Try it

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

GoalWhat to do
HuntAn elite is marked. Bring it down and the rest scatter: the room clears. Pays a reward and XP.
Hold outFoes keep coming. Survive until the toll ends: the room clears when the clock on the top wall runs out. Pays an item.
RaceClear 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.
ThiefA thief runs off with a reliquary toward the far door. Catch it before it escapes for a reward and XP.
CrossingNo foes here, but the room's dangers run quick. Cross to the reliquary pad and hover on it. Pays XP and an item.
ReliquariesThree sealed reliquaries. Hover by one to break its seal: each starts its own wave and pays its own reward.
NestsNests on the walls keep sending foes. Shoot the nests down; the room clears with the last foe after them. Pays XP and an item.
WardsCandles shield every foe while they burn. Shoot the candles out. Put out every one for a reward and XP.
MotesMotes drift through the fight. Fly through them to catch them: each pays XP, all of them an item.
Trial: melee onlyYour 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 hitTake 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 bellBeat 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: parryCut 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: groundedNo dash in this room, and take no more than one hit through every wave. Keep it for a reward and XP.
Room rule: ricochetEnemy shots bounce once off the walls here. Watch the angles.
Room rule: tempoA bell keeps time here: every attack and hazard starts on its beat. Listen for the tick and move between beats.
Room rule: armouryA 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 mirrorSomething wears your shape and fires your own gun back at you. Bring it down for a reward and XP.
Surprise: a memoryA Guardian you have beaten returns as a memory, weaker than before. Bring it down for a reward and XP.
Surprise: heavy shotsEvery enemy shot here is twice the size and slow. Weave between them and clear the room for a reward and XP.
Surprise: the turning weightThis 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:

Things in rooms

Dares

A plain fight may offer one optional dare on its top wall, paying an extra reward:

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.

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.