Difference between revisions of "Rescue Camp"

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[[File:Rescue_Camp-Screenshot.png|thumb|400px|Shelters made from rescue pods.]]
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{{RegionInfo
'''Rescue Camp''' has been created not too far from the Crash Site. This camp serves as both a rest stop and a training ground for new recruits. It's here that knight developes the skills needed to make the journey to [[Haven]]. In Rescue Camp there's no [[Arcade]] but some gates have been rigged there leading to special levels within the [[Clockworks]] that have been modifed to teach kinghts basics they will need to begin their mission in Haven. One of those training gates is Sparrow Gate that grants recruits the ability to adventure with other knights for the first time.
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|name      = {{PAGENAME}}
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|monster    = None
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|status    = None
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|soundtrack =
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*Pit Stop
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|level      =
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*{{location|{{PAGENAME}}|Before Night Falls|4.3}}
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*{{location|{{PAGENAME}}|Light in the Darkness|4.3}}
  
== History ==
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Obsolete (Till Mid 2012 Only):
Nothing is currently known about the history of the Rescue Camp.
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*{{location|{{PAGENAME}}|Pod Town|4.3}}
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*{{location|{{PAGENAME}}|Training Grounds|4.3}}
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}}
  
== Pod Town ==
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== Description ==
=== Denizens ===
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{{Quote|The Rescue Camp serves as a refuge for newly dropped Spiral Knights. It offers a few creature comforts as well as a training facility to prepare recruits for their journey to Haven.|Gate Icons}}
* [[Greta]]
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* [[Geo Knight]]
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* [[Nervous Knight]]
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=== Informants ===
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== Characteristics ==
* [[Boomer]] ([[Bombs]])
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There is no power available when a knight first arrives after exiting the [[Crash Site]] and the camp is initially left defenseless.
  
=== Vendors ===
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It is a multi-tiered area filled with boxes of haphazardly arranged supplies and shelter, the terrain covered in a strange mix of metal and stonework.
* [[Quince]], Traveling Merchant
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== Training Grounds ==
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Knights are welcomed to the camp by Squad Leader [[Greta]], who brings new knights up to speed on the situation.
=== Denizens ===
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* [[Sleepy Knight]]
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* [[Cautious Knight]]
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* [[Virgil]]
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=== Informants ===
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Recon Knight [[Rhendon]] runs knights through a few basic tutorials with knights while they are stationed in the camp, and assigns them missions to help defend the area.
* [[Kinter]] ([[Clockworks]])
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* [[Energetic Knight]] ([[Energy]])
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=== Vendors ===
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Technicians and Geo Knights are at work around the camp, analyzing the readings coming from the [[Clockworks]].
* [[Ursula]], Upgrades Merchant
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== See also ==
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Recruits and injured knights are gathered in a circle of drop-pods set up around a fire pit while waiting for the generator to be brought on-line. Knights can find out more about what's going on by talking to this mix of knights.
* [[Haven]]
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{{clear}}
  
{{stub}}
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== Denizens ==
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Some Injured Knights are sitting close to the crash pods resting, two Technicians are helping with the camp's defenses, a Geo Knight are investigating the surroundings, the three Veteran Knights and three Recruits are in keeping guard of the camp.
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{{NPCList/Start}}
  
