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[Let's Build] Attractions in a demon pleasure palace that aren't sexual
My players are going to be visiting the palace of a demon lord of pleasure who's more CN than CE. I want to show that despite his title, he represents all forms of pleasure and good feelings, not just sex. Also space in his realm doesn't work the same way as it does in the mortal plane. He essentially has an infinite amount of space to work with and can customize it as he pleases, so there are no size constraints.
A casino to feel the thrill of gambling.
A dining hall with an endless buffet that visitors are allowed to eat as much as they wish.
An idyllic beach with perfectly white sand to relax or play on.
An arena where gladiators brawl it out against each other. The point of it isn't to kill each other as much as make the battles look stunning to the audience.
A hotel with the most comfortable beds possible. Here anyone with enough money can enjoy a good rest after all the excitement.
A beautiful and well tended garden filled with aromatic flowers and sweet fruits.
A vineyard where exquisitely-aged wine can be produced just by pressing the grapes. (u/_SovietMudkip_)
A petting zoo full of the babies of dangerous creatures. (u/_SovietMudkip_)
An opulent concert hall where the best musicians of the realms perform (u/_SovietMudkip_)
A small, cozy looking wooden library, with a cushioned bay window where rain gently scatters against the glass and a cup of some hot liquid gently rising with steam. (u/QuietOracle)
An owl-bear hugging zoo. Go to sleep in the embrace of their soft down. (u/QuietOracle)
The room of sensory experiences. The room itself is fairly plain, with the main feature being long tables running the length of the room. On closer inspection there are fist-sized carved holes, each one holding a small round crystal... (u/QuietOracle)
A room with dozens of sacks filled with beans, lentils and grains where visitors can put their hands in and let the contents run through their fingers. (u/_WhiteCubeCat_)
A hag (or any other long nailed creature) giving visitors a scalp massage. (u/_WhiteCubeCat_)
A museum of little-known or long-forgotten art pieces, sculptures, and history. (u/MoonlightMancer)
A festival full of colors, music, and drinks. Everyone seems to love you, and you can’t stop laughing. (u/MoonlightMancer)
A hallway of endless doors. In each room is someone you know, complimenting you endlessly, sharing every positive, even begrudgingly jealous thought they ever had about you. (u/MoonlightMancer)
A hot spring/spa, with fluffy towels, those showers that are like rain with perfect water pressure, mud baths, and refreshing food and drink. (u/lionesslindsey)
A room full of people that constantly give you validation and laugh at all your jokes. (u/CountryJeff)
Never-ending line of gold chalices, crystal vases, silver artwork, and other valuables. (u/PutridMeatPuppet)
People who are “better” than you are marched in a stripped of their superior qualities. Beautiful people are disfigured and turned ugly. Wealthy powerful people are ruined and made to beg you for pennies. (u/PutridMeatPuppet)
Mass groups of people enter the room and tell you how they admire you and how wonderful you are. They stroke your ego and inflate your pride. (u/PutridMeatPuppet)
Servants do everything for you. Feed you, give you drinks, wash you, wipe your arse, etc. (u/PutridMeatPuppet)
You are given a wickedly barbed leather whip. A slave creature is bound to a post and you can whip this creature to inflict your wrath upon them as much as you desire. If the poor soul dies, another is brought in to replace them. (u/PutridMeatPuppet)
'Knight for a day'. The full experience; lance, shiny outfit, a squire, a trusty stead, a dragon and a princess/prince to rescue. (u/mr_earthman)
The magical equivalent of a holo deck (u/cyber-viper)
Wide, flat plain with the fastest vehicles in the multiverse (a good place to use the Avernus vehicles) (u/Clickclacktheblueguy)
A selection of cities and villages for you to destroy with war machines or your own magic. (u/Clickclacktheblueguy)
A collection of wand that allow you to test out powerful magic. (u/Clickclacktheblueguy)
A magical version of a movie theatre, allowing you to watch all manner of stories, true and legendary. (u/Clickclacktheblueguy)
A moderately large pool where small battleships with tiny animated crewmen can be deployed in teams to shell and board each other for the audience's amusement. Honored guests can put their strategic abilities to a test against other players by directly giving orders to their ships, and in certain hours guests may even swim in the pool to live out the power fantasy of being a sea monster. (u/VIixIXine)
A colorizer-device that transforms any clothes/armoweapons/other gear to any desired hue you wish (as long as it doesn’t affect the workings of the gear) (u/PaigeOrion)
A grand screen, showing a nearly infinite number of (screen)plays from all space and time, including the show with the disgraced human paladin delivering a green baby gnome back to his home land through incredible odds. (u/PaigeOrion)
A tiara that allows you to experience the sensory experience of a black cat as long as you wear it and close your eyes. (u/PaigeOrion)
A plethora of small, multicolored blocks that will magically interlock with one another to render almost any architectural structure imaginable. (But don’t step on them barefoot!) (u/PaigeOrion)
A band of musicians who are the perfect musical backup for any performances. Alone, they are more low key, but no less skilled, playing haunting melodies of unknown origin. (u/PaigeOrion)
A massive walk-in closet where you can try in any clothes in any fashion you like. (u/Tezla44)
A "schadenfreude" theatre, with shows that rely on slapstick and cringe comedy. (u/Martinus_XIV)
A room designed to give you closure. When you enter this room, someone you loved and lost is there, sitting in a couch. The room feels vaguely familiar, but you can't place why. If Detect Magic is used, the room is full of magic (divination, transmutation, illusion) but the person seems like a normal person. You can chat with them for as long as you like. They behave just as you remember them, with the good and the bad. (u/ohsurenerd)
A theatre performing the most magnificent tragedies. When you watch the performance, you find yourself completely enraptured: you cheer when things go right, scream when something terrifying happens, and moan and weep at the inevitable horrible ending. When you leave, it feels like removing a backpack full of lead that you'd been carrying for so long you'd forgotten it was there. (u/ohsurenerd)
A room where there's a button, there's someone outside and it explains that if you enter there's a 50/50 chance of you dying or not, the room won't actually kill you and it's there just to make you feel the pleasure of near death experience. (u/SupremeGodDictator)
A massage parlor with the universes best staff pampering your every need as you receive the most relaxing massage of your life whether it be scalp, back, foot, full body, etc. Has the worlds fluffiest towels and robes to luxuriate in while you wait or if you simply want to sit in a comfy chair and enjoy your ache free muscles. (u/Blue_Mando)
An arena where you and your opponents heal near instantly, and you can fight endlessly (u/ellen-the-educator)
A reenactment of your greatest failures in life, but this time they turn into your greatest achievements. (u/CountryJeff)
A room with the world's finest works of art.... and a myriad of implements you can use to destroy them. (u/redrosebeetle)
A torture chamber with mages on hand to create illusions of the people you wish to torture. Or increasingly realistic versions of them, depending on the level of magic you wish to implement. (u/redrosebeetle)
A room full of gold and jewels you can roll around in, ala Scrooge McDuck. But woe betide anyone who tries to take a souvenir.... (u/redrosebeetle)
As you're walking through the gardens, a person comes up to you. They introduce themselves as an adventurer who's also here on a quest. They seem to be the same class as you, and they're incredibly attractive-- almost exactly your type. You immediately click and end up spending the day together, talking about everything and anything. You tell them things you've never told anyone else before. They understand everything you tell them, almost innately, but they're still impressed by your feats and your stories. The two of you find an empty bedroom and close the door behind you. It's perfect in its imperfections. In the morning they're gone. No matter where you look, you can't find them. (u/ohsurenerd)
A room lined with shelves and shelves of bottles and vials containing a crimson liquid flowing slowly (like a syrup), all with small labels on them. As you inspect the labels, you realize they've all got names on them: famous adventurers, kings and queens, great sages. If you drink one, you experience a selection of their memories as they experienced them: battles won, discoveries made, historical alliances and friendships being forged or broken... (u/ohsurenerd)
A room that turns anyone that enters it into a child. It is full of every toy imaginable (u/arual_x)
A tour of a chocolate factory. Kobolds work there, and the owner, who gives the tour, is a Metallic Dragon in Humanoid form. (u/arual_x)
A fortune teller who has a Deck of Many Things with only the good cards. If you in any way offend them, they will sleight of hand vs perception check slip you a bad card instead. (u/arual_x)
An island theme park of reanimated dinosaurs. The owner is a level 20 Necromancer called Hamm Johnand. (u/arual_x)
A Virtual Reality style game that allows you to battle horrible monsters over and over again without risk of injury physical. But still allows you to gain XP... (u/arual_x)
A perfect expanse of thick snowy ground. There is constantly a snowball fight going on. (u/arual_x)
A giant room full of mattresses where everyone immediately gets a wonderful massage. (u/Revanclaw-and-memes)
A room full of gold and exquisite things, from beautiful furniture to magic weapons (u/Revanclaw-and-memes)
A seemingly endless room where adventurers can drink a potion to grow wings and flit about to their hearts' delight (u/iriedashur)
An ordinary classroom containing the adventurer's childhood friends, enemies, and their most hated teacher. Upon entering the room, the adventurer discovers that they are invisible, and free to pull pranks as they wish (u/iriedashur)
A brightly colored room piled high with wrapped gifts, large and small, for the adventurers to open endlessly (u/iriedashur)
A purple and black dragon named Ace who cooks you garlic bread and cake. (u/sanorace)
A magic pair of goggles/glasses that simulate any “What if” question you pose to them. (u/lewiscann)
A magical weather room where you can ask for any weather for your pleasure (I love listening to rain) (u/lewiscann)
A room full of lounges with a floating slow burning piece of wood that warms the whole area, the piece of wood is so large you can see the flame spread through this piece of wood forever (u/lewiscann)
A room where you can bite your fingernails and they grow back instantly ( so you can bite them some more )(u/razenastie)
A room with incredibly weakened versions of powerful monsters. (u/Your_InsideMan)
A vast room on wooden sculptures, oil, and torches. (u/Your_InsideMan)
A booth that will remake your face whilst in the palace (ostensibly to make you more beautiful but it could be used for anything) (u/Paralytica)
A magic chair that gives really good back massages (u/TenNinetythree)
A playground where the slides and carousels are for adults (u/TenNinetythree)
A room where you become a giant and can destroy cities and fortresses kaiju style. (u/Paralytica)
Drug Olympics. A room with every drug imaginable to try. Leaving the room cleanses you of their effects. (u/Skitsafrit)
No Pauses. A room that has the effect of making all conversations flow perfectly. No silence stretches too long, no one mishears you, and every topic segways perfectly into the next. (u/Skitsafrit)
Deprivation Room. The room is so absolutely featureless and quiet, that you can meditate magnitudes better here than anywhere else. (u/Skitsafrit)
A games room where you play against your perfect match (u/Nesurame)
Similar to the previous, a games room where you're matched against nothing but weaker opponents (u/Nesurame)
A heist simulator where you always get away with the big diamond, chest, etc (thrill of theft) (u/reallyenjoyscarbs)
A sauna room with a central pillar. Inside the pillar is a chamber containing a magic stone which can detect the exact temperature preferences of those inside, and making each person feel said preference. (u/TgagHammerstrike)
An oval-shaped room with countless glass lotion bottles, with each smelling better than the last. If you look for a specific scent (no matter how rare), you'll certainly find it with the help of a goblin near the back of the room. (u/TgagHammerstrike)
A room that consists of A bunch of mortals so utterly jaded from years of plesure seeking that they need the hardest of drugs and the wildest of sensations to feel anything,with lesser demons feeding on their pursuit of euphoria. Think the emperors children from warhammer 40k. (u/TgagHammerstrike)
A buffet of the lids of yogurt/pudding cups to lick. (u/Hunter37594)
An olfactory room that reads your memories and replicates smells that remind you of your most joyous moments. (u/lecorbusianus)
A wildlife reserve for Druids to find new and exotic wild shapes. (u/lecorbusianus)
A room with musical instruments that you're able to master immediately. (u/lecorbusianus)
A cooking class taught by a master chef that always seems to have enough time to guide you one-on-one. (u/lecorbusianus)
An enchanter who allows you to relieve the best moments of your life over and over again. (u/lecorbusianus)
An illusionary room that brings up past experiences and let’s you make different choices to fix mistakes or win arguments. (u/The_Rhibo)
A murder simulator to allow an individual to live out the fantasy of killing that special someone. (u/Brann_The_Kid)
A library full of blackmail and secret knowledge regarding historical and political figures. A conniving, plotting character’s dream! (u/MoonlightMancer)
A room with a creature in a dark robe sitting at a table covered in maps and dice. He helps you play a strange game where you and your party make up characters that go on adventures while the robed creature acts as all of the other characters and determines new events. (u/Clickclacktheblueguy)
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What makes Eskimo Casino one of the best EU online casinos?
