Unknown

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???
(Unknown)
UnknownIcon.png
Floor #6
Music'No Tomorrow'
# of Mini-Bosses3
Mini-BossesIdol, Redcap, Twofold, Engorged
BossesMachine, Machine (Damaged), Machine (Original), Monolith

Unknown is a special floor in that it can only be accessed after the player has collected all four seals locking its entryway. Once the player has collected them, they need only defeat Overlord on the fifth floor and use the northern exit after the battle to travel to it, as they would do to access any other floor.

Unknown is characterized by its dark, ominous atmosphere and especially difficult rooms. The walls appear old and cracked, and the dark background rhythmically pulses, showing silhouettes of damaged walls lit by what appear to be glowing pipelines. Rooms may contain new, difficult enemies or even mini-bosses that the player fought on previous floors as regular enemies. The area is so hostile that even tiles found within the rooms can come alive and attack the player. Shops and Upgrade Terminals do not generate here under normal conditions, though a Vault and Weapons Cache are guaranteed.

In addition to its unique form of access, the floor is also unique in that it houses many bosses that appear depending on which ship the player is using and on which difficulty setting they are playing.

On Normal mode, while playing as any ship aside from Overlord or Chaos, the player will face the default Machine battle. As Overlord, they will fight the damaged Machine. As Chaos, they will fight the original Machine. When playing on Hard mode, they will face Monolith.

If the player possesses the Err: Integer Overflow cartridge or has Looping enabled, the player will proceed to the seventh floor, Nowhere, after defeating the boss. Otherwise, the game will end.

Enemies

These are all the new enemies that can appear in Unknown, not including enemies from previous floors.

Name HP Debris Bestiary Entry Behavior and Notes
Lost Soul
LostSoulEnemy.png
70HP
25G
"A soul exposed to Power Eternal is never the same again.
Something is lost forever."
Chases the player via the shortest route available. Fires a burst of three revenge bullets upon death, two of which are destructible.

align Hard Mode: Fires an additional backblast of revenge bullets.

align Looping: Fires more revenge bullets every few loops, initially indestructible; eventually, the added bullets at the edge of the attack become destructible.

Eternal Gestalt
EternalGestaltEnemy.png
200HP
80G
"Ultimately, the soul is simply fuel.
The essence of the past, burned to make future."
Slowly chases the player, capable of passing through any obstacles in its path. Slowly blinks in and out of visibility. Cannot be possessed by Possessors.

align Hard Mode: Moves slightly faster, sometimes teleports while invisible.

align Looping: Gains the ability to shoot bullets at the player. Fires more frequently with each loop.

Eternal Sentinel
EternalSentinelEnemy.png
400HP
250G
"The service never ends."
Fires a stream of bullets at the player, with 4 shots concentrated in the middle and 10 more around them in a wider arc. Eternal Sentinels spawn with an orange Halo that fires 3 additional projectiles independently of their attack, switching to another enemy upon the Eternal Sentinel's death.

align Hard Mode: The Halo fires 5 projectiles instead.

align Looping: Each loop adds additional projectiles to the attack; the attack gets progressively wider, until the attack completes a near full circle around the Eternal Sentinel.

Demiskull
DemiskullEnemy.png
180HP
40G
"Some Skullies have delved too deep."
Fires three blood bullets at the player, and teleports closer to them if it doesn't have line of sight to them.

align Hard Mode: Fires projectiles that deal double damage.

align Looping: Fires more frequently with each loop.

Eternal Core
EternalCoreEnemy.png
250HP
100G
"Probably the angriest ball of metal in the whole facility."
Chases the player via the shortest route available. Explodes into six large bullets on death, along with a storm of destructible fire bullets that eventually disappear.

align Hard Mode: Leaves a trail of bullets when at low HP. The large bullets deal double damage.

align Looping: Each loop adds additional large bullets and destructible fire bullets that release upon death.

Soulmonger
SoulMongerEnemy.PNG
600HP
350G
"Lest the souls go to waste?"
Fires double damage bullets in a wide spread pattern outwards, as well as two bigger double damage projectiles towards the player. Will also let Crazy Ghosts out on occasion.

Releases its Soul Tank upon death, spawning 2-4 Ghosts, Ice Ghosts, Crazy Ghosts, or Lost Souls.

align Hard Mode: Projectiles travel slightly faster through the air.

align Looping: Releases more Ghosts upon death with each loop.

Eternal Seeker
EternalSeekerEnemy.png
330HP
120G
"This pattern has no end and likely no beginning.
It goes on and on and on and on..."
Fires a massive spread of bullets shaped like itself, then teleports.

align Hard Mode: Four additional, larger bullets are fired alongside the regular ones. All bullets deal double damage.

align Looping: Each loop adds an additional double damage bullet to the burst.

Eternal Chamberhead
EternalChamberheadEnemy.png
350HP
120G
"A spitting visage of infinity."
Fires spreads of bullets at the player. When it does not have line of sight to them, fires bullets in all direction that wrap around the screen and go through blocks, similar to the player's weapons when they have the Phasing Keyword. Even when in line of sight, there is a 1/6 chance that any given attack will become the phasing attack.

align Hard Mode: All bullets deal double damage.

align Looping: Fires an additional phasing projectile with each loop.

