Diferencia entre revisiones de «Exploración»
De SpiralKnights-es
Línea 5: | Línea 5: | ||
== Monstruos == | == Monstruos == | ||
− | {{main| | + | {{main|Mounstruo}} |
− | + | Los monstruos son las terribles criaturas que se pueden encontrar en los pasillos siempre cambiantes de los Mecanismos. Actualmente hay seis "familias" de los monstruos que se encuentran dentro de los Mecanismos: [[Monstruo|Beast]], [[Monstruo|Fiend]], [[Monstruo|Undead]], [[Monstruo|Construct]], [[Monstruo|Gremlin]] y [[Monstruo|Slime]]. | |
− | == | + | == Cajas de Tesoro == |
− | {{main| | + | {{main|Cajas de Tesoro}} |
A lucky find! They always contain goodies such as coins, tokens, heat or consumables for the knight to loot. They come in red and green varieties, and the red ones are more rewarding (and less often found) than the green ones. | A lucky find! They always contain goodies such as coins, tokens, heat or consumables for the knight to loot. They come in red and green varieties, and the red ones are more rewarding (and less often found) than the green ones. | ||
Revisión de 03:50 29 jul 2013
Esta página o sección necesita ser traducida. En este momento puede tener errores sintácticos o texto sin traducir. Por favor ayuda al wiki continuando con la traducción desde el artículo original: Exploration. Borra esta plantilla al terminar de traducir el artículo. |
Una de las tareas de un caballeroes la exploración de los Mecanismos al unirse en un grupo bajando en los portales. Mientras exploran los Mecanismos, los caballeros van descubriendo cosas interesantes.
Monstruos
Los monstruos son las terribles criaturas que se pueden encontrar en los pasillos siempre cambiantes de los Mecanismos. Actualmente hay seis "familias" de los monstruos que se encuentran dentro de los Mecanismos: Beast, Fiend, Undead, Construct, Gremlin y Slime.
Cajas de Tesoro
A lucky find! They always contain goodies such as coins, tokens, heat or consumables for the knight to loot. They come in red and green varieties, and the red ones are more rewarding (and less often found) than the green ones.
Items
Consumables
Pickups
Materials & Other Items
Map Features
When exploring within the Clockworks, knights may encounter a range of obstacles. Often, it is necessary to remove these to advance and finish the level.
Breakable Blocks
These basic blocks can be broken by a single damaging attack of a Knight's sword, gun, and bomb, or a thrown item.
Stone Blocks
Stone blocks must be hit three times to be destroyed. A Rock Jelly Cube has a chance of appearing in place of a Stone Block.
Unbreakable Blocks
Blocks that cannot be broken by regular attacks. However, all Unbreakable blocks connected to a Ghost Block can and will be removed.
Crystal Blocks
Crystal Blocks come in 3 colors: Orange, green and blue. When hit, all connected Crystal Blocks of the same colour will shatter. Single Crystal Blocks are often found hiding a switch needed to advance in the level.
Ghost Blocks
Blue, light-emitting blocks. Breakable Blocks, Stone Blocks, Unbreakable blocks, Crystal Blocks, Bushes, Explosive blocks, Timed Explosive blocks, Monster cages and Treasure Chests connected to the Ghost block will get removed.
Grass
Grass can be found on any grassy level. They are found in abundance in Aurora Isles, Starlight Cradle and Jigsaw Valley levels. They can be destroyed with a sword, at the maximum range of a gun, or a bomb. When destroyed, they have a chance of dropping a 1-50 crown coin or a Heart.
Bush
Bushes are found in any levels with grass, but are found in abundance in Wolver Dens. When destroyed, they have a very small chance of dropping a 1 crown coin.
Candles
Candles are found exclusively in the Candlestick Keep levels and have to be lit using nearby embers to keep the constant threat of the dreaded Grimalkin at bay. There are two variations: Orange-flame candles, which go out after a short amount of time and must be re-lit by players by throwing embers at them, and blue-flame candles which will be permanently lit.
It is advised for Knights to fight in the light of the candles, to avoid taking a large amount of unshieldable damage from the Grimalkin.
Monster Cages
A type of block, monster cages will release a random monster once broken. Most commonly found in the Gloaming Wildwoods as well as Perimeter Promenade II and Scarlet Fortress Cravat Hall I-II.
Embers
Embers are almost-instantly regenerating objects that can be carried by knights and thrown at candles in Candlestick Keep levels to light them. They are dropped if the knight holding it is damaged, and does slight minor e to monsters when thrown at them.
Empty Rockets
Similar to breakable blocks, except in the shape of rockets. They are found primarily in the Ironclaw Munitions Factory and Grand Arsenal, and need to be hit twice to be broken.
