Difference between revisions of "Talk:Exploration"

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Please use [http://wiki.spiralknights.com/Visual_Encyclopedia/object this page] for names, we already have many of these pictures!
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{{Archive/Talk:{{PAGENAME}} }}
__NOTOC__
+
== Map Features ==
+
When exploring the Clockworks, players may encounter a range of obstacles. It is often necessary to remove these to advance and finish the level.
+
  
For the below table:
+
==Current Discussion==
"A family of" = there's multiple varieties of the entity - appearances usually depend on the stratum theme. If there are more details available, they will be on the file page - click images to see.
+
Going to be doing some major fixes in here, regarding names:
 +
:{{mission|The Ancient Generator}} has a lot of bubbletext with names that do not line up with current file names
 +
:[[Advanced Training Hall]] has a lot of bubbletext with names that do not line up with current file names
 +
:Certain objects have names when targeted
 +
:NPCs reveal the names of a few things (Nature Sprites with shadow fire for example)
 +
:The rest, trying to balance between file names, admin posts/release notes, and colloquial, as there are no in-game names for many objects.
 +
--[[User:Novaster|Novaster]] 18:33, 22 December 2015 (UTC)
  
Per section, the following lists are organized by date of release, alphabetically if tied.
+
===List of entity naming inconsistencies===
 +
*In the Advanced Training Hall, Treasure Boxes are headed by "Treasure Blocks" but within the bubbletext are called "Boxes." Subtype issues?
 +
:I am choosing to ignore this and leave files alone. Boxes > Blocks for the playerbase, and this is just one bubbletext I've found.
  
==List==
+
*Don't get me started on Pod issues...[[Rhendon Dialogue/Crash Site|Rhendon calls it an "escape pod"]], [[:File:Furniture-Crash Pod.png|The furniture item]] is a "Crash Pod", and the [[Hatch Handle]] calls it a "Drop Pod" Lol.--[[User:Novaster|Novaster]] 19:58, 22 December 2015 (UTC)
There are many wonders to witness on Cradle. The clockworks is a dynamic place, so certain objects might be found in abundance in some areas, while others are only found in a few or even a single area, and the same type of area can have different numbers of these objects than were encountered previously. Some entities can be interacted with, while others cannot. [[:File:Scenario Room-Wolver Den 3.png|Stone carvings can obscure switches, but are not themselves interactive]]. Below are lists of entities that are either interactive, and/or have a dynamic effect on the player. Other entities that are simply aesthetic, or are more complex and linked to above, are not included in these lists.
+
:Just leaving this alone for now.
  
===Miscellaneous===
+
*In {{mission|The Phantom Mask}} bubbletext, pressure tiles are called "pressure pad." In the Advanced Training Hall, they are called pressure plates. {{release|2012-04-25}} and {{release|2012-04-04}} call them pressure plates.
This list consists of entities that can be interacted with, but don't really fall into other categories.
+
:Wiki is currently published as Pressure Pad, because I was going of The Phantom Mask, which is the most recent, so I figure it's the most up to date, if it's an intentional input.
  
{{ExplorationList/Start}}
+
*In targeting text, The Phantom Mask bubbletext, and release notes, statues are called "Heavy Statue." In the Advanced Training Hall, they are just called Statue. --[[User:Novaster|Novaster]] 21:14, 22 December 2015 (UTC)
 
+
:Wiki is currently published as Heavy Statue.
{{ExplorationList
+
|name  = Breakable Block
+
|type  = Block
+
|danger = None
+
|notes  = A family of basic 1x1 blocks can be broken by a single damaging attack of any kind. Aesthetic variations can be encountered in different areas.
+
 
+
Perhaps they are meant to be large bits of rubble, junk, or debris, as they seem to be more aesthetic features than obstacles most of the time.
+
}}
+
 
+
{{ExplorationList
+
|name  = Stone Block
+
|type  = Block
+
|danger = Low
+
|notes  = A family of 1x1 boulders that can be broken with three hits. Rarely, hitting a boulder might disturb a hidden [[Rock Jelly]]. Ghost blocks will remove them.
+
}}
+
 
+
{{ExplorationList
+
|name  = Unbreakable Block
+
|type  = Block
+
|danger = None
+
|notes  = A family of 1x1 blocks that cannot be broken by regular attacks. Aesthetic variations can be encountered in different areas. Ghost Blocks will remove them.
+
 
+
With {{release|2013-04-03}} art for the default variation was changed.
+
}}
+
 
+
{{ExplorationList
+
|name  = Empty Rocket
+
|type  = Block
+
|danger = None
+
|notes  = Empty Rockets must be hit twice to be broken.
+
 
+
Encountered in [[Ironclaw Munitions Factory]] and {{mission|Operation Crimson Hammer}}.
+
}}
+
 
+
{{ExplorationList
+
|name  = Caltrop
+
|notes  = Barriers that must be struck three times to be removed.
+
 
