ENEMIES.ITXT:
HUSKS:
FILTH
A PHYSICAL MANIFESTATION OF THE SOULS OF THE
DAMNED. PHYSICAL FORM IS DEPENDENT ON PUBLIC
CONSCIOUSNESS. FILTH ARE THE LOWEST RANK, THEY
ARE NOT REMEMBERED, THEY CANNOT FORM A COMPLETE
PHYSICAL MANIFESTATION AND THEREFORE HAVE A LOW
INTELLIGENCE, ONLY DRIVEN BY HUNGER.
FIRST SEEN: 0-1: INTO THE FIRE
TYPE: LESSER HUSK
BEHAVIOR: RUNS WITHOUT THOUGHT.
ATTACKS: BITING LUNGE.
STRENGTHS: EASILY FORGETTABLE, STRONGER IN
NUMBERS.
WEAKNESSES: LOW STRENGTH AND HEALTH.
STRATEGIES: GATHER IN NUMBERS AND ELIMINATE
ALL AT ONCE.
STRAY
ALSO A PHYSICAL MANIFESTATION OF THE SOULS OF THE
DAMNED. STRAYS ALSO HAVE A LOW INTELLIGENCE LIKE
FILTH. THEY CHANNEL HELL ENERGY TO ATTACK.
FIRST SEEN: 0-1: INTO THE FIRE
TYPE: LESSER HUSK
BEHAVIOR: STANDS A DISTANCE AWAY, MOVES WHEN
NEEDED.
ATTACKS: FIRES SINGLE PROJECTILES.
STRENGTHS: FORGETTABLE, STRONGER IN NUMBERS, TEND
TO NOT GATHER.
WEAKNESSES: LOW HEALTH, DOES NOT FACTOR VELOCITY.
STRATEGIES: PARRY PROJECTILES OR REVOLVER
HEADSHOTS. SHOOT DURING CHARGE UP TO INTERRUPT
AND EXPLODE.
SCHISM
ALSO A PHYSICAL MANIFESTATION OF THE SOULS OF
THE DAMNED. A RESULT OF TWO SOULS ATTEMPTING TO
MANIFEST IN THE SAME SPACE, THE RESULT IS AN
AMALGAMATION OF TWO BODIES.
FIRST SEEN: 0-3: DOUBLE DOWN
TYPE: GREATER HUSK
BEHAVIOR: STANDS A DISTANCE AWAY, UNLIKE STRAYS,
DOES NOT MOVE.
ATTACKS: FIRES THREE PROJECTILES IN A HORIZONTAL
OR VERTICAL LINE.
STRENGTHS: LARGER HEALTH.
WEAKNESSES: DOES NOT MOVE.
STRATEGIES: NOT A PRIMARY TARGET DUE TO POOR AIM.
PRIMARY SHOTGUN SHOTS DEAL DEVASTATING DAMAGE.
PARRYING ATTACK CAN INSTANTLY KILL.
SOLDIER
AN AUGMENTED VERSION OF A STRAY WITH TECHNOLOGICAL
IMPLANTS FROM BROKEN MACHINES, EMPOWERING THEIR HELL
ENERGY CHANNELING. INTELLIGENCE IS STILL LOW.
FIRST SEEN: 2-2: DEATH AT 20,000 VOLTS
TYPE: GREATER HUSK
BEHAVIOR: STANDS A DISTANCE AWAY, MOVES WHEN NEEDED.
ATTACKS: FIRES FOUR OR SIX PROJECTILES IN A PENTAGONAL
FORMATION. KICKS WITH PROSTHETIC LEG WHEN NECESSARY.
STRENGTHS: LARGE PROJECTILE AMOUNT, AUGMENTATIONS CAN
WITHSTAND EXTERNAL EXPLOSIONS.
WEAKNESSES: CHARGES IN FRONT, NOT ABOVE.
