Conditions change the rules of the whole expedition. Each one helps and hurts. Clearing at a level unlocks the next.
What a reclaimed room or a quiet one gives back to every body. A rebuilt body always comes back whole.
When a broken body comes back.
How fast enemy shots fly. Slow Light still slows them from here.
How many plates every body starts with. Brass and the kiln still add theirs.
Whether your crew's light can break each other.
Whether a fall in a fight raises the Lockdown by itself.
A body holds 50% of fittings. Choose what gives way.
Rewards are yours alone. Nobody can take your pick.
Your six slots are full. Choose a modification to replace:
The crew is pulled back. Your builds are kept — the room begins again.
Hold fire to shoot, use your weapon's alternate fire, dash through danger. Fold catches the ordinary enemy shots in a small arc in front of you and fires them back where you aim. Round, glowing shots can be Folded; spiked shots and lasers cannot.
When your porcelain body shatters, the city rebuilds it in a few seconds with your full build. Steer while rebuilding to pick a nearby return point. But a fall in a fight grows a death bloom where you broke: cut its joints together in time, or it opens, the Lockdown rises and a Blossom takes root and feeds it until it is cut down.
Guardians try to seal the room. Wardens channel at pylons, blooms open. Each finished seal adds to the Lockdown meter; breaking one lowers it. At 100 a final seal appears — destroy it, or the room is lost and the crew loses one of its three lights. When the last light goes out, the crew wakes on the platform.
Your equipment key places your tool where you aim, then recharges. Lens: an aperture; friendly shots through it pierce and hit harder. Well: bends enemy fire into a narrow stream, perfect to Fold. Hookshot: a hook on a line; it drags the machine it catches to you, or reels you to the stone it bites.
Every expedition lays the district out anew. A room's doors close once the whole crew is inside; clear it and they open again. Plaques over the doors say what a room pays. Reclaim every room and the great door to the guardian opens. Press M for the map; from a reclaimed room you can travel to any other reclaimed room there. Don't dawdle: the longer the district stands, the more it stirs — bigger waves, tougher machines. Reclaimed rooms calm it, and it holds still while the whole crew rests in a quiet room.
Inner walls and pillars stop fire. Press Interact to raise a porcelain screen (it stops their shots, never yours) or pull a lever to set off flame jets, crushers or shutters — they hurt you too. Shoot canisters and chandeliers to bring them down on enemies. Pits drop you a plate's worth — dash across them, or knock enemies in.
Cracked walls give way to Folded light or a blast. Sockets wake to bank shots, pressure plates answer together. Three sun shards hide in every district — carry them to the guardian.