Sanctum

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Sanctum
SanctumIcon.png
Floor #5
Music'Point Zero'
# of Mini-Bosses3
Mini-BossesIdol, Grimm, Redcap, Overseer
BossesOverlord

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
Legion
LegionEnemy.png
200HP
240G
"Tyranny of the masses."
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.

align Hard Mode: More projectiles are fired per attack. Core is unaffected.

align Looping: Each loop adds additional projectiles to each attack. Fires more frequently with each loop.

Glacial Legion
GlacialLegionEnemy.png
300HP
300G
"Keeps frozen the last, irreplaceable remnants of ancient blood."
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.

align Hard Mode: More projectiles are fired per attack. Core is unaffected.

align Looping: Each loop adds additional projectiles to each attack. Fires more frequently with each loop.

Honor Guard
HonorGuardEnemy.png
450HP
250G
"I'm anxious to serve beyond death."
Follows the player and slams its mace into the ground, producing a series of bullets around where the mace struck.

align 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.

align Looping: Each loop adds an additional bullet to the slam attack.

Mimic
Mimic1Enemy.pngMimic2Enemy.png
400HP
125G
"Another failure."
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.

align Hard Mode: Currently unknown.

align Looping: Fires an additional Vulcan shot with each loop.

Soul Tank
Soultank.png
240HP
15G
"I mean, where do you store your souls?"
Stationary enemy. Releases Ghosts, Ice Ghosts, and Crazy Ghosts upon death. Slowly takes damage over time.

align Hard Mode: Currently unknown.

align Looping: Currently unknown.

Chamberlain
ChamberlainEnemy.png
180HP
100G
"Their spirit displays an utterly alien, patterned harmony."
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.

align Hard Mode: Currently unknown.

align Looping: Summons more bullets around itself when it fires with each loop.

Bane Engine
BaneEngineEnemy.png
400HP
200G
"And to think this all started with such noble intentions."
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.

align Hard Mode: Targeting reticle moves faster.

align Looping: Fires more rapidly with each loop.

Relic
RelicEnemy.png
150HP
75G
"They should have learned from their mistakes, instead they glorified them."
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.

align Hard Mode: Aura is wider.

align Looping: Aura gets wider with each loop, eventually covering the entire screen.

Transistor
TransistorEnemy.png
350HP
150G
"The great circuit runs its course through most of the facility, but is seldom seen."
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.

align Hard Mode: The current is split into three when shot by the smaller nodes.

align Looping: Fires more frequently with each loop.

Destroyer
DestroyerEnemy.png
400HP
300G
"Somewhere, somehow, somebody dreams of a better world.
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.

align Hard Mode: The sigils release secondary projectiles after they explode.

align Looping: Fires more rapidly with each loop.

Earthbreaker
EarthbreakerEnemy.png
225HP
100G
"Such is the price of power."
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).

align Hard Mode: Currently unknown.

align Looping: Blocks and Earthbreakers release more projectiles with each loop.

Necromancer
NecromancerEnemy.png
219HP
129G
"From life, death.
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.

align Hard Mode: Currently unknown.

align Looping: Fires more frequently with each loop.

Omnimancer
OmnimancerEnemy.png
600HP
300G
"Long ago, the four elemental schools worked together in harmony, but it all changed when the fire mages took over."
Has several attacks related to each of the four types of magic used by the basic Mage lineages in the Facility.
  • Storm: Summons several beams of lightning in a stripe pattern, similar to Reactor.
  • Earth: Summons a ring of destructible blocks with eyes around the player.
  • Ice: Spews a large spiral of frost bullets outwards, along with some splitting Icicles.
  • Fire: Fires a large field of fire bullets around itself, also targeting the player with several explosive sigils.

align Hard Mode:

  • Storm: Bullets are also fired from the point of origin of each laser.
  • Earth: The blocks completely encircle the player.
  • Ice: Attack lasts longer.
  • Fire: The sigils explode into fire bullets.

align Looping:

  • Storm: Space between laser attacks is reduced with each loop.
  • Earth: The blocks fire more frequently with each loop.
  • Ice: Each loop adds an additional bullet to the attack.
  • Fire: Each loop adds an additional projectile to the sigil explosion and outward burst.
Myriad
MyriadEnemy.png
1200HP
5G
"Borne of primordial magic and once countless, but time is the most patient destroyer there is."
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.

align Hard Mode: Currently unknown.

align Looping: Currently unknown.

Mini-Bosses

OverseerMiniBoss.png
Grimm.png
IdolMiniBoss.png
RedcapMiniBoss.png
Overseer Grimm Idol Redcap

Boss

OverlordBoss.png
Overlord

Trivia

  • Some imagery in Sanctum indicates that the Monolith event has already happened in the past or has been foretold.


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Star of Providence
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Basic Mechanics

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Weapons

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Pickups

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Cartridges

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Ships

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Unlockables

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Achievements

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Rooms

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Shops

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Floors

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Upgrades

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Enemies

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Minibosses

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Bosses

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Jukebox