Black Myth: Wukong: How to defeat Apramana Bat: Optional and missable boss in Chapter 3 #shorts
Black Myth: Wukong: How to defeat Apramana Bat: Optional and missable boss in Chapter 3
In Black Myth: Wukong, the Apramana Bat is an optional and missable boss in Chapter 3. You can find it on the North Shore of Bitter Lake after leaving Turtle Island. This giant, golden bat uses chilling attacks, so have warming medicine ready or equip a frostbite-resistant Curio. Watch for its freezing wind gusts and cross slash projectiles while in the air, and dodge when it slams down with its talons. Use Rock Solid to deflect its attacks and send it crashing to the ground for an opening.
Immobilize is key for keeping it grounded, but be careful if it turns gold and uses its own Rock Solid, which can deflect your attacks. If you hear your hit bounce off, dodge to avoid the follow-up attack. Zhu Bajie can be a huge help in this fight, as he’ll keep hitting the bat while you bait its attacks. Once you defeat the Apramana Bat, it will retreat and fly off, but you'll see it again during the final battle with Yellowbrow, where it plays a role in your victory.
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