Floors

Floor Themes and How Deep the Elevator Goes

There are four map themes and a floor counter with a badge at 100. Only Floor 1 is guaranteed to be the Facility.

Floor Themes and How Deep the Elevator Goes

There are four map themes and a floor counter with a badge at 100. Only Floor 1 is guaranteed to be the Facility.

"How many floors" has two answers. The elevator counter has a badge at Floor 100, and nobody has published an official cap after that. The map generator uses four themes. VIP Suite is an extra location badge, not a fifth theme in the current writeups.

Badge Requirement
Depths I Reach floor 3
Depths II Reach floor 10
Depths III Reach floor 25
Depths IV Reach floor 50
Depths V Reach floor 100

Facility

Always Floor 1. Light gray walls, dark strips, vents, and pits. Pits kill you and move dropped items. Vents and corners break sight on Weatherman, Cave-Crawler, and Blob. Loot shows up in storage rooms, warehouses, shelves, and blocks. Research text calls this the main work area: blob experiments, stored ore, employees, and Weathermen.

Fatal Facility is the badge for entering it.

Mansion

From Floor 2 onward. Red carpet, dark wood, rounded ceilings, and doors with Open and Close prompts. No bottomless pits, which removes the instant-kill tile. Halls are tight and long, so a roaming Weatherman is harder. Ordinary halls have little loot. Ore sits in dead-end rooms: dining room, library, beanbag rooms. Bone Hound, Weatherman, and Giant Kiwi are documented as unable to fit through the smaller interior doors. Unwelcome Visitor is the badge.

Hedge Maze

Confirmed by Getting Lost? (enter the hedge maze). Fountains here are the free heal that awards Thirsty. Room-by-room loot rules were not published in the pages read for this guide.

Greenhouse

Confirmed by Earthy (enter the greenhouse). It shares the Mansion music track "Serious And Thoughtful B". Research text calls it the plant lab that produced Thorns, and the power draw that overloaded the generator, which is the in-fiction reason the lights and security failed. Carrots can be gathered here.

What changes as the number climbs

Floor 1 is the only fully scripted layout. After that, theme, rooms, items, and the Coin Meter randomize. Entity counts follow the table through Floor 8, then mix. Duplicates of ordinary entities start at Floor 11. Player comments on a long Floor 1-20 walkthrough say the climb feels flatter after very deep floors and that Planters can supply carrots. Treat the "difficulty stops rising" claim as a player report, not a published formula.

Map upgrades exist because Mapped Out asks you to unlock all of them. The individual upgrade list was not published in the sources used here. Glass Gate is the one viewing upgrade that is described: transparent doors so you can see a patrol before you open.

FAQ

Frequently Asked Questions

What are you actually trying to do in Fatal Floors?

Ride the elevator, loot the four wings for ore, and fill the Coin Meter at the Sell Bin before the elevator leaves. Floor 1 is always the Facility, with five Iron Ore, only the Blob, and an 8-credit quota.

Can you kill the monsters?

No. Entities are not damaged by tools. You evade them, break line of sight, hide in vents, or shut a wing gate. A Go-Kart horn can scare a Cave-Crawler, and a gate slammed in its face leaves it idle.

Which class should a new player unlock first?

Chef or Hoarder. Chef starts with a campfire, ham, and carrot. Hoarder starts with extra bag space, bonus money, and a Gold Ore. Beginner has 100 HP and no items.

Are there working codes?

No working or expired code strings were found, and no in-game code box has been documented. Reward text from other Roblox games is not a Fatal Floors code.

How do you revive a teammate?

A living player uses a Reviver syringe on the fallen player's head. The syringe is consumed and the player returns at full health. It cannot revive you in a solo run. A dead player can also pay 45 Robux within 30 seconds.