Enemies
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"Wow, looks like a lot of spoilers on this page! There are a lot of fun surprises down here... you'd hate to accidentally ruin them." |
Enemies in Star of Providence are hostile entities that populate the Facility and often stand between the player and game victory. They are usually weaker than Mini-Bosses and Bosses. Many enemies display unique firing patterns and behaviors, utilize various projectiles, and drop Debris or Pickups upon death. Some enemies are unique to certain floors, but many can be found on several.
There are five sub-types that enemies are categorized into: Undead, Machines, Mages, Constructs, and Creatures. Every type excluding Creatures is susceptible to a specific weapon Keyword.
Each enemy also has a Bestiary entry available on the bulletin board in the Hub.
Enemy Mechanics
Red Bullets
Every projectile and hazard in Monolith deals exactly 1 point of damage unless it is absorbed by a Shield first. The only exception to this is Drdskull's guillotine, which deals 5 damage in Normal Mode and 100 damage in Hard Mode, effectively an instant kill. Some enemies fire red and black bullets that deal 2 points of damage instead of 1, and cause knockback. These are separate from blood bullets, like those fired by swarm Hosts.
Frost / Cold Bullets
Some enemies, especially those found in Maintenance System, fire blue bullets that slow the player down if they get hit by them. The Weatherproof Upgrade will negate this slowing effect, but not the normal damage dealt along with it.
Halos
Rarely, an enemy will spawn with (or be given) a colored Halo. Enemies seen wearing Halos will gain an additional power based on its color. Interestingly, Halos can also rarely be seen attached to an Aegis.
- Red: Makes the enemy affected act like a Malice Engine, emitting an aura in which enemies release bullets on death, including the Halo enemy itself.
- Orange: Makes the enemy fire 3-4 shots independent of its normal attack patterns.
- Green: Pulls the player towards the Halo.
- Blue: Spawns several Swarmers (see Creatures section) upon the death of the Halo's bearer. Cannot affect Swarmers, unlike other Halos.
Aegis
Some rooms contain enemies equipped with an Aegis, a reflective shield that slowly lines up with the player. If the player shoots the Aegis, small bullets will be fired back at them (regardless of what bullet type was initially fired). Aegises are indestructible, so players will have to work their way behind them in order to shoot the enemy that they protect.
In harder areas such as Secret Rooms, Danger Rooms, Breaches, Unknown, Nowhere, and the The Temple, some will be upgraded to reflect bullets into homing purple stars. These upgraded Aegises have an orange hue, and are known as Eternal Aegises.
All Enemies
Enemies may have additional patterns depending on the difficulty being played and whether Looping is enabled. These differences are notated where applicable.
Undead
Name | HP | Debris | Bestiary Entry | Behavior and Notes |
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Chases the player via the shortest route available.
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Targets the player's position when it wakes, then explodes into destructible bullets upon reaching it.
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Chases the player via the shortest route available. Fires a revenge bullet upon death.
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Something is lost forever." |
Chases the player via the shortest route available. Fires a burst of three revenge bullets upon death, two of which are destructible.
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Feel like you lost all sense of identity? Join the ring today!" |
Chases the player via the shortest route available. Instead of chasing the player, smaller Ghosts will choose to revolve around the Giant Ghost until it is destroyed. Fires a burst of revenge bullets upon death.
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Chases the player via the shortest route available. Instead of chasing the player, smaller Ghosts will choose to revolve around the Giant Ice Ghost until it is destroyed. Fires a burst of revenge bullets upon death.
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The essence of the past, burned to make future." |
Slowly chases the player, capable of passing through any obstacles in its path. Slowly blinks in and out of visibility. Cannot be possessed by Possessors.
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It's the ghosts, then you, then me, then the cat now." |
Avoids the player while spawning Ghosts to attack them, occasionally firing bullets at them. Cannot spawn more than one Ghost at a time, continuing to fire projectiles at the player until it is killed. Cannot attack if the player is too close to them. Does not deal contact damage.
