Difference between revisions of "Enemies"
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When Skel dies, Skel Fly will move to another vacant Skel to hide behind. | When Skel dies, Skel Fly will move to another vacant Skel to hide behind. | ||
− | Only hides behind a Skel when looked at by the player, and wont shoot while hiding | + | Only hides behind a Skel when looked at by the player, and wont shoot while hiding. |
If the player isn't looking at a Skel Fly, it will move out Skel's cover and shoot very frequently, if no Skels are alive it will not find any other cover and shoot at the player regardless of being looked at | If the player isn't looking at a Skel Fly, it will move out Skel's cover and shoot very frequently, if no Skels are alive it will not find any other cover and shoot at the player regardless of being looked at | ||
Revision as of 00:42, 28 November 2022
Enemies roam the levels. You must beat all enemies in a room to proceed. Enemies attack to the beat of the music.
Contents
Regular enemies
In the Weapons page, weapons will show how much damage they do, with the regular pistol dealing 50 damage.
Image | Name | Health | Attacks | Comments |
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Worm | 100 HP
Hellish: 150 HP |
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Baby Bat | 50 HP |
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Flyer. | |
Foul Bat | 50 HP |
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Flyer. | |
Spider Hatchling | 50 HP |
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Can spawn on its own or inside spider eggs. Eggs will naturally start hatching once all other enemies in the room have been killed. | |
Spider | 200 HP
Hellish: 300 HP |
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Its abdomen is a weak spot. | |
Giant Spider | 300 HP
Hellish: 450 HP |
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Yellow crystal on back is weak spot that takes triple damage. | |
Elemental (Dragon's Ghost) | 50 HP |
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Flying suicider. Summoned by Draugr, Ymir, and Beating Hearts. Can also appear naturally. | |
Sired Skull | 200 HP
Hellish: 300 HP |
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Flying suicider. Summoned by Vétt. Can go through walls. (AKA big cow floating skull) | |
Fly | 200 HP
Hellish: 300 HP |
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Flyer. Can spawn from slot machines.
Has a weak spot in the front center | |
Guardian | 100 HP
Hellish: 150 HP |
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Clockwork Soul | 400 HP
Hellish: 600 HP |
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Hexapod (look it up) | 200 HP
Hellish: 300 HP |
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Its weak spot is a glowing mass hanging under it. It can be struck for an instant kill. This is most easily achievable by Geri. | |
Hexapod Portal | 200 HP |
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Spawns Hexapods until destroyed or until it runs out | |
Big Bat | 800 HP
Hellish: 1200 HP |
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Appears as a miniboss. | |
Igneous Red | 500 HP
Hellish: 750 HP |
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Appears as a miniboss. Its head is a weak spot. | |
Mara | 600 HP
Hellish: 900 HP |
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Starts walking with 6 legs at ≤ 50% health and at ≤ 33% health on Hellish (300 health remaining)
Will shoot towards the player's location even if it does not have a line of sight | |
Starkaðr Wraith | 200 HP
Hellish: 300 HP |
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Skel | 400 HP
Hellish: 600 HP |
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Damage to the Head is blocked Skel Fly uses it's shield head to hide behind | |
Skel Fly | 50 HP |
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When Skel dies, Skel Fly will move to another vacant Skel to hide behind. Only hides behind a Skel when looked at by the player, and wont shoot while hiding. If the player isn't looking at a Skel Fly, it will move out Skel's cover and shoot very frequently, if no Skels are alive it will not find any other cover and shoot at the player regardless of being looked at | |
Ratr | 100 HP
Hellish: 150 HP |
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Always drops 1 coin when killed. | |
Vargr | 700 HP
Hellish: 1100 HP |
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Golem | 2700 HP |
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Golem will approach the player and continuously stomp on every other Quarter Note beat. | |
Corrupted Heiðrún | 1000 HP
Hellish: 1500 HP |
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Appears as a miniboss and randomly spawn in Nidhogg's first round. | |
No image | Skull | ? HP
Hellish: ? HP |
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Blade | 200 HP
Hellish: 300 HP |
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Becomes invulnerable for a few seconds when got hit. Head takes double damage. | |
Fast Fly | 50 HP |
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Flyer.
