Difference between revisions of "Shadow Lair"

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Shadow Lairs are intended for knights equipped with Tier 3 gear, specifically geared toward each Shadow Lair which includes:
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{{RegionInfo
*The '''[[Gloaming Wildwoods]]''' has been infected with a poisonous miasma transforming the Snarbolax into the [[Rabid Snarbolax]]!
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|name      = {{PAGENAME}}
*The '''[[Royal Jelly Palace]]''' has frozen over and it's king usurped by the true heir to the slimy throne, the frigid [[Ice Queen]]!
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|monster    = {{Monster_Icons|Swarm}} {{Monster_Icons|Beast}} {{Monster_Icons|Undead}} {{Monster_Icons|Slime}} {{Monster_Icons|Construct}} {{Monster_Icons|Gremlin}}
*The '''[[Ironclaw Munitions Factory]]''' has begun creating in fiery weapons and improved upon its ultimate weapon in the form of the [[Red Roarmulus Twins]]!
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|status    = {{Status|poison}} {{Status|freeze}} {{Status|fire}} {{Status|shock}} {{Status|curse}}
*A powerful curse has overtaken the '''[[Firestorm Citadel]]''', transforming its hordes and lead by the mighty [[Darkfire Vanaduke]]!
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|soundtrack =
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*Shadow's Swarm
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|level      =
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*{{location|Unknown Passage||2.6}}
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*{{location|{{PAGENAME}}|Gloaming Wildwoods|2.3}}
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*{{location|{{PAGENAME}}|Royal Jelly Palace|2.3}}
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*{{location|{{PAGENAME}}|Ironclaw Munitions Factory|2.3}}
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*{{location|{{PAGENAME}}|Firestorm Citadel|2.3}}
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}}
  
==Accessing==
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== Description ==
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{{Quote|No gate icon description for this region.}}
  
Shadow Lairs are grouped into three ranks. All knights with Tier 3 clearance automatically gain Shadow Lair Clearance 1. Completing a Shadow Lair Rank 1 earns you clearance into the next rank and so on.
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== Characteristics ==
The highest Shadow Lair Clearance Level of anyone in the party is respected. Not everyone needs the same rank to join a party in a Shadow Lair.
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The Shadow Lair is a special area of the [[Clockworks]], that contains an alternate version of an ordinary Clockworks boss stratum. There are four Shadow Lairs:
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* The '''Shadow Gloaming Wildwoods''' is the [[Gloaming Wildwoods]], but infected with a poisonous miasma, which has transformed the Snarbolax into two [[Rabid Snarbolax]]es.
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* The '''Shadow Royal Jelly Palace''' is the [[Royal Jelly Palace]], but frozen over and occupied by the true heir to the slimy throne, the frigid [[Ice Queen]].
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* The '''Shadow Ironclaw Munitions Factory''' is the [[Ironclaw Munitions Factory]], but with additional fiery weapons, including its new ultimate weapon, the [[Red Roarmulus Twins]].
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* The '''Shadow Firestorm Citadel''' is [[Firestorm Citadel]] under a terrible curse, that has transformed its master into the mighty [[Darkfire Vanaduke]].
  
Shadow Lairs require a Shadow Key to access. Only one key is needed for the entire party. A Shadow Key is destroyed once used.
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Each Shadow Lair is significantly more difficult than its ordinary Clockworks counterpart, and requires a high cost of entry. It is recommended that only Tier-3 knights with gear specifically chosen for a Shadow Lair attempt it.
Shadow Keys can be found in ANY Iron Lockbox or from the Auction House if available.
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==Levels==
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===Entering===
===[[File:Gate-Gloaming_Wildwoods.png|70px|Left]]   Gloaming Wildwoods===
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To access a Shadow Lair, the party needs only one [[File:Key-Shadow Key icon.png|16px]] [[Shadow Key]]. Shadow Keys can be found in [[Iron Lockbox]]es, purchased from [[Kozma]], or purchased from other players, for example through the [[Auction House]]. It is common for one party member to purchase the Shadow Key, and the other party members to pay their share of the cost in energy or crowns just before entering the Shadow Lair.
*[[Rabid Snarbolax]]
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----
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A party with a Shadow Key can enter its desired Shadow Lair at depth 23 of any gate. That is, the party members assemble in a single depth-23 Clockworks Terminal, proceed to the north end of the terminal, and unlock the appropriate elevator with their Shadow Key.
  
