The four bishops are the spine of the game. Each is a long fight with shifting phases.
The four
Each bishop guards a region and unlocks after enough crusades there. They share a shape: a first phase, a turn, and a harder second phase that punishes a player who spent everything early.
What they ask
Each phase changes the floor or the threat. The mistake is treating the second phase like the first. Hold a resource for the turn, or the phase change ends you.
Preparation
A stable cult funds the attempts. A weapon you trust gets you through the phases. Go in with hearts and a plan, not with a gamble and hope.
The wall
Most bishop deaths are a phase you were not ready for. If a bishop walls you, build the cult and the weapon first, then return. The bishop does not get stronger; you do.
The best builds guide shows the cult and weapon setups that clear all four.
The four bishops, in order
Leshy (dark, tentacles), Heket (frog, poison), Kallamar (squid, ranged), Shamura (spider, spin attacks) — each gates behind the previous. Learn the tell before each boss’s big attack; they are telegraphed, not random. The final captive, The One Who Waits, is the real test after all four bishops fall. Each bishop drops a relic that upgrades your hub, so the clear order is also your upgrade order.
Prep before the gate
Heal at the cult, stock food, and confirm your weapon is upgraded before each bishop. A bishop fight you enter under-fed or under-leveled is a reset, not a learning attempt. The combat guide covers the dodging that keeps you alive through each phase.