Tale of Diep:Mega Fortresses

Mega Fortresses are a new game mechanic that comes with The Tale of Diep. They are very similar to Fortresses, but instead of holding a Son of Panzer, they hold a Final Son. Each Mega Fortress has the same layout, but the aesthetic and enemies within vary based on which Final Son resides at the end.

Spawning
Unlike regular Fortresses, the entrance spawns at the top-middle of the arena, and goes off of the minimap up there. Mega Fortresses are very rare, and are a necessity of clearing whenever possible, as they lead to the Archprophet.

Layout
Regular Fortresses comprised of one single giant room surrounded by Defensive Turrets that had to be killed to open it and battle the Son of Panzer inside. Mega Fortresses are kind of like Castles in Fortress Mode, but a bigger process. They do not contain Dungeon Crawlers, but instead, Ethereal Guards, which is the collective name of all enemies that can spawn in Mega Fortresses, like Dungeon Crawlers are to Dungeons. But as stated above, each Final Son has a set of enemies that can spawn, and enemies from other Final Son sets will not spawn in the other's Mega Fortresses.

Starts like a Castle with an entrance room once you get past the gate. To the sides of the entrance room are two smaller rooms. The back of the entrance room has two doors on the back, one leading to a wide room that stretches left and the other a wide room that stretches right. Both sides will not meet up until the last corridor leading to the boss fight with one of the Final Sons.

From the long rooms, at the top of the other end of these rooms, three more small rooms must be traversed before a long hallway leads back toward the center and the two paths meet. One more hallway going upward must be traversed before entering the boss room.

Every room in a Mega Fortress must have all enemies cleared before the next room can be entered.

Boss Room
The boss room size is about identical to Fortresses, but the walls are darker, torches sit on the castle-like blocks, and instead of the basic square tiles, dark gray hexagons with lava cracks separating them mark the floor.

Variation
As mentioned above, the aesthetic of the Mega Fortress is determinant on which Final Son resides within it. This mainly affects the walls and any objects inside.


 * The Harbinger: Walls have bone-like spikes and the castle crenelations look like bones as well. The walls themselves look like bone and have joints connecting them. Instead of lava pools, they are yellow slick-looking pools of marrow with the same effects. Skulls and bones litter the floor tiles in some rooms.
 * The Warhand: Chains wrap around the walls at all angles. The floor is darker colored, and the walls have the same effect as the Boss Room's floor. Has no variation to the lava pools, they are normal.
 * The Pestilent: Has average Fortress walls, but the floor is solid dirt brown, and instead of lava pools, they are green pools that inflict Poisoned in place of Burning!
 * The Siphon: Has a nice stone brick floor, and solid almost jet black walls. Torches in this Mega Fortress are green. Walls are skinnier and the lava pools have dried up! Falling into them still hurts though, and while climbing out of the left behind pools, players are Slowed!

Trivia

 * Name would be more creative if I put time into it, ha ha.
 * Have their own class of enemy, mentioned above, the Ethereal Guards.