Path to the Sky

Path to the Sky

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Path to the Sky Comprehensive Guide
By bootzin
This guide will cover everything you need to know about Path to the Sky!
   
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Intro
First of all this is a work in progress, sothere will be some missing parts. I'll try my best to make this guide as complete as possible, but if there is anything you wish to add or think that it is different please tell me and I'll be glad to check it. So, with that set, let us begin!

Summary
  1. Intro
  2. Basic Info, items and gameplay
  3. Characters
  4. Rooms
  5. Charms
  6. Enemies
  7. Enemy modifiers
  8. Gameplay Tips
  9. Known Bugs

I've been following the development of this game since before it was greenlit, and seeing it get this far was really exciting! As such, I've decided to make a guide to help other players figuring what does each item does and how does each class perform. I'd really appreciate some help with images though. They are hard to get, but would be a lovely addition to the guide! Also, if there is a missing item, some wrong or additional info about something or anything you think I should cover, please let me know! I hope you guys enjoy! (:
Basic Info, items and gameplay
Here is some basic info for someone who is just starting out with the game.

Firstly, bushes and blocks with squares inside are breakable. Bushes have 4 "hp" while blocks will break with your first hit. Some blocks have coloured squares inside them, each meaning a different item inside. Yellow ones means gold, blue means a key, red means a heart and a red skull means it will explode when hit. Blocks without anything inside those squares as well as bushes may still drop a coin, key or piece of heart, so that's why you should always break every block in the room. Bushes also have a small chance of spawning a friendly bird follower to help you out. Additionally, rooms have a small chance of dropping one of those 5 as soon as you clear them.

A coin is the game's currency and it is used to buy items at the shop.
The key is used both for opening chests and opening the choice room with the drowned sailor.
Hearts will heal you from 1 to 3 hp, depending on how filled it is.
Potions have different effects varying from healing to permanent stat boost.
Books have effects based on their names. These are mainly unique effects that can't be found elsewhere.


Secondly, playing with a controller is strongly recomended after the new patch. That is because of the way combat mechanics have changed.

Thirdly, items dropped on the ground don't ever despawn, which means that you don't have to rush to pick them up as soon as they dropped.

Finally, every island will have 5 special rooms, in addition to the room you start in and any other enemy rooms, I'll be covering them with more details later on, but the rooms are:
  • The shop
  • The flame room
  • The choice room
  • The treasure room
  • The boss room

Keep these things in mind when you're starting to play, as they may make the difference in one of your runs.
Characters
Akamo
Akamo was the first character to be released and is the main character of the game. Most of the game is now adjusted towards his playability, and as such, I think he is better fit to the game style. He uses a bow as his main weapon and has a relatively high shooting speed. He normally deals 3 points of damage and his special ability is to make a quick dash and shoot two arrows at his enemies or in the direction he is facing (Note that you can dash in one direction and shoot in another). His special consumes 3 stamina points and makes him invulnerable while dashing. Most of the game's charms were designed to work with him, so the drawbacks are almost always worth the benefits.

Farja
Farja is a recently introduced character who also got lost in the island. She uses a staff capable of throwing frost balls at a slower fire rate than Akamo. Her damage is also 3, but the shots apply a freezing effect on hit. They move slower than Akamo's arrows, but have a pseudo "homing" ability. She has the amazing capability of spamming her special attack, which consists of a charged freezing ball that shoot smaller projectiles and explodes at collision into a nova-like effect. It is usually self recharging because of the amount of hits it does. She starts out with 4 stamina points, which is also the necessary amount for her special. Also, please note that her special counts as a normal attack, so any charm that affects you shots can also affect her special!
Rooms
Each island will always have 7 types of rooms, of which only one of them appears more than once in the same island.

Spawning Room
This is the room in which you'll spawn. Although its entrance is marked with a skull, there will never be enemies in this room nor will you find any breakable blocks. This is just the room in which you spawn.

Monster Room
This room will contain 1 or 2 enemies within the island range level. They can have some different designs and sometimes will drop an item (Heart, key, gold or consumable) when you clear them. It's the basic room for every island and is the only one that will repeat.

Treasure Room
This room will never have any enemies, but has 1 bush on each side for you to break. It will always have one random charm in the middle of it, which you are free to take. The room's symbol is a treasure chest.

