Skip to content
Part 13
Painkiller

Part 13

Learn enemy weaknesses and tactics for Part 13 of Painkiller, including Maso Commandos, Skulls, and Templar Knights.

By ···10 min read·Multi-source verified
1 reading this guide  

Learn enemy weaknesses and tactics for Part 13 of Painkiller, including Maso Commandos, Skulls, and Templar Knights.

Enemies in Part 13:

  • Lepper monks: Worth 6 health points (red souls), can heal themselves by praying mid-battle, possess a strong jump. Danger: 1/5.
  • Maso Commando: Immune to most weapons except when shooting their guns. Can set skeleton soldiers on fire to increase their speed and damage. Recommended weapon: Chaingun. Aim for the flamethrowers in their hands to cause an explosion that kills the commando and nearby minions. Danger: 3/5.
  • Psychonun: Lesser versions swoop and attack with scythes. Higher versions throw fireballs that disable weapons temporarily. These are fast, so maintain distance. Psychonuns in Hell (the final level) are almost invisible. Danger: 2/5.
  • Raven: Appear with specific enemies like Banshees and witches. Prolong the time until a soul appears by pecking at corpses. Danger: 1/5.
  • Sado Commando: Two variations: weaker grey one has one gun and throws proximity grenades; tougher brownish one has two guns and better armor. Can be kept suspended in the air while dying if shot during a high jump. Danger: 3/5.
  • Miniboss: Heavy Commando: Two appear in the Forest level, similar to Giant Templars.
  • Skeleton Soldier: Attack in large groups but have weak armor and health. One rocket can eliminate many. Taller versions can shoot and throw smoke grenades. When alongside maso commandos, be aware of them being set on fire, increasing their speed and damage. Danger: 2/5.
  • Skull: Large, tough, and appear in numbers. Surprisingly fast with powerful shotgun blasts. Can use fallen enemies as shields. Their souls are worth 6 health points (red souls). They become invulnerable when trying to blow their own heads apart with their shotguns, even when frozen or hit by Demon Morph. Recommended weapon: Freezer. Danger: 5/5.
  • Spider: Usually appear with executioners, but can appear alone in the Opera House level. Grow larger the longer they are left. Can be killed by simply avoiding them, as they will die if left alone. They attack both the player and other monsters. Danger: 1/5.
  • Templar Knight: Difficult due to their shields, which block all damage unless shot from behind. Can be frozen, but shields remain protective. Electricity from the electro weapon bypasses shields. Avoid close combat due to their large swords. Groups are susceptible to grenades. Templar snipers fire flaming crossbow quarrels, with later versions firing spreads of three. Weaknesses include spearing their feet with a stake or flanking them for a shotgun blast. The Painkiller weapon's spinning combo can kill them in one shot, even through their shields. Danger: 4/5.
  • Miniboss: Giant Templar: Resemble evil samurai; their flamethrower attack is dangerous.
Tips
  • For Maso Commandos, aim for their flamethrowers with the chaingun to cause an explosive kill.
  • Skulls can be frozen, but their self-inflicted head explosion makes them invulnerable.
  • Templar Knight shields can be bypassed with electricity or by attacking from behind.
  • The Painkiller weapon's spinning combo is effective against Templar Knights, bypassing their shields.
  • Groups of Skeleton Soldiers can be decimated with a single rocket.
  • Spiders will die if left alone, making avoidance a viable strategy.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content