+
Encountered in {{mission|Operation Crimson Hammer}}.
+
}}
+
 
+
{{Table/End}}
+
 
+
{{clearleft}}
+
 
+
===Loot Yielding===
+
The following entities, unless otherwise specified, will yield a [[crowns|crown]] of some value, a [[heart]], or nothing when broken.
+
 
+
{{ExplorationList/Start}}
+
 
+
{{ExplorationList
+
|name  = Breakable Tombstone
+
|type  = Breakable
+
|danger = None
+
|notes  = A 1x1 object that can be broken with a single hit. A crown of some value will drop.
+
 
+
These grave markers are encountered in [[Graveyard]] areas. Nonbreakable versions will not have glowing green cracks. Some gravestones (breakable or not) have a mound of soil near them. Keep an eye on these - a mound might spawn a zombie as you approach, or as you walk away.
+
 
+
Breakable Tombstones in [[The Grasping Plateau]] are like spawners, containing either [[Lost Soul#Freed Soul|Soul]]s, [[Pale Scarab]]s, [[Freezing Bombie]]s, or nothing.
+
}}
+
 
+
{{ExplorationList
+
|name  = Bushes
+
|namefix = Bush
+
|type  = Breakable
+
|danger = None
+
|notes  = Break for a chance to find minor loot.
+
 
+
These plants have a much lower drop rate than other loot-yielding breakables, usually yielding nothing.
+
}}
+
 
+
{{ExplorationList
+
|name  = Hydrant
+
|type  = Breakable
+
|danger = None
+
|notes  = Break for a chance to find minor loot.
+
 
+
Encountered in [[Concrete Jungle]], [[Devilish Drudgery]], and [[Dark City]] areas.
+
}}
+
 
+
{{ExplorationList
+
|name  = Light
+
|namefix = Lamp
+
|type  = Breakable
+
|danger = None
+
|notes = Break for a chance to find minor loot. Short or tall varieties can be encountered.
+
 
+
Encountered in arcade [[Arena]]s, [[Firestorm Citadel]], and [[Scarlet Fortress]] areas.
+
}}
+
 
+
{{ExplorationList
+
|name  = Mailbox
+
|type  = Breakable
+
|danger = None
+
|notes  = Break for a chance to find minor loot.
+
 
+
Encountered in [[Concrete Jungle]], [[Devilish Drudgery]], and [[Dark City]] areas.
+
}}
+
 
+
{{ExplorationList
+
|name  = Plants
+
|type  = Breakable
+
|danger = None
+
|notes  = Break for a chance to find minor loot.
+
 
+
Plants can be found on almost any level with grass. They are found in abundance in [[Aurora Isles]], [[Starlight Cradle]] and [[Jigsaw Valley]] areas.
+
}}
+
 
+
{{Table/End}}
+
 
+
{{clearleft}}
+
 
+
===Carried===
+
The following entities can be picked up by the player and carried to another location. They are either set down or thrown.
+
{{ExplorationList/Start}}
+
 
+
{{ExplorationList
+
|name  = Pot
+
|namefix = Clay Pot
+
|type  = Carry
+
|danger = None
+
|notes  = A pot for smashing. Throw it to hit switches, or just to have fun smashing.
+
 
+
A common sight in the clockworks, these pots serve as a means to complete many puzzles, a lucky break for knights who neglect to bring long-range projectiles.
+
}}
+
 
+
{{ExplorationList
+
|name  = Fire Pot
+
|type  = Carry
+
|danger = Low
+
|notes  = A pot containing a self-igniting substance. Throw it at something to set it on [[fire]]!
+
 
+
Low danger: you can set your friends on fire if you're not careful.
+
}}
+
 
+
{{ExplorationList
+
|name  = Golden Key
+
|namefix = Gold Key
+
|type  = Carry
+
|danger = None
+
|notes  = A large golden key. It unlocks a Gold Gate somewhere.
+
}}
+
 
+
{{ExplorationList
+
|name  = Statue
+
|namefix = Heavy Statue
+
|type  = Carry
+
|danger = None
+
|notes  = A large heavy statue. Put it on a pressure plate somewhere in the area, or use it to block monsters.
+
}}
+
 
+
{{ExplorationList
+
|name  = Oil Pot
+
|type  = Carry
+
|danger = Low
+
|notes  = A pot containing flammable oil. Throw it at something to break it - this will spill oil everywhere. Set that oil on [[fire]]!
+
 
+
Low danger: you can set your friends on fire if you're not careful.
+
 
+
Many areas containing oil pots seem to be mostly populated by enemies that are immune to fire.
+
}}
+
 
+
{{ExplorationList
+
|name  = Bomb Shell
+
|type  = Carry
+
|danger = None
+
|notes  = A 1x1 rocket-like object that can be thrown. Explodes on impact.
+
 
