Queen's Domain throwing weapons are fired from the Dagger Belt on your left hand, so you can throw without putting away your sword. That makes them the cheapest damage in the game — they do not touch the Power Meter, so you can throw them for free while your stamina bar is still refilling.
The Dagger Belt is a separate hand
You start with the Dagger Belt itself, and its charge counter is on the HUD next to the Power Meter. Everything else you throw comes off your belt, which means you are always carrying melee and ranged at the same time.
There are more than 20 throwing weapon types in total. What you pick up along the way:
- Throwing Daggers — picked up at the Ruins switch, and the cheapest way to deal damage while the meter refills.
- Cultic and occult throwing daggers — they home in on a target.
- Piercing throwing knives.
- Chakrams.
- The Stone Cube — the throwable the Wodaso pillar puzzle needs.
- A throwing needle — in the Obmuer Temple.
Queen's Domain throwing weapons and what each one is for
Not every throwable is a general-purpose damage option.
- Chakrams are the answer to the swarms of small fish the Water Temple boss summons. The evolved Splash Hammer's area attack wipes out the same fish.
- Toxin-coated throwing daggers are the special case: they are the only thing that breaks the flesh faces that seal off the Library boss arena and the bridge out of the Tomb of the Necronomicon. They are the one throwable you are sometimes forced to use on a specific target.
- Cultic and occult daggers home in on a target, which makes them good for the Library boss, but they should not be used on flesh faces.
The Library boss in particular is fought entirely with throwables — bring all of them maxed, and the homing one is the strongest. Which fights want what is in the bosses guide.
Toxin daggers and the flesh walls
The flesh walls are five sections of wall with a screaming face on them, and they sit in the Tower of Knowledge — three in the basement and the rest on the top floor. They cannot be cut until you have beaten the boss at the top of the tower, because the toxin-coated throwing daggers are what break them.
The way to find them without guessing is to turn the music off, turn the game audio up, kill the nearby monsters and listen for the screaming. The cultic and occult daggers home in on the faces without killing them, which makes them an easy way to spot all five. The full layout of the tower is in the Tower of Knowledge guide.
The one rule that catches people
You cannot throw while a charge attack is held. If you are winding up a charged swing, the Dagger Belt is locked until you release — and if you release into a group of enemies, the charge is gone and you have thrown nothing.
That single interaction is the most common reason a panic throw does not come out. Plan the sequence rather than reaching for the belt mid-swing — the exact hold and release timing is in the charge attack guide.