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Bosses

Each attack below is written as the game's own attack card has it: what you see, then what to do. The numbers are from the game's data.

Stages: a boss changes as its health falls, usually at about two-thirds and one-third. Each change has a name and brings new attacks. Many bosses also change the room itself in their combos, with wind, gravity pools, darkness, half the arena blocked or floors that bite.

The main road

The Lodestone Scarab

Bars the way in sector 1, Briarstorm Cloister. Health 760. Stages: The Shell Cracks → Its Furnace Laid Bare.

AttackWhat you see and what to do
RollIt scrapes the floor, curls into a boulder and rolls straight to the wall. Dash across its line, then hit its underside.
StonesThree stones are pulled to it, then kicked along three paths. Stand between two paths.
ShockwaveIt braces, then a ground ring spreads with a broad opening to one side of you. Move into the opening.

The Thorn Reliquary

Guardian of sector 1, Briarstorm Cloister. Health 940. Stages: The Heartwood Splits → Thorns Without End.

AttackWhat you see and what to do
Vine LashAn arm draws back and a line marks where it will lash. Leave the line before the strike.
Root CrawlA root pod drops and crawls after you while the body fights on. Keep ahead of it; it climbs home soon.
Root EruptionMarked bursts run from under it toward you in a chain. Step aside from the chain's line.
Petal BloomThe heart opens and spins out petal spirals. Circle with the spin and slip between the arms.
Hound CallThorn hounds rush you. Shoot them down or dash through a lunge.
SeekersBright shots curve after you for two seconds, then fizzle. Keep flying in one wide arc and they run out.

The Last Lamplighter

Guardian of sector 2, Drowned Scriptorium. Health 1050. Stages: Every Flame Burns Blue → He Is the Last Light.

AttackWhat you see and what to do
SnuffHe reaches his pole to a lit lamp and puts it out; wax sprays from it into the room. Stand off the lamp's side.
HookHe draws the pole back, then sweeps an arc of shots where you were; a second arc follows later. Slip through a gap.
FlareHe lifts his lantern and every lit lamp bursts a ring of wax. Fewer lamps lit, fewer rings.
Lamp BeamA lamp's beam is marked across the room, then burns. Step out of the mark.
Ember MothsEmber moths curve after you for a moment, then burn out. Keep flying in one wide arc.

The Bronze Watchman

Guardian of sector 3, Hollow Belfry. Health 1000. Stages: The Quarters Strike → Eleven Fifty-Nine.

AttackWhat you see and what to do
The Clock's HandsThe clock's hands turn over the floor and hurt to touch. Stay clear of the minute hand's sweep, or dash across it.
Watchman's CallIts lantern flares, then bolts come at you in the chime's rhythm. Keep moving across them; late on, some lead you.
The HourIts hammer rises and the Hour Bell sends walls of sound down the room. Find each wall's gap, or dash through it.
EscapementIts chest dial spins out arms of cogs that move and stop together. Slip between them while they stand still.
HammerClose by, it raises its hammer and sweeps the arc in front of it, marked first. Back off or get behind it.
PendulumThe great pendulum drops at one side and swings across the room. Its bob and rod hurt: stay below or away.
Eleven Fifty-NineIt turns its key: the minute hand races, then walls of sound with no gap. Leave the hand's circle; dash each wall.

The Corrupted Robo

Guardian of sector 4, Frostveil Transit. Health 720. Stages: Its Plating Falls Away → The Core Runs Wild.

AttackWhat you see and what to do
Arm ThrowThe throwing arm pulls back and glows, then flies out and bursts shards. Sidestep the throw, then the shards.
Rivet FanThe chest glows, then a fan of rivets, twice. Slip between two rivets.
Stomp RingThe body lifts, then slams: a ring with one gap. Fly through the gap.
Hound CallThe antenna flashes and hounds arrive. Shoot them down or dash through a lunge.
SeekersBright shots curve after you for two seconds, then fizzle. Keep flying in one wide arc and they run out.

