Enemies.png
See also: Status Effects, Weapons, Difficulties
Enemies are AI-driven characters who provide the main challenge to players in ULTRAKILL. Due to their varying mechanics, they allow for unique interactions that the player must overcome. There are 4 major enemy types in the game, with 2 minor ones which primarily appear in secret levels.
Every enemy has unique attacks and health values. Enemies with a boss variant typically have more health and attack types.
Damage Modifiers
Damage modifiers affect the amount of damage enemies take from certain attacks.
Fire
Flammable enemies can be set alight by
Overheat Nails,
Overheat Sawblades, and various explosions, as well as certain environmental hazards. Some enemies cannot be set on fire by default but can be inflamed with the use of
Gasoline.
Enemies set on fire normally receive passive damage at a rate of 0.2/tick, while enemies set on fire using Gasoline receive passive damage at a rate of 0.5/tick.
Inflamed enemies take 150% damage from all sources, except from explosions and passive damage inflicted by being on fire. If an enemy that is not flammable by default is set ablaze using
Gasoline, it does not receive this multiplier.
Airborne
Filth, Strays, Schisms, and Soldiers take 150% damage from all sources except burn damage while they are not touching the ground.
Locational Damage
The
Standard Revolvers and punched coins have modifiers based on the part of the enemy hit by their attack, dealing 2x damage to zones tagged as heads and 1.5x damage to zones tagged as limbs. This stacks multiplicatively with any overlapping hitzones with weapon-agnostic damage multipliers, such as Hideous Mass whose 3x belly weakspot is also a 1.5x limb zone for a 4.5x total multiplier for eligible attacks, and The Corpse of King Minos where the 1.5x head weakspot is also overlapped by a 1.5x "limb" zone on the eyes for a 2.25x total multiplier.
Weight
Light - Light enemies are able to receive knockback, and are pulled to the player when grappled using the
Whiplash.
Medium - Medium enemies are also able to receive knockback, but the player is pulled to them when grappling instead of the other way around.
Heavy - Heavy enemies cannot receive knockback, and the player is still pulled to them when grappling with the Whiplash.
Superheavy - Superheavy enemies cannot receive knockback, and the player is still pulled to them when grappling with the Whiplash. In addition, the player cannot dash or slide through superheavy enemies.
Enemy Roster
Enemy
|
Behaviour + Notes
|
Attacks - Damage
|
Damage Modifiers
|
FILTH LESSER HUSK
|
DEBUTED IN 0-1: INTO THE FIRE
- Fragile, spawns in swarms to overwhelm the player.
- Runs towards the player at a fast pace, stopping to lunge at them if close enough.
- Stays still if the player is on top of them.
- On Brutal and above, Filth leap into the air to attack if the player is airborne.
|
30 DP (Lunging Bite )
30 DP (Leaping Bite )
|
Shotgun Parries - 200%
Silver Nails/Saws - 200%
Head ✓
Limbs ✓
Airborne - 150%
Explosions - 50%
Flammable
|
Health
|
0.5
|
Weight
|
LIGHT
|
STRAY LESSER HUSK
|
DEBUTED IN 0-1: INTO THE FIRE
- Periodically throws an energy projectile at the player.
- Moves away to keep their distance from the player.
- On Brutal and above, Strays attempt to slightly predict the player's trajectory.
|
25 DP (Hell Bullet )
|
Shotgun Parries - 200%
Silver Nails/Saws - 200%
Head ✓
Limbs ✓
Airborne - 150%
Flammable
|
Health
|
1.5
|
Weight
|
LIGHT
|
SCHISM GREATER HUSK
|
DEBUTED IN 0-3: DOUBLE DOWN
- Shoots linked energy projectiles in vertical and horizontal motions.
- Health pool and strangely-placed weakpoint make Schisms difficult to kill.
- On Brutal and above, Schisms aim directly at the player.
|
35 DP (Linked Projectiles )
|
Shotgun Parries - 200%
Head ✓ (Shoulder)
Limbs ✓
Silver Nails/Saws - 150%
Airborne - 150%
Flammable - 50%
|
Health
|
5
|
Weight
|
LIGHT
|
SOLDIER GREATER HUSK
|
DEBUTED IN 2-2: DEATH AT 20,000 VOLTS
- Shoots a hell energy projectile at the player, with 3-5 smaller shots being fired alongside it.
