List of enemies, including Bosses , sorted by the area in which they make their first appearance.
As you progress, the game's difficulty increases. Difficulty is the number of portals you entered; it determines the amount of enemies spawning in the area and which weapons start to drop from Weapon Chests and enemies. Entering a Crown Vault or the Sewers Secret Area counts as entering a portal and increases the difficulty by one each time you exit them, so you get better weapons sooner, but there are more enemies.
HP of Bosses and other Enemies changes depending on loops/amount of players. Each loop increases the HP of all enemies by 5%. HP of Bosses first increases by 33%, then by 5%. Each additional player increases the HP of Bosses by 50%.
The Drops on death coIumn contains the guaranteed number of Rads (Radiation ) that each enemy drops when it dies. It also contains the max number of other things that can drop from each enemy. Most enemies have a chance to drop a Pickup (Mini Ammo Chest or Mini Medkit ), some can drop two at once. There are also a few enemies that can rarely drop a weapon . However, taking the Crown of Guns gives all enemies at least an 8% chance to drop a weapon.
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Bandit
Very common enemy, can be found in almost every area.
Shoots one bullet at a time.
Projectile: 3 Damage
HP: 4
Rads: 2
1 Pickup
Maggot
Has only two HP.
Will wander in a random pattern.
Melee: 1 Damage
HP: 2
Rads: 1
Radiation Maggot
Similar to a regular Maggot but drops an extra rad.
Spawns when an Overgrown Radiation Canister is broken.
Dies on contact with the player.
Are slightly faster than regular maggots.
Melee: 1 Damage
HP: 2
Rads: 2
Giant Maggot
Can burrow, resurfaces near player a second later.
Spawns 6 Maggots on death.
It spawns in larger numbers on tainted, muddy sand.
Melee: 1 Damage
HP: 22
Rads: 10
1 Weapon
Maggots Nest
Does nothing by itself.
Spawns 6 Maggots when destroyed or when a player stands too close.
None
HP: 12
Rads: 5
1 Pickup
1 Weapon
Scorpion
Fires a spread of venom projectiles.
Deals high damage on contact.
Projectile: 2 Damage
Melee: 5 Damage
HP: 15
Rads: 10
1 Pickup
Golden Scorpion
Very low spawn rate.
Fires even more venom than the normal Scorpion .
Has two projectile patterns, shooting fast in a straight line, and slow but more spread out.
Fires venom projectiles around itself when it dies.
Projectile: 2 Damage
Melee: 5 Damage
HP: 37
Rads: 30
1 Pickup
1 Weapon
Big Bandit
Boss of the Desert area.
Fires a barrage of bullets.
Charges to the player's location if they break line of sight or the player is too close, destroying walls in its path.
Projectile: 3 Damage
Charge: 10 Damage
HP: 100
Rads: 30
2 Pickups
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Rat
Chases the player, dealing damage when it runs into them.
Very common in the Sewers .
Doesn't drop ammo or health.
Melee: 2 Damage
HP: 7
Rads: 4
Small Green Rat
Spawned by Big Green Rat .
Behavior is identical to Rat .
Does not drop rads on death.
Does drop ammo and health.
Degenerates and dies after 30 seconds.
Melee: 2 Damage
HP: 4
Rads: 0
1 Pickup
Big Green Rat
Regularly spawns batches of Small Green Rats .
After spawning more than 12 rats it can go into rage mode, allowing it to charge at the player if in proximity.
While charging it can break walls and deal 5 melee damage. They can potentially change trajectory very rapidly.
Charge will end in its death and an explosion of Small Green Rats .
Melee: 1 Damage
Charge: 5 Damage
HP: 35
Rads: 20
1 Pickup
1 Weapon
Ballguy
Explodes when killed or when it comes into contact with the player, firing 8 green projectiles around its location of death.
Actively chases down the player.
Transforms into a dangerous Toxic Ballguy when it touches toxic gas.
Projectile: 2 Damage
HP: 5
Rads: 5
1 Pickup
Toxic Ballguy
The elite version of the Ballguy .
Shoots green projectiles continuously while running around.
Loves toxic gas, heals itself with it.
Explodes into 20 green projectiles and releases a toxic cloud, when killed or when it comes into contact with the player.
Unlike the regular Ballguy , it breaks walls near it's location of death.
Projectile: 2 Damage
Toxin: 3 Damage
HP: 21
Rads: 8
1 Pickup
Alligator
Uses a Shotgun that shoots 6 red pellets.
