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#and sees them as handy buttons to press and levers to pull
clonerightsagenda · 1 year
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cuntboy-official
bad kepler takes? im listening
Love that you knew exactly who I was talking about.
Because I am stuck waiting for the dishwasher to finish I will post my Complaint untagged but I want people to know this was solicited. I'm not trying to provoke people with different interpretations.
Basically to each their own, and I know my read of the character trends toward the unsympathetic, but I am bewildered by assertions I see regularly that Kepler was broken up over or even fazed by Maxwell dying. When Jacobi gives his heartfelt eulogy, Kepler is making snide comments about only attending the funeral for the food. He complains about his hand ("Big deal. I just lost command of this station. I just lost a hand.") but noticeably does not complain about losing an entire human being. In Dirty Work once he realizes Jacobi is pissed about Maxwell's death, his response is incredulous: "After everything you've seen, you're still not over -." The idea that someone might still be grieving about their friend and teammate being shot in the head is so wild to him that he is blindsided by it.
And it's important that this is the case, because that's why Jacobi turns on him. If Kepler had shown any kind of remorse or sympathy, I honestly don't think Jacobi would've defected. Even at the very end, after Kepler has let him get puppeted around for two weeks and is allegedly cool with wiping out and replacing the human race, Jacobi is still willing to let him come crawling back if he would just say sorry. Belonging to a group and being part of something is important to Jacobi, and Kepler not turning a hair over Maxwell dying indicates that they were never valued as much as he thought they were. ("You treated me like one of them".)
I do think Kepler gives an atrophied fuck about what happens to Jacobi, albeit not enough that it does either of them any good in the end. But I do not think he gave much of a damn about Maxwell beyond her value as an asset, and tbh I suspect the feeling was mutual. Jacobi was there because he values group membership and validation. Maxwell valued the resources Goddard could provide; she didn't need pats on the head.
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Self-Help Guide: Just How to Repair Your Garage Doors
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Though typically lots of people open and close their garage doors three to 5 times a day, they have a tendency to take them for granted till something fails. Garage doors allow and also cumbersome, averaging 100 to 180lbs in weight, with plenty of mechanical parts to break down, and also at some point, they will. Nonetheless, with a little TLC, a garage door will have a life-span of in between 15 and also three decades.
Right Here at A1 Garage Door Service, we've seen as well as fixed practically everything that can go wrong with a garage door. While some jobs are entrusted to the specialists, there are many repairs that an owner with some functional DIY abilities can fix without having to call out an expert.
In this overview, we will check out some typical garage door repair service problems and also troubleshoot them. We have actually likewise supplied you with a handy infographic poster that you can print off and also await your garage.
Just how Does a Garage Door Work? The very best area to start is with just how a garage door works and to recognize the different parts that maintain it relocating. Essentially garage doors work by using a counterbalance system that contains either types of springtime.
The most usual of both counterbalance systems uses torsion springtimes. Torsion springtimes are horizontally affixed to a turning shaft that sits over the garage door opening. When the garage door is shutting, the springs wind up producing kept power, and when opened up, the springtimes unwind, enabling the saved energy to raise the door. Torsion springtimes are commonly more expensive than the 2nd alternative of extension springs. However, they are a lot more sturdy, much safer, and also longer-lasting, so they are taken into consideration the most effective option.
Expansion springtimes are attached to the garage door's base with a lift wire that runs a pulley system. When the garage door is shut, the springtimes stretch and also, when opened, pull back. Extension springs are much weaker and more susceptible to damage; they are also thought about much more harmful.
Another important component of your garage door system is the garage door opener. While the springs do all the heavy grunt work, the opener allows you to open as well as close your garage door at the push of a button. You have five alternatives to pick from chain drive, direct drive, belt drive, jackshaft, and also screw drive. They vary in rate, intricacy, and also tranquility, with the chain drive being the less costly however noisiest.
Added elements include; tracks on both sides of the door to keep it abreast when closing and opening up, Rollers to aid the garage door in moving along the track, and wires affixed to the springtimes to help raise the door.
Why Does My Garage Door Open by itself? If your garage door starts opening on its own, after that you could assume it's time to call Ghostbusters! Supernatural goings-on or more rational factors to consider, you'll wish to find the factor fast, leaving it open for prospective burglars or the components might place you in jeopardy of theft or damage.
One of the most common factors is likely to be a blunder made by you or the last member of the family to use the garage, specifically when they remain in a rush. If you press the remote button while driving away, can you make certain it enclosed the starting point? Possibly the first thing to inspect.
The following point to inspect is the safety sensing units designed to ensure the door reverses when closing if something is obstructing its way. Check for debris or even an accumulation of snow or ice. It is additionally feasible for one of the sensors to become misaligned or break down. If so, they will need to be replaced.
One more common factor is that the buttons on the wall opener or the remote have actually come to be stuck down; tidy the controls, and also check the wiring and also connections inside the housing.
A final check you can make is the control wiring; a wire ranges from the opener's motor system in the center of the ceiling tracks to the control switch placed on the wall surface. A short circuit or a bare area can well be the root cause of your garage door opening up on its own.
Why Won't my Garage Doors Close? Just like a garage door that keeps opening by itself accord, a garage door that will not shut might position a danger to the safety of your garage and leave it exposed to the elements.
We have actually currently reviewed the safety sensing units and also how they are designed to open if they detect an object in the garage door course. If either of the photosensors has dirt on them or one is not in accordance with the various other, they can avoid the garage door from closing. Additionally, a cord can have ended up being inapplicable or severed, so inspect the links. Provide the sensors a clean with a cells, and also ensure they are straightened as well as inspect the electrical wiring.
Busted torsion springs are important garage components that permit your garage door to open as well as shut. You'll likely understand the reason for your garage door not closing as the springtime splitting will certainly sound like a gunshot. Luckily, torsion springtimes tend constantly to damage when the door is closed. It's the same for snapped wires; you'll see these quickly; frequently, they will snap when a torsion springtime breaks. These are jobs for somebody with the right devices and also knowledge to embark on.
If the tracks are obstructed or damaged, it can prevent the garage door from closing. In the best-case situation, it will certainly be a clog that can be conveniently eliminated. If the tracks are curved or deformed, you will likely need a replacement track.
When a garage door opener is mounted, limit setups are established as default. These settings can conform time. The garage door will typically quit prior to it gets to the ground or hit the ground, and also believe it has hit an item, it will instantly go into reverse. You'll need to change the limit settings, inspect the garage door opener manual, and change them per the instructions.
Why Doesn't My Garage Door Open? The word annoying doesn't do justice to the feelings you have if you can't get your automobile out of the garage since the door won't open. Normally, all sorts of expletives will certainly surround 'irritating' possibly ideal not explored in this overview! Most of the concerns with a garage door closed additionally apply to it not closing, such as obstructed, distorted, or curved tracks.
If your torsion springtime breaks when the door is shut, you'll need to switch off your opener and manually lift the garage door to get it open. Garage doors can be troublesome, so you may need help to do this. Use a lever to somewhat raise the door and also slide a piece of timber underneath to save any damages to your fingers. Then depending upon your door's weight, you may be able to lift it yourself or need aid to do so. When raised, secure the door with vice holds to guarantee it does not fall back down and also injure someone. Fixing a damaged torsion springtime can be an unsafe job for the uninitiated, so unless you have a lot of Do It Yourself experience and understand the technicians of your door garage, this is a work ideal left for the specialists.
Garage door openers include a cord to draw to disconnect the electric opener so that you can open the door by hand. For instance, you may require to open the garage door throughout a power interruption. Check that the garage door motor hasn't been detached; this is an easy as well as common solution.
Another simple check is to guarantee that it's not an issue with your remote control; it could be that you locked the remote by mishap or the batteries require changing. It could additionally be the antenna; examine it to see if it is damaged or blocked somehow. Ultimately, attempt resetting the remote control.
Finally, tak a take a look at the source of power. Is the opener getting power? Has it come to be unplugged? Otherwise, inspect that the breaker hasn't tripped as well as needs resetting or that a fuse hasn't blown and also requires changing.
Exactly How Can I Make My Garage Door Less Loud? Even if you can live with a loud garage door, it will be most likely that relative or perhaps next-door neighbors can not. Usually, a loud garage door is an easy problem to settle.
The most uncomplicated area to start is with a little lubrication, nine times out of ten, a little oil will certainly be all that is required for quieter garage doors. Making use of silicone or lithium spray lubricant especially created for garage doors, lube all the metal parts such as the springs, tracks, hinges, as well as rollers. When used, use a fabric to remove any kind of extra.
If you have a chain drive opener, the chain should be lubricated a couple of times a year as well. You'll also locate that a chain drive garage door opener is the noisiest of the different kinds you can buy. When it pertains to time to change it, maybe worth buying a belt drive system, which is a great deal quieter.
Examine the garage door, and track supports for loosened or absent screws as well as screws. Replace as well as tighten them with an adjustable or socket wrench, but do not overtighten as this could make issues worse.
After lubricating the steel components and changing or tightening up loose nuts and screws, you still have a noisy garage door; you'll require to inspect the different components for wear. If the roller is grinding or otherwise spinning openly on the shaft after lubricating, it could need replacing; we would certainly recommend selecting nylon rollers over steel.
If the garage springs seem the cause of the sound, be very careful and also don't attempt to adjust or repair them. They will certainly require replacing by preferably a specialist or else a person with a great practical knowledge of garage door mechanics. Without trying to seem melodramatic, the job can lead to death or arm or leg if not executed correctly.
You need to additionally evaluate the joints for wear, search for a much more oblong-shaped opening than round and dirt or steel filings around the pin.
Can Garage Doors Job Without Electricity? Getting locked in or out of your garage, especially the former, can be a troubling experience. Yet there is no requirement to panic, also without power; for instance, in case of a power outage, there is a way to open your garage door manually.
Standard garage door openers have an emergency situation guidebook release cable. You'll see the cable with its red manage positioned on the trolley track in addition to the garage door. When you draw the take care of, you will listen to a click. You can now by hand raise the door by ordering it at the base and raising it all the means up. For security reasons, do not leave the door open and neglected, as there is little in the means of precaution to keep the mechanism in position; even in the result of a strong gust of wind, the door could fall with the possibility of harming someone, specifically if you have pets or children.
Once you have electrical power once again and want to reconnect the electric opener, totally close the door by hand and after that draw the hands-on release cable; once it clicks, the button is re-engaged. Reconnect the garage door with the cart track by elevating it one to two feet It must snap right into location. After that examine the automatic opener to see if it functions properly by opening as well as closing the garage door.
Exactly How are Garage Doors Installed? For an expert garage door specialist, a garage door installment usually can take in between 5 and seven hrs. An expert garage door solution will certainly give you with distribution and setup and also eliminating your old door. The necessary steps are to connect the hinges, mount vertical tracking, attach the panels to the hinges, mount straight tracks, set up the torsion springtime system, and evaluate the door to make certain that it runs properly. In addition, you are likely to call for an automated garage door opener that is straightforward to suitable for your average Do It Yourself fanatic.
Is it Possible to Mount a Garage Door by yourself? If you want to comprehend far better how a garage door's mechanisms work for future maintenance and repair as well as minimize expenses, a Do It Yourself garage door installment could be a superb project for the appropriate person. For most garage door mounts, 2 individuals will be needed as they are hefty and unwieldy, as well as having a person around to pass devices to you when you get on a step ladder, as an example, can cut pause the work. What ought to be understood is that garage door setup can be hazardous; you require to be confident in your ability, educated in Do It Yourself, and also extremely safety and security conscious to take on the job. Thousands of people are harmed installing garage doors each year, so it's not a task to take on lightly.
Last Ideas We hope our guide has provided some valuable ideas for repairing garage door problems. If you maintain your garage doors in good order with normal maintenance and routinely inspecting the elements for indications of wear, they need to last you years. If you are experiencing a concern with your doors, keep calm, and be systematic in your approach. The issue will often be as easy as altering some batteries or eliminating some particles from a sensing unit or track. If you have actually attempted everything you can and also the solution still hasn't occurred, after that it's time to reach out to the professionals at A1 Garage Door Service, that will make certain to have your garage door up and running in no time at all.
Read our blog about  Just how to Install a Garage Door
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ukdamo · 3 years
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Remembrance of Things Present
One of mine...
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The gloryhole in 89 Napier Street was the repository for practical things not necessarily needed immediately to hand: the scorched and rickety ironing board (the iron standing on its heel on the shelf above); left-over rolls of wallpaper; a canopy of coats cascading untidily from too few hooks; the two books (Universal Home Doctor and Family Bible); a bashed brown tea caddy, minus its label, that held buttons, wooden cotton reels, a selection of sewing needles, hair grips, press-studs on their cards, folorn biros with bitten ends; the Ewbank (at an earlier date), the reconditioned Hoover now in its stead. And mum's handbags. Old ones bulged with insurance policies, family snaps, the one £5 Premium Bond and the the three £1 ones, grave papers, mass cards, cast-off compacts with cracked mirrors or broken clasps, and almost-but-not-quite empty jars of Pond's cold cream. And the little cylinders of fake gold that held the stumps of greasy, muted-pinky-maroon lip sticks. It was all illuminated by a bare low-wattage bulb.
The gloryhole was, basically, under-stair storage. It was accessed from a door in the corner of the living room. Once the door was opened, you faced a narrow underdrawn space that sloped upward from left to right, following the contours of the stairs. In front, where the height permitted it, a shelf ran around the space. Under it were the old, two-pronged coat hooks. Mum's discarded handbags dangled by their frayed straps from those Victorian coat hooks, smothered by coats. They made occasional forays out into the light, when documents needed consulting or prayer cards needed re-homing. To the left of the door, down one-step, the space retreated into an increasingly confined wedge, so that the smaller objects had to be shoved into the deepest part of the recess and the taller ones stood immediately adjacent. The gloryhole was seldom decorated: it always lagged behind the rest of the house by at least two or three colour-schemes. Occasionally, when its yellowing paint became too depressing, it was freshened up by left over emulsion. The gloryhole housed the left-over wallpaper from various rooms - but never enjoyed a Polycell make-over of its own.
From the vantage point of 2017, Napier Street as our family home is long-gone. So are my parents; dad in 1995, mum a decade later. Equally long-gone are those old handbags with their stash of yesteryear's oddments. But, as I beetle along towards old age, the inherent power of those distant objects to seems to grow exponentially. The handbags and their associated evocations perhaps most of all.
Pond's cold cream. I don't know if it still exists. When I was a boy, it lived in small, glass, oval jars with bakelite screw lids. It was not gloopy or waxy. It was a reassuringly viscose white fondant, and had always the imprint of mum's last finger-scoop. The texture was cool, smooth and soothing. Its fragrance was of mum. Or maybe it was the other way round. A discreet scent of jasmine with distant lilies. It was soft on the palms and immediately made skin more malleable, less friable, less care-worn, more translucent. I can sympathise with her fondness for it: less a cotton winders' hands, more of a princess's. I used to have occasional dabs of my own: less a scrawly schoolboy's hands, more of an aesthete's?
In one or other of the bags there was a ladies Ronson lighter – it still had a working flint but its petrol-infused lint had long since dried out. I used to enjoy the dry, rasping spark with electric flare. Not so much a burning smell as a mechanical one. And then there were the compacts. They were usually smudged by the old lipsticks, their hinges encrusted with their own pink-blush powder. Indeed, the insurance policies, prayer cards and the faux-satin linings of the handbags were similarly smudged. The dull gold-coloured compact, the one with the cracked mirror, had a thin flat disc in it – satin one side and mildly padded on the other. Practically all the powder was gone from the insert. Little bevels of it remained where the side and bottom of the pan met. But the pad was still redolent of dustings and pattings. The powder was an anhydrous mist, different from the silky puff of Johnson's baby powder. Matt rather than shiny, the pad gave a satisfyingly muted pat when applied to the back of your hand. It had a fragrance, too, different from the cold cream, but complementary. The aroma was a pink carnation.
Mum was a delicate creature in some respects – allergic to anything other than gold jewellery. In this, I am not her son: I can wear any base metal, though my fondness and preference is for silver. Anything other than butter on her bread made her nauseous. Wartime had been a torture for her (the chemical coarseness of margarine, you understand). She had to trade all manner of coupons to secure enough butter. I sympathise with that. Her choice of butter was always Lurpak but she'd tolerate Kerrygold or Anchor if it was demanded of her. Stork – which the adverts claimed was indistinguishable from butter – was relegated to cake-making. Rightly so. Vile. Only desperation would make a person use it on bread.
Mum's repertoire of soaps was as limited as her butter.