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Mother of Flies | 250 HP
Hellish: 400 HP |
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Maggot | 100 HP
Hellish: 150 HP |
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Upon dying, spawns 4-6 Flies | |
Hive | 100 HP
Hellish: 150 HP |
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Scorpion Hatchling | 150 HP
Hellish: 250 HP |
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Scorpion | 200 HP
Hellish: 300 HP |
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Scorpion Queen | 400 HP
Hellish: 600 HP |
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Spawns Scorpion Hatchlings. | |
Krakling | 100 HP
Hellish: 150 HP |
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Flyer. Summoned by Kraken. Can also appear naturally. | |
Kraken | 2000-2100 HP
Hellish: 3000-3150 HP |
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Appears as a miniboss. Can be pushed by Snipe | |
Wild Mage | 2400 HP
Hellish: 3600 HP |
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Appears as a miniboss
Has a very low chance to spawn by itself in a regular room. | |
Flightless Imp | 300 HP |
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Suicider. After taking damage, it will begin to run towards the player at a faster pace. | |
Flying Imp | 400 HP |
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Drops bomb when killed. | |
Mage | 1000 HP |
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Can teleport around, lay mines periodically, and be killed in 1 shot with a headshot | |
Mechanised Monstrosity | 150 HP |
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Charges up then sends a barrage at the player. Only weak spot is the back. (name originally incorrect) | |
Foul Wretch | 300 HP |
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Fires 1 bolt at range, but many arcing bolts if player is very close.
Will fall to the floor at ≤ 50% of it's health and will only attack with many arcing bolts while grounded. | |
Minotaur | 3350-3400 HP |
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Appears as a miniboss | |
Black Knight | 4800 HP |
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Appears as a miniboss. Sword slashes create air blades which penetrate walls (and you). | |
Fire Eater | 500 HP |
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Screams loudly before firing fireballs. | |
Synchronised Skeleton | 200 HP |
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Skeleton Mage | 300 HP |
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Flyer. Can spawn from slot machines. | |
Firebreather | 600 HP |
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Shoots two burst of three fireballs then pauses. | |
Beating Heart | 500 HP |
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Spawns elementals until destroyed.
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Fly | 400 HP |
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Appears in Helheim I or when the Hero Mother of Flies is killed
Although it shares the same name with the Flies that spawns in zones prior to Helheim, its appearance, behaviour, and HP are different Used to be named Phoenix is previous patches | |
Servant of Darkness | 4800 HP |
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Appears as a miniboss. (AKA samurai)
Has a very low chance to spawn by itself in a regular room. | |
Jötunn Guard | 300 HP |
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Can be damaged briefly when lifting their shield before throwing, or with a well aimed shot at their feet as they hold their shield. Their shield throw cannot be strafed from any distance, only dodged. | |
Dragon's Spirit | 50 HP |
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Flying suicider. Summoned by Nidhogg. |
Unique enemies
Special enemies that only spawn in certain rooms across all zones.
Image | Name | Health | Attacks | Comments |
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Cutthroat | 100 HP
Hellish: 150 HP |
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Appears in the special room of the Castle level, and within Helheim I.
Will die after enough time has elapsed (roughly 1 minute and 20 seconds) | |
Reaper | 1400 HP
Hellish: 2100 HP |
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Can appear in a wave in a challenge room.
Has a very low chance to spawn by itself in a regular room. The expanding bubble it creates has two phases. Outwards movement during beat one then halting progress during beat two then the cycle repeats. The color of the bubble alternates between gold while expanding and then red while it is still. During the stilled phase of beat 2 you are able to pass through the bubble unharmed. | |
100px | Treant (presumable name) | ? HP
Hellish: ? HP |
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Appears in 3rd wave in Svartalfheim 2 Challenge Room |
no image | Beating Heart | 2700 HP |
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Can appear in a Boss Challenge room. |
Hero Vargr | 2200 HP
Hellish: 3300 HP |
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Can appear in a Boss Challenge room.
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no image | Hero Starkaðr Wraith | ? HP |
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Can appear in a Boss Challenge room. |
no image | Hero Corrupted Heiðrún | 1000 HP |
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Can appear in a Boss Challenge room. |
Hero Mother Of Flies | 1000 HP |
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Can appear in a Boss Challenge room.
Splits into 10 Flies (Helheim) upon death. |
Bosses
Every level has a boss guarding the portal to the next level. All bosses except Fafnir and Nidhogg can spawn with a modifier.
Draugr
Health: 3000 HP (Hellish: 4500 HP) Zone: Asgard 1
Four slow projectiles.
- It's pretty easy to avoid by walking perpendicular to Draugr.
Eight fast projectiles
- A projectile is fired each half-beat.
