Gaming How-To

Roblox Examination: How to Find and Kill SIN (Sinitzyn Komarek)

Where Sinitzyn "Sin" Komarek spawns, the full route to reach him, and the C4 trick that ends the fight instantly.

Where Sinitzyn “Sin” Komarek spawns, the full route to reach him, and the C4 trick that ends the fight instantly.

Sinitzyn “Sin” Komarek is the armored Rasonian commander waiting at the far end of Sector 3 in Examination. He carries an RPD in his first phase and a sledgehammer in his second, he has 4,000 HP, and he halves every point of damage you deal to him. He also spawns exactly once per server and never comes back, so a botched attempt means waiting for a fresh match.

Quick answer: Fight your way to Subsector-3 at the end of Sector 3, drop him to half health from cover, then plant C4 on him while he is kneeling and stunned. The charge kills him outright.


Where SIN spawns in Examination

Sin patrols the tail end of Sector 3, inside Subsector-3, and the actual fight plays out in the warehouse area past the Menlo checkpoint. He does not wander into earlier sectors and he will not respawn after dying. He also drops no loot, so the kill itself (and the badge that comes with it) is the reward.

His terror radius is 85 studs, but unlike the other bosses it does not distort your vision. The practical tell is audio: once he is within roughly 45 studs, his combat theme starts playing. If you hear it and cannot see him, he is already closing.

Sin attacks infected too, and his machine gun does ten times its normal damage to them. Letting him thin out a room of mutants before you engage is not a bad trade.


Class and gear to bring

Pick your class at the locker before you leave the safe zone. Corpsman, Pointman and Operator all hold up well on the run to Sector 3 because of their sustain and firepower. Standard is the one to skip for this route.

  • Spare C4 — the fastest and most reliable way to finish him.
  • A rifle with range. The AEN-50 is available in a Sector 3 weapon container.
  • Medkits, topped up at the checkpoint lockers before you walk into the warehouse.
  • A Leader-class squadmate, if you have one, for the close-quarters QTE described further down.

Route to Sector 3: generators, keycard and caches

Leave the safe zone corridor and push into Sector 1. Work through the dark hallways until you reach the power switch pipe, then flip the first generator pump on.
Crawl under the collapsed structures into Reactor 4 and clear the mutants with headshots. Activate the backup generator panel, then turn the valve mounted above the radioactive hazard. Do not look directly at the Elephant’s Foot in the room beyond — looking at it kills you.
Reactor 4 basement with the backup generator panel and the valve above the radioactive hazard
The Reactor 4 backup generator and the valve that unlocks the yellow sector. Image: Examination
Head back through Sector 1. An elite mutant boss blocks the hallway — use cover, aim for the head, and heal between pushes. Once it is down, switch on the second generator.
Breach Sector 2 and clear the armed insurgents inside. Find the supervisor laptop and use it to transmit the virus intel.
Sector 2 entrance with the objective to find the Sector 2 code on screen
Entering Sector 2, with the objective tracker pointing you toward the Sector 2 code. Image: Examination
In the control room, hit the logistics shutter switch. Crouch your way past Arkady, the mini-boss sleeping nearby, rather than starting a fight you do not need.
Take out the gunners at Gate 1 and pick the keycard off the fallen soldier. Use it on the laptop to lift the Sector 3 lockdown.
Objective panel reading Pick up the keycard while the player searches the industrial area
The keycard objective near Gate 1, which unlocks the Sector 3 lockdown. Image: Examination
Inside Sector 3, collect C4 charges and plant them on the marked caches spread across the depot, clearing enemy gunners as you go. Sin starts taunting you over the intercom as the crates go up.
HUD objective showing Destroy the caches 6 of 9 as the player nears a marked cache
The cache counter in Sector 3 tracks how many explosive crates you still need to blow. Image: Examination
Grab the AEN-50 from the weapon container and pick up a spare C4 before you move on. That extra charge is the one you save for Sin — do not spend it on the shortcut wall unless you can replace it.
Capture the Sector 3 checkpoint, then restock ammunition and medical gear from the lockers there. The warehouse arena is the next door.
Checkpoint Secured screen with the VGS-45 Striker equipped in weapon slot one
Checkpoint Secured in Sector 3 — resupply here before pushing into the warehouse. Image: Examination

SIN boss fight stats: Phase 1 and Phase 2

Sin flips into his second phase after losing half of his 4,000 HP. His helmet shatters and falls off, he throws the RPD away, and he commits to the sledgehammer. He does not regenerate health at any point.

