recursal/Fanatic-Fandom huggingface dataset:
Run settings

The run settings are a feature added with Update 1.0.2.0. In the character selection screen the player has the option to open the run settings, where it is possible to customize following runs by tweaking various settings, including the run seed or difficulty options.

Using custom run settings is not considered cheating, but is more a customizable difficulty setting. However, if you change the run settings by a lot it might disable achievements. But this can still be very useful to try out stuff in the canyon you normally would not do, or can't because your device does not support the command prompt.

To set the seed you have to select the *Seed* option and confirm. Now you can use the input device (on PC this is the keyboard) to enter a seed. Remove all characters from the seed and confirm to reset the seed to random.

Some options will disable achievements, indicated by the red cross next to the trophy symbol in the bottom right of the run settings screen. In the steam version of the game there is also a second icon for steam leaderboards.

The game's difficulty can be reduced significantly without disabling achievements by setting the following options:

Run Settings for minimal difficulty with achievements
 Boss Health
 Containers
 Enemy Ammo Drops
 Health Drops
 Enemy Attention

You can also set a seed without achievements being disabled.
Combat

Combat is a core gameplay element in *Colt Canyon*. There are several elements to combat in Colt Canyon and a lot of ways to deal damage but also to get hurt, making fights in Colt Canyon potentially complex. *Easy to learn but hard to master* describes combat in Colt Canyon, and Colt Canyon in general, very well.

## Ranged Combat

The player can carry up to two weapons that they can swap between instantly. Usually these weapons are guns or other ranged weapons that require some form of ammo to be used.

When using mouse + keyboard to control the player character the crosshair has to be placed where the bullets are supposed to go.

When using a gamepad the player's movement direction combined with aim assist dictates where the crosshair is placed without showing the crosshair to the player. If the right input stick is used the player has the option to manually position their crosshair.

It is possible to run out of ammo while using ranged weapons. Weapons will need to be reloaded a lot.

Shields protect against ranged attacks, but only if they are hit directly.

## Melee Combat

The player always has the option to use melee attacks, even with ranged weapons equipped the player can use the melee attack button to trigger a melee attack. But there are also melee weapons that enhance the player's melee capabilities.

Using melee attacks against enemies after they have spotted the player is usually not very effective unless the player is using melee weapons. Enemies will block unarmed melee attacks and therefore reduce the inflicted damage significantly. One exception are small animals like snakes or scorpions, which are best killed by melee attacks, even after spotting the player.

Shields protect against melee attacks, but only if they are hit directly.

## Stealth Combat

Surprising enemies with attacks will cause critical damage.

## Dodging

A core element of combat in Colt Canyon is the dodge roll that can be used to evade most enemy attacks.

## Dash Attacks

Some animal enemies use dashes to attack the player and their companions. The animal will stop and then dash towards the target, often very fast. Getting hit by such a dash can inflict a lot of damage. Unlike general melee attacks dash attacks can hit multiple targets and have a lot more range because the enemy will usually keep going until something is hit or a big distance was covered.

It is possible to dodge to evade dash attacks.

Shields do not protect from dash attacks.

## Other Combat

A very effective way to fight strong enemies or large groups of hostiles is by using explosives.

It is possible to use the environment to deal damage to enemies. For example by using explosive barrels, bear traps or other contraptions that might be dangerous to anyone who gets too close.
Locked crate

The locked crate is a special type of container. Unlike other containers it is not recommended to destroy this crate. Instead a matching key can be found that can be inserted to open the crate. Afterwards a bunch of useful items will be dropped.

## Spawning behavior

The color of locked crates is matched to the area it is found in. If a key exists you can be sure that somewhere in this area a matching crate exists as well and vice versa. There will never be more than one crate per area.

The first area's crate is red and found in Level 1-3. The key is always dropped by the elite enemy found in Level 1-2.

The second area's crate is green and found in Level 2-2 or Level 2-3.

The third area's crate is blue and found in Level 3-2 or Level 3-3.

## Types

All locked crates will drop some ammo and if the player is low on health instead also some medicine.

### Locked weapon crate

The locked weapon crate will drop a random weapon with drastically increased chances to spawn particularly powerful weapons that might otherwise only start spawning much later.

### Locked medicine crate

This locked crate is guaranteed to drop a large medicine, that will increase the player's maximum health.

### Locked shield crate

This locked crate is guaranteed to drop a multiplie shields, that will give the player front armor.

## Key

Keys can be found by killing elite enemies. Elite enemies are not guaranteed to drop a key, because there can be multiple elite enemies in a stage, with the exception of the first stage.

The key is usually not located in the same level as the crate. So if a crate is spawned in Level 2 of a stage the key will be found in Level 3 or Level 1 of the same stage.