Pears (those amber ovals) she liked – but it was too pricey. Imperial Leather (“Simon, Bermuda”) was also valued but equally pricey. I don't recall it featuring anything other than rarely – probably when it was on offer. We were a family of six, with four blokes, you see: that's a lot of soap. So, the mundane soap was a Lever Brothers stand by: Sunlight. With lanolin, even. I had no idea what lanolin was – but mum could use it on that delicate skin. This was in the days before hypoallergenic was a even a word, still less a range of products. Sunlight soap came in fat, cumbersome, rectangular, pale magnolia cakes. Really, it was very unfeminine: great half-charlies that were too big for the hand, unless you were a navvy or a coal miner. They had a wide groove on their upper surface, with a cursive 'Sunlight' stamped in it. I don't know if Sunlight is still going: it had a retro makeover many years ago but I can't recall seeing it in decades. The gradual demise of the C2 working class probably doomed it to extinction. And as for lanolin, people finding out that it was the oil from sheep's fleeces no doubt undermined its appeal, somewhat. Sometimes it's best not to know: when I hear what goes into mum's old Oil of Ulay (now sans oil, and simply Olay for copyright reasons, I think), it is cringeworthy.
But lanolin. I recall coming face to face with it a few years ago on a walk to the Water Meetings and Quaker Bridge in Barrowford. Summer time. No azure flash of kingfishers racing along Pendle Water that trip, but as I forked right and headed up the road into Blacko to follow it homewards, there was the buzz of clippers in a field. A Landrover was pulled up, with trailer uncoupled. The trailer sported on- /off- ramps, a generator, and a tall pole, attached to the top of which was a flexible bendy cord. At the end of the cord was the source of the insistent buzzing – sheep shears. The trailer was adjacent to a sheep pen, in which dozens of ewes jostled half-heartedly for position, and peered blankly out. I stopped to watch proceedings and, after a minute or two, the farmer came over, opened the gate, and invited me in.
And so we stood, the three of us. Me, the farmer, and the sheep shearer. And I learned about shearing, fleeces, and sheep. The shearer travelled from farm to farm (hence the Landrover with its bespoke trailer) making his way through Wales, Lancashire, Yorkshire on a pre-arranged timetable and route. He was netting £2 a fleece – and he had each of those pliable ladies, and some cantankerous ones – nabbed, shaved, and released at no more than 90 second intervals. The farmer penned the sheep ready, so there was no delay, and they contracted for a minimum number, so farmers with smaller holdings rendezvoused at the farm where the shearer was to set up. Prices for fleeces rose and fell – they weren't bad that year, as I recall, but sheep need shearing whatever the price.
The bewildered ladies were unceremoniously up-ended and plonked on their ample bottoms, whilst the young fella planted his muscular legs and gripped them, and set to work with the clippers. Mostly, they were subdued once he had them: perhaps reassured by his evident skill and no-nonsense approach. That always worked with me when I was a boy: the sound of the airplane clippers, the smell of 3-in-1 oil, and the firm purpose of the barber. Short back and sides and sparse conversation. Mind you, I don't think the barber netted £2 a scalp back in the day.
The sun shone, the sheep skittered off once fleeced, and we three chatted. Soon my eye was drawn to the large grease spot on the wooden trailer. Lanolin, live and in-person. Handy for soap making, handier still for shedding the filthiest Lancashire weather: these sheep were well set up for inclemencies. I noted, too, that the shearer was wearing moccasins. As the farmer explained, the best shearers wore moccasins. Their suede nap gave some purchase on the slippery grease and their firm pressure was kinder to sheep. Lots of younger men were sporting trainers now, he said, but he didn't rate them. They were not good. The risk of injury to sheep, and man, was increased. I found myself glad that the shearer stood fully congruent with his occupation – no flirting with any Nike or Adidas innovations. Real sheep shearers do it in moccasins.
After the family home was sold and mum and dad went to live in Lomeshaye Village, in one of the old-folks' flats, mum's predilection for Imperial Leather resurfaced. There was always a bar in the bathroom. With just the two of them (kids all gone) the economies necessary for a family of six, on a wagon driver's income, were less stringent. Imperial Leather as pensioner indulgence! One of the things that most endeared me to those lozenge-shaped bars of buttermilk hue was the little foil label that conjured up the decadence of the Romanovs. It was my understanding that the label was there to prevent the soap leaving a mess on the sink ceramics or soap dish: you stood the bar on its label. As the soap wore down, the label stood proud and the soap was no longer in contact with the sink – hence, no mess. Perhaps because we were very plebeian, the soap was never label down. You announced the fact that you were using it by having the label showing.
For me, nowadays, picking the soap up, lathering it under the tap, releases not so much a fragrance as a wave of nostalgia. Imperial Leather's fragrance has elements of sandalwood and the richness of plant oils – it's mildly exotic and suggestive of luxury. Which is, no doubt, what Cussons were aiming at. But for me, it mostly carries aromas of mum. It's powerfully evocative. Aromas are.
I recall a visit – with mum – to Gawthorpe Hall. It's one of the places we'd scoot off to for an afternoon of cultural noseyness, and cake. The cafe was lodged in the stable block and featured home-baking and pots of tea. Ideal for us. After a leisurely brew and news-swop, we were about to go and explore the lovely Elizabethan pile: I decided to make a visit to the lavatory first. The tea room was above, the toilets below, so I skittered down the stairs and found the Gents. The soap was in an old-school wall dispenser: fingers under, palm operates a rectangular squirter. One squidge was enough: the years receded and I was age six, it was dinner time, I was standing at a child-height sink in St George's RC Primary School, Vaughan Street, Nelson, washing my hands so that Mrs. Ingham (a diminutive tyrant) would not throw me out of the dinner queue. The soap dispensed in the Gawthorpe toilet was the same amber-coloured, antiseptic liquid that Lancashire County Council used in its school thirty years before. The power of scent created a wormhole in space-time and drew me through it, irresistibly. That power can be used to advantage, though. You can elect to make the journey. Fragrance can open the portal, on demand. If liquid coal-tar soap can take me to primary school, other fragrances can take me elsewhere.
4711, for instance. That eau-de-cologne can transport me to Köln, and the year 1976. It's a school exchange trip and I'm in Germany, staying with a family from Mayen: we're on a trip to Cologne. I've been up the cathedral tower and seen the Rhine bridges and I'm looking for a present for mum. On Glockenstrasse, at number 4711, stands an impressive perfume factory and shop – home to 4711. The original eau-de-cologne. Echt Kölnisch Wasser. It's still there – flagship shop of the perfume house, and it still glitters with possibility. I bought mum a bottle of the eponymous 18th CE perfume and she wore it ever after. Generally, she kept it in her current handbag (before they were, successively, relegated to the gloryhole). She'd dab it on her hanky and freshen up with it on car trips. As a perfume, 4711 has had an odd evolution over the 200 plus years of its existence; it was, originally, a men's fragrance for the prestige Houses of Europe. More latterly, it has been a women's fragrance – but 4711 indicate it as unisex. I agree. The scent is of citrus and wood that carries a fresh, sharp finish and has enduring undernotes. For me it's an everyday scent: it lives in my sports bag, for application after swims. It's also my travel fragrance and comes with me on every trip, near or far.
As I age (just clocked 56, Not Out), I seem to be developing a deepening appreciation for my past and how it has shaped who I have become. I heard once that making sense of your life is only possible when you look back over it – I recall an analogy that compared it to running your fingers over a fish's scales: they lie smoothly when stroked in one direction but are likely to tear your flesh if stroked in the wrong one. I can see connections, recognise how events and people shaped my experiences. I know I hold threads together, personally. I weave my own cloth - but on a loom I inherited. More tellingly still, some elements of the pattern, some of the aesthetics that inform the weave, some of the yarns, were given to me. I'm the child of weavers in more ways than one.
I can find, too, there's comfort in the sureties of the past. Like the familiarity of an old pair of slippers (not that I wear slippers), the quiet resonances of childhood are reassuring. I think we like continuity, as a species. We tell stories. We create in our own likeness. We look to where we came from to make sense of where we are and to decide where we want to go.
I'm conscious of my heritage. Not (I think) conditioned or stultified by it, or forever harking back to a mystical Golden Age that exists only in the warm fuzziness of a smug and delusional imagination. But I know I make choices which ensure there are tokens of continuity that I can carry with me into my everyday life. Mostly, they are mundane. And I like that, too. It's too easy to confuse what's important with what's valuable, unless you guard against that possibility. The richer you are, the more imperilled that discernment is: I've safeguarded myself against that risk very well!
My tokens are trivial. It's good that they are.
I think of the tea caddy spoon – it's in my kitchen, as it was in mum's kitchen, and as it was in her mum's kitchen before her (c/o a pre-WW II holiday to the Isle of Man): or there's my 'ice-cream' spoon – courtesy of Margaret Pepper and the Raj (well, the North Western Railway Volunteer Rifles, circa 1920). These tokens are a continuing connection with people now gone. They are stirred (if you'll forgive the pun) by everyday use.
I note, increasingly, that I am becoming my parents. I look like dad. Really: peas in a pod, chip off the old block, and so on. I look in the mirror and he smiles back at me. I look at my physignomy – and his fingerprints are all over it. My driving style evokes his. In some situations, I can sense him near. Curiously, he underpins my confidence in situations from which his natural diffidence would have disbarred him. If I stand tall, it's because he raised me. As for mum, she's around most days. Wimbledon Fortnight, she practically moves in. It was ever ‘our time’ - I’d rock up with whimberry charlottes, or strawberries, and we’d sit on the edges of chairs for hours and hours as Nastase, Connors, Becker, McEnroe, Ivanisovic, Sampras, Federer and Billie Jean King, Martina, Steffi and the Williams sisters thwacked balls back and forth. I miss her acutely then. And we both missed Dan Maskell, together. She’s at my elbow at breakfast when I make a pot of Yorkshire Tea (there's another evocation!); when the Imperial Leather is handled at shower time; twice weekly, in the men's locker room at Crow Wood, after a swim. Perhaps it's fortunate that the evocation is a personal, rather than an universal, one? (Otherwise, explanations might prove difficult).
I don't know if the trivial and potent associations that so flavour my life – 4711, Imperial Leather, and two old spoons – will evoke the same responses among my nephews and nieces and their respective kids once I'm dead. It’s open to doubt. They don't live cheek-by-jowl with them, as I do. It matters not. They will make their own. As things stand, I'm the orphan in the world, now mum and dad are long dead: the comfort blanket offered by fragrances and spoons is mine, and very probably mine alone.
There's quiet comfort in that, too.
© Damian, April 2017
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steadypatrolchild · 3 years
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Lego Star Wars 3 Wii Game Cheat Codes
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LEGO Star Wars III: The Clone Wars Cheats. The insanely popular and better-than-bad LEGO Star Wars series returns, this time covering the Clone Wars that were featured in the popular animated series.
Lego Star Wars 2 Cheats
Lego Star Wars 3 Wii Game Cheat Codes Ps4
This page contains LEGO Star Wars III: The Clone Wars cheats list for WII version. Now we have 3 cheats in our list, which includes 1 easter egg, 1 glitch, 1 secret. We hope information that you'll find at this page help you in playing LEGO Star Wars III: The Clone Wars on WII platform. If you didn't find needed cheats put request or ask. Cheats, Tips, Tricks, Walkthroughs and Secrets for Lego Star Wars 3: The Clone Wars on the Xbox 360, with a game help system for those that are stuck. The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, tricks, and secrets for Lego Star Wars 3: The Clone Wars for Nintendo Wii. This page contains Cheats for Lego Star Wars 3: The Clone Wars organized by sections for Nintendo Wii. This game has 'Action Adventure' as genre, made by Traveller's Tales, released on Mar 22, 2011. If you can't find a hint or secret in our list, then please check this page periodically for the latest updates.
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Get the latest Lego Star Wars: The Complete Saga cheats, codes, unlockables, hints, Easter eggs, glitches, tips, tricks, hacks, downloads, hints, guides, FAQs, walkthroughs, and more for Wii (Wii). CheatCodes.com has all you need to win every game you play!
Use the above links or scroll down see all to the Wii cheats we have available for Lego Star Wars: The Complete Saga.
Buy the Red Brick Detector
If you go through Mos Espa Podrace, when youpass the giant holes go on the far left side andgrab the Red Brick. Once you get it save up250, 000 studs and go to the extras section atthe counter in the cantina and purchase it.
Play As Car
Only on two player. Have one person get in the car and start driving around. Then have a second person, most effective as a jedi or sith, keep pressing the change person button while facing the car, while the car is moving. Once it shows that the second person isn't in control of anything, have the first person get out of the car, and the second person can pay as the car. It only works if the person in the car is second player, while the person to turn into the car is first player.
300,000 Studs Or More
Go to episode 3 chapter 1. Chose droid tri-fighter. After you shoot the first set of guns,crash. Keep doing this until you have 300,000studs or more.
Unlocking Stuff
My advice is to play through the levels first thengo back and play it 'free play'. This way you willhave the characters you need to get into specialareas.
Extra Lightsaber Damage Combo (Wii Only)
This move only works on lightsabers, but if you press the B button AND swing the Wii remote, it will create extra damage (you have to time your swings, don't just attack randomly)you can create different combos yourself like B+B+Swing.Also if you swing the Wii to do a super-smash (double-jump+attack) it will create more damage.You'll have to practice a lot to get it perfect (remember; timing is everything) but it really comes in handy in two-player duel and things like that.(P. S . The third attack, or final blow, can cut through anything on a person, even if they are blocking of are a droiddekka with their shield on. ).
Red Brick In Mos Espa Spaceport
To get the red brick in the mos espa level in episode 4, head forward right when the level starts. Right when you walk under the broken bridge turn left. Then with Luke or Obi-Wan, destroy all trash can's in front of the wall. Then you should see a little door with nothing behind it. Use the force with Obi-Wan to take the parts off the ground and put them on the wall. There then should be a panel with R2's face on it. Activate the panel with R2, walk in the door and you then should have unlocked a special secret.
Throwing/Pushing Enemies Into Walls/Trees
Switch to a person that is from the Dark Side, (Darth Vader, Emperor, etc.) and force him using Z. Do not hold him into the Air for a long time or they will die. While in the air, push him intoa wall/tree, and he will die. It is almost like a Jedi pushing droids.
Ghost Character
To buy the ghost character, you need to all-the-way complete story mode/All Episodes.He cannot get hurt and is not paid any attention by troopers, unless in cars.
Unlimited Studs
If you go to level one of episode IV in The Complete Saga there will be a machine with a lever. Pull the lever and out come about 10 silver studs. You can keep doing this to get money but it is slow so you may want a studs x cheat on. So far this has worked and is a good way to get cash.
StarKiller
Go to build-a-character and select luke's head, darth maul's body, black waist, legs and hands, skin arms black hair and a red lightsaber and then you have STARKILLER as a playable character!
Random Stormtrooper Sounds
First go to the level 'Jedi Destiny' and select any character. Then when you take out the all of the Emporer's hearts ECEPT two. Then (make sure you have extra toggle turned on) change to the Imperial Egineer and jump once and then you'll here Stormtrooper noises.
Minikit Detector
Go to 'Cloud City Trap' (Episode 5) throw bomb atmetal gate beside R2D2 picture (unlockable point).The minikit detector is behind where the gate was.
Cheats Listing
Type in AASDF.
R2-q5
Type in bobazxc.
Boss Nass
Type in GIJ989 at the bar.
Tie Interceptor
Type in HUT845 at the bar.
Boss Nass
Enter CLZ738 at the cantina.
Battle Droid Commander
Type in H6J9P56
Darth Maul
Type in BDC866 at the bar.
Rules of The Cheat, How to Play the Card Game To play the Cheat card game, you need: A deck of 32 or 52 cards (which can be doubled depending on the number of players). Be at least 2 players. The rules of cheat card game. Any player who suspects that the card discarded by a player do not match the rank called can challenge the play by calling 'Cheat!' Then the cards played by the challenged player are exposed and one of two things happens: 1. If they are all of the rank that was called, the challenge is false, and the challenger must pick up the whole discard pile.
General Grevious
Type in EVILR2 at the bar.
General Grievous
GGF539 or ACK646
Tie Fighter
Prx482
Padme
Lum521
Adi Mundi
CUH850
Disguise
Mbox 2 number pad tv game cheats 9. Type in ZZR636 at the bar.
Count Dooku
Type in HJF584 at the bar.
Zam's Speeder
Type in PLL967 at the bar.
Ewok
Type in NBN431 at the bar.
Jango Fett
Type in AAB123 at the bar.
Captain Tarpals
Type in HHY697 at the bar.
Force Grapple Leap
Collector
Complete the game to 100%
Secret Master
Sell your landspeeder to the Jawas.
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A New Hope
Finish Episode VI in story mode.
Undecided.
Crossover: Destroy Jango Fett with Boba Fett
Arcade Master
Shoot First
Unlock Indiana Jones
Go into the 'Bonus' doorway in the Cantina, then go through the door markedTrailers and watch the trailer for Lego Indiana Jones. You can then buy him for$50,000.
The Phantom Menace
Finish Episode II in story mode.
Revenge Of The Sith
Finish Episode V in story mode.
Going For Gold
Collect all mini-kits.
Lightsaber Master
Perform 200 perfect lightsaber deflections.
Dodger
Destroy 300 stormtroopers.
Droid Slayer
Lego Star Wars 2 Cheats
Destroy 50 TIE fighters.
Yee Haw
Break Jar Jar 20 times.
Slam Dunk
Destroy 5 people with one attack (Jedi super slam).
Harmless?
