Awakened Mech
What it is
A phase-shifting industrial mech encounter where the boss body literally swaps sprite, palette, and ability set across three escalating forms. The fight starts as a stationary loader chassis firing aimed volleys, transitions at 66 % HP into a drillbot that paints a spiral vortex of bullets, and transitions again at 33 % HP into a white-hot bigbot that closes with telegraphed cone slams. The boss holds position the whole fight — the threat is the evolving bullet pattern, not movement. A crescendo spawn profile layers extra adds on top of each phase, climbing from 2 adds at encounter start to 6 adds per cycle in the final phase. Death is a three-stage explosion cinematic that runs through all three phase palettes in sequence.
The encounter is tagged for the mini-boss pool. It also runs as the final boss when randomly drawn from the boss pool — the same authored roster scales up via the mini ×4 or boss ×8 stat multiplier.
Identity
| Field | Value |
|---|---|
| Theme | Industrial mech awakening through three escalating forms |
| Biome cues | Cool steel and ice blue in phase 1, orange heat and ember in phase 2, white-hot and danger red in phase 3 |
| Pool kind | mini (eligible for both mini-boss and final boss slots) |
| Composition | 1 sharing body that swaps sprite identity across 3 phases |
| Bar anchor | the active phase body |
| Roster body AI | formation_lock (boss holds position; threat is the patterns) |
| Affixes on body | respawn_as (chains body swaps at the two HP thresholds) |
| Abilities | aimed volley in phase 1, spiral vortex in phase 2, cone slam in phase 3 |
The host body identity changes by phase: a loader chassis in phase 1, a drillbot in phase 2, a bigbot in phase 3. All three sprite identities belong to the Industria faction enemy roster. The HP bar persists across the swaps as a single shared pool.
Arena
| Field | Value |
|---|---|
| Shape | circle |
| Radius | 380 world units |
| Terrain pattern | hazard pads (visual circuit-floor; brightens on phase 3) |
| Arena closing duration | 8 seconds |
The hazard-pads terrain is visual only at encounter start. When the boss crosses into phase 3 the floor glow stripes brighten from baseline to hazard alpha, telegraphing the white-hot final phase.
Body composition and HP
| Body | Count | HP per body | Share pool | Targetable | Notes |
|---|---|---|---|---|---|
| Loader (phase 1 spawn body) | 1 | 8000 | yes | yes | bar anchor at encounter start; swaps out at 66 % HP |
| Drillbot (phase 2 body) | 1 | continues from swap | yes | yes | activates on the 66 % HP threshold via respawn_as |
| Bigbot (phase 3 body) | 1 | continues from swap | yes | yes | activates on the 33 % HP threshold via respawn_as; terminal phase |
Total bar pool: 8000 HP, carried by whichever phase body is currently active. The bar does not reset on phase transition — it continues draining through the swap.
Phases and damage gates
| Rule | Trigger | Effect |
|---|---|---|
| Phase 1 to phase 2 swap | Boss HP crosses 66 % | Loader body despawns; Drillbot body spawns in its place; aimed volley is replaced by spiral vortex; palette shifts from cool steel to orange heat; spawn-profile pressure climbs |
| Phase 2 to phase 3 swap | Boss HP crosses 33 % | Drillbot body despawns; Bigbot body spawns in its place; spiral vortex is replaced by cone slam; palette shifts from orange heat to white-hot; arena floor stripes brighten; final-phase spawn cadence kicks in |
| Phase transition cinematic | Either threshold cross | A 1.4-second armor-shed cinematic plays: 0.5 s time-slow at 0.4× rate, camera zoom punch, sendoff shockwave in the old palette, then a 32-shard burst plus 16-spark burst at 200 ms, then a new-primary screen tint at 700 ms |
The fight has no scripted abilities outside the per-phase ability swap. Each phase runs exactly one ability on its own cooldown until the next threshold cross.
Abilities
Aimed Volley (phase 1)
| Field | Value |
|---|---|
| Pattern | aimed_volley |
| Cooldown | 2.0 seconds |
| Telegraph duration | 800 ms |
| Bullet count | 5 |
| Bullet spread | 15 degrees |
| Bullet speed | 240 world units / s |
| Bullet damage | 12 |
| Bullet radius | 5 world units |
| Bullet color | red sight |
The loader chassis paints a red sight-line on the player, then after the 800 ms telegraph fires a 5-bullet spread across a 15-degree cone aimed at the player’s position at the moment of release.
Spiral Vortex (phase 2)
| Field | Value |
|---|---|
| Pattern | spiral_vortex |
| Cooldown | 8.0 seconds |
| Sustain duration | 4000 ms |
| Bullets per emit | 2 |
| Emit interval | 100 ms |
| Emitter rotation speed | 270 degrees / s |
| Bullet speed | 180 world units / s |
| Bullet color | orange ember |
The drillbot anchors a spinning emitter that rotates at 270 degrees per second and emits 2 bullets every 100 ms for 4 seconds, then idles for the remaining 4 seconds of the 8-second cycle before re-firing. The result is a sustained orange-ember spiral that the player must continuously dodge while it sweeps.
Cone Slam (phase 3)
| Field | Value |
|---|---|
| Pattern | cone_slam |
| Cooldown | 3.0 seconds |
| Telegraph duration | 1500 ms |
| Cone length | 300 world units |
| Cone half-width | 70 (pattern units) |
| Cone damage | 35 |
| Follow-up bullet count | 8 |
| Bullet color | white-hot |
The bigbot telegraphs a white-hot wedge for 1.5 seconds, then slams forward over 300 world units of length with 35 damage on hit, followed by 8 white-hot bullets fanning out of the slam path. The cone slam is the heaviest single-hit attack in the encounter.
