Best and Worst of Island Tours and Holidays

Sorry if I haven’t made a Thursday blog in two weeks. I was worn out because of school and such, but I will be back to writing big on Town of StarFall. I’ll improve my performance next Monday.

Today’s entry is the last of the four opinionated lists of ACNL (villagers, items, PWPs, and tours and holidays). I will go over more explanation on my three favorite island tours, three worst island tours, three favorite holidays, and three worst holidays.

Island Tours

The Island Tours is a combination of the NES games from the GameCube Version and the Island feature of the same game, but only put into a portable system exclusive AC game. These are fun, but I don’t use them in StarFall. Some of these tours are cool, but others are not.

Best:

  1. Gardening Tours – my favorite of the Island Tours is the Gardening Tours (all three of them). The purpose of this is to pick the flowers Tortimer is specifically looking for and planting them in the planter box. Easy tour, you can pick anything. Medium tour, they have to be either of the same breed or of the same color. Hard tour, they have to be one specific flower (both breed and color). Even on the hard tours, I had an easy time getting the gold medals.
  2. Scavenger Hunt – the second best Island Tours are the second easiest. However, I don’t see a difference in difficulty at all. Since I am good at furniture names, I can get the gold medals on all three difficulties with no sweat.
  3. Ore Hunting – my third favorite of the Island Torus is the mineral finding tour. What you do here is that you break rocks to collect ore to earn points as there are four pieces of ore of the same kind that are worth more. In the harder difficulties, I tend to find the special ore and the secret ore that is worth even more points before getting the other ore.

Worst:

  1. Labyrinth Tours – Of all of the Island Tours, I did not enjoy this one as much at all. It’s not easy to find all of the fruits with a limited time. Not only that, but the challenge seems poorly constructed to me.
  2. Hide-and-Seek – It may be a fun game in town, but this tour is not that good. It’s not easy to find the four hidden villagers with pitfalls everywhere. Besides, I never liked Hide-and-Seek anyway.
  3. Balloon Hunting – I never really liked balloon hunting to begin with, as this remains to be one of my bottom priorities. Making it an Island Tour kinda pushed it down sever spots.

Most of all, the majority of the Island Tours are fish hunting, bug hunting, or seafood hunting. I haven’t tried all of the Island Tours, but there are already some that I like and that I don’t like.

Holidays

After playing Wild World for a while, the holidays are something I don’t care much about, but in New Leaf, they are much better. Obviously, La-Di Day and Yay Day are the worst to ever come out of the AC series, but this section is for New Leaf. Most of them simply involve picking up gifts from Isabelle and enjoying the stands, but I’m going to rank which holidays don’t count as that.

Best:

  1. Halloween – at it’s my favorite holiday in real life when it comes to decorating, it’s no different in ACNL either. The fun part is that you can give regular villagers candy while Jack gets the lollipops. You can scare other villagers for lollipops too. Unfortunately, you can only get four lollipops a day, but you can time travel to pick up more.
  2. Thanksgiving – also known as Harvest Festival in ACNL, I like how we have to hunt for the right fish to gather the ingredients that you can’t get outside the Harvest Festival. The winning prizes are pretty limited, but it’s still better than how to play in the GameCube Version.
  3. Fireworks Festival – occurring at four or five times a year, the Fireworks Festival made it to the top three. The reason being is that Redd has amazing prizes you can win such as the Ultra Machine or the Ten Billion Barrel. You can also decorate the fireworks.

Worst:

  1. Easter – or Bunny Day in ACNL. Seriously, Easter is much better in real life than in Animal Crossing, even the egg-hunting part. What I hated about Bunny Day is that the grand prize tickets are too common (more common than the winning tickets). The grand prize is not so grand at all. It’s Zipper’s Pic, which is the most worthless prize you can get that day. The Egg Basket is the real grand prize. What’s even worse is that Zipper’s Pic sells for only 10 Bells. The others sell for thousands.
  2. Festivale – as the Pave Series ranks towards the bottom of my furniture preferences, the holiday you can obtain these items from is also not that good. To be fair, I never tried it, but the idea behind it isn’t good either.
  3. Christmas – also known as Toy Day, I find no fun delivering the presents to the animals on this day. There isn’t much more to say, but this is another holiday that’s better off as a real holiday than in ACNL.

And that concludes the opinionated lists for ACNL. Next week, I should go over my QR codes.

