Guides · The Keepers
The Keepers
The elements, chained by the last of the Vael in four temples of the Elemental World: the Frost Wraith (Water), the Magma Colossus (Fire), the Thorn Guardian (Earth) and the Tempest (Wind). In the Robotic World the Robot Titan guards the Vael 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 Frost WraithKeeper of Water · the Frosted Lands250 health
The Magma ColossusKeeper of Fire · the Volcano320 health
The Thorn GuardianKeeper of Earth · the Overgrown Jungle280 health
The TempestKeeper of Wind · the Cloud Kingdom480 health
The Robot TitanThe Last Engine of the Vael · the Robotic World300 health
The Elemental CoreHeart of the Riving2,000 health
The Crowned WyrmThe Core’s last shape1,500 health
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 Dawnstone, Sunapples, moonstone orbs, often a Torn Page, and rarely an elemental ore.
The Frost Wraith, Keeper of Water
A veiled wraith of ice nearly four blocks tall, gliding just over its temple floor: a tall pointed hood, a trailing veil of icicles, long clawed arms. In its second form the hood gives way to a crown of icicles and the veil shatters into a storm of shards. 250 health.
| Move | What happens | What to do |
|---|---|---|
| Icicle volley | Three icicles fanned at you, 2 hearts each, and 2 seconds of Chill (half speed) | Strafe sideways; the fan has gaps |
| Icicle rain | Five icicles drop around you, each spot marked on the ground first; a hit leaves you Frozen for 1.5 s | Step off the red marks |
| Frost nova | Up close, a blue ring leaves everyone within 7 blocks Frozen for 2 s | Back off before the nova; fight from mid range |
| Call up the frozen dead | Two Frostbitten climb out near you | Kill them fast |
| Phase two | Five-icicle volleys and eight-icicle rain | Keep moving |
- ChillMove slowerIts icicle volleys
- FrozenCannot move or jump; you can still swingIts nova and icicle rain
Its drop includes 6 to 10 glacite and, half the time, a Frost Heart. Hold a Frost Heart, or keep it in the offhand, and Chill, Frozen and Frostbite stay off you: not icicles, not novas, not drift snow.
The Magma Colossus, Keeper of Fire
A living volcano: a stepped cone of rock with a face of fire in its slope, a smoking crater for a crown and two great arms braced out of its flanks, lava running down it. In its second form it erupts. 320 health, and the hardest-hitting Keeper.
| Move | What happens | What to do |
|---|---|---|
| Fireball | A blazing ball from its mouth, 2.5 hearts, and 3 seconds of Burning | Sidestep; it flies straight |
| Magma barrage | Five balls of magma rise out of its crater and circle it; it throws them one by one in high arcs: 10 hearts each to a player with no armour, with a burning splash | Wear your best armour. Watch the arcs and run across them, not along them |
| Ground slam | Throws everyone within 6 blocks into the air and burns them | Do not stand under it |
| Punch | 3 hearts up close | Hit and step back |
| Phase two: eruption | Fireballs rain from the sky around you every few seconds | Keep moving; the first lands on your spot |
- BurningLose half a heart a second; water or rain puts it outIts fireballs, barrage and slam
It only throws the balls at someone in range and in sight, so a wall breaks its aim.
The Thorn Guardian, Keeper of Earth
Six blocks tall on long legs that bend backwards and end in roots: a pale stag's skull, great antlers hung with glowing spore pods and flowers, a bark ribcage round a spore-heart, thorn talons. In its second form thorns burst along its back and arms. 280 health.
| Move | What happens | What to do |
|---|---|---|
| Blight thorns | A green beam: 2 hearts and 4 seconds of Blight; one in four misses | Break line of sight between shots |
| Roots | Within 16 blocks, roots hold you in place for 1.5 s (Rooted) | You can still swing: hit back while held |
| Stomp | It rears up behind a warning ring, then everything within 8 blocks takes 3 hearts and is thrown about 8 blocks | When the ring appears, run out of it |
| Phase two: Blight spores | 4 seconds of Blight for everyone within 10 blocks | Hit it in the gap, then retreat |
- BlightLose half a heart a second; never your last half heartIts thorns and spores
- RootedHeld in place by roots; you can still swingIts roots
Blight never kills a player on its own; it stops at the last half heart. What kills is the next hit, so heal between stomps. Mushroom Broth gives six seconds of Mending.
The Tempest, Keeper of Wind
A gold core inside three spinning rings, on white wings bound by crystal shackles. It flies, has 480 health, and fights high above the cloud sea on a floating temple reached by a spiral stair.
| Move | What happens | What to do |
|---|---|---|
| Core lasers | 2.5 hearts per hit; about three in ten miss | Stay moving |
| Gust | Blows everyone within 12 blocks away | Keep your back away from the edge |
| Hurricanes | Two whirlwinds chase you for 12 seconds and fling you high into the air. They cannot be hurt | Run; Wind Boots make the landing harmless |
| Perching | Every so often it lands on a tower to rest for about five seconds: "Strike now!" | This is your opening. Have a sword ready |
At half health it transforms. For ten seconds it cannot be hurt; it draws in every crystal still standing (each one heals it), sheds its rings and comes back with four wings, free of the shackles, and an angel's ring. In this second form:
- A shield turns every projectile back at whoever threw it. Use a blade.
- Lightning strikes down on you every few seconds for 4 hearts. Keep moving.
