Isaac hub / Gameplay reference

Repentance room guide

Room types and doors

Compare room costs, rewards, and risks. Find hidden entrances, avoid an unwanted reroll, and follow the special rooms that lead to your next completion mark.

Browse 40 room types & variants

Before you enter

What can this room cost?

Keys

Keep one for an important item room.

Bombs

Hidden walls and boarded doors use different rules.

Health

Budget for the exit and the fight afterward.

Learn the HUD and map

New player starting points

Six rooms worth learning first

Select a room for its full rules

A door may change your build or skip the rest of a floor. Read Dice Room effects, check the destination of trapdoors, and leave enough health to get out of a Curse Room.

Room directory

Find the door in front of you.

40 of 40 room types and variants

Core rooms

Normal Room

Ordinary doorway

Normal Room: Ordinary doorway, closed
Closed
Normal Room: Ordinary doorway, open
Open

The rooms between destinations supply most of a run's combat, pickups, and active-item charges.

Entry / cost
Clear enemies to reopen doors
Watch for
A clear does not remove every hazard. Spikes, fires, and some indestructible enemies can still hurt you.
Entry, rewards & rules

Core rooms

Treasure Room

Golden item-room door

Treasure Room: Golden item-room door, locked
Locked
Treasure Room: Golden item-room door, open
Open

The golden door is a regular source of a new collectible before the late-game floors.

Entry / cost
Usually 1 key; first floor is unlocked
Watch for
Taking one item from a choice usually removes the other. Skipping the room can help Planetarium chances.
Entry, rewards & rules

Core rooms

Boss Room

Boss doorway

Boss Room: Boss doorway, closed
Closed
Boss Room: Boss doorway, open
Open

Most floors end with a boss that guards the next floor and a possible deal-room opportunity.

Entry / cost
Defeat the floor boss
Watch for
Leaving the floor commits you to the next stage. Collect important rewards and check side rooms first.
Entry, rewards & rules

Shops & deals

Shop

Shop door

Shop: Shop door, locked
Locked
Shop: Shop door, open
Open

Spend coins on supplies, utility items, and tools that can improve the rest of the run.

Entry / cost
Usually 1 key, then coins for purchases
Watch for
Later shops can contain Greed instead of stock. Keep enough keys for your Treasure Room too.
Entry, rewards & rules

Shops & deals

Secret Shop

Member Card trapdoor

Secret Shop: Member Card trapdoor, closed
Closed
Secret Shop: Member Card trapdoor, open
Open

Member Card adds an underground shopping area below the ordinary Shop.

Entry / cost
Member Card, then variable coin prices
Watch for
Prices vary widely. Read the price before deciding how to spend your remaining coins.
Entry, rewards & rules

Shops & deals

Angel Shop

The Stairway

Angel Shop: The Stairway, ladder
Ladder

The Stairway offers Angel-pool shopping at the start of a floor.

Entry / cost
The Stairway, then coins
Watch for
The ladder disappears when you leave the starting room. Check it immediately if you want to buy anything.
Entry, rewards & rules

Shops & deals

Devil Room

Devil doorway

Devil Room: Devil doorway, closed
Closed
Devil Room: Devil doorway, open
Open

Trade health for powerful items, or encounter a different Devil-room layout.

Entry / cost
Heart containers or Soul Hearts for deals
Watch for
A paid Devil deal usually closes normal Angel-deal access for that run. Check the health price and your route first.
Entry, rewards & rules

Shops & deals

Angel Room

Angel doorway

Angel Room: Angel doorway, closed
Closed
Angel Room: Angel doorway, open
Open

A deal-room alternative with free items and a way to build the Mega Satan key.

Entry / cost
Free item choice; optional bomb and angel fight
Watch for
Multiple free pedestals usually form a single choice. The optional angel fight still needs enough health and damage.
Entry, rewards & rules

Hidden rooms

Secret Room

Hidden-wall opening

Secret Room: Hidden-wall opening, revealed
Revealed

Look for a hidden room that fits against several accessible rooms on the floor map.

Entry / cost
Usually 1 explosion at a hidden entrance
Watch for
A location touching several rooms is only a clue. Check whether each possible doorway is physically accessible.
Entry, rewards & rules

Hidden rooms

Super Secret Room

Hidden-wall opening

Super Secret Room: Hidden-wall opening, revealed
Revealed

A second hidden room whose position follows a different rule from an ordinary Secret Room.

