Ascent

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(in Repentance and Repentance+)

The Ascent is a special sequence begun by obtaining Dad's Note from the special versions of the Mausoleum/Gehenna II. These floors can be accessed by opening the special door in the starting room of the Depths II or its variants. This door appears once Isaac has defeated Mother at least once. It involves going back up through abbreviated versions of every floor previously seen through beams of light. Much like the BackasswardsBackasswards challenge, Isaac begins in the boss room of each floor and must find the beam of light, located in the corresponding starting room.

These abbreviated versions contain the same Treasure RoomTreasure Rooms and Boss RoomBoss Rooms as they did previously, in almost the same condition.

All the other special rooms do not spawn.

  • Special Red RoomRed Rooms still have the normal chance to be generated.

Monsters not normally found on the current floor will appear, as well as unique room layouts and new monsters not found anywhere else in the game.

After leaving the Mausoleum II, Isaac will begin taking full heart damage, as would otherwise occur on entering any variant of the Womb or the Corpse.

Entering the Basement I's light beam will take Isaac to Home.

Unique Monsters

This table lists all of the unique monsters that only spawn during the ascent. These enemies are based on normal enemies from the individual pre-ascent chapters they are seen in, but are far tougher.


Entity ID Description
Tainted Pooter
Tainted Pooter
14.2 Slowly drifts toward Isaac, occasionally firing four blood shots at him that split into two smaller ones when they hit a wall or obstacle.
Tainted Mulligan
Tainted Mulligan
22.3 Wanders around the room, avoiding Isaac and spawning 6 Ring Fly.pngRing Flies if he gets close. Spawns a plethora of fly enemies upon death.
Tainted Boom Fly
Tainted Boom Fly
25.6 Flies across the room in straight diagonal lines, dealing contact damage. Upon death, it glows brightly, warning that it is about to explode; this explosion sends 4 lines of further explosions in the cardinal directions, which span the length of the room.
Tainted Hopper
Tainted Hopper
29.3 Jumps and twirls around the room, shooting 4 rings of projectiles that increase in size with each shot.
Tainted Spitty
Tainted Spitty
31.1 Slowly moves around the room, firing chaotic bursts of blood shots in all directions and occasionally spitting a line of blood shots in the direction it's facing. Fires two rotating rings of blood shots upon death.
Tainted Sucker
Tainted Sucker
61.7 Flies slowly towards Isaac. Upon death, fires a radial burst of six blood shots that each also fires a radial burst of six blood shots.
Tainted Soy Creep
Tainted Soy Creep
240.3 Slowly crawls along walls to try to line up with Isaac and shoots a 4 diagonal streams of Soy Milk shots.
Tainted Round Worm
Tainted Round Worm
244.2 Pops out of the ground in random locations alongside several tail ends. The head fires a large blood shot that splits into a radial burst of 8 blood shots, while the tail ends shoot normal blood shots.
Tainted Tube Worm
Tainted Tube Worm
244.3 Pops out of the ground in random locations, spitting 4 explosive shots towards Isaac.
Tainted Sub Horf
Tainted Sub Horf
812.1 Will only shoot when hit. Takes heavy knockback and rotates when hit. Shoots a lot faster and has bigger projectiles than its normal variant.
Tainted Faceless
Tainted Faceless
827.1 Wanders around the room, rarely firing a radial burst of six shots. Chases Isaac and fires shots very frequently after taking damage.
Tainted Mole
Tainted Mole
829.1 Dig towards Isaac and release a ring of rock waves. Fires 3 blood shots at Isaac 4 times.
Elleech
Elleech
855.1 Slowly moves around the room. After Isaac gets in its line of sight, continuously charges at him in the closest cardinal direction.

Regular Monsters

When the game makes a small mock floor to take the place of each original floor/chapter Isaac descended through before the ascent, it populates each new floor mostly with its pre-ascent chapter-specific enemies. However, the Ascent enemy pools are altered to allow enemies from later floors.

These are the tables of enemies the game spawns to populate its specific ascent mock chapters.