Shop
The shop will have a salesman in the middle of it, which will offer the player 3 items for purchase, those items can vary from keys and hearts to consumables and charms. It usually has at least one heart and one key. Key's price can be either 3 or 5 gold, a heart will always be 4, and consumables and charms vary depending on their effect. Please note that w a healing potion of 3 hp costs only 2 coins, making it a better choice than a heart, should you come by it. There will also always be 4 breakable blocks over the ceiling. The rooms symbol is similar to a checklist.

Choice Room
The choice room is always locked and separated from the main island. To reach it, you have to pass through a bridge with 2 birds. When you get to it, you'll have to defeat another 2 birds in the room for the drowned sailor to appear. He will provide you with a choice of 2 Charms, of which you'll be able to take one. The room never has any breakable block. Its symbol is a star.

Flame Room
This room never has any monsters nor breakable blocks, but it has a burning flame in the middle of it and is slightly darker than the rest of the island. if you stand over the torch you can use it to swap 1 hp for 1 coin. Usually a very risky tradeoff, but may be useful if you need that one item on the shop or if you have 3 gold and want to buy a heart. It also has a small chance of spawning a +2 coin. Be aware that you can kill yourself using the flame, and that the coin will fall to the ground and then float a little bit above it, forcing you to jump to reach it, but as the jump button is the same that activates the flame, you may accidentally activate it again. As pointed out by Rushoydom if you use the flame a certain amount of times a charm may drop and extinguish the fire, making it unable to be used again. This room's symbol is a flame.

Boss room
This room's symbol is a red skull. It will always have 2 monsters on it, but they will always have plenty of modifiers and some extra health. Care should be taken in this room as some enemies will become some real trouble if you don't deal with them soon. The health bar displayed on the top of the screen is the added health of every monster in the room. This room will always have 2 breakable blocks and will drop a locked treasure chest when you clear it.
Charms
Charms are what make each time you play specially unique, as each one adds a new ability to your character, be it increased stats or another special effect. There is a large amount of them, and no run get the same charms twice. I'll be evaluating the charms from 1* to 5*, based on utility and mainly on Akamo, although I will share my opinion regarding Farja as well. Also, do note that charms effects stack, so the tentacle anchor, for instance, could make you shoot 6 projectiles, if the two of them proceed.

Djali's Lantern
***
This lantern makes some of your projectiles be burning shots instead. Burning shots set enemies on fire, dealing 1 point of damage over some time. It also raises your critical chance. Very useful with Farja as it affects her special as well.

Frozen Tusk
**
Makes you shoot freezing projectiles, which slow your enemies movement and shooting speed. I don't know if it's effects stack with Farja's attack.

Spike Helmet
*
Makes so that you deal damage to enemy birds when they touch you. 1* because you have to damage yourself to deal damage, and life is too important for this.

Spearhead
***
This item increases your damage dealt by 1. It also has the "lost artifact" attribute, but if it changes something or if it is only flavor is unknown to me.

Empowering bird
**
This bird provides the whole party with a temporary damage buff. The buff lasts for about X seconds and increases the damage dealt by 30%. Not too reliable

Nova
***
This bird shoots projectiles in a nova effect every few seconds. The player does not need to shoot for this ability to proceed. He is specially useful when he shoots his nova when very close to an enemy, as he will hit it with most of his shots, dealing large amounts of damage.

Orby
**
Orby is a bird that will create a temporary orb around it everytime you shoot, up to a maximum of 3 simultaneous orbs. The orbs will float around it and damage enemies they hit.

Bowy
****
Bowie has a bow and will shoot at your enemies and a decent speed, dealing 2 damage. Best bird, as it will usually hit. May lose his bow, though, becoming useless (He does not deal damage when he hits an enemy).

Magnet Bird
*
Atracts your projectiles towards him, then uses them pretty much like Orby does. Deals better damage, as it uses your projectile, but usually it is annoying to have your shots bound to him when he is near you.

Beak
****
Gives an overall increase to all stats (Does not increase health, but does increases stamina).

Lost Talon
***
Slightly Increases damage and critical chance

Short Fuse
****
Increases the distance your projectiles travel. Possibly increases attack speed.

Long Fuses
***
"Relentless Attacks". Considerably increases attack speed. Not very notable on Akamo. 4* for Farja.

