Living Tissue
Hazards and Terrain
The host's own tissue fights back, but it doesn't take sides. Every organ has its own hazards, and they hurt immune cells as much as you or more, so the trick is to lure the immune system into them. Organ hazards unlock for your whole save when any virus reaches level 8, and the organ where they first appear has them in every fight room.

Nerve Endings
Nasal Passage · LungsGlowing nerve fibres in the walls. Linger on one and it fires a reflex that flings you and every cell nearby away from the wall.
Details
- Found in about 45% of Nasal Passage fight rooms, 40% of Lungs fight rooms, and every boss room in those two organs
- Stand on one for about half a second and it fires: a Sneeze Reflex in the nose, or a bigger Cough Reflex in the lungs
- The blast hurts every cell caught in it (24 in the nose, 30 in the lungs) and you a little (8 / 10)
- Set it off yourself and Detection rises. Shoot near it and it fires at once, and the host blames the cells
- Cells flung into an abyss die. It recharges after 7 s

Cilia Carpets
Nasal Passage · LungsA carpet of beating hairs that carries anything on it the way the arrows point: you, cells, everything.
Details
- In about 35% of fight rooms, 1–2 carpets per room
- Dash to cross against the flow
- Cells swept into a pit die ("SWEPT AWAY!")

Air Sacs
LungsAlveoli on the walls swell up, then exhale a gust that blows you and cells away and clears enemy shots.
Details
- In about half of Lungs fight rooms, 1–2 per room
- They swell for about a second as a warning
- The gust reaches about 300 units in a cone, hits cells for 16 and wipes out enemy shots
- Exhales again every 5.5 s

Red Blood Cells
BloodstreamSolid discs drifting with the pulsing blood flow. They shove you around and soak up shots from both sides.
Details
- In about 60% of Bloodstream fight rooms, 4–6 at a time
- They push you and ordinary cells out of the way
- They block enemy shots as well as yours. Three of your shots burst one
- A fresh one drifts in from upstream 5 s later

Reticular Fibres
Lymph NodeFibres strung across the node. Touching one slows you to under a third of your speed, and cells get snagged too.
Details
- In about half of Lymph Node fight rooms, 2–3 strands
- They slow you to 30% speed while you touch them
- Any two shots (yours or the immune system's) snap a strand ("SNAP")

Peristalsis
GutEvery few seconds the gut wall clenches and a wave sweeps across the room, carrying everything with it.
Details
- In about 45% of Gut fight rooms
- A flashing band and a "PERISTALSIS" call give about a second of warning
- The wave crosses the room in 1.8 s and repeats about every 7 s
- Dash through it. Cells it pushes into pits die

Bile Ducts
LiverDucts in the walls spray a corrosive jet of bile straight across the room after a flashing warning line.
Details
- In about half of Liver fight rooms, 1–2 ducts
- The warning line flashes for about 0.9 s, then the jet lasts 0.6 s
- The jet deals 12 damage to you but 45 to every cell it crosses
- Fires again every 5 s

Stem Cell Niches
Bone MarrowA pod of young blood cells. Burst it to heal, but fresh neutrophils pour out.
Details
- In about half of Bone Marrow fight rooms, 1–2 pods
- Touch or shoot one to burst it and heal 12% of your max health
- Two new Neutrophils come out already hunting you

Synapses
BrainPairs of neurons that fire an electric arc between them every few seconds after a flickering warning.
Details
- In about half of Brain fight rooms, 1–2 neuron pairs
- The line flickers for 0.8 s, then the arc crackles for about half a second
- The arc deals 10 damage to you but 40 to every cell it crosses
- It fires every 4 s. Shoot a neuron to fire it early

Abyss Pits
Any organBottomless gaps in the tissue. Falling in is a heavy blow, not instant death.
Details
- About a third of fight rooms open into pits
- Falling in costs 35% of your max health, and you climb back out at the edge. It only kills you if that takes you to 0
- You can't fall while dashing, so dash over them
- Cells shoved in by cilia, peristalsis or a nerve blast fall and die

Drop Shafts
RareA rare glowing shaft in one of an organ's deeper fight rooms. Walk in and the current sweeps you into a freshly shuffled layout of the organ.
Details
- About a 15% chance per organ layout
- Landing announces "SWEPT AWAY: the current carries you somewhere new"
- You land with a moment of invulnerability, and hunting Killer T cells lose your trail

Mucus Puddles
Nasal PassageGreen puddles of mucus that slow you down unless you carry the Mucolytic Enzyme.
Details
- 2–3 puddles in every Nasal Passage room, more in bigger rooms
- They cut your speed to 40% while you're in them
- The Mucin Colossus leaves more puddles behind

Clots & Scar Tissue
Bloodstream & deeperSticky patches of clot left by dying platelets, fibrin attacks, goblet mucus and stellate scarring. They bog you right down.
Details
- Each patch slows you to 20% speed and lasts 7 s
- Platelets leave one where they die, and Stellate Cells leave scar tissue as they move
- The Plasminogen Activator gene makes you immune to the slow
- A dying Basophil's heparin dissolves nearby platelet clots

Blood Flow
BloodstreamThe current pushes you in pulses that are strongest on each heartbeat, about 69 beats a minute.
Details
- Each room's flow runs in one of four directions
- It doesn't push you while you dash
- Red blood cells drift with the same pulse

Breathing Currents
LungsThe lungs keep breathing, swaying you gently up and down in a slow rhythm all through the organ.
Details
- Applies in every Lungs room
- Air sacs on the walls add sudden gusts on top

Blood-Brain Barrier
BrainThe brain's shield. Every hostile cell in the Brain takes 38% less damage from you.
Details
- Announced as you arrive: "BLOOD-BRAIN BARRIER: every cell here takes 38% less damage"
- It applies to everything you hit there, including the Microglia