The Eskimo on the front page of this casino site is a cute cartoon girl. We have no idea why this casino site is themed this way, other than almost all the other possible themes for casino sites are gone! Whether or not you like this cute and approachable look there’s much more to a good casino site than just the front page illustration. And we think that Eskimo Casino is one of the best EU online casinos and one that you should consider playing at. This is why we think that. >>Register Now and Get Free Bonuses<<
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Eskimo Casino is fairly new, with a birthday in 2018, but it’s got a parent company that is slightly older than that in the shape of Lux Entertainment Ltd. They have licenses from the UK Gambling Commission, and the Malta Gaming Authority, two of the most demanding authorities in the world. They have a lot more safety and security measures in place too, including auditing and extra online security from Go Daddy, and great links to gambling safety organizations.
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Amatic, Microgaming and NetEnt are the force behind the games here at Eskimo Casino. That means not as much choice as leading casinos, yet, there is something to suit all tastes and budgets. The layout of the games lobby is simple and places all the games into the following categories:
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Star Casino is an online casino website based in Italy. Ever since it was founded in 2012, the casino has gathered several noteworthy accolades. The casino is operated by Betsson Group, a Maltese company and subsidiary of Betsson AB. This company has been in the gambling business since the 1960s and has earned an excellent reputation since then. Back in 2010, online gambling was legalized in Italy and as a result, many foreign and domestic companies could release their online casinos to the general public. All they had to do is gain a license from the Autonomous Administration of State Monopolies, or AAMS (from Italian) for short, which sets the standards and regulations for games of chance and skill, casino games, sports, and horse race betting. Star Casino is indeed licensed by this government institution. Star Casino has all the right stuff going for it and in 2012 it was named Casino Operator of the Year at the eGaming Review (EGR) Awards in London. The games are provided by NetEnt, which means that StarCasino hosts some of the best slot games out there, as well as live and virtual game tables. Games diversity is excellent and there is something for everyone here. Their customer support is also impeccable and considering that they won the Best Customer Services Operator at EGR Awards in 2012, you can rest assured that you are in safe hands.
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Supported Devices
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Customer Support
As mentioned above, StarCasino received the Best Services Operator award in 2012 at the EGR in London. They have supplied multiple methods of communication should you wish to contact them with a problem or a question. The most convenient way would be to call them at over the telephone. Another way to get in touch is via email, at [email protected]. The third option is to use the live chat system on their website. All operators speak excellent Italian and will be able to assist you with any and all problems. Customer Service is available to players seven days a week. Customer Service and the website itself are available only in Italian. You have to keep that in mind if you are an international player and wish to make use of the casino’s services.
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7 Days to Die Alpha 19 Newbie Guide (PC Version) I've seen a number of posts looking for a "how to play," or "introduction," to the game. This is my attempt to write one. At the beginning of the game, you wake up video-game naked (i.e., in your underwear) and completely ignorant. Your goal is to survive, which is made harder by a) your nude ignorance, and b) the fact that you're living in the aftermath of a combined zombie/nuclear apocalypse. Your character has four on-screen meters showing your status: food, water, health, and stamina (or call it whatever you like -- fatigue, energy, etc.). Food and water levels go down unless you eat or drink something. They go down faster if you're doing something that burns stamina (like running). They go down faster if you're too hot or too cold (which is usually only an issue in biomes like desert or snow when you're not properly dressed). They can also go down faster with certain health effects (like getting dysentery -- I'll talk about these effects in a second). Run out of food or water and you will die. (Pay attention to the status bars; in real-life survival situations, regularly getting water is more important than food, but in-game, they both matter.) (Pro tip: Food and drinks you can make yourself are better in many ways than canned goods or basic crops.) Health is just like in any other video game. It goes down when you get hit, or fall, or step on pointy things like spikes or cacti. Run out of health and you die. Eating food, using certain medical supplies, or just waiting will cause health to go back up. Again, certain health effects may nerf your health bar. Stamina shows when you're tired. If you run out of stamina, then you can't swing weapons or tools, run, jump, or do other elements of an active post-apocalyptic lifestyle. The good news is that your stamina comes back faster than health while waiting. Drinking improves stamina recovery, and eating gives a temporary boost to maximum stamina. The bad news is that you will be using stamina constantly as you go about your day. (Pro tip: Check out the various beverages in the game to find stamina benefits -- particularly red tea and coffee, also known as the mining combo.) Alpha 19 has a variety of different health effects that can hamper your food and water consumption, your health/stamina recovery, your maximum health/stamina, your speed, or your ability to use tools. Dysentry comes from eating rotting flesh or drinking unboiled water. Don't do that if at all possible. (Pro tip: You can eat animal fat and snowberries -- or yucca fruit in the desert biome -- if you run out of food in the first couple of days.) Other de-buffs come from injuries. The good news is that if you click on the icon showing the effect, it will bring up your character with info on exactly what you need to mitigate the effect, e.g., put on a splint or a cast to speed healing from a broken leg. Two particular health effects worth calling out are bleeding and infection. If you're bleeding, your screen will flash and your health will keep dropping. Use a bandage, medicated bandage, or medkit to stop it. ANYBODY can make bandages from cloth, so keep some with you. Infection refers not to gangrene, but to the dreaded zombie infection...a disease so horrifying that it helped usher in the fall of civilization. The ONLY way to cure this dangerous disease is...to eat some honey or take an over-the-counter antibiotic. Really, infection should only ever be a serious issue in the first week. (Pro tip: using an ax on tree stumps has a random chance to drop honey.) Encumbrance: You have a fixed number of inventory slots. You will note that three rows are clear at the start of the game, while the final two rows are not. Those extra rows represent encumbrance, and filling them up will significantly slow you down and increase your stamina usage. Try to avoid that outside of cleared or safe areas. You can increase the number of non-encumbered slots with clothing and armor mods, or through the Pack Mule perk. I recommend finding or making pocket mods ASAP and skipping the perk, though a single level in the early game can make things easier for newbies. (Pro tip: Some items, like most raw materials, food, drinks, medicines, etc., stack in inventory; some items like clothing, mods, and weapons do not. Smart inventory management when looting and salvaging will keep that in mind: do I really want to pick up that pair of shoes, or hold onto that dirty water that will stack if I find more?) All right, now that the basics are out of the way, how do I get better at surviving? The answer to that is two-fold. 1) Learn how to do more things. 2) Get better stuff. How do you learn more things? You get experience points (xp) from almost everything in this game. Eventually, when your xp bar fills, you will gain a level and get a perk point. You can use that to select perks, which all have various benefits. At the start, you will get a series of basic quests that serve as a mini-tutorial, and you will gain 4 perk points from finishing them (make sure you complete them!). (Pro tip: Upgrading blocks, e.g., turning flagstone walls into brick walls, is an exceedingly generous way of earning xp in Alpha 19; using a hammer on a block will tell you what material is needed to upgrade it.) Which perks should I pick first? Well...as a newbie, I recommend Lucky Looter (which improves your chance of finding good stuff), either Pummel Pete or Skull Crusher (depending on whether you want to use clubs or sledges), Sexual Tyrannosaurus (which improves your stamina usage), and something from the Fortitude recovery perks. Healing faster, using less food, or running away are all useful. Ask a different player and you will get wildly different suggestions. Eventually, you will figure out your preferred style of play and pick things accordingly. Note that perks tend to be useful to different degrees based on whether you are in early, mid, or late game. The other way to learn stuff is to find skill books and schematics. Schematics let you craft new things. Skill books give you a free perk, basically. Collect all seven of a type to get a bonus perk. Some of those are quite useful. Some of them are very circumstance-specific. Regardless, reading an unread book or schematic at least nets you bonus xp. You can tell that you've read a book by the tiny book icon (it will be open if read already). Even if you've read it, you can keep it and sell it for some cash. (Pro tip: Technically, schematics and books stack in inventory; in practice, finding multiple copies of the same one in a single POI is relatively rare.) How do I get better stuff? There are three ways to do that: 1) Loot it; 2) Make it; 3) Buy it. Looting: There are many objects that serve as containers in the game. Some objects, like cars, may or may not be a container. Just get close. If you get the option to search it, then it is a container. Not every container will have stuff. Searching containers takes time and makes noise. Locked containers need to be disassembled or have the lock picked in order to open them. Alpha 19 changed looting to be highly level- and time-dependent. You will not get top-tier loot in the early game. Even if you somehow fight your way to the roof of the Shotgun Messiah weapons plant on Day 1, you are likely to find stone spears and maybe a blunderbuss. (Pro tip: a pair of lucky goggles will increase your chance of finding better loot when opening a container for the first time.) Crafting: If you know how to build something, and you have the necessary ingredients, and you have access to the correct work area, then you can create something from scratch. Perks and schematics will tell you how to build stuff, though there are a handful of things you can build right at the start (like you saw in your tutorial quests). Ingredients can be looted, or you can salvage them by destroying items. See the next paragraph for more on this. Lastly, some items require you to be at a workbench, chemistry station, campfire, or forge to create (there will be an icon next to the item in the build list telling you which). You can build all of these work areas if you know how, buy them from traders, or use ones you find scattered around the world. Traders have one of each, though they probably won't all be functional (but the broken ones can be looted, at least). Caveat: In Alpha 19, you can build up to level 5 gear (higher level gear is usually better and has more slots for mods), but level 6 gear can be found or purchased. Level 6 gear is typically better than anything you can build of the same type. Salvage: Getting raw materials can be done in a number of ways. Use tools (axes, picks, wrenches, shovels) to extract things from blocks in the world. This is mostly fairly intuitive -- shovels work best on dirt, cement, etc., while axes are good on wooden items like tables and trees. Tools have different levels and can be modded to improve their abilities. Pay attention to the "block damage" stat of the tool to compare them. Some blocks are better sources than others. You can find mineral nodes scattered around that provide you with coal, iron, nitrate, oil shale, or lead, and those are excellent sources (Pro tip: the nodes are just the tip of the mineral iceberg; you can dig down to extract more ore.) Another way to get raw materials is to use the scrap command in inventory (personally, I found the hotkey for this a little too easy to hit accidentally, so I remapped it). This includes most useful items of gear, as well as certain decorative items like faucets and chairs that you can pick up. Note that many metal items can be put in the forge to smelt them down for more resources than you get using the scrap command, including iron tools. (Pro-tip: Smelting radiators that you get from disassembling cars, heating radiators, and AC units is a great source of brass for crafting ammo; you can also smelt Dukes...but you're usually better off using them to buy ammo from a merchant.) Buying: Merchants are scattered over the map. Setting up a base near one is a good idea. The post-apocalyptic currency in this game is the Duke, a brass coin that looks like a casino chip. (There are no bottle caps in this game!) If you don't have any money, then you can instead trade your labor for payment. Complete a quest and you'll get cash, xp, and a free prize of some kind (you get a choice -- ammo, meds, gear, etc.). Quests boil down to: retrieve a package, kill some zombies, kill some