Clockwork Tunnels

From SpiralKnights

Revision as of 18:48, 24 September 2011 by TheReaver (Talk | contribs)

Jump to: navigation, search
Clockwork Tunnels
Gate-Clockwork Tunnels.png
Themes
Gate Icon-Beast.png Gate Icon-Construct.png Gate Icon-Fiend.png Gate Icon-Gremlin.png Gate Icon-Slime.png Gate Icon-Undead.png Icon status fire.png Icon status freeze.png Icon status poison.png Icon status shock.png
Areas
Gate-Clockwork Tunnels.png Clockwork Tunnels

Gate-Blast Furnace.png Blast Furnace

Gate-Cooling Chamber.png Cooling Chamber

Gate-Power Complex.png Power Complex

Gate-Wasteworks.png Wasteworks

Levels

Gate-Clockwork-Undead.png Haunted Passage

Gate-Clockwork-Fiend.png Infernal Passage

Gate-Deconstruction Zone.png Mechanized Mile

Gate-Clockwork-Gremlin.png Mechanized Mile

Gate-Clockwork-Slime.png Slimeway

Gate-Clockwork-Beast.png Wild Path

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

Trojans and Tortodrones are the only monsters that do not appear in the Clockwork Tunnels. Knights will always confront several Menders in the Clockwork Tunnels.

Danger Rooms are normally present within these levels

See Also

Personal tools