It doesn’t take too long for Mewgenics to bare its teeth and show you exactly how challenging the game can be. Without a clear understanding of enemy behavior, how each zone works, and which classes complement each other, getting through Act 1 can quickly turn into a frustrating experience.
In this guide, we’ll break down everything you need to know about Act 1, including the enemies and bosses of each zone, the best team compositions, and how to unlock the act’s secret area, Throbbing Domain.
For more information about the game, check out their Steam page here.
Table of contents
Act 1 Zones & Overview
Act 1 of Mewgenics is called the Alley. It’s split up into five separate zones and a secret unlockable zone at the end. Completing each zone unlocks the next zone that you’ll have to visit on your next run. The following image shows you how the different zones are divided.

Each zone has its own unique set of monsters that you’ll have to fight through. There are Hard Paths in each zone that have an extra battle for you to level up your cats. If you’ve got a strong set of cats with some nice skills and are feeling confident, we recommend taking the Hard Path each time.
You’ll also face two bosses in each zone: the mid-zone boss and the end-of-zone boss. We’ll break down all the bosses and enemies you’ll encounter in each zone below:
The Alley Zone Breakdown

The Alley is the first zone of the game, and it’s relatively easy. We strongly suggest picking the hard path since most of the enemies in this zone have low health and deal low damage.
The Alley Enemies

Here’s a rundown of the enemies in The Alley:
| Enemy Name | Information | Hitpoints |
|---|---|---|
| Maggot | Melee Attacker | 1 |
| Fly | Melee attacker. Flying. | 1 |
| Flea | Its melee attack damages itself | 2 |
| Pinky | Melee attacker. Moves randomly | 1 |
| Pooter | Ranged attacker. Flying. | 6 |
| Lil’ Rat | Dashes in a straight line to attack | 5 |
| Leaper | Its leap attack damages all adjacent units when it lands | 9 |
| Kitten | Moves away when damaged | 5 |
| Cat Caller | Its Ranged call slows units. Will counterattack melee units. Cowardly. | 7 |
| Mangy | Spawns a Maggot when it survives while damaged. Lobbed Attack with a chance to Poison. Cannot target adjacent tiles. | 7 |
| Tom Tom | It’s slow, but has a wide melee attack. | 15 |
The Alley Mid-Zone Bosses

The mid-zone boss of the Alley switches among the following:
| Mid-Zone Boss Name | Information | Hitpoints | Tips & Notes |
|---|---|---|---|
| Maisie | Protects her kittens when they are attacked. | 98 | The fight starts with multiple Kittens in the arena. Whenever you target a Kitten, Maisie will swap places with the Kitten and take damage instead. She will constantly buff the Kittens with damage boosts. Focus on taking down Maisie to end the fight quickly. |
| Fenrir | Tosses bear traps. Has an affinity for tall grass. Knocks back melee attackers. | 75 | This fight is extremely easy if you’ve got some fire spells. You can burn away the Tall Grass Tiles, effectively reducing Fenrir’s movement areas. Her Bear Traps are invisible and will Immobilize and damage you if you trigger them. |
| Lucy | Her powerful spells take time to charge up. | 75 | She is a mage who uses aoe spells to deal damage. You’ll see danger signs on the tiles where her spell will hit. Move away from the damaging tiles and keep hitting her to take her down. |
| Magnus | Has a chain dash and spin attack that hits all adjacent units. | 75 | A straightforward fight, but it can be tricky if you’ve got an all-melee squad. His spin attack hits multiple times. Try not to clump your cats together to avoid taking unnecessary damage. |
The Alley Main Bosses

