Difference between revisions of "List of missions"
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Each rank grants a unique title displayed on the Missions interface and in the [[Inspect]] window: | Each rank grants a unique title displayed on the Missions interface and in the [[Inspect]] window: | ||
− | *Rank 1: Recruit | + | *Rank 1: Recruit |
*Rank 2: Apprentice | *Rank 2: Apprentice | ||
*Rank 3: Squire | *Rank 3: Squire | ||
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| obj = Contact [[Kora|Intel Agent Kora]] via Comlink | | obj = Contact [[Kora|Intel Agent Kora]] via Comlink | ||
| rewards = | | rewards = | ||
− | *Prestige: | + | *Prestige: 50 |
*{{Equip|Proto Bomb|16}}([[UV|Charge Time Reduction: High]]) | *{{Equip|Proto Bomb|16}}([[UV|Charge Time Reduction: High]]) | ||
}} | }} |
Revision as of 17:44, 31 March 2012
Contents
Rank Missions
All rank missions may be repeated later by a player (excepting the 1-2 mission), but they will not receive the prestige or item rewards from these missions after the first time. The Rank 1 missions will automatically be marked as completed for knights that crossed the chasm into Haven before release 2012-02-22, and these knights cannot receive the prestige or item rewards from Rank 1 missions even once.
Upon completion of a Rank mission, the Mission interfaces' progress bar will fill by a fraction depending on how many missions are available within that rank. When filled(that is, when all missions within that rank are completed), the knight will rank up and new missions will be made available. There are seven ranks, of which most are divided into two subranks(with the exceptions of ranks 4 and 7, which are divided into three, and rank 9, which is divided into four). All missions from one subrank must be completed before missions of the next subrank become available.
Each rank grants a unique title displayed on the Missions interface and in the Inspect window:
- Rank 1: Recruit
- Rank 2: Apprentice
- Rank 3: Squire
- Rank 4: Soldier
- Rank 5: Knight
- Rank 6: Knight Elite
- Rank 7: Defender
- Rank 8: Defender Elite
- Rank 9: Champion
- Rank 10: Vanguard
All item rewards are bound when acquired.
Rank | Name | Description | Objective | Rewards |
1-1 (1) | First Contact | You have escaped your crash pod and reached a Rescue Camp just as the sun set across the alien landscape. Using your comlink, it is now time to establish contact with Spiral HQ. | Contact Intel Agent Kora via Comlink |
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1-1 (2) | The Abandoned Depot | The Knights stationed in the Rescue Camp have converted a derelict facility below the surface of Cradle into a training facility to help teach new recruits the basics of survival within the Clockworks. Beware! As part of the Clockworks it is likely to be inhabited by all manners of monsters. Stay alert! | Learn the basics of survival in the Abandoned Depot |
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1-2 (1) | Crossing the Chasm | In order to reach SpiralHQ's base of operations in Haven you will need to descend into the Clockworks and cross a massive chasm. The journey will be a dangerous one and it is recommended that you have everything you need before departing.
Completing this mission will leave the Rescue Camp behind you. |
Cross the perilous chasm and connect with Spiral HQ in Haven |
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2-1 (1) | Welcome to Haven! | Having survived the journey to Haven you must contact Intel Agent Kora via comlink and give her your report. She has information as what to do next as well as special instructions on the use of energy. | Contact Intel Agent Kora via Comlink |
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2-1 (2) | Reporting for Duty | Lieutenant Feron is responsible for overseeing the Clockworks mining operation in the Haven Arcade. Report to him and learn about the situation in Haven and Spiral HQ's mission to reach the Core of Cradle. | Report to Lieutenant Feron in the Haven Arcade |
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2-1 (3) | Let's Go Shopping! | The Haven Bazaar is a place where all manners of item-related goods and services can be found. Whether you're in the market for a more powerful sword or just want to make your armor stand out in a crowd, it's got what you need! | Visit the Haven Bazaar and discover what it has to offer |
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2-1 (4) | Pumping Up | You are free to use the Advanced Training Hall whenever you like in order to practice with new weapons or learn about other unique features of the Clockworks. Check it out and see what it has to offer! | Visit the Advanced Training Hall and learn some helpful new techniques |
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2-2 (1) | Skies Under Cradle | The Clockworks are a fascinating underground complex that houses entire worlds within its colossal, iron geo-globes. One of them that recon knights have discovered is known as the 'Aurora Isles', a series of mysterious floating islands under a false sky.
As a newly ranked Apprentice, you now have clearance to explore the ruins within these islands and collect any useful materials you may discover. |
Chart an expedition through the Aurora Isles |
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2-2 (2) | The Scarlet Fortress | Entirely different from the Aurora Isles, recon knights have discovered another geo-globe containing the remains of a seemingly ancient castle. Dubbed the 'Scarlet Fortress,' this crumbling castle is also the home to a horde of restless spirits. Procceed with caution when exploring its twisting passages. | Chart an expedition through the haunted halls of the Scarlet Fortress |
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2-2 (3) | Monstrous Research | By now you have likely collected a few material samples from your early expeditions into the Clockworks. Spiral HQ is requesting some of those materials for their ongoing research of the creatures inhabiting the Clockworks. | Turn in the requested materials to Spiral HQ for research:
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2-2 (4) | Alchemy for Beginners | Alchemy is a craft mastered by the Spiral Knights that allows for the inherent powers of various materials to awaken and fuse with each other in order to form powerful, new items! The Spiral Order has relied on alchemy as their primary means of creating the very arsenals that Knights have relied upon for centuries.
Discover how it will become an important part of your survival on this alien world. |
Learn about the wonders of alchemy! | |
2-2 (5) | Time to Get Crafty | Bosco would like you to alchemize a Hot Edge and Frost Gun for him to inspect. If it's good, he'll inform Spiral HQ that you've grasped the vital art of alchemy and even add a couple powerful Unique Variants to your new weapons. What a generous guy! | Alchemize a Hot Edge and Frost Gun and turn it in for inspection. | |
3-1 (1) | A Prestigious Opportunity | It seems you have been excelling in the eyes of Spiral HQ. Contact Intel Agent Kora and learn how you can take on extra missions from Spiral HQ. | Contact Intel Agent Kora and receive Prestige Mission Authorization |
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3-1 (2) | Minerals Rock! | Chief Geo Knight Wegner is responsible for researching the strange minerals that Knights have begun mining from within the Clockworks. He believes that they may hold the answer to gaining entry into the Core and retrieving the energy needed to restore the Skylark.
