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MeatSlicer/docs/bosses.md
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MeatSlicer Developer d9eae34df4 Normalize ammo economy: per-weapon refill, stream drain, behavior fixes
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Bosses

All 9 bosses in MeatSlicer, their rotation, scaling, and complete attack patterns. Pulled from js/bosses.js.


Boss rotation

Bosses rotate in a fixed 9-boss cycle. The boss you fight depends only on the floor number: boss index = (floor − 1) mod 9.

Floor Boss Cycle Tier
1 Bone Saw 0 0
2 Gore Crown 0 0
3 Knife Floor Crawl 0 0
4 Veal Mother 1 0
5 The Flenser 1 0
6 Hook Choir 1 0
7 Plate Father 2 0
8 Auger Prime 2 0
9 The Scald 2 0
10 Bone Saw 3 1
11 Gore Crown 3 1
… (cycle repeats; tier rises every 3 floors)
  • Cycle = floor((floor − 1) / 3) — how many 3-floor brackets deep you are.
  • Tier = cycle − debutCycle (min 0) — the boss's personal difficulty level. Each boss debuts at tier 0 and gains a tier every time its bracket comes around again. Higher tiers unlock extra attacks noted in each entry.

Shared boss rules

  • Contact damage: 2 (never scales).
  • Enrage: below 35% max HP — ×1.35 speed, faster attack cooldowns, and denser bullet patterns. One-time enrage howl.
  • HP scaling: base × (1 + 0.30 × (floor − 1)) × (1 + 0.05 × power score) × pressure
  • Speed scaling: base × (1 + 0.10 × cycle + 0.01 × power score) × pressure
  • Telegraphed attacks (red zones, knife circles, sweep beams) deal 1 damage on their ticks, separate from contact damage.

Boss rewards

Killing a boss grants 500 + floor × 100 score, clears all hostile bullets/telegraphs/minions, and spawns:

  • 1 item pedestal (left of room center)
  • 1 weapon drop rolled at floor + 2 (right of center)
  • 1 ammo pickup (above center) — the boss room also stocks one when you walk in, so you can afford to spend the magazine on the fight
  • Stairs Down (below center)

"[NAME] DESTROYED — take the meat, take the stairs"


1. Bone Saw

Debut: Floor 1 · Base HP: 520 · Base speed: 60 · Hitbox: 45

The opener: a lumbering circular saw that chases at 3× its base speed and mixes projectile fans with a telegraphed charge.

Attacks:

  • Saw fling (45% of attack choices): fan of 6 saws (10 when enraged), speed 240, damage 1, 3.2 s life, spread 0.28 rad around your direction.
  • Charge (55%): aims for 0.6 s (locked direction), then dashes at 430 × speed mult for 0.85 s, trailing blood. Slamming into a wall ends the charge with a screen shake. Cooldown ~3.2 s between attack rolls (2.2 s enraged).

Tier scaling: none beyond stats and enrage — the simplest boss. Strafe the charge, punish the recovery.

2. Gore Crown

Debut: Floor 2 · Base HP: 600 · Base speed: 42 · Hitbox: 48

Slow, relentless summoner-king with radial bullet patterns.

Attacks:

  • Gore volleys (every 2nd attack, from cycle 1): aimed fan of 3 + min(cycle, 4) bullets, speed 260, damage 1.
  • Ring attacks (alternating): ring of 12 + cycle × 4 bullets (18 + cycle × 4 enraged; both cap at 40), speed 170, 4 s life. Tier 3+: rings rotate into spirals. Tier 2+: every 3rd attack is a double ring with an offset second ring.
  • Summon (every max(7 − cycle × 0.5, 3.5) s, 5 s enraged): calls min(2 + cycle, 5) minions away from you — 60% Runners / 40% Minis, with Splitters (tier 1+, 30%) and Exploders (tier 2+, 25%) mixed in.

Attack cooldown: max(2.4 − cycle × 0.15, 1.2) s (1.6 s base enraged). Kill summons before the arena clogs.

3. Knife Floor Crawl

Debut: Floor 3 · Base HP: 560 · Base speed: 75 · Hitbox: 45

Fast hunter that litters the floor with knife telegraphs and chains dashes.

Attacks:

  • Knife telegraphs: places min(3 + cycle, 6) circle traps; the first is centered on you (tier 1+: it tracks you at 140 px/s for 0.4 s before locking). Warning time max(0.7 − cycle × 0.05, 0.45) s. On expiry they hit for 1 damage, then linger for 1.1 s, ticking every 0.4 s for 1 damage each.
  • Cleaver volley (tier 2+): fan of 3 + min(cycle − 1, 3) cleavers, speed 300, 2.5 s life.
  • Dash (chance min(0.3 + cycle × 0.08, 0.6) per attack): dashes at 320 × speed mult for 0.5 s, leaving a knife telegraph at the endpoint (tier 1+). Tier 4+: chains a second dash.

Attack cooldown: max(2.6 − cycle × 0.15, 1.3) s. Keep moving diagonally; never backtrack across lingering knives.

4. Veal Mother

Debut: Floor 4 · Base HP: 640 · Base speed: 34 · Hitbox: 52

Broodmother with a one-time damage shield and steady summons.

Brood Shield (key mechanic): the first time she drops below 50% HP, she spawns 2 elite Splitter escorts. While any escort lives, she takes only 35% damage and moves at half speed. Kill the escorts — "BROOD SHIELD BROKEN / the mother is exposed" — then burn her down.

