Encounter map
Where to find Larry Jr.
Random boss poolsLarry Jr. 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 basementFight guide · Basement / Burning Basement
How to fight Larry Jr.
Larry Jr. is a moving traffic problem: segmented worms change direction while poop blocks your escape lanes.
Normal boss behavior in Repentance. Champion variants can change these patterns.
Before entering
Find a route around the room with room to turn. Watch every worm head before crossing between bodies.
- 1
Changing lanes
Watch for: The worms travel in cardinal directions and turn at walls or obstacles.
Try: Cross behind a passing body when there is space; avoid stepping directly in front of a head.
- 2
Poop obstacles
Watch for: Larry leaves poop behind and changes direction when colliding with it.
Try: Clear an obstacle if it blocks your dodge, then check where the nearby heads are turning.
- 3
Split bodies
Watch for: Destroying segments can change a worm's direction or split a long body into smaller worms.
Try: Recheck the moving heads after a segment dies instead of assuming the same path will stay open.
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
- 22
- Stage HP scaling value
- 0
- Entity ID and variant
- 19.0
- 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 Larry Jr. versus-screen portrait comes from the supplied game art. The original filenames are retained below.


- Portrait file
- Portrait_19.0_LarryJr.png
- Boss-name image file
- BossName_19.0_LarryJr.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.