Wormhole Engines

The **Wormhole Engines** is the fifth and final section of Chapter 4 and in the entire map where the player enters a Wormhole Engine Chamber and needs to defeat Hyso or Captain Kelrig, depending on which side the player is on.

## Walkthrough - Hyso

**There will be disassembled two different boss fights in two different Walkthroughs (for convenience).**

You will enter a Wormhole Engines where you can see the Hyso. He knew that you would come and was already here waiting for you. He says that everything Captain Kelrig has said is true. After he finishes his dialogue, the Boss Fight begins.

## Boss Fight - Leader Hyso

Hyso can use every Varkem-tier weapon, and each weapon has an associated special ability with it. His attacks get faster and faster when he falls below 70%, 40% and 15% health.

* Varkem Energy Blade - He charges forward, leaving behind sets of green particles that then shoot away perpendicular to the charging direction.
* Varkem Switchblade - Hyso will teleport around really swiftly.
* Varkem Greatsword - He holds out an enormous Varkem Greatsword and charges forward, the sword swiping. Players hit by the greatsword take enormous damage.
* Shockwave Gauntlet - Unlocked when below 55% health. He will jump upwards, teleport above a random player, then slam down. The slam emits 16 green particles that shoot out in all directions and deal a damage.
* Extreme Beam - Unlocked when below 80% health. He places a Force Field and does a bunch of quick 360-degree spins, emitting a green beam in front. The beam goes much longer than normal. This attack can quickly kill you if you are too close.
	+ The Extreme Beam will be coloured red and deal no damage during his first spin, as a warning.

Ranged weapons:

* Plasma Rapid Blaster - He places some Antimatter Orbs above him and spins around, shooting spreads of three purple shots in whatever direction he is facing. The orbs will shoot phasers at the player similar to Phaser Turrets.
* Varkem Commando Phaser - He shoots several homing shots that then split into a spread of five non-homing shots upon getting close-ish to the player.
* Fusion Energy Launcher - Shoots a lot of rockets into the air, which then come down in a spread across the arena. At lower health more rockets spawn and they also fly up and down faster.
* Lightning Bolt - Unlocked when below 80% health. He hovers up in mid-air, and lightning strikes around the arena when he reaches the apex, then he hovers back down.
* Fusion Grenades - Unlocked when below 55% health - He constantly throws exploding grenades at the player. Some black holes also begin forming in random spots across the arena.

Upon bringing his health bar to nearly empty, a giant robot mech suit rises up from below that he enters.

## **Boss Fight - Mech Horizon**

The Mech Horizon will stand in the large hole in the middle of the arena. The player can only go around the boss on the area encircling it.

When there are no hands, the red cockpit can be shot at to damage it. The mech will pick a player to ‘target’, and it will be constantly be facing that player depending on where in the arena they are. It repicks a target every 30 seconds.

The mech suit uses the following attacks. When about to use an attack the arena segment that it is targeting flashes red. It gains more attacks and replaces some with attacks which are more tricky in terms of where in the arena they can hit.

* Laser Volley - Its head will charge up, then unleash a deathly volley of red laser shots forward. They will land at various targets on the four segments in front of it (a quarter of the arena).
* Sweeping Laser - It shoots a sweeping laser that sweeps specifically along the segment of the arena it is facing. Players ought to run from it. It covers the four segments in front of it. He is doing this attack only when no hands have been destroyed.
* Exploding Volley - It shoots a boatload of purple exploding shots from above, which hit the four segments in front of it. He is doing this attack only until horizon repulsor/cannon spawn.
* Dual Sweeping Laser - It shoots two sweeping lasers that start from the sides and close in on each other. Together they cover the six segments in front of it. He is doing this attack after horizon gauntlet/laser hands.
* Alternate Exploding Bombardment - Many purple exploding shots come down from above above a random set of segments. He is doing this attack after horizon repulsor/cannon hands.
* Mega Laser - It shoots one laser in the middle which splits off into two balls of red energy that travel along the arena. Overall it covers the eight segments in front of it. He is doing this attack after all four hands.
* Entire Exploding Bombardment - Many purple exploding shots will hit every segment except for the two directly in front of the Mech. He is doing this attack after all four hands.