There is a red key, a green key and a blue key. The game also knows other colors, but because every stage maps to one color and one crate with one key only the aforementioned three colors can actually be found.

## Trivia

Destroying a locked crate before moving on to following levels will cause it to respawn in the following level. This is the only way to make it spawn in boss levels. This is useful if you want a different type of locked crate, because respawning will reroll the type.

You can move on without opening a locked weapon crate and only open it after reaching B-Levels to make it spawn better weapons.
Prologue

The **prologue** is the tutorial level of Colt Canyon and, within about 5 minutes, interactively explains the most basic controls and sets up the backstory. It can only be played the first the game is launched. To play it again you need to reset your save (On PC: Delete the save.sav) or use the command prompt (Only possible on PC) and enter the "tutorial" command.

The prologue is a special level that is not randomly generated but handcrafted. Only details such as rocks, grass and some crates are randomized.

Losing the fight against the bandits is part of the prologue. While it is possible to kill some of the bandits it is not possible to win the fight. In order to continue the prologue the player must get knocked out.

After completing the prologue a regular run starts, but without a predefined loadout. Instead the loot and health from the prologue level is kept for the run. This usually makes it harder for the player because they start with low health.

After dying or completing the post-prologue run the regular Colt Canyon game loop starts, where the player has the option to return to the main menu and therefore character selection screen, or immediatly restart a run with the default loadout.

It is possible to skip the prologue by leaving the level to the left side. In order to do so the player needs to squeeze through the fence blocking the exit. When skipping the prologue the main menu will load and the player can continue with a regular run through the character selection screen.
Savegames

Colt Canyon Update 1.2 implemented run savegames. That means if playing version 1.2 or later you can interrupt a run any time and continue the run later without losing progress.

While in theory it is not possible to have more than one savegame at a time the PC version of the game makes it rather easy to manage multiple savegames using scripts or the command prompt.

Pressing "Continue" in the main menu will load the most recent, compatible savegame.

Savegames created in a different version of the game might not be compatible. Loading a savegame from version 1.3 in version 1.2 would fail all the time, but loading a 1.2.0.0 save in 1.2.1.0 might work.

## Savegame files

Savegames are stored in:

More information on game files.

The run savegames should not be confused with the overall "save.sav" save, which stores stats and unlocks only.

## Saving using the command prompt

When opening the command prompt during a run (not in the pause menu) you can use the "save" command to create a savegame of the current run state. It's important to note that this only works if savegames are enabled.

The "save {name} {makeactive}" command also accepts two additional arguments. The first one is an optional title of the save. If a save with this title already exists it will not be overriden. There can be multiple savegames with the same title. In order to override a savegame it needs to be set as the active savegame and then the save command without arguments will override that save. To set a savegame as active save you either supply the second argument as "true" or simply don't supply it at all, because the default value for the second argument is true anyway.

Examples:

Calling simply "save" (without arguments) will override the **existing** savegame to represent the current run state. The same as hitting "Save and Quit" in the pause menu. The default save title is "autosave".

Calling "save test" will create a **new** savegame with the current state of the run and the title "test". From now on when calling "save" or using the "Save and Quit" button the save savegame will be saved to the "test" savegame.

Calling "save test 0" will create a **new** savegame with the current state of the run and the title "test". Calling this again will create yet another savegame without overriding the previous savegame (Warning: This can create a lot of files and sooner or later Windows might run out of space or reach a filename length limit). Auto saves will still be saved to the previous active savegame which by default is "autosave".

## Loading using the command prompt

Calling "load {name}" will load the given savegame, or if no argument is supplied it will load the most recent savegame.
Status effects

Things, including characters, in Colt Canyon can sometimes, temporarily be influenced by a status effect that was caused by some type of action or in-game event.

These status effects will be indicated by particles, sounds or other visual feedback around the affected instance.

Usually the player will experience status effects, for example after stepping into fire or getting poisoned. The status effect will wear off after some time.

Some status effects can be countered with the right upgrade or action.

Status effects always have a damage tick once per second where certain actions can but dont have to happen, like damage being dealt. The amount of damage that is actually dealt can be affected by other parameters (see below).

## All status effects

### Burn

All characters and destructible objects can catch fire. Being on fire will cause periodical damage to the character or object. Objects that are on fire can set fire to characters that come too close. There is no way to get rid of this status effects, only time will extinguish the fire. Burns can be deadly.

Burning NPCs are less skilled and unlikely to stop moving.

The time that something is on fire depends on what type of object it is and the cause of the fire.

The amount of damage received is half a heart by default but can be greater than that depending on the material. Wooden objects will receive more damage on damage tick than players or stone objects.

