Floors

The game is composed of fifteen procedually-generated small mazes divided in three sections: Blue, Purple and Gray. Each floor has an entrance (marked by a yellow ladder symbol), and exit (a purple ladder symbol) and several enemies.

The player starts on Floor 1 and must progress their way up until reaching the top. The player cannot go back down unless they leave the tower.

Very rarely, the player will be greeted by a floor that is impossible to escape, due to bugs in the random generation.

## Blue Floors

These consist of Floors 1-5, and typically only take up 1 screen in the game with no scrolling.

Floor one is the simplest floor in the game. It always starts up with the entire floor visible. There will always be exactly one gem, one consumable—either a banana, a signal jammer, or a lightbulb—one green key and the exit, will always be locked with a green locked door.

From Floor 2 onwards, all floors are in the dark. In most cases, the exit will be behind locked doors, but not always.

In Floors 3 and 4, there will typically be a shopkeeper by the entrance, selling a single random collectible for three gems.

Floor 5 is also dark, but the exit staircase is blocked by 3 locked doors. There are no consumable items in this floor, besides the three keys and a gem, although an extra key or gem can spawn inside a sentinel room next to the exit. Throughout the floor there are many bots and cameras. An Elite Bot will typically spawn after the player reaches the required amount of keys and has not gone to the next floor. The Signal Jammer is a very helpful item on this level.

See this page for room types in the blue floors.

## Purple Floors

These floors are big enough that the screen will scroll and the maze starts to become longer and more complicated. There are a lot more enemies, including the cameo of laser patrol bots, laser cameras, laser sentinels, and rooks (albeit very occasional).

Floor 6, like Floor 1, will almost always have exactly one gem and one key, and the exit will always be guarded by a locked door.

Several repeating room patterns can be identified in purple floors: a green door guarding two gems and one collectible, a large room guarded by four dogs, or a small closed room guarded by one rook, to mention a few.

A Shopkeeper should also appear at the entrance Floors 6 through 9.

The purple levels are the only ones where portable doors can be collected. These require extra caution when standing behind doors; see the section for more details.

Floor 10 will contain separate rooms, each one containing a key or gem (sometimes both, and occasionally an item). Elite Bots, unlike on Floor 5, will typically spawn much sooner, which may make getting the rest of the keys needed much more difficult. The exit will typically require either 4 or 6 keys. Signal Jammers and Drills are particularly useful on this floor, because they can save the trouble of having to get all the keys.

## Bonus Floor

Floor 11 is a fully-lit green floor. The floor is laid out in the same configuration, varying only on the collectibles present. There also will be a shopkeeper selling infinite keys for gems (1 gem for the first key, 2 gems for the second key and so forth, up to five gems a key).

This is the only floor where no bots will emerge and no alarms exist, no matter how long the player wait or whether something that would normally trigger an alarm occurs.

Using a Drill can give you two items for free, simply by making a path in between two rooms with items in them and collecting both the items.

This is usually the floor to restock on items and gain health (if there is a medkit, that is). However, should you be lucky enough to finish the game, do not spend all your gems here.

## Gray Floors

The Gray Floors are much more difficult than its predecessors, and are much faster paced. There are typically a lot of laser enemies and cameras, and the maneuvering space is smaller. These are the only levels where Bombbots appear; Rooks and Elite Bots are more frequent and even Terminators may show up.

On Floors 12-14, there are no locked doors, and the only door that needs to be unlocked is on Floor 15.

The layout is always similar; The yellow and purple staircases are both in the middle of the Floor inside of 5x5 rooms. On Floor 12, there is no scrolling, as it is just the two lines with the entrance and exit to the floor. On Floor 13, there is another line of obstacles between the staircases, with an additional line of obstacles on Floor 14. A shopkeeper should appear once on either Floor 13 or 14.

Floor 15, to sum it up nicely, is a very long line of guards and cameras, with little to no room for error. A Terminator will always appear at the beginning and follow the player throughout the floor while the player tries to avoid the cameras and guards. Consumables such as the Sword and the Cardboard box are best used on this floor. The exit is guarded by a locked green door, with one key always located somewhere on the floor in case that the player does not have one.

## Rooftop

The Rooftop consists of many walled off areas and a few green doors, which each containing more gems. The only thing that can spawn on this floor are Terminators. As indicated by the purple color used on the staircases used to advance to higher floors, the helipad is used to carry the player off the tower to ultimately finish the game. At this point, the player can choose to either go straight for the helipad or explore for more gems, which can prove to be risky, but will help to raise the player's ending rank.

Using a banana peel, a defeated guard's splat tile (by killing a Terminator on the yellow staircase), or any other method of blocking the yellow staircase can be an effective way to prevent Terminators from spawning. Keep in mind that the Matchstick will not work, due to the Terminators being immune to fire.

## Tips

* Raising the alarm does not stop the player from leaving a floor, nor does it make other levels any more difficult;
* Lightbulbs are especially useful on the Purple and Gray floors. Floors 1, 5, 10, 15, the tower base, and the inside of cardboard boxes are the most wasteful places to use this item.
* It can be very beneficial to use a portable door/bomb/drill on floors 5 and 10 to skip the multi-locked doors and save a large amount of keys with only one item use.
* There is no good reason to purchase keys on Floor 11 if not to use on 11 itself. It is advised, however, to have at least one key for floor 15 saved up;
* Leaving banana peels on the entrance halts the spawning of enemies. This is especially good on the Purple Floors, due to their length, as well as the Rooftop, to stop Terminators from spawning;
* For those interested in playing in Hardmode, there is no difference in difficulty for falling further up the tower.
* Entering Hardmode can also be a way to made a last ditch escape if there is no other way out.