Meet with him in the Haven Arcade and gain an understanding of how you can help his research as well as harness the true power of the Haven Arcade! |
Report to Chief Geo Knight Wegner in the Haven Arcade |
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3-1 (3) | Alien Ooze | One of our field research teams is under siege from a large colony of lichens. Lichens are an alien species of the slime family thought to have come to the Clockworks via a meteor that crashed on to the surface of Cradle. This particular species of slime is formed from innumerable smaller slimes that form mobile, sentient 'colonies.'
Lichen colonies can further combine to form larger and larger versions of themselves, rapidly evolving a range of deadly claws and barbs. Prevent them from combining at all costs and save the research team! |
Rescue the field research team from a lichen colony |
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3-1 (4) | Toy Soldiers | Recon Knights are reporting much greater numbers of mecha knights in the first stratum of the Clockworks and have discovered a mecha knight production facility close to Haven.
Mecha knights are believed to be gremlin-engineered sentries of the construct family that share many of the capabilities of a Spiral Knight. Proceed with caution when seeking out the production center and then shut it down for good! |
Destroy the Mecha Knight factory's production center |
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3-1 (5) | Monstrous Research | By now you have likely collected some interesting materials in the first stratum of the Clockworks that would be useful to Spiral HQ. Help advance their continued research of the mysteries of Cradle by donating materials. | Turn in the requested materials to Spiral HQ for research.
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3-2 (1) | The Pioneers | After the crash of the Skylark, Captain Ozlo selected an elite squad of Spiral Knights to be the first to enter the Clockworks. They were never seen again. Contact Intel Agent Kora and learn how you will play a role in solving this mystery. | Contact Intel Agent Kora via Comlink |
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3-2 (2) | Faith in Armor | An apprentice named Wilks who had just arrived from a Rescue Camp has found himself in what Spiral HQ calls a 'Trap Chamber.' These levels of most likely gremlin design seem to be specifically built to trap and ultimately eliminate those attempting to explore the Clockworks.
Wilks probably didn't know what he had got himself into until it was too late. Now he's stuck somewhere in the chamber and needs your help. Some traps can be avoided and sometimes you may find that you just have to take the hit. In saving Wilks, you will no doubt learn the true value of strong armor. |
Navigate the trap-filled chamber and rescue the apprentice, Wilks |
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3-2 (3) | Strength in Unity | Something has riled up a pack of beasts in the Aurora Isles and they have descended upon a Geo Knight research team. Cornered, the team has sent a distress signal and Spiral HQ has issued the task of saving them to you.
By standing together, the Geo Knights have made it this long but their time is running out. Assemble a team and confront the beasts that seek to devour your fellow knights! |
Defend the Geo Knights from a monstrous assault |
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3-2 (4) | Blades of the Fallen | Not every knight who enters the Clockworks returns to feel the sun on their face once more. Within the perilous depths of the Clockworks, those that brave its dangers always face the reality that every expedition may be their last. Sometimes their bodies can be recovered and other times all that is left is the remnants of their gear.
Just outside of Haven, Spiral HQ has built a soldier's graveyard where fallen knights can lay to rest. As a Spiral Knight, you must face the reality of death in order to understand its gravity. Deliver the remains of an unknown knight, a sword, to a memorial within the graveyard. But stay alert- dark energies resonate from the graveyard, attracted to the countless souls it houses. |
Place the sword of an unknown knight at the memorial at the soldier's graveyard | |
3-2 (5) | Shadow of the Beast | Spiral HQ has detected a recon module left by the Alpha Squad somewhere within the Gloaming Wildwoods. It is your mission to locate and retrieve the module.
The Gloaming Wildwoods is home to packs of wild beasts that have proven deadly for squads in the past. Because of this, Tech Knights have placed Beast Bells throughout the area. Striking them should stun any beasts caught within the sound wave they produce. Be advised that Recon Knights have reported the presence of a terrible beast the likes which we have not seen before stalking this forest. Known as 'the Snarbolax,' it appears as a shadowy mass of fangs and claws and seems completely immune to our weaponry. Should you encounter it, try and find a means of escape as fast as possible. |
Defeat the Snarbolax in the Gloaming Wildwoods and recover the recon module |
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4-1 (1) | A New Chapter | Having defeated the Snarbolax and recovered the Alpha Squad recon module, it's time to check in with Intel Agent Kora to get a report on the analysis of the module and information about certification in the Hall of Heroes. | Contact Intel Agent Kora via Comlink |
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4-1 (2) | Let's Go Shopping Again! | Bechamel has already given you a tour of the Haven Bazaar that included where to acquire new weapons, armor, and recipes. Now it's time to pay him another visit and learn about some of the more advanced services the Bazaar offers.
You will pay a visit to Punch and Vise, Brinks and even visit Bechamel's own shop! |
Follow Bechamel on a tour of the Bazaar's more advanced offerings |
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4-1 (3) | Advanced Alchemy | Now that you have achieved the rank of Soldier, Bosco in the Haven Bazaar has some new information for you regarding advanced forms of alchemy. Pay him a visit and learn about the hidden potential in some weapons and gear! | Visit Bosco and discover the potential of advanced alchemy |
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4-1 (4) | Hall of Heroes | The Hall of Heroes is where knights go to receive their Star Certification allowing them to access deeper depths of the Clockworks. Each certification ensures a knight meets the star level required to deal with challenges in the upcoming missions.