### Poison

Only characters can be poisoned. This can be caused by certain weapons, but most prominently by venomous enemies like the scorpion or snake. Their venom will cause this status effect to everyone getting hit by their attacks.

When poisoned every couple of character will receive half a heart of damage on damage tick with a default probability of ~50%. So about half of all damage ticks will not actually deal damage. But if the player stops moving the chance of getting damaged by poison on damage tick is drastically reduced. The less the player the moves the less likely it is that the poison will actually deal damage on damage tick. When standing still it's basically impossible to die from poison, but when moving it is very much possible to die from poison.

There is no way to be healed. After some time the status effect will wear off on its own.

With the Leather Suit upgrade poison damage will be nullified.
Scripting

Update 1.1 introduced basic modding support, aka scripting, to *Colt Canyon*. This is achieved with the help of the developer console and is only available in the PC version of the game. There is no official platform for sharing mods but the discord is a good place to start looking for mods and support.

Scripts work by simply being a collection of command prompt commands. When a script is executed (e.g. using the console command "run") every line in the script, which should be a simple txt-file, will be executed through the console one by one, starting with the first line.

## Installing scripts

There are two ways to install scripts.

1. Add script files to the *scripts* folder. If you have a script file you will need to place it in the folder that opens when you execute
```
%localappdata%/ColtCanyon/scripts

```
in the window that opens after pressing *Windows + R* (with the game closed). Make sure to not modify the name of the script file as it might break the script. If not specified otherwise the mod will now be installed and activated.
2. A different way to install a script is to use the command prompt. If you have a script command ("scriptadd ...") copy it to your clipboard and simply paste it to the command prompt (opened by pressing F1). Confirm by pressing the Enter key. The script will automatically be installed and activated. This is the easiest way to share and add scripts.

## Uninstalling scripts

To remove installed scripts you can either remove the script file from %localappdata%/ColtCanyon/scripts or call "scriptremove [scriptname]" in the command prompt.

## Auto execution

Colt Canyon's command prompt supports automatic execution of scripts at certain points. For example whenever the game is launched or whenever a level was generated. This is the basic principle under which basic modding/scripting of Colt Canyon works.

To let scripts automatically be executed their file name has to adhere to specific naming conventions. The prefix of the script's filename tells the game when it is supposed to be executed. For example a script file called "gsMyScript" will be automatically executed as soon as the game is started. No need to open the command prompt at all.

Script prefixes
 **ls** | **L**evel **S**tart - Executed after a level is done generating and is about to start for the first time
 **ll** | **L**evel **L**oad - Executed whenever a level is entered, after level generation, will be executed again if player leaves and comes back
 **lp** | **L**evel **P**re-Generation - Executed when a level is about to be generated, before stuff like enemies exist but while stuff like generators still exist

## Sharing scripts

To share scripts that you have installed you can call "scriptget [Script-File]", which will copy a "scriptadd" command to your clipboard which can be shared with other players to easily add the script to their system.
Dynamite

Dynamite, also known as TNT or Explosives, is a special type of ammo with more than one function. Next to being used as ammo for *explosive* weapons it can also be used as weapon directly as some kind of grenade.

Explosives are very useful against large groups of enemies or particular strong enemies, as bait, to destroy traps and obstacles, rescue people from coffins, access loot hidden in mines or to clear large groups of containers.

Dynamite is also a popular trade item because it is rather valuable compared to other types of ammo.

## Finding Dynamite

Dynamite can be found in most containers and is dropped rarely next to common ammo. Some enemies are also dropping dynamite after being defeated.

The most reliable source of dynamite are dynamite crates that can be found from time to time, often being placed in groups of containers but also sometimes spawning as a single crate.

Dynamite can also be bought from some merchants.

Some upgrades will also grant dynamite.

## Throwing Dynamite

To use dynamite as a throwable grenade the player has to press and hold the dynamite button. A pack of dynamite of dynamite will be ignited, provided that the player is carrying at least one pack of it with them.

The dynamite can be cooked. The player has about five seconds before the dynamite explodes. Holding the dynamite for some time before throwing will help getting the dynamite to explode as soon as it reaches its destination. If not cooked the dynamite might drop next to the target but not explode for some time, possibly allowing the target to get out of range.

As soon as the dynamite button is released the dynamite will be thrown wherever the player was aiming. It will not perfectly follow the predicted trajectory, but it is accurate enough to know in which area the dynamite will come down. Now the player should take cover to avoid being hurt by their own explosives.

To abort the process of throwing dynamite the player can do a melee attack. This will cancel the process and the dynamite will be extinguished. This will preserve the dynamite ammo.

