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ULTRAKILL offers a variety of enemies that differ vastly in appearance and behavior. They can be categorized into different types:

  • Husks: Tortured remains of humanity in a zombie-like form. Usually fodder.
  • Demons: Residents of Hell proper. Characterized by their humanoid stone exterior and fleshy interior.
  • Machines: Hell's invaders seeking blood for fuel. Highly varied, attack focused enemies.
  • Angels: Residents of Heaven that seek to maintain the natural order of things. They wield devastating holy power.

Enemies are able to damage each other (as well as themselves) during combat, and will actively target each other in some select cases, such as a few scripted events involving Swordsmachine in [ 0-2: THE MEATGRINDER ] or in the multiple rooms of [7-3: NO SOUND, NO MEMORY].

Enemies with an asterisk (*) next to their name indicate that they are introduced as a boss early on but appear as normal enemies later in the main story or in the Cyber Grind. Enemies exclusive as bosses are listed differently from standard enemies. Lastly, enemies that don't fall under any of the previously given categories will be given their own unique category.

See this Google Doc for data on enemy health, damage, and other miscellaneous statistics.

NOTICE: As ULTRAKILL is still in development, this list is subject to changes and additions. Some enemies don't yet have an official icon and use the ? image instead.
TIP: Press the "Expand" button in the top left on pc to see the full table

custom enemies not included go to the fanon wiki if we had one (words from hit game typoman are also not included)

Husks

Enemy Description Damage type and amount Hit Points Damage Modifiers

FilthICO
Filth

  • Introduced in the Intro.
  • Common enemy found throughout the entirety of the game.
  • Runs towards the player at a fast pace and lunges at them when close.
  • Leaps far and high on Brutal. This can frequently get themselves killed.
  • Extremely weak, the dictionary definition of "horde enemy".
  • Gives supreme head despite being a lesser.
30 (Lunging Bite)

30 (Leaping Bite)

HP: 0.5

Silver Nails - 200%

While airborne - 150%

While on fire - 150% (Excl. explosions and fire DoT)

Tall Husk
Stray

  • Introduced in [ 0-1: INTO THE FIRE ].
  • Tries to keep their distance from the player.
  • Will periodically throw a hell energy projectile at the player.
  • No melee attacks.
  • Similar in appearance to the Zombie from Quake.
  • Is a pussy.
25 (Projectile) HP: 1.5

Silver Nails - 200%

While airborne - 150%

While on fire - 150% (Excl. explosions and fire DoT)

Schism icon
Schism

  • Introduced in [ 0-3: DOUBLE DOWN ].
  • Shoots hell energy projectiles in vertical and horizontal sweeps.
  • Misplaced head and high health makes killing this enemy more difficult compared to other Husks
25 (Projectile) HP: 5

Silver Nails - 150%

Fire - 50%

While airborne - 150%

While on fire - 150% (Excl. explosions and fire DoT)

Shotgun Husk
Soldier

  • Introduced in [ 2-2: DEATH AT 20,000 VOLTS ].
  • Cybernetically enhanced, slightly shorter Stray
  • Shoots hell 4-6 energy projectiles at the player in a wide rose.
  • Can defend itself with powerful Falcon Kicks in close quarters.
  • Heavily resistant to explosive damage when grounded. In Brutal, it is completely immune to all explosions.
  • Can do a barrel roll in Brutal difficulty.
  • Looks like Pepsi Man

25 (Projectile)

40 (Kick)

HP: 2.5

Silver Nails - 150%

While airborne - 150%

While on fire - 150% (Excl. explosions and fire DoT)

StalkerIcon
Stalker

  • Introduced in [ 4-2: GOD DAMN THE SUN ].
  • Never attacks directly if other enemies are not present
  • Sand stops bleeding and deals 10 Hard Damage to V1
  • Dousing enemies in sand kills the Stalker in all difficulties below Brutal.
  • Sand blast is smaller if killed directly and has low vertical reach.
10 + Lost Health converted into Hard Damage (Sand Explosion) HP: 3.5

