Objects

Objects are entities found within zones which cannot be picked up. Some hinder the player's progress while others contain helpful items.

Several classes of objects exist: doors, item containers, hazards, mechanisms, rune-specific objects, and lore objects.

Doors
Doors are semi-permeable barriers which connect rooms together. Most enemies cannot see or reach the player through doors unless these doors have been opened or smashed.

There are several types of doors:

Wooden doors
The most common type of door, wooden doors can be opened at any time using the Interact key and will automatically close after a moment if nothing is near them. Alternately, hitting a wooden door with any damaging attack will smash the door open, destroying the door and stunning all enemies in close proximity to the door for several seconds.

Metal doors
Grey and blue in appearance, metal doors usually cannot be smashed or opened using the Interact key (the exception is the metal door blocking the way out of the Collector's room).


 * Most metal doors are hooked up to a switch - in these cases, hitting the switch will permanently open the metal door.


 * The metal door blocking the way out of the Collector's room automatically opens if the player is not carrying any Cells or if there is nothing for them to spend cells on, but it can be destroyed if the player wants to carry the cells to the next biome.

Puzzle doors
Special doors with an iron lock, they require a key which is gained from a puzzle that has to be solved. Behind these doors you may find a blueprint or some valuable items as a reward.

Since the v1.8 Bestiary update, some puzzle doors will always be open after the puzzle they are related to has been solved once.

Golden doors
These thick yellow doors always block the way to an item or item container. Each one has a Gold price associated with it based on the current zone and the kind of item it guards, and paying the toll will permanently open the door. Golden doors can also be smashed open, though doing so will curse the player (10 points of curse for regular items, 50 points of curse for the, which will always be found in the Specialist's Showroom, in the Prisoners' Quarters, after it's unlocked).

Boss gates
Boss gates are large doors that are mostly only found in boss rooms. They close automatically when entering a boss fight and will not open again until your foe has been vanquished. They are also found near the entrance of both the Prison Depths and the Corrupted Prison, and are used to prevent the player from accessing the cursed chest at the start of the level if they initially left it behind. It is impossible to destroy these doors under any circumstances.

Timed doors
Timed doors are located in transition areas between certain biomes, blocking the way to a treasure chamber. Not all transition areas have those.

They are only accessible to the player if they finish all previous stages within a certain period of time. Each timed door after a different stage requires a different time. The specific requirements are as follows:

Timed door requirements

 * After Prisoners' Quarters: 2 minutes
 * After Promenade of the Condemned: 8 minutes
 * After Black Bridge, Nest: 15 minutes
 * Insufferable Crypt to Graveyard: 19 minutes 30 seconds
 * After Slumbering Sanctuary: 26 minutes

If the required time is not met, the doors lock themselves and become inaccessible.

Perfect doors
Perfect doors are awards to the players who manage to consecutively kill a certain amount of enemies without taking any damage. They are located in transition areas between stages, next to the timed doors. Behind them are treasures chambers.


 * The threshold for the Prisoners' Quarters is 30 perfect kills, all other non-boss biomes require 60 perfect kills. Boss stages require killing the boss flawlessly, whose rewards are always a Legendary item.
 * Note that if the player reaches the threshold of the perfect door during the stage, they retain the qualification regardless if they take any damage later or not.

Boss Stem Cell doors
Boss Stem Cell doors (Boss Cell doors) can be seen in the background and can only be accessed if the player has inoculated a sufficient number of Boss Stem Cells in the current run. The number required is displayed on the door. An accessible BSC door is indicated by a blue light highlighting the cells and a mark on top of it.

Behind these doors are usually: weapon or skill shops, food shops, treasure rooms, cells vats and certain shortcut passages to the next stages where wouldn’t be possible with no boss cell active.

The only 5 BSC door in the game is located in Throne Room, which leads to the Astrolab.

Item containers
Item containers are objects which always contain helpful items or Pickups. While many item containers have no strings attached, some item containers are hidden behind barriers, and others may penalize the player for taking their items.

Here are all types of item containers:

Gold clusters
These floating rock-like clusters are commonly found in many stages and give various amount of gold when broken.

Scroll vats
Scroll Vats are the primary source of scrolls, magical items which improve one of the player's stats for the rest of the current run. The vat itself is a background object, but the scroll contained within can be picked up using the Interact key.

