The Binding of Isaac: Symphony of Sorrow

Note: This page is best experienced if you have prior knowledge of The Binding of Isaac and its DLCs! For ease of viewing however, a glossary has been included at the end of this page in order to explain some terms that people unfamiliar with Isaac may not instantly understand.
Check out the Binding of Isaac: Rebirth wiki if you are confused about any information!
Isaac, and his friends, lived together in the clouds far beyond the Earth. Isaac kept to himself, playing with his companion Guppy and drawing pictures while his guardians kept a careful eye on him, keeping him safe from all harm. Life, was simple, and they were all happy.
That was, until the day, Isaac found a small opening in one of the clouds he rested on. With his curiosity overtaking him, Isaac peered through the gap into the world below him, and he saw a young girl. Leah, and her parents, who lived alone in a small house within a forest.
Life was terrible for Leah. Her parents screaming at her, screaming at each other, throwing things across the room! Hitting each other, hitting her! The terror Leah faced everyday was indescribable. Isaac, horrified, could only watch the horrid things Leah's parents made her going through, and he began to see memories from a past he thought he left behind all those years ago.
Isaac knew that this could be prevented, but how? Kneeling to the soft clouds below, Isaac prayed and prayed for Leah's safety, until he heard a voice from above.
"Isaac" the voice said, his voice booming throughout the skies, "I understand your fear. You cannot bare to see that poor girl put through such torment, but I am afraid I shall not interfere with what goes on within the land below. However, that does not mean you cannot change things, Isaac. Look below you into the world you have left, you shall return to the world, and free Leah from her nightmare. Bring her to the highest place you can find, bring her to her new home, bring her to our kingdom. Then, she can live amongst us, and you, for your selfless nature and drive to protect the innocent, shall earn your wings, and fly amongst the guardians that once protected you, just as you shall protect her."
Isaac knew what had to be done. Without hesitation, he leapt down through the opening within the clouds, now large enough from him to enter. Within a few minutes, at dusk, Isaac finally landed in front of the home of Leah. Entering through a broken window within her room, Isaac plead for the girl to escape with her to a new, better home
Leah was hesitant at first, but then, a harsh noise rung out from the room across from them. Leah's parents barged out of their room, consumed by fury at the supposed intruder kidnapping their daughter. Before they could get any closer, Isaac and Leah ran out of the home, into the unknown darkness beyond within the woods.
The Binding of Isaac: Symphony of Sorrow is a 20XX indie rougelike game developed by Ashley for PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X, and Nintendo Switch. It is the sequel to 2012's The Binding of Isaac and, in turn, its 2014 remake The Binding of Isaac: Rebirth and its 3 DLC expansions.
Developed as a new take on the traditional Binding of Isaac formula, Symphony of Sorrow was created not as a replacement to the original game, but as a fresh experience that takes the world of The Binding of Isaac and changes things quite drastically, introducing new changes, mechanics, art, and themes.
==Gameplay==
Note: Any controls mentioned here are for the PC version of the game.
On the surface, Symphony of Sorrow has a fairly similar theme to the previous game. A dungeon-crawler similar to the Legend of Zelda series, the player controls one of several characters as they explore a large floor interconnected with rooms of varying sizes, fighting off monsters. Like most rougelike games, the player starts of very weak, with the absolute bare-minimum in terms of abilities (save for a starting item or different stats). Throughout the player's run, they can find various items that will aid them in several ways, allowing them to become extremely powerful by the end of the run. 
This is where things start to differ compared to both Rebirth and Symphony of Sorrow. While Symphony of Sorrow keeps the general formula of exploring rooms within a large floor, the game goes for a 3D perspective from a side angle rather than the top-down Zelda-esque angle in a matter similar to Cult of the Lamb, though slightly higher to make it easier to see obstacles and smaller enemies. With this new perspective, Isaac, though still relying on his tears as his main weapon, can now fire them in a full 360-degree angle instead of only in 4 cardinal directions. The way this works is similar to the Marked item from the first game, using the mouse, Isaac can aim, and clicking has him fire in the direction aimed, moving with the WASD keys. Compared to Marked, firing tears in Symphony of Sorrow is far more intuitive, with the target being slightly faster and more accurate. To help with accuracy, Isaac also has the ability to lock onto targets and fire tears at them, which can be especially useful against moving targets. Keep in mind, however, that while this is a useful tool for being more accurate with your shots, it by no means guarantees that all shots will land, especially if you have low shot speed or the target is very fast and/or constantly moving.
As mentioned before, Symphony of Sorrow's main gameplay loop consists of exploring large floors while defeating monsters. Compared to the previous games, the rooms themself in Symphony of Sorrow are slightly larger and tend to have more enemies and objects in them, providing slightly more of a challenge than in the previous game, especially early on in a run. The end of every floor (for the most part) sees the player face against one of the many bosses found throughout the game. Each Chapter has their own set of bosses, giving every area a unique feel and difficulty. Defeating the boss will reward the player with an item from the Boss Room item pool and a trapdoor to the next floor. Rooms can come in many different shapes and sizes, either being normal sized, long hallways, L-shaped rooms, or large 2x2 rooms. A new introduction in Symphony of Sorrow, however, are even larger rooms, up to 3x3 in size. These can also come in larger hallways, l-shaped rooms, or plus-shaped rooms, allowing for more variety in the size of rooms.
===Rooms===
While basic rooms and boss rooms are the most common type of rooms encountered, there are a wide variety of different rooms that can be encountered throughout the game. Many return from Repentance, but a handful are brand new.
Special Rooms 	Special Rooms 	Special Rooms 	Special Rooms 	Special Rooms 	Special Rooms 	Special Rooms	Special Rooms	Special Rooms	Special Rooms	Special Rooms	Special Rooms	Special Rooms	Special Rooms	Special Rooms	Special Rooms
Treasure Room 	Treasure Room 	Treasure Room 	Treasure Rooms are found in every floor in Chapters 1 - 3 normally, and save for the first floor, require a key to open and are often signified by a yellow door with a crown somewhere around it. Treasure Rooms often have little to no enemies and contain an item inside, taken from the Treasure Room item pool. This is the most common and reliable way to obtain items, and are key to becoming stronger in a run. 	Treasure Rooms are found in every floor in Chapters 1 - 3 normally, and save for the first floor, require a key to open and are often signified by a yellow door with a crown somewhere around it. Treasure Rooms often have little to no enemies and contain an item inside, taken from the Treasure Room item pool. This is the most common and reliable way to obtain items, and are key to becoming stronger in a run. 	Treasure Rooms are found in every floor in Chapters 1 - 3 normally, and save for the first floor, require a key to open and are often signified by a yellow door with a crown somewhere around it. Treasure Rooms often have little to no enemies and contain an item inside, taken from the Treasure Room item pool. This is the most common and reliable way to obtain items, and are key to becoming stronger in a run. 	 	 	 	 	 	 	 	 	 	
Planetarium 	Planetarium 	Planetarium 	While Treasure Rooms are often purely beneficial, it may be in the player's favor to skip them, either due to a lack of keys or because they simply do not wish to obtain it. Skipping a Treasure Room will increase the chance of encountering a Planetarium, a rare room that has a chance to appear alongside a Treasure Room in Chapters 1 - 3 and require a key to open, signified by a blue door with a crystal ball nearby. Initially, the chance of encountering a Planetarium starts at 1%, but increases every time the player skips a Treasure Room up to a maximum of 100%. Planetariums contain 2 items, one being Zodiac-themed, and one being Planet-themed. Only one of these items can be taken, and these items are often considerably more powerful than other items. After encountering a Planetarium, the chances of encountering one goes back down to 1% and increases as normal by skipping Treasure Rooms, though cannot appear after Chapter 3.	While Treasure Rooms are often purely beneficial, it may be in the player's favor to skip them, either due to a lack of keys or because they simply do not wish to obtain it. Skipping a Treasure Room will increase the chance of encountering a Planetarium, a rare room that has a chance to appear alongside a Treasure Room in Chapters 1 - 3 and require a key to open, signified by a blue door with a crystal ball nearby. Initially, the chance of encountering a Planetarium starts at 1%, but increases every time the player skips a Treasure Room up to a maximum of 100%. Planetariums contain 2 items, one being Zodiac-themed, and one being Planet-themed. Only one of these items can be taken, and these items are often considerably more powerful than other items. After encountering a Planetarium, the chances of encountering one goes back down to 1% and increases as normal by skipping Treasure Rooms, though cannot appear after Chapter 3.	While Treasure Rooms are often purely beneficial, it may be in the player's favor to skip them, either due to a lack of keys or because they simply do not wish to obtain it. Skipping a Treasure Room will increase the chance of encountering a Planetarium, a rare room that has a chance to appear alongside a Treasure Room in Chapters 1 - 3 and require a key to open, signified by a blue door with a crystal ball nearby. Initially, the chance of encountering a Planetarium starts at 1%, but increases every time the player skips a Treasure Room up to a maximum of 100%. Planetariums contain 2 items, one being Zodiac-themed, and one being Planet-themed. Only one of these items can be taken, and these items are often considerably more powerful than other items. After encountering a Planetarium, the chances of encountering one goes back down to 1% and increases as normal by skipping Treasure Rooms, though cannot appear after Chapter 3.	 	 	 	 	 	 	 	 	 	
Shop 	Shop 	Shop 	Shops appear in every floor in Chapters 1 - 3, and, like Treasure Rooms, require a key to open outside of the first floor. They are signified by a brown door with a coin nearby, and contain several items in exchange for coins found throughout the floors. Shops can contain several different items, ranging from pick-ups (3 - 5 cents), consumables(5 cents), and items from the Shop item pool (15 cents). Initially, Shops contain only 2 items for sale, but via donating to a Donation Machine inside of the Shop via paying coins, can upgrade it to offer more items in future runs. Shops start at Level 0, and can go up to Level 3 to offer up to 5 items. On rare occasions, a Shop can only contain a boss against Greed or Super Greed, having no items for sale but giving away several coins on defeat to compensate. 	Shops appear in every floor in Chapters 1 - 3, and, like Treasure Rooms, require a key to open outside of the first floor. They are signified by a brown door with a coin nearby, and contain several items in exchange for coins found throughout the floors. Shops can contain several different items, ranging from pick-ups (3 - 5 cents), consumables(5 cents), and items from the Shop item pool (15 cents). Initially, Shops contain only 2 items for sale, but via donating to a Donation Machine inside of the Shop via paying coins, can upgrade it to offer more items in future runs. Shops start at Level 0, and can go up to Level 3 to offer up to 5 items. On rare occasions, a Shop can only contain a boss against Greed or Super Greed, having no items for sale but giving away several coins on defeat to compensate. 	Shops appear in every floor in Chapters 1 - 3, and, like Treasure Rooms, require a key to open outside of the first floor. They are signified by a brown door with a coin nearby, and contain several items in exchange for coins found throughout the floors. Shops can contain several different items, ranging from pick-ups (3 - 5 cents), consumables(5 cents), and items from the Shop item pool (15 cents). Initially, Shops contain only 2 items for sale, but via donating to a Donation Machine inside of the Shop via paying coins, can upgrade it to offer more items in future runs. Shops start at Level 0, and can go up to Level 3 to offer up to 5 items. On rare occasions, a Shop can only contain a boss against Greed or Super Greed, having no items for sale but giving away several coins on defeat to compensate. 	 	 	 	 	 	 	 	 	 	
Arcade 	Arcade 	Arcade 	An Arcade can appear in the second floor of Chapters 1 - 4 if the player has at least 5 coins. Arcades require a single coin to enter, and are signified by a black door with a glowing neon sign above it. Arcades often contain several machines and beggars within them, where the player can give away their resources in exchange for prizes. 	An Arcade can appear in the second floor of Chapters 1 - 4 if the player has at least 5 coins. Arcades require a single coin to enter, and are signified by a black door with a glowing neon sign above it. Arcades often contain several machines and beggars within them, where the player can give away their resources in exchange for prizes. 	An Arcade can appear in the second floor of Chapters 1 - 4 if the player has at least 5 coins. Arcades require a single coin to enter, and are signified by a black door with a glowing neon sign above it. Arcades often contain several machines and beggars within them, where the player can give away their resources in exchange for prizes. 	 	 	 	 	 	 	 	 	 	
Challenge Room	Challenge Room	Challenge Room	A Challenge Room can appear on any floor, signified by a black door with a sword nearby. There are two types of Challenge Rooms that can be encountered: Regular Challenge Rooms, which has the player fight 3 waves of enemies in exchange for 1 - 4 chests, or Boss Challenge Rooms, which has the player fight 2 waves of bosses from the current Chapter in exchange for an item from the Boss item pool. Regular Challenge Rooms can only be entered if the player's Red Hearts are full, and inversely, Boss Challenge Rooms can only be entered if they have only one heart container filled. 	A Challenge Room can appear on any floor, signified by a black door with a sword nearby. There are two types of Challenge Rooms that can be encountered: Regular Challenge Rooms, which has the player fight 3 waves of enemies in exchange for 1 - 4 chests, or Boss Challenge Rooms, which has the player fight 2 waves of bosses from the current Chapter in exchange for an item from the Boss item pool. Regular Challenge Rooms can only be entered if the player's Red Hearts are full, and inversely, Boss Challenge Rooms can only be entered if they have only one heart container filled. 	A Challenge Room can appear on any floor, signified by a black door with a sword nearby. There are two types of Challenge Rooms that can be encountered: Regular Challenge Rooms, which has the player fight 3 waves of enemies in exchange for 1 - 4 chests, or Boss Challenge Rooms, which has the player fight 2 waves of bosses from the current Chapter in exchange for an item from the Boss item pool. Regular Challenge Rooms can only be entered if the player's Red Hearts are full, and inversely, Boss Challenge Rooms can only be entered if they have only one heart container filled. 	 	 	 	 	 	 	 	 	 	
Curse Room 	Curse Room 	Curse Room 	A Curse Room is a risky type of room that can be found in any floor, signified by a black door with spikes around them. Upon entering or exiting a Curse Room, they will damage the player, though often have some valuable rewards inside of them, such as red chests or even an item from the Curse Room item pool. They can be duds, however, and only contain enemies to fight. 	A Curse Room is a risky type of room that can be found in any floor, signified by a black door with spikes around them. Upon entering or exiting a Curse Room, they will damage the player, though often have some valuable rewards inside of them, such as red chests or even an item from the Curse Room item pool. They can be duds, however, and only contain enemies to fight. 	A Curse Room is a risky type of room that can be found in any floor, signified by a black door with spikes around them. Upon entering or exiting a Curse Room, they will damage the player, though often have some valuable rewards inside of them, such as red chests or even an item from the Curse Room item pool. They can be duds, however, and only contain enemies to fight. 	 	 	 	 	 	 	 	 	 	
Sacrifice Room	Sacrifice Room	Sacrifice Room	A Sacrifice Room has a chance to appear on any floor where a Curse Room would appear, and are signified by a black door covered in blood. Sacrifice Rooms contain spikes in the middle of it, which, when stepped on and damaging the player, have a chance to give out various rewards, ranging from chests, coins, and items from the Angel item pool. 	A Sacrifice Room has a chance to appear on any floor where a Curse Room would appear, and are signified by a black door covered in blood. Sacrifice Rooms contain spikes in the middle of it, which, when stepped on and damaging the player, have a chance to give out various rewards, ranging from chests, coins, and items from the Angel item pool. 	A Sacrifice Room has a chance to appear on any floor where a Curse Room would appear, and are signified by a black door covered in blood. Sacrifice Rooms contain spikes in the middle of it, which, when stepped on and damaging the player, have a chance to give out various rewards, ranging from chests, coins, and items from the Angel item pool. 	 	 	 	 	 	 	 	 	 	
Secret Room 	Secret Room 	Secret Room 	A Secret Room is normally hidden from the player (barring any items that reveal parts of the map), though there are hints to finding them. Secret Rooms are often surrounded by at least 3 rooms, and can only be entered by exploding a wall hiding a Secret Room with a bomb. Secret Rooms often contain several resources or an item from the Secret Room item pool. There also exists Super Secret Rooms, which are only found next to at least one non-special room. Like Secret Rooms, they must be exploded into, and often contain a lot of resources or more valuable resources. Super Secret Rooms also now have a chance to contain items from the Super Secret Room item pool, whereas the previous game has Super Secret Rooms and Secret Rooms share an item pool. 	A Secret Room is normally hidden from the player (barring any items that reveal parts of the map), though there are hints to finding them. Secret Rooms are often surrounded by at least 3 rooms, and can only be entered by exploding a wall hiding a Secret Room with a bomb. Secret Rooms often contain several resources or an item from the Secret Room item pool. There also exists Super Secret Rooms, which are only found next to at least one non-special room. Like Secret Rooms, they must be exploded into, and often contain a lot of resources or more valuable resources. Super Secret Rooms also now have a chance to contain items from the Super Secret Room item pool, whereas the previous game has Super Secret Rooms and Secret Rooms share an item pool. 	A Secret Room is normally hidden from the player (barring any items that reveal parts of the map), though there are hints to finding them. Secret Rooms are often surrounded by at least 3 rooms, and can only be entered by exploding a wall hiding a Secret Room with a bomb. Secret Rooms often contain several resources or an item from the Secret Room item pool. There also exists Super Secret Rooms, which are only found next to at least one non-special room. Like Secret Rooms, they must be exploded into, and often contain a lot of resources or more valuable resources. Super Secret Rooms also now have a chance to contain items from the Super Secret Room item pool, whereas the previous game has Super Secret Rooms and Secret Rooms share an item pool. 	 	 	 	 	 	 	 	 	 	
Library 	Library 	Library 	A Library is a rare room that requires a key to enter, and can appear in any floor, signified by a greenish-white door with a book above it. Libraries often contain a choice between several Book items, though can also contain cards and trinkets. 	A Library is a rare room that requires a key to enter, and can appear in any floor, signified by a greenish-white door with a book above it. Libraries often contain a choice between several Book items, though can also contain cards and trinkets. 	A Library is a rare room that requires a key to enter, and can appear in any floor, signified by a greenish-white door with a book above it. Libraries often contain a choice between several Book items, though can also contain cards and trinkets. 	 	 	 	 	 	 	 	 	 	
Vault 	Vault 	Vault 	A Vault is a rare room that requires 2 keys to enter, appearing in all floors and having a greyish-orange door with a chest above it. Vaults often contain several resources, mainly coins and chests. They also have a chance of containing an item, taking it from their own item pool instead of sharing a pool with Treasure Rooms like in Repentance. 	A Vault is a rare room that requires 2 keys to enter, appearing in all floors and having a greyish-orange door with a chest above it. Vaults often contain several resources, mainly coins and chests. They also have a chance of containing an item, taking it from their own item pool instead of sharing a pool with Treasure Rooms like in Repentance. 	A Vault is a rare room that requires 2 keys to enter, appearing in all floors and having a greyish-orange door with a chest above it. Vaults often contain several resources, mainly coins and chests. They also have a chance of containing an item, taking it from their own item pool instead of sharing a pool with Treasure Rooms like in Repentance. 	 	 	 	 	 	 	 	 	 	
Dice Room 	Dice Room 	Dice Room 	A Dice Room is a room that can appear on any floor, having a red coloration with a dice nearby and requiring 2 keys to enter.. Dice Rooms contain several resources and a mat depicting a dice with a random number of pips. Stepping on this mat will activate the effect an effect based on the number of pips.
* 1 Pip - Rerolls all of the player's held items.
* 2 Pips - Rerolls all pick-ups and trinkets on the floor.
* 3 Pips - Rerolls all item pedestals on the floor.
* 4 Pips - Rerolls and restarts the current floor.
* 5 Pips - Rerolls all obstacles and grid objects on the floor.
* 6 Pips - Combines the effects of the 1, 2, and 3 pie effects, rerolling all the player's items, as well as all pick-ups, trinkets, and item pedestals on the floor. 	A Dice Room is a room that can appear on any floor, having a red coloration with a dice nearby and requiring 2 keys to enter.. Dice Rooms contain several resources and a mat depicting a dice with a random number of pips. Stepping on this mat will activate the effect an effect based on the number of pips.
* 1 Pip - Rerolls all of the player's held items.
* 2 Pips - Rerolls all pick-ups and trinkets on the floor.
* 3 Pips - Rerolls all item pedestals on the floor.
* 4 Pips - Rerolls and restarts the current floor.
* 5 Pips - Rerolls all obstacles and grid objects on the floor.
* 6 Pips - Combines the effects of the 1, 2, and 3 pie effects, rerolling all the player's items, as well as all pick-ups, trinkets, and item pedestals on the floor. 	A Dice Room is a room that can appear on any floor, having a red coloration with a dice nearby and requiring 2 keys to enter.. Dice Rooms contain several resources and a mat depicting a dice with a random number of pips. Stepping on this mat will activate the effect an effect based on the number of pips.
* 1 Pip - Rerolls all of the player's held items.
* 2 Pips - Rerolls all pick-ups and trinkets on the floor.
* 3 Pips - Rerolls all item pedestals on the floor.
* 4 Pips - Rerolls and restarts the current floor.
* 5 Pips - Rerolls all obstacles and grid objects on the floor.
* 6 Pips - Combines the effects of the 1, 2, and 3 pie effects, rerolling all the player's items, as well as all pick-ups, trinkets, and item pedestals on the floor. 	 	 	 	 	 	 	 	 	 	
Bedroom 	Bedroom 	Bedroom 	A Bedroom is a rare room that requires 2 bombs to enter, signified by two wooden planks covering it. Bedrooms contain a bed that the player can sleep on to recover all of their health, or, if they have no red or bone heart containers, grant them 3 Soul Hearts. Bedrooms also often contain a dressing table which can change the appearance of the player when touched. 	A Bedroom is a rare room that requires 2 bombs to enter, signified by two wooden planks covering it. Bedrooms contain a bed that the player can sleep on to recover all of their health, or, if they have no red or bone heart containers, grant them 3 Soul Hearts. Bedrooms also often contain a dressing table which can change the appearance of the player when touched. 	A Bedroom is a rare room that requires 2 bombs to enter, signified by two wooden planks covering it. Bedrooms contain a bed that the player can sleep on to recover all of their health, or, if they have no red or bone heart containers, grant them 3 Soul Hearts. Bedrooms also often contain a dressing table which can change the appearance of the player when touched. 	 	 	 	 	 	 	 	 	 	
Blessed Room 	Blessed Room 	Blessed Room 	A Blessed Room is a new room introduced in Symphony of Sorrow. Blessed Rooms have a chance of replacing any Curse Rooms that Isaac finds, signified by a cyan door with a pair of wings above it. Blessed Rooms heal the player for half a heart when first entered and exited, and often contain several angel-themed resources or items. Like Curse Rooms, however, they can just as often contain only angelic enemies to fight. 	A Blessed Room is a new room introduced in Symphony of Sorrow. Blessed Rooms have a chance of replacing any Curse Rooms that Isaac finds, signified by a cyan door with a pair of wings above it. Blessed Rooms heal the player for half a heart when first entered and exited, and often contain several angel-themed resources or items. Like Curse Rooms, however, they can just as often contain only angelic enemies to fight. 	A Blessed Room is a new room introduced in Symphony of Sorrow. Blessed Rooms have a chance of replacing any Curse Rooms that Isaac finds, signified by a cyan door with a pair of wings above it. Blessed Rooms heal the player for half a heart when first entered and exited, and often contain several angel-themed resources or items. Like Curse Rooms, however, they can just as often contain only angelic enemies to fight. 	 	 	 	 	 	 	 	 	 	
