Difference between revisions of "Danger room"

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m (Moved and update all the content from this page to Danger Room since the R is mayus this should be used as a redirect instead)
 
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[[Image:Danger_room-entrance.png|right|thumb|500px|The entrance to a danger room.]]
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#REDIRECT [[Danger Room]]
:''Warning! The path beyond this point is far more dangerous than what you would expect on this level. By entering you will not be able to turn back until you complete the challenges within.''
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:''However, should you manage to come out victorious you will be rewarded for your bravery. Enter at your own risk!''
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'''Danger rooms''' are optional areas sometimes found within [[Clockwork Tunnels]].  They are pay areas that cost 3 [[energy]].  Inside the gate, the danger room is a single room with a party button where the gates will not open until all the [[monsters]] are defeated, similar to [[Battle Arena]]s.  Past the danger room is a treasure room with twelve [[treasure box]]es (mostly red) and four heart boxes if you successfully defeat the enemies.
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Each danger room spawns 3 consecutive waves of monsters. Some monsters inside danger rooms will have the stats and appearance of monsters that usually spawn one stratum deeper; for example, [[Gremlin#Thwackers|Darkfang Thwackers]] normally only appear in Tier 3, but can be found inside Tier 2 danger rooms in the lower stratum.
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At a danger room's entrance, there are two columns on each side of the gate. These columns indicate the possible theme of the danger room:
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*Fire grates: [[Fire]] monsters
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*Ice mist: [[Freeze]] monsters
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*Lightning rods: [[Shock]] monsters
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*Poison bubbles: [[Poison]] monsters
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However, themed monsters may not appear despite the entrance columns displaying otherwise. It may be based on the actual level's  theme.
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There are several danger room layouts, with a variety of gimmicks and traps.
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= Danger Room Variations =
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The following are several danger room layouts.
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===Bullet Chain===
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[[Image:Bullet_chain_danger_room.png|200 px|thumb|Bullet Chain]]
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Square with 3 lines of explosive and ghost blocks arranged in an inverse T shape that respawn. There is a chain of bullets that comes from the centre, which will whip in an anti-clockwise direction around the room. The chain can be easily rendered harmless by blocking.
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'''Monster Combinations''':
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*[[Jelly Cube]]s and [[Gremlins]]
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{{clear}}
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===Explosive Blocks===
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[[Image:Explosive_Block_Danger_Room.png|200 px|thumb|Explosive Blocks]]
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Circlish with respawning explosive blocks in the corners.
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'''Monster Combinations''':
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*[[Jelly Cube]]s and [[Gremlins]]
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{{clear}}
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===Stone Blocks===
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[[Image:Bullet_Hell_Danger_room.png|200 px|thumb|Stone Blocks Bullet Hell ver.]]
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[[Image:Stone_Blocks_Danger_Room.png|200 px|thumb|Stone Blocks Fiend Swarm. ver.]]
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Comes in 2 versions:
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Bullet Hell - Rectangular with 8 stone blocks around the center. It is advised to not break the stone blocks.
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Fiend Swarm - Circular with 9 stone blocks forming 3 walls around the centre.
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'''Monster Combinations''':
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*[[Gun Puppy|Gun Puppies]] and [[Scuttlebot]]s (Bullet Hell ver.)
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*[[Devilite]]s, [[Greaver]]s, [[Silkwing]]s, [[Zombie]]s and [[Trojan]]s (Fiend Swarm ver.)
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{{clear}}
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===Cross Spikes===
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[[Image:Cross_Spikes_Danger_Room.jpg|200 px|thumb|Cross Spikes]]
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[[Image:Cross_Spikes_Blocks_Danger_Room.jpg|200 px|thumb|Cross Spikes with Stone Blocks]]
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Square room subdivided into 4 sections by spike traps criss-crossing it.  The horizontal and vertical traps are perfectly out of phase, but the trap in the exact center isn't on the same timer as either of them.  Also includes elemental floor traps in the middle of 3 of the four sections.
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There is also a variant of this room with stone blocks.
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'''Monster Combinations''':
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*[[Wolver]]s and [[Lumber]]s (observed without stone blocks)
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*[[Gremlin]]s and [[Quicksilver]]s (observed with stone blocks)
