Outland

Outland

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Outland Enemy Guide
By Auburok
Welcome to the Outland enemy guide! The purpose of this guide is to learn how to kill enemies without them hitting you. This includes bosses! This guide is a work in progress.
   
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Regular Enemy Picture, Name and Hit Chart:
Picture
Name
Hits
Armored Crawler
2 hits
Bomb Barnacle
3 hits
Closed Flower
4 hits
Crawler
2 hits
Flea
2 hits
Flowers
1 hit
Flyer
3 hits
Flying Bomber
4 hits
Jellyfish
1 hit
Kamikazer
1 hit
Large Crawler
4 hits
Large Jellyfish
4 hits
Large Flyer
4 hits
Large Spider
10 hits
Large Warrior
10 hits
Mage
6 hits
Polarity Fish
1 hit
Serpent
10 hits
Spider
3 hits
Warrior
4 hits
Warrior (2 Handed Sword)
4 hits
Warrior (Shield)
4 hits
Regular Enemy Tactics:
Armored Crawler

Much like crawlers, only they shrug off non-uppercut first hits. Differentiated by unarmored variants by the plates on it's back.


Bomb Barnacle

These things spit out bombs like regular bomb dispensers, but are considered enemies and hang from the ceilings of some areas. Jump and attack, or uppercut it's bomb back up to it.


Closed Flower

Closed flowers are flowerzillas. They bundle up, only exposing when they fire four long trails of dual alignment bullets. Smite is a one hit kill, even if they are closed. The next best option is to get in between where the trails go and hit the flower when it opens.


Crawler

Uppercut, slide or low hit; uppercut or slide and attack again to finish them off quickly. Yellow varients only take one hit after obtaining the light upgrade.


Flea

They will hide in the ground until you are nearby, jump up, and shoot bullets of their alignment at you before quickly diving in to the ground. They can be stomped while in the ground and instantly killed. Otherwise: wait for them to appear and crouch to dodge their bullets and attack when it's safe.


Flowers

They can be mounted on walls or ceilings as well, and spit alignment shots at an arc depending on where they are mounted. When they die, their shots vaporize mid flight. Slide kick or crouch attack does the job.


Flyer

These guys will try to line up a shot with you, and shoot a 3 dot wide crescent of their alignment toward you. They are easy to dodge, and uppercuts work well against them.


Flying Bomber

These will float around, dropping bombs like a dispenser. Jump up and slash it, or uppercut it's own bomb back at it, or beam it if you're lazy. Stomping them can stun them, but is more trouble than it's worth. It can unwittingly help you kill enemies if you lure it near them.


Jellyfish

They float around, occupying space and aimlessly hovering. One hit drops them. Beams and shield blast vaporize them instantly.


Kamikazer

These guys spin up before they charge. If you can reach them before they charge, you can crouch attack them to kill them (just be sure to hit them as far away as possible). You can kill them mid charge, as well, but it's easier to dodge them. They can damage other enemies the run in to, so use it to your advantage.


Large Crawler

Like the smaller ones, they climb around land islands in circles. Unlike the smaller ones, they drop bullets of their alignment below them as they do so. Uppercut or slide into them to get them off the ground and finish them.


Large Jellyfish

These things mope around like the smaller ones, only these ones will electrocute themselves which damages you if you hit them. They can be stunned with charge attack and beat around. Easier to skip.


Large Flyer

These guys tend to try to target you with more purpose than the smaller ones. They fire rather wide alignment attacks, too. They aren't much of a problem if you can attack them before they get aggressive, but if all else fails and they are out of reach: beam attack.


Large Spider

Very fast and annoying, they are just as speedy as the smaller versions, and use the same tactics. The best option is to smite stun or charge attack stun and swat at it with your sword, or to use a beam attack to kill them in one go. Repeatedly stomping its head works, too, but just be sure to aim well, or you'll miss him and he'll break stun and attack. They are easy to see when they hide; just look for the humongous eye poking out of the dirt.


Large Warrior

A super sized version of the shield warrior. He will block absolutely all attacks from the front, and is too tall to jump over without a wall jump. The best bet is to let him attack you, and as his mace is stuck in the ground, jump over him. You can attack normally, smite him to stun him, or unleash a beam on him to take him out in one go.


Mage

These guys will teleport around, shooting ground waves at you that are not unlike the Golem boss' attack. When in close range to them, they will swing at you with their staff. Smite will stun them, and take off 4 hits, giving you plenty of time to land the last two. Another option is sliding in to them and attacking, as it'll prop you up in the air just high enough to stay above their ground beam when doing a three hit air combo.


