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Boss 1: Goo

Goo
Little is known about The Goo. It's quite possible that it is not even a creature, but rather a conglomerate of substances from the sewers that gained some kind of rudimentary, but very evil sentience.


Boss mechanics

General

  • The boss will always appear on the top of the room once you open the locked chest in the center of the room.
  • Is immune to Mind and Body effects, and is resistant to Acid damage, but vulnerable to Banishment/Blessing/Holy damage as it is a a magical creature.
  • Has no armor, and will receive increased damage from physical sources while frozen.
  • Receives increased damage from wands of Disintegration or any sources of electric damage.
  • Will regenerate 1 point of health on every turn if it stands in the water.

Alternative phase - Enraged

  • Goo will waste one turn to start its alt phase, giving you time to put some distance or to heal yourself.
  • Base enrage duration is 5-10 turns, but it is doubled on second enrage and tripled on third.
  • While enraged, Goo receives only half damage from all sources, but doesn't spawns minions on hit.
  • While enraged, Goo will spread damaging miasma cloud around on every turn until exhausted.
  • Miasma deals "body" damage, which means that it can be resisted with certain rings and armor enchants.
  • Miasma is flammable just like grass tiles or corrosive gas, so it can be used against the boss.
  • After enrage ends, Goo falls asleep and several additional minions appear on the top of the map.
  • Amount of these minions depends on # of enrage (1-2/2-3/3-4 for the first, second and third times).
  • Goo will sleep until it recovers all of its health or is disturbed (by receiving damage or hearing a fight nearby).

Minions

  • Normally, every physical attack on the boss or its minions has a chance to cause another minion to appear.
  • Such spawns of Goo appear with total health equal to the damage of the hit which caused them to appear.
  • However, they will have only part of their health, but they can regenerate it while they are standing in the water.
  • Chance for the minion to appear depends on damage inflicted (hits for 24+ damage will always create a spawn).
  • Wands of Magic Missile and of Avalanche deal physical damage, so they can cause minions to appear on hit.
  • If minion recovers full health, it will become entranced and stop attacking you (it will start emitting black particles).
  • Entranced minions will try to approach the boss to be absorbed, healing it by the amount of their current health.
  • Entranced minions are unable to dodge, which makes them vulnerable to backstabs.
  • Entranced minions will not stop being entranced after losing health.

Boss 2: Tengu

Tengu
Tengu are members of the ancient assassins clan, which is also called Tengu. These assassins are noted for extensive use of shurikens and traps.


Boss mechanics

General info

  • Tengu will spawn in the random point of the main room once you enter there, same as in the original.
  • Immune to Mind effects, and Resistant to Body effects.
  • Attacks from distance, occasionally teleports around the room.
  • Teleports every 8 attacks, but this counter is increased every time he's damaged.
  • Activates some of the deactivated traps on the arena every time he teleports.
  • He is the only chapter boss that is not a magical creature.

Alternative phase - Enraged

  • Tengu will waste one turn when enraged, so run away and/or heal.
  • Enrage lasts 2.5-5.0 turns, but will be doubled on the second enrage and tripled on the third.
  • While enraged, attacks twice as fast and can inflict very serious damage very quickly.
  • Teleport counter is increased on every Tengu's turn, so it will teleport more often.

Tips

  • A Scroll of Darkness doesn't just helps you hide when Tengu is enraged, but also may make him step onto his own traps and die quickly.
  • Throwing potions help chip at his health quickly.
  • It's hilarious when you enter the room invisible, then bone him with your melee. Try it sometime.
  • While Tengu is enraged, heroes with good accuracy and a Bow or effective thrown weapons should better use those, as to hit him with a melee attack they will have to chase him around the room, receive damage until they reach him, and then most often he will teleport away.

Boss 3: DM-300

DM-300
This machine was created by the Dwarves several centuries ago. Later, Dwarves started to replace machines with golems, elementals and even demons. Eventually it led their civilization to the decline. The DM-300 and similar machines were typically used for construction and mining, and in some cases, for city defense.


