Enemies

From ULTRAKILL Wiki
Jump to navigation Jump to search
Enemies.png

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 types in the game with 2 other unlockable ones.

See also: Status Effects, Weapons, Difficulties

Mechanics

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 Nails, Overheat Sawblades 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 Gasoline.
Inflamed enemies take 150% damage from all sources, except from passive damage (0.2/t) inflicted by being on fire. If an enemy that is not flammable by default is set ablaze using Gasoline Gasoline, it will not receive this multiplier. Instead, the passive damage dealt to them will be increased to 0.5/t.


Airborne
Light-weight grounded enemies take 150% damage from all sources except burn damage while they are not touching the ground.


Locational Damage
The Standard Revolvers Standard Revolvers and punched coins have modifiers based on the zone hit by their attack. 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 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
HUSKS
FILTH
LESSER HUSK
Filth.png
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.
  • They'll stay still if the player is on top of them.
  • On Brutal and above, Filth will leap into the air to attack if the player is airborne.
30 DP (Lunging Bite Icon primalparry.png)

30 DP (Leaping Bite Icon primalparry.png)

Icon shotgun.png Shotgun Parries - 200%

Icon silvernail.png Icon silversaw.png Silver Nails/Saws - 200%

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Icon airshot.png Airborne - 150%

Icon explosion.png Explosions - 50%

Icon fire.png Flammable

Health 0.5
Weight LIGHT
STRAY
LESSER HUSK
Stray.png
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 will attempt to slightly predict the player's trajectory.
25 DP (Hell Bullet Icon primalparry.png Icon projectileparry.png) Icon shotgun.png Shotgun Parries - 200%

Icon silvernail.png Icon silversaw.png Silver Nails/Saws - 200%

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Icon airshot.png Airborne - 150%

Icon fire.png Flammable

Health 1.5
Weight LIGHT
SCHISM
GREATER HUSK
Schism.png
DEBUTED IN 0-3: DOUBLE DOWN
  • Shoots 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.
25 DP (Hell Bullet Icon primalparry.png Icon projectileparry.png) Icon shotgun.png Shotgun Parries - 200%

GenericRevolverHUD.png Head ✓ (Shoulder)

GenericRevolverHUD.png Limbs

Icon silvernail.png Icon silversaw.png Silver Nails/Saws - 150%

Icon airshot.png Airborne - 150%

Icon fire.png Flammable - 50%

Health 5
Weight LIGHT
SOLDIER
GREATER HUSK
Soldier.png
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.
  • Will kick the player if they're too close.
  • On Brutal, Soldiers combat roll before shooting unless on a ledge.
25 DP (Hell Scatter Icon primalparry.png Icon projectileparry.png)

40 DP (Soldier Kick Icon primalparry.png)

Icon shotgun.png Shotgun Parries - 200%

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Icon silvernail.png Icon silversaw.png Silver Nails/Saws - 150%

Icon airshot.png Airborne - 150%

Icon explosion.png Standard Explosions - 25%

Icon fire.png Flammable

Health 2.5
Weight LIGHT
THE CORPSE OF KING MINOS
SUPREME HUSK
The Corpse of King Minos.png
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 will erupt from Minos' eyes shooting both homing and standard projectiles at the player in addition to previous attacks.
  • On Standard, he will spawn black holes in phase 1 that disappear in phase 2. They apply 99 Hard Damage on contact.
  • On Violent and above, he will also spawn black holes in phase 2.
45 DP (King's Hand Icon primalparry.png)

35 DP (King's Hand Shockwave Icon hazard.png)

30 DP (Hell Seeker Icon projectileparry.png)

25 DP (Hell Bullet Icon primalparry.png Icon projectileparry.png)

10 DP (Black HoleBlackHole.png, 99 Hard Damage Override)

HAND

Icon revolver.png Revolvers - 150%

BODY

Icon shotgun.png Shotgun Parries - 650%

Icon primalparry.png Feedbacker Parries - 500%

All Damage (Head) - 150%

GenericRevolverHUD.png Limbs
(Eyes)

