📸 Boss Encounter Screenshots
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Death Howl Boss Guide — Nine Covered Encounters

Strategies for six main-story encounters and three side bosses in Death Howl: attack patterns, deck and Totem options, five-step battle plans, and common mistakes. Explains how to evaluate reward cards and prepare for Sorg. This is a reference-based guide, not certification of every boss or mode.

Six main-story encounters Three side bosses Deck examples included Route to the ending
⚔️ Boss-Fight Basics

🗺️ Suggested Realm Order

One suggested route is Distorted Hollows → Piercing Winds → Gloomy Waters → Hostile Plains → Howling Mountain. The world permits other routes, so this is not a mandatory official order. Update the deck for the current realm and prepare for the mountain when your resources are ready.

🎴 Adapt the Plan to the Boss

Poison can help coordinate Cephagloom’s tentacles, back-positioning exploits Carapace vulnerability, and strong action sequences help against Sorg. These are strategy examples. Match cards and Totems to your plan before the attempt rather than treating one archetype as the only way to win.

🏆 Evaluate the Reward Cards

The four Great Spirit rewards have different conditions and resource effects. Read their current card text before including them; they are not universally mandatory top-tier attacks. REBIRTH changes Realmless card names and effects, so keep Normal Mode and REBIRTH descriptions separate.

⭐ Four Great Spirit Reward Cards

A Stream of Thoughts
Cantharsis reward. The launch-era Normal Mode record gives Push 4, Exhaust, Last: draw 4, and Empty: fill 4 mana. It is not a generic one-mana damage attack; check the current mode and card description.
A Burst of Ice
Tradontoz reward. Read its current cost, realm, and effect before using it in the mountain deck.
A Touch of Gloom
Cephagloom reward. Evaluate its actual conditions rather than treating it as an unrestricted generic poison attack.
A Leap of Death
Exorath reward in the launch-era observation. Check the current card name and mode, because REBIRTH changes Realmless names and effects.
Boss identities and encounter details (spoilers)
👹 Six Main-Story Encounters
1

Cantharsis

📍 Distorted Hollows ❤️ HP 60 ⚔️ Editorial Difficulty ★★★ 🎁 A Stream of Thoughts

⚡ Attack Patterns

▸ Frontal attack lane
Avoid finishing directly in front of Cantharsis. Check the threatened lane and move sideways before committing to attacks; reserve enough mana to stay clear of the boss’s face after dealing with its summons.
▸ Giant Puffball summons
The recorded encounter opens with 4-HP Giant Puffballs that explode after three turns if left alive, spreading poison. Remove them before the countdown expires; their danger is not limited to a nearby 3×3 blast area.
▸ Dire Shroom summons
Dire Shrooms attack and pull Ro, disrupting positioning near the boss. Check their threatened tiles before ending a turn, and remove a pull threat before it places you in the frontal lane.
▸ Burrowing phase
Cantharsis periodically burrows. Nearby Ro can take damage and be pushed back during this action. Use the downtime to manage summons and your hand; do not assume a fixed 30-HP trigger or a guaranteed next-turn 10-damage eruption.
▸ Spore interference
Spores add Distorted Hand, Fungal Manipulation, or Infected to your hand. Infected applies Poison when drawn. Keep track of these added cards, and consider Cleanse for the poison rather than treating spores solely as a movement-blocking tile effect.

📋 Five-Step Battle Plan

  1. 1 STEP 1: Choose an opening position to one side of the boss and keep out of the frontal attack lane.
  2. 2 STEP 2: Remove Giant Puffballs before their countdown expires; leaving them alive allows their poison explosion.
  3. 3 STEP 3: Check Dire Shroom pulls and remove threats that could drag Ro into a dangerous position.
  4. 4 STEP 4: When the boss burrows, manage summons and prepare the next hand while watching your position.
  5. 5 STEP 5: Use available ranged or damage cards to finish the boss without abandoning board control. If Bird Nest is equipped, account for the extra mana cost of its drawn card.

🃏 Card Options (Check Current Copy Limits)

Card Copies Purpose
Quick Strike
Check limit Launch observation: 1 mana, 1 damage, Push 2. Compare the target’s remaining HP and destination before using it to finish a Puffball.
Aim for the Heart
Check limit Launch observation: 2 mana for 3 ranged damage. Check the sightline to the face.
Triple Strike
Check limit A multi-hit option. Check target restrictions and the total mana needed before assuming it can clear several summons at once.
Fireball
Check limit A ranged damage option; check its area and targeting before trying to hit the boss and summons together.
Block of Wood
Check limit Launch observation: 2 mana for 2 Block. Compare that protection with the marked incoming damage.
Deep Meditation
Check limit Read its current effect before reserving it for defense; do not assume the card itself supplies a large Block buffer.
Sprint
Check limit Launch observation: 1 mana and a card Sacrifice to move 2 tiles. Account for both costs when leaving a threatened lane.
Cleanse
Check limit An ailment-removal option, including help with Poison from Infected. Read the current removal conditions.
Warmth
Check limit A hand/resource option to inspect when preparing for summons. Do not assume it is a general extra-card effect without reading the card.
2 Steps Ahead
Check limit Plan movement around the threatened lane; check the card’s actual movement and draw effects.

🪨 Three Totem/Support Options

Tree Root
Kills grant +1 attack damage for the rest of that turn in the recorded description. Killing a summon before attacking the boss can make use of that temporary bonus.
Bird Nest
Draws an extra card each turn, but that card costs 1 more that turn. Include both the extra choice and the surcharge in your plan; it is not a mandatory free draw.
Brother’s Bracelet
(Brother's Bracelet)
An early Totem option if already obtained. Check its current trigger and compare it with the needs of this encounter.

