Difference between revisions of "Danger Room"
From SpiralKnights
(This should be the main page due the mayus of the Room. To check on the history of this page please check "Danger room" page. Adding the list in a while) |
(→List: not done but looking nice~) |
||
Line 25: | Line 25: | ||
==List== | ==List== | ||
− | This list is ordered by encounter, meaning they are added as they are found. Sort the "Notes" column to group segments together according to their associated event. | + | This list is ordered by encounter, meaning they are added as they are found. Sort the "Notes" column to group segments together according to their associated event. |
+ | |||
+ | {{GeographyList/Start}} | ||
+ | |||
+ | {{GeographyList | ||
+ | |area file = Danger Room-Reward | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = D | ||
+ | |5 = Danger Room<br><br>"Reward Area" segment | ||
+ | |number = 1 | ||
+ | |letter = A | ||
+ | |status = poison | ||
+ | |notes = A common reward area after defeating all the enemies. | ||
+ | ---- | ||
+ | The visual's example feature {{status|poison}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Entrance | ||
+ | |number = 1 | ||
+ | |letter = A | ||
+ | |status = ??? | ||
+ | |notes = Common entrance for the area with a [[Danger Module]] at the side. | ||
+ | ---- | ||
+ | The visual's example feature {{status|}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Circular | ||
+ | |number = 1 | ||
+ | |letter = A | ||
+ | |area file = Explosive_Block_Danger_Room | ||
+ | |status = freeze | ||
+ | |notes = Resembles a circle with respawning explosive blocks in the corners. | ||
+ | ---- | ||
+ | The visual's example feature {{status|freeze}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Circular | ||
+ | |number = 1 | ||
+ | |letter = B | ||
+ | |area file = Stone_Blocks_Danger_Room | ||
+ | |status = shock | ||
+ | |notes = Circular with 9 stone blocks forming 3 walls around the centre. | ||
+ | ---- | ||
+ | The visual's example feature {{status|shock}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Circular | ||
+ | |number = 1 | ||
+ | |letter = C | ||
+ | |status = fire | ||
+ | |notes = Diamond shaped room further divided into 5 quadrants by 4 angles of crystal blocks. | ||
+ | ---- | ||
+ | The visual's example feature {{status|fire}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Square | ||
+ | |number = 2 | ||
+ | |letter = A | ||
+ | |status = poison | ||
+ | |notes = Square room with one or more respawning block rings containing a mixture of regular, bomb, and ghost blocks. | ||
+ | |||
+ | It also has spike traps in the corners. | ||
+ | ---- | ||
+ | The visual's example feature {{status|poison}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Square | ||
+ | |number = 2 | ||
+ | |letter = B | ||
+ | |status = freeze | ||
+ | |notes = Square room with one or more respawning block rings containing a mixture of regular, bomb, and ghost blocks. | ||
+ | |||
+ | It also has spike traps in the corners. | ||
+ | ---- | ||
+ | The visual's example feature {{status|freeze}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Square | ||
+ | |number = 2 | ||
+ | |letter = C | ||
+ | |area file = Corner_spikes_danger_room | ||
+ | |status = shock | ||
+ | |notes = Square room with corner spikes and respawning bomb blocks. | ||
+ | ---- | ||
+ | The visual's example feature {{status|shock}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Square | ||
+ | |number = 2 | ||
+ | |letter = D | ||
+ | |status = poison | ||
+ | |notes = Square room subdivided into 4 sections by spike traps cross-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, it also includes elemental floor traps in the middle of 3 of the four sections. | ||
+ | |||
+ | There are also variants of this room with blocks. | ||
+ | ---- | ||
+ | The visual's example feature {{status|poison}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Square | ||
+ | |number = 2 | ||
+ | |letter = E | ||
+ | |area file = | ||
+ | |status = shock | ||
+ | |notes = Square room subdivided into 4 sections by spike traps cross-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, it also includes elemental floor traps in the middle of 3 of the four sections. | ||
+ | |||
+ | There are also variants of this room without blocks. | ||
+ | ---- | ||
+ | The visual's example feature {{status|shock}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Square | ||
