Difference between revisions of "Rescue Camp"
From SpiralKnights
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|status = None | |status = None | ||
|soundtrack = | |soundtrack = | ||
− | * | + | *Pit Stop |
|level = | |level = | ||
*{{location|{{PAGENAME}}|Before Night Falls|4.3}} | *{{location|{{PAGENAME}}|Before Night Falls|4.3}} | ||
*{{location|{{PAGENAME}}|Light in the Darkness|4.3}} | *{{location|{{PAGENAME}}|Light in the Darkness|4.3}} | ||
+ | |||
+ | Obsolete (Till Mid 2012 Only): | ||
+ | *{{location|{{PAGENAME}}|Pod Town|4.3}} | ||
+ | *{{location|{{PAGENAME}}|Training Grounds|4.3}} | ||
}} | }} | ||
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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. | 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. | ||
+ | {{clear}} | ||
== Denizens == | == 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. | |
− | + | {{NPCList/Start}} | |
− | + | ||
− | + | {{NPCList | |
− | + | |name = Forge Knight | |
− | + | |type = [[Knight]] | |
− | + | |role = Informant | |
− | + | |location = At the entrance of the camp. | |
− | + | |notes = Offers some information about the [[forge]] and leveling equipment. | |
− | + | }} | |
+ | |||
+ | {{NPCList | ||
+ | |name = Greta | ||
+ | |type = [[Knight]] | ||
+ | |role = Informant | ||
+ | |location = At the entrance of the camp. | ||
+ | |notes = Offers some information about the situation at the camp. | ||
+ | }} | ||
+ | |||
+ | {{NPCList | ||
+ | |name = Rhendon | ||
+ | |type = [[Knight]] | ||
+ | |role = Informant | ||
+ | |location = At the center of the map, close to the fireplace. | ||
+ | |notes = Guide you thought the missions. | ||
+ | }} | ||
+ | |||
+ | {{NPCList | ||
+ | |name = Spiral Warden | ||
+ | |disambigfix = Spiral Warden (Winged) | ||
+ | |type = [[Knight]] | ||
+ | |role = Guardian | ||
+ | |location = At the top of the map near the elevator. | ||
+ | |notes = | ||
+ | }} | ||
+ | |||
+ | {{NPCList | ||
+ | |name = Virgil | ||
+ | |type = [[Knight]] | ||
+ | |role = Informant | ||
+ | |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. | ||
+ | |notes = Warns you about the chasm. | ||
+ | }} | ||
+ | |||
+ | {{Table/End}} | ||
== Lore == | == Lore == | ||
===Dialogue=== | ===Dialogue=== | ||
{{Dialogue/Showhide | {{Dialogue/Showhide | ||
− | |title = [[ | + | |title = [[Forge Knight]] |
− | |content = {{: | + | |content = {{:Forge Knight Dialogue/Rescue Camp}} |
}} | }} | ||
{{Dialogue/Showhide | {{Dialogue/Showhide | ||
− | |title = | + | |title = Geo Knight (nameless 1) |
− | |content = {{: | + | |content = {{:Geo Knight (nameless 1) Dialogue/{{PAGENAME}}}} |
}} | }} | ||
{{Dialogue/Showhide | {{Dialogue/Showhide | ||
− | |title | + | |title = [[Greta]] |
− | |content = {{: | + | |content = {{:Greta Dialogue/Rescue Camp}} |
− | + | ||
− | + | ||
− | + | ||
}} | }} | ||
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|title = Recruit (namelees 3) | |title = Recruit (namelees 3) | ||
|content = {{:Recruit (nameless 3) Dialogue/{{PAGENAME}}}} | |content = {{:Recruit (nameless 3) Dialogue/{{PAGENAME}}}} | ||
+ | }} | ||
+ | |||
+ | {{Dialogue/Showhide | ||
+ | |title = [[Rhendon]] | ||
+ | |content = {{:Rhendon Dialogue/Rescue Camp}} | ||
}} | }} | ||
Line 86: | Line 128: | ||
|title = [[Spiral Warden]] (Winged) | |title = [[Spiral Warden]] (Winged) | ||
|content = {{:Spiral Warden (Winged) Dialogue/{{PAGENAME}}}} | |content = {{:Spiral Warden (Winged) Dialogue/{{PAGENAME}}}} | ||
+ | }} | ||
+ | |||
+ | {{Dialogue/Showhide | ||
+ | |title = Technician (nameless 1) | ||
+ | |content = {{:Technician (nameless 1) Dialogue/{{PAGENAME}}}} | ||
+ | }} | ||
+ | |||
+ | {{Dialogue/Showhide | ||
+ | |title = Technician (nameless 2) | ||
+ | |content = {{:Technician (nameless 2) Dialogue/{{PAGENAME}}}} | ||
}} | }} | ||
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File:Map-Rescue Camp.png|Map of the ''Rescue Camp: Light in the Darkness''. | File:Map-Rescue Camp.png|Map of the ''Rescue Camp: Light in the Darkness''. | ||
File:Area-Rescue Camp.png|The camp after the power is restored. | File:Area-Rescue Camp.png|The camp after the power is restored. | ||
− | |||
</gallery> | </gallery> | ||
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* [[Emberlight]] | * [[Emberlight]] | ||
* [[Moorcroft Manor]] | * [[Moorcroft Manor]] | ||
− | * [[ | + | * [[Subtown]]s |
+ | |||
+ | [[Category:Subtowns]] | ||
+ | [[Category:Geography]] |
Latest revision as of 13:01, 29 November 2020