Lego Star Wars 3 Wii Game Cheat Codes Ps4
Destroy 10 characters with one thermal detonator.
Let The Wookiee Win
Set off all three Discos.
Use The Force Luke
Start a Cantina Fight with 50 casualties.
Lego Build-master
Max out the Stud counter
Cloud Cover
Wear Every Hat
Unfaithful
Revenge: Destroy The Emperor with Mace Windu
Nobody Expects….
Revenge: Destroy Anakin with Dooku
Who Needs Obi-wan?
Revenge: Destroy Darth Vader with Obi Wan
Online Player
We have no easter eggs for Lego Star Wars: The Complete Saga yet. If you have any unlockables please submit them.
We have no glitches for Lego Star Wars: The Complete Saga yet. If you have any unlockables please submit them.
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2 notes · View notes
thelittlesttimelord · 4 years
Text
The Littlest Timelord: Cracks in Time Chapter 6
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TITLE: The Littlest Timelord: Cracks in Time Chapter 6 PAIRING: No Pairing RATING: T CHAPTER: 6/? SUMMARY: A little girl escapes the Time War when the Timelord’s return in “End of Time Part 2″. The newly regenerated Doctor must now raise the little girl while trying to find out why cracks in time keep following them around.
[A/N - We’ve finally made it through “The Eleventh Hour”. Hopefully the next couple of episodes won’t be as long.]
They stepped out onto the roof.
The Doctor had several ties around his neck, still deciding on which one to go with.
The Atraxi were hovering there.
“So this was a good idea, was it? They were leaving”, Amy told the Doctor.
“Leaving is good. Never coming back is better. Come on, then! The Doctor will see you now”.
The eyeball dropped down and scanned the Doctor. “You are not of this world”, it said as the Doctor slid on his new suspenders.
“No, but I've put a lot of work into it”. The Doctor held up a tie. “Oh, hmm, I don't know. What do you think?”
“Is this world important?”
“Important? What's that mean, important?” The Doctor discarded the tie and tossed it at Rory who caught it. “Six billion people live here. Is that important? Here's a better question. Is this world a threat to the Atraxi?” He tossed another tie at Rory. “Well, come on. You're monitoring the whole planet. Is this world a threat?”
A projection of the earth appeared.
“No”.
“Are the peoples of this world guilty of any crime by the laws of the Atraxi?”
“No”.
“Okay. One more. Just one. Is this world protected? Because you're not the first lot to come here. Oh, there have been so many”.
The projection showed monsters that Elise had never seen before and some she had nightmares about.
“And what you've got to ask is, what happened to them?” the Doctor asked as he tied his bowtie and slipped on his new jacket.
A projection showed ten men. The last one being the man who saved her.
The Doctor stepped through the projection. “Hello. I'm the Doctor. Basically, run”.
The eyeball was sucked back into the spaceship and it fled.
Elise and the Doctor heard the sound of the TARDIS engines. The Doctor reached into his jacket and pulled out the TARDIS key. He grabbed Elise’s hand as they ran back to the blue box sitting in Amy’s garden. “Okay, what have you got for me this time?” he asked. The Doctor slipped his key into the lock and opened the door.
Elise’s mouth dropped open.
“Look at you. Oh, you sexy thing! Look at you”, the Doctor said.
The two Timelords entered the TARDIS and the Doctor ran to the console, pressing buttons and flipping switches.
Elise hadn’t moved from her spot in the doorway.
“Right”, the Doctor said to himself. He walked over to Elise and picked her up, carrying her over to the jump seat. He knelt down in front of her as he did what he should have when he met her. “Hello. I’m the Doctor. What’s your name?”
Elise said nothing.
“Okay…is there a reason you don’t talk?”
She placed her small hand on his temple and he heard shouting.
“Ah”. He hoped that in time she would trust him enough to start speaking again. “Do you have a name?”
She showed him giving her the name Elise.
“Well if you like it that much, you can keep it. It’s a nice name, huh?”
Elise smiled and nodded. The next thing she showed him was him regenerating.
“You’re obviously young, so I’m assuming you don’t know what regeneration is. Sometimes, when a Timelord is hurt or dying, they regenerate into a new person. But no matter what face we have, deep down is what matters. I’m still the man who saved you in Naismith Manor and I meant what I said when I told you it was me and you, no matter what”. He chose to leave out the fact that he had killed all the Timelords.
She was too young to know that or understand why he did it. She would when she was older.
“Now, the thing we’re in is called a TARDIS. Time and Relative Dimension in Space. She can take us anywhere and any when. It’s the same one as before. She just gave herself a bit of a makeover”. It had been a long time since the Doctor had had children, but he looked forward to raising Elise and teaching her what it meant to be a Timelord.
*~*~*~*~*~*~*~*~*~*~*
The next time they appeared in Amy’s garden, it was night time. Amy came running outside and saw the two Timelords.
“Sorry about running off earlier. Brand new TARDIS. Bit exciting. Just had a quick hop to the moon and back to run her in. She's ready for the big stuff now”, the Doctor told her.
Amy came up to them. “It's you. You came back”.
“Course I came back. I always come back. Something wrong with that?”
“And you kept the clothes”.
“Well, I just saved the world. The whole planet, for about the millionth time, no charge. Yeah, shoot me. I kept the clothes”.
“Including the bow tie”.
“Yeah, it's cool. Bow ties are cool”. The Doctor fiddled with it.
Elise happened to like the bowtie.
“Are you two from another planet?” Amy asked.
“Yeah”.
“Okay”.
“So what do you think?”
“Of what?”
“Other planets. Want to check some out?”
“What does that mean?”
“It means… Well, it means come with me. Us. Come with us”.
“Where?”
“Wherever you like”.
“All that stuff that happened. The hospital, the spaceships, Prisoner Zero”.
“Oh, don't worry, that's just the beginning. There's loads more”.
“Yeah, but those things, those amazing things, all that stuff. That was two years ago”.
“Oh! Oops”.
“Yeah”.
“So that's…”
“Fourteen years!”
“Fourteen years since fish custard. Amy Pond, the girl who waited, you've waited long enough”.
“When I was a kid, you said there was a swimming pool and a library, and the swimming pool was in the library”.
“Yeah. Not sure where it's got to now. It'll turn up. So, coming?”
“No”.
“You wanted to come fourteen years ago”.
“I grew up”.
“Don't worry. I'll soon fix that”. He snapped his fingers and the door opened.
The Doctor and Elise watched as Amy entered the TARIDS, transfixed. They followed her in and the Doctor shut the door.
“Well? Anything you want to say? Any passing remarks? I've heard them all”.
Elise followed the Doctor as he stepped up to the console.
“I'm in my nightie”, was the only thing Amy could manage to say.
“Oh, don't worry. Plenty of clothes in the wardrobe. And possibly a swimming pool. So, all of time and space, everything that ever happened or ever will. Where do you want to start?”
Amy joined them on the platform. “You are so sure that I'm coming”.
“Yeah, I am”.
“Why?”
“Cause you're the Scottish girl in the English village, and I know how that feels”.
“Oh, do you?”
“All these years living here, most of your life, and you've still got that accent. Yeah, you're coming”. The Doctor messed with various things on the console.
“Can you get me back for tomorrow morning?”
“It's a time machine. I can get you back five minutes ago. Why, what's tomorrow?”
“Nothing. Nothing. Just you know, stuff”.
“All right, then. Back in time for stuff”.
A new sonic screwdriver was ejected from a hole on the console.
“Oh! A new one! Lovely. Thanks, dear”, the Doctor told the TARDIS.
A smaller, simpler one followed.
He handed it to Elise and ruffled her hair. “I’ll teach you how to use it later, but make sure you have it on you at all times. Never know when it’s going to come in handy”. He walked over to a typewriter wired into the console.
“Why me?” Amy asked him.
“Why not?”
“No, seriously. You are asking me to run away with you in the middle of the night. It's a fair question. Why me?”
“I don't know. Fun. Do I have to have a reason?”
“People always have a reason”.
“Do I look like people?”
“Yes”.
“Been knocking around on my own for a while. My choice, but I've started talking to myself all the time. It's giving me earache”.
“You're lonely? But you’ve got Elise”.
“Well, I lied. She’s not really my daughter and I kinda just found her”.
“That's it? Just that?”
Elise looked up and saw the crack on the monitor. The same one from Amy’s bedroom. The Doctor was lying.
“Just that. Promise”.
“Okay”.
As Amy walked away, he turned off the monitor, before looking down at Elise with a finger on his lips. She nodded. The Doctor walked over to Amy where she stood next to one of the rails. “So, are you okay, then? Because this place, sometimes it can make people feel a bit, you know…”
“I'm fine. It's just, there's a whole world in here, just like you said. It's all true. I thought. Well, I started to think that maybe you were just like a madman with a box”.
“Amy Pond, there's something you'd better understand about me, because it's important, and one day your life may depend on it. I am definitely a madman with a box. Ha ha! Yeah”. He ran back over to the console and grabbed one of the levers. “Goodbye Leadworth, hello everything”. He flipped it and the TARDIS made its normal wheezing sound as they took off.
27 notes · View notes
blankdblank · 4 years
Text
Anaticula Pt 50
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Pt 1 - Pt 2 - Pt 3 - Pt 4 - Pt 5 - Pt 6 - Pt 7 - Pt 8 - Pt 9 - Pt 10 - Pt 11 - Pt 12 - Pt 13 - Pt 14 - Pt 15 - Pt 16 - Pt 17 - Pt 18 - Pt 19 - Pt 20 - Pt 21 - Pt 21b - Pt 22 - Pt 23 - Pt 24 - Pt 25 - Pt 26 -  Pt 27 - Pt 28 - Pt 29 - Pt 30 - Pt 31 - Pt 33 - Pt 34 - Pt 35 - Pt 36 - Pt 37 - Pt 38 - Pt 39 - Pt 40 - Pt 41 - Pt 42 - Pt 43 - Pt 44 - Pt 45 - Pt 46 - Pt 47 - Pt 48 - Pt 49 -
From Kings Cross home again you felt yourself pulled through the house to the distant Southern Wing. Between the torn edges of the tapestries that straight on glimmered like new under its enchantment to reveal themselves only to your bloodline and fading of the portraits half cast in shadows all curiously peering out you with scowls breaking from their face. Each of them wondering what brought their youngest relative to this wing.
Aloofly you released your braid that slid down over your back. Your head tilted back in front of the red double doors etched with golden accents above which you read the name ‘Ignus’ you recognized as a cousin for your ancestor and former Headmaster at Hogwarts Phineas, opening the door you looked around eyeing the entirely golden room with bright red wooden furniture inside making you whisper, “Someone was colorblind.” Stepping inside you heard someone coming up behind you while you moved to the alcove in the wall shifted into a small study still packed with notes and random trinkets.
Neville behind you asked, “Snooping for anything in particular?”
You shook your head saying, “No, just, had to come in.”
Neville walked to your side peering up at the books on the shelves, “Does it ever get old?” You glanced at him with a curious grin, “Sensing things?”
Chuckling to yourself you replied, “At times. This is different. Just have to find out why.” Making him chuckle and help you flip through each book and skim over every page, the second shelf of which when reached found Draco curiously joining you.
Draco skimmed his fourth book asking, “What are we looking for?”
You shrugged then reached out for another book only to miss the spine and knock your knuckle on the shelf, soft echoes of a memory tried to play for you but it was too worn from years of dusting on the shelves. Sliding your fingers along the shelves you crouched down until you found a tiny scuff in the wood. 
Turning your head you peered around the books there until you found a tiny groove, emptying that portion of the shelf with the help of the guys around you a clear outline was discovered. Without a lever or button to press you simply pressed on the back and heard a click, retracting your hands you eased the shelf out only to pause seeing the back was a false back. A sliding latch there like on the back of a picture frame was turned and it easily came free revealing a leather binder that you turned over in your hands.
Across the front of it you read the message in latin, ‘A Black in Need Has a Friend in Deed.’
Draco’s brows furrowed, “In Deed, why the space?”
You shrugged and grabbed the leather strap on the side untwisting it from the securing fob to open the binder revealing a stack of Deeds to various properties, “Wow.” Easing back you sat down and crossed your legs while you set them all out, “The Paris Manor.”
Neville, “This one’s in Rome.”
Draco, “These are in Russia.”
With furrowed brows you eyed the others, “Barbados?” Flipping through the twenty reading from Barbados you left the others to the boys, who read off one in every continent including one in Antarctica as you got up and moved to the large map along the wall. Tracing the longitude and latitude lined your fingers paused on empty ocean making you shake your head, “There’s nothing there.”
At that the boys turned and climbed to their feet joining you, Neville said, “Maybe they’re unplottable now?”
“Maybe…Phineas might know.” Turning around you spotted the knight in the portrait on the wall and asked, “Would you be able to get a message to Phineas through his portrait in Hogwarts, we have a question for him? Please, thank you.” His head bowed and he raced off. In his absence you drew out one of your Thestral items to locate the islands on the map, a task coming up with the tiny creature simply circling the empty ocean in that same area.
Behind you Phineas’ voice sounded clearly, “I was informed you requested my aid?”
With a nod you turned, “Yes, um, we found these deeds, and these twenty,”
He nodded, “Yes, the sanctuaries.”
Your brow inched up and you three asked, “Sanctuaries?”
He nodded, “Yes, my cousin had an interest in magical beasts, those islands hold a variety of them.” As you took notes he listed all he could remember of them then he added, “All the islands are connected by archways with settlements on each sitting empty. Also bit of a nutter, expecting the world to collapse, though, best you find those now, seems it might come in handy.” His head turned to the right and he said, “Was that all? Albus is calling me.”
You nodded, “Thank you very much, yes.”
Phineas nodded and said with a grin your way, “Do not worry, before you dug those up none but Ignus and I knew of those islands.”
With that he left and you glanced at the pair of them making Draco smirk, “Anyone up for an exploration?”
Neville grinned, “They did say we would be on our own till dinner.”
You nodded and after hiding the deeds again and righting the shelves and books you left the room to go find the twins. Excitedly through your enchanted doorway you eyed the tropical paradise, with brooms in hand you soared overhead tracing the miles of land on each forming crude maps for each mimicking the one for Hogwarts to mark the creatures there. None that could be traced by Muggles and docile for those with magic, at your side Draco said, “Think of how many we could hide here.”
You nodded, “Exactly.”
Magical condos were set up on each complete with self sustaining greenhouses and water systems, upon returning you began to formulate plans, already you had a list of names of possible targets, and with the space needed to hide them you could now begin to form a plan. Back in your room you set out the maps then glanced at your door saying, “K?”
Across your bed you were all settled and popping up at the foot of it K eyed you all asking, “Yes, my Mistress?”
“I have a question to ask you, that might upset you, but please hear me out.”
“You can always ask me anything my Mistress.”
You wet your lips then asked, “How would one go about finding another House Elf in need of a house to serve?”
You could catch his momentary flinch and inhale before answering, “There are listings, in certain unsavory places you yourself should not wander through. Though it is easier for a fellow Elf to send out word for others. You are wishing for another Elf, Mistress?”
Scooting the maps closer to his view he climbed up onto the bench at the foot of your bed and looked them over, “We own these lands, and soon there will be a great many to protect. A task greater than the Order can handle on its own.” Wetting your lips you continued, “We have ways to find out who would be taken next, if we could get House Elves to assist in the gathering and tending to those living on these islands I think we could outlast this. What do you think?”
In a relaxing exhale he looked you five over then nodded, “It sounds like a remarkable plan. I will send out word for as many Elves as possible. Once bound none can spill your secrets, even when cursed. Word has spread of how our family treats our Elves we should have plenty of applicants by the end of the week.”
“Thank you K.”
He grinned and nodded his head, “Anything for you, my Mistress.”
.
The Pears would be arriving for New Years instead of Christmas granting you a bit more time and saving you the hassle of having to guide Petunia through their interrogations on how your mother had grown up. 
In a fresh snowfall you stepped through your doorway and out into the empty park and took the brief stroll through the empty streets to the Dursley home. Since Marge’s last visit did not go as planned Vernon was called to go out to their family home out near Shropshire freeing Dudley and Petunia to come and stay with you. A knock on their door had Petunia animatedly opening it to usher you inside, “Come in, come in, just rounding up the last bits. Dudley!” Upstairs shuffling was heard and she flashed you a quick grin, “You are certain there will be room for us all?”
“The Black Family home isn’t much of a home, per se,” her brow ticked up, “One of the oldest families in the Wizarding World, there’s a lot of money behind it and it’s more of a castle than a house.”
“You live in a castle?”
“It is safe, mostly between there and the Weasley home we spend our time. Their home is around the same size as yours. It was more about a safe place to hide that no one could find. But no, there’s plenty of room, much needed since the Malfoys and Tonks’ will be coming over this year again.”
She nodded again, “And they know we’re coming?”
You nodded, “Yes, trust me, no one is going to give you a hard time. You’re family.”
In a few moments Dudley was down the steps with his bag in hand asking, “Harry’s gonna be there? We haven’t had a Christmas with Harry in years.”
“Yup. You ready?”