Health 65 (HAND)
160 (BODY)
Weight SUPERHEAVY
STALKER
LESSER HUSK
Stalker.png
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 Icon unparryable.png)
(Remaining Health = Hard Damage)
GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Icon slam.png Slam - 200%

Icon revolver.png Revolvers - 150%

Icon silvernail.png Icon silversaw.png Silver Nails/Saws - 150%

Health 3.5
Weight MEDIUM
SISYPHEAN INSURRECTIONIST
SUPREME HUSK
Sisyphean Insurrectionist.png
DEBUTED IN 4-2: GOD DAMN THE SUN
  • Slow, persistent enemy with far-reaching attacks
  • Uses a dead Malicious Face Malicious Face as a flail to attack the player.
  • High-priority enemy that can catch unattentive players off guard.
30 DP (Malicious Beating Icon primalparry.png)

30 DP (Concussion Impact Icon hazard.png)

25 DP (Shockwave Icon hazard.png)

Icon fire.png Flammable - 200%

GenericRevolverHUD.png Limbs

Non-Fire/Explosion Damage (Inflamed) - 150%

All Damage (Malicious Face) - 0%

Icon hazard.png Friendly Fire - 0%

Health 75 (COMMON)
110 (BOSS)
Weight SUPERHEAVY
FERRYMAN
SUPREME HUSK
Ferryman.png
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.
50 DP (Lightning Icon hitscanparry.png)

25-50 DP (Oar Combo Icon unparryable.png1Icon primalparry.png2)

25-50 DP (Kick Combo Icon unparryable.png1Icon primalparry.png2)

25 DP (Stinger Icon primalparry.png)

25 DP (Far Sweep Icon unparryable.png)

25 DP (Backstep Icon primalparry.png)

25 DP (Explosive Overhead Icon primalparry.png)

25 DP (Uppercut Icon unparryable.png)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Icon shotgun.png Shotgun Parries - 150%

Icon hazard.png Friendly Fire - 0%

Health 30 (COMMON)
90 (BOSS)
Weight HEAVY
MACHINES
SWORDSMACHINE
GREATER MACHINE
Swordsmachine.png
DEBUTED IN 0-2: THE MEATGRINDER
  • Drops the Shotgun 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.
  • The switch between Phases takes ~4 seconds, allowing a lot of damage to be dealt.
  • All attacks are parriable and easy to do.
  • On Brutal and above, the switch between Phases takes ~1 second. Swordsmachines also can use their projectile attacks even which enraged.
25 x 12 DP (Shotgun Blast)

40 DP (Running Swing)

25-75 DP (Sword Combo)

30 DP (Sword Throw)

30 DP (Sword Spiral)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs
Icon shotgun.png Shotgun - 150%
Icon electric.png Electricity - 175% (AGONY ONLY) (AGONY ONLY)
Icon explosion.png Explosions - 175% (TUNDRA ONLY) (TUNDRA ONLY)

Health 30
Weight HEAVY
DRONE
LESSER MACHINE
Drone.png
DEBUTED IN 1-1: HEART OF THE SUNRISE
  • Hovers around, shooting horizontal clusters of projectiles at the player.
  • Upon death, will initiate a Suicide Dive, detonating upon impact with anything.
25 x 3 DP (Hell Orb Burst)

35 DP (Suicide Dive)

None
Health 2
Weight LIGHT (FLYING)
STREETCLEANER
LESSER MACHINE
Streetcleaner.png
DEBUTED IN 1-2: THE BURNING WORLD
  • "Area of effect" fire attack, which is unparryable.
  • Can dodge and parry projectile attacks.
  • The gas canister on the back is a weakpoint that, on hit, causes the Streetcleaner to detonate, killing it instantly.
  • On Brutal and above, Streetcleaners can aim at 45° up and down flamethrower.
20 DP / tick (Flamethrower) GenericRevolverHUD.png Head
GenericRevolverHUD.png Limbs
Icon explosion.png Explosions - 50%
Health 4.5
Weight LIGHT
V2
SUPREME MACHINE
V2.png
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 how far the player is.
  • Enrages if the player constantly distances themselves from it.

