I've created a reworked Crimson Order T3 area suggestion that I previously suggested, with a little help from this thread: http://forums.spiralknights.com/en/node/29621
The Crimson Order, King Tinkinzar's loyal gremlin knights headquarters have been revealed! The knights must inflitrate this large facility and bring an end to the plans to destroy Haven!
Stratum:
Entrance hall
Crimson Barracks
Crimson Armory
Crimson Lab
Crimson Clash
Each floor of the crimson order will be primarily Gremlin themed, along with constructs. However, a new special rank of gremlins will be in this area only, but will basically be a reskin of tier 3 gremlins. These will be Crimson Order gremlins.
Enemies:
Crimson Thwackers
Crimson Demolition Experts
Crimson Healers
Crimson Mech knights
Crimson Retrodes
Crimson Lumber Sentinels
Crimson Gun Puppies
Crimson Scorchers
Entrance hall is a basic FSC styled gauntlet that involves you dodging various new obstacles. Laser grids will blink on and off in various patterns and will inflict elemental/shock damage on all knights who get caught in a lasers path. A switch maze will also be present, and at the very end of the stage lies a party button. Upon pressing this button, players are faced with 4 waves of gremlins and constructs. The 5th wave however, consists of three gremlins. Two healers, and Crimson Order Member #5. This gremlin will carry a large wrench and act similar to a thwack gremlin, also sporting a shield on his back. He has a spinning attack that will allow him to spin around the room much like royal jelly, however he will be MUCH slower. He can also slam the ground with his wrench to send out a shock-wave that will cause shock. Upon being defeated, players will enter the elevator after opening treasure boxes and proceed to the armory.
In the armory, laser grids and another new trap will greet players. A flamethrower trap will spray flames and spin within certain degrees to set the players on fire, only stopping temporarily to cool down. After running through another party switch and gauntlet, players will step on the last party switch. Another 4 waves of gremlins and constructs will appear, along with flamethrowers on the edges of the arena. The 5th wave consists of one gremlin. Crimson Order Member #4. This gremlin is a gremlin demolition expert, and will rapidly toss bombs around the arena. He will toss cluster bombs into the air that will explode and rain down smaller, instant exploding bombs. He can also place down a mechanical looking Briar Barrage Bomb that will cause pierce damage. Occasionally, he will mislight a bomb, and set himself ablaze in a fiery explosion similar to Vanadukes mask reigniting. Because of this, he will have high fire resistance.
Crimson Labs consists of rocket launchers from Ironclaw, and the other two obstacles from before. In the middle of the level, there will be three branching paths. Each with a party switch, these paths branch off into either a puzzle path, battle path, or obstacle course. After reaching the end of the labratory, once again another party switch is pressed and 5 waves of gremlins and constructs come out this time. The 6th wave consists of Crimson Order Member #3 and will also add in 4 gremlin spawners that will spawn a maximum of 3 gremlins at a fast rate. #3 is the most skillful healer of the Crimson Order, being able to heal multiple allies with a single swing of his wrench wand. He can also encase other gremlins in mini-shields that will absorb all damage until they burst. #3 can heal himself, but only three times total during the battle. He can also fire a massive spreadshot out of his wand.
Finally, Crimson Clash pits players up against the captain of the Crimson Order, the #1 ranking member. He will wield the signature Pulsar and Catalyzer during this fight, and wield a shield on his back. He can fire Pulsar shots in clips of three, which travel slightly slower then regular pulsar shots, but have a slightly large explosion. These will cause elemental/shock. The Catalyzer will fire out instantly charged shots that will travel a short distance and linger in the air for half a minute before disappearing. The captain can detonate them all at once, or one randomly at a time as long as they do not fade. The explosions from these shots cause shadow/poison damage. After losing half of his health, he will dash back to his small command chair and place a forcefield around himself. He will then heal himself back to full health, and send out all three of the other members. While you are fighting the other members, he will simply observe until they are defeated. He will do this two more times during the fight, each time he reappears thwack gremlins will also appear. On the last heal, Crimson Order Member #2 will appear, and will sport attacks like a scorcher gremlin. He will fire branching streams of flames, and his spreadshot will consist of more bullets. He will also have an orbiting fireball much like vanadukes around him.
Finally, after being defeated, he will attempt to charge up his Pulsar, only to have it explode in his face and destroy him. Finally, knights will be able to claim their rewards and proceed to the core!
At this point, it's up to three rings to decide what kind of rewards you get from the tokens.
Just a friendly bump.