❌ Common Mistakes

  • ✕ Ending in the frontal lane and taking avoidable repeated hits.
  • ✕ Leaving Giant Puffballs alive until their countdown triggers the poison explosion.
  • ✕ Ignoring a Dire Shroom pull that moves Ro into the boss’s attack lane.
  • ✕ Neglecting summons while the boss burrows, then losing space when it reappears.
⚠️ Cautions
Check the frontal lane, Puffball countdowns, and pull threats before ending each turn. Spores can add disruptive cards, including Infected, so keep track of Poison and removal options. Read the actual enemy and card descriptions rather than relying on a universal warning duration or damage number.
💡 Additional Tips
  • ▸ The difficulty rating is this guide’s recommendation, not an in-game rule. If your current deck cannot manage summons, collect useful cards or upgrades and return; Bird Nest is one possible tool, with a mana surcharge to plan around.
  • ▸ Inspect A Stream of Thoughts after the victory. Its Push, Exhaust, Last, and Empty effects support different plays; it is not a direct damage card that every later deck must include in multiple copies.
  • ▸ This encounter is useful practice in keeping a safe position while handling summons—skills that remain relevant in later boss fights.
2

Tradontoz

📍 Piercing Winds ❤️ HP 20 ⚔️ Editorial Difficulty ★★★★ 🎁 A Burst of Ice

⚡ Attack Patterns

▸ Left and right hands
The launch encounter records each hand with 10 HP and 2 Block each turn. Defeat both to expose the body for one turn. Current mode and in-game displays take priority.
▸ Falling ice boulders
Check the marked impact tiles and move away before ending the turn. A movement card can preserve mana for attacks, but the current warning and damage display takes priority over a fixed 12-damage assumption.
▸ Light a Fire regional ability
Light a Fire is unlocked through the regional skill tree. In the recorded encounter, nearby fire counters Chill; Ember spends 1 mana and 1 HP to deal damage rather than generating mana.
▸ Chill and cold effects
The recorded Chill effect creates HP pressure, countered by nearby fire. Check each removal card’s actual conditions rather than assuming Warmth clears every stack.
▸ Late-fight pressure
As the encounter develops, keep mana for movement and protection before spending everything on damage. Watch current attacks rather than planning around an unverified 10-HP trigger and a guaranteed board-wide blizzard.

📋 Five-Step Battle Plan

  1. 1 STEP 1: Check the regional Light a Fire unlock and current description to prepare for Chill.
  2. 2 STEP 2: Prepare to defeat both hands; the launch observation gives each 10 HP and 2 Block per turn.
  3. 3 STEP 3: Check falling-ice markers each turn and leave enough movement to avoid the threatened tiles.
  4. 4 STEP 4: Spend prepared damage during the one-turn body opening after both hands fall.
  5. 5 STEP 5: Prepare protection and movement for the next turn before committing the rest of your hand to finishing damage.

🃏 Card Options (Check Current Copy Limits)

Card Copies Purpose
Light a Fire
Check limit A regional fire ability. Read the current unlock, nearby protection against Chill, and Ember’s cost.
Crushed from Above
Check limit A damage option for a hand or other exposed target; check actual damage rather than assuming a fixed two-hit kill.
Grand Spear
Check limit An attack option for an exposed target. Reserve the required mana and check its current targeting rules.
Heavy Blizzard
Check limit An area-damage option to inspect. Do not assume every hand and the body can always be damaged by one cast.
Quick Strike
Check limit A low-cost finishing option when a target has little HP remaining.
Block of Wood
Check limit A defensive option for the next attack; use its current Block value.
Deep Meditation
Check limit Inspect its actual effect when planning the last part of the fight rather than assuming it provides a large Shield.
Sprint
Check limit Movement for leaving marked ice impacts; compare it with other available movement options.
Warmth
Check limit Read the card’s current resource and cold-related effects before treating it as a debuff cleanse.

🪨 Three Totem/Support Options

Opal
In the recorded description, each turn a random card costs 1 less mana for that turn. Opal does not permanently add a mana point.
Thick Fur
Once-per-battle protection against a fatal strike. The official balance patch preserves current HP when it triggers.
Bear Skull
The recorded Kill trigger grants 3 Block. Arrange a qualifying kill before counting on that protection.

❌ Common Mistakes

  • ✕ Spending attacks on a protected body without first checking the hands and damage conditions.
  • ✕ Missing falling-ice markers and taking avoidable repeated damage.
  • ✕ Failing to prepare the regional fire interaction and the encounter’s actual resource needs.
  • ✕ Leaving Chill’s HP pressure and the appropriate response unexamined.
⚠️ Cautions
Defeat both hands to open the body. The launch observation gives the hands 10 HP and 2 Block per turn, then a one-turn body opening. Unlock the regional Light a Fire ability for nearby protection against Chill. Ember spends mana and HP on damage.
💡 Additional Tips
  • ▸ Keep resource generation in proportion to the attacks and movement you need. There is no universal requirement here to generate exactly three or four Embers.
  • ▸ Learn the marked impact positions from the current encounter and keep a route away; do not rely on an assumed three-pattern rotation.
  • ▸ Inspect A Burst of Ice after defeating Tradontoz. Check its realm, cost, and conditions before carrying it into another region.
3

