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Lies of P bosses: order, mechanics, and how to clear the wall fights
Lies of P puts a punishing checkpoint at the end of every chapter, and the boss roster is the central pressure test for your build, your timing, and how carefully you spend Pulse Cells. The game is a Soulslike action-RPG built around a dark, gaslit reimagining of Pinocchio, and the design team at Round8 Studio has tuned each encounter to teach one specific system before the next one layers on. If you want to finish the story without spending a whole evening on a single wall, you need to know what each fight actually tests, what reward it drops, and which weapon or Legion Arm makes the difference between a clean clear and a five-attempt slog.
This guide walks through every required main story boss in the order you meet them, then covers optional bosses, the design patterns that connect them, weapon and Legion Arm recommendations, and the habits that cause most wipes. It is written for a first playthrough on a normal difficulty, with notes for higher NG+ cycles where the timing windows shrink. Lies of P has received several balance patches since launch, and a few boss movesets were tightened, so specific stagger values can shift between updates; the strategic advice holds across versions.
What every Lies of P boss tests
Before the encounter list, it helps to see what the boss design is actually checking. Lies of P borrows the defensive-tempo philosophy of FromSoftware’s catalogue and adds a few unique levers that are worth recognizing before any specific fight.
- Guard timing and Fable Arts. The base game lets you block with your weapon’s default guard or with the dedicated Legion Arm guard, and a perfect block gives you a Fable slot discount. Bosses are tuned to punish lazy guarding and reward clean timing windows.
- Legion Arm swap. You can switch Legion Arms mid-fight through the menu, but the swap consumes a consumable item. Bosses are designed so that the right Arm for a phase depends on the boss’s elemental weakness or movement pattern, not the one you leveled first.
- Stagger and Legion damage. Bosses have a posture meter, and Legion Arms are the fastest way to fill it on a humanoid target. The Puppet String ability rewards repeated near-miss dodges with a free hit, which is a quiet but strong source of poise damage over a long fight.
- Ergo and respec risk. Bosses drop large Ergo pools, and losing to one twice in a row sends the Ergo back to the hub. A failed attempt is not free, so pacing and potion management are part of the test, not just raw DPS.
When a boss guide talks about “openings,” assume it means the windows where two or three of those systems line up: the boss is recovering from an animation, your Legion Arm is off cooldown, and you have at least one Pulse Cell ready. Reading those windows is the actual skill the game is grading.
Chapter-by-chapter Lies of P boss list
The boss order below follows the main story progression on a standard New Game file. Optional bosses and minibosses get their own section after the main list. Difficulty notes are based on a balanced Legion build, not a parry-only or summon build, and assume you are upgrading your main weapon whenever a new tier is available.
Chapter 1: the survivor’s gate
The first chapter doubles as a tutorial. The two bosses teach the core loop: learn the move, punish the recovery, respect the grab.
| Boss | Where you meet it | Key mechanic | Recommended approach |
|---|---|---|---|
| Parade Master | Factory area, near the first Stargazer | Slow overhead axe swings, gap-closing charge | Light dodge twice on the charge, hit once, reset distance. Use the default sword’s basic R1 combo to learn spacing before introducing Legion Arms. |
| Scrapped Watchman | End of Chapter 1, inside the Workshop | Stomp combos with a delayed follow-up | Stay mid-range and bait the three-hit stomp. The final hit leaves a long opening for a full light combo plus a Fable Art. |
If either of these kills you more than three times, the issue is almost always healing timing. Open the menu before the encounter, slot two Pulse Cells, and make the first heal a deliberate decision rather than a panic response to a hit you should have dodged.
Chapter 2: the streets of Krat
Chapter 2 is where the roster starts testing different systems. One boss is a damage-race puzzle, another is a pure parry test, and the chapter boss is the first real wall for most players.
| Boss | Where you meet it | Key mechanic | Recommended approach |
|---|---|---|---|
| Survivor | Estella’s hideout, optional | Aggressive dual-wield combos, short recovery | Use a slower handle like the Greatsword of Fate. Trade speed for poise damage and punish the recovery with a heavy attack. |
| Elite Police Officer | Grand Court gate | Long pistol pull-out animation, close range punish | Close the gap as soon as the pistol draws. Two light hits and a Legion Arm burst, then reset. |
| Puppet-Devouring Monster | Underground sewers, miniboss | Grab that deals percentage damage | Keep distance and bait the lunge. The grab has a long recovery; a single Fable Art finishes the job. |
| King’s Flame, Fuoco | End of Chapter 2, cathedral | Fire trails, charged overhead slam | Equip the Ice Legion Arm for the phase transitions, and learn the slam recovery. Fuoco’s head is the weak point in phase 2. |
Fuoco is the first real wall for most players. The fight is not a damage check; it is a patience check. If you cannot finish the first phase with three Pulse Cells still in your belt, you are playing too aggressively and not punishing the recovery after the charged slam. The Ice Legion Arm is the cleanest answer to the fire trails, and the frost buildup will interrupt the second-phase combo if you land it during the windup.
