Difference between revisions of "적"
Line 1: | Line 1: | ||
'''적'''들은 방 안에서 레벨을 돌아다닙니다. 모든 적을 죽여야 방을 나갈 수 있습니다. 적들은 박자에 맞춰 공격합니다. | '''적'''들은 방 안에서 레벨을 돌아다닙니다. 모든 적을 죽여야 방을 나갈 수 있습니다. 적들은 박자에 맞춰 공격합니다. | ||
− | == | + | == 일반 적 == |
Enemy health displayed as a comparison system: e.g. baby bat takes one pistol shot to kill so it has 1 HP, worm takes 2 shots so 2 HP. | Enemy health displayed as a comparison system: e.g. baby bat takes one pistol shot to kill so it has 1 HP, worm takes 2 shots so 2 HP. | ||
+ | 적들의 체력은 적들마다 비교해서 측정했습니다: 예를 들어 아기 박쥐는 권총 1발이 필요하므로 체력은 1, 애벌레는 2발이 필요하므로 체력은 2가 됩니다. | ||
− | + | [[무기]] 페이지에 가보시면 각 무기들의 데미지를 확인하실 수 있스니다. 기본 권총은 1 데미지를 줍니다. | |
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
Line 11: | Line 12: | ||
|- | |- | ||
− | | [[File:Worm.png|100px]] || Worm || {{HP|2}} || | + | | [[File:Worm.png|100px]] || Worm | 애벌레 || {{HP|2}} || |
− | * | + | * 물기: 25 |
|| | || | ||
|- | |- | ||
− | | [[File:Maggot2.png|100px]] || Maggot || {{HP|1}} || | + | | [[File:Maggot2.png|100px]] || Maggot | 구더기 || {{HP|1}} || |
− | * | + | * 알려진 정보 없음 |
− | || | + | || 죽으면 4-6마리의 파리를 스폰합니다. |
|- | |- | ||
− | | [[File:SpiderHatchling.png|100px]] || Spider Hatchling || {{HP|1}} || | + | | [[File:SpiderHatchling.png|100px]] || Spider Hatchling | 거미 유충 || {{HP|1}} || |
− | * | + | * 찌르기: 25 |
|| | || | ||
|- | |- | ||
| [[File:Spider.png|100px]] || Spider || {{HP|4}} || | | [[File:Spider.png|100px]] || Spider || {{HP|4}} || | ||
− | * | + | * 찌르기: 25 |
− | || | + | || 배가 약점입니다. |
|- | |- | ||
| [[File:GiantSpider.png|100px]] || Giant Spider || {{HP|6}} || | | [[File:GiantSpider.png|100px]] || Giant Spider || {{HP|6}} || | ||
− | * | + | * 찌르기: 25 |
− | || | + | || 등에 달린 노란색 보석 부분이 약점입니다. |
|- | |- | ||
− | | [[File:Hexapod(LookItUp).png|100px]] || Hexapod | + | | [[File:Hexapod(LookItUp).png|100px]] || Hexapod | 육각류 || {{HP|4}} || |
− | * | + | * 물기: 25 |
− | * | + | * 화염구: 25 |
|| | || | ||
|- | |- | ||
− | | [[File:HexapodPortal.png|100px]] || Hexapod Portal || {{HP|4}} || | + | | [[File:HexapodPortal.png|100px]] || Hexapod Portal | 육각류 포탈 || {{HP|4}} || |
− | * | + | * 없음 |
− | || | + | || 포탈이 부셔지거나 전부 스폰할 때까지 육각류를 스폰합니다. |
|- | |- | ||
− | | [[File:Fly.png|100px]] || Fly || {{HP|4}} || | + | | [[File:Fly.png|100px]] || Fly | 파리 || {{HP|4}} || |
− | * | + | * 화염구: 25 |
− | || | + | || 날아다닙니다. [[제단#슬롯_머신|슬롯 머신]]에서 스폰될 수 있습니다. 밝게 빛나는 눈 (약점)을 맞추면 한 방에 죽습니다. |
+ | |||
|- | |- | ||
− | | [[File:FastFly.png|100px]] || Fast Fly || {{HP|1}} || | + | | [[File:FastFly.png|100px]] || Fast Fly | 빠른 파리 || {{HP|1}} || |
− | * | + | * 화염구: 25 |
− | || | + | || 날아다닙니다. |
|- | |- | ||
| [[File:MotherOfFlies.png|100px]] || Mother of Flies || {{HP|5}} || | | [[File:MotherOfFlies.png|100px]] || Mother of Flies || {{HP|5}} || | ||
− | * | + | * 물기: 25 |
− | || | + | || 날아다니면서 죽으면 4마리의 빠른 파리를 소환합니다. |
|- | |- | ||
− | | [[File:Hive.png|100px]] || Hive || {{HP|2}} || | + | | [[File:Hive.png|100px]] || Hive | 벌레집 || {{HP|2}} || |
− | * | + | * 없음 |
− | || | + | || 없앨때까지 파리를 소환합니다. |
|- | |- |
Revision as of 07:32, 3 November 2020
적들은 방 안에서 레벨을 돌아다닙니다. 모든 적을 죽여야 방을 나갈 수 있습니다. 적들은 박자에 맞춰 공격합니다.
