. She has no humanity left,
and is driven only by a blind rage to eliminate Gretchen."

-> Just after the previous Lost Page, go up the wall of thorns and defeat the
   Sword Wight and Shield Wight. After, search the left side of the area near
   the trees to find a blue tree trunk. The Lost Page is inside.


==============================================================================
 EPISODE 4
==============================================================================

- Lost Page (Hammer Wight) ---------------------------------------------------

"An artificial human created by witches. Contains the soul of a lowly knight
who died in battle. Wears pitch-black armor and wields a sledgehammer in each
hand. The sledgehammers have the power to destroy Witchcraft created by 
Gretchen."

-> Take the left path after the avalanche and continue to the area where you
   fight two Dire Wolves as Heinrich. Once they are defeated, take the path
   straight ahead to reach a dead end and the Lost Page.


- Lost Page (Dendrolord) -----------------------------------------------------

"A giant tree given a soul by the witches, allowing it to move like a human.
It flails its massive branch-like arms to attack or wraps them around Heinrich
and Gretchen to squeeze the life out of them. It can be easily defeated by 
destroying the core hidden in its body."

-> After fighting Ice Phantoms for the first time, walk towards the edge of
   the cliff and proceed to the right. You should be able to move along a
   narrow strip of land. Doing so takes you to a hidden area below. Destroy
   the ice sculptures on the ground for the Lost Page.


- Lost Page (Ice Phantom) ----------------------------------------------------

"A phantom wielding the power of ice. They appear in groups to freeze humans 
and steal their life. They usually float in the air, making them nearly 
impossible to catch."

-> When at the Save Point, make a left and drop down into the pit to find the
   Lost Page. Unfortunately, doing so brings you back to the beginning of the
   level. What a drag.


==============================================================================
 EPISODE 5
==============================================================================

- Lost Page (Dendrite) -------------------------------------------------------

"A tree given a soul by the witches, allowing it to move like a human. Appears
from the ground suddenly. Preys on those lost in the forest and steals their 
lifeforce."

-> Found at the very beginning of the level; after scaring off the Ice Serpent
   for a first time, it becomes available to you.


- Lost Page (Dire Wolf) ------------------------------------------------------

"A demon beast from another world. It is relentless in its pursuit of its 
prey, never allowing it to escape. When hunting in packs, Dire Wolves make 
coordinated attacks."

-> Down in the frozen lake, at the location of the second Ice Serpent attack,
   destroy the logs leaning against the wall to the left of the snake head to
   find the Lost Page.


- Lost Page (Ice Serpents) ---------------------------------------------------

"Projections of Trude she lets loose in the forest. They take the form of 
massive snakes and slither through the frozen forest, waiting for Heinrich and
Gretchen."

-> Just after going inside the frozen cave, fight the Ice Serpent until it
   runs away again and leaves being the Lost Page.


- Lost Page (Trude) ----------------------------------------------------------

"The witch of ice and originally the protector of the forest of Schwarzwald. 
After being resurrected to take revenge, Trude unifies with the forest, 
turning everything to ice, and waits at its heart with her massive Ice 
Serpents to ambush Heinrich and Gretchen. She uses witchcraft to cause 
avalanches, summon huge chunks of ice, and stir up blizzards to freeze 
everything."

-> During the boss fight against Trude, run up to the base of the boss and you
   should find the Lost Page along the edge.


==============================================================================
 EPISODE 6
==============================================================================

- Lost Page (Magmite) --------------------------------------------------------

"A human who burned to death by lava, then was resurrected by Holda as a 
slave. Its body is covered with scorching hot lava that burns anything it 
touches to a crisp. It can temporarily power up by absorbing the heat of the 
lava flowing through the town."

-> At the first canal, turn the lever to lower the water level. Go inside the
   canal and walk towards the floodgate to find the Lost Page on the ground.


- Lost Page (Fire Phantom) ---------------------------------------------------

"A phantom wielding the power of fire. They appear in groups and hunt the 
souls of humans, attacking them with fire. They usually float in the air, 
making them nearly impossible to catch."

-> After taking down the first Burning Giant, push aside the manhole and fall
   down into the sewer. Walk to the end of the path to find the Lost Page.


- Lost Page (Burning Giant) --------------------------------------------------

"A golem of red-hot rock made for Holda by Verderinde. Commanded to dispatch 
anyone who gets in Holda's way by burning them to ashes. The only way to stop
it is to destroy the core inside its body, which contains a condensed flame 
spirit."

-> After clearing the lava from all the canals, return to the Save Point and
   enter the sewer to the right of the Save Point. At the first intersection,
   go straight. At the second intersection, go straight once more to reach a
   dead end and the Lost Page.


==============================================================================
 EPISODE 7
==============================================================================

- Lost Page (Committee for Witch Accusation) ---------------------------------

"Created by Faust to support his witch hunt. Made up of scholars, politicians
and other wise men. In order to capture Gretchen and her companions and take 
the Anima del Monde for his own, Faust instigated the witch hunts by spreading
false rumors about the witches and framing them as public threats."

-> Found at the very beginning of the level, opposite the main entrance. Of
   course, defeat the Burning Giant and Fire Phantoms before attempting to
   grab it.


- Lost Page (Holda) ----------------------------------------------------------

"The witch of flames and originally the witch who guarded the hearth of 
humanity. Had a quarrelsome relationship with Gretchen. Since being 
resurrected, Holda preys on towns at night, riding on a flaming two-headed 
horse and leading a group of dead souls. She uses witchcraft to terrorize 
people by controlling lava and shooting flaming lances from the sky."

-> During the first phase of the boss battle against Holda. The Lost Page can
   be found in one of the corners of the tower roof.


==============================================================================
 EPISODE 8
==============================================================================

- Lost Page (Dr. Faust) ------------------------------------------------------

"An alchemist of superior knowledge, he has spent his life attempting to 
master all scholarly fields. However, he realized human life is too short to
attain such a goal. Desperate, he began to study magic to achieve eternal 
life, and succeeded at a forbidden spell to return to his youth. Yet despite 
this, he can't keep from aging. Fearing death, he serches for a way to gain 
true immortality."

-> At the very beginning of the level, up against one of the first statues on
   the left side of the bridge. Can be obtained anytime before the boss fight.


==============================================================================
 EPISODE 9
==============================================================================

- Lost Page (Thunder Phantom) ------------------------------------------------

"A phantom wielding the power of lightning. They appear in groups and use 
thunder to shock people and steal their souls. They usually float in the air,
making them nearly impossible to catch."

-> Inside the basement after encountering Arcanids for the first time. There
   is a side branch in this room that leads to the Lost Page, which is sitting
   on a pile of hair.


- Lost Page (Arcanid) --------------------------------------------------------

"A creature humans turn into after getting caught in Rapunzel's hair. They 
crawl up walls and ceilings like spiders, and steal the life from unsuspecting
humans by trapping them with hair."

-> Inside the wine cellar, Arcanids will attack by bursting out of the wine
   barrels on the wall. However, one of the wine barrels stays shut. Cut it
   open to spot the Lost Page inside.


- Lost Page (The Anima del Monde) --------------------------------------------

"The source of all souls. Everything that exists is made up of spirit flowing
from the Anima del Monde, the soul of the world. It is said that once a year 
on Walpurgis Night, the one who touches it will gain great power. It was once 
a single, large crystal kept by the witches in the deepest part of the ruins. 
The witches, afraid that its power may be used for evil, broke it into seven 
pieces and hid them away so they would never be found."

-> When trying to lower the bridge outside, remove the barricade from the door
   at the end of the path to create a shortcut to the castle entrance. Proceed
   through this door and climb up the thorn wall nearby for the Lost Page.


- Lost Page (The Coven of Seven Witches) -------------------------------------

"A witch's coven that carried the task of protecting the Anima del Monde. Led
by Verderinde, they used the shards of Anima del Monde scattered in various 
places to help the people in secret."

-> Open the double doors across from the central staircase in the foyer to end
   up outside. You can open a door here to bring you back to the entrance, but
   the real prize is the Lost Page lying inside the rubble and various objects
   strewn throughout the area.


==============================================================================
 EPISODE 10
==============================================================================

- Lost Page (Rapunzel) -------------------------------------------------------

"The witch of hair. She originally had the power to see the future by braiding
her hair. After using that power to foresee Gretchen's destiny, she took her 
own life to change the future."

-> During the first boss fight against Trendula, walk up the stairs on the
   right and jump onto the small platform. Destroy the tree here to spot the
   Lost Page.


- Lost Page (Trendula) -------------------------------------------------------

"The witch of storms and originally the master of Trendelburg Castle where the
witches used to gather. After her resurrection, she guards Trendelburg Castle 
to prevent Gretchen from meeting with Rapunzel. She uses Witchcraft to control
the weather, including creating storms and lightning."

-> The Lost Page can be found inside the castle, right next to the Save Point.
   After enduring Trendula's sneak attack, look near the rubble where she
   punched a hole in the wall.


- Lost Page (Silver Sword Wight) ---------------------------------------------

"An artificial human created by the witches. Contains the soul of a stalwart
knight who died with regrets in battle. Wears silver armor and is an 
accomplished swordsman who skullfully wields a large sword."

-> This Lost Page is inside a room filled with multiple statues. Some of the
   statues are fake, but others are Sword Wights in disguise. After destroying
   all the enemies in the room, break apart the pedestals to find it.


==============================================================================
 EPISODE 11
==============================================================================

- Lost Page (Gold Wight) -----------------------------------------------------

"The masterpiece of artificial humans created by the witches. Contains the 
soul of a renowned knight who was hailed as the strongest of all. Wears gold 
armor and wields a massive swords as if it were feather light, dealing vicious
attacks. He is also able to repel any of Heinrich's attacks with his sword."

