Post by ganondorfchampin on Jun 9, 2010 1:00:23 GMT
Note: A stage is a place with monsters marked on the world map. A level is a screen within a stage and the final level in a stage is the boss level. A series is a group of stages with the same name, tileset, and landscape(with some exceptions), and an area is a geographic location expanding a series. A world is a group of areas, and the last stage in a world is a boss stage. This is organized by worlds, then by areas, then stages, then the individual enemies. Each enemy can be jumped to using it's wiki name. This does not give stats; this is only a bio, which develops a bit of plot as it goes on.
World 1 (The Grasslands, The Hills, The Forest, The Cavern, and The Castle) - West Danebael:
The Birthplace of Adventure
The Grasslands (Opening Street, Grassland Series, Lake): [/b]
The grassy plains that take up most of West Danebael has a single major lake in it and at its eastern border lies West Castle. At it's south west corner is a small town.
Opening Street:
A valley just outside the town. The area is full of gritch herds.
Lesser Gritch (Green Smiley Walker (OS)):
The gritch is a common creature and nothing but a nuisance. These short, fat bipeds feed on rodents and grass. The lesser gritch is believed to be a juvenile common gritch.
Common Gritch (Blue Smiley Walker):
The common gritch is more powerful and larger than the lesser gritch. Gritches are highly social creatures. Their only mean of defense is their bite.
Greater Gritch (Red Smiley Walker):
These fiends are believed to be older male common gritches. Their bite hurts quite a bit, and has been known to be lethal on occasion. Greater gritches fight each other for territory.
Lesser Spitter (Blue X Walker):
The spitter is a deadly race who hunt there prey by spitting rocks out of their face. The horns on their heads are just for show.
Ulaan Stone Hurler (Grey Boss Smiley Walker):
A massive and ancient gritch who has been terrorizing Opening Street for many years. He spits out clusters of stones to stun his prey, which includes stickmen.
Grassland 1:
This stage is infested with snakes, probably drawn in by the giant ones. The giant snakes are probably also why there isn't much besides snakes.
Man Viper (Green Skull Snake):
Unlike most snakes the man viper likes to eat and is big enough to eat stickmen, hence the name. Also unlike your common snake they are fast and chase you down before sinking their fangs into your flesh.
Snake Worm (Grey Smiley Snake):
The snake worm is a giant worm, the only large non-snake in the region. This may be due to their close resemblance to man-vipers, so the giant snakes don't eat them. Their teeth are sharp, but not at all poisonous.
Death Viper (Red Skull Snake (GL1)):
A very fierce and powerful man viper. Avoid at all costs.
Giant Viper (Green Boss Skull Snake):
Massive elder man vipers who grew fat on the unfortunate and claim the region as their own. They are the reason for the imbalance in races.
Grassland 2:
In the inner grasslands the races are in a greater balance than they were near the town. Here there is a large bat population.
Devil Gritch (Brown Smiley Walker (GL2)):
The most powerful gritches in the grasslands. They are even more deadly than the greater gritch, and act very similar to them.
Day Bat (White Skull Bat(GL2)):
A peach colored bat who hunts in the sunlight. They pluck thorns off plants and spit them at foes.
Purple Spitter (Purple X Walker):
A more powerful relative of the lesser spitter. They are nearly identical in behavior, but they can shoot their rocks a bit farther. If you survived the lesser spitters and Ulaan, then these should be no problem.
Golden Bat (Orange Skull Bat (GL2)):
A close relative of the day bat. They are hardier and can shoot three spikes at once.
Nargon (Grey Boss Skull Bat):
An ancient and powerful day bat who has grown to an enormous size. He can shoot more spikes than any other bat in the grasslands.
Grassland 3:
This region is terrorized by dragons, as the king of the red dragons lives here.
Viper Worm (Green Smiley Snake):
Due to its green color this giant worm looks even more like a viper than the snake worm, but it probably isn't because it hates stickmen. It attacks identically to its gray cousin, only it bites harder.
Green Dragon (Green Skull Dragon):
This airborne predator hunts by spitting acid on its prey while flying safely over head. Despite its appearances it is actually rather weak, if you can hit it.
Emerald Bat (Green Skull Bat):
Another relative of the day bat. This one shoot two spikes at once.
Red Dragon (Red Big Skull Dragon):
Red dragons are closely related to green dragons, only they are huge and their acid is hot (and its red). If you knock it out the sky it will die on impact with the ground.
Golrok Magma (Orange Boss Skull Dragon):
Golrok is the king of the red dragons. He pride has turned him orange. He is big and spits acid as hot as magma. Unlike other red dragons he is not so easy to shoot out of the sky.
Grassland 4:
Here the lake shore meets dark magic, creating creatures very similar to man vipers in behavior.
Water Wakia (Blue Fairy Snake):
The wakia is a bizarre creature made of water in the shape of a snake. They shoot water to drown their prey and drive away anything weaker than them.
Blood Wakia (Red Fairy Snake):
These wakia are made of blood, not water. A blood wakia is to a death viper as a water wakia is to a man viper.
Greater Spitter (Grey X Walker (GL4)):
The most powerful spitters in the grasslands, these spitters can shoot two stones at once, making their attacks hard to dodge. The only reason they were not driven out is because the wakia are scared of them.
Giant Wakia (Blue Boss Fairy Snake):
The name says it all. These are very similar to giant vipers.
Lake:
This is the largest lake in West Danebael. The fish here enjoy eating metal for some strange reason, probably because it is shiny.
Sandy Pike (Orange Skull Fish):
A monster pike that lives in huge schools. Their favorite metal is gold.
Peridot Tuna (Green Smiley Fish):
This tuna is very green. Its favorite metal is bronze.
Blood Weed (Pink Skull Tree (Lake)):
A carnivorous species of seaweed. None of the fish like silver, so it gathers at their bases.
White Death (Grey Boss Fish):
White Death is a giant shark who can do magic. His favorite metal is iron, as it tastes like blood. His magic allows fish bones to home in on his prey.
Grassland 5:
As the grassland nears the forest trees start to appear. Carnivorous plants also start to appear.
Targ Tree (Green Smiley Tree):
The targ is an odd, short, carnivorous, tree-like plant. It lures animals over with it's sweet fruit, then throws them at the beast's head, stunning the creature so the targ can absorb the it with its roots. Even though the fruit is safe to eat the pith is poisonous.
Woman Viper (Pink Skull Snake):
A close but deadlier relative of the man viper. Both man and woman vipers eat both genders, its just that early explorers thought the woman vipers were female due to their coloration. Some are, of course.
Flame Plant (Orange Smiley Tree):
The flame plant may be even odder than the targ, as it stuns its prey by bursting into flames and propelling them if necessary. Their wood is good for fire arrows. They are more bush than tree like.
Bloodwood (Red Boss Smiley Tree):
These are so named because they rain acidic red sap and are big like redwoods. They may be related to targs as they also absorb their prey through their roots and are tree like.
Grassland 6:
Even though this stage is closer to the forest than grassland 5 it has less trees. In fact it only has one tree at all. It is the only place above ground where kalz are found.
Malak (1) (Grey Smiley Tree (GL6)):
Malaks are very particular creatures. After they anchor themselves to the ground as larva they move only to mate, and after they lay their eggs they die. Malaks eat what ever passes by, mainly insects, and defend themselves with hard mud balls.
Common Kalz (Green Fairy Bat):
Kalz are flying lizards with a single tentacle on their heads. Common kalz shoot spikes at their prey. Unlike day bats they make their own spikes.
Fire Kalz (Orange Fairy Bat):
The fire kalz is the second terrestrial species of kalz. Instead of shooting spikes they breath fire. Some people mistake them for dragons even though they have little in common.
Zechora (Purple Boss Smiley Tree):
Zechora is the oldest and wisest tree in grasslands. All the other large plants nearby were destroyed by it. Zechora eats nothing but the soil and the air, but still kills anyone who disturbs his peace by flinging magically crafted tar on them. A group of fire kalz swore allegiance to him long ago in exchange for eternal youth.
Grassland 7:
Here lies are herd of devil wheels. The residents of the castle enjoy them, so they thrive here since the castle is nearby.
Malak (2) (Grey Smiley Tree (GL7)):
This is the same species as the malaks in grassland 6. These ones just shoot three mud balls at once and are stronger.
Devil Wheel (Green Smiley Wheel):
The devil wheel is one of the most unusual of all animals, a wheel shaped predator without legs that travels on single wheel around its body made of shed keratin. It tries to kill its prey by running them over.
Shock Wheel (Yellow Smiley Wheel):
These are a close relative of the devil wheel, possibly a recent mutation. They are more deadly than devil wheels because they can shock there prey when they trample them.
Gozen (Orange Boss Smiley Wheel):
Gozen is a devil wheel mutated by magic coming from the castle. He is the largest and oldest of all wheels and can breath fire. He has mated with several devil wheels and is believed to have great-great-great grand children.
The Hills (Hill Country Series):
The hills lie directly south of the grasslands. In the hills is a strange magic that mutates creatures so they become giants. West Castle lies north-east of the hills.
Hill Country 1:
This section of the hills is near opening street, so it has a lot of the same races. The individuals that migrated here have mutated.
Giant Gritch (Green Big Smiley Walker):
These are mutant gritch. They are big enough to eat a stickman in one bite. Fortunately they are rather slow in both body and mind.
Hill Gritch (Green Smiley Walker (HC1)):
These are closely related to the lesser gritch and are therefor likely related to common and greater gritches. They may be the spawn of giant gritches since they look so much alike. Even though they might be babies they are still stronger than most gritches.
Hill Spitter (Brown X Spitter):
These spitters have grown strong after having to battle the giant gritches over territory. They may be descended from lesser spitters. Spitters are resistant to the magic of the hills.
Giant Spitter (White Boss X Spitter (HC2)):
This is a rare occurrence, since most spitters are immune to the hill magic. Giant spitters are especially threatening due to their ability to throw boulders. The hill spitters appear to worship it.
Hill Country 2:
This is a little bit deeper into the hills and has less "immigrants" than Hill Country 1. A bat colony lies here.
Giant Bat (Blue Big Skull Bat):
The bats in the hills seem to defy all physics with there immense size and flight. Their echolocation is loud and high enough to cause insanity and physical harm.
Hill Bat (Blue Skull Bat):
Like the hill gritch this is believed to be the spawn of giants. Even though they are small their echos are still deadly to both the body and mind.
Barb Vine (Green Skull Tree):
A rather generic spikey lightly poisonous vine that grows on hill sides.
Hartcall (Orange Boss Skull Bat):
Hartcall is the leader of the bat colony. His fur is rare in the hills and his voice is the loudest of all beasts.
Hill Country 3:
The combined magic of the castle and hills create a lot of giant serpentine creatures that leave little room for much else.
Titan Snake (Green Big Smiley Snake):
The magic has morphed this snake's head into a somewhat spherical shape. They eat everything with ease and move very fast.
Plant Wakia (Green Big Fairy Snake):
On a rare occasion wakia can form from plants instead of liquids. Plant wakia are always small since there are no leaf lakes and they soon are eaten, but the wakia in the hills grow huge nearly instantly.
Pink Demise (Pink Skull Tree):
The fruit from this vine is very heavy and has been known to fall on peoples' heads and knock them out, then they proceed to tumble off of the hill.
Great White Worm (White Boss Smiley Snake):
No creature is as feared in hill country as the Great White Worm. It is believed this monstrosity formed after a snake worm absorbed a ton of hill and dark magic. It chases down its prey relentlessly and kills by shooting sand as fast as a bullet, which proceeds to slide across the ground until it cuts its victims legs off.
The Forest (Forest Series 1-3):
North of the grassland and the castle is a massive forest. At the northernmost point in the forest is a cave. The forest is known for its highly toxic mushrooms.
Forest 1:
Here the grasslands meet the forest. Snakes enjoy this region.
Green Cap (Green Cap Mushroom):
If the this mushroom is disturbed it will release its highly poisonous spores.
Lesser Needle Fang (Tan Skull Snake):
The lesser needle fang is a mildly poisonous forest snake.
Greater Needle Fang (Red Skull Snake (F1)):
A deadlier relative of the lesser needle fang.
Megaspore (Green Boss Cap Mushroom):
Massive mushrooms with massive, barely poisonous, spores. The large spore capsules can travel a long distance. Rumor says that their flesh is considered a delicacy by a certain people.
Forest 2:
This is the part of the forest that holds the cave. More bats are found here than other regions of the forest, either because it is more shaded or is closer to the cave.
Dark Angel (Purple Cap Mushroom):
This mushroom is close relative of the green cap. It is even more poisonous.
Lesser Forest Bat (Tan Skull Bat):
Another race of spike shooting bats. It is believed that day bats are descended from a creature similar to the lesser forest bat.
Greater Forest Bat (Red Skull Bat):
The strongest bat found above the ground. They can shoot four needles at once.