While charging and unleashing any of these attacks, it will no longer turn, giving players an opportunity to move.

Some extra attacks also periodically get used as its health goes down.

* Below 75% health, its body can fire a ‘bullet hell’ of lots of damaging red blasts. These can either go from the body in all directions, or parallel across the arena from behind the Mech.

* Below 50% health, black holes can be form around the arena. These only spawn if no other black holes currently exist (so you can’t get two sets of black holes in a row).

When the Mech drops to certain percentages of its health for the first time, it will heal up and summon some Hands to attack the player. While Hands are summoned, none of its other attacks go, and the head cannot be damaged.

* At 75% health, the Horizon Gauntlet and Laser spawn for the first time.
* At 50% health, the Horizon Repulsor and Cannon spawn for the first time.
* At 25% health after a brief cutscene, all four hands spawn.

Each hand has two attacks that they alternate between.

### The Horizon Gauntlet:

* It can slam down in succession in a line. Slams emit large AOE shockwaves.
* Or it can hover in front of the player and then punch forward. When it punches forward, upon hitting a wall it emits a large AOE shockwave. After punching it may do another punch or go to do some slams.

### The Horzion Laser:

* It can hover between the mech and the player and emit a sweeping laser-ray, similar to Colonel Spanner.
* Or it can go and fly above a player and beam a laser downwards, kind of like the sky-laser attacks of some of the Varkem Mechs.

### The Horizon Repulsor:

* Sometimes it lands on the ground and aims at the player before unleashing an immensely powerful blast from its palm.
* Or it can also slam the ground, emitting 16 shockwaves in the form similar to Utgy’s Shockwave Gauntlet.

### The Horizon Cannon:

* It can either shoot a spread of rockets.
* Or shoot one homing rocket at a time.

Some larger Antimatter Orbs will spawn around the arena whenever a sets of hands are destroyed. These shoot green electric bolts at you (like when fighting just Hyso)

The Mech Horizon is defeated when its health drops to 0%.

After you defeat Hyso, a cutscene begins where he shows the Hypnosis Beam and when he uses it, the most important moment in the entire map begins. The player can get 3 different endings and they depend on his actions and all of them are obtained if you are on the side of the Celrons. Either Hyso takes control of you and then Narelle kills him, or you defeat his hypnosis and kill him. When you/Narelle kill Hyso, you escape from the ship and the ship is destroyed.

After all this, you return to the Celestial ship, where you see a cutscene where you enter Gole Wormhole. And it also depends on what decision the player made. After passing through Gole wormhole, the following may occur:

1) Everything will be all right and you continue to move on the Celestial ship without any problems. This happens if you enter the hatch in the Encounter and kill Utgy in the Central Spire.

2) The ship is damaged in order to continue go further. This happens if you either do not enter the hatch in the encounter and you defeat the Utgy, or you entered the hatch, but you fought the Narelle.

3) The ship is completely destroyed and you, Lucas and Narelle go to the Celron planet already on a smaller ship. This happens if you don't go into the Hatch and kill the Utgy, but you will be on the Celrons side.

After that, the end credits begin.

## Walkthrough - Kelrig

You will enter a Wormhole Engines where you can see the Hyso. He was waiting for you with pleasure. He tells the plan that the player must act clearly and understandably. After he creates the second wormhole, the player is sent to the Bridge. You says that you destroyed the Wormhole Engines, but others see that the varkems are in the central module. Kelrig tells Narelle to go there. The player may or may not shoot at her. If he shoots, then the player shoots Kelrig. If you don't shoot her, Hyso will come and shoot her and then tell the player to shoot Kelrig. The player can shoot, but still, even if you don't shoot, you still do it because of Hyso's hypnosis. After you shoot, the shield is destroyed. Then after some moment you wake up, but Lucas is very angry about what you did and the boss fight against Lucas begins.