Black Market 	Black Market 	Black Market 	A Black Market has a rare chance to appear on a floor in Chapters 1 - 3, and require the player to take a full heart of damage to enter. Black Markets are signified by a black door with a bloody coin nearby. Unlike in the previous game, Black Markets cannot be encountered via certain Crawlspaces, as those don't exist in Symphony of Sorrow. Instead, a Black Market has a chance to appear like any other room. Black Markets contain several items and pick-ups for sale like in Shops, but instead of exchanging coins, health containers are taken from the player. Pick-ups can also be obtained for free, but deal damage to the player when obtained, giving these rooms a risk/reward factor. 	A Black Market has a rare chance to appear on a floor in Chapters 1 - 3, and require the player to take a full heart of damage to enter. Black Markets are signified by a black door with a bloody coin nearby. Unlike in the previous game, Black Markets cannot be encountered via certain Crawlspaces, as those don't exist in Symphony of Sorrow. Instead, a Black Market has a chance to appear like any other room. Black Markets contain several items and pick-ups for sale like in Shops, but instead of exchanging coins, health containers are taken from the player. Pick-ups can also be obtained for free, but deal damage to the player when obtained, giving these rooms a risk/reward factor. 	A Black Market has a rare chance to appear on a floor in Chapters 1 - 3, and require the player to take a full heart of damage to enter. Black Markets are signified by a black door with a bloody coin nearby. Unlike in the previous game, Black Markets cannot be encountered via certain Crawlspaces, as those don't exist in Symphony of Sorrow. Instead, a Black Market has a chance to appear like any other room. Black Markets contain several items and pick-ups for sale like in Shops, but instead of exchanging coins, health containers are taken from the player. Pick-ups can also be obtained for free, but deal damage to the player when obtained, giving these rooms a risk/reward factor. 	 	 	 	 	 	 	 	 	 	
Oracle Room 	Oracle Room 	Oracle Room 	An Oracle Room is a new room type introduced in Symphony of Sorrow. Having a rare chance to appear, Oracle Rooms are signified by a brown door with a brown sun nearby, and often contain several Tarot Cards and, on rare occasions, a random tarot or card-themed item. Within most Oracle Rooms are also Oracles, a unique interactable object. By giving them 10 coins, they will activate a random special effect for the entirety of the floor, each representing one of the 22 Tarot Cards.
* The Fool - Taking damage for the first time in a room reverts Isaac to the previous room, reverting all damage dealt.
* The Magician - Activates the effect of The Magician card every room.
* The High Priestess - Activates the effect of The High Priestess every room.
* The Empress - Activates the effect of The Empress every room.
* The Emperor - Grants the effect of the Sol item for the floor.
* The Hierophant - Spawns half a Soul Heart in every uncleared room.
* The Lovers - Spawns half a Red Heart in every uncleared room.
* The Chariot - Activates the effect of The Chariot in every odd numbered room.
* Justice - Spawns a heart, coin, key, or bomb in every room.
* The Hermit - Spawns 2 coins in every room.
* Wheel of Fortune - Spawns a Slot Machine in every third room.
* Death - Activates the effect of Death every room.
* Temperance - Taking damage has Isaac drop a random coin for the duration of the floor.
* The Devil - Activates the effect of The Devil every room.
* The Tower - Spawns a Troll Bomb in the center of every room.
* The Stars - Grants the effect of More Options and There's Options for the floor
* The Moon - Grants the effect of the Luna item for the floor.
* The Sun - Removes all Curses and Waivers for the floor and fully heals Isaac.
* Judgement - Summons a random Beggar in every third room.
* The World - Reveals the entire map.
Alternatively, the Oracle can activate no effects except for leaving behind one of 12 unique Window items, each themed around one of the Tarot Cards.	An Oracle Room is a new room type introduced in Symphony of Sorrow. Having a rare chance to appear, Oracle Rooms are signified by a brown door with a brown sun nearby, and often contain several Tarot Cards and, on rare occasions, a random tarot or card-themed item. Within most Oracle Rooms are also Oracles, a unique interactable object. By giving them 10 coins, they will activate a random special effect for the entirety of the floor, each representing one of the 22 Tarot Cards.
* The Fool - Taking damage for the first time in a room reverts Isaac to the previous room, reverting all damage dealt.
* The Magician - Activates the effect of The Magician card every room.
* The High Priestess - Activates the effect of The High Priestess every room.
* The Empress - Activates the effect of The Empress every room.
* The Emperor - Grants the effect of the Sol item for the floor.
* The Hierophant - Spawns half a Soul Heart in every uncleared room.
* The Lovers - Spawns half a Red Heart in every uncleared room.
* The Chariot - Activates the effect of The Chariot in every odd numbered room.
* Justice - Spawns a heart, coin, key, or bomb in every room.
* The Hermit - Spawns 2 coins in every room.
* Wheel of Fortune - Spawns a Slot Machine in every third room.
* Death - Activates the effect of Death every room.
* Temperance - Taking damage has Isaac drop a random coin for the duration of the floor.
* The Devil - Activates the effect of The Devil every room.
* The Tower - Spawns a Troll Bomb in the center of every room.
* The Stars - Grants the effect of More Options and There's Options for the floor
* The Moon - Grants the effect of the Luna item for the floor.
* The Sun - Removes all Curses and Waivers for the floor and fully heals Isaac.
* Judgement - Summons a random Beggar in every third room.
* The World - Reveals the entire map.
Alternatively, the Oracle can activate no effects except for leaving behind one of 12 unique Window items, each themed around one of the Tarot Cards.	An Oracle Room is a new room type introduced in Symphony of Sorrow. Having a rare chance to appear, Oracle Rooms are signified by a brown door with a brown sun nearby, and often contain several Tarot Cards and, on rare occasions, a random tarot or card-themed item. Within most Oracle Rooms are also Oracles, a unique interactable object. By giving them 10 coins, they will activate a random special effect for the entirety of the floor, each representing one of the 22 Tarot Cards.
* The Fool - Taking damage for the first time in a room reverts Isaac to the previous room, reverting all damage dealt.
* The Magician - Activates the effect of The Magician card every room.
* The High Priestess - Activates the effect of The High Priestess every room.
* The Empress - Activates the effect of The Empress every room.
* The Emperor - Grants the effect of the Sol item for the floor.
* The Hierophant - Spawns half a Soul Heart in every uncleared room.
* The Lovers - Spawns half a Red Heart in every uncleared room.
* The Chariot - Activates the effect of The Chariot in every odd numbered room.
* Justice - Spawns a heart, coin, key, or bomb in every room.
* The Hermit - Spawns 2 coins in every room.
* Wheel of Fortune - Spawns a Slot Machine in every third room.
* Death - Activates the effect of Death every room.
* Temperance - Taking damage has Isaac drop a random coin for the duration of the floor.
* The Devil - Activates the effect of The Devil every room.
* The Tower - Spawns a Troll Bomb in the center of every room.
* The Stars - Grants the effect of More Options and There's Options for the floor
* The Moon - Grants the effect of the Luna item for the floor.
* The Sun - Removes all Curses and Waivers for the floor and fully heals Isaac.
* Judgement - Summons a random Beggar in every third room.
* The World - Reveals the entire map.
Alternatively, the Oracle can activate no effects except for leaving behind one of 12 unique Window items, each themed around one of the Tarot Cards.	 	 	 	 	 	 	 	 	 	
A new mechanic introduced in Symphony of Sorrow are Avatars. An Avatar, signified as a large statue of an angel, will appear in the back of the room within the starting room of a floor, and if it exists, the Treasure Room, Boss Room, Shop, and Secret Room. Touching an Avatar will allow the player to teleport to another Avatar, provided they already found, entered, and cleared the room that contains the Avatar. This acts as a form of fast-travel between rooms, and also somewhat acts as an answer to mods such as Goodtrip from Repentance.
===Deals===
After defeating the boss of a floor in Chapters 1 - 4, the player has the chance of encountering a Devil Deal. The chance of a Devil Deal appearing initially starts at 100% in floor 2 of Chapter 1, afterwards going to 25% and increasing until it goes back to 100%. There are methods to decrease and increase the chance of encountering a Devil Deal, with the most common way to decrease it being to take damage from enemies with your red health.
Devil Deals contain a large, beaten statue of Satan and have several items for sale. These items tend to be quite powerful and demonic in nature, but have the drawback of requiring the player to sacrifice their heart containers in order to obtain them. In most cases, items of lower quality cost a single red heart to obtain, while higher quality items cost 2 red hearts. If the player has more Soul Hearts than Red Hearts, Devil Deals may require the player to give them up too, or, if they only have Soul Hearts, all Devil Deal items require 2 - 3 Soul Hearts, 2 for lower quality items and 3 for higher quality items.
Devil Deals aren't the only type of deal the player can encounter, however. If the player skips the first Devil Deal, then the next floor will have a chance to encountering an Angel Deal. The way Angel Deals are encountered is similar to Devil Deals, working on a chance-based system. However, barring few exceptions, if a Devil Deal is taken at any point, Angel Deals will no longer appear. The only way to encounter an Angel Deal again is to use a Sacrifice Room, which has a chance of increasing the player's Angel Deal chance. Angel Deals contain a statue of Him and offer a choice between items from the Angel item pool. These items do not remove health containers, but only one of them can be taken, with the other disappearing.
With Repentance drastically lowering the quality of Devil Deals in general, attempts were made in Symphony of Sorrows to increase the viability of them. For starters, Devil Deals more often than not have a wider selection of items than Angel Deals, with Devil Deals on average having a choice between 2 - 4 items, at most having 5, compared to Angel Deals only having a single item or a choice between 2 most of the time. Additionally, multiple items from a Devil Deal can be taken, compared to Angel Deals only having one item to take. Additionally, layouts for Devil Deals that only contain monsters and/or pick-ups, for the most part, have been completely removed. Devil Deals are 100% guaranteed to have at least one item to obtain, while Angel Deals still have a chance to only contain several valuable pick-ups or Eternal Chests, with them generally being more useful than the pick-ups offered than Devil Deals in Repentance, but still not as good as getting an item.
===Curses===
Each time you enter a new floor, there is a chance for a Curse to be inflected onto the player for the duration of the floor. Curses grant a floor-wide negative effect that makes it more difficult to complete, though there are ways to disable curses either for the entire run or just for the floor. Unlike in Repentance, Curses cannot be inflicted on the first floor of a run, so the player does not have to worry about starting a new run to a curse. The chances of getting a Curse depends on the player's progression in the game, with a higher chance of getting one the further they are.
Curses 	Curses 	Curses 	Curses 	Curses 	Curses 	Curses	Curses	Curses	Curses	Curses	Curses	Curses	Curses	Curses	Curses
Curse of the Blind 	Curse of the Blind 	Curse of the Blind 	Items are hidden and cannot be easily identified. Unlike in Repentance, where they were hidden a a question mark, items are simply a black silhouette, making them slightly easier to identify. 	Items are hidden and cannot be easily identified. Unlike in Repentance, where they were hidden a a question mark, items are simply a black silhouette, making them slightly easier to identify. 	Items are hidden and cannot be easily identified. Unlike in Repentance, where they were hidden a a question mark, items are simply a black silhouette, making them slightly easier to identify. 	 	 	 	 	 	 	 	 	 	
Curse of Darkness 	Curse of Darkness 	Curse of Darkness 	A dark shadow surrounds the player, making it harder to see around them. 	A dark shadow surrounds the player, making it harder to see around them. 	A dark shadow surrounds the player, making it harder to see around them. 	 	 	 	 	 	 	 	 	 	
Curse of the Lost 	Curse of the Lost 	Curse of the Lost 	Removes the map from the HUD, making it much harder to know where you are. Due to this, all Avatars are disabled. 	Removes the map from the HUD, making it much harder to know where you are. Due to this, all Avatars are disabled. 	Removes the map from the HUD, making it much harder to know where you are. Due to this, all Avatars are disabled. 	 	 	 	 	 	 	 	 	 	
Curse of the Maze 	Curse of the Maze 	Curse of the Maze 	Rooms randomly switch places every time the player enters a new one. Entering a new room will occasionally take Isaac to the wrong room. Avatars will occasionally warp Isaac to the wrong room as well.	Rooms randomly switch places every time the player enters a new one. Entering a new room will occasionally take Isaac to the wrong room. Avatars will occasionally warp Isaac to the wrong room as well.	Rooms randomly switch places every time the player enters a new one. Entering a new room will occasionally take Isaac to the wrong room. Avatars will occasionally warp Isaac to the wrong room as well.	 	 	 	 	 	 	 	 	 	
Curse of the Unknown 	Curse of the Unknown 	Curse of the Unknown 	Makes Isaac's Health Bar invisible. 	Makes Isaac's Health Bar invisible. 	Makes Isaac's Health Bar invisible. 	 	 	 	 	 	 	 	 	 	
Curse of the Labyrinth	Curse of the Labyrinth	Curse of the Labyrinth	Appears only on the first floor of a chapter. Makes the floor an XL floor, which contains two Boss Rooms, two Treasure Rooms, and counts as two floors. 	Appears only on the first floor of a chapter. Makes the floor an XL floor, which contains two Boss Rooms, two Treasure Rooms, and counts as two floors. 	Appears only on the first floor of a chapter. Makes the floor an XL floor, which contains two Boss Rooms, two Treasure Rooms, and counts as two floors. 	 	 	 	 	 	 	 	 	 	
Curse of the Giant 	Curse of the Giant 	Curse of the Giant 	Merges normal-sized rooms into 2x2, 1x2, 2x1, L-shaped, 3x3, 3x2, 2x3, 3x1, 1x3, or plus-shaped rooms 	Merges normal-sized rooms into 2x2, 1x2, 2x1, L-shaped, 3x3, 3x2, 2x3, 3x1, 1x3, or plus-shaped rooms 	Merges normal-sized rooms into 2x2, 1x2, 2x1, L-shaped, 3x3, 3x2, 2x3, 3x1, 1x3, or plus-shaped rooms 	 	 	 	 	 	 	 	 	 	
Curse of War 	Curse of War 	Curse of War 	All enemies have an increased chance to become Champions (50%) 	All enemies have an increased chance to become Champions (50%) 	All enemies have an increased chance to become Champions (50%) 	 	 	 	 	 	 	 	 	 	
Curse of the Forgotten	Curse of the Forgotten	Curse of the Forgotten	Cleared rooms have a 25% chance to revert to being uncleared when revisited, and must be cleared again. 	Cleared rooms have a 25% chance to revert to being uncleared when revisited, and must be cleared again. 	Cleared rooms have a 25% chance to revert to being uncleared when revisited, and must be cleared again. 	 	 	 	 	 	 	 	 	 	
===The Gate===
A new mechanic introduced in Symphony of Sorrow is The Gate, a sort of hub world where the player can relax. At the beginning of every run, and between each Chapter, the player will find themselves in The Gate, a white, angelic void that contains no hostile enemies and several NPCs which they can talk with. If the player is ready to continue, they can jump into the pit in the middle of the area in order to continue to the next Chapter.
Aside from taking a breather from the run, The Gate's main use is to act as a sort of shop, where the player can purchase items and pick-ups to assist them in their run. The main currency in The Gate is Faith, separate from all other pick-ups in the game. Unlike other items like coins, keys, or bombs, Faith is obtained indirectly via several methods.
* Exploring the floor - Exploring the floor to its fullest is a surefire way to obtain Faith. Every 6 uncleared rooms the player enters will get them +2 Faith, while every second Special Room they enter (i.e Treasure Rooms, Shops, etc.) will grant them +3 Faith.
* Taking Angel Deals - Taking an Angel Deal on a floor will grant the player +4 Faith. Devil Deals do not grant any Faith.
* Defeating bosses - Defeating the boss of a floor will grant +5 Faith, while defeating the Miniboss of a floor grants +4 Faith. Bosses fought outside of the Boss Room or Miniboss Room does not grant any Faith.
As mentioned before, there are several NPCs that the player can interact with in The Gate, all of which playing a crucial role.
The Gate NPCs	The Gate NPCs	The Gate NPCs	The Gate NPCs 	The Gate NPCs 	The Gate NPCs 	The Gate NPCs	The Gate NPCs	The Gate NPCs	The Gate NPCs	The Gate NPCs	The Gate NPCs	The Gate NPCs	The Gate NPCs	The Gate NPCs	The Gate NPCs
Him 	Him 	Him 	Him is an avatar of the supreme sustainer and creator of the world, personalized to Isaac's beliefs and fears. Him is found in the center of The Gate, directly behind the pit to the next Chapter. Him does not directly interfere with what happens on the Earth below Him, but He is supportive of Isaac's quest to bring Leah to His kingdom. Him can be spoken to by touching Him, where He will give the player advice on several topics, such as items, enemies, bosses, and mechanics. 	Him is an avatar of the supreme sustainer and creator of the world, personalized to Isaac's beliefs and fears. Him is found in the center of The Gate, directly behind the pit to the next Chapter. Him does not directly interfere with what happens on the Earth below Him, but He is supportive of Isaac's quest to bring Leah to His kingdom. Him can be spoken to by touching Him, where He will give the player advice on several topics, such as items, enemies, bosses, and mechanics. 	Him is an avatar of the supreme sustainer and creator of the world, personalized to Isaac's beliefs and fears. Him is found in the center of The Gate, directly behind the pit to the next Chapter. Him does not directly interfere with what happens on the Earth below Him, but He is supportive of Isaac's quest to bring Leah to His kingdom. Him can be spoken to by touching Him, where He will give the player advice on several topics, such as items, enemies, bosses, and mechanics. 	 	 	 	 	 	 	 	 	 	
Midas 	Midas 	Midas 	Midas is a being that resembles Greed, though has repented from his greed and decided to accumulate Faith instead of money. Midas runs a shop at the left of The Gate, where several items and pick-ups are for sale, which can be exchanged with Faith. Midas sells items from the Treasure, Shop and, rarely, the Angel Deal item pools, as well as selling several pick-ups and consumables in bulk; the more pick-ups that are included, the more Faith it costs. Keep in mind that Faith cannot be saved between Chapters, and don't even think you can steal from him!	Midas is a being that resembles Greed, though has repented from his greed and decided to accumulate Faith instead of money. Midas runs a shop at the left of The Gate, where several items and pick-ups are for sale, which can be exchanged with Faith. Midas sells items from the Treasure, Shop and, rarely, the Angel Deal item pools, as well as selling several pick-ups and consumables in bulk; the more pick-ups that are included, the more Faith it costs. Keep in mind that Faith cannot be saved between Chapters, and don't even think you can steal from him!	Midas is a being that resembles Greed, though has repented from his greed and decided to accumulate Faith instead of money. Midas runs a shop at the left of The Gate, where several items and pick-ups are for sale, which can be exchanged with Faith. Midas sells items from the Treasure, Shop and, rarely, the Angel Deal item pools, as well as selling several pick-ups and consumables in bulk; the more pick-ups that are included, the more Faith it costs. Keep in mind that Faith cannot be saved between Chapters, and don't even think you can steal from him!	 	 	 	 	 	 	 	 	 	
Gordias 	Gordias 	Gordias 	Gordias is another greed-like being having a white beard, also having repented and finding a new interest in Faith. Gordias can occasionally be found in Midas' shop, where he will have one of several games to gamble on, costing Faith. These games are high-risk high-reward, often having great benefits but heavy drawbacks as well.
* Super Shell Game - Costing 4 Faith to play, this acts similarly to Shell Games. Gordias will show either a bulk of different pick-ups or an item from the Treasure or Shop item pools, and begin shuffling 3 shells. Afterwards, the player must pick one of the 3 shells. If the correct shell is chosen, the reward is granted, and if the incorrect shell is picked, 3 Attack Flies will appear. This game can be played multiple times as long as the player has enough Faith. If it pays out with an item, Gordiah will leave as soon as the item is paid out.
* Stat Wheel - A simple wheel that costs 3 Faith to play. Once used, Gordiah will spin a large wheel next to him, which has a chance to either raise a stat of the player's it lands on (either damage, tears, range, health, or luck), or do nothing at all, wasting Faith. This game can be played up to 3 times before the wheel breaks, leaving it unusable.
* Upgrade Station - One of the more rarer games, costing 6 Faith to use. Initially, Gordiah will display one of the player's passive items. The item chosen is often of Quality 1 or 2, but also has a small chance to be a Quality 3 item. Once paid Faith, Gordiah will take the item displayed from the player's inventory and reroll it into an item from the same item pool, one quality level higher (i.e a Quality 1 item is now a Quality 2 item). However, there is also a 50% chance for Gordiah to scam Isaac, leaving him with an item one quality level lower (i.e a Quality 1 item is now a Quality 0 item). The Upgrade Station can only be used once before Gordiah leaves.	Gordias is another greed-like being having a white beard, also having repented and finding a new interest in Faith. Gordias can occasionally be found in Midas' shop, where he will have one of several games to gamble on, costing Faith. These games are high-risk high-reward, often having great benefits but heavy drawbacks as well.
* Super Shell Game - Costing 4 Faith to play, this acts similarly to Shell Games. Gordias will show either a bulk of different pick-ups or an item from the Treasure or Shop item pools, and begin shuffling 3 shells. Afterwards, the player must pick one of the 3 shells. If the correct shell is chosen, the reward is granted, and if the incorrect shell is picked, 3 Attack Flies will appear. This game can be played multiple times as long as the player has enough Faith. If it pays out with an item, Gordiah will leave as soon as the item is paid out.
* Stat Wheel - A simple wheel that costs 3 Faith to play. Once used, Gordiah will spin a large wheel next to him, which has a chance to either raise a stat of the player's it lands on (either damage, tears, range, health, or luck), or do nothing at all, wasting Faith. This game can be played up to 3 times before the wheel breaks, leaving it unusable.
* Upgrade Station - One of the more rarer games, costing 6 Faith to use. Initially, Gordiah will display one of the player's passive items. The item chosen is often of Quality 1 or 2, but also has a small chance to be a Quality 3 item. Once paid Faith, Gordiah will take the item displayed from the player's inventory and reroll it into an item from the same item pool, one quality level higher (i.e a Quality 1 item is now a Quality 2 item). However, there is also a 50% chance for Gordiah to scam Isaac, leaving him with an item one quality level lower (i.e a Quality 1 item is now a Quality 0 item). The Upgrade Station can only be used once before Gordiah leaves.	Gordias is another greed-like being having a white beard, also having repented and finding a new interest in Faith. Gordias can occasionally be found in Midas' shop, where he will have one of several games to gamble on, costing Faith. These games are high-risk high-reward, often having great benefits but heavy drawbacks as well.
* Super Shell Game - Costing 4 Faith to play, this acts similarly to Shell Games. Gordias will show either a bulk of different pick-ups or an item from the Treasure or Shop item pools, and begin shuffling 3 shells. Afterwards, the player must pick one of the 3 shells. If the correct shell is chosen, the reward is granted, and if the incorrect shell is picked, 3 Attack Flies will appear. This game can be played multiple times as long as the player has enough Faith. If it pays out with an item, Gordiah will leave as soon as the item is paid out.
* Stat Wheel - A simple wheel that costs 3 Faith to play. Once used, Gordiah will spin a large wheel next to him, which has a chance to either raise a stat of the player's it lands on (either damage, tears, range, health, or luck), or do nothing at all, wasting Faith. This game can be played up to 3 times before the wheel breaks, leaving it unusable.
* Upgrade Station - One of the more rarer games, costing 6 Faith to use. Initially, Gordiah will display one of the player's passive items. The item chosen is often of Quality 1 or 2, but also has a small chance to be a Quality 3 item. Once paid Faith, Gordiah will take the item displayed from the player's inventory and reroll it into an item from the same item pool, one quality level higher (i.e a Quality 1 item is now a Quality 2 item). However, there is also a 50% chance for Gordiah to scam Isaac, leaving him with an item one quality level lower (i.e a Quality 1 item is now a Quality 0 item). The Upgrade Station can only be used once before Gordiah leaves.	 	 	 	 	 	 	 	 	 	