The Candle Parliament

Guardian of sector 5, Cinderheart Foundry. Health 880. Stages: The Wax Runs Red → One Flame for All.

AttackWhat you see and what to do
Crescent VoteThe crescent faces you and spaced moths release one sparse fan. Slip between the flames.
ProcessionTwo columns form either side of where you were and fire along themselves. Keep to the lane between them.
Unanimous ChargeA spear forms far from you and its route through you is marked. Leave the route before the pass.
Scattered DebateGroups of four fly to their points and pause; one in each fires a small fan at once. Slip between them.

The Griefwell

Guardian of sector 6, Fracture Observatory. Health 880. Stages: Grief Overflows → The Well Has No Floor.

AttackWhat you see and what to do
InhaleMotes appear in a ring and curve inward to orbit the core. Keep clear of their arcs while they fall in.
ExhaleThe held motes facing you dissolve: a sure opening. Hold it; the rest fly outward.
Orbit PairTwo satellites rise and make one orbit, shedding pellets later on. Stay off the orbit's circle.
TranslationIt marks a station and darts there, harmless. Watch its black holes: they pull, and their cores hurt.

The Sepulchre King

Guardian of sector 7, Verdant Reliquary. Health 910. Stages: The Crown Burns Cold → The King Will Not Kneel.

AttackWhat you see and what to do
Arm LaunchAn arm pulls back and flies to where you were, landing with a gilded ring. Move at the pull-back and pass the ring's gap.
Blade SweepThree arcs are marked in turn and cut in that order. Stand in the arc already cut.
Leg ChargeA leg hovers off and charges you, re-aiming between charges. Dash across its path, not away from it.
Vault BurstThe chest vault opens and fires a fan, twice. Slip between two shots; stay close to the gap.
Hound CallRoyal hounds chase and lunge. Shoot them down or dash through a lunge.
SeekersBright shots curve after you for two seconds, then fizzle. Keep flying in one wide arc and they run out.

The Pale Interceptor

Guardian of sector 8, Stormbreak Causeway. Health 760. Stages: Throttle Unbound → Engines Screaming.

AttackWhat you see and what to do
Lead BurstIt locks a point ahead of your course and fires a burst there. Change course or stop as it locks.
Attack RunIts whole route is marked edge to edge, then one fast pass. Leave the marked route.
Flanking ArcIt flies an arc round one corner, then fires a wide fan. Slip between the fan's shots.
Brake CounterIt brakes hard and sits exposed, then one precise shot. Move as it fires; hit it while it sits.

The Iron Pilgrim

Guardian of sector 9, Resonant Quarry. Health 860. Stages: Full Steam → The Furnace Bursts.

AttackWhat you see and what to do
ChargeThe train stops and the route ahead is marked, then the engine runs it. Leave the marked stretch.
MortarThree landing circles are marked, one on you. Leave the circles before the shells fall.
WhistleSound rings spread with wide openings, the first facing you. Take an opening; each ring's openings shift.
Last ChargeThe short engine marks a long charge and brakes to a stop. Leave the mark, then punish the stop.

The Last Organ

Guardian of sector 10, Eclipse Basilica. Health 960. Stages: The Shutters Open → The Final Hymn.

AttackWhat you see and what to do
Bass ProcessionThe bass pipes charge, then slow waves roll down the hall, each with one opening. Find the opening and move with it.
Treble NeedlesTreble pipes flash one by one and each lights a floor column. The needles fall in that same order: leave the lit columns.
FugueThree floor lanes light one after another, starting with yours. The other three lanes always stay safe: move to one.
Bellows ExhaleThe bellows swell, then one broad fan with three clear openings, one toward you. Hold an opening.

Hidden bosses

Spoilers. Finding these is part of the game. Open one only when you want to.
Show the 30 hidden bosses

The Eclipse Archon

Beyond the last Guardian, in Eclipse Basilica. Health 1800. Stages: The Vessel Breaks → A Choir of One.