+
First seen {{???}}
+
 
+
Can be encountered in [[Compound 42]] and [[The Ancient Generator]].
+
}}
+
 
+
{{Table/End}}
+
 
+
{{clearleft}}
+
 
+
===Mechanisms===
+
The following entities will cause a change when triggered, or are connected to something that causes a change. They usually play important roles in puzzles. Others are simply obstacles that need to be overcome.
+
 
+
{{ExplorationList/Start}}
+
 
+
{{ExplorationList
+
|name  = Button
+
|type  = Mechanism
+
|danger = None
+
|notes  = A round button shaped like a target that triggers a change, usually to access an area, but also sometimes to spawn monsters.
+
}}
+
 
+
{{ExplorationList
+
|name  = Crystal Blocks
+
|type  = Block
+
|danger = None
+
|notes  = A family of 1x1 crystalline blocks that break each other if one of them is broken, as long as they are touching (a chain) and are the same color.
+
}}
+
 
+
{{ExplorationList
+
|name  = Force Field
+
|type  = Mechanism
+
|danger = None
+
|notes  = A protective barrier. Attacks performed through a forcefield will not do damage. A Force Field will turn purple and prevent progress if the player is carrying an item.
+
 
+
Many force fields are one-way, and often protect players at the start of a level. Others protect NPCs in the field, or make certain puzzles a bit complicated.
+
 
+
Monsters cannot pass through most force fields (an exception includes [[Bombie]]s in the second combat floor of [[Legion of Almire]]), though Tier 3 [[Wolver]]s can burrow past them. Some monsters can [[glitch]] past a force field as well, witnessed often with the sun scarabs in {{mission|Shadowplay}}.
+
}}
+
 
+
{{ExplorationList
+
|name  = Gate
+
|type  = Mechanism
+
|danger = None
+
|notes  = A gate blocking progress. Find a button or a switch to progress.
+
}}
+
 
+
{{ExplorationList
+
|name  = Monster Gate
+
|type  = Mechanism
+
|danger = None
+
|notes  = A gate blocking progress. Defeat monsters in the area to progress.
+
}}
+
 
+
{{ExplorationList
+
|name  = Energy Gate
+
|type  = Mechanism
+
|danger = None
+
|notes  = A gate blocking progress. Open it with [[energy]].
+
 
+
{{opinion/small}}: It is usually not frugal to open these. Some gated areas are not behind walls - try popping the boxes with a ranged weapon or pickup to see if it's worth it! [[Danger Room]]s are usually worth fighting through, if they're in a depth that has drops the player desires.
+
}}
+
 
+
{{ExplorationList
+
|name  = Gate (locked)
+
|namefix = Gold Gate
+
|type  = Mechanism
+
|danger = None
+
|notes  = A gate blocking progress. Find and carry a Gold Key to the gate, then put the key down very close to the gate to progress.
+
}}
+
 
+
{{ExplorationList
+
|name  = Ghost Block
+
|type  = Block
+
|danger = None
+
|notes  = 1x1 light-emitting blue blocks with symbols on the sides.
+
 
+
Most types of blocks connected to a ghost block by at least one other block (a connective chain) will poof away if said ghost block is destroyed.
+
 
+
Careful! This poofing property also applies to [[Treasure Box]]es! This plays a role in several minor puzzles.
+
}}
+
 
+
{{ExplorationList
+
|name  = Pressure Plate
+
|type  = Mechanism
+
|danger = None
+
|notes  = 1x1 plates that activate when something heavy is on top. Find a Heavy Statue somewhere in the area or stand on it.
+
}}
+
 
+
{{ExplorationList
+
|name  = Switch
+
|type  = Mechanism
+
|danger = None
+
|notes  = A round switch that will allow or deny access. Yellow or purple coloration indicates that the switch can be toggled, or that the switch is on a timer. Red and green indicate the switch can only be hit once. Green indicates it can't be struck again - it has been activated.
+
}}
+
 
+
{{ExplorationList
+
|name  = Munitions button
+
|namefix = Button (Munitions)
+
|type  = Mechanism
+
|danger = None
+
|notes  = A round button with a rocket symbol. It turns off rocket launchers in the [[Ironclaw Munitions Factory]] and the {{mission|Operation Crimson Hammer}}.
+
}}
+
 
+
{{ExplorationList
+
|name  = Switch (Munitions)
+
|type  = Mechanism
+
|danger = None
+
|notes  = A round switch that will raise or lower purple or yellow barriers in the [[Ironclaw Munitions Factory]] when struck.
+
}}
+
 
+
{{ExplorationList
+
|name  = Pressure Plate (Statue)
+
|type  = Mechanism
+
|danger = None
+
|notes  = 1x1 plates that only activate when a Heavy Statue is placed on top. Find one somewhere in the area.
+
 
+
Can be found in [[The Grasping Plateau]] and the {{mission|Breaking in the Recruits}}.
+
 