There are two end-of-zone bosses in the Alley.
| Boss Name | Information | Hitpoints | Tips & Notes |
|---|---|---|---|
| Radical Rat | Tosses bombs that explode at the end of the round | 67 | Radical Rat can either be very easy or very hard, depending on your team composition. He takes a turn each time you end your turn with a cat and tosses a bomb. At the end of the round, he’ll use Turtle and explode the bombs, dealing damage perpendicularly. Dismantle the bombs by hitting them once with any attack except fire, and Radical Rat will have no way to damage you. |
| Queen Hippo | Its Jab deals Chain Knockback. Uppercuts any adjacent units at the start of its turn. Has heart problems. | 80 | At the start of the fight, the boss has +4 Brace and 1 Speed. At the end of each round, her Brace goes down, and Speed increases by 1. She will die on the fourth round, so just kiting her around is enough to win the battle. Her melee attacks can be devastating, making it a tough fight for a melee squad. But with ranged attackers, the boss isn’t too difficult to beat. |
After completing the Alley for the first time, you’ll be able to go to the Sewers. This also gives you the Cleric Class Collar.
Sewers Zone Breakdown

The Sewers is one of the two second zones in the game and is reached by completing the Alley for the first time. This zone is filled with Water Tiles that reduce your movement range and other hazards. Because of this, melee-heavy squads can struggle to get through the zone.
Sewers Enemies

Here are the enemies you’ll face in this zone:
| Enemy Name | Information | Hitpoints |
|---|---|---|
| Dip | Melee attacker | 2 |
| Floater | Melee attacker that moves away after it deals damage. | 8 |
| Fetus | Ranged attacker. Can drink water to heal. | 12 |
| Fetus Gusher | Its water attack hits all units in a straight line. Must be in water to attack. | 15 |
| Gassy | Its melee fart inflicts Poison 3. Farts and projects itself forward 3 tiles when damaged. | 12 (+3 Shield) |
| Pile | Has a ranged attack that spawns Dips. Stationary. | 10 |
| Water Kitten | Moves away when damaged. May be hiding in water. | 6 (+2 Shield) |
| Water Leech | Can use Dash Attack with Life Steal while in water. | 18 (Starts with 8) |
| Sharky | Focuses on Bleeding units. Gains bonus turns for each Bleeding unit. Melee attack that inflicts Bleed. | 7 (+7 Shield) |
| Baby Shark | Gains Bonus turns for each Bleeding unit. Focuses on Bleeding units. 0 Damage Melee Attack that inflicts Bleed. | 5 |
| Boomer | Explodes when killed, damaging all units around it. | 15 |
| Daddy Shark | Will instantly kill anything it can reach. Gains bonus turns for each bleeding unit. | 30 |
Sewers Mid-Zone Bosses

You can face one of two following mid-zone bosses when moving through the Sewers.
| Mid-Zone Boss Name | Information | Hitpoints | Notes & Tips |
|---|---|---|---|
| The Flushmaster | Pushes all units back 10 tiles in the direction its facing. | 115 | Definitely the easier of the two bosses. It only attacks at the end of the round and uses knockbacks to deal damage. Backstabs are extremely effective against the boss since he doesn’t move around too much. |
| Rat King | Spawns Rat Chargers and throws adjacent units. | 100 | The Rat King continuously summons minions to the fight, which can make it pretty annoying. He has Trample and can damage his allies when he moves through the arena. When you get his Health down to around 70, he gains extra Damage, Speed, and Brace. |
Sewers Main Boss

The end-of-zone boss for the Sewers is Boris.
| Boss Name | Information | Hitpoints | Notes & Tips |
|---|---|---|---|
| Boris | Will move 1 Tile towards whatever damages it. Will Dash on its last turn. Trample | 200 | For melee attackers, Boris is a nightmare. It will move 1 tile towards you each time you hit it. So it’s best to spread out around the boss to control where he ends up. Don’t stand close to the boss at the end of your turn. When the round ends, the boss will dash in one direction, damaging any unit caught in its range. Spreading out around the boss and keeping your distance allows you to avoid as much damage as possible. Poison or other DOT effects are extremely effective against the boss. |
Completing the Sewers for the first time lets you access the Caves. You’ll also unlock the Necromancer Class Collar for completing the zone.
Caves Zone Breakdown

The Caves is the final zone of Act 1 when you’re taking the Sewer route. The zone has tiles with Spider Webs that trap you and require a basic attack for you to break free.
Caves Enemies