Serpette 	Serpette 	Serpette 	Serpette is a serpentine female that may have some relation to the serpent from the Garden of Eden, but has repented and tests Isaac's temptations. Serpette resides in the right side of The Gate, where she runs a shop like Midas. This shop, however, sells only 1 - 2 items from her own unique item pool. Unlike Midas' shop, these items are free, but come at a cost. Grabbing an item from her will inflict a random 'Waiver' for the duration of the next floor, giving them a high risk/high reward scenario. The waivers that can be inflicted include:
* Waiver of the Cursed - Guarantees a curse to be inflicted on the next floor. This curse ignores items that disable curses (i.e Black Candle), and can be inflicted alongside natural curses for a total of 2.
* Waiver of the Impoverished - Drains half of all of the player's keys, bombs, and coins when obtained (rounded down).
* Waiver of the Irreverent - All Faith obtained on the next floor is halved.
* Waiver of the Frail - All damage taken on the next floor deals half a heart of additional damage (a full heart on Chapters 1 - 3 and a full heart and a half on Chapters 4 and beyond).
* Waiver of the Trader - A random item is removed from the player when obtained. The item removed will be of the same quality as the item gained. If there are no items of the same quality, the item with the closest quality level is taken away instead.
* Waiver of the Withered - Pick-ups that spawn have a 25% chance to disappear after a few seconds on the next floor.
* Waiver of the Capricious - Selects either a random Waiver effect or does not inflict a Waiver effect at all.	Serpette is a serpentine female that may have some relation to the serpent from the Garden of Eden, but has repented and tests Isaac's temptations. Serpette resides in the right side of The Gate, where she runs a shop like Midas. This shop, however, sells only 1 - 2 items from her own unique item pool. Unlike Midas' shop, these items are free, but come at a cost. Grabbing an item from her will inflict a random 'Waiver' for the duration of the next floor, giving them a high risk/high reward scenario. The waivers that can be inflicted include:
* Waiver of the Cursed - Guarantees a curse to be inflicted on the next floor. This curse ignores items that disable curses (i.e Black Candle), and can be inflicted alongside natural curses for a total of 2.
* Waiver of the Impoverished - Drains half of all of the player's keys, bombs, and coins when obtained (rounded down).
* Waiver of the Irreverent - All Faith obtained on the next floor is halved.
* Waiver of the Frail - All damage taken on the next floor deals half a heart of additional damage (a full heart on Chapters 1 - 3 and a full heart and a half on Chapters 4 and beyond).
* Waiver of the Trader - A random item is removed from the player when obtained. The item removed will be of the same quality as the item gained. If there are no items of the same quality, the item with the closest quality level is taken away instead.
* Waiver of the Withered - Pick-ups that spawn have a 25% chance to disappear after a few seconds on the next floor.
* Waiver of the Capricious - Selects either a random Waiver effect or does not inflict a Waiver effect at all.	Serpette is a serpentine female that may have some relation to the serpent from the Garden of Eden, but has repented and tests Isaac's temptations. Serpette resides in the right side of The Gate, where she runs a shop like Midas. This shop, however, sells only 1 - 2 items from her own unique item pool. Unlike Midas' shop, these items are free, but come at a cost. Grabbing an item from her will inflict a random 'Waiver' for the duration of the next floor, giving them a high risk/high reward scenario. The waivers that can be inflicted include:
* Waiver of the Cursed - Guarantees a curse to be inflicted on the next floor. This curse ignores items that disable curses (i.e Black Candle), and can be inflicted alongside natural curses for a total of 2.
* Waiver of the Impoverished - Drains half of all of the player's keys, bombs, and coins when obtained (rounded down).
* Waiver of the Irreverent - All Faith obtained on the next floor is halved.
* Waiver of the Frail - All damage taken on the next floor deals half a heart of additional damage (a full heart on Chapters 1 - 3 and a full heart and a half on Chapters 4 and beyond).
* Waiver of the Trader - A random item is removed from the player when obtained. The item removed will be of the same quality as the item gained. If there are no items of the same quality, the item with the closest quality level is taken away instead.
* Waiver of the Withered - Pick-ups that spawn have a 25% chance to disappear after a few seconds on the next floor.
* Waiver of the Capricious - Selects either a random Waiver effect or does not inflict a Waiver effect at all.	 	 	 	 	 	 	 	 	 	
Gomorrah 	Gomorrah 	Gomorrah 	Gomorrah is a living stone statue that houses several spirits inside of it, granting it life. Despite this, it is completely immobile, residing in the bottom room of The Gate. Gomorrah essentially acts as a training dummy, allowing Isaac to test his current build and see his DPS in action. 	Gomorrah is a living stone statue that houses several spirits inside of it, granting it life. Despite this, it is completely immobile, residing in the bottom room of The Gate. Gomorrah essentially acts as a training dummy, allowing Isaac to test his current build and see his DPS in action. 	Gomorrah is a living stone statue that houses several spirits inside of it, granting it life. Despite this, it is completely immobile, residing in the bottom room of The Gate. Gomorrah essentially acts as a training dummy, allowing Isaac to test his current build and see his DPS in action. 	 	 	 	 	 	 	 	 	 	
===Leah's Diary===
Leah's Diary is a new feature introduced in Symphony of Sorrow. Leah's Diary can be accessed at any time via either the main menu or the pause menu, which, when opened, allows the player to view a variety of things.
====Bestiary====
Returning from the previous game, the Bestiary tracks every single enemy and boss that the player has encountered throughout the game. Enemies that have not been encountered are not listed. The Bestiary displays the amount of times each enemy has been encountered, as well as how much damage has been dealt to them in total, the amount of times the player has killed an enemy of that type, and how many times that enemy has killed the player. New the Symphony of Sorrow, the player can now also view the floors in which the enemy is found in, as well as view any subtypes of the enemy.
====Secrets====
Secrets allows the player to check every single Unlock, or achievement, they have. Locked secrets are not displayed to the player, while secrets that are unlocked will display the paper that shows up when it is unlocked alongside the date in which it was unlocked.
====Endings====
Endings, as the name implies, allows the player to watch any of the endings they have unlocked. Endings that have yet to be reached are not displayed. Unlike the other options, the player cannot watch endings via the pause screen while in the middle of a run.
====Items====
The items section has been massively overhauled for Symphony of Sorrow. This section tracks every single item in the game. Items are only displayed after collecting them for the first time, and are hidden even after unlocking them until they are grabbed. The descriptions for each item is far more in depth, giving a brief, detailed description of the item's effects in a matter similar to the Platinum God website or the Encyclopedia mod for Repentance. Additionally, if enabled via the settings, finding an item will display its description above it similarly to the External Item Descriptions mod, provided the player at least picked it up once beforehand. The Items section now doesn't only contain items either, it also tracks and contains info for every Trinket and Consumable in the game, provided they have been used at least once beforehand. Using the same settings, a description for each consumable and trinket can be displayed above it, just like for the items.
==Playable Characters==
Symphony of Sorrow features a wide variety of different playable characters, with the first two unlocked from the start being Isaac and series newcomer Leah. Every character from the previous game returns to this game, and Symphony of Sorrow introduces 4 new characters for a total of 21 characters. Most characters start with differing stats and items, with any Active items they start with being stored in their consumable slot, referred to as a Pocket Active. Pocket Actives can never be replaced by other Active items and are a permanent addition to the player's toolset.
Unlocked via Beyond, alternate versions of each character, referred to as 'Tainted' characters, can be unlocked, having game-changing mechanics at the cost of a sort of drawback. Unlike in Repentance, normal and Tainted characters have the same amount of unlocks, referring to reaching specific endings as each character. This leads to a grant total of 42 different playable characters, including Tainted characters.
==Chapters==
The progression in Symphony of Sorrows, much like in the previous game, is divided into Chapters. Chapters consist of sets of floors with similar themes, enemies, and obstacles. Each chapter has different environments which, while retaining the same feel, have slightly different themes, enemies, bosses, and difficulties.
New to Symphony of Sorrows are Sub-FLoors. Sub-Floors are unique backdrops that can appear in certain floors, commonly focusing on one of the core themes of the floor. Every floor has at least one Sub-Floor.
Chapter 1 	Chapter 1 	Chapter 1 	Chapter 1	Chapter 1	Chapter 1	Chapter 1 	Chapter 1 	Chapter 1 	Chapter 1	Chapter 1	Chapter 1	Chapter 1	Chapter 1	Chapter 1	Chapter 1
Forest 	Forest 	Forest 	Forest is the first floor unlocked in the game, and the first one entered in general. Taking place in a vast woods at night, Forest contains several enemies themed around plants, woodland creatures, insects, and tribal beings, as well as some returning enemies from the previous game's Basement floor.
Unique elements of Forest include Shrubs. Shrubs are obstacles that can be found all over Forest, and, like Poop, must be shot down in order to pass. Destroying Shrubs has a chance of rewarding the player with a random heart, coin, or bomb. Forest also occasionally contains Hollow Logs, which are long obstacles that can be entered from within. The contents of a Hollow Log is initially hidden, but when entered, turns slightly transparent to reveal whatever is in it. Enemies can also take advantage of Hollow Logs, so be careful.
Forest's Sub-Floor is the Tribal Forest, which is part of the woods overtaken by a tribe of hostile beings. Hollow Logs are common here, as are tribal-themed enemies.	Forest is the first floor unlocked in the game, and the first one entered in general. Taking place in a vast woods at night, Forest contains several enemies themed around plants, woodland creatures, insects, and tribal beings, as well as some returning enemies from the previous game's Basement floor.
Unique elements of Forest include Shrubs. Shrubs are obstacles that can be found all over Forest, and, like Poop, must be shot down in order to pass. Destroying Shrubs has a chance of rewarding the player with a random heart, coin, or bomb. Forest also occasionally contains Hollow Logs, which are long obstacles that can be entered from within. The contents of a Hollow Log is initially hidden, but when entered, turns slightly transparent to reveal whatever is in it. Enemies can also take advantage of Hollow Logs, so be careful.
Forest's Sub-Floor is the Tribal Forest, which is part of the woods overtaken by a tribe of hostile beings. Hollow Logs are common here, as are tribal-themed enemies.	Forest is the first floor unlocked in the game, and the first one entered in general. Taking place in a vast woods at night, Forest contains several enemies themed around plants, woodland creatures, insects, and tribal beings, as well as some returning enemies from the previous game's Basement floor.
Unique elements of Forest include Shrubs. Shrubs are obstacles that can be found all over Forest, and, like Poop, must be shot down in order to pass. Destroying Shrubs has a chance of rewarding the player with a random heart, coin, or bomb. Forest also occasionally contains Hollow Logs, which are long obstacles that can be entered from within. The contents of a Hollow Log is initially hidden, but when entered, turns slightly transparent to reveal whatever is in it. Enemies can also take advantage of Hollow Logs, so be careful.
Forest's Sub-Floor is the Tribal Forest, which is part of the woods overtaken by a tribe of hostile beings. Hollow Logs are common here, as are tribal-themed enemies.	 	 	 	 	 	 	 	 	 	
Taiga 	Taiga 	Taiga 	Taiga is the first alternate version of Forest. Though it still takes place in a woodland forest at night, snow covers both the trees and grass around the place. Many of the plant and woodland enemies are repurposed to fit the colder theme, several enemies that are themed around snow and ice can be found here.
Taiga's equivalent of Shrubs are Snow Piles. Like Shrubs, they must be taken down with tears, and have a chance of dropping a key, coin, or a small enemy. Taiga also has a unique element in the form of Thick Snow, which slows down Isaac when he walks over it. Some enemies are also slowed when walking over Thick Snow, but some can either fly over it or have adpated to it.
Taiga's Sub-Floor is the Frozen Taiga. Everything is completely frozen over, including the trees and ground. There is less traction on the ground, making it easier to slip around, and ice themed enemies are more common in the Frozen Taiga.	Taiga is the first alternate version of Forest. Though it still takes place in a woodland forest at night, snow covers both the trees and grass around the place. Many of the plant and woodland enemies are repurposed to fit the colder theme, several enemies that are themed around snow and ice can be found here.
Taiga's equivalent of Shrubs are Snow Piles. Like Shrubs, they must be taken down with tears, and have a chance of dropping a key, coin, or a small enemy. Taiga also has a unique element in the form of Thick Snow, which slows down Isaac when he walks over it. Some enemies are also slowed when walking over Thick Snow, but some can either fly over it or have adpated to it.
Taiga's Sub-Floor is the Frozen Taiga. Everything is completely frozen over, including the trees and ground. There is less traction on the ground, making it easier to slip around, and ice themed enemies are more common in the Frozen Taiga.	Taiga is the first alternate version of Forest. Though it still takes place in a woodland forest at night, snow covers both the trees and grass around the place. Many of the plant and woodland enemies are repurposed to fit the colder theme, several enemies that are themed around snow and ice can be found here.
Taiga's equivalent of Shrubs are Snow Piles. Like Shrubs, they must be taken down with tears, and have a chance of dropping a key, coin, or a small enemy. Taiga also has a unique element in the form of Thick Snow, which slows down Isaac when he walks over it. Some enemies are also slowed when walking over Thick Snow, but some can either fly over it or have adpated to it.
Taiga's Sub-Floor is the Frozen Taiga. Everything is completely frozen over, including the trees and ground. There is less traction on the ground, making it easier to slip around, and ice themed enemies are more common in the Frozen Taiga.	Defeat every boss in Forest 	Defeat every boss in Forest 	Defeat every boss in Forest 	 	 	 	 	 	 	
Haunted Forest	Haunted Forest	Haunted Forest	Haunted Forest is second alternative version of Forest. Haunted Forest goes all in on the nighttime theme of Forest, containing many cursed spirits and ghouls. Plant and insect enemies are more common here, and ghosts even more so, making this a tricky floor, especially for the early game.
Haunted Forest contains Shrubs, just like Forest, but also contains unique rooms that are darkened, as if the player had Curse of Darkness. This makes it far harder to see in some instances, allowing some ghastly enemies to sneak up on them. Hollow Logs also appear in Haunted Forest, acting the same as they do in Forest.
Haunted Forest's Sub-Floor is the Infested Forest. Cobwebs cover the trees and plant life in this area, making bugs and spiders far more common in these areas. Cobwebs can also appear on the ground, which slow down the player's movement when walked over. Unlike with Thick Snow in Taiga, cobwebs do not slow down enemies, making them very detrimental.	Haunted Forest is second alternative version of Forest. Haunted Forest goes all in on the nighttime theme of Forest, containing many cursed spirits and ghouls. Plant and insect enemies are more common here, and ghosts even more so, making this a tricky floor, especially for the early game.
Haunted Forest contains Shrubs, just like Forest, but also contains unique rooms that are darkened, as if the player had Curse of Darkness. This makes it far harder to see in some instances, allowing some ghastly enemies to sneak up on them. Hollow Logs also appear in Haunted Forest, acting the same as they do in Forest.
Haunted Forest's Sub-Floor is the Infested Forest. Cobwebs cover the trees and plant life in this area, making bugs and spiders far more common in these areas. Cobwebs can also appear on the ground, which slow down the player's movement when walked over. Unlike with Thick Snow in Taiga, cobwebs do not slow down enemies, making them very detrimental.	Haunted Forest is second alternative version of Forest. Haunted Forest goes all in on the nighttime theme of Forest, containing many cursed spirits and ghouls. Plant and insect enemies are more common here, and ghosts even more so, making this a tricky floor, especially for the early game.
Haunted Forest contains Shrubs, just like Forest, but also contains unique rooms that are darkened, as if the player had Curse of Darkness. This makes it far harder to see in some instances, allowing some ghastly enemies to sneak up on them. Hollow Logs also appear in Haunted Forest, acting the same as they do in Forest.
Haunted Forest's Sub-Floor is the Infested Forest. Cobwebs cover the trees and plant life in this area, making bugs and spiders far more common in these areas. Cobwebs can also appear on the ground, which slow down the player's movement when walked over. Unlike with Thick Snow in Taiga, cobwebs do not slow down enemies, making them very detrimental.	Defeat The Onlookers 11 times 	Defeat The Onlookers 11 times 	Defeat The Onlookers 11 times 	 	 	 	 	 	 	
Chapter 2 	Chapter 2 	Chapter 2 	Chapter 2	Chapter 2	Chapter 2	Chapter 2 	Chapter 2 	Chapter 2 	Chapter 2	Chapter 2	Chapter 2	Chapter 2	Chapter 2	Chapter 2	Chapter 2
Peak 	Peak 	Peak 	Peak is the first floor unlocked in Chapter 2. Taking place on a vast, rocky mountain at sunset, Peak contains enemies and mechanics themed around rocks, fossils, and insects. It also contains a few enemies that return from Caves in the previous game.
Unique mechanics of Peak include Stalagmites. Shadows can appear in certain rooms that, when walked under, causes a large stalagmite to fall from the sky. Stalagmites damage the player if it hits them, but it can also damage enemies and destroy certain objects, making them useful in certain scenarios. Peak also contains Cracked Stone platforms that, when walked over, fall down. Cracked Stone returns after a few seconds, but it can prevent the player from backtracking.
Peak's Sub-Floor is the Peak Caves. These take place inside one of the many caves of Peak, and tend to contain more insects and fossil enemies on average. Stalagmites may also be more common in these areas, so watch out.	Peak is the first floor unlocked in Chapter 2. Taking place on a vast, rocky mountain at sunset, Peak contains enemies and mechanics themed around rocks, fossils, and insects. It also contains a few enemies that return from Caves in the previous game.
Unique mechanics of Peak include Stalagmites. Shadows can appear in certain rooms that, when walked under, causes a large stalagmite to fall from the sky. Stalagmites damage the player if it hits them, but it can also damage enemies and destroy certain objects, making them useful in certain scenarios. Peak also contains Cracked Stone platforms that, when walked over, fall down. Cracked Stone returns after a few seconds, but it can prevent the player from backtracking.
Peak's Sub-Floor is the Peak Caves. These take place inside one of the many caves of Peak, and tend to contain more insects and fossil enemies on average. Stalagmites may also be more common in these areas, so watch out.	Peak is the first floor unlocked in Chapter 2. Taking place on a vast, rocky mountain at sunset, Peak contains enemies and mechanics themed around rocks, fossils, and insects. It also contains a few enemies that return from Caves in the previous game.
Unique mechanics of Peak include Stalagmites. Shadows can appear in certain rooms that, when walked under, causes a large stalagmite to fall from the sky. Stalagmites damage the player if it hits them, but it can also damage enemies and destroy certain objects, making them useful in certain scenarios. Peak also contains Cracked Stone platforms that, when walked over, fall down. Cracked Stone returns after a few seconds, but it can prevent the player from backtracking.
Peak's Sub-Floor is the Peak Caves. These take place inside one of the many caves of Peak, and tend to contain more insects and fossil enemies on average. Stalagmites may also be more common in these areas, so watch out.	 	 	 	 	 	 	 	 	 	
Canyon 	Canyon 	Canyon 	Canyon is first alternative version of Peak. Canyon, like Peak, takes place on a mountain, but as the name implies, is across a large sandy canyon. The theme of this floor is similar to a desert of sorts, meaning that cacti and sand-themed enemies are common here, alongside the rock and fossil enemies of Peak.
Canyon carries over the Cracked Stone platforms from Peak, but also has a unique mechanic in the form of Cacti. Cacti acts similarly to Shrubs or Poop in the fact that they have to be shot down to pass, but they deal damage to the player on contact. Destroying a Cacti has a chance to drop a coin or heart.
Canyon's Sub-Floor is the Canyon Caves. Like the Peak Caves, Canyon Caves takes place inside the caves of Canyon, where fossil and rock enemies are common. Enemies made of sand are also slightly more common. Combined with the darkness, Canyon can be a difficult floor to handle.	Canyon is first alternative version of Peak. Canyon, like Peak, takes place on a mountain, but as the name implies, is across a large sandy canyon. The theme of this floor is similar to a desert of sorts, meaning that cacti and sand-themed enemies are common here, alongside the rock and fossil enemies of Peak.
Canyon carries over the Cracked Stone platforms from Peak, but also has a unique mechanic in the form of Cacti. Cacti acts similarly to Shrubs or Poop in the fact that they have to be shot down to pass, but they deal damage to the player on contact. Destroying a Cacti has a chance to drop a coin or heart.
Canyon's Sub-Floor is the Canyon Caves. Like the Peak Caves, Canyon Caves takes place inside the caves of Canyon, where fossil and rock enemies are common. Enemies made of sand are also slightly more common. Combined with the darkness, Canyon can be a difficult floor to handle.	Canyon is first alternative version of Peak. Canyon, like Peak, takes place on a mountain, but as the name implies, is across a large sandy canyon. The theme of this floor is similar to a desert of sorts, meaning that cacti and sand-themed enemies are common here, alongside the rock and fossil enemies of Peak.
Canyon carries over the Cracked Stone platforms from Peak, but also has a unique mechanic in the form of Cacti. Cacti acts similarly to Shrubs or Poop in the fact that they have to be shot down to pass, but they deal damage to the player on contact. Destroying a Cacti has a chance to drop a coin or heart.
Canyon's Sub-Floor is the Canyon Caves. Like the Peak Caves, Canyon Caves takes place inside the caves of Canyon, where fossil and rock enemies are common. Enemies made of sand are also slightly more common. Combined with the darkness, Canyon can be a difficult floor to handle.	Defeat every boss in Peak. 	Defeat every boss in Peak. 	Defeat every boss in Peak. 	 	 	 	 	 	 	
Lush Peak 	Lush Peak 	Lush Peak 	Lush Peak is second, harder alternative version of Peak. Lush Peak's main theme is overgrown plant life all across the mountain, with many enemies either being plants or being overgrown with parasitic plants. There are also some themes of water, with some fish or aquaitc plants existing.
Fitting with the water theme, Lush Peak's main mechanic is flowing water. Unlike the flowing water in Dross from Repentance, flowing water does not cover the entire room and instead only a part of it. Flowing water pushes the player, pick-ups, and certain enemies in the direction its flowing, which can make navigation harder.
Lush Peak's Sub-Floor is the Lush Cave. Like the previous floors, this takes place in the caverns of Lush peak, filled with overgrown plants. Overgrown enemies are common in this area, as are rocks and flowing water, making these rooms tricky.
Lush Peak also has a second Sub-Floor in the form of the Flooded Lush Cave. These are similar to Lush Cave, but are filled with water. This doesn't hinder the player's movement, but fish and aquatic enemies are common in these areas, possibly making these rooms quite tough/	Lush Peak is second, harder alternative version of Peak. Lush Peak's main theme is overgrown plant life all across the mountain, with many enemies either being plants or being overgrown with parasitic plants. There are also some themes of water, with some fish or aquaitc plants existing.
Fitting with the water theme, Lush Peak's main mechanic is flowing water. Unlike the flowing water in Dross from Repentance, flowing water does not cover the entire room and instead only a part of it. Flowing water pushes the player, pick-ups, and certain enemies in the direction its flowing, which can make navigation harder.
Lush Peak's Sub-Floor is the Lush Cave. Like the previous floors, this takes place in the caverns of Lush peak, filled with overgrown plants. Overgrown enemies are common in this area, as are rocks and flowing water, making these rooms tricky.
