Way of the Passive Fist

Way of the Passive Fist

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The Bestiary / Compilation
By Maple Lapis
This Guide Compiles all of the enemies you would find in Way of the Passive Fist, and how you could deal with them
   
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Introduction
This guide is to compile every enemy you can find in Way of the Passive Fist, and how to defeat every one of them.


I started this guide for one reason : Posterity. Any information you find here could either be used or improvised upon. And don't worry, the only spoilers you will see in this guide would be the identity of the bosses, and their attack patterns.

Note : This guide also covers the enemies you could find in New Dawn and Passiverse
Those enemies would be identified with a ND next to the enemy's name, and can only be found in New Dawn or Passiverse.

Version History
V1.0 - Guide Made
V1.1 - Added Enemy Names from Training Mode
Notable Analogies
Due to the nature of the guide, I thought it would be a good idea to shorten most of the words that you would see in this guide. Here are some keys to display the context of what action you can do.

Action Keys

P - The PARRY Button. Default is J for PC, X for Xbox, Square for PS, and Y for Switch.

DS - The DASH Button. Default is Space bar for PC, A for Xbox, X for PS, and B for Switch

DO - The DODGE Button. Default is L For PC, B for Xbox, Circle for PS, and A for Switch.

C - The SHOVE/CHECK Button. Default is K for PC, Y for Xbox, Triangle for PS, and X for Switch.

S - The SUPERMOVE Button. Default is I for PC, RT for Xbox, R2 for PS, and ZR for Switch.

Supermove Keys

I - The first Supermove : Punch

II - The second Supermove : Slam / Grab

III - The third Supermove : Gravity Well / Ground Pound

IMPORTANT : The first two Supermoves can be interrupted by enemy attacks, exercise caution when using them

Other Analogies

W - The Enemy Windup Sound, either a grunt, or a laugh, or machinery.

... - The time it takes for an enemy to finish their windup. More dots equals longer windup, and vice versa

T - The enemy's projectile when they shoot/throw it
Contents of each enemy
This is how each enemy would be displayed.

Enemy Category Description

Enemy Name

Enemy Appearance (Above)

Enemy description, attack pattern, and tactics

Alone (The actions you can do to exhaust the enemy if they are alone.)
W .... P .. W .... P

Group (The actions you can do to exhaust the enemy if they are in a group. This might vary)
W .... P .. W .... P

NOTE :The actions listed above is not a rule, but rather a guideline to practice timing for each enemy. Unless otherwise stated, you can use either a parry, a dodge, or a shove to counter enemy attacks.
Straw Hat Goons
Your Standard Issue Goons that punch. These enemies are not very notable, except for their dark variants which are covered in the Dark Enemy Section.

Red Goon
AKA Lug

These goons are your run of the mill baddy that does two punches, which are spaced far apart, perfect for perfect parry practice. These goons get tired after four punches, and when you hear them grunt in the windup, be ready to parry!

Alone
W .... P .. W .... P

Group
W .... P .. W .... P

Blue Goon
AKA Tread


These goons are more ferocious and resilient than the Red Goons that does four punches in quick succession, and get tired after eight. Attempting to use a supermove below III could lead to them interrupting your move and resetting your combo counter to 0, so beware!

Alone
W . P . P . P . P . P . P . P . P

Group
W . P . P . P . P

Purple Goon
AKA Screwjob

These goons are also more resilient than their Red counterparts that does two punches and a charged punch. Fortunately, you can parry or dodge this third punch. However, this third punch takes a longer time to windup and hit and might mess up your pattern if you're not careful.

Alone
W .. P .. P . W ..... P

Group
W .. P .. P . W ..... P

Tanky Goons
These goons are bigger, but slower than the regular goons. These enemies are also the first enemies that feature an unblockable grab attack. Be wary of that and apply dodges to them!

Standard Tanky
AKA Gus

These goons employ two hefty punches and an unblockable grab, which is delayed. If you dodge too early, you'll be grabbed and will take large amounts of damage for it, and if you dodge too late, the same thing would happen.

