recursal/Fanatic-Fandom huggingface dataset:
旁白

出現於
 目標

**旁白**是遊戲中史丹利不斷聽到的一個聲音，大致上會引導史丹利進行遊戲。

聲音由凱萬‧布萊亭配音。

個性
--

旁白的個性完全取決於史丹利所做的選擇，而且可能發展出數種不同的個性，以及悲傷、憤怒、快樂和混亂等情緒。

在某些結局中，例如自由結局或混亂結局，旁白表現得像個玩家的引導者和朋友。然而，旁白也會展現出冷酷的一面，例如爆炸結局和博物館結局。雖然說在博物館結局中，旁白也曾嘗試阻止史丹利。

旁白也表現出相當的嘲諷性；在嚴肅房間中，他感嘆道大部分理性的人會說旁白花了一個荒唐的時間量什麼都不做，只看著表格。同樣的，在遊戲結局裡，旁白嘲諷地強調他並不需要聽從一個正職是按按鈕的男人的意見。

旁白也很缺乏耐心；若是史丹利停留在雜物室中，旁白會很快感到無聊並生氣。在演示版中也一樣，在其中他說他將會等待史丹利若是玩家停留在等待室當中，並且開始玩八個遊戲。

在某些結局中，旁白也會取笑史丹利。舉例來說，在最初模組版本中的一個結局，他將會說史丹利「肥胖、醜陋而且相當愚笨」。相同的話語也用來嘲笑史丹利，若是史丹利停留在雜物室裡面足夠長的時間。

旁白在下列結局中展現出對立的個性：

* 爆炸結局：他透漏他消除了史丹利的同事們並且預期看到史丹利以各種方式死亡。他也在倒數計時的時候嘲諷史丹利。
* 冷腳結局：他施壓使史丹利從平台上跳下，然後強調史丹利的誤算。
* 電話結局：他欺騙史丹利關於他的妻子的存在，雖然說旁白曾經嘗試證明她。

在使命結局和遊戲結局中，旁白不再是加害者的角色而變成了受害者，因為史丹利忽視並折磨旁白以得到快樂。

能力
--

旁白表現出對環境有限的控制力，雖然說深入各種細節。他可以開啟或關上大部分的門，開啟新的步道，甚至創造劇情要素。還有，理所當然的，向史丹利說話。不過，他的控制能力並非毫無限制，以混亂結局為例，旁白更像是一個劇情當中的受害者，就像史丹利一樣。

其他
--

* The Narrator has been theorized to be Stanley, addressing himself in third person.
* 旁白曾聲明他需要史丹利才能存在。這和某些結局中，他嘗試殺死史丹利的舉動相互矛盾。
* 旁白同時屬於故事的副主角和反派角色，這取決於史丹利所選擇的結局。
使命結局

旁白

**使命結局**（Zending），又稱**Z結局**、**摔落结局**，是當你在彩門房間選擇紅色的門時會進入的房間。

## 達成結局

離開史丹利的辦公室，在雙門房間選擇右邊的門，通過員工休息室後直走進入倉庫，搭乘貨梯並跳到金屬步道上。選擇紅色的門。當旁白開啟一扇門時，走進去。你將會進入繁星圓頂，看著滿天極光。走出繁星圓頂來到一旁的螺旋梯處，跳樓四次。

結局
--

史丹利每次墜地都會受到些許傷害，雖然遊戲看不到生命值，但螢幕會愈來愈紅，象徵著他的生命正在崩殂。不斷墜地將會讓史丹利死亡，對旁白而言相當反感。

幕後
--

* 這個結局最初是被一個非預期的事件所啟發，在最初的模組版本，玩家可以重複從心靈控制設施上面跳下去直到死亡。
* 根據博物館，繁星圓頂最初是一個不同的空間，需要玩家拉下三根拉桿來觸發之。
	+ 這裡有一個特殊的控制台指令「*tsp\_enablemenunarrator*」，用來當玩家暫停時，讓旁白懇求史丹利不要退出遊戲。不過實際上聲音檔案並不存在，這是早期「繁星圓頂結局」還在的時候所殘存的檔案。

其他
--

* 在這個結局，史丹利需要墜落八次才會死亡。而在強大結局，史丹利一墜而亡，即使倉庫看起來比使命結局的螺旋梯還要矮得多。這也許要歸因於這個地區較弱的重力。
員工休息室

通往：
 發生結局：
 分歧點：

**員工休息室**（Employee Lounge）是當史丹利選擇右門時會進入的區域。旁白計畫將員工休息室放在這裡以替史丹利走錯路作一些辯解。當史丹利離開這個房間，他將會必須選擇他要回到正軌或者是繼續照著他的步調走。如果史丹利在休息室裡面待上很長一段時間，旁白可能會開始取笑他。休息室包含數張藍色沙發和扶手椅、兩張咖啡桌、一台販賣機跟幾張圖畫。

每次你來到這裡，旁白都會說一些不同的話。他通常會以各種誇張的方式讚美這間房間，以及史丹利作出的決定，但重複來到這裡會使旁白厭倦然後簡單的表示：「好吧。」

## 原始模組版本

員工休息室在顫慄時空2模組版本中最初是被放在左門。房間的內部更像是一個咖啡廳。

結局
--

這裡不會發生結局。

其他
--

* 員工休息室在高畫質測試版本中有著不同的外觀。
* 有一張紙寫說有人在員工休息室裡面待了四十天。
神聖藝術

**~~神聖藝術~~**~~（Divine Art）實際上是一個實體，出現於藝術結局的尾聲。~~

資訊
--

~~神聖藝術的實體看起來像一個黑色的長方體，象徵著某種形式的神。~~官方人員稱該黑色的長方體只是模型bug，神聖藝術的結局本該只有白底黑字的這首詩。祂只會在史丹利玩了四個小時的嬰兒遊戲後出現。當祂出現的時候，螢幕會轉為白色，而且可以聽到聖歌作為背景音樂。

話語
--

神聖藝術宛若詩歌般的演說如下：

**Fear me, mortal. I am the essence of divine art.**

**Others but you cannot read this text.**

**Know that when you die, I'll personally carry your spirit across over BLXWXN into my garden built within the emotions of a flower**.

**There we will live together, we will dance and eat and sin and you will do improv comedy based on suggestion from me for all eternity.**

**This is your reward for your work here today.**

**Now, live your normal human existence.**

**Await me in the life that follows this one.**

**I love you.**

其他
--

* 在演說中聽到的音樂和在繁星圓頂中聽到的一樣。
* ~~神聖藝術所說的「BLXWXN」的確切意思至今仍然未知。~~官方人員稱BLXWXN為河名，但其實還有其他含義，若玩家思考出相關訊息他會親自揭曉答案。
* 神聖藝術可能是一位神，基於這兩句話：「***Now, live your normal human existence.***」、「***Await me in the life that follows this one***」。
* 左边的黑色方块其实并不是神圣艺术的外貌， 而是一个程序错误。 此方块已在最新版本中被移除。
心靈控制設施

通往：

心靈控制設施是作業的心臟，被史丹利的老闆深藏於建築物底下。它包含三個房間：監視器房間、倒數計時房間以及設施能源房間。

結局
--

自由結局和爆炸結局發生於設施中，分別在設施能源房間以及倒數計時房間裡。設施入口本身並不會發生任何結局。

在進入設施前，左轉走進逃離標誌路線將會導致博物館結局；並非確實發生於這個空間。

## 模組版本與重製版本的差異

* 在高畫質重製版本，設施被分成三個區域，而在模組版本其實只有一個非常大的空間。
* 監視器房間在高畫質版本裡包含數百個螢幕，但在模組版本裡只有寥寥數個。
* 高畫質版本的倒數計時房間有相當多按鈕和電腦。而在模組版本中，周圍只有三台有著按鈕的電腦圍住房間中心。
* 設施能源房間，在最初的模組版本裡，位於監視器房間的上方。然而在高畫質版本中，設施能源房間被獨立出來了。
* 高畫質版本的倒數計時器被放置在一個巨大的螢幕上。而在模組版本中，計時器很簡單的放在玩家電腦螢幕上方。

