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Procedural organs

The Organ Map

Each organ is a branching map of connected rooms, generated fresh every run: different layout, room count, room sizes and mix of room types. Beat the boss at the far end to descend to the next organ, all the way from the Nasal Passage to the Brain.

On this page18
  1. Branching Room Maps
  2. Start Room
  3. Fight Rooms
  4. Waves
  5. Doors
  6. Clearing a Fight
  7. Boss Room & Descending
  8. Arriving in a New Organ
  9. Pushing Deeper in One Run
  10. Leftovers
  11. Nasal Passage
  12. Lungs
  13. Bloodstream
  14. Lymph Node
  15. Gut
  16. Liver
  17. Bone Marrow
  18. Brain

The map grows as a tree outward from the start room, so it always has clear dead ends and no loops.

  • The boss waits at the deepest dead end, at least 3 rooms from the start
  • Every organ has one Mutation Chamber at another dead end and one Gene Chamber
  • Special rooms never sit side by side: there is always a fight room between them
  • Room counts include the start, Mutation Chamber and boss rooms; some strains add or remove rooms
From the Codex

Each organ is a map of connected rooms, different every run.

Fun fact: Bigger rooms hold more cells, spread around the whole room, and always fight in several waves.

Rooms & Waves in the Codex

Start Room

Room type

Where you arrive in each organ: a calm, already-cleared single-screen room.

  • Never rolls a room tier
  • Arriving in a new organ shows the organ's name and goal

Fight Rooms

Room type

Most rooms are fights, and they come in many sizes and silhouettes, some sprawling past the screen.

  • Sizes are picked from 1×1 screen up to 2.2×1.8 screens, plus narrow corridors (2.4×0.55 and 0.62×2.0); then each room shrinks to fit its first wave, never below half a screen of floor or 0.6 of a screen on a side (a corridor only gets shorter, never under a screen long)
  • Shapes: L, T, U, C, H, Z and S bends, crosses, stairs, rings, octagons, notched rooms and rooms with one or two islands of tissue, picked to suit the room's doors and size; about 1 in 6 stays a plain rectangle, and narrow corridors always do
  • About 45% (not corridors) have 1–2 inner walls, bars of tissue across the floor (up to 3 in big rooms); tissue nodules give cover
  • Islands (a ring room has one in the middle) and inner walls are raised mounds of the organ's own tissue that block you, cells and shots; an octagon's corners are cut on the diagonal, and you and cells bump into the diagonal itself
  • Clear lanes always run from every door to the middle (a ring room's island sits there, and you walk round it); a shape never leaves a gap narrower than 96 points, so even the biggest cells get through, and islands keep a 90-point walkway all round
  • Fight rooms count toward the "x/y fights" progress shown on the HUD
  • In Pandemic Game Mode, Sydney's Bondi Beach Reopens makes every room a plain rectangle with no inner walls (boss and special rooms too), and Mexico City's Metro Line 1 Rush Hour makes every fight room a narrow corridor
From the Codex

Each organ is a map of connected rooms, different every run.

Fun fact: Bigger rooms hold more cells, spread around the whole room, and always fight in several waves.

Rooms & Waves in the Codex

Waves

Combat

The first wave waits around the room unaware of you; later waves pour in as reinforcements already hunting you.

  • Nasal Passage: 1 wave near the start, 2 waves from 3 rooms deep
  • Later organs: 2 waves, 3 from 3 rooms deep
  • Big rooms add a wave and huge rooms another, up to 4
  • Reinforcement waves are about 60% the size of the first, arriving 0.8 s after a wave falls
  • A WAVE n / total banner announces each wave, with FINAL WAVE in red
From the Codex

Each organ is a map of connected rooms, different every run.

Fun fact: Bigger rooms hold more cells, spread around the whole room, and always fight in several waves.

Rooms & Waves in the Codex

Doors

Combat

Doors seal while anything is hunting you and stay sealed between waves until the room is cleared.

  • Boss rooms stay sealed until the boss dies; Immune Siege and Lysis Chamber stay sealed while their timers run
  • Tumor rooms never lock, so you can always walk away from a cancer
  • Every doorway is a sphincter in the wall: open, it's dilated into a ring with light from the next room beyond; sealed, it clenches into a tight red, veined membrane that throbs, its light turns red, and you stop just in front of it
  • An open door glows in the colour of the room beyond it: fight rooms mint, boss orange, Mutation Chamber gold, puzzle blue, altars and Mutagenic Pool purple, Gene Chamber teal, Siege red, Lysis Chamber amber, Refuge green, tumor pink
From the Codex

Each organ is a map of connected rooms, different every run.

Fun fact: Bigger rooms hold more cells, spread around the whole room, and always fight in several waves.

Rooms & Waves in the Codex

Clearing a fight room heals you and can leave loot behind.

  • Heals 10% of max HP (bosses too)
  • 35% chance of a mutation orb
  • 7% chance of a vesicle chest
  • A rival virus may show up afterwards (6%, once Rival Viruses unlock)
  • 3% chance of a run modifier drop (30% from bosses) once Run Modifiers unlock
From the Codex

Each organ is a map of connected rooms, different every run.

Fun fact: Bigger rooms hold more cells, spread around the whole room, and always fight in several waves.