## Limitations

Dynamite is the only ammo type that has a default carry capacity of 5. This means a single player cannot carry more than five dynamite, which is not a lot. However, there are upgrades to increase this limit.

Dynamite can not be thrown over cliffs.

Using dynamite as ammo in weapons can waste a lot of potential explosives because some weapons will turn a single pack of dynamite (one ammo) into multiple shots/sticks. If the player is reloading the weapon immediately after only firing one of those shots an entire second pack of dynamite will be used. All unused shots will therefore be wasted. That is why explosive weapons should only be reloaded if they are actually out of ammo.

Explosions are not dealing damage through solid walls.

Explosives can hurt companions and even the one who caused the explosion.
Kiro

## Kiro Dubois

**Kiro Dubois** is a girl who was sent to camp for the crime of stealing lots and lots of cell phones. Kiro starts out on a bad footing with the other campers, especially the Student Council, due to her sketchy past, but eventually she is able to make friends (and enemies) as she uncovers various secrets about camp.

## Appearance and personality

Kiro is a short plain-looking girl with long black hair, sometimes worn in a ponytail. She is usually seen wearing a collared jacket, either a long skirt or cargo pants, and hiking boots. She is also seen to be left-handed.

Kiro views the world in a very pragmatic way and can come off as quite selfish. Although she can be intelligent and thoughtful, she lacks common sense, getting her frequently into trouble. Upon arriving at camp she rediscovers her ability to interact with the Dream Shore, and gradually learns to use this to her advantage.

## Background

Kiro’s birth parents (unknown) gave her up at a very young age due to their superstitions about Kiro’s dreams, which turn out to be manifestations of her interaction with the Dream Shore. Kiro was sent to the National Institute of Strangely Afflicted Children where she spent most of her early childhood. When Kiro was 5 years old she was adopted by the Duboises, moving to Rochester, New York. Kiro appeared to have a happy life in the Dubois family, attending school, making friends and developing an interest for the arts. She also gradually lost her visions of the dream shore, although her adoptive parents repeatedly warned her to watch out for an eagle.

She was accepted to a prestigious art college, but not long after Kiro graduated high school, her family ran into financial troubles and were unable to pay for her education. Determined to attend, Kiro decided to take out loans to pay her tuition.

At college she had a difficult time, often going hungry and working odd jobs to pay for supplies. It is not until some time later that Kiro realized the consequences of taking out all those loans and became desperate to find a solution. At that point she was contacted by a mysterious entity, “the Wing Man”, who offered her a “job” hacking and reselling smartphones. After being caught, the court gave her a choice between going to jail or to detox camp, and she chose the latter.
Mothra Larva 1992 Special Color Ver.

Product explanation ■ Mothra (adult) and Mothra (larva) that appeared in "Godzilla vs Mothra" appeared as Special Color Ver. Mothra (adult) is a night color specification which imaged the night battle scene. Mothra (larva) imagines the battle scene on the water and adds luster, special color specification. In addition, a new modeled Mothra (adult) ray effect accompanied by Mothra (adult) imaged a ray emitted from the antennae is attached. 【set content】 · Mothra (adult) body · Pedestal for Mothra (adult) (3 parts) · Mothra (adult) ray effect for right and left · Mothra (larva) body ·Instructions 【Product Details】 Size: Mothra (adult): about 350 mm in total width, Mothra (larva): about 170 mm in length
Secrets

*Colt Canyon* offers several smaller and bigger secrets to find. Most of them can be useful to know about.

## List of Secrets

### The wild dog

The tamable wild dog that unlocks a playable character is one of the best known secrets despite it not being official information for a long time.

### Mine Entrances

On some cliffs a blocked mine entrance can be found. While it is not possible to enter these mines it is possible to destroy parts of the blocking planks on the entrance using explosives. This will cause a bunch of loot to spill out of the mine.

### Headstone

Throughout the canyon the player can find tombstones/gravestones that are interactable. Taking a closer look and paying respects here will be rewarded with some hidden ammo.

### Mysterious rock

Sometimes the player might encounter a mysterious big rock pillar with an illegible inscription standing randomly in a level. This stone was once a holy site used by natives to pray to their gods, or something like that. Now it can be used by the player to pray to the RNG gods. This action will grant either ammo or, if the player is low on health, might even grant some medicine. It can only done once per rock.

### Christmas tree

During December it is possible to sometimes find christmas trees throughout the canyon. These serve not purpose other than being fancy cover.
Slave

Slaves (aka Farmers) usually spawn in and around farms and in crop fields. They carry no weapon, will not attack you and will flee if you scare them. It is possible to kill them and usually you won't be punished for that except for the wasted ammo as they will not drop any loot.

