Rooms

Each floor consists of an interconnected series of rooms. They are shown as squares on the map. The player can teleport between explored rooms by opening their map and selecting the room to which they wish to travel.

Most rooms consist of enemies and traps. When the player enters, all exits will lock if there are any enemies inside the entered room and the player will be forced to defeat all enemies in the room in order to leave. Upon defeating the enemies, the doors will unlock and there is a chance that a pickup will generate as a reward. The color of basic rooms depends on how much health the player has, with green, yellow, and red signifying high, low, and critically low health respectively. Uncleared Rooms will have darker shades of these colors, while cleared Rooms will have lighter shades.

In addition to these average rooms, there are a variety of special rooms that are listed below.

Special rooms have different icons for whether they have been cleared.

Base Game Rooms
These rooms are present in the base game, though many will have new versions or changes with the Relics of the Past DLC

Essential Rooms
All of these rooms must be entered to finish a floor.

Mini-Boss Rooms
Mini-Boss rooms contain Mini-Bosses specific to the floor, orbited by a ring of runes, which must be defeated to access the boss and to delve deeper in the facility. The amount of Mini-Bosses that need to be defeated varies based on how far into the Facility you are.


 * 1 Mini-Boss in the Excavation and Archives
 * 2 Mini-Bosses in the Maintenance System and the Bellows
 * 3 Mini-Bosses in the Sanctum, ???, and Nowhere

The Mini-Boss will drop either a 100% ammo pickup if at full health, or a +1 HP pickup if you are missing health.

In Relics of the Past, you will be offered a choice between 20% Ammo or +1 HP, regardless of your health value. The Temple Floor has its own rules surrounding Mini-Bosses, which can be found on its page.

Boss Rooms
Only one Boss room will generate on a floor. The Boss Room will be mostly empty, except for a large sealed exit at the north side of the room. This exit will be protected by runes, with a number of layers signifying how many more Mini-Bosses must be defeated to break the defensive rune Shield. No room can generate directly north of the Boss Room.

Once all Mini-Bosses have been defeated, the player may destroy the exit seal to fight one of the floor's bosses. After defeating the boss, the northern exit will open to an elevator leading to the next floor, with the exception of some final bosses which will simply end the run upon their defeat.

Defeating a boss rewards the player with the following, in most cases:

The boss will drop a 20% Ammo pickup, a Bomb, and +1 HP

The boss will give the player a choice between a 5% Damage pickup, or a +2 HP pickup

Non-Essential Rooms
These rooms are not a requirement for beating a floor, but it is encouraged to enter them as most of these rooms contain helpful pickups or weapons.

Weapon Trove
Weapon Troves contain a large glass canister that can be broken to create 1-4/2 linked Weapons, each with two Keywords. On floor 1, Kleines can appear sitting on the top of troves.

Secret Room
Secret rooms are identified on the map via their yellow color and a question mark icon. Unlike other rooms, they are not automatically added to the map when in a room adjacent to them and, most of the time, must be revealed and opened by using a bomb in an adjacent room.

Secret rooms always contain some sort of pickup or weapon, though the quality is variable.

The player can locate secret rooms fairly reliably by observing gaps in the map that touch three or four walls of various rooms, with each wall touching the gap being a single-tile in depth or having no enemies that spawn close to it. Alternatively, if the player finds or buys a Map, the secret room will be revealed alongside the rest of the floor.

Shop
In shops, players can trade debris or sometimes HP in exchange for a variety of possible pickups and weapons. There are several shop types, but the most common will provide the player with three choices consisting of pickups (varying in quality) or weapons.

Shops are indicated on the map via an icon of a large exclamation point, and at least one is guaranteed to spawn per floor, unless replaced by a Shrine. Shops will not generate on Floor 6 unless the player is in possession of the Cool Sunglasses cartridge.

Shrine
Shrines contain a large statue offering one benefit in exchange for one downside. Shrines are marked with a large exclamation mark and can replace shops. The cost is linked to the benefit, and a list of deals is below.


