Bosses

All of the bosses, except for Death and Dice, can be found in the Colosseum (beneath Eastern Island), along with a few mini-bosses. The being inside will offer insight into how to defeat them.

## Adult Dragon

* **Location:** Starting Island, Dragon Cave on the eastern side

* **HP:** 30
* **ATK:**5 +2-3 burn
* **DEF:** 3
* **EXP:** 4 per damage, 120 overall
* **Drops:** 1× Fire Gem, 3× Dragonblood
* **Attacks:** Fire Breath - Continuous, high ranged attack that targets the player and can break blocks.
* **Element:** Fire
* **Weakness:** Water and Earth elementals.

This is an optional boss for the Dragon questline. If you summon the Alchemist before you defeat the dragon it will give you a quest to hatch 5 baby dragons. It will then become your friend and will fly you to Eastern Island. The Adult Dragon can be "respawned" by raising Dragons from Wyrms to adulthood. It will not attack the player unless attacked first (before befriending) or enraged (after befriending). The Dragon will fly around and chase the player. It will return to its nest if the player flees. The Dragon has the fire element and takes more damage from water and earth element weapons. Conversely, any dragon you ride will be vulnerable to attacks from Skyfish, the large floating Water-element enemies found west of Eastern Island or east of The Heights, while dragonfire will take a long time to kill them. Additionally, your own Dragon Armor will be unable to resist Golem attacks.

The Dragon is female, as confirmed by the Alchemist if you summon him to the lair (after hatching a Baby Dragon from a fully fed Wyrm in the wyrm pen) to help you communicate with her.

As an NPC (if you ask the Alchemist to help you speak to her) the Adult Dragon provides backstory and early foreshadowing of the full game's Magic Path. She explains that the old ones betrayed her kind (the enemy species) and left the planet. Later on the magic path, the Elder Dragon and the Exiled provide more detail of the history of Dragons and the Old Ones, and how the dangerous spaceships used to attack Earth came to exist in the first place.

If you decide that you want to kill the dragon, the best strategy is to dig a tunnel straight up or down in the cavern. You then bring a bow and about 25-30 arrows. A shield would also be useful, but not necessary. During the fight, the dragon flies out of the cave and then breathes fire in your direction, but then ceases fire and flies back into the cavern only to repeat this pattern. When the dragon is outside of the cavern, stay in your tunnel. Once it stops attacking you, then come back out and start shooting the dragon. If you do this correctly, you should get mostly critical hits and will finish off the dragon relatively quickly.

## Golemech

* **Location:** Starting Island. Golem Factory on the east side, deep underground. Access requires Earth Gem.

* **HP:** 60
* **ATK:** 19
* **DEF:** 5
* **EXP:** 6 per damage, 360 overall
* **Drops:** 1× Earth Gem, 3× Blood Gem
* **Attacks:**
	+ Golem Spawn
	+ Fist Smash
	+ Eye Laser
* **Element:** Earth
* **Weakness:** Water and Plant elementals.

After the initial boss fight, it can be respawned with an Earth Gem at the Golem Factory. Respawning it at the Golem Factory will still leave him hostile. You cannot create a friendly Golemech through the Golem Factory.

The best early-game strategy for dealing with the Golemech is to hide in the alcove at the top of the cave while it walks left and right until you can strike it from behind with water or plant weapons, running back up to the top to avoid its eye laser attack. Even the lowest-level attack familiars, like spiders and cats, can attack the golems it summons for you while you wait for the next chance to strike the Golemech. If you do not have a familiar to help you, you can strike the golems from behind with a water sword or plant sword to kill them in one hit; just make sure to refuel your stamina with food while you do this. The Beastmaster will give you only a limited amount of berries in the Colosseum simulation. Once the golemech is defeated, you can use the Golem Factory to create as many living golems and pieces of Earth equipment as you wish.Or get a Machine gun arm and shoot the Golemech to make it way easier

## Wyrm Queen

* **Location:** Magic Island, Underground portal on the east side.Eastern Island

* **HP:** 12
* **ATK:** 0
* **DEF:** 9, 2 while spawning Wyrms (Only from front)
* **EXP:** 10 per damage, 120 overall
* **Drops:** 1× Spirit Gem, 2× Dragonblood
* **Attacks:** Spawns Wyrms, which is her main and only "attack".
* **Element:** None

Lanterns or any item that illuminates areas are recommended. The Wyrm Queen is nigh invulnerable (Fire is semi-effective). She does not attack directly. She spawns Wyrms when Wyrms are killed, which can attack the player. However, the Wyrms will not attack you if you equip a Shadow Cape or other invisibility item. The only weakness is when the Queen opens her mouth to spawn Wyrms. The Queen will respawn when the player either leaves the arena or stays in the arena long enough. She will not respawn in the original den, however.

