Pascal's Wager Wiki

This page is about the boss. For the region of the same name, see Edith (region).

Edith is the colossus of the fourth chapter, a giant woman whose hands, head and eyes are separate parts. She is one of the Colossi and the boss with the strangest rules in the first half of the game: her body is almost immune to ordinary attacks (3,680 physical defence at journey 1), you cannot even lock on to her, and the way to kill her is to destroy her two tentacle hands, which forces her into the Weakened state, and then to execute her for a damage bonus of 3,500%. Phase 2 starts when you become Lunatic and adds six eyes that fire lasers, a tentacle attack and ground lasers. She is fought in the same arena as the optional duel with Frollo.

Overview#

Internal names伊迪斯 (hero 20027, story monster 4060, scene Arena10004); summons: monsters 4061 (eye, hero 90003), 4062 and 4063 (tentacle hands, hero 90004)
Fight startsWalk into the arena; intro cutscene
SanitySanDamage 70, SanKill 0
Lock-onDisabled for Edith herself while any hand is alive (SetLockDisable(true))
ExecutionPossible only while she is Weakened, which her script triggers when both hands are dead
Weak pointA collider on the model: damage x6, Poise damage x2, Resilience damage x2 (WeakDamageMultiplier 5, WeakToughnessMultiplier 1, WeakWeaknessMultiplier 1; the game adds 1 to each, animalbase_value.lua:2340-2341, 2646)
BackstabNot possible (HitBackstab 0)

Stats#

Computed from ES_HeroData 20027, ES_HeroPropertyData, ES_EnemyAttributeData and ES_StoryMonsterProperty (story 4, monster 4060; one grade row, so phase 2 does not change her stats).

StatJourney 1Journey 2Journey 3Journey 4+
Enemy level13476787
HP37,95086,850112,350127,350
Attack (physical)2577009101110
Physical defence3680398040004000
Fire / poison / arcane / dark resistance1550 / 1550 / 1550 / 15502030 / 2030 / 2030 / 20302080 / 2080 / 2080 / 20802095 / 2095 / 2095 / 2095
Poise / Poise recovery100 / 50100 / 50100 / 50100 / 50
Resilience / Resilience recovery120 / 30120 / 30120 / 30120 / 30

Her defence and resistances are 25 to 35 times those of the other chapter 4 enemies. By the damage rule (Damage formula) a hit never falls below 30% of its attack value, so against 3,680 defence nearly every normal hit lands on that floor. The weak point multiplies damage by 6 on top of that.

Her hands and eyes#

PartHeroJourney 1Journey 2Journey 3Journey 4+Notes
Tentacle hand, each of 2 (monsters 4062, 4063)90004HP 1,644, defence 283,438, 444,771, 495,161, 50Resilience 10,000 (cannot be Weakened), Poise 10. Level 13 / 42 / 64 / 76
Eye (monster 4061)90003HP 189, defence 88396, 153550, 172595, 175Poise 10, Resilience 70, SanDamage 5

The hands are weak in defence on purpose: they are the part of her that you can actually damage.

How the fight works#

Hands, lock-on and execution (the core rules)#

  • Damage to a hand is damage to Edith. The hand's value script (Hero90004_Value) subtracts every point of HP lost by a hand from Edith's own HP as well. Hitting the hands therefore bypasses her 3,680 defence.
  • When both hands are dead, she is forced to collapse. Her update loop checks for it: if she is not already Weakened and both hands are dead, her Resilience is set to 0, she is put into the Weakened hit reaction and unlocked for targeting (SetLockDisable(false)). She gets the status 10075, which raises execution damage taken by 35,000 per mille (x36) for up to 120 s.
  • While at least one hand lives, her Resilience is refilled to full each update and lock-on is disabled, so she cannot be Weakened and cannot be executed.
  • The hands come back. When she leaves the Weakened state (or an execution ends), each hand is revived, and a dead hand is born again, so the fight is a loop: destroy both hands, collapse, execute, repeat.
  • Executions are her kill move. An execution uses your Execute move (see Weakness and execution) and gets the x36 bonus on top (inferred as damage x (1 + 35000/1000), as for other ExecuteDamageAdd statuses). The hit still uses her huge defence, so the floor of 30% applies, but x36 turns it into the highest single hit of the chapter.

Phase 1#

Her arms and head use big attack cycles of 7 to 22 s each. Right hand: heavy slap (HP), three light slaps (LP), sweep (L). Left hand: three light slaps (NLP) and two unblockable sweeps (NL). Head slam (NHP, unblockable). Grab-and-drain (SP): holds you, 50 dark damage and Corrosion, unblockable, 30% chance, 15 s cooldown. Floor slap and sweep (S). Acid spit (NSP): opens an "acid rain" hazard of 700 poison damage (trick 10006). H plucks out an eye and spawns it (phase 1 only).

Phase 2#

When you turn Lunatic the standard phase change runs (Bosses#Boss mode and the phase change: fade-out, then a heal to at least 50% of her HP because BossFinal is 1), and her script calls six eyes at the scene markers 2 to 7, in a shuffled order, which look at the arena centre. The new moves are the tentacle attack (OP, opens trick 10007 "tentacle": 125 dark per hit at every journey), the laser (NOP, 150 arcane, unblockable), the sweeping laser (O, 210 arcane, unblockable, a 22 s cycle) and the ground-slam laser (NO, opens trick 10008: arcane 550, 650, 750, 850 at journeys 1-4+, guard break 150).