Tries to shoot at the player from behind cover.
Spawns more often on the glowing ground.
Projectile: 1 Damage
HP: 12
Rads: 8
1 Pickup
Buff Alligator
Very low spawn rate.
Stronger and more aggressive version of the Alligator .
Uses a Flak Cannon .
Fires a small red orb that, after traveling a short distance or hitting a wall, splits into 10 red pellets which spray outward in a circular radius.
Spawns more often on the glowing ground.
Orb Projectile: 4 Damage
Orb Projectile Pellets: 1 Damage
HP: 30
Rads: 12
1 Pickup
Assassin
Plays dead.
Very quick and dangerous.
Highly erratic movement pattern makes it difficult to kill.
Attacks the player with a far reaching melee weapon that can also reflect your projectiles.
Reflected projectiles hurt other enemies, but not the player.
Plays a short animation right before its melee slash.
Does not deal damage on physical contact with player.
Drops twice as many rads if you kill them without waking them up.
Melee Attack : 5 Damage
HP: 7
Rads: 8
Rads (With Sleeping): 16
1 Pickup
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Raven
Can fly over ground and walls, usually towards player's position.
Shoots 3 projectiles in bursts.
Projectile: 3 Damage
HP: 10
Rads: 4
1 Pickup
Sniper
Moves very slowly.
Will slowly move away if the player is too close.
Aims at the player with a sniper rifle and shoots a fast-moving spread of 3 bullets towards them.
A sound plays when he starts aiming and he has the same laser sights as the crossbow uses.
Explodes upon death.
Projectile: 3 Damage
Death: Explosive Damage
HP: 6
Rads: 8
1 Pickup
Fire Salamander
After a short delay blows a stream of fire in an arc.
They spawn in larger numbers on grassy areas.
Fire: 1 Damage per hit
Melee: 1 Damage
HP: 25
Rads: 12
1 Pickup
1 Weapon
Big Dog
Boss of the Scrapyard area.
Can spin around, shooting slow-moving bullets in a spiral fashion, with a small breachs on spirals.
Shoots a volley of 3 homing missiles that explode.
Makes 3 tiny explosions and a giant one on death.
Projectile: 3 Damage
Homing Missles: 5 Melee Damage + Explosive Damage
Death: Explosive Damage
HP: 300
Rads: 90
1 Weapon
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Crystal Spider
Similar to the Rat .
Has more than double HP of the Rat .
Is much faster than the Rat .
Melee: 3 Damage
HP: 18
Rads: 9
1 Pickup
1 Weapon
Laser Crystal
Charges up and shoots 4 laser beams in a burst at the player position.
Each laser does 1 damage per hit animation, up to 2 damage.
Long range.
Turns red when charging and firing.
Shows the direction it shoots by painting a target on the wall and with a trail of red particles.
Does not actively pursue the player; moves randomly.
Laser: 1 Damage per frame (up to 2 Damage, or more)
Melee: 20 Damage
HP: 45
Rads: 22
1 Pickup
1 Weapon
Lightning Crystal
Spawns only after looping .
Constantly emits red lightning.
Turns red when charging.
Shoots red lightning rails at the player when they get too close.
Each lightning rail does 2 damage per hit animation, up to 4 damage.
Currently lightning rails don't stack, which means even if you get hit with multiple lightning rails at the same time, you will only take 2-4 damage.
Moves somewhat randomly, but faster and more aggressively than the Laser Crystal .
Lightning: 2 Damage per hit
Melee: 20 Damage
HP: 45
Rads: 25
1 Pickup
1 Weapon
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Snow Bandit
Frozen City version of the Bandit .
Has more HP than the regular Bandit .
They like to hide inside the Snowman prop .
Projectile: 3 Damage
HP: 8
Rads: 4
1 Pickup
Robot Wolf
Shoots 3 red projectiles in a small spread.
Does melee damage.
Doesn't drop pickups .
Projectile: 3 Damage
Melee: 2 Damage
HP: 12
Rads: 6
Snowbot
Charges at the player on sight, moves incredibly fast.
Does no melee damage, only when charging.
Can pick up and throw cars .
Melee: 4 Damage
HP: 15
Rads: 5
1 Pickup
1 Weapon
Snow Tank
Behavior is similar to the Laser Crystal .
Does not actively pursue the player; moves randomly.