Asphirax Toxica (Purple Boss Cap Mushroom):
The cave has not been entered for so long that a massive, extremely poisonous mushroom has grown over the entrance. It can be described as a cross between a megaspore and a dark angel, only worse than either one, as one touch of its massive spore capsules guarantees instant death. In order to enter the cave without swimming through its spores it must be hacked to pieces.
The Cavern (Cavern Series 1-3):
Underneath West Danebael is a massive cavern. One major cave is in the forest and another is near a small, but surprisingly wealthy village.
Cavern 1:
This is near the forest entrance. It is the farthest north location gritches are found.
Cave Gritch(Brown Smiley Walker (CV1)):
The cave gritch is the most powerful of all gritch species and has grown strong from its difficult life in the dark. It is unknown why their feet are gray.
Lime Slime Mold (Green Cap Snake):
These slime molds move incredibly fast and can strip stickmen of their flesh in five minutes flat.
Cherry Slime Mold (Red Cap Snake):
A cousin of the lime slime that can create sharp spines.
Alpha Golden Fish (Yellow Skull Fish):
Golden fish are a rare type of cave fish whose scales are made of gold. The scales make them nearly invincible. This one has a heart of bronze.
Cophan Spark Zapper (White Boss Smiley Walker):
A cave gritch who grew massive and learned to shoot sparks. He is very similar to Ulaan, only even deadlier.
Cavern 2:
This is the center of the cavern and the largest bat colony in West Danebael.
Long-Fanged Vampire Bat (Blue Skull Bat (CV2)):
A bat that drinks blood. It is weaker than most people think.
Spike Bat (Purple Skull Bat):
Another needle shooting bat. It is believed that a similar creature was the ancestor of day bats and forest bats.
Cave Kalz (Pink Fairy Bat):
The final and most powerful species of kalz in West Danebael. They attack with magic and are actually quite cowardly.
Beta Golden Fish (Yellow Smiley Fish):
Golden fish are a rare type of cave fish whose scales are made of gold. The scales make them nearly invincible. This one has a heart of silver.
Zomegal (White Skull Bat):
The albino king of the spike bats. He can spit out a chaotic burst of spikes that is deadlier than all other spike spits.
Cavern 3:
This section of the cavern is controlled by the Fire Clan and opens up near a village. No one (besides Fire Clanites) has passed through here in a long time.
Caveman (Orange Skull Stickman):
This is a member of the Fire Clan who has not yet learned how to breathe fire. He/she is highly aggressive and attacks with a spear.
Thorn Bat (Orange Skull Bat (CV3)):
The closest relative of the spike bat. Nothing special.
Gamma Golden Fish (Yellow Fairy Fish):
Golden fish are a rare type of cave fish whose scales are made of gold. The scales make them nearly invincible. This one has a heart of gold.
Fire Warrior (Red Skull Stickman (CV3)):
A full Fire Clanite. Once a Fire Clanite can breathe fire he/she paints his/her face red. They are unreasonably aggressive.
Fire Elder (Red Boss Skull Stickman):
Even though the ceremonial leader of the Fire Clan is the chief, the real power is given to the five elders, who are the strongest and best magic users in the clan. By their order the village has been placed under siege until they give up all their enchanted gems. They are the reason no one has gone in the cavern for so long, as they want no one to rescue the village.
The Castle (Castle Gate, Castle):
This is it! The castle is the capital of West Danebael and the source of all the dark magic. The castle was once inhabited by good king Fulgard, but he was killed and usurped. The dark lord of West Danebael demands high taxes as a "racket" (as well as a special "red tax") and he is constantly sending people to battle to prevent him from being overthrown.(Not to mention he may have KILLED YOUR FATHER, YOUNG LUKE!)
Castle Gate:
Technically a gatehouse, not a gate, this is the last obstacle between you and the castle. This is also where the general resides.
Royal Guard (White Skull Stickman):
These are guards of a variety of stickiod races who serve the dark lord. They are deadly warriors, but weaker than many of the various beasts roaming Danebael.
Red Mage (Red Skull Stickman(CG)):
These mages are known for one devastating spell: summoning a cluster of four meteors that create smoldering craters when they impact the ground. The mages are the most deadly of the guard.
Fire Wheel (Orange Smiley Wheel):
These are some of the descendants of Gozen and ordinary devil wheels. Like their ancestor they can breath fire, but they are small. These ones have been tamed by the Royal Guard.
General Gorman (Sub-Castle Boss):
Gorman is an ogre who is fiercely loyal to the dark lord. If it wasn't for him Fulgard might still be alive. Even though he is large he is fast and can easily pound even the best of warriors to a pulp in seconds. Fortunately for his victims his swings are slow.
Castle:
ARE YOU READY?
Here it is: an empty fortress. There is no guards here at all, only a few servants hiding in the corners. This was once the capital of West Danebael, but now it is the resting place of the dark lord, Volacirn Magnus, the vampire king.
Volacirn Magnus (Castle Boss):
Magnus is a vampire, and possibly the greatest mage in all of the continent of Danebael. After stealing the sacred sword Singar he led a coup with the help of Gorman and personally killed King Fulgard. He now lives alone in the castle, as he enjoys solitude. His meteor storm spell makes the red mages look like bored teenagers. His great interest in dark magic has polluted West Danebael and created all sorts of monstrosities. Until he is dead Danebael cannot sleep in peace. Good luck hero.
World 2 (The Shore, Mist Grove, and the Sea) - Alquatra:
The Seaside Nation
The Shore (Seaside Series):
Even though Magnus has been destroyed and the heir has returned to the throne, there is still a dark magic coming from the east. The seaside borders the great sea. Here all sorts of sea creatures, land creatures, sky creatures, and cultists dwell. The wildlife is unusually aggressive.
Seaside 1:
As the sea grows closer crabs start to show up.
Lesser Giant Crab (Green Roundhead Walker):
This is a giant crab with pincers. It hurts. It behaves similar to gritches, but it is not at all related and far deadlier. Giant crabs eat anything from fish to trep grass to stickmen.
Greater Giant Crab (Blue Roundhead Walker):
This close relative of the lesser giant crab is able to shoot water as well as pinch and has a harder shell. Its diet contains a lot more meat than its weaker cousin.
Trep Grass (Blue Roundhead Tree):
Trep grass is delicious, but hard to eat as it protects itself with its heavy seeds. Their woody stalk can be made into a magic staff.
Fire Crab (Red Roundhead Walker):
The fire crab is a relative of giant crabs that can spit exploding fireballs. Its hard shell makes it a worthy foe.
Karbos (Grey Boss Roundhead Walker):
Karbos is an ancient giant crab who has learned to fight with harpoons after a fisherman tried to catch him. His harpoons travel faster than any other weapon, and can travel very far too.
Seaside 2:
After getting pass the crabs the true variety and richness of life in the seaside begins to show. The most populous creatures in this region are gulls and sea snakes.
Lesser Sea Snake (White Roundhead Snake (SS2)):
There are two groups of sea snakes: Water borne snakes and water and land snakes. These ones are of the second variety. Sea snakes are aggressive, but social animals.
Greater Sea Snake (Red Roundhead Snake):
These are the stronger relatives of the lesser sea snake. They can bite twice as hard and are good at dodging most of a nonmagic blow.
Lesser Death Gull (White Roundhead Bat):
Unlike most seagulls death gulls are deadly. Their primary attacks is to "drop" on their prey and predators alike.
Greater Death Gull (Red Roundhead Bat):
This death gull is stained with blood. The blood is not its own blood; its the blood of the creatures it tore apart and ate.
Greshnek (Grey Boss Roundhead Snake):
He is the colossal king of the sea snakes and has the ability to shoot five spikes at once. Some even say he is more deadly than Magnus himself. There is evidence he was morphed by a unknown disturbance in the region.
Seaside 3:
Due to the ice dragon population this is the coldest region of the seaside.
Frost Snake (Blue Gel Snake):
This serpent thrives on the cold weather. Some believe frost snakes are juvenile ice dragons who have not gained the ability to fly due to the similar appearance and how they live in the same region.
Ice Dragon (Blue Gel Dragon):
Like all dragons these are distantly related to the green and red dragons of West Danebael and have gained the ability to do ice magic and have adapted to the snow storms they summon, despite popular belief that they came from Isylegard. Even though they create ice they are still secretly creatures of fire.
Perpetual Fire Plant (Pink Gel Tree (SS3)):
This cousin of the flame plant covers itself in a oily, purple, flammable jelly. This keeps it burning forever so it doesn't freeze to death.
Argatha Blizzard (Blue Boss Gel Dragon):
Argatha is the queen of the ice dragons. Her storm is said to be eternal. This is not true: if she dies or is severely injured her storm will go out.
Seaside 4:
Here there is finally a safe place to enter the sea. A group of cultist dwell here to get in touch with the water.
Land Gelb (Green Gel Walker):
Gelbs are odd creatures made of a jelly like substance. The land gelb shoots balls of jelly at everything for an unknown reason. Gelbs eat nothing but plants, and they taste horrible, so they normally get along fine with everything else.
Eastern Day Bat (Green Roundhead Bat):
This is the eastern most spike-shooting day bat. It is spherical and green because it is covered in green jelly shot by gelbs.
Voltamarincer (Tan Star Stickman):
The voltalmarincers are members of a cult who want to merge themselves with the sea to control storms. Their rituals have caused them to lose their stickmanity and sprout Cthulhu-esque tentacles. Even though they are now monsters they got what they desired: the abilty to call forth lightning.
Quintenuis (Tan Boss Star Stickman):
Quintenuis is the leader of the voltamarincers. His great power has caused him to go mad, which makes him even more deadly.
Mist Grove (Mist Grove Series, ???):
Mist Grove is a rain forest south of the sea with an almost tropical climate. It is home to all sorts of poisonous animals and vile plants.
Mist Grove 1:
Even the borders of Mist Grove are full of exotic flora and fauna. The mushrooms here are not as poisonous as the ones in the forest, but they are deadly in other ways.
Giant Puffstool (White Roundhead Mushroom):
The spores of the giant puffstool are known to suffocate anything that inhales them for a short while. Even though they release their spores very easily they are very tough and probably are as chewy as gristle. They are extremely flammable.
Mist Tree With Archer Sitting In It (White Roundhead Tree):
This is a exactly what it sounds like: a type of tree called a mist tree with an elven archer sitting in it raining arrows on all who pass. Mist trees have a very hard wood good for staves and burn well. The elf in it protects him or herself from most magics.
Gas Beetle (Green Gel Bat):
Gas beetles are large flying green beetles that emit poisonous gases. Their blood is also poisonous.
Titan Puffstool (White Boss Roundhead Mushroom):
This is essentially just a large giant puffstool. However there is a large quantity of magic in it that protects it and is harvested by the elves, so destroying this would be a perfect way to get revenge.
Mist Grove 2:
Here lies giant stinging insects and their hives. Everything else has been stung to death.
Giant Bee (Yellow Roundhead Bat):
This is a giant bee that can sting multiple times. They are pretty weak.
Giant Bee Hive (Red Roundhead Tree):
The home of giant bees lies inside a tree. If the tree falls all the bees in it will die.
Giant Wasp (Yellow Roundhead Dragon):
Imagine a giant bee. Now imagine a longer giant bee that is worse in every single way possible. That is a giant wasp.
Giant Wasp Hive (Red Boss Roundhead Tree):
Not only is it home to wasps instead of bees, it is also in a bigger tree than most giant bee hives. Destroying this will help control the giant wasp population.
Note: I never got past MG2, so all I have from here is based on the wiki and youtube.
Mist Grove 3:
This is the heart of Mist Grove. Here is where the elves set up their HQ. This is also the most elevated section of the grove.
Poison Wheel (Green Gel Wheel):
A distant cousin of the devil wheel who can spit poison. They are the only wheels in all of Alquatra.
Elven Grenadier (Olive Roundhead Stickman):
The elves defend their territory by using incendiary grenades. There magic protects the trees so they don't burn down. They do not wear armor, but they can shield themselves from magic attacks.
Torgia (Olive Star Mushroom):
The torgia are spiny yet soft plants with a single flower. The thorns are barbed and stick into the stickman. They appear to be connected.
Torgia Prime (Olive Boss Star Tree):
At the focus of the torgia is Torgia Prime, a massive sapient plant who is worshiped by the elves. It wants all intruders dead. Unlike the rest of torgia Torgia Pime can launch its thorns on its own.
???
This is the nest of a colony of mist spiders. They use the power of mist to cloak their nest.
Mist Spider (Pink Gel Spider):
Mist spiders live in huge nests found in the central regions of Mist Grove. They defend their queen fiercely. Mist spiders behave similarly to ants and termites.
Mist Spider Queen (Pink Boss Gel Spider):
The queen is mother to all females in the colony except herself. She is covered in spikes and can use them to defend herself.
The Sea (Submarine Series, Submarine Shrine):
The sea is a gulf north of Mist Grove and the most important part of Alquatra. In the deepest part of sea, which happens to lie in the east side, is the Sacred Shrine of Alquatra. The fish and seaweed are now extremely aggressive.