Petunia nodded then asked, “How are we traveling?”
“I can call the doorway if you like unless you’d like to take the scenic route through to London for the Grimmauld Place entrance.”
Dudley, “Doorway? Like when Harry left last time, just going through our door?” You nodded, “How do you do that?”
With a chuckle you asked, “You’ve seen Howl’s Moving castle?”
Dudley nodded, “So it’s like their doorway then, with a dial and all?”
You nodded, “Something like that, more with runes than with color wheels, and only certain people can call the doorway or pass through it, any intruders are sent off to the marshes.”
To the doorway you led the duo and into the dimly lit hall they followed you trying to read the runes etched into the worn and faded wallpaper along the walls until the stained glass door before them was opened and they both gasped in the first sight of the main hall you led them into. Behind them the door was closed and looking around they took in all they could in following you through it to their rooms, “I’ll show you to your rooms then we can pop back down for some tea.”
Along the way to the matching silver, yellow accented rooms you pointed out a great deal of what was along the way until they entered their assigned rooms to inspect them and eagerly come back to your side for the walk to the window coated sitting room where tea was waiting for them. There Petunia asked in taking her seat as Dudley peered up at the painting with penguins chasing butterflies, “Are you alone here?”
You shook your head, “No, my cousins Draco and Neville are sleeping. Neville’s baby sister Nellie just had her tonsils out so they had a late night ice cream party when she got home. Their parents are upstairs sleeping, Draco’s parents should be along after work, they work with Dad, Regulus and Remus. There was an incident in the Ministry yesterday so they all got called in early. The Tonks’ should be in tomorrow. The Weasleys, well, Harry’s at theirs till lunch helping to shift everything to come over by lunch, had some big snow and they need to get some repairs on their sheds and pig pens, small stuff.” 
You giggled softly serving the tea, “So no, not alone, just the only one up right now. Oh, and you remember Severus,” she nodded, “He’s coming too, along with Barty, another of our Professors. Hagrid should be along too with Minerva and sometimes Dumbledore drops by if he’s up to a crowd, usually avoids family gatherings.”
Petunia, “You really get on with all of your Professors then?” Lifting her cup for a sip as you added a sugar cube to yours.
“Yes, most of them are like family. When I had to play dead I spent a lot of my time with them.”
Dudley asked sheepishly, “Those creatures, over the summer,” he wet his lips, “Are more of them coming?”
You shook your head, “No.”
Petunia caught the moment of tensing you had and asked, “What about the ones who sent them?”
“Umbridge sent them, hoping to get Harry expelled. She has been suspended, and there are others, who would come after Muggles, we’re doing all we can to keep as many safe as possible. It’s happening again, just like before. The war is starting up again.”
Dudley, “What happens if they come after us again?”
“We’ll come and get you.”
Petunia, “To live here? What would we do then?”
You wet your lips and lowered your cup to its saucer on the table, “You could, or we could take you to one of the islands we’re setting up for the people we are hiding away. Sort of like a resort when we’re finished with them.”
Petunia, “How much would that cost?”
You shook your head, “Not a thing, it’s all self sustaining. It’s a sanctuary from the war.”
Dudley, “But it’s your war? Why would it affect us?”
With a sigh you answered, “Every was has its innocent casualties. Bystanders sucked into it. Our worlds are so intermingled with yours that it would be impossible.” In a reach into your pocket you brought out a trio of chains with a clear pendants filled with bubbles and tiny rubber duck they both accepted, “Which is why I wanted you to have these. If you ever feel anything, if you’re ever in need of help or just get a gut feeling of being unsafe give the pendant a squeeze and we’ll come to check on you.” They nodded and adjusted the chains in their hands to put them on as you said, “I do hope you never need them, but just in case…”
Petunia’s eyes met yours as Dudley asked, “Who’s going to come for you, if you feel unsafe?”
Forcing a grin onto your face in a poor mask of your misty eyed reaction, “None of us are safe. We’re all targets, any and everyone they can hurt they will.” After a quick sniffle you raised your cup again at the quiver of Petunia’s lip, “We just have to be smarter and faster than them.” Sipping on your drink.
Through the door Fred and George strolled through grinning at the guests and filled the empty seats saying, “Store room is all good. Most of Diagon Alley is shut down already.”
You nodded and Dudley asked, “Store room?”
“We have a shop.”
.
Before long a full spread on the Daily Prophet’s first page was another look into Scrimgeor’s stances on certain topics reading a lot like déjà vu for Fudge all over again. With it came a stack of letters, Charlie’s included a lengthy promise of coming home this year. Sebastian’s letter along with others from friends and your distant pen pals, including Fleur, who would be moving to England soon after a lengthy search for a suitable position to warrant it. 
Long and oddly distant Sebastian’s letter read packed with details including a full update on his baby sister and the season so far that was taking him out to Spain next after the Holiday break. Him and Viktor both were excited as ever hearing that you were joining one of the teams for Ireland and both had questions of the premier for your first film they both asked if you and Hermione would be going there and were in need of dates again stirring a grin onto your face.
By lunch more relatives had shown up and the duo mingled getting to know your new family with special curiosity towards the Grangers, who shared a bit with Petunia on more of the Wizarding World and how they had adjusted to it. Though of course when K, Dobby came through their curiosity was attempted to be masked but at the first sighting of Idris and Opal Dudley broke into a barrage of questions for you and Harry leading to a lending of a set of creature books for beginners to help show them more of what creatures you could have handled in your travels.
From dinners to a nightly film selection the Dursleys enjoyed their time with you especially how ordinary your gifts seemed to be, past the expensive earrings the Pears had sent you for the premier, mainly books and clothes to their surprise. Two nights they enjoyed your company then had to go home again leaving you anxious in the interlude of a night separating them and the Pears. With a wide grin you met the couple at the station and led them back to your home where they settled in and got straight to asking about your plans for your next film.
Two already had been filmed and with a number of directors asking to audition you for roles with a pile of scripts you had been sent on just talk of your work ethic and personality alone there seemed to be no lull in the promising career you seemed to be beginning in their eyes. Along with Quidditch you seemed to be building quite the public image and in the past months Bernadette’s manager had graciously taken the task of taming the request for even odd modeling jobs from magazines and agencies your mother used to work with in hopes of helping you find your start.
.
On your final night at home in a loss for sleep after your spending the day checking in on the shop Oliver would open again in a few days the sound of a conversation inside the family tree room had you waiting in the shadow along the wall of the open doorway listening in out of sheer curiosity.
Harry, “Sirius, what is this?”
“This is the Black family tree from my parent’s house in Grimmauld Place. I hated the lot of them. My parents with their pure-blood mania. My mother did that after I ran away. Charming woman.” He said pointing at his burn mark over a branch with a small bud with your initials by it.
Harry, “Where did you go?”
“Round your dad's. I was always welcome at the Potters'. Long as James’ whims were seen to, liked to get his way and when he didn’t,” he let out a puff of air, “There wasn’t a county large enough for the both of us. More than half of every year he sent me out of our dorm. I see him so much of his good side in you, Harry. The rest from Lily. You are so very much alike the best of both of them.”
“I'm not so sure. Sirius, when I was...When I saw Mr. Weasley attacked, I wasn't just watching. I was the snake. And afterwards, in Dumbledore's office there was a moment when I wanted to...This connection between me and Voldemort. What if the reason for it is that I am becoming more like him? I just feel so angry all the time. And what if, after everything that I've been through something's gone wrong inside me? What if I'm becoming bad?” A silent tear streamed down your cheek and you shifted into a Demiguise to cross the doorway unseen then shift back again.
“I want you to listen to me very carefully, Harry. You're not a bad person. You're a very good person who bad things have happened to. You understand? Besides, the world isn't split into good people and Death Eaters. We've all got both light and dark inside of us. What matters is the part we choose to act on. That's who we really are.”
“I don’t feel very good sometimes.”
“When all this is over, we'll be a proper family. You'll see.”
“Really?”
Sirius nodded, “You’ll see, no more hiding. We can stop looking over our shoulders. So you just dig in and we’ll see the other side of this, you’ll see.”
Continuing on you headed for the kitchen to get a cup of apple cider you carried through into the film room to sit up watching yet another film of your grandmother’s. In doing so you seemed to be picking up on more of her memories trapped in the films filling in your mental image of who she once was. Not so far from yourself as it turned out making you wish you could have met her assuming she would have liked you.
After days of being unable to form a sentence to you after your last time speaking in the Triwizard Tournament Charlie settled onto the cushion beside you with an offered blanket and a mug of his own simply hoping his presence would help you even in silence. Though morning found you soon enough snuggled against his side stirring at his alarm to get ready for his flight back, a stolen hug and peck on the forehead later and once again he was gone completely aware of the tears in your eyes and sniffle pitifully hidden in your stroll back to your room to get some more sleep.
.
The third week of January found you back in Hogwarts and onto the days leading up to the Ravenclaw vs Slytherin match. Already in the final year of so many players mini tryouts had been held with those players asked to practice with the seventh years to pick up where they had left off in the following year.
Hogsmeade again came after with similar mini winter themed sales and treats for you all. The first exams were held and you were back into prepping for your NEWTS in May.
.
Valentines rolled around again and this time without news from Sebastian but a care package from Charlie. Dragon themed candies and a fuzzy blanket coated in tiny hatchlings blowing flames and sneezing icicles had you sitting up on your bed sniffling after a few giggles before you wrapped it around you and waited out your gap between Arithmacy and lunch in a try for a nap while the twins were with Katie and Angelina.
To the sound of the clock ticking away you tried not to think about anything past the dragons on your blanket. The opening of your door opened your eyes in the closing of it again. Up your steps someone climbed, barely felt footsteps and a hop over your legs lowered your gaze to Crookshanks who trotted for your arms and crawled into the blanket you raised turning to plop down in front of you. Contently he purred through your kiss on his head mumbling, “Hey Crookshanks.” Covering yourselves again at the drop of a pair of shoes, right behind you the waft of a familiar perfume announced Hermione in her move to lay out behind you with her arm draped across your middle. “Hey Hermi.”
Weakly she chuckled and settled behind you saying, “Thought you could use the company.”
“Charlie sent me a care package.”
“I noticed, nice blanket. I see he’s sticking to the dragon theme.”
You nodded then levitated the gossip magazine on the bed in front of you, “Take it you read the gossip.” Meaning the article containing pictures with Sebastian out on the town with one of the Veela from their cheer team including one of them kissing in the lift of their hotel. “I knew he would find someone else. Had the dream before he even left the school. I’m ok, just a bit tired today.”
“I’m glad you’re not torn up about it. Though I did want to ask, have you dreamed anything about those two again? The ones trying to impress me?”
Weakly you chuckled and shifted to your back waving your sketch book over ensuring Crookshanks wasn’t disturbed in doing so and showed her a couple of the sketches you had on the duo. Flipping through the book she asked, “So, you just have these dreams, about everyone’s lives? Is that normal, for Seers I mean?”
You shrugged, “Trelawney says some are more open than others. Sort of like that old fable, about the weak man drawing a circle around himself, then those drawing one around his family, and the greatest drawing a circle around many, even strangers, and seeing to all their safety. Just depends on how strong they are, the closer they are the more you see. But most of mine are on the blondes still and the boys.”
“I’m sorry.” Your head turned to catch her eye when she looked at you, “I know it must be hard for you to sleep, with all this. Is it still an every night occurrence?”
You nodded, “Even with the Occlumency lessons. Some are less draining than others, mainly those closest to me. It’s the ones on strangers that take the wind out of me.”
Her head tilted in another glance at the pair, “So, roughly three years. At least I’ll have graduated.” You nodded and she set the book down, “I can’t imagine being here without you.”
“You’ll do wonderfully.”
She shook her head, No, I mean, you helped get me here, into this world. All they sent me was a letter, you actually welcomed me and my parents into this world. Gave us literature on it, invited us to your homes and families. I will never forget that, and even with Ron and Harry here, I still can’t imagine being here without you. It won’t be the same.”
Weakly you giggled and said, “I can’t imagine not coming here next September. Having to let go of it, it feels almost as much home as, well, home is. I mean, what would you do?”
She shook her head, “I don’t know. I know something has to be done about the Ministry.”
You nodded and giggled, “Anyone could handle it you could.”
Softly she giggled as you did again, “I’m certain you could do a great deal more.”
Shaking your head you said, “I think it best I’m not in charge. I can enforce the rules, but making them, I doubt I could trust myself with that.”
.
Hufflepuff vs Gryffindor came up the following weekend. Gryffindor loses in twenty-two minutes, 240 to 230, even though they caught the snitch. A stunning yet much needed quick match in the growing storm worsening the aim of their chasers in trying to score goals against the icy winds.
Pt 51
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3 Best Food Processors
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When you’re cooking up a storm, a large food processor can reduce your prep work drastically and make you wonder how you ever lived without it. In mere seconds it can chop pounds of onions, blitz a bunch of parsley into dust, or turn a hunk of Parmesan into snow. It needs just minutes to form perfect pie or pizza dough. You’ll find yourself using it for things like pesto, hummus, and gazpacho that are a real chore to make by hand and come out too smooth from a blender.
If you’ve never used a food processor, you may find there's a bit of a learning curve. But once you master the operation, you’ll never again find it too much trouble to slice spuds thinly for scalloped potatoes or shred carrots for salad.
Cuisinart DFP-14BCNY
It’s not small, but the nearly 16-inch tall Cuisinart will fit under a cabinet, and at 17 pounds it isn’t too heavy to move around. The operation is simple: There are two large levers to press, one to run the processor continuously and then shut it off and one for pulse. In addition to the basic chopping/mixing/dough blade, it comes with shredding and slicing discs. To use the discs, you attach them to a stem that sits in the bowl. Be aware that it’s a little tricky to click them into place.
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The food chute locks into place at the rear of the bowl, which is slightly inconvenient when you’re feeding in food but makes it easier to see what’s happening in the bowl during processing. As the tube is large, there’s no need to cut a block of mozzarella or a beefsteak tomato in half before processing them. While it’s running, the Cuisinart is so quiet it won’t shut down conversation in the kitchen.
Black & Decker FP4200B
In spite of its rock bottom price, the Black + Decker 3-in-1 Easy Assembly 8-cup food processor (model FP4200B) wowed us with its ability to mince, chop, and slice. Although large ripe tomatoes had to be cut in quarters to fit in the feed tube, they came out in perfectly uniform slices, ready to be arranged around a salad bowl or tucked between slices of mozzarella. This Black + Decker was also the only one we tested to cut a complete stick of pepperoni into perfectly even rounds.
What you don’t get at this price is the ability to knead dough. The bowl is particularly easy to position on the base. With this machine you get only one attachment besides the chopping blade: a reversible slicing and shredding disc that can easily be stored in a drawer. The noise isn’t great either. When it’s running it pretty much sounds like a hair dryer.
Breville BFP800XL Sous Chef 16 Pro
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It’s big, with a footprint of 11 x 8 inches, and at 18 inches tall, it’s too high to fit under a cabinet. And because it weighs 26 pounds, you won’t want to be lugging it in and out of a closet or cabinet. Once you invest in the Breville you’ll want to give it a dedicated space in your kitchen. With it you get a 2 ½-cup bowl that turns it into a mini chopper and a storage box that holds 5 discs, 2 blades, spatula, and a cleaning brush. While that gives you lots of flexibility as to how you use your machine and store all the stuff, that’s two other items to find room for.
But there’s much to love. The Breville screams quality with parts that glide into place. It has three lighted control buttons: on/off, run, and pulse. There’s an LCD timer that counts up or down—handy for example, when a recipe specifies to knead for 2 minutes. The shredding disc is reversible so you have a choice of two size shreds and the slicing disc is adjustable from very thin to about a third-of-an-inch thick. Among the accessories are julienne and French fry blades so you don’t have to slice potatoes twice to get strips. On the bowl you’ll find measurements in cups, liters, ounces, and ml, maximum fill lines for liquids and shredding, and a spout. The cord, which is particularly easy to pull out of a socket, stores in a compartment in the back. As it has a huge food chute, you can slice a small pepper without cutting it in half. When your machine is running it practically purrs. If you’re the type who likes to throw everything in the dishwasher, keep in mind that it’s recommended that you wash the parts by hand. You can choose a silver, red, or black housing.
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generallynerdy · 6 years
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Not Bad Part 2 (Rocket Raccoon X Vixen!Reader)
Part 1
Summary: Since your rescue, Rocket has insisted you stay with the Guardians, though he seems to be the only one defending your case, other than Groot, who quickly accepts you as part of the group. In fact, he gets quite overprotective of you sometimes. As for the others, they can’t help but be suspicious of your presence on their ship.
Requested by: @goingunique2005 and @weirdnewbie
Note: Thank you so much for requesting!! This is my first request outside of ones I’ve gotten from people I know personally, so thanks a bunch! I hope I did the first part justice and met- or maybe exceeded- expectations. <33 Love you guys!
    “I am Groot.”
    “Mhm.”
    “I am Groot…”
    “Heh, I can see that.”
    “I am Groot!”
    “Are you sure? He said that?”
    “I am Groot.”