Mausoleum

Entity ID Description
Baby Begotten
Baby Begotten
883.0 Floats toward Isaac, avoiding his tears. After getting close, fires a short Brimstone laser in the closest cardinal direction and propels itself away from him.
Ball and Chain
Ball and Chain
893.0 Spike balls that rotate at the end of a chain attached to an obstacle. If the obstacle is destroyed, the ball will fly free around the room for a while.
Bishop
Bishop
805.0 Shields all enemies in the room, preventing them from taking damage. Fires shots in the cardinal directions when it takes damage.
Blood Cultist
Blood Cultist
885.1 Wanders around the room and fires a line of blood shots and creep if Isaac is on either side of it. Can summons bone traps that temporarily ensnare Isaac if he walks into them.
Bony
Bony
227.0 Wanders around the room and briefly stands still to throw a bone at Isaac when he is in sight.
Brainless Knight
Brainless Knight
41.3 Alternates between running around the room along the cardinal directions and aimlessly walking in circles. Charges at Isaac when in line of sight. Dies when its corresponding Pon.pngPon dies.
Brimstone Death's Head
Brimstone Death's Head
212.3 Invulnerable enemy that moves diagonally around the room, pausing to fire a Brimstone laser when Isaac lines up with it in the cardinal directions. Dies when the room is cleared.
Candler
Candler
833.0 Flies around the room and propels itself by spawning flames.
Cultist
Cultist
885.0 Creates an indestructible, homing Purple Ball.pngPurple Ball at the start of the room and follows it around, occasionally leaving it to revive enemies that have died in the current room.
Cursed Death's Head
Cursed Death's Head
212.2 Invulnerable enemy that moves diagonally around the room, dealing contact damage. If Isaac enters its purple aura, he will be inflicted with fear and be temporarily unable to shoot. Dies when the room is cleared.
Cursed Globin
Cursed Globin
24.3 Chases Isaac, dealing a full heart of contact damage. Upon taking enough damage, it collapses into 1-2 piles of goo, each of which can be killed and regenerate after a short period of time if not killed quickly. These goo piles have less health the more times the Cursed Globin splits.
Death's Head
Death's Head
212.0 Invulnerable enemy that moves diagonally around the room, dealing contact damage. Dies when the room is cleared.
Fetal Demon
Fetal Demon
886.1 Usually encountered tethered to Vis Fatty.pngVis Fatties. When tethered it makes short lunges towards Isaac if he gets close. If the Vis Fatty is killed or when encountered alone, it will chase Isaac, similarly to Boss Gemini ingame.pngGemini's Suture.
Flagellant
Flagellant
834.2 Runs around the room. When Isaac gets in its line of sight, continuously chases him and lashes its whip, occasionally deflecting Isaac’s shots.
Goat
Goat
891.0 Wanders around the room. Occasionally moves toward Isaac, either firing blood shots at him or charging if he lines up on either side of it.
Grudge
Grudge
877.0 Quickly slides towards Isaac when he gets in its line of sight. Cannot be destroyed.
Kineti
Kineti
816.1 Uses telekinesis to pick up and throw rocks and obstacles at Isaac.
Lil Portal
Lil Portal
306.1 Spawns fly and spider enemies until it is destroyed.
Loose Knight
Loose Knight
41.2 Moves erratically around the room, charges toward Isaac when in line of sight. When its health is depleted, it turns into a Brainless Knight and a Pon.pngPon.
Maze Roamer
Maze Roamer
890.0 Wanders around the room and shoots an eyeball at Isaac when he is in sight. Has a clone of itself on the other side of the room that mimics its movement and shots. If one dies, the other starts actively pursuing Isaac.
Morningstar
Morningstar
863.0 Floats toward Isaac to deal contact damage while Isaac is moving, gaining speed the longer Isaac continues moving. Stops moving when Isaac stops moving.
Pon
Pon
840.0 Hops around the room, leaving damaging red creep wherever it lands. Upon death, its associated Brainless Knight.pngBrainless Knight dies with it.
Psychic Maw
Psychic Maw
26.2 Slowly floats towards Isaac, firing homing shots at him when he is in their range. Spawns with an Eternal Fly orbiting around it.
Quad Revenant
Quad Revenant
841.1 Wanders around the room slowly, stopping to fire lines of flames in the cardinal or ordinal directions, rotating in an attempt to hit Isaac.
Revenant
Revenant
841.0 Slowly wanders around the room, stopping to fire a large line of fire at the player.
Shady
Shady
888.0 Walks slowly toward Isaac, occasionally firing a shot that creates shots perpendicular to itself while traveling and splits into a ring of shots upon hitting a wall or obstacle. Also occasionally jumps, creating lines of explosions in the cardinal directions. One of the few enemies that utilize Damage Scaling.
Snapper
Snapper
834.1 Runs around the room, sprinting at Isaac when he gets in its line of sight and throwing out its whip when he gets in range.
Soul Sucker
Soul Sucker
61.2 Flies slowly towards Isaac. Spawns a vortex that fires four Brimstone beams in the cardinal directions upon death.
Vis Fatty
Vis Fatty
886.0 Spawns with a Fetal Demon attached to it and slowly walks towards Isaac. Will occasionally fart, briefly pushing the demon away and spawning creep around itself and the demon. If the demon is killed first, the Fatty will shoot out Brimstone in the diagonal direction closest to Isaac. It will then fly around the room diagonally, bumping off of walls and tall blocks, all while continuously firing Brimstone behind it.
Vis Versa
Vis Versa
836.0 Randomly wanders around the room. Pauses to charge and fire a homing Brimstone laser when Isaac gets in its line of sight.
Whipper
Whipper
834.0 Runs around the room, sprinting at Isaac when he gets in its line of sight and lashing at him when it gets close.