Submarine 1:
Submarine literally means "underwater", which is exactly what the submarine series is. This section is rather generic.
Whitefin (White Roundhead Fish):
Whitefins are a pure white carnivorous fish. They would normally not attack stickmen, but they have been acting odd lately.
Common Sea Serpent (Pink Roundhead Eel):
The first sea sepents were the spawn of sea snakes and dragons. They can shoot acidic spit as well as bite.
Urchin Eel (Pink Gel Eel):
Urchin eels got their name because the barbs they cough up and spit at prey resemble sea urchins. The barbs will float for a while before dissolving.
Darog (Tan Boss Roundhead Eel):
Darog was a sea serpent who watched the urchin eels and learned that barbs are much more effective than spit, so he swallowed a bunch of sea urchins and now hosts a colony of urchins in his stomach that he can cough up and use as barbs.
Submarine 2:
This is a "forest" of glowing seaweed.
Bright Kelp (Green Gel Tree):
Bright kelp is form of carnivorous seaweed that leers fish over with its bright light then entangles them. The light is bright enough to cause blindness in stickmen.
Pinkfin (Pink Roundhead Fish):
Another species of carnivorous fish almost identical to the whitefin, only pinker.
Water Gelb (Pink Gel Walker):
Unlike it's earthborn cousin the water gelb eats meat and plants. Instead of shooting jelly they shoot guns. It is not know were they got all their guns from.
Hell's Beacon (Red Gel Tree):
The beacon is a bright kelp mutated to a great size by an unknown, but not dark, magic. Its light is intense enough to set seagulls flying overhead aflame.
Submarine 3:
The shrine is nearby. The creatures here seem to be trying to guard the shrine, but not from evil.
Glass Fish (Blue Roundhead Fish):
Glass fish have transparent skin and organs. The only part of them with color is their black eyes. They attack by shooting globs of spit.
Tuna Rider (Grey Smiley Fish):
This rather large tuna is rode by a sea dwelling stickmaniod with a spear. The rider has an emblem on his/her chest that depicts a flame and a snow flake.
Fire Sea Serpent (Orange Mask Eel):
The fire serpents are descended from common sea serpents and the fire dragons of Kaazal. It is unknown how they managed to breed as fire dragons would perish if immersed in water. They always try to attack from a distance with their fiery breathe. The fire is not normal, as it can burn under water.
Crystal Eel (Blue Boss Roundhead Eel):
Crystal eels are similar to glass fish in that they are entirely transparent, except for their eyes. The projectiles they shoot are hard and clear.
Submarine 4:
This is the region closest to the shrine. Due to the ungali school here few creatures live here.
Ungali Fingerling (Grey Mask Fish):
Ungali are an odd type of fish whose schools are similar to wolf packs. Ungali have the abilty to shoot projectiles that can pierce through land. Since these ones are immature they can not shoot their bullets through the earth.
Adult Ungali (Grey Big Mask Fish):
Now that the Ungali is an adult its bullets can pass through water and land alike. Ungali are huge, as large as big sharks.
Electric Fish (Yellow Roundhead Fish):
The electric fish managed to survive the ungali due to their ability to generate electricity in defense and that they live in their own large schools. If they separate from each other they will surely be eaten by the ungali.
Alpha Ungali (Grey Boss Mask Fish):
Like how a alpha wolf leads its pack, an alpha ungali leads its school. They can grow to absolutely huge sizes and gain the magic ability to make their bullets explode.
Submarine Shrine:
The shrine is the magical focus of Alquatra. If the shrine is undisturbed it will bring harmony to all of Alquatra. Unfortunately the shrine has been disturbed and and its power is being abused by an evil being. The magic using sea serpent named Slavis is using the power of Alquatra to disturb the wildlife, increase his own allies' power, and amplify his own magic.
Slavis (Submarine Shrine Boss):
Slavis is a massive twisted creature who took over the shrine with the help of his allies. He has mutated into a monster made of both fire and ice. His magic is strong enough for him to encase someone in ice and then fry their guts without thawing them. He claims he serves an Emperor of The Moon, and that unlike Magnus and the other servants he will not fail in destroying the stick rangers.
World 3 (The Western Desert, The Beach ,The Eastern Desert) - Kazaal:
The Home of the Ancients
The Western Desert (Desert Series 1-5, Oasis):
East. That is where the source of the evil lies. Not only does the sun rise in the east, but the moon also rises in the east. To the east of the sea and all of Alquatra is the desert of Kazaal. The desert was once home to an ancient and both magically and technologically advanced race, but they were destroyed by an unknown force. In the heart of the desert is a massive and magically saturated oasis. Somewhere in the desert is the Pyramid of the Moon, as well as many other pyramids. The Western half of the desert is full of life and is the location of the ancient civilization.
Desert 1:
The capital of the ancients was believed to be located in west Kazaal, somewhere near here. This region is full of wildlife as well as ancient constructs.
Sand Spider (Tan Box Spider):
Sand Spiders are rather large spiny spiders that have a nasty bite. Alone they are just an annoyance, but in swarms they can be deadly.
Sandwinder (Tan Box Snake):
This odd poisonous snake is like a giant sidewinder, only it shoots arrows. No one knows how a snake can cough up arrows, especially one that winds and shoots five arrows at a time.
War Golem (Grey Box Walker):
Golems were created by the ancients out of stone, magic, and technological wisdom. The stone gives them a powerful armor. They are equipped with a laser so powerful they can roast their enemies in battle. Even after the ancients died off their machines are still alive and reeking chaos.
Omega Golem (1) (Grey Boss Box Walker (D1)):
This was the final and most powerful golem ever created. The Omega Golem's purpose was to defend the ancients and destroy a great evil. It's laser cannon emits a constant laser beam. Even though the beam isn't as intense as the other golems' lasers it is much deadlier. It is rumored that the Omega Golem has a backup weapon encase it's laser fails.
Desert 2:
The capital of the ancients was in the northwest, somewhere between here and Desert 1. Like in Desert 1 this place is full of both creatures and automatons.
Desert Bat (Tan Box Bat);
Unlike day bats, but similar to other bats, desert bat bite, they don't shoot spikes. They are rather weak.
Fire Dragon (Red Box Dragon):
All dragon species are related. The fire dragon is covered in flames and if they go out it will soon die. They can shoot very hot lasers that may have inspired the ancients to make their golems.
Mecha-Wheel (Grey Box Wheel):
This is another type of war golem the ancients created. Unlike the golems these are made of metal and modeled after devil wheels, or an ancestor of them. They are powered by electricity and strong magic. A counter-charge may cause them to malfunction.
Omega Golem (2) (Grey Boss Box Walker (D2)):
It has survived its last encounter and somehow managed to make it to the end of Desert 2 before you (possibly because robots are immune to mirages). Its laser was destroyed in the previous fight so it has activated its secret weapon: thirty crossbows with magically replenishing arrows. It is just as strong as last time.
Desert 3:
This is a desolate region of the desert. The only large life forms here are cacti.
Sagaro Cactus (Green Diamond Cactus):
A rather large cactus. It is covered in sharp spines that may come off if it is touched.
Desert Bloom (Pink Diamond Cactus):
Desert blooms have an odd brownish body, but beautiful pink flowers. They also have poisonous insides and gas pockets that can pop and release their spines with an explosive force.
Fire Cactus (Orange Box Cactus):
This is the oddest of all the cacti. It bakes itself in the desert heat until it turns red-orange and glows. If it is touched its skin will burst open and release an intense beam of light and hot gases.
Thunder Cactus (Yellow Boss Cactus):
The final and largest of the big cacti in the region. It is rich in electrolytes, causing anything to break its skin to be electrocuted. It also has a single yellow flower and tastes like lemons. A group of them has formed a barricade that would be easier to cut a whole through than walk around.
Desert 4:
This is getting into the heart of the desert. South of here is the homelands of the bombaders, giant, fire-spitting insects. This area is full of fire breathers.
Fire Bat (Orange Box Bat):
This is a fire breathing relative of the desert bat. Unlike the desert bat its fur is a brilliant orange.
White Thorn (White Diamond Cactus):
White thorns are a close relative of the desert bloom. The only difference is the flower color.
Lesser Bombader (Orange Diamond Spider):
This is offshoot of the main group of bombaders. In the north the environment is too harsh for bombaders so they don't grow to their full size. They are also a different color and attack differently from their southern cousins, namely by shooting exploding fire pellets.
Petralia (Orange Boss Diamond Spider):
She is one of the few lesser bombaders that grew to full size. At full size the northern variant is even stronger than the originals.
Desert 5:
This is the homeland of the bombaders. Due to its close proximity to the oasis Kazaal serpents start to show up. A burial ground is also located here.
Greater Bombader (Red Big Diamond Spider):
These are the original bombaders. They attack by spitting fireballs instead of spitting pellets and are extremely powerful.
Giant Cactus (Yellow Big Diamond Cactus):
These rather large cacti are covered in rather large spikes.
Water Kazaal Serpent (Blue Box Eel):
Kazaal serpents are believed to be distantly related to Alquatra's sea serpents. Kazaal serpents are known for being elemental. The water variety spits balls of water laced with a weak acid.
Ancient Mummy (White Boss Box Stickman):
An powerful necromantic force from the east had awoken the burial ground. The ancients whose mummified bodies laid there have been woken, but they are being controlled by another undead being. They throw balls of concentrated magic, linen, bones, rocks and pretty much anything they can get their hands on.
Note: I have not played Oasis yet due to not having access to my save file right now.
Oasis:
This is the magical locus of Kazaal. The waters of the oasis are ruled by the elemental Kazaal serpents.
Ice Kazaal Serpent (White Box Eel):
This is the smallest and weakest of the magical Kazaal serpents. Their magic can freeze a stickman solid like Slavis, but to a lesser extent.
Kazaal Sea Snake (Green Diamond Eel):
These are not Kazaal serpents; they are just highly venomous aquatic snakes.
Fire Kazaal Serpent (Red Box Eel):
These are one of the strongest Kazaal serpents. They shoot jets of boiling water, which is just as deadly as fire.
Lumaros (Yellow Boss Box Eel):
Lumaros is a massive thunder Kazaal serpent and the king of the oasis. He shoots balls of lightning/light that leave a magical residue in the water.
The Beach (Beach Series 1-3)
South of Kazaal lies an island where a powerful merchant named Kalren has set up residence, trading goods from all across the lands, and setting up a resort that stickmen from all over would visit. At least that was until a general of a mysterious race who serves an unknown evil stationed his army to the Kazaalese sea to prevent any movement by enemy forces through it. By staying near the shore of mainland and the islands where the sea is shallow it is possible to cross it.
Beach 1:
This region has only minimal influence from the general. Its main danger is the wildlife.
Kazaal Crab (Red Skull Spider):
These spindly crabs dwell on the bottom of the Kazaalese sea. They usually eat jetsam, but they will eat fresh meat if they can get a hold of it.
Dragon Bomber (Olive Gel Dragon):
These dragons are closely related to the ice dragons of Alquatra, but they have not developed the ability to summon ice. Most dragon species are too aggressive or independent to be tamed, but as these lack the offensive ability that most dragons have they are tamable, and are ridden by stickmen who serve the General of Thunder. These stickmen drop bombs from above.
Kazaal Shark (White Big Vampire Fish):
These sharks are immensely powerful and hunt in small packs. They are slow to bite, but once they start to close their jaws they come down with an insane amount of force that's incredibly deadly.
Morobane (White Boss Vampire Fish):
This huge Kazaal shark is the alpha of this pack. He has learned magic so he can bite from a distance, something that few survive.
Beach 2:
This region lies directly south of Mount Tarador. Here the body of the general's army is stationed, but the General of Thunder is nowhere to be seen. The water is swimmable from here to another island.
Kalz Gunner (Cyan Fairy Bat):
These kalz are far stronger than any found in West Danebael. The have been employed by the General of Thunder and have been armed with mounted guns.
Kalgon Bomber (Blue Fairy Dragon):
Kalgons are a hybrid between dragons and kalz. These are stronger than the dragon bombers, allowing them to survive more blows and carry heavier bombs than the dragon bombers.
Wymier Gunner (White Vampire Eel):
The General of Thunder is a member of this mysterious race, spectral serpents bound to neither the air nor the sea. The general is their leader, and these ones are armed with guns.
Fire Wymier (Orange Boss Vampire Eel):
Wymiers can imbue themselves with various magical energies if they train long enough. These ones have trained themselves to be part fire, and have gained the ability to shoot lasers like the Kazaal fire dragons. These soldiers are ruthless and won't stop until either you or they are dead.
Beach 3:
This beach is off the coast of an island called Derios that forms part of the border of the Kazaalese Sea. This island is known for its giants that formed in isolation. Some feel that the giants in the hills of West Danebael formed from isolated giantism, but the truth is that its obviously the magic that gathered in the hills. It is here on this island were the General of Thunder resides.
