COLD❄BLOOD/Setting

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NOTE: All of this text is copy-pasted from here, for both the convenience of the creator and the reader. Feel free to skip to here for locations or here for stages.
There are many locations to be taken note of in COLD❄BLOOD, some of which serve as the settings of a couple of the game's battle arenas. Though substantial information can be found about some of these places in the following table, the locations section exists to mark anything that isn't directly used for stages and to keep everything in one tidy place.
Welcome to Satellite 15!
Whenever you're not hanging out in the City of Naxaz or anywhere within the satellite's seven sectors, you're out in the lobby area of the satellite. It's the first thing you see when you land your ship into the satellite's docking haven, and you'll be passing through the lobby a lot during your stay there, whether it's a temporary stay or a permanent one. Everything here is supposed to be pristine and clean of filth, even the Docking Haven, and a good amount of attention to detail was placed in making the place feel as homey as possible. Everything here is rather well-lit, with limited exceptions, and the area is overseen well by the Electric Eye. It's a fantastic place to begin your journey aboard Satellite 15 at, and your first week here is absolutely free. By becoming a regular customer over an accumulated series of visits to the satellite, you can even be here permanently!The lobby itself is a grand motel run by Arikan Chan, which itself holds many businesses and venues worth checking out and is popular among satellite guests just looking for a place to stay. Though there's not much fancy going on for the lobby besides its aesthetic design, it's a generally inexpensive place to live and it's easy to land yourself with a job, so it's a fine two-star life experience if you choose to live in any of the motel rooms. The place's not only just connected to hundreds of rooms navigated between by lift, but the lobby's also friendly neighbors with the satellite's military base (Vinegar Base) and its hospital wing. The lobby's docking haven can be used to leave the satellite and come back to it, though you will need to make negotiations with Xihuitl beforehand. Remember this if you choose to be here: long-time residents may wish to take your hand and show you around the place more. Only trust the strangers you think are at least somewhat decent!Walk past the lobby and you'll come across a very busy airport-like area, known as the Main Intersection. Walk up any unoccupied ramp you see to hit a switch, summoning a carbon-powered space pod for you to ride! Once you hand out a voice command, it will automatically guide you to your destination. They shoot through the air at high speeds, designed to automatically steer around oncoming traffic. These pods can take specific orders to specific places, or just guide you to the nearest standard drop-off place. From the Intersection, you can choose to have a 7-Sector Excursion around the satellite, or have the freedom of going wherever around this steel vortex that (somewhat poorly) masquerades the City of Naxaz. If you wish to have a pod of your own, you must purchase one from Mrs. Chan herself, who doesn't sell them for cheap. Any space pod that hasn't been officially purchased will decapitate you immediately!There's a few specific places relating to the lobby that aren't found normally by short-term residents. Namely, these are the C.O.T.S. Laboratories, Storage Chamber, and Reactor Silo. The laboratories refer to an illegal cloning organization hidden somewhere behind the Hospital Wing, and are operated by a mysterious lady named Miss Replicate. The former stores a lot of the satellite's unorganized possessions and items and serves as a lost and found of sorts, while the latter serves as the place that's powering up the satellite for all eternity. If one looks carefully through the dense glass floors in the lobby, they will see rivers of flowing energy directly below them, which heat up the station and power up cities such as Naxaz. The Storage Chamber and Reactor Silo can only be accessed by biking your way through the heavily-guarded sewers.
Empire of the Clouds
The metropolis named "Naxaz" makes up the core of Satellite 15, being a 30-mile population center hosting many hundreds of thousands of residents, up to eight million according to mayor Valerie Heartgold. The crimson-black futuristic city holds thousands of high-rise apartments and hundreds of successful business venues, all made from stones, bones, and marble. It's atmospherically inspired by ancient Greece, reflected in its architectural design and pristine quality, but the thousands of rope-operated platforms and intersecting building designs give Naxaz a flavor of its own. Many of the metropolis' blocks are occupied by enormous automatic factories owned by Valco, which produce millions of items of varying levels of quality on a regular basis. As of the current circumstances in COLD❄BLOOD, the city is divided into two halves: the lesser-developed uptown and the super-flashy downtown. Right smack in the middle of the town is the Valco Vortex and the nearby City Hall.If you live in Naxaz, you are likely living on its Main Street, where half the people in the metropolis reside. "Main Street" is represented by two parallel sidewalks running through the middle of town, each only bending once to reach around the metropolis' political center. Millions of space pods zoom through Main Street on a regular basis, and you can get your own by calling for one at booths spread across town. Some popular businesses located on main street include (but aren't limited to) Mindy Metallurgy's blacksmith shop, Penny Wisyneat's workshop, the clothing-based Rose Shop, the Collin Shop warehouse and accompanying convenience store, and the Blossom Mail Service. If you head uptown, you might find the slowly deteriorating Moore Lounge, the ever-rotting Cole Studios, and the suspicious Bank that seems to be troubling everyone across the area. Naxaz has a dark corner named "Old Naxaz", where the metropolis' police station can be found as well as Chance Roulette's Lucky Casino.Being the undisputed capital of the satellite and its main supplier, it should be unsurprising for you to learn New Naxaz City is crucial to the satellite's success and that many major events aboard the satellite occur here. Not only is it an important meeting-place for numerous members of the COLD❄BLOOD cast, but it's just as big of a target for the villains to try and conquer so they can make it their own! Fortunately, the beloved empire of the clouds is just as much of a haven as it is a dangerous place to live- you will find security and support quite easily if you live downtown, for as long as you have the required cash to continue living in arms' reach of the police and government. However, those living uptown won't be so lucky, having to wait longer for support and possibly having to fix a whole other array of problems while trying to avoid the clutches of some bloodthirsty villains. The closer you are to Valerie's residence, the better, so you should look for a job that'll pay well.There are a handful of locations that should be taken note of during your stay here. The Stenographer Garden is a gorgeous area found roughly four miles away from the Valco Vortex, mostly trapped between printing factories and being there purely for looking aesthetically awesome. However, some of the stone wells found here are actually fake, and in reality serve as entrances to a few people's homes- notably Silver Zin's, in the well labelled #66. The Excursion Tower is the highest point in the metropolis, taking people up with electronic lifts and whisking them on a tour across the satellite's seven sectors. The Heart-to-Heart Diner, found in the uptown bit of the metropolis, is an old but sweet place dedicated to helping couples get to know each other better. Finally, the Weather Base is a wonky experimental building that manipulates molecules in the air to produce numerous ideal weather conditions so to recreate life on Earth, but is mostly known its instability and unreliability.
Zaxina Duplication Chamber (ZDC)
Sector 1, a.k.a. the "Zaxina Duplication Chamber", is what its name implies it to be- a perfect recreation of Zaxina's fleshy, almost meaty and squishy surroundings. Wherever you walk, you feel sponge-like tissue pressing down beneath your boots, textured almost like cheese scattered across your average pizza. Complicated systems of roads and passages made from bone make up much of the sector's stable ground, with rivers of blood pouring out into massive basins to provide ZDC's most photoesque scenery- copper waterfalls. Intestine-shaped flats serve as motels and lung-shaped skyscrapers withhold several dozens of venues. Factories that look like human hearts pump all this blood around to satisfy its massive bloodthirsty population and to continue powering the dozens of cities scattered across ZPC, including its Blackstar capital. Dystopian metropolitan areas are common, made from strainless steel and diamond minerals, with their structures usually being very twisty and unconventionally shaped. Ribcage-shaped caverns await those who fall into "flesh rips" or sink enough within blood. The air is humid and moist, though Sector 1's scent is that of tomato sauce and fresh pasta, thanks to a curse that Arikan Chan inflicted upon the region to make its visitors less nauseous.It's very dangerous to live in Sector 1, with residents strongly recommended to wear non-stick "ZDC-Boots" for walking across the fleshy terrain as well as a thin translucent suit to prevent louses and other parasites from latching onto their skin. With nearly no farmland or naturally occurring water in the sector, it can become easy to thirst to death, so it's recommended to stock up on bottled water from local markets (shaped like ribcages) as frequently as possible. Sector 1 is infamous for its several obscene attractions, which have taken the lives of many innocents over the years- and they're all found within its Skull Valley region, known for its never-dying rotting corpse scent. The many rivers that rush through the Skull Valley are known for their dangerous rapids and the skin-cutting rocks that surround them, and many corpses and disembodied limbs can be found at the sharpest, cruelest turns. They all drain at a delta referred to as Channel X, where the supernatural horrors and most efficient hunters of Sector 1 unite at daily to consume whatever's been tossed and turned down these horrifying rivers. The savages that live in tents are well-armed and butcher the weakened or unprepared. The flat Horizon Zero can be found beyond the valley, rumored to be the birthplace of "The Three Evils".The most infamous attraction is Death Mountain, an unusually large landmark within the satellite with the face of a skull engraved into its front. Residents and visitors are allowed to scale the huge attraction, but because of how many lives were lost on the mountain, the satellite's government officials require them to sign an official document first. By signing the document, they agree to not holding the satellite's government responsible for whatever horrible things happen to them on the mountain and posthumously dismissing all lawsuits or court cases that may be filed by members of their families. Death Mountain is known for being unmonitored by the government, leading its residents to disregard the satellite's laws and do whatever they wish, regardless of whether or not it's moral to do. Though you can do whatever you wish here without risking getting caught, you are very vulnerable to death and you're most likely to die by falling off the mountain or getting served up as dinner. Blackstar isn't just Sector 1's capital city, but also its main tourist destination and arguably the safest place here, protected by a translucent shield that prevents any savages or dangerous monsters from getting in. Blackstar isn't massive, but it's known across the satellite for its surreal carnivals.Sector 1 is the most bizarre of Satellite 15's sectors, but if you know where to look, it's not too terrible to live in. Living or staying in Blackstar is recommended, as the living conditions there are outstanding and the rest of the sector just isn't overseen as well by the administration. Don't talk to strangers, and don't get any ideas from anyone that's beginning to act strange.
Flooded Glassdome Paradise (FGP)
Sector 2, a.ka. the "Flooded Glassdome Paradise", is a pristine and well-kempt habitat located aboard Satellite 15. It is a lovely world that's almost wholly submerged in water, with its highways and metropolitan locations trapped inside of crystal-clear glass domes and tubes, with all walkable ground being made exclusively of asphalt. Sector 2 has received critical acclaim for its astounding beauty and scenery, with residents all across the sector able to get a good look at the many creatures that live and thrive in the waters surrounding them. Residents can ride space pods to coast over the flooded sector's waters, free to relax at any of the gorgeous beaches they find, all boiling under sun-displaying wormholes. Residents live inside of houses hollowed out from enormous seashells, which come in all sorts of shapes and sizes and rest on huge concrete slabs. No matter where one walks, they will find rushing water everywhere, with the many rivers running through the sector's highways and cities turning wheels and cogs that keep the paradise's hydro-powered electricity running. Many residents like to fish from these concrete slabs and travel to friends' houses via wooden rafts, but some may prefer air travel because of how many fear the Kraken creature...Sector 2 is very highly advanced industrially, with residents of this paradise being treated to guaranteed high-speed transportation, an endless supply of seafood, and steadily strong sunny weather. The enormous glass domes and tubes in this sector are especially well-designed, always steadily refreshing oxygen in the atmosphere and letting water occasionally sprinkle down (on a scheduled basis) to water plants and to give people fresh rainwater. Built into the dome and tubes are specially-designed emergency pods that let people travel uninterrupted underground to arrive at the satellite's Hospital Wing and thicker pods that let the user detach from the glass environment so they can explore the underwater wilderness for themselves. Residents spend much time outside their homes, especially hanging out at the beaches or at "outdoor" pools, and many of these residents have jobs as fishermen, as marinologists, as tourist guides, and even as engineers. However, those living below the glass labyrinth, such as mermaids and sirens, search for drowned humans to eat them up and try to free themselves of captivity by bringing the sector some technical difficulties, such as destroying gears or expensive equipment to prove a point (albeit silently).Perhaps the most recognizable landmark of the Flooded Glassdome Paradise is its famous Ocean Manor and its surrounding Plastic Beach, run by Oshelia Eau and withholding a well-sized gallery of aggressive and gentle animals alike on display. Everything she's ever logged can be found here, with notebook-ripped fact sheets bolted next to her numerous exhibits. It also holds the most powerful creature to have ever been held in captivity: Jezebeth. The Plastic Beach is made wholly from plastic and wasted materials, being a lifelong project by Oshelia Eau to keep its residents well aware of the dangers of pollution- which remains a big problem, unfortunately. Zyncho City is the capital city of Sector 2 and its most populated one by a long shot, having an interesting gimmick where gravity is hardly anything of concern here- the metropolis resides entirely within an enormous glass sphere, with buildings and waterways found on every inch of its surface, with every square inch having its own gravity as well- an incredible engineering feat. There is this enormous portal found within the core of the sphere held up by four sturdy structures, where ships frequently travel into and from to deliver captured creatures from other worlds to the Ocean Manor.Sector 2 is a very pretty environment and maybe almost flawless in design, but its shortcomings include residents usually having motivation issues when it comes to exercise and eating balanced diets, even though things are peaceful here. With the amount of lives potentially at stake at the hands of powerful sea creatures captured immorally by its soldiers, Sector 2's residents have the lowest life expectancy of any sector's.
