Clockwork Tunnels
From SpiralKnights
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Unlike most worlds, which have been brought to Cradle, torn apart by Gremlins, and reassembled for their own purposes, the Clockwork Tunnels are merely the behind-the-scenes 'bones' of the world. The Clockwork Tunnels were constructed chiefly to connect parts of the Clockworks. However, in their haphazard fashion, Gremlins often abandon unused sections of the tunnels, leaving them to be reclaimed by the various other denizens of Cradle.
While certain areas of the Clockworks such as the Blast Furnace, the Cooling Chamber, the Power Complex and the Wasteworks have a specific name related to their elemental status theme, their morphology seems to suggest that they can be considered part of the Clockwork Tunnels.
The monster theme of the level into which Knights will delve is determined by the color of the gear displayed in the level icon.
Features
- Knights will always confront several Menders or Silkwings in the Clockwork Tunnels.
- Elite Monsters like Greavers, Mecha Knights or Thwackers will not appear in Clockwork Tunnels (except in determined Scenario Rooms and Danger Rooms)
- Heavy Monsters like Lumbers and Alpha Wolvers will appear in all Areas regardless of the Level (Alpha Wolvers show up mostly in slime and beast tunnels).
- Danger Rooms are sometimes present within these levels.
- Scenario Rooms may appear within these levels.
- Drone members are seen commonly in the Clockwork Tunnels. Shankles are the most common and Wisps appear when it is a Status area and will gain that status of each level. Shankles will deal what ever Damage fitting to the Level (Shadow Damage in Fiend and Undead levels, Piercing Damage in Beast and Slime levels, and Elemental Damage in Gremlin and Construct levels).
Notes
The gremlin version of Mechanized Mile is still predominantly populated with Constructs, with very little to no difference to the Construct Mechanized Mile.
As of the Release Notes 2012-02-22, the Gremlin version of Mechanized Mile has been replaced with Gremlin Grounds.