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JoJo's Bizarre Adventure: The 7th Stand User
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JoJo's Bizarre Adventure: The 7th Stand User (ジョジョの奇妙な冒険 ~7人目のスタンド使い~) is a turn-based RPG non-profitable fangame based on the JoJo's Bizarre Adventure franchise, developed by Clayman. The game was released on 2014 in Japanese and had an English translation released in 2015.
Gameplay
Overview
The 7th Stand User is a turn-based RPG, set in expansive areas based on locations in the JoJo's Bizarre Adventure manga's 3rd part, Stardust Crusaders.
The format of the game involves a party of characters in turn-based battles. Players control an original character and can include SDC characters in their parties to fight alongside them.
You start the game through a quiz to determine your stand, one of the 18 game original stands, each with their combat abilities, stats and narrative utilities.
Basics
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Story Mode
The game’s story is about an alternate universe in which the player, an original character, joins the Crusaders on their quest to defeat DIO, as the 7th stand user of the group.
It has lots of unique interactions depending on the character’s personality and stand, and different endings depending on your choices.
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Characters
Playable
![](https://static.jojowiki.com/images/6/65/latest/20230630135600/Player_7SU.png)
![](https://static.jojowiki.com/images/2/2c/latest/20210114221143/JosephwalkmanOVA.png)
![](https://static.jojowiki.com/images/a/a6/latest/20230701001944/GallahadAv_7SU.png)
![](https://static.jojowiki.com/images/3/3f/latest/20230701001944/MiriamAv_7SU.png)
![](https://static.jojowiki.com/images/a/a0/latest/20230703224101/BerlinFaceAv_7SU.png)
![](https://static.jojowiki.com/images/3/3f/latest/20230703224101/AliciaFaceAv_7SU.png)
![](https://static.jojowiki.com/images/6/6d/latest/20230630135600/RedGarland_7SU.png)
![](https://static.jojowiki.com/images/5/5b/latest/20230630135559/HowlinWolf_7SU.png)
![](https://static.jojowiki.com/images/0/0d/latest/20230630135559/OceanBlue_7SU.png)
![](https://static.jojowiki.com/images/f/f8/latest/20230630135600/TheJoykiller_7SU.png)
![](https://static.jojowiki.com/images/1/1c/latest/20230630135600/SonicYouth_7SU.png)
![](https://static.jojowiki.com/images/0/01/latest/20230630135600/WildHearts_7SU.png)
![](https://static.jojowiki.com/images/4/47/latest/20230630135559/DeepPurple_7SU.png)
![](https://static.jojowiki.com/images/6/68/latest/20230630135559/Pixies_7SU.png)
![](https://static.jojowiki.com/images/a/a1/latest/20230630135559/Miracles_7SU.png)
![](https://static.jojowiki.com/images/5/50/latest/20230630135559/NapalmDeath_7SU.png)
![](https://static.jojowiki.com/images/d/d8/latest/20230630135559/Carpenters_7SU.png)
![](https://static.jojowiki.com/images/d/da/latest/20230630135559/Quicksilver_7SU.png)
![](https://static.jojowiki.com/images/1/1a/latest/20230630135559/Cardigans_7SU.png)
![](https://static.jojowiki.com/images/d/dd/latest/20230630135559/Caravan_7SU.png)
![](https://static.jojowiki.com/images/c/c5/latest/20230630135559/MrBig_7SU.png)
![](https://static.jojowiki.com/images/9/9b/latest/20230630135600/Specials_7SU.png)
![](https://static.jojowiki.com/images/5/56/latest/20230630135559/PharoahSanders_7SU.png)
![](https://static.jojowiki.com/images/0/01/latest/20230630135559/AdamAnt_7SU.png)
![](https://static.jojowiki.com/images/4/4d/latest/20230630135600/LivingThingsAv_7SU.png)
![](https://static.jojowiki.com/images/6/60/latest/20230630135600/ElementofFreedomAv_7SU.png)
![](https://static.jojowiki.com/images/a/a5/latest/20230630135600/BentOutOfShapeAv_7SU.png)
![](https://static.jojowiki.com/images/4/4e/latest/20230630135600/Lipps_SynthesisAv_7SU.png)
![](https://static.jojowiki.com/images/3/3d/latest/20230630135600/Saints_7SU.png)
Non-Playable
![](https://static.jojowiki.com/images/4/40/latest/20230701001944/DejaVodooAv_7SU.jpg)
![](https://static.jojowiki.com/images/1/1f/latest/20230703224101/MichaelFaceAv_7SU.png)
![](https://static.jojowiki.com/images/a/ae/latest/20230701001944/AmberFrantic_7SU.png)
Original Characters
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Tabs with an * on them are specially spoiler-ish.
