Recipes
"The Network's catalog department maintains the recipe registry. The runner who improvises does the Network a small bureaucratic favor."
What Floor 1 lets the runner build out of what the floor leaves lying around.
Two recipe types are available on Floor 1: combines (two inputs, one output) and deconstructs (one input, two component outputs). Combines are how runners build up; deconstructs are how runners pull components out.
Most combines need a tool bench. Crafting splits two ways. A handful of quick improvisations — the kind a runner jams together on the move — can be made anywhere; everything else needs a tool bench to assemble. The Floor 1 Sanctuary has one (a workshop room elsewhere on the floor counts too). Try to combine a bench recipe in the open and the attempt is refused before it costs you anything: "needs a workbench — find a tool bench in Sanctuary or workshop." Deconstructs are always field-work — pull a component out of an item anywhere, no bench required.
A handful of quick lash-ups can be assembled in the field; a runner with Mend L15 (Field Pharmacy) earns a personal exemption and may also field-craft the basic stim recipes that need a bench for everyone else. Every other combine below is a bench recipe.
Nothing below is locked to a later floor — it is all available on Floor 1. Most of it is open from the start of a run. The only things standing in your way are the tool bench above, Mend L15 lifting the bench requirement on basic stims for that runner, and a small set of skill-unlocked field recipes — the Lockpick at Fabrication L15, and the Healing Salve + Antidote at Alchemy L15. Those three need the training, not the bench: once unlocked, they assemble anywhere. Pressure Wrap also requires Fabrication L15, and still needs a workbench.
Combines
A combine consumes both input items and produces the output. Combine attempts that don't match a known recipe fail and consume nothing.
Weapons (combine)
| Recipe | Inputs | Output | Notes |
|---|---|---|---|
| Reinforced Baton | Metal Rod + Grip Wrap | A baton with better materials. Decent step up from the starter Baton. | |
| Field Baton | Grip Wrap | The 1h guardian alt — a better grip and a counter-swing. Unlocks at low Blunt Force Trauma. | |
| Demolition Sledge | The Blunt kit's Pilot-Directives reward craft — the 2H smasher's T1. | ||
| Heavy Pipe Wrench | "Fit a reinforced baton into pipe hardware until the tool becomes an argument." | ||
| Improvised Shield | Scrap Metal + Head Strap Fragment | Improvised Shield | Defensive off-hand alternative. |
| Slingshot | Grip Wrap + Frayed Copper Wire | A Trigger-kit runner who lost theirs can rebuild it. | |
| Reinforced Slingshot | Metal Rod | Step up from the starter Slingshot. | |
| Loaded Slingshot | The top of the slingshot line — trades Plink for a heavier Volley. | ||
| Service Bow | The floor's first proper bolt-thrower — fires the Stock Bolt. | ||
| MR-T2 Field Handset | Capacitor Bank | A fuller command set for the same droid. | |
| MR-T3 Authorized Handset | The top handset, with the droid's heaviest orders. |
Tools & explosives (combine)
| Recipe | Inputs | Output | Notes |
|---|---|---|---|
| Spark Fuse | Frayed Copper Wire + Raw Battery Cell | Spark Fuse | Crafting component. Feeds the floor's bigger electrical builds. |
| Capacitor Bank | Electronic Components + Raw Battery Cell | Capacitor Bank | The heavier electrical component. |
| Arc Mine | Capacitor Bank + Frayed Copper Wire | Arc Mine | Deployable electrical mine. Survival pairs. |
| Lock Bypass Spike | Frayed Copper Wire + Data Chip | Lock Bypass Spike | Electronic-lock consumable for runners without splice training. |
| Lockpick | Scrap Metal + Frayed Copper Wire | Lockpick | Field craft — requires Fabrication L15. Bend the scrap into a hook; twist the wire into a tension bar. The locked-container economy's supply side. |
| Shrapnel EMP | EMP Grenade + Scrap Metal | Shrapnel EMP | EMP with kinetic damage payload. The Network does not recommend close-range use. |
Medical (combine)
| Recipe | Inputs | Output | Notes |
|---|---|---|---|
| Filtered Stim | Chemical Reagent Canister + Chemical Vial | Filtered Stim | A big heal in one shot. Does nothing for Exposure. |
| Antitoxin Injector | Filter Unit + Chemical Reagent Canister | Antitoxin Injector | Ends Exposure and heals a little. |
| Emergency Foam Injector | Chemical Reagent Canister + Half-Empty Stim-Pad | Emergency Foam Injector | Variant medical use. |
| Healing Salve | Redleaf Concentrate + Adhesive Patch | Healing Salve | Field craft — requires Alchemy L15. Heals 20. The planter's Redleaf Sprig feeds this one. |
| Antidote | Redleaf Concentrate + Chemical Reagent Canister | Antidote | Field craft — requires Alchemy L15. Cures Exposure and clears Exposure Residue. |
| Janitech Bristle-Brand Tonic | Redleaf Concentrate + Chemical Vial | Janitech Bristle-Brand Tonic | Workbench recipe. Restores health. |
| Pressure Wrap | Cloth Scrap + Adhesive Patch | Pressure Wrap | Workbench — requires Fabrication L15. Stops bleeding, including deep wounds; no healing. |
Other (combine)
| Recipe | Inputs | Output |
|---|---|---|
| Crudely Sealed Hood | Filter Unit + Mutant Fur Patch | Crudely Sealed Hood |
Survival and Trapping
"The Contestant Handbook · Survival Equipment · Sec. 4. The Network is pleased to extend full assembly rights to all contestants."
The Survival runner does not win fights — they arrange them. The signature loop is read → rig → lure → spring: pick the cell something must cross, set the wire, draw the target across it, and let the floor do the rest. Three pieces of equipment carry that loop, and all three are contestant-assembled in the field — no tool bench required.