After you kill the first Wyrm Queen, you will gain access to the Wyrm Tunnels, a maze beneath the starting planet with many exits to other locations or dungeons. Two of the mouthlike doorways in the maze lead to other Wyrm Hives with respawning queens. If you learn how to navigate your own Wyrm Tunnels, which have a different layout on each save file, you can use the secondary Wyrm Hives as an endless supply of Dragonblood, live Wyrms, and Spirit Gems.

## The Mirrows

This is a dual boss fight. Like the dragon quest line, this can be an optional boss fight. The lightning Mirrow uses ranged attacks, while the tentacle Mirrow uses melee attacks.

One strategy to help beat the Mirrows is to use a lot of healing items, landmines and a shadow cape. The shadow cape will make you invisible for some time, making the Mirrows go straight past the you. Bringing a familiar will help too. A melee weapon such as a chainsaw/enchanted sword paired with a ranged weapon will make the fight much easier, keep in mind that the male mirrow (lightning) has both ranged and melee attacks so it helps to take him out first.

## The Old One

* **Location:** Magic Island, underground Bedrock chamber

* **HP:** 45
* **ATK:** Magic Homing Balls 25, Laser Beams 100
* **DEF:** 25, 3 when overcharging
* **EXP:** 4 per damage, 180 overall
* **Drops:** None
* **Attacks:**
	+ Magic Homing Balls
	+ Laser Beams
* **Element:** None
* **Weakness:** Use fire when its armor opens. You can also have a familiar attack it for you.

You can have the Alchemist fight this boss for you; however, if you do this, he will die. A shield would also make this fight a lot easier, since shielding (holding space) will block all damage from the orbs (including the charge attack). Guns and bows are effective or fire element swords. It has 2 stages, orb only and laser. Stay behind the Alchemist, and move towards the Old One when the final orb is released if using melee. You can't run from them, they can pass through blocks. The second stage engages when it reaches half health. It will spawn more orbs per cycle, and shoots a laser directly at the Alchemist, who cannot block it with his shield, filling the room before charging to the other side. Hide in the opening of the cave or the top and bottom to not get hit.

The Old One will only open her shell for very short intervals, so any attack must be quick. A Baby Cannon needs time to fire, so if you equip it and attempt to attack you may lose your chance and have to hold out until the next. You can also only attack once each time her carapace opens, and if an equipped familiar (with attack enabled, which can be disabled in the equipment window) does not have a strong attack they will take only a small amount off her healthbar where you could have done better.

The Old One, as well as the rest of her species, has no particular elemental weaknesses or strengths, but Fire attacks will cause burn damage in addition to the regular attack stat of the weapon or projectile. The Colosseum simulation of this fight will give you Fire Arrows and a Fire Sword to attack with, making that practice battle winnable more often than not. Earth-element attacks always get a critical hit, but if you progress in the intended story order (especially since the fight with her is the end of the Magic Path in the demo), the only Earth-element weapon available will be the Earth Hammer (unlocked after defeating the Golemech and being able to craft it afterward). If you can get it, your melee attacks will be much stronger than other early-game weapons.

Defeating the Old One unlocks the Evolution Chamber for stronger equipment and vehicles later on the Magic path.

## Pirate Ships

* **Location:** Divider Island East Side

* **HP:** 80 & 60
* **ATK:** 40 & 40
* **DEF:** 4 & 4
* **EXP:**
* **Drops:** None
* **Attacks:** Ranged attacks
* **Element:** None

You can find both Pirate Ships guarding their base on the east side of Divider Island. You must defeat them both to access the structures on this side. Defeating them also completes the quest Defeat Pirates, which lets you stay at the Inn for free. The downside is that debris will no longer spawn in the ocean between Sunset Haven and the Starting Island. One effective strategy to beat them is using a Patrol Boat coupled with a Patrol Boat Launcher. Using enchanted Missiles makes this strategy even easier. A Patrol Boat Gun with about 70-80 normal Bullets also works. One late game strategy is to fight them with a Dragonship, or an Escort Fighter.

