Pathway

Pathway

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Pathway Enemies Almanac
By BlackjackGT
Guide to Pathway's enemies, including name, health, shielding (if applicable), weapons, special abilities and general notes and tips.

Eventually i'd like to include details on enemy movement ranges and attack ranges. i'm still determining the best way to communicate those, whether it's by a simple "number of tiles," and/or through screenshots. It's a little tricky since environmental obstacles seem to often alter the movement and attack ranges, so one simple number might not be the best way to communicate it here.

5/4/2019 Update
Added note to Infected entry that the "III" variant's explosion on death damages targets (foe or friend) up to 2 tiles away, not just 1 tile away.
   
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"Nazis. I hate these guys!"
Attack Dog
  • Health: 23 (variant I); 34 (variant II);
    46 (variant III)
  • Armor: 0
  • Movement Range: 12 tiles

  • Weapon: Bites for around
    10-23 damage (variant I). That's a large range -- maybe 23 is a Critical Hit bite?

  • Notes: Annoying 12-tile movement range.
    If you think you're out of reach of an Attack Dog, you're probably wrong!

    You may want to skip this enemy initially, in favor of taking down enemies that do higher damage; however, if you have characters with light armor, or wounded characters near the dog(s), then you may want to take them out first.

    A Sniper's Ambush (overwatch) can also stop a dog in its tracks, even if he misses.

Battle Hound
  • Health: 23 (variant 1)
  • Armor: 11
  • Weapon: Sharper Teeth :-) Causes bleeding (damage over time) to a bitten character.

  • Notes: The armor makes this dog variant a little bit tougher.

    Its movement range will still make you crazy.

    Note also that the small armor amount means
    its health + armor total just equals
    that of a regular Attack Dog's total health.

Medic

  • Health: 57 (variant II); 69 (variant III)
  • Armor: 23 (variant II); 34 (variant III)
  • Weapon: Pistol
  • Special Ability: Heal self or others by +25 (variant I), +35 (variant II); +45 (variant III).

    25 heal, which it can use on itself as well as other allies.

  • Notes: If a Medic is the last enemy on the map, you may get into a frustrating cat-and-mouse chase because he will run away, heal, run away, heal etc. If you have a Sniper Rifle character, using Ambush (overwatch) is a way to immobilize him for a turn and prevent the cat-and-mouse routine.

    Variant II is substantially tougher than Medic I because of higher health and armor. Don't count on one-shotting Medic II, even with Epic weapons. Legendary weapons might be able to.

Nazi Trooper

  • Health: 34 (variant 1); 51 (variant II); 69 (variant III)
  • Armor: 0
  • Movement Range: 8 tiles (I think?)

  • Weapon: Assault Rifle

Officer

  • Health: 57
  • Armor: 0
  • Movement Range: 8 tiles (I think?)

  • Weapon:
  • Special Ability: Shout, which Inspires himself OR another unit to fire an additional time on enemy turn.

  • Notes: If an Officer is out of your line-of-sight on a turn, you may notice a visible enemy taking two shots at you on a turn. This likely means an officer shouted "off screen" during the turn.

    Also, if your Sniper's Ambush (Overwatch) mode stops a moving Officer in his tracks, he may still be able to Shout and give himself another turn to move or shoot.

    This is a long-winded way of suggesting you take any Officer out ASAP. :-)

Shock Trooper

  • Health: 40 (variant I); 51 (variant II); 63 (variant III)
  • Armor: 11 (variant I); 23 (variant II); 34 (variant III)
  • Movement Range: 9 tiles

  • Weapon: Shotgun that does blast (cone) damage to multiple targets at fairly close range.
  • Notes: Especially in its Shock Trooper III variant, this is one of the toughest enemies in the game in terms of health + armor numbers.

Sniper
  • Health: 40 (variant I)
  • Armor: 0
  • Movement Range: 6 tiles (I think?)

  • Weapon: Surprise! Sniper Rifle.
  • Special Ability: Ambush (overwatch), just as with your own characters' sniper rifles.

  • Notes: As with your own Sniper characters, these Snipers have ridiculously long attack ranges but don't do tremendously high damage.