- Keep strafing in the same direction.
Floor attack. Unlike other floor attacks it is a projectile, and has a limited area of effect.
- Jump to avoid. Dashing out of the area of effect can also work. Hiding behind a pillar is another alternative, as the attack is a projectile.
Charges and knocks the player back, then summons 3 Dragon's Ghosts.
- The knockback doesn't deal damage but it can knock you into a Dragon's Ghost from a previous attack.
- Be specially careful if the boss has the burning modifier as the knockback could hurt you.
- A Dragon's Ghost is summoned each beat.
- Dispatch the Dragon's Ghosts as soon as possible to be able to focus on the boss.
Four area attacks.
- The first attack will be marked. The next 3 attacks will be performed every other beat and will not be marked.
- Attacks alternate directions and are always in the same order. Strafe left, right, left, right to avoid the whole combo.
- Strafing in the correct direction will dodge the attack, dashing is not required.
Fafnir
Health: 2800 HP (Hellish: 4200 HP) Zone: Asgard Crypts
Eight fast projectiles with a crosshair dodge warning
- Strafe/Dodge to the side to avoid the projectile.
Making area with chess tile patterns, while dancing
- Go into the non-white tile to avoid damage. Tile damage extends all the way to the roof.
Damaging ripple that increases in size every full-beat once spawned
- Jump over or move away from the ripple until it dissipates.
Ymir
Health: 3500 HP ± 100 Zone: Asgard 2
Fires a homing projectile.
- Dodge or strafe sideways to avoid.
Channels a homing high damaging beam.
- Hide behind a pillar to avoid.
- Deals increased damage the longer you touch the beam.
Summon 5 Dragon's Ghosts.
- Telegraphed by kneeling.
- A Dragon's Ghost is summoned each beat. Dragon's Ghosts only start moving 1 beat after spawning.
- Dispatch the Dragon's Ghosts as soon as possible to be able to focus on the boss.
- The Dragon's Ghosts spawn counterclockwise at each beat, making it easy to destroy them instantly if you rotate accordingly around the boss.
- Some Dragon's Ghosts may not spawn if their spawn location is occupied by terrain (happens frequently when the boss uses this attack near walls or pillars).
Vétt
Health: 3650 HP ± 100 Zone: Vanaheim 1
Reaches for his back and then flings a spinning axe.
- Dodge or strafe sideways.
Quickly throws a spinning axe and then fires a 8 projectile barrage in the cardinal directions around him.
- Dodge, strafe sideways, (or double-jump for non-giant variants).
Transforms into a flaming ball of fire and charges the player.
- Dodge or strafe sideways.
Stops moving, readies his clubs, and then claps them together spawning a damaging orb. It moves linearly while slightly expanding before eventually phasing through the arena
- Dodge, or strafe sideways
Stops moving, and readies his clubs which glow before attacking with a flurry of axes. These travel in a quick spread in the direction he is facing
- Dodge, or strafe sideways
Stops moving and then slams the ground, causing a damaging ripple that increases in size every full-beat once spawned (eventually dissipates)
- Jump over or move away from the ripple until it dissipates
Stops moving to prepare a circle (safe-zone) and then attacks twice.
- Stand inside the circle in front of Vétt to avoid taking damage.
Gullveig
Health: 3150 HP ± 100 Zone: Vanaheim 2
Individually fires 5 daggers towards the player on every full-beat.
- Dodge, strafe sideways, or jump
Fires 4 daggers towards the player at once that travel in a spread.
- Dodge, strafe sideways, or jump
Attacks the ground causing it to damage the player.
- Jump when the button prompt reaches the center of the screen (crosshair)
Kneels and initiates an aerial attack.
- Stay on the ground or fly above with Odr / Angelic Boots / Spacewalker
Places a dagger in front of her which spawns a cross that can move clockwise or counter-clockwise around the arena 4 times before dissipating.
- Recognize which direction the cross starts to slowly rotate towards and react accordingly.
- The player can choose to either move in the same direction of the cross or double-jump over it to avoid the attack, this however leaves the player vulnerable to Gullveig's aerial attack.
Alvis
Health: 4000 HP. Zone: Svartalfheim 1
Rapidly throws a small rock towards the player.
- Dodge, or strafe sideways
Grabs a huge rock from the ground and throws it towards the player.
- If the player is close to the point of impact, he will be pushed away from it.
- Dodge, or strafe sideways.
Crouches, then fires 8 fireballs round him.
