Wiki · Paper Drift

The 6 bosses: attacks, levels and exact timings

Six maps have a boss that hunts you. Each has three levels, depending on your score. Here is everything they throw, how much warning you get and how to dodge it.

Data taken from the game’s code · version 2.0 · Updated 29 September 2026

What they have in common

  • Only in Endless, the Daily Drift and Race, on each boss’s map. The first time you ever meet one, a ticket names it and tells you how to dodge it; after that it arrives as a quake: the camera shakes, a low boom sounds and the phone buzzes.
  • When: the first comes 10–16 chunks after you arrive on the map (about 12 s), then one every 40–55 chunks: about two a visit. A breather always follows a boss.
  • Level by score: level 1 from 80 points, level 2 from 250 and level 3 from 850. The Foundry adds 300 points: its rockfall starts at level 2 and turns level 3 at 550.
  • Everything is measured from your plane, not the shaft: each attack arrives when it was designed to, whatever your speed, and everything that can kill you warns you at least 0.9 s ahead.
  • Every attack you dodge scores +1 point.
  • The first attack is always aimed straight at you: the lesson.

The Drone · Depot

The game’s hint: “It throws parcels up at you: sidestep them”

  • Rises into view 640 px below you, holds station there and follows your lane at 240 px/s, weaving up to 150 px either side — so parcels come in at an angle.
  • Tell: 0.35 s with the parcel held up and its aim line lit, then it is thrown up at you.
  • A parcel is a 56 px box that tumbles; the box you see is the box that kills.
  • The only boss with a triple, at level 3.
LevelFromAttacksMin. betweenSpeedPatterns
1 80 6 1.25 s 460 px/s aimed at you · led (aimed where you are heading)
2 250 8 1.1 s 520 px/s aimed at you · led (aimed where you are heading) · pair (the second on the wall side: escape toward the middle) · fork (one either side: hold still)
3 850 10 1.0 s 560 px/s led (aimed where you are heading) · pair (the second on the wall side: escape toward the middle) · triple · aimed at you · fork (one either side: hold still)
The Drone — Depot

The Rockfall · Foundry

The game’s hint: “They fall where the top glows — some bounce off the walls”

  • Rocks fall from the top of the screen. Tell: 0.7 s of glow at the top edge, in the lane the rock will fall down.
  • A bounce rock leaves its glow slanting toward the nearer wall, hits it 300 px above you and comes back across your level where a straight rock would have. Its path is drawn, ember by ember, while it glows.
  • A rock is a 60 px box. No triples: three slow rocks abreast would be a wall.
LevelFromAttacksMin. betweenSpeedPatterns
1 — 6 1.3 s 340 px/s aimed at you · bounce (a V off the nearer wall) · led (aimed where you are heading)
2 0 pts 8 1.15 s 370 px/s aimed at you · bounce (a V off the nearer wall) · pair (the second on the wall side: escape toward the middle) · led (aimed where you are heading)
3 550 10 1.05 s 400 px/s bounce (a V off the nearer wall) · pair (the second on the wall side: escape toward the middle) · aimed at you · fork (one either side: hold still) · led (aimed where you are heading)
The Rockfall — Foundry

The Saucer · Aliens

The game’s hint: “Don't stay in its beam: half a second and you're abducted”

  • Each try: it slides under your lane (0.4 s), LOCKS it — its lights spin up and the lane lights to the top of the screen — for 0.70 / 0.60 / 0.50 s by level, then climbs its tractor beam for 1.40 / 1.25 / 1.10 s.
  • The beam is 160 px wide and PULLS you toward its middle at 140 / 160 / 180 px/s — always weaker than your bank (470 px/s): from the middle at full bank you are out in about half a second.
  • While on, the beam drifts after you at 45 / 80 / 115 px/s, but never nearer a wall than 90 px: the strip against either wall is always safe.
  • Stay in the beam 0.5 s in a row and you are ABDUCTED: the run ends. Still in it when the saucer reaches your level, and its rim takes you too.
  • The beam itself does not kill; it is green.
LevelFromTries
1 80 3
2 250 4
3 850 4
The Saucer — Aliens