Aims with a laser like the Sniper , however the laser is fixed at an angle and doesn't follow the player.
Shoots two streams of red projectiles in one of 2 V-patterns, the first going in-to-out the second going out-to-in, it rarely does the second pattern.
Explodes on death after a short delay, creating two big explosions and four small explosions.
Projectile: 3 Damage
Death: Explosive Damage
HP: 50
Rads: 10
2 Pickups
Golden Snow Tank
Very low spawn rate.
Unlike the regular Snow Tank , the Golden Snow Tank will immediately attack the player if they get too close.
Reduced lock-on duration. Shoots faster but shorter bursts.
Shoots two streams of red projectiles in one of 2 V-patterns, the first going in-to-out the second going out-to-in, it rarely does the second pattern.
Fires a golden rocket between the projectile trails.
Explodes on death after a short delay, creating two big explosions and four small explosions.
Projectile: 3 Damage
Missile: 4 Damage on contact + Explosive Damage
Death: Explosive Damage
HP: 70
Rads: 13
2 Pickups
Lil' Hunter
Boss of the Frozen City .
Can fly up into the air.
Drops down near or at the players location.
Bursts with flames and destroys walls on landing.
Shoots two kinds of projectiles. At short range he will shoot a spread of bouncer shots similar to the bouncer shotgun. At long range he will shoot a line of very fast moving bullets similarly to the eraser, though the bullets travel forever.
Summons I.D.P.D. Grunts when behind cover.
Dodges your projectiles when you press the fire button, so he won't dodge if you hold it down.
On death his jetpack explodes, after that he will fly uncontrollably until he hits a wall where the jetpack creates an even bigger explosion.
Short Distance Projectile: 3 Damage
Long Distance Projectile: 3 Damage
Fire: 1 Damage per hit
Death: Explosive Damage
HP: 140
Rads: 20
1 Pickup
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Freak
Runs at the player in large groups.
Melee: 3 Damage
HP: 7
Rads: 1
1 Pickup
Explo Freak
Runs at the player and creates an explosion on death/melee.
Can explode by running into a wall.
Melee: 2 Damage
Death: Explosive Damage
HP: 5
Rads: 10
1 Pickup
Rhino Freak
High health and damage but less common and quite slow.
Melee: 5 Damage
HP: 80
Rads: 20
1 Pickup
1 Weapon
Necromancer
None
HP: 6
Rads: 8
1 Pickup
Turret
Comes out of the ground, can break walls near its spawn point.
Fires a volley of 10 red projectiles in a straight line.
Projectile: 3 Damage
HP: 40
Rads: 2
1 Pickup
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Guardian
Shoots 3 large green slow moving projectiles.
Teleports.
Destroys walls on death.
Projectile: 5 Damage
Melee: 2 Damage
HP: 35
Rads: 11
1 Pickup
Explo Guardian
After a short delay it instantly destroys nearby walls, and then releases a 360 degree salvo of fast green projectiles.
Fires a 360 degree shot of medium speed projectiles if it's killed while charging.
Destroys walls on death.
Projectile: 2 Damage
Melee: 2 Damage
HP: 50
Rads: 18
1 Weapon
Dog Guardian
Jumps at the player.
Bounces off walls when above ground.
Destroys walls on landing.
Very high health.
Destroys walls on death.
Melee: 6 Damage
HP: 160
Rads: 24
2 Pickups
Enemy
Description
Damage type and amount
Hit Points
Drops on death
The Nuclear Throne
Final Boss of the game.
Shoots a large green laser once activated, it kills instantly upon contact.
Fires 2 tri-shot bursts green bullets.
Shoots two large green orbs that explode into smaller green orbs in a star pattern. Large orbs can break Throne Statues which spawn Guardians .
Does 10 damage on contact even when stationary. Walks forwards if you back up too far, try to hide back of walls, or go to the sides or top of the Nuclear Throne , will start shoot a lots of large orbs, that also breaks Throne Statues , and try to catch you.
Creates a massive explosion on death which mostly consists of big green explosions .
Destroying all 4 Large Generator props removes half of it's remaining HP and guarantees that a Loop Portal opens after Throne is defeated.
Large Laser Beam: 5 Damage
Bullet: 2 Damage
Orb: 5 Damage
Large Orb: 12 Damage
Melee: 10 Damage
Death: Explosive Damage
HP: 1500
Rads: 500
Large Orb:
1 Pickup
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Crown Guardian
Guardians of the Crowns .
