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Enemies and bosses

Special enemies

On top of the Drowned, the Ankou sends creatures that change how you play a round: the Ankou’s hounds (special rounds), the Diver (the mini-boss of later rounds) and, on Nec Mergitur only, rat swarms, Notre-Dame’s chimeras and the Switchman. The bosses and the named mini-bosses of the Easter eggs are on Bosses and mini-bosses.

In the tables, “Drowned health” means the health of a Drowned on the current round (150 on round 1, 1,045 on round 10, 2,710 on round 20: see The Drowned).

The Ankou’s hounds

Hound rounds

The Ankou’s Pack replaces the Drowned for a whole round:

  • the first hound round falls at random between rounds 5 and 7 (if you start on round 5 or later: one to three rounds after the start);
  • after that, a hound round comes back every 4 to 6 rounds;
  • the round is announced on screen as soon as it starts.
Value
Hounds in the round8 per player the first time, then 10 per player (48 max); on Discovery and with the newcomer step-up: 3, then 8, then 10
At the same time2 per player + 2 (4 solo, 10 with four players); softened first pack: 1 per player + 1
Paceone hound every 1.8 to 3.4 s, at most 2 alive per player plus 1 (3 solo): time to reload between two (2.6 to 4.2 s for the softened first pack)
Health38% of a Drowned’s health (209 on round 5, 397 on round 10)
Speed5.9 m/s, always sprinting (slower than your sprint, faster than your walk); 5 m/s for the softened first pack
Bite15 base damage, 13 on Normal (8 bites to go down at 100 health), 1.5 m reach, 0.22 s wind-up, one every 0.85 s

Spawning: on Ker-Ys, each hound falls with a lightning bolt, visible 0.75 s before it lands; on Nec Mergitur, they burst out of the frost, with no lightning. They appear 7–20 m from the player they target, going first for the player the pack is hunting least. In Paris, at the start of every hound round, the Last Metro pulls into the station closest to the players, stops for 4 s, and the pack (3 hounds + 2 per player) pours out of its doors: don’t stand on the platform facing it.

Hounds leap during their wind-up, climb through windows twice as fast as a Drowned and never crawl. A hound round has no Diver and no rat swarm.

✦Last hound

The last hound of the round always drops a Max Ammo where it dies. Keep your magazines topped up until the end: the reward comes afterwards.

Rewards and tips

  • Points: +50 per hound (60 with the hit), +120 special-kill XP on top of the usual 45. Insta-Kill and Kaboom work on them.
  • Hideout loot: Ankou ember (30% chance), Ankou fang (rare, about 1 in 20), Ember heart (ultra-rare, about 1 in 170).
  • Put your back to a wall or hold a corridor: the pack can then only come from one side. A shotgun or an SMG with a big magazine is perfect; Ankou’s Web and web grenades gum them up.
  • Your sprint (7 m/s) outruns a hound, but only as long as your stamina lasts: sprint to break free when you’re surrounded (or right after getting up), then turn around and fire. Circle an obstacle and fire when it leaps.
  • As a team, stay together back to back: each hound picks its target, and a scattered team gets overwhelmed one by one.

Packs also show up during Easter egg defenses (they don’t count for the round).

The Diver

A giant in a brass diving suit who walks out of the water, slow but terribly tough. A “The Diver” boss bar is shown for as long as he’s alive.

When and where

  • First Diver on round 12 (or one to three rounds after the start if you start on round 12 or later), then every 4 to 6 rounds, on both maps. Never during a hound round: he is pushed back to the next round.
  • He arrives once 35% of the round’s Drowned have spawned, walking out of the water (quays, beach, grotto…) as close to the players as possible, never within 12 m of them; with no water close enough, he rises from the ground about twenty meters away.
  • He doesn’t count for the round: the round can end while he’s still standing, and he keeps hunting you in the next one.
  • Left far behind and out of sight, he dives and resurfaces closer, keeping his health and his helmet.

