Talk:Exploration

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Please use this page for names, we already have many of these pictures!

Map Features

When exploring the Clockworks, players may encounter a range of obstacles. It is often necessary to remove these to advance and finish the level.

For the below table: "A family of" = there's multiple varieties of the entity - appearances usually depend on the stratum theme. If there are more details available, they will be on the file page - click images to see.

Per section, the following lists are organized by date of release, alphabetically if tied.

List

There are many wonders to witness on Cradle. The clockworks is a dynamic place, so certain objects might be found in abundance in some areas, while others are only found in a few or even a single area, and the same type of area can have different numbers of these objects than were encountered previously. Some entities can be interacted with, while others cannot. Stone carvings can obscure switches, but are not themselves interactive. Below are lists of entities that are either interactive, and/or have a dynamic effect on the player. Other entities that are simply aesthetic, or are more complex and linked to above, are not included in these lists.

Miscellaneous

This list consists of entities that can be interacted with, but don't really fall into other categories.

Example Name Notes
Example visual
Breakable Block
A family of basic 1x1 blocks can be broken by a single damaging attack of any kind. Aesthetic variations can be encountered in different areas.

Perhaps they are meant to be large bits of rubble, junk, or debris, as they seem to be more aesthetic features than obstacles most of the time.

Example visual
Stone Block
A family of 1x1 boulders that can be broken with three hits. Rarely, hitting a boulder might disturb a hidden Rock Jelly. Ghost blocks will remove them.
Example visual
Unbreakable Block
A family of 1x1 blocks that cannot be broken by regular attacks. Aesthetic variations can be encountered in different areas. Ghost Blocks will remove them.

With release 2013-04-03 art for the default variation was changed.

Example visual
Empty Rocket
Empty Rockets must be hit twice to be broken.

Encountered in Ironclaw Munitions Factory and Interface-icon-PvE.png Expansion Mission: Operation Crimson Hammer.

Caltrop
Barriers that must be struck three times to be removed.

Encountered in Interface-icon-PvE.png Expansion Mission: Operation Crimson Hammer.


Loot Yielding

The following entities, unless otherwise specified, will yield a crown of some value, a heart, or nothing when broken.

Example Name Notes
Example visual
Breakable Tombstone
A 1x1 object that can be broken with a single hit. A crown of some value will drop.

These grave markers are encountered in Graveyard areas. Nonbreakable versions will not have glowing green cracks. Some gravestones (breakable or not) have a mound of soil near them. Keep an eye on these - a mound might spawn a zombie as you approach, or as you walk away.

Breakable Tombstones in The Grasping Plateau are like spawners, containing either Souls, Pale Scarabs, Freezing Bombies, or nothing.

Example visual
Bush
Break for a chance to find minor loot.

These plants have a much lower drop rate than other loot-yielding breakables, usually yielding nothing.

Example visual
Hydrant
Break for a chance to find minor loot.

Encountered in Concrete Jungle, Devilish Drudgery, and Dark City areas.

Example visual
Lamp
Break for a chance to find minor loot. Short or tall varieties can be encountered.

Encountered in arcade Arenas, Firestorm Citadel, and Scarlet Fortress areas.

Example visual
Mailbox
Break for a chance to find minor loot.

Encountered in Concrete Jungle, Devilish Drudgery, and Dark City areas.

Example visual
Plants
Break for a chance to find minor loot.

Plants can be found on almost any level with grass. They are found in abundance in Aurora Isles, Starlight Cradle and Jigsaw Valley areas.


Carried

The following entities can be picked up by the player and carried to another location. They are either set down or thrown.

Example Name Notes
Example visual
Clay Pot
A pot for smashing. Throw it to hit switches, or just to have fun smashing.

A common sight in the clockworks, these pots serve as a means to complete many puzzles, a lucky break for knights who neglect to bring long-range projectiles.

Example visual
Fire Pot
A pot containing a self-igniting substance. Throw it at something to set it on fire!

Low danger: you can set your friends on fire if you're not careful.

Example visual
Gold Key
A large golden key. It unlocks a Gold Gate somewhere.
Example visual
Heavy Statue
A large heavy statue. Put it on a pressure plate somewhere in the area, or use it to block monsters.
Example visual
Oil Pot
A pot containing flammable oil. Throw it at something to break it - this will spill oil everywhere. Set that oil on fire!

