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GUIDE ยท BOSSES

Boss Strategy Guide

Every boss and mini boss with special code, what their attacks really do, and the cheapest way to counter each one.

Last updated: October 12, 2026
ON THIS PAGE
  1. How boss stats are built
  2. Weather bosses: Lady Midday and the Unknown Threat
  3. Grab bosses: Utopek-7 and the Zmora
  4. Contract bosses and quick reference
  5. Story and event bosses
  6. Preparing for any boss

How boss stats are built

Every enemy starts from base HP and damage. The game then adds your progress: +15 HP per player level and +3 per day, and +2 damage per level and +1 for every two days, before multiplying the result. Bosses from contracts, weather and the Zmora hub also carry a flat hardening of x1.25 HP and x1.15 damage, so the multipliers in this guide already include it. Their rewards are paid in full.

Examples assume level 10 on day 15, where these bosses have roughly 1,900 HP. Boss-damage talents such as Boss Hunter (Reaper tree, +6% per rank, five ranks) only work on enemies whose final HP multiplier is 3 or higher. The Raider Warboss (2.5) and the Reptilian Warlord (no multiplier) do not qualify.

Three tools decide most boss fights. Take Cover costs 1 AP and halves ordinary hits for the next enemy phase only, so it must be renewed every round. Charge and Pull Back move you one range zone for 1 AP. Stuns make an enemy skip its entire next action. See the combat guide for basics.

Weather bosses: Lady Midday and the Unknown Threat

Lady Midday, the Noon-Stalker

She appears on a High Heat day when you take an open-air trip (fishing, hunting, caravan scavenging, the checkpoint or the convoy) at noon or in the afternoon with thirst below 60%. You must be level 5+, and she appears at most once a day, with a 75% chance when conditions are met. You can decline: drinking 3 Water raises thirst by 40 and ends the scene.

She is melee, has 15% damage reduction, and uses a two-beat pattern. In the round she reaches you she raises her sickle and the log warns you to take cover. The next round she strikes for 1.8 times her top hit (about 122 in our example), which ignores armor. Cover cuts that to 40% (about 49). Dodge can still avoid it entirely.

TIP Her approach is the weakness. A melee enemy that starts a round at far range spends the round charging instead of attacking. If you hold a ranged weapon, pull back each turn (1 AP) so she never gets to raise the sickle, and enjoy the +15% far-range damage. This works in the standard tactical battle screen, not the classic one. Leg Shot's limp does not stop her closing in, so use it on other enemies.

The Unknown Threat

During a Rad-Storm, the first trip you take from camp each day (level 4 or higher) is intercepted, wherever you were going. It is ranged, and its attack follows a fixed three-round cycle:

RoundStateWhat happensExample
1ShroudedRad Pulse for 50% of its top hit. 50% damage reduction on the boss.31 damage
2ExposedNo attack. Shroud drops, so it takes 40% extra damage with no reduction.Your window
3Rad Burst150% of its top hit. Cover cuts it by a quarter. Every ally takes 40% of what you took. Shroud returns.93, or 70 in cover

Radiation ignores armor and cannot be dodged, though percentage damage reduction from talents still applies. Each hit contaminates you, cutting your damage 30% until treated. The Med Bay's Decontamination Flush clears it for 35 Medicine and 15 Water.

The plan: in the exposed round spend your damage and take cover, since cover lasts through the burst. A stun in the exposed round makes it skip its burst and keeps the shroud down for another full turn. Reward: 160 Scrip, 14 Tech Data, 12 Medicine.

Grab bosses: Utopek-7 and the Zmora

Both are melee bosses (about 6 times base HP), and both run their special attacks before the charge check, so staying at long range does not protect you.

Utopek-7 (boss contract, level 6+, two Drowned Husk escorts) spits bio-acid every round for 30% of his top hit (about 19, ignores armor). If you are not held, he also has a 35% chance to drag you under. While held you cannot move or flee and take 6% of your max HP per round. The Zmora (reached from the camp terminal after an outbreak is diagnosed, 10% damage reduction, two Sleepwalkers) sends a neural pulse for 25% of its top hit that also drains 14 stamina, pins you with a 30% chance per round, and then crushes for 5% of max HP. Each Neural Shield level you own cuts the Zmora's pulse, stamina drain, pin chance and crush by 20%.

Breaking free costs 2 AP and succeeds 65% of the time, so with 3 AP you get one attempt per turn. Ranged weapons and allies keep firing while you are held, and killing the boss releases you.

TIP A stunned boss skips acid, pulse, grab and drowning for that round. Better still, in the standard screen a Leg Shot (2 AP, 60% to hit) makes a melee enemy limp for two rounds and knocks it back a zone. A limping Utopek or Zmora skips its whole turn, acid and grabs included. Arm Shot does not stop their special attacks.

The Zmora also has a non-combat solution. With 6 or more points in the Netrunner tree, or a hired Sector Hacker (or Cipher) in your camp, you can jack in at the hub, and the Zmora is cleared either way: your hack chance (35%, plus 2% per Netrunner point up to a 30% bonus, plus 12% per Neural Shield level, plus 25% when a Sector Hacker or Cipher helps) only decides whether you lose 25 HP to backlash. Force pays more: 140 Scrip, 14 Tech Data, 8 Medicine and 6 reputation, against 8 Tech Data and 4 reputation for the hack. Utopek can be bribed with 8 Cloth and 6 Food, but only killing him yields the Water Purification Pump, 130 Scrip and 25 Water.

Contract bosses and quick reference

The Shady Informant at the Wasteland Bar sells boss contracts for 60 Scrip, and you can hold two at once. Each boss only appears once you reach its level. HP and damage multipliers below include the hardening.

BossLevelHP / DmgReductionEscortsScrip
Collar-Master Szhaar5x5 / x1.5none2 Thralls, 2 Slave Drivers (skip with 8 Tech Data)140
Brass Jaw Dobrowolski6x4.4 / x1.4none4 Deserters (or negotiate)120
Hive-Matron6x5.6 / x1.410%4 Mist-Crawl Hounds90
Utopek-76x6.25 / x1.4none2 Drowned Husks130
Silica Reaper8x7.5 / x1.1525%none110
Bone-Sower Priest8x6.25 / x1.5none2 Flame Acolytes100
Captain Zhor-Kaal9x6.25 / x1.6none3 Vanguard Scouts180

Without armor-piercing talents, skip the Reaper: 25% reduction on the highest HP multiplier is the slowest kill. Armor Piercing (Reaper, 3 ranks) gives 10% per rank and Overpenetration (Gunner, 3 ranks) 8%, both reducing a boss's percentage reduction, capped at 80% total. Zhor-Kaal hits hardest, so bring Armor and a healer.

Story and event bosses

Preparing for any boss

If you shoot from range, Lady Midday is a free kill: keep pulling back and she never swings. If you have 6 Netrunner points or a Sector Hacker in your squad, jack into the Zmora hub and spend the saved HP elsewhere. If you have no healer, avoid Zhor-Kaal and the Silica Reaper until you can stack Armor Piercing or Medicine. If you can stun, save the stun for the round a boss is about to use its signature attack, not for an escort.

The mercenary guide covers who gives cover, who stuns and who finishes a boss under 35% HP. Related: the bestiary, weather, formations and talent builds.

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