The Hall of Heroes also allows knights the opportunity to speak to veteran knights and discover their loadouts, even offering the opportunity to purchase recipes for these loadouts. Visit the Hall of Heroes and receive your 2 Star Certification in order to obtain access to missions within deeper levels of the Clockworks. |
Visit the Hall of Heroes wearing at least 2 star gear and receive certification |
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4-2 (1) | Pierce of Cake | Now that you are undertaking missions in 'Tier 2' of the Clockworks, monsters will begin inflicting special damage types that you need to be aware of and prepare for or else you could face certain doom!
One of our Biotechs, Hahn, has prepared a brief lesson on piercing monsters. Speak with him via comlink before taking on any further missions. |
Learn about monsters that inflict piercing damage |
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4-2 (2) | Oilers in the Boilers | A boiler room beneath Moorcroft Manor has been overrun by a legion of oily slimes known as 'oilers' that seem to enjoy fiery conditions. This could prove disasterous for any levels in close proximity should the slimes enter the boilers and cause an explosion.
Moorcroft Manor serves as an invaluable connection point into Tier 2 and its departed residents have been the most gracious of hosts. It is in Spiral HQ's best interest to send a squad in to deal with the smoldering slimes before they create a firestorm that seals off our access to Tier 2. It is up to you to locate the oilers and remove them from the boilers! |
Discover and destroy the source of the fiery slime invasion |
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4-2 (3) | Frostifur Fandango | Spiral HQ is receiving numerous reports of squads being wiped out by a pack of wolvers known as 'the Snowclaw Pack' near depth 10. These ferocious frostifurs have an icy bit and are very territorial. Due to their relentless attacks, Spiral HQ is requesting an experienced squad infiltrate their den and destroy them to prevent any further casualties.
It is advised that you prepare yourself with piercing damage and freeze resistant gear before deploying. |
Hunt down the ferocious Snowclaw Pack |
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4-2 (4) | Monstrous Research | Biotech Hahn is attempting to further his research of slime and beast family monsters and is requesting samples from your recent missions. He has specifically requested that you be reminded of his 'very informative lecture' that was given to you 'free of charge' when making your decision as to whether or not to comply. | Turn in the requested materials to Biotech Hahn for research.
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4-3 (1) | Elemental My Dear | Biotech Hahn has agreed to inform you about the monsters in the Clockworks that inflict elemental damage. Contact him via comlink and hear what he has to say. | Learn about monsters that inflict elemental damage |
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4-3 (2) | Rescues and Recycling | A 'Deconstruction Zone' is a gremlin work site where gremlins seem to tear apart existing levels and use the components to build new levels. Their ability to rapidly engineer levels and machines is incredible, surpassed only by their hostility to anyone who crosses their path.
Recon Knights have discovered that a squad may have observed their engineering marvels a little too closely as they are now being held captive in one of those deconstruction sites near depth 10. It is unclear what the gremlins have in store for these knights or if they simply plan on letting them perish along with the rest of the level they are dismantling. |
Shut down the gremlin deconstruction site and rescue the captive knights |
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4-3 (3) | Shocking Sentient Sentries | Recon Knights have uncovered a secret weapons facility that according to the intel we have available, could belong to a high ranking gremlin of The Crimson Order. It is heavily fortified by a small army of electrified constructs who have no doubt been programmed to defend the facility at all costs.
While it is unclear if this weapons stash actually belongs to a gremlin of The Crimson Order, it is no less worth infiltrating and neutralizing the weapons stash. It is advised that you prepare yourself with elemental damage and shock resistant gear before deploying. |
Battle your way to the secret weapons facility |
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4-3 (4) | Monstrous Research | Biotech Hahn is attempting to further his research of construct and gremlin family monsters and is requesting samples from your recent missions. He has once again specifically requested that you be reminded of his 'other very informative lecture' that was given to you 'free of charge for the second time' when making your decision as to whether or not to comply. | Turn in the requested materials to Biotech Hahn for research.
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5-1 (1) | The Shadow Knows | Biotech Hahn has suggested that given your recent promotion, you are ready to learn about the nefarious monsters within the Clockworks that inflict shadow damage. Contact him via comlink and see what he has to say. | Learn about monsters that inflict shadow damage |
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5-1 (2) | Chilled to the Bone | By now you have now (sic) doubt run into strange, undead monsters known as 'spookats.' Recon Knights have finally discovered what seems to be the source of these ghostly cat-like creatures.
Large concentrations of spookats have been sighted in what is believed to be the darkened remains of an owlite castle. Dubbed the 'Candlestick Keep' this shadowy realm is only illuminated by a series of owlite candles. Proceed with caution while exploring outside the light of the candles. Lurking in the dark are enormous spookats known as 'grimalkins'. Grimalkins seem to withstand all weaponry and are to be avoided. Your only defense is to stay in the light! Spiral HQ has issued you this mission in order to collect more data on the origins od the spookats and the mystery behind the fall of the owlites. Investigate the Candlestick keep and report your findings! |
Investigate the shadowy remains of the Candlestick Keep |
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5-1 (3) | Work for Idle Hands | Devilites are a type of fiend that seem to have a very rigid corporate structure that governs their every action. Recon Knights have discovered a series of devilite 'offices' throughout the Clockworks, typically found in the remains of an alien city.
Analysis of the data collected from these offices indicates that devilite corporations are outsourced by gremlins in order to design and manage various projects that include weapons specifically engineered to target Spiral Knight squads. It's time these devilites were issued pink slips and their fiendish projects cancelled. |
Crash the fiendish office party! |
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5-1 (4) | Monstrous Research | Biotech Hahn is attempting to further his research of fiend and undead family monsters and is requesting samples from your recent missions. He has once again specifically requested that you be reminded of his 'best free lecture yet' when making your decision as to whether or not to comply. | Turn in the requested materials to Biotech Hahn for research.
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5-2 (1) | Another Trace | Spiral HQ has located another recon module of the Alpha Squad and is requesting you retrieve it. Just as before, acquiring it will not be easy. Contact Intel Agent Kora via comlink and hear the details. | Contact Intel Agent Kora via comlink |
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5-2 (2) | Time Enough at Last | A knight named Edger has gone missing while exploring the Scarlet Fortress. Given that this crumbling castle is swarming with spookats and jelly cubes, his squadmates fear for his safety and have asked a more experienced knight like yourself to investigate.