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StarFall History – Public Works Project Unlock History

Last time, I went over the animals that lived in StarFall, either that I journalized properly or that was in my post-history. I was going to go over the PWPs in my town, but I need to go over what I have unlocked for StarFall. And to go over that, I need to list what animals lived in StarFall, which I got done, so I’ll be ready for the PWP unlock history.

Each day, only one PWP was suggested, except for some days, when two are suggested. I will go over the order they were unlocked, the date they were unlocked (in-game), and the animals that suggested them. The ones in bold are major PWPs as the ones not emphasized are minor PWPs. The next part will discuss what I was looking for and other fascinating projects.

History of Unlocks

PWP Unlocks

I didn’t receive a single PWP suggestion until the first PWP was built. Kaylee took office on January 2nd, 2014. On January 3rd, she started to work on getting her permit. On the 4th, she got a 100% approval rating. And on the 5th, she finally got her permit. It wasn’t until the 10th when she worked on her very first project. If you want to know what I unlocked, here is the list:

  1. Drinking Fountain: Unlocked on 1/11, suggested by Daisy.
  2. Dream Suite: Unlocked on 1/12, suggested by Isabelle.
  3. Moai Statue: Unlocked on 1/12, suggested by Olaf.
  4. Cube Sculpture: Unlocked on 1/13, suggested by Olaf.
  5. Reset Surveillance Center: Unlocked on 1/14, suggested by Resetti.
  6. Wooden Bench: Unlocked on 1/29, suggested by Canberra.
  7. Brick Bridge: Unlocked on 1/29, suggested by Hamlet.
  8. Caution Sign: Unlocked on 1/30, suggested by Hamlet.
  9. Traffic Signal: Unlocked on 1/31, suggested by Hamlet.
  10. Yield Sign: Unlocked on 2/1, suggested by Freya.
  11. Museum Renovation: Unlocked on 2/3, suggested by Blathers.
  12. Stadium Light: Unlocked on 2/4, suggested by Hamlet.
  13. Modern Bridge: Unlocked on 2/5, suggested by Freya.
  14. Cafe: Unlocked on 2/12, suggested by Blathers.
  15. Police Station: Unlocked on 2/16, suggested by Freya.
  16. Illuminated Clock: Unlocked on 2/20, suggested by Victoria.
  17. Totem Pole: Unlocked on 2/21, suggested by Olaf.
  18. Train Station Renovation: Unlocked on 2/24, suggested by Porter.
  19. Wind Turbine: Unlocked on 2/24, suggested by Hamlet.
  20. Solar Panel: Unlocked on 2/26, suggested by Hamlet.
  21. Jungle Gym: Unlocked on 2/27, suggested by Nate.
  22. Instrument Shelter: Unlocked on 3/1, suggested by Hamlet.
  23. Stone Tablet: Unlocked on 3/2, suggested by Freya.
  24. Hot Spring: Unlocked on 3/4, suggested by Freya.
  25. Modern Clock: Unlocked on 3/5, suggested by Freya.
  26. Modern Streetlight: Unlocked on 3/6, suggested by Freya.
  27. Lighthouse: Unlocked on 3/7, suggested by Freya.
  28. Parabolic Antenna: Unlocked on 3/8, suggested by Olaf.
  29. Illuminated Arch: Unlocked on 3/9, suggested by Freya.
  30. Modern Bench: Unlocked on 3/10, suggested by Freya.
  31. Tower: Unlocked on 3/11, suggested by Freya.
  32. Illuminated Heart: Unlocked on 3/12, suggested by Victoria.
  33. Metal Bench: Unlocked on 3/13, suggested by Victoria.
  34. Round Streetlight: Unlocked on 3/14, suggested by Victoria.
  35. Illuminated Tree: Unlocked on 3/16, suggested by Victoria.
  36. Windmill: Unlocked on 3/18, suggested by Canberra.
  37. Fire PIt: Unlocked on 3/23, suggested by Hamlet.
  38. Water Pump: Unlocked on 4/3, suggested by Broccolo.
  39. Flower Clock: Unlocked on 4/24, suggested by Isabelle.
  40. Town Hall Renovation: Unlocked on 4/24, suggested by Isabelle.
  41. Circle Topiary: Unlocked on 4/25, suggested by Leif.
  42. Square Topiary: Unlocked on 4/25, suggested by Leif.
  43. Tulip Topiary: Unlocked on 4/25, suggested by Leif.
  44. Outdoor Chair: Unlocked on 5/29, suggested by Daisy.
  45. Tire Toy: Unlocked on 6/17, suggested by Broccolo.
  46. Fortune Teller’s Shop: Unlocked on 8/6, suggested by Katrina.