Boss mechanics

General info

  • DM-300 will spawn in the random point of the main room, same as in the original.
  • Deals significant damage and has quite high armor class.
  • Immune to Body/Mind debuffs as any unnatural mob, but also immune to Banishment/Blessing. It is a magical creature though, so it is vulnerable to the wand of Smiting.
  • Resistant to Fire/Unholy damage and being Frozen.
  • Moves only at 75% speed normally, so it is possible to kite the boss.
  • Heals itself for a 20% of missing health when stepping on a trap while not enraged.

Alternative phase - Enraged

  • Base enrage duration is 8-12 turns, but it is doubled on second enrage and tripled on third.
  • While enraged, its damage is doubled and it starts moving at 100% speed, so it is better to run.
  • Every move will generate avalanches on two random tiles near it, these can damage and stun you.
  • Traps will not heal DM-300 while it is enraged, so running away is encouraged.

Tips

  • Using a Scroll of Raise Dead can be effective against it. If you don't have one, kite the boss and attack it while it's calm.
  • Do NOT attack it while enraged, as you may be paralyzed and killed instantly.
  • Don't let it move over traps. Remember, it heals 20% over them, so think about where to step next. You don't have any time limits, so don't be afraid to think slowly.
  • Similarly with Tengu, heroes with good accuracy, an Arbalest and potions of Overgrowth (beta's Webbing) can take down both DM-300 and the Dwarf King at a safe distance from their rage, without these bosses being able even to approach them. In the case of DM-300 the arbalest will most probably have to be upgraded, to reach the current hero's strength.

Boss 4: King of Dwarves

Dwarf King(YAPD)
King of Dwarves
The last king of dwarves was known for his deep understanding of processes of life and death. He has persuaded members of his court to participate in a ritual, that should have granted them eternal youthfulness. In the end he was the only one, who got it - and an army of undead as a bonus.

The two differences of the Dwarf King in YetAnother PD from its Original PD version are:

  1. He gets enraged three times like the rest of the chapter bosses, having increased speed, receiving half damage and dealing double damage during this phase. He also has a special Knock Back attack while enraged.
  2. After he receives some damage, he gets back to the center of the depth and starts a ritual that summons Undead Dwarves (the first of which he sacrifices to regain his health) and reflects back to the hero any damage that is directed against him. The only useful thing that the hero can do during this phase is destroy some Undead Dwarves, before they reach the Dwarf King, get sacrificed and heal him. After this healing and summoning phase is finished the first three times Dwarf King will be enraged. The scroll of Banishment is the only way to stop the Dwarf King's healing and summoning ritual, but the potion of Blessing has no effect on the ritual.

He is Immune to Mind debuffs, and Resistant to Body debuffs and Unholy damage, but he is a magical creature, so he is vulnerable to Banishment/Blessing/Holy damage when he is not performing his ritual (the scroll o Banishment will disrupt it, but wil not damage him at all).

A less known fact about this depth is that its bookshelves are the only ones in YetAnother PD that have a relatively high chance to drop rare scrolls (Banishment, Enchantment, Transmutation, Upgrade) so the hero should always search all of the bokshelves on this depth, after he/she finishes with the fight.

Generally

All chapter bosses have an enraged phase and all get increased speed, receive half damage and deal double damage and some also have special attacks or debuffs while enraged, so always

  • run (Goo, DM-300, Dwarf King) or
  • turn Invisible (all bosses) or
  • use a scroll of Darkness (mostly Tengu)

when this phase of theirs starts. When they are available, potions of Overgrowth (beta's Webbing) and wands of Blink and Entanglement before the beta or a wand of Blast Wave (beta) can also create a safe distance between the hero and the enraged boss. Fortunately all chapter bosses can get enraged only three times.

All chapter bosses get heavily damaged by bomb bundles, but if they are destroyed/killed by a bomb bundle the gold loot gets damaged and is significantly less.

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