Steel is the player's guide throughout the entire game. If you request, he gives you tips on the stage you're at, and he can be used as a menu to check character's FP levels, change nicknames, catchphrases, and many more.
Stand
Dan Penn
Dan Penn is a remote-controlled stand that takes the form of countless levitating hands and can turn memory fragments into physical records.
In-Game Role
Main Game
Rainbow is the first optional boss of the game. A fortuneteller-in-training, she can be encountered inside of the Game Center in the Northeast corner of Japan, where she will offer to tell your fortune. This fortune will inflict the entire party with one of four statuses: Berserk, Confuse, Fear, or OffGuard.
While fighting your way through Japan, you will encounter enemies known as delinquents. These delinquents have a chance to drop an Eerie Tarot Card after being defeated. You may bring this Tarot Card back to the Game Center where upon entering, the protagonist will be assailed by many delinquents at once. Should you battle your way all the way to Rainbow, you will be able to fight her.
Ironically, after beating her the player is met with a short explanation of how she was hospitalized after her battle with you, unaware of her own capabilities of controlling stands.
Upon her defeat, Delinquents will stop appearing as enemies in Japan. It is implied that she hypnotized all of these students to attack the protagonist.
Chaos Mode
In Chaos Mode, Rainbow is an optional party member. After defeating her at the Game Center, she can be found outside of the hospital in Japan. There, she will tell the player that she wants to go back to Egypt, but can't because she lacks the money. Here, the player can ask her to accompany them as they travel to Egypt, or alternatively, pay the money needed to get her a plane ticket. If the player asks Rainbow to join them, she will enter the player's party and stay there until you leave Japan. While Rainbow is in the player's party, you are unable to enter your house, so it's important to finish anything you need to do there before you recruit Rainbow.
There are a few new interactions and endings regarding her character, so keep an eye out.
History
As a very young girl no older than five, Rainbow had the temperament and acrobatic ability of a wild monkey, always stampeding around and getting into trouble. The girl, in spite of her pretty face, wore ragged clothes, and her knowledge of the human language was only barely enough to carry out daily conversation and communication. Her parents had a hard time with her.
Rainbow's parents worked their hardest, pulling cart stalls and selling what they could, but their income was a drop in the bucket compared to what it took to take care of three people. What little they earned went straight to paying off their debts. Her parents, at their wit's end, decided that the only thing left to do was to run away together. They tried to take Rainbow with them, but found it too difficult; her fussiness and struggling too much to stow away quietly. So they decided to prioritize getting away themselves, planning to return later to whisk away Rainbow. Her parents left her with only a small amount of food. It wasn't nearly enough, and Rainbow ate the food in no time, tears streaming down her face as she realized her parents were gone. There was no one here for her, and she'd get hungry again soon. And so Rainbow left her home.
Moving away down the street, Rainbow's wide eyes searched for signs of either her parents or a way to get more food. Luckily, or rather unluckily as the case may have it, the first thing to catch her attention was a rich kid from the well-off side of town. Rainbow knew money could get her more food, and so she attacked boy. Her physical strength was immense for her size, and she used it well, robbing him of all his all money. As Rainbow was out, her parents hurried back to their old home, only to be heartbroken when all they were met with was an empty house. They thought that Rainbow must surely have been taken away as security for a loan, and had no choice but to leave once more, for good. When Rainbow returned home, the debt collectors were in her room. They locked eyes, and for a moment all was still. Then one of the collectors reached out, trying to catch her, but Rainbow, who had gotten a full meal with the money she'd stolen from the rich child, was no longer as lacking in energy as she was before, and with the strength of a wild gorilla, she beat them to a pulp. Again, this was when she was five years old. Rainbow also robbed the debt collectors' money and valuables before sneaking back away out of the home.
