Locations

May 27, 2010 16:06

LOCATIONS

The following is a grid that shows roughly where each stage is lined up. Numbers denoted on the grid match up with the numbers next to the names of the stages on the list below. CHAOS signifies the stage is territory of Chaos's faction, COSMOS to Cosmos's faction, and NEUTRAL a location without claim. Mannequins can be found in all areas, though their targets depend on the territory they're prowling about.



None of the areas in the world of Dissideo are connected physically. Tiny crystals about the size of an adult's palm can be found strewn across each stage, that emit a ray of light not unlike the path of Order's Sanctuary. Walking straight into the light, towards the crystal, will transport the character to another area that that crystal is programmed to lead to. In this way certain areas can be accessed from one place, provided that the characters find the crystals.

1 leads to 2, 5, 6 and 8.
2 leads to 1, 3, 6 and 8.
3 leads to 2, 4 and O (warriors of Cosmos can portal back to Order's Sanctuary here).
4 leads to 3, 6, 9 and 10.
5 leads to 1, 7 and X (warriors of Chaos can portal back to Edge of Madness here).
6 leads to 4, 10, and O (warriors of Cosmos can portal back to Order's Sanctuary here).
7 leads to 5 and 8.
8 leads to 1, 2, 6, 7, 9 and X (warriors of Chaos can portal back to Edge of Madness here).
9 leads to 4, 8, 10 and O (warriors of Cosmos can portal back to Order's Sanctuary here).
10 leads to 4, 6 and 9.

From Order's Sanctuary a character can go to 3, 4, 9 and 10.
From Edge of Madness a character can go to 1, 2, 5, 6 and 8.

IMAGES OF THE FOLLOWING STAGES CAN BE SEEN HERE.
1. CHAOS. Old Chaos Shrine
Both physical and magical powers of characters gradually decrease over time.
2. CHAOS. The Desert Palace Image, #2.
Extreme booby traps. Most of these traps affect the ground level only. The floor will periodically shift between three assault modes: magma, quicksand, and spikes-o'-death, as well as a fourth, neutral mode. Stage cues dictate the nature of the shift. Candelabra adorn the lower and upper tiers, but the three located on the mid-tier predict the timing of the magma trap. There are nine candles altogether, three for each candelabra, and the candles will spontaneously take flame until all candles are eventually lit. When this happens, the lower level will turn to liquid fire. On the same level, there is a parallel row of statues, and for the purposes of this stage, each of them holds an hourglass that will activate the quicksand trap when the last of the sand falls. This trap will inflict slowness upwards of ten to fifteen seconds after escape, hindering movement, dodge, and jump capabilities. The third trap involves a trio of statues at center. The light and dark statues on either side carry swords raised high. Their starting positions place them faced away from one another, but they will gradually turn inward until their swords clash above the head of the center statue. *This triggers the final assault mode, a bed of tall spikes springing from ground level. When the floor returns to neutral mode, all trap triggers are reset, regardless of their progress.

Increased knock-back power, general increase of magical power with an overall decrease in attack power unless the ground floor is in neutral mode, offering a temporary, but very powerful spike in attack power and a proportionate decline in magical power.