其他
--

螢幕上的某些材質重複使用了。
結局

遊戲有19種可能的結局。某些遊戲結束於重啟，而某些則需要玩家來重啟它們。

## 自由結局

遵從旁白的每一個指示，在最後，史丹利將會摧毀心靈控制設施並且離開建築物，來到綠色的原野。旁白說史丹利最後獲得了自由並且可以做任何他想做的事，表現出相當的諷刺感，因為旁白才是那個一直控制著史丹利的人。

## 爆炸結局

遵從旁白的每一個指示，但在最後心靈控制設施按下「On」按鈕而非「Off」按鈕。這將會震驚旁白，然後，設施的核能自毀功能將會觸發，讓史丹利在旁白的嘲諷與戲謔中死去。

## 懦夫結局

在遊戲的一開始關上自己辦公室的大門。取代探索辦公室，史丹利選擇坐在原地並且凝視著螢幕，期待出現一些指令來引導他。旁白將會說一些話語來嘲笑史丹利以及他的懦弱，接著重啟遊戲。

## 瘋狂結局

聽從旁白，但在樓梯處下樓而非上樓。史丹利將會進入一個永無止盡的房間迴圈，因為找不到盡頭，他開始質問一切，並且相信他自己處於夢中。但在最後，他發覺這並不是夢，尖叫著尋求協助的男人墜樓而死。

在這個結局，旁白述說了一個名為瑪麗耶拉（Mariella）的女人的故事。她在上班途中發現了一具瘋子的屍體，沒有人知道他腦袋裡發生了什麼事，而瑪麗耶拉對自己的「平凡」感到慶幸。

## 博物館結局

遵從旁白，但不進入心靈控制設施，轉而走進寫著逃離標誌的路線。就在史丹利迎接他被輾壓而亡的結局前，一個女性旁白出現並釋放了史丹利，引導他進入一間博物館，包含一些測試版本的資訊、其他結局的元素，以及一些已經移除的內容。

在離開博物館後，女性旁白會告訴玩家唯一能讓史丹利生還的方法就是退出遊戲。接著，史丹利被送回到金屬雙顎中間，被壓碎致死。

## 混亂結局

在雙門房間走進右邊的門，然後左轉走進維修室，使用維修室裡面的升降梯。選擇這個路線將會讓旁白感到混亂，並且在最後讓史丹利意外走進監視器房間，迫使旁白重啟遊戲。

在接連兩次重啟後（分別因為過多的門和沒有門可選擇而結束），旁白決定暫時使用史丹利的寓言冒險專線™，簡稱專線，來引導遊戲的進行。然而，專線最終又將路線引導到了監視器房間。

在下一次重啟後，旁白決定和史丹利自行探索，遠離專線。最終他們來到了寫著混亂結局行程表的房間，在裡面旁白拒絕依照行程表重啟遊戲，引此破壞了遊戲，並最終還是以重啟結束了這個結局。

## 電話結局

在雙門房間走進右邊的門，然後直走進入倉庫，搭乘貨梯來到對面的電話房間並接起電話。這將會傳送史丹利到他的公寓，但開門所看到的並非妻子，而是塑膠模特人形。隨著史丹利按下一個又一個的按鈕，公寓逐漸變成了辦公室，而且旁白將會告訴史丹利一個名為史丹利之死的故事。

## 非史丹利結局

在雙門房間走進右邊的門，然後直走進入倉庫，搭乘貨梯來到對面的電話房間但拔掉電話插頭。旁白將會強迫史丹利看一部關於抉擇的滑稽影片，而後將史丹利送回雙門房間。

在這個雙門房間，選擇右邊將會無限地被送回原處，接著當你選擇左邊時，會看到被摧毀的會議室。旁白開始怪罪史丹利毀了他的工作，然後遊戲會重啟。

而選擇左邊，則會讓遊戲似乎回到正軌。但絕非如此。下樓的樓梯被封住，老闆辦公室的密碼鍵盤也被換成了語音輸入系統。無法說話的史丹利只能聆聽旁白的牢騷。

在兩扇門都至少走過一次之後，玩家會脫離史丹利的身體並且出現於雙門房間的天花板上面。失去了玩家的控制，史丹利只能停在原地，而旁白懇求著史丹利做出任何行動。

## 強大結局

在雙門房間走進右邊的門，然後直走進入倉庫，踏上貨梯平台後墜樓而死。旁白會表揚史丹利的勇敢接著重啟遊戲。

## 遊戲結局

持續違抗旁白的任何指示：選擇右邊的門、走進倉庫、搭乘貨梯並跳到步道上。在連續選擇三次藍色的門之後，史丹利會進入一個尚未完成的房間，裸露的材質到處可見。

然後旁白會展示一些他曾製作的遊戲給史丹利看，因為史丹利對這款遊戲似乎不是很有興趣。接著回到雙門房間，在最右邊多了第三扇門，進入後史丹利會開始玩一款不斷按按鈕以拯救嬰兒的遊戲。若嬰兒最後爬進火堆被燒死，史丹利將會被傳送到酷似當個創世神和傳送門的遊戲空間。

## 使命結局

在雙門房間走進右邊的門，然後直走進入倉庫，搭乘貨梯並跳到步道上，選擇紅色的門。史丹利將會被傳送到一個奇幻空間，在其中，史丹利和旁白可以得到「永遠的幸福」。不過，史丹利最後選擇不斷爬上螺旋梯跳樓，重複數次後迎來自己的死亡。

## 冷腳結局

和強大結局相同，但在走上貨梯後快速退回。在這個結局，旁白會嘲笑史丹利，諷刺他的懦弱與自取滅亡。

## 逃生艙結局

聽從旁白直到進入老闆辦公室前。快速進入辦公室並且立刻後退，使得旁白進入了辦公室但史丹利仍在外頭。接著史丹利可以沿原路走回自己的辦公室，並且從旁邊的門上樓前往逃生艙。但是失去了旁白的史丹利，註定無法成功逃脫。（官认CP啊？）

## 窗外結局

在第一間辦公室，經由椅子爬上434號辦公桌，並且從窗戶跳出去。在外面，史丹利會被交與一個選擇，若選擇是，旁白將會為史丹利唱一首歌；若否，旁白將會告訴史丹利關於選擇「是」的可能性。

## 天堂結局

按下以下五台電腦的螢幕：

1. 辦公桌 419
2. 辦公桌 423
3. 老闆辦公室外秘書的電腦
4. 辦公桌 434
5. 史丹利的電腦

每按下一台電腦便須重啟遊戲，下一台電腦才會出現指示。這將會讓史丹利進入一個充滿彩色按鈕的空間。玩家可以透過重啟遊戲來離開這個空間，但史丹利的電腦將會保留進入空間前的狀態。

## 嚴肅結局

在steam的啟動選項裡輸入「*-console*」然後運行遊戲，在指令視窗中輸入「*sv\_cheats 1*」。這會將玩家傳送到嚴肅的房間，在那裏旁白會開始對玩家說教。重複輸入指令會讓旁白有不同的反應，最多三次。

## 藝術結局

和遊戲結局相同，來到嬰兒遊戲時，史丹利重複按了大約兩個小時的按鈕，接著會進入下一階段遊戲：史丹利需要來回走動按按鈕，再持續兩個小時。在總共四個小時的遊戲後，史丹利將會被帶到一個白色的房間，在那裏他將看到神聖的藝術。