Crown Guardians come out of the Vault Statues when you touch the Crown Pedestal , or if you attack the statues.
They appear in the Crown Vault if you enter it while already possessing a Crown .
Shoots a large green orb that explode into 7 lines of 4 smaller green orbs in a star pattern with one extra line fired per loop.
Teleports.
Destroys walls on death.
Doesn't cause melee damage.
Orb: 5 Damage
Large Orb: 12 Damage
HP: 70
Rads: 12
1 Pickup
Large Orb:
1 Pickup
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Grunt
Dodge rolls, much like Fish .
Shoots fast, small, blue bullets.
Fires single bullets or in bursts, up to 6 bullets at a time.
Throws blue I.D.P.D. grenades, max capacity of 2.
Spawns in pairs through a blue portal .
The amount of Grunts that spawn from a single portal increases on loops .
Projectile: 3 Damage
Grenade: Explosive Damage
HP: 8
Rads: 0
1 Pickup
Inspector
Can draw the player towards itself, much like Eyes .
Uses an I.D.P.D. version of the Slugger that shoots a fast, far reaching blue slug.
Throws blue I.D.P.D. grenades, max capacity of 4.
Spawns through a blue portal .
Projectile: 5 Damage
Grenade: Explosive Damage
HP: 10
Rads: 0
1 Pickup
Shielder
Can shield projectiles, much like Crystal .
Fires inaccurate bursts of 8 blue bullets.
Spawns through a blue portal .
Projectile: 3 Damage
HP: 45
Rads: 0
1 Pickup
Enemy
Description
Damage type and amount
Hit Points
Drops on death
I.D.P.D. Van
Unloads I.D.P.D. troops.
Will teleport in through a large I.D.P.D. portal , breaking walls and running over everything in it's path including other enemies.
Deals melee damage while moving.
Stays stationary after unloading all the I.D.P.D. troops.
When destroyed it creates 3 I.D.P.D. grenade-like explosions and drops up to 3 pickups .
Doesn't have to be destroyed to finish a level.
Melee: 20 Damage
Death: Explosive Damage
1st loop HP: 262
Rads: 0
3 Pickups
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Elite Grunt
Upgraded version of the I.D.P.D. Grunt . Moves quickly and erratically.
Dodge rolls, much like Fish with Throne Butt .
Uses an I.D.P.D. version of the Assault Rifle that shoots fast, small, blue bullets.
Fires bursts of 3 bullets at a time.
If they do not have direct line of sight to the player, occasionally fires a very fast missile towards the player that deals 4 impact damage and causes a blue I.D.P.D. grenade-like explosion on impact, large enough to go through thin walls.
Can spawn through blue portals after The Campfire area on loops .
Projectile: 3 Damage
Missile: 4 Damage on contact + Explosive Damage
1st loop HP: 42
Rads: 0
1 Pickup
Elite Inspector
Upgraded version of the I.D.P.D. Inspector .
Can draw the player towards itself and push away projectiles much like Eyes with Throne Butt .
Very quick and dangerous.
Highly erratic movement pattern makes it difficult to kill.
Uses an I.D.P.D. version of the Energy Sword
Attacks the player with a far reaching melee slash that can also reflect their projectiles.
Reflected projectiles hurt other enemies, but not the player.
Plays a short animation right before its melee slash.
Does not deal damage on physical contact with player.
Throws blue I.D.P.D. grenades.
Can spawn through blue portals after The Campfire area on loops .
Melee Attack : 8 Damage
Grenade: Explosive Damage
1st loop HP: 42
Rads: 0
1 Pickup
Elite Shielder
Projectile: 4-16 Damage
Plasma Explosion: 10-20 Damage
1st loop HP: 105
Rads: 0
1 Pickup
Enemy
Description
Damage type and amount
Hit Points
Drops on death
I.D.P.D. Freak
Mutated version of the I.D.P.D. Grunt .
Fires 15 blue bullets in a wide, random spread.
Can spawn 3 I.D.P.D. grenades on death, creating a huge explosion.
Replaces all regular and Elite I.D.P.D. units during your third loop after The Campfire area.
Resurrects from enemy corpses. The resurrection continuously happens on its own if at least one enemy is left alive on the level.
I.D.P.D. Vans will unload I.D.P.D. Freaks and instantly explode after that.
Drops rads unlike any other I.D.P.D. unit in the game.
