Difference between revisions of "Talk:Exploration"

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m (organization - for clarity and ease of entry (instead of editing a huge list))
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"A family of" = there's multiple varieties of the entity - appearances usually depend on the stratum theme. If there are more details available, they will be on the file page - click images to see.
 
"A family of" = there's multiple varieties of the entity - appearances usually depend on the stratum theme. If there are more details available, they will be on the file page - click images to see.
  
Using UV-ability-like levels for danger:
+
Per section, the following lists are organized by date of release, alphabetically if tied.
:none = not a threat itself, well, it might block an escape path or something.
+
:low = can rarely be a threat, spawns a monster instead
+
:medium = is a threat, but it takes its time/is slow and obvious (countdown blast blocks), or is a threat in a roundabout way, like restoring enemy health.
+
:high = will hurt a lot and possibly cause some problems, but generally isn't too bad. (brambles)
+
:very high = hurts quite a lot but only hurts individuals if they get too close.
+
:ultra = hurts quite a lot, and can hurt your team too if you're not careful!
+
:maximum = the pain! The status! IT BURNS FOREVER! (freeze traps, spirit fire that falls from the ceiling and traps etc. are maximum threat)
+
 
+
Types include:
+
:Block (as in a block, and a block that blocks progress!)
+
:Breakable (specific to things that drop loot)
+
:Carry (carry it and then throw it or put it somewhere important)
+
:Enemy Aid
+
:Player Aid
+
:Mechanism (part of the clockworks, usually involved in a puzzle of some kind)
+
:Misc
+
:Spawner (produces something repeatedly that isn't a grate trap)
+
  
 +
==List==
 +
===Loot Yielding===
 
{{ExplorationList/Start}}
 
{{ExplorationList/Start}}
  
Line 40: Line 25:
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Grave Mound
+
|name  = Hydrant
|type  = Spawner
+
|type  = Breakable
|danger = Medium
+
|danger = None
|notes  = A suspicious mound of soil that might spawn a [[zombie]] as you approach, or as you walk away. They are guaranteed to be encountered in [[Graveyard]] areas, but not [[The Grasping Plateau]]. During the [[Dark Harvest Festival]], they might spawn a [[Grim Scarab]] instead of a zombie.
+
|notes  = Break for a chance to find minor loot.
 +
 
 +
Encountered in [[Concrete Jungle]], [[Devilish Drudgery]], and [[Dark City]] areas.
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Breakable Block
+
|name  = Mailbox
|type  = Block
+
|type  = Breakable
 
|danger = None
 
|danger = None
|notes  = A family of basic 1x1 blocks can be broken by a single damaging attack of any kind. Aesthetic variations can be encountered in different areas.
+
|notes  = Break for a chance to find minor loot.
  
Perhaps they are meant to be large bits of rubble, junk, or debris, as they seem to be more aesthetic features than obstacles most of the time.
+
Encountered in [[Concrete Jungle]], [[Devilish Drudgery]], and [[Dark City]] areas.
 
}}
 
}}
 +
 +
{{Table/End}}
 +
 +
{{clearleft}}
 +
 +
===Carried===
 +
The following entities can be picked up by the player and carried to another location. They are either set down or thrown.
 +
{{ExplorationList/Start}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Button
+
|name  = Pot
|type  = Mechanism
+
|namefix = Clay Pot
 +
|type  = Carry
 
|danger = None
 
|danger = None
|notes  = A round button shaped like a target that triggers a change, usually to access an area, but also sometimes to spawn monsters.
+
|notes  = A pot for smashing. Throw it to hit switches, or just to have fun smashing.
}}
+
  
{{ExplorationList
+
A common sight in the clockworks, these pots serve as a means to complete many puzzles, a lucky break for knights who neglect to bring long-range projectiles.
|name  = Crystal Blocks
+
|type  = Block
+
|danger = None
+
|notes  = A family of 1x1 crystalline blocks that break each other if one of them is broken, as long as they are touching (a chain) and are the same color.
+
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Energy Mecha Knight
+
|name  = Fire Pot
|type  = Player Aid
+
|type  = Carry
 
|danger = Low
 
|danger = Low
|notes  = A [[Mecha Knight]] that will fight by your side (with its own [[Tempered Calibur]] and [[Great Defender]]) if provided with 5 [[energy]]. It is unaffected by traps and repaired by mechanisms that heal enemies. It will fight [[monster]]s until either it takes too much damage or the player finishes the level. It is unable to take the elevator with the party and stays behind. <br>{{Opinion/Small}} Low danger: It occasionally stutters with shock, this can have adverse effects on nearby players. Its attacks normally cause an obnoxious amount of knockback with sub-par damage, so use it as a decoy instead.
+
|notes  = A pot containing a self-igniting substance. Throw it at something to set it on [[fire]]!
  
{{Showhide|Locations|content=
+
Low danger: you can set your friends on fire if you're not careful.
This entity is like the one produced by using a [[Mecha Knight Kit]] pickup. Those kits don't require energy and are found randomly.  
+
 
+
Energy Mecha Knights can be found in:
+
* [[Deconstruction Zone]]s
+
* [[Grand Arsenal]]
+
* [[Ironclaw Munitions Factory]]
+
* [[Ghosts in the Machine]]: Dry Dock
+
* [[Compounds]] levels in [[Scenario Rooms]]
+
}}
+
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Explosive Block
+
|name  = Golden Key
|type  = Block
+
|namefix = Gold Key
|danger = Ultra
+
|type  = Carry
|notes  = 1x1 light-emitting blocks that explode violently if struck, hurting both knights and monsters alike.
+
|danger = None
 
+
|notes  = A large golden key. It unlocks a Gold Gate somewhere.
Stuttering [[Mecha Knight]]s will trigger these.
+
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Fire Grate
+
|name  = Statue
|type  = Grate
+
|namefix = Heavy Statue
|danger = Very High
+
|type  = Carry
|notes  = Fire rises from this grate periodically. Players can walk across inactive grates and not take damage from the hazards within.
+
|danger = None
 
+
|notes  = A large heavy statue. Put it on a pressure plate somewhere in the area, or use it to block monsters.
This hazard deals significant damage if touched while active, and is very likely to set players on [[fire]].  
+
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Fire Pot
+
|name  = Oil Pot
 
|type  = Carry
 
|type  = Carry
 
|danger = Low
 
|danger = Low
|notes  = A pot containing a self-igniting substance. Throw it at something to set it on [[fire]]!
+
|notes  = A pot containing flammable oil. Throw it at something to break it - this will spill oil everywhere. Set that oil on [[fire]]!
  
 
Low danger: you can set your friends on fire if you're not careful.
 
