Wrath of the Elements

Oh look, Zathus is bored and out of ideas again! How can we tell? Another sub-campaign! Usually this would start with some paragraph of Poetic Mess like all my previous ones, but no. This one is going to be cut right to the point.

Some Timeline Info
-Takes place in the Main Timeline, not The Hidden Dark Continuity sub-timeline.

-After the events of BTD6 and The Day of the Black Sun.

-Before any other event canon in the Zathus Timeline that takes place post-BTD6 I forgot to mention.

The Actual Thing
It is a sub-campaign, and follow up to my series of 'special mission packs'. Well... when I say series, I don't mean they all link into each other, hell the link above even states its NOT part of the Hidden Dark Continuity story; I just mean that I am making many of these back-to-back.

It is the longest of all four made up to this point (Which includes this one), being 9 stages longer than the old record holder, The Hidden Dark Continuity, which had fifteen. The Wrath of the Elements is made up of four acts, each six stages long. However, you can choose which one you want to start at freely, and even go back mid-act and start another one, with the progress of all other 'zones' as I will now call them (they have names), saved. All zones are set up like this:

Stages 1, 2, 4, and 5: Average games with a twist.

Stage 3: Mini-Boss.

Stage 6: Main Boss.

Simple.

Backstory
After the events of the sixth war, the Monkey Kingdom and Bloon Empire have now merged together under one rule. An age of prosperity awaited, as bloons and monkeys happily lived amongst each other (This is key for a gameplay mechanic below, a new tower I will be working on with a neat twist). Now that pretty much all of Eurasia is an undisputed kingdom with no opposition, people can travel as they please. So, with the opportunity waiting for them, archeologists and scholars enter the treacherous Neverest Mountain Range (explained more in depth in my blog story thing, being the main location of Chapter 4-7, I believe). There, in one barely touched mountain, they encounter an ancient and royal-looking shrine dug deep into the mountain face. There, golden statues of four bloons, each seemingly representing one of the four elements, sit dormant looking inward at an ancient artifact on the table (Did I mention this is a cutscene?). One of the monkey archeologists examine it closely with a magnifying glass, and touch it. Like clockwork, the sky outside beings flashing, as the artifact melts into dust within the monkey's hands. The golden statues glow a bright white as mist fly from them in thin veils toward the center, before converging into four floating bloon god-like entities. This is the start...

New Shiz
-Bloons and monkeys fight under a common flag. Your only enemy is the Elementals and the horde of fake element bloons they spawn.

-A new tower that changes the way tracks are played: The Bloon Barracks. This tower can not be bought, and only appears on maps pre-placed. Some need to be repaired for an initial cost of $750. Though other than that, they work fine initially and can usually hold off the first few rounds alone.

-Four unique bosses, zones, and many enemies corresponding to the elements. The bosses and mini-bosses will get their own page together. As will the enemies. This is just the story and stages. The Bloon Barracks too will get a page.

Zones
Can be done in any order. Replace my usual 'Act layout' where the story is done in a certain order.

Drakken Pits: Home of Vulkus the Infernal Elemental.

Pacific Depeths: Home of Pithrok the Abyss Elemental.

Boldus Caverns: Home of Ragnavok the Core Elemental.

Citadel of Asperades: Home of Zelphus the Atmosphere Elemental.

So... yeah. Once the page is made, a separate link to the Bosses page will be made.

The Gates of Hell
Story: Vulkus is the most... flamboyant of the Elementals. His slick yet hot demeanor and requirement to look lavish set him apart from his more volatile brethren. But that doesn't mean we should underestimate his power either. Be careful where you step in these lands.

Rounds: 40.

Special: The lava lake that takes up majority of the bottom-left of the screen will sometimes rise in tides at random lengths, sometimes burning towers up toward the middle of the screen. The only ones ensured of safety are those in the northern part of the map. Getting hit burns for 10 damage, with an added 6 over the next 3 seconds.

Molten Storm
Story: Passing the gates has brought us closer, but now we need to cross this accursed lake. While our scouts go out in search of a bridge or something, we need to hold this land. We can not lose our position!

Rounds: 50.

Special: Occasionally giant AoE fireballs will shoot out of the lake (which is now a big river-like area that takes up almost the entire left third of the map), dealing 4 damage to all towers in the explosion of a 1/0 Cannon. These are rare however.

Bloon Barracks: Two. One is positioned near the top right of the map, its path leading down toward the middle and meeting there. The second is in the middle-bottom, the path going right near the exit and meeting at the last curve.

Enrak
Story: Vulkus has created some vile stuff before, but this thing is hideous! After our scouts found a bridge a mile down, and we arrived, it was too little too late before this THING had to make an appearance.

(Enrak's looks will be gone into detail on the bosses page).

Boss: Enrak.

Special: Well... this is a boss stage. Well, I guess I'll tell you since this is the first you're HOPEFULLY reading, Miniboss stages only have the one boss round.

Bloon Barracks: 1, near the start. Its path meets from the top where the bosses path takes its first curve.

Blood Red Skies
Story: This place holds an uncomprehendible gloomy atmosphere. The ground is all black ash, the lakes and rivers of lava. Black clouds dulled by the blood red skies above. Vulkus looms not too far from here. We must not give up yet!

Rounds: 75.

Special: Has a morale meter. (See: Rule of Morality).

Chaotic Echoes
Story: The many mountains near the Drakken Pits leave a chilling echo hanging in the air on every word, trapping it in an unending bounce within this ring. Do not let the noises and sounds of madness get to you. We have almost gotten right where we need to be.

Rounds: 60.

Special: No soundtrack is played. But every sound effect gets a chilling echo that reverberates many times. Becomes especially prominent with the whole bloons popping thing. If you turn down your sound, the rounds become more difficult. >:D

Bloons Barracks: 4. Since the path is a straight line from left to right, two Bloons Barracks are right next to each other on the Y-Axis, but spread evenly, with a pair above the track, and another below it.

Vulkus' Prison
Story: And so, we delve into the depths of wherever those last bloons came from. But here we stand now, the deep underground chambers where Vulkus lurks. The bloon natives told us he was once worshiped as a god of flames and justice. Maybe he's taken the title too far...

Boss: Vulkus the Infernal Elemental.

Special: Cages hanging from the room act as spawn points for Forgotten Bloons, an enemy exclusive to this stage. There are four cages, each much like a Bloon Barracks, where a slightly lighter version of the track lead into the main one.

Bloon Barracks: 2. One to the left of where Vulkus stands pre-fight which converges into the left-most of the four paths stretching from there, and one to the slight right of the bottom-middle, that actually connects to two of the four branches, evenly dispersing summoned Bloons.

Reward: 2000. Justifiable. Anything Vulkus drops included, but that will be made later.

As much as I hate to do this again, this alone took about an hour and a half to write, so I will come back later. Making the Bloon Barracks page in the time being.