Post by Bloodmancer on Sept 20, 2015 9:04:28 GMT -5
Battlefields:
Here's a Random Number Generator you can use to select a stage
Here's a Random Number Generator you can use to select a stage
Name: Final Destination [1]
Size: Duel
Description: A small simple platform that mysteriously seems to float across landscapes and celestial bodies, or teleport between places in long distances, taking whatever is fighting on it or around it with it.
Stage Hazards:
1. For Glory: No Artifacts, Mercenaries only, Final Destination
Music:
Final Destination (Original)-
Final Destination (Melee)-
Final Destination (Brawl)-
Final Destination (for WiiU/3DS)-
Super Smash Bros Melee Version 2 -
Size: Duel
Description: A small simple platform that mysteriously seems to float across landscapes and celestial bodies, or teleport between places in long distances, taking whatever is fighting on it or around it with it.
Stage Hazards:
1. For Glory: No Artifacts, Mercenaries only, Final Destination
Music:
Final Destination (Original)-
Final Destination (Melee)-
Final Destination (Brawl)-
Final Destination (for WiiU/3DS)-
Super Smash Bros Melee Version 2 -
Name: Forum Pub [2]
Size: Duel
Description: A small quaint pub that's in The Forum stocked with every alcohol and shitty appetizer known, in The Land of the Greater Beings, since bars and drunkenness have a long history.
Stage Hazards:
1. Audience Participation- Whoever is watching in the bar may send an attack out or spew an insult or throw somebody an item randomly, depending on who is in the bar at the time.
2. Greater Furniture- There's a myriad of furniture and bar stools or pool cues or lit cigarettes or whatever to be used against your foe, just be careful they don't use them against you first.
Music:
The Mountain Dew-
All For Me Grog-
Come Out And Fight-
Bugger Off-
Land Ho-
Salty Dog-
Bottoms Up-
Brothel Royale-
Nord Mead-
Lemonade Drinking Contest-
Size: Duel
Description: A small quaint pub that's in The Forum stocked with every alcohol and shitty appetizer known, in The Land of the Greater Beings, since bars and drunkenness have a long history.
Stage Hazards:
1. Audience Participation- Whoever is watching in the bar may send an attack out or spew an insult or throw somebody an item randomly, depending on who is in the bar at the time.
2. Greater Furniture- There's a myriad of furniture and bar stools or pool cues or lit cigarettes or whatever to be used against your foe, just be careful they don't use them against you first.
Music:
The Mountain Dew-
All For Me Grog-
Come Out And Fight-
Bugger Off-
Land Ho-
Salty Dog-
Bottoms Up-
Brothel Royale-
Nord Mead-
Lemonade Drinking Contest-
Name: Abandoned Ship [3]
Size: Small
Description: Cliffs surrounding a cargo ship that got wrecked on the rocks below. The ship has been there for a while and is slowly being consumed by the sea. Inside the ship are cargo crates with various tools and supplies. People seem to treat the ship as little more than a tourist attraction, and battles tend to run rampant regardless of our challengers appearance.
Stage Hazards:
1. High-Tide: The water level in the ship tends to fluctuate over the course of the battle, and as such will raise or lower over time. So, try not to go to far down into the ship unless you either have gills or a quick escape route.
2. Wild Pokemon: Damn things found their way here too. If you're unlucky, some stray creature will meander its way on deck and proceed to make things miserable for you. Most wild mons are fairly easy to dispatch, but you may catch the stray Tentacruel or Gyarados here or there...
Music:
Dragon Roost Island-
Wind Waker Ghost Ship-
Song of Storms-
RSE Trainer Battle-
Ancient Storm-
Size: Small
Description: Cliffs surrounding a cargo ship that got wrecked on the rocks below. The ship has been there for a while and is slowly being consumed by the sea. Inside the ship are cargo crates with various tools and supplies. People seem to treat the ship as little more than a tourist attraction, and battles tend to run rampant regardless of our challengers appearance.
Stage Hazards:
1. High-Tide: The water level in the ship tends to fluctuate over the course of the battle, and as such will raise or lower over time. So, try not to go to far down into the ship unless you either have gills or a quick escape route.
2. Wild Pokemon: Damn things found their way here too. If you're unlucky, some stray creature will meander its way on deck and proceed to make things miserable for you. Most wild mons are fairly easy to dispatch, but you may catch the stray Tentacruel or Gyarados here or there...
Music:
Dragon Roost Island-
Wind Waker Ghost Ship-
Song of Storms-
RSE Trainer Battle-
Ancient Storm-
Name: Blood Knot [4]
Size: Small
Description: A three way canyon with soil that is stained maroon from the spilled blood of a thousand battles. Mt. Rugged overlooks the battlefield from the South, towering over and blocking the sun except for at dawn and sunset. Dead decaying bodies and ruins litter the East and West sides that can be looted for weapons, along with ancient bones. No plant life grows here, or may ever grow again. Trying to leave the canyon just seems to make it stretch on forever endlessly until the fight is done.
Stage Hazards:
1. Hopeless Air- The air in Blood Knot is imbued with the shattered hopes and dreams of thousands of common soldiers that weren't even sure what they were fighting for. Breathing in this air slowly depresses and demoralizes those who fight there, slowing their movements and reaction times.
2. Malicious Spirits- It is said that occasionally spirits from the Forever Forest venture into Blood Knot and play tricks on the feeble, foolish living. Don't be surprised if you temporarily lose the Item you needed to save yourself, or your cloudy mind prevents you from doing an ability for a few minutes.
Music:
March to Doom-
Fear of the Future-
The Empty World-
Plainwalker-
Early Winter-
Apocalypse-
Size: Small
Description: A three way canyon with soil that is stained maroon from the spilled blood of a thousand battles. Mt. Rugged overlooks the battlefield from the South, towering over and blocking the sun except for at dawn and sunset. Dead decaying bodies and ruins litter the East and West sides that can be looted for weapons, along with ancient bones. No plant life grows here, or may ever grow again. Trying to leave the canyon just seems to make it stretch on forever endlessly until the fight is done.
Stage Hazards:
1. Hopeless Air- The air in Blood Knot is imbued with the shattered hopes and dreams of thousands of common soldiers that weren't even sure what they were fighting for. Breathing in this air slowly depresses and demoralizes those who fight there, slowing their movements and reaction times.
