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The First Messenger is the final boss of the main story, a corrupted form of Teresa met in the Colossus Graveyard of Chapter 8. Her fight is built differently from the other chapter bosses: it has three Health bars, no sanity-based phase change, a big list of summoned enemies and a mechanic that locks her Health in thirds. She is one of the Bosses.

Overview#

Story monster id8001 (ES_StoryMonster, story 8, area 1, scene Arena10011); BossFinal = 1, FinalHit = 1
ModelHero 10006 (listed as The First Messenger in the hero table; body radius 0.5; flagged as a Sendril target)
Attribute points10 / 10 / 10 / 10 / 21 / 10; the fifth slot (Defence, resistances, Pierce) is double the normal enemy value
Poise / Resilienceno Poise at all (any hit outside an armour window interrupts her) / 100 (regen 100 per mille per second)
Shield capacitySkill shield and Trophy shield of 1,720 (journey 1) to 2,000 (journey 4); they start empty and are filled by her crow-shield moves (inferred)
Sanity costSanDamage 0: hitting her does not drain your sanity
DropsNone. The row has no drop list or story item
Quests81001 "defeat the boss" (achievement My love, id 10008), 81002 (save)

Phases#

The three stages use the grade numbers of hero10006_define.lua: GradeHandcuffs = 1, GradeNormal = 2, GradeSan = 3.

  1. Stage 1. She fights with bone spikes and black feathers and calls enemies: axemen (H1), a Butcher (NH1), igniters (O1), two deer (NO1), a Boar Man (S1) and nobles (NS1). Her base values apply.
  2. Stage 2. The row adds +400 Health and +150 Defence and resistances. She gains the close-range parry H2, crow attacks (O2, NO2, LP2, HP2, S2, NS2, NHP2), a teleport that launches you (NH2) and the crow shield SP2. Her Nightmare summon OP2 creates doubles of your heroes (see Called enemies).
  3. Stage 3. The row adds +1000 Health and +300 Defence and resistances. The new moves are the black-mist rain (NOP3), crow machine gun (NLP3), successive ground spikes (OP3) and the clone dashes and drags (HostDash, CloneDash, HostDrag, CloneDrag).

What moves her to the next stage is Health, not sanity. Her grade threshold is GradeSan + 1 = 4 (hero10006.lua:218), so the Lunatic test of Bosses#Boss mode and the phase change can never be true for her. Instead, Hero10006:WillDead (hero10006.lua:115-130) catches a lethal hit while she is below grade 3, sets her Health to 0.1% and promotes her. The promotion refills her Health (SetPropertyToMax at hero10006.lua:154, in the code that runs when her grade changes; the placement of that call is inferred), so the three bars are separate pools.

Stats#

How the numbers scale#

Stats come from the model's attribute points plus the placement level and the grade rows of ES_StoryMonsterProperty (New Game Plus enemy scaling#What a level does to a stat). Journey 1 is the first playthrough; journeys 2 to 4 are New Game Plus, and later journeys reuse journey 4 (BattleData.GameLoopMax = 4). The values below were calculated with the game's own formula and rounded down.

Her Health bar is small next to other bosses of similar level (Guderian has 10,052 at level 25), because her durability comes from the three refills, the stage bonuses and her shields. The three-bar total is:

JourneyLevelTotal Health to remove (bars 1 + 2 + 3)
1252,333 + 2,733 + 3,333 = 8,399
2503,958 + 4,358 + 4,958 = 13,274
3704,966 + 5,366 + 5,966 = 16,298
4905,616 + 6,016 + 6,616 = 18,248
JourneyLevelStageHealthPhysical attackElemental attackDefenceElemental resist.Pierce resist.
12512,3334764622172821,775
12522,7334764623674321,775
12533,3334764625175821,775
25013,9588268122493072,025
25024,3588268123994572,025
25034,9588268125496072,025
37014,9661,0521,0922563122,070
37025,3661,0521,0924064622,070
37035,9661,0521,0925566122,070
49015,6161,2761,3722603152,100
49026,0161,2761,3724104652,100
49036,6161,2761,3725606152,100

Her Physical and elemental attacks are close (journey 1: 476 and 462; journey 4: 1,276 and 1,372). Pierce resistance is 1,775 or more, so pierce throwables are almost useless.

