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

Monsters are the terrible creatures that can be found within the ever-changing halls of the Clockworks.

Treasure Boxes

A lucky find! They always contain goodies such as coins, tokens, heat or consumables for the knight to loot. They come in red and green varieties, the red ones being more rewarding than the green ones.

Items

Consumables

Pickups

Materials & Other Items

Map Features

When exploring within the Clockworks, knights may encounter a range of obstacles. Often, it is necessary to remove these to advance and finish the level.

Breakable Blocks

These basic blocks can be broken by attacks of a Knight's sword, gun, and bomb. They come in two variants: The first can be destroyed with one hit, and the second needs to be hit with three hits.

Unbreakable Blocks

Blocks that cannot be broken by regular attacks, but can be removed if adjacent to a Ghost Block.

Crystal Blocks

Crystal blocks come in 3 colors: Orange, green and blue. When hit, all Crystal Blocks of the same colour will shatter.

Ghost Blocks

Blue, light-emitting blocks. Breakable Blocks, Unbreakable blocks, Crystal Blocks, Explosive blocks, Timed Explosive blocks and Treasure Chests directly connected to the Ghost block will get removed.

Candles

Candles are found exclusively in the Candlestick Keep levels and have to be kept lit the constant threat of the dreaded Grimalkin at bay. Some Candles additionally act as triggers to open Gates.

Orange-flame candles have to be kept lit by players by throwing embers at them, as they will extinguish after a period of time. Blue-flame candles are permanently lit.

It is advised for Knights to fight in the light of the candles to avoid taking the threat of the Grimalkin.

Monster Cages

A type of block, monster cages will release a random monster once broken. Most commonly found in the Gloaming Wildwoods as well as Perimeter Promenade II and Scarlet Fortress Cravat Hall I-II.

Embers

Embers are almost-instantly regenerating objects that can be carried by knights and thrown at candles in Candlestick Keep levels to light them. They are dropped if the knight holding it is damaged, and does slight damage to monsters when thrown at them.

Empty Rockets

Similar to breakable blocks, except in the shape of rockets. They are found primarily in the Ironclaw Munitions Factory and Grand Arsenal, and need to be hit twice to be broken.

Force Fields

Force fields may be crossed by players, but not monsters.

Players cannot shoot projectiles through a Force Field (with either a handgun or a Charge attack), a Bomb's blast will not reach an enemy through the Force Field, and a Sword reach will not damage a Monster from behind a Force Field, even if it is within the Sword's reach.

Steel Hedgehogs

Massive caltrop-shaped obstacles similar in function to breakable blocks. They need to be hit thrice to be broken. They are found primarily in the Grand Arsenal.

Buttons

Buttons cause certain actions to occur when pressed. There are three types of buttons:

  • Target-colored, the most common type of button
  • Square
  • and one marked with a Munitions icon.

Target-colored buttons can be stepped on once and will remain pressed indefinitely. These are often hidden under breakable blocks. The Square buttons require that a heavy item (a Stone Kat statue or a Knight) be put on it to keep it pressed. The Munitions button will deactivate any nearby active missile launchers when pressed.

Switches

Switches need to be hit with a weapon, projectile or a thrown item. Switches fall into three categories:

  • Indefinite
  • Alternating
  • and Timed

Indefinite switches need only be hit once, their effect is permanent and are colored Red and Green. These are often used to open a gate. Alternating switches often come in groups, and have several states. Hitting any one of these switches will change all of them. These are often used to raise and lower large numbers of gates simultaneously, or change the direction of retraction for a row of consecutive spiked floors. Timed switches cause something to happen that will reset after a short period of time. When the action has been reset, a knight may hit the switch again to activate the action again. Altrnating and Timed switches are colored Purple and Yellow.

A golden gate requires a golden key to unlock it.

Gates

Gates allow knights access to new areas. There are four types of gates: energy gates, key gates, switch/button gates and monster gates. Energy gates require that a knight spend 3 energy to open, revealing treasure boxes or a danger room. Key gates require a knight to use a matching key to unlock. Switch/button gates are gates that are opened (and sometimes closed) by the activation of a switch or button. Monster gates are marked with a purple glow, and will open when the monsters in the area have been defeated.

Beast Bells

Beast Bells stun beasts in a certain radius. These can only be found in Gloaming Wildwoods.

Grim Totems

Grim Totems can resurrect nearby Zombies. They can be carried to another location to allow for easier Zombie slaying.

Swarm Portal

A Swarm Portal can recreate nearby members of the swarm. They can not be defeated, but enough damage will temporarily shrink it to a minimal, non-threatening size.