Scroll vats are sometimes hidden behind gold doors and cannot be accessed until the gold door has been dealt with. Most of the time, though, they can be found out in the open and give up their scroll free of charge.

Scroll Fragment altars
Scroll Fragment altars are found in most non-boss biomes, but only are active in 3BC and above. Each of them grants the player a scroll fragment. Upon collecting four scroll fragments, you can upgrade one of your three stats.

Cell vats
Cell Vats are found occasionally in certain biomes, all timed door rooms and perfect door rooms, and certain BSC door rooms in some biomes. They grant players several cells, ranging from only a few, to a dozen or more.

Chained items
Chained items are 2 or 3 weapons or skills on altars. If the player picks one up, the other items will disappear.

Treasure chests
Treasure chests contain a random item with a gear level that is one level greater than the gear level of the biome it was found in. Treasure chests are found in special treasure sections within biomes, they can also be found in certain boss cell door rooms and in challenge rifts.

However, there is a 4% chance that there will be a “fake” treasure chest which will release 5 zombies, and 12 flying biters, and reward 8 cells when opened by the player.

Challenge Rift chests
Challenge Rift chests are special chests found within Challenge Rifts. They always contain a random item, a Scroll of Power and a gem. The first chest also contains the blueprint. They look identical to normal chests.

Cursed chests
Cursed chests contain a Scroll of Power, a gem, and a colorless item with a gear level that is 2 levels higher than the gear level of of the current biome. The colorless item will also have its quality increased to the next tier unless it is S quality, in which case there is no quality increase. They talk to the player every time they are approached, and opening one enrages the gods and curses you. The curse lasts until you kill 10 enemies and persists between stages (5 enemies when mutation is active, or 15 with . If combined, it's 8 instead). While cursed, taking any damage instantly kills you. Multiple curses can stack on each other.

Chances of spawning
Cursed chests have different chances to spawn in most biomes. The actual chances are as follows:


 * All boss biomes, 5 BSC biome: None
 * Prisoners' Quarters: 1%
 * High Peak Castle, Derelict Distillery: 5%
 * Prison Depths, Corrupted Prison: 100% (only 1)
 * Ossuary, Morass of the Banished, Fractured Shrines, Slumbering Sanctuary, Graveyard, Forgotten Sepulcher: 100% + 10% (guaranteed to spawn one, but possible to spawn another)
 * Promenade of the Condemned, Toxic Sewers, Dilapidated Arboretum, Ramparts, Ancient Sewers, Stilt Village, Clock Tower, Cavern: 10%

Cursed chest dialogue

 * Hey! You there! Hit me!
 * I've been very naughty.
 * Hit me real HARD!
 * I'm a naughty chest. I deserve to be punished.
 * Ohhh.... I've got so much to give you....
 * You know I'm hiding a lot inside...
 * You don't want to see what I've got for you?
 * Come on... Just a little slap...
 * HIT ME GODDAMIT!

Community chests
Community chests are unique to Streamer Mode. They spawn multiple zombies nearby and their contents can only be accessed by destroying the chest. Viewers can also help to destroy the chest by sending messages in the Streamer’s chat.

Wall secrets
Wall secrets are breakable tiles hidden within the walls of each zone which glow when the player is in close proximity. Breaking a wall secret will spawn a food item or a random gem.

Challenge Rift runes
Challenge Rifts are optional bonus stages which provide player Challenge Rift chests, they contain a Scroll of Power, an item, and a gem. To receive the reward player must take the risk to finish a series of parkour platforming. They appear as small green runes underground and can be easily missed if not careful. They have a chance of 20% to spawn in all non-boss biomes.

Legendary altars
Legendary altars hold powerful legendary items. These altars grant 66% damage reduction to nearby enemies (indicated by a shield icon above the enemy's head). The legendary item contained within can only be obtained when all nearby enemies have been defeated.

Legendary altars have a base 2% chance of spawning per biome, increasing by 15% for each biome where an altar did not spawn, meaning that most successful runs can expect to run into at least one of them.

Hazards
Hazards are inanimate objects which are placed throughout biomes and can hit both the player and enemies. Trap damage depends on the difficulty of the zone in which the traps are found. Trap damage is capped at 30% of the players maximum health, or 10% of their max health with the mutation.

