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.

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

Rooms that have not been cleared are marked by their darkened colors.

Base Game rooms
These rooms are presents 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-Bosses in the Excavation and Archives
 * 2 Mini-Bosses in the Maintenance System and the Bellows
 * 3 Mini-Bosses in the Sanctum, ???, and Nowhere

When defeated, the Mini-Boss will drop either a 20% ammo pickup or a +1 HP pickup depending on which you have less of.

In Relics of the past, you will be offered a choice between 20% Ammo or +1 HP, no matter which of them you have more of. In Nowhere, in addition to the normal Mini-Bosses that can be found in Nowhere, Mini-Bosses not relevant to the Boss can be found in normal rooms. 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, no more, no less. The Boss Room will be mostly empty, except for a large canister at the North side of the room. This canister will be protected by runes, with a number 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 Relevant Mini-Bosses have been defeated, the player may destroy the canister to fight one of the Floor's Bosses. After defeating the boss, canister will be replaced with an elevator leading to the next floor. This is the ONLY way to progress deeper in the facility.

Boss Loot
After defeating the boss, in addition to the elevator, the player will be given rewards based on whether or not they have Relics of the Past

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
Theses 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.

Secret Room
Secret rooms are identified on the map via their yellow color and a question mark icon. They are not marked on the map when in a room adjacent to them and, most of the time, must be revealed by using a bomb.

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

Shop
In shops, players can trade debris or sometimes HP in exchange for a variety of possible pickups. 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. No shops can normally spawn on the ??? Floor.

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.
 * Creates new Rooms on this floor, marked gray, 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 it will appear in the starting room of the next floor.
 * Your current weapon has its ammo set to 400%, but Max ammo is halved. This is the only way to get a weapon above 100% ammo.

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 an additional upgrade option upon entering.

Vault
Vaults are identified 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.

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.

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.