3. NEUTRAL. World of Darkness
Characters are on occasion transported to an enclosed area. They are returned after the battle.
4. COSMOS. Citro Plains Image.
Projectile weapons are more effective; heavy weapons are less effective.
5. NEUTRAL. The Rift
Parts of the castle randomly change, and powers of characters will gradually increase.
6. NEUTRAL. God of War's Lair, Tiffauges Castle - Basically it's a vast castle somewhat eerie with it's countless mirrors on the walls and the faint light cast from candles. Video.
Magic becomes more powerful but it might not be easy to hit a target with it due to the countless mirrors on the walls and their illusions.
7. NEUTRAL. Planet's Core
Pillars float up, and strands of the lifestream can be seen. Characters become stronger in every way.
8. CHAOS. Ultimecia's Castle
Damage dealt to the field eventually repair, and the gears turn; powers of characters fluctuate.
9. COSMOS. Crystal World
Crystal pillars/bases form around the field, simultaneously increasing the powers of characters.
10. COSMOS. Dream's End
Characters become stronger in their areas of specialty with each string of combos they perform.
11. CHAOS. Pandaemonium (Final Fantasy II).
Dark shaded areas target whomever steps onto it with spikes from the ground.
12. CHAOS. Kefka's Tower (Final Fantasy VI).
Tubes explode, and characters hit ricochet off the walls; the steam released increases magic power.
13. NEUTRAL. Lunar Subterrane (Final Fantasy IV).
The more damage is done to the field, the stronger characters become physically.
14. NEUTRAL. Old Chaos Shrine (Final Fantasy I)
Brave points decrease over time and the lost brave points are put into the brave pool. The greater the Brave Points of one character, the larger the decrease of his/her Brave Points.
15. CHAOS. Pandaemonium-Top Floor
16. COSMOS. Crystal Tower
17. NEUTRAL. Phantom Train
18. COSMOS. M.S. Prima Vista
19. COSMOS. Empyreal Paradox
Orbs of light float from this world up to the crystal in the center of the stage. Characters too close to this center crystal steadily lose Bravery the closer they are to it.
20. CHAOS. Sky Fortress Bahamut
The sky glows orange with Mist as the fortress speeds forward, the wind blowing characters back towards the edge of the arena when dodging or jumping - characters moves normally when attacking in the air, including Chase Sequences. Characters hit by wind lose a percentage of their Bravery which is added to the Bravery Pool as though they were caught in a Banish Trap. The far end of the stage becomes a Banish Trap that teleports the characters back to the central area, which characters can be blown into if they are in the air long enough. The Bravery Pool rises quickly when both characters are on the ground, and rises at a slower pace when only one character is on the ground - it does not increase at all when both are in the air.
21. NEUTRAL. Orphan's Cradle
Uniquely the entire arena is ringed by one continuous Banish Trap that teleports characters to the central area - there are no walls or ceilings at all. The archways are destructible, and thus the only solid surfaces are the ground itself.

Both Order's Sanctuary and Edge of Madness have mini 'portal crystals' set up around the sides that lead to a room. It takes on the shape and form of the entering character's image of an ideal room, but nothing too grandiose. That particular room officially belongs to the character until s/he departs from the war (aka is dropped). The character must use the same mini crystal to go to the same room, and there needn't be worries of running out, for the amount of portals increase with more warriors there are.

A character cannot enter a room that is not his without some form of permission from the owner of the room. The crystal can magically tell, so it will automatically allow anyone to enter that does indeed have the 'okay.'

Food is also served in the rooms, so characters will find themselves frequenting them regardless of if they care for living spaces or not.

* Characters that wish to find a place to reside in other locations besides their respective faction's base will have to make their own living arrangements. Food and the like will have to be handled manually.



Order's Sanctuary - the base of Cosmos's warriors. Despite Cosmos's seemingly perpetual absence the air is light and clean, and regardless of the stage effects characters of Cosmos's faction will find themselves at their strongest here. It can ultimately be entered by following a ray of light only those blessed with Cosmos's light can see (read: her warriors). It's in this respect practically impenetrable by Chaos dwellers, but one can never be so sure ...

[effect] there is no notable effects until a character fights full-power, when his/her strength doubles in power.



Edge of Madness - the base of Chaos's warriors. The throne is more often than not unoccupied, and regardless of the stage effects characters of Chaos's faction will find themselves at their strongest here. The only way to reach Edge of Madness is by entering a portal of darkness that members of its respective faction can see, meaning warriors of Cosmos won't be able to see these portals. It's highly similar to Order's Sanctuary in that regard, obvious differences aside. Despite the name it's also as sanitary and comfortable as Cosmos's base.

[effect] physical and magical strengths of characters constantly fluctuate to the point it is difficult to discern who is stronger than whom.

STAGES IN QUEUE
Areas that are currently inaccessible within the game. Characters will be able to visit them in future rounds, at which time stages will be shuffled according to players' choices.

To the Edges of the Farplane (Final Fantasy X-2).
Magical attacks do less damage overall- but summonings do twice their normal damage OR Physical attacks have a higher chance of critical damage, while Magic attacks have a low chance.

Mount Ordeals (Final Fantasy IV). Image, #2, #3.
Life force is gradually drained, something like a slow-acting poison effect.