Locate Edger within the fortress and bring him back to Haven! |
Discover the fate of the lost knight within the Scarlet Fortress |
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5-2 (3) | Rise or Fall | Infiltrating the Royal Jelly palace and taking on the hordes of slimes that serve the great Royal Jelly is not going to be an easy task. It is highly recommended that you seek one of the 'Battle Arenas' within the Clockworks and determine if your equipment is up to the challenge of facing so many savage slimes.
Spiral HQ has located one of these mysterious arenas that seems to be filled with all manner of gooey gladiators seeking a challenge. Give them a good fight! |
Test your might with a slimy showdown in the Battle Arena |
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5-2 (4) | Hall of Heroes | In order to venture even deeper within the Clockworks you must once again visit the Hall of heroes and speak to Lieutenant Barrus to receive your 3 Star Certification. | Visit the Hall of Heroes wearing at least 3 Star gear and receive certification |
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5-2 (5) | The Sovereign Slime | One of the Alpha Squad's recon modules is believed to be located somewhere in the Royal Jelly Palace, the home to one of the member's (sic) of the slime aristocracy, the Royal Jelly.
The might of these sovereign slimes is not to be underestimated. Should you find yourself facing this hot-tempered highborn, you would be wise to be equipped with the appropriate gear and backed by a full squad of experienced knights. It is highly recommended that you equip yourself with pierce resistant gear and shadow damage weapons before deploying for the Royal Jelly Palace! |
Infiltrate the Royal Jelly Palace and recover the recon module |
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6-1 (1) | An Explosive Plot | Recon Knights have discovered what they believe to be a gremlin-hatched plot to destroy Haven! As a Knight Elite, you have been selected by Spiral HQ to investigate this matter. Contact Intel Agent Kora for details. | Contact Intel Agent Kora via comlink |
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6-1 (2) | Axes of Evil | A gremlin logging operation has been discovered in levels known as the 'Jigsaw Valley.' These strangely carved islands are home to an even stranger species of twisting trees that gremlins seem to be determined to completely wipe out.
Spiral HQ believes that gremlins are using the lumber from this operation as resources for the development of Project R and needs you to enter the Jigsaw Valley and shut it down. |
Stop the gremlin logging operation in the Jigsaw Valley |
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6-1 (3) | Plan of Attack | Deep within a toxic cavern lies a hidden test lab that gremlins have been using as a testing ground for components of Project R. One of these components still in development is reported to have schematics for the project close by.
If this is true there will likely be a terminal of some kind close to one of Project R's components. Locate the terminal and recover the schematics for analysis. It should shed light on the exact nature of Project R. |
Recover the gremlin schematics in the secret test lab |
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6-1 (4) | High Temperature Hostages | Intel had reported a gremlin deconstruction crew dismantling a portion of the Clockworks in order to generate scrap resources for use in their Project R. Using powerful welding torches, they are truly burning the place to the ground.
One of the squads investigating the site has gone missing and is believed to be now held in captivity at the site. Infiltrate the fiery deconstruction zone and rescue the captive knights. But be warned, the deconstruction crew are said to have a powerful security construct hidden somewhere on site. |
Rescue the captured knights within the fiery Deconstruction Zone |
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6-2 (1) | Target Acquired | After analyzing the schematics you recovered from the gremlin test lab, Spiral HQ now knows the nature of project R as well as its location within a gremlin munitions facility. Spiral HQ is requesting that you enter this facility and destroy Project R before it can be used on Haven. Speak with Intel Agent Kora for full details. | Contact Intel Agent Kora via comlink |
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6-2 (2) | Whipping and Mishandling | After Recon Knights discovered a fiendish city known as Sol' Fork, Spiral HQ deployed a research team to station itself in the heart of the city and study the devilites within. Their findings have become the basis for our understanding of devilite culture and their motives for working with gremlins.
This research team is in desperate need of supplies in order to maintain working on-site. It would be of great help to Spiral HQ's continued research to have a squad enter the city and deliver the necessary supplies. |
Deliver the supplies to the research team within the fiendish city of Sol' Fork |
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6-2 (3) | Sewer Stash | It seems that the Ironclaw Munitions Factory is not the only place gremlins are storing high-powered weaponry. Intel suggests that once manufactured, weapons are moved out of the Ironclaw Munitions Factory and stored in secret weapon caches throughout the Clockworks.
One of these caches has been uncovered in one of the Clockwork's wasteworks systems. It's likely not going to be pretty reaching it, but eliminating the weapons stored in these wasteworks could result in far fewer casualties in the future. |
Destroy the gremlin war machines hidden in the wasteworks |
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6-2 (4) | Built to Destroy! | Once known to Spiral HQ as 'Project R,' the Roarmulus Twins have been identified as a gremlin-engineered weapon of tremendous power built with the sole purpose of destroying Haven. Stored deep within the heart of the Ironclaw Munitions Factory, this weapon is not only protected by hordes of shock-powered constructs and gremlins, but the factory is a highly dangerous, explosive hazard itself!
In addition to shutting down the Roarmulus Twins, Spiral HQ would like you to recover the Alpha Squad recon module that is believed to be located somewhere within the factory. It is highly recommended that you form a full squad before deploying. |
Dismantle the Roarmulus Twins in the heart of the Ironclaw Munitions Factory |
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6-2 (5) | Hall of Heroes | In order to venture even deeper within the Clockworks you must visit the Hall of Heroes and speak to Lieutenant Barrus to receive your 4 Star Certification. | Visit the Hall of Heroes wearing at least 4 Star gear and receive certification. |
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7-1 (1) | Darkest Depths | Having defeated the Roarmulus Twins and recovered the Alpha Squad recon module, it's time to check in with Intel Agent Kora to get a report on the analysis of the module and information about your new access to some of the deepest depths of the Clockworks. | Contact Intel Agent Kora via comlink. |
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7-1 (2) | Alchemy Mastery | Bosco in the Haven Bazaar has more information for you regarding the highest level of alchemy available to you. Mastery level alchemy will be instrumental in your survival as you attempt to reach the Core of the Clockworks. | Discover the potenial of master level alchemy. |
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7-2 (1) | Best of the Beast | After a recent promotion, Biotech Hahn has earned the titled of 'Chief Biotech.' He was informed of your recent accomplishments and would like to give you a quick briefing on what you can expect from the beast and slime family of monsters as you approach the Core. | Learn about the most powerful beast and slime monsters. |
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7-2 (2) | In Cold Blood | Something has really riled up the chromalisks in the levels below the town of Emberlight. Spiral HQ sent a squad in to investigate and they quickly fell off the radar. Now they've sent out a distress signal stating that they're cornered at depth 21 by chromalisks of all varietires.
