Selfsimilar Sentinel (Polarities Mod)

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Selfsimilar Sentinel Map Icon (Polarities Mod).png Un-Ported Content: This information (or parts of it) and all other content derived from it have not yet been re-added to the current 1.4 build of the Polarities Mod.
As a placeholder, this page details the most recent information available for it in the last 1.3 version.
Selfsimilar Sentinel
Selfsimilar Sentinel (Polarities Mod).png
Selfsimilar Sentinel Map Icon (Polarities Mod).png
Map Icon
Statistics
Type
Environment
Damage40 / 80 (contact, hyperbolic bolt, hyperbolic ray)
60 / 120 (aperiogon pulse)
Max Life48,000 / 64,000
Defense30
Immune toConfused
Drops
Coins15

An order-3 aperiogonal tiling found in the fractal dimension. That wants to kill you. Intended to be fought at around the same time as Golem.

Forum page blurb

The Selfsimilar Sentinel is a normally-Hardmode boss fought in the underground Fractal Dimension, required to obtain Selfsimilar Ore. It is meant to be fought at about the same time as Golem; in theory it could be fought in Pre-Hardmode as soon as the Fractal Dimension is available after defeating the Rift Denizen, but it would be an extremely difficult battle.

While it is alive, its exclusive music Negative Space will play; if the Polarities Mod Music sidemod is not enabled, the vanilla tracks Boss 3 (in phase 1) and Boss 4 (in phase 2) will play instead.


Spawning

The Selfsimilar Sentinel does not spawn naturally; it only appears when the player attempts to mine a vein of Selfsimilar Ore in the Fractal Dimension with anything other than a Selfsimilar Pickaxe. It will always take exactly 16 hits to summon, regardless of your pickaxe power.

Behavior

Selfsimilar Sentinel and all of its projectiles move in the Poincaré disc projection of the hyperbolic plane onto a circular arena, the boundary of which is indicated by a thin ring. Leaving this ring will cause the boss to become immune to damage, fade away, and eventually despawn if the player does not re-enter.

During phase 1, Selfsimilar Sentinel alternates at random between the following 5 attacks, never repeating the same attack twice:

  • Projectile Spiral- The boss chooses a random offset angle and number of projectiles per ring, and shoots rings of projectiles in a spiral outwards, moving slowly towards the player. This attack becomes denser as the boss' health lowers.
  • Exploding Deathrays- The boss shoots a telegraphed deathray directly at the player, which creates a horocyclic pulse along with an expanding horocycle of projectiles from the limit point it points towards. Each deathray also pushes the boss slightly away. This occurs 4 times in a row, faster at lower health.
  • Projectile Bursts- The boss shoots three rings of projectiles that travel along horocycles, moving slowly towards the player. These rings become denser as the boss' health lowers.
  • Homing Projectiles- The boss shoots several streams of homing projectiles outwards, one directly towards the player and the others at fixed angles from them, while moving slowly towards the player. The number of streams increases as the boss' health lowers.
  • Deathray Sweep- The boss shoots several deathrays outwards, before moving in a sweeping, circular motion repeatedly, causing the deathrays to rotate irregularly in the opposite direction. More deathrays are shot at lower health.

As Selfsimilar Sentinel's health decreases, it gradually grows smaller copies of itself, connected to the boss by chains. Below 50% of its health, the boss will immediately transition into its second phase, the chains and copies rapidly growing to form an order-3 aperiogonal tiling. During this phase, one of the boss' segments lights up and can be damaged, though if that segment is too small in the projection it becomes unable to be damaged. During phase 2, the boss alternates between the following 7 attacks, never repeating the same attack twice.

  • Horocycle Chambers- The boss' chains light up and become able to deal damage. The main segment moves slowly towards the player, blinking between segments to stay as close to them as possible, repeatedly shooting projectiles inwards in every horocycle from all its segments, and shooting short-lived deathrays directly at the player from the main segment.
  • Deathray Rush- The main segment blinks repeatedly to various segments near the player, shooting deathrays directly at them which linger for a bit.
  • Mass Projectiles- The boss shoots telegraphed projectiles directly at the player from every segment within a certain distance.
  • Hyperbolic Translation- The boss blinks to a faraway segment, and moves towards the center of the arena, shooting rings of telegraphed projectiles from segments close to the player as it moves.
  • Limit Rotation- The boss' chains light up and become able to deal damage. The boss limit rotates rapidly around the aperiogon the player is contained in, shooting a deathray inwards from the main segment, which produces projectiles that travel along horocycles in the opposite direction. After the deathray disappears, the boss blinks close to the player and fires projectiles at them repeatedly.
  • Horocycle Teleport- The boss repeatedly blinks along the aperiogon containing the player, shooting homing projectiles at them.
  • Aperiogon Pulse- The boss' aperiogons begin to glow, before flashing brightly and dealing damage to any players contained within. Each aperiogon pulses exactly twice during this attack.

Once the boss' health drops to zero, it will blink close to the player and play a short death animation, dropping selfsimilar ore from all its segments, before dying.

Aftermath

Once the Selfsimilar Sentinel has been defeated for the first time, the following will occur:

Tips

  • Fractal armor does not offer as much damage as some armor sets, but the resistance to fractalization it offers is valuable.

Gallery

The Selfsimilar Sentinel as it appears at full health, with no copies growing.
The Selfsimilar Sentinel as it appears in phase 2, fully extended over the arena's radius.