Cephagloom

📍 Gloomy Waters ❤️ HP 30 ⚔️ Editorial Difficulty ★★★★★ 🎁 A Touch of Gloom

⚡ Attack Patterns

▸ Tentacle phase (four tentacles, 5 HP each)
Phase 1 starts with four 5-HP tentacles. They respawn one at a time after turns, so arrange enough damage to have all four down together. Poisonous Grounds and Poisonous Winds can spread damage across them, but poison is a strategy option rather than the only possible way to win.
▸ Body phase (30 HP; three-turn opening)
Removing all tentacles exposes the 30-HP body. The recorded opening lasts three turns before the boss withdraws and you must clear tentacles again. Prepare a strong hand for that window, using direct damage and any ongoing damage your deck supports.
▸ Heavy Thoughts interference
Cephagloom adds Heavy Thoughts cards to the hand. Account for how these cards affect your turn and cycle; this is not a tentacle-applied status that can automatically be removed by repeatedly playing Cleanse.
▸ Woeful Seashroom summons
Woeful Seashrooms and their Elder variants join the encounter. Keep outside their dangerous attack range and remove a threat before committing to the body. Their Spirit Cards can contribute damage when available.
▸ Danger directly beneath the boss
Avoid ending directly under Cephagloom: the recorded encounter has a strong 10-damage attack against that position. The tentacles themselves are not described here as tongues that pull Ro two tiles.

📋 Five-Step Battle Plan

  1. 1 STEP 1: For the poison example, place Poisonous Grounds where it can affect several tentacles.
  2. 2 STEP 2: Use Poisonous Winds to spread damage and coordinate the tentacle kills before replacements accumulate.
  3. 3 STEP 3: Use available poison or other damage cards to finish tentacles, while keeping clear of Woeful Seashrooms.
  4. 4 STEP 4: When all tentacles fall, use the three-turn opening to damage the 30-HP body with your prepared hand.
  5. 5 STEP 5: Manage Heavy Thoughts cards and the mana your hand actually needs. If the body withdraws, rebuild the next opening rather than treating one missed window as an automatic failed run.

🃏 Card Options (Check Current Copy Limits)

Card Copies Purpose
Poisonous Grounds
Check limit Area poison for spreading damage through the tentacle phase.
Poisonous Winds
Check limit A poison option for several targets; combine its ongoing damage with the body’s three-turn opening.
Poison Dart
Check limit A single-target poison option for a replacement tentacle. Check its current cost and effect when assembling the deck.
Quiver of Poison Darts
Check limit A poison option to inspect for handling several targets or summons.
Blood Sacrifice
Check limit The official balance patch gives 1 mana and Exhaust. Treat it as its actual resource effect rather than poison generation.
A Touch of Gloom
Check limit A reward to inspect after victory, rather than a requirement for the first attempt.
Block of Wood
Check limit Protection against incoming damage while preparing the tentacle clear.
Cleanse
Check limit Manage the disruptive cards in your hand; do not assume Cleanse removes Heavy Thoughts itself.
Sprint
Check limit Movement away from a dangerous position and summon attack ranges.

🪨 Three Totem/Support Options

Frozen Fish Head
A Totem option for the poison-oriented example; compare its actual trigger with the cards you plan to play.
Infected Tooth
A launch player observation records a cost of 2 HP at the start and Poison 2 to a random target on a kill. Compare that trade-off with the encounter and current text.
Bug Fylge
A Fylge option to inspect for resource support. It is a card/summon choice, not an additional Totem slot.

❌ Common Mistakes

  • ✕ Failing to coordinate tentacle kills before replacements appear.
  • ✕ Ignoring Heavy Thoughts cards until they disrupt the intended turn.
  • ✕ Spending the exposed-body window without enough damage, then needing another tentacle clear.
  • ✕ Leaving Woeful Seashrooms in positions that threaten Ro.
⚠️ Cautions
Prepare a way to bring all four tentacles down together. A poison deck is one practical example, but there is no six-poison-card entry requirement or proof that non-poison decks cannot win. Read Heavy Thoughts as a disruptive card rather than an exponentially stacking status that Cleanse automatically removes.
💡 Additional Tips
  • ▸ Coordinate damage across the tentacles and finish the remaining ones before replacements undo the clear. Do not assume a respawned tentacle preserves the exact poison stacks of the one it replaced.
  • ▸ The recorded body opening lasts three turns. If it closes before the body is defeated, handle the tentacles again and prepare another damage window.
  • ▸ Inspect A Touch of Gloom after defeating Cephagloom. Consider its actual effect and realm property for later decks rather than treating it as a mandatory generic poison attack.
4

Exorath

📍 Hostile Plains ❤️ HP 20 ⚔️ Editorial Difficulty ★★★★★ 🎁 A Leap of Death

⚡ Attack Patterns

▸ Four Carapaces
Phase 1 has four Carapaces, recorded with 12 HP and 2 Block that refreshes each turn. They take double damage from behind, making movement and back attacks useful for breaking through their protection.
▸ Exposed-body window
Destroy all four Carapaces to expose the 20-HP body for one turn. It then returns to its Carapace form. Prepare damage before removing the last shell; a claim of exactly two 10-HP replacements is not used.
▸ Positioning around the Carapaces
Watch the backs of the Carapaces and leave a safe final position. Avoid ending between two or more backs, where the shells can close together and cause heavy damage. Do not plan on converting an unverified boss knockback into damage.
▸ Recurring Block
Each Carapace regains its own 2 Block each turn in the recorded encounter. Focus damage on a shell you can finish instead of spreading attacks across several protected targets; an additional adjacency-only Block aura is not assumed.
▸ Shell-collapse threat
Before ending a turn, check whether Ro is between the backs of two or more Carapaces. Move clear of that closing space while retaining a route to the next target.

📋 Five-Step Battle Plan

  1. 1 STEP 1: Use available movement, such as Sprint or Hunters Leap, to approach a Carapace from behind.
  2. 2 STEP 2: Combine back-positioning with damage cards against the Carapace’s 12 HP and current Block; calculate the kill using your actual hand.
  3. 3 STEP 3: Focus on the remaining Carapaces one at a time, leaving movement for a safe ending tile.
  4. 4 STEP 4: Remove the last Carapace when ready to use the one-turn exposed-body window.
  5. 5 STEP 5: Spend the prepared damage on the 20-HP body, then repeat the shell phase if another opening is needed.