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Avoids the player, occasionally firing a rapid volley of bullets. Cannot attack if the player is too close to them. All bullets fired by a Wiseguy travel very fast, making sustained combat difficult without cover. Has trouble firing directly upwards or downwards.
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Wanders around the room and occasionally lets out a scream that produces a full circle of destructible bullets. | |||
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Is divided into segments. If at least one segment remains, will either fire multiple projectiles directed at the player, or more projectiles from the center of its position outwards. When each segment is destroyed, releases 1-2 Ghosts at the player, and when all are gone, Legion's core is revealed, beginning to fire bullets outwards as it moves towards the player.
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Is divided into segments. If at least one segment remains, will either fire multiple cold projectiles directed at the player, or more cold projectiles (as well as Icicles) from the center of its position outwards. When each segment is destroyed, releases 1-2 Ice Ghosts at the player, and when all are gone, Glacial Legion's core is revealed, beginning to fire cold bullets outwards as it moves towards the player.
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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. | |||
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Follows the player and slams its mace into the ground, producing a series of bullets around where the mace struck.
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Fires a single homing shot towards the player when within line of sight.
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Fires three fire shots with flaming trails at the player in a trident pattern.
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Spawns with its eyes closed. When it opens them, fires three diamond-shaped bullets at the player that go through solid walls. Attempts to predict player movement. Can only be damaged while its eyes are open. | ||||
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If it does not have line of sight to the player, places a sigil over the player that explodes a moment later. If it can see the player, will fire 3-4 fire bullets at them with a flaming trail that deals damage upon contact.
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Releases orbs that create lasers when they touch a wall. Lasers are directed orthogonal to the wall. Can also fire a massive field of bullets outwards in all directions.
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Fires a flaming orb at the player, along with six smaller flames at the orb's sides. When this orb hits a wall, it causes flames to wrap around its perimeter, shooting slow fire projectiles at the player.
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Emerges from a pile of bones and proceeds to toss bones in an arc at the player. Bonelings will continue to emerge from bone piles until the piles have been destroyed or all enemies in the room have been killed, including Bonelings. They cannot move, and when the pile a Boneling is on is destroyed, the Boneling is instantly killed. Can sometimes spawn with an alternate sprite. | |||
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Hovers at the top of the room, occasionally spewing a stream of fire bullets downwards as it moves towards the player. Can fire an alternate attack, where fire bullets gush out of the top of its head like a volcano.
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Hovers at a distance horizontal to the player, and occasionally shoots a spread of laser bullets. Sometimes stops moving, and then quickly charges off screen in the direction it was facing, leaving a trail of bones fired upward and behind itself, before reappearing from the other side of the screen.
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Occasionally fires a slow gaseous bullet toward the player. Upon death, will generate four gaseous bullets that travel in a cross or X formation. Gaseous bullets are considered environmental hazards, thus using the Weatherproof Upgrade negates their damage and makes Noxious Dead completely harmless (they deal no contact damage). Noxious Dead are still able to fire while preparing to release their death attack.
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Effectively a Mini-Boss, though will also be found as an NPC in shops on the floor where it appears. Fires bullets at the player, and spawns lines that themselves fire Railgun shots. It is possible to safely get behind the Cavalier and damage it, though it will eventually dash to the other side of the room.
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Mechs
Name | HP | Debris | Bestiary Entry | Behavior and Notes |
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Dashes towards the player's position. If the player is within line of sight, fires a spread of bullets at them once. If they are not, continues dashing until it lines up with them. | |||
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Moves back and forth along a linear path, occasionally firing a bullet at the player. Destroying or moving a block in the way will change its path. Delay between each fired shot is randomized to a nearly unnoticeable degree. | |||
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Fires a spread of three bullets in a spiral pattern.
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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. | |||
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Fires a stream of bullets at the player, with 4 shots concentrated in the middle and 10 more around them in a wider arc. Eternal Sentinels spawn with an orange Halo that fires 3 additional projectiles independently of their attack, switching to another enemy upon the Eternal Sentinel's death.