For the next three years of her life, Rainbow attacked new debt collectors and mugged rich children, earning her way through violence and force, and all was good. One day, as she was searching for her next mark, she trespassed onto the grounds of a mansion. While there, she saw a view she had never seen before. It was a house party. There were children about her age, dressed in gorgeous dresses and smiling heartily in front of rows and rows of tables stacked high with delicious foods and beverages. Rainbow envied them and tried to sneak into the party to swipe some foods, but a guard immediately recognized her as a trespasser, and removed her from the premises. Rainbow didn't go down without a fight, however, leaving behind broken tables and scattered decorations. As she was being shoved away, Rainbow had a thought. How could she eat those amazing foods like the other kids without her true identity being exposed?
For her first attempt, Rainbow followed the example of some of the rich children she'd seen around town, stealing a beautiful dress to wear into one of the parties. The guards weren't fooled, though. Next, Rainbow took a bath, and dyed her hair a nice color to imitate the high class. Still, the guards were not fooled. It was quite a conundrum, but while Rainbow was thinking about how she could fool the guards, she heard a beautiful singing voice coming from a nearby mansion. As she was listening to the singing, she realized that the words floating down from on high were different from ones she used. "Aha! That's it!" Rainbow shouted. That was how she'd get it. She pricked up her ears, and memorized the way the sung words flowed from the mansion window. She'd do anything for that amazing food she'd seen.
After some time, Rainbow's efforts finally payed off. A guard invited her into the mansion for a party, mistaking her for a friend of the family. The girl swooped in graciously, eating up her long awaited feast before leaving just as quickly as she'd arrived. It was everything she'd hoped for. “Do those children eat such incredible food every day?!” Rainbow asked herself. The girl, who had managed to acquire beautiful dresses, who dyed her hair a rainbow of colors, and who'd learned the language of the upper class, began to yearn for the life she'd been trying so hard to fake her way into. And so she trespassed at various parties and devoured delicious treats day after day. Despite the damages, Rainbow was never caught. She had been mugging children since childhood, but no one realized she was the culprit. But for her, it was never enough. She needed more. She needed security. Her mind was fully occupied with planning how to sneak into the world of the upper class.
Time passed, and as she was in the midst of another heist, something caught Rainbow's attention. A radio show about 'hypnosis' was on, and from what the show said, hypnosis was extremely popular among the public. An idea hatched in her mind. She would invade another mansion under the guise of showing her 'hypnosis' to the guests. After some practice, Rainbow approached a random person on the street who seemed to be spaced out and attempted her hypnosis on them. It worked like a charm! Through people who caught sight of that spectacle, her name spread as a hypnotist. Then, a wealthy family who heard the rumor asked Rainbow to perform hypnosis for them, thinking it would be just the right entertainment for their party. Rainbow, accepting the invitation graciously, entered the mansion and used her prodigious skill with hypnosis to take all the money they had before leaving once more. It was the perfect plan, and with her hypnosis, it was one she could accomplish whenever she wished. Much time passed, but even still, she was unhappy that she had not yet achieved upper class status. “I want a life where I can get everything I want without having to do anything!” But to do so, Rainbow would need a sizable sum of money. Even just purchasing a mansion takes a lot of work.
It was then that she discovered Enyaba's special job poster, one that could only be seen by Stand users. “The reward is …o-one hundred million dollars?!” She hastily tore off the poster, and left for the destination provided as quickly as she could. There was a blond rail of a man waiting for her with a sickening smile. “Oh, well, well, the arrival of a beautiful lady.” The bony man showed Rainbow to the back of the house, where she was asked to defeat an evil rich man who was planning to assassinate the client using a supernatural power called a “Stand”. It was odd, but it was Rainbow's ticket to freedom, and so she left for Japan.
