| Type | Zombie |
|---|---|
| HP | 40 |
| Attack | 7 |
| Defense | 3 |
| Speed | 2 |
| Size | 2×2 |
| Phase 2 | ≤ 50% HP |
| Dimension | Overworld |
The Hollow King
Underground Caverns biome boss — lord of the deep dark.
The Hollow King dominates the Underground Caverns, collapsing the ceiling on intruders and summoning Silverfish from the arena walls. His Lights Out ability turns the surrounding darkness into a powerful offensive buff for every enemy in the fight.
Abilities
- Demolition Cache: Telegraphs and places 2 TNT caches (3 in Phase 2) around your position. They detonate at the start of the next round.
- Rubble Toss: Mines a nearby obstacle tile and hurls the rubble at your marked position for direct impact damage.
- Cave-In: 3×3 AoE at the player, dealing 5 dmg and creating rubble obstacles on affected tiles. Telegraphed 1 turn in advance.
- Miner’s Fury: 3-tile directional charge dealing ATK+2 damage, destroying any obstacles in its path.
- Swarm Call: Summons 3–4 Silverfish from the arena edges.
- Lights Out: Projects a darkness field — darkness negates player vision. Counterplay: Place Torches (radius 2 light), Lanterns (radius 3), or Campfires (radius 3 + healing) to negate darkness in their zones.
Phase 2 — “Total Collapse”
Triggers at ≤ 50% HP. Cave-In fires automatically every 2 turns. Demolition Cache increases to 3 TNT charges. The darkness field becomes permanent (you must maintain light zones to avoid being blinded). Swarm Call now summons 4 Silverfish.
Strategy
Early Phase: Place light sources preemptively to prepare for Lights Out. Torches are cheap and fast to place; Lanterns and Campfires provide more coverage (3-tile radius) plus detection/healing respectively.
TNT Timing: If a cache is primed near you, spend your movement to clear blast distance before ending turn. Keep lanes open by exploiting Rubble Toss (it consumes one obstacle), and clear Silverfish quickly so they do not body-block your TNT escape path.
Phase 2: Darkness becomes permanent. Maintain at least one active light zone to stay combat-effective. Weigh the AP cost of placing torches against TNT dodging and healing needs.