===[[File:Gate-Royal_Jelly_Palace.png|70px|Left]]    Royal Jelly Palace===
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As soon as a Shadow Key is used to unlock an elevator on depth 23, the key is destroyed. Any future visit to this or another Shadow Lair requires another Shadow Key. As soon as the party steps on the elevator, no new members may join the party.
*[[Ice Queen]]
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----
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===Exiting===
===[[File:Gate-Ironclaw_Munitions_Factory.png|70px|Left]]   Ironclaw Munitions Factory===
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A Shadow Lair expedition does not end with the defeat of the Shadow Lair boss. The party must fight its way through the [[Unknown Passage]]. The Unknown Passage is identical for all four Shadow Lairs, and has nothing to do with any of their particular themes. The party emerges into the [[The Sanctuary|Sanctuary]], where it finally receives its rewards, before returning to [[Haven]].
*[[Red Roarmulus Twins]]
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----
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== Notes ==
===[[File:Gate-Firestorm_Citadel.png|70px|Left]]    Firestorm Citadel===
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Originally there were restrictions on the order in which Shadow Lairs were attempted. For example, a party could not enter the Shadow Royal Jelly Palace unless at least one party member had completed Shadow Gloaming Wildwoods. However, that restriction was removed.
*[[Darkfire Vanaduke]]
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==Unknown Passage==
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=== History ===
[[File:Unknown_Passage.jpg|thumb|500px|left| An Unknown Passage Preview]]
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*{{release|2011-10-19}}: Shadow Lairs were introduced to the game.
{{clear}}
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*{{release|2013-10-16}}: Shadow Lairs can now be completed in any order.
  
==Sanctuary==
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== Gallery ==
[[image:Sanctuary.jpg|thumb|400px|left| The Sanctuary Preview]]
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<gallery>
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File:Swarm_Core_Carnavons.png|The Shadow Lair Propaganda with the Swarm Core and three [[Carnavon]]s.
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</gallery>
  
'''''I dream...'''''
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== See Also ==
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{{exploration see also}}
  
'''''Within my dream, I saw it open the void, felt its endless hunger.'''''
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[[Category:Terminology]]
 
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'''''You are safe here, Knight. Within this dream, its many eyes cannot see you nor can its many arms reach you.'''''
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'''''But this dream is fleeting. Use what is here to prepare for the battle to come. It knows of you now. It will find a way out and come for you.'''''
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{{clear}}
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===Crafting===
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{{item|Almirian Crusader Helm}}
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{{item|Arcane Salamander Mask}}
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{{item|Heavenly Iron Helm}}
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{{item|Ice Queen Crown}}
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{{item|Mercurial Demo Helm}}
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{{item|Snarbolax Cap}}
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{{item|Almirian Crusader Armor}}
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{{item|Arcane Salamander Suit}}
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{{item|Heavenly Iron Armor}}
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{{item|Ice Queen Mail}}
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{{item|Mercurial Demo Suit}}
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{{item|Snarbolax Coat}}
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Latest revision as of 11:48, 19 May 2020

Shadow Lair
Gate-Shadow Lair.png
Important stratum themes:
Soundtrack:
  • Shadow's Swarm
Levels:

The Shadow Lair is a region. Regions categorize levels with similar characteristics that have been incorporated into the Clockworks.

Description

No gate icon description for this region.

Characteristics

The Shadow Lair is a special area of the Clockworks, that contains an alternate version of an ordinary Clockworks boss stratum. There are four Shadow Lairs:

Each Shadow Lair is significantly more difficult than its ordinary Clockworks counterpart, and requires a high cost of entry. It is recommended that only Tier-3 knights with gear specifically chosen for a Shadow Lair attempt it.

Entering

To access a Shadow Lair, the party needs only one Key-Shadow Key icon.png Shadow Key. Shadow Keys can be found in Iron Lockboxes, purchased from Kozma, or purchased from other players, for example through the Auction House. It is common for one party member to purchase the Shadow Key, and the other party members to pay their share of the cost in energy or crowns just before entering the Shadow Lair.

A party with a Shadow Key can enter its desired Shadow Lair at depth 23 of any gate. That is, the party members assemble in a single depth-23 Clockworks Terminal, proceed to the north end of the terminal, and unlock the appropriate elevator with their Shadow Key.

As soon as a Shadow Key is used to unlock an elevator on depth 23, the key is destroyed. Any future visit to this or another Shadow Lair requires another Shadow Key. As soon as the party steps on the elevator, no new members may join the party.

Exiting

A Shadow Lair expedition does not end with the defeat of the Shadow Lair boss. The party must fight its way through the Unknown Passage. The Unknown Passage is identical for all four Shadow Lairs, and has nothing to do with any of their particular themes. The party emerges into the Sanctuary, where it finally receives its rewards, before returning to Haven.

Notes

Originally there were restrictions on the order in which Shadow Lairs were attempted. For example, a party could not enter the Shadow Royal Jelly Palace unless at least one party member had completed Shadow Gloaming Wildwoods. However, that restriction was removed.

History

Gallery

See Also

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