Revolver - 150%

Silver Nails - 150%

InsurectionistIcon
Sisyphean Insurrectionist*

  • Introduced in [ 4-2: GOD DAMN THE SUN ].
  • Mutilated giant husk, slow but agile with its attacks.
  • Carries around a large Malicious Face as a weapon
  • Uniquely vulnerable to fire
  • Jump height scales with distance.
  • Malicious Face produces blood, meaning it can be healed off of, even when sanded
  • Has a unique encounter in 6-1: CRY FOR THE WEEPER, two Insurrectionists named Angry and Rude.

25 (Slam Shockwave)

30 (Stomp Shockwave)

30 (Malicious Face Hit)

20 (Malicious Face Shockwave)

HP:

110 (Boss)

75 (Enemy/Angry/Rude)

Fire - 200%

Friendly Fire - 0%

While on fire - 150% (Excl. explosions and fire DoT)

FerrymanPic
Ferryman*

  • Introduced in [ 5-2: WAVES OF THE STARLESS SEA ].
  • Agile warrior with a vast array of melee attacks which it masterfully alternates to trick enemies.
  • Casts lightning strikes when out of range, unless on Brutal.
  • The only enemy that is initially passive towards the player on its first encounter.
  • "No Gabriel, the ferrymen will not call you daddy."

25 (All Melee Attacks)

35 (Oar Slam Explosion)

50 (Lightning Strike)

HP:

45/45 (Boss)

30 (Enemy)

Friendly Fire - 0%

Shotgun Parries - 150%


Demons

Enemy Description Damage type and amount Hit Points Damage Modifiers
Malicious Face

Malicious Face*

  • Introduced in [ 0-1: INTO THE FIRE ].
  • Becomes a common enemy starting from [ 0-4: A ONE-MACHINE ARMY ].
  • Shoots volleys of hell energy projectiles.
  • Occasionally charges up an explosive hitscan beam. This can be parried with a point-blank Feedbacker punch or Shotgun blast. Alternatively, it can be reflected by the Marksman Revolver's coin, allowing for a [+CHARGEBACK].
  • On higher difficulties, will Enrage when at 50% HP or lower. When Enraged, will shoot 2 beams one after another.
  • Corspe can kill other enemies upon falling.
  • Known endearingly to the community as "Maurice." This is noted in the +MAURICED style bonus.

25 (Projectile)

50 (Explosion)

HP:

25 (Boss)

15 (Enemy)

Slam - 200%

Nails - 150%

Explosive - 0%

Fire - 0%

Cerberus
Cerberus*

  • Introduced in [ 0-5: CERBERUS ].
  • Becomes a common miniboss enemy starting from [ 1-2: THE BURNING WORLD ].
  • Imposing stone statue wielding an orb of pure hell energy, which it chucks at you with impressive speed.
  • Has a charge dash, can stomp the ground to create a shockwave, and can pitch the explosive energy core at the player. On Brutal difficulty and higher, Cerberi will dash twice in a row and create two shockwaves per ground stomp.
  • Will Enrage if another active Cerberus dies while it's alive.
  • Cerberi can be either dormant or active. There are no differences between the two outside of active ones attacking.
  • Called "Andre" in the game files. The significance of this is unknown.
  • White NBA variants with white orbs can be fought in [ 7-1: GARDEN OF FORKING PATHS ].

20 (Thrown Orb)

25 (Stomp Shockwave)

25 (Charge)

HP:

80 (Boss)

22 (Enemy)

45 (Violence Giants)

Rockets - 150%

Fire - 0%

Cannonballs - 200%

HideousMassIcon14c
Hideous Mass*

  • Introduced in [ 1-3: HALLS OF SACRED REMAINS ].
  • Has three different stance variations it switches between: Upright, Laying, and Enraged.
    • In its Upright stance: lobs 2 large explosive projectiles into the air, slams the ground creating a horizontal shockwave.
    • In its Laying stance: claps its hands to create a vertical shockwave, shoots a harpoon from its tail that greatly reduces your mobility if it hits.
    • In its Enraged stance, it turns upside down and frantically attacks with explosive projectiles. On Brutal difficulty, it will also continue to fire its harpoon.
  • Only its underbelly and tail can be damaged. Otherwise, attacks will simply bounce off.
  • ☝️🤓 Never gonna beat the allegations.

