> For the complete documentation index, see [llms.txt](https://october-studio.gitbook.io/monster-survivors-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://october-studio.gitbook.io/monster-survivors-documentation/enemies/bosses.md).

# Bosses

Bosses are special more complex enemies that usually mark the end of a part of a stage.

There are 6 bosses in the game:

<table data-full-width="false"><thead><tr><th width="65" data-type="number">Id</th><th width="203">Upgrade</th><th>Description</th></tr></thead><tbody><tr><td>1</td><td><img src="/files/pjNyojtGfGua6XhQ1SLe" alt="" data-size="line">  Mega Slime</td><td>Launches swords at the player and spawns smaller slimes</td></tr><tr><td>2</td><td><img src="/files/B2ftaGrIgBkmw0byLRtl" alt="" data-size="line"> Crab</td><td>Slams the ground to produce earth spikes all around it and burrows into the ground to become invincible</td></tr><tr><td>3</td><td><img src="/files/n4y4e4XM3V3txrpeaN2H" alt="" data-size="line"> Queen Wasp</td><td>Charges at the player and launches honey mines</td></tr><tr><td>4</td><td><img src="/files/DVXENUeJbf99SnaLYAp3" alt="" data-size="line"> Mask</td><td>Launches projectiles at the player and spawns hands</td></tr><tr><td>5</td><td><img src="/files/IxroGRpWPRGAihEkvgSi" alt="" data-size="line"> Bell</td><td>Launches waves of different projectiles at the player</td></tr><tr><td>6</td><td><img src="/files/FS5PcZzZ9GRYX3Tmoei4" alt="" data-size="line"> Void</td><td>Spawns black holes and shade enemies, can teleport</td></tr></tbody></table>

### Boss staructure

Unlike the simple enemies, each boss has its unique behavior class, but it still has to be inherited from EnemyBehavior class. This class implements the unique aspects of the boss (shooting projectiles, moving in other ways than just following players, attacking in some unique way, etc. )

### Bossfight

Each bossfight starts with the warning of an incoming fight.

<figure><img src="/files/52k7vWb1UuVQkRakoN79" alt="" width="464"><figcaption></figcaption></figure>

After a few seconds stage timeline pauses, all alive enemies die and the bossfight fence appears. It contains the fight inside, preventing the player from running away. The big red circle appears that indicates the place where the boss will be spawned. After a few more seconds the boss spawns and starts attacking the player.

Bosses have an fullscreen ui healthbar instead of the usual world space one.

<figure><img src="/files/tKoQV4FDFk03lfDKTmlh" alt=""><figcaption></figcaption></figure>

When the boss is defeated, it drops a magnet, a healing item and a chest. The bossfight fence is spawned and the timeline unpauses.

Bossfight data is stored in the Bossfight Database that located in <img src="/files/KYKxWAECgYrti67oQkNF" alt="" data-size="line">&#x20;

Each element of the database consists of:

1. Boss Type
2. Display Name
3. Boss Prefab
4. Fence Prefabs

### Bossfight Fence

The existing fences are located here: <img src="/files/PUJTV6EThv0ylX9KkPic" alt="" data-size="line">

There are two types of bossfight fences:

1. Circle Fence
2. Rect Fence

Each fence is constructed with the singular fence links.&#x20;

On other then Endless stage types the fence will center itself with the playing field


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