Ever since Recon Knights set foot in his cursed land, Lord Brandell, the former high chancellor and now the undead ruler of vanaduke's armies has been plotting his revenge. Lord Vanaduke has been convinced to call upon the spirits that once served him, and preparing his armies for war. Vanaduke himself left the throne room in search of the shrine he found long ago. He has left the High Chancellor in charge from the Great Tower. Using the extreme power he was given, and an ancient artifact he recovered from Black Kats he imprisoned, he has been gaining ancient magical power, and learning a spell that could destroy everything on cradle, and lay Vanaduke's curse everywhere. The Spiral Order now believes that Lord Brandell is preparing all of Almire for an offensive strike against Haven, in hopes of wiping out all who can oppose him. In fear of the safety of Haven and the Strangers, Feron himself has launched a siege on where most monsters are located, the Barracks. Met with unexpected resistance, Feron is requesting backup.
Primary Objective: Help Feron in the Siege of the Barracks and defeat Lord Brandell in the Great Tower.
Secondary Objective: Recover the ancient book and return it to Pembrooke in the lobby.
During the first 2 weeks of release, all expansion packs will be 50% off on steam and in SK, Haven will also take on a different theme: Almirian! Because of the lore behind this expansion mission, multiple spiral wardens and Energy Turrets with be positioned around Haven, there will also be the Falling Ash Enviornment around, and the ground will be covered in a layer of soot and ash. Slag Zombies will also ocasionally pop up at the gates, only to be killed by the turrets, and there will be mutlipe Knight Bodies on the ground. No snipes will appear during this event. The music in Haven will also be Haven Haunted. There will also be a Lost Soul at the Fountain saying this
Lost Soul: Well, Brandell set his sights here, eh? That guy always was able to make Vanaduke do whatever he wanted. Good thing you got your defenses up, you will need them. I was there when Vanaduke returned with his army. If Brandell manages to take control of that army and bring it here, combined with the army he has in Almire, there will be nothing anyone can do to stop him from burning this place to ash. This dramatic change in weather and the attack that happened earlier is proof that he is close to attacking us. (The Lost Soul is heard praying silently, asking for the gods of the mountain to save them and stop Brandell.)
There will also be new Almirian Prize Boxes which will be sold in the supply depot. They can contain:
Almirian Costumes (i will let the devs make this.) Ideas would be nice!
Any Usable, except for name tickets.
Extremely rare Falling Ash Aura, which makes the accessorized armor drop ash and soot around the wearer.
The mission will work as the following: 6 Levels (one of which is a boss level, the other is a prize room.)
Because of it's difficulty it would have the Warning This is a Dangerous Mission! on it.
NOTE: This mission has differences to others. In Tier 1 the zom/bombies will only be fire bom/zombies, in tier 2 they can be either fire or curse bom/zombies, in tier 3 they will always be curse bom/zombies. This is to help the difficulty in the tiers. The same is true for the Almirian Shadow/Royal Guards. In tier 1 they will always be royal, in tier 2 they can be shadow, but mostly royal, and in tier 3 they will be royal. Because of this, all zombies are mentioned as zombies, and all Almirian Shadow/Royal Guards are mentioned as Almirian Guards. Almirian Crusaders are the knights seen in LoA, and are NOT!!!!!!!!!!! the same as Almirian Guards.
Lobby: Reskin of Operation Crimson Hammer Lobby. Vise and his Anvil are replaced with Pembrooke and his new alchemey machine, the Spell Table, it appears as large table with a purple spiral on it. The spiral appears to spin slowly. Upon interaction with Pembrooke it (dont know if it is a he or she, please post in comments) will say:
Pembrooke: Well, your finally getting back our books? Good to know! If you can, we will allow a permanent peace between Haven and Moorcroft Manor. The book happens to have 3 volumes, each having 3 separate books. If I can get all 3 books of a volume, I can do some magic on that weapon you recover from this, if I can get the books that is.
First Level: The Gates of the Barracks
Level Theme: Firestorm Citadel, large bridge, mountainous outside of actual level.
Note: This level is similar to Blackstone Bridge of the Firestorm Citadel.