🃏 Card Options (Check Current Copy Limits)

Card Copies Purpose
Backstab
Check limit A back-attack option that can make use of a Carapace’s doubled damage from behind.
Sharpshooter
Check limit A ranged option to compare with your intended attack angle; check its actual bonus conditions.
Hunters Leap
Check limit A movement/attack option for reaching the far side of a target; check the destination and mana cost.
Tainted Spear
Check limit A damage option. Compare its current effect with the target’s HP and Block rather than assuming an automatic one-shot.
A Leap of Death
Check limit A post-victory reward to inspect; it is not needed for the first body opening.
Sprint
Check limit Movement for getting behind a target and finishing on a safe tile.
Skull Fylge
Check limit A summon option. Check its effect and placement rather than treating it as an extra realmless Totem slot.
Block of Wood
Check limit Protection for an incoming hit if you cannot finish the turn out of danger.
Aim for the Heart
Check limit A ranged backup when a safe back position is unavailable.

🪨 Three Totem/Support Options

Goathoof
An option for a Push-oriented deck. Use its actual trigger and available Push cards rather than assuming the boss’s knockback automatically damages itself.
Amber Figurine
The recorded effect grants 5 Block on the first turn and ignores the next Ailment. Useful opening protection, without replacing the need to avoid dangerous positions.
Shell of Whispers
Adds 2 mana but draws one fewer card each turn in the recorded description. A smaller deck may improve consistency, but it does not remove the one-card draw penalty.

❌ Common Mistakes

  • ✕ Repeated frontal attacks that fail to get through refreshing Block efficiently.
  • ✕ Spreading damage across protected shells without finishing a target.
  • ✕ Missing the exposed-body opening and needing another Carapace phase.
  • ✕ Ending in an unsafe space between Carapace backs while chasing a damage bonus.
⚠️ Cautions
Attacking Carapaces from behind is efficient because of their vulnerability, but it is not the only possible deck archetype. Combine the movement and damage you actually have, and prepare for the one-turn body window before destroying the final shell. There is no fixed four-to-five-card entry requirement.
💡 Additional Tips
  • ▸ Check the target’s actual facing for a back attack. Do not treat every non-frontal direction, including both sides, as guaranteed backstab damage.
  • ▸ If using Skull Fylge, inspect its placement and effect before relying on it as a distraction. A summon does not automatically establish a backstab trigger.
  • ▸ Inspect the reward card after defeating Exorath and compare its current name, realm, and effect before carrying it into the Sorg deck.
5

Moon Eel

📍 The Howling Mountain ❤️ HP Inspect each component ⚔️ Editorial Difficulty ★★★★★ 🎁 The path to Sorg

⚡ Attack Patterns

▸ Central laser tile
Avoid starting in the center tile between the pincers. While the Small Eyes remain, that position lets Moon Eye fire its dangerous laser. Clear the eyes before using the central position to attack the boss.
▸ Four Small Eyes
Destroy the four Small Eyes around the head. Once all four are gone, the central laser is disabled and you can attack Moon Eye. Use the current HP display; leaving one eye does not establish a fixed automatic body-heal rule.
▸ Moon Eye, the body target
With the Small Eyes destroyed, attack Moon Eye from the central position to damage the boss. After three turns of attacking it in the recorded fight, the encounter shifts to the Roe phase.
▸ Roe phase
Six Roe appear, three on each side. Any left alive after that turn become random Spirits. Plan enough movement or attacks without line-of-sight restrictions to reach both sides; missed Roe add enemies rather than automatically invalidating the whole attempt.
▸ Returning to the eye phase
After the Roe turn, Moon Eel reappears and the Small Eyes reform. Handle any added Spirits, destroy the eyes again, then return to damaging Moon Eye.

📋 Five-Step Battle Plan

  1. 1 STEP 1: Start away from the center tile between the pincers to avoid the laser while the eyes are alive.
  2. 2 STEP 2: Destroy the four Small Eyes, using movement and damage appropriate to their positions.
  3. 3 STEP 3: Use the central opening to damage Moon Eye and prepare for the Roe turn.
  4. 4 STEP 4: When the six Roe appear, use movement such as Hunters Leap or Frog Leap, or attacks such as Meteor Strike or Sun Beam, to reach both sides within the turn.
  5. 5 STEP 5: Clear any Spirits from surviving Roe and repeat the eye cycle until Moon Eel is defeated. Sorg begins immediately afterward, with Ro’s HP restored at the transition.

🃏 Card Options (Check Current Copy Limits)

Card Copies Purpose
Hunters Leap
Check limit A movement/attack option for reaching a Small Eye or the opposite side of the arena.
Frog Leap
Check limit Movement for crossing between sides; calculate the mana left for damaging the Roe.
Meteor Strike
Check limit An attack that can help with Roe without relying on a clear line of sight. Check its target area and actual damage.
Sun Beam
Check limit Another option for Roe across the arena without a normal ranged sightline. Use its current targeting and cost.
A Stream of Thoughts
Check limit A Stream of Thoughts provides Push and conditional draw/mana support, rather than ordinary damage to eyes or the body.
A Burst of Ice
Check limit An optional reward card to inspect for this phase; use its actual damage and conditions.
Sprint
Check limit Movement for a threatened position or reaching the next eye.
Deep Meditation
Check limit A support option whose current resource effect needs checking. Keep clear of the active laser lane rather than relying on an unverified Block effect.
2 Steps Ahead
Check limit Movement planning for the eye and Roe transitions.