Using an Elder Dragon or Mecha Dragon to fight the pirates while hovering will be difficult, as your mounts’ homing flame attacks will move too slow to keep up with the boats. However, you can wear down their health if you do manage to hit them this way. Landing on the water to engage them will allow them to shoot back at you and damage your dragon's health.

If you attack the pirates with a “level 1” spaceship, the Heavy Cannon, Plasma Cannon, and Heavy Fire will not be able to hit their boats due to being mounted high off the surface of the water. However, advanced dragonship homing attacks, the Dragon Cruiser’s lightning blast, Burst Fire, Homing Missiles, a Drone Ship with a plasma cannon, and the Exo Fighter’s guns can all (at least in theory) hit the pirates’ warships at the water’s surface. A spaceship will be able to shield itself from the lasers in between attacks.

## Kraken

* **Location:** Underwater Between Sunset Haven and The Heights; In Kraken Cave on Divider Island inside the red stone maze; West of the Elder Dragon mini-Island between Eastern Island and Cultivator Island

* **HP:** 50
* **ATK:** Tentacles 25, Mouth 100
* **DEF:** 5
* **EXP:** 6 per hit, 300 overall (Exp gained from tentacles)
* **Drops:** Water Gem, Ink x3
* **Attacks:** Tentacles, Mouth
* **Element:** Water

You need to destroy the tentacles to access the head, shooting at the head will decrease its HP. Ice Torpedoes are extra effective against the Kraken. Using the Book of Growth coupled with two-three Ice Creams is an efficient late game strategy. A strategy for even later in the game is to use the book of tornado from the HQ Library which, being ice, will do rapid damage to the tentacles and the head. You can xp farm by destroying the tentacles, but not the head, and letting them regrow.

In the submarine with ordinary torpedoes, you can actually kill the Kraken with only four direct hits to the head (hitting around the level of its eyes works best, as the top of the body with fins will not be affected by torpedoes and you will simply waste your projectiles). To completely destroy its tentacles with the least amount of damage to yourself, wait until its uppermost tentacle on either side is up, and the next one is down; you can move the submarine into this gap to shoot at the bases of the tentacles, temporarily destroying the entire appendage. The base of the uppermost tentacle will be in the way of the Kraken’s weak spot, so if you destroy only that one you will still be able to defeat this sea monster as long as you shoot it down quickly. Remember that the tentacles gradually regrow as long as a Kraken is alive, and they can take damage without the Kraken itself being harmed.

Ice torpedoes will kill the Kraken faster than regular torpedoes. It is also weak to plant magic, which cannot be used to enchant existing projectiles but can be weaponized through several different attack paths. Catching a Snaptopus or Shark and modifying it with an Ice Gem or Plant Gem in the Vine Copse will help it kill even strong water enemies, like Krakens and Brutefish, in just a few bites. The tier—1 spellbooks of plant and ice can also do damage to it, but the tier-3 Book of Growth, and the Book of Tornado as mentioned previously, will attack the Kraken with a very high amount of damage to kill it by attacking just once or twice.

Aside from the Divider Island individual, the Krakens respawn, allowing you an endless supply of XP, Water Gems, and ink. You can detect their presence even when you are out of reach of their tentacles by listening for boss music, seeing them as large red rectangles on any form of radar, or seeing them on a game scale of 2 while riding in certain vehicles.

Note: The Krakens that live in the open ocean will slowly move up and down between the surface and the seafloor. If you arrive at the spot where it should be and do not find one, it may be above or below you at the time.

## The Cultivator

* **Location:** Cultivator Island

* **HP:** 200
* **Atk:** Spores 15, Gas Cloud 9, Ground Attack 20
* **Def:** 5
* **Exp:** 6 per damage, 600 overall
* **Drops:** Plant Gem, Plant Eye x3
* **Attacks:** Spores, Gas cloud, Ground Attack
* **Element:** Plant
* **\*Standing Height:** 5

Weak against Fire and Ice. Optimum attack pathway is through the air where the Cultivator is limited to its Spores attack. The Cultivator is possibly the easiest boss in the game. He can be easily killed with a book of flame. You could also use a baby dragon cannon to kill him but it takes much longer and you will have to fly to not get hit by it’s many projectiles, although you can use either a fire sword or a dragon sword paired with dragon armor and go in head on to the middle of it and just spam attacks, this will ensure an easy victory.

