Bosses

As the player progresses, they will have to fight against bosses to make a tangible progress throughout the story. They have significant stats, special abilities and attacks, and are accompanied by their relative allies, requiring the player to plan out strategies and have adequate gears and manpower to defeat bosses.

The following list will arrange from the story's progression.

### Chieftain

The leader of the skull tribe which controls the plain of bones wielding a sledgehammer, Chieftain can be a formidable foe for the agent to face thanks to his decent HP and defenses along with hard-hitting melee attacks, although his attack speed is somewhat slow. Convincing him to return the foods seems impossible, the player have to fight their way through his moves and abilities:

* The special attack where Chieftain jumps to the sky, dealing a dangerously big area of effect Physical damage. However, the attack is a bit slow.
* **Meat hook** - throws a meat hook to catch the agent and drag towards him very unpredictably, dealing a brief stun.
* Upon defeating Chieftain for the first time, he calls the killer bear, Misha, to help him. After which he will have his HP restored by a portion, continuing the fight.
	+ Misha is quite powerful, having decent HP and getting hit once is enough to kill the survivor, however it is pretty slow and relatively easy to avoid.

### Guardian

A combat robot in the abandoned military base that mistakenly identified the agent as a traitor to the military, the Guardian has high HP and red defense which make Pistols and SMG not as effective. In addition, it has both melee and ranged attacks as well as the following abilities and moves to make the Guardian a formidable foe:

* When the agent approaches the Guardian, it will use a melee attack by bashing with its built-in riot shield, dealing decent melee damage and knocks the survivor back, as well as stunning them for a brief moment.
* When the agent stays too far from the Guardian, it will use a ranged attack by firing its built-in machine gun in quick successions. dealing heavy Physical damage.
* The Guardian initially launches several mines from a moderate distance at random spots.
* After launching mines, the Guardian will fly above the survivor off-screen, and will drop itself at the agent's current spot after 3 seconds, dealing high melee damage and pushes the survivor away by a great distance as well as stunning them for several seconds.
	+ This attack can be avoided by tumbling after the Guardian flew above for 2 seconds.
* When the Guardian reaches 0 HP for the first time, it will survive and summon 2 combat drones and 1 flaming drone. After summoning, the Guardian will fully restore its HP and continue the fight.

### Behemoth

A giant purple Roach Man that worships the first black pyramid located underneath the Scraptown's Area 52 with hampered cognitive functions, the Behemoth boasts significant HP and powerful melee attacks, although its defenses are lacking and moves quite slowly when compared to normal Roach Men. To compound this, the Behemoth have the following moves and abilities which make it a tough foe to deal with:

* The Behemoth tumbles over a good distance to get behind the agent.
* Charges at the agent with greatly increased speed, dealing small melee damage should it collides to the survivor.
* When the Behemoth's HP is at 0, it will survive, fully restoring its HP afterward and gaining the following abilities.
	+ Gains a good amount of shield point, which takes 3-5 seconds to restore should the shield point is depleted, during which the Behemoth is unable to attack.
	+ Periodically spawns a purple shield that lasts for a limited amount of time which gives the Behemoth either abilities:
		- *Reflects 100%* of the damage dealt by the agent, their companions and reinforcements.
		- Immune to *all(!)* damage.
	+ Periodically throws a rock at the survivor, dealing moderate Physical damage and a brief stun.

### Raider King Bobby B

The king among the raiders who attempts to rule the agent's Scraptown by kidnapping some of their people to force the agent to rescue them, unlike other bosses, Raider King Bobby B can be considered as an optional boss fight as the player can choose to kneel before him, avoiding the fight entirely at a cost of earning 60% less scraps afterwards.

If the player chooses to fight him, Raider King Bobby B lives up to his title thanks to his significant HP, AK-47, and Katana which allow him to use both a melee and ranged attack in addition to having a meat hook to pull the survivor towards him, allowing him to quickly take down an unprepared survivor, although his defenses are unremarkable. To compound this, Raider King Bobby B is accompanied by a large amount of normal Raiders and a few elite ones, which, combined with the following abilities, makes the fight significantly more difficult than the last.