STRATEGIES: IT IS EASIER TO HIT A PRECISE SHOT ON A
FRONT-CHARGING ENEMY FOR AN EXPLOSION KILL. GO FOR ONE
WHEN AVAILABLE. OTHERWISE, SHOTGUN IS A GOOD CHOICE.
STALKER
SOULS DAMNED TO GREED, PUNISHED TO CARRY HEAVY BOULDERS
UP MANKIND'S MONUMENTS FOR ALL ETERNITY. THEIR BODIES
HAVE GROWN AND EVOLVED TO BETTER SUIT THIS PUNISHMENT
OVER TIME. AN UNIDENTIFIABLE FORCE HAS REPLACED THE
BOULDERS WITH SAND FILLED BOMBS.
FIRST SEEN: 4-2: GOD DAMN THE SUN
TYPE: LESSER HUSK
BEHAVIOR: WALKS TO ENEMIES.
ATTACKS: DOES NOT ATTACK, BUT DETONATES A BOMB THAT
TRANSFORMS BLOOD TO SAND, HELPING THE ENEMIES.
STRENGTHS: FORGETTABLE.
WEAKNESSES: WALKS SLOWLY.
STRATEGIES: PAY ATTENTION TO BOMB COLORS. GREEN SHOWS ON
SPAWN, YELLOW MEANS IT IS READY TO EXPLODE, RED MEANS IT
IS PREPARING TO DETONATE. BOMB BRIGHTNESS REFLECTS
STALKER HEALTH. IF TOO CLOSE TO AN ENEMY, THEY CAN BE
SLAMMED AIRBORNE AND MANUALLY DETONATED VIA KILL FROM
THERE, AS THE EXPLOSION IS MOSTLY HORIZONTAL.
SISYPHEAN INSURRECTIONIST
A HUSK GATHERED BY KING SISYPHUS FOR HIS ARMY FOR HIS
PLAN TO OVERTHROW HEAVEN'S CONTROL OF HELL AFTER GOD'S
DISAPPEARANCE. AFTER THE COUNCIL'S CREATION AND PEACE WAS
RESTORED IN HEAVEN TEMPORARILY, AN ARMY OF ANGELS WERE
SENT TO STOP THE INSURRECTION AND SUBJUGATE THE ARMY. THE
INSURRECTIONISTS' BODIES WERE PICKED CLEAN, LEFT WITH
ONLY THE BARE ESSENTIALS REQUIRED TO CONTINUE THEIR
PUNISHMENT IN GREED, HAULING BOULDERS.
FIRST SEEN: 4-2: GOD DAMN THE SUN
TYPE: SUPREME HUSK
BEHAVIOR: WALKS AND LEAPS.
ATTACKS: SWINGS MALICIOUS FACE OVERHEAD, CLOCKWISE, OR
STRAIGHT FORWARD. LEAPS AND SLAMS OR STOMPS.
STRENGTHS: LARGE HEALTH, DOES NOT TAKE DAMAGE FROM OTHER
ENEMIES, DOES NOT BURN IN GREED'S SAND, GIVES LITTLE
BLOOD.
WEAKNESSES: WALKS SLOWLY.
STRATEGIES: PARRYING MALICIOUS FACE SWINGS CAN YIELD
GREAT DAMAGE. BECOMES WEAKER WHEN SET AFLAME, PROVIDING
MORE BLOOD.
FERRYMAN
HUSKS WHOSE POWERFUL BODIES, SKILLS, AND BLIND FAITH
GRANTED THEM THE CHANCE TO BECOME TRANSPORTERS OF SOULS
BETWEEN HELL'S LAYERS. DUE TO THE DEATH OF MANKIND, THE
INFLUX OF SOULS HAVE ENDED AND THE FERRYMEN NOW WANDER
AIMLESSLY IN HOPES THE ANGELS WILL GRANT THEM PASSAGE
INTO HEAVEN AS THEIR JOB IS DONE, HOWEVER, GABRIEL IS THE
ONLY ANGEL WHO CARES ABOUT THEIR EFFORTS.