Here are the enemies you’ll face in this zone.
| Enemy Name | Information | Hitpoints |
|---|---|---|
| Bat | Flying. 50% Dodge Chance. Runs away when hit. | 5 |
| Brain Drain | Infinite range magic attack. Will counter a spell once per turn if able. If it starts its turn with its counterspell still available, it absorbs it for a buff. | 8 |
| Skull Ooze | Disguised as Inanimate Objects. | 14 |
| Spider Kitten | Will Web units, then drain their HP. Immune to Webs. | 20 (Starts with 10) |
| Ten Tickles | Can attack any tile adjacent to water. Teleports through water tiles. | 14 |
| Toadie | Disguises itself as an inanimate object. While disguised, ambushes enemies that walk past it, causing Fear. | 14 |
| Korbee | Will suck units in, then spit them out as far away as it can. | 12 |
| Mega Fetus | Does a melee spin attack. will attack with its left armwhen hit | 25 |
| Albino Tom Tom | Its wide melee attacks have knockback 2 | 17 |
Caves Mid-Zone Boss

The mid-zone boss of the Caves is Big Slime.
| Mid-Zone Boss Name | Information | Hitpoints | Notes & Tips |
|---|---|---|---|
| Big Slime | Melee attacker. Splits into 4 medium Slimes on death | 64/16/4 | Big Slime on its own isn’t too much of a problem. It’s a typical melee boss with Trample. However, once you take down its health pool, it splits up into 4 Medium Slimes, each with 16 HP. Taking down each Medium Slime further creates four more Small Slimes with 4 HP each. This can make the fight extremely difficult if you don’t have any AOE damage in your team setup. Use AOE abilities and the Tank’s Thorn abilities to make the fight easier. |
Caves Main Boss

The final boss of the zone is the Spinnerette. But the fight starts with only a single Spider Cat in the arena. When you take it down, the boss fight officially begins.
| Boss Name | Information | Hitpoints | Notes & Tips |
|---|---|---|---|
| Spinnerette | Does a bite attack. Has a chance to spawn Spiderlings when damaged. Enrages when hit from behind. Can spawn Spider Cats. | 250 | Spinnerette is arguably the toughest boss fight in Act 1. She constantly spawns Spiderlings that can infest your cats, deal massive melee damage, and spawns webs that trap you or make it difficult to navigate the arena. On top of that, backstabbing the boss causes her to become enraged, increasing her Speed and Attack Damage. She will occasionally leave the arena and spawn one or more Spider Kittens that will take her place. Taking down any one of the Spider Kittens will cause her to reappear. Having a Tank is pretty much essential for this fight, as their Knockback attacks can break webs from their allies, allowing them to move and attack on their turn. Fire Aspect passive on Mages is also very useful, as they won’t get webbed. |
Completing the Caves for the first time unlocks the Hard Path for all the zones. The Hard Path has tougher battles, as the name suggests, but the rewards are also noticeably better.
Junkyard Zone Overview

Despite being a second zone, you can’t enter the Junkyard before you beat the Caves. After completing the Caves, head through the Alley and take the Hard Path. Once you complete the path and return home, you’ll be able to enter the Junkyard.
This zone is a lot easier than the Sewers. Instead of Water tiles, you’ll have to play around Creep and Glass Shard tiles, both of which deal damage to units standing on them. But the enemies and the bosses are a lot more manageable in the zone.
Junkyard Enemies

