Difference between revisions of "Exploration"
From SpiralKnights
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Switches need to be hit with a weapon or thrown item. Switches fall into three categories: Indefinite, Alternating, and Timed. Indefinite switches need only be hit once, and their effect is permanent. These are often used to open a [[Exploration#Gates||gate]]. Alternating switches often come in groups, and have several states. Hitting any one of these switches will change all of them. These are often used to raise and lower large numbers of gates simultaneously, or change the direction of retraction for a row of consecutive [[Exploration#Floor_Spikes|spiked floors]]. Timed switches cause something to happen that will reset after a short period of time. When the action has been reset, a knight may hit the switch again to activate the action again. | Switches need to be hit with a weapon or thrown item. Switches fall into three categories: Indefinite, Alternating, and Timed. Indefinite switches need only be hit once, and their effect is permanent. These are often used to open a [[Exploration#Gates||gate]]. Alternating switches often come in groups, and have several states. Hitting any one of these switches will change all of them. These are often used to raise and lower large numbers of gates simultaneously, or change the direction of retraction for a row of consecutive [[Exploration#Floor_Spikes|spiked floors]]. Timed switches cause something to happen that will reset after a short period of time. When the action has been reset, a knight may hit the switch again to activate the action again. | ||
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[[File:Exploration-Golden_gate.png|thumb|right|A golden gate requires a golden key to unlock it.]] | [[File:Exploration-Golden_gate.png|thumb|right|A golden gate requires a golden key to unlock it.]] | ||
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+ | === Gates === | ||
Gates allow knights access to new areas. There are three types of gates: energy gates, key gates, and switch/button gates. Energy gates require that a knight spend a certain amount of [[energy]] (usually 3) to gain access. Opening these gates usually reveals [[treasure boxes]] or a [[danger room]]. Key gates require a knight to use a matching key to unlock. Switch/button gates are gates that are opened (and sometimes closed) by the activation of a [[Exploration#Switches|switch]] or [[Exploration#Buttons|button]]. | Gates allow knights access to new areas. There are three types of gates: energy gates, key gates, and switch/button gates. Energy gates require that a knight spend a certain amount of [[energy]] (usually 3) to gain access. Opening these gates usually reveals [[treasure boxes]] or a [[danger room]]. Key gates require a knight to use a matching key to unlock. Switch/button gates are gates that are opened (and sometimes closed) by the activation of a [[Exploration#Switches|switch]] or [[Exploration#Buttons|button]]. | ||
Revision as of 18:28, 11 April 2011
One of the tasks for knights is exploration of the Clockworks by joining in parties going down through gates. While in the Clockworks knights will encounter many interesting things.
This article is a stub. You can help by expanding it. |
Monsters
Treasure Boxes
Items
Consumables
Pickups
Materials & Other Items
Map Features
When exploring within the Clockworks, knights may encounter a range of obstacles. Often, it is necessary to remove these to advance and finish the level.
Breakable Blocks
These blocks can be broken by attacks of a Spiral Knight's sword, gun, bomb, or trinket.
Force Fields
Force fields may be crossed by players, but not monsters. Players may not use weapons to attack from behind the force field.
Buttons
Buttons cause actions to occur when pressed. There are two types of buttons: solid-colored and target-colored. Target-colored buttons can be stepped on once and will remain pressed indefinitely. These are often hidden under breakable blocks. The solid-colored buttons require that a heavy item (usually a stone cat statue) be put on it to keep it pressed.
Switches
Switches need to be hit with a weapon or thrown item. Switches fall into three categories: Indefinite, Alternating, and Timed. Indefinite switches need only be hit once, and their effect is permanent. These are often used to open a |gate. Alternating switches often come in groups, and have several states. Hitting any one of these switches will change all of them. These are often used to raise and lower large numbers of gates simultaneously, or change the direction of retraction for a row of consecutive spiked floors. Timed switches cause something to happen that will reset after a short period of time. When the action has been reset, a knight may hit the switch again to activate the action again.
Gates
Gates allow knights access to new areas. There are three types of gates: energy gates, key gates, and switch/button gates. Energy gates require that a knight spend a certain amount of energy (usually 3) to gain access. Opening these gates usually reveals treasure boxes or a danger room. Key gates require a knight to use a matching key to unlock. Switch/button gates are gates that are opened (and sometimes closed) by the activation of a switch or button.
Map Hazards
While exploring the various levels of the Clockworks, knights may encounter dangers besides monsters. Many of these hazards can only be found in appropriately themed levels, but others like floor spikes can be found in levels of any theme. Knights will take damage and sometimes status effects by venturing into certain hazards.
Explosive Blocks
If knights stand too close to these blocks and hit them, they will take damage. Take them out with a gun. These boxes can also damage monsters, so use these to your advantage!
Timed Explosive Blocks
These explosive blocks go off 3 seconds after they are activated. A knight who is within range when the timer hits 0 will take damage.
Respawning Hazards
Many features appear on a square with a rotating circle symbol on it. This symbol means that whatever was on it will respawn after a short period of time. If a knight is standing on the respawning block when the item spawns, the knight will take some damage.
Floor Spikes
Floor spikes are one of the most common hazards encountered by knights. The spike areas are in a perpetual cycle: spikes out, spikes in, and then they glow purple just before coming back out. When the spikes are out, they should be avoided at all cost. They inflict piercing damage and will often break the shield of a knight that ventures into them. When the spikes are withdrawn, however, they can be walked on safely.
Brambles
Brambles are mostly found on grassy levels and are in fixed positions. Thorns pose most of a threat when an enemy is knocked into the middle of a patch of them, in which case ranged attacks are needed to reach them. Monster drops have a bad habit of hiding in the middle of this hazard. Knights who venture into the brambles will take damage.
Poison Brambles
Poisoned brambles are exactly like regular brambles except they will poison a knight who walks into them.
Fire Grates
Fire grates are only found on flame levels and, like floor spikes, are only dangerous for a short period of time. A knight who steps on one of these grates while flames are present will be damaged and set on fire.
Fire Pits
These can be found when traveling in the Firestorm Citadel. Unlike fire grates, fire pits are a constant hazard and should be avoided at all costs. They can be removed by throwing a globe of water on it, if available.
Spiked Wheels
These can also be found in the Firestorm Citadel. Spiked wheels have a powerful knockback capable of crushing knights and enemies alike.
Extra Energy Features
Also in the Clockworks are some added features that can be accessed by paying an additional energy fee.
Energy Gates
Energy Gates function and look similar to a Locked Gate, with the exception that they cost 3 Energy to open. When approaching a gate, a bubble will appear next to your character denoting the Energy cost. To open the gate, press the Action button, and then to confirm the exchange press the Action button again.
Behind Energy Gates usually lie a plethora of high-yield treasure boxes. Some lead to Danger rooms, while others have alternate routes through a level.
Mecha Knights
Found in Deconstruction Zone levels, these friendly Mecha Knights require 5 energy for activation. When activated, they will help kill enemy monsters until either they themselves die or you finish the level.