Volcanic Skatepunk Alley (VSA)
Sector 3, a.k.a. the "Volcanic Skatepunk Alley", was once an empty wasteland before receiving treatment from the satellite's government to become something much more: a very competitive sports-focused landscape. Though the place is lethally hot and rarely ever receives precipitation of any kind, this sector's residents are usually found riding about with skateboards and trying out dozens of daredevil tricks, with a lot of the urban landscape designed in such a way that only those who skate well can reliably navigate the tricky, almost labyrinth-like design of the place. In fact, you're gonna need to keep the momentum to skate around loops, grind across long railings, and make some insane jumps. The downhill streets are lined with skate shops, gear stores, and many convenience stores that make a significant profit off of bottled water. When the atmosphere isn't about seeing who's going to win the umpteenth skating competition, it's about watching games of basketball, football, tennis, and whatever else sports freaks like to faint at the sight of. Residents live in houses shaped like bowling pins and come out on a daily basis to get their exercise in for the day- they can't just sit there and snack!Strangely enough, prior to the sector receiving an audience that mattered, it once held an ancient scorpion-human hybrid species known as the "Scorpage", but they went extinct (with one exception) because of scientists attempting to secure the land for themselves. They had left behind hundreds of pyramids, several enormous statues depicting their queen, and many villages of stone- today, nearly every single one has become victim to continuous vandalism, with punk fans and skaters alike usually spraying graffiti over them or grinding over them, giving them all some notable wear and tear. As these actions were made illegal by the Sector 3 government, the police are frequently patrolling the streets, attempting to arrest vandals and protect what the Scorpage had left behind. However, some of these ancient places have been converted into free skating zones by the government, after having deemed them "impossible to clean" due to how heavy the vandalism had gotten. If residents aren't participating or watching sports, they're instead hanging out at the Millicent Springs to take a nice cleansing bath or venturing into the unexplored Scorpion Dunes, hoping to find a lost treasure that the high officials keep referring to, secretly guarded by the last Scorpage.Standing right in the middle of the sector is the Champion's Ring stadium, thought to be the signature landmark of the sector and being where some of the satellite's biggest games are held. Residents of Sector 3 love to flock into this stadium to watch people participate in "Cold-Blooded Rivalries", where two or more people that immensely hate the other(s) are pitted against each other, with 59-time champion Whiskey Lager managing the place and keeping it in order. Though Matchon is the capital city of Sector 3, surrounding the aforementioned stadium and being loaded with stores and shops, hardly anybody lives there because the whole metropolis is considered to be a skating park, including the exterior of the Champion's Ring. People who work there frequently wear noise-canceling headphones and communicate through keyboards and screens. A popular location in Sector 3 found way beyond the Scorpion Dunes is the Matchbox Flat, a beloved motel that remains one of the sector's few skate-free zones, where many people make love and hold parties. Notable citizens of this sector include Minute Hourglass, who's a time traveler that is known for his heroic qualities, and Admiral Millicent, who leads the satellite's fleet.Sector 3 is a very wild, challenging place to live in, being quite dangerous because people can get so rowdy and because thieveries happen often. However, this is a great place to earn yourself a career in any type of sport, and if you want to train yourself and burn massive amounts of weight, Sector 3 is the best place to start. Just bring loads of popsicles.
Deep Horrifying Subterrance (DHS)
Sector 4, a.k.a. the "Deep Horrifying Subterrance", is a chilling labyrinth of caverns that's usually noted for its unsettling but calm atmosphere, with machines in the walls releasing fog and several more having the lights flicker now and then. Found frequently through this maze are enlarged "dead end" areas, which are usually occupied by small villages dedicated to healing and housing visitors. You will need much skill to survive here- ascending, descending, and camping should all be in your skillset, as well as self-defense, to allow you to travel around unscathed by the many dangerous locals that dwell deep in the sector. The further one goes, the colder it becomes, eventually leading one to a freezing tundra that almost immediately kills anyone unprepared. The satellite's space pods travel through many tunnels drilled into the caverns' walls so they can reach Sector 4's most important towns, but vehicle travel is somewhat restricted as the government is hard at work exporting whatever they find in this cavern- usually gemstones, but sometimes special fuels- as such, residents usually take mine carts to travel through these twisting turns or venture wholly by foot. You're recommended to be equipped with a backpack, so you can store many vital tools.As one moves their way around this twisting and turning nightmare of a labyrinth, they will find that this subterrance becomes stranger and stranger. Average humans and creatures usually live by the sector's entrance, but one can find demons, vampires, sirens, dinosaurs, mammoths, and the like as they venture further into the cold. They will also figure out that many hieroglyphs and messages are written on the walls as they head down deeper, as if they were in the middle of raiding an ancient Egyptian pyramid, and they'll find many roadblocks that can only be removed by solving puzzles that increase in difficulty as they progress. Should the player venture enough to find an exit, one that doesn't lead them directly into the Forbidden Tundra, they will wind up on a cliffside looking down towards the Black Forest. Many ancient and crumbling castles that appear to have been untouched for centuries, pristine lakes and rivers, and a somewhat active shield volcano can be found here, and it's where several supernatural species aboard the satellite have originated from. However, it's recommended that you never go this far, as it's easy to be captured here and it's much, MUCH more difficult to escape if you've been made a prisoner... especially by demons.Sector 4's capital is Mammosee, which itself is a somewhat large village that stands out among the rest for having multiple exits, clean drinking water almost all the time, and a stable electronic connection to the rest of the satellite. Mammosee is a rescue center, with its troops venturing towards wherever they locate stress signals at and dragging injured bodies back to be aided and healed by nurses made of wax until they can be sent to the Hospital Wing for further check-ups. This sector is known well for its chilling attractions. The Were-Demon Woods have their eponymously-named creatures terrorizing civilizations like Mammosee on occasion and raiding them of their supplies, with Werine as an established leader of the biggest tribe: the "Theta" tribe. On a brighter note, the "Valerie Fan Club" is a lovely heart-shaped building in the lesser-known village named Chesteredo, where people gather and celebrate the well-known celebrity known as Valerie Heartgold. The well-hidden "Cole Tank" is the creepiest element of the sector... Sector 4 was originally going to be designed as an aquatic paradise, but something went wrong- it's littered with the skeletons of eaten sirens! The area is named after its last survivor, Vizole Cole.Surely this sector isn't necessarily as engaging as the others, but if you're here to hunt the supernatural, to help the government dig up precious values, or go exploring, then this is a place you can take pride in visiting! Just be sure to be well-equipped, especially as it's pretty much winter here every season.
Wicked Amazonian Swamp (WAS)
Sector 5, a.k.a. the "Wicked Amazonian Swamp", is a grueling and often-times dangerous jungle-like habitat located aboard Satellite 15. It is well known for its boiling humidity and many torrents of rain, and is notorious for how difficult it is to trudge past its overgrown plant life and thick swamp bogs. Citizens of Sector 5 usually walk around on foot or use manually-operated air bikes to move about, as the automatically moving space pods present elsewhere aboard the satellite cannot multitask with dodging incoming vehicles and overgrown vegetation. Many residents live within hollowed-out trees, inside of treehouses, or within wooden shacks, with the roads made of the same material. Because of the perfectly-controlled environment in Sector 5, vegetation grows significantly more quickly here, but it's a big chore to cut down for the government- and thus it is easily the most profitable job available in this sector. Most residents live by collecting rainwater that otherwise infinitely cycles through the factory-controlled water cycle and hunting through the mysterious swamp for food and supplies, as resources in Sector 5 are poorly managed and even those well-experienced with life in general can find it challenging to live here.Sector 5's government places more emphasis and focus on nature over machine, meaning that the "Wicked Amazonian Swamp" isn't well-developed industrially, but its residents subsequently adapt well to nature and its proposed challenges and are good with socializing. Because the swamp is located aboard a satellite that's almost wholly mechanical, however, it does use machinery to operate its rainfall system and artificially keep the humidity high, and residents can still use telephones and radios and whatever devices they like for communication. It's a rarity for residents to spend much of their time inside, with them usually opting to go out and explore the swamp with their friends, whether it be for fun and games or for hunting purposes. It is a common practice for Sector 5 dwellers to self-meditate to clear one's mind and partake in the "Balmism" religion to strengthen one's own moral code. Followers of Balmism are found to have better self-worth and increased levels of focus, which makes them ideal hunters in the swamp and allows them to pass well at school. Followers of Balmism are taught to believe in no superhuman being, but simply themselves and only themselves.Standing at the core of Sector 5 is a ridiculously oversized willow tree, which has its trunk diameter stretch out to about 3.8 miles- not only is this impressive and eye-opening landmark alive and well, it's also holding the Peppertown metropolis in its hollowed-out core! Peppertown is the capital city of Sector 5 and its most populated urban location by far, being the birthplace of Balmism and many popular music bands on the satellite. All of Peppertown's buildings live on different "rings" of this willow tree, meaning that Peppertown varies greatly in its elevation and its citizens get exercise by climbing up and down ropes and built-in staircases. Because of the high elevation and the ceiling of the hollowed-out space, all citizens are well-protected from rain. Limited amounts of factories surrounding the willow pump the tree with the nutrients and minerals it needs to stay alive and well- they run quietly, to keep the atmosphere of Peppertown nice and quiet. Notable citizens include Spade Amour, the founder and leader of Balmism and a well-received therapist, and Azrail Neos, a notorious man who owns Nightshade Inc. which can be found through ascending a hole in the ceiling of the willow tree's roof.Though Sector 5 is a challenging place to live in, it's also the quietest and least populated sector and the air quality here is the best anyone can get aboard the satellite. Thus, those living successful lives in Sector 5 are almost guaranteed to have a long life ahead of them.
The United States Successor (USS)
When centuries' worth of pollution and destruction finally caught up to Earth and swallowed it whole, rendering it uninhabitable for humans and animals alike, it was thought that all the world's landmarks and historic accomplishments would be forgotten in due time. Humans would innovate as they began to explore the cosmos, constructing bigger and arguably better landmarks, with later generations of children becoming increasingly unaware of humankind's greatest accomplishments. However, some of the humans that had a hand in Satellite 15's construction were the descendants of the astronauts that came in contact with alien life to begin with, and they had inherited many books discussing and explaining Earth from their ancestors as a result. When designing Sector 6, a.k.a. the "United States Successor", they decided to continue the legacy of their country by making it an amalgamation of its major metropolitan areas, with a near-replicate of the Empire State Building sitting dead-center. Rather than designing Sector 6 to be the metropolitan center of Satellite 15 (which would be redundant because of New Naxaz City), they made it a tourist destination for visitors and home sweet home for those that once considered the United States home or find some kind of homely link to it.Visitors to Sector 6 will get to see special landmarks like the Statue of Liberty, the Liberty Bell, the Golden Gate Bridge, and the Space Needle in their full glory. Visitors should also be on the lookout for the Indianapolis Motor Speedway, Las Vegas Strip, and the Atlantic City Boardwalk. The Grand Canyon cuts through the middle of New Denver, with the untouched faces of Mount Rushmore found at the very end. All the water drains into what appears to be Oregon's very own Crater Lake before being recycled and re-entering the Grand Canyon through a complicated network system. Famous natural landmarks, like Mt. St. Helens, Death Valley, the Everglades, and the Great Lakes, also exist here in some shape or form. Sector 6 is noted for its open roof, with a long portal stretching across the sky giving its residents a glimpse of natural blue skies. New Denver is surrounded by two vast oceans of water, with islands in the distance representing cities such as London, Tokyo, and Shanghai- these oceans and some of the mountainous terrain in New Denver contribute heavily to what weather New Denver receives. Air pod travel is what makes this amalgamation of the United States feel so different from its predecessor, though they still travel along roads and highways, including a remade Route 66.Though Sector 6 is thoroughly urban, there are several rainforests and acres of trees to be found through New Denver, and many dirt trails can be hiked and many mountains can be climbed. There are also many caverns to be found beneath the city, some of which are connected to subways and underground homes and some of which lead to dead ends. Because of the fragile nature of Earth's environment, those with superpowers or traits considered "above human" need to sign paperwork before they can be allowed into the sector. Sector 6's capital is named Alafino, a lonely island cast out into the Rightside Ocean that's connected to mainland New Denver by a narrow strip of sand. Alafino is suburban and is considered to be the one area in the sector where all forms of life are welcome without question. Much of Alafino's business has to do with the sea, as the seas surrounding New Denver are where much of the original Earth's ocean life can be found now, and it's Alafino's business to both do commercial fishing while protecting species either considered endangered or useless for hunting. New Denver is split into several areas, but the most popular is its southern area, known for its New Orleans-inspired culture and for its exquisite tastes in seafood and fashion.Sector 6 is a tourism-targeting place and many non-natives of Satellite 15 visit it just to see what Earth was like, but it has its uses as a population center and as the satellite's best trading center. Most of Earth's imported goods are brought here first before reaching the rest of the satellite.
