
Game intel
Demon Tides
Explore the open seas and uncover the kingdom's dark secrets as you expressively platform your way across dozens of locales, upgrading your gear every step of…
After spending about 16-17 hours with Demon Tides, this is the part of the game where I almost stalled out: hitting the Golden Gear thresholds, clearing all three Thuintir events, deciding whether to fight Roc, and then actually surviving Ragnar’s multi-phase final battle. The breakthrough came when I stopped wandering Thuintir randomly and treated it like a checklist: 20 Gears to reach Thuintir, three Roc events, 35 Gears for Ragnar’s Castle, then a focused plan for both bosses.
If you follow the steps below, you should be able to get from first landing in Thuintir all the way through the credits without wasting time backtracking or dying to the same boss patterns over and over.
You can’t even get to Thuintir until you have at least 20 Golden Gears. I reached it with 21, which felt comfortable without needing to scour every corner of the earlier oceans.
Once you’ve got 20+ Gears, head back to Runa’s village in the Lokitana sea. Interact with the large container in front of Runa and select Thuintir from the interface. Runa will literally fire your ship out of the cannon and into the new region.
As you splash down, Roc will appear and reveal himself as Beebz’s brother and the real sender of the “invitation” letter. You can’t fight him yet; he’ll threaten you and leave. This sets up the three key events you must complete in Thuintir before he calls you out.
Before you start exploring, I recommend:
Talking to Runa and the revolutionaries at the landing spot (Runa’s Cannon) is important. They point you toward three Roc-related locations:
You must clear all three to unlock the duel with Roc. that said, remember this: Roc is optional. The actual hard gate for finishing the game is Gears, not Roc.
Here are the two crucial thresholds to keep in mind:
You can technically skip Roc and still finish the game once you have 35 Gears, but defeating him gives you the final talisman slot and a big chunk of lore. I strongly recommend doing it; I regretted not fighting him on my first attempt and had to come back later.
I like starting with Tartar Village because it’s closest and warms you up on combat before the harder platforming. From Runa’s Cannon, head northwest along the island routes until you see the village under attack.
Roc’s goons are attacking, and Runa jumps in to stall Roc himself, leaving you to deal with four enemies. The arena is fairly open, so your main dangers are getting cornered or getting greedy with attacks.
Once all four enemies are down, Roc retreats, Runa thanks you, and this event is locked in as complete.

Next, head for Avian’s Gaol in the centre of Thuintir. As you approach the tall tower, Roc yells down that he doesn’t want you freeing his prisoners – so of course, that’s your next job.
This section is a pure platforming challenge with a clear objective: free the three cages on your way up to unlock the chest at the top.
Once you’ve freed all three prisoners and reach the top, the chest unlocks. Roc gets annoyed and leaves, and you can grab a costume from the chest as a nice bonus.
This is where I wasted the most time. The Naval Conflict event is the hardest of the three to find. From Runa’s Cannon, work your way to the southwest of Thuintir and look for two ships locked in battle. On the map, the location name is Naval Conflict, just east of the Golden Crow Nest landmark.
When you get there, one ship belongs to Runa, the other to Roc. Your goal is to defeat 6 enemies across the decks.
After all six enemies go down, Roc shows up again, exchanges a few lines, and leaves. With all three events done, you’re finally ready for the duel.
Once the third event is complete, Roc calls you on the phone and challenges you to the Duelling Grounds, located southeast of Avian’s Gaol. This fight tested my patience until I properly respected his invulnerability windows.

In Phase 1, Roc relies mostly on tackles and a slash attack. While his golden aura is active, he’s invulnerable; trying to brute-force hits through it just gets you punished.
Deal enough damage, and Roc pulls out a hammer, starting Phase 2.
Phase 2 is where many runs fell apart for me until I learned to recognize two things: the timing on the hammer shockwave and the pattern of his tornado form.
This last moment is crucial: as soon as Roc lands and lies vulnerable, hit him with a Boost attack to finish the fight. If you hesitate or whiff it, the phase drags on and gets messier.
Winning the duel unlocks your final talisman slot and reveals more about Roc and Ragnar’s past. From a pure gameplay standpoint, that extra slot is huge for the final boss, so beating Roc is absolutely worth the effort.
With Thuintir wrapped up, your last big progression gate is hitting 35 Golden Gears. I’d already collected a bunch while exploring the earlier oceans, so I only needed a few more – I recommend revisiting earlier levels you liked and grabbing any obvious missed Gears rather than hunting obscure ones.
Once you have 35, return again to Runa’s village in Lokitana and interact with the container to select Ragnar’s Castle. This is the true endgame area.
When you arrive, you’ll see Ragnar’s throne room sealed behind a magical barrier. Don’t bang your head against it – the game wants you to find the alternate route.
Follow the other path through a fairly tricky platforming gauntlet. Expect tight jumps and hazards designed to test everything you’ve learned so far. At the far end, you’ll find a lever that:
Ride the rail back, step into the now-open chamber, and prepare for one of the game’s longest, most intense fights.

Ragnar’s first phase borrows some ideas from Roc’s fight but amps up the variety. Here’s what to watch for and how I handled it.
The key here is discipline. I lost my early runs by going all-in whenever I saw an opening, only to get clipped by the next pattern. A few solid combos after each punish window are enough; don’t overextend.
Deal enough damage and Ragnar destroys the castle, transforming into a gigantic serpent. You’re thrown back into the ocean for the final act.
Between Phase 1 and 2, you’ll have to complete another platforming sequence across the ocean to reach Ragnar again. Don’t stress too much: if you die during the second Ragnar battle, you respawn just outside this later arena, not at the start of the entire multi-phase fight. That checkpoint is a lifesaver.
Once you reach him, Ragnar’s moveset is very similar to Phase 1, but faster, stronger, and less forgiving:
This is where your extra talisman slot from Roc really pays off. I ran one talisman focused on survivability and another on damage, so I could afford a couple of mistakes while still burning Ragnar down in his vulnerability windows.
Stay patient, keep dodging the triple tackles, and only commit to offense when you’re sure a pattern has ended. Eventually, Ragnar falls, leading to the final cutscene where Beebz tries to save him, only for him to refuse, seeing his wife in his daughter’s face. After that, the credits roll – you’ve beaten Demon Tides.
If you take nothing else from this guide, remember these checkmarks:
This stretch of Demon Tides feels like a skill and knowledge check rolled into one. Once you know the exact event order, Gear thresholds, and boss patterns, it stops being a brick wall and turns into one of the most satisfying endgames I’ve played in a 3D platformer. If I could push through it (after more than a few embarrassing deaths to shockwaves and drill trails), you absolutely can too.
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