New Monsters seen in this level:
Almirian Catapult: A large, blackened catapult, it's designs will be similar to the wooden barricades seen in Firestorm Citadel. Both attacks can be seen with a red circle on the floor that gets smaller as the projectile gets nearer.
Attacks: Fireballl: It throws a large ball of fire at enemies, deals pure elemental, fire, and also stuns.
Fireball Rain: Throws many (3-6), smaller fireballs at enemies, deals elemental and normal, fire, and does not stun.
Almirian Battlement: A large, square tower positioned outside the map, inside it are 2 different types of respawning howlitzers (either smoking or guardian), facing in the direction of the level. They can only be reached with handguns. Battlement itself can launch a single flaming sphere, that deals pure normal, fire, and a large splash damage radius. Once the howlitzers are destroyed the battlements can be attacked and destroyed.
Guardian Howlitzer: A howlitzer with a black theme.
Attacks: Similar to rocket puppy, a howlitzer that can fire a single, pure shadow damage rocket it can deal fire with it, or it can rarely deal curse in tier 3, it's stats for the tiers would be the same as the rocket puppies stats.
Slag Bombie: A bombie with the theme of a Fire zombie.
Attacks: It will (like other bombies) run up to players and explode, however, instead of the bullets, it will create a ring of fire, with lines of fire, that cant jump gaps going in the direction the bullets would have gone. Explosion deals shadow and fire. The firestorm (as i call it) deals elemental and fire.
Death Bombie: Same as Slag Bombie, but it looks like a caravon combined with a bombie. It has purple fire instead of regular fire, and it will always deal pure shadow and curse.
Level Stats (in order): Feron Zone, Catapult Zone, Arena, Catapult Zone, Arena, Catapults.
Level Details: It starts off with Feron at a table with what appears to be a map of the battlefield on it. He appears to be talking to a knight who looks worried. Upon interaction with Feron he will say the following:
Feron: (talking to the other knight) Okay, take them back to Haven, and bring back an order of remedy capsules, were running low.
Playernamehere: What is the situation Feron?
Feron: (talking to playernamehere) Well, we are pinned down once more. They got some catapults inside the walls launching balls of fire at us, with battlements defending them! Every time we send a squad in they come back either on fire, hexed, or knocked out, and their armor is broken.
Player: How can I help?
Feron: Well, given your performance at the Grand Arsenal, you should go in, open the gates, destroy the catapults, and then take down their army inside the gates. Then, if you can, get inside the tower, and fight your way through, then kill Lord Brandell. We also discovered Brandell himself is guarding an ancient library, which is said to contain an ancient book of spells that was stolen from Moorcroft Manor. Ever since the book was stolen, Moorcroft Manor has been sealed off, blocking of access to Tier 2, except for the citadel. If you can, recover the books quickly. If Brandell learns how to use those spells, it won't matter if we can take down this army before Vanaduke returns with his.
Player: They are THAT powerful?!?
Feron: Yes. Apparently the kats decided to take some artifacts with them. Their greatest was the 3 volumes of The Book of Grey Feathers, the same book that caused the Kataclysm. The volumes were, The Book of Magic, The Book of the Light, and The Book of Sorcery. And the same volumes are present in 2, less famous, books, The Book of Black Feathers, and The Book of White Feathers. They contain the greatest spells of the Owlites. And Brandell is said to be even crueler then Vanaduke. His curse was far deadlier, and far more painful. Now he wants to take his own revenge by deploying the same curse on the entire clockworks. If he can combine the books and remake The Book of Grey Feathers, he will succeed.
Player: I won't let that happen! I will return with the books!
End Conversation.
Shadowfire Maze 1: The level will them begin with a party button. Once this is pressed, the catapults will attack knights the whole level. The first section is a large, shadowfire maze, with battlements on both sides halfway up. At that point 6 Zombies will spawn. Then is the first arena.
First Arena: A battlement at each corner of the arena. Upon activation of the party button 1 Almirian Guard, 2 Almiran Crusaders, 10 Zombies, and 1 Black Kat (will only drop tokens/book during the event) will spawn in.
Second Shadowfire maze: Once that is over the party may move on to another shadowfire maze. This time the battlements are in 2 locations, splitting the zone into 3 sections, in each section there are 5 Zombies.