Low danger: you can set your friends on fire if you're not careful.
}}
 
  
{{ExplorationList
+
Many areas containing oil pots seem to be mostly populated by enemies that are immune to fire.
|name  = Floor Spikes
+
|type  = Grate
+
|danger = Very High
+
|notes  = Conical spikes rise up from the round holes in this grate periodically. They inflict a large amount of [[Damage##Piercing_Damage|piercing]] damage. Players can walk across inactive grates and not take damage from the hazards within.
+
 
+
A rare version of this trap inflicts stun instead of dealing damage. This phenomenon can be encountered in the kat nest of the {{mission|Purr Terror}} and certain [[Lockdown]] maps.
+
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Force Field
+
|name  = Bomb Shell
|type  = Mechanism
+
|type  = Carry
 
|danger = None
 
|danger = None
|notes  = A protective barrier. Attacks performed through a forcefield will not do damage. A Force Field will turn purple and prevent progress if the player is carrying an item.
+
|notes  = A 1x1 rocket-like object that can be thrown. Explodes on impact.
  
Many force fields are one-way, and often protect players at the start of a level. Others protect NPCs in the field, or make certain puzzles a bit complicated.
+
First seen {{???}}
  
Monsters cannot pass through most force fields (an exception includes [[Bombie]]s in the second combat floor of [[Legion of Almire]]), though Tier 3 [[Wolver]]s can burrow past them. Some monsters can [[glitch]] past a force field as well, witnessed often with the sun scarabs in {{mission|Shadowplay}}.  
+
Can be encountered in [[Compound 42]] and [[The Ancient Generator]].
 
}}
 
}}
  
{{ExplorationList
+
{{Table/End}}
|name  = Freeze Grate
+
|type  = Grate
+
|danger = Maximum
+
|notes  = Frigid air rises from this grate periodically. Players can walk across inactive grates and not take damage from the hazards within.
+
  
This hazard deals significant damage if touched while active, and is very likely to [[freeze]] players.
+
{{clearleft}}
  
This freeze is likely lasting, so this trap will slowly kill most knights, even if they are caught at full health. If your allies are trapped on this grate, free them immediately by breaking the ice that binds them. Very low level traps can be explored with impunity if the player has high enough freeze resistance.
+
===Mechanisms===
 +
The following entities will cause a change when triggered, or are connected to something that causes a change. They usually play important roles in puzzles. Others are simply obstacles that need to be overcome.
 +
 
 +
{{ExplorationList/Start}}
 +
 
 +
{{ExplorationList
 +
|name  = Button
 +
|type  = Mechanism
 +
|danger = None
 +
|notes  = A round button shaped like a target that triggers a change, usually to access an area, but also sometimes to spawn monsters.
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Golden Key
+
|name  = Crystal Blocks
|namefix = Gold Key
+
|type  = Block
|type  = Carry
+
 
|danger = None
 
|danger = None
|notes  = A large golden key. It unlocks a Gold Gate somewhere.
+
|notes  = A family of 1x1 crystalline blocks that break each other if one of them is broken, as long as they are touching (a chain) and are the same color.
 +
}}
 +
 
 +
{{ExplorationList
 +
|name  = Force Field
 +
|type  = Mechanism
 +
|danger = None
 +
|notes  = A protective barrier. Attacks performed through a forcefield will not do damage. A Force Field will turn purple and prevent progress if the player is carrying an item.
 +
 
 +
Many force fields are one-way, and often protect players at the start of a level. Others protect NPCs in the field, or make certain puzzles a bit complicated.
 +
 
 +
Monsters cannot pass through most force fields (an exception includes [[Bombie]]s in the second combat floor of [[Legion of Almire]]), though Tier 3 [[Wolver]]s can burrow past them. Some monsters can [[glitch]] past a force field as well, witnessed often with the sun scarabs in {{mission|Shadowplay}}.  
 
}}
 
}}
  
Line 196: Line 184:
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Grim Totem
+
|name  = Pressure Plate
|type  = Enemy Aid
+
|type  = Mechanism
|danger = Medium
+
|danger = None
|notes  = 1x1 object that pulses with eerie purple light.
+
|notes  = 1x1 plates that activate when something heavy is on top. Find a Heavy Statue somewhere in the area or stand on it.
 
+
Grim Totems will resurrect any nearby [[Zombies]] killed within its radius. These totems cannot be destroyed, but (if they can be reached) they can be carried by the player to another location to allow for easier zombie slaying.
+
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Statue
+
|name  = Switch
|namefix = Heavy Statue
+
|type  = Mechanism
|type  = Carry
+
 
|danger = None
 
|danger = None
|notes  = A large heavy statue. Put it on a pressure plate somewhere in the area, or use it to block monsters.
+
|notes  = A round switch that will allow or deny access. Yellow or purple coloration indicates that the switch can be toggled, or that the switch is on a timer. Red and green indicate the switch can only be hit once. Green indicates it can't be struck again - it has been activated.  
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Hydrant
+
|name  = Munitions button
|type  = Breakable
+
|namefix = Button (Munitions)
 +
|type  = Mechanism
 
|danger = None
 
|danger = None
|notes  = Break for a chance to find minor loot.
+
|notes  = A round button with a rocket symbol. It turns off rocket launchers in the [[Ironclaw Munitions Factory]] and the {{mission|Operation Crimson Hammer}}.
 +
}}
  
Encountered in [[Devilish Drudgery]] and [[Dark City]] areas.
+
{{ExplorationList
 +
|name  = Stone Block
 +
|type  = Block
 +
|danger = Low
 +
|notes  = A family of 1x1 boulders that can be broken with three hits. Rarely, hitting a boulder might disturb a hidden [[Rock Jelly]]. Ghost blocks will remove them.
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Mailbox
+
|name  = Unbreakable Block
|type  = Breakable
+
|type  = Block
 
|danger = None
 
|danger = None
|notes  = Break for a chance to find minor loot.
+
|notes  = A family of 1x1 blocks that cannot be broken by regular attacks. Aesthetic variations can be encountered in different areas. Ghost Blocks will remove them.
  
Encountered in [[Devilish Drudgery]] and [[Dark City]] areas.
+
With {{release|2013-04-03}} art for the default variation was changed.
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Monster Cage
+
|name  = Switch (Munitions)
|type  = Spawner
+
|type  = Mechanism
|danger = Medium
+
|danger = None
|notes  = 1x1 object that releases a random [[monster]] when broken.
+
|notes  = A round switch that will raise or lower purple or yellow barriers in the [[Ironclaw Munitions Factory]] when struck.
 
+
{{Showhide|Locations|content=
+
Certain types of [[Danger Room|danger room]]s feature monster cages.
+
 
+
Some areas contain hidden cages that look like breakable blocks.
+
 
+
The "med cache" boxes in the eastern area of the second floor of [[Ghosts in the Machine]] are actually monster cages containing constructs.  
+
 
+
Players can always find monster cages in:
+
:[[Gloaming Wildwoods]]
+
:[[Jigsaw Valley|Jigsaw Valley: ''Perimeter Promenade II'']]
+
:[[Scarlet Fortress|Scarlet Fortress: ''Cravat Hall'' (''I - III'')]]
+
 
}}
 
}}
  
{{Caged Monsters}}
+
{{ExplorationList
 +
|name  = Pressure Plate (Statue)
 +
|type  = Mechanism
 +
|danger = None
 +
|notes  = 1x1 plates that only activate when a Heavy Statue is placed on top. Find one somewhere in the area.
  
