Ices of KOSH-GASH nourishing many of the small rivers, which rush across a broad plateau to the canyon, carved in the limestone by the TALLA river. Opposite place from MONKEY ROCK, where is meltwater from KOSH-GASH drops into the creek is called BABOON'S CASCADES.
    Scarps of the cascades are cut by numerous beds of shallow streams, which join to form larger streams and crashes down with a roaring into the lagoon. Spray clouds of water mist rising in the air, settling on the dark ancient stone dolmens, covered with moisture and time, depicting monkeys. It is up to them to give the place its name. Any traveler, visiting CASCADES will be astonished by this grandiose water extravaganza. Views to the long spurs, canyons and the fort at the foot of MONKEY ROCK are forming the surrounding tropical landscape. Behind the upper ledge of CASCADES whitens the mighty ice cap of KOSH-GASH.
    In the middle of the ledge is an island of dry space where the ancient tribes of the Orcs conducted their rituals in honor of vitality, enclosed in the water. Here is a FLOW rises from the ground and fills all living creatures with natural energy. The person standing in the heart of this stream is experiencing an unprecedented euphoria of oneness with the world around him.
    This location is for the Domination mode. There is a struggle between two teams for the possession of power points. The players try to keep this site under the control of their team as long as possible. The team, which gained the required number of points quickly enough, is the winning.










    From the beginning of the times river TALLA flows from the slopes of KOSH-GASH, carving deep canyon in the limestone rocks and cliffs. Its waters are feeding the waterfalls from nearby streams and creeks. Canyon walls are sometimes swings open to contain wide floods, and then close up by the steep cliffs, forming intricate stone labyrinth. The distant roar of water, filled with birds screams and howls of the wind, trapped in the clutches of the stone canyon. The road is curling alongside the TALLA's riverbank, stretching far to the west and turning south at the gentle slopes of the OBASH volcano. Many lands and peoples it will pass. Many legends and stories it keeps, and every race has given her his name. I have never met a traveler, who has passed this road from the edge to edge.
    Where the water of BABOON's cascades breaks away from the plateau into TALLA, the creek was formed, framed by pillars, where the stone statues of mighty ancestors towering. There were times when even a saber-toothed pride of lions shy away from the warrior of our tribe...
    At this point the road is goes around the big rock, whose summit was blunt winds and tropical rainstorms. Canyon walls topped with outlines of a huge rock, resembling the bared muzzle of FORERUNNER. His face is turned towards the whitening ice of distant ridges of the mighty KOSH-GASH. The memory of those, who conquered the stone and gave it a form of the deity, has long forgotten. This place is considered sacred for Orcs. Right here they perform their rituals and devote young fighters into the war craft.
    At the top of the cliff lies a small fort that guards this sacrificial place, and allows you to monitor traffic on the road. This place is called MONKEY ROCK... This location is for the KING OF HILL scenario. Two teams fight for the right to possess the cliff and the sacrificial platform located on top of it. The team, who lost control of the platform - moved to the foot of the cliff. And once again is doomed to storm the cliff from the bottom of the mountain.











    Dwarf Quarry location was created for the "Assault" game scenario.
    Gaming location design was inspired by the nature of Northern Scandinavia. Shroud of gray clouds, driven by gusts of the sea wind, sweeps over a low sullen sky. Sometimes a ray of miserly northern sun flashes through the cloud rupture. The dark fir bends their tops to the flat, rocky ledges. Huge boulders, as the stone giant's silent remains, are frozen for the centuries at the cliffs foot.
    The game starts at the harbor, with stormy waves breaking into the shores. Assault team must make a difficult march up the narrow paths leading from the coast to the top of the cliff. Through the quarry, with a huge rig, scattering the earth and stones in all directions. Dwarf railway with steam locomotives will help to reduce the time and efforts to climb. "Warm welcome" of the defending team will be ensured at the arrival of attacking team to the final station. Assault team rushes forward, overcoming the resistance of the defense. The final battle takes place at the top, around the dwarf technology artifact - the huge clock, carved in a block of stone and surrounded by ancient Dolmens
    Players not only have to apply all of their individual skill, but also demonstrate excellent skills in team interaction, as a straightforward assaults could lead to repeating fallbacks to the previous positions, and the defenders, who will not mind the bypasses, would be quickly rounded up and destroyed. Dwarf Quarry - is a real challenge for all who will play the Panzar: Forged By Chaos, and this is the challenge to be ready for.









    This arena is the perfect place for gaining experience points in the closed combat, before players chose their combat class. It is a nice place for the player to really fill the drive of the ruffles battle. Island, raised in the middle of the fire ocean is covered with the clouds of acrid brimstone. In such a troubled sky white-hot, lifeless moon finds a perfect spot for its ancient destructed body, some of which parts are scattered around as meteorites. Round coliseum, with its central battle platform, regularly descending into the lava-filled pit, erected on the hostile granite cliffs. Dolmens, located in the inner circle and wall niches are the perfect sanctuary for whose, who miss the opportunity to leave into the outer circle of the arena. Gothic arches form a ring around the battlefield, gives the marksmans good place to hide. Two opposite chapels works as re-spawn points for the hostile parties. Then the grate falls, new waves of warriors makes their way up the ladder, to the light, to the fire, into the battle. On a levitating platform in the middle arises dark figure of the fire and war demon - ZAR. By his angry and fury he lights the fire of the new, never-ending battle.










    Location based of the "Assault" game scenario.
    The heart of the location is an Orc Camp, spread in the tops of gigantic trees. Here is the starting point for the team, which recently stolen the sacred object from the shaman. First, they must descend to the lower level of the camp, to the roots of the trees, and it would not be easy and flightless. Camp is surrounded by thick palisade, and the only way out is to capture the point to open the gates. The battle is now outside the fort walls, and the upland is changes by the tropical swamp, with the poisonous and carnivorous plants. The good way to pass this deadly place and reach the control point in the middle of the swamp is to use the flap bridges, which, of cause, will be heavily guarded by the opponents. The last point is located in the highlands, along with the attacker's team's camp. As we already know from the test - it will be the place for the hardest battles - the last chance to stop the assault. All of the abilities will be used, and sometimes, even Demons figures will rise on the battlefield as the last chance.
    Scenario will test the team abilities to the max, all game classes are important and they plays their own unique role, only team spirit will be able to throw the enemy away.
    Location is filled with numerous interactive traps and objects of interactions. Environment graphics is very detailed with changing atmosphere effects and lightening. Defending team will be able to temporally hold the object and draw attackers back to respawn points, thus making the fight more violent and brutal.