### Boss Fight - Lucas

Lucas’s fight isn’t necessarily anything big or impressive - he’s more of a mini-boss. He will exclusively use a Celron Energy Blade, and switches between these attacks:

* Normal melee AI.
* A charge attack similar to Hyso with a Varkem Energy Blade, including the sparks left behind.
* He may teleport straight to the player.

During this fight Captain Kelrig is around, but he is not damageable. He does attack, alternating between these abilities:

* Shoots a spread of phasers at the player.
* Will teleport next to you and shoots an orange sweeping laser from his helmet’s eye.
* If you go close to him while he is not using his sweeping laser, he will teleport.

After you defeat Lucas, the boss fight against Captain Kelrig begins.

## Boss Fight - Captain Kelrig

Unlike most other mob-bosses, he won’t move and melee or shoot you - instead he will teleport randomly around near the player, hovering in mid-air, and unleash his attacks.

At the beginning he has 6 attacks. At 75% health he adds 2 more. At 50% health 2 of the ones he started with get replaced by new, largely more powerful ones, and he also adds one more attack making 9 in total.

The attacks are:

* Orange Sweeping Laser - An orange sweeping laser will emit from his helmet’s eye. All clones will shoot a laser.
* Phaser Spread - Summons some Phaser Turrets and begins shooting a large spread of phasers at the player similar to Sergeant Marys. Randomly chooses between a horizontal and vertical spread. All clones will shoot a spread.
* Cross Shot - Summons four sky-lasers in four directions from a player which then move forward and cross over where the player was standing. They can come from either north-south-east-west or from diagonals.
* Lightning Orb - Summons a large lightning orb above that shoots lots of lightning beams down at the player. Each beam fires instantly but takes aim shortly before firing, so they can be dodged if you keep moving.

* Four-Prong Laser - Emits a beam downwards which emits a four-pronged laser that rotates around. He is doing this attack until 50% health.
* Tower-Prong Laser - Teleports to the centre of the arena and aims out a laser in  4 directions, initially going out in diagonals, shooting between each of the four pairs of towers (which turn blue). The lasers then slowly turn. This attack is unlocked at 50% health
* Single Slam - Teleports somewhere close then slams the ground, emitting 16 phasers. He is doing this attack until 50% health.

* Successive Slam - Slams the ground multiple times in succession, each time orienting self towards the player and then teleporting forward to slam again. This attack is unlocked at 50% health.

* Blue Tower Blasts - Each of the arena towers turn blue one after the other and aim then shoot a laser at the player in succession. When shooting a laser phasers are fired from the base of each tower in 16 directions as well. This attack is unlocked at 75% health.
* Mega Deathray - Lands on the ground and shoots a massive laser in one direction, a laser so powerful it pushes Kelrig backwards a bit. When there are clones they all contribute to the laser. This attack is unlocked at 75% health.
* Celestipede Throw - Summons a Celestipede and throws it towards you, which on impact with the ground emanates a massive explosion that then extends outwards in four directions with more explosions. This attack is unlocked at 50% health.

At 75%, 50% and 25% health, he will add a Kelrig ‘clone’. The Kelrig clone has a small imperfection (namely, its darker orange pupil is not there), which is how you can tell them apart. Also, shooting a Kelrig clone won’t cause his health to go down. They aren’t Invulnerable, instead they just have Resistance V.

All the clones and the real one are randomly repositioned with each new attack.

In addition, the more clones that spawn, the attacks become much faster, becoming double speed at 25% health, similar to Hyso.

Upon bringing Captain Kelrig’s health down to empty, he falls near the edge of the Bridge. You can choose to either shoot him off with a Pusher Beam or not shoot him, though if you choose not to shoot him he will push himself up anyway. But it’s not over yet…

## **Boss Fight - Supreme Celestipede**

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 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.

And now, as in the version with Hyso, you can get three endings and all of them are obtained if you are on the side of the Varkem Forces:

1) Narelle comes to you and tells you that the varkems have been manipulating you all this time. Then she wakes up Lucas and the three of you go to Celreal. This happens if you choose to fight Utgy back on the Central Spire and not to shoot Kelrig before the boss fight against Lucas.