Melee: 5 Damage
Projectile: 3 Damage
Grenade: Explosive Damage
3rd loop HP: 34
Rads: 25
1 Pickup
Loop -exclusive Bosses
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Throne II
Final Form of The Nuclear Throne .
It appears after you kill the last I.D.P.D. unit in The Campfire area.
Shoots out two types of attacks: one that splits into a star pattern of smaller green orbs and one that shoots out a straight line of closely packed green bullets.
Circles around your character on bossfight.
Stops moving and shoots out fast moving lines of smaller green orbs in a star pattern around its center.
The game loops back to the Desert area after defeating the boss.
Projectile: 2 Damage
Orb: 5 Damage
Large Orb: 12 Damage
Melee: 10 Damage
1st loop HP: 880
Rads: 70
Large Orb:
1 Pickup
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Mom
Sewers area Boss you encounter after looping .
She shoots projectiles that spew out toxic clouds.
Lays eggs from which Ballguys come out, its easy for them to change into Toxic Ballguys since they come in contact with toxic clouds more frequently.
Does 10 melee damage.
Heals when in contact with toxic clouds.
Explodes when killed, firing 80 projectiles around her location of death.
Toxic Ballguys deals 3 toxin damage, instead of 2 damage on Mom battle.
Toxic Projectile: 3 Damage
Impact: 5 Damage
Toxin: 3 Damage
Projectiles on death: 2 Damage
Melee: 10 Damage
1st loop HP: 490
Rads: 100
1 Pickup
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Hyper Crystal
Crystal Caves area Boss you encounter after looping .
Surrounded by five Laser Crystal enemies that constantly circle around the boss.
The Boss itself doesn't have a ranged attack but it will summon more Laser Crystals if they get destroyed.
Expands the Laser Crystals which will then explode, breaking walls and removing your cover. Each explosion creates a fixed pattern of 7 lasers around its center.
Does 200 melee damage.
Melee: 200 Damage
1st loop HP: 770
Rads: 150
1 Pickup
1 Weapon
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Technomancer
Labs area Boss you encounter after looping .
Has the ability to turn other enemy's corpses into living Necromancers .
Summons Turrets .
The boss itself deals no damage.
The Technomancer jumps between three randomly placed machines.
Destroying all three machines kills the boss.
None
1st loop HP: 490
Rads: 50
2 Pickups
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Captain
Boss of the I.D.P.D. HQ secret area.
Sits behind a giant desk. Damaging it will start the bossfight.
Takes the shape of a fist and charges at the player, breaking walls along the way.
Teleports and afterwards shoots a blue orb that splits into blue bullets after hitting a wall.
When stationary, she will shoot out projectiles in two different patterns. One around herself and one in an arc in the player's direction.
Bullet: 3 Damage
Orb: 12 Damage
Melee: 10 Damage
1st loop HP: 1540
Rads: 0
Orb:
1 Pickup
Secret Enemies
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Mimic
Looks like an Ammo Chest .
Can be recognized by a licking tongue.
There is a 10% chance for an ammo chest to become this mimic .
Only chests spawned by level generation can become mimics .
Melee: 3 Damage
HP: 12
Rads: 6
2 Pickups
Health Mimic
Looks like a Medkit .
An elite version of the Mimic .
Can be recognized by gnashing teeth.
There is a 2% chance for a health chest to become this mimic .
Only chests spawned by level generation can become mimics .
Melee: 4 Damage
HP: 15
Rads: 15
2 Pickups
Hostile Horror
The enemy version of Horror .
To fight it, you have to leave two consecutive rad canisters unbroken. Horror will spawn as a mindless enemy breaking out of a Canister in the next area, after the one where you left the Big Canister .
Defeating it unlocks Horror as a playable character .
It fires a beam similar to the Horror you can play as, a closely packed mass of particles that gets stronger the longer it shoots. It uses 90 Rads to do so and can drop all of them on death plus 25 extra ones.
When it exhausts its radiation it starts to run at the player.
Projectile: 1 Damage
Melee: 4 Damage
HP: 60
Rads: up to 115
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Bonefish
Swims around, bouncing off walls and occasionally changing direction. Will circle around the player if nearby.
Doesn't drop ammo or health.
Melee: 2 Damage
HP: 6
Rads: 2
Hermit Crab
Shoots green projectiles in a V-shaped pattern around the player.