2. Malicious Spirits- It is said that occasionally spirits from the Forever Forest venture into Blood Knot and play tricks on the feeble, foolish living. Don't be surprised if you temporarily lose the Item you needed to save yourself, or your cloudy mind prevents you from doing an ability for a few minutes.
Music:
March to Doom-
Fear of the Future-
The Empty World-
Plainwalker-
Early Winter-
Apocalypse-
Name: Flooded Forest [5]
Size: Medium
Description: A large marshland filled with gray waters, mists, and gnarled trees. Lots of mud and roots creeping out of the ground, with the marsh having several inhabitants, ranging from aquatic bottom feeders to to large predatory cats to everything in between. Stone circles and odd ruins can be seen both in and out of the water.
Stage Hazards:
1. Beasts- Plenty o beasties in these parts, and they all want to take a bite out of you. General rule of thumb: the bigger they are, the bigger the bite they take, so make sure you get away from the big ones unless you want a whole mess of trouble.
2. Unknown Water Levels- The forest is generally covered to foot level in water, but there are certain sections that are much deeper than others. These sections are not immediately noticeable, and as such it's easy to lose your footing and fall into the flooded depths below.
3. Fog- The forest occasionally has a thick fog blow in, which drops visibility to a very, very low level.
Music:
Signs of Life-
Flooded Forest Battle-
Nargacuga Theme (MH3U)-
The Eternal Forest-
Allure of Darkness-
Size: Medium
Description: A large marshland filled with gray waters, mists, and gnarled trees. Lots of mud and roots creeping out of the ground, with the marsh having several inhabitants, ranging from aquatic bottom feeders to to large predatory cats to everything in between. Stone circles and odd ruins can be seen both in and out of the water.
Stage Hazards:
1. Beasts- Plenty o beasties in these parts, and they all want to take a bite out of you. General rule of thumb: the bigger they are, the bigger the bite they take, so make sure you get away from the big ones unless you want a whole mess of trouble.
2. Unknown Water Levels- The forest is generally covered to foot level in water, but there are certain sections that are much deeper than others. These sections are not immediately noticeable, and as such it's easy to lose your footing and fall into the flooded depths below.
3. Fog- The forest occasionally has a thick fog blow in, which drops visibility to a very, very low level.
Music:
Signs of Life-
Flooded Forest Battle-
Nargacuga Theme (MH3U)-
The Eternal Forest-
Allure of Darkness-
Name: Frantic Factory [6]
Size: Medium
Description: A giant Kremling controlled toy factory. Steam bursts from the pipes near constantly and practically everything was not designed with safety in mind. Lots of machinery and products to hide behind, with flickering lights and ambient groaning machine noises characterizing the atmosphere.
Stage Hazards:
1. Disrepair- If you aren't careful, some of the hanging pipes, cranes, or walls may come falling down on you if you stand or put weight on them.
2. Toys- We should probably mention most of the toys are alive, and have an intense hatred for you pesky oxygen breathers.
3. Refining Ovens- The superheating ovens for melting down iron or other metals can be turned on again if needed and not damaged. Other machinery may be hacked or repurposed as well, such as conveyor belts, pumps, and valves.
Music:
Frantic Factory Theme-
Hideout-
Mad Jack-
Elusive-
Size: Medium
Description: A giant Kremling controlled toy factory. Steam bursts from the pipes near constantly and practically everything was not designed with safety in mind. Lots of machinery and products to hide behind, with flickering lights and ambient groaning machine noises characterizing the atmosphere.
Stage Hazards:
1. Disrepair- If you aren't careful, some of the hanging pipes, cranes, or walls may come falling down on you if you stand or put weight on them.
2. Toys- We should probably mention most of the toys are alive, and have an intense hatred for you pesky oxygen breathers.
3. Refining Ovens- The superheating ovens for melting down iron or other metals can be turned on again if needed and not damaged. Other machinery may be hacked or repurposed as well, such as conveyor belts, pumps, and valves.
Music:
Frantic Factory Theme-
Hideout-
Mad Jack-
Elusive-
Name: Phendrana Drifts [7]
Size: Large
Description: In the ball-bitingly cold expanse of Phendrana, there are huge snow and ice-covered mountain ranges and spires. Caves and tunnels wind beneath the glaciers and peaks, popping out at random intervals. On the other side of the mountains is a huge city built deep into the foundation rock composed entirely of non-Euclidean geometry, grooves, and statues of alien creatures.
Stage Hazards:
1. It's Fucking Cold- If you aren't packed for the chill, prepare to experience lowered agility and perception from the shivering on your ass. Some electronics or weapons/items may partly freeze.
2. Crack in the Ice- Don't do anything to violent to the ice if you're standing on it, unless you fancy falling through it and getting trapped in the frigid waters below.
3. Avalanche- Too much shaking or vibrations may cause torrents of ice and snow to tumble down on you.
4. Impalement- If you aren't paying attention near the spires or in the caves, you may find yourself impaled on the stalactites or rocks. They're fucking sharp.
Music:
Phendrana Drifts-
Phendrana Drifts (Depths)-
Over Shiver Mountain-
Crystal Palace Crawl-
Freeze!-
Size: Large
Description: In the ball-bitingly cold expanse of Phendrana, there are huge snow and ice-covered mountain ranges and spires. Caves and tunnels wind beneath the glaciers and peaks, popping out at random intervals. On the other side of the mountains is a huge city built deep into the foundation rock composed entirely of non-Euclidean geometry, grooves, and statues of alien creatures.
Stage Hazards:
1. It's Fucking Cold- If you aren't packed for the chill, prepare to experience lowered agility and perception from the shivering on your ass. Some electronics or weapons/items may partly freeze.
2. Crack in the Ice- Don't do anything to violent to the ice if you're standing on it, unless you fancy falling through it and getting trapped in the frigid waters below.
3. Avalanche- Too much shaking or vibrations may cause torrents of ice and snow to tumble down on you.
4. Impalement- If you aren't paying attention near the spires or in the caves, you may find yourself impaled on the stalactites or rocks. They're fucking sharp.