- Heavily resistant to explosive damage when grounded.
- Kicks the player if they are too close.
- On Brutal and above, Soldiers combat roll before shooting unless on a ledge.
|
25 DP (Hell Scatter )
40 DP (Soldier Kick )
|
Shotgun Parries - 200%
Head ✓
Limbs ✓
Silver Nails/Saws - 150%
Airborne - 150%
Standard Explosions - 25%
Flammable
|
Health
|
2.5
|
Weight
|
LIGHT
|
THE CORPSE OF KING MINOS SUPREME HUSK
|
BOSS OF 2-4: COURT OF THE CORPSE KING
- Attacks using lumbering punches and palm strikes that can also be parried, yielding the + Down to Size style bonus.
- In Phase 2, Parasites erupt from Minos' eyes shooting both homing and standard projectiles at the player in addition to previous attacks.
- On Standard, he spawns black holes in phase 1 that disappear in phase 2. They apply 99 Hard Damage on contact.
- On Violent and above, he also spawns black holes in phase 2.
|
45 DP (King's Hand )
35 DP (King's Hand Shockwave )
30 DP (Hell Seeker )
25 DP (Hell Bullet )
10 DP (Black Hole , 99 Hard Damage Override)
|
HAND
Revolvers - 150%
BODY
Shotgun Parries - 650%
Feedbacker Parries - 500%
All Damage (Head) - 150%
Limbs ✓ (Eyes)
|
Health
|
65 (HAND) 160 (BODY)
|
Weight
|
SUPERHEAVY
|
STALKER LESSER HUSK
|
DEBUTED IN 4-2: GOD DAMN THE SUN
- Splashes other enemies in sand, preventing the player from regaining health from them.
- Kills itself in the process of its sandblast.
- Sandblast is smaller if killed directly, and has low vertical reach.
- Doesn't attack the player directly unless there are no enemies.
- On Brutal and above, Stalkers do not kill themselves upon sandblasting.
|
10 DP (Sandblast ) (Remaining Health = Hard Damage)
|
Head ✓
Limbs ✓
Slam - 200%
Revolvers - 150%
Silver Nails/Saws - 150%
|
Health
|
3.5
|
Weight
|
MEDIUM
|
SISYPHEAN INSURRECTIONIST SUPREME HUSK
|
DEBUTED IN 4-2: GOD DAMN THE SUN
- Slow, persistent enemy with far-reaching attacks
- Uses a dead
Malicious Face as a flail to attack the player.
- High-priority enemy that can catch unattentive players off guard.
|
30 DP (Malicious Beating )
30 DP (Concussion Impact )
25 DP (Shockwave )
|
Flammable - 200%
Limbs ✓
Non-Fire/Explosion Damage (Inflamed) - 150%
All Damage (Malicious Face) - 0%
Friendly Fire - 0%
|
Health
|
75 (COMMON) 110 (BOSS)
|
Weight
|
SUPERHEAVY
|
FERRYMAN SUPREME HUSK
|
DEBUTED IN 5-2: WAVES OF THE STARLESS SEA
- Agile enemy that's difficult to parry at close range and mid-range.
- Demands full attention and fast reflexes from the player.
- Uses lightning strikes when far away.
- On Brutal and above, Ferrymen use lightning strikes at any distance.
|
35 DP (Lightning )
25 DP x 2 (Oar Combo 1 2)
25 DP x 2 (Kick Combo 1 2)
25 DP (Stinger )
25 DP (Far Sweep )
25 DP (Backstep )
25 DP (Explosive Overhead )
25 DP (Uppercut )
|
Head ✓
Limbs ✓
Shotgun Parries - 150%
Friendly Fire - 0%
|
Health
|
30 (COMMON) 90 (BOSS)
|
Weight
|
HEAVY
|
Enemy
|
Behaviour + Notes
|
Attacks - Damage
|
Damage Modifiers
|
SWORDSMACHINE GREATER MACHINE
|
DEBUTED IN 0-2: THE MEATGRINDER
- Drops the
Shotgun at 50% health.