Moves#

The "Attack mult." column is the move's BaseRate; most are x1 but her feather, crow and rain moves go from x0.5 to x0.9.

MoveWhat it doesPhaseFlat power and effectsAttack mult.AI (range, cone, chance, cooldown)
L1Bone spikes, then vanishesP1120 physx1≤3.5 m · 30° · cd 3s
NL1Shoots black feathersP1120 darkx15–20 m · 30° · 45% · cd 4s
H1Summons axemenP1120 physx1≤10 m · cd 6s
NH1Summons a ButcherP1120 physx1≤10 m · cd 5s
O1Summons ignitersP1120 physx1≤10 m · cd 6s
NO1Summons two deerP1120 physx1≤10 m · cd 6s
S1Summons a Boar ManP1120 physx1≤10 m · cd 6s
NS1Summons noblesP1120 physx1≤10 m · cd 6s
D1Vanishes and reappearsP1–2120 physx1
ShowReappears after the nightmareP2–3120 physx1cd 30s
L2Bone spikes, then vanishes (stage 2)P2–3120 physx1≤3.5 m · 30° · cd 3s
H2Close-range parryP2–360 physx0.5≤4 m · 45° · 70% · cd 8s
NL2Black feathers (stage 2)P2–3120 darkx15–15 m · 30° · 35% · cd 5s
OP2Summons the NightmareP2120 physx1
O2Three melee crowsP2–3120 physx1cd 20s
NO2Three ranged crowsP2–3120 physx1cd 20s
LP2Crow trainP270 darkx1cd 8s
HP2Crow dive ("plane")P296 darkx0.8cd 8s
S2Crows shoot from the airP2–3120 darkx13.5–8 m · 30° · 30% · cd 6s
NS2Crows dive straight downP2–3120 darkx1≤12 m · 35% · cd 10s
NH2Teleports and launches youP2–3120 physx17.5–30 m · 45° · 35% · cd 10s
NHP2Homing crow trapP2–3120 darkx1≤20 m · 30° · 30% · cd 22s
SP2Crow shieldP2–3120 darkx1≤5 m · 100% · cd 5s
NOP3Black-mist rainP3120 darkx1≤20 m · 30% · cd 12s
NLP3Crow machine-gunP3108 darkx0.95–20 m · 30° · 30% · cd 10s
OP3Successive ground spikesP3120 darkx1≤15 m · 30% · cd 12s
HostDashDash (real body)P3120 darkx1
CloneDashDash (clone)P3120 darkx1
HostDragDrags you (real body)P3120 dark, unblockablex1
CloneDragDrags you (clone)P3120 dark, unblockablex1
DP3Calls the real body to dash (≤60% HP)P3120 darkx1
NDP3Calls the real body to drag (≤30% HP)P3120 darkx1
LP3Crow train (stage 3)P370 darkx1cd 8s
HP3Crow dive (stage 3)P396 darkx0.8cd 8s
skill105Parry / riposte114 phys, unblockablex1
skill107Backstab200 phys, unblockablex0.7

Raw strength of three typical hits#

A move's raw strength is attack stat x the move's attack multiplier + the move's flat power, using the stat that matches its damage type; your defence or resistance then reduces it (see Damage formula and Damage types and resistances). The table shows that raw number before your defence is applied.

