Sinan Kin

Boss file · Mechanical Snowfield city, Snow-3-B

Sinan Kin

The magnetic family member left in lament.

Remaining memories of relatives

I am inscribed in the snowy technology

Lore

Sinan Kin appears as a formidable magnet-truck opponent in the Mechanical Snowfield. The travelers have already encountered local uses of electricity and magnetism, along with extravagant invention names. This meeting belongs to the same world of metal, roads, and machinery, though the familiar vehicle shape does not make it an ordinary truck.

Ironheads and magnetic forces crowd the scene. The equipment of nearby zombies becomes part of the operation, turning the vehicle into a center for organizing metal rather than a machine traveling alone. The region's technology takes an especially imposing form here.

Against that image, the word Kin sounds unexpectedly personal. The truck, ironheads, and surrounding zombies reveal something of its power without explaining who has arrived. Many local machines carry grand titles; this name raises a question closer to that of an unfamiliar traveler.

Mechanics

Role

Area miniboss · Metal-head barrier and bestowal

  • Drives in from the right at the start and performs two barrier actions first.

  • Barrier: creates a column of metal heads to block projectiles.

  • Bestowal: gives unbroken metal heads to Basic Zombies or damaged Metal-head Zombies, turning them into Metal-head Zombies while preserving armor damage.

  • Sniping: when Lightning Reed's stacked damage reaches the threshold, fires a metal head to directly kill Lightning Reed.

  • Magnet-shroom can absorb heads and metal projectiles; metal armor and the zombie body resolve separately.

Barrier creates metal heads, bestowal transfers them, and guarding changes boss damage. Difficulty d ranges from 0 to 4; reinforcement m is 0 or 1.

HP and action thresholds

Main-story maximum HP is 2000(d+5), with another 5000 under reinforcement. Entry begins with two barrier actions.

The first damage gate follows roughly 1000 HP lost. Later gates lie near 80%, 60%, 30%, and 10% of maximum HP. They open metal-head or magnetic actions, with shorter recovery intervals at higher difficulties.

Hmax⁡=2000(d+5)+5000mH_{\max}=2000(d+5)+5000m
The first gate uses HP lost; later gates use HP remaining.

Metal-head barrier and bestowal

Barrier creates a column of projectile-blocking metal heads. Unbroken heads can be bestowed on Basic Zombies or damaged Metal-head Zombies. Transferred armor retains its existing damage rather than becoming fresh full armor.

The ordinary body has 270 HP, including about 90 HP of critical reserve. Body and metal resolve separately; removing the head does not remove its carrier. Magnet-shroom can absorb metal heads.

Metal-head Zombie=body270 HP+metal layerdamage retained\text{Metal-head Zombie}=\text{body}_{270\text{ HP}}+\text{metal layer}_{\text{damage retained}}
Transferred metal retains its existing damage.

Guard reduction and retaliation

During metal-head actions or while magnetic constructs still occupy the field, the boss is guarded. A positive integer hit D loses floor(0.8D) before application: 100 becomes 20, while 1 remains 1.

Once Lightning Reed’s accumulated damage reaches the threshold, Sinan Kin fires a metal-head snipe that directly kills Lightning Reed. Magnet-shroom can absorb heads and metal projectiles; this acts on the metal objects rather than cancelling boss damage reduction.

Dapplied=D−⌊0.8D⌋≥1(guard window)D_{\text{applied}}=D-\left\lfloor0.8D\right\rfloor\ge1\qquad(\text{guard window})
Rounding preserves positive integer chip damage.

Interactions & counters

  • Magnet-shroom

    Can absorb metal heads and reduce shield/grant pressure.

  • Lightning Reed

    High stacked damage triggers the metal-head snipe.

  • Potato Mine

    Path freezing and crowd control help stabilize the defense.