此外，在玩嬰兒遊戲的時候，旁白將會說一些關於使用駭客或按鍵精靈的可能性。若是嬰兒死亡，會轉而進入遊戲結局。

## 白板結局

这个结局挺扯淡的，有時候遊戲開始會看到一間藍色的辦公室。若是如此，史丹利可以打開426號辦公室，在裡面掛著寫有「歡迎來到白板結局」的白板。比起結局，這更接近一個彩蛋。白板右下角写着“Console>bark\_ ”指在控制台里输入bark后按鼠标会有狗叫声的一个彩蛋。

## 雜物室結局

在玩家經過雜物室的時候，玩家可以進入其中並拒絕出來。在旁白歡迎玩家二號後再度進入雜物室，然後重啟遊戲並且再度進入雜物室，可以讓旁白抓狂並封鎖雜物室。比起結局，這更接近一個彩蛋。

其他
--

* 和其他結局不同，逃生艙結局可以透過一些特定的動作來破壞。
Billy Balls

Billy Balls is a protagonist that helps Brayden on his journey. He was formerly homeless but Bob the Builder lended him his garage to live in, which then Billy turned it into a shop for rare special items. In the time of Crayden, Billy Balls provided Brayden with special weapons to put on his cruzin' cooler, such as cannons and lasers. After the battle with crayden the weapons were destroyed. Now, currently he is selling items for Brayden to buy. Billy Balls is a trained infuser, so he always needs to infuse Brayden with his newfound powers, no one else. He has an obsession with hot doggies, and he stores a stockpile of them in his garage. Billy balls has a ride that is called the infusin' cooler, but he calls it his car.
Rankhexagon

Those are the highest scores ever made for Hexagon. Only Kongregate scores have been taken into account.

1. 1 hour - by randomboy839
2. 55 minutes - by obeythemudkips
3. 55 minutes - by GiamBa\_nsltaz
4. 55 minutes - by moldy\_tomato
5. 31 minutes - by xxDARKNIGHT64xx
6. 31 minutes - by Battlecock
7. 29 minutes - by uzzbuzz
8. 29 minutes - by McHazard
9. 26 minutes - by julopin2
10. 23 minutes - by jh05013
史丹利的辦公室

通往：
 發生結局：
 分歧點：

**史丹利的辦公室**（Stanley's Office），也被稱作427號辦公室，是遊戲中第一個接觸到的房間，並且是史丹利在遭遇結局後的重生處。It is usually located at the end of a larger office room, filled with cubicles. Occasionally, it will be positioned at the end of an altered Office building. 办公室包含一张大型办公桌和若干文件夹、一张办公椅、一张自然绘画跟一台电脑。

結局
--

当玩家关上门后，这个房间会发生懦夫结局。在混乱结局中，史丹利会数次在这个房间重生,虽然房间的外面有时候将会有些改变。当其他四个显示器启动了之后，最后一个要启动的显示器在史丹利的办公室, 史丹利的显示器将会显示着第五个“等待输入”（如果他在之前就已经按下了其他显示器） 点击这个会触发天堂结局。
雙門房間

通往：
 發生結局：

雙門房間（Two Doors Room）是史丹利要面對的第一個主要分歧點。有些分歧點也許更加有趣，但每一位不選擇懦夫結局或是窗外結局的玩家都必須進入到這間房間裡面。這間房間同時存在於模組版本與高畫質版本，並且都是相當核心的存在。

進入房間之後，旁白斷言史丹利選擇了左邊的門。選擇左邊的門將會進入會議室（在模組版本中是員工休息室）。若玩家選擇了右邊的門，旁白會說史丹利知道他走错了路，並且会走進左手邊第一扇打開的門來回到正軌。在高畫質版本中，右門會先經過員工休息室才會看見打開的門。

這間房間對其他結局而言也意義重大，而且常常會因為你所遭遇的結局而改變樣貌。

變化
--

* 在混亂結局當中，房間會改變兩次。第一次，房間會出現六扇門，而第二次則會沒有任何門出現。
* 在遊戲結局中，最右邊會出現第三扇門。無論你選擇哪一扇門，都會迎來一樣的結局。稍後，被稱作史丹利的寓言世界排行榜的螢幕會出現在左邊牆壁上。The original rendition of the room makes a reappearance towards the end while Stanley is walking through the original mod version of the game.
* 在非史丹利結局中，右邊的們將會使辦公室的其他部分坍塌失序因為某些敘事矛盾（narrative contradiction）。如果玩家走進左邊的門再回到房間，整個房間也都會毀壞。在旁白重啟遊戲之後，玩家會在房間的遺骸中醒來。選擇左邊的門將會讓故事似乎回到正常，直到你走進了老闆辦公室。

其它
--

* 根据博物馆，双门房间的设定是史丹利的寓言中最早成型的部分。制作完这个房间之后，制作团队沿着这里完成了这个游戏的其他部分，这个房间是一种对矛盾的探索。

畫廊
--

原始模組版本的房間。原始的房間，在高畫質版本中被捨棄。有著第三扇門的雙門房間。房間有著第三扇門，指示燈以及排行榜。六門版本無門版本The right hallway as it appears in the Real Person Ending.房間因為敘事矛盾而出錯。在旁白重啟遊戲後的廢墟樣貌。非史丹利結局中玩家眼中的史丹利。
爆炸結局

門的選擇
 旁白

**爆炸結局**（Explosion Ending）是你遵照旁白指示，但在最後沒有關掉設施能源所導致的結局。這會觸發核能自毀並且炸死史丹利。

## 達成結局

離開史丹利的辦公室，在雙門房間選擇左邊的門，然後在樓梯處上樓，來到老闆的辦公室。進入心靈控制設施，並前往設施能源房間，最後按下「On」按鈕。

結局
--

在按下「On」按鈕後，取代了控制設施，這將會觸發核能自毀系統。房間裡各種按鈕皆無法阻止爆炸的發生。旁白會開始嘲諷你，表示說他抹消了史丹利的同事們並且會讓史丹利永無止盡的待在遊戲當中，所以史丹利盡可以以各種方式去死。他甚至增加了計時器的時間，來讓他可以繼續向你說話。儘管史丹利按盡房間裡他所能看到的按鈕，他也無法阻止爆炸，而旁白會繼續嘲笑史丹利。就在計時器歸零時，遊戲會在旁白說完話之前重啟。

請到英文版wiki觀賞影片。

其他
--

* 第二次進入爆炸結局將會讓旁白在最後三十秒前有所反應。
* 若你作弊，你可以飛到你上方的步道並看到一台顯示錯誤的電腦和一些背景門。
* 某些玩家透過剖析地圖，試圖找出按鈕分別有什麼功用，而他們沒有找到可以停止倒數的功能。也就是說，無論如何玩家都無法阻止倒數計時，除非他們將整張地圖重製。
* 在一段時間後，螢幕結束並顯示「*GOODBYE EMPLOYEE 427*」，明顯指出史丹利的死期不遠。
成就

這個頁面列出了史丹利的寓言遊戲中的所有成就，以及如何達成它們。

## 点430号门五次

只要對著430門一直按，旁白就會開始引導史丹利依序按下437、416、417......各道門(旁白會指示)，途中還會要去按辦公室中的列印機(在辦公桌裡需要找找)再按419的電腦，史丹利會飄浮起來，最後再去按430門把，即解鎖。

## 无法实现的

瀏覽這個網頁以獲取資訊。經由輸入作弊指令嘗試獲得這個成就將會看到一則錯誤訊息：「*hey don't you even try*」。這個成就會隨機頒發給某些玩家。

承诺
--

在禮拜二玩*史丹利的寓言*玩24小時。

## 去外面走走

五年不玩這個遊戲並且不刪除它。這可能是遊戲中最大的挑戰，有甚於藝術結局必須玩嬰兒和小狗遊戲四個小時。不過，有些簡單的把戲可以快速獲得這個成就。請看這個網頁和這裡。

## 争分夺秒

和Beat The Game成就一樣，但你必須在四分鐘內達到自由結局，不算讀取畫面。要成功做到這件事，必須要先做到以下幾件事：

* 在旁白告訴你密碼前，於老闆辦公室的鍵盤輸入2845至少兩次，旁白會放棄並且直接幫你開門。
* 至少搭上老闆辦公室的電梯一次。
* 必須要從藍色的辦公室開始。

在一切都發生之後，拔腿狂奔直衝自由結局。

在英文wiki有一部示範影片。

成就
--

在Extras選單中將成就選項開啟。
Evotutorial

**Evotutorial** is the second tutorial level in Open Hexagon. It is essentially a tutorial for the traps seen in the Hypercube pack, along with swapping.