Lush Peak also has a second Sub-Floor in the form of the Flooded Lush Cave. These are similar to Lush Cave, but are filled with water. This doesn't hinder the player's movement, but fish and aquatic enemies are common in these areas, possibly making these rooms quite tough/	Lush Peak is second, harder alternative version of Peak. Lush Peak's main theme is overgrown plant life all across the mountain, with many enemies either being plants or being overgrown with parasitic plants. There are also some themes of water, with some fish or aquaitc plants existing.
Fitting with the water theme, Lush Peak's main mechanic is flowing water. Unlike the flowing water in Dross from Repentance, flowing water does not cover the entire room and instead only a part of it. Flowing water pushes the player, pick-ups, and certain enemies in the direction its flowing, which can make navigation harder.
Lush Peak's Sub-Floor is the Lush Cave. Like the previous floors, this takes place in the caverns of Lush peak, filled with overgrown plants. Overgrown enemies are common in this area, as are rocks and flowing water, making these rooms tricky.
Lush Peak also has a second Sub-Floor in the form of the Flooded Lush Cave. These are similar to Lush Cave, but are filled with water. This doesn't hinder the player's movement, but fish and aquatic enemies are common in these areas, possibly making these rooms quite tough/	Defeat The Onlookers 16 times 	Defeat The Onlookers 16 times 	Defeat The Onlookers 16 times 	 	 	 	 	 	 	
Chapter 3 	Chapter 3 	Chapter 3 	Chapter 3	Chapter 3	Chapter 3	Chapter 3 	Chapter 3 	Chapter 3 	Chapter 3	Chapter 3	Chapter 3	Chapter 3	Chapter 3	Chapter 3	Chapter 3
Sky 	Sky 	Sky 	Sky is the first floor unlocked in Chapter 3, and is the initial final floor. Taking place on top of clouds high in the sky, many aerial enemies, such as living clouds, avians, and weather-based creatures are commonly found.
Like with the two previous Chapters, Sky has its own Poop equivalent in the form of Cloud Formations. Cloud Formations must take damage in order to be passed, but unlike the previous formations, Cloud Formations can fuse with other Cloud Formations to change shape and increase in size. The more Cloud Formations connected, the more damage must to dealt to it. Cloud Formations have a chance of dropping a coin or a heart.
Sky's Sub-Floor is the Cloudy Sky. Cloudy Sky is filled with a large cluster of clouds in the background, some of which can cover your view. Weather and cloud-themed monsters are common in Cloudy Sky, making this area tricky.
The boss of Sky II will always be Mommy & Daddy, who, after initially being defeated, ends the run. After they are defeated and unlock Chapter 4, however, they will instead leave behind the entrance to The Gate. Defeating Mommy & Daddy within 20 minutes or less will also allow the player to participate in the Boss Rush, allowing them to pick from one of 4 random items and fight 15 waves of bosses. Completing the Boss Rush rewards the player with an item.	Sky is the first floor unlocked in Chapter 3, and is the initial final floor. Taking place on top of clouds high in the sky, many aerial enemies, such as living clouds, avians, and weather-based creatures are commonly found.
Like with the two previous Chapters, Sky has its own Poop equivalent in the form of Cloud Formations. Cloud Formations must take damage in order to be passed, but unlike the previous formations, Cloud Formations can fuse with other Cloud Formations to change shape and increase in size. The more Cloud Formations connected, the more damage must to dealt to it. Cloud Formations have a chance of dropping a coin or a heart.
Sky's Sub-Floor is the Cloudy Sky. Cloudy Sky is filled with a large cluster of clouds in the background, some of which can cover your view. Weather and cloud-themed monsters are common in Cloudy Sky, making this area tricky.
The boss of Sky II will always be Mommy & Daddy, who, after initially being defeated, ends the run. After they are defeated and unlock Chapter 4, however, they will instead leave behind the entrance to The Gate. Defeating Mommy & Daddy within 20 minutes or less will also allow the player to participate in the Boss Rush, allowing them to pick from one of 4 random items and fight 15 waves of bosses. Completing the Boss Rush rewards the player with an item.	Sky is the first floor unlocked in Chapter 3, and is the initial final floor. Taking place on top of clouds high in the sky, many aerial enemies, such as living clouds, avians, and weather-based creatures are commonly found.
Like with the two previous Chapters, Sky has its own Poop equivalent in the form of Cloud Formations. Cloud Formations must take damage in order to be passed, but unlike the previous formations, Cloud Formations can fuse with other Cloud Formations to change shape and increase in size. The more Cloud Formations connected, the more damage must to dealt to it. Cloud Formations have a chance of dropping a coin or a heart.
Sky's Sub-Floor is the Cloudy Sky. Cloudy Sky is filled with a large cluster of clouds in the background, some of which can cover your view. Weather and cloud-themed monsters are common in Cloudy Sky, making this area tricky.
The boss of Sky II will always be Mommy & Daddy, who, after initially being defeated, ends the run. After they are defeated and unlock Chapter 4, however, they will instead leave behind the entrance to The Gate. Defeating Mommy & Daddy within 20 minutes or less will also allow the player to participate in the Boss Rush, allowing them to pick from one of 4 random items and fight 15 waves of bosses. Completing the Boss Rush rewards the player with an item.	 	 	 	 	 	 	 	 	 	
Storm 	Storm 	Storm 	Storm is first alternative version of Sky. Storm, as the name implies, takes place during a large thunderstorm, with rainfall coming from above. Weather enemies are common here, but the cloud enemies have become grey and murky to fit with the stormy weather, and a large amount of electricity themed enemies can also be encountered.
Storm carries over the Cloud Formations from Sky, but also has a secondary mechanic involving lightning strikes. Occasionally, in certain rooms, sparks can appear on certain areas which, after a few seconds, cause a lightning bolt to strike, damaging the player if they were nearby. Unlike Stalagmites in Peak, these cannot hurt enemies and can attack indefinitely until the room is cleared, making them a constant threat.
Storm's Sub-Floor is the Raining Storm. Like Cloud Sky in Sky, this takes place in a large cluster of stormy clouds, however, has rain constantly falling,which can possibly impair vision to a minor degree. Weather themed monsters are more common here, especially those associated with rainfall and water
The boss of Storm II will always be Mommy & Daddy, who, after initially being defeated, ends the run. After they are defeated and unlock Chapter 4, however, they will instead leave behind the entrance to The Gate. Defeating Mommy & Daddy within 20 minutes or less will also allow the player to participate in the Boss Rush, allowing them to pick from one of 4 random items and fight 15 waves of bosses. Completing the Boss Rush rewards the player with an item.	Storm is first alternative version of Sky. Storm, as the name implies, takes place during a large thunderstorm, with rainfall coming from above. Weather enemies are common here, but the cloud enemies have become grey and murky to fit with the stormy weather, and a large amount of electricity themed enemies can also be encountered.
Storm carries over the Cloud Formations from Sky, but also has a secondary mechanic involving lightning strikes. Occasionally, in certain rooms, sparks can appear on certain areas which, after a few seconds, cause a lightning bolt to strike, damaging the player if they were nearby. Unlike Stalagmites in Peak, these cannot hurt enemies and can attack indefinitely until the room is cleared, making them a constant threat.
Storm's Sub-Floor is the Raining Storm. Like Cloud Sky in Sky, this takes place in a large cluster of stormy clouds, however, has rain constantly falling,which can possibly impair vision to a minor degree. Weather themed monsters are more common here, especially those associated with rainfall and water
The boss of Storm II will always be Mommy & Daddy, who, after initially being defeated, ends the run. After they are defeated and unlock Chapter 4, however, they will instead leave behind the entrance to The Gate. Defeating Mommy & Daddy within 20 minutes or less will also allow the player to participate in the Boss Rush, allowing them to pick from one of 4 random items and fight 15 waves of bosses. Completing the Boss Rush rewards the player with an item.	Storm is first alternative version of Sky. Storm, as the name implies, takes place during a large thunderstorm, with rainfall coming from above. Weather enemies are common here, but the cloud enemies have become grey and murky to fit with the stormy weather, and a large amount of electricity themed enemies can also be encountered.
Storm carries over the Cloud Formations from Sky, but also has a secondary mechanic involving lightning strikes. Occasionally, in certain rooms, sparks can appear on certain areas which, after a few seconds, cause a lightning bolt to strike, damaging the player if they were nearby. Unlike Stalagmites in Peak, these cannot hurt enemies and can attack indefinitely until the room is cleared, making them a constant threat.
Storm's Sub-Floor is the Raining Storm. Like Cloud Sky in Sky, this takes place in a large cluster of stormy clouds, however, has rain constantly falling,which can possibly impair vision to a minor degree. Weather themed monsters are more common here, especially those associated with rainfall and water
The boss of Storm II will always be Mommy & Daddy, who, after initially being defeated, ends the run. After they are defeated and unlock Chapter 4, however, they will instead leave behind the entrance to The Gate. Defeating Mommy & Daddy within 20 minutes or less will also allow the player to participate in the Boss Rush, allowing them to pick from one of 4 random items and fight 15 waves of bosses. Completing the Boss Rush rewards the player with an item.	Defeat every boss in Sky. 	Defeat every boss in Sky. 	Defeat every boss in Sky. 	 	 	 	 	 	 	
Acidic Sky 	Acidic Sky 	Acidic Sky 	Acidic Sky is second alternative version of Sky. Acidic Sky takes place during an acid rainstorm, with the clouds lightly colored a darkish brown and constant acid to fall from the sky. It has some overlap with Sky and Storm, containing weather and cloud enemies, but enemies that are injured or mutated by the acid rain can also be commonly found here.
Acidic Sky, like the previous floors, also has Cloud Formations as obstacles, but can also rarely have Acidic Cloud Formations. These act identically to Cloud Formations, but when destroyed, shoot out several acid projectiles in random directions. These projectiles can damage both the player and enemies, making them quite useful or detrimental.
Acidic Sky's Sub-Floor is the Cloudy Acidic Sky. Much like Cloudy Sky, Cloudy Acidic Sky is condensed in tons of clouds with far less acid rain. Cloud enemies are common here, and due to the lack of rainfall, weather enemies are less common.
The boss of Acidic Sky II will always be Mommy & Daddy, who, after initially being defeated, ends the run. After they are defeated and unlock Chapter 4, however, they will instead leave behind the entrance to The Gate. Defeating Mommy & Daddy within 20 minutes or less will also allow the player to participate in the Boss Rush, allowing them to pick from one of 4 random items and fight 15 waves of bosses. Completing the Boss Rush rewards the player with an item.	Acidic Sky is second alternative version of Sky. Acidic Sky takes place during an acid rainstorm, with the clouds lightly colored a darkish brown and constant acid to fall from the sky. It has some overlap with Sky and Storm, containing weather and cloud enemies, but enemies that are injured or mutated by the acid rain can also be commonly found here.
Acidic Sky, like the previous floors, also has Cloud Formations as obstacles, but can also rarely have Acidic Cloud Formations. These act identically to Cloud Formations, but when destroyed, shoot out several acid projectiles in random directions. These projectiles can damage both the player and enemies, making them quite useful or detrimental.
Acidic Sky's Sub-Floor is the Cloudy Acidic Sky. Much like Cloudy Sky, Cloudy Acidic Sky is condensed in tons of clouds with far less acid rain. Cloud enemies are common here, and due to the lack of rainfall, weather enemies are less common.
The boss of Acidic Sky II will always be Mommy & Daddy, who, after initially being defeated, ends the run. After they are defeated and unlock Chapter 4, however, they will instead leave behind the entrance to The Gate. Defeating Mommy & Daddy within 20 minutes or less will also allow the player to participate in the Boss Rush, allowing them to pick from one of 4 random items and fight 15 waves of bosses. Completing the Boss Rush rewards the player with an item.	Acidic Sky is second alternative version of Sky. Acidic Sky takes place during an acid rainstorm, with the clouds lightly colored a darkish brown and constant acid to fall from the sky. It has some overlap with Sky and Storm, containing weather and cloud enemies, but enemies that are injured or mutated by the acid rain can also be commonly found here.
Acidic Sky, like the previous floors, also has Cloud Formations as obstacles, but can also rarely have Acidic Cloud Formations. These act identically to Cloud Formations, but when destroyed, shoot out several acid projectiles in random directions. These projectiles can damage both the player and enemies, making them quite useful or detrimental.
Acidic Sky's Sub-Floor is the Cloudy Acidic Sky. Much like Cloudy Sky, Cloudy Acidic Sky is condensed in tons of clouds with far less acid rain. Cloud enemies are common here, and due to the lack of rainfall, weather enemies are less common.
The boss of Acidic Sky II will always be Mommy & Daddy, who, after initially being defeated, ends the run. After they are defeated and unlock Chapter 4, however, they will instead leave behind the entrance to The Gate. Defeating Mommy & Daddy within 20 minutes or less will also allow the player to participate in the Boss Rush, allowing them to pick from one of 4 random items and fight 15 waves of bosses. Completing the Boss Rush rewards the player with an item.	Defeat The Onlookers 21 times 	Defeat The Onlookers 21 times 	Defeat The Onlookers 21 times 	 	 	 	 	 	 	
Chapter 4 	Chapter 4 	Chapter 4 	Chapter 4	Chapter 4	Chapter 4	Chapter 4 	Chapter 4 	Chapter 4 	Chapter 4	Chapter 4	Chapter 4	Chapter 4	Chapter 4	Chapter 4	Chapter 4
Stars 	Stars 	Stars 	Stars is the first floor unlocked in Chapter 4. Taking place in outer space, Stars consists of numerous astral bodies to explore, with, as the name implies, stars glittering in the background. Alien and star-themed enemies are common in this floor, as well as enemies themed around the zodiac.
Stars' major gimmick is Gravity. Due to the low gravity in space, a passive Speed and Shot Speed down is inflicted on the player to simulate anti-gravity. Most enemies, due to being adapted to space, are unaffected, though are designed in a way to be easily dealt with even with the lower speed.
Stars' Sub-Floor is the Constellated Stars. Several constellations are seen in the background of this variant, with zodiac-themed enemies being more common here.
The boss of Stars II will always be The Onlookers, who, after being defeating initially, ends the run. After The Onlookers are defeated for the ninth time, however, entrances to two other floors, Hollow and Gate, will open up.	Stars is the first floor unlocked in Chapter 4. Taking place in outer space, Stars consists of numerous astral bodies to explore, with, as the name implies, stars glittering in the background. Alien and star-themed enemies are common in this floor, as well as enemies themed around the zodiac.
Stars' major gimmick is Gravity. Due to the low gravity in space, a passive Speed and Shot Speed down is inflicted on the player to simulate anti-gravity. Most enemies, due to being adapted to space, are unaffected, though are designed in a way to be easily dealt with even with the lower speed.
Stars' Sub-Floor is the Constellated Stars. Several constellations are seen in the background of this variant, with zodiac-themed enemies being more common here.
The boss of Stars II will always be The Onlookers, who, after being defeating initially, ends the run. After The Onlookers are defeated for the ninth time, however, entrances to two other floors, Hollow and Gate, will open up.	Stars is the first floor unlocked in Chapter 4. Taking place in outer space, Stars consists of numerous astral bodies to explore, with, as the name implies, stars glittering in the background. Alien and star-themed enemies are common in this floor, as well as enemies themed around the zodiac.
Stars' major gimmick is Gravity. Due to the low gravity in space, a passive Speed and Shot Speed down is inflicted on the player to simulate anti-gravity. Most enemies, due to being adapted to space, are unaffected, though are designed in a way to be easily dealt with even with the lower speed.
Stars' Sub-Floor is the Constellated Stars. Several constellations are seen in the background of this variant, with zodiac-themed enemies being more common here.
The boss of Stars II will always be The Onlookers, who, after being defeating initially, ends the run. After The Onlookers are defeated for the ninth time, however, entrances to two other floors, Hollow and Gate, will open up.	Defeat Mommy & Daddy 	Defeat Mommy & Daddy 	Defeat Mommy & Daddy 	 	 	 	 	 	 	
Belt 	Belt 	Belt 	Belt is first alternative version of Stars. Belt takes place across a large astroid belt, with several meteorites and asteroids being walked across. Though there is some overlap with Stars, Belt has more enemies themed around physical planets and space rocks.
Belt keeps the Gravity mechanic from Stars, but also has a new mechanic in the form of Crashed Asteroids. Crashed Asteroids are similar to Shrubs, Cloud Formations, and other destructable objects from the previous floors, but in comparison are far more durable and take more hits to destroy. If the player's damage stat is too low, Crashed Asteroids will take no damage at all.
Belt's Sub-Floor is the Crumbled Belt. Here, many of the asteroids in the background are crumbled and broken into pieces. Crashed Asteroids are far more common here, as are rock themed enemies.
The boss of Belt II will always be The Onlookers, who, after being defeating initially, ends the run. After The Onlookers are defeated for the ninth time, however, entrances to two other floors, Hollow and Gate, will open up.	Belt is first alternative version of Stars. Belt takes place across a large astroid belt, with several meteorites and asteroids being walked across. Though there is some overlap with Stars, Belt has more enemies themed around physical planets and space rocks.
Belt keeps the Gravity mechanic from Stars, but also has a new mechanic in the form of Crashed Asteroids. Crashed Asteroids are similar to Shrubs, Cloud Formations, and other destructable objects from the previous floors, but in comparison are far more durable and take more hits to destroy. If the player's damage stat is too low, Crashed Asteroids will take no damage at all.
Belt's Sub-Floor is the Crumbled Belt. Here, many of the asteroids in the background are crumbled and broken into pieces. Crashed Asteroids are far more common here, as are rock themed enemies.
The boss of Belt II will always be The Onlookers, who, after being defeating initially, ends the run. After The Onlookers are defeated for the ninth time, however, entrances to two other floors, Hollow and Gate, will open up.	Belt is first alternative version of Stars. Belt takes place across a large astroid belt, with several meteorites and asteroids being walked across. Though there is some overlap with Stars, Belt has more enemies themed around physical planets and space rocks.
Belt keeps the Gravity mechanic from Stars, but also has a new mechanic in the form of Crashed Asteroids. Crashed Asteroids are similar to Shrubs, Cloud Formations, and other destructable objects from the previous floors, but in comparison are far more durable and take more hits to destroy. If the player's damage stat is too low, Crashed Asteroids will take no damage at all.
Belt's Sub-Floor is the Crumbled Belt. Here, many of the asteroids in the background are crumbled and broken into pieces. Crashed Asteroids are far more common here, as are rock themed enemies.
The boss of Belt II will always be The Onlookers, who, after being defeating initially, ends the run. After The Onlookers are defeated for the ninth time, however, entrances to two other floors, Hollow and Gate, will open up.	Defeat every boss in Stars. 	Defeat every boss in Stars. 	Defeat every boss in Stars. 	 	 	 	 	 	 	
Stars Station 	Stars Station 	Stars Station 	Stars Station is second, difficult alternative version of Stars. The majority of Stars Station, unlike the previous floors, takes place inside of a large abandoned space station. Alien-themed enemies, as well as enemies that utilize technology or are robotic in nature are very common here.
Due to taking place indoors for most of the floor, Gravity isn't as prevelant in Stars Station. It does have a notable mechanic in the form of Scrap Piles, which essentially act identically to other destroyable objects in previous floors such as Shrubs or Cacti, but tend to contain small robot enemies or rarely bombs inside of them.
Stars Station's Sub-Floor is the Outside Star Station. This takes place outside of the station to the outer areas, where Gravity becomes inflicted on the player. Alien enemies become more common, though robots built for staying outside of the station can also appear.
The boss of Stars Station II will always be The Onlookers, who, after being defeating initially, ends the run. After The Onlookers are defeated for the ninth time, however, entrances to two other floors, Hollow and Gate, will open up.	Stars Station is second, difficult alternative version of Stars. The majority of Stars Station, unlike the previous floors, takes place inside of a large abandoned space station. Alien-themed enemies, as well as enemies that utilize technology or are robotic in nature are very common here.
Due to taking place indoors for most of the floor, Gravity isn't as prevelant in Stars Station. It does have a notable mechanic in the form of Scrap Piles, which essentially act identically to other destroyable objects in previous floors such as Shrubs or Cacti, but tend to contain small robot enemies or rarely bombs inside of them.
Stars Station's Sub-Floor is the Outside Star Station. This takes place outside of the station to the outer areas, where Gravity becomes inflicted on the player. Alien enemies become more common, though robots built for staying outside of the station can also appear.
The boss of Stars Station II will always be The Onlookers, who, after being defeating initially, ends the run. After The Onlookers are defeated for the ninth time, however, entrances to two other floors, Hollow and Gate, will open up.	Stars Station is second, difficult alternative version of Stars. The majority of Stars Station, unlike the previous floors, takes place inside of a large abandoned space station. Alien-themed enemies, as well as enemies that utilize technology or are robotic in nature are very common here.
Due to taking place indoors for most of the floor, Gravity isn't as prevelant in Stars Station. It does have a notable mechanic in the form of Scrap Piles, which essentially act identically to other destroyable objects in previous floors such as Shrubs or Cacti, but tend to contain small robot enemies or rarely bombs inside of them.
Stars Station's Sub-Floor is the Outside Star Station. This takes place outside of the station to the outer areas, where Gravity becomes inflicted on the player. Alien enemies become more common, though robots built for staying outside of the station can also appear.
The boss of Stars Station II will always be The Onlookers, who, after being defeating initially, ends the run. After The Onlookers are defeated for the ninth time, however, entrances to two other floors, Hollow and Gate, will open up.	Defeat The Onlookers 30 times 	Defeat The Onlookers 30 times 	Defeat The Onlookers 30 times 	 	 	 	 	 	 	
Chapter 5 	Chapter 5 	Chapter 5 	Chapter 5	Chapter 5	Chapter 5	Chapter 5 	Chapter 5 	Chapter 5 	Chapter 5	Chapter 5	Chapter 5	Chapter 5	Chapter 5	Chapter 5	Chapter 5
Hollow 	Hollow 	Hollow 	Hollow is one of the floors that can be chosen in Chapter 5, consisting of only a single floor. Hollow returns the player to the surface, into a large abandoned forest similar to the one found in Ending 17 of The Binding of Isaac: Afterbirth. Containing many spirits and lost souls, Hollow can be a very difficult floor to navigate.
Hollow does have some overlap with Haunted Forest, with the return of Hollow Logs, but now contains some rooms with flowing water, similar to Lush Peak. Unlike in Lush Peak, however, the water does not push the player, but because of the hostile spirits within, it will eventually begin pulling the player down, damaging them if they do not escape in time. This water also gives a slight speed decrease when walking over it, giving more incentive to avoid it, though it may be worth traversing it in order to access hidden items or to escape from an otherwise deadly situation.
Hollow's Sub-Floor is the Faded Hollow. This variation of Hollow contains pages scattered across the floor, alongside enemies that represent parts of Isaac's past, such as bullies, his parents, and his pets. Sometimes, piles of paper can be found, which act as destroyable objects that can contain coins.
The boss of Hollow will always be Thanatos, who, after being defeated for the first time, ends the run. Defeating him after unlocking the Torn Polaroid, however, will spawn it at the start of the floor after he is defeated, which can be used to access Chapter 6. Somewhere on the floor, a large chest can be found, which requires around 5 - 7 keys to open. Opening it for the first time will cause Isaac's skeleton to be revealed, unlocking the Forgotten as a playable character. Doing this after the Forgotten is unlocked will reveal a random item themed around either Isaac or his parents, giving more incentive to explore the floor.	Hollow is one of the floors that can be chosen in Chapter 5, consisting of only a single floor. Hollow returns the player to the surface, into a large abandoned forest similar to the one found in Ending 17 of The Binding of Isaac: Afterbirth. Containing many spirits and lost souls, Hollow can be a very difficult floor to navigate.
