Name |
Icon |
Description
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Tumor
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- Floats in one place, blocking player's tears and dealing contact damage.
- Not required to be killed in order to clear the room.
- Comes in two variants — small and normal, with the latter being larger and having more health.
- Many other enemies have special interactions with Tumors.
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Flippant
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- Chases the player.
- Each time a Flippant or Flippant Pacer/Gusher in the room dies, all Flippants and Flippant Pacers/Gushers of the same color have a chance to flip, freezing in place and becoming intangible, while all Flippants and Flippant Pacers/Gushers of the opposite color become tangible and continue chasing.
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Flippant Pacer
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- Roams around the room aimlessly, dealing contact damage.
- Will swap alongside Flippants.
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Flippant Gusher
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- Roams around the room aimlessly, periodically firing short-range projectiles in random directions.
- Will swap alongside Flippants.
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Mongrel
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- Chases the player.
- Can pathfind through Wrap Walls to reach the player.
- Spawns 1-2 small Tumors upon death.
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Monger
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- Slowly chases after the player.
- Can pathfind through Wrap Walls to reach the player.
- Occasionally farts, spawning 2-3 small Tumors.
- On death, either spawns a medium Tumor or transforms into a Half Monger.
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Half Monger
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- Roams around the room randomly, leaving a trail of slowing creep.
- Periodically spawns 1-2 small Tumors.
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Anchorfish
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- The body roams around the room aimlessly, while the fish rotates around it in the clockwise direction.
- The radius and speed at which the fish rotates depends on the room layout.
- If damaged or approached, begins to chase the player.
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Selfish Knight
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- Roams around the room in cardinal directions, vulnerable to damage only by shooting the Steven face.
- Selfish Knights with white Steven faces move in the direction of that face, while Selfish Knights with black Steven faces move in the direction opposite to that face.
- When the player stands in front of the Steven face, Selfish Knight will perform a charge in that direction, regardless of what direction it was moving before.
- Upon hitting an obstacle, bounces back a bit and becomes briefly stunned.
- Each time a Selfish Knight in the room dies, all other Selfish Knights have a chance to flip their heads.
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Stevis
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- Roams around the room aimlessly, periodically creating a wavy line of dots on the ground and after a while sends down a line of projectiles that follow these dots.
- The dot line will attempt to path towards the player in one spot.
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Betus
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- Slides around the room randomly, leaving a trail of slowing creep.
- Occasionally performs a jump towards the player, leaving a larger puddle of creep upon landing.
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Family Baby
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- Slowly floats towards the player, periodically launching small Tumors at them.
- Occasionally disappears and causes a random Tumor in the room to glow white. Shortly after, Family Baby teleports onto the Tumor, destroying it and creating a ring of either 4 or 8 projectiles, depending on whether the Tumor was small or medium respectively.
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Sisyphus
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- Roams around the room, while the growth on its back periodically fires projectiles at the player.
- If there are Tumors in the room, moves towards them in order to suck them up.
- The growth on its back will grow slowly over time or once enough Tumors have been consumed.
- After sucking enough Tumors, the growth increases in size and now its projectiles will redirect themselves towards the player after traveling a certain distance.
- After sucking even more Tumors, the growth becomes so heavy that Sisyphus falls on the ground and becomes immobile, and the growth's projectiles can redirect themselves twice.
- Upon death, releases multiple small and medium Tumors, depending on the size of its growth.
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Carcinoma Heart
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- Attempts to avoid the player, releasing four small Tumors in cardinal directions when threatened.
- When summoning Tumors, if there are any Carcinoma Masks chained to the Heart, the Masks will be reeled back.
- On death, spawns a medium Tumor.
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Carcinoma Mask
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- Roams around the room somewhat freely, although sometimes chained to a Carcinoma Heart.
- Charges at the player when lined up with them.
- Unlike regular Masks, does not die when its corresponding Heart dies. Instead, only the chain will break and the Mask will continue to roam until all other enemies are killed.
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Kuko
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- Moves along either the horizontal or vertical axis and deals contact damage, reversing direction when it hits a rock or wall.
- On death, splits into two Kuko Jrs that travel in opposite directions perpendicularly to the original Kuko's trajectory.
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Kuko Jr.
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- Moves along either the horizontal or vertical axis and deals contact damage.