🪨 Three Totem/Support Options

Tree Root
If Tree Root triggers on eye kills, spend its temporary attack bonus in the same turn. Do not carry the bonus into a later turn by assumption.
Frostalite
At the end of a turn, Frostalite’s damage depends on the Echoes created that turn and targets a random enemy. It is neither guaranteed boss damage nor a way to extend the Roe deadline.
Crystallized Ox Heart
(Crystalized Ox Heart)
A post-battle recovery option for the mountain approach. Moon Eel transitions directly to Sorg and restores Ro’s HP at the start of that fight.

❌ Common Mistakes

  • ✕ Starting in the central laser position while the Small Eyes are alive.
  • ✕ Failing to destroy all Small Eyes before trying to attack Moon Eye.
  • ✕ Leaving Roe alive and adding random Spirits to the next part of the fight.
  • ✕ Reaching the Roe turn without a way to affect the opposite side of the arena.
⚠️ Cautions
Plan the Roe turn before it arrives. Movement and attacks that do not need a normal line of sight can reach the other side. Calculate damage and mana for all six targets; Meteor Strike and Sun Beam are options, not a mandatory set of at least three copies.
💡 Additional Tips
  • ▸ The recorded Roe layout has three on each side. Review the positions so your planned sequence reaches both sides in one turn.
  • ▸ Frostalite can contribute when its Echo condition is met, but its random targeting cannot guarantee the required Roe kills or add extra turns to the deadline.
  • ▸ The Moon Eel deck’s movement and damage options can help in the following fight, but Sorg’s reactions to individual actions require a different turn plan.
6

Sorg

📍 The Howling Mountain ❤️ HP 30 ⚔️ Editorial Difficulty ★★★★★ 🎁 Ending

⚡ Attack Patterns

▸ Lateral attack
The attack threatens horizontal and vertical lines. Read the marked tiles and leave the affected row or column before the next reaction.
▸ Slam attack
An attack around Sorg’s position. Avoid the surrounding threatened tiles while choosing a place from which to attack.
▸ Teleport
Sorg changes position when Ro plays a card or moves a tile. Inspect the next danger markers after each action rather than planning a full ordinary turn against a stationary target.
▸ Recovery and the final encounter
Ro’s HP is restored when the Sorg fight begins after Moon Eel. During the fight, prioritize avoiding damage and using Block; do not assume you can leave for a Sacred Grove in the middle of the encounter.
▸ Echo interaction
Read each Echo card’s trigger and the effects it repeats. Creating Echoes can support Frostalite, but Echo is not a universal instruction that doubles every attack—or automatically gives Sorg a second attack.

📋 Five-Step Battle Plan

  1. 1 STEP 1: If Amber Figurine is equipped, use its opening Block while still avoiding the marked attack lanes.
  2. 2 STEP 2: If using Frostalite, create Echoes to activate its end-of-turn damage; check possible targets instead of assuming a fixed 1–2 damage to the boss every turn.
  3. 3 STEP 3: Prepare strong damage sequences, checking Sorg’s new danger markers after each card or movement action.
  4. 4 STEP 4: Keep Block or a safe position for the next reaction. Do not rely on an unverified attack-speed trigger at 15 HP.
  5. 5 STEP 5: Use the damage cards in your actual hand to finish the fight, keeping movement and protection available. Use A Stream of Thoughts for its resource/Push effects rather than as a direct damage attack.

🃏 Card Options (Check Current Copy Limits)

Card Copies Purpose
Furious Strike
Check limit An attack option to build around. Check its current damage and cost-reduction condition when planning a sequence of cards.
Aim for the Heart
Check limit A ranged attack option for a safe opening; verify the current range and damage.
A Stream of Thoughts
Check limit A Push and resource-management card, not the deck’s ordinary one-mana damage attack.
A Burst of Ice
Check limit Inspect the reward card’s actual cost, realm, and effect before reserving it as a finishing attack.
Meteor Strike
Check limit A damage option for a planned burst turn; check its current target rules.
Deep Meditation
Check limit Read its actual resource effect before counting on it for a large Block buffer.
Harden Soul
Check limit A defensive option to compare with the incoming Lateral or Slam damage; read its current duration.
Sprint
Check limit Movement for reacting to Sorg’s new position and danger markers.
Warmth
Check limit A hand/resource option to compare with the Echo cards you intend to play.

🪨 Three Totem/Support Options

Frostalite
Frostalite can deal end-of-turn damage when Echoes were created. The amount depends on those Echoes, and the target is random; it does not guarantee a 30-turn clock against Sorg.
Amber Figurine
The recorded effect grants 5 Block on the first turn and ignores the next Ailment. Useful opening protection, without replacing the need to avoid dangerous positions.
Opal
Opal reduces a random card’s cost by 1 for the current turn in the recorded description; it does not discount every card.

❌ Common Mistakes

  • ✕ Taking avoidable damage while assuming there will be a safe opportunity to recover later.
  • ✕ Relying on Frostalite damage without meeting its Echo condition or considering its target.
  • ✕ Playing an Echo effect without checking which effect it actually repeats.
  • ✕ Missing the new danger markers after Sorg reacts to a card or movement action.
⚠️ Cautions
Prepare a coherent damage plan, movement, and protection for the final fight. Frostalite, Amber Figurine, Opal, and Echo cards are examples to evaluate, not a mandatory four-item set. Choose a legal deck size using the actual deck-building screen rather than blanket advice to use at most fifteen cards.
💡 Additional Tips
  • ▸ Retrying lets you revise the plan and learn Sorg’s responses. Check the retry and checkpoint behavior in your current version rather than assuming every attempt resets all progress.
  • ▸ Plan the actual mana cost and effect of an Echo sequence. It may help your damage or Frostalite setup, but the examples are not a guaranteed doubling of every 3-damage card into 6 damage.
  • ▸ Defeating Sorg advances the story ending. There is no promised three-to-five-attempt completion time; revise the deck and action sequence according to what caused the previous failure.
  • ▸ Do not plan post-game content around unverified rumors of a secret boss or new chapter. Check the options and mode unlocks actually offered after the ending.
Boss identities and encounter details (spoilers)
🎭 Three Side Bosses
Side encounters can offer practice, quest progress, and rewards while exploring. The later update changes miniboss rewards to a Totem and one Teardrop, so the launch-era reward list should not be treated as current for every mode. Check the route and nearest Sacred Grove before taking a detour.
SUB