Low danger: you can set your friends on fire if you're not careful.

Many areas containing oil pots seem to be mostly populated by enemies that are immune to fire.

Example visual
Bomb Shell
A 1x1 rocket-like object that can be thrown. Explodes on impact.

First seen ???

Can be encountered in Compound 42 and The Ancient Generator.


Mechanisms

The following entities will cause a change when triggered, or are connected to something that causes a change. They usually play important roles in puzzles. Others are simply obstacles that need to be overcome.

Example Name Notes
Example visual
Button
A round button shaped like a target that triggers a change, usually to access an area, but also sometimes to spawn monsters.
Example visual
Crystal Blocks
A family of 1x1 crystalline blocks that break each other if one of them is broken, as long as they are touching (a chain) and are the same color.
Example visual
Force Field
A protective barrier. Attacks performed through a forcefield will not do damage. A Force Field will turn purple and prevent progress if the player is carrying an item.

Many force fields are one-way, and often protect players at the start of a level. Others protect NPCs in the field, or make certain puzzles a bit complicated.

Monsters cannot pass through most force fields (an exception includes Bombies in the second combat floor of Legion of Almire), though Tier 3 Wolvers can burrow past them. Some monsters can glitch past a force field as well, witnessed often with the sun scarabs in 10-2 Interface-icon-PvE.png Mission: Shadowplay.

Example visual
Gate
A gate blocking progress. Find a button or a switch to progress.
Example visual
Monster Gate
A gate blocking progress. Defeat monsters in the area to progress.
Example visual
Energy Gate
A gate blocking progress. Open it with energy.

The topic of this article or section is subject to personal opinion, and does not represent any one absolute truth. If you disagree, discuss your concerns on the the talk page before editing.: It is usually not frugal to open these. Some gated areas are not behind walls - try popping the boxes with a ranged weapon or pickup to see if it's worth it! Danger Rooms are usually worth fighting through, if they're in a depth that has drops the player desires.

Example visual
Gold Gate
A gate blocking progress. Find and carry a Gold Key to the gate, then put the key down very close to the gate to progress.
Example visual
Ghost Block
1x1 light-emitting blue blocks with symbols on the sides.

Most types of blocks connected to a ghost block by at least one other block (a connective chain) will poof away if said ghost block is destroyed.

Careful! This poofing property also applies to Treasure Boxes! This plays a role in several minor puzzles.

Example visual
Pressure Plate
1x1 plates that activate when something heavy is on top. Find a Heavy Statue somewhere in the area or stand on it.
Example visual
Switch
A round switch that will allow or deny access. Yellow or purple coloration indicates that the switch can be toggled, or that the switch is on a timer. Red and green indicate the switch can only be hit once. Green indicates it can't be struck again - it has been activated.
Example visual
Button (Munitions)
A round button with a rocket symbol. It turns off rocket launchers in the Ironclaw Munitions Factory and the Interface-icon-PvE.png Expansion Mission: Operation Crimson Hammer.
Example visual
Switch (Munitions)
A round switch that will raise or lower purple or yellow barriers in the Ironclaw Munitions Factory when struck.
Example visual
Pressure Plate (Statue)
1x1 plates that only activate when a Heavy Statue is placed on top. Find one somewhere in the area.

Can be found in The Grasping Plateau and the 10-1 Interface-icon-PvE.png Mission: Breaking in the Recruits.

Was likely introduced with release 2013-10-23.

Example visual
Rocket Block
A family of 1x1 launchers that send off a rocket when attacked. The light on top changes color:
  • Green: can be hit to launch a rocket.
  • Red: a rocket is active, reloading another rocket - will not activate if hit.
  • Yellow: can only be activated if hit by a rocket.
First seen with release 2015-02-11.
Example visual
Unbreakable Crystal Block
A family of 1x1 crystalline blocks that break each other if one of them is broken, as long as they are touching (a chain) and are the same color.

This type cannot be destroyed unless a regular crystal block of the same color is touching them.

First seen with release 2015-02-11.


