![]() ![]() ![]() From here, there are two paths: you can go west and beat Level 5 to access another Spade panel and the second Hammer Bro, which will give a Super Star, and then the Toad House which will give a random item. Beating this level will break the Locked Door to the north, and the following pipe will take Mario to the pipe east of Level 5. After beating Levels 3 and 4, the first Fortress is to the east. You can use this Hammer to break the big rock blocking the path to the east of Level 3 to access the first Treasure Chest level, which will give a P-Wing at the end. There is a wandering Hammer Bro that will give a Hammer item when defeated. After beating Levels 1 and 2, the pipe to the east will take Mario to the northern pipe above Level 3 and the first Spade panel. From the START panel, the pipe to the north will take Mario to the pipe all the way to the east of Level 7, but he will be blocked in by the Locked Door. Originally called "Crystal Land", I created concept art for this world over 10 years ago: the land was all colored purple, with lighter purple colored crystals all over (I used purple because of my birthstone, which is Amethyst) - I only recently had the idea to change it into Treasure Land, after wanting to incorporate a new type of level (the Treasure Chests & Pirate Ship) similar to the Piranha Plant levels in World 7 of the original SMB3 I also thought it would be a cool concept that pirates were invading the land to steal the crystals, but the real threat ended up being a Koopaling that took advantage of the pirates being a distraction to steal the wand from the king as usual lol SMB3 was my first game ever, and I've always loved the simple yet effective sprite work in it (as well as in its sequel, Super Mario World) - I've had the idea for making my own world map for several years, so after recently downloading Aseprite to start working on assets for my future game, I decided to do a quick exercise in animation by making my own original SMB3 world called "Treasure Land"
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![]() This is where the Control Terminal (3) for activating the Centrifuge is. The second Generator Module is on the right side, but on a lower level (2).Īt the far end of the area, there is a small platform on the same elevation as the one you stand on as you enter. They will be valuable at some point during the process of activating the Centrifuge a moment later.Īt the bottom right end of the image, you will see one of two Generator Modules (1). ![]() In the image below I have marked a few key elements you should notice. There have been some changes to these systems and even if you are a Dead Space 2008 veteran, you may find helpful tips in this guide.Īs you enter the Centrifuge, you will be in a Zero-Gravity zone. If you need a reminder of how Stasis and Kinesis work, the Starter Guide to Dead Space is here to refresh your memory. ![]() Exploring the areaīefore you start the process of activating the Centrifuge, you should take a look around and pick up whatever loot you can find. It is, of course, included in the guide to all Power Node Locations in Dead Space. You can pick it up before or after you do the puzzle. There is a Power Node at the north corridor before you enter the Gravity Centrifuge. Don’t forget to pick up the Power Node to the left when you enter the circular hallway!īefore you start this puzzle, be sure to manually save at the Save station in the short corridor leading to the Centrifuge room. One such example is the activation of the Centrifuge, part of Chapter 3: Course Correction.Īfter you get past the Decontamination Room Fight, you’ll make your way down through a circular hallway toward the Gravity Centrifuge. While exploring USG Ishimura, Isaac has to solve a few puzzles here and there. This guide is for the Dead Space Remake, released in 2023! Below you can see where the Peng will be in the environment as well as on your map.This guide will show you how to complete the objective to Activate the Centrifuge in Chapter 3: Course Correction in Dead Space Remake! Inside one of them will be the Peng treasure, which instantly unlocks a related Achievement / Trophy and can be sold at any store kiosk for 30,000 credits-that's enough for three Power Nodes or a bunch of ammo and health packs. These are the sort of crates you can move with your kinesis ability, so use it to clear the area and reveal some lockers you can open. As you step off the lift, look behind you to see an assortment of gray crates in front of a Peng poster. When you get to the Cargo Bay, you'll eventually head down a lift with the objective to "Engage the Cargo Crane," at which point you'll find yourself in a large room with the Marker, the red spire-like alien relic at the heart of the game's story. However, this time it's in a different place, so don't quit reading just yet. That might sound familiar, as that's the chapter in which you would've found it in the original game, too. The Peng treasure can be found in Chapter 11 of Dead Space. Dead Space remake - Peng treasure location Here's where to find the Peng treasure in the Dead Space remake. The Peng treasure isn't located in the same spot where you can find it in the original 2008 game, so even if you already think you know where it is, you may come up empty-handed. In the Dead Space remake, we're still no closer to figuring out what exactly Peng treasure is, but you'll want to find it like before to earn yourself not just 30,000 credits, but also the "There's Always Peng!" Achievement / Trophy. 