Projectile: 2 Damage
Melee: 3 Damage
HP: 12
Rads: 3
1 Pickup
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Turtle
Hides in its shell and spins around the area, somewhat like a Snowbot .
Melee: 4 Damage
HP: 15
Rads: 12
1 Pickup
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Mole Fish
Shoots a single bullet, much like a Bandit . Slightly higher rate of fire.
Projectile: 3 Damage
HP: 6
Rads: 3
1 Pickup
Mole Sarge
The stronger version of a Mole Fish .
Shoots 5 low range pellets, similar to the Alligator 's shotgun.
Projectile: 1 Damage
HP: 14
Rads: 6
1 Pickup
Fireballer
Shoots 1 fireball projectile out of its mouth with a medium fire rate.
Projectile: 3 Damage
HP: 25
Rads: 5
1 Weapon
Super Fireballer
The stronger version of a Fireballer .
Shoots 3 fireballs out of its mouth with a high fire rate.
Has a high amount of health.
Projectile: 3 Damage
Melee: 1 Damage
HP: 60
Rads: 15
1 Pickup
Jock
Fires a missile from its stomach that builds up speed, much like a bazooka missile. Same explosion radius as a grenade.
Missile: 4 Damage on contact + Explosive Damage
Melee: 2 Damage
HP: 25
Rads: 8
1 Pickup
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Cursed Crystal Spider
Similar to the regular Crystal Spider .
Drops more rads than the Crystal Spider .
Emits purple smoke.
Has a 25% chance to split in two upon death. These split versions will not drop rads when killed.
Melee: 3 Damage
HP: 18
Rads: 20
1 Pickup
Cursed Laser Crystal
Similar to the regular Laser Crystal .
Unlike the Laser Crystal it can't drop weapons .
Emits purple smoke.
Every few seconds will teleport over a short distance in random directions.
Charges up and shoots 4 laser beams in a burst at the player.
Each laser does 1 damage per hit animation, up to 4 damage.
Long range.
Turns red when charging and firing.
Shows the direction it shoots by painting a target on the wall and with a trail of red particles.
Does not actively pursue the player; moves randomly.
Instant death when touched.
Laser: 1 Damage per frame (up to 2 Damage, or more)
Melee: 20 Damage
HP: 45
Rads: 25
1 Pickup
Enemy
Description
Damage type and amount
Hit Points
Drops on death
Jungle Bandit
Jungle variant of the Bandit .
Uses a gun that fires pellets with high fire rate, similar to a Pop Gun .
Moves faster and more aggressively than an ordinary Bandit.
Projectile: 1 Damage
HP: 9
Rads: 5
1 Pickup
Jungle Assassin
Jungle variant of the Assassin .
Disguises itself as a Bush prop to blend into it's surroundings.
Very quick and dangerous.
Has more HP than regular Assassin .
Has faster reaction time than regular Assassins .
Highly erratic movement pattern makes it difficult to kill.
Attacks the player with a far reaching melee weapon that can also reflect your projectiles.
Does not deal damage on physical contact with player.
Melee Attack : 5 Damage
HP: 12
Rads: 8
1 Pickup
Giant Fly
Flies at the player, dealing 5 melee damage.
Spits short streams of 6 maggot projectiles towards the player, which turn into ordinary Maggots upon contact with a surface.
Spawns 6 Maggots on death.
Melee: 5 Damage
Maggot :
Melee: 1 Damage
HP: 40
Rads: 10
1 Weapon
Damage explanation [ ]
Explosive Damage*:
Big Explosion - Bigger version of the regular explosion. Deals 5 damage if hit by a single instance of an explosive blast but it's easy to be hit two times by standing close to the explosion's center. This can deal 10 damage instantly.
Small Explosion - Smaller version of the regular explosion. Has less range than a Big Explosion but deals the same amount of damage.
Green Explosion - Has the same range as a regular Big Explosion but deals much more damage. Deals 12 damage if hit by a single instance of an explosive blast but it's easy to be hit two times by standing close to the explosion's center. This can deal 24 damage instantly.
I.D.P.D. Explosion - Large blue explosion created by I.D.P.D. grenades. Deals 8 damage if hit by a single instance of an explosive blast but it's easy to be hit two times by standing close to the explosion's center. This can deal 16 damage instantly.
Melee Attack - Melee swing attack that is able to reflect your projectiles and grenades. The reflected projectiles won't hurt your character but will hurt enemies. Reflected grenades will deal contact damage only to enemies but the explosion can still hurt you.