Fatal Floors sends a team of one to five players down an elevator into an abandoned facility. Each floor is a hub with four wings: North, East, South, and West. The wings do not connect. The elevator is the only bridge.
You are done with a floor when the Coin Meter, shown at the top of the screen, reaches the quota. Drop ores and other sellable items into the Sell Bin inside the elevator. When the meter is full, a departure timer starts. Published runs put that window at about 15 to 30 seconds. Anyone still outside can be left behind.
Floor 1 is fixed
Every run starts the same way:
- Map: Facility.
- Loot: five Iron Ore.
- Entity: one Blob.
- Quota: 8 credits.
Iron Ore sells for 5 coins. Two Iron Ore are 10 coins, which clears an 8-credit meter. The other three can stay in your bag or, once you own one, a Storage Pot. Floor 2 is documented with six Iron Ore, but quotas after Floor 1 are randomized, so do not assume 8 credits again.
Do this on the first drop
- Step out and pick one wing. Do not split the team across all four doors on Floor 1.
- Pick up Iron Ore from shelves, tables, benches, beanbags, blocks, empty pots, and bookshelves that are not completely full.
- If the Blob blocks a hall, jump onto the white ribs. Contact with the body deals damage over time. Standing on the ribs does not.
- Stop at vents and doorways. Facility pits are an instant kill and award Into The Pit if you die to one. Dropped items that fall in the void are moved to a random valid tile, or they despawn if no tile is left.
- Return to the Sell Bin and deposit until the meter reads full. You do not need to sell every ore.
- Board the elevator before the timer ends. Close a wing gate after that wing is empty so a later roamer cannot walk into the cabin.
What to buy between floors
An upgrade board drops on the north side of the elevator. Some offers are free team votes. Others cost coins.
Bigger Bag is the first priority. It adds one inventory slot. The main progression notes list a base bag of two items. The ore notes say two to three slots before a class or Bigger Bag expands it. Either way, an extra slot cuts trips through the same halls.
Do not spend the first coins on a Reviver if you are alone. A Reviver cannot be used on your own head. In solo it is 25 coins in the Sell Bin, which is worth more than two Iron Ore.
After the meter is full
If you find Amber, Amethyst, or Gold while the current quota is already met, bank it. Storage Pots hold one item type in large quantity. A later floor can be a dry layout with a high meter. Surplus high-tier ore is the buffer.
Sweep one wing, lock its gate, then rotate clockwise. When someone is stealing a Giant Kiwi egg or kiting a Weatherman, leave one player on the gate button and shut the door as soon as the runner crosses.