    “Pfft, well that was unexpected!” You laugh along to Groot’s story, leaning forward in your chair as he talks. The rest of the ship is silent, what with Quill- Star-Lord- listening to his music, Gamora looking at you with shifty eyes as usual, and Drax brandishing his dagger. Groot smiles at your laughter, his expression projecting his unbelievable excitement to have someone else on the ship who understands him.
    You don’t know how you understand Groot or why you can, but you just go with it. Groot seems to be the most interesting member of the Guardians anyway, excluding Rocket, of course.
    Rocket is watching from afar, currently messing with the tech in his handy dandy devices that he carries around with him. However, he isn’t paying much attention. Rather, he is listening to Groot’s story as well as your reactions, smiling silently to himself. He can’t help but feel that a void has been filled since you arrived. Instead of just him and Groot, you’re here now, too. While Quill and Gamora are still unsure of keeping you on the team permanently, Rocket just knows that it was meant to be. You on the team, he means. Not anything else.
    Okay, so maybe he finds you interesting. But not in a weird way! Like the way Quill finds…uh, music? Gamora? No, no, not Gamora! Gah, he’s not doing anything for his case. Despite there being clear sparks between the two of you, Rocket is somewhat reluctant to make a move. After all, since when has a guy like him had a chance with someone like you? You’re too perfect for that; too smart.
    Suddenly, your paw prods Rocket’s shoulder gently, jarring him from his thoughts. You tilt your head in concern, your nose twitching just slightly. “Rocket? Are you okay?”
    “Huh?” He looks up at you before shaking himself back into focus. “Yeah, yeah, I’m good.”
    You frown in concern, still unconvinced. “You sure?”
    “Yeah, just thinking.” Rocket mumbles before going back to his fancy tech.
    Without a reply, you nod and stand, biting the bottom of your muzzle nervously. Should you question him further? Probably not. He might think you’re being invasive. Then again, he looked pretty upset. Is he okay? Well, he says he is, but you doubt that, honestly. Rocket isn’t the type to be a good liar unless he really, desperately needs to get out of a situation.
    Suddenly, the ship shakes thunderously, sending everything that isn’t bolted down flying into the air. Rocket’s devices slam into the wall, followed quickly by the raccoon himself, while you’re thrown toward the front of the ship. Just as you’re about to sail into the glass of the cockpit, someone grabs your tail tightly and pulls you back down to earth as the ship settles.
    Gaining your balance, you look up at your rescuer, who just happens to be Drax. “Thanks.”
    Drax only nods, cracking a large grin. Despite his terrifying outlook, you find the giant to be quite friendly and a comedian most of the time, though metaphors are somewhat lost on him.
    “Shit.” Quill curses from the front of the ship, pressing multiple buttons and pulling levers worriedly.
    “What is it?” Gamora asks him, sashaying to his side within moments.
    “We have company, assholes! Gear up!” He answers simply, already starting to land the ship.
    I glance fearfully at Rocket, who returns it with a questioning expression. “Uh...Gear up?”
    Rocket curses under his breath, racing to the other side of the ship to grab something. He returns shortly with a large box filled to the brim with knick-knacks. He sorts through it, tossing you an old uniform of his. He explains that it may not fit perfectly, but he’ll sort out the kinks later. He makes sure that you’re equipped with both guns and throwing knives, instructing you to try and stay out of the fighting if you can.
    Quill manages to land the ship successfully and everyone files out in full battle gear. Just as you’ve all exited the ship, another one lands and, before you know it, you’re kicking ass alongside the Guardians of the Galaxy. Fun times, right?
    Well, almost.
    In the midst of the battle, you find yourself fighting side by side with Gamora against an army of henchmen while the others deal with a giant rock monster of some kind. You have no idea what the hell is going on, but you still manage to keep going. You dip in between henchmen’s legs before leaping onto them and using the various tools you have at your disposal to knock them out. You prefer to do so instead of killing them, though Gamora has no such moral barrier and slices them down almost as quickly as you can run.
    You get your latest victim to pass out and fall to the ground on all fours, breathing heavily and readying yourself for your next opponent. However, there are none to speak of. You quickly realise you’ve been split up from Gamora and look around cautiously in order to find her. You spot her within no time and look over where you saw the others last, just to be sure they’re safe. Thankfully, they are. Unfortunately, Gamora isn’t going to be.
    The giant rock monster chucks a huge boulder in her direction, catching her unawares while she disposes of the last of the henchmen. She moves between them skillfully and cuts each of them down, but not fast enough. You race forward on all fours toward her, your heart pumping as you can hear Quill scream her name, trying to warn her and perhaps wishing he could get to her in time.
    “Gamora!”
    At the last second, Gamora glances into the face of her coming doom, just a sparkle of fear in her eyes. At the same time, however, you launch yourself at Gamora and shove her out of the way, the rock slamming into your side.
    The world fades away and everything blurs as you’re flung to the ground by the sheer force of the rock. You can’t see anything, but you manage to hear something above the ringing in your ears.
    “(Y/N)!”
    Before you know it, a blurry and dark grey blob is hovering over you, shaking you frantically and begging you to get up. “C’mon, C'mon, C'mon, get up!” You ignore the command, slipping slowly into unconsciousness, at least it seems so.
    Just before you go out, you hear something that snaps your attention back to the real world.
    “Don’t leave me, (Y/N), you pain in the ass. What am I gonna do without you?”
    Hearing these words, you’re brought back to reality and immediately start coughing when the dust reaches your throat. You blink your eyes open to find yourself staring into the deep brown eyes of Rocket, who is also gripping your shoulders tightly. He sighs with relief and- instead of leaving it at that- leans forward to press his nose and muzzle against yours in a sign of strong affection; a sort of kiss, if you will.
    When he pulls back, you smile and lean into his arms before mumbling, “Not too bad, furball.”
Note: Woo!! First request complete! Now for that Sherlock part 2...
Part 3
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Driving lessons
So here we are with another of my requests from my ever so lovely littluns. Seriously guys, I love you all. You’re awesome. Eleven with prompts 160 “Do you think you could teach me that?” and 46 “Can I kiss you right now?”
Word count:1659
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You ran hand in hand with the Doctor into the Tardis, laughing. He let go of your hand as you both shut the doors tightly behind you.
“Oh, they never saw it coming” You breathed, still giggling. The Doctor laughed again.
“Never saw it coming” He agreed, bounding up to the console with you right on his heels. He flipped a couple switches and pressed a button or two as you took off. You watched him a moment, hesitant to word the question in your mind. But what was the worst thing that could happen. He could say no. That was the worst thing that could happen. And how would that be any different than if you’d not asked at all? With that in mind, you leaned over the console slightly to speak to him.
“Doctor?”
“Hmm?” He didn’t glance up, still looking down at the console as he continued to pilot the Tardis. You hesitated again but pushed forwards.
“Do you think you could teach me that?” You asked in a rush. The Doctor looked up at you, surprised.
“You want to learn to fly the Tardis?”
“I mean, you don’t have to. It’s fine if you don’t want to. Really, I-“
“No, I’d love to” he told you genuinely. You smiled.
“Really?”
“Yeah! Of course! Come ‘ere” He waved you over and you moved to stand beside him. “Now be warned, flying a Tardis is certainly nothing like driving a car. Especially with only two of us, there’s a lot of running around”
“What do you mean, with only the two of us?” You asked, frowning slightly. He paused.
“Well, you see, a Tardis is usually meant to be flown by six people” he explained. You looked over the console, understanding when you noticed there were six separated panels.
“That’s why she’s always rockin’ about” You realized.
“Yeah, that’s why” he agreed, not meeting your eyes and straightening his bow tie, something you learned meant he wasn’t telling you something. That or he was trying to protect his pride. You realized in this instance, it might very well be both. Smothering a smile, you did your best to listen to him as he explained the ‘basics’, which actually included a whole lot of techno-babble you didn’t understand and were sure you didn’t need. You just nodded along.
“-and that should do it” He finished. You nodded. “Did you understand any of that?”
“Nope” You answered instantly. He huffed in annoyance and you could tell he was thinking hard about ways to explain it to you while also trying to keep from offending you.
“Alright, well, fine” he waved it off, moving to the opposite end of the console. He fiddled with something as he continued. “You don’t need to know how it works I guess. Let’s see…” He flicked one last switch with a very Doctor-ish flourish and did a spin before running back around to join you again from the other side. “Now, first thing’s first, co-ordinates. But today we’ll have a bit of an aimless fly about” He shook his head, as if he was mentally shaking the thought of co-ordinates away. “So! You know that first one I presume”
You placed your hand on the biggest lever adorned with lights that usually marked the beginning of his running each time. You glanced over your shoulder at the Doctor, who was standing a few feet behind you, letting you work off what you knew. He gave a nod at your questioning look. You looked down at the lever under your hand, knowing this was something much bigger than he made it out to be. You knew he’d had many a companion before. But how many of them had flown the Tardis before? You didn’t think many, going by his surprise when you asked him to teach you.
Taking a deep breath and grinning, you tightened your grip on the dematerialization lever, yanking it downwards with a shout of ‘Geronimo!’ that made the Doctor’s grin light up like a Christmas tree.
“Now the spinny thing on the next panel- no the other spinny thing!” He called to you. The lights in the console room started flashing wildly.
“I did the spinny thing!” You insisted. He moved, standing beside you to fix the lights.
“Wrong spinny thing, this one here” He explained, pointing out another further along the panel.
“Ooh” You breathed out, nodding. “I see” He did the spinny thing himself before pointing to another cluster of buttons.
“Blue, red three times in three seconds, green. One after the other” He ordered precisely. You nodded, counting in your mind as you did so. The Tardis shook slightly and you glanced around in worry. “That’s alright, just the usual turbulence” The Doctor assured you. “But you wanna know something?”
“What?” You asked, checking the monitor.
“You’re flying the Tardis”
You froze, looking at him in shock. You’d not even realized you were still working until he looked pointedly down at where your hand was steering. You laughed suddenly.
“I am! Oh my god I’m flying the Tardis!” You cried excitedly, jumping up and down. The Doctor laughed at your enthusiasm, running over to another panel to take care of something there. The Tardis shook again and you frowned slightly, glancing at the blue switches closer to the rotor. The Doctor hadn’t mentioned them in for you to use or even in his techno-babble speech, but something told you those were what you needed. You reached out and flicked a seemingly random three of them upwards and two down and the Tardis became still. You looked around, confused. It didn’t help that the Doctor was doing the same.
“What…” He moved to the monitor, looking at it with a frown. “We’re still in flight, how…?” His mouth fell open as he seemed to realize something, looking up at the ceiling in that way that you both did to talk to the Tardis. “Oh, you…” He trailed off again, huffing annoyedly as he practically sulked over to where you were.
“What did you touch?” He demanded poutily. You frowned slightly, pointing towards the blue switches. You huffed again and did a round of the console, muttering to himself about the Tardis and River Song and ‘blue boringers’.
“Was I not supposed to?” You asked hesitantly. He waved you off to mutter a moment more before standing right behind you. He reached over to put the switches back and the Tardis hummed in complaint as the room shook again.
“The stabilizers” He muttered, making you grin as you realised what he was upset about. “The Tardis showed you the stabilizers” You bit your lip, trying and failing to hold in a laugh. He glanced at you, pouting again. “Stop it” he whined.
“Alright. I’m sorry” you conceded. You turned to him only to find he was standing a lot closer than you were expecting. Your breath caught as you realized his hands were still on the console, essentially trapping you between himself and the machine. He’d gone unusually silent also and you wondered if that meant he’d noticed.
The Tardis landed with her usual whooshing sound but neither you nor the Doctor gave her the grin you gave every other time. You barely noticed.
“I think that may be enough for today” You whispered, afraid if you spoke any louder you’d scare him off.
“Yeah” He agreed just as quietly. His eyes flickered down to your lips and you briefly wondered if breathing as little as you were would be a problem. “C-could I… I mean, would you mind…” He struggled a little. You moved a hand to rest on his chest softly, effectively cutting him off. His eyes moved between yours, as if he was looking for an answer to his unasked question.
“Can I kiss you right now?” He asked softly. You didn’t respond for a moment, still wondering if this was some kind of amazing dream you’d wake up from any moment now. Not trusting your voice, you nodded. He stared at you another moment, as if waiting for you to say no all of a sudden. Then he moved forward quickly, almost catching you off guard as his lips met yours and started moving expertly.
You could faintly taste custard on his lips and found yourself wondering why you’d never imagined that would happen. But god, he was a good kisser. Of course he was, you corrected yourself, he’s over two-thousand years old. You shifted so one hand rested on his shoulder while the other grabbed at the material of his bow tie, keeping him right where he was. That was rather handy, you realized. Perhaps you should use that more often kissing him. Because there was no way you were going to let this be a one-time thing. One of his hands moved to your waist and a moment later his other hand left the console in favour of your loose hair.
When he pulled away you found yourself realizing it had all been mere moments. But it was the best moments of your life. You laughed and he looked worried for a moment until you shot him a smile, letting him know you weren’t laughing at him. He smiled in return and soon was laughing along with you.
“I’m gonna go ahead and guess that was two thousand years of practice right there” You got out through laughter.
“Just about” He admitted, suddenly looking nervous. You smiled coyly before going on.
“How ever am I going to catch up?” You asked innocently. He smirked in return when he realized what you were doing.
“You just need practice” He told you, leaning in again. You grinned triumphantly as your lips joined once again.
And all because of that question that had been hovering in your mind. It was a good thing you asked, because this was certainly not the worst thing that could have happened.
Tag list : @dekahg
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harrylee94writes · 7 years
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Henry and the Ink Machine Part 3
Thanks everyone so much for all the support you've been giving my stories this past week, it's been amazing, and a dream. A special thank you to everyone who's been reblogging them as well; you guys are awesome and I love you all!
I'm continuing @thelostmoongazer‘s Reverse Bendy AU today, and it's a bit longer than the last two (I think). I'll probably be putting it on AO3 soon, and I will post a link here when I have.
Inspired by @thelostmoongazer‘s sketches here and here, and @the-vampire-inside-me’s, here.
Quick Summary: Bendy, having been living in the human world for the past 30 years, received a note from his creator, and is lured back to his once home. But what will he find there? And will he ever leave again?
First Part  Previous Part  Next Part
The Ink Machine had always been running, churning out an ever flowing supply of ink for reasons Bendy never really fully understood, making an ever present churning clanking noise and, every so often, breaking, meaning someone would have to fix it and ink would just spill everywhere. No one liked that room, not even the toons. No one except for Joey that was.
He used to spend hours in there, staring at the machine like it was some kind of miracle. Sure, it had brought the cartoons he and Henry had created to life, brought Bendy into the human world, but it was still just a machine really. Bendy didn’t want to know what exactly it was that had brought him to life, but the Ink Machine had always felt… wrong somehow.
Now though it sat there, silent, with no sign of a mechanic, and no Joey, just a shell of what it used to be, and yet all the more frightening. He had once wondered how it had made so much ink, but now he didn’t care; he just wanted to save Boris.
Taking a steadying breath, Bendy stepped into the room, his boot making a dull thunk against the bare floorboards. He had to find that last ‘offering’, even if that meant entering this nightmare of a room.
Just like every other room, it was lit only by artificial light, the floorboards were splattered with patched of ink, and there were pages of sketches pinned and stuck to the wall. The main difference, of course, was the monstrosity that sat in the centre under blackened pipes. It almost looked like an overweight elephant with a trunk ready to spurt water everywhere. Or some backwards sort of vacuum cleaner.
Shifting Sammy’s record and Joey’s ‘book’ to one hand, Bendy carefully started to trudge his way around the machine, not wanting to take his eyes off of it in case it – impossibly – started to work, but also knowing he had to find the last item. With a great reluctance, the toon forced himself to look away from the dreaded machine, searching the area for that missing cog.
Luckily, it didn’t take him very long, as it was sitting propped up against the wall behind the doorframe. It meant he had to do a bit of a juggling act with the record and book in order to carry everything, but Bendy was able to leave the room quickly, trotting back to the Break Room once more to finish setting everything up.
The book, record and cog were all easy enough to place back on their pedestals, but it took Bendy some time to put the toy in place. It wasn’t that he couldn’t or anything like that, he was tall enough, but it reminded him of some many good things. It reminded him of when he’d first been created, of playing pranks, or sitting in Henry’s corner and drawing. It reminded him of better times, more innocent times. Times where he didn’t wear worn out coats or live on the streets.
With a shudder and a sniff, Bendy shook himself and, squeezing the toy one last time, he placed it in it’s spot.
As soon as the toy touched the pedestal, there was an empty clunk and the notice next to the lever suddenly started flashing the words ‘Low Pressure’.
“You’ve gotta be kidding!” Bendy huffed, trying to think of what to do. He could remember seeing another button in the projection room, maybe that was what he had to press.
With a huff of annoyance, the Dancing Demon made his way back through the winding halls, wondering where all the windows had gone and trying desperately not to think of Boris. When he finally reached the projection room he sighed, walking across the room to-
The projector turned on, showing a simple sketch of Bendy dancing as slow music played.
