Rooms and Room Hazards

In the game, players are not required to eliminate all enemies generated during an alarm phase. Surviving the phase is sufficient to proceed, allowing players to leave the room with the remaining HP. Rooms often contain hazards such as alarms, lasers, and spike pits. While most hazards damage players and reinforcements, spike pits and certain laser traps can also harm enemies.
Floating grenades can be triggered to damage enemies, particularly when they are found in clusters. The Beam weapon is particularly effective at eliminating these hazards from a safe distance. It's worth noting that explosive robots in pipeline areas can be dealt with using a single-shot blast to remove them without causing damage to steam pipes. Disabling the powerups mentioned in the Movement section is advisable when navigating these areas cautiously. Steam pipes typically self-heal within a minute or less.
Players should exercise caution when encountering long corridors, as they may harbor potential dangers.
Category:Gameplay Mechanics