## Traps

The first thing you learn in the level is swapping: the ability to go to the opposite of what side you are currently on in the hexagon instantly. The second thing you learn is curved walls: a special type of wall that not only rotates relative to the hexagon, but also has its *own* movement pattterns.
Hexagonest

***Hexagonest*** (Mais Hexagonal, 六角一番) is the third stage included on the game Super Hexagon. It stops the learning curve, trying to give the hardest possible to the player. It is listed as *hardest* difficulty. It plays the song F*ocus*.

## Traps

### Double Turn

A common trap on all games, the player must go to the left fast not to be smashed by the giant block, and then, go back to the anterior position after another giant block shows up. It's a relatively easy pattern to learn, so the trap isn't that efficient, Super Hexagon players may be surprised however, as the sides can't be touched.

### Double ⅓ Repetitive Turn

A common trap on all games, the player must go to left, then right, left, right, left, right. They appear on both sides (hence the "Double"), so there isn't a lot to lose here. Most players will hardly die in this trap.

### Brackets

They re-appear, similar to Hexagoner, however, they can change direction (left/right) in the middle, requiring more brain processing from the player.

### Loop

Find an entrance and then keep pressing left. This not usually kill players, but can make the next trap a lot harder.

### Double Loop

Similar to a loop, but can be done on both sides and it's twice as longer. The only difficulty is to enter it, after that, just keep pressing the key until it is over, be careful, as it can make the next trap a lot harder.

### Incomplete Repetitive Turn

Requires the players to turn and spin until the opposite side of the hexagon. Player must be careful with when to stop, keep pressing the -> button may cause the arrow to be stuck again on the turn, when there is no time to a second round.

## Trivia

* Thanks to it's not-gramatically-possible name, it is not possible to translate its name accurately, most of the times in unofficial translations, it is used *'the best'* expression next to it.
* Surprisingly, this stage hasn't not even the half traps the *'final level'* theming should have, however, the harsh spin that happens here combined with the speed, makes those traps a lot harder.
Hexagoner

***Hexagoner*** (Hexagonador, 六角の方が) is the second stage included on the game Super Hexagon. It is slightly faster and harder than the anterior level, however, it still is focused on teaching the player. It is listed as *harder* difficulty. It plays the song *Otis*.

## Traps

### Twelvefold Turn

A hard pattern to learn and that will causa a lot of trouble to starters, the player must make six double turns fast otherwise they will hit the wall.

### Double Turn

A common trap on all games, the player must go to the left fast not to be smashed by the giant block, and then, go back to the anterior position after another giant block shows up. It's a relatively easy pattern to learn, so the trap isn't that efficient, Super Hexagon players may be surprised however, as the sides can't be touched.

### Double ⅓ Repetitive Turn

A common trap on all games, the player must go to left, then right, left, right, left, right. They appear on both sides (hence the "Double"), so there isn't a lot to lose here. Most players will hardly die in this trap.

### Brackets

The player must go right once, then keep it again, again, again, again. It is surprisingly easy to die here, so be careful.

### Incomplete Repetitive Turn

Similar to the Double ⅓ Repetitive Turn, but only goes once.

### Loop

Find an entrance and then keep pressing left. This not usually kill players, but can make the next trap a lot harder.

## Trivia

* It plays the same music from Ice stage.
* It is the only stage to include the Twelvefold Turn.
* Thanks to it's not-gramatically-possible name, it is not possible to translate its name accurately, most of the times in unofficial translations, it is used the *'better than'* prefix, however a *'-er'* prefix in meaning of *'which uses something, which fixes something'* can also be used.
Achievsuper

Super Hexagon has a collection of ***trophies*** (troféis, 授与) too, they're all related to doing 60 seconds on one of the stages.

Complete the Hexagon stage

Complete the Hexagoner stage

Complete the Hexagonest stage

Complete the Hyper Hexagon stage

Complete the Hyper Hexagoner stage

Complete the Hyper Hexagonest stage
Hyper Hexagoner

***Hyper Hexagoner*** (Hiper Hexagonador, 超六角の方が) is the fifth stage (and the second hyper mode stage) on the game Super Hexagon, it is a faster version of the Hexagoner stage, essentially. It is listed as *hardestest* difficulty. It plays the song *Otis*.

## Traps

***(h)*** means that those traps happen earlier than the normal version because of being hyper.

### Double Turn

A common trap on all games, the player must go to the left fast not to be smashed by the giant block, and then, go back to the anterior position after another giant block shows up. It's a relatively easy pattern to learn, so the trap isn't that efficient, Super Hexagon players may be surprised however, as the sides can't be touched. ***(h)***

### Double ⅓ Repetitive Turn

A common trap on all games, the player must go to left, then right, left, right, left, right. They appear on both sides (hence the "Double"), so there isn't a lot to lose here. Most players will hardly die in this trap. ***(h)***

### Brackets

They re-appear, similar to Hexagoner, however, they can change direction (left/right) in the middle, requiring more brain processing from the player. ***(h)***

### Incomplete Repetitive Turn

Similar to the Double ⅓ Repetitive Turn, but only goes once. ***(h)***

### Loop

Find an entrance and then keep pressing left. This not usually kill players, but can make the next trap a lot harder. ***(h)***

### Double Loop

Similar to a loop, but can be done on both sides and it's twice as longer. The only difficulty is to enter it, after that, just keep pressing the key until it is over, be careful, as it can make the next trap a lot harder.

## Trivia

* The kanji 超 from 超六角の方が can not only mean *hyper*, but also *ultra* and *super*.
* Thanks to it's not-gramatically-possible name, it is not possible to translate its name accurately, most of the times in unofficial translations, it is used the *'better than'* prefix, however a *'-er'* prefix in meaning of *'which uses something, which fixes something'* can also be used.

* The difficulty *hardester* isn't gramatically existent, however, it can be understood as *'hardest of the hardest'*.
Terry Cavanagh

***Terry Cavanagh*** (照利 [*from the word 'teri']* カバナー [*from the katakana 'kabana'*]) is the creator of the Hexagon official trilogy (Hexagon, Hexagon Ice and Super Hexagon). He is a indie developer who also made several other game, as for example, *VVVVVV* and *Grab Them by the Eyes*.

He also won the *IndieCade Festival 2010* award at the *Fun* category with the game *VVVVVV* and was named on the *Forbes* magazine on the *30 Under 30 - Games* category.

