Danger Room

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An old entrance to a danger room.

A Danger Room is an optional area that can be encountered in any Clockwork Tunnels in arcade gates.

Notes

To enter this area you need to pay 3 Icon-Energy.png Energy.

Inside the gate, the Danger Room is a single room with a party button where the gates will not open until all the monsters are defeated, similar to Battle Arenas.

There are several danger room layouts, with a variety of gimmicks and traps.

At the entrance, there are two columns on each side of the gate. These columns indicate the possible theme of the danger room:

However, themed monsters may not appear despite the entrance columns displaying otherwise. It may be based on the actual level's theme.

Each Danger Room spawns 3 consecutive waves of monsters. Some monsters will have the stats and appearance of monsters that usually spawn one stratum deeper; for example, Darkfang Thwackers normally only appear in Tier 3 but can be found inside Tier 2 Danger Rooms in the lower stratum. In addition, Danger Room's monsters are usually strong against the weakness of the stage's normal monster population, potentially forcing an ill-prepared party to use weapons that do very little damage to the monsters: hence, one should always either use normal damage weapons or have two weapons with different damage types equipped in order to sufficiently damage the danger room monsters.

If you successfully defeat the enemies past the Danger Room is a treasure room with twelve treasure boxes (8 red, 4 green), four heart boxes, and some scattered crowns and heat.

Danger Rooms are distinguished by an informative Danger Module at the entrance:

History

List

This list is ordered by encounter, meaning they are added as they are found.

Map Visual Location Level &/or Segment Notes
D1AD1A Danger Room-Reward.png Clockwork Tunnels Danger Room

"Reward Area" segment
Notes:

A reward area accessible after defeating all the enemies, it have 12 treasure boxes (eight red and four green), and 4 heart boxes with some scattered crowns and heat in the middle.


The visual's example feature Icon status poison.png theme.

The visual's example feature Icon status poison.png poison theme.

Entrance1AEntrance1A Area-Clockwork Tunnels-Danger Room-Entrance1A.png Clockwork Tunnels Danger Room

"Entrance" Segment
Notes:

Common entrance for the area with a danger module at the side.

The two columns at each side show status traps to make the player know the theme of the room.


The visual's example feature Icon status freeze.png theme.

The visual's example feature Icon status freeze.png freeze theme.

Circular1ACircular1A Explosive Block Danger Room.png Clockwork Tunnels Danger Room

"Circular" Segment
Notes:

A circular area with respawning explosive blocks in the corners.


The visual's example feature Icon status freeze.png theme.

The visual's example feature Icon status freeze.png freeze theme.

Circular1BCircular1B Stone Blocks Danger Room.png Clockwork Tunnels Danger Room

"Circular" Segment
Notes:

A circular area with 9 stone blocks forming three walls around the center.


The visual's example feature Icon status shock.png theme.

The visual's example feature Icon status shock.png shock theme.

Circular1CCircular1C +shapedDangerRoom.jpg Clockwork Tunnels Danger Room

"Circular" Segment
Notes:

A circular area further divided into five quadrants by four angles of crystal blocks.


The visual's example feature Icon status fire.png theme.

The visual's example feature Icon status fire.png fire theme.

Square2ASquare2A Cross Spikes Danger Room.jpg Clockwork Tunnels Danger Room

"Square" Segment
Notes:

A square area with one or more respawning block rings containing a mixture of regular, explosive, and ghost blocks.

It also has a spike traps in each corner.


The visual's example feature Icon status poison.png theme.

The visual's example feature Icon status poison.png poison theme.

Square2BSquare2B Cross Spikes Blocks Danger Room.jpg Clockwork Tunnels Danger Room

"Square" Segment
Notes:

A square area with one or more respawning block rings containing a mixture of regular, explosive, and ghost blocks.

It also has a spike traps in each corner.


The visual's example feature Icon status freeze.png theme.

The visual's example feature Icon status freeze.png freeze theme.

Square2CSquare2C Corner spikes danger room.png Clockwork Tunnels Danger Room

"Square" Segment
Notes:

A square area with spike traps in each corner and respawning explosive blocks in the middle.


The visual's example feature Icon status shock.png theme.

The visual's example feature Icon status shock.png shock theme.

Square2DSquare2D 250x250px Clockwork Tunnels Danger Room

"Square" Segment
Notes:

A square area subdivided into four sections by spike traps cross-crossing it.

