Shattered Pixel Dungeon

Shattered Pixel Dungeon

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Shattered PD Boss Guide
By Chesnauben13
Having Trouble with Tengu? Forced to kneel before the Dwarf King? Or maybe you just can't make it past Goo? The bosses of Shattered Pixel Dungeon are not unbeatable, and this guide will make sure you get past them all. From simple tips and tricks, item reccomendations, to all the nitty gritty details, this guide goes through each of the game's five bosses in detail.
   
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Before we begin...
This is a guide to the boss fights in Shattered Pixel Dungeon. But before we get into the details, there are a few things I want to get out of the way first.
I am not an expert at this game, but I like to think of myself as fairly good at it. I own the game on two different platforms, and between them have somewhere around 25 wins (as of this writing). I have a good chunk of the achievements. I've almost beaten faith is my armor, but then again I haven't been specifically trying to clear any Challenge runs. So I feel like I sorta know what I'm talking about here.

One of the things that really got me when I first tried PD was the boss fights. First time I made it to DM-300 in Shattered PD, I didn't know what to do, and killed a rather sweet run that could have made it to the very end. I was upset, and it took me a bit to figure out what I should have done instead. DM-300 is a truly well made fight, and perhaps my favorite nowadays, but it didn't feel so good to get my butt handed to me because I didn't know what to do. I don't want anyone else to lose to what I lost to that day, or to drop the game because of that. So I made this guide, to teach you how to kill them.

Even if you've already claimed the Amulet of Yendor, I still think this guide is worth a read. I've made sure to add in all the tricks I've learned here, so you might learn something new. And if you have any tricks you've learned and I didn't, go ahead and comment on this guide, both I and future readers will be thanking you.

This guide is for Shattered Pixel Dungeon v2.4.0 (Though it should stay relevant for longer than that)
Images in the guide were taken from the mobile version of Shattered Pixel Dungeon, though the advice within will work regardless of platform. Some images (and by some I mean almost all) within may be from an older version, though this should not effect much.


The Basics
Shattered Pixel Dungeon has five different bosses, one for each of the game's five sections. You will fight a boss every five floors, so you will encounter them on floors 5F, 10F, 15F, 20F, and 25F.
In order, the bosses are:
  • Goo, a rather simple terrain-focused boss who inflicts caustic ooze on floor 5F (Sewers)
  • Tengu, a movement-focused boss with trap attacks on floor 10F (Prison)
  • DM-300, a momentum-focused boss with several phases, forcing you to retreat for some of them on floor 15F (Caves)
  • Dwarf King, a summon-focused boss who swarms you with dwarf zombies, on floor 20F (Dwarf City)
  • Yog-Dzewa, the games final boss who summons giant hands and is different each time you play, on floor 25F (Demon Halls)

