Difference between revisions of "User:Novaster/Sandbox"

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|#              = 3
 
|#              = 3
 
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|notes          = This example was found in: Clockwork Tunnels: Wild Path (Depth 19).
  
 
Several [[shankle]]s patrol the first and last sections of this area. The middle section always has spike traps, though these are not always operational.  
 
Several [[shankle]]s patrol the first and last sections of this area. The middle section always has spike traps, though these are not always operational.  

Revision as of 21:47, 14 March 2015


Maps

Template:MapList/doc - Documentation for the template of the list below:
Map Visual Mission or Area Level or Segment Notes
Map-Compound-L-1A.png No official description for this area. Compound
*Blighted Compound
(Any)
Depth(s): ?, 28
L Notes:

ACTUALLY THIS IS AN I. I'm too tired to fix it right now, and I've made about 15 mistakes in the past hour, so it's time to give this a rest. This module features four spike traps. It potentially has a small med cache to the right.

Map-Clockwork Tunnels-L-1A.png No official description for this area. Clockwork Tunnels L Notes:

There is a button hidden in the area, likely under one of the six individual crystal blocks.

Map-Clockwork Tunnels-I-1A.png No official description for this area. Clockwork Tunnels I Notes:

This visual was found in depth BLAH of Clockwork Tunnels: BLAH. Puzzle potential here, with rocket puppies - use their rockets to hit switches if this version is encountered.

Map-Clockwork Tunnels-L-2A.png No official description for this area. Clockwork Tunnels L Notes:

Spikes retract after all turrets are defeated.

Map-Clockwork Tunnels-L-3A.png No official description for this area. Clockwork Tunnels L Notes:

This example was found in: Clockwork Tunnels: Wild Path (Depth 19).

Several shankles patrol the first and last sections of this area. The middle section always has spike traps, though these are not always operational.

The topic of this article or section is subject to personal opinion, and does not represent any one absolute truth. If you disagree, discuss your concerns on the the talk page before editing. This area is quite hazardous, perhaps it would be a good idea to kite enemies out of it, then engage.

Map-Clockwork Tunnels-+-1A.png No official description for this area. Clockwork Tunnels + Notes:

There are two statues somewhere in the area. They should be placed on top of pressure plates. This provides access to the center, where there is a button that opens the rest of the gates.

Map-Clockwork Tunnels-+-2A.png No official description for this area. Clockwork Tunnels + Notes:

This visual was found in depth BLAH of Clockwork Tunnels: BLAH.

Map-Clockwork Tunnels-L-4A.png No official description for this area. Clockwork Tunnels L Notes:

Monsters spawn when entering the area. Pressing the button spawns more monsters and opens the gate.

Ah, it would be "Clockwork Tunnels," not "clockworks tunnel." I think I need to make a bunch of redirects for exploration entities (button) etc. If you look at the discussion page of the exploration page, you can see another project growing there. Unless you did that "clockworks tunnel" to be clever so it's not the actual thing when we publish :P -Novaster 13:49, 14 March 2015 (UTC)

No, it was unintentional. It's late here. --HexZyle 14:23, 14 March 2015 (UTC)
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