Depths

Entity ID Description
Wrinkly Baby
Wrinkly Baby
38.3 Dashes towards Isaac at high speed and fires three blood shots in his direction once stopped.
Walking Boil
Walking Boil
88.0 Does not shrink or regenerate. Walks around aimlessly and fires multiple short-ranged blood projectiles in random directions.
Walking Gut
Walking Gut
88.1 Does not shrink or regenerate. Walks around aimlessly and fires Ipecac shots in random directions.
Brain
Brain
32.0 Slowly crawls around the room, leaving a trail of red creep.
MemBrain
MemBrain
57.0 Slowly moves around the room, occasionally hopping and firing 8 large blood shots in all directions. Splits into 2 Brain.pngBrains upon death.
Poison Mind
Poison Mind
301.0 Slowly (except in Repentance and Repentance+)crawls/(in Repentance and Repentance+)floats around the room diagonally, leaving a trail of damaging green creep. (in Repentance and Repentance+) Explodes upon death.
Baby
Baby
38.0 Slowly floats towards Isaac and fires a blood shot at him. Occasionally teleports and reappears elsewhere.
Bony
Bony
227.0 Wanders around the room and briefly stands still to throw a bone at Isaac when he is in sight.
Black Bony
Black Bony
227.1 Wanders around the room and stands still to throw three bones in a row at Isaac when he is in sight. Explodes upon death.
Death's Head
Death's Head
212.0 Invulnerable enemy that moves diagonally around the room, dealing contact damage. Dies when the room is cleared.
Dukie
Dukie
288.0 Flies around the room diagonally, occasionally spitting out 1-2 Dart Fly.pngDart Flies.
Embryo
Embryo
77.0 Aimlessly hops around the room, dealing contact damage.
Pale Fatty
Pale Fatty
208.1 Slowly walks towards Isaac. Occasionally farts and shoots 6 blood shots in all directions. Has a chance to turn into a Blubber upon death.
Fat Sack
Fat Sack
209.0 Slowly walks towards Isaac. Occasionally leaps off-screen and attempts to land on Isaac, leaving a puddle of Red Creep and shooting 6 blood shots in all directions where it lands. Has a chance to turn into a Blubber upon death.
Half Sack
Half Sack
211.0 Wanders around aimlessly and leaves a trail of Red Creep.
Shady
Shady
888.0 Walks slowly toward Isaac, occasionally firing a shot that creates shots perpendicular to itself while traveling and splits into a ring of shots upon hitting a wall or obstacle. Also occasionally jumps, creating lines of explosions in the cardinal directions. One of the few enemies that utilize Damage Scaling.
Attack Fly
Attack Fly
18.0 Red fly that follows Isaac and deals contact damage.
Army Fly
Army Fly
868.0 Chases Isaac, moving along the cardinal directions. Forms a line with other Army Flies in the room. Deals contact damage.
Sucker
Sucker
61.0 Flies slowly towards Isaac, exploding into 4 shots in the cardinal directions upon death.
Boom Fly
Boom Fly
25.0 Flies across the room in straight diagonal lines, dealing contact damage. Explodes upon death.
Gazing Globin
Gazing Globin
24.1 Quickly chases Isaac, dealing a full heart of contact damage. Upon taking enough damage, it collapses into a pile of goo, which will slide away from Isaac and can be killed. Will regenerate after a short period of time if not killed quickly.
Dank Globin
Dank Globin
24.2 Chases Isaac, dealing a full heart of contact damage. Upon taking enough damage, it collapses into a pile of goo, spawns a Spider.pngSpider, and leaves a puddle of slowing Black Creep. Will regenerate after a short time if not killed quickly. Leaves another puddle of Black Creep upon death.
Cohort
Cohort
857.0 Acts similarly to Boss Monstro ingame.pngMonstro, hopping towards Isaac and can either spit a large projectile towards Isaac that bursts into 8 smaller projectiles or cough up a burst of arcing projectiles and a pile of Globin.pngGlobin goo. Spawns 4 piles of Globin goo upon death.
Grub
Grub
239.0 Erratically moves around the room like Boss Larry Jr. ingame.pngLarry Jr. and charges at Isaac when he gets within its line of sight. Spawns Maggot.pngMaggots, Charger.pngChargers, or Spitty.pngSpitties upon death, one for each of its segments.
Gurgle
Gurgle
87.0 Walks towards Isaac, dealing contact damage and periodically firing Ipecac shots at him; they are immune to this explosion, but other enemies are not. Can turn into a Splasher.pngSplasher upon death.
Guts
Guts
40.0 Attaches itself to a wall or obstacle and rolls around it.
Hanger
Hanger
90.0 Floats around the room, firing 3 spread blood shots at Isaac. Upon damaging Isaac, Isaac drops 2 coins on the ground but loses 3. Spawns with an Eternal Fly.pngEternal Fly circling around it.
Hive
Hive
22.0 Wanders around the room, avoiding Isaac and spawning Attack Fly.pngAttack Flies if he gets close. Spawns a large number of flies on death, which can be Fly.pngFlies, Attack Fly.pngAttack Flies, and/or Pooter.pngPooters.
Eggy
Eggy
29.2 Hops aimlessly around the room, spawning slowing white creep wherever it hops. Spawns a group of Swarm Spider.pngSwarm Spiders upon death.
Leaper
Leaper
34.0 Hops around the room, doing contact damage. Occasionally jumps high into the air, dropping down onto Isaac's position while firing 4 blood shots in the cardinal directions.
Host
Host
27.0 Stationary enemy that is normally invulnerable. Raises its head up when Isaac gets close, revealing a fleshy stem that can be damaged. Upon raising its head, it will fire 3 blood shots in a spread and lower its head again.
Mobile Host
Mobile Host
204.0 Acts like the Host, but follows Isaac and deals contact damage.
Knight
Knight
41.0 Moves erratically around the room and charges towards Isaac when in line of sight. Can only be damaged with regular tears from behind.
Floating Knight
Floating Knight
254.0 Behaves like the Knight but slower, and can fly over all obstacles.
Lil' Haunt
Lil' Haunt
260.0 Floats toward Isaac and occasionally fires a blood shot at him, predicting his movements.
Mask + Heart
Mask + Heart
93.0 The Mask is invulnerable and moves around erratically, charging at Isaac when he lines up with it. The Heart avoids Isaac and fires 4 blood shots in the cardinal directions when Isaac gets near. Killing the Heart will automatically kill the Mask.
Mask II + 1/2 Heart
Mask II + 1/2 Heart
93.1 The Mask is invulnerable and moves around erratically, charging at Isaac when he lines up with it. The Heart avoids Isaac and fires 4 blood shots in the ordinal directions when Isaac gets near. Killing the Heart will automatically kill the Mask. If there are more than one 1/2 Heart in the room, they will fire blood shots between each other.
Red Maw
Red Maw
26.1 Floats quickly towards Isaac and releases 4 blood shots in the cardinal directions upon death.
Psychic Maw
Psychic Maw
26.2 Slowly floats towards Isaac, firing homing shots at him when he is in their range. Spawns with an Eternal Fly orbiting around it.
Mr. Maw
Mr. Maw
35.0 Walks towards Isaac and attacks by launching its head towards him. Turns into a Maw.pngMaw or Gusher.pngGusher upon death depending on the killed body segment. Occasionally separates at will.
Mr. Red Maw
Mr. Red Maw
35.2 Walks towards Isaac and attacks by launching its head towards him. Turns into a Red Maw.pngRed Maw or Gusher upon death depending on the killed body segment. Occasionally separates at will.
Needle
Needle
881.0 Pops out of the ground and lunges towards Isaac, dealing contact damage.
One Tooth
One Tooth
234.0 Follows Isaac and periodically dashes towards him when it gets close. Deals contact damage.
Rotty
Rotty
226.1 Slowly walks towards Isaac, leaving short-lasting Red Creep behind itself. Spawns a Bony.pngBony or two Attack Fly.pngAttack Flies upon death.
Migraine
Migraine
869.0 Crawls around the room erratically, following Isaac and dealing contact damage. Can jump small distances. Releases multiple Troll Bomb.pngTroll Bombs upon death.
Swarmer
Swarmer
91.0 Slowly floats around the room, spawning several Attack Fly.pngAttack Flies. Spawns Pooter.pngPooters upon taking damage. Spawns a Boom Fly.pngBoom Fly upon death.
Vis
Vis
39.0 Randomly wanders around the room. Pauses to charge and fire a Brimstone laser when Isaac gets in its line of sight.
Scarred Double Vis
Scarred Double Vis
39.3 Randomly wanders around the room. Pauses to charge and fire a Brimstone laser which fires from all four cardinal sides when Isaac gets in its line of sight.
Chubber
Chubber
39.2 Randomly wanders around the room. Pauses to fire a Charger that deals one heart of damage when Isaac gets in its line of sight. The Charger is invulnerable, blocks Isaac's tears, has limited range, and flies back to the Chubber.
Rage Creep
Rage Creep
241.0 Slowly crawls along walls to try to line up with Isaac and shoots a Brimstone laser.
Poky
Poky
44.0 Slides around the room aimlessly, damaging Isaac by contact. Disappears when the room is cleared.
Slide
Slide
44.1 Quickly slides towards Isaac when he gets in its line of sight, then moves slowly back to its original position. Cannot be destroyed.
Stone Grimace
Stone Grimace
42.0 Stationary and invulnerable monster that occasionally fires a blood shot at Isaac. Stops firing when room is cleared.
Triple Grimace
Triple Grimace
42.2 Stationary and invulnerable monster that occasionally fires a triple shot at Isaac. Stops firing when room is cleared.
Constant Stone Shooter
Constant Stone Shooter
202.0 Stationary and invulnerable monster that continuously fires shots in a single direction.
Cross Stone Shooter
Cross Stone Shooter
202.10 Stationary and invulnerable monster that continuously fires shots in four directions, alternating between cardinal and ordinal.

