ScourgeBringer: The Entangled Ingress Guide

The Entangled Ingress is the first area in ScourgeBringer. It serves as a good introductory area for players to learn the game. There are a few things you’ll want to keep in mind if you want to beat this area.

To beat this area, learn about all the enemies, avoid the spike hazard, and understand the boss’ pattern. Don’t forget to use Blood to buy from Greed (shopkeeper)!

The Entangled Ingress Enemies

Leech

Priority: VERY LOW. Health: VERY LOW. It takes one hit to kill these enemies. They crawl up and down the ceiling, walls, and floor, and bite at the player when they get too close.They’re only a threat to inattentive players.

Swarm

Priority: LOW: Health: VERY LOW. These pests are actually quite rare in this area. They are easy to take out, just don’t get too close without being prepared.

Fly

Priority: LOW. Health: VERY LOW. This enemy also dies in one hit, so they’re really easy to get rid of. They’re only slightly more dangerous than the Leech because they can fly. They attack with a small AoE (area of effect) electric attack when the player is in melee range.

Bat

Priority: LOW. Health: LOW. This enemy attacks when the player gets too close with a short charge-bite attack. Like the Fly, they are easy to defeat.

Fat Bat

Priority: LOW. Health: MEDIUM. These bigger bats bite at the player when they get too close. They aren’t much of a threat.

Spider

Priority: HIGH. Health: LOW. These annoying things can crawl on walls and stick to the ceilings. They’ll follow the player’s location and shoot when they line up a shot. When there are a lot of these in a room, you’ll want to take care of them quickly.

Mini Horns

Priority: HIGH. Health: MEDIUM. These creatures should be dispatched quickly as they have a decent detection radius and shoot three bullets directly at the player in succession.

Big Horn

Priority: VERY HIGH. Health: HIGH. Watch out for this enemy’s attacks. They are a bigger and badder version of the Mini Horns, shooting a volley of consecutive projectiles at the player. Stun this enemy with a smash attack or find cover. If players find themselves in a room with a lot of cover, it might be wise to get rid of the small fry before taking this enemy out.

Turtle

Priority: HIGH. Health: HIGH. This robot-looking turtle isn’t that difficult to defeat. Its detection range seems small so the player has more than enough time to get up close and personal. Stun it when it’s about to attack and finish it off with a couple slices. It shoots a volley of projectiles from one end to another, making it easy to predict and dodge.

First Gatekeeper

You need to defeat this Gatekeeper to open the room to the Judge, or boss. It has two attacks one that is similar to the Big Horn, but with more projectiles, and one that is a double spread shot of large orbs. The spread shot shoots in all directions but players can dodge in between the orbs.

The key to defeating this Gatekeeper is to just pursue relentlessly. The moment it spawns, it will begin an attack. At this point, the player should be dashing towards it and using a smash attack to stun it and then attack until it teleports away. When it reappears, players must react quickly and then go for another smash attack. It’s possible to defeat this Gatekeeper without it being able to attack at all!

Judge: BodyBoulder

BodyBoulder has two phases of attacks. When its health falls below half, it starts using stronger versions of each attack.

Attacks:

  • Center Smash – goes to the center and then charges an attack to shoot projectiles in all directions. This is where players can go for a stun since it’s detectable with a “!”.
  • Haymaker – goes to either the left or right side of the room and then unleashes a punch that goes to the other end. The Judge will follow the players vertical position so players should be dodging upwards or downwards. Avoid the fist even before the punch comes out, because the hitbox of the fist becomes active once lightning gathers around it!
  • Palm Rain – goes to either the upper left or upper right side of the room and then palms out, sends projectiles raining downwards. It may be hard to dodge this at first, but look for gaps in between the projectiles to jump through. Once the player unlocks the Lethal Club skill, which enables smash attack to return projectiles, this will become much easier.
  • Double Hammer – goes to the upper part of the room and then smashes downwards with both fists. Once the fists hit the ground, projectiles shoot out in all directions. Move away from the projectiles and jump in between the gaps.

There isn’t really a visual indicator of when the boss is changing its attack patterns. Players will have to watch for its health bar on the top of the screen. Learn all these attacks and you should do well.

Hazards

In this first area, the only hazards players have to watch out for are the spike traps which line the floors. Take care not to stand too long on these as the spikes will hurt!

General Tips

Items that drop from rooms stay there when you leave it. So, if you see an item that heals health and you’re at full health, leave it there until you need it!

Altars will provide a helpful bonus to your fight depending on which upgrade you choose. If you play a more aggressive playstyle, then you should choose upgrades like Stun-Locker (which increases damage on stunned enemies). If you’re low on health consider taking Determination (which heals all your health and more!). Keep an eye out on this website for more on Altars.

Once you defeat the Judge of this area, make sure to visit or revisit Greed, the shopkeeper, to see if you’re in need of anything. Judges drop a lot of Blood so you’ll usually be able to purchase anything.

Deric Kwok

Games are a longtime passion of mine starting from childhood when my mother bought me my very own Gameboy Color. I’ve been gaming ever since. I’m a self-proclaimed jack of all trades, with what I consider a wide skill set ranging from programming to photography. As the saying goes, a master of none is oftentimes better than a master of one.

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