60 (Mortar)

30 (Slam Shockwave)

20 (Slap Shockwave)

40 (Slap)

25 (Harpoon)

HP:

175 (Boss)

60 (Enemy)

Fire - 0%

Idol 0
Idol

  • Introduced in [ 5-2: WAVES OF THE STARLESS SEA ].
  • Blesses an enemy, making said enemy inulnerable to damage.
  • Can only be killed via melee attack such as the Knuckleblaster, its' shockwave, a Jackhammer blast, ground slam, or Feedbacker punch.
  • Has an aura of light emanating from them, making their location more visible.
    • Blessed enemy also has a tracking beam attached, making their location discernible.
None HP: - All damage except V1's melee attacks - 0%

Mannequin
Mannequin

  • Introduced in [ 7-1: GARDEN OF FORKING PATHS ].
  • Twisted amalgamation of corpses capable of crawling on ceilings and walls with lightning-fast speed.
  • Alternates between firing a homing projectile and quick strikes.
  • Vulnerable when in the air and very susceptible to fall damage.
  • Can be instantly killed by parrying one of their melee attacks.
  • Is one of the two enemies in the game that have dormant and active versions of themselves (the other being the Cerberus). Dormant Mannequins change poses when out of sight.
  • While idle, it makes sharp breathing noises.
  • The budget version of the mindflayer.
  • Has the unique ability of making people shit themselves. It shares this ability with Something Wicked.

30 (Punch)

30 (Homing Projectile)

HP: 6

Explosions - 50%

Fire - 0%


Machines

Enemy Description Damage type and amount Hit Points Damage Modifiers

SwordsmachineICO
Swordsmachine*

  • Introduced in [ 0-2: THE MEATGRINDER ], and as a proper boss fight in [ 0-3: DOUBLE DOWN ]
  • Becomes a common enemy starting from [ 6-1: CRY FOR THE WEEPER ].
  • Has two Phases:
    • Phase 1 includes both melee slashes and shotgun attacks.
    • Phase 2 includes melee slashes, sword throws, and sword spins.
    • Switches between Phases at 50% Health in the span of roughly 4 seconds. A perfect opportunity to deal damage.
  • All of its attacks can be parried. After parrying it, it gets staggered and becomes Enraged, attacking much faster. Parrying it while is Enraged does not stagger it.
  • On higher difficulties, the stagger from a parry wears off much faster.
  • There are two unique variants in Agony and Tundra, as fought in 1-3: HALLS OF SACRED REMAINS.

25 (Combo Slashes)

40 (Running Slash)

30 (Sword Throw)

30 (Sword Spin)

25 (Shotgun Pellets)

HP:

50/75 (Boss)

15/15 (Enemy)

50 (Tundra/Agony)

Shotgun - 150%

Explosions - 175% (AGONY ONLY)

Electricity - 175% (TUNDRA ONLY)

Drone
Drone

  • Introduced in [ 1-1: HEART OF THE SUNRISE ].
  • Hovers around, shooting clusters of projectiles at the player.
  • Upon death, it dives towards the player and explodes. This dive can be cancelled midair by a gunshot, or parried into a different enemy.
  • If hit with the knuckleblaster, it dives in the direction it was punched, giving the +HOMERUN style bonus

25 (Projectile)

35 (Death Explosion)

HP: 2 Fire - 0%

Streetcleaner icon
Streetcleaner

  • Introduced in [ 1-2: THE BURNING WORLD ].
  • Oppressive automaton with area-of-effect flamethrower attack.
  • Dodges projectiles on occasion and is resistant to explosions.
  • Precision shots to its gas canister will result in an [ +INSTAKILL ] followed by a large explosion.
  • Can aim upwards on Brutal difficulty.
  • One of the few enemies in the game without a parriable attack.
  • Dreams of chronic and sustained crulety.

