Bosses and mini-bosses
Each map has its boss at the end of its main Easter egg: Dahut, the Drowned Queen at the bottom of Sunken Ys (Ker-Ys) and the Vouivre on the forecourt of Notre-Dame (Nec Mergitur). Along the way, the Easter egg defenses end with named mini-bosses. This page covers the fights; to learn how to get there, follow the walkthroughs The Awakening of Ys and The Last Metro (Nec Mergitur Easter egg).
Before a boss
- Boss bar at the top of the screen: name, health, current phase (notches at 66% and 33%) and the shield when it’s up (“Shield — break the pearls” for Dahut, “Scales of Ys” for the Vouivre).
- Locked phases: damage stops at the current phase’s threshold. No point saving a burst to “skip” a phase: you have to go through each mechanic (pearls, bells).
- Damage normalized to the body: your weapon’s body-part multipliers don’t count. Every shot is worth ×1, except on the weak point (×2.5). Explosives deal their raw damage.
- Immunities: Kaboom, traps, Insta-Kill and falls do nothing to them.
- No hit points on the boss itself: points come from the Drowned, hounds and guards it calls in. Its death is worth 5,000 XP to every player present and (outside the guided match) one legendary material per player for the Hideout: Dahut’s Coral crown, the Vouivre scale.
- The round’s ordinary spawns are suspended during the fight: only the boss’s reinforcements come.
Dahut, the Drowned Queen
The princess of Ys rises from the flooded square of Sunken Ys as soon as a player goes down into it. Players left outside are pulled into the antechamber and the door seals behind you: nobody leaves the hall until it’s over.
Health
Health = 380,000 × number of players × (1 + round ÷ 25). Difficulty doesn’t change her health, except on Easy (×0.6).
| Round | Solo | 2 players | 3 players | 4 players |
|---|---|---|---|---|
| 15 | 608,000 | 1,216,000 | 1,824,000 | 2,432,000 |
| 20 | 684,000 | 1,368,000 | 2,052,000 | 2,736,000 |
| 25 | 760,000 | 1,520,000 | 2,280,000 | 3,040,000 |
| 30 | 836,000 | 1,672,000 | 2,508,000 | 3,344,000 |
Weak point: her head and her crown (×2.5). Unlike the Vouivre, Dahut doesn’t reduce Wonder Weapon damage.
Her attacks
| Attack | Phases | What happens | Damage (Normal) | Counter |
|---|---|---|---|---|
| Tail strike | 1 to 3 | a 7 m shockwave around her (1.15 s wind-up) when a player is within 7.5 m | 85 up close, 35 at the edge | back off, or hide behind a column (it blocks the wave) |
| Water orbs | 1 to 3 | 1 / 2 / 3 homing orbs depending on the phase, spread between the players | 38 (2.3 m area) | run across their path, put a pillar between the orb and you |
| Whirlpools | 1 to 3 | a vortex under the feet of 1 / 2 / 3 players, for 7 s | 8 every 0.5 s after 0.8 s | step out of the circle (2.6 m) at once |
| Summon | 1 to 3 | Drowned rise from the square’s water: runners in phase 1, sprinters after that | 50 per blow | kill them: they drop Power-ups |
| Water jet | 2 and 3 | a cone straight ahead of her, up to 17 m; it locks in two thirds into the wind-up | 60 close, 30 far | sidestep at the end of the wind-up, or take cover |
| Tidal wave | 2 and 3 | a long warning cry (3.2 s), then a circular wave rolls out from her across the whole hall | 70 to every player in the open | get behind a column or a wall before the cry ends |
| Cry | 3 | calls the Ankou’s hounds, which fall with the lightning | 15 per bite | keep moving, finish the hounds quickly |
She waits 2.4 s between attacks in phase 1, 2 s in phase 2, 1.4 s in phase 3.
Phase 1 (100 → 66%)
Tail strikes, orbs, whirlpools and summoned Drowned. Stay at medium range (beyond 7.5 m she won’t tail strike), aim for the crown, and move as soon as a whirlpool forms under your feet.