Force Fields
Force fields may be crossed by players, but not monsters.
Players cannot shoot projectiles through a Force Field (with either a handgun or a Charge attack), a Bomb's blast radius will not reach an enemy through the Force Field, and a Sword will not damage a Monster from behind a Force Field, even if it is within the Sword's reach.
Steel Hedgehogs
Massive caltrop-shaped obstacles similar in function to breakable blocks. They need to be hit three times to be broken. They are found primarily in the Grand Arsenal.
Buttons
Buttons cause certain actions to occur when pressed. Multiple buttons may need to be pressed to perform a single action. There are four types of buttons:
- Target-colored, the most common type of button - can be stepped on and will remain pressed indefinitely and some can be found hidden under breakable blocks or Crystal Blocks.
- Party Button - A large unique button adorned with a red circle with a white silouhette of 3 stickmen. All members of the team must be stood on the button to activate it. Party buttons may trigger a wave of enemies, open a gate, or both.
- Pressure plate - A pressure plate opens a nearby gate. A Stone Kat statue must be placed on it to keep it pressed, and multiple pressure plates require all the Kat Statues to be retrieved. A Knight may stand on the button to open the gate, but will not be able to proceed in the level until the Statue is retrieved, as there will be a Party Button on the other side of the gate.
- and one marked with a Munitions icon - will deactivate any nearby active missile launchers when pressed. Found primarily in the Ironclaw Munitions Factory.
Switches
Switches need to be hit with a weapon, projectile or a thrown item. Switches fall into three categories:
- Indefinite - These switches need only be hit once and their effect is permanent. They are colored red and green.
- Alternating - Often comes in groups. Hitting any one of these switches will change all of them. These are often used to raise and lower large numbers of gates simultaneously, or change the direction of retraction for a row of consecutive spiked floors. They are colored purple and yellow.
- and Timed - Hitting a Timed Switch causes something to happen that will reset after a short period of time. When the action has been reset, a knight may hit the switch again to activate the action again and may repeatedly do so until the action has been completed. Timed switches are also purple and yellow.
Gates
Gates allow knights access to new areas. There are four types of gates:
- Switch/button gates - are the most common kind of gate. They are opened (and sometimes closed) by the activation of a switch or button.
- Golden Key gates - Golden Key gates require a Knight to find and use a matching Golden key to unlock it.
- Energy gates - See Extra Energy Features.
- Monster gates - Monster gates are marked with frowning eyes and a purple glow. They will open when all the Monsters in the area have been defeated.
Beast Bells
Beast Bells stun beasts in a certain radius. When hit, they have a cooldown time of about 10 seconds before they can be hit again. Beast Bells can only be found in Gloaming Wildwoods.
Grim Totems
Grim Totems can resurrect nearby Zombies. They cannot be destroyed, but if they can be reached they can be carried to another location to allow for easier Zombie slaying.
Swarm Portal
A Swarm Portal can recreate nearby members of the swarm. They cannot be defeated, but enough damage will temporarily shrink it to a minimal, non-threatening size.
Jars
Jars can be used to hit switches out of reach, or slightly damage a monster from long range. Jars come in three variants:
- Regular - The most common type of jar. These jars are always present on top of a Respawning Block if a Knight is presented with a switch outside of Sword range.
- Fire jar - Fire jars will set alight hit monsters, and will set alight any oil slicks it hits.
- Oil jar - Oil jars will leave oil slicks on the floor when they break.
Water Globes
Water globes are found in the Firestorm Citadel, where they are of paramount importance to Knights by being the sole way of clearing out Shadow Fire and extinguishing the glowing orbs surrounding Lord Vanaduke while he is being fought.
They are also found in the Grand Arsenal and are used to find a key, opening a door with one treasure block inside, guarded by two Gun Puppies and two Thwackers of the higher tier. However, the Water Globes here will not respawn.
Map Hazards
While exploring the various levels of the Clockworks, knights may encounter dangers besides monsters. Many of these hazards can only be found in appropriately themed levels, but others like floor spikes can be found in levels of any theme. Knights will take damage and sometimes status effects by venturing into certain hazards.
Explosive Blocks
Explosive blocks are, as the name suggests, blocks that explode when they take any damaging hit. If Knights stand too close to these blocks when they explode, they will take damage. The explosions can also damage monsters, so use the environment to your advantage.
Note: It is possible to detonate an Explosive Block using your sword. A knight can stand just outside of the block's blast radius and detonate it. If done right, you will not take any damage.
Timed Explosive Blocks
These explosive blocks go off 3 seconds after they are activated. A knight or monster within range when the timer hits 0 will take damage.
