Showing posts with label shooting. Show all posts
Showing posts with label shooting. Show all posts

Friday, March 26, 2021

Return to The Deathlands

 
By Bixyl Shuftan


It's been a while since we at the Newser first wrote about The Deathlands, and some time since we last did an update. Described as "an isolated post-apocalyptic island community where a handful of hardy survivors desperately cling to what passes for life after the nuclear winter," life certainly seems grim when you first drop in, with what looks like a ghost town in the desert full of wrecked buildings.


Dropping by while I was still in my Platinum Avatar Challenge as a tiny dinkie, I didn't look very threatening compared to the rats I saw crawling about. Maybe because I still smelled like a fox, they avoided me.

There was an opportunity to make a few Lindens, presumably for newcomers. There were little trees in spots in the sim that when touched gave a little cash.


Going  a little further, I found out one reason the rats were nervous.


I soon found a shooting area. There were a couple HUDs needed to play, and a free weapon provided.


Modern weapons sure are light these days.


To play the game, you need to be part of the Deathlands group. After that, just wear the Huds, have a weapon, and walk in and start shooting mutant spiders, zombified soldiers, scarabs, and other enemies. 


The larger spiders can shoot venom at you. That or otherwise being touched by a baddie results in lost hit points. Presumably bullets by other players will hurt you too, but when I was there we were careful not to hit one another. Other Deathlanders might not be so steady with their arm.

I didn't do too badly, getting a score of 82. I think it was mostly spiders.


I soon ran into Rebel Wolf, also known as The Baron, the man who runs the Deathlands. 

After I had a good look at the shooting area, there was something he wanted to show me.


He wanted to show me the bunker. 


"Can never have too many blast doors."


Inside was plenty of old equipment. "Sats and 'puters still work," Rebel commented, "We just have no idea what they are telling us"


"THIS was the problem...a 56K modem dial up."


There were some stocks of food here.


And of course there was the coffee, "Coffee was made by 'ays. It's Deathlands strong wolf blend. Gotta have coffee in Second Life."

There was a generator room to power the place, "It's a diesel genny. Well ok its nuclear, works better."

There was also an armory and a repair bench. There were plenty of rifles and submachine guns, enough for a platoon. 

"I'm wearing the SAC SR 16, a very nice weapon."

One room had "Wolfs humble bed, with moonshine, aged two weeks." Rebel commented after paying tier, he often felt like curling up in a ball.

There were also a couple maps on a table. Rebel commented "Yes we are planning to take over other sim."

"Got nukes? we do."

"Of course we have time for fun too." Rebel then grabbed a fire extinguisher, and fired it at me, chuckling, "Bix is on fire!"

Next was the decontamination shower, "I'll stay clothed so folks don't get blind. Also is good for the fleas."

Leaving the bunker, Rebel showed me a lookout tower.

Rebel told me he had a working tactical missile, "Its only 80-some years old what can possibly go wrong?" But opening the silo, something went wrong.

We checked out a concrete building next to a reactor tower, "Old reactor control room. Some stuff still working. Some guy named Homer Simpson worked here."

But the water running through didn't look so good. Rebel had different ideas, "Hey green water is NICE!"

Rebel showed me a garden area on top of a building, "Some food is grown on rooftops," explaining much of the area's soil was still recovering from radiation and other poisoning.

"I have a green thumb. Oh wait, that's rad poisoning."

But not all of the waters were too toxic. Rebel showed me a fishing area, "Yes we eat the fish. Help yourself."

There was some greenery nearby to prove the point, but one plant looked weird, "This plant watches ya. Awww, it likes you."


There was more greenery nearby, encouraged by moisture, "fresh water from mountain, broken pipe." He did caution me, "Don't pick any leaves off my marajuana  plant." I then asked with a grin, "For medicinal purposes?" Rebel grinned back, "Of course."

Medical care in the Deathlands can be a problem. The only one with a Medical Degree is (NPC) Doc Mengele. "Probably should not use him unless yer really sick," Rebel cautioned, "He's a little insane." Rebel went on to say there was a strong rumor he was the great-grandson of a certain German whom made his way to South America in the later 1940s, though of visitors, "not too many pick up on that."

We walked through the streets for a while, and at one point Rebel invited me to sit down, on a chair with a lot of wires, "Trust the wolf." I hesitated, so he sat down himself. The results were lots of electric sparks. When it was over, he called it getting his "Daily buzz." My response was I'll stick with coffee.

The last part of the area Rebel showed me was a place were there were several children, "We even have kids here. ... They a little crazy though." He commented this was the part of his sim that's gotten the complaints, "I have actually been yelled at for this." But he did say there was a certain reason why the NPCs were there, that one of the more troubling aspects of a post-apocalyptic world would be what happens to the kids, "How would kids be treated, loved, ignored, cast aside?"

It was about this time Rebel told me he had to take care of some real-life matters, inviting me to stick around at the shooting area or wherever else I wanted to explore.

On a final note, my avatar challenge in the dinkie fox soon ended after my tour. Rebel might say the background radiation or something else in the area cured whatever ailed me.

Post-apocalyptic themes aren't for everyone. But there is a message. What if our lives of material comfort, in which the only thing driving us nuts are things like a certain cartoon getting canceled and not being able to score with the ladies, were all of a sudden taken away and the matter of simple and basic survival became a day to day concern? Perhaps some of us whom think we're prepared wouldn't be, and some of those who think they'd be dead meat would end up not just surviving but starting up the path to rebuilding.

https://maps.secondlife.com/secondlife/Paradise%20Kingdom/88/35/22

Bixyl Shuftan

Monday, October 22, 2018

Caledon Down's And Star Estates Halloween Haunts


By Bixyl Shuftan

Victorian/Steampunk and Halloween can sometimes make for an interesting combination. It was the 19th Century in which the classic horror stories Frankenstein and Dracula were written. While science was starting to reveal much more about the world compared to the past, there was much still unknown and seances to contact the departed were more common than today. With this in mind, there are a couple spooky Halloween places in the Caledon estates, the land of Second Life's largest Steampunk community. These are Star Estates in Caledon II, and Caledon Downs.

