Rooms and goals
A room is rarely just "kill everything". The marks on a door tell you what is behind it, and the top wall tells you the rules once you are inside.
Room goals
| Goal | What to do |
|---|---|
| Hunt | An elite is marked. Bring it down and the rest scatter: the room clears. Pays a reward and XP. |
| Hold out | Foes keep coming. Survive until the toll ends: the room clears when the clock on the top wall runs out. Pays an item. |
| Race | Clear the room fast: the sooner it clears, the more XP it pays. The bar on the top wall shrinks as time passes: what is left when the room clears is what you earn. |
| Thief | A thief runs off with a reliquary toward the far door. Catch it before it escapes for a reward and XP. |
| Crossing | No foes here, but the room's dangers run quick. Cross to the reliquary pad and hover on it. Pays XP and an item. |
| Reliquaries | Three sealed reliquaries. Hover by one to break its seal: each starts its own wave and pays its own reward. |
| Nests | Nests on the walls keep sending foes. Shoot the nests down; the room clears with the last foe after them. Pays XP and an item. |
| Wards | Candles shield every foe while they burn. Shoot the candles out. Put out every one for a reward and XP. |
| Motes | Motes drift through the fight. Fly through them to catch them: each pays XP, all of them an item. |
| Trial: melee only | Your guns are silent for the whole fight. Tap toward a foe to strike it with your melee weapon; the Parry still works. Clear every wave for a reward and XP. |
| Trial: no hit | Take no hit through every wave. Keep it for a reward and XP. One hit breaks the trial: the room still clears, with no reward. |
| Trial: before the bell | Beat the bell: clear every wave before the clock runs out; the clock is on the top wall. In time: a reward and XP. Late: the trial breaks and the room just clears. |
| Trial: parry | Cut the set number of shots with the Parry before the last of the waves falls; the count is on the top wall. Done: a reward and XP. |
| Trial: grounded | No dash in this room, and take no more than one hit through every wave. Keep it for a reward and XP. |
| Room rule: ricochet | Enemy shots bounce once off the walls here. Watch the angles. |
| Room rule: tempo | A bell keeps time here: every attack and hazard starts on its beat. Listen for the tick and move between beats. |
| Room rule: armoury | A loaner gun for this fight. Your own gun is one tap of Switch away, and your guns come back when the room clears. |
| Surprise: the mirror | Something wears your shape and fires your own gun back at you. Bring it down for a reward and XP. |
| Surprise: a memory | A Guardian you have beaten returns as a memory, weaker than before. Bring it down for a reward and XP. |
| Surprise: heavy shots | Every enemy shot here is twice the size and slow. Weave between them and clear the room for a reward and XP. |
| Surprise: the turning weight | This room's weight turns: everything is pulled toward one wall, and the wall changes as the room turns. Clear it for a reward and XP. |
Room leads
Most ordinary fights are led by one of the sector's two named leads: a bigger foe with a ring of runes at its feet, its name and health bar on the top wall, and three warned attacks of its own. Treat it as a small boss. Up to three helpers come with it, and the fight turns as it weakens.
Omens
Almost every ordinary fight carries an omen, a condition that changes how the room plays. Each one announces itself as the fight begins. Later sectors may pair two. Here are all 56:
Show every omen
- Gale Hall: the wind carries every shot. Fly upwind of them.
- Undertow: currents run across the floor. Ride them or cross them.
- Maelstrom: the whole room turns about its middle.
- A black star pulls at you and bends every shot.
- Black ice: your thrusters slide. A dash stops you dead.
- Bellows: jets blast across the room and blow the shots away.
- Lodestones pull and push, and turn at the change of their sign.
- Deep water: every shot slows the farther it flies.
- Bronze walls: touch one and it throws you back.
- Snow piles where nothing moves. Keep your roads open.
- This room's weight turns. Watch the walls.
- Lights out: only your lantern. Shoot the braziers to light them.
- In the shadows they lose you and fire where they last saw you.
- Spore mist hides them. Your path clears it.
- Candles are the only light. Their shots snuff them; you relight them.
- Darkness, but the lightning shows them.
- Glass phantoms: only the true one casts a shadow.
- Hall of mirrors: every shot bounces once.