zombies AND retrieve a package, or dig up and retrieve a package. In the early game, in particular, quests can be very lucrative. (Pro tip: The Daring Adventurer perk can improve the rewards you get from quests if you decide you want to focus on that aspect of the game.) Merchants sell all sorts of things: food, raw materials, weapons, armor, vehicles, skill books, schematics. Their inventory resets daily-ish, so pop back on a regular basis. Cheesy pro-tip: When you trigger a quest location, the POI will refresh to an "unexplored" state. This automatically refills all of the loot, etc., as well as repopulating the zombies. You can clear the location, then trigger the quest and clear it again for double the rewards. Just don't leave any loot inside a container that will refresh. What about combat? Why haven't you really mentioned the z-word yet? Well, honestly, you'll probably spend a lot more time salvaging and looting than fighting (with the exception of Blood Moon horde nights, which I'll talk about below). Most zombies in the early game are slow and fairly easy to avoid. If you can avoid getting mobbed, then you will probably be all right. Animals, however, will mess you up. You will quickly start yawning when you see a single stumbling housewife zombie, but a wolf will continue to be a threat well into the mid-game. Zombie animals are also a threat. Zombie dogs are fairly easy to kill but come in packs of 3-7. Zombie bears will soak up more damage than you can easily dish out in the early game. Zombie vultures are hard to hit and are really good and causing lacerations and bleeding. I've gotten infected by zombie animals far more commonly than I have from human zombies. Zombie dogs, coyotes, wild cats, and wolves: running works until you run out of stamina, and then you're dead. The best bet in the early game is to find someplace high they can't reach and snipe them if you have enough arrows or ammo. These animals can and will sneak up on you. The good news is that they will make random noises that will let you know they're in the area. Snakes: I've seen these in the desert and wasteland biomes. Good eatin', but they are quiet and can attack without warning. Luckily, they die easily. Wild pigs: Don't bother them. Seriously, just leave them alone until you have good guns. Bears and zombie bears: The good news is that they won't chase you as easily as some other animals. They are also not as fast and you can outrun them. The bad news is that if you get cornered, they can take and dish out huge amounts of damage. Zombie vultures: These will attack you if you're injured, or are riding a vehicle. Shotguns are the easiest way to deal with them. Hitting them with melee weapons is an irritating chore that often ends with negative health effects. Possibly the most annoying creature in the game. Deer, rabbits, and chickens: They don't attack, but run if attacked. They can be a good source of meat. (Pro tip: you can get quests from slips of paper you find in loot; the ones asking you to do things like, "kill a bunch of rabbits by throwing cans of Sham at them," are never worth it unless you're desperate to try something new.) As the game advances, and as you explore some of the larger points of interest (POI), you will run across more dangerous zombies. Feral zombies have glowing eyes and always move at a full run. Crawlers will jump around like demented jackrabbits. Glowing versions of zombies regenerate health. A good rule of thumb is that if something is different about a zombie, it probably is more dangerous. (Pro tip: Quite a few POI's have alert triggers that will cause a bunch of nearby zombies to wake up at once, and stealth doesn't avoid tripping them; best to always have a clear avenue of retreat when entering a new location.) Weapon selection: As said earlier, clubs and sledgehammers are your basic melee option. Either works well for the early game or to save ammo or hit quietly in the later game. Spears, axes, and knives/machetes can also be used, but they require more practice and really NEED perks to be fully optimized. Note that knives and axes are mostly meant to be tools. Stun batons require another source of damage, either turrets or other players, to be effective, and are also perk/mod-dependent. Bows can easily kill basic zombies quietly with a headshot. Use the best bow or crossbow and the best ammunition that you can. Do away with stone arrows/bolts as soon as you can find or build the iron versions. You'll need to decide for yourself if you want to keep using bows once guns are available. I like them, but your mileage may vary. (Pro tip: There is a skill book that allows you to craft flaming and explosive arrows; sadly, there is no way to ride around in a Dodge Charger, shooting exploding arrows out the window while Dixie plays from the car horn.) Guns are easily the best option in the game...and while perks can make them more effective, they aren't necessary. Don't hesitate to pull out a shotgun just because you put all your perk points into pistols if you run out of 9mm ammo. There is a fair amount of ammo in this game, and you can make more...but I always keep a club or sledge with me just in case. Having a gun makes exploring the harsher biomes a lot easier. The trade-offs for gun selection are pretty in line with any other game that has guns. Some burn ammo quickly. Some have low ammunition capacity. Some are better at long range. (Pro tip: having several loaded blunderbusses or double-barreled shotguns in your tool belt can provide an early-game rapid-fire option for dealing with tougher opponents.) Weapon perks and skill books: Each type of weapon has an associated perk, and an associated skill book set. Maxing out both can make a fairly sizeable difference, and can have some unexpected other benefits. For example, one of the skill books gives you a 10% barter bonus if you happen to be holding a .357 while trading. Blood Moon Horde Nights: Every 7 days (by default), the sky will turn red. When night falls (hour 22 by default), a horde will spawn near the player. Every zombie in that horde will magically know exactly where you are and will rush at you to eat your delicious flesh. The devs of the game have made it clear that they want you to FIGHT the zombies, and have gone well out of their way to make turtling behind defenses less viable. Zombies will break down walls -- even ones made of brick and concrete. They will dig to reach you. They jump on top of each other to climb to get you (like in the Brad Pitt zombie flick). As the game progresses, zombies will appear that are capable of spitting acid, or that act as suicide bombers (can you call it suicide bombing if they're already dead?). (Pro tip: Bomb zombies, also known as Demolishers, can be taken down by head or leg shots; shooting them in the chest is a bad idea, despite the fact that shooting the glowing spot is normally the best move in a video game.) Having said that, building defenses and traps can be very effective at delaying or channeling zombies, and can effectively thin the horde. There are pretty much two approaches people use to deal with a horde night.
Find a POI that prevents the zombies from reaching you and then wait out the attack. Anyplace high with enough metal or stone to last for a while will work. Large stores, fire departments, skyscrapers, water towers, etc., can all work, though the smaller the location, the more quickly it will fall to the zombies eventually.
Build a fortress. This is usually a setup that includes auto-turrets, traps, spikes, and walls made of brick or concrete. Often, they're set up to lead zombies into a killing zone where you can shoot or bomb them into bits. There are many YouTube videos on different approaches, and they range from lore-friendly to extremely cheesy exploitations of the AI or physics engine.
Note that these two are not mutually exclusive. It's pretty common to use POI's at first and then try building your own, or to move back to POI's if your attempt at a custom fortress is less effective than you had hoped. (Pro-tip: Don't use your home base for horde nights...at least until you've got a LOT of experience fortifying against horde nights.) Creating a home base: Every survivor needs a place to keep their stuff. Just like with a horde base, you can either re-purpose a POI or build your own from scratch. If you use a POI, then make sure you put down your bedroll. That will keep sleeping zombies from respawning in the area. If you want to use a bedroll as a way of regularly resetting your spawn point, then you're probably better off building your own base. That said, a good POI to use as a base has height. Using a forge on the first floor is a good way to attract random zombies. It's also good to find someplace with brick or concrete walls, as they'll last longer against wandering foes. Also, keep in mind that you'll be going in and out a lot, so you don't want it to be too hard to get in and out. (Pro tip: lone zombies can't jump to ladders that are two blocks off the ground, but you can; this doesn't work so well with hordes, as they climb over each other.) By default, zombies are faster at night, so early game nights are a good time to huddle up in a base and craft things. When you run out of things to craft, READ the descriptions of your perks, skill books, and the built-in journal entries. You'll be surprised how much information is buried in there. You can also take the time to look at the map and plan out the next day's activity. (Pro tip: Find a cluster of close-together POI's on the map, and put a chest or storage box in the middle to serve as a temporary loot repository; inventory item stacking means that having a collection point can mean many fewer trips back to your base with the fruits of your effort.) Vehicles: Maps in this game are fairly large. The solution to moving about to different biomes (which have different resources and different POI's) is to make or buy a vehicle. Anybody can assemble vehicles if they have the right parts, but some of the parts are locked behind perks/schematics. Taking the first-level vehicle perk can be useful, as the bicycle isn't a bad starting vehicle and the perk unlocks wheels, which every other vehicle needs. (Pro-tip: the easiest way to get gas when out-and-about is to salvage the many derelict cars.) Zombies and wildlife are pretty harmless if you can speed past them...with the exception of vultures, which can be annoying enough to make you stop your motorcycle just to shotgun them out of the sky. Mods: There are tons of clothing, weapon, and armor mods in the game. Read the descriptions, as they can have a huge impact on effectiveness. (Alpha 19 has no vehicle mods, despite the fact that vehicles have mod slots.) If you open an item for modding, then any mods in your inventory that can be used for that item will start flashing, making it easy to see which mods go with that item. (Pro tip: There is a boot mod that reduces falling damage that is worth its weight in gold. Not only is it really easy to fall in some POI's, but the de-buff from spraining or breaking a leg when zombies are about can be utterly lethal.) Power tools: Power tools are very powerful. Augers and chainsaws harvest materials very rapidly. They also use gas and make a ton of noise. They tend to quickly attract screamers, which are zombies that scream until other zombies show up to find out what all the fuss is about. Kill them quickly to avoid hordes interrupting your mining. (Pro tip: The physics engine of the game means that mine collapses are a thing, and they can be deadly; shoring up the ceiling with wood blocks can help prevent this, but augers can mine so quickly that you can lose track of how deeply you've gone beyond your supports.) The annoying pinging noise made by augers is an Alpha 19 addition that was generally disliked by everyone. Repairing items: Many items like tools, weapons, and armor will degrade over time. Weapons and tools will let you know they need repair...typically when you need them the most. Armor never notifies you. It just stops working. Check your item status bars to figure out when to repair them. Simple tools and weapons can be fixed with wood and stone. More sophisticated items require repair kits. In Alpha 19, repair kits are a generic fix-all for any advanced item, which greatly simplifies things. They can be crafted with forged iron and duct tape. (Pro tip: forged iron can be made in any forge, but you can also salvage them from disassembling weight sets, desk and gun safes, and NON-FUNCTIONAL vending machines; salvaging them can be tedious in the early game but can be worth it to keep your precious firearms and armor functioning.) Farming: You will find seeds, or you can take a perk or find a schematic to craft seeds. It takes five cobs of corn to create one corn seed, which is odd given that the whole grain is basically made of seeds...but chalk it up to game-play balancing. To plant a seed, you need a farm plot (except for mushrooms, which can grow on any surface), which you can craft with wood, rotting flesh, clay, and nitrate. Once planted, it will grow in three stages. Harvest it at stage 3 by punching the plant, and it will revert to stage 1 and deposit the appropriate food item into your inventory. If you accidentally harvest the seed, just replant it. If you want to get physically fit, do a push up in the real world every time you accidentally punch the ground or the air instead of your crop. (Pro tip: Don't harvest with a mostly full inventory, as if your tool belt slot is the last open spot, the crop will go there, and your next attempted punch will instead eat the last one you harvested.) Electricity: Fire attracts zombies like moths. Using electric lights is a convenient way to avoid that, as zombies are Luddites and don't care for the products of industry. The most convenient way to light up your home base is with lanterns, but you need to find a certain skill book to make them. The good news is that their batteries never need recharging. You can also get flashlights, or mods that attach lights to your helmet or your weapon (press F to pay your respects...er, sorry, to turn on your light). You can also