Monster Bash HD

Monster Bash HD

Not enough ratings
Monster Codex (HP, behavior) & Power-ups / Item list
By Ceekur
Eager to learn more about the mish-mash of monsters you'll need to Bash within? Check this guide for details on each monster you'll encounter, their behavior, and whether or not they can be rocketed; also see environmental elements and a list of items and power-ups you can collect.
2
3
2
   
Award
Favorite
Favorited
Unfavorite
== Items and Collectables ==


Over the course of his journey, Johnny will find various goodies to collect for points, in addition to the mandatory pet cages. The point values are doubled on Medium, then doubled again on Hard / Nightmare. Hearts are a slight exception, as the doubling only occurs when collected at full health, awarding a massive sum to players who seldom need their life restoring properties. When collected while injured, hearts restore all missing health but grant a flat 50 points across all difficulties.

The Johnny Voodoo Dolls in MBHD no longer grant extra lives but offer many points instead.


Item
Easy
Medium
Hard/NM
Kisses
100
200
400
Smarties
200
400
800
Mints
400
800
1600
Pet Cage
500
1000
2000
Small Chest
500
1000
2000
Large Chest
2500
5000
10000
Embergem
2500
5000
10000
Hearts
2500
5000
10000
Voodoo Doll
5000
10000
20000
== Powerups ==

To aid Johnny in his adventure, you will find a few power-ups that give you 10 powerful shots. Normally Johnny can only have 3 shots in the air at once, leaving you vulnerable for a moment. Switching attacks (running out of a power-up or collecting a new one, even of the same type) will reset this limit and allow 3 more shots i.e. 6 in the air at once.

Rocket: A homing rocket that deals 5 hitpoints worth of damage and will find its mark even if it takes a while. Unlike the other powerups, you have access to your normal shots until an enemy is on-screen, where a rocket will fire in its place if you attack. Keep in mind that its homing capabilities are "normalized" in that while a rocket will kill a target through walls (eventually), it also can take a second to hit an enemy right in front of you as well. If a target dies after you fire multiple rockets, the remaining rockets will harmlessly explode instead of changing targets.

Splitshot: This causes the rocks to become a 3-way shot instead of just one. For the purposes of "shot limit", each volley of 3 counts as 1 attack. So you can have 9 rocks mid-air at once, allowing for massive damage on any monster up-close, or a large boost in Skull Juggling points if aimed up at a falling skull.

Boulder: A large boulder that explodes into 4 normal shots on impact, each dealing 1 damage. If shot at an enemy, it often results in 5 damage (boulder + 4 normal) to the target. These can be worth saving for large clusters of Skulls for massive juggling points, best if aimed up at multiple skulls.

Fireball: A fireball that deals minor damage, with its utility coming in "lava drips" that drops from the fireball in flight. It can kill targets below you safely, each drip and the fireball itself seems to deal 1 damage. For point use on Skulls, try to find one skull high up against a corner or wall. Fire upon it and let it fall into the lava on the way down.
== Traps, Hazards, and You ==


There are many obstacles in Johnny's way, non-organic and undead alike. You can shoot cracked spear tips, as well as crawl through the wooden pole safely. Fan motors can be shot to disable the fan and allow it to be stood upon. Cyan stalactites and stalagmites cannot hurt you despite their appearance, but darker blue ones will; though even then, just its tip will. You can travel through the rest of it unharmed.

Snakes appear as blinking bright red/pinkish eyes (unblinking dark red eyes are safe); clipping the corner of it will cause the snake to emerge but you won't get hurt if it's only a small overlap. Bloated heads inflate and explode once their trigger point is touched, flinging their gibs in a straight line through walls. The possessed traps lie unassuming until Johnny jumps near it, causing it to mirror his leap. Fortunately you can pass by underneath before it lands.

Empty bottles can be filled with water at the ornate waterfall structure (which itself can be climbed), allowing Johnny to water certain plants scattered in some levels. They will rise to various heights and let you access new often required areas.

Further on are extra details about some of the others that stand out and stand in your way. The following hazards cannot be killed, except for the Skulls, though a couple can also be deterred in some fashion.
Skull Watchers


Spooky skulls adorn the walls of Johnny's travels, as he makes his way through the places infested by the Count's Army! Fortunately you can clear them out and get some huge points in the process. Each skull may only be worth 100 / 200 / 400 points each, but shooting them as they fall is worth double that per shot!