Degraded Bosses:

Name ID Notes
Dingle
Dingle
261.0
Fistula
Fistula
71.0 Medium-form only
The Haunt
The Haunt
260.0

Mines

Entity ID Description
Big Bony
Big Bony
830.0 Walks slowly toward Isaac, and will occasionally fire a bone that bounces around the room for a few moments. The bone can be broken if shot enough.
Blaster
Blaster
821.0 Slowly wanders around and occasionally shoots Fly Bomb.pngFly Bombs at Isaac.
Bomb Grimace
Bomb Grimace
809.0 Stationary and invulnerable monster that keeps a single Throwable Bomb.pngThrowable Bomb spawned.
Bone Fly
Bone Fly
25.4 Flies across the room in straight diagonal lines, dealing contact damage. Fires bones at Isaac if he lines up with it in the cardinal directions. Fires a radial burst of 3 bones upon death.
Bony
Bony
227.0 Wanders around the room and briefly stands still to throw a bone at Isaac when he is in sight.
Bouncer
Bouncer
822.0 Wanders around the room, avoiding Isaac. If Isaac stays close to one for long enough, it inflates and starts chasing him, gaining a chance to deflect shots and causing it to explode into lingering blood shots on death.
Coal Boy
Coal Boy
820.1 Walks toward Isaac and spits hot coals at him, some of which may be Coal Spider.pngCoal Spiders.
Crackle
Crackle
87.1 Walks toward Isaac, dealing contact damage and spitting fireballs that create lines of fire in the cardinal directions on impact.
Danny
Danny
820.0 Walks toward Isaac and spits chaotic bursts of rocks at him, some of which may be Rock Spider.pngRock Spiders.
Dragon Fly
Dragon Fly
25.3 Flies across the room in straight diagonal lines, dealing contact damage. Upon death, creates four lines of fire in the cardinal directions; the fire nearly spans the length of an entire normal-sized room.
Dragon Fly X
Dragon Fly X
25.3.1 Flies across the room in straight diagonal lines, dealing contact damage. Upon death, creates four lines of fire in the ordinal directions; the fire nearly spans the length of an entire normal-sized room.
Dust
Dust
882.0 Follows Isaac, and is only visible when close to Isaac. Will begin to speed up when they are visible. Teleports away after taking enough damage.
Dusty Death's Head
Dusty Death's Head
887.0 Invulnerable enemy that moves across the room in a waving motion in large quantities. Dies when the room is cleared.
Faceless
Faceless
827.0 Wanders around the room, rarely firing a radial burst of six shots. Chases Isaac and fires shots more frequently after taking damage.
Fire Worm
Fire Worm
825.0 Pops out of the ground in random locations in the lava and fires one flame at Isaac.
Flesh Maiden
Flesh Maiden
880.0 Vaguely flies towards Isaac in curved swooping motions.
Fly Bomb
Fly Bomb
819.0 Flies toward Isaac, circling around him as it does. Turn into a tiny Bomb.pngBomb upon death.
Gurgle
Gurgle
87.0 Walks towards Isaac, dealing contact damage and periodically firing Ipecac shots at him; they are immune to this explosion, but other enemies are not. Can turn into a Splasher.pngSplasher upon death.
Gyro
Gyro
824.0 Rolls around like a wheel. Charges at Isaac when he is in line of sight, bouncing off of walls and obstacles as it does.
Hard Host
Hard Host
27.3 Stationary enemy that is normally invulnerable. Raises its head up when Isaac gets close, revealing a fleshy stem that can be damaged. Shortly after raising its head, it slams its head down and fires a rock wave towards Isaac.
Hardy
Hardy
826.0 Dashes toward Isaac and deals contact damage creating rock projectiles when it hits a wall/obstacle. It spawns more rock projectiles the more times it crashes into obstacles, dying after doing so a third time.
Ink
Ink
61.3 Flies slowly towards Isaac. Fires four shots in the ordinal directions and leaves a puddle of slowing Black Creep upon death.
Migraine
Migraine
869.0 Crawls around the room erratically, following Isaac and dealing contact damage. Can jump small distances. Releases multiple Troll Bomb.pngTroll Bombs upon death.
Mole
Mole
829.0 Burrows towards Isaac and jumps out the ground to fire 3 blood shots at him.
Necro
Necro
828.0 Stationary enemy that summons unlimited-ranged bones to attack Isaac.
Quake Grimace
Quake Grimace
804.0 Stationary and invulnerable monster that jumps and fires a line of rocks in one direction upon landing.
Quakey
Quakey
823.0 Walks slowly toward Isaac, occasionally attempting to jump on Isaac, shooting out 8 rock shots when it hits the ground and causing rocks to fall from the ceiling.
Rock Spider
Rock Spider
818.0 Slowly crawls around the room. If it sees Isaac, it crawls at him, trying to deal contact damage. Turns into a Spider upon death. Turns into a Coal Spider if it touches fire.
Soy Creep
Soy Creep
240.1 Slowly crawls along walls to try to line up with Isaac and shoots a stream of shots seemingly affected by Soy Milk.
Stone Grimace
Stone Grimace
42.0 Stationary and invulnerable monster that occasionally fires a blood shot at Isaac. Stops firing when room is cleared.
Stoney
Stoney
302.0 Chases Isaac and blocks tears, but does not deal contact damage. Temporarily pauses in exhaustion after a certain amount of time. Invulnerable; dies when the room is cleared.