## Trivia

* 照利 means *"shining profit (照 - te, 利 - ri)"*
* He's english.
Ranksuper

The following are the highest scores for Super Hexagon. Some of them may be cheaters. Scores are not exact (ex: 1.1 day = 1 day)

## Hexagon

1. 1 year - by Vily [あなたをファック]
2. 1 year - by Stevex
3. 1 year - by OrangeSn0w
4. 1 year - by tarper24
5. 1 year - by 2DEndGame

## Hexagoner

1. 1 year - by tarper24
2. 1 year - by amlweems
3. 1 year - by Fungnub
4. 8 months - by UKINT - #Razer
5. 7 months - by QluPreX

## Hexagonest

1. 1 year - by OrangeSn0w
2. 1 year - by tarper24
3. 1 year - by amlweems
4. 1 year - by Fungnub
5. 1 year - by henpenben

## Hyper Hexagon

1. 1 year - by OrangeSn0w
2. 1 year - by tarper24
3. 1 year - by Fungnub
4. 1 year - by Hippolas Cage
5. 8 months - by henpenben

## Hyper Hexagoner

1. 1 year - by OrangeSn0w
2. 1 year - by tarper24
3. 1 year - by Fungnub
4. 8 months - by henpenben
5. 5 months - by #NegevNovemberMotherfuckers

## Hyper Hexagonest

1. 1 year - by Vily [あなたをファック]
2. 1 year - by OrangeSn0w
3. 1 year - by tarper24
4. 1 year - by Cookie
5. 1 year - by lordkronox
Hexagonstage1

***Hexagon*** (Hexágono, 六角) is the one and only stage demonstrated on the game Hexagon. The stage is quite slow, with only 2 traps. It plays the song *Focus*.

## Traps

### Double Turn

A common trap on all games, the player must go to the left fast not to be smashed by the giant block, and then, go back to the anterior position after another giant block shows up. It's a relatively easy pattern to learn, so the trap isn't that efficient, Super Hexagon players may be surprised however, as the sides can't be touched.

### Flashing Geometry

The hexagon may become unstable and being to flash and bounce in order to confuse the player.

## Achievements

Survive for 10 seconds

Survive for 60 seconds

## Trivia

* The world record of the stage is 1 hour.
* A similar stage appears on the game Super Hexagon.
Mechanics

There are several ***mechanics*** (mecânicas, 力学) in the series. Some of them are exclusive to the fan counterpart Open Hexagon.

## Stages and Hyper Mode

Each game (except for Hexagon and Hexagon Ice) has a variety of ***stages*** (estágios, 段階). Each one with their own traps, patterns, music and color! In Super Hexagon, surviving for 60 seconds will cause a color change (*bonus* mode) and unlock a ***Hyper Mode*** (modo hiper, 過敏モード).

Hyper Modes are versions of the anterior stage with pretty much the same patterns and levels, but much faster and including a much harsher *spin*.

In Open Hexagon, all stages are unlocked from start. The player can change the difficulty, from 1 to a maximum of 0.25/2.5.

## Levels

On Super Hexagon, after surviving a quantity of time, the player goes up a ***level*** (nível, レベル). It goes from a simple point to a full hexagon. There are 6 levels (Point, Line, Triangle, Square, Pentagon, Hexagon). Each level, the game goes harder, in the final level, further time will not increase difficulty.

## Spin

***Spin*** (giro, 回転) is a mechanic on both Super Hexagon and Open Hexagon. On lower levels, spin won't affect the gameplay a lot, however, on harder levels and hyper modes, it can determine death and life. Basically when the hexagon is spinning right, going right will make the arrow move faster and going left will make it go slower. The same thing happens when going left. If the spinning is slower, the difference will not be much, however, in insane velocities, ignoring this mechanic will cause fast death.

## Moving Walls

A mechanic only included on Open Hexagon, ***moving walls*** (paredes em movimento, 移動壁) are walls not aligned within the hexagon. They will cause lot of trouble on faster difficulties as they can go against the spin (see above) and because they're pretty much unpredictable.

## Swapping

***Swap*** (troca, 交換) is a mechanic included on Open Hexagon, that consists on pressing the space bar to move the arrow to the opposite side automatically. Swap is only enabled on some levels.

## Changing Geometry

Sometimes, in the middle of the game, the hexagon may change to other geometrical form. On Super Hexagon, it can become a square, a pentagon, and a triangle. On Open Hexagon, it can become a octagon, a circle, a square, a pentagon, and a triangle.
Hyper Hexagon

***Hyper Hexagon*** (Hiper Hexágono, 超六角) is the fourth stage (and first hyper mode stage) on the game Super Hexagon, it is a faster version of the Hexagon stage, essentially. It is listed as *hardester* difficulty. It plays the song *Courtesy*.

## Traps

***(h)*** means that those traps happen earlier than the normal version because of being hyper.

### Hexagon to Pentagon

The format of the hexagon changes to one of a pentagon, and, in the way, closes one of the two exits. If you're unlucky, one of those exits will be relatively far to the other one, and it will be the one which closes. It is the main way of dying on this stage. ***(h)***

### Square Circle

A pattern that requires the player to spin gently through the square without touching the back of blocks. Similar to a *Loop*. Will not generally catch players off-guard. ***(h)***

### Pentagon to Hexagon

Three consecutive pentagons that will open only one exit when the pentagon changes to a hexagon. If the players are far away from the exit that is open, passing through it may be difficult. ***(h)***

### ½ Turn

Requires the players to turn and spin until the opposite side of the hexagon. Player must be careful with when to stop, keep pressing the -> button may cause the arrow to be stuck again on the turn, when there is no time to a second round. ***(h)***

### Double ⅓ Repetitive Turn

A common trap on all games, the player must go to left, then right, left, right, left, right. They appear on both sides (hence the "Double"), so there isn't a lot to lose here. Most players will hardly die in this trap.

## Trivia

* The kanji 超 from 超六角 can not only mean *hyper*, but also *ultra* and *super*.
* The difficulty *hardester* isn't gramatically existent, however, it can be understood as *'harder than the hardest'*.
Baby Steps

**Baby Steps** is the tutorial level in Open Hexagon. It gives players some basic details of the game for those who are new to the Hexagon series as a whole.

## Details

Right off the bat, the game tells you to avoid the walls. It's that simple. The player is given a relatively easy set of obstacles. Next, you learn about the game's difficulty curve with just 6 words: "After a while, things get harder". The game will automatically end once the player reaches 45 seconds, no matter what. However, the player is instantly taken to a second tutorial, in which the player does not learn anything; the player is given a warm-up challenge before the main game; another 45 seconds and the level ends.

## Trivia

* This is one of the only levels that end; the other being Evotutorial.
Hyper Hexagonest

***Hyper Hexagonest*** (Hiper Mais Hexagonal, 超六角一番) is the last stage and currently the hardest stage on the game Super Hexagon, it is a faster version of Hexagonest, essentially. It is listed as *hardestestest* difficulty. It plays the song *Focus*.

## Traps

You die, you die, and, you die. No need to know the traps, man. But if it calms you, here is a *TBD.*

## Trivia

* The kanji 超 from 超六角一番 can not only mean *hyper*, but also *ultra* and *super*.
* The difficulty *hardestestest* isn't gramatically existent, however, it can be understood as *'hardest of the hardest of the hardest'*.
* Surprisingly, this stage hasn't not even the half traps the *'final level'* theming should have, however, the harsh spin that happens here combined with the speed, makes those traps a lot harder.
* Thanks to it's not-gramatically-possible name, it is not possible to translate its name accurately, most of the times in unofficial translations, it is used *'the best'* expression next to it.
Editable version of Dads' general page:

Dads' History comments area; organised by year.