What I was looking for

Penny 02

Although I liked how I got 46 PWPs in my projectory, only 19 of them were what I was looking for. 22 of them were in use in my town, even if they weren’t originally going to be there.

Here are the 19 PWPs I was looking for that got unlocked, and they won’t be in any specific order:

  • Museum Renovation
  • Fortune Teller’s Shop
  • Dream Suite
  • Cafe
  • Police Station
  • Train Station Renovation
  • Town Hall Renovation
  • Modern Bench
  • Modern Streetlight
  • Modern Clock
  • Modern Bridge
  • Illuminated Arch
  • Illuminated Clock
  • Illuminated Heart
  • Illuminated Tree
  • Lighthouse
  • Tower
  • Windmill
  • Solar Panel

The three extra PWPs I used were the stone tablet, the wooden bench, and the flower clock. Originally, they weren’t going to be placed in StarFall, but due to some loopholes and not at the quota, I decided to add a few more PWPs. The Flower Clock was a result of not having 30 PWPs. There was a loophole that would allow animals to move south of the river, so I built a wooden bench to prevent that. The other possibility of an animal moving south of the river was also blocked, thanks to the stone tablet.

The reason why I had mostly modern themed PWPs is because I wanted StarFall to be a Modern themed town. The North Side of the river was to fit the Modern motif as the South Side of the river had all the illuminated projects. The major PWPs, the lighthouse, windmill, tower, and solar panel were also on my wanted list.

Other interesting stories

  • The Train Station Renovation project was unlocked early because I used Belcroft as my host town for StarFall.
  • I didn’t expect the topiaries to be unlocked due to how easy weeds can grow, but I got lucky and unlocked all three topiaries.
  • The traffic signal, wind turbine, cube sculpture, and parabolic antenna were all interesting to me, but they were neither in use nor were they on my wanted list.
  • I was stuck in the month of March for a while because I was busy trying to unlock all of the PWPs I wanted, but it took a while. I even helped out another AC player get her Spider Crab because I was still in March.

Next week, I will cover information on the whole PWP history.

Facts about the colors

The weekend is over, so I am back to blogging. This is technically my ninth week, but due to the one week hiatus, I will classify this as Week 8.

Today’s entry is going to be about colors. I will cover information on the RYB model and RGB model.

Red-Yellow-Blue

The common model of colors is the red-yellow-blue model, which is used in art, such as painting. In this model, there are five primary colors, the colors that no other color builds up to. These colors are red, yellow, blue, black, and white. Three of these are on the color wheel, which means they have a hue. The other two are neutral colors at the two extreme points. Not including neutral colors, red, yellow, and blue are the primary colors.

There are three properties of colors: Hue, Value, and Intensity (or Saturation in the RGB model):

Hue:

The hue is the location of the color on the color wheel. The three parent colors are red, yellow, and blue. Assuming that they all have the same value (no white or black), blue is the darkest of the hues as yellow is the brightest. The colors with a hue are on the color wheel. The ones without are neutral colors.

Assuming that you only have three colors of paint – red, yellow, and blue. The question is, how are you going to get more colors. By mixing them. Here are the types of colors:

  • Primary – Red, Yellow, and Blue.
  • Secondary – Two primary colors combined where no primary color has more than one amount. In simple English, orange, green, and purple.
  • Tertiary – A combination of a secondary color and a primary color that built up to the color. One primary color is three times as strong as the other.
  • Quaternary – Although this is unofficial, quaternary colors are colors in between primary and tertiary, or secondary and tertiary. This includes all hues in between.
  • Hot – colors of the fire. All colors with more yellow than yellow-green and more red than red-violet are considered hot colors. Red, red-orange, orange, yellow-orange, and yellow are all considered hot. Yellow-green and red-violet are mild.
  • Cold – colors of the water. All colors with more blue than yellow-green and red-violet are considered cold. Green, blue-green, blue, blue-violet, and violet (purple) are all considered cold.
  • Neutral – colors without a hue. Black, white, gray, and brown are all considered neutral.

Let’s say that we have a color mixing lab. Each drop is one fluid ounce. Let’s say that four drops makes a full color.

  • Primary – four drops of one primary color.
  • Secondary – two drops of one primary color, and two drops of another.
  • Tertiary – three drops of one primary color, and one drop of the other.
  • Quaternary (strong) – a color in between a primary color and tertiary color. So if one drop is one fluid ounce, less than one drop, but more than none of one primary color is needed as the other needs more than three drops, but less than four.
  • Quaternary (weak) – a color in between a secondary color and tertiary color. So we need more than one drop of one and less than three drops of the other, but neither should be in equal amounts.