* A special attack there Bobby B thrusts forward the agent with his katana, dealing *significant* melee damage, which is enough to kill the survivor in just one hit!
* When Bobby B is defeated for the first time, he will summon 2 huge wolves, Nero and Caligula, and have his HP fully restored, continuing the fight.
	+ Both Nero and Caligula are dangerous beasts as they boast high HP and can disable the agent's special abilities for a few seconds, although they are not very fast and their defenses are lacking.
* When Bobby B is defeated for the second time, he will summon mines and poison grenades *across the map(!),* and have his HP fully restored, continuing the fight for the last time. After which, he will truly be defeated for good.

### Commander Locke

One of the commanders of the Slaver Union attempting to attack the agent's Scraptown, Commander Locke appears only when the player has fought into the 3rd wave of the Slaver's attack, and boasts very high HP and wields a powerful M249, in addition to having a surprisingly fast movement speed, allowing him to quickly mow down even an heavily armored agent. Commander Locke also has whole Slaver army to back him up as well as the following abilities:

* When Locke is defeated for the first time, he will call the last wave of enemy including a powerful War Machine, and have his HP half-restored, continuing the fight.
	+ War Machine is a literal powerhouse that boasts significant HP and defenses, and can rapidly fires its highly damaging turret at close range as well as jumping onto the agent's position *regardless of the distance*, which deals *massive* Physical damage.

### Father/Jermone

The leader of the cultists whose shelter located inside a bunker at Plains of Bones, Father is an optional boss fight in **"The Howling Man"** quest which the player can only fight him if one chooses to not believe him or frees the incarcerated howling man.

If the player chooses to fight Jermone, he is relatively easy to deal with on his own as his stats are unremarkable outside his high HP, as well as not having any special ability/attack and only armed with a blunt weapon. Take caution, though; Jermone is accompanied by a large amount of cultists that are armed with melee and ranged weapons, and some of which can resist death for 5 seconds.

### ??? (Demon/Howling Man)

A demon incarcerated under the bunker of the cultists led by Father located at Plains of Bones, Demon is an optional boss fight in "**The Howling Man"** quest which the player can only face him if one choose to not believe the Father or defeat him together with the Father's cult.

If the player chooses to face Demon, he has significant HP but does not wield any weapon as well as lacking in both Physical and Elemental defenses, and have the following abilities designed to disorientate the agent.

* Have **Blink** ability, but with no cool down and limit.
* Have **Clone** ability, which has half of the original Demon's HP.

### Abadon

The commander of the cultists "Children of the lamb" in Scorched earth, he is an optional boss required to be defeated for Isabella's request. He has high HP and is armed with a Poison Thrower which shoots toxins, setting the agent on fire and applying poison on them.

Upon being defeated for the first time, he turns to a damn green ugly Ghoul which boasts a humongous HP for a ghoul and also revives similar to regular ghouls after death. In addition, it also gains access to the "Virus" ability, which is functionality identical to the agent's.

### The Lamb

An organic supercomputer (hence refers to "it") that is (somehow) the leader of the cult named "Children of the lamb", rumor has it that it manipulates people's minds into compliance, unlike other bosses, the Lamb prefers to let the multiple waves of their army fight for it. The player must push through their army to defeat the Lamb.

[UPDATE- THE LAMB HAS BEEN BUFFED]

It summons elite grade enemies more frequently than before and also randomly summons boss grade enemies(randomly in any wave).