+ | |number = 2 | ||
+ | |letter = F | ||
+ | |area file = Broken_floor_+_spikes_danger_room | ||
+ | |status = freeze | ||
+ | |notes = Rectangular room with spikes and areas where the floor is broken. Contains quite a few Minis. | ||
+ | |||
+ | A version without unbreakable blocks has multiple Giants while the other version has none. | ||
+ | ---- | ||
+ | The visual's example feature {{status|freeze}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Square | ||
+ | |number = 2 | ||
+ | |letter = G | ||
+ | |area file = Broken_Floor_danger_room_2 | ||
+ | |status = shock | ||
+ | |notes = 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. | ||
+ | ---- | ||
+ | The visual's example feature {{status|shock}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Square (Irregular) | ||
+ | |number = 3 | ||
+ | |letter = A | ||
+ | |area file = Bullet_Hell_Danger_room | ||
+ | |status = shock | ||
+ | |notes = Rectangular with 8 stone blocks around the center. | ||
+ | |||
+ | [[File:Icon-opinion.png|15px|Opinion]]: It is advised to not break the stone blocks. | ||
+ | ---- | ||
+ | The visual's example feature {{status|shock}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Square (Small) | ||
+ | |number = 4 | ||
+ | |letter = A | ||
+ | |area file = Bullet_chain_danger_room | ||
+ | |status = freeze | ||
+ | |notes = 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 center, which will whip in an anti-clockwise direction around the room. | ||
+ | |||
+ | The chain can be easily rendered harmless by blocking. | ||
+ | ---- | ||
+ | The visual's example feature {{status|freeze}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Square (Small) | ||
+ | |number = 4 | ||
+ | |letter = B | ||
+ | |area file = Teir_3_bullet_chain_danger_room | ||
+ | |status = poison | ||
+ | |notes = Square with 3 lines of explosive blocks, ghost blocks, and monster cages arranged in an inverse T shape that respawn. | ||
+ | |||
+ | There is a chain of bullets that comes from the center, which will whip in an counter-clockwise direction around the room. | ||
+ | |||
+ | The chain can be easily rendered harmless by blocking. | ||
+ | ---- | ||
+ | The visual's example feature {{status|poison}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Rectangular | ||
+ | |number = 5 | ||
+ | |letter = A | ||
+ | |area file = Spiral_2019-07-10_17-34-03 | ||
+ | |status = poison | ||
+ | |notes = Rectangular room with Rocket Launchers on both sides. | ||
+ | |||
+ | The gates in front of the Rocket Launchers drop once all members in the party step in the party button. | ||
+ | ---- | ||
+ | The visual's example feature {{status|poison}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Rectangular | ||
+ | |number = 5 | ||
+ | |letter = B | ||
+ | |area file = Rockets_Danger_Room | ||
+ | |status = shock | ||
+ | |notes = Rectangular room with Rocket Launchers on both sides. | ||
+ | |||
+ | The gates in front of the Rocket Launchers drop once all members in the party step in the party button. | ||
+ | ---- | ||
+ | The visual's example feature {{status|shock}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Rectangular (Double) | ||
+ | |number = 6 | ||
+ | |letter = A | ||
+ | |area file = Spiral_2020-02-15_14-32-44 | ||
+ | |status = freeze | ||
+ | |notes = Large room with spikes and respawning Bombies. | ||
+ | ---- | ||
+ | The visual's example feature {{status|freeze}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Rectangular (Double) | ||
+ | |number = 6 | ||
+ | |letter = B | ||
+ | |area file = Spiral_2020-02-15_15-46-52 | ||
+ | |status = freeze | ||
+ | |notes = Large room with spikes and respawning Bombies. | ||
+ | ---- | ||
+ | The visual's example feature {{status|freeze}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Rectangular (Special) | ||
+ | |number = 7 | ||
+ | |letter = A | ||
+ | |area file = Battlepod_Danger_Room | ||
+ | |status = poison | ||
+ | |notes = Rectangular room with a Battlepod in the middle. The Battlepod becomes active at the start of one of the final waves. | ||
+ | |||
+ | ---- | ||
+ | The visual's example feature {{status|poison}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Rectangular (Eight Shape) | ||
+ | |number = 8 | ||
+ | |letter = A | ||
+ | |area file = | ||
+ | |status = poison | ||
+ | |notes = 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. | ||