+
Was likely introduced with {{release|2013-10-23}}.
+
}}
+
 
+
{{ExplorationList
+
|name  = Rocket Block
+
|type  = Spawner
+
|danger = Medium
+
|notes  = A family of 1x1 launchers that send off a rocket when attacked. The light on top changes color:
+
*Green: can be hit to launch a rocket.
+
*Red: a rocket is active, reloading another rocket - will not activate if hit.
+
*Yellow: can only be activated if hit by a rocket.
+
 
+
First seen with {{release|2015-02-11}}.{{clear}}
+
}}
+
 
+
{{ExplorationList
+
|name  = Unbreakable Crystal Block
+
|type  = Block
+
|danger = None
+
|notes  = A family of 1x1 crystalline blocks that break each other if one of them is broken, as long as they are touching (a chain) and are the same color.
+
 
+
This type cannot be destroyed unless a regular crystal block of the same color is touching them.
+
 
+
First seen with {{release|2015-02-11}}.
+
}}
+
 
+
{{Table/End}}
+
 
+
{{clearleft}}
+
 
+
===Player Aid===
+
The following entities directly aid the player in some way, with no other obvious purposes. Some are even placed by [[NPC]]s.
+
 
+
{{ExplorationList/Start}}
+
 
+
{{ExplorationList
+
|name  = Energy Mecha Knight
+
|type  = Player Aid
+
|danger = Low
+
|notes  = A [[Mecha Knight]] that will fight by your side if provided with 5 [[energy]].
+
 
+
This entity is like the one produced by using a [[Mecha Knight Kit]] pickup. Kits don't require energy and are found randomly.
+
 
+
{{Showhide|Combat Details|content=
+
It is equipped with its own [[Tempered Calibur]] and [[Great Defender]]. It is unaffected by traps and repaired by mechanisms that heal enemies. It will fight [[monster]]s until either it takes too much damage or the player finishes the level. It is unable to take the elevator with the party and stays behind.
+
 
+
Low danger: It occasionally stutters with shock, this can have adverse effects on nearby players. Its attacks normally cause an obnoxious amount of knockback with sub-par damage, so use it as a decoy, if at all.
+
 
+
{{Opinion/Small}}: The benefits of activating this entity are not worth 5 energy. Players usually only activate these "for fun."
+
}}
+
 
+
{{Showhide|Locations|content=
+
Energy Mecha Knights can be found in:
+
* [[Deconstruction Zone]]s
+
* [[Grand Arsenal]]
+
* [[Ironclaw Munitions Factory]]
+
* [[Ghosts in the Machine]]: Dry Dock
+
* [[Compounds]] levels in [[Scenario Rooms]]
+
}}
+
 
+
}}
+
 
+
{{ExplorationList
+
|name  = Energy Mecha Turret
+
|namefix = Mecha Turret
+
|notes  = A turret that fires a laser beam, damaging enemies. Some require 5 [[energy]] to activate, while others are already ready to rumble.
+
 
+
This entity is like the one produced by using a [[Auto Turret Kit]] pickup. Kits don't require energy and are found randomly, though they expire after several minutes of use and can be destroyed by monsters.
+
{{Showhide|Combat Details|content=
+
*Pending damage dealt by beam, duration
+
 
+
{{Opinion/Small}}: The benefits of activating this entity are not worth 5 energy. Players usually only activate these "for fun."
+
}}
+
 
+
{{Showhide|Locations|content=
+
Mecha Turrets that are already activated can be found:
+
*{{mission|Operation Crimson Hammer}}
+
*{{mission|Save Winterfest!}}
+
 
+
Mecha Turrets that require energy can be found:
+
*''[[Aurora Isles|Aurora Isles: The Jelly Farm II]]'' (always)
+
*[[Deconstruction Zone]]s (randomly)
+
}}
+
 
+
}}
+
 
+
{{ExplorationList
+
|name  = Respawning Hearts
+
|type  = Player Aid
+
|danger = None
+
|notes  = A tile that restores your knight's HP if you stand on top of it. The heal rate can be fast or slow in different areas.
+
 
+
They can be found in the [[Advanced Training Hall]], certain [[Lockdown]] maps, [[Subtowns]], in between [[Arena]]s, before [[Boss]]es, and very slow spawners can be found in the [[Firestorm Citadel]].
+
}}
+
 
+
{{ExplorationList
+
|name  = Respawning Hearts (Blue)
+
|type  = Player Aid
+
|danger = None
+
|notes  = A tile that restores your knight's HP if you stand on top of it. It also cures [[status]], indicated by its [[Remedy Capsule]]-like coloration.
+
 
+
They can be found in the [[Private Training Hall]] and the locker rooms of [[Lockdown]] matches.
+
}}
+
 
+
{{ExplorationList
+
|name  = Information
+
|type  = Player Aid
+
|danger = None
+
|notes  = A module containing information about the area.
+
}}
+
 