Music:
Phendrana Drifts-
Phendrana Drifts (Depths)-
Over Shiver Mountain-
Crystal Palace Crawl-
Freeze!-
Name: Sanctuary Fortress [8]
Size: Large
Description: Formerly the home base of a race of creatures known as the Luminoth, this huge fort was once a bastion of power for a now forgotten empire. It's full of traps and winding hallways, not to mention with a giant mechanical army stashed all across the corridors, so when fighting here, watch out. It's full to the brim with all sorts of machinery and futuristic tech; pathways made of light, magnetic rails, laser cannons, you name it, it's probably here.
Stage Hazards:
1. Machine Army- An army of robots wielding lasers, giant club hands, and other sorts of schizo-futuristic tech guard the fortress and may ambush or interfere with fights. They're infinitely respawning.
2. Traps- Whether they're swinging laserblades, laser grids, or the ever classic falling rock trap, anything you can think of might randomly be sprung at you.
3. Dark Aether- At the center of the castle is a portal to another realm inhospitable to most everyone; getting near will afflict you with a random status ailment for an update.
4. Quadraxis- A VERY large quadropod mech creature loaded with lasers and missiles and all the good stuff patrols the larger parts of the fortress. If the fortress suffers enough damage, it'll be pissed at everybody foreign and start attacking them relentlessly. When he dies, he'll respawn in an update and a half. His strength is mod discretion.
5. Heat-Seeking Turrets- Turrets line certain parts of the fortress that will relentlessly gun down anything that gets in it's sight, even if it's invisible.
Music:
SkyTown-
Sanctuary Fortress-
Fire Emblem Music (Melee)-
Power Hungry Fool-
Vs Dark Samus-
Quadraxis-
Hyrule Castle (A Link to the Past)-
Size: Large
Description: Formerly the home base of a race of creatures known as the Luminoth, this huge fort was once a bastion of power for a now forgotten empire. It's full of traps and winding hallways, not to mention with a giant mechanical army stashed all across the corridors, so when fighting here, watch out. It's full to the brim with all sorts of machinery and futuristic tech; pathways made of light, magnetic rails, laser cannons, you name it, it's probably here.
Stage Hazards:
1. Machine Army- An army of robots wielding lasers, giant club hands, and other sorts of schizo-futuristic tech guard the fortress and may ambush or interfere with fights. They're infinitely respawning.
2. Traps- Whether they're swinging laserblades, laser grids, or the ever classic falling rock trap, anything you can think of might randomly be sprung at you.
3. Dark Aether- At the center of the castle is a portal to another realm inhospitable to most everyone; getting near will afflict you with a random status ailment for an update.
4. Quadraxis- A VERY large quadropod mech creature loaded with lasers and missiles and all the good stuff patrols the larger parts of the fortress. If the fortress suffers enough damage, it'll be pissed at everybody foreign and start attacking them relentlessly. When he dies, he'll respawn in an update and a half. His strength is mod discretion.
5. Heat-Seeking Turrets- Turrets line certain parts of the fortress that will relentlessly gun down anything that gets in it's sight, even if it's invisible.
Music:
SkyTown-
Sanctuary Fortress-
Fire Emblem Music (Melee)-
Power Hungry Fool-
Vs Dark Samus-
Quadraxis-
Hyrule Castle (A Link to the Past)-
Name:Pipe Nightmare (SCP-015)[9]
Name: Medium
A large, concrete building filled to the brim with endless stretches of pipe and various industrial machinery. Over time, the pipes have shaped themselves in such a way to create a variety of fighting spaces, from confined rooms to large arenas. Pipes are made of various thickness, strength, and materials, nothing is of limits. The air is stale within the Nightmare and not a sound exists except for the seemingly endless echoes of your each and every move.
Hazards:
Darkness of the Nightmare: Little natural light exists within the Nightmare except for a curious luminescence that seems to follow this who fight within it.
Pipes of Punishment: In addition to being made of a random material, the pipes are filled with a random substance. Break one open and you could find yourself getting sprayed with chlorine, mace, or maybe even tree sap.
Shifting Pipes: The pipes have a habit of moving when they're not being watched...
Music:
Ruin Sentinels
Memory of the Waters
Name: Medium
A large, concrete building filled to the brim with endless stretches of pipe and various industrial machinery. Over time, the pipes have shaped themselves in such a way to create a variety of fighting spaces, from confined rooms to large arenas. Pipes are made of various thickness, strength, and materials, nothing is of limits. The air is stale within the Nightmare and not a sound exists except for the seemingly endless echoes of your each and every move.
Hazards:
Darkness of the Nightmare: Little natural light exists within the Nightmare except for a curious luminescence that seems to follow this who fight within it.
Pipes of Punishment: In addition to being made of a random material, the pipes are filled with a random substance. Break one open and you could find yourself getting sprayed with chlorine, mace, or maybe even tree sap.
Shifting Pipes: The pipes have a habit of moving when they're not being watched...
Music:
Ruin Sentinels
Memory of the Waters
Name: Lost Izalith [10]
Size: Large
Lost Izalith is the remains of what once was a great city. After a failed attempt to recreate fire, the cavern the city was in filled with lava and demons. All the remains now are islands scattered around the sea of lava, connected by a narrow trails and bridges. In the center lies a single, large fort that is slowly crumbling away.
Hazards:
Lava Everywhere: There is more lava than land here so you really have to make sure you have your shoelaces tied.
Hot: Of course its hot around lava, fighters become more fatigued easily and metallic objects may become hot to the touch.
Toll of Time: The fort in the center is who-knows-how-long old. Pieces of floor can collapse with little pressure and entire walls can be knocker over. If it exists in the fort, you can probably put a hole in it.
Geysers: Occasionally the lava will become a little uneasy and spit itself up. The geysers can be small enough to just cause an annoyance but some are big enough to cover and island for a bit.
Music:
Fire Dance
Iron King
Size: Large
Lost Izalith is the remains of what once was a great city. After a failed attempt to recreate fire, the cavern the city was in filled with lava and demons. All the remains now are islands scattered around the sea of lava, connected by a narrow trails and bridges. In the center lies a single, large fort that is slowly crumbling away.
Hazards:
Lava Everywhere: There is more lava than land here so you really have to make sure you have your shoelaces tied.
Hot: Of course its hot around lava, fighters become more fatigued easily and metallic objects may become hot to the touch.
Toll of Time: The fort in the center is who-knows-how-long old. Pieces of floor can collapse with little pressure and entire walls can be knocker over. If it exists in the fort, you can probably put a hole in it.
