Napad
- Type
- Chrysalid and complete mutations
- Chapters
- Chris 2 (2-4 City Hall: the ones in the hall; Finn and the others turn into Napad), Chris 3 (3-4, on the boats), Chris 4, Chris 5 (5-1), Jake 3 (3-1 Detention Center, per the official guide; where exactly is unknown), Ada 1 (the final submarine defence) and Ada 2 (2-3 Underground Lab: 2 smash through doors and about 5 come out with the alarm)
Weak point
The flesh on its back, under the armour (×1.8); the armour takes ×0.6 and arms and legs ×0.3
Tactic
An armoured brute. A smash for 2–3 blocks, a ram for 4 blocks with a knockdown (a visible wind-up; it has its own counter), a pummel finisher after the ram (Dying), a throw (2 swings and a grab with a QTE), a backhand if you're behind it and a last swipe as it dies. Break the armour with high damage or a grenade at its feet while it stands still after a charge, then empty the Assault Shotgun or Chris's rifle into its back. Ada: a pipe-bomb bolt always strips the armour; normal bolts crack it. Get behind it during its smash or throw and hit it in melee to stun it: you can repeat that until it dies. Dodge the charge at the last moment or step onto a side ledge. With Firearm Lv3, a mid-range shotgun blast stuns it and a point-blank one to the head kills it.
Drops
Rook (Silver): 1,500 SP
In Ada Chapter 2, after taking the 4,000 SP in its room, get into the low gap in the sewer tunnel: you can shoot them without them hitting back. Hidden boss on several Mercenaries maps. Playable in Agent Hunt.