Phase 2: the shield of the abyss (66 → 33%)
At 66%, she screams and wraps herself in a shield: no damage gets through. The Queen’s Guards walk out of the water: Divers (1 + 1 per pair of players: 1 solo, 2 with two or three, 3 with four; see Special enemies). Once the guards are down (or after 75 s), three pearls appear around the square: shoot all three. The shield shatters and Dahut is stunned for 4 s: empty your magazines into the crown. The water jet and the tidal wave join the fight.
Phase 3: enraged (33 → 0%)
Dahut speeds up (2.6 m/s instead of 1.5), attacks almost without pause, fires three orbs at once and a whirlpool under every player (three at most), triggers the tidal wave more often (about every 16 s instead of 24) and calls the Ankou’s hounds.
Tips
- Spot the temple columns and walls as soon as you enter: they stop the tail strike, the water jet and the tidal wave.
- Before phase 2, stock up on ammo from the summoned Drowned (Power-ups): the Queen’s Guards are full-strength Divers.
- As a team, split up: one player on the guards, the others on the Drowned, then everyone on the pearls.
- Menhir is a must: a tidal wave followed by an orb puts a 100-health player Down.
The Vouivre
Saint Marcel’s dragon comes out of the flooded Seine when the whole team, gathered in the Préfecture courtyard, steps out onto the forecourt of Notre-Dame. The arena is sealed. If no player is left in the arena for 12 s, she dives back and the fight has to be restarted.
Health
Health = 420,000 × number of players × (1 + round ÷ 25). On Easy difficulty: ×0.6.
| Round | Solo | 2 players | 3 players | 4 players |
|---|---|---|---|---|
| 15 | 672,000 | 1,344,000 | 2,016,000 | 2,688,000 |
| 20 | 756,000 | 1,512,000 | 2,268,000 | 3,024,000 |
| 25 | 840,000 | 1,680,000 | 2,520,000 | 3,360,000 |
| 30 | 924,000 | 1,848,000 | 2,772,000 | 3,696,000 |
- Weak point: the Ys stone on her forehead (×2.5). Stunned, she takes another ×1.5 (×3.75 on the stone).
- Wonder Weapons reduced, as on a Diver: St. Marcel’s Crozier ×0.35, Disintegrator Mk I ×0.4, Dahut’s Trident ×0.25. Trains don’t hurt her.
- A Max Ammo drops near the team at every phase change.
- Throughout the fight, the Seine horde climbs up from the quay: a Drowned about every 3.2 s (faster with more players), with more and more sprinters from one phase to the next.
Phase I — The Flood (100 → 66%)
She swims along the quay and attacks from the Seine:
| Attack | What happens | Damage (Normal) | Counter |
|---|---|---|---|
| Diving bite | a line is traced in the forecourt snow, then she leaps along that line and bites at its end | 75 | get off the line; afterwards she stays beached for about 4 s: aim for the stone |
| Tail swipe | a sweep along the edge of the quay | 55 | keep away from the quay’s edge |
| Mud spit | three mud balls; each leaves a 3.2 m puddle that slows you for 6 s | 30 | walk around the puddles |
| Call of the Drowned | 3 Drowned + 1 per player climb over the parapet | 50 per blow | kill them before they surround you |
Phase II — The Chimeras (66 → 33%)
At 66%, she coils around the south tower: her Scales of Ys make her invulnerable.
- The gallery’s chimeras awaken one by one (3 + 1 per player at a time), glide toward you and fight on the ground: see Special enemies.
- The breath of the Bièvre falls from the perch onto a 5.5 m pool that follows its target (12 damage every 0.5 s for about 3 s): an obstacle between her jaws and you protects you.
- The south tower’s three bells appear behind the louvers: shoot them all down. The great bell tolls, the Vouivre falls stunned for 12 s onto the forecourt and loses 8.25% of her max health: hit the stone. The bells come back 20 s after she climbs back up.
- You need at least two tolls: damage during the first stun stops halfway through the phase (about 50%). Phase III starts when she drops below 33% during a stun.
