Shadow Lair
From SpiralKnights
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Shadow Lairs are intended for knights equipped with Tier 3 gear, specifically geared toward each Shadow Lair which includes:
- The Gloaming Wildwoods has been infected with a poisonous miasma transforming the Snarbolax into the Rabid Snarbolax...and now there're two of them!
- The Royal Jelly Palace has frozen over and it's king usurped by the true heir to the slimy throne, the frigid Ice Queen!
- The Ironclaw Munitions Factory has begun creating in fiery weapons and improved upon its ultimate weapon in the form of the Red Roarmulus Twins!
- A powerful curse has overtaken the Firestorm Citadel, transforming its hordes and lead by the mighty Darkfire Vanaduke!
Contents
Entering
To access a Shadow Lair, the party needs one (and only one) Shadow Key. Shadow Keys can be found in Iron Lockboxes, purchased from Boost, or purchased from other players, for example through the Auction House. Once a Shadow Key has been used to enter a Shadow Lair, it is destroyed.
To access a Shadow Lair, one person in the party needs clearance for that Shadow Lair. Any player with Tier 3 clearance has clearance for the Shadow Gloaming Wildwoods. Any player who has completed the Shadow Gloaming Wildwoods has clearance for the Shadow Royal Jelly Palace and the Shadow Ironclaw Munitions Factory. Any player who has completed either of those two Shadow Lairs has clearance to the Shadow Firestorm Citadel.
If a party has a Shadow Key and clearance, it can enter its desired Shadow Lair at depth 23 of any gate. That is, the party members assemble in a single depth-23 Clockworks Terminal, proceed to the north end of the terminal, and unlock the appropriate gate with their Shadow Key.
Once the party has entered the Shadow Lair, no new members may join the party.
Four Shadow Lairs
Gloaming Wildwoods
Like the ordinary Gloaming Wildwoods, the Shadow Gloaming Wildwoods is filled with beasts. However, the Shadow version is also packed with undead (zombies, kats, and howlitzers), and all of the monsters have a poison theme. Armor that protects against normal, piercing, shadow, and poison is recommended. Piercing, elemental, and crowd-control weapons are recommended.
Monsters:
Information below is based on lack of information and might be incorrect. Most monsters have been witnessed. The following have not been reported in any tier:
- Drone (Wisps, Shankles of any kind)
- Lost Souls of any kind
Boss:
- Two Rabid Snarbolaxes: Unlike the Roarmulus Twins, they have independent healths.
- One Silkwing: It heals 63 health per second to each Rabid Snarbolax near it.
- Swarm Seed
Royal Jelly Palace
The Shadow Royal Jelly Palace is similar to the ordinary Royal Jelly Palace in its monsters — many slimes, some constructs, and scattered silkwings — except that the turrets are primarily polyps rather than gun puppies. Many of the monsters have a freeze theme. Armor that protects against normal, piercing, and freeze is recommended. Shadow and elemental weapons are recommended.
Monsters:
- Ice Cube
- Polar Polyp
- Ice Mini
- Silversap
- Ultra Blast Cube
- Lichen
- Lichen Colony
- Giant Lichen Colony
- Silkwing
Boss:
Ironclaw Munitions Factory
Monsters:
- Cinderbot
- Surgebot
- Firo Knight
- Volt Knight
- Oiler
- Quicksilver
- Hotrode
- Voltrode
- Red Rover
- Sparky
- Rocket Puppy
- Darkfang Mender
- Darkfang Scorcher
- Darkfang Thwacker
- Darkfang Demo
Boss:
Firestorm Citadel
The Shadow Firestorm Citadel is similar to the ordinary Firestorm Citadel in its monsters — undead, trojans, and turrets — except that the turrets are primarily howlitzers rather than gun puppies. Many of the monsters have a curse theme; others have a fire theme, as in the ordinary Firestorm Citadel. Armor that protects against normal, shadow, fire, and curse is recommended. Elemental and piercing weapons are recommended.
Monsters:
Boss:
Exiting
A Shadow Lair expedition does not end with the defeat of the Shadow Lair boss. The party must fight its way through the Unknown Passage — a single, Swarm-infested level, where the only goal is to survive. The Unknown Passage is identical for all four Shadow Lairs, and has nothing to do with any of their particular themes. The party emerges into a safe haven known as the Sanctuary, where it finally receives its rewards, before returning to Haven.