Bellows
Floor # | 4 |
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Music | 'Fire in the Hole' |
# of Mini-Bosses | 2 |
Mini-Bosses | Funnel, Overseer, Combat Orb, Interceptor |
Bosses | Reactor, Ordinator, Firewall, Nightmare |
Bellows is the fourth floor of the facility. The Bellows introduces several new fire variants of enemies, and contains an unusually high number of machines. Bellows marks a noticeable difficulty spike compared to previous floors, as the player is nearing the end of their run.
Enemies
These are all the new enemies that can appear in the Bellows, not including enemies from previous floors.
Name | HP | Debris | Bestiary Entry | Behavior and Notes |
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The Possessor container chases after the player via the shortest route available, dealing damage if it comes in contact with them. Once broken, it reveals the Possessor inside, who then tracks down the nearest enemy and possesses them. Possessed enemies are indicated via a dark red tone, and have their health doubled, have their loop increased, and gain faster movement and attack speeds.
If there are no enemies in the room to possess, the Possessor chases the player down via the nearest route available. Deals double damage upon contact, much like a Red Bullet. Possessors cannot possess other Possessors, or Eternal Gestalts. | ||||
Fires a long burst of fire bullets at the player. Loses its shell at half health, changing its attack pattern to firing a thin stream of blood bullets at the player, along with small rings of blood bullets around itself. | ||||
Shivers when in direct line of sight of the player, and fires a single flaming bullet at the player. The bullet has a short flame trail that hurts the player on contact.
Hard Mode: Fires three additional bullets in random directions that do not have a flaming trail. | ||||
Passively invincible, becomes vulnerable when attacking the player. Attempts to anticipate where the player will move by leading its revolver shots.
Hard Mode: Will occasionally fire 3-4 projectiles one on top of the other, with some of them being heavy revolver shots. This will cause it to recoil away from the player. | ||||
Has four forms, each with their own unique attack:
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A stationary enemy. If the player is within its field of vision, will fire a sustained burst of bullets at them from its eye, then continue periodically shooting four projectiles in a set pattern. The Pipeipide is composed of multiple segments, but can only be killed by destroying its eye. Separating a segment from the eye will destroy that segment. No part of the Pepeipede is bound to a wall. | ||||
Has two attacks: one has it shooting fire bullets at a consistent spread pattern and velocity outwards, the other has it firing a large fire projectile towards the player alongside a few smaller ones, splitting into more bullets upon contact with a wall. Constantly moves toward the player.
Hard Mode: First attack has longer bursts of bullets, second attack fires more bullets along the larger projectile. | ||||
Fires a series of projectiles at the player, then dashes away into the background.
Hard Mode: Upon death, dashes into the background and attempts to crash into the player as it reappears. | ||||
Stationary until woken by the player. After waking, flaps after the player dealing damage upon contact, while also leaving a trail of fire in its wake that deals damage too.
Looping: Moves slightly faster, and the flaming trail gets slightly longer with each loop. | ||||
Teleports in and out of visibility, firing five streams of bullets when it reappears. Can only be damaged when open. Deals no contact damage.
Hard Mode: Fires a spread of bullets outwards as it teleports away. Looping: Stream of bullets widens with more projectiles with each loop. | ||||
Stationary enemy. Rhythmically fires bullets above, below, left, and right of itself.
Hard Mode: Also fires bullets in a ring outwards upon death. | ||||
Moves around the room while firing bullets in a spiral pattern. Occasionally dashes towards the player while producing more bullets.
Looping: Dashes are faster and produce more projectiles with each loop. | ||||
Stationary enemy. Occasionally fires an electric beam at the player, if they are within its field of view.
Hard Mode: The laser fired is not an electric one, and thus cannot be blocked by the Voltaic/Weatherproof Upgrade. | ||||
Loser magic: 0" |
Summons a storm of both regular bullets and fire bullets that decay and disappear after a short distance. Fireballs fired by enemies do not pass through Infernalists, and instead break into several fire bullets in the direction the fireball was traveling (this applies to all Fire Mages besides Pyromancers).
Hard Mode: Decaying fire bullets will be replaced with regular bullets that do not disappear until they make contact with a wall. | |||
Effectively a Mini-Boss, but can be found in normal rooms and as an NPC in shops. Summons waves of indestructible bats, and can fire screeches that travel at varying speeds, flooding the room. Drops a map pickup and creates several dug-up rooms upon defeat. |
Mini-Bosses
Funnel | Overseer | Combat Orb | Interceptor |
Bosses
Star of Providence | ||||
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