Encounter map
Where to find Gurdy
Random boss poolsGurdy appears in 2 random floor pools. The weights below are relative to the other entries in each pool, not a guaranteed encounter chance.
Compare bosses in cavesFight guide · Caves / Flooded Caves
How to fight Gurdy
Gurdy stays in the upper middle of the room, using directional volleys and summoned flies to limit your position.
Normal boss behavior in Repentance. Champion variants can change these patterns.
Before entering
Find a firing angle with room to move. Getting behind Gurdy can avoid her normal head volley, but summons still matter.
- 1
Head volley
Watch for: Gurdy ducks her head, then emerges facing Isaac and fires a five-shot spread below or beside her.
Try: Watch the head movement and sidestep the volley; do not remain pressed against its source.
- 2
Pooter summons
Watch for: A newly spawned Pooter adds a separate projectile threat near the boss.
Try: Clear it when its shots obstruct your firing position or escape lane.
- 3
Flies behind her
Watch for: Attack Flies spawn behind Gurdy, making that position unsafe if you ignore them.
Try: Check the space behind her before moving there and clear nearby flies while maintaining distance.
Game-file pools
Spawn entries
Game-file referenceRaw data and official artEntity fields, portrait files, and source notes for this boss.
Raw entity values
Health and entity data
- Base HP
- 595
- Stage HP scaling value
- 0
- Entity ID and variant
- 36.0
- Contact damage field
- 1
These are raw entity fields. Armor, floor scaling, phase transitions, shared health, and scripted waves can make the fight differ from the base HP value.
Asset mapping
Official portrait assets
The Gurdy versus-screen portrait comes from the supplied game art. The original filenames are retained below.


- Portrait file
- Portrait_36.0_Gurdy.png
- Boss-name image file
- BossName_36.0_Gurdy.png
Source notes
How this record is built
Boss identity and portrait metadata come from bossportraits.xml. Random floor membership, weights, and Double Trouble room IDs come from bosspools.xml. Health and entity fields come from entities2.xml. Fixed story locations and route explanations are reviewed editorial context.