Chapter 3: the Estates
The Estates introduce humanoid bosses that lean into Legion damage, so the Puppet String and stagger windows matter more than raw HP damage. The chapter also introduces Romeo, which is the first real test of whether you have actually learned the Legion Arm system.
| Boss | Where you meet it | Key mechanic | Recommended approach |
|---|---|---|---|
| Laxasia the Complete | Estates library, optional | Lightning trails, a fast Phase 2 sword | Use a Legion Arm with electric resistance and swap to a slower, heavy-stagger weapon for Phase 2. Do not panic-roll on the chain attack. |
| Mad Donkey | Slum alley ambush | Charge, then rapid hammer swings | Roll once on the charge, then guard the hammer combo. A guard counter is the highest-damage punish available. |
| Fallen Archbishop Andreus | Cathedral undercroft, miniboss | Dual bosses, split aggro | Focus the smaller puppet first. Pulling both aggro at once is the most common cause of the run ending early. |
| Romeo, King of Puppets | Estates opera house | Two-phase, puppet body with an internal pilot | Phase 1 is a stagger check using the Puppet String. Phase 2 shifts to a fast humanoid sword; treat it like a duelist and bait combos. |
Romeo is the test of whether you have learned the Legion Arm system. The puppet body in Phase 1 is weak to electric damage, and the electric Legion Arm will stagger it out of long animations. If your Arm is under-leveled, this is the fight that exposes it. The Phase 2 humanoid form is where most players lose the run; the combo windows are short and the recovery is fast, so a heavy-stagger handle like the Greatsword of Fate is the safer pick over a fast blade. Readers For additional context, who want more background on Lies of P can use the Wikipedia article while reviewing this point.
Chapter 4: the Alchemists
Chapter 4 shifts the roster toward Alchemists and corrupted puppets. The fights are designed around elemental and status effects, and the boss design rewards players who picked up a wider Legion Arm selection from the Estates. The pacing also assumes you have started upgrading amulets, since status resistance becomes a survival requirement rather than a luxury.
| Boss | Where you meet it | Key mechanic | Recommended approach |
|---|---|---|---|
| Two-faced Overseer | Workshop gate | Chain weapon with long reach | Stay just outside the chain’s tip, bait the spin, then punish with two heavies. Do not stand inside the chain radius. |
| Laxasia the Complete (return) | Library revisited, optional remix | Same moveset, higher damage | Use the same Phase 2 plan as your first fight, but expect a one-shot punish if you mistime a dodge. |
| Door Guardian | Underground archive, miniboss | Heavy door used as both shield and weapon | Hit the door to break it, then attack the core. The door’s slam is telegraphed by a one-second windup; dodge sideways, not back. |
| Scintilla the Radiant | Alchemist’s inner sanctum | Light beam sweeps, ranged adds | Destroy the small alchemists first. The boss’s beam sweeps leave small windows for a single heavy attack. |
Scintilla is the moment when the game expects you to manage the camera. The adds tend to flank the camera, and the boss’s beam sweeps are easier to read if you keep the camera centered on her core rather than tracking the small adds. Most wipes on this fight come from losing sight of Scintilla while chasing an add, not from the beam itself.
Chapter 5: the Workshop
Chapter 5 is the second half of the game, and the boss roster is tuned for players who have finished a full build. Stagger and Legion damage stop being optional, and the remix fights from earlier chapters return with tighter timing windows.
| Boss | Where you meet it | Key mechanic | Recommended approach |
|---|---|---|---|
| Corrupted Archbishop Andreus | Workshop gate, optional | Two-phase fight with status buildup | Carry two cure items and use a status-resistant amulet. Phase 2 has a long recovery on the uppercut finisher; that’s your big punish window. |
| Champion Victor | Workshop coliseum | Fast humanoid sword, perfect-block bait | This is a duelist fight. Learn the three-hit combo, then use a perfect block to open a Fable Art punish. |
| Green Hunter of the Swamp | Swamp approach, optional | Poison clouds, long-range spear | Equip the electric Legion Arm for the phase transitions. The poison clouds deal percentage damage, so stay mobile rather than tanking. |
| Fuoco, Revived | Cathedral, optional remix | Same moveset as Chapter 2, higher damage | Use the same plan as the first Fuoco, but assume every fire trail will catch you once. Carry a fire-cure item. |
| Laxasia, Reborn | Library, optional remix | Faster version of the original fight | If you beat Laxasia once, you already know the openings. The remix just asks for tighter execution. |
Champion Victor is the test of whether you have learned the perfect-block timing. He is one of the few bosses in the game where a perfect block is strictly better than a dodge, and the Fable Art punish is the highest-damage window in the entire game if you land it cleanly. If you are still dodging his three-hit combo on the first attempt, you will spend more Pulse Cells than you can afford.