-> Found on the top floor of the spiral staircase just before Rapunzel's
   chambers. It is dropped after defeating the Gold Wight.


- Lost Page (Rapunzel [Spider Form]) -----------------------------------------

"As the only one who escaped execution, Rapunzel was able to resurrect looking
just like she did in her past life. But due to the curse of the Black Death 
that Faust cast on her, she became a witch bent on revenge. Unable to maintain
her human form for long, she transformed into a giant spider. As a spider, 
Rapunzel uses her own hair to attack in various ways."

-> This Lost Page is obtained during the Rapunzel boss battle. It's found
   directly in the center of the room. It is easiest to look for and collect
   when she summons Arcanids for you to deal with.


==============================================================================
 EPISODE 12
==============================================================================

- Lost Page (Other-Worldly Phantom) ------------------------------------------

"The result of those who become trapped in the Witch's Enclosure. When they 
find living prey they attack mercilessly."

-> When inside the stairwell in the dream castle, climb to the very top to
   find the Lost Page in front of a locked door.


- Lost Page (The Curse of the Black Death) -----------------------------------

"An evil power given to the witches resurrected by Faust. By offering their 
bodies to the curse, an invisible aura of darkness has come to flow from their
bodies. Anyone who comes close to them will fall victim to the Black Death and
die instantly."

-> Found inside the dream castle. Before taking the portal outta here, go
   past it and up the stairs to enter a room containing some Arcanids and the
   Lost Page.


- Lost Page (Paracelsus' Sword) ----------------------------------------------

"The sword left by Minukelsus' father and master Paracelsus. An arcane blade
able to perform miraculous feats, it absorbs the soul of its wielder. At times
it saves lives, at others its sharpened edge ravages whatever is in its path. 
As it has the power to cut through Witchcraft, it can be used to destroy 
barriers and wards created by witches."

-> Inside the dream town where you fight Sraeggele. Defeat the Gold Wight at
   the entrance and begin moving down the alley, avoiding the fireballs that
   rain down from the sky. The Lost Page can be found in the corner right
   before the first turn.


==============================================================================
 EPISODE 13
==============================================================================

- Lost Page (Silver Shield Wight) --------------------------------------------

"An artificial human created by the witches. Contains the soul of a stalward 
knight who died with regrets in battle. Wears silver armor and carries a large
sword in his right hand, and uses the shield in his left hand for both offense
and defense."

-> At the start of the level. When you reach the first fork, take the lower
   set of stairs and continue around in a circle to reach the other end of the
   sealed door at the fork. Along the way, you'll pass by the Lost Page.


==============================================================================
 EPISODE 14
==============================================================================

- Lost Page (Silver Hammer Wight) --------------------------------------------

"An artificial human created by the witches. Contains the soul of a stalwart
knight who died with regrets in battle. Wears silver armor and wields a huge
sledgehammer in each hand. The sledgehammers have the power to destroy
Witchcraft created by Gretchen!"

-> Go through the portal near the beginning of the level and defeat the Gold
   Wight. Before you leave, search the room to find the Lost Page in one of
   the corners.


- Lost Page (Other-Worldly Guardian) -----------------------------------------

"A being that keeps watch over Heinrich and Gretchen to prevent them from 
escaping Verderinde's dimension. It is made of energy and has no corporal 
form. They appear wherever Heinrich and Gretchen are headed and attempt to 
stop them from escaping."

-> Once Heinrich and Minukelsus are split up, you'll find him under attack
   outside of the sewers. After rescuing him, he gives you a Lost Page that
   was seemingly dropped by one of the enemies.


- Lost Page (Shadow Gretchen) ------------------------------------------------

"A guardian of Verderinde's dimension who has taken the form of Gretchen. Not
only does it look like Gretchen, it can also use her attacks and Witchcraft."

-> This Lost Page can be found in the clearing during the fight against Shadow
   Gretchen, in the corner to the right of where you start off.


==============================================================================
 EPISODE 15
==============================================================================

- Lost Page (Shadow Heinrich) ------------------------------------------------

"A guardian of Verderinde's dimension who has taken the form of Heinrich. Not
only does it look like Heinrich, it can also use his attacks and abilities."

-> Up on the rooftop during the boss battle against Shadow Heinrich. It can
   be located one of the back corners of the roof.


==============================================================================
 EPISODE 16
==============================================================================

- Lost Page (Verderinde) -----------------------------------------------------

"The witch of stone. The leader of the witches, she raised Gretchen and the
other witches like her own daughters. She was a kind witch, elegant and full 
of love. After her resurrection, she puts the other resurrected witches in 
charge of getting revenge on humanity while she quietly awaits Gretchen's 
arrival on the Brocken Mountain. She has amazing power, able to control not 
only stone and rocks byt also the stars."

-> This Lost Page can be collected during the fight with Verderinde. It is
   found alongside the perimeter of the circular arena.


==============================================================================
 EPISODE 17
==============================================================================

- Lost Page (Stonesoul) ------------------------------------------------------

"A small golem Verderinde created by stealing the soul from someone who went
near the ruins and sealing it in a stone."

-> Climb up the patch of thorns past the Save Point and defeat the Stonesouls
   and other creatures here. Hug the walls and walk around the chamber to
   find a hidden wall of thorns. Climb up the thorns and carefully navigate
   the thin ledge to reach the Lost Page.


==============================================================================
 EPISODE 18
==============================================================================

- Lost Page (Homunculus) -----------------------------------------------------

"An artificial human made by Faust using a mix of alchemy and magic. Stronger
than a human, but they cannot survive long as these artificial bodies cannot
withstand the power of the soul."

-> As you search for the first Spirit Crystal, you'll reach a dead end that
   contains several statues. Some of them come to life as Silver Sword Wights.
   Kill all the monsters and smash the remaining statues; one of them contains
   the Lost Page.


- Lost Page (Homunculus Cradle) ----------------------------------------------

"A living cradle created by Faust. It can create Homunculi inside its body. It
is sealed away in a test tube and when let out, matures immediately and begins
spawning Homunculi."

-> While looking for the second Spirit Crystal, you will come to a room that
   contains a few Silver Wights and a Gold Wight. 


- Lost Page (Stone Giant) ----------------------------------------------------

"A golem Verderinde created from a collection of huge rocks. Ordered to 
eliminate anyone headed for the ruins on the Brocken, it indiscriminately 
smashes anything that gets close. The only way to stop it is to destroy the
core inside its body, which is made of condensed spirit."

-> After successfully running away from the Stone Giant, climb up the thorn
   patches to your right to find the Lost Page at the top.


- Lost Page (Soul Hunter) ----------------------------------------------------

"A phantom who controls death. Exists to steal the lives of those who enter
the ruins. They usually float in the air, making them nearly impossible to 
catch."

-> This one is located in the hallway just before the exit to the ruins where
   you place the third Spirit Crystal. The passage here is littered with
   statues. The Lost Page is hidden inside one of them.
   

==============================================================================
 EPISODE 19
==============================================================================

- Lost Page (Giant Homunculus) -----------------------------------------------

"The fusion of Faust's associate with a number of Faust's Homunculi. Combined
with a living human soul, the Homunculi multiplied explosively and transformed
into a larger and stranger creature."

-> Found at the immediate start of the episode. Turn around and walk back to
   where you fought the Giant Homunculus in the previous episode to find the
   Lost Page.


- Lost Page (Faust's Ultimate Form) ------------------------------------------

"Faust's form after inserting six shards of the Anima del Monde into his own
body, transforming himself into his ideal of the ultimate man. However, his 
warped mind is embodied in his appearance, creating a form that is far from 
human. He controls the spirits in the ruins to make powerful attacks."

-> This Lost Page is found only during the third phase of the boss battle
   against Faust. It can be picked up near the center of the arena.


==============================================================================
 EPISODE 20
==============================================================================

- Lost Page (Verderinde [Revenge Incarnate]) ---------------------------------

"Using the Anima del Monde, Verderinde changed into a being whose sole purpose
is revenge on humanity. Her power is far greater than the other witches, and 
her powerful magic makes her so strong that her winged figure is almost
god-like."

-> During the second stage of the final boss fight, you can obtain the Lost
   Page by searching for it in the center of the island.

______________________________________________________________________________

 6] WITCHCRAFT                                                          [0600]
______________________________________________________________________________

This is a list of Gretchen's Witchcraft. Phase I spells are unlocked during 
the course of the game (you start off with Mag Mell's Rose I and Vlad's 
Impaler I), and you can infuse Souls obtained from enemies to unlock new and
more powerful versions.


==============================================================================
 PHASE I
==============================================================================

- Mag Mell's Rose I ----------------------------------------------------------

Steel thorns extend from the ground in front of Heinrich to entangle enemies.
Multiple enemies can be entangled at once.

Obtained: Default


- Vlad's Impaler I -----------------------------------------------------------

A steel, bladed spear thrusts up in front of Heinrich and stabs the enemy. If
the enemy is weakened, it will skewer them.

Obtained: Default


- Colchis' Trap I ------------------------------------------------------------

A magic field appears on the ground in front of Heinrich. If an enemy comes in
contact with the field, a steel, toothed trap appears and clamps down on them.

Obtained: Episode 2


- Enoch's Hammer I -----------------------------------------------------------

A large and heavy weight appears above the target. It falls quickly and slams 
into the enemy.

Obtained: Episode 3


- Halifax's Blade I ----------------------------------------------------------

The size of Heinrich's scythe is magnified through Witchcraft. Heinrich then 
sweeps the surrounding area with the massive blade.