From the old enemies, Gassy, Fly, and Maggot will make appearances as you move through this zone. Here are the new enemies you’ll face in the Junkyard.
| Enemy Name | Information | Hitpoints |
|---|---|---|
| Chum Bag | Its long-range attack spawns Maggots. Becomes a Chummy when damaged. | 1 |
| Its melee attack can hit multiple times | Has a dash attack. | 10 |
| Glass Spitter | Its ranged attack spits glass that inflicts Bleed. | 5 (+5 Shield) |
| Host | Shoots 3 projectiles straight and diagonally. Reflects projectiles and knocksback melee attackers. Cowardly & Stationary. | 13 |
| Jekyll | Will evolve in a couple of turns. | 7 |
| Hyde (evolves from Jekyll) | Its melee attack can hit multiple times | 20 |
| Lumpy | Its ranged attack creates Creep. Spawns Creep when damaged. | 9 |
| Popeye | Its dash attack will knock units backwards 10 tiles. | 17 |
| Siren | Calls cats into danger and heals adjacent enemies. Cowardly. | 7 |
| Spiked Cat | Has Thorns | 5 (+8 Shield) |
Junkyard Mid-Zone Bosses

There are two mini-bosses here that you may face in the Junkyard.
| Mid-zone boss name | Information | Hitpoints | Notes & Tips |
|---|---|---|---|
| Trampy | Does a series of seemingly random things, but not in a random order. Drunk. | 99 | Trampy is a relatively straightforward boss. He has a few different moves, but doesn’t do a lot of damage. Keep attacking him, and he should go down. |
| Can Creeper | Phase 1: Shoots diagonal or dashes forward, leaving a Fly behind. Can only be damaged from the front. Spawns Creep. Phase 2: Ranged Attacker. Must be in Creep to attack. | Phase 1: 40 Phase 2: 20 | Despite being a two-phase boss, Can Creeper has a very low healthpool making it somewhat of a pushover. Hunters with their high damage and crit can easily take them out. Make sure you attack it from the front in its first phase. During its second phase, use Tank or any other Knockback ability to push it out of the Creep tile, and it won’t be able to attack you. |
Junkyard Main Boss

The final battle of the zone is a duo boss fight against Chubs ‘n’ Nubs. The two bosses have different behaviors and separate hitpoints.
| Boss Name | Information | Hitpoints | Notes & Tips |
|---|---|---|---|
| Chubs | Blind. Shoots a Poison shot when damaged. Does a melee spin attack. | 140 | The biggest thing to remember about this fight is that the bosses can damage each other. Chubs will toss a Poison Shot in the direction it’s facing while Nubs fires a lobbed Creep shot that hits 3 tiles away. |
| Nubs | Blind. Lobs a Creep shot when damaged. Does a leap attack with knockback | 100 | If you manage to make the bosses face one another 3 tiles apart and hit one of them, they will eliminate each other, making the boss fight extremely easy. |
For finishing the zone for the first time, you’ll be able to venture into the Boneyard. You’ll also unlock the Necromancer Class Collar.
Boneyard Zone Overview

Boneyard is the final zone of Act 1 if you’re not counting the secret zone. This zone is extremely difficult and can easily end your run if you’re not prepared. Having some low-manacost abilities to deal damage or move around is a good idea for this zone.
Boneyard Enemies

Some of the old enemies, like the Fly and the Maggot, will still appear in this zone. Below is a list of the new ones you’ll encounter:
| Enemy Name | Information | Hitpoints |
|---|---|---|
| Wisp | Its melee attack inflicts Burn. Dodges one attack per turn. | 1 |
| Butt Zombie | Will attack all adjacent units with its melee attack when its backside is underground. Goes upside down when damaged. Undead. | 15 |
| Grave Worm | Ranged attacker. Digs away when damaged. | 10 |
| Shambler | Undead. Lunges in a random direction at the end of its turn. | 40 |
| Spookie | Its melee attack drains mana. Undead. | 9 |
| Scary | Its melee attacks can inflice Fear or Doom. Undead. | 14 |
| Reaper | Performs a spin attack at the start of its turn. Teleports to units that kill its allies. Undead. | 18 |
| Skeleton Cat | Comes back from the dead if its body isn’t destroyed. | 0 (+1 Shield) |
| Tall Skeleton Cat | Its ranged attack can also give Shield to its allies. Will come back from the dead if its body isn’t destroyed. Undead | 0 (+12 Shield) |
| Robes | Its ranged attack inflicts Leech. Can summon Wisps. Becomes a Tatters when killed. Undead. | 4 |
| Tatters | Its attack inflicts Leech to all units in an area. Will inflict Hex on units that damage it. Undead. | Starts with 1 (+8 Shield) |
| Zombie Cat | Eats corpses and becomes stronger. Taking damage, weakens it and spawns poison food. Undead | 20 |
| Were Cat | Can use both its dash attack and its leap attack in the same turn | 16 |
Boneyard Mid-Zone Boss