The first boss will use slaves as a human shield. Instinctively you would try to kill themso you can hit the boss. But if you kill them, the boss will call in new ones. Some of these will even start attacking you. You can combat this by avoiding hitting them. If you do not hurt them they will not hurt you. You can move through the group of minions without being harmed. If you get too close to slaves they will try to get away from you, which allows you to hit the boss.
Other NPCs

Besides friendly characters such as prisoners or merchants you can find several other, innocent non-playable characters in the canyon. Most of them are not aggressive and will not get in your way as long as you are not bothering them.

Innocent NPCs can be identified by the missing alertness indicator (the exclamation mark above enemies' heads). Even after spotting the player they will not show it. They will also have less red in the color of their sprite.

## Slave

Slaves are innocent workers, mostly found in the first area of the canyon. They are unarmed and are not supposed to be be killed. They will usually flee from you.

## Horse

Horses can be found throughout the canyon tethered to nearby hitches or similar wooden posts. They might try to kick you if you approach them from behind. They can not be mounted and are mostly just there for decoration. Horses can be released without hurting them by melee attacking them while they are still hitched. If a horse is shot or hurt otherwise they will also try to break the rope in order to flee. They can be killed but will not drop anything useful.

## Rabbit / Hare

Rabbit / Hares can be found everywhere in the canyon, usually in and around high grass. They will try to flee from combat and cannot attack the player. It is possible to kill them but they will not drop any loot.

They count as small NPC and are therefore harder to hit with most ranged weapons.

## Wild Dog

The wild / harmless dog is actually an enemy, but because it will never attack the player it acts as a friendly character. This special dog can only be found in the first area, but can show up in any of the three main levels (1-1, 1-2 or 1-3) and will only spawn once per run. It is possible to play fetch with the dog to tame it.
Godzilla 2002

Introducing S.H.MonsterArts Godzilla (2002) from the hit film, Godzilla Against Mechagodzilla (2002). It's like the monster jumped out of the screen and into your hand, this figure boasts screen accuracy and the latest articulation engineering which provides a wide range of posing possibilities.

Sculpted by veteran Yuji Sakai, this figure reproduces many of the characteristics that were special to this Godzilla design such as the neck frilling. New to a Godzilla figure, it will be able to rear its head back to recreate the pose from the iconic scene at the beginning of the film. Best of all, this figure scales perfectly with S.H.MonsterArts MFS-3 Kiryu (not included), to re-create epic battle scenes!
Loadouts

When selecting a character to play as the player also has the option to choose a starting loadout. This loadout is what he will start the run with. Usually a loadout consists out of one basic weapon and some ammo, but some loadouts also have special bonuses like additional ammo or health, indicated by the +!? icons.

The player can unlock new **loadouts** for a specific character by playing that character and progressing through a run. Most loadouts are going to be unlocked during a complete run.

## All Loadouts

Here you can find a list of all available loadouts for all characters and how to unlock them. Rare loadouts can be unlocked for any of the characters.

#### Rare Loadouts

\*Ammo = Includes ammo loaded in weapons (Light, Heavy, Shells, Arrows, Dynamite), Requirements = Action with the associated character that will unlock the loadout

## Rare Loadouts

A special kind of loadout are *rare* loadouts, that all contain one of the 13 available rare golden weapons. All characters can have all rare loadouts, but they are hidden by default. Only after unlocking a rare loadout the loadout will be visible in the character selection screen.

There are 13 rare **loadouts** in total. One for every rare weapon in the game.

To unlock a rare loadout the player has to complete or loop a run with a rare weapon equipped. There is no need to do anything we the weapon or carry it for a specific amout of time. It's enough to equip them right before leaving the final level. When this has happened the associated rare loadout will be unlocked for the character the player was playing as and the rare weapon can now be selected as a starter weapon for that character. It is possible to unlock multiple rare loadouts at once if the players are carrying more than one rare weapon.

Rare weapons will start dropping in B-Levels, however some rare weapons will only start dropping after a loop. As the name suggests rare weapons don't show up very often. Rare weapons are slightly improved versions of their their base versions. For example the rare revolver is slightly better than a regular revolver.
Containers

Containers are all kinds of crates, barrels, boxes and pottery that might contain items. Containers can be found in all levels, usually in small groups around cliffs, and can be identified by a golden shimmer.

There are various types of containers that contain different items in different quantities. Most of the content of regular containers is randomized but a lot of containers can be identified as specific containers (e.g. weapon crates, medicine crates etc.) that always contain items of pre-defined types.

## Looting containers

Containers can be destroyed through various actions like melee attacks, explosives or direct fire.

