Each Campaign area ends with a boss guarding the exit. They're the climactic spikes of a run — tanky, heavy
hitting, and they summon reinforcements throughout the fight. Clear the campaign chain and the
rooftop keeps a few secrets you'll have to uncover yourself.
Boss toughness scales with the difficulty setting and a boss-specific multiplier, and it
ramps further with Campaign progress — late bosses outpace the waves around them. Think of their menace in relative
terms.
The Campaign Chain
The Brute King
Area 1 · Test Chamber · the first boss
BossSummons Runners
Your first wall — a colossal Brute that periodically calls in packs of Runners to harass you
while it lumbers in. It's slow, so the fight is about not getting pinned between the King and its summons. Kite
wide, gun down each Runner pack as it arrives, and chip the King on the way past. Faced right after the fists-only
warm-up, so it's tuned as a gentle introduction to boss fights.
The Spitter Queen
Area 2 · Vat Halls
BossAcid burstsSummons Spitters
A ranged zoner that fires fast multi-shot acid bursts from long range and seeds the arena with extra
Spitters. The danger is crossfire — the Queen and her brood pepper you from multiple angles at
once. Use the Vat Halls' pillars as cover, break line-of-sight, and dash through the bursts to close and burn her
down. Kill the summoned Spitters so the angles don't stack up.
The Warlord
Area 3 · Staff Lounge
BossFast chargerSummons Bombers
A change of pace: the Warlord is a fast melee charger — the quickest boss in the chain — that
hits like a truck and spawns Bombers to corner you. You can't simply outrun it the way you do the
slower bosses — you have to use the dash to break its approach and keep obstacles between you. Detonate the Bombers
at range so you're never caught between an explosion and a charge.
The Necromancer
Area 4 · Patient Ward
BossProjectile burstsSummons Zombies
The original Campaign capstone — a relentless summoner that raises waves of Zombies on a fast
timer while throwing projectile bursts. Left unchecked, the arena drowns in undead. This is a DPS-and-discipline
check: you need enough firepower (and ideally an area weapon) to clear the adds faster than they're raised, while
never letting the projectile bursts and the horde pin you in a corner.
The Overseer
Area 5 · Rooftop Evac · the "final" boss
BossShieldedProjectile volleys
You reach the rooftop, the evac bird is inbound, and the Overseer drops in — a shielded ranged
zoner that shrugs off a chunk of incoming damage, hammers heavy projectile volleys, and summons
Brood (which split into Spawnlings). It looks like the end of the game — but the rooftop still
has more in store, so come into this fight with ammo and health to spare.
Endless
The Devil Lord
Appears in Endless mode
EndlessFireball burstsSummons Archdevils
A horned ranged overlord that doesn't appear in the Campaign chain but turns up as a boss in
Endless mode's generated arenas. Fast for a boss, fires fireball bursts
from long range, and summons Archdevils. Same playbook as the other ranged bosses: break
line-of-sight, clear the elite adds, and close the distance in dashes.