Difference between revisions of "Rescue Camp"

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m (Dialogue: adding dialogues of technician and geo knights plus fixing some things)
(Added another sublevel.)
 
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|status    = None
 
|status    = None
 
|soundtrack =
 
|soundtrack =
*Subtown
+
*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 ==
*[[Greta]]
+
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.
*[[Forge Knight]]
+
{{NPCList/Start}}
*[[Rhendon]]
+
 
*[[Virgil]]
+
{{NPCList
*[[Spiral Warden (Winged)]]
+
|name        = Forge Knight
*[[Researcher|Geo Knight]]
+
|type        = [[Knight]]
*[[Researcher|Technician]]
+
|role        = Informant
*Recruits
+
|location    = At the entrance of the camp.
*Injured Knights
+
|notes      = Offers some information about the [[forge]] and leveling equipment.
*Veteran Knights
+
}}
 +
 
 +
{{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 ==
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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.
File:Rescue_Camp-Screenshot.png|An old screenshot of the area.
 
 
</gallery>
 
</gallery>
  
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* [[Emberlight]]
 
* [[Emberlight]]
 
* [[Moorcroft Manor]]
 
* [[Moorcroft Manor]]
* [[Haven]]
+
* [[Subtown]]s
 +
 
 +
[[Category:Subtowns]]
 +
[[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