Danger room

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The entrance to a danger room.
Warning! The path beyond this point is far more dangerous than what you would expect on this level. By entering you will not be able to turn back until you complete the challenges within.
However, should you manage to come out victorious you will be rewarded for your bravery. Enter at your own risk!

Danger rooms are optional areas sometimes found within Clockwork Tunnels. They are pay areas that cost 3 energy. Inside the gate, the danger room is a single room with a party button where the gates will not open until all the monsters are defeated, similar to Battle Arenas. Past the danger room is a treasure room with eight red treasure boxes and four heart boxes if you successfully defeat the enemies.

Two types of monsters will spawn within danger rooms. Higher-tier monsters have a chance of spawning inside danger rooms; Darkfang Thwackers normally only appear in Tier 3, but can be found inside Tier 2 danger rooms. All danger rooms seem to follow the same mechanic: some monsters are one tier ahead. For example, an Ironclaw Thwacker in stratum 4 will sometimes be replaced by a Darkfang Thwacker. There will always be one monster in a Danger Room that will be one tier stronger than the current one.

At a danger room's entrance, there are two columns on each side of the gate. These columns indicate the possible theme of the danger room:

  • Fire grates: Fire monsters
  • Ice mist: Freeze monsters
  • Lightning rods: Shock monsters
  • Poison bubbles: Poison monsters

However, themed monsters may not appear despite the entrance columns displaying otherwise. It may be based on the actual level's theme.

There are two known danger room layouts:

Center Brambles

Center Brambles

Square with some spikes and a line of brambles down the center. Gremlins have a bad habit of hiding in the spikes when low on health.

Monster Combinations:

Corner Traps

Shocking Corner Traps on Tier 1.
Poison Corner Traps on Tier 2.
Freezing Corner Traps on Tier 3.

Square with a status trap at each corner and a single block width passage around the outside. In Tier 1, there are no spike traps; in Tier 2, there are two spike traps along the status traps; and in Tier 3, three spike traps. The type of trap depends on the danger room's theme; for example, a poison room will have poison mist grates. All traps will deactivate when the room has been fully cleared. The perimeter is filled in with breakable blocks at the start; it is advisable to take the time to break these first to increase the amount of safe ground.

Monster Combinations:


It is worth noting that the extermination of the primary monster type (Gremlins orJellies, respectively) appears to trigger when the next wave of monsters is spawned in a Danger Room. For example, in a Gremlin and Wolver room, disposing of all of the gremlins will spawn the next wave of monsters regardless of the number of Wolvers still remaining. The same can be said of killing all of the Jellies in a Danger Room before getting rid of the Lichens. Extra care must be taken by players to not allow the monsters to stack up or they may be quickly overwhelmed (especially in the case of Lichens since you can easily have multiple Lichen Colonies attack your party at the same time if you do not get rid of them in their earlier stages of development).

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