The Temple
Music | 'Temple Game'
'Temple Nova'(Pause Menu) |
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# of Mini-Bosses | 1-4 |
Mini-Bosses | Drdlich, Drdknight, Drdskull, Drdlord |
Bosses | The Warden, Chaos God, Prisoner |
The Temple is a special in-between floor, accessed by beating a boss on any of floors 1-4 with a 2.5 multiplier or above. Entering the floor is optional, and if declined, can still be accessed later on. However, once accepted, the option to enter it stops appearing for the rest of the run, so it's impossible to visit the Temple multiple times in a run. Most enemies on this floor are Mages or Undead, but some Machines can be found as well. The floor is unique in that the player progresses by completing one to four branching paths that each terminate in a mini-boss, and gaining access to the boss after completing at least one path.
The starting room of the floor is static, containing four statues in its center and four exits. Each exit leads to a separate branch of the floor. On each branch, the player must fight through a set of rooms before being offered a choice of paths leading to a new set of rooms. After completing three sets of rooms, they will reach the mini-boss at the end of that branch.
The number of branches that can be completed depends on what floor the Temple was accessed from; for each floor deep in the Facility the player is when they access the Temple, one branch can be completed. When the maximum amount of branches has been completed, any remaining options will be locked. For example, if the player accesses the Temple on Floor 3, they can complete three branches and the fourth will lock, forcing the player to engage in the boss fight.
Branches
Progress through the Temple is fairly linear. The player must fight through a set of rooms before being offered a choice of paths. After three choices, the path will terminate at a mini-boss room.
Normally, the first path (immediately after the starting room of the floor) consists of 3 rooms, the second of 4 rooms, and the last of 3 rooms (including the mini-boss), for a total of 10 rooms in the entire branch. If the player encounters a bombable path, that path will be reduced to a single room. If the player possesses the Spyglass cartridge, the amount of paths the player takes will be decreased, lowering the total rooms in each branch. Additionally, obtaining a Spyglass cartridge while in the process of completing the Temple will reduce the lengths of any remaining branches.
Paths
While progressing through a branch, every few rooms the player will be able to choose what the next few rooms will be like. The player will have the choice of two path-types, with a single exception when the third choice is a bombable wall (indicated by a path description).
Reward Paths
Icon | Door Description | Effects |
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"You sense a new weapon past this door" | A Weapon Trove will branch off of one of the rooms on this path. | |
"You hear... chiptunes?" | An Arcade of any type will branch off of one of the rooms on this path. | |
"You hear clattering coins" | A Shop will branch off from one of the rooms on this path. |
Themed Enemy Paths
Icon | Door Description | Effects |
---|---|---|
"Frigid air leaks through this door" | The rooms on this path will mostly contain ice and water themed enemies. The walls are icy. | |
"You hear ominous chanting" | Almost all enemies will be Mages. | |
"You hear grinding stone" | Unlike other pure enemy paths, this path also adds traps. Dart traps and moving blocks will become ubiquitous. Constructs may be more common. | |
"The architecture here seems different" | Rooms on this path will be Flan rooms, made by developer Flanbanero. These are generally more difficult, and utilize environmental hazards more. | |
"You hear raging flames" | Almost all enemies on this path will shoot flame bullets or be fire themed. | |
"You hear rushing water" | This path will have much more water and water themed enemies than usual. | |
"You see a bright light beyond this door." | This path will have many more spiritual themed enemies, such as Bishops and Dominion. | |
"You hear familiar sounds" | This path will have more non-Temple enemies. | |
"You hear furious rattling" | This path will have more skeletal enemies. | |
"You hear mechanisms clicking into place" | This path will have many more traps and hazards. |
Misc. Paths
Icon | Door Description | Effects and Notes |
---|---|---|
"Strange sigils mark this door." | Almost all enemies on this path will be Mages. Will have a Reliquary branching off from one of the rooms in the main path. | |
"You feel intense dread" | Cannot appear as one of the two normal choices, and will be a separate third choice. This path must be bombed into. Contains only a single room containing one or two spr_eatrs that fly in from the sides of the room. This is a full path comprised of only one room, allowing faster access to the branch's Mini-Boss. The room reward for this room is guaranteed and will always be a Max HP increase. | |
"You hear nothing unusual past this door" | Can contain almost any Temple enemy. More common compared to other Paths when choosing paths for the starting room. | |
"A sign is here: 'The Path of Pain'" | Creates a path to the Mini-Boss that offers no further choices but is still the same general amount of rooms that would need to be cleared if normal choices were taken. All rooms on this path will be Danger Rooms. Two special offshoots will branch off from the main path, containing two of; Shop, Weapon Trove, Upgrade Terminal, Arcade, or Reliquary. This Path is only available as a choice in the starting room. |
Enemies
These are all the enemies unique to The Temple. Non-Temple enemies can also appear, but are somewhat rare outside of the "You hear familiar sounds" path.
