TUNIC
6 bosses and the Cathedral trial
From ordinary dodging, blocking and healing to the 6 major bosses and Cathedral gauntlet. Check attack cues and counterattack opportunities.
Scope: Basic progression for Steam App 553420, including assistance settings added in the official 2022-09-27 update. Checked: 2026-10-02 UTC. This is not a single list of current build numbers across every platform.
Later progression appears when you choose "Expand to read," and puzzle inputs require the additional "View answer" choice. Search alone does not open closed answers. Chapter links open the chapter you select.
Build combat around stamina-recovery opportunities
- Lock on and watch a movement through the end of the enemy attack. Do not force the full 3-hit combo while the enemy attacks.
- Dodge starts with brief invulnerability. Dodging at 0 stamina is disadvantageous; do not exhaust it with repeated inputs.
- Distinguish sustained shield blocking from a brief parry. Lower the shield when you want recovery.
- Heal just after major attacks or when safely separated. If using the Wand, prepare Blue Fruit to refill MP.
- Difficulty settings, upgrades and gear change incoming damage and effective use counts. No unverified seconds, input frames or HP are presented as fixed values.
Guard Captain
East Forest, on the East Belltower route. Similar enemies appear as regular foes in later regions.
- Clear nearby ordinary enemies and keep enough distance to watch the captain's charge.
- Dodge the charge sideways, counter briefly with the Sword, then create distance again.
- Use bombs from afar if available. Get past it, advance to the East Belltower and strike the bell.
- Do not confuse defeating the captain with a dedicated achievement. Ding requires the east-bell interaction.
Garden Knight
West Garden route toward the west bell. Prepare offering upgrades and the Magic Dagger.
- Avoid the full sword sequence before countering briefly. Do not stay close and repeatedly take spinning attacks.
- When it raises the sword to shoot, leave the frontal firing line and move sideways or closer.
- Freeze with the Magic Dagger, then counter. Watch MP; you cannot repeat this once it runs out.
- After victory, follow the route to the West Belltower and strike the bell.
- The Cathedral trial has 2 similar knights. Reuse the movements practiced here later.
Siege Engine
Expand to read (Later-game information)
Large machine in the Eastern Fortress. Collect the Vault Key and red key separately after victory.
- Do not remain in front; move past the legs toward the rear and attack.
- When it pulls away, watch for shots and re-approach with cover or lateral movement.
- Reduce flying summons quickly with the Wand. Do not focus only on the large enemy and ignore surrounding firing lines.
- Pick up the Vault Key after battle and inspect the storage area beyond to take the red key.
The Librarian
Expand to read (Later-game information)
Great Library roof, reached from the Atoll's 4 pillars. Guards the green key.
- Lock on while it floats and use ranged attacks such as the Wand. Prepare Blue Fruit for MP.
- Avoid its landing attack and counter in melee during the opening. Do not heal directly before the landing point.
- Reduce summons before they surround you on the narrow rooftop.
- Defeat it and take the green key. Check the 3 sheet pairs in the library glass cases before returning.
- The Magic Orb can also change the distance. It uses MP, so this is not presented as unlimited use alongside the Wand.
Boss Scavenger
Expand to read (Later-game information)
Hidden Vault in the Rooted Ziggurat beyond the Quarry. Guards the blue key.
- Distinguish sword, spread shots, thrown bombs and ground waves. Move to safety when an area on the ground glows.
- Place decoys on the platform and attack briefly while the boss turns toward them.
- Do not exhaust stamina even when blocking. Consider countering or healing after dodging its charge.
- Defeat it and collect the blue key. Check the teleport route back to the temple.
- Treat leaving the purple-glowing area and recovering stamina after countering as separate tasks in this battle.
Cathedral: 6 battle types and healing
Expand to read (Later-game information)
Distinguish 6 combat pedestals from the healing pedestal. Battle order is not fixed. Choosing difficult trials first permits quicker practice retries after failure.
- Decide when to use the healing pedestal between trials. Do not restart the whole gauntlet by treating it like ordinary shrine rest.
- If the trial does not finish despite apparently defeating everything, check decoy-lured enemies and screen corners.