Duchy Cynthia Farshore and Star cordially invites you to Caledon Downs and Star Estates, Tamrannoch for a sim full of Halloween fun going on now. There are many, many horrors and hunts with prizes. Caledon Downs is still building up so explore many times to see new sights.

The Caledon Downs Haunted Land is a scary trail that starts in the northeast corner of Caledown Downs, just off the railroad. The path goes down some spooky woods, with the mist getting pretty thick at times. And the thing about misty nights is you don't see trouble, until you're almost upon it, or it's almost upon you. And the trail has it's share of frights. But it also has some prizes. Around the place are some pumpkins. Click on them *once* to get some prizes. Click on them twice, and well, you'll find out.

And this isn't all. If you're in the mood for a little ghostbusting, there is a ghostly shooting gallery out. Just click the gun-giver for a spider gun, and you'll be shooting arachnids at the apparitions to drive them away (you'd freak too if a spider landed on your face). The high score is listed for you to try to beat.

Cynthia says she plans to add more to the trail between now and Halloween. So more trips will reveal some new surprises.


  Caledon Downs Haunted Land - http://maps.secondlife.com/secondlife/Caledon%20Downs/184/252/23

Star Estates has it's own haunted trail in the Caledon II sim. I came across this in the daytime, but it was still unnerving as it started off with some eyeball thing starring at me. Early on, you're told to look for an orange cube, and given a choice of taking the trail by foot, or by boat. I chose going by foot, going down a wooden walkway over the water.

I had to pass some scary sights, but eventually made it down the path, to a spooky manor. inside were more scary sights. There were plenty of zombies, ghosts, skeletons, and other monsters. I never did see that orange cube the first time down the trail. Maybe next time.

 Star Estates  - http://maps.secondlife.com/secondlife/Caledon%20II/192/69/23

Getting back to Caledon Downs, Cynthia Farshore has a Halloween party planned for Saturday October 27 from 6 to 8 PM at her Goblin Cave. She announced, "The music will play across the whole sim of Caledon Downs so one can explore the sim and still be entertained."

Goblin Cave Entertainment Center - http://maps.secondlife.com/secondlife/Caledon%20Downs/104/89/32

Bixyl Shuftan

Wednesday, January 30, 2013

The Greyhaven and Pala Sims


 
By Gemma Cleanslate
 
These are two sims that I love to visit for many reasons: The owner works hard to keep both sims drama free at all times. They are the kind of sims where everyone feels welcome. Grey Nacht is the owner and protector of both sims and of them he says,  “Both sims have always been an expression of the fun that SL can be. We keep the lag at a minumum by not having any things that usually create lag on the sims. The fishing platforms, like Clockworks or the Spacestation are made of builds which are either bought, found or hunt prizes and not the usual fishing holes. Makes it fun, if a bit confusing for some folks. Not everyone takes the time to explore, but those who do usually find something interesting.” 
 
They have been around for a long time and I have been going there for about four years and cannot understand why it took so long for me to write about them. I go fishing there when I have time for the contests that occur almost every day. Grey has so many variations to the fishing contests that others do not have. He watches every catch and counts them and rewards those who reach certain catches with bait. He has built so many cute individual boats that are fun to ride and can be rezzed during the contests. There are many catchable customs available. His wife has made lovely jewelry that is boxed and catchable. After each contest Grey sets off spectacular fireworks that drop falling animals on your head if you are not careful. Makes for a great party. There is a secret room that is filled with free gadgets to be used at other fishing areas. 
 
There is a library of Arcadia Asylum, now known as Aley that is part of the several libraries set up across the grid to preserve all Arcadia’s creations which are free to anyone who wants them.  The waters are dotted with Arcadia’s underwater decor.There is a skypark where the old retired customs are still available for catching if you are a collector. As you look around the regions there are many areas to explore and  teleports to get you there.  At the Greyhaven entrance you can choose 10 places, including the secret room which is not really that secret. I visited the mill house where I had a wonderful view of Greyhaven. I clicked a cannon across the way and ended up inside so I shot myself out! I first landed in Pala, passing many interesting objects along the way. I visited the giant aquarium, one of the new additions to the region where wonderful creatures sway and swim in the water. There are fishing contests here sometimes too. 

From the entry point at Greyhaven you can walk across a drawbridge to reach Pala, Again you will have an array of destinations to explore. I love the space station (also a fishing place). There are various space vehicles on display. It is fun to explore the corridors along which there is a coffee room and to the right of that, a door that says freebies. Here you will find vendors containing wondrous items by Alety, all for the taking. I picked up a new pirate outfit while I was there. In the coffee break room I ran into three little chattering aliens I had first met at Burn 2 in October. You never know what you will find in space! 
 
Next I visited the firing range all outfitted for those who enjoy target shooting. Grey has free guns locked in a safe for those who need one and you get to choose your own game. Above the space ship sits the time vault encased in H G Wells book, “The Time Machine.” It is lovely and houses a Nemo Organ. The centerpiece is a  beautiful Time Vortex. My next TP landed me in The Clockworks. Here you will be surrounded by Aley’s (Arcadia Asylum) creations and machines, and a train running round it all. 
 
I will leave the rest of the TPs for you to try. But, be sure to take a walk around, or fly over and you will find many fantastic places to visit on the ground and in the air. No matter which sim you are in, you will find fishing everywhere. 
 
 
Gemma Cleanslate