FIRST SEEN: 5-2: WAVES OF THE STARLESS SEA
TYPE: SUPREME HUSK
BEHAVIOR: RUNS, ROLLS, AND MOMENTARILY STOPS FOR ATTACK.
ATTACKS: A SPIN-SLASH, UPPERCUT, AND WHEN AIRBORNE,
OVERHEAD ATTACK, ALL DONE WITH THE OAR. SOMETIMES USES
LEG FOR A QUICK ATTACK.
STRENGTHS: LARGE HEALTH, QUICK AND NIMBLE.
WEAKNESSES: EASILY AVOIDED OR PARRIABLE ATTACKS.
STRATEGIES: WATCH THE FERRYMAN'S MOVEMENTS, WHEN
APPROACHED, WILL BACK OFF, WHEN RETREATED FROM, WILL
PRESSURE WITH ATTACKS. IF THEY ROLL TO MUCH, BE MORE
AGGRESSIVE. SETTING UP TRAPS WITH WEAPONS LIKE
SAWBLADES CAN BRING GREAT RESULTS.
DEMONS:
MALICIOUS FACE (MAURICE)
DEMONS ARE CREATURES BORN FROM THE MASS OF HELL. THEY ARE
EASILY DISTINGUISHABLE BY THEIR STONE-LIKE EXTERIOR AND
SLOW MOVEMENT. THEY HAVE HIGHER INTELLIGENCE THAN HUSKS,
BUT STILL HAVE TOO LITTLE TO COMMUNICATE OR THINK. THE
MALICIOUS FACE IS THE MOST COMMON AND IS KNOWN FOR ITS
MASTERY OF CHANNELING HELL ENERGY.
FIRST SEEN: 0-1: INTO THE FIRE
TYPE: LESSER DEMON
BEHAVIOR: HOVERS ABOVE GROUND, SLOWLY MOVES.
ATTACKS: FIRES A ROUND OF PROJECTILES, OCCASIONALLY FIRES
A CHANNELED BEAM.
STRENGTHS: LARGE HEALTH, DOES NOT TAKE DAMAGE FROM
EXPOSION PROJECTILES.
WEAKNESSES: VERY SLOW MOVEMENT.
STRATEGIES: DUE TO THEIR BURST FIRE, IT MAY BE HARD TO
APPROACH, LEAVING EFFECTIVE SHOTGUN SHOTS RISKY TO TAKE.
NAILGUN IS RECOMMENDED, ESPECIALLY WITH MAGNETS IF
DISTANCE IS TOO FAR.
CERBERUS
THEY DO NOT POSSESS THE THREE-HEADED APPEARANCE, BUT THEY
WERE NAMED AS SUCH DUE TO THEIR NATURAL BEHAVIOR OF
PROTECTING HELL. IT IS UNKNOWN WHY SOME REMAIN DORMANT
DESPITE PROVOCATION.
FIRST SEEN: 0-5: CERBERUS
TYPE: LESSER DEMON
BEHAVIOR: AWAKENS AND WALKS.
ATTACKS: STOMPS, DASHES, AND THROWS THEIR ENERGY ORB.
STRENGTHS: LARGE HEALTH.
WEAKNESSES: VERY SLOW MOVEMENT.
STRATEGIES: DUE TO THEIR SLOW MOVEMENT, IT IS EASY TO
CONTROL DISTANCE FROM. THEIR ENERGY ORBS EXPLODE ON
IMPACT, AND AS THEY DO NOT WANT TO DAMAGE THEMSELVES, IT
IS ONLY THROWN WHEN THEIR OPPONENT IS A DISTANCE AWAY,
AND ONCE AN ENERGY ORB IS BEGINNING TO BE THROWN, IT
CANNOT BE STOPPED, IT IS RECOMMENDED TO USE THIS TO YOUR
ADVANTAGE ON OTHER SURROUNDING ENEMIES.