Polarity Fish

These fish will rapidly change from light to dark. They only need one hit, but when they are hit with the same alignment, they explode. They are usually massed, so using the shield power or beam attack is a good way to clear a lot of them out at once.


Serpent

Extremely annoying. Can be stunned by charged attack or a well timed stomp on it's head. It will shoot a beam if you get to far away, and lash at you as you get close. Beam isn't a good option, as it'll move after a few hits. If there's a bomb in the area, that's usually the best option as it's a one hit kill. Pace yourself, and switch to it's alignment if it uses the beam.


Spiders

Spiders hide until you reach proximity of them. When hiding, they can be identified by a lone eye in the dirt. Uppercut, stomp, slide or charge attack sends them reeling. A slide followed by an uppercut and normal attack is an extremely quick way to kill a spider off. They wind up when they attack, so it's easy to read them. Stomping them stuffs them back in the ground, which can be unwanted. You will encounter yellow ones first, but once you gain light alignment yellows die in one hit.


Warrior

These are the smaller guys with axes that raise their arms up and charge you. Sliding in to them or uppercutting them stuns them and allows you to take them out rather quickly. Stomp works, too, but is only a good option when they are alone. Charge attack flings them far away and stuns them; effective, but not as efficient if you're going for a high arcade score.


Warrior (2 Hand Sword)

These guys will charge at you when they see you, but much more swiftly than their weaker friends. The only hard counter is to crouch and hit his sword before he reaches you. It'll stun him and allow you to finish him off without a fuss. Uppercuts will also work, if you're more comfortable with those, in place of a crouch attack.


Warrior (Shield)

Like regular warriors, they are sort of slow. It's easy to jump over them and slide in to them from behind, which knocks them up for a combo. They can block the player's regular attacks and beams head on, so don't bother with those. Smite does work, even through their shields, so it's a quick way if you're not low on energy. They are also slow to react to your attacks from behind, so if you'd rather not smite you're not in for much extra effort.
Minibosses
Warrior Mini Boss:
You first encounter these guys in the City. They are massive shield warriors with swords. They have a few basic attacks: a slash, a shield stomp, and a beam attack. Mostly this boss takes patience and reading his movements. When he throws his arms back wide, he is about to do an overhead sword slash. It's easy to dodge this. He'll do it when you're medium range from him. When you are closer, he will pound the ground with the edge of his shield, which does a small splash of damage. This is one of his vulnerable moments where you can slash at his face, as it's the only weak point he has. Give him three slaps and back off. Once you knock him down about 1/2 way, he'll begin to use his beam move. The "read" for this attack is a motion that looks like coughing. His move starts out as his alignment, then switches to the opposite alignment, then back sweeping up and down each time. Getting too close interrupts this and begins his shield pound, but if you can jump in when he's using his opposite polarity, you can score some extra hits and interrupt the beam attack.

Smite does a small amount of extra damage, and I don't recommend charged attack as the close range of it can get dicey. Beam doesn't work too well, but it's possible to use it. Bombs will instantly kill him (only the first one of these is near a bomb dispenser). He's not very difficult, and just requires time to kill him without getting hit. Another option is sliding into his feet when his shield is raised. It's riskey, as he can quickly pound down with the edge of his shield, but it will allow you to get some attacks on his face if it connects.


Serpent Mini Boss:
This is the boss in the haunted hills that ambushes you. He's rather easy, too. He has a beam attack and bullets that fall from his tail. He will switch those alignments and constantly use them. There's no real trick to this fight. You have to options to attack:

1. When he's firing to the left, uppercut under his head. He will sweep the beam over you, so you'll have to switch alignments to avoid damage. You can pass through it to the left when his beam is angled under his head and attempt the next attack.

2. When his beam is under his head, jump up and attack. He will be spitting out smaller alignment bullets you will have to be wary of, but it's easy enough to change alignments and get to safety.

Once you have the pattern down, this guy's really, really easy.
Boss: Golem
Golem:
The golem, while large, is pretty simple. His first attack will be a ground slam with his hammer that will travel the floor to you as he keeps his hammer to the floor. Jump over this and crawl up the hammer to his exposed head, and slap it around. You will notice the ground attack coming back, and his hammer glowing once it's returned. When the glow travels up the hammer, jump off. He will repeat this attack immediately, but this time crawler cocoons will spawn. Repeat your attack as usual, but this time when you hop off the hammer. Keep to the right of the crawlers in the trees. The golem will knock the tree and the crawlers will fall to the ground. You can take them out quickly by sliding to the left as the Golem begins his new attack.

The Golem will call rain as you deal with the crawlers. The rain will drop down as intermingled light and dark alignment streams, so avoid the dark ones and hide in the light ones. Right after this, he will use his same old, boring attack where he smacks the ground.