2) Utgy picks you up after the fight and you go to Earth but... You find yourself in a small box and Hyso says that he used you for his own benefit. After that, he goes to his own planet with the Varkems to the marky system. This happens if you fight Narelle back on the Central Spire and be on the side of the Varkems.

3) After the battle you try to call Hyso, but no one comes. You already understand that no one will come and that the Varkems used you. Then oxygen runs out and you die. This happens if you choose to fight Utgy back on the Central Spire and shoot Kelrig before the boss fight against Lucas.

After that, the end credits begin.

## Equipment

No new items can be found in this section

## Recommendations

**Hyso and the Mech Horizon**

When fighting Hyso, he will use a variety of different abilities in quick succession, and his attacks only get faster and faster as his health goes down.
In general it is a good idea to stay at least a short distance away from him, as some of his abilities are very deadly at close range and can quickly kill you with little time to react if he starts using one while you are close.

It is also a good idea to have a Nebula Orb set up, or if you have it, the Sweeping Laser Turret. The Big Brain won’t target him, though it will target any Antimatter Orbs he summons.

Each ability can be dealt with in the following way:

* Varkem Energy Blade - A Magnetic Repulsor can be used to jump over him and the sparks he leaves behind.
* Varkem Switchblade - He is difficult to hit with most weapons when using this attack. The Absolute Zero or Frost Thrower may be able to deal a little bit of damage however.
* Varkem Greatsword - His sword always spawns on his left side, and it swings in a semicircle in front of him while he also moves forward. If you stand on the right side of him when he starts his attack, his sword will miss you entirely. The Magnetic Repulsor can also be used to jump over his sword.
* Shockwave Gauntlet - When you hear the sound of him using it, you should immediately run in any direction, as he will teleport above you and slam on you. Don’t worry too much about trying to dodge the smaller phasers that shoot out, they don’t deal too much damage.
* Extreme Beam - When he uses this it is basically not possible to hit him in his force field, and trying to do so at close range will result in you dying quickly from his beam. Your best strategy is to just move backwards and out of range of his beam.
	+ The force field will remain even after this ability finishes. It will despawn if he uses this ability again, to be replaced by a new force field.
	+ It is possible for him to use other abilities where he stands still straight after this one such as the Plasma Rapid Blaster or Varkem Commando Phaser ability, and he’ll still be protected by the force field during those abilities.
* Plasma Rapid Blaster - The Antimatter Orbs he spawn can actually be a bigger threat than his actual attack, as they will stay where they are and constantly shoot directly at you, forcing you to keep moving.
	+ Using the Sky Laser Beacon can quickly decimate the orbs and deal some damage to Hyso. The Big Brain can be summoned from far away and it will target and destroy the Antimatter Orbs. You can also try placing a Nebula Orb and (if you have it) a Sweeping Laser Turret in the centre of the Antimatter Orbs, where they can passively destroy all of the orbs and deal some damage to Hyso.
	+ Similar to the force field from the Extreme Beam ability, Antimatter Orbs despawn to be replaced with new ones if he uses this ability again.
* Varkem Commando Phaser - With practise you can quickly become good at dodging in-between the spread of shots. He will also aim directly at you, so jumping up and down may cause his shots to shoot up at you and hence go over your head.
* Fusion Energy Launcher - After he shoots the rockets, you can look up to see where they’ll land so you can avoid them. They don’t deal a huge amount of damage unless they directly hit you.
* Lightning Bolt - This ability looks intimidating, but it is unlikely for any of the lightning strikes to hit you, and his thrown Lightning Bolts are just as unlikely to hit you as well. It can be difficult to hit Hyso in return during this attack however.
* Grenades - While Hyso’s grenades can deal some damage and knock you about, the bigger cause of concern is the black holes. Make sure to do a quick scan of the arena so you can make sure you’re not about to run into one.

When it comes to the Mech Horizon, most of its attacks can be easily dodged by simply staying out of the sections that turn red. It does have a lot of health, making this more of an endurance fight than anything else.