Lore Text Translated from a conglomeration of Clayman's tweets by Kazaguruma-san on the 7th Stand User Discord.
Stand
Bent Out of Shape
Bent Out of Shape is a Stand that has hypnotic abilities, which Rainbow uses to deceive others for her own purposes.
Vins is a mysterious fortune teller encountered throughout the game, adamant in making the player stop their journey and go back home. She is the leader of the Slaves to Fate organization.
It is later revealed that she is the mother of Wes Bluemarine, and turned into a vampire using a Stone Mask while her house was burning down.
Stand
Hanoi Rocks
Hanoi Rocks allows Vins to view the timelines in a third person view. Vins can use this ability to know fate tangentially. While it's not 100% accurate, it's still a very strong ability.
Utah is a natural-born stand user who wanders the world in search of adventure. When strapped for cash, he works as a bouncer to make ends meet. Despite his curiosity and the desire to experience as many new things as he can, he's very hardworking and reliable.
Because of his curiosity, in some of the game's paths, he inadvertently discovered Vins' true intentions. The ever-loyal Utah traveled to Singapore to warn the player, but was killed and zombified.
Personality
Curious and adventurous, this know-it-all, thanks to many travels, became wise beyond his age. Utah hates the sin, not the sinner. He is an extroverted person with a deep sense of justice and a tragic past. Sentimental to the core, loyal, and protective, he fears losing anything he cares about. Utah feels uncomfortable talking about himself and has developed a bad habit of compulsive lying.
History
The US government failed an experiment with a weapon powerful enough to destroy the world. The atmosphere was contaminated, and the fallout, carried by the wind, accumulated in Utah’s village and rained over the villagers. To conceal the state secret, the government got rid of all its adult inhabitants.
The village’s children were kept alive in an orphanage and observed as ‘valuable samples’ by the director of the failed experiment. Others, who had no idea about the truth behind the villagers’ deaths, labeled the children as ‘cursed’ and abused them.
With time, the children fell ill and died; the poisonous rain had worked just like a stand virus.
Utah was the only one to survive. The boy shared his stand with his sister, but unlike her brother, she didn’t have the willpower strong enough to handle it and eventually died.
Her death motivated Utah to begin his journey across the world in search of the truth behind the deaths of the villagers and the manifestation of his stand.
Trivia
- Utah’s enneagram type is 5w6, leaning toward 5. The same type as Howlin' Wolf's Inukai, but Inukai is closer to 6.
- He is fated to die. He was already ill, but Alicia’s stand hastened his death.
- His backstory is based on the real-life event Nevada Test Site.
- It isn’t certain if Utah and his sister were blood-related because they lost their proof of identity along with their village.
- If brought to the to the fortune teller in the fishing village, his fortune would be “disease”.
- Utah is around 100 Freus strong.
- Without a stand, Utah is the third strongest character after Vins the vampire and Faith the assasin.
- Normally, Stand users should be able to call their Stands even if they turn into zombies, but when Utah turned into a zombie, Saints disappeared.
- Despite Saints' angelic appearance, Utah isn’t a christian.
- Utah wears a mask to move around freely without worrying someone might recognize him.
- He doesn’t get many opportunities to do laundry while travelling, so he wears light and durable clothing.
Stand
Saints
Saints is the Stand of Utah and his dead sister. Like Wildhearts or Howlin’ Wolf, it is semi-autonomous, with its own ego. Saints can speak, but hasn’t talked with Utah. It can’t be controlled but will follow orders. Saints usually appears whenever Utah thinks of his sister.
Saints has manifested thanks to the poisonous rain that rained over Utah’s village. It was a stand shared by him and his sister. The girl didn’t have the fighting spirit to control the stand, unaware that using the Stand was consuming her vital energy, she often summoned Saints to speak with it in private. Utah’s sister eventually wasted away, but the experience helped Saints’ ability to efflorescence and her death strengthened the Stand granting it the light of protection.
Appearance
Saints is a humanoid stand resembling a female angel with a halo and wings made of light. In the colored art drawn by Clayman its face is akin to a white mask. Saints’ shoulder-length hair is golden, complementing the red of its long, modest dress.
