- Poisoned Ground
- A group of toxic mutated slimes have infested a water distribution facility within the Aurora Isles and are now spreading sludge throughout the Clockworks. Stop them now!
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- Mission Lobby
- Same as the mission lobby for Operation Crimson Hammer.
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- Not So Gentle Giants
- Fight your way to the entrance of the Plant
- The first portion of this level is Aurora Isle themed, similar to the jelly fams, but halfway through, there is a clockwork tunnel themed building which is the entrance to the plant. The outside is populated with normal jellys, and Jelly green giants and minis near the entrance. Inside the facility there are toxigels, and assorted constructs. The final arena room before the elevator has green giants and toxilargos.
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- Stopping the Spill
- the upper levels of the facility have sprung leaks, spilling sludge in the way of the elevator.
- Clockwork Tunnel themed, feeling of being inside because there are no holes through which to see the Clockworks below, like OCH. First level to introduce seeps. There are three pipes throughout the level that are leaking sludge. The knights need to “interact” with the pipes to stop the leaks. each pipe room has many seep spawners that need to be deactivated before a gate before the pipe is lowered. The whole level is full of toxigels, green minis, slimes, seeps, and one toxilargo at each pipe.
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- Closing the Floodgates
- The knights need to turn off the outlet valves that are pumping the toxic sludge into the clockworks.
- 2 switches that need to be hit, each one before a small arena room. One large arena room before the elevator, first room to introduce conglomerates. Many toxilargos.
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- Drainage
- Sludge production has stopped but the sludge colony is sealed under the reservoir of toxic slime. Empty it into the backup chambers!
- The level is located around the extremely large main reservoir. There are 3 switches at the top and sides that need to be hit, each one draining some of the sludge into a smaller backup tank. Insert appropriate amounts of fighting wherever necessary. The down elevator is located at the top edge of the main reservoir, going to the bottom.
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- Seep Showdown
- The boss battle
- The elevator lets out at the bottom of the reservoir. The arena is a large rectangular arena, with the entire floor that is a grate. After stepping on the party button, the button disappears and is replaced by more grate. A sea of sludge (the boss) is visible under the grate.
- Sludge Colony
- Touching the sludge whenever it is above the grate will cause damage, however all exposed parts of the sludge can be attacked. All damage from the sludge is split ele pierce with a chance to poison(giving a use to the drake scale line). It is weak to shadow and strong against pierce.
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- Phase 1
- When not attacking, the sludge stays under the grate. after a certain amount of damage, the sludge moves on to phase 2
- Side Wave-The Sludge swells under the grate, bursts up, and sweeps along the grate, then goes back under
- Slam-The Sludge rises up as a large, polyp shaped blob with two appendages,and slams the ground repeatedly, each it spawning seeps. After a few slams, the sludge returns back down.
- Burst-The sludge forms under the grate, charges for a few seconds, then launches into the air. anything caught on the way up or down takes massive damage.
- Phase 2
- The sludge rises up in a giant lichen shaped blob and starts moving along the surface of the grate
- Attacks
- Spawn-The sludge shakes side to side, sending blob of sludge flying. When they hit the ground, the form into seeps.
- Smash-The sludge forms tall, then topples down (same timing and mechanic as vanas basic mace swing).
- Phase 3
- Similar to stage 1 but with additional attacks
- Attacks
- Crush-The Sludge forms a circular wall around the target knight and slowly closes in. To escape, the knight must hit a marked “weak spot” on the sludge wall.
- Rain-The sludge slams against the upper and side walls, sending globs of sludge into the air which fall down like the falling ceiling in Vana except seeps are spawned instead of shadow fire.
- Mist-Two sludge “pillars” rise up and start releasing toxilargo mist in a larger and larger radius. They can rise up during any other attack and will lower after taking a certain amount of damage. Each pillar is independent of the other and can move around slowly.
- Phase 4
- Similar to stage 2 but the sludge can use Mist
- Stage 5
- Same as stage 3 but 4 mist pillars can rise up at once. The sludge “dies” after stage 5.