The Elder Dragon and the Beastmaster will both advise using fire against the Cultivator, with the Beastmaster giving you a fire sword and a baby cannon in the simulation. However, this boss has another weakness if you don’t have a baby cannon and your resources to make fire arrows are scarce. Being a plant enemy, the Cultivator is also vulnerable to ice magic. Although fire will kill it slightly faster due to burn damage, ice arrows can be crafted in larger amounts than fire arrows when gathering resources from Eastern Island. A single yeti will drop three icy fur when killed, while a fire boar will drop only two fire tusks, causing an uneven ratio of the two ingredients when the numbers of both enemies are equal and they are killed at the same rate.

Critical hits (from behind) with either fire or ice will cause more damage while keeping you out of the way of the spore attack. Flying with dragon armor is still reccomended with this approach because it will allow you to avoid the Crawlers, gas clouds, and purple trees as well as fly above the Cultivator and away from the spores while you move to the other side for your next attack. Equipping a plant bag will keep your stamina up in daylight while providing +200 carrying capacity. If you use dragon armor to fight the Cultivator, make sure the armor’s enchantment doesn’t run out and result in it breaking. Dragon Armor uses enchantment as fuel for flight, and after too much flying you will have to feed and retransform the Adult Dragon you are using as armor.

The Cultivator can be hurt by nonmagical weapons, meaning that it can be harmed by ordinary bullets or even a plasma cannon.

## The Storm

* **Location:** Cultivator island, on the Dragon Ship Factory floating island. You will need a spaceship, a jet with the upgraded engine, or an elder dragon to land on the surface of the island.

* **HP:** 60
* **ATK:** 30
* **Def:** 5, Immune to non-Fire element weapons, 50 while in tornado form
* **Exp:** 4 per damage, 240 overall
* **Drops:** 1x Ice gem, 3x Ice Heart
* **Attacks:**
	+ A storm cloud which rains ice, does heavy damage
	+ Storm cloud form can also attack in front of it with icy wind
	+ A giant tornado which shoots icicles at the player
* **Element:** Ice

Melee weapons, such as Dragon Sword or other Fire enchanted strong weapons, are effective against the Storm. Attack the Storm by climbing up the walls, where its storm cloud attacks cannot reach you. When its tornado attack comes, just dig underground since its invincible in that form. Shields will not provide protection from the icicles. An Elder Dragon that is modified with a Horn can also deal damage to the Storm. Alternatively, you can have the Elder Dragon kill it for you once you have made an Evolution Gem for a Revitalizing Potion (from the first Sea Witch quest).

If you fight the Storm on the ground, the large scale of Flying Dragon Island and the Storm’s flight height will make it difficult to track. The Storm floats left and right from one end of the island to the other, unless attacked from behind in cloud form whereupon it reacts by turning around and using its breath attack. The breath attack is much stronger than a yeti’s with greater knockback, which makes attacking this icy enemy from the front very difficult and time-costly. The Storm will stop at intervals as it moves to switch between its cloud form, the one in the image which is vulnerable to attack, and its invincible giant tornado form. You will have to climb the Dragon Factory’s walls to be able to attack the Storm when it is close enough in cloud form, then immediately climb down to ground level and shelter below the surface to avoid its hail attack and tornado. An owl is recommended (by this wiki writer) to be able to see where the Storm is on a larger game scale, as the Storm will not show up on a Spirit Detector and from below ground its cloud form cannot be detected at all. Use ranged weapons with a strong enough attack to get through the Storm’s defenses without having to get close enough to melee attack it; if you do successfully melee attack it from behind, you can only do so once before it turns around and attacks you with its breath, pushing you too far out of range to slash it again. The Storm will often be too far out of range while in cloud form to melee attack anyway. Finally, be careful climbing down to avoid fall damage from the empty spaces near the bottom of the Dragon Factory, and watch out for the Storm blowing you off a platform and onto a lower surface from which it is difficult to get moving again and escape.