The Saguaro · Desert

The game’s hint: “Its cactus balls sprout roots to the sides: dodge wide”

  • A saguaro riding a dust devil 620 px below you, following your lane. Tell: 0.45 s with the ball held over its head and the aim line lit.
  • Each cactus ball sprouts ROOTS 470 px below you: a bar reaching 118 px either side of the ball, grown in 0.13 s — about a second of warning before it reaches you. Dodge wide, not just aside.
  • Roots stop 84 px short of each wall, so a dodge toward a wall always has room. Only one throw’s roots are ever in the air.
  • Its forks leave 107 px of clear air either side of your centre: hold still between them.
LevelFromAttacksMin. betweenSpeedPatterns
1 80 5 1.0 s 460 px/s aimed at you · led (aimed where you are heading)
2 250 6 0.87 s 500 px/s aimed at you · led (aimed where you are heading) · pair (the second on the wall side: escape toward the middle)
3 850 7 0.77 s 540 px/s led (aimed where you are heading) · pair (the second on the wall side: escape toward the middle) · aimed at you · fork (one either side: hold still)
The Saguaro — Desert

The Ice Wizard · Glacier

The game’s hint: “Dodge the icicles, and keep out of its frost ray”

  • Two attacks. ICICLES fall from the top of the screen: 0.7 s of cracking ice at the top edge in their lane first, then a 32 × 76 px icicle straight down. They kill. The first throw is always an icicle.
  • The FROST RAY has no tell: it shoots out of the wand and its tip climbs at 1,400 px/s, reaching your level in 0.37 s. It stays on 1.2 / 1.3 / 1.4 s and sweeps after you at 80 / 110 / 140 px/s, never nearer a wall than 90 px.
  • The ray never kills: it CHILLS. Every moment in it slows you more — down to half speed at most — and the chill thaws over about 2 s. A chilled plane banks slowly into the next icicle’s lane, which is the real danger.
LevelFromAttacksMin. betweenPatterns
1 80 6 1.15 s aimed at you · frost ray · led (aimed where you are heading)
2 250 7 1.0 s aimed at you · frost ray · pair (the second on the wall side: escape toward the middle) · led (aimed where you are heading)
3 850 8 0.9 s frost ray · pair (the second on the wall side: escape toward the middle) · aimed at you · fork (one either side: hold still) · led (aimed where you are heading)
The Ice Wizard — Glacier

The Spectre · Halloween

The game’s hint: “Get out of its shadow before the ghost appears”

  • A SHADOW gathers on you — at your level, in your lane, keeping pace — for 1.05 / 0.97 / 0.90 s by level. It never kills.
  • Then the GHOST appears exactly where the shadow was, solid for 0.35 s (a 92 × 100 px box), and fades harmlessly over 0.3 s.
  • Get out of the shadow sideways before it fills in: about 84 px of bank is enough. Hauntings never overlap.
LevelFromAttacksMin. betweenPatterns
1 80 5 1.45 s aimed at you · led (aimed where you are heading)
2 250 6 1.35 s aimed at you · led (aimed where you are heading) · pair (the second on the wall side: escape toward the middle)
3 850 7 1.25 s led (aimed where you are heading) · pair (the second on the wall side: escape toward the middle) · aimed at you · fork (one either side: hold still)
The Spectre — Halloween

Announced set pieces (no boss)

Classic, the Jungle, the Glacier and Halloween also have runs of their own obstacles back to back, in the same slot as a boss (with a ticket the first time): one version from 150 points and a harder one from 850. On the Glacier and Halloween they take turns with the boss by score: the hardest one your tier allows is the one that comes.

MapBannerThe game’s hint
ClassicCRANES!Time the swing of the crates
JungleFLYTRAPS!They rear back, then lunge
GlacierICE FLOES!Follow the gap as it drifts
HalloweenGHOSTS!Solid while they glow: slip through as they fade

Vines get their ticket the first time one snags you, and the frost ray the first time it touches you. Every obstacle →

See it for yourself

Paper Drift is free on iPhone and Android.