The mid-zone boss for the Boneyard is Mama Maggot, a tanky spawner that buffs its summoned minions.
| Mid-zone Boss Name | Information | Hitpoints | Notes & Tips |
|---|---|---|---|
| Mama Maggot | Spawns Maggots, evolves them, and gives them bonus turns. Trample | 125 | Mama Maggot’s specialty is evolving her Maggots and giving them bonus turns. This can quickly overwhelm you if you can’t control the board. Since Mama Maggot has Trample, using Knockbacks on her to squish her summoned minions is a good way to control the battlefield. A Hunter or a Thief can be extremely useful in this fight if they’ve got abilities to reload their moves and basic attacks. As long as you manage to eliminate the summons quickly, you’ll be able to beat the boss easily. |
Boneyard Main Boss

The final boss of the zone is Dybbuk.
| Boss Name | Information | Hitpoints | Notes & Tips |
|---|---|---|---|
| Dybbuk | Avoids your attacks. Will get revenge on the cat who kills it. | 85 | Dybbuk is an extremely evasive enemy that will dodge your attacks constantly. As long as there’s an empty tile next to him, he’ll always jump to it when you attack his tile. AOE abilities and attacks that hit multiple tiles can be effective for this fight since Dybbuk can only move to an adjacent tile when dodging. It’s also possible to corner him for a couple of turns and damage him. When he dies, he’ll possess the cat that dealt the killing blow. So you’ll have to down the possessed cat, which means one of your cats will always get injured at the end of the battle. Once you down the possessed cat, Dybbuk will come out with only 1 HP. Hit him once to end the fight. |

Defeating the boss of the zone lets you approach the Throbbing Artery. This is part of the quest required to unlock the secret zone of Act 1, similar to the Wall of Flesh you found at the end of the Caves. To complete it, you need to reach this area with the Putrid Leech quest item.
You’ll also be able to venture into Act II: The Desert, after clearing the Boneyard.
Best Team Compositions for Act 1

By completing different zones of Act 1, you’ll unlock a total of eight Class Collars, including the four starter ones. For the team compositions below, we’ll be sticking with only these eight Class Collars. To unlock the remaining Class Collars, you’ll have to venture into the later Acts.
Thief, Cleric, Hunter, Tank
If you want a good balance of damage and sustain, this is the perfect team composition for you. You’ve got Thief and Hunter to take out foes from a safe distance, while the Tank will keep the enemies away from your glass cannon DPS. Both the Thief and Hunter benefit from Luck, and their crits can deal massive damage. The Cleric’s primary role will be to stick close to the Tank to heal any damage it takes while buffing up the DPS with Stat boosts.
Necromancer, Tank, Thief, Hunter
Another high-damage setup where you’re simply swapping the Cleric for the Necromancer. This takes away a bit of the defensive capabilities, but significantly boosts your overall damage output. Necromancer’s Reanimation and Leech abilities allow you to make short work of most mobs in the first Act. For your Tank, you’ll want to take abilities that make you even beefier and focus on maxing out your Constitution.
Necromancer, Cleric, Thief, Mage
This team composition doesn’t have a dedicated Tank. But since you have two high Constitution classes, Necromancer and Cleric, in your squad, you shouldn’t have too much trouble handling the enemies in Act 1. Mage is also great as a support, being able to deal excellent damage from a distance while offering some mana restoration and control. Thief serves your primary DPS, while Necromancer also offers some backup damage when needed.
Guillotina House Boss

After completing all five main zones of Act 1 and ending a day at your House, you’ll see a cutscene giving you the first look at Guillotina. This is the first House Boss of the game.

