Optional Bosses

## **Beastbreaker Ergastus**

**Location:** The Crossing. From the Razed Village make your way to the top right of the Bush where the stone bridge and rope ladder are. This exit connects to the Collapsing Tunnel and if the stone has been kicked, exit at the top right to the Crossing. If the stone has not been moved you will need to navigate to the top right of the Deep Jungle where the enemies in yellow armor are.

* **Note:** The Beastbreaker is an optional boss encounter and will speak in an unknown language when first encountered. The fight will not begin until his language has been deciphered. To do this you will need to burn some Philosopher's Bones at a spirit well. Doing so will enable you to communicate with Beastbreaker Ergastus and the Curator.

**Strategy:** The Beastbreaker will try to stay within melee range as much as possible as he has no ranged ability. He does however have charge attacks that allow him to cover a large area at blinding speed. You'll know this is coming when he raises his weapon up high above his head.

**Drops:** Beastmaster's Remains

## **Paank the Predator**

**Location:** The Cannibal Stocks. This area is located in the Floating Morass on the middle level, beneath the Witch's hut. There is a One Clan warrior clad in purple and green armor with a serpent mask guarding the entrance.You'll need the Blood Tribe Key (found after killing the Blood Tribe Chief) to open the door to this area.

* **Note:** **It is highly recommended to have the Scarhide Mantle on for this fight, as this will negate the thorn damage from the floor.** This item is incredibly useful and can be found early on in the game. Navigate to the Scurrying Den and find the platform with a Sparking Seashell on it. If you loot it and then drop it into the pit below, you'll notice it does not emit a death sound, meaning you can drop down. This takes you to the Thornnest and the Scarhide Mantle is lootable to the right of where you land.

**Strategy:** Paank is a slow moving behemoth that hits like a truck. His attacks are strong enough to plough right through shields so the best strategy is to dodge and roll when needed, or take advantage of his slow speed and keep your distance while using your ranged attacks.

**Drops:** Paank's Remains

## **Blood Tribe Chief**

**Location:** The far left side of the Floating Morass. Past the Sunken Hollow entrance and past the dark area with the slimes and you'll see an exit you can drop into. Careful, this drops you directly into the Blood Tribe Chief's boss fight.

**Strategy:** Don't be fooled by the Chief's appearance or how he trips on himself when dodging. He comes at you out of the gate swinging both of his Fanged Warclubs for multi-hit combos. He doesn't have any specific ability that allows him to clear a lot of distance quickly so make use of the large arena if you need a breather. He has no phase two.

**Drops:** Blood Tribe Key, Blood Chief's Remains

## **The Mad Shaman**

**Location:** The far left section of the Bluffs of the Great Veldt. There is a platform to the left of Mother's door with an unlocked chest on it. You'll need to double jump off this platform from a sprint in order to clear the distance. Make sure your first jump is a small hop so you avoid hitting the wall. It can help to start sprinting from Mother's Door. Once you make it, you'll fall quite a ways down so make sure to slide down the wall. The boss encounter starts as soon as you land.

**Strategy:** Be sure to have a high tolerance to **burning** for this fight because it deals massive damage once the effect hits. Remember you can roll to get rid of the burning ailment as well**.** The Mad Shaman fights pretty much how you'd expect. She's fast, hard-hitting, and has a repertoir of fire magic at her disposal. Occasionally she will stop attacking and the lava will rise briefly. There are clouds on either side of the arena that you can bounce off of to avoid this.

**Drops:** Charred Remains, Obsidian Cleaver

## **Mature Tyrant**

**Location:** Top left of the Far Cliffs. He is locked behind the large serpent door which can be opened after killing the Mad Shaman. Note that there is a spirit well and obelisk nearby. After speaking to the Tyrant he will offer you two choices. Reject the flame or embrace it. Know that you can walk away if you don't want to choose and nothing will change.

* Rejecting the fire will cause your crathony cask to deal burning buildup though this can be managed easily. A fully upgraded crathony cask with a decent amount of health takes several uses before burning incurs, at which point you can roll to get rid of it. Also, you will not be able to recharge your magic uses at spirit wells at this point, meaning you'll need to rely on using ritual oils and other methods to replenish your spirit powers.
* *Embracing the fire does something. I have no idea because I've never done it. Please update this if you know!*

**Strategy:** Your platforming skills will be tested in this fight due to the small platforms you'll need to stand on to attack him. If you die during your first attempt at him (after talking to him), you will have 30 seconds starting from the moment you enter his arena before he starts breathing fire. This means you need to double time it from the entrance to his platform because navigating the platforms while avoiding his fire can be a nightmare. The Tyrant has melee attacks for when you get close as well as fire magic at range. Due to the limited amount of space it is recommended for melee characters to use a shield instead of dodging/evading. Also if you roll through him you will fall to your death on the other side.

**Drops:** Opal Heart, Remains of a Tyrant. Also there is a Heartling item on one of the platforms that can be looted.