Chaos God

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Chaos God
ChaosGodBoss.png
Type???
LocationThe Temple
Health17776
Scrap0
Music'Chaos Incarnate'
Bestiary Entry(Chaos God is shown floating in the arena you fight him in, with no text or type description.)


Kleines portrait1.png "You're describing an awful tight situation there, buddy. If I had to go with the statistics, I'd say you're scrap for sure. But somehow, I feel you have it in you to face anyone. God or not."

Chaos God is the second boss that can be found in the Temple, and is a massive, greyscale humanoid with what appears to be a visible ribcage, horns, and a black void where a face would go. Chaos God can be summoned by defeating Warden at tier 4, and is fought directly after Warden's death, and is summoned as part the same cutscene that ends Warden's fight. Chaos God's fight is one of the only fights in the game that open up the space in the HUD for more space to fight. Chaos God is fought in an area that resembles space, with a disc of some sort of matter spinning at the bottom of the arena with stars flying across the background above. Chaos God does not deal contact damage at any point in the fight.

Attack Patterns

Many of Chaos God's attacks are shared between phases, and instead of new attacks replacing them, they increase in difficulty as the fight progresses. There are also portions of the fight where Chaos God retreats to the background, and uses special attacks while they are invulnerable for the duration of the attack. No attacks can occur twice in a row. In hard mode, most attacks automatically behave as if their difficulty were the same as in the 3rd phase of the fight in normal.

Phases 1, 2, 3

Description Video
If the player is using a runic weapon, Chaos God will raise their hands and strip the weapon from the player, leaving them with their peashooter. The only runic that is immune to this is Hand of the First. It may be possible that if you do enough damage fast enough to Chaos God, you may be able to skip this and leave the fight with the runic you came in with. CGAttack1.gif
Chaos God raises their hand and creates pulses of bullets in the form of nested circles, and gradually speeds up the pulses until the attack ends. Another circle per pulse is added in phase 2, and they deal double damage in phase 3. This is one of the two attacks that will always happen first in the fight. CGAttack2.gif
Chaos God raises their hand and creates pulses of bullets in a star formation with extra legs of bullets that fire faster, both of which rotate gently counter-clockwise with each other. In phase 3, these bullets deal double damage. This is one of the two attacks that will always happen first in the fight. CGAttack3.gif
Chaos God looks upward, and generates large bursts of large bullets that are thrown upward and then fall down toward the player, and these bursts are aimed gently toward the side of the arena that the player is on. In phase 2, the pattern becomes denser, and in phase 3, they deal double damage. CGAttack4.gif
A crack sounds and a shockwave moves the player upward, and giant double damage bullets in two wave formations snake up from the bottom of the arena. The higher phase this attack is fought in adds more bullets to each series of bullets that travel upward. There are particles in each pattern that follow forward and back the snaking pattern the bullets follow, which allows the player to better predict where the bullets will come from next. CGAttack5.gif
Chaos God raises their hands and telegraphs large cuts across the arena that occur shortly after each telegraph, and are either parallel lines or are in an X formation. In later phases, some cuts are double damage. Some cuts cover more of the arena by being wider, at the end of a chain of cuts. CGAttack6.gif
Chaos God raises their hands and generates many massive double damage bullets that individually travel toward the player one after another, and they generate faster the further into the attack you get. The later the phase you fight this in, the lower in the arena they get conjured at, and the faster they are conjured. CGAttack7.gif
Chaos God generates one massive double damage bullet that follows and orbits the player, and generates bullets whenever it hits the edge of the arena, bouncing off at the same speed it landed at. After a fixed number of bounces, the bullet glows white and then is thrown toward the player, and explodes into many legs of bullets with varying speeds, along with a random spread that approximately follows the speed of the bullets around them. In phase 3, the bullets generated by the bounces and after the bullet is destroyed deal double damage. This large bullet can be bombed to skip this attack entirely. With careful movement, the large bullet can be manipulated to orbit the player in such a way that it does not hit walls for an extended period of time. CGAttack8.gif
Chaos God will sometimes fire a massive conic laser aimed downward from the void in their head that deals double damage. This attack often happens immediately after other attacks. CGAttack9.gif