Chapter 6: the final stretch
The final chapter is short and tight. Each fight is meant to be a capstone, and the pacing assumes you have already cleared a remix or two. The final required boss is also the only one that locks a different ending branch, so it is worth knowing the entry conditions before you walk in.
| Boss | Where you meet it | Key mechanic | Recommended approach |
|---|---|---|---|
| Simon Manus, Awakened God | Workshop tower | Two-phase, ranged magic in Phase 1, melee in Phase 2 | Phase 1 is a gap-closing test against ranged magic. Phase 2 is a stagger test against a fast humanoid. Carry both an electric and a fire Legion Arm for the transition. |
| Nameless Puppet | True ending, optional | Two-phase, sword with stagger combos | Phase 1 is a duelist. Phase 2 adds a second sword and a long combo. Bait the Phase 2 combo and punish the last hit with a Fable Art. |
| Arlecchino, the Blood Artist | Hub return, optional | Blood-fueled buff stack, healing reduction | Pressure the boss before the buff stacks. If the buff reaches four stacks, the fight becomes a DPS race with no recovery. |
| Placidusax, Dragon of the Old Lords | Hidden area, optional remix | Long fire breath, sweep combo | Not a base Lies of P boss; this is a FromSoftware reference encounter. The fire breath has a long recovery; punish with a heavy combo. |
The Nameless Puppet is the test of everything. The two-phase structure means you cannot lean on a single strategy for the whole fight, and the second phase sword combo has a one-shot window on a normal difficulty. If you can clear the Nameless Puppet without dying, you have effectively mastered the game’s combat loop and you are ready for the higher NG+ cycles where the timing windows shrink by another 10 to 15 percent.
Optional bosses and minibosses worth the detour
Several bosses are not required to finish the main story but reward the detour with rare Ergo, unique weapons, and special amulets. The boss weapons themselves are a parallel progression system, and PC Gamer’s rundown of boss weapons and rare Ergo drops explains which fights give you the parts you need to craft them. Optional bosses are not just stat checks; they are also the main source of cosmetic Legion Arms and rare amulets that you will want for the remix fights and the NG+ cycles.
- Survivor (Chapter 2 hideout). Drops the Survival Axe handle, which is one of the strongest slow weapons in the base game and scales well into the late game with a heavy blade.
- Green Hunter of the Swamp (Chapter 5). Drops a poison Legion Arm and a unique amulet that boosts stagger damage against organic bosses, which is the difference between a one-cycle clear and a long slug on the poison remix fights.
- Arlecchino, the Blood Artist (Hub return). Drops a blood-themed weapon set and a rare cosmetic. The fight also unlocks a specific ending branch that is otherwise locked behind a different quest line.
- Corrupted Archbishop Andreus (Chapter 5). Drops a status-effect amulet that is the difference between a clean run and a hard reset on the remix Laxasia fight, since the status buildup is what causes most wipes on that encounter.
Each of these is tuned harder than the main story at the same chapter, so the detour is only worth it if your build is already stable. If you are struggling on a main story boss, finish the chapter first and come back later with a higher weapon upgrade tier.
Boss design patterns in Lies of P
The roster is short by Soulslike standards, but the design is dense. Most bosses fall into one of a small number of patterns, and recognizing the pattern is half the fight. The patterns also tell you which weapon and Legion Arm to bring before you walk through the fog gate.
Humanoid duelists
These are the Champion Victor, Romeo, and Nameless Puppet fights. The pattern is a three- to four-hit combo with a long recovery on the final hit. The game wants you to bait the combo, then punish the recovery. Perfect block is usually better than dodge because it opens a Fable Art punish that the dodge does not, and the Fable Art windows are the highest single-hit damage in the game.pcgamer.com/lies-of-p-boss-weapons-rare-ergo/” target=”_blank” rel=”noopener”>verified article for an independent source about lies of p boss weapons and how to get them.