We'll go over each boss in order, starting with Goo.
[b2]Preparations[/b2]
You should always be prepared before you go into a boss battle. That's true of just about every video game ever, and Shattered PD is not an exception.
When you step onto a boss floor, the fight does not start right away. Often, there will be a door leading into the boss room proper, and as long as you don't walk in you can go back up to the previous floor, or heal without any repercussions. Of course once the fight starts you can't leave the floor, that just wouldn't be fair!
Before any boss fight, go through this checklist of questions to think about to make sure you are prepared.
  • Am I at full health and hunger, or at least close to it? (If not, wait around before the fight starts)
  • Are my wands/artifacts/armor charged? Are my throwing weapons highly damaged?
  • What items do I need for this fight? Do I have them? Can I make a substitute using Alchemy?
  • Is my equipment strong enough? Am I strong enough?
  • Do I have a way of healing? Do I have enough of said healing? (Potion of Healing/Waterskin)
  • Did I miss anything important? (Upgrades, Strength Potion, Catalyst, Quests)
  • If I win, but just barely, will I survive the next few floors?
  • Can I trap/prepare the arena before the fight? Should I?
If you can answer positively to most of those questions, you're good to go! Next, lets go into a bit more detail on each boss.
Goo
Goo is the boss in the sewers, the first area in the game. You will fight goo on floor 5F. He has 100HP and can heal himself slowly by standing in water. He has two different phases, and enters phase 2 when half his health is gone.
Natural Habitat
Floor 5F is, unlike the other boss floors, randomly generated. What sets it apart from the previous sewer floors is the Goo room, the room Goo always spawns in. Here's a look at a Goo room:
Note that this is not the only possible goo room. Sometimes the Goo room will be much more square, and occasionally it will be flooded with water. The main consistent thing about the Goo room is that it is a large room with multiple exits, and a dark-colored water puddle in the center for Goo to spawn in.
Locating the Goo room is surprisingly tricky sometimes. Just keep going through doors until you find it.
Goo will be asleep when you enter the room. If you are lucky, he won't be visible and you can take all the time you need to prepare. If you are unlucky he will wake up and see you the instant you step inside.
Before the fight begins, take time to change your equipment if need be, recharge your wands or artifacts, and keep track of where the nearest source of water is: that's where we're going to stand.
When you are ready, stand near the door in view and hit him with something. The mage's staff, the huntress's spirit bow, or just about any throwing weapon work well. If you don't have/want to use a throwing weapon, just wait until he notices you.
If the Goo room is flooded, then this might be a bit trickier. Goo will probably heal off the damage if you try to hit him from a distance. If you are the huntress, use the spirit bow anyway since you have infinite ammo. Everyone else may want to just wait by the door.
Phase Info: 1
The battle begins! Goo has few tricks up his sleeves (though he doesn't have sleeves, or arms) so this should be relatively simple. He will mostly just try and whack you, which does damage and often gives you the caustic ooze debuff. Caustic ooze takes a long time to fade and damages you quickly, every turn. If you don't do anything about it the ooze will quickly drain your HP, and you will die.
The good news: there is a very simple way to get rid of caustic ooze. Just stand in water, it will get rid of the ooze and you won't get re-oozed while you stand in it.
The bad news: Goo heals if he stands in water. The trick, therefore, is to stand in a position where you are in water and Goo is not. Often this position will be right through a door, making it an easy way to score a sneak attack while you are at it. This image shows a rouge taking full advantage of this strategy.There is one minor problem with this strategy: Goo has a second attack.
Goo also has a charge-up attack. It takes 2 turns to charge up, does heavy damage, is likely to caustic ooze you, and hits in a 5 by 5 area centered around Goo. Due to the large area and high damage of this attack, you need to move out of the way to avoid getting hit by it, and this may require sacrificing your position to do so.
I cannot stress this enough: getting hit by this charge-up attack is deadly. If you have un-upgraded armor, getting hit will either kill you outright or leave you vulnerable enough that the next hit will kill you. If you DO have upgraded armor, good for you but it will still hurt rather badly.
Phase 1 ends when Goo's health is halfway gone (50HP left)
Phase Info: 2
Second verse, mostly the same as the first. The only real change between the phases is the fact that Goo uses the charge up attack much more often. This gets annoying quickly, and you might need to tank a charged attack (You can do so if you are at full health regardless of armor, but it will leave you very weak with cloth armor). Don't be afraid to use a Potion of Healing or the Waterskin to heal if you have to. The strategy remains the same.
Prepping for Janitor Duty
Perhaps more so than for any other boss, Goo really depends on your equipment. Without proper equipment Goo becomes very hard, but if you bring the right things you stomp the little gelatinous blob into the floor. Of course, since you only have 4 floors before the fight, getting the equipment you need is the hard part.
The one item that changes the fight more than any other is indisputably Leather Armor. Turning Goo's standard attacks into a mere annoyance, and the charge-up into a hefty chunk instead of you entire health bar is a total game changer. The fight is possible in cloth armor, but it is much harder. Inscribing it with an arcane stylus is optional.
Next up is a better weapon. Almost any tier-two weapon (not cursed, if possible) makes the fight much easier. Goo can't fire off as many charge-ups if you kill him fast enough, right? Obviously if you get and can safely equip a tier-three or higher item somehow then use that, but that is very very hard to pull off. You can get a (possibly upgraded) weapon or armor from the sad ghost quest, and it is likely that the ghost will at least have a tier-two weapon or leather-armor, if not both.
This is a very fortunate inventory for one to have going into the Goo fight. You would be able to defeat him rather easily if your inventory resembles something like this.
If you are the Warrior, remember to move your seal off of the cloth armor to your new armor, additionally, note that the warrior can safely use a Scroll of Upgrade on their cloth or leather armor, as the broken seal can transfer an upgrade between armor pieces.
If you are the Mage, you can safely use a Scroll of Upgrade on your staff.
If you are the Rouge, try and get your Cloak of Shadows to at least +1 before the fight. Just use it once or twice during the first four floors to do so.
Cloak-And-Dagger Tactics
Here's a neat trick for the Rouge: the Cloak of Shadows can cancel Goo's charge-up! Just wait until he is at his highest charge level and use the Cloak of Shadows. Goo will be left open, and you can even surprise attack him!
Image of Rouge performing this trick.
This works because Goo loses sight of your hero, you can perform this trick with a Potion of Invisibility or simply by walking out of a Door tile too, though the Cloak of Shadows is by far the easiest way to abuse this, as it is repeatable and can be done anywhere. Just don't let Goo wander off when you do this.
In fact, you can cause Goo to lose sight of you by going round a corner, leading to easy surprise attacks. You can even lead Goo around a single tall grass tile, taking turns attacking and retreating.
This trick works on other enemies too!
Goo's Do's and Don'ts
Here's a quick Do and Don't guide for Goo:
  • DO: Take your time exploring floors 1-4. Besides, its a good habit to get into anyway.
  • DON'T: Forget to create a Trinket item out of the Magical Catalyst.
  • DO: Pay attention to where you stand! Keep your feet in water and the blob out of it.
  • DON'T: Teleport. It gives Goo time to heal, and makes you have to find him all over again.
  • DO: Bring proper weapons and armor. It makes your life so much easier.
  • DON'T: Bring the Spear. The speed of the weapon will ruin you, and the range doesn't help.
Tengu
Tengu is the boss of the Prison, and you will fight him on floor 10F. There are two phases of his boss fight, and the basic principle behind them is the same: He teleports around the arena, throws shurikens at you, and makes traps to get in your way. You will have to navigate around his traps to hit him enough times to win.
Beating Tengu is actually rather simple when you know the trick behind it. Just remember to take your time and think before you move.
The Ambush
The first part of the fight takes place in a small room. Tengu will appear and throw shurikens at you, after you hit him enough times he will move and you will have to chase him across the room to hit him some more.
Chasing him around the room is the hard part.
You see, Tengu fills the room with poison-dart traps each time he moves. You can see the location of the traps for a bit, but then they disappear. Navigate the trap maze to get to him and do the whole thing all over again.
There is a trick to these traps though: They only disappear once you do something. If you just stand still then you have all the time in the world to memorize the right path though the trap maze.
Alternately, if you are the huntress, you can just shoot him.
Two more things about these traps: first, you cannot use the traps to try and kill Tengu like you can with the normal traps. The traps will always target you instead of him. Second, you can use the traps as a very easy way to level up the Stone of Foresight...
One last trick for phase 1, and then I'm done: you can use a Seed of Earthroot as the huntress or mage to protect yourself as you attack him from afar. Stand in the doorway and throw the seed into the room, like so:
This same trick does not work for phase 2 (The fight begins the instant you step in the doorway)
The Ambush Part 2: Electric Boogaloo
Phase two follows the same premise as phase 1 but in a very different way. The room becomes much larger, and Tengu throws new attacks instead of using poison dart traps. He has three new attacks, and he uses them faster the lower his health is.
  • Tengu throws a timed explosive, which emits a black smoke. The explosive detonates in a 5x5 area 3 turns after it is thrown (it even gives you a countdown). The best move is usually to go through the smoke towards him, but just count your steps carefully and you will be fine.
  • Tengu throws a light-blue vial that stays on the ground and emits electricity. It will alternate between attacking in a + and X shape pattern, and you can see which way it is planning to attack in next. Due to using electricity, the attack counts as a magic attack and thus ignores armor. Don't step in a glowing tile.
  • Tengu unleashes a wall of fire that moves away from his position. You can tell where the wall is by looking at the smoke, don't step into a tile that is covered in smoke!
Individually, each of these attacks is easily avoidable and useless, but when combined it gets chaotic pretty fast!
Things get much, much worse when you try and rush through the fight. Just take your time and look for safe spots to stand in. If things get really bad, Stone of Blink, Seed of Swiftthistle, and Scroll of Teleportation can get you out of a tough spot, or even right in Tengu's face so you can give him a good smack.
Those who are into alchemy items might find the Aqua Brew to be a useful item here: it can stun Tengu and create water tiles to lessen the pain of the fire wall attack. Its also useful simply for adventuring, and comes in bulk. I recommend making some if you have a chance.
To create Aqua Brew, you will need a Potion of Levitation, 12 Energy, and an Alchemy Pot. Put in the Levitation Potion and 4 Energy for a Potion of Storm Clouds, then put in the Potion of Storm Clouds and 8 Energy to receive 8 uses of Aqua Brew.
Finishing Touch
Since Tengu prefers to start off tame and make things get out of control over time, I prefer to save my wand charges for the end of the fight to finish him off. Taking him out without having to run though his little gauntlet all over again is both safer and more satisfying.
For those of you who don't use wands, the same principle applies to thrown weapons. Save them for the end instead of the beginning.