Alone
W .. P . W .. P . W ...... DO

Group
W .. P . W .. P . W ...... DO

Sun Worshiper Tanky
AKA Lummox

These goons are more resilient than their standard counterparts.They can endure Supermove I's and favors grabs over punches. The grabs however are faster, so that could act as a double edge sword. Also, if you have a Supermove II or above, you can use it to take them down in one hit.

Alone
W ... DO . W .. P . W ... DO . W ... DO . W .. P |(Subsequent) W ... DO . W ... DO . W .. P

Group
W ... DO . W .. P . W ... DO . W ... DO . W .. P

Green Tanky
AKA Gardener

These Plant infused goons are very tough, and would require a lot of parries and dodges to exhaust. Additionally, they boast a longer attack and laugh off Supermove I's and II's. Either use Supermove I's twice after each combo cycle, or exhast them halfway and employ a Supermove II.

Alone
W ... DO . W ..P .. P .. P . W ... DO

Group
W ... DO . W ..P .. P .. P . W ... DO


Special Tanky[ND]
AKA Big Boy

These exclusive goons are found in the first stage of New Dawn, and are different from their regular counterparts, but are faster and just as tough. They don't employ grabs in their arsenal so don't worry. However, they boast two fast slams and a punch, so keep that in mind.

Alone
W . P . W . P . W .. P

Group
W . P . W . P . W .. P
Throwers
These goons specialize in throwing things at you, but are a whole lot weaker than the melee goons. Their melee attacks exhaust them faster if you counter them, and if you dodge and throw their things back at them, they'll be taken out in one hit. (Unless if there's another goon in the way).

Knife Thrower
AKA Nikki

Pretty standard projectile thrower. All you need to do is to either parry or dodge the knife. If you dodge it, you'll catch it and then throw it back to them, taking them out instantly.

Alone/Group Throw
W . T ... DO/P

Alone/Group Melee
W .. P

Boomerang Thrower
AKA B.B.

These throwers projectiles arch back towards them if you parry it, which can add to the combo meter if your parries are precise. They are about as sturdy as their knife throwing counterparts.

Alone/Group Throw
W . T ... DO

OR

W . T ... P .... P

Alone/Group Melee
W .. P


Bomb Thrower
AKA Scorch

These throwers' bombs cannot be parried, and must be dodged. If you time your dodge right, you can catch the explosive and throw it back at them

Alone/Group Throw
W . T .... DO

Alone/Group Melee
W .. P

Knife + Bomb Thrower[ND]
AKA Slip

These throwers first throw a knife, and then follows up with a bomb shortly after. Parry the knife, and then dodge the bomb.

Alone/Group Throw
W . T ... P . T ....DO

Alone/Group Melee
W .. P
Sun Worshipper - Melee
Your Standard Issue Goons of the Sun Worshipper Variety. These enemies are not very notable, except for their dark variants which are covered in the Dark Enemy Section.

Standard Sun Worshiper
AKA Brand

Your Standard Issue Sun Worshiper. They use two arm swipes and a heel slam. They're pretty easy to telegraph by the windup tells, and provide great perfect parry practice.

Alone
W . P . W .. P . W . P

Group
W . P . W .. P . W . P

Tanned Sun Worshiper
AKA Gord

These Sun Worshipers are sturdier than their regular counterparts and use three heel slams in quick succession followed by an arm swipe.

Alone
W . P . P . P . W . P

Group
W . P . P . P . W . P

Green Sun Worshiper
AKA Leif

These Sun Worshipers are wayyy sturdier and can take more than 2 Supermove I's to bring down. Either employ Supermove II's and above or exhaust them halfway and THEN use a Supermove I.
Also, their arm swipes are faster than their regular counterparts and their heel slam is charged.

Alone
W . P . W . P . W ... P . W . P . W ... P

Group
W . P . W . P . W ... P . W . P . W ... P
Sun Worshippers - Ranged
These Sun Worshipers behave the same as any thrower, but always throw 2 projectiles at you. Parry the first and then dodge or parry the second. The former requires you to parry the first projectile earlier in order to execute the dodge on the second, and the latter is easier to execute, but leaves the thrower alive.

