
The Lampmaster is the final boss of Act I in Clair Obscur: Expedition 33 and can be quite the challenge for players who aren’t prepared for the encounter. With this being the first real boss that players face with the ability to customize the makeup of the party, this is really where the first bits of strategy really come into play. With a varied moveset and multiple phases, some players might struggle with taking this creature down. Luckily, I can help! This guide will show players how to beat the Lampmaster Boss Fight in Clair Obscur: Expedition 33.
How to Beat the Lampmaster Boss Fight in Clair Obscur: Expedition 33
The Lampmaster is the boss that you will find at the end of the Stone Waves Cliff area and is the final boss of Act I and is broken up into two phases, each with its own full health bar and unique attacks. When you encounter the Lampmaster Boss Fight, you will have Gustave, Lune, Maelle, and Sciel at your disposal, which means you will be able to customize your party. Personally, I found great success with the team of Maelle, Lune, and Sciel and I will break down the best way to go about use them. First, let’s break down the Lampmaster’s moveset so you can defend yourself against this creature’s powerful attacks.
During the first phase, Lampmaster has a mix of ranged and melee attacks that can really mix you up, thanks to their weird delays. The first attack you will probably see is the Lamp Attack, where the 4 lanterns floating around the boss will shoot spears of Light at the party. You can interrupt this move by shooting the glowing lanterns with your Free Aim shot during your turn. I suggest leaving 1 lantern lit because then only that lantern will shoot at the party, meaning that you will only need to parry a single shot to perform a counterattack. Another attack is the Jumping Attack, where the Lampmaster will leap into the air and after a delay will slam its sword down onto a single party member.


The Lampmaster also has two Dark-based attacks. One is the Dark Explosion, where it extends its glowing arm and a purple aura surrounds it. After a delay where it reels its arm back and hangs it in the air for a short time, it will slam down on a single target. The other attack is the “Power of its Lamps” attack. The boss will slam its staff down, cause a purple pulse in front of the boss and turn all the other lanterns purple. After a short delay, there will be a second pulse, which is instantly followed by a Dark wave that attacks the whole party. Parry right as the second pulse collapses in on itself to counterattack.


The best way to fight this first phase is to use Lune to apply Burn and follow up with Maelle’s Swift Stride to enter Virtuose Stance. From here, you can either use Piercee or Fluent Fury, with the latter being able to Break and will keep her in Virtuose Stance. Maelle should also use any skill that applies Defenseless to the boss to get even more damage. Meanwhile, just keep building Foretells onto the boss with Sciel. An important thing to know is that any status effects or Foretells will carry over into the second phase, so you can actually stunlock the boss at the start of the second phase if you apply a lot of Foretells and effects right at the end of the first phase.



When you completely deplete the Lampmaster’s health bar, a cutscene will play that makes it seem that the battle is won. This is a fake-out as it leads right into the second phase, which has its own full health bar and a new flurry of attacks for you to overcome.
One of these new attacks is the “ball of light” attack which will see a collection of light gather under the Lampmaster before it explodes in a wave-like attack toward the whole party. This is a simple attack that you will need to jump over. Two other attacks that can really mess you up are the “arm combo” and “flying combo.” Both of these combos contain a string of 4 attacks and can be easily confused for one another if you’re not paying attention. The telltale sign for the arm combo is that the Lampmaster lets out a roar before it starts its attacks, so watch for that and then counter appropriately.
The Arm Combo has a lot of delayed attacks. After the roar, the boss pulls its sword back behind its right shoulder and holds its pose for about 2 seconds before slamming it to the ground. The sword stays on the ground for a few seconds before being pulled out in a slashing motion. The momentum causes the boss to spin. After the spin, the boss will hold a pose for a few seconds again before performing a downward slash. The final attack sees the boss grab the sword with both hands and attack after the shortest delay in the sequence.
The Flying Combo starts just like the Arm Combo as the boss flies toward a party member but will quickly attack without a roar at the start of the string. This opening attack is followed up by an overhead slam that has a few-second delay and a third attack that is also an overhead attack that has a longer delay than the previous one. The final attack will see the boss fly away back toward its starting location before quickly turning around and flying back toward the party for a slash.



The most unique attacks this boss has are coupled together. The boss can perform a “strange ritual” which will see its lanterns flash red in a random order. You can shoot these lanterns in the order that they flash red to interrupt the ritual, which will deal massive damage to the boss. If you don’t interrupt the ritual, the Lampmaster will follow up with the Sword of Light. This sees the boss pull out a giant blade and perform a single horizontal swing after a delay and spin that attacks the whole party.


Now that you know the Lampmaster’s moveset, you can try to fight it. Luckily, the approach to doing damage to the boss is the same as Phase 1 and can be made really easy if you have applied several Foretells in the first phase since they will carry over to this fight. This means that Sciel can cash out massive damage and even instantly break the boss with something like the Phantom Blade attack if you have maxed out the number of Foretells on the boss. Once the boss is broken, you can just continue the same approach with Gustave and Maelle to deal massive damage to the boss and you can quickly deplete its health, meaning you likely won’t even need to deal with most of the new moveset we spent so much time breaking down. Once the boss is defeated, a cutscene will play, you will complete the Stone Wave Cliffs section of the game, and Act I will come to an end.



You can now defeat the Lampmaster boss fight in Clair Obscur: Expedition 33. Stay tuned to Gameranx for more news, updates, and guides for Clair Obscur: Expedition 33 as well as other great games in the future.