Difference between revisions of "Shadow Lair"
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− | {{ | + | {{RegionInfo |
− | | | + | |name = {{PAGENAME}} |
− | | | + | |monster = {{Monster_Icons|Swarm}} {{Monster_Icons|Beast}} {{Monster_Icons|Undead}} {{Monster_Icons|Slime}} {{Monster_Icons|Construct}} {{Monster_Icons|Gremlin}} |
− | + | |status = {{Status|poison}} {{Status|freeze}} {{Status|fire}} {{Status|shock}} {{Status|curse}} | |
− | + | |soundtrack = | |
− | + | *Shadow's Swarm | |
− | {{ | + | |level = |
− | {{ | + | *{{location|Unknown Passage||2.6}} |
− | {{ | + | *{{location|{{PAGENAME}}|Gloaming Wildwoods|2.3}} |
− | {{ | + | *{{location|{{PAGENAME}}|Royal Jelly Palace|2.3}} |
− | {{ | + | *{{location|{{PAGENAME}}|Ironclaw Munitions Factory|2.3}} |
− | {{ | + | *{{location|{{PAGENAME}}|Firestorm Citadel|2.3}} |
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− | + | == Description == | |
+ | {{Quote|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: | ||
+ | * The '''Shadow Gloaming Wildwoods''' is the [[Gloaming Wildwoods]], but infected with a poisonous miasma, which has transformed the Snarbolax into two [[Rabid Snarbolax]]es. | ||
+ | * 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]]. | ||
+ | * The '''Shadow Ironclaw Munitions Factory''' is the [[Ironclaw Munitions Factory]], but with additional fiery weapons, including its new ultimate weapon, the [[Red Roarmulus Twins]]. | ||
+ | * The '''Shadow Firestorm Citadel''' is [[Firestorm Citadel]] under a terrible curse, that has transformed its master into the mighty [[Darkfire Vanaduke]]. | ||
− | + | 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 [[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. | |
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− | ==Entering== | + | |
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− | To access a Shadow Lair, the party needs | + | |
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. | 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. | ||
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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. | 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 [[The Sanctuary|Sanctuary]], where it finally receives its rewards, before returning to [[Haven]]. | |
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− | The Shadow | + | |
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− | + | == 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. | |
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− | + | === History === | |
− | * {{ | + | *{{release|2011-10-19}}: Shadow Lairs were introduced to the game. |
− | + | *{{release|2013-10-16}}: Shadow Lairs can now be completed in any order. | |
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− | * {{ | + | |
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− | == | + | == Gallery == |
+ | <gallery> | ||
+ | File:Swarm_Core_Carnavons.png|The Shadow Lair Propaganda with the Swarm Core and three [[Carnavon]]s. | ||
+ | </gallery> | ||
− | + | == See Also == | |
+ | {{exploration see also}} | ||
− | + | [[Category:Terminology]] |
Latest revision as of 11:48, 19 May 2020
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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:
- The Shadow Gloaming Wildwoods is the Gloaming Wildwoods, but infected with a poisonous miasma, which has transformed the Snarbolax into two Rabid Snarbolaxes.
- 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.
- The Shadow Ironclaw Munitions Factory is the Ironclaw Munitions Factory, but with additional fiery weapons, including its new ultimate weapon, the Red Roarmulus Twins.
- The Shadow Firestorm Citadel is Firestorm Citadel under a terrible curse, that has transformed its master into the mighty Darkfire Vanaduke.
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 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
- release 2011-10-19: Shadow Lairs were introduced to the game.
- release 2013-10-16: Shadow Lairs can now be completed in any order.
Gallery
The Shadow Lair Propaganda with the Swarm Core and three Carnavons.