To give a brief rundown of deadly enemies and/or the final boss of each wormhole, plus its gimmick:
Yellow: Like said before, the Golden Sphinx’s second and third phase have it charge towards the nearest player with a deadly burst of shots. While not always an instakill, it can definitely injure you very badly, then finish you off with the next of its attacks if it’s in its third phase.
Additionally, there are blue scorpions ( ) which inflict a surprisingly long Paralyze. Their bigger counterpart shoots out a three-shot shotgun, even; though it’s not a perma-lyze, it can be incredibly dangerous when there’s other minibosses on the field. Focus them!
Gimmick: A strip of safe tiles sweeps the arena continually, to protect you from the sandstorm. While inside the sandstorm, your oxygen meter will deplete; once empty, you’ll start to quickly take damage, much like drowning in an Ocean Trench/Reef. Enemies in the sandstorm gain Armored, but the Golden Sphinx gains Invulnerable.
Green: You can safespot the second boss by standing just in front of it. Alternatively, bring a high-tiered Prism and good magic heal pet and just cheese through every boss fight. Seriously - all of them are vulnerable to decoys.
Take note of the final boss’ high damage, though - don’t tank its shots or you will die faster than you think!
Gimmick: Tides of acidic water flood parts of the arena in a cycle. Walking in it slows you down tremendously, akin to Pure Evil’s slowdown; additionally, you’ll take 25 damage per second while in it.
Red: Nothing too insane here. The final boss is somewhat vulnerable to decoys, minus its thrown bombs.
However, be careful around the second boss, as its shots are very fast and pierce through armor when he shoots a flurry of them (in between them, he shoots non-armor piercing ones only once).
Gimmick: None! Makes it pretty simple, right?
Blue: Nothing too crazy here, but the second boss can be tricky. It releases a helix of shots every second or so, with gaps in between each helix.
Additionally, when the boss spawns, stay on the outer platforms first! The tentacles it spawns need to be killed before it becomes vulnerable.
Gimmick: The arena is divided into five platforms, with one “main” platform and four “side” platform in a plus (+) formation. There are teleportation tiles to quickly go between each connected platform (so from left to up, down, or middle, for instance).