AttackWhat you see and what to do
Memory SpearA ring stops and three fragments stretch into a spear; a line locks where you were. Move sideways once it locks.
Crescent DivideTwo arcs of pellets close in from the side walls and stop short of a broad middle opening. Sit in the opening.
Broken HaloSix large slow stones ring the body with one broad safe sector, never simply where you are. Find the gap and stay in it.
Processional RailThe beast compresses in place, then races once on a curved run through where you were. Keep moving when it coils.
Reliquary RollIts plates fold into a wheel, then it rolls straight once to the wall and uncurls with its Core open. Step aside as it curls.
Procession ArmsTwo arms leave for your flanks and each sweeps once from where it lands. Shoot an arm to break it for the stage.
Twin Berth CollapseTwo broad side lanes light with a safe channel between; they slam one after the other. Hold the middle channel.
Choir WingbeatMoth flames light along the wings; two pressure waves roll out with a large central opening. Fly into the opening.
Glass DivisionThe body splits into three lobes; one brightens and surges in a straight line, three times. Watch the bright one.
Parliament SpearTwelve moths flare and pack into an arrowhead that dives once and returns. Sidestep as they pack; the body is open.
Undertow RiseIt dives and a shadow swims below; a marked circle fills, it breaches, and a ring follows with a wide gap. Leave the circle.
Written FugueThree routes are drawn, A, B, C, then fire in that order. Your spot is never on all three; move as each clears.
Pipe CounterpointTwo of three pipe banks light; the dark one marks the broad safe region. Go to the dark side before they fire.
Borrowed PhraseA route it already played is drawn again, then fires backwards after a full warning. Leave the old route.
Footnote of the PastA box marks where you were a second ago, then a chord strikes it once. Do not drift back into the box.
Open CoreThe Core brightens between attacks. Turn toward it: hits there do more.
Long OpeningAfter its last sequence the Core stays open longer. Spend everything on it.
Eclipse InterceptIt brightens in place, then makes one fast pass aimed ahead of your course with a three-shot burst. Change course as it brightens.
Griefwell SlingshotFour slow shots bend once round the Core, stop, show their outward lines, then leave along them. Stand off the lines.
Severed WingA wing detaches to a marked flank and fires one shallow fan. Stay out of the fan; shooting the wing counts.
Black-Star ExhaleMotes gather toward the Core and hold while their outward lines show, then leave with broad openings. Pick an opening early.
Choir FanSix moth lights fan out toward you during its recovery. Slip between two lights.
Return WaveThe last route is drawn again and fires in reverse. Leave the route before it lights.
Declaration: Rail, Choir, HourThree sigils name the next three attacks in order: a rail run, a moth fan, a reversed route.
Declaration: Organ, Star, InterceptThree sigils name the next three: pipe banks, the black-star shots, then one intercept pass.
Declaration: Glass, Atlas, ArmThree sigils name the next three: the glass lobes, a written route, one arm's sweep.
Declaration: Scarab, Halo, SpearThree sigils name the next three: a roll, the broken halo, the memory spear.
The Last CanticleBelow its last seal: Choir, Hour, Eclipse. A wave with a wide opening, its reverse, one intercept, then the Core opens wide.
Canticle WaveOne large pressure wave crosses with a wide opening. Fly into the opening.
Canticle ReturnThe same wave comes back the other way through the same opening. Hold the opening.
The Core Laid BareIt brakes at the centre and opens its Core completely. The longest opening of the fight.

The Unwritten Atlas

Hidden in sector 2, Drowned Scriptorium. Health 1100. Stages: The Ink Runs Wild → The Clasp Breaks.

AttackWhat you see and what to do
BrushstrokeA faint ink route curves through where you are; pellets follow it in a line. Leave the line.
StampA rectangle is stamped where you were a moment ago. Keep moving and it misses.
GlidersPaper gliders fold, each already pointing its way, and make one straight pass. Step out of their lines.
RepositionThe cover shuts and it glides elsewhere, harmless. Hit it once it reopens.
Two DrawingsA brushed route fires, then a stamp lands where you were. Leave the line, then keep moving.

