The Great Cardboard Spire
The Great Cardboard Spire was a massive timeline traveling tower, home of Deadsoul. The Spire was equipped with a variety of traps, weeding out invaders before they finally reached the innermost room, where Deadsoul could pick off the tired survivors. After the Jumpers invaded , it fell to ruin and decomposed shortly after.
Denizens
Deadsoul had a single stowaway on the Spire, Escuro Ventideux. A black Opolian with a cosmic black top hat and monocle, he attempted to add some extra spectacle to the traps in the Spire until he was killed by Deadsoul.
In addition, Deasoul has a variety of cardboard cutout minions that fight off invaders. These cardboard minions include:
Standard Cardboard cutout - Explodes on one hit, used as a decoy.
3-hit Cutout - explodes after taking 3 hits regardless of how damaging they are, and provokes the enemy constantly.
Flashboard - Instead of a standard explosion, the explosion will be a blinding light.
Stickyboard - When this cutout is hit, it actually slows down the attacker by sticking to them or just annoying them.
Weighted board - Cutouts have more weight to them and hit harder
In addition, Deasoul has a variety of cardboard cutout minions that fight off invaders. These cardboard minions include:
Standard Cardboard cutout - Explodes on one hit, used as a decoy.
3-hit Cutout - explodes after taking 3 hits regardless of how damaging they are, and provokes the enemy constantly.
Flashboard - Instead of a standard explosion, the explosion will be a blinding light.
Stickyboard - When this cutout is hit, it actually slows down the attacker by sticking to them or just annoying them.
Weighted board - Cutouts have more weight to them and hit harder
Hazards & Traps
The Great Cardboard Spire was littered with traps and dangerous rooms. Some of these included:
An elevator leading up into the Spire from the ground. Halfway up the approach, the ceiling would open, revealing the cannon at the top. The cannon would fire at the trapped riders. If any survived, the cannon had an entrance inside to the Spire.
A room with several hatches along the walls. Once inside, victims are subjected to the 1000-man Cardboard Gauntlet, in which they have five minutes to defeat 10 waves of various types of cardboard cutouts, along with a boss. If they fail to meet the time limit, or if Deadsoul chooses to, an additional gauntlet is added.
A group of rooms labeled as "levels". It is unknown how many there are, as Deadsoul usually gets bored by the time his victims reach Level Two. Level One is a room with a checkerboard floor, and a ceiling that falls if the white squares are stepped on. Level Two is a hallway with flickering lights and turrets.
A room with retractable platforms and a small opening in the ceiling. The platforms retract quickly if they detect a person on them, and a corrosive gas is released if anyone is detected flying or otherwise ignoring the platforms. In addition, a floor of spikes lies below the opening, ready to skewer anyone who falls.
A quiz room. Designed more to slow victims down and temporarily torture them than to kill, progress is blocked until twenty questions are answered. For every incorrect answer, a person is randomly selected to suffer a short misfortune.
A submerged room, with six switches hidden inside. After being randomly dropped into this room, victims are unable to surface for breath, needing to find and activate the switches before drowning. In addition, an octopus-like creature lives in the room, trying to kill any prey that enters.
A treat room. Inside a box in the center is a treat, irresistible to a chosen victim. Those who enter the room are told that all they have to do is get the treat or leave it alone, with thirty seconds to make a decision. After time is up, regardless of the option chosen, the door opens. Deadsoul just likes to watch everyone squirm and panic.
The Museum of Dismemberment. A series of rooms designed as an ornate art museum. A room to one side has displays of all the stowaways Deadsoul has killed. Another closet hidden off to the side has the bodies of victim Deadsoul has chosen not to display. A path wanders through the museum, with each new area displaying victims of each timeline Deadsoul has destroyed, helpfully labeled by Conquest number.
A mock-up of Deadsoul's house. Inside the mock-up are doors numbered one through eight. Each one can be entered only once, locking once closed. Behind each door is a random monster, with an illusion to design the room as the perfect environment for the beast. Each timeline, Deadsoul chooses two to lock at random, preventing people from entering.
The inner sanctum. Inside, Deadsoul awaits, watching his victims. If they make it this far, he fights them. Having traveled through many timelines, Deadsoul knows roughly how each Jumper will fight, and can anticipate exactly what they will do.
An elevator leading up into the Spire from the ground. Halfway up the approach, the ceiling would open, revealing the cannon at the top. The cannon would fire at the trapped riders. If any survived, the cannon had an entrance inside to the Spire.
A room with several hatches along the walls. Once inside, victims are subjected to the 1000-man Cardboard Gauntlet, in which they have five minutes to defeat 10 waves of various types of cardboard cutouts, along with a boss. If they fail to meet the time limit, or if Deadsoul chooses to, an additional gauntlet is added.
A group of rooms labeled as "levels". It is unknown how many there are, as Deadsoul usually gets bored by the time his victims reach Level Two. Level One is a room with a checkerboard floor, and a ceiling that falls if the white squares are stepped on. Level Two is a hallway with flickering lights and turrets.
A room with retractable platforms and a small opening in the ceiling. The platforms retract quickly if they detect a person on them, and a corrosive gas is released if anyone is detected flying or otherwise ignoring the platforms. In addition, a floor of spikes lies below the opening, ready to skewer anyone who falls.
A quiz room. Designed more to slow victims down and temporarily torture them than to kill, progress is blocked until twenty questions are answered. For every incorrect answer, a person is randomly selected to suffer a short misfortune.
A submerged room, with six switches hidden inside. After being randomly dropped into this room, victims are unable to surface for breath, needing to find and activate the switches before drowning. In addition, an octopus-like creature lives in the room, trying to kill any prey that enters.
A treat room. Inside a box in the center is a treat, irresistible to a chosen victim. Those who enter the room are told that all they have to do is get the treat or leave it alone, with thirty seconds to make a decision. After time is up, regardless of the option chosen, the door opens. Deadsoul just likes to watch everyone squirm and panic.
The Museum of Dismemberment. A series of rooms designed as an ornate art museum. A room to one side has displays of all the stowaways Deadsoul has killed. Another closet hidden off to the side has the bodies of victim Deadsoul has chosen not to display. A path wanders through the museum, with each new area displaying victims of each timeline Deadsoul has destroyed, helpfully labeled by Conquest number.
A mock-up of Deadsoul's house. Inside the mock-up are doors numbered one through eight. Each one can be entered only once, locking once closed. Behind each door is a random monster, with an illusion to design the room as the perfect environment for the beast. Each timeline, Deadsoul chooses two to lock at random, preventing people from entering.
The inner sanctum. Inside, Deadsoul awaits, watching his victims. If they make it this far, he fights them. Having traveled through many timelines, Deadsoul knows roughly how each Jumper will fight, and can anticipate exactly what they will do.
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