To add to the discussion what @user1379857 did not regarding "what does the most general proper Lorentz transformation look like written down explicitly", I will provide this as a derivation.
The three rotation matrices (note here that I prefer the Tait-Bryan angles instead of the more "physicist-y" Euler angles because I find them more intuitive as you can think of aiming a pointed craft) for an object in 3D space, initially pointing along the $z$-axis, where the $y$-axis is vertical, the $x$-axis is horizontal, and the $z$-axis points into the screen, look like
$$R_R(\theta_R) := \begin{bmatrix} \cos(\theta_R) && -\sin(\theta_R) && 0 \\ \sin(\theta_R) && \cos(\theta_R) && 0 \\ 0 && 0 && 1 \end{bmatrix}$$
for roll, and
$$R_P(\theta_P) := \begin{bmatrix} 1 && 0 && 0 \\ 0 && \cos(\theta_P) && -\sin(\theta_P) \\ 0 && \sin(\theta_P) && \cos(\theta_P) \end{bmatrix}$$
for pitch, and finally
$$R_Y(\theta_Y) := \begin{bmatrix} \cos(\theta_Y) && 0 && -\sin(\theta_Y) \\ 0 && 1 && 0 \\ \sin(\theta_Y) && 0 && \cos(\theta_Y) \end{bmatrix}$$
for yaw. The relevant order of application is to first roll (bank) your craft side to side, then to pitch it up or down, and finally to yaw it left or right:
$$R_{RPY}(\theta_R, \theta_P, \theta_Y) := R_Y(\theta_Y) R_P(\theta_P) R_R(\theta_R)$$
is the total rotation in 3D space. If you do those matrix multiplications, ideally with the help of a computer(!), you get this awful mess:
$$R_{RPY}(\theta_R, \theta_P, \theta_Y) = \begin{bmatrix} \cos(\theta_Y) \cos(\theta_R) - \sin(\theta_Y) \sin(\theta_P) \sin(\theta_R) && -\sin(\theta_Y) \sin(\theta_P) \cos(\theta_R) - \cos(\theta_Y) \sin(\theta_R) && -\sin(\theta_Y) \cos(\theta_P) \\
\cos(\theta_P) \sin(\theta_R) && \cos(\theta_P) \cos(\theta_R) && -\sin(\theta_P) \\
\sin(\theta_Y) \cos(\theta_R) + \cos(\theta_Y) \sin(\theta_P) \sin(\theta_R) && \cos(\theta_Y) \sin(\theta_P) \cos(\theta_R) - \sin(\theta_Y) \sin(\theta_R) && \cos(\theta_Y) \cos(\theta_P)\end{bmatrix}$$
Going to spacetime, we must add the temporal coordinate, viz.
$$^{(4)}R_{RPY}(\theta_R, \theta_P, \theta_Y) := \begin{bmatrix} 1 && 0 && 0 && 0 \\ 0 && \cos(\theta_Y) \cos(\theta_R) - \sin(\theta_Y) \sin(\theta_P) \sin(\theta_R) && -\sin(\theta_Y) \sin(\theta_P) \cos(\theta_R) - \cos(\theta_Y) \sin(\theta_R) && -\sin(\theta_Y) \cos(\theta_P) \\
0 && \cos(\theta_P) \sin(\theta_R) && \cos(\theta_P) \cos(\theta_R) && -\sin(\theta_P) \\ 0 &&
\sin(\theta_Y) \cos(\theta_R) + \cos(\theta_Y) \sin(\theta_P) \sin(\theta_R) && \cos(\theta_Y) \sin(\theta_P) \cos(\theta_R) - \sin(\theta_Y) \sin(\theta_R) && \cos(\theta_Y) \cos(\theta_P)\end{bmatrix}$$
But, as you noted, to get a general Lorentz transformation, we actually don't now need an arbitrary boost matrix - we just need one, and this is where the "craft" intuition from the Tait-Bryan angles becomes even more helpful. Think about it as flying a relativistic spaceship, which starts off initially "at rest" in some ground frame, pointing along its $z$-axis. If you want to go somewhere, you would first orient your ship according to some positioning $(\theta_R, \theta_P, \theta_Y)$, and then you would engage your thrusters, bringing your rapidity up to some $\phi$ for the cruise. From your point of view, your ship's nose is always facing down your $z$-axis, so we need only consider the $z$-boost:
$$^{(4)}B_z(\phi_z) := \begin{bmatrix} \cosh(\phi_z) && 0 && 0 && \sinh(\phi_z) \\ 0 && 1 && 0 && 0 \\ 0 && 0 && 1 && 0 \\ \sinh(\phi_z) && 0 && 0 && \cosh(\phi_z) \end{bmatrix}$$
Now since we're imagining this as happening from the POV of the pilot, but we produced the rotation matrices from our outside point of view, we should pull-back through the rotation matrix, so hir Lorentz frame shifts via:
$$^{(4)} L(\theta_R, \theta_P, \theta_Y, \phi) :=\ ^{(4)} B_z(\phi)\ ^{(4)} R^{-1}_{RPY}(\theta_R, \theta_P, \theta_Y)$$
corresponding to the craft orientation change followed up by the thruster engagement.