Obtained: Episode 5


- Maar's Lance I -------------------------------------------------------------

A lance is created through Witchcraft. Heinrich grabs the lance and throws it
at the targeted enemy.

Obtained: Episode 6


==============================================================================
 PHASE II
==============================================================================

- Mag Mell's Rose II ---------------------------------------------------------

Steel thorns entangle enemies, lift them up and slam them to the ground. 
Multiple enemies can be entangled at once.

Cost: 6000 Souls


- Vlad's Impaler II ----------------------------------------------------------

Steel spears thrust up all around Heinrich. Enemies can be skewered by these 
spears if they are weakened.

Cost: 5500 Souls


- Colchis' Trap II -----------------------------------------------------------

A magic field appears on the ground in front of Heinrich and moves towards 
nearby enemies. If an enemy comes in contact with the field, a steel, toothed
trap appears and clamps down on them.

Cost: 7000 Souls


- Enoch's Hammer II ----------------------------------------------------------

3 large and heavy weights appear above the target. They all fall at once, 
slamming into the enemy.

Cost: 5500 Souls


- Halifax's Blade II ---------------------------------------------------------

The size of Heinrich's scythe is magnified through Witchcraft. Heinrich then 
slashes down in front of him, chopping enemies in two. 

Obtained: 8000 Souls


- Maar's Lance II ------------------------------------------------------------

A flaming lance is created through Witchcraft. An explosion occurs wherever 
the thrown lance lands. The explosion damages all nearby enemies.

Cost: 5600 Souls


==============================================================================
 PHASE III
==============================================================================

- Mag Mell's Rose III --------------------------------------------------------

Steel thorns appear in front of Heinrich and extend in all directions. Enemies
that come in contact with the thorns become entangled and take damage from 
countless needles.

Cost: 30000 Souls


- Vlad's Impaler III ---------------------------------------------------------

Steel spears thrust up one after another in the direction Heinrich is facing.
Enemies can be skewered by these spears if they are weakened.

Cost: 36000 Souls


- Colchis' Trap III ----------------------------------------------------------

A large magic field appears on the ground in front of Heinrich for a limited 
time. Steel traps will clamp down on any enemy that comes in contact with the 
field while it remains active.

Cost: 32000 Souls


- Enoch's Hammer III ---------------------------------------------------------

9 large and heavy weights appear above the target. They fall to the ground 
with great speed in the order they appear.

Cost: 35000 Souls


- Halifax's Blade III --------------------------------------------------------

Heinrich's scythe is transformed into a double-edged boomerang through 
Witchcraft. It spins through the air when thrown then returns to Heinrich 
after flying a certain distance.

Obtained: 32000 Souls


- Maar's Lance III -----------------------------------------------------------

An electrified lance is created through Witchcraft. Once thrown, the lance 
turns into a bolt of lightning and flies towards the enemy. The lightning 
chases after nearby enemies.

Cost: 30000 Souls


==============================================================================
 EXTRA
==============================================================================

- Tannhauser's Illusion ------------------------------------------------------

Creates physical afterimages of Heinrich's scythe, increasing the number of 
times each attack hits and the damage done.

Obtained: Episode 6

-> Found inside the sewers after removing lava from all the canals. Go to the
   right of the Save Point and enter the sewers here. Walk forward and take
   the path on the right to reach another fork. Continue straight ahead and
   climb the ladder to a dead end containing the Witchcraft.


- Hildebrand's Sword ---------------------------------------------------------

Gretchen emits orbs of light which flow along the ground. When they come in 
contact with enemies, they turn into swords and skewer them, rendering them 
unable to move momentarily.

Obtained: Episode 9

-> After rescuing Minukelsus inside the castle foyer, take the flight of
   stairs to the left of the double doors to reach the balcony. Up here, walk
   across the hair bridge to find the Witchcraft bracelet.


- Elizabeth's Fangs ----------------------------------------------------------

Countless fangs jut up from the ground around Gretchen. The fangs pierce the
enemy, causing major damage.

Obtained: Episode 13

-> Inside the mirrored version of the snowy mountain. After killing the group
   of Thunder Phantoms, walk forward and climb up the thorn wall to find the
   Witchcraft at the base of a tree.


- Fafrotskies Rain -----------------------------------------------------------

Sharp spikes descend from a magic field in the sky. They cause explosions when
they pierce the ground or enemies.

Obtained: Episode 15

-> When in Holda's tower, ride the elevator up to the first stop. Get off and
   drop down a hole onto the staircase around the tower's perimeter. From
   here, you can move up the stairs to find the Witchcraft that was previously
   inaccessible.


- Kaspar's Rifle -------------------------------------------------------------

Turns Heinrich's scythe into a gun that rapid-fires bullets of spirit power.
Heinrich can continue to fire the gun for a limited amount of time.

Obtained: -

-> Beat the game and achieve an overall Rank of A to receive this Witchcraft.
   I am not sure if it has to be done on a specific difficulty, but I unlocked
   it on Squire.


- Spirit Cannon --------------------------------------------------------------

Turns Heinrich's scythe into a cannon that compresses spirit energy into 
bursts of light. Energy released by the cannon creates massive explosions when
it hits enemies or the ground.

Obtained: -

-> Beat the game and achieve an overall Rank of S to receive this Witchcraft.
   I am not sure if it has to be done on a specific difficulty, but I unlocked
   it on Squire.

______________________________________________________________________________

 7] EQUIPMENT                                                           [0700]
______________________________________________________________________________

Equipment is found in various episodes and is used to boost Gretchen and 
Heinrich's abilities (though mainly the former). For much of the game, you can
only equip one at a time, but you are able to equip two at a time after 
receiving the Witch's Testament in Episode 9.


- Seal of Vitality -----------------------------------------------------------

Intensifies the fires of life and increases Gretchen's maximum health.

Obtained: Episode 3

-> The equipment can be found right before the level exit. There is a wall of
   thorns to the left of the exit. Climb up to the tip-top of the cliff and
   walk towards the base of the tree to spot it.


- Seal of the Bond -----------------------------------------------------------

Reduces the health Gretchen needs to recover Heinrich when he's down. Also
increases the speed Gretchen heals when Heinrich holds her.

Obtained: Episode 4

-> At the Save Point, make a right and defeat the enemies in the room. At the
   next fork, go to the left and through the tunnel. This takes you out to a
   snowy cliffside containing the equipment.


- Seal of Magic --------------------------------------------------------------

Slightly reduces the time you must wait to reuse Witchcraft.

Obtained: Episode 6

-> Found inside the sewers after removing lava from all the canals. Go to the
   right of the Save Point and enter the sewers here. Walk forward and take
   the path on the left to a dead end containing the equipment.


- Seal of Life ---------------------------------------------------------------

Revitalizes the soul and increases Gretchen's max health even more than the 
Seal of Vitality.

Obtained: Episode 7

-> During your ascension up the tower, you'll come to a platform hanging in
   the center of the tower. Cross the beam onto the platform; the equipment is
   in plain sight.


- Seal of the Hunter ---------------------------------------------------------

Allows you to gain more souls when an enemy is defeated.

Obtained: Episode 10

-> Inside the top of the castle; you can find it right before the door leading
   out to the second boss fight against Trendula.


- Seal of Wisdom -------------------------------------------------------------

Cuts the time you must wait to reuse Witchcraft in half.

Obtained: Episode 13

-> As soon as you enter the dream realm that resembles the burning town, walk
   forward into the sewer to eventually reach the equipment.


- Seal of Rage ---------------------------------------------------------------

Increases the strength of Gretchen's Witchcraft and attacks.

Obtained: Episode 13

-> Inside the dream realm of the burning town. Fall down into the manhole and
   you should see the equipment on the other side of a gate. Walk to the left
   and climb up the ladder, then make a right at the intersection to reach it.


- Book of Unification --------------------------------------------------------

Allows you to maintain Knight's Fury for a longer period of time.

Obtained: Episode 14

-> This equipment is awarded to you at the end of the level after you manage
   to defeat Shadow Gretchen.


- Seal of Souls --------------------------------------------------------------

Allows you to absorb more spirit power from enemies.

Obtained: Episode 15

-> Located near the beginning of the level. A portal appears right next to the
   first barrier. Head through the portal and destroy the assortment of
   Phantoms on the other side to be rewarded with the equipment.

______________________________________________________________________________

 8] UNLOCKABLES                                                         [0800]
______________________________________________________________________________

Aside from the items you collect during the game's episodes, you can also 
unlock other content for meeting various qualifications.


- Costumes -------------------------------------------------------------------

Heinrich and Gretchen each have three unlockable costumes.

The original theory was that each pair is unlocked by completing the game on a 
specific difficulty: the first pair of costumes (one for Heinrich and one for 
Gretchen) is obtained by completing the game on Squire. Another is obtained by
beating the game on Knight, and another on Hexen Knight. Alternatively, 
beating the game on Hexen Knight unlocks all costumes.

Now I'm not so sure on the requirements needed, as they seem to unlock by 
completing random episodes. I originally completed Episode 10 on the Squire 
difficulty with an A Rank. However, I beat the same episode on the same 
difficulty with the same exact ranking and I unlocked the "Modern" costumes. 
I'm not sure what I did that triggered unlocking it...

The only advice I could give you in terms of trying to unlock Costumes and 
even Gallery Artwork is to replay levels after beating the game. Play through
all the episodes, try to get higher Ranks, and you'll end up unlocking a lot
of stuff through the way.


- Gallery Artwork ------------------------------------------------------------

Unlockable concept art is split up into three categories: World, Characters, 
and Enemies. Gallery art is unlocked by obtaining high Ranks on the 20
episodes.