Kýrios' Residence (KRS)
The Admin Sector of Satellite 15 is very complicated and compact- though the smallest of Satellite 15's divisions, it's easily the busiest of them all and the toughest one to navigate. It's pretty much several labyrinths of offices stacked atop each other, with each office dedicated to looking over a particular system of the satellite or a particular sector. Structurally, everything's made from bone, with rooms having ribcage ceilings and the doors seeming to have vein-like engravings running across them. However, surfaces like floors, walls, and ceilings are made of polished wood, with glowy red veins running under the floorboards. The route to reaching the top of the Admin Sector is a notoriously long-winded one if you don't have a key to access its elevator, with many dead ends to throw off thieves or murderers aiming to strike down King Kýrios or Queen Zodiez.When you reach the very top, you'll find the king and queen resting atop a high podium, with two intertwining staircases to its sides leading you up to them. Below them is the King's Buffet, where visitors can eat high-protein meats or some really exotic alien products, and it's where the rulers of Satellite 15 eat every morning. Behind the podium is a golden throne room, which is connected to common house rooms like a living room, a kitchen, a bathroom, and a bedroom, all designed for the king and queen exclusively- all intruders will be arrested. Their servant, Mayxine, can usually be found cleaning the house on weekdays. To have any hope of reaching the king's territory, though, you must cross a sea of fresh blood on a small boat with questionable steering mannerisms, all the while avoiding an aggressive shark made from bone.It's an honor to get to speak to the king of his wife, and it's even more of an honor to be invited to go feasting with them in their personal restaurant, and it's at least supposed to be an honor for you to take on whatever they ask of you. But if you fail or make them unimpressed, Zodiez might subject you to punishment as their next sacrifice- they'll use your bones for decoration and split you open and suck out your organs and blood like you were a Thanksgiving turkey!
There are numerous stages selectable in COLD❄BLOOD for the players to choose from, many of which tie into the game's setting and locations. They don't necessarily follow the conventions of any fighting game, being closed-in stages with a slightly claustrophobic nature. Over time, the stable footing will begin to crumble and give away, exposing a bottomless pit or some other hazardous instant-kill obstacle (with high-voltage electric beams being most common). Players are encouraged to chase after their enemies and try to rip them to shreds as fast as possible or they might wind up falling straight towards death- alternatively, they can try and send their enemies plummeting down. The rate of collapse accelerates or decelerates depending on the mode, with some gamemodes disabling the hazard entirely. This can also be manually adjusted in the battle's settings.
Be on the look out for wormholes that drop items, as some items may stabilize the stage's footing or at least make conditions more bearable.
The Final Frontier 	
"The Final Frontier" serves as COLD❄BLOOD's standard battling arena, taking place aboard a crimson-black rocket that zooms its way around Satellite 15. A huge glass panoramic window surrounds the fighters, showcasing the asteroids that roll by and the radio satellites that drift by. Sometimes it'll showcase the rolling red giant named Zaxina, with the eyes of this skull-shaped flesh monster glancing into the players' souls. The inside of the rocket looks much like a futuristic pilothouse, with a big motherboard stretching around the room and a big monitor overhead that shows the Electric Eye overlooking the competitors. A big steering wheel automatically moves this massive rocket through space, navigating it between massive asteroids and sometimes through the innards of hollowed-out moons. Sometimes the rocket will come close enough to Satellite 15 to race along its outer edge, giving a very brief glimpse of all sectors before rushing off to begin the cycle again. The Final Frontier takes a long while to collapse, but when it finally does, the sirens will blare and it will become a bit trickier to survive as the hole at the bottom begins to slowly but surely expand in size. Emergency platforms will pop out from the walls if enough of the ground is lost- don't stand on these too long though, or you'll fall right through. Overall, the Final Frontier is a rather fairly designed stage, being tame enough to learn the basics on.
*Battlefield Size: Average (width/height)
*Designed For: Competitive/Casual players
*Location: Isolated from the satellite
Docking Haven 	
It's dangerous to be at the "Docking Haven", as numerous spacecraft will be continually flying in and out of the area from above the players' heads! The Docking Haven's cluttered and rather claustrophobic, with the fighters challenged to watch their step and avoid getting their heads sliced off by incoming traffic. The long runway the fighters battle on is split into four lanes- two are dedicated for aircraft emerging from the background, and two are dedicated for those emerging from the foreground. If the sides of a lane flash gold, players on that lane have three seconds to move to the other or they'll get hit by a speeding aircraft! To the sides of the runway are mountains of wooden and steel crates, with conveyor-operated platforms above them leading to launching pads that'll launch players to the other end of the battlefield. In the distance are two launch tunnels, which will thrust ships out from the satellite at high speeds, with two oxygen barriers to their sides letting ships slowly emerge in without releasing oxygen into space. Over time, the runway's floor will begin to crumble under the players' feet, with one lane breaking down at a time to expose the electric floor below. If players fall into this powerful electricity, they will be shocked to death, so they need to keep on the move if they wish to live. If Xihuitl isn't already present in battle, he's just here trying to do his job. It's tricky to survive here, but it's more than doable if you're careful.
*Battlefield Size: Long (width), Average (height)
*Designed For: Casual players
*Location: Satellite 15 Gates
Satellite Lobby 	
Of all the satellites in the Zaxina System, Satellite 15 has by far the most famous and well-kempt lobby. The interior's inspired greatly by Chinese architecture, with enormous golden-crimson paifangs (arches/gateways) stretching through the middle to represent the main path between the satellite's docking haven and its main intersection. Adorning the sides of the lobby are thousands of stone benches and numerous types of flourishing plants, with chandeliers swinging from the ceiling as fountains depicting the king and queen spin below them. Between these many benches and patches of vegetation are circular doors that lead to varying apartment complexes, all of which are part of a motel managed by Arikan Chan and her peculiar assistants. Between the sidewalks of the lobby are long, continuous streams of rushing water where people go fishing or collect water from, and hovering high above the Chan River is a high-speed transit system that moves people from place to place at breakneck speeds. Players battle atop a long battle mat held way above the lobby, specifically between its four center paifangs. If any of these paifangs get destroyed, the battle mat will tilt and eventually slide off, leaving players to battle on what remains of the sturdy structure. Chandeliers can be grabbed onto and swung from to get from side to side of the lobby. If Arikan's not already present in the battle, she'll below kisses and throw pastries onto the battlefield.
*Battlefield Size: Average (width), Short (height)
*Designed For: Competitive players
*Location: Satellite 15 Lobby
Main Intersection 	
Satellite 15's "Main Intersection" is found right at the end of the Satellite 15 lobby. When users step out from the flashy Chinese hallway, they'll be standing on the podium that marks the end of the crimson-golden passage. From here, residents and tourists can hit switches to summon semi-organic vehicles referred to as "flying pods", specialized modes of transportation that convert carbon dioxide into oxygen. They can either head straight into the massive capital of Satellite 15, referred to as New Naxaz City, or instead head left or right to explore the satellite's sectors! New Naxaz City is surrounded by an enormous stainless steel cylinder, with massive windows giving viewers a glimpse of the gargantuan metropolis and huge banners advertising popular products or places aboard the satellite. Space pods of various colors will be rushing about overhead, zooming about and giving this otherwise dim-looking area a very lively feel. Fighters battle on the multi-floor podium leading out from the satellite's lobby, ascending ladders to reach higher levels of the podium. Sometimes, flying pods will come over and serve as temporary platforms, sometimes wielding items for players to grab- but they must be grabbed quickly, as the pods will take off soon! Eventually, the podium's floors will begin to crumble, requiring more precise platforming on the players' part to survive- especially when the walls begin to give away!
*Battlefield Size: Small (width), Tall (height)
*Designed For: Casual players
*Location: Satellite 15 Main Intersection
Downtown Metropolis	
Welcome to New Naxaz City, Satellite 15's obscenely enormous metropolitan king and its one and only capital region! This crimson-black metropolis was constructed with Greek architecture in mind, with its thousands of high-rise buildings constructed from stone and marble and with many of its structures held up by columns and capitals. Pay attention to the thousands of stained glass windows, the numerous historical hieroglyphs, and many Kýrios/Zodiez-inspired statues that hang between each column! These buildings are widely known for their bendy and curved architecture, a sharp contrast to the square and rugged nature of the satellite's standard buildings. There's millions of vehicles zooming all around the place, passing between the many railed sidewalks that hang thousands of feet above the deadly thermal pools of energy below, with fighters able to summon some to grind across the floor as battering rams with the touch of a button. Fighters battle before the Parthenon-shaped city hall on a concrete sidewalk, using rope-operated elevators to navigate the many elevations of city hall's exterior. If you go high enough, you can see the Valco Vortex structure overlooking the fighters in the distance. The battlefield's very wide, giving fighters plenty of room to fight, even as the sidewalk begins to crumble apart. Soon though, the whole sidewalk will be destroyed, regulating fighting aboard numerous moving (but feasibly large) platforms.
*Battlefield Size: Long (width), Tall (height)
*Designed For: Competitive players
*Location: New Naxaz City
Clock Tower Plaza 	
We're still in New Naxaz City, baby! Welcome to its uptown area, recognized for not just its lower traffic levels and higher crime rate, but for its iconic clock tower! What looks to be a ragdoll of Kýrios is shown to be hanging from a cross, with his arms (one shorter than the other) posing as the minute hand and hour hand as they move around a clockface made from bone. The clock tower is a massive vertical column made from stone and bone, surrounded by black grass and what appears to be the Stenographer Garden- a place we'll get to later. Whereas it's daylight in the Downtown Metropolis stage, the Clock Tower Plaza has players fight under dimmer lights and lit-up streetlamps instead, with enormous stone statues based off of Stenographer Stones glowing in the distance. Buildings in the Clock Tower Plaza include some convenience stores, some restaurants, and some taverns. The fighters battle on the sidewalk that surrounds the clock tower's 3D model, with a brick wall surrounding the outer perimeter. Eventually this sidewalk will begin to fall apart (as expected by the game's stages at this point), but giant animated statues of Zodiez may occasionally pick up pieces of sidewalk and walk around the circular arena as a hazard. She'll then bury herself into the ground again, having moved the sidewalk piece somewhere else. If the clock hits :15, :30, :45:, or :00 in the host player's timezone, items will drop onto the battlefield if they're enabled.
*Battlefield Size: Average (width), Small (height)
*Designed For: Casual players
*Location: New Naxaz City
Streets of Rage 	
Wanna take a trip to Main Street, arguably the busiest place aboard Satellite 15? Main Street's represented by two parallel sidewalks, each bending just once to reach around the City Hall before ending at the Valco Vortex. Millions of space pods zoom between the sidewalks on a regular basis, and you can get your own by calling for one at booths across town. Popular venues on main street include Mindy Metallurgy's blacksmith shop, Penny Wisyneat's workshop and planning center, Crymsia Rose's clothing-based shop, the Collin sisters' warehouse and convenience store, the Blossom family's service, the music-inspired Grunge Channel, the news capital Anchor's Station, and the just-opened Zin Liquor Shop. Go further uptown, and you'll find the slowly dying Moore Lounge, the rotting Cole Studios, the restaurant-turned-horror Meat Shack, and the strange and suspicious Grand Bank. If you go far enough, you'll find the police station and Chance Roulette's Lucky Casino. Fighters battle around the middle of Main Street, straying between the Moore Lounge and the Zin Liquor Shop and battling in front of all the venues in between. It's a very straightforward arena, and if enough of the ground's fallen apart, players can race across windowsills to reach the other side of the stage. Sometimes, space pods will swerve right across the ground if a button's pressed, but it's easily telegraphed if the other player can notice the briefly-blaring siren and ensuing flashing red lights. 