Geysers: Occasionally the lava will become a little uneasy and spit itself up. The geysers can be small enough to just cause an annoyance but some are big enough to cover and island for a bit.
Music:
Fire Dance
Iron King
Name: Mexican Mission [11]
Size: Small
Description: It's a mission, that may or may not be in Mexico. The battlefield is divided into two parts, the mission itself and the courtyard outside. The courtyard has a few small houses placed in it that were used as cover in a battle fought here long ago. The hot sun somehow shines down on the exterior 24/7, in contrast to the dark hallways inside the building.
The mission is divided into three floors, the ground floor, upper level, and the cellar. The interior hallways are only dimly lit from scant torches and whatever light leaks in from outside. The hallways are tight and narrow. The upper level is mostly exposed to the sun, and it is from here you can access the bell hanging in front of the mission. The ground floor is connected to the courtyard. The upper level can also be accessed from the courtyard and vice versa through the slot on top of the mission where the bell hangs from.
Stage Hazards:
None
Music:
Mexican Mission -
Wild West -
Training Ground -
Size: Small
Description: It's a mission, that may or may not be in Mexico. The battlefield is divided into two parts, the mission itself and the courtyard outside. The courtyard has a few small houses placed in it that were used as cover in a battle fought here long ago. The hot sun somehow shines down on the exterior 24/7, in contrast to the dark hallways inside the building.
The mission is divided into three floors, the ground floor, upper level, and the cellar. The interior hallways are only dimly lit from scant torches and whatever light leaks in from outside. The hallways are tight and narrow. The upper level is mostly exposed to the sun, and it is from here you can access the bell hanging in front of the mission. The ground floor is connected to the courtyard. The upper level can also be accessed from the courtyard and vice versa through the slot on top of the mission where the bell hangs from.
Stage Hazards:
None
Music:
Mexican Mission -
Wild West -
Training Ground -
Name:Blood Gulch [12]
Size: Medium
Description: Blood Gulch is simply a box canyon in the middle of nowhere with two bases plopped on opposite ends. The closer base in the image is the Blue Base, and the one in the back is Red Base. The rest of the canyon is a no man's land, an open field plastered with hills and ditches. Ledges loom on both sides that serve as paths to the opposite bases. The one near Blue Base goes through the canyon, providing hard cover for the assaulting Red Team. The one near Red Base forsakes cover for a perfect viewpoint to be utilized by the assaulting Blue Team. Due to the adversarial nature of the Blood Gulch, dueling Mercenaries will start the battle in each of the opposing bases.
It's worth noting that the roof of each base has a teleporter that teleports the user smack dab in the middle of the the canyon.
Stage Hazards:
1. Scorpion Tanks - A single Scorpion tank is parked at each base for use by a fighter in whichever way they please. Or they can just be ignored. But each Scorpion tank is armed with a powerful cannon that can be fired every few seconds as well as a turret operated by an exposed gunner. Both weapons have infinite ammo and are incapable of overheating. The tank itself is also pretty durable and can handle most types of terrain pretty well. It's even possible to drive one up the side of the canyon if you really put some effort into it. I'm not kidding. Of course, once the tank is destroyed it won't respawn, so use it wisely.
Music:
Blood Gulch Blues -
Size: Medium
Description: Blood Gulch is simply a box canyon in the middle of nowhere with two bases plopped on opposite ends. The closer base in the image is the Blue Base, and the one in the back is Red Base. The rest of the canyon is a no man's land, an open field plastered with hills and ditches. Ledges loom on both sides that serve as paths to the opposite bases. The one near Blue Base goes through the canyon, providing hard cover for the assaulting Red Team. The one near Red Base forsakes cover for a perfect viewpoint to be utilized by the assaulting Blue Team. Due to the adversarial nature of the Blood Gulch, dueling Mercenaries will start the battle in each of the opposing bases.
It's worth noting that the roof of each base has a teleporter that teleports the user smack dab in the middle of the the canyon.
Stage Hazards:
1. Scorpion Tanks - A single Scorpion tank is parked at each base for use by a fighter in whichever way they please. Or they can just be ignored. But each Scorpion tank is armed with a powerful cannon that can be fired every few seconds as well as a turret operated by an exposed gunner. Both weapons have infinite ammo and are incapable of overheating. The tank itself is also pretty durable and can handle most types of terrain pretty well. It's even possible to drive one up the side of the canyon if you really put some effort into it. I'm not kidding. Of course, once the tank is destroyed it won't respawn, so use it wisely.
Music:
Blood Gulch Blues -
Name: Vault 77 [13]
Size: Medium
Description: The former home of The Vault Boy Legion is a convoluted series of tight corridors, choke points, and maze-like rooms and hallways extending deep underground beneath a mountain range. It has five areas in total, from exterior to most interior-
-The Vault Tunnel; a dark path from the mountain's exterior wooden door to the main Vault Door.
-The Vestibule; a small receiving security area just inside the Door. A non-functional elevator is here.
-The Atrium; a huge, multi-leveled, multi-storied complex that has a rectangular courtyard in the middle. Contains game tables, a cafeteria, and other entertainment amenities.
-Residential Area; hundreds of apartments, living quarters, and the Vault hospital.
-Utilities; the lowest level that contains a nuclear power generator, water purifier, food replicator, and life support system.
Be careful, the corridors like to shift around on their own, and many look similar. Don't get lost....
Stage Hazards:
1. The Vault Door- The huge main cog-shaped blast door is the only direct way out of the Vault, and can be controlled from The Overseer's office terminal, potentially trapping a quarry inside if they can't punch through on their own. Normally open.
2. The Puppet Curse- The old puppet crate has infected the air inside the Vault, causing those who are exposed to it too long to hallucinate visions of puppets, hear psychotic voices, become paranoid, and act strangely. It gets progressively worse, but can be stopped by destroying the crate... If you can find it as it shifts around the interior and disguises itself.
3. Radiation- Just like the interior of the Vault, the exterior air is afflicted with radiation leftover from the bombs of The Great War. Being outside the Vault will slowly cause combatants' health to be drained.
Music:
Vault of the Future-
Flame of the Ancient World-
Underground Troubles-
Industrial Junk-
Take It Back!-
Battle Music 1-
Battle Music 2-
Battle Music 3-
Desert Wind (Exterior Theme)-
War Never Changes-
Size: Medium
Description: The former home of The Vault Boy Legion is a convoluted series of tight corridors, choke points, and maze-like rooms and hallways extending deep underground beneath a mountain range. It has five areas in total, from exterior to most interior-
-The Vault Tunnel; a dark path from the mountain's exterior wooden door to the main Vault Door.