20 (Flamethrower)

50 (Canister Explosion)

HP: 4.5

Explosions - 50%

Fire - 0%

MindflayerICO
Mindflayer

  • Introduced in [ 2-3: SHEER HEART ATTACK ].
  • Can teleport, shoot a cluster of 5 homing projectiles, do a short ranged swipe attack, or shoot a sweeping energy beam.
  • Always begins engagements with its homing projectiles.
  • On higher difficulties, it Enrages when at or below 50% Health. While Enraged, it attacks faster and teleports more erratically.
  • Will never live up to the simps of V1
  • Explodes upon death.
  • Women ☕.

30 (Homing Projectile)

35 (Sweeping Beam)

30 (Melee Slap)

50 (Death Explosion)

HP: 30 Fire - 0%

Turret
Sentry

  • Introduced in [ 5-1: IN THE WAKE OF POSEIDON ].
  • Will dig its legs into the ground before charging up for a hitscan shot. On BRUTAL difficulty, it fires two shots in a row.
  • Charge can be interrupted by hitting its antenna with the Revolver or Slab, punching it with the Knuckleblaster, launching it in the air via ground slam or Knuckleblaster, parrying it with the Feedbacker at the right time, or landing a charged cannonball from the S.R.S. Cannon.
  • Vulnerable to knockback from the Knuckleblaster
  • Capable of powerful, unparriable kicks when up close.
  • Its shot can be reflected with the Marksman Revolver's coin, resulting in a [ +CHARGEBACK ]
  • Snipin's a good job mate.

50 (Hitscan)

40 (Melee)

HP: 12 Fire - 0%

Shotgun Parries - 150%

Gutterman
Gutterman*

  • Introduced in [ 7-2: LIGHT UP THE NIGHT ].
  • Equipped with an impenetrable shield which grants it significant damage resistance. The shield can be destroyed with the Knuckleblaster or Jackhammer.
  • Wields a minigun that spews a barrage of hitscan bullets with progressively better tracking. Can be chargebacked with the Marksman Revolver.
  • Minigun accuracy is increased when its shield is broken.
  • Punch is unparriable with shield, but when shield is destroyed, it can be parried.
  • When killed, its body tumbles to the ground, crushing anything in its path and giving you a unique style bonus.
  • Corpse can be stomped on to produce an explosion.
  • Becomes Enraged in Brutal difficulty upon reaching half health, punch becomes unparriable and minigun accuracy is increased
  • I am heavy weapons guy, and this is my weapon.

10 (Hitscan)

35 (Shield Bash)

25 (Melee)

HP:

30 (Boss)

25 (Enemy)

Fire - 0%

Body - 66% (Unless Shield is broken)

GuttertankEnemy
Guttertank

  • Introduced in [ 7-2: LIGHT UP THE NIGHT ].
  • Fires Rockets from its arm cannon which can stop midair like the rockets from the Freezeframe Rocket Launcher.
  • Lays down Landmines when out of range and periodically during combat.
  • The landmines are parriable and gives the style bonus [+LANDYOURS] when parried at the Guttertank who placed it.
  • Its punch deals a large amount of damage and cannot be traditionally parried. However, upon missing a punch, a parry window is opened. On higher difficulties, this can only happen on the Firestarter Rocket Launcher's oil.
    • It damages itself when slipping. When killed in this manner, it will earn the player the [+SLIPPED] style bonus.
    • If fighting is sure to result in victory then you must fight. Sun Tzu said that, and I'd say he knows a little more about fighting than you do pal becuase he invented it, and then perfected it so that no living man could best him in the ring of honor.

