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"DescriptionRP" The item/enemy descriptions on this page are strictly meant for role-playing purposes.


Bosses are powerful, yet elusive creatures that stand tall among the rest of the zombie population, posing a significant threat to any who dares to challenge them. These possess significantly higher durability and agility than their non-boss brethren, combined with the ability to down any survivor in as little as one to two attacks, and often will require the cooperation of multiple survivors to be taken down. Yet for all their terrible powers, bosses are often the prime target of many bands of hunters, due to the possibility of looting powerful pieces of equipment from their corpses.

Boss Mechanics

How Boss Spawning Works

Across the entire Inner City, bosses are split into 6 separate groups distinguished by a certain number, from now on referred to as "threat levels." Each threat level is associated with a limited list of possible bosses and is only capable of spawning in certain areas. For each threat level, players are only able to acquire an amount of lootable bosses equal to the maximum boss count of that boss level; it is possible however, to fight boss groups of multiple threat levels in a single cycle to acquire more loot than normal.

Note that each threat level is associated with a certain amount of event aggro that goes up at higher levels; players at threat level 1 may feel little disturbance, while players at threat level 4-6 will pretty much be bombarded with zombies 100% of the time.

Threat Level Zone Possible Spawn
1 Blue, Green, Yellow Flaming Zombie x 1
Shieldbearer x 1
2 Green, Yellow, Orange, Red (rare) Flaming Zombie x 1
Titan (normal/flaming) x 1
Mother (normal/flaming) x 1
3 Yellow, Orange, Red, Dark Red (rare) Wraith (normal/flaming) x 2
Giant Spider (normal/flaming) x 2
4 Red, Dark Red, Black (rare) Titan x 2
Wraith x 2
Mother x 2
Giant Spider x 2
Charred Titan x 1
5 Black, White Flaming Long Arm x 4
Flaming Rumbler x 4
Flaming Flesh Hound x 4
Flaming Titan x 2
Flaming Wraith x 2
Flaming Mother x 2
Flaming Giant Spider x 2
Charred Titan x 1
Flaming Charred Titan x 1
6 South Eastern Zone Irradiated Evolved Long Arm x 4
Titan (irradiated/mega) x 3
Mother (irradiated/mega) x 3
Wraith (irradiated/mega) x 3
Giant Spider (irradiated/mega) x 3
Charred Mother x 2
Charred Wraith x 2
Charred Giant Spider x 2
7 Wasteland Devil Hound x 1
1 (Special) Wasteland Volatile Leaper x 1 (see Bosses#Special Daily Bosses)
2 (Special) Randomized Devil Hound x 1 (see Bosses#Special Daily Bosses)

DF Profiler provides its own bossmap page that can be viewed free of charge. Use this to see what bosses are currently available, and where they are at.

Boss Nests

Boss nests are extra dangerous boss groups that spawn on a fixed schedule daily (schedule TBA). These are centered around certain locations (outposts, endgame zones) and last for 2 hours.

Unlike normal boss groups that pick from a fixed list of possible spawns, boss nests have randomized compositions with only the maximum boss count being capped, and thus will vary wildly in strength. For example, at boss nest level 5, you may encounter an instance of mostly Flaming Titans/Rumblers/Longarms, or 4 Charred/Flaming Charred Titans backed up by a Cryo Hound.

Threat Level Location Boss Count Possible Members
1 Nastya's Holdout 3 Flaming Zombie/Shieldbearer
2 Dogg's Stockade 4 Flaming Zombie/Shieldbearer
3 Precinct 13 4 Flaming Zombie/Shieldbearer
Titan/Mother
4 Fort Pastor 5 Titan/Mother
Wraith/Giant Spider
5 Secronom Bunker 7 All Flaming minibosses/bosses (except Flaming Zombie)
Charred/Flaming Charred Titan
Cryo Hound
6 South Eastern Zone 8 Irradiated Evolved Longarm
All Irradiated/Mega bosses
Charred Wraith/Mother/Giant Spider
7 Wastelands 4 All Charred/Flaming Charred bosses
Devil Hound/Cryo Hound
Timing
Server Time (UTC-5) UTC Time From Last Nest
3:00 8:00 4:00:00
8:00 13:00 5:00:00
13:00 18:00 5:00:00
18:00 23:00 5:00:00
23:00 4:00 5:00:00

Special Daily Bosses

In addition to the normal hourly boss type, there are also special, extra tough bosses that only spawn once per day. The time chosen for them is completely random and not affected by the normal 0th minute rule, and they stay for 3 hours instead of the normal bosses' 1 hour. These bosses drop special Crafting Materials that can be used to create weapons and armors that are far more powerful than what can be normally looted.

Currently, the available types of boss are as followings:

Boss Life Cycle

All aforementioned boss groups follow a strict cycle as followings:

  • Spawn: At precisely the 0th minute mark of each hour, a new set of bosses is generated and placed across the map.
  • For the next 1 hour, bosses will rapidly spawn until the cap has been reached to engage the player. Event aggro will be forced on for the entire cycle, even if the player has successfully killed all bosses in the area.
    • If multiple players are in a small area, bosses will be spawned until the current spawn cap has been reached, and will continue to spawn until all players in the are has reached their kill quota. If a fresh player who has not reached the quota enters the group, more bosses will spawn to fill that player's quota, even if other players in the group have reached theirs and thus will not receive loots from the new bosses.
  • After the 1 hour mark, the old boss cycle is terminated and event aggro eventually fades away. Any leftover boss not yet killed will stay until the player kills it or leaves the block, and lootable bodies will still give item for a certain additional amount of time.
    • After that amount of time has passed however, leftover bosses will no longer produce lootable item, and any remaining body will not give out anything.
Boss minimap highlight

Lootable boss corpses will be highlighted orange on the minimap.

Boss Loot

Upon death, bosses will leave behind their body which is guaranteed to give the player a piece of weapon or armor, corresponding to the zone the boss is fought in. Different types of bosses in the same area give out the same quality of loot, but items looted from certain powerful bosses like Charred Titans will always be Mastercrafted.

Bossing Strategies

At first seeming daunting when faced with towering, rampaging zombies that kill you in one or two hits, most of Fairview's bosses can be taken on without boosts or expensive gear. The Bossing Tips and Tactics page details the possible ways there are to hunt the mega-mutants of Dead Frontier.

List of Bosses

Mini-bosses

At threat level 5, large packs of these types of zombies may be encountered in place of normal bosses. Unlike normal bosses, these mini-boss packs can produce up to 4 lootable bodies, instead of only 1 or 2.

Flaming Black Long Arm
Flaming Black Long Arm
HP Damage
Melee Vomit Explosion
15,000 150 - -
EXP Speed
Calm Disturbed Enraged
24,750 1.5 3.5 7
EXP Density Mass Zones
1.65 EXP/HP 50 BL (x4) / W (x4)

Flaming Long Arms are the result of Black Long Arms coming into contact with fire, whether it's from burning derelict wrecks, explosions lighting them on fire, or just foolish survivors trying to burn them with molotovs, the Flaming Long Arm is fairly fast, can soak up bullets, and still keep charging. It is not to be trifled with.

Notes: This is a boss mutation of the long arm zombie. This mutation comes in a pack of 4, however, they are easily knocked back, but have slightly longer attack range.