Caves

Entity ID Description
Army Fly
Army Fly
868.0 Chases Isaac, moving along the cardinal directions. Forms a line with other Army Flies in the room. Deals contact damage.
Blind Creep
Blind Creep
242.0 Randomly crawls along walls and shoots three spread blood shots.
Blister
Blister
303.0 Slowly hops towards Isaac, occasionally spawning a Dark Ball. Spawns a Sack.pngSack upon death.
Boil
Boil
30.0 Stationary enemy that decreases in size when hit, but regenerates to its full size until fully destroyed. Fires multiple short-ranged blood projectiles in random directions when fully swollen.
Gut
Gut
30.1 Stationary enemy that decreases in size when hit, but regenerates to its full size until fully destroyed. Fires Ipecac shots in random directions when fully swollen.
Boom Fly
Boom Fly
25.0 Flies across the room in straight diagonal lines, dealing contact damage. Explodes upon death.
Buttlicker
Buttlicker
89.0 Can start attached to other Buttlickers and erratically moves around the room, similar to Boss Larry Jr. ingame.pngLarry Jr..
Charger
Charger
23.0 Slowly moves around the room, charging at Isaac when he gets in its line of sight.
Chubber
Chubber
39.2 Randomly wanders around the room. Pauses to fire a Charger that deals one heart of damage when Isaac gets in its line of sight. The Charger is invulnerable, blocks Isaac's tears, has limited range, and flies back to the Chubber.
Cohort
Cohort
857.0 Acts similarly to Boss Monstro ingame.pngMonstro, hopping towards Isaac and can either spit a large projectile towards Isaac that bursts into 8 smaller projectiles or cough up a burst of arcing projectiles and a pile of Globin.pngGlobin goo. Spawns 4 piles of Globin goo upon death.
Conjoined Spitty
Conjoined Spitty
243.0 Slowly moves around the room, occasionally firing a blood shot from both ends of its body.
Conjoined Fatty
Conjoined Fatty
257.0 Slowly walks towards Isaac. Occasionally pauses to fart out a line of damaging Green Creep towards Isaac. Chance to turn into a regular Fatty upon death.
Constant Stone Shooter
Constant Stone Shooter
202.0 Stationary and invulnerable monster that continuously fires shots in a single direction.
Dart Fly
Dart Fly
256.0 Flies towards Isaac and attempts to predict his movements. Deals contact damage.
Dinga
Dinga
223.0 Slowly moves around the room, occasionally hopping to spawn Dip.pngDips or fire 8 Brown shots in all directions. Splits 2 Squirt.pngSquirts upon death.
Dukie
Dukie
288.0 Flies around the room diagonally, occasionally spitting out 1-2 Dart Fly.pngDart Flies.
Eggy
Eggy
29.2 Hops aimlessly around the room, spawning slowing white creep wherever it hops. Spawns a group of Swarm Spider.pngSwarm Spiders upon death.
Fat Sack
Fat Sack
209.0 Slowly walks towards Isaac. Occasionally leaps off-screen and attempts to land on Isaac, leaving a puddle of Red Creep and shooting 6 blood shots in all directions where it lands. Has a chance to turn into a Blubber upon death.
Gazing Globin
Gazing Globin
24.1 Quickly chases Isaac, dealing a full heart of contact damage. Upon taking enough damage, it collapses into a pile of goo, which will slide away from Isaac and can be killed. Will regenerate after a short period of time if not killed quickly.
Globin
Globin
24.0 Chases Isaac, dealing a full heart of contact damage. Upon taking enough damage, it collapses into a pile of goo, which can be killed. Will regenerate after a short period of time if not killed quickly.
Gurgle
Gurgle
87.0 Walks towards Isaac, dealing contact damage and periodically firing Ipecac shots at him; they are immune to this explosion, but other enemies are not. Can turn into a Splasher.pngSplasher upon death.
Half Sack
Half Sack
211.0 Wanders around aimlessly and leaves a trail of Red Creep.
Host
Host
27.0 Stationary enemy that is normally invulnerable. Raises its head up when Isaac gets close, revealing a fleshy stem that can be damaged. Upon raising its head, it will fire 3 blood shots in a spread and lower its head again.
Horf
Horf
12.0 Stationary enemy that fires a medium-ranged blood shot at Isaac when he gets in range of them.
I.Blob
I.Blob
15.2 Randomly wanders around the room, firing 8 shots in all directions.
Keeper
Keeper
86.0 Hops around the room, firing 2 blood shots in a V formation at Isaac. Upon damaging Isaac, Isaac drops 2 coins on the ground but loses 3.
Level 2 Charger
Level 2 Charger
855.0 Slowly moves around the room, charging at Isaac when he gets in its line of sight. Can slowly change its trajectory while charging.
Maggot
Maggot
21.0 Aimlessly moves around the room, dealing contact damage.
Maw
Maw
26.0 Slowly floats towards Isaac, firing a blood shot at him when he is in their range.
Mega Clotty
Mega Clotty
282.0 Slowly moves around the room, occasionally hopping and either firing 6 blood shots in all directions, leaving a puddle of Red Creep, or spawning a Clotty.pngClotty or a collapsed Globin.pngGlobin. Splits into two Clotty.pngClotties upon death.
Migraine
Migraine
869.0 Crawls around the room erratically, following Isaac and dealing contact damage. Can jump small distances. Releases multiple Troll Bomb.pngTroll Bombs upon death.
Ministro
Ministro
305.0 Hops around randomly and hop towards Isaac when he gets close, occasionally spitting out a cluster of disorganized shots.
Mr. Maw
Mr. Maw
35.0 Walks towards Isaac and attacks by launching its head towards him. Turns into a Maw.pngMaw or Gusher.pngGusher upon death depending on the killed body segment. Occasionally separates at will.
Mr. Red Maw
Mr. Red Maw
35.2 Walks towards Isaac and attacks by launching its head towards him. Turns into a Red Maw.pngRed Maw or Gusher upon death depending on the killed body segment. Occasionally separates at will.
Needle
Needle
881.0 Pops out of the ground and lunges towards Isaac, dealing contact damage.
One Tooth
One Tooth
234.0 Follows Isaac and periodically dashes towards him when it gets close. Deals contact damage.
Peeping Fatty
Peeping Fatty
835.0 Has two indestructible Peeping Fatty Eyes that are out of their sockets but attached by muscles. Wanders around the room randomly, or toward Isaac if its eyes see him. Occasionally farts and fires a radial burst of 6 blood shots.
Red Boom Fly
Red Boom Fly
25.1 Flies across the room in straight diagonal lines, dealing contact damage. Creates a ring of 6 blood shots upon death.
Red Maw
Red Maw
26.1 Floats quickly towards Isaac and releases 4 blood shots in the cardinal directions upon death.
Roundy
Roundy
276.0 Pops out of the ground in random locations, creating a small rock wave. Fires an explosive Ipecac shot at Isaac if he is in sight.
Spit
Spit
61.1 Flies slowly towards Isaac, firing an Ipecac shot towards Isaac upon death.
Spitty
Spitty
31.0 Slowly moves around the room, occasionally firing a single blood shot forward.
Squirt
Squirt
220.0 Dashes towards Isaac and deals contact damage. Spawns 2 Dip.pngDips upon death.
Stone Grimace
Stone Grimace
42.0 Stationary and invulnerable monster that occasionally fires a blood shot at Isaac. Stops firing when room is cleared.
Stoney
Stoney
302.0 Chases Isaac and blocks tears, but does not deal contact damage. Temporarily pauses in exhaustion after a certain amount of time. Invulnerable; dies when the room is cleared.
Sucker
Sucker
61.0 Flies slowly towards Isaac, exploding into 4 shots in the cardinal directions upon death.
Ticking Spider
Ticking Spider
250.0 Crawls around the room erratically, following Isaac and dealing contact damage. Can jump small distances. Explodes upon death.
Triple Grimace
Triple Grimace
42.2 Stationary and invulnerable monster that occasionally fires a triple shot at Isaac. Stops firing when room is cleared.
Vomit Grimace
Vomit Grimace
42.1 Stationary and invulnerable monster that occasionally fires an Ipecac shot at Isaac. Stops firing when room is cleared.
Walking Boil
Walking Boil
88.0 Does not shrink or regenerate. Walks around aimlessly and fires multiple short-ranged blood projectiles in random directions.
Walking Gut
Walking Gut
88.1 Does not shrink or regenerate. Walks around aimlessly and fires Ipecac shots in random directions.