Abilities
Its abilities are mostly wind and light-related, being capable of generating tornadoes, blinding lights, curing allies and such.
It can be grabbed by Utah for a while as a means of flight.
Freu is vagabond from Hong Kong. Discovered a Stand when pricked by the arrow and started using it to extort money from passersby. In the beginning, he only vaguely understands how his Stand works, he attacks using brute force. Later, Vins teaches him how to better utilize it, and he climbs the ranks of the Slaves to Fate… well, or so he thought, at least. In truth he was disposable as far as Vins was concerned.
Personality
This tired, 30 something man won’t offer you a smile, and probably never will. Without his Stand, he’s both weak mentally and physically. Could be beaten by an adult, or even a young boy or girl. He’s slouched over due to years of bad posture and bad back.
Typical punk, always demanding money so he can drink and gamble. Came from a good family. However, the failure of his parents' business led to a life of poverty. Hedonistic, self-defeating, unmotivated, procrastinating. Utah and the guy in sunglasses once offered him a job, but he refused, saying it sounded like pity, and it’d be unbearable. Now he’s still looking to mug people for some change in the alleys.
Stand
Hanoi Rocks
Rinocerose can build rocks onto itself to become a golem.
Abilities
Rinocerose can build rocks onto itself to increase its mass. The rocks become part of the stand once assembled. The stand is only Freu's size, and is weak for a stand. Damaging the rock layer won't damage the user, but damaging the stand inside will. Only naturally formed rocks can be fused to the stand for this to happen - using other materials will make the stand take damage normally.
Vins is a
Personality
A
History
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Trivia
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Stand
Hanoi Rocks
Hanoi Rocks allows Vins to
Appearance
A
Abilities
APlayer Stands
Red Garland
"Clothed in red armor, this warrior Stand uses its fists as a weapon. Its punches can knock people silly, incapacitating them temporarily. Its incredible offensive power is offset by disappointingly low accuracy… However, in terms of sheer strength, few Stands can match it." (In-Game Description)
User personality
"Taciturn, intimidating, and unshakeable. You take a methodical approach to problems, never rush things, and seldom show cracks in your calm veneer. You appreciate the simple things in life and have a lot of self-control, but you're a loner by nature as you feel most at peace when on your own." (Personality Evaluation)
"A beast-like Stand that can howl to create powerful, far-reaching shockwaves, in addition to attacking with its fangs and claws. Well-balanced in all areas, its power is backed up by impressive speed, giving it the potential to wreak instant devastation." (In-Game Description)
User personality
"On the surface, you're cool-headed, indifferent, and alert. However, deep down, you're filled with curiosity and love spending time with family and friends more than anything else. Though you're wary of new people and situations, you're thick-skinned and composed, never one to sweat the small stuff. You feel that protecting your family is your duty in life." (Personality Evaluation)Unlockable Modes
New Game+
Character DISCs
Chaos Mode
Stages
Stages are designed as large, dynamic 3D environments with varying altitudes. Much like All-Star Battle, most contain gimmicks, hazards, and situation finishes. When a certain Situation Finish is performed on the correct character on the corresponding stage, a colored manga panel is displayed.
![](https://static.jojowiki.com/images/thumb/2/2b/latest/20191015213202/Joestar_Mansion_EoH.png/300px-Joestar_Mansion_EoH.png)
Joestar Mansion (ジョースター邸, Jōsutā-tei)
- Stage Gimmick 1: Zombies may grab any combatant near a broken window, inflicting damage and leaving the victim open to attacks.
- Stage Gimmick 2: Throughout the match, fire will slowly break out within the mansion, inflicting gradual damage on those caught in the blaze.
- Situation Finish: The defeated combatant is thrown onto the statue of the goddess of love, recreating Dio's first defeat.
![](https://static.jojowiki.com/images/thumb/6/67/latest/20191015213250/Air_Supplena_Island_EoH.png/300px-Air_Supplena_Island_EoH.png)
Air Supplena Island (エア・サプレーナ島, Ea Sapurēna-tō)
- Stage Gimmick: The spikes on the stage inflict gradual damage to all combatants except Ripple users (while they have Ripple Gauge remaining) and immortal characters (vampires and Pillar Men). If a combatant is knocked onto the spikes, they will take considerable damage.