Player Aid

The following entities directly aid the player in some way, with no other obvious purposes. Some are even placed by NPCs.

Example Name Notes
Example visual
Energy Mecha Knight
A Mecha Knight that will fight by your side if provided with 5 energy.

This entity is like the one produced by using a Mecha Knight Kit pickup. Kits don't require energy and are found randomly.

Example visual
Mecha Turret
A turret that fires a laser beam, damaging enemies. Some require 5 energy to activate, while others are already ready to rumble.

This entity is like the one produced by using a Auto Turret Kit pickup. Kits don't require energy and are found randomly, though they expire after several minutes of use and can be destroyed by monsters.

Example visual
Respawning Hearts
A tile that restores your knight's HP if you stand on top of it. The heal rate can be fast or slow in different areas.

They can be found in the Advanced Training Hall, certain Lockdown maps, Subtowns, in between Arenas, before Bosses, and very slow spawners can be found in the Firestorm Citadel.

Example visual
Respawning Hearts (Blue)
A tile that restores your knight's HP if you stand on top of it. It also cures status, indicated by its Remedy Capsule-like coloration.

They can be found in the Private Training Hall and the locker rooms of Lockdown matches.

Example visual
Information
A module containing information about the area.
Example visual
Recon Module
A Recon Module contains vital information and/or small bits of stories. They can be read via the artifact section of the player's arsenal after acquisition.
Example visual
Beast Bell
A bell left by NPCs to aid in combat. Active ones play an important role in the Gloaming Wildwoods and using one correctly is required to defeat the Snarbolax. One can be seen in the northern area of the Lab.

Hit it to ring it - any wolvers or bunnies in range will be inflicted with stun.

First seen with release 2011-06-02.


Hazards

The following entities will harm or hinder the player in some way, usually severely. A few will also harm nearby monsters.

Example Name Notes
Example visual
Explosive Block
1x1 light-emitting blocks that explode violently if struck, hurting both knights and monsters alike.

Stuttering Mecha Knights will trigger these.

Example visual
Fire Grate
Fire rises from this grate periodically. Players can walk across inactive grates and not take damage from the hazards within.

This hazard deals significant damage if touched while active, and is very likely to set players on fire.

Example visual
Floor Spikes
Conical spikes rise up from the round holes in this grate periodically. They inflict a large amount of piercing damage. Players can walk across inactive grates and not take damage from the hazards within.

A rare version of this trap inflicts stun instead of dealing damage. This phenomenon can be encountered in the kat nest of the Interface-icon-PvE.png Event Mission: Purr Terror and certain Lockdown maps.

Example visual
Freeze Grate
Frigid air rises from this grate periodically. Players can walk across inactive grates and not take damage from the hazards within.

This hazard deals significant damage if touched while active, and is very likely to freeze players.

This freeze is likely lasting, so this trap will slowly kill most knights, even if they are caught at full health. If your allies are trapped on this grate, free them immediately by breaking the ice that binds them. Very low level traps can be explored with impunity if the player has high enough freeze resistance.

Example visual
Orbital Chain
A dangerous chain orbits a fixed point. There are several variations in length, status type, and orbit speed of this hazard that can be encountered.

There are spots between each orb in a chain where the player can avoid damage as the chain passes by, but these are usually hard to utilize, so it's best to just avoid the chain.

Example visual
Poison Grate
Noxious fumes rise from this grate periodically. Players can walk across inactive grates and not take damage from the hazards within.

This hazard deals significant damage if touched while active, and is very likely to poison players.

Example visual
Respawning Hazard
A tile that perpetually produces entities. The respawn rate can be different speeds in different areas. What it spawns can be one of two things - another exploration entity like a block, or an enemy. As a rule of thumb, if there is a pad with nothing on top of it in the first place, it will spawn a monster. If it did have something on top, it will spawn whatever that thing was (usually). Don't idle on these pads - your knight can get a bit hurt when things spawn. Instead, avoid it or shield on it to block the spawn. This is handy to help your friends get through areas while carrying things. If it is a monster spawner, usually shielding over it will prevent the enemy from spawning, but this doesn't work for all spawners.
Example visual
Shock Grate
Exposed wires surge with power periodically. Players can walk across inactive grates and not take damage from the hazards within.

