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Guides · The Keepers

The Keepers

The elements, chained by the last of the Firstfolk in four temples of the Elemental World: the Rime Sovereign (Water), the Magma Colossus (Fire), the Thorn Guardian (Earth) and the Tempest (Wind). In the Firstfolk Wastes the Titan guards the Firstfolk altars. Above them all stands the Elemental Core, and inside it waits the Crowned Wyrm. Damage below is for Medium; Easy halves it and Hard adds half again.

The Magma Colossus in its temple: a stepped cone of rock with a face of fire and lava running down it.

How every Keeper fight works

  • The temple. Each land has one temple at its centre: a round arena 33 blocks across with a low wall and four gateways, two loot chests at the back, and four towers sixteen blocks tall.
  • The crystals. A glowing crystal tops each tower. While a crystal stands, a beam links it to the Keeper and heals it 4 health every second. Climb the towers and break them first; they grow back the next time the Keeper rises.
  • Waking. A Keeper rises when a player comes within 40 blocks. Its title appears across the screen and its health bar at the top. After it falls it returns in five minutes.
  • Phase two. Below half health a Keeper is enraged: it waits 40% less between moves and gains new ones.
  • No hiding behind pillars. A walking boss that loses sight of you for four seconds leaps at you.

Each Keeper drops 2 to 4 of its own elemental ore. Temple chests hold Dawnspar, Sunapples, farglasses, often a Torn Page, and rarely an elemental ore.

The Rime Sovereign, Keeper of Water

A veiled spirit of ice in the Frosted Lands, 250 health. It fans icicles that Chill, rains icicles on marked spots, freezes everyone close with a nova and calls up the frozen dead. Half the time it drops a Frost Heart, which keeps the cold off whoever holds it. Every move and how to beat it: the Rime Sovereign.

The Magma Colossus, Keeper of Fire

A living volcano in the Volcano, 320 health, and the hardest-hitting Keeper: fireballs, a barrage of magma balls thrown in high arcs, a slam that throws you, and in its second form fire from the sky. Every move and how to beat it: the Magma Colossus.

The Thorn Guardian, Keeper of Earth

A stag-skulled giant of bark and thorn in the Overgrown Jungle, 280 health. Blight thorns, roots that hold you, a stomp behind a warning ring, and clouds of spores once it is enraged. Every move and how to beat it: the Thorn Guardian.

The Tempest, Keeper of Wind

A gold core in spinning rings over the Cloud Kingdom, 480 health, and the hardest of the four. It flies, fires lasers, sends hurricanes after you and perches to rest; at half health it transforms into a four-winged second form with lightning, sky lasers and a charge that finishes anyone it catches. Both forms: the Tempest.

Getting ready

GearFromWhy it matters
Water HelmetRime Sovereign's oreBreathe underwater for good, swim as fast as you walk, see clearly underwater
Fire ChestplateMagma Colossus's oreFire, lava and magma blocks cannot hurt you; press . to throw your own fireball
Earth LeggingsThorn Guardian's ore20 shards instead of 10 while worn, and your hits knock foes further
Wind BootsTempest's oreNo fall damage
Frost HeartRime Sovereign (half the time)Held or in the offhand: no Chill, Frozen or Frostbite
SunapplesMaker's Bench or temple chestsThe Sun Shield: four wards that take the hits first, for 2 minutes (effects)
Leap and Swift WardsMaker's BenchSet one down at a tower or the arena gate: Windleap or Swiftstep for everyone within 5 blocks
SunappleThree gold ingots over an apple between two Resin
Leap WardA Gel Drop on top, gold between Dressed Greystone, Dressed Greystone below

One good order is Water, then Fire, then Earth, with Wind last: each piece of elemental armour makes the next fight easier, and the Tempest is the hardest. Bring a full ember bowl, roast meat, blocks to climb the towers, a bow for the crystals, and your best sword.

Elemental tools

An obitite tool beside a Keeper's ore becomes an elemental tool with one more power. The Poison Sword (all four ores around two obitite, a haft below) also gives five seconds of Blight.

ToolOreAs a weaponAs a tool
BlazingFireSets what you hit on fireWhat you mine comes out smelted
TidalWaterEach hit heals you half a shardMines 1.5× faster
QuakingEarthKnocks foes three times furtherMines a 3×3 square
GaleWindThrows foes into the airMines 2× faster
Poison SwordWater, obitite and Fire ores across the top; Earth, obitite and Wind in the middle; a haft below

The Titan

The Last Engine of the Firstfolk guards their altars in the Firstfolk Wastes: five blocks tall, 300 health, a laser, a punch and a grinder charge. Full tungsten armour stops its laser. It drops obitite, the top tier of tools and armour, and half the time the Titan's Heart, the heart of a thrumpack. Every move: the Titan.

The Elemental Core

The last fight answers only a player who has beaten all four Keepers, at an Elemental Altar in the Elemental World. The Core, 2,000 health, fights with each Keeper's moves in turn. How to call it and fight it: the Elemental Core.

The Crowned Wyrm

When the Core falls, the Crowned Wyrm rises from its shell: a winged dragon of black stone, 1,500 health, shielded while the pillar of its element stands. Beat it for the Riven Circlet and the title Champion. Its pillars and moves: the Crowned Wyrm.

Isembard's Shadow

The Core's shadow tore loose and still flies: a flock of black shards with four fires at its heart, 800 health. A Champion calls it at night by reading Torn Page XVI under the open sky. It is solid only in light, and each element puts out one of its fires. How to fight it: Isembard's Shadow.

Next: The Shardborn. All sections: the guides.