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The Walker of Illusions inLies of Pis a boss that many will struggle against in their first encounter. A strange creature with wild attacks and an aggressive style, you’d think that just its moves alone would make for a pleasing middle boss on your way back through Krat.
But in true souls fashion, nothing is ever so simple. True to her name, the Walker of Illusions will flit between reality and conjured fictions. Dealing with more than one enemy in a boss fight is never simple in any soulslike, but if you pay attention and keep this guide close, you’ll trample over this boss and her illusions.

Wind-Up Tells And Attack Description
Flurry Thrust
Sword Flurry
Walker pulls the larger blade in her right hand across her chest and swipes in front of her.
Wait for the beginning of her swipe attack and dodge forward-right.

Dagger Thrust
The walker spins once and then lunges forward with her dagger in a thrusting move. This attack can appear in a combo or alone.
Dodge a second time once you stop moving or block.

Swiping Combo
Sword Swipes
Holding up the sword briefly in her right hand, she swipes the area in front of her lazily. She then brings the sword back in a second sweeping motion. This attack can appear by itself.
Immediately put in distance by sprinting. If too close to safely sprint, dodge furiously forward to stay behind her.

Quick Swipes
Quickly following the lead-up, the walker releases two sword swipes in front of her. A third swipe follows, but it is slightly delayed.
Finishing Swipe (Fury)
Glowing red, the walker pulls her sword over her chest and unleashes a powerful diagonal sweep.
If faced toward you when she glows, Perfect Guard. If successfully behind her when this starts, sprint forward. Either way, follow with one attack and flee.

Dagger Combo
Dagger-Led Swipes
Walker brings her dagger up near her head and swipes forward with momentum. It is closely followed by two right-handed sword swipes.
Dodge forward right three times.
Downward Stab
After several swipes, the walker stabs with a diagonal downward motion in front of her with her dagger.
N/A
Forward Slice
Crossing her sword over her head, she rushes forward and slices in front of her.
Dodge forward and attack.

Plunge-Spin
Dagger Plunge
This attack looks very similar to the downward stab with only slight alterations in animation - effectively, the same hitboxes. This attack appears alone or in a combo (below).
Dodge forward-right.
Skewering Follow-up
Following a Dagger Plunge, the walker lunges forward with a sword-thrusting attack. It is further followed by a two-attack spinning dagger maneuver.
Dodge right three times or hold block. Attack.

Jumping Dagger
Raising her dagger up above her head, the walker lunges forward and downward strikes the ground with her dagger. She shortly follows it up with a second dagger strike a short distance forward.
Dodge right twice and attack.

Skewer Combo
Skewer
The walker brings her sword back near her waist and then lunges forward as if to thrust with it. If struck, the attack impales the player before she throws them on the ground.
Dodge right. Wait for her position to relax. If so, attack. If not, continue below.

Dagger Punishment
If the initial skewer fails, the walker may follow up with a quick combo with her dagger. She stabs once and then spins around for a second dagger attack.
Dodge right twice and then attack.