Rooms & Waves in the Codex

Beat the organ's boss to open a passage to the next organ; you're asked to confirm, because there's no coming back.

  • The boss room is drawn double-size on the minimap with a skull
  • The arena is a plain hall or, half the time, an octagon with its corners cut, with 0–2 tissue nodules for cover: 1.35×1.35 screens in the Nasal Passage, 1.6×1.5 elsewhere (some Pandemic Game Mode cities resize it)
  • Beating the boss drops a named gear set piece (an ordinary piece of the same tier in Pandemic Game Mode) and Chaperone Proteins, with a chance of a Dormant Virion (never from the Brain's boss), and leaves a mutation orb unless the run ends there
  • The prompt warns how many rooms are still unexplored
  • Descending heals 50% of max HP
  • Beating the Brain's boss, the Microglia, wins the run: the host is fully infected
From the Codex

The giant immune cell guarding the way to the next organ.

Fun fact: From the third organ on, every boss also has a signature skill on its own random clock, aimed at you.

Bosses in the Codex

Each organ is a clean slate for pickups and power-ups, but some threats follow you down.

  • Anything left on the previous organ's floor stays behind
  • Running power-ups and CRISPR wear off
  • Killer T cells lose your trail
  • A tumor you left alive follows you down as a metastasis

In Infect Game Mode, every organ you advance past your starting organ in a single run makes cells tougher.

  • +40% enemy health and damage per organ beyond where the run started
  • Starting deeper resets this, so a fresh deep start meets the organ at its base strength

Leftovers

Exploration

Pickups you didn't collect stay exactly where they were: leave a room and come back, and they're still there.

  • Covers nucleotides, materials, gear, Dormant Virions and untaken mutation orbs
  • A fight you walked out of mid-wave resumes from the wave you reached

The first organ: find and defeat the Mast Cell.

  • 12–16 rooms
  • Gene: Mucolytic Enzyme (opens mucus plugs)
  • Mucus puddles in rooms slow you to 40% speed
  • Hazards: sneezing nerve endings, cilia carpets
  • Smallest boss arena of the run
From the Codex

The air channel behind the nose, lined with mucous membrane. It warms, humidifies and filters the air you breathe.

Fun fact: Most respiratory viruses, including influenza, begin their infection here.

Nasal Passage in the Codex

Lungs

Organ 2

Reach the Alveolar Macrophage.

  • 14–18 rooms
  • Gene: Fusion Peptide (opens tight junctions)
  • Hazards: coughing nerve endings, cilia carpets, air sacs
From the Codex

The organs of breathing, where oxygen enters the blood and carbon dioxide leaves it.

Fun fact: Spread flat, the surface of the lungs' air sacs would cover roughly half a tennis court.

Lungs in the Codex

Ride the current to the Plasma Cell.

  • 17–21 rooms
  • Gene: Plasminogen Activator (opens fibrin clots)
  • Hazard: drifting red blood cells; no nerve endings in the blood
From the Codex

The network of vessels carrying about 5 litres of blood around the body every minute, filled with red cells, platelets and immune cells.

Fun fact: Laid end to end, your blood vessels would stretch around 100,000 km, more than twice around the Earth.

Bloodstream in the Codex

Lymph Node

Organ 4

Break the Follicular Helper T Cell's command.

  • 18–22 rooms
  • Gene: Plasminogen Activator
  • Hazard: reticular fibres
From the Codex

A bean-sized checkpoint where immune cells gather. Lymph drains through it, and B and T cells meet the antigens dendritic cells bring in.

Fun fact: You have around 600 lymph nodes; swollen glands during a cold are nodes busy fighting.

Lymph Node in the Codex

Gut

Organ 5

Get past the Paneth Cell's defensins.

  • 19–23 rooms
  • Gene: Mucolytic Enzyme
  • Hazard: peristalsis waves
From the Codex

The intestines: a lining of finger-like villi covered in mucus, home to trillions of bacteria and about 70% of the body's immune cells.

Fun fact: Spread flat, the small intestine's surface would cover about half a badminton court.

Gut in the Codex

Liver

Organ 6

Survive the Kupffer Cell's filter.

  • 20–24 rooms
  • Gene: Fusion Peptide
  • Hazard: bile ducts
  • From here on, mutation orb offers are never Common
From the Codex

The body's chemical factory and filter. Blood from the gut flows through its hexagonal lobules, where resident macrophages catch anything foreign.

Fun fact: The liver can regrow from as little as a quarter of its original size.

Liver in the Codex

Take over the Hematopoietic Stem Cell.

  • 21–25 rooms
  • Gene: Mucolytic Enzyme
  • Hazard: stem cell niches
From the Codex

Soft tissue inside bones where every blood cell is made: hundreds of billions a day, from a small pool of stem cells.

Fun fact: Your marrow makes about 2 million new red blood cells every second.

Bone Marrow in the Codex

Brain

Organ 8

Cross the barrier and defeat the Microglia to win the run.

  • 22–26 rooms
  • Gene: Fusion Peptide
  • Hazard: synapses
  • Blood-brain barrier: every cell here takes 38% less damage
From the Codex

Protected by the blood-brain barrier, the brain has its own immune system run mostly by microglia and astrocytes.

Fun fact: The brain has around 86 billion neurons and roughly as many glial cells supporting them.

Brain in the Codex

See also