Phase Transitions

Description Video
After each phase's health bars are depleted, Chaos God's chest opens to show a large red eye that looks at the player ship, and acts as the hitbox for this portion of the fight. White rune circles are generated at the edges of the arena that fire a series of bullets each directly toward the player before disappearing and reappearing elsewhere while the red eye is visible. When 2/3 and 1/3 health is reached for Chaos God's core, this portion of the fight ends and transitions into one of the two following attacks. Cgptrans0.gif
After Chaos God's core reaches 2/3 health, Chaos God teleports to the background and becomes invulnerable for the duration of this attack. Chaos God throws asteroids from the disc of matter at the bottom of the arena towards the camera, and these are telegraphed with large, red warning circles. Asteroids are thrown at the whole arena, with points of safety being in small spaces between 3 adjacent warning circles. Asteroids are then thrown in patterns of thick nested circles centered at the player's location, with points of safety between the center and the other circle, within dashing distance. The arena is then filled with asteroids like the first portion of the attack. The asteroids deal double damage and cannot be bombed. Cgptrans1.gif
After Chaos God's core reaches 1/3 health, Chaos God teleports to the background and becomes invulnerable for the duration of this attack. Chaos God raises several planetoids and explodes them, and double damage bullets rain from the top of the arena in layers, the bullets toward the center of the arena traveling slightly faster the further they go, each layer being aimed slightly to the side opposite to the side the last layer was aimed towards. Larger double damage bullets fall at a slower pace toward the player from a random location at the top, forcing the player to move through the layers more dynamically. Cgptrans2.gif
When Chaos God's core reaches 0 health, the fight and music stops and Chaos God is chained and dragged to the bottom of the arena. Chaos God looks upward and generates black holes that fire faster and faster until firing ceases, each of which travel downward a small distance and then rise up until they pass the top edge of the arena. These black holes do not do damage, but if one is entered, a music cue plays, and the arena is engulfed into a black void, beginning the fight with Prisoner. Cgblackholes.gif

Prisoner

Prisoner
Prisonerref.gif
Type???
LocationThe Temple
Health8165
(Phases 1-3 - 6665, Final Attack - 1500)
Scrap0
Music'Screams of Chaos'
Bestiary Entry(Prisoner is not found in the Bestiary, as Prisoner is considered to be a portion of Chaos God in game.)


Prisoner is the third and final boss that can be fought in the Temple, and is fought directly after Chaos God by entering the black holes that Chaos God fires after its core reaches 0 health. Prisoner appears to be a red and black spherical eye, covered in pieces of Chaos God and encased in a white rib-cage that, throughout its battle, diminishes in size. Prisoner does not have a health bar at the top of the arena, and does not have a title card. The arena remains open, with a minimal HUD as in the fight with Chaos God, and takes place in a black void with large fields of dark, stone-like debris. Prisoner does not deal contact damage at any point in the fight. In Hard Mode, Prisoner's attacks are more dense in bullets, with some attacks having additional patterns.

Attack Patterns

All attacks from Prisoner inflict double damage. Phase transitions are signified by a crack sounding and the arena being cleared of bullets. Similar to Chaos God, many attacks are shared between its three phases, but while some strengthen later in the fight, some weaken instead. Prisoner tends to stay toward the bottom of the arena, but is quite agile and will move around often.

Phases 1, 2, 3

Description Video
Prisoner will fire several neat rings of bullets outward from itself in alternating angles. This attack is always the first that occurs in the fight. PrisonerAttack1.gif
Prisoner situates itself in one of the two corners at the bottom of the arena and telegraphs an attack upward, firing a ring of bullets outward while at the same time firing a dense burst of incredibly fast bullets that slowly widen outward from the angle that Prisoner originally fired at. At the end of this burst of bullets, Prisoner generates another two rings of bullets out from itself with a couple extra bullets fired outward between those two rings. This attack gets weaker the higher phase you encounter it at. Prisoner may do this attack multiple times in a row. In Hard Mode, when the attack is finished, there is an additional burst of bullets. PrisonerAttack8.gif
Prisoner fires a series of rings of bullets outward from itself periodically, from random locations at the bottom of the arena. Each ring consists of two rings that curve slightly in opposite directions, the bullets fired close to each other eventually diverging and meeting with other bullets in the same ring. Prisoner may use this attack with only a single, less dense ring of bullets with the same properties. In Hard Mode, there's additional bullets to the burst attacks. PrisonerAttack5.gif
Prisoner generates four white rune circles, two to each side of itself, while situated at the center of the bottom of the arena. Prisoner and each of the rune circles will fire streams of bullets directly upward, the streams slightly waving back and forth with each other. In Hard Mode, the stream of bullets is denser. PrisonerAttack4.gif
Prisoner moves to one side of the arena near the bottom and moves in a semicircle downward and eventually to the same location on the other side of the arena, while making rings of evenly spaced walls of bullets outward, portions of which have a very small speed difference to each other, along with extra thin rings of bullets that are slightly slower than the walls. In Hard Mode, the bullet patterns are much denser. PrisonerAttack3.gif
Prisoner fires several symmetrical dense streams of bullets from a corner of the arena that snake outward, some streams moving clockwise and other counterclockwise around Prisoner, enclosing the player in spots of safety that radically change in size as each stream rotates. In Hard Mode, the bullets enclose more quickly and tightly. PrisonerAttack7.gif
Prisoner fires several bursts of bullets downward that decelerate and then fly upwards at random horizontal angles, each of which after flying upward long enough split into spreads of more, smaller bullets. In Hard Mode, there's additional bursts of bullets overlaying the main attack that follow this attack. PrisonerAttack6.gif
Prisoner fires two streams of bullets in the same direction, waving the stream back and forth as it fires upward. One stream is slightly slower than the other, causing them to grow far apart by the time they exit the arena at the top of the arena. In Hard Mode, this attack is far denser in bullets. PrisonerAttack2.gif

Phase 4

There is one attack that occurs for the entirety of phase 4.