AttributePhase 1Phase 2
WeaponRPD, up to 600 RPMSledgehammer
Damage per hit10 (20 headshot)22
Walk speed4 studs/s8 studs/s
Charge speed35 studs/s24 studs/s
Execution thresholdUnder 50 HPUnder 35 HP
HeadshotsBlocked by helmetEffective

In phase one he strafes side to side while firing and slowly walks you down. Get within about 15 studs and he lowers the RPD, sprints at you and kicks — that kick is what triggers an execution if you are below the threshold. In phase two he simply runs at you and swings. The hammer has a visible windup, but the hit itself cannot be dodged.

Reported figures for the kick and the hammer vary between game versions, and the fight has been repeatedly retuned since release — treat the numbers above as a floor, not a ceiling, and keep more health in reserve than you think you need.


Immunities and damage resistance

A lot of standard tools simply do not work on him, which is why the fight drags on if you improvise. Here is what bounces off.

AttributeEffect
Damage resistanceHalves all incoming damage
Stagger immunityGunfire never staggers him
Bash immunityNo damage, and reflects 5 damage back
Taser immunityTASC-10 darts cannot connect
Axe immunityTakes nothing from the Axe or its reskins
Flash resistanceFlashbang and Deadbolt stuns halved
RIF CommanderOpens doors; nearby RIF units follow him

The helmet is the important one in phase one. It cannot be penetrated by firearms, so headshots are wasted ammunition until it comes off. Shoot his arms and legs instead while you chip toward the halfway mark.


How to kill SIN with C4

This is the clean finish. Once he is in phase two, dealing 400 or more damage makes him kneel and stay stunned for three seconds. He is invulnerable during that window, so do not waste bullets on it — walk up and plant your C4 on him instead. The stun has a 30-second cooldown, so if you miss the window you have to earn another one.

Hold distance and burn through the first half of his health bar with the AEN-50 or any rifle you brought. Aim at the limbs while the helmet is on.
After the helmet breaks, keep firing until he drops to one knee. Headshots count now, which speeds up reaching the 400-damage stun threshold considerably.
Close in while he is kneeling and place the C4 on his body. Do not headshot him while he is down — it registers as a body shot.
Get away immediately. After a short animation he stands up and charges the nearest target in a last stand, and roughly eight seconds after you planted it the charge detonates. It kills him and deals 100 damage to everything within about a 6-stud radius, including you.

How to kill SIN without C4

If you have no explosives, the fight becomes an attrition loop built around elevation and choke points. Both approaches work; pick the one that matches the warehouse layout you spawn into.

The stacked-crate camping spot

Clear the regular enemies in the warehouse first, then climb onto the stacked storage containers and shelving before Sin notices you. Practice the climb while the room is quiet, because you will also use it to leave. Once you are up, fire a shot toward the lower level to pull him over, and duck back behind the edge.

From there it is a rhythm. Pop out, shoot his arms, and drop back into cover. If he loses interest and starts walking away, expose yourself briefly to re-aggro him, then hide again. When the helmet comes off, switch to headshots and repeat until he stops getting back up.

The stairwell choke point

The stairwell leading into the warehouse works as a funnel. Take cover on the stairs, fire through the upper doorway, and back off whenever he commits to a charge. Because he slows down slightly after landing a hammer swing, there is a short window to retreat after each hit. Backpedalling while shooting is the whole fight in phase two.

Every execution he lands heals him for a meaningful amount, so a squadmate going down close to him actively undoes your damage. Keep everyone above the execution thresholds.


The Leader class QTE

If Sin tries to execute a player running the Leader class, the fight branches into a quick-time event instead of a death. Prompts appear on screen and you have to hit them. Miss one, and Sin crushes the Leader’s head in a special animation. Win, and he releases you and walks off to retrieve his sledgehammer.

Both outcomes buy your squad time, because Sin drops the hammer and has to pick it back up. He is invulnerable during that walk but noticeably slow, giving you a handful of seconds to heal and reposition. No other class, Commander included, can trigger this.

The QTE runs on a roughly two-minute cooldown per player. Inside that cooldown, Sin just kills that Leader outright instead of clashing. A different Leader in the squad can trigger it again immediately, though, so staggering Leaders across a team keeps the reset available.


Confirming the kill

Sin stays down for good once he dies — no revive, no respawn, no second attempt in that server. You will get radio confirmation from TOC Bill once the warehouse is clear, and the badge unlocks on the spot.

Credit is not shared, which matters in a squad. Whoever detonates the C4, or whoever lands the final shot after his repeated stuns, gets the kill and the achievement. Everyone else who poured damage into him for ten minutes gets nothing on the scoreboard, so decide before the fight who is carrying the charge.