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In that sense, you can create traditional albums but then cross-reference select photos by their stars and tags, which adds to the notion that Lightroom excels for people who have big libraries. Tagging options include type, keyword, camera, location, people, and contributors. Star ratings work like a review system of 1-5 stars per photo. The real power of organization is delivered by way of star ratings and tagging. Sharing lets you upload photos to your Adobe Portfolio. My Library gives you filters to select certain albums, recent photos, etc. Add Photos lets you add a photo to your workspace. There are three options on the left: Add Photos, My Library, and Sharing. The organization tools live on the left-hand side of the screen and on the bar above your photo, taking up the most real estate of any other toolset. Let’s look at the UI and go over the two high level tools: Organizing and Editing. Imagine a video game tutorial that happens outside of the game. It begs you to have a dual monitor setup to follow along. Tutorials do exist but they’re buried under the Help button which links to a set of videos but nothing in the application itself. It’s unclear as to what exactly Lightroom can do. Lightroom takes a photo-first approach, 'give us your raw images and let’s get to work.' You can select from a connected device (camera, memory card, phone), browse from your PC, or sync from Lightroom on Android or iOS.įirst impression is that Lightroom desperately needs a hands-on tutorial. In Photoshop you can create images on blank canvases. Throughout the review there will be parallels to Photoshop and this is the first sign that Lightroom plays a much different role. Once you’re up and running using the Adobe Creative Cloud platform, from which you can start Lightroom, the program immediately asks you to add some photos. Make sure you cancel in time if you don’t want to get charged. It’d be nice to download it without that stipulation. You’ll need a payment method handy which Adobe will automatically charge once the trials end. It’s Adobe’s answer to an organizational demand from our ever-increasing photo supply.Ĭurious users can give it a shot using a 7 day free trial. Storage is so cheap and plentiful that it’s a mindless task to take hundreds of photos that have a tendency to sit on our phones or up in the cloud begging to be organized. Now with the advent of cloud storage and huge solid state memory drives we find ourselves at an interesting crossroads of efficiency: as something becomes more efficient we tend to use more of it. You could only fill up that SD card with a couple hundred hi-res shots before another trip to the electronics store for a second. When digital cameras and smartphones first came on the scene, you had to be cognizant of the photos you took because of storage limitations. Still, Lightroom plays well at its specific role in the Adobe suite of products and should appeal to any photography buff wanting to wrangle their ever-growing collection.Īdobe’s free trial makes it a simple task try out the light touches and photo management features of their Lightroom appĮasy and effective tool to handle any photographer’s organizational needs using Adobe’s cloud. Tutorials could use an improvement by being integrated into the program itself as they currently they exist in video format only. Lightroom photos can sync up and share directly to your Adobe Portfolio where you can build a photography website in minutes. The UI is icon heavy and easy to grasp, the tiling of photos makes it much simpler to work on multiple images at a time, and the toolset doesn’t overwhelm the average user like Photoshop can. It does so with ease and Lightroom always retains the original photo. You can’t do invasive surgery on photos with Lightroom like you can Photoshop, but it’s meant to serve a much different purpose at a higher altitude. Lightroom is like the workshop for your photography hobby: spread your photos out on the table, organize them into albums, apply star ratings for favorites or flag them for acceptance/rejection, and apply light touches and corrections at scale. A relative newcomer to the Adobe suite of products, Lightroom focuses on the breadth part of the photo manipulation equation where the venerable Photoshop has eyes on depth. Whether you’re a wedding photographer or an Instagram power user, anyone that cares to manage and brush up hundreds of photos ought to give Adobe Lightroom a whirl. |
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