Contents
일반 적
Enemy health displayed as a comparison system: e.g. baby bat takes one pistol shot to kill so it has 1 HP, worm takes 2 shots so 2 HP. 적들의 체력은 적들마다 비교해서 측정했습니다: 예를 들어 아기 박쥐는 권총 1발이 필요하므로 체력은 1, 애벌레는 2발이 필요하므로 체력은 2가 됩니다.
무기 페이지에 가보시면 각 무기들의 데미지를 확인하실 수 있스니다. 기본 권총은 1 데미지를 줍니다.
사진 | 이름 | 체력 | 공격력 | 설명 |
---|---|---|---|---|
애벌레 | 2 HP |
|
||
구더기 | 1 HP |
|
죽으면 4-6마리의 파리를 스폰합니다. | |
거미 유충 | 1 HP |
|
||
Spider | 4 HP |
|
배가 약점입니다. | |
Giant Spider | 6 HP |
|
등에 달린 노란색 보석 부분이 약점입니다. | |
육각류 | 4 HP |
|
||
육각류 포탈 | 4 HP |
|
포탈이 부셔지거나 전부 스폰할 때까지 육각류를 스폰합니다.
| |
파리 | 4 HP |
|
날아다닙니다. 슬롯 머신에서 스폰될 수 있습니다. 밝게 빛나는 눈 (약점)을 맞추면 한 방에 죽습니다.
| |
빠른 파리 | 1 HP |
|
날아다닙니다. | |
Mother of Flies | 5 HP |
|
날아다니면서 죽으면 4마리의 빠른 파리를 소환합니다. | |
벌레집 | 2 HP |
|
없앨때까지 파리를 소환합니다. | |
Baby Bat | 1 HP |
|
||
Big Bat | 15-18 HP |
|
Variable health. Appears as a miniboss. | |
Scorpion Hatchling | 3 HP |
|
||
Scorpion | 4 HP |
|
||
Scorpion Queen | 8 HP |
|
||
Elemental (Dragon's Ghost) | 1 HP |
|
Flyer. Summoned by Draugr, Ymir, and Beating Hearts. Can also appear naturally. | |
Sired Skull | 4 HP |
|
Flyer. Summoned by Vétt. Can go through walls. (AKA big cow floating skull) | |
Dragon's Spirit | 1 HP |
|
Flyer. Summoned by Nidhogg. | |
Flightless Imp | 6 HP |
|
After taking damage, it will begin to run towards the player at a faster pace.
| |
Flying Imp | 2 HP |
|
||
Mage | 20 HP |
|
Can teleport around, lay mines periodically, and be killed in 1 shot with a headshot
| |
Ice Witch | 20 HP |
|
||
Igneous Red | 10 HP |
|
Appears as a miniboss. | |
Kraken | 50 HP |
|
Appears as a miniboss. | |
Krakling | 2 HP |
|
Flyer. Summoned by Kraken. Can also appear naturally. | |
Guardian | 2 HP |
|
Shoots 4 projectiles and then stays still for a while. Can only receive damage on his back. | |
Clockwork Soul | 8 HP |
|
| |
Fire Eater | 10 HP |
|
Screams loudly before firing the fireballs | |
Blade | 4 HP |
|
Becomes invulnerable at ≤ 50% health for a few seconds | |
Wild Witch | 45 HP |
|
Appears as a miniboss | |
Synchronised Skeleton | 4 HP |
|
||
Skeleton Mage | 6 HP |
|
Flyer. Can spawn from slot machines. | |
Reaper | 30 HP |
|
Can appear in challenge rooms early on. | |
Mechanised Monstrosity | 3 HP |
|
Charges up then sends a barrage at the player. Only weakspot is the back. (name originally incorrect) | |
Foul Wretch | 6 HP |
|
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. | |
Jötunn Guard | 6 HP |
|
Can be damaged briefly when lifting their shield before throwing, or with a well aimed shot at their feet as they hold their shield.
| |
Firebreather | 12 HP |
|
Shoots two burst of three fireballs then pauses. | |
Beating Heart | 10 HP |
|
Spawns elementals.
| |
Phoenix | 8 HP |
|
Flyer. | |
Minotaur | 67-68 HP |
|
Appears as a miniboss | |
Black Knight | 96 HP |
|
Sword slashes create air blades which penetrate walls (and you) | |
Servant of Darkness | 96 HP |
|
(AKA samurai) | |
Cutthroat | 2 HP |
|
Appears in the special room of the Castle level, and within Helheim I. |
Bosses
Every level has a boss guarding the portal to the next level. All bosses except Nidhogg can spawn with a modifier.
Draugr
Health: 60 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.
Summon 3 floating heads.
- Telegraphed by laying down his weapon.
- A head is summoned each beat.
- Dispatch the adds 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.
Charges and knocks the player back.
- This attack doesn't deal damage but it can knock you into a floating head.
- Be specially careful if the boss has the burning modifier as this will hurt you.
Ymir
Health: 70 HP ±2 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 floating heads.
- Telegraphed by kneeling.
- A head is summoned each beat. Heads only start moving 1 beat after spawning.
- Dispatch the adds as soon as possible to be able to focus on the boss.
- The heads spawn counterclockwise at each beat, making it easy to destroy them istantly if you rotate accordingly around the boss.
- Some heads 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: 73 HP ±2 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: 63 HP ±2 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: 80 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: 130 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: 150 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.
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: 200 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 Flying Imp
- Second round: Ymir + 2x Ice Witch
- Third round: Jötunn Guard + 2x Firebreather
- 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.