The same gaseous intangibility that makes the Storm invisible to a Spirit Detector or any other kind of radar will also cause conventional attacks like plasma cannons to pass straight through it. So will attacks from the Book of Stone, which would be effective against any other ice enemy. However, enchanting conventional projectiles or weapons with fire magic will make them able to harm the Storm, giving more options than only fire arrows or the book of flame. One other aerial approach, aside from using an Elder Dragon with a Horn modifier (which can be added to an Elder Dragon if it is in your inventory, or if you land it in front of the Vine Copse and add it as a Vehicle Modifier), is to upgrade a jet with an engine from the Advanced Lab, and combine bullets or missiles with fire tusks in the Forge to damage the Storm.

If you talk to the Fish Librarian immediately after accepting the quest to defeat the Storm but have not yet attacked it, he will suggest crafting a Book of Flame to use. Although the book of flame has a high stamina cost for use that has to be offset by increasing your Spellcasting stat or using the right equipment, it has a longer range (12 tiles) than ammunition-based weapons such as the Recurve Bow. If you have stamina-recharging equipment then it is worth using this to fight the Storm.

One last strategy is to use a Mecha Dragon, as its flame attack is powerful enough to burn the Storm. It can only be obtained through a very specific Hybrid quest path (see and then obtain a Mecha Wyrm, complete the quest to learn to use alter gems, defeat the Old One, *Alter* a Mecha Wyrm on the suggestion of the Alchemist or the Mirrows, and then you can get the quest to *Evolve* a Mecha Dragon).

Note: One shield can protect you from the Storm’s overhead attacks. Talk to the Elder Dragon enough times after accepting the “Evolve Dragonship” quest, and he will tell you about “a colony of fish studying magic off the east coast of the Cultivator’s island”. If you talked to the Sea Witch about where the Librarian can be found, her directions may be a bit vague. The Elder Dragon’s directions are exact - go just offshore and the Librarian is straight down at the seafloor. He will give you access to the Library as soon as you meet him, where you can craft a Book of Shielding once you bring the right ingredients or put them in a Storehouse you’ve built. The Book of Flame can also be crafted here as an option to fight the Storm; the Librarian will suggest using it if you talk to him before talking to the Sea Witch.

## Alien Bomber

* **Location:** In space, above the Starting Planet, during both waves of Bombardment; in space, above the Enemy HQ (x2)

* **HP:** 2000
* **ATK:** 100
* **Def:** 7, has 115 when shielded
* **Exp:** 8 per damage, 16000 overall
* **Drops:** 1x Exotic Matter
* **Cargo:** 2-5 Evolution Shards, 1 Exotic Matter, 10-25 Steak (Multiples of 5 only), 0-9 Focus gems, 0-4 Alter Gems, 0-4 Blood Gems.
* **Crew:** 3x Alien Crew
* **Attacks:**
	+ Lasers
	+ Plasma Ring
	+ Bomb - if allowed to hit ground, will destroy structures. If close enough, explosion can damage the bomber. Will not use this attack while above the Enemy HQ
* **Element:** None

Use a Dragon Ship, with about 200 steak, 12 blood gems, and you should be good to go. Heavy Fire weapon is recommended, because it can pierce through the minion ships. If you decide to use the Fighter Escort, then you could try to use antimatter missiles as they are the only weapon that can pierce their shields. If it drops a bomb, it will hit the planet and destroy structures and crops. You can fly your spaceship underneath it to take the bomb damage, though. If you are close enough to the bomber, the explosion will also damage it. The bombers above the Alien HQ will not bomb because then they would hit their own planet. You can have The Mirrows kill the one above the starting planet during the first wave for you, but they will die. The best way to kill the bomber is to board it, because then, after killing the crew, you can loot the cargo. Also, this will allow you to take it over. You can do the same for the fighters around it, allowing you to get a lot more loot.

The Bomber has two weaknesses compared to other advanced dragon ships, related to its bomb attack. One is that the bomb attack replaces its homing attack, meaning that if you are not in front of its gun (located at the very front of the bomber, the small tooth-ringed red dome visible in the image) or directly below it (the bomb attacks are released from the “mouth” on its underside) then you are safe from being hit. The other is that if it is too close to the explosion of its own bomb attack, it will be hit multiple times with 50 damage. Using a spaceship, you can fly right below the bomber so the explosion harms it, but with a fighter escort you will also take the damage whether you are shielding or not. Only a dragonship, with its single fully-surrounding shield, can hurt the bomber with its own attack while not being damaged. Taking on enemy Dragon Cruisers with a bomber of your own is not a good idea due to this second weakness, because the cruisers will know to fly very high where you cannot bomb them without damaging yourself.