Tactics/Strategies: N/A

Flaming Black Rumbler
Flaming Black Rumbler
HP Damage
Melee Vomit Explosion
20,000 150 - -
EXP Speed
Calm Disturbed Enraged
33,000 1.5 3 6
EXP Density Mass Zones
1.65 EXP/HP 75 BL (x4) / W (x4)

Flaming Rumblers are Rumblers that have come into contact with fire, and as a result, have become even deadlier in their newer form. Flaming Rumblers are bulk, and are known to be much more durable, and quite stronger than Flaming Long Arms, despite their shorter arms. Either way, its best you don't get too close.

Notes: This is a boss mutation of the existing Rumbler zombie. This mutation comes in a pack of 4, however, unlike Flaming Long Arms they are much harder to knock back. Take advantage of their lower range and slower movement speed.

Tactics/Strategies: N/A

Flaming Flesh Hound
Flaming Flesh Hound
HP Damage
Melee Vomit Explosion
15,000 150 - -
EXP Speed
Calm Disturbed Enraged
24,750 3 6 10
EXP Density Mass Zones
1.65 EXP/HP 40 BL (x4) / W (x4)

Just when it couldn't get worse, even the Flesh Hounds and fire become a deadly mix of speed, a massive increase in their health, size, and even the trauma and pain they can cause to survivors. Survivors who have encountered these brazen beasts told stories of their buddies having limbs torn from them like nothing, showing that they are stronger than most mutated infected of their type. Like the dogs they are, they will travel in packs, making running upon a pack of them suicide. If you're not strong enough, or just don't want to be potential dog food, then it is well advised to run, run for your life.

Notes: This is a boss mutation of the zombie dogs. This mutation comes in a pack of 4 and they are very susceptible to knockback but move extremely fast. It is advised to use a Shotgun or Machine Gun to combat them.

Tactics/Strategies: N/A

Irradiated Evolved Long Arm
Irradiated Evolved Long Arm
HP Damage
Melee Vomit Explosion
25,000 250 - -
EXP Speed
Calm Disturbed Enraged
46,250 3 6 12
EXP Density Mass Zones
1.85 EXP/HP 40 SEZ (x4)

This variant of the Evolved Long Arm was exposed to high doses of radiation (although the method by which these creatures came into contact with radioactive materials is still a mystery to scientists). What is a confirmed fact is that the radiation caused a mutation in these new variants, granting them an exoskeleton that increases the amount of pain they can take before succumb to their wounds, the damage they can cause to survivors and the speed at which they move, adding to this that they are now walking radioactive dangers. Traveling in packs of 4 it is advisable to dispatch these beasts as quickly as possible, before risking yourself to suffer of radiation poisoning.

Notes: This is a boss mutation of the existing long arms. This mutation comes in a pack of 4 and they are very resistant to knockback and move extremely fast. It is advised to use a Shotgun or Machine Gun to combat them.

  • Always drops Mastercrafted item.

Tactics/Strategies: N/A

Bosses

Basic Variant

Flaming Zombie
Flaming Zombie
HP Damage
Melee Vomit Explosion
500 40 - -
EXP Speed
Calm Disturbed Enraged
750 1.3 3 6
EXP Density Mass Zones
1.5 EXP/HP 30 B / G / Y / O / Early-R

In the early days of the outbreak, fire was used to burn the bodies of the infected in hopes of eradicating the virus, however, it only made things worse. Once set aflame, the N4 virus begins to rapidly mutate the host, continually repairing the damaged tissue; resulting in a faster, angrier, enemy. They are nearly as fast as a Tendril, and it takes much longer to bring them down due to its extreme boost in health. Their attack range isn't any different than the average infected, which means that no special tactics are necessary.

Notes: A faster and stronger burned zombie. Usually sprinting when they are encountered, they sometimes walk aimlessly on very rare occasions. Spawns in the Blue, Green, and Yellow Zone. They are the only mini-bosses that don't carry aggro when they spawn.

Tactics/Strategies: N/A

Shieldbearer
Shieldbearer
HP Damage
Melee Vomit Explosion
450
+ 50 Shield
40 - -
EXP Speed
Calm Disturbed Enraged
675 1.3 3 6
EXP Density Mass Zones
1.5 EXP/HP 60 B / G / Y / O / Early-R

Early in the outbreak multiple armed forces were deployed to try to contain riots caused by panicked people and to try to fend off the initial outbreaks. Unfortunately this had little to no results and ultimately all of these squads were either maimed or infected, resulting in the creation of this class of shield armored infected (hence their nickname). Aiming at the exposed points of the body or deal great damage to their shields is the way to bypass the armour and kill these bastards for good.

Notes:

  • Carries a shield that block incoming frontal fire. Shield can only absorb a limited amount of damage
  • Melee weapons, explosives and point blank gunshots can bypass the shield.

Tactics/Strategies: N/A

Mother
Mother
HP Damage
Melee Vomit Explosion
5,000 80 80 50
EXP Speed
Calm Disturbed Enraged
7,500 1.8 4.5 4.5
EXP Density Mass Zones
1.5 EXP/HP 200 G / Y / O / Early-R / R (x2) / DR (x2) / Early-BL (x2)

This monstrosity was once a healthy woman in the later stages of pregnancy. The N4 virus unsparingly fused both mother and fetus, as if to further mock the sanctity of life. Taller than most of your average zombies, the mother possesses two pairs of powerful arms, tipped with sharp talons, and a large, gaping maw in the midst of her stomach that spews gastric acid in a ranged attack. Despite her size and her attack range, the mother is slow, even when aggressive or injured.

Notes: Ranged vomit attack reaches about 3x longest melee range.
Explodes if the killing blow is not from a melee weapon. The blast radius is comparable to that of a grenade launcher.

Tactics/Strategies: N/A

Titan
Titan
HP Damage
Melee Vomit Explosion
5,000 80 - -
EXP Speed
Calm Disturbed Enraged
7,500 1.5 3.5 7
EXP Density Mass Zones
1.5 EXP/HP 70 G / Y / O / Early-R / R (x2) / DR (x2) / Early-BL (x2) / WL

A cousin to the Behemoth and the archetype of all male mutants, the Titan is much stronger than anything before it. One hit is often all it takes for the Titan's mighty arms to kill anyone unfortunate enough to be within reach. The virus, mixed with a rare gene, changed the zombie's bones into something stronger than a concrete wall. This effectively makes the Titan a living tank, capable of taking many punishing hits before it goes down. In Greek mythology, its namesakes waged war with the Greek gods, and almost won. Survivors, unfortunately, are not gods.

Notes: Wasteland variant (identified by their slightly darker color palette) awards 2 EXP/HP and does not drop loot upon death.

Tactics/Strategies: N/A

Wraith
Wraith
HP Damage
Melee Vomit Explosion
6,000 70 - -
EXP Speed
Calm Disturbed Enraged
9,000 1.5 4 8
EXP Density Mass Zones
1.5 EXP/HP 60 Y / O / R / R (x2) / Early-DR / DR (x2) / Early-BL (x2)

Also known as "The Destroying Angel," the Wraith is the archetype of all female mutants. Wraiths are perhaps the least mentally affected by the mutations of Nerotonin-4, allowing them to retain their premortem mental acuity. Because their tentacles extend enough to handle all combat distances, survivors need a massive amount of firepower, speed, endurance, and strategy to defeat this eerie reminder of humanity’s best.