Trunkrot

📍 Dead Roots ❤️ HP 100 ⚔️ Editorial Difficulty ★★★★ 🎁 The Twig quest

⚡ Attack Patterns

▸ A sustained side-boss encounter
Prepare a deck that can maintain damage while handling Trunkrot’s roots and attack lanes. Use the current HP display using the launch observation of 100 HP as a reference while checking the current mode’s display.
▸ Root summons
Trunkrot can create roots with attacks in four directions. Check their lines and remove threats that limit safe positions while continuing to damage the boss.
▸ Root Out Corruption quest
Accept the Twig in Dead Roots, visit the marked red landmarks to develop the quest card, and return to the tree for the concluding fight. The Twig is strengthened during the quest route, rather than assumed to be a generic post-boss damage reward.
▸ Close-range poison danger
Keep clear of Trunkrot’s close-range poison threat and read the attack lanes. Use ranged or movement options to avoid ending in an unsafe position.
▸ Maintaining pressure
Track the actual HP and any recovery shown during your attempt. Do not build the whole strategy around an unverified 50-HP transition and automatic 3-HP regeneration each turn.

📋 Battle Plan

  1. 1 STEP 1: Prepare sustained damage and a way to handle several root threats.
  2. 2 STEP 2: Use poison or other reliable damage your deck supports while leaving a safe ending position.
  3. 3 STEP 3: Remove roots that threaten your route, using available area or targeted damage.
  4. 4 STEP 4: Compare the damage you can deal this turn with any recovery actually shown; use burst when it finishes a target or opens space.
  5. 5 STEP 5: Commit finishing damage only after checking the remaining threats and the mana needed to stay safe.

🃏 Card Options (Check Current Copy Limits)

Card Copies Purpose
Poisonous Grounds
Check limit Area poison as one sustained-damage option.
Poisonous Winds
Check limit A poison option to compare with the need to handle roots and the body.
Quiver of Poison Darts
Check limit Damage that can help with root threats while maintaining pressure.
Blood Sacrifice
Check limit The official balance patch gives 1 mana and Exhaust. Calculate the actual resource trade-off rather than poison generation.
Furious Strike
Check limit An attack option whose current cost-reduction condition should be included in the turn plan.
A Stream of Thoughts
Check limit A resource/Push option for improving a turn, rather than a generic damage attack.
Block of Wood
Check limit Block for incoming damage while you manage attack lanes.
Cleanse
Check limit Removal for an ailment the current card can actually cleanse.
Sprint
Check limit Movement out of a threatened lane or blocked route.

🪨 Three Totem/Support Options

Adder Stone
Curses cost 1 less. The newest official update converts them to random cards every other turn, superseding the previous every-turn balance.
Algae Bubble
The official update raises Algae Bubble’s health loss from 1 to 2. Compare that current cost and the full equipped effect with the HP needed for the next action.
Crystallized Ox Heart
(Crystalized Ox Heart)
Post-battle recovery for continued exploration, rather than an effect to count on during the encounter.

❌ Common Mistakes

  • ✕ Spending all resources on one burst without a plan for roots and remaining HP.
  • ✕ Leaving roots in positions that remove safe attack and retreat routes.
  • ✕ Relying on an assumed regeneration threshold instead of watching the actual encounter state.
  • ✕ Finishing turns within a close-range poison threat or root attack line.
⚠️ Cautions
A poison-oriented deck can be adapted from the Cephagloom preparation, but other damage plans are possible. Root Out Corruption concludes with this fight after the marked Twig route in Dead Roots.
💡 Additional Tips
  • ▸ Complete the Twig’s marked-landmark steps before returning to finish the quest. Read the resulting card and reward screen instead of assuming the boss alone provides an extra hidden upgrade.
  • ▸ This side fight can provide practice in sustained damage and board control before the Great Spirit, if your current resources allow the detour.
  • ▸ Check where Algae Bubble is obtained before making it part of your preparation. The quest route and reward shown in game take priority over an assumed Wailing Marshes reward.
SUB

The Soother

📍 The Wailing Marshes ⚔️ Editorial Difficulty ★★★★ 🎁 Check current miniboss reward

⚡ Attack Patterns

▸ Splitting mechanic
Damaging The Soother splits it into two pieces, dividing the remaining health between them. Plan the next targets and your position rather than assuming every hit lets you remove the original unit before it divides.
▸ Death explosion
Defeated pieces explode and damage nearby units. Keep Ro away from the blast and use the chain reaction where practical; a fixed 10-damage value is not treated as verified for every version.
▸ Managing several pieces
The split can leave several targets alive at once. Decide which piece to finish first and where its death explosion will reach before committing to the next attack.
▸ Approaching the fight
The Bowl route leads to this encounter after its altar condition and bridge. Make sure the deck can handle several targets before taking on the concluding fight.
▸ The Bowl route to The Soother
The Soother is reached through the Bowl’s blood-altar route in The Wailing Marshes. It is separate from Entangled Relationship’s three fights inside the whale.