If Bombardment is triggered and an enemy fleet of one bomber and four dragon fighters arrives in orbit above the starting planet, you can actually take on the bomber without boarding it by disabling the fighters first. Each fighter has only one crew member, with the same weakness as the Old One (overheating and needing to open its shell after several attacks), making the fighters easy to disable or liberate compared to the three crew members of the bomber who can take turns attacking you. Without its entourage of fighters, the bomber cannot easily attack you, allowing you to outmaneuver it and conserve your spaceship’s health while wearing it down with attacks.

## Alien Cruiser

* **Location:** In space, above the Enemy HQ; in space, above the Starting Planet, during the second wave of Bombardment (x2)

* **HP:** 5000
* **Atk:** Electricity laser 100, Homing 500
* **Def:** 7, 200 when shielding
* **Exp:**8 per damage, 40000 overall
* **Drops:** 2x Exotic Matter
* **Cargo:** 2-5 Evolution Shards, 1 Exotic Matter, 10-25 Steak (Multiples of 5 only), 0-9 Focus Gems, 0-4 Alter gems, 0-4 Blood Gems.
* **Crew:** 3x Alien Crew, 1x Dragomech
* **Attacks:**
	+ Electricity laser
	+ Homing blast
* **Element:** None

The best way to defeat this ship is to board it, same as with the bomber. You can take it over with the Book of Translation, and loot its cargo. It is almost impossible to kill without boarding, because of its 5k health and almost impenetrable shield. Even after killing the crew, it is tedious to destroy. But if you must destroy it you still can by farming up a good few of those dragon fighter ships and using them to attack this. When one ship gets low on health you can switch to the next one.

Another way to defeat it is by using a Dragon Cruiser of your own, although many rations and some blood gems are a good strategy to be able to outlast it. When boarding, the player will have to kill three enemy crew and a dragomech with regenerating health; if you have to leave the ship to survive, at least try to damage the dragomech enough that it will not be fully recovered by your next attempt.

## Nursery Crab

* **Location:** In Nursery on Enemy HQ

* **HP:** 80
* **ATK:** Tentacles 15, Spike 40
* **Def:** 7
* **Exp:** 8 per damage, 640 overall
* **Drops:** Nothing
* **Attacks:**
	+ Tentacles
	+ Spikes
* **Element:** None

First, take care of the Alien Cocoons and Hatchlings. They will just bother you while you attack the crab. Afterwards, start by destroying the tentacles. Stay above the area that it shoots spikes to, and you should be safe to stay still and attack, as the boss doesn't move. Another way of beating it is by hiding behind some of the bedrock and attacking with a spirit bow, as the spirit bow can pass tiles. The easiest way to beat everything in the pool is with a book of tornado from the HQ Library as the area is so small a few ice tornadoes will kill everything in about 5-10 seconds flat.

If you complete the Hybrid Path, the Nursery Crab will become a friendly npc and will no longer shoot spikes and lose its attack tentacles. The hatchlings will still be marked as enemies and use attack animations if you get close to them, but they will not actually hurt you. They can still be killed for their alien hearts, but as per the peace treaty, the crab cannot be killed since its death would mean the extinction of Them.

## Final Boss - Phase 1

* **Location:** in Enemy HQ heart

* **HP:** 400
* **ATK:** Tentacles 25, Beam 100, 25 Homing Launchers
* **Def:** 10
* **Exp:** 11 per damage, 2750 overall
* **Drops:** Nothing (will transform into phase 2)
* **Attacks:**
	+ Tentacles (Can be killed separately, but will regrow)
	+ Beam
	+ Homing Launchers (Can be killed separately)
* **Element:** None

Ignore everything except the main section. Go above the area the beam attack hits, and attack it Use the Book of Shielding, or the Energy Shield and a lot of batteries, to block the launcher's attacks, or use a Book of Flood in the center to destroy them all. Don't use the Stealth Helmet, as none of the boss' attacks are fooled by invisibility. Bring a lot of Dragonblood to recover both health and stamina from using the spellbook. Another tactic you can use is to position yourself slightly below it and use the Book of Spikes. Again, be sure to bring plenty of stamina recovery items (if you are using a Staff or the spellbook directly) or batteries (if you are using the Battery-Operated Staff).