Biotechs speculate these chromalisks are agitated due to their proximity to the Core. Others believe it may be mating season. Regardless of the reason, the squad needs saving before they meet their end to the likes of these lizards! |
Prevent the lost squad from becoming dinner to a lounge of lethal lizards. |
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7-2 (3) | Vicious and Vicous | Spiral HQ would like you to investigate levels of the Clockworks where the most powerful slime and monsters reside. By exploring these levels and transferring your combat data back to Spiral HQ, all knights would ultimately benefit from you dangerous experience.
It is highly recommended that you equip yourself with piercing resistant gear with piercing and shadow damage weapons! |
Prove your valor against a legion of powerful piercing monsters. |
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7-2 (4) | Monstrous Research | Having faced the jaws of the most ferocious wolvers, avoided the spikes of fully evolved jelly cubes and even the vile regurgitations of virulisks, you have no doubt collected sampled from these encounters that would be of great use to Spiral HQ's research teams. | Turn in the requested materials to Spiral HQ for research.
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7-3 (1) | Creators and the Created | In order to be fully prepared for the challenges ahead, Chief Biotech Hahn is requesting you contact him before undertaking the new missions that you have available to you. | Learn about the most powerful construct and gremlin monsters. |
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7-3 (2) | Beyond the Axes of Evil | Despite your previous efforts, gremlins have reformed their logging operation in the Jigsaw Valley in order to supply their munitions plants with resources. Given the results of their last project, the Roarmulus Twins, Spiral HQ would like you to end their eco-destruction before it becomes anything more serious! | Crush the new gremlin logging operation on the Jigsaw Valley! |
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7-3 (3) | Spark and Roar | Unlike other monsters, constructs don't seem capable of reproducing on their own, meaning that anytime one is deconstructed, it's a permanent dent in their numbers.
Having recently found a series of levels with an exceptionally high concentration of constructs and the exisiting need of extensive combat data of Tier 3 constructs, Spiral HQ is requesting that you enter these levels and eleminate the construct threat, collecting combat data as you go. It would prove instrumental in their continued research. It is highly recommended that you equip yourself with elemental resistant gear with elemental and shadow damage weapons! |
Prove your valor against a legion of elite elemental monsters. |
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7-3 (4) | Monstrous Research | Having fought the elite Darkfang Clan gremlins, evaded the crushing blows of lumbers and withstood the optic blasts of retrodes, you have no doubt collected samples from these encounters that would be of great use to Spiral HQ's research teams. | Turn in the requested materials to Spiral HQ for research.
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8-1 (1) | Darkest Forces | Hearing that your next missions will have you facing the likes of fiendish and undead monsters in the depths of Tier 3, Chief Biotech Hahn has requested you contact him before deplying for your latest missions. | Learn about the most powerful fiend and undead monsters. |
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8-1 (2) | The Return of Ur | A Recon squad has reported that deep within a fiendish city, devilites are attempting to summon a legion of powerful tojan warriors. Based on intel from a devilite internal memo, the trojans are known as the 'Legion of Ur,' and are said to have once numbered in the thousands. Strangely, the memo indicated that the Legion of Ur was sealed away in the Underworld and that an alternative approach would be required for bringing them back.
Whatever means the devilities intended to use to bring a few thousand trojans into the Clockworks, they must be stopped. Infiltrate their city and stop the fiendish army before they become unstoppable! |
Stop the devilites from summoning an army of nightmarish trojan warriors. |
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8-1 (3) | Weight of Darkness | It is speculated that all fiends within the Clockworks crossed over from a dimension known as the Underworld. While how they crossed over and what their motives are on Cradle is unclear, data collected from fiendish cities seems to indicate that they are now stranded on Cradle, much like us.
The undead on the other hand remain a mystery. Why spirits return to the material realm is unknown, though it is clear that many of the spirits within the Clockworks have come from other worlds. Given how hostile these creatures can be the only way to obtain useful data is through direct interactions, like combat. Spiral HQ is requesting that you collect combat data for the powerful fiend and undead monsters in Tier 3 of the Clockworks in order to better understand the nature of these creatures. It is highly recommended that you equip yourself with shadow resistant gear with elemental and piecing damage weapons! |
Prove your valor against a legion of supreme shadow monsters. |
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8-1 (4) | Monstrous Research | Having smashed the most terrifying zombies to dust, escaped the cold maws of grimalkins and stood victorious in battle against an army of trojans, you have no doubt collected samples from these encounters that would be of great use to Spiral HQ's research teams. | Turn in the requested materials to Spiral HQ for research.
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8-2 (1) | Becoming a Champion | Having heard of your many accomplishments and successful missions completed for Spiral HQ, Lieutenant Feron would like to speak with you. | Speak with Lieutenant Feron via Comlink | |
8-2 (2) | The Vile Engine | Somewhere below a level that lichens have taken to inhabiting lies a strange facility of unknown origin that seems to be used for the production of toxic slime monsters. The 'slime generators' are capable of rapidly producing slime monsters that then quickly populate nearby levels.
Squads in neighboring levels have already reported overwhelming numbers of toxic slimes, making it impossible to lead expeditions beyond depth 23. It is time a knight of your caliber form a squad to infiltrate this strange facility and shut down production of these vile creatures. Any data you could collect as to their origin would be highly valuable to Spiral HQ. |
Locate and destory the bizarre slime generators below the lichen colony. |
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8-2 (3) | The Rotting Metropolis | It would seem as though those slime generators have been around much longer than we thought, seeping their vile toxins into any levels that should be near them.