The Cable Snare
CABLE SNARE — FIELD-ASSEMBLY REFERENCE
The Cable Snare is a contestant-assembled restraint. Set on a cell, it closes on the next hostile that crosses it and holds the target rooted in place — Survival's first lesson: stop the thing before you deal with it.
Where the first one comes from. Every Survival kit ships with a snare. The Network is pleased to extend full assembly rights to all contestants for the rest.
To assemble (field craft, no bench): combine
Tensile Plant Fiber +
Frayed Copper Wire. Twist the fiber around the wire and tension it into a closing loop. No specialist certification is required.
Where the fiber comes from — the gardener's supply line. Tensile Plant Fiber is stripped from the Janitech Cordvine Runner, a fast creeper grown in the Sanctuary planter. Plant a Cordvine seedling, wait roughly sixty minutes, and harvest the runners into snare-grade cordage. This is how the trap line stays stocked: any Sanctuary gardener keeps the snares coming, no trip to a vendor needed. Copper wire is recovered on-site from maintenance fixtures.
In the field: a snare set on a route a target must take performs best. The Network does not guarantee target cooperation.
The Clatter Lure
CLATTER LURE — DEPLOYMENT REFERENCE
A wind-up noise-maker on a magnetic clamp. Thrown, it skitters and rattles — a service bot can't tell it from a fault, and comes to investigate. Survival's second lesson: don't wait for the prey. Make it come to you.
Where it comes from. Every Survival kit ships with the lure alongside the snare.
To use: throw it (range 6) onto or past a set snare. Nearby service bots and vermin divert toward the clatter and keep coming until they reach it. The lure lies flat, so a target drawn onto it walks onto the wire beneath it. It can't be thrown or fetched mid-fight: anything already fighting ignores it. This is the lure half of read → rig → lure → spring: the snare waits, the lure delivers.
The Crude Cage
CRUDE CAGE — FIELD-ASSEMBLY REFERENCE
A wire-mesh box lashed to a salvaged-metal frame, crude enough that a trapper throws one together from forage and scrap. Survival's third lesson: trapping stops the thing; the cage keeps it.
What it is for — capture is two steps. A snare roots a target; it does not hold one. Capture is a deliberate second act: snare the animal so it's rooted, then use a Crude Cage on it to crate it into a Caged Specimen the runner can carry, sell, or bring home to the Sanctuary show cage as a pet. One cage captures one animal — the cage is the housing, consumed into the catch. (For live captures, see also "Caged Specimens, Unscheduled.")
To assemble (field craft, no bench): combine
Tensile Plant Fiber +
Scrap Metal. Bend the salvaged frame and lash gardener-grown Cordvine fiber across it into a mesh box. Crude, but it holds a snared rat. The Network is pleased to extend full assembly rights.
The cage is the trapper's self-supply for capture — keeping a pet never forces a trip to Sully. The premium Janitech-brand cage Sully sells is the buy-from-vendor alternative for contestants who prefer the optics.
Most components are recoverable on-site. Most.
Weaponizing the floor — the building eats its own janitors
The snare and the lure stop and steer a target; the floor finishes it. The Survival runner's signature flourish is using the Rig verb (or the kit's tool roll) to arm or trigger the plant's own hazards against whatever they've rooted in front of one:
- Gas valve — the canonical Survival kill, and the one the floor's tutorial showcases: snare a target in front of an open valve, then ignite it. Cooked. The lesson is tools combine — immobilize first, then exploit.
- Steam vent — a triggerable scalding burst.
- Live electrical + wet grating — exposed current over a conductive wet cell; a rooted target standing in it takes the jolt. Trains the electrical channel.
- Hanging load — an unsecured suspended weight, dropped on whatever's beneath it. The cleanest snare combo: root the target, drop the load.
None of these are issued — they're read off the floor and turned against it. A Survival runner who can read a room sees a kill box where everyone else sees a corridor. (Some hazards are still being installed across the floor; the gas valve is the one the floor has always run.)
Neutralizing a trap or hazard — Disarm
The counter to all of the above is Disarm — a Perception-leaning act that neutralizes a detected trap or hazard before it springs. A runner who can see a rigged trap (Perception's reveal milestones light them up) can move to take it out of play rather than walk into it. This matters in PvP: traps a runner leaves on the floor fire for whoever arrives — and a runner with the eyes to spot one can disarm it instead of springing it. (Disarm is on the Network's slate; until it lands, a detected trap can simply be destroyed.)
Deconstructs
A deconstruct breaks an input item into two component outputs. Useful for runners pulling raw materials out of looted equipment.
Notes for runners
A few patterns worth knowing for Floor 1:
- The Stim → Chem Reagent pipeline. A spare stim becomes inputs for Filtered Stim, Antitoxin Injector, or Emergency Foam Injector. Mend runners who hoard stims should reconsider; Improv runners who burn stims may want to.
- 1h baton recycling. A picked-up Reinforced Baton can become a Field Baton (the guardian alt) without dropping much DPS, or deconstruct into rod + grip for other recipes. Improv-trained runners maximize this loop.
- Thermite economy. A runner who picks up thermite paste holds an ignition source or a recipe ingredient in each charge. Deciding how to split them is the first call anyone working the thermal channel makes on Floor 1.
Note on missing Floor 1 recipes
The current catalog focuses on combine + deconstruct paths. Tool-bench access is now part of Floor 1 (see the intro above). Recipes that wait on deeper training or on faction reputation come into their own on later floors. The Programming Director thanks the audience for their patience.
Next → Bosses — The floor's five featured personnel.
Redleaf Concentrate +