Notes:

  • Attack range is 3.5x the range of the longest-ranged Melee
  • Strikes exclusively in a straight trajectory, in front of itself
  • Particularly low turn radius but very narrow area of attack
  • Frequent AI pathfinding issues occur, expect highly irregular movements

Tactics/Strategies:

  • Dodge its attack by side-stepping (moving horizontally from its attack direction), instead of backpedalling.


Giant Spider
Giant Spider
HP Damage
Melee Vomit Explosion
6,500 50 - -
EXP Speed
Calm Disturbed Enraged
9,750 3 9 9
EXP Density Mass Zones
1.5 EXP/HP 50 Y / O / R / R (x2) / Early-DR / DR (x2) / Early-BL (x2)

While all agreed on how these zombies had gotten into this stage of mutation, not all of these people could agree on how they could have grown so exponentially. It is hypothesized that the N4 virus mutated the pituitary gland to excrete vast amounts of HGH (Human Growth Hormone), the same mutation that might be found in Titans and Wraiths. Again, the same strategy used with the smaller ones could be applied here as well, as neither of the theories of its genesis improved its intelligence.

Notes:

  • Greatly increased speed and power compared to the Titan.
  • Lacks a Disturbed stage.
  • Attack swings in a large arc to the front, with hitbox being slightly further than detection range.
  • Resistant to knockback, but heavily susceptible to stagger from high RoF weapons.
  • Poor turn radius

Tactics/Strategies:

  • Utilize other players or walls to separate the horde from the fight.
  • Circle the target to exploit its poor turning speed.
  • With enough players, it is possible to use high RoF/knockback weapons to permanently stall the Giant Spider.
  • Do not attempt to backpedal without significant speed boost and high RoF/knockback weapons.

Flaming Variant

The Flaming variant sports increased health and movement speed compared to the basic variant.

Flaming Mother
Flaming Mother
HP Damage
Melee Vomit Explosion
15,000 100 100 100
EXP Speed
Calm Disturbed Enraged
24,750 2.5 6 6
EXP Density Mass Zones
1.65 EXP/HP 200 G / Y / O / Early-R / BL (x2) / W (x2)

Some survivors (mostly the less sane ones) find the existence of a Burning Mother mutation funny and somewhat ironic...until they are forced to engage one in combat. While still slow and easy to outmaneuver, her ranged attacks are deadly for any survivor who loses focus even for the smallest amount of time.

Notes: Ranged vomit attack reaches about 3x longest melee range.
Explodes if the killing blow is not from a melee weapon. The blast radius is comparable to that of a grenade launcher.
Spawns in the Green Zone and beyond, spawns in pairs in Red Zone and every zone afterward.

Tactics/Strategies: N/A

Flaming Titan
Flaming Titan
HP Damage
Melee Vomit Explosion
15,000 120 - -
EXP Speed
Calm Disturbed Enraged
24,750 1.8 5 8
EXP Density Mass Zones
1.65 EXP/HP 100 G / Y / O / Early-R / BL (x2) / W (x2)

Exposure to fire has ramped up this zombie's strength to levels far greater than those of their non-burning counterparts. Scientists hypothesize that the fire caused the virus to accelerate and mutate the bones into a dense, formidable armored shell. The extreme heat radiating from its burning body also increases the damage it deals. So far, most of Fairview's scouts that encountered this creature have died. Some are ripped to shreds by the Titan's claws. Others are crushed under the sheer weight and mass of the Titan's charge. The extremely lucky ones that managed to bring it down will surely have great bragging rights. In short, this beast makes the normal titan look like a child's plaything.

Notes: Spawns in the Yellow Zone and beyond, spawns in pairs in Red Zone and every zone afterward.

Tactics/Strategies: N/A

Flaming Wraith
Flaming Wraith
HP Damage
Melee Vomit Explosion
17,500 150 - -
EXP Speed
Calm Disturbed Enraged
28,875 1.8 6 9
EXP Density Mass Zones
1.65 EXP/HP 100 Y / O / R / Early-DR / BL (x2) / W (x2)

If Wraiths are giving Anime viewers nightmares, then the nightmares of the Burning Wraith must be the worst of them. Be sure you're prepared before you try to extinguish one. Some survivors claim that they have fired thousands of rounds into this beast, only to find themselves equipped with a pocket knife as their only usable weapon, far away from the sanctity of an outpost, with an enraged and still breathing Burning Wraith still on their back...

Notes: Spawns in the Orange Zone and beyond, spawns in pairs in Red Zone and every zone afterward.

Tactics/Strategies: N/A

Flaming Giant Spider
Flaming Giant Spider
HP Damage
Melee Vomit Explosion
20,000 100 - -
EXP Speed
Calm Disturbed Enraged
33,000 3 10 10
EXP Density Mass Zones
1.65 EXP/HP 80 Y / O / R / Early-DR / BL (x2) / W (x2)

This insanely fast enemy was previously one of the toughest, if not THE toughest, N4 mutants in Fairview. Back when fuel was still available and vehicles could be operated, there were reports from scouts of these monstrosities outrunning moving cars and slaughtering their occupants in a matter of seconds. Unwary survivors who encounter this beast will die just as they lived— without a fighting chance. Although not as dangerous as the recently sighted Black Titan, heavy firepower and high Agility are still necessary while combating this arachnid monstrosity.

Notes:

Tactics/Strategies:

  • Dual FGS: Do everything in your power (using walls, moving away from other players) to prevent the two FGS from chaining together. A chained FGS group is completely immune to weapon knockbacks, and can boost itself to neuter any attempt at dodging its attacks.

Irradiated Variant

A SEZ-exclusive variant that appears in packs of 3. Irradiated bosses have greatly increased health compared to their Flaming counterpart, and the ability to explode upon death.

Irradiated Mother
Irradiated Mother
HP Damage
Melee Vomit Explosion
30,000 250 250 400
EXP Speed
Calm Disturbed Enraged
55,500 2.5 5 5
EXP Density Mass Zones
1.85 EXP/HP 200 SEZ (x3)

It is well known that the N4 virus is too volatile when in contact with external factors, such as radiation. Radiated mutations have become common although they had only been seen in normal infected, this changed with the incident at the southeast facility and the appearance of the irradiated variants of the previously known bosses. In the case of the Irradiated Mother, upon coming into contact with radioactive materials, she has become a feared enemy. Now apart from possessing radioactive vomit capable of seriously harming the survivors, it has also become a walking radioactive bomb, so it is extremely careful to deal with these anomalies as soon as possible, or else one risks suffering the effects of horrible radiation poisoning.

Notes:

  • Always drops Mastercrafted item.

Tactics/Strategies: N/A

Irradiated Titan
Irradiated Titan
HP Damage
Melee Vomit Explosion
30,000 250 - 400
EXP Speed
Calm Disturbed Enraged
55,500 1.8 5 10
EXP Density Mass Zones
1.85 EXP/HP 100 SEZ (x3)

If the Titan mutation was not enough, now the existence of an irradiated variant has also been confirmed. This new mutation has only been sighted in the confines of the southeast area and represents a walking danger for anyone who dares to enter these cursed places. Apart from having a hard and resistant shell and skin like concrete and capable of tearing a survivor apart in seconds, there is now the possibility of suffering radioactive poisoning, adding to this that now these creatures are also living bombs, because through exposure to material radioactive caused that at the time of death there is a violent explosion of gases and irradiated fragments. Now more than ever one must be attentive when crossing the southeastern borders and always keep in mind the dangers that they harbor.