- Dodge, strafe sideways, (or double jump for non-giant variants).
Smashes his fists onto the ground, creating 2 homing shockwaves.
- The shockwaves can't be destroyed, but only last a limited time.
Growls, creating an expanding damaging sphere.
- Before growling he stands on his feet with his hands on his head.
- The sphere only damages the player when expanding, and becomes safe every time it stops.
- Pass through the sphere when it stops; every time it stops it becomes dark red and an audio clue is played.
- Entering the sphere too early isn't advised, as you'll have limited space to dodge other attacks.
Jumps in the air smashing his fists onto the ground, creating a big explosion.
- Keeps moving forwards even after jumping, creating an explosion around the impact.
- This attack is really slow and only impacts 3 beats after starting. Be sure to keep your distance.
Stands back and inhales, then spits a barrage of fireballs in a cone in front of him.
- Doesn't track the player, but only aims where the player was once the attack was charged.
- Strafe around the boss, or dodge sideways if you are too far.
Mistcalf
Health: 6500 HP. Zone: Svartalfheim 2
Throws a single projectile towards the player.
- Dodge, jump, or strafe sideways
Launches three large, semicircle slashes at the player one at a time on each beat, at varying angles.
- The first and third slash are aimed at the right of the player while the second targets the player directly.
- This attack can be avoided by strafing left and jumping over the second slash.
Thrusts his whips into the ground, one on each beat, and performs a ground attack.
- Jump when the dodge prompt reaches the crosshair to avoid taking damage.
Hits the ground that creates a straight line that lingers on the ground for a short time.
- Avoid the line, as touching it will do damage.
Mistcalf pulls the player toward itself. Does no damage.
- Be careful not to be pulled into the damaging line.
Charges up for three half beats and releases a flurry of projectiles towards the player.
- Try to get move away from the direction Mistcalf is facing to be out of the line of fire.
Transforms into a flaming ball of fire and then dashes at the player
- Three jump prompts (untied to the beat) and a dodge prompt (tied to the beat) are displayed to the player as Mistcalf initiates his charge.
- If the player jumps and dodges when these prompts reach the crosshair Mistcalf will stop his charge, otherwise he will continue to charge for a short time.
Surt
Health: 7500 HP Zone: Helheim 1
First Phase:
Hits clubs together, creating an expanding hemisphere that will damage the player if touched.
- Strafe around to the open side of the hemisphere.
Hits the ground, creating a damaging line across the ground.
- Jump over the line if you must cross it.
Charges the player with a fiery outline and swings clubs at the end of charge, then swings again one beat after.
- Strafe/Dodge to the side to avoid the charge.
- This can actually be used to lure him to fall off the arena and die before the second phase starts.
Second Phase:
Once taken down to 50% HP, Surt with grow and lose the clubs. After this point Surt will throw quick projectiles at the player on every beat.
- Strafe and dodge to avoid the projectiles.
Hits hands together to create an expanding hemisphere.
- Get to the open side of the hemisphere to avoid damage.
Spawns a fireball projectile from their mouth
- The fireball slowly tracks the player around the arena and can be avoided by strafing / dodging
Nidhogg
Health: 10000 HP. Zone: Helheim 2
The final boss Nidhogg will only aggro the player after three rounds of fights which can be triggered via the lever on the ground, similar to a challenge room.
- First round: Draugr + 2x Skeleton Mage or Draugr + 2x Corrupted Heiðrún
- Second round: Ymir + 2x Ice Witch or Ymir + 2x Clockwork Soul
- Third round: Jötunn Guard + 2x Firebreather or 3x Jötunn Guard
- Final round: Nidhogg
First Phase:
Launches a fast fireball at the player with a crosshair dodge warning.
- Dodge to avoid damage. Strafing will not work no matter the distance.
Creates and expanding sphere that grows in size every other beat.
- Move through the sphere when stationary.
Launches 6 projectiles on half beats at player
- Strafe/Dodge/Jump out of the way
Second Phase: Nidhogg lands on the ground and faces the player
Spawns four Dragon's Spirit in quick succession.
- Quickly dispatch them to focus on Nidhogg.
Nidhogg's Tail pokes forward and creates an expanding hemisphere
- Move around to the open side to avoid damage.
Launches six sets of three projectiles on half beats at the player.
- Strafe/Jump out of the way.
Launches a fireball at the player with a crosshair dodge warning.
- Dodge to avoid damage. Strafing will not work no matter the distance.