- Phase 1 attacks include sword swing combos, a shotgun blast, and a lunging swing.
- Phase 2 attacks include a blade throw, orbital swing, and both lunging and combo swings.
- Staggers for a significant amount of time when parried or dropped to 50% health, allowing for free and easy damage.
- Enrages when its sword attacks are parried, losing the use of projectile attacks in this state.
- All attacks are easily parriable.
- On Brutal and above, staggers for much less time, can use projectile attacks while enraged, and can still attack after a sword throw.
|
25 DP x 12 (Shotgun Blast )
40 DP/10 DP if swordless (Running Swing )
25 DP x 3/10 DP x 3 if swordless (Sword Combo 1, 2, 3)
30 DP (Sword Throw )
30 DP (Sword Spiral )
|
Head ✓
Limbs ✓
Shotgun - 150%
Electricity - 175% (AGONY ONLY)
Explosions - 175% (TUNDRA ONLY)
|
Health
|
30
|
Weight
|
HEAVY
|
DRONE LESSER MACHINE
|
DEBUTED IN 1-1: HEART OF THE SUNRISE
- Hovers around, shooting horizontal clusters of projectiles at the player.
- Upon death, initiates a Suicide Dive, detonating upon impact with any surface, other enemy, or the player.
- On Brutal and above, significantly faster, dashing and attacking far more frequently.
|
25 DP x 3 (Hell Orb Burst )
35 DP (Suicide Dive )
|
Heavy Punches - 200%
|
Health
|
2
|
Weight
|
LIGHT (FLYING)
|
STREETCLEANER LESSER MACHINE
|
DEBUTED IN 1-2: THE BURNING WORLD
- Attacks the player with an unparriable flamethrower.
- Can dodge projectile attacks, and parry
Cores and Rockets.
- The gas canister on the back is a weakpoint that, upon hit, causes the Streetcleaner to detonate, killing it instantly.
- On Brutal and above, Streetcleaners can aim their flamethrower up by 45°.
|
20 DP / tick (Flamethrower )
|
Head ✓
Limbs ✓
Explosions - 50%
|
Health
|
4.5
|
Weight
|
LIGHT
|
V2 SUPREME MACHINE
|
BOSS OF 1-4: CLAIR DE LUNE AND 4-4: CLAIR DE SOLEIL
- Mimics the player's movement and arsenal.
- Switches between four movement patterns depending on its distance from the player.
- Enrages if the player constantly distances themselves from it.
SECOND FIGHT (4-4)
|
10 DP x 3 (Revolver Burst )
30 DP (Charged Piercer Shot )
25 DP x 12 (Shotgun Blast )
35 DP (Core Eject Grenade)
15/22/30 DP (Coin Throw )
8 DP / tick (Nail Barrage )
8 DP / tick (Overheat Burst)
|
Head ✓
Limbs ✓
Revolvers - 60%
|
Health
|
40 (1st) 80 (2nd)
|
Weight
|
MEDIUM
|
MINDFLAYER GREATER MACHINE
|
DEBUTED IN 2-3: SHEER HEART ATTACK
- Teleports around and to the player sporadically, shooting the player with a cluster of 5 homing projectiles.
- Alternatively charges up and shoots a sweeping energy beam that attempts to predict player movement.
- Swipes at the player with its tendrils if they get too close.
- Explodes on death.
- On Violent or above, Mindflayers enrage when at or below 50% health. While enraged, it attacks faster and teleports more erratically.
|
30 DP (Melee Swipe )
35 DP (Beam )
30 DP x 5 (Hell Seeker Barrage )
50 DP (Self Destruct)
|
Head ✓
Limbs ✓
|
Health
|
30
|
Weight
|
HEAVY (FLYING)
|
SENTRY GREATER MACHINE
|
DEBUTED IN 5-1: IN THE WAKE OF POSEIDON
- Digs its legs into the ground before charging up for a perfectly accurate hitscan shot.
- Can be interrupted by shooting its antenna or launching it in the air.
- Kicks the player if they're too close.
