Objective-linked invulnerability makes boss damage the result of a separate, finite task. The protection state, every required objective, completed count, release transition, and window expiry must share one authoritative ledger so players can predict when ordinary attacks matter and when the loop resets.

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Prove immunity and reveal all protection sourcesAt 0.62 s Tavi’s sword stops on Kern’s shield. Three visible crystal pylons and their solid conduits establish the full requirement before Tavi starts the route; the first crystal breaks at 1.18 s.
Make protection a visible contract with a finite checklist Kern stands behind a translucent hexagonal shield powered by three crystal pylons across the stone arena. Tavi first strikes the shield and cannot hurt Kern. Tavi then breaks each pylon at close range; its solid power conduit goes dark. When the third crystal breaks, the shield plates fade, a short window bar appears, and Tavi lands one sword hit before the protection returns. Boss Player

At 0.62 s Tavi’s sword stops on Kern’s shield. Three visible crystal pylons and their solid conduits establish the full requirement before Tavi starts the route; the first crystal breaks at 1.18 s.

Implementation checklist

Build an authoritative objective ledger, an explicit immune hit response, visible links between objectives and protection, reachable routes, clear completion ownership, a synchronized release transition, a timed damage window, deterministic reset rules, multiplayer scaling, accessibility equivalents, and assertions that boss damage cannot bypass or outlive the objective state.

Core checks

Three questions for the mechanic

  • What exactly owns the protection state?

    Represent the required objectives as stable IDs in one authoritative ledger with pending, complete, invalidated, and reset states. Derive the boss's damage permission, shield presentation, counter, encounter scripting, save or checkpoint behavior, and network replication from that ledger. Damage code should ask whether the gate is open; it must not infer openness from missing visual objects, elapsed time, or a phase animation. Give blocked attacks an explicit result without consuming upgrades or lying about contact.

  • Can players read and reach the complete requirement?

    Reveal the full objective count and causal links before players commit to the route. For each source, define its interaction, range, interruption rules, persistence, and feedback at completion. Measure travel between the worst pair of objectives while the boss remains active, preserve a body-sized route, and decide whether order is free, fixed, or conditionally constrained. In multiplayer, state whether objectives scale, can be completed concurrently, and who receives credit.

  • How does completion become a fair damage window?

    After the final objective, run one synchronized release transition before accepting damage, then expose window duration and remaining time through the boss, HUD, arena, and audio. Budget approach distance, attack startup, hit confirmation, and retreat inside the interval. Close damage atomically, reject late hits consistently, restore protection visibly, and only then reset or respawn objectives. Test cancellation, death, checkpoint reload, joins, and repeated completion for duplicate-open bugs.

Design mistakes

  • The gate depends on a hidden or unbounded checklist

    If an unmarked source, endlessly respawning target, or off-screen interaction still feeds the shield after the visible counter appears complete, progress becomes unreliable. Declare the finite set up front, show every dependency, distinguish optional hazards from required objectives, and make the completion count come from the same IDs that control damage permission.

  • The window opens or closes before the feedback

    A final objective that silently permits damage a few frames before the shield breaks rewards guessing; a bar that remains open after damage is disabled teaches the opposite rule. Sequence completion, release, permission, warning, close, and reset with named events, and test attacks exactly on each boundary under low frame rate and network delay.

Tuning

Tune the attack

  • Keep objective completion idempotent

    Completing an already complete source must not increment the count, replay rewards, or open another window. Use stable objective IDs, reject duplicate messages, and log the transition that changed the ledger. This is especially important when an explosion overlaps several targets or multiple clients report the same interaction.

  • Separate protection sources from ordinary weak points

    A protection objective changes whether normal boss damage is permitted; it need not share the boss's health, body, or hit reaction. Show that relationship with links, material flow, sound, or interface grouping. When a source is also a body part, keep its own durability and the global gate as separate values so repairing one cannot corrupt the count.

  • Tune route time and window time as one budget

    Measure the longest legal objective route, interruptions along it, final-source distance to the boss, approach speed, attack startup, and window duration together. A wide objective spread can create meaningful arena movement, but the last objective should not decide damage opportunity by accidental spawn location. Consider a short grace period or boss reposition after completion.

  • Expose progress through parallel channels

    Use source state, severed links, a completed count, boss material change, a release pulse, a remaining-time bar, audio, haptics, and captions as redundant descriptions of one state. Do not rely on color alone. Assistance may add route markers or extend the window, but should preserve the finite ledger and causal chain.

Arena

  • Three quarry seals hold Kern's plates together

    Kern drives three carved stones into old sockets around the quarry. Thin rune currents return from each seal and lock the elemental's plates into a seamless shell. When Tavi cuts the final current, the shell opens like cooling rock and the core stays exposed only until the sockets rekindle.

Player upgrades

  • Let Tavi solve the gate with movement and the existing sword

    Every seal accepts the same readable sword interaction, the route uses ordinary ground movement, and the last seal leaves enough time to reach Kern without a dash or invulnerability upgrade. The initial blocked strike proves the exception without punishing experimentation, while the open hit and retreat remain distinct beats.

Do not confuse this with

  • A finite encounter objective, not a conditional damage type or survival timer

    Situational immunity changes damage permission when one condition, tool, element, or linked object is active. Objective-linked invulnerability tracks a declared set of encounter tasks whose aggregate completion opens a window. A wave-clear objective advances by resolving spawned groups, while a survival phase advances with elapsed endurance; either can feed this gate, but its ledger, signals, and reset remain a separate contract.

Bosses that use this mechanic

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