Vortex Reaper
VortexReaperEnemy.png
250HP
125G
"That's just their moniker. Their true names are nigh unpronounceable."
Teleports in and out of visibility, utilizes one of two attacks as it reappears: one has it firing bullets in a star shape from its center outwards, another has it firing in a spiral around itself while sucking the player in. Can only be damaged while open. Deals no contact damage.

align Hard Mode: Fires a spread of bullets outwards as it teleports away. These bullets deal double damage.

align Looping: Currently unknown.

Eternal Displacer
EternalDisplacerEnemy.png
300HP
135G
"What stares from without is a firmament of hollow eyes. And the intensity of their gaze could turn worlds to dust."
Teleports in and out of visibility, projecting and then firing two inward-sweeping lasers in the direction of the player when it reappears. Bullets emerge from the lasers as they connect with the wall. Does no contact damage.

align Hard Mode: The bullets that emerge from the lasers' point of contact with the wall deal double damage.

align Looping: Each loop the area of effect of the sweep attack is increased.

Shattered One
ShatteredOneEnemy.png
120HP
75G
"Some couldn't escape."
Disguises as a normal block, and awakens when all other enemies are killed. Chases the player, leaving a trail of bullets in its wake.

align Hard Mode: Also fires bullets at the player as it chases them.

align Looping: Fires more frequently with each loop.

Broken One
BrokenOneEnemy.png
160HP
100G
"They're a part of this place now."
Disguises as a large block, and awakens when all other enemies are killed. Slowly chases the player, leaving a spread of three bullets in its wake.

align Hard Mode: Also fires bullets at the player as it chases them.

align Looping: Fires more frequently with each loop.

Cracked One
CrackedOneEnemy.png
200HP
125G
"They too will be consumed, in time."
Disguises as a suspiciously massive block, and awakens when all other enemies are killed. Stays in place and fires a tight spread of bullets around the room.

align Hard Mode: Currently unknown.

align Looping: Fires more frequently with each loop.

Eternal Mage
EternalMageEnemy.png
400HP
120G
"Stripped from the pages of time.
Made whole.
Trapped."
Fires a laser toward the player, with bullets emanating from the laser, and then around the Mage. Will slightly alter aim depending on where the player is moving.

align Hard Mode: Fires additional bullets that deal double damage.

align Looping: Fires more frequently with each loop.

Headless Mage
HeadlessMageEnemy.png
350HP
100G
"They've lost their heads a long time ago."
Fires a laser toward the player, with bullets emanating from the laser, and then around the Mage. Bullets will fire parallel from the laser similar to a laser weapon with the Pulsewaves Keyword. Will slightly alter aim depending on where the player is moving.

align Hard Mode: Bullets emanating from the laser will deal double damage, as will some of the bullets fired around the Mage.

align Looping: Fires more frequently with each loop.

Beast
BeastEnemy.png
250HP
200G
"Opening the conduit to eternal domain has ever since attracted freeloaders."
Repeatedly fires three bullets at the player as it slowly moves towards them. After a while will enrage and release a burst of bullets around itself. While alive, the background of the room will be pitch black.

align Hard Mode: Currently unknown.

align Looping: Fires its regular attack more frequently, while adding an additional projectile to the enrage attack each loop.

Insubstantial
InsubstantialEnemy.png
400HP
200G
"Down in the bowels, near the source, the walls of reality give way to a distant, phantasmal void."
Fires bursts of bullets around itself similarly to the burst attacks of Presence, without larger blue bullets. While alive, the background of the room will be pitch black. Clears the room of its projectiles once it dies; this can be used to clear the projectiles of other Insubstantials in the same room even if they are still alive.

align Hard Mode: Currently unknown.

align Looping: Fires more frequently with each loop.

Ascended One
AscendedOne.png
1HP
0G
"In the moment I understood. I became nothing. You will too. In time."
Effectively a Mini-Boss. Spawns four Block Locks in three waves that must be destroyed each time for the Ascended One to enter a vulnerable state. After all Block Locks are destroyed, the player must hit the Ascended One once to kill it. Fires large bouncy orbs that home in on the player, but can be pushed back by shooting at them (or with Bombs). When hitting a wall, the bouncy orbs will fire their own projectiles at the player. Each Block Lock wave completed spawns an additional bouncy orb into the room. Drops a random Unique Weapon when defeated, or a Cartridge when playing as Chaos or Skully.

align Hard Mode: Currently unknown.

align Looping: Each loop adds an additional projectile the bouncy orbs can release.

Mini-Bosses

IdolMiniBoss.png
RedcapMiniBoss.png
Twofold.png
Engorged.png
Idol Redcap Twofold Engorged

Bosses

MachineSlab.png
MachinaDamaged.png
MachinaOriginal.png
Monolith.png
The Machine Machine (Damaged) Machine (Original) Monolith

Trivia

  • Under normal conditions, the player will not find a shop on this floor. However, if they possess the Cool Sunglasses cartridge, one will be generated. This is also the only way to see the Ascended One's dialogue, who will appear in the shop if they are present somewhere on the floor.


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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

AheadOfTheCompetitionAchievement.jpg

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