Entry / cost
Usually 1 explosion at a hidden entrance
Watch for
Do not use the ordinary Secret Room's multi-room adjacency rule. This room has just one normal-room connection.
Entry, rewards & rules

Hidden rooms

Ultra Secret Room

Red-room connection

Ultra Secret Room: Red-room connection, closed
Closed
Ultra Secret Room: Red-room connection, open
Open

A detached secret room reached through the red-room network rather than an ordinary bombed wall.

Entry / cost
Red-room access or a special teleport
Watch for
Bombing an ordinary wall does not create access. Save red-room tools for promising locations.
Entry, rewards & rules

Hidden rooms

Red Room

Red doorway

Red Room: Red doorway, closed
Closed
Red Room: Red doorway, open
Open

Expand the floor into extra rooms and use Home's hidden red door to unlock tainted characters.

Entry / cost
A red-room creation effect
Watch for
Extra rooms can contain combat. Trying to create a room beyond the map boundary can lead to I AM ERROR.
Entry, rewards & rules

Hidden rooms

I AM ERROR

Reached through a special transition, without an ordinary entrance door.

A rare off-map room that can provide supplies while also taking you past the current floor.

Entry / cost
An unusual teleport or out-of-bounds transition
Watch for
There is no ordinary return door. An early visit can skip a boss or interrupt your planned completion target.
Entry, rewards & rules

Hidden rooms

Crawl Space

Under-floor ladder

Crawl Space: Under-floor ladder, ladder opening
Ladder opening

A small side-view area beneath the floor that can hide an item or a passage to the Black Market.

Entry / cost
Find a hidden ladder or create one
Watch for
A ladder leads to a Crawl Space; an ordinary trapdoor usually advances the floor. Check the entrance before dropping down.
Entry, rewards & rules

Combat rooms

Mini-Boss Room

Ordinary doorway

Mini-Boss Room: Ordinary doorway, closed
Closed
Mini-Boss Room: Ordinary doorway, open
Open

A side encounter with a deadly sin or a related mini-boss, rather than the floor's main boss.

Entry / cost
Defeat the mini-boss
Watch for
You cannot rely on bombing a door to escape the fight. Prepare before entering unexplored rooms at low health.
Entry, rewards & rules

Combat rooms

Challenge Room

Crossed-swords doorway

Challenge Room: Crossed-swords doorway, closed
Closed
Challenge Room: Crossed-swords doorway, open
Open

Take the room's reward and accept a multi-wave fight in exchange.

Entry / cost
Meet the health gate, then survive 3 waves
Watch for
Opening a chest or collecting a pedestal can start the waves. Check your active item before taking the bait.
Entry, rewards & rules

Skull-and-swords doorway

Boss Challenge Room: Skull-and-swords doorway, closed
Closed
Boss Challenge Room: Skull-and-swords doorway, open
Open

A low-health entry requirement leads to an item and two boss encounters.

Entry / cost
At most 1 total heart to enter; 2 boss waves
Watch for
Deliberately reducing health can make the room much harder to survive. An item is not worth losing a promising run.
Entry, rewards & rules

Combat rooms

Boss Rush

Timed opening after Mom

Boss Rush: Timed opening after Mom, open breach
Open breach

A timed side objective after Mom awards its own completion mark.

Entry / cost
Reach Mom before the deadline; 15 boss waves
Watch for
Taking the starting choice begins a long fight. Reaching the door in time does not mean your build is ready.
Entry, rewards & rules

Combat rooms

Mega Satan Arena

Large golden gate

Mega Satan Arena: Large golden gate, sealed
Sealed
Mega Satan Arena: Large golden gate, open
Open

The large sealed door on the final main-route floors leads to an optional ending boss.

Entry / cost
Both Key Pieces or an alternate door opener
Watch for
Opening the gate consumes the two Key Pieces. Prepare before committing to the encounter.
Entry, rewards & rules

Resources & rerolls

Arcade

Arcade doorway

Arcade: Arcade doorway, coin lock
Coin lock
Arcade: Arcade doorway, open
Open

A collection of machines and beggars can turn spare coins or health into resources.

Entry / cost
1 coin to enter; machines have their own costs
Watch for
Payment does not guarantee a payout. Set a spending limit and keep the health you need for combat.
Entry, rewards & rules

Resources & rerolls

Curse Room

Spiked doorway

Curse Room: Spiked doorway, closed
Closed
Curse Room: Spiked doorway, open
Open

Pay damage at a spiked doorway for a chance at unusual pickups and items.