Teslaborg

  • Health: 34 (variant I); 51 (variant II)
  • Armor: 23 (variant 1); 28 (variant II)
  • Movement Range: 7 tiles

  • Weapon: Disintegrator beam. This is likely 75% damage against health, 125% damage against armor, same as with the Disintegrator used by the players' Doctor character.
"Mola Ram! Sola Ram!" (Occultists)
Cultist

  • Health: 36-40 (variant I)
  • Armor: 10-11 (variant I)
  • Weapon: Molotov Cocktail that does around 11-16 (depending on Cultist variant) damage to multiple targets, more with the higher Cultist variants II and III. Seems to effect roughly about a 9-tile area.

  • Notes: Cultists have extremely long movement ranges, and can hurl their explosive area-of-effect cocktails an extremely long range.

    You'll want to try NOT to bunch up when fighting Cultists. This way their explosive attacks will only damage one of your characters.
High Priestess
  • Health: 40 (variant I)
  • Armor: 11 (variant I)
  • Ranged Attack: Fireball

  • Special Ability: "Resurrects" defeated
    zombies' corpses killed by your characters.
    The resurrected zombie only has half of its maximum health.

  • Movement Ability: Teleportation, up to 16 tiles
    (I think; I eyeballed it)

  • Notes: When teleporting, the High Priestess can in some cases move past a Sniper character's Ambush (Overwatch) without triggering it.
"They're coming to get you... Barbara!" (Zombies)
Infected

  • Health: 46 (variant II); 57 (variant III)
  • Armor: 0
  • Weapon: Green ranged vomit attack for about 25-27 damage
  • Special Passive Ability: Explodes when killed, which does splash damage to friend or foe on all immediately adjacent tiles. So don't melee attack to finish off an Infected. :-) NOTE: Infected variant III's explosion radius on death damages targets up to TWO tiles away.

  • Notes: Note that the explosive death of an Infected damages enemies too, so make use of that when you can. :-)

Spore Bearer
  • Health: 57 (variant II)
  • Armor: 0
  • Weapon: NONE
  • Special Ability: Fires a ranged attack that can immobilize the target, and will do so to both friend and foe.

  • Notes: While getting immobilized is annoying,
    it doesn't damage your characters, so consider focusing on damage-dealing enemies first.

    If the Spore Bearer(s) is/are the last enemies on a map, the battle will end since they can't damage your characters.

Zombie
  • Health: 36-40 (variant II)
  • Armor: 0
  • Weapon: Bare Hands attack for about 12 damage or so.
  • Special Ability: Can consume a zombie
    corpse for about 20 health restoration.
  • Passive Ability: Strong retaliatory melee
    attack (about 24 damage for Zombie II) if your character attacks from adjacent tile
    .

    You may not want to attack from point blank unless you're sure it will finish the Zombie off.
6 Comments
Kae717 2 Dec, 2023 @ 8:59am 
thanks for this! :moxes:
Lukeman 24 Apr, 2019 @ 10:09am 
Also health values can be pulled from same file.
Basic Nazi Trooper has Health listed as 30 in that file.
Game seems to multiply it with 1.15 and round it down. 30 * 1.15 = 34.5 = rounded down to 34.
Lukeman 24 Apr, 2019 @ 9:56am 
If you want to save some time and get the exact numbers, you can just pull the number from game files: Pathway\config\units\enemies.json (I recommend opening it in something like Notepad++, Windows' default notepad seems to break the formatting)
The agility number listed there seems to be exactly the number of squares they can move.
For example, basic Nazi Trooper's agility is listed as 9 and in-game when not blocked by anything they can move 9 tiles straight: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1722303589
BlackjackGT  [author] 23 Apr, 2019 @ 10:01pm 
April 24 UPDATE: i've started gradually adding in Movement Range tile numbers.

I'm basically just counting grid squares on my monitor using my fingers. :)
BlackjackGT  [author] 22 Apr, 2019 @ 1:50pm 
Thanks! I made some tweaks and additions. Hope to do more when work allows me to. :)
Lukeman 22 Apr, 2019 @ 12:00am 
This is an excellent idea for a guide.
Here's some additional info:
Battle Hounds cause bleed on hit.
Medic's heal amount levels up with them. I think it's additional +10 per level but can't confirm at the moment.
I: +25, II: +35, III: +45
Sniper I has 40 Health.