Hollow does have some overlap with Haunted Forest, with the return of Hollow Logs, but now contains some rooms with flowing water, similar to Lush Peak. Unlike in Lush Peak, however, the water does not push the player, but because of the hostile spirits within, it will eventually begin pulling the player down, damaging them if they do not escape in time. This water also gives a slight speed decrease when walking over it, giving more incentive to avoid it, though it may be worth traversing it in order to access hidden items or to escape from an otherwise deadly situation.
Hollow's Sub-Floor is the Faded Hollow. This variation of Hollow contains pages scattered across the floor, alongside enemies that represent parts of Isaac's past, such as bullies, his parents, and his pets. Sometimes, piles of paper can be found, which act as destroyable objects that can contain coins.
The boss of Hollow will always be Thanatos, who, after being defeated for the first time, ends the run. Defeating him after unlocking the Torn Polaroid, however, will spawn it at the start of the floor after he is defeated, which can be used to access Chapter 6. Somewhere on the floor, a large chest can be found, which requires around 5 - 7 keys to open. Opening it for the first time will cause Isaac's skeleton to be revealed, unlocking the Forgotten as a playable character. Doing this after the Forgotten is unlocked will reveal a random item themed around either Isaac or his parents, giving more incentive to explore the floor.	Hollow is one of the floors that can be chosen in Chapter 5, consisting of only a single floor. Hollow returns the player to the surface, into a large abandoned forest similar to the one found in Ending 17 of The Binding of Isaac: Afterbirth. Containing many spirits and lost souls, Hollow can be a very difficult floor to navigate.
Hollow does have some overlap with Haunted Forest, with the return of Hollow Logs, but now contains some rooms with flowing water, similar to Lush Peak. Unlike in Lush Peak, however, the water does not push the player, but because of the hostile spirits within, it will eventually begin pulling the player down, damaging them if they do not escape in time. This water also gives a slight speed decrease when walking over it, giving more incentive to avoid it, though it may be worth traversing it in order to access hidden items or to escape from an otherwise deadly situation.
Hollow's Sub-Floor is the Faded Hollow. This variation of Hollow contains pages scattered across the floor, alongside enemies that represent parts of Isaac's past, such as bullies, his parents, and his pets. Sometimes, piles of paper can be found, which act as destroyable objects that can contain coins.
The boss of Hollow will always be Thanatos, who, after being defeated for the first time, ends the run. Defeating him after unlocking the Torn Polaroid, however, will spawn it at the start of the floor after he is defeated, which can be used to access Chapter 6. Somewhere on the floor, a large chest can be found, which requires around 5 - 7 keys to open. Opening it for the first time will cause Isaac's skeleton to be revealed, unlocking the Forgotten as a playable character. Doing this after the Forgotten is unlocked will reveal a random item themed around either Isaac or his parents, giving more incentive to explore the floor.	Defeat The Onlookers 9 times 	Defeat The Onlookers 9 times 	Defeat The Onlookers 9 times 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Chapter 6 	Chapter 6 	Chapter 6 	Chapter 6	Chapter 6	Chapter 6	Chapter 6 	Chapter 6 	Chapter 6 	Chapter 6	Chapter 6	Chapter 6	Chapter 6	Chapter 6	Chapter 6	Chapter 6
Basement 	Basement 	Basement 	Basement is the floor accessed directly after Hollow if the Torn Polaroid is unlocked and held. This area takes place in the original Basement from The Binding of Isaac, but due to years of abandonment, has been left in a state of constant decay, with parts of the basement fallen. The enemies reflect this, being twisted, far deadlier versions of enemies found in Chapter 1 of the original Binding of Isaac.
Basement contains its own destructable object in the form of Poop, which can contain coins or hearts. Poop, however, can also come in Corny varieties, which have an Eternal Fly surrounding it. Destroying Corny Poop will have the fly become hostile and chase after the player. There also exists Red Poop, which deal contact damage and reform after being destroyed after a few seconds. Like in Haunted Forest, Cobwebs can also appear on the ground, which slow the player down when walked over.
Basement's Sub-Floor is the Cellar. This takes cues from the Cellar from the first game, though in the same abandoned appearance as the rest of the floor. Spiders are commonly found in Cellar, as are more ghost-themed enemies. Basement also has another Sub-Floor in the form of Burnt Basement. Though similar to Burning Basement from the first game, Burnt Basement has no fire and is insteand the aftermath of the burning, with ash everywhere. Ghost-themed enemies, as well as enemies that appear to be burnt, are commonly found in Burnt Basement, as is Red Poop.
The boss of Basement II will always be Mother's Soul, who, after being defeated, ends the run.	Basement is the floor accessed directly after Hollow if the Torn Polaroid is unlocked and held. This area takes place in the original Basement from The Binding of Isaac, but due to years of abandonment, has been left in a state of constant decay, with parts of the basement fallen. The enemies reflect this, being twisted, far deadlier versions of enemies found in Chapter 1 of the original Binding of Isaac.
Basement contains its own destructable object in the form of Poop, which can contain coins or hearts. Poop, however, can also come in Corny varieties, which have an Eternal Fly surrounding it. Destroying Corny Poop will have the fly become hostile and chase after the player. There also exists Red Poop, which deal contact damage and reform after being destroyed after a few seconds. Like in Haunted Forest, Cobwebs can also appear on the ground, which slow the player down when walked over.
Basement's Sub-Floor is the Cellar. This takes cues from the Cellar from the first game, though in the same abandoned appearance as the rest of the floor. Spiders are commonly found in Cellar, as are more ghost-themed enemies. Basement also has another Sub-Floor in the form of Burnt Basement. Though similar to Burning Basement from the first game, Burnt Basement has no fire and is insteand the aftermath of the burning, with ash everywhere. Ghost-themed enemies, as well as enemies that appear to be burnt, are commonly found in Burnt Basement, as is Red Poop.
The boss of Basement II will always be Mother's Soul, who, after being defeated, ends the run.	Basement is the floor accessed directly after Hollow if the Torn Polaroid is unlocked and held. This area takes place in the original Basement from The Binding of Isaac, but due to years of abandonment, has been left in a state of constant decay, with parts of the basement fallen. The enemies reflect this, being twisted, far deadlier versions of enemies found in Chapter 1 of the original Binding of Isaac.
Basement contains its own destructable object in the form of Poop, which can contain coins or hearts. Poop, however, can also come in Corny varieties, which have an Eternal Fly surrounding it. Destroying Corny Poop will have the fly become hostile and chase after the player. There also exists Red Poop, which deal contact damage and reform after being destroyed after a few seconds. Like in Haunted Forest, Cobwebs can also appear on the ground, which slow the player down when walked over.
Basement's Sub-Floor is the Cellar. This takes cues from the Cellar from the first game, though in the same abandoned appearance as the rest of the floor. Spiders are commonly found in Cellar, as are more ghost-themed enemies. Basement also has another Sub-Floor in the form of Burnt Basement. Though similar to Burning Basement from the first game, Burnt Basement has no fire and is insteand the aftermath of the burning, with ash everywhere. Ghost-themed enemies, as well as enemies that appear to be burnt, are commonly found in Burnt Basement, as is Red Poop.
The boss of Basement II will always be Mother's Soul, who, after being defeated, ends the run.	Defeat Thanatos 6 times and unlock the Torn Polaroid.	Defeat Thanatos 6 times and unlock the Torn Polaroid.	Defeat Thanatos 6 times and unlock the Torn Polaroid.	 	 	 	 	 	 	
Beyond 	Beyond 	Beyond 	Beyond is the floor accessed directly after Gate if Omega is unlocked and held. Abyss, being beyond even the Gate, takes upon an abstract and undefined appearance, with simple, yet strange designs and few colors. The enemies reflect this design, being abstract and nearly incomprehensible.
Beyond essentially acts as a hodge podge of many different mechanics from the previous floors. Shrubs, Cloud Formations, Cacti, and Poop can appear as destructable objects, having the same mechanics. A unique mechanic for Beyond takes in the form of Pockets, which act as generators for enemies from previous floors to appear and attack the player. Unlike Void Portals in Afterbirth+, Pockets aren't considered enemies, and thus cannot be destroyed. However, Pocekts will eventually stop producing enemies if enough 'waves' are cleared.
Beyond's Sub-Floor is the Familiar Beyond. This variation of Beyond, though visually similar, attempts to take the appearence of one of the previous floors, such as Forest, Peak, or Skies. Enemies from these floors are commonly found in Familiar Beyond, as are gimmicks relating to the floor.
The boss of Beyond will always be Everything, who, after being defeating, ends the run. The room directly before everything's boss room, however, contains a secret entrance that can be revealed via using several explosions. This secret room contains a portal containing the current character's Tainted version. Touching this verison unlocks the Tainted character as a playable character. Entering this room again as a Tainted character or with a character whos Tainted version is already unlcoked will just have it contain the item Shattered Reflection.	Beyond is the floor accessed directly after Gate if Omega is unlocked and held. Abyss, being beyond even the Gate, takes upon an abstract and undefined appearance, with simple, yet strange designs and few colors. The enemies reflect this design, being abstract and nearly incomprehensible.
Beyond essentially acts as a hodge podge of many different mechanics from the previous floors. Shrubs, Cloud Formations, Cacti, and Poop can appear as destructable objects, having the same mechanics. A unique mechanic for Beyond takes in the form of Pockets, which act as generators for enemies from previous floors to appear and attack the player. Unlike Void Portals in Afterbirth+, Pockets aren't considered enemies, and thus cannot be destroyed. However, Pocekts will eventually stop producing enemies if enough 'waves' are cleared.
Beyond's Sub-Floor is the Familiar Beyond. This variation of Beyond, though visually similar, attempts to take the appearence of one of the previous floors, such as Forest, Peak, or Skies. Enemies from these floors are commonly found in Familiar Beyond, as are gimmicks relating to the floor.
The boss of Beyond will always be Everything, who, after being defeating, ends the run. The room directly before everything's boss room, however, contains a secret entrance that can be revealed via using several explosions. This secret room contains a portal containing the current character's Tainted version. Touching this verison unlocks the Tainted character as a playable character. Entering this room again as a Tainted character or with a character whos Tainted version is already unlcoked will just have it contain the item Shattered Reflection.	Beyond is the floor accessed directly after Gate if Omega is unlocked and held. Abyss, being beyond even the Gate, takes upon an abstract and undefined appearance, with simple, yet strange designs and few colors. The enemies reflect this design, being abstract and nearly incomprehensible.
Beyond essentially acts as a hodge podge of many different mechanics from the previous floors. Shrubs, Cloud Formations, Cacti, and Poop can appear as destructable objects, having the same mechanics. A unique mechanic for Beyond takes in the form of Pockets, which act as generators for enemies from previous floors to appear and attack the player. Unlike Void Portals in Afterbirth+, Pockets aren't considered enemies, and thus cannot be destroyed. However, Pocekts will eventually stop producing enemies if enough 'waves' are cleared.
Beyond's Sub-Floor is the Familiar Beyond. This variation of Beyond, though visually similar, attempts to take the appearence of one of the previous floors, such as Forest, Peak, or Skies. Enemies from these floors are commonly found in Familiar Beyond, as are gimmicks relating to the floor.
The boss of Beyond will always be Everything, who, after being defeating, ends the run. The room directly before everything's boss room, however, contains a secret entrance that can be revealed via using several explosions. This secret room contains a portal containing the current character's Tainted version. Touching this verison unlocks the Tainted character as a playable character. Entering this room again as a Tainted character or with a character whos Tainted version is already unlcoked will just have it contain the item Shattered Reflection.	Defeat The Guardian 4 times and unlock Omega. 	Defeat The Guardian 4 times and unlock Omega. 	Defeat The Guardian 4 times and unlock Omega. 	 	 	 	 	 	 	
==Items==
Items are the bread and butter of Symphony of Sorrow, and are a central mechanic in the game and entire series. Items have a wide variety of effects, such as modifying the player's stats, tears, and much, much more.
Items are seperated into two types: Passive items and Active items. Passive items, as the name implies, passively inflict their effects onto the player permanently (unless taken away). Active items are held onto, and must be used manually. Most Active items require Charges to use, which, under most circumstances, are gained via clearing rooms. Without certain items, only a single Active item can be held at a time, while a theoretically unlimited amount of Passive items can be held.
Symphony of Sorrow brings back the Item Quality mechanic from Repentance. All items are assigned with a Quality level between 0 and 4, which causes other items to behave differently or automatically be rerolled. In general, items of low quality levels are typically inferior to items of high quality, though higher quality items are slightly rarer than low quality items to compensate.
Symphony of Sorrow includes roughly 683 items, both old and new. Not all items return from the previous game, either due to their unpopularity, clashing with the new mechanics, or to encourage the new items introduced. For a complete list of every single item in the game, see here.
<tabber>
|-|Rebirth=
|-|Afterbirth=
|-|Afterbirth Plus=
|-|Repentance=
|-|Symphony of Sorrow=
</tabber>
==Trinkets==
Trinkets are a collectible type that take up a slot near the bottom left side of the HUD when grabbed, granting passive effects. In most cases, only one trinket can be held at a time, though certain items can increase the limit to 2, and Trinkets can be absorbed via the use of certain items or a Gulp pill, in which their effects will be permanently kept.
Additionally, after defeating The Colosseum as Tainted Keeper, all Trinkets have a chance to become Golden. Golden Trinkets have enhanced effects, often doubling the original effect of the Trinket, though other Golden Trinkets have more unique effects. Trinket effects can also be enhanced through the use of Mom's Box or by carrying a copy of it, often doubling their effect.
Symphony of Sorrow includes 209 different Trinkets. Like Items, not all Trinkets from the previous game return, though many brand new Trinkets are introduced to compensate. For a complete list of every single Trinket in the game, see here.
<tabber>
|-|Rebirth=
|-|Afterbirth=
|-|Afterbirth Plus=
|-|Repentance=
|-|Symphony of Sorrow=
</tabber>
==Monsters==
Monsters are enemies that appear throughout the game, attempting to damage and kill the player through various means. Like in the previous game, monsters become tougher the later they are encountered thanks to damage scaling, increasing their health based on what Chapter they are encountered in.
Monsters also have a chance to spawn as a Champion. Champions come in several different colors and/or varieties, and tend to have a constant effect and higher health that makes them more difficult to take down. To compensate, Champion enemies have a chance to drop a pick-up on death.
Champions 	Champions 	Champions 	Champions 	Champions 	Champions 	Champions 	Champions 	Champions 	Champions	Champions	Champions	Champions	Champions	Champions	Champions
Red 	Red 	Red 	x2.6 amount of Health 	x2.6 amount of Health 	x2.6 amount of Health 	Drops a Red Heart on death 	Drops a Red Heart on death 	Drops a Red Heart on death 	 	 	 	 	 	 	
Yellow 	Yellow 	Yellow 	Increased movement speed and x1.5 amount of Health 	Increased movement speed and x1.5 amount of Health 	Increased movement speed and x1.5 amount of Health 	Drops a random Battery on death 	Drops a random Battery on death 	Drops a random Battery on death 	 	 	 	 	 	 	
Green 	Green 	Green 	Leaves behind damaging green creep. 	Leaves behind damaging green creep. 	Leaves behind damaging green creep. 	Drops a random Pill on death 	Drops a random Pill on death 	Drops a random Pill on death 	 	 	 	 	 	 	
Orange 	Orange 	Orange 	Causes Isaac to lose 2 - 4 coins and drop 1 - 3 Pennies when they damage him. 	Causes Isaac to lose 2 - 4 coins and drop 1 - 3 Pennies when they damage him. 	Causes Isaac to lose 2 - 4 coins and drop 1 - 3 Pennies when they damage him. 	Drops 1 - 3 coins on death 	Drops 1 - 3 coins on death 	Drops 1 - 3 coins on death 	 	 	 	 	 	 	
Dark Blue 	Dark Blue 	Dark Blue 	Decreased speed. 	Decreased speed. 	Decreased speed. 	Produces 3 Blue Flies on death. 	Produces 3 Blue Flies on death. 	Produces 3 Blue Flies on death. 	 	 	 	 	 	 	
Black 	Black 	Black 	Explodes on death. 	Explodes on death. 	Explodes on death. 	Drops a Bomb on death. 	Drops a Bomb on death. 	Drops a Bomb on death. 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Gray 	Gray 	Gray 	Has 2/3 of its normal health and is slightly slower 	Has 2/3 of its normal health and is slightly slower 	Has 2/3 of its normal health and is slightly slower 	Drops a Key on death 	Drops a Key on death 	Drops a Key on death 	 	 	 	 	 	 	
Translucent 	Translucent 	Translucent 	Can walk over pits, rocks, and other obstacles. Any projectiles fired are also spectral, passing through objects. 	Can walk over pits, rocks, and other obstacles. Any projectiles fired are also spectral, passing through objects. 	Can walk over pits, rocks, and other obstacles. Any projectiles fired are also spectral, passing through objects. 	Drops a Chest on death. 	Drops a Chest on death. 	Drops a Chest on death. 	 	 	 	 	 	 	
Shadow 	Shadow 	Shadow 	Fades in and out of visibility periodically 	Fades in and out of visibility periodically 	Fades in and out of visibility periodically 	Drops a Red Chest on death 	Drops a Red Chest on death 	Drops a Red Chest on death 	 	 	 	 	 	 	
Magenta 	Magenta 	Magenta 	Occasionally shoots a short-ranged blood shot. 	Occasionally shoots a short-ranged blood shot. 	Occasionally shoots a short-ranged blood shot. 	 	 	 	 	 	 	 	 	 	
Violet 	Violet 	Violet 	Pulls Isaac and projectiles towards it 	Pulls Isaac and projectiles towards it 	Pulls Isaac and projectiles towards it 	Drops a random Trinket on death 	Drops a random Trinket on death 	Drops a random Trinket on death 	 	 	 	 	 	 	
Dark Red 	Dark Red 	Dark Red 	Collapses into a pile of flesh on death. If the flesh is not killed in time, it reforms with 1/2 health, similar to a Globin.	Collapses into a pile of flesh on death. If the flesh is not killed in time, it reforms with 1/2 health, similar to a Globin.	Collapses into a pile of flesh on death. If the flesh is not killed in time, it reforms with 1/2 health, similar to a Globin.	Drops a Double Heart on death 	Drops a Double Heart on death 	Drops a Double Heart on death 	 	 	 	 	 	 	
Light Blue 	Light Blue 	Light Blue 	Releases a spread of 8 blood shoots on death. 	Releases a spread of 8 blood shoots on death. 	Releases a spread of 8 blood shoots on death. 	Drops a random half heart on death 	Drops a random half heart on death 	Drops a random half heart on death 	 	 	 	 	 	 	
Pulsing Green	Pulsing Green	Pulsing Green	Splits into two clones on death. 	Splits into two clones on death. 	Splits into two clones on death. 	 	 	 	 	 	 	 	 	 	
Small 	Small 	Small 	Has 2/3 of its normal health and is slightly faster, as well as being smaller both visually and collisionally. 	Has 2/3 of its normal health and is slightly faster, as well as being smaller both visually and collisionally. 	Has 2/3 of its normal health and is slightly faster, as well as being smaller both visually and collisionally. 	Drops a One Makes You Small pill on death. 	Drops a One Makes You Small pill on death. 	Drops a One Makes You Small pill on death. 	 	 	 	 	 	 	
Large 	Large 	Large 	Has 3x its health and is slightly slower. Is also larger visually, but has the same hitbox size. 	Has 3x its health and is slightly slower. Is also larger visually, but has the same hitbox size. 	Has 3x its health and is slightly slower. Is also larger visually, but has the same hitbox size. 	Drops a One Makes You Larger on death. 	Drops a One Makes You Larger on death. 	Drops a One Makes You Larger on death. 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Pulsing Red 	Pulsing Red 	Pulsing Red 	Periodically heals all other enemies while alive 	Periodically heals all other enemies while alive 	Periodically heals all other enemies while alive 	Drops a random heart on death. 	Drops a random heart on death. 	Drops a random heart on death. 	 	 	 	 	 	 	
Brown 	Brown 	Brown 	Leaves behind destructible poop obstacles while moving. 	Leaves behind destructible poop obstacles while moving. 	Leaves behind destructible poop obstacles while moving. 	Spawns a Poop on death. 	Spawns a Poop on death. 	Spawns a Poop on death. 	 	 	 	 	 	 	
Mint 	Mint 	Mint 	Enemies around it are invincible and immune to damage. Mint Champions and White Champions are unaffected by the aura. 	Enemies around it are invincible and immune to damage. Mint Champions and White Champions are unaffected by the aura. 	Enemies around it are invincible and immune to damage. Mint Champions and White Champions are unaffected by the aura. 	Drops a random Rune on death. 	Drops a random Rune on death. 	Drops a random Rune on death. 	 	 	 	 	 	 	
Purple 	Purple 	Purple 	All projectiles it fires have homing properties. Also occasionally emits a homing projectile. 	All projectiles it fires have homing properties. Also occasionally emits a homing projectile. 	All projectiles it fires have homing properties. Also occasionally emits a homing projectile. 	Drops a random Card on death. 	Drops a random Card on death. 	Drops a random Card on death. 	 	 	 	 	 	 	
Tan 	Tan 	Tan 	Capable of stealing pick-ups on the ground by walking into them. 	Capable of stealing pick-ups on the ground by walking into them. 	Capable of stealing pick-ups on the ground by walking into them. 	Drops half ot the pick-ups it stole on death (rounded up)	Drops half ot the pick-ups it stole on death (rounded up)	Drops half ot the pick-ups it stole on death (rounded up)	 	 	 	 	 	 	
Symphony of Sorrow has 390 different monsters, both old and new, that can be encountered throughout runs.
==Bosses==
At the end of every floor, the player must fight a boss, a considerably strong and tough Monster, in order to either advance to the next floor or end the run. In later floors, these bosses can be encountered as degraded bosses, being treated as typical enemy, albeit a larger threat. After progress is made in the game, certain bosses can also spawn as Champions, often having various changes in their attributes such as color, health, size, and attack patterns. Defeating the boss of a floor will, more often than not, drop a item pedestal from the Boss Room item pool, 1 - 2 random Hearts, and reveal a beam of light to the next floor.
==Greed Mode==
Unlocked after defeating The Guardian for the first time, Greed Mode returns from The Binding of Isaac: Afterbirth, with a few heavy changes. Unlike in a regular run, the player always starts in a preset room, consisting of a long 1x2 room, with a Treasure Room and Silver Treasure Room to the right (save for Chapter 6 and 7), a 2x1 Shop at the top, a random other Special Room at the right, a locked door at the bottom, and a Super Secret Room somewhere on the floor. In the middle of the 1x2 room, called the arena, is a button that, when pressed, summons waves of enemies to attack, consisting of 7 waves in total, the last two of which having a boss fight. Every wave completed spawns several Pennies in the room, which can be collected in order to purchase items and pickups in the Shop at the top of the floor. Defeating the boss of the floor will open the door at the bottom and allow the player to enter the next floor, as well as allow the player to press the button again to fight a harder boss for the chance of having a Devil or Angel room open up, based on the player's Angel and Devil Deal chances.
As pickups cannot be spawned naturally via clearing waves, the shop becomes the player's main method of obtaining items and pickups. A Restock effect is passively inflicted on the player during Greed Mode, with items and pickups automatically leaving behind an item of the same price when bought. If need be, the player can step on the button in the arena at the cost of dealing half a heart of damage to them (or with flight, removing a Penny that spawns at the end of the next wave) in order to end the waves prematurely, though the door at the bottom will not open until the boss of the floor is defeated.