The real Bendy tripped several steps backwards and fell on his backside, breathing in sudden gasps. “Who’s there?!” he demanded shakily. “C-come out! I know y-yer there!”
There was a click, and Bendy tensed even further, but then there was nothing. Shivering in place for several long seconds, the cartoon dancing against the wall, the live toon waited, then slowly rose to his feet, stepping slowly, cautiously, around the projector, ready to run at a moment’s notice, only to stare at the empty space in confusion.
Nothing. No one. Just the ink stained floor and a button on the wall.
A button that had clearly just been pressed.
“… Ha… haha,” he chuckled as he stepped away, looking around nervously. “Very funny. Y-ya got me.” Clutching at his scarf, Bendy stumbled quickly out of the room, running, sprinting, as he looked frantically at everything, jumping at the cut-outs of himself, cringing nervously away from the pumping pipes, whimpering as he passed Boris’s exposed body  before all but jumping through the Break Room and pulling the lever.
The lights immediately turned off, and for a moment Bendy was trapped in a thick darkness, his heart beating rapidly in his throat as his breaths came in fast uneven puffs, but then the ones in the hallways flickered and blazed back into life.
Not wasting another second, Bendy fled the room, running back to Boris’s side… only to find that the ink he was getting wasn’t enough. It kept spurting out of the cavity that was his chest, dribbling down to pool on the floor. “No no no, ye’ve gotta get better B-Boris!,” Bendy begged. “C’mon! You gotta… Please!”
Ink splattered in his face and Boris remained silent. “… M-more ink,” the little toon muttered. “I need… more ink.” He nodded to himself, stepping backwards, eyes fixed on Boris’s body as the ink dribbled down his cheek. “I’ll get more. I will.”
From the Ink Machine. He would do it. For Boris.
Following the familiar yet forgotten sound of the churning of the Machine’s gears, Bendy almost ran into the boards that had suddenly blocked the door, his mind too full of thoughts of misery and helplessness, but at the last second, just before he touched them, he blinked.
“What? But, these weren’t…”
Reaching out, he made to touch the boards, but then an unearthly screech grated in his ears, sending him back several steps… just in time to narrowly dodge a long, clawed hand as a monster reached out from him.
Instincts and adrenalin kicking in, Bendy fled, eyes wide as he dodged the ink suddenly pouring from the ceiling, splashing in flooded corridors , all thoughts of Boris vanishing as he tried to escape, heading directly to the exit. When at last he reached the entrance hall, he couldn’t help but sigh in relief.
But it only left him breathless as the floor fell out from under him, falling down one, three, too many floors, and landing heavily on solid panelled flooring.
Bendy coughed, winded and aching, and wheezed as he pushed himself up onto his hands and knees. He didn’t recognise this room, with the door blocked by a selection of chairs and a chest of drawers, but knowing his luck so far, it was probably the way out.
Heaving himself to his feet, the toon looked up at the way he’d fallen, and was surprised to find that it was actually a well-constructed tunnel. Had this… been planned? But, then that would mean that Joey… and that Boris…
Bendy shook himself, forcing panic and tears back as he pushed onwards, following the path onwards. It seemed to be leading him down, though to where he did not know, until he reached what seemed to be a dead end. Another doorway boarded up for apparently no reason, and there were no gaps big enough for Bendy to fit through. Once upon a time he might have been able to, but spending so much time in the human world did things to a toon.
Perhaps there was something he could… Oh again with the writing on the walls? This time it was simply HE LIED TO US. It made Bendy want to shiver in shame, but he had more important things to do.
Like getting that axe on the wall!
“This will sure come in handy,” he muttered, lifting it down from the hooks and giving it an experimental swing or two. With a nod to himself he turned towards the boarded up doorway and started hacking away.
Wood splintered and cracked, pieces falling away and giving Bendy enough space to walk through, heading further in to the mysterious area as he eyed the candles still lit in the corners warily. Unfortunately, when he reached the last door, he had to jump a bit to reach all the boards, but he managed to free it in the end.
When he opened it though, what he found was… was…
“H-Henry?” he stuttered, axe falling from his fingers as he stared at the figure before him.
“… You shouldn’t have come back.”
I hope you guys enjoyed the update! I'm not 100% thrilled with it, but there was a lot of moving about in this one, and the environment is not exactly conducive to elaborate writing all the time.
I'll be uploading the AO3 link as soon as I've put this on there! Until next time.
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numberplates4u-blog · 5 years
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5 Things That Confuse Us About Toyota’s New GR HV Sports Concept
[See image gallery at www.autoguide.com] Toyota debuted its odd new 86-based GR HV Sports Concept today ahead of the 2017 Tokyo Motor Show. The GR HV Sports Concept is a hybrid version of the 86 that pulls inspiration from the automaker’s TS050 LMP1 racecar, but there are a few aspects of the car that have left us scratching our heads, so let’s go over them. 1. The Styling Toyota says the GR HV pulls its styling inspiration from the TS050 LMP1 racecar. It has tried its best to integrate the LMP1’s nose, headlights, and taillights into the concept and it also has the same wheels as the hybrid racecar. We get why Toyota wanted to use some TS050 inspiration with the GR HV, as they are both hybrid performance vehicles, but we’re not sure that nose/headlight combo is really working. The TS050’s taillights work a bit better on the 86’s body, we admit, but the edgy front and rear fascias look weird in contrast to the soft lines of the mostly unchanged sides. Maybe we’re not the target customer here, but we’re not convinced this styling makeover has worked. ALSO SEE: Toyota Sedan Looks Straight Out of the ’90s – but it’s Actually All New 2. The Powertrain Perhaps Toyota will share more info on the GR HV’s powertrain when it debuts in Tokyo, but right now, we have no clue what it consists of. Toyota’s press release only went as far to say it’s powered by “THS-R (Toyota Hybrid System-Racing) that is infused with hybrid technology refined by the TS050 Hybrid.” We assume it has paired the 200 horsepower 2.0-liter Boxer engine with some sort of mild hybrid system for a boost in power. The lithium-ion battery pack is mounted “near the center of the vehicle” for weight distribution purposes. You asked for a turbocharged version of the 86 and you got this hybrid concept thing. Happy? 3. The Transmission We could’ve lumped this in with the powertrain, but we think it deserves its own point. The GR HV features an odd transmission that can operate both as an automatic and a manual. The automatic is switched between Park, Reverse, Neutral and Drive using buttons on the dash and the manual can be activated by pushing the M button. You can then row your own gears using the manual gear lever instead of paddle shifters. This may be handy if you like manual transmissions but get tired of shifting your own gears in traffic and don’t like using a clutch. In our opinion, though, it’s a bit overly complicated and it seems to have a limited real-world appeal. Don’t get us wrong, a hybrid manual sports car is pretty cool and it’s nice to see Toyota having a bit of fun, but this is definitely an odd route to take. 4. The LMP1 Inspiration We’ll preface this point with the admission that we love racing and love to see racing tech transferred to the road. We’re a bit surprised to see Toyota using such direct inspiration from its LMP1 car on the 86, though. It doesn’t wear the LMP1’s styling that well and the 86 was always about driving enjoyment, so it seems a bit odd to us that Toyota would weigh it down with an LMP-inspired hybrid drivetrain for the purpose of fuel economy and performance. We would have rather seen an 86 concept inspired by the 86 GT300 car with some crazy aero, a stripped out interior and tuned-up version of the Boxer. But we get it — eco cars are all the rage right now. We’re still not OK with that front end, though. 5. The Targa Roof This may be sort of nitpicky, but the Targa roof is another weird aspect of this car. If it’s a motorsport-inspired performance car, why does it have an open-top roof? Toyota says this is reminiscent of the Toyota Sports 800 and Supra, but it only makes it look like the GR HV is having an identity crisis. Is it a car for driving enjoyment or fuel economy? Is it motorsports inspired or is it for a leisurely, open-top Sunday drive? It’s trying to do all of the things at once (including being both an automatic and a manual) and we can’t help but think it just lacks focus. We’re being a bit mean to the GR HV, so we’ll end by saying we’re happy to see Toyota expressing an interest in performance cars and motorsports. It’s just that GR HV a bit polarizing in regards to styling and its powertrain/transmission combo is downright weird. Perhaps our numerous questions about this motorsports-inspired performance hybrid convertible coupe eco car thing will be answered in Tokyo later this month. The post 5 Things That Confuse Us About Toyota’s New GR HV Sports Concept appeared first on AutoGuide.com News.
http://www.autoguide.com/auto-news/2017/10/5-things-confuse-us-toyotas-new-gr-hv-sports-concept.html
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barbosaasouza · 4 years
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Review: Operencia: The Stolen Sun (Nintendo Switch)
In the land of Operencia, you get to enjoy some fresh air out of doors and hanging out with some friends (enjoy it where you can these days). On the down side, there is a cursed castle which needs to be explored. Oh, and don’t forget the dragon.
If you are not familiar with any of the other platform releases of Operencia, this is a straight-up turn-based RPG; you even get to do some actual (well, in-game actual) dungeon crawling.
As with a lot of the games for the Switch, this looks better and is easier to play on your TV than in the Switch’s handheld mode. Indeed, the game looks very good with interesting scenery, detailed dungeons, and lots of lovely monsters. The art ranges from novel forest scenes to dungeons with water on the ceiling, and the water effects are well done. Even the torches include details like embers floating away and the heat shimmer in the air above them.
Getting started is a bit odd; when you first launch the game you will play through a prologue before you get to the start with your real avatar. It was a bit disorienting to play for a few minutes with one set of characters only to have to start over with a new character, but if you know it’s coming (and now you do) it’s just a warm up for the main event.
Operencia has a fairly standard back story; you are the intrepid young nobody who received a vision in a dream. Now you are following your dream into a great adventure. Along the way, you meet some interesting characters and make alliances to battle monsters and defeat the big bad guy at the end of it all. While this path is fairly well worn and the dialogue is fairly predictable, the game does a good job of engaging the player so getting there is worth the time spent playing.
Once you are engaged in the story proper, the game does a decent job of introducing new elements and combat difficulty in a gradual way so you can get used to playing without dying frequently. The first “level” is the cursed castle where you get to battle some skeletons (very important at PN, those sword wielding skeletons), frog-man creatures, and the obligatory boss at the end. There are also some puzzles to solve along the way—which combination of levers do you need to pull to open the door sort of thing. The puzzles may not always be real brain teasers, but it does involve a little more than “kill everything that moves” gameplay.
By the way, when you do kill monsters, there will be loot to pick up. The game is not very good at explaining how to equip and use items you pick up, but it is not too hard to figure out. If you press the up arrow button on the left JoyCon, you get the character menu. From here, you can assign new ability and skill points, equip weapons and armor, and so on.
One thing the game does explain well enough is how range works in combat. There are three distances of which you need to be aware: close (melee range), middle range, and distant range. The further away an enemy is, the less effective your melee weapon will be. Inversely, the more distant the enemy, the better your range weapon will work for you. As always with magic attacks, spells don’t care about range.
Don’t forget—if you have someone in your party with magic ability, keep a heal spell handy (also known as herbalism). Feel free to use it in the middle of a combat session. No, really—use whatever skills your characters have as soon as you perceive a need. You have herbalism/heal, attack spells, special attacks, etc. Use them quickly and let them recharge during combat.
By the way, there is one combat skill which looks mostly useless but can be very handy, and it is called Taunt. This skill can be used (by you and by your enemies) to force a character to attack only the one who used the Taunt skill. If a skeleton uses Taunt then you can only attack that skeleton. This effectively protects the others until you kill the taunter, or the taunt wears off. On your side, you can use this to protect the weaker members of your party and let the tank take the hits.
As noted earlier, the storyline is what may be called “an oldie but a goodie” but after decades of dungeon crawler RPGs, it is getting difficult to come up with anything truly unique. In this regard, I don’t hold anything against the game.
Where the game could be better is the dialogue and voice acting area. The dialogue is a bit too predictable and the voice work is blasé; not horrible, just a little flat. Character interaction with the environment is also a bit less than stellar. While the world looks great, there are very limited elements with which the player can interact. If you scroll your targeting dot over something you can pick up the object acquires a luminous outline. This isn’t tragic, but with many games like this, you can investigate or smash or use almost everything in sight.
This does bring up one gripe. In the first level, you can see weapons racks in some of the rooms in the castle. They look like perfectly serviceable weapons, but you can’t use them. I personally think it would be better to show broken weapons on the floor or to just not show them at all, but that’s just me.
Moving around in the game is based on squares. While you can use the right JoyCon to look around in all directions, including up and down, walking happens with the left JoyCon. You can only walk in one of the four cardinal directions, no cutting diagonally across a room. To help with the square approach, you can use the left and right buttons to turn 90 degrees at a time. For a game which put so much into the visuals, this seems to be an odd limitation; however, once you get used to it the motion mechanics are not too bad.
Even with some oddities and limitations, Operencia is a fun game. It isn’t a fast reaction, finger twitching adrenaline fest, but it does engage and hold the player’s interest with good graphics, nice audio, moderately interesting characters, and a story with a few hooks and twists.
The post Review: Operencia: The Stolen Sun (Nintendo Switch) appeared first on Pure Nintendo.
Review: Operencia: The Stolen Sun (Nintendo Switch) published first on https://superworldrom.tumblr.com/
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gamerszone2019-blog · 5 years
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Marvel Ultimate Alliance 3: The Black Order Review - Superpowered
New Post has been published on https://gamerszone.tn/marvel-ultimate-alliance-3-the-black-order-review-superpowered/
Marvel Ultimate Alliance 3: The Black Order Review - Superpowered
Marvel’s popularity has grown exponentially in the 10 years since Marvel Ultimate Alliance 2 was first released, as forays into shared universes in both film and TV have propelled the company to the forefront of pop culture relevance. Previously obscure characters such as the Guardians of the Galaxy, Captain Marvel, and Black Panther have risen to prominence thanks to appearances in movies, becoming household names, while new characters like Miles Morales, Ms. Marvel, and Spider-Gwen have made their debuts in the vibrant pages of comic books. The stacked roster in Marvel Ultimate Alliance 3: The Black Order reflects the past 10 years of Marvel’s history, assembling a cast of beloved characters, both old and new, that extends its reach into almost every corner of the cosmos. The diversity of Ultimate Alliance’s playable characters has always been the series’ strongest aspect, and that remains true in Ultimate Alliance 3, where our favorite heroes team up for an enjoyable adventure brimming with synergized action.
Much like its predecessors, Ultimate Alliance 3 is an isometric action-RPG, hack-and-slash hybrid featuring four playable characters at any one time that you can switch between on the fly. There are a couple of left-field character inclusions counted amongst its comprehensive roster, like the monster-hunting Elsa Bloodstone and The Inhumans’ Crystal, but it’s an otherwise familiar list of names that features everyone from Hawkeye and Doctor Strange to Iron Man and Thor. Somewhat predictably, the plot revolves around the Infinity Stones after a Guardians of the Galaxy-related mishap scatters them across the Earth and into the hands of the evil-doers in Marvel’s rogues’ gallery.
Thanos and his ruthless Black Order play their part, but the story is less Marvel Cinematic Universe and more Saturday morning cartoon. That works in the game’s favor, and the light-hearted writing and enthusiastic voice acting carry a narrative that does as much as it can with so many characters vying for screen time. There are fun one-liners, and the characters feel true to the ones we know, with their iterations pulling from the MCU, comics, and TV. It also helps that this isn’t simply a rehash of well-trodden ground, despite the presence of many common elements. Instead, Ultimate Alliance 3 tells an original tale that takes some inspiration from 1991’s The Infinity Gauntlet, while also encompassing various aspects of Marvel’s films, comic books, and TV shows to create something of its own.
You only need to glance at the roster to see how Ultimate Alliance 3 pulls from every eclectic branch of the Marvel machine. Costumes and character designs are judiciously plucked from numerous sources–all homogenized by a uniform comic book-inspired art style that’s full of color. The most important thing about these characters, however, is how each of them feels to play. Each hero has light and heavy attacks that can unleash various combos, as well as four super abilities that are gradually unlocked as each character levels up. There’s also a block that negates some damage and a handy roll for dodging out of danger. Simple stuff. What elevates Ultimate Alliance 3’s combat is the variety inherent to each of its heroes and the numerous ways in which they work in tandem. Take someone like Captain America, for example, who’s all about punching enemies in the face and following up with a vibranium shield to the ribs. He plays a lot differently to a ranged character like Star-Lord, who is ideally suited to fighting from a distance with his dual elemental pistols and flight-enabling jet boots. The differences aren’t just restricted to each hero’s choice of weaponry or traversal, either; the Hulk is a lumbering force of nature, Wolverine strikes with quick and agile ferocity, and myriad damage types like piercing, ethereal, fire, and ice differentiate each character even further.
Then there are the abilities that tap into every hero’s spate of superpowers. An energy meter governs how often you can let loose with these snazzy attacks, but Ultimate Alliance 3 is fairly generous about replenishing any lost energy in rapid fashion. This is important because using these abilities with abandon and combining them with others is a ton of fun. The basic light/heavy combat is satisfying on its own. There’s a lot of button mashing, but fights can get pretty hectic when enemy projectiles are bouncing all over the screen, so you still need to be wary of your positioning and be able to avoid danger. Abilities add another layer, letting you blast away a crowd of goons with a wrecking ball comprised of Spider-Man’s webs, spin Mjolnir around in a deadly electrified circle, or mow down anyone unfortunate enough to get in the way of Ghost Rider’s hellfire bike.
Proximity to teammates also allows you to combine certain abilities with others to unleash devastating synergy attacks that amplify their damage output, whether it’s Iron Man reflecting his beam off Captain America’s shield or Deadpool tossing a deluge of grenades as Storm shoots a bolt of lightning out of her fingertips. Dole out enough punishment and you can activate a big Alliance Extreme attack that triggers all four of your character’s synergy attacks at once, filling the screen with a vivid cascade of particle effects, explosions, and ever-increasing damage numbers. The frame rate can take a hit during these moments, but you’re just watching the fireworks at that point, so it isn’t really an issue in gameplay.
The diversity of Ultimate Alliance’s playable characters has always been the series’ strongest aspect, and that remains true in Ultimate Alliance 3, where our favorite heroes team up for an enjoyable adventure brimming with synergized action
The level design is fairly straightforward, funneling you down corridors and into more open areas with little deviation. This does, however, lend itself to a sense of forward momentum as you’re constantly encountering new foes to fight. The only thing that slows it down are some terribly dull puzzles that are fortunately few and far between, revolving around pressing levers and pushing boxes, and a camera that has a tendency to get stuck behind objects or jitter up and down when not completely stuck. This is an occasional problem during combat when you’re momentarily blind to enemy attacks, but it can be an annoyance when simply traversing as well.
It’s a shame you can’t just forget the camera is even there because each level takes place in a new location and the environments on show are fantastically varied. Dimension-hopping allows the action to venture away from Earth and into some of Marvel’s more outlandish settings as you barrel towards the end credits, and Ultimate Alliance 3 makes good use of the sheer number of enemy factions that exist in the Marvel universe. Within the first couple of hours you’ll brawl your way through The Raft and tangle with Spider-Man’s nemeses before joining Daredevil and Iron Fist in a battle against The Hand’s ninja army. This makes for a disparate mix of enemy types and aesthetics that keeps each level feeling fresh, and the same can be said of the plethora of boss fights you regularly encounter, too.
Facing off against the likes of Green Goblin, Dormammu, and Ultron can be quite challenging by yourself on the default difficulty level. Fortunately, there’s a surprising amount of depth when it comes to upgrading each hero. Aside from accumulating XP to unlock more abilities, you can also spend currency to enhance each of their powers, reducing the energy cost or improving their potency. There’s also a sprawling hexagonal skill tree that allows you to purchase stat increases that are applied to every hero on the roster, whether you’re improving their strength, vitality, and resilience or unlocking various offensive and defensive buffs. Meanwhile, ISO-8 crystals give you the opportunity to apply additional bonuses to specific heroes. It’s minute stuff like increasing health or decreasing damage under certain conditions, but it makes a difference and gives you a degree of customization that can be used to turn the tide of battle–and that’s without even mentioning the importance of your chosen team’s makeup.
Picking heroes that work well together applies various team bonuses that can further enhance their stats. This is based on tangibles like their team affiliation, intelligence, agility, and so on. You could assemble a team of the original Avengers, the X-Men, Defenders, or Midnight Sons and see an increase in particular stats that will also take into account whether any of the heroes have shared traits like “wisecracking warrior” or “anti-hero.” Maybe you want to compile a team of web-slingers, Marvel royalty, or one that encompasses the women of Marvel. You have the opportunity to recreate canon teams or mix and match to create your own based on which bonuses are applied and how they can benefit you.
The only problem with all of this is that heroes only level up when you use them. Increases in strength, vitality and other similar skills are applied to everyone, but as you reach the latter half of the campaign, the lack of abilities, their upgrades, and the capability to equip multiple ISO-8s is keenly felt in your lower-level heroes, which means you end up neglecting most of the roster because they just aren’t powerful enough. The workaround for this comes in the shape of XP boosts you can discover within levels and by completing optional Infinity Rifts that task you with repeating modified boss fights and challenges to earn different rewards. Getting enough XP boosts can be a long, grindy process, though, and that’s just to get enough to significantly level up a single character. The diversity of Ultimate Alliance 3’s roster is one of its core pillars, so feeling restricted to only using a few heroes during its final hours is a glaring disappointment.
After spending some time with Ultimate Alliance 3’s online co-op, it’s clear that while the server performance isn’t perfect, it also isn’t too bad. There’s some occasional lag that only affects the appearance of other players in your party, causing them to slightly jitter when moving around. Other than being a minor eyesore, this doesn’t impact the gameplay in any way. Playing with fewer than four people is less than ideal, however, as the host is the only one with the ability to change heroes on the fly. Everyone else is locked into their pick, although this is somewhat rectified by the plentiful amount of S.H.I.E.L.D. stations found within each level that allow you to swap characters in and out. Beyond this, playing more of Ultimate Alliance 3 in co-op emphasizes the game’s replayability and the sheer enjoyment derived from using its assortment of heroes. Going back and replaying parts of the campaign gives you the opportunity to use characters you previously neglected, making it easy to fall into a groove that’ll have you eager to reach the end credits for a second time.
More so than its predecessors, Marvel Ultimate Alliance 3: The Black Order excels because of its character diversity and the ways its disparate heroes work together. For this reason alone it’s an ideal co-op game, whether you’re playing with another friend in the same room or with three friends online, but the AI more than holds its own if you’re playing alone, too. It falters in places, but there’s still nothing quite like the Ultimate Alliance series, and this long-awaited third entry makes it a triumphant return for a superhero brawler that feels more relevant than ever.
Source : Gamesport
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ukdamo · 7 years
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Remembrance of Things Present
one of mine.. 
The gloryhole in 89 Napier Street was the repository for practical things not necessarily needed immediately to hand: the scorched and rickety ironing board (the iron standing on its heel on the shelf above); left-over rolls of wallpaper; a canopy of coats cascading untidily from too few hooks; the two books (Universal Home Doctor and Family Bible); a bashed brown tea caddy, minus its label, that held buttons, wooden cotton reels, a selection of sewing needles, hair grips, press-studs on their cards, folorn biros with bitten ends; the Ewbank (at an ealier date), the reconditioned Hoover now in its stead. And mum's handbags. Old ones bulged with insurance policies, family snaps, the one £5 Premuim Bond and the the three £1 ones, grave papers, mass cards, cast-off compacts with cracked mirrors or broken clasps, and almost-but-not-quite empty jars of Pond's cold cream. And the little cylinders of fake gold that held the stumps of greasy, muted-pinky-maroon lip sticks. It was all illuminated by a bare low-wattage bulb.
The gloryhole was, basically, under-stair storage. It was accessed from a door in the corner of the living room. Once the door was opened, you faced a narrow underdrawn space that sloped upward from left to right, following the contours of the stairs. In front, where the height permitted it, a shelf ran around the space. Under it were the old, two-pronged coat hooks. Mum's discarded handbags dangled by their frayed straps from those Victorian coat hooks, smothered by coats. They made occasional forays out into the light, when documents needed consulting or prayer cards needed re-homing.To the left of the door, down one-step, the space retreated into an increasingly confined wedge, so that the smaller objects had to be shoved into the deepest part of the recess and the taller ones stood immediately adjacent. The gloryhole was seldom decorated: it always lagged behind the rest of the house by at least two or three colour-schemes. Occasionally, when its yellowing paint became too depressing, it was freshened up by left over emulsion. The gloryhole housed the left-over wallpaper from various rooms - but never enjoyed a Polycell make-over of its own.
From the vantage point of 2017, Napier Street as our family home is long-gone. So are my parents; dad in 1995, mum a decade later. Equally, long-gone are those old handbags with their stash of yesteryear's oddments. But, as I beetle along towards old age, the inherent power of those distant objects to seems to grow exponentially. The handbags and their associated evocations perhaps most of all.
Pond's cold cream. I don't know if it still exists. When I was a boy, it lived in small, glass, oval jars with bakelite screw lids. It was not gloopy or waxy. It was a reassuringly viscose white fondant, and had always the imprint of mum's last finger-scoop. The texture was cool, smooth and soothing. Its fragrance was of mum. Or maybe it was the other way round. A discreet scent of jasmine with distant lilies. It was soft on the palms and immediately made skin more malleable, less friable, less care-worn, more transluscent. I can sympathise with her fondness for it: less a cotton winders' hands, more of a princess's. I used to have occasional dabs of my own: less a scrawly schoolboy's hands, more of an aesthete's?
In one or other of the bags there was a ladies Ronson lighter – it still had a working flint but its petrol-infused lint had long since dried out. I used to enjoy the dry, rasping spark with electric flare. Not so much a burning smell as a mechanical one. And then there were the compacts. They were usually smudged by the old lipsticks, their hinges encrusted with their own pink-blush powder. Indeed, the insurance policies, prayer cards and the faux-satin linings of the handbags were similarly smudged. The dull gold-coloured compact, the one with the cracked mirror, had a thin flat disc in it – satin one side and mildly padded on the other. Practically all the powder was gone from the insert. Little bevels of it remained where the side and bottom of the pan met. But the pad was still redolent of dustings and pattings. The powder was an anhydrous mist, different from the silky puff of Johnson's baby powder. Matt, rather than shiny, the pad gave a satisfyingly muted pat when applied to the back of your hand. It had a fragrance, too, different from the cold cream, but complementary. The aroma was a pink carnation.
Mum was a delicate creature in some respects – allergic to anything other than gold jewellery, In this, I am not her son: I can wear any base metal, though my fondness and preference is for silver. Anything other than butter on her bread made her nauseous. Wartime had been a torture for her (the chemical coarseness of margarine, you understand). She had to trade all manner of coupons to secure enough butter. I sympathise with that. Her choice of butter was always Lurpak but she'd tolerate Kerrygold or Anchor if it was demanded of her. Stork – which the adverts claimed was indistinguishable from butter – was relegated to cake-making. Rightly so. Vile. Only desperation would make a person use it on bread.
Mum's repertoire of soaps was as limited as her butter.
Pears (those amber ovals) she liked – but it was too pricey. Imperial Leather (“Simon, Bermuda”) was also valued but equally pricey. I don't recall it featuring anything other than rarely – probably when it was on offer. We were a family of six, with four blokes, you see: that's a lot of soap. So, the mundane soap was a Lever Brothers stand by: Sunlight. With lanolin, even. I had no idea what lanolin was – but mum could use it on that delicate skin. This was in the days before hypoallergenic was a even a word, still less a range of products. Sunlight soap came in fat, cumbersome, rectangular, pale magnolia cakes. Really, it was very unfeminine: great half-charlies that were too big for the hand, unless you were a navvy or a coal miner. They had a wide groove on their upper surface, with a cursive 'Sunlight' stamped in it. I don't know if Sunlight is still going: it had a retro makeover many years ago but I can't recall seeing it in decades. The gradual demise of the C2 working class probably doomed it to extinction. And as for lanolin, people finding out that it was the oil from sheeps' fleeces no doubt undermined its appeal, somewhat. Sometimes it's best not to know: when I hear what goes into mum's old Oil of Ulay (now sans oil, and simply Olay for copyright reasons, I think), it is cringeworthy.
But lanolin. I recall coming face to face with it a few years ago on a walk to the Water Meetings and Quaker Bridge in Barrowford. Summer time. No azure flash of kingfishers racing along Pendle Water that trip, but as I forked right and headed up the road into Blacko to follow it homewards, there was the buzz of clippers in a field. A Landrover was pulled up, with trailer uncoupled. The trailer sported  on- /off- ramps, a generator, and a tall pole, attached to the top of which was a flexible bendy cord. At the end of the cord was the source of the insistent buzzing – sheep shears. The trailer was adjacent to a sheep pen, in which dozens of ewes jostled half-heartedly for position, and peered blankly out. I stopped to watch proceedings and, after a minute or two, the farmer came over, opened the gate, and invited me in.
And so we stood, the three of us. Me, the farmer, and the sheep shearer. And I learned about shearing, fleeces, and sheep. The shearer travelled from farm to farm (hence the Landrover with its bespoke trailer) making his way through Wales, Lancashire, Yorkshire on a pre-arranged timetable and route. He was netting £2 a fleece – and he had each of those pliable ladies, and some cantankerous ones – nabbed, shaved, and released at no more than 90 second intervals. The farmer penned the sheep ready, so there was no delay, and they contracted for a minimum number, so farmers with smaller holdings rendezvoused at the farm where the shearer was to set up. Prices for fleeces rose and fell – they weren't bad that year, as I recall, but sheep need shearing whatever the price.
The bewildered ladies were unceremoniously up-ended and plonked on their ample bottoms, whilst the young fella planted his muscular legs and gripped them, and set to work with the clippers. Mostly, they were subdued once he had them: perhaps reassured by his evident skill and no-nonsense approach. That always worked with me when I was a boy: the sound of the airplane clippers, the smell of 3-in-1 oil, and the firm purpose of the barber. Short back and sides and sparse conversation. Mind you, I don't think the barber netted £2 a scalp back in the day.
The sun shone, the sheep skittered off once fleeced, and we three chatted. Soon my eye was drawn to the large grease spot on the wooden trailer. Lanolin, live and in-person. Handy for soap making,  handier still for shedding the filthiest Lancashire weather: these sheep were well set up for inclemencies. I noted, too, that the shearer was wearing moccasins. As the farmer explained, the best shearers wore moccasins. Their suede nap gave some purchase on the slippery grease and their firm pressure was kinder to sheep. Lots of younger men were sporting trainers now, he said, but he didn't rate them. They were not good. The risk of injury to sheep, and man, was increased. I found myself glad that the shearer stood fully congruent with his occupation – no flirting with any Nike or Adidas innovations. Real sheep shearers do it in moccasins.
After the family home was sold and mum and dad went to live in Lomeshaye Village, in one of the old-folks' flats, mum's prediliction for Imperial Leather resurfaced. There was always a bar in the bathroom. With just the two of them (kids all gone) the economies necessary for a family of six, on a wagon driver's income, were less stringent. Imperial Leather was a pensioner indulgence! One of the things that most endeared me to those lozenge-shaped bars of buttermilk hue was the little foil label that conjured up the decadence of the Romanovs. It was my understanding that the label was there to prevent the soap leaving a mess on the sink ceramics or soap dish: you stood the bar on its label. As the soap wore down, the label stood proud and the soap was no longer in contact with the sink – hence, no mess. Perhaps because we were very plebean, the soap was never label down. You announced the fact that you were using it by having the label showing.
For me, nowadays, picking the soap up, lathering it under the tap, releases not so much a fragrance as a wave of nostalgia. Imperial Leather's fragrance has elements of  sandalwood and the richness of plant oils – it's mildly exotic and suggestive of luxury. Which is, no doubt, what Cussons were aiming at. But for me, it mostly carries aromas of mum. It's powerfully evocative. Aromas are.
I can recall a visit – with mum – to Gawthorpe Hall. It's one of the places we'd scoot off to for an afternoon of cultural noseyness, and cake. The cafe was lodged in the stable block and featured home-baking and pots of tea. Ideal for us. After a leisurely brew and news-swop, we were about to go and explore the lovely Elizabethan pile: I decided to make a visit to the lavatory first. The tea room was above, the toilets below, so I skittered down the stairs and found the Gents. The soap was in an old-school wall dispenser: fingers under, palm operates a rectangular squirter. One squidge was enough: the years receded and I was age six, it was dinner time, I was standing at a child-height sink in St George's RC Primary School, Vaughan Street, Nelson, washing my hands so that Mrs. Ingham (a diminutive tyrant) would not throw me out of the dinner queue. The soap dispensed in the Gawthorpe toilet was the same amber-coloured, antiseptic liquid that Lancashire County Council used in its school thirty years before. The power of scent created a wormhole in space-time and drew me through it, irresistably.
That power can be used to advantage, though. You can elect to make the journey. Fragrance can open the portal, on demand. If liquid coal-tar soap can take me to primary school, other fragrances can take me elsewhere.
4711, for instance. That eau-de-cologne can transport me to Köln, and the year 1976. It's a school exchange trip and I'm in Germany, staying with a family from Mayen: we're on a trip to Cologne. I've been up the cathedral tower and seen the Rhine bridges and I'm looking for a present for mum. On Glockenstrasse, at number 4711, stands an impressive perfume factory and shop – home to 4711. The original eau-de-cologne. Echtisch Kölnisch Wasser. It's still there – flagship shop of the perfume house, and it still glitters with possibility. I bought mum a bottle of the eponymous 18th CE perfume and she wore it ever after. Generally, she kept it in her current handbag (before the were, successively, relgated to the gloryhole). She'd dab it on her hanky and freshen up with it on car trips. As a perfume, 4711 has had an odd evoloution over the 200 plus years of its existence; it was, originally, a men's fragrance for the prestige Houses of Europe. More latterly, it has been a women's fragrance – but 4711 indicate it as unisex. I agree. The scent is of citrus and wood that carries a fresh, sharp finish and has enduring undernotes. For me it's an everyday scent: it lives in my sports bag, for application after swims. It's also my travel fragrance and comes with me on every trip, near or far.