Name | HP | Debris | Bestiary Entry | Behavior and Notes |
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Fires a single homing shot towards the player when within line of sight.
Hard Mode: Occasionally fires three small stars alongside the homing shot. | ||||
Fires three fire shots with flaming trails at the player in a trident pattern.
Hard Mode: Can also fire an orb that wraps around the perimeter of the wall and shoots bullets at the player, similar to Demons. | ||||
Spawns with its eyes closed. When it opens them, fires three diamond-shaped bullets at the player that go through solid walls. Attempts to predict player movement. Can only be damaged while its eyes are open. | ||||
If it does not have line of sight to the player, places a sigil over the player that explodes a moment later. If it can see the player, will fire 3-4 fire bullets at them with a flaming trail that deals damage upon contact.
Hard Mode: The placed sigils explode into fire bullets. Can fire an additional fire bullet if it has line of sight to the player. Sometimes teleports away if the player is too close. | ||||
Releases orbs that create lasers when they touch a wall. Lasers are directed orthogonal to the wall. Can also fire a massive field of bullets outwards in all directions.
Hard Mode: Fires additional shots from its position outwards when releasing the orb attack. Fires more bullets with its secondary attack as well. | ||||
Fires a flaming orb at the player, along with six smaller flames at the orb's sides. When this orb hits a wall, it causes flames to wrap around its perimeter, shooting slow fire projectiles at the player.
Hard Mode: More projectiles are released from the moving flames around the wall's perimeter. | ||||
Emerges from a pile of bones and proceeds to toss bones in an arc at the player. Bonelings will continue to emerge from bone piles until the piles have been destroyed or all enemies in the room have been killed, including Bonelings. They cannot move, and when the pile a Boneling is on is destroyed, the Boneling is instantly killed. Can sometimes spawn with an alternate sprite. | ||||
Hovers at the top of the room, occasionally spewing a stream of fire bullets downwards as it moves towards the player. Can fire an alternate attack, where fire bullets gush out of the top of its head like a volcano.
Hard Mode: The main attack culminates in a large fireball shot downwards that splits into bullets when it hits the ground. | ||||
Hovers at a distance horizontal to the player, and occasionally shoots a spread of laser bullets. Sometimes stops moving, and then quickly charges off screen in the direction it was facing, leaving a trail of bones fired upward and behind itself, before reappearing from the other side of the screen.
Hard Mode: Fires an additional projectile per attack. Looping: Each loop adds an additional laser to the laser attack. | ||||
Occasionally fires a slow gaseous bullet toward the player. Upon death, will generate four gaseous bullets that travel in a cross or X formation. Gaseous bullets are considered environmental hazards, thus using the Weatherproof Upgrade negates their damage and makes Noxious Dead completely harmless (they deal no contact damage). Noxious Dead are still able to fire while preparing to release their death attack.
Hard Mode: Attacks slightly faster. Looping: Each loop adds an additional gas bullet to the attack. | ||||
Slowly pursues the player. When it takes damage, it will reflect back all shots taken as small Vulcan-like bullets regardless of the type of bullet type fired.
