Post by Dick Grayson *Owner*Admin* on Jan 11, 2016 3:29:46 GMT
Admin note:
Tidied up a little, hope you guys like! Building 51st floor a little. Working on ideas for bosses for some other floors. - Tygar <3
!!!TO FIND A SPECIFIC FLOOR WITH EASE!!!
(Allows you to find a word/phrase on a webpage)
WINDOWS:
CTRL+F
CTRL+F
MAC:
Command+F
Command+F
FIRST FLOOR
Boss: Scyther the Scorpion
This boss is a giant scorpion-like creature with a very long tail. It has two claws that can easily slice someone in half if they get grabbed. Luckily, this boss only has two HP bars that go down quickly, unlike the Level 1 boss in the series that had four. The scorpion itself is a slime green, with a very distinct desgin on its back. The scorpion's main move is to turn itself around at very high speeds and slice up any players within range. Other moves are smashing the ground with its claws and lashing players with its tail.
The stinger on its tail is very deadly though. That is the main downside of this boss. If stung, the player's HP will slowly start to decrease if not treated immediately.(This can be treated with a special fruit that can be bought at regular markets. When going for this boss, it is best to keep some in your inventory.) However, the scorpion can only sting once before the tank where it keeps its poison is run out and has to refill. When the scorpion's HP is down to about 1/3 left, it will begin to jump very high and slam down. This can be dodged if you jump at the right time. If not, you will be pushed back from the force against the wall of the boss room.
The boss's room, when entered, looks like a giant cave, with ragged rocks hanging from the ceiling and the floor feels like gravel. There is a purple mist in the air and its very cold. There is a single hole at the other end of the room, and once the boss room door closes, the scorpion immediately crawls out of the hole and goes after the player closest to it. At first, it tries to cut up the players. The scorpion doesn't turn very well unless using its main move, so its fairly easy to dodge. The rest, you can depict for yourself.
If/when the boss is defeated, it will drop a black and white trench coat. This coat can actually be bought on any floor after floor 5 for about 18 cor.
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The 1st Floor is geographically the largest floor. It is almost completely circular with a diameter of 10 kilometers. Unlike the higher floors of Aincrad, the 1st Floor does not have a particular theme or dominant geography. As the starting location of all new players, the great expanse of the 1st Floor is quite diverse.
The Starting City is located on the southern end of the floor and rests over the edge of the floating castle. The metropolis has a diameter of approximately 1km and is the focal point of the floor, featuring the teleport gate in the central plaza. The city wall forms a semi-circle to the north.
Grasslands surround the Starting City, and they are populated primarily by boar and wolf-type monsters. Worms, beetles, and wasp-type insect monsters also inhabit the grasslands surrounding the Starting City.
To the northwest of the Starting City, there is a deep forest region. The northeast is a lake region. Players must pass through either of the two regions before reaching a significantly more dangerous mountainous region containing ruins, valleys, and more difficult monsters.
The 1st Floor Labyrinth is located on the far northern edge of the floor. It begins at part of a large 300 meter wide by 100 meter tall tower that is a portion of the dungeon that leads to the 2nd Floor. This Labyrinth has twenty floors before the boss room on the 20th floor of the Labyrinth.
Starting City: The Starting City, also known as "Town of Beginnings", is the main settlement on the 1st floor. It is the beginning point of all players and also the largest town in Aincrad. It is also where a majority of the non-players reside.
Black Iron Palace: The large rectangular black palace is located north of the Teleport Gate plaza of the Starting City and is encircled by large castle walls and a moat. The palace was assembled with black glossy pillars and metal boards, had a tall and large front gate, iron floors and an abnormally high ceiling. The air within the palace is significantly cooler than outside.
There was a Hidden Dungeon under the palace, likely to be unlocked by fulfilling a certain condition on the higher floors. It was also used as a headquarters and prison by The Army, usually for Orange Players. Players violating the Manner Violation Prevention code may be teleported to the Black Iron Palace's prison, if the victim chooses to confirm the system message warning them about the breach of ethics. Players can also be sent to the prison with the use of Corridor Crystals, the destination of which is set for the prison.
Hidden Dungeon: The entrance to this dungeon is located outside the Black Iron Palace and, accessed through an underground water supply. The dungeon has a notably high level difficulty, despite being on the 1st Floor. The dungeon's walls are made of black stones and lined with columns. A safe area lies at the end of this dungeon, which is guarded by The Fatal Scythe.