- The east and west walls open into each other.
- Thorns close in with every wave. Clear them fast.
- Vines grow and stop every shot. Cut your lanes.
- Two rifts are joined: what enters one leaves the other.
- Shoot through the great lens: your shots grow, theirs dissolve.
- A glass screen splits the room. Break it or fight round it.
- Stopped clock: time slows while you hold still.
- The forge floor burns where you linger. Keep moving.
- Their shots wait for the bell. Move between the beats.
- Night and day: tough in the light, frail in the dark.
- The tide comes and goes. In the water every shot is slow.
- The room quickens until a wave falls.
- Hush: no guns here. Your blade and your parry are quick.
- Your shots hang in the air. Dash to loose them.
- A borrowed gun for this room: a borrowed gun.
- Grave harvest: grazing their shots feeds your gun.
- Thruster surge: dash freely. Your trail burns them.
- Your reflection fights beside you.
- Glass hull: every hit costs two plates; every shot hits twice as hard.
- A great bell hangs here. Ring it with your shots.
- Sluice gates: hover on a plate to flood that side.
- Sleeping sentinels. Hover beside one to wake it.
- Crystals burst into shards that cut everyone.
- Spore pods: burst them to slow everything in the cloud.
- A lantern waits. Carry it: its light weakens them.
- Bars ring the middle. Fly the track.
- Bars line the way. Run the gauntlet.
- The walls slide. Mind the grinding marks.
- The orrery's arms turn. Ride behind them.
- The roof gives way with every wave.
- Molten pours harden into walls.
- Lightning runs between the rods. Stay off the lines.
- A loose bell rolls through the room.
- The moon's beam sweeps the room.
- Ink creeps after you. Lead it through them.
- Pendulum blades swing. Cross between them.
- A ghost train runs these rails. Watch for its lamp.
- Where they fall, thorns bloom.
Room forms
An ordinary fight may be laid out in one of thirteen forms: moats, islands, naves, cells and rooms that change as the fight goes on. The ones to learn:
- Drops are floor to you, because you fly. They are walls to enemies that walk, and one knocked against the edge falls. Fliers and bullets cross freely.
- Cracked stone can be shot down, by you and by enemy fire, so cover does not last.
- Shifting rooms warn you with marks on the floor before they change.
Things in rooms
- A bell on a post: strike it and the room's trap springs once. Use it on enemies.
- A chandelier: shoot it to drop it where it hangs.
- Censers: they blow up when shot and can hurt you too.
- Sleepers ("zz"): strike them first for a bonus.
- A falling reliquary: grab it within 8 seconds.
- A chest: from sector 2, one chest a sector may be a mimic. It has tells, and pays more when it falls.
- Enemy crossfire: shots that fly far enough hurt the enemies they meet.
Dares
A plain fight may offer one optional dare on its top wall, paying an extra reward:
- Cut a set number of shots with the Parry.
- Graze a set number of shots.
- Land a set number of blade strikes.
- Down a set number of foes with blasts.
- Drop the chandelier on a foe.
- Strike a set number of sleepers before they wake.
In a cleared room
A clear's reward waits for the last enemy to fall, then lands on the floor. Fly onto the one you want.
- Offering altar: hover by it for a free gift.
- Bell of Defiance: makes your next fight harder, in exchange for double XP and a reward.
- Cursed reliquary (from sector 2): a reward and an item now, but any hull hit fells you until ten kills or a fall ends the curse.
- Vault: one side room a sector, behind a barred door. It opens with a Wardkey from the sector's elite, by arriving soon enough, or on a streak of twenty kills without a hull hit.
False walls and hidden bosses
False walls open only when you press against them. They stand off the middle of their side. In sectors 1 to 4 they glow. From sector 5 nothing marks them at all, and the Sector Complete banner counts the secrets you missed.
Behind them wait hidden bosses and supply caches. Every sector holds several, and from sector 2 one of them is an echo lair where the previous sector's Guardian returns. They are optional, but beating 2 of them opens the Guardian's door early.
The Wakeful
Linger in a sector for seven minutes without resting at a dock and a toll warns you, then an untouchable hunter enters your fights. It drifts through walls and costs a hull plate on touch. Keep moving, or rest at a dock.