![](https://static.jojowiki.com/images/thumb/a/a7/latest/20191015220033/Nightmare_World_EoH.png/300px-Nightmare_World_EoH.png)
Nightmare World (
- Stage Gimmick: Death Thirteen occasionally appears and attacks the players. The Stand has a health bar of its own, and can thus be attacked and temporarily banished by combatants.
![](https://static.jojowiki.com/images/thumb/8/8f/latest/20191015213328/Cairo_Rooftops_EoH.png/300px-Cairo_Rooftops_EoH.png)
Cairo Rooftops (カイロ市街屋上, Kairo Shigai Okujō): Cairo
- Stage Gimmick: If a combatant is knocked into the neon "AIR" sign, each letter of the sign will independently malfunction and fall forward, dealing additional damage to the victim and anybody underneath.
- Situation Finish: The defeated combatant is sent crashing into a water tower, recreating Kakyoin's death scene. If Kakyoin himself is the combatant in question, the manga panel showing his death appears, and his body remains for the rest of the match.
![](https://static.jojowiki.com/images/thumb/9/98/latest/20191015220055/Morioh_EoH.png/300px-Morioh_EoH.png)
Morioh (杜王町, Moriō-cho)
- Stage Gimmick 1: Certain characters may ride Rohan's motorcycle and perform offensive maneuvers on it, allowing for surprise attacks and quick traversal of the map. The bike can otherwise be picked up and thrown as an explosive, inflicting heavy damage and setting the target area on fire.
- Stage Gimmick 2: Café Deux Magots serves an espresso or other refreshment to any combatant who stops by at the glowing table, restoring their health.
- Situation Finish: The last defeated combatant finds themselves in Ghost Girl's Alley, where the hands of the dead drag them off into the unknown, recreating Yoshikage Kira's final defeat.
![](https://static.jojowiki.com/images/thumb/d/d9/latest/20191015215620/Boing_Boing_Cape_EoH.png/300px-Boing_Boing_Cape_EoH.png)
Boyoyoing Cape (ボヨヨン岬, Boyoyon Misaki): Morioh
- Stage Gimmick 1: Combatants that fall off the cliff are bounced across the stage to safety by Echoes ACT2's onomatopoeia, similarly to how Koichi saved Yukako.
- Stage Gimmick 2: Bouncing onomatopoeia created by Echoes ACT2 can bounce combatants to various locations around the stage.
- Stage Gimmick 3: Sizzling onomatopoeia created by Echoes ACT2 can damage and knock back combatants who touch it, potentially into other onomatopoeia. They will also attract Kira's Sheer Heart Attack if it strays too close.
![](https://static.jojowiki.com/images/thumb/a/a1/latest/20191015214029/Naples_Station_EoH.png/300px-Naples_Station_EoH.png)
Naples Station (ネアポリス駅, Neaporisu Eki): Naples
- Stage Gimmick 1: Prosciutto will occasionally patrol the area, attacking anyone who comes near him with The Grateful Dead. Prosciutto's presence also slows all mortal combatants down to a walk due to his Stand's aging ability. Ice trays found scattered around the stage can nullify the aging effect. Prosciutto has a health bar of his own, and can be attacked and defeated by combatants.
- Stage Gimmick 2: Once Prosciutto is defeated, Pesci will occasionally exit the train and attempt to snare combatants with Beach Boy. Any combatant caught by Pesci's hook will be left vulnerable to opponents and may eventually be slammed into the side of the train.
![](https://static.jojowiki.com/images/thumb/b/ba/latest/20191015213139/Colosseum_EoH.png/300px-Colosseum_EoH.png)
Colosseum (コロッセオ, Korosseo): Rome
- Stage Gimmick 1: Mr.President's key can be found somewhere within the stage. Any combatant who picks it up can enter the wandering Coco Jumbo, restoring their health and healing any status ailments.