Destroying containers will allow the player to collect the content. The only exception being the locked crate, which requires a key to be opened, in order to retrieve the contents without damaging them. The most efficient way to destroy large groups of containers is by dodging through them. This will destroy most containers, except for rigid or better secured containers, like metallic containers, which are best destroyed by shooting them with shotguns or rifles.
Achievements

There are a total of 40 **achievements** ready to be unlocked in *Colt Canyon*. They are available on all platforms, even on platforms that don't support achievements, like the Nintendo Switch version, because they are also tracked locally in game. You can check your achievement progress in the Achievements / Trophies Submenu in the Main Menu. Here you can also see the time at which you've unlocked an achievement as well as its description and icon.

Some achievements are secret and only revealed after completion.

If using cheats, mods or custom run settings achievements might become disabled which will prevent all achievements from being unlocked, even when fulfilling all other requirements. This is indicated on the run settings page or by the "modified" or "cheated" suffix on the game version display in the bottom right HUD.
Ambush

Ambushes are bonus levels that can appear between two actual levels. There is no way to revisit an ambush level after leaving it.

In order to leave an ambush the player needs to kill all enemies.

## Difficulty

The difficulty of ambushes scale up with the progress in the run. The further the player gets the more difficult the ambushes will be.

Most of the times the player will encounter bandits in ambushes.

## Ambush Chance

Ambushes appear randomly, but their chance is influenced by several factors, the most important ones being:

* Level Clearness
	+ The more enemies you kill in a level the less likely it will be that there will be an ambush after this level.
* Time spent in Level
	+ If you immediatly move on to the next level and don't spend a lot of time in a level it will be more likely that there will be an ambush between leaving this level and reaching the next one.
* Progress since last ambush
	+ The more levels you completed without getting an ambush the more likely it will be that you will encounter an ambush next.
* Prisoner rescued
	+ It's much more likely to get an ambush after a level if you failed rescuing that level's prisoner.

There are no ambushes between B-Levels.
Forgotten Bay

**Forgotten Bay** is a fjord somewhere along Alaska's Inside Passage. For reasons indeterminate, it has been passed over by the public eye ever since the U.S. government made its first topographic maps of the area. In addition, it seems to always be missed by satellite imagery, due to cloud cover or whatnot. Forgotten Bay is the home of detox camp, as well as a host of other uses preceding it.

## Geography

This is a long, narrow bay surrounded by high mountains and terminating at a large glacier, which produces many icebergs that float down towards the sea. The area near the mouth of the bay is called the Narrows and is prone to dangerous tidal currents that make navigation difficult. In addition to glacier melt, the bay is fed by numerous rivers and streams. The ridgelines surrounding the bay are dominated by the prominent peak of Sky Knife.

## History

The bay was originally the site of a Native American (Tlingit?) village, located on the flats approximately where the aluminum plant is today. During the 1800s, fur traders (Russians? French?) came to the area and bartered with the indigenous people. A few years later one ship was trapped in the bay during a sudden freeze, leaving the crew stranded there all winter. Running low on supplies, the ship's crew raided the village and killed its inhabitants. Despite having acquired enough supplies to survive the winter, the crew gradually fell victim to disease, and by the following Spring only the captain remained. Before his death, the captain wrote of a woman with eagle wings who placed a curse upon his family.

Over the following decades, the bay was rediscovered multiple times and various profit seeking operations took place, with logging, mining and fishing industries all taking an interest in the area. However, each time disasters would befall the newcomers, and the bay's existence would be mysteriously forgotten again. This included the Can-Ak Materials co. which established an aluminum plant in the area, and after this operation collapsed the old building was occupied by an operation called the Glacier View Sanitarium, a mental hospital that also met a mysterious and tragic fate.

## Locations

* Aluminum Plant (Camp)
* Daisy's cabin
* Beehives
* Sky Knife Ski Resort
Looped run

Just before completing a Run you can decide to instead loop it, allowing you to play a newly generated run with stronger Enemies and challenges but also stronger Weapons. You will keep your loadout, current health and upgrades but leave all companions behind when starting a looped run. You can loop endlessly with the game becoming harder and harder with every loop.

## How-To

To start a looped run you have to reach the end of Level 1-1B. Here you will have to take down your Partner (e.g. using Dynamite) or tell them to guard a position. Then you have to quickly move out of the level the way you would usually complete a run. Instead of a game complete screen you will now see that the game started to generate a new level. A **looped run** has started.

With Update 1.0.2.0 an alternative way to start a looped run became available. Once you've completed at least one regular run or started a loop you can choose to directly start a new run as a looped run by enabling it in the new run settings menu. However, this will make you start with a regular loadout instead of keeping your upgrades and inventory from a regular run.

## Differences

The major difference between a regular and a looped run is the significant boost in difficulty. A looped run is basically a hardcore run. The higher the loop number the harder it is. But even just the first loop is already much harder than a regular run.

There will more enemies. The enemies will be stronger, dealing more damage, shooting more accurate, attacking faster etc. There will also be more traps. Bosses will have more health and sometimes behave differently. Not all enemies will have increased health, but in more advanced loops (Loop 3+) enemies will always start with additional health.

In the first loop there will still be more prisoners to rescue, but the player will only get to choose from two instead of five upgrades. In following loops there will be no prisoners at all.

Some enemies like the regular bear are exclusive to looped runs.

Some weapons, like blood weapons, can only be found in looped runs.

## Companions

When starting a loop after a regular run with companions, including your partner, you will have to leave them behind because telling companions to guard a position will prevent them from following you to the next level. Since you can only command all companions at once it seems that there is no way to loop and still keep your companions. However, in reality there actually is a way to achieve that:

1. Because looping also works when the partner is downed instead of guarding a position it is possible to let them guard a position and then take them out using dynamite, or let them be killed by enemies. Afterwards all other companions can be revived if needed and then told to follow. This will allow them to follow the player to the looped run.
2. When playing as Jim companion dogs will always be carried over to a loop even when the dog is guarding a position.
Penny

**Penny** is a member of the Student Council at camp.

Penny is a tall girl with aqua green hair; she is often seen wearing a yellow sweater and short shorts, and almost always has a beanie on. Penny is level-headed, analytical and almost unflappably calm. She is generally acknowledged to be the one running the student council, despite Darien being the president.
Scorpion

The **scorpion** can only be found in the second area and usually spawns alone. Because of its small size it is difficult to spot.

Counting as small animal it can not be hit reliably with generic ranged weapons. Special weapons or melee attacks are recommended to take down the scorpion.

The scorpion's attack poisons the vicitim and deals half a heart of damage.

## Behavior

Like all animals the scorpion roams its spawn area. It has a very limited view distance, but a large field of sight, allowing it to spot the player even when he is approaching from behind.

Once alerted the scorpion will move with average speed towards its victim and start using it's relatively ranged melee attack that poisons the victim when hit.

The scorpion will not attack other enemies, not even human enemies.

## Tactics

Regular weapons have a high chance of missing the scorpion, special (e.g. Varmint rifle) or arrow weapons are much more likely to hit small animals like the scorpion.

Due to the scorpion's low health it is very easy to melee attack the scorpion to death. Most characters will kill the scorpion even without stealth takedowns in one melee hit.

When poisoned it's important to stop moving to reduce the amount of damage inflicted.

## Trivia

Like all animals scorpions will not drop any ammo or weapon when killed.
Mothra Larva 1992

More Kaiju goodness will soon be available to add to our ever growing S.H. MonsterArts line! This time in the form of a new 2-pack featuring the Mothra and Battra Larvae forms!

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    This impressive 2-pack features both monsters as they appeared in 1992's Godzilla vs. Mothra and even retains the impressive size difference between the two! The set will also include a special silk effect part for Mothra and an included display stand (not pictured).

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    Currently, the set is listed as a Tamashii Web Exclusive due for release in June at a price of 10,800 yen. However, as with other MonsterArts figures, this is sure to see a North American release thanks to our friends at Bluefin Distribution.

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    More info as we get it! Until then, enjoy the official images mirrored below...

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    Source: Bandai Japan

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Godzilla 2019

The King of the monsters is back in S.H.Monsterarts! The titanic kaiju as seen in the 2019 film makes his debut, with all of the quality and detail you've come to expect from S.H.Monsterarts. It even includes effects to let you re-enact the dramatic scene from the Preview in which he shoots his breath Skyward!

Based on the same 3D data used in the film itself, and overseen by the legendary sculptor Yuji Sakai, it features accurate proportions, details, and coloration. And it's designed to capture classic poses like the one seen on the poster! This is an epic new release in an epic figure series. The set includes the Godzilla figure, fire-breath effects, and stands for the effects.
Health

In *Colt Canyon* health is represented as hearts. To the player health points are always integer values. One heart corresponds to two health points, because a heart can be displayed has completely full  (2 HP), half-way full  (1 HP) or empty  (0 HP).

Therefore, when displaying damage values a damage of two is actually the value of just one heart.

The health of all objects and characters can be expressed as hearts, but usually only player's health and that of companions/prisoners is displayed as such. The health of enemies is usually not shown, except for the health of bosses and elites, which are indicated by their alertness indicator.