Derion Colossus (Tan Big Box Snake):
These enormous, but incredibly docile serpents are what Derios is known for. They are far larger than anything on Danebael's mainland, and despite their fearsome size and appearance they would never hurt a fly, though they can get in the way sometimes. They are believed to be distantly related to sandwinders.
Derion Fish (Cyan Box Fish):
These fish are found only in the waters of Derios. They are carnivorous and hunt with blasts of compressed water, often hiding beneath the colossi.
Poison Wymier (Green Vampire Tree):
Poison is an earth based element. and as a side effect of imbuing themselves with the earth these wymier have lost their ability to fly and instead attach themselves to the sea floor. These serve as the guards of the general, so they don't mind being bound, and the colossi provide them adequate protection.
General Farinor (Yellow Boss Vampire Eel):
This is the General of Thunder who controls the Kazaalese sea. Like Slavis and Volacirn Magnus he claims to serve an Emperor of the Moon. Even though he is a powerful general, he is still just a thunder wymier, though he has managed to hypnotize two colossi and is using them as he personal body guards. Once he is dead the army should fall and the island of Kalren should be opened back up.
The Eastern Desert (Desert Series 6-8, Pyramid):
East. That has just been confirmed to be where the source of the evil lies. The Eastern half of the desert is terrorized by spirits, demons, and the undead. It is this way because it is now controlled by a powerful necromancer. The southern corner is quite different from both the East and West half of the desert, but that's partly because it leads into the beach.
Desert 6:
This region of the desert is utterly devoid of life. Like desert 5 it is full of necromantic magic, only here it is completely saturated to the point that demonic spirits are appearing. Long ago there was once a tribe here, and more recently some bandits camped here.
Desert Zombie (White Roundhead Zombie):
This body has been partly mummified by the desert sand, and the rest of its flesh has rotted away or been eaten, making a skeleton with pieces of flesh hanging off them. They have been reanimated by the magic and are controlled by evil spirits who serve a necromancer, the same one that controls the ancient mummies. Being undead makes them very hard to destroy, but their bones are so dry that they burn easily.
Flying Skull (White Skull Bat):
This is a skull whose body has been destroyed. The necromancer has caused the skull to grow leathery wings through dark magic. Like the desert zombies they are dry and burn easily. Like a day bat they can create spines and shoot them.
Evil Spirit (Red Gel Zombie):
These demonic spirits have been summoned as a side effect of the necromancy. Their dark magic eats a stickman's spirit until the soul is trapped within the demon, killing the stickman. Fire can disturb their very being.
Balthurg (White Boss Skull Zombie):
Balthurg was once a powerful king of a desert tribe, but he was wicked. He was cursed with a terrible disease for looting the temple of Kaz. Now that he is reanimated his curse is a hundred times as lethal, to the point it causes instant death in all the strongest of warriors who he touches. Unlike the rest of the undead he controls his corpse.
Desert 7:
This area of the desert is a bit more lively than the area north of it, but is still pretty desolate. Instead of being plagued by zombies it is plagued by demons and spirits.
Ancient Zombie (White Box Zombie):
These were once the criminals of the ancient civilization who were exiled and left to rot, causing to be less graceful then their mummified brothers. There spirits were returned to their body by the necromancer, who also gave them enough magic to shoot magical beams.
Frozen Spirit (Blue Diamond Bat):
Powerful necromancers can summon demons and spirits as well as raise the dead. Frozen Spirits are effective in the desert because more people in the desert wear clothes that do not trap body heat, making them highly vulnerable to cold attacks. They are also easy to summon, as spirits are naturally cold.
Infernal Wyrm (Orange Diamond Snake):
These creatures are part demon and part snake. Their demonic blood protects them from fire and even coats them in it. They are extremely dangerous and should be avoided at all costs.
Apephaes (Orange Boss Diamond Snake):
Apephaes is an ancient snake demon from which the wyrms are descended. He terrorized the desert until the ancient hero Rastus destroyed him. The necromancer has revived him as well as Balthurg.
Desert 8
This is where the desert meets the beach. The Necrolord's army does not dwell here as the sentinels keep them at bay.
Desert Spawn (Yellow Roundhead Spider):
These insectiod creatures are the only large, non-demonic life forms found in this part of the desert. These are just the young, but the are still very large and dangerous.
Brood Mother (Red Big Roundhead Spider):
These is the adult version of the desert spawn. Each of these mothers has around a hundred babies. These large beasts prefer to have their young hunt for them than hunt themselves.
Sentinel (Gray Box Tree):
These magic stone towers were made long ago by colonists from the ancient civilzation using the same techniques to create golems in order to keep enemies at bay. They still work; they diligently keep dropping stones and holding off the necromancer's undead army to this day.
Alkar's Tower (Red Boss Box Tree):
The architect Alkar created this sentinel. It is a lot larger than all of the other sentinels and drops bombs instead of boulders.
Pyramid:
The pyramid used the have magical wards, but they were broken by a powerful sorcerer. Inside the pyramid you find a series of pictures and glyphs depicting the history of this place, the Pyramid of the Moon. Long ago the ancient civilization was the greatest in all of the lands. Then a powerful demon came from the East. He said he was Yarok, chosen by the gods in the moon to rule all of Danebael. With him he brought an army of monsters. The ancient civilization had a great war with Yarok, but he and his forces were too strong. In the end they created a golem stronger than any other to assassinate Yarok. The ploy nearly succeed, but Yarok was too powerful and nearly destroyed the golem. Then the four greatest warriors in Danebael decided to work together to destroy Yarok. Together they killed him, but they were mortally wounded in the process. The body of Yarok was placed in the Pyramid of the Moon with wards to prevent him from coming back to life and returning.
The burial chamber does not have Yarok's corpse. Instead someone else is there....
Harset the Necrolord (Pyramid Boss):
Harset is the necromancer who controls East Kazaal. He disabled the wards and apparently revived Yarok. He is also a member of the ancient race, which has been reduced to nomadic tribes. His necromantic magic has caused his flesh to decay partially. Necromancy is not effective battle magic here, as there is no dead bodies anymore and summoning spirits quickly while fighting is impossible. However he is still good at battle magic, enabling him to breath fire, and he also wields the cursed spear Jarq as a weapon. Jarq leaves a withering curse and returns to its users hands. This is not going to be an easy fight.
World 4 (Tarador, The Snowfields, The Mountain, The Snowforest) - Isylegard:
The Land of Snow
Tarador (Cavern Series 4-6): [/b]
Yarok, the Emperor of the Moon who Slavis spoke of, has returned, and has fled back to his homeland in the East to gather his army of monsters and regenerate, and now he has be stopped before he returns to his full power. Immediately to the east lie the snowfields of Isylegard. However, separating the desert of Kazaal and the snowfields is Mount Tarador, a mountain full of demonic powers. According to legend the devil himself lives in the center of Tarador, and various demonic fiends inhabit the cave system beneath it. However, traversing these caverns is the only way for you to reach Isylegard.
Cavern 4:
This is one of the entrances to Tarador's cave complex. These caves hold a surprising amount of life, mainly in the form of bats, but there is also a significant demonic population created by dark magic that has gathered underneath the mountain and corrupted the life.
Lesser Taradorian Bat (Grey Shield Bat):
Like the cavern in the west, the caverns of Tarador are full of bats, only these ones are far different from their western relatives. Like the hill bats their echos are deadly, only even more so in this breed as they need to out-compete the demons.
Demonic Bat (Red Shield Bat):
The dark magic of Tarador is corrupting, taking life and twisting it into massive, infernal demons, creature of evil fire. These are too small to be full corruptions, rather they appear to be half normal, half abomination. Their fiery heart allows them to shoot lasers, a key trait among the demons of Tarador.
Poison Dragon (Green Shield Dragon):
Bats aren't the only non-demonic life forms to dwell under Tarador, these dragons also dwell here. Just as fire dragons are native to Kazaal poison dragons are native to Tarador. They hunt in groups of three, and their poison will quickly overwhelm even the strongest of stickmen.
Tarador Serpent (Blue Shield Eel):
These serpents split from the other sea serpents a long time ago. By dwelling in the dark they have lost their sight and have grown transparent. Like Darog they shoot sea urchins at their foes, however they do not need to store a colony in their bellies as they have gained the magical ability to summon the urchins from far away. They shoot four urchins at once and they bounce off the stone walls.
Jonuto (Red Boss Shield Bat):
Jonuto is one of the demons created in the bowels of Tarador. He is what gets created from a bat, and it's believed that the other demonic bats are his descendants. Unlike the smaller bats he has the ability to shoot three lasers at once.
Cavern 5:
Even though this is deeper into Tarador it's still the same distance from the surface as the rest of this path; going into the heart of Tarador is simply too dangerous. Here dwells a race known as the Worrigor, twisted stickmanoid fiends of the darkness.
Greater Taradorian Bat (White Shield Bat):
These are nearly identical to their lesser cousins, only they are slightly hardier.
Common Worrigor (Pink Shield Zombie):
Few have ever seen the horned and stumbling worrigor. Because they are horned and twisted they are often referred to as demons, but this is a misnomer. They are just a scary race that dwells deep in the dark land of the demons.
Poison Worrigor ( Green Shield Zombie):
Some worrigor have the ability to breath out poisonous gases, a very useful a ability for hunting, giving them great social status. It's believed they gain this ability by drinking poison harvested from other creatures under Tarador and the poisons turn their normally pink skin green, but no one has ever been with the worrigor long enough to confirm this.
Adrenadon (Blue Big Shield Eel);
As the Taradorian serpents are creatures of water the demonic magic of Tarador affects them differently. Instead of turning fiery they only grow to an extremely large size, as seen with Adrenadon. Not only is Adrenadon huge, but so are urchins which he shoots. Adrenadon is actually even stronger than Slavis.
Narov (Red Boss Shield Zombie):
Narov is the king of the worrigor, and its not hard to see why. After he was corrupted into a demon he became far more powerful than the rest, and as the worrigor find offensive power to be the main desirable trait he was made king by default. Narov closely resembles the classic description of the devil, and he or another demonic worrigor may be the reason for the legend about the devil being bound beneath Tarador since no one knows Narov's true age.
Cavern 6:
Beyond this exit of Tarador lies the snowfields of Isylegard. Like the other entrance this area is packed with bats, only these ones take on an elemental twist much like the Kazaal serpents.
Taradorian Poison Bat (Green Shield Bat):
These Taradorian bats have gained the defensive ability to breath poison gas. It is believed that worrigors hunt them for their poison.
Taradorian Fire Bat (Orange Shield Bat):
The fire bombs that these bats drop are generated internally, and when dropped they explode, releasing scorching gases. This ability is mainly used for hunting weaker creatures within Tarador.
Taradorian Thunder Bat (Yellow Shield Bat):
Inside of these bats is an organ that build up electrical charge, which they then release in a bolt against their foes. Its amazing how many elements managed to spring up beneath Tarador.
Golden Serpent (Yellow Shield Eel):
Somehow a golden fish managed to mate with a Taradorian Serpent, and this was a result. Their golden armor is even stronger than that of the golden fish.
Mistora (Red Boss Shield Tree):
Sometimes the magic of Tarador doesn't even mutate a creature. Sometimes it just creates an entirely new monster out of pure, concentrated demonic energy and hatred. Mistora is one of these. He is like a massive tube worm, anchored into the cavern floor, and he has all the properties of a demon of Tarador. Mistora is the most powerful of the demons of Tarador, consuming all that gets near him, though he cannot move.
The Snowfields (Snowfield Series 1-4):
To the east of Tarador lies Isylegard, the land of snow. Here in the snow fields of Isylegard lies an arrangement of creatures that have been empowered by dark magic and corrupted to serve the dark lord of Isylegard who dwells in a castle in the east in the forest of Isylegard. In order to reach Yarok's homeland the hilly snowfields need to be crossed and his servant the dark lord must be vanquished. To the south lies a path leading up Mount Tarador.
Snowfield 1:
Right outside the back exit of Tarador lies the opening of the snow field. As it happens there are spitter populations in Isylegard as well as West Danebael, Not only are these spitters stronger than the ones in the west due to adaptation for the harsh environment, but also because they are empowered by evil magic.
Snow Snake (White Roundhead Snake (SF1)):
Snow snakes are unusual in that they are a reptile that has adapted to the cold. They are believed to be related to the sea snakes of Alquatra.
Iron Spitter (Grey X Walker (SF1)):
These spitters are strong enough to spit iron rather than stone. They are also covered in an iron armor, protecting them from physical attacks.
Ice Spitter ( Cyan X Walker):
These spitters don't even spit projectiles anymore. Instead they shoot out concentrated cold magic. While these frozen blasts aren't particularly dangerous it has chilling effect that slows stickmen down so they can be finished off.