-The Vestibule; a small receiving security area just inside the Door. A non-functional elevator is here.
-The Atrium; a huge, multi-leveled, multi-storied complex that has a rectangular courtyard in the middle. Contains game tables, a cafeteria, and other entertainment amenities.
-Residential Area; hundreds of apartments, living quarters, and the Vault hospital.
-Utilities; the lowest level that contains a nuclear power generator, water purifier, food replicator, and life support system.
Be careful, the corridors like to shift around on their own, and many look similar. Don't get lost....
Stage Hazards:
1. The Vault Door- The huge main cog-shaped blast door is the only direct way out of the Vault, and can be controlled from The Overseer's office terminal, potentially trapping a quarry inside if they can't punch through on their own. Normally open.
2. The Puppet Curse- The old puppet crate has infected the air inside the Vault, causing those who are exposed to it too long to hallucinate visions of puppets, hear psychotic voices, become paranoid, and act strangely. It gets progressively worse, but can be stopped by destroying the crate... If you can find it as it shifts around the interior and disguises itself.
3. Radiation- Just like the interior of the Vault, the exterior air is afflicted with radiation leftover from the bombs of The Great War. Being outside the Vault will slowly cause combatants' health to be drained.
Music:
Vault of the Future-
Flame of the Ancient World-
Underground Troubles-
Industrial Junk-
Take It Back!-
Battle Music 1-
Battle Music 2-
Battle Music 3-
Desert Wind (Exterior Theme)-
War Never Changes-
Name: Dry Dry Desert [14]
Size: Large
Description: The hot and harsh desert seems to stretch out forever. It's sandy, it's shitty, and it's filled with cactuses and mummy curses and scorpions. It's a desert what more needs to be said?
Stage Hazards:
Heat: The longer a fight drags on, the more dehydrated the fighters will get. Foes may call a truce just to search for water.
Tweesters: Just when you think you've figured out where you are, some dirtbag dirt devil cuts across the landscape, scoops you up, and drops you somewhere else.
Mirages: That oft-used trope, the heat and the sun can play tricks on you. That Dr. Pepper machine in the distance may really be just a Mr. Pibb machine. OoooOOooh!
Oasis: Somewhere out in the Dry Dry Desert is an oasis. It's a dream come true, with fresh water, tasty lemons and limes, and a spot of shade.
Music:
Dry Dry Desert Trek
Mario Kart 8: Dry Dry Desert
Teehee Valley
A Day in Agrabah
Size: Large
Description: The hot and harsh desert seems to stretch out forever. It's sandy, it's shitty, and it's filled with cactuses and mummy curses and scorpions. It's a desert what more needs to be said?
Stage Hazards:
Heat: The longer a fight drags on, the more dehydrated the fighters will get. Foes may call a truce just to search for water.
Tweesters: Just when you think you've figured out where you are, some dirtbag dirt devil cuts across the landscape, scoops you up, and drops you somewhere else.
Mirages: That oft-used trope, the heat and the sun can play tricks on you. That Dr. Pepper machine in the distance may really be just a Mr. Pibb machine. OoooOOooh!
Oasis: Somewhere out in the Dry Dry Desert is an oasis. It's a dream come true, with fresh water, tasty lemons and limes, and a spot of shade.
Music:
Dry Dry Desert Trek
Mario Kart 8: Dry Dry Desert
Teehee Valley
A Day in Agrabah
Name: Nanzhong
Size: Large
Description: Deep in the southern jungles of China, where the humidity sticks your shirts to your back and makes your ass swampier than the real swamps you trudge through, the Nanman Tribes have built their own civilization. The thick jungles disguise every wild danger that hunts you as you trek through the trees or the cleared paths, through ruins and swamps, hidden passageways and primitive villages, and the occasional elephant mud pie.
Stage Hazards:
Poison Swamps: There are many large swamps that not even the bravest warrior should dare to tread in. Simply inhaling the air around these quagmires is enough to blur the senses, so falling in is the last thing you'd want to do. There are bridges over these swamps that will allow you to pass over them, but these primitive designs can only carry so much weight. Anything too heavy will break the bridge and have everything on it sink in.
Untamed Wilderness: Tigers prowl the jungle, hunting for prey to sink their claws into. At any point, packs of the giant cats may ambush you and draw you into battle or just ruin your own ambush. Meanwhile, herds of elephants also gather around. These are War Elephants tamed by the Nanman tribe and if you can hop on one, you can ride it to battle for a showy entrance.
Exploding Pot Traps: From time to time, you might enter a clearing filled with large pots. Do not break them. These are traps set to explode with provocation. Only breaking one won't set off every single explosive in the field, but take care to not trip around them.
Secret Passages: Sometimes by sheer luck, you can find a way to route your enemies by finding one of the Nanman's secret jungle passageways. If you find these paths, then the battle dramatically shifts to your favor as the entire land of Nanzhong lies open for you.
Nanman Tribe: People live here you know. And they're not fans of outsiders. Especially outsiders who break their swamp bridges, beat up their animals, blow up their pots, and mess around in their secret passageways. If you're particularly unlucky, you'll stumble upon the armies of the Nanman, packs of thousands of wild tribesmen armed with spears, bows, tigers, war elephants, and the He is the strength of two heroes and it's all brute strength. Those giant gloves are there to toss outsiders right off his lands, and if he gets hold of you, you are going for a flight on Knuckle Airlines, Fist Class.
Music:
Dynasty Warriors 5: Primitive Power
Sonic Adventure: Mystic Ruin
Civilization V: Shaka War Theme
Monster Hunter: Jungle Battle Theme
Size: Large
Description: Deep in the southern jungles of China, where the humidity sticks your shirts to your back and makes your ass swampier than the real swamps you trudge through, the Nanman Tribes have built their own civilization. The thick jungles disguise every wild danger that hunts you as you trek through the trees or the cleared paths, through ruins and swamps, hidden passageways and primitive villages, and the occasional elephant mud pie.
Stage Hazards:
Poison Swamps: There are many large swamps that not even the bravest warrior should dare to tread in. Simply inhaling the air around these quagmires is enough to blur the senses, so falling in is the last thing you'd want to do. There are bridges over these swamps that will allow you to pass over them, but these primitive designs can only carry so much weight. Anything too heavy will break the bridge and have everything on it sink in.