- Usually encountered when spawned from Kuko.
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Metabolite
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- Bounces diagonally around the room, collecting any Tumors on its path.
- Collected Tumors form a trail behind Metabolite.
- When damaged, sucks surrounding Tumors in, briefly increasing its collection range.
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Metabulon
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- Bounces around the room, collecting any Tumors on its path.
- Collected Tumors orbit around Metabulon on an orbit that gradually increases in radius.
- When damaged, sucks surrounding Tumors in, briefly increasing its collection range, while also resetting the radius of the orbiting Tumors.
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Rubber
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- Bounces up and down, being affected by gravity, which pulls it either towards the top or bottom of the room.
- Upon death, releases a ring of 6 projectiles.
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S. Blob
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- Slides around the room, periodically releasing four Continuum projectiles, alternating between shooting them in the cardinal or diagonal directions.
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Fecalection
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- Roams around the room, periodically creating inverted, semi-transparent copies of itself that trail behind it.
- Upon death, the copies create ghostly explosions, with the last copy of the trail releasing a triple shot of spectral projectiles aimed at the player.
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Frayer
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- At the start of the room, pairs with another enemy in the room, mirroring its position constantly.
- Occasionally flips and switches positions with its paired enemy, releasing a ring of four rotating projectiles when teleporting.
- If its paired enemy is killed first, it will leave the room.
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Mantis
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- Floats around the room, occasionally clapping its hands, triggering the "flipping" mechanics of any enemies which possess them in the room.
- The affected enemies are: Flippant, Flippant Pacer/Gusher, Selfish Knight, Fecalection, and Frayer.
- Not required to be killed for room clear.
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Moretug
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- Floats around the room. After a short period, produces 3 turret growths attached to itself aimed in various directions.
- The turrets then proceed to frequently fire projectiles in the directions they are facing while the Moretug continues to move around.
- If all the turrets are destroyed or if enough time passes, it will revert to its default form.
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Oswald
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- Remains stationary.
- Whenever another enemy dies while an Oswald is in the room, another Oswald is created in the spot it died.
- When killed or after all non-Oswald enemies have been killed, explodes into a ring of 8 Steven projectiles.
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Rewind
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- Moves alongside a specified axis, slowly gaining more and more speed until it becomes extremely fast.
- Explodes upon contact with a wall or obstacle, thus often encountered alongside Wrap Walls.
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Spookie
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- Remains stationary, periodically firing a line of 3 shots towards the player.
- Dissipates upon taking too much damage but does not die.
- Reappears after a short while, as long as there are other enemies alive.
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Ol' Spookie
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- Behaves the same as Spookie, but spawns 2 Spiders each time it disappears.
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Wailer
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- Can be either stationary, move alongside a specified axis, or travel alongside the outline of the room's walls and obstacles.
- While normally intangible, periodically puffs up, gaining the ability to block shots and deal contact damage for a short while, before returning to its original form.
- Immune to damage and not required for room clear.
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Ferryman
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- Polty variant which picks up Piles O' Bones and throws them at the player.
- If there are no Piles O' Bones in the room, leaves.
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Pile O' Bones
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- By default, remains stationary and periodically fires bones at the player if in line of sight.
- Can be picked up by Ferrymen, which causes it to fire bones more frequently.
- Immune to damage and not required for room clear.
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Ogle
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- Remains stationary and invulnerable, blocking enemy and player projectiles and dealing contact damage.
- Comes in various sizes, used mostly as another form of obstacle.
- Immune to damage and not required for room clear.
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Retinara
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- Remains stationary.
- If the player moves into its line of sight, it will begin to charge a laser that will perfectly track the player and deal damage to them after a while.
- If the player moves out of sight, the laser will be deactivated.
- Immune to damage and not required for room clear.
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Warp Pipe
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- Consists of two paired entities: a Head and an Ass.
- The Head will consume various enemies and redirect them to the Ass, which will launch them towards the player shortly after.
- Can consume Tumors, which will cause the Ass to release small volleys of projectiles towards the player.
- Immune to damage and not required for room clear.
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Ecomagnet
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- Immobile and invulnerable.
- Produces a constant field of force that pushes the players, enemies, and all projectiles away from them.
- Becomes disabled upon clearing the room.
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