Larandael ( White Boss X Walker (SF1)):
Larandael is the leader of this band of ice spitters. The mysterious dark lord of Isylgard personally morphed him into a massive creature of darkness. His ice magic has now been strengthened so its surrounded by an extra layer of snow around the core of ice. While the magic is not as concentrated and thus no longer has the slowing effect, it is much more powerful and thus no longer needs the effect. He can just finish you off after his brothers freeze you.
World 1 (The Grasslands, The Hills, The Forest, The Cavern, and The Castle) - West Danebael:
The Birthplace of Adventure
The Grasslands (Opening Street, Grassland Series, Lake): [/b]
The grassy plains that take up most of West Danebael has a single major lake in it and at its eastern border lies West Castle. At it's south west corner is a small town.
Opening Street:
A valley just outside the town. The area is full of gritch herds.
Lesser Gritch (Green Smiley Walker (OS)):
The gritch is a common creature and nothing but a nuisance. These short, fat bipeds feed on rodents and grass. The lesser gritch is believed to be a juvenile common gritch.
Common Gritch (Blue Smiley Walker):
The common gritch is more powerful and larger than the lesser gritch. Gritches are highly social creatures. Their only mean of defense is their bite.
Greater Gritch (Red Smiley Walker):
These fiends are believed to be older male common gritches. Their bite hurts quite a bit, and has been known to be lethal on occasion. Greater gritches fight each other for territory.
Lesser Spitter (Blue X Walker):
The spitter is a deadly race who hunt there prey by spitting rocks out of their face. The horns on their heads are just for show.
Ulaan Stone Hurler (Grey Boss Smiley Walker):
A massive and ancient gritch who has been terrorizing Opening Street for many years. He spits out clusters of stones to stun his prey, which includes stickmen.
Grassland 1:
This stage is infested with snakes, probably drawn in by the giant ones. The giant snakes are probably also why there isn't much besides snakes.
Man Viper (Green Skull Snake):
Unlike most snakes the man viper likes to eat and is big enough to eat stickmen, hence the name. Also unlike your common snake they are fast and chase you down before sinking their fangs into your flesh.
Snake Worm (Grey Smiley Snake):
The snake worm is a giant worm, the only large non-snake in the region. This may be due to their close resemblance to man-vipers, so the giant snakes don't eat them. Their teeth are sharp, but not at all poisonous.
Death Viper (Red Skull Snake (GL1)):
A very fierce and powerful man viper. Avoid at all costs.
Giant Viper (Green Boss Skull Snake):
Massive elder man vipers who grew fat on the unfortunate and claim the region as their own. They are the reason for the imbalance in races.
Grassland 2:
In the inner grasslands the races are in a greater balance than they were near the town. Here there is a large bat population.
Devil Gritch (Brown Smiley Walker (GL2)):
The most powerful gritches in the grasslands. They are even more deadly than the greater gritch, and act very similar to them.
Day Bat (White Skull Bat(GL2)):
A peach colored bat who hunts in the sunlight. They pluck thorns off plants and spit them at foes.
Purple Spitter (Purple X Walker):
A more powerful relative of the lesser spitter. They are nearly identical in behavior, but they can shoot their rocks a bit farther. If you survived the lesser spitters and Ulaan, then these should be no problem.
Golden Bat (Orange Skull Bat (GL2)):
A close relative of the day bat. They are hardier and can shoot three spikes at once.
Nargon (Grey Boss Skull Bat):
An ancient and powerful day bat who has grown to an enormous size. He can shoot more spikes than any other bat in the grasslands.
Grassland 3:
This region is terrorized by dragons, as the king of the red dragons lives here.
Viper Worm (Green Smiley Snake):
Due to its green color this giant worm looks even more like a viper than the snake worm, but it probably isn't because it hates stickmen. It attacks identically to its gray cousin, only it bites harder.
Green Dragon (Green Skull Dragon):
This airborne predator hunts by spitting acid on its prey while flying safely over head. Despite its appearances it is actually rather weak, if you can hit it.
Emerald Bat (Green Skull Bat):
Another relative of the day bat. This one shoot two spikes at once.
Red Dragon (Red Big Skull Dragon):
Red dragons are closely related to green dragons, only they are huge and their acid is hot (and its red). If you knock it out the sky it will die on impact with the ground.
Golrok Magma (Orange Boss Skull Dragon):
Golrok is the king of the red dragons. He pride has turned him orange. He is big and spits acid as hot as magma. Unlike other red dragons he is not so easy to shoot out of the sky.
Grassland 4:
Here the lake shore meets dark magic, creating creatures very similar to man vipers in behavior.
Water Wakia (Blue Fairy Snake):
The wakia is a bizarre creature made of water in the shape of a snake. They shoot water to drown their prey and drive away anything weaker than them.
Blood Wakia (Red Fairy Snake):
These wakia are made of blood, not water. A blood wakia is to a death viper as a water wakia is to a man viper.
Greater Spitter (Grey X Walker (GL4)):
The most powerful spitters in the grasslands, these spitters can shoot two stones at once, making their attacks hard to dodge. The only reason they were not driven out is because the wakia are scared of them.
Giant Wakia (Blue Boss Fairy Snake):
The name says it all. These are very similar to giant vipers.
Lake:
This is the largest lake in West Danebael. The fish here enjoy eating metal for some strange reason, probably because it is shiny.
Sandy Pike (Orange Skull Fish):
A monster pike that lives in huge schools. Their favorite metal is gold.
Peridot Tuna (Green Smiley Fish):
This tuna is very green. Its favorite metal is bronze.
Blood Weed (Pink Skull Tree (Lake)):
A carnivorous species of seaweed. None of the fish like silver, so it gathers at their bases.
White Death (Grey Boss Fish):
White Death is a giant shark who can do magic. His favorite metal is iron, as it tastes like blood. His magic allows fish bones to home in on his prey.
Grassland 5:
As the grassland nears the forest trees start to appear. Carnivorous plants also start to appear.
Targ Tree (Green Smiley Tree):
The targ is an odd, short, carnivorous, tree-like plant. It lures animals over with it's sweet fruit, then throws them at the beast's head, stunning the creature so the targ can absorb the it with its roots. Even though the fruit is safe to eat the pith is poisonous.
Woman Viper (Pink Skull Snake):
A close but deadlier relative of the man viper. Both man and woman vipers eat both genders, its just that early explorers thought the woman vipers were female due to their coloration. Some are, of course.
Flame Plant (Orange Smiley Tree):
The flame plant may be even odder than the targ, as it stuns its prey by bursting into flames and propelling them if necessary. Their wood is good for fire arrows. They are more bush than tree like.
Bloodwood (Red Boss Smiley Tree):
These are so named because they rain acidic red sap and are big like redwoods. They may be related to targs as they also absorb their prey through their roots and are tree like.
Grassland 6:
Even though this stage is closer to the forest than grassland 5 it has less trees. In fact it only has one tree at all. It is the only place above ground where kalz are found.
Malak (1) (Grey Smiley Tree (GL6)):
Malaks are very particular creatures. After they anchor themselves to the ground as larva they move only to mate, and after they lay their eggs they die. Malaks eat what ever passes by, mainly insects, and defend themselves with hard mud balls.
Common Kalz (Green Fairy Bat):
Kalz are flying lizards with a single tentacle on their heads. Common kalz shoot spikes at their prey. Unlike day bats they make their own spikes.
Fire Kalz (Orange Fairy Bat):
The fire kalz is the second terrestrial species of kalz. Instead of shooting spikes they breath fire. Some people mistake them for dragons even though they have little in common.
Zechora (Purple Boss Smiley Tree):
Zechora is the oldest and wisest tree in grasslands. All the other large plants nearby were destroyed by it. Zechora eats nothing but the soil and the air, but still kills anyone who disturbs his peace by flinging magically crafted tar on them. A group of fire kalz swore allegiance to him long ago in exchange for eternal youth.
Grassland 7:
Here lies are herd of devil wheels. The residents of the castle enjoy them, so they thrive here since the castle is nearby.
Malak (2) (Grey Smiley Tree (GL7)):
This is the same species as the malaks in grassland 6. These ones just shoot three mud balls at once and are stronger.
Devil Wheel (Green Smiley Wheel):
The devil wheel is one of the most unusual of all animals, a wheel shaped predator without legs that travels on single wheel around its body made of shed keratin. It tries to kill its prey by running them over.
Shock Wheel (Yellow Smiley Wheel):
These are a close relative of the devil wheel, possibly a recent mutation. They are more deadly than devil wheels because they can shock there prey when they trample them.
Gozen (Orange Boss Smiley Wheel):
Gozen is a devil wheel mutated by magic coming from the castle. He is the largest and oldest of all wheels and can breath fire. He has mated with several devil wheels and is believed to have great-great-great grand children.
The Hills (Hill Country Series):
The hills lie directly south of the grasslands. In the hills is a strange magic that mutates creatures so they become giants. West Castle lies north-east of the hills.
Hill Country 1:
This section of the hills is near opening street, so it has a lot of the same races. The individuals that migrated here have mutated.
Giant Gritch (Green Big Smiley Walker):
These are mutant gritch. They are big enough to eat a stickman in one bite. Fortunately they are rather slow in both body and mind.
Hill Gritch (Green Smiley Walker (HC1)):
These are closely related to the lesser gritch and are therefor likely related to common and greater gritches. They may be the spawn of giant gritches since they look so much alike. Even though they might be babies they are still stronger than most gritches.
Hill Spitter (Brown X Spitter):
These spitters have grown strong after having to battle the giant gritches over territory. They may be descended from lesser spitters. Spitters are resistant to the magic of the hills.
Giant Spitter (White Boss X Spitter (HC2)):
This is a rare occurrence, since most spitters are immune to the hill magic. Giant spitters are especially threatening due to their ability to throw boulders. The hill spitters appear to worship it.
Hill Country 2:
This is a little bit deeper into the hills and has less "immigrants" than Hill Country 1. A bat colony lies here.
Giant Bat (Blue Big Skull Bat):
The bats in the hills seem to defy all physics with there immense size and flight. Their echolocation is loud and high enough to cause insanity and physical harm.
Hill Bat (Blue Skull Bat):
Like the hill gritch this is believed to be the spawn of giants. Even though they are small their echos are still deadly to both the body and mind.
Barb Vine (Green Skull Tree):
A rather generic spikey lightly poisonous vine that grows on hill sides.
Hartcall (Orange Boss Skull Bat):
Hartcall is the leader of the bat colony. His fur is rare in the hills and his voice is the loudest of all beasts.
Hill Country 3:
The combined magic of the castle and hills create a lot of giant serpentine creatures that leave little room for much else.
Titan Snake (Green Big Smiley Snake):
The magic has morphed this snake's head into a somewhat spherical shape. They eat everything with ease and move very fast.
Plant Wakia (Green Big Fairy Snake):
On a rare occasion wakia can form from plants instead of liquids. Plant wakia are always small since there are no leaf lakes and they soon are eaten, but the wakia in the hills grow huge nearly instantly.
Pink Demise (Pink Skull Tree):
The fruit from this vine is very heavy and has been known to fall on peoples' heads and knock them out, then they proceed to tumble off of the hill.
Great White Worm (White Boss Smiley Snake):
No creature is as feared in hill country as the Great White Worm. It is believed this monstrosity formed after a snake worm absorbed a ton of hill and dark magic. It chases down its prey relentlessly and kills by shooting sand as fast as a bullet, which proceeds to slide across the ground until it cuts its victims legs off.
The Forest (Forest Series 1-3):
North of the grassland and the castle is a massive forest. At the northernmost point in the forest is a cave. The forest is known for its highly toxic mushrooms.
Forest 1:
Here the grasslands meet the forest. Snakes enjoy this region.
Green Cap (Green Cap Mushroom):
If the this mushroom is disturbed it will release its highly poisonous spores.
Lesser Needle Fang (Tan Skull Snake):
The lesser needle fang is a mildly poisonous forest snake.
Greater Needle Fang (Red Skull Snake (F1)):
A deadlier relative of the lesser needle fang.
Megaspore (Green Boss Cap Mushroom):
Massive mushrooms with massive, barely poisonous, spores. The large spore capsules can travel a long distance. Rumor says that their flesh is considered a delicacy by a certain people.
Forest 2:
This is the part of the forest that holds the cave. More bats are found here than other regions of the forest, either because it is more shaded or is closer to the cave.
Dark Angel (Purple Cap Mushroom):
This mushroom is close relative of the green cap. It is even more poisonous.
Lesser Forest Bat (Tan Skull Bat):
Another race of spike shooting bats. It is believed that day bats are descended from a creature similar to the lesser forest bat.
Greater Forest Bat (Red Skull Bat):
The strongest bat found above the ground. They can shoot four needles at once.
Asphirax Toxica (Purple Boss Cap Mushroom):
The cave has not been entered for so long that a massive, extremely poisonous mushroom has grown over the entrance. It can be described as a cross between a megaspore and a dark angel, only worse than either one, as one touch of its massive spore capsules guarantees instant death. In order to enter the cave without swimming through its spores it must be hacked to pieces.