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{{NPCList
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|name        = Forge Knight
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|type        = [[Knight]]
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|role        = Informant
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|location    = At the entrance of the camp.
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|notes      = Offers some information about the [[forge]] and leveling equipment.
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}}
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{{NPCList
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|name        = Greta
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|type        = [[Knight]]
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|role        = Informant
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|location    = At the entrance of the camp.
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|notes      = Offers some information about the situation at the camp.
 +
}}
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 +
{{NPCList
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|name        = Rhendon
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|type        = [[Knight]]
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|role        = Informant
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|location    = At the center of the map, close to the fireplace.
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|notes      = Guide you thought the missions.
 +
}}
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 +
{{NPCList
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|name        = Spiral Warden
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|disambigfix = Spiral Warden (Winged)
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|type        = [[Knight]]
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|role        = Guardian
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|location    = At the top of the map near the elevator.
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|notes      =
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}}
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 +
{{NPCList
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|name        = Virgil
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|type        = [[Knight]]
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|role        = Informant
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|location    = '''Camp unpowered:'''<br> At the entrance of the hallway to the elevator.<br><br>'''Camp with power:'''<br> At the top of the map near the elevator.
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|notes      = Warns you about the chasm.
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}}
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{{Table/End}}
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== Lore ==
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===Dialogue===
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{{Dialogue/Showhide
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|title  = [[Forge Knight]]
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|content = {{:Forge Knight Dialogue/Rescue Camp}}
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}}
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{{Dialogue/Showhide
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|title  = Geo Knight (nameless 1)
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|content = {{:Geo Knight (nameless 1) Dialogue/{{PAGENAME}}}}
 +
}}
 +
 +
{{Dialogue/Showhide
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|title = [[Greta]]
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|content = {{:Greta Dialogue/Rescue Camp}}
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}}
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{{Dialogue/Showhide
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|title  = Injured Knight (nameless 1)
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|content = {{:Injured Knight (nameless 1) Dialogue/{{PAGENAME}}}}
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}}
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{{Dialogue/Showhide
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|title  = Injured Knight (nameless 2)
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|content = {{:Injured Knight (nameless 2) Dialogue/{{PAGENAME}}}}
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}}
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{{Dialogue/Showhide
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|title  = Recruit (nameless 1)
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|content = {{:Recruit (nameless 1) Dialogue/{{PAGENAME}}}}
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}}
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{{Dialogue/Showhide
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|title  = Recruit (namelees 2)
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|content = {{:Recruit (nameless 2) Dialogue/{{PAGENAME}}}}
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}}
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{{Dialogue/Showhide
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|title  = Recruit (namelees 3)
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|content = {{:Recruit (nameless 3) Dialogue/{{PAGENAME}}}}
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}}
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{{Dialogue/Showhide
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|title  = [[Rhendon]]
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|content = {{:Rhendon Dialogue/Rescue Camp}}
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}}
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{{Dialogue/Showhide
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|title  = [[Spiral Warden]] (Winged)
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|content = {{:Spiral Warden (Winged) Dialogue/{{PAGENAME}}}}
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}}
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{{Dialogue/Showhide
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|title  = Technician (nameless 1)
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|content = {{:Technician (nameless 1) Dialogue/{{PAGENAME}}}}
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}}
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{{Dialogue/Showhide
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|title  = Technician (nameless 2)
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|content = {{:Technician (nameless 2) Dialogue/{{PAGENAME}}}}
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}}
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{{Dialogue/Showhide
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|title  = Veteran Knight (nameless 1)
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|content = {{:Veteran Knight (nameless 1) Dialogue/{{PAGENAME}}}}
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}}
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{{Dialogue/Showhide
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|title  = Veteran Knight (nameless 2)
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|content = {{:Veteran Knight (nameless 2) Dialogue/{{PAGENAME}}}}
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}}
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{{Dialogue/Showhide
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|title  = [[Virgil]]
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|content = {{:Virgil Dialogue/{{PAGENAME}}}}
 +
}}
 +
 +
== Notes ==
 +
There are two instances of this area. One is unpowered and the other is powered. Access to the powered instance is gained after completing the {{mission|The Ancient Generator}}.
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 +
The passage to the north is guarded by [[Spiral Warden]] Virgil, who warns recruits that the walkway ahead reaches out over a massive chasm. There is an inoperative elevator at the end of the walkway, from which knights can see the clockworks grinding away through a gaping hole in the earth. This elevator cannot be used until power has been restored to the camp.
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=== History ===
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*{{release|2012-05-09}}: The [[Crash Site]] and the [[Rescue Camp]] has been revamped.
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*{{release|2013-12-11}}: [[Spiral Warden (Winged)|Nameless Spiral Warden]] has been introduced to the game.
 +
 +
== Gallery ==
 +
<gallery perrow=3>
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File:Loading Screen-Rescue Camp-Evening.png|The special loading screen for this area unpowered.
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File:Map-Rescue Camp-Evening.png|Map of the ''Rescue Camp: Before Night Falls''.
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File:Area-Rescue Camp-Evening.png|A look into the camp unpowered.
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File:Loading Screen-Rescue Camp.png|The special loading screen for this area powered, after finish the {{mission|The Ancient Generator}}.
 +
File:Map-Rescue Camp.png|Map of the ''Rescue Camp: Light in the Darkness''.
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File:Area-Rescue Camp.png|The camp after the power is restored.
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</gallery>
 +
 +
== See Also ==
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{{exploration see also}}
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* [[Emberlight]]
 +
* [[Moorcroft Manor]]
 +
* [[Subtown]]s
 +
 +
[[Category:Subtowns]]
 
