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Boss data documentation⚓︎

About⚓︎

This table displays important data values for each phase of a boss.

Excel file⚓︎

You can downlad the whole table as a handy excel file here: bosses.xlsx

Chapter 2.5⚓︎

Boss ID Attack State StateFrame I1 I2 V1 V2 Animation Trigger TriggerFrame Comments
Tuff Twins 19.2 Idle 4 0 Direction Phase V1.X = Armor destroyed 0 WalkHead*
Spawn 8 0 Direction Phase V1.X = Armor destroyed 0 AttackHead* Shoot 11
Body Attack 4 0 Direction Phase V1.X = Armor destroyed 0 BodyAttack* Shoot 9
Hornfel 906 Idle 3 Idle*
1/2 Bomb 8 0 0 0 0 0 Attack1* Sound/Shoot 6/17 (Left/Right) 6/17/27 (Double) Bombs need to be spawned and added to summon list before switching to state 8
Brimstone 9 0 0 0 0 0 Attack2 Shoot 34 Once bombs are thrown, StateFrame indicates how much time Hornfel waits before entering back the room
Decoys 14 0 0 0 0 0 Idle* + Taunt State will only trigger Taunt animation, summons are independant
Charge 10 0 0 0 0 0 Charge* If State resets to 6, Hornfel stops the charge
7 0 0 0 0 0 Charge* Set for a few frames before Hornfel concludes
11 0 0 0 0 0 ChargeFinish Sound/Shoot 22/46 Entered when Hornfel concludes
Summons N/A N/A N/A N/A N/A N/A N/A N/A N/A Decided by the controller of the room (1000.152)
Great Gideon 907 Idle 3 Phase If LSB = 1, summon If bit 8 == 1, spikes done ? 0 0 Idle
Summons 13 0 0 Summon Sound 6
Bullets 8 0 0 Attack1 Shoot 32
Flames 9 0 0 Attack2* Shoot 52 (Start) 8 (End)
Aspiration 7 0 0 Attack4* Shoot 14 (Start) 11 (End)
Spikes 10 0 0 Attack3 Sound Shoot 8/13/18/23/28/33 (Sound) 51 (Shoot)
The Shell 19.3 Idle 4 0 0 if body 2 if head 0 if intact 1 if broken V1.X = 2.5 if no previous segment broken V1.Y = movement angle, 0 if broken 0 Rotate / Idle
Attack 8 0 0 *Attack Shoot 14
Singe 915 Idle 3 ? Number of Super Blasts Fallback to force Super Blast if Singe it busy with another attack V1.X < 0 triggers Run 0 Walk
Run 4 Timer before explosion May explode earlier 0 0 Run*
Fart 10 0 0 0 Fart Shoot / Land 15 / 24
Flames 11 Time before end 0 0 SuperFart* Sound / Shoot 9 / 22
Blast 8 0 V1.X defines the initial orientation of the falling rock 0 Blast Shoot / Sound 13 / 21
Jump Blast 9 0 0 JumpBlast Jump / Land / Shoot / Sound 4 / 13 / 24 / 31
Super Blast 12 Time before land 0 0 SuperBlast* Shoot Land / Sound 30 9 / 21
Clickety Clack 889 Chase 4 0 0 ID in Clutch 0 = Possessed 0 0 Walk* Footstep 9 / 20
Wander 4 0 Remaining time 0 0 Walk* Footstep 9 / 20 No effect if no other Clickety Clack in room
Clutch Leave 14 0 0 0 0 QuickRevert Shoot 16
Clutch Pre Arrive 7 0 0 0 0 Stunned*
Clutch Possess 5 0 0 Movement vector 0 Transition + Burst Shoot 36 (Transition) 8 (Burst)
Throw Bone 3 0 0 0 0 Head* (overlay) Shoot 4
Collapse 16 Remaining time until revival (locked if Clutch) 0 0 0 Flame* Shoot 15 (Collapse) 6 (Shoot)
Revive 13 0 0 0 0 Regen Shoot 29
Clutch 921 Possessing 6 0 Remaining clacks 0 0 0 Possess Sound / Shoot 13 / 16
Possess 8 Time spent 0 0 0 Move* Shoot 30 (MoveStart*)
Stun 7 0 0 V1.X = "Time" before revive 0 Stun* Shoot 14 (StunEnd)
Transition 16 0 0 0 0 0 Transition Shoot 26
Dash (P2) 9 Time spent 0 0 0 0 Move*2 Shoot 5 (MoveStart2)
Fires (P2) 10 Number of fires 0 0 0 0 Attack* Shoot 3 (Attack)
Idle (P1) 3 Time spent 0 0 0 0 Idle
Idle (P2) 4 Time spent 0 0 0 0 Idle2

Last update: August 6, 2023