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Shivers when in direct line of sight of the player, and fires a single bullet toward them. Rare variant is a little tougher and fires laser spike bullets instead.
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Shivers when in direct line of sight of the player, and fires a single bouncy frost bullet toward them.
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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.
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Passively invincible, becomes vulnerable when attacking the player. Attempts to anticipate where the player will move by leading its revolver shots.
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Fires three blood bullets at the player, and teleports closer to them if it doesn't have line of sight to them. | |||
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Chases the player via the shortest route available. Explodes into six large bullets on death.
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Chases the player via the shortest route available. Shoots six electric beams that reach across the room on death.
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Chases the player via the shortest route available. Explodes into six large bullets on death, along with a storm of destructible fire bullets that eventually disappear.
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Fires a laser spike burst at the player if they are within line of sight.
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Passively swims back and forth through water, but still deals contact damage. | |||
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Swims back and forth through water, but will leap towards the player if they are directly above it within a certain range. | |||
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Is fixed to the surface it is found on. Can still be damaged if its shutter is closed. Deals no contact damage. Fires a burst of three bullets aimed at the player when it has direct line of sight to them.
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Has four forms, each with their own unique attack:
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Crawls along the wall it is attached to until it aligns with the player. It then stops and shoots a fire projectile straight ahead. Dies if the wall upon which it crawled is destroyed.
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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. | |||
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Has multiple attacks and functions that resemble the player's own ship. Can fire a burst of three Vulcan-like shots, a continuous laser in a straight pattern, or dash away to avoid damage. | |||
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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.
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Fires a series of projectiles at the player, then dashes away into the background.
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Stationary enemy. Releases Ghosts, Ice Ghosts, and Crazy Ghosts upon death. Slowly takes damage over time. | |||
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They are after the ghosts - not you, unless you give them a reason." |
Fires double damage bullets in a wide spread pattern outwards, as well as two bigger double damage projectiles towards the player.
Releases its Soul Tank upon death, spawning 2-4 Ghosts, Ice Ghosts, or Crazy Ghosts.
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Fires double damage bullets in a wide spread pattern outwards, as well as two bigger double damage projectiles towards the player. Will also let Crazy Ghosts out on occasion.
Releases its Soul Tank upon death, spawning 2-4 Ghosts, Ice Ghosts, Crazy Ghosts, or Lost Souls.
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Stationary until woken by the player. After waking, flaps after the player, dealing damage upon contact. | |||
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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.
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Fires large bullets similar to smaller Skullies. Also occasionally releases a burst of several clumped bullets when it is horizontally aligned with the player.
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Swims in water and fires a spread of three bullets aimed at the player. Will swim towards the player if they're inside the water.
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Will teleport to a location within line of sight of the player, then open and fire thick bursts of fire bullets in all directions. Is only vulnerable when open. When reaching 0 health, instead of dying, will finish its attack and then teleport to the player location and self-destruct, creating a storm of fire bullets that slow down as they travel. | |||
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Effectively a Mini-Boss, but can be found in normal rooms and as an NPC in shops. Has several bomb-themed attacks, and can charge up a large laser. Drops 4-6 special or double bomb pickups upon death. | |||
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This slime shows potential to harm, but also to heal." |
Effectively a Mini-Boss, but can be found in normal rooms and as an NPC in shops. Fires syringes, and can throw canisters containing jellies or waves of toxic gas. Drops health items upon defeat. | ||
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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. |
Constructs
Name | HP | Debris | Bestiary Entry | Behavior and Notes |
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Fires two shots in a spread from each of its tips. | |||
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Please bring warm robes." |
Fires ten bullets in a pentagon shape. | ||
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It goes on and on and on and on..." |
Fires a massive spread of bullets shaped like itself, then teleports.
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Fires at the player in a burst of projectiles around itself that resembles a diamond with large bullets at its tips.
