Danger Room

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An old entrance to a danger room.

A Danger Room is an optional area that can be encountered in any Clockwork Tunnels in arcade gates.

Notes

To enter this area you need to pay 3 Icon-Energy.png 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.

There are several danger room layouts, with a variety of gimmicks and traps.

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

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

Each Danger Room spawns 3 consecutive waves of monsters. Some monsters will have the stats and appearance of monsters that usually spawn one stratum deeper; for example, Darkfang Thwackers normally only appear in Tier 3 but can be found inside Tier 2 Danger Rooms in the lower stratum. In addition, Danger Room's monsters are usually strong against the weakness of the stage's normal monster population, potentially forcing an ill-prepared party to use weapons that do very little damage to the monsters: hence, one should always either use normal damage weapons or have two weapons with different damage types equipped in order to sufficiently damage the danger room monsters.

If you successfully defeat the enemies past the Danger Room is a treasure room with twelve treasure boxes (8 red, 4 green), four heart boxes, and some scattered crowns and heat.

Danger Rooms are distinguished by an informative Danger Module at the entrance:

History

List

Map Visual Location Level &/or Segment Notes
D1AD1A Danger Room-Reward.png Clockwork Tunnels Danger Room

"Reward Area" segment
Notes:

The reward area accessible after defeating all the enemies, it have 12 treasure boxes (8 Red and 4 Green), and 4 heart boxes with some scattered crowns and heat in the middle.

The visual's example feature Icon status poison.png poison theme.

Entrance1AEntrance1A Area-Clockwork Tunnels-Danger Room-Entrance1A.png Clockwork Tunnels Danger Room

"Entrance" Segment
Notes:

Common entrance for the area with a danger module at the side.

The two columns at each side show status traps to make the player know the theme of the room.

The visual's example feature Icon status freeze.png freeze theme.

Circular1ACircular1A Area-Clockwork Tunnels-Danger Room-Circular1A.png Clockwork Tunnels Danger Room

"Circular" Segment
Notes:

A circular area. It have 8 respawning Explosive Blocks.

An example of this arena in freeze theme can be seen here.


The visual's example feature normal theme although there is Shock Traps at the top of the arena.

Circular1BCircular1B Stone Blocks Danger Room.png Clockwork Tunnels Danger Room

"Circular" Segment
Notes:

A circular area. It have 9 Stone Blocks forming three walls around the Party Button.

The visual's example feature Icon status shock.png shock theme.

Circular1CCircular1C +shapedDangerRoom.jpg Clockwork Tunnels Danger Room

"Circular" Segment
Notes:

A circular area. It's divided into five quadrants by four angles of Crystal Blocks.

The visual's example feature Icon status fire.png fire theme.

Square1ASquare1A Respawn Ring Danger Room.jpg Clockwork Tunnels Danger Room

"Square" Segment
Notes:

A square area. It have a respawning block ring containing a mixture of regular, explosive, and ghost blocks with Spike Traps in the corners (depending of the tier some of these traps will be closed).

The visual's example feature Icon status freeze.png freeze theme.

Square1BSquare1B Area-Clockwork Tunnels-Danger Room-Square1B.png Clockwork Tunnels Danger Room

"Square" Segment
Notes:

A square area. It have a big and a small respawning block rings containing a mixture of regular, explosive, and ghost blocks with Spike Traps in the corners (depending of the tier some of these traps will be closed).

An example of this arena in poison theme can be seen here.

The visual's example feature Icon status freeze.png freeze theme.

Square1CSquare1C Corner spikes danger room.png Clockwork Tunnels Danger Room

"Square" Segment
Notes:

A square area. It have four angles of respawning Explosive Blocks with Spike Traps in the corners (depending of the tier some of these traps will be closed).

The visual's example feature Icon status shock.png shock theme.

Square2AN/A Cross Spikes Danger Room.jpg Clockwork Tunnels Danger Room

"Square" Segment
Notes:

A square area subdivided into four sections by Spike Traps cross-crossing it. The horizontal and vertical traps are perfectly out of phase, but the trap in the center isn't on the same timer as either of them.

It includes a status trap in the middle of three of the four sections.

The visual's example feature Icon status poison.png poison theme.

Square2BN/A Cross Spikes Blocks Danger Room.jpg Clockwork Tunnels Danger Room

"Square" Segment
Notes:

A square area subdivided into four sections by Spike Traps cross-crossing it. The horizontal and vertical traps are perfectly out of phase, but the trap in the center isn't on the same timer as either of them.