- Swoop: it dives, grabs you and throws you into the air.
- Bigger hurricanes pull you in.
- Sky lasers: five beams go up and come down five seconds later; a red symbol marks each landing spot two seconds before. A hit is 9 hearts.
- The four-wing charge: a golden ring closes around you and the screen says MOVE! Anyone still inside when it lunges is caught and finished. Get out of the ring.
- WindboundCaught in the wings; cannot moveIts hold, when it grabs you
Break all four crystals before you bring it to half health, so the transformation heals it as little as possible.
Getting ready
| Gear | From | Why it matters |
|---|---|---|
| Frost Wraith's ore | Breathe underwater for good, swim as fast as you walk, see clearly underwater | |
| Magma Colossus's ore | Fire, lava and magma blocks cannot hurt you; press . to throw your own fireball | |
| Thorn Guardian's ore | 20 hearts instead of 10 while worn, and your hits knock foes further | |
| Tempest's ore | No fall damage | |
| Frost Wraith (half the time) | Held or in the offhand: no Chill, Frozen or Frostbite | |
| Maker's Bench or temple chests | The Sun Shield: four golden hearts that take the hits first, for 2 minutes (effects) | |
| Maker's Bench | Set one down at a tower or the arena gate: Windleap or Swiftstep for everyone within 5 blocks |
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 hunger bar, 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.
| Tool | Ore | As a weapon | As a tool |
|---|---|---|---|
| Blazing | Sets what you hit on fire | What you mine comes out smelted | |
| Tidal | Each hit heals you half a heart | Mines 1.5× faster | |
| Quaking | Knocks foes three times further | Mines a 3×3 square | |
| Gale | Throws foes into the air | Mines 2× faster |
The Robot Titan
The Last Engine of the Vael: a war engine of obitite trimmed in Vael gold, its head sunk between towering pauldrons with one great lens, a cannon arm and a grinder arm. Five blocks tall, 300 health, waking at its altar in the Robotic World when a player comes within 40 blocks. It fires a laser for 4 hearts (one in four misses), punches for 2.5 hearts, and for four seconds out of every fourteen charges with its grinder, moving fast and grinding a heart a second. Keep your distance during the charge.
A full set of tungsten armour makes you immune to its laser, and a held compass deflects half of them. It drops 6 to 10 obitite, the top tier of tools and armour, and half the time its Laser Cannon Core, the heart of a jetpack. It wakes again five minutes after it falls.
The Elemental Core
The Elemental Core, Heart of the Riving, is the last fight. It answers only a player who has beaten all four Keepers, and it is called at an Elemental Altar placed in the Elemental World; the altar takes all four elemental ores, Dawnstone blocks and an obitite block, among other things. The Core is the Engine That Drinks: a Vael machine like a goblet, a funnel of obitite and gold with four claws clutching a crystal heart, 2,000 health. Every twelve seconds (eight once enraged) it turns to the next element in order, Water, Fire, Earth, Wind, and fights with that Keeper's moves: icicle rain and novas, magma barrages and slams, stomps and spores, lasers, gusts and hurricanes.
Bring the Frost Heart, Earth Leggings and Wind Boots. Only one Core can be awake in a world at a time. When its health runs out the fight is not over.
The Crowned Wyrm
When the Core's health runs out, its shell bursts and the Crowned Wyrm rises in its place with a new bar of 1,500 health: a winged dragon of black stone, its eyes, cracks and wing veins burning in the colour of its element, and on its head a four-sided crown that chooses the element.
The pillars and the half damage
- Four slate pillars rise round the arena, twelve blocks out at the compass points: Water to the north, Fire to the east, Earth to the south, Wind to the west. A crystal of its element tops each one, with 80 health.
- While the pillar of the Wyrm's current element stands, the Wyrm takes half damage. The boss bar says SHIELDED, and its four gems show which pillars still stand.
- Break a pillar's crystal and that element leaves the Wyrm's crown for good. With every crystal broken, nothing shields it.
The element turns
Every twelve seconds the crown turns to the next element whose pillar still stands, in the order Water, Fire, Earth, Wind. Below 750 health it turns every eight seconds. The chat says each turn. Break the pillar of the element it has now and it stops being shielded at once, then go for the next.
Its moves
| Move | What happens | What to do |
|---|---|---|
| Element breath | It rears up, then breathes an 8-block cone of its element: a heart every half second, with Chill, Burning, Rooted or Windbound for the element it has | Get out of the cone, to its side; the rearing is your warning |
| Shadow dive | A shadow three blocks wide follows one player for two seconds, stops, and the Wyrm dives onto it: 4 hearts | Keep moving while the shadow follows you, and leave it once it stops |
| Tail sweep | Only when someone stands behind it: the tail lifts for a second, then sweeps a ring at ankle height, 2.5 hearts and a hard knock | Jump it |
| Core pulse | Once, at 375 health: it flies to the middle of the arena, glows for two seconds, and a wave crosses the whole arena, 3 hearts | Jump as the wave reaches you |
A Blazing, Tidal, Quaking or Gale arrow does nothing extra while the crown holds that same element. Break it and the ending plays: a closing scene in single player, a shorter one in the world online. Everyone near when it falls earns the Riven Circlet, a ring of four element flames over the head, and the title Champion, both earned only and chosen in Looks. What else it leaves behind, besides the last Torn Page, is for you to find.
Next: Playing together. All sections: the guides.