+
{{ExplorationList
+
|name  = Recon Module
+
|type  = Player Aid
+
|danger = None
+
|notes  = A [[Recon Module]] contains vital information and/or small bits of stories. They can be read via the [[Commemorative Artifact|artifact]] section of the player's [[arsenal]] after acquisition.
+
}}
+
 
+
{{ExplorationList
+
|name  = Beast Bell
+
|type  = Player Aid
+
|danger = None
+
|notes  = A bell left by NPCs to aid in combat. Active ones play an important role in the [[Gloaming Wildwoods]] and using one correctly is required to defeat the [[Snarbolax]]. One can be seen in the northern area of the [[Lab]].
+
 
+
Hit it to ring it - any [[wolver]]s or [[Dust Bunny|bunnies]] in range will be inflicted with [[Stun|stun]].
+
 
+
First seen with {{release|2011-06-02}}.
+
}}
+
 
+
{{Table/End}}
+
 
+
{{clearleft}}
+
 
+
===Hazards===
+
The following entities will harm or hinder the player in some way, usually severely. A few will also harm nearby monsters.
+
 
+
{{ExplorationList/Start}}
+
 
+
{{ExplorationList
+
|name  = Explosive Block
+
|type  = Block
+
|danger = Ultra
+
|notes  = 1x1 light-emitting blocks that explode violently if struck, hurting both knights and monsters alike.
+
 
+
Stuttering [[Mecha Knight]]s will trigger these.
+
}}
+
 
+
{{ExplorationList
+
|name  = Fire Grate
+
|type  = Grate
+
|danger = Very High
+
|notes  = Fire rises from this grate periodically. Players can walk across inactive grates and not take damage from the hazards within.
+
 
+
This hazard deals significant damage if touched while active, and is very likely to set players on [[fire]].
+
}}
+
 
+
{{ExplorationList
+
|name  = Floor Spikes
+
|type  = Grate
+
|danger = Very High
+
|notes  = Conical spikes rise up from the round holes in this grate periodically. They inflict a large amount of [[Damage##Piercing_Damage|piercing]] damage. Players can walk across inactive grates and not take damage from the hazards within.
+
 
+
A rare version of this trap inflicts stun instead of dealing damage. This phenomenon can be encountered in the kat nest of the {{mission|Purr Terror}} and certain [[Lockdown]] maps.
+
}}
+
 
+
{{ExplorationList
+
|name  = Freeze Grate
+
|type  = Grate
+
|danger = Maximum
+
|notes  = Frigid air rises from this grate periodically. Players can walk across inactive grates and not take damage from the hazards within.
+
 
+
This hazard deals significant damage if touched while active, and is very likely to [[freeze]] players.
+
 
+
This freeze is likely lasting, so this trap will slowly kill most knights, even if they are caught at full health. If your allies are trapped on this grate, free them immediately by breaking the ice that binds them. Very low level traps can be explored with impunity if the player has high enough freeze resistance.
+
}}
+
 
+
{{ExplorationList
+
|name  = Orbital Chain
+
|type  = Hazard
+
|danger = Very High
+
|notes  = A dangerous chain orbits a fixed point. There are several variations in length, status type, and orbit speed of this hazard that can be encountered.
+
 
+
There are spots between each orb in a chain where the player can avoid damage as the chain passes by, but these are usually hard to utilize, so it's best to just avoid the chain.  
+
}}
+
 
+
{{ExplorationList
+
|name  = Poison Grate
+
|type  = Grate
+
|danger = Very High
+
|notes  = Noxious fumes rise from this grate periodically. Players can walk across inactive grates and not take damage from the hazards within.
+
 
+
This hazard deals significant damage if touched while active, and is very likely to [[poison]] players.
+
}}
+
 
+
{{ExplorationList
+
|name  = Respawning Hazard
+
|type  = Spawner
+
|danger = Low
+
|notes  = A tile that perpetually produces entities. The respawn rate can be different speeds in different areas. What it spawns can be one of two things - another exploration entity like a block, or an enemy. As a rule of thumb, if there is a pad with nothing on top of it in the first place, it will spawn a monster. If it did have something on top, it will spawn whatever that thing was (usually). Don't idle on these pads - your knight can get a bit hurt when things spawn. Instead, avoid it or shield on it to block the spawn. This is handy to help your friends get through areas while carrying things. If it is a monster spawner, usually shielding over it will prevent the enemy from spawning, but this doesn't work for all spawners.
+
}}
+
 
+
{{ExplorationList
+
|name  = Shock Grate
+
|type  = Grate
+
|danger = Very High
+
|notes  = Exposed wires surge with power periodically. Players can walk across inactive grates and not take damage from the hazards within.
+
 
+
This hazard deals significant damage if touched while active, and is very likely to [[shock]] players.
+
}}
+
 
+
{{ExplorationList
+
|name  = Timed Explosive Block
+
|type  = Block
+
|danger = Medium
+
|notes  = 1x1 light-emitting blocks that count down from 3 and then explode violently if struck, hurting both knights and monsters alike.
+
 
