I just defeated Blasphemous ‘s fourth Dawn : Dawn of the Molten Thorn ; and I must tell you that it seemed to me one of the simplest, or at least much more so than the one of the Carved Steel or the one of the Golden Edges .
I don’t know if it will give me this feeling because you want it or not, I must be more seasoned after so many Dawns or because its difficulty is really lower. It is also true that we will find it almost at the end of the game and whether you want the extra health or not, it shows fabric, and more in the Penitence that I am, the True Guilt.
Anyway, whatever the difficulty, that in the end is quite subjective; today it’s time to thoroughly break down this new boss to discover the best way to defeat him, let’s go there!
LOCATION AND UNLOCKING OF DAWN IN BLASPHEMOUS
As I have already mentioned, we will unlock this combat very close to the end of the game; specifically in the Wall of the Holy Prohibitions , but remember that we must first unlock the combat and then go to where the tomb of the Dawn is located to begin their battle there.
I leave you a photo with the two locations in order as always:
HOW TO DEFEAT DAWN OF THE MOLTEN SPINE
This is the typical boss where good control of parry mechanics is very key to its success. It is not as fundamental as it would be with Crisanta , for example, which practically forces you to master the technique, but knowing how to use it with precision can make a big difference.
Anyway, as is tradition, we are going to break down each of his attacks.
ATTACK GUIDE
Let’s take a look at all of Dawn of the Molten Spine’s attacks:
- Purple Protective Shield : Attack that she shares with the other Dawns. These start with a shield (it’s like a purple barrier around him) that will protect him from hits, until you break it (several hits) you won’t hurt him.
- Side to Side Charge : The Dawn will stand on one side of the screen (on or below the platform) and launch a charge to the other side of the wall moving parallel to the ground. Sometimes he will make a streak of two. It dodges almost without you noticing, it will rarely catch you, but if it will, a timed parry will save.
- Turn + Charge : It will perform a jump while rotating (as the other Dawn did) and when it reaches the ground it will perform a charge from the ground towards you. Again you will have to use the parry at the right time. Be careful, because he usually performs this attack several times in a row. There are times when it will do the jump but not charge.
- Earthquake Jump : An attack that we have already seen in other Dawns, although each one has its touch. It will appear in the air and fall to the ground moving the earth after the impact and thus creating columns of earth that will move across the screen. That it does not fall on you and jump to avoid the ground, it does not have much mystery.
- Summon Pillars : The Dawn will rise to the sky and summon purple pillars that will fall to the ground. We will have to find the gap between the pillars so as not to receive damage and be careful because these pillars will explode after a while (quite silly), at which point they will launch a kind of energy beam into the sky. Avoiding it as such is not complicated, the problem is that Dawn will continue to hit us in the meantime and can make things quite difficult for us. By the way, you can perch on the pillars without any problems. In fact, it is quite convenient for you to perch on one of the platforms that we have on the sides, there it will be easier to control the situation of the pillars and others.
- Triple Charge : It is an attack that consists of three consecutive charges that Dawn of the Molten Thorn will do from the air and pointing towards your direction. The first two can be parried without problems, but it’s a bit hard to get the hang of it since it takes a while to launch the attack (the dodge can be easier to do here, but less cool too); however, on the third charge, forget about parry (here you always have to dodge) since when it hits the ground it will create an explosion and move the earth.
- Pillars + ÜberCharge : Will summon pillars again (but they won’t cover almost the entire screen, just part of it) and immediately launch a powerful charge. Get away from the pillars and jump at the right time to dodge it, it’s very easy to eat this attack, really. I’ve also seen times where he summons pillars but does other attacks instead of ÜberCharge.
- Another Charge hahaha : Another charge-style attack with that kind of yellow thread that the Dawn of Wrought Steel used to indicate where the charge will go (towards the Penitent, but good). Parry to death here, which is actually quite easy to get the point of, and keep in mind that he always does three in a row!
- Restore Shield : Like all Dawning, it will try to restore its shield, at which point you can and must hit it with everything. In fact, I would say that on this occasion this Dawn is like she has a very weak shield, I don’t know if it’s my paranoia… but she is the one who has given me the least problems with this attack.
BATTLE TIPS
And we continue with the advice that has come in handy for me for this battle, this time not many because it doesn’t go far either:
- Very commented already, but the parry is essential.
- Debla of Lights + Smoky Heart of Incense goes a long way when summoning the pillars or trying to restore her shield, especially when placed on the platform. Anything that allows you to hit elevated targets hard would really do, but Debla de las Luces goes a long way. However, in the Heart’s Penance, it’s probably worth it to roll another Heart.
REWARDS FOR DEFEATING HIM
This is what we will get, basically the usual.
- 18,000 Tears of Amendment. As I always say, ideal for Donations .
- Verses Helados de Oro. Butoooo… be careful because if you haven’t skipped any Dawn during your run (you should have defeated four with this one), you’ll get a new Prayer called « Dawn of the Nameless Guardian » that I’m not going to spoil you because it’s handsome.