I'm not positive on the specifics though. As far as I know, you unlock the 
World concept art by simply completing an episode (or obtaining a somewhat low
Rank). Either way, they seem to be the easiest to collect and you'll likely
unlock all of them by the time you beat the game.

Enemies are a bit harder, and you usually have to get at least an A Rank on 
the episodes. The Characters artwork is the hardest to unlock, and I think you
cannot get anything lower than an S Rank. For some of them, I know that you 
must obtain an S+ Rank. Level of difficulty does not matter for unlocking 
Gallery Artwork.

______________________________________________________________________________

 9] ACHIEVEMENTS                                                        [0900]
______________________________________________________________________________

Here are all the achievements found in the game, in alphabetical order.


- 'Tis But a Scratch! (15) ---------------------------------------------------

Experience your first revival


- A Worthy Apprentice (20) ---------------------------------------------------

Defeat 50 enemies with the help of Minukelsus


- Average Executioner (15) ---------------------------------------------------

Beat the game on Squire


- Blood Bath (20) ------------------------------------------------------------

Defeat 100 enemies


- Blood Spilled (15) ---------------------------------------------------------

Defeat an enemy


- Bloody Massacre (25) -------------------------------------------------------

Defeat 1,000 enemies


- Bodyguard (15) -------------------------------------------------------------

Save Gretchen from enemy attack


- Bone Collector (20) --------------------------------------------------------

Defeat the witch Straeggele


- Careful With That! (20) ----------------------------------------------------

Damage both yourself and an enemy with Witchcraft 10 times


- Combo Master (20) ----------------------------------------------------------

Attain the highest possible combo rating


- Elegantly Executed (20) ----------------------------------------------------

Land 100 Perfect Finishers


- Executed (15) --------------------------------------------------------------

Land a Finisher


- Expertly Executed (20) -----------------------------------------------------

Land 1,000 Finishers


- Eye Candy (20) -------------------------------------------------------------

Use Witch's Embrace when no enemies are present


- Fire Fighter (20) ----------------------------------------------------------

Defeat the witch Holda


- Fright (25) ----------------------------------------------------------------

Acquire the Scythe of Imperial Massacre


- Get 'Em Up (20) ------------------------------------------------------------

Pick up the same enemy five times


- Growing Power (20) ---------------------------------------------------------

Upgrade a Witchcraft


- Guardian Knight (20) -------------------------------------------------------

Save Gretchen from enemy attack 50 times


- Hair Cutter (20) -----------------------------------------------------------

Defeat the witch Rapunzel


- Head Bangin' (20) ----------------------------------------------------------

Bash the same enemy into a wall five times


- Her True Strength (20) -----------------------------------------------------

Defeat 200 enemies with Witch's Embrace


- I'm Taking You With Me (15) ------------------------------------------------

Damage both yourself and an enemy with Witchcraft


- Ice Breaker (20) -----------------------------------------------------------

Defeat the witch Trude


- Information Junkie (20) ----------------------------------------------------

Acquire all collection items


- It's Just a Flesh Wound! (20) ----------------------------------------------

Revive 50 times


- Keeping Healthy (20) -------------------------------------------------------

Collect 100 Recovery Items


- Legendary Executioner (40) -------------------------------------------------

Beat the game on Witchslayer


- Light Reading (15) ---------------------------------------------------------

Acquire a collection item


- Master Executioner (30) ----------------------------------------------------

Beat the game on Hexen Knight


- Nice Try! (20) -------------------------------------------------------------

Repel an enemy's attack 10 times


- Novice Executioner (10) ----------------------------------------------------

Beat the game on Page


- Ring Around the Rosie (20) -------------------------------------------------

Catch and defeat five enemies at once with Mag Mell's Rose


- Skilled Executioner (20) ---------------------------------------------------

Beat the game on Knight


- Skillfully Executed (15) ---------------------------------------------------

Land 100 Finishers


- Soul Grabber (20) ----------------------------------------------------------

Collect 10,000 souls


- Soul Reaper (20) -----------------------------------------------------------

Collect 100,000 souls


- Souls United (20) ----------------------------------------------------------

Defeat 200 enemies with Knight's Fury


- Stone Crusher (20) ---------------------------------------------------------

Defeat the witch Verderinde


- Storm Stopper (20) ---------------------------------------------------------

Defeat the witch Trendula


- Take One for the Team (20) -------------------------------------------------

Perform 10 counterattacks while taking enemy attacks


- Terror (20) ----------------------------------------------------------------

Acquire the Scythe of the Assassin Queen


- The Finer Things (20) ------------------------------------------------------

Acquire all equipment


- The Sonic Knight (20) ------------------------------------------------------

Perform a 30-hit combo


- The Witch's Ultimate Weapon (30) -------------------------------------------

Acquire Spirit Cannon


- To the Fires of Hell (20) --------------------------------------------------

Defeat Faust


- Touch Too Much (20) --------------------------------------------------------

Carry Gretchen around for a long time


- True Peace at Last (20) ----------------------------------------------------

Defeat your true enemy


- Until Next Time... (20) ----------------------------------------------------

Force Faust to retreat


- Witchcraft Collector (20) --------------------------------------------------

Acquire all Witchcraft

______________________________________________________________________________

 10] BESTIARY                                                           [1000]
______________________________________________________________________________

==============================================================================
 10.1] ENEMIES                                                          [1010]
==============================================================================

- Undead ---------------------------------------------------------------------

Undead are found in the game's first episode, the Death-Ridden Town. Most of
them are human-sized, very weak, and can be disposed in a few hits. Others are
much larger and have a deformed body; these Undead are more savage and require
more effort to defeat.


- Sword Wight ----------------------------------------------------------------

Sword Wights are animated suits of armor that carry a large sword. Their armor
is black as midnight and it must be destroyed before you can kill the Sword 
Wight. After taking excessive damage, the armor falls off, revealing a skinny
red body. Use your strongest attacks now that the Sword Wight is weakened. 
Silver Sword Wights have silver armor and are tougher to defeat.


- Shield Wight ---------------------------------------------------------------

Shield Wights are animated suits of armor that carry a sword and a large 
shield. Their armor is black as midnight and it must be destroyed before you
can kill the Sword Wight. The use of their shield makes their armor tougher to
penetrate. After taking excessive damage, their shield breaks and their armor
falls off, revealing a skinny red body. Use your strongest attacks now that 
the Shield Wight is weakened. Silver Shield Wights have silver armor and are 
tougher to defeat.


- Hammer Wight ---------------------------------------------------------------

Hammer Wights are animated suits of armor that carry two golden slegehammers 
(though they look more like maces). Their armor is black as midnight and it 
must be destroyed before you can kill the Hammer Wight. After taking excessive
damage, their armor falls off, revealing a skinny red body. Use your strongest
attacks now that the Hammer Wight is weakened. Silver Hammer Wights have 
silver armor and are tougher to defeat.


- Dendrite -------------------------------------------------------------------

Dendrites are trees infused with evil Witchcraft, turning them into monstrous 
creatures. Dendrites are very lanky and can be broken apart fairly easily. Due
to this, they tend to stay away from Heinrich and Gretchen and attack from a 
distance by planting their root arms in the ground.


- Dire Wolf ------------------------------------------------------------------

Dire Wolves are savage beasts that are almost always encountered in pairs. 
They're large demonic wolves that are quick to strike despite their size. 
Focus on one at a time with your best Witchcraft.


- Dendrolord -----------------------------------------------------------------

Similar to Dendrites, Dendrolords are humongous tree that have come alive due
to the powers of the evil witches. They can pack a punch using their tree 
trunk arms, but fall over after taking significant damage. When downed, slice 
their glowing red head for extra damage.


- Ice Phantom ----------------------------------------------------------------

Ice Phantoms are frustrating enemies due to their ability to fly through the 
air, out of reach from Heinrich's scythe and most Witchcraft. While in the 
air, they can shoot icy projectiles at you. Use Enoch's Hammer or Maar's Lance
to knock them out of the air and attack while they are grounded.


- Magmite --------------------------------------------------------------------

Magmites are similar to the large Undead, but their entire bodies have been 
scorched to oblivion. Their bodies are coated with flames and cannot be 
grabbed by Heinrich. Magmites still behave the same as the large Undead.


- Fire Phantom ---------------------------------------------------------------

Fire Phantoms are frustrating enemies due to their ability to fly through the
air, out of reach from Heinrich's scythe and most Witchcraft. While in the 
air, they can shoot flame projectiles at you. Use Enoch's Hammer or Maar's 
Lance to knock them out of the air and attack while they are grounded.


- Homunculus -----------------------------------------------------------------

Products of the evil Dr. Faust, Homunculi are grotesque abominations that have
super-human strength and are often found in large groups. They are some of the
more common enemies later in the game and are not that difficult to kill.


- Burning Giant --------------------------------------------------------------

These enemies are mini-bosses that are encountered several times in the game.
Burning Giants are golems composed of molten rocks and have some fiery moves 
to boot. Heinrich's scythe bounces right off of the enemy's exterior, so use 
Witchcraft to weaken it. When it falls apart, attack the core to inflict 
further damage.


- Homunculus Cradle ----------------------------------------------------------

Homunculus Cradles are large throbbing masses that cling to the ground and 
cannot move. Their main role is to produce Homunculi, so they constantly spawn
more enemies until destroyed.


- Thunder Phantom ------------------------------------------------------------

Thunder Phantoms are frustrating enemies due to their ability to fly through 
the air, out of reach from Heinrich's scythe and most Witchcraft. While in the 
air, they can shoot lightning projectiles at you. Use Enoch's Hammer or Maar's
Lance to knock them out of the air and attack while they are grounded. Thunder
Phantoms are more annoying than their brethren because they are able to 
teleport away from your attacks.