Moves#

MoveWhat it doesPhaseAI (range, cone, chance, cooldown)
HPRight hand: heavy slapany≤20 m · 75° · cd 4s
LPRight hand: three light slapsany10–18 m · 45° · cd 4s
NLPLeft hand: three light slapsany10–18 m · 45° · cd 4s
LRight hand: sweepany10–20 m · 60° · cd 6s
NLLeft hand: two sweeps (unblockable)any10–20 m · 60° · cd 6s
NHPHead slam (unblockable)any≤13 m · 45° · cd 7s
SPGrab and drain: holds you, Corrosionany≤20 m · 60° · 30% · cd 15s
SSlaps the ground, then sweepsany≤20 m · 60° · cd 8s
HPlucks out an eyeball (spawns an eye)P130% · cd 8s
NSPSpits acid (poison)any≤14 m · 90° · 30% · cd 12s
OPTentacle attackP230% · cd 13s
NOPLaser (arcane, beam)P230% · cd 14s
OSweeping laser (arcane)P210–20 m · 30% · cd 12s
NOGround-slam laserP230% · cd 20s

Damage#

attack = her stat x BaseRate / 1000 + flat power; every one of her physical hits has a flat power of 180. The table shows the strongest hit before defence.

MoveTypeFlat power per hitStrongest hit, Journey 1Journey 2Journey 3Journey 4+Guard breakPoise / Resilience hitExtras
HPphys1804378801090129020051 / 27-
LPphys1804378801090129015051 / 27-
NLPphys1804378801090129015051 / 27-
Lphys1804378801090129020051 / 27-
NLphys18043788010901290unblockable51 / 27-
NHPphys18043788010901290unblockable51 / 27-
SPdark503077379871237unblockable51 / 27Corrosion
Sphys1804378801090129020051 / 27-
NOP (P2)arcane15040783710871337unblockable51 / 27-
O (P2)arcane21046789711471397unblockable51 / 27-
HazardOpened byTypeJourney 1Journey 2Journey 3Journey 4+
Trick 10006 "acid rain"NSPPoison700700700700
Trick 10007 "tentacle 1"OPDark125125125125
Trick 10008 "ground laser 1"NOArcane550650750850

Hazards use damage x (1 - defence / (defence + 100)) instead of the move formula and add 100 Poise damage and 10 Resilience damage to you (see Damage formula).

Strategy#

  • Aim for the hands, not the body. The hands have low defence (28 at journey 1) and their damage counts against her. Her body is nearly immune except for the weak point.
  • Stand outside the long arcs. Her moves start from 10 to 20 m (the long ones), so the body of the fight is dodging forward or back around slow, long swings; the clips run 7 to 22 s.
  • Prepare the execution before the hands fall. When the second hand dies she collapses at once, so be near her head with your execute move ready.
  • Do not guard the unblockable moves: NL, NHP, SP and all phase 2 lasers.
  • Corrosion (SP) halves your physical defence for 15 s; a sip of a cure or staying out of its 20 m range matters (Corrosion).

Rewards#

  • Items: none (DropId empty). Sanity drop 40012 (not at Normal sanity): 40% for Anthozoan Bones x2-3, the same drop id used by Frollo.
  • Sanity: her kill does not restore sanity (SanKill 0).
  • Flags: chapter boss kill flag 91204; if she dies in phase 2, also 91004 and 91104 (the Chapter 5 NPC line, see Maddened Ascetic).

Hidden mechanics#

  • Hand damage costs you no sanity. The passthrough subtracts HP from Edith directly, not through the normal hit path that charges sanity, and the hand's own SanDamage is 0. Only direct hits on Edith (SanDamage 70) and her own moves drain sanity, so you can shred her HP through the hands without going Lunatic (inferred from the two code paths).
  • A forced collapse does not need Resilience damage. Her Resilience is not drained by your hits; it is set to 0 by the hand check.
  • The x36 bonus lasts 120 s but the collapse is short. The status duration is 120 s; it is removed when she gets up (ClearStatusById(10075)).
  • Lock-on is off for most of the fight, which is why the camera does not snap to her body.
  • Phase 2 heals to 50%. If you go Lunatic while she is below 50% HP, she is raised to 50% (the rule is in Bosses#Boss mode and the phase change).
  • Eyes (monsters 4061) are real enemies with 189 to 595 HP and cost 5 sanity per full HP.
  • Data check: the move table labels the NSP acid as a poison attack with no damage of its own; the damage comes entirely from trick 10006.

Sources#

  • reports/bosses_and_enemies.md section 7; reports/data/boss_moves.json (hero 20027).
  • ES_StoryMonster story 4 monsters 4060, 4061, 4062, 4063 (levels 13/47/67/87 and 13/42/64/76, SanDamage 70, SanKill 0, SanDropId 40012, CompleteQuestId "45040;91204;41001;41004;41008", CompleteQuestId2 "91004;91104", CallMonsterId "4062;4063;4061", BossFinal 1); ES_HeroData 20027 (WeakDamageMultiplier 5), 90003, 90004.
  • ES_StatusData 10075 (LogicType 114, Param5 35000, Time 120); reports/status_effects.md row 10075. ES_TrickData 10006-10008.
  • luascript/logic/player/hero20027.lua:40-135 (summons), :152-170 (hand revival), :178-215 (six eyes in phase 2), :410-425 (forced collapse, lock-on); luascript/logic/playervalue/hero90004_value.lua (HP passthrough); gamedata/playerdefine/hero20027_define.lua:61-79.
  • Execution rules: luascript/logic/player/animalbase.lua:9783-9815; phase change :1497-1567.
Categories:Bosses