Soul's Remnant Boss Guide
Check the encounter location, learn the documented attack cues, and distinguish dungeon chests from world-boss ticket rewards.
The Short Answer
For a first dungeon clear, follow the Normal Slime Garden route. For other encounters, check the location below: the same monster name in another instance does not guarantee identical attacks or rewards. The examples here come from published wiki records, not our own combat trials.
Documented Encounters
Angeling — Plains 2
The grinding guide records periodic Jel summons and self-healing. Watch for newly spawned Jel and the healing behavior while planning your next attack. This is a Plains 2 record, not a complete Slime Garden boss script.
Big Slime — Forest 1
The same guide records projectiles that leave damaging ground areas, arcing shots, and a charge after a short pause. Keep space to move away from the landing areas and watch the pause before committing to an attack.
Source for these two encounters: official wiki Grinding guide. The movement advice is an interpretation of the described attacks, not a tested optimal strategy.
Reaperfish — Great Trench
The world-boss record describes repeated telegraphed charges, rotating circular projectile patterns, and killable Mini Reaperfish summons. Use the underwater vertical space to avoid a charge, then check the projectile pattern at your destination before using a movement skill.
The world-boss guide says these bosses appear at night and disappear at 05:00 without rewards if undefeated. Check the world clock before starting. Source: World Bosses.
Boss Drops & Rewards
Normal Slime Garden: the dungeon reward record lists one Grassy Dungeon Essence and one Generic Dungeon Essence guaranteed in its Normal chest. See the dungeon reward notes for the chest context and sources; this is not a guaranteed drop table for every boss.
Reaperfish: victory creates the Great Trench crystal. An Angler Ticket grants access to the additional reward instance for a Silver Chest. The world fight and ticket reward are separate steps; a Normal Dungeon Pass is not the stated ticket for this reward.
Check item restrictions and player-trading unlocks before assuming a drop can be sold. Exact drop probabilities and a complete loot list have not been verified.
Dungeon Bosses
The launch dungeon recommendations are Slime Garden 10 / 40 / 70, Plains Dungeon 20 / 50 / 80, and Cave Trial 30 / 60 / 90 for Normal / Hard / Extreme. These are recommendations, not evidence that any particular build can clear the fight.
Use the dungeon level and entrance guide for pass requirements and the first-run sequence. Published sources conflict on shared versus individual respawns; check the death-rule notes rather than assuming a larger party gives a shared pool of extra lives.
Preparing for a Boss
- Put potions and your movement skill on reachable hotbar slots before entering.
- Read the encounter location and attack cues; leave room to move when the charge or projectile warning appears.
- Check your party, pass or ticket, quest prerequisites and game-mode death rules before spending resources.
- Practice your chosen starting skill combination before testing it in a boss fight.
- Review the Ironman rules if your character has permanent-death restrictions.
Sources & Limits
Reviewed September 11, 2026 against available search-indexed official community wiki records: Grinding, World Bosses (September 5 revision), and the sources linked from the dungeon guide. Direct wiki access was unavailable. We did not test these encounters in the client.