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The Dragon's Gate
The Dragon's Gate
Home Stage of Nergal
Stage Size Large
Stage Type Mid-Air
Franchise Fire Emblem
Game of Origin Fire Emblem: The Blazing Blade
Release Date of Origin April 25th, 2003
Other Appearances N/A
Submitted By: Zantok

Stage Info[]

The Scouring, a great war that took place between humans and dragons, came to an end when the majority of the dragons were slaughtered and the few that remained escaped away through the Dragon’s Gate. Little is known about the lands beyond the Dragon’s Gate, but the gate itself can only be opened by dragons. In his final moments, Nergal tricked Ninian & Nils to open the Dragon’s Gate before drawing out three Dragons in an attempt to destroy his enemies.

Stage Design[]

The Dragon's Gate Layout

Stage Layout[]

The Dragon’s Gate features a middle block platforms with 2 pillars on its left and right. These are all solid and as such can’t be passed through, but you can wall jump and wall cling from them. The middle platform is where the Dragon’s Gate lies and every couple of minutes a swirl of energy will spiral out from it before one of four dragons will step through to attack the stage. These dragons are not bosses like the Yellow Devil or Metal Face, but they can attack the players and be attacked themselves. If enough damage is dealt to them the dragons will be killed and disappear from the stage. Otherwise they will retreat after attacking for a time. The dragon that steps through the game is determined randomly each time the hazard is triggered.

Hazards[]

Medeus: Medeus, the Earth Dragon, will bury you. Medeus has two attacks that he can use. The first is Dark Breath which will see Medeus point his head towards the top of one of the four pillars as he unleashes a cone of dark energy from his maw. This attack will travel to the ends of the screen getting wider the farther it goes. Medeus’ second attack is Earth Fall. When Medeus uses Earth Fall he will stamp one of his feet against the platform. At this point bits of debris can be seen at the top of the screen above either the left pillars, right pillars, or the middle platform. After a couple seconds of this, large boulders the size of Kirby will fall down from above to crush anyone in their way.

Duma: Duma, the Divine Dragon, is here to show his might. Duma has two attacks that he can use. The first is Ocular Beam which will see energy begin to pulse from Duma’s eye. Once fully charged, Duma’s eye will lock onto the location of one of the fighters and unleash a solid beam of energy marginally smaller than the Daybreak. Duma’s other attack is used to fend off close by foes as two Tentacles will rise up out of the decayed goop that is pooled around Duma’s body. These tentacles will slap away nearby foes. The damage is considerably smaller than Ocular Beam, but they’re good with knockback.

Idunn: Idunn, the Demon Dragon, is bound no more. Idunn has two attacks that she can use. The first is Demonic Breath where Idunn will turn to one side of the screen and breathe out what look like dark purple fireballs. Each of these fireballs are lower in damage, but the potential for being juggled between them is fairly high. Each fireball is similar to Kirby in size. Idunn’s other attack is Snapping Jaws which will see Idunn large her head forward towards a fighter to catch them between her teeth dealing heavy damage.

Grima: Grima, the Fell Dragon, seeks destruction. Grima is so large that only its head and part of its neck will be able to come through the portal. Grima has two attacks that he can use. The first is Expiration Breath which will see Grima fire off a small orb of swirling purple and black energy. When the orb reaches the point on the map that Grima wished to attack, it will explode outward into a sphere of dark and chaotic energy that encompasses roughly the size of the Blackhole’s inner radius. This attack fires off and explodes quickly which makes it harder to get away from. Grima’s other attack is Dark Spikes which will see a series of sharp criss-crossing spikes jet out from either the middle platform or all four outer platforms. The spikes reach up as tall as Mario and deal damage on contact. Being on a platform as it is getting hit by the spikes will launch players into the air on top of being damaged, whereas just landing on them after the fact will deal a small amount of damage and minimal knockback.

Soundtrack[]

Associated Content[]

Click Here to watch the episode of the Super Cast Bros podcast where Zantok created this stage!