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.
| # | Sector | Guardian | Its character | Access |
|---|---|---|---|---|
| 1 | Briarstorm Cloister | The Thorn Reliquary | Haunted but beautiful | Free |
| 2 | Drowned Scriptorium | The Last Lamplighter | Mournful and submerged | Free |
| 3 | Hollow Belfry | The Bronze Watchman | Exposed and resonant | Free |
| 4 | Frostveil Transit | The Corrupted Robo | Silent and suspended | Full Game |
| 5 | Cinderheart Foundry | The Candle Parliament | Industrial and dangerous | Full Game |
| 6 | Fracture Observatory | The Griefwell | Cosmic and unstable | Full Game |
| 7 | Verdant Reliquary | The Sepulchre King | Lush and uncanny | Full Game |
| 8 | Stormbreak Causeway | The Pale Interceptor | Violent and exhilarating | Full Game |
| 9 | Resonant Quarry | The Iron Pilgrim | Massive and subterranean | Full Game |
| 10 | Eclipse Basilica | The Last Organ | Sacred, alien, final | Full 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.