Safe Zone: Difference between revisions

Mechanics pages: numbers verified against decompiled game code; prose informed by downwell.fandom.com (CC BY-SA)
 
Corrections: dry factual tone, code-verified facts, removed cut content and First-appearance rows
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'''Safe zones''' are side chambers along the walls of the well, sealed behind a shimmering time-field: while you stand inside, everything outside freezes. They are the only calm the well offers.
'''Safe zones''' are side chambers along the walls of the well, sealed behind a time-field: while the player stands inside, everything outside freezes.


Each safe zone contains either a treasure spot — a [[Gem Vein|gem vein]] or a crate holding a [[Gun Modules|gun module]] — or a [[Shop]] (marked by a hanging sign above the bubble). Roughly half of side rooms are shops, with three exceptions: [[Arm Spin Style]] drops the chance to 1 in 7, [[Levitate Style]] guarantees the last side room of a level is a shop, and the [[Member's Card]] upgrade makes a shop appear on every floor.
Each safe zone contains either a treasure spot — a [[Gem Vein|gem vein]] or a crate holding a [[Gun Modules|gun module]] — or a [[Shop]] (marked by a hanging sign above the bubble). Roughly half of side rooms are shops, with three exceptions: [[Arm Spin Style]] drops the chance to 1 in 7, [[Levitate Style]] guarantees the last side room of a level is a shop, and the [[Member's Card]] upgrade makes a shop appear on every floor.


Landing in a safe zone does not end your [[Combos|combo]] — you can rest, restock and resume the chain. Time only stops ''outside'' the field, though: dropped [[Gems|gems]] and corpses out in the well still fade while you browse.
Landing in a safe zone does not end the current [[Combos|combo]]. Time only stops outside the field: dropped [[Gems|gems]] and corpses in the well still fade while the player is inside.


[[Category:Game mechanics]]
[[Category:Game mechanics]]