Power Complex
De SpiralKnights-es
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Unlike most worlds, which have been brought to Cradle, torn apart by Gremlins, and reassembled for their own purposes, the Clockwork Tunnels are merely the behind-the-scenes 'bones' of the world. The Clockwork Tunnels were constructed chiefly to connect parts of the Clockworks. However, in their haphazard fashion, Gremlins often abandon unused sections of the tunnels, leaving them to be reclaimed by the various other denizens of Cradle.
While certain areas of the Clockworks such as the Blast Furnace, the Cooling Chamber, the Power Complex and the Wasteworks have a specific name related to their elemental status theme, their morphology seems to suggest that they can be considered part of the Clockwork Tunnels.
The monster theme of the level into which Knights will delve is determined by the color of the gear displayed in the level icon.
Features
Trojans are the only monsters that do not appear in the Clockwork Tunnels. Knights will always confront several Menders or Silkwings in the Clockwork Tunnels.
Danger Rooms are sometimes present within these levels.
Drone members are seen commonly in the Clockwork Tunnels. Shankles are the most common and Wisps appear when it is a Status area and will gain that status of each level. Shankles will deal what ever Damage fitting to the Level( Shadow in Fiend and Undead, Piercing in Beast and Slime and Elemental in Gremlin and Construct).
Notes
The gremlin version of Mechanized Mile is still predominantly populated with Constructs, with very little to no difference to the Construct Mechanized Mile.
As of the Release Notes 2012-02-22, the Gremlin version of Mechanized Mile has been replaced with Gremlin Grounds