- On Brutal and above, Sentries fire a second beam immediately after the first.
|
50 DP (Hitscan Beam )
40 DP (Kick )
|
Head ✓
Limbs ✓
|
Health
|
12
|
Weight
|
MEDIUM
|
GUTTERMAN GREATER MACHINE
|
DEBUTED IN 7-2: LIGHT UP THE NIGHT
- Constantly fires a hitscan rotary cannon, tracking the player with greater accuracy over time.
- Possesses a Shield that passively reduces damage taken and can fully block attacks.
- Punches the player with fist/shield when close, resetting their tracking accuracy.
- Shield can be broken with the
Knuckleblaster or Impact Hammer.
- Shieldless Guttermen no longer have passive damage reduction and can be parried when they punch, but have improved accuracy.
- On Brutal and above, Guttermen enrage when their shield is broken or when parried, resulting in improved accuracy and unparriable melee attacks.
|
10 DP (Minigun )
35 DP (Shield Bash )
25 DP (Punch )
|
Head ✓
Limbs ✓ All Damage (With Shield) - 66%
|
Health
|
25
|
Weight
|
SUPERHEAVY
|
GUTTERTANK GREATER MACHINE
|
DEBUTED IN 7-2: LIGHT UP THE NIGHT
- Fires rockets at the player, predicting player movement.
- Quickly punches the player if close enough. The initial punch cannot be parried, but if the punch misses, it staggers and becomes vulnerable to a short parry window.
- Periodically stops to lay down a
Landmine.
- On Brutal and above, Guttertanks never slip unless on a slippery surface.
|
35 DP (Rocket Launcher )
35 DP ( Landmine )
35 DP (Punch / if dodged)
|
Head ✓
Limbs ✓
|
Health
|
23
|
Weight
|
HEAVY
|
1000-THR "EARTHMOVER" SUPREME MACHINE
|
BOSS OF 7-4: ...LIKE ANTENNAS TO HEAVEN
- Has lasers that circle the Brain and cannot be dashed through.
- The lasers have holes in them that can be passed through to avoid damage.
- Fires giant Seeker Orbs at half health, which can be parried.
- Puts up an
Idol shield after a certain amount of time.
- On Violent and above, the Brain fires the giant Seeker Orbs from the start.
- On Brutal and above, the Brain sets up a giant laser wall.
|
35 DP (Rocket Launchers)
60 DP (Mortar Launchers )
30 DP (Towers )
30 DP (Giant Hellseeker Orb )
15 DP (Mainframe)
|
None
|
Health
|
100
|
Weight
|
SUPERHEAVY
|
Enemy
|
Behaviour + Notes
|
Attacks - Damage
|
Damage Modifiers
|
MALICIOUS FACE LESSER DEMON
|
DEBUTED IN 0-1: INTO THE FIRE
- Shoots volleys of hell energy projectiles.
- Occasionally charges up an explosive hitscan beam.
- On Violent or above, it enrages when at 50% health or lower. When enraged, it shoots 2 beams one after another.
|
25 DP (Hell Bullet )
50 DP (Malicious Explosion )
|
Slam - 200%
Nails - 150%
Impact Hammer - 150%
Explosions - 0%
|
Health
|
15
|
Weight
|
SUPERHEAVY
|
CERBERUS LESSER DEMON
|
DEBUTED IN 0-5: CERBERUS
- Throws an explosive glowing apple at the player at incredible speeds, which can be parried with the right timing.
- Dashes towards the player to close gaps.
- Stomps the ground to create a large shockwave.
- Enrages if another active Cerberus dies while it is alive.
- On Brutal and above, Cerberus dash twice in a row, and create two shockwaves upon stomping.
|
20 DP (Energy Orb )
25 DP (Dash)
25 DP (Stomp )
|
Head ✓
Limbs ✓
Rockets - 150%
Cannonballs - 200%
|
Health
|
22
|
Weight
|
HEAVY
|
HIDEOUS MASS GREATER DEMON
|
DEBUTED IN 1-3: HALLS OF SACRED REMAINS
- Has two different form variations constantly switching around (Upright, Laying).
- When Upright, lobs 2 large explosive projectiles into the air and slams the ground creating a horizontal shockwave. This slam transitions to Laying.
