Stage Name:
Lordran
Origin:
Dark Souls
Gimmicks and Hazards:
Stage transitions, bonfires, stage-exclusive gimmicks.
Unlockable?:
Yes. Get KO’d as Link 100 times.
Music:
Dark Souls Medley
Lord Gwyn (Dark Souls)
Ornstein and Smough (Dark Souls)
Chaos Witch Quelaag (Dark Souls)
Gaping Dragon (Dark Souls)
Lordran (Original Composition by Chikayo Fukuda. Changes to accomodate the active stage.)
Description:
This is it, boys and girls. My final stage for this entire contest. I’ve journeyed through the past. I dabbled into the future. I’ve explored the familiar and the obscure. And now, with this stage, I’m pulling out all the stops. Ladies and gentlemen, a stage I’ve been researching for a while. Today, we journey to Lordran, the world setting of the famous (or infamous, depending who you ask) Dark Souls franchise.
This stage starts out at Firelink Shrine no matter how many times you pick Lordran. After 30 seconds of battle, fog will start to form and obscure the main platform while cutting off access to other platforms for 5 seconds before it clears and reveals another part of Lordran, the process taking 9 seconds overall. This can be either Blighttown, Anor Londo, the Royal Woods, the Undead Burg, Sen’s Fortress or the Painted World of Ariamis. Every 35 seconds, the stage will change.
Firelink Shrine is a simple layout platform with no exclusive gimmicks whatsoever. Just the tree of the Shrine serving as platforms for the layout, the brighter colors of the branches representing the platforms used. Despite it seeming so, the root does not block ground speed.
Anor Londo has a different layout in addition to an exclusive gimmick that each of the other stages departing from Firelink Shrine have their own of. This stage’s gimmick is that the stage is slowly rising like an elevator, with the four outer platforms changing position for the entire duration. After 10 seconds, the stage will stop rising and arrive at the room where Ornstein and Smough are residing as background characters similar to the monsters in Dracula’s Castle. Sometimes, the Chosen Undead will be fighting them in the background.
Blighttown has ladders similar to those of Wrecking Crew, but the real gimmick lies in the fact that all players in Blighttown will slow down similarly to Witch Time or the Stopwatch for a duration ranging from a quarter of a second to one second. This effect is quite random and unpredictable. Chaos Witch Quelaag will be seen in the background, sometimes battling the Chosen Undead.
The Painted World of Ariamis is the snowy level home to resident floofy lady Crossbreed Priscilla, who resides in the background. Sometimes, Priscilla would encounter the Chosen Undead, who would either leave her be or engage in battle with her. Occasionally, Priscilla will summon a blizzard that covers the platforms with snow over 4 seconds, slowing down all ground speed by .75x. The snow lasts for about 8 seconds before melting, but until then, you better hope your character is good in the air on this stage, otherwise you’re screwed. When fog starts forming, the snow on the main platform will melt instantly.
Royal Woods is where the fight against the one-armed Artorias takes place. Said knight is seen in the background fighting (who else?) the Chosen Undead, but this battle surprisingly interacts with the stage. Occasionally, Artorias will fling 1-3 globs of abyss which can hit the stage or any fighters, said abyss indicated by the midnight blue. If the globs hit the stage, they will remain there for 4 seconds before disappearing. If any players touch it, whether through puddles or globs, they will be inflicted with the poison effect Yuri Kozukata inflicts. This poison will deal 7.5% damage over 4 seconds, but the abyss’ effect does not stack.
Sen’s Fortress is the massive stronghold that serves as the gateway to Anor Londo. Sometimes, a giant guillotine pendulum will swing 3 times over 6 seconds, grazing the main platform as it does so. The guillotine blade has a hitbox as tall as Ivysaur and as long as three Ganondorfs, and deal 9% damage on hit with as much knockback as Corrin’s half-charged Dragon Fang Bite. The wooden rod that is attaching the guillotine blade does not have a hitbox. The guillotine process can happen from 1-3 times before the stage transitions. The Iron Golem boss appears in the background, sometimes fighting (take a wild guess!) the Chosen Undead.
And finally we have the Undead Burg, one of the first areas of the game and the most popular area for PvP in Dark Souls. In random locations across this stage, with no fixed position, a Soul Sign will appear every 3 seconds for 5 seconds. Anyone who walks on top of them will summon the soul of an inactive fighter to battle alongside you in jolly co-operation. This character has about 75 Stamina Points and has the A.I. of a Lvl. 5 CPU. Another summon sign will not appear until after the summoned fighter disappears and another 10 seconds have passed. They can also disappear as soon as the fog starts forming. In the background, the Taurus Demon is seen, sometimes fighting...you know who.
After leaving Firelink Shrine when you start the match, there is a chance that you’ll come back to said area. You’ll never know which stage you’ve arrived in until after the fog is gone. Now I’m sure by now that you’ve noticed something across all the stages: the bonfires. A big staple of the Dark Souls series, the bonfires serve as checkpoints throughout the land of Lordran, and act as respawn points in that game. Now it’s time to get to the good stuff. The shared gimmick across all stages used, the bonfires. A player can strike the sword composing of the bonfire to light it, giving it an outline of the player’s color. Now normally when a character is KO’d and still in the game, they usually respawn at the top of the stage, right? Well not this one! A player who owns the bonfire will keep respawning at that bonfire until the stage transitions, the match ends or the player is out. Invincibility frames from bonfire respawns are normal, but there’s a catch. When a player does respawn at the bonfire, they are surrounded by embers that reflect half the damage and knockback of all attacks they take, but at the cost of ending invincibility frames early. And because the next stage you go to is random, and the bonfires are under ownership of the player until the stage transitions, it discourages camping. Like say, you have a bonfire in Anor Londo. Then you transition to Royal Wood, then Painted World, then go back to Anor Londo. That bonfire will be open for anyone again. Hazard Toggle removes the stage-exclusive gimmicks like the abyss or the random slowdowns, as well as the ember frames of the bonfires.
Now my friends, I give you the chance to judge it...one last time. With this and many others, our Age of Fire ends...for now...