Degraded Bosses:

Name ID
The Duke of Flies
The Duke of Flies
67.0


The Hollow
The Hollow
19.1


Larry Jr.
Larry Jr.
19.0

Downpour

Entity ID Description
Attack Fly
Attack Fly
18.0 Red fly that follows Isaac and deals contact damage.
Bloaty
Bloaty
879.0 Lumbers around, occasionally spitting green shots and a line of damaging green creep in a random direction.
Blurb
Blurb
813.0 Walks slowly towards Isaac, dealing contact damage. After taking some damage or getting close to Isaac, it fires a chaotic burst of tears at him and chases him more quickly. Can turn into a Pacer.pngPacer or Gusher.pngGusher upon death.
Bubbles
Bubbles
806.0 Slowly walks towards Isaac, firing back shots upon taking damage. Occasionally farts, which pushes Isaac and adjacent enemies away and creates a chaotic burst of shots. Creates a geyser of water shots upon death.
Deep Gaper
Deep Gaper
811.0 Emerges from the floor once all previous enemies have been killed, then proceeds to chase Isaac. Deals contact damage.
Drip
Drip
870.0 Quickly rolls around in diagonal directions, dealing contact damage.
Fissure
Fissure
815.0 Jumps out of pits and bounces around the room. Spawns endlessly from pits until room clear. Do not need to be killed to clear room.
Fly Trap
Fly Trap
873.0 Floats towards Isaac, with 3 Attack Fly.pngAttack Flies circling around it. Coughs up additional Attack Flies and releases gas to launch the Attack Flies outwards.
Frowning Gaper
Frowning Gaper
10.0 Walks towards Isaac, dealing contact damage. They start out with their eyes closed, but when they gain line of sight with Isaac, their eyes open and they permanently move faster. Usually turns into a Pacer.pngPacer or with a small chance a Gusher.pngGusher upon death.
Gaper
Gaper
10.1 Walks towards Isaac, dealing contact damage. Usually turns into a Pacer.pngPacer or a Gusher.pngGusher upon death.
Level 2 Willo
Level 2 Willo
838.0 Orbits enemies and shoots tears at Isaac. If the enemy it is orbiting dies, it will orbit another enemy. However, if all enemies are dead, it will chase Isaac, while still occasionally shooting at Isaac.
Lil' Haunt
Lil' Haunt
260.0 Floats toward Isaac and occasionally fires a blood shot at him, predicting his movements.
Mullighoul
Mullighoul
817.1 Wanders around the room, avoiding Isaac and spawning Willo.pngWillos if he gets close. Spawns 1-2 Willos upon death.
Polty
Polty
816.0 Picks up and throws rocks and props at Isaac.
Prey
Prey
817.0 Wanders around the room, avoiding Isaac and spawning Small Leech.pngSmall Leeches if he gets close. Spawns 3 Small Leeches upon death.
Small Leech
Small Leech
810.0 Chases Isaac continuously, not stopping at walls. Able to swim over gaps.
Splurt
Splurt
871.0 Dashes towards Isaac twice and deals contact damage. Spawns 2 Drip.pngDrips upon death.
Strider
Strider
814.0 Erratically swims around the room. If it sees Isaac, it chases him, trying to deal contact damage.
Sub Horf
Sub Horf
812.0 Stationary enemy that spins and fires shots while being moved around or knocked back.
Tube Worm
Tube Worm
244.1 Pops out of the ground in random locations and fires a long-range spray of arcing shots where Isaac will be.
Willo
Willo
808.0 Flies in a circle around Isaac (in formation with other Willos if available), keeping an exact distance away from him. One Willo at a time will occasionally light up and fire a shot at Isaac.
Wraith
Wraith
807.0 Walks toward Isaac, dealing contact damage. They are invisible and can only be seen through the reflection they cast in the water, or the ripples they make as they walk.