A modern city, much like those that the devilites inhabit seems to be overrun with these toxins, and was probably left behind by both the devilites and gremlins as a result. Now a legion of slime and undead creatures haunt the place, festering in the poisons that linger in the air. A squad that was attempting to pass through the city has gone missing. Given that the very air is toxic, it is urgent that an experienced team enter this city and rescue the squad. There is little hope left for them otherwise. |
Discover the fate of the lost squad in the toxic city. |
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8-2 (4) | The Great Escape | Recon Knights have collected intel that has revealed the gremlin 'Crimson Order' has begun ordering gremlins to build makeshift prisons within the Clockworks where Spiral Knights are being taken and imprisoned. It is believed that these orders are coming in direct response to your destruction of the Roarmulus Twins.
Further data suggests that these makeshift prisons are a temporary solution until a larger facility can be built. Spiral HQ however has no intention of these imprisoned knights staying long enough to find out. |
Infiltrate the gremlin prison, free the captured Knights and stage an escape. |
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8-2 (5) | Hall of Heroes | In order to venture deep enough to reach the Core you must visit the Hall of Heroes and speak to Lieutenant Barrus to receive your 5 Star Certification. | Visit the Hall of Heroes weaing 5 Star gear and receive certification. |
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9-1 (1) | Ending in Fire | A strange energy anomaly has been detected in the levels just above the Core. Contact Intel Agent Kora for details. | Contact Intel Agent Kora via comlink |
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9-1 (2) | An Occurrence at Owlite Keep | An unlikely source of intel has surfaced from the residents of Moorcroft Manor. A few of the spookats that call it home contacted one of our visiting Recon Knights and provided details of the negative energy mass that has appeared above the Core.
Calling it 'a place of burning hatred' and 'a prison for dark souls' they say that you can read all about it in 'one of those weird Owlite books' in an Owlite keep they pinpointed. If what they claim is true Spiral HQ could gain valuable intel from investigating the Owlite keep. Just remember that these Owlite structures have all proven to be swarming with the lost souls of countless undead monsters. Prepare accordingly. |
Locate the ancient tome within the haunted Owlite keep |
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9-1 (3) | The Silent Legion | Guardian Knight Arkus was one of the finest warriors serving the Spiral Knights until some time shortly after the crash. As one of the first to search for the Alpha Squad, Arkus's own squad perished in a grisly battle with a horde of dust zombies. Since then, Arkus has blamed himself for their loss, saying that he betrayed his Guardian's Oath to protect his squad.
Arkus now journeys into the Clockworks alone, never risking the loss of another squad and we believe, somehow trying to find the squad he once lost. As these expeditions began to appear self-deconstructive, Spiral HQ issued him a direct order to cease. Arkus ignored these orders and has gone deep into the Clockworks and has not returned. Not wanting to loose the last of his squad, Spiral HQ is asking you to pursue him to his last known whereabouts, some kind of mysterious sanctuary at depth 26. |
Pursue Guardian Knight Arkus and bring him back to Haven |
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9-2 (1) | Eye of the Needle | After compiling the data you collected from the Owlite Keep and additional intel from Recon Knights, Intel Agent Kora has prepared a debriefing for you with regarding to the mass of negative energy blocking access to the Core. | Contact Intel Agent Kora via Comlink |
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9-2 (2) | Terminal Meltdown | Drawn to the Firestorm Citadel, a horde of fiery slime monsters have swarmed a nearby fuel depot putting the depot and our access to the citadel at risk. Should these slimes spread the fires into the fuel drums, the whole place will go up in flames.
Spiral HQ needs you to enter the depot and put out the fire before time runs out and an explosive disaster is triggered. |
Destroy the fiery monsters in the fuel depot and prevent an explosive disaster |
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9-2 (3) | Alone in the Dark | The spookats of Moorcroft Manor have another valuable piece of intel for us that is worth investigating. They say that a lost soul of the former Kingdom of Almire resides in a soldier's graveyard near the Firestorm Citadel. This soul is willing to provide us with the information on the nature of the citadel as well as how we can get through it and reach the Core.
Reaching him will not be easy given his location. Graveyards are terrible places, especially at this depth. It is highly advisable that you move through the graveyard as quickly as possible in your search for this lost soul. |
Make contact with a lost soul of Almire in the soldier's graveyard |
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9-2 (4) | The Gauntlet | One final battle stands in your way before reaching the Firestorm Citadel. Thought to be devised by Lord Vanaduke himself, this unrelenting gauntlet is teeming with all manners of dark creatures and culminates in a nightmarish battle arena that must be conquered in order to gain access to the gates of the Firestorm Citadel.
This mission will take everything you've got and requires a full arsenal of powerful weapons and gear. If Lord Vanaduke is testing you, give him the fight that he's asking for and show him what a true Champion can do! |
Battle your way to the Firestorm Citadel through a bulwark of monstrous might |
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9-3 (1) | Heart of the Matter | Lieutenant Vaelyn lead the first squad into the Clockworks that attempted to locate the Alpha Squad. She is a talented squad leader thought to be on par with Euclid himself. Vaelyn has never given up her search and is not attempting to put together an on-site Core research team in order to better understand the veary place the Alpha Squad's trial is thought to end. | Contact Lieutenant Vaelyn via comlink |
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9-3 (2) | The King of Ashes | Within the ever-burning depths of the Firestorm Citadel, Lord Vanaduke lies in wait for any living being to pass into his accursed kingdom. Any squad that has ever attempted to infiltrate the citadel has perished or was simply lost, like the countless lost souls bound to this terrible realm.
