I love Orospina. Between her graceful demeanor, brilliant golden attire, and unflinching ruthlessness, Orospina remains one of the most dashing bosses I battled in Blasphemous 2.
And yet, despite her violently elegant personality, Orospina relatively easy boss, and we can effortlessly finish her off within a minute or two.
So, though I was disappointed to be through with her so quickly, I can still appreciate the grace and taste with which she cut me in two and desperately hope she stars in future animated scenes littered throughout the game.
In this Blasphemous 2 Orospina guide, I’ll review how to find and defeat the most refined boss in this rotten religious world. As a bonus, I’ll detail how to essentially cheat her fight and bring the battle to a close in less than a minute.
- Quest Locations: Grilles and Ruin, Palace of the Embroideries
- Quest Giver: Anunciada
- Requirements: Wall Jump (ability)
- Length of Quest: 40 minutes
- Difficulty: Medium
The Sadistic Seamstress
A member of the penitent squad introduced at the beginning, Orospina is an elegant fighter that wields an arsenal of silk and a rapier to annihilate her foes in style. Boasting a golden embroidered outfit and being sure to curtsy before beginning the fight, Orospina is arguably the best dressed, most well-mannered of the bosses we’ll face.
If you’re looking for a reprieve from rotting religious denizens and sacred body horror, Orospina is a gorgeous, albeit violent, break from the ministerial madness.
Regardless, we’ll have to fight her anyway to lower the Elevated Temple, and she makes an excellent second or third boss to tackle after besting Great Preceptor Radames and obtaining Veredicto or the Anointed One figurine.
How to Reach Orospina
Orospina is a relatively straight shot from the Everlasting City. Though I’d recommend starting with Radames’ path first, as the enemies in this environment, particularly the torch-wielding foes, are rather difficult, we can reach Orospina’s boss fight relatively quickly if we don’t mind a little challenge.
Ensure we have the Wall Jump ability from Profundo Lamento and Veredicto from the Sacred Entombments, and our journey can begin.
Step 1 The Ravaging Ruins
Starting from the Everlasting City, follow the road rightwards to reach Grilles and Ruins, a small ruined outside area with several platforms hanging above.
While we can explore the sewers beneath for some loot, I recommend keeping to the path rightwards and trying to jump across the upper level’s suspended crates to reach a switch that briefly opens the door to the next area if with can slide under it in time.
After that brief bit of sliding, we’ll encounter a jumping foe amidst a range of boxes, one obscuring a blue light that reveals a switch for activating the nearby platforming. Following a civil discussion with that enemy punctuated with a swing of Veredicto, we can destroy one of the boxes to reveal a button that raises the platform up and down.
Upon reaching the top, take the rightward exit and head up and across the zealot-infested ground until we get to the prie dieu in the next room. After taking the nearby ladder down and smashing the breakable wall to our right, we can head down one level and continue rightwards into the last section of the Grilles and Ruins.
Though we may be tempted to jump past these enemies like before, there’s a giant bell-wielding enemy that we cannot jump or slide past, so I advise dealing with all the enemies first, then leveraging Veredicto’s long-range swings while jumping away to deal with the towering figure safely.
Following our triumph against the massive foe, head down the nearby ladder into a small wine cellar and continue rightwards past several jumping enemies to reach the Palace of the Embroideries.
Step 2: The Haunted Mansion
After exiting the cellar, we’ll find ourselves in a rundown mansion with the corpses of unwanted visitors encased in silk. While we’ll see a small woman at the top, instead head rightwards to reach a hand teleporter room that can take us back to Everlasting City if we need, then return to the previous room and confront the small woman.
These enemies throw a small flaming wheel in our direction that we can destroy or jump over, so I recommend dealing with her and moving on. After reaching the top, we can rest at the prie dieu and follow the rightwards path past several jumping enemies and animated flying silk creatures.
Upon entering the next room, we’ll encounter my archnemesis from Blasphemous 1, torch-bearing enemies that can dash towards you with their shaft and send you flying.
Though I generally recommend dashing past these types of enemies, they aren’t worth the bile flasks and tears of atonement to battle; we can defeat them by baiting their attacks and leveraging Veredicto’s flaming attack to hopefully one-shot them if we can get the range just right.
Following this encounter and a few jumping foes, we’ll notice on the map that this location is just above the boss arena. Indeed, after destroying the silk locks above, we can access the fight below.
Step 3: The First Silken Lock
Following our passage through the large room, continue rightwards into a long horizontal corridor with several women throwing flaming wheels and chandeliers that drop on top of us whenever we pass. I recommend methodically heading through the room, waiting for each woman to throw her wheel, jumping over it, then dealing with said thrower.