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Fires a large bullet at the player and recoils back.
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Fires an Icicle-like bullet along with two additional cold bullets.
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Fires spreads of bullets at the player. When it does not have line of sight to them, fires bullets in all direction that wrap around the screen and go through blocks, similar to the player's weapons when they have the Phasing Keyword. Even when in line of sight, there is a 1/6 chance that any given attack will become the phasing attack.
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Charges up and fires a gigalaser at the player that phases through all blocks, but doesn't wrap the screen, and summons several bullets around itself when firing. This causes it to recoil back, much like Chamberheads. Does not need line of sight to the player to attack.
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Teleports in and out of visibility, firing three streams of bullets when it reappears. Can only be damaged when open. Deals no contact damage.
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Teleports in and out of visibility, firing five streams of bullets when it reappears. Can only be damaged when open. Deals no contact damage.
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Teleports in and out of visibility, utilizes one of two attacks as it reappears: one has it firing bullets in a star shape from its center outwards, another has it firing in a spiral around itself while sucking the player in. Can only be damaged while open. Deals no contact damage.
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Teleports in and out of visibility, projecting and then firing a sweeping laser in the direction of the player when it reappears. Does no contact damage.
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Teleports in and out of visibility, projecting and then firing two inward-sweeping lasers in the direction of the player when it reappears. Bullets emerge from the lasers as they connect with the wall. Does no contact damage.
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Will travel in a direction until they hit a wall or another Bumper, in which case they bounce off of what they hit and continue in the opposite direction. They can also be slightly redirected by shooting them. On death, will generate a ring of bullets that travel outward, most of which are destructible, the indestructible bullets being the ones directed closest to the player.
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Stationary enemy. Rhythmically fires bullets above, below, left, and right of itself.
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Dashes at the player, firing bullets in its wake upon doing so. Only attacks when another Martyr is killed. After attacking, another Martyr must be killed for the Martyrs to attack again. Almost always appear in groups.
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Moves around the room while firing bullets in a spiral pattern. Occasionally dashes towards the player while producing more bullets.
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Bounces around the room, firing bullets when it connects with a wall or another bouncy enemy. When a Martyrball is killed, all Martyrballs in the room accelerate rapidly.
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Has two attacks: one has it firing bullets around it in a spread pattern, and another has it firing an Icicle that leaves a wake of cold bullets, splitting into more bullets upon contact with a wall.
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Stationary enemy. Creates an aura around itself. Enemies that are killed in this field will generate revenge bullets on death.
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Sends out a targeting reticle that follows the player. If the reticle overlaps with the player while line of sight with the Bane Engine is broken, the Bane Engine will fire several large explosions at them, tracking their movement while doing so and concluding its assault shortly after. If the Bane Engine has line of sight with the player, it will instead fire a stream of large bullets. | |||
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Stationary enemy. Creates a field around itself. Terrain within this field will occasionally fire bullets at the player. Terrain in the area is tinted red and destructible dust blocks become eye blocks.
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Stationary enemy. Occasionally fires an electric beam at the player, if they are within its field of view.
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Stationary enemy. Transistors are sprawled out among a room in a large circuit with other smaller transistors. The main transistor sends electric currents through the circuit to the smaller transistors. These cause contact damage as they travel. When the currents make contact with the smaller transistors, they expel an electric charge bullet at the player. Killing the smaller transistors cuts off parts of the circuit, making the room safer, while killing the large transistor destroys the entire entity. Some rooms have smaller transistors connected to multiple large transistors. In those cases, all large transistors connected to a small node must be destroyed for the small node to die by disconnection.
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A N D Y O U A R E N O T A P A R T O F I T ." |
Spawn into the level is slightly delayed. Has two attacks: either releases a massive wave of bullets around itself that requires cover to avoid, or rapidly creates sigils at the player's location that explode after a short while.
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Disguises as a normal block, and awakens when all other enemies are killed. Chases the player, leaving a trail of bullets in its wake.
