BISHOP

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

BISHOP

Moves pieces from the summit of Snowbloom Palace.

Win condition25 valid rounds

Leader in Technology

I move my pieces from the summit of Snowbloom Palace

Lore

BISHOP rules the Mechanical Snowfield and owns Snowbloom Palace. Before meeting him, the team rides powered tiles, learns about Pond Crystals, and hears arguments about research, government, and machinery. His influence is visible throughout the region; his name joins the conversation well before he does.

Power Peony admires him as a source of technological prosperity. Wiremoss resents conditions in the suburbs while acknowledging his support for research. Local opinions do not agree, and Sweetbriar Rose advises the visitors to speak calmly. Several different expectations reach the palace door together.

Their host is courteous and has a plan of his own. Faced with successive challenges, he proposes a game, using his devices as pieces and asking the visitors to answer move by move. Questions, demonstrations, and conflict share a board. Understanding him also means watching how he responds to another player's moves.

He explains the ice-filled bathtub as a way to keep his mind cool. Formal language and an informal posture fit the region surprisingly well: advanced facilities are everywhere, but their users retain peculiar personal habits. An assessment of this ruler can begin here and develop as the conversation continues.

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.

  • Major Spoilers · Reveal this content

    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.

  • Complete 25 valid rounds to win; rounds that fail the end-of-round check do not count toward progress.

The health display represents match progress. Victory requires 25 valid rounds: clearing the field is followed by a loss check, and failed rounds do not advance.

Valid rounds and bad moves

Each round supplies conveyor cards, chess devices, and enemies, then resolves after the field is cleared. Clearing enemies alone does not guarantee progress.

Losing key plants or reducing the mower count prevents that round from counting. BISHOP’s progress display and subsequent zombie strength remain at the previous round. The match ends after 25 valid rounds.

Δp={1,field clear and loss check passed0,check failed\Delta p=\begin{cases}1,&\text{field clear and loss check passed}\\0,&\text{check failed}\end{cases}
Both field clearance and the loss check are required.

Conveyor and chess devices

A dedicated conveyor replaces the ordinary seed bank. Each round supplies cards but usually permits only one plant placement; card availability and placement permission are separate conditions.

Rook, Bishop, Queen, Pawn, and related devices affect movement, delay, sustained control, or tile occupation. Surviving plants participate in both the current defense and the end-of-round loss check.

Having cards does not grant unlimited placements.
Major Spoilers · Reveal this content

Field shift and moving tiles

After the 16th valid round, the field shifts to Mechanical Snowfield, clearing or rearranging the chessboard and reducing planting space.

Around valid round 20, moving tiles and stronger enemies appear. The progress axis counts valid rounds; failed rounds do not bring field transitions or victory closer.

p=16⇒field shift,p≈20⇒moving tiles,p=25⇒victoryp=16\Rightarrow\text{field shift},\qquad p\approx20\Rightarrow\text{moving tiles},\qquad p=25\Rightarrow\text{victory}
The axis counts valid rounds only.