Rammuha is the first major boss you'll come across in Flintlock: The Siege of Dawn. She's got three arms, she's weird with 'em, and she's got a whole host of attacks to learn. Here I'll be guiding you through the battle with my Rammuha boss guide.
How to beat Rammuha in Flintlock Siege of Dawn
Once you've reached the Kneeling Keep and entered the Chamber of the Judges, Rammuha will come on down rambling about Gods of death or some such rubbish. The intro cutscene tells you all you need to know about this boss; she's got three arms, and she's more than ready to use them.
Two absolutely crucial skills for this fight are Counter Shot and Poised Shot. Counter Shot allows you to perform a gun attack after a parry instead of just a melee attack, and Poised shot (which needs Counter Shot to be unlocked before you can even take it) is hands down one of the greatest skills on offer in the entire game, as it allows you to parry unblockable attacks with your gun.
Rammuha does a lot of unblockable attacks, and if you have the ability to not only counter them, but punish them, then you're already on your way to making this fight a hell of a lot easier.
First Phase
As you can see in the footage above (0:23), Rammuha does not charge right in with a flurry of blows. This gives you the opportunity to either wait her out until she performs an attack you can favourably counter, or press the advantage.
In her first phase, Rammuha has three main attacks, each with a very notable telegraph. The first I'll refer to as the 'Drill' attack (0:30), which can be predicted when Rammuha takes to one knee and leans forward. If you've elected not to take the Poised Shot skill, then a double dodge to either side is enough to get you out of the range of this attack, and you can punish a miss with a forward dodge melee attack.
The second attack I'll refer to as the 'Spin' attack (0:34), and can be predicted when you see Rammuha stand on one leg and spin her torso around. Dodging this one can be quite tricky, as the range seems to fluctuate somewhat, but another double side dodge is typically enough to avoid a hit, but you can also try double dodging backwards instead.
Both of these attacks can be interrupted with your gun as opposed to dodging, and thanks to her long stagger periods, both can be punished with a full charged melee hit. Be careful not to use too many Powder Charges however, as you'll need plenty of them for her second and third phases.
The next attack is a very important one, and I'll be referring to it as the 'triple hit' attack. You'll know this one is coming when Rammuha hops up and attacks you with a chain of three swipes. You'll need to parry all three of them to stagger and punish her, but if you've messed the timing up on one, then simply hold your block until the end of the attack. You won't be able to punish, but as the attacks aren't unblockable ones you thankfully won't take any damage.
It's possible to parry the second or third hits if you've missed the first or second, and doing so will cause her to perform all three attacks again. Be careful doing this though, as if you mess up the parry timings again you'll be taking even more hits. If you manage to parry all three, punish with Counter Shot if you have it, as it's a flat 100% damage increase over a regular counter attack.
If possible, try to avoid using bombs in this fight. As you can see in the footage at 1:05, I attempted to use one, and the smoke cloud that popped up prevented me from seeing an incoming drill attack, causing me to take a hit. She's also just very resistant to any effects they may cause, so keep 'em tucked away.
Your aim in this first phase is to build up curse on Rammuha, so make sure you're consistently using Enki just before you make your attacks. Another good skill to take here is Shadow Partner, which boosts the amount of curse an enemy takes if you and Enki hit a target at the same time. Getting the timing on this down is tricky (I've yet to get it down myself), but the increase is significant enough to at least try.
Second Phase
When you get the Curse finisher, Rammuha will enter her second phase. Here we'll be introduced to a new attack (2:10), and this is what you need to save your Powder Charges for. Rammuha will jump out of view and reappear hovering on an edge of the arena before charging her attack. She'll begin summoning swords which she'll eventually shoot out, so you'll need to target and shoot the orb directly above Rammuha. You need to do this as quickly as possible, as the longer you take, the more swords will shoot out. Make sure to position yourself in a space with as few orbs facing it as possible, as some will always be released when you destroy the orb. (The Sapper's Gauntlet can really help here if you find yourself running out of Powder Charges, as you can use Enki to quickly rack one up before you run out of time, which you can see me doing in the footage above.)
Another new attack in the second phase is another spin attack (2:30), which I'll be upfront in stating that whilst it can be parried, I never quite got the timing down for it. It can however be dodged, so when you see Rammuha take to a knee again (but without bringing her arms in), do a double dodge backwards. Sometimes she'll follow this attack up with another triple hit attack, the telegraph for which is another jump upwards, with two arms raised. The parry timings are the exact same here, so if you've nailed them for the first phase you'll manage just fine.
One final new attack in this phase (2:50) is another regular unblockable, which can be predicted when Rammuha once again jumps up, but also begins spinning her torso. It's safest to interrupt this attack with your gun, as it has some serious range when she gets the attack off, and dodging isn't guaranteed to be safe. A good tip for this attack is to do what I did in the footage, and use your withering ability. As the wind up for the attack is so long, and Withering offers some level of protection, you'll be able to build up a massive amount of curse on her and get some progress towards the third phase.
Third Phase
The final phase brings with it quite a few new attacks, however two of them are exactly the same, just with different rules for how to dodge them if interrupting isn't an option. When you hear a crack of thunder, Rammuha will either remain upright or flip upside down. If she flips upside down (3:35), you'll want to double jump to avoid her sweeping attack, and if she remains upright (3:40), focus on getting an interrupt. The dodge for the upright attack is difficult to get down, as in my experience, regardless of where I went, I took a hit.
One final attack (3:58) for this phase is another one you can parry, and this one can be predicted when Rammuha brings up one leg before stomping it down. She'll follow this up with a spin attack, but unlike the first phase, this one can be parried.
Keep on whittling down her health bar until she hits zero, and you'll see Enki pull her up and start giving her the Palpatine treatment. Strangely, there's a prompt to shoot her in this moment, but what effect this has I'm currently unsure.
If you've found this guide helpful and you're looking for some more Flintlock: The Siege of Dawn content from us here at Pro Game Guides, check out our guide on How to reach the Enlightened Peak in Flintlock Siege of Dawn!
Published: Jul 18, 2024 05:06 am