{{Opinion/Small}} It would be best to break these with a ranged weapon or bomb, because monsters that come out will usually attack immediately.  
+
Can be found in [[The Grasping Plateau]] and the {{mission|Breaking in the Recruits}}.
  
 +
Was likely introduced with {{release|2013-10-23}}.
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Oil Pot
+
|name  = Rocket Block
|type  = Carry
+
|type  = Spawner
|danger = Low
+
|danger = Medium
|notes  = A pot containing flammable oil. Throw it at something to break it - this will spill oil everywhere. Set that oil on [[fire]]!
+
|notes  = A family of 1x1 launchers that send off a rocket when attacked. The light on top changes color:
 +
*Green: can be hit to launch a rocket.
 +
*Red: a rocket is active, reloading another rocket - will not activate if hit.
 +
*Yellow: can only be activated if hit by a rocket.
  
Low danger: you can set your friends on fire if you're not careful.
+
First seen with {{release|2015-02-11}}.{{clear}}
 
+
Many areas containing oil pots seem to be mostly populated by enemies that are immune to fire.
+
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Orbital Chain
+
|name  = Unbreakable Crystal Block
|type  = Hazard
+
|type  = Block
|danger = Very High
+
|danger = None
|notes  = A dangerous chain orbits a fixed point. There are several variations in length, status type, and orbit speed of this hazard that can be encountered.
+
|notes  = A family of 1x1 crystalline blocks that break each other if one of them is broken, as long as they are touching (a chain) and are the same color.  
  
There are spots between each orb in a chain where the player can avoid damage as the chain passes by, but these are usually hard to utilize, so it's best to just avoid the chain.  
+
This type cannot be destroyed unless a regular crystal block of the same color is touching them.
 +
 
 +
First seen with {{release|2015-02-11}}.
 
}}
 
}}
  
{{ExplorationList
+
{{Table/End}}
|name  = Poison Grate
+
|type  = Grate
+
|danger = Very High
+
|notes  = Noxious fumes rise from this grate periodically. Players can walk across inactive grates and not take damage from the hazards within.
+
  
This hazard deals significant damage if touched while active, and is very likely to [[poison]] players.
+
{{clearleft}}
}}
+
  
{{ExplorationList
+
===Player Aid===
|name  = Pot
+
The following entities directly aid the player in some way, with no other obvious purposes. Some are even placed by [[NPC]]s.
|type  = Carry
+
|danger = None
+
|notes  = A pot for smashing. Throw it to hit switches, or just to have fun smashing.
+
  
A common sight in the clockworks, these pots serve as a means to complete many puzzles, a lucky break for knights who neglect to bring long-range projectiles.
+
{{ExplorationList/Start}}
}}
+
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Pressure Plate
+
|name  = Energy Mecha Knight
|type  = Mechanism
+
|type  = Player Aid
|danger = None
+
|danger = Low
|notes  = 1x1 plates that activate when something heavy is on top. Find a Heavy Statue somewhere in the area or stand on it.
+
|notes  = A [[Mecha Knight]] that will fight by your side (with its own [[Tempered Calibur]] and [[Great Defender]]) if provided with 5 [[energy]]. It is unaffected by traps and repaired by mechanisms that heal enemies. It will fight [[monster]]s until either it takes too much damage or the player finishes the level. It is unable to take the elevator with the party and stays behind. <br>{{Opinion/Small}} Low danger: It occasionally stutters with shock, this can have adverse effects on nearby players. Its attacks normally cause an obnoxious amount of knockback with sub-par damage, so use it as a decoy instead.
}}
+
  
{{ExplorationList
+
{{Showhide|Locations|content=
|name  = Pressure Plate (Statue)
+
This entity is like the one produced by using a [[Mecha Knight Kit]] pickup. Those kits don't require energy and are found randomly.  
|type  = Mechanism
+
|danger = None
+
|notes  = 1x1 plates that only activate when a Heavy Statue is placed on top. Find one somewhere in the area.
+
  
Can be found in [[The Grasping Plateau]] and the {{mission|Breaking in the Recruits}}.
+
Energy Mecha Knights can be found in:
 +
* [[Deconstruction Zone]]s
 +
* [[Grand Arsenal]]
 +
* [[Ironclaw Munitions Factory]]
 +
* [[Ghosts in the Machine]]: Dry Dock
 +
* [[Compounds]] levels in [[Scenario Rooms]]
 
}}
 
}}
 
{{ExplorationList
 
|name  = Respawning Hazard
 
|type  = Spawner
 
|danger = Low
 
|notes  = A tile that perpetually produces entities. The respawn rate can be different speeds in different areas. What it spawns can be one of two things - another exploration entity like a block, or an enemy. As a rule of thumb, if there is a pad with nothing on top of it in the first place, it will spawn a monster. If it did have something on top, it will spawn whatever that thing was (usually). Don't idle on these pads - your knight can get a bit hurt when things spawn. Instead, avoid it or shield on it to block the spawn. This is handy to help your friends get through areas while carrying things. If it is a monster spawner, usually shielding over it will prevent the enemy from spawning, but this doesn't work for all spawners.
 
 
}}
 
}}
  
Line 329: Line 302:
 
|type  = Player Aid
 
|type  = Player Aid
 
|danger = None
 
|danger = None
|notes  = A tile that restores your knight's HP if you stand on top of it. It also cures [[status]].  
+
|notes  = A tile that restores your knight's HP if you stand on top of it. It also cures [[status]], indicated by its [[Remedy Capsule]]-like coloration.  
  
 
They can be found in the [[Private Training Hall]] and the locker rooms of [[Lockdown]] matches.
 
They can be found in the [[Private Training Hall]] and the locker rooms of [[Lockdown]] matches.
Line 335: Line 308:
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Shock Grate
+
|name  = Information
|type  = Grate
+
|type  = Player Aid
|danger = Very High
+
|danger = None
|notes  = Exposed wires surge with power periodically. Players can walk across inactive grates and not take damage from the hazards within.
+
|notes  = A module containing information about the area.
 
+
This hazard deals significant damage if touched while active, and is very likely to [[shock]] players.  
+
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Stone Block
+
|name  = Recon Module
|type  = Block
+
|type  = Player Aid
|danger = Low
+
|danger = None
|notes  = A family of 1x1 boulders that can be broken with three hits. Rarely, hitting a boulder might disturb a hidden [[Rock Jelly]].
+
|notes  = A [[Recon Module]] contains vital information and/or small bits of stories. They can be read via the [[Commemorative Artifact|artifact]] section of the player's [[arsenal]] after acquisition.  
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Switch
+
|name  = Beast Bell
|type  = Mechanism
+
|type  = Player Aid
 
|danger = None
 
|danger = None
|notes  = A round switch that will allow or deny access. Yellow or purple coloration indicates that the switch can be toggled, or that the switch is on a timer. Red and green indicate the switch can only be hit once. Green indicates it can't be struck again - it has been activated.  
+
|notes  = A bell left by NPCs to aid in combat. Active ones play an important role in the [[Gloaming Wildwoods]] and using one correctly is required to defeat the [[Snarbolax]]. One can be seen in the northern area of the [[Lab]].
 +
 
 +
Hit it to ring it - any [[wolver]]s or [[Dust Bunny|bunnies]] in range will be inflicted with [[Stun|stun]].
 +
 
 +
First seen with {{release|2011-06-02}}.
 