35 (Rocket)

35 (Melee)

35 (Mine)

HP: 23 Fire - 0%

Angels

Enemy Description Damage type and amount Hit Points Damage Modifiers

VirtueIcon
Virtue

  • Introduced in [ 4-1: SLAVES TO POWER ].
  • Resembles the biblical Ophanim.
  • Summons a beam of holy light on the player's location.
  • Said beam lingers on for longer on higher difficulties.
  • Vulnerable to parries while channeling the beam.
  • In Standard difficulty and above, it will Enrage after firing 5 beams. In higher difficulties, it can Enrage after 3 beams, and while Idoled.
  • After death, its core can be parried to send foes flying.
  • Has some terrible anger issues.
30 (Heavenly Beam) HP: 10

Nails - 125%

Electricity - 150%

Feedback Parries - 60%


Bosses

Enemy Description Damage type and amount Hit Points Damage Modifiers

V2Icon
V2

  • Introduced in [ 1-4: CLAIR DE LUNE ].
  • V1's opposite.
  • Uses the same default weapons and movement as the player, but has infinite wall-jumps and dashes.
  • Its Revolver has a faster primary fire rate than the player's.
  • The first Supreme Machine encountered in the game.
  • Will Enrage if ignored for too long.
  • Drops its arm after defeated.
  • Caught V1 overpumping to an in production mindflayer.

10 (Revolver)

30 (Charge Shot)

15 (Revolver Ricoshot, increases by 7.5~ per coin)

25 (Shotgun Pellets)

35 (Core Eject)

HP: 40 Revolver - 60%

V2 2nd
V2 (2nd)

  • Returns in [4-4: CLAIR DE SOLEIL].
  • Will Enrage if ignored or hit with its own arm
  • Able to use the Overheat Nailgun and Marksman Pistol.
  • Capable of shooting your own coins.
    • Similarly, you are able to shoot its coins granting you the [+COUNTERRICOSHOT] style bonus.
    • When Enraged, it will not shoot either of yours, or its own coins.
  • Drops another arm, the Whiplash after getting killed.
  • Did not stop V1 overpumping to an in production mindflayer.

10 (Revolver)

30 (Charge Shot)

15 (Revolver Ricoshot, increases by 7.5~ per coin)

25 (Shotgun Pellets)

35 (Core Eject)

8 (Nails)

HP:

50 (Phase 1)

30 (Phase 2)

Revolver - 60%

MinosCorpseIcon
The Corpse of King Minos

  • Introduced in [ 2-4: COURT OF THE CORPSE KING ].
  • The remains of the great King Minos.
  • 2nd largest boss in the game, just past the EARTHMOVER.
  • Attacks using lumbering punches and summoning Black Holes.
  • Host of two projectile-spewing parasites.
  • Melee attacks can be parried for extreme damage and style. Also counts as the challenge for its titular level.
  • Cannot be spawned with the Spawner Arm.
  • Could be seen standing around in the background the previous Lust levels before fighting him.
  • Body contains P-1: SOUL SURVIVOR in universe.
  • Thinks your cells are a bit to far apart and would like to fix that for you.

35 (King's Hand Shockwave)

45 (Punch)

25 (Projectile)

30 (Homing Projectile)

10 + 99 Hard Damage (Black Hole)

HP:

65 (King's Hand)

160 (Minos)

Revolver - 150% (King's Hand only)

Head - 150% (Minos only)

GabrielIcon
Gabriel, Judge of Hell

  • Introduced in [ 3-2: IN THE FLESH ].
  • Divine angel wearing European armor.
  • Often taunts between strings of attacks, leaving him open to retaliation.
  • Will become Enraged upon reaching 50% health.
  • Will summon a spinning circle of swords which orbit around him, and on Brutal, surround and stab you.
  • Deadly combos force the player to be quick in their timing.
  • The first voice-acted character, being voiced by Gianni Matragrino.
  • One of the few enemies not "killed" in their bossfight.

