Danger room
From SpiralKnights
- Warning! The path beyond this point is far more dangerous than what you would expect on this level. By entering you will not be able to turn back until you complete the challenges within.
- However, should you manage to come out victorious you will be rewarded for your bravery. Enter at your own risk!
Danger rooms are optional areas sometimes found within Clockwork Tunnels. They are pay areas that cost 3 energy. Inside the gate, the danger room is a single room with a party button where the gates will not open until all the monsters are defeated, similar to Battle Arenas. Past the danger room is a treasure room with twelve treasure boxes (8 red, 4 green), four heart boxes, and some scattered crowns and heat if you successfully defeat the enemies.
Each danger room spawns 3 consecutive waves of monsters. Some monsters inside danger rooms will have the stats and appearance of monsters that usually spawn one stratum deeper; for example, Darkfang Thwackers normally only appear in Tier 3, but can be found inside Tier 2 danger rooms in the lower stratum. In addition, danger room monsters are usually strong against the weakness of the stage's normal monster population, potentially forcing an ill-prepared party to use weapons that do very little damage to the monsters: hence, one should always either use normal damage weapons or have two weapons with different damage types equipped in order to sufficiently damage the danger room monsters.
At a danger room's entrance, there are two columns on each side of the gate. These columns indicate the possible theme of the danger room:
- Fire grates: Fire monsters
- Ice mist: Freeze monsters
- Lightning rods: Shock monsters
- Poison bubbles: Poison monsters
However, themed monsters may not appear despite the entrance columns displaying otherwise. It may be based on the actual level's theme.
There are several danger room layouts, with a variety of gimmicks and traps.
Contents
Danger Room Variations
The following are several danger room layouts.
Bullet Chain
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.
Monster Combinations:
- Jelly Cubes and Gremlins
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.
Monster Combinations:
- Wolvers and Chromalisks (and a Trojan in the third wave)
Explosive Blocks
Resembles a circle with respawning explosive blocks in the corners.
Monster Combinations:
- Jelly Cubes and Gremlins
Stone Blocks
Comes in 2 versions: Bullet Hell - Rectangular with 8 stone blocks around the center. It is advised to not break the stone blocks. Fiend Swarm - Circular with 9 stone blocks forming 3 walls around the centre.
Monster Combinations:
- Gun Puppies and Scuttlebots (Bullet Hell ver.)
- Devilites, Greavers, Silkwings, Zombies and Trojans (Fiend Swarm ver.)
Cross Spikes
Square room subdivided into 4 sections by spike traps criss-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. Also includes elemental floor traps in the middle of 3 of the four sections.
There are also variants of this room with blocks.
Monster Combinations:
- Wolvers, Lumbers and Gun Puppies (observed without stone blocks)
- Gremlins, Jelly_Cubes and Quicksilvers (observed with stone blocks)
- Blast Cubes, Lichens and Quicksilvers (observed with respawning exploding blocks)
Figure-Eight
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.
Monster Combinations:
Slime Spawner
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.
Monster Combinations:
- Jelly Cubes, Blast Cubes, Lumbers, Gun Puppies, and one Giant Lichen Colony in the final wave
Caged Puppies
Wide room with two large square spike traps surrounded by respawning lines of Ghost Blocks. On each trap are four respawning Gun Puppies.
Monster Combinations:
- Scuttlebots, Retrodes, and Mecha Knights
'+' Shape
Diamond shaped room further divided into 5 quadrants by 4 angles of crystal blocks.
Monster Combinations:
Trap Bottleneck
Rectangular room, wider on the edges, with elemental traps at the bottlenecks. The traps may initially be covered by crystals.
Monster Combinations:
- Gremlins, Wolvers, Gun Puppies (with crystals)
- Blast Cubes, Lichens and Jelly Cubes (without crystals)
Respawning Rings
Square room with one or more respawning block rings containing a mixture of regular, bomb, and ghost blocks. Also has spike traps in the corners.
Monster Combinations:
- Jelly Cubes, Blast Cubes, Lichen, and Gun Puppies (1 ring version)
- Scuttlebots, Retrodes, Mecha Knights, and Gun Puppies (2 rings version)
Corner Spikes
Square room with corner spikes and respawning bomb blocks.
Monster Combinations:
- Retrodes, Mecha Knights, Zombies, and Kats
Obsolete Danger Rooms
The following Danger Rooms have been removed from the game, but may return at a later date
Known monsters combinations that may appear in these Danger Rooms:
- Gremlins, Wolvers, and Gun Puppies
- Jelly Cubes, Lumbers, and Jelly Green Minis
- Devilites, Greavers, and Trojans
Center Brambles
Square with some spikes and a line of brambles down the center. Gremlins have a bad habit of hiding in the spikes when low on health.
Monster Combinations:
Corner Traps
Square with a status trap at each corner and a single block width passage around the outside. In Tier 1, there are no spike traps; in Tier 2, there are two spike traps along the status traps; and in Tier 3, three spike traps. The type of trap depends on the danger room's theme; for example, a poison room will have poison mist grates. All traps will deactivate when the room has been fully cleared. The perimeter is filled in with breakable blocks at the start; it is advisable to take the time to break these first to increase the amount of safe ground.
Monster Combinations:
It is worth noting that the extermination of the primary monster type (Gremlins orJellies, respectively) appears to trigger when the next wave of monsters is spawned in a Danger Room. For example, in a Gremlin and Wolver room, disposing of all of the gremlins will spawn the next wave of monsters regardless of the number of Wolvers still remaining. The same can be said of killing all of the Jellies in a Danger Room before getting rid of the Lichens. Extra care must be taken by players to not allow the monsters to stack up or they may be quickly overwhelmed (especially in the case of Lichens since you can easily have multiple Lichen Colonies attack your party at the same time if you do not get rid of them in their earlier stages of development).