As I age (just clocked 56, Not Out), I have a deeper appreciation for my past and how it has shaped who I have become. I heard once that making sense of your life is only possible when you look back over it – I recall an analogy that compared it to running your fingers over a fish's scales: they lie smoothly when stroked in one direction but are likely to tear your flesh if stroked in the wrong one.  I can see connections, recognise how events and people shaped my experiences. I know I hold threads together, personally. I weave my own cloth and a loom I inherited. But some of the aesthetics, some of the yarns, were given to me. I'm the child of weavers in more ways than one.
I can find, too, there's comfort in the sureties of the past. Like the familiarity of an old pair of slippers (not that I wear slippers), the quiet resonances of childhood are reassuring. I think we like continuity, as a species. We tell stories. We create in our own likeness. We look to where we came from to make sense of where we are and to decide where we want to go.
I'm conscious of my heritage. Not (I think) conditioned or stultified by it, or forever harking back to a mystic Golden Age that exists only in the warm fuzziness of a smug and delusional imagination. But I know I make choices that ensure there are tokens of continuity that I can carry with me into my everyday life. Mostly, they are mundane. And I like that, too. It's too easy to confuse what's important with what's vaulable, unless you guard against that possibility. The richer you are, the more imperilled that discernment is. (I've safeguarded myself against that risk very well!).
My tokens are trivial. It's good that they are.
I think of the tea caddy spoon – it's in my kitchen, as it was in mum's kitchen, and as it was in her mum's before her (c/o a pre-WW II holiday to the Isle of Man): or there's my 'ice-cream' spoon – courtesy of Margaret Pepper and the Raj (well, the North Western Railway Volunteer Rifles, circa 1920). These tokens are a continuing connection with people now gone. They are stirred (if you'll forgive the pun) by everyday use.
I note, increasingly, that I am becoming my parents. I look like dad. Really: peas in a pod, chip off the old block, and so on. I look in the mirror and he smiles back at me. I look at my physignomy – and his fingerprints are all over it. My driving style evokes his. In some situations, I can sense him near. Curiously, he underpins my confidence in situations from which his natural diffidence would have disbarred him. If I stand tall, it's because he raised me. As for mum, she's around most days. At breakfast when I make a pot of Yorkshire Tea (there's another evocation!); when the Imperial Leather is handled at shower time; twice weekly, in the men's locker room at Crow Wood, after a swim. Perhaps it's fortunate that it's a personal evocation rather than an universal one?
I don't know if the trivial and potent associations that so flavour my life – 4711, Imperial Leather, and two old spoons – will evoke the same responses among my nephews and nieces and their respective kids once I'm dead. I'm doubtful. They don't live cheek-by-jowl with them, as I do. It matters not. I'm the orphan in the world, now mum and dad are long dead: the comfort blanket offered by fragrances and spoons is mine, and very probably mine alone.
There's quiet comfort in that, too.
0 notes
allcheatscodes · 7 years
Text
lego star wars the complete saga wii
http://allcheatscodes.com/lego-star-wars-the-complete-saga-wii/
lego star wars the complete saga wii
Lego Star Wars: The Complete Saga cheats & more for Wii (Wii)
Cheats
Unlockables
Hints
Easter Eggs
Glitches
Guides
Get the updated and latest Lego Star Wars: The Complete Saga cheats, unlockables, codes, hints, Easter eggs, glitches, tricks, tips, hacks, downloads, guides, hints, FAQs, walkthroughs, and more for Wii (Wii). AllCheatsCodes.com has all the codes you need to win every game you play!
Use the links above or scroll down to see all the Wii cheats we have available for Lego Star Wars: The Complete Saga.
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Also Known As: Star Wars: The Complete Saga (LEGO)
Genre: Action, Adventure Developer: Unknown Publisher: Lucas Arts ESRB Rating: Everyone-10 Release Date: November 8, 2007
Hints
Buy the Red Brick Detector
If you go through Mos Espa Podrace, when you pass the giant holes go on the far left side and grab the Red Brick. Once you get it save up 250, 000 studs and go to the extras section at the counter in the cantina and purchase it.
Play As Car
Only on two player. Have one person get in the car and start driving around. Then have a second person, most effective as a jedi or sith, keep pressing the change person button while facing the car, while the car is moving. Once it shows that the second person isn’t in control of anything, have the first person get out of the car, and the second person can pay as the car. It only works if the person in the car is second player, while the person to turn into the car is first player.
300,000 Studs Or More
Go to episode 3 chapter 1. Chose droid tri-fighter. After you shoot the first set of guns, crash. Keep doing this until you have 300,000 studs or more.
Unlocking Stuff
My advice is to play through the levels first thengo back and play it “free play”. This way you willhave the characters you need to get into specialareas.
Extra Lightsaber Damage Combo (Wii Only)
This move only works on lightsabers, but if you press the B button AND swing the Wii remote, it will create extra damage (you have to time your swings, don’t just attack randomly)you can create different combos yourself like B+B+Swing. Also if you swing the Wii to do a super-smash (double-jump+attack) it will create more damage. You’ll have to practice a lot to get it perfect (remember; timing is everything) but it really comes in handy in two-player duel and things like that. (P. S . The third attack, or final blow, can cut through anything on a person, even if they are blocking of are a droiddekka with their shield on. ).
Red Brick In Mos Espa Spaceport
To get the red brick in the mos espa level in episode 4, head forward right when the level starts. Right when you walk under the broken bridge turn left. Then with Luke or Obi-Wan, destroy all trash can’s in front of the wall. Then you should see a little door with nothing behind it. Use the force with Obi-Wan to take the parts off the ground and put them on the wall. There then should be a panel with R2’s face on it. Activate the panel with R2, walk in the door and you then should have unlocked a special secret.
Throwing/Pushing Enemies Into Walls/Trees
Switch to a person that is from the Dark Side, (Darth Vader, Emperor, etc.) and force him using Z. Do not hold him into the Air for a long time or they will die. While in the air, push him intoa wall/tree, and he will die. It is almost like a Jedi pushing droids.
Ghost Character
To buy the ghost character, you need to all-the-way complete story mode/All Episodes. He cannot get hurt and is not paid any attention by troopers, unless in cars.
Unlimited Studs
If you go to level one of episode IV in The Complete Saga there will be a machine with a lever. Pull the lever and out come about 10 silver studs. You can keep doing this to get money but it is slow so you may want a studs x cheat on. So far this has worked and is a good way to get cash.
StarKiller
Go to build-a-character and select luke’s head, darth maul’s body, black waist, legs and hands, skin arms black hair and a red lightsaber and then you have STARKILLER as a playable character!
Random Stormtrooper Sounds
First go to the level “Jedi Destiny” and select any character. Then when you take out the all of the Emporer’s hearts ECEPT two. Then (make sure you have extra toggle turned on) change to the Imperial Egineer and jump once and then you’ll here Stormtrooper noises.
Minikit Detector
Go to “Cloud City Trap” (Episode 5) throw bomb at metal gate beside R2D2 picture (unlockable point). The minikit detector is behind where the gate was.
Cheats
Cheats Listing
Admiral Ackbar ACK646Battle Droid CommanderKPF958Boba Fett Boy GGF539Boss Nass HHY697Captain Tarpals QRN714Count Dooku DDD748Darth Maul EUK421Disguise BRJ437Droid Tri-FighterAAB123Ewok EWK785Force Grapple CLZ738General GreviousPMN576Greedo ZZR636IG-88 GIJ989Imperial Guard GUA850Imperial ShuttleHUT845Jango Fett KLJ897Ki Adi Mundi MUN486Luminara LUM521Padme VBJ322R2-Q5 droid EVILR2Sandtrooper CBR954Stormtrooper NBN431Taun We PRX482TIE Fighter DBH897Tie Interceptor INT729Vulture Droid BDC866Watto PLL967Zam Wesell 584HJFZam's Speeder UUU875
The Emperor
Type in AASDF.
R2-q5
Enter evilr2.
Boba Fett
Type in bobazxc.
Boss Nass
Enter HHY697 at the cantina.
IG88
Type in GIJ989 at the bar.
Tie Interceptor
Type in TNT729 at the bar.
Imperial Shuttle
Type in HUT845 at the bar.
Boss Nass
Enter HHY697.
Force Grapple Leap
Enter CLZ738 at the cantina.
Battle Droid Commander
Kpf958.
Count Dukou
Type in H6J9P56
Darth Maul
Type in EUK421 at the bar.
Vulture Droid
Type in BDC866 at the bar.
General Grevious
Type in PMN576 at the bar.
R2-Q5
Type in EVILR2 at the bar.
General Grievous
Enter PMN576 at the cantina.
Admiral Ackbar
GGF539 or ACK646
Tie Fighter
DBH897 at the bar
Taun We
Prx482
Padme
Vbj322
Luminara
Lum521
Adi Mundi
MUN486
Imperial Guard
CUH850
Disguise
Type in BRJ437 at the bar.
Greedo
Type in ZZR636 at the bar.
Count Dooku
Type in DDD748 at the bar.
Zam Wesell
Type in HJF584 at the bar.
Zam’s Speeder
Type in UUU875 at the bar.
Watto
Type in PLL967 at the bar.
Ewok
Type in EWK785 at the bar.
Storm Trooper
Type in NBN431 at the bar.
Jango Fett
Type in KLJ897 at the bar.
Droid Tri-Fighter
Type in AAB123 at the bar.
Captain Tarpals
Type in QRN714 at the bar.
Boss Nass
Type in HHY697 at the bar.
Force Grapple Leap
Type in CLZ738 at the bar.
Unlockables
Collector
Unlock all characters.
100%
Complete the game to 100%
Secret Master
Collect all available red bricks.
Cash In
Sell your landspeeder to the Jawas.
A New Hope
Finish Episode IV in story mode.
Return Of The Jedi
Finish Episode VI in story mode.
Undecided.
Crossover: Destroy Anakin with Vader
Love Is�
Crossover: Destroy Jango Fett with Boba Fett
Arcade Master
Get 100 points in Arcade mode
Shoot First
Shoot First
Unlock Indiana Jones
Go into the “Bonus” doorway in the Cantina, then go through the door marked Trailers and watch the trailer for Lego Indiana Jones. You can then buy him for $50,000.
The Phantom Menace
Finish Episode I in story mode.
Attack Of The Clones
Finish Episode II in story mode.
Revenge Of The Sith
Finish Episode III in story mode
The Empire Strikes Back
Finish Episode V in story mode.
Going For Gold
Collect all available Gold Bricks.
Mini Mayhem
Collect all mini-kits.
Lightsaber Master
Perform 20 unblockable combo attacks.
Lightsaber Defender
Perform 200 perfect lightsaber deflections.
Dodger
Perform 200 blaster character dodges.
Stormtrooper Slayer
Destroy 300 stormtroopers.
Droid Slayer
Destory 300 droids.
Fighter Ace
Destroy 50 TIE fighters.
Yee Haw
Ride all mounts types & ride-ons.
Crowd Pleaser
Break Jar Jar 20 times.
Slam Dunk
Destroy 5 people with one attack (Jedi super slam).
Harmless?
Disable 5 Droidikas with R2D2.
Fire In The Hole!
Destroy 10 characters with one thermal detonator.
Let The Wookiee Win
Pull 25 arms off other characters.
Disco King
Set off all three Discos.
Use The Force Luke
Death Star Trench Run without Firing.
Bar Room Brawl
Start a Cantina Fight with 50 casualties.
Lego Build-master
Make 100 Build-its throughout the game.
Gopher
Max out the Stud counter
Cloud Cover
Finish Cloud City still wearing a Helmet.
Follower Of Fashion
Wear Every Hat
Unfaithful
Crossover: Destroy The Emperor with Darth Maul
Did I Break Your Concentration?
Revenge: Destroy The Emperor with Mace Windu
Nobody Expects�.
Revenge: Destroy The Emperor with Kit Fisto
Hands Off!
Revenge: Destroy Anakin with Dooku
Who Needs Obi-wan?
Revenge: Destroy Darth Maul with Qui-Gon
Strike Me Down
Revenge: Destroy Darth Vader with Obi Wan
Online Player
Play through an entire level online
Easter eggs
Currently we have no easter eggs for Lego Star Wars: The Complete Saga yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Glitches
Currently we have no glitches for Lego Star Wars: The Complete Saga yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Guides
Currently no guide available.
Currently no guide available.
0 notes
barbosaasouza · 4 years
Text
Review: Operencia: The Stolen Sun (Nintendo Switch)
In the land of Operencia, you get to enjoy some fresh air out of doors and hanging out with some friends (enjoy it where you can these days). On the down side, there is a cursed castle which needs to be explored. Oh, and don’t forget the dragon.
If you are not familiar with any of the other platform releases of Operencia, this is a straight-up turn-based RPG; you even get to do some actual (well, in-game actual) dungeon crawling.
As with a lot of the games for the Switch, this looks better and is easier to play on your TV than in the Switch’s handheld mode. Indeed, the game looks very good with interesting scenery, detailed dungeons, and lots of lovely monsters. The art ranges from novel forest scenes to dungeons with water on the ceiling, and the water effects are well done. Even the torches include details like embers floating away and the heat shimmer in the air above them.
Getting started is a bit odd; when you first launch the game you will play through a prologue before you get to the start with your real avatar. It was a bit disorienting to play for a few minutes with one set of characters only to have to start over with a new character, but if you know it’s coming (and now you do) it’s just a warm up for the main event.
Operencia has a fairly standard back story; you are the intrepid young nobody who received a vision in a dream. Now you are following your dream into a great adventure. Along the way, you meet some interesting characters and make alliances to battle monsters and defeat the big bad guy at the end of it all. While this path is fairly well worn and the dialogue is fairly predictable, the game does a good job of engaging the player so getting there is worth the time spent playing.
Once you are engaged in the story proper, the game does a decent job of introducing new elements and combat difficulty in a gradual way so you can get used to playing without dying frequently. The first “level” is the cursed castle where you get to battle some skeletons (very important at PN, those sword wielding skeletons), frog-man creatures, and the obligatory boss at the end. There are also some puzzles to solve along the way—which combination of levers do you need to pull to open the door sort of thing. The puzzles may not always be real brain teasers, but it does involve a little more than “kill everything that moves” gameplay.
By the way, when you do kill monsters, there will be loot to pick up. The game is not very good at explaining how to equip and use items you pick up, but it is not too hard to figure out. If you press the up arrow button on the left JoyCon, you get the character menu. From here, you can assign new ability and skill points, equip weapons and armor, and so on.
One thing the game does explain well enough is how range works in combat. There are three distances of which you need to be aware: close (melee range), middle range, and distant range. The further away an enemy is, the less effective your melee weapon will be. Inversely, the more distant the enemy, the better your range weapon will work for you. As always with magic attacks, spells don’t care about range.
Don’t forget—if you have someone in your party with magic ability, keep a heal spell handy (also known as herbalism). Feel free to use it in the middle of a combat session. No, really—use whatever skills your characters have as soon as you perceive a need. You have herbalism/heal, attack spells, special attacks, etc. Use them quickly and let them recharge during combat.
By the way, there is one combat skill which looks mostly useless but can be very handy, and it is called Taunt. This skill can be used (by you and by your enemies) to force a character to attack only the one who used the Taunt skill. If a skeleton uses Taunt then you can only attack that skeleton. This effectively protects the others until you kill the taunter, or the taunt wears off. On your side, you can use this to protect the weaker members of your party and let the tank take the hits.
As noted earlier, the storyline is what may be called “an oldie but a goodie” but after decades of dungeon crawler RPGs, it is getting difficult to come up with anything truly unique. In this regard, I don’t hold anything against the game.
Where the game could be better is the dialogue and voice acting area. The dialogue is a bit too predictable and the voice work is blasé; not horrible, just a little flat. Character interaction with the environment is also a bit less than stellar. While the world looks great, there are very limited elements with which the player can interact. If you scroll your targeting dot over something you can pick up the object acquires a luminous outline. This isn’t tragic, but with many games like this, you can investigate or smash or use almost everything in sight.
This does bring up one gripe. In the first level, you can see weapons racks in some of the rooms in the castle. They look like perfectly serviceable weapons, but you can’t use them. I personally think it would be better to show broken weapons on the floor or to just not show them at all, but that’s just me.
Moving around in the game is based on squares. While you can use the right JoyCon to look around in all directions, including up and down, walking happens with the left JoyCon. You can only walk in one of the four cardinal directions, no cutting diagonally across a room. To help with the square approach, you can use the left and right buttons to turn 90 degrees at a time. For a game which put so much into the visuals, this seems to be an odd limitation; however, once you get used to it the motion mechanics are not too bad.
Even with some oddities and limitations, Operencia is a fun game. It isn’t a fast reaction, finger twitching adrenaline fest, but it does engage and hold the player’s interest with good graphics, nice audio, moderately interesting characters, and a story with a few hooks and twists.
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