15 (Straight Sword Slash)

25 (Straight Sword Thrust)

35 (Greatsword Slash)

35 (Greastsword Throw)

30 (Twin Axe Throw)

25 (Spear Helmbreaker)

35 (Spear Throw)

35 (Summon Swords)

HP:

50 (Phase 1)

50 (Phase 2)

Nails - 125%

Gabriel2nd
Gabriel, Apostate of Hate

  • Returns in [ 6-2: AESTHETICS OF HATE ].
  • Uses his twin sabers as his main weapon instead of weapons manifested from holy energy.
  • Even deadlier combos require the player to be even quicker in their timing.
  • Phase 2 has him teleport more frequently.
  • Unlike the first fight, starts the fight Enraged and calms down upon reaching 50% HP. Enraged status means nothing, here.
  • Has a new set of taunts during Phase 2.
  • Once more, not "killed" during this encounter.

20 (Light Combo hits 1-4)

35 (Light Combo hit 5)

30 (Medium Combo hits 1-2)

35 (Medium Combo hits 3-4)

35 (Heavy Combo hit 1)

45 (Heavy Combo hit 2)

35 (Thrown Swords)

35 (Summon Swords)

HP:

50 (Phase 1)

50 (Phase 2)

Nails - 125%

Leviathan
Leviathan

  • Introduced in [ 5-4: LEVIATHAN ].
  • A long, serpentine entity that is made up of the bodies of the Sullen.
  • Fires a stream of projectiles, delivers devastating bites or swings its massive tail.
  • Cannot be spawned with the Spawner Arm.
  • Bite can be parried, albeit with EXTREME difficulty attached.
  • Third largest boss in the game, next to The Corpse of King Minos and the Earthmover.
  • "Heart" on top of body is a weak point, taking 3x damage from all sources.
  • Size 1 Fish.
  • Escaped from Sea World Ohio.

35 (Lunging Bite)

25 (Projectile)

35 (Tail Swing)

HP:

100 (Phase 1)

100 (Phase 2)

Heart - 300%

125x125
Minotaur

  • Introduced in [ 7-1: GARDEN OF FORKING PATHS ].
  • Massive, armored bull-like sculpture.
  • Unleashes a flurry of attacks with its hammer and delivers a deadly charge at longer ranges.
  • Tears pieces off its grotesque body to create large pools of acid that deal increased hard damage.
  • Can Parry its charge if timed correctly.
  • Seemingly a homage to House of Leaves.

15 (Acid)

25 (Melee)

35 (Hammer Explosion)

50 (Charge)

HP:

80 (Phase 1)

80 (Phase 2)

80 (Enemy)

Arms - 150%

Underbelly - 160%

Exposed Skull - 200%

DefenceSystem2

1000-THR Defence System

  • Introduced in [ 7-4: ...LIKE ANTENNAS TO HEAVEN ]
  • A Core, aided by 3 pairs of turrets, that protects the Earthmover's insides.
  • Not defeating this enemy is 7-4's secret challenge.
  • The orbs on top of both the Core and Homing Orb turrets counts as a weak point.
  • Has no Terminal entry.
  • On standard difficulties, the next stage of weapons only spawn after one stage is defeated, On Brutal, they spawn all at once.
  • While the turrets, mortars and homing orbs can be spawned, the centre stage cannot.

35 (Rocket)

15 (Tracking Beam)

60 (Mortar)

30 (Homing Projectile)

50 (Death Explosion)

HP:

115 (Total)

15 (Individual Turrets & Core)

None

Earthmover bb
1000-THR "EARTHMOVER"

  • Introduced in [ 7-4: ...LIKE ANTENNAS TO HEAVEN ]
  • Also known as the Centaur.[1][2]
  • Unlike most other bosses, it cannot attack the player directly, relying on it's defence system, brain, and hordes of enemies to protect it.
  • The colossal machine itself is invincible, as the fight takes place against its' brain.
  • After destroying its' brain, an 80 second timer will begin, giving you time to escape.
  • Cannot be spawned with the Spawner Arm.
  • The largest enemy encountered so far, even larger than the Corpse of King Minos.
  • Has a unique Style Bonus in +[M.A.D] (Mutually Assured Destruction).