}}
 
}}
 +
 +
{{Table/End}}
 +
 +
{{clearleft}}
 +
 +
===Hazards===
 +
{{ExplorationList/Start}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Timed Explosive Block
+
|name  = Explosive Block
 
|type  = Block
 
|type  = Block
|danger = Medium
+
|danger = Ultra
|notes  = 1x1 light-emitting blocks that count down from 3 and then explode violently if struck, hurting both knights and monsters alike.
+
|notes  = 1x1 light-emitting blocks that explode violently if struck, hurting both knights and monsters alike.
  
 
Stuttering [[Mecha Knight]]s will trigger these.
 
Stuttering [[Mecha Knight]]s will trigger these.
Line 367: Line 349:
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Unbreakable Block
+
|name  = Fire Grate
|type  = Block
+
|type  = Grate
|danger = None
+
|danger = Very High
|notes  = A family of 1x1 blocks that cannot be broken by regular attacks. Aesthetic variations can be encountered in different areas.
+
|notes  = Fire rises from this grate periodically. Players can walk across inactive grates and not take damage from the hazards within.
  
With {{release|2013-04-03}} art for the default variation was changed.
+
This hazard deals significant damage if touched while active, and is very likely to set players on [[fire]].  
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Beast Bell
+
|name  = Floor Spikes
|type  = Player Aid
+
|type  = Grate
|danger = None
+
|danger = Very High
|notes  = A bell left by NPCs to aid in combat against [[wolver]]s. Active ones play an important role in the [[Gloaming Wildwoods]] and using one correctly is required to defeat the [[Snarbolax]]. One can be seen in the northern area of the [[Lab]].
+
|notes  = Conical spikes rise up from the round holes in this grate periodically. They inflict a large amount of [[Damage##Piercing_Damage|piercing]] damage. Players can walk across inactive grates and not take damage from the hazards within.
  
Hit it to ring it - any wolvers in range will be inflicted with [[Stun|stun]].
+
A rare version of this trap inflicts stun instead of dealing damage. This phenomenon can be encountered in the kat nest of the {{mission|Purr Terror}} and certain [[Lockdown]] maps.
 +
}}
  
First seen with {{release|2011-06-02}}.
+
{{ExplorationList
 +
|name  = Freeze Grate
 +
|type  = Grate
 +
|danger = Maximum
 +
|notes  = Frigid air rises from this grate periodically. Players can walk across inactive grates and not take damage from the hazards within.
 +
 
 +
This hazard deals significant damage if touched while active, and is very likely to [[freeze]] players.
 +
 
 +
This freeze is likely lasting, so this trap will slowly kill most knights, even if they are caught at full health. If your allies are trapped on this grate, free them immediately by breaking the ice that binds them. Very low level traps can be explored with impunity if the player has high enough freeze resistance.
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Munitions button
+
|name  = Orbital Chain
|namefix = Button (Munitions)
+
|type  = Hazard
|type  = Mechanism
+
|danger = Very High
|danger = None
+
|notes  = A dangerous chain orbits a fixed point. There are several variations in length, status type, and orbit speed of this hazard that can be encountered.
|notes  = A round button shaped with a rocket symbol. It turns off rocket launchers in the [[Ironclaw Munitions Factory]] and the {{mission|Operation Crimson Hammer}}.
+
 
 +
There are spots between each orb in a chain where the player can avoid damage as the chain passes by, but these are usually hard to utilize, so it's best to just avoid the chain.  
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Switch (Munitions)
+
|name  = Poison Grate
|type  = Mechanism
+
|type  = Grate
|danger = None
+
|danger = Very High
|notes  = A round switch that will raise or lower purple or yellow barriers in the [[Ironclaw Munitions Factory]] when struck.
+
|notes  = Noxious fumes rise from this grate periodically. Players can walk across inactive grates and not take damage from the hazards within.
 +
 
 +
This hazard deals significant damage if touched while active, and is very likely to [[poison]] players.  
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Bomb Shell
+
|name  = Respawning Hazard
|type  = Carry
+
|type  = Spawner
|danger = None
+
|danger = Low
|notes  = A 1x1 rocket-like object that can be thrown. Explodes on impact.
+
|notes  = A tile that perpetually produces entities. The respawn rate can be different speeds in different areas. What it spawns can be one of two things - another exploration entity like a block, or an enemy. As a rule of thumb, if there is a pad with nothing on top of it in the first place, it will spawn a monster. If it did have something on top, it will spawn whatever that thing was (usually). Don't idle on these pads - your knight can get a bit hurt when things spawn. Instead, avoid it or shield on it to block the spawn. This is handy to help your friends get through areas while carrying things. If it is a monster spawner, usually shielding over it will prevent the enemy from spawning, but this doesn't work for all spawners.
 +
}}
  
First seen {{???}}
+
{{ExplorationList
 +
|name  = Shock Grate
 +
|type  = Grate
 +
|danger = Very High
 +
|notes  = Exposed wires surge with power periodically. Players can walk across inactive grates and not take damage from the hazards within.
  
Can be encountered in [[Compound 42]] and [[The Ancient Generator]].
+
This hazard deals significant damage if touched while active, and is very likely to [[shock]] players.  
 
}}
 
}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Busted Floor
+
|name  = Timed Explosive Block
|type  = Spawner
+
|type  = Block
 
|danger = Medium
 
|danger = Medium
|notes  = A suspicious hole in the floor. Usually, nasty mini monsters ([[Dust Bunny|Dust Bunnies]], [[Glop Drop]]s, or [[Scarab]]s) will crawl out and make a fuss!
+
|notes  = 1x1 light-emitting blocks that count down from 3 and then explode violently if struck, hurting both knights and monsters alike.
  
It's a special monster spawner frequently encountered in [[Compound|compounds]]. Variations are seen in other areas, like [[The Ancient Generator]] and [[A New Threat]].
+
Stuttering [[Mecha Knight]]s will trigger these.
 
+
First seen with {{release|2012-05-09}}.
+
 
}}
 
}}
  
Line 443: Line 440:
  
 
First seen 11 December 2013.
 
First seen 11 December 2013.
}}
 
 
{{ExplorationList
 
|name  = Fiend Gate
 
|type  = Spawner
 
|danger = Medium
 
|notes  = A suspicious sigil that continuously spawns what appears to be a portal. Fiends come through it into battle.
 
 
Destroy this portal whenever it appears to reduce the flood of fiendish forces.
 
 
First seen 26 February 2014.
 
}}
 
 
{{ExplorationList
 
|name  = Healing Totem
 
|type  = Enemy Aid
 
|danger = Medium
 
|notes  = A strange device holding a mineral-like object. It will heal nearby enemies. They can be destroyed, but are on fast spawner pads in these areas. The colors seem to reflect the [[Tier]] in which the totem is located, a behavior akin to the the similar objects in [[Mender|gremlin mender]] wands. Tier 1: greenish yellow. Tier 2: Orange. Tier 3: Purple.
 
