Difference between revisions of "Enemies"
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=== Mistcalf === | === Mistcalf === | ||
[[File:Mistcalf.png|thumb|left|Mistcalf]]<div style="clear: both"></div> | [[File:Mistcalf.png|thumb|left|Mistcalf]]<div style="clear: both"></div> | ||
+ | Health: {{HP|???}} | ||
Zone: Svartalfheim 2 | Zone: Svartalfheim 2 | ||
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=== Surt === | === Surt === | ||
[[File:Surt.png|thumb|left|Surt]]<div style="clear: both"></div> | [[File:Surt.png|thumb|left|Surt]]<div style="clear: both"></div> | ||
+ | Health: {{HP|???}} | ||
Zone: Helheim 1 | Zone: Helheim 1 | ||
{{Enemy attack | {{Enemy attack |
Revision as of 03:50, 29 September 2020
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
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.
In the Weapons page, weapons will show how much damage they do, with the regular pistol dealing 1 damage.
Image | Name | Health | Attacks | Comments |
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Worm | 2 HP |
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Maggot | ? HP |
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Upon dying, spawns 4-6 Flies | |
Spider Hatchling | 1 HP |
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Spider | 4 HP |
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Giant Spider | 6 HP |
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Yellow crystal on back is weak spot that takes triple damage. | |
Hexapod (look it up) | 4 HP |
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Hexapod Portal | ? HP |
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Spawns Hexapods until destroyed or until it runs out.
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Fly | 4 HP |
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Flyer. Can spawn from slot machines. | |
Fast Fly | 1 HP |
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Flyer. | |
Mother of Flies | 5 HP |
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Flyer. On death, spawns 4 fast flies | |
Hive | 2 HP |
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Spawns flies until destroyed | |
Baby Bat | 1 HP |
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Big Bat | 15-18 HP |
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Variable health. Appears as a miniboss. | |
Scorpion Hatchling | 3 HP |
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Scorpion | 4 HP |
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Scorpion Queen | 8 HP |
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Elemental (Dragon's Ghost) | 1 HP |
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Flyer. Summoned by Draugr, Ymir, and Beating Hearts. Can also appear naturally. | |
Sired Skull | 4 HP |
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Flyer. Summoned by Vétt. Can go through walls. (AKA big cow floating skull) | |
Dragon's Spirit | ? HP |
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Flyer. Summoned by Nidhogg. | |
Flightless Imp | ? HP |
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Flying Imp | ? HP |
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Ice Witch | 20 HP |
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Igneous Red | 10 HP |
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Appears as a miniboss. | |
Kraken | 50 HP |
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Appears as a miniboss. | |
Krakling | ? HP |
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Flyer. Summoned by Kraken. Can also appear naturally. | |
Guardian | 2 HP |
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Shoots 4 projectiles and then stays still for a while. | |
Clockwork Soul | 8 HP |
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Contracts into an invulnerable ball when damaged. Can spawn from slot machines. | |
Fire Eater | ? HP |
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Screams loudly before firing the fireballs | |
Blade | 4 HP |
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Becomes invulnerable at ≤ 50% health for a few seconds | |
Wild Witch | 45 HP |
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Appears as a miniboss | |
Synchronised Skeleton | ? HP |
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Skeleton Mage | ? HP |
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Flyer. Can spawn from slot machines. | |
Reaper | 30 HP |
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Can appear in challenge rooms early on. | |
Mechanised Monstrosity | ? HP |
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Charges up then sends a barrage at the player. Only weakspot is the back. (name originally incorrect) | |
Foul Wretch | ? HP |
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Fires 1 bolt at range, but many arcing bolts if player is very close or upon being damaged. | |
Jötunn Guard | ? HP |
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Can only be damaged briefly when lifting their shield, before throwing.
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Firebreather | ? HP |
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Shoots two burst of three fireballs then pauses. | |
Beating Heart | ? HP |
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Spawns elementals.
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Phoenix | ? HP |
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Flyer. | |
Minotaur | ? HP |
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Appears as a miniboss | |
Black Knight | ? HP |
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Sword slashes create air blades which penetrate walls (and you) | |
Servant of Darkness | ? HP |
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(AKA samurai) | |
Cutthroat | ? HP |
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Unique enemy that appears in the special room of the Castle level. |
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, does not damage the player but causes knockback.
Jump to avoid. The projectile can sometimes hit the level geometry.
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. Move to the opposite direction.
- The next 3 attacks will be performed every other beat and will not be marked.
- While dodging may be easier, it's possible to avoid the attacks just by strafing.
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: 75 HP 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: 90 HP 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.
To avoid the attack, you must stand inside the circle in front of Vétt.
Gullveig
Health: 90 HP 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 it with Odr / Angelic Boots / Spacewalker
Spawns a cross which can move clockwise or counter-clockwise around the arena 4 times before dissipating, touching the cross will damage the player.
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, this however leaves the player vulnerable to Gullveig's aerial attack.
Alvis
Health: 100 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: ? 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 one will come out very quickly, and can be hard to dodge. Keeping your distance is beneficial with this attack. The next two are more reactable.
Thrusts his whips into the ground, one on each beat, and performs a ground attack.
Jump to avoid getting hit. The long windup and crosshair indicator make this fairly easy.
Hits the ground that creates a straight line that lingers on the ground for a while.
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 behind or to Mistcalf's side to be out of the line of fire.
Surt
Health: ? HP Zone: Helheim 1
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.
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.
Nidhogg
Health: ? 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