The horizontal and vertical traps are perfectly out of phase, but the trap in the center isn't on the same timer as either of them.

It includes a status trap in the middle of three of the four sections.

This variant includes stone blocks.


The visual's example feature Icon status poison.png theme.

The visual's example feature Icon status poison.png poison theme.

Square2ESquare2E 250x250px Clockwork Tunnels Danger Room

"Square" Segment
Notes:

A square area subdivided into four sections by spike traps cross-crossing it.

The horizontal and vertical traps are perfectly out of phase, but the trap in the center isn't on the same timer as either of them.

It includes a status trap in the middle of three of the four sections.


The visual's example feature Icon status shock.png theme.

The visual's example feature Icon status shock.png shock theme.

Square2FSquare2F Broken floor + spikes danger room.png Clockwork Tunnels Danger Room

"Square" Segment
Notes:

The monsters in this variation are the same as the current clockwork tunnel. These also have more than three waves. The dynamic is like with battle arenas.

A square area with spike traps and one busted floor in each corner.

This variant includes regular blocks.


The visual's example feature Icon status freeze.png theme.

The visual's example feature Icon status freeze.png freeze theme.

Square2GSquare2G Broken Floor danger room 2.png Clockwork Tunnels Danger Room

"Square" Segment
Notes:

The monsters in this variation are the same as the current clockwork tunnel. These also have more than three waves. The dynamic is like with battle arenas.

A square area with spike traps and one busted floor in each corner.

This variant includes unbreakable blocks.


The visual's example feature Icon status shock.png theme.

The visual's example feature Icon status shock.png shock theme.

Square (Irregular)3ASquare (Irregular)3A Bullet Hell Danger room.png Clockwork Tunnels Danger Room

"Square (Irregular)" Segment
Notes:

An irregular square area with 8 stone blocks around the party button.

Opinion: It is advised to not break the stone blocks.


The visual's example feature Icon status shock.png theme.

The visual's example feature Icon status shock.png shock theme.

Square (Small)4ASquare (Small)4A Bullet chain danger room.png Clockwork Tunnels Danger Room

"Square (Small)" Segment
Notes:

A small square area with three lines of respawning explosive and ghost blocks arranged in an inverse T shape.

There is an orbital chain in the center that will whip in an anti-clockwise direction. The chain can be easily rendered harmless by blocking with the shield.


The visual's example feature Icon status freeze.png theme.

The visual's example feature Icon status freeze.png freeze theme.

Square (Small)4BSquare (Small)4B Teir 3 bullet chain danger room.png Clockwork Tunnels Danger Room

"Square (Small)" Segment
Notes:

A small square area with 3 lines of respawning explosive and ghost blocks with a few monster cages, arranged in an inverse T shape.

There is an orbital chain in the center that will whip in an anti-clockwise direction. The chain can be easily rendered harmless by blocking with the shield.


The visual's example feature Icon status poison.png theme.

The visual's example feature Icon status poison.png poison theme.

Rectangular5ARectangular5A Spiral 2019-07-10 17-34-03.png Clockwork Tunnels Danger Room

"Rectangular" Segment
Notes:

The monsters in this variation are the same as the current clockwork tunnel. These also have more than three waves. The dynamic is like with battle arenas.

A rectangular area with rocket block on both sides of the map. The gates in front of the rocket blocks drop once all members in the party step in the party button.

It have 4 small lines of spike traps and 9 stone blocks at each side of the map.


The visual's example feature Icon status poison.png theme.

The visual's example feature Icon status poison.png poison theme.

Rectangular5BRectangular5B Rockets Danger Room.png Clockwork Tunnels Danger Room

"Rectangular" Segment
Notes:

The monsters in this variation are the same as the current clockwork tunnel. These also have more than three waves. The dynamic is like with battle arenas.

A rectangular area with rocket block on both sides of the map. The gates in front of the rocket blocks drop once all members in the party step in the party button.

It have 4 small lines of spike traps with 4 regular blocks and a timed explosive block at each side of the map.


The visual's example feature Icon status shock.png theme.

The visual's example feature Icon status shock.png shock theme.

Rectangular (Double)6ARectangular (Double)6A Spiral 2020-02-15 14-32-44.png Clockwork Tunnels Danger Room

"Rectangular (Double)" Segment
Notes:

The monsters in this variation are the same as the current clockwork tunnel. These also have more than three waves. The dynamic is like with battle arenas.

A double rectangular area with spike traps and respawning Gate Icon-Undead.png Bombies.


The visual's example feature Icon status freeze.png theme.

The visual's example feature Icon status freeze.png freeze theme.

Rectangular (Double)6BRectangular (Double)6B Spiral 2020-02-15 15-46-52.png Clockwork Tunnels Danger Room

"Rectangular (Double)" Segment
Notes:

The monsters in this variation are the same as the current clockwork tunnel. These also have more than three waves. The dynamic is like with battle arenas.

A double rectangular area with spike traps and respawning Gate Icon-Undead.png Bombies.


The visual's example feature Icon status freeze.png theme.

The visual's example feature Icon status freeze.png freeze theme.

Rectangular (Special)7ARectangular (Special)7A Battlepod Danger Room.png Clockwork Tunnels Danger Room

"Rectangular (Special)" Segment
Notes:

The monsters in this variation are the same as the current clockwork tunnel. These also have more than three waves. The dynamic is like with battle arenas.

A special rectangular area with a Gate Icon-Construct.png Battlepod in the middle of the map. The Battlepod becomes active at the start of one of the final waves.


The visual's example feature Icon status poison.png theme.

The visual's example feature Icon status poison.png poison theme.

Rectangular (Eight Shape)8ARectangular (Eight Shape)8A Figure Eight Danger Room.png Clockwork Tunnels Danger Room

"Rectangular (Eight Shape)" Segment
Notes:

A rectangular eight-shaped area with two large spike traps that makes the floor look like an eight.

This variant have two respawning lines of explosive blocks completely spanning the passages above the traps.


The visual's example feature Icon status poison.png theme.

The visual's example feature Icon status poison.png poison theme.

Rectangular (Eight Shape)8BRectangular (Eight Shape)8B 250x250px Clockwork Tunnels Danger Room

"Rectangular (Eight Shape)" Segment
Notes:

A rectangular eight-shaped area with two large spike traps that makes the floor look like an eight.

It have 6 respawn pad at the top, three at each side, that produce Jelly Green Minis.

The switch by the respawn pads close the door to trap the minis in their spawn area, but the gates reopen after a period of time.


The visual's example feature Icon status freeze.png theme.

The visual's example feature Icon status freeze.png freeze theme.

Rectangular (Eight Shape)8CRectangular (Eight Shape)8C Caged Puppies Danger Room.png Clockwork Tunnels Danger Room

"Rectangular (Eight Shape)" Segment
Notes:

A rectangular eight-shaped area with two large spike traps surrounded by four respawning lines of ghost blocks.

On each trap there are 4 respawning Gate Icon-Construct.png Gun Puppies.


The visual's example feature Icon status shock.png theme.

The visual's example feature Icon status shock.png shock theme.

Misc9AMisc9A Crystal Danger Room.png Clockwork Tunnels Danger Room

"Misc" Segment
Notes:

An irregular shaped area wider on the edges, with status traps at the bottlenecks.

The traps may initially be covered by crystal blocks.


The visual's example feature Icon status poison.png theme.

The visual's example feature Icon status poison.png poison theme.

Obsolete Rooms

The following Danger Rooms have been removed from the game, but may return at a later date [1].

Center Brambles

A square area with some spike trapss and a line of brambles down the center. Gremlins have a bad habit of hiding in the spikes when low on health.

Corner Traps

A square area with a status trap at each corner and a single block width passage around the outside. In Tier 1, there are no spike traps; in Tier 2, there are two spike traps along the status traps; and in Tier 3, three spike traps. The type of trap depends on the danger room's theme; for example, a poison room will have poison mist grates. All traps will deactivate when the room has been fully cleared. The perimeter is filled in with breakable blocks at the start; it is advisable to take the time to break these first to increase the amount of safe ground.

It is worth noting that the extermination of the primary monster type appears to trigger when the next wave of monsters is spawned. For example, in a Gremlin and Wolver room, disposing of all of the gremlins will spawn the next wave of monsters regardless of the number of Wolvers still remaining. The same can be said of killing all of the Jellies before getting rid of the Lichens. Extra care must be taken by players to not allow the monsters to stack up or they may be quickly overwhelmed (especially in the case of Lichens since you can easily have multiple Lichen Colonies attack your party at the same time if you do not get rid of them in their earlier stages of development).

See Also

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