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Bandit Warrior

The Bandit Warrior is the final boss of the Overgrown Crypt, a heavily armoured vindicator fought in the flooded sewer arena of pipes, rising water, enrage and a drain to break open.

The Bandit Warrior is the final boss of the Overgrown Crypt. Every run ends with it in the flooded sewer arena, a fight in phases: seal the breached pipes, survive the rising water, wait out the enrage and break the rock over the drain. It is a bandit with an iron axe, a yellow name and very heavy armour. The same bandit also appears as a heavy mob in rooms that draw from the heavy mob pool.

Stats#

StatValue
EntityVindicator, shown with a bandit skin
Health250 (not scaled by difficulty)
Damage30 (multiplied by the difficulty's damage setting)
Armor30
WeaponIron axe
AbilitiesNone of its own

The Bandit Warrior has no abilities of its own. Its 30 damage per hit and 30 armour make it dangerous, and the arena adds a shield and an enrage on top. See Dungeon Difficulties for the damage multipliers.

Starting the fight#

Clear the last level, or spend a key, then click the boss door when the party is ready. The boss door never opens by itself. See Dungeon Run Mechanics.

  • The party is told "The way to the arena opens - brace yourselves!".
  • The Bandit Warrior spawns in the middle of the arena with a purple boss bar, "Boss: Bandit Warrior", and every player sees "Bandit Warrior awakens - defeat it to conquer the dungeon!".
  • No extra mobs spawn with the boss. The arena's pipes and flood supply them.
  • A second, blue bar belongs to the arena. It names the current phase and what is left to do.

The arena fight#

The arena announces each phase with a title card. Its dialogue lines and some messages speak of "the Warden"; they all refer to this fight.

Intro#

The title card reads THE WARDEN STIRS, with "Chains creak above the drain." A rock hangs on chains above the arena's drain while three lines of dialogue play. Then "The chains snap - the rock crashes down onto the drain!" and the boss lands on top of the fallen rock.

Phase 1: The pipes breach#

The title card reads THE PIPES BREACH: "Flick each valve lever once its pipe has vented." Pipes in the walls surge every 8 seconds, and each surge vents one mob from the pipe pool (Sewer Rats, Lizard Men, Bog Drowned, Slain Warriors, Skeletons and Crypt Hounds). Pipes pause while 10 arena mobs are alive.

To stop a pipe, flick the lever at its valve:

  • A pipe must vent 2 times before it can be sealed. Until then the action bar says how many more surges it needs.
  • Right after a surge the valve is scalding for 3 seconds: "The valve is scalding - wait for the surge to pass, then flick again".
  • You must stand within about 5 blocks of the valve.
  • A sealed pipe is plugged with stone bricks, and the party sees how many pipes are sealed.

The arena bar shows "Breach · pipes sealed sealed/total" and a countdown. When every pipe is sealed there is a 5 second breather ("Every pipe is sealed... something stirs behind them"), then the flood begins. If the countdown of 5 minutes runs out first, "The pressure wins - every pipe bursts at once!" and the flood begins anyway. The same happens if the boss dies during the breach.

Phase 2: The waters rise#

The title card reads THE WATERS RISE: "Throw stones at the spikes for footing. Break the rock on the drain."

  • Water climbs one layer every 4 seconds, from the floor to the ceiling. Standing in it costs you 1 health per second.
  • Every player receives 12 Loose Stones (throwable snowballs). Throw them at the ceiling spikes: a spike that is hit falls and lands as a pillar you can stand on above the water. A spike also shakes loose by itself every 15 seconds. The stones are taken back when the arena ends.
  • Every 5 seconds up to 2 Drowned or Guardians spawn in the water, with at most 8 alive at once. Every arena mob hunts the nearest player within 64 blocks.
  • The boss is shielded: it glows, its bar reads "(shielded)" and it cannot be hurt until it enrages or the drain opens.
  • The rock on the drain can be broken by hitting it, with melee or projectiles. It takes 40 hits, and each player's hits count at most once every 0.4 seconds. It only cracks during the flood: before then, "The rock will not give while the pipes still vent".

The arena bar shows "Flood · spikes down down/spikes · rock hits/40" and fills as the water rises.

Phase 3: Enrage#

The title card reads THE DEPTHS ANSWER: "The floor burns beneath the water. Keep out of the pull." The boss enrages when 6 arena mobs have been killed during the flood (the action bar counts "The Warden feeds on the fallen: kills/6"), or when the water reaches the top of the arena, whichever comes first.

When it enrages:

  • The shield drops ("The shield shatters - strike now!").
  • Its speed is multiplied by 1.25 and its damage by 1.4, so its 30 damage becomes 42 before the difficulty multiplier.
  • It gains fire resistance, and the magma patches in the floor light up under the water. Their bubble columns drag swimmers down. Arena mobs are not hurt by the magma either.
  • The arena bar turns red and reads "Enraged".

Phase 4: The drain#

The title card reads THE DRAIN OPENS: "The crypt runs dry." The 40th hit shatters the rock ("The rock shatters - the drain is exposed!"). The boss's shield drops if it was still up, and the water recedes one layer every 2 seconds. Once the arena is dry, the arena mobs that are left are removed and the party sees "The arena is drained."

Winning#

You need both:

  1. Defeat the Bandit Warrior ("Bandit Warrior has fallen! The dungeon is conquered."). If it dies before the rock is broken, the party is told "The Warden is dead. Break the rock on the drain to end the flood."
  2. Break the rock and let the arena drain.

When both are done, the run is complete. The grade is announced and the reward chests appear. See Dungeon Scoring and Loot.

Arena timers#

MechanicValue
Pipe surgeEvery 8 seconds
Surges before a pipe can be sealed2
Valve too hot after a surge3 seconds
Pipe mobs alive at onceUp to 10
Breach time limit5 minutes
Breather after the last seal5 seconds
Water rises1 layer every 4 seconds
Damage in the water1 health per second
Loose Stones per player12
Spike falls by itselfEvery 15 seconds
Flood mobsUp to 2 every 5 seconds, at most 8 alive
Kills that trigger the enrage6
EnrageSpeed x1.25, damage x1.4
Rock40 hits, one per player every 0.4 seconds
Water drains1 layer every 2 seconds

Rewards#

Killing the Bandit Warrior is worth +10 score like any dungeon mob, plus a +300 boss bonus. The boss pays no Sewer Shards itself: the shards come from the reward chests your grade unlocks. See Dungeon Scoring and Loot.

As a mob#

As a heavy mob, the Bandit Warrior is one of three mobs in the heavy pool, together with the Lizardman Shaman and the Skeleton Pyromancer. See Dungeon Mobs.

Tips#

  • Split up for the breach: the valves are in different places, and open pipes keep refilling the arena with mobs.
  • During the flood, kill the arena mobs. Six kills enrage the boss, which drops its shield before the water reaches the top.
  • Keep some stones for later spikes: pillars are the only dry footing during the flood.
  • Fire resistance potions are worth bringing, as the in-game Dungeon Guide recommends, because the floor burns after the enrage. See Dungeon Shop.
  • The Bandit Warrior is not undead, so the Gravedigger's bonus does not apply to it. See Gravedigger.
  • If you go down in the water, a teammate can still revive you. See Reviving and Second Wind.

See also#

Prison