Difference between revisions of "Battle Arena"
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Similarly to the [[Clockwork Tunnels]], '''Battle Arenas''' are areas of the [[Clockworks]] characterized by a combination of various monster and elemental status themes, the former of which are determined by the color of the shield displayed in the level icon, while the latter are determined by its background color. The '''Iron Edge Arena''' has a neutral status theme. | Similarly to the [[Clockwork Tunnels]], '''Battle Arenas''' are areas of the [[Clockworks]] characterized by a combination of various monster and elemental status themes, the former of which are determined by the color of the shield displayed in the level icon, while the latter are determined by its background color. The '''Iron Edge Arena''' has a neutral status theme. | ||
Revision as of 12:39, 7 June 2011
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Similarly to the Clockwork Tunnels, Battle Arenas are areas of the Clockworks characterized by a combination of various monster and elemental status themes, the former of which are determined by the color of the shield displayed in the level icon, while the latter are determined by its background color. The Iron Edge Arena has a neutral status theme.
Information
Welcome to the battle arena! The only rule is that you must fight at least once to move on. Should you claim victory, it will be up to you to decide to fight for even more glory!
Features
Battle Arenas are entire levels similar in function to danger rooms. A battle arena level is divided into three rounds, each with increasing difficulty. The first section must be completed in order to leave the level, however, completing the optional sections give increasing rewards. After each round, there will be 6, 10 or 15 treasure chests, four healing panels with respawning hearts and an assortment of coins and minerals, as well as an exit to the next level.
Each section consists of a small room with a party button in the center. The party will be locked in the room after pressing the button, which also spawns the first two waves of monsters. Defeating one wave of monsters will spawn another one, so it is advised to leave one monster from each wave until the party is ready for the next one. The third and final room has four spike beds, placed at the cardinal directions surrounding the party button.