- Complete all 6 types to receive Hero's Laurels, then return to separated later-game platforms.
| Trial | Preparation / movement approach |
|---|---|
| Fairy / flying enemies | Reduce them with the Wand before firing lines multiply. Do not stay against a wall under shots from several directions. |
| Fleemer / skeletal enemies | Watch spawn locations, keep distance and counter briefly after attacks end. |
| Custodian / magic-using enemies | Do not stop to pursue only one; watch other enemies' firing lines too. |
| Garden Knight | 2 enemies. Check attacks on the nearer one separately from the other's shots and approach. |
| Frog | Move before being surrounded and leave spear/melee range. |
| Rudeling / guards | A trial with continued spawns. Use bombs where enemies overlap and keep post-dodge counters brief. |
The Heir: a 2-phase battle
Expand to read (Answer and ending information)
Distinguish the first encounter from the final rematch. Rematch after obtaining movement gear and recovering stats at 6 graves. For sharing the manual, choose conversation after completion.
- In phase 1, avoid close sword attacks and counter briefly when they end. Move away from incoming-projectile markers.
- Depleting the first HP bar is not the end. Save recovery, MP and consumables for phase 2.
- In phase 2, watch purple areas and stronger attacks; do not stand still repeatedly healing. Consolidate healing into safe openings.
- Aura's Gem is a parry option. Do not assume every area attack is parryable; also use dashing and movement.
- Victory leads to the combat ending. Choose Retry afterward to continue collection.
6 bosses: choose actions from visible attacks
Expand to read (Later-game information)
| Opponent | Movement / state to watch | Next action |
|---|---|---|
| Guard Captain | Sword swings and a forward charge. Ordinary guards are in the room too. | Clear lesser enemies first, dodge the captain's attack and counter briefly. Dodge sideways rather than staying on the charge line. |
| Garden Knight | Ranged shooting comes in 3 shots. Melee includes repeated slams and a spin. | Do not approach after only the first shot/slam; watch the follow-up before countering. Create distance when a spin begins. |
| Siege Engine | Fires shots/lasers forward and summons Fairies. A weak core is on its rear. | Stop attacking from the front and target the rear core. Clear summoned Fairies with the Wand to create movement space. |
| Librarian | Floats outside the platform, lands with an area attack and summons lesser enemies. | Do not chase off the platform with the Sword; use ranged attacks. After avoiding a landing attack, switch to melee counters. |
| Boss Scavenger | Uses spread shots/bombs at range and a sword/kicks up close. | Do not stay at range indefinitely; approach after dodging. Still watch for kicks after closing in rather than continuously swinging. |
| The Heir | Combat continues after the first HP bar is depleted; dangerous purple ground effects are added later. | Watch the floor as well as the opponent in the later phase. Avoid dangerous tiles and choose a position from which to move around after attacks. |
- Guaranteed hit counts and seconds vary with settings, position and equipment. This table supplies observation points for beginning a counterattack.
Ranged freeze: input Wand and Dagger simultaneously
Expand to read (Later-game information)
- Equip Magic Wand (Fire Wand / Fire Rod) and Magic Dagger on separate action buttons.
- Aim at the enemy and press Wand and Dagger together. The combination fires a freezing projectile at a distant target.
- If only normal fire or the short-range Dagger appears, check the 2 assigned buttons and simultaneous input.
- Check the remaining blue MP gauge afterward. Recover with ordinary dodging or sword counters before repeating the combination.
| Item combination | Role | What to check |
|---|---|---|
| Magic Wand+Magic Dagger | Combined action that freezes a distant target. | Equip both and input simultaneously. Different from using the Dagger, then firing the Wand in sequence. |
| Magic Orb | Item that pulls the target toward you. | Ranged freeze requires Wand and Dagger. Use the Orb separately, such as approaching after freezing. |
- The note at the bottom of manual page 53 shows simultaneous Wand/Dagger use followed by the Orb.
- Check your own gauge rather than inferring repeat counts solely from MP use in old videos. Exact combination cost is not listed.
Choose counter positions by facing, platform and floor
Expand to read (Later-game information)
- For Siege Engine, distinguish frontal attack zones from positions that reach the rear core. Move behind it first, then swing the Sword.
- While the Librarian is off-platform, use ranged attacks or wait for landing. Leave the landing point and approach after the landing attack ends.
- For Boss Scavenger, link ranged-attack avoidance with dodging kicks after approaching. Reaching close range alone is not a cue for repeated attacks.
- In the Heir's later phase, choose safe ground to move around after attacks rather than insisting on the shortest route across purple floor.
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