That's it. That's the pattern. The only other things he does is use a different, more organized alignment rain that is alternating dark/light/dark which is easier to dodge than the first one. It's possible to beat him without even seeing the second type of rain. Of all bosses, this is the easiest one to get the "Untouchable" achievement.
Boss: The High Priestess
The High Priestess:
At the end of underworld, you get to have a slightly annoying fight. The first third of the battle is pretty straight forward: attack her and dodge the bricks she summons. She'll appear at the top center platform first. Whack her a bit and hide under the platform after she vanishes; the rocks will damage you, but they won't go through the platform. Next, she appears on the left platform. Whack her, and stay on the platform; the rocks won't be able to get to you. Last, the right platform. Same thing: hit her a few times and stay on the platform. She will reappear, invincible, to tear the place down.

Here's where it's a little tricky: you have to actively platform upwards to stay on the screen while attacking the Priestess. First, dark alignment on the left, and then light alignment on the right. She will alternate between these two, attempting to crush platforms you're on with her giant ghost hand thing. Be cautious! Sometimes, you've got nowhere to land below, and will take a hit. You respawn in the center, on a tiny platform that vanishes when you jump from it. Time your jumps and hit her as much as you can. Once you hit a few times (or you spend long enough in the fight), she will cycle to her next attack.

She will teleport in the center of the room. The alignment she is when she teleports will dictate the alignment of the first attack. Half the available room on either side of her (closest to her) will be engulfed in lasers. You will have to match alignment to stay safe. After a few seconds, she will switch, and cover the other half of the available room in the other alignment. This is your chance to jump close to her as the opposite alignment and hit her a few times. She will cycle this attack a few times before reverting to her previous attacks.

The jumping on this part of the fight is way more tricky than the boss herself. Be sure to allow yourself an escape route if a hand begins to crush the platform you're on, or if you're sinking a bit too low on the screen itself.
Boss: The Mother of Eyes
The Mother of Eyes:
This boss begins with a skirmish. You will see the boss above two torches, with two switches behind breakable walls on either side, and a switch to your left. Once you hit the switch, a path opens between you and the Mother of Eyes, and you can jump up to hit the stomp switches as it spits alignment webs made out of bullets at you. The switches are on a timer tied to the one below, so you will have to act fast or risk starting over. Charged attack helps make short work of the walls, and you can jump across the blue platforms like stepping stones. After lighting the torches, it runs and you can continue.

Once you kill a bunch of it's babies and fall down a bunch of holes, you find a room with switches on either side and a large cannon. The switches will tilt it to the direction it is in relation to the cannon; in other words, the left switch tilts the cannon left, the right to the right. Hit the one that tilts it to the left, as it always seems to attack from that direction. When it pops out, it'll spit another giant web. Hit the cannon and run to the right. It'll take a hit, and hide, only to re appear and shoot a massive alignment attack from three webs. Don't even bother going out there. It'll end badly. It'll drop down once the attack passes right above the cannon. Hit the right switch to line the cannon back up with the spider, and dodge under it's stomping legs to hit it. It'll run away again, and two stomp switches on either side of the pillar-like things will light up.

If you're quick enough, you can start one switch up before it gets a chance to attack. Be careful, as the walls have alignment spikes: light activated on the left, dark activated on the right. The spider will alternate with web polarities, so you will have to time your runs and attempts to stomp the switches. Once that's done, the spider will spit out two dark alignment spiders, one on either side, to mess with you as it begins it's pattern again.

Repeat that again to kill the boss. The only difference in the next cycle is that when it drops spiders next time, it'll drop a dark spider and a light spider on either side. It's tedious, but manageable.
Boss: The Winged Serpent
The Winged Serpent:
The first half of this boss is a rather easy obstacle course. You will need to stay ahead of the beam coming from his tail. The second part of the obstacle course is a little easier, as the launch pads shoot you far ahead enough. On either obstacle course, don't go for the vases. They slow you down and don't offer anything aside from quick health loss. You will respawn on the path if you fall during this "chase".

The actual boss fight occurs after two rounds of the obstacle course; you end up in a room that takes off to the skies and is subsequently broken by the serpent. It will speed up as you land on it's back, and bombs will float down from above. The bombs have an alignment, and they set off if they touch the ground, or are hit by the same alignment. They can be tapped for hearts during the battle. Just be sure to keep alignment in mind. After a few moments of bombs falling down, the serpent's black spots will change. There will be two light alignment spots, and one dark alignment spot. The object is to stomp them as the opposing alignment while dodging the bombs. Once they are all stomped, the serpent speeds up again.