The Cavern (Cavern Series 1-3):
Underneath West Danebael is a massive cavern. One major cave is in the forest and another is near a small, but surprisingly wealthy village.
Cavern 1:
This is near the forest entrance. It is the farthest north location gritches are found.
Cave Gritch(Brown Smiley Walker (CV1)):
The cave gritch is the most powerful of all gritch species and has grown strong from its difficult life in the dark. It is unknown why their feet are gray.
Lime Slime Mold (Green Cap Snake):
These slime molds move incredibly fast and can strip stickmen of their flesh in five minutes flat.
Cherry Slime Mold (Red Cap Snake):
A cousin of the lime slime that can create sharp spines.
Alpha Golden Fish (Yellow Skull Fish):
Golden fish are a rare type of cave fish whose scales are made of gold. The scales make them nearly invincible. This one has a heart of bronze.
Cophan Spark Zapper (White Boss Smiley Walker):
A cave gritch who grew massive and learned to shoot sparks. He is very similar to Ulaan, only even deadlier.
Cavern 2:
This is the center of the cavern and the largest bat colony in West Danebael.
Long-Fanged Vampire Bat (Blue Skull Bat (CV2)):
A bat that drinks blood. It is weaker than most people think.
Spike Bat (Purple Skull Bat):
Another needle shooting bat. It is believed that a similar creature was the ancestor of day bats and forest bats.
Cave Kalz (Pink Fairy Bat):
The final and most powerful species of kalz in West Danebael. They attack with magic and are actually quite cowardly.
Beta Golden Fish (Yellow Smiley Fish):
Golden fish are a rare type of cave fish whose scales are made of gold. The scales make them nearly invincible. This one has a heart of silver.
Zomegal (White Skull Bat):
The albino king of the spike bats. He can spit out a chaotic burst of spikes that is deadlier than all other spike spits.
Cavern 3:
This section of the cavern is controlled by the Fire Clan and opens up near a village. No one (besides Fire Clanites) has passed through here in a long time.
Caveman (Orange Skull Stickman):
This is a member of the Fire Clan who has not yet learned how to breathe fire. He/she is highly aggressive and attacks with a spear.
Thorn Bat (Orange Skull Bat (CV3)):
The closest relative of the spike bat. Nothing special.
Gamma Golden Fish (Yellow Fairy Fish):
Golden fish are a rare type of cave fish whose scales are made of gold. The scales make them nearly invincible. This one has a heart of gold.
Fire Warrior (Red Skull Stickman (CV3)):
A full Fire Clanite. Once a Fire Clanite can breathe fire he/she paints his/her face red. They are unreasonably aggressive.
Fire Elder (Red Boss Skull Stickman):
Even though the ceremonial leader of the Fire Clan is the chief, the real power is given to the five elders, who are the strongest and best magic users in the clan. By their order the village has been placed under siege until they give up all their enchanted gems. They are the reason no one has gone in the cavern for so long, as they want no one to rescue the village.
The Castle (Castle Gate, Castle):
This is it! The castle is the capital of West Danebael and the source of all the dark magic. The castle was once inhabited by good king Fulgard, but he was killed and usurped. The dark lord of West Danebael demands high taxes as a "racket" (as well as a special "red tax") and he is constantly sending people to battle to prevent him from being overthrown.
Castle Gate:
Technically a gatehouse, not a gate, this is the last obstacle between you and the castle. This is also where the general resides.
Royal Guard (White Skull Stickman):
These are guards of a variety of stickiod races who serve the dark lord. They are deadly warriors, but weaker than many of the various beasts roaming Danebael.
Red Mage (Red Skull Stickman(CG)):
These mages are known for one devastating spell: summoning a cluster of four meteors that create smoldering craters when they impact the ground. The mages are the most deadly of the guard.
Fire Wheel (Orange Smiley Wheel):
These are some of the descendants of Gozen and ordinary devil wheels. Like their ancestor they can breath fire, but they are small. These ones have been tamed by the Royal Guard.
General Gorman (Sub-Castle Boss):
Gorman is an ogre who is fiercely loyal to the dark lord. If it wasn't for him Fulgard might still be alive. Even though he is large he is fast and can easily pound even the best of warriors to a pulp in seconds. Fortunately for his victims his swings are slow.
Castle:
ARE YOU READY?
Here it is: an empty fortress. There is no guards here at all, only a few servants hiding in the corners. This was once the capital of West Danebael, but now it is the resting place of the dark lord, Volacirn Magnus, the vampire king.
Volacirn Magnus (Castle Boss):
Magnus is a vampire, and possibly the greatest mage in all of the continent of Danebael. After stealing the sacred sword Singar he led a coup with the help of Gorman and personally killed King Fulgard. He now lives alone in the castle, as he enjoys solitude. His meteor storm spell makes the red mages look like bored teenagers. His great interest in dark magic has polluted West Danebael and created all sorts of monstrosities. Until he is dead Danebael cannot sleep in peace. Good luck hero.
World 2 (The Shore, Mist Grove, and the Sea) - Alquatra:
The Seaside Nation
The Shore (Seaside Series):
Even though Magnus has been destroyed and the heir has returned to the throne, there is still a dark magic coming from the east. The seaside borders the great sea. Here all sorts of sea creatures, land creatures, sky creatures, and cultists dwell. The wildlife is unusually aggressive.
Seaside 1:
As the sea grows closer crabs start to show up.
Lesser Giant Crab (Green Roundhead Walker):
This is a giant crab with pincers. It hurts. It behaves similar to gritches, but it is not at all related and far deadlier. Giant crabs eat anything from fish to trep grass to stickmen.
Greater Giant Crab (Blue Roundhead Walker):
This close relative of the lesser giant crab is able to shoot water as well as pinch and has a harder shell. Its diet contains a lot more meat than its weaker cousin.
Trep Grass (Blue Roundhead Tree):
Trep grass is delicious, but hard to eat as it protects itself with its heavy seeds. Their woody stalk can be made into a magic staff.
Fire Crab (Red Roundhead Walker):
The fire crab is a relative of giant crabs that can spit exploding fireballs. Its hard shell makes it a worthy foe.
Karbos (Grey Boss Roundhead Walker):
Karbos is an ancient giant crab who has learned to fight with harpoons after a fisherman tried to catch him. His harpoons travel faster than any other weapon, and can travel very far too.
Seaside 2:
After getting pass the crabs the true variety and richness of life in the seaside begins to show. The most populous creatures in this region are gulls and sea snakes.
Lesser Sea Snake (White Roundhead Snake (SS2)):
There are two groups of sea snakes: Water borne snakes and water and land snakes. These ones are of the second variety. Sea snakes are aggressive, but social animals.
Greater Sea Snake (Red Roundhead Snake):
These are the stronger relatives of the lesser sea snake. They can bite twice as hard and are good at dodging most of a nonmagic blow.
Lesser Death Gull (White Roundhead Bat):
Unlike most seagulls death gulls are deadly. Their primary attacks is to "drop" on their prey and predators alike.
Greater Death Gull (Red Roundhead Bat):
This death gull is stained with blood. The blood is not its own blood; its the blood of the creatures it tore apart and ate.
Greshnek (Grey Boss Roundhead Snake):
He is the colossal king of the sea snakes and has the ability to shoot five spikes at once. Some even say he is more deadly than Magnus himself. There is evidence he was morphed by a unknown disturbance in the region.
Seaside 3:
Due to the ice dragon population this is the coldest region of the seaside.
Frost Snake (Blue Gel Snake):
This serpent thrives on the cold weather. Some believe frost snakes are juvenile ice dragons who have not gained the ability to fly due to the similar appearance and how they live in the same region.
Ice Dragon (Blue Gel Dragon):
Like all dragons these are distantly related to the green and red dragons of West Danebael and have gained the ability to do ice magic and have adapted to the snow storms they summon, despite popular belief that they came from Isylegard. Even though they create ice they are still secretly creatures of fire.
Perpetual Fire Plant (Pink Gel Tree (SS3)):
This cousin of the flame plant covers itself in a oily, purple, flammable jelly. This keeps it burning forever so it doesn't freeze to death.
Argatha Blizzard (Blue Boss Gel Dragon):
Argatha is the queen of the ice dragons. Her storm is said to be eternal. This is not true: if she dies or is severely injured her storm will go out.
Seaside 4:
Here there is finally a safe place to enter the sea. A group of cultist dwell here to get in touch with the water.
Land Gelb (Green Gel Walker):
Gelbs are odd creatures made of a jelly like substance. The land gelb shoots balls of jelly at everything for an unknown reason. Gelbs eat nothing but plants, and they taste horrible, so they normally get along fine with everything else.
Eastern Day Bat (Green Roundhead Bat):
This is the eastern most spike-shooting day bat. It is spherical and green because it is covered in green jelly shot by gelbs.
Voltamarincer (Tan Star Stickman):
The voltalmarincers are members of a cult who want to merge themselves with the sea to control storms. Their rituals have caused them to lose their stickmanity and sprout Cthulhu-esque tentacles. Even though they are now monsters they got what they desired: the abilty to call forth lightning.
Quintenuis (Tan Boss Star Stickman):
Quintenuis is the leader of the voltamarincers. His great power has caused him to go mad, which makes him even more deadly.
Mist Grove (Mist Grove Series, ???):
Mist Grove is a rain forest south of the sea with an almost tropical climate. It is home to all sorts of poisonous animals and vile plants.
Mist Grove 1:
Even the borders of Mist Grove are full of exotic flora and fauna. The mushrooms here are not as poisonous as the ones in the forest, but they are deadly in other ways.
Giant Puffstool (White Roundhead Mushroom):
The spores of the giant puffstool are known to suffocate anything that inhales them for a short while. Even though they release their spores very easily they are very tough and probably are as chewy as gristle. They are extremely flammable.
Mist Tree With Archer Sitting In It (White Roundhead Tree):
This is a exactly what it sounds like: a type of tree called a mist tree with an elven archer sitting in it raining arrows on all who pass. Mist trees have a very hard wood good for staves and burn well. The elf in it protects him or herself from most magics.
Gas Beetle (Green Gel Bat):
Gas beetles are large flying green beetles that emit poisonous gases. Their blood is also poisonous.
Titan Puffstool (White Boss Roundhead Mushroom):
This is essentially just a large giant puffstool. However there is a large quantity of magic in it that protects it and is harvested by the elves, so destroying this would be a perfect way to get revenge.
Mist Grove 2:
Here lies giant stinging insects and their hives. Everything else has been stung to death.
Giant Bee (Yellow Roundhead Bat):
This is a giant bee that can sting multiple times. They are pretty weak.
Giant Bee Hive (Red Roundhead Tree):
The home of giant bees lies inside a tree. If the tree falls all the bees in it will die.
Giant Wasp (Yellow Roundhead Dragon):
Imagine a giant bee. Now imagine a longer giant bee that is worse in every single way possible. That is a giant wasp.
Giant Wasp Hive (Red Boss Roundhead Tree):
Not only is it home to wasps instead of bees, it is also in a bigger tree than most giant bee hives. Destroying this will help control the giant wasp population.
Note: I never got past MG2, so all I have from here is based on the wiki and youtube.
Mist Grove 3:
This is the heart of Mist Grove. Here is where the elves set up their HQ. This is also the most elevated section of the grove.
Poison Wheel (Green Gel Wheel):
A distant cousin of the devil wheel who can spit poison. They are the only wheels in all of Alquatra.
Elven Grenadier (Olive Roundhead Stickman):
The elves defend their territory by using incendiary grenades. There magic protects the trees so they don't burn down. They do not wear armor, but they can shield themselves from magic attacks.
Torgia (Olive Star Mushroom):
The torgia are spiny yet soft plants with a single flower. The thorns are barbed and stick into the stickman. They appear to be connected.
Torgia Prime (Olive Boss Star Tree):
At the focus of the torgia is Torgia Prime, a massive sapient plant who is worshiped by the elves. It wants all intruders dead. Unlike the rest of torgia Torgia Pime can launch its thorns on its own.
???
This is the nest of a colony of mist spiders. They use the power of mist to cloak their nest.
Mist Spider (Pink Gel Spider):
Mist spiders live in huge nests found in the central regions of Mist Grove. They defend their queen fiercely. Mist spiders behave similarly to ants and termites.
Mist Spider Queen (Pink Boss Gel Spider):
The queen is mother to all females in the colony except herself. She is covered in spikes and can use them to defend herself.
The Sea (Submarine Series, Submarine Shrine):
The sea is a gulf north of Mist Grove and the most important part of Alquatra. In the deepest part of sea, which happens to lie in the east side, is the Sacred Shrine of Alquatra. The fish and seaweed are now extremely aggressive.
Submarine 1:
Submarine literally means "underwater", which is exactly what the submarine series is. This section is rather generic.
Whitefin (White Roundhead Fish):
Whitefins are a pure white carnivorous fish. They would normally not attack stickmen, but they have been acting odd lately.