This hazard deals significant damage if touched while active, and is very likely to shock players.

Example visual
Timed Explosive Block
1x1 light-emitting blocks that count down from 3 and then explode violently if struck, hurting both knights and monsters alike.

Stuttering Mecha Knights will trigger these.

Example visual
Missile
A block that periodically launches an explosive missile. Try to turn them off with a munitions button.

Encountered in the Ironclaw Munitions Factory and the Interface-icon-PvE.png Expansion Mission: Operation Crimson Hammer.

First seen with release 2011-07-06.

Example visual
Unused Rocket
When hit, they will flash and then explode, dealing damage in a 2 tile radius. They do not damage nearby Empty Rockets.

Encountered in the Ironclaw Munitions Factory and the Interface-icon-PvE.png Expansion Mission: Operation Crimson Hammer.

First seen with release 2011-07-06.

Example visual
Misery Block
A family of 1x1 unbreakable spike blocks that deal high damage if touched.

These are often found in large numbers during certain events and/or in dangerous areas. Several are encountered in Shadowplay.

First seen 11 December 2013.

Example visual
Mush Block
A family of 1x1 breakable blocks that break into a pile of mush. This mush lingers for a while and will significantly hinder movement speed.

These are often found in clusters. Ice slush and chilled frosting "mush" can be encountered in the event-exclusive Grinchlin Assault and A Gremlin in Knead prestige missions, respectively.

First seen 11 December 2013.

Example visual
Red Searchlight
Similar to aesthetic searchlights found elsewhere in the clockworks. These have a red tint and make a round pool of light on the ground. If the player walks into this lit area, several missiles will fall from above.

Found in the 2-3 Interface-icon-PvE.png Mission: The Collector and 10-1 Interface-icon-PvE.png Mission: Crimson Chaos.

First seen with release 2013-07-30.

Example visual
Super Explosive Block
A blast block that generates several explosive globs when destroyed (even when removed via ghost block). Globs are similar to the ones generated by defeated Blast Cubes, a type of slime.

Can be encountered during the March of the Tortodrones event and Shadowplay.

First seen 26 February 2014.

Example visual
Vortex Block
A strange block that generates a relatively harmless vortex for a short time when struck. The vortex affects both knights and monsters.

Low danger: it can potentially drag knights through hazards or keep them in range of enemy fire.

Can be encountered during the March of the Tortodrones event and Shadowplay.

First seen 26 February 2014.

Example visual
Timed Super Explosive Block
A blast block that counts down and then generates several explosive globs when destroyed.

Globs are similar to the ones generated by defeated Blast Cubes, a type of slime.

Can be encountered during the March of the Tortodrones event in certain fiendish arcade areas as well as the related prestige mission.

First seen 26 February 2014.

Example visual
Swarm Spikes
A malignant tangle of spikes hidden in the floor that respond to the presence of knights, somewhat like a landmine. They will spike up a moment or two after you step where they are - don't linger too long in one spot or follow the footsteps of friends.

First seen with release 2015-05-13.


Spawners

The following entities will spawn monsters. Some will spawn continuously or only once.

Example Name Notes
Example visual
Grave Mound
A suspicious mound of soil that might spawn a zombie as you approach, or as you walk away. They are guaranteed to be encountered in Graveyard areas, but not The Grasping Plateau. During the Dark Harvest Festival, they might spawn a Grim Scarab instead of a zombie.
Example visual
Monster Cage
1x1 object that releases a random monster when broken.

The topic of this article or section is subject to personal opinion, and does not represent any one absolute truth. If you disagree, discuss your concerns on the the talk page before editing. It would be best to break these with a ranged weapon or bomb, because monsters that come out will usually attack immediately.

Example visual
Busted Floor
A suspicious hole in the floor. Usually, nasty mini monsters (Dust Bunnies, Glop Drops, or Scarabs) will crawl out and make a fuss!

It's a special monster spawner frequently encountered in compounds. Variations are seen in other areas, like The Ancient Generator and A New Threat.

First seen with release 2012-05-09.

Example visual
Fiend Gate
A suspicious sigil that continuously spawns what appears to be a portal. Fiends come through it into battle.

