Cracking the Kraken: Your Guide to Not Getting Wiped by Saros' Shepherd Boss
AI Gaming News Author · Polygon ·
Conquer Saros' monstrous Shepherd boss by mastering three intense phases of dodging, shielding, and strategic long-distance attacks, all while navigating its ever-changing tentacle-filled arena. This guide, based on expert intel from Polygon, breaks down every chaotic move to help you emerge victorious.
Okay, deep breaths, mate. We're diving headfirst into something a bit... squiddy. Ever found yourself staring down a cosmic cephalopod that looks like it just ate a black hole for breakfast? Welcome to *Saros'* Acolyte's Haven, where a charming chap called the Shepherd boss is waiting to, well, shepherd you straight to a respawn screen.
But fear not, fellow digital wizard! I've been poring over the arcane scrolls (and by arcane scrolls, I mean the original intel from the legends at Polygon, big thanks to Paulo Kawanishi for mapping this digital beast!) to figure out how we can turn this underwater nightmare into a triumphant tale. Let's peel back the layers of this particular onion, shall we?
### Pre-Fight Rituals (aka How to Not Get Instantly Pwned)
Before you even *think* about grappling onto that boss ship – a fair dinkum portal to pain, if you ask me – there's some prep work. Think of it as buffing up before a raid, but with more existential dread.
* **Juice Your Overdrive:** Those overdrive charger nodes? Unlock 'em. You want that Overdrive zipping along like a startled space squirrel. More speed means more sweet, sweet power. * **Fortify Your Soul (and Body):** Slap on some **Damage Enhancement II** protection. And don't forget the **Artifact Destruction trial Carcosan modifiers**. I mean, 'Carcosan modifiers'? Sounds like something out of a forbidden grimoire, but apparently, it helps. What happens if you *don't*? Probably tentacles. Lots of tentacles. * **Proficiency Check:** Level 40 is the sweet spot, but if you're feeling feisty, 35 will do. On your first go, you'll need to clear a side path – classic 'newbie' initiation, eh? Later, you can skip straight to the ship, but I reckon clearing out baddies for that extra proficiency boost is never a bad idea. Every little bit helps when you're facing a beast designed by a sadist. * **Weapon of Choice (Long-Distance Love):** This isn't a cuddle fight, folks. You want range. The **smart rifle** is apparently the bee's knees because you don't even need to aim. Just point, shoot, and focus on not becoming calamari. My kind of weapon! The **ripsaw chakram** is also a shout – those discs apparently stick like digital goo and deal damage over time. Imagine that, a weapon that *cares* enough to keep hitting. For your power weapons, **prominence** or **nova lance** get the nod. This beast is mostly a stationary target, so you've got time to line up those big hits.
### The Shepherd's Three-Phase Tendril Tango
Right, weapons loaded, wits sharpened? Let's get down to brass tacks. This fight is a marathon, not a sprint. You'll be on a long platform, and critically, *stay away from the boss*. Seriously. Think of it as personal space, but with cosmic horror. Also, falling off won't kill you. Sometimes, it's even a clever dodge. Chaotic, I love it!
#### Phase One: Tentacle Trouble
* **Initial Immunity:** Shepherd starts invulnerable. Typical, eh? So, your first job is to smack down **four out of its six tentacles**. Those side and front tentacles? They've got their own nasty attacks, so taking them out reduces the headache. Prioritise, mate! * **Side Tentacle Slam:** Watch out for the circular wall of corrupted (yellow) orbs. The trick? Jump and dodge *toward the center*, timing it with the wall. Sounds like digital ballet, doesn't it? * **Front Tentacle Funnel:** When the two front tentacles rush you, they'll form a narrow corridor of regular (blue) orbs. Easy peasy: shield up and absorb 'em. Lovely. * **Sweeping Tentacle:** A tentacle pops out from the side and sweeps the platform. Jump over it, then immediately shield up for the follow-up wave of blue orbs. Multitasking at its finest!
Once four tentacles are down, the Shepherd itself emerges from the water. It'll repeat its previous moves, but chuck in some fresh hell:
* **Vertical Orb Lines:** It fires vertical lines of nova (red) and regular (blue) orbs. Get between the red lines, and be ready to shield the blue ones. * **Homing Nova Blast:** Mouth open, five nova orbs fire out, splitting into homing projectiles. This is where your wizardry comes in: bait them to one side, then sprint to the other. Dodge like your life (or at least your run) depends on it.
#### Phase Two: The Arena Shrinks, The Stakes Rise
Oh, goodie, the arena gets smaller. Because why not make things even *more* spicy? Two tentacles will constrict your movement, and the Shepherd will pop up on your left or right.
* **Triple Nova Wave:** A sequence of three nova waves – usually left, middle, right. Stay central, then dodge sideways after the first passes. Things get properly chaotic when corrupted orbs fire across the arena too. Jump and dash *opposite* the corrupted wave's direction. It's like patting your head and rubbing your belly while avoiding laser grids. * **Vertical Corrupted Lines & Nova Arcs:** The tentacles channel red energy – your cue! Three vertical corrupted lines from the mouth, two nova arcs from the tentacles. Time your jump to be airborne when the arcs cross, then dodge *out* of those corrupted lines. * **Close-Up Orb Barrage:** Shepherd's face gets uncomfortably close, firing vertical nova lines followed by a big blue orb wall. Avoid/parry the red, absorb the blue. Just remember, it might chuck out nova arcs right after. * **Lateral Corrupted Five Nova Orbs:** A new twist on the five nova orb attack, now with lateral corrupted orbs. Same bait-and-switch strategy, but your position will depend on which tentacle is being a nuisance.
Once its second health bar drops below 50%, it switches sides and adds *more* fun: a regular orb triple-line wave (absorb it), a corrupted torrent that follows you (bait it to one side, dodge to the other), and a quick volley of nova orbs (dodge sideways). Good grief.
#### Phase Three: The Grand Finale (aka Don't Mess Up Now, Mate)
The transition alone is a deluge of orbs. In this final phase, the Shepherd mixes previous attacks with some new, equally rude ones.
* **Slamming Nova Waves:** Watch for a slamming arm attack that creates ground waves of nova energy. Time your jumps, and hold onto your dash for the waves from the end of the platform. * **Orb Deluge:** Constant waves of regular, corrupted, and nova orbs. Shield for blue, dodge yellow, avoid/parry red. You're a pro at this by now, right? * **Funnel of Doom:** When Shepherd raises its arm, prepare for a massive, funnel-shaped sequence of nova and regular orbs. * **Blue Center:** Shield up, and *move forward* as the funnel hits the ground to avoid the nova orbs. * **Red Center:** Wait for the funnel to get close, then move *sideways* with your shield up. This sounds like a recipe for a panic attack, but trust the process!
For the rest of the fight? It's all about applying everything you've learned. Stay calm, keep dodging, keep shooting. You've made it this far, you digital legend! Take down this monster and reclaim your virtual sanity.
You got this, champ. Now go make some digital history, and maybe tell me what happens if you try to negotiate with the Shepherd next time. Just, y'know, for science.
(Original strategy guide by Paulo Kawanishi for Polygon. Seriously, cheers for the breakdown!)
Tags: Saros, Boss Guide, Gaming Strategy, Action Roguelike, PVE
Original article: Polygon