Notes:

  • Always drops Mastercrafted item.

Tactics/Strategies: N/A

Irradiated Wraith
Irradiated Wraith
HP Damage
Melee Vomit Explosion
40,000 250 - 400
EXP Speed
Calm Disturbed Enraged
74,000 1.8 7 12
EXP Density Mass Zones
1.85 EXP/HP 100 SEZ (x3)

The effect observed when exposed to high doses of radiation have caused a new variant in the Wraith. Several characteristics have been observed in these irradiated monstrosities, the first being that the N4 virus when exposed to radiation causes a mutation in its host, making it more difficult to take down due to its speeding up its regenerative factor. The second thing is that now you must not only fight against a mutation capable of maneuvering its dangerous tentacles capable of penetrating anyone who crosses is path, but now you suffer the risk of dying from the radiation emanated by these creatures, that or die in the explosion that they cause when succumbing to firearms. Whatever the case, you should always be extremely careful when facing a herd of these beasts, produced by the conditions present in the southeast area.

Notes:

  • Always drops Mastercrafted item.

Tactics/Strategies: N/A

Irradiated Giant Spider
Irradiated Giant Spider
HP Damage
Melee Vomit Explosion
40,000 250 - 400
EXP Speed
Calm Disturbed Enraged
74,000 3 12 12
EXP Density Mass Zones
1.85 EXP/HP 80 SEZ (x3)

If there is something worse to which the N4 virus can be exposed than fire, there is not much to think about, except of course in radiation and this new irradiated variant of the Giant Spider proves it. Several scientists have confirmed present levels of radiation in the air at the southeastern borders where the fateful event of the facility there occurred, which would explain how these irradiated spider abominations now exist. Coming into contact with radioactive materials caused this new variant to have a more advanced regenerative factor than that seen in its flaming variant, which means that more bullets are needed to kill one of these beasts. And if all this wasn't bad enough now they also present a walking radioactive hazard, at the moment of giving them the coup de grace they explode in a shower of fragments and toxic gases for the survivors. When fighting these arachnid anomalies, it is recommended to keep your distance and kill them as quickly as possible, because if the radiation poisoning does not kill you, it is most likely that these new threats present in the "Death Row" will end up disemboweling you.

Notes:

  • Always drops Mastercrafted item.

Tactics/Strategies: N/A

Mega Variant

A SEZ-exclusive variant that appears in packs of 3. Mega bosses have greatly increased damage and movement speed, as well as a slightly smaller profile, making them harder to hit at range.

Mega Mother
Mega Mother
HP Damage
Melee Vomit Explosion
25,000 325 200 100
EXP Speed
Calm Disturbed Enraged
46,250 2.5 6 6
EXP Density Mass Zones
1.85 EXP/HP 200 SEZ (x3)

The new mutations found down there bring with them spectacular abilities never seen before and the Mega Mother is proof of that. This class of variant is in a state between the necrosis produced by the virus and the abilities granted by the N4 virus when it meets fire, this is because these new variants seem to have the living fire on their bodies faded a long ago, but still somehow are ablaze on the inside, like coal. The few reports of sightings of these creatures suggest that they now have a much smaller body profile than their normal counterparts, the damage they can deal to their victims is far greater, they retain their bizarre ability to explode on death, and their speed is the same than its flaming counterpart, although its most striking quality is that due to being basically on fire inside, the vomit it expels is now a gastric flare capable of severely damaging anyone within its range. It is advisable to keep a safe distance when facing this new variant, created by the brutal conditions of the southeast areas.

Notes:

  • Always drops Mastercrafted item.

Tactics/Strategies: N/A

Mega Titan
Mega Titan
HP Damage
Melee Vomit Explosion
25,000 325 - -
EXP Speed
Calm Disturbed Enraged
46,250 1.8 5 12
EXP Density Mass Zones
1.85 EXP/HP 100 SEZ (x3)

It is common knowledge that the Flaming Titan in his time was one of the most dangerous mutants that roamed this city. With the passing of time, the fire on the outside went out and was left in a state burning slowly inside, as if it were coal, this combined with the brutal conditions of the southeast area were the causes for the appearance of this dangerous variant. Now armed with a shell of putrid, necrotic skin and faster than before with the ability to shred anyone in its path, the Mega Titan is a formidable foe. It is recommended to bring high grade gear when fighting this new "Death Row" creation, as scouts sent to the southeast border have reported that these variants spawn in packs of 3.

Notes:

  • Always drops Mastercrafted item.

Tactics/Strategies: N/A

Mega Wraith
Mega Wraith
HP Damage
Melee Vomit Explosion
35,000 325 - -
EXP Speed
Calm Disturbed Enraged
64,750 1.8 7 13
EXP Density Mass Zones
1.85 EXP/HP 100 SEZ (x3)

The mutation called Wraith has been one of the most versatile that has been produced by the infamous N4 virus. This kind of variant only sighted in the surroundings of the so-called "Death Row" is a derivative of its burning counterpart, due to the fact that the fire on its exterior was extinguished long ago but somehow it continues burning inside, as if it were of a piece of carbon, this due to the regenerative effects of the virus itself. Possessing a much smaller profile, but with the increased speed and damage it can cause with its tentacles thanks to this new present condition make the Mega Wraith a nightmare for anyone trying to hunt it down. Several survivors recount how their teams are brutally decimated and devoured by packs of these aberrations, proving that the Wraith in all its variants remains a horrifying memory of humanity's best.

Notes:

  • Always drops Mastercrafted item.

Tactics/Strategies: N/A

Mega Giant Spider
Mega Giant Spider
HP Damage
Melee Vomit Explosion
35,000 325 - -
EXP Speed
Calm Disturbed Enraged
64,750 3 14 14
EXP Density Mass Zones
1.85 EXP/HP 80 SEZ (x3)

Expeditions carried out in the infamous "Death Row" have discovered entirely new variants of the mutants we already knew. In this case the Mega Giant Spider is a derivative of its flaming mutation. The effect observed in this being is that the fire on its exterior has long been extinguished, but it is still burning slowly inside, which gives new characteristics to this horrible variant. More agile and violent than before, this mutation should not be taken lightly, it has recently been confirmed that they travel in herds, so it is recommended to carry high-caliber weapons to repel these bastard arachnids, that or be torn to pieces by these new threats produced by the abyssal conditions of the southeastern border.

Notes:

  • Always drops Mastercrafted item.

Tactics/Strategies: N/A

Raven Ridge

A Raven Ridge exclusive variants.