Utilize power-ups for maximum score. Keep in mind that a skull falling will immediately disappear if you move it off-screen before it starts falling.
Knife Hand


This stationary foe is discretely tucked away within a wall or ceiling, ready to toss out a knife in a straight line once it sees Johnny. It can only have one knife in flight at a time, so bait out the knife then jump/run past it quickly. In the original, it could detect Johnny through walls and even off-screen, and while it can no longer do this, the trade-off is its knives can no longer harm enemies caught in the crossfire either.
Wooden Platform


These one-way platforms can be stood on for a short time before Johnny breaks through them. However jumping repeatedly will allow them to last a lot longer. Be sure not to sprint on them though as that will quickly destroy them behind you like a dramatically collapsing bridge!
Possessed Boots


These blue suede shoes are on the loose in the building and can assist Johnny up onto far / high ledges, and are occasionally required to be used in some levels. Shooting them will make them instantly turn around to give you more time to position before they send you on a one-way trip! Some levels have them as a hazard instead, where getting kicked will send Johnny straight into spikes or off a dangerous edge, so check your surroundings and see if the distance is possible without help first!
Coconut thing


If you ever told an enemy to "eat this", this one took it to heart (or rather its stomach!). They are peculiar, hairy critters with big tongues and an endless appetite for your attacks, instantly turning around and eating any shots you try to land. They also approach eagerly if they see you, trying to lick you with their corrosive tongues; jumping will cause them to temporarily skitter off as long as you stay out of sight.
Dragon


Sometimes it's best to let sleeping dragons lie. Slowly crawl by to prevent it from waking, as one touch of its fire breath is instantly fatal (or nearing its mouth after it's awoken)! Shooting or standing up near it (even after crawling past) will also wake it and prevent you from going back.
== Monster List - If it bleeds points, you can kill it! ==
Now for the main meat of the guide: the monstrous attraction!

For completeness, I have gathered their Hit Points, death type (whether incapacitate only / permanent or a transformation into a new enemy type), whether it can be targeted by the Homing Rockets, and overall observed strategy. The base point value is from Easy difficulty, which once again is doubled on Medium and again on Hard / Nightmare.

Unlisted points or death type can be assumed as 100 and permanent respectively unless otherwise stated.
Zombie - Hitpoints: 3+1
The bread and butter of the horror game, though more rotten meat and rancid potato.
Death type: Permanent
Base point value: 100+100

These undead corpses shamble back and forth awaiting brains. Not having rotted away entirely, they are aware enough that after being hit, they may turn around if you are slinging rocks at one spot from the air and just hoping they will run into them. They will also try to reach out and claw at Johnny if he gets too close.

Finally, their heads will detach once their body is destroyed, rolling along the ground (starting in the direction they were facing) for one last attempt at biting you. It is best to fire at head level to destroy the head in the same volley as their body. The severed head will remain active after rolling off-screen and can come back at the most unexpected time. It can also bounce up at random intervals over one tile high walls and over your crouched shots if timed poorly.
Crawling Hand - Hitpoints: 2
Death type: Permanent
Eager to spring into action and lend a hindering hand.

These disembodied remnants of the Count's army crawl around and randomly jump quite a distance, possibly taking Johnny by surprise from off-screen. Fortunately they are as fragile as they are agile and can be dispatched quickly.
Chattering Teeth - Hitpoints: 1
Death type: Permanent
These little guys are not directly harmful; however they latch onto Johnny and prevent him from shooting or moving properly. Spam left and right movement to shake yourself free! One Chatterer is enough to halt your shooting arm and slow you down some, while three will result in almost running in place!
Hanging Skeleton - Hitpoints: 1
Death Type: Transform
Looking like an early Halloween decoration, these guys stay stationary and don't even harm Johnny on contact. However they turn into Skeletons when shot or bumped into.
Skeleton - Hitpoints: 5
Deep down, we all identify with them.

Death type: Permanent
Base point value: 100

They patrol back and forth in an area, occasionally looking behind them and turning around. Once they spot Johnny, they will keep walking towards him, now with a chance to throw a boomerang bone that travels far and can come back to strike you from off-screen. Beware that their bonerang will stay in flight even after they've been killed as well.

While they normally cannot fall off the platform they start on, they can very rarely fall onto a lower platform if they toss their boomerang while at a ledge's edge.
Rock Monster - Hitpoints: 3
Death type: Incapacitate
These imposing-looking fellas patrol back and forth minding their own business, only harming Johnny on contact. They will often be used to stand on to reach higher places. Each shot will slow them down by a third, with the final shot rendering them solid for a few seconds. When "alive" they can be run through at the cost of one health if you're caught between a rock and hard place.
Invisible Guest - Hitpoints: 10
Death type: Permanent
Base Point Value: 400

All dressed up for a dinner party, they will toss their hat at Johnny on sight, which will rubberband back after reaching its max distance. Simply crouch under it and ruin their dapperness with blood stains. Unlike with Skeletons, their hat projectile immediately disappears the instant they die.
Cavebug - Hitpoints: 3
These bugs can sometimes be seen sleeping on a ceiling until shot and awoken (this first shot does not damage them), where upon they will fly around slightly before swooping in at an unpredictable angle. After passing by (either missing or hitting Johnny), they will fly off similar to Vultures and try again once their new trigger point is hit. Remember not all of them will be found sleeping!
Vulture / Boney Bird - Hitpoints: 2+1 / 3


These birds are tired of scavenging and are actively looking to turn Johnny into their next meal! When reaching their trigger point, they will swoop in for a taste before going off-screen. A new trigger range will be created unless you keep it on-screen where upon it will fly in for another pass. After killing the normal Vultures, watch out for its falling corpse; it will still deal damage on touch unless you destroy it or wait for it to rot away.
Witch - Hitpoints: 4
Walking back and forth slowly without their broom, these sinister spinsters look for a target to zap; don't be that test dummy! Possessing magical powers, she can notice Johnny through walls and her lightning bolt will travel through them as well.
"Princess" - Hitpoints: 0
Death type: Transform
Don't rescue this one; she's a witch in disguise to lure would-be heroes to their doom! Turns into a Bazooka Witch when approached; see below.
Bazooka Witch - Hitpoints: 10
Death type: Permanent
This witch is packing, having brought her own snake launcher! Upon seeing Johnny she will pause and fire out a large snake that bounces off walls similar to Johnny's slingshot rocks. While you can crouch under these if you're close enough, you can still be hit by a ricochet if your back is to a wall. Her attacks can also damage the surroundings including knocking out blocks, skulls, or chests. In a custom level, she can even free pets or break the Count's magical charms.
Flying Witch - Hitpoints: 3
Death type: Permanent
Far nastier version of the Witch, now that they have found their brooms. They fly onscreen to send a lightning bolt Johnny's way when nearing them, before flying off as quickly as they arrived. Luckily only encountered when Johnny has more firepower of his own, he will still need to be on his pajama toes to avoid getting blindsided.
Pumpkin Head - Hitpoints: 6
Base point value: 100
Death type: Permanent

These nasty creatures are found in later levels and for good reason. They rudely spit at Johnny upon sight, hurt on touch, can fall onto lower platforms unexpectedly, have a decent amount of health, and even leave a farewell present when killed. Their exploding head left behind flings 4 seeds around it; however the lit pumpkin bomb itself cannot hurt Johnny if he happens to touch it before it explodes.


The explosive seeds can affect the environment such as free pets or damage treasure chests, but cannot splatter skulls or break blocks.
Xeno - Hitpoints: 6
Base Point Value: 400
These joyful-looking lifeforms are hunting Johnny, leaping around the environment, occasionally pausing. Use the power of your rocks to alienate their limbs from their body!
Brainoids - Hitpoints: 6
Death type: Permanent
Legs with a literal mind of their own; they jump unpredictably and fire oddly harmless mind attacks towards Johnny. Try to attack them around walls using rebound shots to avoid their jumps. In the original game, their mind attacks would heal Johnny.
Imp - Hitpoints: 3
These little helpers of Big Red roam the Underworld and aim to recruit new members into the Count's army by any means necessary!