Addison III: John Lehman caught me well-oiled on a Thursday night ('01) and invited Addison IV and me to the guest campout (\_\_\_\_\_\_\_\_ Ranch). Both of us were hooked! Thank you so much, John Lehman. Next year, a harmless breakfast with John Cooper and Jim Neubauer at Kuby's and I was "volunteered" for food. 15 years later I barely had time to eat. In those early days (early for me, Staley and Dittmar!) there were 3 scoutmasters: Cooper, Hogue and Higginbotham. There were 3-4 recognized Adult Leadership Positions. But there was almost unlimited dad involvement - the first year program and merit badges on Monday nights, and on average 80 or so dads on campouts. Yes, even in January! We were unorthodox by BSA standards, but we led Circle 10 in membership, attendance, eagles, and donations and we had to be having the most fun! By 2009 when I got out of the soup (and tricked Scott Rohrman into taking over!) there were 16 scoutmasters and 163 Adult Leader positions. What changed? Well the Troop did go from 50 scouts to over 200. But mainly we just had a bunch of zealous scouts and parents. The parents didn't have a 70% attendance requirement like the scouts. They just loved their sons and made it their priorities to lead by example, rain or shine, literally.

List of Troop Committee Chairmen:

John Massey ( - '93

Addison Wilson III ( '93 - '06)

Addison Wilson AND Scott Rohrman, Co-Chairmen ('06 - '09)

Scott Rohrman ('09 -

Scott Petty (

List of long-standing Dad's Comittees

Advancement Testing: Bruce Nutt, Ralph Ross, Rick Morgan, Doug Fletcher, J C Nicholas, Mike McCullough, Ted Simon, Glen Draper, Hoddy Peck

Cook Trailer: Bruce Harbour, Richard Jodry, Tom Geddis, John Lehman, George Busiek, Jim Neubauer, Warren Chang

Eagles Scout Project Dads: Rick Hughes, Jack Cannon, Terry Haynes

Corps projects: Derrick South (1995-96)

Discussions:

Dad's Room

Changing roles of Dads under Cooper vs Higginbotham

Scoutmasters roles and regular dad roles

Church renovation(s)

Mothers on Campouts
432號職員

**432號職員**（Employee 432）是史丹利的一名同事，他大量出現於史丹利的寓言的彩蛋當中。這似乎是因為他可能遭遇過史丹利正在遭遇的這些事，他的名字可能是克里斯（Chris），不過這尚未被證實。

## 相關彩蛋

* 在心靈控制設施並不會顯示432號辦公桌。
* 在你前往電話房間的路上，你會看到一箱削鉛筆機上面印著數字432。當你拔掉電話插頭然後回頭的時候，箱子已經不見了。
* 432號辦公桌上並沒有電腦，只有一些文具。
* 在混亂結局中，可以看到一張寫著432號職員的「每日表現回顧」。
	+ 在同樣的結局中，在公司檔案中可以看到一條叫做「432號同事回顧」的走廊。
* 在逃生艙結局中，所有的窗戶都面對著432號職員的辦公桌。
* 在天堂結局中，天堂裡總共有432個按鈕。
* 在心靈控制設施裡，你可以看到一張紙寫著「員工觀察協議」（Employee Observation Protocol），寫有下列文字：

*1A. 如果一名員工表現出非計畫中的情緒，立即聯絡監視者。*
*1B. 請記住432號職員是一個測試案例，無須適用1A條例。*
*2A. 如果一名員工試圖透過任何非計畫中的方法離開辦公室（例如窗戶、載具或不安全的門等等），將員工重置回預設狀態，並回到他們先前的模式。如果脫離控制請聯絡監視者。*
*2B. 如果（儘管遵守2A條例）一個員工在工作時試圖離開辦公室，你必須要立刻啟動鎖定程序，不可怠慢。這將會在系統架構中創造一個暫時迴圈，而且只能由上頭關閉。*
*……*
諸如此類。
* 監視432號職員的監視器顯示著原本不在那裡的一箱削鉛筆機。
* 心靈控制設施有張紙寫著：「432號又向431號要鉛筆，而431號一如往常沒有回應。」
* 在會議室裡有一個白板寫著：「該怎麼處理432號？」（*what to do with 432?*）
* 432號有一大堆削鉛筆機，但遊戲裡總共只有3支鉛筆。
* 辦公室裡有一大堆432號辦公桌的圖畫。

畫廊
--

432號職員的每日表現回顧「某人」正向431號職員要著鉛筆一箱印著432的削鉛筆機
Hexagonstage2

***Hexagon*** (Hexágono, 六角) is the first stage included on the game Super Hexagon and has the makings of a tutorial. It is listed as *hard* difficulty. As its counterpart, it is very slow, however, it has much more traps. It plays the song *Focus*.

## Traps

### Hexagon to Pentagon

The format of the hexagon changes to one of a pentagon, and, in the way, closes one of the two exits. If you're unlucky, one of those exits will be relatively far to the other one, and it will be the one which closes. It is the main way of dying on this stage.

### Square Circle

A pattern that requires the player to spin gently through the square without touching the back of blocks. Similar to a *Loop*. Will not generally catch players off-guard.

### Pentagon to Hexagon

Three consecutive pentagons that will open only one exit when the pentagon changes to a hexagon. If the players are far away from the exit that is open, passing through it may be difficult.

### ½ Turn

Requires the players to turn and spin until the opposite side of the hexagon. Player must be careful with when to stop, keep pressing the -> button may cause the arrow to be stuck again on the turn, when there is no time to a second round.

### Double ⅓ Repetitive Turn

A common trap on all games, the player must go to left, then right, left, right, left, right. They appear on both sides (hence the "Double"), so there isn't a lot to lose here. Most players will hardly die in this trap.

## Trivia

* The world record of the stage is 1 entire year (and a little bit more).
* It is considered a tutorial.
* This stage and its hyper variant are the only stages in the game to not have any *loops*.
* It is the first stage in the game.
* It is based on the first game of the series, as it uses the same music and generally the same patterns.
Troop 82 Circle Ten BSA History Wikia

## **Crowd-Sourced History Index**

Join us in crowd-sourcing the history of BSA Troop 82, HPPC Dallas, Tx! Please add pictures, history, and all your anecdotes! This project is a creative result of the troop's 60th Anniversary reunion.   Help us in compiling the richest, most robust stories of Troop 82 ever! We want your help.
The **60th Anniversary Reunion** is scheduled for ~May 2015 at the Dallas Country Club. Anyone associated with the troop is invited... this likely mean you!  Scouts, Moms, Dads, Grandparents, Aunts Uncles - If Troop 82 has camped on or burned up your ranch-You can sign up for the reunion at it's Facebook Event Page. As part of the Reunion effort we IMPLORE you to add all your history contributions to our history wikia!  All your keepsakes and records have a place on this site.  We'll store them online, and incorporate them into a larger history as they fit. Thanks for creating the history of Troop 82!!!

## How we're organizing this history:

We're organizing the history in the Troop 82, Dallas, Texas...

## **Crowd-Sourced History Index**.

Contributing to our History project is easy:

Sign In.

Find an appropriate page of the History for you contribution.

Post your stuff in the comments. Photo's, text, files, videos... Post 'um! Your comments below are fixed for good!

At the top of many fixed Wikia pages are links to editable copies, which are ongoing templates YOU can use to suggest fixed content up top. However, everyone shares THAT one template, so consider the suggestions already on them. Many of the deeper pages you can click "edit"; be thoughtful in design.

Try to label your photos; years and dates at the beginning of the label tend to be especially useful.

Thanks for making history with us!

\*NOTE\* It's FAR FAR better to post things in a specific page in the comments Blog than posting them in general places, or adding them in general up top at the green bar. If you do add photos and video's up top, please be so good as to label as best you can, starting the titles with a year or a complete date.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Bobby Higginbotham Era: 2000s- (general)

Editable version of Higginbotham Era Index:

The Higginbotham Era brought in a variety of organisational changes. Most notably the troop began the 21st century organised by patrol, and eventually reorganized into companies. Our discussion forums for scouts are organized by years. Forums: Young Scouts History, Corps History (before 2008), and Staff History. Dads' History have their own forums by years.

