North Shore of the Bitter Lake
Apramana Bat无量蝠
- What it inflicts
- Chill
- Phases
- 1 phase
- Equipment
- One set
Recommended gear
With what you can have when you first come across it.
Editor's pick Against its Chill: the Ochre set, the Frostsprout Twig from Captain Lotus-Vision, and Azure Dust, immune to the Four Banes while transformed. Rock Solid rather than Cloud Step: deflecting its dives brings it down, and the Copper Pill makes the next one free after a sip.
- Weapon attack
- 70
- Armor defense
- 114
- Resistance: Chill
- +7
Base values, before upgrades, from the registry.
- Weapon
Kang-Jin Staff Crafting: Starlit Cloud-Bidden Antler × 1, Refined Iron Sand × 4, Yaoguai Core × 8, 21,000 WillOtherwise: Rat Sage Staff
- Headgear
Galeguard Beast Mask Crafting: Yarn × 4, Silk × 2, 1,800 WillOtherwise: Snout Mask
- Chest
Ochre Battlerobe Crafting: Silk × 5, Cold Iron Leaves × 2, 4,200 WillOtherwise: Galeguard Beastmaw Armor
- Arms
Ochre Armguard Crafting: Silk × 1, Cold Iron Leaves × 1, 1,800 WillOtherwise: Galeguard Bracers
- Legs
Ochre Greaves Crafting: Silk × 2, Cold Iron Leaves × 1, 2,400 WillOtherwise: Galeguard Greaves
- Vessel
- Spirit
Otherwise: Guangmou
- Transformation
Otherwise: Red Tides
- Spells
- Curios
- Gourd
Otherwise: Medicine Gourd
- Soaks
The fight
A single phase. It alternates between the ground and the air and doesn't have much health; Zhu Bajie fights by your side and heals you. Once beaten, it flies off: you'll see it again during the final Yellowbrow fight.
One set: a single phase, and Chill from start to finish.
Spells, transformation and soaks are set at a Keeper's Shrine, never mid-fight: what you bring into a fight stays until the end. One spell per category: Cloud Step and Rock Solid exclude each other, pick one before the fight.
What it inflicts
- Chill: icy gusts on the ground and at takeoff, and a screech that creates waves of frost; if you stay in them, you freeze and must mash the displayed button to break free.
Attacks to watch
- Talon dive: legs raised, then a swoop, often 3 in a row as an opener. Dodge, or deflect with Rock Solid to bring it down from the sky; Immobilize right after the third.
- On the ground, wings slammed down: a long-lasting gust of cold air. Dodge, then sprint to the side to hit its flank.
- At takeoff, wings spread: a wide-radius freezing gust; get away.
- In the air, it beats its wings together and fires a cross-shaped projectile: dodge quickly.
- It hunches over and turns gold: its own deflection bounces your attacks off, then it slams down a bladed wing. At the deflection sound, dodge sideways or deflect in turn.
What works
- Immobilize, the best spell here, gives you a full combo; cast A Pluck of Many while it is frozen. Immobilize, A Pluck of Many
- Rock Solid: deflecting a dive brings it down, then run in and hit. Rock Solid
- Body-Warming Powder, or Ring of Fire instead of Immobilize to warm up; a Chill curio like the Frostsprout Twig helps too. Body-Warming Powder, Ring of Fire, Frostsprout Twig
- Wind Tamer and the Wandering Wight spirit: good additions against it. Wind Tamer, Wandering Wight
Strategy
- Let Zhu Bajie hit it when it drops, and fall back so he can heal you when needed.
- Pillar Stance to gain height when it takes off again.
- It doesn't hit hard but often stays out of reach: open with your spells, then dodge its dives and answer with light combos.
Access
Bitter Lake, North Shore of the Bitter Lake: from the shrine, follow the coast to the right, past the snake skeletons, to the skull of a giant snake; a large golden bat swoops down on you. Optional, and only while Zhu Bajie is with you.
What it gives
- to obtainCold Iron Leaves × 2
- to obtainTurtle Tear
- to obtainApramana Bat
Will: 1,205
After the win, examine the snake's skull: the Turtle General sheds a green tear, the Turtle Tear, to pick up on the shore below the turtle's head, near the North Shore shrine.
The Apramana Bat spirit only joins your inventory at the end of Chapter 3.
Updates
No published update changes this boss.
In NG+
In NG+, you keep your gear, spells, transformations and spirits, and bosses are tougher. Key items don't carry over: the chapter's quest items must be taken again.
Page checked on October 16, 2026.