Crusher, the Monster Truck
Boss · Native to the Honk Society
This article is about the creature. For the region, see the Honk Society.
Crusher, the Monster Truck is a boss creature found in the Honk Society. It has 7,000 hitpoints and hits for up to 100, placing it in the top fifty by hitpoints (#46 of 511).
It drops V8 Engine and 3 other items, and yields 3,000 experience and 3,600 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.
Combat statistics
- HIT POINTS
- 7,000
- DAMAGE
- 100
- DPS
- ~143
- SPEED
- 16 / 35.2
- EXPERIENCE
- 3,000
- COINS
- 3,600
At 0.7 seconds a swing for 100, sustained contact costs roughly 143 health per second. The charge multiplier takes it from 16 to 35.2 while closing.
Behaviour
- Charges
- Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
- Boss
- Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.
Drops
| Item | Quantity | Rarity | Type |
|---|---|---|---|
| V8 Engine | 1 | Always | Material |
| Rubber Tire | 10 | Always | Material |
| Spare Car Part | 12 | Always | Material |
| Gold Bar | 8 | Always | Material |
Coins and experience are awarded separately and are not part of the drop table.
Location
Crusher, the Monster Truck spawns inside the Honk Society, a region of radius 18 centred on -235, -10. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.6% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.
Others on this spawn table
- Rogue Mechanic 200 HP
- Living Hot Rod 340 HP
- Chrome Jackal 210 HP
Strategy
- Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
- Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
- At 100 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.