*Battlefield Size: Long (width), Short (height)
*Designed For: Competitive players
*Location: New Naxaz City
Valco Balcony 	
Head way downtown and you'll find yourself in a golden-pink complex- you're now surrounded by many waves of high rise hotels, amusement venues, and giant neon signs displaying Valerie Heartgold in all her glory! Sitting dead-center in this claustrophobic casino is the Valco Vortex, a spiraling beauty that climbs thousands of feet into the air before connecting with the top of the dome that New Naxaz City is encapsulated in. The outsides and insides of this massive tower are lined with gold and flashy lights, with montages and flashy sideshows of Valerie present on giant plasma screens, which are surrounded by pink flashy lights instead. Inside the tower, four enormous spiraling staircases intertwine and cross over the other, spinning around eight elevators that shoot up and down this spiraling giant at intense speeds. Adorning the sides of the tower's interior are portraits of Valerie and her fellow Valco crew members, and some of the rooms residents see have windows shaped off of the four card suits (hearts, spades, diamonds, and aces). The Valco Vortex itself has its numerous floors dedicated to non-stop work, with every crew member assigned to create and mass-produce products of varying types and uses for the satellite's residents. Fighters are stationed on a powerfully-lit balcony protruding from Valerie's gold-lined bedroom, and leading all the way around the Valco Vortex, making this a 360 degree stage. Eventually, the fancy outdoors beds will be the players' only footing!
*Battlefield Size: Small (width), Tall (height)
*Designed For: Casual players
*Location: New Naxaz City
Stenographer Garden	
If you go off the beaten path in New Naxaz City, you might just wind up at the awe-inspiring Stenographer Garden! It's a wonderful, well-kempt city park known for its serene beauty at night, where the grass almost seems to glow under the artificial moonlight. Many of the walkways and walls are made from sleek marble, with giant lime-green statues representing Stenographer Stones sticking out from the ground at varying angles. Many stone wells are scattered across the area- though most are fake and don't lead anywhere, some actually lead to secret underground homes, with Silver Zin's being labeled #66. There's a highly toxic but pristine pink lake surrounded by marble, with a big statue of Zodiez leaking it from the palms of her hands. There are also plenty of random Stonehenge-like monuments sticking out from the ground, most of them surrounding the park's only big pink stone. Contrary to its name, you won't find any of the actual stones here- but legend has it if you have one, all the monuments will shake in what seems to be feverish delight, and all the stones will turn to face your direction. It's unclear what this really means for now, and it scared the everliving shit out of Zellen when she came here the first time. Anyway, players battle in front of Silver's well, fighting between two marble walls on an average-sized stretch of sidewalk. Over time, the sidewalk will become unstable and become a seesaw- don't let too much weight sit on either side, or everyone's going to fall!
*Battlefield Size: Average (width/height)
*Designed For: Competitive players
*Location: New Naxaz City
7-Sector Excursion 	
The 7-Sector Excursion is the name of a tour that both visitors and locals of Satellite 15 alike can take to familiarize themselves with the massive place! Everyone boards this massive electronic lift, which will then proceed to lift off from New Naxaz City's Excursion Tower before zooming through all seven sectors, one at a time! It will slow down at each sector, giving a 15-second talk about what each sector's like... for every time you replay this stage, Anchor Emcee will say something new about the sector! When it passes by the Admin Sector, you can see Kýrios (if he's not fighting) doing one of five things: sitting and waving, eating the satellite's signature lasagna dish, relaxing while reading a book about how to be a better king, doing the infamous Pennywise dance from 2017's "It", or making out with his queen before casting a spell to block the players from seeing. Players will be battling on this tilting double-decker bus-like platform the whole while. Sometimes as Anchor Emcee drives around this platform, she'll randomly choose to make it travel slower or quicker, altering the severity of the tilting the platform suffers- try not to get thrown off if you're on top of the platform! It will return to its original station in New Naxaz City eventually- but when that happens, the bus' interior will suddenly explode and begin to crumble! Players must reach the top of the bus and battle upon it as the platform precariously hangs mid-air...
*Battlefield Size: Small (width), Average (height)
*Designed For: Casual players
*Location: New Naxaz City
Moore Lounge 	
The Moore Lounge is a beloved wooden tavern that you can find along the upper district of New Naxaz City- known once for its immense beauty and pristine environment, business and quality is slowly declining as its business rival (the Supertzar Tavern) is slowly beginning to achieve more success and fame downtown. Numerous tables and couches hug the pastel walls, with statues and memorials dedicated to Oyster Moore's family taking up the middle ground. Railings near the bar overview the owner Oyster Moore's personal living space, particularly the living room, and access down there is strictly forbidden by her and her husband, General Snickers. A big TV above the bar shows reports about the satellite's physical well-being and its political landscape, with slideshows showing current sales at the Collin Shop, deals going on at the Moore Lounge, or advertisements for other business venues that Oyster Moore was forced to put up when she realized business at her place was beginning to plummet. Oyster Moore's usually seen weeping at the bar when the restaurant's open, and the atmosphere otherwise is rather... dead, as people rarely eat at her place nowadays. If she can't get her business up to snuff, she'll have to kiss both her home and restaurant goodbye. Fighters battle between Oyster's family-inspired stone pillars, and the rotting wood below them will eventually break down to unveil a lethal electric hazard. The tables to the sides of the arena can be pushed around as platforms, if necessary.
*Battlefield Size: Long (width), Short (height)
*Designed For: Competitive players
*Location: New Naxaz City
Collin Shop 	
The Collin Shop's split into two halves- one's known as the Collin Warehouse, and the other's known as the CinnaMon Convenience Store! They're respectively managed by the Collin Sisters and Sinicini Cina Mon. At the Collin Warehouse, you can stock up on your technology needs and seize whatever weapons and equipment you think is right for you, and also get the materials you need for construction or destruction. You must sign wavers with Epica Collin before you can buy anything though- they request that if you do anything stupid with what you buy, that they cannot be responsible for your misdeeds. Meanwhile, at the CinnaMon Convenience Store, you can purchase daily necessities, like milk and common tools and whatever, you know what a convenience store is and Sinicini's is no different. These two establishments are connected together via a single large doorframe, as the Collin Sisters and Sinicini are very friendly to each other and converse together daily. Fighters will be brawling in the middle of this asymmetrical stage- the warehouse has a lot more open ground but has a lot of uneven terrain to cross, while the convenience store has shelves you can climb but completely even ground otherwise. These two sides of the Collin Shop are completely different from each other, even when it comes down to just shit collapsing. If the floor on one side opens up, the other will remain stable for another 30 seconds before breaking into uneven chunks.
*Battlefield Size: Average (width/height)
*Designed For: Casual players
*Location: New Naxaz City
Vinegar Base 	
The Vinegar Base houses the satellite's finest defense squad, the Vinegar Troops, commanded and controlled by General Scotch! Found on the east side of the Satellite 15 Lobby, the base is known for its super-strict rules and for its grimacing, heartless steel appearance. It's right across the hall from the Hospital Wing, conveniently so that wounded troops can be rushed to the hospital in a heartbeat. Regularly, the troops in the Vinegar Base follow Scotch's strict commands and train themselves vigorously for the next big showdown or otherwise spend time alone in their cold, cramped prison-like cells. Usually things are managed well at the base, and Scotch attempts to make things less harsh for everyone, but things get tough and soldiers get cranky and aggressive, sometimes making the conditions of living rather toxic. Stored away in the closets are thousands of powerful weapons, and they get tested regularly by Scotch's elite troops. The base isn't used on Saturdays and Sundays, so to let everyone go home and see family and friends before they're required to come back 5AM sharp on Monday. The players battle on a long strip of steel serving as the main walkway between a bunch of prison cells, with conveyor belts to the sides carrying platforms up and down along the walls of the base. When the whole floor disappears, fighters will be battling atop a few dozen platforms hanging over a long bolt of electricity, which fatally shocks anyone that falls into it.
*Battlefield Size: Long (width), Tall (height)
*Designed For: Casual players
*Location: Satellite 15 Lobby
Hospital Wing 	
Though several places in Satellite 15 have their own medical centers and hospitals, there's no place more effective than Satellite 15's dedicated Hospital Wing, located on the left-hand side of the Satellite 15 lobby. It's operated by Abraham "Abe" Mason, a well-trained surgeon with 23+ years' worth of experience. Many masked nurses and doctors walk around the hospital rooms, healing up patients or sending them over to emergency rooms when they need immediate surgery. It's particularly friendly to young children, with several doctors (such as Yama Velvetrot) specializing in taking care of them. However, some adults shiver at the thought of coming to this hospital- the intelligent and successful Noise Lindemulder may be the satellite's only hope in discovering the cure for cancer, but her coldness and bursts of rage make even the most brave men shiver. Then there's Ms. Replicate, who does the job perfectly and treats you just as perfectly but extracts information and DNA from you and has this eerie and unsettling vibe to her. Nothing about this hospital is more infamous than how they treated Pierce Hazel, though. Fighters battle on an average-sized arena, being in a dark room with a stretcher in the center and some cabinets to both sides. This stretcher can be kicked around to the left and right and used as a platform when the ground gives away to unveil a line of perfectly-up right infected needles... you won't die if you touch them, but you'll get poisoned.
*Battlefield Size: Average (width/height)
*Designed For: Competitive players
*Location: Satellite 15 Lobby
Organic Sewage 	
If you head beneath the manholes of Blackstar's streets, you'll find some strange sewers! These sewer walls are made from sticky, gooey flesh, pulsating with the vein-like tubes behind them passing blood around the sewers to what appears to be a moving destination. The tunnels themselves appear to be made of intestine, with the uneven bumpy floor having stomach acids churning along its surface. It all becomes extra-disgusting when you realize what's supposed to go in the sewers, so... that's just food for thought. Luckily, the higher areas of the Organic Sewage are less disgusting, with the amount of flesh and veins you see decreasing as you head up. And you're not alone down in the Organic Sewage either, as a zombified baby head of mass proportions seems to be worming its way around the sewers, ready to consume any intruders of its lonesome home. Players should try to ignore the gross backdrop and keep their focus on the action, navigating between the three layers of sewage as they need to. To navigate from floor to floor, the players will need to climb platforms that go up there. Over time, the upper floors will begin to crumble just enough to let players through, but the bottom floor will also begin to crack open around this time. From the distance, the zombified baby worm will flash its eyes to freeze players in place, provided they're not already enveloped in shadow. Watch out, wait for it to leave, then continue fighting- just be thankful nothing floats down in these sewers.
*Battlefield Size: Long (width), Average (height)
*Designed For: Casual players
*Location: Sector 1
Kilmister Labs 	
When crossing through Sector 1's very own Channel X, you might find a laboratory shaped like an upright bass guitar, standing alone in a restricted area with blockades preventing anyone from casually walking in. This is where James Kilmister began working on extracting creatures from others' imaginations as a curious experiment, based on what they were directly thinking of at the moment. Ultimately, these (illegal) experiments failed because his patients couldn't stop fearing their nightmares coming alive, resulting in highly dangerous and almost unstoppable creatures setting foot aboard the satellite. He would later get crushed by his own nightmare, a nightmarish-looking bookshelf that could shapeshift into something demonic and imposing, leaving his granddaughter Devina Kilmister to hunt down the missing creatures and prevent anyone from using his Extractor machine. The Kilmister Labs are a dark and frightening place- so untrustworthy that even insects and bugs avoid crawling inside. Devina's the only intelligent lifeform in the labs, attempting to overcome her fears while nervously attempting to reverse her grandfather's mistakes. There's a cobweb-filled recording room nearby, where you can see some upright-standing instruments and a statue of James Kilmister playing the bass guitar, but watch also for the many pairs of eyes staring from the darkness. The fighting room here is limited, with still/moving platforms disappearing and reappearing.
*Battlefield Size: Average (width/height)
*Designed For: Casual players
*Location: Sector 1
Channel X 	
Channel X is an obscenely dangerous place that can be found at the rear end of Sector 1's Skull Valley region, being where all the rivers of the sector drain at. It's here where many supernatural horrors and highly efficient hunters like to roam, uniting daily to consume whatever's been flung down these wild rapids. Savages live in tents, well-armed and butchering those who appear to be injured or at least very weakened. Even groups of individuals will have a hard time lasting in the valley, as predators will commonly team up to batter up dozens of people with stones before seizing whoever they think will be tastiest. There are businesses here, but they're all run-down butcher shops and motels that seem to be robbed and vandalized on a weekly basis. If you go beyond Channel X, you'll discover the misty, unclear, and seemingly endless landscape known as Horizon Zero- nobody ever returns to civilization if they go beyond this point. Local religions advertise that area as being the space where Heaven and Hell can be found, but there's no known evidence supporting that theory. Fighters battle in the middle of the Channel X delta, right before a pair of pearl-white gates that serve as the entrance to Horizon Zero. As a battlefield, Horizon Zero is average in size and there's no big gimmicks to be found, but standing too long in the goopy blood on either end will cause fighters to sink in and lose their stock. Enormous butcher knives will slowly, but surely begin cutting away at the skin-like battleground, forcing fighters to move in closer together.