Health and helmet

  • Health: 24 × a Drowned’s health, +50% per extra player (a Drowned’s base health; ×0.9 on Normal, ×1.25 on Realistic, ×0.6 on Easy).
  • Helmet: armor worth 5 × a Drowned’s health. While the helmet holds, headshots hit the helmet (which takes them like a torso shot); the rest of the body damages his health directly. Once broken, the helmet comes off: the head becomes a true weak point again, at your weapon’s head multiplier.
RoundHealth soloHealth with fourHelmet
1230,33675,8406,320
1540,392100,9808,415
2065,040162,60013,550
25104,760261,90021,825
30168,720421,80035,150

Resistances: he shrugs off Wonder Weapons: Dahut’s Trident ×0.25, Disintegrator Mk I ×0.4, St. Marcel’s Crozier ×0.35. Neither Kaboom nor traps kill him, and Insta-Kill does nothing to him. The Ankou’s Web web slows him less than others.

Attacks

AttackTriggerDamage (Normal)
Punchat 1.9 m, 0.62 s wind-up, every 1.6 s75
Chargeat 6–16 m, in line of sight; 0.85 s wind-up, then a run at 6.5 m/s for up to 1.7 s; about every 9 s105
Ground slamat 2.8 m; 1.05 s wind-up; 3.6 m shockwave; about every 7 s75 at the center, ~38 at the edge
  • The charge puts you Down in one hit if you have 100 health: during the wind-up he turns toward you, so sidestep the moment he sets off. If he slams into a wall, he’s stunned for 1.2 s: that’s the time to empty a magazine. He shoves the Drowned in his path aside.
  • The ground slam also staggers the Drowned around him. Don’t stay in his face.
  • Enraged below 50% health: he roars, walks 50% faster (2.4 m/s instead of 1.6) and charges or slams far more often. A stun (Stun grenade) or a freeze interrupts his special attacks.

Rewards and tips

  • Points: +500 for the kill, and +10 per hit: a Diver is a points mine for a fast-firing weapon. XP: +45 +120.
  • He always drops a Power-up, on top of the round’s quota.
  • Hideout loot: 3 Diving brass (4 if he was enraged), Diving porthole (rare, about 1 in 4), Pearl of Ys (ultra-rare, about 1 in 25).
  • Break the helmet first with headshots, then keep aiming for the head: with a ×2.5 weapon or better, it’s much faster than pouring everything into the body.
  • Keep a medium distance (3 to 6 m): too close and he slams; too far and he charges. In a corridor the charge can’t be dodged: fight him in open ground, with obstacles to make him crash.
  • Menhir makes the charge survivable (250 health).

Rat swarms

On Nec Mergitur only, swarms of rats burst out of air vents and tunnel mouths.

  • When: one swarm per round from round 7, two from round 12, three from round 18, ×1.5 with two players and ×2.5 with four (rounded). The first one starts once 20% of the round’s Drowned have spawned, the others spread over the round, at least 12 s apart. No swarms during a hound round.
  • Swarm: 6 to 10 rats, coming out on the inside of the grates (they don’t tear off boards), never within 8 m of a player. At most 20 rats alive (+4 per extra player, 30 max).
  • Fragile: any hit kills them (bullet, pellet, shrapnel, knife), whatever the round.
  • Fast: 7 m/s. A bite deals 6 damage (1.2 m reach, one every 0.9 s). Only two rats bite the same player at a time; the others circle around, waiting for their turn.
  • They don’t count for the round and don’t drop Power-ups. +20 points per rat (30 with the hit).
  • Hideout loot: Stolen ring (rare, about 1 in 100), Rat king (ultra-rare, about 1 in 500).
✦Against a swarm

A rat dies no faster to a big gun than to any other: take a fast-firing weapon or a shotgun, sweep low, and finish with the knife. They slip between the Drowned’s legs without pushing them: don’t count on the horde to block them.

Notre-Dame’s chimeras

The gargoyles of Notre-Dame’s great gallery break loose during the fight against the Vouivre (see Bosses and mini-bosses) and during some extractions in Paris (Extraction).