Entry / cost
Half a heart each way; a full heart from Womb
Watch for
Budget for leaving as well as entering. Flight avoids entry damage, but does not remove exit damage.
Entry, rewards & rules

Resources & rerolls

Library

Book-marked doorway

Library: Book-marked doorway, locked
Locked
Library: Book-marked doorway, open
Open

A room of books can offer an active item and progress toward Bookworm.

Entry / cost
Usually 1 key
Watch for
Picking up a book replaces your current active item unless a special inventory effect lets you carry another.
Entry, rewards & rules

Resources & rerolls

Sacrifice Room

Sacrifice doorway

Sacrifice Room: Sacrifice doorway, closed
Closed
Sacrifice Room: Sacrifice doorway, open
Open

Repeated payments to the central spikes progress through a fixed reward sequence.

Entry / cost
Normally 1 full heart per successful spike activation
Watch for
Later payments can spawn troll bombs, start angel fights, or move you to the Dark Room. Count each activation.
Entry, rewards & rules

Resources & rerolls

Clean Bedroom

Boarded bedroom door

Clean Bedroom: Boarded bedroom door, boarded
Boarded
Clean Bedroom: Boarded bedroom door, open
Open

A bed provides recovery, and the clean carpet hides an entrance beneath the floor.

Entry / cost
2 explosions to open the boarded door
Watch for
Clean and Dirty Bedrooms have different carpet exits. Confirm which room you entered before using the opening.
Entry, rewards & rules

Resources & rerolls

Dirty Bedroom

Boarded bedroom door

Dirty Bedroom: Boarded bedroom door, boarded
Boarded
Dirty Bedroom: Boarded bedroom door, open
Open

A useful healing room whose carpet hides a next-floor exit rather than a Crawl Space.

Entry / cost
2 explosions to open the boarded door
Watch for
The trapdoor skips ahead. Finish your boss, purchases, and route objectives before using it.
Entry, rewards & rules

Resources & rerolls

Vault

Chest-marked double lock

Vault: Chest-marked double lock, two chains
Two chains
Vault: Chest-marked double lock, open
Open

A double-locked side room offers a collection of chests or loose resources.

Entry / cost
2 keys
Watch for
Opening the door can leave you without keys for the Treasure Room or Shop. Chest rewards vary.
Entry, rewards & rules

Resources & rerolls

Dice Room

Dice-marked double lock

Dice Room: Dice-marked double lock, two chains
Two chains
Dice Room: Dice-marked double lock, open
Open

The number of pips tells you whether the center rerolls pickups, items, your build, or the whole floor.

Entry / cost
2 keys; optional one-use reroll
Watch for
One and six pips can replace your build. Five pips restarts the floor. Read the effect before touching the center.
Entry, rewards & rules

Resources & rerolls

Planetarium

Crescent-moon doorway

Planetarium: Crescent-moon doorway, locked
Locked
Planetarium: Crescent-moon doorway, open
Open

A rare item room rewards players who understand how skipping Treasure Rooms affects its chance.

Entry / cost
1 key after the room is unlocked
Watch for
Skipping a guaranteed Treasure Room trades an immediate item for a chance at a later Planetarium.
Entry, rewards & rules

Shops & deals

Black Market

Entered through a side passage inside a Crawl Space.

A hidden market connected to a Crawl Space sells Shop items for health.

Entry / cost
Heart-container purchases
Watch for
A direct teleport can leave no return passage. The floor exit can skip unfinished objectives.
Entry, rewards & rules

Silver Greed-mode doorway

Silver Treasure Room: Silver Greed-mode doorway, closed
Closed
Silver Treasure Room: Silver Greed-mode doorway, open
Open

Greed mode's silver room supplies a free item alongside the separate locked golden room.

Entry / cost
Unlocked in Greed mode
Watch for
The silver and golden rooms use different pools. Taking one choice item usually removes the other.
Entry, rewards & rules

Devil's Crown doorway

Devil Treasure Room: Devil's Crown doorway, locked
Locked
Devil Treasure Room: Devil's Crown doorway, open
Open

Devil's Crown changes unvisited Treasure Rooms into rooms offering Devil deals.