Move (flat power, type)Journey 1Journey 2Journey 3Journey 4
Bone spikes L1 (120, physical)59694611721396
Black feathers NL1 (120, dark)58293212121492
Black-mist rain NOP3 (120, dark)58293212121492

Called enemies#

Her CallMonsterId list (ES_StoryMonster rows 8004 to 8021) is the pool the summon moves draw from:

Story idsWho
8004Axeman (level 21 to 90)
8005Butcher
8006Tentacle Monster
8007, 8008Deer
8009Boar Man
8010Nobleman
8011, 8012Crows (level 1 to 30)
8013, 8014Two more copies of The First Messenger's own model (the real body and its clone)
8017, 8019, 8021Doubles of Viola, Benita and Norwood (the Nightmares; the exact order is inferred from the hero ids)

Hidden mechanics#

  • Stage 2 can be a multi-part Health lock (inferred). The lock is only applied while IsCallHeroSanEnable is true, which means the list of Nightmare doubles to summon is not yet used up (hero10006.lua:84-90); with an empty list the lock is removed (SetPropertyLockMin(Hp, -1)). While it applies, her Health is clamped at max x HpLockPercent - 1 with HpLockPercent = 1, 0.66, 0.33 (hero10006.lua:160-170, 381-385; hero10006_define.lua:76-80). Her AI (attack10006.lua:444-490) waits for Health at or below the current threshold, stops, and casts the Nightmare summon OP2; only then does the lock move to the next threshold. In practice the bar of stage 2 is cut into three segments, each ending in a Nightmare double.
  • Each stage change restores her Health. Whatever is left of a bar is lost.
  • Her sanity phase does not exist. Her grade threshold of 4 means the sanity-based promotion test can never pass for her (hero10006.lua:218, controllerstorymode.lua:2259). Whether the hero is held Lunatic during this fight was not verified (see Lunatic state).
  • The real body. In stage 3 the clones copy her dashes and drags. DP3 (at 60% Health or lower) and NDP3 (30% or lower) call the real body to dash and to drag; the drag is unblockable.
  • Her dashes and drags can finish you off. Skills 27 to 30 (HostDash, CloneDash, HostDrag, CloneDrag) are flagged MustDeath in ES_SkillData hero 10006, so their damage skips the protection that normally leaves you alive (animalbase_value.lua:2803-2804; Damage formula#9. Rounding, shields and death).
  • The crow shield is a 100% guard at close range. SP2 has a chance of 100% when you are within 5 m (cooldown 5 s), which is why melee openings are short in stages 2 and 3.
  • No sanity cost. Because SanDamage = 0, your sanity is not drained by hitting her.

Strategy#

  • Do not waste burst damage while she is clamped at a Health threshold: the lock holds her at one hit point above the line until her summon finishes.
  • Kill the Nightmare doubles (8017, 8019, 8021) quickly; each is the price of the next third of her bar.
  • The drag moves cannot be blocked. Dodge them early and break line of sight from clones.
  • Her Pierce resistance is huge and her fire, arcane and dark resistances rise with the stage bonuses (up to +300), so use the stage 1 window for burst damage.

Sources#

  • Tables: ES_StoryMonster rows 8001, 8004 to 8021 (levels, CallMonsterId, CompleteQuestId); ES_StoryMonsterProperty rows 643 to 645 (grade 2: +150 Defence and resistances, +400 Health; grade 3: +300, +1000); ES_HeroData 10006 (CallHeroId); ES_HeroPropertyData/ES_EnemyAttributeData (stats); ES_SkillData HeroId 10006; ES_StoryQuest 81001, 81002; ES_Achievement 10008.
  • Code: hero10006.lua:86-190, 218, 381-385; animalbase_value.lua:2803-2804 (MustDeath); hero10006_define.lua:76-80, 113-115; attack10006.lua:208-209, 444-540; controllerstorymode.lua:2252-2262, 3340-3376; animalbase.lua:1497-1567.
  • Move list: reports/bosses_and_enemies.md section 15 and reports/data/boss_moves.json (hero 10006).
Categories:Bosses