Spiral Knights: Gate Maps and You

I’ve noticed that not everyone knows what a gate map is, or how to use it. A gate map is a handy illustration of what a dungeon’s possible levels may be, and can always be accessed from inside the dungeon itself.

So here’s an illustrated guide to gate maps.

Gates: Totem Poles

When you first look at a gate, there’s information in the totem pole of icons in front of the control panel:

This totem pole isn’t the gate map, but it’s a quick legend to see what’s available in the gate, and what to prepare for it. Fortunately, between each icon, there’s a resting point where you can change to more appropriate gear for the next set of levels. The pattern is: between the first and second icons, there’s a Clockwork Terminal; between the second and third icons, there’s Moorcroft; repeat the pattern for the second Clockwork Terminal and Emberlight; and so on, until the Core.

The quick legend of the totem pole is unfortunately not (yet?) information available while in the dungeon, but detailed information can be derived from the gate map, which we’ll begin to talk about…

Gates: The Arcade Gate Map

When you first “attack” (aka, activate) the control panel for a gate, you’re presented with the party creation window, which conveniently has the gate map on the other side:

You’ll see that the gate map consists of icons in rows. If you hover over each icon, you’ll get the title of the level, which is an indication of what you’ll face there.

As for the icons themselves, here’s what each of them mean.

A house Towns. Currently these are Haven, Moorcroft Manor, and Emberlight. You recover all health bars on entering these towns, and can buy things.
Downwards arrow Clockwork terminals. You can recover all health bars by standing on healy things, and can buy recipes from the traveling merchant there. The deeper you go, the higher-star the recipes are likely to be.
3 monster heads A monster-themed den. These include wolvers and lichen at the moment.
Gear Clockwork levels with monsters, not to be confused with the terminals. This can include slimeways, mechanized miles (constructs), haunted passages (zombies and large evil butterflies, aka greavers), and deconstruction zones (gremlins en masse).
City buildings A city level. This can either contain poison zombies (complete with totems of resurrection) or the devilites living Dilbert-like lives amongst the post-apocalyptic rubble.
Clover. Treasure vaults. There are no monsters here except those durned kleptolisks, and there are tons of coins, treasure boxes galore, minerals, and awesome music that really, really encourages you to get all the loot.
Grave headstone A graveyard level. Lots of zombies in graves, and the ever-annoying, unkillable, and deadly phantons.
Shield Arena levels, consisting of three danger rooms, each spawning more dangerous monsters than the last.
Tower Castle levels. Except kat ghosts.
Grass Grassy levels; either the sky islands (Aurora Isles) or the Jigsaw Valley. Expect slimes, wolvers, and treebeasts against a happy blue sky and green grounds, all trying to kill you.

Elemental themes can be discerned here also, and in more fine-grained level-by-level detail; if you see “shock” or “power”, for instance, expect shock to play a major role. Fire and ice are pretty obvious.

Gate Map Icon Rows

Each row of icons represents different possibilities for each level in a dungeon. You see, the clockworks are a fickle place, so there’s a regular rotation or outright lottery of which level you’ll encounter next.

When you see “<” and “>” symbols between icons in a row, this means that these are possible configurations for that level, and you’ll be able to see them ahead of time on the console monitor of each elevator on each level; here’s an example in the party lobby (ignore the monitors on the side; the central monitor is the one I’m talking about here):

In the case of “<” and “>” you can even wait by the elevator for the destination level to change. I like to use this to avoid arenas while soloing, because I can never get the hang of soloing a Trojan, even though I did it once (and only with the help of a temporary pet Mechaknight).

However, if you see “?” symbols between icons in a row, you won’t be able to see what level you’ll get next. Typically the lottery includes a treasure vault level, a graveyard, and one or more arenas or normal levels.

Reading Gate Maps While In the Dungeon

You can also see the gate map while you’re in the dungeon itself, at any time. This is useful for figuring out which level you’re currently on, and what levels you’ve visited.

To access the gate map, simply click on the main menu, and then select “Gate Map”:

The red line indicates where you’ve been, the path you’ve taken through the dungeon. A red circle indicates your current level. The tan/pink line represents your next level if it’s not part of a “?” row. And just as before, hovering over the icons will tell you the level titles.

And that’s most of what you need to know about gate maps.


13 thoughts on “Spiral Knights: Gate Maps and You

  1. Thanks for the diary – you’ve gotten me interested enough to sign up!
    The game is downloading on the browser right now, see you there :)

    • You’re welcome! I’m glad this information is useful. I know I scratched my head for a while on these matters.

    • Yes, when you’re starting out in the Arcade. On the “Adventure Board” side of the party creation window, you can select which tier you’re going to start out with. So Tier 1 means you begin from Haven; Tier 2 means you begin from Moorcroft Manor; Tier 3 means you begin from Emberlight.

      You can’t skip levels while you’re in the dungeon.

  2. Never notice you could view the Gate maps whilst in dungeons, I’ll take a look tomorrow about that!

  3. If you still can’t get the hang of soloing a Trojan, here are some tips:
    When it raises its sword, run around to the back and spam with your sword(I use a Cutter. LIGHTNINGFAST).
    When he charges, switch to your gun (if you have one at the moment, anyway) and try to land a few shots in his crystal before he turns around. Remember that Trojans are Fiends and can be killed with a Flourish pretty quickly because of their Piercing weakness. Heck, the Crystal Bomb could do a good job. Oh, and…
    Can you add me?
    IGN: Xplad

    • My method of soloing a Trojan is to set a Blast Bomb next to it, then run around in the space of time before the bomb explodes so that its back is to the bomb. KAPLOW! Rinse and repeat. But that’s true, a Trojan is a fiend, so yes, a Flourish to the back should do the job quite nicely.

      But I find that my reflexes are too clumsy to get around him quickly enough to spam him to death with a sword. Thank goodness for bombs!

      • Your blast bomb technique is fascinating. I can’t wait to try it out!

        Up to now, my main strategy involved … a lot of running in circles and flailing, really. It works, but it’s exhausting. Glad to have something new to try.

  4. Thanks you literaly saved me tons of searching for advice like this. Now me and my friends can go kill the snorblox in glomling wilds, my user is johnnjlee and this is what glomling wilds looks like
    ( )
    ( )
    lll Hay look I made a tree =D

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