- Stage Gimmick 2: Chariot Requiem occasionally appears and causes any who enter its range to fall asleep, leaving them vulnerable to attacks. Requiem's accompanying light source will linger behind a random combatant, frequently switching between combatants. Destroying the light source will temporarily banish Requiem.
![](https://static.jojowiki.com/images/thumb/6/68/latest/20191015212756/GDST_Prison_EoH.png/300px-GDST_Prison_EoH.png)
Green Dolphin Street Prison (G.D.st 刑務所, Gurīn Dorufin Sutorīto Keimusho)
- Stage Gimmick 1: Money can be found scattered across the stage. If a combatant gathers enough money, they can pay Gwess to have Goo Goo Dolls shrink their opponents. Shrunken characters take more damage, move slower, and are unable to attack or guard, but are able to enter grates throughout the map in order to teleport and escape attackers.
- Stage Gimmick 2: Emporio frequently appears in various trash cans around the stage and offers his hand, allowing combatants to teleport between trash cans via Burning Down the House.
- Stage Gimmick 3: Limp Bizkit occasionally summons an invisible zombie alligator onto the stage, attacking anyone in its way. The alligator has its own health bar and can be defeated.
![](https://static.jojowiki.com/images/thumb/f/fa/latest/20191015220151/Cape_Canaveral_EoH.png/300px-Cape_Canaveral_EoH.png)
Cape Canaveral (ケープ・カナベラル, Kēpu Kanaberaru): Kennedy Space Center
- Stage Gimmick: After some time has passed, the gravity of the stage shifts, turning the stage sideways and completely changing the playable area.
![](https://static.jojowiki.com/images/thumb/8/8e/latest/20191015213859/Rocky_Mountain_Town_EoH.png/300px-Rocky_Mountain_Town_EoH.png)
Rocky Mountains Village (ロッキー山脈麓の村, Rokkī-sanmyaku Fumoto no Mura)
- Stage Gimmick: Dinosaurs created by Scary Monsters roam the stage and may attack combatants. They have their own health bars and can be defeated with ease.
![](https://static.jojowiki.com/images/thumb/b/bb/latest/20191015214723/Higashikata_House_EoH.png/300px-Higashikata_House_EoH.png)
Higashikata House (東方家, Higashikata-ke): Morioh
- Stage Gimmick: Tsurugi occasionally opens the hatch to the house's basement and allows a combatant to rest there, restoring their health and healing any status ailments.
- Cairo Overpass:
The overpass where Jotaro Kujo defeats DIO. A section of the bridge is destroyed, and an overturned oil tanker blocks the other side. The stage serves as the backdrop for the first battle in Story Mode, but is otherwise inaccessible. - Cairo Streets and Cairo Airport appear in cutscenes during the game's Story Mode. These locations cannot be selected or used as battlegrounds.
- Philadelphia Coastline appears in cutscenes during the game's Story Mode. This location cannot be selected or used as a battleground.
- Cairo Overpass (Over Heaven Space):
The overpass where Jotaro Kujo defeats DIO in the original universe. Heaven-Attained DIO transports this overpass into Over Heaven Space for his final battle against Jotaro and Jolyne. Having been ripped from its proper universe, portions of the road are torn off and suspended in midair as platforms. The stage serves as the backdrop for the final battle in Story Mode, but is otherwise inaccessible. - An empty variation of Over Heaven Space appears in cutscenes during the game's Story Mode. This location cannot be selected or used as a battleground.
Gallery
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Soundtrack
The game's soundtrack was composed by Nihon Hakei by Kenji, Maou Damashii and MichiKougaku.
The 7th Stand User 2: Fate is Unbreakable
The 7th Stand User 2: Fate is Unbreakable is a spiritual successor to the original game, having the blessing of its original creator, Clayman, for its production and the use of the name.
It is currently in production since 7/7/2015 and they have an official tumblr page in which they post updates, character and stand information, answer questions and other interesting stuff.
Trivia
- A
References
Many of the texts from the original characters section and images are taken directly from the (unfortunately Fandom) wiki of the 7th Stand User. Huge credits to them and their discord server, which is brimming with information.