[[Category:Geography]]
 
[[Category:Geography]]

Latest revision as of 13:01, 29 November 2020

Rescue Camp
Gate-Rescue Camp.png
Important stratum themes:
Soundtrack:
  • Pit Stop
Levels:
  • Gate-Rescue Camp.png Before Night Falls
  • Gate-Rescue Camp.png Light in the Darkness

Obsolete (Till Mid 2012 Only):

  • Gate-Rescue Camp.png Pod Town
  • Gate-Rescue Camp.png Training Grounds

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

Description

The Rescue Camp serves as a refuge for newly dropped Spiral Knights. It offers a few creature comforts as well as a training facility to prepare recruits for their journey to Haven. — Gate Icons

Characteristics

There is no power available when a knight first arrives after exiting the Crash Site and the camp is initially left defenseless.

It is a multi-tiered area filled with boxes of haphazardly arranged supplies and shelter, the terrain covered in a strange mix of metal and stonework.

Knights are welcomed to the camp by Squad Leader Greta, who brings new knights up to speed on the situation.

Recon Knight Rhendon runs knights through a few basic tutorials with knights while they are stationed in the camp, and assigns them missions to help defend the area.

Technicians and Geo Knights are at work around the camp, analyzing the readings coming from the Clockworks.

Recruits and injured knights are gathered in a circle of drop-pods set up around a fire pit while waiting for the generator to be brought on-line. Knights can find out more about what's going on by talking to this mix of knights.

Denizens

Some Injured Knights are sitting close to the crash pods resting, two Technicians are helping with the camp's defenses, a Geo Knight are investigating the surroundings, the three Veteran Knights and three Recruits are in keeping guard of the camp.

Name Visual Type Role Location Notes
Forge Knight Forge Knight-Mugshot.png Knight Informant At the entrance of the camp. Offers some information about the forge and leveling equipment.
Greta Greta-Mugshot.png Knight Informant At the entrance of the camp. Offers some information about the situation at the camp.
Rhendon Rhendon-Mugshot.png Knight Informant At the center of the map, close to the fireplace. Guide you thought the missions.
Spiral Warden Spiral Warden (Winged)-Mugshot.png Knight Guardian At the top of the map near the elevator.
Virgil Virgil-Mugshot.png Knight Informant Camp unpowered:
At the entrance of the hallway to the elevator.

Camp with power:
At the top of the map near the elevator.
Warns you about the chasm.

Lore

Dialogue

Notes

There are two instances of this area. One is unpowered and the other is powered. Access to the powered instance is gained after completing the 1-2 Interface-icon-PvE.png Mission: The Ancient Generator.

The passage to the north is guarded by Spiral Warden Virgil, who warns recruits that the walkway ahead reaches out over a massive chasm. There is an inoperative elevator at the end of the walkway, from which knights can see the clockworks grinding away through a gaping hole in the earth. This elevator cannot be used until power has been restored to the camp.

History

Gallery

See Also

Personal tools