You're On Fire (Literally)
Tengu's fire wall attack is much more horrifying once you realize that there isn't a drop of water on the entirety of floor 10F. I don't know if its just me for this one, but I often come out of the fight still on fire. If, for some possibly stupid reason, you find yourself on fire during or after the Tengu fight, you can try throwing a potion at your feet to extinguish the fire. Personally, I use Potion of Mind Vision when I do this, but Purity, Haste (Though you want it for 15F), Levitation (Mind the Confuse Gas), Paralytic Gas (If you miss, you're dead. If not, you'll be hungry), Frost (Move out of the frost area), Invisibility, and (please don't do these last two) Healing and Experience can all work in a pinch.
If you don't like wasting potions like this, you can try and tank the fire damage. But the fire will take a long time to fade, you will either die, be forced to consume a Potion of Healing/Waterskin, or be picked off by a Vampire Bat on floor 16F. You will also probably lose your scrolls too, unless you have a scroll holder or dropped them all in a corner on 14F.
The Aqua Brew mentioned earlier can be used to extinguish the fire, on top of being a fantastic utility item in general.
DM-300
DM-300 is a dwarven machine and the boss of the caves. You will find him on floor 15F.
Not a very cute little guy, is he? Not very little either, actually. He's so big he can't fit through small gaps. If you try to hide in those, he will shoot gas at you like a DM-200, or will just ram the wall down, depending on which phase you are in.
Before The Fight Info