Elemental bruisers
Fuoco, Laxasia, and the Green Hunter of the Swamp belong to this group. They have a Phase 2 transition that adds a new element, and the game expects you to swap Legion Arms across phases. The most common mistake is over-committing to the same Arm across both phases; carry two and rotate. The Ice Arm is the cleanest answer to fire, the Electric Arm is the cleanest answer to most humanoid phase transitions, and the Fire Arm is required for a few specific remix fights.
Stagger checks
Door Guardian, Puppet-Devouring Monster, and the Romeo puppet body are stagger checks. They are not damage checks at all. The fight ends when the posture bar fills, and the posture bar fills fastest with electric Legion Arms and heavy weapon combos. If you are trying to win these by raw HP damage, you are playing the wrong game mode.
Damage races
Scintilla and Arlecchino are damage races. The longer the fight goes, the harder it gets. These are the fights where the slow, defensive approach fails, and you have to push aggression to finish the second phase before the boss’s damage output overtakes your potion supply. Bring your highest-upgraded weapon and accept that you will burn through Pulse Cells.
Best weapons and Legion Arms for the boss roster
There is no single best build, but the roster has a few clear favorites. The build suggestions below are based on the base game and the first DLC update; balance changes have shifted some of these around, so check the current patch notes before committing to a long upgrade path.
Recommended weapon handles
- Greatsword of Fate. The default weapon is intentionally strong. It has good poise damage and a usable Fable Art, and it scales into the late game with the right blade. It is the safest pick if you are not sure what to bring.
- Survival Axe. Slow but heavy stagger damage. Best for the stagger-check bosses like Door Guardian and the Romeo puppet body, where posture damage matters more than combo speed.
- Holy Sword of the Ark. A high-dexterity option for players who prefer faster combos. The Fable Art is one of the best punish windows in the game and pairs well with a perfect-block playstyle.
- Electric Wire Whip. The best stagger tool against humanoid bosses, especially Champion Victor and the Nameless Puppet’s first phase. The range is awkward at first, but the posture damage is worth learning the spacing.
Recommended Legion Arms
- Electric Arm (default). The best general-purpose stagger tool. Use it on every humanoid boss and most stagger checks, and rotate it out only when an elemental weakness demands a different element.
- Ice Arm. The cleanest answer to fire-elemental bosses like Fuoco. The frost buildup staggers them out of their big attacks and gives you a real punish window.
- Fire Arm. Required for the Laxasia remix and useful against the Simon Manus second phase. The damage-over-time field also gives you free hits when the boss is mid-animation.
- Puppet String. The quiet best-in-slot. A free hit on every near-miss dodge adds up over a long fight, and it is the cleanest stagger opener in the game against humanoid bosses.
Common mistakes that cause Lies of P boss wipes
Most wipes in Lies of P come from a small set of habits. If you are stuck, walk back through the list before changing your build, because the build is rarely the actual problem on a first playthrough.
- Healing during the combo. The most common cause of a one-shot wipe. Bosses have a long recovery after their final combo hit; that is when you heal, not during the combo when the next hit is already in the windup animation.
- Ignoring the Legion Arm swap. The game is designed around at least two Arm swaps per major boss. If you are using the default Arm for the whole fight, you are losing the stagger race and you are also taking unnecessary elemental damage.
- Stagger over-commitment. Players see the stagger bar filling and panic-light. The stagger bar is not a damage timer; it is a positioning tool. Two heavies and reset is usually the right answer, not a full combo.
- Stamina starvation. The guard stamina in Lies of P is tight. If you are holding block through a combo, you will run out of stamina and eat the unblocked hit. Tap block on the predictable hits and dodge the rest.
- Under-leveled weapons. Weapon upgrades are cheap and frequent. If your main weapon is more than two upgrade levels behind your current chapter, you are playing with a self-imposed damage penalty that no amount of dodging will fix.
The fix for most of these is the same: slow down the first 30 seconds of the fight. Most players go aggressive on the first attempt to feel out the boss, and they burn their potions before they have actually seen the full moveset. Watch the moveset first, then commit to the punish windows once you know what the recovery actually looks like.
How Lies of P compares to other Soulslike boss rosters
The Lies of P boss roster is roughly half the size of a typical FromSoftware Soulslike, but each fight is longer and more mechanically dense. The trade-off is fewer filler bosses and a tighter learning curve. Where Elden Ring or Dark Souls III will give you a wide variety of one-off gimmicks, Lies of P recycles a smaller set of patterns across the roster and tests the player’s ability to read those patterns. If you are coming from Elden Ring, expect fewer surprise mechanics and more refinement on the core combat loop.