Lord Vanaduke is ready for war, believing in his twisted mind that any who dare enter the citadel to be an invading force bent on overtaking his kingdom. He stands as the last obstacle before gaining access to the core and the Spiral Knights having any chance of restoring the Skylark and returning home. As a Champion of the Spiral Knights, you alone have what it takes to lead a team into the very heart of this inferno and face the titanic might of Lord Vanaduke. |
Defeat Lord Vanaduke in the Firestorm Citadel and reach the Core |
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9-4 (1) | A True Champion | Having come out of the Firestorm Citadel alive, Intel Agent Kora eagerly awaits to hear from you | Contact Intel Agent Kora via comlink |
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9-4 (2) | Honor and Duty | Lieutenant Feron would like a brief word with you regarding your achievement in breaking through Firestorm Citadel. | Contact Lieutenant Feron via comlink |
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9-4 (3) | The Search Continues | Lieutenant Vaelyn would like to thank you for opening up a path to the Core and allowing her to set up an on-site research base. | Contact Lieutenant Vaelyn via comlink |
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9-4 (4) | Hall of Heroes | It is time you entered the Hall of Heroes once more. Having been fully star certified and successfully completed so many missions that have ensured the survival of the Spiral Knights on Cradle, Spiral HQ is preparing you for the high rank of Vanguard. | Visit the Hall of Heros and recive you commendation |
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Prestige Missions
Prestige missions can be split into two categories: Clockworks Missions and Supply Missions. One of each type may completed every day, one "day" being from 12:00 AM to 12:00 AM in the U.S. Pacific Time Zone.
Clockworks Missions
Clockworks Missions will require a Spiral Knight to travel into the Clockworks to complete a certain objective (i.e. rescue a research team from enemies). Currently, there appear to be six different Clockworks Missions, which are cycled through in the order on the following table.
All Clockworks Missions grant the same amount of prestige regardless of the mission. They are usually two or three levels deep. The depth at which they begin, along with the prestige that they reward, depends on the rank:
- Rank 3: 30 Prestige, starts at depth 1(beginning of tier 1)
- Rank 4: 50 Prestige, starts at depth 9(beginning of tier 2)
- Rank 7: 80 Prestige, starts at depth 19(beginning of tier 3)
- Rank 8-10: 90 Prestige, starts at depth 24(beginning of stratum 6)
Name | Description | Objective | Rewards |
Scared to Death | The ruins of Owlite castles are dark and cursed places that are swarming with legions of undead spookats. The worst of these, the seemingly invincible grimalkins, constantly lurk in the shadows, awaiting the moment your life-saving light is finally snuffed out.
Some knights succumb to the darkness and become paralyzed with fear in these shadowy realms. The only thing that can save them are brave knights who have long lost their childhood fears of the dark and all the terrible creatures that lurk within. |
Save the lost Knight from joining the ranks of the dead in the haunted manor! |
See above |
Nature of the Beast | Our Geo Knights risk their lives working in the wilds of the Clockworks. While their findings are invaluable, they are often stationed in the very heart of wolver territory. These wild beasts relentlessly stalk our Geo Knights, snatching them in the night when unguarded. Sometimes, wolvers will form a pack and assault an entire research team. It is during these times that a talented squad must be called in to save them. | Rescue the Geo Knights from the clutches of wild beasts! |
See above |
A Pinch of Salt | The best way to keep slimes at bay is with copious amounts of rock salt. Slimes just hate the stuff as touching it makes them dissolve. It's not pretty.
Research teams stationed in lichenous lairs will often surround their entire camp with rock salt so that they don't end up some slime's dinner. As you can imagine, they go through the stuff fast. When they run low, a squad is called in to battle their way to the camp and deliver the life saving seasoning. |
Deliver a shipment of rock salt to the research team stationed in the lichenous lair! |
See above |
Assault on Machine Shop 13 | Gremlins are not very good about cleaning up their messes. Our Recon Knights will often stumble across what they believe to be decommissioned gremlin weapons factories that are still actively bustling with hostile constructs, and in some cases are even stocked with operational, active war machines!
Spiral HQ has ordered that whenever possible, these factories and their war machines are to be shut down for good to avoid any future casualties. |
Destroy the operational war machines within the ruined factory! |
See above |
Hazardous Heist | Gremlin construction sites often contain valuable schematics of gremlin structures and even weaponry. Once obtained by Spiral HQ, they provide rare insights into remling engineering.
Gremling schematics are typically stored in terminals somewhere on the site. These terminals are locked down and heavily guarded. Once you draw the attention of one gremlin, expect the entire crew to come after you! |
Steal the gremlin schematics from the gremlin construction site! |
See above |
White Collar Captives | A fiendish city is a strange place that Spiral HQ still does not fully understand. Devilites are everywhere, and if they see one of their Pit Bosses nearby, they will do anything to look like they're being productive. Unfortunately, productivity is often defined by attacking or imprisoning intruders, like a squad of knights passing through.
It is unclear what purpose imprisoned knights would ultimately serve in a devilite agenda. Those that have survived captivity have reported that conditions were poor, but the worst of it was the copious amounts of paperwork they had to fill out daily. This is a fate no knight deserves! |
Free the captured Knights from a fiendish corporate prison! |
See above
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Supply Missions
Supply Missions simply require a Spiral Knight to donate or purchase spare materials at the behest of Spiral HQ. Once the Knight has the necessary items, the Start button for the mission becomes usable and the mission can be completed immediately without any requirement to actually visit an NPC. There are four types of Supply Missions: Monstrous Research, which requires materials; Arms Appropriation, which requires weapons; Supply Delivery, which requires Supply Packs sold by Vatel; and Geological Survey, which requires minerals.
Supply Missions appear to be assigned randomly each day, but all knights at any given rank will have the same mission and mission variant, although the precise items required may vary from knight to knight.
Prestige values marked with an asterisk (*) in the following tables are values taken before the March 7th, 2012 update, in which the prestige payouts for these missions were adjusted. These values may not be correct, but the changes are typically only mild.
Monstrous Research
Spiral HQ is always seeking to further understand the creatures inhabiting the Clockworks through the examination of materials. If you have some materials to spare, you can further increase your prestige by donating materials to Spiral HQ.
Objective: Turn in the requested materials to Spiral HQ for research.