The Borrowed Minute

Hidden in sector 3, Hollow Belfry. Health 1050. Stages: Time Fractures → The Last Grains Fall.

AttackWhat you see and what to do
RowA sparse row of slow grains crosses the room; later the same route returns faintly in reverse. Pass between the grains.
SandfallSand columns light one after another in order; a repeat replays them backwards. Stand in a column already fallen.
TurnIt turns over and moves to a new hover point, untouchable while turning. Reposition and wait.
PauseA long exposed pause. Pour damage into the chambers or the neck.

The Glass Tide

Hidden in sector 5, Cinderheart Foundry. Health 900. Stages: The Tide Divides → A Sea of Shards.

AttackWhat you see and what to do
SurgeOne body gathers itself and leans briefly, then surges to the wall, leaving puddles. Dash across its line and avoid the rings.
DomeA body swells into a dome, then releases a sparse fan of droplets near you. Slip between the droplets.
SplitAt a stage break the liquid flows together and divides into smaller bodies, harmless while it does. Spread your fire.

The Vesper Wyrm

Hidden in sector 9, Resonant Quarry. Health 1050. Stages: It Takes to the Sky → The Nave Burns.

AttackWhat you see and what to do
Sweeping BreathIt rears back, throat glowing, then sweeps a stream of fire across the nave. Put a pillar between you, or slip behind the stream.
Claw RakeToo close in front, it lifts a foreleg: three marked arcs cut in turn. Back off or dash through the one already spent.
Tail LashBehind it, the tail curls: a wide marked arc, then a ring of bone shards from the tip. Find the gap in the ring.
Ember SpitFireballs arc at and around you; each marked circle bursts into embers and burns a while. Leave the circles.
Brood CallAshen whelps answer its call. They circle you, glow before they spit and bite on touch. Thin them fast.
Take WingIts wings spread and it climbs: high above, its body cannot touch you, but its fire still can.
Strafing PassIt leaves the room, then sweeps across it low and fast, burning patches behind it. Step off the marked patches.
Fire RainCircling above, it drops fireballs near you and across the nave. Keep moving between the marked circles.
DiveIt hovers, flashing red, then falls on where you were and rings out fire. Move as it flashes.
InfernoIts jaws loose three streams of fire that turn round the room. Run with the gap, or shelter behind a pillar.

The Ossuary Widow

Hidden in sector 7, Verdant Reliquary. Health 980. Stages: The Brood Wakes → The Last Thread.

AttackWhat you see and what to do
Web ShotShe rears and throws balls of web at and around you. Each marked circle becomes a web on the floor that slows you; a dash tears free.
Silk FanHer spinnerets fan silk threads at where you were. Slip between the threads.
Fang LungeToo close, she flashes red and lunges: the bite's arc is marked where she stops. Get out of the arc.
BroodShe lays egg sacs that hatch into spiderlings. They dart at you in zigzags and bite. Keep away from the sacs and thin the brood fast.
Ceiling DropShe climbs her thread out of reach, then hangs over you flashing red and drops, ringing out silk. Move as she flashes.
Web CageStrands are marked from her to the walls, then cut. Find the gap in the cage.

The Drowned Reflection

Hidden in sector 8, Stormbreak Causeway. Health 900. Stages: The Mirror Cracks → It Looks Back.

AttackWhat you see and what to do
RippleIt flies where you flew a moment ago, mirrored, and echoes your gun down your old lines. It also rings the water with gapped rings.
Grasping HandsHands rise from the water where you were a moment ago. Each circle is marked; keep moving somewhere new.
UndertowDrowned bearers rise from dark puddles and wade at you. Thin them before they reach you.
StormThe beacons gather the storm: marked chains between them strike, and so does the water round the reflection. Leave the marked lines.
Break the SurfaceClose by, it stops mirroring, flashes red and lunges: the strike's arc is marked where it stops.
Look BackIts eyes burn white: for a while it follows you almost at once and its echoes come fast. Keep your lines short and turning.