To summarize each arc, when we have two primary colors with a ratio, it is a pure color at 1:0. At a tertiary color, we can add the stronger primary color to become a strong quaternary color. We may get to the point when we have a 1:0 or 0:1, depending on what the former color and latter colors are. If we add the weaker primary color to a tertiary color, we get a weak quaternary color. If we keep it up, we get to a pure secondary color, where the ratio is 1:1. When we add more of a primary color to a secondary color, it moves away to a weak quaternary color, a tertiary color, or a strong quaternary color.

Value:

Assuming that all hues are bases, we get to the second property – value. To increase the value, white needs to be added. You can’t subtract colors once mixed in, and adding black makes a gray mixture to the color. Therefore, only a pure primary color can be used for value. White makes colors lighter as black makes colors darker. A color lighter than another of the same hue has a higher value, as a color darker than another has a lower value.

When value is above normal, we have a tint. When value is below normal, we have a shade.

Going back to the color mixing lab, strength applies to tints and shades too.

  • Weak tint – a color where the hue exceeds white. They are lighter than normal, but still close to the base.
  • Medium tint – a color where the hue and white are balanced.
  • Strong tint – a color where white exceeds the hue. These colors are very light.
  • Weak shade – a color where the hue exceeds black. They are darker than normal, but still close to the base.
  • Medium shade – a color where the hue and black are balanced.
  • Strong shade – a color where black exceeds the hue. These colors are very dark.

You can use brown or gray as the substitute as well.

Intensity:

The intensity is the brightness or dullness of a color. There are two base neutral colors that are in neither extreme: brown and gray. Brown comes from mixing a primary color with the opposite secondary color (or complementary colors). Gray comes from mixing black and white. When a hue has none of the complement, it is 100% bright. You can add gray to weaken the intensity as we get a tone of gray. To go to the brown side, either add brown or a complement.

So once again, we see the color mixing lab.

  • Absolute bright – a color where we see 100% of the hue with no mix of gray, brown, or the complement.
  • Strong tone – a color where the hue exceeds gray, brown, or the complement.
  • Medium tone – a color where the hue is balanced with gray, brown, or the complement.
  • Weak tone – a color where the hue is lesser than gray, brown, or the complement.
  • Neutral – just gray or brown. The hue is completely absent.

Red-Green-Blue

So we are done with the RYB model, so let’s take a look at the colors of the light (including computers, TVs, and other devices that use light. In science, this model is the true color model. There are only three primary colors this time, which are red, green, and blue. The hue, value, and saturation are dependant on how much of red, green, or blue you have. Even black and white aren’t primary colors anymore, but they’re still neutral. Add to that, brown isn’t a neutral color either.

Hue:

Like I said on the RYB model, the hue is the location on the color wheel. The RGB model is different to the RYB. Instead of mixing colors, we have amounts of red, green, and blue in lighting. The primary colors are different.

To change the hue, value, or saturation, each of the three colors have a specific value in the colors of R, G, and B. For example, black is R=0, G=0, B=0. Pure red is R=255, G=0, B=0. Pure green is R=0, G=255, B=0. Pure blue is R=0, G=0, B=255. White is R=255, G=255, B=255.

