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Enemies

From ULTRAKILL: PROJECT PURGATORIO Wiki
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{{#setmainimage:Enemies_Icon.png}}

Enemies are AI-driven characters who provide the main challenge to players in ULTRAKILL: Project Purgatorio, expanding upon the original roster of enemies present in ULTRAKILL. Due to their varying mechanics, they allow for unique interactions and attacks that the player must react to and overcome. Most if not all of the information for the Purgatorio enemies was found within the Terminal Terminal.
Enemies from ULTRAKILL are still present in all levels of the campaign.

Every enemy has unique attacks and health values. Bosses or other enemies with a boss variant typically have more health and attack types.

Although not an enemy, Gizmo is a re-occurring character within Purgatorio, and his page can be found here: Gizmo Gizmo.

There are also multiple currently unreleased enemies, in which some have been revealed to the public. This includes the following.Principality Principality, & Bishop Bishop.

Enemy Roster

There are 5 major enemy types in the campaign: HUSKS, MACHINES, DEMONS, ANGELS, and ???.

Enemy Behaviour + Notes Attacks - Damage Damage Modifiers
CARCASS
SUPREME HUSK
DEBUTED IN R-1: CARCASS
  • Large, heavy, tanky, and somewhat mobile flying enemies.
  • Uses a mix of large and persistent projectile attacks, similar to the Flesh Prison Flesh Prison or Flesh Panopticon Flesh Panopticon, although on a much smaller scale.
  • Is capable of both dodging projectiles (such as the Core Eject Shotgun's cores, Rocket Launcher, or Shotgun pellets). Is also able to bite off the players Whiplash Whiplash Whiplash when attached for too long.
  • Does not enrage when below 50% health on Harmless or Lenient.
  • Enrages when all eye spawn are killed on Violent and above.
  • Is able to summon a Blackhole on Brutal (if using the ThunderStore variant.
  • Enrages when at or below 50% health, or when all eye spawn are killed.
  • Currently outdated and in the process of receiving an overhaul.
30 DP X 3 (Homing Orbs )

60 DP x 4 (Mortar Spiral )

10 DP (Black Hole, 99 Hard Damage Override)

10 DP x 6 (Healing Circle )

15 DP (Eyeball Beams )

Head

Limbs

Health 80 (Boss)
50 (Common)
Weight MEDIUM (FLYING)
REVENANT
SUPREME HUSK
DEBUTED IN R-2: BOTTOMLESS PIT
  • Is able to teleport around the player to either gain distance from the player or ambush the player.
  • Is able to go invisible at will, can only be revealed via the usage of the Marksman revolver's Coins Coins, however this enrages it.
  • Distance from the Revenant can be estimated based on the intensity and/or frequency of the interference it emits.
  • Currently broken and disabled in all appearances.
30 DP X 3 (Bouncing Orbs )

25 DP (Stomp , )

30 DP (Scream )

30 DP x 2 (Slash 1, 2)

30 DP (Stab )

None
Health 50
Weight HEAVY (FLYING)
NEUTRALIZER
GREATER HUSK
DEBUTED IN I-2: IF THERE WERE NO THUNDER
  • Continually chases the player down.
  • Enrages after 5 seconds, allowing it to detonate a massive powerful explosion that deals 99 Hard Damage to the player. Detonates when the player is too close to the Neutralizer.
  • Extremely useful as a tool for clearing out enemies, as any enemy trapped inside the explosion will be instantly killed. However, being too reckless can result in practically guaranteed death.
10 DP (Black Hole Bomb , 99 Hard Damage Override)

25 DP (Shockwave )

Impact Hammer - 150%
Health 25
Weight HEAVY

Enemy Behaviour + Notes Attacks - Damage Damage Modifiers
GEARTURNER
LESSER MACHINE
DEBUTED IN PR-1: AS REGULAR AS CLOCKWORK
  • TBA
  • TBA
TBA TBA
Health 3.5
Weight LIGHT
UNFORTUNATE DEVELOPMENT
GREATER MACHINE
DEBUTED IN E-2: PALACE OF BLACK SPIRES
  • Extremely mobile and agile enemy that will circle, strafe, and intercept the player while keeping distance. Very similar to V2's V2's fighting style.
  • Makes extensive use of multiple ranged explosive attacks with harsh knockback that keeps the player from being able to set up stable combos.
  • Only fires one explosive tracking orb on Harmless.
20 DP X 3 (Explosive Homing Projectile , )

