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

FieldValue
ThemeIndustrial mech awakening through three escalating forms
Biome cuesCool steel and ice blue in phase 1, orange heat and ember in phase 2, white-hot and danger red in phase 3
Pool kindmini (eligible for both mini-boss and final boss slots)
Composition1 sharing body that swaps sprite identity across 3 phases
Bar anchorthe active phase body
Roster body AIformation_lock (boss holds position; threat is the patterns)
Affixes on bodyrespawn_as (chains body swaps at the two HP thresholds)
Abilitiesaimed 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

FieldValue
Shapecircle
Radius380 world units
Terrain patternhazard pads (visual circuit-floor; brightens on phase 3)
Arena closing duration8 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

BodyCountHP per bodyShare poolTargetableNotes
Loader (phase 1 spawn body)18000yesyesbar anchor at encounter start; swaps out at 66 % HP
Drillbot (phase 2 body)1continues from swapyesyesactivates on the 66 % HP threshold via respawn_as
Bigbot (phase 3 body)1continues from swapyesyesactivates 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

RuleTriggerEffect
Phase 1 to phase 2 swapBoss 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 swapBoss 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 cinematicEither threshold crossA 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)

FieldValue
Patternaimed_volley
Cooldown2.0 seconds
Telegraph duration800 ms
Bullet count5
Bullet spread15 degrees
Bullet speed240 world units / s
Bullet damage12
Bullet radius5 world units
Bullet colorred 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)

FieldValue
Patternspiral_vortex
Cooldown8.0 seconds
Sustain duration4000 ms
Bullets per emit2
Emit interval100 ms
Emitter rotation speed270 degrees / s
Bullet speed180 world units / s
Bullet colororange 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)

FieldValue
Patterncone_slam
Cooldown3.0 seconds
Telegraph duration1500 ms
Cone length300 world units
Cone half-width70 (pattern units)
Cone damage35
Follow-up bullet count8
Bullet colorwhite-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

FieldValue
Profile idcrescendo
Trigger 1time-based, fires at t=0
Trigger 1 add typegunner (common)
Trigger 1 count2
Trigger 1 spawn positioncardinal
Trigger 2phase-based, fires on phase index 1 (66 % HP cross)
Trigger 2 add typegunner (common)
Trigger 2 count4
Trigger 2 spawn positionring
Trigger 3phase-based, fires on phase index 2 (33 % HP cross)
Trigger 3 add typegunner (common)
Trigger 3 count6
Trigger 3 spawn positionring

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 typeValue
XP on kill1200
Currency on kill120
Extra level-up reward picks granted2
Cascade ring composition2 × 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:

SlotTier HP multiplierTier damage multiplierReward chamber cascade rings
Mini-boss appearance4.04.01
Final boss appearance8.08.02

Depth ramp on top of the tier multiplier is 1.0 + 0.5 × (currentLevel - 1) / (totalLevels - 1), applied to both HP and damage.

SlotDepth multiplierCombined HPCombined 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 run1.50×12.00 (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.md and 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.ts and is shared by every boss. Same EXTRACT note as the other per-entity pages — recommend a bosses/scaling.md extraction or a section in bosses.md once all per-entity pages exist.
  • The respawn_as affix 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 on affixes.md; this page should link out rather than re-describe.
  • The aimed_volley, spiral_vortex, and cone_slam ability 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 crescendo spawn profile is currently used only by Awakened Mech. Already mentioned on bosses.md and mini-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.md if 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.