 
Can be encountered in certain fiendish arcade areas during the [[March of the Tortodrones]] event. Several are encountered in [[Shadowplay]].
 
 
First seen 26 February 2014.
 
 
}}
 
}}
  
Line 502: Line 477:
  
 
First seen 26 February 2014.
 
First seen 26 February 2014.
}}
 
 
{{ExplorationList
 
|name  = Burrow
 
|type  = Spawner
 
|danger = Medium
 
|notes  = A hole in the floor. [[Wolver]]s will occasionally come out.
 
 
First seen with {{release|2015-02-11}}. Encountered in the {{mission|Breaking in the Recruits}}.
 
}}
 
 
{{ExplorationList
 
|name  = Rocket Block
 
|type  = Spawner
 
|danger = Medium
 
|notes  = A family of 1x1 launchers that send off a rocket when attacked. The light on top changes color:
 
*Green: can be hit to launch a rocket.
 
*Red: a rocket is active, reloading another rocket - will not activate if hit.
 
*Yellow: can only be activated if hit by a rocket.
 
 
First seen with {{release|2015-02-11}}.{{clear}}
 
}}
 
 
{{ExplorationList
 
|name  = Unbreakable Crystal Block
 
|type  = Block
 
|danger = None
 
|notes  = A family of 1x1 crystalline blocks that break each other if one of them is broken, as long as they are touching (a chain) and are the same color.
 
 
This type cannot be destroyed unless a regular crystal block of the same color is touching them.
 
 
First seen with {{release|2015-02-11}}.
 
 
}}
 
}}
  
Line 564: Line 507:
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Ghost Sphere
+
|name  = Swarm Spikes
|type  = Block
+
|type  = Misc
|danger = None
+
|danger = High
|notes  = A peculiar blue sphere encountered somewhat frequently in areas of the [[Core]]. It behaves like the [[Ghost Block]]s seen elsewhere in the clockworks.
+
|notes  = A malignant tangle of spikes hidden in the floor that respond to the presence of knights, somewhat like a landmine. They will spike up a moment or two after you step where they are - don't linger too long in one spot or follow the footsteps of friends.
  
 
First seen with {{release|2015-05-13}}.
 
First seen with {{release|2015-05-13}}.
Line 573: Line 516:
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Swarm Sphere
+
|name  = Ghost Sphere
|type  = Spawner
+
|type  = Block
|danger = Medium
+
|danger = None
|notes  = A peculiar black sphere encountered somewhat frequently in areas of the [[Core]]. Be careful, it will spawn a monster corrupted by [[The Swarm]] if struck, much like the [[Monster Cage]].
+
|notes  = A peculiar blue sphere encountered somewhat frequently in areas of the [[Core]]. It behaves like the [[Ghost Block]]s seen elsewhere in the clockworks.
  
 
First seen with {{release|2015-05-13}}.
 
First seen with {{release|2015-05-13}}.
Line 652: Line 595:
 
First seen with {{release|2015-05-13}}.
 
First seen with {{release|2015-05-13}}.
 
}}
 
}}
 +
 +
{{Table/End}}
 +
 +
{{clearleft}}
 +
 +
===Spawners===
 +
The following entities will spawn monsters. Some will spawn continuously or only once.
 +
 +
{{ExplorationList/Start}}
  
 
{{ExplorationList
 
{{ExplorationList
|name  = Swarm Spikes
+
|name  = Grave Mound
|type  = Misc
+
|type  = Spawner
|danger = High
+
|danger = Medium
|notes  = A malignant tangle of spikes hidden in the floor that respond to the presence of knights, somewhat like a landmine. They will spike up a moment or two after you step where they are - don't linger too long in one spot or follow the footsteps of friends.
+
|notes  = A suspicious mound of soil that might spawn a [[zombie]] as you approach, or as you walk away. They are guaranteed to be encountered in [[Graveyard]] areas, but not [[The Grasping Plateau]]. During the [[Dark Harvest Festival]], they might spawn a [[Grim Scarab]] instead of a zombie.
 +
}}
 +
 
 +
{{ExplorationList
 +
|name  = Monster Cage
 +
|type  = Spawner
 +
|danger = Medium
 +
|notes  = 1x1 object that releases a random [[monster]] when broken.
 +
 
 +
{{Showhide|Locations|content=
 +
Certain types of [[Danger Room|danger room]]s feature monster cages.
 +
 
 +
Some areas contain hidden cages that look like breakable blocks.
 +
 
 +
The "med cache" boxes in the eastern area of the second floor of [[Ghosts in the Machine]] are actually monster cages containing constructs.
 +
 
 +
Players can always find monster cages in:
 +
:[[Gloaming Wildwoods]]
 +
:[[Jigsaw Valley|Jigsaw Valley: ''Perimeter Promenade II'']]
 +
:[[Scarlet Fortress|Scarlet Fortress: ''Cravat Hall'' (''I - III'')]]
 +
}}
 +
 
 +
{{Caged Monsters}}
 +
 
 +
{{Opinion/Small}} It would be best to break these with a ranged weapon or bomb, because monsters that come out will usually attack immediately.
 +
 
 +
}}
 +
 
 +
{{ExplorationList
 +
|name  = Busted Floor
 +
|type  = Spawner
 +
|danger = Medium
 +
|notes  = A suspicious hole in the floor. Usually, nasty mini monsters ([[Dust Bunny|Dust Bunnies]], [[Glop Drop]]s, or [[Scarab]]s) will crawl out and make a fuss!
 +
 
 +
It's a special monster spawner frequently encountered in [[Compound|compounds]]. Variations are seen in other areas, like [[The Ancient Generator]] and [[A New Threat]].
 +
 
 +
First seen with {{release|2012-05-09}}.
 +
}}
 +
 
 +
{{ExplorationList
 +
|name  = Fiend Gate
 +
|type  = Spawner
 +
|danger = Medium
 +
|notes  = A suspicious sigil that continuously spawns what appears to be a portal. Fiends come through it into battle.
 +
 
 +
Destroy this portal whenever it appears to reduce the flood of fiendish forces.
 +
 
 +
First seen 26 February 2014.
 +
}}
 +
 
 +
{{ExplorationList
 +
|name  = Burrow
 +
|type  = Spawner
 +
|danger = Medium
 +
|notes  = A hole in the floor. [[Wolver]]s will occasionally come out.
 +
 
 +
First seen with {{release|2015-02-11}}. Encountered in the {{mission|Breaking in the Recruits}}.
 +
}}
 +
 
 +
{{ExplorationList
 +
|name  = Swarm Sphere
 +
|type  = Spawner
 +
|danger = Medium
 +
|notes  = A peculiar black sphere encountered somewhat frequently in areas of the [[Core]]. Be careful, it will spawn a monster corrupted by [[The Swarm]] if struck, much like the [[Monster Cage]].
  
 
First seen with {{release|2015-05-13}}.
 