By popular demand, a handful of changes have been made to Greed Mode in order to make it more entertaining. While Curse Rooms can still appear to the right of the Arena, they can now be any special room in the game, chosen at random. This includes Libraries, Sacrifice Rooms, Black Markets, Blessed Rooms, Bedrooms, Dice Rooms, among others. Isaac can still go to The Gate after each floor, but Faith is accumulated based on how much money Isaac didn’t spend instead of how many floors he explored, with 1 Faith being granted every 5 coins saved.
In addition to Greed Mode, Greedier Mode, the harder version of Greed Mode, also returns, unlocked by donating 500 coins to the Greed Machine. Greedier Mode tweaks Greed Mode to make it more difficult in several ways, such as adding an additional wave to all floors, having less coins spawn after completing waves, the amount of time it takes for waves to spawn being shorter, and champion enemies being much more common.
At the end of Greed Mode, the player can donate to a special machine known as the Greed Machine, where they can donate all of their leftover coins to it. Donating 1000 or more coins to the Greed Machine has it explode and reset back to 0. Depending on the amount of coins donating to the Greed Machine across all Greed Mode runs, different rewards can be granted:
Greed Machine Rewards	Greed Machine Rewards	Greed Machine Rewards	Greed Machine Rewards 	Greed Machine Rewards 	Greed Machine Rewards 	Greed Machine Rewards	Greed Machine Rewards	Greed Machine Rewards	Greed Machine Rewards	Greed Machine Rewards	Greed Machine Rewards	Greed Machine Rewards	Greed Machine Rewards	Greed Machine Rewards	Greed Machine Rewards
1 	1 	1 	Lucky Pennies 	Lucky Pennies 	Lucky Pennies 	 	 	 	 	 	 	 	 	 	
15 	15 	15 	Special Shopkeepers 	Special Shopkeepers 	Special Shopkeepers 	 	 	 	 	 	 	 	 	 	
35 	35 	35 	Special Hanging Shopkeepers 	Special Hanging Shopkeepers 	Special Hanging Shopkeepers 	 	 	 	 	 	 	 	 	 	
80 	80 	80 	Small Wafer 	Small Wafer 	Small Wafer 	 	 	 	 	 	 	 	 	 	
140 	140 	140 	Everything is Terrible 2!!! (Greed Mode just got harder!)	Everything is Terrible 2!!! (Greed Mode just got harder!)	Everything is Terrible 2!!! (Greed Mode just got harder!)	 	 	 	 	 	 	 	 	 	
180 	180 	180 	Eve holds A Pill 	Eve holds A Pill 	Eve holds A Pill 	 	 	 	 	 	 	 	 	 	
240 	240 	240 	Credit Card 	Credit Card 	Credit Card 	 	 	 	 	 	 	 	 	 	
306 	306 	306 	Samson hold a Small Razor 	Samson hold a Small Razor 	Samson hold a Small Razor 	 	 	 	 	 	 	 	 	 	
360 	360 	360 	I Can’t Find Pills :( 	I Can’t Find Pills :( 	I Can’t Find Pills :( 	 	 	 	 	 	 	 	 	 	
420 	420 	420 	Gacha Card 	Gacha Card 	Gacha Card 	 	 	 	 	 	 	 	 	 	
500 	500 	500 	Greedier Mode 	Greedier Mode 	Greedier Mode 	 	 	 	 	 	 	 	 	 	
600 	600 	600 	The Forgotten holds the High Priestess? 	The Forgotten holds the High Priestess? 	The Forgotten holds the High Priestess? 	 	 	 	 	 	 	 	 	 	
650 	650 	650 	Heart of Greed 	Heart of Greed 	Heart of Greed 	 	 	 	 	 	 	 	 	 	
700 	700 	700 	Isaac holds Missing Poster 	Isaac holds Missing Poster 	Isaac holds Missing Poster 	 	 	 	 	 	 	 	 	 	
780 	780 	780 	Charon’s Obol 	Charon’s Obol 	Charon’s Obol 	 	 	 	 	 	 	 	 	 	
830 	830 	830 	Counterfeit Penny 	Counterfeit Penny 	Counterfeit Penny 	 	 	 	 	 	 	 	 	 	
999 	999 	999 	Generosity? 	Generosity? 	Generosity? 	 	 	 	 	 	 	 	 	 	
1000 	1000 	1000 	The Keeper 	The Keeper 	The Keeper 	 	 	 	 	 	 	 	 	 	
Floor progression remains relatively the same as a normal run, despite the different gameplay. Greed Mode always begins in Chapter 1 in any of its floors, including Forest, Taiga, and Haunted Forest, before moving onto Chapter 2, then Chapter 3, Chapter 4, and Chapter 5. For Chapter 5, a choice between Gate and Hollow can be chosen by Isaac, with him either being able to go to Gate via a beam of light or to Hollow via a passageway shrouded in withered trees. Chapter 6, however, has a completely unique floor exclusive to Greed Mode, being a randomly chosen floor themed around one of the 7 Deadly Sins:
Chapter 6 (Greed Mode)	Chapter 6 (Greed Mode)	Chapter 6 (Greed Mode)	Chapter 6 (Greed Mode)	Chapter 6 (Greed Mode)	Chapter 6 (Greed Mode)	Chapter 6 (Greed Mode)	Chapter 6 (Greed Mode)	Chapter 6 (Greed Mode)	Chapter 6 (Greed Mode)	Chapter 6 (Greed Mode)	Chapter 6 (Greed Mode)	Chapter 6 (Greed Mode)	Chapter 6 (Greed Mode)	Chapter 6 (Greed Mode)	Chapter 6 (Greed Mode)
Shop 	Shop 	Shop 	Shop is the floor corresponding to Ultra Greed, and takes place in a large, deadly shop. Shop contains several enemies themed around Greed, wealth, or money, including reskinned enemies from other floors or unique enemies altogether. 
If this floor is encountered, the boss fought in Chapter 7 is always Ultra Greed	Shop is the floor corresponding to Ultra Greed, and takes place in a large, deadly shop. Shop contains several enemies themed around Greed, wealth, or money, including reskinned enemies from other floors or unique enemies altogether. 
If this floor is encountered, the boss fought in Chapter 7 is always Ultra Greed	Shop is the floor corresponding to Ultra Greed, and takes place in a large, deadly shop. Shop contains several enemies themed around Greed, wealth, or money, including reskinned enemies from other floors or unique enemies altogether. 
If this floor is encountered, the boss fought in Chapter 7 is always Ultra Greed	 	 	 	 	 	 	 	 	 	
Dungeon 	Dungeon 	Dungeon 	Dungeon is the floor corresponding to Ultra Lust, taking place in a large dungeon filled with heresy and themed around BDSM and a warped sense of sexuality. Similarly to Gehenna in Repentance, several enemies encountered on this floor are either covered in latex, bound or restrained, and/or dominated by other monsters.
If this floor is encountered, the boss fought in Chapter 7 is always Ultra Lust.	Dungeon is the floor corresponding to Ultra Lust, taking place in a large dungeon filled with heresy and themed around BDSM and a warped sense of sexuality. Similarly to Gehenna in Repentance, several enemies encountered on this floor are either covered in latex, bound or restrained, and/or dominated by other monsters.
If this floor is encountered, the boss fought in Chapter 7 is always Ultra Lust.	Dungeon is the floor corresponding to Ultra Lust, taking place in a large dungeon filled with heresy and themed around BDSM and a warped sense of sexuality. Similarly to Gehenna in Repentance, several enemies encountered on this floor are either covered in latex, bound or restrained, and/or dominated by other monsters.
If this floor is encountered, the boss fought in Chapter 7 is always Ultra Lust.	 	 	 	 	 	 	 	 	 	
Trenches 	Trenches 	Trenches 	Trenches is the floor corresponding to Ultra Wrath, being within a large warzone surrounded by trenches. Enemies within Trenches are commonly explosive in nature, and are themed around war or the heat of battle.
If this floor is encountered, the boss fought in Chapter 7 will always be Ultra Wrath	Trenches is the floor corresponding to Ultra Wrath, being within a large warzone surrounded by trenches. Enemies within Trenches are commonly explosive in nature, and are themed around war or the heat of battle.
If this floor is encountered, the boss fought in Chapter 7 will always be Ultra Wrath	Trenches is the floor corresponding to Ultra Wrath, being within a large warzone surrounded by trenches. Enemies within Trenches are commonly explosive in nature, and are themed around war or the heat of battle.
If this floor is encountered, the boss fought in Chapter 7 will always be Ultra Wrath	 	 	 	 	 	 	 	 	 	
Court 	Court 	Court 	Court is the floor corresponding to Ultra Pride, taking place in a large castle hallways. Painting and statues across the rooms depict characters from other games made by Edmund Mcmillen, such as Super Meat Boy, Time Fcuk, and Mugenics. The enemies here are also themed around Edmund’s other games.
If this floor is encountered, the boss fought in Chapter 7 will always be Ultra Pride.	Court is the floor corresponding to Ultra Pride, taking place in a large castle hallways. Painting and statues across the rooms depict characters from other games made by Edmund Mcmillen, such as Super Meat Boy, Time Fcuk, and Mugenics. The enemies here are also themed around Edmund’s other games.
If this floor is encountered, the boss fought in Chapter 7 will always be Ultra Pride.	Court is the floor corresponding to Ultra Pride, taking place in a large castle hallways. Painting and statues across the rooms depict characters from other games made by Edmund Mcmillen, such as Super Meat Boy, Time Fcuk, and Mugenics. The enemies here are also themed around Edmund’s other games.
If this floor is encountered, the boss fought in Chapter 7 will always be Ultra Pride.	 	 	 	 	 	 	 	 	 	
Gut 	Gut 	Gut 	Gut is the floor corresponding to Ultra Gluttony, taking place in a large stomach filled with acid. Both food and organ based familiars are common in Gut, as well as enemies that consume or kill other enemies.
If this floor is encountered, the boss fought in Chapter 7 will always be Ultra Gluttony	Gut is the floor corresponding to Ultra Gluttony, taking place in a large stomach filled with acid. Both food and organ based familiars are common in Gut, as well as enemies that consume or kill other enemies.
If this floor is encountered, the boss fought in Chapter 7 will always be Ultra Gluttony	Gut is the floor corresponding to Ultra Gluttony, taking place in a large stomach filled with acid. Both food and organ based familiars are common in Gut, as well as enemies that consume or kill other enemies.
If this floor is encountered, the boss fought in Chapter 7 will always be Ultra Gluttony	 	 	 	 	 	 	 	 	 	
Cesspool 	Cesspool 	Cesspool 	Cesspool is the floor corresponding to Ultra Sloth, and is a large sewer with feces and acid spread around the place. Enemies are themed around poop, poison, and acid, so it has some overlap with Acidic Sky, though is mainly for grounded entities.
If this floor is encountered, the boss fought in Chapter 7 will always be Ultra Sloth	Cesspool is the floor corresponding to Ultra Sloth, and is a large sewer with feces and acid spread around the place. Enemies are themed around poop, poison, and acid, so it has some overlap with Acidic Sky, though is mainly for grounded entities.
If this floor is encountered, the boss fought in Chapter 7 will always be Ultra Sloth	Cesspool is the floor corresponding to Ultra Sloth, and is a large sewer with feces and acid spread around the place. Enemies are themed around poop, poison, and acid, so it has some overlap with Acidic Sky, though is mainly for grounded entities.
If this floor is encountered, the boss fought in Chapter 7 will always be Ultra Sloth	 	 	 	 	 	 	 	 	 	
Slum 	Slum 	Slum 	Slum is the floor corresponding to Ultra Envy, taking place in a large, abandoned street surrounded by houses. Enemies here include jealous or envious beings that lack funds or other needed benefits, such as villagers, wild animals, or strays.
If this floor is encountered, the boss fought in Chapter 7 will always be Ultra Envy.	Slum is the floor corresponding to Ultra Envy, taking place in a large, abandoned street surrounded by houses. Enemies here include jealous or envious beings that lack funds or other needed benefits, such as villagers, wild animals, or strays.
If this floor is encountered, the boss fought in Chapter 7 will always be Ultra Envy.	Slum is the floor corresponding to Ultra Envy, taking place in a large, abandoned street surrounded by houses. Enemies here include jealous or envious beings that lack funds or other needed benefits, such as villagers, wild animals, or strays.
If this floor is encountered, the boss fought in Chapter 7 will always be Ultra Envy.	 	 	 	 	 	 	 	 	 	
In Chapter 7 of Greed Mode, a unique final boss will be fought. Unlike in Repentance, the boss fought is not always Ultra Greed, as it can be any in a set of new ‘Ultra Sins’, larger, final boss variations of the 6 other Deadly Sins. Defeating them will reveal both the Greed Machine and a chest that leads to Ending 7. In Greedier Mode, the boss defeated instead triggers its second, harder phase, and once defeated, drops the Greed Machine and another chest that leads to Ending 8.
The bosses that can be fought at the end of Greed/Greedier Mode are as follows:
Greed Mode Final Bosses	Greed Mode Final Bosses	Greed Mode Final Bosses	Greed Mode Final Bosses	Greed Mode Final Bosses	Greed Mode Final Bosses	Greed Mode Final Bosses	Greed Mode Final Bosses	Greed Mode Final Bosses	Greed Mode Final Bosses
 	 	 	Ultra Greed
Avarice
Ultra Greed is the Ultra form of Greed, fought after going through the Shop in Chapter 6. He is battled in a large 3x3 room, with 2 golden doors on each side of the room. After coming down from a hanging noose, Ultra Greed will wander around the room and will periodically perform the following attacks:
* Stomping on the ground up to 4 times, spawning up to 4 Hoppers at a time.
* Charges toward Isaac
* Performs a fast shoulder charge in Isaac’s direction before smashing into the wall, causing large coins to fall from the sky at random areas
* Spins around the room, firing coin projectiles at random directions
* Stands still as his eyes begin to spin in a slot machine-like fashion, summoning large spinning coins with different properties depending on the result
** Non-matching signs (Spinning Coins) - Spins around randomly and deals contact damage
** Bomb Coins - Explodes after a few seconds if not destroyed in time
** Key Coins - Opens a nearby golden door if not destroyed in time, causing a bunch of Greed Gapers to come pouring out from it
** Heart Coins - Slightly heals Ultra Greed if not destroyed in time
All of Ultra Greed’s attacks cause Isaac to drop coins that Ultra Greed will chase after, having him steal and slightly heal himself for each one he grabs. On death, Ultra Greed will shake as he transforms into a large golden statue.
If fought in Greedier Mode, however, Ultra Greed will become reanimated in the golden statue as he starts his second phase as Avarice. Avarice will wander around the room, like Ultra Greed, and gains several new attacks:
* Slams his fist onto the ground 4 - 5 times, creating a rock wave around him and causing 1 - 2 random golden doors to fire a golden Brimstone laser
* Jumps in the air and tries to land on Isaac’s position, dropping down small explosive coins as he does so. When he lands, 4 rock waves are created in each cardinal direction
* Stomps on the ground 4 times, causing Bomb Coins to fall from the sky
* Charges up before firing a massive golden Brimstone laser towards Isaac, before spinning it around the entire room. As he fires the laser, small coins are lobbed from his mouth in a V shape that explode on contact
* Spits out a disorganized cluster of explosive coin projectiles toward Isaac
Upon defeat, Avarice begins to shake before exploding, turning the entire room gold and leaving behind both the ending chest and the Greed Machine.	Ultra Greed
Avarice
Ultra Greed is the Ultra form of Greed, fought after going through the Shop in Chapter 6. He is battled in a large 3x3 room, with 2 golden doors on each side of the room. After coming down from a hanging noose, Ultra Greed will wander around the room and will periodically perform the following attacks:
* Stomping on the ground up to 4 times, spawning up to 4 Hoppers at a time.
* Charges toward Isaac
* Performs a fast shoulder charge in Isaac’s direction before smashing into the wall, causing large coins to fall from the sky at random areas
* Spins around the room, firing coin projectiles at random directions
* Stands still as his eyes begin to spin in a slot machine-like fashion, summoning large spinning coins with different properties depending on the result
** Non-matching signs (Spinning Coins) - Spins around randomly and deals contact damage
** Bomb Coins - Explodes after a few seconds if not destroyed in time
** Key Coins - Opens a nearby golden door if not destroyed in time, causing a bunch of Greed Gapers to come pouring out from it
** Heart Coins - Slightly heals Ultra Greed if not destroyed in time
All of Ultra Greed’s attacks cause Isaac to drop coins that Ultra Greed will chase after, having him steal and slightly heal himself for each one he grabs. On death, Ultra Greed will shake as he transforms into a large golden statue.
If fought in Greedier Mode, however, Ultra Greed will become reanimated in the golden statue as he starts his second phase as Avarice. Avarice will wander around the room, like Ultra Greed, and gains several new attacks:
* Slams his fist onto the ground 4 - 5 times, creating a rock wave around him and causing 1 - 2 random golden doors to fire a golden Brimstone laser
* Jumps in the air and tries to land on Isaac’s position, dropping down small explosive coins as he does so. When he lands, 4 rock waves are created in each cardinal direction
* Stomps on the ground 4 times, causing Bomb Coins to fall from the sky
* Charges up before firing a massive golden Brimstone laser towards Isaac, before spinning it around the entire room. As he fires the laser, small coins are lobbed from his mouth in a V shape that explode on contact
* Spits out a disorganized cluster of explosive coin projectiles toward Isaac
Upon defeat, Avarice begins to shake before exploding, turning the entire room gold and leaving behind both the ending chest and the Greed Machine.	Ultra Greed
Avarice
Ultra Greed is the Ultra form of Greed, fought after going through the Shop in Chapter 6. He is battled in a large 3x3 room, with 2 golden doors on each side of the room. After coming down from a hanging noose, Ultra Greed will wander around the room and will periodically perform the following attacks:
* Stomping on the ground up to 4 times, spawning up to 4 Hoppers at a time.
* Charges toward Isaac
* Performs a fast shoulder charge in Isaac’s direction before smashing into the wall, causing large coins to fall from the sky at random areas
* Spins around the room, firing coin projectiles at random directions
* Stands still as his eyes begin to spin in a slot machine-like fashion, summoning large spinning coins with different properties depending on the result
** Non-matching signs (Spinning Coins) - Spins around randomly and deals contact damage
** Bomb Coins - Explodes after a few seconds if not destroyed in time
** Key Coins - Opens a nearby golden door if not destroyed in time, causing a bunch of Greed Gapers to come pouring out from it
** Heart Coins - Slightly heals Ultra Greed if not destroyed in time
All of Ultra Greed’s attacks cause Isaac to drop coins that Ultra Greed will chase after, having him steal and slightly heal himself for each one he grabs. On death, Ultra Greed will shake as he transforms into a large golden statue.
If fought in Greedier Mode, however, Ultra Greed will become reanimated in the golden statue as he starts his second phase as Avarice. Avarice will wander around the room, like Ultra Greed, and gains several new attacks:
* Slams his fist onto the ground 4 - 5 times, creating a rock wave around him and causing 1 - 2 random golden doors to fire a golden Brimstone laser
* Jumps in the air and tries to land on Isaac’s position, dropping down small explosive coins as he does so. When he lands, 4 rock waves are created in each cardinal direction
* Stomps on the ground 4 times, causing Bomb Coins to fall from the sky
* Charges up before firing a massive golden Brimstone laser towards Isaac, before spinning it around the entire room. As he fires the laser, small coins are lobbed from his mouth in a V shape that explode on contact
* Spits out a disorganized cluster of explosive coin projectiles toward Isaac
Upon defeat, Avarice begins to shake before exploding, turning the entire room gold and leaving behind both the ending chest and the Greed Machine.	 	 	 	
 	 	 	Ultra Lust
Ardor
Ultra Lust is the Ultra form of Lust, fought after going through Dungeon in Chapter 6. She is fought in a large 3x3 room, and, after flashing the player, slowly chases after Isaac and periodically performs the following attacks:
* Cracks her whip towards Isaac 3 - 5 times
* Chases after Isaac at a faster pace, leaving behind a large trail of red damaging creep before slipping and falling at Isaac's current position, creating a rock wave around her.
* Ripping out a long line of anal beads, launching red creep and several Dips behind her, before launching it at Isaac, leaving behind a trail of either red damaging creep or slippery brown creep
* Unzipping her gimp mask before spitting a disorganized cluster of blood projectiles at Isaac up to 3 times, each having more projectiles than the last
* Summoning and spanking a Gagger enemy that chases after Isaac. Up to 5 Gaggers can be on screen at once
* If there are any Gaggers in the room, Ultra Lust chases after them and whips them, having them go faster and leave behind a damaging trail of red creep.
On death, Ultra Lust’s heart begins to beat out of her chest as it erupts. If fought in Greedier Mode, the heart will begin to float and take a life of its own as Ultra Lust reawakens, beginning her second phase as Andor. In this phase, Andor’s heart will slowly float around the room, dragging Andor with it as it leaves behind a trail of damaging red creep. Periodically, Andor will perform the following attacks:
* Causes the heart to emit several patterns of red projectiles around it.
* The heart spins Andor around itself, splashing disorganized clusters of red projectiles around it and creating a ring of damaging red creep.
* Fires a massive volley of red projectiles that leave damaging red creep towards Isaac 3 times in quick succession.
* Launches out pairs of Guts 2 times.
* Andor spits out a large red projectile that bounces toward Isaac, leaving behind large pools of red creep and emitting a spread of 6 shots around it whenever it bounces. On the final bounce, it explodes into a geyser of smaller red projectiles.
On death, Andor’s heart begins to beat heavily as it explodes, destroying Andor and turning the entire room red with blood, spawning both the ending chest and the Greed Machine.	Ultra Lust
Ardor
Ultra Lust is the Ultra form of Lust, fought after going through Dungeon in Chapter 6. She is fought in a large 3x3 room, and, after flashing the player, slowly chases after Isaac and periodically performs the following attacks:
* Cracks her whip towards Isaac 3 - 5 times
* Chases after Isaac at a faster pace, leaving behind a large trail of red damaging creep before slipping and falling at Isaac's current position, creating a rock wave around her.
* Ripping out a long line of anal beads, launching red creep and several Dips behind her, before launching it at Isaac, leaving behind a trail of either red damaging creep or slippery brown creep
* Unzipping her gimp mask before spitting a disorganized cluster of blood projectiles at Isaac up to 3 times, each having more projectiles than the last
* Summoning and spanking a Gagger enemy that chases after Isaac. Up to 5 Gaggers can be on screen at once
* If there are any Gaggers in the room, Ultra Lust chases after them and whips them, having them go faster and leave behind a damaging trail of red creep.
On death, Ultra Lust’s heart begins to beat out of her chest as it erupts. If fought in Greedier Mode, the heart will begin to float and take a life of its own as Ultra Lust reawakens, beginning her second phase as Andor. In this phase, Andor’s heart will slowly float around the room, dragging Andor with it as it leaves behind a trail of damaging red creep. Periodically, Andor will perform the following attacks:
* Causes the heart to emit several patterns of red projectiles around it.
* The heart spins Andor around itself, splashing disorganized clusters of red projectiles around it and creating a ring of damaging red creep.
* Fires a massive volley of red projectiles that leave damaging red creep towards Isaac 3 times in quick succession.
* Launches out pairs of Guts 2 times.
* Andor spits out a large red projectile that bounces toward Isaac, leaving behind large pools of red creep and emitting a spread of 6 shots around it whenever it bounces. On the final bounce, it explodes into a geyser of smaller red projectiles.