Spikes
Spikes are the most common hazard. They are static, damaging anything that comes into contact with them. They can be found on ceilings, floors and walls. The thorns found within the Dilapidated Arboretum are functionally identical to normal spikes.

Retracting spikes
These kinds of spikes are only found inside of challenge rifts and boss rooms. They can retract and will not deal damage during this time. They will either cycle between being retracted and unretracted on a short timer, or will shoot out shortly after being stepped on.

Spiked flails
Spiked flails are traps that will damage anything that comes into contact with the spiked ball. When the player is hit, it will periodically be unable to strike the player again to prevent multiple hits at once. They can be parried with a shield which will cause the flail to pass through the player.

Sawblade launchers
Sawblade launchers are found in the Slumbering Sanctuary, secret areas, and Challenge Rifts, and periodically launch sawblades that deal damage to the player. They can be parried and dodge rolled.

Magic shooters
Magic shooters are found exclusively in the Astrolab. They fire 3 quick, purple magic projectiles at once which all deal individual damage to the player, so they can be dangerous if all projectiles connect. The projectiles can be parried, though it's not recommended unless parries are chained to block all 3 of them.

Pits
Pits are a hazard within the Ramparts, Astrolab, Fractured Shrines, and Undying Shores. These are basically just the bottomless pits found throughout those biomes. Falling will deal damage up to 30% and teleport the player to the last platform they were on.

Toxic pools
Toxic Pools are found in the Toxic Sewers and Ancient Sewers. They inflict poison damage on players who are in contact with the pool.

Darkness
More info about this mechanic can be found here.

Darkness is only found in the Forgotten Sepulcher (or in all biomes if the Custom Mode modifier "Follow the Light" is active). It functions as a sort of active timer on the player, hindering sight and soon dealing damage over time. Killing enemies and stepping in the light of lanterns will renew the timer, giving more time before the darkness will start to damage. The damage received will not cause the player to die instantly while cursed or while holding the.

Cavern lanterns
Cavern lanterns are static traps that will glow and create a red aura whenever the player stands near the blast radius. If an enemy or player enters that radius, it will charge while dragging in anything that is in the radius, exploding shortly afterwards. They recharge over time.

Lava pools
Lava pools are found in the Graveyard near the cavern entrance, the Cavern, the Guardian's Haven, and the Astrolab, the pools will deal heavy damage to the player if they come into contact with it and instantly kill enemies. The player is teleported to the last platform they were on if they fall in, similarly to the Void.

Electric waves
Electric waves are exclusive to the Astrolab and Cavern and work similarly to Lava Pools. If a player comes into contact with one, they take damage and teleport to the last platform they were on.

Carnivorous plants
Carnivorous plants are found in the Dilapidated Arboretum and Prisoners' Quarters. They bite upward shortly after being stepped on (cued by the same indicator yellow indicator that is used whenever enemies are attacking). When closed, the plants can be used to bounce on and reach higher areas.

Barrel dispensers
Barrel dispensers are found in the Derelict Distillery. They fire exploding barrels that can bounce on the ground. They use a yellow indicator, normally used by enemies, that warns that they are about to launch a barrel.

Exploding barrels
Exploding barrels are orange, bouncy, explosive barrels that can be found in the Derelict Distillery. They can be found laying on the ground, placed, thrown by Infected Workers, or fired from dispensers. The barrels explode on contact with the player, spikes, or other barrels, but will bounce off of walls and floors. They can be deflected by the player's attacks and will then change to a white color and damage enemies instead. Orange barrels hurt the player, white barrels hurt enemies.

Barrels can be grabbed and moved by the player using the. The barrel becomes primed to attack enemies instead of the player, and can be used to damage them on contact.

Stationary barrels do not explode on contact, but when they are struck they will behave like other barrels that have been deflected by the player.

Spinning axe traps
Spinning axe traps are found in the Fractured Shrines. They are long poles spinning on a central axis with an axe on both ends.

Log traps
Log traps are found in the Fractured Shrines. A log hanging from a chain, hidden in the ceiling. Stepping on a nearby switch releases the log, making it swing and hit the player dealing damage and pushing them back a fair distance.

Crumbling tiles
Crumbling tiles are found in the Fractured Shrines. Thin platforms made out of single tile wide sections, they break down shortly after touching them. Once broken, they will not regenerate.

