Supreme Celestipede

The **Supreme Celestipede** is one of two possible final bosses in Celestial Protocol. This is the most powerful drone in the Celestial Protocol.

## Appearances

The Supreme Celestipede appears in Chapter 4 in the Wormhole Engines section if you are on the Varkems side.

## Boss Fight

The Supreme Celestipede is a very long and challenging boss fight consisting of several phases that alternate between dodging attacks, destroying shields, and damaging the Supreme Celestipede itself, which itself can even take a number of forms.

For the entire fight (except Phase 4) it will randomly fly all over the arena as it uses its attacks.

### Phase 1

At the beginning after the Supreme Celestipede reveals itself, it is invulnerable, and it uses these two attacks in order:

* **Red**: A wave of red shots will come down from the sky, spread out across the arena, which explode upon hitting the ground.
* **Magenta**: Waves of bullet hell of lasers will criss-cross across the floor. Each shot is three blocks wide and has a gap of only two blocks between.

This subphase lasts for a short period of time before transitioning to Phase 2.

### Phase 2

Two Shieldestipedes spawn on either side of the Supreme Celestipede, which shield it fully from damage. The Shieldestipedes have to be destroyed in order to move on to Phase 3.

During this phase, the Supreme Celestipede has the following attacks. It changes colors whenever it uses them, like the original Celestipede.

* **Cyan**: Each segment shoots a cryo shot, starting from the head and working along to the tail. Each shot splits out in either a horizontal or vertical spread of five shots once it gets about 10 blocks above the ground. The cryo shots deal damage and set the ground on cryo-fire upon impact.
* **Purple**: Each segment shoots a purple exploding shot, starting from the head and working along to the tail. These shots travel very fast, but take aim a second before actually shooting so can be dodged.
* **Yellow**: Each segment shoots electric rays directly below itself that split off two electric shots that move perpendicular to the Supreme Celestipede segment it came from. Two segments shoot at once, starting from the tail and the middle segment and working forward.
* **Orange**: The Supreme Celestipede breathes out some orange shots that fly forward before flying downwards. Upon landing it explodes into a spread of 16 shots which each split into 3 more shots after a few seconds. The first orange breath shot will home in above the player’s head before flying downwards.
* **White**: Summons multiple sky lasers from underneath some of the segments, which each then chase after the player.
* **Magenta**: Similar to in Phase 1, but does not fire as frequently.
* **Red**: Similar to in Phase 1, but does not fire as frequently.

### Phase 3

Players are inflicted with Blindness, so they can’t see the Supreme Celestipede. It remains invulnerable.

The abilities it uses in order are Cyan, Red, Magenta, then Cyan again. All projectiles are visible due to the glowing effect, which gives this phase a “dark-neon” vibe, but otherwise behave the same as in previous phases.

Similar to Phase 1, this is a timed phase that lasts for about a minute and a half before it transitions to Phase 4.

### Phase 4

This is one of the longest phases.

In this phase, instead of flying around, the Supreme Celestipede will pop up in the centre of the arena like a cobra, its head pointing down at the player.

Only the head is damageable in this phase. It will flash a glowing orange to indicate that it can be damaged.

It unleashes a number of new special abilities, including:

* **Brown**: Numerous Celestipede-tails pop up from the ground throughout the arena, dealing large damage and launching the player into the air. Three waves of tails pop up overall, adding to the density. Every tail retracts after the attack ends.
* **Blue**: Summons 4 shots on the arena that constantly emit explosions and chase after the player.
* **Orange**: Fires energy breath. It takes aim at the player, and three seconds later starts firing. The head will track its aim towards the nearest player, similar to a sky laser. It emanates orange shockwaves throughout the attack from the base of the breath, the same shockwaves as in the orange attack from Phase 2.
* **Teal**: It will summon a spiral of teal shots that slowly move outwards. The shots can be jumped over.
* **Green**: Summons Baby Celestipedes, five in total throughout this attack. A Baby Celestipede only has a head, body and tail segment, and only the head is hittable.

