
Game intel
Saros
Beneath the shadow of an ominous eclipse, Arjun Devraj (Rahul Kohli) is a Soltari enforcer who will stop at nothing to pursue answers on the shape-shifting Car…
Yes, you can beat Consort in Saros, even though the tutorial boss is clearly built as a “supposed to lose” fight. The reliable way to do it is to stop treating the encounter like a damage race. Strafe the red grid attacks, raise your shield for the blue homing projectile sequences, move late and cleanly against the yellow beam explosions, and only fire your starting hand cannon during short safe windows. If you win, the game still continues normally, but you get bonus lucinite, a Halcyon, and a modified opening sequence instead of the standard defeat setup.
The hard part is that Saros gives you almost nothing to work with. You enter the Consort fight right after the tutorial with minimal health, no meaningful pre-fight upgrades, and the base level pistol-style weapon. Early coverage has referred to it with slightly different spellings, including the Erupter Hand Cannon, but it is the same starting level 1 sidearm either way. That means this fight is mostly a mechanics test: movement first, damage second.
If you only remember one thing, remember this: surviving the projectile patterns is more important than keeping constant pressure on the boss. Consort kills early attempts because players keep shooting through danger instead of resetting to neutral. Every major attack family has a clean answer, and once you respond correctly, the fight becomes much more consistent.
The arena tactic that helps most is simple spacing. Do not drift to the outer edge unless an attack forces you there. You want enough open floor to strafe without trapping yourself against a wall or obstacle. In a fight this tight, losing space is often the real mistake that causes the hit, not the attack itself.
The red grid pattern looks chaotic the first few times, but it is the most readable attack once you stop panic-dodging. Your first response should be to strafe sideways and keep your camera steady. A lot of players burn their dash immediately, then get clipped by the part of the pattern that actually matters. Save the dash for the moment your lane closes.
This works because the red attack is less about raw speed and more about lane discipline. If you keep moving laterally, you often only need one committed dodge instead of two or three desperate ones. After the grid passes, you usually have a brief damage window for one or two clean shots from the hand cannon. Take those and reset. Do not try to stand still for a full string.
This is the phase that ends most promising attempts. The instinct is to keep aiming at Consort while weaving around the blue shots, but that usually gets you clipped because the projectiles keep correcting into your path. The safer answer is to respect the pattern and bring your shield up. When the homing bullets are active, defense is not a loss of tempo; it is the intended solution.

Keep moving while shielded, but do not sprint around wildly. Small, controlled movement gives the projectiles less chance to fold back into you from awkward angles. If Consort layers vertical lasers into this sequence, ignore your damage opportunity entirely. This combined phase is where most “almost had it” runs collapse. Stay shielded, keep your positioning clean, and wait for the arena to calm down before firing again.
The yellow beams punish early movement. Players see the windup, dodge instantly, and end up drifting into the follow-up explosion zone. Instead, watch the beam path, hold your nerve for a beat, and then move with intention. The attack is easier when your movement is late and direct.
The second mistake here is doubling back into the area you just escaped. Once you commit to a side, keep going until the blast resolves. If you cut back because you want a better shot angle, you often walk straight into the detonation timing. Treat yellow beams as a pure survival check, then resume damage after the explosion finishes.
Because you are stuck with the level 1 starting weapon, accuracy matters more than volume. The fight becomes much harder if you empty shots into unsafe moments and have nothing clean ready when Consort finally gives you an opening. Fire after successful dodges, not during them. A short burst of damage after the pattern is worth far more than shaky aim while the arena is still active.

Mid-range is usually the best compromise. Too far away, and it is harder to confirm clean hits with the hand cannon. Too close, and the visual clutter from projectiles and beam effects makes the arena harder to read. Consort does not need to be rushed. The winning attempts usually look patient: evade, settle, shoot, reposition, repeat.
If your aim starts to break down, stop trying to force head-on pressure. The tutorial boss has enough pattern overlap to punish greedy tracking. Surviving another cycle is better than squeezing out one extra shot and losing the attempt.
FinalBoss // Gear
Level up your setup
01Best-selling PS5 gameson Amazon→02DualSense controllerson Amazon→03PS5 SSD upgrades (M.2 NVMe)on Amazon→04Discounted game keyson Kinguin→Affiliate links · As an Amazon Associate, FinalBoss earns from qualifying purchases.
Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.
Ultimate Guide Strategy Guide + Weekly Pro Tips
The opening seconds are about reading what Consort wants to start with, not setting an aggressive pace. Keep moving immediately, establish mid-range, and look for the first clear pattern. If it is red grid pressure, strafe and save your dash until the path actually narrows. If it is blue homing pressure, prioritize shield discipline from the start instead of trying to win a shooting trade.
Once you survive the first rotation, the fight settles into a simple loop. Consort presents a pattern, you answer with the correct defensive tool, then you punish briefly. The mistake is trying to turn a small punish into a full offensive phase. This boss is not built for that when you only have the tutorial loadout. Think in singles and doubles, not all-in damage strings.
The most dangerous section is the layered projectile phase where homing fire combines with vertical laser pressure. When that happens, your job changes completely. Stop focusing on Consort. Keep the shield active, move with control, and keep your path simple. Fancy footwork actually makes this worse because it creates bad angles for the homing shots to reconnect. Survive first, then resume pressure once the arena clears.

If you make it into the final stretch with health intact, do not change the plan. Many late wipes happen because players realize the kill is close and start chasing damage. Consort is still using the same toolkit, and the same answers still work. A tutorial boss designed to be lost against punishes impatience harder than most later fights, because your margin for error is almost zero.
If the fight still feels random, it usually means the defensive response is inconsistent, not that the fight is unreadable. Watch which attack family actually hit you. In most failed attempts, there is a clear category: red movement error, blue shield error, or yellow timing error. Fixing that specific response improves your run much faster than trying to increase raw damage.
Beating Consort does not send you onto a secret campaign branch. Saros still continues into the main game, but the win is rewarded. Launch-period guides consistently report that you receive bonus lucinite and a Halcyon for the clear, with the currency amount landing at roughly 150 lucinite. The Halcyon is the more meaningful prize early, since it feeds into Armor Matrix upgrades once the broader progression systems open up.
You also get a different presentation to the opening sequence. Instead of the standard loss framing, the game acknowledges that you actually won the “unwinnable” tutorial encounter. That makes the victory more than a bragging-rights clear, even if the overall story route stays intact.
If you decide not to grind the fight, that is fine too. Dying to Consort is the expected result, and the game is built to move forward from that defeat. But if you want the early lucinite, the Halcyon, and the satisfaction of clearing one of Saros’s sharpest early mechanics checks, the formula is stable: movement for red, shield for blue, patience for yellow, and short hand-cannon punishes only when the arena is under control.