Monument of Life: The monuments lists the names of all the 10,000 players of SAO. The names of the dead players are automatically crossed out, with the cause, time, day, and month of death written beside it, though the year of death is not recorded. The monument extends 10 meters sideways
Tolbana: Tolbana is the second largest town on the 1st Floor, at approximately 200 meters wide. It is the closest town to the 1st Floor Labyrinth, only 30 minutes away from its entrance, and it is the site of the first «1st floor boss strategy conference». The town is lined with large windmills. Players first arrived at Tolbana three weeks after official service of SAO began.
Tolbana has several bars and restaurants, 3 inns, and a number of NPC houses. Tolbana also has several fountains and an amphitheatre-like meeting place. Its main plaza is known as Fountain Square.
Horunka Village: Horunka Village is the second village on the 1st Floor. It lies to the northwest of the Starting City. It is also the place where one can start a quest to obtain an Anneal Blade.
SECOND FLOOR
(Name translated to Strong and Powerful Ogre)
The Floor 2 boss is a swamp-green color with gigantic muscles and strength. It has various piercings all over its face with smaller out-turned ears. It has a small ponytail of brunette hair and a mouthfull of ragged teeth. Its attire is a red and cold vest with same color undergarments. There is elongated fabric that covers the backside and frontside between its legs. Around its wrists are red silk ribbons. Its main weapon is a large hammer that is made out of hard wood and it adorned with several spikes. The ogre smashes players with it, and despite being huge, the ogre is very fast with bringing the hammer down and will most likely destroy about a fourth of a player's HP.
Overall, this boss is somewhat easy to defeat until its HP(which starts at four HP bars) hits to just two HP bars. The ogre will smash its fists against the ground, resulting in the walls beginning to grow vines. The vines will start to attack the players. They can't be easily evaded, but you can cut them apart. The downside is that there are a bunch of vines. The ogre doesn't change much after that, so the players will have to figure it out from there.
The ogre's boss room is a swamp/jungle like room. There is mud and dead grass everywhere, and the walls and ceiling is filled with vines, leaves, and other foliage. Like the Floor 1 boss, there is a fog in the air, but quickly goes away once the battling begins.
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The 2nd Floor is a savanna realm covered in plains and boulders and roughly the same size as the first floor. The background music for the second floor is more sorrowful in tone (oboe music) than the string orchestral music for the first floor.
The 2nd Floor is divided into a wide-open northern half and a narrow southern half. The floor consists mostly of table-topped mountains, looming over plains, dotted with small caves through which underground rivers run. It is primarily inhabited by large ox-type monsters.
To the west of Urbus is a savanna and field region characterized by dangerous buffalo-type monsters roaming about. Beyond the savanna is a wasteland which Kirito regards as dangerous when the floor is opened.
There is an exceptionally high towering mountain in the southern edge of the floor, which is a small clearing surrounded by cliffs, a spring, and a lone tree.
Urbus: Urbus is the main settlement of the second floor. It is about 300 meters in diameter. The entire city appears to be excavated from a flat-topped mountain and rests in a crater. The city gates and walls rest on the outer rim of the crater.
Like all district settlements, Urbus has a main street which runs north-south. The 2nd Floor Teleport Gate is located in an elevated Town Square.The buildings in Urbus are all relatively of the same height, so it is possible to jump from rooftop to rooftop.
First Floor Dungeon Exit: The first floor exit is on a cliff. A series of winding stairs (each with 48 steps), a player can reach ground level. It is about 1 kilometer distant from Urbus. Since the First Floor Dungeon is located on the north end of the First Floor, it can be deduced that Urbus and the exit is located on the northern end of the second floor.
Marome: Marome is a small village about three kilometers southeast of Urbus. Its shops lack variety in wares, and it has no NPC blacksmith.
THIRD FLOOR
Boss: Nerius the Evil Treant
If made, this is the floor the Guild Formation Quest happens on.
If made, this is the floor the Guild Formation Quest happens on.
(Large Spider-like boss. 20 meters tall, with glowing red eyes, black body with red-markings, 8 legs, and 2 large fangs. Three health bars. No power-ups on last health bar.)