## Baby Celestipede

### Abilities

Inflicts Slowness for 10 seconds

Baby Celestipedes fly directly towards the nearest player, and if they hit the player they turn green and fly back to the Supreme Celestipede and heal it for 100 health.

* **Yellow**: The Supreme Celestipede goes straight and rises up high, before slamming forward, dealing massive damage if you get squashed. Each segment also shoots a yellow electric shot from each side when the slam happens. When below 50% health, it does three faster slams in quick succession.
* **Grey**: It will prop up its tail and swing it around in a semi-circle in front of it. If you get hit, this deals massive damage and inflicts the Disintegration effect. When below 50% health, it swings its tail back and forth faster than before, doing four swings.

Once you bring down its health, the head explodes, but it was just the head. The next segment morphs into the head (remember the original Celestipede could do this too), and it then transitions to Phase 5.

### Phase 5

The player is once again inflicted with Blindness. The Supreme Celestipede returns to its regular AI, and this time it gets Glowing effect, glowing a bright orange, and now you can damage all of its segments.

All of its segments have a large amount of health which are summed together. None of the segments can die - if one gets low enough, it will take some health from a random other segment with higher health.

It can use the following attacks from previous phases:

* **Cyan**
* **Red**
* **Magenta**
* **Teal** (shots will now be glowing)
* **Blue** (the explosion entities will now be glowing)

Its only new attack in this phase is that it will fly towards a point just outside of the arena, then turn and charge straight across the arena at ground level. Getting hit by its head or body is very dangerous.

When it is charging, the front six segments shoot yellow shots from each side as it charges.

Once the total health of the Supreme Celestipede’s segments reaches 50%, it transitions to Phase 6.

### Phase 6

The last phase. In this phase the player is inflicted with blindness for 1 second in time with the music (which creates the effect of clearing vision over and over again).

In this subphase the player can finally destroy the segments of the Supreme Celestipede.

It can use all of the attacks from Phase 2, the charge attack from Phase 5, and the Brown, Teal, Blue and Green attacks from Phase 4 (which work similar to before). However, it no longer changes colour based on attack - it now cycles through an animated rainbow pattern, so you can’t always tell exactly what it is going to do just based on its colour and will have to watch out or keep an ear out for the noises of each attack.

Once the Supreme Celestipede is brought down to just a head and tail segment, it will crash and explode.

## Recommendations

In Phase 2, the Quantum Energy Launcher is your best bet, as the explosion can damage many Shieldestipede segments at once. The Varkem Rocket Cannon will likely home in on the Supreme Celestipede itself, which is pointless.

In Phase 4, the Cosmic Commando Phaser will give you the most ranged DPS, however due to it slowing your movement and taking a second to charge up a shot, it can be difficult to use during some abilities. The Subspace Rapid Blaster or Pan-Galactic Gargle Blaster are viable run-and-gun options. The Varkem Rocket Cannon can also be useful as it will home in so you can just fire while focussing on dodging. Make sure to aim it in the sky so that it is sure to fly for the head. Lastly, firing the Sky Laser Beacon while standing beneath its head can deal a massive burst of damage as well.

In Phases 5 and 6, the Varkem Rocket Cannon can become a viable run-and-gun option again as it will always fly for a segment and explode there, though when most of the segments have been destroyed it may have trouble chasing down what’s left of the Supreme Celestipede since the rockets fly slower than the Supreme Celestipede. The Quantum Energy Launcher is likely the best all-around option as you can always choose where to aim, so you can aim for spots where the Supreme Celestipede’s segments double over each other for extra damage.

When it does its charge attack, you can deal lots of damage by placing a Nebula Orb and/or Sweeping Laser Turret in its path, and also use your Magnetic Repulsor and Absolute Zero or Frost Thrower to hit as many segments as you can, though by doing this you will have to be careful not to get hit by the shots that shoot from the side (or get hit by the ever-deadly tail). The Sky Laser Beacon can also deal lots of damage during this attack or in general if you launch it while underneath.