- Arcanid --------------------------------------------------------------------

Found all over Rapunzel's castle, Arcanids are big purple spiders that are 
very easy to defeat. They use their numbers to swarm Heinrich and Gretchen and
can spit out hairballs to immobilize the two.


- Gold Wight -----------------------------------------------------------------

Gold Wights are the most powerful of the Wights and are rarely encountered. 
They have elegant gold armor, a long flowing cape, and a giant sword. They are
more experienced than other Wights and can block Heinrich's melee attacks, but
otherwise act the same.


- Other-Worldly Phantom ------------------------------------------------------

Other-Worldly Phantoms are disgusting monsters that are made up of bones from
past victims and fleshy material. They are found in the Witch's Enclosure and
are nearly identical to the Homunculi enemies.


- Stonesoul ------------------------------------------------------------------

Stonesouls are relatively small golem creatures that reside in the Broken and
inside the Witch's Shrine. They're fairly slow moving and easy to avoid, but
also can roll up into a ball and bowl over you.


- Stone Giant ----------------------------------------------------------------

Stone Giants are practically identical to the Burning Giant mini bosses aside
from appearance and color. They use the same attacks: slow punches, a ground 
pound, and a rock projectile. Break them apart with Witchcraft, then go after
their core.


- Soul Hunter ----------------------------------------------------------------

This is a mini boss enemy found inside the Witch's Shrine. Soul Hunters look
like the Phantom creatures, but they carry a large scythe and focus more on 
physical attacks. Soul Hunters are also known for sucking the life out of 
Heinrich or Gretchen. Use Enoch's Hammer or Maar's Lance to knock them to the
ground and go from there.


==============================================================================
 10.2] BOSSES                                                           [1020]
==============================================================================

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Straeggele

You'll come to learn that bosses in this game are a huge pain, and Straeggele
is no pushover despite being your first boss. She is pretty simple once you
get her attack patterns down, but for first-timers you may have some
difficulty here. Most of the boss's attacks are close-range power moves.

The boss has a stab attack where her long and pointed arms will pierce you
repeatedly. Straeggele also has a few more physical attacks, including
engulfing you with her ribs and trapping you using a magic spell (tap A over
and over to free yourself).

Straeggele's most common attack is usually used in retaliation, where she will
fly to an adjacent building and then rocket across the arena in a red blaze.
It can be difficult to dodge since she has no real pattern of movement and it
can also target Gretchen and Heinrich together. It's most dangerous property
is that you are knocked off your feet, and you may fall off of the building
roof into the alley below. There are three Sword Wights roaming around below
that you really don't want to deal with in addition to the witch boss.

Stay on the roof as much as possible and ignore the Sword Wights below (they
very rarely walk up onto the roof with you). Heinrich's scythe combos work
well, but Gretchen's Witchcraft is a great way to throw Straeggele off guard 
and begin a combo. Use Vlad's Impaler to keep her immobilized while you can 
hack away at her.

Hopefully Straeggele shouldn't damage Heinrich or Gretchen all that much, but 
the best time to carry Gretchen and heal yourself is when the boss jumps to 
another building and starts her rocket attack.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Straeggele

Before you start to hurt the boss, run to the right and slash the wagon to
find a LOST PAGE. When facing the black tower, walk to the right to find a
second wagon with another LOST PAGE inside.

Straeggele is a tough boss in her new form, but she is still manageable as
long as you be careful and protect Gretchen when necessary. She uses the same
charge attack as before, but luckily it does not kill you in one hit. Just
dodge to the left or right of where she is facing. She has a few physical
attacks, such as an arm swipe when you are are being her or on her side and
also a foot stomp which causes spikes to rise from the ground.

Sometimes the boss will also jump on top of a building or climb up the side of
the black tower and breathe fire down on the plaza. Pick up Gretchen and avoid
the stream of fire by standing on the opposite end of the plaza. If Straeggele
is on a building, she'll follow with a body slam. This is probably her most
powerful move, so avoid it at all costs.

The most annoying attack is when the boss grabs Gretchen and begins squeezing
the life out of her. Run over to whichever arm she has Gretchen in and slash
away to have the boss eventually let go.

You can deal damage by attacking one of Straeggele's three legs normally, but
the best way to do this is to immobilize her: lock onto one of the three limbs
with the Left Bumper and have Gretchen use Vlad's Impaler to bind Straeggele
to the ground. Follow up with some scythe combos and more Witchcraft until she
breaks free.

You can upgrade Gretchen's Witchcraft using the Souls obtained from enemies,
so you should have enough for either Mag Mell's Rose II or Vlad's Impaler II
(I suggest the latter). You can upgrade in the combat menu.

As you will come to learn, most boss fights in Knights Contract are concluded 
with a punishing Quick Time Event (QTE). These events are frustrating, to say 
the least, and failing them results in your death and starting over with the 
boss at half health. The good news is that the button prompts never change, 
which means you can resort to memorization... or simply reading the button 
prompts I provide to you.

-> A
-> Left Stick (wiggle Left and Right)
-> A
-> Left Stick (Up)
-> Y (tap repeatedly)


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Ice Serpent

It turns out that the serpent was simply baiting you into its territory, and 
has successfully captured Heinrich and Gretchen. You are surrounded by the 
snake's coiling body and have no escape.

You can only target the Ice Serpent's head in this boss battle, and it stays
out of reach for most of the fight. If you move right in front of the snake, 
it will lunge out and snatch you up in its jaws. Repeatedly tap A to free 
yourself before you become incapacitated. During the fight, it is best to stay
on either side of the Ice Serpent and to avoid moving in the middle of the 
arena.

The boss summons a wave of Ice Phantoms to keep you busy while it tries to 
attack Heinrich and Gretchen. Despite this, these monsters shouldn't really 
hassle you that much. I wouldn't make them my first priority.

Wait for the Ice Serpent to slam its head on the ground before running over 
and attacking. Make sure to initially avoid the attack by staying to the right
or left, then hack away once the boss is dazed. The Ice Serpent doesn't have a
lot of health and a few Witchcraft and scythe combos should do it in.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Trude

First things first, at any point during the battle make sure to run right up 
to the boss and collect the LOST PAGE at the base of Trude.

What makes this boss fight annoying is that you have three targets to worry 
about: Trude and her two Ice Serpent limbs. Both of her snake appendages can 
attack, and she can also slither out on a long serpentine body to attack you 
as well. The good news is that Trude doesn't have many attacks and they are 
all fairly easy to avoid.

Trude's most common attack is her ice breath attack. One of the two snake arms 
will breathe in air, then exhale in an icy gale. This cold rush of ice can 
freeze you solid; wiggle the Left Analog Stick back and forth to free 
yourself. Gretchen can also be frozen, which prevents any Witchcraft from 
being used. Run over and carry her to thaw her out.

The snake heads can also lunge and bite at you. They will chomp down on 
Heinrich before spitting him out. Sometimes, both snake heads bite you and 
attempt to rip you apart in a sick game of tug of war. To avoid a gruesome 
fate, repeatedly tap Y. They also have a strange move where they hit the 
ground and worm their way across the ground in an attempt to bump into you.

Trude's torso is what you need to really worry about. If you stay in the back 
of the arena, she will slither out towards you and chop at you with a long 
sword. She can also create four blocks of ice that slam onto the ground and 
explode shortly after.

The only way to deplete the boss's health is by attacking the witch rather 
than the two Ice Serpents. You can knock them out of the bout momentarily, but 
it does not lower Trude's health and only prevents them from using their 
attacks for a short while.

The problem is that Trude rests in her base and does not lower herself down to 
the ground very often. Trude really only drops down into attacking range when 
one of the snakes is knocked silly or if you avoid her attacks long enough. 
When her torso moves down to the ground, lock onto her and begin assaulting 
her with Gretchen's Witchcraft. Trude is pretty fragile and is easy to hurt so 
long as she's in range, but the battle can drag on if she is leaning against 
the back of the room and is out of reach.

The most difficult aspect of this boss battle is getting incapacitated or 
frozen, which leaves Gretchen open for attack. The Ice Serpents can bite down 
on her and chew her up, which drains her health like lightning if you aren't 
able to come to her aid. If Gretchen is at dangerously low health, pick her up 
and stay as far away from the boss as possible while dodging the snake's ice 
breath and the occasional sword swipe from Trude.

And of course, you must follow up with a QTE if you want to finish Trude off 
for good. Luckily, this one is pretty simplistic.

-> Left Stick (Down)
-> Y
-> X (tap repeatedly)
-> B


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Burning Giant

This giant fiend is composed of molten-hot rock and isn't as dangerous as he 
looks. Similar to the fight against the Ice Serpent, this is more of a mini 
boss and isn't on the same level of difficulty as the witches in the past.

The boss has very few attacks that you need to worry about. He has a ground 
pound slam that can be avoided by simply staying the hell away from it. The 
Burning Giant can also punch a few times and shoot fireballs out of his chest. 
Honestly, nothing that you need to really worry about. The courtyard is big 
enough that you can pick up Gretchen and avoid the boss until her health is in
tip-top shape.

As Heinrich, your scythe simply bounces off the Burning Giant. You must weaken 
it first by using Gretchen's Witchcraft before you can utilize combo attacks. 
When it takes enough damage, the boss will crumble apart and begin to piece 
itself back together. Attack the individual rocks to deal huge amounts of 
damage. You want to end this fight quickly due to the timer, so you can 
unleash Knight's Fury or Witch's Embrace to end the fight in a flash.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Holda

Like the other witch battles, you can find a Lost Page in the arena. The LOST 
PAGE is located in one of the corners of the square room.


