Sanctum
Floor # | 5 |
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Music | 'Point Zero' |
# of Mini-Bosses | 3 |
Mini-Bosses | Idol, Grimm, Redcap, Overseer |
Bosses | Overlord |
Sanctum is the fifth floor in the facility, characterized by its runes and brick makeup. It is mostly inhabited by Constructs and Machines, with some Mages. There are very few Undead, though some are spawned by Soul Harvesters and Ghost Lamps. Unlike previous floors, the player is able to end a run after defeating the boss, or they can go deeper if they have obtained all four Seals.
Enemies
These are all the new enemies that can appear in the Sanctum, not including enemies from previous floors.
Name | HP | Debris | Bestiary Entry | Behavior and Notes |
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Is divided into segments. If at least one segment remains, will either fire multiple projectiles directed at the player, or more projectiles from the center of its position outwards. When each segment is destroyed, releases 1-2 Ghosts at the player, and when all are gone, Legion's core is revealed, beginning to fire bullets outwards as it moves towards the player.
Hard Mode: More projectiles are fired per attack. Core is unaffected. Looping: Each loop adds additional projectiles to each attack. Fires more frequently with each loop. | ||||
Is divided into segments. If at least one segment remains, will either fire multiple cold projectiles directed at the player, or more cold projectiles (as well as Icicles) from the center of its position outwards. When each segment is destroyed, releases 1-2 Ice Ghosts at the player, and when all are gone, Glacial Legion's core is revealed, beginning to fire cold bullets outwards as it moves towards the player.
Hard Mode: More projectiles are fired per attack. Core is unaffected. Looping: Each loop adds additional projectiles to each attack. Fires more frequently with each loop. | ||||
Follows the player and slams its mace into the ground, producing a series of bullets around where the mace struck.
Hard Mode: Slam attack produces larger projectiles. Gains an alternative attack, spawning blue spikes at the top of the room which then fall downwards much like Icicles. Looping: Each loop adds an additional bullet to the slam attack. | ||||
Has multiple attacks and functions that resemble the player's own ship. Can fire a burst of three Vulcan-like shots, a continuous laser in a straight pattern, or dash away to avoid damage. | ||||
Stationary enemy. Releases Ghosts, Ice Ghosts, and Crazy Ghosts upon death. Slowly takes damage over time. | ||||
Charges up and fires a gigalaser at the player that phases through all blocks, but doesn't wrap the screen, and summons several bullets around itself when firing. This causes it to recoil back, much like Chamberheads. Does not need line of sight to the player to attack.
Looping: Summons more bullets around itself when it fires with each loop. | ||||
Sends out a targeting reticle that follows the player. If the reticle overlaps with the player while line of sight with the Bane Engine is broken, the Bane Engine will fire several large explosions at them, tracking their movement while doing so and concluding its assault shortly after. If the Bane Engine has line of sight with the player, it will instead fire a stream of large bullets. | ||||
Stationary enemy. Creates a field around itself. Terrain within this field will occasionally fire bullets at the player. Terrain in the area is tinted red and destructible dust blocks become eye blocks.
Looping: Aura gets wider with each loop, eventually covering the entire screen. | ||||
Stationary enemy. Transistors are sprawled out among a room in a large circuit with other smaller transistors. The main transistor sends electric currents through the circuit to the smaller transistors. These cause contact damage as they travel. When the currents make contact with the smaller transistors, they expel an electric charge bullet at the player. Killing the smaller transistors cuts off parts of the circuit, making the room safer, while killing the large transistor destroys the entire entity. Some rooms have smaller transistors connected to multiple large transistors. In those cases, all large transistors connected to a small node must be destroyed for the small node to die by disconnection.
Hard Mode: The current is split into three when shot by the smaller nodes. | ||||
A N D Y O U A R E N O T A P A R T O F I T ." |
Spawn into the level is slightly delayed. Has two attacks: either releases a massive wave of bullets around itself that requires cover to avoid, or rapidly creates sigils at the player's location that explode after a short while.
Hard Mode: The sigils release secondary projectiles after they explode. | |||
Destroys a random exposed block in the room, making it shatter into several bullets. If there are no blocks available, the attack will be instead released from the Earthbreaker itself. Many rooms require them to destroy a block sealing them off from the rest of the room to defeat them. Earthbreakers cannot be affected by moving blocks, and will simply pass through them (this applies to all Earth Mages).
Looping: Blocks and Earthbreakers release more projectiles with each loop. | ||||
From death, power. From power, life again." |
Fires eight blood shots around itself. When an enemy is defeated with a Necromancer in the room, it may become a light blue Ghost that will begin steadily hovering towards them. If a Necromancer absorbs the Ghost, it can summon the original enemy, indicated by a red tint. Ghosts are considered hostile enemies for room clearing purposes, but are otherwise completely harmless to the player, never firing or dealing contact damage. Necromancers cannot revive other Necromancers. | |||
Has several attacks related to each of the four types of magic used by the basic Mage lineages in the Facility.
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Effectively a Mini-Boss, but can be found in normal rooms and as an NPC in shops. Is defeated by destroying the crystals that make up its ring. When only one is left, it will become significantly more dangerous. Drops a Cartridge when defeated. |
Mini-Bosses
Overseer | Grimm | Idol | Redcap |
Boss
Trivia
- Some imagery in Sanctum indicates that the Monolith event has already happened in the past or has been foretold.
Star of Providence | ||||
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