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 | 1 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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It's Abdomen is a weak spot. | |
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 | 1 HP |
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Flyer. Summoned by Nidhogg. | |
Flightless Imp | 6 HP |
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After taking damage, it will begin to run towards the player at a faster pace.
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Flying Imp | 2 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 | 2 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 | 10 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 | 4 HP |
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Skeleton Mage | 6 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 | 3 HP |
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Charges up then sends a barrage at the player. Only weakspot is the back. (name originally incorrect) | |
Foul Wretch | 6 HP |
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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 |
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Can be damaged briefly when lifting their shield before throwing, or with a well aimed shot at their feet as they hold their shield.
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Firebreather | 12 HP |
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Shoots two burst of three fireballs then pauses. | |
Beating Heart | 10 HP |
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Spawns elementals.
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Phoenix | 8 HP |
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Flyer. | |
Minotaur | 67-68 HP |
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Appears as a miniboss | |
Black Knight | 96 HP |
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Sword slashes create air blades which penetrate walls (and you) | |
Servant of Darkness | 96 HP |
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(AKA samurai) | |
Cutthroat | 2 HP |
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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, 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.
- Stand inside the circle in front of Vétt to avoid taking damage.
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 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: 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 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: ? 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: ? 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.