The Undertow Queen

Hidden in sector 2, Drowned Scriptorium. Health 1050. Stages: The Tide Turns → The Queen Rises Ragged.

AttackWhat you see and what to do
WingbeatPressure waves spread off both wings with an opening toward you and one behind. Hold the opening.
Pearl FanA sparse fan of pearls from the mouth, in volleys. Slip between two pearls each time.
Pearl RingPearls ring the body, then a second ring turned half a step. Pass each ring through its gap.
BreachIt sinks and its shadow swims to where you were; the zone is marked. Leave the mark before it breaches.

The Corrupted Raven

Hidden in sector 3, Hollow Belfry. Health 800. Stages: The Storm Answers → Lightning in Its Bones.

AttackWhat you see and what to do
Feather RingFeathers spin round it, then spiral outward. Stay out of the ring's reach and slip between the spiral's arms.
Feather FanOne wing flares lit and fans feathers, then the other wing. Dodge once, then once more.
Lightning CallStrike marks appear, one on you. Step off every mark before the lightning lands.
DiveIts wings fold back, then it swoops to where you were. Move at the fold; its body hurts on touch.
SeekersBright shots curve after you for two seconds, then fizzle. Keep flying in one wide arc and they run out.

The Rook Mother

Hidden in sector 3, Hollow Belfry. Health 800. Stages: The Bells Toll for You → She Sheds Her Black.

AttackWhat you see and what to do
TollShe beats her wings at a bell and it sends a ring of shots out with one gap. Meet the gap.
DiveHer body flares, then she dives straight through where you were and sheds a fan of feathers. Keep moving.
MoultShe shakes her plumage and feathers fall in columns from the top, with one wide empty lane. Find the lane.
Homing FeathersHer ruff of bells rings and feathers curve after you, then fall. Keep flying in one wide arc.

The Briar Hart

Hidden in sector 1, Briarstorm Cloister. Health 900. Stages: Storm in the Crown → The Burning Rut.

AttackWhat you see and what to do
Thorn SpearsIt lowers its crown and flings a fan of thorn spears at you. They fly to the walls and stick there. Slip between them.
Splitting SpearsEvery spear stuck in a wall splits into a half ring of thorns thrown back into the room. Stand away from the walls they stand in.
ChargeIt paws the ground, flashing red, then runs at where you were until it hits a wall, briar growing where it ran. Move as it flashes.
StampIt rears and stamps: a ring of thorns with one gap, and briar springing up round it. Find the gap.
Crown of StormsIts antlers call lightning onto marked circles near you, one after another. Keep moving out of each circle.
Antler WhirlToo close, it spins: the ring its antlers sweep is marked. Get out of the ring (later it throws thorns as it spins).

The Inkwell Abbot

Hidden in sector 2, Drowned Scriptorium. Health 960. Stages: The Ink Rises → Unwritten.

AttackWhat you see and what to do
SigilsHe writes sigils on the floor near you, each numbered in order. Nothing hurts yet: watch the numbers.
RecitationHe reads his sigils back in their order: each bursts into a ring of ink. Leave each one before its turn.
BlotA lane right across the room through you is marked while ink seeps in from its ends, then floods. Leave the lane.
Quill FlickHis quill flicks fans of ink at you, two or three times. Later he aims where you are going. Slip between the drops.
InkpotsHis inkpots wheel round him and spit at you, again and again. Keep moving across their aim.
EraseHe sinks into his own ink and rises somewhere else. Later he leaves a ring of ink where he sank. Keep clear as he sinks.

The Carillon Twins

Hidden in sector 1, Briarstorm Cloister. Health 1000. Stages: Out of Tune → The Last Change.