+
Stuttering [[Mecha Knight]]s will trigger these.
+
}}
+
 
+
{{ExplorationList
+
|name  = Missile
+
|notes  = A block that periodically launches an explosive missile. Try to turn them off with a munitions button.
+
 
+
Encountered in the [[Ironclaw Munitions Factory]] and the {{mission|Operation Crimson Hammer}}.
+
 
+
First seen with {{release|2011-07-06}}.
+
}}
+
 
+
{{ExplorationList
+
|name  = Unused Rocket
+
|notes  = When hit, they will flash and then explode, dealing damage in a 2 tile radius. They do not damage nearby Empty Rockets.
+
 
+
Encountered in the [[Ironclaw Munitions Factory]] and the {{mission|Operation Crimson Hammer}}.
+
 
+
First seen with {{release|2011-07-06}}.
+
}}
+
 
+
{{ExplorationList
+
|name  = Barbed Wire
+
|notes  = Hazardous tangles of wire.
+
 
+
Can be encountered in the {{mission|Operation Crimson Hammer}}, certain [[Compound]] areas, and [[Arena#Gallery|rank mission arenas]].
+
}}
+
 
+
{{ExplorationList
+
|name  = Mine
+
|notes  = A hidden bomb that is activated by a player walking nearby. The bomb is not visible, but it's marked by distinctive tiles of a darker hue. Its fuse length is similar to that of Gremlin Demo bomb. Encountered in the {{mission|Operation Crimson Hammer}}.
+
}}
+
 
+
{{ExplorationList
+
|name  = Barbed Caltrop
+
|notes  = Hazardous barriers that can be removed with a single hit.
+
 
+
Can be encountered in {{mission|Crimson Chaos}}, and {{???}} (Sputterspark missions, a few other areas)
+
}}
+
 
+
{{ExplorationList
+
|name  = Misery Block
+
|type  = Block
+
|danger = Very High
+
|notes  = A family of 1x1 unbreakable spike blocks that deal high damage if touched.
+
 
+
These are often found in large numbers during certain [[event]]s and/or in dangerous areas. Several are encountered in [[Shadowplay]].
+
 
+
First seen 11 December 2013.
+
}}
+
 
+
{{ExplorationList
+
|name  = Mush Block
+
|type  = Block
+
|danger = Low
+
|notes  = A family of 1x1 breakable blocks that break into a pile of mush. This mush lingers for a while and will significantly hinder movement speed.
+
 
+
These are often found in clusters. Ice slush and chilled frosting "mush" can be encountered in the event-exclusive [[Grinchlin Assault]] and [[A Gremlin in Knead]] prestige missions, respectively.
+
 
+
First seen 11 December 2013.
+
}}
+
 
+
{{ExplorationList
+
|name  = Red Searchlight
+
|notes  = Similar to aesthetic searchlights found elsewhere in the clockworks. [[:File:Exploration-Red Searchlight Pool.png|These have a red tint and make a round pool of light on the ground]]. If the player walks into this lit area, several missiles will fall from above.
+
 
+
Found in the {{mission|The Collector}} and {{mission|Crimson Chaos}}.
+
 
+
First seen with {{release|2013-07-30}}.
+
}}
+
 
+
{{ExplorationList
+
|name  = Super Explosive Block
+
|type  = Block
+
|danger = Ultra
+
|notes  = A blast block that generates several explosive globs when destroyed (even when removed via ghost block). Globs are similar to the ones generated by defeated [[Blast Cube]]s, a type of slime.
+
 
+
Can be encountered during the [[March of the Tortodrones]] event and [[Shadowplay]].
+
 
+
First seen 26 February 2014.
+
}}
+
 
+
{{ExplorationList
+
|name  = Vortex Block
+
|type  = Block
+
|danger = Low
+
|notes  = A strange block that generates a relatively harmless vortex for a short time when struck. The vortex affects both knights and monsters.
+
 
+
Low danger: it can potentially drag knights through hazards or keep them in range of enemy fire.
+
 
+
Can be encountered during the [[March of the Tortodrones]] event and [[Shadowplay]].
+
 
+
First seen 26 February 2014.
+
}}
+
 
+
{{ExplorationList
+
|name  = Timed Super Explosive Block
+
|type  = Block
+
|danger = Medium
+
|notes  = A blast block that counts down and then generates several explosive globs when destroyed.
+
 
+
Globs are similar to the ones generated by defeated [[Blast Cube]]s, a type of slime.
+
 
+
Can be encountered during the [[March of the Tortodrones]] event in certain fiendish arcade areas as well as the related prestige mission.
+
 
+
First seen 26 February 2014.
+
}}
+
 
+
{{ExplorationList
+
|name  = Swarm Spikes
+
|type  = Misc
+
|danger = High
+
|notes  = A malignant tangle of spikes hidden in the floor that respond to the presence of knights, somewhat like a landmine. They will spike up a moment or two after you step where they are - don't linger too long in one spot or follow the footsteps of friends.
+
 