Save any Seeds of Swifthistle or Potions of Haste for this fight. If you do not have either of these items, I strongly recommend you create two Stones of Blink out of a Scroll of Teleportation at an Alchemy Pot. This will make the fight much easier.
Here is a map of floor 15F. This room is not always shaped like this, but always has the four Power Pylons in the corners, the entrance in the middle, and a few thin passages that DM-300 cannot pass though in the center.
If you have a Wand of Regrowth, feel free to use it around the arena, floor 15F has plenty of space.
To start the fight, go to one of the four corners of the arena. The fight will then begin.
DM-300's fight has two distinct phases that you will swap between multiple times throughout the fight, and it's pretty clear which phase you are in. The phase the battle starts in shall be called the combat phase, and the phase after he takes damage will be referred to as the chase phase.
The battle alternates between the two phases. In total, you will encounter the combat phase 3 times, and the chase phase twice, alternating between the two. DM-300 will exit the combat phase and enter the chase phase every time you inflict a third of his health (100HP).
The Combat Phase
In the combat phase, DM-300 will come after you and try to kill you, and will use its multiple attacks to do so. DM-300 has a toxic gas attack (Run diagonally to avoid it) and a boulder attack (Don't step on the indicated tiles, if you do you will be hit and paralyzed. The paralysis will easily kill you if you are also in the toxic gas at the same time.) Addidionally, DM-300 can gain shields if it steps on the wires on the ground. While you can try to convince DM-300 to not step on them, it is usually ignorable.
If you have good equipment, this phase is really easy. A well-equipped warrior can probably just trade blows with DM-300 and be perfectly fine, as long as you avoid the stronger attacks. Mages and the huntress should use ranged attacks to hit DM-300 from a distance.

This Berserker has no trouble fighting DM-300 in his trusty Plate Mail!
Keep hitting DM-300 until he is disabled and short-circuits. The chase phase begins then.
The Chase Phase
Eventually, after you hit him enough, DM-300's eyes start blinking. This indicates the beginning of the chase phase.
During the chase phase, DM-300 is completely invincible. You cannot damage him in any way. To make any progress, you have to find the powered up Power Pylon, and destroy it. The power pylon will be located in one of the four corners of the arena. To locate which one of the pylons is active, you must look at the exposed wires on the ground. The sparks will flow in the direction of the Power Pylon.
Of course, the hard part is getting to the power pylon, and DM-300 doesn't make it easy. I called it the chase phase for a reason after all. After giving you a brief head-start, DM-300 will move faster than normal, and while he can't use his extra attacks like the gas, he can break down walls to chase after you. Also, the exposed wires and the water in the arena will be electrified, and will hurt you if you step on them. To get to the Power Pylon without DM-300 crushing you, you'll have to use some ingenuity.