📋 Battle Plan

  1. 1 STEP 1: Before attacking, plan where the new pieces will stand and where a death explosion could hit Ro.
  2. 2 STEP 2: When it splits, use available area or targeted damage to bring several pieces into finishing range.
  3. 3 STEP 3: Trigger a death explosion from a safe position so it can damage other pieces rather than Ro.
  4. 4 STEP 4: Clear remaining pieces and keep enough mana to leave dangerous blast positions.
  5. 5 STEP 5: Finish the encounter and inspect the current reward. The later update changes miniboss rewards to a Totem and one Teardrop, rather than the older three-Teardrop reward.

🃏 Card Options (Check Current Copy Limits)

Card Copies Purpose
Furious Strike
Check limit Damage for setting up the next split and explosion.
Aim for the Heart
Check limit Ranged damage from outside a dangerous death explosion.
Fireball
Check limit Damage against several split pieces.
Heavy Blizzard
Check limit An area-attack option for grouped pieces.
A Stream of Thoughts
Check limit Push and conditional draw/mana support for the planned sequence; this is not a generic damage attack.
Cleanse
Check limit Remove only ailments covered by the current card description; a universal Soothing cleanse is not assumed.
Block of Wood
Check limit Protection against a death explosion if a safe position is unavailable.
Sprint
Check limit Movement to leave a blast area before finishing a piece.
Branch Fylge
Check limit A summon option. The official 1.0.0.5 patch lets Branch move one tile into position before firing; check the current Fylge description for its other effects.

🪨 Three Totem/Support Options

Tree Root
Kills can grant Tree Root’s +1 attack damage for the rest of that turn, helping successive finishes.
Bear Skull
A defensive Totem option to compare with the pieces you expect to defeat and its actual trigger.
Red Rock
On its qualifying kill trigger, the later balance value is 1 mana rather than the original 2. Plan the next play around the updated amount.

❌ Common Mistakes

  • ✕ Letting split pieces accumulate without a safe next target.
  • ✕ Using a damage sequence without accounting for how the pieces split.
  • ✕ Finishing a piece while Ro stands inside its death-explosion range.
  • ✕ Confusing The Soother’s Bowl route with the whale’s separate three-fight quest.
⚠️ Cautions
Reach The Soother through the Bowl’s altar route in The Wailing Marshes. Lower Ro to 5 HP or less for the altar interaction, then cross the created bridge; the route heals Ro before the encounter. The miniboss reward has changed since the original walkthrough, so use the current Totem-and-Teardrop reward screen.
💡 Additional Tips
  • ▸ Evaluate Algae Bubble’s actual health cost and effect before including it. The official balance patch increases its health loss from 1 to 2; it is not mandatory late-game equipment.
  • ▸ Damage causes the remaining health to divide between the two pieces. Plan damage and position around that split rather than assuming you can always kill the intact unit before the mechanic occurs.
  • ▸ Use a defeated piece’s explosion to damage other pieces while keeping Ro outside the affected area.
SUB

Eggle

📍 Moors of Withered Memories ⚔️ Editorial Difficulty ★★★★ 🎁 Miniboss reward

⚡ Attack Patterns

▸ Encounter inside the giant egg
An enclosed encounter inside Eggle’s egg. Check available movement lanes before committing to an attack sequence.
▸ Sorrowing Eggs
Egg enemies must be considered alongside the main target. The official update raises eggs from 3 to 5 HP, so calculate clears using the current display rather than the unverified three-damage assumption.
▸ Opening a damage window
Manage the eggs and inspect the boss’s current vulnerable state before spending the strongest attacks. A fixed automatic stun on clearing every egg is not established here as a universal rule.
▸ Ailment protection
Read any ailment applied during the encounter. Amber Figurine can ignore the next Ailment after its opening protection, but does not grant permanent immunity to all ailments.
▸ Positioning inside the arena
Check threatened tiles after the encounter changes and keep an available route through the enclosed arena.

📋 Battle Plan

  1. 1 STEP 1: Check the eggs’ current HP and positions, then plan how to damage several without losing a safe ending tile.
  2. 2 STEP 2: When the body is a viable target, use a prepared damage sequence rather than waiting for an assumed fixed stun cycle.
  3. 3 STEP 3: Account for the actual ailments and the one-use protection from Amber Figurine if it is equipped.
  4. 4 STEP 4: Reassess eggs, the body, and threatened tiles as the encounter develops.
  5. 5 STEP 5: Inspect the current miniboss reward. Do not repeat the encounter on the assumption of a random rare-card drop table.

🃏 Card Options (Check Current Copy Limits)

Card Copies Purpose
Fireball
Check limit An area-attack option for egg targets.
Heavy Blizzard
Check limit An area-attack option for grouped pieces.
Meteor Strike
Check limit An area-damage option for a prepared attack sequence.
Furious Strike
Check limit Damage for a safe body opening.
A Stream of Thoughts
Check limit Push and conditional draw/mana support for the planned sequence; this is not a generic damage attack.
Aim for the Heart
Check limit Ranged damage from a usable sightline.
Cleanse
Check limit Removal for an ailment the current card actually covers.
Block of Wood
Check limit Protection when a threatened position cannot be avoided.
Sprint
Check limit Movement for adjusting position inside the enclosed arena.

🪨 Three Totem/Support Options

Amber Figurine
Amber Figurine gives 5 Block on the first turn and ignores the next Ailment in the recorded description. This is limited protection, not complete ailment immunity.
Crystallized Ox Heart
(Crystalized Ox Heart)
Post-battle recovery. The later Ox Heart balance value is 2 healing rather than the original 3; it is not an in-battle damage reduction.
Tree Root
A same-turn damage bonus from qualifying kills; check Tree Root’s timing when planning consecutive egg kills.

