| Type | Warden |
|---|---|
| HP | 50 |
| Attack | 8 |
| Defense | 4 |
| Speed | 3 |
| Size | 2×2 |
| Phase 2 | ≤ 50% HP |
| Dimension | Overworld |
The Warden
Special boss of The Deep Dark — a blind apex predator that hunts entirely by sound.
The Warden is the ultimate Overworld challenge, encountered after surviving all 8 Overworld biomes. Unlike every other boss, the Warden is blind — it does not track the player by position but by vibration. This turns the fight into a stealth-action puzzle where sound management is as important as combat.
Core Mechanic — Vibration Sense
- Projectile Distraction: Throw any projectile at an empty tile to create a vibration. The Warden prioritizes moving to and attacking the vibration target instead of the player. If it reaches the tile and finds nothing, it becomes confused and idles for 1 turn.
- Movement Vibrations: Moving 3+ tiles in a single turn causes the Warden to lock on to the player, overriding any active distraction.
- Vibration Priority: Projectile impact (highest) > Shrieker trigger > Player movement 3+ tiles > Player movement 1–2 tiles (lowest).
Abilities
- Sculk Spread: After the Warden attacks, the tile it attacked from becomes sculk. Each adjacent sculk tile gives the Warden +1 damage on melee attacks. Sculk persists for the entire fight.
- Sculk Shrieker: Places a shrieker trap on a tile. If any unit moves within 2 tiles of it, it triggers — dealing 3 damage and creating a high-priority vibration that overrides projectile distractions. Shriekers have 3 HP and can be destroyed.
- Darkness Pulse: All tiles go dark for 1 full turn — the player can only see 2 tiles around them. The Warden gains +2 Speed during darkness. Fires every 4 turns.
- Tremor Stomp: When confused (reached a distraction tile and found nothing), the Warden has a 50% chance to stomp, sending tremors in all 4 cardinal directions (3 tiles each) for 3 damage and revealing the player’s exact position.
- Melee: Devastating close-range attack. Generates sculk at the attack location.
- Sonic Boom (Phase 2): Range 4 attack that ignores line of sight. Targets the highest-priority vibration source.
Phase 2 — “The Ancient Awakens”
Triggers at ≤ 50% HP. Gains +3 bonus damage and Sonic Boom. Sculk tiles regenerate the Warden 1 HP/turn per sculk tile on the field. Darkness Pulse fires every 2 turns. 2 Sculk Shriekers are placed automatically. Projectile distractions only last 1 turn (it learns faster). Movement vibration threshold drops to 2+ tiles. Tremor Stomp always fires when confused (no longer 50%) and range extends to 4 tiles per direction.
Strategy
This is a stealth puzzle boss. Throw projectiles to bait the Warden away, then sprint in for a free hit while it’s confused. Move carefully — 3+ tiles of movement locks the Warden onto you. Destroy Sculk Shriekers early to keep your distractions working. Avoid fighting on sculk tiles since they buff the Warden’s damage. In Phase 2 distractions expire after 1 turn, so time your attacks precisely.