Items like Potion of Haste (or Potion of Stamina), Stone of Blink, Timekeeper's Hourglass, Ethereal Chains, Seed of Fadeleaf, or my personal favorite, Seed of Swifthistle (You can run over the electrified water and wires while under Swifthistle's Time Bubble buff) can be used to gain a significant speed advantage, or get closer to the Power Pylon instantly. A sufficiently upgraded Ring of Haste can also allow you to simply outrun DM-300. Freerunners may also choose to use their freerun ability, and a Monk could use their dash. Lastly, running through the tight passages in the center of the stage is an item-free way to try and evade DM-300.
The Climax
The last repetition of the combat phase is slightly different from the previous two. The wires and water will remain electrified, punishing you for stepping on them and thus restricting your movement.

It's not all bad news though, you can actually use the wires to figure out where DM-300 is if he gets out of sight. Just follow the flow of electricity from the wires, just like when you were location the Power Pylons.
Dwarf King
The Dwarf King is the boss of Dwarven City, and you will fight him on floor 20F. He turned all the dwarves into mindless undead to serve him, and will swarm you with them in combat. Expect to fight both the King himself and several of the enemies you had to defeat on your way though the city, such as Dwarf Ghouls, Monks, and Warlocks.

Before we get into the different phases of this fight, lets look at the arena first, along with his minions.
The King's Court
The Dwarf King's arena is a diamond shape, with his throne situated directly in the center. The most important thing to note about the arena is the Pedestals located in the corners; the Dwarf King's minions spawn on these pedestals, and will emit an aura to indicate which minion type will spawn there.
A pile of bones is by far the most common spawn, Dwarf Ghouls will spawn from these. If you kill them fast enough they may not be able to get close enough to an ally ghoul to respawn, but killing them fast is not a priority. If you get the chance, do it, but don't worry if you can't. Ghouls are weak enough to usually be ignorable, and should be dealt with last.










A teal aura like this one indicates the spawn of a Monk. You've dealt with these guys before just getting here, but that doesn't make them any less annoying. If you have good enough armor (and you should by now), you can tank their hits well. Monks take a long time to kill, so be sure to pay attention to that. Use wands to score the final blow on a low health monk, they cannot dodge nor parry a wand.






















Last but certainly not least is this blackish-purple aura, the most dangerous one. These auras spawn Warlocks. Being hit by a Warlock and being inflicted with the Degraded status is the number-one cause of death in this fight, though the pain is lessened if you spread your upgrades amongst several items. Alternatively, you can (and by can i mean should) just not allow the Warlock to fire his ranged attack. Use Stone of Blink, Seed of Swifthistle, or some other instant-travel effect to get up close to a Warlock and kill them first, or make a beeline to the pedestal as soon as you see this aura.

Crowd Control
In this boss fight you will be fighting many enemies all at once, learning how to damage a group of enemies could prove critical to your success. Therefore, I would like to take a minute to recommend some amazing group-damage items.
First and foremost: Bombs. You probably found some on the 19 previous floors you went past, but if you didn't you can pick some up around any store. Bombs take a bit to activate but do a good amount of damage in an area if you can keep the enemies in the blast radius. Bombs themselves are pretty sweet already, but you can improve them via alchemy to make upgraded bombs, like the Frost Bomb or the Flashbang. I'd like to point out the Shock Bomb in particular; its both cheap and effective.You can make a Shock Bomb at an Alchemy Pot with a Bomb and a Scroll of Recharging, at the cost of two Alchemy Energy.
I haven't tried all the bombs, and cannot attest to most of their effectiveness, but the Holy Bomb looks rather promising, considering that all the minions count as undead foes. The high alchemy cost is a bit much though...
Wand of Disintigration, Wand of Corrosion, and Wand of Lightning are all great multi-target options for a Mage, or anyone who happens to find one.
The Duelist can use the Lash weapon ability to hit a large group of enemies at once. The Lash attack is also guarenteed to hit all of the targets. The Lash ability is found on the whip, so Duelists with whips have an advantage.
My personal favorite crowd control option isn't actually an item, but rather an enchantment. The Shocking enchantment (especially with Ring of Arcana) is incredibly useful in this fight, and well worth using if you have a weapon that has it.

