Journey to the Savage Planet has a number of boss fights that you need to tackle as you complete the game’s main objective. Throughout your Journey to the Savage Planet playthrough, you’ll face off against the Cragclaw, the Floopsnoot Matriarch, and Teratomo. This guide and the included videos help you with all of these encounters.
Journey to the Savage Planet: The basics
Truth be told, the boss fights in Journey to the Savage Planet are quite easy. You’ll only want these basic/Rank 1 upgrades to your Nomad Pistol:
- Fast Reload
- Improved Damage
- Advanced Battery
The Cragclaw is the first boss you’ll fight in Journey to the Savage Planet‘s starting level (The Landing Site). In order to damage the boss, you’ll need to shoot the glowing protrusions/tentacles from its carapace. Doing so removes a chunk of the Cragclaw’s health.
- Phase 1 – The boss does a flame wave attack; avoid it by jumping, crouching, and then jumping again.
- Phase 2 – In addition to the wave attack, the boss will launch a flame bomb that you can avoid by hopping on another platform.
- Phase 3 – The Cragclaw has the same attacks as before. The only difference is that it now has five tentacles that you need to shoot.
The Floopsnoot Matriarch
The Flooptsnoot Matriarch is perhaps the most annoying boss in Journey to the Savage Planet. It’s due to the inclusion of platforming mechanics that can feel very clunky at times as mentioned in our official review.
The Floopsnoot Matriarch can only be damaged by shooting the glowing nodules around its body. There are six that you need to destroy each phase. The boss also periodically summons several Floopsnoot mobs at regular intervals. Lastly, it’ll lash out with its tongues in specific areas of the room.
- Phase 1 – Shoot its eye to start the fight. Roam around the room to shoot the six glowing nodules.
- Phase 2 – Heal up then shoot its eye to start the next phase. There will be three glowing nodules and the remaining three are blocked by an impenetrable carapace. You need to pick up the acid bombs and throw them at the correct spots to open up the nodules.
- Phase 3 – Heal up and shoot the eye again to start the final phase. All nodules are blocked off so use the acid plant bombs on them. Once you deplete its health bar, boop that snoot (shoot the eye) to kill it.
The Teratomo is the final boss in Journey to the Savage Planet and one that you’ll need to defeat in order to finish the main story. Like the Floopsnoot Matriarch, there’s a bit of platforming involved.
Note: If you don’t want to fight the Teratomo yet, you can try to get a secret (joke) ending.
The Teratomo has dozens of pustules surrounding its head and tentacles. Each pustule you destroy with a well-placed shot will remove a sliver of its health. If you’re on one of the circular platforms, Teratomo’s tentacles will smash them to bits. If you’re on one of the back platforms, lava will spill on those areas.
- Phase 1 – The Teratomo periodically launches three explosive blobs that you need to dodge. It’ll also spawn two Jellywafts that you need to kill immediately since their poison attacks also apply a damage-over-time effect.
- Phase 2 – The boss won’t spawn explosive blobs for this phase, but its lava spill attack will cover all the back platforms.
- Phase 3 – It’ll do its explosive blobs attack again, and you need to avoid six of these. As for the Jellywafts, it’ll summon three this time around.