  • Primary – red, green, and blue. Any color where two primary colors have the same value, but the other primary color is dominant.
    • If saturation is 100%, then both recessive colors must be 0 or the dominant color must be 255.
    • If value is 50% (assuming that white is 100% and black is 0%), both recessive colors should still be the same amount, but the sum of the value of the dominant color and one of the recessive colors must equal 256.
    • If both saturation is 100% and value is 50%, then one color must be 255 as the other must be 0.
  • Secondary – any color where two primary colors have the exact same value, but the other primary color is recessive. Basically yellow, cyan, or magenta.
    • If the saturation is 100%, then both dominant colors must be 255 or the recessive color must be 0.
    • If the value is 50%, both dominant colors must be the same amount, but the sum of the value of one of the dominant colors and the recessive color must equal 256.
    • If both saturation is 100% and value is 50%, then two colors must be 255 as one is 0.
  • Tertiary – any color that is exactly in between the primary and secondary color. In order to be a tertiary color, all three colors must be different and have a common difference (assuming that 255 can be rounded off to 256). At this point, we have a dominant color, an intermediate color, and a recessive color.
    • If the saturation is 100%, then dominant color must be 255 or the recessive color must be 0.
    • If the value is 50%, then the sum of the dominant color and recessive color must be 256 (or 255) while the intermediate color must remain to be 128.
    • If both saturation is 100% and value is 50%, then the dominant color is 255, intermediate color is 128, and recessive color is 0.
  • Quaternary – like I said with the RYB model, a quaternary color is any color between the primary and tertiary colors or the secondary and tertiary colors. Once again, the values of red, green, and blue are different, but only this time, there is no common difference.
    • If the saturation is 100%, then the dominant color must be 255 or the recessive color must be 0.
    • If the value is 50%, then the sum of the dominant color and recessive color must be 256 while the intermediate color must be unequal to 128.
    • If both saturation is 100% and value is 50%, then the dominant color must be 255, the recessive color must be 0, and the intermediate color must not be 128.
  • Hot – All colors with more red than violet (tertiary color between blue and magenta) and lime (tertiary color between yellow and green) are considered hot colors. Magenta, hot pink, red, orange, and yellow are all considered hot. Violet and lime are mild.
  • Cold – all colors with more green than lime or more blue than violet are considered cold. Green, turquoise, cyan, sky blue, and blue are all considered cold.
  • Neutral – all colors where the red, green, and blue values are completely equal.

Let’s re-open the quaternary color strength. Like the RYB model, a strong quaternary color is closer to the primary color as a weak quaternary color is closer to a secondary color. So let’s say that the saturation is 100% and the value is 50%. In order to be a tertiary color, the intermediate color must be 128. If the intermediate color is less than 128, we have a strong quaternary color. As it keeps going down, it may reach a pure primary color. If the intermediate is greater than 128, we have a week quaternary color. As it keeps going up, it may reach a pure secondary color.

The last subject on the hue property on the RGB model is color families. Each color is part of one family based on how dominant or recessive one color is:

  • No pure primary color is part of a secondary color family.
  • No secondary color is part of a prime color family.
  • Red family – colors where red is the dominant color.
  • Yellow family – colors where blue is the recessive color.
  • Green family – colors where green is the dominant color.
  • Cyan family – colors where red is the recessive color.
  • Blue family – colors where blue is the dominant color.
  • Magenta family – colors where magenta is the recessive color.

Value:

The difference between changing value on the RYB model and RGB model is that the colors on the RGB value increase in respect to each other. It is much easier on the HSV model than the RGB model (which are the same colors, but different readings).

To make a tint of a color with saturation of 100%:

  • In a primary color, the dominant color is always 255. The recessive colors always have the same value. A tint is stronger when both recessive colors go up.
  • In a secondary color, both dominant colors are always 255. A tint is stronger when the recessive color goes up.
  • In a tertiary or quaternary color, the dominant color is always 255. The ratio between the intermediate color and recessive color is always the same no matter what the difference is. The intermediate color goes up more slowly than the recessive color during an increase in value, depending on how strong the quaternary color is.
  • The strength of a tint is determined on how much the recessive color has:
    • Weak tint – recessive color is less than 128.
    • Medium tint – recessive color is 128.
    • Strong tint – recessive color is greater than 128.

To make a shade of a color with a saturation of 100%.

  • In a primary color, the recessive colors are always 0. A shade is stronger when the dominant color goes down.
  • In a secondary color, the recessive color is always 0. The dominant colors always have the same value. A shade is stronger when both dominant colors go down.
  • In a tertiary or quaternary color, the recessive color is always 0. The ratio between the intermediate color and dominant color is always the same no matter what the difference is. The intermediate color goes down more slowly than the dominant color during a decrease in value, depending on how strong the quaternary color is.
  • The strength of a shade is determined on how much the dominant color has:
    • Weak shade – dominant color is greater than 128.
    • Medium shade – dominant color is 128.
    • Strong shade – dominant color is less than 128.

Saturation:

The RGB version of intensity is saturation. This time, there’s only one neutral color – gray. The saturation of RGB is dependent on how far the dominant and recessive colors are from each other. A 100% bright color has the dominant color being 255 or the recessive color being 0. When the recessive color(s) get(s) greater than 0 while the dominant color(s) get(s) less than 255, the saturation decreases. The closer the values are, the grayer the color is. It is completely neutral when all three colors have the same value.

