Enemies

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Enemies roam the levels. You must beat all enemies in a room to proceed.

Enemies will also occasionally spawn from shrines.

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
Worm 2 HP
  • Bite: 25 HP
Maggot ? HP
  •  ?
Spider Hatchling 1 HP
  • Lunge: 25 HP
Spider 4 HP
  • Lunge: 25 HP
Giant Spider 6 HP
  • Lunge: 25 HP
Hexapod 4 HP
  • Bite: 25 HP
  • Fireball: 25 HP
Hexapod Portal ? HP
  • N/A
Spawns Hexapods until destroyed or until it runs out.


Fly 4 HP
  • Fireball: 25 HP
Flyer.
Fast Fly 1 HP
  • Fireball: 25 HP
Flyer.
Mother of Flies 5 HP
  • Bite: 25 HP
Flyer. On death, spawns 4 fast flies
Hive ? HP
  • N/A
Spawns flies until destroyed
Baby Bat 1 HP
  • Flyer. Fireball: 25 HP
Big Bat 15-18 HP
  • Fireball: 25 HP
  • Sonic beam: 12.5 HP
Variable health. Appears as a miniboss.
Scorpion Hatchling 3 HP
  • Melee attack: 25 HP
  • Acid Spray: 25 HP
Scorpion 4 HP
  • Charge attack: 25 HP
  • Regular attack: 25 HP
  • Acid Spray: 25 HP
Scorpion Queen 8 HP
  • Rapid Fireballs: 25 HP
small floating skull 1 HP
  • Self Destruct: 25 HP
Flyer. Summoned by Draugr. Can also appear naturally.
Sired Skull 4 HP
  • Self Destruct: 25 HP
Flyer. Can go through walls. (AKA big cow floating skull)
Flightless Imp ? HP
  •  ?
Flying Imp ? HP
  • Flyer. Bombardment: 25HP
Ice Witch 20 HP
  • Ice Projectiles: 25 HP
  • Ice Wave: 25 HP (can go through walls)
Guardian ? HP
  • Homing missile: 25HP
Igneous Red 10 HP
  • Ring: 10 HP
  • Punch: ?
Appears as a miniboss.
Kraken 50 HP
  • Waves: ?
  • Spread shot: 25 HP
Appears as a miniboss.
Krakling ? HP
  •  ?
Flyer. Summoned by Kraken. Can also appear naturally.
Guardian 2 HP
  • Homing missile: 25 HP
Shoots 4 projectiles and then stays still for a while.
Clockwork Soul 8 HP
  •  ?
Contracts into an invulnerable ball when damaged.
Fire Eater ? HP
  •  ?
Blade 4 HP
  • Throw blade: 25 HP
  • Explosion: ?
Becomes invulnerable at ≤ 50% health for a few seconds
Wild Witch 45 HP
  • Fireball: 25 HP
  • Floor-wide attack: 25 HP
Appears as a miniboss
Synchronised Skeleton ? HP
  •  ?
Skeleton Mage ? HP
  • Magic bolt: 25 HP
Flyer.
Reaper ? HP
  • Expanding bubble: 25 HP
  • Magic bolt: 25 HP
Can appear in challenge rooms early on.
Minotaur ? HP
  •  ?
Black Knight ? HP
  •  ?
Servant of Darkness ? HP
  •  ?
(AKA samurai)
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)

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 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:

Second round:

Third round:

Nidhogg: