Difference between revisions of "Scenario Room"

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(Found Compound 2 mecha knight statue scenario at D14, frozen compound - creeping colony too.)
m (found snipe meadow SR in d9 frosty fury level)
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|Description=A Snipe meadow with treasure boxes and invisible heart pads.
 
|Description=A Snipe meadow with treasure boxes and invisible heart pads.
|Level=Wolver Den - Ashes to Ash Tails
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|Level=Wolver Den - Ashes to Ash Tails, Frosty Fury
|Depth=11
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|Depth=9, 11
 
|Type=Bonus}}
 
|Type=Bonus}}
  

Revision as of 22:33, 21 November 2013

Scenario rooms are special rooms in the Clockworks that offer a little story and atmosphere, hints of a larger story, or a special bonus to those that discover them. Note that certain ones can also be found in missions as well. Some scenario rooms are rarer than others.

Scenario room Description Level Depth Type
Scenario Room-Candlestick Keep 1.png There are two fallen Knights in a gated room with a Carnavon. There is a recon module left that reads: "The candle's going out! They are coming! Curse Kalem for going after that treasure..." Candlestick Keep 17, 26 Dialog



Scenario Room-Clockworks 1.png A Geo Knight with a monitor is studying the affects of minerals have that attract certain types of monsters. The information module near the Knight reads: "Certain types of monsters seem to be attracted to different combinations of minerals found down here in the Clockworks." There is also a what appears to be an Ice Cube whose name appears to be Hubert (who happens to be "de-spiked"), according to the Geo Knight, and may be his pet.

The monsters that the Geo Knight studies are Wolvers, Jelly Cubes, Scuttlebots, Ironclaw Menders, Yesmen and Spookats.

Any Clockwork level Any depths Dialog



Scenario Room-Clockworks 2.png Three Geo Knights from Spiral HQ set up a campsite around a mineral room. Clockwork Tunnels - Cooling Chamber 1, 14, 19 Dialog



Scenario Room-Clockworks 3.png A bridge that is or is not being repaired - or destroyed. Gremlins will spawn as the player passes through the room. Cooling Chamber - Wild Path, Power Complex , Wasteworks - Infernal Passage 19, 26 Dialog



Scenario Room-Clockworks 4.png A campfire with 4 knights. It looks like the knights are on their first expedition in the Clockworks. Cooling Chamber 14 Aesthetics



Scenario Room-Clockworks 5.png An abandoned or ravaged campsite. One of the containers have been overturned, and the remaining knight is shaking in shock. It is possible some monsters have attacked the campsite. Wasteworks - Wild Path, Blast Furnace - 11, 14, 19 Aesthetics



Scenario Room-Clockworks 6.png A giant metal beam that's been driven down the path. Blast Furnace - , Power Complex - 1, 22 Aesthetics




Scenario Room-Clockworks 7.png A possible Gremlin workshop of some sort. A Gremlin Thwacker spawns at the corner table in the top right, and hitting the switch in the middle spawns 2 friendly Mecha Knights from the empty areas in the top of the room. Scuttlebots will also spawn from the destroyed grey boxes. Power Complex - Infernal Passage 17 Aesthetics



Scenario Room-Clockworks 8.png A slimy area with some tubes and poison traps. Wasteworks - Slimeway 9 Aesthetics



Scenario Room-Clockworks 9.png A possible storage area of some sort. The grey boxes reveal hidden Scuttlebots and treasure boxes can be found at the end of the room. Cooling Chamber - 22 Aesthetics



Scenario Room-Clockworks 10.png A campfire with a resting knight between two party buttons. Standing in the area will refill your knight's health. Cooling Chamber - 7, 12 Bonus



Scenario Room-Clockworks 11.png A room with Gremlin tools. The room looks like it's under construction. All Clockwork Tunnels 1 Aesthetics



Scenario Room-Clockworks 12.png A room with a large cooling fan in the center surrounded by crystal blocks. Breaking some of the blocks will spawn Ice Cubes. When cleaning some space, 2 dead Gremlin bodies can be found lying on the ground. Cooling Chamber - 10 Aesthetics



Scenario Room-Clockworks 13.png A broken bridge or hallway. It doesn't look like work will continue on that section. Wasteworks - , Power Complex - 20, 21, 22 Aesthetics



Scenario Room-Clockworks 14.png A frightened knight hiding. Clockwork Tunnels - 20 Aesthetics



Scenario Room-Clockworks 15.png A construction site for a new Roarmulus Twin. The button opens the gates and spawns 2 Gun Puppies. Behind them are 2 Treasure Boxes surrounded by Missiles found in the Ironclaw_Munitions_Factory. Cooling Chamber 14 Aesthetics



Scenario Room-Clockworks 16.png An unmoving Tortodrone can be seen on a lower platform, next to some ruined constructs. A variant of this exists in the Infernal Passage of the Wasteworks where the Tortodrone is surrounded by Dark Matter crystals and has dark purple shards protruding from the top of its body. A Pit Boss and two Yesmen spawns upon entering the area. Blast Furnace, Wasteworks - Infernal Passage 19, ? Aesthetics



Scenario Room-Clockworks 17.png An unmoving Tortodrone can be seen next to some grass. Clockwork Tunnels - Gremlin Grounds 2, ? Aesthetics



Scenario Room-DevilishDrudgery 1.png A suspicious looking fiend activity. The sparkling book pile reads: "5 Ways to Appease Your Pit Boss." Placing the 5 statues on the 5 buttons completes the ritual. For this scenario, a Trojan was summoned, as can be seen here. For other scenarios of this type, there is a chance for materials related to fiends to drop, depending on the tier. (Example: Mug of Misery) can drop. Devilish Drudgery - Overtime, Every Time 7 Dialog, Bonus



Scenario Room-DevilishDrudgery 2.png A suspicious looking fiend activity. Several devilites spawn with a silkwing, ready to glower at any knights passing through. They seem to be shoving minerals (dark matter) into a stitched-together tortodrone. The button near the top lowers the gate. Note: more versions found. Not limited to Toxic Workplace. See image details. A closer look at the tortodrone here. Devilish Drudgery - Toxic Workplace 19 Bonus



Scenario Room-DevilishDrudgery 3.png A suspicious looking fiend activity. Several fiends, particularly devilites, can spawn, ready to glower at any knights passing through. Fiendish Self-Help book reads: "How do draw infernal symbols." Board reads: "A Notice to All Employees: Due to continual under-performance, there will be no paid holidays or free coffee in the break room." No wonder they're so angry! Devilish Drudgery - Wired for Synergy 11, ? Dialog



Scenario Room-DevilishDrudgery 4.png A suspicious looking fiend activity. Several monsters spawn, ready to fight. The button in the upper right corner opens the gate on the left. Devilish Drudgery - Wired for Synergy 15, ? Aesthetics



Scenario Room-Graveyard 1.png A mausoleum. A fading inscription reads: Here lies Torin, knight of Almire Graveyard - Where Monsters Fear to Tread 10, 11 Dialog



Scenario Room-Graveyard 2.png A shining spark on the ground. Stepping off the grass onto dirt will cause damage (roughly half a bar of health) and inflict poison. You cannot activate the sparkling tile if you continue to shield through. Drops a Grim Spark upon interaction. Graveyard - Where Monsters Fear to Tread 24/26 Bonus



Scenario Room-Graveyard 3.png A knight sitting down with 4 candles. There are 4 re-spawning zombies hidden in the dirt piles. The zombies can't enter the area where the candles are lit, but their stun breath still works. The knight says, "No, there are just too many... I can no longer fight them. All that's left is the light from these candles. Without it I..." Graveyard - Where Monsters Fear to Tread 11 Dialog



Scenario Room-Graveyard 7.png Similar to the room with the knight between the 4 candles, but the knight is dead and the candles are unlit. The zombies are not restricted from entering between the candles. Nothing happens when the knight is examined. Graveyard - Where Monsters Fear to Tread 24 Aesthetics



Scenario Room-Graveyard 4.png A poisonous mist that may be miasma. It poisons anyone who tries to walk through it. Graveyard - Where Monsters Fear to Tread 11 Aesthetics