+
First seen with {{release|2015-05-13}}.
+
}}
+
 
+
{{Table/End}}
+
 
+
{{clearleft}}
+
 
+
===Spawners===
+
The following entities will spawn monsters. Some will spawn continuously or only once.
+
 
+
{{ExplorationList/Start}}
+
 
+
{{ExplorationList
+
|name  = Grave Mound
+
|type  = Spawner
+
|danger = Medium
+
|notes  = A suspicious mound of soil that might spawn a [[zombie]] as you approach, or as you walk away. They are guaranteed to be encountered in [[Graveyard]] areas, but not [[The Grasping Plateau]]. During the [[Dark Harvest Festival]], they might spawn a [[Grim Scarab]] instead of a zombie.
+
}}
+
 
+
{{ExplorationList
+
|name  = Monster Cage
+
|type  = Spawner
+
|danger = Medium
+
|notes  = 1x1 object that releases a random [[monster]] when broken.
+
 
+
{{Showhide|Locations|content=
+
Certain types of [[Danger Room|danger room]]s feature monster cages.
+
 
+
Some areas contain hidden cages that look like breakable blocks.
+
 
+
The "med cache" boxes in the eastern area of the second floor of [[Ghosts in the Machine]] are actually monster cages containing constructs.
+
 
+
Players can always find monster cages in:
+
:[[Gloaming Wildwoods]]
+
:[[Jigsaw Valley|Jigsaw Valley: ''Perimeter Promenade II'']]
+
:[[Scarlet Fortress|Scarlet Fortress: ''Cravat Hall'' (''I - III'')]]
+
}}
+
 
+
{{Caged Monsters}}
+
 
+
{{Opinion/Small}} It would be best to break these with a ranged weapon or bomb, because monsters that come out will usually attack immediately.
+
 
+
}}
+
 
+
{{ExplorationList
+
|name  = Busted Floor
+
|type  = Spawner
+
|danger = Medium
+
|notes  = A suspicious hole in the floor. Usually, nasty mini monsters ([[Dust Bunny|Dust Bunnies]], [[Glop Drop]]s, or [[Scarab]]s) will crawl out and make a fuss!
+
 
+
It's a special monster spawner frequently encountered in [[Compound|compounds]]. Variations are seen in other areas, like [[The Ancient Generator]] and [[A New Threat]].
+
 
+
First seen with {{release|2012-05-09}}.
+
}}
+
 
+
{{ExplorationList
+
|name  = Fiend Gate
+
|type  = Spawner
+
|danger = Medium
+
|notes  = A suspicious sigil that continuously spawns what appears to be a portal. Fiends come through it into battle.
+
 
+
Destroy this portal whenever it appears to reduce the flood of fiendish forces.
+
 
+
First seen 26 February 2014.
+
}}
+
 
+
{{ExplorationList
+
|name  = Burrow
+
|type  = Spawner
+
|danger = Medium
+
|notes  = A hole in the floor. [[Wolver]]s will occasionally come out.
+
 
+
First seen with {{release|2015-02-11}}. Encountered in the {{mission|Breaking in the Recruits}}.
+
}}
+
 
+
{{ExplorationList
+
|name  = Swarm Sphere
+
|type  = Spawner
+
|danger = Medium
+
|notes  = A peculiar black sphere encountered somewhat frequently in areas of the [[Core]]. Be careful, it will spawn a monster corrupted by [[The Swarm]] if struck, much like the [[Monster Cage]].
+
 
+
First seen with {{release|2015-05-13}}.
+
}}
+
 
+
{{Table/End}}
+
 
+
{{clearleft}}
+
 
+
===Enemy Aid===
+
The following entities directly aid enemies in some way, with no other obvious purposes.
+
 
+
{{ExplorationList/Start}}
+
 
+
{{ExplorationList
+
|name  = Grim Totem
+
|type  = Enemy Aid
+
|danger = Medium
+
|notes  = 1x1 object that pulses with eerie purple light.
+
 
+
Grim Totems will resurrect any nearby [[Zombies]] killed within its radius. These totems cannot be destroyed, but (if they can be reached) they can be carried by the player to another location to allow for easier zombie slaying.
+
}}
+
 
+
{{ExplorationList
+
|name  = Healing Totem
+
|type  = Enemy Aid
+
|danger = Medium
+
|notes  = A strange device holding a mineral-like object. It will heal nearby enemies. They can be destroyed, but are on fast spawner pads in these areas. The colors seem to reflect the [[Tier]] in which the totem is located, a behavior akin to the the similar objects in [[Mender|gremlin mender]] wands. Tier 1: greenish yellow. Tier 2: Orange. Tier 3: Purple.
+
 
+
Can be encountered in certain fiendish arcade areas during the [[March of the Tortodrones]] event. Several are encountered in [[Shadowplay]].
+
 