- New Enemies
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- Seeps
- Seeps can spawn from “spawners” that look like poison vents except instead of releasing poison, they spawn a seep. Continuously spewing poison gas like a normal poison vent can be disabled by hitting a valve in the middle. Similar to gremlin bunkers in OCH.
- Seeps are slimes that look like extremely watered down jellys. Tinted green. The same as t1 lichens except they have a special attack like the zombies nom nom attack where they surround the target knight and start doing damage at regular intervals. Seeps deal split pierce and elemental with a chance to poison.
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- Conglomerates
- A horrible fused mess of different jellies. Takes the appearance of a large disfigured lichen, mainly light green with splotches of different color. Contains the cores of toxigels, quicksilvers, oilers(see the shock and fire polyps), as well as normal lichens. It also contains 6 volatile "blast cube cores"(explained later). It has different themed spikes strewn across it's surface and some buried inside of it. Each type of spike is located in the close proximity of it's respectively colored slime.
- Spawns from large sewer pipe/grates in the wall. One in the last two rounds of the final arena room in D26. Two for in the final round of the last room of D27.
- Can absorb seeps for small amounts of health similar to the Royal Jelly.
- Has two to three times the health of a giant lichen colony.
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- Attacks:
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- Splatter: The conglomerate shakes and spins side to side, sending blobs of different colored slime everywhere! Wherever a blob lands, it spawns a lichen/slime of the appropriate type, depending on what color the blob was. These spawned slimes do not drop anything.
No damage, no status.
- Splatter: The conglomerate shakes and spins side to side, sending blobs of different colored slime everywhere! Wherever a blob lands, it spawns a lichen/slime of the appropriate type, depending on what color the blob was. These spawned slimes do not drop anything.
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- Detonate: When the conglomerate reaches 2/3 health, 1/3 health, and death, two of it's blast cube cores will fall out and detonate like a ultra blast cube, releasing exploding blobs. Once the conglomerate reaches these "stages", it cannot be healed past that amount of health.
Normal damage, chance for weak poison.
- Detonate: When the conglomerate reaches 2/3 health, 1/3 health, and death, two of it's blast cube cores will fall out and detonate like a ultra blast cube, releasing exploding blobs. Once the conglomerate reaches these "stages", it cannot be healed past that amount of health.
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- Charge Smash: Quicksilver themed portions of the conglomerate become electrified and move towards the "front" of the conglomerate. After a brief charging animation, the charged parts rise up and slam down on the targeted area, similar to a Trojan slam. Afterwards, the quicksilver splotches redistribute themselves.
Elemental damage, chance for strong shock and weak poison.
- Charge Smash: Quicksilver themed portions of the conglomerate become electrified and move towards the "front" of the conglomerate. After a brief charging animation, the charged parts rise up and slam down on the targeted area, similar to a Trojan slam. Afterwards, the quicksilver splotches redistribute themselves.
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- Ignite: The oil splotches of the conglomerate ignite. The conglomerate then spins, sending oil in all directions. Oil puddles can be ignited on contact with the lit conglomerate. After a few seconds, the conglomerate extinguishes it's self.
Only the spin does damage. Elemental with chance for weak fire and poison.
- Ignite: The oil splotches of the conglomerate ignite. The conglomerate then spins, sending oil in all directions. Oil puddles can be ignited on contact with the lit conglomerate. After a few seconds, the conglomerate extinguishes it's self.
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- Engulf: The conglomerate attempts to surround the knight. To stop it or to escape, the knight must deal enough damage. If a knight is engulfed, he will take constant damage.
Split normal pierce damage. Chance for strong poison.
- Engulf: The conglomerate attempts to surround the knight. To stop it or to escape, the knight must deal enough damage. If a knight is engulfed, he will take constant damage.
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- Smash: The normal attack of your common, everyday lichen.
Normal damage. Chance for weak poison.
- Smash: The normal attack of your common, everyday lichen.
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If it is a t3 boss, tokens are called Seep Sap, flavor text: A sample of slime, taken from the processing plant
If it is a expansion, 1*, 3* and 5* are called Seep Sap, Concentrated Seep Sap, and Hazzardous Seep Sap, respectively.