Phase III — Nec mergitur (33 → 0%)
Enraged, she crawls all over the forecourt:
| Attack | What happens | Damage (Normal) | Counter |
|---|---|---|---|
| Charge | a telegraphed straight line (1.4 s), 38 m at 20 m/s | 80 | get out of her path |
| Low breath | an 11 m cone in front of her, for about 3 s | 12 every 0.5 s | take cover or get behind her |
| Bite, tail swipe | at close range | 75, 55 | keep your distance |
The Seine overflows onto the southern half of the forecourt (rising for 25 s) and slows anyone walking in it; the Ankou’s Pack bursts out of the frost every 24 s (3 hounds + 1 per player, 10 at most at once).
The finishing blow
At 0% she doesn’t die: she drags herself to the forecourt’s point zero and collapses, the Ys stone laid bare. The player carrying St. Marcel’s Crozier holds F for 1.5 s to finish her. With no Crosier in the arena, the stone shatters on its own after 20 s, but the Easter egg’s final XP is cut by 30%.
Tips
- Phase I: stay in the middle of the forecourt, away from the quay; shoot during every beaching, it’s your damage window.
- Phase II: assign an accurate shooter to the bells while the others hold off the chimeras. Save big magazines for the 12 s stun (×3.75 on the stone).
- Phase III: stay out of the flooded southern half; one sidestep is enough against the charge if you see it coming.
- Keep Saint Marcel’s Crosier alive until the end: without it, the finishing blow waits 20 s and costs XP.
Named mini-bosses
The Easter egg defenses end with a named enemy, with its own boss bar. As long as it stands, the defense gauge stays locked at 95%: you have to kill it to finish. It always drops a Power-up.
The Floodgate Warden (Ker-Ys)
Third wave of the siege of the Gate of Ys. A corrupted Diver out of the channel, with 50% more health and helmet than a Diver of the round (see Special enemies).
- He marches on the gate; he turns on a player within 6 m of his path, with an ordinary Diver’s blows (punch, ground slam).
- At the gate, he pounds it (1.05 s wind-up, a blow about every 2.35 s): each blow costs the opening gauge 3% and hits players within 3.8 m (up to 60 damage).
- Reward: a Diver’s (+500 points, +10 per hit).
The Bièvre Warden (Paris)
Third wave of the Cité flood. The same corrupted giant (health and helmet ×1.5), who marches on the caisson door and pounds it: −2% of the Boatmen’s Levee per blow, same damage around him. A Diver’s reward.
The Thunderstruck (Paris)
Halfway through Jupiter’s Storm, at Saint-Michel: a lightning-charged Diver (health ×1.3) who comes up the tunnel.
- No single blow takes more than 10% of his health: ordinary weapons, Kaboom or Insta-Kill can’t drop him in one hit.
- Lure him onto the live rail: stepping on it costs him 10% of his health, then 4% every 0.5 s, and stuns him for 0.9 s (at most every 2.5 s). The rail alone never takes him below 15%: finish him with your guns.
- A Diver’s reward.
The Boatman of Lutetia (Paris)
At 60% of Ésus’s Felling, in the crypt: a drowned Gallo-Roman boatman with his boathook, who rises from the black water of the ancient quay.
- Health: 28 × a Drowned’s health (at least 14,000), +50% per extra player. No single blow takes more than 8% of his health.
- Sweeping boathook strike: when a player is within 2.8 m, about every 5.5 s; 0.85 s wind-up, 3.4 m radius, 65 damage. The St. Marcel’s Crozier shockwave pins him in place and makes him lose his swing.
- +500 points for his killer, on top of the usual points.
The Ankou’s Ferryman (Paris)
At 60% of the Last Metro’s halt: black robe and hood, scythe in hand, he steps down from the driver’s cab.
- Health: the Bièvre Warden’s (a Diver’s health and helmet ×1.5). No single blow takes more than 6% of his health: neither Kaboom, Insta-Kill nor traps can drop him in one hit.
- Scythe swing: at 2.6 m, 0.8 s wind-up, a 3.1 m arc in front of him, 70 damage.
- Frost dash: he lunges at a target 6–16 m away (at most every 9 s), 0.7 s wind-up, 45 damage as he passes.
- +500 points for his killer, on top of the usual points.
Their per-hit damage caps make slow, heavy weapons less useful: a fast weapon upgraded at the Forge of Ys does better. Meanwhile the defense horde keeps coming: as a team, one player holds the mini-boss, the others the horde and the objective.
Checked against the game on November 9, 2026