First seen with {{release|2015-05-13}}.
 +
}}
 +
 +
{{Table/End}}
 +
 +
{{clearleft}}
 +
 +
===Enemy Aid===
 +
The following entities directly aid enemies in some way, with no other obvious purposes.
 +
 +
{{ExplorationList/Start}}
 +
 +
{{ExplorationList
 +
|name  = Grim Totem
 +
|type  = Enemy Aid
 +
|danger = Medium
 +
|notes  = 1x1 object that pulses with eerie purple light.
 +
 +
Grim Totems will resurrect any nearby [[Zombies]] killed within its radius. These totems cannot be destroyed, but (if they can be reached) they can be carried by the player to another location to allow for easier zombie slaying.
 +
}}
 +
 +
{{ExplorationList
 +
|name  = Healing Totem
 +
|type  = Enemy Aid
 +
|danger = Medium
 +
|notes  = A strange device holding a mineral-like object. It will heal nearby enemies. They can be destroyed, but are on fast spawner pads in these areas. The colors seem to reflect the [[Tier]] in which the totem is located, a behavior akin to the the similar objects in [[Mender|gremlin mender]] wands. Tier 1: greenish yellow. Tier 2: Orange. Tier 3: Purple.
 +
 +
Can be encountered in certain fiendish arcade areas during the [[March of the Tortodrones]] event. Several are encountered in [[Shadowplay]].
 +
 +
First seen 26 February 2014.
 
}}
 
}}
  
Line 706: Line 750:
  
 
A screenshot of the object was not taken, as we simply forgot to.
 
A screenshot of the object was not taken, as we simply forgot to.
 
 
  
 
Just thought I'd mention it.
 
Just thought I'd mention it.
Line 716: Line 758:
  
 
==Munitions Icon Buttons==
 
==Munitions Icon Buttons==
    It says they are only found in expansion + Roarmulus Twins yet they can be found in some Compound arcade levels and Shadow Lair Roarmulus Twins
+
It says they are only found in expansion + Roarmulus Twins yet they can be found in some Compound arcade levels and Shadow Lair Roarmulus Twins

Revision as of 20:35, 9 August 2015

Please use this page for names, we already have many of these pictures!

Map Features

When exploring the Clockworks, players may encounter a range of obstacles. It is often necessary to remove these to advance and finish the level.

For the below table: "A family of" = there's multiple varieties of the entity - appearances usually depend on the stratum theme. If there are more details available, they will be on the file page - click images to see.

Per section, the following lists are organized by date of release, alphabetically if tied.

List

Loot Yielding

Example Name Notes
Example visual
Breakable Tombstone
A 1x1 object that can be broken with a single hit. A crown of some value will drop.

These grave markers are encountered in Graveyard areas. Nonbreakable versions will not have glowing green cracks. Some gravestones (breakable or not) have a mound of soil near them. Keep an eye on these - a mound might spawn a zombie as you approach, or as you walk away.

Breakable Tombstones in The Grasping Plateau are like spawners, containing either Souls, Pale Scarabs, Freezing Bombies, or nothing.

Example visual
Hydrant
Break for a chance to find minor loot.

Encountered in Concrete Jungle, Devilish Drudgery, and Dark City areas.

Example visual
Mailbox
Break for a chance to find minor loot.

Encountered in Concrete Jungle, Devilish Drudgery, and Dark City areas.


Carried

The following entities can be picked up by the player and carried to another location. They are either set down or thrown.

Example Name Notes
Example visual
Clay Pot
A pot for smashing. Throw it to hit switches, or just to have fun smashing.

A common sight in the clockworks, these pots serve as a means to complete many puzzles, a lucky break for knights who neglect to bring long-range projectiles.

Example visual
Fire Pot
A pot containing a self-igniting substance. Throw it at something to set it on fire!

Low danger: you can set your friends on fire if you're not careful.

Example visual
Gold Key
A large golden key. It unlocks a Gold Gate somewhere.
Example visual
Heavy Statue
A large heavy statue. Put it on a pressure plate somewhere in the area, or use it to block monsters.
Example visual
Oil Pot
A pot containing flammable oil. Throw it at something to break it - this will spill oil everywhere. Set that oil on fire!

Low danger: you can set your friends on fire if you're not careful.

Many areas containing oil pots seem to be mostly populated by enemies that are immune to fire.

Example visual
Bomb Shell
A 1x1 rocket-like object that can be thrown. Explodes on impact.

First seen ???

Can be encountered in Compound 42 and The Ancient Generator.


Mechanisms

The following entities will cause a change when triggered, or are connected to something that causes a change. They usually play important roles in puzzles. Others are simply obstacles that need to be overcome.

Example Name Notes
Example visual
Button
A round button shaped like a target that triggers a change, usually to access an area, but also sometimes to spawn monsters.
Example visual
Crystal Blocks
A family of 1x1 crystalline blocks that break each other if one of them is broken, as long as they are touching (a chain) and are the same color.
Example visual
Force Field
A protective barrier. Attacks performed through a forcefield will not do damage. A Force Field will turn purple and prevent progress if the player is carrying an item.

Many force fields are one-way, and often protect players at the start of a level. Others protect NPCs in the field, or make certain puzzles a bit complicated.

Monsters cannot pass through most force fields (an exception includes Bombies in the second combat floor of Legion of Almire), though Tier 3 Wolvers can burrow past them. Some monsters can glitch past a force field as well, witnessed often with the sun scarabs in 10-2 Interface-icon-PvE.png Mission: Shadowplay.

Example visual
Gate
A gate blocking progress. Find a button or a switch to progress.
Example visual
Monster Gate
A gate blocking progress. Defeat monsters in the area to progress.
Example visual
Energy Gate
A gate blocking progress. Open it with energy.

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 usually not frugal to open these. Some gated areas are not behind walls - try popping the boxes with a ranged weapon or pickup to see if it's worth it! Danger Rooms are usually worth fighting through, if they're in a depth that has drops the player desires.

Example visual
Gold Gate
A gate blocking progress. Find and carry a Gold Key to the gate, then put the key down very close to the gate to progress.
Example visual
Ghost Block
1x1 light-emitting blue blocks with symbols on the sides.

Most types of blocks connected to a ghost block by at least one other block (a connective chain) will poof away if said ghost block is destroyed.

Careful! This poofing property also applies to Treasure Boxes! This plays a role in several minor puzzles.

Example visual
Pressure Plate
1x1 plates that activate when something heavy is on top. Find a Heavy Statue somewhere in the area or stand on it.
Example visual
Switch
A round switch that will allow or deny access. Yellow or purple coloration indicates that the switch can be toggled, or that the switch is on a timer. Red and green indicate the switch can only be hit once. Green indicates it can't be struck again - it has been activated.
Example visual
Button (Munitions)
A round button with a rocket symbol. It turns off rocket launchers in the Ironclaw Munitions Factory and the Interface-icon-PvE.png Expansion Mission: Operation Crimson Hammer.
Example visual
Stone Block
A family of 1x1 boulders that can be broken with three hits. Rarely, hitting a boulder might disturb a hidden Rock Jelly. Ghost blocks will remove them.
Example visual
Unbreakable Block
A family of 1x1 blocks that cannot be broken by regular attacks. Aesthetic variations can be encountered in different areas. Ghost Blocks will remove them.

