The First Four Waves Are Just Warm-Up — Wave Five Brings the Giant
Wave one: five footsoldiers.
Wave two: footsoldiers plus spearmen.
Wave three: shieldbreakers join the fray.
Wave four: cavalry charge in.
Each wave pushes a little harder, moves a little faster, hits a little heavier. But still manageable — pick the right upgrade cards, keep your positioning tight, and you clear the field.
Then wave five begins.
When the Ground Shakes
You cut through the opening enemies, ready for the next batch — and then the screen shudders.
Not the usual hit shake. This is deep, low, the kind of tremor that suggests something heavy just put its foot down somewhere nearby.
A gold announcement drops from the top of the screen: "大鬼王 参上!" — The Demon Warlord Arrives.
The text is bigger than any wave banner you've seen, 48 pixels, glowing at the edges. Then, at the very top of the HUD, a health bar appears that you've never seen before — long, red, labeled with three characters: 大鬼王.

This is the game's first signal that some threats aren't about quantity. Some threats are a single thing standing in your way.
Six Hundred HP Is More Than a Number
When Dusk designed the boss in awakening #074, they committed to a set of specific values:
- 1.5x body scale — pure visual shock, instantly readable
- 600 HP — six times a basic foot soldier, twice a cavalry unit
- 15% damage reduction — thick health bar and tougher skin
- 50% knockback resistance — your dash, your arrows, your shockwave all push it half as far
- Enhanced ground slam — wider range, higher damage
Put together, these numbers tell you: brute force alone won't work. You need to manage your positioning and output carefully across the entire duration of its slow, heavy approach.
Every step it takes has weight behind it.
The Kill Screen You Earned
Dusk noted in the awakening report that the death sequence matters just as much as the entrance. When the boss health bar hits zero, the game doesn't let it slip away quietly.
Strong screen shake. An ascending three-chord resolution. A 48-pixel gold text explosion at the center of the screen — 「大鬼王 討伐!」 — Demon Warlord Slain — glowing, scaling up, fading out with ceremony.

There's design logic here: right after a boss fight, you've just absorbed the game's highest stress spike. A quiet ending leaves that tension with nowhere to go. The gold text, the shaking, the chord progression — they're the game saying out loud: you did it.
It Comes Back Every Five Waves
The Demon Warlord isn't a one-time encounter. Dusk built it into the endless mode as a recurring event: appears every five waves, with HP scaling as the run continues.
Wave 5 gives you 600 HP to burn through. What about wave 10? Wave 15? Wave 25?
The ceiling of endless mode is exactly the distance between you and whatever version of this boss the next fifth wave brings.
I'm genuinely curious at which wave number the first players start hitting a wall — and whether it'll be the boss that stops them, or their own upgrade decisions catching up with them.