Bosses

## **Arctoleon**

**Location:** Arctoleon is the first major obstacle the Fire Shaman encounters. He can be found on the right of the first spirit well behind a locked door and two depraved. The **Eroded Stone Key** to the door is on the upper left side of the tutorial area near the rope ladder that can be kicked down. From there, if you point the camera down you'll see a shaded area you can land on if you drop through the platform you're standing on (down + jump). Also in this area are three crathony casks as well as your class weapon(s). **It's highly recommended to have these items as well as an understanding of how dodging and rolling works before engaging Arctoleon**. There are tutorial wall paintings explaining these actions and the two depraved in front of Arctoleon's boss room provide a great opportunity for dodge and roll practice.

**Strategy:** When the fight begins Arctoleon will emerge from the right side of the screen, swiping with his claws and lunging with his fangs. He will close the distance between you and the wall behind you fairly quickly. Rolling through him to the other side can resolve this but watch out for his turnaround attack. If there is a large amount of space between Arctoleon and the Fire Shaman he will react with a charge attack which covers a deceptively large amount of ground. Some of his attacks cause **bleeding** which will cause the Fire Shaman's health to drop at a steady rate if the bleed meter's resistance runs out so be sure to keep an eye on that. At 50% health he enters phase two which is mostly the same, however he will be slightly more aggressive and he will start attacking in two hit combos. The Arctoleon encounter serves as a great way to get used to some of the games mechanics, such as doding, evading, and rolling.

**Drops:** 1 Arctoleon's Remains, 1 Golden Spirit Mold

## **Tugen**

**Location:** Tugen is found by heading directly right from the Razed Village in the Bush area. The doors in this area are opened by the Chewed Bone Key. As you travel to the right you'll see an area where you can dropdown to a new area. Once you drop down, move to the right and you'll be in a bone put with torch wielding bush beast. He drops the Crafting Tools and the key is found on the ground nearby.

**Strategy:** At the start of the fight Tugen moves somewhat slowly and only uses melee attacks. All of his attacks have enough of a startup animation to provide time to react. At 50% health Tugen will enter phase 2 and becomes more aggressive. He also employs the use of spirit magic and each of his spells have their own casting animation which can be reacted to. One of his spells is a fast moving projectile that fires to the left and right when he raises his mace. If he stops moving and crouches he is charging his arcane explosion. He also can cast a few slow moving homing spells that arc upwards in the air from his mace. All of these spells can be dodged

**Drops:** Wind Claw Crest, Sprightliness of the Bush Beast (wall jump ability), Remains of Tugen, 2 Drift Marrows, 1 point of Favor due to this boss being a Spirit Champion

## **The Grimalkin**

**Location:** The Grimalkin is located in the top left screen of the Bone Valley. The Bone Valley is accessable from the Collapsing Tunnel which is accessable from the Bush near the area with the rope bridge and the stone bridge that can be lowered.

**Strategy:** The Grimalkin starts out basic enough, fighting similar to other cats in the game. At 50% health a second Grimalkin will join the fight. This one is in spirit form and uses spells to attack the Fire Shaman. As with all spirit creatures, the spirit Grimalkin will not be affected by non-bone weapons. Use a bone weapon, such as the Totem of Blood or Bone Cleaver, or apply some Bone Ichor to your weapon in order to damage him. **There is a bone ichor item just outside the Grimalkin's room in case you don't have one.**

**Drops:** Grace of the Grimalkin (use less stamina when climbing rock walls), Remains of the Grimalkin, 1 point of Favor due to this boss being a Spirit Champion

## **Carnufex**

**Location:** Top left screen of the Sunken Hollow. From the Razed Village you would drop into the Floating Morass from the water well, navigate to the bottom right of the area until you take a slope down into a new area. Once the stone bridge has been lowered (near the Rogue Fire Shaman NPC) it will open a shortcut to Slime Falls and there is a spirit well nearby.

**Strategy:** Carnufex is a very large boss and has multiple different hit boxes with its head being the weak spot. He can cast a powerful laser attack from his mouth but this can be dodged/evaded. Attack its tail enough times to chop it off and gain some rare materials.

**Drops:** Remains of Carnufex, Lissomeness of the Suchusaur (better mobility underwater), 1 point of Favor due to this boss being a Spirit Champion

## **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

## **Mother of Darkness**

**Location:** The upper section of the Bluffs of the Great Veldt, inside one of the dwelling near the serpent warriors. The doorway to the encounter is marked by blue artwork on either side of it.

    **Strategy:** The Mother encounter is different from other boss encounters in that most of the fight is just getting to where she is. She's locked behind two stone doors that can be opened by flipping switches one at a time. Getting to them requires killing several serpent warriors while navigating the mostly dark arena. Once the doors have been opened and the serpent warriors have been killed, the actual Mother fight is fairly straightforward. She'll cast spells at range and the snake will attack if you get too close but there is ample time between attacks to heal if need be. At low health the snake will die leaving only the Mother, who will only fight using her ranged spells. During this phase she can be brought down quickly.

**Drops:** Mother's Remains, Wind Claw Crest (opens the path to Ancestor's Rise)

## **The Wind that Claws**

**Location:** At the top of Ancestor's Rise. Appears only after the offering has been placed and burned in the large idol. To do this you will need to speak to the **Caged Shaman** in the Mollifying Chamber and she will give you an **empty Ritual Ewer**. In the Temple of Dawn, located to the right of Ancestors Rise, is a blood fountain where the ewer can be filled. If you do not have a **Sacrificial Flesh**, one can be found on an altar near a unique serpent clan enemy at the top of the Veldt. Take the filled ewer along with a drift marrow and the sacrificial flesh to the Caged Shaman and she will give you the offering. Place the offering in the Idol at the top of Ancestor's Rise and with your torch equiped, burn it.

* **Note**: It is not a bad idea to consider powering up your crathony cask at the Mollifying Chamber spirit well as many areas connect back to this location.

**Strategy:** The Wind is a large beast who floats about in the air. There are several hitboxes including a tail that can be chopped off for an item. The Wind uses spirit magic similar to the laser that Carnufex used.

**Drops:** Remains of the Clawing Wing, Wings of the Wind (double jump)

## **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

## **Primus**

**Location:** End boss of the Ancient City area. He is locked behind two red lasers in the Great Hall that will need to be deactivated before engaging him.

**Strategy:** Primus is an extremely large enemy which means you'll be mostly attacking his legs and watching out for stomps. There is an area above him that can be accessed which makes the fight easier, however you will need to manage the constant spirit damage that occurs here.

* Note: There are different methods to negate the passive spirit damage in this area. Having at least 10 favor is one such way.

**Drops:** Memory Cystal: Primus (remains item), Shaping of Shoam (opens large steel doors marked as "immovable")

## **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. If you embrace the fire he will give you the opal heart early, which you can take back to the Mad Shaman's layer and forge the weapon there. You will have to sacrifice all of your favor points in order to accept this option though. In order to fight the Tyrant, you'll have to later go back and refuse the fire.*

**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.