With release 2013-04-03 art for the default variation was changed.

Example visual
Switch (Munitions)
A round switch that will raise or lower purple or yellow barriers in the Ironclaw Munitions Factory when struck.
Example visual
Pressure Plate (Statue)
1x1 plates that only activate when a Heavy Statue is placed on top. Find one somewhere in the area.

Can be found in The Grasping Plateau and the 10-1 Interface-icon-PvE.png Mission: Breaking in the Recruits.

Was likely introduced with release 2013-10-23.

Example visual
Rocket Block
A family of 1x1 launchers that send off a rocket when attacked. The light on top changes color:
  • Green: can be hit to launch a rocket.
  • Red: a rocket is active, reloading another rocket - will not activate if hit.
  • Yellow: can only be activated if hit by a rocket.
First seen with release 2015-02-11.
Example visual
Unbreakable Crystal Block
A family of 1x1 crystalline blocks that break each other if one of them is broken, as long as they are touching (a chain) and are the same color.

This type cannot be destroyed unless a regular crystal block of the same color is touching them.

First seen with release 2015-02-11.


Player Aid

The following entities directly aid the player in some way, with no other obvious purposes. Some are even placed by NPCs.

Example Name Notes
Example visual
Energy Mecha Knight
A Mecha Knight that will fight by your side (with its own Tempered Calibur and Great Defender) if provided with 5 energy. It is unaffected by traps and repaired by mechanisms that heal enemies. It will fight monsters until either it takes too much damage or the player finishes the level. It is unable to take the elevator with the party and stays behind.
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. Low danger: It occasionally stutters with shock, this can have adverse effects on nearby players. Its attacks normally cause an obnoxious amount of knockback with sub-par damage, so use it as a decoy instead.
Example visual
Respawning Hearts
A tile that restores your knight's HP if you stand on top of it. The heal rate can be fast or slow in different areas.

They can be found in the Advanced Training Hall, certain Lockdown maps, Subtowns, in between Arenas, before Bosses, and very slow spawners can be found in the Firestorm Citadel.

Example visual
Respawning Hearts (Blue)
A tile that restores your knight's HP if you stand on top of it. It also cures status, indicated by its Remedy Capsule-like coloration.

They can be found in the Private Training Hall and the locker rooms of Lockdown matches.

Example visual
Information
A module containing information about the area.
Example visual
Recon Module
A Recon Module contains vital information and/or small bits of stories. They can be read via the artifact section of the player's arsenal after acquisition.
Example visual
Beast Bell
A bell left by NPCs to aid in combat. Active ones play an important role in the Gloaming Wildwoods and using one correctly is required to defeat the Snarbolax. One can be seen in the northern area of the Lab.

Hit it to ring it - any wolvers or bunnies in range will be inflicted with stun.

First seen with release 2011-06-02.


Hazards

Example Name Notes
Example visual
Explosive Block
1x1 light-emitting blocks that explode violently if struck, hurting both knights and monsters alike.

Stuttering Mecha Knights will trigger these.

Example visual
Fire Grate
Fire rises from this grate periodically. Players can walk across inactive grates and not take damage from the hazards within.

This hazard deals significant damage if touched while active, and is very likely to set players on fire.

Example visual
Floor Spikes
Conical spikes rise up from the round holes in this grate periodically. They inflict a large amount of piercing damage. Players can walk across inactive grates and not take damage from the hazards within.

A rare version of this trap inflicts stun instead of dealing damage. This phenomenon can be encountered in the kat nest of the Interface-icon-PvE.png Event Mission: Purr Terror and certain Lockdown maps.

Example visual
Freeze Grate
Frigid air rises from this grate periodically. Players can walk across inactive grates and not take damage from the hazards within.

This hazard deals significant damage if touched while active, and is very likely to freeze players.

This freeze is likely lasting, so this trap will slowly kill most knights, even if they are caught at full health. If your allies are trapped on this grate, free them immediately by breaking the ice that binds them. Very low level traps can be explored with impunity if the player has high enough freeze resistance.

Example visual
Orbital Chain
A dangerous chain orbits a fixed point. There are several variations in length, status type, and orbit speed of this hazard that can be encountered.

There are spots between each orb in a chain where the player can avoid damage as the chain passes by, but these are usually hard to utilize, so it's best to just avoid the chain.

Example visual
Poison Grate
Noxious fumes rise from this grate periodically. Players can walk across inactive grates and not take damage from the hazards within.

This hazard deals significant damage if touched while active, and is very likely to poison players.

Example visual
Respawning Hazard
A tile that perpetually produces entities. The respawn rate can be different speeds in different areas. What it spawns can be one of two things - another exploration entity like a block, or an enemy. As a rule of thumb, if there is a pad with nothing on top of it in the first place, it will spawn a monster. If it did have something on top, it will spawn whatever that thing was (usually). Don't idle on these pads - your knight can get a bit hurt when things spawn. Instead, avoid it or shield on it to block the spawn. This is handy to help your friends get through areas while carrying things. If it is a monster spawner, usually shielding over it will prevent the enemy from spawning, but this doesn't work for all spawners.
Example visual
Shock Grate
Exposed wires surge with power periodically. Players can walk across inactive grates and not take damage from the hazards within.

This hazard deals significant damage if touched while active, and is very likely to shock players.

Example visual
Timed Explosive Block
1x1 light-emitting blocks that count down from 3 and then explode violently if struck, hurting both knights and monsters alike.

Stuttering Mecha Knights will trigger these.

Example visual
Misery Block
A family of 1x1 unbreakable spike blocks that deal high damage if touched.

These are often found in large numbers during certain events and/or in dangerous areas. Several are encountered in Shadowplay.

First seen 11 December 2013.

Example visual
Mush Block
A family of 1x1 breakable blocks that break into a pile of mush. This mush lingers for a while and will significantly hinder movement speed.

These are often found in clusters. Ice slush and chilled frosting "mush" can be encountered in the event-exclusive Grinchlin Assault and A Gremlin in Knead prestige missions, respectively.

First seen 11 December 2013.

Example visual
Super Explosive Block
A blast block that generates several explosive globs when destroyed (even when removed via ghost block). Globs are similar to the ones generated by defeated Blast Cubes, a type of slime.

Can be encountered during the March of the Tortodrones event and Shadowplay.

First seen 26 February 2014.

Example visual
Vortex Block
A strange block that generates a relatively harmless vortex for a short time when struck. The vortex affects both knights and monsters.

Low danger: it can potentially drag knights through hazards or keep them in range of enemy fire.

Can be encountered during the March of the Tortodrones event and Shadowplay.

First seen 26 February 2014.

Example visual
Timed Super Explosive Block
A blast block that counts down and then generates several explosive globs when destroyed.

Globs are similar to the ones generated by defeated Blast Cubes, a type of slime.

Can be encountered during the March of the Tortodrones event in certain fiendish arcade areas as well as the related prestige mission.

First seen 26 February 2014.

Example visual
Unbreakable Block (Core)
A peculiar version of the Unbreakable Block that cannot be broken by regular attacks. Ghost Spheres will remove them.

First seen with release 2015-05-13.