If you’re still having trouble with these rooms, leveraging Veredicto’s high range or prayers like Bleeding Miracle can alleviate much of the frustration these environmental enemies engender.
Eventually, after making it to the room’s end, we jump across a false chandelier that sends us careening down into the space below, where we can find Sarmiento and Centella in the rightwards room (if we picked this weapon as our starter, we’ll instead find the Veteran One which increases Sarmiento and Centella’s damage).
These two rapiers allow us to interact with the nearby mirrors, teleporting us in the direction one is facing to reach new rooms.
Frankly, I recommend sticking with Veredicto as its superior damage and range outclass Sarmiento and Centella in nearly every encounter, and the two rapiers expect us to be very good at parrying to use effectively.
Still, these weapons will be a vital part of nearly every puzzle from here on out, so familiarize yourself with the two’s effective range and move on.
After returning to the previous area and hitting a breakable wall, we’ll want to head back leftwards towards the earlier prie dieu and head leftwards again to a small room with two mirrors, a switch, and a locked door. To activate the switch, we’ll have to slash at the first mirror, which teleports us to the second one that we’ll need to attack, sending us to the switch to unlock the door and proceed.
The next room is another puzzle where we’ll have to interact with the switch to bring the platform across, then slash at the mirror to teleport ourselves atop the ledge and head upwards.
Upon reaching the top, head rightwards past another horizontal corridor brimming with enemies while relying on our ranged weapons, preferably Veredicto, to demolish the flame wheel-throwing women, jumping foes, and torch-bearing enemies.
After reaching the next room, we’ll have to leap across the chandeliers past several animated silk creatures and whack the switch to lower the chandelier and create a shortcut back to the prie dieu. After entering the following location and battling against jumping enemies hiding in boxes, we’ll find a slightly suspicious room hiding a small challenge area.
Mini Challenge Room
Inside this small room, we’ll have to fight through three waves of challenging enemies. While the first wave consists of two torch-bearing enemies, the next has three jumping foes with two dagger-throwing enemies to wrap up the challenge.
I advise turning on Veredicto’s flame mode before entering to insta-kill the two torch-bearing enemies, hugging a corner of the room against the jumping foes and using Veredicto to send them back as they encroach on our space.
Luckily, we can quickly retry this challenge room from the shortcut we opened up, so we can promptly retry it if we fail. .
Following our success, head into the next room past the torch-bearing enemy and proceed leftwards into the next room. Taking yet another left puts us by the first silk lock holding a giant silk cocoon up.
While we can destroy the first lock, we’ll have to get the next one on the other side to cause the cocoon to fall so we can fight Orospina.
Step 4 The Second Silken Patch
To destroy the next silk patch, we’ll want to head back to the previous room, up one level past more of the jumping enemies, and leftwards to a prie dieu we can rest at. Proceeding onward puts us in a large room with a puzzle above we can ignore for now and a few enemies we can effortlessly slide past.
As we enter the next room, we’ll be greeted by an elderly married couple at a dining room table, Castula and Trifon, with Castula eating and complaining about Trifon’s poor manners while Trifon is dead and rotting at the table.
Though it might seem like the survivor has lost their mind, we can return later to find the situation reversed with Trifon eating and Castula dead, suggesting that Orospina cursed the two for trying to plunder the manor for treasure and secrets.
Though we can return later for figurines of the two, we can head onwards to find a switch that lowers a mirror, allowing us to reach the other mirror just above.
After dealing with the two mirrors, getting to the ledge, and entering the next room, we’ll find another set of mirrors with a switch at the end that opens a nearby locked door.
Following slashing the two mirrors and hitting the switch, we can head through the locked door, past a small woman, with a prie dieu below where we can rest. Upon taking the brief rest, head rightwards to tackle our last horizontal room before battling Orospina.
While we can effortlessly jump over the dagger-throwing and flaming-wheel-throwing enemies from before, at the room’s end lies a frustrating challenge room that’ll put all our mirror slashing to the test.
Shocking Challenge Room
Like before, we’ll have to complete another challenge room before accessing the last silk lock. In terms of enemies, our first two waves consist of three jumping foes, then two flaming wheel-throwing enemies.
While I recommend activating Veredicto’s fire ability beforehand to make quick work of the first set of enemies, for the next group, I advise heading to the room’s end and dealing with one of the small women, so we don’t have to worry about doing the wheels from both ends.
However, for the last stage, we’ll face a towering lightning enemy that sends an attack that takes up the whole arena. While we can’t jump over or dash through this foe, we can leverage the mirrors above, teleporting to the opposite directions just as the enemy and gradually weaning the enemy down with Veredicto.