20 (Beam Array)

30 (Homing Projectile)

5 (Shield)

HP:

∞ (Body)

100 (Brain)

None

FleshPrisonIcon
Flesh Prison

  • Introduced in [ P-1: SOUL SURVIVOR ].
  • Summons eyeball minions that fire hitscan attacks.
  • On Violent and above, some eyeballs are converted into mini Malicious Faces, being souped up versions of the eyes.
  • Occasionally fires a barrage of homing orbs, predictive Virtue beams, and tracking black holes.
  • Periodically consumes its minions and restores large chunks of health, gaining significant damage resistance while doing so.
  • Contains Minos Prime, and will free him upon death.
  • Taking damage accelerates the time needed to activate a healing event.
  • Has missed multiple dentistry appointments.

30 (Homing Projectile)

30 (Divine Beam)

10 + 99 Hard Damage (Black Hole)

15 (Eyeball Beams)

20 (Miniface Beams)

50 (Miniface Explosions)

HP:

100 (Flesh Prison)

1 (Eyeball Minions)

2 (Mini-Malicious Face Minions)

Electricity -50% (Flesh Prison)

MinosPrimeIcon
Minos Prime

  • Introduced in [ P-1: SOUL SURVIVOR ].
  • The first Prime Soul encountered in game.
  • Slow movement, but incredibly fast and powerful attacks.
  • Has multiple attacks that track the player.
  • Can and will aircombo you. Try to stay grounded for as long as possible.
  • At 50% health, will become merciless with his attacks and gain more stamina.
    • In Violent difficulty and above, his melee attacks are no longer parriable upon reaching Phase 2.
    • Also, in Violent and above, it gains infinite stamina, meaning he no longer staggers.
  • Voiced by Stephan Weyte, who voiced Caleb from BLOOD and the Final Boss of DUSK.

30 ("Die!")

50 ("Crush!")

25 ("Die!"/"Crush!" Shockwave)

30 ("Prepare thyself!"/"Thy end is now!")

50 ("Judgement!")

30 (Uppercut/Overhead)

30 (Serpent Projectile)

HP: 130 None

FleshPanopticonIcon
Flesh Panopticon

  • Introduced in [ P-2: WAIT OF THE WORLD ].
  • A seemingly superior version of the Flesh Prison.
  • Summons eyeball minions that prevent healing.
  • On Violent and above, some eyeballs are replaced with mini Malicious Faces- while they cannot cause Hard Damage, they are mobile and attack v1 directly
  • Occasionally fires position-leading mortars, predictive vertical and horizontal Virtue beams, and tracking black holes.
  • Destroyed by Sisyphus Prime upon its first heal attempt or at half health, ending the fight early.
  • Unclassified enemy type.
  • Has a 2nd phase. This phase is not seen in game, as Sisyphus Prime destroys the prison before it gets the chance to do so. (Maybe you would get to the second phase if you went to the dentist.)

30 (Divine Beam) 60 (Mortar)

10 + 99 Hard Damage (Black Hole)

20 (Miniface Beams)

50 (Miniface Explosions)

HP:

150 (Panopticon)

2 (Mini-Malicious Face Minion)

5 (Golden Eyes)

Electricity - 50% (Flesh Panopticon)

Sisyphus Prime
Sisyphus Prime

  • Introduced in [ P-2: WAIT OF THE WORLD ].'
  • The second Prime Soul encountered in game. Far larger in size than Minos Prime.
  • Chains together multiple attacks that track your movement.
  • Considered the most difficult enemy the game has to offer thus far.
  • Upon reaching 50% HP, his appearance changes and he gains more stamina.
    • On Violent difficulty and above, he gains infinite stamina.
  • Similar moveset to Minos Prime, but with far more shockwaves.
  • Voiced by Lenval Brown, who voiced the Narrator for Disco Elysium.
30 ("You can't escape!")

30 ("BE GONE!")

33 ("DESTROY!")