Final Arena: Then is the hardest arena of this level. The arena is square shaped, with firepits in the corners, a battlement on the left and right side, and shadowfire along the edge. Party Button is in the center of the arena. Once activated 3 Bombies will spawn at the bottom edge, and the left and right sides, 5 Zombies spawn at top edge. Battlements respawn slowly if destroyed. Second wave is 2 trojans at top edge, 10 Zombies, 4 at top edge, 2 at bottom edge, and 2 at each side spawn in. Final wave is the second wave, with Bombie spawners in the firepit, and an Almirian Guard. After that the party moves on to the catapults and the gate. Once the catapults are destroyed, the gate can be damaged and zombies will start respawning. Lift will go down and is right after gate.
Second level: Entrance to the Barracks:
Theme: Firestorm Citadel combined with what appears to be sewers.
Level Stats: Feron Zone, Monster Zone, Arena, Monster Zone.
This level is a calm down because of the difficulty of the previous level. It contains less monsters, but in a cramped location. This is foreshadowing of the extreme difficulties to come. It starts with a Feron Zone. Feron will be stationed in a small camp with 4 health spawners at the start with multiple other knights in the area. They will say stuff like, Good Job at taking out those catapults!, Those zombies wont know what hit them!, stuff like that. Upon interaction with Feron he will say:
Feron: Good job at allowing us to access these sewers! Your building your fame among these knights, and you have saved countless lives.
Player: I'm just doing my job! What is the current issue?
Feron: None right now, except for the fact we are sneaking our way in. We got some guards down here though. If you can take them out I can lead the knights through! But, these spaces are so small it would be difficult. We sent a party out earlier to meet you up ahead. But we lost them in the comn link. If you can free them, you will have some support.
Player: I will free the knights and defeat the guardians defending the town above! And then you can leave it to us to take down the army above!
First Monster Zone: This starts out with a monster zone. The room has 4 knight cages, each guarded by 4 Alpha Ash Tails, and 8 Zombies. Upon freeing the knights either 4 more Alpha Ash Tails or 5 More zombies will spawn in. 2 cages will spawn the alphas, 2 will spawn zombies.
Unique Knight Properties: These knights have a more advanced UI, able to deal more damage, and they will also be able to aid party members that do the Help command. 1 Knight will be using Skolver Set, BTS, and Leviathan Blade. Another knight will be using Vog Set. with swiftstrike buckler, and Suduruska. Another knight will be using Deadshot Set with Swiftstrike buckler, and Valiance. The final knight will use Volcanic Demo Set with Aegis and Stagger Storm.
Final Arena: Upon freeing the final knight the 1st arena will automatically begin. 10 Zombies and 5 Alpha Ash Tails will spawn in for the first wave, 4 Howlitzers will spawn in around a Grim Totem in the center of the room. A large, Fire/Curse Sweeper will also start up from the totem, circling the room slowly, it will go from the totem to the edge. The totem CANNOT be moved. Second wave is more howlitzers surrounding the totem, and another sweeper will spawn in, adding to the first one, now it goes from edge to edge, 2 Trojans and 12 Zombies will spawn in as well. The 3rd wave adds to the sweeper, cutting on side i half, it would act like _!_ in shape, along with more howlitzers around the totem, the howlitzers now respawn. 1 Almirian Guard will spawn in, along with 10 Zombies. 4th Wave: Same as 2nd wave. But now the sweeper is completed. forming a + in shape. Final Wave. This is the hardest wave of them all 2 Almirian Guards, 1 Trojan and 10 zombies. The next room is a monster zone that has 20 Zombies spread out over a long walkway, and an Almirian Guardian at the end, with 2 Almirian Crusaders on both sides of it. Then the lift with 10 treasure blocks.
Level 3: The Barracks: Level Theme: Almirian towns.
THIS LEVEL IS SUPPOSED TO BE DIFFICULT!!!!!! DONT COMPLAIN ABOUT THAT!!!!!!
Level Info: 1 Super Arena, 6 Mini Arenas.
This level is much more difficult, possibly the hardest yet. The level has 1 VERY large room with a party button. And there are 6 mini arenas in the level all connecting to the main room. These mini arenas have party buttons, and each of them have 2 waves. The main room has a party button that, once pressed, will begin the super arena. The super arena lasts the whole level.