AttackWhat you see and what to do
PealThey ring by turns: a ring of notes with one gap from each in turn. Find each ring's gap.
ChimeBoth fling a fan of chimes at you from their two sides. Slip between the fans.
TollEach marks a lane down the room from where it stands, then strikes it. Leave both lanes.
Skipping RopeThey pull their rope taut and swing it round between them. The hot rope hurts: cross it as it passes, or dash.
ChangeoverThey spring across the room past each other, the rope taut between them. Keep clear of the line between them.
HarmonyBoth ring together: two rings of notes crossing. Find where the rings leave room.

The Rime Conductor

Hidden in sector 4, Frostveil Transit. Health 1040. Stages: Frost on the Glass → Terminus.

AttackWhat you see and what to do
WhistleHe sprays a fan of ice that stops dead and hangs in the air. Frozen shards still hurt: thread between them.
Frost RingA ring of flakes with one gap spreads out and freezes round him. Leave through the gap.
ThawEvery frozen shard flies again: outward from him, later at you. Watch the hanging ice, not just him.
Signal LampHis lantern marks a lane across the room and a ghost train runs down it. Leave the lane.
Ticket PunchThree marked holes punched round you, one after another. Step off each mark.
DepartureHe boards a phantom carriage and runs straight across the room, leaving ice along the track. Clear his line.

The Crucible Golem

Hidden in sector 5, Cinderheart Foundry. Health 1100. Stages: White Heat → Meltdown.

AttackWhat you see and what to do
PourIts ladle marks a channel across the room, then molten metal runs down it and burns a while. Stay off the channel.
SlagGlobs of slag lobbed onto marked spots near you; each bursts into a small ring. Leave the marks, then slip the ring.
BellowsIts chest grate opens and blows a short cone of sparks. Back off: they die out within reach.
Forge HammerNear you it marks a slam at its fist and sends out a shockwave ring with a gap. Leave the mark, then find the gap.
CastingThree molds marked round you fill with metal, then set and fire shards out of each. Leave the molds.
VentAt full heat it bursts steam with a gap, then stands cracked open, cooling: hit it hard while it does.

The Orrery Seraph

Hidden in sector 6, Fracture Observatory. Health 1080. Stages: Precession → Collapse.

AttackWhat you see and what to do
Solar FlareIts star throws a ring of light with gaps. Find a gap.
SyzygyIts planets slide into a line pointing at you, the line marked through the room; then a beam runs down it. Leave the line.
Swelling OrbitsIts rings widen across the room and back, the planets sweeping with them. Slip between the planets.
CometA great slow comet thrown at where you are going, shedding debris either side of its path. Step aside early.
LensIts lens marks a beam at one edge of an arc, then sweeps it across. Get behind where it starts or beyond where it ends.
NovaEvery planet bursts into a ring of shards and re-forms. Keep away from the planets.

The Reliquary Mantis

Hidden in sector 7, Verdant Reliquary. Health 1120. Stages: Overgrown → Seed Time.

AttackWhat you see and what to do
SowSeeds flung onto marked spots root and grow into blooms that pulse rings of pollen. Keep off the blooms.
HarvestEvery open bloom fires a thorn at you at once and withers. Move across their lines.
ScytheMarked arcs before it, slashed one after another. Step out of each arc as it comes.
LeapIt springs straight at you and lands with a ring of thorns. Move off its line, then slip the ring.
SporesA slow spiral of spores turning out from it. Circle with the spiral's gaps.
BloomstormA ring of blooms sown round you at once. Leave the ring before they open.

The Tempest Herald

Hidden in sector 8, Stormbreak Causeway. Health 1140. Stages: Squall Line → The Eye.

AttackWhat you see and what to do
FanfareA trumpet fan of notes that curve with the wind. Move against the curve.
GustA band across the room is marked, then a gale blows down it, pushing you and sweeping shots along. Fly across it or wait it out.
Lightning RodsRods driven into marked spots round you, then bolts leap rod to rod in turn. Stand off the chain.
ThunderA ring of thunder with gaps. Find a gap.
SquallRows of slanted rain from the upwind wall, each with a gap. Read the gap in each row.
The EyeIt draws you toward it while a spiral turns out of it. Fly outward and slip the spiral.