Back at your House, you’ll see a new tooltip at the top showing you a countdown to when Guillotina will attack. Unlike normal adventures, you’ll have to fight Guillotina using Retired Cats. You can still take only 4 cats to the battle, so have a good team ready for when she attacks.
You’ll have to fight and defend successfully against Guillotina three times. Each win against her will drop a quest item. The next time you fight Guillotina, she’ll have a different set of moves and hitpoints.
First Fight (Throbbing Gristle)

The first time you face Guillotina isn’t too difficult. She is a tanky boss with 400 Hitpoints, but since you’re going up with a Retired Squad, there’s a good chance you’ll be able to beat her.
Guilltoina has four different moves the first time you fight her.
- Toss: Grabs an adjacent unit and tosses it to a random tile.
- Leap: Guillotina jumps to a tile, damaging and knocking back units.
- Spit: Guillotina takes a big breath and takes a unit into its mouth. On her next turn, she spits the unit out on another unit, damaging both of them.
- Swipe: Guillotina swipes two tiles adjacent to her, damaging and knocking back units.
In addition to the moves mentioned above, Guillotina will also trample over units, dealing damage and knockback. Halfway through the fight, Guillotina becomes enraged, gaining bonus health and Attack damage.

With high damage classes, the fight shouldn’t be too hard. Keep kiting her around and dealing backstabs, and Guillotina will go down easily. You’ll get the Throbbing Gristle quest item for defeating her the first time.
| Item Name | Equipment Slot | Description |
|---|---|---|
| Throbbing Gristle | Weapon | Take it to the Wall of Flesh in the Caves. All units die when they get downed. Use: A melee attack that turns things it kills into Meat. |
Second Fight (Putrid Leech)

The second time you face Guillotina, her head and body will be two separate bosses with 250 HP each. The boss has different attacks and behaviour. The head does most of the fighting while the body still has Trample and Leap attacks.
Guillotina’s head has the following moves:
- Tongue: Spits out her tongue in a straight line across 5 tiles, damaging any unit standing on it.
- Gasp: Guillotina’s head takes a big gasp in one direction (3 tiles wide), dragging units to the center tile and towards her.
- Toss: Guillotina’s head tosses nearby unit to the body, damaging both the body and the unit she tosses.
For this fight, it’s best to focus on the head first as it does most of the damage. Stay as far away from the body as possible while investing all your moves towards taking down the head. Since it has only 250 HP, it should go down pretty easily.
After you eliminate the head, the body goes into an enraged state, gaining 100 bonus HP. He gains a new move called Tantrum, where he fills the arena with scraps. But other than that, taking down the body isn’t too difficult.

Defeating Guillotina a second time gives you the Putrid Leech quest item.
| Item Name | Equipment Slot | Description |
|---|---|---|
| Putrid Leech | Helmet | Take it to Throbbing Artery in the Boneyard. You never level up and die when downed. You have Lifesteal on all your attacks and abilities. Parasite. Cursed. |
Third Fight (Guillotina Head)

You’ll have to defeat Guillotina a third time to complete the related quest. This will still be a duo boss fight where you’ll be fighting both the head and the body. But unlike the second Guillotina fight, this time, the body will take on a more active role in the battle.
The body has 400 HP while the head has 250. But anytime you damage the head, the body will move 2 tiles toward it. If it gets close enough, the body will pick up the head.
Here are the moves you need to remember:
- Shake: Guillotina’s body shakes itself to spawn some Maggots around it.
- Shriek: When Guilliotina’s body manages to reunite with the head, it will use the Shriek after one turn. Lets out a shriek that inflicts 1 Hex and 1 Poison on all units.
- Prison: Guillotina’s head spits at a unit, surrounding it with Throns that deal contact damage.
- Toss: Guilltona’s body tosses the head at a unit, damaging both of them.
Once you deal enough damage to the body, a Mama Maggot joins the fight. This makes the fight a bit more difficult, but if you’ve got a strong enough team, it’s still manageable.