Back to the strength of a color again:

  • Absolute bright – saturation is 100%. Either the dominant color is 255 or the recessive color is 0.
  • Strong tone – saturation is greater than 50%. The difference between the dominant and recessive colors is greater than the median.
  • Medium tone – saturation is 50%. The difference between the dominant and recessive colors is the median.
  • Weak tone – saturation is less than 50%. The difference between the dominant color and recessive colors is less than the median.
  • Neutral – saturation is 0%. All three colors are the same.

And that concludes the color property facts.

The Hunt for the Golden Ocarina

I am sorry that I haven’t written an entry in a week. Last Friday, I was originally going to post a video I made at home, but my site doesn’t support video files (unless if I get premium plan, but I don’t want to spend more money). Not only that, but I didn’t think of anything else. Now, I have something to say on my Creativity Blog. And tomorrow will begin another two-day break. But don’t worry, I am back.

Recently, I was writing a story I would like to get published someday. Inspired by National Treasure and the Sly Cooper Series, I wanted to make a story that is based on that. However, there is no enemy hunter team or stealing of important US artifacts. And it won’t be completely like Sly Cooper either. Right now, I am writing the second part of the story. There are 8 parts, with an average of 4 to 5 chapters per part, except for the first two, which have 7 chapters each.

The plot of the story is that there are four boys that wanted a valuable Pueblo treasure called the Golden Ocarina, which has a value of $10 million. Their goal is to get it before 2015 and before somebody else could while interacting with the supernatural as much as they could in order to turn the Pueblo city into a tourist attraction. Stuff they needed were archeological and combat tools, magical devices for survival, and the help from a team of inventors.

In case if you’re wondering, here are the eight parts of the story and their summaries:

  1. Fundraiser Week – the first step to getting the Golden Ocarina is looking for a team of inventors. The only team of inventors they know in their home town refuses to help unless if they merge with them. The only way they could file a merger is if the boys join their school’s program called Fundraiser Week. As a result, the boys were forced to join in order to win the inventors on their team.
  2. The Case of the Missing Blondestone – the inventors finally joined, but a lot of work is needed to be done. One of the members of the team of inventors that joined the boys owned a magical device that gives blondes superpowers. It is necessary to finding the temple of the Golden Ocarina, but the owner got robbed. Worse yet, so is the blondestone. As a result, the boys and girls went on a CSI like adventure to learn the culprit behind the robbery. This is the only part that resembles a mystery novel.
  3. The Golden Bird – the blondestone has been retrieved, and the guilty party was apprehended. The entire team went to the next step: building a form of transportation. They needed a car that can fly, fit all eight members, and land properly. This was needed to find both the Golden Ocarina and the four treasures needed to survive the temple. They had to gather the parts needed to make the invention before they start building.
  4. Sapphire of Shining – after retrieving the blondestone and building the Golden Bird, the team of eight begin hunting for the four treasures of vitality. The first of the four treasures is the Sapphire of Shining, the gem that has a power to illuminate an entire area. It’s more effective than a torch and a flashlight, and no other resources are needed. The treasure is hidden in the upper Rockies of Colorado.
  5. Emerald of Entering – the next of the four treasures needed is the Emerald of Entering. It is powerful enough to open doors without using any physical tools for prying open doors. The treasure is hidden in the Kaibab National Forest in Arizona.
  6. Ruby of Riddles – the third of the four treasures is the Ruby of Riddles. The purpose is to translate texts or figure out more clues to finding the Golden Ocarina. The treasure is hidden around the beaches of Florida.
  7. Peridot of Peace – the last treasure needed before finding the Golden Ocarina is the Peridot of Peace. The special power it grants is to wipe out evil supernatural forces that may haunt the teens find the Golden Ocarina. The treasure is hidden in the swamps of Louisiana.
  8. The Hunt for the Golden Ocarina – after collecting the four treasures, they were finally ready to do what they want most, finding the Golden Ocarina. They used their tools and treasures to navigate the temple, fight evil spirits, and locate the Golden Ocarina. All the research and conversations have been proven to be worth it because of the dangers of the temple.

In my story, I would hide a few Animal Crossing references, as well as references to my experiences on Bell Tree. A major example is the raffle. The conflict between the main character’s uncle and the host of the Halloween Raffle is the same as the conflict between me and the host of the giveaway last October. I even had similar plot elements when someone cheated in the raffle, the time setting, and the host’s reaction to the blogging.

Remember when I say to not steal my ideas. This is definitely a no-no when it comes to stealing. I am still writing this book. I’m just leaking some parts and details. You’ll never see the full story. Whatever I based it after isn’t meant to steal from them. There are other major premises that I have no interest into embedding in my story.