Now that we got all that out of the way, lets look at the phases. There are three of them, and each is very different.
Phase 1: The Duel with the King
Phase 1 is by far the most simple of the phases: Dwark King will run at you and attack, while also summoning minions. You should easily be able to go toe-to-toe with him, so just hit him with your pointy stick.
For more defensive characters, the same Seed of Earthroot trick that worked on Tengu will work for this phase of the battle. Stand in the doorway, throw a Seed of Earthroot right in front of you, then stand in it and wait for the king to come to you.
Occasionally, Dwarf King will step backwards and teleport one of his minions in between you and him. This would be a powerful tactical maneuver on his part if it were not for the fact that he decides to charge back into your striking range right afterward, which kind of defeats the whole point of the retreat. Just ignore this action.
Dwarf King has one other trick: he will set up a Life Link between himself and one of his minions. The Life Link lets him split the damage between himself and the minion. Attacking one of the two Life Linked entities will inflict damage to both of them. What does this do to your strategy? Nothing, it just makes the fight take a little bit longer.
Phase 1 will end when Dwarf King has 50HP left; all minions will die, he will teleport to his throne, and Phase 2 will begin.
Phase 2: Zerg Rush!
During Phase 2, Dwarf King will sit on his throne and summon minions for you to fight in waves.
Dwarf King is completely invincible during Phase 2, you cannot hurt him. To progress, you must clear out the enemies. There are three waves of enemies you have to defeat.
Wave 1 consists of 4 Ghouls spawning. They take a little bit to spawn, so you should try and pick off a ghoul or two before they have a chance to group together.
Wave 2 spawns 3 Ghouls and one other dwarf. Prioritize the non-ghoul first. There is only one turn in between the summons, so you have less time to work with when picking them off.
Wave 3 summons 2 Ghouls, 1 Monk, and 1 Warlock, and they all spawn in simultaneously. Just make sure you are standing next to the Warlock's spawn (Blackish-Purple aura) and you should be A-OK.
Phase 3: King's Final Gambit
This is the final phase, and is the end of the battle. At first glance, it seems much like Phase 1, but it is actually very different! The King will charge you and summon minions very fast, but there is one key difference:
Dwarf King has 50 HP during this phase, but takes all damage slowly, in the form of deferred damage. In other words, this is less of a "fight" and more of an "endurance test."
Hit Dwarf King until his deferred damage amount is equal or larger than his current HP. Once you have done this his death becomes a matter of waiting. Once you get to this point, focus on staying alive, not on inflicting more damage or killing enemies. Use the Warrior's Hold Fast talent, the Mage's Shield Battery talent, the Rouge's Shadow Cloak, the Duelist's Guard or Evasive Stance weapon abilities (while wielding a Shield or Quarterstaff), or items like Potion of invisibility or Potion of Shielding to survive the assault.

This part of the battle becomes very chaotic, but once the king falls all the minions will too.
Yog-Dzewa
Yog-Dzewa (or just Yog) is the game's final boss, on floor 25F. You kill him, you beat the game.
He is an ancient god of evil, sealed away down in Demon Halls. Don't ask me why he is sealed away, since he cannot leave his room on account of not having legs. Or arms. Or a body. Yog is pretty much just an eyeball that spews Ripper Demons or God's Larvae, and a set of 6 floating fists. Yog will attack you by shooting lasers and by siccing his minions on you.
Unlike what you might expect, Yog isn't exactly very deadly. Sure, he can quickly kill you if you have no idea what you are doing, but he's nothing compared to the trip through Demon Halls you took to get to him. Let's look at that first.
Speedemon Halls
Combining the low light level, highly deadly traps, and a wide variety of extremely deadly mooks to slice through and you get the horrifying mixture that we refer to as Demon Halls. Spending too long down there is much more likely to kill you than Yog is, so skipping rooms and heading for the stairs is a very viable strategy.
The biggest obstacle in the way of your rush to the next floor is the Demon Spawner.
Demon Spawners do not fight you by themselves, but they do spawn Ripper Demons to fight for them. Since they cannot move, you might think that you can just ignore them, but you'd be wrong.
Each Demon Spawner you leave alive increases the chance that Yog will spawn Ripper Demons in place of God's Larvae. Leave every Demon Spawner intact and Yog will only spawn Ripper Demons. Kill every Demon spawner and Yog will never spawn Ripper Demons. Considering how much more deadly (and annoying) Ripper Demons are when compared to God's Larvae, killing each Demon Spawner will seem like a critical priority. Oh and did I mention they drop Potions of Healing?
You will find one Demon Spawner per floor of Demon Halls, so there are four in total. But how are you going to find these rooms?

