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Sectors

Sectors are laid out anew each run. Each has its own hazards, enemies and light, and beating a Guardian opens the next one for good.

#SectorGuardianIts characterAccess
1Briarstorm CloisterThe Thorn ReliquaryHaunted but beautifulFree
2Drowned ScriptoriumThe Last LamplighterMournful and submergedFree
3Hollow BelfryThe Bronze WatchmanExposed and resonantFree
4Frostveil TransitThe Corrupted RoboSilent and suspendedFull Game
5Cinderheart FoundryThe Candle ParliamentIndustrial and dangerousFull Game
6Fracture ObservatoryThe GriefwellCosmic and unstableFull Game
7Verdant ReliquaryThe Sepulchre KingLush and uncannyFull Game
8Stormbreak CausewayThe Pale InterceptorViolent and exhilaratingFull Game
9Resonant QuarryThe Iron PilgrimMassive and subterraneanFull Game
10Eclipse BasilicaThe Last OrganSacred, alien, finalFull Game

Hazards can hurt enemies too

Lure an enemy onto a room hazard's live floor and it takes the sector's reaction: roots hold it in sector 1, the flood swallows enemy shots in 2, a bell stuns in 3, then frost, burn, gravity, spores, lightning, rockfall and shadow through to sector 10. This never works on a boss.