+ | ---- | ||
+ | The visual's example feature {{status|poison}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Rectangular (Eight Shape) | ||
+ | |number = 8 | ||
+ | |letter = B | ||
+ | |status = freeze | ||
+ | |notes = Wide room with two big spike traps and spawning tiles at the top that produce Jelly Green Minis. | ||
+ | |||
+ | 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. | ||
+ | ---- | ||
+ | The visual's example feature {{status|freeze}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Rectangular (Eight Shape) | ||
+ | |number = 8 | ||
+ | |letter = C | ||
+ | |area file = | ||
+ | |status = shock | ||
+ | |notes = Wide room with two large square spike traps surrounded by respawning lines of Ghost Blocks. | ||
+ | |||
+ | On each trap are four respawning Gun Puppies. | ||
+ | ---- | ||
+ | The visual's example feature {{status|shock}} theme. | ||
+ | }} | ||
+ | |||
+ | {{GeographyList | ||
+ | |parent = Clockwork Tunnels | ||
+ | |child = Danger Room | ||
+ | |segment = Misc | ||
+ | |number = 9 | ||
+ | |letter = A | ||
+ | |area file = Crystal_Danger_Room | ||
+ | |status = poison | ||
+ | |notes = Rectangular room, wider on the edges, with elemental traps at the bottlenecks. | ||
+ | |||
+ | The traps may initially be covered by crystals. | ||
+ | ---- | ||
+ | The visual's example feature {{status|}} theme. | ||
+ | }} | ||
+ | |||
+ | {{Table/End}} | ||
==See Also== | ==See Also== |
Revision as of 06:05, 5 April 2020
A Danger Room is an optional area that can be encountered in any Clockwork Tunnels in arcade gates.
Notes
To enter this area you need to pay 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.
There are several danger room layouts, with a variety of gimmicks and traps.
At the entrance, there are two columns on each side of the gate. These columns indicate the possible theme of the danger room:
- Fire Traps: Fire monsters.
- Freeze Traps: Freeze monsters.
- Poison Traps: Poison monsters.
- Shock Traps: Shock monsters.
However, themed monsters may not appear despite the entrance columns displaying otherwise. It may be based on the actual level's theme.
Each Danger Room spawns 3 consecutive waves of monsters. Some monsters 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's 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.
If you successfully defeat the enemies 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.
Danger Rooms are distinguished by an informative Danger Module at the entrance:
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. However, should you manage to come out victorious you will be rewarded for your bravery. Enter at your own risk! |
List
This list is ordered by encounter, meaning they are added as they are found. Sort the "Notes" column to group segments together according to their associated event.
Map | Visual | Location | Level &/or Segment | Notes |
Clockwork Tunnels | Danger Room "Reward Area" segment |
Notes:
A common reward area after defeating all the enemies. The visual's example feature theme. | ||
Clockwork Tunnels | Danger Room "Entrance" Segment |
Notes:
Common entrance for the area with a Danger Module at the side. The visual's example feature theme. | ||
Clockwork Tunnels | Danger Room "Circular" Segment |
Notes:
Resembles a circle with respawning explosive blocks in the corners. The visual's example feature theme. | ||
Circular1B | Clockwork Tunnels | Danger Room "Circular" Segment |
Notes:
Circular with 9 stone blocks forming 3 walls around the centre. The visual's example feature theme. | |
Circular1C | Clockwork Tunnels | Danger Room "Circular" Segment |
Notes:
Diamond shaped room further divided into 5 quadrants by 4 angles of crystal blocks. The visual's example feature theme. | |
Square2A | Clockwork Tunnels | Danger Room "Square" Segment |
Notes:
Square room with one or more respawning block rings containing a mixture of regular, bomb, and ghost blocks. It also has spike traps in the corners. The visual's example feature theme. | |
Square2B | Clockwork Tunnels | Danger Room "Square" Segment |
Notes:
Square room with one or more respawning block rings containing a mixture of regular, bomb, and ghost blocks. It also has spike traps in the corners. The visual's example feature theme. | |
Square2C | Clockwork Tunnels | Danger Room "Square" Segment |
Notes:
Square room with corner spikes and respawning bomb blocks. The visual's example feature theme. | |