*Battlefield Size: Average (width), Small (height)
*Designed For: Competitive players
*Location: Sector 1
Cornea Tower 	
The Cornea Tower is a tall structure sprawling out from the middle of Sector 1's fleshy terrain, comprised of several oversized bloody veins that tangle around each other and lead up to a fleshy observation deck and a massive eyeball that doubles as a big analog clock. Between all those enormous human veins is an elevator that takes visitors up to the observation deck, and between all the veins out and in the Cornea Tower there are dozens of diamond-hard eyeballs that keep a close eye on visitors. The Cornea Tower is surrounded by the capital city of Blackstar, and serves as a lighthouse to help draw people back to the capital if they get lost... especially through its darkness-piercing eye that ensures nothing is ever too dark. Nevertheless, its reputation has soured over the decades, as a cult of people claim that the tower's eyeball has otherworldly powers and aims to enslave all humans and living beings for its own purposes, thanks to a radio station named Local 85. At the Cornea Tower, all the players battle at the base of the tower as its massive eyeball keeps a close eye on everyone, observing the fight from a distance. Over time, its eye will blast beams that destroy the edges of the arena, slowly but surely destroying small chunks of the floor to make it tougher to survive, eventually leaving just half the floor left. Sometimes you can even see the X-Terminator fly overhead, screeching loudly as it clutches onto the tower and sometimes blasts lasers to destroy the platform instead of the big eyeball.
*Battlefield Size: Average (width), Average (height)
*Designed For: Competitive players
*Location: Sector 1
X-Terminator 	
Behold, the X-Terminator, the scariest and most intimidating creature across Sector 1! This monstrous creature is responsible for destroying creations that either violate the satellite's construction guidelines or don't function as they should. It can transform its limbs into all sorts of weapons and tools to break down what doesn't work and destroy things without potentially placing the satellite itself at risk. The X-Terminator starts by being shown squatting down on the floor, with its shoulders, arms, and legs each serving as platforms for the fighters to battle upon. They will gently twitch and sway around a little bit as the X-Terminator rests. After 30 seconds, it will flash its eyes and rise up, with all fighters not yet elevated from the ground or its thighs losing a stock as it begins to crawl up a vertical passage of trash. All fighters will be using its ribs (which it will protrude outwards) and its shoulders and thighs as battling ground; its arms will transform into knives and claws that'll take it up the massive trash shaft. Fighters have to beware of the fleshy skull protruding from the X-Terminator's body, as well as the positioning of the monster's head: both have a pair of eyes each that can blast moderately-damaging lasers at the players and bounce off of the walls up to two times. If the X-Terminator's heart is attacked enough, it will shriek as it slides all the way back down to the bottom, with its ribs and heart poking back inside as it enters a resting state for about 20 seconds. It will then flash its eyes again and resume its climb. If the X-Terminator climbs all the way to the shaft's top, it will drill up against the ceiling, killing all players in an instant and making the battle result in a draw. Keep the X-Terminator at the shaft's bottom if you want to finish the enemies off yourself.
*Battlefield Size: Large (width), Tall (height)
*Designed For: Casual players
*Location: Sector 1
Death Mountain 	
Sector 1's most infamous (and dangerous) attraction is Death Mountain, a gargantuan landmark with a skull-shaped exterior made wholly from the debris left behind by the X-Terminator. Thousands of homeless individuals and several dozens of notorious outlaws seek shelter within the cramped walls of this massive structure, hiding behind heaps of trash and digging further into the mountain to hide from their worst enemies. Whenever the X-Terminator comes to dump its debris, everyone needs to be well-prepared for the incoming trash avalanches, which can make homes collapse in and crush anyone inside. It's accepted that you're safest around the base of the mountain, where there's shops, steel shelters, and more than enough time given to escape avalanches. Death Mountain loses many of its residents within weeks or months, prompting the authorities to stop overseeing the area- you must sign a document if you wish to scale the mountain claiming the government cannot be responsible for your injuries or death. Fighters battle on a 3D arena at Death Mountain, battling around its summit. It takes a while to circle around the main floor of Death Mountain, but lifts can be taken to escalate up the mountain and reach a higher elevation and thus break away from the main playing ground. If you slip off the higher area of the mountain, you'll be brought back down to the main playing field. Over time, the trash-like layers of the mountain will begin to collapse in an avalanche, taking down lift systems with them.
*Battlefield Size: Long (width), Tall (height)
*Designed For: Casual players
*Location: Sector 1
Plastic Shoreline 	
Sector 2's "Plastic Beach" was made wholly from plastic and wasted materials, which was a lifelong project by Oshelia Eau to keep its residents aware of pollution and its potential consequences on Satellite 15's environment- which is an ongoing issue that the government's attempting to remedy. Though it's dangerous to stand in this area, those who view the Plastic Beach can admire all the colors and all the work that went into making Plastic Beach look presentable. In fact, if you bring your own plastic to the site, you can arrange your plastic any way you want! Just be sure to wear boots or something that glass won't be able to slide through- that'd be worthy of a "yikes!". Fighters battle on a long strip of sand with an algae-green sea in the background and several thousand glass shards and plastic pieces surrounding them. The bits and pieces of plastic in the sand hurt to touch and will bounce fighters up and down until they return to safety. The ground doesn't collapse in this stage, but sand avalanches will occur time to time that will sweep some of the floor away, leaving nothing but bits of sharp plastic that won't be nice to step on. This stage's key mechanic is its lift, which riders can use to reach from end to end of the Plastic Shoreline or just jump off at any point they like. Sometimes the sand will rise up rather than fall, making a brief hill that fighters can use to get some extra elevation if they have trouble reaching the skies.
*Battlefield Size: Average (width), Short (height)
*Designed For: Competitive players
*Location: Sector 2
Ocean Manor 	
The Ocean Manor is one of Sector 2's most recognizable attractions, being a highlight for residents and tourists alike. It's primarily known for its impressively massive aquarium, with gentle and aggressive animals swarming throughout its hundreds of connected tanks. There is seemingly no escape from the undersea atmosphere once you're inside the manor, as animals will be watching your every move- even if you're in the bathroom! (Yes, great whites will watch you take a long piss, you can't come in saying you weren't warned.) It was all masterfully planned out and constructed by Oshelia Eau and her crew, with the intent being for tourists to be able to see just what marine life exists on Satellite 15. The Ocean Manor also serves as a museum, with everything Oshelia's ever logged being placed on fact sheets bolted next to each exhibit or otherwise being available as stand-up plaques. The manor is sometimes accident-prone and remains vulnerable to terrorist attacks, meaning that some of Satellite 15's best guards are stationed here to prepare for any possible emergency. It's also faced a lot of controversy, with some scientists and political activists arguing against the manor's purposes, claiming the animals there are being trapped and subject to privacy invasion. In any case, fighters battle in an unusually small room with both a low ceiling and minimal playing ground. If the walls take enough damage, they'll break open and cause water to flood the room, allowing sharks to come in from time to time to consume or at least bite at victims. If water breaks in from above, characters will be slowed down. The ground itself won't break, though.
*Battlefield Size: Small (width), Short (height)
*Designed For: Competitive players
*Location: Sector 2
Zyncho Sphere 	
Zyncho City is one of the satellite's most populous areas, serving as Sector 2's capital and main metropolitian center. This metropolis has a unique gimmick whereas all of its buildings and residents rest on the inside of its signature glass sphere, with every square inch of this sphere having its own gravity. It's a remarkable engineering feat that was made possible by Penny Wisyneat and some assistance from her grandfather. Within the dead center of this metropolis is a huge portal held up by four steady structures (the "Zyncho Pillars"), where ships travel to and from to deliver captured creatures from other worlds to the Ocean Manor. These structures are accompanied by a multi-purpose skyscraper each, and each structure has an elevator on the inside that takes residents and tourists to the roofs of these high-rise buildings. Zyncho City has highways that remain close to the ground, with flying vehicles speeding across asphalt streets and around its pillars. To prevent residents from being bothered by excessive traffic noise, all homes have been made as soundproof as possible, including the skyscrapers as pods will be zooming above their windows daily. Much of Zyncho City's culture was largely inspired by New Orleans', and seafood is commonly consumed in this area. Fighters battle on the outer perimeter of the Zyncho-Space portal on a 3D battleground. The portal will tilt left and right, with speedy space vehicles occasionally flying out of it at alarming speeds and knocking over anyone in their way. The ground will slowly, but surely crumble.
*Battlefield Size: Long (width), Tall (height)
*Designed For: Casual players
*Location: Sector 2
Deep, Deep Trouble 	
If you find yourself on the outside of Sector 2's dry glass confinements, that means you're in the deep and dangerous waters that surround civilization! Many mysterious and frightening aquatic creatures roam these intimidating waters, including Jezebeth and what might be distant cousins of the Cole family. Sea monsters such as krakens, hydras, and sirens wait under the waves to sink their teeth into any unwanted prey, schools of sharks swim around to see what's for dinner, and saltwater crocodiles can prevent you from reaching the surface too easily if you attempt to escape the murky waters below. There are merits to exploring the deep waters of Sector 2, though. If you look deep enough underwater, you can find the hidden steel base that handles the responsibilities that come with managing the sector, protected by resilient sirens. There's also a secret building deep underwater that stretches out for way more than a mile, with all kinds of produce being grown here- wheats, fruits, vegetables, etc. Livestock are raised way further in the back... that's right, this is the satellite's farm! But this stage has its name for a reason. Fighters battle inside a rickety cage that's being suspended half a mile below a beach, with great white sharks swarming around the cage. Magical properties prevent fighters from losing any of their agility, but they'll need to be quick to run on the cage walls- when the bottom opens up, sharks will eat up anyone that falls through!
*Battlefield Size: Small (width), Tall (height)
*Designed For: Competitive players
*Location: Sector 2
Undersea Labs 	
Welcome to a really deep, restricted area of the Ocean Manor, where top-secret marine animals are held captive by Oshelia Eau and her fellow crew of workers. This is where Jezebeth (if not in battle) is seen held captive in a huge fish tank, rapidly tapping on the glass and trying to make noise, surrounded by many more tanks and goo-filled containers containing strange and unorthodoxly shaped aliens. The setting appears to be a laboratory, but it really isn't your average laboratory, as it's made completely of timber, thatch, and adobe, complete with an earthen floor. It appears to be completely comprised of natural resources and building materials, with the exception of all the technology installed within the lab, all of which looks smooth and beautifully wavy and is powered exclusively by solar energy. As for the stage itself, players battle in a single large room that has many elevators off to the sides that can navigate players around rather reliably. The elevators lead to plenty of bridges that lead to small platforms with switches, which can either close the doors to elevators on the other side or slight tilt the arena towards its own side. If the stage is tilted towards either direction, electrocuted water will partially flood the lower corner of the stage and render the elevators inaccessible. Past all the elevators are saferooms that can only be occupied by one person at a time; while good for avoiding hassle and actively push enemies away, they can become filled with electrocuted water if the arena is tilted towards their side and kill anyone with them instantly. The ground can crumble in the middle, unveiling a patch of such water.
*Battlefield Size: Large (width), Average (height)
*Designed For: Casual players
*Location: Sector 2
S15 Shooting Star 	
The S15 Shooting Star is an acclaimed ship that serves as both a maritime battleship and an underwater cruiser, capable of housing up to 3,000 passengers at one time with a crew of roughly 20 managing everything aboard it. The evolution of the S15 Rustbucket Express, which was destroyed in a fierce battle against Captain Ryona and her crew from Satellite 4, this ship is equipped with dozens of artillery weapons and an excessive amount of guns. When it's not involved in maritime matters though, it instead swims through a scenic and memorable portion of Sector 2's zany water world, taking hundreds of individuals through a wacky and very inspired sea journey. All fighters battle on the cruiser's top deck, surrounded by a massive bubble that gives passengers a great view of the open blue seas of Sector 2. As the cruiser travels through dozens of wondrous aquariums, steered by Marigold Forger, fighters have to deal with the constant tilting of the ship and the different speeds and angles at which it tilts. It'll never tilt too far to be impossible to fight fairly on but the tilts will sometimes occur quickly and be somewhat distracting if you're not used to them, although the tilts always occur in the same pattern every time the stage is selected. Occasionally the planks on the deck will give away with time, exposing pools of electricity below that'll hurt to fall into, so players need to be on the lookout for that hazard as they battle on this moving, tilting ship. It's worth noting that an exhibit with a great white shark is present in the background, which appears to be holding the titular antagonist of the 1975 film Jaws.