Attacks:

  • Escorts alive: ring of 10 + min(tier, 3) × 2 syringes, speed 175, every 1.6 s.
  • Escorts dead: aimed fan of 5 homing syringes (9 at tier 3+), speed 190, homing 1.2, every 3.4 s (2.4 s enraged).
  • Summon (every 5.5 s, 3.8 s enraged): min(3 + tier, 6) Minis, plus Splitters (tier 1+, 30%) and Exploders (tier 2+, 20%).

5. The Flenser

Debut: Floor 5 · Base HP: 460 · Base speed: 96 · Hitbox: 40

The fastest boss — a blink assassin that teleports behind you.

Attack loop (every 2.4 s, 1.5 s enraged):

  1. Fade: turns invulnerable and invisible over 0.35 s.
  2. Gone: repositions behind you (90–140 px away) for 0.5 s (0.3 s enraged). Drops a knife telegraph at its new position (radius 38); tier 1+: also one at its old position (radius 30).
  3. Strike: reappears firing a 7-cleaver volley at you (speed 330, spread 0.16 rad; tier 2+: a second offset wave at speed 295), then dashes away at 380 × speed mult.

Tier 3+: blinks twice per loop. Never stand still during its fade — the strike always comes from behind your current aim direction.

6. Hook Choir

Debut: Floor 6 · Base HP: 580 · Base speed: 46 · Hitbox: 50

Slow chanter surrounded by orbiting harpoon hooks that periodically fling outward.

Attacks:

  • Orbiting hooks: inner ring of 4 + min(tier, 3) hooks (radius 70, spin 1.9; 2.65 enraged). Tier 1+: outer ring of 4 + min(tier, 2) hooks (radius 110, counter-spin −1.6). Hooks damage on contact (damage 1) and live 20 s; rings respawn 1.2 s after being released.
  • Wind & release (every 4 s, 2.8 s enraged): 0.7 s wind-up expands all hooks to radius 170 spinning 1.75× faster, then releases them tangentially at speed 300. Tier 3+: released hooks home (0.8).
  • Volley (every 2.8 s): 3 aimed harpoons, speed 260.

The release is the dangerous moment — the hooks leave along the tangent, so sidestep radially (toward/away from the boss), not along the ring.

7. Plate Father

Debut: Floor 7 · Base HP: 700 · Base speed: 38 · Hitbox: 54

Armored juggernaut with breakable plating.

Armor plates (key mechanic): starts with 4 plates and takes only 25% damage. Every 6% of max HP in damage taken breaks one plate (0.45 s stun, "PLATE BROKEN"). With all 4 gone: "ARMOR BREACHED" — full damage. Effectively ~24% of his HP is spent under 75% reduction.

Attacks (alternating, every 3 s / 2 s enraged):

  • Projectile walls: ring of 20 gore bullets, speed 150, with a 3-bullet gap (tier 1+: gap of 2). Tier 2+: a second, slower ring (speed 125) with its own offset gap. Slip through the gap.
  • Tallow Stomp: winds up 0.7 s, then erupts a ring of 6 fire hazards at radius 120 (tier 3+: a second ring at 200). Hazards: 3.5 s life, 1 damage per 0.45 s tick.

8. Auger Prime

Debut: Floor 8 · Base HP: 600 · Base speed: 52 · Hitbox: 48

Drill titan whose signature is a rotating beam sweep.

Attack loop (every 3.6 s, 2.4 s enraged):

  1. Locks onto your position and spools for 0.8 s (0.5 s enraged), stationary.
  2. Sweep: fires 1 rotating beam (tier 1+: 2 arms, tier 3+: 3 arms), length 420, width 26, sweeping for 2.2 s at 1.15 rad/s (tier 2+: 1.65 rad/s) in a random direction. Beam ticks check every 0.5 s — touching the line deals 1 damage.
  3. Also launches 3 aimed saws (speed 150, accelerating +260, bounce once off walls, 2.6 s life).

Stay outside the beam's radius or circle against the spin direction; the boss is stationary and punishable during the whole 2.2 s sweep.

9. The Scald

Debut: Floor 9 · Base HP: 620 · Base speed: 40 · Hitbox: 50

Area-denial boiler that floods the arena with acid.

Attacks (every 2.8 s, 1.9 s enraged):

  • Acid pools: telegraphs 3 + min(tier, 2) pools (tier 2+: 7), radius 46 (tier 1+: 58), one always centered on you. After a 0.6 s warning they become acid hazards for 5 s (7 s enraged), ticking 1 damage every 0.4 s. Up to 14 active at once — floor space is the real resource in this fight.
  • Steam burst (every 3rd attack): ring of 16 steam bolts, speed 220 decelerating (−60), 3.4 s life. Tier 3+: a second, slower ring (speed 155, 4.2 s life).

Keep to the edges, rotate with the room, and never let pools cut off your only escape lane.


Boss cheat sheet

Boss Core threat Counter
Bone Saw Telegraphed charge Sidestep, punish wall crashes
Gore Crown Rings + summons Kill adds fast; weave ring gaps
Knife Floor Crawl Lingering knife zones Never retrace your steps
Veal Mother 65% damage reduction shield Focus the Splitter escorts first
The Flenser Backstab blink Move when it fades; watch your six
Hook Choir Orbital hook release Dodge radially on release
Plate Father 75% damage reduction Grind plates; use wall-ring gaps
Auger Prime Rotating beam sweep Circle the spin; punish the stationary sweep
The Scald Acid floor denial Rotate along edges; keep lanes open