Hoasca Glove
*
This glove increases your attack speed by a very considerate amount, but it also not only considerably decreases your shooting distance (almost half), but also, your damage is reduced by 1/4. Rated 1 star because the penalties are too much for it to be worthy. May be a little bit more useful for Farja, though.

Tentacle Jelly
*****
Your shots will split into nearby enemies when they hit an enemy. Extremly efficient against flocking, motherbirds or any other group of enemies.

Pirate Leg
***
Increases damage. "Sloppy Walk" (Unknown).

Rum
***
Increases your damage by 0.70 and has the "Lucky Shots" attribute (Unknown effect).

Bread Crumbs
* to *****
Increases your damage based on the amount of followers you have. Rating depends on how many followers do you have, automatically 4* if you have the Bird Flute.

Bird Flute
***
Makes every enemy and bush you kill have a small chance of dropping a bird follower. The birds have no weapon but will go after the enemy and deal one point of damage on each hit. Their life won't recover, but they can be used to block enemy projectiles. 4* if you have Bread Crumbs.

Squid Anchor
*****
Gives the character a chance of firing 3 shots instead of 1. Best charm in game, IMO. Not so efficient with Farja, though, unless you increase her attack speed.

Vampire Squid
*****
Your shots have a very small chance of stealing 1 hp from your enemies. You also get one extra heart. Very rare. Always grab it.

Bandage
*****
So very much rare, this special item provides you with heal over time. Yes. Heal. Over. time. Takes a very long time though.

Rusty Cannon
****
Doubles your damage, but considerably reduces shooting distance and attack speed. May be rated worse if you already have other shooting distance/attack speed penalties. A completely nombo with Farja, as her attack speed is already low enough

Bush Boomerang
*****
Makes you shots bounce back to you, but reduces shooting distance by a small amount. Is capable of making your shots hitting twice the same enemy (#bugorfeature?), which will always happen when you have the Juicy Orange.

Redberries
***
Increases attack speed and provides stamina regeneration up to one point.

Blackberries
***
Increases stamina and damage

Juicy Orange
*****
Makes your shots pursue the nearest enemy. Severely drops projectile's speed, but increases shooting distance and adds 1 bounce to your shots. Astoundingly good with Farja, because it also makes your special pursue your enemies. If you're playing her, just take it.

Juicy Tentacle
Increases your health by 1 heart and increases your damage.

Calamari
*** or *****
Completely heals you and gives you one extra heart. 5* if you're at low health, otherwise only 3. Usually a life saver.

Khat
****
Increases both your attack speed and your projectile's speed. 4* because it is the only charm that increases projectile speed.

Mini Buckler
***
This charm will create 2 shields that will float in circles around you. If a projectile from an enemy hits the shield it is blocked without using stamina.

Giant Squid's Eye
***
Increases your attack speed and increases your health by 1 heart.

Driftwood
***
Increases damage and health. "Lost at sea" (Unknown).

Mangrove Root
Considerably Increases damage and slightly increases attack speed

Broken Coconut
***
Adds one additional bounce to your shots and increases you damage.

Cannonball
***
Makes you shoot huge projectiles and increases your damage. Useful for breaking bushes and blocks

Broken Ship's Wheel
Increases both damage and attack speed. "Smooth Sailing" (Unknown).

Unlocked Chains
****
Gives you a key when you get it, no other known effect. Keys are extremely useful and rare, so I rated it 4*.

Manastone
***
"Stamina Fountain" -> Adds 2 points of stamina and makes it sou that you reacharge up to 2 stamina points, if you're below 2.

Shrimp
****
Increases all your stats and heals for 1 heart.

Octopus Ink Sack
*
"Blinding Ink". It is supposed to blind enemies, but either I don't know what blind should do to enemies or it is not working. I supose it would make it harder for enemies to shoot at you/reach you.
Books & Potions
This section will be destined to all the consumables found in the game. I also intend to tag every consumable with "instant", "permanent" and "temporary", regarding the duration of their effects. The book's name gives a hint as to what does it do, but I haven't been able to associate all of them yet, so I'll provide a list with the books names and another one with some effects I've seen,. If you have anything to add here, please, be my guest :)

Books
Books' names:
  • Book of Adventure
  • Book of Alchemy
  • Book of Blood
  • Book of Potions
  • Book of Preparation
  • Book of Relocation
  • Book of Reward
  • Book of Shielding
  • Book of Stamina
  • Book of Transform
  • Book of Wonder
  • ???

