Enemies
Enemies roam the levels. You must beat all enemies in a room to proceed.
Enemies will also occasionally spawn from shrines.
Contents
Regular enemies
Regular enemies can sometimes spawn with modifiers.
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.
Name | Health | Attacks | Comments |
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Worm | 2 HP |
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Maggot | ? HP |
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Spider Hatchling | 1 HP |
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Spider | 4 HP |
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Giant Spider | 6 HP |
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Hexapod | 4 HP |
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Hexapod Portal | ? HP |
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Spawns Hexapods until destroyed or until it runs out.
|
Fly | 4 HP |
|
Flyer. |
Fast Fly | 1 HP |
|
Flyer. |
Mother of Flies | 5 HP |
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Flyer. On death, spawns 4 fast flies |
Hive | ? HP |
|
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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small floating skull | 1 HP |
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Flyer. Summoned by Draugr. Can also appear naturally. |
Sired Skull | 4 HP |
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Flyer. Can go through walls. (AKA big cow floating skull) |
Flightless Imp | ? HP |
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Flying Imp | ? HP |
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Ice Witch | 20 HP |
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Guardian | ? 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. |
Fire Eater | ? HP |
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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. |
Reaper | ? HP |
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Can appear in challenge rooms early on. |
Minotaur | ? HP |
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Black Knight | ? HP |
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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 (Asgard 1)
Health: 60 HP
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.
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 (Asgard 2)
Health: 75 HP
Fires a homing projectile.
Dodge or strafe sideways to avoid.
Channels a high damaging beam.
Hide behind a pillar to avoid.
Summon 4 floating heads.
- Telegraphed by kneeling.
- A head is summoned each beat.
- Dispatch the adds as soon as possible to be able to focus on the boss.
Vétt (Vanaheim 1)
Health: 80 HP
Flings a spinning axe.
Dodge or strafe sideways.
Fires a projectile barrage in a wide angle.
Dodge or strafe sideways.
Transforms into a flaming ball of fire and charges the player.
Dodge or strafe sideways.
Transforms into a flaming ball of fire and charges the player.
- To avoid the attack, you must stand inside the double circle in front of Vétt.
Gullveig (Vanaheim 2)
WIP
Alvis (Svartalfheim 1)
WIP
Mistcalf (Svartalfheim 2)
WIP
Surt (Helheim 1)
WIP
Nidhogg (Helheim 2)
Health: ? HP
The final room of a run, 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:
Second round:
Third round:
Nidhogg: