Wall Mimic

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Wall Mimic
Wall Mimic.png
Statistics and Information
Health:
1 O 2 A 3 4/R 5/6
80 106.66 104 133.33 128 148 168
Location: Keep of the Lead Lord
Gungeon Proper
Black Powder Mine
Hollow
Forge
Oubliette
Abbey of the True Gun
Bullet Hell
Boss Rush
Introduced in: AGD Indicator.png
Ammonomicon Entry

Ammonomicon Mimic.png

Surprise!
Mimics are very dangerous, as many Gungeoneers foolishly drop their guard around treasure chests.

Some experts argue that the Mimic is the true master of any dungeon, as no monster is more at home than the Mimic.

Wall Mimics are enemies that appear in Enter the Gungeon. They are a part of the Mimic family of enemies, and share an Ammonomicon entry with them.

Spawn Conditions

Wall Mimics are not pre-placed in any room layouts. Instead, they can randomly spawn in almost any room in the game, hiding in the bricks of a wall and emerging when struck by bullets (belonging to either the player or enemies) or the player coming too close. They are not limited only to combat rooms, and are capable of spawning in NPC rooms, entrance rooms, and exit rooms.

Wall Mimics will only spawn if the player has encountered at least 3 other enemy mimics of any type (excluding Door Lord) on the current save file.[1]

The exact chances for a certain number of Wall Mimics to spawn each chamber are as follows;

0 1 2
72.73% 18.18% 9.1%
  • Wall Mimics cannot spawn in the Resourceful Rat's Lair or the R&G Dept.[2]
  • Wall Mimics cannot spawn in the Shop, any other Merchant NPC room, or Elevator Maintenance Room.[3]
  • Wall Mimics can spawn in bossrooms, however they are 50% less likely to choose a boss room to spawn in compared to other rooms. Additionally, Wall Mimics can only spawn in bossrooms if the player has more than 4 Curse rounded.png Curse.[3]
    • Additionally, they will never spawn in the High Draguns bossroom, regardless of the player's curse.

Behaviour

Upon being activated the Wall Mimic will reveal its gaping mouth, allowing the player a few brief moments to dodge away. They also regurgitate a cone of mimic spit, a short-lived type of goop which radically slows the players movement speed. After taking a few moments to awaken the Wall Mimic will slam down on the ground, sending out two rectangular waves of bullets in all directions, some of which are always jammed. The mimic will then become active.

While active, the Wall Mimic will chase the player toting two pistols, shooting rapidly and irregularly in their direction. Periodically, the Wall Mimic will slam down on the ground front first, releasing two rectangular waves of bullets in all directions around itself.

Wall Mimics will drop a random item or gun when killed, and may also drop Money.png.

Unused and Cut Content

  • While Wall Mimics share an Ammonomicon entry with other mimics, a dedicated unused Ammonomicon description for them does exist in the string database of Enter the Gungeon;[4]

Breakin' the Wall
A few steps down the Mimic evolutionary line, the Wall Mimic can camouflage itself against almost any surface in the Gungeon.
Their infrequent, but surprising, appearance can drive novice Gungoneers up the wall.

Notes

  • Wall Mimics wield twin Magnum.png Magnums.
  • Wall Mimics will not awaken if the any player has the Ring of Mimic Friendship.png Ring of Mimic Friendship.[5]
  • Wall Mimics contribute towards Frifle and The Grey Mausers mimic hunting quest, which unlocks the Mimic Tooth Necklace.png Mimic Tooth Necklace.
  • Wall Mimics have no intentional inherent tells giving away their presence.
    • The Dog.png Dog cannot detect Wall Mimics, and will not bark at them.
    • The Demon Head.png Demon Head orbital summoned by the Synergy.png There Is Only War synergy will give away Wall Mimics by looking at them if there are no other active enemies in the room.
    • Bombshees can inadvertently give away the position of Wall Mimics by attempting to follow and protect them- even before they are revealed. In game, this looks like a Bombshee refusing to move away from a seemingly unremarkable section of wall.
    • PBug.png Possible Bug Rarely, Wall Mimics may be given away on the Map by a break in the white outline that borders rooms.
  • After activating, wall mimics leave a two tile wide, one tile deep gap in the wall where they were hiding.
  • Rooms containing Wall Mimics can be cleared without ever triggering the Wall Mimic. This causes Wall Mimics to feel more rare than they actually are, as there is nothing guiding the player to them, and many Wall Mimic spawns may be completely missed.
  • Getting the jump on a Wall Mimic by shooting the wall to wake it up does not unlock the Achievement Not Just A Box.png Not Just A Box Achievement.
  • Full room damage effects like Camera.png Camera, BSG.png BSG, Bracket Key.png Bracket Key, and Bullet Idol.png Bullet Idol will not damage Wall Mimics that have not been revealed yet.
  • Wall Mimics are only required for room clear if they were activated inside a sealed combat room. Mimics spawned in sealed combat rooms are considered part of the current wave, and must be killed in order to progress.
    • Wall Mimics spawned outside of combat behave like regular chest mimics, chasing the player through the chamber and waiting outside of sealed combat rooms for them to finish.
    • Using a Gripmaster, Escape Rope.png Escape Rope, Teleporter Prototype.png Teleporter Prototype or Gun Soul.png Gun Soul to escape a sealed combat room containing a Wall Mimic will erase the mimic, and will not respawn it upon re-entry.
  • Wall Mimics break apart into multiple pieces of debris on death, none of which are considered corpses for the purposes of Melted Rock.png Melted Rock.
  • In Challenge Mode, if there is a Wall Mimic hidden in a room with the Long Live The King.png Long Live The King modifier active, the Wall Mimic may be chosen to be the 'king'. The crown indicator will not appear on a hidden Wall Mimic, and may lead to a great deal of confusion as the room will not appear to have a king.
  • The way Wall Mimics move and slam down face first may be a reference to the large stone Whomps in the Mario franchise.
  • Mimics are a classic enemy from Dungeons and Dragons that have appeared in innumerable games and other media since their inclusion in the 1977 Monster Manual.
    • Dodge Roll lead designer Dave Crooks is a self proclaimed lover of mimics, and is likely the driving force behind the wide variety of mimics in Enter the Gungeon.[6][7][8] He has taken personal credit for wall mimics, calling himself "the man who turned the walls into mimics".[9]
  • Prior to the A Farewell to Arms Update, Wall Mimics did not drop items.

Bugs

  • Bug.png Bug Wall Mimics can spawn in the room after the High Draguns bossroom. This includes being able to spawn behind the veil of shells that takes the player to the Aimless Void. The only way to discover these Wall Mimics is by shooting through the veil and into the trigger area beyond.
  • Bug.png Bug Wall Mimics can spawn in the Aimless Void. As the walls of the Aimless Void are so far from the intended playable area, to find Wall Mimics here the player must get out of bounds by exploiting Rat Boots.png Rat Boots or Springheel Boots.png Springheel Boots. As guns are disabled in the Aimless Void, the player has nearly no way to fight back. Even if a Wall Mimic is somehow killed in the Aimless Void, it will not drop an item.
  • FixedBug.png Fixed Bug Prior to patch v2.0.2, Wall Mimics could spawn in The Sorceress's Room in The Breach.
  • FixedBug.png Fixed Bug Prior to an unknown patch, the entrance door to the High Draguns bossroom would be sealed if a Wall Mimic was concealed in the boss foyer.[10]

Gallery

See Also

History

Version Changes
Advanced Gungeons & Draguns AGD Indicator.png
v2.0.0 † Added Wall Mimics
v2.0.2 Fixed an issue where Wall Mimics could mistakenly spawn in the Breach
v2.0.3 [REDACTED] mimics can no longer spawn in hallways
v2.0.10 Fixed an issue where some mimics weren't being tracked for the Frifle and the Grey Mauser quests
A Farewell To Arms AFTA Indicator.png
v2.1.0

Pedestal and wall mimics now drop rewards on death
Wall mimics will no longer spawn in boss rooms unless you are particularly cursed
Fixed an issue which caused more wall mimics to show up on each subsequent run until the game was restarted (woops)

† Change not mentioned in patch notes

References

  1. Prereqs in BonusEnemySpawns instance WallMimicChances in class RewardManager. The exact prerequisites are not set in the source code but rather on the prefab. Checks for the encounter guid 0dcef380e17d409684da9787b04994bf, which is the shared encounter guid of almost all mimics.
  2. See class BonusEnemySpawns
  3. 3.0 3.1 Method PlaceWallMimics in class Dungeon
  4. Strings #WALLMIMIC_ENCNAME, #WALLMIMIC_SHORTDESC, and #WALLMIMIC_LONGDESC in collection enemies
  5. Getter CanAwaken in class WallMimicController
  6. "Just quadrupled the health of mimics in Gungeon because I am rooting for the mimic." - Dave Crooks in a Twitter Post
  7. "I won't stop until everything in gungeon is a fuckin' mimic. Tables, the shopkeep, no where will be safe." - Dave Crooks in a Twitter Post
  8. "There's a mimic hat in dark souls 3... I don't know how to get it and my life is incomplete until I do" - Dave Crooks in a Twitter Post
  9. "Megaman 11 has maybe the most mean spirited level design I've seen in a commercially released game. This coming from the man who turned the walls into mimics." - Dave Crooks in a Twitter Post
  10. "There's probably a hidden enemy in that room. We've got a fix coming for this, to stop it from happening, but try looking around carefully!" - Brent Sodman in a Twitter Post
  11. https://x.com/The_Real_TMM/status/1030143147341430784