50 DP + 15 DP / Tick (Bubble Orb )

20 DP (Rifle Shot )

15 DP x 12 (Drone Swarm )

Head

Limbs
Saws - 75%
Explosions - 25%
Revolvers - 60%

Health 40
Weight MEDIUM
HERMES
SUPREME MACHINE
DEBUTED IN I-1: THE DEATH OF PARADIGM
  • Is constantly pursuing the player while grounded, at a persistent running speed.
  • Attacks consist of quick, clean, sharp, careless, and elegant precise strikes.
  • The white highlights displayed upon the top of HERMES head will change color depending on what attack it is about to engage in. Green corresponds to a thrusting leap, purple/red corresponds to a slash combo, and yellow corresponds to a stinger combo.
  • Throws an additional sword on Brutal and above.
35 DP X 2 (Thrown Swords )

20 DP x 5 (Slash Combo 1, 2, 3, 4, 5)

15 DP x 2 (Stinger Combo 1, 2)

40 DP (Thrusting Leap )

Slams - 300%
Punches - 200%
Head

Limbs
Ricoshots - 125%
Nails - 110%
Saws - 30%

Health 80
Weight HEAVY
DATASCRAPER
LESSER MACHINE
DEBUTED IN I-2: IF THERE WERE NO THUNDER
  • Datascrapers stay planted in the ground, only moving their heads and some parts of their claws. They show no interest in attacking the player and are completely docile. The sounds of rusty creaking and groans that come from them can be heard throughout the level.
Datascrapers are completely docile. The player cannot hurt them, and they cannot hurt the player None
Health ?
Weight SUPERHEAVY

Enemy Behaviour + Notes Attacks - Damage Damage Modifiers
CRAVEN
LESSER DEMON
DEBUTED IN I-1: THE DEATH OF PARADIGM
  • Slow moving enemy that can displace the player with their hook.
  • Uses their hook to combo into their melee attack.
  • Is able to go invisible when not attacking.
25 DP (Bash 1, 2)

5 DP (Hook )

Head
Limbs
Screwdriver - 110%
Fire - 175%
Revolvers - 80%
Rockets - 80%
Nails - 110%
Saws - 75%
Health 10
Weight HEAVY

Enemy Behaviour + Notes Attacks - Damage Damage Modifiers

Enemy Behaviour + Notes Attacks - Damage Damage Modifiers
ENOCH, KING NOTHING
HUMAN(?)
DEBUTED IN E-4: EVERY STAR IN THE SKY
  • Prefers to keep short distance with the player.
  • Makes equal use of melees and projectiles, both of which are usually both explosive and parriable.
  • Is able to slide under, towards, or away from the player to set up attacks and combos.
  • Fires 2 extra explosive tracking orbs, totaling to 7, on Brutal and above.
25 DP (Scythe )

20 DP (Explosive Swipe )

30 DP (Scythe Throw )

20 DP X 5 (Explosive Homing Projectile , )

25 DP x 2 (V Combo 1, 2)

25 DP x 2 (Line Combo 1, 2)

Head
Limbs
Nails/Saws - 50%
Health 200 (75/125)
Weight HEAVY
THE FATTEST FUCK
???
DEBUTED IN E-4: EVERY STAR IN THE SKY
  • An extremely large stationary enemy.
  • Launches a constant barrage of projectiles with a fast rate of fire. Capable of shooting Hell Seekers, explosive homing orbs, purple orbs, and mortars.
  • While it technically fires the projectiles in bursts, it can transition between attacks so fast that it practically fires them for an indefinite amount of time.
  • Summons elevated shockwaves if the player gets too close.
  • Near impossible to dodge, parries are essential to survival.
30 DP X 75 (Homing Orbs )

60 DP x 50 (Mortar Spiral )

20 DP X ~75 (Explosive Homing Projectile , )

25 DP (Shockwave )

50 + 15 DP / Tick x ~75 (Bubble Orbs )

None
Health 200
Weight SUPERHEAVY