Common Sea Serpent (Pink Roundhead Eel):
The first sea sepents were the spawn of sea snakes and dragons. They can shoot acidic spit as well as bite.
Urchin Eel (Pink Gel Eel):
Urchin eels got their name because the barbs they cough up and spit at prey resemble sea urchins. The barbs will float for a while before dissolving.
Darog (Tan Boss Roundhead Eel):
Darog was a sea serpent who watched the urchin eels and learned that barbs are much more effective than spit, so he swallowed a bunch of sea urchins and now hosts a colony of urchins in his stomach that he can cough up and use as barbs.
Submarine 2:
This is a "forest" of glowing seaweed.
Bright Kelp (Green Gel Tree):
Bright kelp is form of carnivorous seaweed that leers fish over with its bright light then entangles them. The light is bright enough to cause blindness in stickmen.
Pinkfin (Pink Roundhead Fish):
Another species of carnivorous fish almost identical to the whitefin, only pinker.
Water Gelb (Pink Gel Walker):
Unlike it's earthborn cousin the water gelb eats meat and plants. Instead of shooting jelly they shoot guns. It is not know were they got all their guns from.
Hell's Beacon (Red Gel Tree):
The beacon is a bright kelp mutated to a great size by an unknown, but not dark, magic. Its light is intense enough to set seagulls flying overhead aflame.
Submarine 3:
The shrine is nearby. The creatures here seem to be trying to guard the shrine, but not from evil.
Glass Fish (Blue Roundhead Fish):
Glass fish have transparent skin and organs. The only part of them with color is their black eyes. They attack by shooting globs of spit.
Tuna Rider (Grey Smiley Fish):
This rather large tuna is rode by a sea dwelling stickmaniod with a spear. The rider has an emblem on his/her chest that depicts a flame and a snow flake.
Fire Sea Serpent (Orange Mask Eel):
The fire serpents are descended from common sea serpents and the fire dragons of Kaazal. It is unknown how they managed to breed as fire dragons would perish if immersed in water. They always try to attack from a distance with their fiery breathe. The fire is not normal, as it can burn under water.
Crystal Eel (Blue Boss Roundhead Eel):
Crystal eels are similar to glass fish in that they are entirely transparent, except for their eyes. The projectiles they shoot are hard and clear.
Submarine 4:
This is the region closest to the shrine. Due to the ungali school here few creatures live here.
Ungali Fingerling (Grey Mask Fish):
Ungali are an odd type of fish whose schools are similar to wolf packs. Ungali have the abilty to shoot projectiles that can pierce through land. Since these ones are immature they can not shoot their bullets through the earth.
Adult Ungali (Grey Big Mask Fish):
Now that the Ungali is an adult its bullets can pass through water and land alike. Ungali are huge, as large as big sharks.
Electric Fish (Yellow Roundhead Fish):
The electric fish managed to survive the ungali due to their ability to generate electricity in defense and that they live in their own large schools. If they separate from each other they will surely be eaten by the ungali.
Alpha Ungali (Grey Boss Mask Fish):
Like how a alpha wolf leads its pack, an alpha ungali leads its school. They can grow to absolutely huge sizes and gain the magic ability to make their bullets explode.
Submarine Shrine:
The shrine is the magical focus of Alquatra. If the shrine is undisturbed it will bring harmony to all of Alquatra. Unfortunately the shrine has been disturbed and and its power is being abused by an evil being. The magic using sea serpent named Slavis is using the power of Alquatra to disturb the wildlife, increase his own allies' power, and amplify his own magic.
Slavis (Submarine Shrine Boss):
Slavis is a massive twisted creature who took over the shrine with the help of his allies. He has mutated into a monster made of both fire and ice. His magic is strong enough for him to encase someone in ice and then fry their guts without thawing them. He claims he serves an Emperor of The Moon, and that unlike Magnus and the other servants he will not fail in destroying the stick rangers.
World 3 (The Western Desert, The Beach ,The Eastern Desert) - Kazaal:
The Home of the Ancients
The Western Desert (Desert Series 1-5, Oasis):
East. That is where the source of the evil lies. Not only does the sun rise in the east, but the moon also rises in the east. To the east of the sea and all of Alquatra is the desert of Kazaal. The desert was once home to an ancient and both magically and technologically advanced race, but they were destroyed by an unknown force. In the heart of the desert is a massive and magically saturated oasis. Somewhere in the desert is the Pyramid of the Moon, as well as many other pyramids. The Western half of the desert is full of life and is the location of the ancient civilization.
Desert 1:
The capital of the ancients was believed to be located in west Kazaal, somewhere near here. This region is full of wildlife as well as ancient constructs.
Sand Spider (Tan Box Spider):
Sand Spiders are rather large spiny spiders that have a nasty bite. Alone they are just an annoyance, but in swarms they can be deadly.
Sandwinder (Tan Box Snake):
This odd poisonous snake is like a giant sidewinder, only it shoots arrows. No one knows how a snake can cough up arrows, especially one that winds and shoots five arrows at a time.
War Golem (Grey Box Walker):
Golems were created by the ancients out of stone, magic, and technological wisdom. The stone gives them a powerful armor. They are equipped with a laser so powerful they can roast their enemies in battle. Even after the ancients died off their machines are still alive and reeking chaos.
Omega Golem (1) (Grey Boss Box Walker (D1)):
This was the final and most powerful golem ever created. The Omega Golem's purpose was to defend the ancients and destroy a great evil. It's laser cannon emits a constant laser beam. Even though the beam isn't as intense as the other golems' lasers it is much deadlier. It is rumored that the Omega Golem has a backup weapon encase it's laser fails.
Desert 2:
The capital of the ancients was in the northwest, somewhere between here and Desert 1. Like in Desert 1 this place is full of both creatures and automatons.
Desert Bat (Tan Box Bat);
Unlike day bats, but similar to other bats, desert bat bite, they don't shoot spikes. They are rather weak.
Fire Dragon (Red Box Dragon):
All dragon species are related. The fire dragon is covered in flames and if they go out it will soon die. They can shoot very hot lasers that may have inspired the ancients to make their golems.
Mecha-Wheel (Grey Box Wheel):
This is another type of war golem the ancients created. Unlike the golems these are made of metal and modeled after devil wheels, or an ancestor of them. They are powered by electricity and strong magic. A counter-charge may cause them to malfunction.
Omega Golem (2) (Grey Boss Box Walker (D2)):
It has survived its last encounter and somehow managed to make it to the end of Desert 2 before you (possibly because robots are immune to mirages). Its laser was destroyed in the previous fight so it has activated its secret weapon: thirty crossbows with magically replenishing arrows. It is just as strong as last time.
Desert 3:
This is a desolate region of the desert. The only large life forms here are cacti.
Sagaro Cactus (Green Diamond Cactus):
A rather large cactus. It is covered in sharp spines that may come off if it is touched.
Desert Bloom (Pink Diamond Cactus):
Desert blooms have an odd brownish body, but beautiful pink flowers. They also have poisonous insides and gas pockets that can pop and release their spines with an explosive force.
Fire Cactus (Orange Box Cactus):
This is the oddest of all the cacti. It bakes itself in the desert heat until it turns red-orange and glows. If it is touched its skin will burst open and release an intense beam of light and hot gases.
Thunder Cactus (Yellow Boss Cactus):
The final and largest of the big cacti in the region. It is rich in electrolytes, causing anything to break its skin to be electrocuted. It also has a single yellow flower and tastes like lemons. A group of them has formed a barricade that would be easier to cut a whole through than walk around.
Desert 4:
This is getting into the heart of the desert. South of here is the homelands of the bombaders, giant, fire-spitting insects. This area is full of fire breathers.
Fire Bat (Orange Box Bat):
This is a fire breathing relative of the desert bat. Unlike the desert bat its fur is a brilliant orange.
White Thorn (White Diamond Cactus):
White thorns are a close relative of the desert bloom. The only difference is the flower color.
Lesser Bombader (Orange Diamond Spider):
This is offshoot of the main group of bombaders. In the north the environment is too harsh for bombaders so they don't grow to their full size. They are also a different color and attack differently from their southern cousins, namely by shooting exploding fire pellets.
Petralia (Orange Boss Diamond Spider):
She is one of the few lesser bombaders that grew to full size. At full size the northern variant is even stronger than the originals.
Desert 5:
This is the homeland of the bombaders. Due to its close proximity to the oasis Kazaal serpents start to show up. A burial ground is also located here.
Greater Bombader (Red Big Diamond Spider):
These are the original bombaders. They attack by spitting fireballs instead of spitting pellets and are extremely powerful.
Giant Cactus (Yellow Big Diamond Cactus):
These rather large cacti are covered in rather large spikes.
Water Kazaal Serpent (Blue Box Eel):
Kazaal serpents are believed to be distantly related to Alquatra's sea serpents. Kazaal serpents are known for being elemental. The water variety spits balls of water laced with a weak acid.
Ancient Mummy (White Boss Box Stickman):
An powerful necromantic force from the east had awoken the burial ground. The ancients whose mummified bodies laid there have been woken, but they are being controlled by another undead being. They throw balls of concentrated magic, linen, bones, rocks and pretty much anything they can get their hands on.
Note: I have not played Oasis yet due to not having access to my save file right now.
Oasis:
This is the magical locus of Kazaal. The waters of the oasis are ruled by the elemental Kazaal serpents.
Ice Kazaal Serpent (White Box Eel):
This is the smallest and weakest of the magical Kazaal serpents. Their magic can freeze a stickman solid like Slavis, but to a lesser extent.
Kazaal Sea Snake (Green Diamond Eel):
These are not Kazaal serpents; they are just highly venomous aquatic snakes.
Fire Kazaal Serpent (Red Box Eel):
These are one of the strongest Kazaal serpents. They shoot jets of boiling water, which is just as deadly as fire.
Lumaros (Yellow Boss Box Eel):
Lumaros is a massive thunder Kazaal serpent and the king of the oasis. He shoots balls of lightning/light that leave a magical residue in the water.
The Beach (Beach Series 1-3)
South of Kazaal lies an island where a powerful merchant named Kalren has set up residence, trading goods from all across the lands, and setting up a resort that stickmen from all over would visit. At least that was until a general of a mysterious race who serves an unknown evil stationed his army to the Kazaalese sea to prevent any movement by enemy forces through it. By staying near the shore of mainland and the islands where the sea is shallow it is possible to cross it.
Beach 1:
This region has only minimal influence from the general. Its main danger is the wildlife.
Kazaal Crab (Red Skull Spider):
These spindly crabs dwell on the bottom of the Kazaalese sea. They usually eat jetsam, but they will eat fresh meat if they can get a hold of it.
Dragon Bomber (Olive Gel Dragon):
These dragons are closely related to the ice dragons of Alquatra, but they have not developed the ability to summon ice. Most dragon species are too aggressive or independent to be tamed, but as these lack the offensive ability that most dragons have they are tamable, and are ridden by stickmen who serve the General of Thunder. These stickmen drop bombs from above.
Kazaal Shark (White Big Vampire Fish):
These sharks are immensely powerful and hunt in small packs. They are slow to bite, but once they start to close their jaws they come down with an insane amount of force that's incredibly deadly.
Morobane (White Boss Vampire Fish):
This huge Kazaal shark is the alpha of this pack. He has learned magic so he can bite from a distance, something that few survive.
Beach 2:
This region lies directly south of Mount Tarador. Here the body of the general's army is stationed, but the General of Thunder is nowhere to be seen. The water is swimmable from here to another island.
Kalz Gunner (Cyan Fairy Bat):
These kalz are far stronger than any found in West Danebael. The have been employed by the General of Thunder and have been armed with mounted guns.
Kalgon Bomber (Blue Fairy Dragon):
Kalgons are a hybrid between dragons and kalz. These are stronger than the dragon bombers, allowing them to survive more blows and carry heavier bombs than the dragon bombers.
Wymier Gunner (White Vampire Eel):
The General of Thunder is a member of this mysterious race, spectral serpents bound to neither the air nor the sea. The general is their leader, and these ones are armed with guns.
Fire Wymier (Orange Boss Vampire Eel):
Wymiers can imbue themselves with various magical energies if they train long enough. These ones have trained themselves to be part fire, and have gained the ability to shoot lasers like the Kazaal fire dragons. These soldiers are ruthless and won't stop until either you or they are dead.
Beach 3:
This beach is off the coast of an island called Derios that forms part of the border of the Kazaalese Sea. This island is known for its giants that formed in isolation. Some feel that the giants in the hills of West Danebael formed from isolated giantism, but the truth is that its obviously the magic that gathered in the hills. It is here on this island were the General of Thunder resides.
Derion Colossus (Tan Big Box Snake):
These enormous, but incredibly docile serpents are what Derios is known for. They are far larger than anything on Danebael's mainland, and despite their fearsome size and appearance they would never hurt a fly, though they can get in the way sometimes. They are believed to be distantly related to sandwinders.