Notably, the Corps move to a separate upstairs meeting in the early 2000s. The corps eventually dissolved into companies after 2008.
Editable version of Higginbotham Era Assistant Scoutmasters:

List of Higginbotham era Assistant Scoutmasters: 1998-

John C. Cooper- 1998-2000 Yes, Mr. Cooper stayed on in the background for a solid year while Bob took charge.

Dick Hogue -2000

Terry Springer

Terry Haynes

Michael Patton

Hamel Reinmiller

Ray Ayers ('99 -

Ralph Ross ('01

Brian Bell ('03 -

Doug Fletcher ('05 -

Ted Biggers ('05 -

Rick Morgan ('05 -

Terry Haines ('05 -

Bob McCamey ('05 -

Bart Irby ('05 -

Richard Cheatam ('05 -

Lance Pool ('06 -

John Farris ('06 -

Mark Reder ('07 -

Steve Holley ('07 -

\*Scott Miller ("Big Wind")- Bonfires (years?) \*Non-Assistant-Scoutmaster

Bartow Harris- 2002 - 2007 Bartow was father of the Corps Executive Committee, (composed of elected scouts) the "BOSS" program, (Big on Scout Spirit) and "SSE" (Sixth, Seventh, and Eight-grade) programs. Bartow was the first Scoutmaster in charge of separate Monday night Corps meetings upstairs. In 2003(?) the B.O.S.S. Corps scouts began teaching 5th grade classes as their B.O.S.S. leadership requirements. This ended the decades of dad teaching the First Year Program. The BOSS also taught skills on the campouts, which had been a Corpse role back into the 1990s, notably by Derrick South and others. The SSE Corpse scouts lead campout programs in the afternoon for the sixth, seventh, and eighth grade scouts. Since the younger high school scouts were often more in need of leadership hours for advancing, they often went to BOSS. BOSS was essential to teach skills for the 5th graders to advance.

Matt Loomis (2005 -2007): "Loomis" was the defacto adult leader of the Corps in 2006-2007. He specialized in organizing and collecting dues. His diplomatic nature with the scouts earned him the nickname "Papa Bear".

Addison Wilson IV (2005-2008): Known for his sleight-of-hand magic, "Baddison" assisted with the Corps for three years. He specialized with the BOSS program during that time, as well as planning and buying for the Corps' campout meals. During this era the Corps implemented a mandatory $10 campout fee where all members were required to camp, cook, and eat together. On the 2007 September campout Baddison drove the Corps leadership to cook a seven course meal featuring shrimp thermidor. Baddison's drive to organized the Corps food emanated to his own time in Corps in late 1995, when the optional $5 meals consisted of only junk food.
List of Higginbotham Era Assistant Scoutmasters:

List of Higginbotham era Assistant Scoutmasters: 1998-

Editable version of Higginbotham Era Assistant Scoutmasters:

John C. Cooper- 1998-2000 Yes, Mr. Cooper stayed on in the background for a solid year while Bob took charge.

Dick Hogue -2000

Terry Springer

Terry Haynes

Michael Patton

Hamel Reinmiller

Ray Ayers ('99 -

Ralph Ross ('01

Brian Bell ('03 -

Doug Fletcher ('05 -

Ted Biggers ('05 -

Rick Morgan ('05 -

Terry Haines ('05 -

Bob McCamey ('05 -

Bart Irby ('05 -

Richard Cheatam ('05 -

Lance Pool ('06 -

John Farris ('06 -

Mark Reder ('07 -

Steve Holley ('07 -

\*Scott Miller ("Big Wind")- Bonfires (years?) \*Non-Assistant-Scoutmaster

Bartow Harris- 2002 - 2007 Bartow was father of the Corps Executive Committee, (composed of elected scouts) the "BOSS" program, (Big on Scout Spirit) and "SSE" (Sixth, Seventh, and Eight-grade) programs. Bartow was the first Scoutmaster in charge of separate Monday night Corps meetings upstairs. In 2003(?) the B.O.S.S. Corps scouts began teaching 5th grade classes as their B.O.S.S. leadership requirements. This ended the decades of dad teaching the First Year Program. The BOSS also taught skills on the campouts, which had been a Corpse role back into the 1990s, notably by Derrick South and others. The SSE Corpse scouts lead campout programs in the afternoon for the sixth, seventh, and eighth grade scouts. Since the younger high school scouts were often more in need of leadership hours for advancing, they often went to BOSS. BOSS was essential to teach skills for the 5th graders to advance.

Matt Loomis (2005 -2007): "Loomis" was the defacto adult leader of the Corps in 2006-2007. He specialized in organizing and collecting dues. His diplomatic nature with the scouts earned him the nickname "Papa Bear".

Addison Wilson IV (2005-2008): Known for his sleight-of-hand magic, "Baddison" assisted with the Corps for three years. He specialized with the BOSS program during that time, as well as planning and buying for the Corps' campout meals. During this era the Corps implemented a mandatory $10 campout fee where all members were required to camp, cook, and eat together. On the 2007 September campout Baddison drove the Corps leadership to cook a seven course meal featuring shrimp thermidor. Baddison's drive to organized the Corps food emanated to his own time in Corps in late 1995, when the optional $5 meals consisted of only junk food.
Resenha do filme Dois Coelhos -

## Inovação nacional com leves toques de efeitos especiais

O filme **2 Coelhos,**lançado em20 de janeiro de 2012, é do gênero ação e foi produzido nacionalmente, tendo duração de aproximadamente 103 minutos. Ele também conta com elementos de humor e drama, impressionando no uso de efeitos especiais.

O filme foi dirigido por Afonso Poyart, que conseguiu inovar o cinema brasileiro, com suas estratégias e dinâmica pessoal, que prendem o espectador, mantendo-o com uma constante sensação de surpresa. A trama se passa na cidade de São Paulo, na qual se contextualiza todo esse jogo de histórias que tangem ao respectivo meio de cidade grande. Elementos da capital são mostrados durante o desenrolar do longa metragem.

O elenco conta com Fernando Alves Pinto , que atua como Edgar, o nosso protagonista, que é um homem que busca fazer justiça com as suas próprias mãos. Edgar acidentalmente atropelou e matou uma mulher e seu filho, quando estes estavam atravessando a rua, ao ser julgado por uma justiça falha e corrupta, Edgar escapa de qualquer tipo de punição severa graças a uma "pequena ajuda" dada pelo deputado Jader (Antônio Roberto Marchese). Depois desse episódio, ele viaja para Miami, onde arquiteta um mirabolante plano com o objetivo de pôr um fim na rede de corrupção na qual ele mesmo estava inserido.

No decorrer do filme, várias cenas são mostradas fora de uma ordem cronológica, o que faz o espectador tentar descobrir o que acontecerá, transformando-o em um detetive. A história vai sendo desmembrada a partir de flashbacks, que aos poucos revelam todas as incógnitas criadas e quebram a ansiedade do espectador. Os personagens vão sendo lançados numa sequência de graus de proximidade, o que se configura como defeito a partir do ponto em que isto é realizado de uma forma bagunçada e desconexa ― deixando o telespectador cansado e confuso. Porém o filme não se perde nisso, por possui uma produção e um envolvimento com o espectador que supera a exaustão causada. O filme possui várias cenas de ação, que foram bem recheadas de tensão, o quê nos prende a tela e complementa-se à efeitos especiais fantásticos, não comumente aproveitados por filmes brasileiros, no geral.

