Enemies
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 Flies | |
Spider Hatchling | 1 HP |
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Spider | 4 HP |
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Giant Spider | 6 HP |
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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 | 1 HP |
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Flyer. Summoned by Draugr, Ymir, and one enemy (name needed). 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) | |
Missing image! Upload |
Flightless Imp | ? HP |
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Missing image! Upload |
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. | |
Minotaur | ? HP |
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Charges up then sends a barrage at the player. Only weakspot is the back. | |
Foul Wretch | ? HP |
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Fires 1 bolt at range, but 3 bolts if player is very close. | |
Jötunn Guard | ? HP |
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Can only be damaged briefly when lifting their shield, before throwing.
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Fire Breather | ? HP |
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Shoots two burst of three fireballs then pauses. | |
Missing image! Upload |
Black Knight | ? HP |
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Servant of Darkness | ? HP |
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(AKA samurai) | |
Missing image! Upload |
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, 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)
Missing image!
UploadHealth: 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[verification needed • edit • ?]
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)
Health: ? HP[verification needed • edit • ?]
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)
Missing image!
UploadHealth: ? 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.