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Disguises as a large block, and awakens when all other enemies are killed. Slowly chases the player, leaving a spread of three bullets in its wake.
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Disguises as a suspiciously massive block, and awakens when all other enemies are killed. Stays in place and fires a tight spread of bullets around the room. | |||
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Slowly pursues the player. When it takes damage, it will reflect back all shots taken as small Vulcan-like bullets regardless of the type of bullet type fired.
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A statue that holds two weapons with individual hitboxes and HP. The sword weapon generates a wave of four sword projectiles, while the wand shoots four homing bullets toward the player. Can hold two of the same weapon. The statue itself acts as room tiles and is indestructible.
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Shoots bullets toward the player and then slowly around itself, with the occasional homing bullet. Invulnerable until all other enemies in the room are dead, excluding other Power Orbs. When all other enemies in the room are dead, the orb cracks and the bullet ring that it fires is denser, and it shoots more homing bullets. | |||
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Has three forms that all lunge at the player after hovering in place for a while, leaving a stream of blood bullets in their wake, bursting into more bullets as they hit a wall.
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Has two attacks: one has it firing a stream of railgun shots into the air, which then rain down upon the room from above; the other has it firing a laser at the player with bullets emanating from the Holy Rod and outwards. | |||
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Shoots an orb at the player that, when it hits the wall, fires a large laser that travels from the point of impact to the next wall perpendicular to it. Dominion generates a ring of bullets around itself as it does so.
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Effectively a Mini-Boss, but can be found in normal rooms and as an NPC in shops. Is defeated by destroying the crystals that make up its ring. When only one is left, it will become significantly more dangerous. Drops a Cartridge when defeated. |
Mages
Name | HP | Debris | Bestiary Entry | Behavior and Notes |
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Proper, straight aim prevents friendly fire." |
When the player moves directly horizontal or vertical of the Electromancer, it will shoot an electric beam along that axis.
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Fires an electric beam at the player's position.
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Teleports to a random spot and summons several copies of itself, each firing an electric beam at the player, as well as summoning a circle of 5 bullets before vanishing. The real Vardimancer can be identified by looking for the copy that hasn't shot at the player. Fakes have an HP bar and cannot be distinguished from the real Vardimancer using Scanner. Fakes will still execute their attack even if the real Vardimancer is dead, and are considered real enemies for room completion. Damaging a fake will cause it to spawn its circle of bullets and disappear.
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Too many blunt trauma incidents." |
Drops Icicles on the player. Instead of being killed when hit by an Icicle, the Icicle breaks when it hits the Cryomancer, and releases bullets downwards (this applies to all Ice Mages).
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Fires cold bullets from its position outwards. Bullets bounce once when hitting a wall. Instead of being killed when hit by an Icicle, the Icicle breaks when it hits the Iceweaver, and releases bullets downwards (this applies to all Ice Mages).
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Has two attacks: one fires a burst of four projectiles in a line around the Prismancer; if the player is within direct line of sight they will get slowed as if hit by a cold bullet. The second attack fires an ice chunk at the player that can bounce off walls twice, splitting into more bullets as it collides with them. Instead of being killed when hit by an Icicle, the Icicle breaks when it hits the Prismancer, and releases bullets downwards (this applies to all Ice Mages).
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Fires a fireball at the player's position that leaves a trail and splits into bullets when it hits a wall.
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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).
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Has two attacks: the first fires a large projectile at the player along with smaller secondary ones, with the large projectile then exploding into more bullets upon impact with the wall. The second attack places three exploding sigils around the room at random, releasing multiple bullets after the explosion outwards in a wide spread pattern.
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Creates and directs an indestructible block towards the player, which releases bullets when it hits a wall. Does not need line of sight. Geomancers cannot be affected by moving blocks, and will simply pass through them (this applies to all Earth Mages).