SECOND FIGHT (4-4)

10-30 DP (Revolver Burst)

30 DP (Charged Piercer Shot)

25 DP (Shotgun Blast)

35 DP (Core Eject Grenade)

15/22/30 DP (Coin Throw)

8 DP / tick (Nail Barrage)

8 DP / tick (Overheat Burst)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs
Icon revolver.png Revolvers - 60%

Health 40 (1st)
80 (2nd)
Weight MEDIUM
MINDFLAYER
GREATER MACHINE
Mindflayer.png
DEBUTED IN 2-3: SHEER HEART ATTACK
  • Teleports around and to the player sporadically, shooting the player with a cluster of 5 homing projectiles.
  • Does a short-ranged swipe attack, or shoot a sweeping energy beam when next to the player.
  • Explodes on death.
  • On Violent or higher, Mindflayers enrage when at or below 50% HP. While enraged, it attacks faster and teleports more erratically.
30 DP (Melee Swipe)

35 DP (Beam)

5 x 30 DP (Hell Seeker Barrage)

50 DP (Self Destruct)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Health 30
Weight HEAVY (FLYING)
SENTRY
GREATER MACHINE
Sentry.png
DEBUTED IN 5-1: IN THE WAKE OF POSEIDON
  • Will dig 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.
  • Will kick the player if they're too close.
  • On Brutal and up, Sentries fire a second beam immediately after the first.
50 DP (Hitscan Beam)

40 DP (Kick)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Health 12
Weight MEDIUM
GUTTERMAN
GREATER MACHINE
Gutterman.png
DEBUTED IN 7-2: LIGHT UP THE NIGHT
  • Constantly fires a hit-scan Minigun, tracking the player with greater accuracy over time.
  • Possesses a Shield that passively reduces damage taken and can fully block attacks.
  • Will punch the player with fist/shield when close, resetting their tracking accuracy.
  • Shield can be broken with the Knuckleblaster Knuckleblaster.
  • Shieldless Guttermen can be parried when they punch and no longer have damage reduction, but have improved accuracy.
  • On Brutal and up, Guttermen enrage when their shield is broken or when parried.
10 DP (Minigun)

35 DP (Shield Bash)

25 DP (Punch)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs
All Damage (With Shield) - 66%

Health 25
Weight SUPERHEAVY
GUTTERTANK
GREATER MACHINE
Guttertank.png
DEBUTED IN 7-2: LIGHT UP THE NIGHT
  • Fires rockets at the player, predicting player movement.
  • Will quickly punch the player if close enough. Initial punch can’t be parried, but if the punch misses, will stagger and become vulnerable to a short parry window.
  • Periodically stops to lay down a Landmine Landmine.
  • On Brutal and above, Guttertanks never slip unless on a slippery surface.
35 DP (Rocket Launcher)

35 DP (Landmine)

35 DP (Punch)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Health 23
Weight HEAVY
1000-THR "EARTHMOVER"
SUPREME MACHINE
Centaur.png
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.
  • Will fire giant hellseekers at half health(verification needed), can be parried to regain health.
  • Will put up an Idol Idol shield after enough time.
  • On Violent and above, the Brain will fire the giant hellseekers 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
DEMONS
MALICIOUS FACE
LESSER DEMON
Malicious Face.png
DEBUTED IN 0-1: INTO THE FIRE
  • Shoots volleys of hell energy projectiles.
  • Occasionally charges up an explosive hitscan beam.
  • On Violent or higher, will enrage when at 50% hp or lower. When enraged, will shoot 2 beams one after another.
25 DP (Hell Bullet)

50 DP (Explosion)

Icon slam.png Slam - 200%
Icon nail.png Nails - 150%
Icon impacthammer.png Impact Hammer - 150%
Icon explosion.png Explosions - 0%
Health 15
Weight SUPERHEAVY (FLYING)
CERBERUS
LESSER DEMON
Cerberus.png
DEBUTED IN 0-5: CERBERUS
  • Throws an explosive glowing apple at the player at incredible speeds.
  • Will dash towards the player to close the gap.
  • Will stomp the ground to create a large shockwave. On Brutal, Cerberus creates 2 shockwave, one slower than the other.
  • Will enrage if another active Cerberus dies while it is alive.
20 DP (Energy Orb)