Jars

Jars come in three variants: Regular, Fire and Oil. Jars can be used to hit switches out of reach or slightly damage a monster from long range. Fire jars will set ablaze hit monsters(and players, if they are close enough when the pot breaks open). Oil jars will leave oil slicks on the floor when they break. Remember that a flaming oil slick is a danger to monsters and Knights alike.

Water Globes

Water globes are found in the Firestorm Citadel where they are of paramount importance to knights by being the sole way of clearing out Shadow Fire and extinguishing the glowing orbs surrounding Lord Vanaduke when he is being fought. They are also found in the Grand Arsenal and are used to find a key, opening a door with one treasure block inside and two pups and gremlins (of the higher tier).

Map Hazards

While exploring the various levels of the Clockworks, knights may encounter dangers besides monsters. Many of these hazards can only be found in appropriately themed levels, but others like floor spikes can be found in levels of any theme. Knights will take damage and sometimes status effects by venturing into certain hazards.

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! If you don't have a gun, use a nearby pot. You can also stand somewhat farther away form the explosive box and use your sword. If you get the distance right, you will destroy the box without taking damage.

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

Timed Explosive Blocks

These explosive blocks go off 3 seconds after they are activated. A knight who is within range when the timer hits 0 will take damage.

Unused Rockets

Like the empty rockets, they are found in the Ironclaw Munitions Factory. However, it will explode after a few seconds when hit and can damage Knights within a 2-floor tile radius. In addition, they do not damage nearby Empty Rockets.

Missiles

The missiles usually appear in groups and will occasionally fire missiles in the direction they are facing. They can be deactivated by pressing an Ironclaw Munitions button.

Respawning Hazards

Black blocks found on the floor with a rotating circle symbol on it. They are commonly found respawning certain type of blocks, but can also respawn certain Constructs. If the item it spawns is either destroyed or removed with a Ghost Block, it will respawn again in a short amount of time.

If a knight is standing on the respawning block when it spawns, the knight will take some damage. If shielded, the shield will take minor damage.

Floor Spikes

Floor spikes are one of the most common hazards encountered by knights. The spike areas are in a perpetual cycle: spikes out, spikes in, and then they glow purple just before coming back out. When the spikes are out, they should be avoided at all cost. They inflict piercing damage and will often break the shield of a knight that ventures into them. When the spikes are withdrawn, however, they can be walked on safely.

Brambles

Normal brambles (left) and poison brambles (right).

Brambles are mostly found on grassy levels and are in fixed positions. Brambles 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. Knights who venture into the brambles will take damage. Brambles can be safely traversed using your shield. They also come in the form of poison brambles, which are marked with a distinctive purple hue and will poison knights who walk into them.

Barbed Wire

Similar to Brambles. Found only in the Grand Arsenal.

Mines

Activated landmine is about to explode.

Invisible, yet marked by distinctive tile of darker hue, bomb that is activated by a Knight walking nearby. Its fuse length is similar to that of Gremlin Demo bomb. So far mines were hidden by Gremlins only in certain areas in Grand Arsenal and they can't be encountered otherwise.

Elemental Grates

Elemental grates are other floor hazards found in the Clockworks. The type of floor grate depend on the theme of the level - fire grates are found in Blast Furnaces, poison grates in Wasteworks, freeze grates in Cooling Chambers, and shock grates in Power Complex levels. Each grate inflicts a status effect depending on the type of grate.

Shadow Fire

Shadow fire.

Those solid blocks of fire can be found when traveling in the Firestorm Citadel, the Grand Arsenal and make a small appearence in the tutorial mission Crossing the Chasm.

Unlike fire grates, shadow fire is a constant hazard and should be avoided at all costs. They can be removed by throwing a Water Globe 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.

Extra Energy Features

The Clockworks also are home to 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, rather than a key, 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. Others may lead to Danger rooms or alternate routes through a level.

Mecha Knights

Found in Deconstruction Zone or Ironclaw Munitions Factory levels, these friendly Mecha Knights require 5 energy for activation. Just like the mecha knights made by activating a Mecha Knight Kit, they will help kill enemy monsters until either they themselves die or you finish the level. However, they are unable to take the elevator and their service to knights would be terminated at the end of each level.

Mecha Turrets

Found in The Jelly Farm II levels, these friendly Mecha Turrets require 5 energy for activation. Once a Mecha Turret is activated, it will damage enemy monsters near and far with its powerful laser beam. Like Gun Puppies, Mecha Turrets have frontal sight detection and can rotate 360 degrees. Unlike gun puppies though, they have an immensely long range and are of paramount usefulness to knights if used properly.

Scenario Rooms

Found in certain levels throughout the Clockworks, these unique rooms offer stories and tips on the Clockworks themsleves.

See Also

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