Disk Thrower Sun Worshiper
AKA Felicia

This thrower is the most complicated thrower to deal with, as the projectiles are thrown in an arc, which could throw most players off balance. Judge the time that it would take for the first disk to hit, and then act accordingly.

Alone/Group Throw
W . T .... P . DO/P

Alone/Group Melee
W ... P


Knife Thrower Sun Worshiper
AKA Felicity

This thrower might be less complicated, but is way faster to accomodate for the simplicity. When the first tell emerges, parry immediately afterwards, and then dodge or parry the second.

Alone/Group Throw
W . T . P . DO/P

Alone/Group Melee
W ... P
Dark Enemies
These enemies are invincible if other enemies are in the field, and always have to be reserved until the others are fallen. If they happen to approach you, dodge backwards or walk down or up upon their first windup, as it is an unblockable attack that cannot be interrupted by a shove nor Supermoves I and II.

EDIT - Supermove III can be used to interrupt their unblockables.

Supermove III however can be used to clear the others, which in turn removes their invincibility status and transforms them into their respective enemy, which can be taken down accordingly.


Dark SW
AKA Dark Gord

This Dark enemy boasts an unblockable heel slam, and turns into a Tanned Sun Worshiper upon room clear.

Group
W .. P

Dark Goon
AKA Dark Tread

This Dark enemy boasts an unblockable punch, and turns into a Blue goon upon room clear.

Group
W .. P
Mutant Plants
These plants attacks may look intimidating, but are easy to parry. This goes for its infant variants too.

Yellow Mutant Plant
AKA Daisy

These variants are sturdy and have two double swipes for their attack. After their first combo, a single Supermove I can make quick work of them. Parrying may only be an option against the first swipe, as dodging the first swipe would leave you vulnerable on the second swipe. Same goes for the second string of swipes.

Alone
W .. P . P . W .. P . P

Group
W .. P . P . W .. P . P (Normal)

OR
W .. P . P . C (Crowd Control in Thornborne)

Pink Mutant Plant
AKA Dahlia

These variants behave like their yellow counterparts, except that they start with a lingering acid spew, which can only be dodged. If you attempt to move backwards after the spew lands, you will get hurt by it, and be left wide open for attacks.

Alone
W .. DO .. W .. P . P . W .. P . P

Group
W .. DO .. W .. P . P . W .. P . P

OR
W .. DO . C (Crowd Control in Thornborne)

OR
W .. DO .. W .. P . P . C (Crowd Control in Thornborne)

Infant Mutant Plant
AKA Infant Daisy

These variants are actually less sturdy than their matured counterparts, and only requires two parries or dodges to exhaust. But unlike any other enemies, they are immediately defeated, so the finishing shove is unnecessary, and might break your combo if you shove.

Alone
W .. P/DO . W .. P/DO

Group
W .. P/DO . W .. P/DO

Infant Mutant Plant - Mine
AKA Infant Daisy Miner

Like its Non-Mine Variant, they also take two parries or dodges to exhaust, so employing similar tactics for this enemy is recommended.

Alone
W .. P/DO . W .. P/DO

Group
W .. P/DO . W .. P/DO
Robots - Melee
These enemies cannot be exhausted, so the use of Supermoves I, II or III is required to take them down.

Crawler Robot
AKA Infant Robo Daisy

These enemies act like Infant Mutant Plants, but would require a Supermove I to defeat. You could use Supermoves II or III to defeat it too, but it would be a waste of resources and combo points.

Alone
W .. P/DO . W .. P/DO

Group
W .. P/DO . W .. P/DO

Yellow Robot
AKA Lanky Tim

These robots are resilient, and boasts a three swing swipe, followed by an unblockable grab. You can also shove them to interrupt their attack string but DO NOT Shove during their three swing swipe.

Alone
W .. P . P . P ... W .... DO

OR
W .. P . P . P .. C

OR
W .... DO .. C[/b[
Group
W .. P . P . P ... W ... DO

OR
W .. P . P . P .. C

OR
W .... DO .. C

Green Robot
AKA Dugout

These robots are wayyy more resilient than their orange counterparts, and would require three Supermove I's, two Supermove II's or one Supermove III to defeat. Also, they employ a grab first, and then a six swing swipe.