Hard Mode: If it loses 1/3 of its health in a short amount of time, it becomes invincible and fires an omnidirectional volley of diamond shots around itself for a few seconds. | ||||
A statue that holds two weapons with individual hitboxes and HP. The sword weapon generates a wave of four sword projectiles, while the wand shoots four homing bullets toward the player. Can hold two of the same weapon. The statue itself acts as room tiles and is indestructible.
Looping: Generates six projectiles instead. Fires more frequently with each loop. | ||||
Shoots bullets toward the player and then slowly around itself, with the occasional homing bullet. Invulnerable until all other enemies in the room are dead, excluding other Power Orbs. When all other enemies in the room are dead, the orb cracks and the bullet ring that it fires is denser, and it shoots more homing bullets. | ||||
Has three forms that all lunge at the player after hovering in place for a while, leaving a stream of blood bullets in their wake, bursting into more bullets as they hit a wall.
Hard Mode: Adds an additional attack that has the Cursed Blade spinning in place, firing slashing projectiles around itself in a spiral pattern. Looping: Each loop adds an additional projectile to the bullet burst as the Cursed Blade hits the wall. | ||||
Has two attacks: one has it firing a stream of railgun shots into the air, which then rain down upon the room from above; the other has it firing a laser at the player with bullets emanating from the Holy Rod and outwards. | ||||
Shoots an orb at the player that, when it hits the wall, fires a large laser that travels from the point of impact to the next wall perpendicular to it. Dominion generates a ring of bullets around itself as it does so.
Hard Mode: The orb also fires a spread of five shots the same direction it fires the laser. | ||||
Fires six homing shots at the player.
Hard Mode: Alongside the six homing shots, fires three small stars and four diamond shots in a wide spread. When killed, will split into an Enchanted Skull and Headless Mage, each with drastically reduced health compared to those found normally. Those will drop debris as per usual. | ||||
Can use almost any attack from an enemy of the Mage Type, as well as several additional ones found nowhere else or from seemingly unrelated enemies.
Hard Mode: Utilizes the upgraded attack of the other Mage types. Looping: Each loop adds additional bullets to attacks other Mages utilize. | ||||
Releases five large orbs that rotate in a circle around it while expanding and contracting. When the Ghost Wizard dies, the bullets continue in the trajectories they were traveling at, quickly accelerating outwards.
Hard Mode: Instead of simply rotating around the Ghost Wizard, after a single contraction the orbs will be fired at the player. | ||||
Fires six large bullets in a stream towards the player.
Hard Mode: Fires additional singular bullets at the player between attacks. Large bullets initially target the player, but gradually deviate from their path. | ||||
Most of them are just killed by fireflies though." |
Spawns in a swarm of four. Chases the player via the shortest route available. Has high health relatively to the numbers it comes in.
If allowed to chase the player for long enough, will target a spot in its flight path with a red mark similar to a Crazy Ghost; will then self-destruct upon reaching this spot, firing five diamond shots at the player. | |||
THEY WATCH ME DIE" |
Instead of regular damage, spr_eatr's attacks reduce the player's Max HP. Only found in the "You feel intense dread" path. |
Mini-Bosses
At the end of each branch, there will be a mini-boss. Each mini-boss has a Cartridge that it always leaves upon defeat. Each one defeated also adds a phase to the Warden fight, whenever the player chooses to fight him. If all four are defeated, which can only be done if the Temple was accessed from the Bellows, the player will need to fight Chaos God in addition to the Warden.
Mini-boss | Cartridge |
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Drdlich |
Magic Rod |
Drdknight |
Magic Shield |
Drdskull |
Magic Sword |
Drdlord |
Magic Pack |
Bosses
Chaos God |
Notes/Trivia
- The Temple's concept and design is based on one of D-13's previous projects, Handheld.exe, an RPG featuring many of the same enemies.
- Many of the enemies in the Temple are not canon to the universe of Star of Providence, such as Angels. The Warden, Enigmancers, Chaos God, and Prisoner exist as real entities in the Star of Providence universe, but other newly-introduced enemies are creatures created by the Warden to populate the game world.
Star of Providence | ||||
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