                                   Upon seeing Johnny, they will pause, summon a forked spear into their hand, and throw it in an arc at you! It can be crouched under if close enough, but it will bounce off nearby walls with a similar trajectory to the Bazooka Witch's attack.
Cannon - Hitpoints: 1
No Rocket
Death type: Incapacitate

These silly-looking creatures walk around on any surface and wait to fire goo from their cannonheads once Johnny is in sight, similar to the Knife Hands. They can be knocked out temporarily to give safer passage, but will awake after a few seconds. They will stick to the surface they started out on, such as the ceiling and will not fall off of it even when knocked out. Their attacks can free pets and break chests and skulls.
Giant Eye - Hitpoints: 6
Death type: Transform
Base point value: 500
Keep your eyes peeled for this giant creature! It may jump around slightly slower than the smaller eyeballs, but its large size can catch one off-guard! It will erupt into 4 normal eyeballs once killed, which can send them into unexpected directions.
Eyeball - Hitpoints: 3
Base point value: 100
The smaller cousin to the giant eye; more agile and squishy. It will try to jump in your direction, based only on your horizontal orientation to it. If you are above or below it, but to its left or right, you can influence the direction it jumps in.
Medusa - Hitpoints: 4
Base Value: 100
The lady with snakes for hair is here to out-stone Johnny, as she sends out a magical blast that turns him into stone. While the attack itself doesn't deal damage, it forces him to stand up and also leaves him vulnerable to other enemies attacking him while he breaks free! Rapidly hit jump or fire (press both AT THE SAME TIME for best results) to free yourself.
Troll - Hitpoints: 5
Base Point Value: 100
These ogreish brutes are only in a couple levels (such as E1M6) to knock Johnny to an upper level with their powerful flail ground pounds, just like the Cyclopes. Since they still damage on contact, you may need them gone, but be sure to check that you no longer need them to access a place Johnny's little legs cannot reach first!
Werewolf - Hitpoints: 6
These lumbering lupines have an attitude nearly as bad as their hitbox is big. They don't move particularly fast when on the ground, but can surprise Johnny with their leap attack. Attack them from afar or run under them when they pounce before turning around and continuing to pelt their pelts.
Swampman - Hitpoints: 6 + 1x4

Base Point Value: 500 + 200x4
Perhaps a cave-dwelling creature, often found in caves more than swamps, it throws green goop at you and upon death, it splits into 4 mini-creatures that can also throw goop. As it splits, the fragments cannot hurt you until they land and form into new ones.
Loch Ness - Hitpoints: 10
Base point value: 2500
These dwell within the swamp levels, waiting for Johnny to get close to the water before emerging and swimming over to him. Jump over its head and blast the head or tail to kill it. There is also a non-moving variant that pokes its head and tail above water; you will need to destroy both to kill it.
Flying Tiger - Hitpoints: 2+1
Death type: Permanent
Cannot Rocket

Based on the Flying Tigers of World War II (any further elaborations or corrections let me know), these are actual tiger / plane hybrids with even lil tiger paws when on the ground! When Johnny passes over their single-use trigger point, they fly in and attempt to do a bombing run onto your head! However these fierce fighters are actually fairly fragile in flight, taking only 2 shots to send them smoking to the ground. Once stranded, they pace back and forth completely harmless to Johnny, dealing no contact damage at all.
Hobby Horse - Hitpoints: 30
Death type: Permanent
Base Point Value: 250 (yes only 250)
Can Rocket

There is no child safety present when it comes to this horrifying horse! Possessing the most health out of all monsters aside from true bosses, it will recklessly jump at you absorbing many of your shots before going down. Once exorcised, it returns to a simple children's rocking horse... right?
- Misc Monsters -

A few others exist, mainly in the swamp. The Flopping Fish leaps out of water and flops about on dry land, moving slowly but it can still slap you. The dragonfly acts similar to the flight pattern of other flying enemies, including flying through some walls. The fishman runs about on its platform but can leap off and attack unexpectedly (HP: 6).
== Bosses ==
Nemesis - Hitpoints: 16
Cannot Rocket
Base Point Value: 0!

