Bosses

Bosses play a major part in the storyline of the Eternal Cylinder, a wide range of terrifying and interesting creatures must be fought, killed, and salvaged for most of the game's most powerful mutations.

## Savannah

The first boss of the Savannah, it spawns attached to a human hand reaching out the ground with red wires and even a dismantled Witness. It can be woken by using the Deimatic Trunk Mutation; if the player does not have this, there are Tuba Tubers nearby. You must lure the boss to a bridge, which falls over a toxic canyon. There are two Witnesses inside of Light Staffs here. As permanent mutations are not unlocked, the player loses all their mutations (usually).

Savannah Attack
The second of two major boss events. This area has Cleansers, Witnesses, The Mathematician, and small cylindrical structures. The mathematician will come from behind the cylinder, and empower the servants to make their light red, dealing large damage and taking mutations. The player must traverse a half pipe full of metal cylinder machines, arcing and trying to crush your Trebhum while avoiding the red-lighted servants. There are several secret mutations here, such as Wheel Body and Meteor Feet. At the end there are Aeronuts.

## Tundra

This unifier attaches parasites to nearby creatures. Spray them off to get optic crystals and repair the tower. Optic Crystals can be processed for several minerals, and uses to protect crystalline skin and master of song. Quite simple really.

Frozen Sklaa
The Frozen Sklaa is found not moving, and can be woken up by throwing a rock heated up by a Foosh at its heart, or by the Pyrogenic Trunk Mutation. Once it's awake, heating the heart up over and over again will eventually kill it, and you can see how close it is to dying by looking at its "tube" connecting the heart to the body. The Mixer Body Mutation and Toxic Trunk Mutation can kill the Sklaa before it can even wake up. It drops the Frozen Sklaa Heart, which gives the Trebhum the Regenerative Body Mutation.

Unifier
Unlike the first one, the second Unifier attacks the Trebhum and doesn't attach parasites. It heats up crystals in the area and throws them at you, but you can grab the crystals and throw them at the Unifier to kill it. If you get too close to its legs you'll get electrocuted, and if it's heating up crystals it can also kill you with the heat. It can also be killed by the Mixer Body Mutation. When it dies, its head opens and drops Tetrahedrons, which can be cracked and turned to Tetrahedron Flesh, which gives you the Crystalline Skin Mutation.

## Desert

A similar thing to the first tundra unifier, this one releases parasites onto the surrounding area and corrupts the tower.

Desert Attack
Here, the mathematician will appear and sit on the cylinder. Two cleansers and two witnesses will spawn with yellow light. Two exonerators also spawn. The tower dome turns red for two minutes, and during this time all the servants will continuously respawn. after two minutes, the dome turns blue, the mathematician goes back behind the cylinder and the servants don't respawn anymore.

Hand of Fate
The Hand of Fate gets out of the ground once the final lens is activated. It holds the lens with its fingers, and tries to make the empty Trebhum House roll on you, but if it misses and lands on a finger in disactivates it, and when all the fingers are deactivated the Hand of Fate dies and the lens floats up like the other ones.
The Hand of Fate's fingers and mouth-eye also heat up a part of the lens, which can kill you

Mathematician
When you power the final lens with a laser on the floating palace, the Mathematician will come out of the water and start walking towards you. You can attack him with the same laser that powered the lenses, then it will create a red shield with a hole in it, so you can only attack the hole. Then the Mathematician will die, leaving the portal open.

## Corrupted Plains

This Liberator spawns in an area with Tonglegroplet organs on pedestals and a lot of Glickbol, in a stone arch based arena. The Mathematician will appear and pull the Liberator from the ground. Kill it to make the tower dome blue again and get the orange Chaos Nectar. After this boss fight, the Mathematician will summon more Liberators, but these aren't bosses since they're not mandatory to kill to progress.

Corrupted Plains Attack
This attack occurs similarly to the desert attack, the mathematician will sit on the cylinder and turn the dome red temporarily. This raid is set in a pond area with Aquatic Phytopads, Yammatzuks, and a Revival shrine on a cool looking island in the pond. This place is amazing to get Chaos Amber, and other resources.

Unifier
A normal Unifier that uses parasites to corrupt the tower. It is harder because it will attach parasites to strong creatures like Roondaslock and Tonglegrops. It will also continue to add parasites if the player takes too long.

Unifier
Yup, two unifiers in a row. This one however is like the final boss of the tundra, charging crystal fragments. the player must use Explosive Fruits to kill it, and in its head it has the Trewhaala Fragment #3.

Mathematician
This Mathematician is the final boss in the game. It happens on the floating palace with two Trewhaala and unlike other bosses, you don't have to actually do anything, just survive long enough
and wait for the Trewhaala to kill the Mathematician. In this fight, the Mathematician can flash a red light all over the battlefield, which deals a lot of damage and removes mutations. You can avoid the light by standing in the shadow of some small stone walls rotating around the center of the battlefield. It can also create some small fireballs that float around and grab Trebhum like the Zooshgarg and instantly kill them. Sometimes a weird symbol appears on the ground, and that's the spot that the Mathematician will stomp on, which deals a lot of damage. During the entire fight both the Trewhaala and the Mathematician will hit each other, until one of the Trewhaala hits the Mathematician hard enough to kill both.