* Before it summons any hands, all of its attacks only attack the four segments directly in front of it, meaning staying at the diagonals of the arena can allow you to quickly move to a section that won’t go under attack.
* Later stages of the fight will require you to think a bit more, but again, most of them can be easily dodged by staying out of where they are about to hit.
	+ The only one that may be difficult to dodge is when it uses its Mega Laser, as that covers an entire half of the arena in front of it, and if you are nearly directly in front of it when it uses it, you may be unable to get to safety in time. However, using a Magnetic Repulsor, it is possible to jump over the laser blast.

* As for the bullet hells and black holes, listen for their sound effects and dodge accordingly. Sometimes a black hole may block you from avoiding a main attack, and you’ll end up needing to hope for the best.

The Cosmic Commando Phaser deals the most ranged DPS. You won’t need to be constantly dodging, unlike when fighting Hyso or the hands, which makes it a good choice for the head. It is also recommended for shooting down Antimatter Orbs that spawn.

* The Big Brain is very effective at dealing with the Antimatter Orbs, as it will latch onto one and then move on to the next one, eventually destroying all of them, so you can just focus on the Mech Horizon itself.

As for the hands, they will constantly assault you with attacks that will force you to stay on your feet.

* The Horizon Gauntlet is arguably one of the most aggressive hands, as it will constantly assail you with punches and slams. When it is about to punch you, you can dodge it by simply moving to one side, while when it is doing its slams, simply move along the arena away from it.
* The Horizon Laser isn’t too hard to dodge, even if you are trying to dodge other hands at the same time, but you should still be wary of it, especially if you find yourself needing to suddenly turn back due to where another hand’s attack is coming from.
* The Horizon Repulsor is very easy to dodge, and is actually barely a threat at all. You will need to keep moving to avoid its attacks, of course. And like the Laser, you could get caught by it if you find yourself needing to turn back.
* The Horizon Cannon, unlike the more varied nature of its counterparts, constantly stays at a distance and shoots exploding rockets at you. The homing ones will require you to raise your energy shield to block them, while when it shoots a spread of three rockets, you will need to either move to the side or use an energy shield again. It only shoots once every 4 seconds so you won’t need to block often, but it is often enough that you’ll need to be aware of it.

Rapid Blasters are the best weapons for the hands, especially if you can line up shots to hit multiple at once. In order, these are roughly how dangerous each hand is, and is hence the recommended order you should deal with them:

Horizon Cannon → Horizon Gauntlet → Horizon Laser → Horizon Repulsor

In the phase when all four hands are spawned, the Horizon Repulsor and Gauntlet can end up taking lots of damage from the explosions of the Cannon’s rockets, meaning you could take both out quickly and then deal with the Cannon, and lastly clean up whatever’s left.

The Nebula Orb and Sweeping Laser Turret can also deal large amounts of damage to the Gauntlet and Repulsor if you manage to get them within their area of attack. The Sky Laser Beacon can also deal massive damage.

* The Big Brain will not target them, and while the Orange Phaser Turret will shoot, its shots won’t deal any damage unless they hit the bottom of a hand (and it aims near the top).

**Lucas, Captain Kelrig and the Supreme Celestipede**

Lucas isn’t too difficult or a lengthy fight at all, however some of his attacks can deal considerable damage, including if he simply hits you with his sword.
He could use his teleporting attack at any moment, which will likely give him a free hit. His Celron Energy Blade attack works almost the exact same way as Hyso’s Varkem Energy Blade, so using a Magnetic Repulsor to jump over him as he charges is again a viable strategy for defeating him.

Lastly, keep Captain Kelrig in mind. He will shoot some phasers and sometimes use a sweeping laser to deal some extra damage to you, which could come from anywhere.

Weapons that can quickly defeat Lucas include the Magnetic Repulsor, Sky Laser Beacon and the other sentry weapons (Nebula Orb and/or Sweeping Laser Turret) at close range. At a range the Subspace Rapid Blaster (or Pan-Galactic Gargle Blaster if you got it) is your best option, though you can also try the Cosmic Commando Phaser if you can get a steady shot.

Now, Captain Kelrig.