Alpha Wolfhound
HP Damage
Melee Vomit Explosion
50,000 350 - -
EXP Speed
Calm Disturbed Enraged
92,500 6 6 15
EXP Density Mass Zones
1.85 EXP/HP 60

'

Notes: 40% Slow Resistance

Tactics/Strategies: N/A

Snow Alpha Wolfhound
HP Damage
Melee Vomit Explosion
50,000 350 - -
EXP Speed
Calm Disturbed Enraged
92,500 6 6 15
EXP Density Mass Zones
1.85 EXP/HP 60

'

Notes: 60% Slow Resistance
50% Cryo Damage Resistance

Tactics/Strategies: N/A

Mega Alpha Wolfhound
HP Damage
Melee Vomit Explosion
50,000 350 - -
EXP Speed
Calm Disturbed Enraged
92,500 6 6 15
EXP Density Mass Zones
1.85 EXP/HP 60

'

Notes: 40% Slow Resistance
50% Fire Damage Resistance

Tactics/Strategies: N/A

Toxic Alpha Wolfhound
HP Damage
Melee Vomit Explosion
50,000 350 - 400
EXP Speed
Calm Disturbed Enraged
92,500 6 6 15
EXP Density Mass Zones
1.85 EXP/HP 60

'

Notes: 40% Slow Resistance
20% Knockback Resistance

Tactics/Strategies: N/A

Dreadstag
HP Damage
Melee Vomit Explosion
55,000 375 - -
EXP Speed
Calm Disturbed Enraged
101,750 1.5 7.5 14.5
EXP Density Mass Zones
1.85 EXP/HP 150

'

Notes: 40% Slow Resistance

Tactics/Strategies: N/A

Snow Dreadstag
HP Damage
Melee Vomit Explosion
55,000 375 - -
EXP Speed
Calm Disturbed Enraged
101,750 1.5 7.5 14.5
EXP Density Mass Zones
1.85 EXP/HP 150

'

Notes: 60% Slow Resistance
50% Cryo Damage Resistance

Tactics/Strategies: N/A

Mega Dreadstag
HP Damage
Melee Vomit Explosion
55,000 375 - -
EXP Speed
Calm Disturbed Enraged
101,750 1.5 7.5 14.5
EXP Density Mass Zones
1.85 EXP/HP 150

'

Notes: 40% Slow Resistance
50% Fire Damage Resistance

Tactics/Strategies: N/A

Toxic Dreadstag
HP Damage
Melee Vomit Explosion
55,000 375 - 500
EXP Speed
Calm Disturbed Enraged
101,750 1.5 7.5 14.5
EXP Density Mass Zones
1.85 EXP/HP 150

'

Notes: 40% Slow Resistance
40% Knockback Resistance

Tactics/Strategies: N/A

Alpha Zombear
HP Damage
Melee Vomit Explosion
60,000 400 - -
EXP Speed
Calm Disturbed Enraged
111,000 1.5 5.5 15
EXP Density Mass Zones
1.85 EXP/HP 150

'

Notes: 40% Slow Resistance
90% Knockback Resistance

Tactics/Strategies: N/A

Snow Alpha Zombear
HP Damage
Melee Vomit Explosion
60,000 400 - -
EXP Speed
Calm Disturbed Enraged
111,000 1.5 5.5 15
EXP Density Mass Zones
1.85 EXP/HP 150

'

Notes: 50% Slow Resistance
90% Knockback Resistance
50% Cryo Damage Resistance

Tactics/Strategies: N/A

Mega Alpha Zombear
HP Damage
Melee Vomit Explosion
60,000 400 - -
EXP Speed
Calm Disturbed Enraged
111,000 1.5 5.5 15
EXP Density Mass Zones
1.85 EXP/HP 150

'

Notes: 40% Slow Resistance
90% Knockback Resistance
50% Cryo Damage Resistance

Tactics/Strategies: N/A

Toxic Alpha Zombear
HP Damage
Melee Vomit Explosion
60,000 400 - 600
EXP Speed
Calm Disturbed Enraged
111,000 1.5 5.5 15
EXP Density Mass Zones
1.85 EXP/HP 150

'

Notes: 40% Slow Resistance
90% Knockback Resistance

Tactics/Strategies: N/A

Charred Variant

The most powerful variant, with supreme health and movement speed, and a gigantic body profile.

Charred Titan
Charred Titan
HP Damage
Melee Vomit Explosion
50,000 400 - -
EXP Speed
Calm Disturbed Enraged
100,000 2.2 6 12.5
EXP Density Mass Zones
2 EXP/HP 200 R / BL / W

Broken fragments of reports have been coming from the unexplored city area deep in the Black Zone of a monstrous Titan almost twice the size of an average Titan. Among the few details gleaned from these reports, it has been confirmed that this beast has soot-black skin, and its bony protrusions have a black tinge as well. Evidence was recently unearthed of a covert mission conducted by AdminPwn, several of his commanding officers, and a handpicked team of elite survivors. A report was later released admitting that the mission did indeed happen. At the cost of half his men being brutally eviscerated, AdminPwn and his remaining team were able to acquire a sample—just one small sample—of the Black Titan's flesh before being forced to retreat by a literal group of boss zombies. Analysis of the sample revealed that this beast's entire body is composed of rotten flesh that has undergone complete necrosis, and then been forced back to 'life' by the N4 virus. The combined necrosis, reviving, and additional effects of the N4 that are not fully understood have turned the Black Titan into the epitome of a killing machine—its bones have grown to form a kind of steel hide far stronger than that of any normal Titan, and its N4-laced flesh has developed the ability to seal up inflicted wounds multiple times before finally becoming vulnerable to permanent injury. Do not try to take on this monster alone unless you wish to die. The survivors of Fairview will now be forced to unite their strength if there is to be any hope of bringing down what is quite possibly the Nerotonin-4's most devastating creation yet...

Notes:

  • The black zone version of the Titan, with significantly increased speed and power.
  • Attack 1 hit KOs survivors wearing armor below Tatakau Reactive.
  • Always drops Mastercrafted item.

Tactics/Strategies: N/A

Flaming Charred Titan
Flaming Charred Titan
HP Damage
Melee Vomit Explosion
100,000 800 - -
EXP Speed
Calm Disturbed Enraged
200,000 2.4 6.4 14
EXP Density Mass Zones
2 EXP/HP 200 BL / W

As if a Black Titan wasn’t enough for Fairview, there is now a flaming variant of it. That’s right, a Flaming Black Titan. You know what this means right? Harder to take down, it hits a great deal harder, but is much more rewarding if you manage to bring down such a beast. So, you now not only have to watch out for its instant killing punches, swipes, and excessive speed, but you're now at risk of severe burns. The only fathomable way of the Flaming Black Titan coming into existence is that a Black Titan either walked into an enraged blaze, or some not so bright survivor had a ludicrous thought that trying to ignite the Black Titan would bring it down. If that’s the case, it only made things worse; much, much worse. With the necrosis of its cells, the N-4 virus, and the fact that it is now aflame, almost any wounds that are caused to it are healed near instantly, and that’s if the bullets even manage to penetrate its steel-like bones and hide. Now, more than ever, the remaining survivors of the zombie infested Fairview need to band together to bring down such a heinous creature, before it wreaks havoc upon what little remains of Fairview and its survivors…

Notes:

  • Attack 1 hit KOs survivors wearing armor below Vengeance Guard, or those with significant damage reduction.
  • Always drops Mastercrafted item.

