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Expedition 33: How to defeat Lampmaster?

The Lampmaster is the final boss of the first act of Expedition 33, which you will face on the stone cliffs. On this page of the guide we have listed how to find him, how to defeat him and what are the rewards for defeating him.

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Lampmaster is the fourth mandatory boss in Expedition 33 and the final boss of the first act of the game. This is the first fight in the game that has two separate phases. On this guide page, we described where to find the boss, what his weak points are and what he is vulnerable to, as well as what are the rewards for defeating him.

Where is the Lampmaster?

The Lampmaster is located at the end of the Stone Wave Cliffs region. He's waiting for you right after you reach the Basalt Waves flag. The boss is mandatory and fighting him is required to make progress in the game.

Lampmaster's attacks (first phase)

  1. Putting the lamps out - The Lampmaster always uses this attack at the end of his turn if he has at least one lamp lit. A beam of light shoots out from each lit lamp, hitting a random member of the party. Observe the projectiles and parry right after the sound of the shot. Be careful, because the projectile from the last lamp is always fired with a slight delay. Because this attack is easy to parry and consists of many projectiles, it serves as a good source of AP and counterattacks.
  2. Worsened aiming - The Lampmaster jumps at you and does three attacks. First, there will be two quick slashes, the last one is delayed. The last hit applies a dizzy status. Listen to the enemy and dodge after you hear his screech.
  3. Jump - The Lampmaster jumps high into the air and delivers a single blow from above. Parry instinctively when it falls on you.
  4. Dark explosion - The Lampmaster performs a low jump and delivers a single blow with his glowing hand. Parry instinctively when it falls on you.
  5. Power of lamps - Area attack, as well as the boss's most dangerous move. The Lampmaster charges all the lit lamps and creates a powerful explosion. Listen carefully to the boss - when you hear the characteristic metallic sound resembling a sword being sharpened, dodge or parry. The attack is stronger, the more lamps are lit.

Lampmaster's attacks (second phase)

  1. Punches - The Lampmaster flies up to you and deals four blows. Instead of watching the boss, listen to his sounds - just before each blow, you will hear the sound of air being cut. Pay special attention to the fourth attack, which occurs immediately at the moment of the mentioned sound and applies the exhaust status.
  2. Sphere of light - The Lampmaster creates a sphere of light on the ground and shoots a shockwave over which you have to jump. Jump when the symbol is in the fully visible.
  3. Flying combo - The Lampmaster flies up to you and performs a combination of four strikes. Don't observe the boss, just listen to him - right before each blow, he will let out a screech, which will allow you to parry him.
  4. Huge luminous sword - if you allowed the Lampmaster to perform this attack, you made a mistake. The boss only uses it if you didn't the Lamp Trial, the crucial combat mechanic described below. This attack seems impossible to dodge - you have to prevent it every turn.

How to defeat the Lampmaster?

Defeating the Lampmaster requires two things - good hearing and understanding the unique combat rules. Since the Lampmaster is entirely made up of writhing hands, it is very difficult to visually predict his movements. However, most of his attacks are accompanied by characteristic sound effects - reacting to them will allow you to avoid damage.

The main mechanic of the first phase of the fight are the four lanterns hanging around the Lampmaster. The more lanterns are active, the stronger the putting out the lamps and power of lamps attacks are. You can put out a lamp by shooting it with a weapon, but at the end of each of the boss's round, all the lamps will be light up again. We recommend putting out two lamps per turn - this should significantly weaken the boss's strongest attack while saving your AP.

The Lampmaster is resistant to light and neutral to everything else. When he has a tiny fraction of health left, he will stop receiving damage - the second phase of the fight will begin in his next turn. When you notice that your attacks have stopped damaging the boss, start healing your party and using items so you can start the second phase at full strength.

The Lamp Trial is a unique mechanic of the second phase, which occurs at the end of the boss's turn. The lamps held by the boss - left, right, top, and bottom - flash red in a specific order. Before his next turn, you have to shoot all four lamps in the same order (the lamps will flash green with each correct shot). Any character can do this, or even several characters one after another. If you complete the trial, you will cancel the boss's most powerful attack and deal him serious damage. Otherwise, you will sustain serious injuries from the unblockable sword of light. It's also worth mentioning that during the Lamp Trial, each shot that hits the target will return the AP spent on the shot to you.

Rewards for defeating the Lampmaster

Defeating the Lampmaster ends the first act of the game. You will receive:

  1. 15,750 XP,
  2. 3,160 Chroma,
  3. Picto - At Death's Door - you deal 50% more damage when you have less than 10% health,
  4. Shape of Life x1,
  5. Polished Chroma Catalyst x3.
  6. Esquie's new skill - swimming.

See also:

  1. Game guide
  2. All bosses
  3. All enemies
  4. What is Gustave's Overcharge?

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