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{{clear}}
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===Figure-Eight===
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[[Image:Figure_Eight_Danger_Room.png|200 px|thumb|Figure-Eight]]
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Wide room with two large square spike traps positioned at the eyes of a figure-eight, with regenerating walls of explosive blocks completely spanning the passages above the traps.
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'''Monster Combinations''':
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*[[Zombie]]s, [[Kat]]s and [[Trojan]]s
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{{clear}}
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===Slime Spawner===
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[[Image:Slime_Spawner_Danger_Room.jpg|200 px|thumb|Slime Spawner]]
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Wide room with two big spike traps and spawning tiles at the top that produce [[Jelly Green Mini]]s.  The switches by the spawn tiles close gates to trap the minis in their spawn area, but the gates reopen after a period of time.
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'''Monster Combinations''':
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*[[Jelly Cube]]s, [[Jelly Cube#Blast Cube|Blast Cubes]], [[Lumber]]s, [[Gun Puppy|Gun Puppies]], and one [[Giant Lichen Colony]] in the final wave
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{{clear}}
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=== '+' Shape ===
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[[Image:+shapedDangerRoom.jpg|200 px|thumb|'+' Shape]]
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Diamond shaped room further divided into 5 quadrants by 4 angles of crystal blocks.
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'''Monster Combinations''':
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*[[Jelly Cube]]s, [[Lichen]]s, [[Jelly Cube#Blast Cube|Blast Cubes]], and [[Rocket Puppy]]s
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{{clear}}
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= Obsolete Danger Rooms =
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The following Danger Rooms have been removed from the game, [http://forums.spiralknights.com/en/node/23837#comment-138199 but may return at a later date]
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Known monsters combinations that may appear in these Danger Rooms:
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*[[Gremlins]], [[Wolver]]s, and [[Gun Puppy|Gun Puppies]]
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*[[Jelly Cube]]s, [[Lumber]]s, and [[Jelly Green Mini]]s
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*[[Devilite]]s, [[Greaver]]s, and [[Trojan]]s
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===Center Brambles===
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[[Image:Danger_room-type_1.png|200 px|thumb|Center Brambles]]
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Square with some spikes and a line of brambles down the center. Gremlins have a bad habit of hiding in the spikes when low on health.
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'''Monster Combinations''':
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*[[Gremlin]]s and [[Wolver]]s
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*[[Jelly|Jellies]] and [[Lichen]]
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{{clear}}
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===Corner Traps===
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{|
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|-
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|[[Image:Danger_room-type_2-tier_1.png|260 px|thumb|Shocking Corner Traps on Tier 1.]]
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|[[Image:Danger_room-type_2-tier_2.png|260 px|thumb|Poison Corner Traps on Tier 2.]]
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|[[Image:Danger_room-type_2-tier_3.png|260 px|thumb|Freezing Corner Traps on Tier 3.]]
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|}
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Square with a status trap at each corner and a single block width passage around the outside. In Tier 1, there are no spike traps; in Tier 2, there are two spike traps along the status traps; and in Tier 3, three spike traps. The type of trap depends on the danger room's theme; for example, a poison room will have poison mist grates. All traps will deactivate when the room has been fully cleared. The perimeter is filled in with breakable blocks at the start; it is advisable to take the time to break these first to increase the amount of safe ground.
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'''Monster Combinations''':
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*[[Gremlin]]s and [[Wolver]]s
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*[[Jelly|Jellies]] and [[Lichen]]
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{{clear}}
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It is worth noting that the extermination of the primary monster type ([[Gremlin]]s or[[Jelly|Jellies]], respectively) appears to trigger when the next wave of monsters is spawned in a Danger Room. For example, in a [[Gremlin]] and [[Wolver]] room, disposing of all of the gremlins will spawn the next wave of monsters regardless of the number of [[Wolver]]s still remaining. The same can be said of killing all of the [[Jelly|Jellies]] in a Danger Room before getting rid of the [[Lichen]]s. Extra care must be taken by players to not allow the monsters to stack up or they may be quickly overwhelmed (especially in the case of [[Lichen]]s since you can easily have multiple [[Lichen Colony|Lichen Colonies]] attack your party at the same time if you do not get rid of them in their earlier stages of development).
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[[Category:Geography]]
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Latest revision as of 12:46, 5 April 2020

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