Following our victory, we’re granted access to the final silk patch, which, upon its destruction, opens up entry into the Orospina’s boss arena for our epic confrontation. For now, we can return to the prie dieu at the bottom left of the Palace of the Embroideries and travel back to the everlasting city to remove any guilt or alter our figurines.
Our battle with Orospina awaits.
Tips for Orospina Boss Fight
Orsophina is a fast-paced boss. She gives us very little room to anticipate her attacks, and finding a moment to deal damage or heal can be slim to none.
Even still, her health bar is relatively low, and if we come in well-equipped, the fight can end in less than a minute. I recommend checking out the tips below to bring the fight to a swift end.
Weapon of Choice: Veredicto
Given its absurd range and damage, A few volleys of Veredicto can shred Orospina down to half her health if we enable its fire mode. This weapon can reach her from afar when she’s balancing on her silk wires, and it also allows us to easily brute force the fight if we’re struggling to parry her attacks.
Even if the fight might be more enjoyable with parrying, it can take far longer and require more effort than just dodging her attacks, so I recommend applying Veredicto for a fiery resolution.
- The Traitor – Increases the damage of every weapon by 10%; the Traitor is a versatile figurine that offers a descent physical damage buff. Though it doesn’t provide any noteworthy synergies at the start of our playthrough, the damage buff is an excellent addition to reducing the length of any rough boss fight. I recommend employing the Traitor until we have better synergies to equip, like Nacimiento and The Ecstatic Novice, which pauses time every time we drink a bile flask.
- Anointed One – Increases Veredicto’s damage by 15%; the anointed one is an excellent figurine for raising the bell weapon’s damage and even has some fantastic synergies later, like with the Scribe, which increases the weapon’s total damage. However, we can only obtain this figurine early if we already chose Veredicto at the start, so consider another figurine if we chose Sarmiento & Centella or Ruego Al Alba at the start.
- The Scribe – Increase the amount of Fevor gained with each hit; the Scribe is an excellent figurine if you like to use prayers or the Veredicto’s flaming attack. While this figurine also synergizes with the Anointed one to increase Veredicto’s damage, I still recommend the other two figurines if we don’t have room for a third in our altarpiece of favours.
After returning to the area above the boss room, we’ll find a giant pit we can jump into. Doing so put’s us face-to-face with Orospina.
After gloating upon the poor visitors she’s doomed above, the swordswoman challenges us to battle. Following a brief curtsey and a respectful “En garde,” the fight plunges into madness.
While Orospina is highly vulnerable during her first phase, her nimble movements and stunning attacks can make it hard to land a hit on her. I recommend reviewing the tips below to make it easier to dodge her attacks and survive the fight.
A violent dash towards us, Dash Slash is one of Orsophina’s easier attacks to predict and counter. Once we see her point her swords toward us, I recommend dashing or jumping to escape her path and turning around to deliver some damage immediately.
We can also parry this attack, though it’s much easier to jump over her and hit with Veredicto on the backswing.
Orsphina performs a large overhead slash that sends us flying. Like dash slash, this attack is relatively easy to predict and dodge if we slide away from her or get behind the graceful fighter. I recommend not letting this attack catch you at the end of the arena, as it can just as quickly send us hurtling into the abyss, killing us instantly.
However, this attack is rare and is usually triggered by standing in front of her, so we can go the whole fight without seeing it if we manage to slide behind her in most situations.
Orospina hops on a silk line, shooting several electric arrows at us in a fan-like pattern. Though we can easily dodge this attack by getting away from her, I recommend getting a single hit on Orospina when we see her balancing on the wire and then running to have more room to dodge the lightning arrows.
Though this attack is relatively easy to anticipate, as we can expect it whenever she jumps on a line of silk, it gets progressively harder to dodge the further we get in the fight as she shoots more arrows, decreasing our space to dodge.
Orospina dashes across the arena in several circle attacks. In the first stage, Orospina only sends 1-3 slashes, so dodging these attacks is as simple as standing slightly towards the right.
All-in-all, I recommend getting out of the circle’s path and observing where Orospina will end up so we can deliver some hits at her final destination.
By far her most brutal attack to dodge, Orospina dashes across the entire arena with a powerful lightning attack. While this attack can take over half our health and send us flying, we have a brief window to dodge it if we jump at the last moment to evade the dash. I advise jumping right when she dashes to avoid the attack entirely.
Even then, it can be a trick attack to get away from, so expect to task some injury whenever she dashes from the far end of the arena.