Super Arena wave 1: The first wave of the super arena is 2 Almirian Guards, postitioned at the top left and top right of the map, 1 Trojan, postitioned in the top middle, 2 Alpha Ash Tails, positioned around the trojan, 4 Guardian Howlitzers, positioned in the top left, top right, bottom left, and bottom right areas, and 20 Zombies, 5 at each side. Then, the mini arena doors will open up. Mini arenas will be positioned much like the rooms of Charred Court.
Mini Arena 1: The 1st arena, starting top left and going counter clockwise. Is a large room, small sweepers in the corners, totem in the center. 1st wave: 10 Zombies, totem in center, and 5 Almirian Crusaders. 2nd wave: same has first, with 1 Almirian Guard and another totem. \
Mini Arena 2: The next room is circular room with a gap in the middle. Inside the gap is a battlement. This one is extremely dangerous, as it has a unique attack, firestorm. It creates a large ring of fire that engulfs the room, lighting anyone who isnt shielded, and it has 2 Guardian Howlitzers inside it. 1st wave: 10 Zombies, 4 Almirian Crusaders. 2nd wave: Firestorm happens at random times, it can be seen by the battlement sucking in what appears to be smoke from the area around it. 15 Zombies, 1 Trojans.
Mini Arena 3: The next room i call zombie hell. It has lots of zombies per wave, but the room is about half as big as the 1st room. 1st wave is 20 Zombies, and 2 Alpha Ash Tails. 2nd wave is the hardest yet. 25 Zombies, 1 Alpha Ash Tail, 3 Almiran crusaders.
Right Side:
Mini Arena 4: The next room has a sweeper in the middle of a large room, going around the party button in the center. This room might be easiest. 10 Zombies, 1 Trojan, 1 Ash Tail, 1 Alpha Ash Tail. Second wave is The same, but all ash tails are replaced with Alpha Ash Tails, and the trojan is replaced with a Almirian Guard.
Mini Arena 5: The next room is another hard room. Same as the room with the battlement. But the battlement can perform the firestorm at any times, and there is a 3rd wave with 10 zombies and 2 Ash Tails.
Mini Arena 6: The next room is the final room, with howlitzers, respawning guardian howlies to be exact. They are in the corners, guarded by fire pits. 1st wave: 10 Zombies, 2 Almirian Crusaders. 2nd wave: 1 Almirian Guard, 10 Zombies, 4 Almirian Crusaders, and 2 Alpha Ash Tails.
Super Arena waves 2-7: Now, here is the tricky part. The super arena's fights take place after the mini arena fights. Each time a room is beaten 5 Almirian Crusaders, 1 Almirian Guard, and 10 Zombies will spawn in the main room. Upon completion of the 6th room. The final fight of the level will begin.
Super Arena Wave 8: Infinite waves of all bombies will begin spawning in. Respawning of course. 2 Almirian Guards, 1 Trojan, 25 Zombies, 3 Alpha Ash Tails, and 5 Almirian Crusaders will spawn in the main room. There will also be respawning turrets at their previous locations in the main room. Now, after each room, a button must be pressed. To lower gates in the main room. Then defeat of the final wave of the super arena will lower the final gate. This level has 15 Red Boxes, at the lift.
Level 4: Ascending the Great Tower: Level Theme: a large stone tower.
New monsters:
Elite Slag Walker: A fire zombie that is twice as big as a regular slag walker, it is immune to damage on the back, and the sides because of a shield on it's back. This zombie cannot jump.
Attacks: Swipe Combo: Almost exactly the same as the normal zombie swipe, except it attacks in a combo, and can turn while attacking. Swipes with left hand, then right hand, both dealing normal, shadow, and fire. Then an overhead swipe, dealing pure elemental and a 100% chance of Fang of Vog fire.
Ground Smash: Zombie will prepare to do an overhead swipe, but instead with smash the ground. This will cause a large splash damage area, with a ring of combuster charge explosions around the zombie. Deals pure elemental, fire, stun, and large amounts of knockback.
Breath Attack: Zombie will, like normal, pull it's head back, then spray lots of fire from it's mouth, zombie is immune to damage while doing breath attack. It has a much larger radius.
Elite Caravon: Same as the Elite Slag Walker, except it looks like a caravon instead.
