Environment
Floors and walls that change how you play: hazards, water and ice, and what it takes to break each wall.
All environment
| Arena Floor | Floor | People on it are arena fighters: their fights are sport, so bystanders neither flee nor react to the noise. | |
Border Wall | Wall | The edge of the level: nobody can charge or be knocked through it. | |
Canal | Floor | Water: everything about water applies. | |
Conveyor Belt | Floor | Carries people and items along in one direction, and throws items off the end. In Downtown, only in the Mall. Turning off the area's Power Box stops it. NPCs treat it as a danger. | |
Flame Pit | Floor | Burns for good: touching it hurts and knocks you back, and NPCs avoid it. Keys, keycards, safe combinations and quest items dropped in reappear by the nearest player. Putting its grate out of action stops the fire. | |
Glass Wall | Wall | Blocks shots but not sight: NPCs who see an enemy through glass walk up to them instead of shooting. Breaks like a normal wall. | |
Hole | Floor | NPCs who fall in die; players lose health and climb back out where they last stood. Most NPCs keep away from the edge and only fall when knocked back, frozen, dizzy, paralyzed, electrocuted or mind-controlled. Items fall in too. Falling puts out fire and clears Frozen, Dizzy and Electrocuted. | |
Ice | Floor | Slippery: people and items slide and are slow to stop. Roller Skates keep their grip. Water freezes into it on the second floor of each district. | |
Ice Rink | Floor | Slippery like ice. | |
Normal Wall | Wall | Breaks to a strong melee hit, to someone knocked into it hard, or to any explosion. | |
Pool | Floor | Water: everything about water applies, but it never freezes. | |
Steel Wall | Wall | The hardest wall: only a very strong melee hit, a huge explosion, Blaster Master or the Demolitionist at full power breaks it. Never breaks from someone knocked into it. | |
| Train Tracks | Floor | A mine cart (Slums to Park) or a train (Downtown and up) runs along them and hits anyone in the way hard. Walls are cleared along the line, and nothing is placed on it. A hard enough hit wrecks a train, which explodes. | |
Water | Floor | Swimming slows you down. Electrocution hurts far more in water, as do Power Sap blasts and the Ghost Gibber. Stomp can't hit swimmers, and swimmers can't Stomp. Molotovs that land in water don't explode. A drug or poison mixed in with a Water Pump, or by hacking a computer to poison the water, affects everyone swimming in it. On the second floor of each district, it freezes into ice. | |
Wood Wall | Wall | The weakest wall, and the only one that burns: fire destroys it when it goes out, and oil fires spread through it. Water, fire extinguishers and freeze rays put the fire out. |