Square2D | 250x250px | Clockwork Tunnels | Danger Room "Square" Segment |
Notes:
Square room subdivided into 4 sections by spike traps cross-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, it also includes elemental floor traps in the middle of 3 of the four sections. There are also variants of this room with blocks. The visual's example feature theme. |
Square2E | 250x250px | Clockwork Tunnels | Danger Room "Square" Segment |
Notes:
Square room subdivided into 4 sections by spike traps cross-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, it also includes elemental floor traps in the middle of 3 of the four sections. There are also variants of this room without blocks. The visual's example feature theme. |
Square2F | Clockwork Tunnels | Danger Room "Square" Segment |
Notes:
Rectangular room with spikes and areas where the floor is broken. Contains quite a few Minis. A version without unbreakable blocks has multiple Giants while the other version has none. The visual's example feature theme. | |
Square2G | Clockwork Tunnels | Danger Room "Square" Segment |
Notes:
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. The visual's example feature theme. | |
Square (Irregular)3A | Clockwork Tunnels | Danger Room "Square (Irregular)" Segment |
Notes:
Rectangular with 8 stone blocks around the center. : It is advised to not break the stone blocks. The visual's example feature theme. | |
Square (Small)4A | Clockwork Tunnels | Danger Room "Square (Small)" Segment |
Notes:
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 center, which will whip in an anti-clockwise direction around the room. The chain can be easily rendered harmless by blocking. The visual's example feature theme. | |
Square (Small)4B | Clockwork Tunnels | Danger Room "Square (Small)" Segment |
Notes:
Square with 3 lines of explosive blocks, ghost blocks, and monster cages arranged in an inverse T shape that respawn. There is a chain of bullets that comes from the center, which will whip in an counter-clockwise direction around the room. The chain can be easily rendered harmless by blocking. The visual's example feature theme. | |
Rectangular5A | Clockwork Tunnels | Danger Room "Rectangular" Segment |
Notes:
Rectangular room with Rocket Launchers on both sides. The gates in front of the Rocket Launchers drop once all members in the party step in the party button. The visual's example feature theme. | |
Rectangular5B | Clockwork Tunnels | Danger Room "Rectangular" Segment |
Notes:
Rectangular room with Rocket Launchers on both sides. The gates in front of the Rocket Launchers drop once all members in the party step in the party button. The visual's example feature theme. | |
Rectangular (Double)6A | Clockwork Tunnels | Danger Room "Rectangular (Double)" Segment |
Notes:
Large room with spikes and respawning Bombies. The visual's example feature theme. | |
Rectangular (Double)6B | Clockwork Tunnels | Danger Room "Rectangular (Double)" Segment |
Notes:
Large room with spikes and respawning Bombies. The visual's example feature theme. | |
Rectangular (Special)7A | Clockwork Tunnels | Danger Room "Rectangular (Special)" Segment |
Notes:
Rectangular room with a Battlepod in the middle. The Battlepod becomes active at the start of one of the final waves. The visual's example feature theme. | |
Rectangular (Eight Shape)8A | 250x250px | Clockwork Tunnels | Danger Room "Rectangular (Eight Shape)" Segment |
Notes:
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. The visual's example feature theme. |
Rectangular (Eight Shape)8B | 250x250px | Clockwork Tunnels | Danger Room "Rectangular (Eight Shape)" Segment |
Notes:
Wide room with two big spike traps and spawning tiles at the top that produce Jelly Green Minis. 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. The visual's example feature theme. |
Rectangular (Eight Shape)8C | 250x250px | Clockwork Tunnels | Danger Room "Rectangular (Eight Shape)" Segment |
Notes:
Wide room with two large square spike traps surrounded by respawning lines of Ghost Blocks. On each trap are four respawning Gun Puppies. The visual's example feature theme. |
Misc9A | Clockwork Tunnels | Danger Room "Misc" Segment |
Notes:
Rectangular room, wider on the edges, with elemental traps at the bottlenecks. The traps may initially be covered by crystals. The visual's example feature theme. |