* First & Second wave: Simple enemies such as wastelanders and raiders, they should pose not much of a threat.
* Third wave: Basic mutants such as walkers, runners, pukers, exploders. While much of the enemies in this wave aren't much of a threat, the Pukers can be a problem especially if one is not careful due to their good HP and hard-hitting attacks, as well as a ranged poison attack by puking.
* Forth wave: Skull tribe warriors and small creatures that resemble skull tribe warriors "Minion", these minions are quite dangerous as they're very fast and can deal high amounts of damage very quickly.
* Fifth wave: Roaches and Roachmen. These Roaches are very dangerous due to their very fast speed and powerful attacks that deal serious melee damage.
* Sixth wave: Rats and Flies, the Flies don't do anything but annoy you with poison damage, the rats should be prioritized due to their ability to dig down into the ground to reach the agent's current position and are very fast.
* Seventh wave: Mutants and Mutant Bears, don't get hit by those bears, as they can kill even a heavily armored agent in one hit!
* Eighth wave: The Slavers and 2 Alphas(Elite mutant wolfs). The slavers have high armor and powerful ranged attacks, and the alphas are very powerful, they can kill in one hit if one does not have enough defense.
* Ninth wave: 3 Clones of the agent. While this sounds dangerous, there are some tips to trivialize this:
	+ Before finishing previous wave, equip underpowered items and gears. This makes the agent's clones have bad stuff, making the wave much less difficult.
	+ Because the clones can use abilities as well, if the player equips Control ability, they can potentially control one's companion. To avoid this, do not use an animal companion, instead use a human companion and equip them with a tinfoil hat.
* The final wave: 5 Nerves Masses and alot of Tentacles of the Lamb (basically normal tentacles) will spawn, and lasers will be shot from the sky periodically. The player must destroy all nerves masses to finally defeat the Lamb, although this is easier said than done, as:
	+ The Tentacles of the Lamb appear in large number and have decent HP, and can potentially stun-lock the agent if not careful.
	+ The boss "Guardian of the lamb" spawns when 4 nerve masses have been destroyed. The Guardian of the Lamb is a huge boss in blue with human characteristics wielding a powerful Long Scythe and a shield who has significant HP and defenses, though he does not have any special ability and only have one phase, making it preferable to avoid him.

### Lilith

The Ruler of the oil fields known as the "Red Queen" who had kidnapped a tarsus club member whom the agent is hired to rescue, Lilith lives up to her title due to her respectable stats and a powerful unique bow and armor, allowing her to soak heavy punishment while dealing devasting damage in return. To compound her strength, Lilith is extremely fast and agile in addition to boasting the following abilities:

* Has high dodge rate.
* In her first phase, she has basic movements and attacks, however the main threats in first phase are her elite hell hound duo, they are incredibly fast and powerful, might even one hit the agent if squishy enough! Distracting Lilith using flares and finishing off the hell hounds first is a very good move, as the hell hounds are tanky enough to take hits for Lilith.
* Once Lilith is defeated for the first time, she recovers health and injects herself with an unknown syringe and reveals her true powers, which gives her the following properties:
	+ Becomes even more agile. Lilith gains access to "blink" trait(it does not replace her current trait), allowing her to teleports back and forth unpredictability.
	+ Charge ability, like that of the agent's.

Trying to run is very futile as she just teleports in front of you and ambushes with charge, the small openings would be when she casts her special attack which is quite slow, but powerful as it rains arrows after a brief moment from attack. Because Lilith can swiftly move back and forth unpredictably, using items that can inflict stun is highly recommended.

## Cyrus

The leader of the central branch of the Tarsus club, he had assigned you to destroy a out of control horde of mutants when the leader of those mutants, Mando tells you that Tarsus club is evil and if you choose to side with Mando then, you are going to fight Cyrus afterwards.

Equipment -

• He wields a bazooka and a dual revolver.

- The bazooka is pretty deadly and the dual revolver special attack is a devastating attack if hit.

1st phase -

• He has nothing more than a default blink trait alongside with a boss trait and two weapons.

• He's pretty weak in this phase, using the zombie allies, he can easily be overwhelmed and defeated.

2nd phase -

• Upon being defeated for the first time, he restores full health and calls in a formidable special force(elite grade enemies) team with blink ability, they all are heavily equipped and are pretty agile.

## Cockroach Queen

The strongest of the cockroach faction and also the final boss of season one!

First Phase

• She has a few elite mind controllers/servants which are very annoying to deal with. She has a army of roach enemies and infested ones.

• Different attack moves:

   - basic: headbutting the ground to hurt the agent.

   - swipe: kind of like dashing around.

   - lunge: lunging towards the agent, airborning the agent and stunning for a few seconds.

   - Laying eggs while flying: she becomes immune to damage and flies around the battle stage, laying eggs all around you. If left alone, those eggs will spawn more mobs. Some of those eggs are also explosive!

Second Phase:

• A considerable increase in movement speed and attack speed.

• She gains access to abilities such as Prison & Lightning. Prison can be purified via vegetables(mutated/fresh) or lvl 2+ shield.

• Many more mobs are spawned, from which we get another 5 elite-miniboss mind controllers/buffers spawn.

• She gains the ability to summon behemoths as well.