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Destroys a random exposed block in the room, making it shatter into several bullets. If there are no blocks available, the attack will be instead released from the Earthbreaker itself. Many rooms require them to destroy a block sealing them off from the rest of the room to defeat them. Earthbreakers cannot be affected by moving blocks, and will simply pass through them (this applies to all Earth Mages).
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Archaeomancers create indestructible blocks around the room that fire at the player. When an Archaeomancer dies, all blocks summoned by the specific Archaeomancer will be destroyed. Archaeomancers cannot be affected by moving blocks, and will simply pass through them (this applies to all Earth Mages).
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From death, power. From power, life again." |
Fires eight blood shots around itself. When an enemy is defeated with a Necromancer in the room, it may become a light blue Ghost that will begin steadily hovering towards them. If a Necromancer absorbs the Ghost, it can summon the original enemy, indicated by a red tint. Ghosts are considered hostile enemies for room clearing purposes, but are otherwise completely harmless to the player, never firing or dealing contact damage. Necromancers cannot revive other Necromancers. | ||
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Projects an aura that grants each enemy within it a red Halo, each enemy then creating their own auras. Will always spawn a single revenge bullet upon death. | |||
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Made whole. Trapped." |
Fires a laser toward the player, with bullets emanating from the laser, and then around the Mage. Will slightly alter aim depending on where the player is moving.
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Fires a laser toward the player, with bullets emanating from the laser, and then around the Mage. Bullets will fire parallel from the laser similar to a laser weapon with the Pulsewaves Keyword. Will slightly alter aim depending on where the player is moving.
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Has several attacks related to each of the four types of magic used by the basic Mage lineages in the Facility.
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Fires six homing shots at the player.
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Can use almost any attack from an enemy of the Mage Type, as well as several additional ones found nowhere else or from seemingly unrelated enemies.
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Releases five large orbs that rotate in a circle around it while expanding and contracting. When the Ghost Wizard dies, the bullets continue in the trajectories they were traveling at, quickly accelerating outwards.
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Fires six large bullets in a stream towards the player.
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Effectively a Mini-Boss. Spawns four Block Locks in three waves that must be destroyed each time for the Ascended One to enter a vulnerable state. After all Block Locks are destroyed, the player must hit the Ascended One once to kill it. Fires large bouncy orbs that home in on the player, but can be pushed back by shooting at them (or with Bombs). When hitting a wall, the bouncy orbs will fire their own projectiles at the player. Each Block Lock wave completed spawns an additional bouncy orb into the room. Drops a random Unique Weapon when defeated, or a Cartridge when playing as Chaos or Skully.
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Creatures
Name | HP | Debris | Bestiary Entry | Behavior and Notes |
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Chases the player. Very weak, but comes in large numbers. | |||
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Moves around slowly, and fires a ring of blood bullets when damaged. Summons Swarmers on death.
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Chases the player, very weak. | |||
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Bounces around the room and towards the player. Sometimes has a face. | |||
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Repeatedly fires three bullets at the player as it slowly moves towards them. After a while will enrage and release a burst of bullets around itself. While alive, the background of the room will be pitch black.
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Fires bursts of bullets around itself similarly to the burst attacks of Presence, without larger blue bullets. While alive, the background of the room will be pitch black. Clears the room of its projectiles once it dies; this can be used to clear the projectiles of other Insubstantials in the same room even if they are still alive. | |||
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Most of them are just killed by fireflies though." |
Spawns in a swarm of four. Chases the player via the shortest route available. Has high health relatively to the numbers it comes in.
If allowed to chase the player for long enough, will target a spot in its flight path with a red mark similar to a Crazy Ghost; will then self-destruct upon reaching this spot, firing five diamond shots at the player. | ||
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THEY WATCH ME DIE" |
Instead of regular damage, spr_eatr's attacks reduce the player's Max HP. Only found in the walled-off path inside The Temple. If the player is attempting to view spr_eater's entry in the bestiary it will instead show another enemy. Rarely it will cause the screen to freeze showing spr_eatr in several other enemy portraits, afterwards causing the game to reset. |
Star of Providence | ||||
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