Untamed Wilderness: Tigers prowl the jungle, hunting for prey to sink their claws into. At any point, packs of the giant cats may ambush you and draw you into battle or just ruin your own ambush. Meanwhile, herds of elephants also gather around. These are War Elephants tamed by the Nanman tribe and if you can hop on one, you can ride it to battle for a showy entrance.
Exploding Pot Traps: From time to time, you might enter a clearing filled with large pots. Do not break them. These are traps set to explode with provocation. Only breaking one won't set off every single explosive in the field, but take care to not trip around them.
Secret Passages: Sometimes by sheer luck, you can find a way to route your enemies by finding one of the Nanman's secret jungle passageways. If you find these paths, then the battle dramatically shifts to your favor as the entire land of Nanzhong lies open for you.
Nanman Tribe: People live here you know. And they're not fans of outsiders. Especially outsiders who break their swamp bridges, beat up their animals, blow up their pots, and mess around in their secret passageways. If you're particularly unlucky, you'll stumble upon the armies of the Nanman, packs of thousands of wild tribesmen armed with spears, bows, tigers, war elephants, and the He is the strength of two heroes and it's all brute strength. Those giant gloves are there to toss outsiders right off his lands, and if he gets hold of you, you are going for a flight on Knuckle Airlines, Fist Class.
Music:
Dynasty Warriors 5: Primitive Power
Sonic Adventure: Mystic Ruin
Civilization V: Shaka War Theme
Monster Hunter: Jungle Battle Theme
Name: The Dreamstalk
Size: Large
Description: Imagine a tall beanstalk, straight out of fairy tales, with enormous leaves and vines wrapped endlessly into the sky. That is the Dreamstalk. Once the last hope of the People of the Sky for a hero to rescue them from Queen Sectonia, now it's just another landmark on Popstar. So might as well duke it out on it, right?
Stage Hazards:
Higher and Higher: Throughout the fight, the Dreamstalk will grow taller and taller into the endless sky. Even if you try to stay still on a low leaf, you'll find that you'll eventually be moved up much higher than you were before.
High Hanging Fruit: The biggest incentive to climbing higher on the Dreamstalk is that your dreams may just come true. You'll find healing items, weapons, goodies, and all kinds of helpful things growing on the higher leaves.
Long Way Down: Falling off the Dreamstalk hurts. If you fall from higher up, it hurts even more. The fight can be ended with one well-timed move if you can knock your foe off the Dreamstalk. It won't kill a Mercenary, but War Machines aren't as durable. Plus, you can instantly end a fight!
Music:
Dreamstalk Miracles
Hypernova All-Stars
Royal Road
Kirby Triple Deluxe: Medium Boss Battle
Before Boss Battle
Boss Battle
Size: Large
Description: Imagine a tall beanstalk, straight out of fairy tales, with enormous leaves and vines wrapped endlessly into the sky. That is the Dreamstalk. Once the last hope of the People of the Sky for a hero to rescue them from Queen Sectonia, now it's just another landmark on Popstar. So might as well duke it out on it, right?
Stage Hazards:
Higher and Higher: Throughout the fight, the Dreamstalk will grow taller and taller into the endless sky. Even if you try to stay still on a low leaf, you'll find that you'll eventually be moved up much higher than you were before.
High Hanging Fruit: The biggest incentive to climbing higher on the Dreamstalk is that your dreams may just come true. You'll find healing items, weapons, goodies, and all kinds of helpful things growing on the higher leaves.
Long Way Down: Falling off the Dreamstalk hurts. If you fall from higher up, it hurts even more. The fight can be ended with one well-timed move if you can knock your foe off the Dreamstalk. It won't kill a Mercenary, but War Machines aren't as durable. Plus, you can instantly end a fight!
Music:
Dreamstalk Miracles
Hypernova All-Stars
Royal Road
Kirby Triple Deluxe: Medium Boss Battle
Before Boss Battle
Boss Battle
Name: Gelato Beach
Size: Large
Description: Sirena Beach is haunted, overrated, and obliterated after that last fight on it, so instead, let's head off to the other beach of Isle Delfino. Gelato Beach is a much shinier, much more active beach filled with locals, sunshine, tropical fruit, and cataquacks. Lots and lots of cataquacks.
Stage Hazards:
Cataquacks: These annoying creatures exist for the sole purpose of flinging you hundreds of feet into the air. Dozens of them litter the beach and killing one causes another to pop up in it's place. Avoid them as best as you can.
Dune Buds: Little purple sprouts litter the beach. Spraying one with water for long enough will cause a large structure made of sand to spontaneously pop out of the beach, sending anyone who was standing on it soaring away. It also creates a new structure for you to mess around with, though considering it's made of sand, it might not last very long.
Ghosts: Some Boos from Sirena moved in after the hotel danced it's way off the island. They'll cause some general mischief and trouble, either through possessing inanimate objects (including your own items or artifacts), going invisible to prank fighters, or spontaneous disco Boo-gie.
Music:
Gelato Beach -
Sunshine Seaside -
Boss Battle -
Try, Try Again -
Summer Scramble -
Boo Night Fever -
Size: Large
Description: Sirena Beach is haunted, overrated, and obliterated after that last fight on it, so instead, let's head off to the other beach of Isle Delfino. Gelato Beach is a much shinier, much more active beach filled with locals, sunshine, tropical fruit, and cataquacks. Lots and lots of cataquacks.
Stage Hazards:
Cataquacks: These annoying creatures exist for the sole purpose of flinging you hundreds of feet into the air. Dozens of them litter the beach and killing one causes another to pop up in it's place. Avoid them as best as you can.
Dune Buds: Little purple sprouts litter the beach. Spraying one with water for long enough will cause a large structure made of sand to spontaneously pop out of the beach, sending anyone who was standing on it soaring away. It also creates a new structure for you to mess around with, though considering it's made of sand, it might not last very long.
Ghosts: Some Boos from Sirena moved in after the hotel danced it's way off the island. They'll cause some general mischief and trouble, either through possessing inanimate objects (including your own items or artifacts), going invisible to prank fighters, or spontaneous disco Boo-gie.
