Difference between revisions of "Danger room"
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Revision as of 11:56, 4 April 2020
- 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.
- However, should you manage to come out victorious you will be rewarded for your bravery. Enter at your own risk!
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 Arenas. Past the danger room is a treasure room with twelve treasure boxes (8 red, 4 green), four heart boxes, and some scattered crowns and heat if you successfully defeat the enemies.
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, Darkfang Thwackers normally only appear in Tier 3, but can be found inside Tier 2 danger rooms in the lower stratum. In addition, danger room monsters are usually strong against the weakness of the stage's normal monster population, potentially forcing an ill-prepared party to use weapons that do very little damage to the monsters: hence, one should always either use normal damage weapons or have two weapons with different damage types equipped in order to sufficiently damage the danger room monsters.
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:
- Fire grates: Fire monsters
- Ice mist: Freeze monsters
- Lightning rods: Shock monsters
- Poison bubbles: Poison monsters
However, themed monsters may not appear despite the entrance columns displaying otherwise. It may be based on the actual level's theme.
There are several danger room layouts, with a variety of gimmicks and traps.
Contents
Danger Room Variations
The following are several danger room layouts.
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Danger Room Variations Without Set Monsters
The majority of Monsters in the following Danger Rooms are not set and are instead the same as in the current Clockwork Tunnel. These also have more than 3 waves. As with Battle Arenas, waves are divided into branches and a new wave of monsters is spawned once the monsters of the previous wave of that branch are defeated.
Respawning Bombies
Large room with spikes and respawning Bombies. Contains a lot of Minis.
Monster Combinations:
- Bombies(respawning), same monsters as current floor (both variations)
Battlepod
Rectangular room with a Battlepod in the middle. The Battlepod becomes active at the start of one of the final waves.
Monster Combinations:
- Battlepod, same monsters as current floor
Broken Floor
Rectangular room with spikes and areas where the floor is broken. Contains quite a few Minis. Version without unbreakable blocks has multiple Giants while the other version has none.
Monster Combinations:
- Same monsters as current floor (Both Variations)
Rockets
Rectangular room with Rocket Launchers on both sides. The gates in front of the Rocket Launchers drop once the Danger Room begins. Features respawning Minis.
Monster Combinations:
- Same monsters as current floor (Both Variations)
Obsolete Danger Rooms
The following Danger Rooms have been removed from the game, but may return at a later date
Known monsters combinations that may appear in these Danger Rooms:
- Gremlins, Wolvers, and Gun Puppies
- Jelly Cubes, Lumbers, and Jelly Green Minis
- Devilites, Greavers, and Trojans
Center Brambles
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.
Monster Combinations:
Corner Traps
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.
Monster Combinations:
It is worth noting that the extermination of the primary monster type (Gremlins orJellies, 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 Wolvers still remaining. The same can be said of killing all of the Jellies in a Danger Room before getting rid of the Lichens. 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 Lichens since you can easily have multiple Lichen Colonies attack your party at the same time if you do not get rid of them in their earlier stages of development).