Boss
Block Tales Temple Guardian Boss Guide
Block Tales Temple Guardian is a Chapter 4 boss in the Temple of the Red Sun with a 50 HP head, two 15 HP hands, 2 Defense on the head, and no normal effects while the hands are active. The fight is really three targets, not one big target.
Last updated: 2026-04-27
Quick Facts
| Chapter | Chapter 4 |
|---|---|
| Head HP | 50 |
| Hand HP | 15 each. |
| Head Defense | 2 |
| Hand Defense | 0 |
| Level | 60 |
| Attributes | Head is Sharp and Stone; hands are Stone. |
| Location | Temple of the Red Sun. |
| Pit location | The Pit of 100 Trials Floor 49. |
| Invincibility note | The head is unaffected by normal effects while hands are active. |
| Head moves | Stone Rush, Disrupt, and Resupply. |
| Hand moves | Headbutt, Smack, Reinforce, and Hand Off. |
| Stone Rush | Head attack dealing 8 damage in current data. |
| Resupply | Revives a fallen hand at 10 HP. |
| Chapter route | Beaten before later Red Sun River and Prophecy puzzle progression. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales Temple Guardian fight facts
Temple Guardian is a target-order fight. The head has the scary HP total, but the hands decide whether the head can be handled cleanly.
Trying to brute force the head while the hands are still active is the slow way to lose SP and patience.
- Clear or manage hands before committing into the head.
- Respect Resupply because a hand can come back.
- Do not waste normal effects into the protected head.
- Keep route recovery because Chapter 4 continues after this boss.
Head, hands, and bad targeting
The head has 2 Defense and protection while hands are active. The hands have 15 HP each and no Defense, so they are often the cleaner first problem.
A failed attempt usually has the same shape: the player attacks the head too early, burns SP, then gets buried by hand turns and Resupply.
- Use row or multi-target tools only if they hit the targets that matter.
- Switch to the head when the hand state is under control.
- Heal before Stone Rush if the head is active and HP is low.
- Do not chase status effects while the protection rule blocks value.
Temple Guardian route timing
The fight sits after puzzle-heavy Chapter 4 routing. If puzzle damage or random fights already drained items, the guardian will expose that immediately.
Use the Oasis and temple route as a reset point. Enter with enough recovery to survive a targeting mistake.
- Read temple puzzle clues before spending health on guesses.
- Use Chapter 4 puzzle notes if the route before the boss keeps costing items.
- Save stronger food for the head phase.
- After the fight, prepare for Red Sun River puzzle progression.
FAQ
How much HP does Temple Guardian have?
The head has 50 HP and 2 Defense. Each hand has 15 HP.
Why can I not affect the head properly?
Current data says the head is unaffected by normal effects while the hands are active.
Should I attack the hands first?
Usually yes. The hands are easier to damage and can keep the head phase from becoming messy.
What does Resupply do?
Resupply revives a fallen hand at 10 HP, so leaving the fight uncontrolled can undo progress.
Related Pages
Chapter
Chapter 4
Block Tales Chapter 4 is Excavation Exploration, released on May 31, 2025. It starts after Ghostwalker and sends the player to Bizville Docks, Fisherman Fred's boat, Scorched Dunes, Ancient Tomb, Oasis, Red Sun Temple, Red Sun River, and the Firebrand route. This chapter is less about one hard fight and more about tool checks, traps, puzzles, and longer desert navigation. The Great Flocci, Temple Guardian, Captain Trotter, The Ancients, and Finn McCool are tied to Chapter 4 boss coverage. Bring healing, watch puzzle damage, and do not rush the Ancient Tomb clues.
Location
Temple of the Red Sun
Block Tales Temple of the Red Sun is the Chapter 4 main objective area for the Firebrand route after Scorched Dunes, Ancient Tomb, and Oasis. It leads into Temple Guardian, then Red Sun River and the Ancient Puzzle of Prophecy. The route punishes puzzle guessing and bad target order.
Location
Oasis
Block Tales Oasis is the Chapter 4 reset point after Ancient Tomb and before Temple of the Red Sun, Pirate Camp, and later desert-route checks. Use it to repair the damage from tomb puzzles, check supplies, and decide whether the next push should be temple progress or optional cleanup.
Location
Ancient Tomb
Block Tales Ancient Tomb is the Chapter 4 puzzle dungeon after Scorched Dunes and before Oasis. It contains the 3x6 tile puzzle, box and pressure plate checks, Ghost Potion flamethrower timing, a boulder hallway, the Bottled Ship room, Ancient Key, and The Great Flocci fight.
Guide
Chapter 4 Puzzle Guide
Block Tales Chapter 4 Puzzle Guide should be used as a route check for the desert puzzles, not as a reason to brute force every room. Chapter 4 sends players through Scorched Dunes, Ancient Tomb, Oasis, Red Sun Temple, and Red Sun River while chasing the Firebrand. The Ancient Tomb includes a 3x6 tile puzzle, box and pressure plate checks, Ghost Potion flamethrower timing, a boulder hallway, and the Bottled Ship route. Later, the Ancient Puzzle of Prophecy uses symbols, wheels, an orb, and a movable pillar after Temple Guardian.
Card
Fireball
Block Tales Fireball is a 1 BP Ball action card that costs 2 SP and applies Burn level 1 for 3 turns. It is good when a target will survive long enough for Burn to matter, and weaker when direct damage would end the fight immediately. Fireball is found in Caves [3], can be bought from Amber for 80 TIX, and can drop from several later enemies and bosses at 1.2%. The action command can add 1 extra damage to Ball damage. Use it as a damage-over-time plan, not a panic button.
Card
Softener
Block Tales Softener is a 1 BP Sword action card that costs 2 SP, pierces defense, and applies DEF Down level 2 for 3 turns. It is best against durable enemies or enemies using DEF Up, not as a random damage button. Use it when the next few attacks will benefit from the debuff.
Boss
Captain Trotter
Block Tales Captain Trotter is a Chapter 4 pirate boss in Pirate Camp with 75 HP, 2 Defense, and a mixed pattern of Cutlass Strike, Blunderbuss, Crew Call, Encore, Captain's Orders, Cannonfire, and Orange Toss. The fight punishes players who ignore adds and cannon turns.