HIDEOUS MASS
THE HIDEOUS MASS IS FORMED WHEN AN EXCESSIVE AMOUNT OF
HELL MASS IS POURED INTO ONE SHELL, CAUSING IT TO
OVERFLOW, BREAKING ITS STONE-LIKE APPEARANCE. DUE TO
MOBILITY BEING EASIER AS IT IS NOT FULLY SURROUNDED BY
STONE, THE BROKEN STONE HAS HAD MORE TIME TO HARDEN,
MAKING IT UNAFFECTED BY ANY KNOWN ATTACKS.
FIRST SEEN: 1-3: HALLS OF SACRED REMAINS
TYPE: GREATER DEMON
BEHAVIOR: STAYS IN PLACE.
ATTACKS: HAS TWO FORMS AND TWO PHASES. THE UPRIGHT FORM
SHOOTS MORTARS AND PERFORMS A SHOCKWAVE SLAM TO ENTER THE
SECOND FORM. THE LAYING FORM SHOOTS A HARPOON THAT
STICKS, INHIBITING MOVEMENT, AND PERFORMS A SHOCKWAVE
CLAP. WHEN REACHING LOW HEALTH, IT ENTERS THE SECOND
PHASE IN WHICH IT FLIPS AND FIRES CONSTANT MORTARS.
STRENGTHS: GREAT HEALTH.
WEAKNESSES: DOES NOT MOVE, ONLY TURNS, HAS WEAK SPOTS.
STRATEGIES: DESPITE BEING COVERED IN STONE, THE BELLY AND
TAIL ARE STILL EXPOSED. IF IT IS IN ITS UPRIGHT FORM, IT
IS RECOMMENDED TO TARGET THE BELLY, IF IT IS IN ITS
LAYING FORM, IT IS RECOMMENDED TO STAY BEHIND, BUT THE
DARING SUICIDAL ONES MAY USE THIS AS AN OPPORTUNITY TO
PRESSURE THE VERY EXPOSED TAIL. WHEN HARPOONED, YOU CAN
PUNCH THE HARPOON OR SHOOT THE TAIL TO REMOVE IT.
IDOL
IDOLS ARE NOT OF DIVINE ORIGIN, THEY ARE CREATED LIKE THE
OTHER DEMONS, OF HELL'S MASS. THEY OBTAIN THEIR DIVINE
APPEARANCE BY BEING PAINSTAKINGLY CARVED BY FERRYMEN WHO
COLLECTED THEM ON THEIR TRAVELS AROUND THE LAYERS OF
HELL. THIS WAS DONE AS A TRIBUTE TO THE ANGELS,
PARTICULARLY GABRIEL. BEING EXPOSED TO THE FERRYMAN'S
HOLY CLOTH FOR AN EXTENDED PERIOD OF TIME HAS SEEPED THE
HOLY POWER INTO THEM, ALLOWING THEM TO PROTECT OTHERS
FROM PHYSICAL HARM.
FIRST SEEN: 5-2: WAVES OF THE STARLESS SEA
TYPE: LESSER DEMON
BEHAVIOR: STAYS IN PLACE.
ATTACKS: DOES NOT ATTACK, BUT PROVIDES SUPPORT TO ENEMIES
BY MAKING THEM INVULNERABLE.
STRENGTHS: ONLY TAKES MELEE DAMAGE.
WEAKNESSES: DOES NOT MOVE.
STRATEGIES: IDOLS WILL FULL HEAL WHEN BROKEN, USE THIS TO
YOUR ADVANTAGE WHEN BLOOD IS LOW. ENEMIES BLESSED BY
IDOLS DO NOT GIVE MOST STYLE BONUSES, BUT PARRYING THEIR
ATTACKS CAN STILL HEAL.