50 ("This will hurt.")

30 (Roundhouse Kick)

30 (Overhead Punch)

30 (Ground Pound)

HP: 200 None


Other

Enemy Description Damage type and amount Hit Points Damage Modifiers

Something Wicked
Something Wicked

  • Only seen in [ 0-S: SOMETHING WICKED ] and [ 4-3: A SHOT IN THE DARK ] during the challenge.
  • Makes its presence known with a prominent hissing sound.
  • Contact is lethal.
  • Cannot be killed. When shot, will teleport to a random location.
  • Cannot be spawned with the Spawner Arm.
  • Character model is a darkened, thinner version of the Cerberus model.
  • Only enemy encountered in a Secret level with a Terminal entry.
999 (Contact) HP: ∞ None

CancerousIcon
Cancerous Rodent

  • Only seen in [ 1-2: THE BURNING WORLD ].
  • Unable to attack. Slowly moves towards the player.
  • Has no Terminal entry.
  • Rreference to a YouTuber named Civvie11.
  • Has controversial sociopolitical opinions.
None HP: 0.1 Explosion - 0%

VeryCancerousIcon
Very Cancerous Rodent

  • Only seen in [ 1-2: THE BURNING WORLD ].
  • Able to attack. Is a stationary enemy.
  • Its only attack is a set of three green homing projectiles that explode on impact.
  • Has no Terminal entry.
  • Far larger than its counterpart.
  • Reference to a YouTuber named Civvie11.
  • Has very contrivercial sociopolitical opinions
20 (Exploding Homing Projectile) HP: 50 Slam - 200%

DruidKnightIcon
Mysterious Druid Knight (& Owl)

  • Only seen in [ 4-3: A SHOT IN THE DARK ].
  • Homage to Mandalore Herrington and Joy Young, who both voice the Knight and Owl respectively.
  • Boasts a staggering two attacks:
    • "Full Auto": Four bursts of projectiles.
    • "Fuller Auto": Large swarm of tracking projectiles.
  • Has 4 Phases, the most out of any boss.
    • Each Phase speeds up his attacks.
    • Enrages upon reaching Phase 3.
    • Becomes Sanded upon reaching Phase 4.
  • Has no Terminal entry.

25 (Full auto)

30 (Fuller auto)

HP: 20/20/20/20 None

Ben
Big Johninator

  • Only seen in [ 7-1: GARDEN OF FORKING PATHS ].
  • Borrows his AI from V2.
  • Fires barrages of rockets, an explosive beam similar to the Malicious Railcannon, and occasionally places landmines.
  • Originated as a boss and playable character in the 2013 reboot of Rise of the Triad and has since been present as an easter egg in many of New Blood's lineup of games.
  • Has no Terminal entry.
  • Rockets fired are similar to that of the player's Rocket Launcher, and are able to be frozen with the Rocket Launcher's Freezeframe variant.
  • His rockets are attracted to magnets, use this to your advantage.
  • Pulls a significant ammount of mindflayers

35 (Rockets and Landmines)

50 (Explosive Beam)

HP: 60 None

Puppeticon
Puppet

  • Only seen in [ 7-3: NO SOUND, NO MEMORY ].
  • In its first encounter, it resembles a featureless humanoid made of blood.
    • Model is sourced from the beta version of the Filth.
  • Subsequently mimics the appearance and attacks of a Filth, a Stray, and a Mannequin respectively in each of their encounters.
    • In this instance, they are not their own enemies, but rather a buff applied to the enemy, similar to Sand and Radiance.
  • Has no Terminal entry.
  • Dies of cringe when sanded
10 (Pathetic Melee)

Various (Attacks of copied enemies)

HP: 2.5 None

Trivia[]

  • Upon death, some enemies will spawn an eye giblet despite not having eyes.
  • Upon death, Gabriel, Minos Prime, Sisyphus Prime and the Minotaur cause the game to be temporarily slow down even if there are no arena exit doors for their death to reopen.

All items (53)

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