Some books effects:
  • Fully recharges your stamina - Book of Stamina
  • Provides you with 2 different random potions - Book of Potions
  • Instantly teleports you to an empty safe room - Book of Relocation
  • Temporary Shield - Book of Trueshield
  • Transorfm nearby chests (I don't know if there is any difference beyond their appearence, though) - Book of Transform
  • "Short Story" - Book of Blood
  • Killing earns you gold
  • Turn keys into gold
  • Drops a key, a gold coin and a heart (1 to 3 hp) - Book of Adventure
  • Temporary damage boost - Book of preparation

Potions
Potions effects:
  • Heal 1 to 3 hp
  • Increased movement speed
  • Increased attack speed
  • Raise Max Health
  • Increased Critical Chance
Enemies
Here I'll go through the basic enemy types, without modifiers (Which I'll cover later on). I'm also going the rate the enemies from 1* to 5* regaring how dangerous they are.

Bird
*
The most basic enemy type. He will just fly towards you and damage when he hits you. Not a real threat.

Cavebird
*
A stronger version of the Bird, has a little more health, but won't fly towards you.

Nova
**
This bird will periodically shoot 6 shots in a few different directions. May be annoying, but if you stand right below/above it he will never hit you.

Bowie
**
This bird has a bow and will shoot towards you as soon as you get within reach. With Akamo and can basically just use his special when he shoots towards you, not so easily accomplished with Farja, though.

Patrol
**
As the name suggests, he will patrol an area. He has a bow and will shoot at the player, but won't wander off his patrol area.

Spiller
***
This is a stronger version of Bowie. Besides shooting towards you he has a dash ability pretty much like Akamo's dash. This makes so that he will usually get out of reach or avoid your shots and then shoot back at you. Should be dealt with quickly in order to avoid letting him shoot.

Swisher
***
This bird has a shield and will block every now and then. His block works exactly like the player's, but he will also dash towards the player while blocking, making him close the distance between you really fast. He is stopped when hit though. Specially dangerous with the Explosive mod.

Slushy
****
Kinda like the Spiller combined with the Swisher. He is big, has both a shield and an arrow, will usually get out of range and shoot back at you, and when you try to hit him he will just block and run away again. Very annoying.

Demonbird
****
This bird can be easialy avoided with you keep shooting at him, specially because the "shots" he drops can be thrown away when hit by your attacks. The big problem is that when he hits you, he will apply a poison like effect, and his damage will be of 2 initially and then 2 again every second for a couple seconds. It's even stronger than when you're burning.

Angry Demon
*****
Although "Angry" may seem like a modifier, I've never seen it on anything other than this special critter. Unlike the normal demonbird, his shots will orbit him and won't apply the poison effect. Instead, they won't disappear so soon. Moreover, the more shots he has orbiting him the bigger the orbit range becomes. If you let him grow too much he can even completely avoid you from hitting him without getting inside his "Circle of Doom", specially if you're using the Hoasca Glove. And if you think that's all, his shots will drop the orbit when you kill him instead of simply disappearing, and they will bounce after you once, so it is very probable that you will get hit once by this flipping bird. This guy is first priority on boss rooms, because if you let him build up he will deal lots of damage to you before you can even hit him. Don't let his appearence fool you, he is not a demon for nothing.

Doubler
**
This flatty bird will split into 2 birds whe he dies, those birds will do their best to get to you though, so take care. You should avoid killing him depending on the other enemies in the room. Not much of a threat otherwise.

Bleeder
***
Now this is an annoying guy. You can easily manage to kill him as long as you don't stay right below him, as he will drop a load of shots downwards every few seconds. Problem is, he wll usually try to stay above you, and moreover, if he came from a sick motherbird, there will be lots of them after you. Not so hard to deal with, though.

Crosser
**
A weird behaving enemy. Will shoot either up/down or left/right, one after another, every few seconds. Much like the nova bird, although a little bit harder to hit as you have to shoot him diagonally in order not to get hit.

Tripplebouncer
***
Pretty much like the doubler, he will split into 3 minibouncers when he dies. He is not affected by pushback, so don't try shooting him to keep him away, you will have to avoid him. He won't go towards you though, he will only bounce around the room. You may want to avoid killing him when having too many enemies at the room would be a problem.