 * "Gain 20% damage, but halves your current health." This does not affect max HP.
 * "Gain 6 power bombs, but lose a max bomb" A max bomb in this case is the amount of bombs you can regenerate up to.
 * "More rooms this floor, fight one more Mini-Boss this floor" Several grey rooms will appear, but there will be one more Mini-Boss on this floor that must be defeated. It drops pickups as normal.
 * "Lose your current weapon, but save it for the next floor" The weapon sacrificed will appear in the starting room of the next floor.
 * "Lose all your held bombs, and gain HP for each." Lose every bomb you're carrying, and gain 1HP for each bomb lost.
 * "Spawn a random unique weapon, no more weapon rooms." Weapon trove rooms will no longer generate on entered floors.
 * "Your current weapon has its ammo set to 400%, but Max ammo is halved." This is the only way for a weapon's current ammo to exceed its maximum amount. Note that that the 400% ammo is affected by max ammo being halved, so this effect is much weaker than it appears, only granting 200% ammo compared to your max ammo before the trade.
 * "Unlock a Seal, Face Death." This deal is unique in that it starts a boss fight. When you defeat the Renegade, you will get a Seal. This option is only available after defeating Overlord and is no longer available after claiming the seal.

Upgrade Terminal
Upgrade Terminals are identified on the map via a plus sign, or by a truncated black square when used. Upon entering the terminal in the center of the room, a player can choose from one of three upgrades. If the player has the Plug cartridge and successfully hacks the terminal before entering, they will receive the choice between four upgrades instead.

Vaults
Vaults are identified on the map via a keyhole icon. When a vault is present on the floor, a player will be able to find a key to unlock its door and gain entry. Within, players are guaranteed to find pickups, weapons, or both. The quality of the vaults contents ranges, but they tend to be of a relatively high quality. Only one Vault may generate per Floor.

If a Secret Room generates beside a Vault, entering the Vault from the secret room will not require a key.

Some Vaults generate without a corresponding key, and must be Hacked to open.

Relics of the Past Rooms
All of these rooms are only found within the Relics of the Past DLC. None of these are essential rooms, so that distinction will not be made.

Shortcuts
Shortcuts are rooms that can be opened up by using bombs. Unlike secret rooms, these are displayed on the map before being opened.

The value of what can be found inside of these rooms varies greatly, ranging from enemies to powerful upgrades.

Shortcuts are identified on the map as a hollowed-out version of a normal room when unexplored, missing the green coloring in their center. Some special shortcuts have very specific or unique contents and are listed below, along with their special icon on the map.

Deactivated Machine
These shortcuts contain a deactivated Microcore in their center. The player can activate it to start the the Microcore fight. The Microcore has unique mechanics that dictate the rewards it will leave. Most deactivated machine Shortcuts have many destructible blocks, with a high chance for one to contain scrap.

Trader Room
Trader rooms are identified on the map via an icon resembling the mask of the Trader NPC. The Trader himself, found inside these rooms, will offer +2 Max Health, 10% Damage, or a Cartridge in exchange for the Player sacrificing 25% Max ammo.

When the player exits the room after declining his trade offer, he may no longer be found within the room upon re-entry.

Reliquary
Reliquaries contain two shrines, resembling Council members, that offer a choice between two blessings based on which shrines are present in the room. Blessings grant the player a bonus effect that is permanent unless replaced by another blessing later on. Blessings do not disappear if the player leaves the room. They can also be found in the Temple, along a rune marked path.

Each blessing is named after its representative Council member's preferred magical type.

Danger Rooms
Danger rooms replace normal rooms. They can be identified by the small exclamation mark in the top right corner of their room icon. While in a danger room, the player's loop is temporarily increased for the room by 2 + (.5 * the current loop number) and their damage is reduced (To 65% of current damage, rounded up to the next whole number). Danger Rooms have alarm lights on their inner doors, and are guaranteed to drop a Pickup.

Breaches and Breach Stones
Once a run, on floors 1-5, a breach stone may spawn. It is distinguished on the map by its unique red color. Inside the Breach Stone room there will be a large seal. Destroying it will do one of two things: it will either spawn two breaches (90% chance), or summon the Trespasser and create two opened shortcuts (10% chance).

Breaches are challenging rooms that reduce the player's damage (-20% * floor number) and disable any picked up weapons while inside. The player will be forced to use their starting weapon, though this does not destroy any carried weapon. If the player was carrying a Cursed Weapon, the effects of the curse are also temporarily disabled.

Breaches generally contain floor 6 enemies and have guaranteed drops tied to that arrangement of enemies, usually tied to the challenge of that room, with breaches containing Mini-Bosses giving more than one.