Exploration

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One of the tasks for knights is exploration of the Clockworks by joining in parties going down through gates. While in the Clockworks knights will encounter many interesting things.

Monsters

Treasure Boxes

Items

Consumables

Pickups

Materials & Other Items

Map Hazards

While exploring the various levels of the Clockworks, knights will encounter many dangers besides monsters. Most hazards can only be found in appropriately themed levels, but others like floor spikes can be found in almost all of them. Knights will take damage and sometimes even status effects by walking into certain hazards and should avoid them at all cost!

Breakable Blocks

Explosive Blocks

If knights stand too close to these blocks and hit them, they will take damage. Take them out with a gun. These boxes can also damage monsters, so use these to your advantage!

An explosive box (left) and a timed explosive box (right). Both of these boxes can cause damage if knights or monsters stand too close.

Timed Explosive Blocks

These explosive blocks go off after a set amount of time.

Respawning Hazards

Sometimes, blocks will be destroyed, but they will pop back up again. If a knight stands on the respawning block and a block respawns, the knight will take some damage.

Floor Spikes

Floor spikes are the most common hazard encountered by Knights and should be avoided by all cost. They inflict piercing damage and can often break a Knight's shield before they retract back into the ground.

Brambles

Thorns are mostly found on grassy levels and are in fixed positions. Thorns pose most of a threat when an enemy is knocked into the middle of a patch of them, in which case ranged attacks are needed to reach them. Monster drops have a bad habit of hiding in the middle of this hazard.

Brambles.

Poison Brambles

Poison thorns are exactly like regular thorns except they will give you the poison condition.

Fire Grates

Fire grates are only found on flame levels and, like floor spikes, is only dangerous for a short period of time. Getting hit by this hazard will ignite you with the fire condition.

Fire Pits

Fire pits.

These can be found when traveling in the Firestorm Citadel. Unlike fire grates, fire pits are a constant hazard and should be avoided at all costs. They can be removed by throwing a globe of water on it, if available.

Spiked Wheels

These can also be found in the Firestorm Citadel. Spiked wheels have a powerful knockback capable of crushing knights and enemies alike.

Force Fields

Force fields may be crossed by players, but not monsters. Players may not use weapons to attack from behind the force field.

Buttons

There are two types of buttons. The first can be stepped on and will be pushed down permanently. The second requires a stone cat statue be put on it to keep it pushed down.

Switches

Switches need to be hit with a weapon or thrown item. Some switches can be permanently changed, and others will change every time they are hit. Switches may control gates or sometimes the direction of retraction for a row of spiked floor.

Gates

A golden gate requires a key to unlock.

Some gates need to be opened using buttons. Others are locked and require a key.

Extra Energy Features

Also in the Clockworks are some added features that can be accessed by paying an additional energy fee.

Energy Gates

Energy Gates function and look similar to a Locked Gate, with the exception that they cost 3 Energy to open. When approaching a gate, a bubble will appear next to your character denoting the Energy cost. To open the gate, press the Action button, and then to confirm the exchange press the Action button again.

Behind Energy Gates usually lie a plethora of high-yield treasure boxes. Some lead to Danger rooms, while others have alternate routes through a level.

Mecha Knights

Found in Deconstruction Zone levels, these friendly Mecha Knights require 5 energy for activation. When activated, they will help kill enemy monsters until either they themselves die or you finish the level.

Mecha Turrets

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