*Battlefield Size: Average (width), Short (height)
*Designed For: Competitive players
*Location: Sector 2
Champion's Ring 	
The Champion's Ring stadium is Sector 3's personal highlight, and it's where some of the satellite's biggest battling competitions are held! Residents of the satellite love to flock here to watch some "Cold-Blooded Rivalries", whereas two or more people that hate each other are pitted against each other every Sunday. Fighters battle in an average-looking wrestling ring with thousands of heavy lights shining overhead, with several satellite locals present on the benches. Sometimes, playable characters that aren't already in battle will show up on the bleachers. Whiskey Lager is the stadium's owner, managing it and keeping it busy with all its merchandise stores and shops, and engages in brawls herself on a monthly business- she's beaten down 59 people as of now! A unique gimmick of this stage is the leaderboard in the background- it'll tell you how many times a character has won in the stadium, and whether or not they're in the Top 5. There aren't really many other gimmicks to the Champion's Ring, it's simply a small wrestler's ring that allows fighters to head high into the air if they wish via bouncing on the ring's ropes. There's nothing to the left or right of the fighter's ring for players to stand on, and the ring won't really collapse at any point. However, the ceiling will slowly begin to lower down, limiting the amount of room fighters have to battle against each other, until it reaches so far low that the camera's position will be fixed.
*Battlefield Size: Small (width), Average (height)
*Designed For: Competitive players
*Location: Sector 3
Sunset Grind 	
Welcome to Matchon City, a place known for its fiercely competitive landscape and scorching temperatures! Though it's as hot as the Earth's "Sahara Desert" region, you still see thousands of people storming the streets with their skateboards and roller-skates, sometimes grinding onto a bench to take a long sip of refreshing water. One of the most beloved areas in Matchon City is its Sunset Grind, a gorgeous and well-preserved oasis in Sector 3 with a view that lets them catch a view of an artificial but still stunningly gorgeous sunset from above. Players should take note that when they jump off of ramps, they can do "tricks" by using their aerials, which will bring them up the leaderboard in the background. The watching audience will cheer on the player that's in the lead for the match. Fighters battle in a decent-sized skater park, with two big steel ramps to the sides and two smaller ones closer to the middle. Robotic skaters will be navigating the Sunset Grind park, doing spins off of the edge ramps and doing flips from the middle ramps. If they collide with any fighters, they'll run over them and force them to take damage. They can be destroyed themselves, but they won't be stopped from moving when they take damage and they'll always get replaced hardly moments later. Eventually, all the completely even ground will begin to collapse, making these skaters jump between the park's standing platforms and leaving little room for players to escape.
*Battlefield Size: Average (width), Short (height)
*Designed For: Casual players
*Location: Sector 3
Naxopolis Speedway 	
Though extreme sports are already really popular at Sector 3, there's just one thing that's even more popular- the Naxopolis Speedway! Everyone that lives on Satellite 15 knows how reliably fast its automatically-operated transportation can be, but did you know that manual versions of these vehicles exist exclusively for the Naxopolis Speedway? You can give them professional paint jobs, name these vehicles, and then race them at high speeds around the tube-like highways of the speedway. You can also give them armor to protect your vehicle from head-on collisions and thus improve your vehicle's longetivity (as well as your own), but this comes at a light cost of speed and worse handling overall. From all across the satellite people will come to watch these fantastic, hectic races, watching vehicles frequently collide as they speed along at several hundred miles an hour across the track! Races are held every single day between residents and tourists of the satellite, but the real competitions come on Sundays. That's when racers gather from every single satellite in the Zaxina system and race to see which satellite's got the best racers! Fighters battle on a fair-sized platform above the Naxopolis Speedway's main track, which appears to be attached to the back of a space pod. This platform has two walls to the sides to prevent fighters from falling out onto the track, but the main platform tilts whenever the space pod does, making it tricky to keep your balance.
*Battlefield Size: Average (width/height)
*Designed For: Casual players
*Location: Sector 3
Perilous Rendezvous	
Welcome to the Perilous Rendezvous, a.k.a. maybe the most bizarre meeting you'll ever have! This strange meeting takes place in the middle of a huge golden pyramid with tons of plastic palmtrees and uneven rocky terrain surrounding its perimeter, as can be seen through the light mosiac windows on each side of the pyramid. Fighters battle on an enormous round table that's decorated with a pattern of Egyptian hieroglyphs, with poker chips and a draw pile of huge playing cards standing high above the players' bodies. Five huge sphinx figures can be seen holding playing cards as the table rotates, with their game of poker taking place over the players' heads. They can't get in the players' way directly, but what makes this a perilous rendezvous is that occasionally the ends of the table will collapse and limit the players' playing room, and sometimes even the middle of the table will collapse under the players' feet. The table's layout will always be symmetrical, so any damage done to the left side will also be present on the right, keeping all the ground even. Sometimes the huge sphinx dressed in a huge business suit will raise his hands and cast magic to repair some of the table, so the playing field will never break down enough to become impossible to play on, but players should still watch their step at all times. If the match lasts long enough, one of the sphinxes will win the poker game, making one of the other sphinxes angry enough to turn back time to the match's beginning - repairing the table in the process.
*Battlefield Size: Small (width), Average (height)
*Designed For: Competitive players
*Location: Sector 3
Matchbox Flat 	
If you're looking for a place where you'd almost always be accepted at, look no further than the Matchbox Flat found at the very end of Sector 3. This motel may not excel with cleanliness or its breakfast menu, but the service has always been acclaimed by guests and the people running the flat are really nice. The Matchbox Flat is recognized for its wild parties, its frequent use as a makeout point, and for its lack of judgment against its guests. It's also known for its gym- though skating is outlawed around the motel, those who wish to stay fit can simply go to the gym and exercise there. The motel's owned by an angel named Ivan and a demon named Amy, who don't always get along and get in petty fights but try to do what's best for their guests under their limited budget. Ivan and Amy each have a small crew of their own- they respectively focus on cleaning and cooking while their masters try to keep the business running. According to Ivan, they used to be more successful when Oyster Moore was still working the bar there- when she moved out to the big city, both of their businesses began to plummet and now they're all in danger of losing their jobs. Fighters battle atop the Matchbox Flat, with Ivan sweeping the left side and Amy cooking food on the right. Neither will directly intrude with the fight, leaving fighters to be fully responsible for what happens. The Matchbox Flat's roof will not collapse in on its own; if you apply enough pressure to it, you'll make it collapse right in!
*Battlefield Size: Long (width), Short (height)
*Designed For: Competitive players
*Location: Sector 3
The Acid Waltz 	
Maybe the most psychedelic competitive stage you'll ever see. "The Acid Waltz" takes place inside a darkly-lit alleyway, with rainbow lava lamps sitting proudly above dumpsters and trash bins and a silvery mist accompanying the stage's atmosphere. By each 30-second interval, the mist will gradually grow thicker as the stage's background becomes not just very colorful and bizarre, but warped and flooded with peculiar and inventive patterns. Although not a particularly hazardous level initially and lacking any enemies or obvious hazards, the stage splits apart after that interval and takes on some irregular but consistent design with its twelve ground pieces, which become distorted and sometimes melted or form into new shapes overall. After 20 seconds of the "Acid Waltz" taking place, the mist thins out and the battlefield returns to its normal constraints again because of some strange black-hooded figure raising its arms and snapping everyone out of the intoxication. There are only three different layouts that can be generated by the Acid Waltz, but they are all very unique in shape and structure and melt away soon after being touched. Any pieces that are stood on for merely five whole seconds will vanish completely until the acid trip ends. If a player falls off the stage in the middle of their acid trip, they will respawn from the stage's top and take a little bit of damage as punishment for their inability to commit to the waltz. Although a rather unconventional competitive stage, it follows a consistent pattern every single time and becomes surprisingly easy to play on.
*Battlefield Size: Average (width), Short (height)
*Designed For: Competitive players
*Location: Sector 3
Switcheroo Dungeon 	
If you venture deep within Sector 4, you'll locate the Switcheroo Dungeon, a fascinating puzzle located deep within DHS' torch-lit tunnels. These tunnels' walls are lined with eerily glowing hieroglyphs, which depict Lord Kýrios in intense combat with the silhouette of some unknown supernatural terror. This vertically-aligned dungeon is known for its asymmetrical layout, with half a dozen switches and a full dozen doors laid out along this dirty labyrinth of tunnels. For every switch that gets hit, their respective tunnel gets one door opened and one shut, changing the way one's intended to access it. Some of these tunnels cross over between each other, so it's impossible to completely block enemies from reaching you- especially as each switch has a small cooldown period before it can get hit again. Some rooms found within these tunnels lead to treasure- if you look closely over the ground, there's a bunch of track laid down, meaning that the Switcheroo Dungeon has been used as a mineshaft at one point. If rumbling occurs in any of the tunnels, players have five seconds to get out before a bunch of dirt collapses into the tunnel, blocking it from being used unless such an action is reversed. Eventually, all tunnels but two will become filled with impassible dirt, and the common floor (and above platforms) will begin to crumble, unveiling the lethal spikes waiting to catch fighters above. Watch your footing, and use the switches to your advantage.
*Battlefield Size: Average (width), Tall (height)
*Designed For: Casual players
*Location: Sector 4
Endless Passage 	
You know what's a strange battlefield? The Endless Passage of Sector 4! True to its name, there is seemingly no end to the passage- even if you went as far as you could left or right, you would eventually encounter your enemies again. The tunnel is made almost wholly from dirt, with gemstone panels serving as the stage's floor. It's not just an endless path that you run across- there's plenty of gaps with spikes at the bottom, which need to be carefully avoided. Luckily, you can't just fall through them- you have to stand on the loose ground above them for an extended period of time first. There are lots of scattered skeletal bits and pieces to be found along the floor of the Endless Passage, presumably from the rotted corpses of the dozens of thieves and wanderers that never made their way out of this ageless tunnel- one can gather this tunnel exists to trap intruders from reaching the Forbidden Tundra. If you looked along the walls of the passage, you would find they're lined up with hieroglyphs depicting a series of arrows and numbers. If you took the appropriate amount of steps using the arrows to aid your way, you will find a gap in the ceiling that'll take you to the next tunnel- it's best if you take it soon, as the floor will begin to crumble after enough time passes! Eventually everyone will reach a room without hieroglyphs- as the floor collapses under everyone, they must now survive on an endless series of platforms in an endless room with a moderately-leveled ceiling.
*Battlefield Size: Forever (width), Short (height)
*Designed For: Competitive players
*Location: Sector 4
Forbidden Tundra 	
One of the most intriguing elements of Sector 4 is the unforgiving Forbidden Tundra, which immediately kills anyone that ventures in unprepared. You can only find it if you walk deep enough through Sector 4, while keeping in mind and either avoiding or overcoming all potential hazards and obstacles in your way. It's thought that a very rare root exists somewhere along the frozen over wasteland- according to rumors, it could heal any disease or serious condition once digested, and it has massive potential in the field of medicine. The satellite's architects are apparently unaware of the existence of this root and did not design the Forbidden Tundra with it in mind, and dismiss its existence as just a mere legend. Besides this powerful root, the Forbidden Tundra is occupied by strange creatures, like demons, vampires, sirens, dinosaurs, mammoths, etc- and they can easily overpower anyone in this brutally cold landscape. They're believed to live under the ground or around fissures and hot springs at the Forbidden Tundra- their ability to thrive there is still being researched. However the tundra became to be this way, access to it is typically forbidden by the government officials. Fighters battle in an average-sized arena, with their stamina slowly draining over the course of the match. Hot springs will damage anyone that touches them directly, but if stood near, they'll slowly regain their stamina since the heat will be helping them recover quickly from the cold atmosphere. Eventually the ground will boil over, unveiling lethal lava below.
