The Giant
Boss Forest (8/8) Final guardian of the Forest. Clearing the Giant opens the path toward the Dungeon (or finish Mines first).
Combat Tips: At 2 Energy, expect pummel / double-strike — prioritize Block. At high Energy, sweeping edge hits hard; keep HP topped and focus fire.
Piloted Hearth Monarch
Boss Mines (end) Climax of the optional Dwarven Mines route. Rewards Mines progression and access onward to the Dungeon.
Combat Tips: Bring fire/steam awareness if running Mines crafts. Artificer and Grudge Settler trainers live on this route — plan subclasses before the fight.
Scientist
Boss Sewer (end) End boss of the optional Sewer branch. Occultist and Evolved unlocks sit on this path.
Combat Tips: Poison/toxin tools and Plagueburst-style payoffs shine here. Stock cleanses and don't overcommit before the final room.
Bone Drake
Boss Dungeon (12/12) Deep Dungeon finale. Required for several race and Boon unlocks (e.g. Withered, Death's Dance, JOAT).
Combat Tips: Bring 3–4 healing potions. Dreadlord's Call opening window is about 1.5 turns — use the window, then stabilize. Solo is much harder without summons or sustain.