- Part 1 ---------------------------------------------------------------------

Holda is fierce and can really pack a punch. Nearly all of her attacks can 
cause Heinrich or Gretchen to catch fire. When burning, you cannot carry 
Gretchen, so it can be real detrimental to your progress if you keep getting 
burned by Holda.

In my opinion, Holda is the first genuinely challenging boss. This is mainly 
due to her cheap fighting style and the fact that she rarely ever stands 
still. The boss spends most of the time flying around the tower roof in 
circles. She occasionally stands still to hurl flaming lances at you. Just 
like the meteors in the town, avoid the shadows. She sometimes cuts through 
the roof to the other side and may slam into you along the way.

When Holda returns to the ground, she does so in a devastating way: she will 
float high in the air and body slam onto the roof. This attack has a wide 
radius and is very difficult to avoid. Once Holda is on the ground, she 
doesn't stay still for a second. She will dash around on her chariot and use 
other nasty attacks.

Once she's on the ground, Holda will use a ramming attack or she will stop and 
the wheels on her chariots detach and spin around. She can also use her long 
lance to swipe at you or Gretchen.

The only time you can damage Holda is when she is grounded. You can try using 
Maar's Lance when she's flying through the air, but she doesn't stay still 
long enough for you to score an accurate hit. Once she is on the ground, run 
up and use whatever Witchcraft you have. Since Maar's Lance isn't that useful 
here, I went with Mag Mell's Rose, Vlad's Impaler, Enoch's Hammer, and 
Halifax's Blade. Using complex combos usually keeps her from moving and can 
remove chunks of her health.

The one good part about this boss fight is that when Holda flies around the 
arena, you are given free time to heal Gretchen and restore your Witchcraft 
for later use. It helps break up the chaos when she's on the ground and 
fighting.


- Part 2 ---------------------------------------------------------------------

This battle is broken up into multiple parts. Once you deplete Holda's health
bar, the floor collapses and ends up inside the burning tower. The battle 
strategy changes now that Holda is without her chariot.

Holda nearly isn't as mobile as before, but the incredibly small fighting area 
shifts the advantage back into her favor. She is a truly massive individual 
and takes up a quarter of the floor, and her lance attacks can cover almost 
the entire floor.

Holda can use her lance to impale either Gretchen or Heinrich. Targeting 
Gretchen causes her health to slowly drain, so run up and begin slashing away 
at her to end the attack. If Heinrich is stabbed, repeatedly tap A to free 
yourself. She can also stab the ground, which creates pools of lava and can 
potentially burn Heinrich or Gretchen.

Since the boss doesn't move around as much, capitalize by getting right in her
face and never settling down. Unleash Witchcraft after Witchcraft and you 
might be able to score some crucial finishers. Also, Knight's Fury or Witch's 
Embrace is killer here and can almost defeat Holda in one go. 

As the battle nears the end, Holda will begin protecting herself with her 
shield. In order to leave her vulnerable and open to attack, use Witchcraft on
her. Maar's Lance seems to be the best way to get the boss to lower her shield
because you can aim and immediately target her. Sometimes she will jump off of
the hanging platform and firebomb the place, so pick up Gretchen and avoid the
glowing shadows that appear.

And of course, the QTE for this fight (warning: it's longer than the others!)

-> A
-> Left Stick (Left)
-> Left Stick (Right)
-> Left Stick (Up)
-> B (tap repeatedly)
-> Y


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Faust

Do not be fooled by Dr. Faust's appearance - while you have been battling 
abominations and other menacing monsters, this human is still a threat to the 
two of you. Faust is incredibly fast and can parry your attacks with ease. He 
is great at dodging scythe strikes and other physical attacks and usually 
retaliates with a swift counterattack.

Most of Faust's attacks are basic sword attacks. He does have a lightning-fast
charge that can be avoided by rolling to the side. The boss also has a charged
swing attack that can knock you off your feet. This battle tends to be cheap 
at times because Faust is capable of hitting you right off the bridge to your
death. If possible, try not to stray near the sides of the bridge too much.

It can be difficult to target Faust as Heinrich alone, so you will need 
Gretchen's Witchcraft to stun the boss so you can go in and follow up with 
your scythe. Mag Mell's Rose and Enoch's Hammer are very useful, but Maar's 
Lance is surprisingly powerful against Faust. Just make sure you don't miss, 
because he is a fast one.

Once you have depleted around half of the boss's health, he creates two clones 
of himself. The clones do not glow like the real thing, so you can tell them 
apart easily. They tend to go after Gretchen while the real deal focuses on 
Heinrich, so try to break up the doppelgangers if they gang up on your witch 
buddy. They can be dispatched easily and leave behind Souls and Witch Points 
just like any normal enemy.

As you continue whittling down Faust's health, he will create more clones; 
this time he spawns four of them. Using wide-range Witchcraft will help defeat
them, as will Knight's Fury or Witch's Embrace. The battle doesn't change 
otherwise. The difficulty from this battle stems from Faust's ability to knock
you off the bridge for the easy kill. His attacks otherwise aren't very strong
and he himself does not have a lot of health.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Trendula

The boss fight against Trendula is something you have not experienced yet in 
the game, and it can be daunting at first sight. This hulking brute of a witch
is the size of the castle itself, so you must attack her from the rooftop 
while she stands next to the building. At the start of the fight, walk up the 
stairs on the right and smash the small tree on the platform for a LOST PAGE.

For the boss battle, you will be on a small portion of the roof: two square 
plots connected by stairs. The witch Trendula will attack you from above by
using mainly melee attacks, such as swiping the roof or slamming down on a 
section with her fist. These attacks can incapacitate Heinrich in one shot and
can also drain Gretchen's health down to a sliver, so it is crucial that you 
avoid these attacks.

Trendula's other attack gives you free time to carry Gretchen and heal both 
characters. She will glow blue and beams of light appear on the ground. Run 
away from these areas as Trendula fires lightning bolts down onto the roof. 
She usually repeats this attack two or three times in a row, so you can
completely refill Gretchen's health by the time she stops.

When the boss uses her fist slam attack, she leaves her hand on the roof. You 
can press A next to her fist to jump on top and begin attacking. The controls
get a bit clunky when you're walking on Trendula, so you'll likely end up 
falling off anyways. I wouldn't bother jumping on her fist to begin with; stay
on the ground and unleash Witchcraft while her hand stays on the ground.

Overall, this is a pretty easy boss fight so long as you be careful. Trendula
has the potential for some one-hit KOs, but it is easy to scout the attacks. 
Use Maar's Lance to attack the boss from afar, then resort to other Witchcraft
and Heinrich's scythe during her failed fist slam move.

Trendula escapes at the end of the fight, so you do not kill her here. As a
result, there is no quick time event.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Trendula

The fight takes place on a large rectangular walkway with interconnecting 
bridges along the way. There are towers at several points along the way that
can shield you from Trendula's attacks. One in particular is open, allowing 
you to go inside to hide and heal Gretchen.

Trendula uses many of the same attacks as the previous fight, including fist 
slams and lightning strikes. Since the fighting area is so much larger than 
before, the boss takes this opportunity to teleport around the arena, turning 
the fight into a game of cat and mouse.

The boss moves around by turning into a purple cloud and whizzing to another 
location. If she happens to fly through you, she will pick you up and crush 
you with her fist (follow the button command to free yourself). Sometimes she 
may grab Gretchen instead, which is a hell of a lot more problematic. You must
track down the two of them, then stand right underneath so you can use 
Witchcraft. Use any spell for Trendula to let her go.

The witch also uses a new attack where she charges a purple portal near her 
stomach and fires a giant gust of wind and lightning at you. This is her most 
powerful attack and the ability to knock Heinrich high into the air can lead 
to a lot of cheap deaths ala the fight against Faust. Since the walkways are 
so narrow, you may end up getting knocked off the bridge to your death just 
like in the battle against Faust. It can be very frustrating, so try to stay 
near so you can take cover behind them.

Just like before, Trendula can use her fist slam attack and leaves her hand
there momentarily. I would not suggest jumping on top of it, because you will 
likely fall off her hand and possibly off the walkway as well. Stand next to 
her hand while its immobile and use your strongest close-range Witchcraft, 
such as Mag Mell's Rose and Halifax's Blade.

Since Trendula spends so much time running away and generally staying out of 
reach, you may have to resort to using Maar's Lance a lot. The good news is 
that landing a hit drains a lot of the boss's health, so it's a very powerful 
Witchcraft to use.

At some point during the battle, Trendula will grab the bridge connecting the 
two ends of the rectangle, rip it apart, and throw it at one of the towers. 
This severely limits your mobility around the arena. There's no set point when
she decides to tear apart the arena. On one occassion, it happened immediately
after the fight began.

This boss battle can go on for a while because Trendula never really gives you
a fair fight. The only way to get her to use her fist slam attack is if you 
run in front of her and lure her into using it. As much as it helps to hide in
the tower the entire time, doing so won't give you a chance to hurt her. Run 
in front of her and get her to use the attack, then retaliate. Landing
Finishers REALLY helps as the fight rages on.

This is definitely the toughest boss battle so far. Trendula has a lot of
cheap attacks, and the network of walkways can make it difficult to find
Gretchen if you get split up. Plus, Trendula doesn't leave you much of an
opening to attack because she doesn't leave her fist on the ground as long
when she's almost dead. At that point in the fight, you may have to resort to
long-range Witchcraft in Maar's Lance or Enoch's Hammer.

As usual, after the pain-in-the-ass boss comes a QTE. Get ready!