## Final Boss - Phase 2

* **Location:** Enemy HQ Heart after defeating phase 1.
* **HP:** 1500
* **ATK:** Meteors 40, Flood 24, Tornado 60, Spikes 70, Spores 48, Homing Launchers 200
* **Def:** 10
* **Exp:** 12 per damage, 12000 overall
* **Drops:** 3x Exotic Matter, 1x Alien Heart
* **Attacks:**
	+ Meteors
	+ Flood
	+ Tornado
	+ Spikes
	+ Spores
	+ Homing Launchers
	+ Spawn Charged Cockatrice
	+ Spawn Charged Snaptopus
	+ Spawn Charged Icer
	+ Spawn Charged Golem
	+ Spawn Charged Crawler
* **Element:** Changes depending on HP

Once every 150 damage it takes, the boss changes element and attack: fire, then water, then ice, then earth, then plant. Each attack is the effect of a tier 3 spellbook.

To avoid meteors, go far under the boss when it's about to attack. To avoid flood, go in any direction away from the boss when it's about to attack. To avoid tornado, run away until the tornado disappears. You can also just block the tornado. To avoid spikes, go under the boss when it's about to attack. To avoid spores, get really close to the boss.

The boss also has an upgrade of the homing launchers, that deal more damage than any other attack. It homes into you, so it's highly recommended you block. For which shield to use, the energy shield is the best for that amount of attack. It is also recommended that a lot of cake or ice cream be stockpiled due to its 300/450 stamina recovery and dragon blood being insufficient on both health and stamina recovery unless the latter is cast manually.

After losing half of its health, the boss will summon 3 enemies of its current element. First Cockatrices, then Snaptopuses, then Icers, then Purple Golems, then Crawlers. The enemies summoned are stronger than usual. Don't use the Stealth Helmet, as none of the boss' attacks are fooled by invisibility, except the enemies the boss summons. The enemies that it summons will drop normal loot, and can even be captured, but will turn into normal versions of themselves when captured.

Another option is to employ the Exo Mech and bring a bunch of exotic matter and chromium for shields, repairs, and ammo. It helps to have the Exo Fighter pilot familiar too.

If you complete the Hybrid Path, regardless of which phase you left the final boss in, it will be in phase 1 and lose its attack tentacles and no longer shoot energy balls at you. It will sit idly as a friendly NPC, remarking that it only saw through the illusion after the peace treaty was signed. It will not break the treaty, but fears it will not last long.

## Megolemech

* **Location:** Divider Island. Megolemech factory in the underground maze behind a layer of bedrock. Access requires Golem Key and a tool/vehicle with Mine 9.

* **HP:** 1000
* **ATK:** Fist Smash 300, Fire Breath 300, Homing Eye Laser 150
* **DEF:** 15
* **EXP:** 6 per damage, 6000 overall
* **Drops:** 5× Earth Gem, 5× Blood Gem
* **Attacks:**
	+ Fist Smash
	+ Homing Eye Laser
	+ Fire Breath
* **Element:** Earth
* **Weakness:** Water or Plant spellbooks

The Megolemech is by far the toughest mini-boss in the game, as while it is not the strongest, it cannot be fought with a spaceship. To reduce the massive amount of damage that it deals, you can equip water spirit robes or something that resists all elements, such as carapace armor. You will also want a Book of Flood or Growth, bound to a magic staff, and a Book of Shielding, plus a lot of stamina restoring food. It is much harder to fight on the science path, but you can, using an Exo Mech with a lot of Chromium and Exotic Matter. The Exo Mech Gun and the Exo Mech Shield are best for this purpose.

Once defeated, you can create a friendly Golemech and Megolemech within the factory.

## Chimera

* **Location:** Unnature Sanctuary, after completing all of the Ranger's quests
* **HP:** 200
* **ATK:** Slash 120, Ranged 50
* **DEF:** 8
* **EXP:** TBA
* **Drops:** Nothing
* **Attacks:**
	+ Slash
	+ Homing ranged
* **Element:** None

You fight the chimera as the final boss of Unnature Sanctuary. Defeating it puts Splicer under your control, and allows you to turn human again. A good strategy is to try to not get close, at it does massive close range damage, and block the ranged shots - werewolf claws can be used to block. There is a timer for it, after which it is turned into a rat and automatically defeated. Another strategy is to stock up on omelettes (before entering the Unnature Sactuary) and tanking the boss fight. Do **NOT** constantly attempt hitting his back for critical damage as it will make him automatically bite you back instantly, whereas constantly spamming him from the front will stun him much longer. Although he will still bite, it'll be to a much lesser extent, allowing you to deal much more damage to that of a single critical hit before getting hit. Re-entering Splicer's Lab (through cheats) will initiate dialogue from Splicer and the boss music, even after defeating the Chimera, although the Chimera nor Splicer will be there anymore.