Description Video
Prisoner rises to the top of the arena, and a crack sounds as Prisoner begins firing many streams of bullets upward, all of which eventually fan around and downward, trapping the player in a channel of bullets that sways back and forth. Two evenly spaced sets of semicircles are also generated from above Prisoner which orbit them counter clockwise, each of which are offset in such a way that force the player to occasionally move upward and downward as they dodge horizontally within the bullet channel. In Hard Mode, the sets of semicircles are sped up in a way that forces the player to move upwards and downwards more quickly. PrisonerFinalAttack.gif

Cutscenes

Chaos God is summoned directly after Warden's death in a tier 4 fight with him, and in the same cutscene that results in Warden's death. After rays of light are shown shooting upward from the stonework in the background of Warden's battle, the player ship travels upward and past many chains that break with the player passing them. After traveling up far enough, a disc of matter is shown in an open space with stars, and Chaos God rises from this disc in the background, then teleporting to the foreground and beginning the fight.

If you dodge all the black holes in the final attack of the fight when Chaos God is chained at the bottom of the arena, Chaos God is dragged below the arena as well as the background of the arena. The HUD returns to normal, and you are given a choice between the TempleGame Cartridge and one of the two weapons that Chaos God can provide as loot (Edge of Reality, and Grasp of Entropy). In hard mode, you get to keep both the weapon and the cartridge, but the weapon is still randomly chosen. You are then free to exit the Temple and enter into Sanctum.

If you enter one of Chaos God's black holes after their fight, you are locked into the fight with Prisoner and their fight will be the final fight of your run. When entering a black hole, the arena is filled with black and an audio cue plays, before a wave from the bottom of the arena wipes across the arena and you enter the fight with Prisoner, in a black void filled with debris, Prisoner rising from the bottom of the arena, summoning armor in the form of pieces of Chaos God and crying out loudly, then beginning the fight. After Prisoner reaches 0 health, they begin bursting rays of red light outward which eventually fill the entire arena, then exploding into a blinding light before the arena slowly dims into total darkness, the final thing dimming being the player ship. The credits then roll with a unique, quiet track playing. This ending is considered the "bad" ending of the game.

Notes

  • Chaosgod's health for every phase has 4444 HP leading to a total of 17776 HP.
  • The HP values for Prisoner are broken up into two parts. When the player depletes 6665HP from Prisoner, its HP resets to a value of 1500 for its final attack and is defeated upon the player depleting that amount.
  • The bestiary entry for Chaos God is the only entry that displays a background animation alongside the enemy sprite. Chaos God doesn't appear to have a type classification as a result of this, and doesn't have any text to accompany it.
  • Some ships have special exceptions for the weapon provided when beating Chaos God. Overlord always gets Edge of Reality, Skully always gets Grasp of Entropy, and Chaos gets Hand of the First instead of the standard two weapons.
  • Chaos God uses a unique set of white runes instead of red runes, or Warden's runes.
  • When the map is opened during the fight, nothing extra is displayed where the HUD would otherwise be, and where the rooms would be, what rooms would be displayed are replaced with the text "-IMPOSSIBLE-" flashing in the center of the map.
  • It is possible to kill Chaos God during their first core phase by dealing enough damage past the threshold to transition to the next portion of the fight, meaning you have to deal over 2/3 of the core's health in one frame. While difficult, this skips all subsequent portions of the fight, including the transition phases which cannot otherwise be sped up, and immediately triggers Chaos God's black hole attack as if you reached the end of the fight normally.
    • This can be triggered multiple ways. With a damage stat of at least 360%, using Golden Gun on Chaos God's core will kill it in one shot from full health. This can also be performed by having a high damage stat and a sufficiently powerful weapon and keyword combo. Note that all projectiles must hit the core on the same frame, as the full damage will not be dealt and the fight will continue as normal, or with the second core phase skipped if you damage beyond the second threshold. You must therefore place yourself on top of the core to perform this method consistently.
  • While Prisoner remains unnamed in the game, they are named Prisoner here and in discussion due to how their sprites are named in the files.
  • Chaos God was sealed in the game device you use to enter Temple by Warden.
  • Chaos God's core is Prisoner, a boss that can be fought after Chaos God's death.


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