craft a variety of stand-alone electric lights, but that requires a separate energy source. Energy sources come in three varieties. Battery packs hold up to six car batteries and drain the batteries over time. You can recharge the pack by connecting it to a different energy source. Generator banks hold up to six engines (recoverable from many derelict vehicles, among other sources) that burn gasoline to provide power. Solar banks contain solar cells and generate power as long as they are in sunlight. They also cannot be crafted and are as expensive as hell. (Pro-tip: Higher-level batteries last longer; use level 1 and 2 batteries to craft vehicles, sell, or smelt for lead, and keep the better ones for the battery banks.) Use wiring tools to connect energy sources to energy consumers. There are some slightly wonky rules to how you can connect, but it isn't hard to learn with a little trial and error. Wiring doesn't cost you anything, so experiment freely. You can put various switches between the consumer and the source: toggle switches, pressure plates, and motion sensors being the most common, though there are other options. Switches require power, but less power than an active consumer. This allows you to, for example, conserve power in the daytime by turning off active defenses and lights so you don't waste battery charge or gasoline. (Pro tip: a solar bank charging a full battery bank will provide quiet, continuous power, at which point you can feel free to light up your place like a Vegas casino 24/7.) Stealth: Some players will tell you stealth is impossible in this game. That is not true. What is true is that some situations negate stealth, most particularly Blood Moon hordes. Just tell yourself that the red moon makes their senses so acute that they can smell a living human from a mile away -- if you can't rationalize it away as a game balance issue. Some POI's also have event triggers that are based on your location rather than how stealthy you are being. Chalk that up to dramatic license. This is a game where zombies are real and I can carry a motorcycle in my boot. Get over it. There are some things you need to know about stealth, though, to do it effectively. Your stealth rating is a combination of noise and visibility. Clomping around in heavy armor, waving a torch or flaming club around, or using a flashlight will make you easy to notice. Firing a gun, whacking a wrench against a metal appliance, or jumping up and down on a pile of trash will also make you easy to notice. That means using light armor, using a bow or melee weapon, and crouching are all ways to avoid being seen. There are a number of skill books, perks, armor and weapon mods, and craftable gear that can all make you more stealthy. With diligence, you can walk up behind a sleeping zombie, smack him in the head with a sledgehammer, and not disturb the other one right next to him. Will this make the game much easier? I would argue no. It certainly makes some specific situations much easier. Clearing out a mini-horde in a POI with a bow before they wake up can be much less stressful, certainly. The lack of universal effectiveness definitely makes it a playstyle choice, however, rather than an over-powered build to avoid if you want a challenge. (Pro-tip: Stealth is never a 100% guarantee, which is why you always carry stacks of wood; wood is incredibly flexible, as it lets you drop cheap spike traps in narrow passages, climb up easily to places zombies cannot reach, make bridges across open gaps, craft doors to seal off openings that foes have to make noise to get through but that you can open easily, etc.) That's about it. The most important pro tip is this: this is an open-world game where the only thing that matters is that you have fun playing it. It doesn't matter if you want to do single-player, or multi-player, or if you like crafting more than combat, or prefer spears over guns. You bought the game. Do what you like, as that is really the only goal.
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This concept is based off a new trade arising off the coast of Los Santos causing a sudden spike in the renovation and construction of new properties, and the market has been booming with the import of new vehicles and purchasable boat trailers, This concept will include: -New business -New properties -New boats -New vehicles -Boat Trailers -New collectables Introduction As the politicians, of Los Santos, search for a new way to bring themselves money they stumble across liquid gold off the cost. Suddenly oil rigs started popping up all around the island, being careful to avoid the sunny beaches so as not to create an eye saw for the millions of tourists attracted by them. Business As oil rigs started popping up, the crews on board quickly grew tired of the low pay provided by the government of Los Santos, this quickly opened up an opportunity for our characters to invest in a personal rig providing both passive and unethical money making opportunities Getting started Your awareness of the business started after receiving a phone call from the rig's main commander explaining that there is some prime income to be made out of the rigs however it will cost our characters a start-up fee of sorts Purchasing and upgrades The oil rigs are available for purchase from Maze Bank foreclosure, the rigs vary in price depending on location the cheapest being out near grapeseed and the most expensive being near the Los Santos dock Upgrades The oil rig comes stock with a boat yard and command center Avaliable for purchase are: -Personally quarters A customizable personal quarters that adds in a wardrobe, personal computer, bedroom and more -Armory A buyable armory that adds a weapon locker and a mk2 bench -Human torpedoes A buyable area that always you to deploy out of the oil rig in a scuba suit and a human torpedo, the torpedoes can be lightly controlled and are mostly designed as a quick way to travel to shore. As well as business related upgrades covered below. Making money and how it works – Passive Income You make two sources of income from the new oil rigs similar to how the nightclubs earn income Passive - you earn a passive income from the oil rigs over time, from oil being drilled. The progress of the oil drilled can be shown by entering the oil rig computer (located in the command center) or by visiting the storage area where you can see barrels of oil being stored The price you can sell oil for, and how quickly it fills up, can be increased by purchasing staff upgrades, and oil rig upgrades (such as upgrading the actual drill and interior of the rig) you can also buy an additional security upgrade to help prevent and protect against raids from pirates Making money and how it works – Illegal Goods You can also make money illegally through the rig, using the storage center to store stolen parts, illegally mined fossils, as well as other substances obtained by stealing that our characters sell to the black market Selling Both sides of the business have very similarly sell missions but differ depending on whether you’re selling legal or illegal goods. Both sides have you delivering the goods to the buyer to receive your payment. Some buyers may be more picky then others on the means and execution or the delivery of product Other properties Boat houses Scattered around the map are new boat houses available for purchase on the dynasty website, which allow you to store and customize your new found collection of boats. All the new boats can be upgraded with engine and performance parts, as well as interior and exterior customisation. You can also take existing boats to the boat house to store them as personal vehicles and paint them to you preferred colour. With the purchase of a boathouse, you also get a boat trailer that selected trucks can pull around the map with your custom boat. These trailers will have a new mechanic allowing you to load your boat onto the trailer from the water. Beach side properties Also available for purchase are the new beach side properties that range from “beachside mansions” to smaller “get away apartments”, most beach side properties include an indoor hot tub, a patio or balcony, and a 10 car garage that can store your new rides (listed below) or a trailer with a small boat Vehicles Cars: 1) F-35B Lightning II (VTOL) 2) GTA SA leviathan (able to land on water like sea sparrow) 3) Grand Tour “Pond Bug” 4) Watercar Panther (Mesa Aqua) 5) Gibbs Biski (Bati Aqua) 6) MK1 Reliant Robin (Rune Rollover) 7) Sandking Dually (Available for purchase from SA can also pull trailers) 8) 2012 Chevy Silverado dually (Available for purchase from SA can also pull trailers) 9) 1980 Chevy C10 Stepside 10) New boat trailers, for boats and jet skis with a loading mechanic, so you can put boats back onto a trailer from the water (something that was not previously possible) Boats: 1) BlueBird K7 Jet boat (Features rocket voltic style boost) 2) Lampadati Rufus 3) Planet Solar hydrofoil 4) The Maltese Falcon (power boat) 5) DCB - M31 Widebody (power boat) 6) Proto Leopard (Crew 2 Jet sprint swamp racer) 7) Various miscellaneous leisure boats (mod – “Harbour and boats”) 8) Vortex hovercraft (From GTA SA) Weapons -Flamethrower a weapon that is effective for crowd control as well as burning opponents vehicles to the ground -Underwater pistol a pistol that can be used underwater to help in tricky situations while swimming or in a human torpedo Collectables New collectables have been scattered along the ocean floor after an unfortunate ship wreak off the cost, a ship with 30 valuable fossils has sunk leaving the fossils unfound. Players can search the ocean floor for these fossils for a reward as well as decoration in both your casino penthouse and oil rig Clothing In sight of these rigs showing up, a new shipment of clothing has arrived at clothing stores across Los Santos introducing a new array of beach wear and work wear for rig workers as well as some new suits for beach side owners looking to match their new properties This concludes the “Aquatics and Antics” DLC concept, this concept was a collaboration between MoldyWorm Gaming and luciferreap
So I hope this makes it to the top of Google one day and can help another human being kind of understand what the vibe and feeling living in terrace is like. I know for myself I looked online and you can find only so much. So I'm going to try and get into some detail of what the lifestyle is like out here. I myself have only lived here for two years and I know what it's like to start fresh here. I'll start with work, there is plenty to go around. If you don't mind picking up what you have to to get by. There is tons of service jobs available tons of shops in the general idea as Kal tires and parts shops for the trades. If you have and carpentry experience like myself you will find a job with in your first 2 weeks. ( Happened to me). I'm sure the other trades have plenty of work also. the LNG just opened, well approved a while ago and if your into the camp lifestyle they look for workers in Al aspects you can work in the camp as a cook house cleaner other services ( good for a woman). If your a guy the posibilitys are endless. Start wage for labour is like 27 bucks, you'd also be looking at a 2 week on 2 week off roatation. The LNG is located in kitimaatt which is 45 mins away. If you don't want to stay in camp you can bus back and forth to terrace. Also if anybody's from forestry we have a mill to work at too.The town is a growing town and will be for a long time. Lots of work here. Lots of oprutunity. The outdoors/ scenery Terrace is a beautiful and jaw dropping place to live. There's mountains and lakes everywhere. When I first moved here I got a mountain resort vibe it was super cool. Lots to do in both summer and winter. The temperature in the summer is very nice if you like warm but not 30° warm. Many lakes and great beaches are just a drive away. Some you can get to by town on foot so no vehicle needed. Anywhere down by the skeena river is great. I'm not much of a offroader but from what I can tell alot of people do that. Lots of trails lots of mountains to climb with you side by side. The amount of hiking here is ridiculous. Easy trails to expert also rock climbing is huge here too. Also with beginner to expert levels to suit everyone's need. We have some world class biking trails too, once again from beginner to expert. If you commute on bike there's not many hills in terrace or south side. Defined by our over pass for the trains. Even if you live out in the surrounding are known as thorn hill. You only have a couple big hills and that's all. We have world class fishing available here too for part of the summer. Depending what you want to catch. If your an ocean Fisher price Rupert ( BC's North Port) is only 2 hours away and the drive there is top 10 most beautiful drives in Canada. (AMAZING) we have a holiday in the summer called river boat days and it's basically a whole week of events from drag racing hit to pass they drop a bunch of ducks down the river and if you $20 duck wins you usually get a boat as a prize. Pay 5 bucks to shoot a gun. And after all that. bands play in the park and venders set up. Feeling like a festival. Winter things to do is obviously shames. Many mountains to sled. The winters here are mild rarely going under 12 we do and don't get much snow depending on the day. We have late falls here and early springs. We actually have 4 seasons. We have apple trees and the town is litters with cherry trees. Lots of mushroom picking if you like that. So much that people make a living by doing just that. 20-40k in a season I've heard. ( I'm a northern boy and a brought my parka down here I actually had to sell it because I didn't need it. Was a 600 dollar jacket) it does rain alot here so get ready for that. Last year it was hot and no rain all summer long and this year it was nice for 8 days. You must remember that this is a temperate rain Forrest. The leaves! Omg! You see all the colors the mountain is a spectrum of oranges and reds to browns. Not much beatle kill around here too so in the summer it's just green it's beautiful. Life style and general mood One thing that is