- While Laying, it claps its hands to create a vertical shockwave and shoots a harpoon from its tail that greatly reduces your mobility if it hits.
- When at low health, it flips upside down and frantically attacks with explosive projectiles. On Brutal, it can still shoot its harpoon.
- Impenetrable armor covers most of its body, making its underbelly and tail viable targets.
|
60 DP (Mortar )
40 DP (Ground Slam )
20 DP (Clap, 40 if caught between the arms )
25 DP (Harpoon )
|
All Damage (Belly and Tail) - 300%
Limbs (Belly) ✓
|
Health
|
60
|
Weight
|
SUPERHEAVY
|
IDOL LESSER DEMON
|
DEBUTED IN 5-2: WAVES OF THE STARLESS SEA
CANNOT BE GRAPPLED
- Can bless a singular enemy, making said enemy invincible to all damage except environmental hazards.
- Can only be killed with melee attacks, ending the blessing.
|
Bless Enemy (Makes an enemy invincible to non-environmental damage)
|
All Damage - 0%
Punch - INSTAKILL
Slam - INSTAKILL
 Knuckleblaster Blast - INSTAKILL
Alternate Shotgun - INSTAKILL
|
Health
|
999
|
Weight
|
SUPERHEAVY
|
LEVIATHAN SUPREME DEMON
|
BOSS OF 5-4: LEVIATHAN
- Fires massive volleys of projectiles and hell mortars in a spiral pattern.
- Lunges towards the player to push them off the platform.
- Sweeps its tail across the arena, moving either high or low as indicated by the direction the tail swings.
- Breaks the arena in its second phase, transforming its own body into a moving circular arena.
- Gains a Beam attack which circles its entire body in its second phase.
|
35 DP (Lunge )
25 DP (Hell Orb )
35 DP (Tail)
35 DP (Beam)
|
All Damage (Heart) - 300%
|
Health
|
200
|
Weight
|
SUPERHEAVY
|
MANNEQUIN LESSER DEMON
|
DEBUTED IN 7-1: GARDEN OF FORKING PATHS
- Incredibly quick and agile; can hang onto walls and ceilings.
- Can either skitter up to the player to melee attack them, or shoots a singular homing projectile.
|
30 DP (Homing Projectile )
30 DP x 2 (Melee 1, 2)
|
Head ✓
Limbs ✓
Explosions - 50%
Airborne - 150%
 Airborne Punch/Parry - INSTAKILL
|
Health
|
6
|
Weight
|
MEDIUM
|
MINOTAUR SUPREME DEMON
|
DEBUTED IN 7-1: GARDEN OF FORKING PATHS
FIRST PHASE
- Very hard to heal from due to the terrain of the fight.
- Can destroy trams with its hammer.
- Newly-arrived trams which replace recently-destroyed ones have a
Stray on them which can be useful for healing.
- Can cover trams in acid, damaging anything on them. The damage which this acid deals varies based on difficulty.
SECOND PHASE
- Performs a four-swing combo with its hammer.
- Slams its mace into the ground, causing two explosions: one normal and one red.
- Rips out a chunk of its flesh to spawn two types of acid fields: a spherical floating field and a flat ground field.
- Stampedes after a few attacks. This can be parried to deal large damage.
|
15 DP / tick (Acid )
25 DP x 4 (Four-Swing Combo)
25 DP, 35 DP x 2 (Explosion Combo)
50 DP (Stampede )
|
Head ✓ (Second phase only)
Guts ✓
|
Health
|
160
|
Weight
|
HEAVY
|
Enemy
|
Behaviour + Notes
|
Attacks - Damage
|
Damage Modifiers
|
VIRTUE LESSER ANGEL
|
DEBUTED IN 4-1: SLAVES TO POWER
- Summons a beam of holy light on the player's location.
- Enrages after a set number of attacks, making its beams predict player movement.
- Drops its core on death as a parriable, non-damaging explosive.
|
30 DP (Divine Beam )
|
Nails - 125%
Electricity - 150%
|
Health
|
10
|
Weight
|
MEDIUM (FLYING)
|
GABRIEL SUPREME ANGEL
|
BOSS OF 3-2: IN THE FLESH AND 6-2: AESTHETICS OF HATE
- Becomes briefly vulnerable between phase transitions, allowing quick damage from the player until either on the ground or kept airborne due to damage dealt from weapons. (
Nailguns and the Screwdriver Railcannon)
- On higher difficulties, summons an encircling blade shield, dealing rapid damage in close contact.