On death, Andor’s heart begins to beat heavily as it explodes, destroying Andor and turning the entire room red with blood, spawning both the ending chest and the Greed Machine.	Ultra Lust
Ardor
Ultra Lust is the Ultra form of Lust, fought after going through Dungeon in Chapter 6. She is fought in a large 3x3 room, and, after flashing the player, slowly chases after Isaac and periodically performs the following attacks:
* Cracks her whip towards Isaac 3 - 5 times
* Chases after Isaac at a faster pace, leaving behind a large trail of red damaging creep before slipping and falling at Isaac's current position, creating a rock wave around her.
* Ripping out a long line of anal beads, launching red creep and several Dips behind her, before launching it at Isaac, leaving behind a trail of either red damaging creep or slippery brown creep
* Unzipping her gimp mask before spitting a disorganized cluster of blood projectiles at Isaac up to 3 times, each having more projectiles than the last
* Summoning and spanking a Gagger enemy that chases after Isaac. Up to 5 Gaggers can be on screen at once
* If there are any Gaggers in the room, Ultra Lust chases after them and whips them, having them go faster and leave behind a damaging trail of red creep.
On death, Ultra Lust’s heart begins to beat out of her chest as it erupts. If fought in Greedier Mode, the heart will begin to float and take a life of its own as Ultra Lust reawakens, beginning her second phase as Andor. In this phase, Andor’s heart will slowly float around the room, dragging Andor with it as it leaves behind a trail of damaging red creep. Periodically, Andor will perform the following attacks:
* Causes the heart to emit several patterns of red projectiles around it.
* The heart spins Andor around itself, splashing disorganized clusters of red projectiles around it and creating a ring of damaging red creep.
* Fires a massive volley of red projectiles that leave damaging red creep towards Isaac 3 times in quick succession.
* Launches out pairs of Guts 2 times.
* Andor spits out a large red projectile that bounces toward Isaac, leaving behind large pools of red creep and emitting a spread of 6 shots around it whenever it bounces. On the final bounce, it explodes into a geyser of smaller red projectiles.
On death, Andor’s heart begins to beat heavily as it explodes, destroying Andor and turning the entire room red with blood, spawning both the ending chest and the Greed Machine.	 	 	 	
 	 	 	Ultra Wrath
Indignation
Ultra Wrath is the Ultra form of Wrath, fought after going through Trenches in Chapter 6. Ultra Wrath is fought in a large 3x3 room, with a massive door on each wall. After revealing himself from a smokescreen, Ultra Wrath wanders randomly around the room and periodically performs the following attacks:
* Throwing several different bomb types at Isaac, including normal bombs, Hot Bombs, Brimstone Bombs, Bomber Boy Bombs, and Bob’s Curse Bombs
* Tossing several large land mines around the room that detonate on contact. Up to 7 land mines can be in the room at once
* If there are any land mines in the room, Ultra Wrath leaps into the air and bounces on them one by one, detonating them. When no more mines are left, Ultra Wrath lands on Isaac’s current position, emitting a large explosion
* Causes large carts full of bombs to exit one door and out the other on the opposite side. This cart will block shots and drop bombs that explode after a while.
* If there is a cart full of bombs, Ultra Wrath throws several of them from the cart towards Isaac in a wide spread as they all detonate at once.
* Throwing a large bomb that creates 2 - 3 Boom Flies when it detonates
On death, Ultra Wrath begins shaking as his upper body explodes, revealing his skeleton. If fought in Greedier Mode, however, the skeleton's eyes glow red as its second phase begins, becoming Indignation. In this state, Indignation will actively chase after Isaac, and will periodically perform the following attacks:
* Tossing the bomb types mentioned above towards Isaac, with the addition of Bobby-Bombs and Sticky Bombs which create 1 - 2 spiders upon exploding.
* Causing several reticles to appear around the room, soon firing Doctor's Remote rockets out of his mouth that lands on the reticles, repeating the process 3 additional times.
* Causes a large cart with a large nuclear bomb on it to exit one door and out the other. This cart will block shots
* If Indignation comes too close to the cart, it will grab the nuke before tossing it to the ground, causing a massive explosion to occur that envelops nearly the entire room. Indignation avoids the explosion by jumping into the air, landing on Isaac's current position afterwards.
* Coughing up a large cluster of bombs toward Isaac
* Charging towards Isaac, exploding on contact with the wall, launching him back towards Isaac.
On death, Indignation's fuse lights up before he explodes, completely engulfing the room in soot, spawning both the ending chest and the Greed Machine.	Ultra Wrath
Indignation
Ultra Wrath is the Ultra form of Wrath, fought after going through Trenches in Chapter 6. Ultra Wrath is fought in a large 3x3 room, with a massive door on each wall. After revealing himself from a smokescreen, Ultra Wrath wanders randomly around the room and periodically performs the following attacks:
* Throwing several different bomb types at Isaac, including normal bombs, Hot Bombs, Brimstone Bombs, Bomber Boy Bombs, and Bob’s Curse Bombs
* Tossing several large land mines around the room that detonate on contact. Up to 7 land mines can be in the room at once
* If there are any land mines in the room, Ultra Wrath leaps into the air and bounces on them one by one, detonating them. When no more mines are left, Ultra Wrath lands on Isaac’s current position, emitting a large explosion
* Causes large carts full of bombs to exit one door and out the other on the opposite side. This cart will block shots and drop bombs that explode after a while.
* If there is a cart full of bombs, Ultra Wrath throws several of them from the cart towards Isaac in a wide spread as they all detonate at once.
* Throwing a large bomb that creates 2 - 3 Boom Flies when it detonates
On death, Ultra Wrath begins shaking as his upper body explodes, revealing his skeleton. If fought in Greedier Mode, however, the skeleton's eyes glow red as its second phase begins, becoming Indignation. In this state, Indignation will actively chase after Isaac, and will periodically perform the following attacks:
* Tossing the bomb types mentioned above towards Isaac, with the addition of Bobby-Bombs and Sticky Bombs which create 1 - 2 spiders upon exploding.
* Causing several reticles to appear around the room, soon firing Doctor's Remote rockets out of his mouth that lands on the reticles, repeating the process 3 additional times.
* Causes a large cart with a large nuclear bomb on it to exit one door and out the other. This cart will block shots
* If Indignation comes too close to the cart, it will grab the nuke before tossing it to the ground, causing a massive explosion to occur that envelops nearly the entire room. Indignation avoids the explosion by jumping into the air, landing on Isaac's current position afterwards.
* Coughing up a large cluster of bombs toward Isaac
* Charging towards Isaac, exploding on contact with the wall, launching him back towards Isaac.
On death, Indignation's fuse lights up before he explodes, completely engulfing the room in soot, spawning both the ending chest and the Greed Machine.	Ultra Wrath
Indignation
Ultra Wrath is the Ultra form of Wrath, fought after going through Trenches in Chapter 6. Ultra Wrath is fought in a large 3x3 room, with a massive door on each wall. After revealing himself from a smokescreen, Ultra Wrath wanders randomly around the room and periodically performs the following attacks:
* Throwing several different bomb types at Isaac, including normal bombs, Hot Bombs, Brimstone Bombs, Bomber Boy Bombs, and Bob’s Curse Bombs
* Tossing several large land mines around the room that detonate on contact. Up to 7 land mines can be in the room at once
* If there are any land mines in the room, Ultra Wrath leaps into the air and bounces on them one by one, detonating them. When no more mines are left, Ultra Wrath lands on Isaac’s current position, emitting a large explosion
* Causes large carts full of bombs to exit one door and out the other on the opposite side. This cart will block shots and drop bombs that explode after a while.
* If there is a cart full of bombs, Ultra Wrath throws several of them from the cart towards Isaac in a wide spread as they all detonate at once.
* Throwing a large bomb that creates 2 - 3 Boom Flies when it detonates
On death, Ultra Wrath begins shaking as his upper body explodes, revealing his skeleton. If fought in Greedier Mode, however, the skeleton's eyes glow red as its second phase begins, becoming Indignation. In this state, Indignation will actively chase after Isaac, and will periodically perform the following attacks:
* Tossing the bomb types mentioned above towards Isaac, with the addition of Bobby-Bombs and Sticky Bombs which create 1 - 2 spiders upon exploding.
* Causing several reticles to appear around the room, soon firing Doctor's Remote rockets out of his mouth that lands on the reticles, repeating the process 3 additional times.
* Causes a large cart with a large nuclear bomb on it to exit one door and out the other. This cart will block shots
* If Indignation comes too close to the cart, it will grab the nuke before tossing it to the ground, causing a massive explosion to occur that envelops nearly the entire room. Indignation avoids the explosion by jumping into the air, landing on Isaac's current position afterwards.
* Coughing up a large cluster of bombs toward Isaac
* Charging towards Isaac, exploding on contact with the wall, launching him back towards Isaac.
On death, Indignation's fuse lights up before he explodes, completely engulfing the room in soot, spawning both the ending chest and the Greed Machine.	 	 	 	
 	 	 	Ultra Pride
Egocentrism
Ultra Pride is the Ultra form of Pride, fought after going through Court in Chapter 6. Ultra Pride is fought in a large 2x3 room, with a massive door on each wall. After stepping off from his throne, Ultra Pride wanders randomly around the room, having a unique Florian Jester baby connected to him, and periodically performs the following attacks:
* Raising his staff in the air, causing the tip of it to change form and emit a random attack
** Isaac: Fires large lobbed tears around Ultra Pride, which explode into smaller tears on contact.
** Meat Boy: Fires out large bloody sawblades that hug and move across the wall, charging towards Isaac when he lines up with them, eventually being destroyed after enough time.
** Steven: Fires out a spread of several Steven tears that home in towards Isaac.
** Ash: Causes large masses of flesh to crawl towards Isaac from the walls, eventually retreating after a while.
* Raising his staff into the air in order to fire a pink laser in an X shape around himself, which rotates around the room.
* Firing a large line of green creep from his staff towards Isaac
* Summoning several Troll Bombs in the room.
* Ordering the Florian Jester to fire a spread of 3 homing tears at Isaac, then 6, then finally 9.
* Causing the Florian Jester to spin around Ultra Pride, launching Troll Bombs and homing tears in random directions, before Ultra Pride slams Florian onto the ground, creating a large rock wave.
On death, the Florian Jester explodes as Ultra Pride begins shaking, exploding while leaving behind his crown and staff. If fought in Greedier Mode, however, Ultra Pride will rise from the ground in a zombified state, becoming Egocentrism. In this state, Egocentrism will slowly wander around the room, periodically performing the following attacks:
* Vomiting out a large cluster of Ipecac projectiles around the room, leaving behind small pools of green creep.
* Raising his staff into the air, causing the tip of it to change for and emit a random attack.
** Brimstone Isaac: Fires a large Brimstone beam towards Isaac 3 times, each beam bigger than the last.
** Dr. Fetus: Fires out several rockets into the air that land towards Isaac, which each rocket landing faster and faster.
** Future Steven: Fires out several Steven projectiles that slowly orbit Egocentrism, firing spreads of 2 homing tears in a V-shape towards Isaac periodically. These Stevens can be killed with enough damage
** Nevermore: Fires out several large tumors that bounce around the room, slowly tearing apart and splitting to become faster and faster until they disappear.
* Raising his staff into the air to fire 8 lasers around Egocentrism, spinning around him.
* Vomiting a spread of 3 large pools of green creep towards Isaac.
* Slamming his staff into the ground, causing Florian Gapers to rise from the ground and chase after Isaac.
* If there are any Florian Gapers in the room, zaps them with a purple laser, causing them to explode into a spread of 8 homing tears.
On death, Egocentrism will shake before launching out several sawblades, rockets, and tears around himself in a large explosion, covering the room in blood in tears and spawning the ending chest and the Greed Machine.	Ultra Pride
Egocentrism
Ultra Pride is the Ultra form of Pride, fought after going through Court in Chapter 6. Ultra Pride is fought in a large 2x3 room, with a massive door on each wall. After stepping off from his throne, Ultra Pride wanders randomly around the room, having a unique Florian Jester baby connected to him, and periodically performs the following attacks:
* Raising his staff in the air, causing the tip of it to change form and emit a random attack
** Isaac: Fires large lobbed tears around Ultra Pride, which explode into smaller tears on contact.
** Meat Boy: Fires out large bloody sawblades that hug and move across the wall, charging towards Isaac when he lines up with them, eventually being destroyed after enough time.
** Steven: Fires out a spread of several Steven tears that home in towards Isaac.
** Ash: Causes large masses of flesh to crawl towards Isaac from the walls, eventually retreating after a while.
* Raising his staff into the air in order to fire a pink laser in an X shape around himself, which rotates around the room.
* Firing a large line of green creep from his staff towards Isaac
* Summoning several Troll Bombs in the room.
* Ordering the Florian Jester to fire a spread of 3 homing tears at Isaac, then 6, then finally 9.
* Causing the Florian Jester to spin around Ultra Pride, launching Troll Bombs and homing tears in random directions, before Ultra Pride slams Florian onto the ground, creating a large rock wave.
On death, the Florian Jester explodes as Ultra Pride begins shaking, exploding while leaving behind his crown and staff. If fought in Greedier Mode, however, Ultra Pride will rise from the ground in a zombified state, becoming Egocentrism. In this state, Egocentrism will slowly wander around the room, periodically performing the following attacks:
* Vomiting out a large cluster of Ipecac projectiles around the room, leaving behind small pools of green creep.
* Raising his staff into the air, causing the tip of it to change for and emit a random attack.
** Brimstone Isaac: Fires a large Brimstone beam towards Isaac 3 times, each beam bigger than the last.
** Dr. Fetus: Fires out several rockets into the air that land towards Isaac, which each rocket landing faster and faster.
** Future Steven: Fires out several Steven projectiles that slowly orbit Egocentrism, firing spreads of 2 homing tears in a V-shape towards Isaac periodically. These Stevens can be killed with enough damage
** Nevermore: Fires out several large tumors that bounce around the room, slowly tearing apart and splitting to become faster and faster until they disappear.
* Raising his staff into the air to fire 8 lasers around Egocentrism, spinning around him.
* Vomiting a spread of 3 large pools of green creep towards Isaac.
* Slamming his staff into the ground, causing Florian Gapers to rise from the ground and chase after Isaac.
* If there are any Florian Gapers in the room, zaps them with a purple laser, causing them to explode into a spread of 8 homing tears.
On death, Egocentrism will shake before launching out several sawblades, rockets, and tears around himself in a large explosion, covering the room in blood in tears and spawning the ending chest and the Greed Machine.	Ultra Pride
Egocentrism
Ultra Pride is the Ultra form of Pride, fought after going through Court in Chapter 6. Ultra Pride is fought in a large 2x3 room, with a massive door on each wall. After stepping off from his throne, Ultra Pride wanders randomly around the room, having a unique Florian Jester baby connected to him, and periodically performs the following attacks:
* Raising his staff in the air, causing the tip of it to change form and emit a random attack
** Isaac: Fires large lobbed tears around Ultra Pride, which explode into smaller tears on contact.
** Meat Boy: Fires out large bloody sawblades that hug and move across the wall, charging towards Isaac when he lines up with them, eventually being destroyed after enough time.
** Steven: Fires out a spread of several Steven tears that home in towards Isaac.
** Ash: Causes large masses of flesh to crawl towards Isaac from the walls, eventually retreating after a while.
* Raising his staff into the air in order to fire a pink laser in an X shape around himself, which rotates around the room.
* Firing a large line of green creep from his staff towards Isaac
* Summoning several Troll Bombs in the room.
* Ordering the Florian Jester to fire a spread of 3 homing tears at Isaac, then 6, then finally 9.
* Causing the Florian Jester to spin around Ultra Pride, launching Troll Bombs and homing tears in random directions, before Ultra Pride slams Florian onto the ground, creating a large rock wave.
On death, the Florian Jester explodes as Ultra Pride begins shaking, exploding while leaving behind his crown and staff. If fought in Greedier Mode, however, Ultra Pride will rise from the ground in a zombified state, becoming Egocentrism. In this state, Egocentrism will slowly wander around the room, periodically performing the following attacks:
* Vomiting out a large cluster of Ipecac projectiles around the room, leaving behind small pools of green creep.
* Raising his staff into the air, causing the tip of it to change for and emit a random attack.
** Brimstone Isaac: Fires a large Brimstone beam towards Isaac 3 times, each beam bigger than the last.
** Dr. Fetus: Fires out several rockets into the air that land towards Isaac, which each rocket landing faster and faster.
** Future Steven: Fires out several Steven projectiles that slowly orbit Egocentrism, firing spreads of 2 homing tears in a V-shape towards Isaac periodically. These Stevens can be killed with enough damage
** Nevermore: Fires out several large tumors that bounce around the room, slowly tearing apart and splitting to become faster and faster until they disappear.
* Raising his staff into the air to fire 8 lasers around Egocentrism, spinning around him.
* Vomiting a spread of 3 large pools of green creep towards Isaac.
* Slamming his staff into the ground, causing Florian Gapers to rise from the ground and chase after Isaac.
* If there are any Florian Gapers in the room, zaps them with a purple laser, causing them to explode into a spread of 8 homing tears.
On death, Egocentrism will shake before launching out several sawblades, rockets, and tears around himself in a large explosion, covering the room in blood in tears and spawning the ending chest and the Greed Machine.	 	 	 	
 	 	 	Ultra Gluttony
Voracity
Ultra Gluttony is the Ultra form of Gluttony, fought after going through Gut in Chapter 6. Ultra Gluttony is fought in a large 3x2 room, sitting idle at the end of the room and periodically performing the following attack:
* Ripping open his stomach to fire out a massive Brimstone beam forwards.
* Opening his stomach to fire out a massive cluster of blood projectiles toward Isaac, leaving behind red creep.
* Opening his stomach to shoot out and spawn a combination of Gutted Gapers, Guts, Gutted Horfs, and Gutted Gushers out of it.
* If there are any other enemies in the room, reaches out and eats them, spitting out a cluster of bone and blood tears at Isaac for each one.
** If the enemy in question is either a Dip or Squirt, Ultra Gluttony will vomit out several Ipecac projectiles.
* Performing a large fart, pushing out several gas clouds forward that eventually damages Isaac if he stays within it for too long.
* Performing a massive fart that pushed out several Squirts.
On death, Ultra Gluttony's stomach explodes as he faints onto the ground. If fought in Greedier Mode, however, Ultra Gluttony's guts will spring to life, reviving Ultra Gluttony and turn him into Voracity. In this state, Voracity remains idle, but his guts will float around the room, periodically preforming the following attacks:
* Spitting out several large blood projectiles at Isaac, which become Guts on impact.
* Causing the body to fire out large clusters of red projectiles that leave small pools of red creep.
* Causing the body to fire a massive Brimstone beam into the air, landing on the ground to chase after Isaac for a few seconds.
* Hiding within the body, firing sniped streams of lingering blood projectiles that leave red creep.
* Whipping out its guts at Isaac
* Spinning its guts around itself, attempting to spin towards Isaac while launching out blood projectiles
On death, the guts explode one by one as Voracity slowly expands before exploding, covering the room in blood and spawning both the ending chest and the Greed Machine.	Ultra Gluttony
Voracity
Ultra Gluttony is the Ultra form of Gluttony, fought after going through Gut in Chapter 6. Ultra Gluttony is fought in a large 3x2 room, sitting idle at the end of the room and periodically performing the following attack:
* Ripping open his stomach to fire out a massive Brimstone beam forwards.
* Opening his stomach to fire out a massive cluster of blood projectiles toward Isaac, leaving behind red creep.
* Opening his stomach to shoot out and spawn a combination of Gutted Gapers, Guts, Gutted Horfs, and Gutted Gushers out of it.
* If there are any other enemies in the room, reaches out and eats them, spitting out a cluster of bone and blood tears at Isaac for each one.
** If the enemy in question is either a Dip or Squirt, Ultra Gluttony will vomit out several Ipecac projectiles.
* Performing a large fart, pushing out several gas clouds forward that eventually damages Isaac if he stays within it for too long.
* Performing a massive fart that pushed out several Squirts.
On death, Ultra Gluttony's stomach explodes as he faints onto the ground. If fought in Greedier Mode, however, Ultra Gluttony's guts will spring to life, reviving Ultra Gluttony and turn him into Voracity. In this state, Voracity remains idle, but his guts will float around the room, periodically preforming the following attacks:
* Spitting out several large blood projectiles at Isaac, which become Guts on impact.
* Causing the body to fire out large clusters of red projectiles that leave small pools of red creep.
* Causing the body to fire a massive Brimstone beam into the air, landing on the ground to chase after Isaac for a few seconds.
* Hiding within the body, firing sniped streams of lingering blood projectiles that leave red creep.
* Whipping out its guts at Isaac
* Spinning its guts around itself, attempting to spin towards Isaac while launching out blood projectiles
On death, the guts explode one by one as Voracity slowly expands before exploding, covering the room in blood and spawning both the ending chest and the Greed Machine.	Ultra Gluttony
Voracity
Ultra Gluttony is the Ultra form of Gluttony, fought after going through Gut in Chapter 6. Ultra Gluttony is fought in a large 3x2 room, sitting idle at the end of the room and periodically performing the following attack:
* Ripping open his stomach to fire out a massive Brimstone beam forwards.
* Opening his stomach to fire out a massive cluster of blood projectiles toward Isaac, leaving behind red creep.
* Opening his stomach to shoot out and spawn a combination of Gutted Gapers, Guts, Gutted Horfs, and Gutted Gushers out of it.
* If there are any other enemies in the room, reaches out and eats them, spitting out a cluster of bone and blood tears at Isaac for each one.
** If the enemy in question is either a Dip or Squirt, Ultra Gluttony will vomit out several Ipecac projectiles.
* Performing a large fart, pushing out several gas clouds forward that eventually damages Isaac if he stays within it for too long.
* Performing a massive fart that pushed out several Squirts.
On death, Ultra Gluttony's stomach explodes as he faints onto the ground. If fought in Greedier Mode, however, Ultra Gluttony's guts will spring to life, reviving Ultra Gluttony and turn him into Voracity. In this state, Voracity remains idle, but his guts will float around the room, periodically preforming the following attacks:
* Spitting out several large blood projectiles at Isaac, which become Guts on impact.
* Causing the body to fire out large clusters of red projectiles that leave small pools of red creep.
* Causing the body to fire a massive Brimstone beam into the air, landing on the ground to chase after Isaac for a few seconds.
* Hiding within the body, firing sniped streams of lingering blood projectiles that leave red creep.
* Whipping out its guts at Isaac
* Spinning its guts around itself, attempting to spin towards Isaac while launching out blood projectiles
On death, the guts explode one by one as Voracity slowly expands before exploding, covering the room in blood and spawning both the ending chest and the Greed Machine.	 	 	 	
 	 	 	Ultra Sloth
Indolence
Ultra Sloth is the Ultra form of Sloth, fought after going through Cesspool in Chapter 6. While fought in a 3x3 room, the entire room, save for the center, is filled with toxic bile, and Ultra Sloth lazily floating across in slowly clockwise, and will periodically perform the following attacks.
* Spitting out a large cluster of Ipecac projectiles at Isaac.
* Sinking into the bile before appearing at a random area, launching projectiles in random directions that leave damaging green creep. This repeats 2 - 3 times.
* Vomiting out several Maggots and Chargers.
* Coughing up a large cluster of Flies, Attack Flies, Moters, Dart Flies, Swarms, and Army Flies.
* Charging up before launching a massive Ipecac projectile at the center of the room that bounces towards Isaac, exploding and leaving behind green creep for each bounce until the 5th bounce.
On death, Ultra Sloth shakes before sinking into the bile. If fought in Greedier Mode, however, Ultra Sloth will rise up from the bile with an exposed skeleton, becoming Indolence. In this state, Indolence will actively move around the bile in order to be as close to Isaac as possible, and periodically performs the following attacks:
* Vomiting an even larger cluster of Ipecac projectiles at Isaac.