Scroll of Magic Mapping will show you exactly where the Stairs and Demon Spawner are on the floor, as well as tell you how to get there. You can buy one at each shop, guaranteed, but they are expensive. If you do not have 4 Scrolls of Magic Mapping, save them for the later floors so you don't have to fight through as many Scorpios.
Potion of Magic Sight is another great one, it won't show you the entire floor, but it will show you the spaces in a large area around you, making the search easier. Combine this with Seed of Fadeleaf or Scroll of Teleportation for maximum effectiveness! The main edge Magic Sight has over Magic Mapping is the Magic Sight will let you see items and enemies along the way, and can persist through floors. You can make Potion of Magic Sight at an Alchemy Pot with a Potion of Mind Vision, and it costs four Alchemy Energy.

If you don't have enough of either item, you will have to search the old fashioned way, though be sure to use a Torch or two on the darker floors so you are not ambushed by Scorpios or don't accidentally stumble past a Scroll of Upgrade without realizing it.
An Eye for an Eye: The details behind the Yog fight
Yog-Dzewa has 1000HP (That's 10 Goos, for those keeping track. And over 3 times as much as Dwarf King!) He will summon God's Larvae, a basic enemy with no tricks that is easy to kill, or Ripper Demons if you did not kill the Demon Spawners. Yog will also shoot lasers at you, shooting multiple when his health gets lower. The lasers can go through walls, to avoid them, step onto a safe space when indicated. When his health reaches 700HP, 400HP, or 100HP, Yog summons a Fist and becomes invincible until said fist dies. For his last 100 HP, he will summon God's Larvae very fast, ignore them and focus on killing him instead. This last bit can be rather hard!
One neat trick for the ending is to throw a Stone of Aggression at Yog to cause the Larvae to kill their own creator! If you have one, use it.

The next section will examine each of Yog-Dzewa's fists in detail.

