Boss guide:
1. Trigraf
Only has two attacks. The slow-moving horizontal energy vortex can be avoided with hand-eye coordination and the backstep move. Players might need to take a couple of (very painful) hits to get used to the timing. The second summons the tentacle armour trap circle which is easily avoided by staying out of the way.
Enhanced version increases the speed of the vortexes slightly and has decreased cooldown on attack frequency.
2. Minotaurus
Two attacks. Jump attack and standing power wave. Stone-throwing orcs periodically spawn in pairs to annoy the player. Although the attacks are telegraphed and easy to avoid, staying just out of range to use the melee attack is quite risky. Use the water bullet where possible.
Enhanced version delivers a shockwave attack to the jump smash, increases health and introduces a close-range quick ground smash which is more or less impossible to avoid. Stay out of pounding range and whittle the boss down.
3. Dryad
She telegraphs her attacks based on what she says. Should be easy enough noticing the pattern since someone else on this forum has already given a guide on the moves.
Four attacks:
a) Summon tendrils from the ground.
b) Summon power spear which must be jumped over.
c) Spawns pods which generate ropers. The pods can be destroyed before the ropers spawn. Destroy them if possible since the roper which comes out has more HP than the pods.
d) Medium-range aphrodisiac gas expulsion. Distinct audio cue, so move away before getting hit by it.
When she's angry, the tendrils come four at a time and in quick succession. More pods are spawned and the range of the gas is increased slightly.
Enhanced version isn't much different from the regular version.
4. Librarian Constance
She's always in the air, so the spinning blades are going to be a player's main weapon.
a) Tracking bullets. Keep moving when she says the audio cue and the purple portal opens in front of her.
b) Summons multiple power vortexes similar to what the black grimoire uses. After the circles disappear, the vortexes materialise and deal damage.
c) Summons a trio of black grimoires. Kill them quickly before they get the chance to squeeze off the player's escape space with their attacks. After summoning, Constance usually follows up immediately with vortex spam.
When she's mad, she'll spend a long time summoning a HUGE spell which deals tons of damage. The summoning creates a vacuum which draws Christine to the centre of the circle. Keep moving or get killed. Vortex spam lasts longer when she's mad.
Enhanced version adds Tar Men summons when she's enraged. Not a big difference but it makes it slightly harder to escape from the death vacuum spell.
5. Embryo
Two stages to this boss. Smash the surrounding brains to uncover the tentacle-equipped brain/eye. Kill the eye to win. Brains will occasionally spew aphrodisiac gas.
There's the invincible tentacle moving left and round on the ground. When the eye is active, it will spin its tentacles in a circle and randomly extend them to damage Christine if she makes contact with them. If she stands on a platform for too long, the tentacle armour summoning spell will be cast on the platform forcing players to keep moving. The floating eye is difficult to hit with regular melee strikes so the spinning blades will see action. Use the debuff dispel every time player's are hit by the tentacles and/or hit by gas.
Enhanced version summons two constant floating eyes to make life miserable and increases the tentacles on the ground to two.
6. Archminion
I wasted a lot of time on this one before giving in and devoting points to HP. Highly recommended since melee attacks aren't going to be used often.
The stage randomly summons floating skulls which track Christine and try to ram her to deal damage. Skulls not dealt with when they're further away gain velocity making them more difficult to hit.
a) Boss randomly floats around trying to ram into Christine.
b) Boss summons nets. These cannot be destroyed and persist for a while. If players are caught in them, they need to mash the arrow keys to escape or a skull will damage them. As of the initial retail version, the nets can be exploited to gain some invincibility frames to avoid the Boss's sword plunge.
c) Boss summons a circle of flames. Avoid them or use the spinning blades and/or somersault kick to remove them before they can deal damage.
d) Boss manifests a sword, teleports away and then reappears on top of the player's location to stab downwards. Even if the stab misses, the resulting power shockwave goes in two directions and is difficult to avoid.
Enhanced version isn't much different, although more nets can be placed at any given time making the fight quite tedious without sufficient attack power. Spinning blades again are a useful tool as is the offensive backstep and somersault kick.
7. Archmilla
The possessed priestess has a battery of very painful attacks, but once players recognise the audio cues that's enough warning to react accordingly.
Archmilla always teleports and reappears before initiating an attack.
a) Summon fire bursts travelling horizontally. Four bursts to begin with, so after the second burst is formed jump-kick Archmilla to land safely on the other side.
b) Ice pillars. Run away initially to get used to the spacing between pillars. Once players read the attack, this is a good opportunity to get some damage in.
c) Spinning lightning globes. I hate this attack since I haven't found a sure-fire way of avoiding while dealing damage. For the first round, hand-eye coordination and backstep should do the trick.
d) When Archmilla is damaged enough, she'll retreat to the background to cast an instant-death spell. Players need to run to the right-hand side of the stage and hide behind the wall until the spell is cast. Failure to do so is an instant loss. To make things interesting, floating skulls appear to pester the player during this sequence. I like staying in the corner and repeatedly using the somersault kick.
Stage 2
a) Fire bursts increase in number. Only reliable way to dodge them all is to jump-kick the target and land behind where the fires are generated.
b) Ice pillars cast faster and have reduced distance.
c) Spinning lightning globes change arc (making backstep almost impossible at close range) and persist longer.
d) Fire burst aerial spam. Keep moving and don't jump into the flames without abusing invincibility frames.
e) Mesmerising stare. Look into her eyes and get hit by level 3 aphrodisiac. Turn away when the eye graphic shows and keep attacking!
Stage 3
a) Even more fire bursts
b) Slightly narrower ice pillars than stage 2.
c) Incredibly annoying lightning globe arcs and longer persistence
d) Fire burst aerial spam
e) Mesmerising stare
f) Dash and grab. If players don't break free they've more or less lost the battle. Break free and get 2-3 free hits instead.
In story mode, failure to destroy all three crystals means instant death at this battle since the boss will summon Armageddon and wipe out players. Destroy the crystals on the other floors to finish the game. Maybe it was just me, but the crystal I "missed" was the one after the Librarian.
Enhanced version occasionally chains two consecutive attacks together in stages 2 and 3. Dash and grab applies from stage 2 onwards rather than stage 3.