Alone
W .... DO .. W .. P . P . P . P . P . P

OR
W .... DO .. C


OR
W .. P . P . P . P . P . P .. C

Group
W .... DO .. W .. P . P . P . P . P . P

OR
W .... DO .. C[/b]

OR
W .. P . P . P . P . P . P .. C

Clone Robot[ND]
AKA Clone... just Clone

These Robots are but cheap knockoffs of you, and employ Supermoves I and II to take you down. If you memorize your Supermoves I and II attack timing, then handling them may not be too difficult for you. However, you cannot just employ dodges for all their attacks, since the first or third attack will hit you.

Alone / Group
W . P . W . DO . W . P


Robots - Ranged
These enemies act like throwers, but would require a well timed dodge or a Supermove I, II or III to take down, since they cannot be exhausted.

Green Ranged Robot
AKA Dissector

These enemies fire a saw straight a t you, pretty straightforward stuff.

Alone / Group Ranged
W .. T .. P/DO

Alone / Group Melee
W .. P

White Ranged Robot
AKA Sidewind

These enemies however have a more complicated fire arc, which would arch above you and then hit your back. You could turn back to parry or dodge, or parry or dodge the saw if you are close enough when they fire the saw.

Alone / Group Ranged
W .. T .... P/DO (Far)

OR

W .. T . P/DO (Close)
Bosses
These enemies are way harder to handle than the goons that they spew out (safe for one boss). They have their own attack pattern and can either only be defeated with Supermoves I, II or III or with parrying and dodging their melee attacks.

Breen

The first boss starts off with a slam and then follows up with a Wheelmerang. After that, he will summon two Red Goons to fight with him when he says "Burnout", and provide suppressive melee, while he lines up for a Wheelmerang or a slam. As this boss has a huge health pool, parrying his attacks may prove very difficult so employ Supermove I or III to defeat him faster.

If you're not confident with your parry timing, you can employ dodges for the Red Goons, and employ crowd control when there's more than Breen in the field. Additionally, his Wheelmerang can be avoided by moving up or down.

Alone / Group
W .. P .. W . P ..... P (First String)

OR

W . P ..... P (Wheelmerang)

OR

W .. P (Slam)

Tanner

This boss employs a quick two sided poke, and an unblockable sunbeam, which can only be dodged by dashing. After the first sunbeam, two Tanned Sun Worshipers jump in to provide suppressive melee. Beware, as Tanner might do his two sided poke while you're handling a Tanned Sun Worshiper.

If you're having difficulties avoiding his sunbeam, remember that he can only execute his sunbeam when he walks to the top of the field, and when there's a ding followed by "Light". Immediately Dash in a direction when that happens.

Alone / Group
W . P . P ...... DS

Dredge

This boss is completely alone when you face him, so you need only focus on him and his drill. He employs a three drill poke which is spaced out, and then drills the ground to send some rocks dropping. Afterwards, he will poke you thrice again, and then do a spin attack bounce. Fortunately, all those attacks except for the falling rocks can be parried. For the ground drill attack, you can shove him to interrupt his drilling to initiate the three drill poke.

If you are having troubles with his spin attack, estimate the spin attack's bounce trajectory and then parry accordingly. If you can telegraph and defend yourself against his three attack patterns, all you need to do is to use Supermoves I or II to speed up the boss's defeat process.

Melee
W . P .. P .. P

Drill
W . C (Whenever he starts drilling)

Spin Attack
P ... P .... P (You can only trust your eyes for this one.)

Thornborne

This boss cannot be approached, so the use of Supermoves II or III is required to defeat him. If you approach him, you will be poked by his scorpion's stinger, and lose a lot of health. The only way to take him down is to use Supermoves II or III on the mutant plants that he spawns with his fluid.

Crowd Control is key, so keep down the active mutant plants by 4, or you will find it very difficult to stay alive as he pokes you time and again while mutant plants swipe at you or spew at you.

If you still encounter difficulties, try moving to where Thorn's been and imagine an invisible square surrounding Thorn. Additionally, you can also move away from a Yellow's Swipe when it's in the windup phase, or down from a Pink's spew during its windup phase.

