Chaos God

Chaos God is the second boss that can be found in the Temple, and is a massive, greyscale humanoid with what appears to be a visible ribcage, horns, and a black void where a face would go. Chaos God can be summoned by defeating Warden at tier 4, and is fought directly after Warden's death, and is summoned as part the same cutscene that ends Warden's fight. Chaos God's fight is one of the only fights in the game that open up the space in the HUD for more space to fight. Chaos God is fought in an area that resembles space, with a disc of some sort of matter spinning at the bottom of the arena with stars flying across the background above. Chaos God does not deal contact damage at any point in the fight.

Attack Patterns
Many of Chaos God's attacks are shared between phases, and instead of new attacks replacing them, they increase in difficulty as the fight progresses. There are also portions of the fight where Chaos God retreats to the background, and uses special attacks while they are invulnerable for the duration of the attack. No attacks occur twice in a row. In hard mode, most attacks are automatically double damage.

Phase Transitions
=Prisoner=

Prisoner is the third and final boss that can be fought in the Temple, and is fought directly after Chaos God by entering the black holes that Chaos God fires after its core reaches 0 health. Prisoner appears to be a red and black spherical eye, covered in pieces of Chaos God and encased in a white rib-cage that, throughout its battle, diminishes in size. Prisoner does not have a health bar at the top of the arena, and does not have a title card. The arena remains open, with a minimal HUD as in the fight with Chaos God, and takes place in a black void with large fields of dark, stone-like debris. Prisoner does not deal contact damage at any point in the fight. In Hard Mode, Prisoner's attacks are more dense in bullets, with some attacks having additional patterns.

Attack Patterns
All attacks from Prisoner inflict double damage. Phase transitions are signified by a crack sounding and the arena being cleared of bullets. Similar to Chaos God, many attacks are shared between its three phases, but while some strengthen later in the fight, some weaken instead. Prisoner tends to stay toward the bottom of the arena, but is quite agile and will move around often.

Phase 4
There is one attack that occurs for the entirety of phase 4.

Cutscenes
Chaos God is summoned directly after Warden's death in a tier 4 fight with him, and in the same cutscene that results in Warden's death. After rays of light are shown shooting upward from the stonework in the background of Warden's battle, the player ship travels upward and past many chains that break with the player passing them. After traveling up far enough, a disc of matter is shown in an open space with stars, and Chaos God rises from this disc in the background, then teleporting to the foreground and beginning the fight.

If you dodge all the black holes in the final attack of the fight when Chaos God is chained at the bottom of the arena, Chaos God is dragged below the arena as well as the background of the arena. The HUD returns to normal, and you are given a choice between the TempleGame Cartridge and one of the two weapons that Chaos God can provide as loot (Edge of Reality, and Grasp of Entropy). In hard mode, you get to keep both the weapon and the cartridge, but the weapon is still randomly chosen. You are then free to exit the Temple and enter into Sanctum.

If you enter one of Chaos God's black holes after their fight, you are locked into the fight with Prisoner and their fight will be the final fight of your run. When entering a black hole, the arena is filled with black and an audio cue plays, before a wave from the bottom of the arena wipes across the arena and you enter the fight with Prisoner, in a black void filled with debris, Prisoner rising from the bottom of the arena, summoning armor in the form of pieces of Chaos God and crying out loudly, then beginning the fight. After Prisoner reaches 0 health, they begin bursting rays of red light outward which eventually fill the entire arena, then exploding into a blinding light before the arena slowly dims into total darkness, the final thing dimming being the player ship. The credits then roll with a unique, quiet track playing. This ending is considered the "bad" ending of the game.