Difference between revisions of "Scenario Room"
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{{Scenario Room | {{Scenario Room | ||
− | |level_number= | + | |level_number=Graveyard 4 |
|Description=A poisonous mist that may be miasma. It poisons anyone who tries to walk through it. | |Description=A poisonous mist that may be miasma. It poisons anyone who tries to walk through it. | ||
|Level=Graveyard - Where Monsters Fear to Tread | |Level=Graveyard - Where Monsters Fear to Tread |
Revision as of 16:57, 28 July 2016
Scenario rooms are special rooms in the Clockworks that offer a little story and atmosphere, hints of a larger story, or a special bonus to those that discover them. Note that certain ones can also be found in missions as well, though they tend to be a bit different than those encountered in the arcade. Some scenario rooms are rarer than others.
Scenario room | Description | Level | Depth | Type |
There are two fallen Knights in a gated room with a Carnavon. There is a recon module left that reads: "The candle's going out! They are coming! Curse Kalem for going after that treasure..." | Candlestick Keep | 9, 11, 12, 16, 17, 26 | Dialog
| |
A Geo Knight with a monitor is studying the affects of minerals have that attract certain types of monsters. The information module near the Knight reads: "Certain types of monsters seem to be attracted to different combinations of minerals found down here in the Clockworks." There is also a what appears to be an Ice Cube whose name appears to be Hubert (who happens to be "de-spiked"), according to the Geo Knight, and may be his pet.
The monsters that the Geo Knight studies are Wolvers, Jelly Cubes, Scuttlebots, Ironclaw Menders, Yesmen and Spookats. |
Any Clockwork level | Any depths | Dialog
| |
Three Geo Knights from Spiral HQ set up a campsite around a mineral room. | Clockwork Tunnels - Cooling Chamber | 1, 14, 19, 26 | Dialog
| |
A bridge that is or is not being repaired - or destroyed. Some Gremlin Knockers, Thwackers and Menders will spawn as the player passes through the room. | Cooling Chamber - Wild Path, Power Complex , Wasteworks - Infernal Passage | 19, 26 | Dialog
| |
A campfire with 4 knights. It looks like the knights are on their first expedition in the Clockworks. | Cooling Chamber | 14 | Aesthetics
| |
An abandoned or ravaged campsite. One of the containers have been overturned, and the remaining knight is shaking in shock. It is possible some monsters have attacked the campsite. | Wasteworks - Wild Path, Blast Furnace - | 11, 14, 19 | Aesthetics
| |
A giant metal beam that's been driven down the path. | Blast Furnace - , Cooling Chamber - , Power Complex - | 1, 22, 24, 25 | Aesthetics
| |
A possible Gremlin workshop of some sort. A Gremlin Thwacker spawns at the corner table in the top right, and hitting the switch in the middle spawns 2 friendly Mecha Knights from the empty areas in the top of the room. Scuttlebots will also spawn from the destroyed grey boxes. | Power Complex - Infernal Passage | 17 | Aesthetics
| |
A slimy area with some tubes and poison traps. Toxigels may appear in the area. | Wasteworks - Slimeway | 9 | Aesthetics
| |
A possible storage area of some sort. The grey boxes reveal hidden Scuttlebots and treasure boxes can be found at the end of the room. | Cooling Chamber - | 22 | Aesthetics
| |
A campfire with a resting knight between two party buttons. Standing in the area will refill your knight's health. | Cooling Chamber - | 1, 7, 12, 16 | Bonus
| |
A room with Gremlin tools. The room looks like it's under construction. | All Clockwork Tunnels | 1, 14 | Aesthetics
| |
A room with a large cooling fan in the center surrounded by crystal blocks. Breaking some of the blocks will spawn Ice Cubes. When cleaning some space, 2 dead Gremlin bodies can be found lying on the ground. | Cooling Chamber - | 10 | Aesthetics
| |
A broken bridge or hallway. It doesn't look like work will continue on that section. | Wasteworks - , Power Complex - | 20, 21, 22 | Aesthetics
| |
A frightened knight hiding. | Clockwork Tunnels - | 20, 21 | Aesthetics
| |
A construction site for a new Roarmulus Twin. The button opens the gates and spawns 2 Gun Puppies. Behind them are 2 Treasure Boxes surrounded by Missiles found in the Ironclaw Munitions Factory.