Tactics/Strategies: N/A

Charred Mother
Charred Mother
HP Damage
Melee Vomit Explosion
50,000 400 250 600
EXP Speed
Calm Disturbed Enraged
100,000 2.5 10 10
EXP Density Mass Zones
2 EXP/HP 200 SEZ (x2)

Now it has been discovered that the Mother has undergone a mutation similar to the one known to the previously thought exclusive of the Black Titan. Thanks to the necrosis caused by being exposed to the harsh conditions of the southeast border, these beasts have become formidable enemies. Now twice the size of a common variant, massive damage, and the vomit expelled now capable of melting any type of high-end armor in seconds (including its wearer in the process). Although without a doubt their greatest type of offense is that now when they die they detonate into a bomb of bone fragments, necrotic skin hard as steel and gastric juices, capable of knocking out survivors in a radius comparable to a grenade launcher. Care must be taken when engaging in combat with these creatures and it is recommended to bring high-grade weapons in order to stop this new threat, which proliferates mainly in the areas around the so-called "Death Row".

Notes:

  • Always drops Mastercrafted item.

Tactics/Strategies: N/A

Charred Wraith
Charred Wraith
HP Damage
Melee Vomit Explosion
50,000 400 - -
EXP Speed
Calm Disturbed Enraged
100,000 1.8 7 14
EXP Density Mass Zones
2 EXP/HP 120 SEZ (x2)

If the new horrors discovered on the southeastern frontier weren't enough, multiple individuals have reported sightings of a new variant of the Wraith down there. Apparently this kind of mutant boss has undergone a necrotic mutation (similar to the one seen primarily in the Charred Titan) which made it fully evolve in a walking nightmare. Now nearly twice the size of the normal variant, weathered black skin yet resistant to almost any type of damage and capable of unimaginable speed is what characterizes this she-beast. Although without a doubt the most striking feature in his arsenal are his gigantic tentacles, wich are strong as steel and capable of maneuvering several targets at the same time, impaling them and causing them a slow and painful death, while they see how their allies are falling one by one, before this new archetype of female mutant-boss found on the deepest parts of the “Death Row.”

Notes:

  • Always drops Mastercrafted item.

Tactics/Strategies: N/A

Charred Giant Spider
Charred Giant Spider
HP Damage
Melee Vomit Explosion
50,000 400 - -
EXP Speed
Calm Disturbed Enraged
100,000 3 14.5 14.5
EXP Density Mass Zones
2 EXP/HP 120 SEZ (x2)

A few years ago, the giant variant of the spider nicknamed "Giant Spider" (and its flaming counterpart) was the most dangerous mutant that could be found on the streets of this bleak city. With the passing of time, new mutations more dangerous than this individual emerged, such as the Devil Hound. However, with the expeditions carried out in the southeastern borders, a new variant of the spider was discovered, more dangerous and lethal than before. Whatever influenced down there to mutate this beast did its job well. Very very well. Through the few sightings and reports on this new creature, it can be deduced that it suffered a necrotic mutation similar to that seen in the Charred Titan. Black skin, tough as steel, a gigantic body and speed like never before reported is what this new variant brings to the repertoire. Those who have survived the encounter with this new nightmare tell in horror how amid the chaos battling the horde, they see one of their colleagues being dragged like helpless prey by the jaws of this abomination in the blink of an eye, towards the darkest part of the so-called "Death Row", their screams fading more and more, never to be seen again...

Notes:

  • Always drops Mastercrafted item.

Tactics/Strategies: N/A

Superbosses

These bosses have a special spawning condition and will drop special items upon death.

Devil Hound
Devil Hound
HP Damage
Melee Vomit Explosion
300,000 800 - -
EXP Speed
Calm Disturbed Enraged
675,000 4.5 9 20
EXP Density Mass Zones
2.25 EXP/HP 90 WL

Not long after the discovery of the Wasteland, stories of a large ungodly hound lurking around the desert-like environment emerged. Scientists fled from the Secronom Bunker to the Wasteland to learn more about this mysterious beast, but only a few made it back to report their findings. One scientist described it as a Titan-like hound with skin so red it resembled the Devil himself, which gave the monster its nickname the Devil Hound. It is said that this is the first recorded sighting of the bone mutation acting as a mainly offensive trait, rather than a defensive one. Continued research on the Devil Hound has shown it uses its exposed vertebrae, spiked tail, and massive claws to efficiently hunt and kill its prey.

Notes:

  • Fastest and most agile boss in game.
  • Extremely fast attack animation, with a deceptively long and wide hitbox.
  • +35% speed boost is essentially mandatory for open combat, unaided by barriers.
  • With +50% speed boost, poor turn radius can be exploited for dodging purposes.
  • Always drops Mastercrafted items.

Tactics/Strategies:

  • Sidestep attacks and prioritize hordes (if present) so they do not impede dodging/boost the DH's attacks.
  • Do not attempt to backpedal without +50% speed boost
  • Utilise high knockback or high RoF weapons to slow down the boss.
Cryo Hound
Cryo Hound
HP Damage
Melee Vomit Explosion
100,000 700 - -
EXP Speed
Calm Disturbed Enraged
225,000 4.5 7 18
EXP Density Mass Zones
2.25 EXP/HP 70 SEZ

First appeared after the "red mist" incident in the southeastern border, this peculiar variant of the Devil Hound was originally named after its icy blue color, a skin pigment that has since degraded to a dull black. Given the few expeditions in the southern zone, there is no much information about this beign, except that it is extremely violent and territorial and that it appears when the giant hordes come together due to the carelessness of some poor soul down there. Extreme precaution and good weapons must be used against this beast or else the survivors will be devoured in a horrible way against this new threat created by the N4 virus.

Notes:

  • Only spawns as a SEZ escalation response, or in boss nests.
  • Fastest and most agile boss in game.
  • Extremely fast attack animation, with a deceptively long and wide hitbox.
  • +35% speed boost is essentially mandatory for open combat, unaided by barriers.
  • With +50% speed boost, poor turn radius can be exploited for dodging purposes.
  • Always drops Mastercrafted items.

Tactics/Strategies:

  • Sidestep attacks and prioritize hordes (if present) so they do not impede dodging/boost the DH's attacks.
  • Do not attempt to backpedal without +50% speed boost
  • Utilise high knockback or high RoF weapons to slow down the boss.
Volatile Leaper
Volatile Leaper
HP Damage
Melee Vomit Explosion
300,000 - - 400
EXP Speed
Calm Disturbed Enraged
675,000 3 10 10
EXP Density Mass Zones
2.25 EXP/HP 200 WL

From the Wastelands has appeared a creature that must have crawled out of the murkiest depths of Hell. A creation from the realm of blackest nightmares, the Volatile Leaper appears to be a divergent evolution of the traditional Leaper-- some errant mutation in the N4 virus having pushed it down the same evolutionary path as other boss zombies that otherwise would have never occurred. The mutations brought on by its evolution into a boss zombie have drastically altered its means of movement, its biological attributes, and its modus operandi of attack. This Leaper no longer staggers about, instead crawling at a jarring pace on all fours. Its toxic tongue lash and devastating punches have likewise been abandoned in favor of an entirely new offensive capability, the likes of which have never been seen in any other infected: A multitude of horrific, permanent cyst-like pustules have developed on the Volatile Leaper's back. These pustules cumulatively fire explosive bursts of an extremely caustic poison, catching all enemies within the Leaper's blast radius in a cloud of flesh-dissolving mist. Woe betide the survivor who finds themselves facing this nightmare-fuelled abomination.

