Enemies

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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
Maggot2.png Maggot 1 HP
  •  ?
Upon dying, spawns 4-6 Flies
SpiderHatchling.png Spider Hatchling 1 HP
  • Lunge: 25 HP
Spider.png Spider 4 HP
  • Lunge: 25 HP
It's Abdomen is a weak spot.
GiantSpider.png Giant Spider 6 HP
  • Lunge: 25 HP
Yellow crystal on back is weak spot that takes triple damage.
Hexapod(LookItUp).png Hexapod (look it up) 4 HP
  • Bite: 25 HP
  • Fireball: 25 HP
HexapodPortal.png Hexapod Portal 4 HP
  • N/A
Spawns Hexapods until destroyed or until it runs out.


Fly.png Fly 4 HP
  • Fireball: 25 HP
Flyer. Can spawn from slot machines.
FastFly.png Fast Fly 1 HP
  • Fireball: 25 HP
Flyer.
MotherOfFlies.png Mother of Flies 5 HP
  • Bite: 25 HP
Flyer. On death, spawns 4 fast flies
Hive.png Hive 2 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.
ScorpionHatchling.png Scorpion Hatchling 3 HP
  • Melee attack: 25 HP
  • Acid Spray: 25 HP
Scorpion.png Scorpion 4 HP
  • Charge attack: 25 HP
  • Regular attack: 25 HP
  • Acid Spray: 25 HP
ScorpionQueen.png Scorpion Queen 8 HP
  • Rapid Fireballs: 25 HP
SmallFloatingSkull.png Elemental (Dragon's Ghost) 1 HP
  • Self Destruct: 25 HP
Flyer. Summoned by Draugr, Ymir, and Beating Hearts. Can also appear naturally.
SiredSkull.png Sired Skull 4 HP
  • Self Destruct: 25 HP
Flyer. Summoned by Vétt. Can go through walls. (AKA big cow floating skull)
DragonSpirit.png Dragon's Spirit 1 HP
  • Self Destruct: 25 HP
Flyer. Summoned by Nidhogg.
FlightlessImp.png Flightless Imp 6 HP
  • Self destruct: 50 HP
After taking damage, it will begin to run towards the player at a faster pace.


FlyingImp.png Flying Imp 2 HP
  • Flyer. Bombardment: 25HP
Mage.png Mage 20 HP
  • Multiple firebolts: 25 HP per projectile
  • Magic projectile: 25 HP
  • Mines: 25 HP
Can teleport around, lay mines periodically, and be killed in 1 shot with a headshot


IceWitch.png Ice Witch 20 HP
  • Ice Projectiles: 25 HP
  • Ice Wave: 25 HP (can go through walls)
IgneousRed.png Igneous Red 10 HP
  • Ring: 10 HP
  • Punch: ?
  • Firebolts: 25 HP
Appears as a miniboss.
Kraken.png Kraken 50 HP
  • Waves: 25 HP
  • Spread shot: 25 HP
Appears as a miniboss.
Krakling.png Krakling 2 HP
  • Slow projectile: 25 HP
Flyer. Summoned by Kraken. Can also appear naturally.
Guardian.png Guardian 2 HP
  • Homing missile: 25 HP
Shoots 4 projectiles and then stays still for a while. Can only receive damage on his back.
ClockworkSoul.png Clockwork Soul 8 HP
  • Three projectiles in a wide spread: 25 HP
  • Explosion: 12.5 HP
  • Contracts into an invulnerable ball when damaged. Can spawn from slot machines.
  • Explodes after uncurling itself.
FireEater.png Fire Eater 10 HP
  • Fireball Barrage: 25 HP
Screams loudly before firing the fireballs
Blade.png Blade 4 HP
  • Throw blade: 25 HP
  • Explosion: ?
Becomes invulnerable at ≤ 50% health for a few seconds
WildWitch.png Wild Witch 45 HP
  • Fireball: 25 HP
  • Floor-wide attack: 25 HP
Appears as a miniboss
SyncronisedSkeleton.png Synchronised Skeleton 4 HP
  • Throws a sword: 25 HP
SkeletonMage.png Skeleton Mage 6 HP
  • Magic bolt: 25 HP
Flyer. Can spawn from slot machines.
Reaper.png Reaper 30 HP
  • Expanding bubble: 25 HP
  • Magic bolt: 25 HP
Can appear in challenge rooms early on.
Minotaur.png Mechanised Monstrosity 3 HP
  • Fireballs: 25 HP
Charges up then sends a barrage at the player. Only weakspot is the back. (name originally incorrect)
FoulWretch.png Foul Wretch 6 HP
  • Magic bolt: 25 HP
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.png Jötunn Guard 6 HP
  • Throw shield: 25 HP
  • Shield Bash: 25 HP
Can be damaged briefly when lifting their shield before throwing, or with a well aimed shot at their feet as they hold their shield.


FireBreather.png Firebreather 12 HP
  • Fireball bursts: 25HP
Shoots two burst of three fireballs then pauses.
UnknownMob3.png Beating Heart 10 HP
  •  ?
Spawns elementals.


UnknownMob2.png Phoenix 8 HP
  • Projectile: 25 HP
Flyer.
UnknownMob1.png Minotaur 67-68 HP
  • Spinning slash: 25 HP
  • Stomp (floor-wide attack): 25 HP
Appears as a miniboss
BlackKnight.png Black Knight 96 HP
  • Air slash: 25 HP
Sword slashes create air blades which penetrate walls (and you)
ServantOfDarkness.png Servant of Darkness 96 HP
  •  ?
(AKA samurai)
Cutthroat.png Cutthroat 2 HP
  •  ?
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

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. Unlike other floor attacks it is a projectile, and has a limited area of effect.

  • Jump to avoid. Dashing out of the area of effect can also work. Hiding behind a pillar is another alternative, as the attack is a projectile.

Charges and knocks the player back, then summons 3 Dragon's Ghosts.

  • The knockback doesn't deal damage but it can knock you into a Dragon's Ghost from a previous attack.
  • Be specially careful if the boss has the burning modifier as the knockback could hurt you.
  • A Dragon's Ghost is summoned each beat.
  • Dispatch the Dragon's Ghosts as soon as possible to be able to focus on the boss.

Four area attacks.

  • The first attack will be marked. The next 3 attacks will be performed every other beat and will not be marked.
  • Attacks alternate directions and are always in the same order. Strafe left, right, left, right to avoid the whole combo.
  • Strafing in the correct direction will dodge the attack, dashing is not required.

Ymir

Ymir

Health: 70 HP ±2 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 Dragon's Ghosts.

  • Telegraphed by kneeling.
  • A Dragon's Ghost is summoned each beat. Dragon's Ghosts only start moving 1 beat after spawning.
  • Dispatch the Dragon's Ghosts as soon as possible to be able to focus on the boss.
  • The Dragon's Ghosts spawn counterclockwise at each beat, making it easy to destroy them instantly if you rotate accordingly around the boss.
  • Some Dragon's Ghosts may not spawn if their spawn location is occupied by terrain (happens frequently when the boss uses this attack near walls or pillars).

Vétt

Vétt

Health: 73 HP ±2 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

Gullveig

Health: 63 HP ±2 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.

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

Alvis

Health: 80 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

Mistcalf

Health: 130 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

Surt

Health: 150 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

Nidhogg

Health: 200 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 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.