different from other places. Is the town shuts down fairly early. Most restaurants are closed by 8. Not all but most. Some that stay open late are pizza hut Mr Mike's bosten pizza an dominos. Those are the main ones. For fast food we have Mc Donald's a&w taco bell KFC subway DQ Tim Hortons. And that's it. Ever major banking institution we have. We have a pool 3 different gyms. 2 are 24 hr. We have a Walmart a whole sale saveon Safeway for groceries. Lots of liquor stores where you can build points on every order and use those points once you have enough funds. We have vape shops and like 5 weed shops now lol. Marks warehouse. A board shop and an outdoorsmen shop. 4 thrift shops. Many gas stations. Lots of drop in sport to do as well ice skating base ball basket ball tennis badminton hockey. We have a community center that's where artists come to play music like snack mad child Merk. And others. There's a farmer's market at the park every Sunday. Lots of Nick backs and fresh produce. We have like 5 food trucks there usually scattered through out town we have a nice two screen movie theater with a couple arcade games. Everyone is super friendly in terrace.. more so that I've seen from living in different places all over BC. The schools are close elementary middle and high school. They have an amazing trades school here at the college( if your looking for funding and you live here and plan on going to LNG they will find everything for your 1st and second year. Which is amazing) we also have other college classes. A bus that goes everywhere for 2 dollars. You can even get to Kitimat on the bus for only 2 bucks. The night life! What every 20 something is woundering! So we have lots of pubs and a couple bars 1 casino and one club if you will. The pubs all have great food none that I didn't like. The casino is your regular slots sometimes poker games are held. Video poker and video black jack the food there is great! The northern ( what you would call the party spot or club ) is great they usually have a live band on the weekends along with a dj. It's greasy but it fun I'm sure I don't have to say much else. It's got 2pool tables there also. The best thing about all these bars in terrace is they all have their own shuttle service FOR FREE they even pick you up at home and drive you to your destination making bar hoping extremely easy and there really is no need to drink and drive! The bad and ugly. There is a homeless problem lots of people wandering the streets. People passed out on the side walk. People pushing carts full of their belongings. Some street people are annoying. Mostly keep you themselves tho. Drugs are rapid here there is no shortage. If you don't get into that life it won't ever find you tho. You have to look for it. We don't have major business like Cosco or anything like that. Buying furniture here is through the roof. Buying a home that's okay starts at 400k the town is going to get worse as the LNG keeps going through. Not much of a fancy dinner date town. Town closes early. Very hard to get a family doctor. Annnnnddd that's a ramble. I missed a bunch of things I'm sure. If anybody is looking to move here please ask all the questions you can and want I'd be happy to answer
Finished Cold Steel 3 last night and loved it!... here are some petty complaints and baseless gripes about the Trails series through CS3 [series spoilers]
With Cold Steel III fresh in my head 12 hours after beating it, I wanted to jot down some things that stood out about the game beyond the good stuff that most people agree on--i.e. the stellar gameplay, voice acting, scope of each chapter compared to predecessor games, music tracks and the way plot threads from earlier in the series are further developed and expanded on. Here's my list:
What Stood Out
Patrick apologizing to Gaius for the racist comment he made all the way back in Cold Steel. I liked his development from an insufferable teenager to someone who's more humble and, like a lot of people, embarrassed of the way they were in high school.
Toval's new nickname: Zero Artisan Randonneur. I remember seeing screenshots on this subreddit a few weeks ago of that scene from the top of the Pantagruel in Cold Steel II where the villains are listing off the titles of their opponents: "look, it's The Radiant Blademaster, Sylphid, Purple Lightning... and the guy who's good with Arts!" It would've been funny if they kept that up here. Despite his title, I don't really ascribe a lot of hype of Toval in my head despite what the game wants me to believe. I think it's his chill personality: it's not anime-chill like McBurn lounging on a couch in the Pantagruel while aloofly answering Rean's questions in Cold Steel II, but the kind of chill that seems relatable.
The Courageous getting blown up. The Courageous flies in, everyone on the battlefield is rejoicing that the cavalry has arrived, and within minutes of arriving it's blown up--the whole thing made me laugh because of how pointless the intervention was. And then Alfin faints for the second time in 24 hours. In addition, the villain's side has enough powerhouses that I don't think Toval would really turn the tide, but that's my anti-Toval bias showing.
Rean and the rest of the original Class VII finally having a decent showing against the power players. We don't have any "Bleublanc's mask shattering" moments like in Trails SC, but I enjoyed watching strong villains recognize Class VII as threats before or after various battles in the story. I was one of the people who was annoyed by all the victories in the Infernal Castle in Cold Steel II being undercut by Class VII having to be bailed out, so this was a nice change of pace.
Four vs. four battles. I know storyline-wise, this was actually 7+ people vs. 4 in the few instances I saw this happen, (battle vs. Arianrhod and Stahlritter, battle vs. Intelligence Division, battle vs... misfits from the evil group), but damn I've been waiting since Trails the 3rd for the strong people to actually fight as a party instead of summoning some robots to help out or fighting a large group in pairs. Falcom, please make more of this, and make them all as hard as they would be if fought individually.
Lechter winning big at the casino inZerowas explained, and the explanation surprised me. I didn't think too deeply into this at the time, especially because Lechter came off as a real anime-cool character, and these types usually have good luck. To have this explained as a form of precognition was a little surprising. I still don't think Lechter is particularly well done as a character but good job Falcom.
NISA's resolution to the Tio English voice-actor problem. The problem itself is one that I'm sure those of us who played through the series in JP release order anticipated. Altina, who superficially resembles Tio personality, appearance and character-wise, had an English VA in Cold Steel II who sounded a lot like what we thought Tio would sound like when rendered in English. That led to the irl version of the in-universe "Crossbell Problem" - how were they going to voice Tio in this game? I'm pleased to say that although Tio's voice sounds a little nasally/breathey, it kinda sounded like what I'd expect her voice to sound given that an Altina soundalike was off-limits. I could not have done a better job, so great work NISA casting director.
Petty Complaints
Most of these are specific to Cold Steel III but can be applied to the rest of the series as well if I had more time to think about it.
Women spend a lot of time extolling, fawning over, or staking their claim on Rean. I first noticed this in Chapter 2, when a lot of the opening scenes, taking place in different parts of the Empire, involve different women talking about how they miss Rean, how attractive he is, etc. I thought Aurelia Le Guin would be immune to this, but then there's a scene later in the game where she interrupts a group of girls talking about Rean in the bath and advises them on how to win his heart. This is way too much wish fulfillment and crosses into ridiculous and corny territory.
Women are just not super well-done. I was playing through Chapter 3 with my roommate watching and doing his own thing and we were laughing at the baseline anime nonsense in the game: cleavage, short skirts, exaggerated sighs when resting at an inn/taking a shower, 95% of Musse's dialogue, etc. Then Sara recounts her sad backstory which we've seen or heard some variation of in other work (and probably earlier in the Trails series) and has her boobs out the whole time. Then this heavy conversation is punctuated by her kissing Rean and saying she's coming around the idea of being involved with younger men. What. Then, a few minutes later, Claire recounters her also sad-but-familiar backstory and the conversation ends with "'you remind me of my brother....' (kisses Rean on the cheek.) '... but after tonight, I won’t think of you as my brother anymore.'" Come ON. Late in the Chapter, Arianrhod takes off her helmet and among the first reactions from the crowd of onlookers is "she's beautiful," which I noticed comes up a lot when important women are introduced, including Alicia earlier in the game--there's always some comment about their attractiveness or physical appearance? Why? McBurn is objectively an attractive dude but no one comments on how hot he is unless it's in the context of the mesothelioma they contracted from him.
The "haha, wink-wink, nudge-nudge" of pairing older men with younger women/girls. Tita is like what, 16? And Agate is in his mid-to-late 20s in Cold Steel III and it's been clear since Trails SC/the Third that they're being set up romantically. And then depending on the choices you make, Lloyd and Tita's bonding event basically ends with "when you're older, then maybe..." And now they're pushing Jusis and Millium. Ew.
Lack of agency in individual games. This has been covered over and over in the context of Cold Steel discussions, especially the way you don't really get a clean victory over any big bad in Cold Steel II without it being undermined in some way, and especially the way that most Enforcer battles end with a "haha, this was planned from the start anyway." I won't retread that stuff much, except to say that when the final battles had Osborne and Alberich funneling the party into an arena with the dragon they needed dead to execute their plan, I knew Rean and co. were going to cause the end of the world. I know the game tries to get around this by saying "OK, let's restrain the dragon now" once the dragon is down and then Rean loses control of himself and kills the dragon anyway, but come on... why not swing your sword at that dick royal Cedric instead?? Cut off the dragon's arms and legs and let it contemplate its crimes. This really challenged my suspension of disbelief because I can say with some certainty that if I was overcome by an overwhelming demon power I'd target the dick royal over a dragon.
Lack of agency in the world. In the context of the continent of Zemuria it really sucks when even the big things that you achieve, like the Liber Ark resolution, or the rescue of KeA from the Azure Tree, etc. get undercut at the end by stingers revealing that this was part of a larger chess game between world movers like the Grandmaster, Ein Selnate, Giliath Osborne, etc. and played out mostly as they intended. Come on, y'all do such a great job of worldbuilding somewhat familiar political structures and relationships between nations--why fall into the trap of ascribing the history of this world to the actions of a handful of "great" individuals? This somewhat relates to my next point:
A lot of the horrible things that happened in the series stem from an evil curse, and not the follies of humankind. This undermined a lot of the backstory of the series and made me annoyed. False flag attacks like Hamel and a lot of the “evil” stuff ascribed to the curse of Erebonia happen in real life and have have rational causes. Like yeah two brothers fighting over a company, and one arranging to have the other offed in a car accident is not out of the realm of possible for humans in our world. That Osborne is following a plot laid out by the Black Records is equally ridiculous. The impression I had for most of the first two games is that he was a master of realpolitik and was pursuing the ends of realpolitik: amassing power for himself, and power for Erebonia, and projecting power as a deterrent for Calvard. But it all goes back to a plan that’s been written for centuries. Even Ash's assassination attempt couldn't just fall under bog-standard regicide that happened because he was pissed at the King for being aware of and participating in the cover up of the Hamel incident... there had to be some weird eye thing and evil fog coming over him. It cheapens some of the real politics/actions taken in the context of those politics when it all goes back to magical prophecies.
"However, were it possible to reforge [the Great One's] scattered pieces into an even stronger being, I could use it to drown the world in conflict, the endless struggles leading humanity to even greater heights." For a series that lays out its themes explicitly in each game and then reiterates those themes over and over the theme that conflict makes humanity better had little to no explicit buildup that I can recall. I mean, I suppose the theme can be gleaned through the subtext of all the battles that are had just to get a better understanding of the opponent's motivations, like with Rean vs. Azure Siegfried, or self-improvement, like with Rean's training bouts vs. Aurelia.. but Trails isn't a series that has people infer, it puts its themes front and center... so I don't know.
(cont'd from previous) did Osborne's allies know this was his goal? Like, Claire would go along with this crazy-ass goal because of the debt she feels she owes, but why would Millium go along with miring the world in endless conflict? Was it just me or did Lechter look surprised after Osborne revealed this at the end? Clearly Ouroboros sans Stahlritter grunts and most of the other Divine Knight pilots knew this was the goal, but I'm scratching my head at the more "gray" of the bad guys going along with this.