The Geode Matriarch

Hidden in sector 9, Resonant Quarry. Health 1180. Stages: Fault Line → Hollow Choir.

AttackWhat you see and what to do
RaiseCrystal spires erupt from marked spots near you and stay. They hurt to touch.
ResonanceEach spire links to its nearest sister by a marked line, then the line rings. Stand off the lines.
FaultA crack runs from it toward you, erupting spot by spot. Step aside from its path.
ShatterEvery spire bursts into a ring of shards. Keep clear of the spires.
RockfallStones fall on marked spots round you, spraying as they land. Leave the marks.
ChorusEvery spire fires a shard at you in turn. Keep moving across their lines.

The Umbral Thurifer

Hidden in sector 10, Eclipse Basilica. Health 1220. Stages: Penumbra → Totality.

AttackWhat you see and what to do
SwingIts censer whirls once round it on its chain. Keep outside the ring it marks, or pass behind the chain.
Double SwingTwo censers whirl at once, turning opposite ways. Find the gap as they pass.
IncenseSlow smoke drifts out and hangs, then bursts into embers. Leave the puffs before they burst.
EclipseA band of shadow crosses the room wall to wall with one lit gap. Stand in the gap as it passes.
TotalityTwo bands cross the room at right angles. Meet both gaps.
LitanyCandles light in a ring round it and fire at you one after another. Keep moving.

The Hedge Warden

Hidden in sector 1, Briarstorm Cloister. Health 960. Stages: Overgrown → Wildwood.

AttackWhat you see and what to do
HedgeRows of yew grow across the room, each with one gap, and stand a while. Find the gaps and keep off the yew.
SnipIts shears open toward you, then close. Leave the space between the blades before they shut.
ClippingsA fan of leaves, some slow and some quick. Slip through the fan's gaps.
TopiaryEvery standing hedge is clipped at once and sheds leaves from both its sides. Stand between the falling lines.
PruneIts shears are flung spinning to the wall and come back, shedding thorns. Keep off their lane.

The Compline Owl

Hidden in sector 1, Briarstorm Cloister. Health 980. Stages: Moult → The Long Night.

AttackWhat you see and what to do
GazeA cone of its stare sweeps across the room. Get behind it or out of its reach.
VigilThree cones of its stare turn round it. Move with the gaps between them.
StoopIt dives at where you were and lands in a ring of feathers. Move off, then find the ring's gap.
FeathersFeathers fly out, stop and hang, then all dart at you at once. Keep moving when they turn.
HootA ring of sound spreads across the room with one gap. Meet it at the gap.

The Sleet Hound

Hidden in sector 4, Frostveil Transit. Health 1060. Stages: Rime Coat → Whiteout.

AttackWhat you see and what to do
BoundIt leaps at where you were and lands in a ring of ice. Move off, then find the ring's gap.
FrenzyThree bounds one after the other, each landing in a ring. Keep moving.
BreathA cone of frost breath leaves rime on the floor that keeps hurting. Leave the cone and keep off the rime.
HowlA spiral of sleet turns out of it. Move with the spiral's gaps.
CircleIt runs a lap round you, dropping shards that then fall inward. Get out of the ring before they fall.

The Pointsman

Hidden in sector 4, Frostveil Transit. Health 1060. Stages: Black Ice → Last Train.

AttackWhat you see and what to do
LayRails are laid across the room. Cold rails are harmless.
SwitchHalf the rails go live, each lit along its length first; the other half next time. Stand between the live ones.
DerailEvery rail goes live but one. Find the rail that stays cold, or the floor between.
SignalHis lamp swings and three narrow volleys follow you. Keep moving across their line.
TrolleyA hand-cart runs the length of one rail, throwing sparks off both sides. Keep off its rail.

The Furnace Moth

Hidden in sector 5, Cinderheart Foundry. Health 1100. Stages: Singed → Pyre Wings.

