THE STRONGMAN
- ELITE
- THE BUNKER
THE STRONGMAN is a named elite on THE BUNKER, a place of security.
A bathrobed backup from a continuity-of-leadership programme, filed down here in case the original was ever needed again. He remembers dying in a theme park and calls it a good vintage; how many of him there are is a state secret, even from the state.
The numbers
- BASE HEALTH2000
- CONTACT DAMAGE42
- HITS EVERY0.70s
- SPEED26/s
- SIZE24 across
- CRIT CHANCE15%
- DODGES25%
- ABOVE THE HORDE+6 levels
- NOTICES YOU AT280
The monster at its baseline, before a venue has placed it. What it really fields on each difficulty is under “Where you meet it”.
Where you meet it
THE BUNKER
It is placed by hand on THE BUNKER and waits at its post until you come close.
| DIFFICULTY | LEVEL | HEALTH | DAMAGE | XP |
|---|---|---|---|---|
| EASY | 28 | 2000 | 76 | 1797 |
| MEDIUM | 28 | 3000 | 76 | 1797 |
| HARD | 30 | 4600 | 79 | 1950 |
| NIGHTMARE | 55 | 12000 | 110 | 14357 |
What to know
- THE ENTRANCECloses at 110/s until it has said its piece, then fights at its own pace.
- WHAT IT WAS CARRYINGA shift's pay, and only about one body in five is carrying any of it when it falls.
- WHEN STRUCKIt bleeds. A blow that overwhelms it bursts it, and there is a face among what lands.
Mechanics
Every dangerous move is telegraphed — it roots, it winds up, and you get the beat you need to be somewhere else.
- CHARGEInside 170 it locks its bearing, roots for 0.7s, then dashes 221 along that line at 3.6× speed with its blows carrying 1.5× damage. The bearing locks at the START of the windup, so a sidestep beats it. Once every 5.5s.
- RALLY CRYIt roots for 0.7s first, and then it shouts. Everything hostile within 230 comes at you 26% faster and hits 22% harder for 6.5s — and wakes up, if it was not already. It does nothing to you at all, which is exactly why it is dangerous: the answer is not a dodge, it is deciding to kill the one doing the shouting first. Once every 12s.
- QUAKE LINEIt roots for 0.7s first — the bearing LOCKS — then the ground splits away from it along that line: 6 fissures, one every 34, opening 0.1s apart in order, each biting 70% of its contact damage within 24. Nothing travels — it stays where it is and the floor does the walking. A step SIDEWAYS is the whole answer, and the further out you are the longer you have to take it. Once every 10s.
What it drops
Every kill pays one piece of gear, one medkit and one XP scroll.
Its drops roll 40% better on the rarity ladder than the level's ordinary loot.
Guaranteed pieces by rarity: 1 rare and 1 magic, and a 50% chance of one more. A rarity the monster's own level has not unlocked yet is skipped, so the same fight pays better on a harder rung.
Always drops
What it says
Spoilers for this fight, covered until you ask for them.
THE STRONGMANYOU. I KNOW YOUR FACE. FROM WHERE DO I KNOW YOUR FACE?
THE HEROBOOT HILL. I WATCHED YOU DIE IN A THEME PARK. YOU SAID IT WAS SUPPOSED TO LET YOU WIN.
THE STRONGMANAH, THAT ONE. A GOOD VINTAGE. I'M THE BACKUP - CONTINUITY OF POWER. SEVERAL OF ME. PRUDENT.
THE HEROSEVERAL? HOW MANY BATHROBES DEEP DOES THIS GO?
THE STRONGMANSTATE SECRET - EVEN FROM THE STATE. NOW HOLD STILL. THIS ONE OF ME HAS NEVER LOST YET.
Last words
CHECK THE OTHER... ...FREEZERS...
What this scene is part of — everything said and found around it — is its chapter of the story.