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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 | Knight | Informant | At the entrance of the camp. | Offers some information about the forge and leveling equipment. | |
Greta | Knight | Informant | At the entrance of the camp. | Offers some information about the situation at the camp. | |
Rhendon | Knight | Informant | At the center of the map, close to the fireplace. | Guide you thought the missions. | |
Spiral Warden | Knight | Guardian | At the top of the map near the elevator. | ||
Virgil | 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
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- What is the Forge?
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- Continue
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- Continue
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- Continue
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- How do Fire Crystals work?
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- Sounds great!
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- Sure! (Open the Forge)
- I'll look at it later. (End conversation)
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- End Conversation
As the player approaches the camp:
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- What's the problem, Greta?
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- How can I help channel power to the camp?
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- I'll meet up with Rhendon before I investigate the generator. (Ends Dialogue)
If spoken to again after dialogue is over:
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- I'll do my best! (Ends Dialogue)
After completing the 1-2 Mission: The Ancient Generator and the camp is powered.
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- End Conversation
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- End Conversation
After completing the 1-2 Mission: The Ancient Generator and the camp is powered.
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- End Conversation
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- End conversation
After completing the 1-2 Mission: The Ancient Generator and the camp is powered.
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- End Conversation
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- End Conversation
After completing the 1-2 Mission: The Ancient Generator and the camp is powered.
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- End Conversation
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- End Conversation
After completing the 1-2 Mission: The Ancient Generator and the camp is powered.
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- End Conversation
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- End conversation
After completing the 1-2 Mission: The Ancient Generator and the camp is powered.
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- End conversation
When arriving at the Rescue Camp, Rhendon's dialogue is the same as 1-1 Mission: Should You Choose to Accept. After the player completes the 1-2 Mission: The Ancient Generator, The Artifact is next to Rhendon in the Rescue Camp. He says:
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- End conversation
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- End conversation
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- End Conversation
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- End Conversation
After completing the 1-2 Mission: The Ancient Generator and the camp is powered.
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- End Conversation
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- End conversation
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- Why is that?
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- Why is this walkway here then?
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- I'll be careful.
After completing the 1-2 Mission: The Ancient Generator and the camp is powered.
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- End conversation
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 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
- release 2012-05-09: The Crash Site and the Rescue Camp has been revamped.
- release 2013-12-11: Nameless Spiral Warden has been introduced to the game.
Gallery
The special loading screen for this area powered, after finish the 1-2 Mission: The Ancient Generator.