Notes:

  • Melee attack creates large explosions in a triangular area centered on the Volatile Leaper.
  • Immune to stagger effects
  • Immune to knockback effects

Tactics/Strategies:

  • Maintain distance at all times
  • Utilise high-knockback or high-rate-of-fire weapons to slow surrounding aggro
  • Sprint in short durations in anticipation of the AoE explosions to avoid
Behemoth
Behemoth
HP Damage
Melee Vomit Explosion
300,000 999 - -
EXP Speed
Calm Disturbed Enraged
675,000 3.5 9.5 20
EXP Density Mass Zones
2.25 EXP/HP 200 SEZ

'

Notes:

Tactics/Strategies:

Seasonal Mini-Bosses

During Easter, Halloween and Christmas events, these mini-bosses will spawn in place of normal bosses. All of them drop seasonal presents which may contain one in a list of various items; ranging from junk, to treats that boost certain combat stats for 1 hour, to components for the event's Craftable Weapons. These presents can be redeemed for rewards by "eating" them in the Inventory screen.

Easter Event Bosses

Drops seasonal Easter Egg presents.

Easter Egg Head Zombie (low level variant)
Easter Egg Head Zombie (low level variant)
HP Damage
Melee Vomit Explosion
5,000 50 - 35
EXP Speed
Calm Disturbed Enraged
7,500 1.3 3 6
EXP Density Mass Zones
1.5 EXP/HP {{{Mass}}} N/A

These mutants join the Pumpkinheads as one of the most unintimidating, but nonetheless powerful, mutants. Mysteriously appearing just before Easter, the mutants began attacking looters and fighters alike all around the city. Their bodies are similar to those of male burned zombies, but their heads appear to have taken on the shape and likeness of a giant, brightly painted Easter egg. Despite their comical appearance, they should not be taken lightly, they possess speed equal to that of a Tendril, and can do considerable damage to an unprepared survivor.

Notes:
- Explodes if the killing blow is not from a melee weapon. The blast radius is comparable to that of a grenade launcher.

Tactics/Strategies: N/A

Bunny Hound Zombie
Bunny Hound Zombie
HP Damage
Melee Vomit Explosion
10,000 100 - -
EXP Speed
Calm Disturbed Enraged
15,000 1.7 4.5 9
EXP Density Mass Zones
1.5 EXP/HP {{{Mass}}} N/A

This curious and funny mutant rabbits at first glance seems harmless, until those who used to laugh are now disemboweled and eaten by herds of these creatures. Sightings of these creatures are reported around easter dates, although it is not known if this influences the appearance of this type of infected rabbit. The truth is that, like any type of infected, a good dose of bullets is more than enough to put these little rascals to sleep for good.

Notes:

Tactics/Strategies: N/A

Reaper Bunny
Reaper Bunny
HP Damage
Melee Vomit Explosion
60,000 200 - -
EXP Speed
Calm Disturbed Enraged
90,000 1.5 3.5 7
EXP Density Mass Zones
1.5 EXP/HP {{{Mass}}} N/A

The mutation observed in this new being is surprising. Apparently what was once another mutation of the bunny hound became this abomination armed with a scythe hand. Extreme care must be taken when facing these creatures, because with their scythe they are capable of annihilating anyone who gets in their way. This variant was reported for the first time around Easter this year when this was written, so little is known about it.

Notes: - Like the Harvester, can turn when attacking to adjust to player movement, albeit at a much greater speed.

Tactics/Strategies: N/A

Halloween Event Bosses

Drops seasonal Trick or Treat presents.
The music changes to a Halloween theme when one of these appears.

Pumpkin Head Zombie
Pumpkin Head Zombie
HP Damage
Melee Vomit Explosion
5,000 50 - 35
EXP Speed
Calm Disturbed Enraged
7,500 1.3 3 6
EXP Density Mass Zones
1.5 EXP/HP {{{Mass}}} N/A

These mutants are by far one of the most unusual (and somewhat comical) enemies encountered yet. Their bodies are similar to those of male burned zombies, but their heads appear to have taken on the shape and likeness of a jack-o-lantern. Despite their comical appearance, they should not be taken lightly—they possess speed equal to that of a tendril, and can do considerable damage to an unprepared survivor.

Notes:
- Explodes if the killing blow is not from a melee weapon. The blast radius is comparable to that of a grenade launcher.

Tactics/Strategies: N/A

Slenderman Zombie
Slenderman Zombie
HP Damage
Melee Vomit Explosion
25,000 9,999 - -
EXP Speed
Calm Disturbed Enraged
45,000 2.2 4.5 9
EXP Density Mass Zones
1.8 EXP/HP {{{Mass}}} N/A

A rare mutant species, somewhat similar to a Longarm, that briefly sprang up in the newly-accessed black zones regions around Halloween. At the time that these mutants were encountered, very little was known about them, other than that they apparently possessed high health points and always inflicted lethal damage. One of the few, albeit trivial, details initially obtained about it was that it appeared to resemble the "Slenderman"—a mythical monster popularized by the pre-outbreak world's "Creepypasta" internet culture. Further research was recently conducted on a preserved sample of flesh, taken from the brain of a dead Slenderman. Analysis revealed a shocking phenomenon that seemed impossible, but was confirmed by several former neurologists and psychologists in the outposts. It appears that these mutants were actually individuals who had previously been fans of the Slenderman mythos on the internet, prior to being infected in the outbreak. This was corroborated by the fact that several former internet-surfers were able to identify some of these mutants as infected people who had been popular writers of the myth online. Somehow, the Nerotonin-4 virus identified the Slenderman in these individuals' subconscious, and mutated their body into a replica of the monster.

Notes:
- Instantly kills any survivor no matter their gear.

Tactics/Strategies: N/A

Werewoo
Werewoo
HP Damage
Melee Vomit Explosion
40,000 250 - -
EXP Speed
Calm Disturbed Enraged
60,000 2 6 11
EXP Density Mass Zones
1.5 EXP/HP {{{Mass}}} N/A

During a full moon night around the festivities of Halloween, these strange wolf-like infecteds began to appear all over Fairview. Equipped with what might be called the best attributes of an infected individual and a rabid wolf, these mutants are capable of tearing even the best-prepared survivors to pieces. As a preventive measure at the first report of sighting of these beasts, special ammunition of silver nitrate is delivered to anyone willing to fight and kill these beasts, although it is unknown if the nitrate even serves as a weakness in first place, but since it does its function of killing these beasts bastards for good, who cares?

Notes:
- Has the ability to turn slightly while attacking.

Tactics/Strategies: N/A

Scarecrow
Scarecrow
HP Damage
Melee Vomit Explosion
50,000 500 - -
EXP Speed
Calm Disturbed Enraged
100,000 2 4 7
EXP Density Mass Zones
2 EXP/HP {{{Mass}}} N/A

This grotesque and mysterious mutation appears at first glance to be a living scarecrow. Ongoing research has shown that this class of mutant is capable of inexplicably controlling the recently seen ravens that proliferate in Fairview and that it uses its evolved claws to hunt and slaughter its prey. Whatever it is, a mutant, an infected, or something more related to the paranormal, what is known is that it appears in the loneliest regions of Fairview and on dates close to Halloween festivities.

Notes:
- Spawns crows rapidly to fill up available horde space.

