The boss will not be visible before or while entering the boss room, only after the initial cutscene will the boss be present, back turned to the player. Orphan will never aggro when entering the boss room, and will only aggro once the player is about 1/3 of the way towards him.
This boss has two noticeable phases:
- Phase 1:
- Once engaged, the orphan will turn to the player and attack immediately.
- Has a significant amount of moves with varying ranges and speeds.
- Phase 2:
- The Orphan will bite into the placenta-like weapon and transform.
- Becomes slightly larger and gains a new set of moves, as well as keeping and enhancing some previous ones.
- Is far more mobile making it harder to keep track of and stay in control.
- Fishing Hamlet Coast
- Stick to his left side (right for you).
- Mid range will be dangerous and hard to avoid attacks. Hugging his left is the place where you want to be. Circle him while attacking and quickly close any distance when he backs away. The second phase will make it easier as avoiding the jump attack lets you get some free hits in.
- Parryable in both phases.
- Augur of Ebrietas works well when he uses his jump attack in the first phase.
- When he summons electricity by screeching, quickly move to the entrance of the boss arena. Alternatively, look toward the large corpse of Kos, where the bolt of lightning strikes the ground. "Waves" of electricity will move outward radially from this point. These "waves" have sharp demarcations and can be rolled through and/or walked/ran around.
- Once he enters the second phase by performing a shockwave, he will stay in the ground for a couple of seconds. This is your chance to backstab him.
- The Orphan is immune to backstabs during this animation, as well as the lightning attack screech, but timing your charged attack to hit at the very end of said animations can score a backstab.
- The boss area for this fight is large, circular and made up of two parts; the beach and the water.
- Don't be afraid to go out over the water, as you can't actually fall in and it doesn't slow you down.
- The beach is sloped and uneven with a few wooden branches sticking out of the ground that you can get stuck on.
- The water area is flat and even and provides a great amount of space.
- Eventually, however, you run into an invisible wall that prevents you from going further, so be aware.
- In phase one, you can easily run under his forward leaping attack and then turn around for a charge attack followed by an easy backstab, plus a quick follow-up jab before he dodges away. Quickstepping or sprinting will carry you too far to attack him before he recovers. You can also bait his forward leaping attack consistently to quickly get through phase one. Get far away from the Orphan so he is out of range, be careful though, he might throw his projectile towards you, but this can easily be avoided by rolling or keeping the Kos corpse between you and the Orphan to block it. Eventutally, the Orphan will start running towards you, from here, he will either do one of two moves: his forward leaping attack or an uppercut swing from his placenta blade.
- In phase one, he can be easily staggered by most heavier weapons, or several consecutive hits of a lighter weapons.
- Be mindful of the stagger since it will reset his animation and he can easily punish you with one of his quicker attacks.
- In phase one the Orphan has a very tricky attack which starts off with him reeling back his weapon with one hand a bit and doing a slam while taking a step or two towards the player. This attack can easily be dodged, however, it kicks up some dust from the beach, covering the follow up which is a quick dash towards the player with an uppercut.
- His aerial dive attack in the first phase can be dodged by timing a dodge straight at him. This will result in you ending up behind him for a free attack with a quick weapon.
- Dodging this boss in the first phase can be very easy as long as you pay close attention to which attack he is using. A number of his attacks sweep from one side to the other, and dodging properly into the attack can completely avoid any damage. Dodging in the direction the attack is being swung can result in you taking minor damage or the entire damage from the attack depending on whether you'te hit by the weapon or just by the strand attached to it..
- He becomes extremely tough in NG+
- Fishing for backstabs with a heavy weapon works best for the first phase (even if you miss the charged R2 will stun him, at least for LHB, making the fishing relatively safe)
- On both phases, but especially the second, try to keep close to him at all times, using the tactics mentioned in item 5
- For the second phase, try to fight him on the water (less things to get caught on)
- For the second phase you may try to fight unlocked, basically circling him with rolls when he's in melee range and attacking on any openings, and just evading his ranged stuff
- For the second phase, when he flies up to do a slam attack, roll to one side and then the opposite side, it'll usually make him miss
- For the second phase, when he does the lightning attack it's easier to just get some distance then walk in the gaps between the waves
- For the second phase, HEAL CONSTANTLY, it's very easy for him to dish out a ton of dmg, killing you very quickly, so try to stay on full health at all times (you can buy more vials later)
- Due to the above, favour healing over getting a hit in on the second phase (aka play cautiously)
- Use Communion Runes, hell eat up your blood vials and you'll need many in the 2nd phase (starting with 27 vials, in the end of the fight I had 3, NG+)
- Use a Clawmark Rune, it'll help get you through the first phase quicker and therefore save blood vials
- For the oath use the Hunter of Hunters if you can, you'll need the stamina
Most, if not all, of the melee attacks this boss does can be parried for visceral attacks, even those that involve him jumping. Some attacks are easier to parry, some are almost impossible. Here is a list of the easier ones:
- In the first phase the easiest to parry is the slow overhead smash. Fire your weapon when he has lifted his leg to ready the heavy attack.