Once you have killed Yog-Dzewa, you will have beaten Shattered Pixel Dungeon. Congratulations!
Yog-Dzewa (Hands)
Need a Hand for the Hands?
Yog has 6 different hands, and each one is different. Here is the basics for the fists:
As stated in the last section, Yog summons a fist when he reaches 700HP, 400HP, and 100HP. So you only have to fight 3 fists, not all 6! While a fist is active, Yog is invincible and cannot be harmed. The fist is also invincible as long as it is inside Yog's little "safe space" on the altar. Guide the giant floating hand outside the altar before you try and kill it.
Each of the Fists falls into one of three categories: Tank Fists, Ranged Fists, and Environment Fists. You will fight one Fist of each category, in random order, and it is random which fist of each category you will fight. Lets go over the fists.
Rotting Fist
Rotting Fist is a Tank Fist made out of sickeningly green, odorous, rotting flesh. Ew. Due to being a tank fist, Rotting Fist is very durable. It has high HP and takes all damage slowly, though bleed damage. Rotting Fist's bleed damage ability is unique in that repeated attacks will refresh the bleed effect, but will not increase it. This makes Rotting Fist weak to bursts of damage. Instead of hitting it many times, try hitting it fewer times for larger amounts of damage. The Thirteen Leaf Clover trinket, and the Polarized curse will work well in this fight. Rotting Fist is followed by a trail of toxic gas, and can also shoot said gas at you from afar. Drink a Potion of Purity if the gas really bothers you. Rotting Fist can also inflict Caustic Ooze on you, just like Goo, and will also heal if it stands in water, just like Goo. Thus, the same tactic that worked on Goo works great for Rotting Fist: find a spot where you can stand in water and Rotting Fist can't, then wail on it. The battle will take a while, but as long as you keep it out of the water and remove the Caustic Ooze quickly, you should defeat Rotting Fist.
Rusted Fist
Rusted Fist is the other Tank Fist. Rusted Fist is made entirely out of metal, has very high HP, and takes all damage slowly in the form of Deferred damage. Rusted fist can cripple you from a distance to prevent you from running away, but is so large that it cannot go through tight spaces. Rusted Fist has very little tricks to it, just hit him enough to raise the Deferred damage really high, then play keep away using small spaces to your advantage, then repeat until the Fist is reduced to a scrap heap.
Soiled Fist
Soiled Fist is an environment fist that grows plants. Soiled Fists grows grass wherever it moves, and takes reduced damage based on the amount of raised grass around it. It can even grow grass on top of water! Soiled fist can also fire a projectile that grows grass around you and roots you to the ground, preventing you from escaping.
To stop Soiled Fist, you can't let the grass get too dense. If you can see an excessive amount of grass, trample it or use something like a Bomb or Wand of Disintigration to get rid of it, or lure Soiled Fist away. Scroll of Mirror Image may help you clear some grass, and will distract the fist and larvae.
Whatever you do, do not set fire to the grass (at least until Soiled Fist is dead.) Soiled Fist will not be damaged by the fire, and will constantly produce more grass, effectively creating an eternal swamp of flames surrounding him. If you think this sounds wonderful, keep in mind that you must enter this sea of fire in order to attack Soiled Fist. (Unless you happen to be the Huntress, in which case this may be an option to remove the grass entirely, as long as you are ok with attacking with your Spirit Bow.) In the case of a fire-fueled emergency, wait until the fire is only around Soiled Fist, then throw a Potion of Purity at Soiled Fist, this should extinguish the fire.
Burning Fist
Burning Fist is the other environment fist. Burning Fist is always surrounded with fire, can attack at a distance with a projectile that burns you, and is so hot that it evaporates water by going through it. Naturally, this poses an interesting problem: You cannot get close to burning fist without catching fire, and if Burning fist evaporates the water you must move around to find more. Kill Burning Fist quickly, use ranged attacks to avoid getting close enough to catch fire, or consume a Potion of Purity to keep cool.
Light Fist
Light Fist is a Ranged Fist. It can attack with a magic light attack that does some serious damage at a distance, but cannot attack you up close. Once you can confirm Light Fist is the fist that spawns, head toward the outer edge of the altar, keeping the wall between you and Light Fist's spawn, to try and convince it to come to you instead of the other way around. Get up close and hit it with everything you've got.
When Light Fist loses half its HP, it will blind you, then teleport somewhere in the arena. Use a Potion of Mind Vision to locate Light Fist, or a Seed of Mageroyal to remove the blind effect, then repeat the above to kill it. The Monk subclass can use their Meditate ability to remove the blind effect if needed. Locating Light Fist while blind is dangerous, as Light Fist will attempt to snipe you at range.
Dark Fist
Dark Fist is the other (easier) Ranged Fist, and is very similar to Light Fist. It can attack with a dark magic attack that does some serious damage at a distance, but cannot attack you up close. Once you can confirm Dark Fist is the fist that spawns, head toward the outer edge of the altar, keeping the wall between you and Dark Fist's spawn, to try and convince it to come to you instead of the other way around. Get up close and hit it with everything you have.
When Dark Fist loses half its HP, it will extinguish any illumination you have, then teleport somewhere in the arena. Use a Potion of Mind Vision to locate Dark Fist, or a Torch to give you illumination again, then repeat the above to kill it.
Note that Dark Fist can extinguish Torches easily with its attacks. Potion of Magical Sight, or just bringing a bunch of Torches, will counter this. (It's not like you are going to need them after this anyway...)
3 Comments
Silva 28 Sep, 2024 @ 2:38pm 
Good guide !but yog still spawns some rippers even with al spawners killed
Sapholia 25 Aug, 2024 @ 6:33pm 
(Splitting my comment into two because Steam doesn't like long comments I guess.)

The trick I just posted, with the flame potion in particular, can also be used against the Soiled Fist, since you can then stand in the ensuing flames to fight it. It's hard to predict which fist you'll get, but if you've got some extra energy it could be worth making just in case.

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You can actually very carefully step through Tengu's fire wall without catching fire! This is because it alternates turns: one to advance and then one to catch fire. So once it's directly next to you and actively burning, just stand still for one turn. It will roll over on top of you as smoke, so at this point, step forward to where it used to be, and it will catch fire where YOU used to be. Ta-da!
Sapholia 25 Aug, 2024 @ 6:29pm 
There are a couple of very useful alchemy items you can make for the Dwarf King's final stage. If you upgrade a potion of flame or a potion of toxic gas twice, then you become able to inflict those debuffs en masse while also being immune yourself. (The gas will simply be emitted automatically, while the fire will be on combat hit to the enemy -- but will also spread to nearby enemies.) It's very effective at taking care of the mass of minions in a hurry. Just be careful to keep an eye on your own buffs and be standing outside the gas or fire when your immunity wears off. (Also do NOT enter the imp's store while still emitting gas -- you may have to wait around for a long time for it to wear off first. Heck, leave some of the previous floor undone and go back and explore until it does, if you want.) It takes a lot of energy to make one of those potions, but I usually have enough seeds/potions/scrolls that I'm comfortable with converting to energy by this stage.