Parts of the structures of these games borrow a lot from earlier games. As soon as I got on the Pantagruel in Cold Steel II I thought of the abduction to the Glorious in Trails SC, and there wasn't a lot done differently here--including the confrontation between the heavy hitters of both groups on the deck--that made me think this was a decent setpiece. Cold Steel III borrows from Trails SC with each region involving Enforcer(s) from Ouroboros enacting some evil scheme involving the region. And who can forget scaling a tower and fighting a lieutenant or lieutenants of the big bad at various checkpoints? It showed up in SC, Azure, Cold Steel II and now Cold Steel III. This game continued a new tradition established in Cold Steel II: the fake final dungeon. It's a dungeon that feels a lot like the final dungeon and has an epic battle against a final boss-like opponent, but oops that wasn't actually the final dungeon. I guess I don't mind it too much but it's funny to see how much is reused between games. Last thing I'll say about this is that Dudley from Zero/Azure is totally Michael from Cold Steel III.
War criminals get way too many passes. From Colonel Richard being allowed to open his own intelligence agency after his first one led to a coup, to Arios playing house with Lloyd, Kea and Shizuku after what he did to Crossbell, to Jusis's dad somehow not being executed for everything he did, to Vita staying in the well-wishes of all of Class VII after spending weeks taunting them, generally being a dick, and embroiling Heimdallr in magical shenanigans that almost destroyed the city, Crow being beloved by all of Class VII... this series loves rehabilitating its war criminals. Now Mariabell is still at large but I love how the Azure had to give her a glimmer of potential future redemption by her revealing that she deliberately wounded Grimwood in such a way that he could be saved, and "don't be too pissed at my dad, he's not too bad of a guy" before teleporting out.
Doctors, especially the mild-mannered kind, are shady individuals. So the "amoral scientist" embodied by G. Schmidt and F. Novartis is a well-worn cliché in fiction, but the series features so many mild-mannered researchers/doctors who end up being evil. There's Professor Alba from Trails FC, Dr. Guenter from Zero, and now Professor Lughman from Cold Steel III--shout out to G from Cold Steel, who was the most "gray" of all of the unintimidating professors who end up becoming villains so far. In the case of Guenter, Estelle and Joshua make a point of reiterating how much of a budget version of Weissman he is, which--while true--is a weird way to undercut the magnitude of the SSS's achievement in stopping him. Like, yay... I beat a lamer version of an earlier villain and even the game is rubbing that in. How many times will Falcom draw from the evil professor well?
The existence of monarchs and royalty isn't really questioned. The closest we get to this is the concept of the nobility being interrogated in the Cold Steel games, but the interrogation never goes a step further to question why the institution of the royal family who established and presided over all of these nobles shouldn't be abolished entirely, especially given how passive Eugent is to Osborne. Even back in Trails FC, Duke Dunan provided the greatest argument for abolishing the monarchy but no, he gets rehabilitated by the time of Trails SC and people continue to love their monarchs without question. At least Ash attempts regicide, but it's only because Eugent isn't even sure Osborne is still mortal, lol.
Baseless Gripes
These are basically things I hope don't happen in the next game or later in the series:
What if... Osborne... good? I am going to be super annoyed if Cold Steel IV reveals that this guy had good intentions all along and gives him a redemption moment. I'm already pre-emptively annoyed because given the games' track record, I can see this happening. What would make such a turn funny is that the dude has a clearly villainous voice--a bombastic voice that doesn't really change whether he's giving a speech, having a private one on one conversation, or talking into the speaker at the Morges' drive-thru, and always sounds like it's concealing some hidden agenda. He's clearly a villain. And yet the voice director for the English version had him put on this same bombastic voice in those flashbacks when he was praying to Aidios to let his son live. I did not take this seriously and now I'm imagining him putting on this same voice while trying to convey regret and kindness in a potential future "I was a good guy all along" reveal.
Ok ok..... WHAT IF.... OUROBOROS GOOD??? I am going to be even more annoyed if future games in this series reveal that Ouroboros was operating for the greater good the whole time. Like he's a B.S. example I made up: Ouroboros saw that dragon veins were being drained far to the east due to Zemurian nations over-mining and over-processing sepith--the life energy of the planet--for orbments, and they wanted to stop the ecological catastrophe that currently threatens to consume the world if this goes unchecked (see: mass immigration to Calvard to escape barren land.) Ouroboros' goal is to gather the original Sept-Terrions to recalibrate the dragon veins--that means they were the good guys all along. What this doesn't explain is why the individual Enforcers and Anguis acted like aggressive, belligerent, evil dicks to the people who clearly had their hearts in the right place by protecting the cities, villages etc. being caught in the crosshairs of their plan. I know the game explains some dickish behavior by saying Enforcers are chosen because of darkness in their hearts, but I'm also thinking of Vita taunting and being a dick to Class VII from the time of Osborne's assassination through their adventures in the a spirit shrines, only for them to really be worried about where she is a week later after the final battle. At least most of the Anguis agreed that Weissman was a bigger dick than any of them. But yeah I hate that trope of "even though we acted evil and antagonistically, and we did nothing to endear ourselves while we taunted you and wasted your time with our games and tests, we were the good guys all along, what a twist!!" and I will be annoyed if the series does this with Ouroboros.
This concept is based off a new trade arising off the coast of Los Santos causing a sudden spike in the renovation and construction of new properties, and the market has been booming with the import of new vehicles and purchasable boat trailers, This concept will include: -New business -New properties -New boats -New vehicles -Boat Trailers -New collectables Introduction As the politicians, of Los Santos, search for a new way to bring themselves money they stumble across liquid gold off the cost. Suddenly oil rigs started popping up all around the island, being careful to avoid the sunny beaches so as not to create an eye saw for the millions of tourists attracted by them. Business As oil rigs started popping up, the crews on board quickly grew tired of the low pay provided by the government of Los Santos, this quickly opened up an opportunity for our characters to invest in a personal rig providing both passive and unethical money making opportunities Getting started Your awareness of the business started after receiving a phone call from the rig's main commander explaining that there is some prime income to be made out of the rigs however it will cost our characters a start-up fee of sorts Purchasing and upgrades The oil rigs are available for purchase from Maze Bank foreclosure, the rigs vary in price depending on location the cheapest being out near grapeseed and the most expensive being near the Los Santos dock Upgrades The oil rig comes stock with a boat yard and command center Avaliable for purchase are: -Personally quarters A customizable personal quarters that adds in a wardrobe, personal computer, bedroom and more -Armory A buyable armory that adds a weapon locker and a mk2 bench -Human torpedoes A buyable area that always you to deploy out of the oil rig in a scuba suit and a human torpedo, the torpedoes can be lightly controlled and are mostly designed as a quick way to travel to shore. As well as business related upgrades covered below. Making money and how it works – Passive Income You make two sources of income from the new oil rigs similar to how the nightclubs earn income Passive - you earn a passive income from the oil rigs over time, from oil being drilled. The progress of the oil drilled can be shown by entering the oil rig computer (located in the command center) or by visiting the storage area where you can see barrels of oil being stored The price you can sell oil for, and how quickly it fills up, can be increased by purchasing staff upgrades, and oil rig upgrades (such as upgrading the actual drill and interior of the rig) you can also buy an additional security upgrade to help prevent and protect against raids from pirates Making money and how it works – Illegal Goods You can also make money illegally through the rig, using the storage center to store stolen parts, illegally mined fossils, as well as other substances obtained by stealing that our characters sell to the black market Selling Both sides of the business have very similarly sell missions but differ depending on whether you’re selling legal or illegal goods. Both sides have you delivering the goods to the buyer to receive your payment. Some buyers may be more picky then others on the means and execution or the delivery of product Other properties Boat houses Scattered around the map are new boat houses available for purchase on the dynasty website, which allow you to store and customize your new found collection of boats. All the new boats can be upgraded with engine and performance parts, as well as interior and exterior customisation. You can also take existing boats to the boat house to store them as personal vehicles and paint them to you preferred colour. With the purchase of a boathouse, you also get a boat trailer that selected trucks can pull around the map with your custom boat. These trailers will have a new mechanic allowing you to load your boat onto the trailer from the water. Beach side properties Also available for purchase are the new beach side properties that range from “beachside mansions” to smaller “get away apartments”, most beach side properties include an indoor hot tub, a patio or balcony, and a 10 car garage that can store your new rides (listed below) or a trailer with a small boat Vehicles Cars: 1) F-35B Lightning II (VTOL) 2) GTA SA leviathan (able to land on water like sea sparrow) 3) Grand Tour “Pond Bug” 4) Watercar Panther (Mesa Aqua) 5) Gibbs Biski (Bati Aqua) 6) MK1 Reliant Robin (Rune Rollover) 7) Sandking Dually (Available for purchase from SA can also pull trailers) 8) 2012 Chevy Silverado dually (Available for purchase from SA can also pull trailers) 9) 1980 Chevy C10 Stepside 10) New boat trailers, for boats and jet skis with a loading mechanic, so you can put boats back onto a trailer from the water (something that was not previously possible) Boats: 1) BlueBird K7 Jet boat (Features rocket voltic style boost) 2) Lampadati Rufus 3) Planet Solar hydrofoil 4) The Maltese Falcon (power boat) 5) DCB - M31 Widebody (power boat) 6) Proto Leopard (Crew 2 Jet sprint swamp racer) 7) Various miscellaneous leisure boats (mod – “Harbour and boats”) 8) Vortex hovercraft (From GTA SA) Weapons -Flamethrower a weapon that is effective for crowd control as well as burning opponents vehicles to the ground -Underwater pistol a pistol that can be used underwater to help in tricky situations while swimming or in a human torpedo Collectables New collectables have been scattered along the ocean floor after an unfortunate ship wreak off the cost, a ship with 30 valuable fossils has sunk leaving the fossils unfound. Players can search the ocean floor for these fossils for a reward as well as decoration in both your casino penthouse and oil rig Clothing In sight of these rigs showing up, a new shipment of clothing has arrived at clothing stores across Los Santos introducing a new array of beach wear and work wear for rig workers as well as some new suits for beach side owners looking to match their new properties This concludes the “Aquatics and Antics” DLC concept, this concept was a collaboration between MoldyWorm Gaming and luciferreap
History of Clifton Hill Part 5 (Final): What Could Have Been, and What Can Still Be