- When he does a 180 degree clockwise swipe and continues swiping the opposite direction with 180 degree counter clockwise swipe, the second swipe is easy to parry if you stayed just far enough to avoid the first swipe without dodging, then fire your weapon when the second swipe is about to start.
- One of the safest parry opportunities is when he screams, shakes his upper body like he is really mad and slams the ground in front of him, pauses for a second and continues with 2 fast swings. The range of those two last swings aren't far and it is pretty safe to shoot immediately after dodging straight back to avoid the first swing. It's tricky to hit but you are safe from any counter attacks.
- In the second phase there aren't any really safe parry opportunities. The least dangerous one however is fairly easy to spot. Once Orphan calms down and starts to simply walk towards the player staring him/her down, boss is actually preparing one of his short ranged attacks. It really doesn't matter which attack it is going to be, since he always has to move his weapon to his side before an attack. That is the time to fire your gun, once you see his weapon at his side and not in front of him. It is a small window and requires good reflexes but can be done consistently.
- In the first phase the Auger of Ebrietas is a very easy way to get back stab viscerals on him. Particularly during his AoE red burst attack and his quick dash to upper cut. On the dash upper cut dodge into him and you'll be able to fairly consistently get the backstab with the Augur. If you couple this with the Odeon Writh rune you don't even have to expend bullets. This rune also seems to give more bullets in the first half of this fight. (Using Oedon Writhe +2 in the first half of the fight, I have gotten a COMPLETE refill from 1-20 bullets on a single visceral. Needs confirming).
|Attack Name||Attack Description & Counter|
|Charged spinning attack (1st phase)||He will start a fairly slow windup, bringing his weapon to the left of his body before swinging the weapon around twice in a circular overhead swing. If you decide to get close after the first swing he will switch up his attack with the ground vertical attack or the low weapon swing. This attack can be parried.|
|Ground vertical swing (1st phase)||He will slam his weapon to the ground before swinging it upward and having it land near the back left side of his body. For this attack, dodge to the left of him as dodging right may inflict the partial damage of the weapon coming back on the landing.|
|Charged overhead slam (1st phase)||He will raise his weapon with both hands over his head and wait near 3 seconds before slamming it down and inflicting a small AoE physical attack. This attack can be parried.|
|Bomb (1st and 2nd phase)||He will pull out slime from his weapon and will plant it in the ground, forming a bomb that explodes with a medium AoE.|
|Projectile (1st phase)||From a range, he will reach into his weapon and throw a ball at the player. This projectile incredible range, decent tracking, explodes on impact or upon reaching wherever your character was. It is recommended to dodge to the side about a second before impact, as the ball turns in flight, but slowly. If it connects, there is a knockdown effect, and Orphan will follow it up with a leaping attack or a vertical swing.|
|Leaping vertical attack (1st phase)||This is his version of a dash. He will jump backwards and slam his weapon hard to the ground to gain some distance away from you. Most of the times he will either follow this up with a charged spinning attack, blood projectile, or may use the time to change into his second form.|
|Shockwave||Once he is around 50% of his health, he will stick his left hand into his weapon and will slam it on the ground, causing a huge shockwave, which will knock you off your feet, but not damage you.|
|Lightning Waves (2nd phase)||He will sound a long screech, which will summon waves of lightning, originating at the corpse of Kos, that will travel at a great distance across the boss arena.|
|Aerial Projectiles (2nd phase)||He will fly up in the air, and shoot out a multitude of projectiles, which will have shorter range compared to the single projectile he shoots in the first phase.|
- Once slain, attack the black spirit now on top of Kos to get "Nightmare Slain", and complete the DLC.
- Blood Rapture (visceral attacks restore health) and Oedon Writhe (visceral attacks grant Quicksilver Bullets) runes are enhanced during the first phase. It will restore a far greater amount of health than it should (about four times the amount). Might be a bug.
- The Plain Doll will have special dialogue after slaying the black spirit of the Orphan of Kos.
- The first and second forms are NOT kin, so kin related gems do nothing.
- After defeating the Orphan and slaying the black spirit—the "Sweet Child of Kosm"—floating atop the corpse of Kosm, the rain will stop and the moon will disappear.
- His body does not disappear if he is slain via visceral attack in his first form.
- This is caused by the fact that the first form does not seem to have a death animation or dead state as a whole. You can kill him before going into phase 2 without a visceral attack.
- There are several snail women at the boss gate worshiping/praying/mourning for Kosm.
- Killing them will not grant you any Blood Echoes.
- Are treated more as environmental objects, triggering a kill even when rolling through them.
- The placenta he wields looks a lot like a giant cursed blood gem. This suggest that "Kosm" may have been in some way cursed.
- The Orphan has a connection to Gehrman. After you defeat The Orphan, The Doll will say: "Oh, good hunter. I can hear Gehrman sleeping. On any other night, he'd be restless. But on this night, he sounds so very calm. ...perhaps something has eased his suffering"
- Lore theoriest exist under Orphan of Kos Lore.