Melee
AVOID AT ALL COSTS.

Dyson

The final boss of the game, and gatekeeper of New Dawn and Passiverse, and the Victory Screen for both the Main Story and Passiverse. And with the title of the final boss comes attacks that you might find overwhelming and possibly unconquerable. I know it did for the first time I faced him.

His first attack WILL always be the Seven Wire Stab("You're Nothing"). This attack can start from either side, and switch randomly, so you'll need to trust your hand eye coordination on this one. If you managed to parry all of them, he will go for a grab. Otherwise, he will go for a three strike sunbeam.

For the grab, you can either dodge or dash away, and for the three strike sunbeam, when he says "Dodge this", prepare to dash thrice. Make sure you have enough room to execute the threee dashes or you will be hit by the second or third beam.

Master these three attack patterns, hit him with Supermove I's and if you persevere, you will be greeted by the credits screen for either the main story or passiverse.

Melee
W . P .. P .. P .. P .. P .. P .. P (May have to switch direction of parry)

Ranged
DS .. DS .. DS (Third dash can be diagonal, as long as it's in the same direction)

Grab
W ... DO (Can also move up/down/dash away, but would not add a combo point)


Thornborne [ND]

The first wall of difficulty for New Dawn, and the fourth boss for Passiverse. The rematch changes his walk speed, so your window of opportunity to get combos per mutant plant is way smaller, and the margin for error is way smaller too.

But not all is lost, acquire the combo points via crowd control and similar tactics, and interrupt the swipes with a shove when you need to reposition, but only after the second or fourth swipe. And avoid his square at all costs.

Melee
AVOID AT ALL COSTS.

Tanner [ND]

The second boss for New Dawn. He behaves similarly, except he shrouds the field in darkness before executing his sunbeam, and summons Tanned Sun Worshipers instead of the Standard Sun Worshipers. Employ the same tactics and he shall be a breeze.

If in doubt, hear the ding, and Dash away at "Light".

Alone / Group
W . P . P ...... DS

Dredge [ND]

The third boss for New Dawn and Passiverse. He behaves similarly, but now you have a laser hazard to deal with. Before he executes his spin attack after the three drill poke, shove him to get ample time to reposition by the time the first laser shows up.

If you feel that there's a laser coming up, walk away from Dredge, or let him finish his three drill poke. Better to be safe than sorry for this one.

Melee
W . P .. P .. P

Drill
W . C (Whenever he starts drilling)

Spin Attack
P ... P .... P (You can only trust your eyes for this one.)

Laser
W .... DS (When the laser radius shows up)

Breen [ND]

The final boss for New Dawn. He behaves similarly, but now he employs the clones so avoiding his attacks and the clones will be a tough fight.

Remember to employ crowd control, and vertical movement to avoid certain attacks. Don't forget to memorize the clones' attacks too to effectively gain combo points and deal damage too!

Alone / Group
W .. P .. W . P ..... P (First String)

OR

W . P ..... P (Wheelmerang)

OR

W .. P (Slam)

Minibosses
These are enemies that solely appear in New Dawn or Passiverse, and do not appear in the main story, in any way, shape or form.

Miniboss Breen

He acts like Breen, but he does not summon any goons after his slam and wheelmerang, but like Breen, he can attack you while you're handling an enemy, so be wary of that.

Alone / Group
W .. P .. W . P ..... P


Miniboss Tanner

He acts like Tanner, but he does not summon any goons while he is in the field. His two sided poke and sunbeam attacks can be handled like his Boss Variant.

Alone / Group
W . P . P ...... DS
Epilogue / Credits
This guide was not made possible without the help of the former only guide in steam, the forums, the community, orie falconer's master mode run (which taught me how to beat dredge and the subsequent bosses), and most importantly, the game itself.

Never give up! With practice and patience, it is possible to beat the game!

1 Comments
Mad Pigeon 20 Jan @ 3:35am 
I'm so happy that at least this guide exists!
I heard about a game long time ago, bought it on one of the sales and finally got a mood to play it.

I'm trying to go for 100% achievements and there is so very little information on that. At least I knew what I should do, even when boss behavior feels unfair