Destroy this portal whenever it appears to reduce the flood of fiendish forces.

First seen 26 February 2014.

Example visual
Burrow
A hole in the floor. Wolvers will occasionally come out.

First seen with release 2015-02-11. Encountered in the 10-1 Interface-icon-PvE.png Mission: Breaking in the Recruits.

Example visual
Swarm Sphere
A peculiar black sphere encountered somewhat frequently in areas of the Core. Be careful, it will spawn a monster corrupted by The Swarm if struck, much like the Monster Cage.

First seen with release 2015-05-13.


Enemy Aid

The following entities directly aid enemies in some way, with no other obvious purposes.

Example Name Notes
Example visual
Grim Totem
1x1 object that pulses with eerie purple light.

Grim Totems will resurrect any nearby Zombies killed within its radius. These totems cannot be destroyed, but (if they can be reached) they can be carried by the player to another location to allow for easier zombie slaying.

Example visual
Healing Totem
A strange device holding a mineral-like object. It will heal nearby enemies. They can be destroyed, but are on fast spawner pads in these areas. The colors seem to reflect the Tier in which the totem is located, a behavior akin to the the similar objects in gremlin mender wands. Tier 1: greenish yellow. Tier 2: Orange. Tier 3: Purple.

Can be encountered in certain fiendish arcade areas during the March of the Tortodrones event. Several are encountered in Shadowplay.

First seen 26 February 2014.


Previous Discussion

Monster Cages

Monster cages were updated with more variety not too long ago. A few monsters that I've seen coming out of these boxes include Scarbs, various Lumbers, and Alpha Frostifurs. If anyone wants to verify some of these so the list can be updated, that would be nice. --Lunaticraveo 05:15, 17 January 2014 (UTC)

Note to anyone willing to look through the missions

Barbed wire is available in other levels than grand arsenal, since i don't have the expansion and i've seen them, no clue where it was though --NightFantom 21:15, 7 August 2012 (UTC)

Notes on names of things

There's an entry for "shadow fire". Is that the correct name? I've always just referred to it as lava. --Pauling 22:16, 7 May 2011 (UTC)

It's commonly referred as lava by most players, since that's what makes the most sense. However, the official name is "shadow fire" - In the Charred Court level of Firestorm Citadel, the Sprite NPC talks about it. It was listed as fire pits, and I thought that was pretty inaccurate, so I changed it. --Kakelgis 22:57, 7 May 2011 (UTC)

For use in page revamp:

  • force field
  • brambles
  • spikes

Poison Brambles

Are all brambles poisonous, and if not, how can we tell the difference? Seems silly to have two sections on it... Jlh0605 18:01, 11 April 2011 (UTC)

Nope, they're not all poisonous. The poisonous ones are found on poison levels and their little thorns look greenish; they inflict damage along with giving you a poisoned effect. Normal brambles just deal damage without a poison effect. --Equinox 22:59, 11 April 2011 (UTC)

Skeleton resurrecter?

A friend and I found this movable object in one of the undead levels (movable in the same way a key is) just about an hour ago that seems to have an AOE where, if you kill a skeleton (and possibly other monsters, though we only faced skeletons) in it, they would not drop items, and only "drop" a body part. If the body part stayed in the AOE of the object long enough for it to send out a purple pulse, it would get resurrected, indicated by a message of "Arise!" above it's head.


The object did not have any other purpose on the entire level as far as we could discover, and it's only function seemed to be the resurrection of monsters.

We did not test if it could resurrect players, as we accidentally killed the monster that was to kill one of us.

We tried to bring it into the elevator with us, but it did not follow us.


A screenshot of the object was not taken, as we simply forgot to.

Just thought I'd mention it.

Those are called Grim Totems. They only resurrect Zombies. Actually, they're on the Zombie page, too. Good point for bringing this up, though; I think they deserve a short mention under the Map Features section. Don't forget to sign your posts using ~~~~! Maget 21:40, 14 April 2011 (UTC)

What about torches, fire hydrants, trash cans and the books at candlestick keep.


Munitions Icon Buttons

It says they are only found in expansion + Roarmulus Twins yet they can be found in some Compound arcade levels and Shadow Lair Roarmulus Twins

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