Hyper Bolic Time Chamber (Dragonball Z). Image.
An increase of gravity. Characters not used to higher levels of gravity will have difficulty moving around, especially with jumping. The more the character is in the level, the more accustomed they become to the higher gravity level.

Tempature changes frequently between -40F and 122F.

The Nest (How to Train Your Dragon). An island. It's got water surrounding it, then a rock beach, then a huge mountain with a series of dark tunnels. In the center is a volcano. Yes, an active one.
This would probably have a lot of hunt-you-down-in-the-dark going on. Watch your back, etc.

Oblivion Hall (Kingdom Hearts). Image.
Abilities are forgotten at random. They are relearned once exiting the level. Each time someone comes back to the level they may forget the same ability or a different one. For example if Cloud enters it one day he'll be unable to use Blade Beam for that particular fight but when he leave the level, he'll relearn it. Then once he enters it again he may forget Cross-Slash.

Dive to the Heart (Kingdom Hearts). Image.
A world within a dream. Reality is distorted and events that occur here whilst often mistaken for a dream or illusion, do in fact have a very real effect. Abilities (specifically attack power, magical power or defense) are often required to be temporarily sacrified in order to proceed throughout the stage or can be voluntarily done in order to gain temporarily greater strength in another area (eg: magical power sacrificed for increased defense whilst in the stage).

Old Town (Sin City). Old Town is a section of Sin City that is run entirely by prostitutes. The policemen of Sin City have no law in Old Town. The prostitutes rule Old Town, have their own brand of justice, and can handle violators however they like. Like most parts of Sin City, Old Town is full of many slummy looking buildings and a lot of long alleyways. Death traps are set up throughout town for any person who wishes to violate the peace: the prostitutes simply cage them within one of the many long alleys, and then if Miho doesn't butcher them, plenty of other prostitutes can show up with guns blazing.
This stage would be very enclosed. Long range attacks will not be easy in here. Old Town is designed to trap and enclose any enemies so fighting is very close, personal, and like shooting fish in a bucket. Characters comfortable with long-range weapons will not have the advantage in this place.

Tsuta Ruins (Okami). Image.
The bulb in the middle saps bravery, but exchange for the bravery taken, it will cast random status effects, buffs and/or debuffs. Other than that, aerial combat speed and effectiveness is increased because of the floating blossoms and statues, while ground combat effectiveness is reduced because of the various obstacles lying around (e.g. vines, debris, random spouts of water).

Hulle Granz Cathedral (.hack). Video.
All light/holy attacks and magics receive a 25% increase, where dark/destructive attacks and magics are 25% decreased. Impossible to send or receive privated messages from this location, because it is a holy place and it's impossible to keep secrets from the Divine.

Thunder Plains (Final Fantasy X). Image.
Random thunder/lightening strikes, if struck experience random status effects [darkness, silence, poison], lowers defense and deals health damage.

Invisible Hand (Star Wars). Image.
This stage consists of the large circular observation room at the top of the conning tower of the Invisible Hand, the flagship of General Grievous, Dooku’s most feared servant. Aside from a chair, a railing, a staircase leading to a raised area by the entrance, and a couple of control consoles, the stage is fairly plain, with one important exception: the characters are IN SPACE. Large transparisteel windows around the chamber offer a magnificent view of the stars the Invisible Hand is currently cruising amongst, and combatants may be able to make the fight very interesting and very short by breaking the windows and exposing the stage to vacuum.

Pulse Vestige (Final Fantasy XIII). Image, #2, #3
Magic amplification, Attack -%20

Opera House (Final Fantasy VI).
Music and dance-based skills are amplified here, having greater effects that last longer than in other stages.

Red roses will occasionally float down from the castle towers and vanish once they hit the floor. If caught, these roses will raise EX Force.

Monarch Room (Resident Evil). Video, #2
There's nothing in the room to state this, but after a seven minute time limit, traps will begin to spring on any still inside--stone doors in the tunnels shut to lock people out (or in), pillars/ceilings collapse when you walk by, spikes shoot out of the walls and floor. Think Indiana Jones, if you will.

The Scientist's Lab (Persona 4). Video (at 3:03).
Tools have a tendency to come alive and either help or hinder those who are in the area. Depending on the level of bravery, the higher it is, the more likely the chance of interference.