25 DP (Dash)

25 DP (Stomp)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs
Icon rocket.png Rockets - 150%
Icon cannonball.png Cannonballs - 200%

Health 22
Weight HEAVY
HIDEOUS MASS
GREATER DEMON
Hideous Mass.png
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 shoot its harpoon.
  • Due to its strong, ceramic armour, only its underbelly and tail can be damaged. Otherwise, attacks will simply bounce off.
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%

GenericRevolverHUD.png Limbs (Belly)

Health 60
Weight SUPERHEAVY
IDOL
LESSER DEMON
Idol.png
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 (e.g. Punch from the blue and red arm), cancelling the effect.
Bless Enemy
(Makes an enemy invincible to non-environmental damage)
All Damage - 0%
Icon primalparry.png Punch - INSTAKILL
Icon primalparry.pngIcon explosion.png Knuckleblaster Knuckleblaster Blast - INSTAKILL
Health 999
Weight SUPERHEAVY
LEVIATHAN
SUPREME DEMON
Leviathan.png
BOSS OF 5-4: LEVIATHAN
  • A long, serpentine demon.
  • Fires an intimidating volley of projectiles.
  • Lunges towards the player to push them off the platform.
  • Swings its tail at the player.
  • Will use its head and tail simultaneously during its second Phase.
35 DP (Lunge)

25 DP (Hell Orb)

35 DP (Tail)

All Damage (Heart) - 300%
Health 200
Weight SUPERHEAVY
MANNEQUIN
LESSER DEMON
Mannequin.png
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 (Melee)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs
Icon explosion.png Explosions - 50%
Icon airshot.png Airborne - 150%
Icon primalparry.pngIcon airshot.png Airborne Punch (Parry) - INSTAKILL

Health 6
Weight MEDIUM
MINOTAUR
SUPREME DEMON
Minotaur.png
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.
  • New trams will have a Stray Stray on them which can be useful for healing.
  • Can cover trams in acid, damaging anything on them.

SECOND PHASE

  • Will do a four-swing combo with its Hammer.
  • Will slam 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.
  • Difficulties vary the damage acid does.
  • Stampedes after a few attacks. This can be parried to deal large damage.
15 DP (Acid)

25 DP (Four-Swing Combo)

25 DP (Slam)

35 DP (First Explosion)

35 DP (Second Explosion)

50 DP (Stampede)

GenericRevolverHUD.png Head ✓ (Second phase only)

GenericRevolverHUD.png Guts

Health 160
Weight HEAVY
ANGELS
VIRTUE
LESSER ANGEL
Virtue.png
DEBUTED IN 4-1: SLAVES TO POWER
  • Summons a beam of holy light on the player's location.
  • Will enrage after a set number of attacks, making its beams predict player movement.
30 DP (Divine Beam) Icon nail.png Nails - 125%
Icon electric.png Electricity - 150%
Health 10
Weight MEDIUM (FLYING)
GABRIEL
SUPREME ANGEL
Gabriel, Judge of Hell.png
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 Nailguns and the Screwdriver Railcannon 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 (Straight Sword Slash)

25 DP (Straight Sword Thrust)

35 DP (Greatsword Slash)

35 DP (Greastsword Throw)

30 DP (Twin Axe Throw)

25 DP (Spear Helmbreaker)

35 DP (Spear Throw)

35 DP (Summon Swords)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs
Icon nail.png Nails - 125%

Health 100
Weight MEDIUM (FLYING)
???
SOMETHING WICKED
???
Something Wicked.png
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 will wander to when it's not chasing the player.
  • Cannot be killed. When shot, will teleport to the patrol point that is the farthest away from the player.
999 DP (Contact) All Damage - 0%
Health Null
Weight HEAVY
CANCEROUS RODENT
???
Cancerous Rodent.png
DEBUTED IN 1-2: THE BURNING WORLD
  • Unable to attack. Slowly moves towards the player.
  • Ricoshots will not target it and explosions will 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
???
Very Cancerous Rodent.png
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 HellOrbGreen.png) Icon slam.png Slam - 200%
Health 50
Weight SUPERHEAVY
MYSTERIOUS DRUID KNIGHT (& OWL)
???
Mysterious Druid Knight (& Owl).png
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" HellOrb.png)