* Spitting out a stream of bile at Isaac, leaving behind damaging green creep.
* Punching the floor, slightly tilting it and causing it to dip into the bile as well as causing Isaac to be pushed towards Indolence and in turn the bile.
* Sinking into the bile, launching out several large green projectiles that land towards Isaac, leaving behind large pools of green creep.
* Throwing a large ball of trash and poop towards Isaac, spawning several Bonies and Dips.
On death, Indolence begins falling apart before exploding, covering the entire room in bile and spawning both the ending chest and the Greed Machine.	Ultra Sloth
Indolence
Ultra Sloth is the Ultra form of Sloth, fought after going through Cesspool in Chapter 6. While fought in a 3x3 room, the entire room, save for the center, is filled with toxic bile, and Ultra Sloth lazily floating across in slowly clockwise, and will periodically perform the following attacks.
* Spitting out a large cluster of Ipecac projectiles at Isaac.
* Sinking into the bile before appearing at a random area, launching projectiles in random directions that leave damaging green creep. This repeats 2 - 3 times.
* Vomiting out several Maggots and Chargers.
* Coughing up a large cluster of Flies, Attack Flies, Moters, Dart Flies, Swarms, and Army Flies.
* Charging up before launching a massive Ipecac projectile at the center of the room that bounces towards Isaac, exploding and leaving behind green creep for each bounce until the 5th bounce.
On death, Ultra Sloth shakes before sinking into the bile. If fought in Greedier Mode, however, Ultra Sloth will rise up from the bile with an exposed skeleton, becoming Indolence. In this state, Indolence will actively move around the bile in order to be as close to Isaac as possible, and periodically performs the following attacks:
* Vomiting an even larger cluster of Ipecac projectiles at Isaac.
* Spitting out a stream of bile at Isaac, leaving behind damaging green creep.
* Punching the floor, slightly tilting it and causing it to dip into the bile as well as causing Isaac to be pushed towards Indolence and in turn the bile.
* Sinking into the bile, launching out several large green projectiles that land towards Isaac, leaving behind large pools of green creep.
* Throwing a large ball of trash and poop towards Isaac, spawning several Bonies and Dips.
On death, Indolence begins falling apart before exploding, covering the entire room in bile and spawning both the ending chest and the Greed Machine.	Ultra Sloth
Indolence
Ultra Sloth is the Ultra form of Sloth, fought after going through Cesspool in Chapter 6. While fought in a 3x3 room, the entire room, save for the center, is filled with toxic bile, and Ultra Sloth lazily floating across in slowly clockwise, and will periodically perform the following attacks.
* Spitting out a large cluster of Ipecac projectiles at Isaac.
* Sinking into the bile before appearing at a random area, launching projectiles in random directions that leave damaging green creep. This repeats 2 - 3 times.
* Vomiting out several Maggots and Chargers.
* Coughing up a large cluster of Flies, Attack Flies, Moters, Dart Flies, Swarms, and Army Flies.
* Charging up before launching a massive Ipecac projectile at the center of the room that bounces towards Isaac, exploding and leaving behind green creep for each bounce until the 5th bounce.
On death, Ultra Sloth shakes before sinking into the bile. If fought in Greedier Mode, however, Ultra Sloth will rise up from the bile with an exposed skeleton, becoming Indolence. In this state, Indolence will actively move around the bile in order to be as close to Isaac as possible, and periodically performs the following attacks:
* Vomiting an even larger cluster of Ipecac projectiles at Isaac.
* Spitting out a stream of bile at Isaac, leaving behind damaging green creep.
* Punching the floor, slightly tilting it and causing it to dip into the bile as well as causing Isaac to be pushed towards Indolence and in turn the bile.
* Sinking into the bile, launching out several large green projectiles that land towards Isaac, leaving behind large pools of green creep.
* Throwing a large ball of trash and poop towards Isaac, spawning several Bonies and Dips.
On death, Indolence begins falling apart before exploding, covering the entire room in bile and spawning both the ending chest and the Greed Machine.	 	 	 	
 	 	 	Ultra Envy
Covetous
Ultra Envy is the Ultra form of Envy, fought after going through Slum in Chapter 6. Ultra Envy is fought in a large 2x3, and floats around the room aimlessly. He is surrounded by a cluster of smaller Ultra Envy heads that constantly spit projectiles at Isaac. The smaller they are, the less range they have by the faster their fire rate is. Each and every head has a health pool, with larger heads having more health, with the total amount of health representing Ultra Envy's health. Ultra Envy will periodically perform the following attacks:
* Causing the heads to orbit further and faster from Ultra Envy, spitting spreads of projectiles around themselves while doing so.
* Causes a few heads to split from its body, orbiting Isaac while firing projectiles at him.
* Causes a large head of it to split off and bounce around the room, firing a spread of 4 tears in the ordinal directions on contact with walls.
* Collecting all the heads before launching them towards Isaac as a massive projectily.
Once the final head is destroyed, Ultra Envy will shake before falling to the ground. If fought in Greedier Mode, however, it will begin to grow and mutate into a massive ball of several Envy heads, becoming Covetous. In this state, Covetous floats slowly around the room, though will chase after Isaac if he gets close. Periodically, it will fire a massive spread of several projectiles around itself. When taking enough damage, it will split into two smaller heads that are faster, which also split upon taking enough damage. In total, it will split around 10 times before finally dying when the final head is killed. The smaller the heads are, the less projectiles they will make. If a head collides with another head, it will bounce off of it quickly, emitting a spread of 10 tears around itself. Covetous will also periodically perform the following attacks:
* If large, fires a large blood projectile that fires out projectiles alternating between an X and + shape before exploding into 12 tears.
* If large, rolls up before charging towards Isaac.
* If medium size, slams onto the ground to create a rock wave.
* If medium size, fires up to 3 blood projectiles that bounce around the room.
* If small, begins to orbit around Isaac, slowly closing in on him. When taking damage, it will be pushed back away from Isaac, and on contact with a wall, it will quit orbiting him
* If small, fires a large cluster of Soy Milk tears at Isaac, pushing it back.
When the final head is killed, it will begin to grow and shake, causing more Envy heads to grow around it before exploding, covering the room in Envy faces and spawning both the ending chest and the Greed Machine.	Ultra Envy
Covetous
Ultra Envy is the Ultra form of Envy, fought after going through Slum in Chapter 6. Ultra Envy is fought in a large 2x3, and floats around the room aimlessly. He is surrounded by a cluster of smaller Ultra Envy heads that constantly spit projectiles at Isaac. The smaller they are, the less range they have by the faster their fire rate is. Each and every head has a health pool, with larger heads having more health, with the total amount of health representing Ultra Envy's health. Ultra Envy will periodically perform the following attacks:
* Causing the heads to orbit further and faster from Ultra Envy, spitting spreads of projectiles around themselves while doing so.
* Causes a few heads to split from its body, orbiting Isaac while firing projectiles at him.
* Causes a large head of it to split off and bounce around the room, firing a spread of 4 tears in the ordinal directions on contact with walls.
* Collecting all the heads before launching them towards Isaac as a massive projectily.
Once the final head is destroyed, Ultra Envy will shake before falling to the ground. If fought in Greedier Mode, however, it will begin to grow and mutate into a massive ball of several Envy heads, becoming Covetous. In this state, Covetous floats slowly around the room, though will chase after Isaac if he gets close. Periodically, it will fire a massive spread of several projectiles around itself. When taking enough damage, it will split into two smaller heads that are faster, which also split upon taking enough damage. In total, it will split around 10 times before finally dying when the final head is killed. The smaller the heads are, the less projectiles they will make. If a head collides with another head, it will bounce off of it quickly, emitting a spread of 10 tears around itself. Covetous will also periodically perform the following attacks:
* If large, fires a large blood projectile that fires out projectiles alternating between an X and + shape before exploding into 12 tears.
* If large, rolls up before charging towards Isaac.
* If medium size, slams onto the ground to create a rock wave.
* If medium size, fires up to 3 blood projectiles that bounce around the room.
* If small, begins to orbit around Isaac, slowly closing in on him. When taking damage, it will be pushed back away from Isaac, and on contact with a wall, it will quit orbiting him
* If small, fires a large cluster of Soy Milk tears at Isaac, pushing it back.
When the final head is killed, it will begin to grow and shake, causing more Envy heads to grow around it before exploding, covering the room in Envy faces and spawning both the ending chest and the Greed Machine.	Ultra Envy
Covetous
Ultra Envy is the Ultra form of Envy, fought after going through Slum in Chapter 6. Ultra Envy is fought in a large 2x3, and floats around the room aimlessly. He is surrounded by a cluster of smaller Ultra Envy heads that constantly spit projectiles at Isaac. The smaller they are, the less range they have by the faster their fire rate is. Each and every head has a health pool, with larger heads having more health, with the total amount of health representing Ultra Envy's health. Ultra Envy will periodically perform the following attacks:
* Causing the heads to orbit further and faster from Ultra Envy, spitting spreads of projectiles around themselves while doing so.
* Causes a few heads to split from its body, orbiting Isaac while firing projectiles at him.
* Causes a large head of it to split off and bounce around the room, firing a spread of 4 tears in the ordinal directions on contact with walls.
* Collecting all the heads before launching them towards Isaac as a massive projectily.
Once the final head is destroyed, Ultra Envy will shake before falling to the ground. If fought in Greedier Mode, however, it will begin to grow and mutate into a massive ball of several Envy heads, becoming Covetous. In this state, Covetous floats slowly around the room, though will chase after Isaac if he gets close. Periodically, it will fire a massive spread of several projectiles around itself. When taking enough damage, it will split into two smaller heads that are faster, which also split upon taking enough damage. In total, it will split around 10 times before finally dying when the final head is killed. The smaller the heads are, the less projectiles they will make. If a head collides with another head, it will bounce off of it quickly, emitting a spread of 10 tears around itself. Covetous will also periodically perform the following attacks:
* If large, fires a large blood projectile that fires out projectiles alternating between an X and + shape before exploding into 12 tears.
* If large, rolls up before charging towards Isaac.
* If medium size, slams onto the ground to create a rock wave.
* If medium size, fires up to 3 blood projectiles that bounce around the room.
* If small, begins to orbit around Isaac, slowly closing in on him. When taking damage, it will be pushed back away from Isaac, and on contact with a wall, it will quit orbiting him
* If small, fires a large cluster of Soy Milk tears at Isaac, pushing it back.
When the final head is killed, it will begin to grow and shake, causing more Envy heads to grow around it before exploding, covering the room in Envy faces and spawning both the ending chest and the Greed Machine.	 	 	 	
==The Colosseum==
Unlocked after defeating Everything for the first time, The Colosseum is a brand new game mode added in Symphony of Sorrow. Acting as a boss rush, the player always starts within an altered version of The Gate, only containing a long, 1x3 room with Him, an altered Midas shop, and a beam of light to the next floor. The main objective of The Colosseum is to fight every single boss in the game one by one. Though the bosses are randomized, they are fought in sets based on what chapter they are encountered in, meaning that Isaac must defeat every Chapter 1 boss in order to move on to the Chapter 2 bosses, and so on, with Isaac entering the Gate after every 3 bosses. Certain bosses, mainly those fought later in the run, have heavily increased health and/or boss armor to scale with the player's items and power. Bosses are unable to become champions.
The Midas shop is heavily altered for The Colosseum. It will always contain a set of items, hearts, or bombs that can be purchased with Faith. Faith in the Colosseum, however, is accumulated differently, instead being granted after every boss for the player's performance, including how fast the boss was defeated and how much damage the player took. Faith will be saved between bosses, but all will be removed when leaving the Gate. Midas can sell items from a unique item pool consisting of various different items in the game, nearly all of them, in fact.
Devil and Angel Deals can also appear in The Colosseum. Every 2 bosses has a chance to have a deal open after defeating the boss, having the same criteria (i.e taking red heart damage reduces the chance of a deal to open).
As stated before, though the boss order is randomized, they are organized via chapter. After a few chapters pass, the rest of the bosses, mainly final bosses, are fought in a set order.
Chapter 1 	Chapter 1 	Chapter 1 	Chapter 1 	Chapter 1 	Chapter 1 	Chapter 1 	Chapter 1 	Chapter 1 	Chapter 1 	Chapter 1 	Chapter 1 	Chapter 1 	Chapter 1 	Chapter 1 	Chapter 1
Baby Plum 	Baby Plum 	Baby Plum 	Leshy 	Leshy 	Leshy 	The Duchess of Spiders 	The Duchess of Spiders 	The Duchess of Spiders 	 	 	 	 	 	 	
Chief Leif 	Chief Leif 	Chief Leif 	Tik-Tack 	Tik-Tack 	Tik-Tack 	Yuki 	Yuki 	Yuki 	 	 	 	 	 	 	
Wala 	Wala 	Wala 	Negromancer 	Negromancer 	Negromancer 	 	 	 	 	 	 	 	 	 	
Chapter 2 	Chapter 2 	Chapter 2 	Chapter 2 	Chapter 2 	Chapter 2 	Chapter 2 	Chapter 2 	Chapter 2 	Chapter 2 	Chapter 2 	Chapter 2 	Chapter 2 	Chapter 2 	Chapter 2 	Chapter 2
Gibs 	Gibs 	Gibs 	Stag the Mighty 	Stag the Mighty 	Stag the Mighty 	Cracka Lacka 	Cracka Lacka 	Cracka Lacka 	 	 	 	 	 	 	
Knuckle Dust 	Knuckle Dust 	Knuckle Dust 	Venemy 	Venemy 	Venemy 	Axel 	Axel 	Axel 	 	 	 	 	 	 	
 	 	 	Lily 	Lily 	Lily 	 	 	 	 	 	 	 	 	 	
Chapter 3 	Chapter 3 	Chapter 3 	Chapter 3 	Chapter 3 	Chapter 3 	Chapter 3 	Chapter 3 	Chapter 3 	Chapter 3 	Chapter 3 	Chapter 3 	Chapter 3 	Chapter 3 	Chapter 3 	Chapter 3
Pegasus 	Pegasus 	Pegasus 	Cupes 	Cupes 	Cupes 	Peckish 	Peckish 	Peckish 	 	 	 	 	 	 	
Striker 	Striker 	Striker 	The Rainmaker 	The Rainmaker 	The Rainmaker 	Muculus 	Muculus 	Muculus 	 	 	 	 	 	 	
Chapter 4 	Chapter 4 	Chapter 4 	Chapter 4 	Chapter 4 	Chapter 4 	Chapter 4 	Chapter 4 	Chapter 4 	Chapter 4 	Chapter 4 	Chapter 4 	Chapter 4 	Chapter 4 	Chapter 4 	Chapter 4
Ophiuchus 	Ophiuchus 	Ophiuchus 	Delphinus 	Delphinus 	Delphinus 	Xenu 	Xenu 	Xenu 	 	 	 	 	 	 	
Solaris 	Solaris 	Solaris 	The Preserved 	The Preserved 	The Preserved 	Wiraith 	Wiraith 	Wiraith 	 	 	 	 	 	 	
 	 	 	Monstro mk 3 	Monstro mk 3 	Monstro mk 3 	 	 	 	 	 	 	 	 	 	
Chapter 5 (Basement + Beyond)	Chapter 5 (Basement + Beyond)	Chapter 5 (Basement + Beyond)	Chapter 5 (Basement + Beyond)	Chapter 5 (Basement + Beyond)	Chapter 5 (Basement + Beyond)	Chapter 5 (Basement + Beyond)	Chapter 5 (Basement + Beyond)	Chapter 5 (Basement + Beyond)	Chapter 5 (Basement + Beyond)	Chapter 5 (Basement + Beyond)	Chapter 5 (Basement + Beyond)	Chapter 5 (Basement + Beyond)	Chapter 5 (Basement + Beyond)	Chapter 5 (Basement + Beyond)	Chapter 5 (Basement + Beyond)
The Mass 	The Mass 	The Mass 	The Festers 	The Festers 	The Festers 	Hivemind 	Hivemind 	Hivemind 	 	 	 	 	 	 	
The Many 	The Many 	The Many 	Steven 	Steven 	Steven 	The System 	The System 	The System 	 	 	 	 	 	 	
 	 	 	Siralos 	Siralos 	Siralos 	 	 	 	 	 	 	 	 	 	
Chapter 6 (Minibosses) 	Chapter 6 (Minibosses) 	Chapter 6 (Minibosses) 	Chapter 6 (Minibosses) 	Chapter 6 (Minibosses) 	Chapter 6 (Minibosses) 	Chapter 6 (Minibosses) 	Chapter 6 (Minibosses) 	Chapter 6 (Minibosses) 	Chapter 6 (Minibosses) 	Chapter 6 (Minibosses) 	Chapter 6 (Minibosses) 	Chapter 6 (Minibosses) 	Chapter 6 (Minibosses) 	Chapter 6 (Minibosses) 	Chapter 6 (Minibosses)
 The Seven Deadly Sins 	
 The Seven Deadly Sins 	
 The Seven Deadly Sins 	
 The Super Seven Deadly Sins	
 The Super Seven Deadly Sins	
 The Super Seven Deadly Sins	The Forgotten Sins 	The Forgotten Sins 	The Forgotten Sins 	 	 	 	 	 	 	
The Victim 	The Victim 	The Victim 	Lovechild 	Lovechild 	Lovechild 	Midas 	Midas 	Midas 	 	 	 	 	 	 	
Chapter 7 (Final Bosses) 	Chapter 7 (Final Bosses) 	Chapter 7 (Final Bosses) 	Chapter 7 (Final Bosses) 	Chapter 7 (Final Bosses) 	Chapter 7 (Final Bosses) 	Chapter 7 (Final Bosses) 	Chapter 7 (Final Bosses) 	Chapter 7 (Final Bosses) 	Chapter 7 (Final Bosses) 	Chapter 7 (Final Bosses) 	Chapter 7 (Final Bosses) 	Chapter 7 (Final Bosses) 	Chapter 7 (Final Bosses) 	Chapter 7 (Final Bosses) 	Chapter 7 (Final Bosses)
Mommy & Daddy 	Mommy & Daddy 	Mommy & Daddy 	The Onlookers 	The Onlookers 	The Onlookers 	Thanatos 	Thanatos 	Thanatos 	 	 	 	 	 	 	
The Guardian 	The Guardian 	The Guardian 	Mother's Soul 	Mother's Soul 	Mother's Soul 	 	 	 	 	 	 	 	 	 	
Chapter 8 (Ultra Sins) 	Chapter 8 (Ultra Sins) 	Chapter 8 (Ultra Sins) 	Chapter 8 (Ultra Sins) 	Chapter 8 (Ultra Sins) 	Chapter 8 (Ultra Sins) 	Chapter 8 (Ultra Sins) 	Chapter 8 (Ultra Sins) 	Chapter 8 (Ultra Sins) 	Chapter 8 (Ultra Sins) 	Chapter 8 (Ultra Sins) 	Chapter 8 (Ultra Sins) 	Chapter 8 (Ultra Sins) 	Chapter 8 (Ultra Sins) 	Chapter 8 (Ultra Sins) 	Chapter 8 (Ultra Sins)
Ultra Greed 	Ultra Greed 	Ultra Greed 	Ultra Lust 	Ultra Lust 	Ultra Lust 	Ultra Sloth 	Ultra Sloth 	Ultra Sloth 	 	 	 	 	 	 	
Ultra Envy 	Ultra Envy 	Ultra Envy 	Ultra Pride 	Ultra Pride 	Ultra Pride 	Ultra Wrath 	Ultra Wrath 	Ultra Wrath 	 	 	 	 	 	 	
 	 	 	Ultra Gluttony 	Ultra Gluttony 	Ultra Gluttony 	 	 	 	 	 	 	 	 	 	
Chapter 9 (Everything) 	Chapter 9 (Everything) 	Chapter 9 (Everything) 	Chapter 9 (Everything) 	Chapter 9 (Everything) 	Chapter 9 (Everything) 	Chapter 9 (Everything) 	Chapter 9 (Everything) 	Chapter 9 (Everything) 	Chapter 9 (Everything) 	Chapter 9 (Everything) 	Chapter 9 (Everything) 	Chapter 9 (Everything) 	Chapter 9 (Everything) 	Chapter 9 (Everything) 	Chapter 9 (Everything)
 	 	 	Everything 	Everything 	Everything 	 	 	 	 	 	 	 	 	 	
Chapter 10 (Delirium) 	Chapter 10 (Delirium) 	Chapter 10 (Delirium) 	Chapter 10 (Delirium) 	Chapter 10 (Delirium) 	Chapter 10 (Delirium) 	Chapter 10 (Delirium) 	Chapter 10 (Delirium) 	Chapter 10 (Delirium) 	Chapter 10 (Delirium) 	Chapter 10 (Delirium) 	Chapter 10 (Delirium) 	Chapter 10 (Delirium) 	Chapter 10 (Delirium) 	Chapter 10 (Delirium) 	Chapter 10 (Delirium)
 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
===Delirium===
The Colosseum has a unique final boss, being Delirium from The Binding of Isaac: Afterbirth+, fought after defeating Everything in Chapter 9.
Delirium	Delirium	Delirium	Delirium	Delirium	Delirium	Delirium	Delirium	Delirium	Delirium	Delirium	Delirium	Delirium	Delirium	Delirium	Delirium
 	 	 	Delirium
The Final Light	Delirium
The Final Light	Delirium
The Final Light	 	 	 	 	 	 	 	 	 	
==Challenges==
Challenges are unique runs accessed via the Challenge section of the main menu. In most challenges, there is some sort of special handicap or twist on the regular gameplay formular that makes completing the run more difficult, such as starting with a specific set of items, being unable to fire tears, or having certain Curses active. 
A new introduction to Symphony of Sorrow's challenges are challenge exclusive characters. Inspired by mods for Repentance, such as Fiend Folio: Reheated and Retribution, a handful of challenges has the player play as a unique character exclusive to the challenge they are found in, and are in most circumstances impossible to play as anywhere else. These characters usually have some sort of heavy impairment, whether to their movement, source of damage, or way they progress through the game, that would otherwise make them extremely difficult to play as in a regular run.
Symphony of Sorrow currently has a total of 54 different challenges to play, with 5 of them including the aforementioned challenge exclusive characters. All challenges unlock new content for the game once completed, coming in the form of items, trinkets, and consumables.
==Pick-Ups/Consumables==
Upon clearing a room, there is a high chance of a random pick-up or consumable to appear in the middle of the room. Pick-ups are minor, but important items that can appear commonly throughout a floor through various means, such as being randomly placed around rooms, rewards from chests or donation mechanics, or generated by items.
==Glossary==
* Chapter - Sets of floors which contain similar enemies, themes, bosses, and difficulties. Earlier chapters tend to contain at least 2 floors, while later chapters only contain 1 floor.
* Item Pool - The set of items that can be generated under a given circumstance. Many rooms have their own item pool, and can only contain items from that pool. For example, one item can only appear in the Secret Room pool, while other items may be found in multiple pools.
* Reroll - Changing something, like an item, pick-up, or enemy, into another random thing of the same type. I.e rerolling an item into another item.
* Blue Fly/Spider - Temporary minions spawned by certain items that attack enemies before dying on contact. Blue Flies fly over pits while Blue Spiders walk and are slightly faster.
* Creep - A liquid created as an attack by certain enemies or items that affects either the player and/or enemies that step in it.
==Gallery==
===Menus===
File:Sosmenu2.png|The file select menu
File:Sosmenu3.png|The mode select menu
File:Sosmenu4.png|The character select menu
Category:The Binding of Isaac (series)
Category:Indie Games
Category:Dungeon Crawler Games
Category:Sequels
Category:Roguelike Games