Space Battleship Gargantua (Disgaea). Image.
The exterior of an enormous spaceship floating in space. Even though it’s in space, there is air and gravity works normally. Whenever violence is detected in the area, the ship’s turrets immediately target anyone in the area and fire numerous types of ordinance: lasers, energy shots, bullets, rockets, etc. These turrets can be destroyed, but they’ll inexplicably be back if you return to Gargantua at a later time.

Keyblade Graveyard (Kingdom Hearts). Video.
A desolate wasteland left behind after the Keyblade War, littered with 'dead', masterless Keyblades protruding from the ground for as far as the eye can see. They cannot be wielded, although they can be lifted and thrown as projectiles if your character has telekinetic abilities. The stage changes at random, huge chunks of the earth surging up and down at intervals, disrupting the flow of the battle and giving fighters an instant change in advantage or disadvantage, depending on their positions.

Cyborg 0012 (Cyborg 009). Video.
A 19th Century European-style mansion. It seems innocent enough at first, but it’s loaded with all kinds of strange traps. Doors open, close, and lock on their own, halls seem to lead in circles, trap doors lead to pits of spikes, rooms flood with acid, ceilings lower to crush people, and so-forth.

Castle Oblivion (Kingdom Hearts). Image.
Castle Oblivion is a world lost in darkness where light is suppressed, therefore it would make sense that dark-based abilities are enhanced while light based ones face a slight penalty.

The Tree of Voices (Utral Aymokriyä) (AVATAR). Image.
Magic is nullified, and physical attacks are increased by 15%.

Modeo Mountains (Final Fantasy VII). Image.
The area's biggest weapon against you is the freezing temperatures. Standing still too long is ill-advised, as your body temperature will drop and you will begin to freeze. As such, your HP rapidly begins to decrease.

Realm of Anarchy (Kingdom Hearts). Image.
The place Riku last faced Xehanort's Heartless; it is a world ruled by the Darkness; it grants strength to the Dark heart and weakens those of the realm of Light.

Hulle Granz Cathedral (.hack//Roots). Image.
All light/holy attacks and magics receive a 25% increase, where dark/destructive attacks and magics are 25% decreased. Impossible to send or receive privated messages from this location, because it is a holy place and it's impossible to keep secrets from the Divine.

Baron Castle (Final Fantasy IV). Image Image Image.
All sword, spear and aerial attacks are doubly effective. The moat is a Bravery trap and will teleport you up to the top of the castle if fallen into.

Al'taieu (Final Fantasy XI). Image 1 Image 2 Image 3 .
One is fully capable of walking on the sea. It's actually a substance very alike hardened glass. The sky is fragmented and broken, and actually has a dead pixel effect on it. The foilage is all dead.

Ring of Champions (Shadow Hearts). Video
Physical attacks are strengthened, but magic is weakened.

Nalbina Dungeon (Final Fantasy XII). Image
Physical attacks are strong here.

Nabreus Deadlands (Final Fantasy XII). Image
Water damage boosted by 20%, healing magic nerfed considerably, HP attacks do greater damage.

Arcane Forge (Bayonetta) Image
-A strong wind kicks up which can cause hindrance to movement/jumping
-Damaging blasts of air charge in random patterns over the surface of the field

Throne Room and Clock Tower (Castlevania) Image 1, Image 2, Image 3
The clock tower portion is filled with spikes nad giant gears and clock parts. These parts are constantly moving, making it difficult to proceed. At the top of the tower is an open room where the clock’s face is visible. Beyond that is a long staircase leading to a higher set of rooms separate from the tower. One of these rooms is Dracula’s throne room. Dark-based powers are greatly strengthened. Light- and holy-based powers are greatly weakened.

Narshe Mines (Final Fantasy VI) Image 1, Image 2
Warriors of Cosmos will get a moogle assisting in battle every so often, either with a physical attack or one of Mog's terrain-appropriate dances. Warriors of Chaos will get an automatic assist from whatever manikins are nearby.

Tower of Babil (Final Fantasy IV) Outside, Inside 1, Inside 2
The floors occasionally give way without warning and drop characters through to a lower level. Occasionally, canons fire on the outside of the tower, and inside, they sometimes explode.

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