While Orospina doesn’t change her appearance into the next phase, her attacks become more violent, with extra arrows, slashes, and a special ballerina attack that forces us to dodge three “shocking” sets of bolts. I recommend leveraging the fire mode of Veredicto to reduce the length of this phase and quickly bring the fight to a close.
After bringing her down to a third or a quarter of her health, Orospina summons two golden ballerina dancers that send several rounds of lightning arrows our way. I recommend going to the center and lightly jumping in the sweet spot between each volley to dodge these volleys.
We’ll be unable to attack Orospina during the length of this attack, so keep jumping until the attack ceases.
Livid Lightning Arrows
Orospina sends a total of 6 lightning arrows in our direction. While this attack seems more imposing than before, all we have to do is run to the other side of the arena and find the gap between the arrows to evade this harrowing attack.
Endless Circle Slashes
A flurry of Circle Slashes across the breadth of the arena, Endless Circle Slashes is a challenging attack to dodge. Though we could switch to the Sarmiento & Centella or Ruego Al Alba to dodge this attack, we can still avoid the sphere if we look for the one circle slightly higher than the rest and crouch in that spot.
Even if our point head looks like it should be in the line of fire, we’ll dodge the attack if we’re in the right spot.
Double Lightning Dash
A lightning attack that goes back and forth across the entire arena, Double Lightning Dash is borderline impossible to dodge and can deal brutal damage after its execution. Given the difficulty of evading in time, we could employ a parry to avoid it, but that’s still a trick maneuver to pull over.
Frankly, we’ll likely see this attack at the tail end of the fight, so I’d recommend pushing through, accepting the damage, and employing two or three more strikes of a flaming Veredicto to finish Orospina off.
Upon landing the final hit, Orospina is covered in flames and crumbles to dust. We’re then transported to the Dreams of Incense, where we find Orospina’s naked body cradled by the hands of a large elderly woman. After remarking upon the woes of her defeat, Orospina shows us a glimpse of the next of the miracle’s Sacred Regret in a small cutscene. She then bids her farewell to the world and enters the black gates of the Miracle, never to be seen again. Well, she makes a final return for the penultimate fight in a coordinated penitent attack, but for all due purposes, Orospina’s spirit is at peace.
- Sarmiento & Centella
- The Veteran One
- 2000 Tears of Atonement
- Mask of the Mother
Orospina Lore: The Loyal Penitent
The Daughter of the Looms and Eldest Sister of the Confraternity of Embroiderers, Orospina was a violent host that imprisoned all who sought out her mansion’s riches in golden silk.
While we find most of her victims throughout the estate encased in silk, we can encounter two figures, Castula and Trifon, a married couple punished for their trespass by being forced to dine and die at the table forevermore.
Though her motivations for serving the Miracle remain unclear, the intro reveals that she was one of the Archconfraternity, a select group of penitents that the Miracle appointed as its sentinels. We can expect that Orospina’s motivations were a mix of arrogance and honor, both oathbound to serve the Miracle and determined to prove herself as the greatest, most graceful fighter throughout the land.
Question: Where do I find Orospina?
Answer: You can find Orospina in the Palace of the Embroideries after proceeding rightwards from the Everlasting City and down from the Grilles and Ruin. To access the fight with Orospina, we’ll have to destroy the two silk strings holding the cocoon aloft. After its destruction, we can enter the boss fight in the center of the Palace of the Embroideries.
Question: How Do I Defeat Orospina?
Answer: Veredicto’s flame mode can quickly end the fight with Orospina, bringing her down to half health within four hits. However, while you can also parry her attacks, it’s a tricky maneuver that requires a lot of skill and isn’t worth the hassle of learning if you’re okay cheesing the fight with Veredicto.
Question: How do I Interact with Blasphemous 2’s Mirrors?
Answer: After obtaining Sarmiento and Centella in the Palace of Embroideries, we can hit any with the two rapiers to transport in the direction the mirrors face. Some puzzles require all three weapons, so they’re an integral part of the game, even if you don’t use them in combat.
Blasphemous 2 Orospina Guide: Conclusion
Good show, Penitent One. We’ve outthought and out-fought Orospina in one of the quickest, deadliest fights in the game!
While her low HP makes her an easy boss to skip through, I appreciated the fanfare that went into Orospina’s design, mannerisms, and presentation.
Even if the other bosses have more interesting attack patterns and moves, it was refreshing not to fight a grossly religious boss that left me horrified and nauseous by the battle’s end.
Regardless, from here, we can tackle the remaining 1 or 2 protectors of the Miracles Sacred Regret or start heading towards the Mother of Mothers to gain our double jump ability. The most elegant boss of Blasphemous 2 may be gone, but we can honor her memory by confronting our foes with grace, taste, and ultra-violence!
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