- Often taunts in between waves of attacks, causing him to be left open.
FIRST FIGHT - THE JUDGE OF HELL (3-2)
- Uses multiple light-based weapons for quick combos to get close to the player.
- Throws an explosive light spear at the end of a combo
- Teleports behind the player for a ground pound.
SECOND FIGHT - THE APOSTATE OF HATE (6-2)
- Starts enraged.
- Doesn't teleport to the player until phase 2.
- Uses slow powerful combos with his swords.
- Despite being easier to parry, he is a lot more aggressive and technical; strategy is key to defeating him.
|
15 DP x 2, 25 DP (Straight Sword Combo )
35 DP x 3 (Greatsword Combo 1, 2, 3)
30 DP (Twin Axe Throw )
25 DP (Spear Helmbreaker )
35 DP (Spear Throw )
35 DP (Spiral Swords )
20 DP x 4, 35 DP (Light Combo 1, 2, 3, 4, 5)
30 DP x 2, 35 DP x 2 (Medium Combo 1, 2, 3, 4)
35 DP, 45 DP, 35 DP (Heavy Combo 1, 2, 3)
35 DP (Sword Throw )
35 DP (Spiral Swords )
|
Head ✓
Limbs ✓
Nails - 125%
|
Health
|
100
|
Weight
|
MEDIUM (FLYING)
|
Enemy
|
Behaviour + Notes
|
Attacks - Damage
|
Damage Modifiers
|
SOMETHING WICKED ???
|
EXCLUSIVE TO 0-S: SOMETHING WICKED
- Constantly emits a loud buzzing near itself.
- Hisses when spotting the player.
- Instantly kills the player upon contact.
- Has a few set patrol points that it wanders to when it's not chasing the player.
- Cannot be killed. When shot, it teleports to the patrol point that is the farthest away from the player.
|
999 DP (Contact)
|
All Damage - 0%
|
Health
|
Null
|
Weight
|
HEAVY
|
CANCEROUS RODENT ???
|
DEBUTED IN 1-2: THE BURNING WORLD
- Unable to attack. Slowly moves towards the player.
- Ricoshots do not target it and explosions do not harm it.
- Reference to a character from Civvie11 that debuted in "FROM DUSK TILL DAWN".
|
None
|
None
|
Health
|
0.01
|
Weight
|
HEAVY
|
VERY CANCEROUS RODENT ???
|
DEBUTED IN 1-2: THE BURNING WORLD
- Stationary enemy that blocks the exit.
- Its only attack is a homing projectile that explodes on impact.
- Also a reference to a character from Civvie11 that debuted in "FROM DUSK TILL DAWN".
|
20 DP (Explosive Homing Projectile ))
|
Slam - 200%
|
Health
|
50
|
Weight
|
SUPERHEAVY
|
MYSTERIOUS DRUID KNIGHT (& OWL) ???
|
DEBUTED IN 4-3: A SHOT IN THE DARK
- Their first attack, "Full Auto", fires four fast bursts of projectiles at the player.
- Their second attack, "Fuller Auto", fires an intimidating barrage of tracking projectiles.
- Each phase shortens the time between these attacks.
- Fuller Auto, while intimidating, can allow for some easy parries if low on health.
- Reference to MandaloreGaming and ShammyTV Youtube Channels.
|
25 DP ("Full Auto" ))
30 DP ("Fuller Auto" ))
|
Head ✓
Limbs ✓
|
Health
|
80
|
Weight
|
LIGHT (FLYING)
|
BIG JOHNINATOR ???
|
DEBUTED IN 7-1: GARDEN OF FORKING PATHS
- Comes down in payload shell.
- Shares V2's AI.
- Shoots rockets and Malicious Beams, as well as deploying
Landmines.
