Mother's Corners



Mother's Corners are a pair of religiously significant people, and a Secret Boss. They are not individually named. Their exact religious significance is not clear, however their accompaniment of Mother and the wearing of the Tri, the symbol of the One Concern religion, implies they are very important. They appear as two white-clothed, pyramid hat-wearing women beside Mother on the float in City One, as well as the figures beside her in the tapestries and paintings throughout the game. They are both incredibly devout zealots of the Tri religion.

=Events= Mother's Corners appear in person very rarely during the game, mostly just depicted in imagery throughout. They appear on Mother's parade float and remind Mother of the need to not cause a scene when Royal confronts her at City One.

The side-quest cutscene gives them a moment to shine in their zealotry, holding a sword to a Pupil proclaiming that if they wipe the slate clean then Mother will come back and start everything over again, seeming to imply that Mother's Corners killed all the dead Pupils found, in hopes of bringing Mother back from the dead.

=Side Quest= This optional boss unlocks when Robin returns from Midway and finds multiple pupils dead. Four of them are holding the notes "Mother", "By", "East", and "Woods", giving clues to the location of the fight. These key items are purely aesthetic and not needed to fight Mother's Corners. The entrance is a drop-through platform concealed by the ground foliage directly to the left of the eastern-most save statue in Ferrier Shockwood.

Mother's Corners have gone somewhat mad. Mother, thought to be divine, has somehow been killed, and the Pupils, which were supposed to be the secret means of salvation for Mother and her closest devotees, have run off, being seen by the outside world and their brainwashing being eroded. The Corners begin killing off the Pupils, hoping that once they are complete, that Mother will return and re-birth the Pupils' souls so they can start their plan anew. Robin walks in on them about to kill another Pupil, and they attack her instead.

The reward for beating this boss is the Ascend schematic.

=Boss Fight: 3 Hearts= One Corner is dark-skinned, "Red", and the other light-skinned, "Blue". This is a tag-team fight, but they often overlap their activity by one or two moves. They dash around a lot and throw their swords, at times jumping and performing spin attacks. They each have magic spells which are most troublesome when avoiding another attack.

Red

 * Slow moving energy ball, attracted to Robin. Cannot be affected. Dodge, and attempt to line up space between and time well. This attack shows the red exclamation queue and has a unique sound and stance.
 * Instantly leaps up and thrusts sword downwards, followed by a spin attack towards player. Evade with a well timed jump.
 * Straight shot, will get stuck in wall if evaded. Good opening when she runs to retrieve her sword. Evade by jumping; look and listen for the attack queue.

Blue

 * Tri-bolt sniper shot. Non-evadable; must reflect with wrench spin. Listen for the unique sound and watch for the attack queue and stance like Red Corner.
 * Instantly leaps up and thrusts sword downwards; is NOT followed by a spin attack. Evade by timing your running.
 * Boomerangs her sword and can quickly be retrieved. The opening is less with Blue. Evade by jumping after the attack queue and sound appear.

Shared moves

 * Corners move towards Robin with one of two speeds. When within range, the Corners will swipe their sword quickly. Fairly large radius; can attack while jumping. Use caution when jumping to evade.
 * Jumps forward twice then spin-slashes towards the ground at the player. Evade by timing a good runaway, or by running below and past them.
 * The Corners will leap forward, backward, then forward and cause electric blasts to shoot from either side. This move also causes a stun unless evaded by distance or jumping. The distance the waves travel varies, so time the jumps well and watch out for the lengthy shockwaves.
 * Very large radius explosive blast that shoots out three fireballs (can be extinguished with gun-fire). Evade by moving to far end of room, jumping to avoid being stunned, and praying the random fireball spray doesn't hit you.

Strategy
Watch their acrobatics for clues and expect large radius ground-pound shockwaves that can stun Robin (jump to evade, or sidle the opposite side).

Use the Usurper Shot to whittle health away (the more exciting option), or use charged Stun-Gun shots and focus on evading until opportune moments arise. The former requires more attention and effort because of the number of shots needed, but they more often meet their target. The latter is faster, damage-wise, and demands more evasion and memorizing openings. Both are simple and challenging in their own ways. Roller Bomb Shot not recommended.

Reading the jumping moves to predict the attack can be very tricky and seemingly non-intuitive. However, it's likely that the direction of the move reads a different value due to conflicting computations in the attack code and reference points to the player (noticed, but unconfirmed).