*Battlefield Size: Average (width/height)
*Designed For: Casual players
*Location: Sector 4
Dangerous Woods 	
Slim pickings for safe places to stay in Sector 4, I'm afraid, and the Were-Demon Woods are yet another place you should never ever visit. Their eponymously-named main predators have been long known for terrorizing civilizations (such as Mammosee) and raiding them of their supplies, being particularly infamous for tracking down where food supplies come from and completely draining them of their rations. The Were-Demon Woods are known for their grey vegetation, torch-lit trees, and the blood smeared across the ground here and there. Strangers that walk through these somewhat uncharted areas are met with lots of bright-colored eyes staring out at them from the darkness, and if they dare do anything that would attract attention or provoke natives, they will be brutally attacked. There are some humans that live here, but they were most likely raised by the were-demons and thus they act much like them, attacking any stranger they know on sight. However, they are generally peaceful in the summertime as food rations in the woods are at their highest, and they generally lay low around the holidays as they don't want to risk getting attacked. They can be very savage and unrelenting in the winter season, however. Fighters battle between two rows of black-bark trees, with many demons staring at them from the darkness. Sometimes, pairs of red eyes will indicate they'll throw a stick onto the battlefield- it can be grabbed and used as a weapon. If the floor breaks up, sharp roots will open up below, hurting anyone on contact.
*Battlefield Size: Average (width), Short (height)
*Designed For: Competitive players
*Location: Sector 4
80 Below Zone 	
Welcome to the 80 Below Zone, an absurdly chilling area of Sector 4 that is used to host millions upon millions of pounds of frozen foods, which can be seen packed in boxes and crates around the pure ice walls. Even non-frozen foods like fresh produce and milk and bread can be seen hanging out in glass stalls, having just the appropriate amount of cold to keep them fresh. This unsettlingly cold place is divided up into two icy floors, which don't have ice physics but do have icicles prepared to fall from the ceiling at just about any point. Boxes can be strategically picked up and thrown around, in fact they need to be picked up and put elsewhere to cross to the other side of the stage, but once a box is thrown at a wall or at an enemy it will disappear for good. Icicles hang from both ceilings and can be set off by hitting them with attacks, especially projectiles that can be aimed to knock them down to the floor. This is a rather unconventional competitive stage, sure, but it is perfectly symmetrical and its only hazard is the icicles, which can become disabled by smashing both of the ice floors as well as the stage's ceiling. Since they're all made of fragile ice, it is easy to break them through method of powerful attacks. The "80 Below Zone" isn't competitive in a traditional sense, but you do have to strategize carefully- use the icicles and boxes to beat down at enemies from afar and be wary of where you step. Note that 80 Below Zone, fallen icicles can be picked up and thrown as temporary projectiles. Once an icicle has despawned, a new one will grow in its place.
*Battlefield Size: Long (width), Short (height)
*Designed For: Competitive players
*Location: Sector 4
Slippery Slope 	
The Slippery Slope is one of COLD❄BLOOD's most punishing and difficult stages, displaying no mercy to anyone that dares to battle there. Players will be venturing between four different icy mountains, all of which have wooden villages with ice wizards chilling about in the background, each mountain differinated by a color (navy, green, brown, gold) and some very uneven terrain. The players can only be at one mountain at a time, and the transition to the next mountain will begin once the players have been at a mountain for 20 seconds. Beware of the ice wizards, as they will sometimes enchant the ground underneath the players' feet to become frozen and easy to slip on. When it's time to transition to the next mountain, the ice wizards will float off to the right as fire wizards emerge from the left, creating a slew of slippery icy platforms that need to be navigated carefully as the fire wizards behind them burn up everything they make... each icy series of platforms is a mid-paced autoscroller section, so caution and care is necessary to survive the obscene platforming challenges. If a player goes too far ahead to the right, they'll be frozen and slide off to their death, and if they stray too far to the left, they'll get burnt and also fall to their death. Occasionally, the fire wizards will cast fireball spells at the players, which can melt stray ice platforms and begin a chain reaction on bigger platforms that eventually results in their complete melting. Note that there is a gradual upwards ascension as players move from the navy mountain (the first one) to the gold mountain (the last one), before they have to take a sudden descent.
*Battlefield Size: Forever (width), Tall (height)
*Designed For: Casual players
*Location: Sector 4
Monster Willow 	
There's nothing more iconic than having your capital city located within the middle of a ridiculously oversized willow tree, right? That's what Sector 5 does- Peppertown's city limits are located aboard the many different rings of this willow tree, with residents exercising by climbing up and down ropes as well as the built-in wooden staircases. It's raining at the moment, pouring into the heavy swamps surrounding the willow tree and flooding the nearby highways that lead here. Fighters battle along one of the innermost rings of this monstrous willow tree, moving around a 3D battleground as the residents of Peppertown watch eagerly from the background. Vines hanging from the ceiling of the tree can be grabbed onto to cross the 3D poisonous lake in the middle of the battlefield, and players can swerve and jerk their vine around to change their destination if needed. Over time, the battlefield will begin to crumble, with bits and pieces of the battling ring (shaped like pineapple chunks, sort of) sinking into the purple lake to be unusable for the remainder of the match. Sometimes, fighters will push down blocks of wood down onto the battlefield, which can be used as new elevation for the players to take advantage of as the poisonous lake slowly rises higher and higher. Just be careful of where you stand though, it can be easy to get pushed into the lake, and it can be get pretty tricky to get back up on land if you've fallen into the physics-slowing poisons!
*Battlefield Size: Small (width), Tall (height)
*Designed For: Casual players
*Location: Sector 5
Foggy Swamp 	
Making up much of Sector 5's ground is the Foggy Swamp, an eerie and quiet place that surrounds the Monster Willow and the beloved capital city Peppertown. With no flying pods zooming around and little civilizations in sight, the most noise that'll be heard here are the sounds of insects buzzing and the occasional animal communicating with its kind. Some huts can be seen lined up along the long stream, with natives and Balmism followers sometimes seen walking along the banks. It's not recommended to be near the Foggy Swamp though, as many nasty and intimidating animals live by the stream and seize every opportunity they get to take some food- they won't always feast on humans, but it's never an impossibility for them to do so. Fighters battle on the backs of several saltwater crocodiles in some raging rapids. Though they're mostly stationary platforms, they'll dive underwater soon after they begin shaking, limiting the playing ground until they rise back up. The player won't die the instant they fall between the crocodiles, but they might come down to chew on the player if they don't quickly jump back up! The background will be scrolling for much of the battle- eventually, it'll reach the point where the players will fall off a ledge and onto a really low platform, where crocodiles await on both sides. The land will slowly, but surely, begin to sink into the sea, giving the players less room to stay away from their predators. It's a hectic, frantic little battlefield.
*Battlefield Size: Small (width), Average (height)
*Designed For: Casual players
*Location: Sector 5
Big Grub Chasm 	
Better hope you're not too sensitive to bugs, because that's what the Big Grub Chasm is all about! All the players will be riding this massive, flying centipede-like creature through a valley where swarming bugs of massive size roam and fly about. The centipede moves swiftly through the air, occasionally looping around in the air and turning directions as players have to try their best to follow the centipede's body. Occasionally it will be attacked by the likes of a (relatively) massive bird, which will screech as it attempts to eat at the massive bug. It will regularly try to peck its beak into the centipede to try and attack the players, storming around each time it misses to try again. Hitting it enough times will cause it to fly off, letting the centipede survive and continue flying. If it breaks up the centipede, all the players will fall down on a smaller centipede with a few less segments, making survival more difficult. Sometimes the centipede will travel away from the players, leaving them to battle atop of huge beetles or dance on bouncing silk webs with spiders cheering them on in the background, before coming back to swoop them up and continue riding through the jungle. The setting of the Big Grub Chasm is a really mystical, live jungle with squirming bugs crawling all over trees and plants and with a whole stadium of them watching the players from below. There is a huge honeycomb roof, with some of the honeycombs lit up with ads relating to content in COLD❄BLOOD itself.
*Battlefield Size: Average (width), Average (height)
*Designed For: Casual players
*Location: Sector 5
Amour Clinic 	
The Amour Clinic is one of the most serene and peaceful places aboard Satellite 15, founded by Spade Amour, who also founded the Balmism religion and serves as a 5-star therapist. It's a really calm, quiet place with zero danger present in sight. Hundreds of shelves line the walls of this darkly-lit Greek temple, bearing the names of numerous individuals that were interviewed by Spade over time. Some books also had to do with therapy, meditation, self-healing, Balmism, etc. There are also several "get-well" posters on the walls as well as lots of toys that can be used to get one's mind off of their depression and other mental conflicts. These include Rubik's cubes, fidget spinners, and squeeze toys. The classic rock music being played, the gentle breezes rushing through the room, and the torches lighting the room give the Amour Clinic a very refreshing and friendly atmosphere. There are also giant sentient rubber spiders that will cuddle up with patients- they do not mean harm and will try to make gentle approaches. Then there's Spade, who's kind of dickish and rude but completely honest and willing to cope with any patient. She'll hand out chocolate to calm you down, and will sometimes play with your hair... and she promises only she's allowed to read the books on the shelves. Fighters battle in her lobby, which is a small space but it works fine. Rubber spiders will jump up and cheer in the background. The wooden planks will begin to fall apart later on, reducing the already limited playing room, so fighters need to stay sharp.
*Battlefield Size: Small (width), Average (height)
*Designed For: Competitive players
*Location: Sector 5
Holy Overgrowth 	
The morale-boosting "Balmism" religion common among Sector 5 dwellers is taught and practiced at the Holy Overgrowth, an underground thick jungle known for its religious imagery and the tens of thousands of dreamcatchers swinging freely from the ceiling. Somewhere in the middle of it all is a ruined, ivy-choked church buliding that's been partially destroyed by the overgrowth, all of its cracked stone walls and floors tangled in endless seas of vines and tree roots. A huge mosaic window in the background displays a scarecrow-like figure with the words "MALAIRE SAYS BELIEVE IN YOURSELF" displayed beneath it in Japanese text. Malaire isn't a goddess, but rather an inspirational figure sitting in a chair with a book about Balmism in her hands. There is an opening in the ceiling of this jungle where light filters down beautifully from above, lighting up the flower-themed mosaic floor in the stage's middle. There are many seats in the stage's background where people can be seen reading Balmism books and doing activities to boost their morale, whether it be meditating, exercising, painting on a canvas, or even just pacing about- the thing they all have in common is that they're quiet and never make much of a fuss. On each side of the church battlefield is a giant scarecrow statue (resembling Malaire) facing towards the middle of the battlefield, holding out its hands to serve as platforms for the players, with prickly bushes further off to the sides to prevent players from escaping the short playing field. Sometimes standing in a place too long will cause the floor beneath to break up, revealing beds of thorns - watch out!
*Battlefield Size: Small (width), Average (height)
*Designed For: Competitive players
*Location: Sector 5
Nightshade, Inc. 	
Azrail Neos is one of the satellite's most notorious and well-known individuals for a reason. He's kind of a creep, kind of a stalker, but ultimately highly supportive of others and considered to be intelligent enough to rival the skills of Penny Wisyneat. One of Sector 5's major attractions is Nightshade Inc., a wooden base of operations found through accessing a big wooden doorway from the ceiling of Peppertown's only skyscraper. It's a cramped and rather claustrophobic place, with many failed inventions cluttering the floor and lots of notes scattered across the walls of his room. Notably, there's a list of women he likes on the wall (Valerie, Crymsia, Zodiez, Ginger, etc.) and a big status tube in the background that seems to be holding a fusion between an Oreo and a woman- namely Hydrox Bahlsen. There are also lots of anime posters on the walls and posters depicting real pop stars on the walls (notably Lady Gaga). Fighters battle in the middle of Nightshade Inc., fighting between two unused status pods on both sides of the room. They can access different floors of Nightshade Inc. for combat, which will become important when the main floor begins to crumble. Regardless of whether Azrail is present or not in battle, Azrail will be speaking over an intercom to observe the battle, speaking positively of his home being used as a battleground but being quick to retort or express anger if his possessions are attacked. The lines he uses depend on if he's in battle or not, with his comments in-battle altered to be more up close and personal.
*Battlefield Size: Long (width), Tall (height)
*Designed For: Casual players
*Location: Sector 5
All-American Flight	
Sector 6 is heavily based on the United States of America, being a cultural and historical preservation for it. If you look around, you can see many familiar landmarks- including the Statue of Liberty, the Golden Gate Bridge, and several urban landmarks such as the Las Vegas Strip and the Atlantic City Boardwalk. And you're going to see all of it on the All-American Flight- a.k.a. a biplane with two long wings for fighters to battle upon! This diesel-powered biplane will pierce through the skies, showcasing the New Denver metropolis that makes up much of Sector 6's urban landscape. The players will be zoomed around the Space Needle, looped around the Liberty Bell, taken right through a hole in the middle of the Alamo, and even be jerked right through the Capitol building! As for the fighting ground, it's simply a flat battlefield that occasionally tilts left or right, meaning all characters have a good chance of surviving for as long as they stay away from the edges. If characters are near one edge, another plane will show for the fighters to jump on, so it's trickier to fall off and die thank you think. That said, if you don't board the next plane, you will drop to your death and will be forced to kiss that life goodbye! A sidenote is that if too much weight is applied to the plane's wings as it approaches landmarks, it will hit them and spiral out of control, leading to a sequence where characters can fall freestyle and fight until they land on a brand-new plane.