Defeating Guillotina a third time rewards you with the Guillotina’s Head quest item.
| Item Name | Equipment Slot | Description |
|---|---|---|
| Guillotina’s Head | Glasses | Take it to Meat Altar in the Throbbing Domain. You never level up and die when downed. You have Lifesteal on all your attacks and abilities. Parasite. Cursed. |
Unlocking the Throbbing Domain (Secret Zone)

Apart from the zones listed earlier, there’s an additional secret zone in Act 1 that you’ll have to unlock by completing a set of objectives.
Each time you defeat Guillotina, you’ll receive the following quest items in this specific order
- Throbbing Gristle
- Putrid Leech
- Guillotina Head.

To unlock the Throbbing Domain secret zone, you’ll have to do two things:
- Equip the Throbbing Gristle on one of your cats and take it to the Wall of Flesh at the end of the Caves. It’s a cursed item, which means you can’t take it off once you equip it. You can use this item to do a melee attack, turning enemies you kill into meat pickups. However, it also causes all units that get downed to die instantly.
- Equip the Putrid Leech on one of your cats and take it to the Throbbing Artery at the end of the Boneyard. The unit you equip it on can’t level up and dies when downed. However, it also gains lifesteal on all attacks and abilities.
Choose the quest-related skill check option in both zones to enter the Throbbing Domain. However, you can’t do anything here at this point.

To unlock the Throbbing Domain properly, you’ll have to complete a third run through the Act and re-enter the zone with the Guillotina Head equipped on one of your cats.
The Guillotina Head is another cursed item that drops after defeating Guillotina a third time. Equipping it on a cat causes all battles through the zone to become Hard Battles. The positive effect is that the cat with the Guillotina Head has a 10% chance to inflict Fear with its basic attack. Enemies that contact or attack the cat also have a chance to get Feared.
Interact with the Meat Altar in the Throbbing Domain and sacrifice the cat to unlock the entire zone. This essentially cuts down your party to three members, but all of them gain a bonus to their stats and heal to full HP.

This triggers a cutscene where you get your first look at the Throbbing King. When it ends, you can move through the nodes in the zone and face the Throbbing King secret boss at the end.

The Throbbing Domain has its own set of unique monsters that you’ll have to fight through. This is a difficult zone, so make sure you’ve got a well-equipped team before you take it on.
Throbbing King Boss Fight

The Throbbing King is a difficult two-stage boss. He has 460 HP during his first phase.
During the first phase, the boss moves around while sitting on his throne. He has a ranged attack that targets a single unit and traps them. He also has a vomit rain attack that fills the arena with clutter, healing items, and can also spawn several Dips.


His primary damage-dealing attacks are relatively easy to dodge as they are telegraphed beforehand, giving you time to get out of the way. If he’s preparing for a powerful attack, indicated by danger signs on the tiles, you have to get out of the way. They deal massive damage and can wipe out your entire squad in one sweep if you’re not careful.

After getting through his large health pool, the boss falls off his throne. This is when the second phase starts.
During this phase, the boss has a ranged attack and can also summon Clots to the fight.

Focus on the Clots before they mutate, or the fight will get a lot harder. The boss will also jump away when it takes damage. But since the boss only has 150 HP, it’s much easier to burst him down if you’ve got some high Luck ranged attackers.

Defeating the Throbbing King rewards unique class bonuses and items for the classes you’ve used to defeat him.
This concludes our complete guide to Act 1 for Mewgenics. For more interesting articles related to indie games, check out the links below:
- Into Indie Games Homepage
- Dragon Quest 7 Reimagined – Walkthrough Hub
- I Hate This Place Complete Walkthrough Hub
- MIO: Memories In Orbit Walkthrough Hub
- Cairn Walkthrough Hub
Muhit Rahman lives off two things: gaming marathons and endless cups of tea. He writes guides, reviews, and occasionally forgets that real life doesn’t come with checkpoints. His favorite genres are Soulslike and Metroidvania, with Dark Souls III, Hollow Knight, and Dota 2 forever holding top spots on his all-time list.