Enemies

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Revision as of 05:09, 24 September 2020 by 67.84.19.121 (talk)
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Enemies roam the levels. You must beat all enemies in a room to proceed. Enemies attack to the beat of the music.

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
Worm.png Worm 2 HP
  • Bite: 25 HP

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Maggot ? HP
  •  ?
Upon dying, spawns 4 Flies

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Spider Hatchling 1 HP
  • Lunge: 25 HP
Spider.png Spider 4 HP
  • Lunge: 25 HP
GiantSpider.png Giant Spider 6 HP
  • Lunge: 25 HP

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Hexapod 4 HP
  • Bite: 25 HP
  • Fireball: 25 HP

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Hexapod Portal ? HP
  • N/A
Spawns Hexapods until destroyed or until it runs out.


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Fly 4 HP
  • Fireball: 25 HP
Flyer. Can spawn from slot machines.

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Fast Fly 1 HP
  • Fireball: 25 HP
Flyer.

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Mother of Flies 5 HP
  • Bite: 25 HP
Flyer. On death, spawns 4 fast flies

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Hive ? HP
  • N/A
Spawns flies until destroyed
BabyBat.png Baby Bat 1 HP
  • Flyer. Fireball: 25 HP
BigBat.png Big Bat 15-18 HP
  • Fireball: 25 HP
  • Sonic beam: 12.5 HP
Variable health. Appears as a miniboss.

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Scorpion Hatchling 3 HP
  • Melee attack: 25 HP
  • Acid Spray: 25 HP

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Scorpion 4 HP
  • Charge attack: 25 HP
  • Regular attack: 25 HP
  • Acid Spray: 25 HP

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Scorpion Queen 8 HP
  • Rapid Fireballs: 25 HP

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small floating skull 1 HP
  • Self Destruct: 25 HP
Flyer. Summoned by Draugr, Ymir, and one enemy (name needed). Can also appear naturally.

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Sired Skull 4 HP
  • Self Destruct: 25 HP
Flyer. Summoned by Vétt. Can go through walls. (AKA big cow floating skull)

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Flightless Imp ? HP
  •  ?

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Flying Imp ? HP
  • Flyer. Bombardment: 25HP

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Ice Witch 20 HP
  • Ice Projectiles: 25 HP
  • Ice Wave: 25 HP (can go through walls)

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Guardian ? HP
  • Homing missile: 25HP
IgneousRed.png Igneous Red 10 HP
  • Ring: 10 HP
  • Punch: ?
Appears as a miniboss.

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Kraken 50 HP
  • Waves: 25 HP
  • Spread shot: 25 HP
Appears as a miniboss.

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Krakling ? HP
  •  ?
Flyer. Summoned by Kraken. Can also appear naturally.

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Guardian 2 HP
  • Homing missile: 25 HP
Shoots 4 projectiles and then stays still for a while.

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Clockwork Soul 8 HP
  •  ?
Contracts into an invulnerable ball when damaged. Can spawn from slot machines.

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Fire Eater ? HP
  •  ?

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Blade 4 HP
  • Throw blade: 25 HP
  • Explosion: ?
Becomes invulnerable at ≤ 50% health for a few seconds

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Wild Witch 45 HP
  • Fireball: 25 HP
  • Floor-wide attack: 25 HP
Appears as a miniboss

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Synchronised Skeleton ? HP
  •  ?

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Skeleton Mage ? HP
  • Magic bolt: 25 HP
Flyer. Can spawn from slot machines.

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Reaper 30 HP
  • Expanding bubble: 25 HP
  • Magic bolt: 25 HP
Can appear in challenge rooms early on.

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Minotaur ? HP
  •  ?

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Fire Breather ? HP
  • Fireball bursts: 25HP
Shoots two burst of three fireballs then pauses.

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Black Knight ? HP
  •  ?

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Servant of Darkness ? HP
  •  ?
(AKA samurai)

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Cutthroat ? HP
  •  ?
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)

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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, 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 (Asgard 2)

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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)

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Health: 80 HP[verification needededit?]

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).

{{Enemy attack | description = Transforms into a flaming ball of fire and charges the player. | tips = 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 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 (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

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 (Svartalfheim 1)

WIP

Mistcalf (Svartalfheim 2)

WIP

Surt (Helheim 1)

WIP

Nidhogg (Helheim 2)

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Health: ? HP

The final room and boss of a BPM 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: Draugr + 2x Flying Imp
  • Second round: Ymir + 2x Ice Witch
  • Third round: [verification needededit?]
  • Final round: Nidhogg