Now we could write that out too, but you can kind of get where this will be going given what I gave above for the $^{(4)}R_\mathrm{RPY}$ matrix and ... yeah.
But yes, then, it is a boost plus a rotation for the proper group - the remainder of the Lorentz group also will involve a further reflection in both space and in time, which gives 4 possible combinations (spatial orientation reversed/not reversed + temporal orientation reversed/not reversed) so 4 more "sheets" of transformations (c.f. Lie group).
ADD: As mentioned in the comments, you actually do need the two remaining boost matrices - if Susskind's book suggested you can get away with he $x$-axis (here $z$-axis) boost alone, it was wrong! To continue with the above illustration, imagine that after firing its engines, the ship is "shoved" from either the left or right or top or bottom by some force, thus hitting it with additional rapidities $\phi_x$ and $\phi_y$. We then need
$$^{(4)}B_x(\phi_x) := \begin{bmatrix} \cosh(\phi_x) && \sinh(\phi_x) && 0 && 0 \\ \sinh(\phi_x) && \cosh(\phi_x) && 0 && 0 \\ 0 && 0 && 1 && 0 \\ 0 && 0 && 0 && 1 \end{bmatrix}$$
$$^{(4)}B_y(\phi_y) := \begin{bmatrix} \cosh(\phi_y) && 0 && \sinh(\phi_y) && 0 \\ 0 && 1 && 0 && 0 \\ \sinh(\phi_y) && 0 && \cosh(\phi_y) && 0 \\ 0 && 0 && 0 && 1 \end{bmatrix}$$
and now we have the full Lorentz boost matrix (note that it will differ if you use a different sequence, but I imagine the shove from the left/right coming first followed by that from the top/bottom):
$$^{(4)} B_{xyz}(\phi_x, \phi_y, \phi_z) :=\ ^{(4)} B_y(\phi_y)\ ^{(4)} B_x(\phi_x)\ ^{(4)} B_z(\phi_z)$$
which, again using our computer, is
$$^{(4)} B_{xyz}(\phi_x, \phi_y, \phi_z) = \begin{bmatrix} \cosh(\phi_y) \cosh(\phi_x) \cosh(\phi_z) && \cosh(\phi_y) \sinh(\phi_x) && \sinh(\phi_y) && \cosh(\phi_y) \cosh(\phi_x) \sinh(\phi_z) \\
\sinh(\phi_x) \cosh(\phi_z) && \cosh(\phi_x) && 0 && \sinh(\phi_x) \sinh(\phi_z) \\
\sinh(\phi_y) \cosh(\phi_x) \cosh(\phi_z) && \sinh(\phi_y) \sinh(\phi_x) && \cosh(\phi_y) && \sinh(\phi_y) \cosh(\phi_x) \sinh(\phi_z)\\
\sinh(\phi_z) && 0 && 0 && \cosh(\phi_z)\end{bmatrix}$$
and then the true "full" Lorentz quarter-group is
$$^{(4)} L(\theta_R, \theta_P, \theta_Y, \phi_x, \phi_y, \phi_z) :=\ ^{(4)} B_{xyz}(\phi_x, \phi_y, \phi_z)\ ^{(4)} R^{-1}_{RPY}(\theta_R, \theta_P, \theta_Y)$$
where the pilot first orients, then hits the engines, gets a left kick and then a bottom kick, which is gonna be really awful to write out! But you can do it, and then you'll have almost (up to some reflections) the most general Lorentz group element.