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 and 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, but it can be destroyed if the player wants to carry the cells to the next biome.

Puzzle Doors
Wooden doors with an iron lock, they require a key which is gained from a puzzle that has to be solved. Behind these doors you will find a Blueprint as a reward.
 * Since the v1.8 Bestiary update Enigma doors will always be open after the Enigma 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 you by forcing you to get 10 or more enemy kills (30 kills for the Hunter's Grenade door) without taking damage.

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 player who finishes 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.

Untouchable Doors
Untouchable 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 once reaches the threshold of the untouchable door during the stage, they remain the qualification regardless if they take any damage later or not.

Boss Stem Cells Doors
Boss Stem Cells 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 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 player a scroll fragment. Upon collecting four scroll fragments, you can upgrade one of your three stats.

Cells Vats
Cells Vats are found in Slumbering Sanctuary biome, all Timed Door rooms and Perfect Door rooms, and certain Boss Cells Door rooms in some biomes. They grant players from several to a couple dozens of cells.

Chained Items
Chained Items are 2-3 altars that each holding a random item (a weapon or a skill). If player picks one up, the others will despawn.

Treasure Chests
Treasure Chests contain a random item with an item level equal to (zone difficulty + 1). 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, in rare cases there will be “fake” treasure chests which release zombies and flying bitters instead when opened by player.

Cursed Chests
Cursed Chests contain a Scroll of Power, a gem, and a colorless item. 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 Acceptance mutation is active, or 15 with alienation. 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, Astrolab: None
 * Prisoners' Quarters: 1%
 * High Peak Castle: 5%
 * Prison Depths, Corrupted Prison: 100% (only 1)
 * Ossuary, Morass of the Banished, Slumbering Sanctuary, Graveyard, Forgotten Sepulcher: 100% + 10% (guaranteed to spawn one, but possible to spawn another)
 * All other biomes: 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!

Twitch Chests
Twitch Chests are unique to streamer mode, their contents are decided by a poll where stream viewers can choose the contents of the chest.

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), and the item can only be obtained when all enemies around 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 and Mechanisms
Hazards are objects which are meant to directly damage the player, while mechanisms are objects which can be used by the player to perform miscellaneous functions.

Hazards
Hazards can deal damage to both enemies and the player, and trap damage depends on the difficulty of the zone in which the traps are found.

All types of hazards that exist:
 * Spikes: The most common hazard, spikes are static, damaging anything that comes into contact with them.
 * Spiked Flails: These flails damage anything that comes into contact with the spiked ball. They can deal damage multiple times in quick succession in some scenarios. They are not affected by gravity.
 * Sawblade Launchers: Are found in Slumbering Sanctuary, secret areas, and Challenge Rifts, periodically launch sawblades that deal damage to the player.
 * Projectile Shooters: Are found in Astrolab and Challenge Rifts. Same mechanic of sawblade launchers but fire projectiles instead.
 * Void: The void space beneath the player when there is no supporting platform in Astrolab and Ramparts.
 * Toxic Pools: Pools in Toxic Sewers and Ancient Sewers that damage players who are in contact with them.
 * Darkness: Darkness in Forgotten Sepulcher (or if the "Follow the Light" modifier was active in custom mode) that constantly damages player if they are exposed to it for too long, the damage increases significantly as time goes by but do not interact with Curses.
 * Lanterns (Cavern): Become active when the player move close to them and attract both enemies and the player. They end up in explosion.
 * Pools of Lava: Damage player when they fall into them, and then teleport them back where they were before.
 * Electric Waves: Electric waves in Cavern and Astrolab that deal damage to player then teleport them back.
 * Carnivorous Plants: Plants in Dilapidated Arboretum and Prisoners' Quarters that bite upward when getting touched. They also serve as trampolines when closed.

Mechanisms
Most mechanisms can only be used by the player, not by enemies.

Several mechanisms exist:
 * Teleportation Gates: They 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 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.
 * 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: These 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: They 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.
 * Elite Monuments: 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: Found only in the transition rooms between stages, they fully restore the player's health and flask charges on use. Number of available fountains are reduced as more boss cells active. They despawn entirely after 2BC.
 * Lanterns (Forgotten Sepulcher):  Two types of lanterns are found in Forgotten Sepulcher: the ones glow in yellow are permanently stable and dispel the darkness from player so long as they are near the lantern; the ones glow in blue are lit only when player reach them, and they burn out after a period of time.

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 possess the Vine Rune. 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 Teleportation Rune teleports the player to the other. They usually lead to treasure areas or exits to the next stage. The Forgotten Sepulcher requires this rune multiple times during the course.

Destroyable Ground
These are part of ground that can be destroyed by a Down Smash if player possess the Ram Rune. 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.

The falling ground residues deal great damage to enemies that are directly beneath them.

Lore Objects
In the game there are innumerable places (hidden or unhidden) that contain the Lore in this game. These background lore objects can be interacted with and provide unique dialogues, which almost always responded by the dark humor of The Beheaded.

They usually provide pure information or obscure hints about a vast topics about this game, such as the background stories of each Boss, the lore of each Biome, 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.