*Battlefield Size: Long (width), Short (height)
*Designed For: Competitive players
*Location: Sector 6
Golden Gate Bridge 	
The Golden Gate Bridge was once a famous Californian structure, but since Earth became uninhabitable, it was rebuilt from the ground up on the satellite for its passerby to gleefully lay their eyes upon! It was known for its photoesque, iconic orange color and for its link to the famous city of San Francisco. In Sector 6, the Golden Gate Bridge serves as a link between the sector's entrance and the New Denver metropolis, and it's something you'll always see upon entering the sector. Right before you cross the bridge though, you can visit a thrift shop and visit a restaurant that serves some famous Californian dishes. If you look in the background, you might see black hedgehogs grinding across the railing... maybe you're just seeing things? And big 18-wheelers that look like they're from the military will sometimes be crossing the bridge, taking up multiple lanes. Here's another fun fact- on the opposite end of this satellite division, there's a rollercoaster boasting the structure and colors of the bridge, but with a twisting and turning layout! Fighters battle between the Golden Gate Bridge's twin towers, with the main ground being the railing connecting the two towers together, meaning there's hardly any even ground in this stage. Over time, the bridge will begin to crumble apart in the middle, and the railings will snap away, leaving fighters to cross the gap via grabbing onto helicopters and touching hanging steel platforms.
*Battlefield Size: Long (width), Tall (height)
*Designed For: Casual players
*Location: Sector 6
Statue of Liberty 	
According to the architects of Sector 6, one of the United States' most iconic features was the Statue of Liberty, a famous landmark that stood proudly in New York City. When Earth deteriorated though to the point of native human extinction, nearly all of human civilization's landmarks could no longer be protected from the almighty storms that would soon begin to rampage the Earth, fueled by excessive global warming and nuclear fallout. The Statue of Liberty would greatly decay- feeling bad for it, it would be uprooted from the Earth by Satellite 15 officials, receive a powerful cleaning job, and stand proudly in New Denver. It resides a considerable distance from the Golden Gate Bridge, being located a fair bit beyond the Empire State Building. To the statue's sides are two Atlantic Boardwalks, and right before it is a long marble pool that leads up to a replica of the Capitol building from Washington D.C., repurposed as a museum. The Statue of Liberty can still be climbed from the inside- now when you look from it, you can find all sorts of landmarks, such as the Las Vegas Strip near the middle of town and the Twin Towers (one located on the West end and one located on the East end). Fighters battle inside the crown of Lady Liberty, which has very little fighting room and can induce feelings of claustrophobia. The inside of the crown was changed to make more room for the fighters, removing the stairs and making it more colorful. This stage doesn't fall apart, making it a perfect tight playing ground.
*Battlefield Size: Small (width), Short (height)
*Designed For: Competitive players
*Location: Sector 6
Anchorage Basin 	
Welcome to the Anchorage Basin, maybe one of the most interesting areas in New Denver! Based on the Alaskan city Anchorage's appearance after the infamous 1964 earthquake, a megathrust earthquake that did permanent damage to the city's geography, the Anchorage Basin is a somewhat desolate area that serves as a cemetery for fallen heroes. Each grave there is dedicated to someone who died attempting to protect the satellite and/or its citizens. It has some really strange, shifting terrain, making for one of the strangest stages in the game especially as the stage rarely ever feels like it's not moving. Every now and then, an earthquake will happen that will cause steam to burst out from vents in the ground; these bursts of steam damage players if they fall into them. They'll only be closed when the ground shifts again, which may cause more to open up elsewhere. Structures become very prone to falling apart, especially when under frequent stress, and the collapsing bridges and landslides ensure that bottomless pits will be showing up very soon. It's one of the largest stages in COLD❄BLOOD by width, and yet it becomes much shorter than the rest as time goes on, until there's very little left to stand on. You could be seeing houses, roads, hills, etc. and only be left with fragments of them by the very end. Beware: sometimes there'll be huge tsunamis that'll show up in the background, the only way to avoid them is by seeking high ground and using it to avoid getting splashed down. 
*Battlefield Size: Long (width), Average (height)
*Designed For: Casual players
*Location: Sector 6
Superbeef Institute	
Probably one of the strangest levels in this game is the Superbeef Institute, a very close-quarters level that is heavily focused on its themes of shock value and disgust. The "Superbeef Institute" is a restaurant chain inspired by the likes of McDonalds and Wendy's, with long lines to the cashiers, dozens of very crowded tables, and dirty checkerboard floors in clear sight. However, players battle from the innards of some cramped heat machine and can only see their surroundings through its somewhat dirty window. There isn't much room to fight at all, it's a basic arena that gradually grows hotter and hotter as the fighter gets intense, with the air eventually getting so hot that players automatically take damage as they remain inside the machine. Limiting the action inside the machine will cool down the machine until players no longer take damage, but doing anything too explosive will crank the heat up until the machine overloads, with the vents opening up to suck out the heat and any players unfortunate enough to be too close to the vents. Sometimes the oven door will open up, with giant hamburgers being placed on one of the three grills the players will be battling on, although it has no impact on gameplay. If items are enabled, cuisine will show up on the giant grills that can be eaten up at the players' choosing, although it'll only be foods that have a right to be in the oven (so no Layne Staley soft serves!). If you're wondering why the oven is so big... honestly, it's just better to not ask questions.
*Battlefield Size: Small (width), Short (height)
*Designed For: Competitive players
*Location: Sector 6
Westside Alafino 	
Surprisingly, even though New Denver is huge and is known for hosting almost every single attraction in Sector 6, Alafino remains its capital city. Alafino rests on its eponymously named island, which rests out in the Rightside Ocean and is known for having much of its business be related to the sea. It's a suburban place where all lifeforms are allowed without question, as it doesn't conform to Sector 6's rules like the rest of this American satellite division. Alafino is known for its attraction-filled boardwalks that border the Rightside Ocean, with candy parlours and florist shops filling the spaces in between. It's well known for being the home of the Voyells, a family of psychics that have been able to reliably predict the future from time to time again, and they're also well known for not conforming (or listening) to any of the satellite's politics as they can already determine what paths the satellite will take under any leader. The western-most tip of Alafino, where the fighters take the stage at, is known for bordering a place that's kind of like the Bermuda Triangle- many strange events are supposed to take place there and many supernatural creatures live inside of it. As mentioned, fighters battle on the western end of Alafino, atop an asymetrical cliffside that threatens to drop fighters off into the sea below. There's a tourist shop to the right that serves as the right wall, but there is no left wall. Thus, it's easy for fighters to camp away here. As the cliff begins to collapse into the sea below, that wall will become more and more important...
*Battlefield Size: Average (width/height)
*Designed For: Casual players
*Location: Sector 6
Reactor Silo 	
Way in the satellite's back, one can locate the Reactor Silo. It's important that this huge cylindrical machine is always running, as it's what's empowering the entire station! This whole structure is pulsating with energy, almost like it were a beating human heart, with numerous parts surrounding the exterior clicking together and pushing apart while super-sturdy glass windows show the insides of this thermically-powered monstrosity. Witness the many pistons pushing up and down and the flashing lights indicating the silo's status around the ceiling. Surrounding the Reactor Solo is a super-heated atmosphere that can burn up anyone that comes too close to this monster machine, but residents and tourists can safely view it from a window during an official satellite tour. The silo's job is to generate electricity from an unknown source and pump it to every major sector across the satellite, especially to the one located underneath New Naxaz City's Valco Vortex (which is bigger but isn't the main silo). It's regularly watched over by the Electric Eye, who knows disaster will strike if someone blew a hole in that thing. But little does he know what's going to happen to this silo with tim- erm, let's get down to how it'll work as a battlefield. Players will brawl on a long strip of land looking over the reactor silo, with fireballs occasionally launching from the machine to take down the floor a few inches at a time. It'll burn up most of the floor if the battle isn't over quickly...
*Battlefield Size: Long (width), Short (height)
*Designed For: Competitive players
*Location: Admin Sector
Super Collider 	
Beyond the Reactor Silo (in a safer place) is the satellite's greatest achievement, a feature that's exclusive to Satellite 15- the Super Collider. We're not 100% sure how it works, but according to its inventor Penny Wisyneat, it's supposed to rearrange molecules and particles in such a way so that the collider serves as the entry point of a massive wormhole. Through the hand of the collider's manager, the other end of the wormhole is manually moved through space, meant to retrieve lost individuals or have a hand in stopping crime. This wormhole can be used to invade other worlds and plunder them of properties so they can become the satellite's property, though orders from the government strongly recommend that it's used for the greater good. This wormhole can also be used to quickly deploy groups of people (like the Vinegar Troops or satellite government officials) out in the middle of space. At any time, the collider can be shut down, which would also close off the wormhole. This, alongside the Reactor Silo, are regularly threatened by an invasion by Mallory Zin and her associates, who could potentially abuse them and make things go way south for everyone- potentially themselves, too. Fighters battle each other inside of a box-like platform that's hoisted way high in the air by Greek columns, overlooking the Super Collider. The ground does not collapse, so it's a real fight to the finish. Note that it's the game's smallest stage bar none.
*Battlefield Size: Small (width), Short (height)
*Designed For: Competitive players
*Location: Admin Sector
Purple Keep 	
If you ever find yourself within the walls of the Purple Keep, you can kiss your freedom and all your rights goodbye. Once you've stepped inside this vile prison, you will never be the same way again, no matter how you handle your time there- and these inevitable changes are likely to stick with you even if you managed to escape. It's advised that you watch your back if you're walking the streets alone after dark and that you don't ever step into a church with an upside-down violet star resting on its spire. Where is this place, you may ask?... nobody knows right now. However, reports do exist of its insides, as reported by escapees that appear to have fallen from above. The Purple Keep's been reported to be split into three gravity-defying islands held high above an infinite black void, surrounded by a barrier of islands holding dozens of rusted lighthhouses and towers, with the loose gravel and bone footing having wrecking balls and maces hanging around the outer edges. The two smaller islands appear to be home to multifacted factories and numerous parks dedicated to Mallory's image, while a weathered and battered purple-white castle rests on the bigger island. Inside this castle lies Mallory and her henchmen, who do all of their planning from there. Anyone that isn't part of Mallory's ensembled squad lives the rest of their life as a slave and a disposable soldier that she can throw out on her own whim. Crystal chandeliers hang loosely from the ceiling of the castle, and purple-lit candles protrude from the walls. Fighters battle inside the main hallway of the Purple Keep, between the throne room and entrance. Chandeliers may fall from the ceiling during battle or lower themselves down enough to be used as platforms, while the ground will sometimes break up and create rifts that fighters can fall into. Mallory's allies will walk in the background while Mallory grins wickedly from her queen-sized bed.
*Battlefield Size: Long (width), Average (height)
*Designed For: Casual players
*Location: Location unknown
Orange Sands 	
Hanging alone in a white void is the Orange Sands, a barren and beaten landscape that seems to exist on an infinite plane, so everywhere you travel you find the same plateaus and sunbaked grounds. Silver is the only person to have access to this lifeless realm, built purely from his fears of having nothing anymore (as well as his frustrations of being as alienating and different as he is), stinging paranoia he held in his old life. He encounters the Orange Sands in his dreams when he's feeling down and hallucinates about the dust and winds when he's feeling sleepy and shitty. The only way for him to wake up is for him to realize his worth and overcome his frustrations... but his whole life could be placed in jeopardy if he cannot escape. Things that Silver cares about commonly appear in the Orange Sands, but appear to just be hallucinations or twisted images that ruin what made those things so great for him to begin with. Things that he hates or fears do not usually manifest shapes, but instead fill his head and leave him empty and unwhole. It's a world that continually receives its fuel as long as Silver continues to slip into his depressive state, a state of affairs most commonly realized post-coitus or after a long night of careless drinking. This is a world he doesn't like to talk about; in fact, only Spade Amour (his therapist) is aware of these visions (yet finds them just ordinary nightmares with a recurring theme), as Silver doesn't think his friends would believe him or treat his issues 100% seriously because of his insecurities. Fighters battle on a long strip of sunbaked desert that, fitting to the setting, never ends horizontally. There are no hazards beyond the occasional elevated rocky terrain, as it really is just a barren world. The stage will never fall apart no matter how much time is spent here, and there is nothing that actually makes up for that- what you see is what you get. If Silver isn't present in battle, he can be seen sometimes laying across the sand in the background.
*Battlefield Size: Infinite (width), Small (height)
*Designed For: Competitive players
*Location: Location unknown
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