Mechanisms
Mechanisms are objects which can be used by the player to perform miscellaneous functions. Most mechanisms can only be used by the player, and not by enemies.

Teleportation gates
Teleportation gates are objects which automatically activate when the player approaches them. When multiple gates in a stage are active, the player can interact with one of them and teleport to the other ones.

Switches
Switches are big buttons which are usually linked up to metal doors or elevators and activate the associated object when stepped on.


 * Switches linked up to metal doors will leave them permanently open when activated.
 * Switches linked up to elevators will call them to the current height when activated.
 * Activating the switch in Slumbering Sanctuary provokes the entire biome, as all doors will be opened and all petrified enemies will come alive. It also grants access to the rest of the biome.
 * Switches can be activated with the.

Elevators
Elevators Elevators are platforms held aloft or down by chains which allow for rapid vertical traversal. Interacting with an elevator causes it to move upward or downward. Elevators can crush enemies and the player on the way down, dealing significant damage.

Mechanized platforms
Mechanized platforms are platforms that can be toggled on and off. They are toggled off when the player moves above them and toggled back after a short period of time.

During the fight against Conjunctivius, they are toggled off during tentacle phases and the Toxic Barrage move; otherwise, they are toggled on.

Return stones
Return stones are mostly found in boss cell door rooms, treasure rooms and key rooms. When used, they return the player to the entrance of the room. They give the player a force field for a few seconds when used.

Elite monuments
Elite monuments are a unique form of mechanism. When the player or an entity allied with the player walks in front of an Elite monument, the monument activates, summoning an Elite enemy. Each monument can summon only one Elite enemy.

Health fountains
Health fountains are only found in the transition rooms between stages, they fully restore the player's health and flask charges on use. The number of available fountains are reduced as more boss cells active. They are all completely unavailable while 2 or more Boss Stem Cells are active. Sometimes a health flask charge can be found next to destroyed fountains on certain difficulty modes.

Sepulcher lanterns
Sepulcher lanterns are a type of mechanism found in the Forgotten Sepulcher. There are two variants: the ones that glow yellow are permanently stable and dispel the darkness from the player so long as they are near the lantern; the ones that glow blue are lit only when player reached them, and they burn out permanently after a period of time.

Damaged walls
Damaged Walls are unique to the Derelict Distillery. These walls have visible cracks and what appears to be a glowing pipe in them. they are destroyed upon contact with any exploding barrels, including ones thrown by the Infected Worker or fired from the. When destroyed they create debris that can damage enemies on the other side of the wall, similarly to Destroyable Ground.

Rune-specific objects
Rune-specific objects are objects which cannot be used until the player has acquired a certain Rune.

Vine blobs
Vine blobs shoot a climbable vine up and connect the platform above. They can be activated if player possesses the. They usually lead to treasure areas or exits to the next stage. The second half of Promenade of the Condemned also requires the rune to be accessed.

Teleportation tombs
Teleportation tombs always generate in pairs. Interacting with one of them while possessing the teleports the player to the other. They usually lead to treasure areas or exits to the next stage. Progressing through the Forgotten Sepulcher requires the use of this rune multiple times.

Destroyable ground
These are a section of the ground that can be destroyed by a Dive Attack if the player possess the. They are indicated by a yellow triangle pointing downwards, and a passage or a pit can be seen beneath them. They usually lead to treasure areas or exits to the next stage, though they can often be in the middle of larger rooms that contain enemies, which provides a great ambush opportunity.

The falling debris created by destroying these floors deal high damage to enemies that are directly beneath them.

Lore objects
In the game there are innumerable places (hidden or unhidden) that contain the Lore of the Island. These background lore objects can be interacted with and will often lead to short monologues from The Beheaded.

They usually provide information or obscure hints about the story of the island, such as the backstories of Bosses, the lore of Biomes, the Malaise, characters like The King or the mysterious figure of The Alchemist. While others also give the player random items, foods, some gold or even Blueprints.

The generation of these lore sections can be turned off in the option menu.

Trivia

 * When using a Teleportation Gate, the game will show a prompt saying "Watch out for flies when you teleport". This is a reference to a 1957 French novel named The Fly, which revolves around a teleportation experiment gone horribly awry after a fly intruded a terminal, causing a scientist to be genetically fused with it, eventually leading to his death.