At the beginning (when there is just himself or one clone), the Cosmic Commando Phaser can be fairly easily used as he doesn’t move much and his attacks go slowly. However, once two or three clones have been spawned his attacks will be fast enough that you will need to use a Rapid Blaster. The Sky Laser Beacon can also deal massive bursts of damage, though keep in mind that it will go for a clone if it is closer to it. The Orange Phaser Turret can also be constantly shooting at him rather easily since he is mostly immobile when not teleporting, however it will be more likely to shoot at a clone. But some extra damage is better than no extra damage.

It is a good idea to place a Nebula Orb (and perhaps the Sweeping Laser Turret if you have it) at the centre of the arena, as he will always teleport there when using the Tower-Prong Laser ability.

Each ability can be dealt with in the following way:

* Orange Sweeping Laser - One of the easiest attacks to dodge, just make sure you are out of the way when he starts using it, and you will get a good opportunity to deal some damage.
* Phaser Spread - This attack can get very overwhelming when there are two or three clones, as they all individually shoot a shot that then can each split either vertically or horizontally, so evasive movement is recommended. Trying to run-and-gun with a Rapid Blaster may slow your movement speed too much to effectively dodge everything.
	+ The Phaser Turrets he spawns can be dealt with quickly if you have the Big Brain, as it will target them. The Sky Laser Beacon can also quickly take them out and deal some damage to Captain Kelrig at the same time.
* Cross Shot - When you hear the sound of this attack being used, you’ll need to quickly react and run in-between where the lasers come from, but don’t walk over where they came from, as the lasers will cross over there again. Just stand out of harm’s way, and you can keep on firing at Captain Kelrig.
* Lightning Orb - With this attack, it is best to keep moving, as each shot takes aim shortly before firing. It starts out firing pretty fast though, and it only gets faster as Kelrig adds more clones, meaning you may have no choice but to focus on moving and dodging.
* Four-Prong Laser - When he starts using this attack the laser may immediately spawn on you resulting in some damage, but once you get your bearings on the attack it can be easily dodged. Simply move out of range of the lasers and shoot at him from afar. Jump or use a Magnetic Repulsor if you need to.
* Tower-Prong Laser - When Kelrig uses this attack, he will always teleport to the centre of the arena and a distinctive charging sound effect will play. After a short delay, the four lasers will always start coming out of him from a diagonal (between each pair of towers), so make sure you are out of harm’s way. They then rotate clockwise, forcing you to move to the left to avoid getting hit.
* Single Slam - This attack isn’t too difficult to dodge, and the slam phasers don’t deal a huge amount of damage, so don’t worry too much about it.
* Successive Slam - This attack can get more dangerous, as Kelrig will chase after you as he slams and deal massive damage if you get caught. If you get far enough away you can turn and try shooting him, but this can be risky.
* Blue Tower Blasts - Similar to the Lightning Orb ability, you can easily dodge each shot by making sure you are constantly moving, however you will also have to contend with the additional phasers that come from the bases of the towers. They don’t deal too much damage however, and jumping as much as you can can help you dodge them.
* Mega Deathray - Simply make sure you are out of the way of where Kelrig is facing, though you won’t have a huge amount of time to react, especially when he has three clones.
* Celestipede Throw - When the Celestipede impacts with the ground it may take a short period of time for you to tell which direction the explosions will come out in, but once you do, you can simply move out of their way. The only real problem is that Captain Kelrig cannot be damaged during this attack.

One other thing you will need to contend with is running out of oxygen. With Celron Armor, you again have double the oxygen as Varkem Armor, lasting 600 seconds total, but you will likely need to refuel your supply several times during this whole fight.

The attacks where you should be able to get a breather include:

* Orange Sweeping Laser
* Cross Shot (if the lasers aren’t crossing over the oxygen vent)
* Four-Prong Laser (if Kelrig isn’t near the oxygen vent)
* Single Slam
* Mega Deathray (if Kelrig isn’t firing over the oxygen vent)
* Celestipede Throw

During other attacks you can try periodically running over the vent to top it up a little bit.

As for the Supreme Celestipede, the best ways of damaging it vary depending on the current phase.

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.