Spawn profile
| Field | Value |
|---|---|
| Profile id | crescendo |
| Trigger 1 | time-based, fires at t=0 |
| Trigger 1 add type | gunner (common) |
| Trigger 1 count | 2 |
| Trigger 1 spawn position | cardinal |
| Trigger 2 | phase-based, fires on phase index 1 (66 % HP cross) |
| Trigger 2 add type | gunner (common) |
| Trigger 2 count | 4 |
| Trigger 2 spawn position | ring |
| Trigger 3 | phase-based, fires on phase index 2 (33 % HP cross) |
| Trigger 3 add type | gunner (common) |
| Trigger 3 count | 6 |
| Trigger 3 spawn position | ring |
The crescendo profile is the phase-tied escalation profile in the library. Each phase transition layers a fresh ring of gunner adds on top of the survivors of the previous wave — pressure on the player climbs through the fight in lockstep with the boss’s body swaps.
Rewards
| Reward type | Value |
|---|---|
| XP on kill | 1200 |
| Currency on kill | 120 |
| Extra level-up reward picks granted | 2 |
| Cascade ring composition | 2 × drone wreck, 1 × mineral vein, 1 × magnetar pulse, 1 × scrap pile |
The cascade ring is a custom 5-prop ring (overriding the default 2 scrap + 1 mineral + 1 comet + 1 magnetar). The composition leans into the defensive identity of the encounter: the 2 drone wrecks chain short invulnerability windows on the long extraction, the magnetar pulse and mineral vein cover pickup-pull and currency, and the scrap pile fills out the loop.
Scaling
Awakened Mech is a mini-pool boss. The authored stats above are the level-1 baseline. The encounter is scaled at spawn by the boss tier multiplier and the run-depth ramp:
| Slot | Tier HP multiplier | Tier damage multiplier | Reward chamber cascade rings |
|---|---|---|---|
| Mini-boss appearance | 4.0 | 4.0 | 1 |
| Final boss appearance | 8.0 | 8.0 | 2 |
Depth ramp on top of the tier multiplier is 1.0 + 0.5 × (currentLevel - 1) / (totalLevels - 1), applied to both HP and damage.
| Slot | Depth multiplier | Combined HP | Combined damage (cone slam) | Combined damage (aimed volley bullet) |
|---|---|---|---|---|
| Normal mode L3 (mini) | 1.50 | ×6.00 (48000 bar pool) | ×6.00 (210) | ×6.00 (72) |
| Challenge mode L3 (mini) | 1.22 | ×4.89 | ×4.89 | ×4.89 |
| Challenge mode L6 (mini) | 1.56 | ×6.22 | ×6.22 | ×6.22 |
| Challenge mode L9 (mini) | 1.89 | ×7.56 | ×7.56 | ×7.56 |
| Final-boss draw, last level of run | 1.50 | ×12.00 (96000 bar pool) | ×12.00 (420) | ×12.00 (144) |
In addition, every boss inherits the default per-level scaling curve (hp ×2.0/level uncapped, damage ×2.15/level uncapped, plus soft/hard caps on fire rate, move speed, projectile speed, sweep speed, spawner frequency, effect radius, and enrage timer) starting from the player’s currentLevel at encounter spawn.
EXTRACT-CANDIDATE flags
- The mini ×4 / final ×8 tier multipliers and the depth ramp formula are duplicated from
mini-bosses.mdand every other per-entity page. Acceptable per the wiki “tables can duplicate” rule — kept here so the per-entity page is readable standalone. - The default boss scaling curve (per-level multipliers, cap behavior, base enrage timer) lives in
data/boss-scaling.tsand is shared by every boss. Same EXTRACT note as the other per-entity pages — recommend abosses/scaling.mdextraction or a section inbosses.mdonce all per-entity pages exist. - The
respawn_asaffix is the load-bearing mechanic for this fight (threshold list, next-type list, per-phase ability lists, retained-affix chaining for multi-step swaps). Belongs onaffixes.md; this page should link out rather than re-describe. - The
aimed_volley,spiral_vortex, andcone_slamability patterns each have their own bullet behavior, telegraph rendering, and damage model. The cone-slam pattern is shared with Killer Croc but parameterised differently (300 vs 240 length, 1500 vs 1400 ms telegraph, 35 vs 30 damage, 8 follow-up bullets vs 6). Flag for a single “boss abilities catalog” page that lists each pattern once and shows the per-boss parameter overrides. - The
crescendospawn profile is currently used only by Awakened Mech. Already mentioned onbosses.mdandmini-bosses.md; no extraction needed. - The persistent VFX kit (per-phase aura / core-pulse / under-shadow / orbital-ring / rune-circle / edge-vignette host-attached layers, plus arena-scoped dust motes and floor glow stripes that swap color across phases) and the three-stage death cinematic (1.4 s phase-transition cinematic, 3.0 s three-blast death cinematic running through all three phase palettes, time-slow and zoom-pulse beats) are visual-only and described in the source. Omitted from this page per “facts only” scope, but flag for a dedicated
bosses/vfx-kits.mdif a visual-direction catalog is ever broken out. - Per-phase palette tables (4 to 5 hex codes per phase, named primary / secondary / warning / cool / hot) are visual-direction data and not surfaced on this page. Flag for the same
bosses/vfx-kits.md. - The level-1 baseline figures (8000 HP, 12/35 damage values, 1200 XP, 120 currency, 2 extra reward picks) are duplicated from the data file — same reason as the other per-entity pages: pages must be standalone-readable.