Rush Combo
Rushing Thrust
Crouching with her dagger hand on the ground, the walker lunges a great distance to thrust with her sword. This attack can also end here and, in rare instances, appear as a Fury variation.
Dodge right. If Fury attack, Perfect Guard. If she relaxes, attack. If not, continue below.
Spinning Strikes
The walker follows up with a strike of the dagger and then a spin for a second dagger strike.
Brain Pulse
Disruption Wave
Crouching forward and brain glowing blue, the walker lets out a screech. It comes in two waves, both waves inflicting Disruption if the player is close enough. This attack pushes back the player and clears the stagger condition if applied.
Sprint away and throw a Shot Put or any other thrown item.
Thankfully, the Walker of Illusions only hasone moveset. The combos are a little tricky to nail down assome will abruptly endbefore their completion or -in rare cases - end with a Fury attack.
However, her chains are mostly consistent, if notextremely quick in execution.
Thebest times to hit this bossare typicallyafter the completion of a full chain.However, some chains might abruptly end and begin new ones.
After rigorous testing on two builds, we concluded that thesafest chains to punishfor this boss are:
While you may punish the Swiping combo after Perfect Guarding the final Fury attack, it is too often followed up by another quick combo chain that can be devastating for slow builds.
Quick weapons and Technique builds can punish this safely if they dodge away after.
For all of these attacks, you’ll want toconstantly be dodgingwith the goal ofstaying to her back and left (your right)to take advantage of her short dagger range.
Heavy weapons with high guard rates can get away with lots of guarding through her combos. If you’re comfortable enough with Aegis, this can be compounded to be very effective. However, her back-to-back attacks leavelittle opening for heavy weapons when standing at her front.
If you getstuck in a combo chain, thebest thing to do is hold block. When she stops her combo, dodge around her to get a few hits in and regain some of your health.
13,000~
Link Dodge, Rising Dodge, Increase Belt Slots
Recommended Amulets
Patience Amulet, Carcass Butcher’s Amulet, Conquering Amulet, Dancing One’s Amulet, Ghost Walk Amulet, Iron Wall Amulet
Recommended Weapons
Puppet Ripper, Puppet String (Legion Arm), Blind Man’s Double-Sided Spear, Booster Glaive, Trident of the Covenant, and Holy Sword of the Arc (Extended)
The primary concern when fighting the Walker of Illusions is thesheer speed and aggressivenessof her attack style.
Builds with lower stamina or high-stamina coststhat can’t keep up with attacks and constant dodgingwill struggle the mostagainst her.
You canoffset some of the stamina costswith afully upgraded Puppet String Legion Arm, allowing you to close distance for openings quickly and combo chain.
Because she is also so short and lacks upward attacks, you can avoid some of her combo chains while in the air and land behind her.
The Walker’s greatest weaknesses are in herlow static damage output(per attack) and herlack of ranged options.
Therefore,using thrown items and weapons with long rangewill excelthe best against her - spears, the Puppet Ripper, extended Sword of the Arc, and the Uroboros in NG+.
Shot Puts and Thermite are the best itemsto throw against her. This is because:
You candefeat this boss entirely by using only itemsif you fill your belt slots with all throwable item types. Because of her low health at this point, thrown items can defeat her without you ever needing to enter combat with her formally.
Refill your items by visiting the Malum District Wandering Merchant at the Red Lobster.
The Shot Puts are incredibly useful here becauseshe can clear the staggered conditionfrom her barby using her Brain Pulse combo.Since you can’t get close to her while she’s using it, you can’t use a strong attack to trigger a critical hit opportunity.
Shot Putswill allow you to hit her during this wave, stop the clearing, andtrigger a critical opportunity.
Usually, you’ll find this bosspreparing to stagger just as she summons her illusionary copyand then uses her Brain Pulse.
Her copy:
Sometimes, the original boss will decide to chirp in too. This is entirely random and typically appears as a Jumping Dagger. As such, never have the original boss out of sight.
There aretwo ways of dealing with the double:
This isentirely down to preference.
You may be uncomfortable with two enemies on the field at once, or you may see an opportunity in the real boss being mostly inactive for the rest of the fight.
If ever needed,you’re able to take a breakto think about your strategy, heal, or change your belt slots by taking the nearby ladder back down. Thehealth bar of the boss does not reset until you rest at a Stargazer.
Your strategy,no matter which you choose for the illusion, should be to:
Eventually, you’ll be able to silence the thoughts of the Walker of Illusions permanently.
Rewards For Defeating The Walker Of Illusions
For all your troubles in defeating this crafty boss, you’ll receivea Legion CaliberandDark Moon Moonstone of the Covenant. Depending on your troubles defeating her, it may feel like this isn’t a fantastic reward.
But don’t worry! There’s a whole second boss upcoming in your next ten minutes of gameplay if the Walker of Illusions wasn’t enough for you.