AttackWhat you see and what to do
DustA beat of its wings spreads a slow drift of ash. Weave through the motes.
FlutterIt zigzags to new places, dropping embers that hang, then fall away from its path. Keep clear of its trail.
KindleVents near you flare one after another, each throwing a ring of sparks. Leave each marked vent before it flares.
OrbitIt circles a flare, shedding embers outward. Keep outside its circle, or slip inside.
ImmolateIts burning wings sweep two cones of flame round it. Move with the gaps.

The Lens Grinder

Hidden in sector 6, Fracture Observatory. Health 1080. Stages: Cracked Lens → Burning Glass.

AttackWhat you see and what to do
MirrorsTall mirrors stand up round the room. They are harmless, but his beams bend off them.
BeamA beam at you, its whole path lit first, bending off every mirror it meets. Leave every lit line.
PrismThe beam splits in three where it first meets a mirror. Watch all three lit lines.
FocusEvery mirror throws a beam at you at once. Find the space between the lit lines.
ShardsA fan of glass shards. Slip through the gaps.

The Star Cartographer

Hidden in sector 10, Eclipse Basilica. Health 1080. Stages: Precession → Fallen Sky.

AttackWhat you see and what to do
ChartStars are set on the floor round you. Alone they are harmless.
LinkThe stars are joined into a constellation, each line lit first. Leave the lines before they burn.
WheelThe constellation is linked and turns about its middle. Move with the gaps between its lines.
SpokesEvery star is tied to him by a line of light. Stand between the spokes.
NovaEvery star bursts into a ring of light. Leave the stars before they burst.
MeteorMeteors streak across the room down lit lanes, shedding debris. Keep off the lanes.

The Alembic Hydra

Hidden in sector 7, Verdant Reliquary. Health 1120. Stages: Boiling Over → Philosopher's Fire.

AttackWhat you see and what to do
AcidGlobs of acid land on marked spots and leave pools that keep burning. Leave each mark and keep off the pools.
BeadsQuicksilver beads that bounce off the walls. Watch where they come back from.
JetsSteam jets from its three heads sweep round it. Move with the gaps between them.
RefluxEvery bead still flying rushes back toward it, and the pools spit. Keep off the line between them and it.
OverboilIts retort boils over in rings, one after another. Slip through each ring's gaps.

The Wrecker

Hidden in sector 8, Stormbreak Causeway. Health 1140. Stages: Foul Weather → Lost With All Hands.

AttackWhat you see and what to do
LightsFalse lanterns are set round you. While they burn, his volleys bend toward the nearest.
GrappleHis hook is flung down a lit lane to the wall, then the chain hurts. Keep off its lane.
BarrelsBarrels roll out and bounce off the walls. Watch where they come back from.
BroadsideRanks of shots march across the room from a wall, each with a gap. Meet each gap.
ShipwreckEvery lantern bursts into a ring at once. Leave the lanterns before they burst.

The Echo Mason

Hidden in sector 9, Resonant Quarry. Health 1180. Stages: Overtone → Shatterpoint.

AttackWhat you see and what to do
ChiselA line struck out from him, lit first. Then it rings back, mirrored.
RingA ring of chips with one gap. Its echo turns the gap half round.
TapSpots near you crack. Their echo cracks the mirrored spots.
ResonateHis last strike sounds again, and echoes twice. Watch for the mirrored lines.
ChorusA line, a ring and taps at once, and all of them echo.

The Sexton

Hidden in sector 10, Eclipse Basilica. Health 1220. Stages: Vespers → Requiem.

AttackWhat you see and what to do
DigGraves marked near you open into pits that stay a while. Leave each marked plot and keep off the pits.
ShovelHis spade swept round him in an arc, marked first. Keep out of its reach.
TollTwo rings of shots, the second turned half a step. Slip through each ring's gaps.
RisenEvery open grave throws bones at you. Move away from the open graves.
ProcessionA row of graves opens one after another across the room, a gap left near you. Stay in the gap.