É interessante essa maneira, que o diretor passa o filme, fazendo uma história que aparenta um quebra-cabeça, da maneira que o telespectador está sempre atento e entretido com o filme, procurando compreender o que realmente está acontecendo. O que impressiona também, é a magnitude do filme, que apesar de ser um gênero tão pouco explorado no Brasil, é trabalhado com grande profissionalismo e aproximado da verdadeira realidade de maneira impressionante.

A temática do filme se baseia no ponto de vista de diversos tipos de criminosos comuns no nosso país, condenando a corrupção, e outros tipos de violência geradas pelo descaso do governo com os cidadãos, mas também nas áreas mais ricas do país, ou seja, ele consegue expressar a face do crime sem vitimizá-lo. Assim como faz também Rubem Fonseca, na famosa obra Feliz Ano novo.
Editable version of Campouts by location index:

Troop 82 Campouts

In Troop 82 attendance was a "mandatory" part of maintaining scout spirit for advancement, acquiring leadership hours, and competing for leadership positions via the Troops rigorous point system. As a result, campouts, meetings, summer camp, and Scout Sundays at HPPC were always well attended.

John Cooper's timeless wisdom governing campouts: "We camp when it's cold, and we camp when it's wet, but we never camp when it's cold AND wet."

Troop 82 scheduled seven campouts every year: Sep, Oct, Nov, Jan, Feb, March, April

The Troop is indebted to friends who graciously "submit" their properties to 200+ scouts, 100+ Dads, 100+ suburbans and 50+ campfires! Also to those who solicit the campsites and then call with the apologies!

**Campouts by location:**

Belle and Don E. Berg Ranch - Bosque County

Bill Travis Ranches - East Texas

Camp Cherokee - Misenbach

Houston Ranch - Bosque County

Justin McCarty Ranch - East Texas

Kimberlin Ranch -near Possum Kingdom

McKamy Ranch - Munster

Murcheson "Glad Oaks" Ranch - East Texas

Sparling Ranches - Frisco and Corsicana

Whitehead Ranch - Bosque County
Campouts by location:

Editable version of Campouts by location index:

Troop 82 Campouts

In Troop 82 attendance was a "mandatory" part of maintaining scout spirit for advancement, acquiring leadership hours, and competing for leadership positions via the Troops rigorous point system. As a result, campouts, meetings, summer camp, and Scout Sundays at HPPC were always well attended.

John Cooper's timeless wisdom governing campouts: "We camp when it's cold, and we camp when it's wet, but we never camp when it's cold AND wet."

Troop 82 scheduled seven campouts every year: Sep, Oct, Nov, Jan, Feb, March, April

The Troop is indebted to friends who graciously "submit" their properties to 200+ scouts, 100+ Dads, 100+ suburbans and 50+ campfires! Also to those who solicit the campsites and then call with the apologies!

**Campouts by location:**

Belle and Don E. Berg Ranch - Bosque County

Bill Travis Ranches - East Texas

Camp Cherokee - Misenbach

Houston Ranch - Bosque County

Justin McCarty Ranch - East Texas

Kimberlin Ranch -near Possum Kingdom

McKamy Ranch - Munster

Murcheson "Glad Oaks" Ranch - East Texas

Sparling Ranches - Frisco and Corsicana

Whitehead Ranch - Bosque County
Zrayden

Zrayden is Crayden before he went evil. Zrayden looked identical to Brayden only with white eyes. One day, Zrayden was at his garage, which he named "Zrayden's Lounge" and then came across Brayden and the tour guide. This was Brayden's first time in sumpsyland, before, he lived in MikeLand. Brayden came across zrayden and zrayden welcomed him nicely. Brayden was being a brat, so he said "you are an idiot, you look retarded" and zrayden malfunctioned and was super confused, so he decided to become evil. He wanted to turn red, because red looks evil, so he ate 100 red crayons, hence the name crayden. Crayden absorbed all the powers of everything around him and revealed his true form. That spawned the first fight between crayden and brayden.
Gina

* **Constructor**: Couillet
* **Construida**: 1883
* **Configuración**: 0-4-0T

**Gina** es una elegante locomotora de tanque Italiana que participó en el Reto de Maniobras en el Show de Ferrocarriles.

## Biografía

Gina, junto con las otras locomotoras internacionales, accidentalmente llegaron a Sodor cuando el ferry en el que viajaban se detuvo en Sodor en lugar del continente. Después de que los motores se dieron cuenta de su error, Gina ordenó que los motores volvieran a la nave. También fue la primera en notar que uno de los motores internacionales, Ashima, estaba desaparecido de la nave.

Gina compitió en el Shunting Challenge junto a Ivan, Raúl, Thomas y Ashima. Durante la competición, sus camas planas fueron descarriladas por Vinnie cuando él estaba persiguiendo a Philip a través del patio.

Después de que el Great Railway Show terminó, Gina abandonó el continente y regresó a Italia.

## Personalidad

Gina está dispuesta a competir con los chicos en el Gran Show de Ferrocarriles. Es una trencita a vapor, aunque es pequeñita eso no le quita ser grandiosa. Dulce y con mucho estilo, Gina no tiene nada que envidiar y puede alcanzar a todos los chicos con quienes tiene que lidiar a diario a la hora de maniobrar carga.

## Bases

Gina está basada en una Ferrovie Nord Milano 200 0-4-0T.

## Apariciones

### Serie de Televisión

Especiales:

* La Gran Carrera

## Mercancía

* Wooden Railway (*Race Day Relay Set exclusive; coming soon*)
Resenha: Cazuza – O Tempo Não Pára - Rafael Gonçalves

Agenor de Miranda Araújo Neto, carioca, nascido dia 04 de abril de 1958, foi um poeta/cantor reconhecido por todo o país. Cazuza, como era conhecido, foi vocalista e principal compositor da banda Barão Vermelho. O artista é considerado um dos maiores compositores brasileiros. Além de suas músicas que bombaram em sua época - e até hoje -, o cantor também era conhecido por toda sua rebeldia e polêmicas. No ano de 1989, ele revelou ser soropositivo, portador do vírus HIV, e, no ano seguinte, sucumbiu a doença.

Em 2004, a unidade de produção e distribuição de filmes, Sony Pictures, lançou o filme ***Cazuza - O Tempo Não Pára***. A obra, de gênero drama biográfico, retrata toda a vida do artista, desde o início de sua carreira, como ator, seu sucesso como cantor , até sua morte, o que resultou de complicações causadas pela AIDS , devido sua curtição invejável da vida. Dirigido por Sandra Werneck e Walter Carvalho, o filme aborda temas que, hoje, são considerados tabus pela sociedade, como, por exemplo, drogas e gênero, sexualidade.

No papel de Cazuza, tem-se o ator Daniel de Oliveira. O ator cumpre com todas as suas responsabilidades. Soube interpretar fielmente expressões faciais e vozes, dando ainda mais credibilidade ao filme. Fisicamente falando, ele é quase uma fotocópia do próprio Cazuza; até os traços do rosto são semelhantes.

Infelizmente, o filme não consegue acompanhar o ótimo trabalho realizado por Daniel, deixando muito a desejar de seus cenários. Claro que não ficariam idênticos, mas os palcos montados para representar os pisados por Cazuza, são muito inferiores. O show realizado no Rock In Rio, que foi um marco na carreira de Cazuza, não foi bem representado, com colagens de imagens que foram introduzidas nas cenas do filme.

O filme tem, com razão, uma classificação indicativa de 16 anos. A obra, por ser biográfica, trata de um tema real, no caso, a vida do artista. O uso de drogas, álcool e orgias homo e heterossexuais no filme são explícitos. Apesar disso, é impossível não se emocionar com os altos e baixos da turbulenta vida de Cazuza.