A version of this room is always encountered in the 6-1 Mission: Plan of Attack. |
Cooling Chamber | 14 | Aesthetics
| |
An unmoving Tortodrone can be seen on a lower platform, next to some ruined constructs. A variant of this exists in the Infernal Passage of the Wasteworks where the Tortodrone is surrounded by Dark Matter crystals and has dark purple shards protruding from the top of its body. A Pit Boss and two Yesmen spawns upon entering the area. | Blast Furnace, Wasteworks - Infernal Passage | 19, ? | Aesthetics
| |
An unmoving Tortodrone can be seen next to some grass. | Clockwork Tunnels - Gremlin Grounds | 2, ? | Aesthetics
| |
An unmoving Tortodrone seems to have been edited by fiends. | ? | 19, ? | Aesthetics
| |
A storage room of some kind. Gremlins hang around the area. Some of the blocks are hidden monster cages, which seem to only spawn scuttles here. | Cooling Chamber - Mechanized Mile | 20, ? | Bonus
| |
A suspicious looking fiend activity. The sparkling book pile reads: "5 Ways to Appease Your Pit Boss." Placing the 5 statues on the 5 buttons completes the ritual. For this scenario, a Trojan was summoned, as can be seen here. For other scenarios of this type, there is a chance for materials related to fiends to drop, depending on the tier. (Example: Mug of Misery) can drop. Other versions can spawn 5 silkwings/crowns/devilites and Pit bosses. | Devilish Drudgery - Overtime, Every Time / Hiring Freeze / Everybody's Fired | 7, 9, 10, 22, 25, 27 | Dialog, Bonus
| |
A suspicious looking fiend activity. Several devilites spawn with a silkwing, ready to glower at any knights passing through. They seem to be shoving minerals (dark matter) into a stitched-together tortodrone. The button near the top lowers the gate. Note: more versions found. Not limited to Toxic Workplace. See image details. A closer look at the tortodrone here. | Devilish Drudgery - Toxic Workplace | 19 | Bonus
| |
A suspicious looking fiend activity. Several fiends, particularly Devilites or Gorgos, can spawn, ready to glower at any knights passing through. Fiendish Self-Help book reads: "How do draw infernal symbols." Board reads: "A Notice to All Employees: Due to continual under-performance, there will be no paid holidays or free coffee in the break room." No wonder they're so angry! | All Devilish Drudgeries | 9, 10, 11, 12 | Dialog
| |
A suspicious looking fiend activity. Several monsters spawn, ready to fight. The button in the upper right corner opens the gate on the left. | Devilish Drudgery - Wired for Synergy | 15, 19 | Aesthetics
| |
A mausoleum. A fading inscription reads: Here lies Torin, knight of Almire. A variant of this exists, with shadow fire. | Graveyard - Where Monsters Fear to Tread | 10, 11, 20 | Dialog
| |
A shining spark on the ground. Stepping off the grass onto dirt will cause damage (roughly half a bar of health) and inflict poison. You cannot activate the sparkling tile if you continue to shield through. Drops a Grim Spark upon interaction. | Graveyard - Where Monsters Fear to Tread | 24/26 | Bonus
| |
A knight sitting down with 4 candles. There are 4 re-spawning zombies hidden in the dirt piles. The zombies can't enter the area where the candles are lit, but their stun breath still works. The knight says, "No, there are just too many... I can no longer fight them. All that's left is the light from these candles. Without it I..." | Graveyard - Where Monsters Fear to Tread | 11 | Dialog
| |
Similar to the room with the knight between the 4 candles, but the knight is dead and the candles are unlit. The zombies are not restricted from entering between the candles. Nothing happens when the knight is examined. | Graveyard - Where Monsters Fear to Tread | 24 | Aesthetics
| |
A poisonous mist that may be miasma. It poisons anyone who tries to walk through it. | Graveyard - Where Monsters Fear to Tread | 11, 17 | Aesthetics
| |
A big coffin with chains on the sides. Dust Zombies may spawn upon interaction. | Graveyard - Where Monsters Fear to Tread | 11, 20 | Aesthetics
| |
Similar to the room where the big coffin with chains on the sides - except that the coffin is gone. | Graveyard - Where Monsters Fear to Tread | 20, 22 | Aesthetics
| |
A meteor of some sort that has crash landed into the Clockworks. Upon approaching the meteor, several waves of Lichens will spawn.