-> Y
-> A
-> Left Stick (Up)
-> X
-> B (tap repeatedly)


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Rapunzel

Even sweet little Rapunzel stands in the way of Heinrich and Gretchen, as she 
turns into a hideous skeleton spider. Off the heels of the hardest boss battle
in the game, you are treated to arguably the easiest boss so far. Rapunzel 
isn't much of a fighter and tends to enlist in the help of her spider minions
rather than do the dirty work herself.

Rapunzel often begins the fight by climbing onto one of the walls or ceiling.
While off the ground, she can do one of two things: she usually uses this time
to spawn a cluster of Arcanids. Sometimes the boss will shoot strands of hair 
onto the ground in an arc; if you get hit, you must free yourself by following
the button command.

At first, Rapunzel sits back while you toy with the Arcanids that crawl after
you. There are only around six at a time, so it's manageable if you use 
Gretchen's Witchcraft against them.

However, as the battle goes on, Rapunzel begins using a sonic scream attack. 
While this attack does not harm you, it will reverse the game's controls. 
During this time you cannot lock onto enemies either, so fighting the Arcanids
becomes a chore. The move dissipates once all the spiders are gone. Once 
Rapunzel is nearing death, she will sing a song, which prevents you from using
Witchcraft until the Arcanids are all dead.

After she has used her hair missile attack or you've killed the Arcanids, 
Rapunzel drops to the ground. While on the ground, she has an arsenal of 
attacks. Most of the time she resorts to stabbing at you with her two front
limbs.

She can also step backwards, then leap forward in a lunge. Rapunzel can also 
shoot hairballs at Gretchen or Heinrich, just like the Arcanids. You must free
yourself if you get tangled up in hair. Rapunzel also raises her abdomen 
(which happens to be in the shape of her face) and smashes it into the ground,
causing pillars of hair to rise up around her. When you see this happen, back 
away so you don't get hit by the hair.

Aside from her abdomen attack, all of Rapunzel's attacks are incredibly easy 
to scout and she is also a slow mover. As a result, you can absolutely punish 
her with Witchcraft and other combos while she's in reach. By now, you 
probably (hopefully) have at least one Phase III Witchcraft, and those ones 
really pack a punch.

Once you have depleted Rapunzel's health, a QTE begins:

-> B
-> X
-> Left Stick (Right)
-> Right Bumper
-> Y


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Shadow Gretchen

Grab the LOST PAGE to the right of your position when the battle starts. It 
should be against the corner of the room.

The black cloud that has been following you around for the past few levels has 
taken the form of Gretchen. Shadow Gretchen possesses all the properties of 
the real thing, such as her melee attacks and Witchcraft. Unlike the real 
Gretchen, this doppelganger can also teleport around the arena.

This fight can be tough, because Shadow Gretchen has many of the powerful 
Witchcraft that you have been using through the duration of the game. She can 
use Vlad's Impaler to skew you or Minukelsus, Enoch's Hammer to slam down on 
you from above, and she can also lay down Colchis' Traps for you.

Colchis' Trap and Enoch's Hammer are probably the two easiest Witchcraft to 
avoid; the former takes the form of red pools on the ground, so just don't 
walk through it, and the latter floats above the plaza and only drops down on 
you if you run underneath. However, Vlad's Impaler and Mag Mell's Rose can 
come out of anywhere and are tougher to dodge.

In addition, Shadow Gretchen can also summon two Sword Wights as protection.
You should probably take these creatures out before you resume targeting the
boss. Have Minukelsus use his freeze bombs to freeze them solid; one blow will 
shatter them.

You should be able to breeze through this boss fight because it is very easy 
to deplete Shadow Gretchen's health. She isn't very durable and you can easily
trap her in a corner and beat the tar out of her. Some of Minukelsus' attacks
are incredibly powerful and the ragtag team of Heinrich and Minukelsus should
have their way with her.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Shadow Heinrich

There's a LOST PAGE for you to collect on the rooftop. It's in one of the 
corners; I believe on the opposite end from where you start off.

You can probably expect the nature of this boss fight against Shadow Heinrich.
The boss acts just like Heinrich, and you should know what to expect 
considering you have been controlling and using his powers for the entire 
game. The only new technique Shadow Heinrich can use is the ability to 
teleport around the room, just like the other guardian.

Shadow Heinrich doesn't have too many attacks, nor is he flashy like Shadow 
Gretchen. He can only use basic scythe strikes, so he has no long-range 
attacks. That puts him at a severe disadvantage, and coupled with his 
lumbering jog, you won't have a hard time keeping your distance from him.

What makes Shadow Heinrich dangerous is that he is strong, and most of his 
combos are very long. If you get hit, you likely won't be able to escape and 
you'll have to endure the entire combo. So it can be pretty easy to avoid most
of the boss's attacks, but make sure that you do. Getting stuck in one combo 
can be incredibly hazardous to your health.

The fight is a bit tougher than the one with Shadow Gretchen, but this is 
mainly due to Gretchen being much weaker than Heinrich and Minukelsus (even 
with your arsenal of Witchcraft). Shadow Heinrich has a lot of health and he 
often teleports out of your Witchcraft, making it difficult to nail a direct 
hit on the bastard. I noticed that he often escaped from Mag Mell's Rose and 
Vlad's Impaler; go with Colchis' Trap instead.

Keep your distance and use the same tactics as you did against the Gold Wight.
It's time-consuming, but all you can really do is use your Witchcraft, then 
run away until you can use them again. I found that many of the "Extra" 
Witchcrafts were incredibly useful not just in this battle, but through the 
course of the game. Fafroskies Rain is pretty good, but Elizabeth's Fangs and 
Hildebrand's Sword are especially great.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Verderinde

At some point during the boss battle, look around the perimeter of the 
circular arena for a LOST PAGE.

Verderine is a royal pain in the ass. She is incredibly fast, flies around
just out of reach of most of your Witchcraft, and has a large arsenal of 
powerful attacks. She is definitely a force to be reckoned with (but I still 
think Trendula is the most challenging boss so far, sorry!).

For starters, Verderinde can use some of the same Witchcraft as Gretchen, such
as Vlad's Impaler Enoch's Hammer, and Colchis' Trap. However, they are more 
complex versions (for example, the boss will release a circle of blood-red 
Colchis' Traps that spread outwards).

Most of the boss's moves are fast, elegant, and hard to scout. She can fire a 
red laser beam while flying in the sky (probably her most common attack and is
often used if you are far away from her), glow red and slam down to the 
ground, and rip the "wings" off her staff and throw them at you. Verderinde 
can also shoot a larger laser cannon, but it only occurs when she is standing 
on the ground. She also has a few melee attacks and can create a shockwave 
when standing.

Verderinde doesn't spend much time on the floor, so you will have to knock her
out of the skies. This is best executed with Maar's Lance: find a point when 
she isn't moving around as much (usually after using her laser beam), then 
point and throw. Maar's Lance not only removes a big chunk from her health 
bar, but also keeps her grounded for a short while.

Capitalize by pummeling her with Witchcraft. The boss often blocks Heinrich's 
scythe with her metal wings, so you usually need to stun her first with other 
Witchcraft before you can hack her apart. Also, like Shadow Heinrich, 
Verderinde has the annoying tendency to teleport midway through a Witchcraft 
to avoid taking damage. Try to use quick-burst Witchcrafts that can refill 
faster, such as Elizabeth's Fangs and Fafrofskies Rain. Using Phase III 
Witchcraft takes too long to reuse.

Once the boss gets back on her feet and is up in the air, pick up Gretchen to 
heal any wounds and wait for the chance to use Maar's Lance again. It is a 
pretty simply cycle and it shouldn't take very long for you to put her down; 
even shorter if you use Knight's Fury or Witch's Embrance along the way.

Once Verderinde has no health left, get ready for a QTE.

-> Y
-> Right Bumper
-> B (tap repeatedly)
-> Left Stick (Right)


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Stone Giant

This Stone Giant is identical to the Burning Giants you fought earlier in the 
game. It has a health bar, but it's more of a mini boss than anything. It 
generally has the same moves as the ones fought in the burning city: it can 
punch you, create a shockwave attack, and also shoot rocks at you. Follow the 
same battle strategies for the Burning Giant fights. Remember, you can deal 
more damage to the Stone Giant when it falls apart and begins to piece itself 
back together.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Soul Hunter

Another mini boss! Yep, it has a health bar, but it certainly isn't as tough 
as the real bosses you have fought in the past. First things first, kill the 
two pesky Fire Phantoms in the corner of the room. All they do is stand there
and shoot fireballs at you. It's annoying.

The Soul Hunter has a very large scythe (bigger than Heinrich's!). He can 
slice you from a great distance and also use it to create projectiles. The 
boss can create a red disc that spins around his body, almost like a shield.
If you get too close, the Soul Hunter may pick you up and drain your life 
force. This can also happen to Gretchen rather than Heinrich, so watch out. He
can also teleport around frequently. However, the boss doesn't have much 
health and you can put him down after a few Phase III Witchcraft.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Giant Homunculus

Faust's servant has morphed into a strange, disfigured worm monster with 
hands. All I know is that it is some type of Homunculus. Nevertheless, ignore
it from the start and focus on the two Homonculus Cradles in the corners of 
the room; they continue spawning Homunculi and only make this fight harder 
than it is if left unattended.

The Giant Homunculus does not move at all and will stay on the opposite end of
the cramped room. If you stay away from the monster, he will spit globs of 
acid at you. These stain the floor and anyone who steps on the sizzling 
mixture will suffer long-term damage. The boss can also stick his tongue out 
and grapple either Heinrich or Gretchen. He can also stomp the ground with one
of his two arms if you get too close.