## Dice

* **Location:** Unnature Sanctuary, underground maze

* **Hp:** 500
* **ATK:** Claw 80, Howl 18x8
* **DEF:** 8
* **EXP:** TBA
* **Drops:** Ferocious Head DNA
* **Attacks:**
	+ Claw
	+ Howl
* **Element:** None

Dice is the other boss on Unnature Sanctuary. He first appears as the backer NPC Dice, but after talking to him, he transforms into a giant werewolf and attacks. He has a short range attack that deals damage all around him and very powerful melee attacks, so a ranged weapon is the best way to fight him. Since he is much bigger than and taller than a block, you can stuff yourself inside the maze crevice so that he never reaches you. Make sure you're still at a fair distance as his howls can still damage you within a certain radius. Defeating him unlocks the Ferocious Head option for Splicer.

Unlike all of the bosses, Dice is the only boss that does **not** respawn nor allow any way of fighting him again through legitimate means (e.i. Colosseum, re-entering the maze), meaning he's only fought once per file and never again.

## The Dishonored One

* **Location:** The Depths Island after completing the "Ancient Ruins" quest
* **HP:** 150
* **ATK:** Homing Orbs 25, Flood 24
* **DEF:** 4
* **EXP:** TBA
* **Drops:** Book of Beacons
* **Attacks:**
	+ Homing Orbs
	+ Flood
* **Element:** None

High defensive power and ranged weapons are the best tools against the Dishonored One. If using science to beat him, have a Mobile Lab on standby to resupply power and frequently recover health and stamina. With magic, use a wand and book of shielding to block the orbs. After half his health is gone, he will launch double the orbs like the Old One. He launches 2 volleys of orbs in either phase and teleports right next to you afterwards, then unleashes the flood spell, during which his shield drops, then he sets up more orbs after the flood is gone. Every hit he takes will cause him to raise his shield again.

Another option, depending on how many resources you stockpiled earlier in the game, is to lure the dishonored one out to the sea and use mega torpedoes from the submersible to deal major damage to him. It also helps if the mega torpedoes are enchanted with icy fur as they deal extra damage after the freezing effect kicks in.

When attacked by most methods, the Dishonored One will raise his shield after one or two hits (one from a single melee strike or projectile, two if using a repeated attack like the Book of Meteor), but if you move in close and use a Book of Flood of your own, he will take the full damage without blocking.

## Death

* **Location:** Final floor of Death's Door dungeon
* **HP:** 100
* **ATK:** 50, ignores armor
* **DEF:** 0, but as a spirit, can only be damaged with spirit weapons.
* **Drops:** 100 Spirit (if killed) or Death's Scythe (if captured)
* **Attacks:** Scythe Slash
* **Element:** None

Because of the small platform you fight Death in, there's not much space to dodge its attacks. Because of this, you will need a Book of Shielding or Interstellar Broom to block the attacks instead. A good strategy is to use a combo of the Spirit Fish familiar and Spirit Bow, running away from Death and shooting him, while the Spirit Fish attacks him up close. This not only deals damage faster, but also slows Death down, making it so you'll be hit less. When Death approaches, equip a Book of Shielding or Interstellar Broom, run past it while blocking to the other side of the platform and start shooting again. If you want to try and capture death, remember to order your Spirit Fish to stop attacking, as it may accidentally kill Death. You may also use a spirit fox helm since it deals much less damage and is more reliable when controlling an optimal capture health. The only way to capture Death is through using an Evo Spirit Gem.

The easiest way, however, is to use spirit arrows and shoot him from the layer above, as they can pass through the ground and home in on him. This way, you don't risk taking damage at all! You will, however, need a lot of spirit arrows (50 is enough, as they do 2 damage each)

Unlike most other bosses, Death can be fought again outside of the Colosseum. After leaving Death's Door the dungeon resets, meaning Death respawns as well.

Death is also a recolor of Spirit.