Compound 42

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- moved to better umbrella name (so "area" vs. "level" isn't as confusing)

Description

Warning: This is a Dangerous Mission!

Desna and her Recon Rangers are an elite team tasked with recovering intel from some of the most dangerous levels of the Clockworks. Joining them could lead to great rewards, but it is guaranteed to be a perilous journey!

Spiral HQ has uncovered a gremlin bioweapons facility deep within the Clockworks. It is believed that this facility belongs to a member of the Crimson Order known only as Herex. The Recon Rangers have been tasked with infiltrating the facility and uncovering the nature of Herex's bioweapons before they are put to use.

Monsters

Promo Propaganda. A Gremlin Incinerator and two Compound Polyps in the Herex's facility.

Strategy for each monster can be found on that monster's page. In addition to the monsters listed, there are numerous poison and fire Wisps and rarely some Shankles in the first depth.

Outer Facility

Containment

Recommended Equipment

In short, the threats are gremlins and slimes with fire and poison themes. There are also numerous fire and poison traps. Therefore the ideal armor would protect against normal, piercing, elemental, fire, and poison. Perhaps the best armor is Dragon Scale Mail/Helm/Shield. Other sets with fire resistance, such as Vog Cub Coat/Cap, help knights pass through Toxoil oil slicks without igniting.

Shadow weapons are highly effective against the monsters of Compound 42. Alchemer ricochets are useful in the second level, so Umbra Driver is a natural choice. Crowd-control weapons — particularly with freeze — can help the party in tight fights. Fire weapons and Drakon are not recommended, as they can ignite Toxoils and their oil slicks.

First Level: Outer Facility

For the most part, the first level of Compound 42 is randomly generated. Some of the rooms are identical to those found in Clockwork Tunnels-style levels. Other rooms are unique to Compound 42. The final battle of the level is always a multi-wave fight in one of these unique rooms.

Second Level: Containment

Compound 42 on the Mission Interface.

Unlike the first level, the second level is entirely designed and non-random. This level can be loosely organized into six battles.

The first battle starts with a wave of monsters in a tight space between poison wisps in the south and a wall of blocks to the north. North of the blocks lie flame throwers and another wave of monsters, with less room for fighting. It is advisable to dispatch the first wave, pass the blocks and spawn the second wave, kill the turrets and menders, retreat back to the south of the blocks, and finish the fight there.

The party proceeds past the flame throwers to the second battle, which consists of two fights that together unlock one key. In each fight there are fire grates, which can be deactivated by hitting a switch. Deactivating the fire traps should be a high priority, as it creates room to maneuver and decreases Toxoil ignition.

Once the party has the key, it unlocks a gate enclosing the third battle. This is a difficult multi-stage fight, highly constrained by four flamethrowers. Three times the party must use water to douse shadow fire and press a button. Once the third button is pressed and the monsters defeated, the fight is over.

The fourth battle also takes place in multiple stages. The room is somewhat constrained by flamethrowers and shadow fire. The latter can be extinguished with water, but only after the party opens a gate by hitting a switch that is trapped behind multiple layers of stone blocks. The party can gain a modest advantage by hitting the switch before the fight begins, using alchemer charge ricochets.

The fifth battle is comparatively short. It takes place in a tight hallway filled with poison and fire grates. The party can split up to attack monsters at both ends of the hallway.

The sixth and final battle has multiple stages filled with lichens and gremlins of all kinds, including the enormous gremlin Incinerators. The room has three side rooms blocked by gates, in the west, east, and north. The west and east gates are controlled by switches. After a small first wave, the party can control the flow of the battle by not hitting these switches until it is ready. Once the west and east waves have been vanquished, the north gate opens and numerous additional monsters spawn. It is possible to kill the Giant Toxoil behind the north gate before it is released, by firing alchemer shots (and possibly shots from other guns like Sentenza) at the gate. This trick makes the final wave somewhat easier. After the battle is finished, the party activates a sprinkler system that douses the fires of Compound 42.

Third Level: Fire Safe Storage

The final level of the mission is purely a treasure level, containing no monsters. Knights may change their equipment at any point during this level. Hence the heat that is acquired can be applied to any item.

Trivia

  • It's interesting how the first depth of Compound 42 has a large variety of monsters who appear rarely in the level.
  • Two Ghostmane Stalkers can appear randomly in the first corridor of the Containment depth, but the chance is very low.
  • The "42" in the name refers to the game's internal codes for fire and poison status.

See Also

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