Music:
Gelato Beach -
Sunshine Seaside -
Boss Battle -
Try, Try Again -
Summer Scramble -
Boo Night Fever -
Name: Blackreach
Size: Large
Description: Blackreach is a massive underground cavern underneath Skyrim that once served as a city for the long gone Dwemer race. The most notable features of the cavern are the giant glowing mushrooms spread throughout it. They serve as the only source of light in most of the cavern, except for the Silent City. The Silent City is a small fortress within Blackreach.
Stage Hazards:
Monsters: Blackreach is filled to the brim with deadly, malicious creatures. The weakest and most common are the Falmer, creatures that are sort of like Goblins that wield typical swords and shields and bows. They are usually accompanied by the Chaurus, insects that fire burning acid and have tough exoskeletons from which the Falmer craft their weapons and armor. Frost trolls also roam around Blackreach. They are strong and fast creatures that are weak to fire. Rumor has it that a giant or two may also be somewhere in Blackreach, and they won't hesitate to smash you with their clubs if you get too close.
Vulthuryol: Hanging above the Silent City is a glowing globe. If the globe is attacked, the Dragon Vulthuryol will appear and attack anyone nearby indiscriminately. Vulthuryol has typical abilities of Skyrim Dragons, such as Fire Breath and Frost Breath, in addition to Unrelenting Force. He's tough and a big thorn in your side, so you may want to take him down as soon as possible.
Crimson Nirnroots: While not really a hazard, Crimson Nirnroots do play a role if a Mercenary takes the time to collect them. Crimson Nirnroots are blood red plants that grow near sources of water in Blackreach. They're easily recognizable by the noise they make. If a combatant takes the time to collect 10 of them, they may get a reward for them to use during the battle. But Blackreach is massive, so finding them may not as easy as you'd think.
Music:
Skyrim Cave Theme -
Morrowind Theme -
Wind Waker Cave Music -
Mining Melancholy -
Size: Large
Description: Blackreach is a massive underground cavern underneath Skyrim that once served as a city for the long gone Dwemer race. The most notable features of the cavern are the giant glowing mushrooms spread throughout it. They serve as the only source of light in most of the cavern, except for the Silent City. The Silent City is a small fortress within Blackreach.
Stage Hazards:
Monsters: Blackreach is filled to the brim with deadly, malicious creatures. The weakest and most common are the Falmer, creatures that are sort of like Goblins that wield typical swords and shields and bows. They are usually accompanied by the Chaurus, insects that fire burning acid and have tough exoskeletons from which the Falmer craft their weapons and armor. Frost trolls also roam around Blackreach. They are strong and fast creatures that are weak to fire. Rumor has it that a giant or two may also be somewhere in Blackreach, and they won't hesitate to smash you with their clubs if you get too close.
Vulthuryol: Hanging above the Silent City is a glowing globe. If the globe is attacked, the Dragon Vulthuryol will appear and attack anyone nearby indiscriminately. Vulthuryol has typical abilities of Skyrim Dragons, such as Fire Breath and Frost Breath, in addition to Unrelenting Force. He's tough and a big thorn in your side, so you may want to take him down as soon as possible.
Crimson Nirnroots: While not really a hazard, Crimson Nirnroots do play a role if a Mercenary takes the time to collect them. Crimson Nirnroots are blood red plants that grow near sources of water in Blackreach. They're easily recognizable by the noise they make. If a combatant takes the time to collect 10 of them, they may get a reward for them to use during the battle. But Blackreach is massive, so finding them may not as easy as you'd think.
Music:
Skyrim Cave Theme -
Morrowind Theme -
Wind Waker Cave Music -
Mining Melancholy -
Name: The Glitz Pit
Size: Duel (only big enough to allow both Mercenaries)
Description: Oh yeah! Who's never wanted to be a wrestler? If you just raised your hand get off of this forum. Now then, the world renowned wrestling ring, the Glitz Pit, has been opened up for you Mercenary fellows, and you better be ready to put on a show! Cause in here, it's all about the razzle dazzle! The showsmanship! Pandering to the crowd! All sorts of people from across the world came here to watch YOU, yes, you, fight like a real man, even some of your mercenary buds, so you best bring your A-game or step out of the ring, son.
Stage Hazards:
Audience: This audience wants a show, and you better deliver! If you spend an update doing nothing but running around trying to avoid fighting, the audience will get really upset with you, surge onto the stage, and then grab you and chuck you off the side of Glitzville. Not the Glitz Pit, Glitzville. You'll land in the ocean and by warrant of cartoon physics survive with no damage taken, but your opponent will automatically claim the win, so you better get to fighting if you don't want that to happen.
Music:
Rawk Hawk -
World Circuit -
Mr. Sandman -
King K. Rool Battle -
Feel the Madness -
Size: Duel (only big enough to allow both Mercenaries)
Description: Oh yeah! Who's never wanted to be a wrestler? If you just raised your hand get off of this forum. Now then, the world renowned wrestling ring, the Glitz Pit, has been opened up for you Mercenary fellows, and you better be ready to put on a show! Cause in here, it's all about the razzle dazzle! The showsmanship! Pandering to the crowd! All sorts of people from across the world came here to watch YOU, yes, you, fight like a real man, even some of your mercenary buds, so you best bring your A-game or step out of the ring, son.
Stage Hazards:
Audience: This audience wants a show, and you better deliver! If you spend an update doing nothing but running around trying to avoid fighting, the audience will get really upset with you, surge onto the stage, and then grab you and chuck you off the side of Glitzville. Not the Glitz Pit, Glitzville. You'll land in the ocean and by warrant of cartoon physics survive with no damage taken, but your opponent will automatically claim the win, so you better get to fighting if you don't want that to happen.
Music:
Rawk Hawk -
World Circuit -
Mr. Sandman -
King K. Rool Battle -
Feel the Madness -
Name: The Sink
Size: Duel (WMs can't fit so they are not allowed)
Description: The Sink is a suite located in the Think Tank of Big MT, once owned by the infamous Dr. Mobius. There are six rooms to traverse, including a main hub, agricultural room, a bedroom, and more. A door in front of the Sink Central Intelligence Unit leads to a balcony outside that can be accessed. The entrance to the Think Tank cannot be accessed in battle however.