Thank you to everyone who has followed this series or voted for it's creation. I'm glad you've enjoyed it and I'm always happy to spread the important history of the amusement industry, especially pertaining to the place that inspired me to go into the industry. For parts 1-4 scroll back in this sub or click my profile. In 1989, Welland Securities, who owned the entire south-west side of the Hill, would develop the final portion of unused land on Clifton Hill. They would become HOCO (Harry Oakes Company) and gain ownership of almost all the attractions on land they leased out. This included Movieland, The Space Spiral Tower and the Cliffside Motel. The only attractions that would continue being leased were Ripley's and Circus World, meaning HOCO not only owned all the land on the South-West side of the hill, they now ran everything between Circus World and Ripley's, as well as the Fudge Factory (in its original spot) and an ice cream stand immediately down the hill from Circus World. They planned to keep everything that was on the hill but build on it. Movieland was remodeled and the outside was given a more noticeable Egyptian theme to match the lobby. This meant large lion statues and Costello's talking pharaoh. The lobby was remodeled as well. Rather than a cameraman and a director filming Elizabeth Taylor in Cleopatra, they would now be filming Costello's Indiana Jones figure, who lowered up and down on a rope above a fogging pit with a cobra rising out of it. Many of the early talkie-era stars in the hall immediately after the entrance (along with Elizabeth Taylor) were moved to 2 large display cases in the middle of the attraction with multiple figures, instead of each one having their own scene. In their original spot just inside the entrance an intentionally scary scene was created to match the popular Indiana Jones series. Many of the figures Costello had added since he became the museum's artist were slightly frightening, like a lunging alligator or a startling Joker scene with a machine gun sound effect. The museum had been expanded at the end, and a large horror section had been added, with many figures like the mummy being from the same mold as the House of Frankenstein/Castle Dracula mummys. Unlike when it would move to it's current location in 2005, the old location's chicken exit was placed before the horror section rather than the haunted house portion. In fact, there was no haunted house section, many of the figures that would end up in the haunted house section of the new location were simply scattered throughout the museum. Many of the figures in the horror section of the original museum were actually less scary and less animated than the Jurassic park scene or the alligator encountered earlier in the museum. To prevent unsuspecting parents who had no clue what kind of attraction this was dragging their children in and expecting static figures of washed-up movie stars, getting the living daylights scared out of them, then end ending up filing complaints with HOCO's customer service department, an intentionally scary scene was put at the beginning. This let people know what they were walking in to, an experience rather than a museum. Costello designed figures behind plexiglass such as a man upside down in a cocoon thrashing around, a skull that popped up from the floorboards in a scene full of snakes, a man on a bed of spikes that fell towards you, and a scene with spiders on fishing line "jumping" all over a rotting corpse. The Cliffside Motel was amalgamated into a wing of the Quality Inn, and the driveway into it off the hill was removed as it was no longer necessary because it could be accessed from the Quality Inn parking lot. In the driveway's place was now a large empty space between Circus World and Movieland, with the Space Spiral Tower (with a relatively small footprint) stuck in the middle. HOCO called upon attraction design and layout firm White Hutchison Leisure Learning Group (WHLLG) to design an attraction around the Space Spiral that would use the final undeveloped land on Clifton Hill. And so WHLLG designed Dazzleland Family Fun Centre. Dazzleland was a courtyard of buildings arranged in roughly the same layout as the Great Canadian Midway (for reasons we'll get to later) that sits on the land now. The buildings around the outside of the courtyard were long and narrow, picture a courtyard of carnival game trailers but permanent, appealing buildings. These buildings included a Skee-ball building, a sports game building (basketball games, football toss etc.), a racing game building, a pinball building, a funnel cake shop, and the prize counter. In the back corner, roughly where the XD Theatre now is in the midway, was a larger building: an arcade housing video games and more pinball machines. In the middle of the courtyard was a small carousel, and a small building housing games that dispensed their own prizes (claw machines, prize egg games, etc.) and coin-op kiddie rides. The Space Spiral was incorporated into Dazzleland, still being accessible directly off the hill. As mentioned in part 3, the tower was exactly where the Fudge Factory now is, as the circular store was once the loading area for the tower. At this time the snack bars beside the tower right on the hill were constructed: a pretzel/hotdog stand and an ice cream stand, both of which are still there. The Wendy's was built on top of Circus World, replacing the mini golf that had formerly been on the attraction's roof. Across the entrance to Dazzleland's courtyard from Wendy's was a Domino's Pizza, roughly where the photo booth just to your right is when entering the Great Canadian Midway now. Between the Space Spiral and the Dominos was a fortune teller machine built right into the wall: "Ask the Brain". The brain still lives on inside Movieland, except now he wants a loonie instead of a quarter. Just up the hill from the Space Spiral, on top of the hot dog and ice cream stand, a small sports bar was built. Very little is known about this sports bar, but obvious remnants of it still exists. The area of Boston Pizza closest to the hill (the back corner near the kitchen, the bar area, and the raised dining area) was the originally the sports bar. It featured a small coin-op bowling lane, arcade games, and food. The stairs in the Midway up to Boston Pizza beside Ghostblasters is the original stairs up from Dazzleland to the sports bar. Additionally, the Boston Pizza entrance closer to the hill (not the one with the big bowling pin, other one) was the main entrance to the sports bar. Little is known about the bar, including it's name. It may not have had one, simply being part of the Dazzleland complex. Many of the areas in Dazzleland didn't have a name, simply having signs heralding "Arcade", "Sports Games", "Skeeball" rather than naming the areas like the "Game Factory", "Sports Zone" or "Strike! Rock 'n Bowl" like in the Midway. For this reason, the bar may have been nameless, simply being part of the Dazzleland complex, but it's unlikely a dining establishment geared at adult nightlife wouldn't have a name. Because the mini golf on Circus World's roof had been operated by the Cliffside Motel operators, HOCO acquired all the assets from it when they stopped leasing the land out. When the aforementioned Wendy's was built, the mini golf was moved just up the hill from the sports bar. It's entrance was right on the hill, but the course wrapped around the sports bar and ran back behind Dazzleland, between the back of Dazzleland and the parking lot of the Quality Inn. It would now be dinosaur themed and heavily landscaped. WHLLG designed the course and HOCO contracted Costello to build all the fiberglass dinosaurs. It's unknown what it's original name was, but in the early 90s, with the smash hit of Jurassic Park, it was renamed Dinosaur Park and given a similar logo. Up until the 2018 remodel, Boston Pizza had a patio. This patio was the exact location of the entrance to the mini golf, and the reason the restaurant's building curved in such a bizarre way surrounding the patio was originally to accommodate the course. Underneath the sports bar and mini golf and was an underground building accessible from a back corner of Dazzleland's courtyard. This area housed all of Dazzleland's miscellaneous ticket redemption games and 2 shooting galleries. The low-ceiling area of the Midway called the "Game Factory" is this original building. The Bonanaza Company shooting gallery is still there albeit heavily remodeled, but Blasteroids, an early project by arcade game company Lazer-Tron, was removed in 2016. Interestingly, the chase lights along the back wall of the Game Factory are Dazzleland holdovers. Between the shooting gallery and where what's left of the racing games now are is a bank of maintenance doors. If you get lucky and see them open, you'll see a stairs that was originally an entrance to Dazzleland from further up the street, beside Dinosaur Park. This now lets out somewhere in Boston Pizza's arcade (although I haven't been able to figure out where) and is used by staff to get from "a" to "b" faster. Dazzleland has been the hardest to dig up information on in my research on Clifton Hill. Although I now know what was in each of the buildings around the outside of this "courtyard", I haven't been able to find which one was where. The only things I've confirmed is where the video game building was, what was in the building in the middle, and confirmed that the Game Factory was originally part of Dazzleland. The rest is beyond me and my memories of it have long faded. If anyone worked here or visited it frequently and has any answers, they would be greatly appreciated. Additionally there was a small pool near the front with a Costello dragon figure in it that spit water out it's mouth. I've heard conflicting reports that this was just a fountain, and others saying it was a small bumper boat or RC boat attraction, but my guess is it was just a fountain as it seems like a pretty small pool. The same year, fiberglass dragon waterslides were added to the Quality Inn pool. Although bearing striking resemblance to Costello's dinosaurs and Dazzleland dragon, at least one more of each of the dragon slides exist, all the way down in Texas. It was originally thought this Texas waterpark bought them off HOCO when Quality Inn closed, but one of the Quality Inn dragons appeared on an episode of shipping wars going to Kansas and the other was recently found abandoned on a private residential property in Niagara, proving they are in fact not the ones at the Texas waterpark. This is evidence they may have been mass produced. By the time Dazzleland opened in 1989, it was the 8th arcade on the hill (after Circus World, Q-Balls Billiards Pub in Quality Inn, the arcade in Ripley's, the arcade in the Foxhead, the arcade in Castle Dracula, Funland in the basement of the House of Frankenstein, and an arcade that had recently opened in the Pilgrim Motel in their gift shop.) These were just the large-scale, dedicated arcades right on the hill. Many others could be found nearby in Maple Leaf Village, the Skylon, the Seagram, Pyramid Place and the Imperial Hotel as well as many mini golf courses and family fun centres along Lundy's Ln. and the QEW. Also, virtually every gift shop on Clifton Hill and Victoria Ave. had a game or 2. The mix of arcades, haunted houses, fast food, nightlife and stores selling t-shirts and posters had started a well-known rock culture in Niagara Falls among Southern Ontario youth. The epicenter of this was "Rock World", a rock-themed gift shop that had opened in 1983 on Centre St. (the street Clifton Hill becomes just above Victoria Ave.) They would later add a second story and build Rock Legends Wax Museum above it, with all the figures sculpted by the store's owner Pasquale Rammuno. In 1996, Maple Leaf Village was replaced by Casino Niagara, and many of the attractions found new homes on Victoria Ave., including Screamers and Nightmares. The Elvis Museum, Antique Auto Museum, 50s diner nightclub, and arcade all moved to Pyramid Place adjacent to the IMAX pyramid. Screamers prospered on Victoria Ave., and 2 "sequel attractions" were built in the early 2000s: Creatures of the Night on Victoria Ave. and Horror Manothe Zombie Zoo Nightclub on Centre St. Another attraction, Alien Encounter, would open at the corner of Victoria Ave. and Clifton Hill beside the Criminals Hall of Fame. This slightly thematically darker "north of the hill" area with the Screamers chain, the Criminals Hall of Fame, Rock Legends, Nightmares and Alien Encounter became a "main strip" all in it's own. As mentioned before, since the cabin courts were all town down in the early 50s, nothing had been torn down on Clifton Hill. The only exception was the Houdini Hall of Fame that burnt to ash in 1996. Some of Houdini's Last Words were claiming that anything revealing his secrets would perish in flame, and even though the fire completely leveled the museum, the plywood and fiberglass paneled House of Frankenstein only separated from it by a 2-foot wide alley was completely untouched, leading a lot of Houdini's fans to believe he was conducting some kind of post-mortem practical joke. The metal objects like handcuffs and the water tank could be saved, and were bought by David Copperfield. Ripley's Moving Theatre was built in it's place. Over the 30 years from Tussaud's opening in 1959 to Dazzleland in 1989, Clifton Hill had expanded and filled up the land. However that didn't mean it was time to tear things down. Things were simply moved around or remodeled to keep them fresh, not out of an unwillingness to change, but because these things had become ingrained in the landscape. Examples of this were Tussaud's moving to its current home in the old building of a restaurant that had since moved on Victoria Ave., rather than the attraction shutting down, or the Adventure Dome Theatre oepneing in part of the Honeymoon City's gift shop. In Tussaud's old place was built the MGM walkthrough/store, Pink Panther ride and 4D Ride in 2002. The beer garden beside it was replaced with the WWE building and the Piledriver ride, but the beer area was moved to between the 2 attractions. In 2004 the Foxhead's arcade was expanded and re-themed into the Marvel Superheros Adventure City. Another great example of re-freshing an existing attraction was Dazzleland. A simple realization was made, more games = more money and higher guest enjoyment. The outdoor courtyard style with it's room for walkways between the buildings was re-designed, and HOCO again called upon WHLLG. WHLLG designed not only a remodel of Dazzleland, but an incredible 5-step plan that would have made Clifton Hill financially on par with a major theme park. Steps 1-3 came to fruition. Step 1 was remodeling Dazzleland into the Great Canadian Midway in 2002. The level, concrete foundation Dazzleland was built on was kept as the foundation of the Midway, hence why it has the same layout. The former video game building at the back became the FX Ride Theatre (now XD Theatre/Wild West Coaster) in the Midway. The funnel cake shop was kept where it was in Dazzleland except now it was in the Midway, between the FX Ride