This boss battle is very easy and should not take you long at all. The Giant 
Homunculus is really slow at attacking and you can interrupt most of his moves
with Witchcraft. Just like the Straeggele boss fight, use Vlad's Impaler to 
stab one of his arms to keep him immobilized. From there, unleash Witchcraft 
and melee combos while he's stuck. The boss won't be able to withstand more 
than a few rounds of this.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Faust

The boss battle against Faust comes in a number of forms, and they all take 
place at the top of the staircase.


- Part 1 ---------------------------------------------------------------------

Dr. Faust fights you in his regular human form, though this battle is nothing 
like your first duel. Faust has all new attacks, and more importantly, there 
are no cheap deaths. He doesn't use as many melee attacks as before and relies
heavily on alchemy and other spells.

Faust can still use sword strikes, as he usually strings together a short 
combo. With one of his magic spells, he casts a golden ring around you that 
follows you wherever you go. After several seconds, it wraps around you and 
explodes. If you're quick, you can roll to avoid the ring as it collapses 
around you. Sometimes Faust will jump high in the air and plunge his sword 
into the ground, resulting in an explosion.

The most obnoxious technique by Faust is the ability to heal himself. He 
stands hunched over and protects himself with a bubble shield as he begins 
regaining health. As far as I know, nothing can pierce the shield; I've tried
a lot of Witchcraft. I think you just have to endure it. Like your first 
fight, Faust can also create clones of himself to pester you.

I'm not sure if this is very common, but I have experienced a few glitches 
during the first part of this boss fight. In both occassions, Faust could not
move or attack. He would just stand there and do absolutely nothing. Out of 
the two occassions this happened, the first time I could not damage him and 
had to restart the level, but the second time I could hurt him. So I literally
stood next to him and unleashed all hell and he didn't do a damn thing.

Regardless, this first form is just the tip of the iceberg. Faust uses the 
shards of the Anima del Monde to turn into a hideous crab monster.


- Part 2 ---------------------------------------------------------------------

Faust may look like a handful, but he is seemingly holding back during this 
portion of the boss battle. He is slow moving and only has two attacks. First,
he shoots a laser into the air, then the floor around you begins glowing. Like
the laser traps in the previous level, the floor will erupt in a huge beam of 
light, so avoid the glowing portions. He can also stomp the ground with his 
many legs if you walk underneath him.

Your target is Faust's main body, which is an outgrowth on the chest of the 
golden crab monster. Maar's Lance is really the only Witchcraft that can 
penetrate him up there; lock on and make sure to scroll through with the Right
Analog Stick to lock onto Faust.

This strategy would take forever, so you must find a new tactic. Hack away at 
Faust's thick legs with your scythe and Gretchen's Witchcraft. Watch out for 
when he tries to crush you or possible laser beams. Elizabeth's Fangs, Vlad's 
Impaler, and Mag Mell's Rose are great choices here. 

When you beat up on his legs enough, Faust collapses. Press A next to his 
downed body to jump on. Run over to Faust's human figure and begin slashing it
while Gretchen uses some long-range Witchcraft (Enoch's Hammer). This will 
deal a lot of damage, and Faust eventually shakes you off. You can even pull 
off Finishers if you're lucky.

You'll have to follow a QTE once Faust runs out of health. It's a short one, 
though!

-> Left Stick (Right)
-> B


- Part 3 ---------------------------------------------------------------------

Faust isn't kidding around now, and he gains a gigantic trident for the third 
part of the fight. Look around the arena for a LOST PAGE; it's usually close
to the center of the floor. It only appears during the third phase.

With the boss's new form comes new attacks. Faust swings his trident back and
forth; the thing has great reach, so you must be really far away to not get 
hit. Probably his most used attack; Faust will leap in the air and crash down 
with his trident, creating a miniature earthquake. Quakes radiate around him 
like a star.

When three of Faust's legs begin to glow, ignore them and target the other 
legs. They are encased in a protective shielding and take a lot of Witchcraft 
to break, so just attack the other ones. His laser beam spell is also improved
so that three or more laser beams appear in succession rather than just one.

Despite his new moves and appearance, your method of attacking Faust is the 
same. It is more difficult that the last part, because it takes more effort to
knock Faust off his feet and his attacks are harder to dodge. You will be 
spending more time trying to heal Gretchen during this phase. I'd recommend 
equipping the Seal of the Bond in addition to the Seal of Life.

Beware of getting incapacitated; the boss doesn't regularly focus on Gretchen,
but he will snatch her up and begin sucking her health away if you become 
incapacitated. Quickly regain your composure, then hit one of Faust's legs to 
make him drop her.

As for Witchcraft, I suggest Elizabeth's Fangs, Vlad's Impaler, Maar's Lance,
and Enoch's Hammer. The first two help take out Faust's legs. Once he is down,
use Maar's Lance on his main body before jumping on him. Gretchen can use 
Enoch's Hammer from the ground; what's good about this Witchcraft is that it 
can hit Faust's main body and also provides Finisher opportunities, which are
incredibly useful in this stage of the battle.

This is the final part of the fight, so the QTE that follows seals the deal.

-> Y
-> Right Bumper
-> A
-> Left Stick (Left)
-> Y
-> X (tap repeatedly)
-> Left Stick (Down)


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 BOSS: Verderinde

Now that Verderinde has the Anima del Monde in her possession, she plans on 
using it towards the destruction of the human race. Clever girl...


- Part 1 ---------------------------------------------------------------------

Verderinde is hard, and the only things that she retains from your first fight
against her is her incredible speed and knack for flying high in the air. You 
will find it difficult to land many shots and deal significant amounts of 
damage at a time.

When the boss is in the air, she will use a number of attacks on you. When she
shoots four arrows into the air, they appear on the ground and criss-cross the
floor. The camera angle gets messed up during this part, but try to stay 
between two of the arrows when they fly past you. She can also drop down a 
lightning bolt, that spawns into multiple strands of lightning and crawl 
around on the ground. It's a weird attack, but not that hard to get away from.

To win this fight, you must knock Verderinde out of the sky. She moves far too
quickly for Maar's Lance, so instead you must use Enoch's Hammer on her. The 
Witchcraft literally knocks her straight down onto the ground.

The fight changes a bit, as Verderinde uses new attacks. She can skewer you 
with her sharpened hand and also grab Gretchen (this usually only happens when
you are incapacitated). By far the boss's most frustrating attack, Verderinde 
moves just outside of the arena and rockets to the opposite side of the floor,
wings outstretched. The attack happens in a flash and she has a huge wingspan,
so it is very difficult to get out of the way.

Once you get her on the ground, it's about keeping her contained. Like in the 
previous boss battle against her, she is fragile and it's easy to drain her 
health, but the problem is getting her to stay still. By far, the best way to
do this is to use Colchis' Trap. If you have at least Colchis' Trap II, you 
are in luck. The Phase II Witchcraft causes a homing trap to ensnare her 
automatically rather than just placing it on the ground. At that point, you 
can use Maar's Lance for major damage and other Witchcraft.

Even though the fight isn't over, you must follow a quick time event.

-> B (tap repeatedly)
-> Left Stick (Up)
-> Y


- Part 2 ---------------------------------------------------------------------

Verderinde conjures up a meteor to crash down onto the island. A Needle of 
Time appears at the top of the screen, which means that you must defeat the 
boss before the meteor hits the island and destroys the heroic duo.

Verderinde starts using some new attacks. She can summon a tornado that stands
in the center of the ring, sucking Heinrich and Gretchen in. Dodge roll away 
until the tornado disappears or else you'll take a lot of damage. The boss can
also summon meteors, which are very hard to avoid since they have a damn big 
hit radius. Instead of trying to run away, hit them right back at her!

The boss catches on to your antics and she begins protecting herself with a 
circular disc underneath her. Now nothing happens when you use Enoch's Hammer.
She is usually slower and stands still more when protected, so you are able to
use Maar's Lance to knock her down to the ground. Damaging Verderinde is 
roughly the same as the first part, but you have to be fast due to the time
constraint.

Using Colchis' Trap is still the best route to take, because you need to 
restrain Verderinde long enough in order to score at least one direct hit with
another Witchcraft. Aside from Colchis' Trap, I would go with Elizabeth's 
Fangs, Mag Mell's Rose, and Maar's Lance. She usually frees herself from 
Colchis' Trap, so act quickly.

This boss battle is strange because it seems that only certain types of 
Witchcraft work on Verderinde. Sometimes you won't deal much damage, and other
times you'll hit the jackpot. I was having a lot of trouble dealing 
significant damage to her, and then all of a sudden I managed to kill her in
one single hit using a Colchis' Trap + Elizabeth's Fang combo. I dunno.

For this QTE, make sure to nail it on the first try. Unlike previous boss 
battles, if you fail, then you die. The boss won't reappear with less health.
In this case, the meteor crash lands and you purge.

-> Left Stick (Left)
-> X
-> Y
-> B

______________________________________________________________________________

 11] THANKS/CREDITS                                                     [1100]
______________________________________________________________________________

Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:

 CJayC: For being an awesome host of an awesome site.

 Eternal Czar Smapdi: For being the best co-author anyone could have, and for
                      being yourself.

 FESBians: Because you're cool.

 You: For reading this FAQ.

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 * Neoseeker    - http://www.neoseeker.com
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The latest update of this document can always be found on GameFAQs.

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If you have any questions, comments, or anything that you would like to add to
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"So keep on building, chasing that feeling, if we make it out of here alive,
we'll make it through anything"
- Midnight Juggernauts
______________________________________________________________________________
                                                               END OF DOCUMENT