It includes a status trap in the middle of three of the four sections.

This variation includes some Stone Blocks.

The visual's example feature Icon status shock.png shock theme.

Square3ASquare3A Broken floor + spikes danger room.png Clockwork Tunnels Danger Room

"Square" Segment
Notes:

The monsters in this variation are the same as the current level. These also have more than three waves. The dynamic is like with battle arenas.

A square area with one Busted Floor in each corner and Spike Traps (depending of the tier some of these traps will be closed).

This variation includes 6 regular Blocks.

The visual's example feature Icon status freeze.png freeze theme.

Square3BSquare3B Broken Floor danger room 2.png Clockwork Tunnels Danger Room

"Square" Segment
Notes:

The monsters in this variation are the same as the current level. These also have more than three waves. The dynamic is like with battle arenas.

A square area with one Busted Floor in each corner and Spike Traps (depending of the tier some of these traps will be closed).

This variation includes Unbreakable Blocks, some Blocks, and two extra Busted Floors in the middle.

The visual's example feature Icon status shock.png shock theme.

Square (Irregular)1ASquare (Irregular)1A Bullet Hell Danger room.png Clockwork Tunnels Danger Room

"Square (Irregular)" Segment
Notes:

An irregular square area with two Gun Puppy statues at the top of the map, foreshadowing the monsters that spawn.

It have 8 Stone Blocks around the Party Button.

The topic of this article or section is subject to personal opinion, and does not represent any one absolute truth. If you disagree, discuss your concerns on the the talk page before editing.: It is advised to not break the stone blocks.

The visual's example feature Icon status shock.png shock theme.

Square (Irregular)1BSquare (Irregular)1B Area-Clockwork Tunnels-Danger Room-Square (Irregular)1B.png Clockwork Tunnels Danger Room

"Square (Irregular)" Segment
Notes:

An irregular square area with two Gun Puppy statues at the top of the map, foreshadowing the monsters that spawn.

It have 8 Blocks around the Party Button.

The visual's example feature Icon status fire.png fire theme.

Square (Irregular)1CSquare (Irregular)1C Area-Clockwork Tunnels-Danger Room-Square (Irregular)1C.png Clockwork Tunnels Danger Room

"Square (Irregular)" Segment
Notes:

An irregular square area with two Gun Puppy statues at the top of the map, foreshadowing the monsters that spawn.

It have 8 Unbreakable Blocks around the Party Button.

The visual's example feature Icon status shock.png shock theme.

Square (Small)1AN/A Bullet chain danger room.png Clockwork Tunnels Danger Room

"Square (Small)" Segment
Notes:

A small square area. It have an Orbital Chain in the middle and three lines of respawning explosive and ghost blocks arranged in an inverse T shape.

The chain can be easily rendered harmless by blocking with the shield.

The visual's example feature Icon status freeze.png freeze theme.

Square (Small)1BN/A Teir 3 bullet chain danger room.png Clockwork Tunnels Danger Room

"Square (Small)" Segment
Notes:

A small square area. It have an Orbital Chain in the middle and three lines of respawning explosive and ghost blocks arranged in an inverse T shape.

The chain can be easily rendered harmless by blocking with the shield.

This variation have 6 Monster Cages mixed in the lines of blocks.

The visual's example feature Icon status poison.png poison theme.

Rectangular1AN/A Spiral 2019-07-10 17-34-03.png Clockwork Tunnels Danger Room

"Rectangular" Segment
Notes:

The monsters in this variation are the same as the current level. These also have more than three waves. The dynamic is like with battle arenas.

A rectangular area. It have a Rocket Block on both sides of the map. The gates will drop once all members step in the Party Button.

This variation have 4 small lines of Spike Traps and 9 Stone Blocks at each side of the map.

This room was introduced with release 2019-06-27.

The visual's example feature Icon status poison.png poison theme.

Rectangular1BN/A Rockets Danger Room.png Clockwork Tunnels Danger Room

"Rectangular" Segment
Notes:

The monsters in this variation are the same as the current level. These also have more than three waves. The dynamic is like with battle arenas.

A rectangular area. It have a Rocket Block on both sides of the map. The gates will drop once all members step in the Party Button.

This variation have 4 small lines of Spike Traps with 4 regular Blocks and a Timed Explosive Block at each side of the map.

This room was introduced with release 2019-06-27.