and the Prize Counter. The area housing Dazzleland's ticket redemption games became the Game Factory. The middle building housing the claw games and kiddie rides was demolished, as it was no longer needed because the Midway was fully indoors and there was now a massive space to put games. The sports bar was expanded and became Boston Pizza, so Dinosaur Park was moved to in front of the Comfort Inn. Under the expanded Boston Pizza, Sally Corp. was hired to build the interactive Ghostblasters dark ride. All of Dazzleland's old games made the transition into the Midway, however very few are still around. With the Midway making serious buck, HOCO went ahead with phase 2 of WHLLG's plan. Movieland was moved to Circus World's former location in 2005, and Circus World's owners moved the attraction to what was then the popular Victoria Ave. area. In Movieland's old home, Cosmic Golf, a blacklight golf was temporarily set up. 2 years later in 2007, the golf moved to it's permanent home in the basement becoming Galaxy Golf and the gift shop that had been formerly in the basement was moved upstairs. Movieland retained all the figures and sets they had at the time of the move, moving them all into the new space. All the scary elements were put in the new "House of Horrors", a small optional haunted house at the end of the attraction. Phase 3 involved beginning to demolish the only thing that WHLLG's 5 phase plan would have torn down: Quality Inn. In it's place an amusement park would have been built, anchored by Canada's largest ferris wheel. The wheel would be phase 3 and the amusement park phase 4. Though both WHLLG and HOCO recognized the historical value of the hotel, it had reasons to go. The hotel may have been full of your usual hazardous mid-century building materials (however Comfort Inn built by the same firm the same year was found to have no hazardous materials when it was torn down in 2015, so who knows) but the main issue was elevators and the amount of space it took up. Comfort Inn only had 2 wings, one on each side of the lobby, and only 2 elevators would have needed to be installed. This wasn't legally necessary, as no law states that buildings of age absolutely have to be 100% accessible, it was more something HOCO wanted to do. Quality Inn had multiple wings that weren't accessible from one another, so an elevator would need to be installed in each wing. In addition to the elevator issue, Comfort Inn was chosen as the hotel to keep because the building was integrated with Kelsey's, Rumors Nightclub, Ripley's, and Dinosaur Park, all of which wouldn't have been touched in WHLLG's 5 phase plan. Finally, Comfort Inn's land wasn't big enough for an amusement park whereas Quality Inn's was. 2 things would justify the demolition of Quality Inn. One, it's sister hotel, Comfort Inn, would have been kept. The other reason justifying the demolition would be phase 5: a skyscraper hotel and indoooutdoor waterpark in the field between Clifton Hill and the Skylon Tower. The dragon figures from Quality Inn's pool were kept in HOCO's storage for a time for this waterpark. The final vision can be seen here. Phase 3 would go ahead in 2006, with the lobby, Golden Griddle and Q-Balls Billiard pub of Quality Inn being torn down and the Skywheel built in it's place. For the last year Quality Inn was open, you would need to register at Comfort Inn's lobby. The same year, the Space Spiral was torn down, as 2 observation attractions wouldn't be needed on the hill. However, a new spiral tower would have been constructed during phase 4 in the theme park. The reason the tower would be demolished rather than moved was because a tower manufactured by the same company in Wildwood, NJ, had begun to sway a few years earlier, resulting in it needing to be removed entirely for safety reasons. Phase 4 was set to go ahead in 2010, so in 2009 the remainder of Quality Inn was demolished. It seemed as though everything would fall into place, and with the exception of Quality Inn making it's sacrifice, everything on Clifton Hill that had been there for 20-60 years would be there forever, just greatly expanded on. Unfortunately, this came at a turning point for Clifton Hill, when the recession was in full swing and tourism had declined since 9/11. Changing technology and interests, but no real nostalgia trend yet, created a perfect storm, and the idea was scrapped. Especially now that there would be no amusement park, a lot of area attractions closed. HOCO now needed to find a new design company to completely re-design the project. The problem was, Quality Inn was already torn down to make way for the amusement park. HOCO reluctantly found a new design company who had no projects under their belt yet, IDS. HOCO was hopeful the Canadian company could help give them a similar vision to their previous 5 stage plan, that would help them re-use many of the already implemented stages and despite scrapping the amusement park, would simply scale down and redesign the hotel. This was done in hopes that the city would be much more likely to approve just another high rise hotel than an amusement park as well. IDS' new plan was much different than what HOCO was looking for. It featured tearing down Ripley's, Comfort Inn, Kelsey's, and Rumours Nightclub and building a Titanic Museum shaped like the boat. It also featured building a large mall within the hotel rather than a waterpark and relocating and expanding Dinosaur Park into Dinosaur Adventure Golf on Quality Inn's old land. While HOCO thankfully chose not to go ahead with the mall and Titanic Museum, they would build Dinosaur Adventure Golf and work with IDS to make a more feasible plan that better suited Clifton Hill. The new plan featured Dinosaur Adventure Golf and Strike! Rock 'n Bowl as phase 1. It also included removing a lot of the thematic brand identity elements WHLLG had implemented to coincide with their final amusement park vision and replacing Galaxy Golf with Wizard's Golf as phase 2. Phase 3 would feature tearing down Comfort Inn (that never got it's elevators due to it no longer being planned to be kept), building Niagara Speedway in it's place, and removing Rumors Nightclub to accommodate the new Kelsey's bathrooms and Zombie Attack. Phase 4 would feature remodelling Wendy's, Boston Pizza and Kelsey's. Phase 5 would feature a mall (no hotel) in the field between Dinosaur Adventure Golf and the Skylon, but this final phase will likely never come to fruition. Multiple attractions have closed since the late 2000's, such as the entire Screamers chain, Circus World, The Criminals Hall of Fame, Funland Arcade and Alien Encounter. The Hilltop Motel became the current home of the Upside Down House, and the Pilgrim Motel became Captain Jack's. Ironically, the only part of the building that's not part of the entertainment centre is a Mini Mart at the back that was the original arcade in the Pilgrim. Virtually everything in the Falls. Ave. complex other than Rainforest Cafe and the 4D theatre is gone. Marvel Superheroes Adventure City lost its license after Disney bought Marvel, and it simply became Adventure City. The Hulk Mini Golf became jungle themed, Spider-Man references were (poorly) removed from the dark ride, and X-men referenced were (also poorly) removed from the bumper cars. References to Marvel can still be found in the arcade, such as Spider-Man's face on a tree that was only covered up a few years ago. The WWE Store, after being abandoned since 2012, was turned into the Niagara Brewery Beer Store in 2016, fitting considering the land's history as a beer garden. Planet Hollywood on Falls Ave. closed around 2014, and is still abandoned. The MGM walkthrough was abandoned for over 10 years before becoming a barbecue restaurant in 2019. The changes in the Falls Ave. complex are an example of good change, replacing abandoned attractions with ones that if anything are closer to what used to be there, such as Adventure City becoming an unthemed arcade again or the Beer Store being where the Beer Garden once was. Another example of this good change would be the long abandoned (and burnt) Adventure Dome that had briefly held a Lego attraction being turned into the Amazing Big Top Mirror and Lazer Maze in 2017. However a perfect example of negative change is the Rock Legends Wax Museum being forced out of business because a YouTube video of the museum was flagged for copyrighted music by YouTube's algorithms. This lead Sony Music to investigate the museum and shut it down last year if it wouldn't pay ridiculous licensing fees, which it couldn't afford. Another example is IDS' redevelopment plan. HOCO is now locked in a contract with them, even though they obviously have very different ideas on the direction of Clifton Hill. Phase 1 was implemented in 2011, with Boston Pizza expanding their arcade to include Strike! Rock 'n Bowl and Dinosaur Park moving to where Quality Inn was and being renamed Dinosaur Adventure Golf. All of Costello's original dinosaurs (with the exception of the original Pterodactyl) would "migrate" to the new location where they would be joined by dozens of new mass-produced dinosaurs. Interestingly, foundations were built back in 2011 for the original 2 Brontosaurs to appear as if they were coming out of the ponds, but they wouldn't show up until 2019 when they were brought back out of storage to be installed, only to lay on the ground for a few months before going back into storage. Although it didn't use new hand-made figures, this attraction was a change that fits the spirit of Clifton Hill and was a good replacement for the empty plot of land that had once housed Quality Inn, even if an amusement park would have been better. The same cannot be said about the rest of IDS' plan. Many thematic elements installed throughout the hill by WHLLG (especially in Movieland and the Midway) were removed in phase 2 in 2013 simply to fit with IDS's image better, costing HOCO a lot of money. Phase 3 went ahead in 2015, and the 60 year old Comfort Inn was demolished, along with the old HOCO offices in it that if you remember from part 1, was the original nearly 200 year old stable building for the Zimmerman estate. Niagara Speedway was built in it's place, and if you look at the prices to drive it, then watch how many people do, you realize just how much they're making off it. Rumors Nightclub, originally the Queen's Door Nightclub in 1956, was gutted and turned into Zombie Attack and the new Kelsey's bathrooms, as the old ones had been in the Comfort Inn building. Phase 4 in 2018 extensively remodeled Wendy's as well as Boston Pizza, removing the patio. Ghostblasters is now the final untouched WHLLG era attraction on the land. This is made even more troubling by the fact the signs for it were just removed and replaced with temporary ones, as I said in the post that started the entire discussion on whether or not I should do this series. If the attraction does go, we can only hope that a new interactive dark ride utilizing artistry, dimensional scenes and props much like Ghostblasters does is built, however that likely won't be the case. Triotech is the lead designer of ride through shooting games, that feature a dark ride car that travels through a hallway with screens on each side of it rather than real props. Triotech has dealt with HOCO before, building both the Wild West Coaster and Zombie Attack, so all signs point to one of these attractions replacing Ghostblasters if it closes. There is still hope that Clifton Hill can retain it's spirit, but it stands at a crossroads. The House of Frankenstein for example, while retaining many original scenes, has had many removed and replaced with nothing, and many areas of the museum taken out entirely. Castle Dracula on the other hand hasn't updated a thing, but hasn't cared for the original scenes either, leaving them to fall into disrepair and only having 7 or 8 of the original 70 still lit, and none of them still functional. There are 2 directions Clifton Hill can go. With many attractions like the ones on HOCO's side being demolished to make way for whatever is trendy and lucrative, and many hanging on by a thread like Castle Dracula or Ghostblasters, the Hill is in real danger of becoming an endlessly overturning and developing area. However, with money recently being poured back into attractions like the Haunted House, Ripley's, and Guinness and attractions being redeveloped like the Falls Ave. complex or the Big Top Mirror maze, there is hope. If people, including the companies that own them, can recognise the historical value of attractions like Castle Dracula, The House of Frankenstien, Movieland, Tussaud's, etc., this can be promoted and the recent nostalgia boom can create large profits if this is played up. Additionally, future developments can still be more in the vein of what WHLLG envisioned for Clifton Hill, or what the Burlands recently did with the well done Big Top Mirror Maze. This is both profitable and economically sensible, as repeat customers that make memories and come to the area for generations with occasional new updates/re-themings (like what Clifton Hill did from the 50s-2010s), is far more profitable than a constantly turning over wave of new developments that cost millions to build that changes with each generation. Thank you to everyone who has followed this series. Sorry for the length of this, but I promised this would be the last installment, so it has to be longer. If you have any information pertaining to Dazzleland or anything you know that I didn't cover in this series, let me know. Additionally, if you would like me to dig up photos on anything that I mentioned in the series, let me know, as unless it's the Dazzleland dragon, I probably have a photo of it. I will likely post many of them here anyway in time. Thanks again.
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