+
First seen 26 February 2014.
+
}}
+
 
+
{{Table/End}}
+
 
+
{{clearleft}}
+
 
+
==Previous Discussion==
+
== Monster Cages ==
+
Monster cages were updated with more variety not too long ago.  A few monsters that I've seen coming out of these boxes include Scarbs, various Lumbers, and Alpha Frostifurs. If anyone wants to verify some of these so the list can be updated, that would be nice.
+
--[[User:Lunaticraveo|Lunaticraveo]] 05:15, 17 January 2014 (UTC)
+
 
+
== Note to anyone willing to look through the missions ==
+
 
+
Barbed wire is available in other levels than grand arsenal, since i don't have the expansion and i've seen them, no clue where it was though --[[User:NightFantom|NightFantom]] 21:15, 7 August 2012 (UTC)
+
 
+
== Notes on names of things ==
+
 
+
There's an entry for "shadow fire". Is that the correct name? I've always just referred to it as lava. --[[User:Pauling|Pauling]] 22:16, 7 May 2011 (UTC)
+
:It's commonly referred as lava by most players, since that's what makes the most sense. However, the official name is "shadow fire" - In the Charred Court level of Firestorm Citadel, the Sprite NPC talks about it. It was listed as fire pits, and I thought that was pretty inaccurate, so I changed it. --[[User:Kakelgis|Kakelgis]] 22:57, 7 May 2011 (UTC)
+
 
+
For use in page revamp:
+
 
+
*force field
+
*brambles
+
*spikes
+
 
+
== Poison Brambles ==
+
 
+
Are all brambles poisonous, and if not, how can we tell the difference?  Seems silly to have two sections on it...  [[User:Jlh0605|Jlh0605]] 18:01, 11 April 2011 (UTC)
+
 
+
:Nope, they're not all poisonous.  The poisonous ones are found on poison levels and their little thorns look greenish; they inflict damage along with giving you a poisoned effect.  Normal brambles just deal damage without a poison effect. --[[User:Equinox|Equinox]] 22:59, 11 April 2011 (UTC)
+
 
+
== Skeleton resurrecter? ==
+
 
+
A friend and I found this movable object in one of the undead levels (movable in the same way a key is) just about an hour ago that seems to have an AOE where, if you kill a skeleton (and possibly other monsters, though we only faced skeletons) in it, they would not drop items, and only "drop" a body part.
+
If the body part stayed in the AOE of the object long enough for it to send out a purple pulse, it would get resurrected, indicated by a message of "Arise!" above it's head.
+
 
+
 
+
The object did not have any other purpose on the entire level as far as we could discover, and it's only function seemed to be the resurrection of monsters.
+
 
+
We did not test if it could resurrect players, as we accidentally killed the monster that was to kill one of us.
+
 
+
We tried to bring it into the elevator with us, but it did not follow us.
+
 
+
 
+
A screenshot of the object was not taken, as we simply forgot to.
+
 
+
Just thought I'd mention it.
+
:Those are called Grim Totems. They only resurrect [[Zombie]]s. Actually, they're on the Zombie page, too. Good point for bringing this up, though; I think they deserve a short mention under the Map Features section. Don't forget to sign your posts using <nowiki>~~~~</nowiki>! [[User:Maget|Maget]] 21:40, 14 April 2011 (UTC)
+
---------------------
+
What about torches, fire hydrants, trash cans and the books at candlestick keep.
+
 
+
 
+
==Munitions Icon Buttons==
+
It says they are only found in expansion + Roarmulus Twins yet they can be found in some Compound arcade levels and Shadow Lair Roarmulus Twins
+

Latest revision as of 21:14, 22 December 2015

Current Discussion

Going to be doing some major fixes in here, regarding names:

1-2 Interface-icon-PvE.png Mission: The Ancient Generator has a lot of bubbletext with names that do not line up with current file names
Advanced Training Hall has a lot of bubbletext with names that do not line up with current file names
Certain objects have names when targeted
NPCs reveal the names of a few things (Nature Sprites with shadow fire for example)
The rest, trying to balance between file names, admin posts/release notes, and colloquial, as there are no in-game names for many objects.

--Novaster 18:33, 22 December 2015 (UTC)

List of entity naming inconsistencies

  • In the Advanced Training Hall, Treasure Boxes are headed by "Treasure Blocks" but within the bubbletext are called "Boxes." Subtype issues?
I am choosing to ignore this and leave files alone. Boxes > Blocks for the playerbase, and this is just one bubbletext I've found.
Just leaving this alone for now.
Wiki is currently published as Pressure Pad, because I was going of The Phantom Mask, which is the most recent, so I figure it's the most up to date, if it's an intentional input.
  • In targeting text, The Phantom Mask bubbletext, and release notes, statues are called "Heavy Statue." In the Advanced Training Hall, they are just called Statue. --Novaster 21:14, 22 December 2015 (UTC)
Wiki is currently published as Heavy Statue.
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