Attacks: Swipe Combo: Same as Elite Slag Walker, but it pure shadow, and curse on regular swipes, and it deals high amounts of pure shadow, and gran faust charge curse on the overhead swipe.
Ground Smash: Same as Elite Slag Walker, causes acheron explosions, pure shadow, curse, and large knockback.
Breath Attack: Same as elite slag walker, immune to damage while spraying curse dealing fire.
Level Details: 1 Gauntlet.
This level contains a monster zone/arena combination i call a gauntlet. This is, most likely, the hardest level of the mission. The order works as follows, Feron Zone, arena, monster zone, arena, monster zone, arena, elevator. During the first 2 arenas the Firestorm Citadel arena theme will play, during the monster zones the Citadel Action theme will play, during the final arena the Boss 2 Danger Mission mix will play.
Feron Zone: If the party can manage to make it this far, Feron and some knights, much less then before, can be seen around a table with a map on it, the map can be inspected to reveal the interior of the level that is about to begin! Knights will stay stuff like, "We've lost so many today", "It's time for the final part of this battle to begin", "Why didn't I call in sick." (last line will be said by one knight who is standing right next to Feron. Upon interaction Feron will say:
Feron: (Feron appears to be worried about what is to come)
Knigthnamehere: Is anything wrong Feron.
Feron: Well, we made it here, we've surrounded the whole tower, but we might be too late.
Knightnamehere: WHAT?! After all this work, all these deaths, we can't stop him?
Feron: Well, the problem is, this tower is highly more defended then we thought, and the top of the tower has begun to suck it large ammounts of pure black smoke, so we fear Lord Brandell is charging up his final attack.
Knightnamehere: We can breach through the tower and stop Lord Brandell before he charges up his attack! This is NOT over yet!
Feron: Good luck, knightnamehere, your gonna need it. End Conversation.
Monster Zone 1: Regular FSC Music Track.
In this, you enter the tower with a spiral staircase around the edge, halfway through there will be 3 Elite Zombies on the ground, and a Smoking Howlitzer in a window. Then you enter the first arena and this gets real.
Arena 1: Music Theme: Battle Citadel.
This is a rather tricky area. The arena is a large circle, with an unmovable totem in the center, there are sweepers, fire pits, and respawning oilers in each corner, and the party button is at the entrance. 3 waves.
First Wave: Almirian Guard, flanked by 2 Almirian Crusaders enter. The Almirian Guard will instantly begin charging at the party button, when he steps on the party button 6 Elite Zombies, and 12 Bombies spawn in.
Second Wave: 10 Elite Zombies, 1 Almirian Guard, and 4 Almirian Crusaders.
Third Wave: 20 Elite Zombies, 2 Almirian Guards, 1 Trojan, 1 Alpha Ash Tail, and 2 Ash Tails.
Monster Zone 2: Music: Regular FSC Theme.
This is a longer spiral staircase, along it will be 5 Elite Zombies, and either Smoking or Guardian Howlitzers in 2 windows.
Arena 2: Music Theme: Battle Citadel.
This room is a smaller circle, with Battlements at the left and right sides, Same as last time, except a totem spawns in center each wave and can be moved. 3 waves.
First wave: Same as 3rd wave of first arena.
Second Wave: Guardian Howlitzers and 4 Elite Zombies spawn around totem. 5 Elite Zombies spawn at each side, along with 1 Almirian Guard at top.
Third Wave: 5 second respawn Guard Howlitzers appear around totem, they CANNOT be blocked from spawning. 1 Almirain Guard at left and right side, along with 6 Elite Zombies, and 12 Zombies at each side.
Monster Zone 3: Same as monster zone 2.
Final Area: Music Theme: Boss 2 (danger mission mix)
This is the hardest arena in the entire mission. There are fire pits along the entire edge of the circluar room, along with an unmovable totem in the center. During the first through fourth waves, a sweeper, like the one in FSC Charred Court (in the room with the zombies and 1 trojan in the final wave), will spawn in, going from totem to the fire pits, except each sweeper moves at different speeds, meaning that you can be trapped between the sweepers!
To be concluded soon!
nice job man, I'd love to see it in game!
*tip- print that up, and snail mail it to OOO head quarters. That'll get their attention:)