For players who prefer a wider roster, the Wikipedia entry on Lies of P lists the released DLC and the boss additions from the Overture update. The DLC added several optional bosses and one required boss, and the additions are tuned for NG+ cycles rather than a first playthrough, which is why most players hit a difficulty wall the first time they walk into the Overture areas with a level-60 character and a base-game weapon loadout.
Builds that simplify the boss roster
If you are not enjoying the buildcraft side of the game, two setups will carry you through the entire main story with minimal changes between chapters. Both have been tested across multiple patches and remain viable on a first playthrough.
Stagger Legion build
- Weapon: Electric Wire Whip or Greatsword of Fate with a heavy blade
- Legion Arm: Electric Arm, with Puppet String as a swap
- Amulet: Stagger damage boost
- Strategy: Bait the combo, punish the recovery, repeat. Phase 2 swaps to fire for the Laxasia and Simon Manus fights, and the rest of the build stays the same.
Perfect-block duelist build
- Weapon: Holy Sword of the Ark or a fast blade with a quick Fable Art
- Legion Arm: Puppet String
- Amulet: Perfect block Fable discount
- Strategy: Perfect block the first hit of every combo, then punish the recovery. This build is harder to learn but faster on the humanoid bosses, and it saves Pulse Cells on the longer fights.
Both builds are viable on a first playthrough. The stagger build is more forgiving; the duelist build is faster once you have the timing down. Pick the one that matches how you already play other Soulslike games, rather than the one that looks stronger on paper.
Frequently asked questions
How many bosses are in Lies of P?
The base game has roughly 20 main story bosses plus a similar number of optional bosses and minibosses. The Overture DLC added several more, and the exact count depends on how you classify minibosses. A typical first playthrough will fight 25 to 30 unique bosses before the credits roll, and the DLC adds another 6 to 8 on top of that if you clear it on the same save file.
What is the hardest boss in Lies of P?
On a balanced first playthrough, the consensus hardest fight is Champion Victor, because it is the cleanest test of the perfect-block timing and a single mistimed block ends the run. On higher NG+ cycles, the Laxasia remix and the Nameless Puppet’s second phase become the hardest fights, because the damage output overtakes the healing window and the timing windows shrink.
Can you respec for boss fights?
Yes. Lies of P has a respec system unlocked partway through Chapter 2, and you can change your Legion Arm and amulet at any Stargazer. The respec itself costs Ergo, but the cost is low enough that swapping for a single boss is a normal part of the loop rather than a rare luxury, and most players end up respecing before every major fight on a first playthrough.
Do boss weapons carry over to New Game Plus?
Boss weapons do not transfer directly; the base game and NG+ both have their own crafting trees, and the weapon levels reset. The boss weapon unlocks do transfer, which means you do not have to refarm the parts, but the weapons themselves are rebuilt from scratch with the new upgrade tiers and the new upgrade costs.
Is Lies of P a Soulslike?
Yes. Lies of P is a Soulslike action-RPG with a tight focus on the Soulslike core loop: stamina management, dodge and guard timing, and a checkpoint-and-respawn structure. The two main differences are the Legion Arm system, which lets you swap tools mid-fight, and the weapon-blade system, which lets you mix and match handles and blades to tune a build without committing to a single weapon path.
Do you need to fight every optional boss to finish the game?
No. The main story is completable with only the required bosses, and the optional bosses are rewards for exploration rather than gatekeepers. The only exception is the Nameless Puppet, which is required for the true ending but not for the default ending, and a few NPCs will lock you out of side content if you advance their quest past a certain point before triggering the fight.
What is the best early-game weapon in Lies of P?
The Greatsword of Fate, which is the default weapon, is the best early-game weapon. It scales well into the late game with the right blade, and its Fable Art is one of the strongest punish windows in the base game. The Survival Axe and the Holy Sword of the Ark are strong alternatives if you prefer a different tempo, and both are available within the first two chapters if you explore the optional areas.
Are Lies of P bosses harder than Elden Ring bosses?
It depends on the player. Lies of P bosses are tuned tighter and have longer combos, but the player also has more defensive options through the Legion Arm system. A player who has cleared Elden Ring will not find Lies of P trivially easy, but the combat loop rewards a similar set of habits, and the remix fights are tuned to be the actual hard content rather than the main story.
What level should I be for the Nameless Puppet?
On a normal first playthrough, level 80 to 90 with a fully upgraded main weapon is a comfortable range. The fight is a pure execution test at that point, so going higher does not change the outcome unless the build itself is unstable. If you are under-leveled, the second phase one-shot window is the part that will end the run, not the Phase 1 duel.
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