Minibouncer
**
He is basically a smaller weaker version of the tripplebouncer. He will change directions when hit by your shots though, which makes him even easier to kill. Will only spawn from the Tripplebouncer and each of them has 1/3 of his total life.

Bouncer
*****
This enemy is an extremly dangerous bird because he will spawn with a flame staff. His shots will deal 2 damage normally and add the burning effect on you, so take care to never ever get hit by his fireballs.

Splasher
**
Will shoot on 4 directions diagonally. Similar to Nova.

Motherbird
**** or *****
Will spawn a bird every few seconds. Birds will go towards you and act as some sort of shield for her. Considerably dangerous with the "Sick" modifier, as she will spawn bleeders instead of normal birds.

Kamikaze
*****
Of all birds this is the one I fear the most. He is a suicidal explosive bird that can very easily deal some heavy damage. With the explosive mod he also sets you on fire, dealing some really heavy damage (I think the total is 7 hp). Biggest problem here is that he is a fast bird, so bouncing him back usually isn't enough, and simply killing him still damages you if he's too close. If he has the raging modifier he will most probably hit you. Take care with this guy on boss rooms, as he may take you by surprise while you're trying to kill the other one. Note that Farja's special is very efficient against him. He is always first priority.

Blindbird
****
This bird may pass through you unnoticed until he can double shoot you and take precious 2 hp. He has the ability of disappearing for a few seconds, making him invisible (Or barely visible against cave background), but also unable to hit you (Thankfully). After a fw seconds he wil reappear and shoot twice at you, then he will fly for a moment and disappear again. He can be very annoying as he will flies directly at you when he is invisible, so you should always take care of him, specially when there are other dangerous enemies in the room.
Enemy Modifiers
Here I'll try t cover what does each enemy modifier does, as well as rate how dangerous does it make some enemy types.

Mad
*** to *****
This makes the enemy shoot really fast towards the player. Can be really annoying depending on the enemy that takes it, and totally dangerous on birds with flame staves. It also adds a bow to the enemy if he doesn't have any weapon.

Pregnant
*
Makes so that when this bird dies he will drop a small enemy without the ability to fly, but that will every now and then shoot at the player.

Nova
**
Nova can be a modifier as well as a bird type. As a modifier, it will make so that the enemy shoots a nova-like effect when he dies. Difference being that this effect covers up and down directions, so there is not real safe point to kill it from.

Admired
*
Adds one follower to the bird that will wander around him. Works more as a blocker than a real threat.

Flocking
*** to *****
Only 5* in a motherbird. This is pretty much the same as Admired, but adds 3 followers instead of only 1. Makes the affected bird considerably harder to hit. Very easy to deal with when you have the Tentacle Jelly charm.

Fragmental
Unknown Effect.

Raging
** to *****
Raging is a mod that considerably increases the bird movement speed. Its danger level really depends on which bird it is affecting. Extremely dangerous on Kamikazes. Not so much on other bird types.

Sick
****
Only appliable to motherbirds, makes it so that her child birds will spawn as bleeders instead of normal birds. Makes her considerably stronger.

Split
* or ***
This mod doubles every shot the enemy shoots. Not a threat if the mob can't shoot, a little bit more dangerous if he can, though.

Freezing
****
With this mod every shot from the enemy will apply a freezing effect on you, slowing you down and reducing you attack speed. On Slushies it may become a problem as they will hit you 3 or 4 times before you can do anything.

Explosive
*** to *****
Again, only 5* on Kamikazes. This mod makes enemies explode when they die. It also adds a chance of setting you ablae if they hit you with the explosion. Never kill and explosive enemy when he is too close to you.

Bulky
***
Gives enemies plenty of extra health.


Drunken
*
Enemy shots will go curvy and make rounds. Usually helps more than complicates, as the enemy will only hit you from a closer distance.

Orbital
*
Makes enemy shots orbit around them for a short period of time. This helps more than anything else as they won't be able to shoot at you from afar.

Hunter
***
Enemy shots will go towards you (Like a pseudo-homing ability).

Ancient
**
Makes the enemy spawn a bird when they die.

Blazing
*****
It makes so that every enemy projectile will set you on fire. Be extra careful if enemies have this mod.

Boomerang
****
Enemy shots will go back to them. Thankfully, they can't hit you twice. Reduces the distance that their projectile travels, which is good because they can't reach you from very far.