Each ability can be dealt with in the following way:

* Red - Simply staying out of the way of where the shots land is enough. They don’t deal massive amounts of damage unless you get directly hit by one.
* Magenta - This can be one of the more difficult attacks to dodge. Each time this attack is used, lines of shots will always get summoned from two directions at once. Each shot is three blocks wide and has a two-block gap in-between. If you wish to stay alive, using Healing Syringes probably isn’t a bad idea, and you can also try using a Magnetic Repulsor to jump over some shots, though that’s something you can only use once per ten seconds.
* Cyan - It is fairly easy to avoid getting hit by the shots as long as you keep moving. The tricky bit is that the arena will get covered by lots of fire that can deal some damage. Luckily, it’s a big arena.
* Purple - Like Cyan, it isn’t difficult to dodge this attack. You will likely take some damage, but mostly only glancing blows that may not even deal half a heart of damage.
* Yellow - This attack isn’t aimed at a player at all, so it can be a bit more chaotic and unpredictable to dodge. The shots don’t deal too much damage though, and you can jump over them.
* Orange (in Phases 2, 5 and 6) - Since one of the orange shots will home in above your head, you will need to keep moving and jump after it lands. The other shots’ phaser rings can also be jumped over quite easily, and don’t individually deal much damage.
* White - By now you should be used to dodging sky-lasers, but here there’ll be many at once. As long as you keep away, you should be good.
* Brown - If you look at the ground, you can see particles vibrating where a spike will come up, which will give you a warning. One will always spawn beneath where the player is.
* Blue - It is possible that an explosion may spawn on top of you, and you can also get caught in-between and mashed for damage. A Magnetic Repulsor jump can help you escape. From there, it is best to keep away.
* Orange (In Phase 4) - The point where the orange breath aims for moves like a sky-laser, so keeping on moving will keep you away from it, though you will need to jump to avoid the rings of shockwave phasers.
* Teal - This can be one of the more intimidating Phase 4 attacks to deal with, but it has a predictable pattern and movement.
	+ Do be wary standing on or near the centre of the arena in Phase 5 and 6, because the shots will likely be almost impossible to avoid there and little warning is given for the attack starting.
* Green - This attack summons Baby Celestipedes, and there are a number of ways of dealing with them quickly:
	+ The Cosmic Commando Phaser is the best ranged weapon for dealing with them. It can kill them in two hits, however their hitbox is thinner than their model appears. Make sure to aim for the centre of their eye.
	+ The Sky Laser Beacon or Big Brain can quickly shred them to pieces with player support.
	+ The Nebula Orb can also deal some supporting damage to help soften them up.
* Yellow Slam - This attack can be dodged by moving to the side and making sure you keep your body between the yellow lights, as that is where the shots come out from.
* Grey Swing - You can simply use a Magnetic Repulsor to jump over the tail as it swings towards you, however when the Supreme Celestipede’s head is below 50% health and it starts swinging faster and repeatedly, it becomes perhaps the hardest attack to dodge in Phase 4. The only real way of assuring that you make it out alive is by running to behind the Supreme Celestipede, while jumping over or tanking the hits if the tail comes for you on the way.
* Charge - This attack isn’t hard to dodge, and as explained above it is a great opportunity for dealing lots of damage.

## Notes

* The Supreme Celestipede is one of the two final bosses, the other being the Mech Horizon.

* Decade of Epicness by TeknoAXE plays during the Supreme Celestipede's boss fight. This time the music plays a little differently, different parts of it play depending on the phase. 0:00-2:43 plays during Phases 1 and 2, 2:43-4:08 plays during Phase 3, 4:10-8:19 plays during Phase 4, 8:19-10:20 plays during Phase 5 and 10:20-12:27 plays during Phase 6.