The materials that Monstrous Research requires and the prestige that it grants vary greatly from occurrence to occurrence of the mission. Knights of the same rank will have the same quantity and star value requirements, but the materials themselves will likely be different. Known variations of Monstrous Research include:
Rank | Materials | Prestige |
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3-4 | Three different 0-star materials | 35* |
3-4 | A single 1-star material | 35* |
3-4 | A single 2-star material | 70* |
3-4 | Three of a 0-star material, two of a 1-star material, and a single 2-star material | 105* |
7 | Three different 2-star materials | 50* |
7 | A single 3-star material | 50 |
7 | A single 4-star material | 100 |
7-8 | A 2-star material, a 3-star material, and a 4-star material | 150 |
9-10 | Three different 3-star materials | 60 |
10 | A single 4-star material | 60 |
10 | A single 5-star material | 120 |
10 | A 3-star material, a 4-star material, and a 5-star material | 180 |
Geological Survery
Chief Geo Knight Wegner is always seeking to further his research on the mysterious minerals that are found in the Clockworks. The experiments he conducts on his available samples tend to result in their disintegration. Because of this, he's always in need of brave knights to delve into the Clockworks to procure more samples for him.
Objective: Gather minerals for Chief Geo Knight Wegner's research.
Geological Survey requires a variable quantity of two of the five minerals found in the Clockworks(crimsonite, dark matter, luminite, moonstone and valestone). Knights of the same rank will have the same quantity requirement, but may have different mineral requirements. The quantities are:
Rank | Minerals | Prestige |
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3 | 10 of two different minerals | 20* |
4 | 15 of two different minerals | 35 |
7-10 | 20 of two different minerals | 60 |
Supply Delivery
Some knights are part of special research teams that rarely get the chance to stay above ground for very long. These knights often use the subtowns of the Clockworks as base camps. While the monsters that run these towns are friendly, often the amenities are not exactly well suited for knights. These knights could always use supplies to make their stay a little more comfortable. A happy researcher is a productive researcher!
Objective: Gather supplies for delivery to Knights stationed in Emberlight.
Supply Delivery requires the Supply Packs sold by Vatel. For reference, a Compact Supply Pack costs 1,000 crowns, a Standard costs 2,500, and a Deluxe costs 6,250. Knights of the same rank should have the exact same requirements for this mission. Known variations of Supply Delivery include:
Rank | Packs | Prestige |
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3 | Compact Supply Pack x1 | 60* |
4 | Compact Supply Pack x2 | 105* |
7 | Standard Supply Pack x2 | 150* |
7 | Deluxe Supply Pack x1 | 150 |
10 | Deluxe Supply Pack x1 | 120 |
10 | Deluxe Supply Pack x2 | 180 |
Arms Appropriation
Knights that are rescued from gremlin captivity are often left with nothing to show for it other than bad memories of being locked up in a cage and abused by their snarling captors. Their weapons are always stolen and their gear often damaged by gremlin engineers to prevent any notion of surviving an escape attempt.
In order to get these knights back into their squad ready for battle, Spiral HQ needs other knights with access to ample resources to pitch in and provide them with the necessary weapons and gear.
Objective: Deliver the requested item to squad in need.
Arms Appropriation requires swords, guns or bombs obtainable by knights. Its requirements are not restricted to only items that can be found in the Supply Depot or Hall of Heroes, and can even be boss token rewards such as Sealed Sword. Knights of the same rank will have the same requirements in terms of the star value of the weapon, but the weapons themselves will likely be different. Additionally, the star value can vary, as follows:
Rank | Weapon star level | Prestige |
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4-6 | 1-star | 105 |
4-6 | 2-star | 105 |
7-8 | 3-star | 150 |
7-10 | 4-star | 250 |
9-10 | 5-star | 300 |
Expansion Missions
Name | Description | Objective | Rewards |
Operation Crimson Hammer Tier 1 | Warmaster Seerus is the evil master of munitions within the gremlin's all-powerful Crimson Order Thought to be the true mastermind behind the Roarmulus Twins and countless other gremlin weapons, he is the Crimson Order's creator and supplier for their diabolical engines of war.
Recon Knights under the command of Lieutenant Feron recently discovered Seerus's 'Grand Arsenal,' his development center and storage facility for all his weaponry. Now, Feron himself is leading several squads of knights directly into the Grand Arsenal, with the intention of weeding out Seerus and destroying his war machines. Met with heavy resistance, Feron's squads require reinforcements and Spiral HQ is sending you in to assist. |
Join Lieutenant Feron in a siege of the Grand Arsenal of Warmaster Seerus. |
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Operation Crimson Hammer Tier 2 | Warmaster Seerus is the master of munitions of the gremlin's Crimson Order. Thought to be true mastermind behind the Roarmulus Twins and countless other gremlin weapons, he is the Crimson Order's creator and supplier for their diabolical engines of war.
Recon Knights under the command of Lieutenant Feron recently discovered Seerus's 'Grand Arsenal,' his development center and storage facility for all his weaponry. Now, Feron himself is leading several squads of knights directly into the Grand Arsenal, with the intention of weeding out Seerus and destroying his war machines. Met with heavy resistance, Feron's squads require reinforcements and Spiral HQ is sending you in to assist. |
Join Lieutenant Feron in a siege of the Grand Arsenal of Warmaster Seerus. |
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Operation Crimson Hammer Tier 3 | Warmaster Seerus is the master of munitions of the gremlin's Crimson Order. Thought to be true mastermind behind the Roarmulus Twins and countless other gremlin weapons, he is the Crimson Order's creator and supplier for their diabolical engines of war.
Recon Knights under the command of Lieutenant Feron recently discovered Seerus's 'Grand Arsenal,' his development center and storage facility for all his weaponry. Now, Feron himself is leading several squads of knights directly into the Grand Arsenal, with the intention of weeding out Seerus and destroying his war machines. Met with heavy resistance, Feron's squads require reinforcements and Spiral HQ is sending you in to assist. |
Join Lieutenant Feron in a siege of the Grand Arsenal of Warmaster Seerus. |
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