- A robotic version of the New Blood joke character Big John, who debuted in the 2013 Rise of the Triad reboot.
|
35 DP (Triple Rocket Barrage)
50 DP (Malicious Explosion )
35 DP ( Landmine )
|
None
|
Health
|
40
|
Weight
|
MEDIUM
|
PUPPET ???
|
DEBUTED IN 7-3: NO SOUND, NO MEMORY
- Indefinitely generated by Hungry Blood Trees until the Tree is fully fed.
- Can adapt into the shape of any enemy and replicate its behavior, albeit slower.
- Shape is defined by the parent Blood Tree.
- Default shape is a weak humanoid.
|
10 DP
|
Head ✓
Limbs ✓
|
Health
|
2.5
|
Weight
|
HEAVY
|
FLESH PRISON ???
|
BOSS OF P-1: SOUL SURVIVOR
- Summons eyeball and (on Violent and above) Malicious Face minions that fire malicious beams at the player.
- (Indicated by a colorful flash) It cycles between different states where it either:
- Fires a barrage of homing projectiles. (BLUE)
- Uses tracking holy light beams with larger diameters. (WHITE)
- Uses a homing black hole. (PURPLE)
- Contains
Minos Prime, and frees him upon death.
|
30 DP (Homing Projectile )
30 DP (Divine Beam)
10 DP (Black Hole , 99 Hard Damage Override)
15 DP (Eyeball Beams )
20 DP (Miniface Beams )
50 DP (Miniface Explosions)
|
Electricity - 50%
Nails/Saws - 50%
|
Health
|
100
|
Weight
|
SUPERHEAVY
|
FLESH PANOPTICON ???
|
BOSS OF P-2: WAIT OF THE WORLD
- Summons yellow eyeball minions (induce permanent hard damage) and (on Violent and above) Malicious Face minions.
- Similarly to the Flesh Prison, it cycles between different states indicated by color where it either:
- Uses vertical and horizontal holy light beams. (WHITE)
- Uses tracking mortars. (YELLOW)
- Has a homing black hole attack. (PURPLE)
- Destroyed by
Sisyphus Prime upon its first healing attempt or at low enough health.
|
30 DP (Divine Beam)
60 DP (Mortar )
10 DP (Black Hole , 99 Hard Damage Override)
20 DP (Miniface Beams )
50 DP (Miniface Explosions)
|
Electricity - 50%
Nails/Saws - 50%
|
Health
|
150
|
Weight
|
SUPERHEAVY
|
Enemy
|
Behaviour + Notes
|
Attacks - Damage
|
Damage Modifiers
|
MINOS PRIME PRIME SOUL
|
BOSS OF P-1: SOUL SURVIVOR
- Slow movement, but fast and powerful attacks that are hard to avoid.
- Parriable Serpent Projectile that tracks the player.
- On Violent or above, at 50% health, has no cooldown on attacks and all melee strikes cannot be parried.
|
25 DP (Shockwaves )
30 DP (Rider Kick )
30 DP x 3 (Kick Combo 1, 2, 3)
30 DP x 4 (Boxing Combo 1, 2, 3, 4)
30 DP (Uppercut )
30 DP (Overhead )
30 DP (Serpent Projectile )
50 DP (Dropkick )
50 DP (Ground Slam )
|
Head ✓
Limbs ✓
|
Health
|
130
|
Weight
|
HEAVY
|
SISYPHUS PRIME PRIME SOUL
|
BOSS OF P-2: WAIT OF THE WORLD
- Quick movement and powerful attacks that are hard to avoid.
- Attempts to teleport behind the player to attack them.
- Almost all attacks are parriable.
- On Violent or above, at 50% health, has no cooldown on attacks.
- When at 50% health on Brutal, he creates the Uppercut Combo explosion after performing Clap and Sumo Combo attacks.
|
30 DP x 4 (Sumo Combo 1, 2, 3, 4)
30 DP (Clap )
30 DP, 23 DP (Uppercut Combo 1, 2)
50 DP, 33 DP (Big Explosion )
30 DP (Roundhouse Kick )
30 DP (Overhead Chop )
30 DP (Ground Slam )
25 DP (Shockwaves )
|
Head ✓
Limbs ✓
|
Health
|
200
|
Weight
|
HEAVY
|