❌ Common Mistakes

  • ✕ Calculating egg kills using the previous 3 HP after the update increased them to 5.
  • ✕ Assuming one ignored Ailment protects Ro from every later status effect.
  • ✕ Waiting for an unverified stun cycle while ignoring the current encounter state.
  • ✕ Missing threatened tiles and taking repeated avoidable hits in the enclosed space.
⚠️ Cautions
Plan movement and protection for the giant-egg encounter. Amber Figurine is an option, not a required item. Treat this as an optional encounter in the Moors of Withered Memories rather than a mandatory stage of every realm route.
💡 Additional Tips
  • ▸ The official update gives minibosses Totem rewards and a Teardrop. Do not assume Eggle has a repeatable random rare-card reward without a matching current reward screen.
  • ▸ Use a repeating plan of checking egg HP, clearing a useful target, attacking the body when safe, and leaving a safe position. Do not rely on an unverified guaranteed egg-clear/stun loop.
  • ▸ This can be an optional detour before completing Hostile Plains if your deck and resources are ready.
Boss identities and encounter details (spoilers)
📊 Boss Preparation Overview
Bosses HP Difficulty Suggested Approach Useful Totem/Support Option Cards to Consider
Cantharsis 60 (launch observation) ★★★ Direct damage and movement Tree Root / Bird Nest Quick Strike / Triple Strike
Tradontoz 20 HP plus hands (launch observation) ★★★★ Hand control, protection, and burst damage Opal / Thick Fur Light a Fire / Crushed from Above
Cephagloom 30 HP plus tentacles (launch observation) ★★★★★ Coordinated tentacle damage; poison is an option Frozen Fish Head / Infected Tooth Poisonous Grounds / Poisonous Winds
Exorath 20+Carapace ★★★★★ Positioning and back attacks Goathoof / Amber Figurine Backstab / Sharpshooter / Hunters Leap
Moon Eel Inspect each component ★★★★★ Movement and attacks that reach both sides Tree Root / Frostalite Meteor Strike / Sun Beam / Hunters Leap
Sorg (final encounter) 30 (launch observation) ★★★★★ Strong action sequences; optional Echo/Frostalite Frostalite / Amber Figurine / Opal Furious Strike / A Stream of Thoughts / A Burst of Ice
Trunkrot 100 (launch observation) ★★★★ Sustained damage and root control Adder Stone / Algae Bubble Poisonous Grounds / Furious Strike
The Soother Splitting target ★★★★ Area damage and death-explosion planning Tree Root / Red Rock Fireball / Heavy Blizzard
Eggle Egg encounter ★★★★ Egg control, movement, and protection Amber Figurine / Crystalized Ox Heart Fireball / Meteor Strike / Cleanse
🎯 Five Shared Boss-Fight Techniques
👁️

Read threatened tiles carefully

Before acting, inspect the tiles threatened by the current attack. Decide the order of movement and cards with enough mana left to avoid the next hit. Sorg can react after individual actions, so checking only once at the beginning of an ordinary turn is not enough there.

🃏

Keep a focused, legal deck

Give each card a purpose and avoid filling the deck with cards you cannot afford in the current realm. Use the minimum and maximum shown by the deck manager for your mode; Custom Mode can change the minimum deck size, so a universal fifteen-card rule is not used.

🪨

Change Totems for the encounter

Review the equipped Totems before fighting and choose effects that match your planned cards. Poison-oriented play, back-positioning, and Echo setups can have different needs; none is the only legal solution for a particular boss.

⚡

Budget mana for attacks and movement

The basic turn budget is 5 mana shared between cards and movement. Compare the value of moving one tile with the attacks you can still afford. Totems and Fylge cards can change resource planning, but Bug and Cone are Fylge choices rather than extra Totem slots.

🔥

Use Sacred Groves to prepare retries

Sacred Groves restore health and reset enemy encounters. Use them to revise cards and preparation between attempts, while deciding whether to craft with Death Howls or convert them into upgrades. Recover dropped Howls when practical rather than repeating battles without a resource plan.

❓ Boss-Fight FAQ
Q1. Which Death Howl bosses are the most demanding?
Cephagloom and Sorg test different skills. Against Cephagloom, clear the tentacles and prepare damage for the exposed body; poison is one option, rather than the only possible solution. Sorg calls for strong turns and protection while you track its movement. Frostalite with Echo can contribute damage, but its target is random and its damage depends on the Echoes created that turn. Moon Eel tests add control, while Exorath rewards planning around facing and positioning.
Q2. What commonly causes a failed boss attempt?
A deck that worked in one region may need changes for a boss. Check the encounter’s attacks, your movement options, and the cards that become too costly outside their realm. Keep a clear purpose for each card instead of adding every reward automatically. Before repeated attempts, recover or spend Death Howls when practical and choose whether you need crafting materials, upgrades, or more practice with the encounter.
Q3. How should I use the Great Spirit reward cards?
The four recorded realm rewards have different conditions. A Stream of Thoughts supports Push, conditional draw, and mana rather than ordinary attack damage. Check each reward’s realm, cost, and deck restrictions. REBIRTH changes every Realmless card’s name and function, so use the current mode’s text.
Q4. How should I prepare for Sorg, the final boss?
Build around a turn that can deal substantial damage while leaving protection for the next enemy action. Frostalite with Echo is an option: its end-of-turn damage depends on Echoes made that turn and hits a random enemy, so it is not guaranteed boss damage when other targets remain. Check the opening protection on your Totems and the current costs of your attack cards. Use the nearby Sacred Grove to revise the deck and retry; the example combination is not a mandatory four-item solution.
📚 Reference Scope

This guide compares the existing route notes with publisher updates and recorded player observations. It is not based on our own gameplay testing. Use the current in-game descriptions for your mode and version.

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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).