BISHOP

Boss file · Snowbloom Palace Building B, Snow-5-A

BISHOP

Moving pieces from the summit of Snowbloom Palace.

Win conditionsurvive 25 waves

Leader in Technology

I move my pieces from the summit of Snowbloom Palace

Lore

BISHOP is the leader of Mechanical Snowfield and the master of Snowbloom Palace. Mechanical Snowfield is highly developed largely because of BISHOP's technology initiatives, and also because of Power Peony. From the outside, it looks like a place full of magic — after all, this is the kingdom of electricity and magnetism.

BISHOP is ruler of the snowfield, leader of technology, admirer of Power Peony, supporter of Wiremoss, calm reasoner, solemn strategist, and pursuer of perfection. That is a lot of titles, but at least it means she is busy.

When you actually fight her, the battle feels more like sitting down for a game of chess. BISHOP uses devices she built, and you respond to each one. Fighting while sitting in a bathtub does seem unusual; still, a flying bathtub may be a very advanced mode of transportation.

Mechanics

Role

Main boss · Chess duel · Conveyor defense

  • This is the main story's conveyor boss battle; each wave gives plant cards, but usually only one plant can be planted per wave.
  • The first half revolves around chessboard devices. Rook, Bishop, Queen, Pawn, and related mechanisms pressure the field in different ways.
  • After wave 16, the battle shifts to Mechanical Snowfield. Planting space becomes limited, and stronger zombies plus moving tiles appear afterward.
  • If a key plant is lost or lawn mower count decreases during a wave, that wave does not advance; BISHOP's health and zombie strength stay at the previous wave.
  • Survive 25 waves to win. A battle of minds does require thinking twice before moving.

Advanced mechanics

The BISHOP fight rewrites the boss HP bar into chess progress. Each move asks whether the player can leave a continuing formation while using limited conveyor cards, responding to chess devices, and surviving the later field shift. Bad moves stall the duel, so formation quality is part of the win condition.

Valid moves and bad-move judgment

BISHOP's visible HP is closer to remaining moves than to a normal health pool. The main route advances through 25 valid waves. Each move first supplies cards, chess devices, and enemy pressure; only after the field is cleared does the move resolve.

Resolution checks whether the move leaves the formation intact enough. If key plants are lost, a lawn mower is lost, or the board is clearly worse than before, the move is treated as a bad move: BISHOP's progress does not fall, and the next move continues from the previous strength.

Δp={1,field clear and formation intact0,bad move or excessive loss\Delta p=\begin{cases}1,&\text{field clear and formation intact}\\0,&\text{bad move or excessive loss}\end{cases}
Clearing the field is only the prerequisite; the formation must survive for the move to advance the duel.

Conveyor cards and chess pressure

The normal seed bank is replaced by BISHOP's dedicated conveyor. Each move adds a small group of cards as the materials for that move, but those cards are not unlimited resources. The player usually chooses among damage, blocking, repair, and preserving the next move's shape.

The chessboard devices are not one attack. Rook, Bishop, Queen, Pawn, and related mechanisms apply pressure through movement, delay, continuous control, or tile pressure. The real task is turning a limited card group into a formation that clears this move and still carries the next one.

Cp+1=Cp{c1,c2,c3},p=25Hremaining moves\mathcal{C}_{p+1}=\mathcal{C}_p\cup\{c_1,c_2,c_3\},\qquad p=25-H_{\text{remaining moves}}
The conveyor gives materials for one move; the important part is leaving a structure that can still resolve the next move.

Field shift after move 16

The first half is mostly about solving chess devices on the board. After the 16th valid move, the fight shifts into a Mechanical Snowfield-style field: the earlier chessboard is cleared or rearranged, planting space narrows, and the player can no longer expand as if it were the opening.

Around move 20, moving tiles and stronger enemies further change which cells are safe. The second half is therefore not about filling more area; it is about keeping a small number of key plants on preservable, movable, recoverable tiles while saving emergency cards for sudden breaks.

p=16field shift,p20moving tiles,p=25victoryp=16\Rightarrow\text{field shift},\qquad p\approx20\Rightarrow\text{moving tiles},\qquad p=25\Rightarrow\text{victory}
The first half solves pieces; the second half preserves the core until 25 valid moves seal the board.