A version of this room is always encountered in the 3-1 Mission: Alien Ooze. |
Lichenous Lair - Fiery Fusion/Shocking Synthesis | 9, 11, 12, 14 | Aesthetics
| |
An ancient structure of some sort. | Wolver Den - Raving Rabids/Frosty Fury/Ashes to Ash Tails | 10/19/28 | Aesthetics
| |
A giant sword on the ground surrounded by statues and boxes. The dialog reads: "Etched within the side of the blade appears to be some kind of map of the stars". | Wolver Den - Ashes to Ash Tails | 19/20/22/25 | Bonus
| |
A fountain with a totem on the middle. Shoot at the fountain with your gun or with a vial to get crowns. Wolvers or Lichens will sometimes spawn instead of crowns. | Wolver Den - , Lichenous Lair - Prognosis: Symbiosis / Cold Fusion / Fiery Fusion | 12, 19, 20 | Bonus
| |
A Snipe meadow with treasure boxes and invisible heart pads. | Wolver Den - Ashes to Ash Tails, Frosty Fury | 9, 10, 11 | Bonus
| |
A campsite near the exit elevator. The campfire is still burning. Lots of unusable containers, 3 treasure boxes, a heart box, and two pickup items. | Wolver Den - Ashes to Ash Tails/High Voltail | 3, 11 | Aesthetics
| |
3 statues of puppy enemies and 1 pool at each end. 1 large Gun Puppy statue accompanied by 2 smaller Gun Puppy statues, with one pool on the left and right side. | Wolver Den - Ashes to Ash Tails/Frosty Fury | 3/5/7 | Aesthetics
| |
A lonely campsite with no one in camp. Could they have possibly abandoned the camp, or did something worse happen? | Wolver Den - Frosty Fury | 11 | Aesthetics
| |
A camp with some recruits. Each recruit says a variety of things when interacting with a knight. | Wolver Den - Ashes to Ash Tails/Pack Brutality/Raving Rabids | 5/7/10/14 | Dialog
| |
A place with a fossilized Tortodrone and a water feature. Maybe the Tortodrone was abandoned by someone, or simply died. Variation on this room: Tortodrone is in upper left corner. | Wolver Den - High Voltail / Frost Fury | 10, 22 | Bonus
| |
A valley-like area with an unmoving Tortodrone on a pillar to the left. | Wolver Den - Frosty Fury | 20, ? | Bonus
| |
A sort of wishing well between two pillars. Interacting with the well will cause crowns and heat to appear. This can be done a few times. | Wolver Den - Pack Brutality | 9, 11 | Bonus
| |
An abandoned mini lab likely used by Gremlins; there is a deactivated Mecha Knight in a corner and a piece of a Retrode's arm on the floor. With futher inspection if the player goes to the left to the passage and goes need the gated area in the back reveals that the pipes leaded from the unknown chemicals in the tubes were once being used on a Gremlin who is dead and may have been left to die or died becuase of the experiments that were being taken place. | Ruined Compound - Ravenous Warrens | 19 | Aesthetics
| |
A gremlin pillbox with dead gremlins and mortars. The dead mender has a note that says, "The others must never know. Silence them. -H". After reading it a Ghostmane Stalker appears. | Compound | 22 | Dialog
| |
A statue of a large mecha knight with mismatched limbs. The regular mecha knights in the area can be activated for the regular 5 energy price, a potential combat bonus. | Compound - Chittering Burrows, Creeping Colony, Ravenous Warrens | 14,25, 26 | Bonus
| |
A tortodrone rests high on a cliff, surrounded by animated twilight lights. To the right are some prize boxes. | Blighted Compound - Ravenous Warrens | 20 | Bonus
| |
A tortodrone rests on a platform, surrounded by animated twilight lights. There are some prize boxes. This is a variant of the Compound 3 tortodrone scenario, with the torto shell in a different location. | Shocked Compound - Chittering Burrows | 9,?? | Bonus
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