Example visual
Breakable Sphere
A peculiar white sphere encountered commonly in areas of the Core. Break it with a single hit.

First seen with release 2015-05-13.

Example visual
Explosive Sphere
A peculiar orange sphere encountered frequently in areas of the Core. Be careful, these explode if struck.

First seen with release 2015-05-13.

Example visual
Swarm Spikes
A malignant tangle of spikes hidden in the floor that respond to the presence of knights, somewhat like a landmine. They will spike up a moment or two after you step where they are - don't linger too long in one spot or follow the footsteps of friends.

First seen with release 2015-05-13.

Example visual
Ghost Sphere
A peculiar blue sphere encountered somewhat frequently in areas of the Core. It behaves like the Ghost Blocks seen elsewhere in the clockworks.

First seen with release 2015-05-13.

Example visual
Party Button (Core)
A peculiar version of the Party Button. It disappears after activation.

First seen with release 2015-05-13.

Example visual
Button (Core)
A peculiar version of the Button. It disappears after being pressed, along with any associated buttons that might open the same gate.

First seen with release 2015-05-13.

Example visual
Gold Key (Core)
A peculiar geometrical version of the Gold Key.

First seen with release 2015-05-13.

Example visual
Rhombohedron
A peculiar geometrical object that can be thrown like the Pots found elsewhere in the Clockworks.

First seen with release 2015-05-13.

Example visual
Gate (Core)
A peculiar white version of the gates encountered elsewhere in the Clockworks.

First seen with release 2015-05-13.

Example visual
Key Gate (Core)
A peculiar white version of the key gates encountered elsewhere in the Clockworks.

First seen with release 2015-05-13.

Example visual
Monster Gate (Core)
A peculiar version of the Monster Gate. It seems to be connected to The Swarm. Defeat monsters in the area to progress.

First seen with release 2015-05-13.

Example visual
Respawning Hazard (Core)
A peculiar version of respawn pads encountered elsewhere in the Clockworks.

First seen with release 2015-05-13.


Spawners

The following entities will spawn monsters. Some will spawn continuously or only once.

Example Name Notes
Example visual
Grave Mound
A suspicious mound of soil that might spawn a zombie as you approach, or as you walk away. They are guaranteed to be encountered in Graveyard areas, but not The Grasping Plateau. During the Dark Harvest Festival, they might spawn a Grim Scarab instead of a zombie.
Example visual
Monster Cage
1x1 object that releases a random monster when broken.

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 would be best to break these with a ranged weapon or bomb, because monsters that come out will usually attack immediately.

Example visual
Busted Floor
A suspicious hole in the floor. Usually, nasty mini monsters (Dust Bunnies, Glop Drops, or Scarabs) will crawl out and make a fuss!

It's a special monster spawner frequently encountered in compounds. Variations are seen in other areas, like The Ancient Generator and A New Threat.

First seen with release 2012-05-09.

Example visual
Fiend Gate
A suspicious sigil that continuously spawns what appears to be a portal. Fiends come through it into battle.

Destroy this portal whenever it appears to reduce the flood of fiendish forces.

First seen 26 February 2014.

Example visual
Burrow
A hole in the floor. Wolvers will occasionally come out.

First seen with release 2015-02-11. Encountered in the 10-1 Interface-icon-PvE.png Mission: Breaking in the Recruits.

Example visual
Swarm Sphere
A peculiar black sphere encountered somewhat frequently in areas of the Core. Be careful, it will spawn a monster corrupted by The Swarm if struck, much like the Monster Cage.

First seen with release 2015-05-13.


Enemy Aid

The following entities directly aid enemies in some way, with no other obvious purposes.

Example Name Notes
Example visual
Grim Totem
1x1 object that pulses with eerie purple light.

Grim Totems will resurrect any nearby Zombies killed within its radius. These totems cannot be destroyed, but (if they can be reached) they can be carried by the player to another location to allow for easier zombie slaying.

Example visual
Healing Totem
A strange device holding a mineral-like object. It will heal nearby enemies. They can be destroyed, but are on fast spawner pads in these areas. The colors seem to reflect the Tier in which the totem is located, a behavior akin to the the similar objects in gremlin mender wands. Tier 1: greenish yellow. Tier 2: Orange. Tier 3: Purple.

Can be encountered in certain fiendish arcade areas during the March of the Tortodrones event. Several are encountered in Shadowplay.

First seen 26 February 2014.


Previous Discussion

Monster Cages

Monster cages were updated with more variety not too long ago. A few monsters that I've seen coming out of these boxes include Scarbs, various Lumbers, and Alpha Frostifurs. If anyone wants to verify some of these so the list can be updated, that would be nice. --Lunaticraveo 05:15, 17 January 2014 (UTC)

Note to anyone willing to look through the missions

Barbed wire is available in other levels than grand arsenal, since i don't have the expansion and i've seen them, no clue where it was though --NightFantom 21:15, 7 August 2012 (UTC)

Notes on names of things

There's an entry for "shadow fire". Is that the correct name? I've always just referred to it as lava. --Pauling 22:16, 7 May 2011 (UTC)

It's commonly referred as lava by most players, since that's what makes the most sense. However, the official name is "shadow fire" - In the Charred Court level of Firestorm Citadel, the Sprite NPC talks about it. It was listed as fire pits, and I thought that was pretty inaccurate, so I changed it. --Kakelgis 22:57, 7 May 2011 (UTC)

For use in page revamp:

  • force field
  • brambles
  • spikes

Poison Brambles

Are all brambles poisonous, and if not, how can we tell the difference? Seems silly to have two sections on it... Jlh0605 18:01, 11 April 2011 (UTC)

Nope, they're not all poisonous. The poisonous ones are found on poison levels and their little thorns look greenish; they inflict damage along with giving you a poisoned effect. Normal brambles just deal damage without a poison effect. --Equinox 22:59, 11 April 2011 (UTC)

Skeleton resurrecter?

A friend and I found this movable object in one of the undead levels (movable in the same way a key is) just about an hour ago that seems to have an AOE where, if you kill a skeleton (and possibly other monsters, though we only faced skeletons) in it, they would not drop items, and only "drop" a body part. If the body part stayed in the AOE of the object long enough for it to send out a purple pulse, it would get resurrected, indicated by a message of "Arise!" above it's head.


The object did not have any other purpose on the entire level as far as we could discover, and it's only function seemed to be the resurrection of monsters.

We did not test if it could resurrect players, as we accidentally killed the monster that was to kill one of us.

We tried to bring it into the elevator with us, but it did not follow us.


A screenshot of the object was not taken, as we simply forgot to.

Just thought I'd mention it.

Those are called Grim Totems. They only resurrect Zombies. Actually, they're on the Zombie page, too. Good point for bringing this up, though; I think they deserve a short mention under the Map Features section. Don't forget to sign your posts using ~~~~! Maget 21:40, 14 April 2011 (UTC)

What about torches, fire hydrants, trash cans and the books at candlestick keep.


Munitions Icon Buttons

It says they are only found in expansion + Roarmulus Twins yet they can be found in some Compound arcade levels and Shadow Lair Roarmulus Twins

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