Stage Hazards:
Sink Personalities: The most notable thing about The Sink is that all the electronics cluttering the place are very, very chatty. Most of them are also neurotic. The personalities will not actively join in the battle, especially due to the fact that they are all immobile except for Muggy, but they can be interacted with. The Sink Auto-Doc for example can heal injuries you receive in battle. Or he could make things worse by cutting off a part you need accidentally. The Sink Personalities will also provide plenty of commentary during the battle.
For a full list of Sink Personalities, as well as a better description of the Sink, take a gander at this link: fallout.wikia.com/wiki/The_Sink
Music:
Metallic Monks -
Jazz Blues -
Size: Duel (WMs can't fit so they are not allowed)
Description: The Sink is a suite located in the Think Tank of Big MT, once owned by the infamous Dr. Mobius. There are six rooms to traverse, including a main hub, agricultural room, a bedroom, and more. A door in front of the Sink Central Intelligence Unit leads to a balcony outside that can be accessed. The entrance to the Think Tank cannot be accessed in battle however.
Stage Hazards:
Sink Personalities: The most notable thing about The Sink is that all the electronics cluttering the place are very, very chatty. Most of them are also neurotic. The personalities will not actively join in the battle, especially due to the fact that they are all immobile except for Muggy, but they can be interacted with. The Sink Auto-Doc for example can heal injuries you receive in battle. Or he could make things worse by cutting off a part you need accidentally. The Sink Personalities will also provide plenty of commentary during the battle.
For a full list of Sink Personalities, as well as a better description of the Sink, take a gander at this link: fallout.wikia.com/wiki/The_Sink
Music:
Metallic Monks -
Jazz Blues -
Lakebed Temple
Size: Small
Description: This ancient temple was probably built to honor some water god or another. What's more important is that this center room here is perfect for a good fight! The walkways on the sides can easily be climbed by anyone who actually has the ability to jump on command, unlike a certain loser I know. The spinning staircase is probably a better way of getting between them, though. There's always at least some water in that pit at the bottom, so you might not want to fall in.
Stage Hazards:
Staircase: That big staircase in the middle constantly spins around! Be careful not to get disoriented.
Water Level: By pulling the lever at the top, the fighters can change the water level to their whim, but it might happen randomly too! If you get stuck in the water, it will cause you some trouble. If you're wearing heavy clothes or armor it might be tough to get out, and while breathing isn't a problem for most mercs, your attack power will take a hit when you try to do it underwater.
Music:
Ambient
Battle!
Size: Small
Description: This ancient temple was probably built to honor some water god or another. What's more important is that this center room here is perfect for a good fight! The walkways on the sides can easily be climbed by anyone who actually has the ability to jump on command, unlike a certain loser I know. The spinning staircase is probably a better way of getting between them, though. There's always at least some water in that pit at the bottom, so you might not want to fall in.
Stage Hazards:
Staircase: That big staircase in the middle constantly spins around! Be careful not to get disoriented.
Water Level: By pulling the lever at the top, the fighters can change the water level to their whim, but it might happen randomly too! If you get stuck in the water, it will cause you some trouble. If you're wearing heavy clothes or armor it might be tough to get out, and while breathing isn't a problem for most mercs, your attack power will take a hit when you try to do it underwater.
Music:
Ambient
Battle!
Name: Tower of the Gods
Size: Small-Medium
Description: Looming over the Great Sea, this enormous tower rose from beneath the waves to mark the entrance into Old Hyrule. At least, it did in one timeline...? I dunno about the others. Maybe all the other Zelda timelines just have a big invisible god tower sitting in the sky somewhere.
Fantasy settings are kind of stupid.
Stage Hazards:
High Tide
-It looks like the Hyrulean pantheon didn't care enough to splurge on plumbing. The entire tower is slowly but surely sinking into the ocean, filling itself with seawater as it goes. Fighters with less-than-stellar aquatic skills will be forced to ascend the tower as the battle goes on, whether that means fighting their way up one floor at a time or getting outside and hot-footing it right to the top. Even if you can swim you don't wanna hang out in the water forever, because there's like purple sharks and freakish giant squids and stuff down there. Honestly that's lame so just keep climbing ok
Gods' Judgment
-The tower was meant to test heroes, and the gods will make every attempt to test your patience. The building's architecture will try its best to be as inconvenient as possible - statues will randomly come alive and attack, lasers could suddenly erupt from the walls, bottomless pits might inexplicably appear on the third floor. If you wanna head outside, you'll find the tower surrounded by a huge fleet of tiny warships, all constantly launching bombs at you.
This is one test you shouldn't try to cheat on. The gods are real hardasses about that.
Top Floor
-The tower will eventually stop sinking at the very top level, the big pit with the bell in it. The bell's pretty deafeningly loud, if you wanna ring it and don't mind going deaf yourself.
Music:
Tower of the Gods
Vs. Ganon
Don't Speak Her Name
Undersea Palace
Size: Small-Medium
Description: Looming over the Great Sea, this enormous tower rose from beneath the waves to mark the entrance into Old Hyrule. At least, it did in one timeline...? I dunno about the others. Maybe all the other Zelda timelines just have a big invisible god tower sitting in the sky somewhere.
Fantasy settings are kind of stupid.
Stage Hazards:
High Tide
-It looks like the Hyrulean pantheon didn't care enough to splurge on plumbing. The entire tower is slowly but surely sinking into the ocean, filling itself with seawater as it goes. Fighters with less-than-stellar aquatic skills will be forced to ascend the tower as the battle goes on, whether that means fighting their way up one floor at a time or getting outside and hot-footing it right to the top. Even if you can swim you don't wanna hang out in the water forever, because there's like purple sharks and freakish giant squids and stuff down there. Honestly that's lame so just keep climbing ok
Gods' Judgment
-The tower was meant to test heroes, and the gods will make every attempt to test your patience. The building's architecture will try its best to be as inconvenient as possible - statues will randomly come alive and attack, lasers could suddenly erupt from the walls, bottomless pits might inexplicably appear on the third floor. If you wanna head outside, you'll find the tower surrounded by a huge fleet of tiny warships, all constantly launching bombs at you.
This is one test you shouldn't try to cheat on. The gods are real hardasses about that.
Top Floor
-The tower will eventually stop sinking at the very top level, the big pit with the bell in it. The bell's pretty deafeningly loud, if you wanna ring it and don't mind going deaf yourself.
Music:
Tower of the Gods
Vs. Ganon
Don't Speak Her Name
Undersea Palace