This time around, it's fins are raised, shooting fans of bullets directly above the stomp points with the same alignment. Same procedure: stomp with the opposite alignment, this time dodging the bombs and bullets. The serpent will reset once again, and the same setup occurs. This time, however, there are many more bombs floating down. Stomp them all, keeping in mind that you can kill the bombs with the opposite alignment to gain some health if you are low. After they are stomped yet again, run to the serpent's head.

The serpent's head should be exposed, now. Bombs will be all over, so take care when attacking. You will need to be the light alignment while attacking, so watch your attacks when light aligned bombs are near you. Charge attack and smite help out a little here to finish it quickly, but regular sword attacks are effective enough.
Boss: The Sisters
The Sisters:
The battle is pretty engaging compared the the last two battles. The object of the battle is to hit the alignment "tethers" to lower the Sisters' shield while navigating the land islands that surround them and circle them. The first phase of the battle is to let you get used to the arena: there are launch pads that follow you on the bottom edge of the screen, and two fixed launch pads on the left and right sides of the arena. Falling off prompts you to be placed back on one of the various land islands surrounding the Sisters.

Phase 1:
Pretty easy. The tethers change in alignment, and the Sisters send out waves of bullets in one polarity. Knocking out the five tethers will lower the shield, and they will alternate between dark alignment bullets surrounding them, and light alignment bullets surrounding them. The Sisters have their own alignments, so you will have to be one Sister's opposing alignment while in the field that surrounds them. Pretty easy. When they raise their hand above their head, that Sister is finished. Finishing them both prompts the next phase.

Phase 2:
Two thick streams of bullets rotate rather quickly around the sisters. One of light alignment bullets, the other of dark alignment bullets. The shield power is actually put to good use here, as it can quickly take out the tethers and keep you safe. There are eight tethers this time around. Once they are taken down, the Sisters will have two rings of bullets, linked like in an infinity sign and anchored between them, spinning. You will have to time when you enter the bullet rings to attack either sister. The Sisters can actually be finished off quicker this time around. After they are down, the last phase is up.

Phase 3:
This time around, the sisters fire alignment trails alternating dark/light/dark around the entire arena. It's a little harder to dodge gracefully this time around, so shield is an extremely easy way out while taking out tethers at the same time. There's twelve tethers this time, so if you've been saving energy up to this point, now's the perfect time. Finish the tethers off and the Sisters fire out a pinwheel of alternating alignments between each "blade" in a clockwise motion. Switch up alignments and sneak in a hit or two a couple of times to finish the boss off.

This boss fight, while not too difficult, is somewhat difficult to come out of undamaged. Make the most of your energy by saving as much as you can for the second and third phases to make it a little easier.
13 Comments
Cephalos 22 Nov, 2019 @ 5:11pm 
Actually, serpents have a safe spot just outside the range of their bite. It makes them much easier. You just crouch there and do the standard attack sequence. Then they move, you move to the new safe spot, and repeat.
catuluo 30 Jan, 2018 @ 12:03pm 
btw, you can also kill the mages pretty easily by jumping over the shockwave, then charge attacking them twice, which will stun lock them enough for you to spam regular sword slashes to kill them without getting hit. just dont get hit while doing the charge attack.
Blond 26 Jun, 2017 @ 5:55am 
tabula-rasa is right about the shield-sword miniboss. I slide attack twice before he puts his shield down and then i get three hits on his head. After that I interrupt his light/dark ray attack and then go for his head again. He dies quite quickly.
tabula-rasa 17 Jun, 2017 @ 9:11pm 
re the Warrior miniboss--when his shield is raised, he can also be hit by the slide attack and the splash from a ground stomp.
♡ れいうじ うつほ ♡ 8 Jun, 2017 @ 2:53am 
Ah yes so it does. Sorry I must've skipped that bit when I skimming through it.
Auburok  [author] 8 Jun, 2017 @ 12:04am 
Ooof. The irony of this after I read your profile. :8bitheart:

Anyhow, yeah, that's always been in the guide.
Auburok  [author] 7 Jun, 2017 @ 11:56pm 
"They will hide in the ground until you are nearby, jump up, and shoot bullets of their alignment at you before quickly diving in to the ground. They can be stomped while in the ground and instantly killed. Otherwise: wait for them to appear and crouch to dodge their bullets and attack when it's safe."
♡ れいうじ うつほ ♡ 7 Jun, 2017 @ 1:18pm 
You can one hit fleas by using the ground stomp ability on them.
Kylo Ded 22 May, 2015 @ 9:12am 
:hat1:
Vega 25 Nov, 2014 @ 9:36am 
Thanks for the guide! I always lost to those closed flowers.