Scenario Room-Graveyard 5.png A big coffin with chains on the sides. Dust Zombies may spawn upon interaction. Graveyard - Where Monsters Fear to Tread 11, 20 Aesthetics



Scenario Room-Graveyard 6.png Similar to the room where the big coffin with chains on the sides - except that the coffin is gone. Graveyard - Where Monsters Fear to Tread 20 Aesthetics



Scenario Room-Lichenous Lair 1.png A meteor of some sort that has crash landed into the Clockworks. Upon approaching the meteor, several waves of Lichens will spawn. Lichenous Lair - Fiery Fusion/Shocking Synthesis 9, 11, 12, 14 Aesthetics



Scenario Room-Wolver Den 1.png An ancient structure of some sort. Wolver Den - Raving Rabids/Frosty Fury 19/28 Aesthetics



Scenario Room-Wolver Den 2.png A giant sword on the ground surrounded by statues and boxes. The dialog reads: "Etched within the side of the blade appears to be some kind of map of the stars". Wolver Den - Ashes to Ash Tails 19/22 Bonus



Scenario Room-Wolver Den 3.png A fountain with a totem on the middle. Shoot at the fountain with your gun or with a vial to get crowns. Wolvers or Lichens will sometimes spawn instead of crowns. Wolver Den - , Lichenous Lair - Prognosis: Symbiosis / Cold Fusion / Fiery Fusion 12, 19, 20 Bonus



Scenario Room-Wolver Den 4.png A Snipe meadow with treasure boxes and invisible heart pads. Wolver Den - Ashes to Ash Tails, Frosty Fury 9, 11 Bonus



Scenario Room-Wolver Den 5.png A campsite near the exit elevator. The campfire is still burning. Lots of unusable containers, 3 treasure boxes, a heart box, and two pickup items. Wolver Den - Ashes to Ash Tails 3 Aesthetics



Scenario Room-Wolver Den 6.png 3 statues of puppy enemies and 1 pool at each end. 1 large Gun Puppy statue accompanied by 2 smaller Gun Puppy statues, with one pool on the left and right side. Wolver Den - Ashes to Ash Tails/Frosty Fury 3/5/7 Aesthetics



Scenario Room-Wolver Den 7.png A lonely campsite with no one in camp. Could they have possibly abandoned the camp, or did something worse happen? Wolver Den - Frosty Fury 11 Aesthetics



Scenario Room-Wolver Den 8.png A camp with some recruits. Each recruit says a variety of things when interacting with a knight. Wolver Den - Ashes to Ash Tails/Pack Brutality/Raving Rabids 5/7/14 Dialog



Scenario Room-Wolver Den 9.png A place with a fossilized Tortodrone and a water feature. Maybe the Tortodrone was abandoned by someone, or simply died. Variation on this room: Tortodrone is in upper left corner. Wolver Den - High Voltail 22 Bonus



Scenario Room-Wolver Den 10.png A valley-like area with an unmoving Tortodrone on a pillar to the left. Wolver Den - Frosty Fury 20, ? Bonus



Scenario Room-Wolver Den 11.png A sort of wishing well between two pillars. Interacting with the well will cause crowns and heat to appear. This can be done a few times. Wolver Den - Pack Brutality 9, ? Bonus




Scenario Room-Ruined Compound 1.png An abandoned mini lab likely used by Gremlins; there is a deactivated Mecha Knight in a corner and a piece of a Retrode's arm on the floor. Ruined Compound - Ravenous Warrens 19 Aesthetics



Scenario Room-Compound 1.png A gremlin pillbox with dead gremlins and mortars. The dead mender has a note that says, "The others must never know. Silence them. -H". After reading it a Ghostmane Stalker appears. Compound 22 Dialog



Scenario Room-Compound 2.png A statue of a large mecha knight. The regular sized mecha knights in the area can be activated for the regular 5 energy price, a potential combat bonus. Another view [here] Frozen Compound - Chittering Burrows, Creeping Colony 14,26 Bonus



Scenario Room-Compound 3.png A tortodrone rests high on a cliff, surrounded by animated twilight lights. To the right are some prize boxes. Blighted Compound - Ravenous Warrens 20 Bonus



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