On this wiki some enemies' health values are represented as hearts, while damage values are represented as integers that are shown to the player through damage indicators. If an enemy has 10 hearts and a weapon deals 10 damage the enemy can take two shots, because 10 damage is actually 5 hearts.

## Restoring health

To restore health the player needs to find medicine or choose the right upgrade.

## Damage indicators

The player has the option to enable/disable damage indicators. These are red numbers that pop up whenever the player is damaging enemies or objects. The indicate the amount of damage the player has dealt to that object.

When looking at the damage indicators you will notice that the same weapon deals different amounts of damage to different things, that is because some objects react differently to certain types of damage. For example explosives deal more damage against destructible objects than against enemies.

## Alertness indicator health bar

Boss enemies and elite enemies will display their current health as part of their alertness indicator.

## Trivia

In the background the engine is working with floating point values, but because point values are no very readable, all damage values are multiplied by two before being shown to the player.
Death Course

**Death Course** is a monthly event held at camp that provides entertainment for the masses. The camper with the lowest "score" is sent through a marked course filled with hazards such as swinging axes and falling buckets of nails. The Pit is a prominent feature of the Death Course.

After Daisy is captured by the Student Council, Darien threatens to send her through Death Course if she doesn't spill the beans on A's whereabouts. After refusing to talk, Daisy and Kiro are sent into Death Course, though they later manage to escape.

Thus far, it is not known how the monthly score is calculated, but it might be something similar to the Chinese social credit system.
Sky Knife Ski Resort

**Sky Knife Ski Resort** was a massive resort project in Forgotten Bay pitched as the first all-season ski resort in the United States. Perhaps unsurprisingly, the project went bust due to the enormous costs as well as the remoteness and difficulty of reaching it, as well as some unusual forces that could not be foreseen.

The resort is located in the shadow of Sky Knife peak, for which it was named. There are still many abandoned structures on the site include the entrance sign, the main hotel (supposedly haunted), access roads, and at least one ski lift. The Alpine hut, which predates the resort, is located on the mountain atop the lift area.

Parts of the ski resort are used by Daisy and A as their base of operations.

After escaping from Death Course, Daisy and Kiro make their way to Sky Knife, where they join up with A. Kiro is visited by the phantom seal at night, telling her to take the lift to the top of the mountain. Kiro doesn't believe it at first, but the next morning discovers that the lift is somehow still operational, and rides it to the top where she meets the eagle woman. Later, the lift is no longer running, which suggests that it was something other than electricity that powered it during that brief period.
Bandit Boss

The **Bandit Boss** is the final boss of the canyon, but not the final stage of the game. After defeating the Bandit Boss the player will still have to fight its way back home, through the B-Levels.

The Bandit Boss is the only one in the canyon with access to a Gatling gun. A very strong and state of the art weapon, that is also very ammo-hungry. He will use the Gatling gun to fight off anyone daring to visit his realm but also likes to use it just for fun. Because its very expensive to use a Gatling gun he frequently kidnaps loved-ones to blackmail their significant others for exorbitant sums of ransom money. The ammo and cash earned this way is also used for all kinds of amenities for his large followings, providing them with food, medicine, weapons and ammo and making sure they fight for him no matter what.

## Behavior

The **Bandit Boss** has two stages, the second of which starts after the boss has lost half of his health, but even earlier in looped runs.

He will always use his Gatling gun, but in the first phase he will only shoot a bunch of bullets at a time. Only in the second phase he will keep shooting for long periods of time and keep aiming for the player. Sometimes he will also use an attack pattern where a lot of bullets are expelled in various random directions.

In the second phase the Bandit Boss will equip a strong shield protecting his front from attacks. Because of an invisible force and the attacks of the boss it is difficult to get behind him to attack his unprotected back.

After looping two times the boss also sometimes uses dynamite himself and extinguishes dynamite thrown by the player.

He is 25% resistant to explosives.

Every now and then some minion bandits will spawn behind the bandit boss and attack the player with melee weapons. These bandits are easy to kill and can bring some additional ammo that can be helpful but can also hurt the player or force him out of cover.

## Tactics

Because of the shield and the massive amounts of health it is necessary to pack a lot of ammo before starting to fight the Bandit Boss.

It is recommended to keep distance from the boss and use the large amounts of destructible cover whenever he is about to attack.

Dynamite should be saved for the second phase of the fight where the shield will make direct attacks more difficult.

A weapon with a lot of penetration power can shoot through the shield.

## Trivia

The total health of the Boss is scaling with the amount of players in Co-op.

The Gatling gun will be dropped when the boss dies and can be used by players but slows down movement a lot and takes up both weapon slots.

The partner is located in the same level as the Bandit Boss.

The Bandit Boss is the only boss with a cutscene triggered on his death.