30 DP ("Fuller Auto" HellOrbBlue.png)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Health 80
Weight LIGHT (FLYING)
BIG JOHNINATOR
???
BigJohninator.png
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 Landmine Landmines.
  • A robotic version of the New Blood joke character Big John, who debuted in the 2013 Rise of the Triad reboot of DUSK.
35 DP (Triple Rocket Barrage)

50 DP (Malicious Explosion)

35 DP (Landmine Landmine)

None
Health 40
Weight MEDIUM
PUPPET
???
Puppet.png
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 GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Health 2.5
Weight HEAVY
FLESH PRISON
???
Flesh Prison.png
BOSS OF P-1: SOUL SURVIVOR
  • Summons eyeball and Malicious Face minions that will fire laser or malicious beams at the player.
  • (Indicated by a colourful flash) It will cycle between different states where it will either:
    • Fire blue spiralling homing projectiles, similar to Mindflayers Mindflayers. (BLUE)
    • Tracking holy beams that cover a lot of ground, similar to Virtues Virtues. (WHITE)
    • Tracking black holes, similar to TCoKM TCoKM. (PURPLE)
  • Contains Minos Prime Minos Prime, and will free him upon death.
30 DP (Homing ProjectileHellOrbBlue.png)

30 DP (Divine Beam)

10 DP (Black HoleBlackHole.png, 99 Hard Damage Override)

15 DP (Eyeball Beams)

20 DP (Miniface Beams)

50 DP (Miniface Explosions)

Icon electric.png Electricity - 50%
Icon nail.png Icon saw.png Nails/Saws - 50%
Health 100
Weight LIGHT
FLESH PANOPTICON
???
Flesh Panopticon.png
BOSS OF P-2: WAIT OF THE WORLD
  • Summons yellow eyeball minions (that prevent healing) and Malicious Face minions.
  • Similarly to the Flesh Prison, it will cycle between different states indicated by color where it will either:
    • Uses vertical and horizontal light beams. (WHITE)
    • Uses tracking mortars. (YELLOW)
    • Has a homing black hole attack. (PURPLE)
  • Destroyed by Sisyphus Prime Sisyphus Prime upon its first healing attempt or at low enough health.
30 DP (Divine Beam)

60 DP (Mortar)

10 DP (Black HoleBlackHole.png, 99 Hard Damage Override)

20 DP (Miniface Beams)

50 DP (Miniface Explosions)

Icon electric.png Electricity - 50%
Icon nail.png Icon saw.png Nails/Saws - 50%
Health 150
Weight LIGHT
PRIME SOULS
MINOS PRIME
PRIME SOUL
Minos Prime.png
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 higher, at 50% health, has no cooldown on attacks and most melee strikes cannot be parried.
25 DP (Shockwaves)

30 DP (Rider Kick)

30 DP (Kick Combo/Boxing Combo)

30 DP (Uppercut/Overhead)

30 DP (Serpent Projectile)

50 DP (Dropkick/Ground Slam)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Health 130
Weight HEAVY
SISYPHUS PRIME
PRIME SOUL
Sisyphus Prime.png
BOSS OF P-2: WAIT OF THE WORLD
  • Quick movement and powerful attacks that are hard to avoid.
  • Will attempt to teleport behind the player to attack them.
  • Almost all attacks are parriable.
  • On Violent or higher, at 50% health, has no cooldown on attacks.
  • When at half health on Brutal, he creates the Uppercut Combo explosion after performing Clap and Sumo Combo attacks.
30 DP (Sumo Combo)

30 DP (Clap)

33 DP (Uppercut Combo)

50 DP (Explosion)

30 DP (Roundhouse Kick)

30 DP (Overhead Punch)

30 DP (Ground Slam)

25 DP (Shockwaves)

GenericRevolverHUD.png Head

GenericRevolverHUD.png Limbs

Health 200
Weight HEAVY