  • Awakening: the statue holds its pose for 0.6 s, then glides for 2 to 3 s toward its target and lands 2.5 m in front of it.
  • Health: 3 × a Drowned’s base health (×0.9 on Normal, ×1.25 on Realistic, ×0.6 on Easy).
  • Stone armor: while it glows, the chimera takes only half damage, until the armor cracks (after absorbing a quarter of its health). St. Marcel’s Crozier ignores the stone and cracks it at once.
  • On the ground: 4.6 m/s; leaps of 4 to 10 m at its target in line of sight (about every 4.5 s), claws on landing. Claws: 35 damage, 1.7 m reach, 0.5 s wind-up, one every 1.1 s.
  • They don’t count for the round and don’t drop Power-ups. +100 points (110 with the hit), XP +45 +120.
  • Hideout loot: a Chimera shard every time, Chimera claw (rare, about 1 in 3), Chimera eye (ultra-rare, about 1 in 8).
✦Against a chimera

Shoot it during its glide, or watch for its landing: that’s when it claws. A sidestep just before it touches down makes it land on empty ground.

The Switchman

☠The Switchman (Nec Mergitur Easter egg)

A named Drowned, with a Métro company cap and a track lantern, who wanders the tunnels during the main Paris Easter egg: he carries the Switchman’s lever for the Odéon signal box (walkthrough: The Last Metro (Nec Mergitur Easter egg)).

  • Health: 4 × a Drowned’s base health (×0.9 on Normal, ×1.25 on Realistic, ×0.6 on Easy). A name bar appears when he gets angry or is wounded.
  • Patrol: he walks at 0.9 m/s around his starting point. He charges (2.8 m/s) as soon as a player comes within 8 m or hits him, and strikes like a Drowned (25 to 50 damage depending on how far the match has gone). With nobody within 26 m for 9 s, he resumes his patrol.
  • He is never recycled: if he gets lost, he reappears at home; trains push him aside without running him over.
  • +250 points for his killer, on top of a Drowned’s usual points, plus special-kill XP. He doesn’t drop Power-ups.

Easter egg attackers

☠Corrupted Drowned and other attackers
  • Corrupted Drowned (siege of the Gate of Ys, Ker-Ys): 25% more health than a Drowned, runners or sprinters, they rush the gate and only strike players who block their way; each one that reaches it hits it once (−5% of the opening gauge) then dissolves. They don’t drop Power-ups: kill them first, before they get there.
  • Quest Divers: Gradlon’s guardians (Ker-Ys graveyard), the castaways of the lighthouse vigil, the siege Divers and the Queen’s Guards on Ker-Ys; those of the junction breakdown and the flood in Paris. They are ordinary Divers (same health, same attacks), and they always drop a Power-up.
  • Named mini-bosses (Floodgate Warden, Bièvre Warden, the Thunderstruck, the Boatman of Lutetia, the Ankou’s Ferryman): see Bosses and mini-bosses.
  • The hordes and packs of the defenses don’t count for the round; the Drowned they bring are ordinary Drowned.

Enemy loot

Outside the guided match, every slain enemy can drop materials for the Hideout (details: Loot and materials). Rare and ultra-rare components are rolled on top of the ordinary loot, and their odds rise with the depth of the match: ×1.5 from 15 rounds played, ×2.5 from 20.

EnemyOrdinary lootRareUltra-rare
Drowned8%: its outfit’s material or ScrapPocket watch (~1/500)Anaon soul (~1/3,300)
Ankou hound30%: Ankou emberAnkou fang (~1/20)Ember heart (~1/170)
Diver3 Diving brass (+1 enraged)Diving porthole (~1/4)Pearl of Ys (~1/25)
ChimeraChimera shardChimera claw (~1/3)Chimera eye (~1/8)
Rat—Stolen ring (~1/100)Rat king (~1/500)

Summary

EnemyMapHealthDamageKill points
Ankou houndboth38% of a Drowned15+50
Diverboth24 × a Drowned (+50%/player) + 5 × helmet75 to 105+500
RatParisone hit6+20
ChimeraParis3 × a Drowned, stone armor35+100
The SwitchmanParis4 × a Drownedlike a Drowned (25 → 50)+250 extra

Every direct hit is also worth 10 points (bullets, knife, Wonder Weapons).

Checked against the game on November 8, 2026