Derion Fish (Cyan Box Fish):
These fish are found only in the waters of Derios. They are carnivorous and hunt with blasts of compressed water, often hiding beneath the colossi.
Poison Wymier (Green Vampire Tree):
Poison is an earth based element. and as a side effect of imbuing themselves with the earth these wymier have lost their ability to fly and instead attach themselves to the sea floor. These serve as the guards of the general, so they don't mind being bound, and the colossi provide them adequate protection.
General Farinor (Yellow Boss Vampire Eel):
This is the General of Thunder who controls the Kazaalese sea. Like Slavis and Volacirn Magnus he claims to serve an Emperor of the Moon. Even though he is a powerful general, he is still just a thunder wymier, though he has managed to hypnotize two colossi and is using them as he personal body guards. Once he is dead the army should fall and the island of Kalren should be opened back up.
The Eastern Desert (Desert Series 6-8, Pyramid):
East. That has just been confirmed to be where the source of the evil lies. The Eastern half of the desert is terrorized by spirits, demons, and the undead. It is this way because it is now controlled by a powerful necromancer. The southern corner is quite different from both the East and West half of the desert, but that's partly because it leads into the beach.
Desert 6:
This region of the desert is utterly devoid of life. Like desert 5 it is full of necromantic magic, only here it is completely saturated to the point that demonic spirits are appearing. Long ago there was once a tribe here, and more recently some bandits camped here.
Desert Zombie (White Roundhead Zombie):
This body has been partly mummified by the desert sand, and the rest of its flesh has rotted away or been eaten, making a skeleton with pieces of flesh hanging off them. They have been reanimated by the magic and are controlled by evil spirits who serve a necromancer, the same one that controls the ancient mummies. Being undead makes them very hard to destroy, but their bones are so dry that they burn easily.
Flying Skull (White Skull Bat):
This is a skull whose body has been destroyed. The necromancer has caused the skull to grow leathery wings through dark magic. Like the desert zombies they are dry and burn easily. Like a day bat they can create spines and shoot them.
Evil Spirit (Red Gel Zombie):
These demonic spirits have been summoned as a side effect of the necromancy. Their dark magic eats a stickman's spirit until the soul is trapped within the demon, killing the stickman. Fire can disturb their very being.
Balthurg (White Boss Skull Zombie):
Balthurg was once a powerful king of a desert tribe, but he was wicked. He was cursed with a terrible disease for looting the temple of Kaz. Now that he is reanimated his curse is a hundred times as lethal, to the point it causes instant death in all the strongest of warriors who he touches. Unlike the rest of the undead he controls his corpse.
Desert 7:
This area of the desert is a bit more lively than the area north of it, but is still pretty desolate. Instead of being plagued by zombies it is plagued by demons and spirits.
Ancient Zombie (White Box Zombie):
These were once the criminals of the ancient civilization who were exiled and left to rot, causing to be less graceful then their mummified brothers. There spirits were returned to their body by the necromancer, who also gave them enough magic to shoot magical beams.
Frozen Spirit (Blue Diamond Bat):
Powerful necromancers can summon demons and spirits as well as raise the dead. Frozen Spirits are effective in the desert because more people in the desert wear clothes that do not trap body heat, making them highly vulnerable to cold attacks. They are also easy to summon, as spirits are naturally cold.
Infernal Wyrm (Orange Diamond Snake):
These creatures are part demon and part snake. Their demonic blood protects them from fire and even coats them in it. They are extremely dangerous and should be avoided at all costs.
Apephaes (Orange Boss Diamond Snake):
Apephaes is an ancient snake demon from which the wyrms are descended. He terrorized the desert until the ancient hero Rastus destroyed him. The necromancer has revived him as well as Balthurg.
Desert 8
This is where the desert meets the beach. The Necrolord's army does not dwell here as the sentinels keep them at bay.
Desert Spawn (Yellow Roundhead Spider):
These insectiod creatures are the only large, non-demonic life forms found in this part of the desert. These are just the young, but the are still very large and dangerous.
Brood Mother (Red Big Roundhead Spider):
These is the adult version of the desert spawn. Each of these mothers has around a hundred babies. These large beasts prefer to have their young hunt for them than hunt themselves.
Sentinel (Gray Box Tree):
These magic stone towers were made long ago by colonists from the ancient civilzation using the same techniques to create golems in order to keep enemies at bay. They still work; they diligently keep dropping stones and holding off the necromancer's undead army to this day.
Alkar's Tower (Red Boss Box Tree):
The architect Alkar created this sentinel. It is a lot larger than all of the other sentinels and drops bombs instead of boulders.
Pyramid:
The pyramid used the have magical wards, but they were broken by a powerful sorcerer. Inside the pyramid you find a series of pictures and glyphs depicting the history of this place, the Pyramid of the Moon. Long ago the ancient civilization was the greatest in all of the lands. Then a powerful demon came from the East. He said he was Yarok, chosen by the gods in the moon to rule all of Danebael. With him he brought an army of monsters. The ancient civilization had a great war with Yarok, but he and his forces were too strong. In the end they created a golem stronger than any other to assassinate Yarok. The ploy nearly succeed, but Yarok was too powerful and nearly destroyed the golem. Then the four greatest warriors in Danebael decided to work together to destroy Yarok. Together they killed him, but they were mortally wounded in the process. The body of Yarok was placed in the Pyramid of the Moon with wards to prevent him from coming back to life and returning.
The burial chamber does not have Yarok's corpse. Instead someone else is there....
Harset the Necrolord (Pyramid Boss):
Harset is the necromancer who controls East Kazaal. He disabled the wards and apparently revived Yarok. He is also a member of the ancient race, which has been reduced to nomadic tribes. His necromantic magic has caused his flesh to decay partially. Necromancy is not effective battle magic here, as there is no dead bodies anymore and summoning spirits quickly while fighting is impossible. However he is still good at battle magic, enabling him to breath fire, and he also wields the cursed spear Jarq as a weapon. Jarq leaves a withering curse and returns to its users hands. This is not going to be an easy fight.
World 4 (Tarador, The Snowfields, The Mountain, The Snowforest) - Isylegard:
The Land of Snow
Tarador (Cavern Series 4-6): [/b]
Yarok, the Emperor of the Moon who Slavis spoke of, has returned, and has fled back to his homeland in the East to gather his army of monsters and regenerate, and now he has be stopped before he returns to his full power. Immediately to the east lie the snowfields of Isylegard. However, separating the desert of Kazaal and the snowfields is Mount Tarador, a mountain full of demonic powers. According to legend the devil himself lives in the center of Tarador, and various demonic fiends inhabit the cave system beneath it. However, traversing these caverns is the only way for you to reach Isylegard.
Cavern 4:
This is one of the entrances to Tarador's cave complex. These caves hold a surprising amount of life, mainly in the form of bats, but there is also a significant demonic population created by dark magic that has gathered underneath the mountain and corrupted the life.
Lesser Taradorian Bat (Grey Shield Bat):
Like the cavern in the west, the caverns of Tarador are full of bats, only these ones are far different from their western relatives. Like the hill bats their echos are deadly, only even more so in this breed as they need to out-compete the demons.
Demonic Bat (Red Shield Bat):
The dark magic of Tarador is corrupting, taking life and twisting it into massive, infernal demons, creature of evil fire. These are too small to be full corruptions, rather they appear to be half normal, half abomination. Their fiery heart allows them to shoot lasers, a key trait among the demons of Tarador.
Poison Dragon (Green Shield Dragon):
Bats aren't the only non-demonic life forms to dwell under Tarador, these dragons also dwell here. Just as fire dragons are native to Kazaal poison dragons are native to Tarador. They hunt in groups of three, and their poison will quickly overwhelm even the strongest of stickmen.
Tarador Serpent (Blue Shield Eel):
These serpents split from the other sea serpents a long time ago. By dwelling in the dark they have lost their sight and have grown transparent. Like Darog they shoot sea urchins at their foes, however they do not need to store a colony in their bellies as they have gained the magical ability to summon the urchins from far away. They shoot four urchins at once and they bounce off the stone walls.
Jonuto (Red Boss Shield Bat):
Jonuto is one of the demons created in the bowels of Tarador. He is what gets created from a bat, and it's believed that the other demonic bats are his descendants. Unlike the smaller bats he has the ability to shoot three lasers at once.
Cavern 5:
Even though this is deeper into Tarador it's still the same distance from the surface as the rest of this path; going into the heart of Tarador is simply too dangerous. Here dwells a race known as the Worrigor, twisted stickmanoid fiends of the darkness.
Greater Taradorian Bat (White Shield Bat):
These are nearly identical to their lesser cousins, only they are slightly hardier.
Common Worrigor (Pink Shield Zombie):
Few have ever seen the horned and stumbling worrigor. Because they are horned and twisted they are often referred to as demons, but this is a misnomer. They are just a scary race that dwells deep in the dark land of the demons.
Poison Worrigor ( Green Shield Zombie):
Some worrigor have the ability to breath out poisonous gases, a very useful a ability for hunting, giving them great social status. It's believed they gain this ability by drinking poison harvested from other creatures under Tarador and the poisons turn their normally pink skin green, but no one has ever been with the worrigor long enough to confirm this.
Adrenadon (Blue Big Shield Eel);
As the Taradorian serpents are creatures of water the demonic magic of Tarador affects them differently. Instead of turning fiery they only grow to an extremely large size, as seen with Adrenadon. Not only is Adrenadon huge, but so are urchins which he shoots. Adrenadon is actually even stronger than Slavis.
Narov (Red Boss Shield Zombie):
Narov is the king of the worrigor, and its not hard to see why. After he was corrupted into a demon he became far more powerful than the rest, and as the worrigor find offensive power to be the main desirable trait he was made king by default. Narov closely resembles the classic description of the devil, and he or another demonic worrigor may be the reason for the legend about the devil being bound beneath Tarador since no one knows Narov's true age.
Cavern 6:
Beyond this exit of Tarador lies the snowfields of Isylegard. Like the other entrance this area is packed with bats, only these ones take on an elemental twist much like the Kazaal serpents.
Taradorian Poison Bat (Green Shield Bat):
These Taradorian bats have gained the defensive ability to breath poison gas. It is believed that worrigors hunt them for their poison.
Taradorian Fire Bat (Orange Shield Bat):
The fire bombs that these bats drop are generated internally, and when dropped they explode, releasing scorching gases. This ability is mainly used for hunting weaker creatures within Tarador.
Taradorian Thunder Bat (Yellow Shield Bat):
Inside of these bats is an organ that build up electrical charge, which they then release in a bolt against their foes. Its amazing how many elements managed to spring up beneath Tarador.
Golden Serpent (Yellow Shield Eel):
Somehow a golden fish managed to mate with a Taradorian Serpent, and this was a result. Their golden armor is even stronger than that of the golden fish.
Mistora (Red Boss Shield Tree):
Sometimes the magic of Tarador doesn't even mutate a creature. Sometimes it just creates an entirely new monster out of pure, concentrated demonic energy and hatred. Mistora is one of these. He is like a massive tube worm, anchored into the cavern floor, and he has all the properties of a demon of Tarador. Mistora is the most powerful of the demons of Tarador, consuming all that gets near him, though he cannot move.
The Snowfields (Snowfield Series 1-4):
To the east of Tarador lies Isylegard, the land of snow. Here in the snow fields of Isylegard lies an arrangement of creatures that have been empowered by dark magic and corrupted to serve the dark lord of Isylegard who dwells in a castle in the east in the forest of Isylegard. In order to reach Yarok's homeland the hilly snowfields need to be crossed and his servant the dark lord must be vanquished. To the south lies a path leading up Mount Tarador.
Snowfield 1:
Right outside the back exit of Tarador lies the opening of the snow field. As it happens there are spitter populations in Isylegard as well as West Danebael, Not only are these spitters stronger than the ones in the west due to adaptation for the harsh environment, but also because they are empowered by evil magic.
Snow Snake (White Roundhead Snake (SF1)):
Snow snakes are unusual in that they are a reptile that has adapted to the cold. They are believed to be related to the sea snakes of Alquatra.
Iron Spitter (Grey X Walker (SF1)):
These spitters are strong enough to spit iron rather than stone. They are also covered in an iron armor, protecting them from physical attacks.
Ice Spitter ( Cyan X Walker):
These spitters don't even spit projectiles anymore. Instead they shoot out concentrated cold magic. While these frozen blasts aren't particularly dangerous it has chilling effect that slows stickmen down so they can be finished off.
Larandael ( White Boss X Walker (SF1)):
Larandael is the leader of this band of ice spitters. The mysterious dark lord of Isylgard personally morphed him into a massive creature of darkness. His ice magic has now been strengthened so its surrounded by an extra layer of snow around the core of ice. While the magic is not as concentrated and thus no longer has the slowing effect, it is much more powerful and thus no longer needs the effect. He can just finish you off after his brothers freeze you.