*****************GEOGRAPHY******************
Unlike the woods of Horunka on the 1st Floor or the southern area of the 2nd Floor, the 3rd Floor is covered entirely by enormous ancient trees. The southern area of the floor is called the Forest of Wavering Mists, a baffling place choked with thick fog. The labyrinth is located in the northern area of the floor, which is separated from the southern area by mountains, with a tiny pass guarded by the Field Boss.
Zumfut: The main settlement of the 3rd Floor is located in the north-east of the Forest of Wavering Mists. The town consists of three gigantic baobab trees, which were hollowed out into many-floored structures.
Queen Spider's Nest The Queen Spider's Nest is a public dungeon within the forest and its location is generated randomly. The dungeon is inhabited by a variety of snipers, as well as a dungeon boss named Nephila Regina.
FOURTH FLOOR
Boss: Wythege the Hippocampus
(Black and blue, large hippocampus. Three health bars. Once on the last health bar, there is a tower that raises up in the center of the room. The water then fills up all the way, leaving the players only a small piece of land in order to take out the last health bar.
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Floor 4 is a water floor. There are large, ocean like expanses of water on three sides of the main city Rovia. To the south of Rovia, across a large expanse of water is a floating island full of dense bushes and tall trees. This island is called Bear island, and is primarily inhabited by bear-like monsters.
To the North is one of the land-sides. After following a dense, brush-covered path for a while, you emerge into a clearing with a large castle covering most of it. This castle, Yofel castle, is a dungeon-like castle, full of all types of monsters. There is an entrance that opens up after defeating The Ogre boss in the basement of the castle. This leads to an underwater dungeon, and the floor boss room is located at the end of the dungeon. Every walk-way inside the dungeon is full of waist-deep water.
Rovia: Rovia is an waterway city, the stone used to produce the buildings is a bright white colour and all of its stone-paved streets were filled with water, thus forming canals.At nighttime, the city is illuminated by building and gondola lanterns .
The teleport gate plaza was located at the centre of the town, with a dock at the southern end of the square. The north-eastern quadrant of the town was a sightseeing area with a park, a plaza and an outdoor theatre. The south-eastern quadrant was a market area, crammed full of a variety of businesses. The south-western quadrant was the lodging area with large and small inns. The north-western quadrant was the downtown residential area where the town’s Non-Player Characters (NPC's) lived, and the most plain area in Rovia with practical, homey residences.
FIFTH FLOOR
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Floor 5 is a mountain-like floor. There are very few completely flat places, and most towns are located on the slopes of the mountains. Tall evergreen trees dot the mountains, with sheer cliffs on parts, and gentle grassy slopes on others.
SIXTH FLOOR
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SEVENTH FLOOR
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This floor is flatter, with gentle rolling hills, dotted with patches of trees and calm lakes. There are a couple smaller lakes on this floor, surrounded by medium-height trees.
The boss dungeon is located in Gratia, underneath the Cathedral. It is accessible through a locked door in the basement. The boss room is located at the end of the dungeon.
Lake Lio: Around Lake Lio, there are a couple fishermen cabins. The fishing isn't superb from this lake, but it is great for beginners just learning to fish. Rank D and C fish can be found here, with Rank D being very common, and Rank C being rare.
Gratia: Gratia is the largest city on floor seven. It is a large expanse of land, surrounded by a mote, and only accessible by draw-bridges. The whole city is surrounded by large walls, with guards stationed along the tops of every piece of the wall. Inside the wall is limestone lined streets, with small, simple brick houses. Right in the middle of the town is a large Cathedral, with huge stained glass windows and large archways. Everything in and around the church is very ornate, with gold-covered statues and colored lanterns throughout. Almost everyone living in this town is very religious, having developed their own religion to the 'God of The Game.' These people believe the town to be holy, and rarely let anyone not in their cult to step inside the gates.
EIGHTH FLOOR
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NINETH FLOOR
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TENTH FLOOR
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ELEVENTH FLOOR
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This floor is one most people try and avoid. There is very little natural light, with swamp and marshlands making up the majority of the ground. The air is heavy and moisture-laden, giving a dreary and deathly feel to the floor. A half-dead, foggy forest lies to the east, with dull moans, and the occasional scream, coming from within.
One of the more common beasts roaming this floor are beasts that look like decaying humans. They don't have any skin; their muscles are exposed, and they are missing most of their internal organs, besides their heart and lungs. They have tattered pants on, and claw-like fingers, with a strong, canine-like jaw and sharp teeth.