Basement

Entity ID Description
Army Fly
Army Fly
868.0 Chases Isaac, moving along the cardinal directions. Forms a line with other Army Flies in the room. Deals contact damage.
Attack Fly
Attack Fly
18.0 Red fly that follows Isaac and deals contact damage.
Big Spider
Big Spider
94.0 Erratically moves around the room. If Isaac gets close to it, it chases him, trying to deal contact damage. Spawns two Spiders upon death.
Constant Stone Shooter
Constant Stone Shooter
202.0 Stationary and invulnerable monster that continuously fires shots in a single direction.
Cyclopia
Cyclopia
284.0 Walks towards Isaac, dealing contact damage and leaving behind a short-lasting trail of damaging Red Creep. Occasionally shoots a blood shot towards Isaac.
Dinga
Dinga
223.0 Slowly moves around the room, occasionally hopping to spawn Dip.pngDips or fire 8 Brown shots in all directions. Splits 2 Squirt.pngSquirts upon death.
Dip
Dip
217.0 Slowly dashes in random directions, dealing contact damage.
Faceless
Faceless
827.0 Wanders around the room, rarely firing a radial burst of six shots. Chases Isaac and fires shots more frequently after taking damage.
Fatty
Fatty
208.0 Slowly walks towards Isaac. Occasionally farts, which pushes Isaac and adjacent enemies away.
Flaming Hopper
Flaming Hopper
54.0 Quickly hops around the room, doing contact damage. Covers a larger distance than the regular Hopper.
Fly
Fly
13.0 Hovers in place. Does not deal contact damage and is harmless, but can turn into Pooter.pngPooters if they stay around Poop.pngPoop.
Frowning Gaper
Frowning Gaper
10.0 Walks towards Isaac, dealing contact damage. They start out with their eyes closed, but when they gain line of sight with Isaac, their eyes open and they permanently move faster. Usually turns into a Pacer.pngPacer or with a small chance a Gusher.pngGusher upon death.
Full Fly
Full Fly
249.0 Flies toward Isaac erratically, dealing contact damage. Releases 6 bullets in all directions upon death.
Gaper
Gaper
10.1 Walks towards Isaac, dealing contact damage. Usually turns into a Pacer.pngPacer or a Gusher.pngGusher upon death.
Grilled Clotty
Grilled Clotty
15.3 Quickly and randomly wanders around the room, firing four flame shots in the cardinal directions at a slight angle.
Gusher
Gusher
11.0 Walks aimlessly around the room, occasionally firing a short-ranged blood shot.
Hanger
Hanger
90.0 Floats around the room, firing 3 spread blood shots at Isaac. Upon damaging Isaac, Isaac drops 2 coins on the ground but loses 3. Spawns with an Eternal Fly.pngEternal Fly circling around it.
Hopper
Hopper
29.0 Slowly hops around the room, doing contact damage. Can turn into a Flaming Hopper by jumping into Fire Place.pngFire Places or other fires.
Horf
Horf
12.0 Stationary enemy that fires a medium-ranged blood shot at Isaac when he gets in range of them.
Ink
Ink
61.3 Flies slowly towards Isaac. Fires four shots in the ordinal directions and leaves a puddle of slowing Black Creep upon death.
Leaper
Leaper
34.0 Hops around the room, doing contact damage. Occasionally jumps high into the air, dropping down onto Isaac's position while firing 4 blood shots in the cardinal directions.
Lil' Haunt
Lil' Haunt
260.0 Floats toward Isaac and occasionally fires a blood shot at him, predicting his movements.
Mega Clotty
Mega Clotty
282.0 Slowly moves around the room, occasionally hopping and either firing 6 blood shots in all directions, leaving a puddle of Red Creep, or spawning a Clotty.pngClotty or a collapsed Globin.pngGlobin. Splits into two Clotty.pngClotties upon death.
Migraine
Migraine
869.0 Crawls around the room erratically, following Isaac and dealing contact damage. Can jump small distances. Releases multiple Troll Bomb.pngTroll Bombs upon death.
Ministro
Ministro
305.0 Hops around randomly and hop towards Isaac when he gets close, occasionally spitting out a cluster of disorganized shots.
Moter
Moter
80.0 Follows Isaac, similar to Attack Fly.pngAttack Flies. Deals contact damage. Splits into 2 Attack Flies upon death.
Mulliboom
Mulliboom
16.2 Chases Isaac and explodes upon death or upon touching Isaac. The explosion deals a half-heart of damage instead of the regular full heart.
Mulligan
Mulligan
16.0 Walks around the room, avoiding Isaac. Upon death, spawns several flies, which can be Fly.pngFlies, Attack Fly.pngAttack Flies, and/or Pooter.pngPooters. Can self-detonate and launch four projectiles in the cardinal directions while still releasing flies.
Pale Fatty
Pale Fatty
208.1 Slowly walks towards Isaac. Occasionally farts and shoots 6 blood shots in all directions. Has a chance to turn into a Blubber upon death.
Para-Bite
Para-Bite
58.0 Moves towards Isaac, dealing contact damage. Can burrow underground and reappear elsewhere.
Pooter
Pooter
14.0 Slowly drifts toward Isaac, occasionally firing a single blood shot at him. Does not deal contact damage.
Red Boom Fly
Red Boom Fly
25.1 Flies across the room in straight diagonal lines, dealing contact damage. Creates a ring of 6 blood shots upon death.
Ring Fly
Ring Fly
222.0 Gathers with any other Ring Flies in the room. These flies orbit around themselves while following Isaac. Deals contact damage.
Rotty
Rotty
226.1 Slowly walks towards Isaac, leaving short-lasting Red Creep behind itself. Spawns a Bony.pngBony or two Attack Fly.pngAttack Flies upon death.
Round Worm
Round Worm
244.0 Pops out of the ground in random locations and spits a blood shot at Isaac if he is in sight.
Roundy
Roundy
276.0 Pops out of the ground in random locations, creating a small rock wave. Fires an explosive Ipecac shot at Isaac if he is in sight.
Soul Sucker
Soul Sucker
61.2 Flies slowly towards Isaac. Spawns a vortex that fires four Brimstone beams in the cardinal directions upon death.
Squirt
Squirt
220.0 Dashes towards Isaac and deals contact damage. Spawns 2 Dip.pngDips upon death.
Stoney
Stoney
302.0 Chases Isaac and blocks tears, but does not deal contact damage. Temporarily pauses in exhaustion after a certain amount of time. Invulnerable; dies when the room is cleared.
Sub Horf
Sub Horf
812.0 Stationary enemy that spins and fires shots while being moved around or knocked back.
Sucker
Sucker
61.0 Flies slowly towards Isaac, exploding into 4 shots in the cardinal directions upon death.
Ticking Spider
Ticking Spider
250.0 Crawls around the room erratically, following Isaac and dealing contact damage. Can jump small distances. Explodes upon death.
Vis
Vis
39.0 Randomly wanders around the room. Pauses to charge and fire a Brimstone laser when Isaac gets in its line of sight.
Cohort
Cohort
857.0 Acts similarly to Boss Monstro ingame.pngMonstro, hopping towards Isaac and can either spit a large projectile towards Isaac that bursts into 8 smaller projectiles or cough up a burst of arcing projectiles and a pile of Globin.pngGlobin goo. Spawns 4 piles of Globin goo upon death.

Degraded Bosses:

Name ID
Baby Plum
Baby Plum
908.0


Dingle
Dingle
261.0


The Duke of Flies
The Duke of Flies
67.0


Gemini
Gemini
79.0


Gish
Gish
43.1


The Husk
The Husk
67.1


Mega Fatty
Mega Fatty
264.0


Monstro
Monstro
20.0


Steven
Steven
79.1


Widow
Widow
100.0

Notes

  • If any variant floors were encountered during descent, all floors of the Ascent will still be the original ones. For example, if the second floor on a run was the Cellar II or the Burning Basement II, during the Ascent, it will be replaced by the Basement II regardless. This includes alternate chapters, such as the Downpour, and so on.
    • However, it's still possible to access them through the use of Debug Console.
  • Isaac won't encounter any curses during the Ascent, except Curse of the Labyrinth.pngCurse of the Labyrinth if it was on the original floor.
    • When encountering Curse of the Blind.pngCurse of the Blind, it may be a good idea to skip boss and treasure room items, as they will be revealed during the Ascent.
    • XL floors in the Ascent will contain both Treasure RoomTreasure Rooms from the original floor.
  • Red Treasure RoomTreasure Rooms found through the Red Key during the original run will automatically show up during the Ascent, and will be adjacent to normal rooms. These doors do not require keys to open.
  • Any unopened Treasure RoomTreasure Rooms on previous floors will still be locked during the Ascent.
    • If these skipped Treasure Rooms are entered during the ascent, they will contain different items. This is best viewed with the effect of Dream Catcher.
    • This also means a strategy is to skip Treasure RoomTreasure Rooms early in a run to spawn a PlanetariumPlanetarium, and then get the skipped Treasure Room items during the Ascent. However, there's no need to keep doing it after encountering a Planetarium, since the probability to encounter it will stay at 1%.
  • Angel RoomAngel Rooms and Devil RoomDevil Rooms will have different contents than on the original path.
    • Since the Boss RoomBoss Rooms have already been cleared during descent, Devil Rooms and Angel Rooms won't open during the Ascent, and can only be accessed with teleport effects.
    • The special Angel Room Shops generated by The Stairway will also have different contents.
  • During the Ascent, both items in a double item Treasure RoomTreasure Room are visible.
  • Items and trinkets that activate on entering the floor, such as Maggy's Faith, will trigger each time Isaac ascends a floor.
  • If pickups were transported to another floor from the Treasure or Boss Room by Myosotis, their copies will remain in those rooms and can be encountered during the Ascent. Affected trinkets still transform into Cracked Keys, potentially allowing you to gain large amounts of Cracked Keys.
    • Myosotis will work on the Ascent, and can be used to bring an additional pickup if holding a Cracked Key.
  • In each floor, after exploring all normal rooms, using Teleport 2.0 will teleport Isaac to the Angel RoomAngel Room/Devil RoomDevil Room, since Secret RoomSecret Rooms and Super Secret RoomSuper Secret Rooms will not spawn.
  • If a floor is restarted, which can be accomplished through using Forget Me Now or by finding a Red 5-pip Dice RoomDice Room, the following effects will happen:
    • No dream animations will be shown when restarting.
    • The regenerated floor will still be an Ascent floor, not a descent floor.
    • If the floor was an XL one, the regenerated floor will also be XL.
    • If the Treasure RoomTreasure Room was skipped during descent, and during the Ascent its contents were seen, after restarting it will contain different items.
    • All Cracked Keys in either the Boss RoomBoss Room or the Treasure RoomTreasure Room will remain there, even if they were used before restarting.
  • The I AM ERRORI AM ERROR room can be reached during the ascent. I AM ERRORI AM ERROR rooms will mimic the layout that they had corresponding to the floor. Rather than containing a trapdoor, they will contain a beam of light leading up to the next floor.
  • Entering an I AM ERRORI AM ERROR room in Gehenna II (before the Ascent) takes Isaac to the starting room of the floor.
  • No consumable voice lines will be spoken during the Ascent.
  • Character Jacob and Esau icon.pngJacob and Esau will overlap one other when ascending to a new floor. This effect stops upon pressing the Swap key or entering a new room.
  • During the descent, it is recommended to leave any abandoned Trinkets in Treasure RoomTreasure Rooms or Boss RoomBoss Rooms, so that the resulting Cracked Keys can be used during the Ascent, which could potentially create special rooms containing items or other useful pickups.
  • If the Boss Music would play, it plays the Boss Music for the alternate path rather than the Boss Music for the main path. One way to make Boss Music play is to find an Angel Room by using a Red Key/Cracked Key.
  • If a Boss is not fought during the descent (e.g. if it was skipped using We Need To Go Deeper!), the Boss RoomBoss Room will still be empty during the Ascent.
  • Portals to The Void that spawn after the Mom fight will still appear in the boss room during Ascent, however they will be permanently closed.

Dialogue

At various points during the Ascent, arguments between Isaac's parents can be heard, shedding some light on the fractured state of Isaac's family.

Stage Dialogue Audio
At the start of the Mausoleum II
  • Dad: "I spent it, it's gone. Just get over it!"
  • Mom: "What do you mean, what do you mean it's gone? How could you have spent our savings?!"
At the start of the Depths I / Mines II
  • Mom: "He's self-destructive and disturbed, just like his father! Look at who he has to look up to! ...And you're drunk again, aren't you?"
  • Dad: "Shut up, Maggy! SHUT! UP! You just keep pushing me like this, I'm leaving!"
  • Mom: "Good! LEAVE! We'll be fine without you! Abandon us like you abandoned yourself..."
At the start of the Caves I / Downpour II
  • Mom: "You need to repent. You need to confess your sins, and become saved! Let His light inside you! CLEANSE YOUR SOU-"
  • Dad: "You. Are. INSANE. You are taking this too far. Can't you hear how you sound!?"
  • Mom: "Pray with me... Pray for your salvation! Come, pray with us, Isaac..."
At the start of the Basement I
  • (The sound of a door opening and footsteps are heard)
  • Mom: "Where are you going?! Wait! We need you! Your son NEEDS you!"
  • Dad: "I'm doing more harm than good. I just can't do this anymore, I'm sorry."
  • Mom: "PLEASE! PLEASE DON'T LEAVE US...!!"
  • Dad: "I'm sorry, Isaac..."

Trivia

  • The Ascent is referred to as "backwards" in the sequence's rooms file.
  • According to an interview with _Kilburn, the tainted enemies were designed with inspiration from eternal champion monsters in The Binding of Isaac: Eternal Edition.
  • Great Gideon can be seen in its boss room during the Ascent. However, since he was already defeated on the way down, he will be deactivated.
    • Even if he was encountered in the Ashpit during the normal descent, he will still appear in the Mines during the Ascent.
    • He can still be destroyed by using the Chaos Card, to reveal the unique 1x2 Crawl SpaceCrawl Space.
    • If he was previously destroyed with the Chaos Card before the ascent, he will be missing during the ascent.
  • What sounds like a reversed version of Genesis Retake Light can be heard playing during the Ascent, and as the ascent progresses, more instruments are added to it based on the floors Isaac ascends through.
    • The Mausoleum adds a crunchy, electric bass line.
    • The Depths adds occasional guitar riffs and a unique composition.
    • The Mines adds a drum line and metal clanking sounds.
    • The Caves adds a standard bass line.
    • The Downpour adds a fuller guitar line with an echo effect.
    • The Basement adds a full drum line.

Bugs

Bug Bug! Dropping a trinket in the exact same spot as an obstacle may despawn Cracked Key further down the road during Ascension.[1]

References