Unused Rockets
Like the empty rockets, they are found in the Ironclaw Munitions Factory. However, it will explode after a few seconds when hit and can damage Knights within a 2-floor tile radius. They do not damage nearby Empty Rockets.
Missile launchers
The missile launchers usually appear in groups and will occasionally fire missiles in the direction they are facing. They can be deactivated by pressing an Ironclaw Munitions button. Missile launchers can be found in the Ironclaw Munitions Factory and the Grand Arsenal.
Missiles
Missiles are the projectiles of Missile Launchers and the Roarmulus Twins. They deal Normal damage.
Respawning Hazards
Black blocks found on the floor with a rotating circle symbol on it. They are commonly found respawning certain type of blocks, objects, certain Constructs, Slimes and even Gremlins. If the item or monster it spawns is either destroyed or removed with a Ghost Block, it will respawn again in a short amount of time. If a knight is standing on the respawning block when it spawns, the knight will take minor damage and it will not spawn. If shielded, the shield will instead take minor damage.
Note: A unique kind of respawning block can be used to completely recover health. It does not "respawn" per sé, so it does not damage a Knight or their shield. This type of Respawning Block can only be found in the Advanced Training Hall, Subtowns, in between Arenas and before Bosses. A slow healing equivalent can be found in the Firestorm Citadel.
Floor Spikes
Floor spikes are one of the most common hazards encountered by knights. The spike areas always run in a perpetual cycle: spikes out, spikes in, and then they glow purple just before coming back out. When the spikes are out, they should be avoided at all costs, especially in Tier 3. They inflict piercing damage and will often break the shield of a knight that ventures onto them. When the spikes are withdrawn, however, they can be walked on safely.
Brambles
Brambles are mostly found on grassy levels and are in fixed positions. Brambles pose most of a threat when an enemy is knocked into the middle of a patch of them, in which case ranged attacks are needed to reach them. Monster drops have a bad habit of hiding in the middle of this hazard. Knights who venture into the brambles will take damage. Brambles can be safely traversed using your shield. They also come in the form of poison brambles, which are marked with a distinctive purple hue and will poison knights who walk into them.
Barbed Wire
Similar to Brambles. Found only in the Grand Arsenal.
Mines
A hidden bomb that is activated by a Knight walking nearby. The bomb is invisible, but it's marked by distinctive tiles of a darker hue. Its fuse length is similar to that of Gremlin Demo bomb. Can only be found in the Grand Arsenal.
Elemental Grates
Elemental grates are other floor hazards found in the Clockworks. The type of floor grate depend on the theme of the level - fire grates are found in Blast Furnaces, poison grates in Wasteworks, freeze grates in Cooling Chambers, and shock grates in Power Complex levels. Each grate inflicts a status effect depending on the type of grate.
Shadow Fire
Solid blocks of fire which can be found when traveling in the Firestorm Citadel, the Grand Arsenal and make a small appearance in the tutorial mission Crossing the Chasm. Unlike fire grates, Shadow Fire is a constant hazard and should be avoided at all costs. Oilers walking through a block of Shadow Fire will catch fire.
Shadow Fire blocks can be removed by throwing a Water Globe on it, if available.
Spiked Wheels
These can also be found in the Firestorm Citadel. Spiked wheels have a powerful knockback capable of crushing knights and enemies alike.
Extra Energy Features
The Clockworks also are home to some added features that can be accessed by paying an additional energy fee.
Energy Gates
Energy Gates function and look similar to a locked gate, with the exception that they cost 3 Energy, rather than a key, to open. When approaching a gate, a bubble will appear next to your character denoting the Energy cost. To open the gate, press the Action button, and then to confirm the exchange press the Action button again.
Behind Energy Gates usually lie a plethora of high-yield treasure boxes. Others may lead to Danger rooms or alternate routes through a level.
Mecha Knights
Found in Deconstruction Zone or Ironclaw Munitions Factory levels, these friendly Mecha Knights require 5 energy for activation. Just like the mecha knights made by activating a Mecha Knight Kit, they will help kill enemy monsters until either they themselves die or you finish the level. However, they are unable to take the elevator and their service to knights would be terminated at the end of each level.
Mecha Turrets
Found in The Jelly Farm II levels, these friendly Mecha Turrets require 5 energy for activation. Once a Mecha Turret is activated, it will damage enemy monsters near and far with its powerful laser beam. Like Gun Puppies, Mecha Turrets have frontal sight detection and can rotate 360 degrees. Unlike gun puppies though, they have an immensely long range and are of paramount usefulness to knights if used properly.
Scenario Rooms
Found in certain levels throughout the Clockworks, these unique rooms offer stories and tips on the Clockworks themselves.