The one town that dare try and survive on this floor is located in the far north corner. The fog-laden streets are dully lit with lanterns,
TWELFTH FLOOR
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THIRTEENTH FLOOR
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FOURTEENTH FLOOR
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FIFTEENTH FLOOR
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SIXTEENTH FLOOR
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EIGHTEENTH FLOOR
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NINETHTEENTH FLOOR
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TWENTIETH FLOOR
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TWENTY-FIRST FLOOR
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TWENTY-SECOND FLOOR
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TWENTY-THIRD FLOOR
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TWENTY-FOURTH FLOOR
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TWENTY-FIFTH FLOOR
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TWENTY-SIXTH FLOOR
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TWENTY-SEVENTH FLOOR
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TWENTY-EIGHTH FLOOR
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TWENTY-NINETH FLOOR
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THIRTIETH FLOOR
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THIRTY-FIRST FLOOR
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THIRTY-SECOND FLOOR
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THIRTY-THIRD FLOOR
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THIRTY-FOURTH FLOOR
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THIRTY-FIFTH FLOOR
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THIRTY-SIXTH FLOOR
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THIRTY-SEVENTH FLOOR
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THIRTY-NINETH FLOOR
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FORTIETH FLOOR
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FORTY-SECOND FLOOR
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FORTY-THIRD FLOOR
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FORTH-SIXTH FLOOR
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FORTY-SEVENTH FLOOR
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FORTY-EIGHTH FLOOR
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FORTY-NINETH FLOOR
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FIFTIETH FLOOR
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FIFTY-FIRST FLOOR
Imagine, if you will, a slice of your triple extra cheese pizza has fallen. It landed face down on your carpet - you meant to pick it up, but by the time you were done with your feast, it went missing? Turns out it spawned legs, grew to the size of a house and is seeking some vengeance.This boss is known for its considerable slowness and bulk. To combat its shortcomings it produces various natural environmental hazards a player must be careful of, such as its trail of gooey cheese it leaves wherever it goes which can inflict a nasty speed de-buff and the way-too-large toppings it hacks up from time to time. Behind its slow movements it often prepares for charging attacks - and the longer it is left to prepare, the more damage it deals. On top of the rather hefty defense stat and multiple (tbd #) hp bars, this boss will be one that will take dedication and most of all patience to whittle down.
It resides in the
*****************GEOGRAPHY******************
Everything that would be trees on this floor is replaced with candy canes. Bushes are made from cotton candy. The ground is solid dark chocolate. Grass is made of laffy taffy. Buildings are made of graham crackers and chocolate, with windows of colored or clear lollipops.
Candy Cane Forest: Everything that would be trees is replaced with candy canes. Dense bushes of cotton candy line any paths through the Candy Cane Forest. Some candy canes reach heights of 100ft or more, while others are barely 5 feet. The forest is guarded by Gingerbread Giants. These monsters stand over 20ft tall, and carry around gumdrop boulders they are more than willing to utilize. Peaceful unless they or their forest is threatened.
FIFTY-SECOND FLOOR
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FIFTY-THIRD FLOOR
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FIFTY-FOURTH FLOOR
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FIFTY-SIXTH FLOOR
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FIFTY-SEVENTH FLOOR
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FIFTY-EIGHTH FLOOR
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FIFTY-NINETH FLOOR
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SIXTIETH FLOOR
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SIXTY-SECOND FLOOR
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SIXTY-THIRD FLOOR
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SEVENTIETH FLOOR
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SEVENTY-SEVENTH FLOOR
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SEVENTY-EIGHTH FLOOR
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SEVENTY-NINETH FLOOR
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EIGHTIETH FLOOR
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EIGHTY-SECOND FLOOR
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EIGHTY-THIRD FLOOR
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EIGHTY-FOURTH FLOOR
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EIGHTY-FIFTH FLOOR
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EIGHTY-SIXTH FLOOR
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EIGHTY-SEVENTH FLOOR
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EIGHTY-EIGHTH FLOOR
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EIGHTY-NINETH FLOOR
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NINETIETH FLOOR
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NINETY-SECOND FLOOR
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NINETY-THIRD FLOOR
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NINETY-FOURTH FLOOR
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NINETY-FIFTH FLOOR
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NINETY-SIXTH FLOOR
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NINETY-SEVENTH FLOOR
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NINETY-EIGHTH FLOOR
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NINETY-NINETH FLOOR
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ONE-HUNDREDTH FLOOR
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