Tactics/Strategies: N/A

Pumpkin Tendril
Pumpkin Tendril
HP Damage
Melee Vomit Explosion
40,000 250 - -
EXP Speed
Calm Disturbed Enraged
80,000 2 6 11
EXP Density Mass Zones
2 EXP/HP {{{Mass}}} N/A

This halloweenesque variant of the Tendril was first sighted on dates close to Halloween. Several differences are what characterize this new mutant, firstly its head that was replaced by a horrible pumpkin with a macabre smile, its tentacles got an orange glow for unknown reasons, now capable of piercing and destroying its prey without major problems. Various scout reports confirm that these anomalies travel in packs, so extreme caution is imperative when dealing with these new abominations.

Notes:

Tactics/Strategies: N/A

Christmas Event Bosses

Drops seasonal Christmas Gift presents.
The music changes to a Christmas theme when one of these appears.

Elf Zombie
Elf Zombie
HP Damage
Melee Vomit Explosion
160 24 - -
EXP Speed
Calm Disturbed Enraged
225 1 2.5 5
EXP Density Mass Zones
1.406 EXP/HP {{{Mass}}} N/A

Once human aides to St. Nicholas' veritable army of "helper" Santas, who regaled young children with small pre-Christmas treats during their visits to Santa's human helpers in shopping malls and winter festivals, these creatures now bring fear and destruction to survivors. Elves appear similar to the adolescent zombies from the earlier years of the outbreak, except dressed in green Christmas themed attire. Although individually they pose little threat, they come in large numbers and can easily overwhelm an unprepared survivor as they move slightly faster than a male burned zombie and can do considerable damage.

Notes:
- Spawns in large groups, and will continue to spawn until 30 minutes have passed since it began spawning, or when the weather changes. About one in ten killed will drop Christmas Candy.

Tactics/Strategies: N/A

Santa Zombie
Santa Zombie
HP Damage
Melee Vomit Explosion
5,000 50 - 35
EXP Speed
Calm Disturbed Enraged
7,500 1.3 3 6
EXP Density Mass Zones
1.5 EXP/HP {{{Mass}}} N/A

In the pre-outbreak world, St. Nicholas was believed to send out human helpers, dressed in his likeness, to various shopping malls and Christmas festivals around the world, to gather lists of the toys and gifts that children wanted. Thanks to the outbreak, however, all of these helpers have been zombified, and have all somehow been turned into super powered mutants, bringing death, destruction, and bloodlust in place of their former joy, warmth, and cheer. They appear to resemble Slenderman, except dressed in red Christmas themed attire. European culture views Santa as a man with a small to medium build, unlike that of the American view of an extremely fat, jolly man. They should not be taken lightly, no matter what kind of happy, fond memories you may still have of these substitute Santas. They possess the speed of a burning zombie and can easily tear you to shreds.

Notes:
- Explodes if the killing blow is not from a melee weapon. The blast radius is comparable to that of a grenade launcher.

Tactics/Strategies: N/A

Reindeer Zombie
Reindeer Zombie
HP Damage
Melee Vomit Explosion
10,000 75 - -
EXP Speed
Calm Disturbed Enraged
15,000 1.7 4.5 9
EXP Density Mass Zones
1.5 EXP/HP {{{Mass}}} N/A

Although once called upon to aid Santa in bringing Christmas cheer to the world, these Reindeer have now been taken over entirely by an unknow cervid N4 virus strain and are now nothing more than vicious, killer beasts. Being accustomed to the abyssal conditions of cold climates, these beasts are sighted mainly on December dates.

Notes:

Tactics/Strategies: N/A

Marshmallow Man
Marshmallow Man
HP Damage
Melee Vomit Explosion
20,000 300 - 80
EXP Speed
Calm Disturbed Enraged
30,000 2 4.2 6.2
EXP Density Mass Zones
1.5 EXP/HP {{{Mass}}} N/A

A vile mutation that resembles the adorable marshmallow men associated with Christmas and the holidays. This gluttonous beast is not to be taken lightly, as it can cause serious damage to survivors, either through its blows or through the explosion it causes when shot down by firearms/explosives. Reports of sightings of these creatures are always in December, when temperatures drop and the cold takes over Fairview, apparently it is the appropriate climate for the proliferation of these beings.

Notes:
- Explodes if the killing blow is not from a melee weapon. The blast radius is comparable to that of a grenade launcher.

Tactics/Strategies: N/A

Wendigo
Wendigo
HP Damage
Melee Vomit Explosion
50,000 350 - 80
EXP Speed
Calm Disturbed Enraged
75,000 3 6 8
EXP Density Mass Zones
1.5 EXP/HP {{{Mass}}} N/A

A rather rare mutation that appeared briefly in the cold Fairview Christmas seasons. With the arrival of snow in this devastated city after years of abscence, these horrible beings also started to appear, mostly in desolated and little-traveled areas. Encounters with these creatures were rare and there was not much information about it except that it has quite a few health points, its body presents an advanced state of necrosis, it has a disturbingly similar skull to those of reindeer (including its antlers) and it produces a horrible scream, which causes severe pain in the ears of its victims and produces headaches and disorientation. Due to these peculiar characteristics, many survivors associated this creature with the "Wendigo", saying that it was its spirit seeking revenge against Fairview last remaining settlements, although nothing could be further from the truth. The same disturbing phenomenon observed in the "Slenderman" mutation seems to have been replicated in this beast, somehow the N4 virus identified the Wendigo in the subconscious of its host (who apparently must have been people quite fanatical of the myths and tales of the Wendigos) and mutated his body into a replica of this fairytale evil spirit.

Notes:
- Occasionally performs a scream attack that functions similarly to the Volatile Leaper's gas attack.
- Extremely long scream range, roughly equal to the distance to edge of the screen.

Tactics/Strategies: N/A

Rampaging Reindeer
Rampaging Reindeer
HP Damage
Melee Vomit Explosion
? ? - -
EXP Speed
Calm Disturbed Enraged
? ? ? ?
EXP Density Mass Zones
Expression error: Unrecognized punctuation character "?". EXP/HP {{{Mass}}} N/A

The formerly alpha reindeers used by Fatman and his minions for their misdeeds were infected by an cervid strain of the N4 virus. Now this kind of infected reindeer terrorizes the few remaining population of Fairview, because they are used to cold climates and the arduous conditions in which they lived, sightings of these infected reindeer are always reported around December, when temperatures drop below zero and snow begins to fall into this desolate city, which seems to be favored by this kind of mutation.

Notes:

Tactics/Strategies: N/A

Caroler
Caroler
HP Damage
Melee Vomit Explosion
??? ??? - ???
EXP Speed
Calm Disturbed Enraged
??? ??? ??? ???
EXP Density Mass Zones
Expression error: Unrecognized punctuation character "?". EXP/HP {{{Mass}}} N/A

This new mutation has been observed for the first time in the winter of this year. Being one of the harshest winters in recent years experienced in Fairview, this aberration appeared, at first glance one would think that it was a common Siren, but when face to face the difference is noticeable, mainly the enormous size it has, the Christmas clothing that she wears and what shocked scientists the most is the method of attack that she has. At first it was believed that it only had the defense mechanism of screaming to attract the infected in the area, but this creature has shown that it is capable of pounce on its victim and bite it directly in the jugular, causing a quick death by bleeding. Now more than ever one must be careful when entering this forgotten city during the snow and blizzard season, as dangers like this lurk around every corner...

Notes:
- Explodes if the killing blow is not from a melee weapon. The blast radius is comparable to that of a grenade launcher.

Tactics/Strategies: N/A

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