The visual's example feature Icon status shock.png shock theme.

Rectangular (Double)1AN/A Spiral 2020-02-15 14-32-44.png Clockwork Tunnels Danger Room

"Rectangular (Double)" Segment
Notes:

The monsters in this variation are the same as the current level. These also have more than three waves. The dynamic is like with battle arenas.

A double rectangular area with Spike Traps and respawning Gate Icon-Undead.png Icon status stun.png Bombies.

This variation have some stone and unbreakable blocks.

This room was introduced with release 2019-06-27.

The visual's example feature Icon status freeze.png freeze theme.

Rectangular (Double)1BN/A Spiral 2020-02-15 15-46-52.png Clockwork Tunnels Danger Room

"Rectangular (Double)" Segment
Notes:

The monsters in this variation are the same as the current level. These also have more than three waves. The dynamic is like with battle arenas.

A double rectangular area with Spike Traps and respawning Gate Icon-Undead.png Icon status stun.png Bombies.

This variation have 6 Timed Explosive Blocks.

This room was introduced with release 2019-06-27.

The visual's example feature Icon status freeze.png freeze theme.

Rectangular (Eight Shape)1ARectangular (Eight Shape)1A Figure Eight Danger Room.png Clockwork Tunnels Danger Room

"Rectangular (Eight Shape)" Segment
Notes:

A rectangular eight-shaped area with two large Spike Traps that makes the floor look like an eight.

This variation have two respawning lines of Explosive Blocks completely spanning the passages above the traps.

The visual's example feature Icon status poison.png poison theme.

Rectangular (Eight Shape)1BRectangular (Eight Shape)1B Area-Clockwork Tunnels-Danger Room-Rectangular (Eight Shape)1B.png Clockwork Tunnels Danger Room

"Rectangular (Eight Shape)" Segment
Notes:

A rectangular eight-shaped area with two large Spike Traps that makes the floor look like an eight.

This variation have 6 Respawn Pad at the top, three at each side, that produce Jelly Green Minis. A Switch by the respawn pads close the Door to trap the minis in their spawn area, but the gates reopen after a period of time.

An example of this arena in freeze theme can be seen here.

The visual's example feature Icon status freeze.png freeze theme.

Rectangular (Eight Shape)1CRectangular (Eight Shape)1C Caged Puppies Danger Room.png Clockwork Tunnels Danger Room

"Rectangular (Eight Shape)" Segment
Notes:

A rectangular eight-shaped area with two large Spike Traps that makes the floor look like an eight.

This variation have the spike traps surrounded by four respawning lines of Ghost Blocks with 4 respawning Gate Icon-Construct.png Gun Puppy at each trap.

The visual's example feature Icon status shock.png shock theme.

Rectangular (Special)1ARectangular (Special)1A Area-Clockwork Tunnels-Danger Room-Rectangular (Special)1A.png Clockwork Tunnels Danger Room

"Rectangular (Special)" Segment
Notes:

The monsters in this variation are the same as the current level. These also have more than three waves. The dynamic is like with battle arenas.

A special rectangular area. It have a Gate Icon-Construct.png Battlepod in the middle of the map that becomes active at the start of one of the final waves.

An example of this arena in poison theme can be seen here.

This room was introduced with release 2019-06-27.

The visual's example feature Icon status freeze.png freeze theme.

Irregular1AIrregular1A Area-Clockwork Tunnels-Danger Room-Irregular1A.png Clockwork Tunnels Danger Room

"Irregular" Segment
Notes:

An irregular shaped area wider on the edges, with status traps at the bottlenecks.

This variation have the traps covered by Crystal Blocks.

An example of this arena in poison theme can be seen here.


The visual's example feature normal theme although there is status traps under the crystal blocks.

Irregular1BIrregular1B Area-Clockwork Tunnels-Danger Room-Irregular1B.png Clockwork Tunnels Danger Room

"Irregular" Segment
Notes:

An irregular shaped area wider on the edges, with status traps at the bottlenecks.

The visual's example feature Icon status freeze.png freeze theme.

Obsolete Rooms

The following Danger Rooms have been removed from the game, but may return at a later date [1].

Center Brambles

A square area with some spike trapss and a line of brambles down the center. Gremlins have a bad habit of hiding in the spikes when low on health.

Corner Traps

A square area 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.

It is worth noting that the extermination of the primary monster type appears to trigger when the next wave of monsters is spawned. 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 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).

See Also

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