|Head of the Soul Sanctum. Hoarded soul hoping to stave off Hallownest's affliction, but eventually became intoxicated by its power.|
|The bugs of Hallownest tried all kinds of tricks and rituals and prayers to rid themselves of the infection. But to no avail! Perhaps the infection came from somewhere deep inside of them that they could not escape.|
For the Dream Boss variant, see Soul Tyrant.
Once wise bug, driven mad by misuse of SOUL.
The Soul Master behaves similarly to a Soul Twister in battle, floating in the air, erratically teleporting around the battlefield and conjuring soul orbs.
After taking a certain amount of damage, he will temporarily "deflate." Attacking him or waiting long enough will cause him to resume attacking.
His Soul Shot can be dodged by jumping or dashing either left or right if the Soul Master is far, but it wont hit the Knight if they stand directly next to him.
The best way to deal with the Soul Master is to stay at the right side of the arena. This will make his Dash Attack completely harmless (as the he will always teleport away just before impacting the wall) and make it so that the player only needs to worry about the shockwave from the Slam and Fake Out Slams (heretofore referred to as "Slams") rather than the impact itself.
When he summons the four orbs that orbit around him, approach him when he is about halfway across the arena, jump over the bottom orb when it's closest to the ground.
The easiest way to damage him is to keep attacking him from below when he is conjuring the homing orbs.
He leaves many open opportunities to heal, notably when he "deflates" after taking enough damage, and when he uses the Dash or Clock Attacks, where the player can simply move to the other side of the arena to heal.
After taking enough damage, the Soul Master will seem to have died, leaving behind his signature spell. However, before the Knight can absorb the spell, he reappears, breaks the ground and the battle enters its second phase.
In this phase, the Soul Master only has two attacks, which it will alternate using:
This phase is overall significantly easier than the first phase due to the predictable nature of the Soul Master's attacks, the lack of shockwaves on his Slams, and his openness to attacks during his projectile attack. Keep dashing and jumping in either direction when he does the Slams. Once he starts conjuring orbs, he is open for 2-3 or more hits each time, but make sure to keep moving to dodge the homing projectiles.
Learn to avoid the projectiles and attacks, as this phase will give the player much less time to stop and heal.
|Dream Nail Dialogue|