Bleeding
**
Enemy will randomly shoot a projectile in a random direction.

Insane
Adds some random movement patterns to the bird, making them harder to hit.

Evil
Unknown effect

Hellish
*****
Increases enemy damage. By a lot. Every enemy will have this mod later on the game. It hurts.

Strong
**
Enemy take only a very reduced knockback effect.
Gameplay Tips
Here I'll give you guys some tips that I use when I'm playing and that may be very helpful for some of you.
  1. First of all, keys are an important resource. They are scarce and very useful. You basically need them for 2 things: Treasure chests and the choice room. I always save at least one for the choice room because charms are so very unique. Most of the time I don't even open the treasure chest to save for the next island's choice room. Treasure Chest usually drop 2 coins and one extra item, that could be another coin, a full heart or even a charm, but unless I'm really desperate for health, I'd rather save the key for something I'm sure will have a charm. If I ever need hearts I'd rather buy them on the shop.

  2. Secondly, always spam Farja's Special. Always. She can easily recharge it because of the amount of bushes and enemies in the room, and it usually deals lots of damage. You can't do the same with Akamo's Special, though, because he will usually dash too close or too far from the enemy, and he has a harder time recharging his stamina.

  3. Never ever EVER get hit by firebals. Never.

  4. You'll always want to break every breakable block in the room. Bushes will recharge your stamina and both blocks have the chance of dropping an item when they are destroyed.

  5. Be extra careful when using your shield, as stamina is necessary for special attacks, and if you're moving when you use it, you dahs in the direction you're going, and although this may be very useful for escaping enemies, it may put you over a flocking motherbird and end up killing you instead of saving you.

  6. If there are floating hearts on the island but you're at full life, you may go to the flame room and get some gold there, then go back to where the hearts are and pick them up until you're fully healed again. That way you won't lose the hearts and will get some extra gold.

  7. You can use jump+down key on bridges so that you fall down below it. This will take 1 hp from you, but will also take you to a safe room. Useful in case the birds outside are too strong.
Known Bugs
This section is more a way of helping the dev finding common bugs that may appear in the game. I'll need your help to build this as you may experience some bugs that I don't and so on. I'll put them in form of a list, more as reference than anything else.

  • Sometimes, when pressing the shoot or jump key while pressing the down key will result in the special setting off or in a consumable being used.

  • On bridges, birds will often fly off the map, simply disappearing.

  • Sometimes, on boss rooms, birds will get stuck on the place where the door would appear after the room was cleared. They stay there and don't shoot or do anything else until the player hits them.

  • Octopus Ink sack seems not to work.

  • Sometimes you'll be able to see some details of other rooms (Like torches, enemies, blocks or the sea, in the first room of the first island)

  • When playing on fullscreen, particle effects (Such as the shots trail) won't clear out, making the room become a real mess.

  • Bird followers will get stuck out of the room if the door closes before the pass through it, only being able to get back after the room is cleared and the doors open.

  • Bowie will sometimes lose his bow (Not sure it its intended behaviour).
5 Comments
COMPANION❤CUBE 31 May, 2020 @ 6:54am 
you can get stuck in boss room if you move chest to the door, you won't be able to push chest away and the only way is to go to other island
RiverNoodl 29 Sep, 2016 @ 4:37pm 
Hey, I've got one piece of advice that isn't in this guide! If you catch on fire, you can stop the damage over time using your block.
YellowAfterlife 23 Jul, 2016 @ 3:36am 
"unlocked chains" also increases movement speed a bit, which helps.

"Flame" rooms are the most useful for disposing any excess heart pieces lying around on the level. Can be very good at early levels since extra gold will permit to accumulate items faster.

As of the current version, you basically win the game when you get Juicy Orange with Farja - with all special attack shots homing back onto the enemy, you can basically spam special attack non-stop until all enemies in the room are dead.
DemonDom 18 Jul, 2016 @ 2:26pm 
Great guide! Tons of info for new and experienced players alike. The enemy modifier section was especially useful, since I never took the time to figure out/memorize what each one did.

Regarding the Flame Room, I'm pretty sure there's also a small chance for items/upgrades to drop as well. I've had it happen a couple of times, resulting in the flame "going out" afterwards.
YOPG 18 Jul, 2016 @ 2:08pm 
Hey! Amazing work! :)