Johnny's evil clone is here to hunt him down and keep Count Chuck's evil plan safe. Once per episode (E1L3, E2L2, E3L7), he will be present as a puddle of green goo just before the level exit and after Johnny steps through, he will rise up and start attacking! He must be sent packing from the current level before you are allowed to leave.

Possessing the same moves and agility as the player, he will shoot occasional rocks at head height or upwards, but never at the fire rate the player can (i.e. 3 at once). He will run and jump around to make himself harder to hit, as well as inflicting contact damage if he runs into you. When he crouches down, he's oddly invulnerable so keep your distance. In fact, a reliable method is keeping him offscreen and shooting in his direction; while slower it is safer. After defeating him for the third and final time, you will have use of his getaway broom.
Cyclopes - Hitpoints: 25
Base Point Value: 500

A favorite of the Count, this big blue monster walks back and forth trying to get at Johnny but lacks the speed to really keep up. His landing after jumping (or falling off any platform) will rock the screen and send Johnny for a flight unless you jump off the ground beforehand. This creature won't last against the onslaught done by the slingshot master though, especially if you take the time to target his eye and deal bonus damage! The real challenge is avoiding him until you deal with the skulls on the level for maximum points!
Devil's Fork - Hitpoints: 15
Base Point Value: 2500

Partway through your adventure, you will encounter a disembodied hand that bounces around attempting to pin you down with a big fork! Crouch and dodge its attacks, while aiming up to damage the hand controlling it. Be wary of moving too far to the right else you will summon a barrage of exploding demon heads. After enough hits, you can stick a fork in it because it will be done!
Big Red - Hitpoints: 40
Base Point Value: 0!
The big demon that tried to make Johnny Soup after Episode 1 has been tracked down to Hell's Kitchen; now it's time for some payback! After cornering him, you find his pudgy body has given him a fairly rock-proof layer on him. However his reading arm is vulnerable and is your main target. He will try to launch fireballs at Johnny based on whether you are on the ground or standing on the kitchen table.

Simply alternate between being grounded or on the table, ducking under the overhead attacks allows the table to protect you from the fireball's lava drips. If you are aiming for speed, you can also stand directly in front of his book arm and fire fast enough that you will only get damaged twice before disarming him, allowing this haste method on any difficulty.
Igor the ManFly - Hitpoints: 30
Base Point Value: 100

A direct reference to The Fly (1958), this creature flies (or rather hovers) a couple Johnny sizes above Johnny and tosses eggs that soon hatch into baby flies to distract Johnny and block your shots! Only his big insect head can be targeted; simply run to the right and grab the Boulder powerup and put this nightmare down.
Count Chuck - Hitpoints: (5) + 6 + 7
Base Point Value: 0!

At last you are ready to showdown with the Count and end his pet-transforming scheme once and for all! Lucky for you he's only sleeping and a deep-sleeper at that. Protected by 5 magical talismans of real world iconography, they must be shot after they flash white. A new talisman will be chosen every couple seconds.

A single shot will destroy a charm, spawning a bat (appearing at his neck height) to come attack. After all 5 charms have been removed, you must then remove 6 bats surrounding his ankle; sometimes you can dislodge 2 bats in one shot, but you risk getting hit with both coming at you at once. If you find them difficult to kill, save the rocket power-up from earlier in the level!

Once all his bats and charms are gone, he is completely defenseless for you to put a stop to him and his evil plan! Once his perch is destroyed, he plummets to the ground and Count Chuck turns into Count the Chunks!
== Outro and Version History ==
Thanks for reading! If any incorrect information is found or updates happen down the line, I will be sure to address them.

Version
Changes
1.02
  • Added Imp session, oops!
  • Added Nemesis locations
  • Added Igor's name
  • Added bat tips for Count Chuck
  • Added Outro / Version history
1.01
  • Refined Power-up image with ordering and transparency
  • Added pets gif
  • Actually remembered Smarties candy name
1.0
Initial Posting | Future versions include small iterative refinements to wording or formatting
3 Comments
Emberheart Games  [developer] 21 Feb, 2023 @ 6:12am 
That's an awe-inspiring guide. Everything you really need to know about the game is here! :CotcHeart:
Ulrich 20 Feb, 2023 @ 1:06pm 
Awesome!