Entry / cost
Devil's Crown; heart-price item
Watch for
Buying an item counts as taking a Devil deal. This can change normal Angel-room access.
Entry, rewards & rules

Downpour / Dross · +3 variants

Alternate Path Exit: Downpour / Dross, chained
Chained
Alternate Path Exit: Downpour / Dross, open
Open

Special doors after boss fights connect the main route to Repentance's alternate path.

Entry / cost
Key, 2 explosions, health, or completed knife
Watch for
The Mausoleum/Gehenna door costs two hearts. Plan both health and the Knife Piece checkpoints before committing.
Entry, rewards & rules

Route rooms

Mirror Room

Downpour / Dross mirror

Mirror Room: Downpour / Dross mirror, mirror
Mirror

The mirror on Downpour/Dross II is the route to Knife Piece 1.

Entry / cost
Ghost-form entry; mirrored-floor combat
Watch for
Keep the mirror intact. Destroying it cuts off traversal and can end the run if you are inside the mirrored world.
Entry, rewards & rules

Route rooms

Mine Cart Room

Mineshaft doorway

Mine Cart Room: Mineshaft doorway, blocked
Blocked
Mine Cart Room: Mineshaft doorway, open
Open

The cart on Mines/Ashpit II leads to the chase sequence for Knife Piece 2.

Entry / cost
3 rail plates or an alternate opening
Watch for
Mother's Shadow pursues you on the way back. Prioritize movement and a safe escape.
Entry, rewards & rules

Corpse II arena pit

Mother Arena Entrance: Corpse II arena pit, open pit
Open pit

A large pit in Corpse II takes you into the final Mother encounter.

Entry / cost
Reach Corpse II
Watch for
The pit commits you to the fight. Collect remaining resources on Corpse II first.
Entry, rewards & rules

Route rooms

A Strange Door

Photo-slot doorway

A Strange Door: Photo-slot doorway, before photo
Before photo
A Strange Door: Photo-slot doorway, open
Open

Return to the start of Depths II to begin the Ascent route toward Home and The Beast.

Entry / cost
The Polaroid or The Negative, plus a way back
Watch for
The door consumes the photo. Keep a teleport out of Mom's room instead of immediately taking the floor exit.
Entry, rewards & rules

Route rooms

Hush Entrance

Timed opening after the Heart

Hush Entrance: Timed opening after the Heart, open breach
Open breach

A timed opening after the Heart leads to Blue Womb and Hush.

Entry / cost
Defeat Mom's Heart/It Lives! before 30 minutes
Watch for
The door remains time-sensitive. Enter before the deadline, and make sure the build can handle Hush.
Entry, rewards & rules

Route rooms

Blue Key Room

Blue Womb-themed doorway

Blue Key Room: Blue Womb-themed doorway, closed
Closed
Blue Key Room: Blue Womb-themed doorway, open
Open

Blue Key inserts a Blue Womb-themed fight when you attempt to open a paid door.

Entry / cost
Blue Key; clear an intermediate enemy room
Watch for
This is extra combat on the way to the room. It does not take you to the Hush floor.
Entry, rewards & rules

Route rooms

Greed Exit

Greed-mode exit door

Greed Exit: Greed-mode exit door, closed
Closed
Greed Exit: Greed-mode exit door, open
Open

The southern room in Greed mode holds the route to the next floor.

Entry / cost
Finish the required floor waves
Watch for
The exit cannot be forced open with bombs. Finish shopping and collecting the floor's items before descending.
Entry, rewards & rules

Route rooms

Grave Room

Dark Room doorway

Grave Room: Dark Room doorway, closed
Closed
Grave Room: Dark Room doorway, open
Open

The dirt patch in the Dark Room is the last step of The Forgotten's unlock quest.

Entry / cost
A digging effect; Mom's Shovel for the unlock
Watch for
A generic digging effect can reveal a chest, but The Forgotten's unlock specifically needs Mom's Shovel.
Entry, rewards & rules

Room types, not every random layout

These entries cover Repentance room types, important variants, and route areas. Individual layouts can contain different enemies, hazards, or rewards. Original door and entrance images help you recognize each area, with matching minimap symbols where available. Some rooms share a door style or have no ordinary doorway.

Connected to the rest of your run

Open a room page for its item pools, relevant collectibles, related rooms, and route guides. Rules were checked against the separate Repentance references; Repentance+ may differ.