Excavation
Floor # | 1 |
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Music | 'Tonal Dissonance' 'Against All Odds' |
# of Mini-Bosses | 1 |
Mini-Bosses | Pollyp, Chomper, Quadcore, Heavy Crawler |
Bosses | Guardian, Ringleader, Chamberlord, Grinder |
Excavation is the first floor of the Facility. As its name implies, this floor was uncovered and excavated after a cataclysmic event caused the ruin of the Facility in the past. Enemies encountered on this floor are predominantly of the Undead type, and a Bestiary entry states that they have created some semblance of a society there. Since it is the jumping-off point for a player's run, its enemies and obstacles are fairly straightforward and manageable.
Enemies
These are all the enemies that can appear in the Excavation, excluding some very rare enemies that are more common on later floors.
Name | HP | Debris | Bestiary Entry | Behavior and Notes |
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Chases the player via the shortest route available.
Hard Mode: Fires a revenge bullet at the player upon death. Looping: Releases a backblast of destructible bullets upon death. Each loop adds an additional bullet; eventually, the bullets in the ring closest to the player become indestructible. | ||||
Targets the player's position when it wakes, then explodes into destructible bullets upon reaching it.
Hard Mode: Targeting reticle continuously moves toward the player's current position. Looping: Releases more bullets upon death. Each loop adds an additional bullet. | ||||
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.
Hard Mode: Revenge bullets arc slightly as they travel through the air. Looping: Shoots a bullet at the player as it moves towards them. Each loop adds an additional revenge bullet released upon death. | |||
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.
Hard Mode: In addition to the bullet volleys, fires a large fireball with a flaming trail that splits into bullets upon contact with a wall. | ||||
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. | ||||
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. | ||||
Fires a spread of three bullets in a spiral pattern.
Hard Mode: Fires an additional fire bullet for each burst. Looping: Activates faster, fires more frequently, and fires more projectiles with each loop. | ||||
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.
Hard Mode: Normal variant can sometimes shoot two bullets instead of one. Rare variant can fire four laser spikes in a spread pattern. | ||||
Chases the player via the shortest route available. Explodes into six large bullets on death.
Hard Mode: The bullets released on death will sometimes have their angle offset, changing where the safe spots are. Looping: Releases a trail of bullets as it enters a broken state. Bullets become more tightly knit with each loop. | ||||
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.
Hard Mode: Fires a burst of five bullets instead. Looping: Every few loops, another projectile is added to the burst. | ||||
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.
Hard Mode: Crawls along the wall much faster. Bullet velocity increased. Looping: Each loop adds an additional bullet that deviates from the original projectile, up to a total of six. Fires faster each loop. | ||||
Stationary until woken by the player. After waking, flaps after the player dealing damage upon contact. | ||||
Fires large bullets similar to smaller Skullies. Also occasionally releases a burst of several clumped bullets when it is horizontally aligned with the player.
Hard Mode: The large bullet releases two secondary bullets twice as it flies through the air. Looping: Fires more frequently, secondary attack features more projectiles with each loop. | ||||
Fires two shots in a spread from each of its tips. | ||||
Fires a large bullet at the player and recoils back.
Hard Mode: Fires a chain of three large bullets that get progressively smaller. Looping: Fires more projectiles around itself in addition to the large bullet. Each loop, the projectile aimed at the player gets faster. | ||||
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.
Hard Mode: Bullets emerge from the laser as well, similar to a player's laser when it contains the Pulsewave Keyword. Looping: Each loop, the area of effect of the sweep attack is increased. | ||||
Stationary enemy. Creates an aura around itself. Enemies that are killed in this field will generate revenge bullets on death.
Looping: Aura gets wider with each loop, eventually covering the entire screen. | ||||
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.
Hard Mode: Fires four additional bullets diagonally as it shoots the beam, with those diagonal bullets slightly biased towards the pair of cardinal direction that the beam was fired along. | |||
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).
Hard Mode: Fires six additional cold bullets from its position outwards. | |||
Fires a fireball at the player's position that leaves a trail and splits into bullets when it hits a wall.
Hard Mode: Fires two additional fire bullets that have a damaging fire trail diagonally. Looping: Fireball splits into more projectiles with each loop. | ||||
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).
Hard Mode: Spawned blocks will have a spike attached to them. Looping: Each loop adds an additional bullet released from the block. | ||||
Chases the player. Very weak, but comes in large numbers. | ||||
Moves around slowly, and fires a ring of blood bullets when damaged. Summons Swarmers on death.
Hard Mode: Projectiles travel slightly faster through the air. Looping: Fires more projectiles around itself with each loop. Damage threshold to release said projectiles is also lowered with each loop. | ||||
Chases the player, very weak. | ||||
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.
Hard Mode: Spawns with an Aegis that changes its angle with Cavalier's movement. |
Mini-Bosses
Pollyp | Chomper | Heavy Crawler | Quadcore |
Bosses
Notes
- A different musical track plays on Excavation depending on whether the player is playing on Normal or Hard mode.
Star of Providence | ||||
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